[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/qst/ - Quests


File: Waystation_Wanderlust.png (3.17 MB, 2953x1771)
3.17 MB
3.17 MB PNG
Is it always this warm out here? The sun bakes the sand and you with it, until somewhere along the wandering paths you end up more sweat-caked sand than human being.

But there's relief and shade up ahead. The waystation is rapidly coming closer - just another few dunes, a mirage and a heatshimmer away.

The job is as easy as jobs get. The VSE is trying to push deeper into the interior, and these strung out supply stations are a lynchpin in that effort. Unfortunately, they lost contact with this one some time back. Probably just eggheads getting too caught up studying geological fluctuations. Go in, check everyone's alive - grab some water and a few hours of easy shade. The convoy comes to a stuttering halt a few hours out. Standard procedure. Just in case its nothing but bandits, brigands and bad times at the Waystation. You're on your own from here. A bit less safe than surrounded by other folk.

But then - there's probably no reason to worry.
>>
File: SKETCHER_v2.png (255 KB, 1514x2982)
255 KB
255 KB PNG
Maybe take a moment to reflect on who you are and how you got here.

[Name] - [Type]
Vit: X Move: X
Skill: Y Will: Y Per: Y
Threshold: C
Abilities:
Inventory:
>>
File: ARMORY_m1.png (747 KB, 1850x2233)
747 KB
747 KB PNG
This mission doesn't pay that much - and it's not like it's an official Company gig either, so off the books the only gear you'll get is what you brought. You have a few bullets squirreled away, right? For that end-of-the-month squeeze.

So what'd you bring? Pick 3 pieces from the armory section, and as many artefacts as you feel comfortable loading yourself down with.

>Artefacts deplete Threshold as listed rating; Threshold cannot be negative.
>You can stuff your pockets full though
>Yeah, those guns don't have a lot of bullets
>Bullets are expensive all the way out here, softskin
>Then again - might save your life.

--

>While we try to find out where Vanguard's stalwart standard field team went, let's try this other little thing.
>>
>>736904
"I didnt expect this place to be so....Sand...augh i think i got some in my mouth"

[Garth] - [Lucky]
Vit: 14 Move: 5
Skill: 11 Will: 11 Per: 12
Threshold: 10
Abilities:[Luck}
Inventory:Lucky armored inserts: +4 vit, Dr 5 vs P, Dr 2 vs IM
Old rifle- -1 skill, 1d6+3 Im- 5/5x3 ammo, reload: 4 Jam:14+, Melee: 1d6 b damage
-Reinforced boots +1 move
>>
>>736886
"I got me a sinking feeling this ain't gon be as easy as I'd like..."

>[Bernie] - [Dangerous]
>Vit: 10 Move: 4
>Skill: 12 Will: 11 Per: 11
>Threshold: 3
>Abilities: Fault (aim automatically if you don't move, gain aim+ as bonus DMG
>Inventory: Old Rifle, -1 skill, 1d6+3(7) IM - 4 ammo x2, malf 14, reload 4 [2hands]/Wooden stock, 1d6 b Damage
-Proper Military Munitions, +4 dmg
-Somewhat Polished Scope, Aim is +2 skill /+1 crit
>>
>>736886
"It's too quiet here... Like in a place where everyone got eaten by something"

[Domingo] - [Dangerous]
Vit: 14 Move: 5 Def: 9
Skill: 12 Will: 11 Per: 11
Threshold: 4
Special:
[Dangerous] +1 Skill, Called Shot is -1 Skill, Trick! 1+MoS
[Chaos] Charge at no penalty, +dmg = 1/2 charge distance

Inventory:
Sigil Blade 2d6+2 c Crit 6 + Crit-Bleed, Decap on 3-4, +2 Def on front, [2 hands]
Lucky armored inserts: +4 vit, Dr 5 vs P, Dr 2 vs IM
Reinforced boots +1 move
>>
>>737130
That hardly ever happens.
>>
File: Waystation_Wanderlust-1.png (4.05 MB, 2953x1771)
4.05 MB
4.05 MB PNG
>https://www.youtube.com/watch?v=bxBajRMfZvY

The dirt trail winding its low way into the waystation is scuffed as if traversed by many feet. It's quiet out here. A few gentle dust devils flicker across the sands.

Almost too quiet.

Domingo and Bernie spot a few totems - effigy-totems are never a good sign. And that's Corpse Bush growing along that building.

It only grows when someone has nearby has died.

But then again, in this place, that's too common an occurence. Perhaps in the main building up ahead you'll find someone to talk to?

==Wasters Walking==
1 | Garth |
2 | Bernie |
3 | Domingo |
>>
File: Movement Directions.png (522 KB, 651x512)
522 KB
522 KB PNG
>Don't hide the meta information layer under the terrain layer
>>
>>737256
"Ya know, just once I;d like to be wrong. You fellers mind taking point?

>Pepare: To shoot anything horrible-looking that pops out.
>Not moving: Proc Fault for AIM (+2 skill)

>[Bernie] - [Dangerous]
>Vit: 10 Move: 4
>Skill: 12 Will: 11 Per: 11
>Threshold: 3
>Abilities: Fault (aim automatically if you don't move, gain aim+ as bonus DMG
>Inventory: Old Rifle, -1 skill, 1d6+3(7) IM - 4 ammo x2, malf 14, reload 4 [2hands]/Wooden stock, 1d6 b Damage
-Proper Military Munitions, +4 dmg
-Somewhat Polished Scope, Aim is +2 skill /+1 crit
>>
>>737301
>Move 344
>Investigate the building to S through the holes in the wall or whatever this yellow stuff is

[Domingo] - [Dangerous]
Vit: 14 Move: 5 Def: 9
Skill: 12 Will: 11 Per: 11
Threshold: 4
Special:
[Dangerous] +1 Skill, Called Shot is -1 Skill, Trick! 1+MoS
[Chaos] Charge at no penalty, +dmg = 1/2 charge distance

Inventory:
Sigil Blade 2d6+2 c Crit 6 + Crit-Bleed, Decap on 3-4, +2 Def on front, [2 hands]
Lucky armored inserts: +4 vit, Dr 5 vs P, Dr 2 vs IM
Reinforced boots +1 move
>>
>>737256

>move 3,4,4,3,3
>ready an action with my rifle to shoot anything that may be hostile.


[Garth] - [Lucky]
Vit: 14 Move: 5
Skill: 11 Will: 11 Per: 12
Threshold: 10
Abilities:[Luck}
Inventory:Lucky armored inserts: +4 vit, Dr 5 vs P, Dr 2 vs IM
Old rifle- -1 skill, 1d6+3 Im- 5/5x3 ammo, reload: 4 Jam:14+, Melee: 1d6 b damage
-Reinforced boots +1 move
>>
>>737311

A true adventure only needs their boots, their sword and their dreams of glory.

[Hero] - [Adventure]
Vit: 10 Move: 5
Skill: 11 Will: 11 Per: 11 Def: 9
Threshold: 3
Abilities: Wasp, Twist
Inventory: Desert Shroud, Reinforced Boots (+1 Move)
Sigil Blade - Sigil Blade 2d6+2 c Crit 6 + Crit-Bleed, Decap on 3-4, +2 Def on front, [2 hands]
>>
>>737376

Perfect! On wards my friends!

[Hero] - [Adventure]
Vit: 10 Move: 5
Skill: 11 Will: 11 Per: 11 Def: 9
Threshold: 3
Abilities: Wasp, Twist
Inventory: Desert Shroud, Reinforced Boots (+1 Move)
Sigil Blade - Sigil Blade 2d6+2 c Crit 6 + Crit-Bleed, Decap on 3-4, +2 Def on front, [2 hands]
>>
This time I'll try keep my head on my shoulders

[Morat]- [Adventurous]
Vit: ? Move: ?
Skill: ? Will: ? Per: ?
Threshold: ?
Abilities: ?
Inventory: ?
>>
File: Waystation_Wanderlust_2.png (4.36 MB, 2953x1771)
4.36 MB
4.36 MB PNG
Domingo spots a pack of Mongrels - scrawny things, these, but vicious.

Garth spots a wholly different type of bottom-feeder - a trio of men in tattered gear scavenging boxes.

>[Reaction]


>>737408

[Morat]- [Adventurous]
Vit: 10 Move: 5
Skill: 13 Will: 10 Per: 12
Threshold: 4
Abilities: DeadEye [-6] - Full Skill on all thrown; throw objects for 1d6 b
Inventory: 5 x Fragmentation Grenade, 2 x Markerlights
Combat Knife - 1d6 C

--


==Wasters Walking==
1 | Garth |
2 | Bernie |
3 | Domingo |
4 | Hero
5 | Morat
>>
File: Waystation_Wanderlust_3.png (4.41 MB, 2953x1771)
4.41 MB
4.41 MB PNG
The trio of men spot that they're being spotted - and with a small yell, dash for cover

Being neither overtly hostile nor too horrible looking, no bullets are yet fired.

Inside the damaged building, the mongrels stalk. Domingo spots that they've recently fed on a screechling nest - so for now, the creatures are engorged and pacified. Likely they'll only be hostile if someone enters their marked territory.
>Lucky!

[Action Phase]
==Wasters Walking==
1 | Garth |
2 | Bernie |
3 | Domingo |
4 | Hero
5 | Morat
>>
Rolled 6, 2, 1 = 9 (3d6)

>>737490

Tally-ho! Have at ye beasts!

>Move 33334
>Charge 44444

[Hero] - [Adventure]
Vit: 10 Move: 5
Skill: 11 Will: 11 Per: 11 Def: 9
Threshold: 3
Abilities: Wasp, Twist
Inventory: Desert Shroud, Reinforced Boots (+1 Move)
Sigil Blade - Sigil Blade 2d6+2 c Crit 6 + Crit-Bleed, Decap on 3-4, +2 Def on front, [2 hands]
>>
>>737490
>>737503
>spend 1 threshold
>twist, change failure for success
>>
>>737490
>>737503
>>737533
>correction: spend remaining 3 threshold for action
>>
>>736894
>grumble because I wanted a nice trip on a beach world

Holiday - Dangerous
Vit : 10 Move : 4
Skill : 12 Will : 11 Per : 11
Threshold : 1
Abilities : [Dangerous], [Syphon]
Inventory : Chirni-78 (Rifle 2d6+2p, 30 ammo, malf 15, +1 every five bullets, rl2, Reload 3, 2hands, Supress),
Underbarrel GL (Holds 1 grenade, Reload 2), Proper Military Munitions (+2dmg on pistols, +4dmg on rifles)
>>
>>737490
"Hi friends we are here to help you with... wait Hero what are you doing?! Oh god not this again"

>move 3 3 3 3 4
>[Hustle]
>move 4 4 4 4 4
>-sigh and duck behind cover

[Morat]- [Adventurous]
Vit: 10 Move: 5
Skill: 13 Will: 10 Per: 12
Threshold: 4
Abilities: DeadEye [-6] - Full Skill on all thrown; throw objects for 1d6 b
Inventory: 5 x Fragmentation Grenade, 2 x Markerlights
Combat Knife - 1d6 C
>>
Rolled 1, 2, 4, 4, 6, 3 = 20 (6d6)

>>737490
>move:6,6,6
>fire upon the dog
>Spend 3 threshold: gain extra action (assuming its a free action)
>Fire upon the dog again.
[Garth] - [Lucky]
Vit: 14 Move: 5
Skill: 11 Will: 11 Per: 12
Threshold: 7
Abilities:[Luck}
Inventory:Lucky armored inserts: +4 vit, Dr 5 vs P, Dr 2 vs IM
Old rifle- -1 skill, 1d6+3 Im- 5/5x2 ammo, reload: 4 Jam:14+, Melee: 1d6 b damage
-Reinforced boots +1 move
>>
Rolled 3, 1, 3 = 7 (3d6)

>>737490
"I think I know who has eaten everyone here!"

>Move 1
>Charge 44444

[Domingo] - [Dangerous]
Vit: 14 Move: 5 Def: 9 (+2 at front) (Dr 5 vs P, Dr 2 vs IM)
Skill: 12 Will: 11 Per: 11
Threshold: 4
Special:
[Dangerous] +1 Skill, Called Shot is -1 Skill, Trick! 1+MoS
[Chaos] Charge at no penalty, +dmg = 1/2 charge distance
Inventory:
Sigil Blade 2d6+2 c Crit 6 + Crit-Bleed, Decap on 3-4, +2 Def on front, [2 hands]
Lucky armored inserts: +4 vit, Dr 5 vs P, Dr 2 vs IM
Reinforced boots +1 move
Feather from a vicious Harpie [lights the way to destiny]
>>
>>737570
>Correct! Siphon costs 7, not 9.
>>
>>737490

>repeat last action
>>
File: Waystation_Wanderlust_4.png (4.71 MB, 2953x1771)
4.71 MB
4.71 MB PNG
It was a quiet Waystation on the High Road to Far Sareth.

Was.
>>
File: Waystation_Wanderlust_5.png (4.82 MB, 2953x1771)
4.82 MB
4.82 MB PNG
A keening wail cuts through the air - a hound losing its mate to the blade of an adventurer and the bullet of a mercenary.

From the backalleys and sand-stormed impasses, answering howls.

From the eastern side of the small waystation a different kind of howling entirely erupts.

[Action]

==Wasters Walking==
1 | Garth |
2 | Bernie |
3 | Domingo |
4 | Hero [Suppressed! -2 move]
5 | Morat [Suppressed! -2 move]
6 | Holiday
>>
Rolled 2, 1, 3 = 6 (3d6)

>>737737

"Bullets? In a melee? Have at thee swine!"
"FREEDOM~!"

>Move 333
>Charging Throw Sigil Blade (Move: 333, Throw 323333)

[Hero] - [Adventure]
Vit: 10 Move: 5
Skill: 11 Will: 11 Per: 11 Def: 9
Threshold: 3
Abilities: Wasp, Twist
Inventory: Desert Shroud, Reinforced Boots (+1 Move)
Sigil Blade - Sigil Blade 2d6+2 c Crit 6 + Crit-Bleed, Decap on 3-4, +2 Def on front, [2 hands]
>>
Rolled 1, 1, 3 = 5 (3d6)

>>737737
"Erm... I think this calls for a tactical withdrawal"

>Attack to 3
>Move 22222, face 5

[Domingo] - [Dangerous]
Vit: 14 Move: 5 Def: 9 (+2 at front) (Dr 5 vs P, Dr 2 vs IM)
Skill: 12 Will: 11 Per: 11
Threshold: 4
Special:
[Dangerous] +1 Skill, Called Shot is -1 Skill, Trick! 1+MoS
[Chaos] Charge at no penalty, +dmg = 1/2 charge distance
Inventory:
Sigil Blade 2d6+2 c Crit 6 + Crit-Bleed, Decap on 3-4, +2 Def on front, [2 hands]
Lucky armored inserts: +4 vit, Dr 5 vs P, Dr 2 vs IM
Reinforced boots +1 move
Feather from a vicious Harpie [lights the way to destiny]
>>
Rolled 4, 5, 3, 2, 6, 1, 2, 5, 2 = 30 (9d6)

>>737490
"I will try to take care of the damnable mutts, take care of the machinegunner before he leaves our cqc fighters filled with lead!"
>Free action: spend another 5 threshold to gain two bonus action and two skill
>aim my rifle at the one who attacked domingo
>Fire the rifle at the mutt that attacked Domingo
>Rush: fire again at the damnable mutt
> Move: 1,1,2

[Garth] - [Lucky]
Vit: 14 Move: 5
Skill: 11+2-1 Will: 11 Per: 12
Threshold: 2
Abilities:[Luck}
Inventory:Lucky armored inserts: +4 vit, Dr 5 vs P, Dr 2 vs IM
Old rifle- -1 skill, 1d6+3 Im- 5/5x2 ammo, reload: 4 Jam:14, Melee: 1d6 b damage
-Reinforced boots +1 move
>>
Rolled 1, 1, 6 = 8 (3d6)

>>737737
"Go for it Hero!"
>Pretend I am a Looter and try to find anything useful inside the boxes


[Morat]- [Adventurous]
Vit: 10 Move: 5
Skill: 13 Will: 10 Per: 12
Threshold: 4
Abilities: DeadEye [-6] - Full Skill on all thrown; throw objects for 1d6 b
Inventory: 5 x Fragmentation Grenade, 2 x Markerlights
Combat Knife - 1d6 C
>>
>>737811
Changing actions and clarfying one
>meant to say spend 5 threshold and gain A action not two also the +2 skill
>also if possible change from the ones that attacked domingo to into the crowd of dogs.
>>
>>737737
"Y'know what ? You seem to be doing just fine. I'll go this way. Do... Stuff."
>gain 1 threshold
>move 4444
>hustle 3333

Holiday - Dangerous
Vit : 10 Move : 4
Skill : 12 Will : 11 Per : 11
Threshold : 3
Abilities : [Dangerous], [Syphon]
Inventory : Chirni-78 (Rifle 2d6+2p, 30 ammo, malf 15, +1 every five bullets, rl2, Reload 3, 2hands, Supress),
Underbarrel GL (Holds 1 grenade, Reload 2), Proper Military Munitions (+2dmg on pistols, +4dmg on rifles)
>>
File: maxresdefault[1].jpg (129 KB, 1280x720)
129 KB
129 KB JPG
>>737737
>>737771
>>737808
"DEUS VEULT!"
>>
>>737737
Hola Amigos.

