Chapter Four: Minnesota Wilds

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Venatus Vinco
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Chapter Four: Minnesota Wilds

Post by Venatus Vinco »

Minnesota Wilds
PROGRESS MAP
Reeling a bit from their stunning defeat at the hands of the Coalition, the heroes of Adventure Inc. plod along their original mission - to get to the Colorado Baronies and scale the Great Barrier Wall. Spurred by a sense of purpose the sting of loss fades every so slightly as they push into the heavy forests of Minnesota. Skirting north around CS controlled territory takes longer and runs the risk of more Xiticix, but cutting south will go through the more heavily controlled areas.

Once they make their decision the group gears up in the Mammoth APC and drives off carefully.

North or South?

Once you choose please find someone to fill, and Support, each of the following Journey (TLFM page 17) tasks. Rolls are at -2 as you enter more dangerous territory.

Navigator: Survival
Lookout: Notice
Pilot: Driving
Scout (Optional): Stealth
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Phoenix
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Re: Chapter Four: Minnesota Wilds

Post by Phoenix »

Support for driving +2
Support driving: repair: 1d10! 1d6!: [8]+[6!, 5] = 19
“South sounds good.”
Pheonix doesn’t say much having realized the truth about their mission and who exactly was driving it. But he did his part and kept the group’s big driving machine operational.

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Tiny Tim
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Re: Chapter Four: Minnesota Wilds

Post by Tiny Tim »

Scout 5
Stealth +2 (-2 due Difficulty, +4 Instead of -4 to Notice)
  • Stealth: 1d8+2!!: [2]+2 = 4
    Wild: 1d6!!+2!!: [3]+2 = 5
    Result: 5 - Success.
    • The party is forewarned of what lies ahead. Draw for Encounters as normal.
"After that, I need to go for a run. I will go looking for what difficulties there might be up ahead. I believe we should risk the Xiticix instead of the Coalition with our recent... difficulties. We also have our Radioactive Xiticix Pesticide Rocks if things turn south."

With that, Tiny Tim lopes off ahead, quickly vanishing from sight. His Chameleon Scales make following him with your eyes next to impossible as he makes his way into the forest.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 20/20
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 32 (18) in Dragon Form, 18 (10) in Human Form
Parry: 5
Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 3/3
Base Amount

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William Rufus
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Re: Chapter Four: Minnesota Wilds

Post by William Rufus »

Driving d8
Driving d8!!: [3] = 3 -2=1
Wild Card d6
Wild Card d6!!: [2] = 2

William seems to be having a tough time at driving he acts as the defeat at the hands of the CS doesn't mean much, because the civilians and refugees got out. But that isn't the case, he hates that they were so easily brushed away . .

thank heaven that phoenix and his pet were there to help him keep the vehicle from crashing. I say north to get out of this place , but the bugs are up there right > so we need to watch for them. is this going to ake a lot of extra time. Boy there are a few lakes here. (Minnesota land of 10,000 lakes)
Last edited by William Rufus on Sat Jul 04, 2020 7:41 am, edited 1 time in total.
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny

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Icosa
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Location: 1st SET

Re: Chapter Four: Minnesota Wilds

Post by Icosa »

"Considering that the Coalition may well have circulated descriptions of us, avoiding them seems wise. I would suggest north."

Having weighed in on the route question, Icosa clambered out to ride atop the team's vehicle and keep watch. This was ostensibly because she enjoyed a larger field of view that way...but it was also because her own sensors were vastly superior to those she could access from inside. Multispectral electromagnetic sampling, radar and lidar target acquisition, electronic magnification and light amplification...ARCHIE 7 had spare no trick to ensure that Icosa could succeed at her first mission objective. That of observation and recording.

Also, the feeling of wind blowing around her was rather pleasant and it lowered the energy cost of homeostasis.

Rolls: Lookout 13
Notice 1d6!!+4: [5]+4 = 9 Wild 1d6!!+4: [11!!]+4 = 15
Ack, at -2, but the s'plosion makes it all ok
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

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Phoenix
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Re: Chapter Four: Minnesota Wilds

Post by Phoenix »

Support driving, +2
Notice: 1d10 1d10! 1d6!: [10!, 9]+[1] = 20
Huxley, Pheonix’s white wolf was severely less jaded that her friend. She nuzzled @Mars as if to say, Its ok that you are bat shit crazy, everyone is. She had a ton of fun racing @Ajax around, he was fast for a human. It was nice to have so many new friends because her old friend @Tiny Tim was almost never around. During the battle she had gone and gobbled up the fallen and feasted on their raw psychic energy, so her belly was full and life bright. Super happy to get a move on she bounded around in front of the large noisy vehicle yelping in an effort to keep the human on point. At one point the large wolf crossed path’s with @Icosa and sniffed, wonderIng by just how much did the wind lower the robots homeostasis cost?

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Tex Arcana
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Re: Chapter Four: Minnesota Wilds

Post by Tex Arcana »

Supporting Navigation

Spellcasting: 1d10!: [2] = 2 (@ -2)
Wild Die: 1d6!: [3] = 3
Total: Durp! 1

Tex says to @Phoenix, "South is the dead man's path. The commander of that base was smart and we were dumb. She knows we got away, she'll have notified her superiors. When we get to a town with an Operator or two, we need to get this APC painted as a token effort in camouflage. The centaur and the wolf are most likely to give us away. We need to go north. If we come across the bugs, we can use the rock we found as a deterrent. I don't mean deep to the north, we just need to skirt the territory. If we can find a ley line heading in the same direction so much the better."

Tex reaches out with his magical senses to try and sense the nearest ley line, but has no luck.

