Chapter 2(a): The Siege of Gatestown

Adventures of the Legion's 32nd Special Exploratory Team.
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Pursuit
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Chapter 2(a): The Siege of Gatestown

Post by Pursuit »

Conditions
The team of @Vincent, @Sis, and @Dazzle approach Gatestown in the late afternoon. The sun has not yet begun to set, but it certainly will soon, and the air is pleasantly cool. There are bugs in the forest, because of course there are, but nothing like the swarms of mosquitoes that live in warmer, swampeir climes. Not at this time of the year, in any case. As you follow your map towards the town, you find that Gatestown sits on a rather large ley line. The line is approximately half-a-mile wide and stretches 1,000 feet in the air, and even in the daylight you can see that it adds a blue hue to the air around you. For the purposes of this scene, you may consider your characters to be “on” a ley line.

For its part, Gatestown is more of a hamlet than a town, containing perhaps 65 people. For such a small place, however, you see evidence of high tech, magical amenities everywhere you look: TW street lights, PPE powered mechanical horses and hover vehicles, and even TW weapons in the hands and on the hips of some villagers.

The town itself seems primarily populated by humans, with a good percentage of the population being psi-stalkers and a handful of D’Norr.

They are initially hesitant to meet you, but are easily mollified by the presence of a Glitter Boy Pilot. Such heroes of legend rarely make it out to their (literal) neck of the woods, and Dazzle’s appearance is cause for much fanfare.

It’s A Bird! It’s a Plane! No, Wait, That is So Much Worse!
Before they can give you the keys to the city, though, something large and winged casts a shadow overhead. In your minds, you all hear a scaley voice demand, Citizens of Gatesville! You know why we are here. Give us the Orb, and your pathetic little town will not be harmed. Resist, and know the wrath of Lord Dunscon!

A red dragon, its body aflame, appears on the Glitter Boy’s scanners, and shortly after everyone in town can easily make it out. From the woods, a humanoid in combat mage armor leads a party of well equipped soldiers to the town limits, and one of the soldiers levels a wicked looking cannon at what you can only assume is one of the leaders of the hamlet.

The dragon comes crashing down in the commons of the little hamlet, its tail lashing about and smoke rising from its nostrils. Seeing you, and seeing the emblem of the Legion on your gear, it growls. ”The upssstarts from Castle Refuge! Kill them! Kill them all! We must have that Orb before they take it!”

Prepare for (Mass) Battle!
The conflict between the legionnaires and Dunscon’s forces will be run following the mass battle rules (see SWADE p.131). Dunscson’s mercenaries will begin with 7 tokens, and the Legion’s forces with 4. Though the town will fight to defend itself, it is full of homesteaders, not warriors, and is seriously outgunned despite its impressive technology level.

The enemy commander, an experienced Combat Mage, will have a +3 bonus to his roll for the tactical advantage and +1 for the dragon’s intimidation factor (+4 total this round).

In character or in Hangouts, come up with a battle plan and execute it. Decide who will be your commander (typically whomever has the highest Battle skill) and what actions the others will take. Once you have decided on your plan and the two supporting characters have made their rolls, I will determine the final modifier for the commander’s roll. This means that the commander will, by necessity, have to roll last; if you are chosen as the commander, you may make whatever role playing posts you would like, but please do not make your Battle roll until I give you the all clear.

Each round of battle will last an hour, and there is no need to track power points or ammunition spent.

I am assuming that this team has the Mountaineer with them, as the other team was proceeding mostly on foot to keep pace with the Xombies.
Combat Mage.jpg
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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Dazzle
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Re: Chapter 2(a): The Siege of Gatestown

Post by Dazzle »

Shooting 18; +4 Support
+1 Boom Gun
Shooting [dice:397qo78b]66359:0[/dice:397qo78b]
Wild [dice:397qo78b]66359:1[/dice:397qo78b]
Ace [dice:397qo78b]66359:2[/dice:397qo78b]
Ace [dice:397qo78b]66359:3[/dice:397qo78b]
Gatestown
Afternoon
Round 1

“So did anyone understand anything that went on back there?” Dazzle asked as they trod along toward Gatestown. “I mean, I’ve never heard of this Psyscape place, or Nxla, or why they would want to truck a bunch of undead along to there instead of just putting them down like you should to zombies. Why bail on the mission for that?” She blew a bubble with her gum and it popped as Gatestown came into view up ahead.

