Chapter 9: The Facility

Exploits of Adventure Incorporated!
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William Rufus
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter 9: The Facility

Post by William Rufus »

faith 1d10+2
Faith 1d10+2: [2]+2 = 4 sucess and raise opps agic & Mysticism 13: Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect.
WD
1d6
1d6!!: [2] = 2
Damage:3d8
3d8!!: [7, 4, 4] = 15 1d8 1d8!!: [4] = 4 +raise 1d6!!: [2] = 2 =21 DAMAGE (+2)=23
William advances and lets loose A cone of eletricity, blaster, aimed at the 3 maybe 4 in the upper NW Corner. SOUL BLAST (+3 PP for 15AP) : DAMAGE (+2): The burst causes 3d6 damage, or 4d6 with a raise, Blaster d6 changed to d8 since it is lightining is tere any extra damage I might have by passed the AP?

Layla
Psionics d8,
1d8 1d8!!: [2] = 2
wd d6
1d6 1d6!!: [3] = 3
Layla tries to get into action but Gets pushed and her concentration is interrupted. Dang
Last edited by William Rufus on Tue Feb 01, 2022 4:42 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
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Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter 9: The Facility

Post by Tiny Tim »

Icosa wrote: Sat Jan 15, 2022 5:11 pm As the robots in the room started to move aggressively, Icosa darted forward to the instrument panel and ducked down as she got her rifle into firing position. The phrase that had appeared on the screen wasn't lost on her, but she didn't have a lot of context to interpret it in. It was possible though that the human in the tank was there against her will; being utilized in some way by systems within the base. If so, she was vulnerable. The machines in the control room might seek to execute her rather than let her be freed. If not, well, they lost nothing by keeping her alive at any rate.

So...circle to the south end of the room, clearing any hostiles on the way, then give what cover she could to the tank. Perhaps the team could help with that. They were remarkably resourceful.

"Protect the girl in the tank!" Icosa urged everyone. She then moved as planned, running up and around to position herself between the tank and danger.
After hearing Icosa's request, Tiny Tim zips over between the tank and the bots.

"OK, now what?"
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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Venatus Vinco
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Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter 9: The Facility

Post by Venatus Vinco »

Tank Girl
Image

Caine opens fire hitting home easily in the confined space. However, he finds his laser rifle is less than effective (1 Shaken)!

Ajax gallops forward cutting down one bot before leaping over the control panel and hewing down another. He rears up ready for more action.

Icosa heads toward the tank but takes no action, yet.

The others have a split second to action before the robots catch a bead on them!
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Tex Arcana
Posts: 147
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Re: Chapter 9: The Facility

Post by Tex Arcana »

Tex follows behind @Icosa and crouches down behind the control panel. He weaves a bit of air elemental magic sending out small whirlwinds to buffet the robots. "Swirl the stale air of this ancient place!"




Elemental Manipulation
Cost: 1 +2 (Elemental Fury) +1 (Selective - All enemies) +1 (x2 Range) = 5
Range: All Enemies within 24" of Tex
Effect: -1 to all trait rolls
Duration: 10
Spellcasting: 1d12+1: [4]+1 = 5
Wild Die 1d6!+1: [4]+1 = 5



Active Spells:
Deflection: 9 rounds (all allies)
Effect: -4 to hit


Personal PPE: 21/40
Xanthine Gem: 10/10

Bennies: 1
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William Rufus
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter 9: The Facility

Post by William Rufus »

William after waiting a second to attack has let loose his cone of elecericty. (See Above) He isn't sure how well his first strike went so he goes after another group with his Drain Blade
OOC Comments
Str+d8 8otes d4 4 −4 3 million N: A magic item; +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,
Fighting d8 3 failure
1d8
1d8!!: [3] = 3

Wild Dice
1d6
1d6!!: [2] = 2

As William starts to charge there is a dragon and everyone else in his way. he sants to help but there are to many people in the Way!

Layla hangs back seeing that there is not much she can do in such a croweded room.
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 9: The Facility

Post by Venatus Vinco »

Out of Control

A lot happens at once, the bots open fire, the team returns fire as Icosa, Tiny, and others dart toward the woman encased in glass.

Stirring up the recycled air Tex manages to make the room into a minor maelstrom of chaos confusing the bots long enough for the others to get into position.

Standing at the tube Icosa assesses the situation. The woman is connected directly to the facility via a number of advanced neural links, an electronic display shows her brainwave activity while another monitor flashes with text.

"There are others!"

A map of the facility comes up indicating a stasis room deeper inside on the other side of the door.

Nearby Ajax, William, and Caine make light work of the heavy bots but the loud clank of metal on metal suggests more are on the way down another hall. Soon the room will be flooded with the well armed robots!

As the robots approach the woman flashes another message, "You must save them. My body is unrecoverable."

The stasis pods all flash to green as they wake-up routine begins, waking dozens of people nearby. The map flashes pointing toward the "gate room" indicating that an exit could be found there. The next thing Icosa sees is a download indicator. It appears the woman has initiated a massive data dump!

Quick Encounter (Dangerous, -2)
Choose a skill to roll and narrate saving those in stasis, fighting off the legion of angry robots and getting to the gate room for a quick exit to...somewhere?
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Ajax
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Re: Chapter 9: The Facility

Post by Ajax »

Ajax's juice-fueled mind immediately maps the locations on the screen. Enraged at the thought of a sentient being imprisoned for countless years in such a cage, his vision goes red. He swings his greatsword with
Fighting: 1d10!!-2: [4]-2 = 2
WD Fighting: 1d6!!-2: [11!!]-2 = 9
. The heavy armor of these metal sentinels parts like skin under a scalpel, not even slowing his blade on the way to the next foe. Intelligible speech deteriorates into centaur war cries and shouts to the victims that their salvation is galloping their way. He charges forward, heedless of any danger or foe.
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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Tiny Tim
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Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter 9: The Facility

Post by Tiny Tim »

Psionics (+2 due Major Psionics and 4 Extra ISP Spent, -2 due Difficulty... so even roll)
  • Psionics: 1d10!!: [1] = 1
    Wild: 1d6!!: [5] = 5
    • Bennie Reroll
      • Psionics: 1d10!!: [3] = 3
        Wild: 1d6!!: [1] = 1
        • Bennie Re-Re-Roll
          • Psionics: 1d10!!: [6] = 6
            Wild: 1d6!!: [10!!] = 10
    Result: 10 - Success with Raise.
    • ISP: 2d6+4: [3, 3]+4 = 10 = 10

William Rufus wrote: Tue Feb 01, 2022 9:24 pm
"Anyone with some explosive now would be a good time to use it to bunch them up into a kill box."
Choosing a safe time to quickly convert to his human form and back, Tiny Tim brings out a crate of 16 Fragmentation Grenades.

