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 Tome of Destiny Act 3 
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As Savant and Langdon were faced with Kidemonas, the sensible action was taken by possibly more luck than complete understanding of the situation. Savant carried Langdon to safety, moving behind some nearby rocks.

Kidemonas could feel his body move, doing what his brain commanded it to, but not in control. He heard a voice inside his head, whispering to him, telling him, the most powerful of young dragons, what to do.

Arise oh mighty dragon. Now we shall take the power in Glimmer Valley for our own

Involuntarily, his wings began to flap and he found himself flying alongside Alixia, who landed atop his back, using his understandably greater speed.
In the distance, Heracles could see something was amiss and charged towards the campsite, but was not in time as Kidemonas rose into the air and began flying away, ignoring his former companions and flying into the distance.

The four of them could hear their Commander Penny’s voice over the radio, trying to find out what was happening.
From both the campsite and where the survivors were, they could see Kidemonas making a direct line towards a high, rocky mountain rising up to the North, sheltering a narrow valley beneath.
From what notes remained of the journal, you think that must be Glimmer Valley.

Kidemonas could sense another one of his kind was near and he could feel certain Draconic instincts taking over; he wanted to challenge this dragon and prove his might. It wouldn’t take much from Alixia to make him fight the dragon ahead.

OOC Comments
To catch up with Kidemonas
Drive check for the drivers – Mica and Freya (though as they don’t seem to be around at the moment, if Penny would like to roll for Freya instead)
- 2 penalty if you are diverting to collect Heracles, Savant and Langdon enroute
Success – Arrive in time just after Kidemonas (1 round after) arrives having escaped causing damage to your vehicle in the terrain
Failure – minor damage – 1 wound to the vehicle
Critical failure – 1 wound and catastrophic failure – roll on chart

For the purposes of maintaining powers, this takes a total of four rounds for the journey


As you speed through the terrain, in the distance you can see first the main Coalition forces moving along. You will definitely get there before them, but it will not be that long before they reach Glimmer Valley themselves.

OOC Comments
Notice roll – 2
Success– there is an advance patrol ahead.
Raise – they will arrive after you, but it will at most be a few minutes behind at their current speed.


As you pursue Alixia and the captive Kidemonas, you see him land in the valley, but just as he does so those of you just outside the valley feel a change in air pressure, not unlike a storm, but without any obvious physical effects. Whatever it was, seems to have come from emanated from the valley like a wave.

OOC Comments
If any of the Losers use the detect arcana power, they discover the area is rich with chaotic and undirected magic.

With a successful Knowledge (Magic) roll, the character understands someone has been experimenting with an extremely powerful and complex spell—but the spell was not cast correctly.


Mon Mar 26, 2018 4:27 am
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Without specifically looking for it, this valley would be well-hidden by the mountain’s bulk. The location itself is verdant and overgrown. A thin dirt track winds down into the depths of the area and ends at the mouth of what looks to be a large cave opening .

A flicker of light gleams from within the cavern entrance, building to a near strobelike intensity, as if a lightning bolt struck and rebounded from the rocks within. There is no accompanying thunderclap, but the air pressure definitely changes. As the crackling slowly dies down, you all hear a deep, resonant voice speaking from within the cave: “Drat. That…did not go as I expected.”

As Kidemonas arrives, he roars a challenge attracting the attention the Dragon inside cave. Seeing Kidemonas, he looks around and roars a response.

AGAIN!!! the Dragon inside roared, "I WILL NOT ALLOW YOU OR THIS FOUL BEING YOU HAVE ENSNARED IN YOUR PLOT TO TAKE THE MEGANOMICON."

With that, he launches himself out of the cave, straight at Kidemonas.
Attachment:
dragon-fighting-1.jpeg
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Initiative
Nyxil 1d54 = 12 (12) KS Parry: 7; Toughness: 44 (20) Size +8
Alixia 1d54 = 48 (48) 10D Parry: 5; Toughness: 11 (5)
Kidemonas 1d54 = 14 (14) 2H


Fighting 1d10 = 10 (10) ace 1d10 = 6 (6) - total 16
1d6 = 6 (6) ace 1d6 = 1 (1)

If he hits 1d12+8 = 17 (9) 3d8 = 10 (3, 4, 3) AP8
raise 1d6 = 6 (6) ace 1d6 = 5 (5) total 38 AP8

As the other dragon smashed into Kidemonas, Alixia disappeared from sight.

Now Kidemonas' turn


Mon Mar 26, 2018 4:42 am
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Notice 1d4+4 = 6 (2)
Wild Notice 1d6+4 = 8 (4)

Vigor 1d12-3 = -1 (2)
Wild Vigor 1d6-3 = -2 (1)
Bah! Fatigue! (One level)

Note: I'm assuming that Savant and Langdon are about one round behind Kidemonas, in terms of arriving at the scene of the battle. So the first round should just be the folks with initiative cards.




Jogging along the hilly terrain, Savant carries Langdon; even her MOM-enhanced Altaran physique is a bit stressed by the load, but she's managing to keep pace (mostly) with the airborne enslaved Dragon Hatchling. Over her radio, she says, "Penny, Kidemonas has been ensorcelled by a Witchling. Foul, nasty thing, doesn't even abide by the laws of gravity. I think it's planning on using him to fight another dragon so it can claim the book for itself. Use my signal to track our course; we'll meet you at the valley. I've got Langdon, he's fine!"

_________________
Savant
OOC Comments
Altara Warrior Woman Crazy (Visibly Altaran)
Active effects: none
Parry: 9 (plus Uncanny Reflexes); Toughness: 14(5) [Huntsman LPA]
Weapon in hand: Wilk's Rifle (12/16 Shots)
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic
Powers: Clairvoyance, Divination, Mind-Reading
Charisma: -2/+2 (Depends on how person feels about Altarans)
    Adventure Cards:
  • Out of the Frying Pan Play to avoid death, capture, or some other bad situation for your
    hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
  • Flesh Wound Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
ISP: 9
Bennies: 2/3

Major Phobia: Birds
Bloodthirsty


Tue Mar 27, 2018 11:02 am
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Kidemónas's Soak roll = 10, takes 2 Wounds
Vigor 1d12 = 10 (10)
Wild 1d6 = 2 (2)

Spirit Roll to unshake = Fail, used benny
Spirit 1d6-2 = 0 (2)
Wild 1d6-2 = -1 (1)

Kidemónas roars in pain as the claws and teeth of this other dragon slide easily into his flesh. The pain is enough to distract him causing him to lose focus on the battle as his mind reals. Stumbling back Kidemónas has trouble understanding how this is possible, he is the biggest and strongest dragon. But somehow this dragon has injured him. With a roar he attacks with claw and tooth putting everything he has into it hoping even one of his attacks can dislodge this creature from its pride thinking it could defeat the greatest of all dragons. "ROAAAAR"
However even with his fieriest and most powerful effort he is unable to score even a glancing blow on the older and superior dragon.

