The hills have...well, you know...

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Stoic
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The hills have...well, you know...

Post by Stoic »

Xiang leads the way down the downward sloping tunnel. After what feels like an eternity (Easily 5 minutes) you enter a pitch black area, 4" high by roughly 8" around. Those of you who can see in the dark notice dozens of what appear to be humanoid figures encased in a yellowish brown waxy substance. Most of them have frozen screams for expressions, a couple appear to be sleeping. After looking around for a bit (and appropriately covering your Six, Chekov's watchful eyes are carefully followed by the muzzle of his rail gun...) you see him, the boy. He too is encased in the waxy substance, though it is much lighter in coloring than the others. Freshly done. You lean in closely and still can hear his heart beating, every so slowly. Suddenly, you sense a prescence. A ghostly green orb appears and expands, revealing a woman who appears to be in her mid teens. She smiles cheerfully, but you notice that her Shadow is that of a strange looking insect. Something like a Praying Mantis, but with wings, and razor sharp talons at the end of her arms.
Instructions
If anyone has Monster Slayer, please roll it. If you don't have Monster Slayer, you can roll Occult at a -2. Depending on your success, (I would support/benny this until it was a raise if I were you) I will reveal information about this creature.
GM Bennies 9/9
Wild Card Bennies ?
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Doc Olliday
Posts: 206
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Re: The hills have...well, you know...

Post by Doc Olliday »

Occult 1d10!!: [6] = 6 Wild 1d6!!: [5] = 5
Benny to Reroll
Occult 1d10!!-2: [9]-2 = 7 Wild 1d6!!-2: [4]-2 = 2


Detect Arcana (2) - Limited Aspect (-1) - Exalted Detect Arcana (TLPG 126, +2) - Additional Recipients (+6)
PPE 9 ( 1 of 10 remaining )
Techno-Wizardry 1d10!!: [4] = 4 Wild 1d6!!: [5] = 5


Doc does his best on his own, knowing what he knows of Detroit and the Denizens that reside here. Then he realizes that the others will likely need some assistance figuring out what they are dealing with. He cobbles together a floating x-ray machine that scans both the girl and her shadow and provides a digital readout in various languages to each of the team members present.
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
Doc Olliday
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Xiang
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Re: The hills have...well, you know...

Post by Xiang »

Occult 1d4!!-2: [2]-2 = 0
Wild 1d6!!-2: [10!!]-2 = 8


Xiang doesn't know diddly about Detroit but he's pretty sure he know the things name, he tells it to Doc, hoping to prompt something specific from the Techno-Wizards encyclopedic memory. Moving into a flank the werecat changes into his hybrid form and gets ready to pounce.
Character Name
Character Name
Pace: 6; Parry: 6/8 with shield 10 with mods active Toughness: Human/Hybrid 4/11 (5) in armor, Cat 2; Size: -1 in Human/Hybrid forms, _3 in Cat form
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 19/20 (ISP) 3/10(PPE)
Bennies: 5/3

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Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
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Danny
Posts: 151
Joined: Sun Jun 10, 2018 2:51 pm

Re: The hills have...well, you know...

Post by Danny »

Monster Slayer, and scholar(occult): 1d8! 1d6!: [2]+[5] = 7 : 5+2(scholar), -2 Allison, +2 serv Total 7
Danny shook off a bit of the home made grease to see what kind of arcane foe had come to face them. He had studied all sorts of the weird and occult during the war. His eyes narrowed as he recalled some of the more evil things he learned.
Danny Stat Block
Attributes: Agility d12(+2 from IF, 2), Smarts d8(1 FG,1), Spirit d8(2), Strength d8(2 race), Vigor d12(1 Race, 3 advances)
Pace: 6 d6 ; Parry:4 ; Toughness:13(3) Strain: 0
Edges of note: Fame, quick, level headed, improved level headed, deadshot, champion, elan, sharpshooter, trick-shot, steady hands, tail(ignore 2 pts of map), danger sense, quick draw
Skills of note:
Shooting: 1d12+2
Survival: d8
Notice: d6
Stealth: d8

Hindrences:Curious, Heroic, shame (minor), Vengful(minor), Stuff ain’t made for me, Issues with the cold, overconfident
Bennies 4/3
+1 benny for rp
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Alison
Posts: 56
Joined: Fri Sep 06, 2019 5:02 pm

Re: The hills have...well, you know...

Post by Alison »

Occult 1d10!: [2] = 2 , Wild 1d6!: [3] = 3
Benny 1d10!: [1] = 1 , 1d6!: [1] = 1


Alison recognizes this creature immediately, and she lets her good friend @Danny know.

Unfortunately, she is completely wrong and actually makes Danny's job harder.
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Serival Drumm
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Re: The hills have...well, you know...

Post by Serival Drumm »

+2 to Danny
Using Greater Detect Arcana to support Danny
Spellcasting Support for Danny 1d12!!-1: [3]-1 = 2
Wild Spellcasting 1d6!!-1: [1]-1 = 0

Benny:
Spellcasting Reroll 1d12!!-1: [11]-1 = 10
Wild Spellcasting Reroll 1d6!!-1: [9!!]-1 = 8

Bennies: 2/3
Realizing that the 'woman' is clearly far more than she seems, Serival opens his eyes to more than the mundane world, and then begins calling out in a code often used by the Tolkeen forces when identifying the strengths and weaknesses of a supernatural foe; the seven words spoken contain tomes of information to those familiar with the code. Most won't know what to make of this, but Danny should, at least....
Serival Drumm
Seasoned D'norr Automaton Controller (MARS)
OOC Comments
Attributes: Agility d10, Smarts d8, Spirit d6 (Fear -2), Strength d6, Vigor d6
Pace: 6/d6; Parry: 7; Toughness: 13 (6 EBA)
Skills:
Persuasion d6 (Free Re-roll; +2 Networking); Common Knowledge d4 (+2 Forgery, +2 Shady Characters)
Notice d8; Repair d6 (Toolkit = d8+5, Offset 2, Raise = 1/2 time)
Occult d8; Piloting d12+1; Spellcasting d12+1; Fighting d10
Stealth d10 (+2 Armor, Urban +2); Hacking d6; Athletics d6 (Urban Climb +2, Pads +4, Grapple Gun +2/+4); Thievery d10+1 (+1 vs. Electronics)
Edges:
Charismatic; Electronics Security Expert; Streetwise; Thief; Ace; Concentration; Master of Magic
Hindrances: Cautious, Mild-Mannered, Major Vengeful, Major Sensitive, Major D-Bee, Major Wanted (CS, Federation, others)
PPE: 30
Powers (Personal): Reveal Night's Secrets, Arcane Analysis/Aura Suppression, Unweaving, Titan's Grasp, Suborn, Kiss of Morpheus, Faerie Ruckus/Hush, Scale with Ease
Powers (Gear, no Modifiers): Night's Embrace, Wings of Night, Stealth Mode, Cloaking, Universal Translator, Agony, Paralysis
Gear:
Arzno TWA-1500 Incursion EBA (+4A/+2T; EBA gives +4 vs. Hazards; Camo Mode; Concealable; Retractable Short Swords (Str+d6); Silver knuckledusters (Str+d4 Silver); Multi-Optics Helm: Ignore Illumination, Offset 2 Range, +1 Shooting Calibration; 1 PPE/Hr)
Branaghan Special Armored Overcloak (+2A/+1T; It Has Pockets!)
Psionic Mind Shield (+4 Resist/Armor vs. Psionics; 3 PPE/hr)
Neural Mace (Str+d6+4 Non-Lethal Damage, Touch Attack +2, Vigor -2/-4 or Stunned)
Whip of Pain (Str+d4 MD AP 2; Reach 2; Activation 1 PPE; 2 PPE cast Agony with attack roll)
Paralysis Staff (Str+2d4 MD Silver; Activation 1 PPE; 3 PPE cast Paralysis with attack roll)
Misc. Thief Tools, IRMSS
Glass (Infiltrator Automaton)
Size 1; Remote Operation 60"; Str d12+4; Toughness 14 (7 MDC); Pace 8
Shard Punches (Str+1d6 MD, AP 6)
Innate Intangibility: Become intangible (as Power) for 1 round, with no roll or PPE; has 1-round cooldown
Fast Regeneration: 10 Serival PPE, Duration 5 Rounds
40 PPE (Glass Powers only); Recharges as Serival does, also may be recharged directly by Serival
Powers (may use Modifiers): House of Glass; Reflect & Deflect; Mask of Deceit; Concealment; Mystic Portal
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Carlos
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Re: The hills have...well, you know...

Post by Carlos »

Khar-loez knows that, in myths, the shadow is cast by the soul. That is why Vampires, having no soul, also have no shadow or reflection. The fact that this creature has the appearance of a human, but the soul of a vicious carnivorous insect, is enough to set off warning drums in his head.
OOC Comments
Support Roll to aid Doc
Notice 1d8!!: [9!!] = 9 , Wild Notice 1d6!!: [4] = 4
Actually, this is at +2, but still only 1 raise
He comments, "Shadow woman no woman, soul of hunting bug."
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3
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Doc Olliday
Posts: 206
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Re: The hills have...well, you know...

Post by Doc Olliday »

Doc stares down the creature.

"You know, the Americas, are full of strangeness."

"This part of America is worse."

Following @Serival Drumm's lead he uses the same language.

These creatures are insectiods that often hide inside a rubbery human skin. Frequently that of a child. They can shoot an amber colored fluid out of their bodies up to 12", and if something is touched by it, they have to make a vigor roll (at a -2) with a riase, or be affected by what is basically lethal poison.

Then he switches to Simvan and repeats the same thing also in a language familiar to @Xiang.
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
Doc Olliday
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Sig
Posts: 159
Joined: Mon May 28, 2018 5:41 am

Re: The hills have...well, you know...

Post by Sig »

Occult, if it's still needed 1
-2 difficulty
Occult 1d4!!-4: [5!!]-4 = 1
Wild 1d6!!-4: [5]-4 = 1
Fort Detroit
Afternoon
Round 1

Sig moved to fan out a bit as they studied the amber-encased figures, including the boy for whom they were looking. “We need to get him out soon before his breathing stops,” Sig said, pulling out his hammer, Winter’s Heart.

When the young woman appeared, Sig stared at her skeptically. Her shadow didn’t match -- and how the hell did she have a shadow in the pitch dark? Thank the stars for thermal and night vision in his armor. He noted the information Doc was sending over his HUD.

“Stay back,” Sig warned those in the party not in fully enclosed armor as he gripped Winter’s Heart. “We’re gonna need to take that boy,” he told the false girl. “Please don’t make this harder than it needs to be.”

***
Character Tracker
Sig Character Sheet
Parry:9 (-1 cover); Toughness: Melee: 22 (8)/Ranged: 24 (10)
Bennies: 4/4
Arcane Resistance/Improved: Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!); magical damage is reduced by 4.
Winter’s Heart: 10/10 PPE; smite and slow
  • Sloth (2 PPE, Range Smarts d6, 5r): frost condenses around the target, slowing the target)
    • Halves the target’s total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll.
    • Area of Effect (+2 or +3): MBT or LBT
    • Strong (+1): Spirit roll to shake the effect is at -2.
    • Greater Sloth (+2): The target cannot run, and with a raise is Vulnerable.
  • Smite (2 PPE, Range Smarts d6, 5r): Weapon grows cold and glows an icy blue)
    • Increase damage +2, raise +4
    • Additional Recipients (+1 per target)
    • Greater Smite (+2): Damage +4 MD, Raise +6 MD
Assassin: +2 to damage foes when Vulnerable or assassin has The Drop.
Block/Improved: +2 Parry, ignore 2 points of Gang Up bonuses.
Brawny: Strength +1 die type for encumbrance
Brave: +2 vs. Fear, -2 to rolls on Fear table
Dodge/Improved: -2 to all ranged attacks against him unless surprised, and +2 when evading area effects.
Combat Reflexes: +2 Spirit to recover from being Shaken or Stunned.
First Strike: Once per turn, free Fighting attack against an opponent when they move within reach
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
Prehensile Tail: Extra non-movement action. Ignore 2 points of MAP
Regeneration: Natural healing roll every day for Wounds and Injuries.
Soldier: Free reroll on Vigor vs. environmental hazards; Strength +1 die type for encumbrance
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 8/8 x 2 reloads (8)
Plasma Ejector: 45/48 x 2 reloads (48)
NG-59 Ion Pistol: 20/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Armor Piercing Grenades x 2
Fragmentation Grenades x 4
High Explosive Grenades x 3
Plasma Grenades x 2
Rockets Launcher: 4 mini-missiles
IRMS: 4/4
First Aid Kit: 3/3
Rations: 7
Unclaimed Loot
11 generic laser rifles (Range 24/48/96, Damage 3d6, RoF1, AP 4)
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • Peace: Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
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Stoic
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Re: The hills have...well, you know...

