Chapter 1: Poor Choices

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Venatus Vinco
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Chapter 1: Poor Choices

Post by Venatus Vinco »

Muninn is Muzzled

The first Arcane Anomaly group has a rather distinguished record considering the Tomorrow Legion's short existence. The original team is said to have stopped a hell pit from forming, preventing a dimensional outbreak of demons not seen since the great cataclysm. Tough act to follow. So tough, the Legion did not reconstitute the unit. Thus, when Major Albert Deschesne - the legion's chief intelligence officer and Techno-Wizard by trade - reactived the designation Castle Refuge was abuzz with rumors. Everyone had a theory whether it was another dimensional outbreak, a new cataclysm, or some other crazy theory. The only thing the rumors had in common was that whatever it was it was a big freaking deal.

Scuttlebutt
Gain a benny for writing an in-character recounting of a rumor he or she has heard or thinks
Thus, it is somewhat surprising to be in this room standing in front of Major Deschesne as he hastily hands out 1st AAT unit patches.

"Good morning specialists, I have assembled you for your unique skill sets. As I need a group who can act quickly with maximum flexibility. Normally we we send an SET, but let's face it those murder hobos are not for delicate operations. And this one is very delicate." The Techno-Wizard activates a mystic gadget, and a deadened silence falls over the room. "After the war on Tolkeen we began to receive messages from a former high ranking official, we code named Muninn. The information was of impeccable quality allowing us to find many powerful, and dangerous, leftovers from the wars: loosed demons, magical artifacts, unspent ammunition. As well we received many prescient forewarnings. The information came in regularly, until yesterday when Muninn missed a regular checkin for the second time in a row."

The Major pauses a moment, "Muninn normally communicates via a small communication rift. We backtracked it and sent an advance team in to secure the other side. They reported back the other end is in the ruins of Tolkeen itself. we need you to rift in, meet up with the advance team and find Muninn. I don't need to tell you that Tolkeen is Coalition Occupied Territory, frought with all sorts of menaces from the war. If Muninn is lost those menances will pose a greater threat to us and to the people we are trying to help."

Questions etc
Normal phase of questions and role play before jumping through a Rift into the heart of old Tolkeen.[/b]
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Didn't have a signature but wanted the 1 EP for using OOC tags!
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Dorn Giantslayer
Posts: 34
Joined: Wed Jul 07, 2021 6:02 pm

Re: Chapter 1: Poor Choices

Post by Dorn Giantslayer »

Dorn finishes his tankard with relish and slams it down. "Barkeep! Please to be bringing me one mores of the fine Dwarven ale, yes?" The barkeep frowns at the great silver axe buried in the edge of the countertop then glances at all the other gashes and divots along the bar's surface and shrugs then turns back to pour a new tankard of ale.

Dorn turns back to his drinking companion and grins, "Great honor I am being received my friend. I am sended word to be assigned to the 1st A-A-T to be there in the immediate! Things they must be the most desperate indeed to be making such a team, no?:

Dorn is interrupted by the barkeep bringing his ale. Draining half of it in one go he wipes his beard with the back of his hand and lets rip with a stupendous blech. "That is fine brew my friend. You should give try, yes? What was Dorn saying? Oh yes, hear mission will be to retrieve some great magic... what is word? Oh yes, clock. The clock of the Dooomsdays. I hear some mad elf wish to end world. Must stop clock from hitting the twelve, yes/ Will be glorious battle. Will almost certain to be dying, no?"

Pausing to finish off his ale Dorn rips his axe from the bar and gives his companion a salute, "Must go to report. If you see me later may be ghost,don't know. Be drinking to memory, yes?"

Turning for the door Dorn bellows "Reubaidh sinn ar cinn bho na mic strìopachais sin agus siùbhlaidh sinn sìos na tuill no gheibh sinn bàs san oidhirp!" before breaking into a Dwarven drinking song as he saunters out the door to report for duty.
Ancient wisdom from the Golden Age: Don't Panic.

Dorn GiantSlayer
Player: Jim
Active Alts: Jim Cannon, Jame Graeme, Steele


Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+2, Vigor d12
Pace: 7; Parry: 7(6); Toughness: 21(7) MDC; Size: Normal (2) Burn: 7; Bennies 4 of 4

Skills
Agility: Athletics d10, Fighting d10, Shooting d10, Stealth d4
Smarts: Common Knowledge d4, Language (American) d6, Language (Dwarven) d8, Notice d6, Repair d4, Science d4, Taunt d6
Spirit: Intimidation d6, Persuasion d4

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Crystal Clad
Posts: 41
Joined: Sun Oct 31, 2021 11:08 pm

Re: Chapter 1: Poor Choices

Post by Crystal Clad »

Crystal looked at the missive she'd gotten from her... whatever the Hell Libertas was to her, really... a thrid time. The holo-message simply told her some vague details about a recruitment pitch for the Legion, along with his own comments--he knew she didn't really yearn for the high-octane adventures the SETs had to deal with, but this was more of an opportunity for real field research. He knew how to press her buttons--always had, even when he didn't realize it.

Major D, hm?, she pondered to herself. Maybe the Legion's finally getting wise to the need for real espionage... might be trying to get secrets out of Lazlo, Stormspire or one of the other Techno-wizard capitals. Would make sense--they need that sort of oomph if they're going to stay in one piece when the Cee-Ess finally notices them....

So, after some consideration, she had taken the trip from Dweomer to Hope, and Castle Refuge, and offered her services. A few displays of her custom gizmos were enough to get her admission and acceptance. This should be interesting....

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

She tried to hide the wince that wanted to rise up as she listened to the Major's briefing. Sure, Muninn--whoever they were--was engaging in legit espionage, it sounded like. But covert or not, this seemed more like a search-and-rescue gig. Still, she'd signed on in good faith, and Tolkeen's ashes probably were festooned with tons of lost TW gadgets. In for a credit, in for a credstick, I guess....

Once the Major was done with his spiel, she waited and then interjected some questions of her own.

"By any chance, is there also a Hugin out there? Do we have any means of identifying Muninn if we find him/her/it? Will the 'advance team' be accompanying us on our search, or are they heading back here, or mabye maintaining our extraction point? "
Crystal Clad
Character Sheet
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 13 (6); Strain: 0
Skills: Persuasion d4+1; Common Knowledge d4^; Athletics d4
Stealth d6; Notice d8
Techno-Wizardry d12; Occult d12
Repair d12+4*; Science d6; Electronics d6*
Driving d6; Fighting d4; Shooting d6
Research 1d4=2*; Hacking 1d4-2*; Thievery 1d4-2*; Performance 1d4-1
BUILD ROLL: 1d12+4
Hindrances: Overconfident; Thin-Skinned: -2 vs. Taunt; PTSD: 1/Session, Roll Spirit or -1 Benny;
Quirk; Device Dependent: Need gear to use Powers; Enemy: Coalition States
Edges & Abilities: AB: Weird Science; Artificer: Create Arcane Devices; Arcane Machinist: Create Gizmo 6/Session
Master of Magic (Hind): Can use Mega-Modifiers; Ms. Fix-it Edge: Repairs take 1/2 time on a Raise
Machine Maestro: +1 to * skills; +2 if device is TW; Attractive (factored in)
Powers: Energy Disruption; Remote Viewing; Teleport
PPE: 20
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steelbrok
Posts: 234
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 1: Poor Choices

Post by steelbrok »

After being rifted from Kyiv to Castle Refuge Steelbrok had felt a bit loose-endish, Sure the accumulated back pay had been handy but he missed some of the old 1st SET, especially those who'd remained behind in the snowy wastes of Russia.
After church that morning there was a buzz of conversation. A couple of people he had pegged as Intelligence types had rushed straight off after the service and there was talk of some crisis in the Tolkeen ruins. There was some talk of a magic ring that had gone adrift and some demonic thief that was seeking it. The Legion had to get it first for the sake of the world! Yeah, sure.

His comm beeped a message at him: YOU ARE ASSIGNED TO 1ST ARCANE ANOMALY TEAM. REPORT IMMEDIATELY FOR BRIEFING

Crap, he thought, here we go again.

He put his tea down (well, it was what the Americans called tea, but you know...) On a whim, he pushed his credit stick into the donation slot for widows and orphans and emptied it, "Doubt cash will be much use if this is anything like last time"
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2! +1 Fighting, +1 Parry
'Velma' the Vibro Longsword d12+d10+2 MD AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
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Ames Jean-louis
Posts: 76
Joined: Sun Sep 02, 2018 2:15 pm

Re: Chapter 1: Poor Choices

Post by Ames Jean-louis »

A tall man with an obvious bionic arm stands in the corridor of Castle Refuge talking and gesturing while a young Legionnaire stands before him appearing trapped, bored, and obviously wishing she was somewhere else.

“Yeah, if I had stayed, I could’ve been king. But, you know, a guy like me is destined for greater things. No rest for the chosen one ‘cause evil never sleeps….blah, blah, blah. Would be nice to kick back and enjoy a pre-Rift vid…hey what are you doing tonight? Oh, training? Yeah, I guess that makes sense…"

William Ash pauses a second and cocks his head as a communication from Major Deschesne flashes across his optic system. The young Legionnaire sees her chance and attempts to step past the Momano Headhunter but is stopped as he, once again, traps her with what she expects to be more inane rumors and outlandish stories of his past deeds.

“I guess I will have to take a rain check on that date, seems the First Arcane Anomaly Group needs me. Probably something to do with these mages screwing up some ritual of some sort. Did I tell you about the Temporal Raider I blasted to bits? I did, huh? Well, I’m betting the Major has something like that on his hands again. Gotta be serious if they need me, know what I mean? Makes sense somebody would want to change the timeline to alter the outcome of the Tolkeen War. But don’t you worry, I’ll get it straightened out. You go on to your training, hold down the Castle, and keep the home fires burning. And if we’re not back by dawn, call Erin Tarn.”

-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
William strolls into the briefing and listens to the Major describe the situation. When he finishes, William flicks his wrist to break open the double-barreled shotgun built into his arm, checks to see if it is loaded, and then flicks is wrist again to snap it shut.

“So, we jump through a Rift blind, kill whatever bad guys are there, and then save the snitch. That about sum it up?”
viewtopic.php?t=7384
Bennies: 2/3
Pace: 6; Parry: 4; Toughness: 9 (2)
Wounds 0/3
ISP: 9/10
Fatigue 0/2
Dominion: 8
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steelbrok
Posts: 234
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 1: Poor Choices

Post by steelbrok »

Steelbrok stands, "Sir, a couple of questions."

The smooth talking cyborg pauses a moment, hoping they will avoid some of the nonsense the last mission started with,

"Communications, Sir, how do we keep in touch? Also, what plan is there to ensure we can be retrieved? I assume we won't be going without plenty of rations and amd ammo, will someone put the QMs straight on this? And erm, this Muninn, what do we actually know about him or her? Are we just expected to wander round an occupied city saying "hello, is your name Munin by any chance? We need some way of being sure of their identity."

"Also," because the crack about SETs being murderhobos has irritated him, "If we find but are unable to retrieve Munin, what EXPLICITLY are our instructions?"

He sits down and mutters (as only a cyborg can mutter so that the whole room hears, "Last magic ring from Toolkeen stolen by a Nightingale, now we're chasing a Raven. Hope this isn't another Aristophanes event like last time."
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2! +1 Fighting, +1 Parry
'Velma' the Vibro Longsword d12+d10+2 MD AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
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Rex
Posts: 27
Joined: Tue Aug 02, 2022 7:37 pm

Re: Chapter 1: Poor Choices

Post by Rex »

Charles Mason joined the Tomorrow Legion for one reason and one reason only. To stop the CS and their idiotic peace through violent domination narrative. His whole life the New West, founded by those seeking new lives of freedom, has lived in fear of being invaded. Tolkeen made that fear far more grounded in reality. After being suped up by the TL Docs he was ready for his first mission. He was waiting for his assignment the last two days. While eating in the mess hall his assignment came over comms. You have been assigned to the 1st Arcane Anomalies team. Report to briefing for immediate deployment. Like any good soldier he reports to the Barracks and gears up, swung by the armory to grab his weapons and ammo then made a b-line for the briefing room.

When he arrives he sees four other members,. The first to catch his eye is a human female magic user, if her items are indicative of her abilities. There is a very Large Dwarf. Titan Juicer maybe, and a combat Cyborg. Those will probably be with him on security detail. Although the Dwarf may have some knowledge of Artifacts by his nature. The fourth was an enigma. He could literally be anything from what Charles could see. He waits patiently until the briefing starts.
Venatus Vinco wrote: Tue Sep 27, 2022 6:07 pm Muninn is Muzzled

The first Arcane Anomaly group has a rather distinguished record considering the Tomorrow Legion's short existence. The original team is said to have stopped a hell pit from forming, preventing a dimensional outbreak of demons not seen since the great cataclysm. Tough act to follow. So tough, the Legion did not reconstitute the unit. Thus, when Major Albert Deschesne - the legion's chief intelligence officer and Techno-Wizard by trade - reactived the designation Castle Refuge was abuzz with rumors. Everyone had a theory whether it was another dimensional outbreak, a new cataclysm, or some other crazy theory. The only thing the rumors had in common was that whatever it was it was a big freaking deal.

Thus, it is somewhat surprising to be in this room standing in front of Major Deschesne as he hastily hands out 1st AAT unit patches.

"Good morning specialists, I have assembled you for your unique skill sets. As I need a group who can act quickly with maximum flexibility. Normally we we send an SET, but let's face it those murder hobos are not for delicate operations. And this one is very delicate." The Techno-Wizard activates a mystic gadget, and a deadened silence falls over the room. "After the war on Tolkeen we began to receive messages from a former high ranking official, we code named Muninn. The information was of impeccable quality allowing us to find many powerful, and dangerous, leftovers from the wars: loosed demons, magical artifacts, unspent ammunition. As well we received many prescient forewarnings. The information came in regularly, until yesterday when Muninn missed a regular check in for the second time in a row."
I had heard that the Legion was retrieving artifacts from Tolkeen. Some believed it was to add to the Legion's arsenal. But I am sure it is because the CS isn't violently opposed to those that are different or even magic, just things they cant control. The TL can't let them get items of power because if they can the CS will use them. I mean they made Dog Boys, obviously different doesn't really bother them as long as it is obedient. The CS is looking for these things so they can figure out how to use them in future conflicts. Prozek like all tyrants has no real ideals, just fear of that which he doesnt control. "All tyrants are cowards that fear that which they can't control." Charles Dad told him that when he was a kid, when Charles asked why the CS was bent on dominating North America.
Venatus Vinco wrote: Tue Sep 27, 2022 6:07 pm The Major pauses a moment, "Muninn normally communicates via a small communication rift. We backtracked it and sent an advance team in to secure the other side. They reported back the other end is in the ruins of Tolkeen itself. we need you to rift in, meet up with the advance team and find Muninn. I don't need to tell you that Tolkeen is Coalition Occupied Territory, frought with all sorts of menaces from the war. If Muninn is lost those menances will pose a greater threat to us and to the people we are trying to help."
"Major, two question. If we cross paths with the CS and/or find that Muninn is in their custody, do we have permission to engage and extract? Also, what is the protocol for fallen soldiers. Remove all Identifying insignias?"
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Dorn Giantslayer
Posts: 34
Joined: Wed Jul 07, 2021 6:02 pm

Re: Chapter 1: Poor Choices

Post by Dorn Giantslayer »

As the briefing wraps up Dorn mutters to himself, "so not clock then, bah human grapevine is gun luach."

Then he shrugs it off because now he has a new mission. "Dorn has axe, has gun and ammo so ready to go. Wait, could use.. what is word? oh yeah, grub! Rescue of spies works up appetite that is much large, no?"

Then Dorn's eyes narrow as he registers the mode of transportation. "Wait, going by Rift again? Not same mac galla that send Dorn last time? Bastard missed. Dorn could have dented truck if not nimble like cat, yes?"
Ancient wisdom from the Golden Age: Don't Panic.

Dorn GiantSlayer
Player: Jim
Active Alts: Jim Cannon, Jame Graeme, Steele


Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+2, Vigor d12
Pace: 7; Parry: 7(6); Toughness: 21(7) MDC; Size: Normal (2) Burn: 7; Bennies 4 of 4

Skills
Agility: Athletics d10, Fighting d10, Shooting d10, Stealth d4
Smarts: Common Knowledge d4, Language (American) d6, Language (Dwarven) d8, Notice d6, Repair d4, Science d4, Taunt d6
Spirit: Intimidation d6, Persuasion d4

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Rex
Posts: 27
Joined: Tue Aug 02, 2022 7:37 pm

Re: Chapter 1: Poor Choices

Post by Rex »

Dorn Giantslayer wrote: Wed Sep 28, 2022 9:14 am As the briefing wraps up Dorn mutters to himself, "so not clock then, bah human grapevine is gun luach."

Then he shrugs it off because now he has a new mission. "Dorn has axe, has gun and ammo so ready to go. Wait, could use.. what is word? oh yeah, grub! Rescue of spies works up appetite that is much large, no?"

Then Dorn's eyes narrow as he registers the mode of transportation. "Wait, going by Rift again? Not same mac galla that send Dorn last time? Bastard missed. Dorn could have dented truck if not nimble like cat, yes?"
Hearing the Dwarf grumbling, Mason removes a chocolate Protein Bar out of his pack. "He holds it toward the Dwarf, here my Dwarf friend. I also find myself having to eat a lot throughout the day. These keep me going in between meals. I am Charles Mason and my handle is Operator. It is great to meet my new team."
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Dorn Giantslayer
Posts: 34
Joined: Wed Jul 07, 2021 6:02 pm

Re: Chapter 1: Poor Choices

Post by Dorn Giantslayer »

Dorn takes the tiny protein bar between two fingers and cocks an eye at it skeptically. "Uh, is very nice little snack. Looks like something elf would eat though. Think team need more for trip to Tolkeen, yes?"

The 2.1 meter, 270 kg Dwarf Titan Juicer handed the bar back to @Charles Mason. "Maybe you keep this one for later, no? Dorn will check with kitchen. Get rations fit for a Dwarf. Everyone will be in loving with them to be sure, yes? Much greatness of eating on trail!"

Dorn makes a note to himself to stop by the Castle kitchen before they leave to pick up plenty of rations for the team.

OOC: Dorn is a terrible cook. If you let him cook you will regret it. You have been warned.
Ancient wisdom from the Golden Age: Don't Panic.

Dorn GiantSlayer
Player: Jim
Active Alts: Jim Cannon, Jame Graeme, Steele


Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+2, Vigor d12
Pace: 7; Parry: 7(6); Toughness: 21(7) MDC; Size: Normal (2) Burn: 7; Bennies 4 of 4

Skills
Agility: Athletics d10, Fighting d10, Shooting d10, Stealth d4
Smarts: Common Knowledge d4, Language (American) d6, Language (Dwarven) d8, Notice d6, Repair d4, Science d4, Taunt d6
Spirit: Intimidation d6, Persuasion d4

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TicToc
Posts: 23
Joined: Sat Sep 10, 2022 11:49 am

Re: Chapter 1: Poor Choices

Post by TicToc »

Pre Meeting
TicToc at another meet as he starts to hear mor From Uncle Chen, This. is boring. Single bubble start forming in his mouth, till he hears. Uncle Chen and his Uncle Zhao state together, “Things are better for us now, Three out of the four top Houses have agreed and finally when it was pointed out to the last house that they were just a Caretaker for the house Komodo, they really had no say in the mater. Especially since the Three of Knowledge, made a Statement, in fact we are the Heirs of the house Komodo. And the greater part of the lower Caste backed us up.”

TicToc quickly responds, "So this means I am going home to my bride, KeiKo? When.”

Uncle Chen then speaks up, “Hah …"

And then is cutoff by TicToc, “It’s Complicated. Right!” as TicToc slumps a bit.

Chen Continues. “You were assigned here, maybe as a punishment to begin with, but you have moved up in the prospects, Attaché. You are the one that will be making recommendations in the field for us. The Lemurian staff here and The Owl Have agreed that you will be assigned Soon, I believe.” Uncle Chen looks to the Owl for agreement, and she Nods. “The Ruler also thinks this is a good thing not as Punishment put to make sure no one back home tries to take the Heads of the House Komodo down. We are trying to coordinate with The Owl for a time and place for KeiKo and you can have a short Honeymoon. Be patient, she has moved with your family to new quarters, As is your extended family. She is overlooking the Caretakers, and your Uncle Zhao is Chief of Security. But Operational needs come first.”

Then Chen Zhao and the other Lemurians get up and start to leave. Uncle Chen makes a last comment, “Owl, he is all yours. Teach him well. There are those, back home that would like this fail.”

Everyone gives a slight Bow to her as it is custom for Lemurians.

The Owl speaks to TicToc as she hands him a letter, she speaks, “You will get ready to depart soon. Take what you need with you and go to this room and hand it to Major Albert Deschesne, he will fill you in and answer your questions.”

TicToc with a confused look reply, “But I don’t know much about this place or how you operate. I know that I saw evidence of something gearing up. Especially today. Rumors have it they are going to assault a Demons lair to free captives down in the South.”

The Owl Raises her rift hand as a sign for him to stop, and she speaks up, “Your Uncle Zhao and Chen have debriefed me on your abilities and training, you are the man I selected to go. You will be placed in new situations, and you will learn. I have the most confidence in you. You may leave now and don’t forget to take your bird. He seems like a very good companion to have, his name is Shui Toki I believe he told me.”

On to Major Deschesne's Meeting
Later that day after much deliberation about what is going on, TicToc loads up the Leviathan, with gear on its back. She said be ready to Go! I don’t think I can get my Cloud Shell Fighter in there. But not sure what we might need. Well, I can leave it there if it is too much. Plus, it adds more to the hearsay.

As he walks down the corridors with pet, Shui Toki behind and squawking warnings at others. He finally gets to the room. The guards at the door look at each other and then back at the Leviathan as Shui Toki warns them to back away.

A guard speaks, “Sir, if you could park the armor over there and get out with your papers, we will let you in.”

