X Marks the Spot, The Week That Never Happened

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Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

X Marks the Spot, The Week That Never Happened

Post by Snake Eyes »

All Posts in this Thread are for reference only - this never happened
The Next Leg

The evening passes uneventfully. Fundin shelters in the mountaineer, apparently quite comfortably, as if he's accustomed to sleeping in the driver's seat. Statheros finds the limb of a tree to be to his liking, and takes his rest there. Xanna eventually takes a spot in the trailer, using her ion rifle as a pillow. Those who are on watch hear the noises of the wilderness and see the sky without the burden of city lights; no other activity breaks the night.

As the morning dawns, Statheros is up early. The final watcher gets an earful. "We have slept too long. I cannot emphasize enough that we should be moving towards our goal with all haste." His bellyaching, much closer to an urgency rather than a simple whine, is sufficient to wake most from their relative slumbers. With little fanfare and minimal hassle, the group is wheeling their way eastward. A few buildings and small villages dot the way, but at Statheros' urging and Fundin's misery, the hammer stays down, and decent time is made.
As evening approaches, the familiar glow of a ley line is seen in the distance. Fundin slows his approach, picking his way over some rougher terrain, and doing a fine job of not torquing the trailer off of the hitch. Statheros turns back towards Gaspard. "Here, now, is your second task. You are to deposit us hhhh...uuuuuuhhhh..." The sprite, as before, waved his hands to reveal your destination. What flickered before your vision was unrecognizable and twisted, as if looking through a photo negative of a place. Statheros falters and wobbles, then straightens up. "Something is blocking our destination along this line." He looks intently at Gaspard. "You must take us as far as you are able along this line, but I fear something, or someone, is interfering with my ability to see our end. We must be very, very cautious."

As Gaspard is preparing to take the group through his portal, you feel the ground tremble underneath you. Fundin shouts into the comms. "We've got incoming! Four beeps big as me beauty, an' they're movin' this way! Ye'd best work yer craft, and in a hurry! Me beauty ain't nimble enough to dodge 'em in these hills!"
Notice check at -1 for Dim lighting; nightvision can negate this penalty
Four rhino-buffalos are charging your direction at high speed. If they don't change course, they'll be running into you in 5 rounds.
Notice check at -3, with raise (nightvision can negate 1 point of this penalty)
Something appears to be chasing or spurring them forward. The forms are large but indeterminate, numbering at least two but maybe as many as five. The shadows and failing light, coupled with rolling hills, deceive you.
Notice check at -3, with 2 raises (nightvision can negate 1 point of this penalty)
I'll PM you if you make this check.
Instructions
Notice rolls for all. Gaspard again gets to port the whole group and transport to an unknown point along the line towards the east/northeast. The rest of you can react as you like, or wait for Gaspard's rolls.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Alex
Posts: 123
Joined: Mon May 28, 2018 6:53 am

Re: X Marks the Spot, Part 2

Post by Alex »

Repair: [dice]6[/dice] wild [dice]7[/dice]
Notice 15, Fearcheck 7
Notice: [dice]0[/dice] wild [dice]1[/dice] ace [dice]2[/dice] ace [dice]3[/dice]
Fearcheck: [dice]4[/dice] Wild [dice]5[/dice]
Alex’s braclet made from an orange gem stone is glowing ever so slightly.
Sure is interesting all those rhino buffalos comming towards us. Not half as interesting as Xana’s cyber arm though. I love just looking at her, it makes me so dreamy. Something else is out in the shadows behind the RBs. Xana has the best shadow. Silky smooth not like those Hangdog’s chasing the rhino buffalo... Alex was lounging in the trailor looking out the window using his armor to cradle him like a baby. The weapons he had once meticulously put into order were scattered and forgotton for thoughts about a true treasure. His armor was for one second motionless and holding him in a comforting cradle. The next second it’s eyes light up electric blue swallowing the surprised Alex!
From the Armor a statement of intent,” Defensive Measure’s activated!”
Alex Stat Block
Attributes: Agility d8(2), Smarts d10(2Mars, 1), Spirit d6(1), Strength d4(0) {1d12+4}, Vigor d8+[2]( [d10](1, 1 advance)
Charisma: 2; Pace: 10; Parry: 6 ; Toughness: 20(10)[1] MDC; Strain: 0
Combat Edges: Elan, rock and roll, [fearless], [Battle hardened]
Powers Weird Science: Detect/conceal(25/25), Blast(25/25), Dispel(25/25), smite(25/25)
Bennies
6/3
+1 post rate
+1 interlude
+1 loot organization
Alex Weapon
WI-GL20 Automatic
Damage: By grenade type: plasma 3d10 SBT, 60/120/240, shots 40, rof: 3
Weight: 75
Snapfire, RoF uses one grenade per shot.
Smite Power Attached to it with an Electricity Trapping ( Mega Version is Available as well)
Alex Armor
  • Triax T-31 Super Trooper: Size 1, +10 M.D.C. Armor, +2 Toughness, Strength d12+4, Pace 7.
    Notes: Jet Boosters (Jump 12” horizontal, 6” vertical)
    • „
    • 2 × Rocket Launchers (shoulders). They only fire the F4 Fusion Block missiles (Range 15/30/60, Damage 6d6, RoF 1, AP 25, Mega Damage, SBT). Each launcher has two missiles
    • „ „ 2×Mounted Rocket Launchers (legs)Left anti-vehicle(4d6 AP11), right normal(5d6 AP6) SBT. 100/200/400, RoF 1, shots 2
      „„
    • 3 × MAE-3 (“Maysies”) Hand Charges. The Maysies are thrown or placed (Range 5/10/20, Damage 3d8, RoF 1, AP 10, Mega Damage, SBT)
      • Fusion Missiles are $3K each. The MAE-3 cost $750.
    • „ „ Vibro-Sword (right arm)
      „„
    • 2 × Laser Torches (each palm). The laser torches can be used in combat (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage
User avatar
Heather Todd
Posts: 135
Joined: Mon May 28, 2018 4:12 am

Re: X Marks the Spot, Part 2

Post by Heather Todd »

Notice 4
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Common Knowledge 7
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
***

Heather roused at Statheros’ complaining. She shook her head. He really needed to learn not to be so rude. She stretched and excused herself to head into the woods for morning necessities. It was so hard to do, needing to peel off the armor.

The drive to the next ley line was uneventful, and they stopped to stretch their legs as Statheros gave instructions to Gaspard. Unfortunately, something seemed to be wrong at the other end of the line.

And then she felt the rumbling, and Fundin called out his warning.

Heather peered into the darkness, her armor making it easier to see. “Rhino-buffalos!” Heather yelled. “Stampede!” She slapped the truck. “Gaspard! Get the vehicle through first! Everyone else scatter!” Heather didn’t want the Mountaineer and trailer crushed by the massive beasts.