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Mars
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Re: Chapter Four: Minnesota Wilds

Post by Mars »

Phoenix wrote:
Thu Jul 02, 2020 4:30 am
Huxley, Pheonix’s white wolf was severely less jaded that her friend. She nuzzled @Mars as if to say, Its ok that you are bat shit crazy, everyone is.
Mars reaches out to absently pet Huxley’s head and finds herself grinning. ”Who’s a good girl?” she asks the wolf in between pats.

What a cute wolf, Lace thinks, and then freezes. Wait a second. She holds her hand up in front of her face and flexes her fingers a little, as if testing the air.

”It’s me,” she mumbles, her own tongue feeling fat in her mouth. ”It’s me!” she holds one fist up triumphant, while her other hand keeps patting Huxley.

It’s the first time in months she’d been in control; Mars is still in there, of course. Lace can hear her moping around, still reeling from the defeat.

But not Lace. With a smile on her face, she pulls out her compass, looking for a heading and feeling free for the first time in forever.

Survival 1d6!+1: [6!, 6!, 5]+1 = 18 , Wild 1d6!+1: [3]+1 = 4


Mars and Lace
Mars now shares her head more regularly with Lace, her pre-Crazy, mortal personality, as a side effect of growing more powerful in her MOM-induced psychic abilities. In game mechanics, she ranked up and picked up rapid recharge and a new hindrance reflecting her multiple personalities.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state), Multiple Personalities
Mars Character Sheet

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Phoenix
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Re: Chapter Four: Minnesota Wilds

Post by Phoenix »

Tex Arcana wrote:
Thu Jul 02, 2020 7:13 am
Supporting Navigation

Spellcasting: 1d10!: [2] = 2 (@ -2)
Wild Die: 1d6!: [3] = 3
Total: Durp! 1

Tex says to @Phoenix, "South is the dead man's path. The commander of that base was smart and we were dumb. She knows we got away, she'll have notified her superiors. When we get to a town with an Operator or two, we need to get this APC painted as a token effort in camouflage. The centaur and the wolf are most likely to give us away. We need to go north. If we come across the bugs, we can use the rock we found as a deterrent. I don't mean deep to the north, we just need to skirt the territory. If we can find a ley line heading in the same direction so much the better."

Tex reaches out with his magical senses to try and sense the nearest ley line, but has no luck.
The jig was up. Pheonix scowled at Tex’s apt description of the situation. There is always one guy too smart... The demo man had indeed hoped to encounter the CS again. It was simple really he would most likely survive such an encounter but the rest would not. He then be free to set his own course presumed dead, and all debts to New Lazlo erased. Instead he nodded hating that Senator fancy pants had blackmailed him into accompanying this gang of murderers. “Sure Tex, good point. North it is.” For a time the psi ghost had believed that they were out here to do good and extol the virtues of New Lazlo, heck he even had 30k worth of pamphlets made so he could sarcastically brow beat the natives into their way of thinking. But after what happened to O’claire he new the truth: they were out here to kill. He had never seen such a lack luster defense of a town, and during the war he had seen some real shit shows. He nodded again keeping his thoughts to himself, ”Yeah Tex... North is fine.”

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Ajax
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Re: Chapter Four: Minnesota Wilds

Post by Ajax »

Stealth - support failure
Stealth
1d8!!: [4] = 4
WD Stealth
1d6!!: [4] = 4
Ajax concurred with Tex's assessment of their path. The Xiticix held no special ire for them, and even if they were provoked, the company had Xiticix repellent on board. They had no such deterrent against the CS.
Ajax's mood is increasingly sour as the thoughts of a free and happy folk, displaced from their homes by the failure of Ajax and his party to turn aside the CS, took an unpleasant residence in his mind. Had they picked the fight themselves? Had the company drawn the ire of the CS? The thoughts muddled with his focus. He did his best to scout ahead stealthily, but his normally nimble conduct gave way to the blundering of a horse stomping through the increasingly thick underbrush. He was of little use to the company in this endeavor.
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9

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Erebus Caine
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Re: Chapter Four: Minnesota Wilds

Post by Erebus Caine »

Stealth - success and 2 raises
Stealth (-2 task, +2 Armor, +2 Skill bonus)
1d12!!+2: [10]+2 = 12
WD Stealth
1d6!!+2: [7!!]+2 = 9
Erebus Caine flitted about the wildlands, a whisper on the wind, sneaking ahead of the group and scouting out what troubles may lie ahead.

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William Rufus
Posts: 67
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Four: Minnesota Wilds

Post by William Rufus »

Hey this Monmouth it is watertight, right? Does it float or settle to the bottom? We can connect the lakes and go across them, might be easier than busting through the woods?
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny

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Venatus Vinco
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Re: Chapter Four: Minnesota Wilds

Post by Venatus Vinco »

That’s Bunk
Location: 50 miles north of the former city of Tolkeen
Map: https://www.google.com/maps/d/edit?mid= ... sp=sharing
Conditions: Midday. Overcast.
After a short deliberation, the team turns north to skirt CS Minnesota. After five days of uneventful driving they reach the St. Croix River, the old border to the state of Minnesota, and cross at a point where a major ley line cuts southwest and is connected to the nexus in Tolkeen. On the other side, their route must thread a needle between the CS outpost of Fort Barron, which is mainly concerned with Xiticix incursions and pass within fifty miles of the former city of Tolkeen. The area is CS patrolled but is still a hotbed of resistance from Tolkeen Retribution Squads.

