Missing! Epilogue

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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Missing! Epilogue

Post by Freemage »

SnackHappy fends off the spirit-shard, as does Echo (though her effort to distract it with a biomass causes some interesting side-effects). The rest of the Jokers opt to let it in, causing the fractured, damaged psyche to meld with their own....
OOC Comments
Okay, Jacob is pretty much just done.

Herra, Calyx, Henry and Growler:

Your innate Psionics have been augmented, but at a price.
You must choose one of the following pairings of a Hindrance and one or more Powers. If you choose a combo with a Power you already possess, you may either give it a second Trapping (for both regular and Mega versions, if you have Master Psionic), OR you can apply the Psionics HJ Table result that grants an auto-raise when you cast it with a success:

Herra:
  • Bloodthirsty/Smite
    Major Delusion/Disguise + Conceal Arcana
    Major Mania/Light + Obscure
    Monologuer/Entangle
    Overconfident/Greater Healing
    Major Phobia/Armor
Calyx:
  • Bloodthirsty/Burst
    Major Delusion/Mind Reading + Beast Friend
    Major Mania/Telekinesis
    Monologuer/Telepathy + Speak Language
    Overconfident/Healing
    Major Phobia/Deflection
Henry:
  • Bloodthirsty/Blast
    Major Delusion/Clairvoyance + Detect Arcana
    Major Mania/Speed
    Monologuer/Stun + Confusion
    Overconfident/Drain Power Points
    Major Phobia/Fear
Growler:
  • Bloodthirsty/Burst
    Major Delusion/Mind Reading + Beast Friend
    Major Mania/Telekinesis
    Monologuer/Telepathy + Speak Language
    Overconfident/Healing
    Major Phobia/Deflection
Fox and Chok'lat work a little differently. As above, you have to pick a pairing (yes, you both are picking from the same list):
  • Bloodthirsty/Bolt
    Major Delusion/Blind
    Major Mania/Growth/Shrink
    Monologuer/Dispel
    Overconfident/Succor
    Major Phobia/Barrier
You get AB: SWD SuperPowers, and 20 ISP with which to use your Power, and a d4 in the Skill for it (sadly, yes, this does suffer from Strain penalties). This does 'unlock' the ability to take other Super Powers using the SWD rules for them, if you wish; arguably more importantly, it also means that you can use TW gear.

Finally, Echo:
You have a one-time opportunity to spend your next Advance on the Sidekick Edge. If you do this, Shard will be your Sidekick. I will build the stat-block for it, and it will tag along with you. If, however, you do not take this Edge immediately with your next Advance, the biomass body will eventually collapse. I will tell you this--Shard will have the Major Mania Hindrance, and the Super Power, Telekinesis.

Once you've all made your selections, post an Interlude in this thread talking about both the change in personality from the Hindrance, and the discovery of your new Power. SnackHappy can also do an Interlude, about figuring out what his team is going through, and Echo can either do something similar to Snack, or post an Interlude talking about her Sidekick.

Now, a note: The effects of the mind-splice CAN be undone with Major Healing, however it gets rid of both the Hindrance AND the Power gained.
After the shock of the absorption has worn off, you are able to signal the sheriff for a ride back to shore. Once there, you learn that the Sheriff is so impressed with your work that she asked for a more formal relationship with Castle Refuge. To that end, orders have come back instructing Fox to remain in Hochatown for the forseeable future as the Legion Representative to the town.

Naturally, you're all Big Damn Heroes, and your return is celebrated, by both the gang members and townsfolk alike.

Other than Fox, the rest of you have orders to return to Castle Refuge for some R&R before your next assignment.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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PFC Fox Simmons
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Re: Missing! Epilogue

Post by PFC Fox Simmons »

Fox takes on the Major Phobia/Barrier.

His past involvement with the Dark Side of the Force has left him certain that those same powers and the people that use them are found even in and on Rifts Earth.
Last edited by PFC Fox Simmons on Wed Oct 03, 2018 9:51 am, edited 1 time in total.
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision
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Growler
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Re: Missing! Epilogue

Post by Growler »

Growler takes on Overconfident/Healing

"You have suffered enough. I can give part of you a home, at least."

As the shard settles into his brain, Growler realizes that he has been given the ability to heal himself and others with his mind.

Now that I have the power to heal, when added to all of the abilities I have had from before, there is almost nothing that I cannot do.
Last edited by Growler on Mon Oct 08, 2018 4:19 pm, edited 1 time in total.
Growler
Main Character: Tiny Tim
Alternate Characters: Hans Greuber, Berk
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 15 (6)
ISP: 40 / 40
PP: 15 / 15

Active Powers:
None

Bennies: 2/3
Base Amount
-1 due Reroll on Navigation Roll
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Peta Chante
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Re: Missing! Epilogue

Post by Peta Chante »

Shard
Overconfident/Greater Healing
As the presence enters he mind Herra is able to discern a distinct presence separate from her own. Familiar with what it feels like to be inside another's mind she probes the presence and senses great power within it. While it is not conscious, with a voice that speaks, it does radiate power and boldness. As she touches upon it with her mind she can feel confidence surge through her being. She can feel the power of life and death flowing through mind. With a thought she can bring back the dead, cure disease, or simply leave a person to die. It is awesome power.