***
Conditions
Heather Todd Character Sheet
Parry: 4; Toughness: 14 (6)
Mental Resistance/Mentalist: +6 vs Psionic effects, +4 Armor vs Psionic damage
Rapid Recharge: 1 ISP/30m
ISP: 30/30
Bennies: 4/3
Adventure Card
  • Joker’s Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
Character Tracker
Heather Todd Character Sheet
Parry: 4; Toughness: 14 (6)
ISP: 30/30
Armor: 10/10 PP
Bennies: 4/3
Encumbrance: 28/28 (including pack, 70.75/28, -2 Agility and Strength skills)
Major Psionic: Mind Melters have the Major Psionic Edge and can spend 2 ISP to gain a +1 with any Psionic skill roll, or 4 ISP for a +2 (paid before the roll is made). These effects are doubled when on a ley line.
Mental Resistance/Mentalist: +6 vs Psionic effects, +4 Armor vs Psionic damage, +2 opposed Psionics rolls
Rapid Recharge: 1 ISP/30m
Grenades (carried)
  • 1 High Explosive
  • 1 Fragmentation
  • 2 Plasma
Shard Pistol: 36/36 shots
Fireburst Rifle: 20/20 shots
Adventure Card
  • Let’s Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
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Joseph Cook
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Posts: 65
Joined: Tue Jun 26, 2018 9:14 pm

Re: X Marks the Spot, Part 2

Post by Joseph Cook »

OOC Comments
Notice [dice]0[/dice]
Wild Die [dice]1[/dice]
Explode [dice]2[/dice]
User avatar
Gaspard Gillead
Posts: 158
Joined: Tue May 29, 2018 11:36 pm

Re: X Marks the Spot, Part 2

Post by Gaspard Gillead »

OOC Comments
Notice [dice]0[/dice]
Wild Notice [dice]1[/dice]
Ace Running Total: [dice]3[/dice]
Made a Raise for the -1, but only a success at -3

Proditione Notice [dice]2[/dice]

Vigor Outbound 1 [dice]4[/dice]
Wild Vigor 1 [dice]5[/dice]
Fatigued

Vigor Return Trip [dice]6[/dice]
Wild Vigor [dice]7[/dice]
Exhausted.

Vigor Outbound 2 [dice]8[/dice]
Wild Vigor [dice]9[/dice]
Ace Running Total [dice]10[/dice]
No Fatigue from that trip! He's only Exhausted and at -2 to everything for the next hour.
Gaspard had been licking a rock-candy stick when Statheros started grousing at them to get a move-on. With a shrug, he gets up and waits for the details. When Statheros gets blocked, the D'norr can't help himself. "Gee, maybe if you weren't so distracted playing with flowers and rainbows, or whatever it is fae play with, you'd be able to get us a better fix on our destination." Before it turns into an argument, he gives a dismissive wave. "Fine, fine, I'll get us as far as we can go. Same groups as before, but Xanna rides with group 2."

When Fundin starts shouting about the rumbling, Gaspard looks up, and sees the Rhino-buffaloes tearing through the hills, and hears Heather order him to take the Vehicle Group first. "Hellfire. Right, vehicle group, on my mark--Go!"

Shimmering light tunnel, yadda yadda yadda, and they're landed. Gaspard immediately makes to transit himself back. "Proditione, you will stay here--I wanna have a chance of not passing out as soon as I get back here." Without even checking to see what sort of terrain he's dropped them in, Gaspard disappears back into the flow of Ley Line energy.

Sadly, by the time he finishes the return trip, Gaspard is looking badly winded. He looks around, seeing everyone scattering and shouts, "No, quick, get back here so we can get the hell out!"

As soon as the AAT is huddled in a group, he does a fast head-count and then WOOSH off they go. When they reappear, he manages--barely--to stay standing. "Okay, I'm gonna leave it to you guys to figure out exactly where the blockage dumped us."
Gaspard Gillead
Seasoned D'Norr Shifter
OOC Comments
Agility d6, Smarts d12, Spirit d10, Strength d4 (d8 in armor), Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 17 (8); Strain: 0; Corruption: 0
Skills:
Spellcasting d12; Fighting d4; Athletics d4
Academics d8; Research d10; Common Knowledge d6; Occult d8
Persuasion d6 (Free Re-roll, -1 outside Occult circles); Notice d6; Stealth d4
Edges: Charismatic, Horns, Bind the Summoned, Spell Mastery (Interrogation); Ley Line Magic Mastery; Ley Line Phasing; Ley Line Gate; Sense Rifts; Shift Reality; Linguist; Diabolist; Strong-Willed; Psychotically Brave; Investigator
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding
User avatar
Alex
Posts: 123
Joined: Mon May 28, 2018 6:53 am

Re: X Marks the Spot, Part 2

Post by Alex »

((Rolls Casrried over: Notice 15, Fearcheck 7))
Inside the PA
”Burn me Archie what is the deal? I was having this great dream about hair, eyes, cyber arms. Isn’t Xana...”

Archie the AI inside the suit cuts him off sharply, ” Alex, I have taken the liberty to add a file into the dossiers prepared so far for all beings that travel with you labled: Perils of Xana. If you would take the time to read any of the files you would be better prepared for what is to come.”

”Burn Archie, Burn... Maybe I have been distracted but Xana... She is just so pretty, the way her hips move is hypnotic.”

Archie afirms, ” Yes Alex, that is one of the perils I so noted. The Hangdog’s approaching however...”

” Burn Archie, Hangdogs! lets go save some Rhino Buffalo, Max likes his steaks rare. Uh Archie can you get me some info on Hangdog’s?”

”Processing.... Processing...
Suited up, Alex readies his grenade launcher and hops off the Trailor. His voice hits the comms, ” I got some Rhino Buffalo being chased by Hangdog’s with riders... Like Libertas says, Crap on a stick time and I am all out of crap.” Alex clearly means to face them rather than go through the gate.

