Day 1 (Later): Bushwacked under Black Mesa

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Kim Black
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Location: Wheaton, IL

Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Kim Black »

Notice 15 2 Raises
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Ace [dice]5[/dice]
Ace [dice]6[/dice]
Common Knowledge 5 Success
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
Interlude 1 Tragedy
[dice]4[/dice]
I will take the Benny for the interlude.

***

Kim sighed with relief as she got the reactor put back into place. The lead balloon would dissipate on its own, so she left it in place as she, Silver, and Jack headed back up in the elevator. Silver was big enough that it was a bit of a squeeze, but Kim didn’t mind, as it left her pressed up against Jack. She gave him a shy smile.

Jasco was waiting for them when they arrived back up at the main floor. He had news of Rondo Killian, dead at the hands of one of his daughters. Well, it couldn’t have happened to a nicer person.

“I hope they get a good deal with the Black Market,” Kim said. “Those women and children don’t deserve to be thrown out of their home.”

Kim handed Jasco a data pad to get the codes to the underground facility. It might come in useful sometime. She would poke around and see what needed to be done to get it more or less functional, plus it was just fascinating.

***

Kim stared out at the wilderness as they returned to Black Mesa, clutching behind Jack on his robo-horse once more. She thought back to the last time she had been in a facility like that. She had been six, and her father had been out on a job. Her mother had taken her on a trip north. Kim had stood and watched her mother don her armor -- the very armor Kim wore now -- always amazed and entranced by the glittering, magical jewels.

“Stay close, don’t wander off, and don’t touch anything,” Tara told her daughter. Then she turned and pressed a control on the armor. The hillside shimmered and disappeared to reveal a large metal door. Kim stared in fascination.

Tara input some code into a panel, and the door slid open. With a techno-mage mother, Kim had grown up around plenty of technology, but nothing like this.

“Hello, Tara,” came a feminine voice from somewhere. “Welcome back.”

“Thank you, Sara,” Tara said. “This is my daughter Kim.”

“Hello, Kim.”

Kim giggled. “Hello, Sara,” she greeted.

A shimmering figure appeared, flickering unsteadily. It was a young woman with black hair and eyes, pale skin, smiling.

“Sara is my sister, Kim,” Tara said, approaching the woman. She reached a hand up and touched Sara’s cheek. The image flickered and went out. “And what did I tell you about wasting power with the holographic system?” Tara scolded.

“I just thought my niece should at least see me,” Sara said. “She looks just like you.”

Tara smiled. “Sara and I discovered this place years ago, just after we came to Kingsdale. Sara never had the magical potential I did, but she did have psionic gifts that allowed her to interface with technology.”

Kim frowned. “Tele-tele-me-chan-ics,” she sounded out the difficult word.

“Well, she’s a bright one, isn’t she?” Sara commented. “Like mother, like daughter.”

Tara grinned. “Runs in the family.” Tara picked Kim up and started deeper into the complex.

Kim stared at her reflection in one of the jewels.

“There was an accident, and Sara was hurt badly. But she managed to upload her mind into the computer system here,” Tara explained. “I try and visit while working on a way to see if I can get her out.”

“Meanwhile, I sit here and wait, looking through pre-Rifts data. You wouldn’t believe the amount of porn…”

“What’s porn?” Kim asked.

“Sara!” Tara gasped.

“Sorry,” Sara said, a grin in her voice.

They entered some kind of control room. A table had been set off to the side with tools and various gizmos, widgets, and doo-dads. Tara set Kim at the table and then pulled off her helmet, shaking out her long, dark hair. She set the helmet on the table and removed the rest of the armor.

“Now why don’t you build mommy something while she works,” Tara told her daughter, giving Kim a kiss on the forehead.

“Okay!” Kim said. Her small hands grabbed for the tools and a few components, studying what she had available.

Tara slid into the seat at the control console. “So what have you found for me to look at, Sara?”

Kim lost track of how long they had been down there. They had brought a cooler and sleeping bags, like it was a sleepover, and Kim played and worked on her robot doll while her mother and Aunt Sarah worked. Occasionally when her mother needed a break, Kim would talk and play with Sara.

Then at some point Kim was awakened from her nap.

“Tara! We have intruders!”

Kim sat up, rubbing her eyes and yawning, looking up at her mother.

Tara had sat up straight, turning to a bank of monitors, flipping on cameras. “How could they find the place? Did you have the hologram up?”

“Yes, Tara. They didn’t come through the door. They teleported in.”

Tara cursed and rose up, hurrying over to her armor, but the door to the control room opened.

Kim stared as a man dressed in black approached. He had long, black hair slicked back. An ugly, jagged scar marred the left side of his face, over his eye. That eye socket was filled with a red, glowing light. His left hand was a red-scaled, gnarled, clawed appendage, seeming too big in proportion to the rest of the man’s lean, tall frame. He would have been handsome if it hadn’t been for the scar and demonic eye and hand. His long black cape flowed around him, and his walking stick clicked on the metal floor.

“Ah, you must be the lovely Tara Black,” came the smooth, cultured voice. “Allow me to introduce myself--”

“Atrocles,” Tara hissed.

Count Atrocles, if you please,” he said. “So you have heard of me.”