Claw, claw, Bite
Rapid Attack -4, Wild Attack +2, Wound -2 (not likely any will hit this dragon with its higher parry, but this is how Kidemónas rolls and he may need to learn this lesson.
Fighting 1d6-4 = -1 (3)
Fighting 1d6-4 = -3 (1)
Fighting 1d6-4 = 1 (5)
Wild 1d6-4 = 1 (5)

.

_________________
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Active effects: Fighting boosted to d12+1; Adventure Card adds +1 to all Combat Traits
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 37(16) / 13(4) in humanoid form
Notable Edges: Danger Sense, Strong Will
Skills: Fighting d6, Knowledge (Arcane) d6, Magic d6, Notice d4, Psionics d6, Tracking d4, Shooting d4, and Stealth d4.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+6 to a 2" by 4" area), Claws/Bit (d12+3d6+6 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Action Cards: In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
Bennies & Resources Spent
.

GM Quick Reference


Tue Mar 27, 2018 2:11 pm
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Penny trusts to the survivors to take care of themselves for a moment, and gets everyone into the ATV and guns it. "Savant, acknowledged, we'll meet you there. Everyone! Hang on!"

Once the crew arrives, Penny gets on the megaphone and tries to talk Kide down. "Kidemonas, this is Pennywise." She paused, and chuckled. "Just Penny, really. (It's cute how you conflate the whole thing.) Kidemonas, whatever's in your head, it is your head, no one else's. Are you going to let someone else tell you who and what you are?"

OOC Comments
Notice Check: 1d8 = 2 (2)
Wild Die: 1d6 = 5 (5)

Drive check: 1d6 = 3 (3)
Extra Effort from Benny: 1d6 = 5 (5)
Wild Die: 1d6 = 1 (1)

Using Common Bond to let Kide use of my last benny to try and break free.

_________________
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles


Tue Mar 27, 2018 8:37 pm
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"Um, it looks like they might need my help right now." She tells the survivors then gets on the ATV with Penny. As soon as they are within range to detect it, her Blessed Sight tells her something has been going on.

Knowledge (Arcana) 7
1d4 = 3 (3)
Wild Die 1d6 = 6 (6)
Wild Die Exploded 1d6 = 1 (1)


She calls over the sounds of their travel "Someone is messing with spells and failed. I'm not sure who is doing this but we should be careful in case they are an enemy."

While Penny tries to talk Kidemonas down, Sula calls upon Eir to grant her prayer for a Mega Counter Jolt (Exalted Dispel with Jolt trapping).

Mysticism 13
1d10+1 = 11 (10)
Exploded Die 1d10 = 2 (2)
Wild Die 1d6+1 = 6 (5)

_________________
Sula
Rank: Novice Experience: 5 Advances Left:
Race: Monokeri
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: -4 to Simvan; Pace: 8 d8; Parry: 5; +1 from Staff Toughness: 11(Armor 5);
Skills: Mysticism d10 + 1 (Staff); Psionics d8; Fighting d4; Knowledge (Medicine) d6; Knowledge (Arcana) d4; Shooting d4; Notice d4 +2; Climbing d4; Healing d6; Persuasion d4; Stealth d4; Survival d4 +2 for North America; Common Knowledge North America d8 +2; Streetwise North America d4;

  • Danger Sense
  • Improved Rapid Recharge (PPE) = 1 every 15 minutes

Bennies 2/3
PPE: 14/25;
ISP: 20/20

1 on skill die for technology = malfunction

Powers
Gear

Adventure Cards -
Peace - Improve reaction by one step if not true enemy
Tale Teller - Tell a story and then roll Persuasion. If sux, listeners become friendly and try to help the party,


Tue Mar 27, 2018 9:21 pm
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Heracles looked confused for a moment. Then the creature revealed itself for what it was and he let out a disgusted gasp! "Treacherous deceiv-!" But she was already gone. He frowned and let out a little huff, miffed that the person had flown away and stolen their friend...not to mention his thunder. He let out a small growl and shook it off.

He stretched his legs a little as he watched Savant pick up Langdon, like a runner getting ready for a race. He gave a shrug and the two of them began to run after their young dragon friend. He edged out a little faster than Savant, but that was mostly owed to the armor he wore likely. Otherwise, he thought they would be evenly matched. He let out a laugh at the pure joy of running, resisting a weird sudden urge to drop to all fours. Where had THAT come from? Must be a holdover from all his father's crazy animal shapeshifting shenanigans!

His arms and legs pumped in a good rhythm as he ran, like he was a trained runner, almost automatically avoiding potential obstacles or leaping over others. He heard things over the radio but for the moment he saved his breath, and concentration, for running. He had a friend in trouble and he would be damned if he would let a friend down!

Notice 2 or 4
+2 to total, additional +2 if olfactory matters. Detect Arcana, interpreted as scent too but I can roll that separately if you prefer.
Notice die 1d8 = 2 (2), Wild die 1d6 = 2 (2).

_________________
Heracles
Character Summary
Dog Boy Crazy
Active effects: Uncanny Reflexes (-2); Boost Fighting (Jazz Trapping), Deflection (Stealth trapping)
Parry: 6 (plus Uncanny Reflexes -2) (currently 9 with Uncanny Reflexes and Deflection); Toughness: 18(7) [Triax T-11 Enhanced Armor] - Currently 20(7)
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle
Edges: Jack-of-all-Trades, Major Psionic, Quick, Split the Seconds, Sublime Chaos
Powers: Boost/Lower Trait, Deflection, Healing, Smite
Charisma: -2 (0 with Dog Boys)
ISP: 10/20
Bennies: 4
Adventure Card:
  • Extra Effort (Play to add +1d6 to any trait roll. This roll may Ace.).
  • Get A Clue: Play this card for a clue from the Game Master for some advice or a hint on how to resolve a current predicament or problem.