Oh death, where is your sting?

Snapping her eyes open she looks to the rest of the group.

"It was wise to free this thing."
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Chok'lat
Posts: 160
Joined: Fri May 04, 2018 4:41 pm

Re: Missing! Epilogue

Post by Chok'lat »

Chok'lat's choice
Selecting Monologuer and Dispel.
The shard enters his mind...his soul. The experience is entirely new for the demon. So, too, is the strange power that flows through him, even though it feels heavily distorted. Whatever is within him doesn't care for the cybernetic enhancements hooked into his flesh. "Hey...Chok'lat feels pretty good. Little fuzzy. Chok'lat thinks we did the right thing. Chok'lat knows he'd hate to be stuck somewhere with no way out. Don't think that was a good place either. Chok'lat talked about being in mud once. This was probably kinda like that, but this mud hurts. Mud doesn't just blind you, it stings. This thing joined up with Chok'lat's insides and doesn't sting no more. Maybe that's what angel guy thought when he saved Chok'lat's life? Chok'lat likes doing nice things now, you know? Maybe Chok'lat's getting people out of stinging mud, helping them feel good. Book? Oh. The book. Chok'lat don't think we can burn it. Can't cut it. Maybe big boss Wilde knows what to do with it? Can't leave it here. We going back to the castle? Maybe we take it back there. Chok'lat don't read much. Don't think that is a good book to start with. Maybe find another book to read. Cray Cray had a book. She just used to hit people over the head with it. Big book. Didn't feel good when it hit. All the pages were yellow, but not like you peed on it. Chok'lat peed on a rhino-buffalo once. Chok'lat was up in a tree waiting to shoot someone he got hired to shoot, but Chok'lat had to pee. Bad timing. Big thing walked right under Chok'lat as he started to let loose. Rhino buffalo was mad. Knocked over the tree Chok'lat was in. Still got to shoot the guy, just from a different tree. Chok'lat killed that rhino buffalo too. Got it with a big sword. Chok'lat needs another big sword. Maybe one that goes..." And he continues like that, unabated, until someone tells him to shut up. What isn't shut up, though, is the newfound power running around within him.
Chok'lat
Chok'lat
Current Status Post
Toughness: 26 (14) MD
Pertinent Edges: Danger Sense, Elan
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Echo
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Re: Missing! Epilogue

Post by Echo »

Seeing the awareness come into the being she had created Echo is surprised. "I was uncertain how stable it would be. Please let me check to make sure you will be okay."

then echo begins seeing to the being and ensuring its safety as much as possible. Once done she begins asking it questions to learn about the new stranger. "Do you know who you are..." the questions and answers take a bit of time as Echo learns as much as she can from the creature. Perhaps this being is like a little sister, she never considered the possibility of self aware family before and is emotionally excited at the prospect.
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


GM Quick Reference
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Calyx
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Re: Missing! Epilogue

Post by Calyx »

Shard-ia's Choice
Because - "You caught me MONOLOGUING!"
Monologuer/Telepathy + Speak Language.

Calyx shook his head, as if trying to clear it. But no, that voice inside his head, the one that wasn't his own, that was real. For a moment, he wondered if this is what going crazy felt like - but then he realized that if you thought you might be going crazy, usually that meant you were still sane. Not always, but often.

One hand on his forehead as he reeled. "That...was a rush. I mean, like a figurative AN' literal one as well! It felt like...I wonder if that's what it would feel like to read someone's mind, t'have TRUE communication on a base level, no filters, no lies, no facades, just two souls co-minglin' t'gether an' sharin' what they want to, what they can."

