Jungle Fever: Barbarians vs. Bugs

Post Reply
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Jungle Fever: Barbarians vs. Bugs

Post by Freemage »

After a few days of celebration with your respective tribes, it is time to meet up again. Each tribe sends a delegate back with you for a Council of War. By common assent, they all agree that, as a neutral, outside party, it would be best to place command of the combined forces in your group's hands.

Come the dawn, the three armies meet at the arranged places, ready to march upon the tower, already grown, even in the last few days. If you fail here and now, it is likely the Xiticix will become a permanent presence in the Dinosaur Swamp. Each tribe has their own battle-call; the Longtooth tribe gives forth a mighty horn-blast; the Moon-Hunters issue forth an undulating cry; and the Edinos emit a sound that would be amusing, from one, but when they all let forth the same sound at once, it echoes through the valley in an eerie, rolling thunder.

The commotion attracts the attention of the Xiticix scouts furthest from the Tower. The battle is joined.

The Longtooth Tribe, to no one's surprise, is all about brutal force. They rush in headlong, spiked clubs and heavy spears at the ready, meeting the bugs' implacable steadfastness with vicious savagery. Of course, this means they tend to take the brunt of the counter-attack.

The Moon-Hunters are more circumspect, using their knowledge of the terrain to their advantage, and focusing on stealth and sniping attacks. Still, the insects pursue them into the trees and undergrowth, seeking to hunt down their harassers.

The Edinos work together in synchronized miracle-working. Where their army originally stood, suddenly a vast misty shroud covers the valley floor. The bugs seem particularly discombobulated by the obscuring clouds; perhaps there is a scent to them that throws off the chemical-based senses of the swarms. Overhead, clusters of flying insects suddenly find themselves unconscious, and even their shells crack on impact with the Earth. The Xiticix don't ignore the lizardfolk, but they definitely prefer the easier mammalian prey.
OOC Comments
Alright, we're using Mass Battle rules. The goal here is not necessarily to wipe out the Xiticix entirely, though that would be nice. Instead, it's to create a breach into which your group can enter the Hivetower and destroy the Queen. Without her, the remaining drones will simply be annoying predators in a region rife with such; they'll die out on their own, soon enough.

I've tweaked the Mass Battle rules a bit, so here's the breakdown:

Your side starts with a total of 10 tokens--5 for the Longtooth Tribe, 3 for the Moon-Hunters, and 2 for the Edinos.
The Xiticix start with 13 tokens, giving them an initial advantage (had you done the three tribes in sequence, they would've had a total of 20 tokens at the start--so hurray for aggressive diplomacy!).

Modifiers:
Bugs:
Numeric Advantage: +3
Light Air Support (they can all fly, after all): +1
Moon-Hunter Terrain Knowledge: -1
Total: +3
The Queen is a Wild Card with a d10 Knowledge: Battle. She also has an NPC rolling to assist, similar to your characters.

Barbarians:
Light Air Support (the Edinos come with their weird, floating crystal starfish buddies): +1
IF SnackHappy rolls Shooting and uses the Missile Launchers (remember to track ammo), you also gain Light Artillery (in addition to the actual benefits of his roll): +1
Total: +2
I believe Fox is rolling for your side. Others may assist, granting up to a +4 bonus.

You may roll any of the following Skills to assist: Fighting, Shooting, Throwing, Piloting, Arcane Skills. Yes, this is more limited than usual, because with the Xiticix, it's all about putting as much of the swarm down as possible, as fast as possible. Assist rolls are at the same modifier as the Knowledge: Battle roll, with the following additional modifiers/rules:

Commitment
Each assistant must declare their commitment level, before rolling:
Reluctant, Committed, Enthusiastic, Insane. These affect the Resource Expenditures noted in the next list:
  • If you roll Shooting, you need to roll as follows for ammunition spent:
    • Personal Ranged Weapons (non-explosive): 4d6. You're pretty much shooting constantly to keep the bugs off of you.
    • Vehicular Weapons (non-explosive): 3d6. You can put things down a bit easier, so you don't have to burn quite as much ammunition per kill.
    • Explosive Weapons: 2d6. It's easier to conserve ammunition when you're blowing up everything.
  • If you roll Throwing, use 2d6 Grenades. You get to pick which ones.
  • If you roll an Arcane Ability, roll 3d6 to determine the ISP/PPE spent. You then get back 1 hours' worth of Recharge, whatever that is for your character, before the next round. No, there's no Ley Line in the area.
  • If you roll Fighting, it means you're getting up close and personal with some of the nastiest fighters in North America. You take a Wound.
  • If you roll Piloting/Driving, then you're getting in the thick of things, and just running yourself ragged pounding on the swarming bugs. You take a level of Fatigue. If you suffer a Wound for any reason (either Commitment Level or a bad roll), they are applied to your vehicle (I will roll Hit Location).
The expenditure is modified by Commitment Level:
  • Reluctant: For ammo/PPts, reduce to d4s. Pilots suffer no Fatigue, and you get a free Benny to Soak. You also roll at a -2 (so a flat roll for the first round).
  • Committed: This is the standard option.
  • Enthusiastic: Increase Resource rolls to d8s. If you were going to suffer Fatigue or a Wound, then you suffer one of each, and the Wound is outside the Golden Hour. Assist roll is at +2.
  • Insane: Increase Resource rolls to d10s. If you would normally suffer Fatigue or a Wound, then you suffer two of that, and one of the other, and one Auto-Wound is outside the Golden Hour. Assist roll is at +4.

Each Success/Raise on this roll adds 1 to the Knowledge: Battle roll (with a group maximum of +4). You may choose to 'spend' one of these, however, in order to either reduce the ammunition used by 50%, or to eliminate the automatic Wound/Fatigue, depending on which Skill you rolled. You can only reduce ammunition once per roll.

If you got at least a +2 to the aid roll, take a benny and narrate how awesome you are at the thing you do. Keep in mind, no breaching the central tower, but feel free to describe moments of courage, brilliance or combat might.

If you fail the assist roll, take a Wound. If you CritFail, you take 1d3 Wounds.

Then come the Knowledge: Battle rolls, against a Target Number of 4. For every Success/Raise, the enemy loses 1 Token. A CritFail means that your side loses 1 Token, in addition to any losses from the enemy's roll. This is true for both sides, so it's possible to win and still take losses.

Your side loses tokens in a specific order--first the Longtooth lose one, then the Moon-Hunters lose one, then the Edinos lose one, and then back to the Longtooth. This is done this way for each round, so the Longtooth tribe will almost certainly be taking the heaviest losses during the war.

If you also BEAT the Xiticix Queen in the roll, you have temporarily opened a path to the Hive, and can choose to declare that you are entering it. At that point, the Mass Battle is over, and we go to tactical maneuvering through the Hive to face down the Queen. However, I'll warn you now--the more Tokens the Xiticix have at the time you enter the Hive, the greater the opposition you'll face. If there's 10 or more Xiticix Tokens left when you go for the Hive, then there will even be an extra encounter as you have to force your way through the bugs at the edges of the place. So you may want to try to wear them down a bit first, before charging headlong into the depths of the enemy's stronghold.

If you LOSE the round, then Fox will need to roll Spirit to check morale; if he fails, the Tribe with the fewest Tokens remaining will flee the field. Note: The Xiticix are defending a Hive, and will NOT roll for Morale. The Queen can't leave at this point, and the bugs simply will not abandon her.

If you tie the opposed rolls, then there's no after-battle effect, and we just move on to the next round.

So, to be clear, the sequence:
Assistants pick their Skills and roll to assist.
Fox rolls Knowledge: Battle.
I roll for Xiticix assist, then for the Queen.
Narration happens, and either Morale checks or Decision Time happen.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
User avatar
SnackHappy
Bronze Patron
Bronze Patron
Posts: 191
Joined: Fri May 26, 2017 8:20 am

Re: Jungle Fever: Barbarians vs. Bugs

Post by SnackHappy »

OOC Comments
Committed, Light Artillery
Artillery Expenditure: [dice]0[/dice]

Shooting: [dice]1[/dice]
Wild: [dice]2[/dice]
Benny for Extra effort: [dice]3[/dice]
Shooting Total = 9

referenced song:
https://www.youtube.com/watch?v=uHBtpqbOKXk
Hearing the calls of each of the different groups is inspiring. Snack Happy generates his own group call with some more old rock music again played over the loudspeaker. Smiling he speaks to himself and his lost love while rubbing the ring in his pocket. "Once more into the breach love, these bugs will get no quarter from me." Looking up from his thoughts he spies a choke point and opens fire with a small barrage of mini missiles as the bugs are pouring out from holes in the ground. The missiles hit collapsing a couple holes kill what seems a lot of bugs but is clearly only the start of this.
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, 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 Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 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).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers
User avatar
PFC Fox Simmons
Silver Patron
Silver Patron
Posts: 156
Joined: Wed Nov 08, 2017 5:53 am

Re: Jungle Fever: Barbarians vs. Bugs

Post by PFC Fox Simmons »

Virtues of Diplomacy.

Come Together

With each of the Jokers at the heads of their respective delegations, Fox leaves the Longtooth Clan and takes to a higher elevation to assess the scene below.

The Xicitix Spire is impressive. For the short period of estimated time they have been here, the bugs have built their hive and spire. Covering

The bugs are an impressive sight, those on the ground and in the air. He makes his initial assessment of the field below and prepares himself to direct the engagements to come.
Last edited by PFC Fox Simmons on Sun Feb 25, 2018 3:37 pm, edited 1 time in total.
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran 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: 6/8

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: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
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
User avatar
Zakkael
Silver Patron
Silver Patron
Posts: 186
Joined: Fri Jun 09, 2017 11:25 pm
Location: Castle Refuge

Re: Jungle Fever: Barbarians vs. Bugs

Post by Zakkael »

Faith, 3 successes
Faith, Committed, scene bonus, staff bonus
[dice]0[/dice]

Ace Faith with prior
[dice]3[/dice]

WD Faith
[dice]1[/dice]

PPE expenditure: [dice]2[/dice]

Spending one success to reduce PPE by 50% - 5 spent, 3 remaining successes
Zakkael flies at the tip of the Edinos spear, a visage of righteous, golden fury. Blasts and thunders of the elements spew forth from the Staff of Justice, his words ringing loud and clear over the din of battle. "For to the very last, they were delivered into his hands, and lo, he did as the Light commanded. Not even a stone was left on stone. The Angel of Justice has come to put to rights the Xiticix scourge. You are not welcome here! The Light shall drive you like the locusts you are before the tempest, scattering and destroying you to the very last! BEGONE!"

Midway through the battle, a squad of Edinos finds themselves cut off and surrounded by a large force of Xiticix. Their magic helps obscure them, but the approach of the Xiticix is relentless, and only a short span of time stands between them and their doom at the hands of the bugs. Zakkael spies the surrounded allies and swoops in in a pitched dive. At the last moment, he pulls up, and alights in the midst of the edinos. A tongue of fire dances on his head, and he shouts in their language. "Fear not, for the Light is with you, and I am the messenger of Heaven. Stand fast, and have faith! Surely, we are surrounded, beset on all sides. They cannot escape us now!" He laughs, and challenges the Xiticix. "COME! Face the Angel of Justice! By the power of the Light of Heaven, I shall see you all driven into dust!" Reaching out with his faith, he quickens the movements of several of the lead Edinos. So hastened, they lash out and lead a counter-charge that pulverizes their surrounding foes, while streaks of flame and lightning lance out from the Staff of Justice and the hands of the would-be angel, clearing the way back to the main host.

