Gloom: The Ides of War

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Pender Lumkiss
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Gloom: The Ides of War

Post by Pender Lumkiss »

There was litterally so much awesome sauce and epic posting going on with the city rebuild, saving VIPs from certain death, and gathering allies that the results of everyones efforts will be collected here.

Rebuilding: 15 Success were required to repair the city to its normal functions. Every 4 successes by a player nets a special bonus to the city.
Hans: 9 successes: +2 city upgrade: Dwarven tunnels, and strong battlements.
  • Dwarven Tunnels: These Tunnels, not dwarven in side, but more like a size 3-5 creature big are installed underneath the city with TW enhanced locomotives that now allow a user going from the outside of the city to the inner or visa versa in 1d6 rounds
  • Strong Battlements: Any city defender firing from the city wall or defense towers ( 9 in all) spread throughout the city gains an additional +2 toughness bonus when taking cover from the modern dwarven materials and techniques.
Humble: 8 success to help clear debris and move heavy stuff: +2 city upgrades: Humble Automaton, Humble Armor
  • Humble Automaton: There is a giant stature size 6 at least of Humble in the center of the city. It towers above all as a reminder of the Giant's great efforts. Rough stats: Pace 12, Toughness 28(16), Vigor d8, Str d12+4, hammer fist Str+3d6( hammer is not enchanted), Fighting d8, Large size, and must be directed from the central command station.
  • Humbles Armor: As a second boon to the Automaton the mysterious designer make it so Humble himself could step in and wear the armor!! Upon donning the armor 1d6 rounds(things size 6), Humble gains access to the Speed power, 16 Armor 6 toughness ( does not stack with other armors), and can weild the Hammer Fist Str +3d6, Humble is now affected by size matters, Counts as a Robo Armor. Probably only usable in the city or surrounding area.
Jude: 2 successes: City Water is restored this time using a TW filtration process. Bonus comes in 9 months.
  • Jude Jr........

VIP allies
  • Jude: Rescues the daughters of Jackshot Marshall, an elite marksman and captain of the city gaurds. Jude please add him to your sheet as a contact using the rules for Connections.
  • Max: Saves Eldon Slayback, the chief mechanic for the defunct arcane company. Fortunately his workshop survived, and any repairs or modifications using his shop are done in half the time. Max please add him to your sheet as a contact using the rules for Connections.
  • Max: Save Grug Spinethrasher, leader of a small merc company that works out of Merc town. Add him as a contact using the rules for the connections edge.
  • Max: Saves Arvegil Lindir, a average wizard from Dewomner visiting Gloom as a tourist.
  • Markus: save miss Peregrine from an untimely strange demise. Turns out she is a well accomplished cyber doc, perhaps it is markus' implants or anti D-bee charm but the two of them hit it off. She even with his assistance opens up a reputable chop shop right next to the newly rebuilt orphanage.
Gathering Allies
  • Samson: Calls upon the mighty Glitter Boys. Perhaps not since the coming of rifts has the world heard the sounds of thousands of strong sure footfalls and a sight untoward like a nova sun glittering among the valley floor, the Glitter boys march to war lead by Frank Hauffa
    • +3 Tokens
  • Samson: gets word to the forces from the federation unleashed heading toward Gloom. Some say it is a force 10-12 thousand strong. A large contingent breaks off before the army reaches Geist via rift. The city of brass has come to the aid of Samson and Gloom, they will not betray the world to a second darkness and they will certainly not heed the demands of the mad king Dunscon nor Geist! They are led by Valmordo.
    • +6 Tokens
  • Jude: Calls upon cyber knights and mystics of New Alamo. Some say the vampire lands are held in check by their might. For the next few weeks those desolate lands will need to learn to defend themselves without the aid of the Magdalenas. Legends will arise of the great emptying of heroes, knights, and divine magics from the city of New Alamo. Almost 6,000 strong head to Gloom... They are lead by Sir Pedro and Sister Penelope
    • +6 Tokens
  • Sammy: shames lord coake into contacting the cyber knights still who have not rejoined the order... Many of them are fallen. Over 3000 of these folks show up bringing their comrades. They are lead by Sir Hub, a young elf that failed in his duties during the war for Tolkeen.
    • +3 Tokens
  • Cantrell: Trains the citizens of Gloom into a defense force complete with medium vehicular weapon placements. They are lead by Jackshot Marshall.
    • +3 Tokens
  • Gargamel convinces the lord of war to use the opportunity to send a small force to use the conflict at Gloom to train. They are lead by a familiar Dewomer defense force captain.
    • +2 Tokens
  • Alecto reaches out to the sky pirates and convinces them to join the cause, they are lead by Captain Gaiter and the Moorose.
    • +1 Token
  • Alecto Contacts the JLA and convinces them to aid the cause. The juicers all 1000 of them arrive on sky cycles. Lead by Major Helena Hale.
    • +1 Token
  • Alecto convinces the last of the city holdouts to help. This is mostly the remaining folks who used to work for the now defunct Arcane Company. They are lead by Eldon Slayback
    • +1 Token
Other side projects:
  • Jitters scouted the Portal, guardians, and bit into Scara's domain giving the assault team a way to jam the enemies communications and make the quick combat go from -4 to -1!
  • Libertas did some investigation and tracking with Max into the possible weakness' and history of Scara.
  • Max helps Libertas with some tracking.
  • Gargameal enlists the Fae to sabotage Geist. Lead by a gruff faerie named Shakespeare.
    • -2 Tokens from Geists side.
Unexpected complications:
Markus tries to convince the left over undercover operatives to stay out of Gloom or become the rear guard. The sight of Miss Peregrine the head mistress of the much maligned orphanage instead steers him to helping rebuild the orphanage and playing with kids.
  • +1 success to the city rebuild, and a 1 on the persuasion die must be reconciled... The CS do not prevent a vampire horde from coming to the city... Perhaps s group of vampire hunters will intercede. Hell yeah they did, interested in Jack shot Marshall retelling the story of what he saw?? Click Here
Caravello inadvertently convinced the Megaversal legion to come to Geists aid. And come in force they did, what did you say to the man???
  • +11 Tokens to Geist's side!
More to come over the next few weeks...

Heroes Tokens: 27!!



Geists Tokens: 10 to start, +3 from federation of magic allies, -2 from sabatoge, -3 from surprise attack, +3 from tactical genius npc ability, +10 from successfully weaponizing the annihilation spell. That would be: only 21 tolkens, but then Velo convinces the megaversal legion to join them, so 32 total.
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Re: Gloom: The Ides of War

Post by Pender Lumkiss »

Humble, Hans, Jitters, Libertas, Samson all accounted for.
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Re: Gloom: The Ides of War

Post by Pender Lumkiss »

Jude and Sammy are accounted for.
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Re: Gloom: The Ides of War

Post by Pender Lumkiss »

Max is accounted for.
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Re: Gloom: The Ides of War

Post by Pender Lumkiss »

gargamel and cantrell are accounted for. Markus accounted for.
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Re: Gloom: The Ides of War

Post by Pender Lumkiss »

Alecto and Caravello's efforts have been reconciled.
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