Post by Stoic »

Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
  • Quick rerolls 16 or less
  • Quickness with a Raise rerolls 24 or less (SWD only)
  • 53, 54, 55, 56 are considered Jokers
  • Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).


Danny
1d56: [39] = 39

Danny Level Headed
1d56: [25] = 25

Sig
1d56: [25] = 25

Doc
1d56: [48] = 48

Servival
1d56: [5] = 5

Alison [inline 1d56: [38] = 38 ][/inline]
Khar Loz
1d56: [44] = 44

Xiang
1d56: [54] = 54

Bad Guy
1d56: [14] = 14

GM Benny for redraw
1d56: [25] = 25

Another
1d56: [44] = 44
GM Bennies 9/9
Wild Card Bennies ?
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Xiang
Posts: 55
Joined: Sat Nov 23, 2019 9:39 pm

Re: The hills have...well, you know...

Post by Xiang »

Xiangs body shifts and grows into his armor clad hybrid form. "Finally, a good fight." With a *SNIKT* his shield blossoms open from his wrist and then his form becomes blurry and he dives forward. He tucks and rolls, spinging out of it and into the air, he comes down with a slash to the creatures chest. But he seems to have mistimed it as the attack fails to accomplish much damage.
Turn breakdown
Action One: Transform
Free action actives and charge shield 1 PPE
Cost: Base 2, Shroud +1, Major Psi 4. Net 7
Modifiers: Joker +2, MAP -4, Major Psi +2. Net 0
Psionics 1d8!!: [13!!] = 13
Wild 1d6!!: [4] = 4

Modifiers: Joker +2, Martial Warrior +2, MAP -4. Net 0
Fighting 1d8!!: [2] = 2
Wild 1d6!!: [1] = 1
Benny for reroll
Fighting 1d8!!: [4] = 4 Forgot +2 from Elan so 6
Wild 1d6!!: [3] = 3
Damage 1d10!! 2d8!!+2: [7]+[4, 1]+2 = 14
Character Name
Character Name
Pace: 6; Parry: 6/8 with shield 10 with mods active Toughness: Human/Hybrid 4/11 (5) in armor, Cat 2; Size: -1 in Human/Hybrid forms, _3 in Cat form
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 19/20 (ISP) 3/10(PPE)
Bennies: 5/3

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Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
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Carlos
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Re: The hills have...well, you know...

Post by Carlos »

Khar-loez knows what he has to do, he has to free the boy from the wax-like casing and then cure the poison. It has to be done in that order to keep the boy from asphyxiation.

The question is, how to free him? What are the properties of the wax? Can it be chipped off with a spear, shattered with a staff, or blasted off with a laser? He might not want to touch it, if it carries the poison.
OOC Comments
Not sure what he needs to figure out how to free the boy from the wax.
Notice: 1d8!!+2: [1]+2 = 3 , Wild Notice: 1d6!!+2: [2]+2 = 4
Occult: 1d10!!: [8] = 8 , Wild Occult: 1d6!!: [5] = 5
Survival: 1d8!!: [1] = 1 , Wild Survival: 1d6!!: [4] = 4
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3
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Danny
Posts: 151
Joined: Sun Jun 10, 2018 2:51 pm

Re: The hills have...well, you know...

Post by Danny »

Danny still slick with grease ducks as best he can into a crevace steadying his particle beam rifle. Clutched in his tail was his armor. He had fought something like this before and he remembered it like it was yesterday.
GM Flashback
Danny remembers it like it was yesterday. On a seek and destroy mission during the war. One of your team mates had gone missing and, thanks to a Bloodhound dog boy you found her. She was standing still, rifle at her shoulder a slick amber colored slime covering her body. Paralyzed she could only look inward as the creature ..it looked like a little bit, but it's skin was rubbery, so much so that the creature peeled it off and went to work on your teammate, revealing it to be a six foot tall insectoid with long slashing razorson it's arms. You intervened, but it cost you two more men.you see, the creature can shoot out a hormone that instantly paralyzes it's victims, preserving them until it decides to feed.[/b]
He whispered to the team, “Steady... I fought one of these bastards during the war. Lost two good men. Its some kind of insect with razor like arms, and it can shoot out a toxin that paralizes... Steady...”

He let out a breath and fired for the creature’s head.
Shooting 8 to head, 25 or 27 MD AP8, AA
Shooting d12+2, ignores 4 pts of shooting pen. -2 snapfire 1d12! 1d6!: [1]+[6!, 4] = 11 , 8 to hit.
Damage: 4d8!: [6, 1, 6, 2] = 15 raise 2d4!: [3, 3] = 6
Benny to reroll damage: 4d8! 2d4!: [5, 5, 5, 2]+[2, 1] = 20
Modifiers: +4 headshot
Champion:+2
Atomic Annihilation: If a target without MDC armor is Wounded by the weapon (may Soak normally), the victim determines Injury per the Gritty Damage Setting Rule and rolls Vigor; failure combined with a limb hit completely disintegrates the limb, failure combined with a head or torso hit causes an immediate roll on the Death & Defeat table.

Ignore forgot it was 2d4 raise: ace 1d6!: [6!, 5] = 11
Danny Stat Block
Attributes: Agility d12(+2 from IF, 2), Smarts d8(1 FG,1), Spirit d8(2), Strength d8(2 race), Vigor d12(1 Race, 3 advances)
Pace: 6 d6 ; Parry:4 ; Toughness:13(3) Strain: 0
Edges of note: Fame, quick, level headed, improved level headed, deadshot, champion, elan, sharpshooter, trick-shot, steady hands, tail(ignore 2 pts of map), danger sense, quick draw
Skills of note:
Shooting: 1d12+2
Survival: d8
Notice: d6
Stealth: d8

Hindrences:Curious, Heroic, shame (minor), Vengful(minor), Stuff ain’t made for me, Issues with the cold, overconfident
Bennies 4/3
+1 benny for rp
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Doc Olliday
Posts: 206
Joined: Sat Aug 18, 2018 11:07 am

Re: The hills have...well, you know...

Post by Doc Olliday »

"Outside of her weaknesses, ya'll should information to work with."

Doc's
Curious Hindrance & Driven Hindrance

+1 Benny
to the resin cocoons.

Turning his back on the She-Mantis, Doc approaches the nearest cocoon.

"First is
Science 1d8!!: [7] = 7 Wild 1d6!!: [5] = 5
," he says to no one particular. His gloved hands holding tools to take samples. Carefully scraping and chipping samples into vials and tubes. Doc begins studying the composition of the resin.
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
Doc Olliday
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Stoic
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Posts: 741
Joined: Fri May 25, 2018 8:58 am

Re: The hills have...well, you know...

Post by Stoic »

OOC Comments
Xiang's claws tear strips of flesh from the beast, revealing a dark green (or is it just the green glow that's surrounding the creature?) exoskeleton. The claws don't even do so much as scratch it. Danny takes a wonderful shot, hitting it right in the head, which completely rips off the human shell to show the mantis like head with dull red eyes and antenna. It steps out of it's skin, unfolding thin dragonfly like wings and stands up to it's full seven feet of height.
OOC Comments
Fear
1d8!!: [1] = 1
-2 MAP
1d6!!: [8!!] = 8
-2 MAP
Athletics
Athletics
1d10!!-2: [6]-2 = 4

Wild Die
1d6!!-2: [3]-2 = 1
A sudden spray of phermones from the creature trigger a flight or fight response from everyone.
OOC Comments
Successful use of the Fear power. Roll Spirit at a -2, apply any bonuses or penalties to a fear check and then consult the chart on oh 124. Anyone in EBA is IMMUNE
It turns to Xiang and sprays an amber colored liquid in his direction, but thankfully the deflection ability causes it to miss its mark. Finally the pale green glow that was surrounding the creature vanishes, plunging the area into complete darkness (apply any illumination penalties).

The rest of you may go.

For sake of reference, the creature has a Parry of 7 and the dodge ability, making ranged attacks at a -1. If you hit, please feel free to roll damage, applying any raises. If you have any questions, ask.
GM Bennies 9/9
Wild Card Bennies ?
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Carlos
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Posts: 228
Joined: Sat May 13, 2017 5:55 am

Re: The hills have...well, you know...

Post by Carlos »

Having natural low-light vision, Khar-loez is not particularly bothered by the lights going out. There is enough reflected light from the surface, even this far in, for him to see by once his eyes adjust.
OOC Comments
Fear Test
Spirit 1d8!!-2: [7]-2 = 5 , Wild Spirit 1d6!!-2: [3]-2 = 1
The years of mental exercises required to master his magic let Khar-loez shrug off the fear that he suddenly feels. As his teachers told him, Fear is good when it warns you of danger, when it makes you alert and lets you run faster and jump farther, but bad when it makes you shake or unable to move or unable to face a foe. Do not be afraid to fear, but do not let it control you.

He trusts his allies to deal with the threat while he rescues the child, each of them plays a part.

His evaluation tells him the older bodies are probably beyond normal recovery, they are effectively petrified, but the child can still be broken free. The Steeltree Wood spear is likely his best choice, it has a point, an edge, and a blunt area, depending on how it is used. He will have to be careful not to hit the child though, it is very deadly to normal living creatures.
OOC Comments
I am going to assume this uses the Fighting skill.
Fighting 1d8!!: [4] = 4 , Wild Fighting 1d6!!: [3] = 3
Damage if required: STR 1d6!!: [5] = 5 + Spear 1d6!!+2: [2]+2 = 4 MD
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3
User avatar
Danny
Posts: 151
Joined: Sun Jun 10, 2018 2:51 pm

Re: The hills have...well, you know...

Post by Danny »

OOC Comments
Danny fear:
1d8! 1d6!: [5]+[2] = 7
Benny Reroll (2 bennies left)
1d8! 1d6!: [6]+[6!, 5] = 17
Rolls held from above (I think even with -4 darkness, and -1 dodge, he ignores upto 4 pts of penalties, and gets a +1 from monster slayer). He should still have hit with a raise. Shooting 8 to head, 25 or 27 MD (Champion) AP8, AA

Plunged into darkness the Grackletooth pressed his meaty flesh against the hard rough rock wall. Its jagged edges drawing pin pricks of blood from his oil slicked thigh and chest. He had been in tighter and darker spots than this... Barely. Two quick breaths in and out, he lined up his rifle for a good shot remembering the dogboy that had died so many years ago fighting a similar creature. ”This one is for you Kojack”
Last edited by Pender Lumkiss on Tue Jul 28, 2020 7:35 am, edited 1 time in total.
Danny Stat Block
Attributes: Agility d12(+2 from IF, 2), Smarts d8(1 FG,1), Spirit d8(2), Strength d8(2 race), Vigor d12(1 Race, 3 advances)
Pace: 6 d6 ; Parry:4 ; Toughness:13(3) Strain: 0
Edges of note: Fame, quick, level headed, improved level headed, deadshot, champion, elan, sharpshooter, trick-shot, steady hands, tail(ignore 2 pts of map), danger sense, quick draw
Skills of note:
Shooting: 1d12+2
Survival: d8
Notice: d6
Stealth: d8

Hindrences:Curious, Heroic, shame (minor), Vengful(minor), Stuff ain’t made for me, Issues with the cold, overconfident
Bennies 4/3
+1 benny for rp
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Sig
Posts: 159
Joined: Mon May 28, 2018 5:41 am

Re: The hills have...well, you know...