Satisfied that his grounded intervention has saved lives and helped to turn the tide of battle, Zakkael again takes flight, patrolling the battlefield and doing his part to keep the skies clear of insects.
Last edited by Zakkael on Mon Feb 26, 2018 10:45 pm, edited 2 times in total.
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
User avatar
Growler
Diamond Patron
Diamond Patron
Posts: 184
Joined: Fri Aug 18, 2017 7:42 am

Re: Jungle Fever: Barbarians vs. Bugs

Post by Growler »

Shooting 9
Shooting (+2 due Scene, +1 due Bow, Committed)
  • Shooting: [dice]0[/dice]
    Wild: [dice]1[/dice]
    Extra Effort: [dice]2[/dice]
    Result: 9 - Success with Raise.
    • If you got at least a +2 to the aid roll, take a Benny and narrate how awesome you are at the thing you do. Keep in mind, no breaching the central tower, but feel free to describe moments of courage, brilliance or combat might.
Going aginst the Xiticix, Growler kner knew he could best help from a distance, behind the front lines, and taking shots of opportunity at the best targets that presented to him.

"I am going up that tree over there and making a nice sniper's nest. It looks strong enough and has good sight lines. Pack Leader Snackhappy, if you and Sasha could assist me in its preparation, it will go faster.

Once his perch is all prepared, Growler conceals it and hides in it. The Amazon who accompanied him on his tests, having finally been willing to tell him her name of Lothrana, joins him in his perch after connecting it to the network of other perches her tribe has set up. With just a nod to each other, they ready themselves.

Soon enough, the horns sound and the Xiticix make their way. Growler shoots at the insectoid invaders calmly, and carefully. He is one of the first to start shooting, and many fall to his bow before most of the others are even able to engage. Knowing that his bow has been blessed to protect people from the largest of foes, Growler mostly concentrates on their largest of warriors, though he does go after ones that seem to come close to breaking through their lines. Shot after shot, nest after nest, Xiticix after Xiticix, the battle continues, until finally there is a break in the battle.

Time now to assess the damage to both armies.
Last edited by Growler on Wed Feb 28, 2018 9:57 pm, edited 1 time in total.
Growler
Main Character: Tiny Tim
Alternate Characters: Hans Greuber, Berk
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 15 (6)
ISP: 40 / 40
PP: 15 / 15

Active Powers:
None

Bennies: 2/3
Base Amount
-1 due Reroll on Navigation Roll
User avatar
Peta Chante
Bronze Patron
Bronze Patron
Posts: 246
Joined: Fri May 12, 2017 7:13 pm

Re: Jungle Fever: Barbarians vs. Bugs

Post by Peta Chante »

Psionics 8
Psionics [dice]0[/dice]
Wild [dice]1[/dice]
Benny to Extra Effort
[dice]2[/dice]
Elan +2

Resources: [dice]3[/dice]
The initial assault goes well as Herra empowers many of the warriors with the ability to fire true and strike hard. Wave, after wave of insect warriors fall to the ground. Yet, they are relentless it seems every time one falls five take its place. With much courage the Moon Hunters press the fighting, holding their ground with the ferocity of a cornered animal. Staying with the warriors Herra heals as many as she can, managing to keep many of them in the fight long than expected.. Unfortunately, when the great cloud descends on them she can do very little. Nonetheless she does her best to pull warriors from the gaseous poison before they can be carried off by the swarm. Many warriors mourn when they see elders being carried off, something is truly amiss.
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
Edit Signature
User avatar
Echo
Diamond Patron
Diamond Patron
Posts: 218
Joined: Tue May 23, 2017 7:43 pm

Re: Jungle Fever: Barbarians vs. Bugs

Post by Echo »

Spirit 9 = +2
Going "Committed +0" because she has no resource to expend.
Spirit [dice]0[/dice]
Spirit Wild [dice]1[/dice]
As the combined forces move in to engage the xiticix Echo rationalizes she would perform best working as support for Fox and the command center to defend against any insurgents sent in to attack. Taking up a station Echo listens to all that is happening and prepare. Suddenly her mind was alert to changes in the psychic field of the environment.
As the xiticix started emerging from the ground Echo was already prepared. While these xiticix where much more organized than she remembered them being from the past. This queen must realize the goal and be personally paying attention to the battle.
They were unprepared for her alertness to their attacks. Emerging from the ground was not normal to xiticix, but echo did not hesitate. Echo began releasing giant balls of lightning into the crowded area, focusing her mind so they lightning would only skirt around her allies while distracting and electrocuting the xiticix as they entered. A shout came out from someone in the command tent. “Collapse those tunnels!” And Echo saw a couple dozen amazonian women charge in without fear to purge the tunnels out and collapse them from the inside.
Within half a dozen minutes the attack that would have disadvantaged the allied forces so greatly was dealt with.
However Echo knew there would be other attacks, even while waiting however she did not see a major second attack. This had her worried, because they must be planning something.
Notice 10, ignores all concealment, Armor negates -2 in sight penalties
Echo Notice Roll: [dice]2[/dice]
Notice Wild Die: [dice]3[/dice]
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 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.


GM Quick Reference
User avatar
Calyx
Diamond Patron
Diamond Patron
Posts: 112
Joined: Thu Sep 07, 2017 7:43 am

Re: Jungle Fever: Barbarians vs. Bugs

Post by Calyx »

A bit swept up in the awesomeness and bravado of the Longtooth tribe he'd CLEARLY been hanging around with too long now, Calyx ignited his lightning aura and went charging in to the fray alongside the Barbarian Conans and Conanas! As he moved, he also belted out a strange but catchy tune!

"Calyx the Mighty,
roams through the countryside,
he never needs a place to hide!
With Happy as his sidekick,
fighting with Sasha's shtick.
Righting wrongs and singing songs,
Being mighty all day long!
He's Calyx! He's Calyx the Mighty!"


He did alright for himself as he waded in with his vibro-blade vambraces, his razorback cloak fluttering behind him, all lit up with lightning arcs. It was hard work, but the grin on his face didn't falter much even as some of the barbarians he was surrounding himself with didn't make it. In the end, he was smeared with dirt, blood, gore and pride!

Fighting 11, +1 to Fox.
Spending the raise to not take the Wound, but keeping a success to give Fox a +1.

Commitment Level: Enthusiastic.
Total Bonus: +4.
Fighting die [dice]0[/dice], Wild die [dice]1[/dice].
Benny for Extra Effort: [dice]2[/dice].
OOC Comments
Heh. Nerd-props to those who recognize that name-changed song.
Calyx Calder
Character Summary
Human Zapper

Active effects: Deflection (-3 to be hit).
Wounds::

Parry: 6 (7 w/ vambraces); Toughness: 16(9)
Weapon in hand: Vibro-Blade Vambraces or Kolytik

Edges: AB Psionics, Danger Sense, Luck, Major Psionics, Quick, Rapid Recharge, Rich

Powers: Armor, Boost/Lower Trait, Deflection, Telekinesis
ISP: 26/30

Charisma: 0
Bennies: 3

Memento (Two-Face's Decision)
  • Once per Session, can be used to alleviate a level of Fatigue.
Adventure Card:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Lucky Break: Play this card to completely negate the damage from one attack.
Currently playing in: 7th Set Joker's Jokers
User avatar
PFC Fox Simmons
Silver Patron
Silver Patron
Posts: 156
Joined: Wed Nov 08, 2017 5:53 am

Re: Jungle Fever: Barbarians vs. Bugs

Post by PFC Fox Simmons »

With the Jokers having made the first attacks to secure ground and disrupt the Xicitix formations and approaches, Fox assesses the hive, the Xicitix, and the surroundings once more for tactical advatages and weaknesses to exploit.
K/Battle 13
  • K/Battle 13
  • K/Battle [dice]0[/dice] (+6)
  • Wild K/Battle [dice]1[/dice]
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran 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: 6/8

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: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
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
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Jungle Fever: Barbarians vs. Bugs

Post by Freemage »

Oh, good lord...
XH [dice]0[/dice]
WXH [dice]1[/dice]
Well Fuck [dice]2[/dice]
Note in Report.

XQ [dice]3[/dice]
Ace Running Total: [dice]5[/dice]
Wild XQ [dice]4[/dice]
... Ouch.

You did pretty well, taking out 3 Tokens from the Xiticix, leaving them with 12. 20% of their numbers eliminated. Unfortunately....

6 Tokens lost by the good guys. 2 from each tribe, which means that there's now 3 Longtooth, 1 Moon-Hunter and no Edinos left (individuals are still alive, but the tribe's contingent of warriors has been hammered, badly).
The Battle is joined, and is fierce and savage, and appallingly brief.

The barbarian horde is worked into a frenzy, and under the cover of the Legionnaires' assault, they engage the bugs. Initially, things go well. Hundreds of the bugs fall under the combined might of the assembled tribes. However, as they die, more rise to take their place.

Then it happens. The mist-shrouded flank where the Edinos are attacking goes disturbingly silent. A lone Edinos warrior comes running up, badly wounded, reporting to Echo. "A group of their hunters beset us with traps and snares, using these--" Here, he holds up a ball of resin with something sloshing inside it, and then what looks like the stinger of a huge wasp, with a long, hollow tube down it. "--the first to cause us to fall asleep, and the second to make us unable to wake. Only a handful were able to resist. The others... they are being dragged back to the Hive-tower. We managed to wound the leader, but then were forced back. We must rescue them!"

One of the Moon-Hunter Elders contacts Herra telepathically. "Many of the tribe's sisters have also been captured. I have vision-quested for the purpose of it, and it is diabolical; they seek to use those with additional psychic or mystic energies as foodstuffs, to accelerate their larvae growth. With so many victims, they would likely be able to massively replenish their losses, possibly even exceed their original numbers, by dawn tomorrow."

The loss of the Edinos, and of nearly a third of the Moon-Hunters, puts the remaining human barbarians back on their haunches; the remaining forces have lost many troops.
OOC Comments
So, yeah, that happened. In a couple days (Friday night) I'll have a map and set-up for tactical combat for the rescue. In the meantime, feel free to do a post describing your reactions to the horrific news. Everyone who posts before the start of combat gets a benny.

Note: I'm holding off on the Morale roll until AFTER this is resolved, since the penalty for losses will be determined by whether you free the captives or they become Xiticix Gerber's Formula.

Examination of the objects brought back (the Edinos practically shoves the 'dead things' into the hands of the first Legionnaire to have hands available for shoving) can be examined. In the interests of moving things along, I'll give you the following data>

1: A resin-shelled gas bomb. Acts like Greater Slumber, with a poison gas trapping (meaning that it has no effect on folks in FEP, but it's VERY useful against lizards and amazons, and uses Vigor to resist rather than Spirit). You have a strong suspicion that the Xiticix are going to prove immune to the gas, based on the messenger's report. What's worse, the cloud lingers and expands:
Round 1: MBT, -2 Vigor
Round 2: MBT, +0 Vigor
Round 3: LBT, +0 Vigor
Round 4: LBT, +2 Vigor
Round 5: Done
Note that those modifiers get an additional -2 if the Throwing attack hit with a Raise. So even the ones who stayed up in the first attack often ended up stuck in clouds of the gas.

