1.3 Operation: Cold Slither (Antarctica: Across the Ice)

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Daniel
Daniel (Lars)
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1.3 Operation: Cold Slither (Antarctica: Across the Ice)

Post by Daniel »


The South Pole

The last of the Penguins ambled away and out of sight as the APC rumbles along the vast expanse of snow.

The overly tall locals leave. In the rear of the APC along with the large dead Rhino Buffalo is Klanker, Tim and Orn.

Orn isn’t ignorant of technology and uses the onboard radio to give directions to Richards as he drives the APC.

Per Juno’s orders the disavowed head towards Vostok City.

Shades, Richards, Sweetie and Juno get a respite from the cold as the cab is warmed with hot air. The earlier search of the dead 9th netted little beyond minor trinkets. An e-clip or two. The inside of the Legion APC is supplied with snow gear, rappelling gear and at least a months worth of food and water.

The trip will take about 18 hours. Partly the distance, partly avoiding known Splougorth Slavers routes, and much because of the weather. Endless sun beats down as it’ll be months before night falls in Antarctica but a darkening storm is on the horizon. Orn mentions it looks like a Demon Storm and directs Richards around it.

Other than time the trip requires little from the team. At one point a group on white beasts armed with tech weapons were seen in the distance but they did an about face when they saw you and haven’t returned. Orn claims his clan has traded with them and they’re no threat.

Your travel is mostly following the path of an underground Ley Line. It looks strange from your vantage point. As if the radiating magic melted the snow and ground and it’s long blue white energy slipped down beneath the snow cover terrain. The line snakes around some but definitely heads east. It’s also covered by clear ice making it able to be driven over. It’s almost like a line behind glass with its light filtering upwards.

About ten hours in, from the back of the APC Orn suddenly screams, “Xinn Spider trap door directly ahead! Stop the APC! Get ready. They travel in packs and can feel vibrations so they know we are here! This thing can’t outrun them.”

Hefting his spear the Lomari scout looks worried.





Player Direction
... assuming Richards stops the APC.

As part of your post, Roll Notice roll at -2. Due to glare of sun and stealth of the
Image
. If you succeed on Notice roll you see where they are coming from as they begin to emerge from hidden traps in the snow. If you failed, your actions are at -2 for this first round.

Note: if you Expanded Detection and Security Array Cybernetics and Success on the Notice roll your Initiative order is changed to on Hold vs the Xinn.

As part of your post, Roll what you are doing (drive, shoot, melee, psi power etc) and add narrative. They are at medium distance when APC stops. There are six of them.


COMBAT VS XINN (highest card first, post in any order you want, the important part was for GM to see where the Xinn would fall. As they are going on Joker 53 card I’ll include their attacks in this post).

Richards 1d56: [35] = 35

Klanker 1d56: [10] = 10

Juno 1d56: [37] = 37

Sweetie 1d56: [53] = 53

Shades 1d56: [47] = 47

Timothy 1d56: [38] = 38

Xinn 1d56: [53] = 53



Sweetie got a 53 / Joker!
Card 53: A Player dealt a Joker gets special bonuses. The player who draws a joker acts whenever they wish in a round, even interrupting another’s action if they choose. They also add a +2 to all their trait rolls and damage rolls this round and all Players (not the GM) get a bennie.


The Xinn got a 53 / Joker too. So they each will have a bennie
.



APC INFO
NG-AT46 Mammoth APC
Image
  • Size: 8 (Huge)
  • Handling: +0
  • Top Speed: 90 MPH
  • Toughness: 46 (24)
  • Crew: 5+20
  • Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons)

Regardless of Init Order the six Xinn Ice Spiders all spit fire at the APC.
Xinn #1 Fires a blast of flames (like a fire ball) from its maw at the APC.
Xinn #2 Fires a blast of flames (like a fire ball) from its maw at the APC.
Xinn #3 Fires a blast of flames (like a fire ball) from its maw at the APC.
Xinn #4 Fires a blast of flames (like a fire ball) from its maw at the APC.
Xinn #5 Fires a blast of flames (like a fire ball) from its maw at the APC.
Xinn #6 Fires a blast of flames (like a fire ball) from its maw at the APC.

