View unanswered posts | View active topics It is currently Mon Apr 23, 2018 4:13 pm



Reply to topic  [ 12 posts ] 
 Jungle Fever: Heart of Darkness 
Author Message
Online
Bronze Patron
Bronze Patron
User avatar

Joined: Thu May 11, 2017 7:09 am
Posts: 1046
Reply with quote
The Jokers make their way, following Growler and Echo as they eke out the scents marking the way.Fox's sensors have given him a rough idea of the tunnel layout here, which he transmits to the SET member's armor, letting them know their positions. Similarly, he manages to isolate the moving figures of the enemy swarming about the heart of the hive. A few seem to be exceptional specimens, slightly larger than the others. And of course, one, deep within the caverns, is MUCH larger than her brood.

Just as they enter the last set of chambers, Calyx has a less than flattering incident, sprawling prone into a side-chamber as he fries the bugs that had gotten on top of him. Still, he is mostly intact, if a bit battered. A pair of Xiticix are at the entrance of the chamber opposite him, but they are not close enough to get to him before he can deal with his situation.

The tunnels here are coated with a slick, uneven resin that makes movement difficult; the insectoids, sadly, seem to have no difficulty moving at full speed as they close in. In addition, flight is not really an option in the winding, tight tunnels, though it might be possible for fliers to skip across the larger chambers.

Attachment:
BugQueenIRound1.png
BugQueenIRound1.png [ 1.2 MiB | Viewed 99 times ]


OOC Comments
Bugs on the map with little letter/number codes next to them are Wild Cards. Other bugs are Extras.

The Queen used her best Tactician card to bump the rank-and-file bugs high up on initiative. In theory, Fox could do the same with Zakk/Chok'lat or Herra to boost them above the Queen and the Wild Card Xits, but it's up to you if it's worth it, or if you'd rather save it for later. (Note that Zakk is already ahead of the WCZs.)

As noted, the tunnels count as difficult terrain for non-Xiticix; their claws seem able to catch the resin in such a way as to be able to gain purchase. For everyone else, it's 2" of movement per 1" of space.

Once Fox decides whether or not to burn the Tactician card(s), he gets to kick things off. Then the swarm, then the bulk of the SET. BEGIN!

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





Thu Apr 12, 2018 9:42 pm
Profile
Silver Patron
Silver Patron
User avatar

Joined: Wed Nov 08, 2017 5:53 am
Posts: 80
Reply with quote
Fox decides that his Tactical advantage can wait for a bit as he needs more information in regards to conditions and the bugs underground fighting styles and tactics.

"Jokers, due to my position, I will continue to bring up the rear. And cover our six."

"I am recommending that we move to chamber J14. With Growler's Intel, the Queen is due south of us. We can take it slow on the approach and possibly congest the other tunnels with Xicitix to prevent others from rushing our flanks."

"How do you copy over?"

Reminder
Check on the effects of Jet Exhuast on the Resin.

_________________
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
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 Apr 13, 2018 7:47 am
Profile
Online
Bronze Patron
Bronze Patron
User avatar

Joined: Thu May 11, 2017 7:09 am
Posts: 1046
Reply with quote
Bug Stats
These are for the Extras:

Parry 7; Toughness 13 (6); First Strike

Note that the First Strike means that if you approach them, they get a swing at you. If you want to speed things along, if you're the first person to approach a particular bug, then do the following in your rolls section:

Roll 1d10 for their Fighting vs. your own Parry. If they hit, they do 1d12+1d8+1 Mega_Damage. Note that if that Shakes you, then your action is interrupted if you don't Soak to Unshaken.

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





Sun Apr 15, 2018 12:27 pm
Profile
Bronze Patron
Bronze Patron
User avatar

Joined: Fri May 26, 2017 8:20 am
Posts: 98
Reply with quote
OOC Comments
Shoot Hellfire at Bug L16:
Shooting: 1d12+2 = 10 (8)
Wild: 1d6+2 = 8 (6)
Damage: 3d10+4 = 15 (2, 1, 8) Raise: 1d6 (6) Raise Ace: 1d6 (6) Raise Ace Ace: 1d6 (2)
Chance to ignite: 1d6 (1)
= 29 Damage Plasma

Then Moving to D13 and trying to sweep with Cestus:
Bug Strikes
Fighting vs Me: 1d10 (7)
Damage: 1d12 (3) + 1d8+1 = 9 (8)
= Miss Parry 8 with Cestus

Fighting vs Me: 1d10 (10) Ace: 1d10 (5)
Damage: 1d12 (12) + 1d8+1 = 5 (4) Ace: 1d12 (1) Raise: 1d6 (3)