“Caleb told me about you,” Tara said, inching her hand toward the TW pistol at her belt.

Atrocles’ face seemed to harden at the name. “Ah, yes. Mr. Black. The man who defied me and marred me.” His demonic eye flashed, his jaw tense and working beneath his skin, making the scar ripple. “Well, soon we shall even the score.”

“Not likely!” Tara yanked out her pistol. The shots ricocheted off a magical shield surrounding Atrocles.

“Now, now. None of that.” With a gesture, a wave of force slammed into Tara, sending her flying. The edge caught Kim, and she screamed before pain and white light exploded in her vision and everything went dark.

Explosions of magic and yelling pulled Kim awake. Through a fall of her hair, she blinked, trying to see. The lights had gone, out, but the room was dimly lit by the light of a glowing rift. Hot, sulphurous wind blew into the chamber from beyond the rift. Kim struggled to move, only to find herself held in place a couple feet off the floor by magical tendrils. A familiar figure in black struggled with a sword against two demons, striking, slashing at the monsters, then vanishing in the darkness to appear behind, slashing again.

“Daddy!” Kim yelled.

Caleb glanced toward her, distracted enough that a claw sliced through his armor, the force sending him flying, smashing into a bank of computers.

“YES! KILL HIM!” Atrocles stood above the fray near the rift. Tara was held by similar magical shackles nearby, struggling to get free.

“Mommy!” Kim yelled. “Help me!”

“It’s okay, Kim! Daddy’s here!” Tara called to her daughter.

“Here to die!” Atrocles laughed boastfully. He sent a magical blast at Caleb, but the shadowy figure was no longer there, shadowporting across the room to Kim. He slashed with his sword, disrupting the magical bonds.

One of the demons leapt. Caleb cried out in pain as claws raked through his armor, taking him to the ground. He grabbed the demon, forcing it back away from Kim as she hit the metal floor hard, whimpering and crying. She scrambled away, hiding under the table.

Caleb rose up, covered in his own blood and demon ichor, as he killed one of the demons. He squared off with the other, his shadow sword almost invisible in the gloom. The other demon stalked toward him. The fight was short and brutal before Caleb was knocked to the floor again, struggling to rise.

The demon lifted Caleb by the neck and carried him to Count Atrocles, holding him aloft.

The count grinned, black mystical energy forming in his demonic hand. “I have awaited this day for a decade, Black!” he snarled, his red eye flaring. “To make you suffer as you made me suffer!” He lifted his hand to release the killing magic.

A blast of energy rang out. It slammed against Atrocles’ mystic shield, and he looked over, startled, to see the six year old girl holding the TW pistol. Kim squeezed off several more shots. Most went wild. One struck the demon in the face, and it howled, more in surprise and anger than hurt. It flailed out, dropping Caleb. One of Kim’s errant blasts shattered the mystic bonds holding Tara aloft. She dropped to the floor at Atrocles’ feet.

Caleb took advantage of the distraction, grabbing up his sword. He spun and cut off the demon’s head, then rammed the blade through the mystic shield and into Atrocles. The evil mage gave a howl of pain and indignation.

“Not again, Black! I swore to make you pay!” Blood spurted from the count’s mouth. His demonic hand grabbed Tara by the throat, and with superhuman strength he lifted and through her.

Tara screamed. “Caleb!” And then she disappeared through the rift.

Atrocles reached out, and Kim felt herself in the grip of magic once more, being lifted, flying toward the rift.

“NO!” Caleb screamed. Leaving his sword embedded in the count, he disappeared into the shadows, reappearing to catch his daughter. The light flickered as the rift started to destabilize.

Atrocles gave an evil, gurgling laugh as he coughed up blood. He glared at Caleb. “Another day, Black,” he vowed, and then he was gone with a blink of magic, still clutching Caleb’s sword in his belly.

The rift started to shrink. “Tara!” Caleb yelled, surging to his feet toward the rift. He made it three steps before collapsing under his own injuries, then tried to drag himself the rest of the way.

Kim stared in horror. Her mother’s face appeared in the rift, hand reaching out toward them. Caleb reached, his fingers just brushing Tara’s, trying to grasp her hand, slick blood preventing purchase.

And then the room plunged into darkness as the rift collapsed fully.

Silence.

“MOMMY!” Kim screamed.

***

Kim jolted awake, still clutching around Jack’s waist as they were pulling up to the Sidewinder Saloon. She buried her face into the back of Jack’s duster, hot tears stinging her eyes and cheeks. She hadn’t realized how tired she was, drained and worn out from the fight. Had she cried out in her sleep? That would be embarrassing, for Jack to hear her crying for her mother. She sniffed and composed herself again. She had to be a brave adult now.

So why did she still feel like that terrified child who had just lost her mother?

