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 06 An Unwanted Encounter 
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As the morning comes the team prepares to mobilize and finds that while cramped, the refugees are able to fit in the cleared out area in the back of the transport. Gathering up what supplies can be salvaged from the other transport and evaluating their current location from the previously overheard radio conversation the team knows the fastest way to safety will be to head west a couple hundred miles avoiding the small hive they learned of and then head south.
Unfortunately the terrain out here does not allow the transport to achieve its full speed safely and scouting is needed for safe paths. Fortunately two full days have gone by as the refugees and the legionnaires have gotten to know each other more and more without any major problems.
With only a day and a half left until a Butte the transport pulls over to allow for people to stretch, breath and bed down for the night. Upon finally finding a solid place for parking with a large enough clearing to allow people to rest something feels a little off for Baron McVey as he knows something is up just before a loud broadcast hits the air.
“Attention Passengers in the Stolen Coalition Mark V. Evacuate the vehicle with your hands in the air and arms up. You are to abandon the vehicle, and allow your crew to be searched. We have received a report that a known wanted deserter and known terrorist collaborator is with your team.
“You need to power down and exit the vehicle now Lawrence Charles. We know of your groups compassion, do not try anything.”

As you all begin to look around you see a unit of Coalition SAMAS PA pilots at a distance south east of you and some sky cycles hovering about 200 yards North east.

The Drop
Initiative Order The CS soldiers had the high initiative card and are on hold. For players you may go in any order, or decide what and how you are going to do it.
The Coalition troops have you and the exits covered in a classic hostage position. Any attempt at hostilities would require a successful Agility contest or they will attack the perpetrator with The Drop. The exception is Hardin who drew a Joker and Baron McVey who made his danger sense roll and may do as he likes.

Lt. Brock Agility Test:13 total with Elan
Agility 1d8 (7)
Agility Wild Die 1d6 (6)
    Wild Die Exploded 1d6+6 = 7 (1)
      GM Benny for Extra-Effort 1d6+7 = 11 (4)

SAMUS Pilot 01 1d8 (4)
SAMUS Pilot 02 1d8 (5)
SAMUS Pilot 03 1d8 (6)
SAMUS Pilot 04 1d8 (1)

Sky Cycle Pilot 01 1d8 (3)
Sky Cycle Pilot 01 1d8 (6)

The limitations of Play by Post means you need to be able to see the bad guys stats to describe the effect of your attacks. For Reference

.
The Scene
Here is the scene, you may declare what you would like to do or go into http://www.roll20.net and move your tokens as desired from the following map.

Attachment:
01 Scenario Top of 1 Turn 01.PNG
01 Scenario Top of 1 Turn 01.PNG [ 1.62 MiB | Viewed 370 times ]

The SAMAS Pilots are skating the tree line giving -2 Cover to both sides until they move, or someone flies up.

.
The Stakes
Every Contest has to have stakes.
If the CS gets their way, they will finish completely destroying the illegally acquired APC and arrest L.C.
This will leave the refugees without a safe way out and drastically increase your travel time.

.
The Questions
But why? Mark V APCs are illegal to have without paper work, but one so heavily damaged and left for salvage should not have attracted the attention of the C.S.
But why? L.C. is wanted, but not so wanted they would be tracking him. Someone must have sold the information of him being here to the C.S.

Make a Knowledge (Battle) at +2 to know of Brock's reputation as a close minded fanatic. While he is not know for undue cruelty, he is known for absolutely following any order without question.

.
Time of Day
Requested time stamp. It is about 2000 hours.
Your character's are all at full PPE/ISP at the start of the turn.

_________________
GM Bennies
Game Master Bennies Baseline 6/8
    -1 For Lt. Brock's Extra Effort on Agility test to go first.
    -1 For SAMAS to Soak Shot from L.C.
    -1 For SAMAS to Soak Shot from L.C. to wing while fleeing


Sun Oct 08, 2017 2:05 pm
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Revised initiative because GM's Make Mistakes
OOC Comments
Attachment:
01 Scenario Top of 1 Turn 01 revised init.PNG
01 Scenario Top of 1 Turn 01 revised init.PNG [ 54.86 KiB | Viewed 368 times ]

With this Hardin goes first, after that anyone can go in any order as the CS forces are all on hold.

