Chapter 8: Over the Hill

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Venatus Vinco
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Chapter 8: Over the Hill

Post by Venatus Vinco »

The Great Barrier Wall
  • Foothills of the Rockies
Deal with the Devil
Zargus grins widely at Tex’s assertion about the amount of raw Gantrium being traded, ”Yes, someone with the will and ability could craft much with this deposit. You lack both, but with this ring, no doubt you will grow in power. Tell your friends, if they wish It I would take their share as well.”

Unless there is more the Great Zargus scoops up his prize leaving Tex with his life’s desire.
Ring of the Elder
Ring of the Elder
Image
A ring made from a silvery-gold colored alloy knows as gantirum with an xanthine gem that looks like a strange cross between an impossibly deep blue sapphire and amber. For most people it is a rare and attractive ring, for magic users it is a powerful artifact. Gantrium is known for two properties - becoming magically indestructible after being forged in magical fire, and acting as a superb conduit for mystical energy, while Xanthine can store massive amounts of mystic energy. When a spellcaster channels magic through the ring the effects are like being on a ley line nexus! Skilled casters can also draw PPE from the Ring as if at a nexus point when performing rituals. Unfortunately, corralling such forces takes its toll and overuse can burn out most mortal mages.

User gains the following Mega Modifier to use with any magic spell.
  • ELDER MAGIC (+0): Double the Range and Duration of magic powers. Attack powers (such as blast, bolt, burst, and damage field) deal +4 damage, and defensive powers (such as barrier, entangle, and protection) gain +2 Toughness.

    Additionally, the ring can be used to draw PPE for rituals as if at a nexus point. However, the primordial force of the ring can adversely affect the caster. Each time the spell modifier is used or the ring is used to power a ritual roll a d10, one a 1 the caster gains a point of mystic burn.
    • At 5 Burn - The character begins aging only one year for every five, and may make a natural healing roll once per day (instead of every five days), even when not on a ley line. On a ley line, the caster gains a natural healing roll once per hour and may recover permanent injuries—see Regeneration in Savage Worlds
    • At 6 Burn - Choose one power to use as an Innate Ability, requiring no PPE (additional Power Modifiers cost the normal amount). The power does not work if the caster is unconscious, asleep, or otherwise Incapacitated. Only powers with a Duration longer than instant may be selected.
    • At 7 Burn - The caster’s body transforms, infused with arcane energies granting +4 MDC natural Armor (stacks with both worn MDC body armor and the protection power). The character is considered a creature of magic.
    • At 8 burn her body is completely consumed by raw magic forces and the ring adds her life force to its power base ready to consume the next owner!
Is it Barding or Armor
Ajax picks up his newly minted armor, obviously designed not only for a Centaur but one of impressive durability.
Ixion Heavy Cavalry Armor
Ixion Heavy Cavalry Armor
The full battle armor of the vaunted Cyber Horseman of Ixion. This battle suit makes each cybernetically enhanced warrior into a veritable tank on the battlefield.
  • Armor: +6 Amor, +3 Toughness, MDC
  • Min Str: d12
  • Weight: 60
  • Rarity −2
  • Cost: 55,000+10,000 EBA
  • Notes: MDC Armor, –1 to all Agility linked non-combat skill rolls, EBA is +10,000 credits.
  • Micro-Exoskeleton:Leg enhancements add +4 Pace and +2" to Jumping distance.
Just Click Your Heels Together Three Times
After coming back to herself Lace manages to find a Techno-Wizardry shop with a unique product that appeals to her Greek mythology sensibilities.
Boots of Talaria
Boots of Talaria (TW)
Inspired by Hermes's winged sandals which allowed him to fly, these Techno-Wizard Boots release powerful gusts of air that allow the wearer to leap great distances. With an action and a successful Athletics roll, the wearer can Jump +4” horizontal and +2” vertical. However, with a failure the user make Vigor roll or gain a level of Bumps & Bruises. With a Critical Failure the user suffers a Wound and moves 2d6”, rolling for Deviation (see Savage Worlds). Energizing the boots with 2 PPE/ISP allows for 20 jumps. For additional PPE/ISP user can active the fly power to make a true "flying leap".
  • Weight: 8 lbs.
  • Activation Skill: Athletics
  • Bonus: +2 Athletics (Jumping) when powered - factored in above.
  • Base Cost: 70,000 credits
  • Availability: -3
Over the Mountain
With worries about the CS still lingering Lady Alexandre decides to send a large force from the expedition to deal with the Ruins of Denver. In the meantime, she prepares her forward exploratory groups to find a way forward.

”Our expedition needs passage over, or through, the mountains. I am sending out small teams, including yours, to explore pathways. Your mission is to find a mountain pass large enough, and safe enough, for our expedition to proceed through.”

She lays down a hand drawn map that looks like it has conflicting information on it, ”We have compiled every rumor and survey we could find to try and chart a course. Your route will be to the south of the ruins of Denver. Find a pass for the expedition, then we will march through and establish a base camp on the other side. From there our teams will fan out in earnest, the expedition has truly begun!”
Journey
Let’s use the Journey rules to proceed to the mountains!
Navigator
Lookout
Pilot
Scout
NG-AT46 Mammoth APC
Image
  • Size: 8 (Huge)
  • Handling: +0
  • Top Speed: 90 MPH
  • Toughness: 46 (24)
  • Crew: 5+20
  • Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
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Tiny Tim
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Re: Chapter 8: Over the Hill

Post by Tiny Tim »

Scouting - Crit Failure
Stealth (+4 for -4 to be Noticed)
  • Stealth: 1d8!!+4!!: [1]+4 = 5
    Wild: 1d6!!+4!!: [1]+4 = 5
    Result: CRITICAL FAILURE - The GM rolls on the Trouble table, complicated by a roll of If Things Weren't Bad Enough and The Plot Thickens per the Rifts® Game Master's Handbook.
"I will run up ahead and see if there is anything of interest... or anything to avoid."
Last edited by Tiny Tim on Sat Jul 03, 2021 6:45 pm, edited 3 times in total.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 0

Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 3/3
  • Base Amount
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
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Dawn Swiftrunner
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Re: Chapter 8: Over the Hill

Post by Dawn Swiftrunner »

Dawn sat atop the Mammoth, fiddling with her new toy - a communications band that, she was told, would use magic to translate languages for her.

She was still wary of techno-wizardry, but aware of her bias and attempting to overcome it, and she was also aware that her American was good and her Everything Else was terrible and that communication was the first step to enlightenment. And so she'd gone into the shop, ignored what her nose was telling her, and had gotten it fitted.

At least it looked pretty!

She waved at the others as they approached. "Ready for departin' whenever you all are!"
OOC Comments
Dawn will act as Lookout!
Notice: 1d6+2!!: [5]+2 = 7
Wild Die: 1d6+2!!: [3]+2 = 5
A good dog.
OOC Comments
Pace: 10; Running Die: d12; Parry: 6; Toughness: 15 (6)
- Parry is 9 with psi-shield active, and enemies have a -4 cover penalty to hit
- When attacked with technological attacks, enemies take -2 on their rolls.

ISP: 10 / 10

Bennies: 3
- Gained 1 Jan 31 2021 for good RP (see Discord)
- Spent 1 to reroll Fighting on April 11 2021
- Gained 1 on draw of the Joker May 8 2021
- Spent 1 to remove Shaken May 8 2021
- Spent 1 to soak damage May 8 2021
- Gained 1 when sharing a backstory element, Nov 28 2021
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William Rufus
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Re: Chapter 8: Over the Hill

Post by William Rufus »

William and Layla are taking Driver and Navigator
William Success and Raise 9
Driving: 1d8+2 1d8+2!!: [7]+2 = 9
Wild Dice: 1d6 1d6!!: [5] = 5

Layla success 5 for Support
Electronics: 1d8 1d8!!: [3] = 3
Wild Dice: 1d6 1d6!!: [5] = 5

Prior to leaving
Layla is busy, she is installing the Starfire cannon in the cargo area. Then moves her trailer to hook-up behind the Mammoth. After she goes on a scavenger hut to find any last bit of goodies to take with her.(Scavenger Edge) when she is finally ther she uses her Telemechanic to check out the navigation system and the weapons system.

William preps the Mammoth, he makes sure al the repairs are done and tries to notice any new quirks .when things quietes down he tries to catch a few winks of sleep .

Away We Go

William takes the driver seat and Layla looks confused, Layla questions William, " I thought I was the driver?"
William responds back in a polite manner, "Layla I was thinking that you might want to watch how the team works first. At the same time you can check out the systems as they are running. You also know this area better than we do so you can help Navigate, recommend which way to go or not to go."

Layla thinks about this before replying, I think that is a good Idea, dang I didn't think of it. "I do need to check the engine and the systems a bit more , and seeing how the team works is great." She watches as Cain gets into the navigator position. and the others take up roles.

She ask a question, Do you have assigned people manning the main guns? And why didn't you use the big gunn here on Uncle Maxy?"
Last edited by William Rufus on Mon Jul 05, 2021 1:23 pm, edited 5 times in total.
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny
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Ajax
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Re: Chapter 8: Over the Hill

Post by Ajax »

Ajax stirs as Lady Alexandre points out their path. "I yearn for this journey to truly begin. What environs await us? What fields we may run free in. AAH! Onward to glory!"
Heading into the field out ahead of the Mammoth, Ajax begins to stretch his legs. The enhancements in the legs of his armor sync perfectly with his stride, pushing his pace even faster than before. He speeds far afield,
Stealth: 1d10!!: [2] = 2
WD Stealth: 1d6!!: [3] = 3
Benny Stealth: 1d10!!+2: [2]+2 = 4
WD Benny Stealth: 1d6!!+2: [1]+2 = 3
of his party, and radioing back what he might find. He takes care to avoid the uncharacteristic racket @Tiny Tim is making.
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
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Icosa
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Location: 1st SET

Re: Chapter 8: Over the Hill

Post by Icosa »

Icosa sticks with the Mammoth, sitting up on top with her legs hanging through the open hatch so she can slip back inside at a moment's notice. She keeps a acute vigil over the terrain, watching for any sign of threat or problem on the path ahead. When she saw something, Icosa radioed Dawn and let her know...making sure the cyberknight had all the pertinent information.

And of course she updated a detailed record of the journey for her own use, and to refer to ARCHIE at the next interface period.

