Silver Bluff - The street(s)

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Pender Lumkiss
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Silver Bluff - The street(s)

Post by Pender Lumkiss »

There are also a verity of rumors going on around town. If you are interested in finding out more info about the town, throw in some narrative on who you are talking to [ feel free to make places or people up] make a Persuasion roll. If you want to talk to some of the seeder kind of folks make a streetwise roll. Depending on the roll I'll let you know what rumor you find.
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Re: Silver Bluff - The street(s)

Post by Jude Maverick »

Silver Bluff/Streets
Morning
OOC Comments
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Ace [dice]8[/dice]
Total=7

Common Knowledge [dice]2[/dice]
Wild [dice]3[/dice]
Ace [dice]9[/dice]
Total=8
One Raise
***

“You’ve all been very kind,” Jude said to Jessica and her friends. They lounged in the shade of a tree just south of the well at the center of town. Jude passed his flask around among the young women. He noticed a few jealous looks from the young men of the town as they passed, going about their business. “I’ve never been to Silver Bluff before. Never really heard of it. What can you tell me about the place? The architecture is really interesting.” He brushed a lock of hair out of a redhead’s face and flashed her his smile.
OOC Comments
Persuasion [dice]6[/dice]
Wild [dice]7[/dice]
Total=11
One Raise

Streetwise [dice]4[/dice]
Wild [dice]5[/dice]
Total=9
One Raise
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Re: Silver Bluff - The street(s)

Post by Pender Lumkiss »

Jessica gives Jude's arm a quick squeeze. "Wait right here, let me go get my father he knows everything about the town, I think I saw him go into the garage with his glitter boy.". Jessica runs off and comes back with Bronze in tow.
Bronze smiles at Jude, and clasps him on the back as if he is family, "So son, Jessica says you are interested in learning more about the town?" Bronze's eyes drift off thinking for a moment, Well 25 years ago Durbin, Doc, a technowizard named Lighthelm I beleive...". He stops squinitng his eyes, " yeah Lighthelm a dwarve. We were escorting a bunch of folk through the wilderness. We saw a beam of light, pure white, extend from this bluff area. When we investigated, all we found were a few standing empty buildings like the inn, library, and well. Several more buildings that had been destroyed by fire, they looked singed all to hell. Very few personal effects were around. I think Durbin found a book. He would swear the folk that disapeared were monks of the white petal. I don't know. I found some training dummys almost dystroyed but they clearly had sword notches in them, and I found a few small peices of plate armor near one of the bridges.". Bronze pauses, his daughter and friends are listening to every word.
Jessica whispers afraid to break the moment, "You never mentioned the technowizard, bright light or those armor peices before."
Bronze nods and smiles " It must be Jude, my mind is focused. I think these monks of Durbins might actually be knights. Dr. Dan said that the arcitecture is oriental in design. But we settled in and adopted it as our own and tried to stick as best we could to that design. 5 years later a well todo man and woman came in and contracted Lighthelm to make that still that hangs over the well. I always thought Lighthelm left with them, but it seems weird that our curator of our library would up and leave like that."

One of the odd things, is if pressed for more info of the TW it seems as if he barely remembers this person if at all. This does cause some concern with his daughter Jessica.
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Re: Silver Bluff - The street(s)

Post by Jude Maverick »

Silver Bluff/Streets
Morning
OOC Comments
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Ace [dice]4[/dice]
Total=9
Raise

Common Knowledge [dice]2[/dice]
Wild [dice]3[/dice]
Total=9
Raise
***

Jude is a bit more careful with his affections with Jessica when her father shows up. He does listen to the story with interest, though. “I’ve never heard of this white petal,” Jude mused. “Knights, you say? Wonder what happened to them. That still is interesting. What did those people want you to build it for? Do they still come around? It does seem odd that this Lighthelm just left.”

Jude glanced at Jessica and noted her concern, giving her a brief touch of reassurance on her back. “So you have a library? That seems interesting. I always did like books,” he admitted. “I might have to check it out later if I have time.”
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Re: Silver Bluff - The street(s)

Post by Pender Lumkiss »

Jude Maverick wrote:Silver Bluff/Streets
Morning

Jude is a bit more careful with his affections with Jessica when her father shows up. He does listen to the story with interest, though. “I’ve never heard of this white petal,” Jude mused. “Knights, you say? Wonder what happened to them. That still is interesting. What did those people want you to build it for? Do they still come around? It does seem odd that this Lighthelm just left.”

Jude glanced at Jessica and noted her concern, giving her a brief touch of reassurance on her back. “So you have a library? That seems interesting. I always did like books,” he admitted. “I might have to check it out later if I have time.”
Bronze scratches his nose, and happly loops his arms underneath both Jude and Jessica's. "Those two affluent folks, had the still built to help our community have an endless supply of fresh water. They were here for about 15 days and then left. I have never seen them come back."[b/] At the mention of the Library he frowns, and points to the nearby rubble of stone and wood. [b"]My fault entirely, Doc said no grenades.". He sighs with a great heaviness. He makes no further mention of his former tw friend.
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Re: Silver Bluff - The street(s)

Post by Jude Maverick »

Silver Bluff/Streets
Morning
Notice and CK
Notice [dice]0[/dice]
Ace [dice]4[/dice]
Wild [dice]1[/dice]
Total=14
Two Raises

Common Knowledge [dice]2[/dice]
Wild [dice]3[/dice]
Total=7
***

“Did they say why the wanted to build a still? That seems rather...altruistic,” Jude mused. “I don’t meet with that much out here in the wilds. Or in civilization.”

Jude studied the rubble of the library with a sad look. “Maybe there’s something that can be salvaged from it yet,” he said hopefully. “Maybe organize a work detail to get the books into another building before it rains.”
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Cantrell
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Re: Silver Bluff - The street(s)

Post by Cantrell »

Leaving the general store, Cantrell heads off into the side streets of Silver Bluff, looking for the sorts of folks that trade in information -- old men, young children and shadier sorts.

First vampires, now mention of some hag ... and "special" babies that disappear every year or two. Too many mysteries and not enough intel, she thinks, formulating questions as she looks for the sort who might provide answers for a flask of whiskey or a handful of credits or sweets.

Streetwise [dice]0[/dice]+2=7
Wild Die [dice]1[/dice]+2

[OOC: Including the -2 penalty for a second location in the morning, that puts me at 5, for a success.]
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Re: Silver Bluff - The street(s)

Post by Pender Lumkiss »

Jude Maverick wrote:Silver Bluff/Streets
Morning
Notice and CK
Notice [dice]7750:0[/dice]
Ace [dice]7750:4[/dice]
Wild [dice]7750:1[/dice]
Total=14
Two Raises

Common Knowledge [dice]7750:2[/dice]
Wild [dice]7750:3[/dice]
Total=7
***

“Did they say why the wanted to build a still? That seems rather...altruistic,” Jude mused. “I don’t meet with that much out here in the wilds. Or in civilization.”

Jude studied the rubble of the library with a sad look. “Maybe there’s something that can be salvaged from it yet,” he said hopefully. “Maybe organize a work detail to get the books into another building before it rains.”
Broze scratches his head, " I recall meeting them in the morning, the man... Ah I don't recall his name, but struck me as someone very interested in helping us out. He had a strange accent. They were obviously well off, he had this ring with a large dark colored stone, black or purple. They wanted to just help us out, they had the means and will. The odd thing was I assumed they were married, but sometimes She would treat him as a servant, kind for sure but almost as if she... How did he put it, oh yeah She was his mistress."