Kn Arcana [dice]0[/dice] wild [dice]1[/dice]
Alex Stat Block
Attributes: Agility d8(2), Smarts d10(2Mars, 1), Spirit d6(1), Strength d4(0) {1d12+4}, Vigor d8+[2]( [d10](1, 1 advance)
Charisma: 2; Pace: 10; Parry: 6 ; Toughness: 20(10)[1] MDC; Strain: 0
Combat Edges: Elan, rock and roll, [fearless], [Battle hardened]
Powers Weird Science: Detect/conceal(25/25), Blast(25/25), Dispel(25/25), smite(25/25)
Bennies
6/3
+1 post rate
+1 interlude
+1 loot organization
Alex Weapon
WI-GL20 Automatic
Damage: By grenade type: plasma 3d10 SBT, 60/120/240, shots 40, rof: 3
Weight: 75
Snapfire, RoF uses one grenade per shot.
Smite Power Attached to it with an Electricity Trapping ( Mega Version is Available as well)
Alex Armor
  • Triax T-31 Super Trooper: Size 1, +10 M.D.C. Armor, +2 Toughness, Strength d12+4, Pace 7.
    Notes: Jet Boosters (Jump 12” horizontal, 6” vertical)
    • „
    • 2 × Rocket Launchers (shoulders). They only fire the F4 Fusion Block missiles (Range 15/30/60, Damage 6d6, RoF 1, AP 25, Mega Damage, SBT). Each launcher has two missiles
    • „ „ 2×Mounted Rocket Launchers (legs)Left anti-vehicle(4d6 AP11), right normal(5d6 AP6) SBT. 100/200/400, RoF 1, shots 2
      „„
    • 3 × MAE-3 (“Maysies”) Hand Charges. The Maysies are thrown or placed (Range 5/10/20, Damage 3d8, RoF 1, AP 10, Mega Damage, SBT)
      • Fusion Missiles are $3K each. The MAE-3 cost $750.
    • „ „ Vibro-Sword (right arm)
      „„
    • 2 × Laser Torches (each palm). The laser torches can be used in combat (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage
User avatar
Joseph Cook
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Posts: 65
Joined: Tue Jun 26, 2018 9:14 pm

Re: X Marks the Spot, Part 2

Post by Joseph Cook »

Joseph radios back with a calm if slightly annoyed voice "They're far away enough that we have time to gate. You're just going to leave half our team on the other side of the gate up against who knows what so you can shoot some stupid rhino buffalos?"
User avatar
Alex
Posts: 123
Joined: Mon May 28, 2018 6:53 am

Re: X Marks the Spot, Part 2

Post by Alex »

Joseph Cook wrote:Joseph radios back with a calm if slightly annoyed voice "They're far away enough that we have time to gate. You're just going to leave half our team on the other side of the gate up against who knows what so you can shoot some stupid rhino buffalos?"
Alex hefts his grenade launcher. Better sound like I know something. ” There is more than Rhinobuffalo out there. Hangdog’s and their riders too. If Top Dog were here we would be burning them right quick and that is what I aim to do. Folks out here like Xana think they are all alone and resort to the worst. I will not let some innocent town be next. Its time to do some good.”
Xana is so pretty...
Alex Stat Block
Attributes: Agility d8(2), Smarts d10(2Mars, 1), Spirit d6(1), Strength d4(0) {1d12+4}, Vigor d8+[2]( [d10](1, 1 advance)
Charisma: 2; Pace: 10; Parry: 6 ; Toughness: 20(10)[1] MDC; Strain: 0
Combat Edges: Elan, rock and roll, [fearless], [Battle hardened]
Powers Weird Science: Detect/conceal(25/25), Blast(25/25), Dispel(25/25), smite(25/25)
Bennies
6/3
+1 post rate
+1 interlude
+1 loot organization
Alex Weapon
WI-GL20 Automatic
Damage: By grenade type: plasma 3d10 SBT, 60/120/240, shots 40, rof: 3
Weight: 75
Snapfire, RoF uses one grenade per shot.
Smite Power Attached to it with an Electricity Trapping ( Mega Version is Available as well)
Alex Armor
  • Triax T-31 Super Trooper: Size 1, +10 M.D.C. Armor, +2 Toughness, Strength d12+4, Pace 7.
    Notes: Jet Boosters (Jump 12” horizontal, 6” vertical)
    • „
    • 2 × Rocket Launchers (shoulders). They only fire the F4 Fusion Block missiles (Range 15/30/60, Damage 6d6, RoF 1, AP 25, Mega Damage, SBT). Each launcher has two missiles
    • „ „ 2×Mounted Rocket Launchers (legs)Left anti-vehicle(4d6 AP11), right normal(5d6 AP6) SBT. 100/200/400, RoF 1, shots 2
      „„
    • 3 × MAE-3 (“Maysies”) Hand Charges. The Maysies are thrown or placed (Range 5/10/20, Damage 3d8, RoF 1, AP 10, Mega Damage, SBT)
      • Fusion Missiles are $3K each. The MAE-3 cost $750.
    • „ „ Vibro-Sword (right arm)
      „„
    • 2 × Laser Torches (each palm). The laser torches can be used in combat (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage
User avatar
Joseph Cook
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Joined: Tue Jun 26, 2018 9:14 pm

Re: X Marks the Spot, Part 2

Post by Joseph Cook »

Joseph sighs to himself and unslings the rifle, flipping the selector switch over to grenades.

"If we keep getting sidetracked from our mission, there might not be anything left to save. You heard Setninja. You can't save everyone."
User avatar
Xero X Kelvin
Posts: 81
Joined: Wed Jun 27, 2018 9:11 am

Re: X Marks the Spot, Part 2

Post by Xero X Kelvin »

Xero doesn't sleep in doors when in the out doors. His position was likely in some tree well above everyone nestled in an ice cocoon. His senses (detect aracana and animal empathy)were on alert, even if he physically wasn't. Roused by the squeeking fairy Damn, he/she/it needs to get that baby dill out of its ass., Xero drops the the ice shroud/shield but maintains his temp to blend with the trees.
Notice 7, success
  • Notice [dice]0[/dice]
  • Wild [dice]1[/dice]
  • Ace Wild [dice]2[/dice]
  • -3 Situational
Rhino Buffalos. Stampeding Rhino Buffalos. This should be interesting.

Xero slides down the tree trunk on a sheet of ice and lands in their path.

Father said we can make friends with animals. Now to see if he is right.