Wounds:

Currently playing in: 3rd Set The Losers


Wed Mar 28, 2018 8:03 pm
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K-common=8 Notice=5
Common Knowledge: 1d10 = 8 (8)
WILD dye: 1d6 = 6 (6)
-ACE: 1d6 = 1 (1)

Notice: 1d6 = 1 (1)
WILD dye: 1d6 = 5 (5)

K-Arcana=6
Knowledge (Arcana): 1d6 = 3 (3)
-Extra Effort -1 benny: 1d6 = 3 (3)
WILD dye: 1d6 = 2 (2)


Lang finally worms his way out of Savant's iron grip as they meet up with the rest of the gang. The arcane atmosphere feels wrong, spoiled somehow. Like a miscast spell but...powerful. More powerful than anything Lang has ever encountered before. Over the radio he says,">>Be advised: I sense that a powerful magic has been miscast in this area. I think we're close.<<"

Though the witchling is invisible again, his armor's darksight is still active so he can still see her with ease. "I can still see the witch demon. Over there," he points at it and readies his C-12 rifle. ">>We need to take it out to free Kid's mind.<<" And hope that other dragon calms down or we can take it down before it fries us.

summary
  • Still active: Exalted Darksight: (immune to all lighting penalties, blind and obscure, and can see invisible)
    Trapping: Helmet visor turns black and magic-based targeting system adds a +1 bonus to hit, +2 with a raise
  • used benny for EE on k-arcana roll

_________________
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 3/3
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 8m00s
TW Combat Armor charge: 8m00s
TW Comm Band 43m00s
Exalted Darksight (raise: +2 to attack rolls): 43m00s
Exalted Detect Arcana: 3/3 rounds

PPE: 10/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.


Fri Mar 30, 2018 1:26 am
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Posted on players behalf.

Getting there is a hurry was important and Freya did not want to let anyone down. She went ahead and pushed herself a little knowing there was risk, but it mattered.

Driving 4 Success
Driving 1d6 = 2 (2)
Wild 1d6 = 4 (4)

_________________
Freya Kay -
Techno-Wizard
  • PPE (20): Used 8
  • Arcane Machinist (half Smarts - 6 session): Used 0
Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d4 (+2 environment by armor)
Charisma: 0; Pace: 6 (+d6 running); Parry: 2; Toughness: 8 (4); Strain: 0; Max PPE: 20
Notice (Smarts) d8 (+2 to sight-based with TW Magic Optic System)
Adventure Deck Card:
Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
Bennies: 4


Sat Mar 31, 2018 8:14 am
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Notice 4 Driving 10
Notice 1d8 = 2 (2)
Wild 1d6 = 4 (4)

Driving 1d6 = 6 (6)
Wild 1d6 = 5 (5)
Ace 1d6 = 4 (4)


Mica races her bike over to the valley where the dragons are fighting. She scans the area as she travels and spots the advanced Coalition unit. "We got incoming." she states over the radio. As she closes in, she switches over to power armor mode.

_________________
Mica Nowel
MARS Power Armor Soldier
Parry: 8
Toughness:
  • CVR-3 Combat Armor: 12(6)
  • Cyclone PA: 14(8)
Notable Edges: Ambidextrous(Ignore Off hand Penalty), Brave (+2 to fear tests)
Notable Skills: Driving d6; Fighting d10; Piloting d4; Shooting d10; Stealth d10; Notice d8; Survival d4; Persuasion d8;
Notable Attributes: Strength d6 (d12 in PA mode); Charisma: +4
Weapons:
  • H-90 Gallant
    • Pistol mode: Range: 15/30/60 Damage: 2d4+1 ROF: 2 AP: 2 Shots: 830
    • Rifle mode: Range: 25/50/100 Damage: 3d6+1 ROF: 4 AP: 2 Shots: 415
    • -- Ammo: (828/830); (830/830); (830/830) - 3 PE-Clips
    • *Note: Rifle mode shots use 2 shots
  • RL-6 60mm Light Repeating Rocket Cannon
    • SBT, Mega Damage Range: 100/200/400 DMG: 4d6 ROF: 1 AP: 11
    • SHOTS: 2/6
Wounds: 0/4 | Fatigue 0/2
Action Cards:
    • Note: Character has a sworn enemy from Intial Interlude, draws extra card until they "retire"
  • Joker's Gone Wild
  • Contact
Bennies:3/4
  • +1 Q3 Fortune Favors the Bold
  • +1 Q3 Post rate bonus
  • +1 Heracles scored a Joker in Round 1 of Big Battle
  • -1 benny used to reroll piloting at Nexus
  • -0 benny canceled in Battle against Demon at Nexus
  • -1 benny used persuasion roll in new begining for Garnet Town facilitating roll.
  • -1 benny used to reroll knowledge engineering for crates.


Sat Mar 31, 2018 11:16 pm
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Quote:
Weather: bright
Leylines - none within one mile
terrain - rocky - uneven


The rest of the Losers burst over the brow of the valley just in time; Freya's Zone Ranger and Mica's bike hurtling in at speed, but with some decent driving, managing to avoid damage to their vehicles. Savant and Heracles, having less distance to run, come following in behind, Langdon still indignantly draped over Savant's shoulder.

Kidemonas' charge of fury was not going well as the rest of you are greeted with the sight of two large Dragons embroiled in hand to hand combat, with Kidemonas bleeding profusely from several wounds and the other larger dragon looking completely untouched and looking like he was about to apply a finishing blow to the young hatchling.

"MORE OF YOU?" he bellows as he sees your vehicles, FINE, I SHALL DEAL WITH YOU IN A MOMENT AFTER I HAVE DISPOSED OF THIS WRETCHED AMBUSHER.



Initiative
Mica 1d54 = 37 (37) reroll 1d54 = 12 (12) KS
Freya 1d54 = 50 (50) KD
Penny 1d54 = 37 (37) QC
Heracles 1d54 = 49 (49) JD


Nyxil 1d54 = 34 (34) 9C
Alixia 1d54 = 6 (6) 7S

Savant - Quick 1d54 = 19 (19) 7H
Kidemonas 1d54 = 17 (17) 5H
Langdon 1d54 = 30 (30) 5C
Sula 1d54 = 15 (15) 3H


OOC Comments
Savant, make a vigour roll at -3 for your run carrying Langdon.
Remember everyone with active effects to deduct PPE for 3 rounds of travel and for this round as well.
Freya and Mica - you are coming in at near full speed. A driving roll is needed to slow down quickly. If you continue straight, you are fine for another turn before hitting the cliff face.