ALL PLAYERS RECEIVE 1 BENNY FOR THE JOKER

_________________
GM Bennies
Game Master Bennies Baseline 6/8
    -1 For Lt. Brock's Extra Effort on Agility test to go first.
    -1 For SAMAS to Soak Shot from L.C.
    -1 For SAMAS to Soak Shot from L.C. to wing while fleeing


Sun Oct 08, 2017 2:55 pm
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Notice 12
Notice: 1d8 (8)
Notice Ace!: 1d8 (4)
Notice Wild: 1d6 (4)


”L.C., sounds like yer old buddies would like a word.”

To himself, he mutters, ”Terrorist. Like ah ever started it.”

A Series of Events
Hardin will go on hold to let L.C. or the Baron talk them into a better situation, but the moment either (1) L.C. gives the order to fight or (2) it looks to Hardin like the bad guys might start shooting (his trigger finger is itchy), he will interrupt and take the following series of actions:

First*: Hardin will unsling his Judgment Day rifle, holding it in one hand, and he will call his shard pistol to his other [free actions].
    Agility roll to unsling rifle: 1d10 (2) +2 (Quick Draw) +2 (Joker) = 6 - MAP = 4
    Wild to unsling: 1d6 (2)

Second*: Hardin will activate his Push (smite) power on both guns, spending the extra ISP to make it mega [free action]
    Psionics: 1d10 (5) + 2 (Joker) + extra effort = 9 - MAP = 4
    Psionics Wild: 1d6 (5) + 2 (Joker)
    He’s close to a raise, so burn a Bennie for extra effort: 1d6 (2). Darn MAP.

Third*: He’s not insane, so he’ll activate Clear Mind (boost Trait and focus on his Vigor. Again, Mega. He’s just burning through that ISP. [free action]
    Psionics: 1d10 (4) +2 (Joker) = 6 - MAP + extra effort = 7
    Psionics Wild: 1d6 (4)
    He really wants to not die in a hail of gunfire, so Extra Effort: 1d6 (3). Dang.

Fourth*: Still not insane, and the Coalition likes its energy weapons, so he’ll also activate Resist Energy (deflection). Again, Mega. [free action]
    Psionics: 1d10 (8) + 2 (Joker) = 11 - MAP = 9
    Psionics Wild: 1d6 (6)
    Wild Ace!: 1d6 (3)

Fifth: Now, we can start questioning his sanity. He will burst from the APC as he activates ‘Kinesis (telekinesis) to grab both of his drawn weapons
    Psionics: 1d10 (8) + 2 (Joker) - MAP = 8
    Psionics Wild: 1d6 (3)

Sixth: And, the violence begins. His weapons begin spinning around him and the shooting starts with the Shard Pistol at the Super SAMAS.
    Psionics: 1d10 (4) + 2 (Joker) + 2 (3RB) +2 (A Matter of Size) - MAP - Range penalty = 4
    Psionics Wild: 1d6 (4)
    Note: lower Trait (Vigor) activated by Shooting; target makes opposed roll against Hardin’s Shooting roll of 8.
    Shard Pistol Damage: 1d8 (4) + 1d8 (7) + 1d6 (6) (from raise) + 1d6 (2) (from ace) +1 (from pistol) + 2 (3RB) + 2 (Joker) + 4 (Smite) + 2 (A Spiffy Hat) - damage from raise because I didn’t take into account the Range penalty (6+2=8) = 22 x2 (Dead Shot) = 44 MD + 2 AP (1 from pistol, 1 from smite) (46 total)

