4.4 Fort Hope, Home Improvement

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KahlessNestor
Posts: 666
Joined: Thu Feb 15, 2018 4:02 am

4.4 Fort Hope, Home Improvement

Post by KahlessNestor »

Date: December 19, 109 PA
Mission: Day 29
Time: 1040
Weather: 40 degrees warmer than the season (very warm); no wind; no snow
Location: Fort Hope
Ley Line: Yes
Scene modifiers:
  • Light/Visibility: Bright
Round 0

Winston leaned over his desk as a voice spoke and peered down at the spider-like robot. “Well I’ll be,” he said, puffing on his cigar. “Picked yourselves up a few new...members. Lost a few, too, I see.” He eyed the Trailblazers. “Do I need ta notify next of kin?” he asked.

Winston listened to Vik’s account. “Sorry about Thomas. Ah’ll let his brother know,” he said. When told of Ash, he just shook his head, muttering about good help. He eyed the others.

The child Bari let out a tantrum. "Are you mean or just dumb? Last time you made fun of Nazo, will you now mock Thomas and Ashley?"

Winston sighed. “I’m not mockin’ anyone,” Winston told him. “But when you’re in this game as long as I’ve been, the losses all bleed together. An’ Ah don’t hold truck with deserters. Got as many of them as well.”

Vik soothed the dragon boy. “I'm sure he'll lay out the resources for a right and proper send-off for ol' Tom, such as the likes of him would be expect, with mourning tarts and spirits and victuals to soothe a sorrowful soul. Not to mention the trauma and bereavement bonuses."

“Well, I don’t know about tarts,” Winston admitted, “but we can certainly put out a proper spread, an’ his brother will get Tom’s share,” he promised.

Winston took Elennar’s transfer orders and looked them over. “Hrm. I see.” He looked up at Vik and Ryder. “Specialist Ryder has right to second in command by virtue of seniority,” he reminded them. “You okay with Staff Sergeant Vik’s choice to put Elennar in that position?” he asked the trimadore. “I’ll institute your three new members as Recruit Legionnaires. Vik goes up to Staff Sergeant, Elennar is instated as Lance Sergeant. Staff Sergeant Vik, if you have anyone you think deserving of promotion, let me know.”

Winston turned his chair around and fiddled with a safe, then turned back and placed a cred card in front of each of them. “There’s yer pay and signing bonuses,” the dog boy said. “Feel free to grab a legionnaire to give ya the tour. I’ll have the barracks cleared out for you and yours by this afternoon so you can all move in. Dismissed.”
Rank and Pay
Payroll (by seniority)

Vik (Staff Sergeant, Team Leader, Veteran): 13,000 credits
Elennar (Lance Sergeant, Team Second, Heroic): 15,000 credits
Ryder (Specialist, Heroic): 15,000 credits
Barinthasheer (Junior Legionnaire, Seasoned): 12,250 credits
Dr. Asterisk (Recruit Legionairre, Novice): 11,500 credits
Jericho (Recruit Legionairre, Veteran): 13,000 credits
Robert (Recruit Legionairre, Seasoned): 12,250 credits
Instructions: Fort Hope Improvement
Between adventures, when you are at Fort Hope, you have the opportunity to improve the base.

Check out the Resource Rules here.

And what resources you have available here.

There are maps of the fort and the area here.

What can you do: Anything you like. Some options are given below, but if you don’t know what you want to do, Winston or your Contacts will always have ideas to improve things.

Give Orders: Multiple orders can be given, but resources will be prioritized by the Team Leader.
  • Labor: Give your laborers orders on what you wish done. Roll your Labor Wealth die and Wild Die for how successful they are. Player characters may roll Support to aid them.
  • Military: Give Winston orders beyond his basic (protect fort, patrol zone). Roll your Garrison Wealth die
  • Trade: Give Captain Norris, Liz Urzenski, and Whiskey Pete orders what to buy or trade.
    • Requisition Resources
      • Team Leader roll Networking to make your case. Ask for what you’d like. Include rarity modifier. Your number of successes will determine how much of it you get. You may ask for priority, otherwise it will be randomly determined.
      • You may ask for Resources (Supplies, Build, Military, Labor, or Garrison). Or you may ask for something specific (a vehicle, a specific weapon, a piece of gear, NGR chocolate, maybe a building like a comm tower).
        • Items start at lowest/cheapest level. You may spend Raises to increase that level rather than getting other items or resources.
    • Trade Routes
      • William Norris (Castle Refuge): +1 Trade (assign resource)
      • Liz Urbanski (traveling): +1 Trade (assign resource)
      • Whiskey Pete (traveling): +1 Trade (assign resource)
      • Roll the Resource Wealth die you intend to trade to raise another Resource Wealth die