The rolls were located here.

One Wound to the APC!

Note: the Xinn are -2 to be hit from UNCANNY REFLEXES. Their Parry is 8 and Toughness is 26 (6).

No. They do not register as magic or psychic. Fire bolt things are biological in nature.

Enjoy!
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Klanker
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Re: 1.3 Operation: Cold Slither (Antarctica: Across the Ice)

Post by Klanker »

Notice 9 - On Hold
Notice (At +4... +2 due Sensor Array, +2 due Optics Package)
  • Notice: 1d8+2!!: [4]+2 = 6 +2
    Wild: 1d6+2!!: [5]+2 = 7 +2
    Result: 9 - Success with Raise. . On Hold
Shooting
Action 1
Shooting at Xinn #1(-2 due Uncanny Reflexes - Cancelled by Ranged Data System, -2 due Medium Range, +2 due Targeting Eye, -2 due MaP
  • Shooting: 1d12-2: [5]-2 = 3
    Shooting: 1d12-2: [5]-2 = 3
    Shooting: 1d12-2: [4]-2 = 2
    Wild: 1d6-2!!: [3]-2 = 1
    • Bennie Reroll
        • Shooting: 1d12-2: [6]-2 = 4 +2 (Elan)
          Shooting: 1d12-2!!: [8]-2 = 6 +2 (Elan)
          Shooting: 1d12-2!!: [12]-2 = 10 +2 (Elan)
          Wild: 1d6-2!!: [2]-2 = 0
      Result: 6, 8, 12 - Success, Success, Raise
      • Damage:
        • 2d10+2: [1, 6]+2 = 9 = 9 AP6 - No Effect
          2d10+2: [4, 5]+2 = 11 + 1d6!!: [2] = 2 = 13 AP6 - No Effect
          2d10+6: [6, 9]+6 = 21 -4 1d6: [3] = 3 = 20 AP6 - Shaken
    Action 2
    Shooting (-2 due Uncanny Reflexes - Cancelled by Ranged Data System, -2 due Medium Range, +2 due Targeting Eye, -2 due MaP
    • Shooting: 1d12-2: [9]-2 = 7
      Shooting: 1d12-2: [4]-2 = 2
      Shooting: 1d12-2: [5]-2 = 3
      Wild: 1d6-2: [2]-2 = 0
      • Bennie Reroll
        • Shooting: 1d12-2: [5]-2 = 3 +2
          Shooting: 1d12-2: [12]-2 = 10 +2
          Shooting: 1d12-2: [9]-2 = 7 +2
          Wild: 1d6-2: [4]-2 = 2 +2
      Result: 5, 12, 9 - Success, Raise, Raise
      • Damage:
        • 2d10+2: [10, 5]+2 = 17 1d10!!: [9] = 9 - 1 Wound
        • 2d10+2: [10, 9]+2 = 21 1d6: [4] = 4 1d10!!: [7] = 7 - 3 Wounds
        • 2d10+2: [9, 3]+2 = 14 1d6: [5] = 5 - No Effect
    Action 3
    Shooting (-2 due Uncanny Reflexes - Cancelled by Ranged Data System, -2 due Medium Range, +2 due Targeting Eye, -2 due MaP
    • Shooting: 1d12-2!!: [2]-2 = 0
      Shooting: 1d12-2!!: [3]-2 = 1
      Shooting: 1d12-2!!: [7]-2 = 5
      Wild: 1d6-2!!: [2]-2 = 0
      Result: 0, 1, 5 - Miss, Miss, Hit
      • Damage: 2d10+2: [3, 5]+2 = 10 AP6 - No Effect
    Total Results on the Same Spider: Shaken, 1 Wound, 3 Wounds
    Seeing the Xinn Spiders, Klanker points both of his Railguns and lets loose on one of the spiders, knowing that concentrating fire to remove threats is the best way to go. Slug upon slug upon slug upon slug are sent downrange until finally the spider's carapace starts to crack and its legs start twitching as ichor splashes out upon the snow.
    Mistaken Roll
    1d12+2!!: [5]+2 = 7
    Last edited by Klanker on Wed Jun 03, 2020 6:40 pm, edited 9 times in total.
    Klanker
    Main: Tiny Tim
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    Bennies: 1/3
    -2 due Vigor Reroll vs. Fatigue
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    Timothy Hernandez
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    Re: 1.3 Operation: Cold Slither (Antarctica: Across the Ice)

