Day 18: The Battle of Marron

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Seswarick
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Re: Day 18: The Battle of Marron

Post by Seswarick »

With the surrender of the final standing Blue Hand Seswarrick descends, his aura fading out as he lands near Orrin. "My name is Seswarick and I will continue to help however I can. As I have no medical training that mostly means helping to move the wounded and debris or helping with prisoners. Where do you need me?" Looking around at the aftermath it is far less bad than he expected. The Legionnaires and townsfolk had punch well above their weight class and looking around at their preparations he could see why.
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless
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Kim Black
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Location: Wheaton, IL

Re: Day 18: The Battle of Marron

Post by Kim Black »

New Mexico/Marron
D-Day
Round 0

Kim shut down her force screen and backpack and sagged against the doorway where she had taken cover. She gingerly pulled off her helmet and felt the warm, stick flow of blood from the headshot that had caught her.

“Ow…” Kim murmured, staring at her fingers. She was alive, at least. More than could be said for most of the Blue Hands.

Blurr shouted out orders on what to do with the Blue Hands. “Make sure you tie your sister up good,” Kim told Blurr as she pushed off the doorframe and staggered toward the medical station. Her vision was still a bit woozy. “Prob’ly concussion,” Kim murmured. “Tired…” She wiped blood from her eyes. “Scalp wounds. Always so much blood…”

Kim sagged into one of the seats in the infirmary, barely acknowledging Jack. It wasn’t like he would care anyway.
OOC Comments
Let me know if Kim needs to rig up a Healing device.
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

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


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


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
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Silverclaws
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Re: Day 18: The Battle of Marron

Post by Silverclaws »

Silver hails Toto and Jasco, "Come park your war machines at the front of the gate."

Utilizing the flag beareres, he sends out a signal to return.

Last he heads to the kitchen area and calls for Ulysses to go ahead and relocate to triage the injured and wounded above ground.

After all that is done, Silver dusts himself off and heads down to the bunker triage to look in on Delta.
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Jasco
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Re: Day 18: The Battle of Marron

Post by Jasco »

With a keen interest on the goings-on at Marron, Jasco had a magnified live view of the action on one of the robot's large screens. The sudden shift to gruesome carnage nearly catches him off-guard and he quickly toggles the display to his personal screen to save the Marronites from potentially reliving the gore-soaked moment in their nightmares. "uh, huh. Okay." he mumbles noncommittally as combat comes to a resolution.

"We are in the clear," the information broker finally shares as those on-site begin the clean up process. Though only in the seat for a small amount of time, Jasco's "old bones" are slow to creak out of the pilot's seat. "Pilot's seat is yours again. It was a pleasure fighting with you gentlemen. I hope to see you at the celebratory dinner later."

Jasco exits the War Cat and hops back into the comfort of his roundabout. "Did you miss me?" he absently banters with PRIM, knowing that the AI is not sophisticated enough to parse the content from the statement. "Unknown query, please re-state." his AI faithfully replies. Nodding, the information broker grabs the wheel and drives.

He takes a back-way into Marron, hoping not to burn any bridges with any "allies" he developed during his time with the Hand by obviously driving into a city taken by the 'enemy'. Once within the walls, he will find a place to stow away his roundabout with the long-term intention of removing all the accessories he previously added to blend in. In the meantime, he rejoins the 18th COT.

"Lots of salvage out there," he prompts, ever the opportunist, "do we have plans to get out on the battlefield before the vultures fully pick it over?"
Jasco: Human Information Broker [18th COT New West] | SR EP Ledger
Quick Stats
Human, MARS PCO: Information Broker
Bennies: 3/3
Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6 (1dX); Parry: 5; Toughness: 9 (3)
Hindrances: Code of Honor, Bad Eyes, Loyal
Notice d8, Common Knowledge d10, Persuasion d8+4
Edges and Abilities of Note: Killer Instinct (Wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”), Command (+1 to troops recovering from being Shaken), Leader of Men (Roll a d10 as the Wild Die for subordinates’ group rolls), Tactician (Make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle), Robot Armor Jock (No -2 penalty while piloting robot armor.)
ISP: 20/20
Powers (all Mega): Speak Language with Splendor trapping (+2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to Persuasion.); Telepathy with Shroud trapping ((message recipient) -1 to be hit by ranged attacks); Intangibility with Jazz trapping (+2 pace and on a raise, increase Agility one die type for duration of power.)
Adventure cards:
  • 7: Not Today - Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • 47: Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • 50: 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.