This should make a nice BIG BOOM!!!

With a gleam in his eyes, Tiny Tim stares at the now open box of grenades... which all then start lifting up in the air. Pins falling out of them seemingly of their own accord, the grenades fly around to surround the Robots as their levers are released. The concussive blast of a full crate's worth of grenades going off at once is enough for most creatures to have their ears ring.

"Is that good enough, @William Rufus?"
Last edited by Tiny Tim on Sat Feb 05, 2022 8:45 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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William Rufus
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter 9: The Facility

Post by William Rufus »

faith 1d10+2
Faith 1d10+2: success 5 and raise opps Magic & Mysticism 13: Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect.
1d10+2!!: [5]+2 = 7 +2
WD
1d6
WD 1d6!!: [3] = 3



William gets behide One of the consoles and waits, he is going to do the same thing that he did last time, A cone of eletricity. He wants them to bunch up and destroy as many as he can hoping there Mechanical frames also make a Dead Robot barrier making it easier for the rest to move the people out of here. "Anyone with some explosive now would be a good time to use it to bunch them up into a kill box."

William also uses his NEMA Liberator Multi-Rifle Freezing Pellet: On impact a gel-like pellet ruptures to spread a plasma-like freezing substance that covers a SBT and does 3d10 ) to hit and cause the area to become slippery with the damage. "Layla Help move the people out of there."

Layla
Repair 6 success
d10+4
1d10+4!!: [4]+4 = 8 -2=6
WD
d6
1d6!!: [4] = 4

Layla heads into the other room ans helps People put , if there is damaged She fixes it and gets them out . when they come out she directst them to other pods to aid them.
Last edited by William Rufus on Fri Feb 04, 2022 7:20 pm, edited 4 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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Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter 9: The Facility

Post by Erebus Caine »

QE Shooting 4; 1 success
-2 difficulty, +1 scope, +2 ion, -1 fatigue
Shooting 1d12!!: [2] = 2
Wild 1d6!!: [4] = 4
Colorado Baronies/Barrier Range/The Facility
Round 3

“I’ve got some grenades,” Erebus Caine told William, pulling out his grenade launcher. He fired a couple into the hallway with the approaching sound of the droids, then switched back to the rifle as the fighting continued, flipping to ion mode in the close quarters to cover the entrance better. He grunted as he took a few glancing blows, leaving him bruised.

Greater Deflection (Tex, 10r): -3 to be hit
Fatigue (Bumps and Bruises): -2
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 Conviction: Yes
Rifle Ammo: 54/60
  • 2 x spare long clips 30 each
Pistol Ammo: 30/30
  • 2 x spare short clips 30 each
Armor-Piercing Grenades: 24
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 4/4
Medi-Gel: 10/10
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
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Re: Chapter 9: The Facility

Post by Mars »

Fighting Success, Bumps and Bruises
Fighting 1d10!, Wild 1d6!: [6]+[1] = 7 -2 for scene
Lace is subsumed and Mars emerges, sliding her vibrosword out of its sheath, drawing her firebolt pistol, and rushing the mechanical foes. She slides gracefully from foe to foe, dancing between them and flicking the blade out in motions almost too quick to track.

When it's over, she bears numerous lacerations, purpling bruises, and a wicked grin. "Good to be back," she says to no one in particular.
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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Tex Arcana
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Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter 9: The Facility

Post by Tex Arcana »

Spellcasting 1d12-1: [1]-1 = 0 (+1 Lessor Ring of the Elder, -2 Dangerous Encounter)
Wild Die: 1d6-1: [4]-1 = 3

Spending a benny

Spellcasting 1d12-1: [4]-1 = 3 (+1 Lessor Ring of the Elder, -2 Dangerous Encounter)
Wild Die: 1d6-1: [3]-1 = 2

As the people stagger out of their capsules, Tex moves his whirlwinds to pester the robots heading down the corridor. Moving around the equipment in the room to better direct the wind, Tex is exposed for a second, but that's all that it takes. A robot fires a shot that clips him the leg and he goes down. The mage scrambles behind a computer console, panting in pain. He uses the console to get back to his feet, and between shots limps his way towards hopefully, the exit.


Elemental Manipulation
Cost: 1 +2 (Elemental Fury) +1 (Selective - All enemies) +1 (x2 Range) = 5
Range: All Enemies within 24" of Tex
Effect: -1 to all trait rolls
Duration: 10
Spellcasting: 1d12+1
Wild Die 1d6!+1



Active Spells:
Deflection: 8 rounds (all allies)
Effect: -4 to hit
Elemental Manipulation: 9 rounds
Effect: -1 all enemy trait rolls within 24" of Tex


Personal PPE: 21/40
Xanthine Gem: 10/10

Wounds: 1

Bennies: 2
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Venatus Vinco
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Re: Chapter 9: The Facility

Post by Venatus Vinco »

Fast, Furious, Frozen
Hounded by robots, faced with unknown people in cryo-tubes, and locked underground the brave souls of Adventure Inc. turn up the intensity.

Ajax hews through robots clearing the corridors and keeping the steel sentinels at bay while Mars dances lithely through the battle field like a murderous ballerina. The two augmented humans leave lots of space for the others go to work. Tex uses magic to move all the debris around creating serious impediments to movement for the security bots. As the mechanical refuse piles up in the corridors the reinforcements are slowed as they clamour through the wreck. Bunched up like a traffic jam in a Golden Age city, William and Tiny loose a massive explosion trapping dozens of bots in the blast and completely blocking the tunnel to the cryochamber - giving the group some much needed breathing space.

Layla manages to activate the wake-up sequence on all the capsules and the men and women begin to emerge from a long sleep, since at least before the cataclysm. The units hiss and people begin to emerge slowly. Confused by the raucous sounds of combat and the presence of intruders chaos ensues. Fortunately, the woman in the tank still has some control over the system and sends a signal to the newly awakened team.

A group of science specialists move to the computers in the room and start a shutdown sequence, doing battle against the AI controlling the security robots. Finally, the robots go limp and the facility falls silent. The heroes stand awkwardly in front of a group of recently awakened Neemans.

