Gotta Have Soul: Outset

Adventures and antics of the Joker's Jokers.
User avatar
Ozzati
Posts: 76
Joined: Tue Apr 02, 2019 10:29 pm

Re: Gotta Have Soul: Outset

Post by Ozzati »

Sara Turner wrote: Wed Oct 16, 2019 10:48 pm Cave
Nightfall
Round 0

“I agree. Kill the demons. No reason to risk it. We’ll deal with the Coalition if they’re foolish enough to come after us. We took care of their mess, after all. Maybe they’ll listen to reason.”

Sara limped after Jacob back to the Creeper.
Actions?
If powers are an option on evading the CS, Sara can build a Boost Driving device and use telemechanics to Support Driverbot. Otherwise she’ll take position on the big gun in preparation for the fight.
***
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 23/40; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 20/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21/21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes.
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 4/4
Adventure Card
Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type
Ozzati approaches Sara, "Ms. Turner, may I assist you. Your leg looks like it is causing you some trouble."

OOC Comments
Ozzati has a d10 repair skill, if Sara is willing to let Oz fix her up.
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
[*]
User avatar
Roy
Posts: 63
Joined: Wed May 22, 2019 5:49 am

Re: Gotta Have Soul: Outset

Post by Roy »

Looking at Growler. "Thank you. Without a line I was at the mercy of nature." Then with everyone on the same page they set about executing the demons. Hard work, but worth doing.
Resources & effects
PPE: 26/30
Wounds: 0
Bennies: 0 (0 conviction)
  • -1 Networking reroll/fail
    -2 vigor to resist flu
    +1 Conviction - Patient Zero
    -1 Conviction - Used for Finding a cure
Roy (Rob T)
Roy
Player Name: Rob Towell
Google Handle: Rob Towell
Rank: Heroic 2 Advances Left: 0
Race: True Atlantean (Human mechanically)
Iconic Framework: Temporal Wizard (Shifter)
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Pace: 6; Parry: 5; Toughness: 17 (9)*

Amulet of Iron Will (+2/+4 Spirit to resist a lot of stuff)
[/inline]
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Peta Chante
Bronze Patron
Bronze Patron
Posts: 246
Joined: Fri May 12, 2017 7:13 pm

Re: Gotta Have Soul: Outset

Post by Peta Chante »

As the debate wears on Herra grows anxious. Being confined in the narrow caves and tunnels has taken its toll on her. Having been imprisoned for much of her life the restrictive walls feel as if they are pressing in on her.

"Finish it."

And with that she turns on her heel and makes for the entrance of the cave leaving the others to get the job done once and for all.
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
Edit Signature
User avatar
Sara Turner
Posts: 109
Joined: Sat Oct 20, 2018 2:46 am

Re: Gotta Have Soul: Outset

Post by Sara Turner »

Cave
Nightfall
Round 0

“Thank you, Ozzati,” Sara said. “I would love the help.” She had little modesty left. After all, she was a techno-wizard construct now. But for the sake of others, she moved to somewhere private in the Creeper where Ozzati could work on her.

***

-1 Wound
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 23/40; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 20/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21/21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes.
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 4/4
Adventure Card
Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 35/35; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 1/4
Adventure Card
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type
User avatar
Growler
Diamond Patron
Diamond Patron
Posts: 169
Joined: Fri Aug 18, 2017 7:42 am

Re: Gotta Have Soul: Outset

Post by Growler »

With Pack Leader Snackhappy's approval, Growler starts taking a bead on the heads of the trapped Demons and hitting them with Holy arrows until they are finished. That taken care of, he quickly catches up to the rest as they head out.
Growler
Main Character: Tiny Tim
Alternate Character: Tony Vreski
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 15 (6)
ISP: 40 / 40
PP: 15 / 15

Active Powers:
None

Conviction: 1
Bennies: 2/3
Base Amount
-1 due Reroll Stealth Assisting
User avatar
Ozzati
Posts: 76
Joined: Tue Apr 02, 2019 10:29 pm

Re: Gotta Have Soul: Outset

Post by Ozzati »

Sara Turner wrote: Thu Oct 24, 2019 4:05 am Cave
Nightfall
Round 0

“Thank you, Ozzati,” Sara said. “I would love the help.” She had little modesty left. After all, she was a techno-wizard construct now. But for the sake of others, she moved to somewhere private in the Creeper where Ozzati could work on her.

***

-1 Wound
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 23/40; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 20/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21/21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes.
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 4/4
Adventure Card
Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type
Ozzati is unfamiliar with the concept of modesty. Machines and technology don't seem to have it.

Repair 16 _
Mr. Fix It: +2
[*] Repair (1d10) [dice:3tdz31hh]59926:2[/dice:3tdz31hh]
[*] Aced! Repair (1d10+10) [dice:3tdz31hh]59926:0[/dice:3tdz31hh]
[*] Wild (1d6) [dice:3tdz31hh]59926:1[/dice:3tdz31hh]
Oz sets to work. Finding Sara's assembly similar to other constructs he has come across, it does not take long to get back up and fully mobile and unhindered.