[Xipe] - [Cursed]
Vit: 10/10 Move: 6
Skill: 11 Will: 11 Per: 11
Threshold: 2/2 (12)
Abilities: Longstrider, Dancer, Pilfer
Inventory: Combat Knife - M, 1d6c CitBleed, [Backstab] 3d6c
Illblood Ichor
Reinforced Boots
>>
>>736886
>>737737

A wild eyed man covered in scrap armor and wielding a metal pipe and a metal plate walks into the battle.

"ATTENTION LAWLESS SCAVENGERS AND BEASTS! LOITERING AROUND PUBLIC PROPERTY IS AGAINST THE LAW, THE PRICE OF BREAKING THE LAW IS DEATH!"

[Nid] - [Resolute]
Vit: 19/19 (10+2+3+4) Move: 4 (4+0)
Skill: 11 (11+0) Will: 11 (11+0) Per: 11 (11+0)
Threshold: 4/4 (10-6)
Abilities:
-[Resolute] :+2 Vit, Never stunned, never shocked, +1 Vit on Recover
-[Leviathan Scale] (-6) +3 Vit, +2 DR, Deal DR as +DMG when bodyslamming

Inventory:
-Club [Melee, 1d6+2 b DMG + Crit-stun]
-Sigil-plate Buckler [+2 DEF, +2 DR on Front, [Bash for 1d6 + Stun]]
-Lucky Armored Inserts [+4 Vit, DR 5 vs P/ DR 2 vs IM]
>>
>>737737

Hah. Late to the party as usual.

>deploy

[Tequila] - [Adventure]
Vit: 10 Move: 4
Skill: 11 Will: 11 Per: 11
Threshold: 10
Abilities: Nada
Inventory: Old Rifle, SP Scope, PMM
>>
File: Waystation_Wanderlust_6.png (4.82 MB, 2953x1771)
4.82 MB
4.82 MB PNG
Kkkz--kkz--kkkz--
Reading? Reading?

This is CompanyCommand - we finally got the transmitter working on our side.

We're hearing a lot of gunfire from that waystation, people. And howling. Are you clearing out a mongrel pack?

Tell me they didn't eat the VSE eggheads.

[reaction]

==Wasters Walking==
1 | Garth |
2 | Bernie |
3 | Domingo |
4 | Hero
5 | Morat
6 | Holiday
7 | Xipe
8 | Nid
>>
File: WayStationGunner_1.png (447 KB, 654x510)
447 KB
447 KB PNG
"Phew.

That was a close call. Right - have some more full auto you scallywags!
"
>>
"ARGH"

Sigilblades throw of Ghostlight, occassionally. Small flickers of some half-real ember.

Real enough to torch of munitions, as it happens.
>>
Rolled 6, 1, 4, 6, 4, 6 = 27 (6d6)

>>737979
"You might prefer a sweet lie, Command, but I can only dispense the harth truth."
"Which is, we don't know"

>Prepare a Multi-Strike against the first enemy (or two) who closes into melee range


[Domingo] - [Dangerous]
Vit: 14 Move: 5 Def: 9 (+2 at front) (Dr 5 vs P, Dr 2 vs IM)
Skill: 12 Will: 11 Per: 11
Threshold: 4
Special:
[Dangerous] +1 Skill, Called Shot is -1 Skill, Trick! 1+MoS
[Chaos] Charge at no penalty, +dmg = 1/2 charge distance
Inventory:
Sigil Blade 2d6+2 c Crit 6 + Crit-Bleed, Decap on 3-4, +2 Def on front, [2 hands]
Lucky armored inserts: +4 vit, Dr 5 vs P, Dr 2 vs IM
Reinforced boots +1 move
Feather from a vicious Harpie [lights the way to destiny]
>>
test
>>
>>737952
[Pete] - [Lucky]
Vit: 14/14 Move: 6 Defense: 9
Skill: 11 Will: 11 Per: 12
Threshold: 4
Abilities: [Lucky]
Special:
- [3] Longstrider (+1 Move, +2 boosted)
- [3] Dancer (Move w/o AoP, ACT: Auto dodge)
Weapons:
- Old Reliable (6) (2d6 I, +1 per 3, rcl 2, Rld 1 bullet)
Inventory:
- Reinforced Boots (+1 Move)
- Desert Shroud (Protection from Env.)
- Lucky Armored Inserts (+4 Vit, DR5.P2.I)
>>
>>738031
"FREEDOM~!"
>>
>>738059
you have one too many items
>>
File: SciFiCloaked.jpg (25 KB, 500x556)
25 KB
25 KB JPG
>>736886
How do skill rolls work? I get it's D6 based but I can't find anything that tells how many dice and if you roll over/under?


---Tentative---

Mahmud "Chihuahua" Wang - Courageous (+2Vit, [Resolute]*)
Vit: 12 Move: 5 (6**)
Skill: 11 Will: Y Per: 11
Defense: 9
Threshold: 3
Abilities:
Artifact -3/ Longstrider (+1Move, Boosting Move with Threshold giaves +2 Move)
Artifact -4/ Pilfer (Action: Next Action can take place at Range = Move)
*[Resolute] Never Stunned, Never Shocked, Gain +1 Vit on [Recovery]

Inventory:
**Reinforced Boots +1 Move
Combat Knife : Melee, 1d6 c DMG + Crit - Bleed [Backstab]Unaware 3d6 c DMG
MorMorph+Aid Kit (Fixes Bleeding, Cures Poison, Eases Pain) 4 uses
>>
>>738031
"Cada vez. Yo voy somewhere new, something explotas. Is, como dice, fate?"
>>
>>738095
It's 3d6 roll under
>>
>>738095
its 3d6 roll under for it to work unless you have the twist artifact and desginate using its power then roll over. you can improve your goal by using your threshold explinatoin in the iimages above.
>>
Rolled 2, 5, 3 = 10 (3d6)

>>737952
>move 3334
>prepare to shoot any enemies coming out of the building (one shot, Chirni-78)
>burn 2 Threshold for +2 skill)

Holiday - Dangerous
Vit : 10 Move : 4
Skill : 12 Will : 11 Per : 11
Threshold : 3
Abilities : [Dangerous], [Syphon]
Inventory : Chirni-78 (Rifle 2d6+2p, 30 ammo, malf 15, +1 every five bullets, rl2, Reload 3, 2hands, Supress),
Underbarrel GL (Holds 1 grenade, Reload 2), Proper Military Munitions (+2dmg on pistols, +4dmg on rifles)
>>
File: Waystation_Wanderlust_7-1.png (4.16 MB, 2659x1594)
4.16 MB
4.16 MB PNG
Hey! Someone get on that reciever and talk to me - that was a bona-fide explosion! We're seeing a lot of movement through the binocs out; What's the situation, over.

>Having some weird problems posting. Sorry for the slowdown.

==Wasters Walking==
1 | Garth |
2 | Bernie |
3 | Domingo |
4 | Hero
5 | Morat
6 | Holiday
7 | Xipe
8 | Nid
9 | Tequila
X | Pete

>>737933
>Picking your own gear?
>Nice try
>But not very...
>ADVENTUROUS!
[Tequila] - [Adventure]
Vit: 8 Move: 4 Def: 10
Skill: 12 Will: 9 Per: 14 (!!)
Threshold: 3
Abilities: [Valor!] - +1 Vit per succesful Attack. [Flow] Offhand hit on MoS 2
Inventory:
C8 Service - 2d6, 15 am, 3 reload, malf 15
C8 Service - 2d6, 15 am, 3 reload, malf 15
2x HiEX
C8 Ammo, C8 Ammo, C8 Ammo (45 Rounds)

>>737818
Morat finds...
4x [VSE 'Special'] Grenades - and stuffs them into their backpack.
>VSE Specials? Why are 'they' so special?
>>
>>737952
Did I deploy. Also someone check my stat sheet
>>
Rolled 1, 6, 1, 6, 1, 6 = 21 (6d6)

>>738141

>Rush
>throw grenade at the dogs down south
>throw grenade at the triangles to the east

[Morat]- [Adventurous]
Vit: 10 Move: 5
Skill: 13 Will: 10 Per: 12
Threshold: 4
Abilities: DeadEye [-6] - Full Skill on all thrown; throw objects for 1d6 b
Inventory: 3 x Fragmentation Grenade, 2 x Markerlights, 4x [VSE 'Special'] Grenades
Combat Knife - 1d6 C
>>
>>738117
>>738121
Okay, thanks
So who are the VSE and who are we working for?
>>
Rolled 2, 4, 2 = 8 (3d6)

>>738141

"Scoundrels! Taste my blade!"
"YAWP!"

>-Take 4 damage
>Move 322
>Pick up Sigil Blade
>Rush: Charge C 3444

[Hero] - [Adventure]
Vit: 6/10 Move: 5
Skill: 11 Will: 11 Per: 11 Def: 9
Threshold: 0/3
Abilities: Wasp, Twist
Inventory: Desert Shroud, Reinforced Boots (+1 Move)
[Thrown] Sigil Blade - Sigil Blade 2d6+2 c Crit 6 + Crit-Bleed, Decap on 3-4, +2 Def on front, [2 hands]
>>
>>738141
"son of a bitch there was a lot more than i thought and they are getting bit to close for comfort"
>aim at dog 2
>rush: fire and hear the death click sack 1 threshold for +1 damage
>move: 3

[Garth] - [Lucky]
Vit: 14 Move: 5
Skill: 11+2 Will: 11 Per: 12
Threshold: 2-1
Abilities:[Luck}
Inventory:Lucky armored inserts: +4 vit, Dr 5 vs P, Dr 2 vs IM
Old rifle- -1 skill, 1d6+3 Im- 1/5x2 ammo, reload: 4 Jam:14, Melee: 1d6 b damage
-Reinforced boots +1 move
>>
Rolled 4, 6, 3 = 13 (3d6)

>>738182
forgot to roll

>>738173
We dont really know yet.
>>
>>738170
>1 action to ready
>1 action to throw
>What grenades readied?
>>
Rolled 1, 4, 4 = 9 (3d6)

>>738141
"Get in a line, you miscreants!"

>Strike dog 1
>Move 12, face 5

"Let's meet them shoulder to shoulder, friend"

[Domingo] - [Dangerous]
Vit: 12/14 Move: 5 Def: 9 (+2 at front) (Dr 5 vs P, Dr 2 vs IM)
Skill: 12 Will: 11 Per: 11
Threshold: 4
Special:
[Dangerous] +1 Skill, Called Shot is -1 Skill, Trick! 1+MoS
[Chaos] Charge at no penalty, +dmg = 1/2 charge distance
Inventory:
Sigil Blade 2d6+2 c Crit 6 + Crit-Bleed, Decap on 3-4, +2 Def on front, [2 hands]
Lucky armored inserts: +4 vit, Dr 5 vs P, Dr 2 vs IM
Reinforced boots +1 move
Feather from a vicious Harpie [lights the way to destiny]
>>
>>738195
oh then make it a normal grenade to the dogs down
>>
Rolled 6, 4, 2 = 12 (3d6)

>>738141
>Move 4 5
>Strike dog 1 with club
>-Face 5

"ATTENTION MONGREL, ASSAULTING A CITIZEN IS A VIOLATION OF THE LAW. YOUR PUNISHMENT WILL BE DEATH!"

[Nid] - [Resolute]
Vit: 19/19 (10+2+3+4) Move: 4 (4+0)
Skill: 11 (11+0) Will: 11 (11+0) Per: 11 (11+0)
Threshold: 4/4 (10-6)
Abilities:
-[Resolute] :+2 Vit, Never stunned, never shocked, +1 Vit on Recover
-[Leviathan Scale] (-6) +3 Vit, +2 DR, Deal DR as +DMG when bodyslamming

Inventory:
-Club [Melee, 1d6+2 b DMG + Crit-stun]
-Sigil-plate Buckler [+2 DEF, +2 DR on Front, [Bash for 1d6 + Stun]]
-Lucky Armored Inserts [+4 Vit, DR 5 vs P/ DR 2 vs IM]
>>
>>738141

Command, how do I doggo?
>>
>>738141
"Uh, well... It looks like we got hordes and hordes o wild dogs streaming in from the west, some well-armed fellers coming in from the central building, some scavengers who set up on the east... Well pardner, it just don't look too good right now. " Bernie explains as he lines up a shot on some pup.

>Ready a shot due south (4) of my location on any of them dogs what pop out of the building or just get too close.
>Sacrifice move for auto aim (+2 skill/+1 crit)


>[Bernie] - [Dangerous]
>Vit: 10 Move: 4
>Skill: 12 Will: 11 Per: 11
>Threshold: 3
>Abilities: Fault (aim automatically if you don't move, gain aim+ as bonus DMG
>Inventory: Old Rifle, -1 skill, 1d6+3(7) IM - 4 ammo x2, malf 14, reload 4 [2hands]/Wooden stock, 1d6 b Damage
-Proper Military Munitions, +4 dmg
-Somewhat Polished Scope, Aim is +2 skill /+1 crit
>>
>>738147
You're on the map as 9, Tequila - spiffy hat.
>>
Rolled 1, 3, 3 = 7 (3d6)

>>738141
> Move 332 222. Yes, behind those crates.
> Eyeball the effigy totem, [Investigate, 11Per]
"Sí, command, no hay problemas. Bernie is just nervioso."

[Xipe] - [Cursed]
Vit: 10/10 Move: 6
Skill: 11 Will: 11 Per: 11
Threshold: 2/2 (12)
Abilities: Longstrider, Dancer, Pilfer
Inventory: Combat Knife - M, 1d6c CitBleed, [Backstab] 3d6c
Illblood Ichor
Reinforced Boots
>>
Rolled 6, 6, 2 = 14 (3d6)

>>738141
"Whut in thu Sam Hill 'ur you boys doin' workin' up a pack a Dingos that large!? Those teeth'll tear righ' through tha' fancy armor a y'urs like a razuh through tha' scruff on ya face you like ta call a beard! A pack like that's bound ta 'ave one a them Big Ol' Dingos not far away, an' you REALLY don' wanna mess wit' one a them- they are NASTY sons a bitches, I tell you!"

>Move 32323
>Investigate totem

"An' you boys down there! Y'all bettuh clear out afore these crazies or tha Dingos getcha! Ain't worth pickin' a fight only a damn fool'd win!"

[Pete] - [Lucky]
Vit: 14/14 Move: 6 Defense: 9
Skill: 11 Will: 11 Per: 12
Threshold: 4
Abilities: [Lucky]
Special:
- [3] Longstrider (+1 Move, +2 boosted)
- [3] Dancer (Move w/o AoP, ACT: Auto dodge)
Weapons:
- Old Reliable (6) (2d6 I, +1 per 3, rcl 2, Rld 1 bullet)
Inventory:
- Reinforced Boots (+1 Move)
- Desert Shroud (Protection from Env.)
- Lucky Armored Inserts (+4 Vit, DR5.P2.I)
>>
>>738277
dude you still need to get rid of one of your items you can only have 3 (and as many threshold/artifact thingys as you want)
>>
File: Waystation_Wanderlust_8.png (4.21 MB, 2659x1594)
4.21 MB
4.21 MB PNG
==Wasters Walking==
1 | Garth |
2 | Bernie |
3 | Domingo |
4 | Hero
5 | Morat
6 | Holiday
7 | Xipe
8 | Nid
9 | Tequila
X | Pete

--

Morat throws a grenade. Bouncing once. Bouncing twice...

--

Xipe finds a trio of human skulls incorporated into the effigy. VSE staff? Wanderers? No. Too recent for wanderers. Waystation staff. But mongrels don't make totems. Nor do bandits, commonly. Xipe also finds a tripwire.

Then Xipe steps on it.
>>
>>738308
"I challenge thee to honourable combat! Have at you!"
>>
File: Waystation_Wanderlust_9.png (4.2 MB, 2659x1594)
4.2 MB
4.2 MB PNG
In a plume of dust and a shower of smoke, a rain of fragments and shrapnel

a hero

wait - bugger. That one knocked your hat askew.

[Action]

==Wasters Walking==
1 | Garth |
2 | Bernie |
3 | Domingo |
4 | Hero
5 | Morat
6 | Holiday
7 | Xipe
8 | Nid
9 | Tequila
10| Pete
11| "Chihuahua"
>>
Rolled 4, 1, 5, 4, 2, 2 = 18 (6d6)

>>738414
>move 3333
>fire at hound 15 (1 shot)
>burn 3 Threshold for an extra action
>fire at hound 13
"This is getting a bit chaotic."