***
OOC Comments
Conditions:
  • Lead Balloon: 3 rounds
  • Arcane Machinist (3/5)
  • Backpack of Shooting Stars
    • 41/42 shots
    • PPE 10/10
  • Electro-Blaster (Burst)
    • 15 stored PPE
    • Cost: 2 PPE
    • Range: Cone template
    • Trappings (Electricity, Spasms): Painful muscle contractions. With a Raise, target has to make a Vigor roll or be at -2 Parry until his next action.
    • Damage: 2d10 Mega-Damage; targets can make an Agility vs TW roll to avoid.
    • Mega: Greater Burst
      • Cost: 4 PPE
      • Damage: 3d12 MD
  • Lead Balloon (Barrier)
    • 6 stored PPE
    • Cost: 1/section
    • Range: Smarts
    • Duration: 3 (1/section/round)
    • Trappings: Fires a polymer-lead mixture to coat an object in lead and reduce radiation exposure.
    • 1” section of wall per point, 10 Toughness
    • Mega: Stalwart Walls
      • Cost: 2/section
      • Range: Smarts x 2
      • Adds 12 MDC to the Toughness of each section.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Vibro-Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
Vehicle
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)
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
NG Sky Siren (Sev’s)
  • Size: 5
  • Acc/TS: 15/60
  • Toughness: 25 (14) MDC
  • Crew: 1+5
  • Remaining Mods: 5
  • Handling: 1
  • Hover
  • Environmental Systems
  • Sensor Suite


Loot
Loot
  • 5 L-20 Pulse rifles modified to tap into onboard power supply, but still accept e-clips
    • Damage: 3d6+1
    • Range: 25/50/100
    • ROF 4
    • AP 2
    • Shots: 40
    • Weight: 7
  • 6 normal L-20 Pulse rifles (same stats as above)
  • NG-E4 Plasma Ejector with full clip and spare clip
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
    • Shots: 12 + spare clip 12
    • Weight: 20
  • 6 Wilk’s-Remi 136 pistols
    • Damage: 2d6+1, AP 4
    • Range: 15/30/60
    • ROF: 1
    • Shots: 16
    • Weight: 3
  • 2 Bandit IP-10 Ion pistols
    • Damage: 1-3d6+1
    • Range: 12/24/48
    • ROF: 1
    • Shots: 10
    • Weight: 5
  • 2 Vibro-swords
  • 5 Vibro-knives
  • 8 Fragmentation grenades
  • Branaghan Body Armor (NG Peacekeeper)
    • +6 Armor
    • +2 Toughness
  • TW Hellfire Hand Cannon
    • Damage: 2d10+2, AP 2, MD
    • Range: 12/24/48
    • Fan the hammer
    • Affects least armored area
    • Catch fire 1 in 6
  • Pow-Pow Powerfist
    • Damage: Str+d6 MD, +1d10 on Raise
    • +2 Strength rolls
    • Pummel power on a hit for 2 PP
    • Smite power with electricity-spasms for 2 PP
  • Samson power armor parts
  • Combat Shield
    • +2 Parry
    • +4 Armor vs. ranged attacks
    • Functions as Neural Mace in melee
      • Str+1d6
    • Touch attack, victim makes Vigor check or Incapacitated
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 1 (Later): Bushwacked under Black Mesa

Post by Rill »

Interlude Roll
Just rolling for inspiration: [dice]0[/dice] = Diamonds—Desire: Tell a tale about something your hero wants (or already has). It might be a material possession, recognition, a political goal, or even a trip he wishes to take to some amazing destination.
Rill makes a few trips to the marketplace and around town following his adventure with the Tomorrow Legion group. Certainly an interesting bunch, he thinks.

In truth, he expects them to make him a recruiting pitch, and he's already preparing for it. He doesn't think he’ll say yes to joining them in any official capacity, but as long as they are helping folks, he can see no harm in tagging along. He knows they have a limited timetable before needing to help a Cyber-Knight and some villagers, and he does his best to prepare. Killian had certainly gone insane, but he had shown Rill the value of sturdy armor and a big shield.

As he heads to the market to pick up his now complete set of body armor, he passes a bakery and is reminded of what truly matters in the world: pie. A smile comes unbidden to his face and he takes a quick detour. A few minutes of friendly chit chat and a handful of credits later, he sits under a canopy with a slice of still-warm apple pie, watching people pass by.

This, he thinks, is surely what heaven must be like: to be at peace in a familiar place with a simple pleasure to keep you company. He savors the treat, eating it slowly and allowing his thoughts to wander.

Too soon after beginning, he finishes and sighs. If he could, a part of him wanted to just stay in Black Mesa forever, following in the footsteps of Reverend Thatcher, maybe taking over his old congregation or starting a new one. There was a measure of peace to be had in Black Mesa, if one knew how to look for it.

But he was starting to get itchy feet again and he knew, eventually, his feet would take him away from Black Mesa just as surely as they had brought him.
Last edited by Rill on Mon Dec 18, 2017 2:38 pm, edited 1 time in total.
Character Sheet
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Sir Blurre
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Joined: Mon Sep 11, 2017 9:02 pm

Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Sir Blurre »

OOC Comments
Interlude roll for inspiration: [dice]0[/dice]

Greatest Love. Sheesh. He's gonna be talkin' 'bout his sister, I think...

Blurre--no Sir, yet, for such a callow youth--frowns at his sibling. "Where you going, Sis? You know Sir Antoine told us to stay by the campfire."

