Silver Bluff- The final showdown

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Pender Lumkiss
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Silver Bluff- The final showdown

Post by Pender Lumkiss »

Loose threads
I believe we have some threads to finish up. Jude, Libertas, and Lucretia in the Cave: http://savagerifts.com/viewtopic.php?f=49&t=428#p13427. Then I believe Libertas will be posting about what he finds in the TW hidden chamber beneath the library. But for now I think we can handle those two actions as mini-interludes, recounted to comrades while eating a meal. Jude, you still need to make that Spirit roll, +2 die types thanks to Libertas. If you do fail just explain how you got out, Like maybe Lucretia busted you out or something.
outside the lady of justice

The Major and the cyborg Gunny are outside going over their load outs.
The Major is talking to Gunny about something that has him greatly vexed, " Man, I cannot believe we did not find them!"
Gunny nods his heavy metal head, " Yes, unfortunate... No one seems to know where they are... Lairs."
The Major looks at Gunny who is looking at his railgun. The majors runs a hand through his hair, " If we don't get that data back this could be the end for me..." The Major's voice trails off as he notices 13th approach. He smiles tightly and nods.
" My team is ready to go after that master vamp, just say the word."


The Lady of Justice
Welcome back to the Lady of Justice Inn. It is definitely diner time. Durbin has some piping hot steaks ready for you. There is a nice warm fire going. Plenty of drink and food has been laid out for the Heroes of Silver Bluff. Comfy couches, and recliners beckon you. The inn is mostly empty, the piano player bangs out one more Hero of Silver Bluff before he nods and leaves.
Durbin calls to you all, " Wow, what a day! You guys are our heroes. Vampire in the back of the general store, Daggen wasn't even himself... I shudder at what he was. Bronze had a heart attack. Carol and Jessica high tailed it out of town... When they say it rains, it sure pours." He sets down some more drinks. " Please help yourself, relax, unwind... Everyone has gone home so you will not be disturbed." Thistle helps the elderly elf to a couch. Both seem worn out from the days events.

So what is next? You have time to discuss a plan, get ready, and make it out to the layline/Rift by 11pm, if that is what you so choose to do. Talk it out, give me a clear direction on what you want to do next.

GM: Edit Added a bit for those wanting to visit the CS, like Markus. :D
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Markus Berger
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Re: Silver Bluff- The final showdown

Post by Markus Berger »

[OOC: Markus feels like the Coalition Soldiers will proceed to murder all of us at the first opportunity, with no real reason whatsoever, except that there are some non-human and magic users in the group. Not that Markus has a problem, in principle, with that, except that he is one of the guys to be murdered, and really likes the Coalition guys, and don't like the idea of dying at the hands of human supremacists (or anyone else, for that matter). He will try to find and talk to them and try to avoid the conflict. Is it doable? He will warn Cantrell, Libertas and the others of his suspicions.]

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
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Pender Lumkiss
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Re: Silver Bluff- The final showdown

Post by Pender Lumkiss »

OOC Comments
Re-did where the Major and Gunny are. Originally they were in a different location, but based on recent feedback :D I moved them to in front of the Inn, that way everyone is together should something go down. Oh its nice that Markus on principle does not have a problem with murdering folks whom are D-bees and magic users.
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Re: Silver Bluff- The final showdown

Post by Markus Berger »

Markus asks the Coalition Major for a word alone.
"Major, if you can give me a minute."
Away from the others, he looks away, towards the ley line.
"While we were out there we saw some people getting out of town, very quickly if you ask me as if they had stolen property from a dangerous third party. Seems like they went north west to leave a false trail, and then went south. I don't know what was their final destination. Maybe if they are chased at high speed they can be found. I like you guys, and I would like to help if I can. And I hope you like me and avoid doing something that put us at odds. I would regret that. We, humans, are very few to fight among ourselves."

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
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Jude Maverick
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Re: Silver Bluff- The final showdown

Post by Jude Maverick »

Notice 6
[dice]0[/dice]
[dice]1[/dice]
Common Knowledge 2
[dice]2[/dice]
[dice]3[/dice]
***

Jude’s mouth watered as he walked into the inn and smelled the steaks. He looked to Durbin when the man gave the news. “Sounds like a busy day. Damn, Jessica left?” he asked, pouting a little. He’d been looking forward to getting to know the pretty young redhead a bit better tonight.

Jude grabbed a large mug of the local ale and a plate of steak and found a recliner next to the fire. when Thistle got the old elf and Baby Krave settled in, he pulled her down onto his lap.

“You look beat, luv,” Jude said sympathetically. “Been through a lot today, with your dad and all… I’m sorry.” He caressed her cheek lightly. “Just relax.” The chair was big enough she could squeeze in with him if she didn’t mind being cozy, and he got a second plate and drink for her to join him.

“So we have Lucretia’s toothy admirer tonight. Do we have what we need for that? I have a wooden cross stake, and that’s about it,” he admitted. “I’d rather not be that up close and personal to use it, though.”

Jude paused a moment and picked up the glaive he had retrieved from the death knight. “Think this is any good against vamps?” he asked, picking up his rifle, as well, and fiddling with it. “Can we attach it to my rifle?” He glanced at Libertas.
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 final showdown

Post by Libertas Magicum »

"I really should run down to the lab to see if the key actually fits the box--if it's got what I think is in there, a magical watergun is exactly what the doctor ordered for Toothy McBloodsucker." He looks to Lucretia. "Okay if I take care of that now?"
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 final showdown

Post by Bane »

Notice 5
[dice]0[/dice]
Wild Die [dice]1[/dice]
Bane walks into The Lady and goes to talk to Jude when he notices the old elf and he just stands there as his face screws up for a moment before it hits him that he was seeing his old mentor, Elrond Hub. "ELROND!!! YOU'RE ALIVE!!! You look like you've been through hell, what happened?" Bane excitedly exclaimed before concern crept into his voice. He looks to the bartender and shouts "Bartender, a bottle of your finest Elven Wine, and drinks all around!" Sitting Elrond and himself down, he explains that he became a member of the Dweomer Defense Force as an investigator until about a month ago.
Last edited by Bane on Mon Jul 03, 2017 11:01 am, edited 1 time in total.
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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Maximilian
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Re: Silver Bluff- The final showdown

Post by Maximilian »

The sound of Nadine's approach is easily audible in the inn. Max runs a stand-by protocol and exits, locking the hatch before he enters the building. Smelling steak, Max's tail wags a bit. He goes for a double helping of steak and a cold beverage, then takes a seat. Nodding to Jude, but not wanting to interrupt the smooth operator, he continues devouring the steaks with not a word. He watches as Markus steps aside with the major, and slides his hand down to the pistol at his hip, confirming it's still there. He then resumes dinner.
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 final showdown

Post by Cantrell »

Cantrell jumps down from Nadine's shoulder, landing lightly thanks to her exo-skeleton armor. She follows Max into the inn and straight to the chow line.

With her plate in one hand, she drags her gear with the other and finds a place near Jude and his entourage.

"Heard you found yourself some excitement this afternoon, Jude," she says, winking at Thistle, who blushes and wiggles forward in the chair, trying to hold on to some sense of propriety. "Glad to hear you didn't get sucked into some nether-vortex or murdered by an undead knight. I'm afraid the impressionable young ladies hereabouts would never recover."

She takes a few bites of the mouth-watering steak before remembering:

"Oh, yeah, saw Jessica as she was heading out of town. Said to tell you goodbye and, what was it ... Oh, yes, 'Thanks for a wonderful time.' I just hope she or Carol thought to take some antibiotics with them. It's a long way to Castle Refuge."

She grins again at Thistle, waiting to see if the innocent young woman gets the joke, then turns her attention back to the steak.

When Jude calls Libertas over to ask about attaching the enchanted blade to his rifle, Cantrell pulls out the pulse rifle she recovered from Caleb's place.

"While you're at it, Libertas, do you have any ideas for this -- I'd like to remove the integrated scope from my JA-9 and attach it to this, but Wilk's uses a cross-hatch accessory rail and the scope on the JA-9 is bolted on with these escutcheon screws ..."
RE Weapon Mod
The scope on the JA-9 is listed as "integrated" so I'm assuming a Repair roll is needed to swap it over to the Wilk's. Cantrell as a d12 Repair with her cybernetics, but would welcome an assist from Libertas if that's possible.
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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Libertas Magicum
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Re: Silver Bluff- The final showdown

Post by Libertas Magicum »

Libertas, given a chance to examine tech, immediately jumps at the chance. "Oh, yeah, I can help with that. The tricky part isn't the attachment, though of course we'll want it nice and solid--might want to customize a mount for it, even. But once it's on, we'll need to spend some time with calibration, to make sure it's not giving you any pull."
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 final showdown

Post by Libertas Magicum »

Libertas finally can't take the suspense any more and when ostensibly on a call of nature, slips out the back of the Lady, before dashing at top speed to the Library and the hidden Lab. He is gone just long enough for the others to make comments about falling in when he comes back through the front door. The faceplate on the Triax T-13 is up, or he wouldn't have been recognizable. In one hand he is carrying the water rifle.

"So, uh, there was something besides the gun in there...". He has the grace to look sheepish. The new armor is adorned with sigils and gems, clearly a techno-wizard design.
OOC Comments
Go ahead and chew him out.... :lol:. For the curious, there is a post in the Library room describing what happened.
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 final showdown

Post by Lucretia »

Lucretia seems oblivious that Libertas asked her permission to go. Maybe she hadn't heard him? She is a bit distracted by the rather large steak in front of her.

"Well, it's a bit gaudy for my taste... but if you say it's good, I'll take your word for it. We, uh, might want to find out if there's a next of kin that this stuff should go to. I'm sure it'll be fine for us to borrow it for tonight though."

She takes another bite of the steak, then turns to Banethro.

"Speaking of tonight, did you learn anything of strategic significance on your scouting trip?
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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Maximilian
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Re: Silver Bluff- The final showdown

Post by Maximilian »

Max's ears perk up as Cantrell mentions swapping optics from one rifle to another. "You know, I think I can help out with that. I did a little side work as an armorer with the group I ran with. I'm no Libertas, but...hey, where is he? Max looks around just as Libertas comes running in with a brand new suit of armor. Max's eyes perk up a bit. "Nice new duds, Lib! Where did you score that beauty?"
Max finishes admiring the new suit, and turns back to Cantrell. "So, like I was saying, you could probably just put a couple of tack welds to fix the rail, then pop the scope right down. No problems."
Repair
Repair to contribute to the optics swap
[dice]0[/dice]

Wild die repair
[dice]1[/dice]
"See? Quicker than a game of fetch with a greyhound. I think I've got another steak calling my name. Just smell that aroma!"
Notice
Notice with detect arcana
[dice]2[/dice]

Wild die notice
[dice]3[/dice]
Max heads over to load his plate with one more steak.
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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Pender Lumkiss
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Re: Silver Bluff- The final showdown

Post by Pender Lumkiss »

Markus Berger wrote:Markus asks the Coalition Major for a word alone.
"Major, if you can give me a minute."
Away from the others, he looks away, towards the ley line.
"While we were out there we saw some people getting out of town, very quickly if you ask me as if they had stolen property from a dangerous third party. Seems like they went north west to leave a false trail, and then went south. I don't know what was their final destination. Maybe if they are chased at high speed they can be found. I like you guys, and I would like to help if I can. And I hope you like me and avoid doing something that put us at odds. I would regret that. We, humans, are very few to fight among ourselves."
The Major follows Markus giving the coalition full conversion borg a nod that seems to say stay put. After listening to Markus, Major Fitzbad's eye's grow wide... " You saw them? Was one that Carol lady, she usually maintained the storage room for the general store..." His voice drops even lower, " I think she might have been a representative for the black market." He pauses, mulling Markus' words over, " But you said some and they... How many, and do you have their names?" The major pulls out a map of the area and a flashlight, he hands Markus a grease pen. Very anxiously he asks Markus, " Please mark it on the Map... I know I promised to help you with the vampire, but I need to recover that data." He sighs pointing to the Borg, " I can leave you Gunny and grease, both handy in a fight, especially Gunny against vampires with his chain-sword. If I can get back in time, Tommy and I will meet back up with you."


Jude Maverick wrote: Jude grabbed a large mug of the local ale and a plate of steak and found a recliner next to the fire. when Thistle got the old elf and Baby Krave settled in, he pulled her down onto his lap.

“You look beat, luv,” Jude said sympathetically. “Been through a lot today, with your dad and all… I’m sorry.” He caressed her cheek lightly. “Just relax.” The chair was big enough she could squeeze in with him if she didn’t mind being cozy, and he got a second plate and drink for her to join him.
Thistle does look worn out, but Krave is snuggled softly against her. From everyhting Jude has seen about the two, they are made for each other. She gives Jude a weak smile trying to be strong, " Some days you want to just forget..." She stares into his eyes, " But today is not one of them."
Jude Maverick wrote: “So we have Lucretia’s toothy admirer tonight. Do we have what we need for that? I have a wooden cross stake, and that’s about it,” he admitted. “I’d rather not be that up close and personal to use it, though.”
Bane wrote: Bane walks into The Lady and goes to talk to Jude when he notices the old elf and he just stands there as his face screws up for a moment before it hits him that he was seeing his old mentor, Elrond Hub. "ELROND!!! YOU'RE ALIVE!!! You look like you've been through hell, what happened?" Bane excitedly exclaimed before concern crept into his voice. He looks to the bartender and shouts "Bartender, a bottle of your finest Elven Wine, and drinks all around!" Sitting Elrond and himself down, he explains that he became a member of the Dweomer Defense Force as an investigator until about a month ago.
Elrond pauses a split second before grasping Bane in a hug long overdue. Tears are streaming down the old elf's face. He gesture's to Jude warmly, " Thanks to that man there. No aptitude for the great art..." Elrond Hub chuckles as he wipes away tears of releif and joy, " Just the perfect imbecile to rescue me."
Elrond Hub bows deeply to Jude, and solemnly tells him, " If my some circumstance you need assistance, you may always call on me and I will come to your aid... Even if it were to seek Duriel himself whom sits on a throne of fire-soaked skulls."
Elrond sits and sips what Durbin brings out ( Not Elven wine, but bottom shelf something blue). His eyes though tired remain focused on his protegee as he tells him of his time in the defense force. He holds up a hand after a bit.
" My Protegee turned master it would seem. Banethro, do you remember during the war I found you..." He shudders slightly, " We spoke of one thing, perhaps you thought me a lunitic... They found me and the great council bid me to fashion a ring... I did not realize whom it was for, and its purpose until it was almost too late."
He smiles and takes another sip. Softly he continues, " It was a master vampire, an ancient one perhaps one of the first. The council was blind to his manipulations. They meant to bind the ring to a dragon king's spirit shadow! At the last forging I placed a horrible curse into the ring, binding the vampire to the creature, as long as the creature remained docile it would forever be bound to be near to such a surreptitious slime!."
He chuckles slightly sips some more. " I suppose I never had a chance after that. Every fish has a bigger one behind it I suppose. I was placed in that chamber for years, slowly the demonic heart, our plane's embodiment of Duriel's metaphysical heart-" He stops again shuddering, his eyes droop, and flutter, but he shakes his head relaxing against the couch.
" But Banethro that is behind and the blue world moves forward."
Field Team Six Bennies
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Markus Berger
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Re: Silver Bluff- The final showdown

Post by Markus Berger »

Pender Lumkiss wrote:The Major follows Markus giving the coalition full conversion borg a nod that seems to say stay put. After listening to Markus, Major Fitzbad's eye's grow wide... " You saw them? Was one that Carol lady, she usually maintained the storage room for the general store..." His voice drops even lower, " I think she might have been a representative for the black market." He pauses, mulling Markus' words over, " But you said some and they... How many, and do you have their names?" The major pulls out a map of the area and a flashlight, he hands Markus a grease pen. Very anxiously he asks Markus, " Please mark it on the Map... I know I promised to help you with the vampire, but I need to recover that data." He sighs pointing to the Borg, " I can leave you Gunny and grease, both handy in a fight, especially Gunny against vampires with his chain-sword. If I can get back in time, Tommy and I will meet back up with you."
Markus starts telling the truth to Major Fitzbad.
"Three people, moving fast. Don't know the other's names."
He marks on the map the place when they met.
"We found them here."
And then he lies.
"And they went south from there."
He then says the truth again...
"I hope you get your data back. Carol... well, we had a thing long ago, but her, allegiance, to some people doom our relationship. But she is a good person. If you get her, please, try not to kill her. I am still fond of her. I'm glad we will have Gunny and Grease to help us, as the vampire fight should be hard. Be careful."