“Ley line ahead,” Dazzle noted. She was happy to see the impressive array of tech in the village. That meant they might have a shop she could work with to repair her girl.

“It’s okay, baby,” Dazzle soothed, caressing the control panel “We’ll get you fixed up soon.”

The townsfolk were happy to see them, especially Dazzle, and she basked in the appreciation. “Hey! Tonight I’ll be DJing a party for all of you!” she called out to the crowd. “Bring some booze, bring some food, and bring your dancing shoes! Because we’re going to have some fun!”

Unfortunately, preparations for the evening were interrupted with the arrival of a dragon and a small army from the Federation.

“Well, hell,” Dazzle muttered, hurrying to get into her rig. “I don’t like the look of that dragon or that cannon,” she said as she powered up. “I’ll see if Princess can take out that dragon.” She brought the boom gun around and moved away from her teammates and the gathered townsfolk before driving in her pylons taking aim before firing on the dragon.

Battle Effects [dice:397qo78b]66359:4[/dice:397qo78b] - Slaughter: The foe reels at the champion’s onslaught. Subtract 2 from the enemy commander’s Battle total.

***

Technical Difficulties: Serious Problem: remove the +2 Notice bonus from the armor. Repair -2, 5 hours to fix, 20% repair cost.
[url=https://savagerifts.com/sr/viewtopic.php?f=232&t=4265#p57683
Character Information[/url]]
Pace: 14; Run d8 (60 mph); Swim 6/6; Run d6; Parry: 6; Toughness: 40 (25 MDC)/11 (5)
Bennies: 3/3
Conviction: Y
Credits: d4
Boom Gun: 100/100; 2 reloads (100 each)
Pistol: 24/24; 2 reloads (24 each)
Encumbrance: 53/40 (33/40 without pack)
First aid kit: 3/3
Laser Resistant (Armor): Half damage and AP from lasers
Quick: Redraw initiative 5 and under.
Fame: Make double pay with Performance
Hindrances: Impulsive, Driven, Loyal
Last edited by Dazzle on Thu Apr 30, 2020 12:55 am, edited 3 times in total.
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Vincent
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Re: Chapter 2(a): The Siege of Gatestown

Post by Vincent »

OOC Comments
Spellcasting [dice:14hs2rlt]66369:0[/dice:14hs2rlt]
Wild Die [dice:14hs2rlt]66369:1[/dice:14hs2rlt]

Battle Effects [dice:14hs2rlt]66369:2[/dice:14hs2rlt]
Vincent speeds towards the west side of town, activating a flurry of magical effects along the way. He quickly ascertains what passes as a military leader, and presses him into action, getting everyone on the same comm channel as they make a hasty retreat. He listens for any mention of the Orb, but does not inquire himself just yet. There are more important matters before them.
Last edited by Vincent on Thu May 14, 2020 8:52 pm, edited 3 times in total.
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Sis
Posts: 54
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Re: Chapter 2(a): The Siege of Gatestown

Post by Sis »

Battle - 10
Battle 1d6!: [6!, 1] = 7
Wild 1d6!: [4] = 4

Forgot bonus: +2 support +1 tactics (choosing slaughter for Vincent's bonus so -2 to the opponent)
Sis shrugs at Dazzle's question, a little surprised by the other members of the 32nd devotion to saving the Xombies herself.

"Sounded like their souls could be restored. That's reason enough not to kill them if they aren't a threat. And it sounded like something really bad would happen if enough people were turned into those things? I dont know"

Though her personality is a little grating to Sis at times, Sis is glad the Dazzle came to Gatestown. Somehow an Altaran travelling with a Glitterboy - or Glittergirl - seems much less of a threat than one traveling alone. It didnt make any sense to Sis, but she was grateful for it just the same.

Sis's good mood is short lived, as they quickly find themselves put up against very tough odds.