Seventh: Having hopefully lowered his target’s Vigor, he follows up with a shot from his Judgment Day rifle.
    Psionics: 1d10 (1) + 2 (Joker) + 2 (3RB) +2 (A Matter of Size) - MAP - 1 (range penalty, -1 offset by scope) = 14
    Psionics Wild: 1d6 (6)
    Wild Ace!: 1d6 (5)
    Judgment Day Damage: 1d6 (5) + 1d6 (4).+ 1d6 (6) + 1d6 (3) (for raise) + 1d6 (2) (for Ace) + 2 (from rifle) + 2 (3RB) + 2 (Joker) + 4 (smite) = 30 x2 (Dead Shot) = 60 MD + 4 AP (3 from rifle, 1 from smite) (64 total)

_________________
Hardin
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 13(5)
Notable Edges/Hindrances: Strong-Willed, Nerves of Steel, Quick, Marksman, Wanted (Major): Coalition, Illiterate
Skills: Fighting d6, Shooting d10, Riding d6 + 2, Notice d8, Psionics d10, Survival d6, Intimidate d6 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Current Ongoing Effects: None
ISP: 4/30 (regenerate 1/30 min)
Charisma: -2 (Half-elves treated as outsiders)
Wounds: 0/4
Fatigue: 0/3
Action Cards: redraw 5 or below
Bennies: 4/3
    +1 for Q3 post rate
    +1 for Interlude in scene 5
    +1 for Joker in scene 6
    -1 for Extra Effort in scene 6
    -1 for more Extra Effort in scene 6
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present), Piecemeal CA-7 armor (possession is a “shoot-on-sight” crime with any Coalition troops), Shard Pistol (returns to his hand as a free action and lower Trait (Vigor) activated by Shooting), “Judgment Day” rifle with attached scope (stats of a Wilk’s 457 pulse rifle), TK Revolver, Colt Dragoon .44 Revolver with silver bullets
Robot Horse: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
  • Fighting d8, Notice d8 + 2, Survival d6
  • Pace 12 (Acc/TS 10/50)
  • Parry 6
  • Toughness 20(10) MDC
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
Adventure Cards:
  • Folk Hero - Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
[/list]
Character Sheet
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Last edited by Hardin on Thu Oct 12, 2017 10:51 am, edited 3 times in total.



Sun Oct 08, 2017 5:18 pm
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Notice 5
1d6 (5) Wild 1d6 (3)


Sir William concentrates, readying his abilities for battle, activating his cyber armor. An aura of crackling blue electricity surrounds him.

Psionics
Deflection (free action) 1d8 (7) Wild 1d6 (6) Ace on Wild Die 1d6 (1)
Quickness 1d8 (7) Wild 1d6 (4)
PPE spent - 7
Deflection - -2 to all attacks
Quickness - 2 actions per round


Next round
Assuming combat has started, Action 1 - unsling NG-L5 laser rifle and seek available cover
Action 2 - fire at the nearest sky cycle pilot
Otherwise go on hold

_________________
Sir William Mahan
Character Name: Sir William Mahan
Parry:8, Toughness: 14(8), -2 to hit vs tech
ISP: 10/20
  • Speed: Double pace
  • Deflection: -2 to hit ranged and melee
  • Quickness: Act twice
  • Healing: Remove 1 wound
Bennies: 1
  • 3 starting
  • -1 damage reroll
  • -1 Healing extra effort
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil


Mon Oct 09, 2017 10:27 am
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Notice
Notice: 1d4+2 = 6 (4) -2 if storm fouled senses applies
Wild: 1d6+2 = 6 (4)


Erin speeds up
First Round 1st turn
Erin removes and uses her Quickness Gizmo and sprays herself with WD40 for the timestream
Activate Exalted Quickness Gizmo
[*]Techno-Wizardry: 1d8 (3) +2 Machine-Maestro in combat, -2 MAP
[*]TW Wild: 1d6 (5)


The Mad Scientist begins her work
First Round 2nd turn 1st action
(This turn ignores 2 pts of MAP from Exalted Quickness)
Zipping through the crowded APC like lighting Erin assembles a Boost Trait Gadget (Trapping below) on the fly utilizing some of the APCs Headsets in addition to her own parts.
[*]Techno-Wizardry: 1d8+2 = 4 (2) +2 Machine-Maestro in combat
[*]TW Wild: 1d6+2 = 6 (4)
[*]Extra Effort 1d6 (1)

“Hey William, Baron, does anyone want to shoot the big guns?”

