The Briefing Room (Open RP Area)

Adventures and antics of the Joker's Jokers.
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Freemage
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Posts: 1927
Joined: Thu May 11, 2017 7:09 am

The Briefing Room (Open RP Area)

Post by Freemage »

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The current Briefing Room for the 7th SET is actually kind of nice. The wall-screens allow for displaying information, and Osanna sometimes monitors situations from here. Of course, this means that the carpeting is deeply infused with the aroma of cigars, and there's rings on the table already from her omnipresent whiskey glass. Invariably, Montrcrief is the one who handles presenting the actual displays, of course.

And you all do spend a lot of time sitting around, waiting for Osanna to enter. Chatter's pretty much inevitable....
OOC Comments
Rob made the excellent suggestion of putting in an Open Play Area. Since your guys' vehicle tends to change every mission or two, I figured I'd use the Briefing Room you usually end up sitting around in for a bit before Osanna Wilde makes her entrance, fills the room with cigar smoke, spills a little whiskey, then shoves you out the door with almost all the info you need to actually go on your way.

As a general rule, no rolls should be needed, unless you're trying to make a point or demonstration of some sort. I doubt I'll count every post in here towards your Quarterly tally, but I will give participants a kind of extra-credit bump to their post-count. Oh, and if there's some notion that interests you--some Rifts lore that you think your character would find interesting to investigate, for instance, or some "name" villains you'd be up for tangling with, even indirectly, feel free to start a post with, "I heard a rumor we might be assigned to...." I can't guarantee every notion will get incorporated into my random developments, but you might just give me a bit of inspiration.
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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Echo
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Re: The Briefing Room (Open RP Area)

Post by Echo »

Normally not the case, but it seemed as if she was the first one here. The room was stuffy and hot again. Echo did not understand why Ossana liked it that way. Everytime she came here she would use her powers to cool it off and clear the air. But not matter how brief her absence the room would get stuffy again.
Once again cooling it, she looked around. No-one would have to know or care how stuffy this room tended to get.
She set about busy work waiting for the others, cleaning a little hear and a little there. As she finally saw someone come in she asked. “Any idea what the next mission will be?”
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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PFC Fox Simmons
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Re: The Briefing Room (Open RP Area)

Post by PFC Fox Simmons »

"Sorry Echo, as the newest member of the Jokers, I feel information only comes to me as an after thought."

Fox strides into the room, grateful that he answered, realizing now that it is only himself and Echo.

"It is a change I have had to grow comfortable with instead of becoming angered and flustered."

Finding a seat at the table where there is no glass rings and where the cigar ash seems to very minimal, Fox pulls out the chair and seats himself.

It is nice and a welcome change to be outside of SAMAS but alcohol and cigars, I would rather have the sealed environmental options of the SAMAS.
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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Echo
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Joined: Tue May 23, 2017 7:43 pm

Re: The Briefing Room (Open RP Area)

Post by Echo »

Hearing Fox express his position Echo thinks on it. “Perhaps you are right. I feel I am often in the same situation as a non-traditional sapient.
“I think as we gain more experience with the legion they will learn to trust us more.
“In many of my previous experiences I not only was not told what was going on, but normally only had the briefest glimpse of the situation before being killed.”

Sitting down next to the chair Fox takes she asks. “Was the Coalition different? I was never in their service that I know of. Their ideology tends to avert them from my kind.”
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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PFC Fox Simmons
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Re: The Briefing Room (Open RP Area)

Post by PFC Fox Simmons »

Fox listens to Echo with his hands clasped firmly on the table in front of him. At the mention of not remembering if she had served with the Coalition, Fox nodded.

"To be completely honest," Fox taps his head, "I learned to compartmentalize my experiences with the Coalition. It maybe a blessing of my genetic coding."

"The Coalition worked hard at limiting information. The units I served with thrived on suspicion of eveeryone. Information and knowledge were an unparelled currency among the Coalition forces."

Steepling his fingers and placing his head to his hands, Fox breathes deeply as if trying to clear the pain or the past.

"It was a welcome relief to see the Legion in the frozen wastelands, where I joined you and the Jokers. I was planning to desert but had no known options of where to go after I left."
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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Zakkael
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Posts: 186
Joined: Fri Jun 09, 2017 11:25 pm
Location: Castle Refuge

Re: The Briefing Room (Open RP Area)

Post by Zakkael »

Zakkael strides into the room as Fox recounts being discovered by the Jokers. "Indeed, my friend, the Light has plans for you, and for us all. Of all the creatures the demon could have summoned, it was us, and it was you. It is no mere coincidence. You were meant to be delivered from the whims of the Coalition. We are very fortunate to have had you join us."
Zakkael nods to Echo and smiles. "I see you have been hard at work, normalizing the atmosphere. It is very much appreciated."
He turns back to Fox. "Was there ever a time you thought of outright disobedience or desertion?"
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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PFC Fox Simmons
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Re: The Briefing Room (Open RP Area)

Post by PFC Fox Simmons »

Hearing Zakkeal's voice but not the entirety of the confirmation of Fox's joining the Jokers, Fox looks up and hears the question about "desertion and disobedience."

The Lyn-Syrial certainly gets to the point.

Catching the eyes of inquisitive Jokers present, Fox takes a breathe and exhales.

"I, once on orders, killed one of my own brothers. As my brother lay in my arms dieing, he relayed a disturbing discovery."

"That discovery caused me to do some searching of my own. The revelation was more than eye opening. I was planning to take my division out of their current assignment and reassign us to another."

"The eve before orders would have been issued for the division's reassignment, I found myself here, on Rifts Earth."

Pausing and now pinching the bridge of his nose, Fox looks up, "It would seem that every time I make a choice to desert or disobey, there is a life changing event following it."
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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Echo
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Re: The Briefing Room (Open RP Area)

Post by Echo »

Responding to Zakkael Echo says. "Thank you, I did not realize anyone knew I was doing it. But it makes sense one so sensitive to the world would have caught onto the activity."
Then listening to Fox as he shares some more Echo trys to lighten the mood a bit. She does not want him sinking into depression. "Well, lets hope we can avoid some lide changing events for a while. It is nice having you around."
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
User avatar
Zakkael
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Posts: 186
Joined: Fri Jun 09, 2017 11:25 pm
Location: Castle Refuge

Re: The Briefing Room (Open RP Area)

Post by Zakkael »

Zakkael smiles at Echo. "Your aura glows as you work. Ever so slightly, and perhaps none but those with angelic sight could see it. But, indeed, it is noted, by myself, and accounted to your deeds in Heaven. And I am grateful for the comfort. Would you like some water?" He looks to find two cups of water; one for himself, and one for Herra, who always seems to be thirsty. A third is poured for Echo if requested.

He turns to Fox. "Desertion is, on its own, a life-altering decision, is it not? Still, none may order another to sin, no matter their station. Orders given under deceptive pretenses, or those which contradict the will of the Light, are not to be obeyed. What justice is there in a ruler who would send the soldier to steal from the farmer, or to abscond with the flocks of the shepherd, without cause?" He looks at the cups of water in his hands. "Are you thirsty?" He moves to place a cup in front of each of the early arrivals.
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
Edit Signature
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PFC Fox Simmons
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Posts: 156
Joined: Wed Nov 08, 2017 5:53 am

Re: The Briefing Room (Open RP Area)

Post by PFC Fox Simmons »

Speaking very quickly, "It is just a welcome feeling not to have to be on guard every day. Worried about who might be looking to take advantage of a weakness or an opening."