If she took time to think about it, she might initially regret coming to Gatestown instead of heading to Psyscape, only to realize that she really doesn't, because then this small town would be left to defend itself from the Federation, a feat they almost certainly couldn't manage, and the orb - assuming it is here - would certainly fall into Dunscon's hands.

Of course, Sis doesn't take time to think about it. Instead she acts.

Grabbing the nearest village she bombards him with questions Quick, where would I find the person in charge. Would she have a radio? What frequency? What is your most fortified location? Is there anywhere from which you can see the whole city? A hill, a tower...Wait! Do you actually have the orb of mists? If so I need it ASAP if we are going to save your village!"

Waiting only long enough to get what stuttering responses she can, Sis jumps back into ATV, calling for anyone nearby who knows anything about driving to hop in with her. A short man in overalls runs overs, and without hesitating Sis beckons him into the ATV. She straps herself in and opens COMs to Dazzle and Vincent.

"Vincent. Those people on the west side of town aren't ready for the force that showed up there. Can you get over there and help them with an orderly retreat. Especially anyone who seems they like they are in charge and might know where the orb of mists would be - assuming this village actually has it. Anything you can do to stall them reaching the main area here would be helpful! O, and while you are heading that way, share our com frequency to anyone who can receive it. I'm going to need to broadcast to as many people as possible soon. Dazzle, think you can go toe to toe with a Dragon? Cause you are going to have to. I can stick around in this ATV for a bit to even the odds while Vincent gets our comms out but eventually I need to either find that Orb or get to a central enough location that I can the sense the front lines and coordinate everyone."

Orders for the first few minutes issued, Sis focuses on the dragon. Her impromptu crew member drives while she mans the gun, trying to keep the dragon between the ATV and Dazzle so that it is relatively surrounded, and peppering it heavily with the rail gun any time it gets close to pinning Dazzle in a hand to hand fight.

As Vincent spreads the comm frequency to the rest of the villagers, Sis starts cluing them in on her battle plan.

"Separate out into groups of 5-10. Make sure you've got a stalker in every group, and let me know if you lose your stalker. Then hunker down somewhere hard to get in but with a back way out if you need one. These are federation forces, so they are going to rely heavily on Magic. Your goal is to stay safe and cause just enough harm to let your stalkers drain their power. Radio in if you get pinned in and I will try to divert someone in your direction to draw their forces attention long enough for you to get clear. This will be a tough battle, but I know you've got more than enough in you to handle these Federation goons..."
Sis - Nega Psychic
Details
Bennies: 2/3
-1 for Fear Reroll


Conviction: Yes

ISP: 18/20
-1 armor
-1 smite
Wounds: 0/4
Fatigue: 0/3
Parry: 5
Pace: 6
Toughness: 15 (6)

Active Powers:

Active Effects:

Notable Edges:
Alertness: +2 to Notice rolls
Attractive: +1 to Performance and Persuasion
Brave: +2 to Fear checks
Strong Willed: +2 to resist Tests
Command: +1 to alles to unshake

Notable Hindrances:
Bad Rep: (Racial) Uncooperative reaction of known to be altara
Blind (Racial): Can’t read or see purely visual info
Instilled Ignorance (Racial): No core Common Knowledge, plus -2 to CK rolls
Storm Fouled Senses (Racial): Inclement weather (Sand Storms, Fires with lots of smoke) -2 to notice, fighting, shooting, etc

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Pursuit
Game Master
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Re: Chapter 2(a): The Siege of Gatestown

Post by Pursuit »

The Battle Is Joined
The forces of the True Federation are ruthless, and they open fire almost immediately. The Flame Wing Dragon lets loose with massive gouts of flame as the Combat Mage begins bringing his troops to bear against the townsfolk and its defenses.

Unfortunately for the Federation, they came to Gatestown expecting to face surprised villagers and instead find themselves staring down three Tomorrow Legionnaires and a populace armed with Techno-Wizard hardware.

Dazzle is more than able to hold her own against the dragon, and their exchange is a full-scale battle in and of itself. The Boom Gun thunders, the dragon roars, and windows shatter at the coming together of the two titans.