Currently, only Langdon and Savant can definitely find Alixia (-2 penalty to spot her exact position due to two rampaging Dragons between you and her.) Success means you can see her near the cave entrance about to go inside.


Tue Apr 03, 2018 8:18 am
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Location: 3rd Set "The Losers"
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Heracles had no wish to fight his ally and friend. A dragon was a fearsome foe, however, and not to be trifled with. And yet, his mind searched for alternatives, trying to find something, some way, he could be of aid in the fight without overly harming his friend. He frowned and nodded to himself. It wouldn't hold long, most likely, but he had to try.

He focused his psionic energy (his divine gift, in his mind). He felt the battle-fury quickly overtake him, speeding his movements and his reactions. He felt the strength and skill of his ancestors fill his body and his mind. He burst forward and leaped towards the dragons. But he targeted his friend! He reached out smacked in to his friend full-bore, reaching and pulling at one of the forelimbs, trying to find a hold on the much-larger creature than he.

He pleaded with his friend, "Please calm down! I have no wish to fight you or harm you!" Grimace. "...or be harmed by you..."


OOC Comments
Split the Seconds, 2 actions.

Action 1: Activate Boost Fighting: Total 6.
Spend 2 ISP to gain a +1 to the roll.
Psionics die 1d8 = 5 (5), Wild die 1d6 = 5 (5).

Lose It as a free action.

Move to no-longer-friendly dragon (Kid).

Action 2: Initiate grapple: 9 or 10 (if gang up applies).
+2 for Berserk.
+2 to hit due to Kid's size (I believe).
+1 to Gang up (sorry Kid) with 2nd dragon).
Fighting die 1d10 = 5 (5), Wild die 1d6 = 4 (4).

_________________
Heracles
Character Summary
Dog Boy Crazy
Active effects: Uncanny Reflexes (-2); Boost Fighting (Jazz Trapping), Deflection (Stealth trapping)
Parry: 6 (plus Uncanny Reflexes -2) (currently 9 with Uncanny Reflexes and Deflection); Toughness: 18(7) [Triax T-11 Enhanced Armor] - Currently 20(7)
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle
Edges: Jack-of-all-Trades, Major Psionic, Quick, Split the Seconds, Sublime Chaos
Powers: Boost/Lower Trait, Deflection, Healing, Smite
Charisma: -2 (0 with Dog Boys)
ISP: 10/20
Bennies: 4
Adventure Card:
  • Extra Effort (Play to add +1d6 to any trait roll. This roll may Ace.).
  • Get A Clue: Play this card for a clue from the Game Master for some advice or a hint on how to resolve a current predicament or problem.

Wounds:

Currently playing in: 3rd Set The Losers


Last edited by Heracles on Thu Apr 05, 2018 4:51 pm, edited 1 time in total.



Thu Apr 05, 2018 2:25 pm
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Fighting Contest Versus Grapple = 27
If GM allows normal grapple here is Kid's roll. I doubt there is much concern for now with only d6 Fighting.
Fighting 1d6 = 4 (4)
Fighting Wild 1d6 = 6 (6) + Ace 1d6 = 6 (6) + Ace 1d6+12 = 18 (6) + Ace 1d6+18 = 24 (6) + Ace 1d6+24 = 27 (3)

As his little friend comes in running and grabs onto Kid's leg he assumes he must be trying to climb up or something. But now is no time for giving rides, this other dragon was dangerous and Herc could get hurt. Shaking him off Kidemonas gives a roar to warn Heracles back from getting himself injured as he finds he is still unable to voice words..

_________________
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Active effects: Fighting boosted to d12+1; Adventure Card adds +1 to all Combat Traits
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 37(16) / 13(4) in humanoid form
Notable Edges: Danger Sense, Strong Will
Skills: Fighting d6, Knowledge (Arcane) d6, Magic d6, Notice d4, Psionics d6, Tracking d4, Shooting d4, and Stealth d4.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+6 to a 2" by 4" area), Claws/Bit (d12+3d6+6 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Action Cards: In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
Bennies & Resources Spent
.

GM Quick Reference


Thu Apr 05, 2018 2:59 pm
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Driving 4 Pilot 11 notice 5
Mica uses her action to switch into Battliod mode

Driving 1d6 = 2 (2)
Wild 1d6 = 4 (4)

Piloting 1d6 = 4 (4)
Wild 1d6 = 6 (6)
Ace Wild 1d6 = 5 (5)


Notice 1d8 = 5 (5)
Wild 1d6 = 4 (4)


Mica switches into her Power Armor mode and hits the retro jets to slow herself down to a stop before she face plants the cliff face. She then looks around the valley to assess the situation.

_________________
Mica Nowel
MARS Power Armor Soldier
Parry: 8
Toughness:
  • CVR-3 Combat Armor: 12(6)
  • Cyclone PA: 14(8)
Notable Edges: Ambidextrous(Ignore Off hand Penalty), Brave (+2 to fear tests)
Notable Skills: Driving d6; Fighting d10; Piloting d4; Shooting d10; Stealth d10; Notice d8; Survival d4; Persuasion d8;
Notable Attributes: Strength d6 (d12 in PA mode); Charisma: +4
Weapons:
  • H-90 Gallant
    • Pistol mode: Range: 15/30/60 Damage: 2d4+1 ROF: 2 AP: 2 Shots: 830
    • Rifle mode: Range: 25/50/100 Damage: 3d6+1 ROF: 4 AP: 2 Shots: 415
    • -- Ammo: (828/830); (830/830); (830/830) - 3 PE-Clips
    • *Note: Rifle mode shots use 2 shots
  • RL-6 60mm Light Repeating Rocket Cannon
    • SBT, Mega Damage Range: 100/200/400 DMG: 4d6 ROF: 1 AP: 11
    • SHOTS: 2/6
Wounds: 0/4 | Fatigue 0/2
Action Cards:
    • Note: Character has a sworn enemy from Intial Interlude, draws extra card until they "retire"
  • Joker's Gone Wild
  • Contact
Bennies:3/4
  • +1 Q3 Fortune Favors the Bold
  • +1 Q3 Post rate bonus
  • +1 Heracles scored a Joker in Round 1 of Big Battle
  • -1 benny used to reroll piloting at Nexus
  • -0 benny canceled in Battle against Demon at Nexus
  • -1 benny used persuasion roll in new begining for Garnet Town facilitating roll.
  • -1 benny used to reroll knowledge engineering for crates.