Runnin laughs; her speech is rougher than his, just like her demeanor always has been--more willing to get into scrapes, quicker tempered, and sloppier with her grammar. "Yeah, but he also taught us ta be on the lookout fer opportunities to do good, right? Well, I heard 'bout some good that needs doin', when we was at the market, so I'm gonna go do it. Now, you kin come along if'n you want, or you kin stay here and watch the sparks fer a spell, wait for me ta get back."

He doesn't even hesitate, at that. "No way. I need to make sure you don't get into trouble." That response produces a twinkle in her eyes.

"Sure, whatever ya say, Baby Brudder," the teasing moniker the sort of thing that she, and she alone, could get away with with him. "C'mon, it's not too far. An' if it turns out ta be sum'thin' serious, we kin always come back and let Sir Stuffpot know about it." That nickname gets her an eye-roll; she might be headstrong, but she'd never use a name like that to Antoine's face, and they both know it.

As it turned out, it isn't far at all--at least, to the bottom of the butte. Getting to the top, where the wolf-head formation sits, proves to be a bit trickier. Well, trickier for Blurre, who has to carefully find his footholds and make sure he's dealing with at least some slight slope when climbing--Runnin, on the other hand, has an almost uncanny ability to find the best places to place her hands and feet, and a knack for scaling even fairly sheer surfaces (she's also flat-out stronger than he, and so more able to pull herself up over the steeper ledges). By the time he gets to the top, winded and raw-handed, she's had time to catch her breath and look like she wasn't tasked by the climb at all. He gives her a rueful look. "You know, when I get my armor, I'll be able to beat you even in a vertical race."

She laughs at that. "You mean, you'll have to cheat to win sometimes." That earns her the intellectual retort of an extended tongue.

"Okay, so what is this 'good' we're supposed to be doing up here?" he asks.

She points. In front of them are a number of cairns.

"'cording to the old woman I talked to, there's been gravelights hoverin' over the mesa every night for a month. Figure it's worth checkin' out, yeah?"

Blurre nods. "Okay, yeah, I can see that. When they supposed to come out?"

"'Bout an hour or so. Let's hide behind that outcrop; it'll give us a bit o' cover."

Blurre nods his assent to the plan--and, to salve his pride, gets to the outcropping in far less time than it takes his sister. "Slowpoke."

They sit and watch, for awhile, though of course, they're just kids, still, and it's late, and they've started to drift off by the time some noises snap them back to attention, and then they see the glow of lights on the far side of the rocks. They peer over carefully, only to discover that it's not will-o'-the-wisps, but a trio of men, two with spotlights attached to their helmets. The third--a tall figure in a black robe that flaps in the night breeze--calls to the other two. "Quickly. I'm sick of sneaking up here every night. I want to find the chief's grave--if I can control him, I'll get the rest in the bargain."

The Quickflex children look at each other, and Blurre mouths the word, "Necromancer" to Runnin, who nods in agreement, and visible disgust. Without further thought, the two of them pull the vibro-knives they were given as training weapons until they can qualify for the Knighthood. Sadly, activating the knives causes the grave-robbing scum to look up. "Oh, look, children. Good--you two haven't eaten yet today, you can probably do with a snack."

The kids and the minions clash, and amazingly, it's the Quickflex duo that is left standing after the brief exchange of blows. "Well, it would seem you're a bit more competent than those oafs--hardly surprising, really." Then the necromancer issued a string of black-sounding words, each syllable a new blasphemy against the very fabric of the universe. Bones rose out of the ground, hands and skulls, grabbing Blurre, pinning him where he stood. Runnin tried in vain to get him free, then turned to face the Necromancer alone. The vile man simply smiled as she started to rush him, and spoke again, this time his words were treacly and cloying, like honey left too long in the sun. "Come to me, little girl. Tell me, how did you come to this place?"

Blurre tried to shout, but he was too solidly pinned--even his moouth was being clamped shut by the skeletons holding him down. Runnin, eyes shadowed, stepped up to the Necromancer. "We... we came with our mentor, Sir Antoine."

"Sir Antoine, is it? A Knight, perhaps?" Runnin nods, briefly, confirming the warlock's suspicions. "I see. And you two would appear to be siblings, yes?" Another nod. "Very well, since you've seen fit to destroy my companions, I will need your assistance in my excavations. Be a dear for me, kill your brother while he's helpless over there, then come back to receive more orders."

At the order to kill Blurre, however, the Necromancer's control over her mind snaps like so much cheap guitar string. She spins, driving the dagger deep into flesh, through the cheap armor he was wearing. A gurgle, a cough, and the Necromancer falls in a pained heap at her feet.

As the skeletons, no longer under the fiend's control, let go and fall back beneath the sacred soil, Blurre comes free and runs over to his sister, hugging her tightly (and maybe kicking the Necromancer in the head, because he's not a Knight yet and some of the finer points of the Code have escaped him). "That was amazing!"

She smiles back, a bit ruefully. "Hey, you know better than anyone--nobody tells me what to do."

*************

Blurre falls silent after telling that tale. I wonder, how she'll react when I finally catch up to her....
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]
User avatar
Jack 'Bullet' Jones
Silver Patron
Silver Patron
Posts: 206
Joined: Tue Sep 12, 2017 11:21 pm

Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Jack 'Bullet' Jones »

Jack nods at Jasco as he relays the news about Rondo. "Ol' man had it comin', ah guess. Then again, we all got it comin', ah reckon, one way or another." He tips his hat to the information broker. "Much obliged fer coverin' us topside. Shame we have ta part ways, but yer always welcome. Ah'll save ya a seat at the table, if ya ever feel lucky." He winks, then collects himself and exits the facility with the remainder of the group.