On the second day of traversing the wilderness the terrain begins to change into an overgrown city ruin. Signs of the war are still evident with burned out buildings, destroyed structures, and stripped down wrecks everywhere. Fortunately, by this time the team is a well oiled machine. Inside the mammoth Mars, seeming to have changed her demeanor since the battle of OClaire, proves to be an efficient navigator, helping the team make good time and steer clear of any major obstacles. Tex does his best to help, but the area to the south is thick with ley lines and picking one out to navigate by is nearly impossible. In the turret, Icosa provides an ever watchful eye. As always William is at the wheel while Pheonix and Huxley help keep the Mammoth in good working order.

The odd couple, Tiny and Caine, range ahead of the Mammoth scouring the ruins for anything interesting. For his part Ajax tags along providing a noisy distraction to keep others from spotting the real scouts. As they pick their way through the ruins the trio uncovers what appears to be the entrance to a former Tolkeen defense force bunker...
NG-AT46 Mammoth APC
Image
  • Size: 8 (Huge)
  • Handling: +0
  • Top Speed: 90 MPH
  • Toughness: 46 (24)
  • Crew: 5+20
  • Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

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Mars
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Re: Chapter Four: Minnesota Wilds

Post by Mars »

Lace’s eyes go wide. ”Is that a Tolkeen bunker? Oh, wow. The things we might find in there. I’ve, well never actually been in a real war zone. Most of my work before the procedure was one-on-one type stuff; if we had a large-scale fight, it might involve as many as ten people. This is... this is a different scale.”

Grabbing her gear and buckling on her sword, she gives the group a quick smile. ”Shall we go in?” she asks, just before jumping down and heading towards the entrance.

Curious
Whether Mars or Lace, her mind is naturally curious and she follows her hindrance.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state), Multiple Personalities
Mars Character Sheet

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Ajax
Posts: 55
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter Four: Minnesota Wilds

Post by Ajax »

Ajax snaps to attention, curiosity piqued. He radios back to the Mammoth. "We've spotted a bunker. There's no telling what wonders...or horrors...might await us. Better we discover the truth than the skulls seize it and destroy whatever might be found. I'm going in." Never one to wait, Ajax brandishes his greatsword and begins trotting towards the entrance.
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9

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Tex Arcana
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Re: Chapter Four: Minnesota Wilds

Post by Tex Arcana »

Common Knowledge: 1d6!: [5] = 5 | What kind of defenses are typically in place.
Wild Die: 1d6!: [6!, 6!, 6!, 3] = 21

Occult: 1d10!: [6] = 6 | Effective counter strategies (based on the first roll)
Wild Die: 1d6!: [3] = 3

Tolkeen! Tex can't help but think back to his artifact retrieval missions during the war. He looks down at the discolored stone on his ring. It was on one of those missions I found you.

"Good job, @Ajax . We've been traveling for days, if the bunker is relatively undisturbed, we might find some useful items. Things we might be able to use or trade later on," Tex says over the radio. [Curious Hindrance at play]

"We just need to be careful of any slumbering juggernauts or constrained entities that might be within or surrounding it," he continues. "@Phoenix , are you and Huxley willing to do a fast recon to see if we can stir anything up while we are at a distance? If anything stirs, get the hell out of there; otherwise I say we stop and check it out."

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Mars
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Re: Chapter Four: Minnesota Wilds

Post by Mars »

Tex Arcana wrote:
Sat Jul 04, 2020 5:03 pm

"We just need to be careful of any slumbering juggernauts or constrained entities that might be within or surrounding it," he continues. "@Phoenix , are you and Huxley willing to do a fast recon to see if we can stir anything up while we are at a distance? If anything stirs, get the hell out of there; otherwise I say we stop and check it out."
Lace comes up a little short, but doesn't stop moving towards the bunker entirely. "A 'constrained entity?' Sorry, for us non-wizards, what in the hells is a 'constrained entity?' That sounds less than good."

In the back of her mind, Lace feels Mars begin to rouse herself as if from a long sleep.

Constrained entity, Lace thinks. Oh, I can imagine what that might be like.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state), Multiple Personalities
Mars Character Sheet

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Phoenix
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Re: Chapter Four: Minnesota Wilds

Post by Phoenix »

Pheonix nodded phasing through the vehicle and hopping on Huxley. He looked down at his pocket watch. It was an older style, silver with brass hardware. It only worked in the hands of the psi-ghost and it was how They told him what to do. The minute hand was pointed squarely at the bunker. That is that then.

Pheonix radioed back before he went silent for a good while, “If I am not back in an hour don’t come looking for me. During the war these bunkers were a prime target of the CS, and the Tolkeen defenders got very good at keeping my kind out.” Maybe it was the truth maybe it wasn’t. Hopefully an hour is all I need.

Huxley growled slightly and Pheonix patted her white shimmering mane. Easy Huxley, stick to the tree line. Lets go slow and easy, try not to warn anyone of our coming.

Hindrence at play: Obligation

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Venatus Vinco
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Re: Chapter Four: Minnesota Wilds

Post by Venatus Vinco »

As Phoenix begins to pass through the bunker door he suddenly finds himself being violently ejected and pushed back to where he started. Obviously, this bunker has magical barriers in addition to standard walls.