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
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Bane
Posts: 273
Joined: Sat Feb 04, 2017 12:27 am

Re: Silver Bluff- The final showdown

Post by Bane »

Pender Lumkiss wrote:Elrond pauses a split second before grasping Bane in a hug long overdue. Tears are streaming down the old elf's face. He gesture's to Jude warmly, " Thanks to that man there. No aptitude for the great art..." Elrond Hub chuckles as he wipes away tears of releif and joy, " Just the perfect imbecile to rescue me."
Elrond Hub bows deeply to Jude, and solemnly tells him, " If my some circumstance you need assistance, you may always call on me and I will come to your aid... Even if it were to seek Duriel himself whom sits on a throne of fire-soaked skulls."
Elrond sits and sips what Durbin brings out ( Not Elven wine, but bottom shelf something blue). His eyes though tired remain focused on his protegee as he tells him of his time in the defense force. He holds up a hand after a bit.
" My Protegee turned master it would seem. Banethro, do you remember during the war I found you..." He shudders slightly, " We spoke of one thing, perhaps you thought me a lunitic... They found me and the great council bid me to fashion a ring... I did not realize whom it was for, and its purpose until it was almost too late."
He smiles and takes another sip. Softly he continues, " It was a master vampire, an ancient one perhaps one of the first. The council was blind to his manipulations. They meant to bind the ring to a dragon king's spirit shadow! At the last forging I placed a horrible curse into the ring, binding the vampire to the creature, as long as the creature remained docile it would forever be bound to be near to such a surreptitious slime!."
He chuckles slightly sips some more. " I suppose I never had a chance after that. Every fish has a bigger one behind it I suppose. I was placed in that chamber for years, slowly the demonic heart, our plane's embodiment of Duriel's metaphysical heart." He stops again shuddering, his eyes droop, and flutter, but he shakes his head relaxing against the couch.
" But Banethro that is behind and the blue world moves forward."
"Lady Luck herself takes great interest in his life, if for no other reason than she finds Jude too charming to allow anything too permanent too happen to him!" Bane exclaims.

When Elrond proclaims him a master, he replies by saying "It's only because I learned from a master."

As Elrond talks about the secret he discovered prior to disappearing, Bane thinks back to the fight on the bridge as he asks "Would this be the gem from the ring you made," as Bane shows Elrond the gem from the ring Soledad broke before fleeing, telling his mentor about the fight, concluding with the fact they will be facing him later tonight.

Bane then introduces Elrond to the rest of the 13th, introducing Lucretia as the leader of them. Before introducing Markus, he whispers low saying "He is a human supremacist from the NGR eho wound up stranded in America after accidentally going through a rift."
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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Location: Chicago suburbs

Re: Silver Bluff- The final showdown

Post by Jude Maverick »

Notice 4
[dice]0[/dice]
[dice]1[/dice]
Common Knowledge 8
[dice]2[/dice]
[dice]3[/dice]
***

Jude looked over to Cantrell as she settled down and smiled. “Yes, a bit more excitement than I’m used to,” he admitted, then paused. “Well, more excitement than I’m used to for not bringing it on myself,” he chuckled. “So Jessica is going to Castle Refuge? Great! Guess I’ll see her again sometime. She was a wonderful host.”

He sipped his ale and glanced over at Banethro as he talked to the elf. “So Horns knows the elf?” he mused. “Small world.”

Jude missed Libertas slipping out, but not when he came back. He gave a low whistle, eying the gem-covered armor. “Damn, Goggles. All we’ll need to do is shine a spotlight on you and we’ll destroy any vamp within five miles! Might need to start calling you glitterboy.”

Jude actually straightened up a bit when Banethro brought Elrond around to make introductions. “I’m glad I was able to help, sir,” Jude told the old elf. “Take it easy and recover your strength.”
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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Markus Berger
Posts: 361
Joined: Wed Dec 28, 2016 6:50 pm

Re: Silver Bluff- The final showdown

Post by Markus Berger »

Markus nods at Elrond, without offering his hand to him, before leaving for a drink.

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
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Libertas Magicum
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Re: Silver Bluff- The final showdown

Post by Libertas Magicum »

Libertas grins as he settles in and eats, telling Max about the compartment at the back of the box. He gives a reluctant nod at Lucretia's ruling, though he adds,"I am not expecting to find any, since it was obviously rigged for a TW to find, and there don't seem to be any others in town."

He listens with interest to the history behind the heart.
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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Kesslan
Posts: 212
Joined: Fri Nov 25, 2016 10:29 pm

Re: Silver Bluff- The final showdown

Post by Kesslan »

Late to the party, Kesslan finally shows up after having been out for some time. The dogboy doesn't say much for the moment, just nodding or making other greetings to the others before turning his attention to a meal like he'd not eaten in a week. More so in the way he just chows it right down fast enough one could also claim he literally inhaled it.
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
Posts: 273
Joined: Sat Feb 04, 2017 12:27 am

Re: Silver Bluff- The final showdown

Post by Bane »

Lucretia wrote:"Speaking of tonight, did you learn anything of strategic significance on your scouting trip?
It takes a moment before Bane realizes that Lucretia had asked him a question. "I'm sorry about that, I wasn't, I'm just so excited to have found my old mentor. As far as the ley line is concerned, there is a periodic rift that opens once a day at 11 pm at night, and stays open for 20 seconds before it dissipates into nothing. The rift leads to another dimension, though to where I don't know. It's physically not big enough to let Nadine to go through unless I alter the rift, but I hope we don't have to go through it, period. The ley line is half a mile wide and 50 miles long, give or take." Bane reports.
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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Libertas Magicum
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Posts: 642
Joined: Fri Feb 17, 2017 3:02 pm

Re: Silver Bluff- The final showdown

Post by Libertas Magicum »

Libertas seems to drop out of the conversation, using the suit's third arm to handle his fork so he can catch up with the others eating, while he tinkers for a bit.
OOC Comments
Realized that the Session Reset means his Arcane Machinist uses recharge, but the old devices also aren't working anymore, so he's building two right off, for people to have available--since each takes one round to build, it's no biggie to prep them during dinner:

Sunburst Amulet
Techno-Wizard Build [dice]0[/dice]
Wild Build [dice]1[/dice]

Disrupter Wand
TW Build [dice]2[/dice]
Wild Build [dice]3[/dice]

Heh. It's good to be so good at your job that anything that isn't a Crit Fail is a basic success....
He frowns a bit at the second gadget, but finally seems satisfied that it's as good as it's going to get. "Right, these prototypes never last for long; the last pair got banged around too much to function. These outta get us through the night, at least. First, Bane..." He passes over the second device, a wand with a moonstone tip. "Magical resonance disruptor. Should be good for a few uses, or one big one if it comes down to that. The, uh, big form might've been able to stop Krave's mom from turning, if I'd had it ready for you then."
OOC Comments
Dispel Wand
10 PPE internal supply; destroyed once PPE exhausted.
3 PPE to cast dispel
6 PPE to cast exalted dispel
Moving on quickly, he passes the other item, a brass sun-shaped amulet with a topaz in the center, to Lucretia. "Just project your will into the stone, and it'll light up the area around you with sunlight. Perfect gift for a girl who might get surrounded by vampires, if I do say so myself. Each use lasts 30 minutes once you activate it, and it should be good for 7 activations."
OOC Comments
Solar Amulet
15 PPE internal supply; destroyed once PPE exhausted.
2 PPE to cast light; sunlight trapping, centered on amulet, lasts 30 minutes
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 final showdown

Post by Pender Lumkiss »

Outside, Gunny looks down at Markus after the Major takes off. He nods as if hearing someone inside his head. He drones into his comm unit" Rodger Major."
The full conversion borg hefts his silvered chainsword and looks out at the sun setting. " Strange, the sun seems to set a bit sooner each day... It should be dark soon. Grease should be here shortly, please remind him he is to stand watch not eat steaks. I am going to take a quick patrol."

Inside, Durbin brings out another steak for Kesslan and Max seeing how they inhaled the first. He sets the plates down in front of them with a tall glass of water. "Here you go boys, you look famished... Busy day?" He goes around refilling folks drinks and getting them more food as needed. When he gets to Lucretia he pauses as if remembering something.
For what it is worth he smiles at Lucretia, " Bronze and that kid Alex will be over in a bit for diner as well, he wanted me to tell you no hard feelings...Not really sure what that meant but he looked a bit off when I saw him earlier." As the sun droops ever lower Durbin looks around for a moment and shrugs. He adjusts the electric lights brightening up the place, and the fire provides a warm cozy feeling. He pours Libertas a drink marveling at the shiny armor. " That is a piece of work! I think Dawlin Lighthelm would be proud to have hero of our town wear it."

The Door opens and Mr. Marvin and Dr. Danlack walk in, they exchange a brief look with Kesslan and head to the bar wordlessly. Their two faces are ashen, and Dr. Danlack's eyes are red as if he had been crying. Notably Bell is missing from their group.
OOC Comments
This has to do with Kesslan's adventure card.
As Bane describes the nature of the Rift Elrond Hub's eyes flutter open, and he takes another sip of the blue beverage Durbin keeps refilling. " Interesting Banethro... Interesting, I wonder what dimension it leads too? What do you mean I hope we don't have to go through it? It sounds like you have some kind of plan."
Time Table Count down
2 hours before you would need to leave to make the 11pm rift opening
Field Team Six Bennies
3/6
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Maximilian
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Posts: 548
Joined: Wed Mar 08, 2017 2:37 pm

Re: Silver Bluff- The final showdown

Post by Maximilian »

Max's tail wags as the new steak approaches. Then he notices as Marvin and Danlack walk in. This doesn't look good.
"Gentlemen, what happened? Where's Bell?"
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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Pender Lumkiss
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Re: Silver Bluff- The final showdown

Post by Pender Lumkiss »

Maximilian wrote:Max's tail wags as the new steak approaches. Then he notices as Marvin and Danlack walk in. This doesn't look good.
"Gentlemen, what happened? Where's Bell?"
Dr. Danlack nearly cries into the drink Durbin can't pour fast enough. Mr. Marvin shakily tries to comfort the large Grackletooth, but it really is of no use. Mr. Marvin walks over to Max, a mixture of pain and raw hatred flow through his eyes. You notice his shirt has a laser blats hole in it.
Grimly he shares, his voice quivering with raw emotion, " She is dead." Mr. Marvin looks dead on at Kesslan and continues, " We all accrue enemies in this world, but I have never seen one so vicious. and relentless. A true sniper from the shadows with one single purpose: Bring Kesslan to Lone Star dead or alive." Mr. Marvin snorts with anger, " Bell was always given to premonitions, and that led her to leap out in front of Kesslan, a blast that surely would have caught him unaware."
Dr. Danlack moans into his drink, " We did not even have a chance to recover her body! It just sunk into one of those northern mud flats, oh Bell! What cowards you travel with!" The Grackletooth puts his head down on the bar counter silently reliving that very moment.

Mr. Marvin shakes his head trying to contain the fury that boils within, " This Shadow Sniper had us pinned down behind some jutting rocks in the flats, taunting us without mercy, and then when we launched our counter, he was gone... We could not even track him, it was like he was never there. But his voice carried on in the wind. What was it he said as he parted, Kesslan? To the ends of the Earth Kesslan." Mr. Marvin's voice drops to a seething whisper imitating the last words of Shadow Sniper. With one final look at Kesslan, Mr. Marvin goes back to the bar finding comfort in a drink and being next to his friend.
OOC Comments
Kesslan drew the Villan Card, welcome to your villain Shadow Sniper, if you have not already drawn an extra action card for you to play this quarter, please draw one.
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Lucretia
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Re: Silver Bluff- The final showdown

Post by Lucretia »

Libertas Magicum wrote:Moving on quickly, he passes the other item, a brass sun-shaped amulet with a topaz in the center, to Lucretia. "Just project your will into the stone, and it'll light up the area around you with sunlight. Perfect gift for a girl who might get surrounded by vampires, if I do say so myself. Each use lasts 30 minutes once you activate it, and it should be good for 7 activations."
"I guess I won't need to pack a flashlight, but I'll have to be careful not to blind myself with it."
She speaks dryly - perhaps this is her idea of a joke?

Pender Lumkiss wrote:" This Shadow Sniper had us pinned down behind some jutting rocks in the flats, taunting us without mercy, and then when we launched our counter, he was gone... We could not even track him, it was like he was never there. But his voice carried on in the wind. What was it he said as he parted, Kesslan? To the ends of the Earth Kesslan."
"I know it won't bring her back, but... we will bring Bell's murderer to justice. You have my word."
From the sound of it we won't even need to hunt him down - he'll come to us.
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 final showdown

Post by Libertas Magicum »

Libertas grins at Lucretia and is about to respond, then pauses, blinks, and laughs. "Good one, Sarge."

**************

As the dire news about Bell comes out, Libertas frowns a bit, and will approach Dr. Danlack quietly during a lull in the conversation at the table.

"Tomorrow morning, after we're done with our thing and before we head out on the road, do you think you could find the place where Bell, um, sank? I might be able to retrieve her from the mud, if she didn't sink too deep. If possible, I'd like to get her to a proper resting place."
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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Maximilian
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Re: Silver Bluff- The final showdown

Post by Maximilian »

Max shakes his head. "Rotten cur. He's got a reckoning to look forward to, that's for sure. Bell will be avenged. Make no mistake."
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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Pender Lumkiss
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Re: Silver Bluff- The final showdown

Post by Pender Lumkiss »

Dr. Danlack puts a large Grackletooth arm around Libertas accepting what comfort the young technowizard is able to offer. In a low rumble he accepts his help nodding, " That would be most appreciative Libertas, I have the place where she fell seared into my memory."

Mr. Marvin also expresses his thanks, " Bell will always be remembered by us." He raises a glass high in her honor and downs the liquid in one gulp. He looks at Lucretia, " It sounds like your team is heading out shortly to take on that master vampire? Dr. Danlack and myself can stand at the ready watching over the town in case there is a counter offensive." He sits back down next to Dr. Danlack if there is nothing more, eating quietly with an occasional murmur to his friend.
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Cantrell
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Re: Silver Bluff- The final showdown

Post by Cantrell »

Cantrell slaps a fresh e-clip into her newly-modified rifle and looks to Lucretia.