An idea comes to mind and Xero looks to make eye contact with one of the charging rhinos.
Animal Empathy 7
  • Spirit [dice]3[/dice]
  • Wild [dice]4[/dice]
Xero X Kalvin
Xero X Kalvin Novice Psi-Stalker Chiller
Parry: 4 || Toughness: 4
ISP: 20/20
Combat Edge: None
Bennies: 3/3
Adventure Card(s):
  • Cutting In Line: Draw 3 initiative cards and keep the highest..
User avatar
Everett Jackson
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Diamond Patron
Posts: 99
Joined: Wed Jun 27, 2018 9:12 am

Re: X Marks the Spot, Part 2

Post by Everett Jackson »

Notice 3 (1 at -3)
Notice: [dice]0[/dice] (Danger Sense: Evil Arcane Casters, Cybereyes ignore Illumination penalties, Cybereyes have 50x magnification, +2 Cybereyes, -1 Cybereyes Glitch)
Wild: [dice]1[/dice]
Notice 3 - 2 = 1, no raise.
Unable to sleep well at the best of times and needing less sleep than usual anyhow, Everett volunteers to serve the late watch and is already awake when the team began their morning routines. The pixie is excitable as usual, but something is clearly wrong judging by his discussion with Gaspard. Everett stops paying attention to their bickering when Alex speaks through the comms.
Alex wrote: Suited up, Alex readies his grenade launcher and hops off the Trailor. His voice hits the comms, ” I got some Rhino Buffalo being chased by Hangdog’s with riders... Like Libertas says, Crap on a stick time and I am all out of crap.” Alex clearly means to face them rather than go through the gate.
Everett is surprised to hear Alex call out a warning as he had been on alert for any threats. His eyes never pinged, and they provide perfect night vision and also distance magnification. He looks towards where Alex saysthe Rhino Buffalo are aproaching, but his right cybereye flickers, still malfunctioning from the blow it took during the brodkil ambush. Everett zooms in on the area and he finally spots the Rhino Buffalo!
Cybereyes Readout
Rhino Buffalo - Notes: Heavily armored hide. Aggressive carnivore. Enormous size. Threat Level: Danger. Avoid completely or dispatch with prejudice.
"Damnit, Alex! Fine, I'm helpin the kid...Holy f**king shit, those things are huge! And they're running from these...hangdogs? I don't have a clear visual of the target yet...," Everett says over the comms.

He has never heard anything about Hangdogs much less encountered one, and it is not sound to enter into battle with an unknown threat. Everett queries his cybereye's threat imaging database for further information on these hangdogs Alex has mentioned.
Cybereyes Readout
Hangdog - Notes: Heavily armored hide. Daemonix species with related qualities. Enormous size. Often serves as a mount. Threat Level: Extreme Danger. Avoid completely or dispatch with extreme prejudice.
"Son of a bitch. If Xero can't handle those rhino buffalo, the kid's gunna get us all killed," Everett thinks to himself.

Everett swings Manuela, his manpack, into position in his metal hands and uses his meat hands to swing Lizzy, his light railgun, onto his back. Then he takes Balitrox into his meat hands just in case he has to resort to extreme measures at any point.

He whispers to Manuela, "Alright baby, we got this. I've seen your specs...you're a badass! Don't let me down, huh?"

Everett calls out over the comms, "Ill take out the further off hangdog when I have a clear visual. Ill switch to the closer one when my target is down, but this girl fires slow, so cover me, Alex. Xero - do your thing, man. I don't need to worry about being trampled by monsters that could eat a dinosaur for breakfast while dealing with these hangdogs."
Last edited by Everett Jackson on Thu Aug 02, 2018 8:19 pm, edited 1 time in total.
Everett Jackson, Titan Juicer
Everett, Human Titan Juicer
Pace: 10(d8); Parry: 8(1) Toughness: 24(9)
  • Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
Note: Neither Quick nor Uncanny Reflexes apply on the first round of an unexpected combat/high-stress situation.
Combat-Relevant Edges & Abilities:
  • Ravenous Abandon (Berserk): Per the Berserk Edge, Everett can flip the switch and give partial control over his actions to the Reaver of Essence. This comes at a cost - ending Balitrox's berserking rage is not an option until its hunger has been sated by the blood of a wielder of arcane power
  • Charge: She may ignore the penalty for Running when making a Fighting attack at the end of her movement.
    • Overrun: If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.
  • Drug-induced Euphoria/Tranquility: In order to keep the Juicer from burning out over a matter of days, the bio-comp constantly supplies a combination of psychotropic drugs and chemical inhibitors to keep him happy and calm. Juicers live in a state somewhere between mildly ecstatic and stoned, which causes −1 to all Smarts or Smarts-linked skill rolls in non-combat or low stress situations. On the first round of an unexpected combat or high-stress situation, the Juicer doesn’t gain the benefits of Uncanny Reflexes or Quick.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Internal Repair System: As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge.
  • Level Headed: Draw an additional Action Card each round in combat and choose which one to use.
  • Multi-Optic Helmet: It includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice-projection system.
  • Quick: Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
  • Size +2
  • Split the Seconds: Juicers and Crazies often find themselves living between the ticks of the clock. This Edge allows them to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
  • Super Endurance: They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
  • Trademark Weapon, Improved: +2 to Fighting with Balitrox and +2 Parry when Balitrox is readied.
Wounds: 0/3; Fatigue: 0/2; Balitrox's PPE: 5/5
Bennies: 4/3; Internal Repair System: 3/3
Burn: 6/8
Edit Signature

Balitrox speaking into Everett's mind.
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Missouri
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Posts: 53
Joined: Mon Jul 02, 2018 9:39 am

Re: X Marks the Spot, Part 2

Post by Missouri »

Notice
Notice [dice]0[/dice], Wild die [dice]1[/dice]
Missouri was on last watch and he gave Statheros a baleful glare as the little fat fairy started up on him. "Hey, guess what? WE...aren't fey." He emphasized the first word drawing it out, and again when he spoke the next sentence. "WE..are mortals. MORTALS require REST." He had been steadily leaning in more towards the fey as he continued speaking, but then he leaned back and waved a dismissive hand. "Next time hire automatons if ya don't like it, pal."

He opened his mouth as things started to spiral...but abruptly found himself elsewhere with the vehicles...and the demon...and the irate fairy. And no one else seemed to be appearing anytime soon. "Oh for fuck's sake." Then he chuckled a bit mirthlessly. "So this is what that felt like, eh, Proddy?" He stopped and turned to look at the demon slowly, a smile slowly growing on his face. "Rowdy Proddy Piper. I can work with that."

He looked at Statheros and shook his head. Then he walked over to Fundin. "Up for a game of cards?"
Missouri Smith
Character Summary
D'Norr A.R.E.S. Archaeologist

Special: -2 vs Fear; Can get irritable/impatient during periods of low activity (requires a Spirit Roll or gets -2 Charisma and -1 to Trait rolls)

Active effects: Quickness (with raise so redraw Initiative lower than 8); +2 Pace, +1 die Agility.
TK Machinegun - Serious Problem: The device or gear applies a –2 to all Trait rolls where it’s used, or its applicable bonus is reduced by 2.

Wounds:

Parry: 7; Toughness: 21(11)
Weapons: TK Machinegun; Shard Pistol; TW Energy Whip

Edges: AB Magic, Attractive, Rapid Recharge, Strong Willed, Wizard

Charisma: +3 (-4 w/Coalition)

Bennies: 4

PPE: 25/20
Powers: Armor, Boost/Lower Trait, Deflection, Quickness, Slumber

Adventure Cards:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
Currently playing in: Tomorrow Legion: 12th AAT - The Dirty Dozen
User avatar
Heather Todd
Posts: 135
Joined: Mon May 28, 2018 4:12 am

Re: X Marks the Spot, Part 2

Post by Heather Todd »

Notice 5
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Common Knowledge 4
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
***

Heather was relieved when Gaspard got the vehicles through the ley line. That would mean they wouldn’t end up walking on the other side. She turned back to try and get the others ready for their trip through. They could be out of here and clear before the rhino-buffaloes ever reached them.

