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Post by McBain on Nov 26, 2010 14:12:57 GMT
I got confused in the heat of battle, ok?
And my inventory includes a rescuc kit (I think, I'm sure someone gave us another one.) a bandana of fist fighting awesome (nobody asked for that before the fight, right?) and a smoke bomb.
Wait, what? I had one of those as well? Sonofa-!
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Post by Someguy on Nov 26, 2010 14:16:47 GMT
And here's the last part of Chapter three; it'll end with sleep. ***
In one of the yellow dinghies, a certain group of currently very vexed adventurers argues over who’s fault it was that the ferry was sunk. It is unanimously agreed, and with surprising accuracy, that it is the fault of all those red team bastards.
“I remember one of them mentioning something about a Molotov,” offers Novalong, regarding this theory. “I bet it had something to do with that.”
“Probably,” muttered Monsoon. “Though I didn’t see Tsu anywhere during the fighting; here’s hoping he bought it somehow.”
“And I think I accidentally may have inadvertently thrown their leader to her death,” said Wolf, scratching her head. She shrugged, “Can’t be expected to keep track of these things, though; I was pretty angry and- is that a truck?”
The blue team turn to watch the Toyboata drive/sail along, away from the last visible remains of the sinking ferry. Slightly annoyed, Wolf turns on her crew. “Why don’t WE have anything like that?” she demands, and the response is general shruggery. “Don’t worry about them,” replied the shiftiest of them. His name was Sergei and his shades were impenetrable. “We should be more worried about our own itinerary; we may need to make some adjustments.” There’s nothing added to this and the four of them plus one dog watch in stony silence as the Toyboata departs the scene of the disaster. As they watch you drive/sail away, Wolf finally breaks and demands to know what Sergei, the blue team’s Underhanded Bastard-in-Residence, is smiling about. “Nothing, my dear,” he said, and in his shades was caught the reflection of the disappearing Toyboata. “Just a little friendly rivalry.”
Back with you guys, you are in sight of land when the problems start. The engine, probably under duress, has started to choke on the sea-water that is managing to find it’s way through. The fact that most of the engine is sealed with insulation to prevent flooding in the first place is not helping with the temperature issues that driving through an ocean current is having on the engine’s capacity to move the vehicle. Steam can be seen rising from under the hood and, though you try to ignore it, that steam is slowly blackening into smoke.
Your greyfingered friend, Vinny, is still out cold. He has been badly burned across the arms and back, and has multiple lacerations in need of disinfectant. There has also been permanent damage to his hearing. His shades, on the other hand, are somehow intact and efforts to remove them to check his pupils by either yourself or the also-injured Starlong are in vain; it is like they have been welded there with the same stuff used to keep Satan’s chains rooted to the banks of whatever fire-lake it is he’s strapped to. In any case, Vinny must now labour under the following ‘Perks’:
Vinny: New ‘Perks’… -) The Phone In My Head: A constant ringing in his damaged ears means that this character is now unable to detect threats as easily. In any roll or situation that demands a good sense of hearing, be it someone is sneaking up behind him or there’s a conversation to overhear while infiltrating, he will be unable to hear clearly enough to detect it; usually until its too late.
-) Backed-Up: A permanent back injury prevents this character from lifting overly heavy objects. It also inflicts an SM penalty of 1 whenever sneaking/moving while crouched low (going cover-to-cover behind a set of vehicles, for example).
But, because of his outstandingly ill-guided bravery, he is rewarded the perk that was promised when he chose the do-or-die option back on the ship in addition to a bonus perk and a new special ability; the ability is for being cheeky enough to ask for that safety-net stipulation, and the perk is for being daft enough to get blown up.
Vinny: New Perks! -) Who Dares, Lives: This character can now, for ANY roll, trade a +3SM bonus in return for being put into instant Survival Time. It’s risky, it’s dangerous, but it will get shit done…unless you roll a Fail, that is.
-) Cinders Are Fireproof: This character has been burned up enough to laugh fire in the face and use it as a foot-rest to keep his feet nice and toasty. Whenever an injury is inflicted by fire, the character reduces the SM penalty by 1.
Vinny: New Ability! -) That One Was A Practise: This character can eliminate Survival Time status for himself…at the cost of 5SM OR negate the outcome of any bad roll at the cost of reducing all other players SM by 1 for the rest of the chapter. This ability can only be used once per chapter; only one effect can be used.
Sitting in the back, Starlong does his best to administer first-aid to his own cannon-inflicted injuries. Maybe it’s the adrenaline from the resus-kit wearing out, but you suddenly feel very drained and very tired. If there’s ever been a time when adventuring resolve is tested, this surely must be it. You’ve been blown up by a backfiring cannon, shot at by a sniper, nearly eaten by swampmen, set on fire by a flaming sledgehammer, impaled on a doorhandle, nearly crushed by a boulder, shot at in general, nearly fragged by a frag, had your mind swapped, been mind-raped by an abortion of science, nearly drowned on a sinking ferry, had a certain anonymous privateer captain’s buttocks land on you, lost four/five travelling companions to the aforementioned dangers, and, through it all, you’re still on the first tier of your job track. Oh, and you’ve barely left the Isles. Tough days, indeed…but it’s these things which make a person even tougher. Starlong gets a Job Upgrade! Yay!
