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 Jungle Fever Side Quest: Starve the Children! 
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Spurred to action by the Edienos report and Herra's chilling addendum, Fox gives the remaining Moon-Hunters and Longtooth their orders, sending them to harry the flank of the bug-swarm furthest away from the captives, so as to draw off as many of the creatures as possible.

Then the party moves swiftly as possible through the terrain. There are a few relatively inconsequential exchanges of gunfire--knowing you have a heavy battle ahead, you stick to the vehicular lasers for this run, so as to conserve ammo.

Coming around a bend, you see them--three huge carts, each stacked with scores of unconscious captives, being dragged through the jungle by nonets of Xiticix, occasionally taking flight just to help ease the carts over the uneven terrain. Each insect in the dragging groups has two hands pulling the ropes, and the other pair of hands holding a rifle. The six trios providing air-coverage for this grim convoy carry both a rifle and a pair of hooked swords.

Fox's overwatch capabilities come into play, here, and he's able to direct both Kutter and Snackhappy into advantageous positions to strike swiftly.


OOC Comments
Important intel:

SnackHappy Ranges to the nonets are 29 (purple), 34 (black), 37 (green)
Fox's Ranges are 23 (purple), 27 (black), 38 (green)
Kutter's Ranges are 30 (purple), 26 (black), 28 (green)

Of course, movement before shooting could lower these a bit.

Stats:
Xiticix have Parry 6, Toughness 10 (4)

The pre-X group consists of SnackHappy, Fox, Zakkael, and Kutter. I'll roll for Kutter's missles after the other area attacks have gone off--he'll go for any group that is still surviving. Zakk, don't forget to roll for the Brodkil using his laser-rifle through the porthole; Blue X1 is at 27" and Blue X4 is at 24".

Since Snack got the Joker from Fox, everyone gets a Benny, and Snack does +2 to hit AND +2 damage, remember.

As noted in Hangouts, right now a well-placed SBT can take out 4 bugs; MBT can take out 9. If any of you has an LBT, in theory it could be placed to hit the entire black group, PLUS the frontmost red trio (it would need to be set on the upper corner between black X8 and X9), though I'd rule both the Red and Black X1s are on the very edge of the blast, so might receive bonuses to their evasion rolls.

Final ruling note--I'm going to say that Xiticix who are hauling the carts cannot effectively dodge until they've released the ropes, so they cannot roll Agility to evade missile fire.

After those four have all posted, I'll do the Xiticix response, including [DELETED FOR SECURITY REASONS] and then we can move on to the


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_________________
GM Bennies (7th SET, Joker's Jokers): 6/7
GMC Bennies: NONE



Mon Mar 12, 2018 9:22 pm
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Fox calls over the radio, "I am marking the fronts of the carts."

"Snack and Kutter. Targets will be marked."

"Kutter we will need Sally in as close you can get her to those carts."

"Zakkeal, Growler, Echo, and Calyx. Keep the path clear as Kutter will need to bring his ride in close for us to hook up the carts."

Northeast Cart
    Shooting - Frag 7, success - Damage 15, AP 2
  • Shooting 1d10 (5) (+2 )
  • Wild 1d6 (2)
  • Damage 3d6 (5, 5, 4) (+1) AP 2


West Cart
    Shooting - Frag 17, success, 3 raises - Damage 28, AP 2
  • Shooting 1d10 (7) (+2 )
  • Wild 1d6 (6)
  • Aced Wild 1d6 (6)
  • Aced Aced 1d6 (3)
  • Damage 3d6 (4, 4, 4) (+1) AP 2
  • Bonus Damage 1d6 (6)
  • Aced Bonus 1d6 (6)
  • Aced Aced 1d6 (3)


Southeast Cart
    Shooting - Frag 20, success, 4 raises - Damage 26, AP 2
  • Shooting 1d10 (10) (+2 )
  • Aced Shooting 1d10 (8)
  • Wild 1d6 (3)
  • Damage 3d6 (3, 6, 5) (+1) AP 2
  • Aced Frag Damage 1d6 (1)
  • Bonus Damage 1d6 (6)
  • Aced Bonus 1d6 (5)

_________________
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Seasoned Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 1/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
    Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
    SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.