Sun Apr 08, 2018 5:35 am
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K-common=16 Notice=11
Common Knowledge: 1d10 = 8 (8)
WILD dye: 1d6 = 6 (6)
-ACE: 1d6 = 6 (6)
-ACE2: 1d6 = 4 (4)

Notice: 1d6 = 6 (6)
-ACE: 1d6 = 5 (5)
WILD dye: 1d6 = 1 (1)


Langdon keeps his eyes on the witchling as she move towards the cave entrance. He keys open his radio to everyone but Kidemonas, ">>I'm going after the demon. I can see her and my C-12 isn't going to get through that dragon's hide anyway.<<"

spellcasting=4 stealth=5
burrow power (non-mega version) = Raises his hands above his head and appears to 'dissolve' into dust that drops into the soil and reforms elsewhere from the ground up - only works when standing on raw earth
Power Points: 3
Range: Smarts x 2 (20)
Duration: 3 (2/round)

Spellcasting: 1d10+2 = 4 (2)
WILD dye: 1d6+2 = 4 (2)
Stealth: 1d8+2 = 5 (3)
WILD dye: 1d6+2 = 3 (1)


Without waiting for permission he engages his TW belt's tunneling magic and burrows under the battling dragons in the direction of the cave entrance while trying to stay out of sight of the witch for now.

summary
  • activate burrow power and move to a stealthy spot close to where the witch is heading (burrowing pace is up to 20 per round)
  • -3 PP

_________________
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 3/3
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 8m00s
TW Combat Armor charge: 8m00s
TW Comm Band 43m00s
Exalted Darksight (raise: +2 to attack rolls): 43m00s
Exalted Detect Arcana: 3/3 rounds

PPE: 10/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.


Sun Apr 08, 2018 10:26 pm
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As Penny drives up, the rest of the crew in tow, she takes one look at Kide's wounds and the other dragon attacking him, and grabs for the loudspeaker. She zooms in with her cybernetic eye to get a better look at the melee.

"Kidemonas! This is Penny. Get out of there, you're too wounded. That's an order. And you - " She turned her attentions to the other dragon. "I don't know who you are, so I'll amend that by introducing myself. I'm Commander Penny Wise of the Tomorrow Legion and I very specifically do not have time for this today. Identify yourself and stand down immediately."

She tapped the earpiece wired into the radio frequency the team was using. "Anyone got any updates as to what the hell's going on? Talk to me, please."

OOC Comments
Notice: 1d8 = 3 (3)
Wild Die: 1d6 = 2 (2)

Persuasion to try and defuse the situation: 1d6 = 4 (4)
Wild Die: 1d6 = 3 (3)

_________________
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles


Mon Apr 09, 2018 7:29 pm
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((Posting for Freya))



Freya jumps out of the vehicle and tries to set up a force-field with her projector between the 2 dragons to buy the bleeding Kidemonas some time.

TW=8 success w/ raise
(Normal, not Mega; base 10 Toughness of barrier; 1 section directly between Kid and Nyxil; cost 2 PP; Duration: 3 (1/per section per round)
TW: 1d10 = 8 (8)
WILD dye: 1d6 = 4 (4)

_________________
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 3/3
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 8m00s
TW Combat Armor charge: 8m00s
TW Comm Band 43m00s
Exalted Darksight (raise: +2 to attack rolls): 43m00s
Exalted Detect Arcana: 3/3 rounds

PPE: 10/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.


Wed Apr 11, 2018 1:08 am
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In an attempt to save Kidemónas, Heracles continues his run and attempts to grapple the ensnared dragon, but Kidemonas merely shakes a claw easily dislodging the Dog boy.

Mica races forward coming to a screeching halt near the cliff face. You can see that there is a cave that looks to have been inhabited recently.

Freya whilst continuing to drive slows down as she creates a barrier between the two dragons as she passes.

Penny calls for Kidemónas to cease, but the crazed look in his eyes says he is not. The other dragon hears her words and Heracles' attempt to restrain Kidemónas and refrains from continuing his attack.

"There was another with him. Where did she go?"

Next block up


Sat Apr 14, 2018 12:43 am
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Notice 10
Kidemónas Notice Roll: 1d6 = 1 (1)
Notice Wild Die: 1d6 = 6 (6) + Ace 1d6+6 = 10 (4)


Still locked in his mind Kidemónas rages against this strange dragon. His inner mind wishing to pause and heal himself, but something overpowering his thought forcing him to fight recklessly.
The barrier in front of him caused nothing but rage as he reached out and began tearing it apart.

Fighting 5 = hit for 23 damage, destroying one 6' by 10' section of the wall
Wild Attack +2, Wounded -2
Fighting 1d6 = 5 (5)
Fighting Wild 1d6 = 4 (4)

Damage 1d12+7 = 9 (2) + 2 + 3d6 = 12 (5, 3, 4)

_________________
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Active effects: Fighting boosted to d12+1; Adventure Card adds +1 to all Combat Traits
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 37(16) / 13(4) in humanoid form
Notable Edges: Danger Sense, Strong Will
Skills: Fighting d6, Knowledge (Arcane) d6, Magic d6, Notice d4, Psionics d6, Tracking d4, Shooting d4, and Stealth d4.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+6 to a 2" by 4" area), Claws/Bit (d12+3d6+6 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Action Cards: In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
Bennies & Resources Spent
.

GM Quick Reference


Sat Apr 14, 2018 10:37 am
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Notice @-2: 1d4+2 = 5 (3)
Wild Notice: 1d6+2 = 5 (3)
Actually a 4, because Fatigue.

So, 30" from the Witchling....

Action 1: Move 12" + Run Die forward, Quick-Draw and shoot C-12 Rifle for a 3RB.
Run Die Total Distance 1d6+12 = 16 (4)
Shooting (Close Range, -2 MAP for running, +2 for 3RB) 1d10 = 1 (1)
Wild Shooting 1d10 = 3 (3)
So, that's a 2 after Fatigue

Action 2: Fire again, because I can, also a 3RB.
Shooting (Close Range, +2 3RB) 1d10+2 = 3 (1)
Wild Shooting 1d6+2 = 5 (3)
And... that's 4 after fatigue.
Damage 3d6+3 = 18 (6, 6, 3)
ACES Running Total 2d6+18 = 28 (4, 6)
ACE Running Total 1d6+28 = 30 (2)


Uh... Good thing no one is standing right next to her... :P Otherwise, both rolls would be involving Innocent Bystanders....