Spend Benny to not be shaken

Sweep:
Fighting: 1d8 (7)
Wild: 1d6 (6)
Damage: 3d8 (4, 7, 4)
=15 Damage Ap 2

Hammer no shells to finish off bug if needed:
Fighting: 1d8 (6)
Wild: 1d6 (4)
Damage: 1d8 (7) + 1d10 (3)
= Miss


SnackHappy lets out a guttural roar at hearing the howl from Growler. He shoots the bug in front of them melting it like so many more have been by his hellfire. Upon noticing the bugs attempting to flank from the hallway to the side he charges over to them narrowly escaping ones grasp he sweeps with his tail cestus cutting into each of them. Finishing them off he looks back to the group ready to continue further down the rabbit hole after the queen.

_________________
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


Mon Apr 16, 2018 11:09 am
Profile
Online
Bronze Patron
Bronze Patron
User avatar

Joined: Thu May 11, 2017 7:09 am
Posts: 1046
Reply with quote
As Growler's howl of rage immobilizes the rank-and-file Xiticix, SnackHappy's flurry of blows and laser-fire kills three of the Xiticix where they stand, clearing the bugs who'd clearly been in position to flank the group's procession.

OOC Comments
L16, D13 and E14 are now clear

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





Mon Apr 16, 2018 11:30 am
Profile
Bronze Patron
Bronze Patron
User avatar

Joined: Thu Sep 07, 2017 7:43 am
Posts: 49
Reply with quote
Calyx kicked the remnants of the bugs off of him, and tried to calm down. The electricity stopped coursing around him slowly. He knew it didn't protect him as much now that he had started wearing actual armor - it had mainly been a reflexive move, and a way to try and do damage to the bugs attacking him.

It had cost him, though. He was winded and lying on the ground. So first things first, he picked himself up off the ground. He knew that the fighting would get in close at some point with these things, so he cranked the juice back on. Lightning began to course over his body once more, arcing and dancing across his armor.

"Y'know, people used t'have these things back in the day, almost like a lantern you hung up an' shed a bit o'like blue light. Thing would attract bugs to it an' then zap 'em with electricity t'kill 'em. Bug zappers." He shrugged and smiled. "The irony ain't lost on me."

He stood his ground, blocking the tunnel he was in from more bugs coming up behind his allies. He concentrated and focused his dwindling psionic energies into making himself more focused, more able to use his psionic powers. He would try and fire off lightning as much as he could, and fight hand-to-hand when he had to. The vibro-vambraces on his forearms hummed. He got ready to step back once the people behind him moved out of the way.


OOC Comments
Currently: Fatigue (-1 to all Trait tests).
Stand up from prone.
Activate Electrical Aura.
Activate Boost Fighting (4 ISP to add +2 to the roll, so -1 to the total): Psionics die 1d8 (7), Wild die 1d6 (5).

_________________
Calyx Calder
Character Summary
Human Zapper
Active effects: Boost Fighting d10. +2 Pace. Parry 8.
Wounds:: Fatigue (-1 to all Trait tests).
Parry: 6 (7 w/ vambraces; 8 w/ Boost); Toughness: 14(7)
Weapon in hand: Vibro-Blade Vambraces
Edges: AB Psionics, Danger Sense, Luck, Major Psionics, Quick, Rapid Recharge, Rich
Powers: Armor, Boost/Lower Trait, Deflection, Telekinesis
Charisma: 0
ISP: 4/30
Bennies: 4
Adventure Card: Mechanical Malfunction (A device malfunctions in some way - guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.)

Currently playing in: 7th Set Joker's Jokers


Mon Apr 16, 2018 9:01 pm
Profile
Silver Patron
Silver Patron
User avatar

Joined: Fri Jun 09, 2017 11:25 pm
Posts: 185
Location: Castle Refuge
Reply with quote
Zakkael's actions
Edit: forgot to roll Smarts vs. monologuer and fatigue
1d8-3 = 5 (8)

WD Smarts
1d6-3 = -1 (2)

Casting Greater Deflection on self, then moving into combat with G-5 (utilizing Reach 1 if possible); +1 for staff, -1 for fatigue, net zero (also net failure)
1d8 (3)

WD GD
1d6 (2)

G5 bug's First Strike on Zakkael, if warranted (miss)
1d10 (8)

Attacking with Staff on G5 - miss
1d6 (5)

WD Fighting
1d6 (3)

Zakkael calls on the Shield of Faith to guard him against the darts of the enemy. Despite the failure to activate, the Xiticix's strike at Zakkael flies wide...just barely. Zakkael responds with a strong thrust of the Staff of Justice, but that blow, too, fails to find its mark. "A pox upon you. The Light shall deliver you into my hand!"