    Post by Timothy Hernandez »

    Riding in the back of the APC Timothys eyes polarize. With surprise in his voice, "How long until the sun set? but before he can get a response.
    “Xinn Spider trap door directly ahead! Stop the APC! Get ready. They travel in packs and can feel vibrations so they know we are here! This thing can’t outrun them.”
    The APC comes to a sudden stop. "Careful, There is delicate highly calibrated hardware back here." getting out of the bed of the APC, Timothy looks for the spiders.

    Notice:
    Notice: 1d4: [3] = 3
    Wild: 1d6: [6] = 6
    Wild Exploded: 1d6: [6] = 6
    Wild Exploded #2: 1d6: [4] = 4
    Total: 16

    Timothy's cybernetics picks ups the spiders immediately and marks them. "Six targets, i'm sending their exact ordinates to you now. Aim for the bios, not for the cyborg." with that, Timothy runs towards the enemy pulling his sword out.

    Running: 1d6: [6] = 6

    The mechanical sounds of Timothy's legs pumping through the snow, seeing this slightly larger than normal robot running towards his target, pulling out his sword, would be intimidating to any intelligent creature.

    The speed at which Timothy reaches is target is surprising. With the sword out, Timothy swings onto the far right spider, working his way across.

    Fighting:
    Fighting: 1d10-4: [6]-4 = 2
    Wild: 1d6-4: [5]-4 = 1
    OOC Comments
    Ugh, i'm glad that's not a crit. Spending a Bennie
    Fighting reroll: 1d10-4: [4]-4 = 0
    Wild reroll: 1d6-4: [5]-4 = 1

    The swing of the sword is taken a bit wide, the speed surprised even Timothy and the blade scrapes across the spiders back. The teeth of the weapon grab lots of hair and jams it.

    Technical Difficulties: 1d6: [4] = 4
    OOC Comments
    Serious Problem: Subtract 2 when using the device, or reduce any bonus by 2.
    "By the Emperor, I hate you little shits."
    Timothy Hernandez
    Pace: 8; Parry: 9; Toughness: 24; (9 MDC); (size=+1) ; Strain: 5/6
    Weapon in hand: Chain GreatSword
    Damage: 2d12+2
    Ammo: 32/32
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    Richards
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    Re: 1.3 Operation: Cold Slither (Antarctica: Across the Ice)

    Post by Richards »

    Richards looks around for an opportunity to help then others and suppress the attack. Then reaching out with his mind he draws on the power of the ley line and summons half a dozens spinning and whirling lights each trailing bits of snow and spinning. His mind linked to the creatures he sends them his will. 'We have an enemy that needs put to sleep. Do this task and aid my allies.'

    Summon Ally 1d10!!: [2] = 2
    Summon Ally Wild 1d6!!: [4] = 4

    Shifter Free Reroll
    Summon Ally 1d10!!: [19!!] = 19
    Summon Ally Wild 1d6!!: [5] = 5


    The summoned pixies immediately fly out of the vehicle and targeting the spiders begin casting their evil fey magic. Their enchanting voices singing a lullaby to the spider like monsters, their songs magic focusing on the spider like demons alone.