Meanwhile, Vincent rallies a hastily formed company of Psi-Stalkers and villagers to protect the hamlet’s flank, while Sis issues orders and organizes the defenses (with some precision support from the weapons on the Mountaineer).

Results of Round 1

Federation Battle roll: 6, loses two tokens
Federation Spirit roll to continue the fight: 8 (2 GM Bennies spent)
Updated Token Count: Federation 8, Legion 7


Round 2

To her surprise, it’s a young child who brings Sis the Orb of Mists. The orb itself is nothing much to look at. It’s about the size of a baseball and made of a transparent, alchemical glass, which clearly shows a mass of white, constantly swirling mist within. Of course, Sis can’t tell it’s a transparent ball filled with white mists, so she’ll have to take my word for it.

When Sis touches the orb, she sees in her mind's eye a massive, white-walled city surrounded by swirling mists that match the color and consistency of the mists within the orb. For Sis, this may be the first time she has ever really seen something, and the sight is intoxicating. This is Psyscape, and it feels to Sis as if the entire city is reaching out to her, as though it had a will of its own. She hears in her mind a single, whispered command, ”Come.”

Once she eventually reaches Psyscape, Sis will be eligible to take the “Psychic from Psyscape Background Edge” with one of her Advances if she chooses, to represent the impact of this vision. She would need to take on the corresponding Vow as well and spend some of her downtime training with the Psi-Warriors and teachers in the city. This is not required, but is now an option for her.

Unfortunately, the orb does not show anything useful about the movement of the enemy in or around Gatestown.

After a fierce combat, the Dragon Hatchling takes to the sky and retreats to outside the town, while the combat mage pulls his troops back to re-orient himself and prepare for another assault.

There is severe damage to many of the structures on the west side of town, where the fighting was fiercest, but the only corpses lying on the ground belong to the Federation’s mercenaries. Though many of the hamlet’s denizens were wounded in the fight, none of them were killed.

You have a respite to get some food, refresh yourselves, and prepare for the next assault, which will come at night. Go ahead and make a plan and then narrate what your characters do when the inevitable attack comes.

This round, the enemy heroes will make support rolls for the combat mage following the same rules as the players. The Federation has 1 more token than you, so the enemy leader will also get a +1 to his roll for that.

A good plan (and some fortifications) could help offset some of the enemy’s advantage.
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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Dazzle
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Re: Chapter 2(a): The Siege of Gatestown

Post by Dazzle »

Shooting Support 8 Raise; +2 to the Battle Roll
+1 Boom Gun
Shooting 1d8!!+1: [7]+1 = 8 Wild 1d6!!+1: [7!!]+1 = 8
Battle Effects Roll 2d6: [1, 6] = 7
Gatestown
Afternoon
Round 1

With the True Federation troops pulling back, Dazzle wiped the sweat from her forehead, pushing back her pink hair. “Oh, yeah, people!” she whooped over her speakers. “Way to go!”

Dazzle popped the canopy to get some fresh air, and took in the smell of cordite and ozone from the battle. Some villagers gathered around her armor and she smiled.

“Okay, get some grub, hit the first aid station, and then we’ve got some work to do. When you’re done, get me your biggest and strongest on the west side here.”

Dazzle moved over to the support tent where the food was being prepared and the injured were being tended. Before getting out of her armor, she set up a playlist of music she hoped would inspire everyone as they prepared for the battle to continue.

Warrior

Back in her armor, Dazzle met her crew of buff, strong men -- and a few women. She popped her canopy and stood on the edge of her armor to speak to them.

“Here’s the plan. We’re going to gather up the rubble from the damaged buildings here on the west side,” she said, pointing out a few shattered homes. “We’re going to construct barricades. It will give you some cover for firing, but more importantly, we want to try and discourage attacks in those areas and funnel them in through here.” She indicated a rather open area. “We want to make a kill zone, somewhere where we can catch them in crossfire and on an open approach. Let’s get to work.”

Dazzle hopped back into her Glitter Grrl!!! and moved to help out, lifting the larger, heavier pieces to place as the anchoring points in the barricades for the others to build around.

When darkness fell, Dazzle played some more inspirational music as the villagers took up their battle positions.