TicToc seems to just come out the side of the Armor and he seems a little wet, he hands the papers to the guard, and he reads them, as the other watches the three-foot-tall bird who is watching him and occasionally squawks at them. The guard with the paper's states, “Your Clear to go Sir. The bird stays out.”

TicToc looks at the bird and then back to the guards and speaks, “Are you sure you want to be out here alone with him? He has taken down a Horune pirate in seconds. Seeing their eyes getting torn out is a sight to see.”

The guards look at the bird as it squawks at them loudly. Then look at each other and one says, As the other opens the door, “Sir, you're both clear.” Then the guards close the door behind them.

TicToc is in Asian High Neck semi formal garb with his armor underneath it. He is 6'4" well built but thin with a huge silver with blue streaks Mullet., His Golden Skin with Blue spots show on his neck but his Ears look Elfish.

TicToc speaks to ShuiToki using mind link, “Now no more loud talking, observe and report through our Mind Link these are all friends, not dinner, no biting or clawing. Oh, stay close to me, no not that close others may want to talk to me, I am safe.”

As TicToc and Shui Toki enter they both start glancing at the others assembled the bird communicating through the mind link with TicToc on what he is seeing and the same with TicToc (See Arcane, supernatural, Psi an ISP. They both notice the Borg) Steel man,I have heard and seen them occasionally, but one will be on this mission? Oh, and a Dwarf, juicer! Well, a couple of heavy hitters"

"Two more men, one a partial with a Chain Saw. The other seems that he has extra and big muscles. Make that four heavy hitters, how am I supposed to step into this group? Ah, there is a lady mage. Her devices, techno wizard maybe."

As the others come in the Lemurian and bird check out the others making careful notes on each and comparing them. They are glad that a Atlantean woman arrives. And then the Ogre steps in, "But he has power and strength. "

Thus, it is somewhat surprising to be in this room standing in front of Major Deschesne as he hastily hands out 1st AAT unit patches.

TicToc takes his patch, as ShuiToki ask, “Where is for me?” So, TicToc whispers to the Major, “Thank you Sir, ahh, Shui is wondering if he needs one.”

The Major looks at both, “Give me a second.” Then moves up front and continues the briefing.

After the briefing when he calls for questions. Action Finally! Uh I can’t transport them all in my fighter. But the fighter would give me a better chance. Against any enemy? I still don't Know what I'm going to be facing in this new world.

TicToc ask, “TicToc, Lemurian, Sea Sentinel, Sir, am I to bring the Cloud Shell Fighter for transportation at the site? Or just the Leviathan, for now? And are we to be based out of there, if so, how long? Also, a picture of her or something of hers would be helpful for me to track her.”
Last edited by TicToc on Fri Sep 30, 2022 4:06 pm, edited 7 times in total.
TicToc Lemurian Mind Melter /Sea Sentinel
Character Sheet: viewtopic.php?f=289&t=7067
Attributes: Agility d8, Smarts d10, Spirit d6, Strength d8, Vigor d6
Pace: 6; Parry: 6; Toughness: 14 (6)
PPE: 5 ISP: 30
Conditions: INNATE: Farsight, Darksight, Detect/Conceal Arcane, Conceal Aura, Beast Friend, Empathy, MindLink, Smite.
Self Powers that do not Require ISP: Smite, Detect/Conceal Aura, Fly.
Channeling Raise do not Require ISP: Bolt, Empathy, Mind Link, Beast Friend.
Bennies 4/3
Description
OOC Comments
Lemurian, Sea Sentinel
Lemurians were humans from ancient Southeast Asia, but they've used Biomancy to alter their "code of life" (DNA) to ascend to what they consider the perfectly balanced physical form. They're graceful with almond eyes, delicate features, and a slight, muscular build. They have gills behind their jaw beneath their pointed ears,
TicToc stands 6'4", has thick mane of silver, streaked with blue highlights. Skin Golden and is speckled with iridescent blue flecks down the neck to the shoulders then along the top of the arms.
Talisman Keohtote Peral on Shell Leuriman (Talisman of Marduk) (Patron Item) (SWADE)Detect Concealment on constant
Conditions:
OOC Comments
Detect/Conceal arcana as an Innate Ability
Alter Aura:
OOC Comments
Have conceal arcana as an Innate Ability with the Range (Self) limitation; can use Power Modifiers as usual. In addition allows the Mind Melter to mimic the supernatural "signature" of any being desired—from a child to a greater demon, an elderly Shifter, a canine, a minor psionic, etc.
Expanded Awareness:
OOC Comments
Have the detect arcana power as an Innate Ability with the Range (Self) and Aspect limitations. They may sense supernatural beings within line of sight with a Notice check
Master of Psionics:
OOC Comments
Mind Melters get a free reroll on all Trait rolls (except Critical Failures) when using psychic abilities and their Psionics skill
Mental Resistance:
OOC Comments
Have +4 to all checks to resist psionic effects, and +4 armor against psionic damage. These effects stack with Arcane Resistance, arcane protection, and similar bonuses.
A Little Odd: Mind Melters tend to be a little different due to the nature of their powers—gain the Quirk Hindrance.
Armor:
OOC Comments
WAVE STRIDER BIO-ARMOR (0 (Normal) +6 +3 d12+1
OOC Comments
— 19 −6 200K Notes: Allows wearer to breathe underwater and swim at their full Pace, +2 Athletics (swimming), Max Depth 2.5 miles, Wave Striding—wearers can walk on the water. Weapons: None, may use personal weapons)
Due to Lemarian race adopting: a biomancy style 9-10 Covered in a fiber-optic material, your armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls
Modify: Biomancy, Octopus DNA, 2 Tentacle Arms
Leviathan Bio-Armor=Combat Bio Mage Heavy EBA
OOC Comments
Armor: +10
Toughness: +6
Min Strength: 6
Strength: d12+3
Handling: +2
Size:3
Pace and Run: 8+d8 (30 MPH)
Weight: 700
Rarity: -6
Notes: Nimble, Imp Arcane Resistance, Water (+1 Handling, 30 MPH), Max Depth 6 miles.
Weapons:
„ Stonecaster (left arm): Range 50/100/200, MD 4d8, AP 8, RoF 1, MBT or It Burns or +8 AP.
„ Bio-Energy Laser (fixed front): Range 18/36/72, Dmg 3d6, AP 2, RoF 1.
Lemurian Biomancy Overcoat(Branaghan Special Armored Overcoat (Rifts Patron Item)
OOC Comments
• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)

Features:
The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket: Canteen
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:OOC Comments
Blood Hawk Shui Teki
OOC Comments
Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d10, Vigor d10
Skills: Athletics d8, Fighting d8, Notice d8, Stealth d6, Survival d6
Pace: 4; Parry: 6; Toughness: 11
Special Abilities:
„ Beak and Talons: These beasts attack with vicious efficiency, doing Str+d6, AP 4.
„ Hawkeyed: A Blood Hawk gains +2 on all sight-based Notice checks and can see well at extreme distances.
The +2 bonus also applies to Survival rolls made to track targets across open ground.
„ Leathery Hide: The demonic hide of a Blood Hawk provides +4 Toughness.
„ Psionic Senses: Blood Hawks have the detect arcana power, which they can use an Innate Ability with a Spirit check. They primarily use this to sense if a foe has enough magical or psionic power to withstand them.
„ Wings: Blood Hawks fly at a pace of 10 with a Run die of d8.
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Kohatu
Posts: 17
Joined: Tue Sep 13, 2022 5:25 pm

Re: Chapter 1: Poor Choices

Post by Kohatu »

A pyramid. Clearly. They have located a hidden pyramid. Perhaps the Federation seeks it? Has the Coalition found one?
The ogre mused within himself as he received a datapad from a courier, notifying him of his assignment to the 1st Arcane Anomaly Team.
He speaks out loud to no one in particular. "It's the only reasonable conclusion. Why else would the fates have sent me here?" He has no need to follow up his statement; no one is really listening anyway. He shrugs as he juggles a few small pebbles in one hand and walks towards the briefing. He peruses the datapad further, noting the Legion commander who recommissioned the 1st. I must have been called to dismantle it to prevent them from misusing it.
He pushes his thoughts to the back of his mind and focuses instead on what this journey will entail.
His contemplations are cut short, though, as he reaches the briefing room and finds a very interesting hodgepodge of characters there.
An 8'-ish tall ogre, slighter of build at roughly 350 lbs, strolls in. As ogres go, he's one of the uglier ones you've seen. He nods in turn at the borg @steelbrok, the bionic man @William Ash, and the soldier-type @Charles Mason. He pauses to marvel at the dwarf @Dorn Giantslayer. "Earth's bones grew you big, fellow stonesmith. Salutations." The size of the dwarf obscured the art of the techno wizard @Crystal Clad. "Oh...well, it appears you have more than a cursory knowledge of the arcane energy within the stone. I am honored to make your acquaintance. I am called Kohatu." He bows deeply, still managing to tower over the girl.
Finally, he nods reverently at the Lemurian @TicToc. "And greetings to you, friend."

As Major Deschesne goes into the details of their assignment, Kohatu pipes up. "Have we any idea or connection to the pyramids that were surely built into the city? If there is to be a rapid exit, I could facilitate such by way of the pyramids if they are intact. I imagine they must have been beautiful..." He trails off, almost not listening for the answer.
Kohatu
Kohatu
Pace: 6; Parry: 5
Toughness: 16 (7)
Pertinent Edges: Alertness, Brave, Rapid Recharge
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steelbrok
Posts: 234
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 1: Poor Choices

Post by steelbrok »

One thing about all the sensors packed into Steelbrok is that he hears a lot of the conversation going around, Dorn and Charles' is particularly interesting.

He cannot help staring at Dorn (dwarf, seriously, did they change the height qualifications sometime in the last couple of hundred years?). The he hears Dorn talking about getting their rations. Please no, not bloody dwarf bread!
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2! +1 Fighting, +1 Parry
'Velma' the Vibro Longsword d12+d10+2 MD AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
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TicToc
Posts: 23
Joined: Sat Sep 10, 2022 11:49 am

Re: Chapter 1: Poor Choices

Post by TicToc »

With his thoughts on What the enemy will be like, TicToc approaches the Steel Man, Well here goes nothing. "Excuse me mister Steel Man, I am TicToc, not from here but under the seas. I really don't know the threats that we may encounter. So as a team mate. I hope you can keep me, how do you say? in the know?" I wonder if he had and Accident and this was his only way to survive. TicToc continues, "The short round Boulder, Dwarf, is right term, You says food is problem? Why?"

Finally, he nods reverently at the Lemurian @TicToc. "And greetings to@TicToc
TicToc bows, as does his bird, then he responds, "Greetings Honorable Stone Master,@ Kohatu. My name is TicToc and my bird is Shui Toki. If you have any advise for this fish out of water, please feel please to impart it on to me. I have problem with Tec no Gee."
TicToc Lemurian Mind Melter /Sea Sentinel
Character Sheet: viewtopic.php?f=289&t=7067
Attributes: Agility d8, Smarts d10, Spirit d6, Strength d8, Vigor d6
Pace: 6; Parry: 6; Toughness: 14 (6)
PPE: 5 ISP: 30
Conditions: INNATE: Farsight, Darksight, Detect/Conceal Arcane, Conceal Aura, Beast Friend, Empathy, MindLink, Smite.
Self Powers that do not Require ISP: Smite, Detect/Conceal Aura, Fly.
Channeling Raise do not Require ISP: Bolt, Empathy, Mind Link, Beast Friend.
Bennies 4/3
Description
OOC Comments
Lemurian, Sea Sentinel
Lemurians were humans from ancient Southeast Asia, but they've used Biomancy to alter their "code of life" (DNA) to ascend to what they consider the perfectly balanced physical form. They're graceful with almond eyes, delicate features, and a slight, muscular build. They have gills behind their jaw beneath their pointed ears,
TicToc stands 6'4", has thick mane of silver, streaked with blue highlights. Skin Golden and is speckled with iridescent blue flecks down the neck to the shoulders then along the top of the arms.
Talisman Keohtote Peral on Shell Leuriman (Talisman of Marduk) (Patron Item) (SWADE)Detect Concealment on constant
Conditions:
OOC Comments
Detect/Conceal arcana as an Innate Ability
Alter Aura:
OOC Comments
Have conceal arcana as an Innate Ability with the Range (Self) limitation; can use Power Modifiers as usual. In addition allows the Mind Melter to mimic the supernatural "signature" of any being desired—from a child to a greater demon, an elderly Shifter, a canine, a minor psionic, etc.
Expanded Awareness:
OOC Comments
Have the detect arcana power as an Innate Ability with the Range (Self) and Aspect limitations. They may sense supernatural beings within line of sight with a Notice check
Master of Psionics:
OOC Comments
Mind Melters get a free reroll on all Trait rolls (except Critical Failures) when using psychic abilities and their Psionics skill
Mental Resistance:
OOC Comments
Have +4 to all checks to resist psionic effects, and +4 armor against psionic damage. These effects stack with Arcane Resistance, arcane protection, and similar bonuses.
A Little Odd: Mind Melters tend to be a little different due to the nature of their powers—gain the Quirk Hindrance.
Armor:
OOC Comments
WAVE STRIDER BIO-ARMOR (0 (Normal) +6 +3 d12+1
OOC Comments
— 19 −6 200K Notes: Allows wearer to breathe underwater and swim at their full Pace, +2 Athletics (swimming), Max Depth 2.5 miles, Wave Striding—wearers can walk on the water. Weapons: None, may use personal weapons)
Due to Lemarian race adopting: a biomancy style 9-10 Covered in a fiber-optic material, your armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls
Modify: Biomancy, Octopus DNA, 2 Tentacle Arms
Leviathan Bio-Armor=Combat Bio Mage Heavy EBA
OOC Comments
Armor: +10
Toughness: +6
Min Strength: 6
Strength: d12+3
Handling: +2
Size:3
Pace and Run: 8+d8 (30 MPH)
Weight: 700
Rarity: -6
Notes: Nimble, Imp Arcane Resistance, Water (+1 Handling, 30 MPH), Max Depth 6 miles.
Weapons:
„ Stonecaster (left arm): Range 50/100/200, MD 4d8, AP 8, RoF 1, MBT or It Burns or +8 AP.
„ Bio-Energy Laser (fixed front): Range 18/36/72, Dmg 3d6, AP 2, RoF 1.
Lemurian Biomancy Overcoat(Branaghan Special Armored Overcoat (Rifts Patron Item)
OOC Comments
• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)

Features:
The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket: Canteen
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:OOC Comments
Blood Hawk Shui Teki
OOC Comments
Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d10, Vigor d10
Skills: Athletics d8, Fighting d8, Notice d8, Stealth d6, Survival d6
Pace: 4; Parry: 6; Toughness: 11
Special Abilities:
„ Beak and Talons: These beasts attack with vicious efficiency, doing Str+d6, AP 4.
„ Hawkeyed: A Blood Hawk gains +2 on all sight-based Notice checks and can see well at extreme distances.
The +2 bonus also applies to Survival rolls made to track targets across open ground.
„ Leathery Hide: The demonic hide of a Blood Hawk provides +4 Toughness.
„ Psionic Senses: Blood Hawks have the detect arcana power, which they can use an Innate Ability with a Spirit check. They primarily use this to sense if a foe has enough magical or psionic power to withstand them.
„ Wings: Blood Hawks fly at a pace of 10 with a Run die of d8.
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Venatus Vinco
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Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter 1: Poor Choices

Post by Venatus Vinco »

Questions & Clarifications

The various questions buzz about the room and the Major does his best to answer them, "This is a search and rescue mission. You may, of course, engage hostiles with a reaction commensurate to the threat level. The advance team is mainly techno-wizards focused on opening a portal for you and rigging a device for your successful return. They do have an escort to secure the portal and have reported back safe, but with heavy Coalition presence in the area. It should be a soft landing. Search the area for clues, Muninn used this communication point often we must assume they have easy access to it – and no I do not know if there is a Huginn." The Major adds with a grin, "But if there is a second raven out there be sure to bring it along too."

The practical matters of food, rations, and ammunition are quickly dealt with as the team heads to the portal room located on the small ley line that passes through Castle Refuge. A team of Techno-Wizards and Ley Line walkers supervises some sort of stone device. The Major shurgs, "We are traying to recreate some of the benefits of pyramid technology. The castle being made of stone is a good start but the geomancy is all wrong. This room is slightly better and we are having some good success."

As soon as he says that a sharp flash and puff of smoke erupts from the stone and a dwarf comes out of the dust cloud, wiping soot from his goggles. His singed coveralls say "Hammerheart", obviously part of the clan of dwarves who built the castle. The Major gives a dry smile, "Are we still connected to the landing site Miss Hammerheart?"

The stout woman shrugs, "Sure are, that little pyrotechnic display was just the PPE batteries overloading. Sustaining a stable Rift takes a lot of energy. The lads on the other end have almost rigged up the re-opener then we can close the connection. Hopefully."

With that dubious welcome the group sees a portal open before them heading toward the ruins of Tolkeen.

--

The basement of the castle is almost immediately replaced by a ruined stone structure and ankle (waist for Dorn) deep water. Another techno-wizard smiles at the group, "Well it worked," he says in a surprised tone. "Glad you're hear, the Legion scouts say the Coalition is thick around here." He points to a pile of electronics and batteries, "This is a JumpStar®. It's linked back to the castle and has enough juice to open one portal. Fire it up when you're ready to come back. If you want to talk to the scouts they'll be falling back here shortly." And with that, the technician pops back through the portal. Obviously not cut out for field work.

On cue a dog boy, the infamous Duke Fitzkillian, enters the ruined building followed by a few other well-armed leigionnaires. The dog boy shakes his head, "This place is giving me the worst headache, and that thing," he points to the Jumpstar® with disdain, "Gives off the worst high pitched squeal." Of course, no one else hears anything.
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Rex
Posts: 27
Joined: Tue Aug 02, 2022 7:37 pm

Re: Chapter 1: Poor Choices

Post by Rex »

Venatus Vinco wrote: Sun Oct 09, 2022 5:59 pm The basement of the castle is almost immediately replaced by a ruined stone structure and ankle (waist for Dorn) deep water. Another techno-wizard smiles at the group, "Well it worked," he says in a surprised tone. "Glad you're hear, the Legion scouts say the Coalition is thick around here." He points to a pile of electronics and batteries, "This is a JumpStar®. It's linked back to the castle and has enough juice to open one portal. Fire it up when you're ready to come back. If you want to talk to the scouts they'll be falling back here shortly." And with that, the technician pops back through the portal. Obviously not cut out for field work.
Charles steps forward wearing all his gear holding his helmet., “I never get used to how cool that is.”
Venatus Vinco wrote: Sun Oct 09, 2022 5:59 pm On cue a dog boy, the infamous Duke Fitzkillian, enters the ruined building followed by a few other well-armed leigionnaires. The dog boy shakes his head, "This place is giving me the worst headache, and that thing," he points to the Jumpstar® with disdain, "Gives off the worst high pitched squeal." Of course, no one else hears anything.
Charles eyes light up and he says, “Fitzkillian! Good to see you. What’s the sitrep?” He shakes the hand of the Dog Boy.
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Dorn Giantslayer
Posts: 34
Joined: Wed Jul 07, 2021 6:02 pm

Re: Chapter 1: Poor Choices

Post by Dorn Giantslayer »

Dorn glowers around him has he climbs out of the hole the teleport dropped him into. "Tha mi a’ fàs sgìth de na còmhdhail draoidheil sin gam shlaodadh san fhìor cheann! Ma lorgas mi am meallta a tha a’ cumail suas an amas tha mi a’ dol gam briseadh nan leth!" Dorn growls and the Dwarf technicians in the room suddenly become very focused on their tasks.

Shaking himself a moment Dorn adjusts the rifles slung across his back and waves his silver axe back and forth a few times to flick any muck off of it. "So we hear to rescue spy named for bird, yes? So how was it to be that we find the spy? Hope hunter better at finding than stupid mages at castle at aiming! Pah!"

With the pharmaceuticals pumped into his system Dorn doesn't stay mad for long. "So! When to be, what is phrase again, ah yes, get show on road, no?"
Ancient wisdom from the Golden Age: Don't Panic.

Dorn GiantSlayer
Player: Jim
Active Alts: Jim Cannon, Jame Graeme, Steele


Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+2, Vigor d12
Pace: 7; Parry: 7(6); Toughness: 21(7) MDC; Size: Normal (2) Burn: 7; Bennies 4 of 4

Skills
Agility: Athletics d10, Fighting d10, Shooting d10, Stealth d4
Smarts: Common Knowledge d4, Language (American) d6, Language (Dwarven) d8, Notice d6, Repair d4, Science d4, Taunt d6
Spirit: Intimidation d6, Persuasion d4

User avatar
Ames Jean-louis
Posts: 76
Joined: Sun Sep 02, 2018 2:15 pm

Re: Chapter 1: Poor Choices

Post by Ames Jean-louis »

Upon immediately being transported into ankle deep water, William does a hop skip and curses.

"Oh C'mon, watch the leather man!"

"So how do you think we activate this JumpStar thing? I hope there are not any special words you have to say. That never goes well."