Post by Sig »

Titan Belt 3
-2 MAP
Electronics 1d6!!-2: [5]-2 = 3
Wild 1d6!!-2: [5]-2 = 3
Fighting 15; Raise
-2 MAP
Fighting 1d10!!-2: [7]-2 = 5
Wild 1d6!!-2: [17!!]-2 = 15
Raise Damage 22 MD
1d12!!+3d6!!+2: [2]+[9!!, 5, 4]+2 = 22
Fort Detroit/Wilds
Afternoon
Round 0

The creature decided not to make this easy, as Sig expected. Xiang was already flying at it in his cat form, and the creature started to spray something all over the cavern. Sig was grateful for his sealed armor. Then the lights went out. His armor switched over to night vision.

Sig pressed the activation button on his Titan Belt and cursed as the finicky device failed to respond. He closed with the bug creature and swung Winter’s Heart.

***
Character Tracker
Sig Character Sheet
Parry:9 (-1 cover); Toughness: Melee: 22 (8)/Ranged: 24 (10)
Bennies: 5/4
Arcane Resistance/Improved: Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!); magical damage is reduced by 4.
Winter’s Heart: 10/10 PPE; smite and slow
  • Sloth (2 PPE, Range Smarts d6, 5r): frost condenses around the target, slowing the target)
    • Halves the target’s total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll.
    • Area of Effect (+2 or +3): MBT or LBT
    • Strong (+1): Spirit roll to shake the effect is at -2.
    • Greater Sloth (+2): The target cannot run, and with a raise is Vulnerable.
  • Smite (2 PPE, Range Smarts d6, 5r): Weapon grows cold and glows an icy blue)
    • Increase damage +2, raise +4
    • Additional Recipients (+1 per target)
    • Greater Smite (+2): Damage +4 MD, Raise +6 MD
Assassin: +2 to damage foes when Vulnerable or assassin has The Drop.
Block/Improved: +2 Parry, ignore 2 points of Gang Up bonuses.
Brawny: Strength +1 die type for encumbrance
Brave: +2 vs. Fear, -2 to rolls on Fear table
Dodge/Improved: -2 to all ranged attacks against him unless surprised, and +2 when evading area effects.
Combat Reflexes: +2 Spirit to recover from being Shaken or Stunned.
First Strike: Once per turn, free Fighting attack against an opponent when they move within reach
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
Prehensile Tail: Extra non-movement action. Ignore 2 points of MAP
Regeneration: Natural healing roll every day for Wounds and Injuries.
Soldier: Free reroll on Vigor vs. environmental hazards; Strength +1 die type for encumbrance
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 8/8 x 2 reloads (8)
Plasma Ejector: 45/48 x 2 reloads (48)
NG-59 Ion Pistol: 20/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Armor Piercing Grenades x 2
Fragmentation Grenades x 4
High Explosive Grenades x 3
Plasma Grenades x 2
Rockets Launcher: 4 mini-missiles
IRMS: 4/4
First Aid Kit: 3/3
Rations: 7
Unclaimed Loot
11 generic laser rifles (Range 24/48/96, Damage 3d6, RoF1, AP 4)
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • Peace: Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
User avatar
Doc Olliday
Posts: 206
Joined: Sat Aug 18, 2018 11:07 am

Re: The hills have...well, you know...

Post by Doc Olliday »

As the pheromones reach Doc,
Spirit 1d8!!-4: [5]-4 = 1 Wild 1d6!!-4: [8!!]-4 = 4
Question: Are the pheromones considered a poison?
of the She-Mantis's abilities.

"Well that sucks. Speaking of sucking or
Techno-Wizardry 1d10!!: [3] = 3 Wild 1d6!!: [4] = 4
."

Doc cobbles together an air purifier [Dispel (1) + Mass Dispel (LBT - 6) + Specific Modifier (Pheromones Only - 1) = 8 of 10 PPE] with a particle filtration system attached so he can collect a few samples of the pheromone. Maybe work on an antidote. He starts where he was in the chamber and moves systematically through the chamber, cleaning the air and collecting samples. The vials are stoppered and stored in one of his various field secured pouches.
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
Doc Olliday
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Xiang
Posts: 55
Joined: Sat Nov 23, 2019 9:39 pm

Re: The hills have...well, you know...

Post by Xiang »

I will not fear 11
Spirit 1d8!!-2: [13!!]-2 = 11
Wild 1d6!!-2: [4]-2 = 2
Inhaling the pheromones deeply, Xiang man-monster form grins savagely. "You will need better tricks than that insect." It responds with a blast of viscous fluid but his enhanced reflexes warn him and with a twisting leap he dodges it, his shield keeping any errant drops from finding their mark. As he sticks the landing the glow diminishes leaving the cavern in the dark.

"Hiding in the dark will no save you either.."
Character Name
Character Name
Pace: 6; Parry: 6/8 with shield 10 with mods active Toughness: Human/Hybrid 4/11 (5) in armor, Cat 2; Size: -1 in Human/Hybrid forms, _3 in Cat form
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 19/20 (ISP) 3/10(PPE)
Bennies: 5/3

Edit Signature

Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
User avatar
Serival Drumm
Posts: 81
Joined: Sat Aug 24, 2019 9:21 pm

Re: The hills have...well, you know...

Post by Serival Drumm »

OOC Comments
Fighting roll to have Glass attack with blade, Spellcasting roll to activate Damage Field. MAP -2.

Fighting vs. Parry 7
1d10; MAP -2; Wild Attack +2 (-2 Parry)
Glass Blade Strike 1d10!!: [4] = 4
Wild Fighting 1d6!!: [1] = 1
Miss

Spellcasting to cast Damage Field (4 PPE, +1 Selective, +3 AP 6, +2 Radius; 10 PPE Total)
1d12; MAP -2; Professional +1
Glass Blender 1d12!!-1: [10]-1 = 9
Wild Spellcasting 1d6!!-1: [4]-1 = 3
Raise
Damage Field Damage: 3d6!! AP 6: [5, 8!!, 4] = 17
17 MD, AP 6. Only affects enemies, within Small Blast Tempate.
Glass has 30/40 AP reserve

Glass Parry = 5
Serival is affected by neither pheromones nor darkness, thanks to his sealed armor and helmet's sensor system. He hangs back, directing Glass forward towards the mantis creature. The crystalline Automaton moves into position, thrusting the blade-arm forward towards the insectoid, but the wild strike fails to find purchase. However, the Infiltrator then sheds a layer of razor-sharp glass shards, whirling and spinning in a deceptively chaotic pattern; despite the appearance, there is a precise control steering each and every deadly shard away from any allies or bystanders who might otherwise be injured by the storm.
Serival Drumm
Seasoned D'norr Automaton Controller (MARS)
OOC Comments
Attributes: Agility d10, Smarts d8, Spirit d6 (Fear -2), Strength d6, Vigor d6
Pace: 6/d6; Parry: 7; Toughness: 13 (6 EBA)
Skills:
Persuasion d6 (Free Re-roll; +2 Networking); Common Knowledge d4 (+2 Forgery, +2 Shady Characters)
Notice d8; Repair d6 (Toolkit = d8+5, Offset 2, Raise = 1/2 time)
Occult d8; Piloting d12+1; Spellcasting d12+1; Fighting d10
Stealth d10 (+2 Armor, Urban +2); Hacking d6; Athletics d6 (Urban Climb +2, Pads +4, Grapple Gun +2/+4); Thievery d10+1 (+1 vs. Electronics)
Edges:
Charismatic; Electronics Security Expert; Streetwise; Thief; Ace; Concentration; Master of Magic
Hindrances: Cautious, Mild-Mannered, Major Vengeful, Major Sensitive, Major D-Bee, Major Wanted (CS, Federation, others)
PPE: 30
Powers (Personal): Reveal Night's Secrets, Arcane Analysis/Aura Suppression, Unweaving, Titan's Grasp, Suborn, Kiss of Morpheus, Faerie Ruckus/Hush, Scale with Ease
Powers (Gear, no Modifiers): Night's Embrace, Wings of Night, Stealth Mode, Cloaking, Universal Translator, Agony, Paralysis
Gear:
Arzno TWA-1500 Incursion EBA (+4A/+2T; EBA gives +4 vs. Hazards; Camo Mode; Concealable; Retractable Short Swords (Str+d6); Silver knuckledusters (Str+d4 Silver); Multi-Optics Helm: Ignore Illumination, Offset 2 Range, +1 Shooting Calibration; 1 PPE/Hr)
Branaghan Special Armored Overcloak (+2A/+1T; It Has Pockets!)
Psionic Mind Shield (+4 Resist/Armor vs. Psionics; 3 PPE/hr)
Neural Mace (Str+d6+4 Non-Lethal Damage, Touch Attack +2, Vigor -2/-4 or Stunned)
Whip of Pain (Str+d4 MD AP 2; Reach 2; Activation 1 PPE; 2 PPE cast Agony with attack roll)
Paralysis Staff (Str+2d4 MD Silver; Activation 1 PPE; 3 PPE cast Paralysis with attack roll)
Misc. Thief Tools, IRMSS
Glass (Infiltrator Automaton)
Size 1; Remote Operation 60"; Str d12+4; Toughness 14 (7 MDC); Pace 8
Shard Punches (Str+1d6 MD, AP 6)
Innate Intangibility: Become intangible (as Power) for 1 round, with no roll or PPE; has 1-round cooldown
Fast Regeneration: 10 Serival PPE, Duration 5 Rounds
40 PPE (Glass Powers only); Recharges as Serival does, also may be recharged directly by Serival
Powers (may use Modifiers): House of Glass; Reflect & Deflect; Mask of Deceit; Concealment; Mystic Portal
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Alison
Posts: 56
Joined: Fri Sep 06, 2019 5:02 pm

Re: The hills have...well, you know...

Post by Alison »

Spirit 1d8!: [1] = 1 , Wild 1d6!: [6!, 3] = 9 (-2, +2 from Brave, +1 from Danny’s Monster Slayer, +4 from LLW armor)
and Clarence is immune.

Spellcasting for darksight 1d10!-2: [7]-2 = 5 Wild 1d6!-2: [4]-2 = 2

Spellcasting for armor 1d10!-2: [10!, 5]-2 = 13 Wild 1d6!-2: [2]-2 = 0
-1 PPE for casting, -1 for more armor, -1 for Toughness, -1 per party member


Shadows seem to gather as Alison utters a couple words of power and makes a gesture, and magic swirls around and settles on the members of the party, enhancing their ability to take a hit. Everyone gets +6 Toughness.

When finished, she holds out her hand and her war staff flies off her belly and into her palm.

Fire his part, Clarence charges the creature and takes a swing
Fighting 1d12!+1: [2]+1 = 3 Wild 1d6!+1: [4]+1 = 5

Damage 1d12!+1+1d10!: [8]+1+[1] = 10
. Even so, his frightening visage forces the creature
Standard mummy feature; no roll required
.

Alison and Clarence Current Stats
Alison: Shroud modifier on darksight imposes a -1 to attacks against her; current Toughness 21(7); current Parry 6, not including Shroud modifier.

Clarence: Toughness 25(9); Parry 8
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Stoic
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Posts: 741
Joined: Fri May 25, 2018 8:58 am

Re: The hills have...well, you know...

Post by Stoic »

OOC Comments
Initiative

Danny 1d56: [30] = 30
Danny Level Headed
1d56: [2] = 2
1d56: [21] = 21 1d56: [23] = 23 1d56: [22] = 22
Danny Improved Level Headed 1d56: [53] = 53 1d56: [21] = 21
Sig 1d56: [29] = 29
Doc
1d56: [29] = 29

Servival 1d56: [11] = 11
Alison [ 1d56: [23] = 23 /inline] 1d56: [22] = 22
Khar Loz 1d56: [22] = 22
Xiang 1d56: [19] = 19
Bad Guy 1d56: [22] = 22
Fear check
1d10!!: [9] = 9

1d6!!: [5] = 5


In spite of the numerous attacks, the insect woman appears to be unphased.
GM Bennies 9/9
Wild Card Bennies ?
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Danny
Posts: 151
Joined: Sun Jun 10, 2018 2:51 pm

Re: The hills have...well, you know...