"What's the plan, boss? We going in hot to waste these vampires and witches and hang dogs, or what?
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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Pender Lumkiss
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Re: Silver Bluff- The final showdown

Post by Pender Lumkiss »

Hello and Goodbye

The hour of departure draws near. Bronze and Alex arrive for a meal, and Bronze recognizing the gravity of the 13ths mission mends fences. He smiles and shakes each of your hands, " If I was younger, I would go with you... But that is behind me, just like what happened at the garage. You are all Heroes in my book."
The kid Alex, tugs on Bronze's sleve, " I can help, Max I can help you read the sensors and watch your back in Nadine. Can I go Bronze?" Bronze looks at the kid, then at Max, and at Lucretia.
Softly Bronze says, " Normally I would say no, but who am I to decide when a kid becomes a man. Who am I to tell someone who has lost so much no. I will leave it up to Max and Lucretia if they want a young charge accompanying them."
Mr. Marvin looked as if he was going to get up from the bar to say something, but Dr. Danlack grips his arm holding him in place. Mr. Marvin sighs, and looks to the 13th. His voice still has a slight edge of anger to it, but the rage in his eyes is all but vanished.
In a magnanimous voice he says, " We will remain behind, your rearguard so to speak. If we do not hear from you by end of day tomorrow we will fear the worse and make sure word gets back to Castle Refuge. Good luck." Thistle and the old elf Elrond Hub fast asleep having found comfort against the plush couch. Next to them in a makeshift bassinet lies the baby Krave blissfully asleep.
Possible Allied extra Alex
Alex: Notable skills Repair d8, and kn: electronics d8, notice d6
Outside Gunny and Grease are loaded for war. Gunny has his silvered chainsword, and a mini railgun. Grease is wielding a plasma rifle. A modified Hoverbike is near them. Grease smiles at the team. " The Major is not back yet, I am afraid he may miss coming with us. It will be an honor to fight with you all." The full conversion Borg snidely echos his sentiment, "Yes an Honor"
CS allied extras
Full Conversion Borg, and a combat engineer
The Rift

The journey there is quiet, the vehicles and Nadine churn through the foliage expertly. You think you pass by the hut of the hermit, it appears that large diamond and books are gone. The lair of the brodkill also remains silent. The waters of the river too seem quiet. The team arrives in time to venture forth through the rift into the unknown... Apparently a realm ice cold, with a sky forever black, over looking a city of lights. There are other options to explore as well but each is fraught with their own peril. Now is the time to decide what will the heroes do next?
Choices
  • Enter the Rift venturing forth into the dominion of Missive the witching and Soldad
    • To fit Nadine through you will need to alter the rift to make it large enough, -4 to your casting skill. Cooperative rolls can apply to all those capable of altering a rift. I believe Libertas can and so can Bane ( Between you two choose the lead). Max can make a cooperative piloting roll to "limbo" through.
  • Alter the rift so that it no longer connects to rifts earth
    • 5 round dramatic task at -2, the group needs 5 successes to succeed. Failure means it ends badly for all.
  • Close the rift permanently
    • 5 round dramatic task at -4, the group needs 5 successes to succeed. Failure means it ends catastrophically for all.
  • Not go through and live to fight another day
Field Team Six Bennies
3/6
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Maximilian
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Re: Silver Bluff- The final showdown

Post by Maximilian »

Max looks at Alex and squints, pondering the request. He glances at Lucretia, then turns back to the boy. "Kid, where we're going is an incredibly dangerous place, and we may not make it back. I think you've got real talent, and I know the best is ahead of you. I definitely think we should take you with us, but not on this leg of the trip. This is just too dangerous for your first mission. Once we shut this business down, I think we could swing back through and pick you up, if Top Dog says it's okay. But not this ride. Not yet."
Max pats Alex on the head, gives him a thumbs up, and turns around to fire up Nadine. He stops short and turns back to Alex.
"It'll be an honor to have you ride with me when we come back through, if you still want to." He climbs into the cockpit and fires up the Titan.
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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Markus Berger
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Re: Silver Bluff- The final showdown

Post by Markus Berger »

Markus pats Alex on the back.
"On the NGR, where I come from, we would have you trained and ready to go at your age, and in a situation like this we would have welcome you as a comrade-in-arms. But this is America, and they do things differently. You have your heart in the right place. You will have your chance, you are young."
Then he goes to Gunny and Grease and takes them a couple steps back.
"Soldiers of humanity, you are fighting the good fight. You are defending the earth from the monsters that encroach it, and that is the only thing that matters. It is an honor, for me, to fight alongside you, knowing that not only on the NGR we have people ready to die defending our people and our planet. Focus on the task ahead, and make the Coalition proud. Show everybody what a few good men can do. Are you with me?"
[OOC: What is the plan with Grease? Will he stay behind? Go with Max?
And about the rest... Does anyone want to go with Markus on his Hoverbike? Cantrell?]
By the way, Markus thinks "disconnect" the rift from Earth is the safest choice.

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
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Lucretia
Posts: 347
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Re: Silver Bluff- The final showdown

Post by Lucretia »

Lucretia listens to what Markus says about the NGR.
That could explain some things. What a horrid place to grow up. Not that things are much better here, but at least a kid has a chance to be a kid.

She ruffles the hair of the boy, Alex.

"Sorry Alex, you heard Max. None of our trip will be particularly safe, but this... well, this will be worse. Nadine may look like she is safe, with all her armor and weaponry - but she's also a target. Our foes will likely be throwing the biggest and nastiest attacks they have at her, so it's not as safe as it might seem. You're brave enough, and from what I've heard you are smart and skilled enough - so when we come back, if Max is still willing to take you on, you're welcome to come with us."

She walks over to Mr. Marvin and Dr. Danlack.

"If we don't make it back - when you notify the castle, please ask them to assign some troops here. In addition to the vampire threat, the Federation has shown interest. There shouldn't be any more of these magical babies born, we've seen to that, but the three recently born need to be protected, and with Jessica leaving... well, we have another mission we have to attend to, so even if we make it back we can't stick around to defend the town."
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 final showdown

Post by Libertas Magicum »

When Banethro suggests shifting the Rift to blast the dimension with the power of the sun, Libertas blinks. 'Oh, man, I totally had forgotten... Okay, seriously, I think we might be able to pull that off." He sits back and recounts the tale....

********************

Libertas wiped the sweat from his eyes. He'd been working for hours in the forge, just trying to get through to his next break. Heating the metal for the settings for the gems to be used in aligning the latest creations was dirty, thankless work. Still, he had to put in his dues--he was only nine, after all, and needed this posting. And he seemed to have a knack for it. Then Master Cornelius came through the forge and told him to knock off early--an unheard-of event! And enough to make him suspicious and curious. So he set the forge to smoulder, and then went up the stairs to his room above the shop--before immediately slipping behind a loose panel in the wall, and dropping back down. He'd found this little spy-covey a few months after he'd been installed here, and had learned that it gave an excellent view of the forge chamber, where the Master preferred to do private talks.

He watched as another man joined the Master, his face obscured by the gray robe he wore. "You should definitely come along on this trip, Cornelius. Lazlo has something truly extraordinary in mind. And surely, the shop can be managed for a few weeks while we are gone. You don't want to miss this."

Master Cornelius replied, "So you keep saying. Alright, alright." He held up a hand to forestall another verbal onslaught from his visitor. "Fine, fine, you know damn well I'm going to go, or you wouldn't have bothered trying to get me to go in the first place. But the boy isn't ready to run the shop himself. I'll just have to give him--" He emits a heavy sigh. "--a vacation. Get the skyskiff ready, and we can leave in a bit. I need to go tell Old Man Clumber to hold my deliveries while we're gone."

The gray robed figure--definitely a woman, by the voice, at least--nodded. "Of course. I will meet you at the dock." Cornelius wandered out, grumbling.... and the robed woman motioned directly at Libertas' hiding spot. "Come out, there isn't much time. Get over to the skydocks; there's a large crate with the mark of an eagle on the side; get in, pull the straw over yourself, and stay quiet. There's plenty of rations in the bottom. Assuming, of course, you're wondering what could possibly get your Master so curiousthat he would leave his shop unattended in the busy season."

Libertas was many things, but slow-witted was never one of them. He was still vaguely annoyed at the implication he couldn't even handle the task of taking new orders and deliveries, but the thought of stowing away... well, what 9-year-old boy doesn't secretly want to be a pirate? If he were older, he might've been more suspicious--but then again, when he was older, he knew enough to recognize a Grey Seer when he saw one, and that it's wise to listen to their counsel, so he probably would've gone anyway. And she was quite accurate--the crate was where she'd said it would be, and the food was more than enough for a skinny youth to sustain himself. The crate also had gaps in the slats, so he was able to peer out occasionally, to judge what was happening around him.

The trip was mercifully brief; he had to sneak out at night to take care of necessary functions; he'd long ago learned to hold it until evening anyway, because leaving the forge at the wrong moment could lead to a beating. Soon, they landed, and once again, the woman came by his crate and spoke, without looking at him. "If you are fast, you should be able to follow us down into the demonstration chamber. There's a small red door on the landing before the one we'll get off the stairs at; take that door, and you'll be in a high viewing gallery; it should be possible to stay hidden in the shadows there. Watch, listen, and learn."

Again, he obeyed the instructions, and again he was rewarded. The gallery overlooked a truly massive chamber. Down below, he could see Master Cornelius, along with a dozen other major figures of the city of Stormspire, and of course, the gray-robed woman. A lecture was going on... his damnable echo-hearing making it difficult to make out the words, but he'd been smart enough to grab a spyglass from the shop before leaving (pirates need a spyglass, right?), and he could see the board from this angle quite clearly. Formulas, diagrams... he committed every scribble to memory, writing down the more complicated bits with his free hand. Rift manipulation... he hadn't even realized that was possible, yet. But he couldn't make out what the final result was supposed to be.

Movement... the gathered dignitaries were moving to one side of the chamber, behind a huge sheet of smoked glass. And above him, the dome was opening! He could see some sort of apparatus being wheeled out on the floor, now... and as the dome completely opened, he realized there was an actual rift up there. Two technicians came out, and fiddled with the apparatus as the glowing energy of the border of the Rift began to flux and crackle. Ah, so this was to be a practical demonstration. Excellent--he'd know now what the notes were all ab--

His innate precognitive talents were the only thing that saved even part of his vision. The Rift suddenly flared, just for a heartbeat--no, far less time than that--and a single beam of the brightest light Libertas had ever witnessed arced out of the Rift and across the countryside, striking some distant object, which Libertas would later learn had been completely obliterated. Unshielded by the glass below, however, and so much closer to the Rift itself, even his closed eyes had gotten damaged by the intensity of the beam. The silence below was, in its own way, deafening, and then one of the dignitaries gave a shout.

"To the SUN, gentlemen!"

Libertas, his eyes still burning, fumbled his way back to the ship, and his crate; he didn't know why, of course, but he knew that this was what he'd been meant to see, even if it did scar his retinas permenently.


OOC Comments
Spending the Bennie, Interlude done. I should note--the idea of a weaponized Rift in Lazlo actually appeared inone of the quasi-canonical articles in the Rifter, so the notion immediately took me when Bane's player made the suggestion.....
*******************

Libertas leans back in his chair. "Now, I don't still have the notebook. Lost that in the--in Tolkeen. But I am just about certain I can replicate the effect, at least on a short-term basis."
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
Posts: 273
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Re: Silver Bluff- The final showdown

Post by Bane »

Bane mentions to the rest of teh team that he'd like to redirect the rift to the heart of the sun and it made hime think back to the last time he was inside the sun.
Bane wrote:Elrond Hub drew the required lines upon his forearms and hands, sigils of power that would slightly alter the harmonic qualities of a single spell of his, allowing his to redirect the dimensional energies of a rift to a different locatiotn. "Banethro, come here." the elf demanded of his newest apprentice. Although quite young, he was more intelligent than most of his other apprentices, but also more headstong as well. Always getting in trouble,
then trying to talk his way out of it, or convinced he could find a better way. "Hold out your hands, palms up." Elrond instructed, then drew the exact same sigils and symbols on Bane's arms and hands.

"Bane, you remember the fourth spell that I taught you?" Elrond inquires his young charge.

"Of course, Master Elrond. You taught me Sun Bolt fourth. I remember you telling me that it was some sort of key?Bane replied.

"Hmph! Sun Bolt you call it! A key as described by you! Hah, if you only understood! But soon enough perhaps you will. These sigils that I have drawn on our ars and hands alter the harmonic qualities. Instead of a single bolt, it becomes a prolonged beam, and when it touches an active rift, it will redirect the destination to one thta is linked to your key, in this case the Sun that this planet orbits. You have to direct the beam to either to the outside, which will change the destination on your end of things, or the center of the rifts in which case that will change the destination of the rift on the receiving end of the rift, or you and someone else can do both."

"But why are we going there? It just seems to be a bit odd."

"You will find out in all good time.

Elrond and Bane approached a pulsing ley line that Elrond had timed the frequency of rifts here, and the wind picked up as the fabric of reality itself became undone and a tear in time and space. At the same time, both Elrond and Bane began casting the spell and could immediately feel the spell going through his arms slower than it normally would, a beam of pure sunlight streaked from his hands to the rift while a similar beam eminated from Elrond"s hands. The bright blue light of the rift slowly changed to brighter until the rift shone as bright as the midday sun. Elrond motioned for Bane to come over to him and then then cast Impervious to Fire on both of them before Elrond picked up a satchel and they entered the rift. Even through the spell protected him, the interior was incredibly hot. Elrond set the satchel down he picked up and the pair left quickly.

"What was that you had left behind, Master? Bane asked Elrond, who replied by cryptically saying "Somethings are best left where few, if any can retrieve them. What that was a piece of an artifact powerful enough to destroy the known univers.
OOC Comments
I too am speding a Benny on this.
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 final showdown

Post by Jude Maverick »

Notice 4
[dice]0[/dice]
[dice]1[/dice]
Common Knowledge 11
[dice]2[/dice]
[dice]3[/dice]
Ace [dice]4[/dice]
***

As everyone prepared to leave, Jude leaned over the sleeping Thistle and kissed her good-bye, tucking a blanket around her.

Jude went over to Alex and knelt down. “Think you can take care of Thistle and Baby Krave for me?” he asked the eager young man. “Listen to Marvin and keep your town safe. I want a nice place to sleep when we get back. And Max and Libertas are going to need a hand fixing up Nadine, I wouldn’t doubt.” He ruffled Alex’s hair and stood up again.

“I’m sorry for your loss, Marvin,” Jude said. “I will I could have known Bell better. As Lucretia said, we’ll take care of this Shadow Sniper for your. Doesn’t sound as if we will have a choice.” He gave a wry smile.

Jude gathered his gear, the new glaive jutting from beneath his rifle barrel. He tucked the wooden cross into his belt and hopped into the Mountaineer for the drive out to the rift. He didn’t understand half the discussion between Libertas and Banethro about what they would be doing out there, but they were going to be facing vampires and worse.
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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Lucretia
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Re: Silver Bluff- The final showdown

Post by Lucretia »

As they rode to the rift, Lucretia is totally baffled by the magi-babble of the two mages.

Well as long as they know what they are doing, we'll be fine. The best I can do is keep them safe from a counterattack.

She uses the time to stretch and limber up - no sense going into battle stiff if it could be avoided. Of course, 'stiff' for her was 'ridiculously flexible' for most, as demonstrated by her warm-up including things such as crossing her ankles behind her neck while doing finger push-ups.
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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Markus Berger
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Re: Silver Bluff- The final showdown

Post by Markus Berger »

Markus flies on his Hoverbike (Alone? With Cantrell? Anyone?) around the group keeping a defensive perimeter some half mile around.

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
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Libertas Magicum
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Re: Silver Bluff- The final showdown

Post by Libertas Magicum »

OOC Comments
Notice: [dice]0[/dice]
Wild Notice: [dice]1[/dice]
Once they arrive at the Rift, Libertas begins setting up his gear, even as Bane and he start throwing arcano-babble back and forth at each other. At points, the discussion seems a bit heated--perhaps an issue of who is whose assistant on this. But then Banethro says something that seems to win him the argument. Libertas blinks behind his repaired goggle-lenses, and nods, and then finishes his set-up.
OOC Comments
Knowledge: Science [dice]2[/dice]
Wild Know: Sci [dice]3[/dice]
Bennie for Extra Effort [dice]4[/dice]

8 total--Build roll succeeds with a Raise
Nodding in grim satisfaction, Libertas then begins to operate the device, moving levers and dials in response to instructions from Bane.
OOC Comments
ASSIST ROLL Techno-Wizardry [dice]5[/dice]
Wild Assist TW [dice]6[/dice]

So, a 15 total; Bane gets a +3 to his first roll.

