Millech the Hump

Josiah Oates's page

76 posts. Alias of LastNameOnEarth.


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Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None
DM ShadowBloodmoon wrote:
Nice.

I know, right? Illusion is such an underrated power.

"That's perfect, Chops. Keep the hatch closed till I ask though, if your guys insist on blasting the AC, least they can do it keep the air inside."

He waits until Jingu finishes the illusion of closing the door, then nods and moves on back to the cab where he'll be watching over the truck.


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

"Reserved, huh? Well, I guess rules is rules."

He taps his com-link to radio Jingu.

"Buzz, ol-friend? Looks like we might be parked in a restricted area. Some o' the local upstanding citizens wanna have a look at our cargo; you know, in case we have anything too valuable to look after ourselves. Pop the hatch, would you?"


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

I think we can just park it anywhere. Josiah can rig up a device to keep a Conceal Arcana aura up around it 24-7, though those aura's can be penetrated by a lucky roll or if anything becomes suspicious enough to warrant a closer inspection. Psionics are probably fine to display, if necessary, as everyone knows Simvan are psionic anyway, though we should try not to flaunt it.

I suggest we leave someone there all the time (that is pretty much what Josiah is for anyway), and Josie and Jingu's sleeping bunks are in the cab anyway.

I was going to stat up a crew trailer when we got that last payout, but got distracted with other stuff. I may still go ahead and do that. During his off time, Josiah will probably be crafting, working on some custom TW devices for those that requested them.

TW Ex. Conceal Arcana Area Affect: 1d12 + 1d12 + 1d12 ⇒ (12) + (12) + (4) = 281d6 ⇒ 1
This initial device will remain functional for about 12 hours, then he'll need to reroll and rig up a fresh one.

Nevermind, do wtf you want in the aura. Nobody is seeing nothin.


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

Persuasion: 1d4 + 1d4 ⇒ (4) + (1) = 51d4 ⇒ 1

"Daylight bombs? What, like the magic stuff? Never touch em. It'd be like cutting off your nose to spite your face. We're tryin' to get rid of super-naturals, not join 'em."

He points up to the guns on the cab, "Nothin' is as good, or as reliable, as man-made firepower. Blast 'em to bits, stake 'em out in the open, then cook breakfast over the fires that spring up when the sun rises."

He grins widely, thinking back on doing exactly that, years gone, showing the two or three remaining teeth he has up front.


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

"Afternoon, gov. You're a right pretty one, eh? Guess we can't all be blessed with my good looks, but still. One o' them flyers try usin' that pretty mug as a landing pad?"

He looks around and waves vaguely behind him, using a gesture that includes the rest of the folk in his transport.

"We's up from down south, and getting damn sick of vampires. Thought we'd try things up a bit away from bloodsucker territory and see if we couldn't find pay slaughtering a few honest abominations out of the rifts. Something that stays dead after ya kill it would be a nice change."


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

"Whattayou think, Elsie? These trees friendly, our should we try out your new gats? Be a shame to waste friendly dryads, but they're usually shyer than this bunch."

Josiah flips on the optical sensors, and scans the trees for heat signatures.

Was trying to remember the max altitude of "Hover Vehicles" in Rifts, and I remember from the source docs, Rifts was very flexible with that term, often allowing vehicles to "Hover" at altitudes of a few hundred feet.

Found the Entry from the original Palladium version:

Rifts World Book 34 - Northern Gun 2: Pg 208 wrote:

Ground & Air Hover Truck/Cab Only (no cargo): 375 mph (600 km) maximum for the truck and cab portion without any cargo container attached, but maximum altitude is 1,000 feet (305 m). Note: Speed is dramatically reduced by the weight of the cargo carried.