Post by Danny »

The ghostly apperition which had haunted Danny for so long swirled around him in the blinding darkness. It whispered feeding off of the Grackle’s angst at facing a creature that had bested him during the war.
”This will end like last time. They are already dead.”
Is Derrick right, is what happened then happening now? Years ago he had fought a similiar creature. He had lost Kujo, a friendly dog-boy, before the fight had even happened. Im, an strange rogue scholar and his brother Donny were next. Their bodies never recovered, and presumed dead. Then Ason and Abigal, twin shifters had their throats sliced and heads drained of the stuff that makes you think. Danny got them out still barely breathing, but to this day as far as he knew they were still in comas someplace in Lazlo.

Danny waved the specter of Derrick away as if he was a stinky fart. The grackle knew what had to be done. Using his tail he pulled his Spirit Bow out from one of those difficult to reach spots and took aim. Sure it was dark, and he had no hope to hit the creature, but damn if he was not a master sniper whose skill was forged on the bloody fields of Tolkeen.
12 to hit, 64 pts of Magic MD spirit energy, AP12
Skill Shooting, -6 darkness, -1 dodge, 1d12+2, ignores 4 pts of pen, +1 from monster slayer, +2 joker 1d12! 1d6!: [10]+[2] = 12 :
Damage +2 joker, +2 champion, AP12: 5d6! 1d6!: [6!, 3, 4, 1, 4, 3]+[5] = 26 benny to reroll: 5d6! 1d6!: [6!, 2, 2, 4, 4, 5]+[5] = 28
Danny Stat Block
Attributes: Agility d12(+2 from IF, 2), Smarts d8(1 FG,1), Spirit d8(2), Strength d8(2 race), Vigor d12(1 Race, 3 advances)
Pace: 6 d6 ; Parry:4 ; Toughness:13(3) Strain: 0
Edges of note: Fame, quick, level headed, improved level headed, deadshot, champion, elan, sharpshooter, trick-shot, steady hands, tail(ignore 2 pts of map), danger sense, quick draw
Skills of note:
Shooting: 1d12+2
Survival: d8
Notice: d6
Stealth: d8

Hindrences:Curious, Heroic, shame (minor), Vengful(minor), Stuff ain’t made for me, Issues with the cold, overconfident
Bennies 4/3
+1 benny for rp
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Alison
Posts: 56
Joined: Fri Sep 06, 2019 5:02 pm

Re: The hills have...well, you know...

Post by Alison »

Alison watches @Danny's rather... unorthodox shot with some measure of awe and wonders if, after a hit like that, there is any further need for her or Clarence to act.
User avatar
Carlos
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Diamond Patron
Posts: 228
Joined: Sat May 13, 2017 5:55 am

Re: The hills have...well, you know...

Post by Carlos »

Khar-loez continues to chip away at the amber-like material, we were hired to save the child, so doing so should be our priority. Once he is free, then he will have to work on healing him.
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3
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Stoic
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Posts: 741
Joined: Fri May 25, 2018 8:58 am

Re: The hills have...well, you know...

Post by Stoic »

Danny's arrow hits her directly in the throat. Those who can see (Please remember the pitch black penalty) Notice a spurt of acidic blood shoot from her (which Xian narrowly dodges). There is a brief pause and then, nothing. She is dead. Unfortunately, so are most of the preserved in amber bodies in the suddenly oppressive chamber.
OOC Comments
Make a notice roll (again, remember the pitch black conditions). Those who succeed notice that in spite of the dozen or so petrified bodies there is a horde of loot.

Items include the following:

Tooth Fetish

A necklace that is an assortment of animal teeth.

Majors
Edge: Block
Power: Deflection
Power 5 ppe
Power 5 ppe

Witch Finger
Major Lower Trait (Limited, Lower Only)
Major Power: Invisibility
Minor +5 PPE
Minor + 1 Spellcasting

NE-10 Plasma Cartridge Rifle (Super Science)
Major: Rapid Fire
Major: Improved Rapid Fire
Minor: +1 Shooting
Minr: +1 Damage

In addition, each of you may either take one of these items, or create your own. Give it Two Majors and Two minors. This can be Enchanted, TW, or Super Science, your choice. After you pick up a previously made item (Or make your own) we will move to the next part.
GM Bennies 9/9
Wild Card Bennies ?
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Doc Olliday
Posts: 206
Joined: Sat Aug 18, 2018 11:07 am

Re: The hills have...well, you know...

Post by Doc Olliday »

Doc realizes that the darkness will hinder some of the team and cobbles together in the dark a device to
Pitch Dark -6
Dispel 1 PPE Mass Dispel LBT 6 PPE Glow 1 PPE
Techno-Wizard 1d10!!-6: [7]-6 = 1 Wild 1d6!!: [7!!] = 7
Benny to Reroll
Techno-Wizard 1d10!!-6: [9]-6 = 3 Wild 1d6!!: [1] = 1
.

"Damn hole in the ground. There is no natural light."

Reaching into his pack he begins extracting flares, lighting them, and surrounding himself.

He makes an attempt to
Dim -2
Dispel 1 PPE Mass Dispel LBT 6 PPE Glow 1 PPE
Techno-Wizardry 1d10!!: [5] = 5 Wild 1d6!!: [4] = 4
. SUCCESS!

The chamber lights up in a blinding flash that ripples out from Doc and reaches into every nook and crevice.

"Ladies and Gentlemen, the Full Moon Saloon will only be open for a little while."

"Gather those encased in the amber and bring out the goods."

"Time is wasting."
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
Doc Olliday
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Serival Drumm
Posts: 81
Joined: Sat Aug 24, 2019 9:21 pm

Re: The hills have...well, you know...

Post by Serival Drumm »

OOC Comments
Find the Loot 1d6!!+2: [2]+2 = 4
Wild Notice 1d6!!+2: [2]+2 = 4

Serival nods as Doc sheds light on the matter, and has Glass start carrying any bodies brought to the construct. While doing so, he comes across a curious ring, made of intertwined strands of metal--both have a reddish hue, as if alloyed, though one looks more akin to a silver base, while the other looks closer to iron.

Examining it briefly, the D'norr smiles and slips it on one finger. He then finishes helping with the corpse detail.
Twin-Blood Ring
This dual-ring is forged from two different alloys; the rings themselves are intertwined seamlessly, and cannot be separated without destroying the ring. The silver ring has been alloyed with faerie blood, while the iron ring has been mingled with the blood of giants. It grants the wearer the ability to channel both races' inherent size.
UPGRADES:
Major: Growth/Shrink
Major: Tiny Yet Mighty Modifier
Minor: +1 Spellcasting
Minor: +1 to Strength rolls, including melee damage
Serival Drumm
Seasoned D'norr Automaton Controller (MARS)
OOC Comments
Attributes: Agility d10, Smarts d8, Spirit d6 (Fear -2), Strength d6, Vigor d6
Pace: 6/d6; Parry: 7; Toughness: 13 (6 EBA)
Skills:
Persuasion d6 (Free Re-roll; +2 Networking); Common Knowledge d4 (+2 Forgery, +2 Shady Characters)
Notice d8; Repair d6 (Toolkit = d8+5, Offset 2, Raise = 1/2 time)
Occult d8; Piloting d12+1; Spellcasting d12+1; Fighting d10
Stealth d10 (+2 Armor, Urban +2); Hacking d6; Athletics d6 (Urban Climb +2, Pads +4, Grapple Gun +2/+4); Thievery d10+1 (+1 vs. Electronics)
Edges:
Charismatic; Electronics Security Expert; Streetwise; Thief; Ace; Concentration; Master of Magic
Hindrances: Cautious, Mild-Mannered, Major Vengeful, Major Sensitive, Major D-Bee, Major Wanted (CS, Federation, others)
PPE: 30
Powers (Personal): Reveal Night's Secrets, Arcane Analysis/Aura Suppression, Unweaving, Titan's Grasp, Suborn, Kiss of Morpheus, Faerie Ruckus/Hush, Scale with Ease
Powers (Gear, no Modifiers): Night's Embrace, Wings of Night, Stealth Mode, Cloaking, Universal Translator, Agony, Paralysis
Gear:
Arzno TWA-1500 Incursion EBA (+4A/+2T; EBA gives +4 vs. Hazards; Camo Mode; Concealable; Retractable Short Swords (Str+d6); Silver knuckledusters (Str+d4 Silver); Multi-Optics Helm: Ignore Illumination, Offset 2 Range, +1 Shooting Calibration; 1 PPE/Hr)
Branaghan Special Armored Overcloak (+2A/+1T; It Has Pockets!)
Psionic Mind Shield (+4 Resist/Armor vs. Psionics; 3 PPE/hr)
Neural Mace (Str+d6+4 Non-Lethal Damage, Touch Attack +2, Vigor -2/-4 or Stunned)
Whip of Pain (Str+d4 MD AP 2; Reach 2; Activation 1 PPE; 2 PPE cast Agony with attack roll)
Paralysis Staff (Str+2d4 MD Silver; Activation 1 PPE; 3 PPE cast Paralysis with attack roll)
Misc. Thief Tools, IRMSS
Glass (Infiltrator Automaton)
Size 1; Remote Operation 60"; Str d12+4; Toughness 14 (7 MDC); Pace 8
Shard Punches (Str+1d6 MD, AP 6)
Innate Intangibility: Become intangible (as Power) for 1 round, with no roll or PPE; has 1-round cooldown
Fast Regeneration: 10 Serival PPE, Duration 5 Rounds
40 PPE (Glass Powers only); Recharges as Serival does, also may be recharged directly by Serival
Powers (may use Modifiers): House of Glass; Reflect & Deflect; Mask of Deceit; Concealment; Mystic Portal
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Sig
Posts: 159
Joined: Mon May 28, 2018 5:41 am

Re: The hills have...well, you know...

Post by Sig »

Fort Detroit/Wilds
Afternoon
Round 0

“Good shot,” Sig complimented as the monster woman went down. He looked around the room as Doc lit things up and gave a low whistle. There was a lot of loot collected here. And a lot of dead bodies in the amber. The boy was still alive, tough -- for now.

“Grab what ya want,” Sig told everyone, “but we need ta get this kid back to the fort. We can come back for the rest of the loot later.”

Sig picked through some of the gear and found a small disk-shaped device. He studied it and smiled. It seemed to be a personal deflector screen. He attached it to his Titan belt and turned back to help the others get the amber-encased boy out of the chamber.
Titan Deflector Screen (Super Science)
Major: Deflection (self only)
Major: Protection (self only)
Minor: +5 PP
Minor: +5 PP
***
Character Tracker
Sig Character Sheet
Parry:9 (-1 cover); Toughness: Melee: 22 (8)/Ranged: 24 (10)
Bennies: 5/4
Deflector screen: 10/10 PP; deflection and protection
Winter’s Heart: 10/10 PPE; smite and slow
  • Sloth (2 PPE, Range Smarts d6, 5r): frost condenses around the target, slowing the target)
    • Halves the target’s total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll.
    • Area of Effect (+2 or +3): MBT or LBT
    • Strong (+1): Spirit roll to shake the effect is at -2.
    • Greater Sloth (+2): The target cannot run, and with a raise is Vulnerable.
  • Smite (2 PPE, Range Smarts d6, 5r): Weapon grows cold and glows an icy blue)
    • Increase damage +2, raise +4
    • Additional Recipients (+1 per target)
    • Greater Smite (+2): Damage +4 MD, Raise +6 MD
Thunderer: 8/8 x 2 reloads (8)
Plasma Ejector: 45/48 x 2 reloads (48)
NG-59 Ion Pistol: 20/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Armor Piercing Grenades x 2
Fragmentation Grenades x 4
High Explosive Grenades x 3
Plasma Grenades x 2
Rockets Launcher: 4 mini-missiles
IRMS: 4/4
First Aid Kit: 3/3
Rations: 7
Arcane Resistance/Improved: Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!); magical damage is reduced by 4.
Assassin: +2 to damage foes when Vulnerable or assassin has The Drop.
Block/Improved: +2 Parry, ignore 2 points of Gang Up bonuses.
Brawny: Strength +1 die type for encumbrance
Brave: +2 vs. Fear, -2 to rolls on Fear table
Dodge/Improved: -2 to all ranged attacks against him unless surprised, and +2 when evading area effects.
Combat Reflexes: +2 Spirit to recover from being Shaken or Stunned.
First Strike: Once per turn, free Fighting attack against an opponent when they move within reach
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
Prehensile Tail: Extra non-movement action. Ignore 2 points of MAP
Regeneration: Natural healing roll every day for Wounds and Injuries.
Soldier: Free reroll on Vigor vs. environmental hazards; Strength +1 die type for encumbrance
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Unclaimed Loot
11 generic laser rifles (Range 24/48/96, Damage 3d6, RoF1, AP 4)
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • Peace: Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
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Carlos
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Posts: 228
Joined: Sat May 13, 2017 5:55 am

Re: The hills have...well, you know...