Rolls: Supporting Lookout 8
LOOKOUT (Notice) 1d6!! +4: [4] = 4
Wild 1d6!! +4: [1] = 1
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter 8: Over the Hill

Post by Erebus Caine »

Navigator 8
+1 compass
Survival 1d8!!+3: [5]+3 = 8
Wild 1d6!!+3: [3]+3 = 6
Colorado Baronies/Barrier Range
Round 0

Erebus Caine worked on the map, marking landmarks and triangulating positioning. Occasionally he moved ahead just behind the scouts to confirm their passage was open. The map wasn’t the best, but Caine made it better due to his skill at such things.
Turn
Free Action:
Action:
Action:
Action:
Move:
Loot
1 CP-40 Laser Rifles
***
Character Info
Pace: 8 (Run d8); Parry: 6 (8 with JA-11); Toughness: 15 (6)
Bennies: 3/3
Rifle Ammo: 22/60
  • 2 x spare long clips 30 each
Pistol Ammo: 23/30
  • 2 x spare short clips 30 each
Armor-Piercing Grenades: 24
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 3/4
Medi-Gel: 9/10
Wealth: d10
Encumbrance: 36.75/20 lb
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
Improved Take ‘Em Down: When attacking targets 1 or more Sizes larger than the hero, he adds +4 to the AP value of his weapons. He may reroll damage once without spending a Benny.
Steady Hands: Ignore Unstable Platform penalty. Reduce Running penalty to -1.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
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Tex Arcana
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Re: Chapter 8: Over the Hill

Post by Tex Arcana »

Tex's grin is almost as wide as Zargus' as they both look at their prizes. This is it! This is really one of the nine fabled Rings of the Elder. He can feel the energy seething within the ring. He slips the ring on his main hand, and puts his lessor ring on the other. Many a mage has burned himself using the ring's power.

"It has been a pleasure, Great Zargus. Thank you." With business concluded. Tex says to William, "It's time to leave Charity and put some distance between us."

....

On the journey, there's not much that Tex can do that the others can't do better. He decides he's going to try and make something, a
Time: 1d4: [4] = 4 days to create, 10K credits in materials. Goal: +1 Repair (+2 on a raise)
He takes out a 8" metal rod and a small block of wood. He begins whittling the block into the shape of a handle to slide over the rod. When the handle is ready he etches arcane markings onto the rod.
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Venatus Vinco
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Re: Chapter 8: Over the Hill

Post by Venatus Vinco »

Six Pack
Image
Leaving the Baronies behind the team delves deeper into the foothills of the Rockies. What little civilization there was fades into a vast untamed wilderness. Forests, hills, and trees dominate the landscape as the group passes endless hour of nothing. The vast emptiness lulls the group into a drudging routine as they see nothing but nature. The scouts turn downa pleasant wooded river valley heading westward when Tiny Tim is completely taken by surprise as a pack of wolves, each one the size of a horse, suddenly materializes around him and lunge for his long throat with vicious pack tactics.
Damage Roll
All hit with Gang Up Bonus, 5 with a raise.
13 AP 4
27 AP 4
16 AP 4
9 AP 4
28 AP 4
35 AP 4
Suprise
Everyone has to make a Notice roll to get a card. I you fail you cannot act this round, except free actions. Danger Sense and similar Edges apply.

I dealt a card "just in case" so we don't have to wait.
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Tiny Tim
Posts: 232
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Re: Chapter 8: Over the Hill

Post by Tiny Tim »

KC
Soak 4
Vigor: 1d8!!: [1] = 1
Wild: 1d6!!: [4] = 4
Result: 4 - Success. No Wound.
Notice 11
Notice: 1d8!!: [2] = 2
Wild: 1d6!!: [3] = 3
  • Bennie Reroll
    • Notice: 1d8!!: [11!!] = 11
      Wild: 1d6!!: [2] = 2
Result: 11 - Success with Raise. Acts on King of Clubs
Occult 5
Occult: 1d4!!: [5!!] = 5
Wild: 1d6!!: [4] = 4
Result: 5- Success.
Free Action (Speed - Quickness with Raise)
Psionics (Speed - Quickness (0+2+4 (+2 to Roll)) = 6 ISP
  • Psionics: 1d10!!+2!!: [18!!]+2 = 20
    Wild: 1d6!!+2!!: [3]+2 = 5
    Result: 20 - Success with Raise(s)
Dragon Breath to all Wolves 4
Athletics: 1d8!!: [6] = 6 (Should be d6 so rerolling)
  • Athletics Reroll due to Lack of Boost Trait
    • 1d6!!: [2] = 2
Wild: 1d6!!: [3] = 3
  • Bennie Reroll
    • Athletics: 1d6!!: [4] = 4
      Wild: 1d6!!: [3] = 3
Result: 4 - Success. He will arc the Medium Blast Template up in the air
  • A Forest Runner in its natural form can breathe a green poisonous cloud using the Cone Template, or arc a Medium Blast Template sized cloud up to 18” (36 yards) distant (see Breath Weapons in Savage Worlds). The poison vapor acts as a supernaturally potent irritant similar in effect to tear gas. Those caught in the area of effect without self-contained breathing and complete eye and skin protection (like Environmental Body Armor) must check Vigor at −2 (– 4 with a raise) or be Stunned.
    • Breath Weapons can be evaded
      • If an attack can be evaded and the character is aware of it, he makes an Agility roll at −2. Those who are successful manage to avoid the attack and take no damage. If this was an area effect attack, the GM should place the figure to the side or rear of the template as makes sense in the situation
OWW! I almost forgot how sharp Phantom Wolves' teeth are.

Shaking off the attacks of the Phantom wolves Tiny Tim briefly thinks upon his old friend, Huxley, who Phoenix took away from him. Drawing upon the powers of his mind, time seems to slow down. Taking a DEEP breath and launching it up straight into the air to land on him, Tiny Tim watches it land directly on top of himself and after the Phantom Wolves react to the cloud of gas, he
Running Die 1d12: [10] = 10 , Double Pace (2x12) so 34
back to the Mammoth, ready to get Lightbringer out.

"Guys, those things are like Huxley, Phoenix's friend. They can go immaterial for brief periods. They also prefer to eat people with PPE. Those teeth are rather sharp too... made me bleed my own blood. Good thing they still have to breath. They are also pretty fast. Light them up.
Ignore
1d10!!+1!!: [5]+1 = 6
1d6!!+1!!: [4]+1 = 5
Last edited by Tiny Tim on Sun Jul 11, 2021 1:49 pm, edited 1 time in total.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 0

Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 3/3
  • Base Amount
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
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Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter 8: Over the Hill

Post by Tex Arcana »

Notice: 1d6!: [1] = 1
Wild Die: 1d6!: [4] = 4
Initiative: 4 of Hearts

Dozing in the Mammoth, Tex, is awoken to the sounds of animals and the calls for action from his team. He rouses himself and activates his armor, feeling the weight lift off his shoulders. He stands up holding on to the vehicle and looks to see what is in front of them.

Using his lessor Ring of the Elder, he casts
„ EXALTED DETECT ARCANA (+2):
Detect Arcana is greatly enhanced, giving it expanded analytical effects.
With a successful Arcane Skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following:
„ Active powers and arcane abilities.
„ Type of supernatural creature (vampire, werewolf, dragon, etc.).
„ Enchantments present on an item.
„ The PPE or ISP possessed by a target.
„ Other information the GM allows.
When used on a supernatural creature, a raise on the Arcane Skill check reveals any susceptibilities, Weaknesses, and ways to bypass Invulnerability.
Detect Arcana with
„ PRESENCE SENSE (+1): The caster is able to sense the presence and exact location of living beings within range like a radar; detect arcana activated with Presence Sense no longer requires line of sight to locate living beings.
and examines what they are facing. Recognizing them as Phantom Wolves and their tricky nature, he checks the rest of the area for any others attempting to flank them.

Spellcasting: 1d12!+1: [7]+1 = 8
Wild Die: 1d6!: [5] = 5
Cost: 2 -2 (Self Only, Aspect) -1 Channeling, +2 Exalted +1 Presence Sense = 2
Duration: 10
Effect: See inline info above.

Personal PPE: 38/40
Xanthine Gem PPE: 10/10
Arzno Exterminator Armor PPE: 9/10 (1 hour)
Lessor Ring of the Elder PPE: 4/5 (1 hour)
Bennies: 3/3
Last edited by Tex Arcana on Sat Jul 10, 2021 9:37 am, edited 1 time in total.
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William Rufus
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter 8: Over the Hill

Post by William Rufus »

Queen of Spades
Notice Rolls
William 14 success and 2 raises
OOC Comments
• Notice Alertness: +2 to Notice rolls.
• Danger Sense: Notice roll at +2 to sense ambushes or similar events.
• Magic Optics System:+2
1d8+6 1d8+6!!: [8]+6 = 14
Wild Dice 1d6 Will WD 1d6!!: [2] = 2
Layla 6 Success and
OOC Comments
• Magic Optics System:+2
Notice
1d6+2 1d6+2!!: [4]+2 = 6
Wild Dice 1d6 Layla WD 1d6!!: [4] = 4
William
William looks around and states over the radio, "Looks like a ..."
Then it happens he sees the wolves jump Tiny, "Ambush!"
William brings the Mammoth to a halt trying, to give the people in the vehicle time.
Driving
1d8+2 1d8+2!!: [8]+2 = 10
Wild Dice 1d6 WWD 1d6!!: [10!!] = 10
Layla
Layla Speaks up "Manning the Railgun." , Over the Radio, "Tiny I got fire coming your way!" as she lets loose with the rail gun. her aim is to the right. trying not to get Tiny.


Medium Rail Gun 100/200/400 3d12+3 14 3

Layla in her T-13 Field Mechanic, mans the Medium Gun and Fires
Electronics 11 success and a Raise
1d8 L Electronics 1d8!!: [7] = 7
Wild Dice 1d6 L WD 1 1d6!!: [11!!] = 11

Shooting 4, 2, 14
1d8 L Shooting 1d8!!: [4] = 4
Wild Dice 1d6 LWD2 1d6!!: [4] = 4
Damage 3d12+3 Damage 3d12+3!!: [8, 9, 10]+3 = 30

Shooting
1d8 LS2 1d8!!: [2] = 2
Wild Dice 1d6 LWD3 1d6!!: [2] = 2
Damage miss

Shooting
1d8 LS3 1d8!!: [14!!] = 14
Wild Dice 1d6 LDW4 1d6!!: [1] = 1
Damage 3d12+3 Damage 3d12+3!!: [9, 2, 10]+3 = 24
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny
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Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter 8: Over the Hill

Post by Ajax »

strikes and position
Ajax hits bottom row far left for 1 wound, top row for 2 wounds, top of right column for zero damage, runs through 6" north
Ajax meanders almost aimlessly in front of the vehicle, lost in a daze. That is, until the faintest snap of a twig
Notice with no Juice: 1d6!!-1: [4]-1 = 3
WD Notice: 1d6!!-1: [21!!]-1 = 20
near to where @Tiny Tim stood. In a flash, he twists the dial on his harness and the juice flows. He calls out to the dragon, but the wolves were already on his friend. He spurs forward, pulling his greatsword from its scabbard. "Taste my steel, fell hounds! TO BATTLE!" He wades into the line, taking full advantage of the blade's long reach to skirt direct engagement. He

STS and Frenzy - melee attack 1: 1d10!!: [5] = 5
Burn added to Frenzy 1: 1d6!!+5: [3]+5 = 8
STS and Frenzy - melee attack 2: 1d10!!: [8] = 8
STS and Frenzy - WD: 1d6!!: [3] = 3
STS and Frenzy - melee attack 3: 1d10!!: [1] = 1
STS and Frenzy - melee attack 4: 1d10!!: [16!!] = 16
STS and Frenzy - WD2: 1d6!!: [1] = 1
at the wolves, striking three of them.

