02 The Storm Breaks

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Ndreare
Savage Siri
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Location: Skagit County, Washington
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02 The Storm Breaks

Post by Ndreare »

Expecting he may hear something of the status of the men embroiled in the battle with the Gargoyles LC listens to the radio.
As soon as the radio is activated it begins scanning, finding the channel the pilots where using LC hears the tail end of their conversation.
“...confirmed two survivors, 107 klicks Northwest of Tolkeen. 108 Tango and 117 Tango, bothing able and willing sir.”
“Copy that 108 Tango. We are unable to get me to your location for action. Confirm, you are to take 117, secure any medical supplies possible and destroy the transport. Upon completion return to Sky Command for reassignment.”
As 108 Tango keys up for response, you can hear a whispered voice in his background. “Are they serious, what about the inf...” The mic goes silent for a second as the person in the background is silenced before you hear 108 Tango return to the chatter. “Copy that Command, Confirmed Take 117 Tango, secure medical supplies and pop the box.” After that the radio goes silent for a spell and LC decides to stow the radio. About 20 minutes later the group sees a closely spaced pair of bright flashes, followed immediately by a SAMUS flying into the air. With his advanced optics Billy can tell the SAMUS appears to be carrying a passenger, a very uncomfortable ride, but better than being eaten by the wilds.

Within minutes of the team being packed and ready to go the harshness of the storm breaks as it slows to more steady rain. Your armor is able to protect you from the coldness, but you realize Amber will need something more substantial if you are to travel in the cold even is such a mild rain.
The possibility of gather salvage from the battle site may be worth investigating, however time will matter as other things may have been drawn in by the noise.

Status
Time: 0530
Date: September 17th
Current Weather
  • Precipitation: 17 milimeters per hour
  • Temperature: 43 Fahrenheit (6 Celsius)
  • Humidity: 84%
Player Actions
This is a new scene and I will need a Notice roll from each of you in your first post.
No need to roll every post, as unless I ask for another I will be using this first roll for any notice related challenges this scene.
For the Mind Melter, please also include a Detect Arcana roll.
If anyone makes their notice roll versus an 8 you have an itch that something is not right as you prepare to head out.

Nomed = Raise, gains the distinct feeling of being watched
Hardin = Raise, gains the distinct feeling of being watched
LC = Raise, can tell dimensional magic of a benign nature is being used on the group.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Nomed Dercas
Posts: 50
Joined: Fri Aug 11, 2017 5:37 am

Re: 02 The Storm Breaks

Post by Nomed Dercas »

Notice 12
Notice:[dice]0[/dice] Ace:[dice]2[/dice] Ace the 2nd:[dice]3[/dice] Wild:[dice]1[/dice] -1 tranquility penalty
Scrounger 5
Streetwise:[dice]4[/dice] Wild:[dice]5[/dice] -1 tranquility penalty Total: (5)
Nomed pops awake almost instantly when the the mood in the cave shifts. The short time resting after the last few days of a fighting retreat was just what the doctor ordered.

"Sounds like trouble Sgt., our kinda trouble?" standing up and grinning, Nomed double checks his rifle. An electric *whirrr* sounds as he makes sure the E-Clip is fully charged and ready to go. Glancing around the cave and seeing the others getting their things together as well, Nomed flips on the safety as he shoulders the rifle and heads outside to his Hovercycle. He nods to Sephia and Sir William by the cave entrance as he passes them. "Thanks for keeping things clear through the night guys," Nomed says as he walks by. He glances over at the kid sitting on Baron's lap. An idea strikes him and his stride quickens as he heads over to the cycle.

Outside the cave Nomed pulls off the camo covering that was helping to mask the silhouette of the medium sized vehicle and repacks it into a storage compartment.

"I might have just the thing for that kid," Nomed mumbles as he roots through the back of the NG-357. His stash from Castle Refuge isn't much, but it hasn't been broken into yet. He muses to himself, It's gonna be a while 'fore I can really restock much out here in the wilds, as he takes stock of what remains. Luckily, he finds just the thing he's looking for, an old Gortex jacket. It's a 3XL, but should be good enough for the kid and better than nothin' at all out here in this weather, he thinks and nods to himself. Grabbing that and a couple other items he heads back into the cave.

Munching on half a ration stick he squats down over by Baron and Amber and says between chews, "Hey there kiddo, it's a bit chilly out there, with the rain an' all, but this jacket will help keep you both warm an' dry." Good thing I never took out that winter liner, he thinks as he helps Baron get her into it and zips her up. Finishing the bar he says, "There ya go, just like a little legionnaire." Nomed gives her a little salute and then tucks her hair inside the hood of the jacket. "Check in the pocket when you get a chance," Nomed obviously whispers the last part to Amber and gives her a wink. That's the last chocolate we'll be seein' for a while, he thinks, but it's for a good cause. "One last thing..." Nomed pauses for effect, Ta da! He grins as he pulls out an old motorcycle helmet from inside his backpack. "Today must be your lucky day! It's a bit of an antique, but still solid," he says knocking on the hard shell. "Check it out, it's even pink and got a bad as... sweet lookin' unicorn on the side!" Nomed appears much more excited about his find than the little girl whose world just got turned upside down and inside out. "This'll keep ya safe when ya ride with me on my hovercycle when we head outa here," he motions over his shoulder and smiles wide. "There's plenty of room and you'll be safe with us until we can find you a real place. Welcome to the Tomorrow Legion!"

Figuring he's probably overwhelmed the kid he leaves her be and finishes prepping his things for the road ahead.
Last edited by Nomed Dercas on Fri Sep 01, 2017 10:45 am, edited 13 times in total.
Character Summary
Nomed Dercas

Parry: 7; Toughness: In Armor 14(6) or in vehicle 17(8); Pace: 16(d10); Burn: 10(d10)
Wounds: 0/3 Fatigue: 0/2
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.(54)
Bennies: 3
+3 New Quarter
+2 Field Report
+1 Joker (06 An Unwanted Encounter)
-1 Extra Effort Agility Test (06 An Unwanted Encounter)
-2 Reroll Damage (06 An Unwanted Encounter)

Attributes
Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d10

Skills
Shooting d10, Fighting d8, *Notice d6, Stealth d6, *Tracking d8, *Survival d8, Persuasion d6, Piloting d4, Throwing d6, *Streetwise d8, *Forgery (Common Knowledge) d6+2

Active Effects
+2 on all ranged attacks
-2 to be hit as long as Nomed is aware of the attack**
+2 to Tracking, Stealth and Survival in the wilderness
Nomed requires only half the normal amount of sleep and has +2 to resist fatigue
-1 to all Smarts and Smarts-linked skill rolls(*) in non-combat/low stress situations
On the first round of combat Nomed does not receive the benefit from Uncanny Reflexes** or Quick**
+2 to Survival rolls related to land navigation
+1 to Survival checks where food gathering is concerned
+1 to Healing checks


Combat Edges
Split the Seconds: Grants an extra action each round.
Dirty Fighter: +2 with all Trick Manuvers
Quick: Whenever Nomed is dealt a 5 or less in combat he may discard and draw again until he gets a card higher than 5.**