Again, to be very clear, Libertas is NOT the lead, here, Bane is. Lib's just doing all he can to help.
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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Maximilian
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Re: Silver Bluff- The final showdown

Post by Maximilian »

Max maneuvers Nadine to a position 50 yards away from the two arcane specialists. Her sensors are on full scan, searching for any signs of life, unlife, or movement that doesn't belong to a team member. While sweeping with Nadine's sensors, Max is paying attention to the smells inside the Titan, ensuring no strange powers are at work in the cockpit.
Notice
Notice with sensor suite
[dice]0[/dice]

Wild die Notice w/ sensors
[dice]1[/dice]

Notice in robot w/ detect arcana
[dice]2[/dice]

Wild die notice in robot
[dice]3[/dice]
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 final showdown

Post by Jude Maverick »

Notice 9 Success with Raise
[dice]0[/dice]
[dice]1[/dice]
Ace [dice]4[/dice]
Common Knowledge 3 Fail
[dice]2[/dice]
[dice]3[/dice]
***

With not much else to do, and the two magic users arcano-babbling in the front seat, Jude fiddled with the new glaive attached to his rifle, getting used to the new weight distribution. Then he found himself staring at Lucretia as she warmed up.

God damn… Jude thought as she crossed her ankles behind her head and did finger push ups. Don’t think about what she could do in bed! Too late! Jude shifted in his seat, moving his rifle over his lap.

When they reached the site of the rift, Jude scanned the area. A river flowed nearby. That would be good for defense if they needed to retreat from vampires. But they didn’t really know everything that was going to be coming through that rift would be a vampire.

“I’ll post up there and provide overwatch,” Jude said, indicating a bluff that plunged down into the river and would provide good sight lines to the rift. “I can cover you if you need to retreat across the river over the rocks. Unless you need me elsewhere.” He glanced over to Lucretia.
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
Posts: 212
Joined: Fri Nov 25, 2016 10:29 pm

Re: Silver Bluff- The final showdown

Post by Kesslan »

OOC Comments
Notice: [dice]1[/dice]
Wild Die: [dice]0[/dice]
Ace Die: [dice]2[/dice]
Smell/Psychich Sense bonus: 2
Total: 8(10)
Kesslan was to say, rather morose and subdued for a good part of the time. He'd honestly felt really bad about someone else dying to protect him to say the least. He was generally a fairly simple minded guy who enjoyed life and for the most part liked people. It upset him when he saw people doing 'bad things'. To have someone try to murder him and kill someone else he didn't even really know upset him even more. He could at least understand why this mysterious sniper was after him. Dogboys who weren't part of the Coalition States had bounties on them at the best of times even if they usually tended to fly under the radar anyway simply because people tended to like them. But he wasn't just a Dog Boy, he was a rare breed that had manifested much greater psionic powers than your average Psi-Hound. So even to someone so simple minded as him he could understand why Lonestar of all places wanted him. He couldn't imagine it was for anything remotely kind. No doubt they wanted to study and dissect him and do all kinds of terrible experiments upon him to find out how he worked so they could either counter or even duplicate his abilities in their batches of dogboys for the CS military.

As such he kept to himself though he expressed some dislike for the idea of going anywhere near a rift much less the leyelines that inevitably were near them. Leylines did all sorts of terrible things to his senses, gave him head aches and Rifts were just plain bad news as far as he was concerned.

Still, he went with the others if only to try and protect them. Less so out of a particular feel of needing to, and more simply because he'd come to like them. Even Marcus, albeit a bit less so given the man's views. Still, under that racist shell was someone that cared a lot more than he let on as far as Kesslan could tell.
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
Posts: 347
Joined: Tue Dec 20, 2016 10:41 pm

Re: Silver Bluff- The final showdown

Post by Lucretia »

it was a little unnerving, walking up to the ley-line knowing that a portal was going to open up right in front of you, but no knowing what exactly was going to be on the other side. Well, they had some idea...

Normally, Lucretia would have wanted to wait off to the side, out of view but ready to dash in and take the opponent by surprise as they go after another target. Not a typical cyber-knight strategy, but she wasn't a typical cyber-knight. Her assassin instincts were a bit harder to break than her loyalty to the Spluggorth.

Things had changed though. She wasn't just one of the team, she was responsible for the team. The two casters were too important to the mission to be used as bait, and the rest of the team - even those with the defensive capability to withstand the initial onslaught - were much better suited to ranged support.

So, while all her instincts told her to find a place to hide, there was no one better to be the frontline than her. That being said, she did have a significant strategic asset against the vampires. She runs her fingers along the sun pendant that Libertas had given her. Jude could learn a thing or two from the technowizard. Well, that hadn't really been Libertas' intention, she didn't think, but it was thoughtful none-the-less... and useful.

Useful, indeed - when you expect the majority of the enemy forces to be lesser vampires, and when you expect them to be coming through a single, small chokepoint... a zone of sunlight can really shut them down. So long as...

"Cantrell, Markus, Maximilian - be sure to keep an eye out behind us. A pincer could be deadly."
It's what I would do.

As Bane and Libertas begin...whatever it is exactly they are doing to manipulate the rift, she sends a trickle of power into her armor, and calls forth her cyber-knight armaments. Finally, she focuses her will on the sun pendant - it was always a bit odd operating an unfamiliar technowizard device, the knowlegde of how to activate it just being there as if an inborn instinct, yet completely new.

The pendant flashes, and suddenly she is bathed in the warm glow of sunlight. Or at least, that's what her psionic sense tells her - she knows the pendant was successfully activated, but she can't actually see the light herself. Well, that doesn't matter, she'd never been hampered by darkness either, and whether or not she could see the light had no bearing on how it would affect the vampires.
OOC Comments
Activate armor (-1 ISP), activate cyber-armor, psi-sword, and psishield.

Notice [dice]0[/dice]
Ace! [dice]4[/dice]
Wild [dice]1[/dice]
6+1+2 (Alertness) = 9

Activate pendant (13/15 internal PPE remaining)
Psionics [dice]2[/dice] oops, should have been a d10, so no ace (not that it matters).
Wild [dice]3[/dice]
8 - success with raise

sunlight damage #1 15
[dice]5[/dice]

sunlight damage #2 18
[dice]6[/dice]
Ace! [dice]12[/dice]

sunlight damage #3 7
[dice]7[/dice]

sunlight damage #4 5
[dice]8[/dice]

sunlight damage #5 27
[dice]9[/dice]
Ace! [dice]13[/dice]

sunlight damage #6 25
[dice]10[/dice]
Ace! [dice]14[/dice]

sunlight damage #7 11
[dice]11[/dice]
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
Posts: 273
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Re: Silver Bluff- The final showdown

Post by Bane »

Notice 2
[dice]0[/dice]
Wild Die [dice]1[/dice]
On the ride there, Bane was oblivious to the rest of the world as he delved into his memory to re-draw the sigils on his arms to alter the harmonic frequency of the spell from memory, then double checked his work. As Bane and Libertas set up for the opening of the rift, they talked about who should take lead on it, Libertas obviously wanting to with how he was talking about how he was more skilled in the art, but Bane replied with a hard edge in his voice. "I had him dead to rights last night, if I had thought about it. I could have cast the key to the Heart of the Sun, but I had never used it in combat until this morning and therefore I had no idea whether it would have worked, but I should have known better. Tonight, they are mine!" After getting set up, Bane drew extra energy from the ley line until he was full charged.
Spellcasting 9
[dice]2[/dice]
Wild Die [dice]3[/dice]
As the rift started to form, Bane began to chant, building the necessary power as Libertas sets up in front of him to split the beam into two to hit the inner and outer coronas of the rift to change the destination for both sides of the rift.
Spellcasting 36
Auto Ace 10
Auto Ace 10
Auto Ace 10
Spellcasting Ace [dice]4[/dice]
Wild Die [dice]5[/dice]
10 + 10 + 10 + 5 + 3 - 2 = 36
At the height of his chanting, Bane took a dagger and cut his hand, adding extra power to the effect to change the rift. When he released the spell, the moon started to glow brightly until all of the sunlight that it reflected was being directed down to Bane, who directed it to the prism that Libertas held, which split the beam of Pure Sunlight and hit the outer edges and center of the Rift, connecting it to the very heart of the sun.
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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Maximilian
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Posts: 548
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Re: Silver Bluff- The final showdown

Post by Maximilian »

"No worries, commander. I've got the whole area on scan. Anything sniffs wrong within a thousand feet, I'll rain down hellfire and brimstone on those jokers!"
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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Pender Lumkiss
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Re: Silver Bluff- The final showdown

Post by Pender Lumkiss »

Immortal Kombat

When Bane and Libertas start effecting the rift to try and move its destination to the sun filled domain their minds are assaulted by a demonic force. It is then they realize the rifts connection is a byproduct of a lord of hell's tenuous grasp on Rifts Earth. They are treated to a clairvoyant vision of the denizens of Duriel's hellish domain.
Army of Duriel
Army of Hell.jpg
A terrible voice echoes in your mind. " Thank you for your donation wizard! Long have we tried to visit your domain... You have presented me with a gift. Focus on my realm, let your energy flow here... Wait what are you doing? No. No!." It is this moment Duriel the demon lord of vengeance realizes he is not trifling with your ordinary pair of wizards. It dawns on him with dread that his foes are the combined might of a Leyline walker whose hands the magical energies of rifts earth is but a string a cat would play with, and a Technowizard of unparalleled creativity and ability whose manipulation of dimensional magic is art perfected.
Through the rift, the 13th is treated to a sight unknown across the megaverse. The demon lord Duriel appears in distress crying out in vain agony, : Arggghhhh!"
Encountering Duriel
Duriel Lord of Vengence.jpg
Soldad not Alone
A thick fog pours from the rift as Bane and Libertas use all their magical wits to break its connection from earth. The portal itself is black as night, but those paying attention can see a slight snowfall coming through the rift, almost instantly evaporating as it lands on your side. A low level fog rushes threw and is caught almost immediately in Lucretia's globe of sunlight. Steam seems to rise from the fog as the rays of sunshine hit it. The rift changes to the a fore mentioned image of Duriel in pain. Then it quickly shifts to the very sun itself! A ball bright ball of super heated gasses and plasma swirl at the edge of the rift. Just as a random fare erupts heading to the rift, the two wizards close it, permanently, expertly ensuring that flare came out on the other end.

To the south on one of the CS hover bikes Bronze and Elrond Hub zoom up to the waters edge. Elrond Hub, whispers in utter awe of his protogee turned master, " Bane!"

The low lying fog, that had poured out initially, burns in Lucretai's sunlight effect. With a jarring whoosh the fog solidifies into several wild vampires and Soldad himself. The wild vampires burn into ash, and Soldad while burnt escapes the lights rays and moves out of range near the water. He holds a hand up to the light, and looks around seeing he out numbered and out gunned.

He puts his hands up. His voice is horse not often used, " Zo ze heroes have come. Defeated and at their mercy. Zi am afraid Zi do not haze long. My mistress haz my heartz. Do with me what youz will Heroes." Soldad reveals beneath his breast an empty hole where his heart would normally be. He sees to the south Bronze and Elrond Hub's arrival.

When he is sees Elrond a small smile creeps on his face as if he was remembering a time past. Soldad's voice croaks, "Elrond... Zis must be the Protogee youz spoke of so fondly."

Grease goes over to the CS hover bike inspecting it, he looks at Gunny and shakes his head. Elrond runs up to the waters edge he is breathing hard, Bronze comes up behind him with a shotgun.

Unexpectedly Elrond Hub speaks on Soldad's behalf, " I realize you have bested one foe, but a greater one lurks. Bane showed me the split ring. This means a terrible force was unleashed upon the world. In part it was my fault that this was ever created. Bronze has agreed to go with me to hunt this creature down. Soldad could be the third in our company. A vampire yes, but what he did, what he sacrificed during the Tolkien war... Makes me wonder if he would help us now... Plus there is no one else that knows Jazzel the Darken one as well as he."

From behind the wizened elf, Gunny's mechanical voice echoes over the running water, " I think not you crazy D-bee. This Soldad, or whatever dies now. By my hand if necessary." Gunny moves past him treading through a shallow part of the water with his silvered chain sword held high. Grease just looks at him, not moving. Soldad, Elrond, Bronze seem frozen unsure what to do.

What will you do?
GM Notes
Yes usually dramatic tasks go for 5 rounds, but that was an Epic total!
Field Team Six Bennies
3/6
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Markus Berger
Posts: 361
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Re: Silver Bluff- The final showdown

Post by Markus Berger »

Markus drives his hoverbike behind Gunny in a show of support.
"Finish him!"

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
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Lucretia
Posts: 347
Joined: Tue Dec 20, 2016 10:41 pm

Re: Silver Bluff- The final showdown

Post by Lucretia »

People can be redeemed. No one knew that better than Lucretia.

People, yes. Vampires, though, are not people. They are the twisted and corrupt remains of people. They are monsters in the truest sense.

Monsters - true monsters, not people who do monstrous things - cannot be redeemed.

This cannot be.

With one swift motion she dispels her shield, and with a spin step towards the vampire separates it's head from it's shoulders. Continuing her spin she lands a high kick to the monster's chest, sending it's body into the river.

Quietly she speaks.
"Vete al infierno." {Spanish; trans. "Go to hell."}

She kicks the head into the air like a soccerball, then delivers an axe-kick to send it splashing deep into the river.

"That monster was a manipulator, and pure evil. Trusting anything he said could be a fatal mistake, and even with caution he could have slowly gained influence over us."
OOC Comments
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Ace! [dice]6[/dice]
Ace2! [dice]9[/dice]
Alertness +2
6+6+3+2 = 17

If needed:
Agility Trick [dice]2[/dice]
Ace! [dice]7[/dice]
Wild [dice]3[/dice]
Ace! [dice]8[/dice]
+2 Dirty Fighter
10+5+2 = 17, opposed agility. Success = -2 parry against next hit, raise = shaken

Fighting [dice]4[/dice]
Wild [dice]5[/dice]
-4 headshot
6 vs parry, assuming Soldad's parry has not improved and he fails the agility test then I think that is a hit.
Will spend a bennie if necessary.

Damage
Strength + 3xSpirit + 4(headshot) +2(champion)
[dice]10[/dice] + [dice]11[/dice] + 6
5+11+6 = 22
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 final showdown

Post by Libertas Magicum »

OOC Comments
Notice [dice]0[/dice]
Wild Notice [dice]1[/dice]
Libertas was waiting for one thing--Sarge to make the call. As soon as she does, he pulls out the Water Gun and levels it in the general direction of the Vampire. It looks like the close-up crew has things well in hand, so he's just prepared in case Soldad manages to get around them somehow.
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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Maximilian
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Re: Silver Bluff- The final showdown

Post by Maximilian »

Max's view of the action and the dispatching of Soldad is clear. He maneuvers Nadine in a position to fire the sunburst missile...until Lucretia swiftly dispatches the vampire.
"I have zero intention of letting a master vampire go. Let him atone for his sins in the afterlife. Good shot, Top Dog."
Nadine remains in a fighting stance, weapons pointed in the direction of the rift and the river.
"Bane, Lib, are we all done here? I say let's bug out and get back to town, unless we're hunting a shadow dragon."
Notice
Notice with sensor suite
[dice]0[/dice]

Wild die notice w/ sensor suite
[dice]1[/dice]

Notice in armor with detect arcana
[dice]2[/dice]

Wild die notice w/ detect arcana
[dice]3[/dice]

Ace wild die notice w/ detect arcana
[dice]4[/dice]
Total in-armor notice w/ detect arcana
13
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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Markus Berger
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Re: Silver Bluff- The final showdown

Post by Markus Berger »

Markus looks at the Coalition Soldiers and smiles behind his Cyclops helmet.
"I bet that will gain us a couple points on the Coalition ledger."