As it is, she does hit with the Wild die for 30 damage on the second shot.

.


Savant, chest heaving violently from the exertion of hauling Langdon to the battle-site, gives a howl of rage as she sees the vile creature trying to get to the cave. "There! The fiend almost has the book!"

She dashes forward at top speed, closing the distance as she whips out the C-12 Laser rifle. She fires in a rapid barrage--but her shots go wild, missing completely. Trying to compose herself, she takes a single breath and fires again, this time striking true. She howls again as the shot blazes briefly across the Witchling's chest.

_________________
Savant
OOC Comments
Altara Warrior Woman Crazy (Visibly Altaran)
Active effects: none
Parry: 9 (plus Uncanny Reflexes); Toughness: 14(5) [Huntsman LPA]
Weapon in hand: Wilk's Rifle (12/16 Shots)
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic
Powers: Clairvoyance, Divination, Mind-Reading
Charisma: -2/+2 (Depends on how person feels about Altarans)
    Adventure Cards:
  • Out of the Frying Pan Play to avoid death, capture, or some other bad situation for your
    hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
  • Flesh Wound Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
ISP: 9
Bennies: 2/3

Major Phobia: Birds
Bloodthirsty


Sat Apr 14, 2018 11:24 am
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Dispel Targeted - Kidemonas : 6
Mysticism Dispel 1d10-1 = 5 (6) +1 Staff - 2 different magic school
Wild Die 1d6-1 = 2 (3)

Spend 1 Bennie for Extra Effort 1d6+5 = 6 (1)


Once they are close enough she points her staff at Kidemonas murmuring a quiet prayer.

_________________
Sula
Rank: Novice Experience: 5 Advances Left:
Race: Monokeri
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: -4 to Simvan; Pace: 8 d8; Parry: 5; +1 from Staff Toughness: 11(Armor 5);
Skills: Mysticism d10 + 1 (Staff); Psionics d8; Fighting d4; Knowledge (Medicine) d6; Knowledge (Arcana) d4; Shooting d4; Notice d4 +2; Climbing d4; Healing d6; Persuasion d4; Stealth d4; Survival d4 +2 for North America; Common Knowledge North America d8 +2; Streetwise North America d4;

  • Danger Sense
  • Improved Rapid Recharge (PPE) = 1 every 15 minutes

Bennies 2/3
PPE: 14/25;
ISP: 20/20

1 on skill die for technology = malfunction

Powers
Gear

Adventure Cards -
Peace - Improve reaction by one step if not true enemy
Tale Teller - Tell a story and then roll Persuasion. If sux, listeners become friendly and try to help the party,


Last edited by Sula on Sun Apr 15, 2018 8:36 am, edited 1 time in total.



Sat Apr 14, 2018 12:45 pm
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Kidemonas continues his attempts to attack the other dragon, but as he tries to rend the other asunder, he finds himself smashing into and through, such is his strength, a barrier between the two of them. He manages to destroy it, but finds his attack blunted and unable to continue after his opponent.

OOC Comments
Barrier is destroyed


Langdon disappears into the ground, as Savant rushes forward and opens fire at an area that to the rest of you appears to be empty. Some of the shots go awry and if anybody had been close by, they would have been hit instead. However, one blast strikes true; there is a scream of great pain

As Langdon reappears out of the ground, he sees a spray of blood on the floor and up the cliff face as he sees Alixia disappear around the edge of the valley and away.

OOC Comments
Technically Alixia is incapacitated, but GM fiat that she is able to flee. Now technically Savant should go after her being bloodthirsty, but that will take him out of the finale.


OOC Comments
Spell resist - now with a ton of penalties from injuries, so failed.
1d10 = 7 (7)
1d6 = 1 (1)

Vigour check
1d8 = 8 (8)
ace 1d8 = 3 (3)
1d6 = 1 (1)


Sula's spell engulfs Kidemonas, the other dragon moves forward as she does so, some of the magic washing over him also.

Kidemonas' mind is suddenly clear and is free to act again, though instinctively he does not like the other dragon. However, his wounds demonstrate that it would not be wise to continue this battle

OOC Comments
no longer under Puppet


The other dragon looks at bits of him that the dispel effect covered and sighs.
"Pity," he says with a low voice, before turning his attention to the others
"Who are you?" he asks, with a low rumble, "despite this one's actions, you do not strike me as foes. Come into my cavern so we may talk."


Inside the cavern, a warm fire illuminates the bare rock, revealing a sizeable inner chamber. Taking up most of the room is a 30-foot long dragon! Its scales are a burnished crimson in color, its eyes gleam like emeralds, and it is now staring very curiously at a large book resting open atop a boulder.

The book glows with a soft silver light; it is clearly a large tome, as hefty and thick as several regular books placed together, and strange, pulsing symbols shine out from under the cover.

"Now what brings you here?"


Sun Apr 15, 2018 8:11 am
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Lang's body reconstitutes itself near the witchling just in time for him to see it get hit by a withering hail of laser fire from Savant. Though relieved that Kidemonas should now be free from the demon's mind control, part of him privately laments that he was not able to follow the demon to the dragon's lair while Nyxil was still preoccupied with the rest of the 3rd SET. But after seeing the way Nyxil was carving through Kidemonas, Lang isn't eager to test the large dragon's benevolence by trying to steal from the wyrm's lair right in front of him.

Damn. So close.

_________________
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 3/3
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 8m00s
TW Combat Armor charge: 8m00s
TW Comm Band 43m00s
Exalted Darksight (raise: +2 to attack rolls): 43m00s
Exalted Detect Arcana: 3/3 rounds

PPE: 10/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.


Mon Apr 16, 2018 4:22 am
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1 Level of Fatigue
Current Ammo: 1 empty Long Clip, 1 full Long Clip, 1 Long Clip with 54/60 shots remaining on the C-12; 3 full Short Clips for the Wilks' Pistol.

Notice 1d4+3 = 6 (3)
Wild Notice 1d6+3 = 5 (2)


Common Knowledge 1d6-1 = 3 (4)
Wild CK 1d6-1 = 3 (4)



It is, perhaps, fortunate that Savant hadn't gotten close enough to the Witchling to be able to engage in close combat with the fiend; if she had, she'd probably still be chasing the monstrosity through the valley. Instead, a simple command from Penny to stand down was sufficient to keep her from dashing off in a murderous frenzy. Though it's possible this was also influenced by the fact that she still hasn't fully caught her breath.