William points at Dorn, "I have no idea what this guy just said, but I'm walking behind him wherever we are headed."
viewtopic.php?t=7384
Bennies: 2/3
Pace: 6; Parry: 4; Toughness: 9 (2)
Wounds 0/3
ISP: 9/10
Fatigue 0/2
Dominion: 8
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TicToc
Posts: 23
Joined: Sat Sep 10, 2022 11:49 am

Re: Chapter 1: Poor Choices

Post by TicToc »

TicToc puts his new patch on his WAVE STRIDER BIO-ARMOR, then goes and steps into the Leviathan and brings his supplies with him, to the room they are to leave from.
The basement of the castle is almost immediately replaced by a ruined stone structure and ankle (waist for Dorn) deep water. Another techno-wizard smiles at the group, "Well it worked," he says in a surprised tone. "Glad you're hear, the Legion scouts say the Coalition is thick around here." He points to a pile of electronics and batteries, "This is a JumpStar®. It's linked back to the castle and has enough juice to open one portal. Fire it up when you're ready to come back. If you want to talk to the scouts they'll be falling back here shortly." And with that, the technician pops back through the portal. Obviously not cut out for field work.
Before he steps through the portal, he talks to Shui, “Time to go through and look around.” Shui goes thru followed by TicTic. Splash! A big drop as he goes into the water. But the suit is enjoying it as is TicToc. Missing some salt, I would say.
On cue a dog boy, the infamous Duke Fitzkillian, enters the ruined building followed by a few other well-armed legionnaires. The dog boy shakes his head, "This place is giving me the worst headache, and that thing," he points to the Jumpstar® with disdain, "Gives off the worst high pitched squeal." Of course, no one else hears anything.
TicToc, still in his Leviathan, jumps out of the pool and sees the dog boy shaking hands. Wow! Another one, and up close. This is bio engineering beginning 101. TicToc leaves the leviathan (his conceal is on showing low levels of PPE and ISP) looks at the dog boy and offers his hand and speaks, “Nice to meet you sir. TicToc, Lemurian. Do you have a picture or something of the subject to help us trace her? They mention Coalition, near here. Which ones, and how many and where? Opps!, I’m sorry maybe William should be speaking.”

TicToc is excited at this new place. He is in a war zone and on land. He is a fish out of water, and he knows it. Contradictions on new and different, cautious and wanting action just to get this over with. He wants to make sure they can all survive this new threat as his group tries to find this person. "Shui, are you up there looking around, anything interesting? they say the enemies like to dress in black."
TicToc Lemurian Mind Melter /Sea Sentinel
Character Sheet: viewtopic.php?f=289&t=7067
Attributes: Agility d8, Smarts d10, Spirit d6, Strength d8, Vigor d6
Pace: 6; Parry: 6; Toughness: 14 (6)
PPE: 5 ISP: 30
Conditions: INNATE: Farsight, Darksight, Detect/Conceal Arcane, Conceal Aura, Beast Friend, Empathy, MindLink, Smite.
Self Powers that do not Require ISP: Smite, Detect/Conceal Aura, Fly.
Channeling Raise do not Require ISP: Bolt, Empathy, Mind Link, Beast Friend.
Bennies 4/3
Description
OOC Comments
Lemurian, Sea Sentinel
Lemurians were humans from ancient Southeast Asia, but they've used Biomancy to alter their "code of life" (DNA) to ascend to what they consider the perfectly balanced physical form. They're graceful with almond eyes, delicate features, and a slight, muscular build. They have gills behind their jaw beneath their pointed ears,
TicToc stands 6'4", has thick mane of silver, streaked with blue highlights. Skin Golden and is speckled with iridescent blue flecks down the neck to the shoulders then along the top of the arms.
Talisman Keohtote Peral on Shell Leuriman (Talisman of Marduk) (Patron Item) (SWADE)Detect Concealment on constant
Conditions:
OOC Comments
Detect/Conceal arcana as an Innate Ability
Alter Aura:
OOC Comments
Have conceal arcana as an Innate Ability with the Range (Self) limitation; can use Power Modifiers as usual. In addition allows the Mind Melter to mimic the supernatural "signature" of any being desired—from a child to a greater demon, an elderly Shifter, a canine, a minor psionic, etc.
Expanded Awareness:
OOC Comments
Have the detect arcana power as an Innate Ability with the Range (Self) and Aspect limitations. They may sense supernatural beings within line of sight with a Notice check
Master of Psionics:
OOC Comments
Mind Melters get a free reroll on all Trait rolls (except Critical Failures) when using psychic abilities and their Psionics skill
Mental Resistance:
OOC Comments
Have +4 to all checks to resist psionic effects, and +4 armor against psionic damage. These effects stack with Arcane Resistance, arcane protection, and similar bonuses.
A Little Odd: Mind Melters tend to be a little different due to the nature of their powers—gain the Quirk Hindrance.
Armor:
OOC Comments
WAVE STRIDER BIO-ARMOR (0 (Normal) +6 +3 d12+1
OOC Comments
— 19 −6 200K Notes: Allows wearer to breathe underwater and swim at their full Pace, +2 Athletics (swimming), Max Depth 2.5 miles, Wave Striding—wearers can walk on the water. Weapons: None, may use personal weapons)
Due to Lemarian race adopting: a biomancy style 9-10 Covered in a fiber-optic material, your armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls
Modify: Biomancy, Octopus DNA, 2 Tentacle Arms
Leviathan Bio-Armor=Combat Bio Mage Heavy EBA
OOC Comments
Armor: +10
Toughness: +6
Min Strength: 6
Strength: d12+3
Handling: +2
Size:3
Pace and Run: 8+d8 (30 MPH)
Weight: 700
Rarity: -6
Notes: Nimble, Imp Arcane Resistance, Water (+1 Handling, 30 MPH), Max Depth 6 miles.
Weapons:
„ Stonecaster (left arm): Range 50/100/200, MD 4d8, AP 8, RoF 1, MBT or It Burns or +8 AP.
„ Bio-Energy Laser (fixed front): Range 18/36/72, Dmg 3d6, AP 2, RoF 1.
Lemurian Biomancy Overcoat(Branaghan Special Armored Overcoat (Rifts Patron Item)
OOC Comments
• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)

Features:
The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket: Canteen
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:OOC Comments
Blood Hawk Shui Teki
OOC Comments
Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d10, Vigor d10
Skills: Athletics d8, Fighting d8, Notice d8, Stealth d6, Survival d6
Pace: 4; Parry: 6; Toughness: 11
Special Abilities:
„ Beak and Talons: These beasts attack with vicious efficiency, doing Str+d6, AP 4.
„ Hawkeyed: A Blood Hawk gains +2 on all sight-based Notice checks and can see well at extreme distances.
The +2 bonus also applies to Survival rolls made to track targets across open ground.
„ Leathery Hide: The demonic hide of a Blood Hawk provides +4 Toughness.
„ Psionic Senses: Blood Hawks have the detect arcana power, which they can use an Innate Ability with a Spirit check. They primarily use this to sense if a foe has enough magical or psionic power to withstand them.
„ Wings: Blood Hawks fly at a pace of 10 with a Run die of d8.
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Crystal Clad
Posts: 41
Joined: Sun Oct 31, 2021 11:08 pm

Re: Chapter 1: Poor Choices

Post by Crystal Clad »

OOC Comments
Fluff roll:
TW 1d12!!+2: [2]+2 = 4
Wild TW 1d6!!+2: [5]+2 = 7
Meh, good enough for what I wanted...
Crystal is fascinated as they enter the portal chamber. When the flash goes off, she immediately steps forward, and starts looking at the bits that popped. "Have you tried installing a few overflow capacitors to the batteries? That could give you some ability to deal with the excess... wait, it looks like you had some here and removed them?" The two women start an obscure conversation that is only brought to a halt by the increasingly impatient Major. "Oh! Right, sorry, maybe I can pick your brain after the mission, Miss Hammerheart?"

Once they warp over to the drop-point, she looks around at the waterlogged room. In a bemused tone, she chuckles at Dorn, then adds, "Nonsense. If they didn't know what they were doing, we'd've splatted against the wall at several hundred miles per hour. Accounting for the latitude differential on a long-range teleportaion is damned near impossible if you're not an actual genius. So be grateful for what we've got. I assume the Legion's not responsible for the conditions of the landing, site, either--you can blame Cee-Ess bombers for that, most likely."

She nods to Duke as he enters, and lets the others ask the first wave of questions, then adds, "In addition to how we'll recognize him, is there any way we can be sure he'll recognize us? I mean, spies tend to get a bit paranoid about folks who show up and suggesting the spy comes back with them. Might be easier if we have some sort of call-sign or something, so Munin knows we're not--" She cuts off for a moment, realizing that no one would confuse this group for a Coalition team, then continues, "--working for ol' Dumbscum?"
Crystal Clad
Character Sheet
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 13 (6); Strain: 0
Skills: Persuasion d4+1; Common Knowledge d4^; Athletics d4
Stealth d6; Notice d8
Techno-Wizardry d12; Occult d12
Repair d12+4*; Science d6; Electronics d6*
Driving d6; Fighting d4; Shooting d6
Research 1d4=2*; Hacking 1d4-2*; Thievery 1d4-2*; Performance 1d4-1
BUILD ROLL: 1d12+4
Hindrances: Overconfident; Thin-Skinned: -2 vs. Taunt; PTSD: 1/Session, Roll Spirit or -1 Benny;
Quirk; Device Dependent: Need gear to use Powers; Enemy: Coalition States
Edges & Abilities: AB: Weird Science; Artificer: Create Arcane Devices; Arcane Machinist: Create Gizmo 6/Session
Master of Magic (Hind): Can use Mega-Modifiers; Ms. Fix-it Edge: Repairs take 1/2 time on a Raise
Machine Maestro: +1 to * skills; +2 if device is TW; Attractive (factored in)
Powers: Energy Disruption; Remote Viewing; Teleport
PPE: 20
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steelbrok
Posts: 234
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 1: Poor Choices

Post by steelbrok »

Cradling Vera tenderly, the steel soldier mutters a quick prayer before he steps through the portal. Once in the ruined building he quickly looks for exits and possible enemy entry points.
He relaxes very slightly as Duke and his squad enter, "What's happening out there, much enemy activity?"
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2! +1 Fighting, +1 Parry
'Velma' the Vibro Longsword d12+d10+2 MD AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
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Kohatu
Posts: 17
Joined: Tue Sep 13, 2022 5:25 pm

Re: Chapter 1: Poor Choices

Post by Kohatu »

Kohatu does his best not to make any implications of poor design in the castle as they pass through the makeshift pyramid room. He instead does his best to channel a little extra stone-mojo into the room as they prepare to make the jump. On the pass-through, he nods to Hammerheart in an acknowledgment of the mutual love of the earth-bones.
Emerging on the other side of the portal, he mostly takes the time to

Earth and Water Sense: 1d10!!: [4] = 4
WD EW Sense: 1d6!!: [11!!] = 11
. He ponders what these rocks have seen and what secrets they may hold within. His musings are cut short as Duke Fitzkillian enters. He stands back to full height and raises a hand in greeting. "Sir."
Kohatu
Kohatu
Pace: 6; Parry: 5
Toughness: 16 (7)
Pertinent Edges: Alertness, Brave, Rapid Recharge
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Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter 1: Poor Choices

Post by Venatus Vinco »

The Duke

Having landed safely the team does a quick hand off with the advance squad, Duke the Dog Boy, seems pleasant enough but has a hint of irritation. Most likely from the ley lines wreaking havoc with his normally superior senses.

"We have seen evidence of enemy unmanned patrols, Skelebots, but normally seek and destroy stuff. No evidence the Coalition is alerted to us, or the target. Normally I could sniff out someone like that pretty easily, but we had to do some initial tracking the old-fashioned way. Think we found a heading for your little birdie. Assuming they were the last ones out here." Duke provides a hand sketched map of the area with a few notes about enemy activity and the bearing for the potential target.

As the groups exchange notes Kohatu listens to the rocks. They don't say much but one does draw his attention. A single stone, with a bird, like a raven, etched into it. Barely perceptible to any but the keenest eye. Even Duke missed it. Turning it over reveals an old-fashioned metal key most likely for a door.
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Rex
Posts: 27
Joined: Tue Aug 02, 2022 7:37 pm

Re: Chapter 1: Poor Choices

Post by Rex »

Venatus Vinco wrote: Sun Oct 16, 2022 7:02 pm The Duke
"We have seen evidence of enemy unmanned patrols, Skelebots, but normally seek and destroy stuff. No evidence the Coalition is alerted to us, or the target. Normally I could sniff out someone like that pretty easily, but we had to do some initial tracking the old-fashioned way. Think we found a heading for your little birdie. Assuming they were the last ones out here." Duke provides a hand sketched map of the area with a few notes about enemy activity and the bearing for the potential target.
Mason studies the map very carefully. "This is great Duke. Thank you for the reconnaissance. Team we have destination. We must start heading that way ASAP. We need to secure Muninn as soon as possible. i will take point. It is my opinion, that myself, Steelbrok, Dorn and Ash be the primary fire team. We will engage only when threatened. Others will engage secondarily. Their primary focus is using any ability they have to locate clues as to Muninn's location. But this isn't a dictatorship. What are your thoughts team?" Almost did it again, why do I think I should be in charge. Stop it Charles you dolt. He
Notice: d6!: [6!, 2] = 8 , d6!: [1] = 1
to the group.
Venatus Vinco wrote: Sun Oct 16, 2022 7:02 pm As the groups exchange notes Kohatu listens to the rocks. They don't say much but one does draw his attention. A single stone, with a bird, like a raven, etched into it. Barely perceptible to any but the keenest eye. Even Duke missed it. Turning it over reveals an old-fashioned metal key most likely for a door.
"Speaking of clues, what did you find Kohatu?" he inquires as he sees the Ogre examining something closely.
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TicToc
Posts: 23
Joined: Sat Sep 10, 2022 11:49 am

Re: Chapter 1: Poor Choices

Post by TicToc »

WIP
The Duke
"We have seen evidence of enemy unmanned patrols, Skelebots, but normally seek and destroy stuff. No evidence the Coalition is alerted to us, or the target. Normally I could sniff out someone like that pretty easily, but we had to do some initial tracking the old-fashioned way. Think we found a heading for your little birdie. Assuming they were the last ones out here." Duke provides a hand sketched map of the area with a few notes about enemy activity and the bearing for the potential target


TicToc listens to Mason and Duke, he is interested in the map and wants to send Shui Teki (Blood Hawk) out to be the eyes in the sky. He asks Mason, “Excuse me, can I see the map so that I can get Shui up in the air to see what is there?" TicToc studies the map and uses his ability, Exalted Beast Friend to send Shui up and have a look around, “Shui, get airborne and look around we need to see what is out there and heading in this general direction, keep eyes open for movement, others human type, animals, and two legged creatures." 30 mins x2 leyline ISP
Psionic
1d10+2 1d10+2!!: [5]+2 = 7 Success

WD
1d6 1d6!!: [4] = 4

TicToc explains to the group, "I sent Shui up to take a look around and to keep an eye open for threats. We are connected."

When Mason mention the Marching Order, he thinks of it and says, "Sounds good to me. I'll pass information to you on what Shui sees. I can also act as rear guard." I need to stay back, for a while till I get a feel for what is needed and not get killed.


Shui walks and Hops till it gets outside and looks around, She then takes to the Air and looks around trying to get her bearings Also tries to locate threats and other glowing bits of goodies.
Shui's Rolls Notice 1d8+2
1d8+2!!: [5]+2 = 7

Detect Arcana Power, Spirit check 1d8
1d8!!: [2] = 2
Last edited by TicToc on Tue Oct 18, 2022 6:40 pm, edited 4 times in total.
TicToc Lemurian Mind Melter /Sea Sentinel
Character Sheet: viewtopic.php?f=289&t=7067
Attributes: Agility d8, Smarts d10, Spirit d6, Strength d8, Vigor d6
Pace: 6; Parry: 6; Toughness: 14 (6)
PPE: 5 ISP: 30
Conditions: INNATE: Farsight, Darksight, Detect/Conceal Arcane, Conceal Aura, Beast Friend, Empathy, MindLink, Smite.
Self Powers that do not Require ISP: Smite, Detect/Conceal Aura, Fly.
Channeling Raise do not Require ISP: Bolt, Empathy, Mind Link, Beast Friend.
Bennies 4/3
Description
OOC Comments
Lemurian, Sea Sentinel
Lemurians were humans from ancient Southeast Asia, but they've used Biomancy to alter their "code of life" (DNA) to ascend to what they consider the perfectly balanced physical form. They're graceful with almond eyes, delicate features, and a slight, muscular build. They have gills behind their jaw beneath their pointed ears,
TicToc stands 6'4", has thick mane of silver, streaked with blue highlights. Skin Golden and is speckled with iridescent blue flecks down the neck to the shoulders then along the top of the arms.
Talisman Keohtote Peral on Shell Leuriman (Talisman of Marduk) (Patron Item) (SWADE)Detect Concealment on constant
Conditions:
OOC Comments
Detect/Conceal arcana as an Innate Ability
Alter Aura:
OOC Comments
Have conceal arcana as an Innate Ability with the Range (Self) limitation; can use Power Modifiers as usual. In addition allows the Mind Melter to mimic the supernatural "signature" of any being desired—from a child to a greater demon, an elderly Shifter, a canine, a minor psionic, etc.
Expanded Awareness:
OOC Comments
Have the detect arcana power as an Innate Ability with the Range (Self) and Aspect limitations. They may sense supernatural beings within line of sight with a Notice check
Master of Psionics:
OOC Comments
Mind Melters get a free reroll on all Trait rolls (except Critical Failures) when using psychic abilities and their Psionics skill
Mental Resistance:
OOC Comments
Have +4 to all checks to resist psionic effects, and +4 armor against psionic damage. These effects stack with Arcane Resistance, arcane protection, and similar bonuses.
A Little Odd: Mind Melters tend to be a little different due to the nature of their powers—gain the Quirk Hindrance.
Armor:
OOC Comments
WAVE STRIDER BIO-ARMOR (0 (Normal) +6 +3 d12+1
OOC Comments
— 19 −6 200K Notes: Allows wearer to breathe underwater and swim at their full Pace, +2 Athletics (swimming), Max Depth 2.5 miles, Wave Striding—wearers can walk on the water. Weapons: None, may use personal weapons)
Due to Lemarian race adopting: a biomancy style 9-10 Covered in a fiber-optic material, your armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls
Modify: Biomancy, Octopus DNA, 2 Tentacle Arms
Leviathan Bio-Armor=Combat Bio Mage Heavy EBA
OOC Comments
Armor: +10
Toughness: +6
Min Strength: 6
Strength: d12+3
Handling: +2
Size:3
Pace and Run: 8+d8 (30 MPH)
Weight: 700
Rarity: -6
Notes: Nimble, Imp Arcane Resistance, Water (+1 Handling, 30 MPH), Max Depth 6 miles.
Weapons:
„ Stonecaster (left arm): Range 50/100/200, MD 4d8, AP 8, RoF 1, MBT or It Burns or +8 AP.
„ Bio-Energy Laser (fixed front): Range 18/36/72, Dmg 3d6, AP 2, RoF 1.
Lemurian Biomancy Overcoat(Branaghan Special Armored Overcoat (Rifts Patron Item)
OOC Comments
• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)

Features:
The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket: Canteen
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:OOC Comments
Blood Hawk Shui Teki
OOC Comments
Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d10, Vigor d10
Skills: Athletics d8, Fighting d8, Notice d8, Stealth d6, Survival d6
Pace: 4; Parry: 6; Toughness: 11
Special Abilities:
„ Beak and Talons: These beasts attack with vicious efficiency, doing Str+d6, AP 4.
„ Hawkeyed: A Blood Hawk gains +2 on all sight-based Notice checks and can see well at extreme distances.
The +2 bonus also applies to Survival rolls made to track targets across open ground.
„ Leathery Hide: The demonic hide of a Blood Hawk provides +4 Toughness.
„ Psionic Senses: Blood Hawks have the detect arcana power, which they can use an Innate Ability with a Spirit check. They primarily use this to sense if a foe has enough magical or psionic power to withstand them.
„ Wings: Blood Hawks fly at a pace of 10 with a Run die of d8.
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steelbrok
Posts: 234
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 1: Poor Choices

Post by steelbrok »

The Steel Stalwart gives the map a thorough examination and nods approval of the news about the local CS forces. He ignores

"Skelebots, eh?" he muses, "Crystal, can you rig something up to jam their comms maybe? Not to activate now, but to have ready if we need to stop them calling for help?"

He also gives the Lemurian a thumbs up, having their own remote eyes will be handy.

Finally, he glances at the rich kid with delusions of grandeur, "We'll move out carefully and with eyes in the sky and all around. We stick to cover and avoid contact as long as possible. Duke, will your team be securing our extraction point, here?"
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2! +1 Fighting, +1 Parry
'Velma' the Vibro Longsword d12+d10+2 MD AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
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Kohatu
Posts: 17
Joined: Tue Sep 13, 2022 5:25 pm

Re: Chapter 1: Poor Choices

Post by Kohatu »

Kohatu stoops down to scoop up the hidden object. "Well well...what have we here?" He holds the key up to the light. "Did anyone lose their key?" He chuckles. "The rocks will reveal their secrets if you have an ear to listen." He offers the key to Duke. "Any idea where this would go?"
Kohatu
Kohatu
Pace: 6; Parry: 5
Toughness: 16 (7)
Pertinent Edges: Alertness, Brave, Rapid Recharge
Current Status Post
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Ames Jean-louis
Posts: 76
Joined: Sun Sep 02, 2018 2:15 pm

Re: Chapter 1: Poor Choices

Post by Ames Jean-louis »

“That sounds like a plan, Charlie. You sure you don’t want me walking point? I’m no Duke, but the stuff those TW nerds put in me gives me some advanced warning to what might be lurking out there. Uh..no offense, Crystal”

OOC Comments
I have an Expanded Detection and Array system, Steelbrook does too, I think
Turning to Kohatu, “You mind if I take a look at that, big guy? Sometimes I can get a sense of where stuff like that has been and who might have handled it last.”

The Momano takes the key and holds it up to be level with his eyes while rolling the amulet he wears around his neck over the fingers of his other hand.

“Lets see if you can tell us
Activate Object Reading through the Talisman of Marduk: Spirit 1d8!!: [6] = 6 1d6!!: [9!!] = 9 That is a Raise so I can see events that happened within 20 yards of this key for the past 100 years
…”
viewtopic.php?t=7384
Bennies: 2/3
Pace: 6; Parry: 4; Toughness: 9 (2)
Wounds 0/3
ISP: 9/10
Fatigue 0/2
Dominion: 8
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TicToc
Posts: 23
Joined: Sat Sep 10, 2022 11:49 am

Re: Chapter 1: Poor Choices

Post by TicToc »

TicToc speaks up again, "Remember my friends, this area, and your words are new to me. When you need help, don't say Skelbot. I have never seen one yet, unless you can describe it to me."