Damage strike 1 AP 12: 1d10!!+1d12!!: [2]+[18!!] = 20
Damage with Raise strike 2: 1d10!!+1d12!!+1d6!!: [8]+[2]+[1] = 11
Damage Burn Strike AP 12: 1d10!!+1d12!!: [8]+[8] = 16
while the last strike glances harmlessly off the creature's hide. The awkward strike sends a jolt back through the blade,

TD: 1d6: [2] = 2
. "Blast this...I'll have your hide for that, beast!"
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
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Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter 8: Over the Hill

Post by Mars »

Notice Crit Fail, No Card for Mars
1d6!, Wild 1d6!: [1]+[1] = 2


Mars is asleep when the commotion begins, and it takes her longer than she’d be proud to admit to rouse herself. ”Mmm? Whassat?”
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 15 (5) w/o tactical plates |18 (7) w/tactical plates | 20 (7) when Losing It (Notes: add +2 Armor vs magical powers and effects AND reduce damage from magical powers and effects by 2)
Edges/Notes: Arcane Resistance (applies to magic only); Quick; Vulnerable after Wild Attacks (Losing It); Monologuer
Mars Character Sheet
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Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter 8: Over the Hill

Post by Erebus Caine »

Notice 7
+2 Danger Sense, +2 Scope
Notice 1d8!!+4: [3]+4 = 7
Wild 1d6!!+4: [2]+4 = 6
Shooting 7 Crit Fail; Damage 19 AP 4
+2 Improved Trademark, +2 Ion mode, +1 scope, +1 Marksman, 4 AP Improved Take 'Em Down, Giant Killer
Shooting 1d12!!+6: [1]+6 = 7
Wild 1d6!!+6: [1]+6 = 7
Damage for Innocent Bystander 5d6!!: [1, 4, 4, 4, 5] = 18
Free reroll Improved Take 'Em Down 5d6!!: [5, 3, 4, 3, 4] = 19
Technical Difficulties 1d6: [2] = 2 - Glitch: Subtract 1 when using the device, or reduce any bonus by 1.
Repair time 1d6: [5] = 5 minutes
Colorado Baronies/Barrier Range
Round 1

Erebus Caine was using his scope to scan the woods along the sides of the valley as the Mammoth lumbered along when he spotted movement. He was already switching off the safety on his rifle when the ambush was sprung and Tiny Tim was racing back, bleeding, to the truck.

Caine fired at the nearest phantom wolf. He cursed as he heard one of the power cylinders whine, throwing off the shot and missing the wolf he aimed at. His gun smoked slightly. He would have to compensate for the glitch until he could repair the cylinder.
Turn
Free Action:
Action:
Action:
Action:
Move:
Loot
1 CP-40 Laser Rifles
***

Glitch on his JA-11: -1 to Shooting; Repair -1; 5 minutes
Character Info
Pace: 8 (Run d8); Parry: 6 (8 with JA-11); Toughness: 15 (6)
Bennies: 3/3
Rifle Ammo: 21/60
  • 2 x spare long clips 30 each
Pistol Ammo: 23/30
  • 2 x spare short clips 30 each
Armor-Piercing Grenades: 24
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 3/4
Medi-Gel: 9/10
Wealth: d10
Encumbrance: 36.75/20 lb
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
Improved Take ‘Em Down: When attacking targets 1 or more Sizes larger than the hero, he adds +4 to the AP value of his weapons. He may reroll damage once without spending a Benny.
Steady Hands: Ignore Unstable Platform penalty. Reduce Running penalty to -1.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
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Dawn Swiftrunner
Posts: 36
Joined: Sat Jan 16, 2021 11:28 pm

Re: Chapter 8: Over the Hill

Post by Dawn Swiftrunner »

OOC Comments
Notice: 1d6+2!!: [5]+2 = 7
Wild Die: 1d6+2!!: [6]+2 = 8
Ace Die: 1d6!: [6!, 5] = 11
Dawn detected the scent of the wolves almost immediately, and was on top of them, charging at one as her cyber-armor formed and her psionic weapons manifested.

She slashed at one with her best swipe...
OOC Comments
Fighting: 1d8!!: [5] = 5 1d8!!
Damage: 3d8+2!!: [2, 3, 8]+2 = 15
Ace Die for Damage: 1d8!!: [4] = 4
Last edited by Dawn Swiftrunner on Tue Jul 20, 2021 2:03 pm, edited 1 time in total.
A good dog.
OOC Comments
Pace: 10; Running Die: d12; Parry: 6; Toughness: 15 (6)
- Parry is 9 with psi-shield active, and enemies have a -4 cover penalty to hit
- When attacked with technological attacks, enemies take -2 on their rolls.

ISP: 10 / 10

Bennies: 3
- Gained 1 Jan 31 2021 for good RP (see Discord)
- Spent 1 to reroll Fighting on April 11 2021
- Gained 1 on draw of the Joker May 8 2021
- Spent 1 to remove Shaken May 8 2021
- Spent 1 to soak damage May 8 2021
- Gained 1 when sharing a backstory element, Nov 28 2021
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Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter 8: Over the Hill

Post by Icosa »

The moment the wolves appeared, Icosa reacted with speed and precision. She darted a little up the neighboring slope to get a clear field of fire, then waited a moment as the others took their shots and attacks, sighting down her rifle to see which of the wolves survived that onslaught.

Then she took aim at whatever unlucky had made it through, and took a single shot with pinpoint accuracy from her laser rifle.

Rolls: Notice 9, Shooting 8 for 19 damage, AP 5
Notice 1d6!! +4: [5] = 5
Wild 1d6!! +4: [2] = 2

Shooting 1d10!! +2: [6] = 6
Wild 1d6!! +2: [5] = 5
Damage 4d6: [4, 3, 5, 3] = 15
8 to hit means a raise damage 1d6!!: [4] = 4
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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Venatus Vinco
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Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter 8: Over the Hill

Post by Venatus Vinco »

The Hills Are Alive...
  • Foothills of the Rockies
Image

Icosa reacts quickly and picks off a Phantom Wolf with her laser rifle causing it to yelp loudly before falling to the ground.

Tiny Tim opens his mouth and lets loose a cloud of poison gas, three of the wily wolves manage to avoid it while two are caught in the noxious fumes. However, their supernatural vigor allows them to shake off the effects. As Tiny turns tail and runs, the wolves nip at his heels (21 and 27 damage, AP 4) with much ferocity but little effect.

William brings the big rig to a halt to let the others disembark while Layla opens up with the rail gun. While she is a good shot the recoil iis a lot for her to handle first time out. Nonetheless she manages to rip one wolf apart.

Mars awakes sleepily heedless of any danger.

Meanwhile Ajax leaps into action cutting down two of the beasts with mighty blows!

Not to be outdone, Dawn charges forward but the quick witted wolf narrowly escapes her blade. Taking aim Caine manages to foul up his laser and not get a shot off.

Scanning the area with his mystic senses Tex gets more than he bargains for. The entire valley radiates with
A Place of Power per TLPG
and he can sense a deep alien presence as if the hills themselves were alive.

As the group readies to finish off the mangy mutts the whole valley begins to rumble and shake. The canyon walls on either side of the river come to life as beings of rock step from the mountain side sending a shower of stones cascading down the hillside. A small mound near the Mammoth also comes to life as smaller mounds rise from the ground and clamor up the sides of the vehicle!

2 Major and 4 Minor Earth Elementals have entered the fray!
NG-AT46 Mammoth APC
Image
  • Size: 8 (Huge)
  • Handling: +0
  • Top Speed: 90 MPH
  • Toughness: 46 (24)
  • Crew: 5+20
  • Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
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Didn't have a signature but wanted the 1 EP for using OOC tags!
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Venatus Vinco
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Posts: 2872
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Re: Chapter 8: Over the Hill

Post by Venatus Vinco »

William got a Joker, benny for all.

Also don't forget Fear at -2 (a Spirit roll modifiers by the Brave edge if you have it).

VV
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Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter 8: Over the Hill

Post by Tiny Tim »

Fear 11
Fear -2
  • Spirit: 1d6!!-2!!: [5]-2 = 3
    Wild: 1d6!!-2!!: [4]-2 = 2
    • Bennie Reroll... Spending 3 EP for Inspiration for Brave for the scene
      • Spirit: 1d6!!: [11!!] = 11
        Wild: 1d6!!: [9!!] = 9
    Result: 11 - Success with Raise
Actions
Free Action: Boost Shooting (+1 to Psionics so 0->2 ISP)
  • Psionics: 1d10!!+1!!: [4]+1 = 5
    Wild: 1d6!!+1!!: [7!!]+1 = 8
    Result: 8 -Success with Raise. Shooting ->d6
Action 1: Grab Lightbringer
Action 2: Shoot Elemental #1 (Shooting d6 -> d10+2 (+2 for Size Matters cancels -2 MaP))
  • Shooting: 1d10!!+2!!: [5]+2 = 7
    Wild: 1d6!!+2!!: [4]+2 = 6
    Result: 7 - Hit.
    • Damage: 3d10 AP20 = 17+6 (Greater Smite) AP20=23 AP20 - No Effect.
      • 3d10!!: [5, 4, 8] = 17
Action 3: Shoot at Elemental #1 (Shooting d6 -> d10+2(+2 for Size Matters cancels -2 MaP))
  • Shooting: 1d10!!+2!!: [7]+2 = 9
    Wild: 1d6!!+2!!: [3]+2 = 5
    Result: 9 - Hit with Raise.
    • Damage: 3d10 + 1d6 + 6 (Greater Smite) AP20
      • 3d10!!+1d6!!: [3, 8, 3]+[5] = 19
        • Bennie Reroll: 3d10!!+1d6!!: [8, 6, 5]+[8!!] = 27
          Bennie Re-Reroll: 3d10!!+1d6!!: [3, 5, 14!!]+[4] = 26
          Bennie Re-Re-Reroll: 3d10!!+1d6!!: [1, 6, 2]+[10!!] = 19
          Bennie Re-Re-Re-Reroll ( Lightbringer NEEDS to do at least 1 Wound)
          • 3d10!!+1d6!!: [6, 9, 3]+[5] = 23
          Bennie Re-Re-Re-Re-Reroll: 3d10!!+1d6!!: [5, 13!!, 4]+[2] = 24
          Bennie Rex5-Reroll: 3d10!!+1d6!!: [2, 6, 2]+[3] = 13
          Bennie Rex6-Reroll: 3d10!!+1d6!!: [1, 3, 6]+[1] = 11
          Bennie Rex7-Reroll: 3d10!!+1d6!!: [7, 3, 4]+[2] = 16
          Bennie Rex8-Reroll: 3d10!!+1d6!!: [1, 9, 9]+[4] = 23
          Bennie Rex9-Reroll: 3d10!!+1d6!!: [4, 5, 5]+[1] = 15
          Bennie Rex10-Reroll: 3d10!!+1d6!!: [14!!, 8, 9]+[4] = 35 = 41AP20 - 4 Wounds - Wound Cap.
With a quick shudder at the raw power of one of those Greater Elementals, nevermind the second one, Tiny Tim gets out Lightbringer and shoots twice at the nearest of the great piles of living rock... though only one seems like it may even be noticed by it.
Last edited by Tiny Tim on Wed Jul 21, 2021 2:09 pm, edited 19 times in total.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 0

Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 3/3
  • Base Amount
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
User avatar
William Rufus
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter 8: Over the Hill

Post by William Rufus »

Joker +2 on all rolls, Trait and damage rolls this round, 1benny
Fear Check -2
William 9 Success and a raise
Layla 3 Failed Adrenaline Surge: The hero’s “fight”
response takes over. He acts as if he
had a Joker this action!
OOC Comments
William Spirit d10,
Spirit 1d10+2
1d10+2!!: [9]+2 = 11
Wild Card
1d6!!
1d6!!: [4] = 4
Layla 1d6
Spirit
layla 1d6!!: [1] = 1
Wild Card
1d6!!
1d6!!: [5] = 5
1d22 1d22: [1] = 1
William quickly move when he sees the earth Elementals around he knows He has to give his team the maximum benefits so he goes outside and raises his Staff for Greater Smite, on the Railgun, the light bringer, Starfire cannon Sword of William, and anyone else. "For the glory of the gods of good!" "Layla aim at the big ones with the Rail
Tex or someone the Starfire cannon."