First Round 2nd turn 2nd action
Depending on everybody's answer in the APC she will activate the gadget for Boost Trait Shooting on herself and others
[*]Techno-Wizardry: 1d8+2 = 9 (7) +2 Machine-Maestro in combat
[*] TW Wild: 1d6+2 = 6 (4)


Erin climbs into the Medium laser turret while turning the dial on former APC headphones. When she does this those effected by the Boost Trait (Shooting) briefly get a second feed of audio over their comms and when it silences they feel that they can truly understand the damaged weapons all around them.

Trapping
Damage Compensation
By sharing or enhancing a Techno-Wizard's connection to machinery the target subconsciously compensates for penalties inflicted by using damaged equipment.
For +1PPE the target can ignore 2 points of penalties to the affected skill from damaged equipment. As a replacement for the normal effects of a raise the amount of penalty ignored increases to 4 points.

_________________
Erin Sol
Character Name: Erin Sol
Parry:6(8)*, Toughness: 13(7)[14(7)]*
* Increased abilities from TW device
-1 to be hit by ranged Exalted Quickness
Wounds: 0/3 Fatigue: 0/2
PPE: 7/15 Master of Magic
  • Quickness:
  • Dispel:
  • Warrior's Gift:
  • Speed:

Gadgets 2/4 remaining
Current Gadgets

Advnture Card
Dressed to Kill -Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”

Active Powers: Exalted Quickness, Boost Trait (+1d Shooting ignore 4pt penalties from damaged equipment) Boost Trait (+1d TW ignore 4pt penalties from damaged equipment)

Bennies 6/3


Mon Oct 09, 2017 8:11 pm
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Notice
Notice 1d6 (4) +2 with Audio or Visual related perception
Notice Wild Die 1d6 (2) +2 with Audio or Visual related perception


"I'm stepping out for some air"

Round1 Billy readys to pop up from the front left hatch.

_________________
Billy Borg
Billy Borg
Parry:7, Toughness: 20(8),
Combat Edges:Rock and Roll
Skills: Drive d8, Fighting d10, Knowledge (Computers) d4, Knowledge (Engineering) d4, Knowledge (Cybernetics) d4, Notice d6 +2(Audio)+2(Visual), Repair d10 +4(Core Electronics Package) +2 (Universal tool Kit), Shooting d10+2 (Targeting Eye)
Bennie: 4
    +1 GM Reward


Last edited by BILLY BORG on Thu Oct 12, 2017 7:34 am, edited 1 time in total.



Wed Oct 11, 2017 4:37 am
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Notice
Notice 1d6+2 = 5 (3), Wild 1d6 (1)


"Everyone stay calm, let us take care of this." Sephia says to the refugees before heading towards the side door of the APC. Leaning up next to the door, she activates her Cyber-Armor and waits, giving L.C. a chance to negotiate with the CS forces. She sighs, not holding out much hope for that possibility.