”I got some Rhino Buffalo being chased by Hangdog’s with riders. Like Libertas says, Crap on a stick time and I am all out of crap,” Alex reports over comms.

“What? Hangdogs? Not our problem, Al--” Heather says as she turns, only to see the boy running off toward the charging beasts. “Alex! Get back here! They’re just rhino-buffaloes!”

“Dang it!” Heather said. “Alex--”

Fine, I'm helpin’ the kid. Holy f**king shit, those things are huge! And they're running from these...hangdogs? I don't have a clear visual of the target yet.."

“What? No! Everett! Stay together! Gaspard will be back--”

And then the mage came through the ley line. Heather caught him, as he looked exhausted. Xero was charging out there now too.

Heather sighed. “I have completely lost control of this situation,” she bemoaned. “Gaspard, will you be okay? I guess we have to finish off these hangdogs. Rest if you need to.”

Heather ran after the others, toward the hangdogs, but scattering from her companions so they wouldn’t all be bunched. As she went, she activated her telekinetic shield.
Greater Deflection 12; Raise
-2 MAP, 4 ISP for +4
Psionics [dice]4[/dice]
Wild [dice]5[/dice]
Ace [dice]6[/dice]
Then Heather reached into the mind of the lead hangdog. She would try and take control and make it turn on the other daemonix.
Mind Control 21; hangdog needs to make an opposed Spirit roll or attack the other hangdog
-2 MAP, 4 ISP for +4, +2 Mentalist
Psionics [dice]9[/dice]
Wild [dice]10[/dice]
Ace [dice]7[/dice]
Ace [dice]8[/dice]
Extra Effort [dice]11[/dice]
Character Tracker
Heather Todd Character Sheet
Parry: 4; Toughness: 14 (6)
ISP: 30/30
Armor: 10/10 PP
Bennies: 4/3
Encumbrance: 28/28 (including pack, 70.75/28, -2 Agility and Strength skills)
Major Psionic: Mind Melters have the Major Psionic Edge and can spend 2 ISP to gain a +1 with any Psionic skill roll, or 4 ISP for a +2 (paid before the roll is made). These effects are doubled when on a ley line.
Mental Resistance/Mentalist: +6 vs Psionic effects, +4 Armor vs Psionic damage, +2 opposed Psionics rolls
Rapid Recharge: 1 ISP/30m
Grenades (carried)
  • 1 High Explosive
  • 1 Fragmentation
  • 2 Plasma
Shard Pistol: 36/36 shots
Fireburst Rifle: 20/20 shots
Adventure Card
  • Let’s Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: X Marks the Spot, Part 2

Post by Snake Eyes »

GM EDIT 8-10-18
The countdown and distances for the incoming targets are as follows:
Round 1: RBs are spotted at 70" off. Hangdogs are at 90". Gaspard ports the vehicle, drivers, Statheros, Perdi. Alex spots the hangdogs and announces his intention to stay and save them.

Round 2: RBs have moved to about 54". Hangdogs to 77". Gaspard returns and notices the group scattering / reacting to Alex's declaration. Missouri invites people to play cards.

Round 3: RBs have moved to about 38". Hangdogs to 63". Xero is doing his best Crocodile Dundee impression. Heather is trying to maintain order and failing. Joseph and Everett are doing their "prepare for combat" thing, as is Alex. At this point still, only Alex has actually seen the hangdogs due to the rolling hills and the failing light. Missouri spots some folk doing ill to other folk.

Round 4: RBs make it to roughly 22". Hangdogs to 50". Everyone finally spots the hangdogs. Gaspard freaks the F out, gets juiced and wants to rumble. Missouri makes his move. Resolution to be determined.

Round 5: RBs make it to 5" and have clearly diverted away from you, with exception of the lead, who is doing a hard stop in front of Xero. Hangdogs are at 34" and are now slowing their pursuit of the RBs, and fanning out to encircle you as best they can. Basic deduction suggests they will be essentially flanking you, not encircling you entirely. As near as anyone can tell, their platform-mounted weapons are at what would be a low ready. Pointed in the general direction, but not actually targeting anyone.

Round 6: RBs have moved past you except Xero's new friend. Hangdogs are moving in, but that location has not been established, nor have their actions.

I apologize sincerely for the confusion. I should have been more specific here rather than scattered between hangout chats. Anyone who wants to pop off with long-range weaponry can do so at round 4. Alex can either lob grenades or wait until the hangdogs get closer. Alex also has a successful notice with 2 raises, high tech optics with 50x magnification, and can feel free to make a reasonable declaration of when he can see the Drei Marbles Left emblem on the lead combat mage. In all fairness, with the hills, I'd say anything round 4 or later is perfectly 100% legitimate. 50x magnification is nothing to sneeze at when you're talking about 300 feet away. You could make a case for round 3 if you really want to, and I'm likely to buy it. Just give me your legitimate declaration.
For those who have made combat actions (Heather's puppet, etc.) you may keep those rolls and apply them to your first round, or if you like, may adjust your actions and withdraw the roll in light of the clarified timeline. Any bennies spent on such things can be reclaimed if combat doesn't happen. If you all want to light off on round 4, I'll deal cards. If you're waiting for later, just let me know when you want YOUR character to act how your character would act.

Also, I realize I said Alex could try his trick on round 5. I am the GM and I, humbly, rescind that, having not properly calculated distance nor the capabilities of his super trooper. Round 4 is legit, round 3 is reasonable if you honestly think so.