INTERLUDE

As the crew departs for Black Mesa, Jack begins to regale Kim, and anyone within earshot, of an incident from his youth.

A teenaged Jack, along with his older brothers and several of their friends, had completed their chores and been given leave to wander for the rest of the day. They lit off on their horses, racing for some old foothills a ways off of the Jones ranch. As the boys climbed the hills, Jack's oldest brother Henry catches a false step and slides into a cavern. The boys drop a rope, but Henry refuses to leave. The crew joins the oldest Jones boy in the caves, where they discover what caught his attention. The whole place seemed to glow pale blue, despite no sources of illumination in the cavern. The whole group is entranced by the light and the beautiful cavern, and begin wandering in the caves heedless of their path. Descending lower and lower, they find a room that is clearly not naturally made.

"Ah figgered out later that the blue glow was a ley line runnin' through the whole place. Ain't nobody ever heard tell of anythin' like this. Cat had all our tongues. The whole place was mesmerizin'. But that last chamber was...somethin' else. Ta this day, ah haven't figured out who made it or why. But that's where we saw...it."

A strange object, most certainly not native to Jack's world, rested atop a stone pedestal. The object appeared metallic, yet seemed to warp and twist with the angle of view and the flickering of the blue light. The boys were transfixed, but none of them could move.

Except Jack.

Curiosity, and maybe a little greed, drove him. What a strange prize he could show his Paw! Maybe they could sell it for a few dollars to a collector and get some rock candy out of the deal! He inched towards the object, roughly the size of a human head. As he drew closer, the chamber seemed to pulse with a deep, resonating noise, increasing in intensity the closer he moved. He reached out for the object, but before he could grasp it, it shot into the air, coming to eye level with the impulsive youngster. With a flash and a crescendo of sound that shook each boy's insides, the object projected a beam of energy, striking Jack Jones in the head. The world swam and went black.

"When ah came to, my brothers had slung me over my horse. We were ridin' back ta the ranch, faster'n a juiced up jackrabbit. They stopped short and kept askin' me if ah was okay. Ah ain't felt stranger, but better, in my life. Ah felt like...well, ah felt like my eyes were opened. Ah could see different. Even swore, when ah reached fer my canteen, the thing jumped inta my hand. It was the damnedest thing ah ever did see...but my brothers had no idea what ah was talkin' about. Ain't a one of 'em remembered anythin' but tossin' a rope down ta pull me up outta some pit. Ah confess, ah was madder'n a whole hornet's nest when ah thought they were lyin' ta Paw about what happened. Caught myself a whippin' fer tellin' fibs. Figgered out later that whatever happened ta me done wiped out their memory of the place. Ah wasn't allowed loose from the ranch fer months. By the time ah was able ta get myself over there, the whole place had disappeared. Couldn't find an opening, and nobody knew anything about any caves in the area." He smirks. "But the first time ah showed Paw what ah could do, he just chuckled and said 'huh.' Ah felt like maybe he believed my story about what happened. Can't say Mama cared fer it, though. Said somethin' about 'devil powers.' Paw just told me ta keep it ta myself."

He lets out a sigh. "Ah'm the only one who remembered seein' that place. They ain't built cathedrals that beautiful. Never seen anythin' like it since."
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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Duncan Montana
Posts: 50
Joined: Thu Dec 07, 2017 3:24 am

Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Duncan Montana »

Duncan sees the group filing out of the mine as he rides by Old Man Killian's ranch on the way to Black Mesa. Curious, and more than a bit lonely from the trail since he parted ways with his Lin Cereal friends, he steers his metal horse toward them. As he approaches, Duncan relaxes a bit when he sees them make no aggressive moves and rightly guesses they are friendly.
Friendly, but carrying some high caliber weaponry. Carry themselves all professional-like, too. Like Pinkertons or Texas Rangers er somethin'.

He pops his helmet and introduces himself with a big, goofy smile that reveals his youth. "I'm Duncan Montana! How ya doin'?" and offers to help them with any of his meager supplies if they need anything. It soon becomes apparent everyone is headed to Black Mesa and Duncan eagerly agrees to tag along. "If that's ok with y'all."

Along the way he tells them his backstory, "....and so I traveled with those Lin Cereals for quite a while, but then they had to go home to some castle in the clouds er somethin' like that. Said I should head to Black Mesa. Said there was work to be found there fer a cowboy."

++++++++++++++++++
Interlude - Desire
Interlude: [dice]0[/dice]
Diamonds—Desire
Duncan regales the group with tales from his life as a cowpoke in the mid-19th century as they mosey on down to Black Mesa.
"...and so I just went down to the river and cleaned myself off. Needless to say, I never went back to that brothel again!"

As Black Mesa comes into view, Duncan is reminded of the time in Amarillo he saw a posse of Texas Rangers come into the same bar he was in and he starts rambling again.