Finally a woman among them speaks up, "I am Major Catherine Carter, Northern Eagle Military Alliance. Can somebody tell me what the hell is going on here..." she pauses for a moment and considers the group with a frown, "And who authorized chemical augmentation for a mutant horse?"
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Pursuit
Game Master
Posts: 1211
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Re: Chapter 9: The Facility

Post by Pursuit »

Mars leans a bit on her sword, catching her breath. "Welcome back, warriors of Neema," she says, stretching out the "e". "Much has happened since you slept, and the world has changed."
Curse of the Crimson Throne GM Bennies: 3/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter 9: The Facility

Post by Tiny Tim »

Peeking his head back into the chamber where the cryo chambers opened...

"Hey, how much longer will this be taking? These robots do seem quite determined... and numerous. They might end up hurting one of you guys... or these newly awakened people. Also, they don't taste yummy"
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 9: The Facility

Post by Ajax »

Ajax snorts indignantly at the implication of him being a science experiment. "Mutant horse?! How dare you! I am a centaur, born without flaw or experiment in the very image of my father and mother, you ..." He stops short of an insult, but regards this woman with some disdain. "We have just saved your lives. Etiquette suggests that gratitude is warranted. Insulting our birth and heritage, less so." He turns off the power to his vibro-greatsword and hefts the massive blade onto his shoulder to rest, in a not entirely un-menacing manner.
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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William Rufus
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter 9: The Facility

Post by William Rufus »

William sees his friend, Ajax is upset, he steps between them and speaks up, "Major Carter, I'm William Rufus. Let's take this down a notch please. We are here to rescue you, and you have been out of touch within your pods. Your world, has changed and to get out of here we need to work together. Now I suggest organize your group and tell us anything you know. Your group needs arms and transportation when we eventully get out of here. The world, now is a different place. You need time to adjust to what is outside."
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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Icosa
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Location: 1st SET

Re: Chapter 9: The Facility

Post by Icosa »

Icosa quickly joins William's side and extends a hand to Major Carter.

"We don't know the full story of what happened here," she explains. "We encountered a woman in a NEMA uniform in some kind of a sensory deprivation tank that seemed to be connected to the computer systems of the base...but she's not controlling the robots, who have been treating us as hostile intruders. You and your team have been in biological stasis for a long time. The world is very different from the one you knew."

At the Major's attention, she added, "I am Icosa. I'm a representative of the CAN Republic; a modern day evolution of what you know as Cyberworks Aerospace Network. As a consequence of the information we've preserved, I was able to lead this team here and recognize your uniforms. I didn't know what to expect inside, but I assumed there wouldn't be survivors. I'm glad to see I was wrong."

"If you have any influence over the intelligence controlling the base, this would be a good time to tell it to stand down. Alternatively, we could attempt to disable it. Or," she nods at William, "we could attempt to fight our way back out. Though it would be to everyone's benefit if we could retain control over the base."
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 9: The Facility

Post by Erebus Caine »

Colorado Baronies/Barrier Range/The Facility
Round 0

Erebus Caine sat down on a pile of rubble to ease his bumps and bruises, looking over this Major Carter.

“You got an armory, Major?” he asked, respectful of her rank. “If we need to fight our way out, you’ll be more useful armed. Unless you know a safe way out.

Fatigue (Bumps and Bruises): -2
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 Conviction: Yes
Rifle Ammo: 54/60
  • 2 x spare long clips 30 each
Pistol Ammo: 30/30
  • 2 x spare short clips 30 each
Armor-Piercing Grenades: 24
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 4/4
Medi-Gel: 10/10
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
Tex Arcana
Posts: 147
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Re: Chapter 9: The Facility

Post by Tex Arcana »

Tex limps into the room with everyone, grunting a bit each time he puts weight on his wounded leg. He nods to @Icosa and says, "You probably know more than any of us about what's going on down here, you take the lead with these people." He finds a wall and winces as he slides down slowly.

The mage focus his mind trying to block out the pain long enough to cast a spell of healing on his leg. His hands glow with a warm, white light as he moves them down to his injury. The light flows like a liquid across his leg and then once it touches the would circles it like going down a drain. "Aaahhh," Tex says as the pain goes away. He lets his arms go limp and rests for a few minutes.

Healing
PPE: 3
Spellcasting: 1d12: [1] = 1 (+1 Normally, -1 from Wound)
Wild Die: 1d6: [4] = 4
Effect: Heal 1 wound

Personal PPE: 18/40
Xanthine Gem: 10/10

Wounds: 0

Bennies: 2
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Venatus Vinco
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Re: Chapter 9: The Facility

Post by Venatus Vinco »

Processing...

The Centaur's display of indignation causes some of the troops to bristle, and the giant lizard beast makes them truly unnerved. Clearly they were still in a stasis induced nightmare. Major Carter is understandably confused by all the bizzarre information coming at her, but her training kicks in almost immediately when she hears about the threat from the facility's AI.

"Ok, let's get this place under control. We deal with the messed up situation inside then we figure out what the hell is going on outside."

The soldiers jump into action heading toward computer terminals while others open lockers and doors in the cryo-room revealing they do in fact have an army, or at least are armed like one. As they gear up status reports start flying in. Carter nods to Icosa, "Cyberworks survived whatever mess were in huh. Okay then." Someone calls her over to the computer and she gasps.

"The AI we activated to preserve us during cryo took its orders a little too seriously after losing external contact." She points to the screen with the woman in the tank, "Apparently our crew had latent psychics, the AI has been using them as the human inputs it required in the absence of command and control. It's very messed up. We need to shut down the AI, then we can control this facility. We won't be going outside until we can organize a proper recon."

She looks at the group, eying Tex in particular as he heals himself.

"Psychic phenomena were barely a thing when we went down. We're not equipped to handle that. Do you have a way to shut down the mental connection between the AI and the trapped solider? If so we can temporarily confuse it and pull the plug."
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Mars
Posts: 177
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Re: Chapter 9: The Facility

Post by Mars »

"We have a rocket launcher. Would that help?"
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 9: The Facility

Post by Icosa »

"Ideally leaving her alive," Icosa chides Mars gently.