Post by Carlos »

Khar-loez comments, "Get what find. If need not, trade."

He will continue to work on freeing and stablizing the child we are here to rescue.
OOC Comments
What rolls are needed? Well I assume I at least need a Spellcasting roll...
Spellcasting 1d10!!: [17!!] = 17 , Wild Spellcasting 1d6!!: [5] = 5
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3
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Stoic
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Re: The hills have...well, you know...

Post by Stoic »

Khar Loz attempts to use his healing magics on the boy, but alas, it doesn't work. He gets the impression that a ritual will be needed to bring the young man back to the living, and that it needs to be done in the next 24 hours or he may never come back.
GM Bennies 9/9
Wild Card Bennies ?
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Carlos
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Re: The hills have...well, you know...

Post by Carlos »

Khar-loez comments, "Child bad hurt, hard fix, need lot power."

This, from someone who managed to save a half-eaten Centaur. Fortunately he now has access to the mega powers, so he CAN do it...though it will likely require a few things. He will probably need a ley line nexus and to build a resurrection hut. Unless Doc has something else that can do the trick.
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3
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Xiang
Posts: 55
Joined: Sat Nov 23, 2019 9:39 pm

Re: The hills have...well, you know...

Post by Xiang »

"One of these days I'm going to get to fight something." With visible disappointment that it was all over so quickly Xiang scouts the nooks and crannies of the cavern to be sure there are no more surprises. Finding none he heads towards the captives to help ascertain if any others are savable, but none are. As he checks them he does find an interesting "smelling" pair of fingerless gloves.
Carlos wrote: Tue Aug 18, 2020 11:54 am Khar-loez comments, "Child bad hurt, hard fix, need lot power."
Walking over the werecat looks over the child but has no earthly clue what the things his enhanced senses tell him mean. "I am no in your league as far as magic or healing go my friend, but I will help however I can." He tells the Khar-Loez in his native tongue.
Character Name
Character Name
Pace: 6; Parry: 6/8 with shield 10 with mods active Toughness: Human/Hybrid 4/11 (5) in armor, Cat 2; Size: -1 in Human/Hybrid forms, _3 in Cat form
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 19/20 (ISP) 3/10(PPE)
Bennies: 5/3

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Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
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Danny
Posts: 151
Joined: Sun Jun 10, 2018 2:51 pm

Re: The hills have...well, you know...

Post by Danny »

Over here Danny grab this.
Are you being useful Derrick or just yanking my chain?

Danny stumbled along in the dark, usuing his grease slicked body to propel him past some jagged rocks. He nearly knocked over the small metal jar his ghostly friend had sent him to find.

What are you?
I am a Jar full of Benny.
Another ghost?
Hehe...
Together we will make awesome possible.
Frak, at least this one seems useful.
Jerk! You shot me.

After a moment of silent conversation with his two ghostly apperitions Danny made it to the gaggle around the kid. “I am with you all, lets get out of here and find a way to get this kid saved.”
Kn Occult 5
Kn Occult: +2 from scholar 1d8! 1d6!: [3]+[2] = 5
Jar Full of Benny: a metal urn filled the remains of the lucky Dragon Juicer Benny Gumbo. Partially through the juicers own feats of awesome, and the un juiced dragon blood he had carried with him, this Urn imparts great luck to its holder. Bestows, Luck, Great Luck, and +2 on benny rerolls only if you are doing something so awesome and daring the GM goes Woa, that’s awesome.
Danny Stat Block
Attributes: Agility d12(+2 from IF, 2), Smarts d8(1 FG,1), Spirit d8(2), Strength d8(2 race), Vigor d12(1 Race, 3 advances)
Pace: 6 d6 ; Parry:4 ; Toughness:13(3) Strain: 0
Edges of note: Fame, quick, level headed, improved level headed, deadshot, champion, elan, sharpshooter, trick-shot, steady hands, tail(ignore 2 pts of map), danger sense, quick draw
Skills of note:
Shooting: 1d12+2
Survival: d8
Notice: d6
Stealth: d8

Hindrences:Curious, Heroic, shame (minor), Vengful(minor), Stuff ain’t made for me, Issues with the cold, overconfident
Bennies 4/3
+1 benny for rp
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Carlos
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Re: The hills have...well, you know...

Post by Carlos »

Khar-loez will explain to the others using his communications band, "The child is halfway through the crystallization process, I will have to reverse the process, without killing him. It is extremely difficult, I will need to set up a Resurrection Hut on a Ley line or Nexus to manage the magic, and additional participants in the ritual will be useful."

Fortunately he picked up a large supply of dino bone and skin while we were in town and can actually build the hut, and his understanding of magic has grown enough that he can use it.

He glances at the others, "Are you willing to assist me?"
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3
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Alison
Posts: 56
Joined: Fri Sep 06, 2019 5:02 pm

Re: The hills have...well, you know...

Post by Alison »

Alison picks up the witch finger talisman and examines it in the magical spectrum. "This is something," she mutters to herself before being brought back to reality by @Carlos.

Looking up at the Simvan, and then at the child, she replies, "Of course, Khar-loez. I will assist. Give me a moment to speak with the rest as you prepare, will you?"

She closes her eyes and makes a few gestures, and a dark purple glow surrounds her.

Spellcasting 1d10!, Wild 1d6!: [3]+[4] = 7


After a moment, the energy reaches out to the bodies of those who the 24th couldn't free, calling forth the spirits of any still lingering.

Alison smiles at them as if greeting old friends. "Hello, there. I'm sorry we could not get here in time to save your mortal selves. You are free from the pain and travails here, to live on your immortal lives past the veil of sorrows and time, and I am happy to take a message back to any you have waiting for you in Fort Detroit."
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Sig
Posts: 159
Joined: Mon May 28, 2018 5:41 am

Re: The hills have...well, you know...

Post by Sig »

Fort Detroit/Wilds
Afternoon
Round 0

Khaer-loz proposed a ritual to bring the boy back. “I'll help if ya need me,” Sig said, “but I might be a liability. Magic don’t work so well on me, and I don’t want to disrupt the ritual. But let me know if there is something I can do.”

***
Character Tracker
Sig Character Sheet
Parry:9 (-1 cover); Toughness: Melee: 22 (8)/Ranged: 24 (10)
Bennies: 5/4
Deflector screen: 10/10 PP; deflection and protection
Winter’s Heart: 10/10 PPE; smite and slow
  • Sloth (2 PPE, Range Smarts d6, 5r): frost condenses around the target, slowing the target)
    • Halves the target’s total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll.
    • Area of Effect (+2 or +3): MBT or LBT
    • Strong (+1): Spirit roll to shake the effect is at -2.
    • Greater Sloth (+2): The target cannot run, and with a raise is Vulnerable.
  • Smite (2 PPE, Range Smarts d6, 5r): Weapon grows cold and glows an icy blue)
    • Increase damage +2, raise +4
    • Additional Recipients (+1 per target)
    • Greater Smite (+2): Damage +4 MD, Raise +6 MD
Thunderer: 8/8 x 2 reloads (8)
Plasma Ejector: 45/48 x 2 reloads (48)
NG-59 Ion Pistol: 20/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Armor Piercing Grenades x 2
Fragmentation Grenades x 4
High Explosive Grenades x 3
Plasma Grenades x 2
Rockets Launcher: 4 mini-missiles
IRMS: 4/4
First Aid Kit: 3/3
Rations: 7
Arcane Resistance/Improved: Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!); magical damage is reduced by 4.
Assassin: +2 to damage foes when Vulnerable or assassin has The Drop.
Block/Improved: +2 Parry, ignore 2 points of Gang Up bonuses.
Brawny: Strength +1 die type for encumbrance
Brave: +2 vs. Fear, -2 to rolls on Fear table
Dodge/Improved: -2 to all ranged attacks against him unless surprised, and +2 when evading area effects.
Combat Reflexes: +2 Spirit to recover from being Shaken or Stunned.
First Strike: Once per turn, free Fighting attack against an opponent when they move within reach
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
Prehensile Tail: Extra non-movement action. Ignore 2 points of MAP
Regeneration: Natural healing roll every day for Wounds and Injuries.
Soldier: Free reroll on Vigor vs. environmental hazards; Strength +1 die type for encumbrance
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Unclaimed Loot
11 generic laser rifles (Range 24/48/96, Damage 3d6, RoF1, AP 4)
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • Peace: Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
User avatar
Carlos
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Joined: Sat May 13, 2017 5:55 am

Re: The hills have...well, you know...

Post by Carlos »

Sig wrote: Tue Sep 01, 2020 2:31 am Khaer-loz proposed a ritual to bring the boy back. “I'll help if ya need me,” Sig said, “but I might be a liability. Magic don’t work so well on me, and I don’t want to disrupt the ritual. But let me know if there is something I can do.”
Still under the effects of his translator, Khar-loez will respond, "Before the ritual begins, anyone who wants to can help me set things up or gather materials. Once it begins, those involved in the ritual will need to concentrate on the magic, so we will need others to defend us from interruptions. It would be better if those who are not capable of active part in the ritual not be directly involved, less they disrupt the magic."

There is a ley line or similar point of power to find and a ritual hut to set up at the very least...
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3
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Stoic
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Joined: Fri May 25, 2018 8:58 am

Re: The hills have...well, you know...

Post by Stoic »

When Khar Loez inquires about a ley line, Chekov calls them out of the tunnel. He gives everyone an intense look, then seems to nod to himself (he uses detect arcana, and isn't subtle about it). Everyone loads up in the vehicle and he carefully drives you a good five miles or so away, to a clearing. (This takes place before Alison casts Divination, my apologies for the asynchonicity)Those mystically attuned feel the ley line before they see it, the warm glow of pure magical energy washing over you, or the disruptive current is so intense it makes it hard to focus, if you are adversely affected by them.
The Ritual

Anyone who wants to participate in the ritual, please let me know as soon as possible. I will deal you in with an initiative card, which will be a 1d56. If you are not participating in the first round, you can not join in during a later round. Anyone number divisible by a four is a club and will give you a -2 penalty to your rolls. If someone is supporting someone with a club, and also gets a club, that penalty does stack. You can straight up roll, or support. If you are supporting, please roll support before the person you are supporting makes their roll. This would probably be best resolved via Discord. This is a three round task, and you need to get at least one token per parcipant per round. Any skill that makes sense is allowed. I'm hoping this won't drag too badly, but if it does, we can work out a different solution.
Those not participating in the ritual

Please describe what you are doing. Are you exploring? Guarding the ritualists? Taking such much needed rest? Let me know, and I will give you something to do.
GM Bennies 9/9
Wild Card Bennies ?
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Doc Olliday
Posts: 206
Joined: Sat Aug 18, 2018 11:07 am

Re: The hills have...well, you know...