He continues, "Most of my abilities help me, because I am usually in my flier I concentrated on those. I shall try to gain the abilities that can help the group more, just be patient with me for now I can Link minds, no Jammer can interfere. I would suggest to you Mason or one other the reason if we are all one it and someone invades one of your minds they can get to the others."
TicToc Lemurian Mind Melter /Sea Sentinel
Character Sheet: viewtopic.php?f=289&t=7067
Attributes: Agility d8, Smarts d10, Spirit d6, Strength d8, Vigor d6
Pace: 6; Parry: 6; Toughness: 14 (6)
PPE: 5 ISP: 30
Conditions: INNATE: Farsight, Darksight, Detect/Conceal Arcane, Conceal Aura, Beast Friend, Empathy, MindLink, Smite.
Self Powers that do not Require ISP: Smite, Detect/Conceal Aura, Fly.
Channeling Raise do not Require ISP: Bolt, Empathy, Mind Link, Beast Friend.
Bennies 4/3
Description
OOC Comments
Lemurian, Sea Sentinel
Lemurians were humans from ancient Southeast Asia, but they've used Biomancy to alter their "code of life" (DNA) to ascend to what they consider the perfectly balanced physical form. They're graceful with almond eyes, delicate features, and a slight, muscular build. They have gills behind their jaw beneath their pointed ears,
TicToc stands 6'4", has thick mane of silver, streaked with blue highlights. Skin Golden and is speckled with iridescent blue flecks down the neck to the shoulders then along the top of the arms.
Talisman Keohtote Peral on Shell Leuriman (Talisman of Marduk) (Patron Item) (SWADE)Detect Concealment on constant
Conditions:
OOC Comments
Detect/Conceal arcana as an Innate Ability
Alter Aura:
OOC Comments
Have conceal arcana as an Innate Ability with the Range (Self) limitation; can use Power Modifiers as usual. In addition allows the Mind Melter to mimic the supernatural "signature" of any being desired—from a child to a greater demon, an elderly Shifter, a canine, a minor psionic, etc.
Expanded Awareness:
OOC Comments
Have the detect arcana power as an Innate Ability with the Range (Self) and Aspect limitations. They may sense supernatural beings within line of sight with a Notice check
Master of Psionics:
OOC Comments
Mind Melters get a free reroll on all Trait rolls (except Critical Failures) when using psychic abilities and their Psionics skill
Mental Resistance:
OOC Comments
Have +4 to all checks to resist psionic effects, and +4 armor against psionic damage. These effects stack with Arcane Resistance, arcane protection, and similar bonuses.
A Little Odd: Mind Melters tend to be a little different due to the nature of their powers—gain the Quirk Hindrance.
Armor:
OOC Comments
WAVE STRIDER BIO-ARMOR (0 (Normal) +6 +3 d12+1
OOC Comments
— 19 −6 200K Notes: Allows wearer to breathe underwater and swim at their full Pace, +2 Athletics (swimming), Max Depth 2.5 miles, Wave Striding—wearers can walk on the water. Weapons: None, may use personal weapons)
Due to Lemarian race adopting: a biomancy style 9-10 Covered in a fiber-optic material, your armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls
Modify: Biomancy, Octopus DNA, 2 Tentacle Arms
Leviathan Bio-Armor=Combat Bio Mage Heavy EBA
OOC Comments
Armor: +10
Toughness: +6
Min Strength: 6
Strength: d12+3
Handling: +2
Size:3
Pace and Run: 8+d8 (30 MPH)
Weight: 700
Rarity: -6
Notes: Nimble, Imp Arcane Resistance, Water (+1 Handling, 30 MPH), Max Depth 6 miles.
Weapons:
„ Stonecaster (left arm): Range 50/100/200, MD 4d8, AP 8, RoF 1, MBT or It Burns or +8 AP.
„ Bio-Energy Laser (fixed front): Range 18/36/72, Dmg 3d6, AP 2, RoF 1.
Lemurian Biomancy Overcoat(Branaghan Special Armored Overcoat (Rifts Patron Item)
OOC Comments
• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)

Features:
The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket: Canteen
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:OOC Comments
Blood Hawk Shui Teki
OOC Comments
Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d10, Vigor d10
Skills: Athletics d8, Fighting d8, Notice d8, Stealth d6, Survival d6
Pace: 4; Parry: 6; Toughness: 11
Special Abilities:
„ Beak and Talons: These beasts attack with vicious efficiency, doing Str+d6, AP 4.
„ Hawkeyed: A Blood Hawk gains +2 on all sight-based Notice checks and can see well at extreme distances.
The +2 bonus also applies to Survival rolls made to track targets across open ground.
„ Leathery Hide: The demonic hide of a Blood Hawk provides +4 Toughness.
„ Psionic Senses: Blood Hawks have the detect arcana power, which they can use an Innate Ability with a Spirit check. They primarily use this to sense if a foe has enough magical or psionic power to withstand them.
„ Wings: Blood Hawks fly at a pace of 10 with a Run die of d8.
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Dorn Giantslayer
Posts: 34
Joined: Wed Jul 07, 2021 6:02 pm

Re: Chapter 1: Poor Choices

Post by Dorn Giantslayer »

Dorn scoffs at @TicToc "Phah! When see skelebot, you know for the surely! Metal skel - E - ton row - bots, not to be missing them. But they to be not much of the fun really. Break waaaaay too easy. Heh, Dead Boys, they break easy too now that Dorn be thinking on it, no? The CEE ESS just the job lots of crappy toys. No Dwarf smith be the caught of the dead making that junk!"

Giving TicToc a closer look he frowns at the pointed ears. "Say! Not being an elf are you. Those are some pointy ears. Would explain lot though, elves not too quick, no?" Dorn taps the side of his head. "Have to explain verrrrry slow to the elves sometimes."

Looking at those with the map Dorn complains loudly, "we getting show on the road or just being in the standing of the water all day? Got bearing, yes? Got axe, yes! Gluaisidh sinn mar gu bheil adhbhar agad air an robh thu tinn a’ marcachd leisgeul duilich airson coin! Tha solas an latha a’ losgadh! Let's boogie!"
Ancient wisdom from the Golden Age: Don't Panic.

Dorn GiantSlayer
Player: Jim
Active Alts: Jim Cannon, Jame Graeme, Steele


Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+2, Vigor d12
Pace: 7; Parry: 7(6); Toughness: 21(7) MDC; Size: Normal (2) Burn: 7; Bennies 4 of 4

Skills
Agility: Athletics d10, Fighting d10, Shooting d10, Stealth d4
Smarts: Common Knowledge d4, Language (American) d6, Language (Dwarven) d8, Notice d6, Repair d4, Science d4, Taunt d6
Spirit: Intimidation d6, Persuasion d4

User avatar
TicToc
Posts: 23
Joined: Sat Sep 10, 2022 11:49 am

Re: Chapter 1: Poor Choices

Post by TicToc »

TicToc looks at Dorn as he tries explains what a skelbot is and what it looks like. Metal skeleton, rowing bot. This one has a worst accent then I do. And he plays with them? and they are Fragile. No wonder they break, look at the size of him. The CS is A toy Maker!I wonder if all those drugs has made him a bit crazy. well stay behind him he is large and makes a good shield. TicToc smiles at the Huge Dwarf and says in a low tone, "Thank you very much for who these thing are? Are you OK."

When the Dorn questions TicToc on the pointy ear Elfs bit, He is taken aback a bit, "No I am Lemurian, from the house of Komodo. I know that may not mean anything to you. We are of human descent. We were on earth, along with the Atlantis, guiding protecting humans our cities fly in the air and underwater thousands of years ago. we do not use Technology as humans do, meaning no disrespect, we us Biomancy to improve our selves and combine with Stone magic make living things to help us. I mention Technology be cause to us it is a mystery. Humans have come a long way since we disappeared from earth along with the Atlantean brothers, at the time of departures people still used steel weapons the firearm was just starting to to be used. We are with Nature, we communicate with animals, and plants which we have modified. The armor weapons and clothes are all living and or natural with modifications." TicToc shows off his suit as it starts to change color and shape. "See! sometimes, you have to explain things which are new to people. That is one reason I am here to learn for all of you. Because we need to start working together, to help all of us, here on Earth. "
TicToc Lemurian Mind Melter /Sea Sentinel
Character Sheet: viewtopic.php?f=289&t=7067
Attributes: Agility d8, Smarts d10, Spirit d6, Strength d8, Vigor d6
Pace: 6; Parry: 6; Toughness: 14 (6)
PPE: 5 ISP: 30
Conditions: INNATE: Farsight, Darksight, Detect/Conceal Arcane, Conceal Aura, Beast Friend, Empathy, MindLink, Smite.
Self Powers that do not Require ISP: Smite, Detect/Conceal Aura, Fly.
Channeling Raise do not Require ISP: Bolt, Empathy, Mind Link, Beast Friend.
Bennies 4/3
Description
OOC Comments
Lemurian, Sea Sentinel
Lemurians were humans from ancient Southeast Asia, but they've used Biomancy to alter their "code of life" (DNA) to ascend to what they consider the perfectly balanced physical form. They're graceful with almond eyes, delicate features, and a slight, muscular build. They have gills behind their jaw beneath their pointed ears,
TicToc stands 6'4", has thick mane of silver, streaked with blue highlights. Skin Golden and is speckled with iridescent blue flecks down the neck to the shoulders then along the top of the arms.
Talisman Keohtote Peral on Shell Leuriman (Talisman of Marduk) (Patron Item) (SWADE)Detect Concealment on constant
Conditions:
OOC Comments
Detect/Conceal arcana as an Innate Ability
Alter Aura:
OOC Comments
Have conceal arcana as an Innate Ability with the Range (Self) limitation; can use Power Modifiers as usual. In addition allows the Mind Melter to mimic the supernatural "signature" of any being desired—from a child to a greater demon, an elderly Shifter, a canine, a minor psionic, etc.
Expanded Awareness:
OOC Comments
Have the detect arcana power as an Innate Ability with the Range (Self) and Aspect limitations. They may sense supernatural beings within line of sight with a Notice check
Master of Psionics:
OOC Comments
Mind Melters get a free reroll on all Trait rolls (except Critical Failures) when using psychic abilities and their Psionics skill
Mental Resistance:
OOC Comments
Have +4 to all checks to resist psionic effects, and +4 armor against psionic damage. These effects stack with Arcane Resistance, arcane protection, and similar bonuses.
A Little Odd: Mind Melters tend to be a little different due to the nature of their powers—gain the Quirk Hindrance.
Armor:
OOC Comments
WAVE STRIDER BIO-ARMOR (0 (Normal) +6 +3 d12+1
OOC Comments
— 19 −6 200K Notes: Allows wearer to breathe underwater and swim at their full Pace, +2 Athletics (swimming), Max Depth 2.5 miles, Wave Striding—wearers can walk on the water. Weapons: None, may use personal weapons)
Due to Lemarian race adopting: a biomancy style 9-10 Covered in a fiber-optic material, your armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls
Modify: Biomancy, Octopus DNA, 2 Tentacle Arms
Leviathan Bio-Armor=Combat Bio Mage Heavy EBA
OOC Comments
Armor: +10
Toughness: +6
Min Strength: 6
Strength: d12+3
Handling: +2
Size:3
Pace and Run: 8+d8 (30 MPH)
Weight: 700
Rarity: -6
Notes: Nimble, Imp Arcane Resistance, Water (+1 Handling, 30 MPH), Max Depth 6 miles.
Weapons:
„ Stonecaster (left arm): Range 50/100/200, MD 4d8, AP 8, RoF 1, MBT or It Burns or +8 AP.
„ Bio-Energy Laser (fixed front): Range 18/36/72, Dmg 3d6, AP 2, RoF 1.
Lemurian Biomancy Overcoat(Branaghan Special Armored Overcoat (Rifts Patron Item)
OOC Comments
• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)

Features:
The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket: Canteen
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:OOC Comments
Blood Hawk Shui Teki
OOC Comments
Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d10, Vigor d10
Skills: Athletics d8, Fighting d8, Notice d8, Stealth d6, Survival d6
Pace: 4; Parry: 6; Toughness: 11
Special Abilities:
„ Beak and Talons: These beasts attack with vicious efficiency, doing Str+d6, AP 4.
„ Hawkeyed: A Blood Hawk gains +2 on all sight-based Notice checks and can see well at extreme distances.
The +2 bonus also applies to Survival rolls made to track targets across open ground.
„ Leathery Hide: The demonic hide of a Blood Hawk provides +4 Toughness.
„ Psionic Senses: Blood Hawks have the detect arcana power, which they can use an Innate Ability with a Spirit check. They primarily use this to sense if a foe has enough magical or psionic power to withstand them.
„ Wings: Blood Hawks fly at a pace of 10 with a Run die of d8.
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Venatus Vinco
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Re: Chapter 1: Poor Choices

Post by Venatus Vinco »

iA little Birdie Told Me
In the air Shuie can see that the area is mostly ruined city. Ley lines criss cross in every direction. A talented shifter or ley line walker could likely go anywhere here, and the Coalition would avoid the areas as their dog boys would not be able to function. However, high up in the sky and of to the east, Shuie spots the small spec of a flight of flying power armor. Looks like a standard patrol, no threat yet. Too far away.

The Key that Turns the Lock
The key gives many impressions, but the most consistent is an old, bearded man dressed in grey. He seems to have a pattern of entering this area and hiding the key under the rock which means nothing can be seen after that. Then he uncovers the key and it sits in darkness in a pocket or pouch until it is used to unlock a rustic cabin in a swamp. The key then sits on a hook, showing the man in the cabin mostly by himself, reading, studying, and muttering to himself. On a few occasions he can be seen as if talking to someone, but strangely the someone is obscured from the scrying vision. Most recently the man returned to the area, arguing with the unseen presence, as he put the key under the rock.

Duke's Map
Cross referring the map from some landmarks in the vision it appears the swampy area is west, away from the Coalition and deep in the mire of ley lines Shuie sees above.
Swamp Things
Finding the cabin in the swamp is a Trek Quick Encounter at -2. Roll one Trek skill (Athletics, Survival, Riding, Piloting, Driving, Stealth, etc). One success per person needed or the group suffers a level of Fatigue from bumps and bruises suffered along the way.
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TicToc
Posts: 23
Joined: Sat Sep 10, 2022 11:49 am

Re: Chapter 1: Poor Choices

Post by TicToc »

TicToc
Piloting 1d8 -2 7-2=5 success
1d8!!: [7] = 7
WD 1d6
WD 1d6!!: [2] = 2

TicToc melds into is suit, and he uses his Piloting skills and his contact with Shuri to help guide the group toward the Swamp. He tells the group what he and Shuri see, "Shuri and I see that that we are in the middle of a ruin city. To the East in the distance, I see a group of flying armor. It is a small group, most likely a patrol. I'll tell Suri that were we are headed, and she should keep an eye on that group or any others. Oh and warn us if they are on the move."

TicToc relays the information to Shuri.
TicToc Lemurian Mind Melter /Sea Sentinel
Character Sheet: viewtopic.php?f=289&t=7067
Attributes: Agility d8, Smarts d10, Spirit d6, Strength d8, Vigor d6
Pace: 6; Parry: 6; Toughness: 14 (6)
PPE: 5 ISP: 30
Conditions: INNATE: Farsight, Darksight, Detect/Conceal Arcane, Conceal Aura, Beast Friend, Empathy, MindLink, Smite.
Self Powers that do not Require ISP: Smite, Detect/Conceal Aura, Fly.
Channeling Raise do not Require ISP: Bolt, Empathy, Mind Link, Beast Friend.
Bennies 4/3
Description
OOC Comments
Lemurian, Sea Sentinel
Lemurians were humans from ancient Southeast Asia, but they've used Biomancy to alter their "code of life" (DNA) to ascend to what they consider the perfectly balanced physical form. They're graceful with almond eyes, delicate features, and a slight, muscular build. They have gills behind their jaw beneath their pointed ears,
TicToc stands 6'4", has thick mane of silver, streaked with blue highlights. Skin Golden and is speckled with iridescent blue flecks down the neck to the shoulders then along the top of the arms.
Talisman Keohtote Peral on Shell Leuriman (Talisman of Marduk) (Patron Item) (SWADE)Detect Concealment on constant
Conditions:
OOC Comments
Detect/Conceal arcana as an Innate Ability
Alter Aura:
OOC Comments
Have conceal arcana as an Innate Ability with the Range (Self) limitation; can use Power Modifiers as usual. In addition allows the Mind Melter to mimic the supernatural "signature" of any being desired—from a child to a greater demon, an elderly Shifter, a canine, a minor psionic, etc.
Expanded Awareness:
OOC Comments
Have the detect arcana power as an Innate Ability with the Range (Self) and Aspect limitations. They may sense supernatural beings within line of sight with a Notice check
Master of Psionics:
OOC Comments
Mind Melters get a free reroll on all Trait rolls (except Critical Failures) when using psychic abilities and their Psionics skill
Mental Resistance:
OOC Comments
Have +4 to all checks to resist psionic effects, and +4 armor against psionic damage. These effects stack with Arcane Resistance, arcane protection, and similar bonuses.
A Little Odd: Mind Melters tend to be a little different due to the nature of their powers—gain the Quirk Hindrance.
Armor:
OOC Comments
WAVE STRIDER BIO-ARMOR (0 (Normal) +6 +3 d12+1
OOC Comments
— 19 −6 200K Notes: Allows wearer to breathe underwater and swim at their full Pace, +2 Athletics (swimming), Max Depth 2.5 miles, Wave Striding—wearers can walk on the water. Weapons: None, may use personal weapons)
Due to Lemarian race adopting: a biomancy style 9-10 Covered in a fiber-optic material, your armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls
Modify: Biomancy, Octopus DNA, 2 Tentacle Arms
Leviathan Bio-Armor=Combat Bio Mage Heavy EBA
OOC Comments
Armor: +10
Toughness: +6
Min Strength: 6
Strength: d12+3
Handling: +2
Size:3
Pace and Run: 8+d8 (30 MPH)
Weight: 700
Rarity: -6
Notes: Nimble, Imp Arcane Resistance, Water (+1 Handling, 30 MPH), Max Depth 6 miles.
Weapons:
„ Stonecaster (left arm): Range 50/100/200, MD 4d8, AP 8, RoF 1, MBT or It Burns or +8 AP.
„ Bio-Energy Laser (fixed front): Range 18/36/72, Dmg 3d6, AP 2, RoF 1.
Lemurian Biomancy Overcoat(Branaghan Special Armored Overcoat (Rifts Patron Item)
OOC Comments
• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)

Features:
The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket: Canteen
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:OOC Comments
Blood Hawk Shui Teki
OOC Comments
Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d10, Vigor d10
Skills: Athletics d8, Fighting d8, Notice d8, Stealth d6, Survival d6
Pace: 4; Parry: 6; Toughness: 11
Special Abilities:
„ Beak and Talons: These beasts attack with vicious efficiency, doing Str+d6, AP 4.
„ Hawkeyed: A Blood Hawk gains +2 on all sight-based Notice checks and can see well at extreme distances.
The +2 bonus also applies to Survival rolls made to track targets across open ground.
„ Leathery Hide: The demonic hide of a Blood Hawk provides +4 Toughness.
„ Psionic Senses: Blood Hawks have the detect arcana power, which they can use an Innate Ability with a Spirit check. They primarily use this to sense if a foe has enough magical or psionic power to withstand them.
„ Wings: Blood Hawks fly at a pace of 10 with a Run die of d8.
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Crystal Clad
Posts: 41
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Re: Chapter 1: Poor Choices

Post by Crystal Clad »

steelbrok wrote: Mon Oct 17, 2022 2:16 pm
"Skelebots, eh?" he muses, "Crystal, can you rig something up to jam their comms maybe? Not to activate now, but to have ready if we need to stop them calling for help?"
Crystal grins, holding up a pistol-like device with several spinning quartz components. "About 5 years ahead of you, Shiny. First built this to keep my dad from sending drones as chaperones on my dates."
The Gizmo
Energy Disruption device, Known Power.
William Ash wrote:Turning to Kohatu, “You mind if I take a look at that, big guy? Sometimes I can get a sense of where stuff like that has been and who might have handled it last.”

The Momano takes the key and holds it up to be level with his eyes while rolling the amulet he wears around his neck over the fingers of his other hand.

“Lets see if you can tell us anything...."
Crystal speaks up after William describes his vision. "That might be enough for me to try something.... at least to see if I can get assurances that he's still alive."

She lowers the visor on her helm, which consists of a single oblong crystal that covers her eyes, and begins
Remote Viewing: Technowizardry 1d12!!: [9] = 9 Wild TW 1d6!!: [4] = 4
, causing the elongated stone to shimmer through a kaleidoscopic blur of colors.