Holiday - Dangerous
Vit : 10 Move : 4
Skill : 12 Will : 11 Per : 11
Threshold : 0
Abilities : [Dangerous], [Syphon]
Inventory : Chirni-78 (Rifle 2d6+2p, 28 ammo, malf 15, +1 every five bullets, rl2, Reload 3, 2hands, Supress),
Underbarrel GL (Holds 1 grenade, Reload 2), Proper Military Munitions (+2dmg on pistols, +4dmg on rifles)
>>
Rolled 1, 3, 5 = 9 (3d6)

>>738414

"TALLY-HO!"

>-Adjust hat
>Move 3456
>Rush: SMITE AND [CLEAVE] three enemies at positions 123

[Hero] - [Adventure]
Vit: 6/10 Move: 5
Skill: 11 Will: 11 Per: 11 Def: 9
Threshold: 0/3
Abilities: Wasp, Twist
Inventory: Desert Shroud, Reinforced Boots (+1 Move)
Sigil Blade - Sigil Blade 2d6+2 c Crit 6 + Crit-Bleed, Decap on 3-4, +2 Def on front, [2 hands]
>>
Rolled 2, 5, 2 = 9 (3d6)

>>738414
"Let me take a running start... A bit more... Good, I'm ready!"

>Move 122
>Charge 55445, attack dog 5

[Domingo] - [Dangerous]
Vit: 12/14 Move: 5 Def: 9 (+2 at front) (Dr 5 vs P, Dr 2 vs IM)
Skill: 12 Will: 11 Per: 11
Threshold: 4
Special:
[Dangerous] +1 Skill, Called Shot is -1 Skill, Trick! 1+MoS
[Chaos] Charge at no penalty, +dmg = 1/2 charge distance
Inventory:
Sigil Blade 2d6+2 c Crit 6 + Crit-Bleed, Decap on 3-4, +2 Def on front, [2 hands]
Lucky armored inserts: +4 vit, Dr 5 vs P, Dr 2 vs IM
Reinforced boots +1 move
Feather from a vicious Harpie [lights the way to destiny]
>>
Rolled 5, 3, 2 = 10 (3d6)

>>738414
"Someone shot these dogs!!"

>move 1 2 1 2 2
>Rush
>Prepare [VSE 'Special'] Grenades
>throw grenade at the pupper NW

[Morat]- [Adventurous]
Vit: 10 Move: 5
Skill: 13 Will: 10 Per: 12
Threshold: 4
Abilities: DeadEye [-6] - Full Skill on all thrown; throw objects for 1d6 b
Inventory: 4 x Fragmentation Grenade, 2 x Markerlights, 3x [VSE 'Special'] Grenades
Combat Knife - 1d6 C
>>
Rolled 6, 1, 4 = 11 (3d6)

>>738414

>-Use 3 Threshold to gain 1 ACT
>Strike Dog 4
>Defend (+2 DEF)

"ATTENTION MONGREL HORDE, GATHERING IN SUCH NUMBERS IS ILLEGAL! YOUR PUNISHMENT IS BROKEN BONES AND SIX MONTHS IN THE CUBE!"

[Nid] - [Resolute]
Vit: 19/19 (10+2+3+4) Move: 4 (4+0)
Skill: 11 (11+0) Will: 11 (11+0) Per: 11 (11+0)
Threshold: 3/4 (10-6)
Abilities:
-[Resolute] :+2 Vit, Never stunned, never shocked, +1 Vit on Recover
-[Leviathan Scale] (-6) +3 Vit, +2 DR, Deal DR as +DMG when bodyslamming

Inventory:
-Club [Melee, 1d6+2 b DMG + Crit-stun]
-Sigil-plate Buckler [+2 DEF, +2 DR on Front, [Bash for 1d6 + Stun]]
-Lucky Armored Inserts [+4 Vit, DR 5 vs P/ DR 2 vs IM]
>>
>>738414
>>738442
>Correction: [Cleave] enemies at positions 612
>>
>>738414
"Shit, shit shit, where did i leave that damnable clip." Mutters garth to himself as he frantically trys to find the clip on him.
>move:3,3,2,3,3
>try to reload/try to find where i stashed my only spare clip on me
>Rush: try to reload/Find it and try to open the rifle under pressure.


[Garth] - [Lucky]
Vit: 14 Move: 5
Skill: 11+2-1 Will: 11 Per: 12
Threshold: 2
Abilities:[Luck}
Inventory:Lucky armored inserts: +4 vit, Dr 5 vs P, Dr 2 vs IM
Old rifle- -1 skill, 1d6+3 Im- 0/5x1 ammo, reload: 4 Jam:14, Melee: 1d6 b damage
-Reinforced boots +1 move
>>
>>738445
>>738414
Make it right on top of doggo 7, yeah I don't like doggo 7
>>
>>738189
Okay, so how does stealth work? The Combat Knife says Unaware, so it sounds like there's some kind of sneaking mechanic.
>>
Rolled 1, 5, 2 = 8 (3d6)

>>738414
> Spend 2 Threshold to Try to not die.
"Maladición."

[Xipe] - [Cursed]
Vit: ?/10 Move: 6
Skill: 11 Will: 11 Per: 11
Threshold: 0/2 (12)
Abilities: Longstrider, Dancer, Pilfer
Inventory: Combat Knife - M, 1d6c CitBleed, [Backstab] 3d6c
Illblood Ichor
Reinforced Boots
>>
>>738414
Bernie loads up another shot and gets ready to fire again.

>[Bernie] - [Dangerous]
>Vit: 10 Move: 4
>Skill: 12 Will: 11 Per: 11
>Threshold: 3
>Abilities: Fault (aim automatically if you don't move, gain aim+ as bonus DMG
>Inventory: Old Rifle, -1 skill, 1d6+3(7) IM - 3 ammo x2, malf 14, reload 4 [2hands]/Wooden stock, 1d6 b Damage
-Proper Military Munitions, +4 dmg
-Somewhat Polished Scope, Aim is +2 skill /+1 crit

>Repeat last action, of not moving and getting ready to shoot south, though replace "if any of them come out of the building" with "Any that are still standing and healthy after that grenade goes off.
>>
Rolled 6, 2, 5 = 13 (3d6)

>>738414
"Jesus in a cornfield son! Thuh hell are ya tryin' 'a do, ge' yerself killed!?"

>Move 233233
>Hustle 2
>-Grab Xipe (Rush for extra action if I must)
>Drag Xipe 56656

[Pete] - [Lucky]
Vit: 14/14 Move: 6 Defense: 9
Skill: 11 Will: 11 Per: 12
Threshold: 4
Abilities: [Lucky]
Special:
- [3] Longstrider (+1 Move, +2 boosted)
- [3] Dancer (Move w/o AoP, ACT: Auto dodge)
Weapons:
- Old Reliable (6) (2d6 I, +1 per 3, rcl 2, Rld 1 bullet)
Inventory:
- Reinforced Boots (+1 Move)
- Desert Shroud (Protection from Env.)
- Lucky Armored Inserts (+4 Vit, DR5.P2.I)
>>
>>738475
Well, unaware of you for one. From behind. If you get the drop on someone. If they're distracted.

If you try to sneak...

Why, all these people have a Per roll for a reason!
>>
>>738479
Command feels it imperative to point out that giving the quiet, fizzing soun these boxes are making an alternative stratagem which might prove more effectual than prayer is to

step

away

from the potential explosive payload.
>>
>>738507
So is sneaking an Action? It's not on the list
>>
>>738521
Technaccly yes: see the try action? That means you can try sneaking. Try reloading faster etc. Just designate it that your going to try and roll 3d6...gm will determine if you suceed.
>>
>>738519
Oh. See, the xskull made think downed. My dumb, I should know these things.
>>
>>738521
Forget the list. It goes to the block!
>>
File: Waystation_Wanderlust_10.png (4.21 MB, 2659x1594)
4.21 MB
4.21 MB PNG
==Wasters Walking==
1 | Garth |
2 | Bernie |
3 | Domingo |
4 | Hero
5 | Morat
6 | Holiday
7 | Xipe
8 | Nid
9 | Tequila
10| Pete
11| "Chihuahua"

Nid holds the line - damn good officership.

Wait.

Was that...

Yeah that's a grenade.

[Reaction]
>>
>>738537
So I'll have no idea what my odds are?

>>738549
> It goes to the block!
What do you mean?
>>
>>738568
Exactly. You can try sneaking but we dont know the enemys perception or if they have good eyes or not. Your going to have to try..If it works baboom you can now sneak attack for godly damage. if not well we can try to cover you.
>>
>>738568
Standard enemies have a Per of 8 - and groups of enemies roll once (with best, if applicable... usually "Best" would be 9; maybe 10 if it's a commander).

Your odds are actually quite good.
>>
Rolled 3, 5, 2, 2, 5, 3 = 20 (6d6)

>>738445
SWEET FIREGLASS THEY PUT WHAT IN THOSE THINGS?!
>>
>>738594
"Freedom."
>>
>>738558
My map reading skills is ass but I'll just wing it.
>Deploy

Mahmud "Chihuahua" Wang - Courageous (+2Vit, [Resolute]*)
Vit: 12 Move: 5 (6**)
Skill: 11 Will: 11 Per: 11
Defense: 9
Threshold: 3

Abilities:
Artifact -3/ Longstrider (+1Move, Boosting Move with Threshold giaves +2 Move)
Artifact -4/ Pilfer (Action: Next Action can take place at Range = Move)
*[Resolute] Never Stunned, Never Shocked, Gain +1 Vit on [Recovery]

Inventory:
**Reinforced Boots +1 Move
Combat Knife : Melee, 1d6 c DMG + Crit - Bleed [Backstab]Unaware 3d6 c DMG
MorMorph+Aid Kit (Fixes Bleeding, Cures Poison, Eases Pain) 4 uses
>>
File: Waystation_Wanderlust_11.png (4.17 MB, 2659x1594)
4.17 MB
4.17 MB PNG
Rejoice! You're boots on the ground and good to go just in time to watch the ground shake and the beaten slink back to barely held together functionality.

This way-station isn't very hospitable.

==Wasters Walking==
1 | Garth |
2 | Bernie |
3 | Domingo | [Ouch!]
4 | Hero
5 | Morat
6 | Holiday
7 | Xipe
8 | Nid [Ouch!]
9 | Tequila
10| Pete
11| "Chihuahua"
>>
Rolled 2, 6, 5, 1, 4, 1 = 19 (6d6)

>>738683
"A little help with those ?"
>recover one Threshold
>fire at hound 17 (one shot)
>rush, fire at hound 19 (one shot)

Holiday - Dangerous
Vit : 6 Move : 4
Skill : 12 Will : 11 Per : 11
Threshold : 1
Abilities : [Dangerous], [Syphon]
Inventory : Chirni-78 (Rifle 2d6+2p, 28 ammo, malf 15, +1 every five bullets, rl2, Reload 3, 2hands, Supress),
Underbarrel GL (Holds 1 grenade, Reload 2), Proper Military Munitions (+2dmg on pistols, +4dmg on rifles)
>>
>>738708
>addendum
>move 3322
>>
>>738683
>Get up
"'Tis... just a flesh wound..."
>Fall

[Domingo] - [Dangerous]
Vit: 4/14 Move: 5 Def: 9 (+2 at front) (Dr 5 vs P, Dr 2 vs IM)
Skill: 12 Will: 11 Per: 11
Threshold: 4
Special:
[Dangerous] +1 Skill, Called Shot is -1 Skill, Trick! 1+MoS
[Chaos] Charge at no penalty, +dmg = 1/2 charge distance
Inventory:
Sigil Blade 2d6+2 c Crit 6 + Crit-Bleed, Decap on 3-4, +2 Def on front, [2 hands]
Lucky armored inserts: +4 vit, Dr 5 vs P, Dr 2 vs IM
Reinforced boots +1 move
Feather from a vicious Harpie [lights the way to destiny]
>>
Rolled 5, 4, 1 = 10 (3d6)

>>738683
>>738708
>>738722

"Fear not, for I shall repel these beasts most foul! Ho~!"

>Move 12161
>Rush: [Cleave] two Hounds at positions 65

[Hero] - [Adventure]
Vit: 6/10 Move: 5
Skill: 11 Will: 11 Per: 11 Def: 9
Threshold: 0/3
Abilities: Wasp, Twist
Inventory: Desert Shroud, Reinforced Boots (+1 Move)
Sigil Blade - Sigil Blade 2d6+2 c Crit 6 + Crit-Bleed, Decap on 3-4, +2 Def on front, [2 hands]
>>
Rolled 6, 4, 1 = 11 (3d6)

>>738683
>Utilize Pilfer (Range 6): Kick one of the fizzing boxes 333ish, to land in the midst of X1, X2, and X3
"Gracias, Pete. Y todos, fire in the hole."

[Xipe] - [Cursed]
Vit: 10/10 Move: 6
Skill: 11 Will: 11 Per: 11
Threshold: 0/2 (12)
Abilities: Longstrider, Dancer, Pilfer
Inventory: Combat Knife - M, 1d6c CitBleed, [Backstab] 3d6c
Illblood Ichor
Reinforced Boots
>>
Rolled 5, 6, 6 = 17 (3d6)

>>738683
"GIMME YOUR GUN RELOAD MINE!"
>move:6,6,6,6,
>yank bernies gun out of his hands and shove my gun in his yands and talk to him how to reload my gun >>738728
>Try to get a shot off on dog 16 +2 skills


[Garth] - [Lucky]
Vit: 14 Move: 5
Skill: 11+2-1 Will: 11 Per: 12
Threshold: 2
Abilities:[Luck}
Inventory:Lucky armored inserts: +4 vit, Dr 5 vs P, Dr 2 vs IM
Old rifle- -1 skill, 1d6+3 Im- 5/5x2 ammo, reload: 4 Jam:14, Melee: 1d6 b damage
-Reinforced boots +1 move

[Garth] - [Lucky]
Vit: 14 Move: 5
Skill: 11+2-1 Will: 11 Per: 12
Threshold: 2
Abilities:[Luck}
Inventory:Lucky armored inserts: +4 vit, Dr 5 vs P, Dr 2 vs IM
Old rifle- -1 skill, 1d6+3 Im- 0/5x1 ammo, reload: 4 Jam:14, Melee: 1d6 b damage
-Reinforced boots +1 move
>>
Rolled 4, 3, 2 = 9 (3d6)

>>738683
>>738728
"Jesus.... Well, I guess that solves th' Dingo problum- mostly, anyways- and thuh lootin' problum. Now we got them ugly folk over there 'da deal with."

>Move 34
>Try helping Domingo to his feet and shaking his stun off.
>Rush and activate Dancer Auto-dodge

"Up an at em, brother. We still got a long day ahead."

[Pete] - [Lucky]
Vit: 14/14 Move: 6 Defense: 9
Skill: 11 Will: 11 Per: 12
Threshold: 4
Abilities: [Lucky]
Special:
- [3] Longstrider (+1 Move, +2 boosted)
- [3] Dancer (Move w/o AoP, ACT: Auto dodge)
Weapons:
- Old Reliable (6) (2d6 I, +1 per 3, rcl 2, Rld 1 bullet)
Inventory:
- Reinforced Boots (+1 Move)
- Desert Shroud (Protection from Env.)
- Lucky Armored Inserts (+4 Vit, DR5.P2.I)
>>
>>738683

>Move 3 3 4 4
>Recover [+1 Threshhold, +1 Vit]

"OFFICER MORAT, I COMMEND YOU FOR THAT GERNADE, BUT NEXT TIME PLEASE DON'T THROW SUCH A THING NEAR YOUR ALLIES!"

[Nid] - [Resolute]
Vit: 16/19 (10+2+3+4) Move: 4 (4+0)
Skill: 11 (11+0) Will: 11 (11+0) Per: 11 (11+0)
Threshold: 2/4 (10-6)
Abilities:
-[Resolute] :+2 Vit, Never stunned, never shocked, +1 Vit on Recover
-[Leviathan Scale] (-6) +3 Vit, +2 DR, Deal DR as +DMG when bodyslamming

Inventory:
-Club [Melee, 1d6+2 b DMG + Crit-stun]
-Sigil-plate Buckler [+2 DEF, +2 DR on Front, [Bash for 1d6 + Stun]]
-Lucky Armored Inserts [+4 Vit, DR 5 vs P/ DR 2 vs IM]
>>
Rolled 1, 6, 3 = 10 (3d6)

>>738683
Ups, sorry seems like VSE doesn't stands for "Very Safe Explosive" well this one should be safer

>move 2223
>ready glowstick
>throw glowstick at the bad guys E after the booby trap detonates

[Morat]- [Adventurous]
Vit: 7/10 Move: 5
Skill: 13 Will: 10 Per: 12
Threshold: 4
Abilities: DeadEye [-6] - Full Skill on all thrown; throw objects for 1d6 b
Inventory: 4 x Fragmentation Grenade, 1 x Markerlights, 3x [VSE 'Special'] Grenades
Combat Knife - 1d6 C
>>
>>738683
(Stretches) "Alright, pre visualization, check! Let's do thi-Oh shit, that dog's eating your face! Maybe you should do something about that, bruh."