2: A stinger with a depleted venom sac. A quick check of the traces of venom indicates that it functions as a Knockout Poison, with a -4 modifier--jabbing someone with the stinger and squeezing the sac (if it had anything left) would inject a dose. It's almost worthless in combat (it's an improvised weapon, and requires two actions AND two hands to use, so the attack is at a net -4 if you don't have extra arms/Two-Fisted, AND then it does Strength + d4 damage and needs to beat the target's Armor, at least), but if the target was already unconscious, that all is moot and you can use it as a Finishing Move....
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
User avatar
Peta Chante
Bronze Patron
Bronze Patron
Posts: 246
Joined: Fri May 12, 2017 7:13 pm

Re: Jungle Fever: Barbarians vs. Bugs

Post by Peta Chante »

Notice
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Seeing the device, and having witnessed its effect on the battle field, Herra blanches at the telepathic message from the Moon Hunter Elder. Frustrated at her inability to aid those she helped bring to this battle she casts her face like flint and prepares to settle the score. Turning to the remaining Moon Tribe warriors, and her own companions.

"I have seen the fate which awaits our captured warriors! The evil insects have captured those with great power in order to harness their life energy and grow their swarm. Within hours the many we have fought and killed will seem like drops of water before a torrential downpour. Our fate is to be hunters not the hunted. To eat our prey not to be food. This will not stand for I will go into the belly of the beast and rescue them or kill their queen - or both if necessary."

With that she turns on her heel and looks at the hive ready to scry a way in with her powers of Clairvoyance.
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
Edit Signature
User avatar
PFC Fox Simmons
Silver Patron
Silver Patron
Posts: 156
Joined: Wed Nov 08, 2017 5:53 am

Re: Jungle Fever: Barbarians vs. Bugs

Post by PFC Fox Simmons »

Fox recieves the information via comms. Noting that Xicitix troops have not been coming from the spire, like he expected, he does his best to assess the current layout.

"Herra. Echo. Calyx. Anyone have means for creating wind. We need to blow off the mist, poison, and sleep gas."

Taking another assesment he figures the captives are being taken back towards the spire and then to the larvae chambers.

"Kutter. Snackhappy. All missiles and all AP and Plasma grenades fired on these coordinates. We need to collapse the tunnels nearest the spire."

Once more Fox surveys the surroundings.
Gathering Information
  • Notice 8
  • Notice [dice]0[/dice] (+2 gathering details)
  • Wild Notice [dice]1[/dice]
  • Investigation - Crit Fail
  • Investigation [dice]2[/dice] (+2 gathering details)
  • Wild Investigation [dice]3[/dice]
  • Common Knowledge - Crit Fail
  • K/Common [dice]4[/dice]
"The last Xicitix hive I fought with the CS was way North of here. The Queen of that hive had built the Spire and Nest over top of a pre-Rifts neighborhood with an elementary school in the middle. The Spire and the Nesting Chambers were built into the school and ontop of if it. Assuming that they are creatures of habit, I would assume that the same applys here. The Spire sits overtop the Nesting Chambers."
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran 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: 6/8

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: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
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
User avatar
Echo
Diamond Patron
Diamond Patron
Posts: 218
Joined: Tue May 23, 2017 7:43 pm

Re: Jungle Fever: Barbarians vs. Bugs

Post by Echo »

Notice 7, ignores all concealment, Armor ignores -2 in notice penalties
Echo Notice Roll: [dice]0[/dice]
Notice Wild Die: [dice]1[/dice]
As the battle comes to a lull Echo looks around. Things are going terrible for the team and swinging from one atrocity to another as they are out maneuvered by the queen.
When they see the introduction of the new gas weapons and Fox asks Echo answers with terrible news. “I can create wind, but not enough to blow away so much gas. The best I can do is a wall of solid air to protect a small number of close people.” Then thinking on it a bit she says. “But perhaps we can burn them out?
“We need to get those Edinos before they become food.”
Lets head out, and with those words she turns into a giant winged demonic looking horse with the forward part of her body that of a giant predatory raptor. Turning to Fox she waits for the orders to head out and how everyone will be used.
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 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.


GM Quick Reference
User avatar
Zakkael
Silver Patron
Silver Patron
Posts: 186
Joined: Fri Jun 09, 2017 11:25 pm
Location: Castle Refuge

Re: Jungle Fever: Barbarians vs. Bugs

Post by Zakkael »

Zakkael bows his head. "May the Light receive the fallen into Heaven. Greater love hath no one than to lay down their life for their friend."

He looks up at Herra. "If our allies yet live, then let Vengeance be visited upon the Xiticix for these atrocities. Come. We shall deliver them from the designs of the enemy. For it was written, 'The people who sat in darkness have seen a great light, and upon those who sat in the region and shadow of death, Light has dawned.' The messenger of the Light will bear the Sword of Vengeance to strike at the heart of this abomination, and drive it from the land! Let the Light dawn in the deepest darkness!" Zakkael lifts his eyes and staff towards Heaven and shouts. "Elieonai eli adullam!"

Zakkael turns to SnackHappy. "At your order, commander, let us be off like a thief in the night!"
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
User avatar
SnackHappy
Bronze Patron
Bronze Patron
Posts: 191
Joined: Fri May 26, 2017 8:20 am

Re: Jungle Fever: Barbarians vs. Bugs

Post by SnackHappy »

OOC Comments
Notice: [dice]0[/dice]
Wild: [dice]1[/dice]

Repair: [dice]2[/dice]
Wild: [dice]3[/dice]

Engineering:[dice]4[/dice]
Wild:[dice]5[/dice]
"This is terrifying. We must do what we can to stop this as soon as possible. If sneaking in is our best option I suggest we do what we can. I am leaning on you Fox, I will target those locations if it will bring us the swiftest judgement to these foul creatures. Let me see what I can come up with to help against this threat."

Quickly thinking Jacob does what he can to come up with an idea using the supplies around him to make their troops primitive gas masks to help combat this tactic the bugs are using. Using the combination of the loudspeaker and troop leaders he does his best to show everyone to make their own allowing them to more quickly equip everyone.
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, 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 Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 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).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers
User avatar
PFC Fox Simmons
Silver Patron
Silver Patron
Posts: 156
Joined: Wed Nov 08, 2017 5:53 am

Re: Jungle Fever: Barbarians vs. Bugs

Post by PFC Fox Simmons »

Battle Knowledge__
  • K/Battle 10
  • K/Battle [dice]0[/dice]
  • Wild [dice]1[/dice]
  • Benny Extra Effort [dice]2[/dice]
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran 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: 6/8

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: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
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
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Jungle Fever: Barbarians vs. Bugs

Post by Freemage »

The Battle Continues

While there is much relief with the safe return of the captured tribespeoples, your scouts inform you the Xiticix are mounting their counter-attack swiftly; the last of the unconscious troops has been brought back around just in time for you get things in order. A mere hour has passed since you broke off the original siege. Perhaps this time, you will punch through.

Moving quickly, the three tribes again assume their positions, their demeanor more settled than the more jubilant mood of the morning. The Edienos clearly wish to avenge their damaged honor, and make plans with Fox that make it clear they will not rely on the Mists the way they did before. The Longtooth Tribe, who have suffered the most permanent losses, seems to be grimly determined, vowing to slay ten bugs for each of their fallen. And the Moon-Hunter Elder approaches Herra, and gives her a gentle embrace before they Amazonian Tribe once again slips into the tree-line to snipe and stalk their foes.
OOC Comments
Again: I am forgoing the round 1 Morale Check for the barbarians--the fact that half of the fallen were retrieved is the sort of Big Damn Hero moment that's good for morale. Also, note that 1 hour time period for folks who need to re-charge magic juices.

NOTE: Most of this is the same, but you have a couple key changes:
Enemy bonus is lower due to losses suffered and player actions.
You may now assist with either Defense or Offense (see below).
There is no cap to the total bonus/penalty you can provide in either roll, so big rolls means big success.


With the reclaimed forces, you now have 7 Tokens: 3 LongTooth, 3 Moon-Hunter and 2 Edienos
The Xiticix now have 9 Tokens (i'm subtracting an extra one for the total slaughter of the hunting group, in addition to the three Fox scored.).

Modifiers:
Bugs:
Numeric Advantage: +2
Light Air Support (they can all fly, after all): +1
Moon-Hunter Terrain Knowledge: -1
Total: +2
The Queen is a Wild Card with a d10 Knowledge: Battle. She also has an NPC rolling to assist, similar to your characters. (This will be a different NPC--you guys have killed her chief Huntsbug, so I have to bring out a different one.

Barbarians:
Light Air Support (the Edinos come with their weird, floating crystal starfish buddies): +1
IF SnackHappy rolls Shooting and uses the Missile Launchers (remember to track ammo), you also gain Light Artillery (in addition to the actual benefits of his roll): +1
Total: +2
I believe Fox is rolling for your side. Others may assist, in two ways:

Offensive Assistance: This works as normal: Every success on the appropriate trait (listed below) is a +1 to Fox's roll. In addition, note that there is no cap to this bonus.
Defensive Assistance: Here, you run defense, providing cover and so forth, protecting your own forces. Each Success/Raise is a -1 to the ENEMY's roll. Since the full score applies to both sides, this could theoretically end up saving some of your precious tokens from a repeat of that last round. Defensive Assistance MUST at least use the Committed level of Commitment--you can't hang back and still be effective as a blocker.

You may roll any of the following Skills to assist: Fighting, Shooting, Throwing, Piloting, Arcane Skills. Yes, this is more limited than usual, because with the Xiticix, it's all about putting as much of the swarm down as possible, as fast as possible. Assist rolls are at the same modifier as the Knowledge: Battle roll, with the following additional modifiers/rules:

Commitment
Each assistant must declare their commitment level, before rolling:
Reluctant, Committed, Enthusiastic, Insane. These affect the Resource Expenditures noted in the next list:
  • If you roll Shooting, you need to roll as follows for ammunition spent:
    • Personal Ranged Weapons (non-explosive): 4d6. You're pretty much shooting constantly to keep the bugs off of you.
    • Vehicular Weapons (non-explosive): 3d6. You can put things down a bit easier, so you don't have to burn quite as much ammunition per kill.
    • Explosive Weapons: 2d6. It's easier to conserve ammunition when you're blowing up everything.
  • If you roll Throwing, use 2d6 Grenades. You get to pick which ones.
  • If you roll an Arcane Ability, roll 3d6 to determine the ISP/PPE spent. You then get back 1 hours' worth of Recharge, whatever that is for your character, before the next round. No, there's no Ley Line in the area.
  • If you roll Fighting, it means you're getting up close and personal with some of the nastiest fighters in North America. You take a Wound.
  • If you roll Piloting/Driving, then you're getting in the thick of things, and just running yourself ragged pounding on the swarming bugs. You take a level of Fatigue. If you suffer a Wound for any reason (either Commitment Level or a bad roll), they are applied to your vehicle (I will roll Hit Location).
The expenditure is modified by Commitment Level:
  • Reluctant: For ammo/PPts, reduce to d4s. Pilots suffer no Fatigue, and you get a free Benny to Soak. You also roll at a -2 (so a flat roll for the first round).
  • Committed: This is the standard option.
  • Enthusiastic: Increase Resource rolls to d8s. If you were going to suffer Fatigue or a Wound, then you suffer one of each, and the Wound is outside the Golden Hour. Assist roll is at +2.
  • Insane: Increase Resource rolls to d10s. If you would normally suffer Fatigue or a Wound, then you suffer two of that, and one of the other, and one Auto-Wound is outside the Golden Hour. Assist roll is at +4.