Primary Weapon
JA-11 Energy Rifle
  • Range 30/60/120
  • Damage 3d6
  • RoF: 1
  • AP: 4
  • Shots: 60
  • Weight: 7
  • Notes: As an action, switch to fire an ion beam (use stats for NG-57) or have laser do Mega Damage (uses 10 ammo per shot and applies Snapfire penalty) Integrated scope offsets two points of Range and/or Darkness penalties. Advanced technology makes this weapon extra effective against armor, giving it +2 AP.)
  • Ion Beam
    • Range: 12/24/48
    • Damage: 1-3d6+1
    • RoF: 1
    • AP: 2
    • Notes: Ion weapons grant +2 Shooting due to the spread effect of the ion stream, but they lose one die of damage at Medium Range, and two dice at Long.
  • Long E-Clips: 2
Notable Equipment
  • Grenades(assorted)
  • Silvered Vibro-Sword
  • Wooden Stakes
  • NG-S2 Survival Pack
  • Infrared Distancing Binoculars
  • Translator
  • Internal Repair System
  • NG-357 Magnum-Turbo Hovercycle
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Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: 02 The Storm Breaks

Post by Miles RAD Radoslav »

Notice 7
[dice]0[/dice] Wild [dice]1[/dice] Ace on Wild Die [dice]4[/dice]
Sir William stands from his sentry post and slings his rifle. He notices Amber shivering and casts about the wilderness for some sort of improvised covering for her.
Survival 5
[dice]2[/dice]
Wild [dice]3[/dice]
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
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Hardin
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Re: 02 The Storm Breaks

Post by Hardin »

Notice 13
Hardin's Notice: [dice]0[/dice] Wild [dice]1[/dice]
Hardin's Aces: [dice]3[/dice] Wild [dice]4[/dice]
Jane's (Robot Horse) Notice: [dice]2[/dice] +2 (Sensor Array)
Hardin finishes screwing the lid back on his canteen, following L.C.'s instructions to refill while they had a chance. He grabs his helmet and his hat (the latter is impaled to the former, thanks to its protruding head spikes) and pulls himself up onto Jane's back.

Back in the saddle, he thinks to himself.
OOC Comments
Edited this post to take into account that Nomed already got Amber squared away.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
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Kaja Earthblooded
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Location: Korvosa

Re: 02 The Storm Breaks

Post by Kaja Earthblooded »

Notice 5 and Detect Arcane 11
Notice [dice]0[/dice], [dice]1[/dice]
Detect Arcane [dice]2[/dice], [dice]3[/dice] +[dice]4[/dice] (extra effort) +[dice]5[/dice] (ace)
L.C. opens his backpack, packs up his funnel, and caps his canteen after taking a sip. Seeing Dercas handle the situation, he nods. "Alright, someone is going to need to carry her. Whoever it is is out of any fight, so this is a volunteer duty. Your only job is her safety. There's a bit of salvage available that we need to jump on sooner than later. I'm hoping a serviceable vehicle, or at least some supplies. Hell, I'll take some scrap we can make into a wagon for Amber here. I'm going to bound ahead, act as a decoy. Dercas, you're with me, since your bike is going to be a lot louder than Hardin's robot horse. I need one or two of you to scout ahead of the others, and I need someone reliable on rear guard. We'll go single file, and try to step in the footprints of those you follow. It should confuse anyone who finds our tracks. Fight to escape, especially with little Amber. If it comes to one of us or her, I think we all know that answer. All the same, my goal is we all get back to Refuge in one piece. Make it yours as well. Questions?"
removed and edited text
L.C. opens his backpack, packs up his funnel, caps his canteen after taking a sip, and pulls out his sleeping bag and lays it down near McVey. "Put her in here, then zip it up, and we'll use some rope to tie it up so there's no dragging excess. Anyone got an extra pair of goggles?" If they do, he adjusts them so she can wear them and not have her eyes filled with rain. He talks soothingly to her as he wraps her up, telling her this will keep her warm and safe. He then pulls out his tent and wraps one of the removable doors around the girl when McVey has her wrapped up. Insulated and now water proof, with folds of the sleeping bag to cover her, she was proofed against the storm well enough.
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
Benny/Conviction/Wound/Fatigue/PP Tracking
Ludwig, Guard Boar
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Miles RAD Radoslav
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Re: 02 The Storm Breaks

Post by Miles RAD Radoslav »

Sir William steps forward. "I'll cover our backs," he volunteers, thinking that with his speed it would be a simple matter to join up with the others if needed.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
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Hardin
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Re: 02 The Storm Breaks

Post by Hardin »

If Nomed was going off with L.C. as a diversion, Hardin figured the safest place for Amber was probably on the horse with him.

Hardin looks at the little girl and her pink helmet. He removes the face-plate from his own helmet so as to not spook her and says "I'd be happy to take lil' Amber." Turning to Amber, he says "Hon, do you want to ride on Miss Jane again?"
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
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BILLY BORG
Posts: 58
Joined: Fri Aug 11, 2017 9:43 am

Re: 02 The Storm Breaks

Post by BILLY BORG »

Billy Borg moves in line dutifully obliterating tracks with his large feet. He pushes his bicycle along side him. Most of his gear is tightly clasped to the frame with ratchet ties. The 8' long chainsword, almost comically, sticks strait up from the baxk where a flag would be on the conveyance of a child.
Notice
Notice [dice]0[/dice] +2 sight sound
Notice [dice]1[/dice] +2 sight sound
Last edited by BILLY BORG on Fri Sep 01, 2017 11:31 am, edited 2 times in total.
Billy Borg
Billy Borg
Parry:7, Toughness: 20(8),
Combat Edges:Rock and Roll
Skills: Drive d8, Fighting d10, Knowledge (Computers) d4, Knowledge (Engineering) d4, Knowledge (Cybernetics) d4, Notice d6 +2(Audio)+2(Visual), Repair d10 +4(Core Electronics Package) +2 (Universal tool Kit), Shooting d10+2 (Targeting Eye)
Bennie: 4
  • +1 GM Reward
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Nomed Dercas
Posts: 50
Joined: Fri Aug 11, 2017 5:37 am

Re: 02 The Storm Breaks

Post by Nomed Dercas »

L.C. wrote: I'm going to bound ahead, act as a decoy. Dercas, you're with me, since your bike is going to be a lot louder than Hardin's robot horse.
"Sounds good to me Sgt. I'll ride out ahead with you." Turning to Amber, "Looks like you're with Sp. Hardin on this mission kid."

Nomed looks over to L.C. and says, "Ready when you are."