Search for resources. Make a Survival roll. A Success, roll 1d8 on the following options. A Raise, either roll for each success, find a larger resource -1/Raise), or choose a specific option:
  • 1) You found some Salvage. Bump Wealth die of Raw, Supplies, Military
  • 2) You found a Food source, either a herd of animals, a stand of fruit trees, or a good fishing hole. Bump Supply Wealth die by 1. This resource can be used to establish a Farm later.
  • 3) You found a small Wood or stand of trees. Bump Build Wealth die by 1. This can be used to establish a Logging camp later.
  • 4) You find a source of Stone. Bump Build Wealth die by 1. This can be used to establish a Quarry later.
  • 5) You find a Vein of ore or gems. Bump Build Wealth die (iron, copper, etc) or Raw Wealth die (gold, gems, etc) by 1. This can be used later to establish a Mine.
  • 6) You find a group of Refugees. Bump Labor Wealth die by 1.
  • 7) You find a tribal trading post or a small village. Bump any Wealth die by 1. A successful Persuasion roll can establish a trade relationship with Fort Hope.
  • 8) Your choice of above.

When you have written your Interlude, take a Benny.
Loot
Combat Notes

Initiative:

Robert
Barinthasheer
Jericho
Ryder (Danger Sense)
Elennar (Master Tactician)
Dr. Asterisk
Vik

Enemies


***
GM Notes
GM Bennies: 7/7
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
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Vik
Posts: 187
Joined: Sat Mar 03, 2018 7:07 pm

Re: 4.4 Fort Hope, Home Improvement

Post by Vik »


Someone double-check me, but with grade and officer adjustments, we're looking at:

Vik (Staff Sergeant, Team Leader, Veteran): 16,000 credits
Elennar (Lance Sergeant, Team Second, Heroic): 19,000 credits
Ryder (Specialist, Heroic): 19,000 credits
Barinthasheer (Junior Legionnaire, Seasoned): 12,700 credits
Dr. Asterisk (Recruit Legionairre, Novice): 11,650 credits
Jericho (Recruit Legionairre, Veteran): 13,300 credits
Robert (Recruit Legionairre, Seasoned): 12,475 credits

Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 2/3 + 2/2
Adventure Cards:

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6 (1d12+1), Vigor d6 +2
Pace: 6 (8) (1d6); Parry: 5 (9); Toughness: 17 (8) MDC or 21 (12) with amulet
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d8+2, Persuasion d6, Common Knowledge d4
Edges and Abilities of Note: Adept + Auto-Raise for boost trait, Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (six times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to Common Knowledge, Electronics, Hacking, Research, Repair and Thievery rolls when interfacing with electronics and machines, +2 with preexisting TW and arcane devices); Master of Magic.
PPE: 5/20
Active Effects: No MAP, double Pace and Running, no running penalty; +1d Shooting and one free reroll/round; Imp. Take Em Down and Imp. Signature Weapon (railgun); +4 damage to cannon, +6 damage to railgun
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Ryder
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Joined: Wed Aug 29, 2018 4:46 am

Re: 4.4 Fort Hope, Home Improvement

Post by Ryder »

The Trimadore chuckles. "'Staff Sergeant Vik' knows perfectly well that if he ever wants to get rid of me, all he has to do is threaten to promote me." He collects his pay chit, and then heads over to discuss options with the cyber-docs. He first sits down with Daniel Cazier to talk about a toolkit package; then he pulls Finneas aside, Trimadore to Trimadore, to talk about a Lockpick install.
Medical Drama!
Check Availability: (1-4: C/D/H/S)
Daniel Cazier 1d4: [3] = 3 Heart: Available
Finneas 1d4: [2] = 2 Diamond: Available

Intent: Cazier is to install the Toolkit Package; Finneas is to install the Lockpick Fingers.
Each Doc will roll their secondary die-type to Support the Networking roll to acquire their piece.