Round 1
Sephia will stay on hold until hostilities are triggered by either side (although, things are likely to have kicked off by the time her turn comes round anyway). If fighting starts, she will:
a) Activate Deflection (free action), -3 ISP - Psionics 1d6 (3), Wild 1d6 (3)
b) Active Smite on both pistols (free action), -4 ISP:
Wilks 320 - Psionics 1d6 (5), Wild 1d6 (2)
TX-22 - Psionics 1d6 (2), Wild 1d6 (4)
c) Exit the vehicle and seek nearest available cover.
d) Ready her pistols (-2 multi-action penalty to attack, Agility roll required) - Agility 1d8 (1), Wild 1d6 (3)
e) Fire on the Sky Cycle pilots with both pistols (if Agility roll succeeds):
Wilks 320 - Shooting 1d8-2 = 1 (3), Wild 1d6 (6)
TX-22 - Shooting 1d8 (5), Wild 1d6 (4)

_________________
Sephia
Character Name: Sephia
Parry:6, Toughness: 15(6), Tech suffers -2 to hit
ISP: 10/20 | Bennies: 2
Wounds: 0
  • Boost Trait (self only): Increase any trait by 1 die type. 2 on raise.
  • Deflection (self only): -2 to be hit by Ranged and Melee. -4 on raise.
  • Healing: Remove 1 wound. 2 on raise.
  • Smite: Give weapon +2 damage. +4 on raise. Active
Combat Edges:
  • Ambidextrous: Ignore off-hand penalty.
  • Champion: +2 damage and toughness vs supernatural evil.
  • Martial Artist: Never considered unarmed or subject to Unarmed Defender rule. Adds +d4 to Strength roll on successful unarmed attack.
  • Mighty Blow: If joker drawn, x2 total damage on successful melee attack.
  • Quick: Discard and redraw initiative until higher than 5.
  • Two-Fisted: Roll attacks for each hand separately, ignoring multi-action penalty.


Wed Oct 11, 2017 6:59 am
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OOC Comments
Notice: 1d8 (6)
Wild Die: 1d6 (6)
Wild Ace: 1d6 (4)
Total: 10 (Raise)
Persuasion: 1d8+2 = 3 (1)
Extra Effort: 1d8+2 = 6 (4) (Disregard, wrong die)
Extra Effort: 1d6+2 = 5 (3)
Wild Die: 1d6+2 = 8 (6)
Wild Die Ace: 1d6 (5)
Total: 18 (Quadruple Raise?)
1 Benny Spent


Baron sighs. "I suppose we were gonna have to deal with them sooner than later." Baron says to himself, loud enough to be overheard. Switching on his radio. "Heard loud and clear Lieutenant, If you would pardon us a moment to talk while my people prepare to leave the APC. I have one question, why are you so interested in a battered APC that was left by your people scuttled? I've got woman and children who just want to live in peace, you can't honestly not understand that want can you." Baron says with conviction. Get them talking and hopefully we don't have to fight.

_________________
Baron McVey
Character Name: Baron McVey
Parry:9, Toughness: 6(14)
Bennies 4/4
Combat Edges:
  • Danger Sense (Notice Check -2 to perceive danger)
  • Quick (Re-draw cards under 5)
  • Ambidextrous (No off hand penalties.)
  • Two-Fisted (Make two attack rolls w/o multi-attack penalties.)


Wed Oct 11, 2017 4:18 pm
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Notice 5
Notice 1d6 (5), Wild Die 1d6 (5)

Hovering in the air above the team's APC, Nomed feels like something is watching him. He scans the woods for a threat, but can't make out anything more than trees and leaves. The woods are eerily silent, but he attributes that to the movement of the APC. Shaking off the wierd feeling he thinks, It's just the jitters. He tries to relax and settle back into the watch pattern with LC. Suddenly a loud voice breaks the woodland silence and demands they turn over LC and abandon the APC. Ambush!

As soon as Nomed hears the electronic announcement his bio-comp system kicks into maximum overdrive. The milliseconds it takes his brain to assess the situation are all he needs to fully commit to his actions. You will NOT hurt a single refugee under our protection while I still draw breath. His body reacts with supernatural speed as his sight narrows to the scope of his JA-11. Inhale. The first SAMUS power armor appears dead center in the crosshairs and Nomed easily exerts the five pounds of pressure needed to send a bolt of death from the barrel of his rifle. Hold. Before the shot is halfway to his first target the second SAMUS soldier is perfectly lined up and he fires again. Exhale. Nomed broadcasts a quick message to the entire team, To arms! We're under attack! Defend the refugees and each other!