1d10+2 joker +1 staff 9 Success and Raise+6 damage
Power Points: 2+2 (Greater Smite +2,+2 for additional Weapons Trapping: Fire)EP:8EP so far
OOC Comments
1d10+3 spend benny to reroll
1d10+3!!: [1]+3 = 4
1d10+3!!: [6]+3 = 9
wild Card 1d6+3
1d6!!: [3] = 3
Layla Uses RailGun ROF 3
1Shoot+2 12 Success and 2 Raises, AP14, Damage 32
1d8+2
OOC Comments
1d8+2!!: [8]+2 = 10
ACE 1d8
Ace 1d8!!: [3] = 3
Wild Dice
1d6
1d6!!: [1] = 1
Damage +6 for Smite, +2 for Joker
3d12+3
3d12+3!!: [10, 4, 7]+3 = 24
2Shoot+2 8 Success and a Raise AP14, Damage 37
OOC Comments
1d8+2
1d8+2!!: [6]+2 = 8
Wild Dice
1d6
1d6!!: [4] = 4
Damage +6 for Smite, +2 for Joker
3d12+3
3d12+3!!: [5, 11, 10]+3 = 29
3Shoot+2 4 Success AP14, Damage 27
OOC Comments
1d8+2
1d8+2!!: [2]+2 = 4
Wild Dice
1d6
1d6!!: [4] = 4
Damage +6 for Smite, +2 for Joker
3d12+3
3d12+3!!: [2, 10, 4]+3 = 19
Layla is right there when they appear. Layla who's fear pumps up her adrenaline, replies quickly to William over the radio, "On the big one to the right Honey." She fires on it till it drops and then switches to the other big one.
Last edited by William Rufus on Wed Jul 21, 2021 1:55 pm, edited 6 times in total.
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny
User avatar
Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter 8: Over the Hill

Post by Tex Arcana »

Fear: 1d6!-2: [2]-2 = 0
Wild Die: 1d6!-2: [4]-2 = 2
Fear Table: 1d20+2: [16]+2 = 18 - Minor Phobia vs Earth Elementals. -1 to trait rolls.

The sight of the ground rising and becoming animate fills Tex with trepidation. These things didn't just come forth from the ground, they are the ground. They could be anywhere!

"We need to destroy these things!" Tex shouts. With @William Rufus' call to man the Star Fire Pulse Cannon, he looks around and grabs the handles of the newly smite enchanted weapon and swigs it around to shoot at the Minor Elementals around the Mammoth.

Shooting: 1d6!+2: [4]+2 = 6 (+1 Weapon, -1 Phobia +2 for size)
Wild Die: 1d6!+2: [5]+2 = 7
Damage: 3d10!+12: [4, 2, 5]+12 = 23 AP 30
Minor Elementals are 25(10) - 2 wounds

Personal PPE: 38/40
Xanthine Gem PPE: 10/10
Arzno Exterminator Armor PPE: 9/10 (1 hour)
Lessor Ring of the Elder PPE: 4/5 (1 hour)
Bennies: 4/3
User avatar
Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter 8: Over the Hill

Post by Ajax »

The sudden emergence of two mountainous and violent hulks of rock startles Ajax, but

Fear: 1d8!!-2: [13!!]-2 = 11
WD Fear: 1d6!!-2: [4]-2 = 2
by the new foes in front of him. "I'll deal with these creatures soon enough. First to end these wolves!" He

STS 1 Frenzy Fighting 1: 1d10!!: [2] = 2
STS 1 Frenzy Fighting 2: 1d10!!: [19!!] = 19
STS 1 Frenzy WD: 1d6!!: [7!!] = 7
STS 2 Frenzy Fighting 1: 1d10!!-1: [3]-1 = 2
STS 2 Frenzy Fighting 2: 1d10!!-1: [7]-1 = 6
STS 2 Frenzy WD: 1d6!!-1: [1]-1 = 0
Raise Damage 1: 1d10!!+1d12!!+1d6!!: [6]+[3]+[14!!] = 23
Damage 2: 1d10!!+1d12!!: [9]+[2] = 11
Damage 3: 1d10!!+1d12!!: [2]+[5] = 7
thoroughly gutting one but failing to get a palatable blow on the other. "Blast these vile beasts! Why won't you die?!"
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
User avatar
Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter 8: Over the Hill

Post by Erebus Caine »

Shooting 12, 15, 7; Damage 26, 29, 40 AP 8 MD
-4 MAP, -1 Glitch, +2 Improved Trademark, +1 scope, +1 Marksman, +6 size
+1d6 Giant killer, +4 AP and free damage reroll Improved Take 'Em Down, +4 Heavy Beam
Shooting 1 1d12!!+5: [7]+5 = 12
Wild 1d6!!+5: [4]+5 = 9
Shooting 2 1d12!!+5: [7]+5 = 12
Wild 1d6!!+5: [10!!]+5 = 15
Shooting 3 1d12!!+5: [1]+5 = 6
Wild 1d6!!+5: [2]+5 = 7
Raise Damage 1 6d6!!+4: [5, 5, 1, 1, 1, 4]+4 = 21
Free reroll 1 6d6!!+4: [1, 10!!, 3, 3, 2, 3]+4 = 26
Raise Damage 2 6d6!!+4: [1, 9!!, 3, 1, 7!!, 4]+4 = 29
Free reroll 2 6d6!!+4: [2, 1, 5, 1, 3, 3]+4 = 19
Damage 3 5d6!!+4: [5, 9!!, 13!!, 4, 5]+4 = 40
Free reroll 3 5d6!!+4: [1, 3, 1, 4, 11!!]+4 = 24
Colorado Baronies/Barrier Range
Round 1

Erebus Caine cursed as the mountains literally came alive. He’d faced a few elementals in the war, but those were usually controlled by mages and easily handled. A laser in the face of the summoner usually sent them packing. No one was controlling these, and he’d just borked his rifle.

Caine cleared the issue with his rifle, but he could tell it needed recalibration. He compensated as best he could as he took aim at the giant target farthest to the east and closest to the fight with the wolves. He flipped the selector switch to Heavy, figuring the earth elementals would have some pretty hefty armor and squeezed off three shots.
Turn
Free Action: Switch to Heavy Beam
Action: Shoot
Action: Shoot
Action: Shoot
Move:
Loot
1 CP-40 Laser Rifles
***

Glitch on his JA-11: -1 to Shooting; Repair -1; 5 minutes
Character Info
Pace: 8 (Run d8); Parry: 6 (8 with JA-11); Toughness: 15 (6)
Bennies: 4/3
Rifle Ammo: 12/60
  • 2 x spare long clips 30 each
Pistol Ammo: 23/30
  • 2 x spare short clips 30 each
Armor-Piercing Grenades: 24
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 3/4
Medi-Gel: 9/10
Wealth: d10
Encumbrance: 36.75/20 lb
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
Improved Take ‘Em Down: When attacking targets 1 or more Sizes larger than the hero, he adds +4 to the AP value of his weapons. He may reroll damage once without spending a Benny.
Steady Hands: Ignore Unstable Platform penalty. Reduce Running penalty to -1.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
User avatar
Dawn Swiftrunner
Posts: 36
Joined: Sat Jan 16, 2021 11:28 pm

Re: Chapter 8: Over the Hill

Post by Dawn Swiftrunner »

Dawn frowned as the beast parried her attack, but she set her jaw, and tried again, feinting by switching up her shield hand and sword hand for a moment before going back to her traditional style.
OOC Comments
Fighting! 1d8!!: [5] = 5
Wild Die: 1d6!!: [2] = 2
If that hits: 3d8!!: [7, 7, 3] = 17 +2
A good dog.
OOC Comments
Pace: 10; Running Die: d12; Parry: 6; Toughness: 15 (6)
- Parry is 9 with psi-shield active, and enemies have a -4 cover penalty to hit
- When attacked with technological attacks, enemies take -2 on their rolls.

ISP: 10 / 10

Bennies: 3
- Gained 1 Jan 31 2021 for good RP (see Discord)
- Spent 1 to reroll Fighting on April 11 2021
- Gained 1 on draw of the Joker May 8 2021
- Spent 1 to remove Shaken May 8 2021
- Spent 1 to soak damage May 8 2021
- Gained 1 when sharing a backstory element, Nov 28 2021
User avatar
Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter 8: Over the Hill

Post by Mars »

Yawning, Mars pops the hatch on the mammoth and levels her rocket launcher at the nearest elemental. "I was having a good dream for once, dammit," she complains and squeezes the trigger.

Shooting 1d10, Wild 1d6: [10]+[2] = 12 +1 for MOH, -2 for one eye, offset by Crazy ignoring 2 points of Range penalties, all of which is a hit with a raise before considering size or the fact that I forgot to explode my d10
and
Damage 8d6!: [1, 5, 4, 2, 1, 1, 4, 5] = 23
That sucked. Using a Benny: Reroll 8d6!+2: [6!, 1, 3, 2, 5, 1, 6!, 1, 4, 1]+2 = 32
that seems to at the very least
The elemental is Distracted and takes 3d6 fire damage per round until doused.


She slaps another mini-missile in and prepares to take
Reload offset by split the seconds
.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 15 (5) w/o tactical plates |18 (7) w/tactical plates | 20 (7) when Losing It (Notes: add +2 Armor vs magical powers and effects AND reduce damage from magical powers and effects by 2)
Edges/Notes: Arcane Resistance (applies to magic only); Quick; Vulnerable after Wild Attacks (Losing It); Monologuer
Mars Character Sheet
User avatar
Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter 8: Over the Hill

Post by Tiny Tim »

"Ummm... I don't know if we can handle these Elemental guys. The Elementals should stay by the Place of Power, from what I understand. Load up and drive out, and I will cover our retreat from in the air. I am sure the Mammoth will be able to outrun them... if it doesn't get too damaged before we get away."
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 0

Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 3/3
  • Base Amount
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter 8: Over the Hill

Post by Venatus Vinco »

The Hills Are Alive...
  • Foothills of the Rockies
Image

The gods smile on William as he is able to react quickly to utter a prayer to bless the weapons on the Mammoth and send Laylal and Tex to work. Layla opens up on one of the large ones, definitely leaving a mark as chucks or rocks go flying from it as the high impact rounds hit home. Although the impact seems to do little to even slow the thing down.