To be continued in a separate post, as the site won't let me add more rolls, here.
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3
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Vik
Posts: 187
Joined: Sat Mar 03, 2018 7:07 pm

TW build

Post by Vik »

Build Process, Costs and Rolls
Base Item: Temperature Cloak (+4 to rolls vs. Cold and Heat), 2k

So, 2K+400 for conversion.

3d12: [3, 7, 9] = 19 hours to complete

Initial Build Roll: (All skills are 1d12, so using Repair which is 1d12+3)
Repair 1d12!!+3: [3]+3 = 6
Wild 1d6!!+3: [2]+3 = 5

Benny to reroll with Elan
Repair 1d12!!+5: [10]+5 = 15 = Raise halves the time (Mr. Fix-It) and gets a Major Mod added, too.
Wild 1d6!!+5: [2]+5 = 7

So, go ahead and get Ambidexterity added in. (25k) Time spent so far: 9.5 hours.

Second Build roll: Adding +1d Shooting as Major Mod (Build roll is at -2)
Repair 1d12!!+1: [2]+1 = 3
Wild 1d6!!+1: [4]+1 = 5
Days: 2d6: [2, 4] = 6

Benny to reroll w/ Elan
Repair 1d12!!+3: [11]+3 = 14 Raise, halves the time and gets second +1d Shooting done in the same build
Wild 1d6!!+3: [9!!]+3 = 12

So, conversion and all three Major mods done in 3 days, 9.5 hours, for 47,400 credits.

Third Build Roll: +1 Athletics (Build roll at -1)
Repair 1d12!!+2: [9]+2 = 11 Raise, halves the times and gets second +1 Athletics done in the same build
Wild 1d6!!+2: [1]+2 = 3
Hours: 2d6: [2, 6] = 8

So, that gets +2 Athletics in 4 hours, at cost of 10k. Time so far = 3 days, 13.5 hours for 52,400 credits.

Final Build Roll: +5 PPE (Build roll at -1)
Repair 1d12!!+2: [11]+2 = 13 Raise, halves time.
Wild 1d6!!+2: [3]+2 = 5
Hours: 2d6: [2, 4] = 6

Total time: 3 days, 16.5 hours
Total cost: 57,400 credits.
After a vigorous but all-too-brief reunion with Charlize, Vik spends the first four days back at the Fort in the his workshop, implementing a design for some souped-up knickers he's been kicking around for awhile:

Pyjamas of Pistol-Packing Prowess
Don't let dirty drawers derail your inner Dirty Harry: Grab a pair of these jazzed-up jammies! The underoos endorsed by John Woo, the knickers what make John Wick tick: Woven with hexagrammic haptics and printed with flash cartoon heroes, you'll be shooting twice the load and impressing all the ladies!
Base Item: All-Temperature Cloak, re-trapped as long underwear. Abilities: +2d Shooting, Ambidexterity, +2 Athletics, +4 vs. Cold and Heat; Activation Cost: 1 PPE/hour; Built-In PPE: 5/5.
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 2/3 + 2/2
Adventure Cards:

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6 (1d12+1), Vigor d6 +2
Pace: 6 (8) (1d6); Parry: 5 (9); Toughness: 17 (8) MDC or 21 (12) with amulet
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d8+2, Persuasion d6, Common Knowledge d4
Edges and Abilities of Note: Adept + Auto-Raise for boost trait, Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (six times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to Common Knowledge, Electronics, Hacking, Research, Repair and Thievery rolls when interfacing with electronics and machines, +2 with preexisting TW and arcane devices); Master of Magic.
PPE: 5/20
Active Effects: No MAP, double Pace and Running, no running penalty; +1d Shooting and one free reroll/round; Imp. Take Em Down and Imp. Signature Weapon (railgun); +4 damage to cannon, +6 damage to railgun
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Elennar
Posts: 55
Joined: Wed Jun 10, 2020 10:49 am