Chok'lat's action
Shooting at G4 - miss
1d6+2 = 3 (1)

Innocent Bystander - per hangout chat, evens = G5
1d4 (4)

Damage on Bystander - G5
3d6+2 = 15 (3, 4, 6)

Ace with prior
1d6+15 = 21 (6)

2nd Ace with Prior
1d6+21 = 24 (3)

Chok'lat, unfortunately, experiences much of the same success, his shot flying well wide of his intended target. "You stay still, Chok'lat shoot you!" The shot flies wide enough to strike the bug that Zakkael had engaged. The blast punches into something terribly vital in the bug's thorax, and it falls quite dead. "See? Chok'lat good at killing!"

Zakkael watches as the bug he's engaged is drilled squarely by Chok'lat. "Good shooting, Chok'lat!" He turns his focus towards the next bug and prepares to clash.

_________________
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 1 (-1 EE fighting, -1 Soak)
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 Tue Apr 17, 2018 4:36 pm, edited 5 times in total.



Mon Apr 16, 2018 11:05 pm
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Fri Aug 18, 2017 7:42 am
Posts: 63
Reply with quote
Time to show Packleader SnackHappy what I can really do...

Quickness - Success
Turn 1
    Psionics: 1d8 (5)
    Wild: 1d6 (5)
    Result: 5 - Success. 2 Turns per Round, +2 Pace (12), +1 Agility Die (d12). 5 ISP.
Growler closes his eyes for a second, then moves in a blur (to J16). Bringing up his bow, he takes a bead on one of the Huntsbugs (J9), which unfortunately notices him.

Shooting
Shooting at -1 (+1 due Bow, -2 Due Darkness), Called Shot to Arm (-2, but penalty negated due HJ Result)
    Shooting: 1d12-1 = 6 (7)
    Wild: 1d6-1 = 2 (3)
    Result: 7 - Success.
      Damage: 2d10 (7, 9) = 16 AP4 - 2 Wounds, hit to one of its Rifle arms.


The Huntsbug takes the arrow to one of its arms using its rifle, then Growler makes his way back a more defensible location (H16).

Not too bad, but I am sure I would have been able to drop it if it hadn't noticed me move up.

_________________
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 [10] (d10) ; Parry: 8; Toughness: 19 (8)
ISP: 5 / 10

Active Powers:
Quickness (With Jazz)

Bennies: 2/3
  • -1 Due Extra Effort on Round 2 Tracking Barbarians vs. Bugs

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

ucp.php?i=profile&mode=signature


Last edited by Growler on Tue Apr 17, 2018 11:29 am, edited 6 times in total.



Tue Apr 17, 2018 11:09 am
Profile
Online
Bronze Patron
Bronze Patron
User avatar

Joined: Thu May 11, 2017 7:09 am
Posts: 1046
Reply with quote
OOC Comments
Xiticix Huntsbug

Notice 1d10+6 = 8 (2)
Wild Notice 1d6+6 = 11 (5)

No Drop for Growler, unfortunately, but he still gets his normal attack on the bug.

Soak (spending one GMPC Benny, Elan):
Vigor 1d8+2 = 7 (5)
Wild Vigor 1d6+2 = 7 (5)

Soak one of the two wounds: Huntsbug has 1 wound and is down 1 benny.

Queen:
Psi Effect 1: 1d12+1 = 13 (12)
Wild Psi: 1d6+1 = 4 (3)
ACE Running Total 1d12+13 = 17 (4)
Psi 1 = Raise


As Growler comes around the corner, the large bug in the center of the room's antennae twitch, and it turns to face his attack. Awareness, however, is not enough to spare it completely; the mystic bowshot strikes the creature's arm holding the rifle, causing it to fall limp. It cliticicixes in seeming rage.

Meanwhile, Zakkael and Chok'lat engage the bugs on the SET's rear flank--and Chok'lat proves once again that he is, in fact, good at killing. Combined with SnackHappy's burst of violence, 4 of the bugs are now completely dead, while one of their leadership caste is injured and somewhat hobbled by a bad arm.

Meanwhile, deep in the cavern, the Queen prepares....

OOC Comments
Echo up next, then the Wild Cards.