    Slumber
    Rank: Seasoned
    Power Points: 2
    Range: Smarts
    Duration: One hour
    Trappings: A lullaby, blowing powder or sand at targets.
    Those who favor stealth or want to avoid harming their foes are drawn to this spell, which puts its victims into a deep and restful sleep.
    Anyone affected by slumber must make a Spirit roll (at −2 if the caster got a raise on her arcane skill roll). Those who fail fall asleep for the Duration of the spell. Very loud noises or attempts to physically wake a sleeper (by shaking him, for example), grant another Spirit roll.
    MODI FIERS
    „ AREA EFFECT (+3): For +3 points the area of effect is
    increased to a Large Blast Template.
    „ SELECTIVE (+1): Only affects the spider beings.

    Pixie Slumber Spell 1d10!!: [9] = 9
    Pixie Slumber Spell 1d10!!: [4] = 4
    Pixie Slumber Spell 1d10!!: [4] = 4
    Pixie Slumber Spell 1d10!!: [7] = 7
    Pixie Slumber Spell 1d10!!: [2] = 2
    Pixie Slumber Spell 1d10!!: [6] = 6




    Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
    Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
    Pace: 4; Parry: 5*; Toughness: 3
    Hindrances: Clueless, Impulsive
    Edges: Very Attractive
    Special Abilities:
    „ Flight: Even the wingless Pixies possess a flying Pace of 12.
    „ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
    Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
    „ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
    „ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.

    Special: Raise with Summon Ally grants Resilient
    Richards
    Lieutenant Adrian Michael Richards (Disavowed)
    Rank: Novice 1 Advances Left: 0
    Race: Human
    Iconic Framework: Translocator (Shifter)
    Attributes: Agility d4, Smarts d10, Spirit d6, Strength d4, Vigor d6
    Pace: 6; Parry: 5; Toughness: 13 (6)
    Skills:
    • Athletics d4
    • Common Knowledge d8 (2)
    • Notice d8+2 (2, Danger Sense)
    • Occult d10 (2)
    • Persuasion d4
    • Shooting d4 (special award)
    • Spellcasting d10 (2)
    • Stealth d4
    • Academics d8 (3)
    • Fighting d8 (4)

    PPE: 10/15

    Bennies: 3 (Updated July 21, 2020)
    • +3 Quarter reset
    Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
    Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
    Pace: 4; Parry: 5*; Toughness: 3
    Hindrances: Clueless, Impulsive
    Edges: Very Attractive
    Special Abilities:
    „ Flight: Even the wingless Pixies possess a flying Pace of 12.
    „ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
    Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
    „ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
    „ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.
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    Juno Reyes
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    Re: 1.3 Operation: Cold Slither (Antarctica: Across the Ice)

    Post by Juno Reyes »

    Juno jumps out of the APC's cab, her rifle tucked in tight against herself, and immediately drops to a kneel. Burnished metal fits alongside her cheek and jaw with long-accustomed ease as she sights down her scope at the spiders and...though it's hard to see where they end and the background begins, she squeezes off a shot. The cyclotrons hum, the magnets discharge, and the rifle bucks against her shoulder as an intense white beam flickers in the air between the rifle and the spider.

    Rolls: Notice 10, Shooting 5, 18 damage AP 8 (shaken)
    Notice (+2 multioptics, -2 situational) 1d8!!: [3] = 3 Wild 1d6!!: [3] = 3
    Kay, will benny that
    Notice 1d8!!: [5] = 5 Wild 1d6!!: [10!!] = 10

    Shooting 1d10!!+1: [6]+1 = 7 Wild 1d6!!+1: [1]+1 = 2
    Damage (AP8) 4d8!!: [5, 5, 2, 5] = 17
    ...one more benny. It's FINE.
    Moar Damage! 4d8!!: [7, 2, 6, 3] = 18
    Last edited by Juno Reyes on Fri Jun 12, 2020 9:43 pm, edited 1 time in total.
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    Sweetie Pie
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    Re: 1.3 Operation: Cold Slither (Antarctica: Across the Ice)

