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Re: Gotta Have Soul: Outset

Posted: Thu Oct 17, 2019 8:01 am
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.

Re: Gotta Have Soul: Outset

Posted: Thu Oct 17, 2019 12:19 pm
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.

Re: Gotta Have Soul: Outset

Posted: Sat Oct 19, 2019 6:33 am
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.

Re: Gotta Have Soul: Outset

Posted: Thu Oct 24, 2019 4:05 am
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

Re: Gotta Have Soul: Outset

Posted: Thu Oct 24, 2019 6:41 am
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.

Re: Gotta Have Soul: Outset

Posted: Thu Oct 24, 2019 12:21 pm
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."

Re: Gotta Have Soul: Outset

Posted: Thu Oct 24, 2019 11:29 pm
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

Re: Gotta Have Soul: Outset

Posted: Sat Oct 26, 2019 8:54 am
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.

Re: Gotta Have Soul: Outset

Posted: Sat Nov 02, 2019 8:26 am
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]

Re: Gotta Have Soul: Outset

Posted: Mon Nov 04, 2019 1:52 am
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).

Re: Gotta Have Soul: Outset

Posted: Mon Nov 04, 2019 8:54 am
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.