Ground Pulling or Carrying Cargo: Typically hovers 2-5 feet (0.6 to 1.5 m) above the ground, especially when hauling heavy cargo or wheeled cargo containers. Big Bertha cannot hover higher than what the cargo containers in tow allow.
Water: The powerful jets and hover system of the Big Bertha cab and empty cargo containers skim atop the surface of water up to 187 mph (299.2 km/162.4 knots). If all containers are sealed airtight, she can travel underwater at an impressive speed of 90 mph (144 km/78 knots). Maximum depth tolerance is 1.5 miles (2.4 km). Speed is much slower, but impressive when hauling cargo (see below). Note: Travel on the surface and underwater is only possible if Big Bertha is in good working order. Losing more than half its main body M.D.C. makes underwater travel dangerous; reduce maximum depth by half. Likewise, losing six of its undercarriage hover jets reduces speed by half.
Hauling Cargo Under 450 Tons: 125 mph (200 km) maximum. Half that speed (62.5 mph/100 km) on water, one third that speed (41.7 mph/67 km) underwater.
Hauling Cargo More Than 450 Tons up to 850 Tons Maximum: 60 mph (96 km) maximum. Half that speed on water (30 mph/48 km), one third that speed (20 mph/32 km) underwater.

I would presume Josiah would keep her close to the ground (2-3 meters), unless they were in a big hurry, as hovering hundreds of feet in the air would leave you very visible and vulnerable to all kinds of ambushes and SAM attacks. Therefore, it would still make sense that the trees closed around them, and the upper boughs are hemming them in. It might not be a case of cannot go over them, but since it would break branches, and or scratch the paint (or might give Huorns a chance to grab on or damage her) Josiah would be cautious about trying it.


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

Since we're gearing up and such, have we earned an Advance as well?

After the meeting, Josiah goes out looking for the scrap he'll need to fix up the mount for the Rail-Guns he wants to attach to Elsie's roof. Once he's found what he needs, he spends the next couple hours cutting, fabricating, and welding, till he has an operational turret working for a set of tandem mounted NG-303's.

Repair: 1d12 + 1 ⇒ (11) + 1 = 121d6 + 1 ⇒ (4) + 1 = 5


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

Josiah looks about for one of the evil buggers, interest keyed in particularly because he knows how much his friend hates the things. If he spots one, he takes a shot at it, trying to splat it out of the air.

Shooting: 1d8 + 1d8 ⇒ (8) + (3) = 111d6 ⇒ 1
Targeting computer compensates for up to -4 in potential penalties.
Damage AP 30: 4d10 + 4 ⇒ (7, 4, 7, 3) + 4 = 25
Raise: 25 + 1d6 ⇒ 25 + (4) = 29


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

Josiah moves Elsie to the clearing, and puts on his hazard lights to make himself visible. Hoping out, he starts directing refugees into different areas, trying to direct any wounded to a designated area. He pulls out components to manufacture a bio-regenerating healing device.

TW: 1d12 + 1 ⇒ (4) + 1 = 51d6 + 1 ⇒ (5) + 1 = 6

The device will have around 5 charges, and he starts looking for a volunteer that might be able to use it.

"Oi! Any o' you lot able to use techno-wizardry?"

If if gets a volunteer, he'll hand over the device, with a brief set of instructions on how to use it.


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

Josiah places his hand atop his chrono-accelerator, and activates it. Then, with blurring speed he starts to assemble an arcane-infuser for Elsie's main gun. Slamming it into place, he charges up the laser cannon, taking a second to divert a bit of the super-charge to his rifle, Scarlet.

Quickness: 1d12 + 1 ⇒ (8) + 1 = 91d6 + 1 ⇒ (2) + 1 = 3
TW Smite Device: 1d12 + 1 ⇒ (3) + 1 = 41d6 + 1 ⇒ (1) + 1 = 2
Smite: 1d12 + 1 ⇒ (11) + 1 = 121d6 + 1 ⇒ (1) + 1 = 2


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

Occult: 1d12 ⇒ 61d6 + 1d6 ⇒ (6) + (2) = 8

Seeing the shot go through, Josiah curses and picks up his radio.

"Damnit, beasty's ethereal. Normal weapons ain't gunna touch it. Gunna need Spell slingin' an' brainwaves ta stop it!