She then addresses the commander of NEMA, "I have some skill with computers. There must be some failsafe system to terminate the connection in the event of an emergency. If I can gain access to that function and set it off, that should leave the AI vulnerable." Icosa adds, looking at the rest of the group, "We would want to get her out of the tank as quickly as possible as well."
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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Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter 9: The Facility

Post by Tiny Tim »

Mars wrote: Sun Feb 20, 2022 10:05 am "We have a rocket launcher. Would that help?"
"I still have another 8 Frag Grenades, 3 Plasma Grenade, and 1 AP Grenade. We can have Another BIG BOOM!!!!! Or me and my friends can distract it with LOTS of explosions and Mayhem... we happen to be good at both... allowith the person to get unplugged."
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
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Re: Chapter 9: The Facility

Post by Ajax »

Ajax nods intently at @Icosa. "Quick, I can do. With a clear path, I can have her freed from that nightmarish prison in the twitch of an eye." He stamps a little in anticipation, already yearning to run back to the tank. "No living being should be so confined."
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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Tex Arcana
Posts: 147
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Re: Chapter 9: The Facility

Post by Tex Arcana »

Focused on himself, Tex misses Carter's scrutiny of his actions. After a minute making sure that he didn't hurt anywhere else, Tex gets back up on his feet using one hand on a wall to keep himself steady. They've been stuck here for possibly centuries. I don't think I want to be the one to tell them how long they've been asleep. He moves up to join @Icosa and nods in her direction. "Icosa is best equipped to handle the technology. Is it just the one woman in a tube, or are there multiple people trapped? And do the people in the tubes have no authority to direct the A.I.? If not, then, perhaps we can deny the A.I. access to her abilities by putting her to sleep."

Common Knowledge: 1d6!: [6!, 6!, 6!, 4] = 22 | What can we do to deny the A.I. access to the trapped woman's psychic abilities
Wild Die: 1d6!: [4] = 4
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William Rufus
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter 9: The Facility

Post by William Rufus »

William
William responds, "I'm not much on computers, But If anyone needs Healing I an try to help them."
William Heal Success an a raise
PSi(+2 FOR 4 ISP) (+2 for medi Kits)
1d8+4
1d8!!: [6] = 6 +4=10
Wd
1d6 1d6!!: [3] = 3

Layla
Layla steps foreward And speaks first to William, "Not to worry sweet cheeks, you help out with the ones in the tubes . You are great at that. I got ya covered on the fixing of the machine."

She then turns to Carter "Show me the system and I can try different things."
Repair success 3 Raises
(+2 telemechanis) +2 (+2 FOR 4 ISP) (+2 normal roll)1d10+2+2+2
1d10!!: [12!!] = 12 +6 =18
WD
1d6 1d6!!: [5] = 5
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 9: The Facility

Post by Venatus Vinco »

Sleeping Beauty

Carter frowns deeply at the team's quick suggestion of explosives and quickly directs the conversation to Icosa and Tex's ideas.

"Yes, I think putting Sergeant Sanchez into some kind of sleep could temporarily confuse the AI, but we would also need to supress its connection so the computer just doesn't override her natural systems and wake her back up." She eyes Tex, reflecting on his healing a moment ago, "Do you have mind over matter abilities that can put her into a more unnatural sleep?"

As she talks a few of her troopers shift uneasily around the dragon and centaur before heading off to check some dials being very conspicuous in their attempts at being inconspicuous.

Finally Carter speaks up again, "Okay maybe we do blow some things up. My people can lead you to the AI core, it has redundancy but it takes a few seconds for the backup to reboot and come online. If we can put Sanchez to sleep and hit the reboot cycle we might have enough time to get her out alive."
Split the Party
Single Round Dramatic Task. Roll and Narrate.
Group One: Operation Humpty Dumpty. Assault the main core to force the AI to reboot into its backup server. Skills: Fighting, Shooting, Athletics, Repair, Electronics. 5 tokens
Group Two: Operation Sleeping Beauty. Enter the main room, put Sanchez to sleep, and pull her out during the reboot cycle. Skills: Arcane Skill, Hacking, Electronics, Repair. 5 tokens.
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Ajax
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Re: Chapter 9: The Facility

Post by Ajax »

Ajax nods. "Blowing things up we can do." He looks at @Tiny Tim who can usually be relied on for swift and extreme violence. He switches his vibro-blade back to the on position and charges headlong, once again, into battle, heedless of danger. Following the directions of the Neemen, Ajax puts his sword to good use,

Fighting: 1d10!!: [6] = 6
WD Fighting: 1d6!!: [4] = 4
Burn: 1d6: [4] = 4
at the constructs who are obstructing his path. The juice flows strong through his veins, and he moves faster than the mortal eye can keep track of. Down the halls echo the riotous laughter of a warrior centaur in the throes of a juiced rage, and behind him is strewn pieces and parts of robot sentries who couldn't pass the thousand-slash test.
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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Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter 9: The Facility

Post by Tex Arcana »

Group Two: Operation Sleeping Beauty.


Arcana: 1d12+1: [8]+1 = 9
Wild Die: 1d6+1: [1]+1 = 2

With some post magical healing phantom pain, Tex moves back up the hallway to the control room they fought all the robots and the poor woman still trapped in a pod. Like he had when the team had been ambushed by the mercs with the Hunter Mobile Gun, he murmurs, "Somnolence," and sends a magical Alpha wave into the room towards the woman's position. That's it, nothing to worry about, time to sleep and rest.
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Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter 9: The Facility

Post by Tiny Tim »

Psionics (d10... +2 if possible by spending 4 extra ISP)
  • Psionics: 1d10!!: [8] = 8
    Wild: 1d6!!: [3] = 3
    Result: 8 - Success with Raise - 2 Tokens. The +2 is not needed but will still be spent if required.

Ajax wrote: Thu Mar 17, 2022 2:26 pm Ajax nods. "Blowing things up we can do." He looks at @Tiny Tim who can usually be relied on for swift and extreme violence. He switches his vibro-blade back to the on position and charges headlong, once again, into battle, heedless of danger. Following the directions of the Neemen, Ajax puts his sword to good use, chopping and slicing
at the constructs who are obstructing his path. The juice flows strong through his veins, and he moves faster than the mortal eye can keep track of. Down the halls echo the riotous laughter of a warrior centaur in the throes of a juiced rage, and behind him is strewn pieces and parts of robot sentries who couldn't pass the thousand-slash test.
Not to be outdone by the Centaur Juicer, Tiny Tim throws himself into the battle with the robot sentries. Drawing upon his inner strength to further augment his natural toughness and fighting prowess, the Little Hatchling is able to keep up with Ajax as the two of them tear through the mechanical constructs in their way as they go off to where Tiny Tim is to put the grenades that will be a redundant distraction with all the carnage the two are reeking.