OOC: He’s shunted to the nearest open space and Stunned.
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Ajax
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Re: Chapter Four: Minnesota Wilds

Post by Ajax »

Ajax watches the psi-ghost and wolf get violently rejected by the arcane wards in place. In the blink of an eye, the juicer is at @Phoenix's side. "Phoenix! Are you okay?" He stoops to check the demolition man for any visible injuries. "We will have to find another way to open this door." Assuming the cursory inspection reveals no serious injuries, Ajax drags both the psi ghost and his wolf back away from the door.
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9

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Mars
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Re: Chapter Four: Minnesota Wilds

Post by Mars »

Lace’s eyes go wide, and then she crouches down, suddenly wary. ”Right. We’ll need a mage to look at this door before we try and go through. @William Rufus or @Tex Arcana, this thing just kicked @Phoenix out with prejudice. One of you able to figure out how we get past the door?
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state), Multiple Personalities
Mars Character Sheet

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Tex Arcana
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Re: Chapter Four: Minnesota Wilds

Post by Tex Arcana »

Notice 1d6: [2] = 2 | Notice supernatural
Wild Die: 1d6: [5] = 5

Exalted Detect Arcana | Examine Bunker Entrance
Cost: 2 (Normally 4 - 2 for self and range)
Duration: 10 (Concentration)
Spellcasting: 1d10+1: [4]+1 = 5
Wild Die: 1d6+1: [1]+1 = 2

Occult: 1d10: [5] = 5 | Assist deduction in what can be done to get past the door.
Wild Die: 1d6: [1] = 1

PPE: 18/20
Bennies: 3


Tex looks over at @Mars, he clicks on the radio so everyone can hear his answer, "The Tolkien summoners would often by various spirits, elementals, or other summoned creatures to areas, creating traps for the unwary. To say that those beings are pissed at being contained is an understatement."

Watching from the relative safety of the APC, Tex winces as he sees both @Phoenix and Huxley be rebuffed by the bunkers defenses. "This is both a good and bad sign. Most likely there's something of value inside, but the defenses are active. Thanks @Pheonix for taking the first run at it. I guess it's time to earn my pay."

Tex hops out of the APC and moves over to the bunker's doors. He uses his magical senses to see how to best deactivate whatever is warding the entrance. He casts Exalted Detect Arcana, his eyes begin glowing an unnatural blue.

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Venatus Vinco
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Re: Chapter Four: Minnesota Wilds

Post by Venatus Vinco »

Looking at the door Tex recognizes many magical wards and sigils, namely around protection. His wizard's sight reveals the pulsating presence of magic reinforcing the mundane walls not only making them stronger but also specifically designed to keep incorporeal beings from passing through - what he can't tell if that is to keep intruders out or to lock something else in!

Examining the door shows a techno-wizardry locking mechanism, it may be possible for someone talented in engineering to bypass it with the right help from someone knowledgeable in the Arcane.

Open the door: Repair -4. Can only be Supported by Occult at the same penalty.
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Phoenix
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Re: Chapter Four: Minnesota Wilds

Post by Phoenix »

Natural healing 1 wound: 1d8! 1d6!: [6]+[6!, 2] = 14

Not the first time he had been shunted out of a Tolkien bunker he dusts himself off and nods at the help from @Ajax. Maybe the centaur is alright after all.

He crouched near the door where Tex was looking at it. Of course Phenoix could have used his own arcane sight but with a name like Arcana Tex probably knew what he was doing. From his pocket he pulled out a tool set, he had lost his good tools during the war, but these ones had not let him down yet.

“Guide me Tex, you’ll need to point out the wards so I can bypass them. Ajax, stay close... If this goes bad we will need to get out quick.” Last time it went bad the CS had lost a whole platoon in a ball of plasma fire.

Overcome stun: 1d8! 1d6!: [6]+[3] = 9
Repair -4(difficulty) +2 Mr. fixit, +2 armor (he has some Other bonuses I think to disable bombs): 1d10! 1d6!: [9]+[3] = 12

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Icosa
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Re: Chapter Four: Minnesota Wilds

Post by Icosa »

Icosa, watching intently from a little further back, digs out her holocom and does a quick scan for radio or wireless signals in the area. She had no idea if the strange technology this door used was accessible by her tech, but even a null result was important information to gather.

Rolls: Electronics 10, Hacking 4
Checking to see if there's any communication signals she can intercept first...
Electronics 1d4!!: [6!!] = 6 Wild 1d6!!: [10!!] = 10

Then attempting to use Mind Reading ability of Holocom to see if there's a computer nearby she can interface with
Hacking 1d4!!+1: [3]+1 = 4 Wild 1d6!!+1: [3]+1 = 4
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

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Tiny Tim
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Re: Chapter Four: Minnesota Wilds

Post by Tiny Tim »

Occult 1
Occult (-4 due Difficulty)
  • Occult: 1d4!!-4!!: [5!!]-4 = 1
    Wild: 1d6!!-4!!: [4]-4 = 0
    Result: 1 - Fail. No Help
Craning his head over Phoenix's shoulder, Tiny Tim has a look at the door.

"Ummm… it looks like some sort of Techno-Wizardly door lock... not my specialty. If you need me to help with my claws, Phoenix, please let me know. Otherwise, I may go for another run around the area."
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 20/20
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 32 (18) in Dragon Form, 18 (10) in Human Form
Parry: 5
Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 3/3
Base Amount

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Mars
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Re: Chapter Four: Minnesota Wilds

Post by Mars »

Unable to really do anything useful with the door, and with @Phoenix looking none the worse for the wear, Lace un-slings her rifle and finds a good spot to keep watch from a tree.

An entity trapped by magic? Yeah, I can imagine they'd be pissed. If it were possible to glare with her thoughts, she'd have glared at Mars.

Need I remind you, mortal, that this was your idea? came the non-verbal reply.

Lace starts to get a headache.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state), Multiple Personalities
Mars Character Sheet

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Venatus Vinco
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Re: Chapter Four: Minnesota Wilds

Post by Venatus Vinco »

Despite the very unusual arcane nature of the door lock it still follows some basic mechanical principles and Phoenix is able to get the blast door to open. Peering inside the team can see its dark, very dark. Even those with advanced optics and natural night vision have trouble peering more than a few feet into the inky blackness. A set of metal stairs descends down into the dark...