Post by Doc Olliday »

Doc gathers some bone fragments, thorns, and he scrapes the amber from one of those obviously dead. With the powdered amber, the thorns and the bone, Doc sets about crafting a techno-wizard's version of talismans.


Mega Boost Trait (Spellcasting) Gizmo -
Techno-Wizardry 1d10: [4] = 4 Wild 1d6!!: [3] = 3 @Carlos Gain 1 die Type Increase to Spellcasting & a Free Reroll on Spellcasting per Round


Mega Boost Trait (Psionics) Gizmo -
Techno-Wizardry 1d10!!: [8] = 8 Wild 1d6!!: [11!!] = 11 @Xiang
Gain 2 die Type Increase to Psionics & a Free Reroll on Psionics per Turn


Mega Boost Trait (Spellcasting) Gizmo -
Techno-Wizardry 1d10!!: [4] = 4 Wild 1d6!!: [11!!] = 11 @Alison
Gain 2 die Type Increase to Spellcasting & a Free Reroll on Spellcasting per Turn
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
Doc Olliday
Edit Signature
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Alison
Posts: 56
Joined: Fri Sep 06, 2019 5:02 pm

Re: The hills have...well, you know...

Post by Alison »

While Alison prepares to participate in the ritual with @Carlos, Clarence the mummy and Salak the zombie Brodkil take defensive positions around the casters, their weapons at the ready and their eyes watching for trouble.
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Danny
Posts: 151
Joined: Sun Jun 10, 2018 2:51 pm

Re: The hills have...well, you know...

Post by Danny »

Danny suits up and stows his rifle. He nods to the necromacer @Alison. The spirits that were with him had seem to come more “alive” when she was around. “I am no stranger to magic or rituals... I’ll help too.” Behind his dark warm gaze his mimd rocked with the last time he saw ritual.
Last time on the Tolkien War Front
The crazed hair commander of Tolkeen’s western front yelled over the surge of crackling energy pouring down from the dark cloudy sky, “That’s it! Hahaha, unleash Hell!” Before her was a silver alter forged from a single ingot of earthly metal. It was stained red from the blood of countless coalition soldiers. In the center where the blue energy was intersecting a portal was opening. In her hands was a worn leather bound journal with a ram’s head symbol adorning the cover. Danny was crouched nearby trying to keep low as the energy and wild wind swept over head. The woman, her eyes now glowing red rather than their familiar cold blue looked at him and pointed to a near cage of more soldiers, “Danny! More! Brimg out two more soldiers! Their blood will be this world’s triumph!”
He flashed half heartedly his million dollar smile, “Yeah... A ritual... Ok, lets do it.”
Danny Stat Block
Attributes: Agility d12(+2 from IF, 2), Smarts d8(1 FG,1), Spirit d8(2), Strength d8(2 race), Vigor d12(1 Race, 3 advances)
Pace: 6 d6 ; Parry:4 ; Toughness:13(3) Strain: 0
Edges of note: Fame, quick, level headed, improved level headed, deadshot, champion, elan, sharpshooter, trick-shot, steady hands, tail(ignore 2 pts of map), danger sense, quick draw
Skills of note:
Shooting: 1d12+2
Survival: d8
Notice: d6
Stealth: d8

Hindrences:Curious, Heroic, shame (minor), Vengful(minor), Stuff ain’t made for me, Issues with the cold, overconfident
Bennies 4/3
+1 benny for rp
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Sig
Posts: 159
Joined: Mon May 28, 2018 5:41 am

Re: The hills have...well, you know...

Post by Sig »

Fort Detroit/Wilds/Ley line
Afternoon
Round 0

As the others gathered in the ritual hut, Sig stayed with the team’s vehicle, as far away from the ritual as was reasonable, lest he disrupt the magic of the process. He kept his plasma ejector and Winter’s Heart ready in case anything decided it wanted to interrupt them. Ley lines were dangerous places, after all.

***
Character Tracker
Sig Character Sheet
Parry:9 (-1 cover); Toughness: Melee: 22 (8)/Ranged: 24 (10)
Bennies: 5/4
Deflector screen: 10/10 PP; deflection and protection
Winter’s Heart: 10/10 PPE; smite and slow
  • Sloth (2 PPE, Range Smarts d6, 5r): frost condenses around the target, slowing the target)
    • Halves the target’s total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll.
    • Area of Effect (+2 or +3): MBT or LBT
    • Strong (+1): Spirit roll to shake the effect is at -2.
    • Greater Sloth (+2): The target cannot run, and with a raise is Vulnerable.
  • Smite (2 PPE, Range Smarts d6, 5r): Weapon grows cold and glows an icy blue)
    • Increase damage +2, raise +4
    • Additional Recipients (+1 per target)
    • Greater Smite (+2): Damage +4 MD, Raise +6 MD
Thunderer: 8/8 x 2 reloads (8)
Plasma Ejector: 45/48 x 2 reloads (48)
NG-59 Ion Pistol: 20/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Armor Piercing Grenades x 2
Fragmentation Grenades x 4
High Explosive Grenades x 3
Plasma Grenades x 2
Rockets Launcher: 4 mini-missiles
IRMS: 4/4
First Aid Kit: 3/3
Rations: 7
Arcane Resistance/Improved: Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!); magical damage is reduced by 4.
Assassin: +2 to damage foes when Vulnerable or assassin has The Drop.
Block/Improved: +2 Parry, ignore 2 points of Gang Up bonuses.
Brawny: Strength +1 die type for encumbrance
Brave: +2 vs. Fear, -2 to rolls on Fear table
Dodge/Improved: -2 to all ranged attacks against him unless surprised, and +2 when evading area effects.
Combat Reflexes: +2 Spirit to recover from being Shaken or Stunned.
First Strike: Once per turn, free Fighting attack against an opponent when they move within reach
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
Prehensile Tail: Extra non-movement action. Ignore 2 points of MAP
Regeneration: Natural healing roll every day for Wounds and Injuries.
Soldier: Free reroll on Vigor vs. environmental hazards; Strength +1 die type for encumbrance
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Unclaimed Loot
11 generic laser rifles (Range 24/48/96, Damage 3d6, RoF1, AP 4)
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • Peace: Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
User avatar
Stoic
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Posts: 741
Joined: Fri May 25, 2018 8:58 am

Re: The hills have...well, you know...

Post by Stoic »

The Ritual

Round 1:

Proximity to Ley Line: +2 for Psionics, Spellcasting, Faith rolls

Khar Loez (Lead) Khar Loez 1 1d56: [1] = 1
Danny Danny 1 1d56: [12] = 12 Club, -2 to roll, offset by Ley Line, rolling with a 0 modifier
Allison Allison 1 1d56: [49] = 49
Xiang Xiang 1 1d56: [47] = 47
Doc Doc 1 1d56: [2] = 2
Serival Serival 1 1d56: [50] = 50

Round 2:

Khar Loez (Lead)
Danny
Allison
Xiang
Doc
Serival

Round 3:

Khar Loez (Lead)
Danny
Allison
Xiang
Doc
Serival
GM Bennies 9/9
Wild Card Bennies ?
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Carlos
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Posts: 228
Joined: Sat May 13, 2017 5:55 am

Re: The hills have...well, you know...

Post by Carlos »

Crafting the hut is fairly easy physically, just place the bone poles and the hide coverings and bind them in place with sinew. Carving the right symbols into the bone and embroidering them on the hides would be ideal, but it would take much time that we likely do not have.

Khar-loez arranges everyone equally spaced in a circle around the child. He places himself at the child's head, which is aligned with the head and feet along the line. He then begins a chant to help everyone join their power together.
OOC Comments
I am doing 2 rolls, the first is an Occult roll to set up the ritual, which is obviously not affected by the ley line, the second is the spellcasting roll to actually perform it. I was not sure the first was required, but it makes sense so I am including it.

Occult 1d10!!: [9] = 9 , Wild Occult 1d6!!: [1] = 1
Spellcasting 1d10+2!!: [5]+2 = 7 , Wild Spellcasting 1d6+2!!: [6]+2 = 8
Hmm, must have gotten the format wrong, that 6 should have exploded
WS Ace: 1d6!!+8: [7!!]+8 = 15
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3
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Serival Drumm
Posts: 81
Joined: Sat Aug 24, 2019 9:21 pm

Re: The hills have...well, you know...

Post by Serival Drumm »

OOC Comments



Support Spellcasting 1d12!!+3: [4]+3 = 7
Wild Support Spellcasting 1d6!!+3: [2]+3 = 5



Serival has to make some effort in assisting the rite. His fae-touched arts are a far cry from Khar-loez's shamanic magics. The ley line helps, though, letting him draw on the ambient energy and channel that raw power into something useful to the Simvan.
Serival Drumm
Seasoned D'norr Automaton Controller (MARS)
OOC Comments
Attributes: Agility d10, Smarts d8, Spirit d6 (Fear -2), Strength d6, Vigor d6
Pace: 6/d6; Parry: 7; Toughness: 13 (6 EBA)
Skills:
Persuasion d6 (Free Re-roll; +2 Networking); Common Knowledge d4 (+2 Forgery, +2 Shady Characters)
Notice d8; Repair d6 (Toolkit = d8+5, Offset 2, Raise = 1/2 time)
Occult d8; Piloting d12+1; Spellcasting d12+1; Fighting d10
Stealth d10 (+2 Armor, Urban +2); Hacking d6; Athletics d6 (Urban Climb +2, Pads +4, Grapple Gun +2/+4); Thievery d10+1 (+1 vs. Electronics)
Edges:
Charismatic; Electronics Security Expert; Streetwise; Thief; Ace; Concentration; Master of Magic
Hindrances: Cautious, Mild-Mannered, Major Vengeful, Major Sensitive, Major D-Bee, Major Wanted (CS, Federation, others)
PPE: 30
Powers (Personal): Reveal Night's Secrets, Arcane Analysis/Aura Suppression, Unweaving, Titan's Grasp, Suborn, Kiss of Morpheus, Faerie Ruckus/Hush, Scale with Ease
Powers (Gear, no Modifiers): Night's Embrace, Wings of Night, Stealth Mode, Cloaking, Universal Translator, Agony, Paralysis
Gear:
Arzno TWA-1500 Incursion EBA (+4A/+2T; EBA gives +4 vs. Hazards; Camo Mode; Concealable; Retractable Short Swords (Str+d6); Silver knuckledusters (Str+d4 Silver); Multi-Optics Helm: Ignore Illumination, Offset 2 Range, +1 Shooting Calibration; 1 PPE/Hr)
Branaghan Special Armored Overcloak (+2A/+1T; It Has Pockets!)
Psionic Mind Shield (+4 Resist/Armor vs. Psionics; 3 PPE/hr)
Neural Mace (Str+d6+4 Non-Lethal Damage, Touch Attack +2, Vigor -2/-4 or Stunned)
Whip of Pain (Str+d4 MD AP 2; Reach 2; Activation 1 PPE; 2 PPE cast Agony with attack roll)
Paralysis Staff (Str+2d4 MD Silver; Activation 1 PPE; 3 PPE cast Paralysis with attack roll)
Misc. Thief Tools, IRMSS
Glass (Infiltrator Automaton)
Size 1; Remote Operation 60"; Str d12+4; Toughness 14 (7 MDC); Pace 8
Shard Punches (Str+1d6 MD, AP 6)
Innate Intangibility: Become intangible (as Power) for 1 round, with no roll or PPE; has 1-round cooldown
Fast Regeneration: 10 Serival PPE, Duration 5 Rounds
40 PPE (Glass Powers only); Recharges as Serival does, also may be recharged directly by Serival
Powers (may use Modifiers): House of Glass; Reflect & Deflect; Mask of Deceit; Concealment; Mystic Portal
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Alison
Posts: 56
Joined: Fri Sep 06, 2019 5:02 pm

Re: The hills have...well, you know...