Fox accepts the cup of water from Zakkael. Nodding in Zakkael's direction, "Thank you. Sincerity. Honesty. Both welcome changes from the my past few years."

Anyone looking at Fox would notice him pause, as if he was going to say something else but know one seems to know what exactly he was going to say. Coming back to himself, "I generally like to take some time and study my team mates. Learn their strengths and help them work on or through their weaknesses. We have been on the go since the demon in the frozen lands up north. So let me take a moment and ask you about your abilities, skills, and such."

Barely taking a breath, Fox starts by explaining his extensive tactical training and his responisibilities as a division commander. Then he looks to Zakkeal and Echo, to see what kind of information they may relate.
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
User avatar
Zakkael
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Posts: 186
Joined: Fri Jun 09, 2017 11:25 pm
Location: Castle Refuge

Re: The Briefing Room (Open RP Area)

Post by Zakkael »

Zakkael nods. "Your gift for command and tactics is impressive. You would be worthy of a place at the planning table with Michael himself. As for me, my gifts stand proof against the darts of the enemy. Girding myself and my allies in the full armor of the Light, strategic funneling by barriers, and such as that. Still, what is judgment without a point to the spear? Individually targeted elemental attacks are the province of the Spear of Judgment, which I wield with the blessing of Heaven. Even Simikiel, the fallen angel of vengeance, whose title I now hold, could not stand against the Judgment of Heaven."

He pauses, lost in thought, for a moment. "That, in itself, was a sad happening. Yet none may rebel against the Light without consequence."
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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PFC Fox Simmons
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Re: The Briefing Room (Open RP Area)

Post by PFC Fox Simmons »

That Spear. I have seen him use it a few times. Glad I have SAMAS.

"The Jokers seem to be well equipped with special gear. Snack's Robot Armor, that has to be custom built."

"Growler's Bow. That must have been the find of the century."

"You, Zakkeal. Were you endowed with that Spear as part of an assignment?"

Fox dips his finger in his half drunk cup of water. Placing numbers and adding symbols, he does some rough calculations. "Me. SAMAS. Desertion. Jokers. Survival."

One very high whistle later and Fox has finished the calculation, "Nearly 1 quaddrillionth of chance that all those elements would come to together when they did."
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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Zakkael
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Posts: 186
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Location: Castle Refuge

Re: The Briefing Room (Open RP Area)

Post by Zakkael »

Zakkael nods solemnly. "Yes. It is the tool of the Angel of Justice. The inscriptions identify the bearer's name and task. There is nothing like it on earth." The admiration on his face is plainly evident. "It was handed to me by Michael himself when I was charged with this task."

He smiles as Fox completes his mathematical calculation. "Yes, when man attempts to calculate the odds of the designs of Heaven, the numbers quickly grow out of scale. Suffice to say, we are blessed to have you with us." He raises his cup of water in a toast-like manner. "What are your intentions? You have gained your freedom from the Coalition, though I daresay they would treat deserters poorly. Do you intend to remain with us, or will you depart for greener pastures?"
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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PFC Fox Simmons
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Re: The Briefing Room (Open RP Area)

Post by PFC Fox Simmons »

"Greener Pastures. Have not seen many of those. Only way I would possibly desert now, is if I were able to return to where I came from with the time necessary to prevent a galactic tragedy."

"Until or if it ever happens, I will continue gathering information here and trying to prevent disasters from ruining others lives."

Drinking down the swallow of water left in his cup, "Besides the Jokers seems like a nice fit for outcast like myself."

"Zakkeal, how long will your assignment keep you here?"
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: The Briefing Room (Open RP Area)

Post by Growler »

Echo wrote:“I think as we gain more experience with the legion they will learn to trust us more.
“In many of my previous experiences I not only was not told what was going on, but normally only had the briefest glimpse of the situation before being killed.”

Sitting down next to the chair Fox takes she asks. “Was the Coalition different? I was never in their service that I know of. Their ideology tends to avert them from my kind.”
"Not to me, but I was just a lowly Dogboy... and an experimental one at that."

Everyone just now notices Growler's presence in the corner of the briefing room.

"I was just a weapon to be pointed at an enemy and released. They got me a few hours before deployment, equipped me, quickly briefed me, and sent me out."

"Fox, I also know about indoctrination and being genetically and psychologically programmed to obey at any cost. My handlers and the scientists at Lone Star did all they could to use those tools on me; to keep me their weapon against their enemies, especially the Federation of Magic. I was, however, able to see what I formerly looked at only as targets as real people. I had to leave that corrupted pack and join one here, with Pack Leader SnackHappy. As long as I am not given a reason to doubt the intentions and purpose of this pack, you can count on me to even lay down my life, if required, to protect the rest of you."


With that, Growler once again goes quiet and still off in the corner of the briefing room.
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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Zakkael
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Posts: 186
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Location: Castle Refuge

Re: The Briefing Room (Open RP Area)

Post by Zakkael »

Zakkael looks heavenward. "None may know the day nor the hour. I am here until the Light calls me home or directs my paths elsewhere. I have heard nothing that would suggest I am being called away any time soon. You will have to endure my delightful jokes and witty banter for some time, I believe. Ha!"

He turns to Growler. "Those in the Lone Star may believe they created you, but it is the will of Heaven that you, too, are here with us, Growler. These men knew not that they were fulfilling the Light's purpose. But fulfill it, they have. You are where you belong."
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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Echo
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Re: The Briefing Room (Open RP Area)

Post by Echo »

"It is unfortunate the way the Coalition treats those who are different from their default humans.

"I hope you no longer consider their doctrine true that those of us not human are lowly?

"But instead consider yourself equal to those around you. A member of the pack and while we may have leaders even our leaders are as fallible as us. We are a team, pack, or whatever you would like to call us. Each of us skills that others can do, and each of us will have skills the others cannot do, but none of us are less than the others.

"If we remember this we will hopefully not fall into the mindset of those who prey on others."

Then whispering as if to herself she adds. "Or let us hope. I know some atrocities cannot easily be forgotten, but they can easily be repeated."
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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PFC Fox Simmons
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Re: The Briefing Room (Open RP Area)

Post by PFC Fox Simmons »

Fox looks to Echo, staring very intently. "I am sure we have all seen things that we consider atrocities."

Nodding towards Growler, "Those of us that were made, not bred or created in a natural cycle, could be considered an atrocity by most."

"I have always had brothers, several thousands to be exact. But that is as far as my family goes."

"Those of us who have been removed from the natural life cycle of our species are at a disadvantage. Psychologically speaking, families in any form offer more stability. Most beings crave stability and security. Things offered in most cases by a family."

"So here we are, striving to establish a family, where security and stability have a place to flourish and reside. All the while we continue to set right or at least improve the lives of those we come across."