Thank you for your grace in dealing with a GM making this stuff up on the fly. I will endeavor to pay more attention to detail when the locomotive straight up jumps the tracks.
Notices
HDs
[dice]0[/dice]

Riders
[dice]1[/dice]
Round 3 of 5 - Rhino-Buffaloes approach

The rhino-buffaloes continue charging directly for you. As they get closer, the lead rhino-buffalo seems to take notice of Xero and adjusts its course, aiming directly for the psi-stalker. The other three beasts begin to divert their path enough that they will bypass the group. As they approach, you finally become aware of what Alex saw. Three hangdog daemonix - huge, twisted creatures as big as the rhino-buffaloes they chased - crest a rise and come into view. Each of them is outfitted with a platform upon which two humanoids sit, one facing the front and one the rear. The keen observer notes that the middle hangdog "pilot" has made hand gestures to the other two riders. Shortly thereafter, the other two hangdogs begin fanning out to either side, and it looks like they're seeking your flank. They are not, however, at a full run.
OOC Comments
Round 4 of 5
This is the first round where all of you will be able to act after Gaspard returns from his porting, and everyone takes stock of what's happening. 3 of the 4 RBs are at a full run but at enough of an angle that they will bypass you all. That will happen round 5. Considering they're at a run, they're moving 15+" each round, so figure 30" total away. The 4th RB is making a beeline for Xero at the same speed. Everyone at this point can see the hangdogs, so everyone (except Alex, who has made his roll) should make a Spirit check vs. Fear at the sight of the hangdogs. This is a flat roll. The only negatives that apply are those for Everett's racial hindrance and Gaspard's, too. (Despite seeing his share of hangdogs, he never did get used to the sight.) Those negatives do not translate onto the Fear table if you fail. (No heart attacks...yet.) You may roll Kn: Arcana at your leisure to find out if you know anything about hangdogs.
The hangdogs and their pilots are roughly 20" behind the RBs. (That's 50" total distance to the hangdogs, for those who hate math.) As such, the only thing possible at this range is laser fire or crazy long-range spells, or maybe grenade / rocket launchers. The hangdogs and their pilots, despite being frightening and outfitted for violence, have not done anything more than alter their course to account for having spotted you. They have also slowed from a run, which means the RBs are starting to get some distance on their pursuers.
I'll let Heather's puppet roll stand, but the distance is her Smarts, so they're not there yet. She will also have to succeed in her Fear check.
I will rely on you all to tell me if/when you wish violence to commence. I'll draw cards at that time. This will be a theater of the mind combat or maybe, if I'm feeling saucy, a hastily hand-scrawled map indicating positions and distances.
Alex, with your high notice still carrying, you may try that trick up your sleeve on round 5. Or you may start the fireworks now, as they're in short range of your grenade launcher. Up to you. You will get first action if you pop off now, but you will not get the Drop.
Questions? Let me have 'em!

MISSOURI - You're not in Kansas anymore
You barely have time to ask for a game of cards when you notice...a variety of things.
First and foremost, off to your left outside the mountaineer, you see a few bruiser-looking fellows in the middle of one-sided "negotiations" with a family of elves. The eldest male elf is on the ground, bleeding, and either unconscious or dead. A woman and two teenagers, a male and a female, are being yelled at by the aforementioned bruisers. The shouting ceases as they all, in unison, turn their heads to look at the rather large vehicle that has just appeared out of nowhere.
The other thing you notice is a rather clearly defined line in the terrain, where everything east of you appears sick. The foliage, the land, everything looks wilted. Outside that line is green grass, healthy trees, and normal landscape. Even the ley line running in that direction appears...distorted. The coloration is different and the "flow" appears erratic.
The lead tough shouts at the mountaineer. "The hell you come from? Can't you see we're busy here?"
Statheros slumps in his seat and closes his eyes. He does not appear to be conscious.
Status
You have 4 humanoids of various makeup, but all of them armed, pointing weapons at the elf family. You are safely ensconced in a mountaineer armed with medium ion and laser cannons. And you have a strange looking ley line just a few yards in front of you in the direction you're supposed to be going.
Statheros is taking a nap, Proditione is just standing there, and Fundin is reaching for the fire controls for one of the cannons. The ion cannon will hit everyone including the elves. The laser cannon can pinpoint targets. The bruisers do not appear to be carrying anything capable of harming the mountaineer. The elves are not armed, at least at first glance.
Oh, and your friends are not returning, it seems.
Give me a Kn: Arcana roll at your leisure.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Alex
Posts: 123
Joined: Mon May 28, 2018 6:53 am

Re: X Marks the Spot, Part 2

Post by Alex »


Round 5, Alex uses I know a guy, streetwise 4, persuation 11

Burn! Does one of those riders really have a Dries Marbles Left patch sown into his armor? I am almost possitive I downloaded their entire hit list before we left the castle.
Inside the Suit
”Archie bring up the Dries Marbles Left top 10 hits.”
The computer’s voice if it could sound shocked would indeed, ” Alex, now is not the time for music, you must defend your friends.”
” Burn me Archie, those riders might be friends too and we just don’t know it. Show me the playlist, I might know one of those guys. While you are at it, can you zoom in on the rider on the right?”
” Processing... Alex the full catalog is not available right now but I did find one song. No Bennies Left. Zooming in now.
” Burn me Archie! I think that is Valmordo Samson’s old friend from the City of Brass if I am not mistaken. Turn up the volume of the PA and play No Bennies Left.” Alex whispered to himself, ” I hope Xana likes this song too.”
Streetwise [dice]0[/dice] wild [dice]1[/dice]
Instead of opening fire with everything he had strapped on the super trooper PA. Alex played a song from one of the most famous german electonica rock bands blasting over his armor’s PA: No Bennies Left
No Bennies Left
Llyrics are made up by the members of the 13th SET.
~Say, Olga and Dietrich, have you seen them yet
But they're so shaken out, No Bennies left
Oh but they're crazie and they're juiced up
A Bennie'd be really keen
She's got nuclear boots, a ghillie suit
How 'bout you load another magazine
No Bennies left~

The stakes, they have never been higher
And Bennie ain't never been much of a liar
The chips in front of him told him he was effed
He pressed his luck too much and now there's No Bennies Left!

Late in the fight,
Things I thought I put behind me,
Haunt my mind,
I know there's no escape now,
Once it sets its eyes on you,
Those demons want to get you,
But I won't run,
I'll stand my ground,
I won't give in,
Even with No Bennies left,
I got to face it,
Won't close my eyes,
If I don't make it,
Someone else will Shake my enemies,
Down,
This Earth is my ground!

The stakes, they have never been higher
And Bennie ain't never been much of a liar
The chips in front of him told him he was effed
He pressed his luck too much and now there's No Bennies Left!

Benny'd live or he'd die,
he didn't know which,
that fickle old Fate,
she could sure be a bitch.
But he knew he'd keep playing, even blind, dumb and deaf.
Cause a gambler's keeps gamblin',
til there's no Bennies left.