Jess gathers her friends and they all go over to library at Jude's urging. Jess squeezes Jude's hand excitedly as she leaves.
Bronze claps Jude on the back laughing. " Well son, I best be getting back to my glitterboy. If you want to stop by our house for lunch you would be welcome."
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Re: Silver Bluff - The street(s)

Post by Pender Lumkiss »

Cantrell wrote:Leaving the general store, Cantrell heads off into the side streets of Silver Bluff, looking for the sorts of folks that trade in information -- old men, young children and shadier sorts.

First vampires, now mention of some hag ... and "special" babies that disappear every year or two. Too many mysteries and not enough intel, she thinks, formulating questions as she looks for the sort who might provide answers for a flask of whiskey or a handful of credits or sweets.

Streetwise [dice]7779:0[/dice]+2=7
Wild Die [dice]7779:1[/dice]+2

[OOC: Including the -2 penalty for a second location in the morning, that puts me at 5, for a success.]
You meet a bushy bearded man with feirce brown eyes at this hole in the wall dive. It appears from the ricky sign it used to becalled Mud's, but that has been painted over and now says Lucy's. It seems few people patron this kind of joint, and the barman points you to the back. Trapper Jackson greets you sullenly a bit of drool comes out of his mouth, it looks like half his head was at one point smashed in only to be replaced by somekind of steel plate. When you ask about the Hag, he tells you a bit of a story or by snickering of nearby patrons a tall-tale.
" I was up North, way North near that energy line that passes through the forest. I saw her and it, as if she was walking a dog. You see I was there in Tolkeen for a few of the years, I've seen what I seen and know what I know. It was the hag, glorious and fearful, I've seen her kind before they all look different, but the more they do the same they are...". His voice drops low, "Whitchling it was, she larger than most I've seen, her hair had yellow eyes in its locks....". Trapper Jackson laughs nearly knocking himself off his seat, " Haha, and the best part was she was out walking her Hangdog!". He starts laughing and blubbering jibberish.

Gm Clarification
- While walking arround you get sense that vampires have never been a problem before now.
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Re: Silver Bluff - The street(s)

Post by Jude Maverick »

Silver Bluff
Morning

“Thank you, Bronze,” Jude told the old glitterboy pilot. “Thistle has invited me to lunch today, but if we end up staying longer, I will definitely stop by your place for a meal,” he promised, looking off after Jessica fondly.

When the old man left, Jude got the call from Max to help out at the store.
OOC Comments
Break for Black Market scene? Then I guess Jude will be back out here until lunch?
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Cantrell
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Re: Silver Bluff - The street(s)

Post by Cantrell »

Notice [dice]0[/dice]+2 -2 =6
Wild Die [dice]1[/dice]+2 -2

Common Knowledge [dice]2[/dice]-2
Wild Die [dice]3[/dice]-2 = 2

"A witchling, huh, with a hangdog?" Cantrell says. "I'll have to ask the wizards if they've heard of either one. Thanks for your time."

Puzzling over what she learned, Cantrell heads back toward the inn. En route, she toggles her comm:

"Anyone interested in a pow-wow over lunch? Compare notes on what you're seeing and hearing around town?"
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Lucretia
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Re: Silver Bluff - The street(s)

Post by Lucretia »

Cantrell wrote:"Anyone interested in a pow-wow over lunch? Compare notes on what you're seeing and hearing around town?"
"That sounds like an excellent idea. Maybe someone can pick up some food at the Inn and we can meet by the Mountaineer? Some privacy would probably be a good idea."
Lucretia Altara Cyber-Knight (appears human) Alt of Ember
9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
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Re: Silver Bluff - The street(s)

Post by Cantrell »

"Okay, I'll grab us some lunch to go and meet you all at the garage."

[OOC: I think we'll have our discussion in the Round Table thread for the sake of convenience.]
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Re: Silver Bluff - The street(s)

Post by Jude Maverick »

Silver Bluff/Aunt Thistle’s place
Noon

Jude reported in to the others, “Sorry, but I have a lunch date. I’ll catch up with you, though.”
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Kesslan
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Re: Silver Bluff - The street(s)

Post by Kesslan »

Kesslan steps out into the streets, still sniffing around having heard about the one vampire that had been discovered. For now he seems to just be wandering around town, still sniffing away and trying to see if there were any others that might be hiding. Daytime after all, would be the best time to deal with them.
OOC Comments
Notice: [dice]0[/dice]
Wild Die: [dice]1[/dice]
Psychich sense +2
Total: 4

Tracking: [dice]2[/dice]
Wild Die: [dice]3[/dice]
Psychich sense +2
Total: 7
I bring the fire
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
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Pender Lumkiss
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Re: Silver Bluff - The street(s)

Post by Pender Lumkiss »

Unfortunately you do not find anymore vampires. But you do see two men with sunken eyes, dressed in black garb come wondering into town. They are not exactly trying to be stealthy, but they are not saying hi to anyone. Sort of like they are trying to go unnoticed. They have a stench of magical death wafting off them. Following them you see that they enter a hole in the wall establishment called Lucy's. From the small dive bar called Lucy's you do also smell some kind of aura similiar to a vampire but the smell is far weaker.
Let me know if you want to follow them in or keep wandering arround
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Kesslan
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Re: Silver Bluff - The street(s)

Post by Kesslan »

Kesslan wasn't quite sure what he was dealing with, but also didn't want to just go in alone without anyone knowing where he was, so he radio's the rest of the group in hopes at least one of them has their radio on. "This is Kesslan, I'm checking out some new arrivals to town at some dive called Lucy's. There's something off about them." and then the dogboy rather cautiously heads to follow the pair in after staying back a little bit so it doesn't look deliberate. Or at least that's his hope. He might not be the sharpest tool in the shed, but he at least knew enough to make the effort of trying not to be super obvious.
I bring the fire
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
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Lucretia
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Re: Silver Bluff - The street(s)

Post by Lucretia »

"Acknowledged, Libertas. Keep us apprised... and be careful.

Kesslan, I'm on my way to back you up. Is there anything you can do to get them out of the bar? Preferably without property damage."
Lucretia Altara Cyber-Knight (appears human) Alt of Ember
9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
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Libertas Magicum
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Re: Silver Bluff - The street(s)

Post by Libertas Magicum »

"Understood, Sergeant. Bane, go ahead and back up Lucretia. While this is weird and potentially chaotic, it sounds like she's more likely to need immediate assistance. One of you should keep your comm open so the rest of us can listen in, in case things go south."
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Bane
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Re: Silver Bluff - The street(s)

Post by Bane »

"Ma'am, do you want to enter the bar looking like ourselves, or should we disguise ourselves first?" Bane asks Lucretia in the streets before the get to the bar.
OOC Comments
Bane


Armor: Ley Line Walker Light Armor (3 Armor, +4 to Vigor rolls vs. airborne toxins/diseases)
Toughness: 8 (3)
Weapon: TK Revolver (Range 12/24/48, Damage 2d6+2, RoF 1, AP 4, Shots 6, Wt. 4, Notes: Revolver, can "fan the hammer". (Rapid Attack)
PPE: 12/20
Bennies: 1

Alts: Logan Wright, CS Fightin' Joes
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Cantrell
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Re: Silver Bluff - The street(s)

Post by Cantrell »

"I could see a benefit to going in there looking like a bunch of mud-farmers ... But guns and heavy armor have a way of encouraging folks to cooperate, too," Cantrell says.
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Lucretia
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Re: Silver Bluff - The street(s)

Post by Lucretia »