Each Success/Raise on this roll adds 1 to the Knowledge: Battle roll (with a group maximum of +4). You may choose to 'spend' one of these, however, in order to either reduce the ammunition used by 50%, or to eliminate the automatic Wound/Fatigue, depending on which Skill you rolled. You can only reduce ammunition once per roll.

If you got at least a +2 to the aid roll, take a benny and narrate how awesome you are at the thing you do. Keep in mind, no breaching the central tower, but feel free to describe moments of courage, brilliance or combat might.

If you fail the assist roll, take a Wound. If you CritFail, you take 1d3 Wounds.

Then come the Knowledge: Battle rolls, against a Target Number of 4. For every Success/Raise, the enemy loses 1 Token. A CritFail means that your side loses 1 Token, in addition to any losses from the enemy's roll. This is true for both sides, so it's possible to win and still take losses.

Your side loses tokens in a specific order--first the Longtooth lose one, then the Moon-Hunters lose one, then the Edinos lose one, and then back to the Longtooth. This is done this way for each round, so the Longtooth tribe will almost certainly be taking the heaviest losses during the war.

If you also BEAT the Xiticix Queen in the roll, you have temporarily opened a path to the Hive, and can choose to declare that you are entering it. At that point, the Mass Battle is over, and we go to tactical maneuvering through the Hive to face down the Queen. However, I'll warn you now--the more Tokens the Xiticix have at the time you enter the Hive, the greater the opposition you'll face. If there's 10 or more Xiticix Tokens left when you go for the Hive, then there will even be an extra encounter as you have to force your way through the bugs at the edges of the place. So you may want to try to wear them down a bit first, before charging headlong into the depths of the enemy's stronghold.

If you LOSE the round, then Fox will need to roll Spirit to check morale; if he fails, the Tribe with the fewest Tokens remaining will flee the field. Note: The Xiticix are defending a Hive, and will NOT roll for Morale. The Queen can't leave at this point, and the bugs simply will not abandon her.

If you tie the opposed rolls, then there's no after-battle effect, and we just move on to the next round.

So, to be clear, the sequence:
Assistants determine whether they are going on Offense or Defense, pick their Skill, and roll to assist/hinder, accordingly.
Fox rolls Knowledge: Battle.
I roll for Xiticix assist, then for the Queen.
Narration happens, and either Morale checks or Decision Time happen.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
User avatar
Echo
Diamond Patron
Diamond Patron
Posts: 218
Joined: Tue May 23, 2017 7:43 pm

Re: Jungle Fever: Barbarians vs. Bugs

Post by Echo »

Echo works to fuel to excitement of the return of the Edinos who where captured. A great opportunity for moral boost is one thing, but for her this is a personal victory as she was part of the team that asked them to fight. The loses where heavy and she felt for them in that, those were lives that may have been saved if they had only fought harder, or smarter. But she did not have a way to help other than in small with supporting others.
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 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.


GM Quick Reference
User avatar
Peta Chante
Bronze Patron
Bronze Patron
Posts: 246
Joined: Fri May 12, 2017 7:13 pm

Re: Jungle Fever: Barbarians vs. Bugs

Post by Peta Chante »

Defensive Assistance 11
Commitment Level: Enthusiastic
Psionics: [dice]0[/dice]
Wild [dice]1[/dice]
Ace: [dice]3[/dice]
Total: 8 + 2 = 10
Extra Effort: [dice]4[/dice]
Resources [dice]2[/dice]
Not wanting a repeat of before, Herra expends her tremendous metal powers to protect her team and the Moon-Hunter Tribe. Moving through the groups she helps the warriors deflect incoming blows and whenever a gas throwing bug appears she takes over its mind and makes it drop the gas in a harmless location. By, literally, keeping the flies off she reduces losses for her side. When things suddenly take a bad turn, with an elder taking a grievous wound, Herra wades into battle her precognitive abilities allowing her to dance throw blades and bites to find the fallen women and use her powers to heal her wounds beofre dragging her back into the Moon-Hunter fold.
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
Edit Signature
User avatar
Echo
Diamond Patron
Diamond Patron
Posts: 218
Joined: Tue May 23, 2017 7:43 pm

Re: Jungle Fever: Barbarians vs. Bugs

Post by Echo »

After being beaten so handedly Echo exhaust herself, flying the perimeters and building quick bulwarks for the attackers to hide behind while making advances, as the bugs came in for attacks Echo's psychic awareness warned of the danger coming and she was able to get into position with spheres of stone absorbing most of the attacks.
Seeing the tide of battle turning Echo was encouraged and continued to work herself to the best of her own limited tactical knowledge working with Fox.

Defensive roll 30 = -8 to Her Roll!!!
Spirit [dice]0[/dice]
Wild Die [dice]1[/dice] + Ace [dice]2[/dice] + Ace Aced [dice]3[/dice] + Ace's Ace Aced [dice]4[/dice] + Ace's Ace's Ace Aced [dice]5[/dice]
Extra Effort [dice]6[/dice]

.
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 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.


GM Quick Reference
User avatar
Zakkael
Silver Patron
Silver Patron
Posts: 186
Joined: Fri Jun 09, 2017 11:25 pm
Location: Castle Refuge

Re: Jungle Fever: Barbarians vs. Bugs

Post by Zakkael »

Zakkael - 2 offensive successes
Faith for offense with scene and staff bonus - Committed
[dice]0[/dice]

Benny for Extra Effort with Elan and prior
[dice]3[/dice]

WD Faith
[dice]1[/dice]

PPE/ISP expenditure
[dice]4[/dice]
Spending 1 success to halve the PPE expenditure - 5 total power points spent, 2 PPE, 2 ISP, 1 Staff power point
Zakkael once again musters forward, shouting encouragement to his allies and scriptural curses at the enemy. "Take heart! The Light of Heaven shines down upon you, my friends, and strengthens you for war! See, even now, those laid low by our enemies have been returned to the fray. Fight on, friends, for life and light!" The blessings are punctuated with various elemental blasts eviscerating the enemy. "Woe unto you, locusts! You shall not consume this land, for it is protected by the Light of Heaven! So saith the Light, we shall pursue our enemies and attack them even during their retreat, for Heaven has delivered you into our hands, and you will be driven out before us! BEGONE!" Fire, brimstone, lightning and ice strike again and again, repeatedly, mowing down several of the swarming Xiticix. Numerous bugs were felled even as they intended to land a final strike against members of each of the clans, and an encouraging blessing was shouted to the delivered tribesfolk as the gilded Angel of Justice flew by.
Chok'lat - 1 offensive success
Shooting for combat with scene bonus - Committed
[dice]2[/dice]

Ammo expenditure
[dice]5[/dice]
Chok'lat offers his own curses, though these far less savory, as he delivers blast after blast of laser fire against the bugs.
Last edited by Zakkael on Tue Mar 20, 2018 9:45 pm, edited 1 time in total.
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
User avatar
Growler
Diamond Patron
Diamond Patron
Posts: 184
Joined: Fri Aug 18, 2017 7:42 am

Re: Jungle Fever: Barbarians vs. Bugs

Post by Growler »

Defensive Shooting
Shooting at +1 Due Bow, Committed level
Shooting: [dice]0[/dice]
Wild: [dice]1[/dice]
Result: 8 - Success with Raise. -2 to the Xiticix's Roll, +1 Bennie
Hopefully this offensive goes better than the DISASTEROUS last one.

After the carnage the Xiticix inflicted earlier on the Tribes, Growler had to do what he could to protect them. Again taking up his bow again and shooting from the treetop snipers' nests, this time Growler concentrated on the bugs that seemed to be gaining momentum when they attacked the Tribes. Again and again he managed to blunt one offense after another; taking out the tip of any formation flying at the Tribes, as well as any that threatened any of their leaders. The Holy Bow he was using almost seemed to hum with all of the energy it was unleashing as he shot again and again. The Longtooth Tribe as always goes on full offensive, with Chief Wotak leading the way. At times he is surrounded on all sides by Xiticix, but a shot or two from Growler one-shotting the bugs allows him to turn the tide. As the battle winds down, Chief Wotak puts down his club to catch his breath. At this time, one of the Xiticix who was previously hidden under the corpses of his hive mates started to lunge at the unprotected back of the Chief of the Longtooth Tribe. Just before it was able to strike, however, Growler took it out with a single shot to the head with one of his bow's energy arrows.
Growler
Main Character: Tiny Tim
Alternate Characters: Hans Greuber, Berk
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 15 (6)
ISP: 40 / 40
PP: 15 / 15

Active Powers:
None

Bennies: 2/3
Base Amount
-1 due Reroll on Navigation Roll
User avatar
SnackHappy
Bronze Patron
Bronze Patron
Posts: 191
Joined: Fri May 26, 2017 8:20 am

Re: Jungle Fever: Barbarians vs. Bugs

Post by SnackHappy »

OOC Comments
Commitment Level = Enthusiastic
Shooting[dice]0[/dice]
Wild[dice]1[/dice]

Benny for Extra Effort adding previous total: [dice]3[/dice]

Resources: [dice]2[/dice]
Eager to show the bugs what it means to mess with the legion, SnackHappy strides forward unleashing a barrage of missile fire into the biggest clusters he can dispersing the bugs and reducing their ability to swarm on the tribes and their people. Striding into groups of bugs he enthusiastically puts as many weapons to use as possible.
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, 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 Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 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).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Jungle Fever: Barbarians vs. Bugs

Post by Freemage »

Calyx +3, Kutter +1, Bugs +3
NPC Calyx Psionics [dice]0[/dice]
Wild Psionics [dice]1[/dice]
ACE Running Total [dice]7[/dice]
Commitment Level: Committed
No Resources roll due to infinite zapping

NPC Kutter Shooting Heavy Laser [dice]2[/dice]
Wild Shooting [dice]3[/dice]
Commitment Level: Committed
No Resources roll due to infinite ammunition

X-Guard Fighting [dice]4[/dice]
Wild Fighting [dice]5[/dice]
GM Benny Extra Effort [dice]6[/dice]
Kutter lays down some basic suppression fire with the vehicular laser on Sally, lighting the bugs up one by one--it's not necessarily the most damage he could've inflicted, but given the nuclear engine, it's clearly very efficient.

And speaking of efficiency, Calyx goes full-on bug-zapper, shocking and zotting the insectoid threat with gleeful abandon. Sometimes he even draws them close, just to light up the entire area around him.