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Silverclaws
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Re: Day 18: The Battle of Marron

Post by Silverclaws »

Silver recognizes Jasco's "position" and decides that Delta in her comatose state can wait. He finds his way out of med-bay and heads back out to the killing fields. Upon finding Jasco, he tells him straight, "Bigger carnivores than vultures around Marron."

Pointing out about 200 yards or so, Silver points to the fins surfacing and diving, "Landsharks. They will take care of any non-salveagable organic materials."

"We have mechanical parts. Electrical parts. Cybernetics. Juicer rigs. There were even some arcane items out there."

When Jasco looks at him questioningly, Silver turns and eyes Jasco with the Flaming Eye. "I sensed many arcane items along my path of destruction."

While Silver and Jasco are conversing, Toto joins them with a blow torch and a saw. When Silver and Jasco eyes his tools, "Some disassembly required."
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Orrin Truthseeker
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Re: Day 18: The Battle of Marron

Post by Orrin Truthseeker »

When White hair and the remaining hand members inside of Marron surrender, Orrin sinks to the ground in exhausted relief. That relief quickly subsides as the moans of the wounded and dying penetrates the now otherwise quite town.

Orrin slowly picks himself off the floor and sets about organizing efforts to provide what aide they can to the wounded.

Even the preacher won't be able to heal all of these
Jasco wrote: Mon Oct 22, 2018 12:21 pm "Lots of salvage out there," he prompts, ever the opportunist, "do we have plans to get out on the battlefield before the vultures fully pick it over?"
Orrin gives a sideways glance at the information broker
Always looking for a profit that one...
He holds his tongue though, as Jasco did ultimately show up to help save the town, at great personal risk.

"You" Orrin says, pointing to a relatively healthy looking male Maronite standing in shock at both the fact the they were victorious and the price of the victory. "Organize a team to quickly search the city for the heavily wounded. Mark the location of anyone who looks like they might not last the evening."

Orrin then sets about trying to find any skilled healers the town may have to help tend the wounded.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

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

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

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

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

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

Power Surge: Immediately recover all spent Power Points.

Update Signature
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Tito
Posts: 62
Joined: Mon Oct 08, 2018 10:52 am

Re: Day 18: The Battle of Marron

Post by Tito »

Jack 'Bullet' Jones wrote: Sat Oct 20, 2018 11:52 pm Bullet Jones is spent. That was one of the toughest fights of his life. He's got the damage to prove it. But before he lets his guard down, he turns towards the new arrival. "Ah'll be...dogged. Heh."
The nearly empty auto-rifle clatters to the ground at his feet. Telekinetically, he tips his hat to the dog boy. "Howdy, fella. Jack Jones. Yer a scrappy little cuss, ain't ya? Hell of an entrance. Much obliged fer cleanin' up that bit of a mess."
"I'm Tito, man. Im a total badass, ya know? But you're pretty good too. Maybe you can show me how you shoot three guns at once later because..." Tito begins to ask Jack when Silverclaws walks off without response, and Tito rushes to follow him.

Tito looks at Silverclaws and says, "Hey man, you don't talk much do you? That's ok. The strong silent type is cool too. Are we going to get the food now? I can't wait, man!"

Tito follows Silverclaws until they find Jasco, although he seemed nervous about being in the infirmary for some reason. When they meet up with Jasco and Tito looks him over, the dog boy doesn't seem very impressed.

Tito simply tells Jasco, "Hi man, I'm Tito."

Jasco and Silverclaws start talking about salvage, and Tito's eyes glaze over somewhat until Silverclaws mentions something interesting.
Silverclaws wrote: Mon Oct 22, 2018 7:17 pm Upon finding Jasco, he tells him straight, "Bigger carnivores than vultures around Marron."

Pointing out about 200 yards or so, Silver points to the fins surfacing and diving, "Landsharks. They will take care of any non-salveagable organic materials."
When Silverclaws mentions sandsharks Tito snaps back to reality and gets really excited then says "Hey, man! You think Fishbrain is out there, too? I want to find Fishbrain. He's my new ground fish. He needs another good shaking for what he did to me during my awesome entrance, but I like him. Help me catch him!"