    Post by Sweetie Pie »

    Activates Powers, draw glamdring blade, fighty fights. Hits one for 29AP12 MD(2 wounds)
    Notice -3 1d10! 1d6!: [1]+[4] = 5
    -2 having a hard time seeing them, +2 joker
    Adept: boost fighting: 1d6! 1d6!: [4]+[3] = 7
    Draw BFB, activate BFB 2/10 ISP left.
    Action 1: Fighting +3 -2 notice, +2 joker 1d10! 1d10! 1d6!: [4]+[9]+[2] = 15
    Damage: 1d8! 2d6! +4: [3]+[1, 2] = 6
    Action 2: Fighting +3 -2 notice, +2 joker 1d12! 1d12! 1d6!: [6]+[12!, 5]+[3] = 26
    Damage: 1d8! 2d6! 1d6! +4: [6]+[5, 5]+[6!, 5] = 27
    Basic Training
    Two men were over looking a field full of great hulking rhino buffalos. They were up in an transparent observation deck more than forty feet above the high walled enclosed artificial turff field. One of the men, hand salt and pepper hair and was smoking on a cigar. His jaw was angled and sharp, he sported a gotee. He looked at the other for a moment waiting for something. The other was sly, and athletic. He carried himself with grease ease, and his facial features were unmemorable. Both wore the traditional black fatigues associated with the coalition. Below them a juicer was running on the field going between the rhino buffaloes dodging out of the way of their great horns. In this juicers hands was a single blade that danced in and out of the great beasts armored hide downing one after another.

    The man with an angular jaw, probably older than the unmemorable one spoke first after several moments of watching the display, “Remarkable Captian Llyboc. He is a psistalker?”

    Neither smiling or frowning and with a voice devoid of any emotion, the other responded, ”Yes Major. But this one did not go psychotic.”
    I don’t need to see the spiders to kill them. Indeed, Sweetie Pie leaped out of the vehicle once again embracing the cold. His legs propelled him to the nearest one sliding under its frost ridden leg and his sword lanced out at its under belly. “Glamdring.”
    Stats
    Attributes: Agility d10, Smarts d6, Spirit d10, Strength d8, Vigor d8
    Pace: 16 d10; Parry: 8; Toughness:[21]15(5); Strain: 0; Burn:8(d6)
    Hindrances: Heroic, ruthless (minor), vow (minor, CS)
    Active Powers
    +2die steps fighting 2/5
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    Shades
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    Re: 1.3 Operation: Cold Slither (Antarctica: Across the Ice)

    Post by Shades »

    Riding in the primary operator's seat next to Richards, one could say there was another sort of chill in the operator's cab. Shades could feel the power eminating from @Richards but if he even registered the void that was Shades he did not show any signs yet.

    All of sudden Richards stopped the APC, "
    Notice 1d6!!: [2] = 2 Wild 1d6!!: [17!!] = 17
    !"

    The sensor suite on the APC chimed in just as Orn mentioned Spiders. Hard to see due to the glare of the sun, Shades did manage to pick out the rough shapes and such.

    @Lars "Orn, do the slavers come this direction often?"

    Without waiting for an answer, Shades ghosts through the front of the cab and out into the open.

    Over the team comms. "Last check. All Vehicle weapons were functional and fully loaded."