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





Tue Apr 17, 2018 11:09 am
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Tue May 23, 2017 7:43 pm
Posts: 129
Reply with quote
Notice 5, ignores all concealment
Echo Notice Roll: 1d12+1 = 3 (2)
Notice Wild Die: 1d6+1 = 5 (4)

Echo notices the huge crowd of xiticix and thinks this cannot possibly be good. Releasing her focus on Splinter she instead summons all of the power she cans and causes a wave of incapacitating cold to form in the middle of the batch she sees ahead of her.
Then turning on the other bugs closer to her she unleashes a volley of blasts from her Dragonfire rifle. Trying to kill the freakish looking bug. Then having released what she can she runs back and enters the opening they had just passed where the two bugs where hiding.

Energy Control 11 to hit, 14 damage to those in MBT and updated map
Spirit 1d10+2 = 7 (5)
Spirit Wild 1d6+2 = 8 (6) Ace 1d6+8 = 11 (3)

Damage 2d6 (3, 1) potential Raise Damage 1d6 (5)
    Benny to Reroll Damage
    Damage 2d6 (4, 5) potential Raise Damage 1d6 (4)
Attachment:
BugQueenIRound1.png
BugQueenIRound1.png [ 1.59 MiB | Viewed 30 times ]
Dragonfre laser Rifle, 7 to hit for 24 AP 4, 5 to hit for 11 AP 4, and 6 to hit for 15 AP 4
Shooting 1d6+2 = 7 (5)
Shooting 1d6+2 = 5 (3)
Shooting 1d6+2 = 5 (3)
Wild 1d6+2 = 6 (4)

Hit 1 Damage 3d6+5 = 22 (6, 6, 5) Ace 2d6+17 = 24 (4, 3) AP4
Hit 2 Damage 3d6+5 = 16 (5, 2, 4) AP4
Hit 3 Damage 3d6+5 = 20 (5, 5, 5) AP4
.
Current Status
Current Status
Wounds: 0/3
Fatigue: 0/2

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.
Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


Bennies: 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


Wed Apr 18, 2018 1:44 pm
Profile
Online
Bronze Patron
Bronze Patron
User avatar

Joined: Thu May 11, 2017 7:09 am
Posts: 1046
Reply with quote
OOC Comments
Huntsbug (3 good arms):
Switches grips--puts away one sword, swaps so able to hold rifle again.
Moves to H6 and fires rifle at Zakkael, then closes and wild attacks with Sword.
-2 MAP because of switching grips. -1 from Wounds.
Shooting 1d12 (2)
Wild Shooting 1d6 (6)
-2 due to Shield
Ace Running total includes Shield 1d6+4 = 8 (4)
Raise, Damage: 4d6 (1, 4, 6, 4)
Ace Damage running total: 1d6+15 = 17 (2) Bounces due to Shield

Wild Attack Fighting 1d12 (3)
Wild Fighting 1d6 (6)
Ace Running Total 1d6+6 = 12 (6)
Ace running Total 1d6+12 = 15 (3)
Raise, Damage: 1d10 (10) + 2d6 (4, 4)
Ace Damage Running Total: 1d10+18 = 20 (2)
Zakkael: 2 Wounds

Warrior 1 (2 Resin guns, 1 spear drawn) Moves to M13, Shoots twice with Resin Spike guns at Growler
Shooting Left 1d12+1 = 2 (1)
Wild Shooting 1d6+1 = 7 (6)
Ace Running Total 1d6+7 = 10 (3)
Raise, Damage: 3d6+1 = 13 (5, 4, 3) AP3
Resist Lower Vigor (Growler Roll Spirit): 11+ no effect, 7-10 -2 Die-type Vigor, 6 or less -4 Die-type Vigor
No Damage

Shooting Right 1d12+1 = 9 (8)
Wild Shooting 1d6+1 = 5 (4)
Raise, Damage: 3d6+1 = 11 (5, 2, 3) AP 3
Resist Lower Fighting (Growler roll Spirit): 10+ no effect, 6-9 -2 Die-type Fighting, 5 or less -4 Die-types Fighting
No Damage

Warrior 2 (2 Resin guns, 2 swords drawn) Moves to K15, shoots twice at Growler
Shooting Left 1d12+1 = 9 (8)
Wild Shooting 1d6+1 = 2 (1)
Raise, Damage: 3d6+1 = 12 (6, 2, 3)
Ace Damage Running Total 1d6+12 = 17 (5) AP 3
Resist Lower Vigor (Growler Roll Spirit): 10+ no effect, 6-9 -2 Die-type Vigor, 5 or less -4 Die-type Vigor
Shake