One Day More

Dazzle moved her Glitter Grrl!!! into one of the houses whose roof had fallen in, but remained relatively intact. It was near the barricades, so she could give supporting artillery fire with her boom gun against any massed attack by the True Federation soldiers, or if the dragon showed up, she could engage the behemoth and drive it off once again. Dazzle lifted the roof up, holding it above her as best as she could to make it appear intact and disguise her presence. Hopefully it would give her the element of surprise if they didn’t know where she was stationed and encourage the True Federation to come in through the kill zone.

When the alarm went up, Dazzle waited for the battle to heat up. Then she shoved off the roof and lifted her boom gun as she engaged her anchors, opening fire on the enemy.

[She will prioritize the dragon if it returns; otherwise she’s just going to blow away large massed troops.]

***

Technical Difficulties: Serious Problem: remove the +2 Notice bonus from the armor. Repair -2, 5 hours to fix, 20% repair cost.
[url=https://savagerifts.com/sr/viewtopic.php?p=57683#p57683
Character Tracker[/url]]
Pace: 14; Run d8 (60 mph); Swim 6/6; Run d6; Parry: 6; Toughness: 40 (25 MDC)/11 (5)
Bennies: 3/3
Conviction: Y
Credits: d4
Boom Gun: 100/100; 2 reloads (100 each)
Pistol: 24/24; 2 reloads (24 each)
Encumbrance: 53/40 (33/40 without pack)
First aid kit: 3/3
Laser Resistant (Armor): Half damage and AP from lasers
Quick: Redraw initiative 5 and under.
Fame: Make double pay with Performance
Hindrances: Impulsive, Driven, Loyal
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Vincent
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Re: Chapter 2(a): The Siege of Gatestown

Post by Vincent »

+1 Support
Spellcasting 1d12!!: [6] = 6
Wild Die 1d6!!: [4] = 4
No stranger to such combats before, Vincent quickly realizes that a key task for him is to become a force multiplier. He cajoles the villages defense forces to gather up their arms and armor, and leads everyone in a ritual casting of Armor of Ithan and Smite, bolstering their forces.
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Sis
Posts: 54
Joined: Mon Mar 16, 2020 10:00 am

Re: Chapter 2(a): The Siege of Gatestown

Post by Sis »

Battle 25
Battle 1d6!+5: [3]+5 = 8
Wild 1d6!+5: [3]+5 = 8

-1 bennie to reroll
3 Bennie's remain

Battle 1d6!+5: [6!, 4]+5 = 15
Wild 1d6!+5: [6!, 6!, 6!, 2]+5 = 25
As the Federation troops begin their orderly retreat, Sis immediately organizes care for the wounded.

"You," She shouts, singling out an middle aged woman who, while she had participated in the battle had mostly stayed near the rear. "Find a clean place and set up beds for anyone with an injury."

Next she finds an elderly woman too aged to help with the fight. "And you" she starts, and then softens her tone at the fire in the woman's eye. Sis may have helped save the village, but she was still an Altaran. The elderly especially had a hard time seeing beyond her origins. "Ma'am. Are there women...or men...in the village who know how to sew? If so, please gather them and meet me in that building over there in half an hour. I will show them how to do a simple stitch to close up a wound." The woman glares at Sis until a young man puts his hand on her shoulder and nods. The woman stalks off, but does seem to be fulfilling Sis's request.

The fighting had been bad, but the villagers had done remarkably well, working together as only those who truly trust each other can. Many of the wounds the villagers had were superficial, and with a little luck, they would be back on their feet by the time the second attack came.

There would of course be a second attack. And this time, the Federation would not be taken by surprise by the Legionaries or the resistance of the village. Maybe they could manufacture a surprise of their own.

After organizing the tending to the wounded, Sis surveys the perimeter. She is happy to find that Dazzle has already organized the villages to construct defenses.

Despite her oddities, Dazzle really does have a good head on her shoulders

Sis, adjusts plans a bit, making sure to build barriers to entry from all directions - making an effective "wall". Its not particularly sturdy, but should encourage the federation troops to attack in concentrated locations where they can focus their defenses. She also helps to fortify the towns "city hall" - a central place to fallback to when things get rough. As dusk begins to fall and the majority of their efforts start to take shape, she asks the village elders to gather the fighting men and women.