"It'll be feedin' off the one 'e's catchin'. The more he gets, the tougher this S-O-B's gunna be ta take down."


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None
Burgurk wrote:
I am really wishing for a very-long range ability or weapon right now...

Elsie's cannon has a Long Range of something like 600".

"What in the darn hell does this smurf-loven son of a banshee think 'e's doin'? Women and kids?"

Josiah immediately brought up the targeting system, and locked on to the glowing figure. He made sure there were no bystanders behind the figure in case the shot went through it, he tried to time the shot to when the figure looked the most solid.

Shooting: 1d8 ⇒ 71d6 ⇒ 4
Damage AP 30: 4d10 + 4 + 2d10 + 1d10 ⇒ (10, 10, 3, 4) + 4 + (10, 1) + (7) = 49

Never seen that before; I mentioned smurf in a post and my profile pic changed to a smurf!


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

Repair: 1d12 + 2 ⇒ (9) + 2 = 111d6 + 2 ⇒ (2) + 2 = 4
Time: 1d4 ⇒ 3

That's a raise. Josiah has the Mr. Fixit edge, so he can probably get it done pretty quick indeed.

Swade wrote:

Mr. Fix It

REQUIREMENTS: Novice, Repair d8+
The mechanic adds +2 to Repair rolls. With a raise, he halves the time normally required to fix something. This means if a particular Repair job says a raise repairs it in half the time, a Mr. Fix It could finish the job in one-quarter the time with a raise.

"Ok, Sarge, let's see how this fits. We can modify the attachment points to quick detach from this armour. This is Combat Mage stuff from the Federation, eh?"


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

Only vignette I can think of involves Josiah

Once the group is under way, he pops on the autopilot, and leaves it under the supervision of the trooper.

Finding Burgurk he stands next to him, taking mental measurements of his chest and shoulder size, and guestimating his weight.

"Hey Sarge; you was wantin' a jetpack to help you movin' about? I got a mess o' spare parts about, and all them boosters we salvaged off the Deadboy Enforcer and the skycycles. I can probly rig something up for ya. If I'm making one outa spare parts, it's prolly gunna 'av to be conventional, but if yer wantin', we could proudly make it run on brain juice, in the long run."

[B]"Buzzbee's suit does summin' like that, and it don't look too hard."[/ooc]


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

Josie takes aim and puts down another skelebot.

Shooting: 1d12 ⇒ 71d6 ⇒ 1
Damage: 4d10 + 2 + 6 + 1d10 ⇒ (10, 5, 8, 4) + 2 + 6 + (8) = 43


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

"If they be holdin' a gun, they ain't surrenderin', but if you think they might, shoot a bot! Heck, I'll do it..."

Josiah drops back down and grabs a hold of the driver-side gun controls, and aims them in on one of the skelebots.
Shooting: 1d12 ⇒ 71d6 + 1d6 ⇒ (6) + (3) = 9
Damage AP30: 4d10 + 4 + 6 ⇒ (4, 7, 3, 9) + 4 + 6 = 33


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

"Rest 'o them deaders are outcho range, sweet Scarlet. But don' you worry none, there'll be other skellies to roast come soon."

Josiah stays in position on the top hatch, looking for anyone that might have snuck closer to their position.

Notice: 1d6 ⇒ 21d6 ⇒ 1

"Let 'em have another, Trent!"


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None
DM ShadowBloodmoon wrote:

Remember that Aiming only works on your next round attack. Unless there is some Edge you have that I am missing. Still, they aren’t in cover, so you still hit the middle of them.

Between Josiah, Jingu, and Trent, I have about a dozen buffs going, so I don't blame you for missing or forgetting some. He used Warrior's Gift to give himself and Trent the Marksman edge, which lets you use Aim on the same turn if you don't move. Standing up to use the hatch may count as moving I suppose, YMMV. All good either way. Josiah also buffed Trent's Shooting skill, making it +2 dice (d10), with a free reroll every round. He also hit both of them with Exalted Quickness, and Smite on their small arms. Most effects are just 1 ppe extra to use on 2 people, so most of what he used on himself, he used on Trent as well.