"Come on, I almost got it...."
Why this isn't just completely game-breaking
Assuming that this guy is NOT a moron, he's going to get the Smarts roll to resist on the assumption that anyone scrying for him might be hostile, so even with a 9, she's not guaranteed a success. Smarts 9+, no effect. Smarts 6-8, she can see him for just under a minute, Smarts 5 or less, she can also hear and get smells from his area, too. Even with all that, it DOES only last under a minute, and it just shows him and his immediate surroundings--unless he's conveniently standing in front of a mall map with "You Are Here" marked on it, not likely to tell them where he is, just what his current state is. Oh, and if the guy who obviously has Conceal Arcana happens to be present, he gets his own Smarts Roll, I think, and also gets a bonus of +2/+4 (if using Greater Conceal). Also, I tend to assume this sort of thing can't just be spammed on repeat--she'll likely be trying it once each morning, but that'll be it.
Treking, across the universe... Trek Fail
Sneaky Sneaky
Stealth 1d6!!-2: [2]-2 = 0
Wild Stealth 1d6!!-2: [5]-2 = 3
Benny
Stealth 1d6!!-2: [5]-2 = 3
Wild Stealth 1d6!!-2: [5]-2 = 3
Also, activates Shadow Cloak for 3 PPE. Invisibility at base effect.
Final Bennies: 2/3
PPE: 19/25
As they work their way into the swamp, Crystal gamely tries to not be a drag, but she is clearly a city-girl, and not one who spent her time playing with mud-pies.
Crystal Clad
Character Sheet
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 13 (6); Strain: 0
Skills: Persuasion d4+1; Common Knowledge d4^; Athletics d4
Stealth d6; Notice d8
Techno-Wizardry d12; Occult d12
Repair d12+4*; Science d6; Electronics d6*
Driving d6; Fighting d4; Shooting d6
Research 1d4=2*; Hacking 1d4-2*; Thievery 1d4-2*; Performance 1d4-1
BUILD ROLL: 1d12+4
Hindrances: Overconfident; Thin-Skinned: -2 vs. Taunt; PTSD: 1/Session, Roll Spirit or -1 Benny;
Quirk; Device Dependent: Need gear to use Powers; Enemy: Coalition States
Edges & Abilities: AB: Weird Science; Artificer: Create Arcane Devices; Arcane Machinist: Create Gizmo 6/Session
Master of Magic (Hind): Can use Mega-Modifiers; Ms. Fix-it Edge: Repairs take 1/2 time on a Raise
Machine Maestro: +1 to * skills; +2 if device is TW; Attractive (factored in)
Powers: Energy Disruption; Remote Viewing; Teleport
PPE: 20
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Rex
Posts: 27
Joined: Tue Aug 02, 2022 7:37 pm

Re: Chapter 1: Poor Choices

Post by Rex »

Venatus Vinco wrote: Tue Nov 01, 2022 4:20 pm Duke's Map
Cross referring the map from some landmarks in the vision it appears the swampy area is west, away from the Coalition and deep in the mire of ley lines Shuie sees above.
Swamp Things
Finding the cabin in the swamp is a Trek Quick Encounter at -2. Roll one Trek skill (Athletics, Survival, Riding, Piloting, Driving, Stealth, etc). One success per person needed or the group suffers a level of Fatigue from bumps and bruises suffered along the way.
“Ok This looks to be a good spot to set up a base of operations, away from the patrols. The terrain is going to be wet and bit of a slog, but should be easy enough. Once everyone has made their preparations let’s move out.”

Crystal Clad wrote: Wed Nov 02, 2022 6:01 pm
Sneaky Sneaky
Stealth 1d6!!-2: [2]-2 = 0
Wild Stealth 1d6!!-2: [5]-2 = 3
Benny
Stealth 1d6!!-2: [5]-2 = 3
Wild Stealth 1d6!!-2: [5]-2 = 3

As they work their way into the swamp, Crystal gamely tries to not be a drag, but she is clearly a city-girl, and not one who spent her time playing with mud-pies.
Trek Roll
Survival 1d6!!-2: [5]-2 = 3
Wild Die 1d6!!-2: [2]-2 = 0
Benny
Survival d6!!-2: [2]-2 = 0
Wild Die d6!!-2: [4]-2 = 2
Benny
Survival d6!!-2: [10!!]-2 = 8
Wild Die d6!!-2: [2]-2 = 0

Success and a Raise If Possible I would like to give @Crystal Clad a +1 with my raise to make her 3 a 4 and this a Success as well.

When Charles sees Crystal Struggling in the Wilderness he starts helping her keep her footing and points out the best places to step so that she has less trouble.
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steelbrok
Posts: 234
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Re: Chapter 1: Poor Choices

Post by steelbrok »

The cyborg

Stealth 1d6!!+2-": [1]+2 = 3 (actually comes down to 1 as should be -2 not -")
Wild Die 1d6!!+2-2: [5]+2-2 = 5
to the side, seeking to avoid enemy attention as the team moves towards the hut. This new team seems pretty effective even if a little green, so far so good, though. Maybe the city girl needs a bit of practice with moving silently, though.
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2! +1 Fighting, +1 Parry
'Velma' the Vibro Longsword d12+d10+2 MD AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
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Dorn Giantslayer
Posts: 34
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Re: Chapter 1: Poor Choices

Post by Dorn Giantslayer »


Athletics 1d10!!-2: [4]-2 = 2
Wild Die 1d6!!-2: [10!!]-2 = 8


Dorn is mildly puzzled at what he assumes are his companions' attempts at stealth. Knowing that Stealth is not his strong suit anyway takes point and proceeds to break the trail in the direction indicated on Duke's map. Deftly moving with a grace that belies his bulk Dorn picks out the best trail or makes one as needed always guided by TicToc's navigation.

After a particularly soupy section of swamp he calls back, "an dòchas gu bheil fios agad càit a bheil sinn a 'dol fish man. Bidh mi gu h-obann ma thèid sinn air chall anns a’ bhoglach damnaichte seo! We are to be going on the right tracks, no?"

Shrugging he gets another bearing from the Lemurian and resumes the trek towards what he really hopes is the destination.
Ancient wisdom from the Golden Age: Don't Panic.

Dorn GiantSlayer
Player: Jim
Active Alts: Jim Cannon, Jame Graeme, Steele


Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+2, Vigor d12
Pace: 7; Parry: 7(6); Toughness: 21(7) MDC; Size: Normal (2) Burn: 7; Bennies 4 of 4

Skills
Agility: Athletics d10, Fighting d10, Shooting d10, Stealth d4
Smarts: Common Knowledge d4, Language (American) d6, Language (Dwarven) d8, Notice d6, Repair d4, Science d4, Taunt d6
Spirit: Intimidation d6, Persuasion d4

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Kohatu
Posts: 17
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Re: Chapter 1: Poor Choices

Post by Kohatu »

Kohatu appears uncharacteristically
Survival: 1d6!!-2: [5]-2 = 3
WD Survival: 1d6!!-2: [4]-2 = 2
as they head into the wilderness. His only saving grace is following @Dorn Giantslayer as he stealthily moves through the muck. "Curse this swamp! Where are the rocks? Where is the stone?!" He continues muttering other such complaints, mostly under his breath which is still quite loud as he huffs and puffs and struggles with bogs and sinkholes..
Kohatu
Kohatu
Pace: 6; Parry: 5
Toughness: 16 (7)
Pertinent Edges: Alertness, Brave, Rapid Recharge
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Venatus Vinco
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Re: Chapter 1: Poor Choices

Post by Venatus Vinco »

Crystal Clad wrote: Mon Oct 10, 2022 4:56 pm She nods to Duke as he enters, and lets the others ask the first wave of questions, then adds, "In addition to how we'll recognize him, is there any way we can be sure he'll recognize us? I mean, spies tend to get a bit paranoid about folks who show up and suggesting the spy comes back with them. Might be easier if we have some sort of call-sign or something, so Munin knows we're not--" She cuts off for a moment, realizing that no one would confuse this group for a Coalition team, then continues, "--working for ol' Dumbscum?"
Duke looks a bit perplexed, flips through his field notebook then nods. "Tell them one eye sent you. Knowing their call sign will be enough to signal you are with us. And the one eye phrase will confirm it."
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Ames Jean-louis
Posts: 76
Joined: Sun Sep 02, 2018 2:15 pm

Re: Chapter 1: Poor Choices

Post by Ames Jean-louis »

“Looks like gramps hid this key here for some reason. Poor guy probably going senile. Anyway, sooner we get this done, sooner we can crack a cold one.”
William sets off through the marsh and mire, but as he turns away his bravado drops a bit and he mutters to himself,
“I don’t have a great track record with cabins in the woods”

Seeing Kohatu and Crystal struggle, William flicks his right arm and the retractable chainsaw hums to life but doesn’t make any more noise than a vibroblade. He
Survival 1d6!!: [13!!] = 13 1d6!!: [2] = 2 -2+2=13
a path big enough for the ogre and offers his left hand to the Techno-Wizard to help her bypass the deeper parts of the mire.
At the Lemurian’s comment, he chuckles.

“We have a juicer, an ogre, and a full conversion borg. I’m not sure we could hide from a deaf and blind Grackle Tooth, ‘Toc.”

OOC Comments
Success with two Raises using Survival
Last edited by Ames Jean-louis on Wed Nov 16, 2022 7:15 pm, edited 2 times in total.
viewtopic.php?t=7384
Bennies: 2/3
Pace: 6; Parry: 4; Toughness: 9 (2)
Wounds 0/3
ISP: 9/10
Fatigue 0/2
Dominion: 8
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TicToc
Posts: 23
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Re: Chapter 1: Poor Choices

Post by TicToc »

TicToc speaks up, "Duke we should try to try to keep these ruins between us and those Fliers. And I would suggest not using any comms. and maybe set up false transmitters with remote controls. I saw the new Navy use these to confuse their enemies."

Trying to explain things to the others, "We work with others to protect the seas and some times we set traps and decoys for our operations. Now I can provide a non electrical network, linking minds if the need arises. Something like Shuri and I are using."

TicToc continues, "We should locate some hiding places along our path here."
TicToc Lemurian Mind Melter /Sea Sentinel
Character Sheet: viewtopic.php?f=289&t=7067
Attributes: Agility d8, Smarts d10, Spirit d6, Strength d8, Vigor d6
Pace: 6; Parry: 6; Toughness: 14 (6)
PPE: 5 ISP: 30
Conditions: INNATE: Farsight, Darksight, Detect/Conceal Arcane, Conceal Aura, Beast Friend, Empathy, MindLink, Smite.
Self Powers that do not Require ISP: Smite, Detect/Conceal Aura, Fly.
Channeling Raise do not Require ISP: Bolt, Empathy, Mind Link, Beast Friend.
Bennies 4/3
Description
OOC Comments
Lemurian, Sea Sentinel
Lemurians were humans from ancient Southeast Asia, but they've used Biomancy to alter their "code of life" (DNA) to ascend to what they consider the perfectly balanced physical form. They're graceful with almond eyes, delicate features, and a slight, muscular build. They have gills behind their jaw beneath their pointed ears,
TicToc stands 6'4", has thick mane of silver, streaked with blue highlights. Skin Golden and is speckled with iridescent blue flecks down the neck to the shoulders then along the top of the arms.
Talisman Keohtote Peral on Shell Leuriman (Talisman of Marduk) (Patron Item) (SWADE)Detect Concealment on constant
Conditions:
OOC Comments
Detect/Conceal arcana as an Innate Ability
Alter Aura:
OOC Comments
Have conceal arcana as an Innate Ability with the Range (Self) limitation; can use Power Modifiers as usual. In addition allows the Mind Melter to mimic the supernatural "signature" of any being desired—from a child to a greater demon, an elderly Shifter, a canine, a minor psionic, etc.
Expanded Awareness:
OOC Comments
Have the detect arcana power as an Innate Ability with the Range (Self) and Aspect limitations. They may sense supernatural beings within line of sight with a Notice check
Master of Psionics:
OOC Comments
Mind Melters get a free reroll on all Trait rolls (except Critical Failures) when using psychic abilities and their Psionics skill
Mental Resistance:
OOC Comments
Have +4 to all checks to resist psionic effects, and +4 armor against psionic damage. These effects stack with Arcane Resistance, arcane protection, and similar bonuses.
A Little Odd: Mind Melters tend to be a little different due to the nature of their powers—gain the Quirk Hindrance.
Armor:
OOC Comments
WAVE STRIDER BIO-ARMOR (0 (Normal) +6 +3 d12+1
OOC Comments
— 19 −6 200K Notes: Allows wearer to breathe underwater and swim at their full Pace, +2 Athletics (swimming), Max Depth 2.5 miles, Wave Striding—wearers can walk on the water. Weapons: None, may use personal weapons)
Due to Lemarian race adopting: a biomancy style 9-10 Covered in a fiber-optic material, your armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls
Modify: Biomancy, Octopus DNA, 2 Tentacle Arms
Leviathan Bio-Armor=Combat Bio Mage Heavy EBA
OOC Comments
Armor: +10
Toughness: +6
Min Strength: 6
Strength: d12+3
Handling: +2
Size:3
Pace and Run: 8+d8 (30 MPH)
Weight: 700
Rarity: -6
Notes: Nimble, Imp Arcane Resistance, Water (+1 Handling, 30 MPH), Max Depth 6 miles.
Weapons:
„ Stonecaster (left arm): Range 50/100/200, MD 4d8, AP 8, RoF 1, MBT or It Burns or +8 AP.
„ Bio-Energy Laser (fixed front): Range 18/36/72, Dmg 3d6, AP 2, RoF 1.
Lemurian Biomancy Overcoat(Branaghan Special Armored Overcoat (Rifts Patron Item)
OOC Comments
• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)

Features:
The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket: Canteen
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:OOC Comments
Blood Hawk Shui Teki
OOC Comments
Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d10, Vigor d10
Skills: Athletics d8, Fighting d8, Notice d8, Stealth d6, Survival d6
Pace: 4; Parry: 6; Toughness: 11
Special Abilities:
„ Beak and Talons: These beasts attack with vicious efficiency, doing Str+d6, AP 4.
„ Hawkeyed: A Blood Hawk gains +2 on all sight-based Notice checks and can see well at extreme distances.
The +2 bonus also applies to Survival rolls made to track targets across open ground.
„ Leathery Hide: The demonic hide of a Blood Hawk provides +4 Toughness.
„ Psionic Senses: Blood Hawks have the detect arcana power, which they can use an Innate Ability with a Spirit check. They primarily use this to sense if a foe has enough magical or psionic power to withstand them.
„ Wings: Blood Hawks fly at a pace of 10 with a Run die of d8.
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Venatus Vinco
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Re: Chapter 1: Poor Choices

Post by Venatus Vinco »

Predators
Remote Viewing
It was a tie. Crystal's vision is obscured by some sort of ritual darkness. Whoever this is has put up very powerful wards against being seen. While she can't zoom in she gets a vague sense of the person, like seeing in shadows. There are roots hanging from the ceiling, a few inches of dank water under. She can also catch the faint musk of dirt.
Trudging through the swamp is not easy for some of the larger members as sinking sometimes up to their chest is a regular occurrence. However, they do eventually reach the bank of a small pond of scummy water. Across they can spy a hut, with a fire gloaming out front. The sheen of the flames reflects menacingly off a squad of skelebots, led by a SAMAS pilot, as they close in on the hut!

Unfortunately, the sharp sensors of the skelebots mean stealth is impossible as four along the river bank swirl toward the heroes.
Conditions
- It is Dim lighting (-2)
- The shallow water in front of you is difficult ground (half pace) unless you have means to circumvent it.
- There is a SAMAS patrol nearby that they could signal if they get the word out quick enough.
Note: Arcata has the 2 of Clubs. Was too low to fit on the tracker.
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Crystal Clad
Posts: 41
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Re: Chapter 1: Poor Choices

Post by Crystal Clad »

Teleport Raise, Jamming Raise
Two Actions: Teleport, then Energy Disruption/Jamming.

Teleport first:
2 PPE
Techno-wizardry 1d12!!: [11] = 11
Wild TW 1d6!!: [4] = 4
Raise! Teleport up to 24"


We be Jaaaammminnn!
2 PPE base, +2 Range x3, +1 Jamming: Total 5 PPE
Techno-wizardry 1d12!!: [4] = 4
Wild TW 1d6!!: [4] = 4
Success, becomes auto-Raise
Jams all radio communication within 18" of her current position.
Crystal, still shrouded in her cloak--not that it's likely to help against the Skellies' sensor array--murmurs to the others, "I got their comms. Try to not let them kill me, please. I'll be up the tree." And with that, she touches her belt buckle and her shadowed form shimmers momentarily in a kaleidoscopic display, before she appears in the boughs of the tree, as concealed by the trunk from the Skelebots' weaponry as possible. Then she pulls out the Disharmonic Field Generator, activating the JAM setting on it.
Status
9/25 PPE
0 Wounds
0 Fatigue
Map Position
Ideally, she'll be two or three inches above ground level, as well.
Teleportposition.jpg
Crystal Clad
Character Sheet
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 13 (6); Strain: 0
Skills: Persuasion d4+1; Common Knowledge d4^; Athletics d4
Stealth d6; Notice d8
Techno-Wizardry d12; Occult d12
Repair d12+4*; Science d6; Electronics d6*
Driving d6; Fighting d4; Shooting d6
Research 1d4=2*; Hacking 1d4-2*; Thievery 1d4-2*; Performance 1d4-1
BUILD ROLL: 1d12+4
Hindrances: Overconfident; Thin-Skinned: -2 vs. Taunt; PTSD: 1/Session, Roll Spirit or -1 Benny;
Quirk; Device Dependent: Need gear to use Powers; Enemy: Coalition States
Edges & Abilities: AB: Weird Science; Artificer: Create Arcane Devices; Arcane Machinist: Create Gizmo 6/Session
Master of Magic (Hind): Can use Mega-Modifiers; Ms. Fix-it Edge: Repairs take 1/2 time on a Raise
Machine Maestro: +1 to * skills; +2 if device is TW; Attractive (factored in)
Powers: Energy Disruption; Remote Viewing; Teleport
PPE: 20
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Kohatu
Posts: 17
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Re: Chapter 1: Poor Choices

Post by Kohatu »

Kohatu nods at @Crystal Clad. "Let the earth be your shield." With that, the ogre wades into the swampy mess. Reaching out with his hand, he calls forth every rock and pebble in the area of the SAMAS pilot to
Elemental Manipulation: 1d10!!: [8] = 8
WD EM: 1d6!!: [10!!] = 10 - Raise, -2 to all Trait rolls for affected area, Selective to avoid Crystal, Test against the pilot
the vision of the skelebots. The SAMAS pilot suffers the worst of the pelting. "Even these robots will have trouble dealing with the rock shower!"
Kohatu
Kohatu
Pace: 6; Parry: 5
Toughness: 16 (7)
Pertinent Edges: Alertness, Brave, Rapid Recharge
Current Status Post
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TicToc
Posts: 23
Joined: Sat Sep 10, 2022 11:49 am

Re: Chapter 1: Poor Choices

Post by TicToc »

King of Diamonds
TicToc: has low light vision
Tic sees the group of skelbots, Crapola those are the skeletons robots, a lot of them guess I should try to take out a bunch of them and even the odds for us. Using the Stonecasters in the suit, he selects medium burst function and aims for the furthest 4 four an Airburst'
Fires the Stonecaster ( Stonecaster (left arm): Range 50/100/200, MD 4d8, AP 8, RoF 1, MBT .) at the Skelbots
Shooting Success
1d8
1d8!!: [5] = 5
WD shooting
1d6
WD shooting 1d6!!: [1] = 1
Damage: 4AP
4d6
4d6!!: [4, 9!!, 5, 4] = 22 if on ley line +2 if on nexus add +4

Tic decides to improve his chances by using his ability in combat(+2for 4ISP,) Free Runner(Level Headed)
Psychic 1d10
1d10!!: [4] = 4
Psi WD
1d6!!: [3] = 3
After shooting, Tic decides to spread out and not make a nice target.
Last edited by TicToc on Sun Nov 20, 2022 8:02 pm, edited 4 times in total.
TicToc Lemurian Mind Melter /Sea Sentinel
Character Sheet: viewtopic.php?f=289&t=7067
Attributes: Agility d8, Smarts d10, Spirit d6, Strength d8, Vigor d6
Pace: 6; Parry: 6; Toughness: 14 (6)
PPE: 5 ISP: 30
Conditions: INNATE: Farsight, Darksight, Detect/Conceal Arcane, Conceal Aura, Beast Friend, Empathy, MindLink, Smite.
Self Powers that do not Require ISP: Smite, Detect/Conceal Aura, Fly.
Channeling Raise do not Require ISP: Bolt, Empathy, Mind Link, Beast Friend.
Bennies 4/3
Description
OOC Comments
Lemurian, Sea Sentinel
Lemurians were humans from ancient Southeast Asia, but they've used Biomancy to alter their "code of life" (DNA) to ascend to what they consider the perfectly balanced physical form. They're graceful with almond eyes, delicate features, and a slight, muscular build. They have gills behind their jaw beneath their pointed ears,
TicToc stands 6'4", has thick mane of silver, streaked with blue highlights. Skin Golden and is speckled with iridescent blue flecks down the neck to the shoulders then along the top of the arms.
Talisman Keohtote Peral on Shell Leuriman (Talisman of Marduk) (Patron Item) (SWADE)Detect Concealment on constant
Conditions:
OOC Comments
Detect/Conceal arcana as an Innate Ability
Alter Aura:
OOC Comments
Have conceal arcana as an Innate Ability with the Range (Self) limitation; can use Power Modifiers as usual. In addition allows the Mind Melter to mimic the supernatural "signature" of any being desired—from a child to a greater demon, an elderly Shifter, a canine, a minor psionic, etc.
Expanded Awareness:
OOC Comments
Have the detect arcana power as an Innate Ability with the Range (Self) and Aspect limitations. They may sense supernatural beings within line of sight with a Notice check
Master of Psionics:
OOC Comments
Mind Melters get a free reroll on all Trait rolls (except Critical Failures) when using psychic abilities and their Psionics skill
Mental Resistance:
OOC Comments
Have +4 to all checks to resist psionic effects, and +4 armor against psionic damage. These effects stack with Arcane Resistance, arcane protection, and similar bonuses.
A Little Odd: Mind Melters tend to be a little different due to the nature of their powers—gain the Quirk Hindrance.
Armor:
OOC Comments
WAVE STRIDER BIO-ARMOR (0 (Normal) +6 +3 d12+1
OOC Comments
— 19 −6 200K Notes: Allows wearer to breathe underwater and swim at their full Pace, +2 Athletics (swimming), Max Depth 2.5 miles, Wave Striding—wearers can walk on the water. Weapons: None, may use personal weapons)
Due to Lemarian race adopting: a biomancy style 9-10 Covered in a fiber-optic material, your armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls
Modify: Biomancy, Octopus DNA, 2 Tentacle Arms
Leviathan Bio-Armor=Combat Bio Mage Heavy EBA
OOC Comments
Armor: +10
Toughness: +6
Min Strength: 6
Strength: d12+3
Handling: +2
Size:3
Pace and Run: 8+d8 (30 MPH)
Weight: 700
Rarity: -6
Notes: Nimble, Imp Arcane Resistance, Water (+1 Handling, 30 MPH), Max Depth 6 miles.
Weapons:
„ Stonecaster (left arm): Range 50/100/200, MD 4d8, AP 8, RoF 1, MBT or It Burns or +8 AP.
„ Bio-Energy Laser (fixed front): Range 18/36/72, Dmg 3d6, AP 2, RoF 1.
Lemurian Biomancy Overcoat(Branaghan Special Armored Overcoat (Rifts Patron Item)
OOC Comments
• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)

Features:
The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket: Canteen
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:OOC Comments
Blood Hawk Shui Teki
OOC Comments
Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d10, Vigor d10
Skills: Athletics d8, Fighting d8, Notice d8, Stealth d6, Survival d6
Pace: 4; Parry: 6; Toughness: 11
Special Abilities:
„ Beak and Talons: These beasts attack with vicious efficiency, doing Str+d6, AP 4.
„ Hawkeyed: A Blood Hawk gains +2 on all sight-based Notice checks and can see well at extreme distances.
The +2 bonus also applies to Survival rolls made to track targets across open ground.
„ Leathery Hide: The demonic hide of a Blood Hawk provides +4 Toughness.
„ Psionic Senses: Blood Hawks have the detect arcana power, which they can use an Innate Ability with a Spirit check. They primarily use this to sense if a foe has enough magical or psionic power to withstand them.
„ Wings: Blood Hawks fly at a pace of 10 with a Run die of d8.
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steelbrok
Posts: 234
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Re: Chapter 1: Poor Choices

Post by steelbrok »

Steelbrok slides stealthily into a Shooting position.