"I'd prefer if we could do this with as little commotion as possible. Even more so as little property damage or bystanders harmed as possible. If we can get them to come out here that would be best. I mean, we don't know there will be trouble, but if there is, I'd rather not have a bunch of bystanders in the middle of it."
Lucretia Altara Cyber-Knight (appears human) Alt of Ember
9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
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Bane
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Re: Silver Bluff - The street(s)

Post by Bane »

"Did you have anything in mind you want me to whip up or just let me decide what's best for our disguise in there?
OOC Comments
Bane


Armor: Ley Line Walker Light Armor (3 Armor, +4 to Vigor rolls vs. airborne toxins/diseases)
Toughness: 8 (3)
Weapon: TK Revolver (Range 12/24/48, Damage 2d6+2, RoF 1, AP 4, Shots 6, Wt. 4, Notes: Revolver, can "fan the hammer". (Rapid Attack)
PPE: 12/20
Bennies: 1

Alts: Logan Wright, CS Fightin' Joes
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Pender Lumkiss
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Re: Silver Bluff - The street(s)

Post by Pender Lumkiss »

While you are outside of Lucy's discussing your plans, a 60ish crotchety man comes grumbling by. He is pretty dirty, like he works out in the mud fields often. He looks up at the sign that now says Lucy's picks up a rock and tosses it at the sign. He misses horribly.
Just above a whisper he indignately curses, " Damn Heroes! Always meddling in my affairs. She's my daughter, the baby's mine! Hero better watch his silver toungue or I'll rip it out." He pushes his way past the four of you without paying you much heed. "Lucy's?". He curses one more time before entering the hole in the wall establishment.
OOC Comments
This man is in fact the Daggen that Jude thwarted.
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Lucretia
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Re: Silver Bluff - The street(s)

Post by Lucretia »

Lucretia frowns at the man;s comments - particularly the part about the baby being his.
No one owns that baby. People are not property.

Then she grins...in a bit of a mischievous way.
"Can you disguise me as Jude? And make my voice sound like his?"

She flicks on her radio.
"Jude, I don't know what you did to piss the old guy off, but I bet he deserved it. I need a quick run down on what happened. Skip any er... details... that you don't think are relevant. Also, I'd advise keeping that baby clear of town for a little while. It might not be safe and you might not like what you see."
Lucretia Altara Cyber-Knight (appears human) Alt of Ember
9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
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Pender Lumkiss
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Re: Silver Bluff - The street(s)

Post by Pender Lumkiss »

[So it looks like Kesslan went in ahead of the group. So while folks are getting there and discussing here is what happens to Kesslan.]

The dive bar is a fairly small place, about 5 small tables. It is a bit hard to find the "back". The lighting in the place is fairly dim, perfect for conducting unsavory deals. The bartender nods to you when you come in. There are about two tables being used. You see the two individuals dressed in black talkimg to another person. This other person seems familiar like just someone you might have seen arround town. The person is maybe 40 or so his nose gives him a hawkish like look. On the table is a package about the size of a loaf of bread(it smells like vampire). You catch a bit of the conversation the three are having.
One of the men says, " We got Daggen's message. A vampire attack, very interesting."
The other one says, " We heard rumors of the hag, but vampires have never been a problem over here. Yes very interesting."
Their contact nods, " yup a vampire attack, Daggen promised it would be worth your while...". The contact peels back part of the package, making sure to keep it out of any sunlight. It looks roughly like a vampire hand.

The two men laugh joyfully and rub their hands in glee.
The three talk for a bit about what could be done with such an item. The contact continues. " Daggen should be along shortly, said he would come by after lunch with the baby."
One of the men almost unable to contain his excitement whispers, " Is it true? The child was in a vampire?"
The contact just nods his head. At that time the door opens and a 60ish year old man, named Daggen comes in cursing something about troublesome heroes. It is clear he knows the three men and joins them.
Daggen seems fairly pissed about something, " Melin, Victor, the baby is going to be a problem, we got some damn heroes in town, maybe we wait them out, just like any hero they'll leave and we can get the baby." The unnamed contact coughs slightly. The men at the table look arround seeing who is in the bar.
OOC Comments
Group roll Notice
Notice[dice]0[/dice]
Ace [dice]2[/dice]
Ace [dice]3[/dice]
Total 14
Wild[dice]1[/dice]
Kesslan can make a stealth roll to remain unobserved( they got a 14 to see who is in the bar), or do something else...Any kind of attack action will initiate a quick combat combat.
What do the other three: Bane, Lucretia, and Cantrell do?


Gm clarification
-The two men dressed black reek of death magic
-Daggen also smells like magic, both the faint magic that is affecting some members of the town, and also he smells like a kind of magic that deals with interacting with supernatural creatures.
- the contact does not smell like magic. But a laser pistol is on the contacts hip.
Field Team Six Bennies
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Jude Maverick
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Re: Silver Bluff - The street(s)

Post by Jude Maverick »

Silver Bluff/Aunt Thistle’s place
Noon

Jude caught Lucretia on the radio and frowned. “Where out of town? We’re in the middle of nowhere. I thought we might bunker down in the inn,” he admitted. “But okay. I will find someplace safe. Be careful.”
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Bane
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Re: Silver Bluff - The street(s)

Post by Bane »

Notice
[dice]0[/dice] Ace!
Notice Ace [dice]4[/dice] Ace!
Notice Ace 2 [dice]6[/dice]
Wild Die [dice]1[/dice] Ace!
Wild Die Ace [dice]5[/dice] Ace!
Wild Die Ace 2 [dice]7[/dice]

Notice Total 8 + 8 + 1 = 17 Success plus 3 Raises!!!
Lucretia wrote:Then she grins...in a bit of a mischievous way.
"Can you disguise me as Jude? And make my voice sound like his?"
"I can easily do that. I just need you to talk while I do this so that I can get the pitch and timbre correct," Bane instructs Lucretia. He then spends the next minute miming sculpting motions in the air, casting Minor Transformation (Disguise -2 PPE).
Spellcasting
[dice]2[/dice]
Wild Die [dice]3[/dice]

Total 6 + 3 = 9 Success with a Raise
OOC Comments
Bane


Armor: Ley Line Walker Light Armor (3 Armor, +4 to Vigor rolls vs. airborne toxins/diseases)
Toughness: 8 (3)
Weapon: TK Revolver (Range 12/24/48, Damage 2d6+2, RoF 1, AP 4, Shots 6, Wt. 4, Notes: Revolver, can "fan the hammer". (Rapid Attack)
PPE: 12/20
Bennies: 1

Alts: Logan Wright, CS Fightin' Joes
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Lucretia
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Re: Silver Bluff - The street(s)

Post by Lucretia »

"Jude, a farmhouse or something. Something on the outskirts of town."

As she speaks into her radio, Bane's spell starts to take effect, changing her voice.
I hope he didn't notice.

"Banethro, I think it would be a good idea for you to handle any further radio chatter until we're done here. No need to confuse our own people."
She clears her throat and does her best to get into character.

"Nadya, my bed has lumps. Can I sleep in yours tonight?"
OOC Comments
I wanted to give Kesslan a chance to respond to what was happening in the bar before I posted Lucretia's entrance.

Notice [dice]0[/dice]
Wild [dice]1[/dice]
5+2 (Alertness) = 7

Persuasion to act in character
Persuasion [dice]2[/dice]
Wild [dice]3[/dice]
Ace! [dice]4[/dice]
6+3+1 (Infiltration HJ result)= 10 plus any bonus from the spell.
Lucretia Altara Cyber-Knight (appears human) Alt of Ember
9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
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Cantrell
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Re: Silver Bluff - The street(s)

Post by Cantrell »

"Oh, gods and all that's holy," Cantrell groans. "I just had a vision of a world with two Jude Mavericks in it. Just keep you hands where I can see them -- illusion or no, I won't pass up a chance to clock Maverick for getting handsy."