"Well that's just daisy! How 'bout another?"

He aims to put another fireball on a group of Skelebots, making sure not to hit Jace or Jingu.
Shooting Long Range w/Aim: 1d12 + 1 ⇒ (7) + 1 = 81d6 + 1 + 1d6 + 1d6 + 1d6 ⇒ (6) + 1 + (6) + (6) + (4) = 23
MBT Damage AP 8 w/raise: 4d8 + 6 + 1d6 ⇒ (3, 3, 3, 1) + 6 + (4) = 20


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

"Take over on the cannon, Mr. Trent; I'm going to see if I can light 'em up with My darling Scarlet."

Josiah stands up, popping up the top hatch so he can see over the force field. He takes aim with his Nova Rifle, trying to drop a Fireball on the advancing Skelebots.

Shooting Long Range + Aim: 1d12 + 1 - 4 + 4 + 1d12 ⇒ (12) + 1 - 4 + 4 + (9) = 221d6 + 1 - 4 + 4 + 1d6 ⇒ (6) + 1 - 4 + 4 + (4) = 11
Medium Blast Template
Damage AP 8: 4d8 + 6 + 1d6 + 1d8 ⇒ (2, 2, 1, 8) + 6 + (2) + (5) = 26


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

"Damn; Elsie's cannon can put down som'thin' twice 'er size, but ain't much good on troops. Guess we just pick one."

Notice: 1d6 ⇒ 41d6 ⇒ 3
He scanned the troops on the screen, hoping to be able to pick out an officer.

Laser: 1d12 ⇒ 61d6 + 1d6 ⇒ (6) + (1) = 7
Ignores up to -6 for range or cover.
Damage AP 30: 4d10 + 4 + 6 ⇒ (5, 9, 1, 2) + 4 + 6 = 27


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

Yes, meant to post and then ran out of break time.

"Hmm, I had a dohickey for aiming... goldarn piece o' flotsam shorted out first time round. Lemme try this again..."

Just noticed, I had him build a Boost Shooting device, and a Boost Driving device. That's not actually needed, he makes a Boost device, and decides how to use it on the turn...

Gr. Boost Shooting: 1d12 ⇒ 111d6 ⇒ 5 used on Trent and himself. +2 dice on Shooting, plus a free reroll per round. PPE: 10/15

Warrior's Gift: 1d12 ⇒ 91d6 ⇒ 2
He'll give them both Marksman; 5/10 PPE

He'll aim at the APC, picturing the location of the reactor in his mind, attempting to disable the vehicle's main power.

Shooting Called Shot: 1d12 ⇒ 11d6 ⇒ 3
Free reroll: 1d12 ⇒ 111d6 ⇒ 5
Whatever the penalty is for aiming for the reactor, he should be able to ignore up to -6 in penalties.
Damage AP 30: 4d10 + 4 + 6 + 1d10 ⇒ (10, 5, 8, 3) + 4 + 6 + (1) = 37
Raise: 37 + 1d6 ⇒ 37 + (3) = 40


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

"Well if that didn't just take the spit out of 'em! Nice shooten', small fry!"
Josiah gives Trent a firm slap on the back in congratulations.
"Looks like 'e's still moven' a touch; wait for the recharge and then hit 'im again!"

Dang, didn't realize I was that far out. I'll take a look and see if I can find a way for Jingu to get there...


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

"Put your hand here, Mr. Trent!
Ex. Quickness: 1d12 + 1 ⇒ (4) + 1 = 51d6 + 1 ⇒ (4) + 1 = 5 Neither man will suffer any MAP. 7 PPE from Josie's personal pool.