Sis stands on the front steps of the newly fortified city hall, looking out over the gatherered assorment of men, psi-stalkers, and the occasional D-Bee. Despite their initial misgivings, most except for the select few have warmed up to Sis.

"Those federation goons came to raze your village in search of the orb of mists and you told them where they could shove it and sent them running with their tails between their legs." Sis lets the villagers enjoy their cheering for a moment, then adds few sober comments. "Make no mistake though. They were surprised and un-prepared for what they found - a real fight. We wont get that advantage again. They are going to come back organize and prepare for a real battle. So instead, we are going to have to make our own advantages."

Sis nods to the the soldier to her right, who raises the rifle he his holding, aiming at the target in the distance and fires. Instead of burning a coin size hole through the center of the target as expected, the target explodes, sending pieces flying in all directions.

"That's one of them. My companion Vincent and a few of your more magically minded citizens have been working all afternoon and will continue through the evening to enhance your weapons. When we are done here, a few will also be visiting among you and - for those willing - casting a ritual of protection upon to you guard your from harm. That will be another advantage. I would propose a plan that will give us another, but I will need volunteers to put themselves in extra danger."

Sis goes on to outline a plan - one that they will institute during the height of the battle, assuming it is not already a guaranteed victory. At her signal, the majority of the fighters on the "walls" and and the breach points will begin a retreat toward the fortified center of town. Most will take up positions in the town hall. But some will instead take up hidden positions in houses and rubble along the inner length of the wall and among the homes leading up to the town hall. At Sis's second command the remaining troops on the wall at at the breaches will make a full one route for the center of town. This will be the most dangerous job, as it must be convincing, and so those participating cant make an orderly tactical retreat.

Sensing victory, Sis believe the Federation troops will recklessly rush forward, hoping to take the fortified town hall before the villagers can be rallied. Once well within the walls, at Sis's final signal, those already in the hall and those positioned around the perimeter will spring their trap, catching the federation troops in a deadly crossfire between those in the hall and those behind them. That is the hope at least.

There is no shortage of volunteers, and after organizing them and briefing them specifically on the signals, and posting a 2 layer deep watch for the enemy, Sis meets with Vincent and Dazzle.

"God I hope this works..." Sis says, without the full, unperturbed confidence she showed in front of the villagers. "There are a lot of ways a plan like this could go wrong. But my training on the Federation was pretty thorough... they will take the bait"

"That dragon is a wild card though. I need the two of you, to keep it out of the village during the retreat. It CANT see what we are doing from above. A few minutes before I give the signal I will let you know and I want to you to fully unload everything you have on that thing and anything else in the sky."

When the battle starts, Sis focuses her efforts on thwarting the magics of the enemy forces, especially any that seem particularly key to any tactics they try to employ.
Sis - Nega Psychic
Details
Bennies: 2/3
-1 for Fear Reroll


Conviction: Yes

ISP: 18/20
-1 armor
-1 smite
Wounds: 0/4
Fatigue: 0/3
Parry: 5
Pace: 6
Toughness: 15 (6)

Active Powers:

Active Effects:

Notable Edges:
Alertness: +2 to Notice rolls
Attractive: +1 to Performance and Persuasion
Brave: +2 to Fear checks
Strong Willed: +2 to resist Tests
Command: +1 to alles to unshake

Notable Hindrances:
Bad Rep: (Racial) Uncooperative reaction of known to be altara
Blind (Racial): Can’t read or see purely visual info
Instilled Ignorance (Racial): No core Common Knowledge, plus -2 to CK rolls
Storm Fouled Senses (Racial): Inclement weather (Sand Storms, Fires with lots of smoke) -2 to notice, fighting, shooting, etc

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Pursuit
Game Master
Posts: 1211
Joined: Thu Jan 04, 2018 9:21 am

Re: Chapter 2(a): The Siege of Gatestown

Post by Pursuit »

Round Two Results

The combined efforts of the 32nd's small team are more effective than anyone would have dreamed. As predicted, the Federation's troops come by night, rushing the town in a blitzkrieg-like assault. Their troops flood into the town but, in their haste, they do not realize they are being funneled until it is too late. The villagers fall back as planned, presenting too tempting a target for the enraged Federation forces, and it isn't until the troops reach the fortified town hall that the full extent of the defenders' preparations become known.