Fox receives word that with the green-tinged Xiticix Hunters having been heavily thinned out, the tribes are encountering more of the grey-shelled Warrior Caste. These are armed, not with the rifles of the huntsbugs, but with dual pistols, as well as paired swords, using all in a single onslaught when they have the opportunity; they also carry spears which they sometimes swap the guns out for, enabling them to attack with reach. There does seem to be another leader on the field, though identifying this one in the swarms is no easier than spotting Silent Death had been. The Longtooth clan refers to this new threat as The Bloodied One, because whenever he strikes, he tends to produce a fine red mist from his target's blood.
OOC Comments
Okay, Fox rolls next, he's at an extra boost of +9 from his allies, bringing you to a total of +11 for the round.
Your defenders got a total of 11 Hindrance successes, but The Bloodied One managed to cut that a bit, bringing the total for the Queen's roll down to -6. I'll roll after Fox does, and narrate the final result.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
User avatar
PFC Fox Simmons
Silver Patron
Silver Patron
Posts: 156
Joined: Wed Nov 08, 2017 5:53 am

Re: Jungle Fever: Barbarians vs. Bugs

Post by PFC Fox Simmons »

Fox follows the comm chatter from the air moving back and forth among clusters of tribals to the individual and grouped elements of the Jokers. Upon hearing of another bug commander, Fox tries to draw conclusions to its movements and tactics.
Narrowing the Field__
  • Notice Critical Fail
  • Notice [dice]0[/dice] (+2 gathering details)
  • Wild Notice [dice]1[/dice]
  • Investigation 7
  • Investigation [dice]2[/dice] (+2 gathering details)
  • Wild Investigation [dice]3[/dice]
  • Common Knowledge 1
  • K/Common [dice]4[/dice]
SAMAS is great for tasks not requiring fine and delicate precision. Utilizing Intel from the tribals and the Jokers, Fox tries to interpret what is killing the t ribals and where it might strike next.
Battle Sways__
  • K/Battle 20
  • K/Battle [dice]5[/dice]
  • Wild K/Battle [dice]6[/dice]
    Benny for Extra Effort
  • Extra Effort [dice]7[/dice]
  • Joker Bonuses + 11
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran 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: 6/8

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: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
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
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Jungle Fever: Barbarians vs. Bugs

Post by Freemage »

OOC Comments
Queen's Command [dice]0[/dice]
Wild Command [dice]1[/dice]
(Yeah, no point in trying to push that higher.)
Apparently, the only data Fox has from the Xiticix 'homeland' in Minnesota is of poor use here in the jungle, at least in terms of analysis of tactics. He's aware that they have two main 'castes' (Warrior and Hunter), and is fairly certain the new threat is of the Warrior caste, but it's just too cluttered on the ground to identify an individual Bug.

So, it's time to move to Plan B: Kill 'em all, let the gods sort them out. And while he doesn't completely eliminate them, they do suffer a massive depopulation problem. While there are still a large number of the bugs near the Tower, they've been largely cleared from the field. It would be possible, he thinks, for the Jokers themselves to try to move in and hit the Queen.
OOC Comments
Down 5 Tokens, leaving 4 on the field--a complete victory, since NO significant barbarian losses occurred. You now have a choice:

1: Continue to wear down the bugs from the outside. Obviously, this runs the risk of them getting another series of exploding dice, and doing massive damage to your own forces.

2: Pull a commando mission to cut the head off the serpent-bug. Get to the heart of the Hive, kill the Queen. Since you're below 1/3 the starting Xiticix Tokens, you'll have a tough but far from impossible time pulling this off.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
User avatar
PFC Fox Simmons
Silver Patron
Silver Patron
Posts: 156
Joined: Wed Nov 08, 2017 5:53 am

Re: Jungle Fever: Barbarians vs. Bugs

Post by PFC Fox Simmons »

"Jokers. This is Fox. We are in a position to rush the hive.".

"If we go for the hive, Snack and Sasha would take point. Kutter and Sally would come up on the right flank. Zakkeal and myself would fly left flank. Calyx and Choklat would from Sally cover our back trail for ambushes. Growler, Echo, and Herra, probably best to be in or on Sally for this approach."

"Tell the tribes to push forward and towards our rear."
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran 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: 6/8

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: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
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
User avatar
Echo
Diamond Patron
Diamond Patron
Posts: 218
Joined: Tue May 23, 2017 7:43 pm

Re: Jungle Fever: Barbarians vs. Bugs

Post by Echo »

Echo hears word of the opportunity and keys up. "Roger that,
Is it better to ride up close in the APC or with Sasha? I could fly, but I think it would be begging to get shot down."

With word given of the plan Echo and Splinter move out.
OOC Comments
I am very much in favor of this option. Sounds funner.
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 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.


GM Quick Reference
User avatar
Zakkael
Silver Patron
Silver Patron
Posts: 186
Joined: Fri Jun 09, 2017 11:25 pm
Location: Castle Refuge

Re: Jungle Fever: Barbarians vs. Bugs

Post by Zakkael »

Zakkael acknowledges the order. "Acknowledged, Fox. Let us leave no stone on top of the other, and put them to the sword, to the very last of them." With that, Zakkael turns towards the hive as fast as his wings can carry him.
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
User avatar
SnackHappy
Bronze Patron
Bronze Patron
Posts: 191
Joined: Fri May 26, 2017 8:20 am

Re: Jungle Fever: Barbarians vs. Bugs

Post by SnackHappy »

Eager to end the threat of these bugs Jacob pushes Sasha to surge forward charging the hive.
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, 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 Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 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).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Jungle Fever: Barbarians vs. Bugs

Post by Freemage »

Into The Hive

The Jokers, spotting an opening, decide to take it. Fox quickly works out a plan of entry. Sasha will need to stay behind, sadly, presumably after using the longer range weapons to clear a path for Sally. Getting the group to the Hive will require the use of Sally, however, and necessitate Kutter driving her off again as soon as the rest of you have been dropped off, so he can engage the Xiticix and keep them chasing him across the valley floor.

The most immediate difficulty is getting everyone else inside. The 30' drop to the lowest side-entrance is not supremely dangerous, but you don't want to waste time, either. Fox, Echo and Zakkael, of course, can simply fly up. That leaves SnackHappy, Herra, Calyx, Growler and, perhaps, Chok'lat the Brodkil. With the power of Fox's engines, and with Echo and Zakkael each taking one of the smaller passengers, it would be a single maneuver to fly up.

Reaching the entrance is, of course, the easy part. Moving inside, you discover a complete lack of light almost instantly; the bugs apparently do not need it to navigate the tunnels. (And, you realize, that would have given them a significant advantage, had you continued to battle them in the field at night.)

You must first choose whether to try to let your technical systems and (in the case of Zakkael) mystical prowess grant you the ability to transit the darkness, or if you will actually activate the lights some of you have equipped on your armors--an option that would let more of you act readily in the tunnels, but which would doubtless draw more attention to your location, as well.

Either way, you must now plunge through the tunnels, eliminating Xiticix as you try to find the heart of the Hive.
OOC Comments
Note: ALL rolls in this scene have a -2 modifier, due to conditions. This should be added to any other modifiers I mention going forward.

Okay, so before we get to the main event, there's the challenge of the tunnels. First off, pick your lighting--either you run in the dark as best you can, or you turn on your lights. This will give you modifiers to your rolls as follows:

Running Dark [Pitch Darkness -4]:
Calyx: Thermal Vision (NP)
Chok'lat: Infravision (-2)
Growler: Body Armor Sensors (-2)
SnackHappy: Thermal Vision (NP)
Echo: Thermal Vision (NP)
Herra: Body Armor Sensors (-2)
Zakkael: Exalted Darksight (NP)
Fox: Power Armor Sensors (NP)

Lights On (in cone [Dim -1]/out of cone [Dark -2])
Calyx: Body Armor Sensors (NP/NP)
Chok'lat: Infravision (-1/-2)
Growler: Body Armor Sensors (NP/NP)
SnackHappy: Body Armor Sensors (NP/NP)
Echo: Body Armor Sensors (NP/NP) OR Shift to a form with night vision (NP/NP)
Herra: Body Armor Sensors (NP/NP)
Zakkael: Exalted Darksight (NP/NP)
Fox: Power Armor Sensors (NP/NP)

Now, once you're through with this, you have a Dramatic Task simultaneous with a Quick Combat. There's essentially two teams: A combat team assigned to keeping the group clear of bugs, and a tracking team to find the center of the Hive, where the Queen's Chamber is. The Tracking team will consist of a Lead Tracker, and anyone who wants to roll to assist; you MUST have the Tracking Skill to be able to roll. The Combat team can roll the usual array of Fighting, Shooting or an Arcane Skill to get through. If you roll Fighting, or have a No PPt Arcane Skill option, you must roll Vigor (at -2 for the Scene Modifier) or suffer a level of Fatigue. If you use Shooting or an Arcane skill, roll 2d6 for ammo spent.

Each round, we'll have the following sequence:

1: Combat Characters roll their chosen Skill, at the Lighting penalty above, as well as the Scene Modifier. Success/Raises are tallied for a total for the round (see below).
2: Assistant Trackers (if any) roll Tracking, again with the Scene and Lighting modifiers. Each Success/Raise adds +1 to the Lead Tracker's roll, with a maximum of +4 for the total modifier.
3: Finally, the Lead Tracker rolls Tracking, again with Scene, Lighting and Assist modifiers.

Now, here's the tricky bit.

You need a total of 8 Tracking Success/Raises to find the heart of the Hive. Successes carry over from round to round.
However, you also need to get a threshold on the Combat checks, based on your Lighting option:
Running Dark: You need 5 success/raises each round to suffer no injuries.
Lights: You need 8 success/raises each round to suffer no injuries.

For every success you fall short, the Xiticix attackers deal one Wound to one character, selected at random. (Soaking can be done normally.) If one character takes multiple Wounds in a single round, they are Soaked as a single blow.

So, turning on the lights will make it easier for the Trackers (and technically easier for the fighters), but will draw more bugs, making it harder to get through without any injuries.

Questions in the group OOC thread, or in Hangouts (usually, Hangouts gets the faster response).