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Mars
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Re: Chapter Four: Minnesota Wilds

Post by Mars »

Well, then, Lace thinks, slinging her rifle back across her back and sliding out of the tree.

"That was quick work." She draws her pistol and her sword and starts into the facility, relying on the advanced optics in her helmet and holding her psionics in reserve.

This is combat, child. Let me out! Mars demands inside her head, but Lace pushes it back down.

Quiet, you. Last time we had combat, you spent your time daydreaming about horses and soldiers wearing skirts and sandals. My turn.

Lace can feel Mars seething, but she ignores the god in her brain and presses forward.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state), Multiple Personalities
Mars Character Sheet

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Venatus Vinco
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Re: Chapter Four: Minnesota Wilds

Post by Venatus Vinco »

Icosa wrote:
Sun Jul 05, 2020 6:33 pm
Icosa, watching intently from a little further back, digs out her holocom and does a quick scan for radio or wireless signals in the area. She had no idea if the strange technology this door used was accessible by her tech, but even a null result was important information to gather.
Nothing of note. No electronic signals.
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Ajax
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Re: Chapter Four: Minnesota Wilds

Post by Ajax »

Ajax stands up, assessing the height of the doorway and the stairway beyond. "Let me be the first to descend. If whatever lies below can overcome me, then you'll know you have a fight on your hands." Greatsword in hand, he strides boldly into the blackness.
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9

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Mars
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Re: Chapter Four: Minnesota Wilds

Post by Mars »

Ajax wrote:
Mon Jul 06, 2020 11:08 am
Ajax stands up, assessing the height of the doorway and the stairway beyond. "Let me be the first to descend. If whatever lies below can overcome me, then you'll know you have a fight on your hands." Greatsword in hand, he strides boldly into the blackness.
Lace barely stifles a laugh. "I like you. You can go up front with me." She twirls her sword with a flourish and flashes the centaur a wicked grin.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state), Multiple Personalities
Mars Character Sheet

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Venatus Vinco
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Re: Chapter Four: Minnesota Wilds

Post by Venatus Vinco »

Ajax clomps down the stairs with little trouble moving into the darkness. At the bottom of the stairs he progresses down the hallway for about forty feet before encountering another door. Unlike the last door there are no mechanical mechanisms whatsoever. Instead it is covered in weird sigils and writing. Looks like this one requires a special touch.
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With Exalted Detect Arcana you are able to see which wards need to be pushed to open the door. However activating the unlock spell requires investing 5 PPE into the door mechanism
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Tex Arcana
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Re: Chapter Four: Minnesota Wilds

Post by Tex Arcana »

Tex gives a clap as @Phoenix triggers the mechanism and opens the door. He activates the TW enchantments of his armor (1 PPE)

The mage moves forward, his flashlight from his NG-S2 Survival Pack on and in hand and examines the entrance looking for any control panels or computer stations.

Tex asks @Phoenix , "Now that the doors are open, are you able to penetrate the walls without resistance?"

When @Ajax stops further along and mentions the next barrier, Tex moves down the hallway and examines the wards.

"These will require an investiture of PPE, but I don't sense any ley lines nearby to allow us to easily recover what we spend. I'd rather hold on to my reserve for now. @William Rufus or @Tiny Tim? I can tell you the order to press, if one of you are willing to do it," Tex says.

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Tiny Tim
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Re: Chapter Four: Minnesota Wilds

Post by Tiny Tim »

"Sure. I can do that! Which ones do I push?"
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 20/20
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 32 (18) in Dragon Form, 18 (10) in Human Form
Parry: 5
Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 3/3
Base Amount

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William Rufus
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Re: Chapter Four: Minnesota Wilds

Post by William Rufus »

William is glad to get out and walk around for a bit so that his butt doesn't have a permanent seat imprinted on it. He goes with the others to the doors, bending and stretching, When asked if he could help he steps forward and say, "Sure I would love to give it a try. just make sure I can sidestep this if things go sideways."

Then Tiny Tim volunteers and williams steps away.
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny

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Icosa
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Re: Chapter Four: Minnesota Wilds

Post by Icosa »

Icosa comes up alongside the others and peers closely at the 'control panel' of this new door.

"These symbols look like the sort of thing I'd expect from occult lore. It seems very unusual to have that paired with a high-tech facility though. I've seen tools and weapons that combine the occult and science, but I had no idea it happened on this scale."

"Who do you think made this place?"
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

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Mars
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Re: Chapter Four: Minnesota Wilds

Post by Mars »

Icosa wrote:
Mon Jul 06, 2020 6:50 pm

"Who do you think made this place?"
Lace taps the top of her head with the flat of her blade.

”You know, that’s a really good question. Did the Tolkeenites make all of this from scratch, or do you guys think some of it was already here? Like, pre-Rifts type stuff?”
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state), Multiple Personalities
Mars Character Sheet

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William Rufus
Posts: 67
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Re: Chapter Four: Minnesota Wilds

Post by William Rufus »

William steps back as Icosa and Mars discusses who made this he says to himself, Whoever made this ,they sealed it up for a reason. get your head in the game, Outworlder !

He then pulls out his sword and pistol, and activates the cloak. he tells the others, "You might want to step away from the opening before it opens."
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny

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Venatus Vinco
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Re: Chapter Four: Minnesota Wilds

Post by Venatus Vinco »

Following Tex's instructions Tiny imbues the door with mystic energy, almost like activating a techno-wizardy device. As Tiny pushes the last symbol a thrum goes through the entire facility like the sound of a generator powering up. The door hisses open and light shines through the cracked entryway. It appears the magic energy activated a mystical lighting system that penetrates the darkness.