Re: 4.4 Fort Hope, Home Improvement

Post by Elennar »

Persuasion for trading, 1 raise
Persuasion: 1d6!!+1: [2]+1 = 3
WD Persuasion: 1d6!!+1: [4]+1 = 5 add 3 for traders, net 8 = 1 raise (d6 Build, d10 Military)
Persuasion for Cyber-works
Persuasion to support Ryder: 1d6!!+1: [15!!]+1 = 16
WD Persuasion Support: 1d6!!+1: [11!!]+1 = 12
Elennar takes her leave of Lt. Winston with a nod and a salute. "Lieutenant." Turning, she exits past the rest of the 101st, with a bow of deference to @Barinthasheer.
She makes straight for the tent city that comprises what serves as "barracks" for the garrison. Her hood is swept back, allowing her fiery red hair to flow in the wind. She walks tall and proud, clearly as at home in the tents as she would be in a castle hall among dignitaries and the leaders of nations. She salutes and shakes hands with the troops who are awake but not on watch while letting the other shifts sleep as they can. As she introduces herself, she is careful to preserve the established chain of command. Lt. Winston heads the garrison and Vik at the lead of the 101st, but that they may hear her voice during combat calling commands that are to be heeded.
She continues to talk with the warriors, soon realizing that these tents are their home when the main 101st is back. "At least there is cover, but these are cold winds. The walls of a tent give small comfort against the doldrums. Even tents as fine as these." A few of the fighters shrug with indifference, but a few others nod in agreement with the elf maiden. "My brothers and sisters, I shall see to improving your accommodations while deployed. Allow me the opportunity to familiarize myself with the state of our materials and resources. We are hardened warriors and need not creature comforts...but they do not go amiss, do they?" She grins as a few more of the warriors nod appreciatively. "Let me see the walls of this place. Whatever enemy may come, let them break upon our walls like waves on the rocks."
She walks the perimeter of the fort, introducing herself to the current shift of the watch. Eventually, she is directed to the building supply dump.
The empty building supply dump.
This will not do.
She sets off on a mission to fill these stores, eventually learning that their trading contacts, Liz Urzenski, Whiskey Pete, and William Norris, may be able to assist. "It appears we have more military materiel than we can reasonably employ at this time. Are there local, friendly interests that would have need of our spare outfitting that could supply lumber and stone? Tents are no way to live for very long." With orders and requests provided, the three traders set out to broker the right deals for enough material to house the garrison.
During one of her trading sessions, she recalls overhearing @Ryder mention room for cyber-improvement. She manages to coax William Norris into seeking out a particular piece needed for his upgrades. "Oh, I think that is exactly what he was looking for. Thank you!"
Elennar, The Huntress
Elennar, The Huntress
Pace: 6; Parry: 8
Toughness: 16 (8)
Armor: Retrapped NE-C20 Camouflage Variable EBA with overcoat/cloak
Pertinent Edges: Improved Trademark Weapon,
Command, Command Presence, Inspire, Natural Leader, Master Tactician, Hold the Line!
, Elan, Soldier,
Total +2 to hit or ignore 4 points penalties
, Take 'Em Down
Current Status Post
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Ryder
Posts: 155
Joined: Wed Aug 29, 2018 4:46 am

Re: 4.4 Fort Hope, Home Improvement

Post by Ryder »

OOC Comments
Starting Bennies: 3/6
Networking Toolkit (Reduce total by 4): 1d4!!: [1] = 1 (Total: -3)
Wild Networking Toolkit (Same Adjustment) 1d6!!: [2] = 2 (Total: -2)
Benny to reroll, with Elan, turning the modifier to -2 (and above rolls to -1 and 0, respectively):
Toolkit Network Reroll: 1d4!!-2: [7!!]-2 = 5
Wild Toolkit Networking 1d6!!-2: [3]-2 = 1
Support roll from Cazier:
Cazier Support 1d8!!: [4] = 4 = +1
Final Total: 8 = Raise