BTW, just to advise, I looked up everyone's sheet, here's your Trackers:
Tracking: Herra d6; Echo d6+2; Growler d8+4

I'd assume that Growler is taking Lead; whether Echo or Herra are on Tracking Assist or Combat duty is up to you (and you can wait to see how combat is going before deciding, if you wish).
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
User avatar
SnackHappy
Bronze Patron
Bronze Patron
Posts: 191
Joined: Fri May 26, 2017 8:20 am

Re: Jungle Fever: Barbarians vs. Bugs

Post by SnackHappy »

OOC Comments
Shooting: [dice]0[/dice]
Wild: [dice]1[/dice]

Benny to reroll
Shooting: [dice]4[/dice]
Wild: [dice]5[/dice]

One more Benny for good measure
Shooting: [dice]6[/dice]
Wild: [dice]7[/dice]

Notice: [dice]2[/dice]
Wild: [dice]3[/dice]
Ammo: [dice]8[/dice]
Snackhappy ready to try his new gear straps up and checks the Hellfire Plasma and the combat hammer to make sure they are functioning right before leaving Sasha near the back lines. Upon reaching the hive he adjust his sights for the darkness within. Not one to lead from the rear he travels down the tunnel with Growler side by side. While Growler tracks Jacob shoots any bugs whom get to close for comfort and crushes those that get even closer with the hammer his tail is holding.
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, 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 Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 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).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers
User avatar
PFC Fox Simmons
Silver Patron
Silver Patron
Posts: 156
Joined: Wed Nov 08, 2017 5:53 am

Re: Jungle Fever: Barbarians vs. Bugs

Post by PFC Fox Simmons »

Fox stands in completely foreign territory. This hive being so much different than the one from his Northern American experience. Having no tracking ability he offers to pull rear guard and let Snack lead from the front. Keeping SAMAS and his personal sensors running, Fox waits for the last of the Jokers to move off the landing. Looking down towards Kutter, he signals the dogboy pilot to be off with his tactical manuevers. Checking the secured location of Sasha, Fox is satisfied with battlefield progress and ducks inside to bring up the rear. As he turns around his sensors beep.

Looking through SAMAS's visor Fox notices that several bugs are flying toward the Jokers' current location.

"Joker Seven here. Incoming bugs. I am closing off the tunnel behind us. We should be able to find or make another exit."

Checking his sensors, Fox make sure that his altimeter is registering correctly and then backups down the tunnel after the Jokers.
Rail Gun Single Shot
    • Edges
    • Ace: +2 to Piloting PAs, May spend Bennies to Soak. [Novice 2]
    • Combat Ace: Ignore MAP for Piloting and Shooting in same round. [Novice 3]
    • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA. [MARS PA Soldier]
    • Shot Fired - Shooting 7
    • Shooting [dice]0[/dice]
    • Wild Shooting [dice]1[/dice]
      Benny for Extra Effort
    • Extra Effort [dice]3[/dice]
    • Damage Done - 20 MDC, 10 AP
    • Damage [dice]2[/dice] (AP 10)
    • Aced Damage [dice]4[/dice]
  • Spent Rounds [dice]5[/dice]
Assured that the structural damage is sufficuent to have closed the way behind them, Fox puts the railgun into travel lock mode and follows after the Jokers, keeping alert for any side tunnels the bugs may pop out from.
Last edited by PFC Fox Simmons on Sat Apr 07, 2018 2:06 pm, edited 5 times in total.
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran 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: 6/8

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: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
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
User avatar
Echo
Diamond Patron
Diamond Patron
Posts: 218
Joined: Tue May 23, 2017 7:43 pm

Re: Jungle Fever: Barbarians vs. Bugs

Post by Echo »

It takes Echo a moment to realize the others are having trouble with their vision.
Her Hippogriff form while great for combat is not the best for tracking and another form may be better. Landing and letting the others climb off of her before changing she asks over the radio. "If we can get cover it should take no time for growler and I to track this thing down." Assuming the form of a great tiger wanting to take advantage of the predators sense of smell, while also have enough mass not to die from an assault.
Summoning Splinter to aid her and electrocute or burn any bugs that come to interrupt. Prefering to simply close off the side tunnels of the hive making it harder for the bugs to navigate as they already have expectations of the shape. Then she focuses the rest of her efforts on helping Growler track down the queen to the center.
-2 MAP for tracking 7 provides +1, and Quick Combat Combat 17 provides 4 successes * special note
Tracking d6+2 -2 MAP = d6
Tracking [dice]0[/dice] + Extra Effort [dice]5[/dice]
Tracking Wild Die [dice]1[/dice]
* special note: If we get a benny for Acing on QC then I will use it to have a better assist on tracking


Energy and Matter Control Powers = d10+2 -2 MAP = d10
Spirit [dice]2[/dice] Ace [dice]4[/dice]
Spirit Wild [dice]3[/dice]

Lighting does not matter to echo so brighter or dimmer is irrelevant.
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 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.


GM Quick Reference
User avatar
Zakkael
Silver Patron
Silver Patron
Posts: 186
Joined: Fri Jun 09, 2017 11:25 pm
Location: Castle Refuge

Re: Jungle Fever: Barbarians vs. Bugs

Post by Zakkael »

Zakkael Combat
Exalted Darksight, -2 scene, +1 staff, net zero
[dice]0[/dice]

WD ED
[dice]1[/dice]

Benny for EE with Elan and prior
[dice]2[/dice]

Combat roll - Faith
[dice]3[/dice]

Benny for EE with Elan and prior
[dice]5[/dice]

WD Combat
[dice]4[/dice]

PPE spent
[dice]6[/dice]
Zakkael alights at the ledge with the rest of the group. He nods as the situation becomes apparent. "We shall descend into this pit. The Word of the Light is a lamp unto my feet - " The eyes of his armor glow briefly, and fade "- and a light unto my path. Even though we walk into the valley of the shadow of death, we will fear no evil. The Light is with us." With that, he descends into the hive, launching bolts of fire and brimstone where appropriate to burn down their enemies. Light of Heaven, guide us to the final battle.
Chok'lat Combat
Shooting at -4 for scene and darkness penalties, skill d6+2, net -2
[dice]7[/dice]

Ammo spent
[dice]8[/dice]
Chok'lat mutters a bit about having to blunder around in the darkness with the bugs, but follows in behind Zakkael. His performance in combat, though, is half-hearted at best, taking only a few shots that present themselves, and having little in the way of a positive effect.
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
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Jungle Fever: Barbarians vs. Bugs

Post by Freemage »

Calyx gets +3 to Combat Total
Calyx:
Spend 4 Extra ISP to gain +2 to Psionics Roll
No net lighting penalty
Scene Modifier -2
Psionics [dice]0[/dice]
Wild Psionics [dice]1[/dice]
Extra Effort Running Total [dice]3[/dice]
ACE Running Total [dice]4[/dice]

+3 to Combat Total

ISP Expended: [dice]2[/dice]
Calyx decides that it's best to go high offense, and starts laying down lightning bolts at anything that moves (and only barely keeping Chok'lat off that list). As the air in the tunnels crackles with ozone, he cuts down one bug after another, though he has to amp up some of his bolts to take them down. Still, it's satisfying to see the bugs sizzle and pop from all the blue-white energy coursing over them.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
User avatar
Peta Chante
Bronze Patron
Bronze Patron
Posts: 246
Joined: Fri May 12, 2017 7:13 pm

Re: Jungle Fever: Barbarians vs. Bugs

Post by Peta Chante »

Fighting Assist 15/+3 Successes
Psionics [dice]0[/dice]
Wild [dice]1[/dice]
Scene Penalty: -2, No Extra Lighting Penalty
ISP Bonus: +2
Extra Effort (Elan): [dice]2[/dice]
With only killing the queen on her mind, Herra supports the fighting team while the tracking team goes to work. Knowing she can do little direct damage she makes sure Snack Happy's new plasma rifle has a little extra juice, doing the same for Fox, and others. She purposely refrains from giving any benefit to the Brodkil with them, and secretly considers killing him while they are in the dark and confusion of the hive.

Although she does not have telepathic abilities she keeps herself aware, trying to sense the presence of the queen. Something with that much mental connection to its followers must radiate psychic energy.
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
Edit Signature
User avatar
Growler
Diamond Patron
Diamond Patron
Posts: 184
Joined: Fri Aug 18, 2017 7:42 am

Re: Jungle Fever: Barbarians vs. Bugs

Post by Growler »

Tracking 11
Tracking at d8+4 (Assist bonus offsets darkness and scene penalties; scent used)
Tracking: [dice]0[/dice]
Wild: [dice]1[/dice]
  • Re-roll
    • Tracking: [dice]2[/dice]
      Wild: [dice]3[/dice]
    Re-roll 2
    • Tracking: [dice]5[/dice]
      Wild: [dice]4[/dice]
    Re-roll 3
    • Tracking: [dice]6[/dice]
      Wild: [dice]7[/dice]
    Re-roll 4
    • Tracking: [dice]8[/dice]
      Wild: [dice]9[/dice]
Result: 11 - Success with Raise.
Cracking his helmet open, Growler makes his way through the darkness, following where his nose tells him is the location of the Queen. The other members of the Jokers do a very good job at keeping all the Xiticix back as they make their way deeper and deeper into the hive. The pheromone scent seems to permeate the whole place, but Growler is able to lead them closer to its source.

"This way, Pack Leader Snackhappy."
Growler
Main Character: Tiny Tim
Alternate Characters: Hans Greuber, Berk
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 15 (6)
ISP: 40 / 40
PP: 15 / 15

Active Powers:
None

Bennies: 2/3
Base Amount
-1 due Reroll on Navigation Roll
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Jungle Fever: Barbarians vs. Bugs

Post by Freemage »

OOC Comments
Card Flip Suit CDHS: [dice]0[/dice]
Collectively, the group manages to fend off the initial push by the defenders. However, it is slow going. It's not so much that there's no trail for Growler to follow, as there being too many; isolating the specific scents that would lead to the Queen's nest is difficult, because the bugs seem to communicate by scent constantly. Still, progress is made, and the bugs have not yet managed to inflict any serious damage on the SET.
OOC Comments
Okay, same set-up as the last post. I'm assuming you're keeping the lights off, unless told otherwise.

Running Dark [Pitch Darkness -4]:
Calyx: Thermal Vision (NP)
Chok'lat: Infravision (-2)
Growler: Body Armor Sensors (-2)
SnackHappy: Thermal Vision (NP)
Echo: Thermal Vision (NP)
Herra: Body Armor Sensors (-2)
Zakkael: Exalted Darksight (NP)
Fox: Power Armor Sensors (NP)

You need, again, a total of 5 Combat Successes to not have anyone injured, and now need 6 more Tracking successes.

Herra can use Psionics OR Tracking to assist the Tracking roll, or Psionics for the Combat roll.

Also a reminder: BENNIES RESET HERE.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
User avatar
Peta Chante
Bronze Patron
Bronze Patron
Posts: 246
Joined: Fri May 12, 2017 7:13 pm

Re: Jungle Fever: Barbarians vs. Bugs

Post by Peta Chante »

Psionics 4
Psionics [dice]0[/dice]
Wild [dice]1[/dice]

Benny
Psionics (Elan+2/Scene -2) [dice]2[/dice]
Wild [dice]3[/dice]
Turning her attention to tracking, Herra tries to seek out the queen using her astral vision. It proves more difficult and chaotic than she anticipated. The hive mind thrums in the psychic realm as orders, reports, and feedback move among the members. The whole thing creates a distorting buzz in the psychic realm, almost like overwhelming static or white noise. Focusing proves very hard, even for the disciplined mind of a powerful psychic. FIghting through the clutter, Herra manages to isolate the main thoroughfare for the messages but cannot pinpoint it exactly...no doubt the source and summit of all communications is the queen. After returning to her physical form she shakes her head, the din of battle a muffled quiet compared to the noise of a thousand mins she just left behind. Looking to Growler she grins thinly, "The queen is this way, but there is much between us and her."
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
Edit Signature
User avatar
Calyx
Diamond Patron
Diamond Patron
Posts: 112
Joined: Thu Sep 07, 2017 7:43 am

Re: Jungle Fever: Barbarians vs. Bugs

Post by Calyx »

Calyx wasn't a huge fan of enclosed spaces, and the fight with the demonboar thing in its tunnel-nest followed by the demon in the underground ice chamber...He realized that they had fought a few demonic-type-things already. Bugs were almost a nice change. Except that they weren't really bugs. They were insect-like beings from another dimension. Heck, they could be demonic too for all he knew!

