Wondrous Widgets from the Workshop - Interludes

"I will show you fear in a handful of dust" T.S. Eliot
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Tribe of One
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Wondrous Widgets from the Workshop - Interludes

Post by Tribe of One »

One more Interlude and RP opportunity before the end of the quarter!

Enoch makes a point of detouring through a few of the Combine's workshops when he takes you to meet the Director -- nothing Top Secret, obviously, but RRC R&D still has a few surprising prototypes on display. Describe an item you see and your character's reaction to it, then give yourself an immediate +1 XP.
GM Bennies: 7/7
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Silverclaws
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Re: Wondrous Widgets from the Workshop - Interludes

Post by Silverclaws »

Silver being more Cyber than magic does not really see much that sparks his interest. They wander through various workshops and design rooms and Silver does his best to look interested. A few times he has to stifle a yawn by yipping or yelping. When the other members look back at Silver, he just shrugs "Sorry."

Really the only thing that interested Silver before from the RCC was their Magma Rifles. Here he has seen more than enough of those, of course he has not acquired one, yet. Certainly walking through the armory, something would have attracted the least bit of interest, but no.

Silver really hoped they got close to Stella soon. This place was really starting to bore him.

With shoulders slumped over and his tail dragging, Silver nearly missed a firing range demonstration. The successive *thwap* *thwap* drew him out of his near zombie posture.

He stood up where he was in the hallway and stretched and took in his surroundings. He had fallen a ways behind but he could smell the others ahead of him aways. He turned around and heard the two shots fired again. Through a heavily wooded door, Silver caught sight of an RCC Tech laying on pad with a rifle on a tripod. The weapon was over 2 meters long with a fancy scope. It looked like a modded railgun. A railgun sniper rifle .

Silver leaned over the door with his arms resting on the doorjam and staring as the man continued his practice rounds and adjustments. That was where the other members of the COT found Silver.
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Kim Black
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Re: Wondrous Widgets from the Workshop - Interludes

Post by Kim Black »

New Mexico/The Forge
Afternoon
Day 33
Round 0

Kim looked around in amazement as Enoch led them through various workshops. She tried not to gush at everything. In one of the workshops, she peeled off, picking up a bulky unit with straps of some kind.

“Hey, this is a little like my backpack,” Kim said, looking over the unit. “I mean, way bigger and bulkier. Not even sure I could carry it. It’s kinda like the designs I found in my mom’s things. She couldn’t get it miniaturized either. That’s because she was using octiron and not auriculum,” she explained to Enoch. “You sacrifice pure magical power for less weight, but the auriculum is a better conductor, and you can fit more residuum crystals in the battery to compensate for the power.”

***

Sky Siren
  • Technical Difficulty: -4 Armor, Repair -4, 1d6 days, cost: 200,000 credits
  • Current speed: 0 (15/60)
  • Unstable Platform
Remember Georgia
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 17/25
Bennies: 3/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
326k worth of personal ranged weapons
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
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Orrin Truthseeker
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Re: Wondrous Widgets from the Workshop - Interludes

Post by Orrin Truthseeker »

Orrin walks calmly behind Enoch as they make their way through the halls and rooms and workshops of the Combine on their way to the director. With his arcane sight enabled, he can make out what devices are magical in nature and which are just plain devices, but not being a techno-wizard himself makes it difficult to tell what the devices do.

They receive plenty of unintended demonstrations however as fiddling technowizards trial devices in various stages of research and development. A few things spark Orrins interest. With one odd item that looks like a cross between a gun and a chewtoy, a frustrated looking teen technowizard tries to pacify a pacing caged sabertooth. Each attempt works for a moment or two, but the creature always shakes its head an snarls at the young inventor. Orrin smiles, shifting his staff from one hand to the other and thinking on how some mystical abilities just can't be replicated in by technology, no matter how many arcane crystals you use.
OOC Comments
I realized after I wrote that that beast friend is conveniently NOT on the technowizard's power list!
In another room, a middle aged woman rotates a knob on her belt and instantly gets "pulled" toward the ceiling. She must have been practicing with the device for a while, for in the 14 or so foot "drop", she manages to mostly flip herself over so that she "lands" on her feet, though she still takes a few faltering steps after hitting the ceiling. Noticing the passing crowd, she smiles and waves at Enoch as he passes by.

As they walk across a particularly large workshop, Orrin's gaze is suddenly drawn to their left as he senses a HUGE expenditure of PPE. For those less sensitive to the arcane a loud, otherworldly oscillating sound draws the attention of everyone in the room.

In the far corner an eccentric disheveled but sharply dressed man in an overcoat is rapidly operating a console beside a small blue box. As the noise reaches a crescendo, the swirling enenergies coalesce and the box disappears. The operator watches the spot where the box once was hopefully. The seconds drag on, and the mans anxiousness turns to nervous, and nervousness to apparent agony as he stares at the spot, obviously trying by sheer willpower to cause....something to happen. Just as everyone starts to turn their attention away, the box reappears, and a cheer goes up from a few knowledgeable observers.

The crowd gathered by the unusual sound disperses, most muttering disappointing sentiments, but Orrin just stands there, jaw slack in complete and utter shock. While to most observers the box merely disappeared and reappeared, having watched everything in the magical spectrum, Orrin knows the truth. The box actually travelled forward in time...
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

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Sir Blurre
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Re: Wondrous Widgets from the Workshop - Interludes

Post by Sir Blurre »

Sir Blurre stops frequently as they are going through, asking all sorts of questions about what things do and what purpose they serve. He is politely interested in all the answers, but he pauses when he encounters a small pair of bracers. "What do these do?" The technician nods with a smile. "Oh, we're starting a new line, targeting certain niche markets. This one is meant for cyber-knights; the bracers enhance their innate physical resistance."

He raises a brow, curious now. "How did you manage to come up with something like that?"

The technician, apparently delighted to have an opportunity to boast, smiles broadly. "Oh, it wasn't that difficult. All we had to--" He's cut off by Enoch. "Sorry, Sir Blurre, trade secrets, you understand." And they're hustled off again.
OOC Comments
To be clear, the bracers are designed to grant the two Cyber-Armor Edges. Blurre is both intrigued at the idea, AND very suspicious of how such a thing could've been built by non-CKs.
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]
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Rill
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Re: Wondrous Widgets from the Workshop - Interludes

Post by Rill »

Rill is impressed in spite of himself at the many wondrous items from the Combine's workshop. I feel as if I am walking through one of those pre-Rifts children's books. What was the author's name? Dr. Seusser... or something to that effect.

He resists the temptation to touch various widgets for which he knows no name, but pulls up in genuine surprise when he sees something familiar: a Communications Band.

Upon further inspection, he finds nothing special about it. Except for size and wear and tear, it could be the exact same model Rill owned, with very little variation. One of the Techno-Wizards sees Rill's interest, and wanders over.

"I help you, there, friend?" the tech asks.

Rill replies with a bit of curiosity, "The Communications Band. I didn't think the Combine made such... ordinary things? Please excuse me, I mean no disrespect. I have just become accustomed in my very short time with your group to your items being a bit more exotic and extraordinary."

The tech gives a hearty laugh. "Lots of folks think that; you ain't the first to be surprised. But, hey, we gotta talk to people just like everyone else, and so do our clients. High tech doesn't always mean proprietary tech, and if you can't supply people with things that do what they expect, they won't pay for things that do what they didn't expect."
Character Sheet
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