Networking Lockpicks (Again, penalty -4) 1d4!!: [1] = 1 (Total: -3)
Wild Networking Lockpicks (Again, penalty -4) 1d6!!: [4] = 4 (Total: 0)
Benny to reroll, with Elan, turning the modifier to -2 (and above rolls to -1 and 2, respectively):
Lockpick Network Reroll: 1d4!!-2: [3]-2 = 1
Wild Lockpick Networking 1d6!!-2: [5]-2 = 3
Support from Finneas:
Finneas Support 1d8!!: [2] = 2
Ellenar Support gives +4
Total 7 = Success

Ryder talks things over with the docs, who check out their respective inventories. Cazier has the Toolkit Package on-hand, and is ready to install it immediately, while Finneas is at first uncertain if he can gain the Lockpicks--until Ellenar speaks to one of the traders on Ryder's behalf, and the gear seems to manifest out of thin air.

Then it's time to go under the knife, twice.
OOC Comments
Per rules, two surgeries, each with a one-day recovery time:
Toolkit:
Toolkit Install (Electronics w/ Healer) 1d8!!+2: [6]+2 = 8
Raise: Recovery Time, 12 hours

Lockpicks:
Lockpicks Install (Electronics w/ Healer) 1d8!!+2: [4]+2 = 6
Success: Recovery Time, 1 day
The doctors perform their duty admirably; by the afternoon of the next day, Ryder has a complete set of Lockpick Fingers and a Walking Toolkit Package. He spends a little time practicing with the new pop-out appendages, until he's comfortable with their use.
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3
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Dr. Asterisk
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Joined: Sat Dec 14, 2019 11:20 pm
Location: Iowa, USA

Re: 4.4 Fort Hope, Home Improvement

Post by Dr. Asterisk »

Without any order upon which to act, the bot wanders the camp looking for those who might help acquire modifications to his armor or add a spiffy new rifle to his weaponry.



I still haven't a clue which modifiers apply to these rolls so GM please apply any from those who are available and willing. These are just base rolls as a result. I left the -2 off for the location and the -3 off for the rifle and maybe something will ace or there will be some +2s thrown my way.

EDIT: I totally forgot the -2 for me being a walking dustbuster.

EDIT: Results - If at a -7, the rifle is successful only with someone's +2. Edit: If Robert's help counts as a +2, then this would work.

The armor availability (at -4 / -2 for location, -2 for robot goodness) would be a failure BUT I can do all that work myself and just need the power available (protection, magic). I can reroll this if needed.

The support roll (repair) can be used for planning for whenever they can do the actual construction.

Support (Repair) 1d10!!+6: [3]+6 = 9
Wild 1d6!!+6: [5]+6 = 11
Boost Persuasion Spellcasting 1d6!!+2: [5]+2 = 7
Wild 1d6!!+2: [3]+2 = 5

for power addition to armor Persuasion 1d6!!: [5] = 5
Wild 1d6!!: [5] = 5

EDIT: Benny / Reroll for armor Persuasion 1d6!!: [3] = 3
Wild 1d6!!: [2] = 2


for acquisition of rifle persuasion 1d6!!: [9!!] = 9
Wild 1d6!!: [5] = 5
Last edited by Dr. Asterisk on Sun Feb 07, 2021 8:59 am, edited 4 times in total.

Dr. Asterisk

Bennies: 3/3

Current Wealth: 19,480 Universal Credits
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Robert
Posts: 22
Joined: Thu Nov 26, 2020 11:15 am

Re: 4.4 Fort Hope, Home Improvement

Post by Robert »

Robert notices Dr. Asterisk moving about, and walks up next to him. "How are you, my friend? Looking for something?"
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Dr. Asterisk
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Re: 4.4 Fort Hope, Home Improvement

Post by Dr. Asterisk »

(mutters) The yellow pages. Oh, sorry just ruminating. I am poking around looking to add to the capacity of this shell I am wearing and find a decent electricity weapon to shoot. The stun gun works for thugs but not demons, apparently. I saw this in the catalog... (holds up a pic/description of a TW rifle harnessing lightning as a weapon) but I doubt I have the cred for it as a lowly uh (checks ID) recruit. Know anyone who has an access code to the stores, and if a small place like this would even have such a weapon?