Fox takes a breath and looks to those in the briefing room, "Have I missed anything in understanding each members position within the SET and the SET's meaning to each member?
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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Echo
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Re: The Briefing Room (Open RP Area)

Post by Echo »

Echo nods, "Yes, yes exactly that. I think you have the right of it. That is what I hope to gain from my alliance with the Tomorrow Legion."
Thinking to herself, Echo wonders what it would be like to have thousands of family members. Each who values you and you them in return. It would be wonderful to have a situation with so much security.
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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Chok'lat
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Re: The Briefing Room (Open RP Area)

Post by Chok'lat »

Chok'lat paces the briefing room, refusing to sit. He never sits. He addresses anyone who might not be blocking out his voice. "You see that thing boss did to Chok'lat? That was funny. She thought she pushed Chok'lat's buttons. Chok'lat don't got no buttons. Light took 'em. Chok'lat likes the big boss. Big boss as nice to you people as she is to Chok'lat?"
Chok'lat
Chok'lat
Current Status Post
Toughness: 26 (14) MD
Pertinent Edges: Danger Sense, Elan
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Calyx
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Re: The Briefing Room (Open RP Area)

Post by Calyx »

Calyx paused in mid-action, the lightning that had been dancing between his fingers seemingly vanished upwards in to nothingness, dissipating harmlessly. His modified and repainted Deadboy helmet sat on the table in front of him, and his legs propped on the table right next to it as he leaned back in his chair. He raised one eyebrow at Chok'lat. "You have a strange sense o'humor. I didn't find that situation very amusing at all, really. I mean, maybe the end, I guess. But yeah, normally the Legion is pretty all-encompassin' an' welcomin'..." He shrugged his shoulders. "I mean, you ARE a Brodkil, so some caution ain't a bad thing."

He winked. 'We'll see how you do."
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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Henry_Price
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Re: The Briefing Room (Open RP Area)

Post by Henry_Price »

Henry watches the exchange between the two, an amused expression on his face. He studies the Brodkil curiously that's odd, there does seem to be some sort of light shining within him..."I thought it was pretty funny myself." He smirks.
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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Chok'lat
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Re: The Briefing Room (Open RP Area)

Post by Chok'lat »

Chok'lat's face becomes deathly serious. "New boss ain't nearly as bad as Cray-Cray. You work for that one, you don't think any other boss is mean after. If you don't die first." He shrugs. "New boss does the same thing Cray-Cray does, except she don't chop arms off when you get it wrong." He shoots a concerned look at Calyx. "Does she?"
Chok'lat
Chok'lat
Current Status Post
Toughness: 26 (14) MD
Pertinent Edges: Danger Sense, Elan
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Calyx
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Re: The Briefing Room (Open RP Area)

Post by Calyx »

Calyx glanced at Henry and gave another shrug. To each their own. His eyebrows shot up, however, as Chok'lat spoke on. "Cray-Cra...oh right. THAT one." He gave a little shudder. His brief run-in with that Brodkil had mostly been peripheral as he hadn't been the main target of it's attacks and craziness. But still...they left an impression!

"Not that I'm aware of, no. That'd be bad for business. Most non-Brodkil don't regenerate chopped off limbs..." He stopped and peered at Chok'lat with narrowed eyes. "....wait...do Brodkil regenerate?" He then smiled. "I find it best not t'do things t'get limbs chopped off whenever possible, myself."
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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Chok'lat
Posts: 160
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Re: The Briefing Room (Open RP Area)

Post by Chok'lat »

Chok'lat nods. "Yeah. Some do. Chok'lat's friend, Klunk. Said wrong thing about Cray-Cray. Cray-Cray chopped off his arm and leg. Took awhile, but he grew 'em back. Then Cray-Cray chopped 'em off again to make sure he got it. He gave up, got cyber arm and leg. Now, when he runs, he goes 'step, Klunk, step, Klunk, step, Klunk.'" He shrugs. "Didn't make a new head though. Fox blew him up, made his head go 'pop!' Too bad. Chok'lat wanted his eyes."
Chok'lat
Chok'lat
Current Status Post
Toughness: 26 (14) MD
Pertinent Edges: Danger Sense, Elan
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PFC Fox Simmons
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Re: The Briefing Room (Open RP Area)

Post by PFC Fox Simmons »

Fox had been deep in thought about the time Chok'lat began his impersonations. "Rough life for you Brod-kil. Not too different from being a clone I guess."

"I have had the distinct impression for the last few years that my brethren clones have been diminishing in numbers. Almost like there was some sort of new policy in place that put us on the galaxy's most wanted."


"At least, there is some security here with the Legion. Hopefully, the Legion won't let just anybody come up against us without just cause and a fair trial."

"As to the big boss, she has her own issues and her rough exterior is her way of hiding what she is dealing with. Seems to be a common leadership 'quirk'."
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
User avatar
Chok'lat
Posts: 160
Joined: Fri May 04, 2018 4:41 pm

Re: The Briefing Room (Open RP Area)

Post by Chok'lat »

Chok'lat shrugs. "As long as big boss doesn't chop off parts of Chok'lat to teach lessons, she can have whatever issues she wants." He shrugs at the concept of a rough life. "Rough life? Don't know another. Better than being weak, or not having arms or legs, or being a bug. Do bugs have fun? Don't look like fun. Better than bugs."
Chok'lat
Chok'lat
Current Status Post
Toughness: 26 (14) MD
Pertinent Edges: Danger Sense, Elan
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Calyx
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Re: The Briefing Room (Open RP Area)

Post by Calyx »

Calyx started to take a drink but choked a little on Chok'lat's story about 'Klunk'. He coughed slightly to clear the passageway. "Ow." He blinked. "That's terrible!" He said that, but it was obvious he also found it humorous at the same time. "Did he have a different name before that? How do Brodkil GET named, anyway?"

Slight pause. "I'm...sorry for your loss? I mean...was he your friend? Do you...miss him?" He hastened to clarify. "Klunk, I mean, not Cray-Cray."

He glanced over as Fox chimed in. Not quite under his breath he said, "A demon an' a clone walk in to a bar...start of a joke there..."

He nodded, though. "No, the Legion doesn't chop off limbs, decapitate or disappear its own members on purpose from what I've seen - tempers, issues or not."
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
User avatar
Chok'lat
Posts: 160
Joined: Fri May 04, 2018 4:41 pm

Re: The Briefing Room (Open RP Area)

Post by Chok'lat »

Chok'lat shrugs again. "Brodkil Chok'lat fought with got called whatever fit. Klunk made sense 'cause of klunk noise. Before he was Klunk, he was Snoffle. Some bug flew in his nose. He couldn't get it out. Kept blowing and snorting. Made Cray-Cray mad 'cause he ruined an ambush with the snoffling noise. That's what got him chopped up. Before that...Chok'lat don't know."
He spends a second thinking. "Friend? Eh. Chok'lat and Klunk didn't fight each other. Klunk did tell jokes sometimes. Made Chok'lat laugh. Told one joke about squeezing a human so hard in the middle that it went splat at both ends. That was funny." He lets out a half chuckle. "Then Klunk's head went splat. Nice shot."
Chok'lat
Chok'lat
Current Status Post
Toughness: 26 (14) MD
Pertinent Edges: Danger Sense, Elan
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Calyx
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Re: The Briefing Room (Open RP Area)

Post by Calyx »

Calyx laughed at the original nickname for Klunk. He nodded slowly at the totality of Chok'lat's words, though, as if processing something. He supposed it made sense, in a way. On the one hand, the Brodkil seemed very primitive and more like a children's street gang than demons. On the other hand, they used cybernetics and advanced weaponry sometimes. He peered at Chok'lat. "An'...dare I ask....how'd you get YOUR name? I apologize if you've told us before, but I can't remember."