Walking towards the front of the cave Nomed suddenly stops and unslings his rifle. "Somthing's creeping me out here Sarge."
Hardin wrote:"Heads up, y'all. I think we're bein watched."
"Totally!" Nomed exclaims in agreement.
Last edited by Nomed Dercas on Fri Sep 01, 2017 11:09 am, edited 2 times in total.
Character Summary
Nomed Dercas

Parry: 7; Toughness: In Armor 14(6) or in vehicle 17(8); Pace: 16(d10); Burn: 10(d10)
Wounds: 0/3 Fatigue: 0/2
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.(54)
Bennies: 3
+3 New Quarter
+2 Field Report
+1 Joker (06 An Unwanted Encounter)
-1 Extra Effort Agility Test (06 An Unwanted Encounter)
-2 Reroll Damage (06 An Unwanted Encounter)

Attributes
Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d10

Skills
Shooting d10, Fighting d8, *Notice d6, Stealth d6, *Tracking d8, *Survival d8, Persuasion d6, Piloting d4, Throwing d6, *Streetwise d8, *Forgery (Common Knowledge) d6+2

Active Effects
+2 on all ranged attacks
-2 to be hit as long as Nomed is aware of the attack**
+2 to Tracking, Stealth and Survival in the wilderness
Nomed requires only half the normal amount of sleep and has +2 to resist fatigue
-1 to all Smarts and Smarts-linked skill rolls(*) in non-combat/low stress situations
On the first round of combat Nomed does not receive the benefit from Uncanny Reflexes** or Quick**
+2 to Survival rolls related to land navigation
+1 to Survival checks where food gathering is concerned
+1 to Healing checks


Combat Edges
Split the Seconds: Grants an extra action each round.
Dirty Fighter: +2 with all Trick Manuvers
Quick: Whenever Nomed is dealt a 5 or less in combat he may discard and draw again until he gets a card higher than 5.**

Primary Weapon
JA-11 Energy Rifle
  • Range 30/60/120
  • Damage 3d6
  • RoF: 1
  • AP: 4
  • Shots: 60
  • Weight: 7
  • Notes: As an action, switch to fire an ion beam (use stats for NG-57) or have laser do Mega Damage (uses 10 ammo per shot and applies Snapfire penalty) Integrated scope offsets two points of Range and/or Darkness penalties. Advanced technology makes this weapon extra effective against armor, giving it +2 AP.)
  • Ion Beam
    • Range: 12/24/48
    • Damage: 1-3d6+1
    • RoF: 1
    • AP: 2
    • Notes: Ion weapons grant +2 Shooting due to the spread effect of the ion stream, but they lose one die of damage at Medium Range, and two dice at Long.
  • Long E-Clips: 2
Notable Equipment
  • Grenades(assorted)
  • Silvered Vibro-Sword
  • Wooden Stakes
  • NG-S2 Survival Pack
  • Infrared Distancing Binoculars
  • Translator
  • Internal Repair System
  • NG-357 Magnum-Turbo Hovercycle
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Hardin
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Re: 02 The Storm Breaks

Post by Hardin »

Hardin feels something tickling at the back of his neck. He knows this feeling, from his days fighting vampires: something is watching them.

"Heads up, y'all. I think we're bein watched."

He extends his hand and helps Amber climb up in front of him, and then he checks his weapons unconsciously, making sure they are settled properly in case he needs to draw in a hurry.
About Amber
Let me know if anyone objects to having Amber ride with Hardin.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
Signature
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Kaja Earthblooded
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Location: Korvosa

Re: 02 The Storm Breaks

Post by Kaja Earthblooded »

L.C. is just about to mount up when he feels something more than simple observation. "Yeah, and they are being tricky about it." He focuses his psychic senses, stepping back from the empowered prison that would stop them.
Exalted Detect Arcana 11
Auto Ace + [dice]0[/dice], [dice]1[/dice]
Sense Magic & Psionics (Exalted Detect Arcana; 4 I.S.P.) [Mega]
Range: Sight
Duration: 3 (1/round) or 1 hour (1/hour)
Trappings: The psychic gains a +2 to resist the next Smarts or Agility trick the target uses (if any), due to an intense, though brief, understanding of the target’s psyche. On a Raise the resisting trait is increased by a die type.
Effect: This Mega Power effect greatly enhances detect arcana, giving it expanded analytical effects. With a successful arcane skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following:
  • What kind of magic is at work.
  • Currently active powers.
  • General type of supernatural creature (vampire, werewolf, dragon, etc).
  • Any enchantments present on an item.
  • How much PPE or ISP a target possesses.
  • Other information the GM thinks appropriate.


When used on a supernatural creature, a raise on the arcane skill check reveals any general susceptibilities, including Weaknesses and ways to bypass Invulnerability. The power might reveal a ghost must be laid to rest by finding an object important to it in life, but not exactly what that object is or where it’s located. This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination.
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
Benny/Conviction/Wound/Fatigue/PP Tracking
Ludwig, Guard Boar
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BILLY BORG
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Re: 02 The Storm Breaks

Post by BILLY BORG »

Notice
Notice [dice]0[/dice] +2 sight sound
Notice Wild [dice]1[/dice] +2 sight sound
BB scans about for potential cover should they come under fire.
OOC Comments
Bleys I fixed the code for this, sorry it was my fault. I should have told you.

Code: Select all

[ooc=Notice]
Notice [dice]1d6[/dice] +2 sight sound 
Notice Wild  [dice]1d6[/dice] +2 sight sound    
[/ooc]
Billy Borg
Billy Borg
Parry:7, Toughness: 20(8),
Combat Edges:Rock and Roll
Skills: Drive d8, Fighting d10, Knowledge (Computers) d4, Knowledge (Engineering) d4, Knowledge (Cybernetics) d4, Notice d6 +2(Audio)+2(Visual), Repair d10 +4(Core Electronics Package) +2 (Universal tool Kit), Shooting d10+2 (Targeting Eye)
Bennie: 4
  • +1 GM Reward
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 02 The Storm Breaks

Post by Ndreare »

Upon opening his mind so he can see the world around him as it really is LC sees a strange squat looking figure, hardly three foot in height carrying a giant bag of gear poking around in the used materials the team has left from the nights stay in the cave. His green skin, large pointed bat like ears and large eyes encircled by the darkness of a being that has been stressed to its limits becomes clear. The mantle of dimensional displacement he has wrapped himself in is unable to conceal him from your awareness.
It is strange as the little creature seems to have frozen in place as it becomes aware that the group suspects his presence. He tries to be as subtle as possible to move away from the group towards a cave wall a sudden fear showing on his face.
LC
You can see clearly with the sight the creature has the following traits.
  • The creature has access to dimensional magic
  • Currently using an innate ability to slip outside of time (greater invisibility)
  • The creature is apparently a normal mortal race
  • The creature appears to have about 15 PPE
  • The creature has no special vulnerabilities or resistances
Ekkie by Rhineville on Deviant Art.jpg
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Sephia
Posts: 45
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Re: 02 The Storm Breaks

Post by Sephia »

Notice 5
Notice: [dice]0[/dice], Wild: [dice]1[/dice]
Sephia takes up one of the front positions at L.C.'s order and scans with her radar senses. She casually rests both hands on the pistol holsters to either side of her belt, prepared to draw if they come under attack. She unbuttons the holsters with both thumbs at the first sign of company but does not draw. Not yet.
Sephia
Character Name: Sephia
Parry:6, Toughness: 15(6), Tech suffers -2 to hit
ISP: 10/20 | Bennies: 3
Wounds: 0
  • Boost Trait (self only): Increase any trait by 1 die type. 2 on raise.
  • Deflection (self only): -2 to be hit by Ranged and Melee. -4 on raise.
  • Healing: Remove 1 wound. 2 on raise.
  • Smite: Give weapon +2 damage. +4 on raise. Active
Combat Edges:
  • Ambidextrous: Ignore off-hand penalty.
  • Champion: +2 damage and toughness vs supernatural evil.
  • Martial Artist: Never considered unarmed or subject to Unarmed Defender rule. Adds +d4 to Strength roll on successful unarmed attack.
  • Mighty Blow: If joker drawn, x2 total damage on successful melee attack.
  • Quick: Discard and redraw initiative until higher than 5.
  • Two-Fisted: Roll attacks for each hand separately, ignoring multi-action penalty.
Erin Sol
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Re: 02 The Storm Breaks