"Shields up Mr. Chekov!"
Barrier: 1d12 + 1 ⇒ (2) + 1 = 31d6 + 1 ⇒ (4) + 1 = 5
Shaped, Size, Stalwart, and Strong. Toughness of 24(12), but counts as an object (no Acing or raises on damage dice). He fixes it to the exterior of the truck, so it will move with him. I'm picturing a dome, tall enough to cover the truck, but leaving the laser cannon excluded at the top. If that is too complex a shape, he'll make it 4 walls: tall enough to cover all sides of the truck, but leaving the top uncovered so he can still fire the laser, even though it leaves him vulnerable to attacks from above (or called shots on the laser cannon).
7/15 PPE remaining

"Sulu, full power to Phasers!
Gr. Smite: 1d12 + 1 ⇒ (3) + 1 = 41d6 + 1 + 1d6 ⇒ (6) + 1 + (1) = 8 Raise. +6 to Damage. He'll also apply the boost to his Nova Rifle, and Trent's personal weapon. 2/10 PPE Remaining

"Mr. Trent? Feel free to take the first shot!"

The targeting system for the Laser allows him to ignore -2 in penalties for range, called shots, etc.

Heavy Laser (Forward Fixed Mount)
4d10+4+6 AP 30
150/300/600


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

Josie preps himself by getting Elsie oriented in a good direction, preferably near some natural cover if he can, such as rocks or large trees. He then spends the few minutes before the fight, whipping up some party favours. He positions the jury rigged devices near his driver's seat, so he can activate them once the fighting proper actually starts.

Barrier: 1d12 ⇒ 11d6 + 1d6 ⇒ (6) + (5) = 11 15/15 PPE
Boost Driving: 1d12 ⇒ 81d6 ⇒ 2 15/15 PPE
Boost Shooting: 1d12 ⇒ 31d6 ⇒ 1 Bzzzt... fizz
Smite: 1d12 ⇒ 51d6 ⇒ 6 10/10 PPE
Warriors Gift: 1d12 ⇒ 41d6 ⇒ 2 10/10 PPE


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

I've been having trouble accessing the site... every time I try to load it up it just sits loading for ages, but never finishes. Occasionally, I can get through, but never at a good time. I just decided to try now, but of course I'm just starting Rounds at work...

Josiah gives a gap toothed smile, and sizes up each of the settlers.

"If you's is sayin' so, Cap'n. Don't look like much o' a threat to me. Just a bunch a bedraggled rift-leavings. Handsy-mc-bumpkin o'er there came out all like 'I'm a commendeering this vehicle,' and I'm just letting 'im know there's a freezer for his corpse in the back if 'e tries it. No 'arm done, so long as peeps keep their hands to 'emselves."


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

Sure enough, a moment later the sound of Josie's Nova rifle can be heard. The lack of a following explosion would suggest he fired it in the air.

The distant voice that drifts through can be heard shouting, "If you wantta keep those grimy little dirt diggin' hands attached to your ditch diggin' corpse, you better get 'em off my baby and in the air, right high!"


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

He is a side-character, but as a Side-Kick, he counts as a Wildcard, and it says he should be run by the main character's player, so in essence he's kind of like my backup character.

Driving: 1d8 ⇒ 71d6 ⇒ 5


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

Josiah pulls Elsie up to the entryway to the bunker and it's equipment stash.

"You want all thisin here loaded up, Cap? Hmm, grunts can move move of the boxes. That Boomer is going to be the problem, and the biggest priority, I reckon. I take it she's not workin' under her own power right now? Buzzbee could probably lift it with his brain mojo if he were down here, but I probably gotta use a winch. But then, that tractor beam I rigged up the other day might do the job, though I think it shorted out. Though, I should be able to rebuild it..."

TW to build device: 1d12 ⇒ 71d6 ⇒ 1

Exalted TK: 1d12 ⇒ 111d6 ⇒ 1 2 raises, which gives it strength 12+4, enough to lift 4000lbs max. Wiki says a Glitterboy weighs about 2400 lbs.

Josiah uses his odd looking projector to wrap the Glitterboy in some sort of softly glowing energy field. He guides it up the stairs and on to Elsie's flatbed, next to all the parts he salvaged from the Enforcer robot. He then hops up, and with the help of a few of the grunts, starts working on securing the load.