>[Sneak] + Move 3, 4, 4, 4, 4

>>738558
My map reading skills is ass but I'll just wing it.
>Deploy

Mahmud "Chihuahua" Wang - Courageous (+2Vit, [Resolute]*)
Vit: 12 Move: 5 (6**)
Skill: 11 Will: 11 Per: 11
Defense: 9
Threshold: 3

Abilities:
Artifact -3/ Longstrider (+1Move, Boosting Move with Threshold giaves +2 Move)
Artifact -4/ Pilfer (Action: Next Action can take place at Range = Move)
*[Resolute] Never Stunned, Never Shocked, Gain +1 Vit on [Recovery]

Inventory:
**Reinforced Boots +1 Move
Combat Knife : Melee, 1d6 c DMG + Crit - Bleed [Backstab]Unaware 3d6 c DMG
MorMorph+Aid Kit (Fixes Bleeding, Cures Poison, Eases Pain) 4 uses
>>
>>738784
and yeah make it a [rush]
>>
>>738683
botting Tequila:
>[rush]
>aim
>shot doggo 16

[Tequila] - [Adventure]
Vit: 10 Move: 4
Skill: 11 Will: 11 Per: 11
Threshold: 10
Abilities: Nada
Inventory: Old Rifle, SP Scope, PMM
>>
Rolled 1, 3, 3 = 7 (3d6)

>>738842
now with a free roll
>>
A wanderer is helped to his feet by a friend, while another helpful soul tries to get a shot of from a filched firearm.

The old Reikan rifles - once the pride of the Army of Brass And Glass - haven't fared too well in the decades since the battle of Storum.

Moony aims, breathes - clicks.

The rifle explodes.

[Reaction]
>>
Bernie lowers his rifle and gets ready to mvoe to a better position
>>738756
When Garth comes out of nowhere and steals his gun, leaving him with an empty rifle. Furthermore, he sees Garth shoot, and he can already tell the bullet is going to go wide, putting him down to 2 shots left in the gun.

>Politely tap garth on the shoulder
>Explain to him that, A. That is not his gun, B. it is rude to take somebody elses gun when they aren't dead, and C. if he does not give him his gun back, or if he takes it from him again in the future without his permission, he WILL shoot Garth. Or club him, as the case may be.

>>738853
And then watches as his trusted old rifle explodes in his hands.
>>
>>738853

Command, how do I Doggo?
>>
File: Waystation_Wanderlust_12.png (4.19 MB, 2659x1594)
4.19 MB
4.19 MB PNG
>>738850
>>738842
What Tequila?

There's no Tequila.

>[Deleted From Timeline For Inactivity]
--

==Wasters Walking==
1 | Garth |
2 | Bernie |
3 | Domingo |
4 | Hero
5 | Morat
6 | Holiday
7 | Xipe
8 | Nid
>9 | Tequila Who?
10| Pete
11| "Chihuahua"
>>
>>738869
rip tequila we will miss you ;_;7
and your guns
>>
File: DOGGO.png (243 KB, 1136x780)
243 KB
243 KB PNG
>>738867
... Sure, we can release the hounds. Mongrels can be trained with some careful effort.

Control 3 mongrels. They move as one unit.
They attack as once unit.
>>
>>738803
"Chihuahua can you help me? I'm bleeding here, Caramba!"
>>
>In case it's not obvious
>Mongrels are pack hunters
>They surround you
>Running from them doesn't end well - intercept auto hits for damage
>Feint! to push it 1 hex away and yourself 1 hex from /that/, then leg it
>Get Dancer
>Beat it with a stick
>>
>>738894

>deploy
>bark

Vit: 4, 4, 4 Move: 4
Skill: 9 Will: 12 Per: 12
Defense: 0
Threshold: 0

Packtac: +1 per doggo
Howl!: Alert
Jaws & Claws: Intercept
>>
>>738894
Command, how do I Draggo?
>Greater animate what now
>>
Rolled 2, 1, 5 = 8 (3d6)

>>738869
"'Thanks friend! Now let's show these creatures what's what!"

>Use threshold to heal 4 Vit
>Move 6611
>Charge 44444 and attack dog 16

[Domingo] - [Dangerous]
Vit: 8/14 Move: 5 Def: 9 (+2 at front) (Dr 5 vs P, Dr 2 vs IM)
Skill: 12 Will: 11 Per: 11
Threshold: 0/4
Special:
[Dangerous] +1 Skill, Called Shot is -1 Skill, Trick! 1+MoS
[Chaos] Charge at no penalty, +dmg = 1/2 charge distance
Inventory:
Sigil Blade 2d6+2 c Crit 6 + Crit-Bleed, Decap on 3-4, +2 Def on front, [2 hands]
Lucky armored inserts: +4 vit, Dr 5 vs P, Dr 2 vs IM
Reinforced boots +1 move
Feather from a vicious Harpie [lights the way to destiny]
>>
Rolled 1, 2, 5 = 8 (3d6)

>>738869

>Move 4
>Strike Dog 4

"PLEASE DO NOT RESIST WHEN RECEIVING YOUR PUNISHMENT!"

[Nid] - [Resolute]
Vit: 16/19 (10+2+3+4) Move: 4 (4+0)
Skill: 11 (11+0) Will: 11 (11+0) Per: 11 (11+0)
Threshold: 2/4 (10-6)
Abilities:
-[Resolute] :+2 Vit, Never stunned, never shocked, +1 Vit on Recover
-[Leviathan Scale] (-6) +3 Vit, +2 DR, Deal DR as +DMG when bodyslamming

Inventory:
-Club [Melee, 1d6+2 b DMG + Crit-stun]
-Sigil-plate Buckler [+2 DEF, +2 DR on Front, [Bash for 1d6 + Stun]]
-Lucky Armored Inserts [+4 Vit, DR 5 vs P/ DR 2 vs IM]
>>
>>738961
>>738869

I mean
>Strike Dog 16
>>
>>738869
>>738939
>>738961
>>738977
This is the [Reaction] phase.
>>
File: Waystation_Wanderlust_13.png (4.12 MB, 2659x1594)
4.12 MB
4.12 MB PNG
When the VSE wires something up to blow

They really do go to some extreme lengths. But why would they spend so much effort booby trapping the place?

[Please hold - clean image...]
>>
peeps its reaction phase not action phase
>>738977
>>738961
>>
>>738990
Oh. Well, shit. I'll just repost that later then.
>>
>>738931
>Ignore that

>That, uh

>That surely won't be relevant this mission

---

==Wasters Walking==
1 | Garth |
2 | Bernie |
3 | Domingo |
4 | Hero
5 | Morat
6 | Holiday
7 | Xipe
8 | Nid
>9 | Tequila Who?
10| Pete
11| "Chihuahua"
12| DOGS

>>738919
Oh, thank you.

Vit: 4, 4, 4 Move: 6 (4+2)
Skill: 9 Will: 12 Per: 12
Defense: 0
Threshold: 0
Mongrel Claws, Backalley Bites: 1d6 + 3 b, crit 7
>Hits every MoS, capped at amount of living mongrels.

Packtac: +1 per doggo (11 Skill, 14 Will, 14 Per)
Howl!: Alert (Other dogs)
Jaws & Claws: Intercept

--

DAMMIT TEAM, WHAT'S GOING ON IN THERE
YOU WERE TOLD TO FIX THE PLACE UP
I'm SEEING SMOKE OUT HERE

THAT'S IT, IT'S A MONGREL HORDE ISN'T IT
IS IT THE WALKERS?!

WE'RE SETTING UP THE MORTARS OUT HERE

AND I'M RELASING THE DOGS

[Action Phase]
>>
>>739019
Now is good.
>>
>>739033
>move 3333
>syphon one threshold
>recover one threshold
>burn three threshold to heal

Holiday - Dangerous
Vit : 6 Move : 4
Skill : 12 Will : 11 Per : 11
Threshold : 0
Abilities : [Dangerous], [Syphon]
Inventory : Chirni-78 (Rifle 2d6+2p, 26 ammo, malf 15, +1 every five bullets, rl2, Reload 3, 2hands, Supress),
Underbarrel GL (Holds 1 grenade, Reload 2), Proper Military Munitions (+2dmg on pistols, +4dmg on rifles)
>>
Rolled 5, 1, 6 = 12 (3d6)

>>739033
"'Thanks friend! Now let's show these creatures what's what!"

>Use threshold to heal 4 Vit
>Move 166
>Charge 4333 and attack dog zombie 0

[Domingo] - [Dangerous]
Vit: 8/14 Move: 5 Def: 9 (+2 at front) (Dr 5 vs P, Dr 2 vs IM)
Skill: 12 Will: 11 Per: 11
Threshold: 0/4
Special:
[Dangerous] +1 Skill, Called Shot is -1 Skill, Trick! 1+MoS
[Chaos] Charge at no penalty, +dmg = 1/2 charge distance
Inventory:
Sigil Blade 2d6+2 c Crit 6 + Crit-Bleed, Decap on 3-4, +2 Def on front, [2 hands]
Lucky armored inserts: +4 vit, Dr 5 vs P, Dr 2 vs IM
Reinforced boots +1 move
Feather from a vicious Harpie [lights the way to destiny]
>>
>>739064
>Not dog zombie, the human zombie
>>
Rolled 5, 6, 1, 3, 1, 4 = 20 (6d6)

>>739033

"Ho...What have we here? A lone mongrel. Very well, have at thee!"
"YAWP!"

>Move 21
>Charge [12] Zombie Mongrel 44444
>Rush: Strike [12] Zombie Mongrel

[Hero] - [Adventure]
Vit: 6/10 Move: 5
Skill: 11 Will: 11 Per: 11 Def: 9
Threshold: 0/3
Abilities: Wasp, Twist
Inventory: Desert Shroud, Reinforced Boots (+1 Move)
Sigil Blade - Sigil Blade 2d6+2 c Crit 6 + Crit-Bleed, Decap on 3-4, +2 Def on front, [2 hands]
>>
Rolled 6, 5, 1 = 12 (3d6)

>>739033
"Sí command, everything is under control. Soy una bruja hoy."
>Move 33
>Meddle with the totem's juju.
>Wish I had threshold to spend on this.

[Xipe] - [Cursed]
Vit: 10/10 Move: 6
Skill: 11 Will: 11 Per: 11
Threshold: 0/2 (12)
Abilities: Longstrider, Dancer, Pilfer
Inventory: Combat Knife - M, 1d6c CritBleed, [Backstab] 3d6c
Illblood Ichor
Reinforced Boots
>>
>>738915
"Sure, I can do that. Just.. give me a minute, okay? These dogs, they want some sexy time with The Wa- Oh. Damn, I guess they couldn't handle The Wang. I'll be right there, uh.. Person."

>>739033
>Move 2, 2, 2, 1
>Fix Bleeding on [5]Morat, Offer some MorMorph, holding it up to his face with raised brows
>Inject some MorMorph if [5]Morat needs a hit of the good stuff

Mahmud "Chihuahua" Wang - Courageous (+2Vit, [Resolute]*)
Vit: 12 Move: 5 (6**)
Skill: 11 Will: 11 Per: 11
Defense: 9
Threshold: 3

Abilities:
Artifact -3/ Longstrider (+1Move, Boosting Move with Threshold giaves +2 Move)
Artifact -4/ Pilfer (Action: Next Action can take place at Range = Move)
*[Resolute] Never Stunned, Never Shocked, Gain +1 Vit on [Recovery]

Inventory:
**Reinforced Boots +1 Move
Combat Knife : Melee, 1d6 c DMG + Crit - Bleed [Backstab]Unaware 3d6 c DMG
MorMorph+Aid Kit (Fixes Bleeding, Cures Poison, Eases Pain) 4 uses
>>
>>739033
Berniei politely hands the gun back to Garth and gives him some kind advice

>Shove gun back into Garth's hands
>Give him a death glare
>Move 4444
>Hustle 4455
>Try to keep an eye out for guns (or at least projectiles) enemies have dropped

>[Bernie] - [Dangerous]
>Vit: 10 Move: 4
>Skill: 12 Will: 11 Per: 11
>Threshold: 3
>Abilities: Fault (aim automatically if you don't move, gain aim+ as bonus DMG
>Inventory: Absolutely Nothing
>>
>>739088
Garth took the gun back with a look of shame and silently reloaded his surplus rifle..
>Reload: Try to avoid bernies glare
>rush: Reload/finish reloading.
>Move:3,3,3,3,

[Garth] - [Lucky]
Vit: 8/16 Move: 5
Skill: 11 Will: 11 Per: 12
Threshold: 10
Abilities:[Luck]
Inventory:Lucky armored inserts: +4 vit, Dr 5 vs P, Dr 2 vs IM
Old rifle- -1 skill, 1d6+3 Im- 5/5x0 ammo, reload: 4 Jam:14+, Melee: 1d6 b damage
-Reinforced boots +1 move
-scope (not attached)
>>
>>739117
>>739033
just linking these two
>>
Rolled 3, 1, 5 = 9 (3d6)

>>739033

>Strike Dog 16
>Move 5 5 5 4

"PLEASE DO NOT RESIST AS I ADMINISTER YOUR PUNISHMENT!"

[Nid] - [Resolute]
Vit: 16/19 (10+2+3+4) Move: 4 (4+0)
Skill: 11 (11+0) Will: 11 (11+0) Per: 11 (11+0)
Threshold: 2/4 (10-6)
Abilities:
-[Resolute] :+2 Vit, Never stunned, never shocked, +1 Vit on Recover
-[Leviathan Scale] (-6) +3 Vit, +2 DR, Deal DR as +DMG when bodyslamming

Inventory:
-Club [Melee, 1d6+2 b DMG + Crit-stun]
-Sigil-plate Buckler [+2 DEF, +2 DR on Front, [Bash for 1d6 + Stun]]
-Lucky Armored Inserts [+4 Vit, DR 5 vs P/ DR 2 vs IM]
>>
>>739033


Arf arf arf

>move 5, 5, 5, 5, 5, 5
>Rush, hustle
>move 3, 3, 3, 4, 4, 5

Vit: 4, 4, 4 Move: 6 (4+2)
Skill: 9 Will: 12 Per: 12
Defense: 0
Threshold: 0
Mongrel Claws, Backalley Bites: 1d6 + 3 b, crit 7
>Hits every MoS, capped at amount of living mongrels.

Packtac: +1 per doggo (11 Skill, 14 Will, 14 Per)
Howl!: Alert (Other dogs)
Jaws & Claws: Intercept
>>
Rolled 3, 3, 3 = 9 (3d6)

>>739033
"Gracias amigo, I could use some help, ahhh this is some cosa buena"

>accept treatment (someone should roll for it)
>Move 5 4 4 4 4
[rush]
>move 1 more 4 and try to loot the crates


[Morat]- [Adventurous]
Vit: 4/10 Move: 5
Skill: 13 Will: 10 Per: 12
Threshold: 4
Abilities: DeadEye [-6] - Full Skill on all thrown; throw objects for 1d6 b
Inventory: 4 x Fragmentation Grenade, 1 x Markerlights, 3x [VSE 'Special'] Grenades
Combat Knife - 1d6 C
>>
Rolled 5, 4, 1 = 10 (3d6)

>>739033
>>739065
"Hey be careful in there puppers- some crazies've strung up mines an' traps all over this damn place."

>Move 666 555
>Investigate room [PER 12]
>Rush: Activate Dancer Auto-Dodge

[Pete] - [Lucky]
Vit: 14/14 Move: 6 Defense: 9
Skill: 11 Will: 11 Per: 12
Threshold: 4
Abilities: [Lucky]
Special:
- [3] Longstrider (+1 Move, +2 boosted)
- [3] Dancer (Move w/o AoP, ACT: Auto dodge)
Weapons:
- Old Reliable (6) (2d6 I, +1 per 3, rcl 2, Rld 1 bullet)
Inventory:
- Reinforced Boots (+1 Move)
- Desert Shroud (Protection from Env.)
- Lucky Armored Inserts (+4 Vit, DR5.P2.I)
>>
>>739151
"Yeah, you like that? If you need anymore Wang, just yell. Or moan. Sometimes they moan when they need The Wang real bad."
>>
Probably won't make next phase. Please bot if needed.
>>
File: Waystation_Wanderlust_14.png (4.58 MB, 2659x1594)
4.58 MB
4.58 MB PNG
A few VSE marked crates are stacked haphazardly in the left dormitory - piled upon a table that's crekaing under the weight. They probably don't have bombs in them.

Right?