He seems to slowly realize that not only is he babbling a bit, he's actually talking out loud when he could have sworn he was just thinking in his head.
Calyx Calder
Character Summary
Human Zapper

Active effects: Deflection (-3 to be hit).
Wounds::

Parry: 6 (7 w/ vambraces); Toughness: 16(9)
Weapon in hand: Vibro-Blade Vambraces or Kolytik

Edges: AB Psionics, Danger Sense, Luck, Major Psionics, Quick, Rapid Recharge, Rich

Powers: Armor, Boost/Lower Trait, Deflection, Telekinesis
ISP: 26/30

Charisma: 0
Bennies: 3

Memento (Two-Face's Decision)
  • Once per Session, can be used to alleviate a level of Fatigue.
Adventure Card:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Lucky Break: Play this card to completely negate the damage from one attack.
Currently playing in: 7th Set Joker's Jokers
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Peta Chante
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Re: Missing! Epilogue

Post by Peta Chante »

With order to return to the Castle, the group faces the issue of the Necromancer's book. Herra is confident it should be destroyed, although even she is at a loss for how to do so. Unafraid of the consequences of her actions - and with the obscuring spirit gone - she takes the time to object read the tome (Greater Detect Arcana). With the ley line nearby she draws on its benefit to aid her.
Greater Detect Arcana 13
Psionics [dice:ur6oxzva]43489:0[/dice:ur6oxzva]
Major Psi: +4
Wild [dice:ur6oxzva]43489:1[/dice:ur6oxzva]
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
Edit Signature
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Echo
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Re: Missing! Epilogue

Post by Echo »

Concerned the book could be too much temptation. Eco finds some chains and uses them to bind the book using her power to wrap the links within each other. Looking to the team she says. "I believe this book represents too much temptation we should ensure that nothing and no one is exposed to it."
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


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Peta Chante
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Re: Missing! Epilogue

Post by Peta Chante »

As Echo secures the book Herra nods in agreement, "Yes. Let us take it to the Castle, lest those with less fortitude against the glamour of evil be taken in by its pages. The entire thing is made from magic, it will be a siren call to wizards and supernatural beings of all types. Even those with good intentions could be lured by its call of power." Herra frowns a moment as she considers that thought, "The Legion may be a paragon of virtue but even its individual members may falter. I am not certain how to ensure this book is destroyed or hidden away."
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Henry_Price
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Re: Missing! Epilogue

Post by Henry_Price »

Henry nods as echo speaks. "This needs to be destroyed, it's pure evil." and I'll kill anyone who tries to open it he thinks. Or rather, that other disconcerting piece that came from the sarcophagus thinks for him. Henry watches echo secure the book, a concerned expression on his face. I need to get this out of me somehow...oh Raven, what am I to do?
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.
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PFC Fox Simmons
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Re: Missing! Epilogue

Post by PFC Fox Simmons »

Sith represents darkness and fear. Fox feels that the book needs to be understood and studied. Destroying it after the material has been studied and researched appropriately seems the best route to go.

Fox volunteers to hold onto the book and research the materials in order to prevent and possibly difuse its power. He points out that he has no magical or mystical power and that the corruption could be mitigated by Strong Will and Nerves of Steel.

His proposal entails no photgraphy or copying of the text or graphics. But documenting his research in Aurebesh, he hoped to prevent reinacting rituals or such things so the book could be studied scientifically.
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision
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SnackHappy
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Re: Missing! Epilogue

Post by SnackHappy »

"Fox, I believe we will be taking it back and let high command sort it out." Eagerly he makes his way back to Sasha and gives her a once over before mounting up for their trek back to Castle Refuge. Making sure the group is all in order and that the sheriff has things under control again they get set to head home.
On the way back Jacob begins to worry a bit as he realizes most of his companions may have not been able to fight off whatever that spirit was that wanted inside. Upon returning he gives his full report to Ossana and Montcrief and hands over the book explaining some of the possible implications his team has come up with about it and explaining the importance of its destruction.
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers
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Peta Chante
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Posts: 246
Joined: Fri May 12, 2017 7:13 pm

Re: Missing! Epilogue

Post by Peta Chante »

Before Herra has time to do more than look askance at Fox, SnackHappy ends the debate on the book. She stored his willingness to learn form evil away in her mind, and would use it as a lens to evaluate all his future actions. No doubt he meant well with his rationalistic approach, but in her experience there is no neutral observation, exposure to evil changes you. She knew first hand from living as a slave among the most vile beings of the Megaverse.

We are either aware of the effect our world has on us or we are not. Either way we are effected.

Quietly, she tries to avoid driving on the way back. The machines of this world were impossible to figure out.
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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PFC Fox Simmons
Silver Patron
Silver Patron
Posts: 156
Joined: Wed Nov 08, 2017 5:53 am

Re: Missing! Epilogue

Post by PFC Fox Simmons »

Fox's Armor.jpg
Fox understands that there may be things that he does not understand. He accepts the changes in orders from Castle Refuge and begins meeting with the Sheriff and other town leaders.

Fox secures a hanger and begins modifications on the building for an automated retractable roof. SAMAS does well in the new environment and Fox appreciates the time to tinker on her.

In the weeks following the rescue, Fox is leading a security detail when he comes upon an odd outcropping of rock. Landing near it, Fox moves the rocks and debris and sand. In a nearly secured rocky crevice, he pulls forth white laminate armor and a blaster carbine. The only thing missing in his signature helmet.

Image
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision
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