The 99s Mark V APC

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Ndreare
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The 99s Mark V APC

Post by Ndreare »

While this vehicle was heavily damaged by the efforts of the soldier who abandoned it to "can it" the thing has been repaired to a significant extent by your very own Billy and Erin.
Hanging out here in the 99s Mark V is a good place to recover, work on skills, perform upgrades and clear out your head.

Here in Wheaton you where lucky enough to find a place that will park the Mark V for only 50 credits a day provided they fix the rad leak within the first week.
Your Mark V
Damaged Coalition Mark V APC
As the explorers are escorting the refugees they come across this heavily damaged unit. The interior was obviously the location of several grenades that had gone off reducing its overall durability and preventing the rear drop door from being able to close all the way as it has been bent out of shape. The weapons are heavily damaged but, it is possible with effort to get the working.

It’s highly illegal to own one with the full armaments compliment anywhere near Coalition territory, through a stripped-down model (laser turrets only) will normally only get the hairy eyeball from Coalition authorities if paperwork is otherwise in order.
Value: 21 million credits fully loaded; 10 million stripped down. (The 10 Million is used for calculating most repair cost)

Coalition Mark V APC
Size 7, [/b]Acc/TS 5/15 (3/8 in water), Toughness 28 (13), Crew 2+33
Notes: All-Terrain, Environmental Systems, M.D.C. Armor, Sensor Suite, special system allows Remote Operation
Weapons: Special: Weapon systems are still damaged and -4 to operate or repair.
  • Twin Medium Lasers (360 degree turret, dual-linked)
  • 2 ×Dual-linked Twin Light Lasers (360 degree turrets, one each side)
  • 2 ×Mini Missile Launchers (Forward mount) - the leftmost mount is fully functioning w/ 3 missiles
  • 2 ×Mini Rail Guns (Forward mount) - Somehow perfectly functioning w/enough rounds to be fired 23 times each

    Updated January 2018

Repairing each system is possible (except the main rail gun) including the drive speed given enough time, resources and skill.
  • 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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Baron McVey
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Re: The 99s Mark V APC

Post by Baron McVey »

Die Roll
Notice: [dice]23701:0[/dice]
Notice Wild DIe: [dice]23701:1[/dice]
Notice Total: 3
Common Knowledge: K/Electronics: [dice]23701:2[/dice]
Common Knowledge: K/Electronics Wild Die: [dice]23701:3[/dice]
Common Knowledge: K/Electronics Total: 5
Baron sits quietly in the APC when it rolls up to Fort Wheaton. Civilization at last. When the gate guards tell the team that the APC will likely bring trouble, Baron smirks. It has already brought us a world of trouble. Baron thinks darkly. "I'll take first watch." Baron says emotionlessly. Once the others have wandered off, Baron sighs and sits in one of the chairs in the cabin.

Baron taps his fingers together as he looks at the communication station. Baron turns the radio on and scans the local comm traffic, trying to glean a little intelligence on the area. Might as well make the wait useful.
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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Joined: Tue Aug 08, 2017 12:55 pm
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Re: The 99s Mark V APC

Post by Ndreare »

Seeing Baron McVey hold back at the APC while everyone else disperses Steven gives him an hour or so before walking over to him. "Hey, rumors are running around and everyone knows you tried to talk them down. We heard you went right out them in front, and a lot of us a real grateful to the Tomorrow Legion." Offering you a fresh cup of joe he adds. "I do not think any of us will ever be able to repay you, most of us are not even far enough along in out schooling to use any kind of magic so even once we get somewhere safe we won't be able to do much more than laybor and tech work. But if you or any of your friends ever need help you can ask and I will do it."
OOC Comments
If McVey is in a talking mood he will hang out with you and talk about stuff. If McVey stays in a private mood Steven will wonder off.
Free Edge
All of the 99's have a free Contact in the Tolkeen University Refugees. This should be recorded on your character sheets.
Baron gets +2 on his rolls to contact Steven Duarte,
Erin gets +2 on her rolls to contact Ignacio Maddry.

