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 Turn 02 Charr versus Megam Ind (Closed - Megam Ind) 
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Welcome to the wasteland ley line map. You have been placed on this map knowing only one of you will be allowed to live.

Terrain:
    The terrain is marked. All areas inside Yellow and red lines are considered Difficult terrain.
    The buildings are toughness 10 per 1" area.
    The mounds have toughness 20 per 1" area.
      (As they are multiple inches high this needs to include top and bottom.)

The end of the battle: The task will be Close the Rift.
At the end of the battle a terrible burst of energy is released from the ley line.
Suddenly the very force of nature itself attacks you. Make a Vigor roll at +0, no power, gear, vehicles, or armor will help this roll.
Suddenly a rift bursts open that must be closed at all cost. Make two Acrane skill rolls at +0, no power, gear, vehicles, or armor will help this roll. (unskilled is d4-2)

If you make all three rolls you begin the next round with a special benny that can be caried over from game to game.


Attachment:
Turn 02 Battle Map.JPG
Turn 02 Battle Map.JPG [ 497.88 KiB | Viewed 62 times ]



Change of format: Please include the following information in each post
Bennies: X
Fatigue: X
Wounds: X
ISP or PPE: X
Ammunition: X

_________________
Shaping Worlds Together
The 99's Game Master Bennies 3
    +8 Players
    +2 Sidekicks
    -1 Extra Effort for Mind Control
    -1 Shabbat Soak roll (failed)
    -4 Mind Melter tickling the players with no real effect.
    -1 Soak Collision damage for clone

Shaintar Game Master Bennies 7/7


    Mon May 14, 2018 10:28 am
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    Starting location:
    Sa'am (A34) versus Birdman Maxington (Z1)
    Malbi (Z1) versus Torian Pureheart (A34)
    Charr (Z1) versus Megam Ind (A34)
    Pax Formaticum (A34) versus Coldfusion (Z1)

    Initiative Rules
    viewtopic.php?f=133&t=2392

    _________________
    Shaping Worlds Together
    The 99's Game Master Bennies 3
      +8 Players
      +2 Sidekicks
      -1 Extra Effort for Mind Control
      -1 Shabbat Soak roll (failed)
      -4 Mind Melter tickling the players with no real effect.
      -1 Soak Collision damage for clone

    Shaintar Game Master Bennies 7/7


      Mon May 14, 2018 10:36 am
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      Round 1 Initiative (Fresh Deck)

      Charr:
      Initiative 1d54 = 17 (17) 5H

      Megam Ind
      Initiative 1d54 = 19 (19) 7H
      Level-Headed 1d54 = 35 (35) 10C
      Imp. Level-Headed 1d54 = 29 (29) 4C

      Megam Ind 10C
      Charr 4C

      _________________
      GM Bennies (7th SET, Joker's Jokers): 6/7
      GMC Bennies: XWarrior1 1
      XHunter1: 2
      XWarrior2: 1
      XPsiBug: 0
      XSuperWar: 2
      XQueen: 2





      Mon May 14, 2018 11:27 am
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      OOC Comments
      Accelerate Mountaineer to 10"
      Moving along diagonal in Mountaineer from A34 to C32. Then turn due west to C27. Movement over Difficult Terrain in an ATV is 1.5" for every square. 3 squares normal movement, +4 squares at increased cost = 9" of movement; the remaining 1" is lost.

      Using a straightedge, was able to confirm clear line of sight from C27 to Z1. Range 27", Close Range.

      Firing Minigun:
      Moving Platform Penalty is canceled by the ATV's Sensor Suite (-0)
      Full Autofire Recoil Penalty (-2)
      MAP (-2)
      TW Shooting Enhancement (+1)
      Net -3 to hit
      RoF 4, TN 4

      Shooting 1 1d12-3 = 3 (6)
      Shooting 2 1d12-3 = 0 (3)
      Shooting 3 1d12-3 = 0 (3)
      Shooting 4 1d12-3 = 1 (4)
      Wild Shooting 1d6-3 = 0 (3)

      ... Well, it wasn't a CritFail.... If there was anyone in the general direction of 'behind' the dragon, though, the one 1 means they got hit as an Innocent Bystander.