--

Against the markerlight, the animator twists and turns, but remains held. For now. But it's spawn is out there - and it looks like the stain is spreading.

--

Bernie finds---
oh

oh wow

fireglass. Fireglass. Fireglass. Last crate? Also fireglass. Enough in these few crates to make everyone very, very rich - or if it catches the slightest hint of flame, very, /very/ dead.

[Reaction]
>>
>>739242
What are Animators (and how do they work)?
>>
>>739296
"Mayhaps I suggest thee to thoroughly investigate such an anomaly?"
"As for I, I shall be delivering swift JUSTICE and FREEDOM to mine enemies!"
>>
>>739296
seems like they are some sort of necro-ayys, they can rise the dead and are weak to glow sticks (and explosives)
>>
File: Waystation_Wanderlust_15.png (4.71 MB, 2659x1594)
4.71 MB
4.71 MB PNG
==Wasters Walking==
1 | Garth |
2 | Bernie |
3 | Domingo |
4 | Hero
5 | Morat
6 | Holiday
7 | Xipe
8 | Nid
>9 | Tequila Who?
10| Pete
11| "Chihuahua"
12 | DOGS
---

Xipe finds an [EffigyStone] - a small hard nugget of something best not thought about too hard. It's an artefact. Pricey, too! Score! Unfortunately Effigystone unerringly draw the attention of Effigies. Hence the name. It shouldn't be a problem so long as no one finds an effigy construct.

Hero finds something much less exciting; namely a Formless Effigy Construct trapped in a containment hexa. Tally ho?

[Action Phase]

>>739296
What they /are/ is bothersome, and how they /work/ is one of those annoyingly vague things we can't quite figure out. Best we can figure they were some sort of attempt at a cleaning initiative gone horribly awry. Now they tend to clean up corpses, which has the bothersome habit of creating more corpses.

Don't let them eat the dead.
>>
>>739323

Bark bark bark

>Move 1, 1, 5, 5, 5, 5
>Rush: Hustle
>Move 5, 6, 5, 6, 5, 6


Arf arf arf

>move 5, 5, 5, 5, 5, 5

Vit: 4, 4, 4 Move: 6 (4+2)
Skill: 9 Will: 12 Per: 12
Defense: 0
Threshold: 0
Mongrel Claws, Backalley Bites: 1d6 + 3 b, crit 7
>Hits every MoS, capped at amount of living mongrels.

Packtac: +1 per doggo (11 Skill, 14 Will, 14 Per)
Howl!: Alert (Other dogs)
Jaws & Claws: Intercept
>>
>>739323
Bernie grumbles about having to do this without any weapons.
>move 5656
>Peer around the corner into the open room.
>PRovided nothing in there looks set to attack/rush out after him, move quietly 5565
>Otherwise, try and sneak 5565
>Check cabinet if it doesn't take an action
>>
>>739308
(Looking at the Animators) "What the fuck are those?"

>"Mayhaps I suggest thee to thoroughly investigate such an anomaly?"

(Skeptical look at Hero) "What? Is it even safe to get close to?"

>"As for I, I shall be delivering swift JUSTICE and FREEDOM to mine enemies!"

(Slow nod) "You do that. I think I'll pass on the Animator in the absence of backup."
>>
Rolled 2, 6, 3 = 11 (3d6)

>>739323
"Alright... They covered that in training."
>syphon one threshold
>move 3332
>try and disarm the tripwire, and loot the crates
"Easy, easy..."

Holiday - Dangerous
Vit : 6 Move : 4
Skill : 12 Will : 11 Per : 11
Threshold : 1
Abilities : [Dangerous], [Syphon]
Inventory : Chirni-78 (Rifle 2d6+2p, 26 ammo, malf 15, +1 every five bullets, rl2, Reload 3, 2hands, Supress),
Underbarrel GL (Holds 1 grenade, Reload 2), Proper Military Munitions (+2dmg on pistols, +4dmg on rifles)
>>
Rolled 5, 3, 2, 2, 6, 2 = 20 (6d6)

>>739323

"TALLY-HO~!"

>Move 44
>Charge Formless Effigy Construct 33333
>Rush: Strike Formless Effigy Construct

[Hero] - [Adventure]
Vit: 6/10 Move: 5
Skill: 11 Will: 11 Per: 11 Def: 9
Threshold: 0/3
Abilities: Wasp, Twist
Inventory: Desert Shroud, Reinforced Boots (+1 Move)
Sigil Blade - Sigil Blade 2d6+2 c Crit 6 + Crit-Bleed, Decap on 3-4, +2 Def on front, [2 hands]
>>
Rolled 2, 3, 1 = 6 (3d6)

>>739323
>Strike Undead Dog 13
>Move 3 4

"ATTENTION UNDEAD ABOMINATION! ASSAULTING AN OFFICER OF THE LAW IS A FEDERAL OFFENSE! YOUR PUNISHMENT IS REDEATH!"

[Nid] - [Resolute]
Vit: 16/19 (10+2+3+4) Move: 4 (4+0)
Skill: 11 (11+0) Will: 11 (11+0) Per: 11 (11+0)
Threshold: 2/4 (10-6)
Abilities:
-[Resolute] :+2 Vit, Never stunned, never shocked, +1 Vit on Recover
-[Leviathan Scale] (-6) +3 Vit, +2 DR, Deal DR as +DMG when bodyslamming

Inventory:
-Club [Melee, 1d6+2 b DMG + Crit-stun]
-Sigil-plate Buckler [+2 DEF, +2 DR on Front, [Bash for 1d6 + Stun]]
-Lucky Armored Inserts [+4 Vit, DR 5 vs P/ DR 2 vs IM]
>>
Rolled 1, 6, 1 = 8 (3d6)

>>739323
"These abominations, they multiply. We must purge them as soon as possible."

>Move 56
>Charge 44444 and attack zombie

[Domingo] - [Dangerous]
Vit: 8/14 Move: 5 Def: 9 (+2 at front) (Dr 5 vs P, Dr 2 vs IM)
Skill: 12 Will: 11 Per: 11
Threshold: 0/4
Special:
[Dangerous] +1 Skill, Called Shot is -1 Skill, Trick! 1+MoS
[Chaos] Charge at no penalty, +dmg = 1/2 charge distance
Inventory:
Sigil Blade 2d6+2 c Crit 6 + Crit-Bleed, Decap on 3-4, +2 Def on front, [2 hands]
Lucky armored inserts: +4 vit, Dr 5 vs P, Dr 2 vs IM
Reinforced boots +1 move
Feather from a vicious Harpie [lights the way to destiny]
>>
>>739323
>Move and hustle:3,3,4,4,4,2,3,4,3,3
>ready a action to shoot my rifle at the t1-3 or any of them when i have them in my sight

[Garth] - [Lucky]
Vit: 8/16 Move: 5
Skill: 11 Will: 11 Per: 12
Threshold: 10
Abilities:[Luck]
Inventory:Lucky armored inserts: +4 vit, Dr 5 vs P, Dr 2 vs IM
Old rifle- -1 skill, 1d6+3 Im- 5/5x0 ammo, reload: 4 Jam:14+, Melee: 1d6 b damage
-Reinforced boots +1 move
-scope (not attached)
>>
>>739323
(Starts to move south while speaking into the mic) "Great. So do we know if they're organic?"

>Move 4, 4, 4, 4, 4, 3
>Move 3, 3, 3, 2, 3, 2

Mahmud "Chihuahua" Wang - Courageous (+2Vit, [Resolute]*)
Vit: 12 Move: 5 (6**)
Skill: 11 Will: 11 Per: 11
Defense: 9
Threshold: 3

Abilities:
Artifact -3/ Longstrider (+1Move, Boosting Move with Threshold giaves +2 Move)
Artifact -4/ Pilfer (Action: Next Action can take place at Range = Move)
*[Resolute] Never Stunned, Never Shocked, Gain +1 Vit on [Recovery]

Inventory:
**Reinforced Boots +1 Move
Combat Knife : Melee, 1d6 c DMG + Crit - Bleed [Backstab]Unaware 3d6 c DMG
MorMorph+Aid Kit (Fixes Bleeding, Cures Poison, Eases Pain) 3/4 uses
>>
>>739323

>Prepare FireGlass grenade
>duck
>[rush]
>overwatch grenade throw at the evil triangles if they get in range

[Morat]- [Adventurous]
Vit: 4/10 Move: 5
Skill: 13 Will: 10 Per: 12
Threshold: 4
Abilities: DeadEye [-6] - Full Skill on all thrown; throw objects for 1d6 b
Inventory: 4 x Fragmentation Grenade, 1 x Markerlights, 7x [VSE 'FireGlass'] Grenades
Combat Knife - 1d6 C
>>
>>739391
Mostly organic.

Mostly.

Some of the compounds are harder to match. If you can beat one of them down their veins are mostly silver, which is worth a bit if you smelt it properly.
>>
>>739323
"Should tear down these awful thangs; I reckon sumeone sumewhere's doin' sum nasty business thanks t' these.

>Move 6666
>Investigate Effigy [PER 12]
>RUSH: Tear down Effigy/loot for parts.

[Pete] - [Lucky]
Vit: 14/14 Move: 6 Defense: 9
Skill: 11 Will: 11 Per: 12
Threshold: 4
Abilities: [Lucky]
Special:
- [3] Longstrider (+1 Move, +2 boosted)
- [3] Dancer (Move w/o AoP, ACT: Auto dodge)
Weapons:
- Old Reliable (6) (2d6 I, +1 per 3, rcl 2, Rld 1 bullet)
Inventory:
- Reinforced Boots (+1 Move)
- Desert Shroud (Protection from Env.)
- Lucky Armored Inserts (+4 Vit, DR5.P2.I)
>>
File: Waystation_Wanderlust_16.png (3.92 MB, 2363x1417)
3.92 MB
3.92 MB PNG
With a whopping holler a stalwart adventurer frees a poor, bound prisoner.

A man clips a wire
... it was the red wire? It's always the red wire.

And look! More mongrel friends!

==Wasters Walking==
1 | Garth |
2 | Bernie |
3 | Domingo |
4 | Hero
5 | Morat [Fireglass are usally small glass beads. Not really grenades. Just valuable. Prepare VSE Special Grenade instead ]
6 | Holiday
7 | Xipe
8 | Nid
>9 | Tequila Who?
10| Pete
11| "Chihuahua"
12 | Dogs
>>
>>739482
"Uh, fellers? We got us a bound... something wastin away in the northwestern buildin."
>>
>>739422
"Silver? Not bad but is the juice worth the squeeze?"
>>
>>739482
(Chihuahua stops in mid stride and looks up at [6]Holiday) "Whoa. Wohohoo.. Hang on there. Let me just take a step or twenty back before you start cutting random shit."
>>
>>739534
"O ye of little faith, I'm a professional ! Just... Fiddle with the wires, eenie meenie moe."
>>
>>739482

Okay let's try this again

[Tequila] - [Adventure]
Vit: 10 Move: 4
Skill: 11 Will: 11 Per: 11
Threshold: 10
Abilities: [Valor] [Flow]
Inventory: Old Rifle, SP Scope, PMM
>>
File: Waystation_Wanderlust_20.png (3.94 MB, 2363x1417)
3.94 MB
3.94 MB PNG
Holiday acquires a Fragmentation Grenade.
It has a loose dangly red wire.
--

Morat launches a grenade - askew - and the dust it kicks up throws off the aim of this surprisingly well armed gang of marauders, who open return fire with Chirnis and...

a flare gun?

But what is he marking?

And why?

--

Meanwhile, Hero encounters a Oreh.
And Pete locates an EffigyStone! How delightfully fence-able for a few good drinks. Good thing they aren't any effigy constructs around.
--

Bernie is pretty sure he saw an effigy construct in that other room. But hey, at least this cabinet has a C8 service pistol in it! Wooh! Score!
--

ARF
ARF ARF

BARK

AROO

ARF ARF ARF?

ARF.

[Action Phase]
==Wasters Walking==
1 | Garth |
2 | Bernie |
3 | Domingo |
4 | Hero
5 | Morat
6 | Holiday
7 | Xipe
8 | Nid
>9 | Tequila Who?
10| Pete
11| "Chihuahua"
12| Dogs
>>
Kkazzkzk--
kkzk

Hey, uh team

I don't mean to be causing you a fuss or alarm ya or any of that nonsense.. but the outriders are pretty sure they just saw a bunch of guys on the sands unpack a mortar.

S'is also pretty sure it was uh, uhm - how to put this - /our/ mortar?

Some dastardly ruffians gone and stone it from the convoy! Can't trust nobody in this darned wasteland no more!
>>
>>739554
"See ? Told ya !"
>syphon one Threshold
>move 2223
>recover one threshold
>burn three threshold for Vit

Holiday - Dangerous
Vit : 9 Move : 4
Skill : 12 Will : 11 Per : 11
Threshold : 0
Abilities : [Dangerous], [Syphon]
Inventory : Chirni-78 (Rifle 2d6+2p, 26 ammo, malf 15, +1 every five bullets, rl2, Reload 3, 2hands, Supress),
Underbarrel GL (Holds 1 grenade, Reload 2), Proper Military Munitions (+2dmg on pistols, +4dmg on rifles)
Frag Grenade x1
>>
>>739554

Deploy

[Tequila] - [Adventure]
Vit: 10 Move: 4
Skill: 11 Will: 11 Per: 11
Threshold: 10
Abilities: [Valor] [Flow]
Inventory: Old Rifle, SP Scope, PMM
>>
Rolled 1, 2, 3, 1, 6, 5, 6, 3, 6, 1, 5, 5 = 44 (12d6)

>>739572

"Engarde fiend!"
"HYARG~!"
"YAWP!"
"HYAT~!"
"HO~"

>Multi-Strike Effigy
>Rush: Multi-Strike Effigy

[Hero] - [Adventure]
Vit: 6/10 Move: 5
Skill: 11 Will: 11 Per: 11 Def: 9
Threshold: 0/3
Abilities: Wasp, Twist
Inventory: Desert Shroud, Reinforced Boots (+1 Move)
Sigil Blade - Sigil Blade 2d6+2 c Crit 6 + Crit-Bleed, Decap on 3-4, +2 Def on front, [2 hands]
>>
Rolled 6, 6, 2 = 14 (3d6)

>>739554
>Move 333 322
>Give X3 a bit of a stabbing.

[Xipe] - [Cursed]
Vit: 10/10 Move: 6
Skill: 11 Will: 11 Per: 11
Threshold: 0/2 (12)
Abilities: Longstrider, Dancer, Pilfer
Inventory: Combat Knife - M, 1d6c CitBleed, [Backstab] 3d6c
Illblood Ichor
Reinforced Boots
Effigy Stone - What could go wrong?

> Again I will likely miss the next phase or two after this. Kindly bot X3 to death if needed, and then some [Dancer] passive defense.
>>
>>736904
Bernie is spurred on by his new weapon, being now at 1/3 the effectiveness he was before.
...Ah well. It's better than a bow.
>>739572
Oh dear.
"Uh, fellers? We got us morters incoming on that there marker, and enough fireglass in the northwest building to blow this place to kingdom come. There's also some kinda construct in the northern part of the building. Command, you got any idea what the deal is with that thing?"

>[Bernie] - [Dangerous]
>Vit: 10 Move: 4
>Skill: 12 Will: 11 Per: 11
>Threshold: 3
>Abilities: Fault (aim automatically if you don't move, gain aim+ as bonus DMG
>Inventory: C8 Service pistol, 2d6p - 15 ammo x2, Malf 15, +1 every 5 bullets used, rcl 2, reload 3
>>
>>739546
"Hey, slow down. I still need to get some distance. If you successfully blow yourself into hamburger, you might need some liberal application of Wang and the Wang works best when not broken, you feel me?"
>>
Rolled 2, 4, 2 = 8 (3d6)

>>739554
>move 3 4 5 5
>prepare frag
>[rush]
>throw frag

[Morat]- [Adventurous]
Vit: 4/10 Move: 5
Skill: 13 Will: 10 Per: 12
Threshold: 4
Abilities: DeadEye [-6] - Full Skill on all thrown; throw objects for 1d6 b
Inventory: 3 x Fragmentation Grenade, 1 x Markerlights, 6x [VSE 'FireGlass'] Grenades
Combat Knife - 1d6 C
>>
Rolled 2, 6, 3 = 11 (3d6)

>>739554
"Cmon, cmon rifle make daddy proud."
>Aim at x3
>Fire upon x3

[Garth] - [Lucky]
Vit: 8/16 Move: 5
Skill: 11 Will: 11 Per: 12
Threshold: 0/10
Abilities:[Luck]
Inventory:Lucky armored inserts: +4 vit, Dr 5 vs P, Dr 2 vs IM
Old rifle- -1 skill, 1d6+3 Im- 3/5x0 ammo, reload: 4 Jam:14+, Melee: 1d6 b damage
-Reinforced boots +1 move
-scope (attached)
>>
>>739554

Arf arf, bark bark

>move 3, 3, 3, 3, 2, 3
>Rush; Hustle
>move 3, 2, 3, 3, 3, 3

Vit: 4, 4, 4 Move: 6 (4+2)
Skill: 9 Will: 12 Per: 12
Defense: 0
Threshold: 0
Mongrel Claws, Backalley Bites: 1d6 + 3 b, crit 7
>Hits every MoS, capped at amount of living mongrels.