Bennies: 3/4

    Adventure Cards:
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (18) - Karma Thief - Take a benny from any other Wild Card (this may include other player characters).

| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |


SAMAS
    SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **

    Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision


Tue Mar 13, 2018 8:54 pm
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OOC Comments
Each Railgun will go into a separate group of bugs. Each shot designated for its own bug. Shooting at the far ones.

Right Arm 1st Railgun
Bonus: Joker, Rock and Roll, Twin linked
Penalty: -2 MAP

1st Shot: 1d12+1 = 3 (2)
1st Damage: 3d10+8 = 25 (2, 9, 6)
Raise(From wild die) Damage: 1d6 (6)
Additional Damage Ace: 1d6 (2)

2nd Shot: 1d12+1 = 7 (6)
2nd Damage: 3d10+8 = 22 (3, 9, 2)

3rd Shot: 1d12+1 = 9 (8)
3rd Damage: 3d10+8 = 22 (2, 8, 4)
3rd Shot Raise Damage: 1d6 (2)

Wild Die: 1d6+1 = 7 (6)
Ace: 1d6 (1)

Right Arm 2nd Railgun
Bonus: Joker, Rock and Roll, Twin linked
Penalty: -2 MAP
1st Shot: 1d12+1 = 8 (7)
1st Damage: 3d10+8 = 19 (1, 4, 6)
1st Shot Raise Damage: 1d6 (5)

2nd Shot: 1d12+1 = 10 (9)
2nd Damage: 3d10+8 = 20 (5, 1, 6)
2nd Shot Raise Damage: 1d6 (3)

3rd Shot: 1d12+1 = 7 (6)
3rd Damage: 3d10+8 = 20 (2, 7, 3)

Wild Die: 1d6+1 = 3 (2)

Chest Railgun
Bonus: Joker, Rock and Roll
Penalty: -2 MAP
1st Shot: 1d12 (5)
1st Damage: 3d10+8 = 20 (3, 1, 8)

2nd Shot: 1d12 (5)
2nd Damage: 3d10+8 = 25 (7, 9, 1)

3rd Shot: 1d12 (12)
3rd Damage: 3d10+8 = 28 (4, 6, 10)
3rd Shot Raise Damage: 1d6 (4)
3rd Shot Damage Ace: 1d10 (7)

Wild Die: 1d6+1 = 5 (4)

Damages
Right Arm 1st Railgun Totals:
8 to hit 33 Damage AP14,
7 to hit 22 Damage AP14,
9 to hit 24 Damage AP14

Right Arm 2nd Railgun Totals:
8 to hit 24 Damage AP14,
10 to hit 23 Damage AP14,
7 to hit 20 Damage AP14

Chest Railgun Totals:
5 to hit 20 Damage AP14,
5 to hit 25 Damage AP14,
12+ to hit 39 Damage AP14

SnackHappy smiles obviously impressed with Fox's display of firepower and him as an addition to the team. As he steps up he shouts out "They sure don't like missiles! Let's see how these bugs swallow railgun fire!" Then he fires into the furthest three groups trusting in his team's close quarters capability and knowing the bugs didn't know who they were messing with.

_________________
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver
Skills: Notice d8, Repair d8 +2, Knowledge(Electronics) d6, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium RailGun (chest) | (Range 100/200/400, Damage 3d10+4, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • 2 × Mini-Missile Launchers (chest) | (Range 100/200/400, Damage 5d6, RoF 1, AP 6, 12 Shots, Mega Damage, SBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Ammo:
    59 mini-missiles
    450 railgun rounds
    80 shots for Flamethrower

Credits: 7,790

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Peace, Spill the Beans, Renown
Bennies: 2/3

Currently playing in: 7th Set Joker's Jokers


Wed Mar 14, 2018 5:06 pm
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Fox is tracking the shots from the team as they solve the retrieval issue at hand. Watching Happy's shots, "Nicely placed groupings, there Snack."