Ajax, seeing he needs to wrap things up quickly (as if there is any other way) swings viciously at the remaining Phantom Wolves, utterly gutting one, but narrowly missing another.

Atop the Mammoth Tex keeps the flies off by obliterating one of the smaller earth elements. A shower of rocks and dust flies everywhere as the star fire cannon blows apart the animated stone creature.

Tiny uses his new toy to maximum effect vaporizing a huge section of one of the large elementals leaving a huge smoking crater. However, all Tiny really seems to do is draw attention to himself.

Icosa trembles in fear inside the Mammoth. Paralyzed and unable to act.

Firing a rocket Mars sees flames and smoke erupt on the surface of the thing creating a stunning visual effect but doing very little actual damage.

The first Major elemental melts into the ground but the crew aboard the Mammoth can feel the whole thing shake and rumble as the creature moves beneath the earth and reappears directly beneath the ATV lifting it off the ground and tossing it back down the valley.
Out of Control
William Roll on the Out of Control Table at -4
Dawn dispatches the last Phantom Wolf but it seems small comfort as she watches the ATV sail down the valley away from her, leaving her and Ajax far from their friends. She has little time to worry however, as the second big creature steps forth and tries to stomp on her and Ajax...it’s foot is so massive as to easily encompass them both! Fortunately both of them are nimble enough to scatter out of the way but can feel the ground jostle from the impact.

Before Caine can line up his shot he watches horrified as the smaller elementals sink into the ground then bubble back up from the earth completely surrounding him and trying to pummel him into oblivion. Fortunately, the nimble snapier manages to evade their jackhammer-like blows!
NG-AT46 Mammoth APC
Image
  • Size: 8 (Huge)
  • Handling: +0
  • Top Speed: 90 MPH
  • Toughness: 46 (24)
  • Crew: 5+20
  • Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
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William Rufus
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter 8: Over the Hill

Post by William Rufus »

10 of Clubs

Out of Control Table -4

2d6-4
2d6-4: [4, 2]-4 = 2
wounds

1d4
1d4: [4] = 4
spend a benny and rolling to soak

1d8+2
1d8+2!!: [8]+2 = 10
Aced 1d8+2
1d8+2!!: [1]+2 = 3
Wild Dice

1d6
1d6!!: [5] = 5

Crit Hit

2d6
2d6: [1, 1] = 2
Scratch and Dent: The attack just scratches the paint or passes clean through the body without
hitting anyone or anything vital. There’s no permanent damage

Driving away
1d8+2,-2 distracted,-1 wound
1d8-1
1d8-1!!: [6]-1 = 5

Wild card
1d6
1d6!!: [20!!] = 20
Driving 20 success and at least Threer or Four Rises

William

William is getting ready to get out of here the Elementals are a bit to much, as he gets read to punch the gas the elemental comes up under the rig and tosses it , things seem to be traveling in slow motion for those in the vehicle as it twist in mid air getting ready to smash into the wall of the canyon. a quick pray is all he has time for Gods save us. The twist is timed right, the wheels bounce on to the side of the wall as the Mammoth twist back on to level ground on its wheels ! William doesn't questions what just happens, he guns the engine and the Miracle Mammoth Machine wheels leaps it forward, and William turns it up the ravine.

Over the radio William speaks , "Guys afterburners are lit. We are heading through the Valley of the Stone Giants get ready to jump in or hang on for dear life. Caine if you can disengage and get in."

The MMM drifts so that Caine can just jump in. without a second thought William guns it again and starts heading to the next two, the Cyber Centaur and Cyber Knight .

"Dawn, Ajax, you two are up next."

He gets close and hopes they can make it.

Layla
Layla goes through several thoughts, Why are we going up. why is this thing spinning. Oh my God we are going to die! Crap William is amazing. I love that man!
Over the radio she calls, "Cover fire if need." The turret swivels to provide cover fire.

Shooting 5 success
d8+2 -2 distraction
1d8
1d8!!: [5] = 5
1d6!!
1d6!!: [2] = 2
Last edited by William Rufus on Mon Aug 02, 2021 9:14 pm, edited 3 times in total.
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny
User avatar
Dawn Swiftrunner
Posts: 36
Joined: Sat Jan 16, 2021 11:28 pm

Re: Chapter 8: Over the Hill

Post by Dawn Swiftrunner »

Dawn frowned grumpily as she looked at the foe bearing down on her, and then looked to Ajax, sensing that perhaps, discretion would be the better part of valor.
A good dog.
OOC Comments
Pace: 10; Running Die: d12; Parry: 6; Toughness: 15 (6)
- Parry is 9 with psi-shield active, and enemies have a -4 cover penalty to hit
- When attacked with technological attacks, enemies take -2 on their rolls.

ISP: 10 / 10

Bennies: 3
- Gained 1 Jan 31 2021 for good RP (see Discord)
- Spent 1 to reroll Fighting on April 11 2021
- Gained 1 on draw of the Joker May 8 2021
- Spent 1 to remove Shaken May 8 2021
- Spent 1 to soak damage May 8 2021
- Gained 1 when sharing a backstory element, Nov 28 2021
User avatar
Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter 8: Over the Hill

Post by Ajax »

Ajax scans the battlefield quickly, finally determining that all nearby enemies that were within their power to defeat have been defeated. He darts quickly out from under the elemental's stomp, narrowly avoiding a flat fate. He looks to his companion, @Dawn Swiftrunner. "My lady, this foe is beyond us. I recommend a hasty retreat. Up you go!" He sheaths his greatsword and scoops up the cyber knight, slinging her onto his back. "Speak of this to no one. Would you mind covering our escape?" With a leap, he moves to a full gallop in barely a step,
Athletics: 1d10!!: [8] = 8
WD Athletics: 1d6!!: [1] = 1
between the two of them and the elementals in their valley at a breathtaking pace. "I will trust that @William Rufus and Layla are capable of extracting the others on their own, but we are squishy and near the edge of the battlefield. Prudence dictates a hasty retreat."
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
User avatar
Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter 8: Over the Hill

Post by Tex Arcana »

The shaking of the Mammoth causes Tex to loose grip on the Star Fire Pulse Cannon and hold onto the chair to avoid falling out. As William and Leyla bring the Miracle Machine under control Tex realizes that there's no way he'd be able to hit anything with the cannon. The mage is able to get one hand free and says the words to his Slumber spelll. Using his training as a wizard, he alters it to be an elemental
A gentle breeze from Hushabye Mountain
Softly blows o'er Lullabye Bay.
It fills the sails of boats that are waiting,
Waiting to sail your worries away.

It isn't far to Hushabye Mountain,
And your boat waits down by the quay.
The winds of night so softly are sighing.
Soon they will fly your troubles to sea.

So close your eyes on Hushabye Mountain.
Wave goodbye to cares of the day.
Watch your boat from Hushabye Mountain
Sail far away for Lullabye Bay.
. His words (slightly pitchy at the start, but gaining confidence as he goes on) carry out over the valley asking the Elementals to let go of their worries caused by the team's presence in their territory.

Spellcasting: 1d12-2: [10]-2 = 8 (+1 normally, -2 Distracted, -1 Minor Phobia)
Wild Die: 1d6-2: [5]-2 = 3
User avatar
Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter 8: Over the Hill

Post by Tiny Tim »

Psionics 11
If I can, I will spend 4 extra ISP to get a +2 if I can
: 1d10!!: [9] = 9 +2
Wild: 1d6!!: [4] = 4 +2
Result: 9 +2 = 11- Success. No Damage. Able to escape with no damage. Spending 2d6: [1, 6] = 7 +4=11 ISP.
"Head out guys. I will join you in a sec."

Drawing on his Inner Strength to protect himself while he waits, Tiny Tim distracts the large Elementals. After the rest of his team escapes, Tiny Tim once again draws upon his inner strength. Next time the large elementals try and fail to stomp him into the ground they came from, Tiny Tim turned tail and ran at speeds that would even rival those of his team mate Ajax. Just before he leaves the scene of the battle, he notices Caine is still fighting the smaller elementals and having some problems. Quickly looping back, the hatchling dragon snags Caine's arm and throws him over his back before taking to the skies and to get some distance from the elementals before landing to cover the distance faster.

"Well that was exciting. Those things DEFINITELY had our numbers, but thankfully they were not going to leave their Place of Power. Lightbringer did decently all things considering... and Caine, next time when everyone else says they are planning on leaving, you should try to follow. I may not always be around and close enough to pluck you out of danger."
Last edited by Tiny Tim on Fri Aug 06, 2021 7:15 am, edited 1 time in total.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 0

Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 3/3
  • Base Amount
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
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Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter 8: Over the Hill

Post by Erebus Caine »

Fighting 6
-2 MAP (drew sword)
Fighting 1d10!!-2: [5]-2 = 3
Wild 1d6!!-2: [8!!]-2 = 6
Damage 4 AP 6
1d6!!+1d8!!: [3]+[1] = 4
Colorado Baronies/Barrier Range
Round 2

Erebus Caine cursed as he suddenly found himself surrounded by small rock creatures. He managed to evade their pummeling, at least for now, but it was four on one. “Little help!” he called, palming his rifle with his off hand and drawing his vibrowshortsword and hacked at the elemental to the west.
Turn
Free Action:
Action: Draw sword
Action: Fighting
Action:
Move:
Loot
1 CP-40 Laser Rifles
***

Glitch on his JA-11: -1 to Shooting; Repair -1; 5 minutes
Character Info
Pace: 8 (Run d8); Parry: 6 (8 with JA-11); Toughness: 15 (6)
Bennies: 4/3
Rifle Ammo: 21/60
  • 2 x spare long clips 30 each
Pistol Ammo: 23/30
  • 2 x spare short clips 30 each
Armor-Piercing Grenades: 24
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 3/4
Medi-Gel: 9/10
Wealth: d10
Encumbrance: 36.75/20 lb
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
Improved Take ‘Em Down: When attacking targets 1 or more Sizes larger than the hero, he adds +4 to the AP value of his weapons. He may reroll damage once without spending a Benny.
Steady Hands: Ignore Unstable Platform penalty. Reduce Running penalty to -1.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
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Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter 8: Over the Hill

Post by Mars »

Mars drops back into the Mammoth and strides over to the rail gun. "It's no proper ballista, but it will do!" she declares to no one in particular as she plops down in the gunner's seat.

She swings the massive gun around and lets loose a hail of supercharged automatic fire at the giant elementals, seeking to at least hold them at bay while her comrades flee.
Shooting Success
Shooting 1d10, Wild 1d6: [7]+[3] = 10
-2 for using a full auto cannon = 5 total
Penalty for unstable platform is offset by the vehicle's STS
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 15 (5) w/o tactical plates |18 (7) w/tactical plates | 20 (7) when Losing It (Notes: add +2 Armor vs magical powers and effects AND reduce damage from magical powers and effects by 2)
Edges/Notes: Arcane Resistance (applies to magic only); Quick; Vulnerable after Wild Attacks (Losing It); Monologuer
Mars Character Sheet
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Icosa
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter 8: Over the Hill

Post by Icosa »

Icosa, strapped into the APC's seat with a five point harness, couldn't help but question what role she had to play in this situation. When the vehicle hit a relatively flat patch, she disengaged the harness and made her way to the ladder that led to the top hatch.