Peering through the door reveals an open chamber bathed in blue light atop square pillars, casting eerie shadows along the walls. In the middle of the chamber is a pile of dismembered bodies wearing standard Coalition body armor.
Notice
If you can detect supernatural creatures in line of sight then please include a Notice (mystic, LLW, dragon) roll at no penalty. Everyone else, Notice at -6
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Icosa
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Location: 1st SET

Re: Chapter Four: Minnesota Wilds

Post by Icosa »

"Those are Coalition uniforms," muses Icosa aloud on seeing the bodies within. "But there aren't Coalition insignia in here, and the use of occult forces seems to rule out this facility belonging to them. So...they were attacking it, perhaps."

"This happened some time ago, but we can't rule out that there are still combatants in here somewhere. There's no comm activity or other signals though."

Rolls: Notice 2
Notice (-6) 1d6!!-2: [3]-2 = 1 Wild 1d6!!-2: [4]-2 = 2
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

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Ajax
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Re: Chapter Four: Minnesota Wilds

Post by Ajax »

Notice - 11
Notice: 1d6!!-6: [17!!]-6 = 11
WD Notice: 1d6!!-6: [7!!]-6 = 1
Ajax peers into the darkness past Tiny Tim's bulk. His optics compensate well when the magical lighting kick on. "More than dead soldiers...something is here."
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9

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Mars
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Re: Chapter Four: Minnesota Wilds

Post by Mars »

"Well, that's certainly ominous, isn't it?" Lace says, peering at the pile of bodies, looking for whatever made them.

Notice 15
Notice 1d6!-2: [4]-2 = 2 (+2 from IF, +2 from helmet, -2 from one-eye canceled out by IF ability to ignore 2 points of range penalties per prior approval from GM, -6 scene modifier), Wild 1d6!-2: [6!, 6!, 5]-2 = 15
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state), Multiple Personalities
Mars Character Sheet

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Tex Arcana
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Re: Chapter Four: Minnesota Wilds

Post by Tex Arcana »

Notice: 1d6!: [1] = 1 | What does he see?
Wild Die: 1d6!: [3] = 3

Academics: 1d4!: [1] = 1 | Recognize if this bunker is pre-Rifts construction or not
Wild Die: 1d6!: [3] = 3

Occult: 1d10!: [7] = 7 | What supernatural thing is in the room with us.
Wild Die: 1d6!: [6!, 4] = 10
Mars wrote:
Mon Jul 06, 2020 8:50 pm
”You know, that’s a really good question. Did the Tolkeenites make all of this from scratch, or do you guys think some of it was already here? Like, pre-Rifts type stuff?”
"The Tolkeenites didn't forsake technology as far as I know. But I'd check for labels and symbols on the walls, pipes, etc. to see if they have any company brand on them. Many pre-Rifts artifacts had the maker's name on it," Tex says as he moves down behind the dragon.

Seeing the bodies, Tex takes step back into the hallway and hugs a wall, he peers around the lip of the opening to see if anything in the room is still moving. Not seeing anything, he asks, "What, what do you see?" hoping the description will be useful.

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William Rufus
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Re: Chapter Four: Minnesota Wilds

Post by William Rufus »

William uses his ability of Spiritual Awareness:
OOC Comments
Spiritual Awareness: detect/conceal arcana as an Innate Ability (see page 68) with the reduced Power Points cost from the Range (Self) and Aspect limitations. They can sense supernatural, evil, ethereal, and energy beings, and any beings using invisibility within line of sight with Notice.
• Alertness: +2 to Notice rolls.
• Danger Sense: Notice roll at +2 to sense ambushes or similar events.
Faith D10
Faith 1d10!!: [8] = 8
WILD D 6
Wild 1d6!!: [4] = 4
Notice D8
Notice 1d8!!: [1] = 1
WILD D 6
Wild 1d6!!: [1] = 1
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny

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Tiny Tim
Posts: 55
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter Four: Minnesota Wilds

Post by Tiny Tim »

Notice 10
Notice: 1d8!!: [1] = 1
Wild: 1d6!!: [10!!] = 10
Result: 10 - Success with Raise.
Stealth 4 (If Needed)
Stealth (-4 to be Noticed)
  • Stealth: 1d8!!: [2] = 2
    Wild: 1d6!!: [4] = 4
    Notice: 4 on Opposed Roll (-4 to be Noticed)
Once he opens the door with Tex's guidance, Tiny Tim blinks his eyes as the lights turn on. Slinking into the room with a quick turn to his left and hiding in the shadows, the Hatchling quickly notices something that does not seem quite right.
Last edited by Tiny Tim on Wed Jul 08, 2020 11:40 pm, edited 1 time in total.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 20/20
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 32 (18) in Dragon Form, 18 (10) in Human Form
Parry: 5
Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 3/3
Base Amount

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Erebus Caine
Posts: 42
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter Four: Minnesota Wilds

Post by Erebus Caine »

Notice 7
-6 difficulty, +2 Scope (I also have low light vision in my armor if that helps)
Notice 1d8!!-4: [7]-4 = 3
Wild 1d6!!-4: [11!!]-4 = 7
Minnesota wilderness
Afternoon
Round 0

Erebus Caine covered the rear as the team entered the bunker. The place gave him the creeps. He’d been part of assaults on bunkers like this during the war, before he deserted. They were always bad. Caine kept his rifle up, eyes glued to his scope, sweeping the place as they went.

When they reached the room with the bodies, Caine studied them. Were they fresh? The doors had been sealed. How old were they?
Turn
Free Action:
Action:
***
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 15 (6)
Bennies: 3/3
Rifle Ammo: 40/60
  • 2 x spare long clips 30 each
Pistol Ammo: 20/20
  • 2 x spare short clips 20 each
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 3/4
Medi-Gel: 10/10
Wealth: d10
Encumbrance: 36.75/20 lb
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
Steady Hands: Ignore Unstable Platform penalty. Reduce Running penalty to -1.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).