    Running into the mass of legs Shades pulls out a grenade and his hands go corpeal just long enough to

    +2 to Psionics (4 ISP)
    Greater Havoc (2 ISP)
    Havoc (2 ISP)
    Area Effect (1 ISP)
    Strong (1 ISP)
    10 ISP (10 remaining)
    Psionics 1d10!!+2: [4]+2 = 6 Wild 1d6!!+2: [2]+2 = 4
    . The explosion goes off with a red crystalline hemispheric glow that eminates from the grenade. It paints the Xill Spiders exposed with a red tinge that Shades hopes will make them easier to hit.
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    Daniel
    Daniel (Lars)
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    Re: 1.3 Operation: Cold Slither (Antarctica: Across the Ice)

    Post by Daniel »


    The South Pole


    The six Xinn Ice Spiders nearly get the drop on you. They pop up out of trap doors in the snow and fire bolts of flaming plasma mucus at the APC causing damage to it.

    Under the glare of the sun and adjacent the underground Ley Line the disavowed return retaliate.

    Orn pulls his large fur cloak from his giant shoulders and beats the flames down.

    Klanker unloads with his railguns on one Xinn, obliterating it.

    Tim has technology issues after closing the distance to the threats.

    Richards calls little friends and sleeps three if the Xinn.

    Juno kills one, shooting it dead.

    Sweetie kills one with the ominous sword.

    Shades paints them red, no mistaking where they are.


    One last Xinn lives and isn’t in a pixie napping state. It charges Tim smashing into the cyborg and uses pinchers by its mouth to lift the Borg up off the ground.



    Note: Xinn are -2 to be hit from UNCANNY REFLEXES. Their Parry is 8 and Toughness is 26 (6).
    Agents of Titan Robotics Industries (AoT)
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    Timothy Hernandez
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    Re: 1.3 Operation: Cold Slither (Antarctica: Across the Ice)

    Post by Timothy Hernandez »

    Being picked up by the spider, angers Timothy

    "Like the taste of metal? I'll give you indigestion." The fur that was jamming the sword is knocked out of the sword and the blade spins up once again. "Well dam, that was lucky for me and unfortunate for you."

    Taking his sword Timothy slams the sword into the face of the spider.
    1d10!!: [4] = 4 1d6!!: [4] = 4 Spending a bennie Fighting: 1d10!!: [9] = 9 Wild: 1d6!!: [3] = 3 Damage: 2d12+2!!: [5, 1]+2 = 8


    The sword grinds against the face of the spider, with little to no effect, however with sheer determination, Timothy pushes his way past the fur and is stopped by the tough skin.

    "I HATE THESE SPIDERS! SOMEONE KILL IT!"
    Timothy Hernandez
    Pace: 8; Parry: 9; Toughness: 24; (9 MDC); (size=+1) ; Strain: 5/6
    Weapon in hand: Chain GreatSword
    Damage: 2d12+2
    Ammo: 32/32
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    Klanker
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    Re: 1.3 Operation: Cold Slither (Antarctica: Across the Ice)

    Post by Klanker »

    Timothy Hernandez wrote: Mon Jun 08, 2020 4:07 pm Being picked up by the spider, angers Timothy

    "Like the taste of metal? I'll give you indigestion." The fur that was jamming the sword is knocked out of the sword and the blade spins up once again. "Well dam, that was lucky for me and unfortunate for you."

    Taking his sword Timothy slams the sword into the face of the spider.
    1d10!!: [4] = 4 1d6!!: [4] = 4 Spending a bennie Fighting: 1d10!!: [9] = 9 Wild: 1d6!!: [3] = 3 Damage: 2d12+2!!: [5, 1]+2 = 8


    The sword grinds against the face of the spider, with little to no effect, however with sheer determination, Timothy pushes his way past the fur and is stopped by the tough skin.