"I'm going to fly ahead and look for threats in our path," she reported. "I'll radio in if I see anything."

With that, Icosa climbed out of the APC and leapt up off the top, activating her jetpack in midair to rocket ahead...keeping relatively low to follow the nap of the earth, raising up periodically to get a wider angle view.

Rolls: Notice 12
Notice 1d6!! +4: [8!!] = 8 Wild 1d6!! +4: [3] = 3
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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Venatus Vinco
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Re: Chapter 8: Over the Hill

Post by Venatus Vinco »

Run Away Again

Escaping the living mountains in the pass the team quickly regroups on the other side. Part of their mission is to find safe passages for the larger expedition. Unless those elementals can be contained or calmed this route is not safe passage!

Tex knows elementals are not from this plane of existence and could potentially be returned to their home dimension, but doing so for such large and powerful beings would be exceedingly difficult. Marking the valley as dangerous for the expedition requires a daring mission to plant a beacon at the mouth of the valley or finding a ley line to open a communication rift. Pressing on is also an option, hoping the expedition takes their silence as a sign not to follow.

OOC:
1) Clear the valley with exceedingly difficult and interesting magic ritual

2) Find away back to the mouth to plant a beacon without alarming the elementals

3) Press onward.

What do you do?
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Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter 8: Over the Hill

Post by Mars »

Mars looks up at the group's magic users. "Hekate once used her magic to drain the life force out of her foes. Is there not something similar you can do with these stone creatures? Our mission is to find a safe way through, and we have not done that. All we have done is find another unsafe path and helped those that follow us not at all."
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 15 (5) w/o tactical plates |18 (7) w/tactical plates | 20 (7) when Losing It (Notes: add +2 Armor vs magical powers and effects AND reduce damage from magical powers and effects by 2)
Edges/Notes: Arcane Resistance (applies to magic only); Quick; Vulnerable after Wild Attacks (Losing It); Monologuer
Mars Character Sheet
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Tiny Tim
Posts: 232
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Re: Chapter 8: Over the Hill

Post by Tiny Tim »

Mars wrote: Fri Aug 13, 2021 8:28 am Mars looks up at the group's magic users. "Hekate once used her magic to drain the life force out of her foes. Is there not something similar you can do with these stone creatures? Our mission is to find a safe way through, and we have not done that. All we have done is find another unsafe path and helped those that follow us not at all."
"I say I zip over to the other side of the valley and plant the beacon, and spend some time finding another route for the expedition to take to get them past the valley safely. I can zip through the forests on the crests of the valley easily enough, and while I am doing that, the rest of you can backtrack and find a suitable route for the expedition to take. It would fulfill our mission while still letting the elementals be in their valley. If we run into trouble nearby here, we can always then try to lead them into the valley and let the elementals deal with them."
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 0

Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 3/3
  • Base Amount
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
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Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter 8: Over the Hill

Post by Ajax »

Ajax nods at @Tiny Tim. "Tim is right. We should warn those who follow what awaits in this land." He straightens up, still coming down from the juice and the excitement of the battle. "Even the earth is no match for my speed. I could run straight through the valley before the lumbering mountains could catch me, plant the beacon, and be back before you were out of sight of this very spot."
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
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Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter 8: Over the Hill

Post by Mars »

Mars nods as Tiny Tim and Ajax speak. ”That would work, too. So long as we do not fail in our appointed task. The army is depending on us to scout a way through. Perhaps I can help distract the creatures to ease your passage? Now that we know they’re there, it would be a simple matter to plan for them.”
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 15 (5) w/o tactical plates |18 (7) w/tactical plates | 20 (7) when Losing It (Notes: add +2 Armor vs magical powers and effects AND reduce damage from magical powers and effects by 2)
Edges/Notes: Arcane Resistance (applies to magic only); Quick; Vulnerable after Wild Attacks (Losing It); Monologuer
Mars Character Sheet
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Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter 8: Over the Hill

Post by Erebus Caine »

Colorado Baronies/Barrier Range
Round 0

Erebus Caine walked over to Layla. “Can you fix this?” he asked her. At least she was a normal human, not some weird DeeBee. He handed over his JA-11 rifle.

“Do we know there’s another way the others can find through?” Caine asked as he sipped on a flask. “Ain’t no point in warning the others off if they got nowhere to go. Seems we need to do some scouting for another pass before we decide what to do about this one. Shouldn’t be a problem to place the beacon at the head of the pass, though. Plenty of flyers, what with the dragon and the jetpacks.”
Turn
Free Action:
Action:
Action:
Action:
Move:
Loot
1 CP-40 Laser Rifles
***

Glitch on his JA-11: -1 to Shooting; Repair -1; 5 minutes
Character Info
Pace: 8 (Run d8); Parry: 6 (8 with JA-11); Toughness: 15 (6)
Bennies: 4/3
Rifle Ammo: 21/60
  • 2 x spare long clips 30 each
Pistol Ammo: 23/30
  • 2 x spare short clips 30 each
Armor-Piercing Grenades: 24
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 3/4
Medi-Gel: 9/10
Wealth: d10
Encumbrance: 36.75/20 lb
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
Improved Take ‘Em Down: When attacking targets 1 or more Sizes larger than the hero, he adds +4 to the AP value of his weapons. He may reroll damage once without spending a Benny.
Steady Hands: Ignore Unstable Platform penalty. Reduce Running penalty to -1.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
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Tex Arcana
Posts: 147
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Re: Chapter 8: Over the Hill

Post by Tex Arcana »

Tex does not want to go back into the value unless they have to (minor phobia). He rubs his chin as he looks back at the way they came. "We have multiple teams trying to find a way west. Caine is right though, our mission is over unless we find another way to get to this point. Setting up a warning beacon is the minimum we should do. This valley is a place of power for these elementals. If we had an elementalist it would be relatively simple to quell the unrest there." He looks down at THE ring on his hand twisting it a bit on his finger, and bites his lip. "I could try and do the same. Perhaps a ritual to communicate with them and ask them to leave this place or to put them into a deep, deep slumber so they are not disturbed by anyone traveling through the valley? Placing the beacon at the same time is problematic, it may rile them up more. I think we should do that only if the ritual fails."
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William Rufus
Posts: 164
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Re: Chapter 8: Over the Hill

Post by William Rufus »

William is concern about what the plan should be. he speaks up, "If we remove them, there is no guarantee that they will stay removed. I believe search for another route and if we can't find it then go through the ritual. This will give Layla time to fabricate a beacon. and get any repairs we need done. So first first step, scout for an alternative route. we have some fliers that can get around better also Caine and Ajax are good on the ground. While that is going on Layla can check out the vehicle and see what she can do and how badly it was damaged. Repair if possible and maybe with Tex's help figure out a beacon warning people. I can't believe that we are the only ones that stumbled into their place. There might be leftover equipment from damaged vehicles around to that Layla could use."
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny
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Venatus Vinco
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Re: Chapter 8: Over the Hill

Post by Venatus Vinco »

Problem Solving
Three options emerge as the group deliberates their next move: place a beacon to warn the expedition that the way is unsafe, do a ritual to calm or remove the elementals from the valley, or find a new path. Or, they could try all three!

Place a Beacon
While Layla can certainly build a warning beacon for the expedition, sneaking back down the valley is a matter of skill, luck, and bravery. Failure would re awaken the elementals and be potentially life threatening. Single person dramatic task, Supported by others and and requires 5 successes in three rounds. Lead skills: Stealth, Athletics, Survival. Penalty -2 (including to Support rolls)

Do A Ritual
Fortunately the materials needed for an a elemental ritual are in good supply: earth, air, fire, and water. Tex and the other arcanists could pull something off but it would take a lot of energy and concentration. Single person dramatic task, Supported by others and requires 5 successes in three rounds. Lead skills: Spellcasting, Faith, Occult. Penalty: -2 (including to Support rolls)

Forge a New Path
There are potentially many ways up the mountain. Those skilled in navigation could potentially find and mark a new route and leave this place in peace. Finding another path reduces the risk of another strategy failing or, best case scenario, lets more of the expedition pass over the mountain more quickly. Single person dramatic task, Supported by others and requires 5 successes in three rounds. Lead Skills: Athletics, Survival, Electronics, Piloting. Driving. Penalty: -2 (including to Support rolls)

Instructions
We are going to do three rounds, and give you a chance to up your post rate! Include your actions and rolls for all three rounds in your reply to this post. I will post new rounds on Friday and Sunday - you can let your rolls stand and narrate them or (as circumstances change) make new post with new rolls - it's like a free benny for posting more! You don't have to post three times, I will just use your original rolls to keep things moving.

1) Only on person can take the lead on a task each round, anyone can support but support is maxed at +4.
2) You don't have to do all the tasks but if you do I will throw some loot your and a Conviction Token your way. If everyone posts all three times I will up the quality of this loot.
3) Include a 1d4 roll. A 4 is a Club (ie complication). If you get a 1 roll again. If you get a second 1 it's a Joker (with a +2 bonus and a benny for all). If you have quick or level headed you can re-roll a Club.
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William Rufus
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Re: Chapter 8: Over the Hill

Post by William Rufus »

Do A Ritual
William
Card Suit 1d4
1d4: [2] = 2 (No complications)
requires 5 successes in three rounds.

Faith 1d10 +1 from staff +1 from Sword, -2 task Penalty

1 st Round 10 Success and a Raise
Faith 1d10
1d10!!: [1] = 1
Wild 1d6
1d6!!: [10!!] = 10

2nd Round 14 Success and two Raise
Faith 1d10
1d10!!: [14!!] = 14
Wild 1d6 1d6!!: [1] = 1

3rd Round 11 Success and a Raise
Faith 1d10
1d10!!: [3] = 3
Wild 1d6 1d6!!: [11!!] = 11

William grabs his Staff and Sword and starts a ceremony trying to remove the Earth elementals to a place that won't interfere with the others as much .
OOC Comments
1d10!!: [7] = 7
Layla

Card Suit 1d4
1d4: [2] = 2

1 st Round
Repair d10+4, 12 -2 for location for a new Route through the mountain 10 Success and a Raise
Repair d10!! +4: [8] = 8
Wild 1d6
1d6!!: [7!!] = 7
Layla takes a look and starts any repairs on the Mammoth, Making sure anything that needed repair done and complete

2nd Round
Repair d10+4, 11 repair and a raise
Repair d10!! +4: [7] = 7
Wild 1d6
1d6!!: [4] = 4
Layla then goes to work on any weapons , I believe that Caine gave me a JA-11 weapon to fix. It is now repaired and cleaned

3rd Round
Repair d10+4, 8 Repair and a Raise
Repair d10!! +4: [4] = 4

Wild 1d6
1d6!!: [4] = 4
gets to work repairing all items needed repair Might be to help build a small Drone to search out locations for paths
Last edited by William Rufus on Wed Sep 01, 2021 7:46 pm, edited 6 times in total.
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny
User avatar
Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter 8: Over the Hill

Post by Tiny Tim »

Leading Place a Beacon

1d4: [2] = 2 - No Complications
Rolls for 5 Successes
Stealth (-2 due Difficulty, +2 due Camouflage)
  • Round 1:
    • Stealth: 1d8!!: [2] = 2
      Wild: 1d6!!: [7!!] = 7
      Result: 7 + 1 (Assist) = 8 - Success with Raise
    Round 2:
    • Stealth: 1d8!!: [3] = 3
      Wild: 1d6!!: [2] = 2
      Result: 3 + 2 (Assist) = 5 - Success
    Round 3:
    • Stealth: 1d8!!: [6] = 6
      Wild: 1d6!!: [4] = 4
      Result: 6 + 2 (Assist) = 8 - Success with Raise
Making his way back through the valley, Tiny Tim depends on his Chameleon Scales to protect him from being seen by the Elementals. With a timely distraction of the elementals by Icosa, the hatchling is able to make his way deep into the valley on his way to the entrance with the beacon carried by his subsumed human form.