Once the other dragon leads them inside the cavern, Savant takes up a position as close to the entrance as she can (ideally, right at the mouth of the cave) while still being able to hear the conversation; she still has her rifle out, selector still set to burst fire, and scanning the horizon with her scope.

_________________
Savant
OOC Comments
Altara Warrior Woman Crazy (Visibly Altaran)
Active effects: none
Parry: 9 (plus Uncanny Reflexes); Toughness: 14(5) [Huntsman LPA]
Weapon in hand: Wilk's Rifle (12/16 Shots)
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic
Powers: Clairvoyance, Divination, Mind-Reading
Charisma: -2/+2 (Depends on how person feels about Altarans)
    Adventure Cards:
  • Out of the Frying Pan Play to avoid death, capture, or some other bad situation for your
    hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
  • Flesh Wound Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
ISP: 9
Bennies: 2/3

Major Phobia: Birds
Bloodthirsty


Mon Apr 16, 2018 9:15 am
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Sula sighs in relief when the hold on the dragon is obviously broken. "I am Sula, a healer searching for my brother. I was given a vision to seek out this group and had just found them when we were brought here by whoever it was that was controlling our friend. I don't suppose you have seen another like me?" The book makes her curious but even as she speaks she moves to work on healing their dragon friend. Caring for the wounded must come before anything else. She carefully looks over the wounds and touches her horn to them carefully.


Healing Touch 12+
Mysticism 1d10+1 = 11 (10)
Wild Die 1d6+1 = 4 (3)

Exploded Die 1d10+11 = 12 (1)
Note that she also gets an auto raise on success if it matters

_________________
Sula
Rank: Novice Experience: 5 Advances Left:
Race: Monokeri
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: -4 to Simvan; Pace: 8 d8; Parry: 5; +1 from Staff Toughness: 11(Armor 5);
Skills: Mysticism d10 + 1 (Staff); Psionics d8; Fighting d4; Knowledge (Medicine) d6; Knowledge (Arcana) d4; Shooting d4; Notice d4 +2; Climbing d4; Healing d6; Persuasion d4; Stealth d4; Survival d4 +2 for North America; Common Knowledge North America d8 +2; Streetwise North America d4;

  • Danger Sense
  • Improved Rapid Recharge (PPE) = 1 every 15 minutes

Bennies 2/3
PPE: 14/25;
ISP: 20/20

1 on skill die for technology = malfunction

Powers
Gear

Adventure Cards -
Peace - Improve reaction by one step if not true enemy
Tale Teller - Tell a story and then roll Persuasion. If sux, listeners become friendly and try to help the party,


Mon Apr 16, 2018 2:28 pm
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OOC Comments
notice 1d8 = 3 (3)
wild 1d6 = 2 (2)


Mica comes into the cave still wearing the cyclone. she opens the visor to her helmet. She nods to the dragon in aknowledgement and then turns to watch for the others to arrive in the cave.

_________________
Mica Nowel
MARS Power Armor Soldier
Parry: 8
Toughness:
  • CVR-3 Combat Armor: 12(6)
  • Cyclone PA: 14(8)
Notable Edges: Ambidextrous(Ignore Off hand Penalty), Brave (+2 to fear tests)
Notable Skills: Driving d6; Fighting d10; Piloting d4; Shooting d10; Stealth d10; Notice d8; Survival d4; Persuasion d8;
Notable Attributes: Strength d6 (d12 in PA mode); Charisma: +4
Weapons:
  • H-90 Gallant
    • Pistol mode: Range: 15/30/60 Damage: 2d4+1 ROF: 2 AP: 2 Shots: 830
    • Rifle mode: Range: 25/50/100 Damage: 3d6+1 ROF: 4 AP: 2 Shots: 415
    • -- Ammo: (828/830); (830/830); (830/830) - 3 PE-Clips
    • *Note: Rifle mode shots use 2 shots
  • RL-6 60mm Light Repeating Rocket Cannon
    • SBT, Mega Damage Range: 100/200/400 DMG: 4d6 ROF: 1 AP: 11
    • SHOTS: 2/6
Wounds: 0/4 | Fatigue 0/2
Action Cards:
    • Note: Character has a sworn enemy from Intial Interlude, draws extra card until they "retire"
  • Joker's Gone Wild
  • Contact
Bennies:3/4
  • +1 Q3 Fortune Favors the Bold
  • +1 Q3 Post rate bonus
  • +1 Heracles scored a Joker in Round 1 of Big Battle
  • -1 benny used to reroll piloting at Nexus
  • -0 benny canceled in Battle against Demon at Nexus
  • -1 benny used persuasion roll in new begining for Garnet Town facilitating roll.
  • -1 benny used to reroll knowledge engineering for crates.


Last edited by Mica Nowel on Fri Apr 20, 2018 7:53 pm, edited 1 time in total.



Mon Apr 16, 2018 3:10 pm
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Joined: Wed Apr 26, 2017 8:09 pm
Posts: 225
Location: 3rd Set "The Losers"
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Heracles was easily rebuffed by the large dragon. It was about the same size as the multi-headed hydra he had defeated - and THAT had been quite a challenge! - but a dragon was different proportions and shape and it momentarily thrown off his fighting. It was also tough to WRESTLE a large reptile rather than just attacking. He stayed on the ground for a moment, attempting to calm himself, pounding at the ground and his chest for his laughable failure to subdue his mind-controlled friend.

Savant seemed to drive off or kill the witchlady, and the two dragons calmed down. Heracles' blood was still up, however. He was breathing heavily and eyed Savant. He knew she must still feel the adrenaline pumping through her veins as well. It was far too short a fight for their kind - warrior-born. There were other activities to take the 'edge' off, as it were, but that didn't seem appropriate, nor was he entirely sure if he and she were up for that sort of thing, even casually.

He stood up, the berserker rage leaving him slowly, blinked as golden light first, then a variety of colors, seemed to swirl around Savant as he looked at her. Was Apollo trying to tell him something? Was this a trick? Or perhaps Savant was using her abilities? He walked away from the cave a short distance - he had excellent hearing and would likely catch most of the conversation regardless, but he didn't trust himself to be involved at the moment.

Something was off. He couldn't put his finger on it. He suspected the witchling was still nearby, watching, waiting. Or perhaps Hera was going to spring one of her famous deadly tricks on him. He couldn't let his guard down, not for a moment!