Post by Erin Sol »

Notice
Notice: [dice]0[/dice] -2 if storm fouled senses applies
Wild: [dice]1[/dice]
Wild Ace:[dice]2[/dice]

Erin verifies her canteen is full and all of her gear is packed. She takes position between Billy and Jane. Her WI CL8 is drawn for the superior range of the built in laser compared to her revolver.
Erin Sol
Character Name: Erin Sol
Parry:6(8)*, Toughness: 13(7)[14(7)]*
* Increased abilities from TW device

Wounds: 0/3 Fatigue: 0/2
PPE: 15/15 Master of Magic
  • Quickness:
  • Dispel:
  • Warrior's Gift:
  • Speed: Missing
Gadgets 2/4 remaining
Current Gadgets Adventure Card
None



Bennies 5/3
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Baron McVey
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Re: 02 The Storm Breaks

Post by Baron McVey »

Notice=4
Notice: [dice]0[/dice]
Wild Die: [dice]1[/dice]
Danger Sense.
Baron sighs when they take Amber. I was just beginning to enjoy her company. Baron thinks as he stands up and straightens out his coat and shifts his belts around to sit properly. Even in a damp cave, Baron cuts a dashing figure. When LC gives his plan, Baron looks to the others. "I'll scout ahead" Baron says, knowing he's good for the job.

When Hardin says their being watched, Baron looks around hoping to sense the voyeur.
Baron McVey
Character Name: Baron McVey
Parry: 9, Toughness: 6 (14)
Bennies 4/4 1 Golden Benny
Bennies Spent On: Benny Gained from Joker
Benny spent on Damage Reroll
Combat Edges:
  • Danger Sense (Notice Check -2 to perceive danger)
  • Quick (Re-draw cards under 5)
  • Ambidextrous (No off hand penalties.)
  • Two-Fisted (Make two attack rolls w/o multi-attack penalties.)
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Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: 02 The Storm Breaks

Post by Miles RAD Radoslav »

Sir William assumes the Void stance, palms open facing forward at his sides, and asks "What do you sense, Sergeant?"
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
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Kaja Earthblooded
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Re: 02 The Storm Breaks

Post by Kaja Earthblooded »

Notice 4...Psionics 15...Persuasion 6
Notice: [dice]3[/dice], [dice]4[/dice]
Psionics: [dice]0[/dice]+[dice]2[/dice],[dice]1[/dice] = Soothing Mental Contact -4 ISP
Persuasion: [dice]5[/dice],[dice]6[/dice]-2 (cha) +2 (trapping cha boost) (Persuasion 1d4-2 boosted to 1d4)+[dice]7[/dice] (-1 benny Extra effort)
L.C. sighs. There were days past when he'd have shot this asshat out of frustration and concern for operational security. But it is outnumbered and it knows it, and it might have more intelligence they can use. And surely they can spare some crap. "Get our charge loaded on the horse please. Sephia, William, please wait by the entrance, let nothing leave, but do not draw your blades unless you must. Billy, can you move over here with me, and the rest of you, act casual." There is clear intent that something is amiss, but he seems to be being canny about it.

L.C. initiates soothing telepathic contact with the dimensional goblin. "You, with the pack, stop hiding before I make you stop. I just want to talk. There is no version where you scamper out of this cave unseen. I would prefer we have our talk in peace. If I wanted you dead or hurt, you would be already. Please just step back into this world in full of your own accord. I'd really rather talk, and maybe trade."
If or when it appears
L.C. motions to the more talkative members of his team (those with good persuasive skills and decent charisma). Outloud he says. "Thank you my friend. My companions would like to speak with you further. You seemed to be interested in what we were leaving behind. I'm certain we could find something to leave behind if you've anything that you could trade to us. Mr. McVey will handle the negotiations." he indicates the gambler. "Again, we mean you no harm. Information and trade is all we seek."
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
Benny/Conviction/Wound/Fatigue/PP Tracking
Ludwig, Guard Boar
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BILLY BORG
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Re: 02 The Storm Breaks

Post by BILLY BORG »

Notice
Notice [dice]1[/dice] +2 sight sound
Notice Wild [dice]2[/dice] +2 sight sound
BB puts down the kickstand on his bicycle and walks to LC. He doesn't consciously choose the path to get there, so much as he chooses the destination.
Sub processors calculate the route and navigation strategies.
[dice]0[/dice]
Billy Borg
Billy Borg
Parry:7, Toughness: 20(8),
Combat Edges:Rock and Roll
Skills: Drive d8, Fighting d10, Knowledge (Computers) d4, Knowledge (Engineering) d4, Knowledge (Cybernetics) d4, Notice d6 +2(Audio)+2(Visual), Repair d10 +4(Core Electronics Package) +2 (Universal tool Kit), Shooting d10+2 (Targeting Eye)
Bennie: 4
  • +1 GM Reward
Erin Sol
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Re: 02 The Storm Breaks

Post by Erin Sol »

...the rest of you act casual."
Erin begins to scratch Jane behind the ears.
Erin Sol
Character Name: Erin Sol
Parry:6(8)*, Toughness: 13(7)[14(7)]*
* Increased abilities from TW device

Wounds: 0/3 Fatigue: 0/2
PPE: 15/15 Master of Magic
  • Quickness:
  • Dispel:
  • Warrior's Gift:
  • Speed: Missing
Gadgets 2/4 remaining
Current Gadgets Adventure Card
None



Bennies 5/3
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 02 The Storm Breaks

Post by Ndreare »

Notice 10, Mysticism 22
Normal Notice for Sixth Sense and incite to LC Honesty
Notice [dice]0[/dice] +4 with smell
Wild [dice]1[/dice] +4 with smell
  • Wild die explode [dice]4[/dice] +10 with Smell
Mysticism for Greater Detect Arcana
Mysticism [dice]2[/dice]
  • Mysticism explode [dice]5[/dice]
    • Mysticism explode [dice]6[/dice]
Mysticism Wild [dice]3[/dice]
The strange creature looking around seeing it is out numbered and can be perceived starts to shift out of phase as if to go through the wall. But when L.C. contacts it and offers to trade it relaxes and it feels as if the gravity in the area relaxes as he and slides into view.
As he begins to talk his voice is strongly high pitched and his dialect sounds strange overly proper, it is something you may have heard before, but hard to put your finger on. He has a strange way of using words in a way that while not technically wrong are definitely out of place. "An excellent arrangement. I would be interested in bartering with your community. My supplies are diverse and inventory is satisfactory. What artifacts are you wishing to collect and what artifacts are you willing to part with at this time?"
As he talks his body maintains a meek posture and he is showing obvious deference to your party. "I have access to a large amount of data if that is your desired exchange and am capable of accessing more data if needed.
"What are the particular articles of information you are interested in enough to offer exchange?"

OOC Comments
Characters can make a common knowledge roll at -2 or a Knowledge Arcane roll at +0 to recognize the dialect if they care.
Techno-Wizardry can be rolled at +4
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Hardin
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Re: 02 The Storm Breaks

Post by Hardin »

Notice Hardin 4, Jane 8
Hardin: [dice]0[/dice] Wild: [dice]1[/dice]
Jane: [dice]2[/dice] + 2 for sensor package
At the appearance of the goblin, Hardin turns Jane and shifts in the saddle so his body (and his armor) are between the newcomer and Amber. Jane lets out a slight huff, annoyed to be missing out on ear scratches, but obediently responds to her rider.