Those big elementals sure are tough. I hope that they don't find me. I SHOULD be able to outrun them, should they find me, but I can also see the possibility of them surrounding me and dragging me into the ground.
Last edited by Tiny Tim on Sat Sep 04, 2021 4:49 am, edited 2 times in total.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 0

Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 3/3
  • Base Amount
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
User avatar
Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter 8: Over the Hill

Post by Tex Arcana »

Tex just happy to be out of the valley (and away from those mean earth elementals), watches as the Mystic waves his staff and sword around in a ritual to pacify the elementals in the place of power.

Since it looks like William needed no help, the mage goes to help those that are working on finding an alternate route. He uses his knowledge of the Occult to identify 'Places of Power' to avoid along with his ability to sense ley lines to validate the utility of a different route.

Support:
Round 1:
Occult: 1d12!-2: [5]-2 = 3
Wild Die: 1d6!-2: [5]-2 = 3

Round 2:
Occult: 1d12!-2: [2]-2 = 0
Wild Die: 1d6!-2: [6!, 1]-2 = 5 +1 to support

Round 3:
Occult: 1d12!-2: [9]-2 = 7
Wild Die: 1d6!-2: [6!, 4]-2 = 8 +2 to support
Dice rolls
1d6!: [6!, 1] = 7
1d4!: [1] = 1
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Icosa
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Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter 8: Over the Hill

Post by Icosa »

Icosa is nowhere near as sneaky as the dragon, despite being smaller, but she's no slouch. In particular she finds she's quite good at providing momentary distractions at crucial moments. A boost from her jetpack...a projected image from her holocomm...she had many tools at her disposal to get attention directed to where she wanted it, allowing Tiny Tim to do his work unmolested.

Supporting Place Beacon: +1 to Tiny Tim's 1st and 2nd rolls
1d4: [2] = 2
Stealth (at -2) 1d6!! 1d6!!: [1]+[4] = 5
Stealth (at -2) 1d6!! 1d6!!: [3]+[5] = 8
Stealth (at -2) 1d6!! 1d6!!: [2]+[3] = 5
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter 8: Over the Hill

Post by Erebus Caine »

Complications roll
1d4: [1] = 1
1d4: [1] = 1
- JOKER!
Round 1 4 successes
+2 woodsman, +1 compass, +2 support
Survival 1d8!!+5: [7]+5 = 12
Wild 1d6!!+5: [8!!]+5 = 13

Colorado Baronies/Barrier Range
Round 0

Erebus Caine thanked Layla for repairing his rifle. As William settled down to do his ritual to calm the elements, Caine took off with his jetpack, heading to the hills to search for a new pass or valley the expedition could use to cross the mountains. He kept in radio contact with Tex, who gave him tactical information about ley lines and places of power that the former Coalition sniper had no real knowledge of.
Turn
Free Action:
Action:
Action:
Action:
Move:
Loot
1 CP-40 Laser Rifles
***
Character Info
Pace: 8 (Run d8); Parry: 6 (8 with JA-11); Toughness: 15 (6)
Bennies: 4/3
Rifle Ammo: 21/60
  • 2 x spare long clips 30 each
Pistol Ammo: 23/30
  • 2 x spare short clips 30 each
Armor-Piercing Grenades: 24
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 3/4
Medi-Gel: 9/10
Wealth: d10
Encumbrance: 36.75/20 lb
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
Improved Take ‘Em Down: When attacking targets 1 or more Sizes larger than the hero, he adds +4 to the AP value of his weapons. He may reroll damage once without spending a Benny.
Steady Hands: Ignore Unstable Platform penalty. Reduce Running penalty to -1.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
Dice rolls
1d8!!+3: [3]+3 = 6
1d6!!+3: [9!!]+3 = 12
1d8!!+3: [3]+3 = 6
1d6!!+3: [4]+3 = 7
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Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter 8: Over the Hill

Post by Ajax »

Rolls
Complication: 1d4: [3] = 3
Athletics - Support Route: 1d10!!-2: [5]-2 = 3
WD Athletics: 1d6!!-2: [4]-2 = 2
No bonus to Round 1 Finding a Route
Notice Support Route rd 2: 1d6!!-2: [4]-2 = 2
WD Notice rd 2: 1d6!!-2: [15!!]-2 = 13
+2 support Round 2 Finding a Route
Stealth Support Route rd 3: 1d10!!-2: [7]-2 = 5
WD Stealth rd 3: 1d6!!-2: [2]-2 = 0
+1 support Round 3 Finding a Route
Ajax sets off to wander the countryside, looking for a better path than the elementally-inhabited one they just crossed. Unfortunately, his mind wanders further than his body, and he fails to do anything else aside from getting lost for a time. He even short-steps a jump across a small ravine, giving himself a nice thump on the chest for his trouble. Still, a few bumps and bruises are better than landing with a splat at the bottom.
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
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Venatus Vinco
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Re: Chapter 8: Over the Hill

Post by Venatus Vinco »

I Love it When a Plan Comes Together
Adventure Inc puts the "A" in A-Team as they set to work to make things right. William proves to be the best suited to provide a ritual, calling on his god of heaven and earth to compel the elementals to leave. Meanwhile Layla sets up a beacon for the group to take back down the valley. Tiny blends in perfectly with his surroundings while Icosa runs interference.

Caine, Tex, and Ajax head out is search of another path. Caine is an expert pathfinder and when combined with Tex's arcane arts things go very well for them. Ajax stumbles about behind them, adding much bluster but not much usefulness.

Round 1
Ritual: 2/5 Tokens
Beacon: 2/5 Tokens
New Path: 4/5 Tokens

1) Roll for a Card for this round. You may keep your round two roll or roll again.
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Ajax
Posts: 153
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Re: Chapter 8: Over the Hill

Post by Ajax »

Card: 1d4: [2] = 2
Ajax's short stint as a klutz forces him to refocus, if only to locate his way back to the team. While wandering, he manages to spot the hidden lairs of native beasts that would be a significant hindrance to any lesser-armed group. He marks their location on his mapper and eventually rejoins the company.
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
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Dawn Swiftrunner
Posts: 36
Joined: Sat Jan 16, 2021 11:28 pm

Re: Chapter 8: Over the Hill

Post by Dawn Swiftrunner »

Forge a New Path

The dog soldier did her part, scouting in ways that those without her keen sense of smell could not. She helped to map the area using her sharp senses and fleet feet, coordinating with the others over radio and using her supernatural senses to sense where the elementals were - and where they weren't.
OOC Comments
1d4: [4] = 4 for card
1d4: [3] = 3 reroll 'cause I got Quick
1d6!!: [2] = 2 +2 for Survival (+2 if tracking is a factor)
1d6!!: [3] = 3 Wild die
A good dog.
OOC Comments
Pace: 10; Running Die: d12; Parry: 6; Toughness: 15 (6)
- Parry is 9 with psi-shield active, and enemies have a -4 cover penalty to hit
- When attacked with technological attacks, enemies take -2 on their rolls.

ISP: 10 / 10

Bennies: 3
- Gained 1 Jan 31 2021 for good RP (see Discord)
- Spent 1 to reroll Fighting on April 11 2021
- Gained 1 on draw of the Joker May 8 2021
- Spent 1 to remove Shaken May 8 2021
- Spent 1 to soak damage May 8 2021
- Gained 1 when sharing a backstory element, Nov 28 2021
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William Rufus
Posts: 164
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Re: Chapter 8: Over the Hill

Post by William Rufus »

William ask for help not to destroy them, the elementals, but maybe they can find a place where they won't be bothered much by travelers, "They seem to have a right here as much as anyone. I really don't understand elementals but if we could find a place where they wouldn't be bothered a cliff side , an inaccessible peak, that might help all of us."
William armors glows as he receives his answers.
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny
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Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter 8: Over the Hill

Post by Erebus Caine »

Card roll 4
1d4: [4] = 4
Level Headed reroll
1d4: [4] = 4
OOC: So that's a -2 complication to my Round 2 roll. I know I got a bunch of successes on it, so I'll keep it. I also didn't apply the Joker bonus to my Round 1 roll, so add +2 there, if it helps.

Colorado Baronies/Barrier Range
Round 0

Erebus Caine cursed a bit. A promising path was found, but it was also found to be inhabited by some large creature that burrowed through the earth, looking a bit like a...land shark. It took some concentrated firepower against the thick hide from Caine and his team to drive it off.

Turn
Free Action:
Action:
Action:
Action:
Move:
Loot
1 CP-40 Laser Rifles
***
Character Info
Pace: 8 (Run d8); Parry: 6 (8 with JA-11); Toughness: 15 (6)
Bennies: 5/3
Rifle Ammo: 21/60
  • 2 x spare long clips 30 each
Pistol Ammo: 23/30
  • 2 x spare short clips 30 each
Armor-Piercing Grenades: 24
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 3/4
Medi-Gel: 9/10
Wealth: d10
Encumbrance: 36.75/20 lb
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
Improved Take ‘Em Down: When attacking targets 1 or more Sizes larger than the hero, he adds +4 to the AP value of his weapons. He may reroll damage once without spending a Benny.
Steady Hands: Ignore Unstable Platform penalty. Reduce Running penalty to -1.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
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Venatus Vinco
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Re: Chapter 8: Over the Hill

Post by Venatus Vinco »

Valley Forged

A slight rumble echos through the valley and the ground reverberates gently as Williams brings his ritual to a close freeing the elementals to return to their natural plane of existence. As if in thanks a
Jadeite
emerges from the group, sparkling with pristine purity.

The beacon has a shortwave radio antenna on it that should easily signal any oncoming expedition members. When the signal goes active @Icosa suddenly receives a data bump from on high with coordinates to an old
Cheyenne Mountain Air Force Station
in the mountain chain. Her orders are to investigate the location discreetly.