Getting It Together
Smarts die 1d10 = 3 (3), Wild die 1d6 = 1 (1).
IGNORE: 2nd Attempt: Smarts die 1d10 = 4 (4), Wild die 1d6 = 5 (5).
Time to Get It Together in Hours: 1d6 = 4 (4).

Notice
+1 to total, +2 additional if scent applies.
Notice die 1d8 = 6 (6) Wild die 1d6 = 1 (1).

_________________
Heracles
Character Summary
Dog Boy Crazy
Active effects: Uncanny Reflexes (-2); Boost Fighting (Jazz Trapping), Deflection (Stealth trapping)
Parry: 6 (plus Uncanny Reflexes -2) (currently 9 with Uncanny Reflexes and Deflection); Toughness: 18(7) [Triax T-11 Enhanced Armor] - Currently 20(7)
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle
Edges: Jack-of-all-Trades, Major Psionic, Quick, Split the Seconds, Sublime Chaos
Powers: Boost/Lower Trait, Deflection, Healing, Smite
Charisma: -2 (0 with Dog Boys)
ISP: 10/20
Bennies: 4
Adventure Card:
  • Extra Effort (Play to add +1d6 to any trait roll. This roll may Ace.).
  • Get A Clue: Play this card for a clue from the Game Master for some advice or a hint on how to resolve a current predicament or problem.

Wounds:

Currently playing in: 3rd Set The Losers


Mon Apr 16, 2018 9:34 pm
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Joined: Fri Dec 09, 2016 2:09 pm
Posts: 418
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Notice 3, looking for the Coalition force to ensure we are safe
Kidemónas Notice Roll: 1d6 = 2 (2)
Notice Wild Die: 1d6 = 3 (3)
no benny for EE


His adrenaline still pumping and flowing through his body Kidemónas was pissed and angry in a way he did not understand. That little witch thing took over his mind easily and he was completely unable to resist. Then his friends had to save him from the other dragon, when he was the strongest dragon. He was the one who was supposed to save them. Everything from beginning to end even his wounds being so bad he needed healed was enough that the more Kidemónas thought the madder he became. Storming around walking in circles and pacing the others kept looking at him.
Kidemónas did not understand the emotion going through him, but he knew he hated this feeling. Looking and realizing they all likely thought he was not the strongest dragon Kidemónas could not handle it any more. "I have to look for other dangers." He said his voice shaky as he flew away, looking for the Coalition or other mosnters or anything but pitty in the eyes of his friends.

Explanation
Kidemónas is very embarrassed, but as a he is in preadolescence he does not understand the emotion and has not yet developed the tools for dealing with it.

Condition
Current Status
PPE: 20/20
ISP: 10/10

Wounds: 0/3 (healed by Sulu
Fatigue: 0/2

Bennies: 0
ACTIVE EFFECTS
    None

_________________
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Active effects: Fighting boosted to d12+1; Adventure Card adds +1 to all Combat Traits
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 37(16) / 13(4) in humanoid form
Notable Edges: Danger Sense, Strong Will
Skills: Fighting d6, Knowledge (Arcane) d6, Magic d6, Notice d4, Psionics d6, Tracking d4, Shooting d4, and Stealth d4.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+6 to a 2" by 4" area), Claws/Bit (d12+3d6+6 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Action Cards: In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
Bennies & Resources Spent
.

GM Quick Reference


Wed Apr 18, 2018 1:28 pm
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Joined: Tue Feb 28, 2017 8:39 pm
Posts: 117
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Penny was wary around the dragon, but it had broken off combat - and a quick check with the other members of the team let her know that it was a misunderstanding.

"Heracles, can you do me a favor and make sure our witchling friend doesn't return or we don't have any unwelcome guests? And Kidemonas might want someone to talk to, as well. He looks pretty upset. If you're not up for it, let me know and we can send someone else." Penny wondered internally if setting the MOM enhancile out to pep talk Kidemonas was a bad idea waiting to turn into a worse one, but the two of them seemed to get along okay - and they needed a second pair of eyes out there regardless.

Their bases covered, Penny started to talk to the dragon, being careful with how much to reveal. She decided to let the dragon know who they were and that they were racing the Coalition for something, but not to divulge just what it was. "I'm Penny, and these are my cohorts - " She introduced each in turn. "We're from the Tomorrow Legion, and we've been sent on a quest. We're in a race against time against the Coalition, and we're trying to beat them to something that's priceless and very important."

OOC Comments
Notice: 1d8 = 7 (7)
Wild Die: 1d6 = 2 (2)

Persuasion: 1d6 = 3 (3)
Wild Die: 1d6 = 6 (6)
Ace Wild Die: 1d6 = 6 (6)
Ace Ace Wild Die: 1d6 = 2 (2)

_________________
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles


Thu Apr 19, 2018 6:57 pm
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Joined: Sun Jul 23, 2017 3:01 am
Posts: 106
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Exalted Darksight and Exalted Detect Arcana active; K-common= 9 Notice= 5
Common Knowledge: 1d10 = 1 (1)
WILD dye: 1d6 = 6 (6)
-ACE: 1d6 = 3 (3)

Notice: 1d6 = 5 (5)
WILD dye: 1d6 = 5 (5)


As he enters Nyxil's cave, Langdon methodically scans every nook and cranny with his armor's active shadowsight spell as he also casts truesight on top of that.
Spellcasting= 4
Spellcasting: 1d10+2 = 4 (2)
WILD dye: 1d6 = 1 (1)


Kidemónas wrote:
"I have to look for other dangers."


Langdon steps aside to let Kidemónas pass as the young dragon exits the cave. "If you see anything, call us immediately." He then gives Kid a smile and jokes in a friendly manner, "No more heroics, ok?"

Penny wrote:
"We're from the Tomorrow Legion, and we've been sent on a quest. We're in a race against time against the Coalition, and we're trying to beat them to something that's priceless and very important."


While Penny talks to the dragon, Langdon's eyes are inexorably drawn to the book on the boulder. Could it be...?

K-Arcana= 5
Knowledge (Arcana): 1d6 = 2 (2)
WILD dye: 1d6 = 5 (5)


summary
[*]cast exalted detect arcana for 4 PPE and examines the cave/dragon/book (also still has exalted darksight active)

_________________
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 3/3
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 8m00s
TW Combat Armor charge: 8m00s
TW Comm Band 43m00s
Exalted Darksight (raise: +2 to attack rolls): 43m00s
Exalted Detect Arcana: 3/3 rounds

PPE: 10/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.


Fri Apr 20, 2018 12:08 am
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