"Ma'am, looks like you had the compresion fitting wedged open preventing the servo and hydraulics in the knee to fluctuate. Should be all right now."
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
[*]
User avatar
Sara Turner
Posts: 109
Joined: Sat Oct 20, 2018 2:46 am

Re: Gotta Have Soul: Outset

Post by Sara Turner »

Creeper
Nightfall
Round 0

“Thank you, Ozzati,” Sara said, flexing her leg servos and testing out the repairs. It wasn’t quite done, they just didn’t have the time, but at least the quick fix would hopefully hold through the fight.

***

-2 Wounds
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 23/40; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 20/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21/21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes.
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 4/4
Adventure Card
Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 35/35; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 1/4
Adventure Card
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type
User avatar
Growler
Diamond Patron
Diamond Patron
Posts: 169
Joined: Fri Aug 18, 2017 7:42 am

Re: Gotta Have Soul: Outset

Post by Growler »

Survival 7 - +1 to Piloting
Survival at -2 (+2 due Woodsman, -6 due Difficulty, +2 due biometric compass/inertial mapper in NG-S2 Survival Pack)
  • Survival: [dice:2rw4e7fj]59980:0[/dice:2rw4e7fj]
    Wild: [dice:2rw4e7fj]59980:1[/dice:2rw4e7fj]
    Extra Effort: [dice:2rw4e7fj]59980:2[/dice:2rw4e7fj]
    Result: 7 - +1 to Piloting
Using his knowledge and experience in the wilderness, Growler helps the Creeper's driver through the wilderness.
Growler
Main Character: Tiny Tim
Alternate Character: Tony Vreski
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 15 (6)
ISP: 40 / 40
PP: 15 / 15

Active Powers:
None

Conviction: 1
Bennies: 2/3
Base Amount
-1 due Reroll Stealth Assisting
User avatar
Peta Chante
Bronze Patron
Bronze Patron
Posts: 246
Joined: Fri May 12, 2017 7:13 pm

Re: Gotta Have Soul: Outset

Post by Peta Chante »

Despite her intense dislike of driving, Herra takes a turn when needed to keep the vehicles moving to their destination. As she sits behind the whell attempting to navigate the big rigs her disdain is obvious upon her face.

"I must soon return to my tribal home. This is untenable."

Ironically, she handles the vehicle with expert ease, raising a few eyebrows, "Just because something is distasteful does not mean I cannot excel at it. Little is above my ability, and many beings are beneath me."
Driving 13
Driving [dice:110yeqyv]60182:0[/dice:110yeqyv]
Wild [dice:110yeqyv]60182:1[/dice:110yeqyv]
Ace [dice:110yeqyv]60182:2[/dice:110yeqyv]
Ace [dice:110yeqyv]60182:3[/dice:110yeqyv]
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
Edit Signature
User avatar
Freemage
Savage Senior
Posts: 1857
Joined: Thu May 11, 2017 7:09 am

Re: Gotta Have Soul: Outset

Post by Freemage »

The demons destroyed, the group manages to get clear of the cave, and away from the entrance before the CS rolls in. It takes some aggressive and occasionally phenomenal maneuvering, but they manage to lose the armor units that show up on their sensors before the CS can manage to box them all in. Once well away from there, they are able to radio into Castle Refuge and arrange for the portal to be opened for them to return home--agents in the area are able to confirm that shortly thereafter, the CS troops themselves are called back to their home base.
OOC Comments
There will now be a brief intermission. Feel free to roleplay in the Briefing Room to keep your post counts up, if you care about such things. I will have a new mission up by Weds at the latest, I believe (I already know the basic outline, so now it's just hammering out some of the finer details).
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
PCs
Sir Blurre, 18th COT/New West
Gaspard Gillead, 12th AAT/Dirty Dozen
Ryder, 101st COT/Trailblazers
Serival Drumm, 24th COT
Ophelia Monk, Field Team 6
Hexx, Rising Stars SPC
Malaetheryan, Phase World/Relentless
Jaenelle, Beyond the Wall
Yeitso & Alicia Forsythe, Prestige Unlimited

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
.
User avatar
Roy
Posts: 63
Joined: Wed May 22, 2019 5:49 am

Re: Gotta Have Soul: Outset

Post by Roy »

On the trip back Roy is fascinated with everything they learned. But most of all with the strange unique magic of the woman with supernatural intuition. His chatter drones on and on until someone finally snaps and asks or demands he shut up. But that is not enough to slow down his mind as he furiously takes notes in his tablet. Looking up periodically he will ask details about what the others may have done or observed.

It is obvious that while some people regenerate in quite and peace, Roy regenerates with reading and study.
Resources & effects
PPE: 26/30
Wounds: 0
Bennies: 0 (0 conviction)
  • -1 Networking reroll/fail
    -2 vigor to resist flu
    +1 Conviction - Patient Zero
    -1 Conviction - Used for Finding a cure
Roy (Rob T)
Roy
Player Name: Rob Towell
Google Handle: Rob Towell
Rank: Heroic 2 Advances Left: 0
Race: True Atlantean (Human mechanically)
Iconic Framework: Temporal Wizard (Shifter)
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Pace: 6; Parry: 5; Toughness: 17 (9)*

Amulet of Iron Will (+2/+4 Spirit to resist a lot of stuff)
[/inline]
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