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
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Maximilian
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Posts: 548
Joined: Wed Mar 08, 2017 2:37 pm

Re: Silver Bluff- The final showdown

Post by Maximilian »

Max shouts simultaneously into the radio and over the loudspeakers. "INCOMING! FALLING OBJECT ABOVE OUR HEADS! LOOK ALIVE!"
Max trains Nadine's weapons and sensors at the sky in an attempt at target acquisition.
"Looks like...a body?!"
OOC Comments
Max is standing still and taking aim at the falling object/person.
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
Posts: 425
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Re: Silver Bluff- The final showdown

Post by Cantrell »

Notice [dice]0[/dice]+2=8
Wild Die [dice]1[/dice]+2
Common Knowledge [dice]2[/dice]
Wild Die [dice]3[/dice]

Cantrell is all for second chances, but there are some things you just don't negotiate with -- terrorists, alien intelligences and vampires being at the top of the list. Rifle at the ready, she leaves the reckoning to others more equipped for vampire slaying, and keeps an eye out for any other threats that might emerge.

She spots the falling body a split second after Max, and taps Markus so he knows to move the hovercycle out of the way.

<<It looks like it's in Coalition armor -- Do you have more troops in the area, Gunny?>>
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 final showdown

Post by Kesslan »

Kesslan for his part tried to stay alert and at the ready near the big robot. He didn't doubt Max could handle just about anything in a fight with it, but he also knew infantry could still manage to cling to it if they got too close. It also incidentally gave him some distance from the leyline itself that he reaaaally didn't want to be near. Those things always gave him terrible headaches and messed with his senses.
OOC Comments
Notice: [dice]0[/dice]
Wild Die: [dice]1[/dice]
Psionic Senses/Smell: +2
Total:3(5)
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 final showdown

Post by Jude Maverick »

Notice 6 Success
[dice]0[/dice]
[dice]1[/dice]
Common Knowledge 9 Raise
[dice]2[/dice]
[dice]3[/dice]
***

Jude watched with a bit of awe as Bane manipulated the rift. “Damn,” he muttered. “Note to self: Don’t piss off Bane.”

As the mist formed from the rift right before it disappeared in the flare of the sun, Jude sighted down his rifle. He had to blink away a bit when several wild vampires burst into flames, but the big bad Soldad was still around. What the hell did the elf and Bronze want to keep him around for? Jude lowered his rifle a bit. He wasn’t going to do any good against a master vampire with it really. The CS guy and Markus seemed to have the right idea of it, though. They should ace the bloodsucker.

Lucretia seemed to agree, as she neatly decapitated and wasted the vampire.

“I am so hot right now, boss…” Jude teased over the comms.

Then Max yelled out incoming. Jude quickly tried to acquire the target, glancing up to see the falling body. “What in the world…”
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 final showdown

Post by Libertas Magicum »

OOC Comments
Notice [dice]0[/dice]
Wild Notice [dice]1[/dice]
As Max gives his shout, Libertas looks up to see which way he should dodge, but doesn't actually see anything due to the darkness and still being a little sun-dazzled. Hope whatever it is doesn't fall on me....
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
Posts: 273
Joined: Sat Feb 04, 2017 12:27 am

Re: Silver Bluff- The final showdown

Post by Bane »

Notice 6
[dice]0[/dice]
Wild Die [dice]1[/dice]
Bane barely has time to relax as Max calls out incoming and dives out of the way.
Agility 4
[dice]2[/dice]
Wild Die [dice]3[/dice]
When Elrond talks about sparing Soledad, Bane says "A mortal can overcome he nature, with time. But a vampire is wholly evil, and if he were willing to work with you, it would be for his own evil reasons." With that, Bane wipes some of the sigils and then casts Sun Bolt again at Soledad.
Spellcasting 11 21 Sunlight Damage
[dice]4[/dice]
Wild Die [dice]5[/dice] Ace!
Wild Die Ace [dice]6[/dice]

Sun Bolt Damage
[dice]7[/dice]
[dice]8[/dice]
[dice]9[/dice]
[dice]10[/dice]
[dice]11[/dice] Ace!
[dice]12[/dice]
Damage Ace [dice]13[/dice]

Total = 3 + 1 + 1 + 6 + 2 + 4 + 4 = 21
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 final showdown

Post by Pender Lumkiss »

Jazzel's Farewell

The object strikes the ground near Lucretia with a deafening thud. It is the body of CS soldier Tommy, the fourth member of the community out reach team sent to Silver Bluff. The armor while in tatters from the impact seems melted, and the body looks fairly grizzly. The skin has been charred, and stripped away, as if it had been made of wax.
Grease can barely breath at the sight of his comrade, but he gasps out, " Tommy! Gunny it is Tommy."

High above the shadow dragon, the fractured spirit of a dragon lord, turns visible eclipsing the moon. Its roar while defening could in some small manner indicate thank you. The act could be viewed in a similiar manner to a cat dragging in a squirl.
Elrond Hub unnerved whispers, " I understand what you did to Soldad, but the true devil rises high above us. She was the perfect weapon to unleash against the coalition. A despicable and foolhardy act of the council at Tolkeen.". His voice carries a deep sorrow as he continues, " Perhaps in their final moments they were desperate. People I would have called friends forced me to bind her to Soldad. Now it seems she will be forever apart destined to be a plague on these lands.". He looks at Lucretia, " Please, if your robot armor has a plasma cannon, unleash it now! Plasma fire is one lf the only things capable of destroying the creature. And it is a creature, wild and full of rage, we cannot let it live."
Jazzel the Darken one
It is 120" above the group, and circles arround a few times giving ample oppertunity for a long ranged attack(+4 for everyone ro hit, except max) before heading north. At this moment any who are wanting to act will have the drop +4 hit and damage.
IMG_0096.JPG
IMG_0096.JPG (31.17 KiB) Viewed 41076 times
Gunny helps load Tommy's body onto the back of one of the hover bikes. His metallic grating voice chimes in betraying a sense of anger, " That dragon, is your fight D-Bee. We need to find the Major, Grease you got a bead on his comm unit?" Grease nods checking some of the instruments on the oversized hover bike. Gunny continues, " If I had more troopers or an armored division this would be different. We would not be sanding here talking." It is clear he is both talking about Jazzel, and possibly the 13th. Gunny and Grease take off if no one stops them.
Markus
. Gunny comms Markus privately, " The major told me he offered you a place within the coalition. Just remember we dont ask twice. Enjoy what time you have left with your D-Bee friends."
Shortly after their departure, a faint sound of a vehicle rolling through the forest can be heard coming from the west. Kesslan can smell a magical aura quickly approaching. Nadine's intruments recognize it has an all terrain vehicle, a big boss, or Zone Ranger.
Lucretia
With your awesome notice, you are familiar with the sound of the vechicle. It is one of Terra Silverfrorge's (Tomorrow Legion TW) modified Zone rangers. You recall her showing off them to some of the new recruits, and that they had a distinct sound... Must have been those drarven crafted mufflers.

Being so close to the Leyline, Lucretia also hears a faint humming noise beyond the normal crackling and soft drone of the leyline. From the humms location within the line she also hears, scratching as if someone is writing. Infact you could have sworn you hear someone hidden within the leyline mutter interesting
Detect Arcna
Despite Soldad being dead, his body has two distnct arcane signatures on it. A pendant with crystals and gears, and his cloak. Some one like Kesslan would recognize the auras.
Last chance to deal with Jazzel the Darken one. What next?
Field Team Six Bennies
3/6
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Cantrell
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Re: Silver Bluff- The final showdown

Post by Cantrell »

Damn it, Tommy was one of the good ones, Cantrell thinks as the grunt's body is identified.

She listens warily during Elrond's speech, then abruptly drops her rifle, letting it hang from its strap as she reaches for another weapon mag-clipped at her back ...

"Did he say 'plasma?' Oh, I've got some plasma for that son-of-bitching ghost dragon," she says, aiming her NG-E4 at the spectral wyrm as it banks in the air above.

The sophisticated targeting array in her armor kicks in as Cantrell takes aim. The unnatural nature of the ghostly creature seems to cause a glitch at first, as Cantrell sees what appear to be two versions of the creature on her HUD. Eventually she determines that she's somehow seeing both the dragon's ectoplasmic form, or whatever you want to call the shadow-stuff, as well as some vestige or memory of its physical form.

For the most part the two seem to line up, but Cantrell sees that the two shift and diverge at certain points, including the area where the dragon's wings meet with its body. Perhaps because the remembered physical body required more power to stay aloft than this shadow form, memory and reality diverge there, shifting back and forth as if either might fly free if not for the unseen tethers connecting memory and shadow.

Exhaling slowly, Cantrell gently squeezes the trigger, launching a tiny comet of superheated gas into the air, the sizzling ball of atomic fire on course to sever the tenuous connection...

As the shot flies, she sends a tight-beam burst of information to Nadine, sharing her HUD data with Max.

<<Aim for the shoulder joints, Max. It's weakest there! >>
Shooting 18
Includes armor bonus, Marksman, the Drop and the +4 from size, etc.
Shooting [dice]0[/dice]+2+2+4+4-2=18, Success with three raises
Wild Die [dice]1[/dice]
Damage 35
Damage [dice]2[/dice]
Ace [dice]3[/dice]
Raise Damage [dice]4[/dice]
Giant-Killer [dice]6[/dice]
+4 from the Drop
+4 from Revelation card called shot.
Total Damage = 35, ignoring armor
Reroll of Damage with Bennie 26
Damage [dice]7[/dice]
Raise Damage [dice]8[/dice]
Giant-Killer [dice]9[/dice]
+4
Total Damage = 26, ignoring armorStick with first roll.
Catches fire on 1 [dice]5[/dice]
Last edited by Cantrell on Sun Jul 16, 2017 1:39 pm, edited 8 times in total.
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 final showdown

Post by Maximilian »

Don't know why I never got plasma installed on Nadine. Blast!
Max takes aim at the shadow dragon with Nadine's laser, recalling that it's the only thing that gave any indication of hurting the creature.
Shooting
[dice]0[/dice]

Wild die shooting
[dice]1[/dice]

Damage with medium laser
[dice]2[/dice]
Cursing the lack of punch on the laser, Max lets fly with the sunburst missile. Have a dose of this. Light oughta do a number on shadow!
Shooting - Missile
Shooting missiles w/ drop
[dice]3[/dice]

Wild die shooting w/ drop
[dice]4[/dice]

Ace wild die shooting
[dice]5[/dice]

Missile damage - sunburst w/ raise, +4 for drop, and 8 AP
[dice]6[/dice]

One ace
[dice]7[/dice]

Spend benny to reroll sunburst missile damage
[dice]8[/dice]

Two aces
[dice]9[/dice]

One ace
[dice]10[/dice]

Total result = 37 - with 8 AP taking net toughness to 38...I missed by one. Oh well.
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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Kesslan
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Re: Silver Bluff- The final showdown

Post by Kesslan »

With the return of the shadow dragon and the others engaging it, Kesslan is caught for a moment in concern about fighting such a massive beast. He'd only heard of dragons until the team had encountered this particular creature, but there was no doubt it was evil. With that in mind the mutant burster closed his eyes and began to concentrate on drawing together all his power. He'd pushed himself a little in the past, this time he held nothing back. If able he draws even upon the boosting powers of the nearby leyline to enhance his abilities beyond the norm.

Finally, after a moment he unleashes his fully fueled furry at the dragon.

OOC Comments
ISP:
Boost Psi Roll +2: 4
Boost Range X10 (x20 on leyline): 2
Boost AP: 4 (8 on Leyline) 2
Total ISP Cost: 8

Psionics: [dice]0[/dice]
Wild Die: [dice]1[/dice]
Drop bonus: +4
PSI Roll Boost: +2
Extra Effort (-1 Bennie) [dice]3[/dice]
Ace Die: [dice]5[/dice]
Size Bonus: +4
Total: 24

Damage: [dice]2[/dice]
Ace Die: [dice]4[/dice]
Raise Die: [dice]6[/dice]
Drop Bonus: +4
Total: 23 AP: 4(8)

Note: Very likely to be more than 1 raise on that attack. Is it +1d6 for every raise or just 1d6 max since an attack can raise more than once?
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 final showdown

Post by Pender Lumkiss »

Cantrel Atrack on Jazzel Soaked both wounds
Jazzel's toughness is 46(20) fire/plasma by pass the shadow armor. Toughness is 26 vs plasma damage. She took 2 wounds and is spending 1 of her 2 bennies to soak.
Soak: Vigor [dice]0[/dice]
Wild [dice]1[/dice]
Maximillian sun burst missile soaked 2 wounds
light attacks deal full damage and must include armor, however the nature of the shadow armor allows area effect attacks to bypass it. Smart to use the sunburst, an area effect light attack. It will bypass armor, so 37 light damge vs toughness of 26, 2 wounds. Jazzel will spend her last benny to soak.
Soak: vigor [dice]2[/dice]
Wild [dice]3[/dice]
Kesslan Bolt
. It does bypass her armor but fails beat her toughness
Jazzel roars as a missle, plasma, a fire blot hit her. The shadow dragon remains intact. Something about her seems diminished(no more bennies).

Other players please post, once done assuming Jazzel is still alive we will do an initiative draw, you still get the drop +4 to hit and damage
Field Team Six Bennies
3/6
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Libertas Magicum
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Re: Silver Bluff- The final showdown

Post by Libertas Magicum »

OOC Comments
Build Roll: TW, -2 for MAP, +2 for Machine Maestro, +2 for Edges
Techno-Wizard Arcane Machinist [dice]0[/dice]
Wild AM [dice]1[/dice]
Success: Bolt Power, Plasma Trapping, 10 PPE on device, +1 PPE per bolt due to Trapping

Libertas curses as they have yet another thing to deal with, and at range, too.... Forget the gun, water won't get through that... plasma? Right, plasma it is....

He begins cobbling together something on the fly. The resulting device isn't pretty, by any stretch, but it IS glowing with power.

He levels the device, and shoots.
OOC Comments
Bolt Power w/Device:
Single Bolt, 3d6 base damage, 3 PPE spent from reservoir
General Modifiers: -2 MAP, +2 Machine Maestro, +2 Edges: Net +2 to Cast
Modifiers that ONLY apply to targeting (not to casting): +2 HJ "Arcane Marskman" ability, +4 Drop, -4 Range: Net +4 to targeting
Techno-Wizardry [dice]2[/dice]
Wild Techno-Wizardry [dice]3[/dice]
Wild Ace [dice]4[/dice]
Successful casting, targeting is a 14 to hit with a Raise

Damage w/ Drop [dice]5[/dice]

Bennie to re-roll Damage: [dice]6[/dice]
Damage die Ace [dice]8[/dice]

22 Damage with the Plasma Bolt--enough to shake, but not Wound...
And an arc of plasma fires through the night sky, striking the beast in a way that makes it hiss, but does not actually damage the shadow-stuff that counts as the thing's 'flesh'.
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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Jude Maverick
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Re: Silver Bluff- The final showdown

Post by Jude Maverick »

Notice 9 Raise
[dice]0[/dice]
[dice]1[/dice]
Ace [dice]7[/dice]
Common Knowledge 3 Fail
[dice]2[/dice]
[dice]3[/dice]
***

“Oh, bloody hell…” Jude muttered as he saw the mangled body of the CS soldier. And then the shadow dragon roared above them against the moon. “Frek!” It looked like the CS were going to bugger off, too, and leave them to deal with this.