Making sure her weapons are positioned for easy access, Cantrell follows the disguised Lucretia into the bar ...

Notice [dice]0[/dice]+2
Wild Die [dice]1[/dice]+2=7

Common Knowledge [dice]2[/dice]
Wild Die [dice]3[/dice]
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Kesslan
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Re: Silver Bluff - The street(s)

Post by Kesslan »

Kesslan knew something was up by this point, but he wasn't quite sure what. Just that it was 'not good'. Those kind of scents always meant 'not good' and the talk of taking a baby again was a sign of 'not good'. 'Good' people didn't just take babies! And if they were dealing with the likes of vampires, or the demonic or anything else of that nature no doubt they wanted it for a sacrifice or something equally horrible.

It did however occur to him that maybe he should try being a bit more subtle about his presence at this point. He'd at least picked up some useful things but.. well. What was 'subtle' to a dogboy really?
OOC Comments
Stealth: [dice]0[/dice]
Wild Die: [dice]1[/dice]
Ace: [dice]4[/dice]
[dice]6[/dice]
Total: 16 (I am one with the world and the world is one with me!)

Notice: [dice]2[/dice]
Wild Die: [dice]3[/dice]
Ace: [dice]5[/dice]
Total: 10 (12 for scent based things)
Deciding that sticking to the shadows would be best, Kesslan moved off to one side, seeking out a table or booth that could potentially keep an eye on the lot, or at the very least an ear. Failing that he'd just slink back against the wall somewhat unobtrusively. He might not be the sharpest tool in the shed, but sneaking was something he could do well when the time called for it. At least usually, and certainly this appeared to be one of those times he was on top of his game. After that what was he supposed to do? Uhh.. be still. Be very, very still. Movement draws notice! Right...
I bring the fire
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
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Jude Maverick
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Re: Silver Bluff - The street(s)

Post by Jude Maverick »

Jude frowned a little as Lucretia came on the radio. “You okay, Top Dog? You sounded a little...off there at the end.”
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
User avatar
Lucretia
Posts: 347
Joined: Tue Dec 20, 2016 10:41 pm

Re: Silver Bluff - The street(s)

Post by Lucretia »

Cantrell wrote:"Oh, gods and all that's holy," Cantrell groans. "I just had a vision of a world with two Jude Mavericks in it. Just keep you hands where I can see them -- illusion or no, I won't pass up a chance to clock Maverick for getting handsy."
"Just getting in character", Lucretia/Jude says with a Jude-esque smile. "You're safe from my hands... and anything else I may or may not currently have."

Turning to include Bane and Max, she continues.
"The three of you wait here, off to the side. I'll draw them out - worst case scenario I'll 'let' them 'capture' me and 'force' me to lead them to the baby. Be ready to turn the tables on them when we come out... but try not to kill anyone. I think some questioning is in order."
Jude Maverick wrote:Jude frowned a little as Lucretia came on the radio. “You okay, Top Dog? You sounded a little...off there at the end.”
"I'll let one of you tell him I'm fine. I want to make sure he keeps that baby safe until we've got this resolved."

She flashes another Jude-esque smile.
"Showtime."

She turns and enters the bar. Making a 'visual' sweep of the room, she locates Daggen's table.
If there's one kind of acting I'm good at, it's acting like I have eyes. Weird to think that I do have eyes now. Sort of.
Locating her targets, she approaches as if she's got a bone to pick with them. Which of course she does, but not quite the same one.

She puts her hand down - hard - on Daggen's shoulder.
"You and me are going to have a few words about the proper way to treat a lady."
OOC Comments
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Ace! [dice]4[/dice]
6+2 +2 (Alertness) = 8
Good, but not nearly good enough to notice Kesslan. :lol:

Persuasion [dice]2[/dice]
Wild [dice]3[/dice]
3 +1 (Infiltration HJ) = 4 + any bonus from the disguise
Lucretia Altara Cyber-Knight (appears human) Alt of Ember
9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
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Cantrell
Posts: 425
Joined: Thu Mar 02, 2017 10:57 pm

Re: Silver Bluff - The street(s)

Post by Cantrell »

Cantrell hesitates for a moment as Lucretia disappears inside the bar.

The sergeant said to stay outside ... but would I let Jude walk solo into a fight with a bunch of Federation of Magic goons?

"Not a chance," she says. Waving off Bane and Max, she quickly steps inside, as well.
OOC Comments
Notice [dice]0[/dice]+2
Wild Die [dice]1[/dice]+2

Hmmm ... this should be fun.

Common Knowledge[dice]2[/dice]
Wild Die [dice]3[/dice]

Stealth [dice]4[/dice]
Wild Die [dice]5[/dice]
Eyes adjusting slowly to the dim light, Cantrell doesn't wait to get a better view of the room but immediately moves right, past the bar toward a door that - judging from the character crudely carved into the wood - must be a restroom. She's fast, and she doesn't think anyone had a chance to see her as she grabs the handle and turns, sliding in sideways so she doesn't lose sight of Lucretia. If I keep the door cracked I can keep an eye on the sergeant and be that much closer if she ends up in trouble ...

Abruptly, a large, hairy arm reaches past Cantrell's head and pushes the bathroom door fully closed. Another meaty hand falls on her shoulder, spinning her around.

"Well hello there, gorgeous," the big man says, a gap-toothed grin spreading above the wooly beard that hangs over a chest as wide as a Grackletooth's.

Oh, shit. Men's room, Cantrell thinks, acutely aware of the two inches of space between them.

The hirsute man -- or ogre? -- smiles even wider, then licks his lips.

"People done say I'm a little backwards, but I sure do love me a forward woman!"
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Maximilian
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Posts: 548
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Re: Silver Bluff - The street(s)

Post by Maximilian »

Max's voice comes over the radio, quietly. "13th, more confirmation on some funny business around here. This kid, Alex, looks like he lost his dad this week. He mentioned something happened to his mother after he was born. This is a long-running issue in this town. Also, I think we should take this kid with us. He's got a gift for tech, and there's a ton he could learn from Lib, Markus, and me."
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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EP Ledger
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Bane
Posts: 273
Joined: Sat Feb 04, 2017 12:27 am

Re: Silver Bluff - The street(s)

Post by Bane »

Notice
[dice]0[/dice]
Wild Die [dice]1[/dice]
Before Bane has a chance to object, Cantrell walks into Lucy's causing Bane to curse his luck. "By the gods, Cantrell! I guess three Judes are better than two! With that, Bane shapes his features to match those of Jude's/not Jude's (a.k.a. Lucretia). (Disguise -3 PPE) Then for good measure, Bane casts Natural Talent (Greater Boost Trait, increasing Fighting), shadow boxing to work on his fighting techniques in the expectation that things will go sideways in there, but the spell doesn't take effect.
Spellcasting - Disguise
[dice]2[/dice]
Wild Die [dice]3[/dice]

Total 6 + 1 = 7
Spellcasting - Natural Talent
[dice]4[/dice]
Wild Die [dice]5[/dice]
Extra Effort (-1 Bennie) [dice]6[/dice]

Once his spell has taken effect, Bane strides into Lucy's and looks around for not Jude and Cantrell. He sees not Jude talking to some men but no Cantrell at first, then he hears a deep voice talking about forward women coming from the bathroom. Well doesn't that just beat all! Bane walks over to the men's room door and pulls it open and says (in Jude's voice) "I hope you aren't talking about MY forward woman! Sweetcheeks, there you are! I've been worried about you!.
OOC Comments
Bane


Armor: Ley Line Walker Light Armor (3 Armor, +4 to Vigor rolls vs. airborne toxins/diseases)
Toughness: 8 (3)
Weapon: TK Revolver (Range 12/24/48, Damage 2d6+2, RoF 1, AP 4, Shots 6, Wt. 4, Notes: Revolver, can "fan the hammer". (Rapid Attack)
PPE: 12/20
Bennies: 1

Alts: Logan Wright, CS Fightin' Joes
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Pender Lumkiss
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Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: Silver Bluff - The street(s)

Post by Pender Lumkiss »

Daggen looks up at Jude/Lucretia and snarls, " A Lady? Why do you think we call this Lucy's. We heard you call that blind one that. If she came in, we would treat her just right." He raises his voice to the few patrons in the bar, in a very nasty tone he yells, "We know how to treat ladies right fellas?". The bar gets a small chuckle.
From the bathroom a booming voice cries out "Danny, you better pour me a fresh one a lady just walked into the stall."