Packtac: +1 per doggo (11 Skill, 14 Will, 14 Per)
Howl!: Alert (Other dogs)
Jaws & Claws: Intercept
>>
>>739554 #

>Move 5 4 4 4
>[Recover] (+1 threshold +1 Vit)

"ATTENTION CRIMINALS! TAKING COMPANY PROPERTY WITHOUT PERMISSION IS AN OFFENSE PUNISHED BY DEATH!"

[Nid] - [Resolute]
Vit: 16/19 (10+2+3+4) Move: 4 (4+0)
Skill: 11 (11+0) Will: 11 (11+0) Per: 11 (11+0)
Threshold: 2/4 (10-6)
Abilities:
-[Resolute] :+2 Vit, Never stunned, never shocked, +1 Vit on Recover
-[Leviathan Scale] (-6) +3 Vit, +2 DR, Deal DR as +DMG when bodyslamming

Inventory:
-Club [Melee, 1d6+2 b DMG + Crit-stun]
-Sigil-plate Buckler [+2 DEF, +2 DR on Front, [Bash for 1d6 + Stun]]
-Lucky Armored Inserts [+4 Vit, DR 5 vs P/ DR 2 vs IM]

>on tablet so don't worry if I get a different id
>>
>>739554

>Charge 6161 and attack zombie
>If it's destroyed, move 22222

[Domingo] - [Dangerous]
Vit: 8/14 Move: 5 Def: 9 (+2 at front) (Dr 5 vs P, Dr 2 vs IM)
Skill: 12 Will: 11 Per: 11
Threshold: 0/4
Special:
[Dangerous] +1 Skill, Called Shot is -1 Skill, Trick! 1+MoS
[Chaos] Charge at no penalty, +dmg = 1/2 charge distance
Inventory:
Sigil Blade 2d6+2 c Crit 6 + Crit-Bleed, Decap on 3-4, +2 Def on front, [2 hands]
Lucky armored inserts: +4 vit, Dr 5 vs P, Dr 2 vs IM
Reinforced boots +1 move
Feather from a vicious Harpie [lights the way to destiny]
>>
Rolled 5, 5, 4 = 14 (3d6)

>>739638
Forgot the roll
>>
>>739610
>move:6,5,6,5,6
>>
>>739554
"Oh good. You picked the right wire. Anything in the crates?"
(Puts a hand to the ear piece, listening) "What the shit?"

>Move 3, 2, 2, 3
>Peek in the crates --carefully, in case there's another trap

>>739585
(Turns to [6]Holiday, holding up a hand) "Are you hearing all of this?"


Mahmud "Chihuahua" Wang - Courageous (+2Vit, [Resolute]*)
Vit: 12 Move: 5 (6**)
Skill: 11 Will: 11 Per: 11
Defense: 9
Threshold: 3

Abilities:
Artifact -3/ Longstrider (+1Move, Boosting Move with Threshold giaves +2 Move)
Artifact -4/ Pilfer (Action: Next Action can take place at Range = Move)
*[Resolute] Never Stunned, Never Shocked, Gain +1 Vit on [Recovery]

Inventory:
**Reinforced Boots +1 Move
Combat Knife : Melee, 1d6 c DMG + Crit - Bleed [Backstab]Unaware 3d6 c DMG
MorMorph+Aid Kit (Fixes Bleeding, Cures Poison, Eases Pain) 4 uses
>>
>>739554
With his questions asked, bernie heads over to the table to get what he can before getting outta dere.

>move 3344
>If close enough, Loot that table, them move 2211
>If not, move 33, loot table.
>All the while, try to get more info on 1? In the room north of me from command

>[Bernie] - [Dangerous]
>Vit: 10 Move: 4
>Skill: 12 Will: 11 Per: 11
>Threshold: 3
>Abilities: Fault (aim automatically if you don't move, gain aim+ as bonus DMG
>Inventory: Old Rifle, -1 skill, 1d6+3(7) IM - 4 ammo x2, malf 14, reload 4 [2hands]/Wooden stock, 1d6 b Damage
>>
Rolled 5, 5, 4 = 14 (3d6)

>>739554
"Lucky find! Or it'd BE lucky if there wern't all this hocus pocus goin' 'round these parts. Ain't nobody gonna put up a dark thang like dat, with wuna these, if there wern't none a them Mumbo Men about."

>Move 444 444
>Hustle 445 55
>-Boost PER by 1
>RUSH: Investigate Crates [13 PER]

[Pete] - [Lucky]
Vit: 14/14 Move: 6 Defense: 9
Skill: 11 Will: 11 Per: 12
Threshold: 3
Abilities: [Lucky]
Special:
- [3] Longstrider (+1 Move, +2 boosted)
- [3] Dancer (Move w/o AoP, ACT: Auto dodge)
Weapons:
- Old Reliable (6) (2d6 I, +1 per 3, rcl 2, Rld 1 bullet)
Inventory:
- Reinforced Boots (+1 Move)
- Desert Shroud (Protection from Env.)
- Lucky Armored Inserts (+4 Vit, DR5.P2.I)
- Effigy Stone (Valuable! Attracts Effigy Constructs)
>>
>>739674
Haven't the foggiest! Some sort of animate self propelling crystal from what you're describing?

It's the animators. They get into all sorts of things and make it blunder about. Just... leave it be and I'm sure it won't spit shards at us or grow vines or turn into bees. That happened once.

Hell of a time.
>>
File: Waystation_Wanderlust_21.png (4.2 MB, 2363x1417)
4.2 MB
4.2 MB PNG
==Wasters Walking==
1 | Garth |
2 | Bernie |
3 | Domingo |
4 | Hero
5 | Morat
6 | Holiday
7 | Xipe
8 | Nid
9 | Tequila| Oh, that guy.
10| Pete
11| "Chihuahua"
12| Dogfs

>>739594
[Tequila] - [Adventure]
Vit: 8 Move: 4 Def: 10
Skill: 12 Will: 9 Per: 14 (!!)
Threshold: 3
Abilities: [Valor!] - +1 Vit per succesful Attack. [Flow] Offhand hit on MoS 2
Inventory:
C8 Service - 2d6, 15 am, 3 reload, malf 15
C8 Service - 2d6, 15 am, 3 reload, malf 15
2x HiEX
C8 Ammo, C8 Ammo, C8 Ammo (45 Rounds)

--

>>739600
JUST DON'T DISTURB IT AND WE'll BE FINE

>>739660
Good news: It's not a trap.
Bad news: It's not a trap because it's actually a box full of snakes.
Neutral news: They're stuck in the box...

[Reaction]
>>
>>739752
"Aha! The creature bleeds! Tally-ho~!"
>>
>>739660
"Alright, Wang, wait a second. They haven't noticed us yet. I'll load up this grenade in the launcher, and give them a nice suprise.
Sounds good ?"
>>
>>739752
Are those long yellow rows grass, barbed wire, or something else?

>>739785
(Wang nods, putting a finger to where his lips would be behind his face covering, motioning with his head to the knife in his hand. His only weapon ready to dispense Wang love.)
>>
File: Waystation_Wanderlust_22.png (4.19 MB, 2363x1417)
4.19 MB
4.19 MB PNG
Hero defeats a Oreh

--- wait, are all those corpses supposed to be moving?

==Wasters Walking==
1 | Garth |
2 | Bernie |
3 | Domingo |
4 | Hero
5 | Morat
6 | Holiday
7 | Xipe
8 | Nid
9 | Tequila| Oh, that guy.
10| Pete
11| "Chihuahua"
12| Dogfs

[Action Phase]
[Stopping here for a little break]
[Mortar incoming in 2 turns]

>>739828
Badly built fences. Won't keep much out, but do serve as boundary markers - mongrels tend to not want to cross thoses. You can just vault it though.

Someone could duck behind it for a scant it of cover too, or if they were real desperate for wood to beat a sandwalker with, grab some of off there.
>>
Rolled 6, 2, 1 = 9 (3d6)

>>739840

Arf arf

>move 1, 2, 2
>maul R1

Vit: 4, 4, 4 Move: 6 (4+2)
Skill: 9 Will: 12 Per: 12
Defense: 0
Threshold: 0
Mongrel Claws, Backalley Bites: 1d6 + 3 b, crit 7
>Hits every MoS, capped at amount of living mongrels.

Packtac: +1 per doggo (11 Skill, 14 Will, 14 Per)
Howl!: Alert (Other dogs)
Jaws & Claws: Intercept
>>
Rolled 3, 5, 1 = 9 (3d6)

>>739840

>-Use 3 threshold to heal 3 Vit
>Move 5
>[Bash] t1

"I'M SORRY! YOUR BULLETS DO NOT COUNT AS AN APPEAL TO REMOVE YOUR DEATH PUNISHMENT! IF YOU WANT TO LIVE, PLEASE HEAD TOWARDS TO THE NEAREST MANNED POLICE STATION AND FILL OUT THE FORM A-17 AND TURN YOURSELF INTO CUSTODY!"

[Nid] - [Resolute]
Vit: 8/19 (10+2+3+4) Move: 4 (4+0)
Skill: 11 (11+0) Will: 11 (11+0) Per: 11 (11+0)
Threshold: 0/4 (10-6)
Abilities:
-[Resolute] :+2 Vit, Never stunned, never shocked, +1 Vit on Recover
-[Leviathan Scale] (-6) +3 Vit, +2 DR, Deal DR as +DMG when bodyslamming

Inventory:
-Club [Melee, 1d6+2 b DMG + Crit-stun]
-Sigil-plate Buckler [+2 DEF, +2 DR on Front, [Bash for 1d6 + Stun]]
-Lucky Armored Inserts [+4 Vit, DR 5 vs P/ DR 2 vs IM]
>>
>>739840

"Hmm...Ohm~!"

>Recover 1 threshold.
>Rush: Recover 1 threshold.

[Hero] - [Adventure]
Vit: 6/10 Move: 5
Skill: 11 Will: 11 Per: 11 Def: 9
Threshold: 2/3
Abilities: Wasp, Twist
Inventory: Desert Shroud, Reinforced Boots (+1 Move)
Sigil Blade - Sigil Blade 2d6+2 c Crit 6 + Crit-Bleed, Decap on 3-4, +2 Def on front, [2 hands]
>>
Rolled 5, 6, 4, 2, 6, 1 = 24 (6d6)

>>739840

>move 5555
>prepare to shoot any hostiles SW (how many dice do I roll?)

[Tequila] - [Adventure]
Vit: 8 Move: 4 Def: 10
Skill: 12 Will: 9 Per: 14 (!!)
Threshold: 3
Abilities: [Valor!] - +1 Vit per succesful Attack. [Flow] Offhand hit on MoS 2
Inventory:
C8 Service - 2d6, 15 am, 3 reload, malf 15/15
C8 Service - 2d6, 15 am, 3 reload, malf 15/15
2x HiEX
C8 Ammo, C8 Ammo, C8 Ammo (45 Rounds)
>>
Rolled 6, 4, 2 = 12 (3d6)

>>739840
"Huh. Ain't nuthin' else here...Best look elsewhere."

>Move 222 222
>Hustle 123 444
>-Boost 1 PER
>Investigate Crates [PER 13]

[Pete] - [Lucky]
Vit: 14/14 Move: 6 Defense: 9
Skill: 11 Will: 11 Per: 12
Threshold: 2
Abilities: [Lucky]
Special:
- [3] Longstrider (+1 Move, +2 boosted)
- [3] Dancer (Move w/o AoP, ACT: Auto dodge)
Weapons:
- Old Reliable (6) (2d6 I, +1 per 3, rcl 2, Rld 1 bullet)
Inventory:
- Reinforced Boots (+1 Move)
- Desert Shroud (Protection from Env.)
- Lucky Armored Inserts (+4 Vit, DR5.P2.I)
- Effigy Stone (Valuable! Attracts Effigy Constructs)
>>
>>739840
>>739785
(Wang points at himself, then the far side wall of the building entrance, making a sneaking motion with his fingers. He then points at [6]Holiday and motions for him to get ready to fire)

>[Sneak], Move 2, 3, 3, 4, 3, 4
>[Rush] If they hop the fence and charge [6]Holiday, I want to let them move just past and stab the nearest one in the back.

Mahmud "Chihuahua" Wang - Courageous (+2Vit, [Resolute]*)
Vit: 12 Move: 5 (6**)
Skill: 11 Will: 11 Per: 11
Defense: 9
Threshold: 3

Abilities:
Artifact -3/ Longstrider (+1Move, Boosting Move with Threshold giaves +2 Move)
Artifact -4/ Pilfer (Action: Next Action can take place at Range = Move)
*[Resolute] Never Stunned, Never Shocked, Gain +1 Vit on [Recovery]

Inventory:
**Reinforced Boots +1 Move
Combat Knife : Melee, 1d6 c DMG + Crit - Bleed [Backstab]Unaware 3d6 c DMG
MorMorph+Aid Kit (Fixes Bleeding, Cures Poison, Eases Pain) 4 uses
>>
>>739840
"Hey,, if you find a real good gun, lemee know alright?"
>move 6656
>hustle 565
>Peer around the corner at the doggo. is he looking to help his BRETHEREN or try and eat me?
>>
Rolled 3, 1, 1 = 5 (3d6)

>>739840
>attach scope to rifle
Rush: fire upon t1
move: 4,4,4,4,5

[Garth] - [Lucky]
Vit: 8/16 Move: 5
Skill: 11 Will: 11 Per: 12
Threshold: 10
Abilities:[Luck]
Inventory:Lucky armored inserts: +4 vit, Dr 5 vs P, Dr 2 vs IM
Old rifle- -1 skill, 1d6+3 Im- 2/5x0 ammo, reload: 4 Jam:14+, Melee: 1d6 b damage
-Reinforced boots +1 move
-scope (not attached)
>>
Rolled 2, 3, 4 = 9 (3d6)

>>739840
"FIRE IN THE HOLE !"
>siphon on threshold
>launch the frag grenade towards the group of enemies south

Holiday - Dangerous
Vit : 9 Move : 4
Skill : 12 Will : 11 Per : 11
Threshold : 1
Abilities : [Dangerous], [Syphon]
Inventory : Chirni-78 (Rifle 2d6+2p, 26 ammo, malf 15, +1 every five bullets, rl2, Reload 3, 2hands, Supress),
Underbarrel GL (Holds 1 grenade, Reload 2), Proper Military Munitions (+2dmg on pistols, +4dmg on rifles)
>>
Rolled 6, 6, 2 = 14 (3d6)

>>739840
>Stab X3 again
>Utilize [Dancer] Auto-dodge
"Mi Sangre! Wait, mortars? Lanza the flare?"

[Xipe] - [Cursed]
Vit: 4/10 Move: 6
Skill: 11 Will: 11 Per: 11
Threshold: 0/2 (12)
Abilities: Longstrider, Dancer, Pilfer
Inventory: Combat Knife - M, 1d6c CritBleed, [Backstab] 3d6c
Illblood Ichor
Reinforced Boots
Effigy Stone - What could go wrong?
>>
>>740193
Si! SI SI
UH
DONDE ESTA LA BIBLIOTE--- I MEAN, YES THE MORTARS XIPE

DUCK
>>
>>740488
"How many do they have and how much ammo was taken?"
>>
Rolled 1, 6, 6 = 13 (3d6)

>>739840

"'There's no end to them. We need to strike at the source."