"I am starting to run out of grenades to use, Ajax, but I am willing to use up my last dozen Grenades for a BIG HUGE BOOM!!!"
Last edited by Tiny Tim on Sat Mar 19, 2022 9:38 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.
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Icosa
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter 9: The Facility

Post by Icosa »

Icosa nods and lets herself be guided through the facility to one of the terminals that can be used to connect with the base's network. There she opens a panel in the gauntlet of her armor and presses the palm of her hand to the interface port. It's hard to see exactly what happens with her hand in the way, but a moment later the status light flickers yellow, then turns green. A connection has been made.

"My arms, despite their appearance, are artificial," Icosa explains distractedly, her eyes focused on the middle distance as she speaks. "Advanced cybernetics were a subject of intense research by old Cyberworks, and that knowledge was retained by their descendants. Just a moment...the encryption here is still based on CAN protocols. I should be able to gain access to the network."

Rolls: Hacking 15
Hacking with interface for +4
1d8!! 1d6!!: [4]+[11!!] = 15
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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William Rufus
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter 9: The Facility

Post by William Rufus »

Group Two: Operation Sleeping Beauty. Enter the main room, put Sanchez to sleep, and pull her out during the reboot cycle. Skills: Arcane Skill, Hacking

William trys to call on the gods for any help to aid their taskHe concentrates on those people on the Task
Arcane divination Success 7
Faith
10+2
1d10+2: [5]+2 = 7
Wild Dice
1d6
1d6!!: [5] = 5

Layla tries to use Repair good for task 2
Layla goes into the the inter working of the machine. She working at the circut boardand she soders jumps and By Basess in so that the Ai still thinks it is in control. She continues to monitor both Ai imputs and Sleeping Beauty . While others Work at their task.
Repair16+4=20 Success and 4 raises
d10+4
1d10+4!!: [1]+4 = 5
Wild Dice d6
1d6
1d6!!: [16!!] = 16 +4
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 9: The Facility

Post by Venatus Vinco »

Moving Parts

In a surreal scene a group of Golden Age Neemans lead a dragon, a centaur, and a crazy to the central core of the hardened military facility. Ajax and Tiny Tim tear into any oncoming bots. The speedy juicer dances away from incoming fire while it bounces off the young dragon with almost no effect. Reaching the core door the crew is momentarily stalled until Mars blows it wide open with a much too close rocket strike! The Neeman techs pout into the room, timing their work with the operations above.

Bursting into the main control room another team of Neemans sweeps away the guard robots while Tex, Icosa, William and Layla tackle the problem of the the sleeping solider. It doesn't take Icosa long to gain an interface using her cyberworks protocols. She opens a connection to the main core to monitor its status, waiting for the reboot. Nearby William utters blesses on the Neemans and his teammates. Their spirits are lifted and they work with divine help as they wait for the signal from the basement.

Finally, Icosa gets the transmission. Tex sends somatic waves through the air and Layla pops the hatch. Suspension liquid comes pouring out as William catches the solider before she plops onto the floor. Two Neeman medics attend to her quickly disconnecting her diodes while Icosa counts out the reboot timer with machine like precision.

The system restart barely gets to 1 when the medics finish their work and the computer reboots. Returned to its normal state without a human mind to power its more deviant parts. Naked and wet, Sanchez opens her eyes and looks up at William.

"They told me not to swallow the worm from that tequila."

Crisis averted, the medics whisk Sanchez to the old infirmary while the rest of the troops spread out to secure the facility and start working on a situation report. It doesn't take long for Carter to confirm the situation outside. Many of the Neemans are visibly shaken by the status othe outside world. Finally Carter looks to the group.

"Thanks for your help, it looks like we have a lot of work to do here. We're going to takeit slow, explore the surface on our terms and make contact with people once we know a bit more about what's what. Not sure what your plans are, but is there something I can do to help you agree to stay quiet about our presence here?"
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Icosa
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter 9: The Facility

Post by Icosa »

"Well, since you've asked," Icosa looks at the rest of the team, then says, "For myself, would it be all right if I had access to the Cyberworks data in the system? Just for copying sake, mind you. No alterations or deletions. There may be fragmentary records back home that information here can complete. After all this time very little of it will be of practical use, but for the sake of reconstructing some kind of history it would be invaluable."
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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Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter 9: The Facility

Post by Tiny Tim »

Venatus Vinco wrote: Mon Mar 21, 2022 4:40 pm Moving Parts

"Thanks for your help, it looks like we have a lot of work to do here. We're going to takeit slow, explore the surface on our terms and make contact with people once we know a bit more about what's what. Not sure what your plans are, but is there something I can do to help you agree to stay quiet about our presence here?"
"Is there a chance I can get some grenades or other explosives? I LOVE to watch explosions. I used up a full case of Frag Grenades on your robots in the other room before we woke you guys up. It was COOL!!!!"
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 9: The Facility

Post by Ajax »

Still juiced from the glorious battle he had just won, he shrugs at Carter's question. "I have little need of things, except perhaps to recharge batteries for the journey ahead. And perhaps anything that may serve as ammunition for my railgun." He gestures backwards to the custom railgun. "Aside from such things, I take only the satisfaction of having freed living beings from a heinous prison. I bid you good fortune in this new world." He bows slightly, seemingly eager to escape the strange underground labyrinth.
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 9: The Facility

Post by Venatus Vinco »

The Major nods at the requests and makes a few notes.

"We can probably sort that stuff out. What can you tell me about your group, do you work for a nation state or enclave? What did you come down here in the first place."

She then points to an external security monitor that shows the Fenodi tribe dancing and worshipping outside the entrance.

"And who the heck are those guys?"
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Icosa
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Location: 1st SET

Re: Chapter 9: The Facility

Post by Icosa »

Icosa looks at the monitor and nods.

"In the simplest terms, there's a small society of people outside the facility that developed some superstitious beliefs about it. Earth is now home to more than human beings. The cataclysm caused...you can think of them as 'gateways' into other universes to form along naturally-occurring, metaphorical, 'fault lines.' Many beings coming through these gateways are hostile, but as many or more are not. The people you're seeing now have probably lived here their entire lives, and known no other home."

She shrugs. "We found them agreeable enough when we spoke with them before entering the mountain."
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
Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter 9: The Facility

Post by Mars »

Mars chimes in, "They're primitives who worship the facility. But they're powerful psychics and phased us in here."