Hardin knows enough to know this isn't the time for him to start talking, so he keeps his mouth shut. Trade don't sound like a bad idea, but best to be careful, just in case, he thinks.

With an effort of will, he keeps his right hand from drifting toward the shard pistol at his hip. Won't do no good to spook him, he thinks. Besides, if it came to it, he could draw and fire as easy as breathing; no need to hover over the pistol's grip to do it.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
Signature
Erin Sol
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Re: 02 The Storm Breaks

Post by Erin Sol »

OOC Comments
TW [dice]0[/dice]
TW wild [dice]1[/dice]
As Hardin repositions Jane, Erin steps to the side and gets on one knee while placing her pack and Chainsword on the ground. Greetings traveler, I am called Erin. What do we call you? Continuing to face directly at the creature, she begins rummaging in a side pouch taking inventory but doesn’t immediately pull anything out.

As she searches she mumbles very faintly "community offer exchange?"

Then directly
I think I may be able to repair your translation device, if you would like that."
Erin Sol
Character Name: Erin Sol
Parry:6(8)*, Toughness: 13(7)[14(7)]*
* Increased abilities from TW device

Wounds: 0/3 Fatigue: 0/2
PPE: 15/15 Master of Magic
  • Quickness:
  • Dispel:
  • Warrior's Gift:
  • Speed: Missing
Gadgets 2/4 remaining
Current Gadgets Adventure Card
None



Bennies 5/3
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Nomed Dercas
Posts: 50
Joined: Fri Aug 11, 2017 5:37 am

Re: 02 The Storm Breaks

Post by Nomed Dercas »

Persuasion 7
Persuasion: [dice]0[/dice] Wild: [dice]1[/dice] Benny for extra effort: [dice]2[/dice]
Watching the pack goblin materialize before the group sets Nomed at ease. but not entirely. Gotta stay sharp with magical traders, at least there's only one so far. Watching the goblin interact with Erin, Nomed waits for her to finish the repairs to the magic translator before approaching the guest. She makes quick work of fixing the device and then he heads over to them.

Resting his rifle on his shoulder, Nomed walks over and squats near the cave's newest occupant. "Well, hey there guy," Nomed says with a disarming smile. "Gamin is it? My name's Nomed, glad to meet ya." Nomed holds out his hand to shake with the creature, if it decides to brave human contact.

"We're a bit new 'round here and are looking for some information as to what kind of settlements, human or otherwise, would be in the area around us. We're also looking for where the Xiticix nests are, to stay away from that area o' course. Any help you could offer would be greatly appreciated." Nomed smiles reassuringly and gives our new guest some time to reply.
Last edited by Nomed Dercas on Tue Sep 05, 2017 10:34 am, edited 2 times in total.
Character Summary
Nomed Dercas

Parry: 7; Toughness: In Armor 14(6) or in vehicle 17(8); Pace: 16(d10); Burn: 10(d10)
Wounds: 0/3 Fatigue: 0/2
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.(54)
Bennies: 3
+3 New Quarter
+2 Field Report
+1 Joker (06 An Unwanted Encounter)
-1 Extra Effort Agility Test (06 An Unwanted Encounter)
-2 Reroll Damage (06 An Unwanted Encounter)

Attributes
Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d10

Skills
Shooting d10, Fighting d8, *Notice d6, Stealth d6, *Tracking d8, *Survival d8, Persuasion d6, Piloting d4, Throwing d6, *Streetwise d8, *Forgery (Common Knowledge) d6+2

Active Effects
+2 on all ranged attacks
-2 to be hit as long as Nomed is aware of the attack**
+2 to Tracking, Stealth and Survival in the wilderness
Nomed requires only half the normal amount of sleep and has +2 to resist fatigue
-1 to all Smarts and Smarts-linked skill rolls(*) in non-combat/low stress situations
On the first round of combat Nomed does not receive the benefit from Uncanny Reflexes** or Quick**
+2 to Survival rolls related to land navigation
+1 to Survival checks where food gathering is concerned
+1 to Healing checks


Combat Edges
Split the Seconds: Grants an extra action each round.
Dirty Fighter: +2 with all Trick Manuvers
Quick: Whenever Nomed is dealt a 5 or less in combat he may discard and draw again until he gets a card higher than 5.**

Primary Weapon
JA-11 Energy Rifle
  • Range 30/60/120
  • Damage 3d6
  • RoF: 1
  • AP: 4
  • Shots: 60
  • Weight: 7
  • Notes: As an action, switch to fire an ion beam (use stats for NG-57) or have laser do Mega Damage (uses 10 ammo per shot and applies Snapfire penalty) Integrated scope offsets two points of Range and/or Darkness penalties. Advanced technology makes this weapon extra effective against armor, giving it +2 AP.)
  • Ion Beam
    • Range: 12/24/48
    • Damage: 1-3d6+1
    • RoF: 1
    • AP: 2
    • Notes: Ion weapons grant +2 Shooting due to the spread effect of the ion stream, but they lose one die of damage at Medium Range, and two dice at Long.
  • Long E-Clips: 2
Notable Equipment
  • Grenades(assorted)
  • Silvered Vibro-Sword
  • Wooden Stakes
  • NG-S2 Survival Pack
  • Infrared Distancing Binoculars
  • Translator
  • Internal Repair System
  • NG-357 Magnum-Turbo Hovercycle
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 02 The Storm Breaks

Post by Ndreare »

Thinking for a minute as he digest the offer (or perhaps what the translator told him was offered) the goblin like creature replies. "My correct designation is Gamin. Gratitude towards the target addressed is expressed in place of reversing technical difficulties related to translation artifacts."
Walking towards Erin he removes an obviously techno-wizard device from under his robes and lifts of off his neck, handing it over.
OOC Comments
Repairing the device should b easy taking about 10 minutes and no roll is required.
It will remove an existing communication modifier to charisma of -2.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Sephia
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Re: 02 The Storm Breaks

Post by Sephia »

Sephia takes her hands away from her belt carefully to avoid spooking the goblin as they approach, then she folds her arms and waits patiently while Erin fixes the translator device. She is sure there are others in the squad more adept at negotiating than herself, but even if that job does fall to her, she feels it is probably best to wait until there is less risk of miscommunication.
Sephia
Character Name: Sephia
Parry:6, Toughness: 15(6), Tech suffers -2 to hit
ISP: 10/20 | Bennies: 3
Wounds: 0
  • Boost Trait (self only): Increase any trait by 1 die type. 2 on raise.
  • Deflection (self only): -2 to be hit by Ranged and Melee. -4 on raise.
  • Healing: Remove 1 wound. 2 on raise.
  • Smite: Give weapon +2 damage. +4 on raise. Active
Combat Edges:
  • Ambidextrous: Ignore off-hand penalty.
  • Champion: +2 damage and toughness vs supernatural evil.
  • Martial Artist: Never considered unarmed or subject to Unarmed Defender rule. Adds +d4 to Strength roll on successful unarmed attack.
  • Mighty Blow: If joker drawn, x2 total damage on successful melee attack.
  • Quick: Discard and redraw initiative until higher than 5.
  • Two-Fisted: Roll attacks for each hand separately, ignoring multi-action penalty.
Erin Sol
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Re: 02 The Storm Breaks

Post by Erin Sol »

Handing him the device "Good as new." pausing for it to reconnect "Do you have any other gear that needs work? Like he says we are new in the area and would like to make a friend or two."
Last edited by Erin Sol on Tue Sep 05, 2017 1:07 pm, edited 1 time in total.
Erin Sol
Character Name: Erin Sol
Parry:6(8)*, Toughness: 13(7)[14(7)]*
* Increased abilities from TW device

Wounds: 0/3 Fatigue: 0/2
PPE: 15/15 Master of Magic
  • Quickness:
  • Dispel:
  • Warrior's Gift:
  • Speed: Missing
Gadgets 2/4 remaining
Current Gadgets Adventure Card
None



Bennies 5/3
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BILLY BORG
Posts: 58
Joined: Fri Aug 11, 2017 9:43 am

Re: 02 The Storm Breaks

Post by BILLY BORG »

"Great Googily Moogily! Is that a real live Grabblin?"