Both laser blasts streak across the sky and strike true. The first SAMUS pilot sinks to the ground as if simply shutting down the power armor, but with a molten hole the size of an e-clip in the center of his chest plate that glows an angry red. The second shot must have hit a critical system as the power armor spins wildly out of control and slams into a nearby tree before exploding in a small fireball and then crashing to the earth, lifeless.

Actions
Agility Test to act - Agility 1d10 (3), Wild 1d6 (4) Benny for Extra Effort 1d6 (3) Agility Total: 7

Action to ready JA-11

Action to Shoot closest SAMUS pilot - Shooting 1d10 (10), Ace 1d10 (4), Wild 1d6 (3), +2 Ranged Attacks, +2 Size, -2 Range (Negated by scope), -2 MAP, Shooting Total: 16 Success with a Raise
Damage 3d6+1 = 9 (2, 5, 1), Raise 1d6 (3), Benny for reroll: Damage 3d6+1 = 17 (5, 5, 6), Ace 1d6 (4), Raise 1d6 (6), Ace 1d6 (1), Damage Total: 28 AP 4

Split the Seconds to shoot the 2nd closest SAMUS pilot - Shooting 1d10 (9), Wild 1d6 (1), +2 Ranged Attacks, +2 Size, -2 Range (Negated by scope), -2 MAP, Shooting Total: 11 Success with a Raise
Damage 3d6+1 = 5 (1, 2, 1), Raise 1d6 (4), Benny for reroll: Damage 3d6+1 = 13 (5, 6, 1), Ace 1d6 (6), 2nd Ace 1d6 (6), 3rd Ace 1d6 (1), Raise 1d6 (5), Damage Total: 31 AP 4

_________________
Character Summary
Nomed Dercas

Parry: 7; Toughness: In Armor 14(6) or in vehicle 17(8); Pace: 16(d10); Burn: 10(d10)
Wounds: 0/3 Fatigue: 0/2
Adventure Cards: We Have The Talent - You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.(54)
Bennies: 3
+3 New Quarter
+2 Field Report
+1 Joker (06 An Unwanted Encounter)
-1 Extra Effort Agility Test (06 An Unwanted Encounter)
-2 Reroll Damage (06 An Unwanted Encounter)

Attributes
Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d10

Skills
Shooting d10, Fighting d8, *Notice d6, Stealth d6, *Tracking d8, *Survival d8, Persuasion d6, Piloting d4, Throwing d6, *Streetwise d8, *Forgery (Common Knowledge) d6+2

Active Effects
+2 on all ranged attacks
-2 to be hit as long as Nomed is aware of the attack**
+2 to Tracking, Stealth and Survival in the wilderness
Nomed requires only half the normal amount of sleep and has +2 to resist fatigue
-1 to all Smarts and Smarts-linked skill rolls(*) in non-combat/low stress situations
On the first round of combat Nomed does not receive the benefit from Uncanny Reflexes** or Quick**
+2 to Survival rolls related to land navigation
+1 to Survival checks where food gathering is concerned
+1 to Healing checks


Combat Edges
Split the Seconds: Grants an extra action each round.
Dirty Fighter: +2 with all Trick Manuvers
Quick: Whenever Nomed is dealt a 5 or less in combat he may discard and draw again until he gets a card higher than 5.**

Primary Weapon
JA-11 Energy Rifle
  • Range 30/60/120
  • Damage 3d6
  • RoF: 1
  • AP: 4
  • Shots: 60
  • Weight: 7
  • Notes: As an action, switch to fire an ion beam (use stats for NG-57) or have laser do Mega Damage (uses 10 ammo per shot and applies Snapfire penalty) Integrated scope offsets two points of Range and/or Darkness penalties. Advanced technology makes this weapon extra effective against armor, giving it +2 AP.)
    Ion Beam
    • Range: 12/24/48
    • Damage: 1-3d6+1
    • RoF: 1
    • AP: 2
    • Notes: Ion weapons grant +2 Shooting due to the spread effect of the ion stream, but they lose one die of damage at Medium Range, and two dice at Long.
  • Long E-Clips: 2