They may be able to provide little assistance now, but once they are at Castle Refuge, Steven may be surprised at how much training opportunities exist.
  • 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
Erin Sol
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Posts: 76
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Re: The 99s Mark V APC

Post by Erin Sol »

Notice 5
Notice: [dice]0[/dice] -2 if storm fouled senses applies
Wild: [dice]1[/dice]
As Erin gathers her things and gives the reactor another check she turns to the front of the APC.

“Baron, I’m gonna get a room at the Ladders and clean up before checking out the local junkyard. We need to get this leak plugged and set up some interface for Billy while we have a moment to spare. Thanks for passing on the message from Hardin about the rooms.”

Before stepping out the door she turns to the refugees that are still in the APC unsure where to go or perhaps afraid to leave.

“Like L.C. said you are welcome to join us in Castle Refuge or try to make your life here, until we know more about the area I would suggest when you leave the APC you travel in groups and let whoever is on duty know when you should be back. I’ll bring some meals by in the evening to give everyone a break from rations.”
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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Sephia
Posts: 45
Joined: Wed Aug 09, 2017 7:14 am

Re: The 99s Mark V APC

Post by Sephia »

Sephia settles into the secondary cabin seat, nodding at Baron as she joins him up front, "I heard you were up here alone, and thought two people on watch might be better than one."

When Steven pops in to say his piece, she remains silent, waiting to see if Baron will respond.
OOC Comments
Sephia will take first watch with Baron. If he's feeling talkative, she'll chat for a bit. If not, she'll respect the need for quiet contemplation. After her shift, she'll go to the Ladders to book a room, and maybe head to the bar after to unwind with a sorely needed drink or two.
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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Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: The 99s Mark V APC

Post by Miles RAD Radoslav »

After his bout, Sir William returns to the APC. "My turn on watch, I believe. Lady Sephia - I'm told The Ladders welcomes legionnaires if you are seeking rest or refreshment." He leans against the front of the APC and sets his rifle down next to him.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
Erin Sol
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Re: The 99s Mark V APC

Post by Erin Sol »

When Erin returns to the APC she is caring some meals from Ladders and small case of new tools and parts.

She places some meals out for the refugees, setting one aside with her parts.

“Here you go, better food as promised. Before everyone becomes too distracted, starting in the morning we will re-initiate the repair of the APC. Some of you have assisted us with this in the past. We need those of you with technical skills to pitch in with what you can so we can make this vehicle as safe as possible in the short amount of time we have.”

Probably should have let Billy make the speech, they connect better with him.

She grabs her tools and the extra meal and heads to the front.

“I saved one for you.” Holding the meal out towards Sir William, before placing it on the console near him.

When Erin sits she spreads her tools and parts out around her and begins working on a replacement for her stolen gizmo. As she works she chats with her tools and parts absentmindedly.
Repair 10 Hours 3
Repair:[dice]0[/dice] +4 Machine-Maestro with TW tools, +1 repair Sonic screwdriver
TW Wild: [dice]1[/dice]
Time: [dice]2[/dice] hours. 1/2 on raise
Before the 4 hours have gone by

"That will do it." while saying this she holds up a ominous looking gizmo and biefly lights her smile with multi colored sparks from the tip.
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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Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: The 99s Mark V APC

Post by Miles RAD Radoslav »

Sir William takes the meal with gratitude. "Much appreciated, Madam Sol." At the end of his watch, he beds down in the APC. "Best to have some extra help on hand if the refugees need it," he thinks, hoping that they will draw some reassurance from his presence.
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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Baron McVey
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Re: The 99s Mark V APC

Post by Baron McVey »

Notice 7
Notice: [dice]0[/dice]
Notice Wild Die: [dice]1[/dice]
Baron is quiet during his watch, clearly brooding over the events of the past few days. When Sir William shows up to take watch Baron gets up and quietly leaves the APC. It's obvious to anyone that he is no mood for company. Baron at first wanders around the APC, but because of the people around he decides to go elsewhere.