Mars drops into a chair, removes a boot, and begins changing her socks.

"Us? We're a bunch of mercs hired by a polis to explore. Your fortification here is in the midst of a blank space on the map, and we're here to help fill it in. We could use allies, though, and arms. Arms are always welcome."
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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Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter 9: The Facility

Post by Tex Arcana »

With the people freed from their technological shackles. Tex returns to the others to join in the general discussion. "As Icosa has said, much has changed since you were placed in hibernation. Earth has became a multi-dimensional nexus and beings from these place have both on purpose and by accident have come to this planet to make it their home. What were probably once considered legends and fairy tales are now reality. As you may have seen, magic has returned. We work for a company called Adventure, Inc. We are on an exploratory expedition to the west side of this continent. Our charter was established by the Council of Lazlo a few hundred miles to the east, founded on the ruins of a city once called Toronto. The knowledge you have hear both historical and technological would benefit many if you are will to share and trade for it. This is not the golden age of your time, peace is a fragile thing, so be sure to do your own investigation on the motives of those you come across."

"While most likely inaccurate, any information of the lands to the west would be useful to us as it would help us identify possible routes and locations of interest for our expedition.," Tex says.
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Icosa
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter 9: The Facility

Post by Icosa »

Icosa adds, "As for why we came to this specific place, that was by my request. The Republic has limited records of pre-Cataclysm bases and facilities, and this was one such place I had information about how to find. I'd hoped to recover information, maybe usable technology as well. We had no idea what was actually buried here."
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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William Rufus
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter 9: The Facility

Post by William Rufus »

Carter
"Thanks for your help, it looks like we have a lot of work to do here. We're going to takeit slow, explore the surface on our terms and make contact with people once we know a bit more about what's what. Not sure what your plans are, but is there something I can do to help you agree to stay quiet about our presence here?"
William looks at the others, "We don't need antything really to keep our mouths close. If you can, an EMP weapon might come in handy, now that I see what a run away computer can do. If not restock on ammo. OH, you have maps of militay bases, and major cities of old, those might prove helpful."

Layla looks at Carter and speaks, If you have some Spare electronics around, scrapes, that might help us. Oh, how about a couple of drones? that might help all of us especially if you can recieve long range communications. You see, you can have a view of what we are seeing. Then you can make intellegent guesses on any areasy ou wish to Explore! now you may not want to respond to us. that would be OK. or you send one of your teams out and they can send a message to us."
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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Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter 9: The Facility

Post by Tiny Tim »

"I did not mean the request for explosives as a threat for keeping my mouth silent. I just LOVE seeing explosions so much!!! I was hatched here on Earth just over a year ago, near Madhaven... in where I believe used to be called the Nouveau Yorky area. I am a Dragon... specifically a Forest Runner Dragon Hatchling. I am smaller than most of my breed, which is one of the smallest Dragon breeds, due to a situation surrounding my hatching. You can call me Tiny Tim!"
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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Venatus Vinco
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Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter 9: The Facility

Post by Venatus Vinco »

Debriefing
Carter listens with part wonderment and even bigger parts disbelief as the group explains the current situation to her. Yet, a dragon, a centaur, stood in front of her and a group of primitive stood outside her door. She nods at the various requests in turn but doesn't agree to anything. Finally she motions to a nearby trooper, who has been quietly listening to everything, "Sawyer, congratulations. You're going on recon. Help gear these people up for a trip to the west. We will send teams north, south, and east and get a handle on things. Quietly."

Access to NEMA records gives excellent maps and locations of various Golden Age population centres, military facilities, and other interesting information. However, the Major doesn't just hand it over but loads it on to a data pad entrusts to @Niki Sawyer. The team's newest members. Whether they like it or not.

ooc: Welcome @Lars . Introduce your character.
Icosa
While she finds evidence of an Archie program here at one time it appears it was not nearly as advanced as Archie 7. More like a childish prototype. What remains of its programming was shut down when the team liberated the facility. However, he does manage to make a quick connection home and the CAN Republic pushes a firmware update to her jetpack.
CAN Republic Jet Pack
Specifically designed for use by the Icosa exploration unit. Archie 7 optimally configured the pack to directly interface with the Icosa processor providing near perfect response times. Advanced propulsion and super-cooling systems provide the jet pack with impressive speed and lift. The jet pack has effectively unlimited range, but it begins to overheat if used continuously for more than four hours. The flight system has Handling +2 with a top speed of 220 MPH (35 lb, 600,000 credits, nuclear-powered only). Does not function for anyone but Icosa.
Gear
NEMA provides some gear and equipment for the expedition. Pick one.
SNARLS Multi-Optics Helmet
Supernatural & Arcane Recognition Laser System. Developed for use by special forces as humanity explored psionics and the supernatural just prior to the cataclysm.
  • Weight: 5 lbs.
  • Sensory Features Abilities: Ignores Illumination penalties, gains +2 to sight based Notice rolls or to offset Range penalties, and +1 Shooting with calibrated weapons. Includes a hands-free radio (10-mile range) and megaphone voice projection system.
  • Notes: detect arcana, Monster Slayer Edge, 5 PP
  • Protection: +4 Armor, +2 Toughness to head only
  • Activation Skill: Electronics
  • Availability: NA
  • Base Cost: 90,000 credits
Weapons:
M-2011 Ion Blaster
M-160 Ion Battle Rifle
LAWS-3 RPG

Armor
NEMA Medium Plate EBA +6 Armor, +3 Toughness
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
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Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Re: Chapter 9: The Facility

Post by Jackal »


Image

At Major Carter’s orders a mid twenties woman steps forward and salutes the Major.

The young lady is dressed in similar armor as the rest of those assembled, however instead of dull white or light blue, her armor is a dark black and dark green in color.

Her rifle has NEMA stamped on its side. Her armor has no designation or rank markings.

Taking the data pad from her commanding officer she tucks it into her armor for safe keeping.

Looking at the newcomers she offers a smile.

”I am Peacekeeper Nicole Sawyer. Please feel free to call me Niki. I admit I’m excited to join you as you head out west. I’ll help as I can. If we make it all the way to the Golden Gate Bridge maybe I can visit an old boy friend if he’s still alive…. Um, joking. I grasp that hundreds of years have passed since we all got frozen in the name of democracy. If you’re needing ammo, guns, or armor please follow me. We have some nice gear. Oh. One thing. I hope you’ll forgive me. But. I’m pretty sure I’m going to have quite a few questions. Bare with me please. You know. Like. Dragons and Centaurs!? Oh my.”