Notable Equipment
  • Grenades(assorted)
  • Silvered Vibro-Sword
  • Wooden Stakes
  • NG-S2 Survival Pack
  • Infrared Distancing Binoculars
  • Translator
  • Internal Repair System
  • NG-357 Magnum-Turbo Hovercycle


Last edited by Nomed Dercas on Fri Oct 13, 2017 5:54 am, edited 1 time in total.



Wed Oct 11, 2017 4:55 pm
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As Hardin notices Nomed raise his rifle, he nods to no one in particular. Kid’s got the raght idea.

”Ah’ll distract ‘em!” he yells. ”Y’all get them kids outta here!”

Hardin bursts from the APC, looks toward the “Smiling Jack” Super SAMAS, and engages.

’An after they save the refugees, maybe somebody will be close enough ta save me!

OOC Comments
Hardin comes off of hold and takes the actions described in his post above. Once he finishes, he whistles at a pre-programmed pitch to Jane, who runs out to stand between Hardin and the APC, blocking the door and shielding the refugees inside. On his next turn, assuming he and Jane both survive the retaliatory fire, he’ll try to mount the horse in a hurry and lead the enemies away from the refugees.

_________________
Hardin
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 13(5)
Notable Edges/Hindrances: Strong-Willed, Nerves of Steel, Quick, Marksman, Wanted (Major): Coalition, Illiterate
Skills: Fighting d6, Shooting d10, Riding d6 + 2, Notice d8, Psionics d10, Survival d6, Intimidate d6 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Current Ongoing Effects: None
ISP: 4/30 (regenerate 1/30 min)
Charisma: -2 (Half-elves treated as outsiders)
Wounds: 0/4
Fatigue: 0/3
Action Cards: redraw 5 or below
Bennies: 4/3
    +1 for Q3 post rate
    +1 for Interlude in scene 5
    +1 for Joker in scene 6
    -1 for Extra Effort in scene 6
    -1 for more Extra Effort in scene 6
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present), Piecemeal CA-7 armor (possession is a “shoot-on-sight” crime with any Coalition troops), Shard Pistol (returns to his hand as a free action and lower Trait (Vigor) activated by Shooting), “Judgment Day” rifle with attached scope (stats of a Wilk’s 457 pulse rifle), TK Revolver, Colt Dragoon .44 Revolver with silver bullets
Robot Horse: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
  • Fighting d8, Notice d8 + 2, Survival d6
  • Pace 12 (Acc/TS 10/50)
  • Parry 6
  • Toughness 20(10) MDC
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
Adventure Cards:
  • Folk Hero - Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
[/list]
Character Sheet
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Wed Oct 11, 2017 6:44 pm
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Notice 11
Notice 1d6 (2), 1d6 (6)+ 1d6 (3)+2


Flying beside and above the APC, L.C. sighs when he hears the Coalition Patrol. When McVey takes the right course, he breathes a sigh of relief. "I'm over here in the power armor, Lieutenant. That scrapped out APC is no danger to you. Back off and we can talk. If you wanted to waste everyone you'd have done it already." But then all hell breaks loose as someone fires. Over his speaker, and radio simultaneously, he screams "Cease fire, cease fire! Shit. Everyone stop firing! Anyone fires at the APC and I will end you. Back off and we can talk! Get that vehicle out of here, evade, do not fight!"