He glanced at Fox with a slight frown. "So. You...", He almost said 'claimed to be', "say you're from...another dimension, another galaxy...An' you're a clone? I didn't think clonin' was really a thing. Are you human-based or some other species? You're obviously military, for a variety of reasons. What kind of military if might ask?"
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
User avatar
Chok'lat
Posts: 160
Joined: Fri May 04, 2018 4:41 pm

Re: The Briefing Room (Open RP Area)

Post by Chok'lat »

Chok'lat grins. "Chok'lat killed a big nasty beast once. Fed the gang. Chok'lat had a big sword, so he gutted it. Chok'lat got covered in guts and shit, but didn't care. Bunch of us went to cyber doc to get new shinies couple days later. Doc looked at me and said, 'It looks like you took a bath in Chok'lat!' Never heard blood called that before. Snoffle thought it was scary soundin', so it stuck." He beams with pride at what he must think is the most frightening name Calyx has ever heard.
Chok'lat
Chok'lat
Current Status Post
Toughness: 26 (14) MD
Pertinent Edges: Danger Sense, Elan
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PFC Fox Simmons
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Re: The Briefing Room (Open RP Area)

Post by PFC Fox Simmons »

Fox listens to Chok'lat and Calyx. Chok'lat's comments cause Fox to smile as he considers the naming conventions of the clones, where everything was numbers but may or may not have had any relation to their capabilties.

"Calyx, If I could pinpoint where my place exists in time and space, I would get a Rift Runner or a Shifter to open a tear or rift and I would go home."


"Cloning was a thing where I came from. Genetic sample was taken from one man and the Cloners of Kamino replicated several thousand of my brothers in three phases."

"We were trained to be the Army of the Galactic Republic. Soldiers, Pilots, Medics, Officers, and many more. Heavy Weapons, Demolitions, Close Quarters Combat, Mechanics were just the basics."

"Not entirely sure who funded our creation. The Republic was broke and strapped for credits. Someone fronted the creation project."

His drink of water sits empty, but Fox does not notice and he seems to be seeing something but nothing he could give any clear explanition for.
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
User avatar
Calyx
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Posts: 112
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Re: The Briefing Room (Open RP Area)

Post by Calyx »

Calyx listened as Chok'lat spoke. His face started to change the more the demon spoke. His lip curled back a bit in disgust. His mouth opened a bit at the grossness. His eyes widened and winced a bit as he listened. Afterward, he swallowed and made a small noise, then coughed. "Wow. That's..." He shook his head and tried again. "That may haunt me for a while." It wasn't really THAT gross, but Chok'lat seemed impressed with the story so Calyx didn't want to be impolite.

He was glad of the ability to focus on Fox's story after that. He gave a nod to the idea of being able to go home if he knew where it was. Then several names of places and things were unfamiliar, but he let those slide. Republic was a word he knew, though. Republics were normally good, right? "Well...I'm sorry you can't yet go home, Fox. Maybe one day you'll be able t'find your way back." He wasn't sure what else to say other than that. He could go home if he wanted, so he couldn't relate and couldn't imagine not being able to. He made a mental note to go visit soon.
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
User avatar
Echo
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Re: The Briefing Room (Open RP Area)

Post by Echo »

Echo listens to Fox's tail (intended) and says. "You know there are a lot of shifters working for the legion. Maybe if you tell some of them of the galaxy you are from they will recognize it. Some of them have been very far, far away." Then she adds. "Whatever happens I like having you with us, and will continue to enjoy your company while you are here."
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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PFC Fox Simmons
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Re: The Briefing Room (Open RP Area)

Post by PFC Fox Simmons »

"I have heard that there are some far traveled individuals among the Legion. My concern is time lapse. How long have I been gone from my universe and galaxy?"

"I learned to calculate Earth years pretty fast. Visually, I am in my thirties in Earth years. Physically, my body is only ten Earth years old."

"Biggest concern for me is actually something called 'accelerated decrepitude'."

Fox takes a drink of water and nods to Calyx to pass the water pitcher so he can refill his glass.

"I plan to be on Earth as long as it takes me to figure out the time difference and to possibly go back to the time I actually left."
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
User avatar
Echo
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Posts: 218
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Re: The Briefing Room (Open RP Area)

Post by Echo »

Echo acknowledges what Fox is saying by nodding her head. "I only understand the most basic levels of relative physics. But as I understand it the primary factor affecting temporal flow is gravity. Is the world you are from subject to much more or much less gravity than this one?"
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: The Briefing Room (Open RP Area)

Post by Calyx »

Calyx listened to what Echo had to say and nodded slightly - but figured Fox may have already tried that a bit. Well, that, and how do you explain what universe you're from to someone else really in a way that would allow them to find it? I mean...star constellations? Names of planets and galaxies (what if they're the same across multiple dimensions)?

"Oh snap! Are you from a parallel universe???" Calyx sounded way too excited by the prospect - but in the way of someone who is not a scientist but more a science fiction enthusiast. The IDEA of a parallel universe being fun in and of itself, but no practical knowledge or understanding of it.

The time lapse stuff was a bit confusing. Why would time pass differently? He supposed it could, but why that automatically be a thought to have about your 'home' universe? "Accelerated...what??" He frowned as he slid the water pitcher over. " Wait, do Clones like not live that long in your universe?"
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
User avatar
Echo
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Posts: 218
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Re: The Briefing Room (Open RP Area)

Post by Echo »

Location: Hochatown, Oklahoma
Objective: Coordinating with the team

Once the results are reported Echo listens to options while looking at the old boat. "Perhaps if I turn into a polor bear, dolphin or whale I can help get us across on one of those rafts. Once we are across I can join in the boat.

"I have no ideas on how to get Sasha across while being subtle, but maybe we can get the armor across? Anyone else have opinions"
Then focuseing her attention on Snackhappy she finishes "Or perhaps you already have a plan?"

OOC Comments
I could not find the right thread for this. We have a lot of information given in hangout but not in posts. So dumping here for now.
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
User avatar
PFC Fox Simmons
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Posts: 156
Joined: Wed Nov 08, 2017 5:53 am

In the Field Briefing Room (Open RP Area)

Post by PFC Fox Simmons »

Location: Aggie's Tavern, Hochatown, Oklahoma
Objective: Tactical Operations Center Setup

Fox's room was quickly converted into a Tactical Operations Center.

Security sweep was necessary before setting up the TOC. Between Snack and himself, the electronic sweep had been completed no probelm. With Herra, Echo, Henry, and Growler the psionic and arcane sweeps had been done. Security leeks identified and contained, Fox proceeded with setup.