      ERROR: Not -2 for MAP, since no maneuvering was done. Thus, one shot hit.
      Damage: 2d8+4 = 14 (8, 2), ACE Running Total 1d8+14 = 16 (2) AP 4

      Fear Check 1d8 = 6 (6)
      Wild Spirit 1d6 = 6 (6)
      ACE Running Total 1d6+6 = 9 (3)

      Bennies: 3/3
      Fatigue: 0
      Wounds: 0
      ISP or PPE: 40 ISP
      Ammunition (Current/Full; Reloads):
      • Minigun 28/32; None, uses 10 ISP to recharge
      • Hammer Shells 8/8; 2
      • Ion Pistol; 12/12; 2


      Megam, determined to not let this fight drag out like the last one did (at least the Dragon can't go invisible; she'd planned less well for that contingency than expected), guns the engine and takes a turn so as to be able to strafe the great wyrm before it can take flight. Sadly, the shots go far afield of their intended target.

      _________________
      GM Bennies (7th SET, Joker's Jokers): 6/7
      GMC Bennies: XWarrior1 1
      XHunter1: 2
      XWarrior2: 1
      XPsiBug: 0
      XSuperWar: 2
      XQueen: 2





      Mon May 14, 2018 2:10 pm
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      OOC Comments
      Running 1d6 = 3 (3)


      Charr takes to the skies but keeping low (1" up), flying towards his opponent as fast as he can, but careful not to be caught totally in the open (X-Y 15-16)

      Bennies: 3/3
      Fatigue: 0
      Wounds: 0
      ISP: 10/10
      PPE: 10/10

      _________________
      Hans Greuber
      Main Character: Merlaggon
      PPE: 21 / 30
        Band of Healing: 1 / 10
        Band of Power: 1 / 10
        Wings of Icharus: 10 / 10
        Dreamtime: 2 / 5
      Active Powers:
      • Exalted Quickness. +2 to Pace and increase Agility one die type (d8), 2 turns per round, at 2 less MaP on each turn, redraw any initiative card of less than 8
      • Boost Knowledge (Computers) -> +4 dice (d12+1)

      OOC Comments
      Arcane Machinist Gadgets Left: 3/7
      Created Gadgets:
      • Quantum Resonance Translocator (Teleport - 15 PPE -> 0 PPE) - EMPTY
      • Gravametric Mental Force Redirector (Telekinesis - 20 PPE ->10 PPE)
      • Quantum Resonance Translocator (Teleport - 15 PPE)
      [*]Group Mind Re-Integrator (Boost/Lower Trait - 20 PPE -> 16 PPE)

      Armor: Dwarven Technosmith (TW) H-1 Combat Armor
      • Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
      • Exceptional Rapid Recharge (1 PPE per 5 Minutes)
      • 4 PPE per Hour to Charge
      • Strength d12+2

      Weapon: "Satisfaction" (TW P-40 Particle Beam Cannon)
      • Damage: 3d8+5 AP6 MD.
      • Shots: 40/40
      • RoF: 1
      • Sound (Deafness) Trapping
      • +2 to Shooting

      Bennies: 2 / 3
      • +1 due Post Rate
      • -1 due Dramatic Scene to Save the Children in Jewel Finder
      • -1 due Extra Effort to Notice the GB's in Jewel Finder
        +1 due Pender Deleting Rolls in Jewel Finder
        -1 due Extra Effort in Quick Combat in Jewel Finder


      Toughness: 20 (11) / 13 (5); Parry: 4; Pace: 7 / (5)

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      Wed May 16, 2018 11:18 am
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      Round 2 Initiative (4C, 10C, 5H, 7H,)

      Charr:
      Initiative 1d54 = 11 (11) QS

      Megam Ind
      Initiative 1d54 = 3 (3) 4S
      Level-Headed 1d54 = 30 (30) 5C
      Imp. Level-Headed 1d54 = 21 (21) 9H

      Charr: QS
      Megam: 9H

      _________________
      GM Bennies (7th SET, Joker's Jokers): 6/7
      GMC Bennies: XWarrior1 1
      XHunter1: 2
      XWarrior2: 1
      XPsiBug: 0
      XSuperWar: 2
      XQueen: 2





      Wed May 16, 2018 3:17 pm
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      Keeping cautious, Charr flies up to S-T 20-21, and tries to hide between the buildings... being as inconspicuous as a hatchling Dragon can be without magic...