“Some heroes you are,” Jude commented to the CS as they sped off. The others opened fire on the shadow dragon. “Okay...so we’re really doing this…” Jude commented. He swallowed a bit. “Guys, I don’t think I can hurt this thing…” Jude informed them.

Jude lifted his rifle to his shoulder and aimed at the dragon. He didn’t focus so much on hitting it as on sending the laser blast near its head to herd and corral it better for the others.

***
Intimidation 7
So since I have no chance of getting through that armor and toughness, I’ll have to try and help in other ways.
[dice]4[/dice]
[dice]5[/dice]
Benny for Extra Effort [dice]6[/dice]
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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Markus Berger
Posts: 361
Joined: Wed Dec 28, 2016 6:50 pm

Re: Silver Bluff- The final showdown

Post by Markus Berger »

Concentrating on the Dragon, he only says goodbye to the Coalition Soldiers on an open Radio channel.
"Good luck!"
He thinks for a second and gets his Missile Launcher out.
"There goes nothing!"
OOC Comments
Shooting: 16
Damage: 24 AP 11
Shooting Roll (+4 size +1 weapon +2 penalty offset (distance) +2 Aim +4 Drop): [dice]0[/dice]
Wild Die: [dice]1[/dice]
Damage (Anti Vehicle Rocket) (+4 drop): [dice]2[/dice]
Exploding Dice: [dice]3[/dice]
Extra damage for Hit with Rise: [dice]4[/dice]
Finally, he turns towards Cantrell.
"Do we follow it?"

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
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Lucretia
Posts: 347
Joined: Tue Dec 20, 2016 10:41 pm

Re: Silver Bluff- The final showdown

Post by Lucretia »

"I can't reach that thing. If it comes down to us though... I'll see what I can do."
If you can do anything at all.

She steps over to Bane, and whispers quietly.
"We are being observed; I heard a voice from the leyline. It doesn't seem to be a threat... yet. See what you can find out... though the dragon is priority one."
OOC Comments
On hold.
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
Click here to edit your signature
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Cantrell
Posts: 425
Joined: Thu Mar 02, 2017 10:57 pm

Re: Silver Bluff- The final showdown

Post by Cantrell »

Cantrell taps Markus on the shoulder before gesturing forward with her left hand, in a scout's silent command to move 'Forward.'

"Hell yes we're going to follow. That black beast isn't getting away this time," she says, already working to line up another shot on the shadow dragon.
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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Markus Berger
Posts: 361
Joined: Wed Dec 28, 2016 6:50 pm

Re: Silver Bluff- The final showdown

Post by Markus Berger »

Markus smiles behind his cyclops helmet. He likes this american girl, which reminds him of the Teuton women he left behind at the NGR.
"It won't escape..."
He stores his rocket launcher and accelerates to follow the creature while keeping a stable platform for Cantrell's fire.

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
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Bane
Posts: 273
Joined: Sat Feb 04, 2017 12:27 am

Re: Silver Bluff- The final showdown

Post by Bane »

Notice 4
[dice]0[/dice]
Wild Die [dice]1[/dice]
Knowledge Arcane 9
[dice]2[/dice]
Wild Die [dice]3[/dice] Ace!
Wild Die Ace [dice]10[/dice]
After dodging out of the way, Bane turns his eyes to the sky and sees that the Shadow Dragon had returned. Bane knew that Nadine's rail guns weren't going to affect Jazzel, so he grabs Libertas' Nightwing Beetle Box on his belt (or where ever he stores it), and uses it's power on himself. Then he'll fly over to Nadine and cast Power Weapon (Greate Smite), increasing Nadine's Rail Gun's damage with the power of plasma. He will then fly off after the dragon while casting Armor of the Dwarven Forgemaster (Greater Armor with Fire Trapping).
Spellcasting 8 Swift Flight
[dice]4[/dice]
Wild Die [dice]5[/dice] Ace!
Wild Die Ace [dice]11[/dice]-9 PPE
Spellcasting 5 Great Smite Plasma Trapping
[dice]6[/dice]
Wild Die [dice]7[/dice]
-1 Bennie Re-roll
Spellcasting [dice]14[/dice]
Wild Die [dice]15[/dice] Ace!
Wild Die Ace [dice]16[/dice]
-4 MAP
-4 PPE
Spellcasting 10 Greater Armor Fire Trapping
[dice]8[/dice]
Wild Die [dice]9[/dice]
-1 Bennie Extra Effort [dice]12[/dice] Ace!
Extra Effort Ace [dice]13[/dice]
-4 MAP
-4 PPE
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 final showdown

Post by Pender Lumkiss »

Jazzel Unleashed: 2nd round of combat

Smoke, fire, blinding light, and rockets hit Jazzel. The dragon roars with fury seeking out those that would dare disturb her. Her shadow seems somewhat diminished but still if you were lesser heroes the sight of her might freeze your heart. Jazzel vanishes for a moment into the shadow of the night, only to reappear 75" closer to the group ( Jazzel is now 45" away). Quick as lightening Jazzel roars, a purple shadow fire bellows up from her stomach and belches forth a thunder of acidic shadow, hurling towards Nadine. At the periphery of those who were able to pay attention, a low rumble of a vehicle approaches from the west crashing its way through the forest ( not quite on the map yet, nor visible). Those of you will aerial advantage or really tall can see the trees in the west giving way to some kind of large vehicle, maybe a big boss or some such.
Jazzel Actions Teleport 75 inches closer and shoot Nadine 21AP5
Shadow Walk " Teleport" 75" to the group. 15PPE spent, Spirit [dice]0[/dice] Wild [dice]1[/dice]
Shooting [dice]2[/dice] Wild [dice]3[/dice]
GM bennie spent on extra effort [dice]4[/dice]
Total: 4 to hit Nadine
Jazzel and Nadine are the same size.

Damage AP5: [dice]5[/dice]
Acidic corrosion on a 6 armor gets worse [dice]6[/dice]
GM bennie to reroll damage: [dice]7[/dice]
Ace [dice]8[/dice]
Bane
From what Lucretia described it seems plausible that someone hidden using a invisibility spell and the leyline for cover is possibly chronicling your adventures here at the leyline.

Here is the new Map and initiative: https://1drv.ms/b/s!ApbK40F58-KNmmkNj9A79wxZtZpc
  • Lucretia you are on hold
  • Jazzel is 45" away from the group directly above
  • Libertas, you had a seven, level headed got you the 8
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 final showdown

Post by Cantrell »

Notice 5
Notice [dice]0[/dice]+2
Wild Die [dice]1[/dice]+2
Common Knowledge 9
Common Knowledge [dice]2[/dice]
Wild Die [dice]3[/dice]
Ace! [dice]7[/dice]
"Hold it steady while I roast this bitch, Markus," Cantrell snarls as she lines up her plasma rifle for a second shot.

She tracks the shadow dragon as it wheels, then disappears, then pops up again almost close enough to touch.

Still smoking, the plasma gun's barrel whines again, then bucks as another glowing comet arcs out, splashing onto the same, poorly-aligned wing joint Cantrell targeted earlier. The dragon's shadowy flesh smokes and evaporates into ash as the hungry plasma consumes it, but Cantrell knows it was not a fatal blow.

<<Hit it again Max! Hit it with everything you've got!>>

Called Shot: Success with a Raise, Damage 30 (Burned two Bennies)
Shooting rolls
Shooting w/Called Shot (-4 to hit/+4 damage) [dice]4[/dice]+2+2-4
Wild Die [dice]5[/dice]+2+2-4
Damage [dice]6[/dice]+4
Raise Damage [dice]8[/dice]

Bennie to re-roll damage
Damage [dice]9[/dice]+4+2 (elan)
Raise Damage [dice]10[/dice]

2nd Bennie to re-roll damage
Damage [dice]11[/dice]+4+2 (elan)
Raise Damage [dice]12[/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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Maximilian
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Posts: 548
Joined: Wed Mar 08, 2017 2:37 pm

Re: Silver Bluff- The final showdown

Post by Maximilian »

I got you now, you ugly worm! Max lines up for another shot, letting fly with the amped up plasma and silver-bulleted railgun, and a burst with the laser for good measure.
Shooting
Shooting plasma railgun with silver rounds
[dice]0[/dice]

Benny for extra effort with elan
[dice]4[/dice]

Ace extra effort
[dice]7[/dice]

Damage with plasma & silver railgun rounds, with raise and greater smite
[dice]8[/dice]
[dice]9[/dice]

Benny to reroll damage on railgun
[dice]12[/dice]
[dice]13[/dice]

Total damage result with raise die = 32
Shaken and 1 wound

3rd benny to reroll damage on railgun
[dice]15[/dice]
[dice]16[/dice]

Ace raise die
[dice]14[/dice]

Wild die shooting railgun
[dice]1[/dice]

Shooting medium laser
[dice]2[/dice]

Ace shooting
[dice]5[/dice]

Wild die shooting laser
[dice]3[/dice]

Ace wild die shooting
[dice]6[/dice]

Laser damage with raise
[dice]10[/dice]
[dice]11[/dice]
The railgun burst strikes true, the plasma-soaked silver round tearing into what passes for flesh on a shadow dragon. "TAKE THAT, YA FILTHY BEAST! Come on down here! Nadine's got more for ya, you rotten filth!"
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
Edit Signature
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Jude Maverick
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Location: Chicago suburbs

Re: Silver Bluff- The final showdown

Post by Jude Maverick »

Notice 2 Fail
[dice]0[/dice]
[dice]1[/dice]
Common Knowledge 9 Raise
[dice]2[/dice]
[dice]3[/dice]
***

Jude blanched a bit as the dragon disappeared and suddenly reappeared above them, shooting some kind of shadowy fire from its maw. “Well, we got its attention now…” Jude noted. From his perch on the bluff he also saw some big vehicle coming through the trees. “We have company coming from the west!” he warned.

Knowing his laser rifle was little more than annoying stings to the dragon, jude focused his fire on the beast’s eyes, hoping to distract or blind it momentarily. Then he withdrew, dropping down the side of the bluff into the water for cover.

***
Agility Trick 9
[dice]4[/dice]
[dice]5[/dice]
Extra Effort [dice]6[/dice]
Move: To M5 for cover
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
Posts: 273
Joined: Sat Feb 04, 2017 12:27 am

Re: Silver Bluff- The final showdown

Post by Bane »

Notice 3
[dice]0[/dice]
Wild Die [dice]1[/dice]
Common Knowledge 5
[dice]2[/dice]
Wild Die [dice]3[/dice]
Active Effects:
Armor (+10 MDC, Fire Trapping Total Toughtness:16 (6))
Flight (Pace x 8, Total 48")
Smite (+4 MDC Plasma Damage to Nadine)

Bane is zipping toward where Jazzel had been until the dragon teleported, at which point Bane alters his flight path to Jazzel's new location. When he gets to within 60' (or 10" on the map), he casts Banish.
Spellcasting 25 Banish
Auto Ace 10 - 3 = 7
Spellcasting Ace [dice]4[/dice]
Wild Die [dice]5[/dice]
-1 Bennie Extra Effort [dice]6[/dice] Ace!
Extra Effort Ace [dice]7[/dice] Ace!
Extra Effort Ace [dice]8[/dice]
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 final showdown

Post by Pender Lumkiss »

Jazzel Resists
Jude Agility Trick [dice]0[/dice] Wild [dice]1[/dice]
-2 to Parry if you want to hit her, and she is still shaken.
-3 to the roll due to wounds
Bane's Banish Spirit [dice]2[/dice] Wild [dice]3[/dice]
Field Team Six Bennies
3/6
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Maximilian
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Posts: 548
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Re: Silver Bluff- The final showdown

Post by Maximilian »

OOC Comments
Max spends Seize the Day card, granting +2 damage to the railgun shot, and a final total of 34. Shaken with 2 wounds.
Max shouts over the loudspeakers: "Nadine's gonna rip your black heart from your nasty chest, you greasy worm! DIE DIE DIE!"
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
Edit Signature
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Markus Berger
Posts: 361
Joined: Wed Dec 28, 2016 6:50 pm

Re: Silver Bluff- The final showdown

Post by Markus Berger »

Markus holds to be able to escape or avoid any attacks from the dragon.

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
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Pender Lumkiss
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Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: Silver Bluff- The final showdown

Post by Pender Lumkiss »

Jazzel Banished

Plasma fire and Plasma enfused railgun rounds lightup Jazzel's shadowy form burning it away until she is but a specter of herself. A well timed laser shot by Jude throws her off her game even further as a laser to the eye stings no matter what. The final blow is dealt when she is banished. A swirling vortex of black shadows opens up behind Jazzel the Darken One pulling her against her will back to what ever plane she was drawn from. So close to Jazzel Bane feels the vortex even pull at him. As the vortex closes a low grumble resounds forth clearly not Jazzel but some other being. It is terrifying and thunderous tempered with contentment, " Thank you!"

From the west
The foliage gives way to a TW Zone Ranger with an interesting modification to the top and wheels. It pulls over once the passengers see the 13th. From the side hatch opening a man wielding a psi-sword looks out up to the sky where Jazzel had been defeated moments before. Many recognize him as Seth Merihk, the oath breaker, now rejoined with his fellow knights and working with the tomorrow legion. He hops out, and his gruff voice comes of the standard tomorrow lrgion frequency, " Nadine lit that dragon up fierce, just like that time we took out that troll den! Markus, is that you flying up there? I'd recogognize that ride anywhere... Common down with that walker and lets go over these mission papers."
I know a guy bonus
Maximilian and Markus both know of Seth Merihk
Seth.png
Seth.png (65.98 KiB) Viewed 40846 times
A new mission
Once sufficiently gathered, Seth walks to Lucretia, he hands her a letter, and extends a hand, " Seth Merihk, you must be Lucretia. The last 24 hours has been fairly chaotic back at Castle refugee. A mercenary group, The black company has killed or captured the 2nd Set... Some of the bravest men and women were in the 2nd. They were one of the first teams put together. " Some emotion comes through his voice when talking about the 2nd. . "This Black Company has crossed a line no one crosses. The tomorrow legion has put a bounty on the members heads, one million a peice. Chief Ellie has retasked the 13th, to locate them, and if possible bring them in to stand trail for what they did. If not possible, wipe them off the face of the planet. I wish I was going with you, but I get to go fetch an arcane engineer." His voice takes on some anger, " You should have seen what they did. Cold blooded murder of children, took out some of the 2nd without mercy. They are absolute lunatics." He points south west. " Reports say the members of the Black Company are headed to the city of Gloom, a few days or so southwest... I always thought it was a Fade town of some kind, but apparently it is a mining town that relies on portals." He chuckles darkly, " You might pass right close to the Castle on your way, but the way Chief is, I would recommend passing by at full speed."

The Signal
A young lady comes out of the vehicle as well, she has all sorts of dodads and electronic equipment hanging off her. In her hand is a handheld scanner. Seth nods to her and says questioningly, " So is the signal here?"
She nods adamantly, " Oh yeah, it's here, just like Molly said when she picked it up earlier this morning at the radio station, definitely CS." She walks by the members of 13th looking at the scanner and she stops at Lucretia holding the scanner up to her helmet. " Hi there sweetie, I am Frannie, you don't see a small blinking red light do you on the inside of the helmet? That would be the transmitter letting some one know your position."
Frannie
Franie female mechanic.jpg
Hello and Goodbye
Seth chuckles somewhat at the absurdity of the question and gestures to the zone ranger. "Well at least solves that...The wilds don't have a lot of electricity but plenty of leylines. Chief said take the best out to the best. We got one of Terra Silverforge's personally made TW Zone Rangers for your use... An even trade I suppose for the mountaineer you were requisitioned..."