Daggen chuckles with his friends at the table, and looks at Jude/Lucretia's hand on his shoulder.
He just shakes his head, " Heroes, always thinking they are better than us simple folk. They always know, they take what is ours. I don't suppose you brought that silly hex shapped pendant with you. I think Pete, here, could find a buyer for such a Techno wiz peice of jewlery...Ah well." Daggen laughs spilling his drink. Kesslan notices Daggens eyes are solid black, and the smell of magic is like a tidal force just waiting for the right moment to be released.
Daggen's tone turns a bit more firendly, veild with sarcastic hatred, " But I like you, you got the gift of gab, not many that practicse that fine art.". He touches Jude/lucretia's hand, his tone switches to menacing, as if someone far more darker is talking through him, " So I am not going to kill you, but Mel, Mitch, and Pete will. I will kill the other one of you that just walked in."
Mel and Mitch look at Jude/Lucretia if Lucretia could see their sicken eyes she might find it unerving. A rustle from the package on the table catches her attention as a claw extended vampire hand lunges out of the package going for her face.

Everyone, especially Kesslan and Jude/Lucretia sees or feels Daggen's skin ripping away until Jude/Lucretia's hand is resting on not Daggen but a creature of nightmarish origion. The creature is about 8ft tall, four arms, a few tentacles, and small spikes adorn its body. Strangly the creature does not look completely formed, like it is in a youth state. A strange aymbol is carved into the creatures chest.
OOC Comments
A young Nuron Beast brought forth early by the emotional state of Daggen!
. A bright bolt of dark blue energy unleashes itself from the creature's forehead heading for Jude/Bane. A psychic howl is heard from everyone in the bar, and anyone in the streets location.

The Orgreish man tries to grab Cantrell out of the bathroom in the confusion. The Brute's face is a mixture of terror and confusion.

Some of the floor boards start to creak and grown as skeleton hands start to rip through, and pull themselves up striking out at the members of the set team, and the rest of the folks in the bar.

Lat but not least, Sitting at the table, Pete the gunslinger, quick draws putting his laser pistol point blank at Jude/Lucretia's head. The man laughs and snears, "This aught to shut you up nicely."

GM clarification

we will be using the quick combat rules found here http://savagerifts.com/viewtopic.php?f=8&t=70#p619
Basically make a combat roll, target is 4. Narrate your result as you see fit.
- so it is a roll that is unmodified by bonus such as the drop, and such. Essentially you are evenly matched, so it is a straight roll.
-The roll doesn't need to be shooting or fighting, it can be what ever you want to use during this scene.
-There are 4-5 folks in the bar that might need saving from skeletons.
-a crit failure means you have received 1d3 wounds, and make it out alive.
-failure you received 1 wound, and make it out of the bar alive.
-success, your actions help the group defeat the enemy, you might have a scratch or two, but generally your actions contributed to the overall success.
-Success with raise(8), Can you say superstar? You handeled your business like a seasonded pro. Perhaps you eat necromancers and skeletons for lunch.
Make the combat roll, and then based on the roll narate what this scene looks like
Attachments
IMG_0082.JPG
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Field Team Six Bennies
3/6
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Cantrell
Posts: 425
Joined: Thu Mar 02, 2017 10:57 pm

Re: Silver Bluff - The street(s)

Post by Cantrell »

The bearded ogre winces in pain at the psychic scream that accompanies the assault on Jude/Bane.

"Head down, gorgeous, you're safe with me," he bellows, scooping up Cantrell, exo-armor and all.

"That won't be ... oof!" Cantrell has just enough time to draw her pistol, but not enough time to decide whether to use it on the ogre, before she's tossed over the brute's shoulder like a sack of potatoes.
OOC Comments
Shooting[dice]0[/dice]+2=11
Wild Die [dice]1[/dice]+2
That's success with a raise, or success with two raises (13) if the bonus from Marksman applies -- Ogie's the one moving!
"Now just wait a damn minute!" Cantrell manages to say, before the ogre swings toward the door, giving her a clear view of the unfolding chaos in the middle of the bar. Daggen -- or whatever was inside Daggen's skin -- is quickly changing from old man to young demon, and skeletal arms are clawing up from the floor.

I don't know what a particle beam will do to any of that, she thinks, her thoughts straying back to the near-invulnerable vampires at the bridge. Then she sees the gunslinger with a pistol to Jude/Lucretia's head. But I know what it'll do to that.

The hiss of super-heated air comes a second later, as smoke drifts from the two-inch hole her particle beam pistol burns from one of the gunslinger's ears to the other. He topples backward, upending a table full of cards.

Her second shot burns through the Queen of Diamonds before putting a smoking hole in the forehead of one of the two necromancers. Half the skeletons collapse into bone dust.

Mitch and Mel can go to hell, she thinks as she starts to line up a shot on the other. Then Ogie the ogre muscles through the door out into the street, taking out part of the door-frame with her armored hind end and throwing off her aim in the process.

Once in the street, he swings around, forcing Max to jump back in surprise.

"A little help?" Cantrell says, as the Dog Boy seems caught somewhere between shock and amusement. "Oh, nevermind."
OOC Comments
Just for giggles:
Fighting [dice]2[/dice]
Wild Die [dice]3[/dice]
Reaching down to grab the ogre's belt, she manages -- just barely -- to pull her legs free and roll forward, spinning to face him as he turns.

"I appreciate the chivalry, but I think our date's gonna have to end here," she says, leveling the particle beam pistol at the bushy triangle of chest-hair exposed at Ogie's collar. She notices a thick gold chain around his neck, holding a pendant shaped like a set of swollen bull testicles. Of course.