Dr. Asterisk

Bennies: 3/3

Current Wealth: 19,480 Universal Credits
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Robert
Posts: 22
Joined: Thu Nov 26, 2020 11:15 am

Re: 4.4 Fort Hope, Home Improvement

Post by Robert »

"I don't know for certain, but I'm happy to help you look!"
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Dr. Asterisk
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Re: 4.4 Fort Hope, Home Improvement

Post by Dr. Asterisk »

Well that would be fantabulous - much appreciated! Surely there are folks around with one more toy than they have hands. I, on the other, uh, hand...

Dr. Asterisk

Bennies: 3/3

Current Wealth: 19,480 Universal Credits
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Jericho
Posts: 33
Joined: Fri Sep 25, 2020 9:22 am

Re: 4.4 Fort Hope, Home Improvement

Post by Jericho »

Survival 1d8!! or Wild 1d6!!: [5]+[5] = 10
What Resource 1d8: [8] = 8
Find Ore


Jericho sets out scouting the area for resources. Areas like this often had a lot of stuff hidden in the woods and overgrowth others miss by following the same roads traveled before by others. The dangers and risks of monsters was enough that most simply would not stray from the perceived safety of the trail.

So when he found an abandoned quarry unused in centuries he was not surprised at all. Those at Fort Hope could use these resources and it would only take a few men to get to work and start harvesting it. Returning to the Fort he reports out to @Vik all that he had found and the risks of the are around it.
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Barinthasheer
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Re: 4.4 Fort Hope, Home Improvement

Post by Barinthasheer »

Bari spends a little time with some friends he's made on the construction crews. When he learns that the walls used most of the materials at hand leaving little to construct shelter with he decides to spend time searching the local area for anything that could help protect his allies.
Survival 1 success, result 1: salvage (going with raw materials)
Survival 1d4!!: [2] = 2
Wild 1d6!!: [4] = 4
Resource 1d8: [1] = 1
While not quite building materials themselves he does find some ancient storage containers that have somehow survived the centuries. The real find was what was inside, a bounty of pre apocalypse supplies that never quite got used in whatever construction project they were first intended for.
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 50 (30)/10 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/5; Fatigue: 0/2; ISP/PPE: ISP 13/20; PPE 9/10
Bennies: 1/3
Adventure Cards


  • Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand[/ooc]
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Robert
Posts: 22
Joined: Thu Nov 26, 2020 11:15 am

Re: 4.4 Fort Hope, Home Improvement

Post by Robert »

Robert is a friendly fellow. In spite of being new to the area. It just so happens that an old friend he once served in a militia group back in Quebec has joined the tomorrow legion. They have a good long chat, and bring each other up to date on what they've been up to since they last met, and his buddy, PIerre, just so happens to be involved in the weapon business.
Persuasion 5
Persuasion 1d6!!: [4] = 4
Wild Die 1d6!!: [5] = 5

Disregard. Using "I know a guy" instead with GM permission.

Smarts 1d8!!-2: [4]-2 = 2
Wild Die 1d6!!-2: [4]-2 = 2

Benny

1d8!!-2: [4]-2 = 2
1d6!!-2: [2]-2 = 0

Another Benny

1d8!!-2: [15!!]-2 = 13
1d6!!-2: [3]-2 = 1
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KahlessNestor
Posts: 666
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Re: 4.4 Fort Hope, Home Improvement

Post by KahlessNestor »

Date: December 23, 109 PA
Mission: Day X
Time: 1050
Weather: 40 degrees warmer than the season (very warm); no wind; no snow
Location: Fort Hope
Ley Line: Yes
Scene modifiers:
  • Light/Visibility: Bright
Round 0

Ryder took a few days to get some cybernetic upgrades, and Vik made himself some special techno-wizardry knickers. Elennar liaised with Fort Hope’s trade representatives to make sure the fort could get some building materials sorely needed. It was winter, and the legionnaires and many refugees surrounding the fort were still in tents.

Dr. Asterisk went searching for some weapon and armor upgrades, but unfortunately those items were not on hand. He could, however, possibly send in a requisition order to Castle Refuge and they could be on the next barge to Fort Hope.

Jericho went out scouting the area around the fort and found a vein of bauxite that could be a source of aluminum for building the fort if they mined it.

Barinthasheer did likewise, finding an abandoned cache of useful material for the fort.
Instructions: Fort Hope Improvement
Between adventures, when you are at Fort Hope, you have the opportunity to improve the base.

