Wastelanders

Sessions 21 & 22 - August 8th, 2261

Challenging Skill Uses

Astarte

  • Detection 4
  • Sociology 1
  • Biology 1
  • Computer Technology 1

Nik

  • Defeat Security 1
  • Tracking 1
  • Detection 3
  • Stealth 1
  • Energy 4
  • Agony 1
  • Control 1
  • Nihilism 2

Kairess

  • Sociology 2
  • Detection 1
  • Being 4
  • Elemental 1
  • Creation 1
  • Inspiration 2
  • Deliverance 2

Quinn

  • Tactics 1
  • Void 1
  • Being 2
  • Energy 1
  • Elemental 1
  • Agony 1
  • Deliverance 1
  • Control 1
  • Nihilism 1
  • Insight 1

CDP Gain: 335 (Total: 4040)

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Session 20 - August 4th, 2261

Challenging Skill Uses

Astarte

  • Gather Information 1
  • Orienteering 2
  • Stealth 1
  • Detection 1

Nik

  • Gather Information 1
  • Defeat Security 3
  • Detection 1
  • Energy 2
  • Creation 2

Kairess

  • Being 2
  • Inspiration 2
  • Medicine 2
  • Gather Information 1
  • Detection 1

Quinn

  • Ground Vehicles 1
  • Gather Information 1
  • Detection 1
  • Energy 1
  • Creation 1

CDP Gain: 165 (Total: 3705)

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Session 19 - August 1st, 2261

Challenging Skill Uses

Astarte

  • Rifles/Shotguns 5
  • Sociology 1

Nik

  • Pistol/SMGs 4
  • Energy 1
  • Salvation 1
  • Sociology 1
  • Street Smarts 1

Kairess

  • Being 3
  • Elemental 1
  • Inspiration 1
  • Creation 1
  • Deliverance 2
  • Sociology 1

Quinn

  • Energy 1
  • Nihilism 1
  • Climb 1
  • Ground Vehicles 1

CDP Gain: 180 (Total: 3540)

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Session 18 - August 1st, 2261

Challenging Skill Uses

Astarte

  • Gather Information 1
  • Detection 2
  • Living Off The Land 1

Nik

  • Defeat Security 1
  • Street Smarts 2
  • Gather Information 1
  • Detection 1
  • Living Off The Land 1

Kairess

  • Being 4
  • Inspiration 2
  • Clarity 1
  • Control 1
  • Manipulation 1

Quinn

  • Being 1
  • Inspiration 1

CDP Gain: 165 (Total: 3360)

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Session 17 - July 28th, 2261
Sudden But Inevitable Betrayal

Challenging Skill Uses

Astarte

  • Computer Tech 6

Nik

  • Climb 1
  • Detection 1
  • Electronics 1
  • Stealth 1
  • Energy 1
  • Control 1

Kairess

  • Computer Tech 1
  • Being 3
  • Inspiration 1
  • Insight 1
  • Clarity 1

Quinn

  • Orienteering 1
  • Ground Vehicles 1
  • Energy 1
  • Control 1

CDP Gain: 170 (Total: 3195)

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Session 16 - July 24th, 2261
The Way Out Is Through

With at least a week until Neville had finished his job, Kairess, Nik, and Quinn decided to seek out the Orga’Tarbh tribe in Sciath-Baile in the hopes that they would teach them to fully harness their Wielding skills. For her part, Astarte decided they might teach her tracking and fitness skills. With their gear packed and Jeremy installed as a housesitter, they drove off toward the Remnants.

They had barely gotten underway when a detective with the Gehon security forces stopped the car. He wanted to know the details of the party’s encounter with the degenerates at the old water treatment plant. In particular, he wanted to know how many missing degenerates there might have been and where the group thought they might have gone. With their answers recorded, he drove away without another word.

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Session 15 - July 22nd, 2261
Black Bag Liberation

The unknown attackers pressed the group hard, driving them from Neville’s side. Though several were wounded, they fought on until they could surround Neville and shield him. One took hold of him and tried to fly off, but Kairess seized the minds of the remaining guards and Astarte shot him from the sky. Without guidance, the soldier’s rockets drove his corpse and Neville into the ground, nearly killing the fragile scientist.

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Session 14 - July 24th, 2261

The next morning, the group set out to acquire a Slipstream for Astarte to free up the fourth seat for Neville Bonten, their charge. After loading up some provisions, they set off on the road to Vodamesto as quickly as they could safely drive. Fortunately, the road was in decent repair and they made it there in just under 8 hours. Astarte caught sight of several predatory watching their progress, but the noise and speed of the vehicles seemed to make them unwilling to attack.

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Session 13 - July 21, 2261
Suspicions

The group drove back to Pueblo Junta, parking just out of sight of the city itself so that Quinn and Nik could remain hidden while Kairess and Astarte took their illicit palmprints into the city to sell them and buy new equipment. While Nik gave pointers to Quinn on how to use his firearm, to help the farmboy be more effective in their next combat, Nik himself studied how to better ferret out information and deal with the dark side of the streets.

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Session 12 - July 21st, 2261
Dirty Jobs

The game opened on the group having discovered that the ‘abandoned’ site they had just opened was home to an uncertain number of undead; Quinn’s flashlight picked out two particularly repulsive specimens lurching forward, tripedal monstrosities called Corpse Walkers that were made of two dead bodies fused together. Kairess immediately shot a wave of bolstering energy through the group, increasing their determination and focus as the other three opened fire. Astarte was the only one to do appreciable damage, as Quinn’s unfamiliarity with firearms betrayed him as bullets went wild, while Nik had difficulty tracking his target in the wavering flashlight’s beam.

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