"I'm gonna go back in there, with the demon and the skeletons, to see if my friends need help. Then I'm going to go home alone, okay? Because no means no -- and in this case, the name of my particle beam pistol is 'No.' Comprende?"
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Bane
Posts: 273
Joined: Sat Feb 04, 2017 12:27 am

Re: Silver Bluff - The street(s)

Post by Bane »

Notice 9
[dice]0[/dice]
Wild Die [dice]1[/dice] Ace
Wild Die Ace [dice]6[/dice]
Oh all things hellish and holy! Can't we just have ONE thing go right in this town?! Bane barely is able to think to himself as he momentarily clutches his head. In the back of his mind he registers that an ogre just carried Cantrell outside as she snapped a few shots off at the more mundane targets, so he briefly considers the young Neuron Beast before him before casting a spell.
Knowledge Arcane 5
[dice]2[/dice]
Wild Die [dice]3[/dice]
Spellcasting 7
[dice]4[/dice]
Wild Die [dice]5[/dice] Ace!
Wild Die Ace [dice]7[/dice]
Bane remembers hearing that Neuron Beasts really hate the cold, and also considers casting Banishment to get rid of the undead, or Sun Bolt against before ultimately deciding a single Sun Bolt against the Neuron Beast would be his best bet.
Sun Bolt Damage 24
[dice]8[/dice]
Damage Ace [dice]9[/dice]
The energy of the Sun Bolt hits the Neuron Beast in the arm that was holding he Vampire's Arm, disintigrating it and seriously wounding or even possibly killing the thing.
OOC Comments
Bane


Armor: Ley Line Walker Light Armor (3 Armor, +4 to Vigor rolls vs. airborne toxins/diseases)
Toughness: 8 (3)
Weapon: TK Revolver (Range 12/24/48, Damage 2d6+2, RoF 1, AP 4, Shots 6, Wt. 4, Notes: Revolver, can "fan the hammer". (Rapid Attack)
PPE: 12/20
Bennies: 1

Alts: Logan Wright, CS Fightin' Joes
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Jude Maverick
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Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: Silver Bluff - The street(s)

Post by Jude Maverick »

Silver Bluff/Aunt Thistle’s place
Noon

"13th, more confirmation on some funny business around here. This kid, Alex, looks like he lost his dad this week. He mentioned something happened to his mother after he was born. This is a long-running issue in this town. Also, I think we should take this kid with us. He's got a gift for tech, and there's a ton he could learn from Lib, Markus, and me," came Max’s voice over the radio.

Jude clicked on his radio. “Wonderful. More weirdness. I don’t know the kid, but I don’t have any problem with him tagging along, as long as the town thinks it’s okay and he knows it might be dangerous,” Jude told Max. “We don’t want to get accused of stealing kids, though, so talk to Grease and Bronze about it.”
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Kesslan
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Joined: Fri Nov 25, 2016 10:29 pm

Re: Silver Bluff - The street(s)

Post by Kesslan »

OOC Comments
Notice: [dice]0[/dice]
Wild Die: [dice]1[/dice]
Total: 4

Psionics: [dice]2[/dice]
Wild Die: [dice]3[/dice]
Multiple Actions: -2
Extra Effort: [dice]6[/dice] (-1 Benny)
Total: 4
Everything Burns: [dice]8[/dice]

Psionics: [dice]4[/dice]
Wild Die: [dice]5[/dice]
Multiple Actions: -2
Extra Effort: [dice]7[/dice] (-1 Benny)
Total: 4
Everything Burns: [dice]9[/dice]

Everything Burns: Highly flammable targets ignite on a 3–10. Things that normally don’t catch fire (metal, ceramics, stone) ignite from a Burster’s flames on a 10, or at least begin to melt. Water super-heats and evaporates nigh-instantly on a 10 as well, and boils away over 2d6 rounds on an 8 or 9.
With his team in sudden danger, the previously lurking and hidden Kesslan launches into sudden and furious action with a challenging growl. If that didn't give his presence away, the darkened area he's in soon lights up quite brightly as his hands come out to his sides and each fist forms a brightly glowing ball of flame. The first is whipped towards the gunslinger Pete, while the other is spun about and slung at the Neuron beast moments later. The blasts are to say the least... intense. Maybe it was his pure, raw fury, or maybe he'd simply momentarily lost control of himself and his powers, but in either case, each ball of flame lands like a miniature nova, setting all they touch aflame (or at least anything not immune to such effects). The super heated balls having reached the point of being pure plasma.

Fortunately, given his ability to control the after effects, if need be Kesslan will snuff out any 'undesirable' fires so as not to burn the whole place to the ground.

He was so incensed by the presence of yet more foul creatures and people in this apparently beleaguered town that he couldn't even form words by this point. But the anger burned as clearly in his eyes as the fires he created.

He wasn't a hateful individual in general. He was dumb, happy go lucky and loving of life. But monsters like this? There was no pity in his heart for such creatures, and his animal instincts take over fully. Kill, or be killed, and he had the all instincts of a killer deep down inside.
I bring the fire
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
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Lucretia
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Re: Silver Bluff - The street(s)

Post by Lucretia »

This is exactly what I didn't want. A fight in a crowd of... well, innocents is hardly the right word.
Lucretia deftly catches the hand, interleaving fingers like lovers might, giving her total control over where those claws go.
"Sorry to disappoint, but you've got the wrong hero."
As the Jude disguise fades, her psi-sword extends out of her hand through the vampire hand, impaling it and thrusting it out of her hand as it crumbles into dust.

Now that demon and the rest of these fools.

She flips forward onto the table and immediately jumps again to the side, her psi-sword sliding almost effortlessly into the chest of what used to be Daggen. Using the impalement as a point of leverage she swings herself around - narrowly dodging the sunbolt, fireballs, and gun blasts that strike mere inches away - which had the double effect of allowing her to kick the other two in the head, rendering them unconscious and slice the demon in two as her momentum levers the psi-sword through it's body. The head and right arm falling to the floor in one direction and the rest of it in the other.

She proceed to weave her way through the crowd, slicing skeletons to shreds while 'counting coup' on anyone who laughed at Daggen's remark about treating her right with a disrespectful slap upside the head.

When the room is cleared of threats, she nimbly leaps up on a table.
"Now, which one of you is going to be first to 'treat me right'? If I hear a single story of any woman in this town being disrespected I will teach the women of this town to defend themselves... and they will probably strike a bit lower than I did."

She turns her attention to the bartender, pointing toward him with the tip of her glowing white-silver blade.
"...and you! My name is Lucretia."
OOC Comments
Fighting [dice]0[/dice]
Ace! [dice]2[/dice]
Wild [dice]1[/dice]
12+5 = 17, success with 3 raises. Booyah.
Lucretia Altara Cyber-Knight (appears human) Alt of Ember
9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
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Pender Lumkiss
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Re: Silver Bluff - The street(s)

Post by Pender Lumkiss »

The Bartender Danny drops to one knee. Kesslan can smell something dark seeping from his mind, dissipating into nothingness.
After a moment, the Bartender shakes his head and rises concerned primarily for what just happened in his bar, and that the lady of Justice wants him to change his sign.
OOC Comments
Will post more of a resolution, but this is what happens as a result of Jude's efforts.
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Cantrell
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Re: Silver Bluff - The street(s)

Post by Cantrell »

OOC comment
Yeah - I'm interested to see how old Ogie reacts ...
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Maximilian
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Re: Silver Bluff - The street(s)

Post by Maximilian »

Max's voice comes over the radio. What's happening out there? I'm bringing heavy support to wherever it's needed. Call it in!
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Cantrell
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Re: Silver Bluff - The street(s)

Post by Cantrell »

"No need to fire up Nadine, Max, I think we're ... uh ... okay," Cantrell says as the sounds of violence fade in the inn behind her and Lucretia gives the remaining bystanders the what for.

She keeps her pistol trained on Ogie, waiting to be sure her own words made it through the ogre's thick skull.