    "I HATE THESE SPIDERS! SOMEONE KILL IT!"
    "Roger, Roger!!"
    Rolls
    Shaken, 3 Wounds, Shaken
    Action 1
    Shooting at Spider (-2 due Map - Cancelled by Two Gun, -2 due Uncanny Reflexes - Cancelled due Ranged Data System, +2 due Targeting Eye)
    • Shooting: 1d12+2!!: [6]+2 = 8
      Shooting: 1d12+2!!: [9]+2 = 11
      Shooting: 1d12+2!!: [2]+2 = 4
      Wild: 1d6+2!!: [6]+2 = 8
      • Ace: 1d6!!+8: [5]+8 = 13
      Result: 8, 11, 13 - Raise, Raise, Raise. Damage: 2d10+2AP + 1d6(Raise)
      • Damage: 2d10!!+1d6!!: [3, 7]+[5] = 15 +2 = 17 AP6 - No Effect
        Damage: 2d10!!+1d6!!+2!!: [9, 7]+[2]+2 = 20 = 20 AP6 - Shaken
        Damage: 2d10!!+1d6!!+2!!: [5, 4]+[5]+2 = 16 = 16 AP6 - No Effect
    Action 2
    Shooting at Spider (-2 due Map - Cancelled by Two Gun, -2 due Uncanny Reflexes - Cancelled due Ranged Data System, +2 due Targeting Eye)
    • Shooting: 1d12!!+2!!: [5]+2 = 7
      Shooting: 1d12!!+2!!: [9]+2 = 11
      Shooting: 1d12!!+2!!: [11]+2 = 13
      Wild: 1d6!!+2!!: [1]+2 = 3
      Result: 7, 11, 13 - Hit, Raise, Raise. Damage: 2d10+2AP6 + 1d6(On Raises)
      • Damage: 2d10!!+2!!: [24!!, 7]+2 = 33 = 33 AP6 - 3 Wounds
        Damage: 2d10!!+1d6!!+2!!: [8, 6]+[5]+2 = 21 = 21 AP6 - Shaken
        Damage: 2d10!!+1d6!!+2!!: [7, 5]+[5]+2 = 19 = 19 AP6 - No Effect
    Standing still, Klanker walks his stream of death over to the last of the non-helpless Xinn. Focussing his fire on it, the spider creature flinches from the first hits, and then its carapace buckles and its entrails and ichor splatter over the other Cyborg... painting him almost head to foot.
    Klanker
    Main: Tiny Tim
    WIP

    Bennies: 1/3
    -2 due Vigor Reroll vs. Fatigue
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    Juno Reyes
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    Re: 1.3 Operation: Cold Slither (Antarctica: Across the Ice)

    Post by Juno Reyes »

    Juno quickly stood up, keeping her eye to the scope. The multioptics display flicked through its different modes, scanning for heat, for surface irregularities in enhanced vision, low light and UV...

    "Everyone, eyes out!" she barked. "Klanker, get Hernandez back to the APC. The rest of us, pair up and secure the area!"
    User avatar
    Daniel
    Daniel (Lars)
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    Location: Former Alias (GM name) was Lars (2016-2022)

    Re: 1.3 Operation: Cold Slither (Antarctica: Across the Ice)

    Post by Daniel »

    The last of the Ice Spiders are dealt with and the disavowed secure the area. In the distance a dark brewing mass of black and dirty grey clouds rage and snow falls. Orn checks his compass he wears around his neck attached to a leather band, nods and stares:

    “A few hours away still. Thankfully our trip is away from the storm. We should go.”

    Feel free to interact here more in character. New GM Post on its way.
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    Timothy Hernandez
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    Re: 1.3 Operation: Cold Slither (Antarctica: Across the Ice)

    Post by Timothy Hernandez »

    Standing in the ice field with pink spider guts all over him TImothy wipes the goo off of him.

    "Thanks" Picking up an eyeball off his shoulder and holding it by the stem. "Anyone want this?"

    Walking back to the vehicle, Timothy will pick up snow on the way and use it to clean himself up.

    "Pink clashes with red"

    Once he's cleaned up, Timothy will take his seat in the vehicle.
    Timothy Hernandez
    Pace: 8; Parry: 9; Toughness: 24; (9 MDC); (size=+1) ; Strain: 5/6
    Weapon in hand: Chain GreatSword
    Damage: 2d12+2
    Ammo: 32/32
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