The bed was pushed to a far wall and stood on end. From it Fox had hung each of the Joker's pictures on a rolled up plastic mat. As each member had gone about their regular duties in town, they had gathered intel. Fox had notes regarding locations and locations of information.

The map of town hung on the wall behind the door. As buildings were identified the were given a color red, blue, yellow, or green. Likewise little flags were posted in similar colors. Red was a hotspot and a major concern. Yellow mas a moderate concern, with potential more information to be gathered. Blue was referencing the details of the kidnapped. Green was for shops and supplies. Everything else remained grey. This map was also a roll up plastic sheet and was easily covered by the open door.

A table from downstairs had been moved from downstairs to his room. Eight chairs had been placed around for a command briefing room feel. Chok'lat had managed to find two really sturdy heavy chairs for himself and Snack.

The writing desk had been moved to a spot near the window so that the information on the desk could not be seen from the window. Fox had details regarding the missing and makeshift filefolders that he added further details to as the information came in.
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
User avatar
Henry_Price
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Posts: 112
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Re: The Briefing Room (Open RP Area)

Post by Henry_Price »

Location: Hochatown, Oklahoma
Objective: Coordinating with the team

Henry looks at Echo with wide eyes. "You can turn into a polar bear? How cool is that!?" He pulls a paper bag from under his cloak which is overfilled with peanuts, several of which fall to the ground. "This place has free peanuts, all you want! Want some?" He offers the bag to any takers. He narrows his eyes at Snack Happy and Chok'Lat "These are for everyone, so don't eat them all."
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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Posts: 156
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Re: The Briefing Room (Open RP Area)

Post by PFC Fox Simmons »

Fox laughs at Henry and his attempt to ration or at least control the quantity consumed. Shaking his head, Snack and Chok'lat are the two biggest guys in the outfit. It only stands to reason that they would eat the most.

Deciding to change matters a bit, Fox draws everyone's attention to the grude sand table on the actual table in the room.

"I could fly Snackhappy out in Sasha but ..." Fox trails off as he measures out the distance and does a rough calculation in his head. "Yeah my engines would be toast after that. And would need a complete replacement."

"Any other thoughts or considerations?"
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
User avatar
Echo
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Posts: 218
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Re: The Briefing Room (Open RP Area)

Post by Echo »

"I can pull a boat out there as a polar bear, or even fly out there with one of you. But I feel like getting there quietly will be in our interest and i cannot think of a quiet way to get Sasha out there. She is just huge."
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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Chok'lat
Posts: 160
Joined: Fri May 04, 2018 4:41 pm

Re: The Briefing Room (Open RP Area)

Post by Chok'lat »

Chok'lat narrows his eyes at Henry. "All we can eat, but Chok'lat can't eat 'em all? You don't make sense."
He scoffs at the idea of taking the gunwolf over to the boat. "Even Chok'lat couldn't carry that thing, and Chok'lat is stronger than you. Big bot waits here or Happy shoots stuff from bot. Bot won't go. Bot ain't quiet like Chok'lat."
Chok'lat
Chok'lat
Current Status Post
Toughness: 26 (14) MD
Pertinent Edges: Danger Sense, Elan
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PFC Fox Simmons
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Posts: 156
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Re: The Briefing Room (Open RP Area)

Post by PFC Fox Simmons »

"One thing about Snack, he is just as deadly out of Sasha as in her.
"

"I, however, will buy the farm without the SAMAS."
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
User avatar
Henry_Price
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Posts: 112
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Re: The Briefing Room (Open RP Area)

Post by Henry_Price »

Henry shakes his head "No, the place says you can have as many as you want, but this is all I brought so I don't want them all gone. If you want more than what I have, head over to the bar and help yourself. I don't know, I might have been wrong. You:ll be fine. You don't look like someone that can eat a lot anyways..."
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.
User avatar
Chok'lat
Posts: 160
Joined: Fri May 04, 2018 4:41 pm

Re: The Briefing Room (Open RP Area)

Post by Chok'lat »

Chok'lat laughs at Henry's joke. "Chok'lat could eat you in one shot. Long as he gets to chop you up first." Then he gets serious, and maybe a little distressed. "But Chok'lat don't do that no more! Chok'lat don't eat prisoners anymore." He looks around, hoping he's not about to get struck by lightning.
Chok'lat
Chok'lat
Current Status Post
Toughness: 26 (14) MD
Pertinent Edges: Danger Sense, Elan
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Calyx
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Re: The Briefing Room (Open RP Area)

Post by Calyx »

Calyx shook his head. "I honestly think you maybe underestimate yerself there, Foxy." He immediately regretted the nickname. It might have sounded like he was hitting on the...guy? clone from another universe?...and he wasn't. He had nothing against Fox, but that guy was way too military to be Calyx's type. "But yeah, I think unfortunately, Sasha's gonna have t'sit this one out, much as I hate leavin' her firepower off the table. Hell, yer SAMAS ain't that stealthy either, so that could be a problem too, but I guess we'll electrify that bridge when we get to it!" He chuckled.

He looked over at Chok'lat and shook his head. "Chok'lat, don't get me wrong, I mean it's great you don't DO those things anymore...but it's more'n a little funny that you TELL everyone that you do don't specific 'bad' things anymore instead of just...not doin' 'em." He grinned, wondering if he just made the Brodkil's head hurt.
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
User avatar
Chok'lat
Posts: 160
Joined: Fri May 04, 2018 4:41 pm

Re: The Briefing Room (Open RP Area)

Post by Chok'lat »

Chok'lat cocks his head at Calyx. "Chok'lat ain't eatin' you right now. Maybe that's normal for you, so you don't know that Chok'lat not eatin' you is new for Chok'lat. How you gonna know if Chok'lat don't tell you?" He shrugs all four...shoulders?...and turns back to some of the peanuts Henry had offered.
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: The Briefing Room (Open RP Area)

Post by Echo »

Listening to Chok'lat explain himself Echo smiles inside. While his logic is impeccable, his approach could use some work. "I think Chok'lat it would be better to assume that if you are traveling with us, we already know you will not be doing the things demons normally do such as eating, raping, and murdering other sentience."
"But maybe you are right something should be made clear occasionally just in case people who do not know you are watching."
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
User avatar
Chok'lat
Posts: 160
Joined: Fri May 04, 2018 4:41 pm

Re: The Briefing Room (Open RP Area)

Post by Chok'lat »

Chok'lat nods. "Makes sense. Chok'lat won't tell you he ain't gonna eat you anymore. Chok'lat just won't eat you. Or kill you. Unless you try to kill Chok'lat first." He smiles a toothy, demonic grin. Surely it's sincere, and he just can't help that he's a demon...right?
Chok'lat
Chok'lat
Current Status Post
Toughness: 26 (14) MD
Pertinent Edges: Danger Sense, Elan
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PFC Fox Simmons
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Posts: 156
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Re: The Briefing Room (Open RP Area)

Post by PFC Fox Simmons »

Every group needs some comic releif. Seems that is Chok'lat. Despite his shear brutality his acclamation to humanity is down right hilarious.