Billy's question is directed towards no one in particular but a sliver of wonder can be heard embedded with in his synthetic voice.
Billy Borg
Billy Borg
Parry:7, Toughness: 20(8),
Combat Edges:Rock and Roll
Skills: Drive d8, Fighting d10, Knowledge (Computers) d4, Knowledge (Engineering) d4, Knowledge (Cybernetics) d4, Notice d6 +2(Audio)+2(Visual), Repair d10 +4(Core Electronics Package) +2 (Universal tool Kit), Shooting d10+2 (Targeting Eye)
Bennie: 4
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Baron McVey
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Re: 02 The Storm Breaks

Post by Baron McVey »

Rolls
Notice: [dice]0[/dice]
Wild Die: [dice]1[/dice]
Persuasion: [dice]2[/dice]
Wild Die: [dice]3[/dice]
Common Knowledge:[dice]4[/dice]
Ace: [dice]5[/dice]
Ace 2: [dice]6[/dice]
Baron looks at the goblin and smirks. A salesman... I can appreciate that. "Well Gamlin, my name is Baron McVey, and it is an absolute pleasure to meet you. As for trade, to be honest we really are looking for information about the surrounding area if you have it." Baron thinks for a moment. "So what do you say, we fix your translator and you tell us what is going on in the area around us?"
Baron McVey
Character Name: Baron McVey
Parry: 9, Toughness: 6 (14)
Bennies 4/4 1 Golden Benny
Bennies Spent On: Benny Gained from Joker
Benny spent on Damage Reroll
Combat Edges:
  • Danger Sense (Notice Check -2 to perceive danger)
  • Quick (Re-draw cards under 5)
  • Ambidextrous (No off hand penalties.)
  • Two-Fisted (Make two attack rolls w/o multi-attack penalties.)
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Ndreare
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Re: 02 The Storm Breaks

Post by Ndreare »

Looking to Erin and Nomed he smiles as Gamlin seems satisfied with the results as his voice now while still high in nature is more normal to what would be expected as he says. “Oh, thank you. I can understand you so much better now.” Smiling the goblinoid prostrates and smiles a bit. “I am a trader and trading knowledge for work is fair, fair enough for now. Tell me what you need to know, I will help you.” The more he talks the more you realise that Gamlin is a trustable person, while ugly beyond mention, his passive demeanor and compliant nature show that he is definitely not a threat and every word reinforces it.
Turning to address the cyborg Gamlin says. “Grablin? No, no, I am Gamlin Hob Walker of worlds. My people are known to your as hobgoblins but we consider ourselves the same as our goblinkin brothers and sister.”
Getting up from the ground where he was prostrated Gamlin turns to Baron McVey. “Thank you for the help, I do appreciate the help you gave me with my translator. And can answer your questions a bit. But a single short repair can't only be worth one question. So what do you and your friends want to know about this area?”
OOC Comments
While his friendly nature and demeanor gives the sense you can trust him and he is a good person. As a PC you are allowed whatever reactions.

Interaction with Gamlin will count as a new scene so a new Notice roll is in order.
Suspicious Dice roll [dice]0[/dice]
Suspicious Dice roll [dice]1[/dice]
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Miles RAD Radoslav
Posts: 244
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Re: 02 The Storm Breaks

Post by Miles RAD Radoslav »

Sir William stands at the cave, still in Void stance, ready for whatever action might be needed. He studies the hobgoblin carefully, looking for possible strengths and weaknesses should he need to fight him or his kindred.
Notice
[dice]0[/dice] wild [dice]1[/dice] ace on wild [dice]2[/dice]
10
Last edited by Miles RAD Radoslav on Wed Sep 06, 2017 3:20 pm, edited 4 times in total.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
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Nomed Dercas
Posts: 50
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Re: 02 The Storm Breaks

Post by Nomed Dercas »

Notice 9
Notice: [dice]0[/dice] Ace: [dice]2[/dice]Wild Die: [dice]1[/dice]
"Looks like you're up Cpl." Standing up, Nomed nod's towards Baron McVey and gives him a quick salute. He then takes up a position towards the front of the cave.
Leaning against the wall for partial cover Nomed remains on alert and watches for exterior threats while keeping an eye on the more senior member of the 99s to see how things go with the hobgoblin.
Character Summary
Nomed Dercas

Parry: 7; Toughness: In Armor 14(6) or in vehicle 17(8); Pace: 16(d10); Burn: 10(d10)
Wounds: 0/3 Fatigue: 0/2
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.(54)
Bennies: 3
+3 New Quarter
+2 Field Report
+1 Joker (06 An Unwanted Encounter)
-1 Extra Effort Agility Test (06 An Unwanted Encounter)
-2 Reroll Damage (06 An Unwanted Encounter)

Attributes
Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d10

Skills
Shooting d10, Fighting d8, *Notice d6, Stealth d6, *Tracking d8, *Survival d8, Persuasion d6, Piloting d4, Throwing d6, *Streetwise d8, *Forgery (Common Knowledge) d6+2

Active Effects
+2 on all ranged attacks
-2 to be hit as long as Nomed is aware of the attack**
+2 to Tracking, Stealth and Survival in the wilderness
Nomed requires only half the normal amount of sleep and has +2 to resist fatigue
-1 to all Smarts and Smarts-linked skill rolls(*) in non-combat/low stress situations
On the first round of combat Nomed does not receive the benefit from Uncanny Reflexes** or Quick**
+2 to Survival rolls related to land navigation
+1 to Survival checks where food gathering is concerned
+1 to Healing checks


Combat Edges
Split the Seconds: Grants an extra action each round.
Dirty Fighter: +2 with all Trick Manuvers
Quick: Whenever Nomed is dealt a 5 or less in combat he may discard and draw again until he gets a card higher than 5.**

Primary Weapon
JA-11 Energy Rifle
  • Range 30/60/120
  • Damage 3d6
  • RoF: 1
  • AP: 4
  • Shots: 60
  • Weight: 7
  • Notes: As an action, switch to fire an ion beam (use stats for NG-57) or have laser do Mega Damage (uses 10 ammo per shot and applies Snapfire penalty) Integrated scope offsets two points of Range and/or Darkness penalties. Advanced technology makes this weapon extra effective against armor, giving it +2 AP.)
  • Ion Beam
    • Range: 12/24/48
    • Damage: 1-3d6+1
    • RoF: 1
    • AP: 2
    • Notes: Ion weapons grant +2 Shooting due to the spread effect of the ion stream, but they lose one die of damage at Medium Range, and two dice at Long.
  • Long E-Clips: 2
Notable Equipment
  • Grenades(assorted)
  • Silvered Vibro-Sword
  • Wooden Stakes
  • NG-S2 Survival Pack
  • Infrared Distancing Binoculars
  • Translator
  • Internal Repair System
  • NG-357 Magnum-Turbo Hovercycle
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Hardin
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Re: 02 The Storm Breaks

Post by Hardin »

Notice Hardin 5, Jane 5
Hardin [dice]0[/dice], Wild [dice]1[/dice]
Jane [dice]2[/dice] + 2 (sensor package)
Hardin just keeps on keeping his mouth firmly closed. Nope, not screwin' this up, he thinks to himself. Polite diplomacy has never been his strong point.