"Vera, baby, don't let me down"

Identifying (not exactly a problem when you're crammed with state-of-the-art sensors!) the SAMAS as his best target, he

Shooting 1 1d8!!: [7] = 7 Damage 2d10!!+2: [2, 5]+2 = 9 MD AP6
Shooting 1 1d8!!: [6] = 6 Damage 2d10!!+2: [8, 14!!]+2 = 24 MD AP6
Shooting 3 1d8!!: [5] = 5 Damage 2d10!!+2: [12!!, 8]+2 = 22 MD AP6
Shooting 4 1d8!!: [4] = 4 Damage 2d10!!+2: [1, 2]+2 = 5 MD AP6
Shooting 5 1d8!!: [7] = 7 Damage 2d10!!+2: [1, 3]+2 = 6 MD AP6
Wild Die 1d6!!: [4] = 4


A hail of hyperkinetic darts slams into and through the SAMAS (oh yeah, the pilot too). Pleased with the result, Steelbrok's hand finds the hilt of Vlad and adopts a superbrachio guard but is quietly confident his new comrades can see off a few skelebots
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2! +1 Fighting, +1 Parry
'Velma' the Vibro Longsword d12+d10+2 MD AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
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Ames Jean-louis
Posts: 76
Joined: Sun Sep 02, 2018 2:15 pm

Re: Chapter 1: Poor Choices

Post by Ames Jean-louis »

William pulls the mare's leg from the hoster on his right leg, initially intending to scatter the skelebots with concussive force from the Windblaster.
Seeing Steelbrook and TicToc rain down death and destruction, he instead
Warrior's gift 1d10!!: [9] = 9 1d6!!: [2] = 2 -1 = Raise to gain both Sharpshooting and Trick Shooting
his mind on making two quick precise shots at the two closets and slightly to the north skelebots. His cyber-optics cut through the gloom and place the HUD targeting overlay right between their eyes.

The cut down Winchester rifle
1d8!!: [13!!] = 13 1d6!!: [8!!] = 8 1d8!!: [13!!] = 13 1d6!!: [7!!] = 7 No illumination penalty, ignore called shot to head penalty due to Sharpshooting, halve multi action penalty from Trick Shooting, +2 from Targeting Eye
=14 and 14 -two hits with a raise
twice in rapid succession, the Momano working the level fast enough to make it sound like an automatic weapon. The supersonic ramjet rounds
2d10!!: [9, 3] = 12 1d6!!: [3] = 3 +4-1=18 AP 4 2d10!!: [4, 4] = 8 1d6!!: [11!!] = 11 +4-1=22 AP4
the two skelebots and blow holes clean through their heads.

"That will scratch the paint!"

OOC Comments
Assuming 18 AP4 and 22 AP 4 are good enough to take them out
viewtopic.php?t=7384
Bennies: 2/3
Pace: 6; Parry: 4; Toughness: 9 (2)
Wounds 0/3
ISP: 9/10
Fatigue 0/2
Dominion: 8
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Rex
Posts: 27
Joined: Tue Aug 02, 2022 7:37 pm

Re: Chapter 1: Poor Choices

Post by Rex »

Pace: 8
Jump: 2”(H) 1.5”(V)
Parry: 8
Toughness: 22 (9)
Wounds:0/3
Bennies:1/3

With insane speed (Not Fast Enough to Go First) Mason launches into battle mode. He activates a High Explosive Grenade lobbing it into the patrol's camp fire. Then fires 4 shots from his railgun at the SAMAS Pilot. He quickly attempts to count the enemies (Notice: d6!: [3] = 3 , Wild: d6!: [4] = 4 )

Mason says into Comms, "Shit, I got 7 Skelebots and a SAMAS. Anyone see more than that? I hopefully got the SAMAS's attention for a second, get those skelebots down. If anyone has the ability to jam their coms, do it now. Anyone just happen to be a secret Glitterboy? "

Well I guess they know we are here now. Lets bag some Coalition kills an make sure they remember we were here.


High Explosive Grenade (Range 5/10/20, Damage 3d10, ROF 1, AP 4)
Grenade Thrown into Fire: Athletics: d6!+1: [6!, 1]+1 = 8 , Wild: d6!+1: [1]+1 = 2 | Damage: 3d10: [3, 3, 2] = 8 + 1d6: [4] = 4 TOTAL: 12 AP 3

NG-303 Rail Gun (Range 30/60/120, Damage 2d10+2, ROF 4 (Rapid Fire), AP 8)
Will fire on the Samas Pilot. If he is in his armor all shots are at him. If he is out of armor and falls quickly and it is possible will move to one of the skelebots.
Shot 1: To Hit: Shooting d10!: [4] = 4 , Wild d6!: [2] = 2 | Damage: 2d10!+2: [9, 9]+2 = 20 AP 8
Shot 2: To Hit: Shooting d10!: [6] = 6 , Wild d6!: [5] = 5 | Damage: 2d10!+2: [7, 10!, 10!, 6]+2 = 35 AP 8
Shot 3: To Hit: Shooting d10!: [5] = 5 , Wild d6!: [2] = 2 | Damage: 2d10!+2: [1, 4]+2 = 7 AP 8
Shot 4: To Hit: Shooting d10!: [6] = 6 , Wild d6!: [6!, 5] = 11 | Damage: 2d10!+d6+2: [5, 4]+[1]+2 = 12 AP 8
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Venatus Vinco
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Re: Chapter 1: Poor Choices

Post by Venatus Vinco »

Quick Takedown

The veteran Steelbrok moves with calm efficiency as mass accelerated metal bursts from the tree line and into the SAMAS pilot, ripping through his advanced power armor like it wasn't even there. The rail gun rounds rip him to shreds before he even knows what's happening. As the SAMAS falls to the ground Crystal disappears from sight. She reappears behind the bots, who's advanced sensors immediately pick up her position. However, before they can report it in her jamming field shuts down their coms.

Stepping into the open Kohatu calls forth rocks from the ground below, they begin swirling and clinking off the skelebots like massive chunks of hail. Confused by the sudden meteorological disturbance they turn toward the ogre as he wades waist deep into the swampy water.

Ticktocks uses the distraction to quickly take down one tin can with his Stonecaster before the bots open fire toward the rail gun position. Their advanced optics, fouled by the stones flying about, fail them as blasts go high and wide. What little laser fire manages to get through plinks off the cyborg's superior armor. Knowing they are outranged the bots begin to move toward cover in the trees...then more rail gun fire ensues.

This time Manson walks his NG-303 into their Skelebot formation cutting down a score of the metal monsters before they can react. With only a couple left standing Ash takes aim and cracks the last two with his Winchester. The area goes silent except for the sound of Kohatu's rocks plinking against the twisted metal on the ground.

Suddenly massive explosions rock the area as the Skelebot's self destruct mechanisms kick in. If the rail gun chatter didn't draw the attention of the nearby SAMAS patrol the explosions will. A quick search of the hut reveals a sparse living area with the only real furnishings being a lavish rug on the ground. One corner is lifted up as if it were recently rolled back. Peeling it up reveals a trap door of sorts, not trapped but somehow magical, opening it reveals a swirling portal. A one way mini rift to somewhere else unknown. A fancy escape hatch or a death trap?

OOC: SAMAS Squad Inbound
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steelbrok
Posts: 234
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Re: Chapter 1: Poor Choices

Post by steelbrok »

Leaving those with the best knowledge to decide what this portal means, Steelbrok focuses on

Notice 1d6!!+4: [1]+4 = 5
Wild die 1d6!!+4: [4]+4 = 8
the skies, looking for the inevitable response to the firefight.
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2! +1 Fighting, +1 Parry
'Velma' the Vibro Longsword d12+d10+2 MD AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
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TicToc
Posts: 23
Joined: Sat Sep 10, 2022 11:49 am

Re: Chapter 1: Poor Choices

Post by TicToc »

TicToc is surprised that after the robots receive a lot of damage they explode. What the, I'm sure no one said avoid these robots? When you destroy them they destroy you. he looks to the others and says, "It would be a nice thing to know about. the exploding part of destroying the robots. Thank you I am fine." Note to self, team members don't give all important information. May haps due to lack of time with group and lack of time to tell full story.

Tic looks around quickly and his friend, Teki, informs him of the movement of the SAMAS toward them. He conveys this information, "My friend, Teki, in the sky has informed me the fling suits are coming at full speed toward us. I don't think we have fooled them. I am sure they have plenty of, what you call missiles, that will rain down upon us."
Toc to Teki "Friend come quickly if you can. "
TicToc Lemurian Mind Melter /Sea Sentinel
Character Sheet: viewtopic.php?f=289&t=7067
Attributes: Agility d8, Smarts d10, Spirit d6, Strength d8, Vigor d6
Pace: 6; Parry: 6; Toughness: 14 (6)
PPE: 5 ISP: 30
Conditions: INNATE: Farsight, Darksight, Detect/Conceal Arcane, Conceal Aura, Beast Friend, Empathy, MindLink, Smite.
Self Powers that do not Require ISP: Smite, Detect/Conceal Aura, Fly.
Channeling Raise do not Require ISP: Bolt, Empathy, Mind Link, Beast Friend.
Bennies 4/3
Description
OOC Comments
Lemurian, Sea Sentinel
Lemurians were humans from ancient Southeast Asia, but they've used Biomancy to alter their "code of life" (DNA) to ascend to what they consider the perfectly balanced physical form. They're graceful with almond eyes, delicate features, and a slight, muscular build. They have gills behind their jaw beneath their pointed ears,
TicToc stands 6'4", has thick mane of silver, streaked with blue highlights. Skin Golden and is speckled with iridescent blue flecks down the neck to the shoulders then along the top of the arms.
Talisman Keohtote Peral on Shell Leuriman (Talisman of Marduk) (Patron Item) (SWADE)Detect Concealment on constant
Conditions:
OOC Comments
Detect/Conceal arcana as an Innate Ability
Alter Aura:
OOC Comments
Have conceal arcana as an Innate Ability with the Range (Self) limitation; can use Power Modifiers as usual. In addition allows the Mind Melter to mimic the supernatural "signature" of any being desired—from a child to a greater demon, an elderly Shifter, a canine, a minor psionic, etc.
Expanded Awareness:
OOC Comments
Have the detect arcana power as an Innate Ability with the Range (Self) and Aspect limitations. They may sense supernatural beings within line of sight with a Notice check
Master of Psionics:
OOC Comments
Mind Melters get a free reroll on all Trait rolls (except Critical Failures) when using psychic abilities and their Psionics skill
Mental Resistance:
OOC Comments
Have +4 to all checks to resist psionic effects, and +4 armor against psionic damage. These effects stack with Arcane Resistance, arcane protection, and similar bonuses.
A Little Odd: Mind Melters tend to be a little different due to the nature of their powers—gain the Quirk Hindrance.
Armor:
OOC Comments
WAVE STRIDER BIO-ARMOR (0 (Normal) +6 +3 d12+1
OOC Comments
— 19 −6 200K Notes: Allows wearer to breathe underwater and swim at their full Pace, +2 Athletics (swimming), Max Depth 2.5 miles, Wave Striding—wearers can walk on the water. Weapons: None, may use personal weapons)
Due to Lemarian race adopting: a biomancy style 9-10 Covered in a fiber-optic material, your armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls
Modify: Biomancy, Octopus DNA, 2 Tentacle Arms
Leviathan Bio-Armor=Combat Bio Mage Heavy EBA
OOC Comments
Armor: +10
Toughness: +6
Min Strength: 6
Strength: d12+3
Handling: +2
Size:3
Pace and Run: 8+d8 (30 MPH)
Weight: 700
Rarity: -6
Notes: Nimble, Imp Arcane Resistance, Water (+1 Handling, 30 MPH), Max Depth 6 miles.
Weapons:
„ Stonecaster (left arm): Range 50/100/200, MD 4d8, AP 8, RoF 1, MBT or It Burns or +8 AP.
„ Bio-Energy Laser (fixed front): Range 18/36/72, Dmg 3d6, AP 2, RoF 1.
Lemurian Biomancy Overcoat(Branaghan Special Armored Overcoat (Rifts Patron Item)
OOC Comments
• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)

Features:
The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket: Canteen
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:OOC Comments
Blood Hawk Shui Teki
OOC Comments
Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d10, Vigor d10
Skills: Athletics d8, Fighting d8, Notice d8, Stealth d6, Survival d6
Pace: 4; Parry: 6; Toughness: 11
Special Abilities:
„ Beak and Talons: These beasts attack with vicious efficiency, doing Str+d6, AP 4.
„ Hawkeyed: A Blood Hawk gains +2 on all sight-based Notice checks and can see well at extreme distances.
The +2 bonus also applies to Survival rolls made to track targets across open ground.
„ Leathery Hide: The demonic hide of a Blood Hawk provides +4 Toughness.
„ Psionic Senses: Blood Hawks have the detect arcana power, which they can use an Innate Ability with a Spirit check. They primarily use this to sense if a foe has enough magical or psionic power to withstand them.
„ Wings: Blood Hawks fly at a pace of 10 with a Run die of d8.
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Kohatu
Posts: 17
Joined: Tue Sep 13, 2022 5:25 pm

Re: Chapter 1: Poor Choices

Post by Kohatu »

Kohatu smiles proudly at his handiwork. "No doubt, these buckets of wires opted against fighting the earth itself."
After a cursory search, they find the swirling portal in the floor. "What could possibly go wrong?" He does his best to
Occult: 1d10!!+2: [6]+2 = 8
WD Occult: 1d6!!+2: [4]+2 = 6
the nature of this portal or even possibly its destination. He nods in acknowledgment of @TicToc's warning. "It may be that this is our best and only way out unless I dig us out."
Kohatu
Kohatu
Pace: 6; Parry: 5
Toughness: 16 (7)
Pertinent Edges: Alertness, Brave, Rapid Recharge
Current Status Post
User avatar
Crystal Clad
Posts: 41
Joined: Sun Oct 31, 2021 11:08 pm

Re: Chapter 1: Poor Choices

Post by Crystal Clad »

OOC Comments
Support the Big Buy
Occult 1d12!!: [1] = 1
Wild Occult 1d6!!: [9!!] = 9
Raise! +2 to Kohatu's roll
Still brushing off some small debris from her armor after the explosions, Crystal sees what the Stone Master is up to, and goes over to consult with him about the play of energies; despite their very different magical traditions, her use of quartz gives them some common ground, and she's able to give him some insights into the portal's nature.

Aloud, she replies to the news of the SAMAS units. "Honestly, even if this is a dangerous portal, I think it's our only real way out. You can tunnel, but I don't know if your mastery of earth will be enough to keep the tunnel from flooding through the marshy ground."
Crystal Clad
Character Sheet
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 13 (6); Strain: 0
Skills: Persuasion d4+1; Common Knowledge d4^; Athletics d4
Stealth d6; Notice d8
Techno-Wizardry d12; Occult d12
Repair d12+4*; Science d6; Electronics d6*
Driving d6; Fighting d4; Shooting d6
Research 1d4=2*; Hacking 1d4-2*; Thievery 1d4-2*; Performance 1d4-1
BUILD ROLL: 1d12+4
Hindrances: Overconfident; Thin-Skinned: -2 vs. Taunt; PTSD: 1/Session, Roll Spirit or -1 Benny;
Quirk; Device Dependent: Need gear to use Powers; Enemy: Coalition States
Edges & Abilities: AB: Weird Science; Artificer: Create Arcane Devices; Arcane Machinist: Create Gizmo 6/Session
Master of Magic (Hind): Can use Mega-Modifiers; Ms. Fix-it Edge: Repairs take 1/2 time on a Raise
Machine Maestro: +1 to * skills; +2 if device is TW; Attractive (factored in)
Powers: Energy Disruption; Remote Viewing; Teleport
PPE: 20
User avatar
TicToc
Posts: 23
Joined: Sat Sep 10, 2022 11:49 am

Re: Chapter 1: Poor Choices

Post by TicToc »

TicToc wonders about the exploding robots. I wonder if Steelbrok explodes too. Tic toc takes a step away from Steelbrok and ask in a very polite tone, "Mr. Steelbrok, you do not go boom like these?" as TicToc points to the robot parts.

He turns his attentions to Crystal and Kohatu and speaks quickly, "Honorable Stonemaster can you hide these pieces from those in the sky or at least move them somewhere else and hide this area like no fight happened here. Oh and our foot steps too? Might by us a min or two."

Tictoc to Crystal about the portal he interjects his opinions, "Lady Crystal I believe you might be right, the portal is our only true salvation here. We might need to hide the hut before we go and the Stonemaster is the one who can do it."
TicToc Lemurian Mind Melter /Sea Sentinel
Character Sheet: viewtopic.php?f=289&t=7067
Attributes: Agility d8, Smarts d10, Spirit d6, Strength d8, Vigor d6
Pace: 6; Parry: 6; Toughness: 14 (6)
PPE: 5 ISP: 30
Conditions: INNATE: Farsight, Darksight, Detect/Conceal Arcane, Conceal Aura, Beast Friend, Empathy, MindLink, Smite.
Self Powers that do not Require ISP: Smite, Detect/Conceal Aura, Fly.
Channeling Raise do not Require ISP: Bolt, Empathy, Mind Link, Beast Friend.
Bennies 4/3
Description
OOC Comments
Lemurian, Sea Sentinel
Lemurians were humans from ancient Southeast Asia, but they've used Biomancy to alter their "code of life" (DNA) to ascend to what they consider the perfectly balanced physical form. They're graceful with almond eyes, delicate features, and a slight, muscular build. They have gills behind their jaw beneath their pointed ears,
TicToc stands 6'4", has thick mane of silver, streaked with blue highlights. Skin Golden and is speckled with iridescent blue flecks down the neck to the shoulders then along the top of the arms.
Talisman Keohtote Peral on Shell Leuriman (Talisman of Marduk) (Patron Item) (SWADE)Detect Concealment on constant
Conditions:
OOC Comments
Detect/Conceal arcana as an Innate Ability
Alter Aura:
OOC Comments
Have conceal arcana as an Innate Ability with the Range (Self) limitation; can use Power Modifiers as usual. In addition allows the Mind Melter to mimic the supernatural "signature" of any being desired—from a child to a greater demon, an elderly Shifter, a canine, a minor psionic, etc.
Expanded Awareness:
OOC Comments
Have the detect arcana power as an Innate Ability with the Range (Self) and Aspect limitations. They may sense supernatural beings within line of sight with a Notice check
Master of Psionics:
OOC Comments
Mind Melters get a free reroll on all Trait rolls (except Critical Failures) when using psychic abilities and their Psionics skill
Mental Resistance:
OOC Comments
Have +4 to all checks to resist psionic effects, and +4 armor against psionic damage. These effects stack with Arcane Resistance, arcane protection, and similar bonuses.
A Little Odd: Mind Melters tend to be a little different due to the nature of their powers—gain the Quirk Hindrance.
Armor:
OOC Comments
WAVE STRIDER BIO-ARMOR (0 (Normal) +6 +3 d12+1
OOC Comments
— 19 −6 200K Notes: Allows wearer to breathe underwater and swim at their full Pace, +2 Athletics (swimming), Max Depth 2.5 miles, Wave Striding—wearers can walk on the water. Weapons: None, may use personal weapons)
Due to Lemarian race adopting: a biomancy style 9-10 Covered in a fiber-optic material, your armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls
Modify: Biomancy, Octopus DNA, 2 Tentacle Arms
Leviathan Bio-Armor=Combat Bio Mage Heavy EBA
OOC Comments
Armor: +10
Toughness: +6
Min Strength: 6
Strength: d12+3
Handling: +2
Size:3
Pace and Run: 8+d8 (30 MPH)
Weight: 700
Rarity: -6
Notes: Nimble, Imp Arcane Resistance, Water (+1 Handling, 30 MPH), Max Depth 6 miles.
Weapons:
„ Stonecaster (left arm): Range 50/100/200, MD 4d8, AP 8, RoF 1, MBT or It Burns or +8 AP.
„ Bio-Energy Laser (fixed front): Range 18/36/72, Dmg 3d6, AP 2, RoF 1.
Lemurian Biomancy Overcoat(Branaghan Special Armored Overcoat (Rifts Patron Item)
OOC Comments
• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)