Shooting Right 1d12+1 = 13 (12)
Wild Shooting 1d6+1 = 6 (5)
Ace Running Total 1d12+13 = 20 (7)
Raise, Damage: 3d6+1 = 10 (4, 1, 4) AP 3
Resist Lower Fighting (Growler roll Spirit): 21+ no effect, 17-20 -2 Die-type Fighting, 16 or less -4 Die-types Fighting
No Damage

SuperWarrior (2 resin guns, spear, 2 swords, yes he has six arms and can use them all):
Moves to O13, uses Defend Maneuver (+2 Parry until next action)

PsiBug (P):
Uses Greater Smite (w/3 extra targets) to activate 4 Psi-Blades, Spending 4 ISP for +2 to roll, -2 for MAP
Psionics 1d10 (8)
Wild Psionics 1d6 (5)
Raise: +8 MD with Psi-blades
Activates Greater Armor (Jazz Trapping), spending 4 for +2 on roll, -2 for MAP
Psionics 1d10 (10)
Wild Psionics 1d6 (2)
Ace 1d10+10 = 18 (8)
Raise: +10 MDC Armor, +1 Agility Die-type
17 ISP spent
Moves to I15 (does not attack, as it did not know Growler was there until after declaring other actions)


The Queen's Guard moves forward, striking at the invaders for all they are worth. The one Growler shot in the arm--the only Hunter-caste Xiticix in the chambers at the moment, similar in appearance to the one who had led the prisoner-taking crew--changes up his weapons, so as to hold both the rifle and a single sword, then moves to try to come at the group from the back; upon encountering Zakkael, it first shoots--striking the Shield and bouncing off harmlessly--before closing and swinging with the hooked sword in the remaining good hand; this blow lands solidly and painfully.

Meanwhile, in the central chamber, two Warrior Caste Xiticix move into the room and shoot at Growler, twice each. The shots are, for the most part, harmless in terms of raw damage, but he can feel them trying to leach his physical and fighting prowess, attempting to render him considerably more vulnerable.

And this would be a bad time to be vulnerable, for yet another bug moves forward, this one wielding a set of 4 blades of pure heat, invisible to the naked eye, but showing up on thermal vision quite brightly. It lands directly in front of Growler, preparing to engage in close-quarters combat.

Finally, one last Xiticix, larger than all the other 'exceptional specimens', even, steps forward; 2 guns, 2 swords and a spear held in its six hands, the Super-Warrior adopts a defensive posture, as if daring anyone to try to get past it to reach the Queen.

Attachment:
BugQueenIRound1Queen.png
BugQueenIRound1Queen.png [ 1.19 MiB | Viewed 21 times ]


Wild Card Bug Stats
Huntsbug (H): Parry 9 (7 due to Wild Attack); Toughness 10 (4)
H: 1 Wound

Warriorbugs (W1 & W2): Parry 7; Toughness 13 (6)
W1: 0 Wounds
W2: 0 Wounds
Both Warriors have Imp. First Strike & Florentine (attack anyone who steps adjacent to them with a free strike)
Player should roll for Free Strikes as part of their post: Fighting 1d10 (+1 if target has only 1 weapon and no shield) Wild Die 1d6 (+1, same); On hit, swords do 1d12 + 1d8 +2 MD, AP 1

SuperWarrior (SW): Parry 12 (14 due to Defend), Improved Counterattack (w/Spear), Imp. First Strike (w/Sword)
SW: 0 Wounds
Anyone who moves next to him faces a Free Strike with his sword (player rolls as part of post): Fighting 1d12+2, Wild Die 1d6 +2, Damage 1d12 + 1d8 + 2, AP 1 MD
Any adjacent character who attacks him in melee and misses gets a Counterattack with the Spear (Player rolls): Fighting 1d12, Wild Die 1d6, Damage 1d12 + 1d6, AP 2 MD

PsiBug (P): Parry 7; Toughness 13 (6) (23 (16) With Armor Power active)
P: 0 Wounds
ISP spent: 18/35

Herra and Fox are now up.

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





Thu Apr 19, 2018 9:10 pm
Profile
Silver Patron
Silver Patron
User avatar

Joined: Fri Jun 09, 2017 11:25 pm
Posts: 185
Location: Castle Refuge
Reply with quote
Soak - 1 wound
Benny Vigor to soak 2 wounds with Elan less 1 fatigue
1d6+1 = 5 (4)

WD Vigor
1d6+1 = 3 (2)

Zakkael twists away from the blow, but is still struck viciously. "Vengeance belongs to the Light. Every blow you land shall be returned to you tenfold!"

_________________
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 1 (-1 EE fighting, -1 Soak)
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


Sun Apr 22, 2018 8:46 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 12 posts ] 

Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group Color scheme created with Colorize It.
Designed by ST Software.