>Move 32222
>Hustle 232
>[Rush]Charge 2323 and attack the animator

[Domingo] - [Dangerous]
Vit: 8/14 Move: 5 Def: 9 (+2 at front) (Dr 5 vs P, Dr 2 vs IM)
Skill: 12 Will: 11 Per: 11
Threshold: 0/4
Special:
[Dangerous] +1 Skill, Called Shot is -1 Skill, Trick! 1+MoS
[Chaos] Charge at no penalty, +dmg = 1/2 charge distance
Inventory:
Sigil Blade 2d6+2 c Crit 6 + Crit-Bleed, Decap on 3-4, +2 Def on front, [2 hands]
Lucky armored inserts: +4 vit, Dr 5 vs P, Dr 2 vs IM
Reinforced boots +1 move
Feather from a vicious Harpie [lights the way to destiny]
>>
Rolled 4, 1, 5 = 10 (3d6)

>>739840
>Jump over the cart
>Move 6 5 4 4 4
>[Hustle]
>Move 5 5 4 4 4

[Morat]- [Adventurous]
Vit: 8/10 Move: 5
Skill: 13 Will: 10 Per: 12
Threshold: 4
Abilities: DeadEye [-6] - Full Skill on all thrown; throw objects for 1d6 b
Inventory: 3 x Fragmentation Grenade, 1 x Markerlights, 6x [VSE 'FireGlass'] Grenades
Combat Knife - 1d6 C
>>
>>740609
It should only be a small barrage, Wang. Nothing you can't handle the main thrust off.
>>
Rolled 1, 1, 4, 2 = 8 (4d6)

>>739840
>Scatter dice for mortar strikes

a whistling sound, rapidly rising
it brings loud news
>>
File: Waystation_Wanderlust_23.png (4.38 MB, 2363x1417)
4.38 MB
4.38 MB PNG
==Wasters Walking==
1 | Garth |2 more actions to attach scope
2 | Bernie |
3 | Domingo |
4 | Hero
5 | Morat
6 | Holiday
7 | Xipe
8 | Nid
9 | Tequila| [Roll 3d6, unless making 2 seperate attacks, in which case offhand rolls 3d6 vs skill-4]
10| Pete | Found a VSE special that had rolled between the cracks
11| "Chihuahua"
12| Dogs

[Reactions]
>>
>>742437

Going to have to
>Withdraw
please & thank you
>>
==Wasters Walking==
1 | Garth |2 more actions to attach scope
2 | Bernie |
3 | Domingo |
4 | Hero
5 | Morat
6 | Holiday
7 | Xipe
8 | Nid
>9 | Tequila| ARGH
10| Pete |
11| "Chihuahua"
12| Dogs

>>742471
What a strange, novel concept.
--

That mortar is sounding a lot closer. Perhaps it is the keening funeral wail for a noble adventurer?

>>742437
Who are you and why are you intercepting my comms?
>>
>>742528
No, Trigger, who-ever the hell you are, get off the comms. We're in a life and death-animator caused undeath situation here.

Right. We've got control of the mortars on our end. Richards is bleeding and I think Simmons took a sword through the ankle but she's fine for now. We're reloading them. Tell us where you want the shots.

If you can make it obvious, we can zone in better.

This way-station itself is getting way to hairy and I don't think the VSE will want to keep it. You can make a fighting stand of it or get out, your choice. They'll pay us either way - and it's not like the VSE wants a way-station overrun with all this crap the desert spat out.

[Action Phase]
>>
>>742528
"Uh... Nice doggy?"

>slam the door shut if possible
>Otherwise, just run forever
Move 2222
Hustle 2222
>>
>>742528
Is that some sort of tripwire or a laser? Can I jump over it?
>>
>>742559
To clarify, even if I do get the door shut, I still want to move 2222
>>
>>742562
Standard trip wire. You can tiptoe past it, spent an action to disarm the trap for the bomb, or flick something at the wire to set off the trap.

>>742564
>>742559
Discretion is the better part of valor, indeed. And Tequila did just drop all those guns and ammo, right? So you can pick that up.---

oh wait Tequila is still holding all those guns and ammo.
>>
Rolled 5, 2, 5 = 12 (3d6)

>>742528

"'Wat's happening? I keep missing, it's like I'm cursed. Though seeing as an animator is present in the close vicinity, maybe I am"

>Move 34444
>Charge 1111 and attack the animator

[Domingo] - [Dangerous]
Vit: 8/14 Move: 5 Def: 9 (+2 at front) (Dr 5 vs P, Dr 2 vs IM)
Skill: 12 Will: 11 Per: 11
Threshold: 0/4
Special:
[Dangerous] +1 Skill, Called Shot is -1 Skill, Trick! 1+MoS
[Chaos] Charge at no penalty, +dmg = 1/2 charge distance
Inventory:
Sigil Blade 2d6+2 c Crit 6 + Crit-Bleed, Decap on 3-4, +2 Def on front, [2 hands]
Lucky armored inserts: +4 vit, Dr 5 vs P, Dr 2 vs IM
Reinforced boots +1 move
Feather from a vicious Harpie [lights the way to destiny]
>>
>>742528

Damn time shenanigans

>Deploy

[Tequila] - [Adventure]
Vit: 10 Move: 4
Skill: 11 Will: 11 Per: 11
Threshold: 10
Abilities: [Valor] [Flow]
Inventory: Old Rifle, SP Scope, PMM
>>
>>742577
...Where is tequilla?
>>
>>742640
I've seen him torn apart by zombies then raising to undeath.
>>
>>742528
>tiptoe past the wire 4 5 4 5 4
>Prepare VSE FireGlass Grenade
>[Rush]
>move 4 5 6 6 6
>Throw VSE FireGlass grenade behind the shield wall
>-pray

[Morat]- [Adventurous]
Vit: 8/10 Move: 5
Skill: 13 Will: 10 Per: 12
Threshold: 4
Abilities: DeadEye [-6] - Full Skill on all thrown; throw objects for 1d6 b
Inventory: 3 x Fragmentation Grenade, 1 x Markerlights, 5x [VSE 'FireGlass'] Grenades
Combat Knife - 1d6 C
>>
>>742528
>-recover
>defend
[Nid] - [Resolute]
Vit: 8/19 (10+2+3+4) Move: 4 (4+0)
Skill: 11 (11+0) Will: 11 (11+0) Per: 11 (11+0)
Threshold: 0/4 (10-6)
Abilities:
-[Resolute] :+2 Vit, Never stunned, never shocked, +1 Vit on Recover
-[Leviathan Scale] (-6) +3 Vit, +2 DR, Deal DR as +DMG when bodyslamming

Inventory:
-Club [Melee, 1d6+2 b DMG + Crit-stun]
-Sigil-plate Buckler [+2 DEF, +2 DR on Front, [Bash for 1d6 + Stun]]
-Lucky Armored Inserts [+4 Vit, DR 5 vs P/ DR 2 vs IM]
>>
>>742645
We don't use the Z word around here. The Reikan church mandate is very clear on the issue. These aren't zombies. They're not the living dead. You cannot return from beyond the grave.

That said, I'd skedaddle out of the way of that gang of hoodlums if I were you.
>>
>>742640
>>742645

I'm right her- Holy hell what's going on? I hate these damn time warps stupid haunted dessert.
>>
Rolled 5, 2, 5 = 12 (3d6)

>>742554
"No I don't want this grenade ! You can keep it !"
>try to kick the grenade back at the attacker
>siphon on threshold

Holiday - Dangerous
Vit : 9 Move : 4
Skill : 12 Will : 11 Per : 11
Threshold : 2
Abilities : [Dangerous], [Syphon]
Inventory : Chirni-78 (Rifle 2d6+2p, 26 ammo, malf 15, +1 every five bullets, rl2, Reload 3, 2hands, Supress),
Underbarrel GL (Holds 1 grenade, Reload 2), Proper Military Munitions (+2dmg on pistols, +4dmg on rifles)
>>
>>742666
>That should be 11 vit and 0 threshold
On mobile now so posting is hard
>>
File: Waystation_Wanderlust_25.png (6.24 MB, 2953x1771)
6.24 MB
6.24 MB PNG
>>742625
9 - [Tequila] - [Adventure]
Vit: 10 Move: 3
Skill: 12 Will: 11 Per: 11
Threshold: 10
Abilities: [Valor] - +1 Vit on Succesful Attacks [Ant] - Action to make generate 2 hitpoint barrier
Inventory: Old Rifle, SP Scope, PMM
>>
Rolled 1, 4, 2 = 7 (3d6)

>>742663
forgot to roll
>>
>>742528
"Well, fer desp'rate times, ah guess. We need ta get thuh hell outa here, quick!"

>Move 1122 33
>Hustle 3333 33
>RUSH: 4332 32

[Pete] - [Lucky]
Vit: 14/14 Move: 6 Defense: 9
Skill: 11 Will: 11 Per: 12
Threshold: 2
Abilities: [Lucky]
Special:
- [3] Longstrider (+1 Move, +2 boosted)
- [3] Dancer (Move w/o AoP, ACT: Auto dodge)
Weapons:
- Old Reliable (6) (2d6 I, +1 per 3, rcl 2, Rld 1 bullet)
Inventory:
- Reinforced Boots (+1 Move)
- Desert Shroud (Protection from Env.)
- Lucky Armored Inserts (+4 Vit, DR5.P2.I)
- Effigy Stone (Valuable! Attracts Effigy Constructs)
- VSE Special x1 (Makes a big boom)
>>
Rolled 2, 4, 3 = 9 (3d6)

>>742528
>Stab X3 again. Please die already
>Utilize [Dancer] Auto-dodge

[Xipe] - [Cursed]
Vit: 4/10 Move: 6
Skill: 11 Will: 11 Per: 11
Threshold: 0/2 (12)
Abilities: Longstrider, Dancer, Pilfer
Inventory: Combat Knife - M, 1d6c CritBleed, [Backstab] 3d6c
Illblood Ichor
Reinforced Boots
Effigy Stone - What could go wrong?
>>
>>742796
Right bit cursed there, pardner
right bit cursed

3 damage cutting?

That'll do it, tho. Right at the curtain call. Good slice.
>>
>>742528

"Ho~! I see scant many foes 'round here!"

>Move 66666
>Recover 1 threshold

[Hero] - [Adventure]
Vit: 6/10 Move: 5
Skill: 11 Will: 11 Per: 11 Def: 9
Threshold: 3/3
Abilities: Wasp, Twist
Inventory: Desert Shroud, Reinforced Boots (+1 Move)
Sigil Blade - Sigil Blade 2d6+2 c Crit 6 + Crit-Bleed, Decap on 3-4, +2 Def on front, [2 hands]
>>
Rolled 4, 3, 6, 1, 2, 1, 3, 1, 4, 2, 2, 2, 6, 2, 5 = 44 (15d6)

>>742724
>>742577

First I'm sent back the day after yesterday then this shit happens.

>move 565
>shoot green bastard S
>rush shoot another one (can't make out their designations)
>3 thres and another
>3 thres and another
>3 thres and shoot that last bastard to the east

9 - [Tequila] - [Adventure]
Vit: 10 Move: 3
Skill: 12 Will: 11 Per: 11
Threshold: 10
Abilities: [Valor] - +1 Vit on Succesful Attacks [Ant] - Action to make generate 2 hitpoint barrier
Inventory: Old Rifle, SP Scope, PMM
>>
>>743044
>Threshold: 10
>Abilities: [Valor] - +1 Vit on Succesful Attacks [Ant] - Action to >make generate 2 hitpoint barrier

ARGH

they have a total threshold cost of 10

pick

those artefacts
or
10 threshold
>>
==Wasters Walking==
1 | Garth | 2 more actions to attach scope
2 | Bernie |
>3 | Domingo | Bad intercept by that animator! KO
4 | Hero
5 | Morat | Move! Hustle! Rush Ready! No Action left to throw!
6 | Holiday | Boot!
7 | Xipe
8 | Nid
9 | Tequila
10| Pete
11| "Chihuahua"
>12| Dogfs BITE BITE BITE BITE BITE BITE

---

And the rain falls.
>>
Rolled 5, 1, 4 + 3 = 13 (3d6 + 3)

>>741974
"Hey, the more you know, right?"

>>742724
>Move 5, 4
>Surprise stab at Red Triangle Guy
>[Rush]Grapple-Throw him over fence for potential body shield
(Rolling 2 sets. I don't know if I have the syntax right)
Mahmud "Chihuahua" Wang - Courageous (+2Vit, [Resolute]*)
Vit: 12 Move: 5 (6**)
Skill: 11 Will: 11 Per: 11
Defense: 9
Threshold: 3

Abilities:
Artifact -3/ Longstrider (+1Move, Boosting Move with Threshold giaves +2 Move)
Artifact -4/ Pilfer (Action: Next Action can take place at Range = Move)
*[Resolute] Never Stunned, Never Shocked, Gain +1 Vit on [Recovery]

Inventory:
**Reinforced Boots +1 Move
Combat Knife : Melee, 1d6 c DMG + Crit - Bleed [Backstab]Unaware 3d6 c DMG
MorMorph+Aid Kit (Fixes Bleeding, Cures Poison, Eases Pain) 4 uses
>>
>>743061

What's the cost of the Valor one?
>>
Rolled 6, 1, 5 = 12 (3d6)

>>743156
Okay that didn't work so well. Here's another set of dice. Did I miss a few turns?
>>
>>743105
"Why is it... so dark..."
>>
Rolled 2, 3, 4 = 9 (3d6)

>>743105

>Move 5
>Prepare to strike any enemy that gets into range

"ATTENTION MONGREL PACK! STAND DOWN OR PREPARE TO FACE THE ROLLED UP NEWSPAPER OF THE LAW!"

[Nid] - [Resolute]
Vit: 12/19 (10+2+3+4) Move: 4 (4+0)
Skill: 11 (11+0) Will: 11 (11+0) Per: 11 (11+0)
Threshold: 1/4 (10-6)
Abilities:
-[Resolute] :+2 Vit, Never stunned, never shocked, +1 Vit on Recover
-[Leviathan Scale] (-6) +3 Vit, +2 DR, Deal DR as +DMG when bodyslamming

Inventory:
-Club [Melee, 1d6+2 b DMG + Crit-stun]
-Sigil-plate Buckler [+2 DEF, +2 DR on Front, [Bash for 1d6 + Stun]]
-Lucky Armored Inserts [+4 Vit, DR 5 vs P/ DR 2 vs IM]
>>
File: MORTAR_PHASE.png (2.74 MB, 2363x1417)
2.74 MB
2.74 MB PNG
Fireglass is a composite mineral, a kind of potential in waiting. We don't know why it forms, or how, only that it tends to follow in the wake of wrackstorms and that the mongrels and effigies both like it. The Vanadiar Scientific Expedition uses it to fuel a variety of processes, it beats gasoline and doesn't have the same tendency to give out if physics don't feel like cooperative.

It's valuable stuff, Fireglass.

Valuable and volatile in equal measure. A good hit from a mortar round right on the wooden casing holding it? That'll do it.
>>
Eventually, we come to our senses. The after-image will fade in time. Maybe, in the future, in some bar, you can close your eyes and still recall the time you saw ten million go up in a singular eruption.

>>743160
[-6]

>>743171
Alas, but! You can make up for it now.

==Wasters Walking==
1 | Garth |2 more actions to attach scope
2 | Bernie |
>3 | Domingo | Bad intercept by that animator! KO
4 | Hero
5 | Morat| No Action left to throw!
6 | Holiday
7 | Xipe
8 | Nid
9 | Tequila
10| Pete
11| Wang - "Chihuahua"
>12| Dogfs RUN RUN RUN RUN RUN RUN RUN RUN

[Action]
>>
>>743256

Does it cause any stat changes?
>>
>>743256
Please don't let that zo... vitality challenged person eat me
>>
>>743264
It tends to make peoples smiles a little crooked and if you hold it for years there's just something about your hands that start seeming a little.. off.
>>
Rolled 3, 6, 3 = 12 (3d6)

>>743256
>Throw X3's Corpse at zo- Energy Infused Deceased Individual D.
>Utilize [Dancer] Auto-dodge
"This is loco, compadres. Who keeps a mortero in a library?"

[Xipe] - [Cursed]
Vit: 4/10 Move: 6
Skill: 11 Will: 11 Per: 11
Threshold: 0/2 (12)
Abilities: Longstrider, Dancer, Pilfer
Inventory: Combat Knife - M, 1d6c CritBleed, [Backstab] 3d6c
Illblood Ichor
Reinforced Boots
Effigy Stone - What could go wrong?
>>
Rolled 4, 2, 1, 5, 4, 4 = 20 (6d6)

>>743256
"You get off me !"
>siphon one threshold
>fire on the closest enemy (one shot)
>burn three threshold for an extra action
>fire at the second nearest enemy (one shot)
>move 6565
"Wang ! A little help here ?"

Holiday - Dangerous
Vit : 6 Move : 4
Skill : 12 Will : 11 Per : 11
Threshold : 0
Abilities : [Dangerous], [Syphon]
Inventory : Chirni-78 (Rifle 2d6+2p, 24 ammo, malf 15, +1 every five bullets, rl2, Reload 3, 2hands, Supress),
Underbarrel GL (Holds 1 grenade, Reload 2), Proper Military Munitions (+2dmg on pistols, +4dmg on rifles)
>>
>>743295

I think I'll pass. With time not agreeing with me I'll assume I have all my bullets?

>>743256

Even more time fuckery

>move and hustle 333 333
>rush 344

9 - [Tequila] - [Adventure]
Vit: 10 Move: 3
Skill: 12 Will: 11 Per: 11
Threshold: 10
Abilities:
Inventory: Old Rifle, SP Scope, PMM
>>
>>743304
An Old Rifle with 5 shots, and spare magasines, yep.
>>
Rolled 2, 1, 4 = 7 (3d6)

>>743256
"Well shit; there goes our zombie problum, ah guess."

>>743303
"Ah gotcher back, brothur!"