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Phoenix
Posts: 56
Joined: Sat Sep 14, 2019 4:49 pm

Re: Chapter Four: Minnesota Wilds

Post by Phoenix »

Pheonix looked at the group going through the door he unlocked. This is a prison for something. He glanced down at his mechanical watch wondering if the cabal of psi ghosts wanted him to free what was down here or perhaps feed his current companions to it. They would probably send him some instructions shortly. Either way sticking close to the door just incase he needed to re lock it was the way to go.

Notice 1d6! 1d6!: [5]+[3] = 8 total: (-1)

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Venatus Vinco
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Re: Chapter Four: Minnesota Wilds

Post by Venatus Vinco »

Between the Shadows
Seeing the dead Coalition soldiers, bathed in the magic blue lights of the facility puts everyone on edge. Beyond the edge of the lights the darkness remains impenetrable. The illuminated area is full of eerie shadows that dance about and seem to move of their own will.

Oblivious - No Cards, and can’t act this round
Icosa can’t seem much of what is happening inside the room from her position but she focuses her gaze on the dead soldiers, not on the shadows themselves. Tex ponders the nature of the facility and any creatures it might contain, but sees nothing past the bodies in front of them.

Detect Arcana - Is dealt a card
Creeping into the facility, While he can’t see anything past the shadows but gets the distinct impression that they are not alone. He senses a malevolent presence lurking in the shadows.

Notice - Are dealt Cards
Moving slightly into the bunker Tiny Tim catches the glimpse of the shadows moving...not something moving in the shadows but it’s as if the shadows themselves are alive! The movement also catches the keenly enhanced eyes of Ajax and Mars as they head toward the bodies. Bringing up the rear, Caine is about to inspect the bodies but stops cold as he catches movement out of the corner of his eye.

Suddenly the writhing shadows leap to life and massive beasts appear suddenly pouncing right on top of our heroes!
Fear (everyone)
Make a Fear check at -4 as these massive creatures leap suddenly from the Shadows!
Mars sees one of them charging directly toward her and Ajax, her uncanny senses give her just enough warning to react!

Unfortunately, Tiny and William are not so lucky as the shadow beasts emerge quickly and leap on them! The first two land atop Tiny Tim rending him with vicious claws (Four separate hits: 16, 22, 23, 24 Damage, AP 12). The second two come from the other side and leap onto William (3 hits: 13, 21, 21 Damage, AP 12). Standing in the hallway and watching the horror unfold, Tex knows that Shadow beasts are a force to be reckoned with but are suspected to light and holy power.
Pounce
+4 Damage. Improved Frenzy. Rolls are in Roll20
Surprise Round
  • Make you Fear check, if you succeed/can act then;
  • Icosa and Tex do not get cards and cannot act this round and can only take free actions.
  • Caine starts on Hold due to Danger Sense Edge (You Notice roll was +2 due to this Edge, giving you a Raise)
  • +1 benny to everyone for Mars’ joker
  • Mars can go at any time, including to interrupt the shadow beast charging at her.
  • Shadow Beasts: 26 (12), Parry 7, First Strike.
  • Athletics to Interrupt: Tiny (1, 4), William (1, 4), Ajax (5)
  • The attacks on Tiny and William could be interrupted before they happen by anyone on Hold/with a Joker
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Phoenix
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Re: Chapter Four: Minnesota Wilds

Post by Phoenix »

[*]Spirit 1d8! 1d6!: [3]+[4] = 7
Fear table 1d20!: [7] = 7 Shaken!
Caught by surprise, not good. The EOD specialist no doubt was caught by surprise and his jaw went slack. He looked at the door that he and Tex had picked wondering how he could re lock it. No doubt the psi ghost cabal has a deal with these shadows to feed them chuckle heads from time to time. His watch where he received his directives blinked slightly with a messege clarifying his mission at the bunker. All he had to do was over come his sudden dread to read it.

VV I assume he does not act, and if you want to think about what kind of repair it would take to relock the door he had just picked please let me know. Also should he read the messege from his superiors (psi ghost cabal) why did they want him to come to the bunker?

Status: Shaken

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Venatus Vinco
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Re: Chapter Four: Minnesota Wilds

Post by Venatus Vinco »

Phoenix wrote:
Fri Jul 10, 2020 6:28 am
VV I assume he does not act, and if you want to think about what kind of repair it would take to relock the door he had just picked please let me know. Also should he read the messege from his superiors (psi ghost cabal) why did they want him to come to the bunker?
1) The doorway you are standing in on the map was opened by Tiny Tim with PPE and a sequence of symbols, you could not close it as you do not have PPE.

2) The initial door you unlocked could be closed and re-locked. You would have to run back to that position at the top of the stairs.

3) You currently have no mission orders from your superiors. I will specifically notify you, perhaps via PM if necessary, if that part of your background comes into play. Communications systems on Rifts Earth do not allow for receiving messages in the middle of nowhere without very specific magical means.

4) Closing and locking the door with your team mates inside will result in you needing a new characters because at that point you will have crossed into NPC villain territory.

5) With a failed Notice roll you do not get a card. However, you can take free actions.

VV
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Mars
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Re: Chapter Four: Minnesota Wilds

Post by Mars »

Spirit for Fear Check: 1d8!-2: [8!, 7]-2 = 13 (-4 partially offset by +2 from Joker), Wild 1d6!-2: [3]-2 = 1
. She shouts a warning to her teammates and moves immediately to intercept the two she sees charging at @William Rufus.

Okay. Now.