"They was fresh off the trail and needed some drinks to clear the dust outta their mouth. Walked in all tall and proud like, each one of 'em packin' a big iron at the hip. Their longcoats were all dirtied up from the trail but, somehow, the Ranger's stars on their chests were all bright and shiny. Like they all took a moment to stop and clean 'em up before they walked in. " His voice is almost worshipful in it's tone.

"I remember thinkin' how thirsty I always was after a long journey like that, and how nothin' and nobody could stop me from runnin' to the first waterin' hole and gettin' a nice refreshin' beer." He says this with a big grin, obviously remembering good times, before he continues in a more subdued and wistful tone.

"Anyways, I remember thinkin' how important it musta been for those Rangers, those men, to clean them stars up all shiny like before they came in. Not their coats, not their chaps or boots. Just them shiny silver stars. I remember thinkin' how I wanted one o' them stars more than anything in the whole world, right at that moment in time..."
Last edited by Duncan Montana on Fri Dec 15, 2017 3:17 am, edited 5 times in total.
Duncan Montana
Duncan Montana
Gunslinger
Agility d10, Smarts d8, Spirit d6, Strength d6 d12+2, Vigor d6
Charisma: 2 ; Pace: 6 (8) (d6 running); Parry: 6; Toughness: 5 17(10)
Clueless (-2 to all K-Common rolls), Loyal, Big Mouth
Notice d6, Common Knowledge d8-2, Intimidation d4-2, Persuasion d4+2
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Quick: (re-draw combat initiative card < 6)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Steady Hands: (Ignores the “unstable platform” penalty for firing from the backs of animals or while riding in moving vehicles. In addition, when performing actions while Running (see page 65), his penalty is –1 instead of –2)
Two-Fisted: (May attack with a weapon in each hand without multi-action penalty)
Woodsman: (+2 to Tracking, Survival, and Stealth rolls made in the wilderness)
Lucky: (+1 benny/quarter)
Brave: (+2 to Fear rolls)

WOUNDS:

Bandito Arms RH-1002B Robot Riding Horse "Bandit"
Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d8
Skills: Fighting d4, Notice d8+2, Survival d6
Pace: 12 (Acc/TS 10/50); Parry: 4; Toughness: 17 (8)
Special Abilities
  • All-Terrain: Ignores penalties for rough terrain, and each inch counts as 1.5” instead of 2”
  • Armor +8: High strength alloy, M.D.C.
  • Handling: Riders gain +2 on all Riding checks.
  • Kick: Str, Mega Damage.
  • Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imaging, night vision, HUD, and +2 to Notice checks
  • Environmental Weakness (Electricity): Robots suffer +4 damage from electrical attacks.
  • Nuclear Power Pack - Robot does not need to be recharged for 15 years
  • Size +2: Based on the mustangs of old, these robot horses are of a strong, compact model.
  • Travel Speed: Use the Acc/TS for overland speeds; use pace for combat


Adv. Cards
Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
Florence Nightingale: Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.

BENNIES (LUCKY): 7/4
  • +1 from last Q bonus
  • +1 given upon return from the fade
  • +1 for donating supplies to refugees
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Severianna
Diamond Patron
Diamond Patron
Posts: 103
Joined: Fri Aug 04, 2017 10:45 am

Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Severianna »

Prompt me baby [dice]0[/dice]

I always wanted my very own cat. I saw some cats once. The Dog Boys got toys once in a while. But I never saw them come out. I always hated those dogs boys for playing with the cats and they never let me play with them.

Dog Boys where always mean. Not the kind of kindness that I would show. I mean, I would beat them senseless in combat or sneak around their senses in the dark, but when it was over I'd try and smile and be friendly. But they'd just growl. They always growl.

I saw some mechanical cats in one of the stalls in the Black Mesa marketplace. They where so cute and shinny, and I wanted one so bad! I almost tried to steal it. But I had to meet Kim for one of those meetings she was always taking me to. I guess it was a good thing that I went to the meetings with her, because I wouldn't be here with these guys now. Not sure what I'd be doing otherwise. Well, I might be stealing mechanical cats, that's one thing.

But I always wanted a sister too. And Kim is as close to one as I might ever have. I've never asked her if she likes cats. I bet she does. They're so cute and shinny!

They're almost like Jack's horse, but smaller, and instead of a horse, it's a cat.
Severianna
Quick Stats
Night Crawler, MARS PC, DESCRIPTION, ETC
Bennies: 4/4
Agility d12+1, Smarts d6, Spirit d10, Strength d10, Vigor d12
Charisma: 0,-4 CS; Pace: 6; Parry: 13; Toughness: Light Armor 12 (4), Tactical Armor 14 (6) Light Armor + shield 16 (4),
2 shields 20 (4), Tactical + shield 20 (6), 2 shields 24 (6)

Hindrances: Clueless; Vow to help other slaves/captured creatures; Loyal to friends; InHuman; Curiosity, Wanted; Coalition, Quirk - touchy tail
Notice d6 (+2 that relates to traps and similar devices, +2 sight based rolls (cybernetic eyes), Common Knowledge d4-4, Intimidation d4-2, Persuasion d4-2
Edges and Abilities of Note: Acrobat +2 Agility rolls, Dirty Fighter +4 w/Acrobat on trick moves, Tricky Fighter no multi-action penalty for tricks, Ambidextrous, Two-Fisted, Nerves of Steel & Improved Nerves of Steel ignore 2 pts of wound penalties, Combat Reflexes +2 to Spirit rolls to recover from Shaken, Prehensile Tail that gives an additional non-movement action each round.
Adventure cards:
  • Out of the Frying Pan - Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
  • We Have The Talent - you gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.