Without waiting to see if anyone is going to help him, Tito heads off towards the sandsharks.
OOC Comments
Someone please stop Tito from getting devoured by sandsharks and dying a grizly death.
@Jasco @Silverclaws
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Death from Above: If combined with a Fighting attack, the leaper may add his level [+4] to any damage caused at the end of his jump.
    Elan: +2 to the final total of any Trait rerolled with a Benny.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 3/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
Edit Signature
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Tribe of One
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Joined: Wed Aug 30, 2017 9:28 am

Re: Day 18: The Battle of Marron

Post by Tribe of One »

The joyous mood continues even as the Marronites set to the dreadful work of clearing the dead and wounded from the battlefield.

There are only a few dozen Blue Hand survivors, all with severe wounds that prevented them from fleeing with their fellows. With Ulysses focused on treating as many Marronites as he can in the triage center, Rill accompanies the Marronites that take the prisoners into the irradiated facilities below, unable to allow even the lowest of the low to go without treatment.

As the bodies of the dead are stripped and piled out of the way for burial, there's a cry from the center of the killing field, where a couple of Marronite youth had started to drag away Cassius's dismembered corpse. The warlord's legs and severed arms lay as still as would be expected, but his torso begins to glow, eldritch light leaking out from the seals of his armor.

Thinking of the cranial bomb that went off outside Black Mesa, members of the COT duck for cover ... then there's a flash, and Cassius's body disappears.

At the same time, the Marronites carrying Ronin's shackled body drop her and back away, as she, too, begins to glow, the blurred outline of her bones and an amulet on a chain shining through her armor like an x-ray.

Blurre is there in an instant, still too late to do anything but hear his sister's departing words, whispered in the staccato jabber they used as children:

"Don'tfollowTurtleyoucan'tsavemefromthisone.Hehasmenow...andhedoesn'tletgo..."
What was that?! A simple Knowledge: Arcana success will tell you it's some sort of teleporation/summoning spell, anchored by the enchanted amulets Ronin and Cassius('s corpse) were wearing. Wanna try to dispel it? You can act in time with an Agility check at -4 (penalty reduced by 2 for every Initiative-related Edge you have). For the opposed roll, you'll need to beat the Shibboleth (an arcane caster) and his roll of 23.
OOC Comments
Shibboleth Spellcasting 28[dice:1fdrvt1w]44559:0[/dice:1fdrvt1w] = Ace! [dice:1fdrvt1w]44559:2[/dice:1fdrvt1w] + Benny for Extra Effort + Elan [dice:1fdrvt1w]44559:3[/dice:1fdrvt1w] Scratch that, used wrong die. [dice:1fdrvt1w]44559:4[/dice:1fdrvt1w]
Wild [dice:1fdrvt1w]44559:1[/dice:1fdrvt1w]
Go ahead and post immediate reactions to the disappearance here. I'll be posting a new thread shortly for other post-battle action.
GM Bennies: 7/7
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Orrin Truthseeker
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Re: Day 18: The Battle of Marron

Post by Orrin Truthseeker »

Rolls
Agility (-4 Scene Modifier)
Agility [dice:r51it3gv]45228:0[/dice:r51it3gv]
Wild [dice:r51it3gv]45228:1[/dice:r51it3gv]

Knowledge Arcana Roll (+2 from armor)
Kowledge (Arcana) [dice:r51it3gv]45228:2[/dice:r51it3gv]
Wild [dice:r51it3gv]45228:3[/dice:r51it3gv]
After a moment, Orrin recognizes the signs of a summoning spell and jumps forward to dispel the effect. Before he can even gather the power necessary for the spell, Blurr's sister is gone.

Orrin turns immediately to the cyberknight, compassion on his face.

"I'm Sorry Blurr... but dont worry. We will find her"
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

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

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

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

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

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

Power Surge: Immediately recover all spent Power Points.

Update Signature
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Sir Blurre
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Re: Day 18: The Battle of Marron

Post by Sir Blurre »

Blurre is obviously frustrated by the sudden, magical abduction of his sister, but when Orrin speaks, he takes a deep breath, and then nods, even as he steps up to the spot where she had been, and picks up a silver chain with a crucifix, staring at it for a moment and then putting it over his own neck.

"Yes. Yes, we will, and thank you, my friend. And in the meantime, I can take solace in a simple fact--her captor can make mistakes. In this case, had he left her here, I would have needed to stay with her, to work on her rehabilitation. But now... Well, he's practically inviting me to hunt him down. That definitely seems like a tactical mistake on his part, don't you agree?"
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

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

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