Story 09 - The road to victory
Plot points/Scenes
Test Your Might: This is a contest of raw physical strength. The competitors line up and lift increasingly heavy weights above their heads for a set time limit. Competitors must make a Strength
roll, then a Vigor roll. Cull half the competition based on the Strength roll’s results, then whoever gets the highest result for the Vigor roll wins the event.
Bullseye: This is a sharpshooting event. Competitors receive loaned Wilks laser rifles and must hit a target at medium range. Each competitor makes two Shooting rolls, eliminating half the competitors with the first shot. The winner has the highest of the second Shooting roll.
Gym-Kata: A more free-form event, this competition focuses on athletic and acrobatic ability. Participants face tests of balance, speed, and ability to dodge various moving obstacles. Each character competing in this event must make two Agility rolls (the Acrobat Edge adds +2 in this case). Similar to above, the highest Agility roll in the second half of the competition wins.
Widowmaker’s Gang: Widowmaker heads this group of ambitious juicers. Like their leader, the rest of the gang plan on cheating as much as they can get away with! Showboaters and braggarts, Widowmaker’s gang constantly talks trash about the other competitors. In the murderthon, this is the largest group of juicers, consisting of five(changed to 6) in total. Only leader and two more left.
The Chosen: An all-business group of mercenary juicers, the Chosen have elected Sammael as the spokesman. The bottom line—winning the grand prize—interests this group. Everything else is secondary, meaning the Chosen are willing to cheat as long as there’s virtually no chance they’ll get caught.In the murderthon, the Chosen compete as a team of three juicers.
New Lions Pride: Led by a juicer (still in her first year after conversion) named Eckert, this team is cocky and confident. They are also fair, honorable, and play by the rules. The New Lions Pride is the team most likely to come to the heroes’ aid if there’s trouble. However, they are also a target for Malagant. By the time the murderthon begins, this team is down to just two members; Eckert and one other juicer named Hines.
The Rage Club: This loosely-organized band of juicers answers to Enrico, an older and scarred juicer nearing last call. True to its name, the Rage Club acts as if their main purpose is just to hurt the other competitors. They have no sense of teamwork and are all unreliable gloryhounds. The team consists of four juicers in total.
Relations
Protagonists
Juicers
Attributes: Agility d10, Smarts d6, Spirit d6,
Strength d12+1 (+3), Vigor d10 (+2)
Skills: Athletics d10, Common Knowledge d4, Fighting d10, Intimidation d8, Notice
d6, Persuasion d4, Shooting d10, Stealth d8
Pace: 16; Parry: 7; Toughness: 16 (21) (5)(8)
Hindrances: Death Wish, Overconfident Edges:
Brawny
Combat Reflexes - He adds +2 to his rolls when attempting to recover from being Shaken or Stunned.
First Strike - Once per round, as long as he’s not Shaken or Stunned, the hero gets a free Fighting attack against a foe immediately after he moves into Reach.
Fleet-Footed
Frenzy (Imp)
Quick
Gear: Juicer Assassin Plate (+5 (+8) Armor, +3 Toughness)
JA-9 Laser Rifle (Range 30/60/120, 4d6 Damage, RoF 1, AP 3; Heavy Beam, ignores laser resistance, Multi-Optics Scope)
WI-C6 "Chain Sword" (Str+3d4+3 Mega Damage, AP 4, raise adds d12 damage, Critical Failure hits the user).
Vibro-Blade (Str+2d4 Mega Damage, AP 8)
Special Abilities:
Burn (6): Juicer may add a Burn Die to any Agility, Strength, or Vigor-based
Trait roll. The Burn Die is a d6 that cannot Ace, and if the Burn Die result is a one, he reduces his Burn Rating.
Drug-induced Euphoria/Tranquility: Juicers do not gain the benefits of the Quick Edge or the Uncanny Reflexes ability on the first round of combat.
Internal Repair System: Juicers have Slow Regeneration. Three times a day
they can make a healing check at +2.
Super Endurance: Juicers only need 4 hours of sleep and are +2 vs Fatigue.
Super Speed: Juicers double their Pace, and have a d10 run die.
Uncanny Reflexes: −2 to be hit by any attack they are aware of and +2 Evasion.
EARTH ELEMENTAL, MINOR
Minor earth elementals are independent
elemental beings that manifest by possessing
a body formed of plants, mud, or rock.
Attributes: Agility d6, Smarts d4, Spirit d6,
Strength d12+4, Vigor d12+2
Skills: Athletics d10, Fighting d10, Focus d8,
Notice d6, Persuasion d4, Stealth d6
Pace: 8; Parry: 8; Toughness: 25 (10)
Hindrances: Clueless, Ruthless (Minor)
Edges: Arcane Background (Gifted), Block,
Frenzy, Fleet-Footed
Powers: Bolt, blast, elemental manipulation
(earth), entangle (plant form only), protection.
Power Points: 40
Special Abilities:
Bite/Claw: Str+d8 Mega Damage, AP 8.
Burrow (8”): Earth elementals can meld
into and out of the ground.
Durable Form: Grants +10 MDC Armor
and +3 Toughness.
Elemental: No bonus damage from
Called Shots, ignore 1 point of Wound
penalties, immune to most Hazards.
Fast Regeneration: Wounded creatures
make a Vigor roll every round—even
after they’ve been Incapacitated. A
success heals one Wound (or removes
Incapacitated status), and a raise heals
an additional Wound.
Fear: Elementals cause Fear checks.
Fearless: Immune to Fear effects and
Intimidation.
Hardy: If Shaken, another Shaken
result doesn’t cause a Wound.
Immunity (Earth): Immune to earthbased
attacks (including rocks or
powers with earth, mud, stone, or sand
Trappings).
Mystic Awareness: May use detect
arcana as an Innate Ability and sense
supernatural beings with a Notice roll.
Perfect Night Vision: Ignore all
Illumination penalties.
Shapeless Ooze (Mud form only): Can
ooze through cracks and openings.
Immune to mundane kinetic attacks
like ballistic weapons, rail guns, vibroblades,
etc. Can only be Shaken by kinetic explosions. Arcane water attacks
inflict +4 damage and resulting Wounds
cannot be regenerated.
Size 3 (Normal): 12’ tall and weigh up
to 2000lbs.
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