Though the goblin appears friendly enough, he keeps himself between the newcomer and Amber as much as he can without being too obvious about it.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
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Baron McVey
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Re: 02 The Storm Breaks

Post by Baron McVey »

Dice Rolls
Notice: [dice]0[/dice]
Wild Die: [dice]1[/dice]
Persuasion: [dice]2[/dice]
Wild Die: [dice]3[/dice]
Baron looks to the Hobgoblin Gamlin with a genuine smile. "Well I suppose first off, do you have a map of the following area? Because that would do us wonders. If not a map, could you tell us of any hazards in the area? or even if you've seen any refugees? We're here to help, but have ran into a bit of trouble ourselves as of late. Also what manner of goods do you carry?, I personally am not looking for anything, but you never know what would perk a man's interest." Baron asks politely of the Hobgoblin Gamlin. Baron takes a quick look at the others in the team. Geez are they afraid of screwing up a sale? How do they function in the world... Baron thinks while softly chuckling to himself.
Baron McVey
Character Name: Baron McVey
Parry: 9, Toughness: 6 (14)
Bennies 4/4 1 Golden Benny
Bennies Spent On: Benny Gained from Joker
Benny spent on Damage Reroll
Combat Edges:
  • Danger Sense (Notice Check -2 to perceive danger)
  • Quick (Re-draw cards under 5)
  • Ambidextrous (No off hand penalties.)
  • Two-Fisted (Make two attack rolls w/o multi-attack penalties.)
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BILLY BORG
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Re: 02 The Storm Breaks

Post by BILLY BORG »

"Back at the Samsung home, we left out electronic components as tribute for the Grabblins. This was to ensure good luck and that the milk would not spoil. Were you ever at the Samsung house? My friend ReeRoy was a Goblin there and said the tribute was needed if you diddnt want Gobblypox. Are you related to ReeRoy?"

The cyborgs body is motionless as a long stream of excited questions spill from it.
Billy Borg
Billy Borg
Parry:7, Toughness: 20(8),
Combat Edges:Rock and Roll
Skills: Drive d8, Fighting d10, Knowledge (Computers) d4, Knowledge (Engineering) d4, Knowledge (Cybernetics) d4, Notice d6 +2(Audio)+2(Visual), Repair d10 +4(Core Electronics Package) +2 (Universal tool Kit), Shooting d10+2 (Targeting Eye)
Bennie: 4
  • +1 GM Reward
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 02 The Storm Breaks

Post by Ndreare »

Listening to the string of pointless conversation from the cyborg Gamlin smiles. “I am sorry I think perhaps your friends was running a protections scheme on you. I imagine if you did not pay he would have drank the good milk or replaced it with vinegared milk. I don’t know you friend but he sounds pretty smart.”

Listening to the Baron’s questions Gamlin. “Hum, well you know there is not a lot of interest in the area. Mostly just refugees and Xiticix feeding on them.”
Gramlin’s voice has cleared and while his mannerisms appear groveling he makes not of the normal goblinesk mistakes in language. Such as referring to himself in third person or whimpering you would expect, perhaps the translator is working perfectly. “There was a coalition caravan that had gathered up a bunch of student refugees I saw yesterday before the storm just east of here. But they had a summoner and a group of gargoyles after them, so likely not a good bunch to go near. I think they must all be dead, because last night I heard a firefight coming from their direction and while I could not make out the details, I don’t think it would have went well for them or the students from tolkeen they arrested. But on the bright sider they had some very nice equipment they must have accidently dropped as they were traveling as the dense forest caused them to stop a lot. If you would like to take a look for trade I can show you?”
Thinking for a bit and scratching himself behind his knee starts to sit with his legs crossed drawing on the ground and adds. “You know the Coalition guys are everywhere, they do lots of patrols and sweeps east of here and the closer you get to Tolkeen the denser they are. Looking at your group you may want to avoid them so you don’t catch any rail gun rounds.”
You realize quickly that what he is drawing is a crude map of the area on the stone with white and red chalk. Crude scratches for coalition patrols covering all the the eastern side and red circles and lines for Xiticic indicating an area about 10-15 miles South he says. “Here the Xiticics are starting a new nest, they patrol a lot and eat refugees that don’t know how to hide, while only a few hundred now I still get scared thinking of their area and I want nothing to do with it.” He sighs looking at the final bits of his map. “You know it is starting to get boxed in here, Xiticic to the Northeast through Northwest, coalition to the East and Southeast and a fresh hive to the south. I think the only safe way out of here will have to be going West, by south west. If you would let me follow safely in your group I would be willing to let you have one of these weapons the coalition guys accidentally dropped.”
Meta Knowledge
Out of character
So we are all on the same page: You guys arrived off of the target location and have been driving South hard for 6 days trying to get away from the Xiticic controlled area. Based on maps of Rifts Earth I am assuming Tolkeen is basically where Minneapolis is. Your characters are currently in the area where Eden Valley used to be looking over the valley from the West/Southwest. The battle with the CS and the gargoyles happened in the area that was once Eden Valley at the intersection of Hwy 55 & 22.
The area is no longer cleared farmland, and instead has been reclaimed by nature. So while you have a couple hundred foot of altitude there are a lot of trees obscuring the view.

MAP can be viewed here. As the player handout titled "01 Crude Map by Gramlin". https://app.roll20.net/join/2480773/Cdm2KA
Handouts can be seen on the second tab of the interface box on the top right of the roll2.net screen.
.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Kaja Earthblooded
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Posts: 205
Joined: Mon Aug 14, 2017 8:33 am
Location: Korvosa

Re: 02 The Storm Breaks

Post by Kaja Earthblooded »

(rolls held)
L.C. shrugs. "Long as you don't make life difficult for us or the refugees we are gathering, I don't see a problem."
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
Benny/Conviction/Wound/Fatigue/PP Tracking
Ludwig, Guard Boar
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Sephia
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Joined: Wed Aug 09, 2017 7:14 am

Re: 02 The Storm Breaks

Post by Sephia »