Greatful for the quick response of the team, he remembers a question he had had, but forgot to ask. "Anyone have a feasible solution to the stun venom or will we need to just wait the effects out?"

_________________
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Seasoned Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 1/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
    Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
    SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.

Bennies: 3/4

    Adventure Cards:
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (18) - Karma Thief - Take a benny from any other Wild Card (this may include other player characters).

| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |


SAMAS
    SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **

    Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision


Wed Mar 14, 2018 6:37 pm
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Posts: 186
Location: Castle Refuge
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Zakkael
Moving in flight 9" east/northeast to overcome range penalties on furthest southwest triad of bugs
Faith - 4 bolt onslaught - fire & brimstone
X1 - add 5 for EE - hit with raise
1d8+1 = 6 (5)

Fire & Brimstone damage with raise - X1
4d6 (1, 2, 2, 3)

Benny to reroll damage with Elan
4d6+2 = 15 (2, 4, 4, 3)

X2 - add 5 for EE - hit with raise
1d8+1 = 6 (5)

Fire & Brimstone damage with raise - X2
4d6 (5, 1, 1, 2)

X3 - add 5 for EE - hit with raise
1d8+1 = 4 (3)

Fire & Brimstone damage with raise - X3
4d6 (2, 1, 2, 6)

one ace
1d6+11 = 16 (5)

X4
1d8+1 = 3 (2)

Wild Die - replaces X4 - add 5 for EE - hit with raise
1d6+1 = 6 (5)

Fire & Brimstone damage with raise - X4
4d6 (1, 2, 3, 5)

Benny for Extra Effort with Elan
1d6+2 = 5 (3)

Zakkael continues his flight towards the enemy. "Blessed be the Light, my refuge, who trains my hands for war and my fingers for battle. Strike out with wrath and vengeance and show the Light is mighty to save!" As he finishes his prayer, four streaks of fire and brimstone lance out from his outstretched fingers, striking four of the bugs. X1 and X3 are immolated in fire and brimstone. X4 is seared and shaken, but manages to survive the blast. X3 took only a glancing blow and remains unscathed. "You shall not escape justice, vermin! The Light of Heaven shall deliver you into my hands!"

Choklat
Shooting X5
1d6 (3)

Chok'lat has less success even than Zakkael. He jams his rifle out the porthole to fire at X5, but cannot maneuver well. The shot flies wide. He offers some very colorful and choice curses at the bug and the rifle, but cannot reacquire the target in time to take another shot.

_________________
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
    Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
Edit Signature


Last edited by Zakkael on Wed Mar 14, 2018 8:12 pm, edited 1 time in total.



Wed Mar 14, 2018 7:23 pm
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Kutter
Shooting 1d8 (5)
Wild Shooting 1d6 (1)

Damage Blue X5&X6:

AP 6 5d6 (2, 2, 2, 4, 4)



Kutter pulls the APV forward, then fires the missile at the only remaining 'cluster' to be hit. Two more of the insectoids go down. And then there were two.

The bugs, however, are fanatical in the defense of their Hives, and they immediately turn to the attack. Both fire first, then rush to engage in melee--one attacking Zakkael, the other going directly for Fox, Slayer of Many.

OOC Comments
Vs. Zakkael
X2 Shooting 1d10 (6)
Hit: Damage: 3d6 (5, 6, 6)
Aces Running Total: 2d6+17 = 20 (2, 1)
DAMAGE 20 Ranged, no AP = Shaken!
X2 Fighting Wild Attack Left 1d8+2 = 7 (5)
X2 Fighting Wild Attack Right 1d8+2 = 7 (5)
Both Miss, thanks to the Shield.