Post by Alison »

Occult 1d10!, Wild 1d6!: [6]+[2] = 8


Alison assists, marking arcane symbols and lending her support to the ritual.
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Doc Olliday
Posts: 206
Joined: Sat Aug 18, 2018 11:07 am

Re: The hills have...well, you know...

Post by Doc Olliday »

Doc realizes that there is not time for him to boost all those participating in the ritual. Well that sucks.

Pulling out a couple of electrodes, Doc
Support w/ Electronics
Electronics 1d8!!: [2] = 2 Wild 1d6!!: [4] = 4
. When he gets stares, "Yeah I know it ain't exactly magical, but keeping the boy alive for you to finish the ritual is important."
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
Doc Olliday
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Xiang
Posts: 55
Joined: Sat Nov 23, 2019 9:39 pm

Re: The hills have...well, you know...

Post by Xiang »

Modifiers: scene +2
Spellcasting 1d4+2: [1]+2 = 3
Wild 1d6+2: [2]+2 = 4


In his rarely assumed human form, Xiang adds his little bit of mystical knowledge and skill to the effort to save the child. Calling on his ancestors and the spirits of the forest, his rusty skills are only helpful because of the abundance of energy the ley line is providing. While not much, it is enough to help a bit.
Character Name
Character Name
Pace: 6; Parry: 6/8 with shield 10 with mods active Toughness: Human/Hybrid 4/11 (5) in armor, Cat 2; Size: -1 in Human/Hybrid forms, _3 in Cat form
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 19/20 (ISP) 3/10(PPE)
Bennies: 5/3

Edit Signature

Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
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Stoic
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Posts: 741
Joined: Fri May 25, 2018 8:58 am

Re: The hills have...well, you know...

Post by Stoic »

The ritual is, interesting. What at first is a vastly multicultural magical ceremony, soon gels. Khar Loez, he who has assembled a diverse array of ingredients, has established a rhythm. At first it it alien to the other participants, but soon they find the rhythm, following it gingerly at first, then fully commits. As the ritual progresses, those who are able to observe notice that the thick waxy material that has built up on the boy has become liquid, melting off of him as the ritual is performed. After what seems like forever, it finally melts off completely. The moment this happens, the boy snaps awake, screaming his head off. Those who are sensitive to such things, feel a strange disturbance occurring along the ley line.
GM Bennies 9/9
Wild Card Bennies ?
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Sig
Posts: 159
Joined: Mon May 28, 2018 5:41 am

Re: The hills have...well, you know...

Post by Sig »

Fort Detroit/Wilds/Ley line
Afternoon
Round 0

Sig maintained watch from atop the vehicle, well away from the ceremony so his own personal aura doesn’t effect the magic. The chanting went on and on, and Sig grew bored as nothing happened. His attention wandered, but it was brought back by the boy’s sudden screaming. Sig tensed, his hand clutching his weapons as he looked for trouble, but nothing seemed to be amiss, other than the screaming child.

“Well, kid’s got a set of lungs on ‘im,” Sig commented.

***
Character Tracker
Sig Character Sheet
Parry:9 (-1 cover); Toughness: Melee: 22 (8)/Ranged: 24 (10)
Bennies: 5/4
Deflector screen: 10/10 PP; deflection and protection
Winter’s Heart: 10/10 PPE; smite and slow
  • Sloth (2 PPE, Range Smarts d6, 5r): frost condenses around the target, slowing the target)
    • Halves the target’s total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll.
    • Area of Effect (+2 or +3): MBT or LBT
    • Strong (+1): Spirit roll to shake the effect is at -2.
    • Greater Sloth (+2): The target cannot run, and with a raise is Vulnerable.
  • Smite (2 PPE, Range Smarts d6, 5r): Weapon grows cold and glows an icy blue)
    • Increase damage +2, raise +4
    • Additional Recipients (+1 per target)
    • Greater Smite (+2): Damage +4 MD, Raise +6 MD
Thunderer: 8/8 x 2 reloads (8)
Plasma Ejector: 45/48 x 2 reloads (48)
NG-59 Ion Pistol: 20/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Armor Piercing Grenades x 2
Fragmentation Grenades x 4
High Explosive Grenades x 3
Plasma Grenades x 2
Rockets Launcher: 4 mini-missiles
IRMS: 4/4
First Aid Kit: 3/3
Rations: 7
Arcane Resistance/Improved: Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!); magical damage is reduced by 4.
Assassin: +2 to damage foes when Vulnerable or assassin has The Drop.
Block/Improved: +2 Parry, ignore 2 points of Gang Up bonuses.
Brawny: Strength +1 die type for encumbrance
Brave: +2 vs. Fear, -2 to rolls on Fear table
Dodge/Improved: -2 to all ranged attacks against him unless surprised, and +2 when evading area effects.
Combat Reflexes: +2 Spirit to recover from being Shaken or Stunned.
First Strike: Once per turn, free Fighting attack against an opponent when they move within reach
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
Prehensile Tail: Extra non-movement action. Ignore 2 points of MAP
Regeneration: Natural healing roll every day for Wounds and Injuries.
Soldier: Free reroll on Vigor vs. environmental hazards; Strength +1 die type for encumbrance
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Unclaimed Loot
11 generic laser rifles (Range 24/48/96, Damage 3d6, RoF1, AP 4)
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • Peace: Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
User avatar
Alison
Posts: 56
Joined: Fri Sep 06, 2019 5:02 pm

Re: The hills have...well, you know...

Post by Alison »

Occult 1d10!, Wild 1d6!: [10!, 10!, 6]+[2] = 28


Alison feels the disturbance along the ley line and her eyes narrow.

Is that what I think it is?

GM, What does she think it is?
Like the tag says. Did she get anything from her bonkers Occult roll?
User avatar
Alison
Posts: 56
Joined: Fri Sep 06, 2019 5:02 pm

Re: The hills have...well, you know...

Post by Alison »

Alison speaks up: "A ley line fluctuation like this can really only mean one thing: someone is coming awake from within the line. I've read about this place, Psyscape, where psychics learn how to actually put themselves into stasis inside a ley line. A surge like this has to mean a good number of people, a score or so, are coming out of stasis at exactly the same time. As Psyscape is rumored to be a place of heroes, a bunch of them coming active at the same time is not likely a good sign for whatever's going on around here."
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Serival Drumm
Posts: 81
Joined: Sat Aug 24, 2019 9:21 pm

Re: The hills have...well, you know...

Post by Serival Drumm »

OOC Comments
Starting PPE: 30/35
Slumber, Strong Modifier (3 PPE)
Slumber 1d12!!+2: [8]+2 = 10
Wild Spellcasting 1d6!!+2: [5]+2 = 7

Raise: Boy must roll Spirit at -4, or fall asleep for 1 hour; "Very loud noises or attempts to physically wake a sleeper (by shaking him, for example), grant another Spirit roll."

Serival, ever the optimist, frowns at Allison. "You assume, of course, that only those from this Psyscape place can perform such a feat--in my experience, tactics and technology are both fairly amoral, and don't differ much when used by heroes or villains. And of course, if they have been inside this Ley Line long enough, their idea of heroism and ours might vary considerably. I suggest we not assume these folks emerging will be on our side, though we can, of course, hope for the best." As he speaks, he pulls out some multicolored sand from his pouch, and blows a puff into the child's face, hoping to stop the screaming for a bit--though he notes that his new ring pulses a bit, amplifying the effect. Therapy can wait until we find him a couch. And a therapist.
Serival Drumm
Seasoned D'norr Automaton Controller (MARS)
OOC Comments
Attributes: Agility d10, Smarts d8, Spirit d6 (Fear -2), Strength d6, Vigor d6
Pace: 6/d6; Parry: 7; Toughness: 13 (6 EBA)
Skills:
Persuasion d6 (Free Re-roll; +2 Networking); Common Knowledge d4 (+2 Forgery, +2 Shady Characters)
Notice d8; Repair d6 (Toolkit = d8+5, Offset 2, Raise = 1/2 time)
Occult d8; Piloting d12+1; Spellcasting d12+1; Fighting d10
Stealth d10 (+2 Armor, Urban +2); Hacking d6; Athletics d6 (Urban Climb +2, Pads +4, Grapple Gun +2/+4); Thievery d10+1 (+1 vs. Electronics)
Edges:
Charismatic; Electronics Security Expert; Streetwise; Thief; Ace; Concentration; Master of Magic
Hindrances: Cautious, Mild-Mannered, Major Vengeful, Major Sensitive, Major D-Bee, Major Wanted (CS, Federation, others)
PPE: 30
Powers (Personal): Reveal Night's Secrets, Arcane Analysis/Aura Suppression, Unweaving, Titan's Grasp, Suborn, Kiss of Morpheus, Faerie Ruckus/Hush, Scale with Ease
Powers (Gear, no Modifiers): Night's Embrace, Wings of Night, Stealth Mode, Cloaking, Universal Translator, Agony, Paralysis
Gear:
Arzno TWA-1500 Incursion EBA (+4A/+2T; EBA gives +4 vs. Hazards; Camo Mode; Concealable; Retractable Short Swords (Str+d6); Silver knuckledusters (Str+d4 Silver); Multi-Optics Helm: Ignore Illumination, Offset 2 Range, +1 Shooting Calibration; 1 PPE/Hr)
Branaghan Special Armored Overcloak (+2A/+1T; It Has Pockets!)
Psionic Mind Shield (+4 Resist/Armor vs. Psionics; 3 PPE/hr)
Neural Mace (Str+d6+4 Non-Lethal Damage, Touch Attack +2, Vigor -2/-4 or Stunned)
Whip of Pain (Str+d4 MD AP 2; Reach 2; Activation 1 PPE; 2 PPE cast Agony with attack roll)
Paralysis Staff (Str+2d4 MD Silver; Activation 1 PPE; 3 PPE cast Paralysis with attack roll)
Misc. Thief Tools, IRMSS
Glass (Infiltrator Automaton)
Size 1; Remote Operation 60"; Str d12+4; Toughness 14 (7 MDC); Pace 8
Shard Punches (Str+1d6 MD, AP 6)
Innate Intangibility: Become intangible (as Power) for 1 round, with no roll or PPE; has 1-round cooldown
Fast Regeneration: 10 Serival PPE, Duration 5 Rounds
40 PPE (Glass Powers only); Recharges as Serival does, also may be recharged directly by Serival
Powers (may use Modifiers): House of Glass; Reflect & Deflect; Mask of Deceit; Concealment; Mystic Portal
User avatar
Carlos
Diamond Patron
Diamond Patron
Posts: 228
Joined: Sat May 13, 2017 5:55 am

Re: The hills have...well, you know...

Post by Carlos »

Serival Drumm wrote: Tue Sep 29, 2020 9:05 pm
OOC Comments
Starting PPE: 30/35
Slumber, Strong Modifier (3 PPE)
Slumber 1d12!!+2: [8]+2 = 10
Wild Spellcasting 1d6!!+2: [5]+2 = 7

Raise: Boy must roll Spirit at -4, or fall asleep for 1 hour; "Very loud noises or attempts to physically wake a sleeper (by shaking him, for example), grant another Spirit roll."

Serival, ever the optimist, frowns at Allison. "You assume, of course, that only those from this Psyscape place can perform such a feat--in my experience, tactics and technology are both fairly amoral, and don't differ much when used by heroes or villains. And of course, if they have been inside this Ley Line long enough, their idea of heroism and ours might vary considerably. I suggest we not assume these folks emerging will be on our side, though we can, of course, hope for the best." As he speaks, he pulls out some multicolored sand from his pouch, and blows a puff into the child's face, hoping to stop the screaming for a bit--though he notes that his new ring pulses a bit, amplifying the effect. Therapy can wait until we find him a couch. And a therapist.
Khar-loez nods at Serival, "Agree, what one know, others learn."

He thinks Psyscape may be the only group Allison knows that can do it, but they likely have enemies who can also do it. Not to mention this area is prone to rifts, things from other worlds are common here.

He suggests, "We leave quick?"

It might be a good idea not to be here if a lot of hostiles suddenly appear.
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3
User avatar
Xiang
Posts: 55
Joined: Sat Nov 23, 2019 9:39 pm

Re: The hills have...well, you know...