Niki motions to an adjacent hallway that leads to the armory.
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
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Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter 9: The Facility

Post by Ajax »

With the juice flowing out of his system, being replaced by the euphorics and sedatives that keep him dulled, Ajax looks over the equipment in front of him. He scoffs slightly at the helmet. "It can't be any better than this." He taps his fingers against his own Multi-Optics Helmet.
His eyes float over to the rocket launcher.
"Ohh....that looks fun."
He slings the rocket launcher over his back and as much ammunition as they'll let him jam into his saddlebags. "For those hard to open shells." He snickers at his own joke.
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 9: The Facility

Post by Mars »

Niki wrote: Sun Apr 03, 2022 8:34 pm ”I am Peacekeeper Nicole Sawyer. Please feel free to call me Niki. I admit I’m excited to join you as you head out west. I’ll help as I can. If we make it all the way to the Golden Gate Bridge maybe I can visit an old boy friend if he’s still alive…. Um, joking. I grasp that hundreds of years have passed since we all got frozen in the name of democracy. If you’re needing ammo, guns, or armor please follow me. We have some nice gear. Oh. One thing. I hope you’ll forgive me. But. I’m pretty sure I’m going to have quite a few questions. Bare with me please. You know. Like. Dragons and Centaurs!? Oh my.”

Niki motions to an adjacent hallway that leads to the armory.
"Lead on, Peacekeeper."

Mars says it with a smile, but the word "peace" grinds across her teeth like an epithet.

Once she sees the bounty of weapons, she smiles a very different smile and retrieves a wicked looking pistol. "This will do."
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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Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter 9: The Facility

Post by Ajax »

Ajax scoffs. "Peace." If you can slur a scoff, he does. "Peace is what's left when the gunfire stops and the vibroblades run out of power." He head bobs into an awkward bow to @Niki. "Ajax. Don't ask to ride me. You can ride the dragon. @Tiny Tim won't mind." He guffaws, his half neigh / half laugh echoing through the facility.
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
Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Re: Chapter 9: The Facility

Post by Jackal »


Once in the armory Niki eyes Mars. Then tosses her another magazine for the pistol she has picked.

”Can never have too much ammo. Here. Take another.”

Glancing over at Ajax the Peacekeeper smiles nervously.

”Ugh. Yeah. No rides. Got it.”

Niki helps the others gather up gear.

“Wait? Really? The Dragon is open to rides? Pbbbtt you’re messing with me aren’t you?”
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
User avatar
Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter 9: The Facility

Post by Ajax »

Ajax shrugs. "I've never tried to ride him. You'll be the first I've seen. I'm sure you're capable. GOOD LUCK!" His laughter borders on hysterics at this point. "Tell me there are recording capabilities in this facility! We should replay this often!" He eagerly stares at the impending draconic rodeo.
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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Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter 9: The Facility

Post by Icosa »

Icosa comes over to the equipment on offer and selects the complicated-looking visor. She puts it on over her eyes and looks around...then leans over towards Niki.

"Tiny Tim is generally agreeable, though I've found he's much more so when any requests are combined with sincere flattery. He is still quite young, still forming his self-image."

She takes the visor off again and offers Niki a hand to shake.

"I'm Icosa. It is a genuine pleasure having you in our company. Hopefully sometime we can find time to sit and talk about what you remember of the cataclysm that was taking place. Historical records of what it looked like from the ground are spotty at best."
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
Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Re: Chapter 9: The Facility

Post by Jackal »


Nodding at Icosa the Peacekeeper smiles.

“I … thank you. After the fall. I and a few Commands spent a few years doing rescue missions. But. In the end. The Demons. We stood no chance. Um. Yes. I look forward to talking to you. Uh. Here.”

Niki hands Icosa a helmet.

“Check this out. It’s pretty nice.”

Glancing at Ajax the commando starts to feel a little nervous.
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
User avatar
Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter 9: The Facility

Post by Icosa »

Icosa smiles encouragingly.

"They are...rough around the edges. The product of a world that has known a lot more violence than the one you remember. But I have found them to be dependable companions in our journey so far."

She tries the helmet on for a moment, then opens the faceplate and leans closer while lowering the volume of her words.

"There's a lot of jockeying for social hierarchy here," Icosa says in a low voice, smiling. "Pushing to see how far one can be pushed. If you ever feel like you're at the edge of what you're comfortable with...just push back. Not too hard; just enough to show that's where your line is. I've found once I made that clear, everyone has honored those lines."

The helmet comes back off, and Icosa hefts it in a hand, testing the weight.

"This is remarkable equipment. Even the Republic hasn't worked out a way to detect paranormal energy without the use of a paranormally-active person. Do you think I could get a copy of the schematics?"
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
Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Re: Chapter 9: The Facility

Post by Jackal »

So boot camp again. Gotcha.

Relaxing Niki raises an eyebrow at the mention of the Republic. Filing that away for later.

Schematics…

“Not sure if we have those. These helmets popped up after the fall. Some… sensitive, that I’m not entirely sure now was human, though she sure looked and acted human, she was with a group our D3-R… Disaster Response Rescue and Recovery team found. She didn’t need saving but the group with her did. She stuck around a while and helped. Designed some cool gear. To give us an edge.”

The thawed out woman shivers.

”Thought we were going under for just a few years. 300…”

Rifling through a shelf containing dozens of mechanical books Niki tosses them each aside.

VW repair. Tiny House design. Building your own everything. Ford 2088 E-150 repair. And so on.

”Don’t see one for the helmet sorry. Need to build a tiny house out of a hover bus? No? Yeah. Never understood those hipsters.”

Grabbing another helmet the Peacemaker Commando clips it to her gear.

”Okay. I’m ready. I sure could use a horse to carry all this gear hahaha. But seriously, I think this is the most I’ve packed for a trip. Well. Other than my graduation trip to the moon at the end of High School. Geez. You said you came from there? If anyone had asked me before your arrival I’d never thought anyone survived up there. I recall the base was mostly underground and not really all that big. The flight there and back had amazing views. That begs the question — how. Just how did you get here. That has to be an awesome story.”
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
User avatar
Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter 9: The Facility

Post by Icosa »

Icosa gives Niki a perplexed look, then brightens as she realizes what she's saying.