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Orrin Truthseeker
Bronze Patron
Bronze Patron
Posts: 220
Joined: Mon Sep 11, 2017 8:11 pm

Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Orrin Truthseeker »

Orrin excitedly takes some preliminary notes cataloguing the basic aspects ancient facility while Kim and company secure the reactor core on the third sublevel. Blurr has to call his name three times before Orrin notices that Jasco has arrived.

Not particularly disappointed at Old Man Killian's demise, Orrin packs into Jasco's vehicle with the rest of the legion to head back to the Mesa. He sits silently staring intently at his metallic hand as he repeated flexes and unflexes it.

At least no one else go hurt this time...

The last expedition Orrin had lead didn't end quite so well...

***********FLASHBACK*************

Orrin grunted as he and the Kelly pushed open the heavy stone door that was the entrance to the unusual pyramid like structure that they had come to investigate.

Orrin glanced around for a few seconds before he recalled that he was in charge of this expedition. Tarn had been caught up in the politics of Lazlo at the time, and had been unable to accompany the expedition. For some reason she had appointed Orrin as head of the small research team, though Kelly had far more experience than he did.

Realizing that everyone was waiting for his signal, Orrin turned on his lantern and stepped into the temple. The center chamber was spectacular. The light from his lantern reflected off of gold inlays on ancient murals that decorated the walls and intricate pottery stood in alcoves every few feet. Orrin listened to the gasp of each of the researches as they entered the room.

Orrin however, was a little disappointed. The lack of technology made it clear that this place was from a time period WAY before the coming of the rifts, and was unlikely to hold any clues as to what caused the first rifts. Orrin had had such high hopes, as the temple was situated just west of the covergence of two powerful ley lines.

Kelly, on the otherhand, specialized in societies - D-Bee and Human alike - that lived without the electrical power that modern society had come to rely on, and looked around the chamber like a kid in candy shop. Orrin couldn't help but smile as she circled around the room, unable to decide what to focus on first.

Orrin quickly organized the team to split up into a few small groups to catalogue and map the building. He and Kelly took a passage way down the eastern cooridor. They moved from room to room, cataloguing contents and making speculative guesses as to what each room was used for. Many appeared to be resting places for the dead, but some seemed to serve some regular function, with large stone tables in the center of the room, and stone extrusions around the side walls for hanging items that had long since perished.

Eventually they came to stone door at the very end of the hallway. This was unusual, as all the other rooms were open, as though whatever doors had previously been set in place had long since decomposed.

Knowing this room would be important, Kelly glanced at Orrin, "Should we go get the rest of the team?

Not knowing what was on the other side of the door for so long would be unbearable, so Orrin responded "Yes, but lets open the door first so we dont call them over for nothing"

As soon as Orrin placed a hand on the door, he could feel a power pulsatating from the room on the other side of the door. Drawn on by the sensation he heaved with all his meager strength and - to his shame, with a little assistance from Kelly - the door slid inward revealing a room with two ornate sarcophagi that were unrivaled by any they had seen so far. However, what drew the two archaelogists attention was the glowing amulet hanging from the wall no the opposite side of the room.

Orrin took a hesitant step toward the amulet, and Kelly grabbed his shoulder.

"Orrin, we should..."

Unavoidably drawn on by his curiosity, Orrin shrugged Kelly's hand off, and continued toward the amulet. As he passed the sarcophagi however, he stepped on a tile that collapsed inward, and the tops of the sarcophagi slid off and hit the floor with an ominous crash. You could hear the whiring of ancient gears from the other side of the walls, but farm more disturbing were the decrepid, gnarled hands that reached up from inside the sarcophagi and grapped the sides.

Stunned, Orrin stood and watched the creatures rise in a mix of horror and fascination. But Kelly didn't miss a beat, and grabbed Orrin's hand, shouting "Orrin, RUN!".

She pulled him back toward the main chamber, and eventually he came to his senses enough to move without her constant tugging. As they passed the side rooms they had catalogued along the way, they could hear movement from within the previously empty rooms. Before they could make it to the end of the coordidor, the passage way was blocked by the humanoid creatures wrapped in decaying cloth.

Mummies, Orrin recalled from one of his previous expeditions with Tarn, though no one had ever said anything about them coming to life. They were supposed to be the entombed dead of ancient kings and leaders.

Orrin started flinging spells at the creatures, but they seemed to be oddly resistant to his fire, despite being wrapped in cloth, and he had to be careful in such cramped quarters not to hit Kelly. He could hear clashing within just a few yards down the cooridor, where he assumed the rest of their team was engaged with mummies of their own.

"Over here!", Orrin yells, as he renews his effort against the mummies standing between them and the entrance to the main chamber and their path of escape. He is able to incapacitate one and distract another with an illusion, but just as the way is clear, he hears Kelly scream from behind him.