"Chok'lat. You don't mind if we remind you before you start to do 'those' things, do you?"

Fox went back to considering the situation at hand. The Sheriff said she could ferry us across, with the exception of Sasha. The last encounter had been without Sasha and Zakkeal had been recalled. What kind of ally could they pull on this assignment?

"I think we are pretty settled on our transportaion. Any other preparations need to occur now before we ship out."
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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Chok'lat
Posts: 160
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Re: The Briefing Room (Open RP Area)

Post by Chok'lat »

Chok'lat shrugs. "You say whatever you want. Chok'lat ain't gonna talk about the old things no more. Ain't gonna do the old things no more either. Maybe Echo or Happy tell people Chok'lat don't do them no more?"
Chok'lat
Chok'lat
Current Status Post
Toughness: 26 (14) MD
Pertinent Edges: Danger Sense, Elan
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Chok'lat
Posts: 160
Joined: Fri May 04, 2018 4:41 pm

Re: The Briefing Room (Open RP Area)

Post by Chok'lat »

Chok'lat turns to Echo. "So you say you can change into things and stuff that ain't what you are. When you change into stuff, do you start wanting to do things they do? Like, you turn into a bear. You want to eat what bears eat? Or you still got your brain, just different body?" He sneaks a handful of Henry's peanuts. "Don't know how that works."
Chok'lat
Chok'lat
Current Status Post
Toughness: 26 (14) MD
Pertinent Edges: Danger Sense, Elan
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PFC Fox Simmons
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Posts: 156
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Re: The Briefing Room (Open RP Area)

Post by PFC Fox Simmons »

Fox is really grateful but is uncertain how to really express it. For many years he has been a long way from his family, his brothers.

The CS was no home and no family. It is an ugly war machine.

Fox looks up from his glass of water. Takes a real long look into the faces and the individuals sitting around the table.

He just can't help feeling grateful all over again Sure there were some snags with a CS defector among the Legion's ranks but his actions continue to speak volumes.
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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Henry_Price
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Re: The Briefing Room (Open RP Area)

Post by Henry_Price »

Henry shakes his head when he sees Chok'Lat eating the peanuts. The discussion with Echo has peaked his curiousity. "It must be tricky being able to shift into lots of different things. Do you ever wake up in the middle of the night in some other form?"
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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Echo
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Re: The Briefing Room (Open RP Area)

Post by Echo »

Chok'lat wrote: Mon Sep 24, 2018 8:34 pm Chok'lat turns to Echo. "So you say you can change into things and stuff that ain't what you are. When you change into stuff, do you start wanting to do things they do? Like, you turn into a bear. You want to eat what bears eat? Or you still got your brain, just different body?" He sneaks a handful of Henry's peanuts. "Don't know how that works."
Echo nods to Chok’a’lot’s curiosity. “For me the change is total, I adopt some of the mannerisms and temptation of what I turn into. But I am still myself as well. As a bear, I may feel anger of a bear, but I would still know those I love and my objectives.”

Taking a drink of coffee Echo continues. “When I first became aware of myself I would often lose who I was and simply be whatever I was summoned to be by those who conjured me. But as time went on I began to gain more awareness of self and control, until I was eventually able to manifest on my own. This is the third time I have been able to do this, and I do not want to lose it again.”

Always as curious about others than herself Echo asks. “How about yourself? Your own experience is more continuous, you remember both serving evil and the opportunity given you by Zakeal’s sacrifice. Do you ever feel conflicted, greatful, or resentful for the change?”
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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Echo
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Re: The Briefing Room (Open RP Area)

Post by Echo »

Henry_Price wrote: Tue Sep 25, 2018 5:11 am Henry shakes his head when he sees Chok'Lat eating the peanuts. The discussion with Echo has peaked his curiousity. "It must be tricky being able to shift into lots of different things. Do you ever wake up in the middle of the night in some other form?"
“Occasionally I will wake in the form of another. But normally when I sleep I revert to my own amorphous form. Something much like a liquid that simply fill the volume of whatever area I am in. When I am in my armor, I may as well effectively be humanoid, but without the armor my natural state would puddle out in a way that makes many uncomfortable. I try not to make people uncomfortable.”
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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Chok'lat
Posts: 160
Joined: Fri May 04, 2018 4:41 pm

Re: The Briefing Room (Open RP Area)

Post by Chok'lat »

Chok'lat shakes his head. "Chok'lat don't 'serve evil.' Chok'lat just does what he's told. Mostly that means cutting people up and fighting. Sometimes Chok'lat did things to people for fun. The people didn't like it, but Chok'lat did. Really, Chok'lat would've done pretty much anything for money or cyber. Definitely cyber. New arms? That was a big score. Chok'lat helped wipe out a whole village once." He watches Echo's face blanch a little. "Well, that was old Chok'lat. Old Chok'lat was, like, swimming in mud. You don't know there's nothing else besides mud. Then you feel someone reaching down into the mud to grab you. You don't want to be grabbed 'cause you can't see nothing. Who knows what's grabbing you? Don't want to get ate. But then the thing that reaches gets a hold of you, then it drags you up out of the mud. You're still covered in mud, but the mud drips out of your eyes, then you start lookin' around. You see there's stuff other than mud. But it's really bright, and it's like you don't have cyber eyes that shut out too much light. But the more you look at the stuff above the mud, the more you start thinking the mud stinks like shit, and you start to want to get out of the mud."
His hand motions as he's talking are rather distracting. Having four arms, though, gives him an advantage. He sneaks a few more peanuts from Henry's bowl as the other three hands gesticulate wildly. "Chok'lat don't really feel bad about what he did. Chok'lat didn't know better. Chok'lat was born into mud. Never knew nothing but mud. Knew how to swim in it so Chok'lat wouldn't drown. Chok'lat just got a shot to see what's above the mud. Maybe other brodkil wouldn't care what's above the mud. Chok'lat maybe different."
Chok'lat
Chok'lat
Current Status Post
Toughness: 26 (14) MD
Pertinent Edges: Danger Sense, Elan
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Henry_Price
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Re: The Briefing Room (Open RP Area)

Post by Henry_Price »

Henry listens, thoughtfully. "Speaking of mud...did you wash your hands there, Mr. Peanut?"
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.
User avatar
Chok'lat
Posts: 160
Joined: Fri May 04, 2018 4:41 pm

Re: The Briefing Room (Open RP Area)

Post by Chok'lat »

Chok'lat looks down at his hands. He shrugs, then proceeds to clean them off by jamming them into his mouth and, presumably, sucking whatever dirt or other filth may have been there off of them. He grins, proud of his commitment to hygiene, then proceeds to jam his hand into the bowl of peanuts for another helping.
"All clean."
Chok'lat
Chok'lat
Current Status Post
Toughness: 26 (14) MD
Pertinent Edges: Danger Sense, Elan
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Henry_Price
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Posts: 112
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Re: The Briefing Room (Open RP Area)

Post by Henry_Price »

Henry sighs and shakes his head. He slides the bowl over. "You can have the rest."
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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Calyx
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Posts: 112
Joined: Thu Sep 07, 2017 7:43 am

Re: The Briefing Room (Open RP Area)

Post by Calyx »

Calyx listened to Chok'lat's lengthy explanation. His eyes widened and his eyebrows rose upward as he listened. For a Brodkil, this was a thesis, a collegiate lecture, a grandiose - actually, hell, it was pretty good explanative metaphor for a NON-Brodkil! His eyes narrowed a bit but he gave a few claps of appreciation. "Chok'lat....that was...utterly fascinatin'. I mean...that was a well thought out description o'what that must'a been like. I've known well-educated people that might not've come up with that."