Vs. Fox
Spirit 1d8 (5)
Wild Spirit 1d6 (1)

Shooting Called Shot 1d12-2 = 5 (7)
Wild Shooting 1d6-2 = 0 (2)
Hit: 3d6+4 = 15 (3, 2, 6)
Ace Running Total: 1d6+15 = 20 (5) MD
Bounces

Fighting Wild Attack Called Shot Right 1d10-3 = 7 (10)
Fighting Imp. Frenzy Wild Called Shot Attack Right 1d10-3 = -2 (1)
Wild Fighting Right 1d6-3 = 1 (4)
Forgot +2 for Matter of Size, so attacks are 9/0/W3
Extra Effort Benny w/Elan: 1d6+2 = 3 (1)
Final Totals: 12/W6 = Raise, then Hit
Damage Raise: 1d10 (8) (Str) + 2d6+4 = 11 (4, 3) (Raise/Called Shot) = 19, AP 1
Damage Frenzy Hit: 1d10 (3) (Str) + 1d6+4 = 8 (4) (Hit/Called Shot) = 11, AP 1

Fighting Wild Attack Called Shot Left 1d12-2 = 6 (8)
Wild Fighting Left 1d6-2 = 2 (4)
Again, forgot MoS: 8/W4
Benny Extra Effort w/Elan: 1d6+2 = 3 (1)
Total: 11 = Raise
Damage Raise: 1d10 (6) (Str) + 2d6+4 = 9 (2, 3) (Raise/Called Shot) = 15, AP 1

ALL BOUNCE

.


The shot at Zakkael is partially deflected by the Shield, causing him only a minor distraction, and the two sword strikes fail to bypass the Shield entirely.

Fox is attacked more furiously--the laser, two strokes with one sword and another with the second. All four attacks strike home, clearly aimed for the head or vital organs--but ultimately, they are unable to pierce the shell of the SAMAS armor, despite the expertise of the attacker.

Final Outcome
Zakkael is Shaken; Fox takes no Damage.

Fox should roll Knowledge: Battle, as he's just had a chance to learn something, beyond the fact that he found the Wild Card Xiticix.

_________________
GM Bennies (7th SET, Joker's Jokers): 6/7
GMC Bennies: NONE





Wed Mar 14, 2018 8:07 pm
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Fox is surprised by the blows that assail him. Not certain how or why SAMAS's sensors didn't warn him of the danger. Fox has no intention of letting SAMAS TAKE any more damage, if he can avoid it.

"Hidden Enemy. Be alert."


Show Yourselves__
    K/Battle - 7
  • K/Battle 1d8 (7)
  • Wild 1d6 (3)
    Investigation - 5
  • Investigation 1d8 (3) (+2)
  • Wild 1d6 (3)
    Notice - 7
  • Notice 1d8 (5) (+2)
  • Wild 1d6 (1)

_________________
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Seasoned Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 1/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
    Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
    SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.

Bennies: 3/4

    Adventure Cards:
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (18) - Karma Thief - Take a benny from any other Wild Card (this may include other player characters).

| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |


SAMAS
    SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **

    Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision


Fri Mar 16, 2018 7:49 am
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Fox realizes two things in assessing the attack he just dealt with: 1: This particular Xitcix is the leader of the hunting band, and thus an exceptional specimen in terms of skill, though not otherwise distinguishable from the rank-and-file to visual inspection--in future conflicts, the party will need to watch for displays of ability, not special markings or other signs of command. 2: The bug's attacks were... lopsided, one distinctly more skilled than the other. Given the normally symmetrical nature of their attacks, this would suggest that the difference lies not in the wielder, but in the weapons themselves--perhaps they've been enhanced, and even enhanced in different ways?

OOC Comments
Short form of Fox's analysis: LOOT!

Silent Death Relevant Stats:
Parry: 8; Toughness: 10 (4)
1 Wound
No Personal Bennies

_________________
GM Bennies (7th SET, Joker's Jokers): 6/7
GMC Bennies: NONE





Fri Mar 16, 2018 8:40 am
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Seeing things going well for the team Echo focuses a sphere of electrical distortion on the bug engaged with Fox, then causes a ball of lightning to explode around the bug above the vehicle.

Bug Engaged w/Fox suffers 7 to hit, -2 to all trait rolls, or -4 on a raise
Echo has selective so the penalties will not affect fox
Spirit 1d10+2 = 3 (1)
Wild Die 1d6+2 = 4 (2)
Benny to Reroll
Spirit 1d10+2 = 4 (2)
Wild Die 1d6+2 = 7 (5)

Success causes the target to be -2 to all trait rolls, raise is -4 to all trait rolls.