He turns to see one of the creatures leap at Kelly, grabbing her and taking her down to the floor. She braces herself with a free arm, and there is a clear ringing snap the weight of her and the creature come down her arm.

Orrin rushes toward Kelly, swinging upward and the creatures head with his staff at the same time that Kelly, despite her broken arm, pushes upward against the mummy with both feet. They knock the creature off of Kelly and Orrin helps her to her feet as the rest of the team - making use of the path cleared by Orrin - engage the mummies as Orrin helps Kelly shuffle in pain towards the entrance of the temple.

The rest is a bit of a blurr, but the team eventually made it back to the entrance of the temple. Oddly, the creatures didnt pursue at all once they stepped outside of the structure. It wasnt until they had opened a rift back to Lazlo that Orrin even realized that they had lost two of their members inside the temple. Though Tarn insisted that he was not responsible, that she should have been aware of the contents of the temple before sending in such a small team, Orrin knew exactly what had happened. It was his decisions that had left the team seperated and had triggered the traps. His poor leadership had cost the lives of his team. Kelly knew it also, and still refused to meet his eyes.

*****************END FLASHBACK********************

That was a week before Orrin told Tarn he needed to leave, and she had recommended seeking out the Legion. It had sounded like a good idea. Go and be a soldier, follow orders, and let someone else make the difficult decisions.

Orrin stares down and flexes and unflexes his hand again.

Now here I am again, in charge of another team, making the same mistakes...
Last edited by Orrin Truthseeker on Sun Dec 17, 2017 6:37 am, edited 1 time in total.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

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

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

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

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

Power Surge: Immediately recover all spent Power Points.

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Jack 'Bullet' Jones
Silver Patron
Silver Patron
Posts: 206
Joined: Tue Sep 12, 2017 11:21 pm

Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Jack 'Bullet' Jones »

Jack tips his hat to the newcomer. "Howdy! Jack Jones, pardner. Yer welcome to ride with us fer a spell. Might could find some work with our concern, if Orrin gives ya the okay, and if it's up yer alley."
Ah like this guy. Somethin' 'bout him reminds me of home.
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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Duncan Montana
Posts: 50
Joined: Thu Dec 07, 2017 3:24 am

Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Duncan Montana »

Jack wrote:"Howdy! Jack Jones, pardner. Yer welcome to ride with us fer a spell. Might could find some work with our concern, if Orrin gives ya the okay, and if it's up yer alley."
Duncan nearly bursts with eagerness. "You mean it? Y'all will let me ride with ya?" He looks back and forth between Jack and Orrin and the others with big bright eyes. "I swear I won't be a bother. I can hunt my own food and I got me my own horse here. Her name is Bandit, on account a' she used ta belong to a bandit king. And she's real fast! Faster'n any horse I ever rode before, that's for dang sure." Duncan pats the flank of his robot horse lovingly but the machine gives no indication it cares or even notices his attention.

"And I'm a good shot, too! Even better with this here armor on. It's got a little uh, whatayacallit, a reticulous in here that helps me aim."
He then hastily adds, "Not that I need it though, o' course."
Duncan Montana
Duncan Montana
Gunslinger
Agility d10, Smarts d8, Spirit d6, Strength d6 d12+2, Vigor d6
Charisma: 2 ; Pace: 6 (8) (d6 running); Parry: 6; Toughness: 5 17(10)
Clueless (-2 to all K-Common rolls), Loyal, Big Mouth
Notice d6, Common Knowledge d8-2, Intimidation d4-2, Persuasion d4+2
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Quick: (re-draw combat initiative card < 6)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Steady Hands: (Ignores the “unstable platform” penalty for firing from the backs of animals or while riding in moving vehicles. In addition, when performing actions while Running (see page 65), his penalty is –1 instead of –2)
Two-Fisted: (May attack with a weapon in each hand without multi-action penalty)
Woodsman: (+2 to Tracking, Survival, and Stealth rolls made in the wilderness)
Lucky: (+1 benny/quarter)
Brave: (+2 to Fear rolls)

WOUNDS:

Bandito Arms RH-1002B Robot Riding Horse "Bandit"
Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d8
Skills: Fighting d4, Notice d8+2, Survival d6
Pace: 12 (Acc/TS 10/50); Parry: 4; Toughness: 17 (8)
Special Abilities
  • All-Terrain: Ignores penalties for rough terrain, and each inch counts as 1.5” instead of 2”
  • Armor +8: High strength alloy, M.D.C.
  • Handling: Riders gain +2 on all Riding checks.
  • Kick: Str, Mega Damage.
  • Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imaging, night vision, HUD, and +2 to Notice checks
  • Environmental Weakness (Electricity): Robots suffer +4 damage from electrical attacks.
  • Nuclear Power Pack - Robot does not need to be recharged for 15 years
  • Size +2: Based on the mustangs of old, these robot horses are of a strong, compact model.
  • Travel Speed: Use the Acc/TS for overland speeds; use pace for combat


Adv. Cards
Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
Florence Nightingale: Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.

BENNIES (LUCKY): 7/4
  • +1 from last Q bonus
  • +1 given upon return from the fade
  • +1 for donating supplies to refugees
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