The enemy combat mage unleashes a massive fireball on the townsfolk only to find it dissipate harmlessly before it can land, @Sis hiding to one side with an unmaskable smirk on her face. The mercenaries open fire with their laser rifles, but even precise firing does not seem to hurt the townsfolk, protected as they are by @Vincent's ritual casting.

You hear the combat mage yell, "Glime! Now, already!"

In the sky, the dragon, which had previously been hidden by the darkness, bursts into flame, casting a terrible light across the hamlet and burning fear into the hearts of every villager who looks up.

That is, until, @Dazzle's boom gun rocks the roof off of her hiding place and tears through one of the flaming wings, sending the dragon hurtling to earth like a miniature comet. It crashes directly into the rear of the massed Federation troops, and before it can rise, another resounding "boom!" shatters the night and the dragon takes another massive hit directly in its chest.

Meanwhile, the Federation's mercenaries roast alive around the dragon, and the ragtag group of townsfolk and legionnaires pour it on. From firebolt rifles, to PPE powered Wilks lasers, to plain old-fashioned powder and cartridge small arms, the defenders let loose with everything they have. Unable to get any useful spells off, the combat mage is buried in a hail of gunfire, and most of his men are quick to follow.

The dragon, still on its side, lets loose a gout of flame, forcing everyone back, and
If you speak draconic, you understand that he says, "This is not over, Tomorrow Legion scum! I will see you all burn for this!"
. With a flash, he blinks away, as if he had never been there, and the night is eerily still.

One, two, three seconds pass before it fully registers: the battle is won! A cheer goes up from the amassed townsfolk, and you begin searching the hamlet for the dead.

Two of the federation mercenaries have survived, but the combat mage is well and truly dead. While his weapons were demolished in the outpouring of the defenders' fire, his
Treat as a Serious Problem on the Technical Difficulty table.
. From the mercenaries, you are able to recover one
Treat as a Glitch on the Technical Difficulty table
, one TW long-sword, two frag grenades, and one Wilks 447 laser rifle. All the remainder of the gear is too damaged to be of use.

What now?
Well done! The enemy commander failed his Spirit roll to keep the battle going after that last round, even after I added in some rolls for his supporting troops and dragon and spent a couple of GM bennies.

Please post what your character does in the aftermath of the battle, and then head over to viewtopic.php?p=67699#p67699 and narrate your character's arrival in Psyscape and their joining in on the Networking task going on over there.
Curse of the Crimson Throne GM Bennies: 3/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
User avatar
Dazzle
Posts: 65
Joined: Sat Mar 07, 2020 2:50 am

Re: Chapter 2(a): The Siege of Gatestown

Post by Dazzle »

Wealth roll to get parts to repair the Glitter Girl 5
Wealth 1d4!!: [5!!] = 5
Wild 1d6!!: [5] = 5
Repair 4
-2 difficulty, +1 field repair kit
Repair 1d6!!-1: [1]-1 = 0
Wild 1d6!!-1: [2]-1 = 1
Benny to reroll
Repair 1d6!!-1: [2]-1 = 1
Wild 1d6!!-1: [1]-1 = 0
Sigh. Another benny to reroll
Repair 1d6!!-1: [5]-1 = 4
Wild 1d6!!-1: [4]-1 = 3
Gatestown
Afternoon
Round 0

Dazzle sat back in her seat inside Princess. “Huh. Well that
GM edit: remember, this game is PG-13
worked,”
she said with a grin as the townsfolk started poking around the massive amount of dead TrueFed troops. Dazzle swunt her digital DJ console around and with a few taps started pumping out to the crowd some music to celebrate.

Get the Party Started

Once the party had died down the next day, Dazzle went around town scrounging for parts. She found an old repair shop, but it took the last of her credits to afford what she needed to repair her Glitter Grrrl’s HUD and targeting system.