"Oh no, you misunderstand. There's no orbital traffic these days. In fact, anything from the surface is destroyed as it enters low-earth orbit altitudes. I am not allowed to divulge the exact location of the Republic, due to the value of its technology and its relative vulnerability, but the old Cyberworks Network was principally located on Earth."

She sobers and nods. "As for the current success of any of their off-planet resources...without communication, much is unknown. Perhaps we'll discover more during our time together."
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
William Rufus
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter 9: The Facility

Post by William Rufus »

William heads over to meet the newest team member. Layla sees him heading over to her, she quickly manuvers for the intercept and grabs his out streached arm under hers and then presents her arm to Niki and says with a smile on her face, "Hello Niki, I am Layla and this is my fiance, William. I'm the mechanic and copilot. And Sweet William here is the Pilot, Preacher, and what we call Mystic. Though he doesn't do much preaching. He is a Holy Warrior! from off world, where Angels! and Men fight Evil! Isn't that so honey."

William responds looking to Layla, "Yes, My Fiance, Layla Is right." William and Layla look to the weapons aand continue the talk, "The helmets are similar to the helmets we have. I'm thinking having a LAW 3 might be useful for me. What about you Layla ?"
Layla relaxes her grip on Williams arm having hopefully gotten her point across and wrinkles her face a bit and speaks, "I think the rifle it looks light enough and should have a good range to do some nasty damage."

William, slings his new toy and Layla hand him the rifle before he walks off, Layla stops and turns to Niki and speaks in a low voice, "I'm sorry, if I came on to strong back there." She looks at Niki and continues, "William is kind and hard to read at times and I really don't want any bad feeling in the group. So if you need something, I will see what I can do for you. Living out in the middle of no where with not much of a choice of nice fellas. Well, when I saw William stand up to those types. Two of them are my Uncles. I decided that he was my chance for a better life. No hard feelings, if you need some one to talk to i'm here. So please Forgive me!"
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 9: The Facility

Post by Tex Arcana »

These golden-agers are surprisingly nonchalant about finding out that the world they knew is now gone. Tex thinks as Major Carter foists off one of her team on them. But, if we are the shining light in the darkness that we claim to be, we should be cooperative. The potential gains if we can get this group of popsicles to join with Lazlo outweigh the risks, at least for now.

The mage reaches up to tip his hat and realizes, he's in his armor, and then steps forward and holds out his hand as well to shake, greeting Niki, "Welcome Niki, my name is Tex Arkana. I am the leader of this group. I am pretty sure I was reading the mission briefing when Lady Alexandre asked for those interested in being team leader to step forward." He looks back at the others, and then turns back to her waving his hand at the team's direction, "And they all took one step back."

"It's my understanding the terrain to the west is all but impassible. Your knowledge on a possible route is most welcome. I think you can see, we are happy to have you join us."
User avatar
Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Re: Chapter 9: The Facility

Post by Jackal »


Niki nods at Icosa, soaking in the information.

Her attention it pulled to the two walking towards her. Man and woman.

When Layla jumps in to talk for her and her man the Peacekeeper smiles inwardly as she sees what’s going on.

Niki shakes hands with the mechanic and her fiancé the … Holy Warrior?

”My Grandma would have loved to ask you a million questions about your world of Angels. A pleasure to meet you both. Yeah… the M-160… “

Having spent a great deal of time using the rifle Niki does a quick show of the rifles abilities and options.

When Layla quietly apologizes for making sure it’s known that she and William are a thing Niki smiles and says: ”No worries. Seriously. I’m happy for you. That’s awesome. And. Acknowledged.”

Then thinks to herself: Ironic. If I were going to date one of you it wouldn’t be the hunk, honey. Which of course made her think: Tanya’s three hundred years gone…. Geesh.

As the couple head off and Tex Arcana says hello Niki pushes thoughts of the past away.

”I’ve been there. Suddenly all your buds are behind you and some fool is congratulating you on being team leader. Well, nice to meet you Sir. Lead on. I hope I can offer some assistance with the west. I’ve no idea how it’s changed since I last took a road trip from California to New York but I’ll help as much as I can. Thank you for allowing me to join you.”
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
User avatar
Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter 9: The Facility

Post by Tiny Tim »

"The LAWS-3 RPG sounds like the one most likely to give me a BOOM!!! I am not skilled enough in Electronics... make that I have not bothered learning anything really about them... and those other guns... look boring. I assume you will also be giving me some GRENADES to put in it to launch?!?!? This might be enough reason for me to learn more about guns... beyond what end to point at the enemy."

"I believe it is... @Niki... if you even TRY to ride me without my EXPLICIT permission, you will NOT live long enough to even regret it... and @Ajax... YOU are treading on thin ice. Careful or I will have to get creative and make you regret it."
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
Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Re: Chapter 9: The Facility

Post by Jackal »


Niki smiles at the dragon.

“Here go grumpy. This end here, points away from me. Have fun.”

She hands an RPG and satchel to Tim.


OOC Comments
Boom sticks and such.
Boom sticks and such.
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
User avatar
Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter 9: The Facility

Post by Ajax »

Ajax laughs at @Tiny Tim's admonition. "I tread lightly, but I am not light. If the ice is thin, I'm swimming." He snickers some more. "If it is to be a contest to settle a gripe, let it be a footrace. You're the only one who can almost keep pace with me!" He continues laughing as he turns back to @Niki. "He is normally much more lighthearted. Maybe it's being underground in this tomb that bothers him. I know I will feel much better once I can breathe free air again."
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
Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Re: Chapter 9: The Facility

Post by Jackal »

Ajax wrote: Wed Apr 06, 2022 12:21 pm @ Niki. "He is normally much more lighthearted. Maybe it's being underground in this tomb that bothers him. I know I will feel much better once I can breathe free air again."
Niki smiles. “I’m blown away by the fact that you are a Juicer. My brother submitted to the process. Okay. I hear ya. Let’s get going.”

Toting several heavy bags of gear and weapons Niki is also ready to get out of the base (tomb).
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
User avatar
Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter 9: The Facility

Post by Mars »

Niki wrote: Mon Apr 04, 2022 8:48 pm
Once in the armory Niki eyes Mars. Then tosses her another magazine for the pistol she has picked.

”Can never have too much ammo. Here. Take another.”
Mars raises an eyebrow, but nods appreciatively. "Truth. Tell me, what exactly is your role as a peace keeper? Is that a sort of... ah, what is the word? Like the Vigiles?" Her face contorts a bit as a particularly difficult thought eludes capture.
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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