He was thankful for the armor he'd managed to scrounge up. It was nice to not be running around half-blind. The sensors and vision options, the armor seemed to almost try to give him data without being asked, like it was trying to be helpful. He wasn't sure how he felt about that, but it was former Coalition armor so it wasn't like it was actually intelligent, right?

He piped up quietly over the coms, "You know, I never like bugs as a kid. Got stung by a bunch of bees once when I accidentally knocked over their hive." He fired another lightning bolt at a bug. "This is way worse."
Combat Team Lightning Go! 6
Scene Modifier -2.
No net lighting penalty.
Arcane die [dice]0[/dice], Wild die [dice]1[/dice].
Benny for Extra Effort: [dice]4[/dice].
Vigor or Fatigue! 8
Scene Modifier -2.
Vigor die [dice]2[/dice], Wild die [dice]3[/dice], Ace die [dice]5[/dice].
Notice 4 (or 2 if scene complication matters)
Notice die [dice]6[/dice], Wild die [dice]7[/dice].
Calyx Calder
Character Summary
Human Zapper

Active effects: Deflection (-3 to be hit).
Wounds::

Parry: 6 (7 w/ vambraces); Toughness: 16(9)
Weapon in hand: Vibro-Blade Vambraces or Kolytik

Edges: AB Psionics, Danger Sense, Luck, Major Psionics, Quick, Rapid Recharge, Rich

Powers: Armor, Boost/Lower Trait, Deflection, Telekinesis
ISP: 26/30

Charisma: 0
Bennies: 3

Memento (Two-Face's Decision)
  • Once per Session, can be used to alleviate a level of Fatigue.
Adventure Card:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Lucky Break: Play this card to completely negate the damage from one attack.
Currently playing in: 7th Set Joker's Jokers
User avatar
Zakkael
Silver Patron
Silver Patron
Posts: 186
Joined: Fri Jun 09, 2017 11:25 pm
Location: Castle Refuge

Re: Jungle Fever: Barbarians vs. Bugs

Post by Zakkael »

Zakkael attacks!
Faith -2 for scene, +1 for staff, net -1; Exalted Darksight active
[dice]0[/dice]

WD Faith
[dice]1[/dice]

PPE spent
[dice]3[/dice]
Zakkael continues down the path after the trackers, flinging more and more bolts at the enemy and placing barriers to block passages. "Press on towards the goal, friends. We will win the day yet!"
Chok'lat attacks!
Shooting -2 scene, +2 skill, net no bonus, -2 if cybernetic eyes don't eliminate illumination
[dice]2[/dice]
Surprise GM Bennie! Use for Extra Effort.

[dice]5[/dice]

Ammo spent
[dice]4[/dice]
Chok'lat, however, continues to have poor luck with the rifle, and begins cursing at it and becoming increasingly angry as he fails to offer meaningful contribution to the fight.

Suddenly, the Brodkil screams in frustration, howling, "No! Chok'lat useful in fight! Chok'lat not spendable! Chok'lat Brodkil, Brodkil good at killing!" Finding a surge of resolve, he unleashes a terrifying barrage at the next bug that makes an appearance.
Last edited by Zakkael on Tue Apr 03, 2018 9:05 pm, edited 1 time in total.
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
User avatar
PFC Fox Simmons
Silver Patron
Silver Patron
Posts: 156
Joined: Wed Nov 08, 2017 5:53 am

Re: Jungle Fever: Barbarians vs. Bugs

Post by PFC Fox Simmons »

After sealing the entrance, Fox remains facing rearward and uses SAMAS's sensor to determine his proximities to the last of the Jokers and the targets they engaged before him.
Gathering Information
  • Notice 5
  • Notice [dice]0[/dice] (+2 gathering details)
  • Wild Notice [dice]1[/dice]
  • Investigation 5
  • Investigation [dice]2[/dice] (+2 gathering details)
  • Wild Investigation [dice]3[/dice]
  • Common Knowledge 5
  • K/Common [dice]4[/dice]
Using what he is able to gather in the brieft minutes descending down through the tunnel to the Queen, Fox judges where the most trafficked side tunnel is and places a well aimed shot at collapsing the tunnel walls.
Rail Gun Single Shot
    • Edges
    • Ace: +2 to Piloting PAs, May spend Bennies to Soak. [Novice 2]
    • Combat Ace: Ignore MAP for Piloting and Shooting in same round. [Novice 3]
    • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA. [MARS PA Soldier]
    • Shot Fired - Shooting 8, success, raise
    • Shooting [dice]5[/dice]
    • Wild Shooting [dice]6[/dice]
    • Damage Done 16 MDC (AP 10)
    • Damage [dice]7[/dice] (AP 10)
    • Bonus Damage [dice]8[/dice]
  • Spent Rounds [dice]9[/dice]
Fox selects a section of tunnel wall. Liining up the targeting reticle, SAMAS's railgun shot collapses a well traveled side tunnel.
Last edited by PFC Fox Simmons on Sat Apr 07, 2018 2:06 pm, edited 1 time in total.
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran 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: 6/8

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: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
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
User avatar
Echo
Diamond Patron
Diamond Patron
Posts: 218
Joined: Tue May 23, 2017 7:43 pm

Re: Jungle Fever: Barbarians vs. Bugs

Post by Echo »

Tracking 8 +2 to Growlers roll, Fighting 4, 1 success for the group
Echo Helps with Tracking
Tracking d6+2, -2 Scene Modifier, -2 Multiple Action Penalty
Tracking [dice]0[/dice] + Ace [dice]4[/dice]
Wild [dice]1[/dice]


Splinter Helps with Defence
Spirit d10+2, -2 Scene Modifier, -2 Multiple Action Penalty
Tracking [dice]2[/dice]
Wild [dice]3[/dice]
With Splinter helping to provide cover for them Echo continue to help Growler. Her ability to remain unhindered from the darkness the xiticix are so used to allows her to catch subtle visual ques the others missed.
Starting to think about where they will end up she asks. "When we see the queen I do not know that I can hurt her, but I can surround her is a field of energy that will distract her. Or I can focus on the hunters.
"Which do you need me to do Snackhappy?"
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 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.


GM Quick Reference
User avatar
Growler
Diamond Patron
Diamond Patron
Posts: 184
Joined: Fri Aug 18, 2017 7:42 am

Re: Jungle Fever: Barbarians vs. Bugs

Post by Growler »

Tracking 20
Tracking at d8+3(-2 due Scene, -2 due Darkness, +3 due Assistance, +2 due Scent, +2 due Woodsman)
  • Tracking: [dice]0[/dice]
    Wild: [dice]1[/dice]
    • Extra Effort: [dice]2[/dice] (Elan)
      • Ace: [dice]3[/dice]
    Result: 20 - Success with 4 Raises.


Giving his head a shake to clear it, Growler is able to ignore the Xiticix's Death Scent and is able to home in on the more subtle scent of their Queen. With Herra's point out of the general direction of the alien Queen and Echo's pointing out of some of the more subtle visual clues, Growler is able to make significant progress to the Xiticix Queen's chamber, deep in the hive.

"Smells like we are almost there, Pack Leader SnackHappy. Just a little more time and I should have us at their Queen's chamber."
Growler
Main Character: Tiny Tim
Alternate Characters: Hans Greuber, Berk
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 15 (6)
ISP: 40 / 40
PP: 15 / 15

Active Powers:
None

Bennies: 2/3
Base Amount
-1 due Reroll on Navigation Roll
User avatar
SnackHappy
Bronze Patron
Bronze Patron
Posts: 191
Joined: Fri May 26, 2017 8:20 am

Re: Jungle Fever: Barbarians vs. Bugs

Post by SnackHappy »

OOC Comments
Shooting:[dice]2[/dice]
Wild:[dice]0[/dice]
Ammo:[dice]1[/dice]
Grinning as more bugs embrace the heat death given to them by his new plasma rifle, Jacob shouts "Hope you guys are right. All these damn tunnels look the same! Gotta love plasma it gets in all the right places. You know like sand."
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, 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 Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 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).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Jungle Fever: Barbarians vs. Bugs

Post by Freemage »

The Jokers make their way through the bugs, cutting a swathe through the enemy as they try to come from one tunnel or another. They never manage to get close enough to bring their spears and swords to bear, and they die in scores, from railgun fire, electrical blasts, holy light, swung weapons and Splinter's claws; even Chok'lat manages to laserblast a few.

Meanwhile, Growler, with Herra and Echo's assistance, manages to finally crack the 'code' of the scent-trails left by the Xiticix. Suddenly, it's like the tunnels have signs posted everywhere, telling the Dogboy precisely where to go. They're close; he's sure of it.

Of course, the Xiticix are now fully aware of their presence in the Hive, and are starting to swarm with increasing savagery.
OOC Comments
Suit [dice]0[/dice] Heart (no complications)

Okay, so you guys are rocking it. You need one more Tracking success. However, the bugs are coming fast and furious. This has three effects:

1: You need 8 successes total on the Combat Test. Might be time for Herra to switch, and Echo to focus her efforts, up to you. Remember, each success you come up short is a randomly targeted Wound.
2: You don't need to bother running dark any more. Lighting isn't going to make any difference this close to the Queen's Lair. So no lighting penalties for anyone.
3: Anyone who CritFails their roll (regardless of which task they're working on) also suffers a Wound, which cannot be Soaked, and starts the tactical combat (assuming you get the Tracking success) Shaken. Try not to CritFail.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
User avatar
Zakkael
Silver Patron
Silver Patron
Posts: 186
Joined: Fri Jun 09, 2017 11:25 pm
Location: Castle Refuge

Re: Jungle Fever: Barbarians vs. Bugs

Post by Zakkael »

Zakkael's combat +1 success
Fighting -2 for scene
[dice]0[/dice]

Benny for Extra Effort with Elan
[dice]3[/dice]

WD Fighting
[dice]1[/dice]

Vigor to resist fatigue
[dice]4[/dice]

WD Vigor
[dice]5[/dice]
Zakkael, staff and shield in hand, begins direct combat with the Xiticix who are swarming the Jokers. "You too shall fall, insect. Even the mighty lion falls before the shepherd's staff when he defends his flock. Begone, pestilence! These people are protected by the Angel of Justice on a mission from Heaven. The Light has dominion even in this dark place. If the mightiest of judges drove his enemies before him with the jawbone of an ass, how much more then will the might of an angel drive you with a blessed staff from a Heavenly tree? You are chaff in the fire!" The staff crushes arms and legs, the shield fends off spear and sword, and Zakkael continues shouting holy encouragement to his friends and taunts to his foes.
Chok'lat combat +1 success
Shooting, -2 scene, net zero bonus
[dice]2[/dice]

Ammo spent
[dice]6[/dice]
Chok'lat finds his zone, and continues blasting away at the incoming bugs. "Chok'lat crush and burn puny bugs! Chok'lat kill lots!"
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
User avatar
Echo
Diamond Patron
Diamond Patron
Posts: 218
Joined: Tue May 23, 2017 7:43 pm

Re: Jungle Fever: Barbarians vs. Bugs

Post by Echo »

Echo Fighting the Bugs off
8 for 2 Success
Spirit d10+2, Scene -2 = d10+0
Spirit [dice]0[/dice]
Wild [dice]1[/dice]
Extra Effort [dice]2[/dice]
As the obviousness of the trail becomes such that Growler not only needed no help, but Echo was not even able to provide significant aid, she redirected all of her attention to the defence. Working on barriers of steel and having Splinter provide cover fire from choke points as the bugs come in greater and greater density.
This was their home, they had sensed the invaders and they were not happy about it. No matter how many died, they continued to come, and even the barrier she created by closing access ways only provided the briefest of respit for her allies before new waves came.
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 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.