Post by Xiang »

The werecat shifts to his hybrid form. "I think we should see who or what is coming. I'm sure your commander-person would like to know who is popping up near by. And if they are no of the friendly type.." he finishes with a toothy grin. While it was good no one was harmed in the fight against the bug lady, it was all over so fast. The group ritual was mildly diverting, but despite the intricacies of blending so many mystic styles magic had never been much his thing. So he was still itching for some action and more than kind of hoped the interlopers would provide.
Character Name
Character Name
Pace: 6; Parry: 6/8 with shield 10 with mods active Toughness: Human/Hybrid 4/11 (5) in armor, Cat 2; Size: -1 in Human/Hybrid forms, _3 in Cat form
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 19/20 (ISP) 3/10(PPE)
Bennies: 5/3

Edit Signature

Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
User avatar
Danny
Posts: 151
Joined: Sun Jun 10, 2018 2:51 pm

Re: The hills have...well, you know...

Post by Danny »

Danny scoops the boy up when someone mentions leaving. Some say, mostly women that his muscles had a natural calming affect. Spellbinding one Tolkienite had said just before the war had started. “Easy kid, you been through hell, and it followed... You’ll make it out of this, Daniel T. Striker has your back.” His eyes met the kids for half a heartbeat in one of those slow mo’ dreamy ways.

But his ghostly friends counselled otherwise.
Leave him... Run Danny! Leave them all
SHUT IT Derrick! Go find out what is coming along the leyline if you need to be useful.
You killed me when I... What does this boy mean to you?
Get your rifle out Danny, something is going to need to be shot...
Thanks Benny... Something useful finally.

While his right arm held the boy like a Murderball Fullback, Danny’s tail coiled around his spirit boy and his left hand cocked his Particle beam rifle. He keen gaze swept across the horizon with anticipation. Some might think it neigh impossible to simultaneously shoot a bow with a tail and a rifle with one arm, but more often than not those folks were dead and not able to see Danny in the next calendar edition of Tawdry and Tail. Sometimes seeing the husky grackletooth in the centerfold was preferable to death... Sometimes.
Danny Stat Block
Attributes: Agility d12(+2 from IF, 2), Smarts d8(1 FG,1), Spirit d8(2), Strength d8(2 race), Vigor d12(1 Race, 3 advances)
Pace: 6 d6 ; Parry:4 ; Toughness:13(3) Strain: 0
Edges of note: Fame, quick, level headed, improved level headed, deadshot, champion, elan, sharpshooter, trick-shot, steady hands, tail(ignore 2 pts of map), danger sense, quick draw
Skills of note:
Shooting: 1d12+2
Survival: d8
Notice: d6
Stealth: d8

Hindrences:Curious, Heroic, shame (minor), Vengful(minor), Stuff ain’t made for me, Issues with the cold, overconfident
Bennies 4/3
+1 benny for rp
User avatar
Sig
Posts: 159
Joined: Mon May 28, 2018 5:41 am

Re: The hills have...well, you know...

Post by Sig »

Fort Detroit/Wilds/Ley line
Afternoon
Round 0

Sig stood leaning against the vehicle as the ritual in the hut continued, unaware of an approaching trouble on the ley line. Everything seemed to be going well. Nothing nasty had appeared for him to shoot or hammer. He yawned.

***
Character Tracker
Sig Character Sheet
Parry:9 (-1 cover); Toughness: Melee: 22 (8)/Ranged: 24 (10)
Bennies: 4/4
Deflector screen: 10/10 PP; deflection and protection
Winter’s Heart: 10/10 PPE; smite and slow
  • Sloth (2 PPE, Range Smarts d6, 5r): frost condenses around the target, slowing the target)
    • Halves the target’s total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll.
    • Area of Effect (+2 or +3): MBT or LBT
    • Strong (+1): Spirit roll to shake the effect is at -2.
    • Greater Sloth (+2): The target cannot run, and with a raise is Vulnerable.
  • Smite (2 PPE, Range Smarts d6, 5r): Weapon grows cold and glows an icy blue)
    • Increase damage +2, raise +4
    • Additional Recipients (+1 per target)
    • Greater Smite (+2): Damage +4 MD, Raise +6 MD
Thunderer: 8/8 x 2 reloads (8)
Plasma Ejector: 45/48 x 2 reloads (48)
NG-59 Ion Pistol: 20/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Armor Piercing Grenades x 2
Fragmentation Grenades x 4
High Explosive Grenades x 3
Plasma Grenades x 2
Rockets Launcher: 4 mini-missiles
IRMS: 4/4
First Aid Kit: 3/3
Rations: 7
Arcane Resistance/Improved: Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!); magical damage is reduced by 4.
Assassin: +2 to damage foes when Vulnerable or assassin has The Drop.
Block/Improved: +2 Parry, ignore 2 points of Gang Up bonuses.
Brawny: Strength +1 die type for encumbrance
Brave: +2 vs. Fear, -2 to rolls on Fear table
Dodge/Improved: -2 to all ranged attacks against him unless surprised, and +2 when evading area effects.
Combat Reflexes: +2 Spirit to recover from being Shaken or Stunned.
First Strike: Once per turn, free Fighting attack against an opponent when they move within reach
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
Prehensile Tail: Extra non-movement action. Ignore 2 points of MAP
Regeneration: Natural healing roll every day for Wounds and Injuries.
Soldier: Free reroll on Vigor vs. environmental hazards; Strength +1 die type for encumbrance
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Unclaimed Loot
11 generic laser rifles (Range 24/48/96, Damage 3d6, RoF1, AP 4)
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • Peace: Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
User avatar
Danny
Posts: 151
Joined: Sun Jun 10, 2018 2:51 pm

Re: The hills have...well, you know...

Post by Danny »

Sig wrote: Thu Oct 01, 2020 1:19 am Fort Detroit/Wilds/Ley line
Afternoon
Round 0

Sig stood leaning against the vehicle as the ritual in the hut continued, unaware of an approaching trouble on the ley line. Everything seemed to be going well. Nothing nasty had appeared for him to shoot or hammer. He yawned.

***
Character Tracker
Sig Character Sheet
Parry:9 (-1 cover); Toughness: Melee: 22 (8)/Ranged: 24 (10)
Bennies: 4/4
Deflector screen: 10/10 PP; deflection and protection
Winter’s Heart: 10/10 PPE; smite and slow
  • Sloth (2 PPE, Range Smarts d6, 5r): frost condenses around the target, slowing the target)
    • Halves the target’s total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll.
    • Area of Effect (+2 or +3): MBT or LBT
    • Strong (+1): Spirit roll to shake the effect is at -2.
    • Greater Sloth (+2): The target cannot run, and with a raise is Vulnerable.
  • Smite (2 PPE, Range Smarts d6, 5r): Weapon grows cold and glows an icy blue)
    • Increase damage +2, raise +4
    • Additional Recipients (+1 per target)
    • Greater Smite (+2): Damage +4 MD, Raise +6 MD
Thunderer: 8/8 x 2 reloads (8)
Plasma Ejector: 45/48 x 2 reloads (48)
NG-59 Ion Pistol: 20/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Armor Piercing Grenades x 2
Fragmentation Grenades x 4
High Explosive Grenades x 3
Plasma Grenades x 2
Rockets Launcher: 4 mini-missiles
IRMS: 4/4
First Aid Kit: 3/3
Rations: 7
Arcane Resistance/Improved: Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!); magical damage is reduced by 4.
Assassin: +2 to damage foes when Vulnerable or assassin has The Drop.
Block/Improved: +2 Parry, ignore 2 points of Gang Up bonuses.
Brawny: Strength +1 die type for encumbrance
Brave: +2 vs. Fear, -2 to rolls on Fear table
Dodge/Improved: -2 to all ranged attacks against him unless surprised, and +2 when evading area effects.
Combat Reflexes: +2 Spirit to recover from being Shaken or Stunned.
First Strike: Once per turn, free Fighting attack against an opponent when they move within reach
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
Prehensile Tail: Extra non-movement action. Ignore 2 points of MAP
Regeneration: Natural healing roll every day for Wounds and Injuries.
Soldier: Free reroll on Vigor vs. environmental hazards; Strength +1 die type for encumbrance
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Unclaimed Loot
11 generic laser rifles (Range 24/48/96, Damage 3d6, RoF1, AP 4)
Danny comm’d his slightly taller brother from a different brood mother. ”Sig... I hope yer not yawning. Something is coming, bring out the big guns and bigger hammer. Watch yer six.”
Danny Stat Block
Attributes: Agility d12(+2 from IF, 2), Smarts d8(1 FG,1), Spirit d8(2), Strength d8(2 race), Vigor d12(1 Race, 3 advances)
Pace: 6 d6 ; Parry:4 ; Toughness:13(3) Strain: 0
Edges of note: Fame, quick, level headed, improved level headed, deadshot, champion, elan, sharpshooter, trick-shot, steady hands, tail(ignore 2 pts of map), danger sense, quick draw
Skills of note:
Shooting: 1d12+2
Survival: d8
Notice: d6
Stealth: d8

Hindrences:Curious, Heroic, shame (minor), Vengful(minor), Stuff ain’t made for me, Issues with the cold, overconfident
Bennies 4/3
+1 benny for rp
User avatar
Sig
Posts: 159
Joined: Mon May 28, 2018 5:41 am

Re: The hills have...well, you know...

Post by Sig »

Fort Detroit/Wilds/Ley line
Afternoon
Round 0

Sig straightened up as Danny commed. “On my way,” Sig said, heading for the hut and the ley line. He felt the magic beating against him, then sliding off like rain on a duck as he pushed through the energy into the hut. “The kid okay? What’s going on? It’s all clear out there.”


***
Character Tracker
Sig Character Sheet
Parry:9 (-1 cover); Toughness: Melee: 22 (8)/Ranged: 24 (10)
Bennies: 4/4
Deflector screen: 10/10 PP; deflection and protection
Winter’s Heart: 10/10 PPE; smite and slow
  • Sloth (2 PPE, Range Smarts d6, 5r): frost condenses around the target, slowing the target)
    • Halves the target’s total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll.
    • Area of Effect (+2 or +3): MBT or LBT
    • Strong (+1): Spirit roll to shake the effect is at -2.
    • Greater Sloth (+2): The target cannot run, and with a raise is Vulnerable.
  • Smite (2 PPE, Range Smarts d6, 5r): Weapon grows cold and glows an icy blue)
    • Increase damage +2, raise +4
    • Additional Recipients (+1 per target)
    • Greater Smite (+2): Damage +4 MD, Raise +6 MD
Thunderer: 8/8 x 2 reloads (8)
Plasma Ejector: 45/48 x 2 reloads (48)
NG-59 Ion Pistol: 20/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Armor Piercing Grenades x 2
Fragmentation Grenades x 4
High Explosive Grenades x 3
Plasma Grenades x 2
Rockets Launcher: 4 mini-missiles
IRMS: 4/4
First Aid Kit: 3/3
Rations: 7
Arcane Resistance/Improved: Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!); magical damage is reduced by 4.
Assassin: +2 to damage foes when Vulnerable or assassin has The Drop.
Block/Improved: +2 Parry, ignore 2 points of Gang Up bonuses.
Brawny: Strength +1 die type for encumbrance
Brave: +2 vs. Fear, -2 to rolls on Fear table
Dodge/Improved: -2 to all ranged attacks against him unless surprised, and +2 when evading area effects.
Combat Reflexes: +2 Spirit to recover from being Shaken or Stunned.
First Strike: Once per turn, free Fighting attack against an opponent when they move within reach
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
Prehensile Tail: Extra non-movement action. Ignore 2 points of MAP
Regeneration: Natural healing roll every day for Wounds and Injuries.
Soldier: Free reroll on Vigor vs. environmental hazards; Strength +1 die type for encumbrance
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Unclaimed Loot
11 generic laser rifles (Range 24/48/96, Damage 3d6, RoF1, AP 4)
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • Peace: Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
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