She lets out a blood-curdling scream as she goes, her blade and pistol moving faster than the eye can track as she
She is Losing It and the MAP is offset by split the seconds


Fighting 1d10!: [5] = 5 (+2 from Wild Attack, +2 from Joker, -4 for headshot, MAP eliminated by Swashbuckler), Wild Wild 1d6!: [4] = 4

Benny to reroll: 1d10!: [7] = 7 , Wild 1d6!: [2] = 2
and strikes it just above the eye
Strength 1d12!+1: [7]+1 = 8 + Sword Base Damage 1d10!: [4] = 4 + 2 for Wild Attack +2 for Joker +4 for headshot, AP 10


Shooting 1d10!+3: [10!, 7]+3 = 20 (+2 from Joker, +2 from Gun Nut, +1 from Wilks balance, +1 from TM weapon, +1 from MOH, -4 for headshot), Wild 1d6!+3: [1]+3 = 4
doing
Base Damage 3d6!+3: [2, 4, 4]+3 = 13 + Raise Damage 1d6!: [2] = 2 + 2 for Joker +2 for Gun Nut +4 for headshot, AP 6


She screams incoherently as she attacks, and she fights like a creature possessed.

Current Stats
She's vulnerable but still has her uncanny reflexes, which gives her an effective parry of 8. Her Toughness while Losing It is 22(9). Also, she's wearing her signature ring, so she adds +2 Armor vs arcane powers and effects AND reduces damage from arcane powers and effects by 2.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state), Multiple Personalities
Mars Character Sheet

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Tex Arcana
Posts: 51
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Four: Minnesota Wilds

Post by Tex Arcana »

Spirit Check: 1d6!-4: [6!, 4]-4 = 6
Wild Die: (1d6!)-4: [2] = 2
Pass the fear check.

Exalted Detect Arcana
Duration: ?/10 remaining

PPE: 18/20
Bennies: 4


Tex can't help but jerk in place as the shadows come alive. He shouts at @William Rufus , "William, use your divine magic to weaken these creatures!" To @Icosa , @Phoenix , he says, "Hold out your weapons, I am going to enchant them with solar energy. It will burn these shadowy creatures." (Next round).

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Ajax
Posts: 55
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Re: Chapter Four: Minnesota Wilds

Post by Ajax »

Combat - unafraid, 17 AP 12 damage to SB
Spirit vs Fear: 1d8!!-4: [5]-4 = 1
WD Spirit: 1d6!!-4: [4]-4 = 0
Benny for reroll with Elan
Spirit w/ Elan: 1d8!!-2: [6]-2 = 4
WD Spirit w/ Elan: 1d6!!-2: [5]-2 = 3
Athletics to Interrupt: 1d8!!: [3] = 3
WD Athletics: 1d6!!: [11!!] = 11
Fighting: 1d10!!: [1] = 1
WD Fighting: 1d6!!: [8!!] = 8
Damage: 1d10!!+1d12!!: [3]+[10] = 13 AP 12
Benny to reroll Damage: 1d10!!+1d12!!: [6]+[11] = 17
The shadow beasts give him a start, but that's just enough to get his greatsword into the way of the lunging shadow beast. The centaur deftly sidesteps the beast's frenzied attacks. He responds with a swipe of his own, clipping the shadow beast and giving it something to think about. "The battle is joined! 'ware the shadows, friends! The darkness lives, but not for long! HAAAH!!"
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9

User avatar
Icosa
Silver Patron
Silver Patron
Posts: 629
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter Four: Minnesota Wilds

Post by Icosa »

Icosa stops in place as she adjusts her responses to the sudden ambush. New creatures encountered, capabilities unknown, vulnerabilities unknown, high threat level. In the midst of that uncertainty, and the fact she wasn't yet under direct attack, her primary function came to the forefront.

Observe.

Fear 7
Spirit (-4, +2 Brave) 1d8!!-2: [9!!]-2 = 7 Wild 1d6!!-2: [2]-2 = 0
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

User avatar
Tiny Tim
Posts: 55
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter Four: Minnesota Wilds

Post by Tiny Tim »

Fear 4
Spirit -4
  • Spirit: 1d6!!-4!!: [8!!]-4 = 4
    Wild: 1d6!!-4: [5]-4 = 1
    Result: 4 - Success
Soaks
WIP
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 20/20
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 32 (18) in Dragon Form, 18 (10) in Human Form
Parry: 5
Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 3/3
Base Amount

User avatar
William Rufus
Posts: 67
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Four: Minnesota Wilds

Post by William Rufus »

8 Hearts
Fear
Spirit d10 rolled 9-4=5
OOC Comments
Spirit 1d10!!: [9] = 9 Spirit 1d10!!: [9] = 9 -4 =5 success
Wild Dice d6
Wild Die Fear 1d6: [1] = 1
Banishment, medium templement, CELESTIAL SILVER (+1):
OOC Comments
For +1 Power
Point, any offensive power replaces its
normal Trapping with the Celestial
Silver Trapping, which counts as
both holy and silver for purposes of
Weaknesses
. 8 PPE

Arcane Miracle skill d10 success and 3 raises
OOC Comments
Arcane roll 1d10+2!!: [10]+2 = 12 Aced Aced 1d10!!: [5] = 5
Wild Dice d6
Wild Arcane 1d6!!: [5] = 5

William thanks the gods that Mars showed up, "Gods watch out over your humble fool."

He quickly spins around and sees Timmy being attacked and so he lets out the Banishment spell, "Creatures of Darkness I cast thee out" from his gauntlets. The Angelic runes glow brightly, and a beam arches from his hands and then burst upon the dark beast that were attacking Timmy. I hope Timmy is not hurt to bad.
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny

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