My world for another try, but there's no bennies left
Go back to do it again, but there's no bennies left
Could've had it all, but I ran out of luck, and there's no bennies left.
Persuation 11, 3 bennies spent
Persuation: [dice]2[/dice] wild [dice]3[/dice] drop a benny for a rerollwith elan [dice]4[/dice] wild [dice]5[/dice] second benny for reroll [dice]6[/dice] wild [dice]7[/dice] lets drop one more benny [dice]8[/dice] wild [dice]9[/dice] ace [dice]10[/dice]
Over the radio Alex says excitedly, ” Burn it guys, Heather I am coming back. I think I recognize one of these riders on the Hangdogs. I am trying to get his attention an Elf by the name Volmordo. Fought with the good guys at the city of Gloom. I am holding my fire for a few seconds.” Alex backs back up waving at the incoming Hangdogs giving sweet sounds of Dries Marbles left a chance to work.
Alex Stat Block
Attributes: Agility d8(2), Smarts d10(2Mars, 1), Spirit d6(1), Strength d4(0) {1d12+4}, Vigor d8+[2]( [d10](1, 1 advance)
Charisma: 2; Pace: 10; Parry: 6 ; Toughness: 20(10)[1] MDC; Strain: 0
Combat Edges: Elan, rock and roll, [fearless], [Battle hardened]
Powers Weird Science: Detect/conceal(25/25), Blast(25/25), Dispel(25/25), smite(25/25)
Bennies
6/3
+1 post rate
+1 interlude
+1 loot organization
Alex Weapon
WI-GL20 Automatic
Damage: By grenade type: plasma 3d10 SBT, 60/120/240, shots 40, rof: 3
Weight: 75
Snapfire, RoF uses one grenade per shot.
Smite Power Attached to it with an Electricity Trapping ( Mega Version is Available as well)
Alex Armor
  • Triax T-31 Super Trooper: Size 1, +10 M.D.C. Armor, +2 Toughness, Strength d12+4, Pace 7.
    Notes: Jet Boosters (Jump 12” horizontal, 6” vertical)
    • „
    • 2 × Rocket Launchers (shoulders). They only fire the F4 Fusion Block missiles (Range 15/30/60, Damage 6d6, RoF 1, AP 25, Mega Damage, SBT). Each launcher has two missiles
    • „ „ 2×Mounted Rocket Launchers (legs)Left anti-vehicle(4d6 AP11), right normal(5d6 AP6) SBT. 100/200/400, RoF 1, shots 2
      „„
    • 3 × MAE-3 (“Maysies”) Hand Charges. The Maysies are thrown or placed (Range 5/10/20, Damage 3d8, RoF 1, AP 10, Mega Damage, SBT)
      • Fusion Missiles are $3K each. The MAE-3 cost $750.
    • „ „ Vibro-Sword (right arm)
      „„
    • 2 × Laser Torches (each palm). The laser torches can be used in combat (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage
User avatar
Gill
Posts: 91
Joined: Tue Jun 19, 2018 1:13 pm

Re: X Marks the Spot, Part 2

Post by Gill »

Gill and Curatrix Prepare themselves, waiting to see how those approaching respond to Alex's call. It is always preferred to avoid violence as often as possible and if these are simply hunters looking for some rhino-buffalo meat then maybe they can be friends.

But as they draw close enough for them to see the mounts they have chosen Gill still stays on guard. He has always had trouble trusting those who deal with demons, even his own teams mates sometimes make him feel as if they do not understand the forces they interact with.

Going on Hold
Fear 4 success
Spirit [dice]0[/dice]
Wild Die [dice]1[/dice]

Benny Reroll
Spirit [dice]2[/dice]
Wild Die [dice]3[/dice]
Gill Chaos Master (Rob T)
Gill Chaos Master
Rank: Seasoned 2 (MARS + Site = 5) Advances Left: 0
Race: Human
Iconic Framework: MARS Vagabond
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Pace: 6 (d6 running); Parry: 5; Toughness: 14 (6)
Skills: North American d8 (Native), Notice (Smarts) d10 [/color] All Others d6

Gill's Resources
Bennies: 7
  • +5 Quarter Begins + Great Luck


    Wounds: 0 of 3
    Fatigue: 0 of 2
    Focus Pool: 30/30
    Magic PPE: 15 of 15
    Miracles PPE: 10 of 10
    Psionic ISP: 10 of 10
    Techno Pool: 15 of 15

    Active Effects:
    Awesomeness +9,000
Curatrix - Avatar of The Chaos
Curatrix - Avatar of The Earth
Rank: Novice 0 Advances Left: 0
Race: Avatar of The Earth
Iconic Framework: Intelligent Construct
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+5 (2.5 tons/10 tons), Vigor d12+2
Pace: 0; Parry: 8/11; Toughness: 41 (20); Size: 3 (10' tall 2,000 lbs)
Skills: Athletics d12+2, Common Knowledge d4, Fighting d12+2, Focus d6+2, Notice d4+2 (multi spectrum), Occult d6+2, Persuasion d4, Shooting d8, Stealth d4

Curatrix' Resources
Bennies: 2
  • +2 Quarter Begins

    Wounds: 0 of 5 (Ignores all Wound Penalties)
    Fatigue: 0 of 2
    Focus Pool: 15/15
Active Effects:
Awesomeness +9,000
User avatar
Heather Todd
Posts: 135
Joined: Mon May 28, 2018 4:12 am

Re: X Marks the Spot, Part 2

Post by Heather Todd »

Notice 3
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Common Knowledge 3
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
***
Fear 6
Spirit [dice]4[/dice]
Wild [dice]5[/dice]
K. Arcana 5
K. Arcana [dice]6[/dice]
Wild [dice]7[/dice]
Heather continued forward, even as Alex changed his plans. She kept an eye on the hangdogs, however, just in case. At least the rhino-buffalos seemed to be bypassing them.

“You know him?” Heather asked. “Does that mean he’s friendly? They are riding demonix,” she pointed out.
Hold Mind Control
I’ll hold the mind control for if combat starts. If we manage to get out of this without fighting, can I get back the benny I spent on it?
GM EDIT
Yes you can, and if it turns to combat, you can keep the roll for your first action.
***
Character Tracker
Deflection: -6 to hit; 3r
Mind Control (Hangdog): Duration? Needs opposed Spirit roll.
Heather Todd Character Sheet
Parry: 4; Toughness: 14 (6)
Mental Resistance/Mentalist: +6 vs Psionic effects, +4 Armor vs Psionic damage
Rapid Recharge: 1 ISP/30m
ISP: 12/30
Armor: 10/10 PP
Grenades
  • 1 High Explosive
  • 1 Plasma
  • 4 Fragmentation
Pistol: 20 shots
  • Reloads: 2 x 20 shots
Bennies: 3/3
Adventure Card
  • Joker’s Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
Character Tracker
Heather Todd Character Sheet
Parry: 4; Toughness: 14 (6)
ISP: 30/30
Armor: 10/10 PP
Bennies: 4/3
Encumbrance: 28/28 (including pack, 70.75/28, -2 Agility and Strength skills)
Major Psionic: Mind Melters have the Major Psionic Edge and can spend 2 ISP to gain a +1 with any Psionic skill roll, or 4 ISP for a +2 (paid before the roll is made). These effects are doubled when on a ley line.
Mental Resistance/Mentalist: +6 vs Psionic effects, +4 Armor vs Psionic damage, +2 opposed Psionics rolls
Rapid Recharge: 1 ISP/30m
Grenades (carried)
  • 1 High Explosive
  • 1 Fragmentation
  • 2 Plasma
Shard Pistol: 36/36 shots
Fireburst Rifle: 20/20 shots
Adventure Card
  • Let’s Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
User avatar
Missouri
Diamond Patron
Diamond Patron
Posts: 53
Joined: Mon Jul 02, 2018 9:39 am