Taking the time to map a new route is easily done under Caine's expert guidance. The additional pathway will allow more of the expedition members to move over the mountains and perhaps even keep
+1 Supply Die Type
with the Baronies.
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Ajax
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Re: Chapter 8: Over the Hill

Post by Ajax »

Ajax trots back up to the APC, having just finished his final sweep of the new path mapped out by @Erebus Caine and company. "That route is clear of major impediments. Only the lowliest of wanderers could find danger there, at least for the time being." He looks out over the uncharted land before them. "What wonders await us further afield. I yearn to stretch my legs! Come on! What are we waiting for?" He stamps anxiously, his appetite for speed clearly not satiated by the careful combing of the valley.
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
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Icosa
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter 8: Over the Hill

Post by Icosa »

Icosa had landed not far from the APC and was heading to rendezvous on foot when the signal came, causing her to pause in her steps. With an act of will she activated the holocom headset she had on to complete the handshake signal and her attention shifted from the sparsely vegetated hills to the featureless white expanse of ARCHIE's mind, momentarily communing with her own.

The Message
His avatar was a middle-aged human male wearing a blank white bodysuit. He had his hands laced together behind his back and gave Icosa a curt nod before speaking.

"It has been some time since your last report. Are you well?" inquired the supercomputer.

Icosa nodded. "Until very recently, my travels had not revealed new information that exceeded the threshold for immediate disclosure. We just finished navigating an unusually difficult stretch though, which I was going to upload at the next standard transmission window."

Within the perceptual translation of the communication construct, Icosa formed a silvery orb as she organized the various memories and experiences into a packet for upload. ARCHIE accepted the orb, which melted into him, but with a certain vague sense of impatience.

"Yes, yes, this is all fine," he said, "but it's not the purpose for this contact." He created an orb of his own then, and passed it to Icosa.

Accepting it, she immediately received satellite imagery of mountains, the coordinates of which were not terribly far from her own position. Included was a set of information regarding an old military complex from pre-cataclysm military databases. Icosa scanned the information and waited, knowing that there had to be more to warrant moving one of the satellites to a whole new orbit to create a new transmission window just to send this message now instead of in a day or two.

"Go to this location and gain access to the facility," ARCHIE said. "Be discreet. I will need a fully detailed report of your discoveries immediately after you depart. The new transmission window schedule is included in the packet."

Icosa nodded. "What constitutes discretion? Myself only? The team I am working with? The expedition we're a part of?"

ARCHIE paused for a fraction of a second...which within the accelerated timeframe of the construct was a short interval indeed. "Your mission has not reached phase two yet. Limit the release of the facilities' location from who would have the resources to access and exploit them. Your safety may be compromised if you go alone, but including others reduces information security. I trust your decisions to find an optimal balance. Include your summary of that decision in your update following the operation. Communication ends."

And the 'white room' of ARCHIE's presence winked out. Icosa finished taking her step. From the outside, it might have appeared that she'd seen a rock or a snake and changed her step to avoid it. The instructions were a little clearer now. Not reaching phase 2 meant she was still not to reveal her nature, nor her connection to ARCHIE 7. Limiting the information from people with resources implied that ARCHIE didn't want the Coalition, or Lazlo, or other large organizations with the ability to excavate or refurbish the base from finding it. Her team should be all right, as long as they didn't tell others.

On arriving at the APC, Icosa sought out Tex.

"Tex, I think I recognize where we are," she said on finding the team leader. "There's landmarks, the peaks over there among them, that make me think we're close to the location of a site I've seen marked on old maps." She projected a map from her holocom into the air in front of them, with a dot gleaming red in a mountain range.

"Here. If the maps were accurate, there was a military complex built into this mountain in the hopes of surviving a nuclear exchange and maintaining military cohesion in the aftermath. We're close enough now that it would be worth a small detour to investigate the facility and recover any assets it may still have."
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter 8: Over the Hill

Post by Erebus Caine »

Colorado Baronies/Barrier Range
Round 0

Erebus Caine happily noticed the safe new valley for the expedition to traverse the mountains. It was a bit hidden, and gave him a bit of a notion of building his own place here if he decided to settle down again -- if he ever could. He made a few small notes on the electronic map he was using and then tucked it away.

“Best we be gettin’ back to join the others,” he said, taking a drink from his canteen filled with fresh, pure water from the small river flowing through the valley. “Sun will be down soon.”

Turning his eyes away from the vista, Caine started back up the trail they had blazed.
Turn
Free Action:
Action:
Action:
Action:
Move:
Loot
1 CP-40 Laser Rifles
***
Character Info
Pace: 8 (Run d8); Parry: 6 (8 with JA-11); Toughness: 15 (6)
Bennies: 5/3
Rifle Ammo: 21/60
  • 2 x spare long clips 30 each
Pistol Ammo: 23/30
  • 2 x spare short clips 30 each
Armor-Piercing Grenades: 24
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 3/4
Medi-Gel: 9/10
Wealth: d10
Encumbrance: 36.75/20 lb
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
Improved Take ‘Em Down: When attacking targets 1 or more Sizes larger than the hero, he adds +4 to the AP value of his weapons. He may reroll damage once without spending a Benny.
Steady Hands: Ignore Unstable Platform penalty. Reduce Running penalty to -1.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
User avatar
Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter 8: Over the Hill

Post by Tiny Tim »

"A small military complex? I wonder what would be inside that! I wonder if it will be as exciting as the one we encountered before with all of those Shadow Beasts... I am sure they would not like Lightbringer at all. I say we go!!!"
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 0

Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 3/3
  • Base Amount
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
User avatar
Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter 8: Over the Hill

Post by Tex Arcana »

Knocking the dust off his armor Tex at first pays no mind to Icosa's chattering. He drops his helmet to the ground matter of factly. His face has streaks of sweat and marks on it from the pressure of the helmet compressing his skin. it's obvious he's not the outdoorsman Caine is. "I'm parched, I need something to drink," he says hoarsely. He walks up to the Mammoth's side door and reaches in pulling out a canteen. He opens it and takes a long pull. He rubs his mouth with the back of his hand, and says, "Better. What's this you are saying Icosa?" He listens to what she she says about a golden age military base. He nods, "That's the kind of stuff ol' Senator Thomm asked us to keep an eye out for on this trip west. Makes sense to me that we try to find it. Even if it's ransacked already, it might make a good place for travelers. Work with William and Erebus to plan a route. When we get close we should send out Tiny Tim and Mars, or Lacey, anyway whomever is currently in charge of her head, to scout from the air. Sending Ajax out to scout ahead makes sense to since he's much quicker than the rest of us."

The mage grabs his helmet off the ground and goes back to the Mammoth to get the portable shower out so he can rinse off the trail dust.
User avatar
William Rufus
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter 8: Over the Hill

Post by William Rufus »

A slight rumble echos through the valley and the ground reverberates gently as Williams brings his ritual to a close freeing the elementals to return to their natural plane of existence. As if in thanks a emerges from the group, sparkling with pristine purity.

Jadeite
William is a bit tired of the ritual but is glad that it succeeded. Especially when both sides call it a win. He looks at the sparkling gem stone and bends over and takes a closer look. "Thank you for this. Long life." He then Shows Tex the gem he found.
Special: 5 PPE available when activated at –2, usable once per day. Jadeite* 100k+
*Gems are rare without global mining and trade. Availability is –2, or –4 if marked asterisk (*)

"Hey Tex look what the elementals left behind."

Layla comes over, "Hey honey that is pretty green stone. Now you need to find one to fit on this finger." As she lifts her left hand and show an empty ring finger.

William chuckles a bit, and sighs. he smiles and says, "I'm never getting rid of you am I ? So we better find one, you know I'm not rich."

Layla smiles back and quips back, "Oh don't worry I'll get us one."

William turns back to the others and Ask, So what is the next step."

As Layla turns with a big smile on her face and skips back to the vehicle. The Hook! has been set. No ring, Got to keep my eyes open
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny
User avatar
Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter 8: Over the Hill

Post by Tex Arcana »

Having possibly come from the belly of an Earth Elemental, Tex, while interested in William's find, finds he's still reluctant to handle the stone. "This is a rare find William, you should definitely hold on to it and have a jewelry set it into a ring or necklace." He quickly changes the subject, "Is the Mammoth ready to move out? Icosa believes there may be an old military base around here based on her recollection of some old maps she saw at some point."
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Dawn Swiftrunner
Posts: 36
Joined: Sat Jan 16, 2021 11:28 pm

Re: Chapter 8: Over the Hill

Post by Dawn Swiftrunner »

"Ready when y'all are. An' hell, I'm up for investigatin' a military base. Last one I stumbled upon worked out great. Read 'bout the monster at the end of the book. Gave me a lot ta think about." The dog soldier drank some water as she sat atop the APC.
A good dog.
OOC Comments
Pace: 10; Running Die: d12; Parry: 6; Toughness: 15 (6)
- Parry is 9 with psi-shield active, and enemies have a -4 cover penalty to hit
- When attacked with technological attacks, enemies take -2 on their rolls.

ISP: 10 / 10

Bennies: 3
- Gained 1 Jan 31 2021 for good RP (see Discord)
- Spent 1 to reroll Fighting on April 11 2021
- Gained 1 on draw of the Joker May 8 2021
- Spent 1 to remove Shaken May 8 2021
- Spent 1 to soak damage May 8 2021
- Gained 1 when sharing a backstory element, Nov 28 2021
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Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter 8: Over the Hill

Post by Mars »

Tex Arcana wrote: Wed Sep 08, 2021 12:17 pm When we get close we should send out Tiny Tim and Mars, or Lacey, anyway whomever is currently in charge of her head, to scout from the air. "
Mars/Lace looks to Tex and says, in an entirely monotone voice, "I'm always in charge of my head." With no further explanation, she heads over to Tiny Tim and pats the young dragon on the neck. "Come on," she says. "While they start on their prep, I've been meaning to show you how to clean your weapons. The best soldiers always clean and sharpen their blades regularly. Take care of your equipment, and it will take care of you. I remember this one time in Thessalonica..." she stares off into the middle distance and stands stock still for a minute straight.

She comes to with a start, looks around quickly, and then pats Tiny again. "Come on, then!" she says with a cheerful grin.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 15 (5) w/o tactical plates |18 (7) w/tactical plates | 20 (7) when Losing It (Notes: add +2 Armor vs magical powers and effects AND reduce damage from magical powers and effects by 2)
Edges/Notes: Arcane Resistance (applies to magic only); Quick; Vulnerable after Wild Attacks (Losing It); Monologuer
Mars Character Sheet
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William Rufus
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter 8: Over the Hill

Post by William Rufus »

Tex
"This is a rare find William, you should definitely hold on to it and have a jewelry set it into a ring or necklace." He quickly changes the subject, "Is the Mammoth ready to move out? Icosa believes there may be an old military base around here based on her recollection of some old maps she saw at some point."
William responds, " I think we are set to go. Layla was checking everything out."

Layla grabs William's right arm in a vice like grip and speaks to Tex, "Yes, nothing major done to the ride. just need to make sure that we take care of it and no more messing with elementals or their likes." She squeezes Williams arm with a big smile. "William you want to drive or should I take the pilot chair?"

William looks at her and says, "It is yours. I need to rest a bit."
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny
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