Seth steps close to Lucretia and lowers his voice, " This last day has been trying for the order. Justice was the cyber knight assigned to the 2nd. He was a shining example of what a true cyber knight is. A poster child of goodness and all that is holy, and a goddamn hero. If something happened to him, we would have lost two of our brothers. Sadly Sir Sayeen Gabbersleaf fell in battle, he never called me oath-breaker... For that I owe."

He steps back slightly quivering from the raw emotion about the two cyberknights have brought forth.
" I assume you will be wanting the Zone Ranger, Vash our driver even says it can conceal arcane presences... A pretty piece of work... I believe his name was Captain Lumkiss said the CS foodstuffs, and Rock Geodes were critical mission items to retrieving the arcane engineer. So they would stay with the mountaineer."

He walks over to Markus and Maximilian, " How are you guys doing? It has been a while, but it is always nice to see a friendly face out in the wilds." Seth looks over at Bane, " I saw what your Leyline Walker did, I have also seen those shadow dragons on the battle field. He must have ice running through his veins. When you guys get to Gloom, look up this fellow Vector Inlay, I think he works at the radio station, I knew him during the war. He ran with this woman named Giest. When you catch up to the members of Black Company I would not give them a chance. They are killers and need to be ended."

The last person in the Zone ranger floats through it landing softly on the ground. She is clad all in black, and gives off an air of southern sensibility. She gives a wave, " Hey Ya'll, Vash is-" She stops short when she sees Jude, and angrily goes over to him kissing him on the lips, Smack! and then slaps him hard! " You owed me that much... To a leave a lady in a lurch like that?"
Vash
Vash the driver.jpg
Seth laughs at the scene and gives Kesslan a piece of paper with 7 Days written on it. " You must be Kesslan. A few hours ago we met an individual who bid me to give you this... Strange person, maybe a D-bee maybe not... Just melted into the shadows after giving us that piece of paper... 7 Days?" Seth looks at Lucretia, " Well where is the mountaineer, I would like to get going unless their are some questions." Seeing that the 13th might be leaving rapidly, Bronze and Elrond Hub make their fond farewells. Elrond grasps Bane in a vice like hug, " Master Bane, safe travels... I have never been so proud."
TW Zone Ranger
Should the Players want an upgrade they can take the TW Zone Ranger instead of the mountaineer:
  • All the mods are used up for this vehicle
  • Detect/Conceal Arcana per the power, conceal effects the entire vehicle and contents ( Basically when active the contents inside have their arcane signatures dampen, and the outside appears to look like a Mountaineer), Detect only works outside the vehicle and in the forward facing direction ( The vehicle's headlights flood the desired area with a weird blue light that achieves the detect arcana effect)
  • 3 mods are available for player design and are included in the vehicle ( Player or Players can work it out what other features the vehicle has)
  • It also has an edge for free: Terra SilverForge Built: +2 toughness and +5 top speed in all modes of movement
Field Team Six Bennies
3/6
User avatar
Maximilian
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Silver Patron
Posts: 548
Joined: Wed Mar 08, 2017 2:37 pm

Re: Silver Bluff- The final showdown

Post by Maximilian »

Max beams with pride at the removal of the shadow dragon. "Nice shot, Cantrell! Good work, Bane! Down she goes!" He pats the console. "Atta girl, Nadine. Nothing on earth can stop you. That's my sweet girl."

As the zone ranger approaches, Max whirls Nadine into a combat stance, then relaxes as his buddy Seth steps out. "Good to see you, Merikh. Good thing I've got trigger discipline. I'm all amped up from crushing that shadow dragon and just about lit you up!"
He listens to the story of the Black Company's betrayal, his hackles rising. "What the...bloody mercs. All they do is worship the almighty cred card. I hope these curs run in a tight pack. Couple missiles oughta wrap that deal up. I'll tear 'em to shreds myself! Did they think they'd get away with that?!"
He growls to himself, and continues. "So, we bring these cowards back alive...but dead, just as good? I can live with that."

Max watches as Jude gets repaid for some offense or another. "Hey, Jude, you just make friends everywhere you go. When is the Silver Bluff baby boom due?"
He continues. Alright, sounds like we're on the run. We've gotta swing back through Silver Bluff first though. I say we pick up Alex and let the townsfolk know we've cleared their threats. Jude, if you could keep your weapon holstered this time, it'd be nice to keep a good rep. HA!" Max laughs at his own joke as Nadine points at Jude.

Nadine waves at Seth. "See you around, Merikh. Watch yourself out there. No telling what other nasty tricks the BC have up their sleeves."
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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Libertas Magicum
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Posts: 642
Joined: Fri Feb 17, 2017 3:02 pm

Re: Silver Bluff- The final showdown

Post by Libertas Magicum »

Libertas steps up as they discuss swapping vehicles. "We still have a lot of personal gear back in the ATV in town. I can ride back with you and get it moved over quick enough, then you can take the geodes and foodstuffs."
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
Blackfish
Daniel (Lars)
Posts: 127
Joined: Sun Jul 16, 2017 1:52 pm
Location: 12th AAT

Re: Silver Bluff- The final showdown

Post by Blackfish »


Zieja "Z" Kashbrook

WEST OF SILVER BLUFF

Blasting through the woods the TW Zone Ranger rages across the landscape towards Silver Bluff.

Seth Merihk, Vash and Zieja have been conversing about the recent news of the Mercenary group called the Black Company and their betrayal of the Legion. Watching Vash pilot the ATV is a beautiful thing for Z, the woman is a goddess behind the wheel. Suddenly Vash slams on the breaks and stops the vehicle.

Looking out the front window Seth grunts, "Stay here. Cover me. I'll see what he wants."

Z sits quietly and can't believe her eyes as she sees Sir Seth Merihk step out of the vehicle and approach the man who seemingly stepped out of shadows into existence. Z recognizes him as Shadow Sniper, a CS super sniper with more confirmed kills than any other CS sniper in history. Shaking some she realizes he is not here for her. She can hear the shadowy killer talking to Seth, something about tell the mutt he has 7 days.

Shadow Sniper fades into the darkness of the Forrest almost like a supernatural creature. Z knows he is a man, but likely more than just a regular human. Dr. Bradford in Lone Star has created many science project freaks, Shadow might be one.

Seth boards the vehicle and tells the others what Shadow Sniper said, saying that the guy or demon, might be a threat to Kesslan.

Z says, "Seth... Don't ask me to explain how I know please, but I know that guy...Shadow Sniper is a CS sniper. If he had a note for Kesslan then... Kesslan is his next target. Let me out. I will stop him."

Seth frowns, then nods, "I still want you assigned to assist the 13th. I suppose that your hunting down the sniper is doing just that. Don't die. Vash, stop, let her out. Then we need to burn rubber and meet up with the 13th."

THE OSSUARY

Moving like a ghost hunting a specter in the dark woods, Z moved through the dense woodlands following the almost impossible to track Shadow Sniper, the CS super sniper. After a few minutes Z hunched down behind a outcropping of felled trees watching a shadow move from behind a tree to the entrance of a old moss covered stone Ossuary. Waiting a few minutes the former CS Commando moved closer to the old stone building of the dead. The building still held death in it, one of the two, Shadow or Zieja, would die within the cold mossy stone building in a matter of breaths.

With Flaming Sword in hand Z moved the last few feet, around the open door into the building with a silent shadowed move. The armor helped her, concealed her more than just her training and experience in moving stealthily into range of the CS sniper. Luck or skill guided her to him unseen.

He was good though, he caught onto her approach. With a eruption of roars and clashing blades the two fought.
Quick Combat Roll 14 Epic Success
Quick Combat as per Pender's request. Z's Fighting is d12. [dice]0[/dice], Ace [dice]1[/dice]: failure 1 wound, crit failure 3 wounds, a 4 is a success, 8 is a epic success and the total is a epic 14!!
Shadow Sniper thrust out the large vibro blade at Z. For her part, she simply spun her flaming sword in an arcing motion that finished with a twist and pull. Shadow Snipers blade clattered to the stone floor. The man glanced at the fallen blade just briefly then reached for his rifle. Z grunted, flicked her wrist, and sliced the fiery blade through the snipers neck - decapitating the man. As his head hit the ground, letting a red pool of blood spread across the cool stone Z flatly stated: "Too late for that Shadow...the rifle is mine now. Don't feel too badly that I killed you. You are a vile murderous killer, and I killed you, what does that make me? No better."

MEET AND GREET

Seth gives Kesslan a piece of paper with 7 Days written on it. " You must be Kesslan. A few hours ago we met an individual who bid me to give you this... Strange person, maybe a D-bee maybe not... Just melted into the shadows after giving us that piece of paper... 7 Days?"

Walking into the clearing Zeija makes her way over to Kesslan. Looking a bit worn out, carrying a black cloak and a CS Rifle Z steps past Seth to stand in front of the Dog Boy. Taking the paper out of his hand she smiles. "You won't need that. This Shadow Sniper guy who came to kill you ... won't be coming anymore."

Crumpling up the note Z tosses it onto the ground and moves closer to the rest of the 13th.

Dressed in black armor, with TW weapons and a CS rifle wrapped in a black CS cloak she nods and smiles at the members of the SET as she brushes dark brown hair out of her face.

"Hi, I'm Z. I am assigned to the 13th. Let me know how I can assist in getting us rolling. I understand we are going after the Black Company. I'm ready to roll."

Sir Seth Merihk grunts, "This is Zieja Kashbrook, newest 13th SET member. Otherwise known as Z. She is a tricky, sneaky, heh deadly fighter. She's all yours."
Accounts

Discord: Daniel (Lars)

Savage Rifts Game Master
    • The Black Company
    • Machinations

Savage Rifts Player Characters
  • Niki NEMA Peacekeeper / Commando
    Adventures Inc. GM - Venatus Vinco
  • Mercer Mercenary Exiled RCSG
    Mercy Six GM - Pender Lumkiss
  • Boon Psychic & Mechanic
    Phaseworld GM - Ndreare
  • Blackfish Combat Mage / Ogre
    Tomorrow Legion 12th AAT GM - Snake Eyes
  • Player Account 6 Unlocked & Unused.
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Maximilian
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Posts: 548
Joined: Wed Mar 08, 2017 2:37 pm

Re: Silver Bluff- The final showdown

Post by Maximilian »

Max listens as Kesslan's days of being hunted come to an end. He wags his tail a bit, and announces over the loudspeaker. "Welcome to the 13th! We're the Quiet Ones. Nadine here is the quietest of all of us, or else. You'll fit in just fine. I'm Max."
He maneuvers Nadine over near the TW vehicle. "I've got an open seat up here if anyone wants the smoothest ride in the Legion. Back to Silver Bluff, then on to track down a bunch of rotten mercs!"
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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Markus Berger
Posts: 361
Joined: Wed Dec 28, 2016 6:50 pm

Re: Silver Bluff- The final showdown

Post by Markus Berger »

Markus pilots the Hover Cycle next to the ATV, and takes out his helmet. He smiles at Seth Merihk.
"Gutten tag sir! Frau Cantrell, let me introduce to you Seth Merihk, Cyber-Knight. Seth, Frau Cantrell, ex-Coalition officer, and a great comrade-in-arms. She lighted up that dragon fine!"
---
Markus looks at this "Z" gal, and nods to her, his face doesn't show any emotion.
"Welcome to the 13th! Cantrell, did you know her? From the Coalition?"

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
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Cantrell
Posts: 425
Joined: Thu Mar 02, 2017 10:57 pm

Re: Silver Bluff- The final showdown

Post by Cantrell »

Cantrell watches with elation as the plasma blasts from her own rifle and Nadine's magic-enhanced rail gun tear into the shadow dragon, ripping away the spectral energy cloaking its form. The beast seems to deflate, one final blow away from death.

When Bane steps up, arcane words ringing out, she expects to see the dragon obliterated in a final explosion of fire or eldritch energy. Instead, the D'Norr sorcerer opens a minor rift that swallows the dragon and carries it off to some unspecified dimension.

She manages to toggle off her comms before unleashing a stream of curses that Markus likely hears despite the soundproofing of her helmet.

She calms herself, checking her weapon for faults before stowing it and motioning Markus to join the others. Then she flips on her comm again, directing the message to Bane but making sure it broadcasts to the rest of the group:

"I hope your act of mercy doesn't come back to haunt us. We'll all be paying the price for allowing that thing to live."

~~~~~0~0~~~~~

Cantrell regards the new arrivals warily, especially the grizzled old Cyber-Knight who seems to be in charge. She takes the change in orders in stride, though -- that sort of thing happened all the time in the Coalition, with one officer replacing another and immediately feeling like he had to countermand all of the ongoing orders issued by his predecessor. Hunting traitors sounds more fun than courier duty, anyway, and at least the ruse the group developed could be used by the replacement team.

The Zone Ranger seemed like another Techno-Wizard contraption, but Libertas had magicked-up the Mountaineer, too, and it hadn't exploded. She has all her kit with her, anyway; as long as she doesn't end up walking, she doesn't much care how she gets where she's going.

Cantrell's ears perked up when she caught a scrap of the conversation between the new Cyber-Knight and Lucretia. Something about "reassigned." What's that mean? And if Top Dog is reassigned, who's in charge of the SET? Bane was Lucretia's No. 2 ... Cantrell had warmed to the devil-man, but she's not sure she entirely trusts him after the fiasco with the dragon ...

Then the woman in the camo armor emerges from the trees and heads straight for Kesslan, who looks like he might head off with the newcomers, as well.

"That one's Coalition, or used to be, she thinks. She'll probably figure the same about me, as soon as she spots me moving around. Something in the shoulders ... hard to hide. What's her story, I wonder?

Cantrell dismounts when Markus pulls the hovercyle alongside the newcomers, trying to appear nonchalant as she introduces herself.

"Specialist Cantrell, pleased to meet you," she says, offering a hand first to Seth and then to the newcomer, Z. "Merihk I've heard of. Sorry to hear about the 2nd."

She turns to Z: "And you? You look new to the Legion - where'd you serve before? Out east, or down south, Texas way?

Almost as if she's forgotten something, she looks around.

"Oh, and is that armor environmentally-sealed? One of our SET team members, Jude Maverick, tends to be, uh, enthusiastic, about greeting new acquaintances of the feminine persuasion ..."
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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Blackfish
Daniel (Lars)
Posts: 127
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Location: 12th AAT

Re: Silver Bluff- The final showdown

Post by Blackfish »


  • Z nearly jumps out of her skin when Max uses the loudspeaker to welcome her to the Quiet Ones. After his open ended offer to let someone ride in his Titan Robot Armor, Z grins at the Dog Boy pilot.

    "I'd love a ride. I'm an okay pilot, no expert at it, but would love to see the inside of your beauty Max. Suppose I can go in any vehicle you guys want though."

    When the emotionless Markus welcomes Zieja to the 13th she recognizes him as the NGR Commando from across the pond as his service jacket stated. Seth had shared the entire teams records with her. Well, enough to have an idea of who she would be working with anyway. Seth was pretty open about everything except what the leader Lucretia was actually off to go do. Zieja wondered if the D-Bee Bane would be in charge now or how the group would be organized. She had asked Seth, who only laughed and said: "Don't care. Only care that the 13th succeeds at the mission."

    Zieja sees the female known as Cantrell make her way over and say: "And you? You look new to the Legion - where'd you serve before? Out east, or down south, Texas way?

    Zieja chuckles, "I wasn't going to advertise my time with the CS. Because yes, I'm relatively new to the Legion and not sure how well former CS are received. I was a Commando. At some point we could go further into it, because you look like you served too. Forgive me for being guarded on the topic."

    When Cantrell says: "Oh, and is that armor environmentally-sealed? One of our SET team members, Jude Maverick, tends to be, uh, enthusiastic, about greeting new acquaintances of the feminine persuasion ..." Z smirks and quietly says, "Typical Dudes...They assume so much."

    Shrugging Z says louder: "So with Lucretia and Kesslan being reassigned, who's running this SET?"
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Discord: Daniel (Lars)

Savage Rifts Game Master
    • The Black Company
    • Machinations

Savage Rifts Player Characters
  • Niki NEMA Peacekeeper / Commando
    Adventures Inc. GM - Venatus Vinco
  • Mercer Mercenary Exiled RCSG
    Mercy Six GM - Pender Lumkiss
  • Boon Psychic & Mechanic
    Phaseworld GM - Ndreare
  • Blackfish Combat Mage / Ogre
    Tomorrow Legion 12th AAT GM - Snake Eyes
  • Player Account 6 Unlocked & Unused.
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Libertas Magicum
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Re: Silver Bluff- The final showdown

Post by Libertas Magicum »

OOC Comments
TW Device Build [dice]0[/dice]
Wild Build [dice]1[/dice]

Smarts [dice]2[/dice]
Wild Smarts [dice]3[/dice]
Putting a Friend to Rest: An Interlude

After Libertas deals with moving all the personal cargo over to the new vehicle (and doing a quick bit of checking out of the new ride, of course), he grabs the good Doctor D. and heads out to the bog to locate the body of the fallen Legionnaire. When they get to the spot, he pulls out his gear, and fashions a cloak out of tarp, with wires and a metal fastener at the neck.

Whipping it around himself, he suddenly just slips into the mucky ground of the bog without so much as a ripple. Shortly thereafter, he re-emerges, with the corpse in his arms. He helps the Grackletooth put the body back in the vehicle, and they go back to town so he can take his sad burden back to Castle Refuge, and so Libertas can let the other riders--including the new girl, whom the goggle-wearing Techno-Wizard is, for once, too drained to blush around--and get on the road again.
OOC Comments
One more Arcane Machinist used--the Burrow Cloak has 12 PPE left. The Cloak uses the Sound Absorption Trapping, so also grants a Die-Type bonus to Stealth, at the cost of the user having to make an effort to be heard with normal speech, turning it into a normal action (and thus causing a MAP).
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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Markus Berger
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Re: Silver Bluff- The final showdown

Post by Markus Berger »

Markus tries to conceal his smile.
"So Lucretia is leaving? I, for one, would propose Cantrell for new Sargent ."

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
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Libertas Magicum
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Re: Silver Bluff- The final showdown

Post by Libertas Magicum »

Libertas nods in agreement with Markus. "Yeah, Cantrell's the most qualified." And thank the Celestial Gears you didn't put yourself in the running, Markus... I'd sooner follow Jude. Of course, some things are better off not said, so he doesn't.
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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Maximilian
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Re: Silver Bluff- The final showdown

Post by Maximilian »

Max's tail wags. "Sure! Come on up, Zieja! Nadine's a sweet, sweet ride." Max flips a toggle and unlocks the hatch, allowing Zieja to enter.
He listens in as the votes are cast. "Well, I was gonna put my name in the hat for command, but then I came to my senses. Congrats, Cantrell! I think they call this a 'field promotion.' If it all goes wrong, it's your fault. No pressure. HA!" Max laughs, quite heartily, at his own joke. Once Zieja boards, and assuming no other riders, he seals the hatch and turns towards Silver Bluff.
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 final showdown

Post by Jude Maverick »

Notice 6 Success
[dice]0[/dice]
[dice]1[/dice]
Common Knowledge 7 Success
[dice]2[/dice]
[dice]3[/dice]
***

Jude gave a sigh of relief as Cantrel and Nadine blasted the hell out of the shadow dragon, and Bane banished it. He picked himself up and brushed the mud off of his armor as the approaching vehicle pulled up. He made his way down the bluff to join the others in greeting the arrivals.

Jude didn’t recognize the cyber-knight that emerged, but he’d heard the name Seth Merihk. He flashed a handsome smile at the techno-wizard as she emerged. “Frannie, is it? Nice to meet you,” he said.

And then a vision in black emerged from the vehicle. Well, damn. Jude gave her a grin and was about to speak when she kissed him, and then slapped him.

“I suppose I deserved that,” Jude said with an impish grin. “I do hate to leave a lady hanging. You’ll have to let me make it up to you, Vash,” he promised, taking her hand and bending over, kissing it with true gallantry. “I could make excuses -- duty called, and all that -- but they would be shallow and meaningless in the brilliant light of your beauty.”

"Hey, Jude, you just make friends everywhere you go. When is the Silver Bluff baby boom due?" Max teased.

Jude chuckled. “Alas, I didn’t not have a chance to properly get to know all the lovely ladies in town,” Jude admitted. He sighed with disappointment. “I’ll miss them. But it sounds like Jessica will be back at the Castle.”

Jude looked back to Seth and frowned. “The Black Company. Weren’t they camped outside the Castle for a while? Why would they kill kids?” Jude actually seemed to get a little angry and lose his composure a bit. “Don’t worry. We’ll get to the bottom of this,” he promised the cyber-knight. “And a million credits? Damn, that’s a lot of scratch.”

And then another woman stepped out of the trees, armed to the teeth, beautiful and deadly. Seth introduced her as Z.

“Pleasure to meet you, Z,” Jude greeted. “I’m Jude Maverick. Hope you’re ready to get a bit cozy in that thing.” He nodded to the Zone Ranger. “It’s quite a drive.”

“Sergeant stripes will look good on you, Cantrell,” Jude said with a smile to the blonde. “Congratulations.”

As everyone was getting situated, Jude went off to the side with Lucretia. “Stay safe out there, boss,” he told her. “Thanks for putting up with me.” He gave her a grin. “You have my number, if you ever need...anything,” he suggested before jogging back to rejoin the others.

Jude settled into the back of the Zone Ranger. He pulled out a small flask and took a sip.

***
Turn
Move:
Action:
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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Blackfish
Daniel (Lars)
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Re: Silver Bluff- The final showdown

Post by Blackfish »

“Pleasure to meet you, Z,” Jude greeted. “I’m Jude Maverick. Hope you’re ready to get a bit cozy in that thing.” He nodded to the Zone Ranger. “It’s quite a drive.”
Setting her gear down next to the Titan Z grins. Her green eyes turn to see Jude as he talks, brushing hair from her face Zieja nods at him and puts on her best smile when he greets her. With Cantrell's warning in mind, Z plays at being demure and lady like. Zieja knows she is pretty enough when she tries, not super model attractive, but having a acrobats body and being fit helps. Stepping closer to Jude she leans in real close, close enough to breath on his ear as she talks. In a whispers she says quietly for just him to hear.

"I'll be riding with Max. I hear Nadine's a sweet, sweet ride. Just my kind of girl."

Taking a step back from Jude she winks at him and turns back to her gear. Grabbing up her new CS Rifle Z climbs aboard the Titan.

"Thanks Max! This is nice. Nadine is awesome. She have any weapon systems I can help with or is this a one man show?"
Accounts

Discord: Daniel (Lars)

Savage Rifts Game Master
    • The Black Company
    • Machinations

Savage Rifts Player Characters
  • Niki NEMA Peacekeeper / Commando
    Adventures Inc. GM - Venatus Vinco
  • Mercer Mercenary Exiled RCSG
    Mercy Six GM - Pender Lumkiss
  • Boon Psychic & Mechanic
    Phaseworld GM - Ndreare
  • Blackfish Combat Mage / Ogre
    Tomorrow Legion 12th AAT GM - Snake Eyes
  • Player Account 6 Unlocked & Unused.
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Cantrell
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Re: Silver Bluff- The final showdown

Post by Cantrell »

Notice 7, CK 9
Notice [dice]0[/dice]+2
Wild Die [dice]1[/dice]+2

Common Knowledge [dice]2[/dice]
Wild Die [dice]3[/dice]
Ace! [dice]4[/dice]
Cantrell starts to object when the others nominate her to command the SET, but holds her tongue.

The trust it implies surprises her. She still finds it odd to think of herself as a member of the Legion - "ex-Coalition" seems to fit more comfortably - but as she thinks about it, there's no denying she's become a part of something.

If not the Legion, this SET, at least, is family she thinks, then squares her shoulders. Truth be told, it felt good to be back in command.

Rank carried certain privileges.

"Alright then ladies and gentlemen. We've got our orders, and a ride to the next camp, so mount up. We'll head back to Silver Bluff to swap supplies and say our goodbyes, then it's off to Gloom to bring some frontier justice to the murdering bastards of the Black Company."

She chuckles as her cybernetic hearing mods pick up the whispered conversation between Z and Jude. Turning toward the Zone Ranger to conceal her smirk, she calls out to the stunned Lothario.

"Maverick, you're on sentry duty. In the turret of our new ride. By yourself."
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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Markus Berger
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Re: Silver Bluff- The final showdown

Post by Markus Berger »

Markus smiles at seeing Cantrell take command. He turns to Bane and smiles to him. A smirk, really.
"At last, a human in charge." - he thinks to himself.
He salutes Cantrell.
"Sir. Yes sir!"
He goes to his hoverbike and prepares for the journey.

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
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Maximilian
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Re: Silver Bluff- The final showdown

Post by Maximilian »

Max replies to Z. "Normally, I'm running the whole game. Not many passengers usually. Everybody likes to be out doing stuff." He emphasizes the last few words with a sour, mocking tone. "I'll reassign laser fire control to you. That thing is linked to the power cell, so even if we run out of missiles, railgun rounds, or bad attitude, that laser will still be firing."
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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Location: Chicago suburbs

Re: Silver Bluff- The final showdown

Post by Jude Maverick »

Notice 4 Success
[dice]0[/dice]
[dice]1[/dice]
Common Knowledge 8 Raise
[dice]2[/dice]
[dice]3[/dice]
***

Jude raised an eyebrow at Z’s whispered words. Well, that was kind of hot.

“No worries, love.” Jude’s perfect smile never faltered. “I’m always around if you ever want to...expand your horizons.”

Jude snapped off a sharp salute to Cantrell. “You want me on top, boss. Got it!” he quipped. He tossed his gear up into the turret and took his place in the doghouse, as it were.

***
Turn
Move:
Action:
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 final showdown

Post by Libertas Magicum »

Libertas activates the Zone Ranger, the machine practically purring under his expert touch, and he smiles, then he looks over at their replacements, leaning out to talk to them. "Do we have a current roster of the Black Company? Names and descriptions, at least, maybe even assessments of their abilities?"
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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Maximilian
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Posts: 548
Joined: Wed Mar 08, 2017 2:37 pm

Re: Silver Bluff- The final showdown

Post by Maximilian »

Max's voice rolls out of the loudspeaker, the swagger almost palpable. "Assessments of their abilities? They're all PASTE after Nadine gets a hold of 'em! Shoot. I'd just about tell you all to take some R&R while Nadine and I roll on out to Gloom and wipe the floor with those mongrels, but I don't want to have ALL the fun."
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
Edit Signature
EP Ledger
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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 final showdown

Post by Jude Maverick »

Notice Fail
[dice]0[/dice]
[dice]1[/dice]
Common Knowledge 9 Raise
[dice]2[/dice]
[dice]3[/dice]
***

“Do we know anything else about this town Gloom?” Jude asked. “Is it CS? Fed? Indie? Might be good to know before we roll in with a bunch of D-Bees and Dog Boys...no offense, Bane, Max. And if the BC are out gunning for Legionnaires, we might not want to announce ourselves too much, marching right on in. Maybe we should do a bit of recon before we march Nadine into the center of town and call them out at high noon.”

***
Turn
Move:
Action:
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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Blackfish
Daniel (Lars)
Posts: 127
Joined: Sun Jul 16, 2017 1:52 pm
Location: 12th AAT

Re: Silver Bluff- The final showdown

Post by Blackfish »

Zieja "Z" Kashbrook
Currently riding shotgun in the Titan Robot with Max.
Medium Laser:
  • Range: 150/300/600
    Damage: 3d10, AP 10
    ROF 1


SILVER BLUFF AREA

Z smiles at Max, "Thanks! To be honest I like to get into the thick of it when in combat, but I don't mind sitting here in cozy Nadine and blasting things that need to be blasted."

Hearing Libertas across the radio asking about the Black Company, Z nods to herself and pulls a folded up piece of paper from her pocket. On the ride to Silver Bluff Seth talked about the known members of the Black Company and Z had taken notes. Toggling the broadcast switch on Z radios:

"Hey team, Sir Merihk talked about this Black Company with me on the drive here. I took notes. Basically this is what Seth had to say..."

Z takes a breath before launching into her speech on the Black Company.

"So, according to Sir Merihk, the main force of the Black Company took off from Castle Refuge and headed to the Great Lakes area. Every member of the Black Company went there to do some job, except for one special operations group that went to do something in Arkansas. Seth says that Legion Intel confirmed a news report that the new radio station back at the Castle broadcast, that the main force of the Black Company in the Great Lakes area was attacked by a ton of Coalition troops from Chi Town and the CS Navy. I guess the entire Black was destroyed to a man. Even their leader, the black dragon Blackwell was killed. Bye bye Black Legion. That leaves just the special operations group in Arkansas, which consists of a small group, about the size of our SET."

Looking down at the piece of paper she took notes on Z reads: "Major Dorian Frost, Shifter, believed to be in the Great Lakes area searching for survivors of the CS attack. Seth sent a team after Frost. That leaves eight members of the special ops group. A pair of Dog Boys named Ares and Otto. A woman named Ember, other than that she was team leader not much known about her. A Grackletooth named Thrudh who is a Operator and possibly a former member of several nefarious Merc groups. A Altara Warrior Woman named Kasey, who is a Mercenary Soldier from Atlantis. A shape changing Battle Mage originally from the Federation of Magic named Gargamel. A woman named Alecto who is a Techno Warrior of some kind. Seth said she was not actually human. Then there is a shifty and evil little dwarf named Hans who is a Techno Wizard."

Folding up the paper and returning it to her pocket Z continues, "Seth said that he had a agent, a Titan Juicer with a big heart, in the special ops group. I guess the rest of the Black Company ops group killed this Iron Tic and a bunch of kids and stole some priceless power cores. Then headed for Gloom which is south of Newtown. Seth said the Legion has a price on the Blacks heads, dead or alive, and according to Seth dead was preferred. Well by him, Seth said these Black Company murders were extremely powerful and dangerous. Like each was a overpowered example of their profession. Basically the Cyber Knight said, find Gloom, find the BC, kill or capture them, don't die. Seth is a pretty stoic knight..."

Thinking about her next words Zieja sighs and shakes her head.

"I have talked to a CS pilot who has flown over it. Gloom I mean. The place is shrouded in a eternal unnatural mist she said. From above one can see a large building with long range cannons on it. There are several helicopters, combat helos, that patrol above the place. I gather Gloom is a Mercenary town full of airship pirates, and land based desperadoes. The female CS pilot friend of mine said she had a heck of a time fighting off several airship pirates on Ley Line Skiffs that attacked the DHT she pilots. All manner of D-Bee, human and such are in Gloom. Soldiers, Mercs, Mages and mutants all mixed up using the place as a Merc Haven. The place exports mined materials and sells to several non CS groups. I guess the materials that are mined are often not from our world. The CS has a small group of infiltrators who are pretending to be Mercs in Gloom to gather intel. But I don't know what they have gathered. I just know my pilot friend, she dropped the CS spy's off."

Sitting back in the passenger seat of the Titan Zieja asks Max, "Were you once a CS troop? Are you from Lone Star?"
Accounts

Discord: Daniel (Lars)

Savage Rifts Game Master
    • The Black Company
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Savage Rifts Player Characters
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    Adventures Inc. GM - Venatus Vinco
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    Mercy Six GM - Pender Lumkiss
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