Re: X Marks the Spot, Part 2

Post by Missouri »

Knowledge Arcane, Critfail
Knowledge Arcane die [dice]0[/dice], Wild die [dice]1[/dice].
Notice if needed 5
Notice die [dice]2[/dice], Wild die [dice]3[/dice].
Slumber on thugs 4, Spirit rolls to resist
Spellcasting die [dice]4[/dice], Wild die [dice]5[/dice].
Missouri slowly noticed something else around in their new locale. They weren't alone. A group of thugs were hassling and beating a family of elves. His eyes narrowed, his mouth set in to a hard line. He tapped Proditione on the shoulder as he walked past and opened the hatch. "Let's go teach them some manners, shall we?"He didn't realize the demon wasn't following him, though.

He thought about trying to draw energy from the ley line - it looked weird, but magic energy was magic energy, right - as he stepped away from the Mountaineer, but decided against it. He put a wide smile on his face, forced of course, and spread his hands. "Hey, now, what's goin' on here? Did you fellas forget who's land you're on? You didn't ask permission for this little collection."

And then he tried to send magical energy out to put them to sleep.
Missouri Smith
Character Summary
D'Norr A.R.E.S. Archaeologist

Special: -2 vs Fear; Can get irritable/impatient during periods of low activity (requires a Spirit Roll or gets -2 Charisma and -1 to Trait rolls)

Active effects: Quickness (with raise so redraw Initiative lower than 8); +2 Pace, +1 die Agility.
TK Machinegun - Serious Problem: The device or gear applies a –2 to all Trait rolls where it’s used, or its applicable bonus is reduced by 2.

Wounds:

Parry: 7; Toughness: 21(11)
Weapons: TK Machinegun; Shard Pistol; TW Energy Whip

Edges: AB Magic, Attractive, Rapid Recharge, Strong Willed, Wizard

Charisma: +3 (-4 w/Coalition)

Bennies: 4

PPE: 25/20
Powers: Armor, Boost/Lower Trait, Deflection, Quickness, Slumber

Adventure Cards:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
Currently playing in: Tomorrow Legion: 12th AAT - The Dirty Dozen
User avatar
Joseph Cook
Bronze Patron
Bronze Patron
Posts: 65
Joined: Tue Jun 26, 2018 9:14 pm

Re: X Marks the Spot, Part 2

Post by Joseph Cook »

OOC Comments
Spirit [dice]0[/dice]
Wild Die [dice]1[/dice]
Benny
[dice]2[/dice]
[dice]3[/dice]
Joseph feels the familiar surge of panic sweep over him but remembers his training, and stuffs it down, as he has with a thousand other repressed nightmares. He steadily holds the barrel on target, waiting for the command to fire.
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: X Marks the Spot, Part 2

Post by Freemage »

OOC Comments
Notice [dice]3[/dice]
Wild Notice [dice]4[/dice]

Fear Check (-2 Racial, -2 Exhausted)
Spirit [dice]0[/dice]
Wild Spirit [dice]1[/dice]
FEAR! [dice]2[/dice]
Adrenaline Surge. Of Course.

Modifiers to Onslaught Big Bolt (Electric/AP) at lead HangDog: Long Range (45"): -4; Large: +2; Exhausted: -2; Adrenaline Surge: -2
Gaspard is still disoriented and disconcerted by the rapid Ley Line hops, with so many people involved. He arrives back just in time to see the Hangdog Riders appear over the crest behind the Rhino Buffalos. The kid is shouting something about Gloom--hell, if he was stuck in that mess, the enemy probably had Hangdogs in their ranks. Best not to let them live long enough to keep traumatizing the poor kid. He calls up a mystic incantation to shatter the lead Hangdog's head with a burst of lightning.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
User avatar
Alex
Posts: 123
Joined: Mon May 28, 2018 6:53 am

Re: X Marks the Spot, Part 2

Post by Alex »

Rectcon action: Alex goes through the portal with gaspard on round 3.

”Got it Miss Heather, through the portal. We will just have to leave these Hangdogs for someone else.”
Alex changes direction and goes through the portal just before it closes. Its too bad, but I guess there is no one who really needs immidaite help, and its not like RBs are people and have feelings and such... Burn.
Alex Stat Block
Attributes: Agility d8(2), Smarts d10(2Mars, 1), Spirit d6(1), Strength d4(0) {1d12+4}, Vigor d8+[2]( [d10](1, 1 advance)
Charisma: 2; Pace: 10; Parry: 6 ; Toughness: 20(10)[1] MDC; Strain: 0
Combat Edges: Elan, rock and roll, [fearless], [Battle hardened]
Powers Weird Science: Detect/conceal(25/25), Blast(25/25), Dispel(25/25), smite(25/25)
Bennies
6/3
+1 post rate
+1 interlude
+1 loot organization
Alex Weapon
WI-GL20 Automatic
Damage: By grenade type: plasma 3d10 SBT, 60/120/240, shots 40, rof: 3
Weight: 75
Snapfire, RoF uses one grenade per shot.
Smite Power Attached to it with an Electricity Trapping ( Mega Version is Available as well)
Alex Armor
  • Triax T-31 Super Trooper: Size 1, +10 M.D.C. Armor, +2 Toughness, Strength d12+4, Pace 7.
    Notes: Jet Boosters (Jump 12” horizontal, 6” vertical)
    • „
    • 2 × Rocket Launchers (shoulders). They only fire the F4 Fusion Block missiles (Range 15/30/60, Damage 6d6, RoF 1, AP 25, Mega Damage, SBT). Each launcher has two missiles
    • „ „ 2×Mounted Rocket Launchers (legs)Left anti-vehicle(4d6 AP11), right normal(5d6 AP6) SBT. 100/200/400, RoF 1, shots 2
      „„
    • 3 × MAE-3 (“Maysies”) Hand Charges. The Maysies are thrown or placed (Range 5/10/20, Damage 3d8, RoF 1, AP 10, Mega Damage, SBT)
      • Fusion Missiles are $3K each. The MAE-3 cost $750.
    • „ „ Vibro-Sword (right arm)
      „„
    • 2 × Laser Torches (each palm). The laser torches can be used in combat (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage
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