GM Quick Reference
User avatar
Peta Chante
Bronze Patron
Bronze Patron
Posts: 246
Joined: Fri May 12, 2017 7:13 pm

Re: Jungle Fever: Barbarians vs. Bugs

Post by Peta Chante »

Fighting 15 = 3 successes
Fighting [dice]0[/dice]
Wild [dice]1[/dice]
Ace [dice]2[/dice]
Ace [dice]3[/dice]

[dice]4[/dice] - ISP use
4 ISP remains
With Xiticix swarming as thick as a slaver's breath Herra goes to the offensive. While she normally fights with her mind, she was trained to fight in the salve pens of Atlantis. Grabbing a weapon from a fallen warrior she slashes deeply, cutting a swath through the swarms to make room for the final push to the queen. The thought of destroying the queen and ending this threat to her newly adopted tribe motivate Herra beyond her normal steely determination to passionate warrior with a cause.

"We must press on. The only way to stop them all is to top the queen. Forward!"
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
Edit Signature
User avatar
Growler
Diamond Patron
Diamond Patron
Posts: 184
Joined: Fri Aug 18, 2017 7:42 am

Re: Jungle Fever: Barbarians vs. Bugs

Post by Growler »

Tracking 6
Tracking at +2 (-2 due Scene, +2 due Woodsman, +2 due Scent)
  • Tracking: [dice]0[/dice]
    Wild: [dice]1[/dice]
    Result: 6 - Success. Last Tracking Success required to find the Queen
Continuing to follow his nose, Growler makes his way to where he believes the Xiticix Queen to be.

All the increased resistance is a good sign. I have heard that a Xiticix Queen is a tough foe. I hope the Pack will still be in good fighting order when we get to her.

"The Queen is just ahead. Everyone get ready."

With that, Growler gets out his bow and readies himself for the upcoming fight.
Growler
Main Character: Tiny Tim
Alternate Characters: Hans Greuber, Berk
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 15 (6)
ISP: 40 / 40
PP: 15 / 15

Active Powers:
None

Bennies: 2/3
Base Amount
-1 due Reroll on Navigation Roll
User avatar
PFC Fox Simmons
Silver Patron
Silver Patron
Posts: 156
Joined: Wed Nov 08, 2017 5:53 am

Re: Jungle Fever: Barbarians vs. Bugs

Post by PFC Fox Simmons »

Fox continues to follow the Jokers descent to the Queen.

Flipping on internal audio, he records some notes and considerations for future research.

*Begin Note* "Xicitix are hard to track with SAMAS's current sensors. Growler seems to be doing all right tracking them by smell. I believe he mentioned something about pheremones. May need to develop a Tracking assist feature that helps in other areas such as smell/taste and touch. Arcane sniffers would be interesting. Again all consideration as assist or improving the Jokers' current capabilities." *End Note*

*Begin Note* "The Jokers' have many expensive and limited armaments. Missiles, rockets, and grenades are the first that come to mind. However, the powers of Echo, Hera, and Calyx could be argued as the most expensive and limited. Recharging takes time for what they term as PPE and ISP. Consider construction of storage cells for extended circumenstances, such as 'Bug Hunting'." *End Note*

Shutting down the recorder, Fox makes sure the recordings are backed up and target locks on another tunnel. Preparing to fire on the tunnel entrance, Fox reconsiders noting the junction of the tunnels. This would idealy slow down pursuit for a time.
Rail Gun Single Shot
    • Edges
    • Ace: +2 to Piloting PAs, May spend Bennies to Soak. [Novice 2]
    • Combat Ace: Ignore MAP for Piloting and Shooting in same round. [Novice 3]
    • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA. [MARS PA Soldier]
    • Shot Fired, Shooting 7, Success
    • Shooting [dice]0[/dice]
    • Wild Shooting [dice]1[/dice]
    • Damage Done 13 MDC, 10 AP
    • Damage [dice]2[/dice] (AP 10)
  • Spent Rounds [dice]3[/dice]
Last edited by PFC Fox Simmons on Sat Apr 07, 2018 2:07 pm, edited 1 time in total.
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran 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: 6/8

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: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
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
User avatar
SnackHappy
Bronze Patron
Bronze Patron
Posts: 191
Joined: Fri May 26, 2017 8:20 am

Re: Jungle Fever: Barbarians vs. Bugs

Post by SnackHappy »

Shooting 1 Success
Shooting:[dice]0[/dice]
Wild: [dice]1[/dice]
Ammo: [dice]2[/dice]
"Let us be down with these filthy bugs then!" He says shooting more as they get close. "I thought the distraction crew was pulling bugs away from us. I imagine it will be even stronger at the queen!"
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, 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 Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 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).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers
User avatar
Calyx
Diamond Patron
Diamond Patron
Posts: 112
Joined: Thu Sep 07, 2017 7:43 am

Re: Jungle Fever: Barbarians vs. Bugs

Post by Calyx »

Calyx was starting to get tired. The lightning bolts were starting to have some pauses between them. His aim wasn't quite as good as it had been when he started out. Sweat was starting to show up and drip down. Some even got in to his eyes. He had to wipe his eyes clear, and missed the bug he'd been firing at. It was able to get close to him and slammed into him, knocking him down to the ground.

"HELP! GET IT OFF! GETITOFFGETITOFFGETITOFF!" Calyx quickly, desperately, kicked on his Electrical Aura and flailed wildly at the creature, sending electricity coursing through it, but it took its toll on him, and he was lying on his back as more of them swarmed closer.
Combat Team, Lightning Style: 5
Scene Modifier -2.
Psionics die [dice]0[/dice], Wild die [dice]1[/dice].
Vigor or Fatigue: Crit-Fail.
Scene Modifier -2.
Vigor die [dice]2[/dice], Wild die [dice]3[/dice].
Notice: 9 (or 7 if scene mod applies
Notice die [dice]4[/dice], Wild die [dice]5[/dice], Ace die [dice]6[/dice].
Calyx Calder
Character Summary
Human Zapper

Active effects: Deflection (-3 to be hit).
Wounds::

Parry: 6 (7 w/ vambraces); Toughness: 16(9)
Weapon in hand: Vibro-Blade Vambraces or Kolytik

Edges: AB Psionics, Danger Sense, Luck, Major Psionics, Quick, Rapid Recharge, Rich

Powers: Armor, Boost/Lower Trait, Deflection, Telekinesis
ISP: 26/30

Charisma: 0
Bennies: 3

Memento (Two-Face's Decision)
  • Once per Session, can be used to alleviate a level of Fatigue.
Adventure Card:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Lucky Break: Play this card to completely negate the damage from one attack.
Currently playing in: 7th Set Joker's Jokers
User avatar
PFC Fox Simmons
Silver Patron
Silver Patron
Posts: 156
Joined: Wed Nov 08, 2017 5:53 am

Re: Jungle Fever: Barbarians vs. Bugs

Post by PFC Fox Simmons »

Fox closes down a tunnel junction and hears Growler's statement over the team freq.

Great. It is time to wrap this up. Hopefully the battle recorded footage will be sufficient for analysis. Need to determine a more efficient means for engaging.

<Fox opens his personal comms and recorder.>

"Means for communicating with the Xicitix. Still questions there. Reminder to investigate pheromones and hive mind mentalities."

<Fox closes his internal recorder down.>

"Jokers be advised, the heat is on. Fan out if you can and utilize the walls to left and right to provide cover for your backside."
Battle Prep__
  • K/Battle 10 success, raise
  • K/Battle [dice]0[/dice]
  • Wild K/Battle [dice]1[/dice]
    Benny for Extra Effort
  • Extra Effort [dice]2[/dice]
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran 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: 6/8

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: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
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
User avatar
Echo
Diamond Patron
Diamond Patron
Posts: 218
Joined: Tue May 23, 2017 7:43 pm

Re: Jungle Fever: Barbarians vs. Bugs

Post by Echo »

Hearing we are coming in on the queens chamber Echo readies her firearm. This is one area she will have to use every tool she has and hope everything turns out right. "Ready and willing sir, what are the orders?" Her and Splinter both prepare themselves the best they can for any unexpected surprises.
Notice 4, ignores all concealment
Echo Notice Roll: [dice]0[/dice]
Notice Wild Die: [dice]1[/dice]
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 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.


GM Quick Reference
User avatar
PFC Fox Simmons
Silver Patron
Silver Patron
Posts: 156
Joined: Wed Nov 08, 2017 5:53 am

Re: Jungle Fever: Barbarians vs. Bugs

Post by PFC Fox Simmons »

"Go right and cover Calyx. His distance ranged attacks should minimize the need for your closer ranged attacks. Better safe than sorry."

"Snack and Herra go into the room's left side."

"Growler. Chok'lat, and Zykkeal. Hold position at the entry way. Nothing comes in or goes out."

"I am going to try and close down the entrances to this room and then join Growler and company."

Looking at the readout panel on SAMAS, Fox checks the altimeter to find out how far they are below ground.

"Ideally we would want to form a V and trap everything in between the arms of the V. Eventually pinning the Queen in that V when we can."
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran 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: 6/8

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: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
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
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Jungle Fever: Barbarians vs. Bugs

Post by Freemage »

OOC Comments
Just a little somethin' somethin' [dice]0[/dice]
Let's get wild [dice]1[/dice]

If The Thing Happens: [dice]2[/dice]
Wild Thing [dice]3[/dice]
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
User avatar
Growler
Diamond Patron
Diamond Patron
Posts: 184
Joined: Fri Aug 18, 2017 7:42 am

Re: Jungle Fever: Barbarians vs. Bugs

Post by Growler »

Getting out his bow, Growler tries to carefully approach the entrance to the Queen's chamber and get a peek at what is inside.
Stealth 6
Stealth: [dice]0[/dice]
Wild: [dice]1[/dice]
Result: 6 - Success
Notice 6
Notice at -2 due Dark, but +2 with Scent, so 0
Notice: [dice]2[/dice]
Wild: [dice]3[/dice]
Result: 6 - Success
Growler
Main Character: Tiny Tim
Alternate Characters: Hans Greuber, Berk
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 15 (6)
ISP: 40 / 40
PP: 15 / 15

Active Powers:
None

Bennies: 2/3
Base Amount
-1 due Reroll on Navigation Roll
Post Reply

Return to “Adventure Archive”