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

"I'll have her ready to go, sir. Question though; should I be pointen' her fore, or aft? Her gun only looks foreward, so if there's trouble, we might want 'er lookin' t'ward it. But o' course, that means we gotta turn 'round afore leavin."


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

TW: Craft Dispeller w MAP: 1d12 - 2 ⇒ (6) - 2 = 41d6 - 2 ⇒ (4) - 2 = 2

"Private, take the wheel and get me close to that barge; and don't ding the fenders!"

Private's Driving: 1d6 ⇒ 11d6 + 1d6 ⇒ (6) + (2) = 8
The young soldier rises to the occasion and does a pretty good job maneuver the rig.

"Here's good. Don't want the bloody thing falling on us."

As they come up near under the barge, Josie takes aim and activates his dispelinator.
Exalted Dispel, Medium Burst Template, Power (Dispels magic objects for 1 round, 2 with raise). Uses 7 of the device's 15 PPE

Activate Dispelitron w/MAP: 1d12 + 1d12 - 2 ⇒ (12) + (9) - 2 = 191d6 - 2 ⇒ (1) - 2 = -1

The Spluggorth can roll his Spellcrafting against the Dispel. Josie's roll is at -2 vs Magic cast by the Sluggorth, such as Deflection or Arcane Protection, but rolls even against TW effects based on the barge like Shield and Flight. TW devices and magic items should be depowered for 2 rounds.
Hopefully, the whole barge drops out of the sky.


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

"I could rig somethin' up for ya, boss, but it wouldn't have much range. You might'n be able t'push it a tad further with that brain-juice o' yours. Gimme a minute and I'll try and get it rigged up for ya."

Josiah goes after the barge, so we'll have to wait.

I don't think anyone else in the group can access the Dispel power.


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

Here's a question for you all: Josie could make up a Dispelitron to get rid of the enchantments, but it would have very short range (Like 12" short). He'd have to practically be on the ground right under the platform to be able to reach, or at 36" if he used an extended range modifier. Josie is way too squishy to send that close to the action. A Major Psionic however can access this 10x range bonus from the Edge. If he made the device, and handed it off to Burgurk, could the green-meany use his range enhanced psionics to it at 120"? For context, note that I've asked the devs before if a Master (of magic or psionics) can use the Mega power versions of abilities granted by TW equipment, and they said yes, as the power is essentially made available to the weilder like any other. This makes me think that it would in fact work. Since Jingu is a Master Psionic, Josie would be aware that sometimes his friend (and potentially other psychics) can squeeze things out of his devices that even he could not. Thoughts?

If it is decided it would not work, Josie could drive Elsie in underneath, but that would deprive the team of their biggest gun, as his Laser can't shoot straight up (I think it has a max 45° elevation).


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

"Blazing Lightning! Got a charge already! Eat laser, slug face!"

Josiah targets the barge again, this time trying to draw a bullseye on the massive shape of the splugorth.

Shooting: 1d8 + 1d8 + 1d8 ⇒ (8) + (8) + (5) = 211d6 ⇒ 1
Damage w/raise AP 30: 4d10 + 4 + 1d6 + 1d6 ⇒ (3, 4, 8, 9) + 4 + (6) + (4) = 38


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

Seeing Jingu strike down the first target, Josiah takes aim at the second one.

Shooting: 1d8 ⇒ 31d6 + 1d6 ⇒ (6) + (5) = 11
Damage AP: 30: 4d10 + 4 ⇒ (4, 9, 3, 1) + 4 = 21

"Shield is down on the second barge!
Time to pound it!"


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

"Come on baby, let's keep those shields down!

Targeting one of the barges with his thermal imager, Josie squeezes off another shot.