Check out the Resource Rules here.

And what resources you have available here.

There are maps of the fort and the area here.

What can you do: Anything you like. Some options are given below, but if you don’t know what you want to do, Winston or your Contacts will always have ideas to improve things.

Give Orders: Multiple orders can be given, but resources will be prioritized by the Team Leader.
  • Labor: Give your laborers orders on what you wish done. Roll your Labor Wealth die and Wild Die for how successful they are. Player characters may roll Support to aid them.
  • Military: Give Winston orders beyond his basic (protect fort, patrol zone). Roll your Garrison Wealth die
  • Trade: Give Captain Norris, Liz Urzenski, and Whiskey Pete orders what to buy or trade.
    • Requisition Resources
      • Team Leader roll Networking to make your case. Ask for what you’d like. Include rarity modifier. Your number of successes will determine how much of it you get. You may ask for priority, otherwise it will be randomly determined.
      • You may ask for Resources (Supplies, Build, Military, Labor, or Garrison). Or you may ask for something specific (a vehicle, a specific weapon, a piece of gear, NGR chocolate, maybe a building like a comm tower).
        • Items start at lowest/cheapest level. You may spend Raises to increase that level rather than getting other items or resources.
    • Trade Routes
      • William Norris (Castle Refuge): +1 Trade (assign resource)
      • Liz Urbanski (traveling): +1 Trade (assign resource)
      • Whiskey Pete (traveling): +1 Trade (assign resource)
      • Roll the Resource Wealth die you intend to trade to raise another Resource Wealth die

Search for resources. Make a Survival roll. A Success, roll 1d8 on the following options. A Raise, either roll for each success, find a larger resource -1/Raise), or choose a specific option:
  • 1) You found some Salvage. Bump Wealth die of Raw, Supplies, Military
  • 2) You found a Food source, either a herd of animals, a stand of fruit trees, or a good fishing hole. Bump Supply Wealth die by 1. This resource can be used to establish a Farm later.
  • 3) You found a small Wood or stand of trees. Bump Build Wealth die by 1. This can be used to establish a Logging camp later.
  • 4) You find a source of Stone. Bump Build Wealth die by 1. This can be used to establish a Quarry later.
  • 5) You find a Vein of ore or gems. Bump Build Wealth die (iron, copper, etc) or Raw Wealth die (gold, gems, etc) by 1. This can be used later to establish a Mine.
  • 6) You find a group of Refugees. Bump Labor Wealth die by 1.
  • 7) You find a tribal trading post or a small village. Bump any Wealth die by 1. A successful Persuasion roll can establish a trade relationship with Fort Hope.
  • 8) Your choice of above.

When you have written your Interlude, take a Benny.
Loot
Combat Notes

Initiative:

Robert
Barinthasheer
Jericho
Ryder (Danger Sense)
Elennar (Master Tactician)
Dr. Asterisk
Vik

Enemies


***
GM Notes
GM Bennies: 7/7
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
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Dr. Asterisk
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Posts: 88
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Location: Iowa, USA

Re: 4.4 Fort Hope, Home Improvement

Post by Dr. Asterisk »

Dr. A stops by the requisitions desk and fills out form 3829A2.b-14.1 in triplicate for weapons requisition the next time munitions are sent. As a favor to the duty officer, he agrees to troubleshoot the problem with the officer's PC, instructing him on the proper curses and threats to use for this particular software glitch.

Dr. Asterisk

Bennies: 3/3

Current Wealth: 19,480 Universal Credits
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KahlessNestor
Posts: 666
Joined: Thu Feb 15, 2018 4:02 am

Re: 4.4 Fort Hope, Home Improvement

Post by KahlessNestor »

The requisition officer stamped the form and looked over his table at the strange robotic entity. “Um, we should have your rifle here in a couple weeks...sir,” he said, unsure of the proper form of address for a...spider-bot. “Stop by after the next shipment comes in.”
Dr. Asterisk
You will get your lightning rifle in the next downtime, after the next mission, so make yourself a note of it :) Good news is you won’t really have to pay for it. Bad news, you have to wait.
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
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