Bug Above Vehicles 10 to hit and 16 damage
Spirit 1d10+2 = 10 (8)
Wild Die 1d6+2 = 7 (5)

Success inflicts 2d6 (4, 3) (Not mega Damage)
Raise Damage 1d6 (6)
Raise Ace Damage 1d6 (3)

_________________
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d10+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+4, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.

Resource Tracking


GM Quick Reference


Fri Mar 16, 2018 8:49 am
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Joined: Wed Nov 08, 2017 5:53 am
Posts: 101
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Subconsciously flipping on the general comma, "Enhanced. It has to be enhanced."

"Got a wild card here Jokers. It is somehow enhanced. This one I would like to neutralize and study, before it dies."

Fox does what he can to keep SD in between himself and Sally.

"Kutter you close enough to hook up to those carts? If not, how much further?"

"Happy. Zakkeal. Take overwatch while those in Sally attach the tow cables."

_________________
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Seasoned Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 1/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
    Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
    SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.

Bennies: 3/4

    Adventure Cards:
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (18) - Karma Thief - Take a benny from any other Wild Card (this may include other player characters).

| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |


SAMAS
    SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **

    Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision


Fri Mar 16, 2018 9:12 am
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Notice 9
Notice: 1d8 (2)
Wild: 1d6 (6)
Ace: 1d6+6 = 9 (3)
Result: 9


Shooting Heavy Laser 19AP15
(Possible Unstable Platform due to Moving Vehicle) at the Wild Card Xitcix (-2 Called Shot to the Legs, to slow it down, but the Penalty is Negated for Growler)
Shooting: 1d12 (4)
Wild: 1d6 (6)
Ace: 1d6+6 = 11 (5)
Result: 11 - Hit with Raise (Even with possible -2)
    Damage: 4d10 (7, 3, 1, 7)+ 1d6 (1)(Raise)=19AP15 to the Legs


WIP

_________________
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 [10] (d10) ; Parry: 8; Toughness: 19 (8)
ISP: 1 / 10

Active Powers:
Quickness (With Jazz)

Bennies: 0/3
  • -1 Due Extra Effort on Round 2 Tracking Barbarians vs. Bugs
  • -1 due Extra Effort vs. Lower Vigor
  • -1 due to Extra Effort for Quick Combat after Xiticix Queen killed

OOC Comments
Skills
  • Notice: 1d8 (+2 with Scent; +2 for Traps)
  • Survival: 1d8 (+2 With Woodsman)
  • Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
  • Stealth 1d10 (+2 in Wilderness or Urban)
  • Fighting: 1d12
  • Shooting: 1d12
  • Knowledge (Arcana): 1d4
  • Psionics: 1d8
  • Intimidation: 1d6
  • Taunt: 1d6

Abilities
  • Exceptional Rapid Recharge (1 ISP/5 Minutes)
  • Slow Regeneration (Natural Healing Roll Each Day)
  • +4 vs. Fear, Mind Control, and Magic
  • +2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties

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Fri Mar 16, 2018 11:39 am
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Joined: Thu May 11, 2017 7:09 am
Posts: 1159
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Growler and Echo finish off the last two Xiticix. With the SET's rapid victory, the group is able to quickly hook up the carts and drag them to the relative safety of the barbarian horde's base camp, where the Edienos are able to organize a massive healing chain that gets the unconscious warriors back up and running. With this victory, the spirits of the barbarians are massively uplifted, bolstering the morale of the troops that were considering abandoning the field.

There is, however, precious little time left once this is done before you must deal with the surging forces of the Xiticix, who have decided to address the hostile forces come to raid their new home.

OOC Comments
Back to the main thread. Will try to get the post up tonight so folks can post over the weekend.

_________________
GM Bennies (7th SET, Joker's Jokers): 6/7
GMC Bennies: NONE





Fri Mar 16, 2018 7:44 pm
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