Shooting: 1d8 ⇒ 61d6 ⇒ 1
Damage(AP 30): 4d10 + 4 ⇒ (5, 2, 8, 3) + 4 = 22


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None
Burgurk wrote:
So, Force Blast has the range of my Greater Force Bolt, which is 15/40/60. Major Psionics allows me to spend 2 ISP to increase that range by 10, so 150/400/600. You said 172/178 yards, which is 86/89", so no Range penalty. For 2 ISP, Force Blast can cover a Large Burst Template with the damage of Greater Force Bolt with an ROF of 3 from Rapid Force Bolt...[/ooc]

Hey Burgurk, wondering where you got this from? I'm trying to figure out if Josie can rig up a Dispel cannon to take out the barge's shield and cloak simultaneously, but the range of it is too short for him, and he's not sturdy enough to try and get close. The regular Range modifier only gives you double range for 1, and triple range for 2. I'd like to rig up something for long range, even if it only gives him one to two shots.

GM, he has Master of Magic, if you want to give me a reasonable cost for a long range mod...


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None
DM ShadowBloodmoon wrote:
Even with nighttime penalties (-4) and Deflection Active (-4), that’s not gonna make that raise. Also, the barrier acts as a wall with Hardness 20, and walls do not get raise damage or Ace damage. So total was 25 points, which will destroy the barrier, but not the barge. The barrier returns on its turn, which is at the end of this round.

The vehicle has targeting scanners and nightvision, which can compensate for most of the penalties, but you're right about the barrier. I forgot that you can't raise or ace against them. In short, I've been robbed of my moment. Robbed I tell you!


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

Josiah maneuvers Elsie into position, trying to find a spot in the terrain where he can see the slave platforms and reposition to shoot one after finishing his shots at the other. Locking on his targeting computer, he takes careful aim, trying to identify the most vulnerable part of the target. Once he finds it, he clicks down on his trigger.

Shooting: 1d8 + 1d8 ⇒ (8) + (7) = 151d6 ⇒ 1
H. Laser: AP30 w/raise: 4d10 + 4 + 1d6 + 1d10 + 1d10 + 1d10 ⇒ (4, 5, 10, 6) + 4 + (3) + (10) + (10) + (1) = 53

I'm guessing he blasts it clean out of the air!


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None
Burgurk wrote:
...Has anyone said / know if these creatures can see invisible creatures?
Josiah Oates wrote:
"I can whip up some party favours to help us out. Ambush is tricky with these slugs; the booty-guards don't have eyes, so camo and invisibility don't fool 'em. The slugs see through those floatin' eye things, and they're designed to cut right through glamour an' illusions. I think that's how Buzzbee got taken, back in the day; none of 'em fell for 'is tricks. If we's gunna sneak up on 'em, it's gonna have ta be old school; terrain an' stealth."


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

"I should get Elsie in position. Her laser may just end these slime balls."

But, here; lemme whip up sum'in' t'help ya in the fight."
TW Gr. Deflection: 1d12 ⇒ 41d6 ⇒ 3
TW Gr. Smite: 1d12 ⇒ 81d6 + 1d6 ⇒ (6) + (2) = 8
TW Fast Flight: 1d12 ⇒ 11d6 ⇒ 5

He hands some hastily constructed items to his companions. The first two he gives to Deloso.

"Here Cap'n. Thissin gives you a distortion field that'll made ya harder to hit, and thissin will amplify the power of your flames; or the Sargeant's TK."
Gr. Deflection: -4 to hit, -6 w/raise. Will last 25 rounds on one target, 10 rounds on 2.
Gr. Smite: +4/6 to damage. 25 rounds for a single target, 10 rounds on 2. (It's a more expensive power, but his raise on construction gave it extra PPE, and it works out to the same.)

The last he tosses to Burgurk, "Anti-grav generator. Will let you fly. The first two got about 2 minutes o'juice, and half if you spread it over two peeps, so don't activate 'em until ye'er in position. The flyin' gizmo 'll get cha goin' real fast, but you only got 'bout 90 seconds; maybe thirty if you share it."
Fast Flight: move 24", 48" with a raise. 15 rounds duration for a single target, 5 rounds if used on 2.

With that, he dashes to the cab of his truck pointing out a trooper he knows to back him up him while Jingu is away.