He tilted his head to the side. "Didja come up with that by yourself? Just curious."
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
User avatar
Chok'lat
Posts: 160
Joined: Fri May 04, 2018 4:41 pm

Re: The Briefing Room (Open RP Area)

Post by Chok'lat »

Chok'lat cocks his head at the electric man, then shrugs. "Who's gonna tell Chok'lat to say all that so Chok'lat could remember? Just made sense. Ever been dunked in mud so you can't see? Chok'lat was. Chok'lat forgot to load clip in once. Cray Cray tried to drown Chok'lat in mud to teach a lesson. Even with cyber-eyes, Chok'lat couldn't see down there." He takes a moment to jam more peanuts into his mouth. "Better to be above the mud."
Chok'lat
Chok'lat
Current Status Post
Toughness: 26 (14) MD
Pertinent Edges: Danger Sense, Elan
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Henry_Price
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Posts: 112
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Re: The Briefing Room (Open RP Area)

Post by Henry_Price »

Henry nods at the brodkil's words. "Say Chok'lat. Now that you've tried peanuts and liked them...have you tried D's nuts yet? They're even better.'
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.
User avatar
Chok'lat
Posts: 160
Joined: Fri May 04, 2018 4:41 pm

Re: The Briefing Room (Open RP Area)

Post by Chok'lat »

Chok'lat shakes his head. "Chok'lat never tried those." He scans the mystic, sniffs, and offers an observation. "Chok'lat don't think you have any nuts on you."
Chok'lat
Chok'lat
Current Status Post
Toughness: 26 (14) MD
Pertinent Edges: Danger Sense, Elan
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SnackHappy
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Posts: 191
Joined: Fri May 26, 2017 8:20 am

Re: The Briefing Room (Open RP Area)

Post by SnackHappy »

Distraught about the recent mission and his recent decisions. Pondering what could go wrong. He spends a lot of time working on Sasha. One evening he notices one of the Dnorr girls playing on a hoverboard. She approaches Jacob a bit reserved as she gets off of the hoverboard and speaks to him "I just wanted to say thank you mister. I really appreciate you and your friends bringing us back. I think those stalkers would have been the end of us."

Jacob tussles the girls hair. "We try sometimes. Your pretty good on that hoverboard. I think I might have to try one out and come ride with you kids." Later that day he went and special ordered one for his size. The rest of his downtime he spends hanging out with the Dnorr kids and his new hoverboard and it truly helped him take his mind off of recent losses and the stress of the missions.
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
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: The Briefing Room (Open RP Area)

Post by Freemage »

DOWNTIME

After receiving your latest reports, Ossana nods somberly. "Echo was an amazing asset, and I'm sure a friend to many of you. She'll be missed. I've made arrangements to clear some downtime so you can process her loss. Take care of personal business, grieve as you choose to, and then we'll get back to work."
OOC Comments
So, you all get 1 month of downtime. Everyone gets 7 weeks of pay, except for Roy, who gets 4 weeks. In addition, everyone but Roy gets 10,000 Cr Combat Pay, and everyone currently in the group gets an additional 10K for discovering the Rift-Gate (which will be have guards posted at it, because it's a little too useful a resource to just leave hanging out there).

In addition, you get 28 days of downtime to purchase or make custom gear. Put that loot to good use, and post here to declare your actions. Feel free to fluff your post count with memorials to Echo, etc.
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?)
.
User avatar
Chok'lat
Posts: 160
Joined: Fri May 04, 2018 4:41 pm

Re: The Briefing Room (Open RP Area)

Post by Chok'lat »

Chok'lat sits in the briefing room, a place he hasn't seen in what feels like years. He is abnormally somber, absorbed in thought, when the first of the Jokers arrives for the next briefing. Without provocation, he immediately begins jabbering. "Maybe you didn't know, but Chok'lat didn't go with you last time 'cause Chok'lat got a special job. Chok'lat's not a bad guy no more, or at least still tryin' not to be a bad guy. They said they needed someone tough for somethin' dangerous. Well, Chok'lat ain't scared."
He scoops up a handful of peanuts, jams them into his mouth with characteristic decorum (or complete lack thereof) and continues speaking through open mouth chomps. "Big boss lady sent Chok'lat and some other guy, real sneaky type, out to Merctown. They wanted us to be security on another team 'cause they had some kinda weapon or something they were tryin' to get rid of. Chok'lat thought it sounded familiar, but Chok'lat never saw what it was. Other guy thought it was gonna be easy 'cause the other team was big on magic and we wouldn't have to do much." Chok'lat pauses for another handful of peanuts. "He was wrong." He snorts and coughs, hacking up a half-chewed, spit-covered peanut. He pounds a demonic fist into his own chest in an effort to clear his throat. "Ugh. Breathed that one in."
The teeming masses inhabiting Merctown are used to seeing all manner of horrors. Even the fearsome sight of a brodkil elicits little notice, as some crews of brodkil are known to seek out work in the metropolis. Chok'lat and his companion, a cyber-enhanced half elf, move through the crowd, looking for an establishment in Merctown's Mystic Quarter. They're following a tip on an inside job that took place at the Collegiate Arcane & Magic Guild. Unfortunately, the tip is sour, and the pair are greeted by a dozen reeking toughs and a cloaked figure, closing off their escape from a dead-end alley. The hooded individual, wordlessly, points at Chok'lat and his companion. In unison, the crew of foul bruisers lunge. The half elf pulls a pistol and begins searching for an escape route, laser blasts and expletives flying. Chok'lat, on the other hand, can hardly control the grin on his face as his chainswords rip into putrid flesh and his GAW shotgun peppers reanimated thugs. The hooded figure curses, audibly this time, and seemingly melts into the shadows of the night.
"Whose idea was it to come to the magicky part of the city in the dead of night and walk down a dead end alley? Wait...since when was this a dead end? I don't remember this..." The half elf puzzles.
Chok'lat shrugs all four shoulders, replying. "Chok'lat was following you. At least Chok'lat got to fight some!" He kicks idly at one of the corpses. "Chok'lat thinks they were dead before."
The half elf spits. "Necromancers. Freaks. Wonder what this bastard is doing chasing Snake Eyes' crew...Damn. Where's the boss when you need him?"
Chok'lat slurps some of the salt from his fingers. "We had lots of stuff like that. People using bad magic, hunting this other team. It's a good thing Chok'lat's good at fighting, and the other guy was good at talking a lot. We saved them guys a couple times. Don't think they even knew we were there. Val was sneaky. Knew the city. Chok'lat thinks Val had more friends there than he said." He shrugs. "So what you guys do without Chok'lat?"
Chok'lat
Chok'lat
Current Status Post
Toughness: 26 (14) MD
Pertinent Edges: Danger Sense, Elan
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Roy
Posts: 70
Joined: Wed May 22, 2019 5:49 am

Re: The Briefing Room (Open RP Area)

Post by Roy »

Roy never considered himself a racist, until he was staring a 'reformed' sub demon in the eyes. Stowing up his courage he finally reached out, offering his hand. "Roy, alchemist, and scholar at your service."