Features:
The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket: Canteen
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:OOC Comments
Blood Hawk Shui Teki
OOC Comments
Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d10, Vigor d10
Skills: Athletics d8, Fighting d8, Notice d8, Stealth d6, Survival d6
Pace: 4; Parry: 6; Toughness: 11
Special Abilities:
„ Beak and Talons: These beasts attack with vicious efficiency, doing Str+d6, AP 4.
„ Hawkeyed: A Blood Hawk gains +2 on all sight-based Notice checks and can see well at extreme distances.
The +2 bonus also applies to Survival rolls made to track targets across open ground.
„ Leathery Hide: The demonic hide of a Blood Hawk provides +4 Toughness.
„ Psionic Senses: Blood Hawks have the detect arcana power, which they can use an Innate Ability with a Spirit check. They primarily use this to sense if a foe has enough magical or psionic power to withstand them.
„ Wings: Blood Hawks fly at a pace of 10 with a Run die of d8.
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steelbrok
Posts: 234
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 1: Poor Choices

Post by steelbrok »

TicToc wrote: Mon Jan 09, 2023 9:02 am TicToc wonders about the exploding robots. I wonder if Steelbrok explodes too. Tic toc takes a step away from Steelbrok and ask in a very polite tone, "Mr. Steelbrok, you do not go boom like these?" as TicToc points to the robot parts.
The man of steel roars with laughter and rechambers a round into
his railgun
, enjoying the distinct "crunch-crunch" sound.
"Vera's the only thing to go boom for me!"
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2! +1 Fighting, +1 Parry
'Velma' the Vibro Longsword d12+d10+2 MD AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
User avatar
Rex
Posts: 27
Joined: Tue Aug 02, 2022 7:37 pm

Re: Chapter 1: Poor Choices

Post by Rex »

Venatus Vinco wrote: Tue Jan 03, 2023 5:18 pm Quick Takedown
Suddenly massive explosions rock the area as the Skelebot's self destruct mechanisms kick in. If the rail gun chatter didn't draw the attention of the nearby SAMAS patrol the explosions will.
TicToc wrote: Sun Jan 08, 2023 2:56 pm "It would be a nice thing to know about. the exploding part of destroying the robots. Thank you I am fine."
"Optimally we wouldn't have walked into the middle of a CS camp. But we did and it was us or them. "Them" just happened to be a little louder than our liking."
TicToc wrote: Sun Jan 08, 2023 2:56 pm "My friend, Teki, in the sky has informed me the fling suits are coming at full speed toward us. I don't think we have fooled them. I am sure they have plenty of, what you call missiles, that will rain down upon us."
Toc to Teki "Friend come quickly if you can. "
"Not surprising. We either make a run for it and try our best at a stealthy getaway. Probably the former seeing as we are about as stealthy at cat in a clothes dryer. We need to search the camp for anything that would help make a stand."
Venatus Vinco wrote: Tue Jan 03, 2023 5:18 pm A quick search of the hut reveals a sparse living area with the only real furnishings being a lavish rug on the ground. One corner is lifted up as if it were recently rolled back. Peeling it up reveals a trap door of sorts, not trapped but somehow magical, opening it reveals a swirling portal. A one way mini rift to somewhere else unknown. A fancy escape hatch or a death trap?
"A portal in the middle of the hut. That is certainly strange. CS doesn't normally do portals. Don't think it is theirs. Think it is left over from evac of Tolkeen. I am not one of you magic types. Is it possible for a portal to be here that long?"
Kohatu wrote: Sun Jan 08, 2023 10:11 pm After a cursory search, they find the swirling portal in the floor. "What could possibly go wrong?". . ."It may be that this is our best and only way out unless I dig us out."
Crystal Clad wrote: Sun Jan 08, 2023 11:17 pm "Honestly, even if this is a dangerous portal, I think it's our only real way out. You can tunnel, but I don't know if your mastery of earth will be enough to keep the tunnel from flooding through the marshy ground."
"Agreed. It is the unknown variable. Could be worse but not likely." Very few things could be more of a cluster than a small army of CS SAMASs.
TicToc wrote: Mon Jan 09, 2023 9:02 am "Lady Crystal I believe you might be right, the portal is our only true salvation here. We might need to hide the hut before we go and the Stonemaster is the one who can do it."
The Lemurian makes a good point.
"Kohatu, I have no idea how you do what you do, so please forgive me if my ignorance attributes an ability to you that is absurd, but could you levitate some dirt over the trap door that you could drop as you came through the portal so it falls on the trap door as it closes?"
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Ames Jean-louis
Posts: 76
Joined: Sun Sep 02, 2018 2:15 pm

Re: Chapter 1: Poor Choices

Post by Ames Jean-louis »

With one fluid motion, William spins the TW lever rifle around his finger and sheathes it into the scabbard on his back.

"Tic, my friend, when dealing with the Dead Heads, assume everything explodes."

The Momano then peers around the hut and opens up his
Exalted Detect Arcana 1d10!!: [8] = 8 1d6!!: [5] = 5 -1 = 7 Success
. The patterns of magical energy and any enchantments around the portal and in the hut light up and display their readings on the TW infused optics system.
OOC Comments
Looking for any active powers or abilities and 'any other information the GM allows'
"I'm with Crystal. I don't like to make a habit of jumping through magical portals...even though it has happened a lot lately....but I think this is the best option we have. In fact, there is probably zero chance the Coalition is going to follow us through there."

Looking at Mason and Kohatu, "That's not to say we couldn't intentionally burrow into the swamp to throw 'em off track. Make it so if they follow us, the place floods, if you think we've got the time to spare."
viewtopic.php?t=7384
Bennies: 2/3
Pace: 6; Parry: 4; Toughness: 9 (2)
Wounds 0/3
ISP: 9/10
Fatigue 0/2
Dominion: 8
User avatar
TicToc
Posts: 23
Joined: Sat Sep 10, 2022 11:49 am

Re: Chapter 1: Poor Choices

Post by TicToc »

Steelbrok
The man of steel roars with laughter and rechambers a round into , enjoying the distinct "crunch-crunch" sound. "Vera's the only thing to go boom for me!"
TicToc looks at Steelbrok and says, "Good Friend, it is good that you boom your way and not like the Robots I do not knowhow to cope with friends that explode."
When Charles mentions
"Not surprising. We either make a run for it and try our best at a stealthy getaway. Probably the former seeing as we are about as stealthy at cat in a clothes dryer. We need to search the camp for anything that would help make a stand."
Wet clothes are the best. Why does one put cats in this dryer for clothes. Does they make it more efficient? Maybe they like cat hair on their clothes?
TicToc Lemurian Mind Melter /Sea Sentinel
Character Sheet: viewtopic.php?f=289&t=7067
Attributes: Agility d8, Smarts d10, Spirit d6, Strength d8, Vigor d6
Pace: 6; Parry: 6; Toughness: 14 (6)
PPE: 5 ISP: 30
Conditions: INNATE: Farsight, Darksight, Detect/Conceal Arcane, Conceal Aura, Beast Friend, Empathy, MindLink, Smite.
Self Powers that do not Require ISP: Smite, Detect/Conceal Aura, Fly.
Channeling Raise do not Require ISP: Bolt, Empathy, Mind Link, Beast Friend.
Bennies 4/3
Description
OOC Comments
Lemurian, Sea Sentinel
Lemurians were humans from ancient Southeast Asia, but they've used Biomancy to alter their "code of life" (DNA) to ascend to what they consider the perfectly balanced physical form. They're graceful with almond eyes, delicate features, and a slight, muscular build. They have gills behind their jaw beneath their pointed ears,
TicToc stands 6'4", has thick mane of silver, streaked with blue highlights. Skin Golden and is speckled with iridescent blue flecks down the neck to the shoulders then along the top of the arms.
Talisman Keohtote Peral on Shell Leuriman (Talisman of Marduk) (Patron Item) (SWADE)Detect Concealment on constant
Conditions:
OOC Comments
Detect/Conceal arcana as an Innate Ability
Alter Aura:
OOC Comments
Have conceal arcana as an Innate Ability with the Range (Self) limitation; can use Power Modifiers as usual. In addition allows the Mind Melter to mimic the supernatural "signature" of any being desired—from a child to a greater demon, an elderly Shifter, a canine, a minor psionic, etc.
Expanded Awareness:
OOC Comments
Have the detect arcana power as an Innate Ability with the Range (Self) and Aspect limitations. They may sense supernatural beings within line of sight with a Notice check
Master of Psionics:
OOC Comments
Mind Melters get a free reroll on all Trait rolls (except Critical Failures) when using psychic abilities and their Psionics skill
Mental Resistance:
OOC Comments
Have +4 to all checks to resist psionic effects, and +4 armor against psionic damage. These effects stack with Arcane Resistance, arcane protection, and similar bonuses.
A Little Odd: Mind Melters tend to be a little different due to the nature of their powers—gain the Quirk Hindrance.
Armor:
OOC Comments
WAVE STRIDER BIO-ARMOR (0 (Normal) +6 +3 d12+1
OOC Comments
— 19 −6 200K Notes: Allows wearer to breathe underwater and swim at their full Pace, +2 Athletics (swimming), Max Depth 2.5 miles, Wave Striding—wearers can walk on the water. Weapons: None, may use personal weapons)
Due to Lemarian race adopting: a biomancy style 9-10 Covered in a fiber-optic material, your armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls
Modify: Biomancy, Octopus DNA, 2 Tentacle Arms
Leviathan Bio-Armor=Combat Bio Mage Heavy EBA
OOC Comments
Armor: +10
Toughness: +6
Min Strength: 6
Strength: d12+3
Handling: +2
Size:3
Pace and Run: 8+d8 (30 MPH)
Weight: 700
Rarity: -6
Notes: Nimble, Imp Arcane Resistance, Water (+1 Handling, 30 MPH), Max Depth 6 miles.
Weapons:
„ Stonecaster (left arm): Range 50/100/200, MD 4d8, AP 8, RoF 1, MBT or It Burns or +8 AP.
„ Bio-Energy Laser (fixed front): Range 18/36/72, Dmg 3d6, AP 2, RoF 1.
Lemurian Biomancy Overcoat(Branaghan Special Armored Overcoat (Rifts Patron Item)
OOC Comments
• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)

Features:
The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket: Canteen
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:OOC Comments
Blood Hawk Shui Teki
OOC Comments
Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d10, Vigor d10
Skills: Athletics d8, Fighting d8, Notice d8, Stealth d6, Survival d6
Pace: 4; Parry: 6; Toughness: 11
Special Abilities:
„ Beak and Talons: These beasts attack with vicious efficiency, doing Str+d6, AP 4.
„ Hawkeyed: A Blood Hawk gains +2 on all sight-based Notice checks and can see well at extreme distances.
The +2 bonus also applies to Survival rolls made to track targets across open ground.
„ Leathery Hide: The demonic hide of a Blood Hawk provides +4 Toughness.
„ Psionic Senses: Blood Hawks have the detect arcana power, which they can use an Innate Ability with a Spirit check. They primarily use this to sense if a foe has enough magical or psionic power to withstand them.
„ Wings: Blood Hawks fly at a pace of 10 with a Run die of d8.
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Dorn Giantslayer
Posts: 34
Joined: Wed Jul 07, 2021 6:02 pm

Re: Chapter 1: Poor Choices

Post by Dorn Giantslayer »

Dorn nudges a skelebot head with his toe. "Bah, told you skeleee-boots break too easy. No fun at all."

Seeing nothing interesting still intact outside the hut Dorn lumbers over to the entrance of the enclosure and ducks inside. Seeing the magic portal in the floor Dorn frowns. "Port draoidheil eile? Ciod a tha dol air aghaidh leis na diadhairean sin uile a thrèigsinn ? Shit!"

Pointing at the hole with his axe "So we going down trice damned magic hole, no? OK, Dorn loving this plan! Dorn go first, no? Scout the way, yes?"

With a quick check to make sure his gear is secure he takes a firm grip on his axe, tucks his arms in and drops into the swirling vortex and out of sight.
Ancient wisdom from the Golden Age: Don't Panic.

Dorn GiantSlayer
Player: Jim
Active Alts: Jim Cannon, Jame Graeme, Steele


Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+2, Vigor d12
Pace: 7; Parry: 7(6); Toughness: 21(7) MDC; Size: Normal (2) Burn: 7; Bennies 4 of 4

Skills
Agility: Athletics d10, Fighting d10, Shooting d10, Stealth d4
Smarts: Common Knowledge d4, Language (American) d6, Language (Dwarven) d8, Notice d6, Repair d4, Science d4, Taunt d6
Spirit: Intimidation d6, Persuasion d4

User avatar
steelbrok
Posts: 234
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 1: Poor Choices

Post by steelbrok »

Steelbrok checks his weapons and pack are secure, the, cradling Vera tenderly but firmly, he makes a short run and leaps through the portal.


As he hits the rift his thoughts are "surely it can't be as cold s Russia!"
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2! +1 Fighting, +1 Parry
'Velma' the Vibro Longsword d12+d10+2 MD AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
User avatar
Ames Jean-louis
Posts: 76
Joined: Sun Sep 02, 2018 2:15 pm

Re: Chapter 1: Poor Choices

Post by Ames Jean-louis »

Seeing Dorn and Steelbrok jump through, the Momano Shrugs, picks up a stick and scrawls something in the soft earth in front of the portal. He then draws an arrow pointing at the portal.

"You know if there is beer and pretzels on the other side, that dwarf will have it gone before you all make up your minds."

William then jumps through screaming.

Scrawled in the dirt: Come Get Some
viewtopic.php?t=7384
Bennies: 2/3
Pace: 6; Parry: 4; Toughness: 9 (2)
Wounds 0/3
ISP: 9/10
Fatigue 0/2
Dominion: 8
User avatar
TicToc
Posts: 23
Joined: Sat Sep 10, 2022 11:49 am

Re: Chapter 1: Poor Choices

Post by TicToc »

TicToc looks at the others jumping through. Was there a command given? "I will go to but I should wait and give Teki a chance to join us."

TicToc talks to Teki, "Will you arrive soon friend or should I go without you? Go to the Castle and tell the others what happened if you can't make it." TicToc waits and will dive into the portal with or without his Friend if needed.

Portal jumping is not strange to him. His people use the Pyramids to hop from one place to another all the time, especially when you need forces to take care of slavers and pirates. The sights when you are doing the jump, the colors, blurring and Bending then Pop you are there. this time it is a bit different , you are not briefed what is on the other side, is it friendly or are you stepping in to another enemy.
TicToc Lemurian Mind Melter /Sea Sentinel
Character Sheet: viewtopic.php?f=289&t=7067
Attributes: Agility d8, Smarts d10, Spirit d6, Strength d8, Vigor d6
Pace: 6; Parry: 6; Toughness: 14 (6)
PPE: 5 ISP: 30
Conditions: INNATE: Farsight, Darksight, Detect/Conceal Arcane, Conceal Aura, Beast Friend, Empathy, MindLink, Smite.
Self Powers that do not Require ISP: Smite, Detect/Conceal Aura, Fly.
Channeling Raise do not Require ISP: Bolt, Empathy, Mind Link, Beast Friend.
Bennies 4/3
Description
OOC Comments
Lemurian, Sea Sentinel
Lemurians were humans from ancient Southeast Asia, but they've used Biomancy to alter their "code of life" (DNA) to ascend to what they consider the perfectly balanced physical form. They're graceful with almond eyes, delicate features, and a slight, muscular build. They have gills behind their jaw beneath their pointed ears,
TicToc stands 6'4", has thick mane of silver, streaked with blue highlights. Skin Golden and is speckled with iridescent blue flecks down the neck to the shoulders then along the top of the arms.
Talisman Keohtote Peral on Shell Leuriman (Talisman of Marduk) (Patron Item) (SWADE)Detect Concealment on constant
Conditions:
OOC Comments
Detect/Conceal arcana as an Innate Ability
Alter Aura:
OOC Comments
Have conceal arcana as an Innate Ability with the Range (Self) limitation; can use Power Modifiers as usual. In addition allows the Mind Melter to mimic the supernatural "signature" of any being desired—from a child to a greater demon, an elderly Shifter, a canine, a minor psionic, etc.
Expanded Awareness:
OOC Comments
Have the detect arcana power as an Innate Ability with the Range (Self) and Aspect limitations. They may sense supernatural beings within line of sight with a Notice check
Master of Psionics:
OOC Comments
Mind Melters get a free reroll on all Trait rolls (except Critical Failures) when using psychic abilities and their Psionics skill
Mental Resistance:
OOC Comments
Have +4 to all checks to resist psionic effects, and +4 armor against psionic damage. These effects stack with Arcane Resistance, arcane protection, and similar bonuses.
A Little Odd: Mind Melters tend to be a little different due to the nature of their powers—gain the Quirk Hindrance.
Armor:
OOC Comments
WAVE STRIDER BIO-ARMOR (0 (Normal) +6 +3 d12+1
OOC Comments
— 19 −6 200K Notes: Allows wearer to breathe underwater and swim at their full Pace, +2 Athletics (swimming), Max Depth 2.5 miles, Wave Striding—wearers can walk on the water. Weapons: None, may use personal weapons)
Due to Lemarian race adopting: a biomancy style 9-10 Covered in a fiber-optic material, your armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls
Modify: Biomancy, Octopus DNA, 2 Tentacle Arms
Leviathan Bio-Armor=Combat Bio Mage Heavy EBA
OOC Comments
Armor: +10
Toughness: +6
Min Strength: 6
Strength: d12+3
Handling: +2
Size:3
Pace and Run: 8+d8 (30 MPH)
Weight: 700
Rarity: -6
Notes: Nimble, Imp Arcane Resistance, Water (+1 Handling, 30 MPH), Max Depth 6 miles.
Weapons:
„ Stonecaster (left arm): Range 50/100/200, MD 4d8, AP 8, RoF 1, MBT or It Burns or +8 AP.
„ Bio-Energy Laser (fixed front): Range 18/36/72, Dmg 3d6, AP 2, RoF 1.
Lemurian Biomancy Overcoat(Branaghan Special Armored Overcoat (Rifts Patron Item)
OOC Comments
• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)

Features:
The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket: Canteen
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:OOC Comments
Blood Hawk Shui Teki
OOC Comments
Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d10, Vigor d10
Skills: Athletics d8, Fighting d8, Notice d8, Stealth d6, Survival d6
Pace: 4; Parry: 6; Toughness: 11
Special Abilities:
„ Beak and Talons: These beasts attack with vicious efficiency, doing Str+d6, AP 4.
„ Hawkeyed: A Blood Hawk gains +2 on all sight-based Notice checks and can see well at extreme distances.
The +2 bonus also applies to Survival rolls made to track targets across open ground.
„ Leathery Hide: The demonic hide of a Blood Hawk provides +4 Toughness.
„ Psionic Senses: Blood Hawks have the detect arcana power, which they can use an Innate Ability with a Spirit check. They primarily use this to sense if a foe has enough magical or psionic power to withstand them.
„ Wings: Blood Hawks fly at a pace of 10 with a Run die of d8.
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steelbrok
Posts: 234
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 1: Poor Choices

Post by steelbrok »

Through the portal! Steelbrok goes onto full

Notice 1d6!!+4: [5]+4 = 9
Wild die 1d6!!+4: [5]+4 = 9
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2! +1 Fighting, +1 Parry
'Velma' the Vibro Longsword d12+d10+2 MD AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
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Rex
Posts: 27
Joined: Tue Aug 02, 2022 7:37 pm

Re: Chapter 1: Poor Choices

Post by Rex »

Mason doesn’t skip a beat. He jumps through the portal rifle at the ready.
I go where my team goes.

“Ooooorah” he screams as crosses through.
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Kohatu
Posts: 17
Joined: Tue Sep 13, 2022 5:25 pm

Re: Chapter 1: Poor Choices

Post by Kohatu »

Kohatu spends some little bit of time studying the portal, hoping it will reveal its secrets to him with the savvy techno-wizard @Crystal Clad assisting. "The power of this portal seems out of the ordinary. Almost as if..." He pauses to acknowledge suggestions of letting the earth overtake the site to a degree, hiding their presence. The natural swirling of earth and sand, accelerated by the stone master, should easily obscure their presence from cursory investigation. He pays particular attention to @Charles Mason's idea of leaving a deposit of dirt on the portalway as they make their final leap through. Before he can make dedicated effort to truly cover over their location, @Dorn Giantslayer and @steelbrok dive into the hole, heedless of whatever is on the other side.
"...or we can just go through before I have truly examined the site." Sighing loudly, he collects what gear is left behind and moves towards the hole. He makes sure all other parties go through before he steps in. "This should be fun."
Kohatu
Kohatu
Pace: 6; Parry: 5
Toughness: 16 (7)
Pertinent Edges: Alertness, Brave, Rapid Recharge
Current Status Post
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Crystal Clad
Posts: 41
Joined: Sun Oct 31, 2021 11:08 pm

Re: Chapter 1: Poor Choices

Post by Crystal Clad »

Crystal chuckles at Kohatu's obvious consternation. "My understanding is that it's usually like this--if you've got a couple hotheads, the better approach is to steer them, instead of trying to stop it outright, because that's almost impossible." Once the others have gone through, she motions to the Stone Master. "Come on--maybe we'll get lucky and it'll be a gem-mine." And with that, she checks her EBA seals, and jumps through.
Crystal Clad
Character Sheet
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 13 (6); Strain: 0
Skills: Persuasion d4+1; Common Knowledge d4^; Athletics d4
Stealth d6; Notice d8
Techno-Wizardry d12; Occult d12
Repair d12+4*; Science d6; Electronics d6*
Driving d6; Fighting d4; Shooting d6
Research 1d4=2*; Hacking 1d4-2*; Thievery 1d4-2*; Performance 1d4-1
BUILD ROLL: 1d12+4
Hindrances: Overconfident; Thin-Skinned: -2 vs. Taunt; PTSD: 1/Session, Roll Spirit or -1 Benny;
Quirk; Device Dependent: Need gear to use Powers; Enemy: Coalition States
Edges & Abilities: AB: Weird Science; Artificer: Create Arcane Devices; Arcane Machinist: Create Gizmo 6/Session
Master of Magic (Hind): Can use Mega-Modifiers; Ms. Fix-it Edge: Repairs take 1/2 time on a Raise
Machine Maestro: +1 to * skills; +2 if device is TW; Attractive (factored in)
Powers: Energy Disruption; Remote Viewing; Teleport
PPE: 20
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Venatus Vinco
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Re: Chapter 1: Poor Choices

Post by Venatus Vinco »

Down the Hatch

Discussion is brief when facing an obliterating missile strike or unknown fate through a portal. However the group is not without some caution, those who are able try to read the portal. Together they piece together it is a not interdimensional. The hut seems to sit on some sort of place of magical power, perhaps where some underground ley lines intersect. This portal runs along it somehow.