"What's this about a spell being broken? We may have survivors here ... How about we all meet somewhere to question them and compare notes? Maybe the garage again, or this saferoom Libertas found under the library? And where the hell is Jude -- the real one?"
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Maximilian
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Re: Silver Bluff - The street(s)

Post by Maximilian »

Max's ears droop, and he cancels Nadine's startup. Aww, man, I was gonna put a hurt on something! Oh well. Reconvene in the garage?
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Jude Maverick
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Re: Silver Bluff - The street(s)

Post by Jude Maverick »

Hearing the chatter on the radio, Jude keyed up. “Jude is here. I’m fine. I’m someplace safe with Thistle and the baby.” He didn’t want to say where, unsure of who might be nearby his teammates, or listening in on their comms.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Pender Lumkiss
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Re: Silver Bluff - The street(s)

Post by Pender Lumkiss »

Ogie, nods shakily to Cantrell. He murmers, " I can help too.". More forcefully he bellows even though Cantrell is just a few feet from him, " Daggen was a monster? He was always strange but I can help." Despite any protests and a few folks with welts on their foreheads( I think Lucretia slapped those that laughed) running out, the big Ogie man lumbers back into the Bar. He comes out with a glass of refreshing water in each hand, and is kicks the necromancer Mel from the door way so that he lands in a heap. As the necrmancer lands, singed to hell, and possibily a large chunk of shoulder missing, he groans in pain. From his black jacket a baseball sized round peice of quartz rolls out, it has some arcane markings on it.
Ogie, hands a glass of water to Cantrell and Lucretia. He gives Bane and Kesslan a look like, I only got two hands, and these are damn impressive women.. Although if Kesslan growls he will get them two water as well.
Ogie cheerfully Bellows, " I got it, I can help too! Not a date, but maybe more.". He grins at Cantrell. He gestures to a house down the way and whispers to her. " Big house.". He stolls away unless someone stops him heading home. Out of his pocket you can see a few bottles of liquor that he may or maynot have stolen.

The barman comes out noding at everyone still shaken from the near destruction of the bar. " Daggen has always been a weird one, he never came back quiet the same after the war ended... I found some red paint here, let me fix this sign...". As he gets to work you can hear him murmoring about a technowizard named Dwalin Lighthelm. " One moment I can't remember him, and the next I can... He helped me figure out how make alchol using the worms."


Gm clarification

-Mel the necromancer is alive, questions of him should go into round table discussion.
- the baseball size white quartz object that rolled out is worth 10,000 credits. Kn arcana on it, kesslan can smell some residual mental magic on it. Successful kn check, it is a telepathic communicator, capable of at least a few hundred miles. As a set they could be worth a couple hundred thousand credits to the right buyer. Basically it allows communication between the two per the telepathy power. The kn arcana check will determine range. 100 miles per success. ( thanks Libertas to catching, 100,000 miles per success would have been crazy)
- the other communicator is not in the bar.
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Lucretia
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Re: Silver Bluff - The street(s)

Post by Lucretia »

"Daggen wasn't Daggen anymore. He was corrupted by evil, changed from the inside out. You said he went to war? A lot of evil at Tolkeen, I saw it first hand myself. Easy to get lost in all that..."

She shakes her head.

"Remember how he was before the war, and mourn that man. What came back... that was the demon, not him."

She flips on the radio.

"Jude, the situation in town is resolved. It's safe to return. Uh, anyone going scouting meet at the garage. We can discuss what we've found out by radio, we'll have some time to kill"
Lucretia Altara Cyber-Knight (appears human) Alt of Ember
9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
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Cantrell
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Re: Silver Bluff - The street(s)

Post by Cantrell »

Cantrell takes the glass of water from Ogie, then sets it down out of the way as she moves to secure the crispy but still breathing necromancer, Mel. She makes no move to pick up the magical orb, content to leave that to Bane or Lucretia.

"Uh, thanks, I guess, for the assist," she says to the ogre, trying not to say anything that might be taken as encouragement. She sighs in relief when the hairy brute heads home, trying not to think about his offer to move in.

"Okay, up on your feet, bone-caller. We're gonna go have a little conversation, and if you're not generous with your answers, I'm gonna start carving off the well-done portions of your limbs and feed them to the rats."

Cantrell waits until the others emerge from the inn, then heads toward the garage with the necromancer.
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Kesslan
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Re: Silver Bluff - The street(s)

Post by Kesslan »

Speaking up Kesslan says after a moment of sniffing about to make sure there weren't more signs of that 'darkness' about. "I think some of them were possessed by that creature." he explains. "Or at least by something. I could sense it fading moments after the fight." he explains, though he wasn't sure how else to put it. "What ever it was, it's gone now though."
OOC Comments
Notice: [dice]0[/dice]
Wild Die: [dice]1[/dice]
Arcane Sense: +2
Total: Nope! Nothing to smell here. I think I just sniffed my nose into itself!
I bring the fire
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
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Bane
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Re: Silver Bluff - The street(s)

Post by Bane »

Bane takes the Necromancer into custody and escorts him to the garage and radios Markus "Hey Markus, I have a suspect for you to interrogate. A necromacer. I would help you if I weren't strapped for time on the second scouting mission, but maybe you can get Jude to help you. Hey Max, Kesslan I need one of you two to stay behind to guard the prisoner."
OOC Comments
Bane


Armor: Ley Line Walker Light Armor (3 Armor, +4 to Vigor rolls vs. airborne toxins/diseases)
Toughness: 8 (3)
Weapon: TK Revolver (Range 12/24/48, Damage 2d6+2, RoF 1, AP 4, Shots 6, Wt. 4, Notes: Revolver, can "fan the hammer". (Rapid Attack)
PPE: 12/20
Bennies: 1

Alts: Logan Wright, CS Fightin' Joes
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Jude Maverick
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Re: Silver Bluff - The street(s)

Post by Jude Maverick »

“Top Dog. Jude here. I’m going to poke around here for a bit, but I’ll be back to town soon,” Jude replied.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Libertas Magicum
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Re: Silver Bluff - The street(s)

Post by Libertas Magicum »

OOC Comments
Notice [dice]0[/dice]

Wild Notice [dice]1[/dice]
Heading from the Library to the tower, Libertas nods and chats to a couple people along the way; then he stops, seeing the open door to the garage where the Black Market rep is standing... and Bane bent over Bronze's prone form? What the hell?

"Jude, I'll be with you in a bit; we got a situation in town, I think...."
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Libertas Magicum
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Re: Silver Bluff - The street(s)

Post by Libertas Magicum »

OOC Comments
Notice [dice]0[/dice]
Wild notice [dice]1[/dice]
WN Ace [dice]4[/dice]
WN Ace II [dice]5[/dice]

Streetwise [dice]2[/dice]
Wild street [dice]3[/dice]
Libertas emerges from the garage with Lucretia and begins asking people if they know where the two of them might find Jess. Of course he also keeps an eye peeled for her.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Lucretia
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Re: Silver Bluff - The street(s)

Post by Lucretia »

Lucretia continues her conversation with Libertas as they leave the garage.
"I would guess it it isn't a normal key, but probably something technowizardry? A regular lock can be picked."

She asks around about Jess, but no one she talks to knows where she is.
OOC Comments
Notice [dice]0[/dice]
Wild [dice]1[/dice]
4+2(alertness) = 6

Streetwise [dice]2[/dice]
Wild [dice]3[/dice]
2, FAIL
Lucretia Altara Cyber-Knight (appears human) Alt of Ember
9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
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Pender Lumkiss
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Re: Silver Bluff - The street(s)

Post by Pender Lumkiss »

It is not to hard to find Jess. She is at the town well filling up a couple of pitchers with water out of the silver spigot. A few others are in line waiting their turn to use the well. She seems a little flustered. You can see her father nearby walking away occompanied by the kid Alex. Some of the towns folks in line are a bit confused and some sound scared. Two in particular at the back of the line, the owners of the general store, seem to be having a quiet discussion.
" what did he mean retire?"
" Who is going to protect us?"
" I think he said Jess would..."
OOC Comments
I assumed you Lucretia and Libertas were doing this together, so it would be Libertas is the main roll, and Lucretia the assist. Or just Libertas found her.
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Libertas Magicum
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Re: Silver Bluff - The street(s)

Post by Libertas Magicum »

Libertas nods to Lucretia. "That seems pretty likely, yes. Hell, it might even be a password or something like that." Then he pauses, and points over Lucretia's shoulder. "There she is. Judging by the crowd's conversation, I think Bronze already lowered the boom on her. Still, we are pressed for time; we'll just have to be diplomatic...."
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Lucretia
Posts: 347
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Re: Silver Bluff - The street(s)

Post by Lucretia »

"Diplomatic, right."