      Stealth 5
      Stealth: 1d4-2 = 2 (4)
      Wild: 1d6-2 = 2 (4)
        Ace: 1d4+2 = 5 (3)
      Result: 5 on Opposed Roll


      Ignore. Wrong Ace die
      1d6+4 = 9 (5)

      _________________
      Hans Greuber
      Main Character: Merlaggon
      PPE: 21 / 30
        Band of Healing: 1 / 10
        Band of Power: 1 / 10
        Wings of Icharus: 10 / 10
        Dreamtime: 2 / 5
      Active Powers:
      • Exalted Quickness. +2 to Pace and increase Agility one die type (d8), 2 turns per round, at 2 less MaP on each turn, redraw any initiative card of less than 8
      • Boost Knowledge (Computers) -> +4 dice (d12+1)

      OOC Comments
      Arcane Machinist Gadgets Left: 3/7
      Created Gadgets:
      • Quantum Resonance Translocator (Teleport - 15 PPE -> 0 PPE) - EMPTY
      • Gravametric Mental Force Redirector (Telekinesis - 20 PPE ->10 PPE)
      • Quantum Resonance Translocator (Teleport - 15 PPE)
      [*]Group Mind Re-Integrator (Boost/Lower Trait - 20 PPE -> 16 PPE)

      Armor: Dwarven Technosmith (TW) H-1 Combat Armor
      • Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
      • Exceptional Rapid Recharge (1 PPE per 5 Minutes)
      • 4 PPE per Hour to Charge
      • Strength d12+2

      Weapon: "Satisfaction" (TW P-40 Particle Beam Cannon)
      • Damage: 3d8+5 AP6 MD.
      • Shots: 40/40
      • RoF: 1
      • Sound (Deafness) Trapping
      • +2 to Shooting

      Bennies: 2 / 3
      • +1 due Post Rate
      • -1 due Dramatic Scene to Save the Children in Jewel Finder
      • -1 due Extra Effort to Notice the GB's in Jewel Finder
        +1 due Pender Deleting Rolls in Jewel Finder
        -1 due Extra Effort in Quick Combat in Jewel Finder


      Toughness: 20 (11) / 13 (5); Parry: 4; Pace: 7 / (5)

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      Thu May 17, 2018 8:30 pm
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      OOC Comments
      Notice 1d4+2 = 5 (3)
      Wild Notice 1d6+2 = 5 (3)
      Success to spot hidden dragon

      Psionics 1d12 = 9 (9)
      Wild Psionics 1d6 = 4 (4)
      Raise.

      Free action: Speed down 10", stopping completely (with driver) in square C27.
      Action: Clairvoyance (keyed to Radar-sense) set to S16, at a height of 40' (8").

      Bennies: 3
      Fatigue: 0
      Wounds: 0
      ISP: 37/40
      Ammunition: 28/32


      Hide and seek again? Stopping the Mountaineer, Megam extends her sensory awareness to the area the dragon was heading when she lost track of him.

      _________________
      GM Bennies (7th SET, Joker's Jokers): 6/7
      GMC Bennies: XWarrior1 1
      XHunter1: 2
      XWarrior2: 1
      XPsiBug: 0
      XSuperWar: 2
      XQueen: 2





      Fri May 18, 2018 5:34 pm
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      Round 2 Initiative (4C, 5C, 10C, 5H, 7H, 9H, 4S, QS)

      Charr:
      Initiative 1d54 = 36 (36) JC

      Megam Ind
      Initiative 1d54 = 1 (1) 2C
      Level-Headed 1d54 = 49 (49) JD
      Imp. Level-Headed 1d54 = 5 (5) 6S


      Megam: JD
      Charr: JC

      _________________
      GM Bennies (7th SET, Joker's Jokers): 6/7
      GMC Bennies: XWarrior1 1
      XHunter1: 2
      XWarrior2: 1
      XPsiBug: 0
      XSuperWar: 2
      XQueen: 2





      Fri May 18, 2018 5:41 pm
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      Notice 1d4+2 = 3 (1)
      Wild Notice 1d6+2 = 8 (6) ACE Running Total 1d6+8 = 12 (4)
      Raise--gotcha!

      Using Mind Control
      +1 ISP for x4 Range due to Ley Line
      +4 ISP for +4 to Psionics due to Ley Line
      Mentalist adds +2 to opposed roll involving Psionics
      11 ISP total, net +6 to roll

      Psionics 1d12+6 = 17 (11)
      Wild Psionics 1d6+6 = 12 (6) ACE Running Total 1d6+12 = 15 (3)
      Extra Effort w/Elan Running Total 1d6+19 = 24 (5)

      Bennies: 2
      Fatigue: 0
      Wounds: 0
      ISP: 26/40
      Ammunition: 28/32
      .


      It took her a moment to 'dial in' the radar-sense--she had to make sure the bulky form between the buildings wasn't a rock formation. But then the dragon took a breath--rocks don't swell up.

      Being able to focus on the creature, she then draws on the Ley Line's power, and focuses her will through it to grab the wyrm's psyche. As she does so, she gets on the vehicle's PA system. "Please spend the next few minutes extolling on the virtues of dragons--just as oratory, please, and don't do anything else while you're at it."