>Move 12
>-Boost SKL to 12
>Fire Old Reliable at man attacking Holiday
>RUSH: Auto-Dodge

[Pete] - [Lucky]
Vit: 14/14 Move: 6 Defense: 9
Skill: 11 Will: 11 Per: 12
Threshold: 2
Abilities: [Lucky]
Special:
- [3] Longstrider (+1 Move, +2 boosted)
- [3] Dancer (Move w/o AoP, ACT: Auto dodge)
Weapons:
- Old Reliable (6) (2d6 I, +1 per 3, rcl 2, Rld 1 bullet)
Inventory:
- Reinforced Boots (+1 Move)
- Desert Shroud (Protection from Env.)
- Lucky Armored Inserts (+4 Vit, DR5.P2.I)
- Effigy Stone (Valuable! Attracts Effigy Constructs)
- VSE Special x1 (Makes a big boom)
>>
>>743256

>Move 3 3 3 3
>-Face 6
>Recover +1 Threshold +1 Vit
>-Rush
>Recover +1 Threshold +1 Vit

"PLEASE STAY WHERE YOU ARE, FOR IT IS OFFICER NID'S BREAK TIME!"

[Nid] - [Resolute]
Vit: 8/19 (10+2+3+4) Move: 4 (4+0)
Skill: 11 (11+0) Will: 11 (11+0) Per: 11 (11+0)
Threshold: 1/4 (10-6)
Abilities:
-[Resolute] :+2 Vit, Never stunned, never shocked, +1 Vit on Recover
-[Leviathan Scale] (-6) +3 Vit, +2 DR, Deal DR as +DMG when bodyslamming

Inventory:
-Club [Melee, 1d6+2 b DMG + Crit-stun]
-Sigil-plate Buckler [+2 DEF, +2 DR on Front, [Bash for 1d6 + Stun]]
-Lucky Armored Inserts [+4 Vit, DR 5 vs P/ DR 2 vs IM]
>>
Rolled 3, 6, 5 = 14 (3d6)

>>743256

>Drop FireGlass Grenade 1 of me
>RUN 3 3 3 3 3


[Morat]- [Adventurous]
Vit: 8/10 Move: 5
Skill: 13 Will: 10 Per: 12
Threshold: 4
Abilities: DeadEye [-6] - Full Skill on all thrown; throw objects for 1d6 b
Inventory: 3 x Fragmentation Grenade, 1 x Markerlights, 5x [VSE 'FireGlass'] Grenades
Combat Knife - 1d6 C
>>
Rolled 4, 5, 4, 5, 2, 4, 3, 5, 6 = 38 (9d6)

>>743256
>>743303
>>743323
"Hang on. Chihuahua Wang's going deep."

>Threshold -3: Action +1
>Move 5, 4
>Surprise Face Stab at 4
>Grapple 4 as Body Shield to face 5
>[Rush] Grapple again if it didn't work the first time

Mahmud "Chihuahua" Wang - Courageous (+2Vit, [Resolute]*)
Vit: 12 Move: 5 (6**)
Skill: 11 Will: 11 Per: 11
Defense: 9
Threshold: 3

Abilities:
Artifact -3/ Longstrider (+1Move, Boosting Move with Threshold giaves +2 Move)
Artifact -4/ Pilfer (Action: Next Action can take place at Range = Move)
*[Resolute] Never Stunned, Never Shocked, Gain +1 Vit on [Recovery]

Inventory:
**Reinforced Boots +1 Move
Combat Knife : Melee, 1d6 c DMG + Crit - Bleed [Backstab]Unaware 3d6 c DMG
MorMorph+Aid Kit (Fixes Bleeding, Cures Poison, Eases Pain) 4 uses
>>
Rolled 1, 5, 6 = 12 (3d6)

>>743256
"Alright pardners, we got us a man down in domingo. Let's get him on his feet or outta the area. Xipas, Imma try and cover ya."

>Stand still, proc Aim (+1 only now...)
>Aim (+1 again)
>Rush: Fire 5 shots into zombie D near xipe
If my math is right that's 12 (skill)+2(aiming)+1(5 shots) so I need to roll under a 15, and my damage is 2d6+2(Fault)

>[Bernie] - [Dangerous]
>Vit: 10 Move: 4
>Skill: 12 Will: 11 Per: 11
>Threshold: 3
>Abilities: Fault (aim automatically if you don't move, gain aim+ as bonus DMG
>Inventory: C8 Service pistol, 2d6p - 10 ammo x4, Malf 15, +1 every 5 bullets used, rcl 2, reload 3
>>
Rolled 5, 2, 4, 1, 5, 6, 2, 6, 3 = 34 (9d6)

>>743256

"Tally-ho! What a mess I've made of myself!
Is-is that a shard in my hat?"
"HYARG~!"
"Take that..."
"...and this!"

-Remove shard from hat
-Take -4 VIT
-Threshold 3:3 VIT
>Move 55555
>Charge Enemy 66554
>Rush: Multi-Strike Enemy

[Hero] - [Adventure]
Vit: 5/10 Move: 5
Skill: 11 Will: 11 Per: 11 Def: 9
Threshold: 0/3
Abilities: Wasp, Twist
Inventory: Desert Shroud, Reinforced Boots (+1 Move)
Sigil Blade - Sigil Blade 2d6+2 c Crit 6 + Crit-Bleed, Decap on 3-4, +2 Def on front, [2 hands]
>>
>>743256
>>743480
>-Remove shard from hat
>-Take -4 VIT
>-Threshold 3:3 VIT
>>
>>743256
Waiiiiiiit.
Why didn't my sword's [Crit-Reflect] trigger?
>>
>That should probably be clearer
>Sigilblades crit on 3-6 (Expanded)
>They also give +2 Def on the front
>If you critically defend with a sigil blade - rolling 3-6 - you deflect shots.
>In this case you just got seriously unlucky.
>As in, 0.00053% unlucky.
>>
Bernie takes 5 shots.
Miss. Miss. Miss.
That Animate-Scrap is coming closer.
Breathe.

Hit.

Hit.

--

Meanwhile, Wang takes a prisoner. Good going Wang. Now can you hold on to him while he struggles?

[Reaction]
>>
File: WaystationEND.png (4.77 MB, 2363x1417)
4.77 MB
4.77 MB PNG
The accumulated VSE supplies at the Waystation were probably the target of first the bandits, then the Sect of the Second Sky.

When the Mongrels moved in, surprised the VSE personnel and scared them off, they saw their chance. While the local scavengers absorbing things would fall back to circulation eventually, the Second Sky isn't the sort who should get access to vast quantities of fireglass.

You saw what they built out there. Effigy constructs, multiples, contained in circles. Those three unlucky VSE workers had been turned into animator-hosts. With enough supplies, time and blood tunsuspecting souls coming into the Waystation to rest and ending up blood-ink for sigil- scratch, we could have had a real situation on our hands.

It's a mark of heroism what those folk gone and did. Probably got us all a few fair nights sleep without trouble.

A toast to them.
>>
>>743608
(Prodding the knife angled at his victim's throat situated for a nice meaty stab.) "DON'T MOVE UNLESS YOU WANT TO PAINT THE FLOOR!"
>>
==Wasters Walking==
1 | Garth |2 more actions to attach scope
2 | Bernie |
3 | Domingo | Bad heache.
>4 | Hero | A HERO
>5 | Morat | A HERO
6 | Holiday
7 | Xipe
>8 | Nid A HERO
9 | Tequila
10| Pete
11| "Chihuahua"

--

The remaining bandits leg it, while the Second Sky survivors head west. Later, they'll realize they went by the Mongrel Route.

Later, they'll regret that.

Our survivors are left with a smoking waystation, a single conscious bandit survivor and a gentle waft of ash on the sandy winds.

Well.

... the VSE got their waystation back.

Mostly.

>Game End.
>Thanks for playing!
>>
>>743752
Guitars twang as 8 of the 11 (12?) folks walk away alive. The dead weigh heavy on their backs, and they know they'll never forget. that Garth owes me a new gun.
>>
>>743706
"Holy shit. Is there anything left of the retirement fund?"
>>
File: HEROHAT.png (176 KB, 456x298)
176 KB
176 KB PNG
An Adventurer's Hat comes to a final little rest.
>>
>>743808
>puts on hat, hero was a man that did everything...
>assemble a grave for him (keeping the hat though :V)
>>
>>743752
>>
>>743752

"I DIED AS I LIVED! ENFORCING THE LAW!"
>>
>>743793
"Depends on whats in the two north buildin crates. I call firs dibs."
>>743837
Bernie puts a hand on garths shoulder.
"You know... you probably shouldn't steal his hat. It'll wind up burstin into flames knowin you."
>>
>>743706
>>743752
Good end.
Tally-ho~!
>>
>>743837
Very true
>Upgrade the grave by putting a hat on top of a worn/slightly blown up sigil sword that will serve as a marker.
>>
>>743706
"¿Qué paso allí, hombres? ...Boys? Mierda."
>>
>>743752
Hero! No!
Morat! Nooo!
Nid? Didn't expect that from you.
>>
>>743862
"Bullshit. I say we gather everything first, then draw straws!"

>>743808
Thanks for running the game. It was pretty neat.
>>
>I'm unused to these threads lingering so long.
--

Surviving wastewalkers gain +1 Threshold.
They also gain 25 Shards&Supplies, which buys more bullets, bandages, bits and bops at the bazaar. 1 S&S = 1 Standard Bullet, that's the exchange rate. 6 for a grenade. A known artefact usually costs 3x its Threshold Rating. The rest of your take goes to rent, food, a place to sleep and apologies to the VSE for turning their waystation into a crater.

Artefacts usually go for 2d6+Threshold Rate if bartered away. Sorry. Undercutting VSE suppy channels or trying to sell outside the Aikeran Trade Company doesn't work so well.

[EffigyStones] can be attuned.

[-8] "Bits of natural rock? No. Too sharp, too jagged. Too warm."
Action to Animate target-scrap in LoS.
>... Maybe not animate things you can't control.

--

>Shifting Sands, Biting Wind
Movement is now capped at 2x Move-stat / turn. Move + Hustle or Move + Charge. Hustle and Charge! are exclusive. Circumvent with Wanderer artefact.

>Blood to bleed
Called Shot now increases final damage by 1.5 x as a multiplier. Hit for 8 as a called shot? Do 12 damage. Feel free to target things as well, or disarm, or...

>Fraying Edges of the Skein
Generator Artefacts (Wasp, Legion, Leech, Hail, Spark, Blunder, Push, Jaunt, Crack, Flip, Brick, Manor + etc) are now universally [Flexible]. 3 points standard + 1 point per Threshold put into the effect.
Some are also [Expanders] - 1 Threshold for +1AoE on the effect.

Generated effects last for the turn. Action to maintain. Casting again simply resets at base, but Maintain + Cast stacks with self.

>Graceful Coughing
Dancer now set your Def to 16 as an Action - Rushing with Dancer thus voids the effect.

>Bomb Throwers, HomeWreckers
Fragmentation Grenades now carry Shrapnel, and roll to hit vs 12 to anyone in the target zone. If hit, target bleeds.

HiEx now also Shocks, which means will to avoid being stunned.

FireGlass Composites add a add a 1x modifier to final explosive damage of the grenade.

VSE 'Specials' are now functionally HiEx at 3d6 rather than "The Target Dies"

>Effeciency!
Minor action cost tuning across the board.

>Load Up!
New characters get 1 Weapon + 3 free armory picks. Pistols and knives are the only weapons that can be picked twice (we have plenty of those)
>>
Rolled 3, 1, 1 = 5 (3d6)

>>746444
>Gain one Threshold
>Gain 25S&S
>Obtain 3rd armory Pick: C8
>Purchase Desert Shroud, -10S&S
>Attempt to trade Effigy stone and remaining S&S for a Suppressor.
"Hola amigo. Tengo un un effigy stone pero no necesito. You want, si? I make you a deal, ok?"

[Xipe] - [Cursed]
Vit: 10/10 Move: 6
Skill: 11 Will: 11 Per: 11
Threshold: 3/3 (13) S&S: 15?
Abilities: Longstrider, Dancer, Pilfer
Inventory: Combat Knife - M, 1d6c CritBleed, [Backstab] 3d6c
C8 - Pistol, 2d6p, 15x2ammo, +1:5, Rcl2, Reload3
Illblood Ichor
Reinforced Boots
Desert Shroud
Effigy Stone - What could go wrong? (?On Offer)
>>
>>746444

How do doggos get paid?
>>
>>746623
Cute collars.
>>
>>746655

Does that mean more doggos?
>>
>>746444
Swell swell.
But what about survivors getting new guns? I don't know if you remember, but I sort of had everything I owned stolen from me last mission.
>>
>>747215
Buy one - they usually go pretty cheap if used. And you picked up that fancy pistol of yours, ya?
>>
>>746444

Sooo... That poor bastard that looked familiar.... Can I go ahead and grab those guns and ammo? Seemed kinda nice.
>>
>>747865
Sorry sonny, most of that got flash vaporized. Turned into ash. Reduced to its constituent atoms. Then less.

Ask that fella Bernie, he got himself a pistol.
>>
>>746444
>>736894
[Deschain]-[Resolute]
Vit:19

Skill:11
Will-11
Per:11
Move:4
Def:9
Threshold:4
Dr-7(p) Dr5(Im)
Abilities-?
Inventory-old rifle, real(!!) military rounds, lucky armor inserts, desert shroud.
Artifacts: Leviathan scale


What does one mean by body slam?
>>
>>747338
I wouldn't call the pistol "fancy" so much as "Standard issue".

>>747901
And I'd go an trade this pistol in a hearbeat for a good, solid rifle. Something I c'n use to pop a head off from across a field.
>>
>>747902
Well, you know how some people like to hit other people with sharp bits of metal because they think it proves they're hard-cases?

A body slam is like that, but with your skull acting like the sword. Leviathans tend to gather up speed, landslide-like.

>It's a melee attack, a tackle - elbow someone in the face.

>>748038
That sounds real expensive, that. Maybe. We'll have a lookie.

>>746530
Dealioso amigo. You're gonna want sub-sonics with that. Let's see what we have in stock.
>>
>>748118
So a rifle bash gains +[DR] to its damage or the damahe sources are separate and non-stackable?
>>
>>748391
Inconsistent terminology and bad write-ups.

A body slam is an attack. Move + Attack, deal 1d6-3 but knock people you collide with back or into things.

With Leviathan and a Shield, you do 1d6+1 and knock people around, which can shatter formations.

Generally your targets get shuffle equal ½ damage taken.
>>
>>750148
How much does shit cost?
How did that guy know how the good boots cost 10sns?
>>
>>751667
"Tengo ESP, soy una bruja. Is useful for learning."
> I asked in the irc chat, command said most gadgets cost 10, Guns&Ammo are different, and probably some other stuff. Also it wasn't boots.
>>
>>751667
Lucky guess. Besides, no one is adverse to someone paying grossly over-charged prices for things.
>>
>>752697
>Lucky guess
>Op answered in irc
Hmmmmm....
>>
File: Bazaar.png (1.88 MB, 2612x2677)
1.88 MB
1.88 MB PNG
>>753748
A bit of column A, a bit of Columm B.

---

This thread is still here.
why is it still here

here have some work in progress
>>
File: Bazaar_v2.png (2.22 MB, 2902x2974)
2.22 MB
2.22 MB PNG
>Forgot Bayonet for old rifle
>Nixed skill malus on old rifle, bayonet for musket
>Club had options left out because of text parsing
>Sparkstones!
>Binding was unclear
>>
>>755097
"If Resting, recover fully"
I would like some elaboration on that if you please
>>
>>755097
Also what's the "cost in blood" for binding? Penalty to Vit?
>>
>>755097
Command, you left off the most important piece of gear. >>746655

Also,
> Everyone here died
Let's go there next.
>>
>>755916
A bit of deft work with a little needle and noooooooooooothing to worry about is all. Won't even feel the bit you're missing.

>>755879
Sometimes there's a break in the action and you recover your senses a bit. With rations stored and packed, you recover fully as opposed to just a little bit.
>>
>>756195
Please don't tell me I have to take -12 Vit to bind a Chaos artefact.
>>
>>756349
Nah - we need the blood for ceremonial purposes. And also because it helps to drop a few drops on the artefact in question.

You won't feel any sting at all and it has
uh

no that' sa lie
there are a lot of long term side-effects.

But immediately?

Immediately you'll be fine.

>Prices are paid in supplies and shards only. Of course also some threshold, since you attune it.
>>
My god this is still here.

Well - allright.

>>755097
In case anyone has any preferences, you can pick a spot on the map.

So far there's one vote for White Sands Expanse, also commonly known as the white bones expanse. Everyone in the VSE geoloigical survey station there died.

Anywhere else is fine, we have enough supplies.
>>
>>771382
WSE is alright. Let's go there and make everybody there die. Again.



Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.