She approaches Jess, a friendly smile on her face.
Poor girl, she seems totally overwhelmed. I don't think she was ready for this, mentally. This needs to be about more than the key.

"Hello Jess. Can we sit and talk a minute?"
Lucretia Altara Cyber-Knight (appears human) Alt of Ember
9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
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Libertas Magicum
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Re: Silver Bluff - The street(s)

Post by Libertas Magicum »

Libertas steps up behind Lucretia, but lets her handle the talking for now--he gets on the radio, softly, just to give an update to everyone else in the group--keeping in mind the earlier warning about possible intel leaks.

"Sarge and I are talking to someone about the clue we got earlier. You all got everything under control at your ends?"
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Pender Lumkiss
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Re: Silver Bluff - The street(s)

Post by Pender Lumkiss »

There is a small tree and bench near the well. Jess heads over there carrying her two water jugs. Her face looks pensive as if she has a lot on her mind. She sits figitimg slightly. Still reeling from shock she stammers looking up at Lucretia and Libertas.
" My father... We have been training for the last few years...". She motions her arms in the beginning of a martial kata.
" He said... The suit is mine, I am not ready...". She bites her lip holding back tears. Shaking her head she smiles meekly and asks, " You wanted to talk Lucretia."
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Maximilian
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Re: Silver Bluff - The street(s)

Post by Maximilian »

Max's voice comes over the radio. Libertas, we've got a lone hermit out here near the line. Looks like he might not be all there, if you know what I mean. But we're good for now.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Lucretia
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Re: Silver Bluff - The street(s)

Post by Lucretia »

Lucretia listens to the radio chatter, but pays it little heed - no emergencies.

Watching the kata, she notes two or three ways it could be improved, but quickly pushes those thoughts aside. That is not what is needed right now. She sits next to Jess, and takes a deep breath before speaking in soothing tones.

"No one is ever 'ready'. I wasn't 'ready' to carry on my cyberknight mentor's mission when he passed, but I did it. Not because i was special, or strong, or 'ready'. We do our best, and that's all there is to it. I don't know you very well, but I have believe you will do your best, to protect what you care about. Not because you are special, or strong, or 'ready'... but because you care. That's the important part."

She smiles.

"Of course, training does help. When I can get a message to Castle Refuge, I'm going to ask them to station some troops here, at least until we can be sure that the vampires are truly gone. If you would like I can ask that a glitterboy pilot be sent, to continue your training. I don't know if they will be able to send one though. You could always go the castle yourself for additional training, if needed. With Legion protection, I'm sure the town could spare you for a little while."

She looks over at Libertas, and remembers that they have something else to discuss.

"That's something to consider for the future, though. In the meantime, we are looking for something, and we think that you might have seen it. It's a key of sorts, but technomagical, so it might not look like a key. it opens a chest in the lab we found under the library, which holds a weapon that would help is defeat the vampires. We believe that the technowizard that used to live here may have given the key to your father. with the day he's having, we thought it might be best to talk to you about it first. Libertas, can you tell Jess anything else about the key?"
Lucretia Altara Cyber-Knight (appears human) Alt of Ember
9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
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Libertas Magicum
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Re: Silver Bluff - The street(s)

Post by Libertas Magicum »

OOC Comments
Notice: [dice]0[/dice]
Wild Notice: [dice]1[/dice]
Libertas finds an open patch of dirt, crouching next to it with a stick.

"It would be about this size, and have a hexagonal shape--something like this." He does a crude sketch as he talks, portraying the shape that best matches the lock on the chest.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Pender Lumkiss
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Re: Silver Bluff - The street(s)

Post by Pender Lumkiss »

Jessica looks at Lucretia with relief. A small smile washes over her face.
" If the community out reach team could stay on, maybe I could get the training I need at the Castle... I have not seen anything that is out in the world. Carol has shown me some things..." She chuckles slightly before realizing she was rambling and glances around nervously. She lets out a sigh.
" Yes heading to the Castle would be great. Thank you."
OOC Comments
Something seems to be bothering her beyond her father "Retiring". Almost as if there maybe another reason for her to head to the castle.
After Libertas describes the key she nods her head emphatically. " I knew it was a key! I gave it to my friend Thistle a while back." She points the way down the street heading south-east. " She lives down that way." Something catches her attention she tries to hide it, but she just does not do it quite good enough. She spotted the CS Major and the cyborg heading toward the general store in half a hurried manner.
She grasps both Lucreta's and Libertas' hands and shakes them. "Thank you so much, that Castle sounds like the place I need to be at right now!" She laughs at the joke, but something in it rings of truth. " Let me know what you find with that Key, it has some interesting crystals on it. When ever I concentrated on it, I could get them to glow! Ever-since I was a little girl I wondered about it."

If there is nothing else she gets up with her water jugs and heads off presumably home. Although you see Carol meet her as she is heading down the street. After a brief exchange of quiet words, the the two of them hurriedly head off in the same direction Bronze and the kid Alex went.

The Major and Cyborg are thwarted from entering the store as it is locked, and its current proprietors are in line waiting for water. One of them calls to the Major, " We'll be right there Major!" The Major shakes his head pointing to the west where a majority of the home steads lie and the two head off.
OOC Comments
Note: The Major and Cyborg are not heading in the direction Jessica went, nor are they heading in the direction of Thistle's, they are heading a completely different direction, the major has only a pistol on his hip, otherwise they are unarmed.
A woman with a fair amount of mud on her britches comes over to the folks in line. She exclaims enthusiastically, " Did you guys see what happened at Lucy's...?" She gives a fair description of the scene as left, although clearly her account of what happened was third hand. " Daggen was a beastly monster!" Some of the folks in line cry out, other just think she is making it up.

What next for the dynamic duo?
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Libertas Magicum
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Re: Silver Bluff - The street(s)

Post by Libertas Magicum »

Libertas nods, listening to Jessica, then blinking as she runs off, and looks at Lucretia. "Thistle... isn't that the one Jude is currently Galahading off with the baby? They're just outside of town, right? Maybe we can head over there, talk to her--unless you've got something else in mind, of course, Sergeant."
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
User avatar
Lucretia
Posts: 347
Joined: Tue Dec 20, 2016 10:41 pm

Re: Silver Bluff - The street(s)

Post by Lucretia »

Libertas Magicum wrote:Libertas nods, listening to Jessica, then blinking as she runs off, and looks at Lucretia. "Thistle... isn't that the one Jude is currently Galahading off with the baby? They're just outside of town, right? Maybe we can head over there, talk to her--unless you've got something else in mind, of course, Sergeant."
"I think that's the one. Sounds like regrouping is a good plan."
Jude hit his comm as he tucked baby Krave into his arm. “Um, Top Dog? I got a problem here that seems more up your alley than mine. How are you against death knights?”
Lucretia is slightly stunned at Jude being in trouble, again.

"I can handle it." I'll have too. "What's the fastest way to get to you from the town center?"
Lucretia Altara Cyber-Knight (appears human) Alt of Ember
9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
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