<<The Ladders>>
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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Sephia
Posts: 45
Joined: Wed Aug 09, 2017 7:14 am

Re: The 99s Mark V APC

Post by Sephia »

"Thank you Sir William, I will check in there." She nods at him as she steps out from the cabin and heads into town.
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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BILLY BORG
Posts: 58
Joined: Fri Aug 11, 2017 9:43 am

Re: The 99s Mark V APC

Post by BILLY BORG »

Most times that Billy Borg isn't at MACs or wandering about, taking a gander at buildings,he is here. As a creature of habit he "sleeps" outside but close to the APC. To those unfamiliar with this routine his sleep cycle is indistinguishable from standing guard.

Notice 10
Notice [dice]0[/dice] +2 with Audio or Visual related perception
Notice Wild Die [dice]1[/dice] +2 with Audio or Visual related perception
ace on wild die [dice]2[/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
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BILLY BORG
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Joined: Fri Aug 11, 2017 9:43 am

Re: The 99s Mark V APC

Post by BILLY BORG »

Billy Borg certainly enjoys his time working on the 099.

Whenever he works with Erin Sol he is focused and attentive, staying contentious of her footprint so as not to drop anything on her.

When working alone, he takes liberties with tool use and safety that only a natural Mega Damage creature should. During these extended sessions Billy tests the 099s long range radio scanner, allowing it to tune from channel to channel for hours on end. Whenever the radio lands on a music broadcast, the Borgs movements transition efficiently to one of several dance moves.

The true boy in the machine can almost be seen as Billy does the Moonwalk, Electric Slide, Cabbage Patch, Fury Beetle even the Dogboy.
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
Leethe
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Re: The 99s Mark V APC

Post by Leethe »

Notice 10
Notice[dice]0[/dice]
Wild Notice[dice]1[/dice]
Wild Ace[dice]6[/dice]

Psionics[dice]2[/dice]
Wild Psionics[dice]3[/dice]

Repair[dice]4[/dice]
Wild Repair[dice]5[/dice]
Psionics 6 Repair 11(16 for electronics)

Early Sunday morning, a girl with Silver hair walks into the area with the APC. She looks it over carefully from a distance and appraises it. After studying the vehicle, she goes up to it and touches it. She closes her eyes as she reaches out to talk with the vehicle with her mind. She asks the vehicle about itself and how it hurts.
OOC Comments
she asks the vehicle if it is a he or a she. repair skill with 3 raises to diagnose the issues with the vehicle still.
Last edited by Leethe on Sat Dec 09, 2017 2:17 pm, edited 1 time in total.
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
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Ndreare
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: The 99s Mark V APC

Post by Ndreare »

When Billy is helping do the repairs and making the needed adjustments inside the cockpit area. He notices concealed under the dash a hidden and locked box, opening the hidden compartment he finds a Data Drive. When he tries to access it he finds he has no connections that match and neither does Erin.
  • 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
BILLY BORG
Posts: 58
Joined: Fri Aug 11, 2017 9:43 am

Re: The 99s Mark V APC

Post by BILLY BORG »

After briefly assessing the drives unusual interface. Billy goes to find LC and inform him of this mystery.
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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Kaja Earthblooded
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Location: Korvosa

Re: The 99s Mark V APC

Post by Kaja Earthblooded »

Notice 19
Notice [dice]0[/dice]+[dice]2[/dice]+[dice]3[/dice]+[dice]4[/dice], [dice]1[/dice]
Knowledge Electronics 3
Knowledge (Electronics) (Sm) [dice]5[/dice], [dice]6[/dice]
L.C. walks into the APC and nods to Leethe, but his attention is on Billy. "What'd you find...under the dash?" The latter was based on where it was obvious he'd been working.
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Ndreare
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Re: The 99s Mark V APC

Post by Ndreare »

As Billy shows the data chip to L.C. it is instantly recognised as a very high level Intelligence drive. The kind used by deep cover agents for communication the most encrypted and sensitive if data.
This could answer why the CS would bother coming after you again. But that does not answer how it got in the vehicle, who put it there, or who ratted the group out to the S&D team..
  • 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
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: The 99s Mark V APC

Post by Ndreare »

Visit 02, Return to Wheaton


THIS VEHICLE HAS BEEN SOLD SO THIS THREAD IS CLOSED
  • 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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