“Looks like ramen this week, girl,” Dazzle told Princess as she opened up the access hatch to pull out the fried targeting computer. It took her five hours, but she soon had the system wired in and calibrated to work with her boom gun. Unfortunately, she didn't have the parts for a complete fix, but it was working better. “Good as new!” Dazzle beamed. “And just in time. Looks like we’re heading out!”

[If no one wants the Wilks 447, Dazzle will take it. She’s only packing a pistol and vibro=knife. But it would be her out of armor weapon, so if someone is going to use it more, feel free to take it.]

***

Technical Difficulties: Glitch: -1 Notice when in the armor. Repair -1, 20 minutes to fix.
Character Tracker
Dazzle Character Sheet
Pace: 14; Run d8 (60 mph); Swim 6/6; Run d6; Parry: 6; Toughness: 40 (25 MDC)/11 (5)
Bennies: 1/3
Conviction: Y
Credits: d0
Boom Gun: 100/100; 2 reloads (100 each)
Pistol: 24/24; 2 reloads (24 each)
Encumbrance: 53/40 (33/40 without pack)
First aid kit: 3/3
Laser Resistant (Armor): Half damage and AP from lasers
Quick: Redraw initiative 5 and under.
Fame: Make double pay with Performance
Hindrances: Impulsive, Driven, Loyal
User avatar
Sis
Posts: 54
Joined: Mon Mar 16, 2020 10:00 am

Re: Chapter 2(a): The Siege of Gatestown

Post by Sis »

Sis could see the route coming before it happened. The first sign was desperate attempts at heroism by the more stalwart of the enemy fighters. One jumped onto if a wrecked hover cycle, massive rail gun held into both hands, but took a shot to chest before he could even pull the trigger. A couple more such scenes, and those with less sense of grandeur and more common sense abandoned all hope, dropping weapons and fleeing.

The towns people roared and started to surge forward, ready to pursue their beaten enemy into out of the city, intent on spilling more blood while their enemy fled.

Sis called them off. She knew all too well that most soldiers were just that: Soldiers. They took orders, shot when shot at, and looked forward to making it home to their families at the end of a long tour. She also knew that, blood pounding through the villagers veins as it was, many would do things that would haunt them in the morning light when the red fog settled.

"They won't be coming back, not them specifically at least" Sis says, speaking to council of village leaders. "But make no mistake, the Federation isn't going to take the loss. Once those soldier's make it back to the capital with word of what happened, they'll come down on this village with a force a hundred times the size of what we jsut fought, and they'll offer no quarter."

Sis steps up to the table, setting down the orb of mists on the table. "It's true we came seeking the orb of mists, but unlikely the federation we didn't come to steal it. I don't think it is what the Legion thought it was anyway. You should leave this place. The federation will continue to seek the orb, thinking it will help them gain more power. If you have somewhere safe to go, go there. If you don't, I'm sure Dazzle or Vincent could make you a map to Castle Refuge. They'll take you in and keep you safe, orb or no orb. Besides, you have a lot of skilled craftsman and fighters. The Legion could use people like you have in here."

Sis stares deep into the swirling mists of the orb, then cuts off one graying man before he can ask, "No, we can't accompany you...I've seen...there are pressing matter we need to attend to in Psyscape...

They say only those who have been Psyscape can find it but....somehow I know the way...
Sis - Nega Psychic
Details
Bennies: 2/3
-1 for Fear Reroll


Conviction: Yes

ISP: 18/20
-1 armor
-1 smite
Wounds: 0/4
Fatigue: 0/3
Parry: 5
Pace: 6
Toughness: 15 (6)

Active Powers:

Active Effects:

Notable Edges:
Alertness: +2 to Notice rolls
Attractive: +1 to Performance and Persuasion
Brave: +2 to Fear checks
Strong Willed: +2 to resist Tests
Command: +1 to alles to unshake

Notable Hindrances:
Bad Rep: (Racial) Uncooperative reaction of known to be altara
Blind (Racial): Can’t read or see purely visual info
Instilled Ignorance (Racial): No core Common Knowledge, plus -2 to CK rolls
Storm Fouled Senses (Racial): Inclement weather (Sand Storms, Fires with lots of smoke) -2 to notice, fighting, shooting, etc

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