The grip returned was enough to make Roy wince, but obviously the demon was not trying to hurt him or his hand would be broken. "So, what brings you into the legion? I ain't never thought I would see brodkil deciding to take up the mantel if justice."
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Peta Chante
Bronze Patron
Bronze Patron
Posts: 246
Joined: Fri May 12, 2017 7:13 pm

Re: The Briefing Room (Open RP Area)

Post by Peta Chante »

The return of Chok'lat causes Herra to groans loudly.

Shaking her head she gives polite greetings, "It seems the Legion has seen fit to renew our penance by having you with us. We did notice your absence both with our eyes, ears, and noses." She wrinkles up her face as if sniffing something unpleasant, takes the peanut bowl and moves to the other side of the room while stuffing her face - never know when you'll get a chance to eat again, better stock up.
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
Edit Signature
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Roy
Posts: 70
Joined: Wed May 22, 2019 5:49 am

Re: The Briefing Room (Open RP Area)

Post by Roy »

Herra wrote: Thu Nov 07, 2019 7:13 am The return of Chok'lat causes Herra to groans loudly.

Shaking her head she gives polite greetings, "It seems the Legion has seen fit to renew our penance by having you with us. We did notice your absence both with our eyes, ears, and noses." She wrinkles up her face as if sniffing something unpleasant, takes the peanut bowl and moves to the other side of the room while stuffing her face - never know when you'll get a chance to eat again, better stock up.
Hearing the strong insults Roy, steps back. Is Hera trying to send the demon into a rage, of course he has poor hygiene, but no need to piss him off. Coughing a little he makes room and hopes he does not have to entangle the two of them.

When the giant sub demon not only seems to take no offence, but takes it in stride Roy can be seen to visibly relax. Mumbling to himself. "I guess, like old family or something."
User avatar
Sara Turner
Posts: 109
Joined: Sat Oct 20, 2018 2:46 am

Re: The Briefing Room (Open RP Area)

Post by Sara Turner »

Castle Refuge
Afternoon
Round 0

Sara entered the briefing room. One good thing about the Legion, there were plenty of techno-wizards around with time on their hands to fix a broken techno-wizard construct. And gawk and jabber in surprise and awe, and poke her in uncomfortable places. It reminded her of her yearly visit to the gyno when she had a fleshy body. But now she was as good as new. She felt a bit like the characters in the Wizard of Oz after they went through the salon in the Emerald City before meeting the wizard.

“You’re back,” Sara said, a bit surprised at seeing Chok’lat there. She’d not worked much with the demon before his hiatus, but he hadn’t done her or the team any harm, so she didn’t make a big deal of it.

***
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 40/40; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 20/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21/21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes.
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 4/4
Adventure Card
Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 35/35; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 1/4
Adventure Card
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type
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Growler
Diamond Patron
Diamond Patron
Posts: 184
Joined: Fri Aug 18, 2017 7:42 am

Re: The Briefing Room (Open RP Area)

Post by Growler »

As he walks in and sees Herra eating Chok'lat's peanuts, Growler gives them a quick sniff as he passes and whispers to Herra as he passes...

"As much as I know you want to harass Chok'lat, you probably shouldn't eat those... not for what he'd think of it, but because of what he seems to have used to season them. Believe me, you don't want to know what is on them."

Walking past Chok'lat, Growler does what he always does... a low growl escapes from him as he smells the sub-demon and then goes where he can keep a watchful eye on him.
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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Chok'lat
Posts: 160
Joined: Fri May 04, 2018 4:41 pm

Re: The Briefing Room (Open RP Area)

Post by Chok'lat »

Chok'lat grits his teeth as he let his grip go too tight on the new guy's hand. "OOPS. Chok'lat didn't mean that. Chok'lat ain't trying to hurt nobody anymore, least not friends like other brodkil, but shakin' hands is new still. You okay? Roy? Funny name." He chuckles a little. "Chok'lat was a bad guy, then kinda-angel guy saved Chok'lat's life, so Chok'lat's trying to be good now. What's your story?"
He smiles his warmest demonic smile at Herra. "Hey! Chok'lat missed you too! Big boss lady thought Chok'lat should come back...oh, hey, you can have some of Chok'lat's peanuts, even though you didn't ask..." He struggles a little with letting the whole bowl of snacks go, but seems to be putting work into not complaining or ripping anyone's arms out. He nods at Sara and offers a bit of a smile. He ignores Growler's animalistic greeting, then offers insight. "Chok'lat found something in MercTown. Somebody called it 'wassabie' or something. Makes it taste like you can breathe dragon fire. Chok'lat mixed it with salt and another thing called 'ki-anne.' Good, huh?"
He looks around, trying to account for missing bodies. "Where did bird guy go?" inquiring after Henry.
Chok'lat
Chok'lat
Current Status Post
Toughness: 26 (14) MD
Pertinent Edges: Danger Sense, Elan
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Roy
Posts: 70
Joined: Wed May 22, 2019 5:49 am

Re: The Briefing Room (Open RP Area)

Post by Roy »

Shaking his hand to get blood flow back Roy answers the question for the large creature. "Henry was reassigned. I am his replacement as the team magic specialist. But as I understand it his talents were more diverse than mine. Although my healing talents can come in handy."
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SnackHappy
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Bronze Patron
Posts: 191
Joined: Fri May 26, 2017 8:20 am

Re: The Briefing Room (Open RP Area)

Post by SnackHappy »

Walking into the briefing room, Jacob smiles seeing the brodkil. He walks up behind him patting him on the shoulder. "Welcome back ya big bastard! Looks from your last mission report that your last commander said and I quote 'I would rather claw my eyes out than work with him again.' Guess your lucky my sensibilities aint so easily offended. Anyways good to have you back." Jacob walks over to his usual seat and continues to read through the notes regarding the upcoming mission.
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
User avatar
Chok'lat
Posts: 160
Joined: Fri May 04, 2018 4:41 pm

Re: The Briefing Room (Open RP Area)

Post by Chok'lat »

Chok'lat shrugs at Roy. "He kept taking Chok'lat's peanuts. He didn't have his own nuts. S'okay though. Chok'lat is getting better at sharing. Chok'lat didn't even rip his fingers off!" The demonic grin indicates pride at refraining from doing something he very likely has done in the past.
He laughs as Happy recalls the report. "Val is just jealous of Chok'lat's really good cyber! He wishes he was built like Chok'lat. Good to be back with you guys though. That was a lot of sneakin' around and hearing Val complain about splitting up with his boss or something." He shrugs. "Chok'lat don't complain about anything except maybe we ain't doing anything fun right now."
Chok'lat
Chok'lat
Current Status Post
Toughness: 26 (14) MD
Pertinent Edges: Danger Sense, Elan
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