Both Burgurk and Deloso should know how to activate TW items. Just roll your psionics power as though you were using a power of your own. You need to be standing together if you activate a device to cover both of you.


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

"I can whip up some party favours to help us out. Ambush is tricky with these slugs; the booty-guards don't have eyes, so camo and invisibility don't fool 'em. The slugs see through those floatin' eye things, and they're designed to cut right through glamour an' illusions. I think that's how Buzzbee got taken, back in the day; none of 'em fell for 'is tricks. If we's gunna sneak up on 'em, it's gonna have ta be old school; terrain an' stealth."

"Shields on them barges it tough against small arms, but hardly nuthin' against anti-armour. Iffin we got an AT squad, an' can get 'em in position, them barges aren't too tough. If I can get Elsie lined up, one shot may do it. Times like this I regret no haven one of them Boomers on squad."

It was not mentioned in the battle summary if Elsie took any damage. I believe the results indicated the APC was destroyed, but never mentioned the big rig.


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

"Ya, I could woop somethin' up to blind 'em, but it would have to be targeted at 'em. Might as well use a weapon, unless ye be wanten to take 'em alive?"

Looked through the powers, and while Havoc might work to blind them, Stun or Blast would work equally well, and do more for kill or capture as well...


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

Just as Jingu gets ready to take off, Josiah flags him down.

"Eh, Buzzbee, if your plannin' on headin' out again, let me whip you up some favours."

TW Arcane Protection: 1d12 ⇒ 71d6 ⇒ 1
TW Teleportation: 1d12 ⇒ 21d6 ⇒ 1

"Thissin will bleed off any excess supernatural energies, and give you bit o' protection."

"And thissin is just... wait a sec, thissin," pop, fizz, "Thissin..." BANG!

Josie tosses a steaming, hissing, device in the ditch, where it starts to smolder.

"Yup, that one I gave you should work just fine."

The discarded device in the ditch lights on fire, and starts burning away.


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

"I ain't reckonin' so. There is a kit like that you can set up, but they declined my request for a an extra trailer, so we wouldna had the space regardless."


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

Sorry, this post was supposed to be in gameplay.

Josie takes a long, grim look at the carnage, and spits on the ground.

All he says is, "That ain't right."

With that he heads back to Elsie, and opening one of the storage compartments starts breaking out entrenching tools. He hands one to Jingu, gives a long significant glance to the troops and the remaining pile of tools, and moves off to a flat level spot and starts digging graves.

After a minute, Jingu joins him.


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

Josie takes a long, grim look at the carnage, and spits on the ground.

All he says is, "That ain't right."

With that he heads back to Elsie, and opening one of the storage compartments starts breaking out entrenching tools. He hands one to Jingu, gives a long significant glance to the troops and the remaining pile of tools, and moves off to a flat level spot and starts digging graves.

After a minute, Jingu joins him.


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

"Well, we might as well see what 'e's got in inventory, even if his business model be a might unfamiliar."

Josie willows through the racks and see if there is anything that jumps out at him; heavy weapons, explosives, or techno-wizardry taking his attention the most quickly.


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

You are right. It has been a while, and I forgot that it was actually finished. I'll revise my post.


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

"Cap'n? You need any more help here, or you wantin' me to get back to the Antennae? Remind me, am I still puttin' it up, or are we taken it down? Either way, I'd like to barrow Buzzbee, now that 'e's back; he's better with circuits and computers than me, and I think he knows a thing or two about antennae besides!"

He puts an old gnarled finger up next to his forehead and gives a toothy smile that seems to indicate he thinks he's said something mighty funny.


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

Common Knowledge: 1d6 - 2 ⇒ (5) - 2 = 31d4 - 2 ⇒ (1) - 2 = -1

"Can't say I ever heard uh such nonsense afore. Sup to you boss. I reckon tween Whitlock an misself, we could prolly disarm any traps, and you could confiscate the lot fer the Legion. Course, that might upset this marketeer some, but that only matters if you want future bisusness wit em."


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