Jumping through the groups suddenly finds themselves ensconced in empty blackness (Dark, -6 to everything unless offset by abilities). Enough people have sensors and magics enough to see the situation. A maze of mirrors extends off into what appears to be infinity. Those who can sense magic can detect the mirrors are more than they seem. Stepping toward one of the mirrors causing it to swirl and then reform with a vision. Each person seeing their own worst nightmare.

1) Navigate the Hall of Mirrors, Dangerous Quick Encounter at -2 (plus the Dark penalty if you have no way to overcome it, the illusions are deadly illusions). Creative skills/powers can offset the -2, just ask in discord or assume a yes if you are creative enough.

2) For a Conviction token narrate your heroes deepest fears in at least a paragraph.
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Crystal Clad
Posts: 41
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Re: Chapter 1: Poor Choices

Post by Crystal Clad »

OOC Comments
Status:
Bennies 4/3
9/25 PPE

Activating Spinacles/Darksight:
Techno-Wizardry 1d12!!+2: [5]+2 = 7
Wild TW 1d6!!+2: [5]+2 = 7
Forgot +2 to roll due to Limitations. 9 = Raise.
Ignore the benny rolls, please.
Reduce illumination penalty by 6, ignore Pitch Darkness.
Crystal stumbles slightly in the darkness, and reflexively reaches up for the Spinacles of Auracles, activating them with but a word and a gesture.

"Hall of mirrors, guys. And... I think there's something IN the mirrors.... Do you all need a light?"



IGNORE ME!
Techno-Wizardry Reroll 1d12!!+2: [10]+2 = 12 Wild TW 1d6!!+2: [2]+2 = 4
Crystal Clad
Character Sheet
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 13 (6); Strain: 0
Skills: Persuasion d4+1; Common Knowledge d4^; Athletics d4
Stealth d6; Notice d8
Techno-Wizardry d12; Occult d12
Repair d12+4*; Science d6; Electronics d6*
Driving d6; Fighting d4; Shooting d6
Research 1d4=2*; Hacking 1d4-2*; Thievery 1d4-2*; Performance 1d4-1
BUILD ROLL: 1d12+4
Hindrances: Overconfident; Thin-Skinned: -2 vs. Taunt; PTSD: 1/Session, Roll Spirit or -1 Benny;
Quirk; Device Dependent: Need gear to use Powers; Enemy: Coalition States
Edges & Abilities: AB: Weird Science; Artificer: Create Arcane Devices; Arcane Machinist: Create Gizmo 6/Session
Master of Magic (Hind): Can use Mega-Modifiers; Ms. Fix-it Edge: Repairs take 1/2 time on a Raise
Machine Maestro: +1 to * skills; +2 if device is TW; Attractive (factored in)
Powers: Energy Disruption; Remote Viewing; Teleport
PPE: 20
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steelbrok
Posts: 234
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 1: Poor Choices

Post by steelbrok »

With radar, sonar and pretty much every advanced sensor working away, Steelbrok can see all too clearly. Somehow these mirrors really show up every metal part, every poly-ceramic edge.

He moves the tips of his thumb against the tips of his fingers. There is feedback, but it's not like a real flesh and blood touch. He recall being crushed between the leg of the giant robot and the rock, Far away in the Brecon Beacons. Far away over the ocean and nobody really seemed to know how many years ago. The last, real sense of touch he experienced had been his bones being crushed. Then oblivion and waking as a metal, well, monstrosity - though he's experience much worse monsters since. The Nightingale. The Demon Bear. The Night Beast of Dartmoor. But that's not the real terror. Never to really touch and feel again. A soft breeze, the touch of a lover, that first hot shower after a couple of weeks out on exercise. This damned world seems to have so much technology and magic but he doesn't dare believe there's a way to be a real human again. But no, don't dare believe in it. The other is more likely. That this artificial body could be damaged one day. Hacked (either into or apart) and just leaving a brain and the remaining vestigial organs trapped in the life support system. Unable to move, unable to see or hear anything. Alone. And alive, unable even to die. Just a long blank existence. And slowly losing sanity, losing faith. Trapped in the darkness. Forever.
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2! +1 Fighting, +1 Parry
'Velma' the Vibro Longsword d12+d10+2 MD AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
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Ames Jean-louis
Posts: 76
Joined: Sun Sep 02, 2018 2:15 pm

Re: Chapter 1: Poor Choices

Post by Ames Jean-louis »

William’s optics adjust to the darkness illuminating the maze of mirrors in sharp, but monochromatic, clarity.

“I’m good, Crystal. Top notch TW implants doing the job already.”

As the Momano steps forward closer to the myriad of reflections around him, the mirrors swirl and suddenly William Ash is staring into one big infinity mirror, his reflection endlessly receding to nothingness. He is suddenly weightless and falling. He, not his reflection, is the one shrinking into the void, the slightest movement causing him to flail erratically in random directions. Out of control, through space and time. Lost to the everyone and everything. Dimensions open and close in his peripheral vision revealing cosmic horrors mortal minds were not meant to see. William knows he can fight it, but why? Terror and madness are eternal. Hopelessness sets in. He will forever be lost in the Rifts. The Momano’s mind begins to fray. Sanity is slipping. Who is he? His body begins to disintegrate, first the flesh and then…

The weight and solidness of his bionics snaps William back to reality. What is flesh and bone is covered in a cold sweat. He shakes his head dispelling the lass remnants of the vision.

“Don’t stare into those mirrors too long folks. There’s some bad mojo going on here. I
1d8!!: [1] = 1 1d6!!: [3] = 3 Benny 1d8!!: [3] = 3 1d6!!: [1] = 1 +2 Scholar -2 Task= 3 Failure
what it is. Try not to look directly into your reflection and we should be able to get out of here."



OOC Comments
But William didn't know...Failure
viewtopic.php?t=7384
Bennies: 2/3
Pace: 6; Parry: 4; Toughness: 9 (2)
Wounds 0/3
ISP: 9/10
Fatigue 0/2
Dominion: 8
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TicToc
Posts: 23
Joined: Sat Sep 10, 2022 11:49 am

Re: Chapter 1: Poor Choices

Post by TicToc »

TicToc and the Mirrors
In the Darkness TicToc seeks light, he knows his friend Must be in the same situation so he uses his power of Greater Smite on his suit for all around him.
Greater Smite. with Holy Light +6 as a Trapping this should negate the light penalties for all. Dark Sight+4. Spends extra 4 ISP for +2 negates the -2, channeling-1 total ISP 8 =7

Success 4
OOC Comments
Psi 1d10
1d10!!: [4] = 4
Wild Dice 1d6
1d6!!: [1] = 1

As Tictoc approaches the mirror, blurred images become crystal clear. He sees himself back in Lemuria, with wife and family, but they are all in chains. He Can't access his powers. All seam hopeless then a bright light appears over head, destroying the chains. His family lashes ack at the Unknow foes that bind them and their friends break down the doors and finish off the Enemy!
What the hell was that?

"Well, I hopes this helps everyone." says the glowing suited Lemurian.

When and if someone mentions destroying the mirrors he responds, "I wouldn't this is meant to protect the path and give others time to prepare."
TicToc Lemurian Mind Melter /Sea Sentinel
Character Sheet: viewtopic.php?f=289&t=7067
Attributes: Agility d8, Smarts d10, Spirit d6, Strength d8, Vigor d6
Pace: 6; Parry: 6; Toughness: 14 (6)
PPE: 5 ISP: 30
Conditions: INNATE: Farsight, Darksight, Detect/Conceal Arcane, Conceal Aura, Beast Friend, Empathy, MindLink, Smite.
Self Powers that do not Require ISP: Smite, Detect/Conceal Aura, Fly.
Channeling Raise do not Require ISP: Bolt, Empathy, Mind Link, Beast Friend.
Bennies 4/3
Description
OOC Comments
Lemurian, Sea Sentinel
Lemurians were humans from ancient Southeast Asia, but they've used Biomancy to alter their "code of life" (DNA) to ascend to what they consider the perfectly balanced physical form. They're graceful with almond eyes, delicate features, and a slight, muscular build. They have gills behind their jaw beneath their pointed ears,
TicToc stands 6'4", has thick mane of silver, streaked with blue highlights. Skin Golden and is speckled with iridescent blue flecks down the neck to the shoulders then along the top of the arms.
Talisman Keohtote Peral on Shell Leuriman (Talisman of Marduk) (Patron Item) (SWADE)Detect Concealment on constant
Conditions:
OOC Comments
Detect/Conceal arcana as an Innate Ability
Alter Aura:
OOC Comments
Have conceal arcana as an Innate Ability with the Range (Self) limitation; can use Power Modifiers as usual. In addition allows the Mind Melter to mimic the supernatural "signature" of any being desired—from a child to a greater demon, an elderly Shifter, a canine, a minor psionic, etc.
Expanded Awareness:
OOC Comments
Have the detect arcana power as an Innate Ability with the Range (Self) and Aspect limitations. They may sense supernatural beings within line of sight with a Notice check
Master of Psionics:
OOC Comments
Mind Melters get a free reroll on all Trait rolls (except Critical Failures) when using psychic abilities and their Psionics skill
Mental Resistance:
OOC Comments
Have +4 to all checks to resist psionic effects, and +4 armor against psionic damage. These effects stack with Arcane Resistance, arcane protection, and similar bonuses.
A Little Odd: Mind Melters tend to be a little different due to the nature of their powers—gain the Quirk Hindrance.
Armor:
OOC Comments
WAVE STRIDER BIO-ARMOR (0 (Normal) +6 +3 d12+1
OOC Comments
— 19 −6 200K Notes: Allows wearer to breathe underwater and swim at their full Pace, +2 Athletics (swimming), Max Depth 2.5 miles, Wave Striding—wearers can walk on the water. Weapons: None, may use personal weapons)
Due to Lemarian race adopting: a biomancy style 9-10 Covered in a fiber-optic material, your armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls
Modify: Biomancy, Octopus DNA, 2 Tentacle Arms
Leviathan Bio-Armor=Combat Bio Mage Heavy EBA
OOC Comments
Armor: +10
Toughness: +6
Min Strength: 6
Strength: d12+3
Handling: +2
Size:3
Pace and Run: 8+d8 (30 MPH)
Weight: 700
Rarity: -6
Notes: Nimble, Imp Arcane Resistance, Water (+1 Handling, 30 MPH), Max Depth 6 miles.
Weapons:
„ Stonecaster (left arm): Range 50/100/200, MD 4d8, AP 8, RoF 1, MBT or It Burns or +8 AP.
„ Bio-Energy Laser (fixed front): Range 18/36/72, Dmg 3d6, AP 2, RoF 1.
Lemurian Biomancy Overcoat(Branaghan Special Armored Overcoat (Rifts Patron Item)
OOC Comments
• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)

Features:
The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket: Canteen
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:OOC Comments
Blood Hawk Shui Teki
OOC Comments
Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d10, Vigor d10
Skills: Athletics d8, Fighting d8, Notice d8, Stealth d6, Survival d6
Pace: 4; Parry: 6; Toughness: 11
Special Abilities:
„ Beak and Talons: These beasts attack with vicious efficiency, doing Str+d6, AP 4.
„ Hawkeyed: A Blood Hawk gains +2 on all sight-based Notice checks and can see well at extreme distances.
The +2 bonus also applies to Survival rolls made to track targets across open ground.
„ Leathery Hide: The demonic hide of a Blood Hawk provides +4 Toughness.
„ Psionic Senses: Blood Hawks have the detect arcana power, which they can use an Innate Ability with a Spirit check. They primarily use this to sense if a foe has enough magical or psionic power to withstand them.
„ Wings: Blood Hawks fly at a pace of 10 with a Run die of d8.
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Crystal Clad
Posts: 41
Joined: Sun Oct 31, 2021 11:08 pm

Re: Chapter 1: Poor Choices

Post by Crystal Clad »

OOC Comments
So, first real post of the session/quarter--let's check on her PTSD, shall we?
Spirit 1d6!!: [2] = 2
Wild Spirit 1d6!!: [2] = 2
Oof--eat a benny, bringing her down to 2/3

Dangerous Encounter:
Occult 1d12!!: [11] = 11
Wild Occult 1d6!!: [2] = 2
-2 is still a 9, so Raise.
Crystal smiles at TicToc. "Good job. That should let us--" Her voice cuts off as her reflection seems to swirl and blur, until it reforms into a scene of her, swimming at night. She must be in the ocean or other large body of water, for there is no land to be seen anyplace. Even as she looks around, trying to find someplace that might be safe, she feels a brush against her leg, rough hide against her smooth skin. Then another, and a third, the contact getting rougher, abrading her skin badly enough for her to feel the sting of the salt-water.

Blood, she thinks to herself, blood in the water... Even as the thought forms, she sees a dorsal fin break the surface of the moonlit waters. It dives again, as another pops up to one side, and then another. Not just one, but a whole school... She fights against the panic, but really, even someone who wasn't utterly terrified of sharks would have difficulty staying calm in a situation like this....

Panic makes her thrash, even though she knows that's the worst thing she can do. There's a splash from behind her, and suddenly she feels arms grip her torso in a vice-like grip. "Don't worry, Sweetmeat," says the voice of Viggo in her ear--Viggo the loanshark, Viggo the temporal raider, Viggo who had captured her and used her as bait. "I've been teaching my brothers patience. The flesh is better tasting if it's still kicking, so you'll be alive for hours, yet..." And then the first bite is taken from her calf, and she screams....

Shaking herself out of the vision, Crystal manages to fend it off before it gets any worse. "Nice try," she rasps. "But... my father... taught me to recognize... a psychic assault.... First step to fighting it off...."

She takes a deep, ragged breath, and looks to the others, to see if any of them are faring any worse than she is.
Crystal Clad
Character Sheet
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 13 (6); Strain: 0
Skills: Persuasion d4+1; Common Knowledge d4^; Athletics d4
Stealth d6; Notice d8
Techno-Wizardry d12; Occult d12
Repair d12+4*; Science d6; Electronics d6*
Driving d6; Fighting d4; Shooting d6
Research 1d4=2*; Hacking 1d4-2*; Thievery 1d4-2*; Performance 1d4-1
BUILD ROLL: 1d12+4
Hindrances: Overconfident; Thin-Skinned: -2 vs. Taunt; PTSD: 1/Session, Roll Spirit or -1 Benny;
Quirk; Device Dependent: Need gear to use Powers; Enemy: Coalition States
Edges & Abilities: AB: Weird Science; Artificer: Create Arcane Devices; Arcane Machinist: Create Gizmo 6/Session
Master of Magic (Hind): Can use Mega-Modifiers; Ms. Fix-it Edge: Repairs take 1/2 time on a Raise
Machine Maestro: +1 to * skills; +2 if device is TW; Attractive (factored in)
Powers: Energy Disruption; Remote Viewing; Teleport
PPE: 20
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steelbrok
Posts: 234
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 1: Poor Choices

Post by steelbrok »

Determinedly shrugging off the strange, brief, waking nightmare, Steelbrok

Notice 1d6+4 -2 for Dangerous encounter so:
Notice 1d6!!+2: [4]+2 = 6
Wild die 1d6!!+2: [10!!]+2 = 12
on getting his bearings.
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2! +1 Fighting, +1 Parry
'Velma' the Vibro Longsword d12+d10+2 MD AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
User avatar
Rex
Posts: 27
Joined: Tue Aug 02, 2022 7:37 pm

Re: Chapter 1: Poor Choices

Post by Rex »

Venatus Vinco wrote: Sun Jan 15, 2023 4:55 pm Down the Hatch
Jumping through the groups suddenly finds themselves ensconced in empty blackness (Dark, -6 to everything unless offset by abilities). Enough people have sensors and magics enough to see the situation. A maze of mirrors extends off into what appears to be infinity. Those who can sense magic can detect the mirrors are more than they seem. Stepping toward one of the mirrors causing it to swirl and then reform with a vision. Each person seeing their own worst nightmare.
Charles immediately engages the Nightvision of his Multi-optics helm. A mirror maze? Definitely not CS. They are incapable of this sort of thing.
"Alright team, not sure what this place is or what dangers it holds, but we better keep moving." He then sees an image in the mirror. An amorphous monster with a gaping maw, ready to devour him. Fear Strikes him. He uses every bit of internal fortitude to attempt to see past the illusion fight back the fear so that he can engage effectively.

1) Navigate the Hall of Mirrors, Dangerous Quick Encounter at -2 (plus the Dark penalty if you have no way to overcome it, the illusions are deadly illusions). Creative skills/powers can offset the -2, just ask in discord or assume a yes if you are creative enough.

Smarts: d6!-2: [3]-2 = 1 , Wild: d6!-2: [3]-2 = 1
Benny (Last One)
Smarts: d6!-2: [5]-2 = 3 , Wild: d6!-2: [3]-2 = 1

2) For a Conviction token narrate your heroes deepest fears in at least a paragraph.
Charles sees an amorphus slightly humanoid behemoth with a massive maw. Fear strikes him as the creature moves toward him set on devouring him. As he struggles to see past the illusion, his memory quickly recounts a conversation he overheard as a child between his parents.

Father: "Charles is already starting to look like him."

Mother: "No one remembers him when he was that young."

Father: "You mean very few remember him when he was that young."

Mother: "You know that they don’t come west much. To everyone here he is just a boy and not that monster."

Father: "You don't know that. They created him as a replacement. Chances are he has the same qualities as that monster."

Mother: "You have always championed nature over nurture. He is a good boy and we are raising him right."

Father: "Only time will tell who the victor is but if he starts becoming that monster, I will put him down myself."

Thus began Charles's greatest fear. Becoming the unknown monster his father feared he would become.
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Kohatu
Posts: 17
Joined: Tue Sep 13, 2022 5:25 pm

Re: Chapter 1: Poor Choices

Post by Kohatu »

Kohatu is no stranger to the darkness, but the blackness on the other side of the portal dims even his own keen eyes. "I have something for that." He withdraws a clear quartz from his pouch and holds it aloft,
Spellcasting: 1d10!!: [3] = 3
WD Spellcasting: 1d6!!: [9!!] = 9
in his hand, creating a shimmering light. What he beholds shakes him to his core.
The vision in the mirror is an ogre stonemaster, standing atop a pyramid. The ogre rains down blessings and boons upon the city beneath him. Darkness is undone. The people rejoice...
But his foundation crumbles. At first, his feet sink shallow into the formerly solid stone. Perplexed, he bids the stone to return to its natural state He sinks further and faster. All his arcane knowledge, all his affinity for the rock, all is meaningless as he realizes his pyramid is formed out of ash.
The ashen avalanche casts him down the hill to the edge of a massive lake. Every inch of solid ground around him blows away, ash in the wind. He bobs for a moment, adrift in an endless sea. Even the rocks and baubles he carried turn to mud, then to ash in his hands. Helpless, he feels his head sink beneath the waves. Kohatu, master of stone and water, ultimately betrayed by the invincible elements he once commanded with such ease...
"It's a trick! Mind your sight in this wicked place!" His vision is pulled back again to the quartz in his hand, gleaming like a warm beacon against a cold storm. "Let the light reveal the truth of the mirror's lies. This way!"
Kohatu
Kohatu
Pace: 6; Parry: 5
Toughness: 16 (7)
Pertinent Edges: Alertness, Brave, Rapid Recharge
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Dorn Giantslayer
Posts: 34
Joined: Wed Jul 07, 2021 6:02 pm

Re: Chapter 1: Poor Choices

Post by Dorn Giantslayer »

As he first exits the portal Dorn curses as he discovers wherever they are now is completely pitch black and he stumbles forward.

When some of the others produce a light source he smiles grimly as he takes his bearings. The smile fades, however, as Dorn takes notice of the mirrors in the room and his gaze is drawn almost against his will to the images forming in the mirror.

For a moment Dorn just stares at the image in the mirror in front of him and his breathing grows heavy. After a few moments he roars at the top of his lungs, "CHAN EIL! Chan eil eagal orm AON! Chan eil eagal orm dad! Bàsaich!"

Gripping his Silver Fang in both hands he raises it above his head and brings the enchanted axe down on the mirror.

Fighting 1d10!!: [19!!] = 19 - 2 = 17
1d6!!: [5] = 5 - 2 = 3
Ancient wisdom from the Golden Age: Don't Panic.

Dorn GiantSlayer
Player: Jim
Active Alts: Jim Cannon, Jame Graeme, Steele


Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+2, Vigor d12
Pace: 7; Parry: 7(6); Toughness: 21(7) MDC; Size: Normal (2) Burn: 7; Bennies 4 of 4

Skills
Agility: Athletics d10, Fighting d10, Shooting d10, Stealth d4
Smarts: Common Knowledge d4, Language (American) d6, Language (Dwarven) d8, Notice d6, Repair d4, Science d4, Taunt d6
Spirit: Intimidation d6, Persuasion d4

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steelbrok
Posts: 234
Joined: Mon Mar 30, 2020 12:33 pm

Re: Chapter 1: Poor Choices

Post by steelbrok »

Watches the Dorn the Giant-Dwarf smash one of the mirrors. Whilst agreeing with the sentiment, this sage cyborg does wonder if this was the right move. Meddle not in the affairs of magical mirrors, after all!
However, it's done now. He keeps Vera swinging in a controlled arc, ready to react to whatever happens next.
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2! +1 Fighting, +1 Parry
'Velma' the Vibro Longsword d12+d10+2 MD AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
Credits 1300
Valuables nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
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