Sephia could only vaguely make out the scratches in the ground as Gamlin drew his map, but she got the gist from his description, and frowned at his dismissal of the refugees trapped to the south. Surely they could not just abandon these people to the Xiticix?
She turned her head towards L.C. as she spoke up, since he was now acting team leader, and the final call would be his. "If this nest to the south is as new as he says, the Xiticix presence there will likely not be at full strength yet. There may yet be a chance of rescuing those refugees and escorting them to safety. That is why we are here, after all."
Last edited by Sephia on Mon Sep 11, 2017 10:50 am, edited 1 time in total.
Sephia
Character Name: Sephia
Parry:6, Toughness: 15(6), Tech suffers -2 to hit
ISP: 10/20 | Bennies: 3
Wounds: 0
  • Boost Trait (self only): Increase any trait by 1 die type. 2 on raise.
  • Deflection (self only): -2 to be hit by Ranged and Melee. -4 on raise.
  • Healing: Remove 1 wound. 2 on raise.
  • Smite: Give weapon +2 damage. +4 on raise. Active
Combat Edges:
  • Ambidextrous: Ignore off-hand penalty.
  • Champion: +2 damage and toughness vs supernatural evil.
  • Martial Artist: Never considered unarmed or subject to Unarmed Defender rule. Adds +d4 to Strength roll on successful unarmed attack.
  • Mighty Blow: If joker drawn, x2 total damage on successful melee attack.
  • Quick: Discard and redraw initiative until higher than 5.
  • Two-Fisted: Roll attacks for each hand separately, ignoring multi-action penalty.
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Nomed Dercas
Posts: 50
Joined: Fri Aug 11, 2017 5:37 am

Re: 02 The Storm Breaks

Post by Nomed Dercas »

From the front of the cave, Nomed chimes in. "I agree. We might be able to make a difference to the refugees down south. We still need to find some way to help them, if we do find them." Grinning he says, "We don't exactly have jackets and seats for too many more." Nomed glances at Amber and Gamlin as it seems the group is already beginning to grow.

"What about all that racket earlier Sarge? I bet there could be somethin' useful where those ol' Deadboy's were playin' with them garygoles Gamlin mentioned. Might be worth takin' a looksee."
Character Summary
Nomed Dercas

Parry: 7; Toughness: In Armor 14(6) or in vehicle 17(8); Pace: 16(d10); Burn: 10(d10)
Wounds: 0/3 Fatigue: 0/2
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.(54)
Bennies: 3
+3 New Quarter
+2 Field Report
+1 Joker (06 An Unwanted Encounter)
-1 Extra Effort Agility Test (06 An Unwanted Encounter)
-2 Reroll Damage (06 An Unwanted Encounter)

Attributes
Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d10

Skills
Shooting d10, Fighting d8, *Notice d6, Stealth d6, *Tracking d8, *Survival d8, Persuasion d6, Piloting d4, Throwing d6, *Streetwise d8, *Forgery (Common Knowledge) d6+2

Active Effects
+2 on all ranged attacks
-2 to be hit as long as Nomed is aware of the attack**
+2 to Tracking, Stealth and Survival in the wilderness
Nomed requires only half the normal amount of sleep and has +2 to resist fatigue
-1 to all Smarts and Smarts-linked skill rolls(*) in non-combat/low stress situations
On the first round of combat Nomed does not receive the benefit from Uncanny Reflexes** or Quick**
+2 to Survival rolls related to land navigation
+1 to Survival checks where food gathering is concerned
+1 to Healing checks


Combat Edges
Split the Seconds: Grants an extra action each round.
Dirty Fighter: +2 with all Trick Manuvers
Quick: Whenever Nomed is dealt a 5 or less in combat he may discard and draw again until he gets a card higher than 5.**

Primary Weapon
JA-11 Energy Rifle
  • Range 30/60/120
  • Damage 3d6
  • RoF: 1
  • AP: 4
  • Shots: 60
  • Weight: 7
  • Notes: As an action, switch to fire an ion beam (use stats for NG-57) or have laser do Mega Damage (uses 10 ammo per shot and applies Snapfire penalty) Integrated scope offsets two points of Range and/or Darkness penalties. Advanced technology makes this weapon extra effective against armor, giving it +2 AP.)
  • Ion Beam
    • Range: 12/24/48
    • Damage: 1-3d6+1
    • RoF: 1
    • AP: 2
    • Notes: Ion weapons grant +2 Shooting due to the spread effect of the ion stream, but they lose one die of damage at Medium Range, and two dice at Long.
  • Long E-Clips: 2
Notable Equipment
  • Grenades(assorted)
  • Silvered Vibro-Sword
  • Wooden Stakes
  • NG-S2 Survival Pack
  • Infrared Distancing Binoculars
  • Translator
  • Internal Repair System
  • NG-357 Magnum-Turbo Hovercycle
Erin Sol
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Re: 02 The Storm Breaks

Post by Erin Sol »

Standing up and resetting her gear to address the rest of the Legionaries “It is our duty to save as many refugees as we can but we have to be smart about it. Without transportation, or more manpower on protection, at some point we will just be increasing their danger by turning many small groups into one large slow moving one. We just have to use all of our assets and the environment to make the number we can help at one time as big as possible."

“Gramlin can you point out any areas that may have been missed by recent patrols due to the conflicts. I know there is a lot of activity but every patrol that has to make a fighting withdrawal is one that doesn’t complete ther search grid. Also while we didn’t find any defensible locations before this one I bet you could point out a few places where people could be hiding or we could hide them.”

Erin is not typically a talkative person but she has been on the other side of this situation before and does not want the 99 to make any of the mistakes that allowed her barge catch so many slaves in the past.

"We need to be smarter than the Xiticix, the Federation and the Coalition to help everyone possible."
Erin Sol
Character Name: Erin Sol
Parry:6(8)*, Toughness: 13(7)[14(7)]*
* Increased abilities from TW device

Wounds: 0/3 Fatigue: 0/2
PPE: 15/15 Master of Magic
  • Quickness:
  • Dispel:
  • Warrior's Gift:
  • Speed: Missing
Gadgets 2/4 remaining
Current Gadgets Adventure Card
None



Bennies 5/3
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Kaja Earthblooded
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Posts: 205
Joined: Mon Aug 14, 2017 8:33 am
Location: Korvosa

Re: 02 The Storm Breaks

Post by Kaja Earthblooded »

"That's where we are headed next," L.C. says in response to Nomed's inquiry. "I'm hoping there's enough salvage that we can use."
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
Benny/Conviction/Wound/Fatigue/PP Tracking
Ludwig, Guard Boar
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Baron McVey
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Posts: 50
Joined: Wed Aug 09, 2017 8:04 pm

Re: 02 The Storm Breaks

Post by Baron McVey »

Notice 12
Notice: [dice]0[/dice]
Wild Die: [dice]1[/dice]
Ace: [dice]2[/dice]
Baron listens as Gamlin and the others speak up. "Well that about does it, I think we are in agreement." Baron smiles and nods. before grabbing his pack off of the cave floor. "Well we should get to it I guess, while we have the light."
Baron McVey
Character Name: Baron McVey
Parry: 9, Toughness: 6 (14)
Bennies 4/4 1 Golden Benny
Bennies Spent On: Benny Gained from Joker
Benny spent on Damage Reroll
Combat Edges:
  • Danger Sense (Notice Check -2 to perceive danger)
  • Quick (Re-draw cards under 5)
  • Ambidextrous (No off hand penalties.)
  • Two-Fisted (Make two attack rolls w/o multi-attack penalties.)
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: 02 The Storm Breaks

Post by Ndreare »

Gamlin's face starts to look panicked. "Oh, no. I don't think you understand. Those black skull men will kill many of us as soon as they see us. They have pale vampire men who can even find me when I am hiding." He looks around as if hoping you can see reason. Obviously he is terrified of the Coalition troops and Psi-Stalkers in particular.
OOC Comments
Sounds like you are all in agreement on moving out. Let me know if you would like to advance to the next scene.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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