      If he cannot break out of the initial mind-lock, that should hold any dragon long enough to run out the clock.

      _________________
      GM Bennies (7th SET, Joker's Jokers): 6/7
      GMC Bennies: XWarrior1 1
      XHunter1: 2
      XWarrior2: 1
      XPsiBug: 0
      XSuperWar: 2
      XQueen: 2





      Fri May 18, 2018 6:05 pm
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      Spirit 7 - FAIL
      Spirit (+2 due Mentalist)
        Spirit: 1d8+2 = 6 (4)
        Wild: 1d6+2 = 7 (5)
          Re-Roll: 1d8+2 = 5 (3)
          Wild: 1d6+2 = 6 (4)
            Re-Reroll: 1d8+2 = 3 (1)
            Wild: 1d6+2 = 5 (3)
              Re-Re-Roll: 1d8+2 = 5 (3)
              Wild: 1d6+2 = 3 (1)
        Result: 7 - FAIL

      Congratulations!!!!!


      "Us Dragons are the best form of life in the Multiverse. To start, we are as tough as the Robot Armors you lesser lifeforms make for warfare, we are among the only ones able to be both a Master of Magic and a Master Psionic, and we can fly through the air under our own power. In addition, we..."

      _________________
      Hans Greuber
      Main Character: Merlaggon
      PPE: 21 / 30
        Band of Healing: 1 / 10
        Band of Power: 1 / 10
        Wings of Icharus: 10 / 10
        Dreamtime: 2 / 5
      Active Powers:
      • Exalted Quickness. +2 to Pace and increase Agility one die type (d8), 2 turns per round, at 2 less MaP on each turn, redraw any initiative card of less than 8
      • Boost Knowledge (Computers) -> +4 dice (d12+1)

      OOC Comments
      Arcane Machinist Gadgets Left: 3/7
      Created Gadgets:
      • Quantum Resonance Translocator (Teleport - 15 PPE -> 0 PPE) - EMPTY
      • Gravametric Mental Force Redirector (Telekinesis - 20 PPE ->10 PPE)
      • Quantum Resonance Translocator (Teleport - 15 PPE)
      [*]Group Mind Re-Integrator (Boost/Lower Trait - 20 PPE -> 16 PPE)

      Armor: Dwarven Technosmith (TW) H-1 Combat Armor
      • Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
      • Exceptional Rapid Recharge (1 PPE per 5 Minutes)
      • 4 PPE per Hour to Charge
      • Strength d12+2

      Weapon: "Satisfaction" (TW P-40 Particle Beam Cannon)
      • Damage: 3d8+5 AP6 MD.
      • Shots: 40/40
      • RoF: 1
      • Sound (Deafness) Trapping
      • +2 to Shooting

      Bennies: 2 / 3
      • +1 due Post Rate
      • -1 due Dramatic Scene to Save the Children in Jewel Finder
      • -1 due Extra Effort to Notice the GB's in Jewel Finder
        +1 due Pender Deleting Rolls in Jewel Finder
        -1 due Extra Effort in Quick Combat in Jewel Finder


      Toughness: 20 (11) / 13 (5); Parry: 4; Pace: 7 / (5)

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      Last edited by Hans Greuber on Tue May 22, 2018 3:59 pm, edited 1 time in total.



      Sat May 19, 2018 7:59 am
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      I believe this battle is over.

      Please take an opportunity to close that Rift before it steels your benny.


      OOC Comments
      If I am wrong and this battle is still going then feel free to delete this.

      _________________
      Shaping Worlds Together
      The 99's Game Master Bennies 3
        +8 Players
        +2 Sidekicks
        -1 Extra Effort for Mind Control
        -1 Shabbat Soak roll (failed)
        -4 Mind Melter tickling the players with no real effect.
        -1 Soak Collision damage for clone

      Shaintar Game Master Bennies 7/7


        Tue May 22, 2018 7:18 am
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        OOC Comments
        Vigor 1d8 = 1 (1)
        Wild Vigor 1d6 = 1 (1)


        Megam Ind is floored by the exploding Rift, and unable to close it before it consumes several spectators. She shrugs and goes off to get her armor repaired.

        _________________
        GM Bennies (7th SET, Joker's Jokers): 6/7
        GMC Bennies: XWarrior1 1
        XHunter1: 2
        XWarrior2: 1
        XPsiBug: 0
        XSuperWar: 2
        XQueen: 2





        Tue May 22, 2018 8:05 pm
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