Starlong = Roguish Adventurer Maverick
In the front seat, I imagine Pete is seething with the loss of yet more comrades. In addition to Zev and Enigma, it appears he now has Tsunami and Fire Bear to add to the ‘Avenge’ sheet, and those remaining are in bad shape. Little wonder, then, that he has just got the perk ‘Everyone’s Grudge!’
Pete: New Perk! Everyone’s Grudge: Whenever a colleague is killed, this character can execute a number of roll-based actions equal to the number of PC’s and travel-party NPC’s killed thus far. This can only be used for aggressive actions; not healing or resuscitating or running away, etc. It’s a ‘revenge against the world’ kind of perk, used to eliminate swathes of enemies or take down a troublesome Boss; yes, there are bosses in this now. Here’s a note on bosses, seeing as they’re going to be cropping up from now on.
Boss Battles Every so often, you’ll encounter a guy or gal who’s a real tough cookie. When that happens, you’ll be given a brief run-down on their perks, abilities, and job. Beating a boss nets you one of their perks/abilities (it’s rewarded on a ‘last blow’ basis so, uh, go teamwork! Yeah!).
Here’s an example:
[Boss Battle!] Novalong Job: Roguish Adventurer Maverick Ability 1: Just Shoot ‘Em Ability 2: Throwing Your Weapon Always Works
Perks -) Fists of Dan McGraw -) Survivalist
Basically, he can use any of the abilities like you use them (so watch out if you’re using a melee weapon or he’ll Just Shoot You). Also, his perks work as if you were fighting a fellow PC; if two characters have Fists of Dan McGraw, the bonuses’ll cancel each other out. Also, when attacked by Novalong with his fists, a PC without Dan McGraw will suffer a –2SM penalty when trying to dodge/evade that action. This’s just an example, though.
Of course, it’s not writ in stone that you have to take a boss on. If running is a good recourse, go for that. And one final note; if you kill a fellow PC, you get one of their perks/abilities. Just saying.
There’s a horrible splutter from the engine, and Pete turns it off before it is irreparably damaged. Fixing it will be impossible without opening the hood and further flooding the engine (potentially sinking the truck altogether). The ocean is still quite violent, but not endangering your vehicle in any way. For now, you’re stuck in this vehicle. Vinny requires an F-Aid Kit and, unless you’ve got stuff to talk over, I think those of you still conscious will be tired enough to sleep by now. Everything seems better in the morning, and all that.
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Starlong
The Master
I have a theory. Let's conspire about it...
Posts: 938
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Post by Starlong on Nov 26, 2010 21:41:26 GMT
The Toyboata still contains two Aeto N-Gage shotguns, as well as an assortment of average weapons from the bandit place. After the shit that went down today, I'm equiping one of the N-Gages, though my N-10 and whip will remain my primary weapons. I'm also equiping the Kevlar Vest, and regret not doing so sooner. In my coat pocket is an almost full bottle of that really nice bourbon, with which I fill up my hip-flask. There's also the exotic purple liquid (which I need to have identified at some point). And I get my lighter back from Vinny at some point. Oh, also, it can be assumed that Fire Bear left the resus kit she was given with me, the conversation going like this: FB: "If anyone's going to die, it'll probably be you: here." [gives Starlong resus kit] SL: "Ummm... I can't use this on myself if I'm dead." FB: "You'll die of stupidity before you die of injury. If you do die and one of us discovers you, at least you'll have this on you so we can use it. I better not hold onto it in case something horribly unlucky happens out there." SL: "Oh, ok. Go kill some pirates, maybe use your bio bomb?" FB: "Nah, I think it's a good idea to save it for later, what's the worse that could happen?" So, I totally have a resus kit now
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Post by Someguy on Nov 27, 2010 0:06:22 GMT
It is hilarious enough to be so. You even got her tone of voice right. I'll go equip that gear now in the stat tracker...except you can only have two weapons equipped. I know, it makes sense to have a sidearm and a whip on the belt then carry the N-GUAGE but if I let you do that, suddenly you're wearing a bandolier of grenades, knifes, two light machines guns slung over either shoulder, a combat shotgun hanging over the chest, several pistols on the belt, in holsters and stuffed down one's trousers, a few sticks of C4 sellotapped to the thighs, and, of course, the business end of a sledgehammer glued to the skull. Not happening.
So, which weapon do you replace for the N-GUAGE, if any? And remember to check out the Flak Vest's new effect in the Tracker.
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Post by McBain on Nov 27, 2010 9:25:00 GMT
A little disgruntled, I put down the glue and the sledgehammer before removing the bandolier of grenades, two light machine guns...
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Starlong
The Master
I have a theory. Let's conspire about it...
Posts: 938
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Post by Starlong on Nov 28, 2010 7:57:15 GMT
Hey, a knife in the bootstrap isn't too bad, is it? I'll ask again later...
Ok, can I use the "just shoot 'em" perk with the shotgun? If not, I'm sticking to my N-10
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Post by Someguy on Nov 28, 2010 13:34:44 GMT
Of course you can't; it's all about the LOOK of it, man!
So N-10 for Starlong. Technically, it shouldn't work for that either and be restricted to revolvers but hey-oh.
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