Any unit that fires on the APC will immediately be targeted by L.C.
Shooting 11 -- Damage 19, MD, Plasma
Shooting 1d8 (7), 1d6 (5) + 1d6 (4) extra Effort (Ignore 2 from any shooting penalties)
[ooc=Damage 19 MD Plasma] 3d10 (2, 9, 3)+ 1d6 (5)


Agility 1 vs 6
1d8 (1), 1d6 (1)

Agility 15 vs 1
1d8 (8)+ 1d8 (7), 1d6 (2)

_________________
L.C.
L.C. Psi-Nullifier Commando
Parry: 5(6 in armor), Toughness: Armor: 10(4) or PA: 16(8)
ISP: 20
  • Clairvoyance/World Scry
  • Detect Arcana (at will)/Exalted Detect
  • Dispel/Greater Dispel
  • Slumber/Greater Slumber
  • Telekinesis/Exalted TK
  • Telepathy/Exalted Telepathy
Edges:
  • Mental Resistance: +4 resist/+4 armor vs psionics
  • Psi-Nullifier: Repulse Supernatural Creatures and AB: Magic users
  • Automatic Psi-Nullification: 1/turn free action to dispel a power targeting him
Benny/Wound/ISP tracking


Fri Oct 13, 2017 1:06 am
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Dice rolls for Lt. Brocks Vigor Checks
Drain Vigor Rolled a 7 Versus a 2 = Success
    Vigor versus Drain 1d10 (7) Verus Shooting 8 -2 cover -4 for Arcane resistance = Versus 2
    Wild Versus Drain 1d6 (3)

Soak Versus Attack 1 = Success Soaks 4 Wounds.
(44 AP 2 Damage, AP of ice shards are ignored = 44 toughness 22+4 = 4 Wounds)
    Vigor 1d10+2 = 4 (2) (+2 for spending a benny)
    Wild Vigor 1d6+2 = 7 (5)
      Reroll Benny 2
      Vigor 1d10+2 = 10 (8) (+2 for spending a benny)
      Wild Vigor 1d6+2 = 8 (6)
        Vigor Wild Aced 1d6+8 = 14 (6)
          Wild Ace Aced 1d6+14 = 17 (3)



Soak Versus Attack 2 = Fail Does not Soak
(64 Damage toughness 22+4 = 9 Wounds)
      Vigor 1d10+2 = 5 (3) (+2 for spending a benny)
      Wild Vigor 1d6+2 = 6 (4)
        Reroll Benny 4 total (last of personal bennies)
        Vigor 1d10+2 = 7 (5)
        Wild Vigor 1d6+2 = 7 (5)
It is not worth using a GM Benny as the odds of success are to low.

For Reference

Dice for SAMAS Shot by LC 11
Cost 1 GM Benny
Results = 11 Success Soaked wounds
Vigor Soak 1d6 (6)
    Soak Aced 1d6+6 = 11 (5)

_________________
GM Bennies
Game Master Bennies Baseline 6/8
    -1 For Lt. Brock's Extra Effort on Agility test to go first.
    -1 For SAMAS to Soak Shot from L.C.
    -1 For SAMAS to Soak Shot from L.C. to wing while fleeing


Fri Oct 13, 2017 7:44 am
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Baron McVey wrote:
Baron sighs. "I suppose we were gonna have to deal with them sooner than later." Baron says to himself, loud enough to be overheard. Switching on his radio. "Heard loud and clear Lieutenant, If you would pardon us a moment to talk while my people prepare to leave the APC. I have one question, why are you so interested in a battered APC that was left by your people scuttled? I've got woman and children who just want to live in peace, you can't honestly not understand that want can you." Baron says with conviction. Get them talking and hopefully we don't have to fight.

Persuasion 18 3 Raises


As Baron McVey finishes his speech he can see the guns of the SAMAS's visible to him begin to lower. Listening you can tell your words are affecting them as their weapons begin to lower a couple degrees no longer pointed directly at you. The Smiling Jack’s head turns towards you as you have his attention. Supporting your decision L.C. flies up above the APC and says...

Baron
You action was succesful, but the turn of the day changed the reults. I am refunding your benny.

Regain Spent Benny



L.C. wrote:
Flying beside and above the APC, L.C. sighs when he hears the Coalition Patrol. When McVey takes the right course, he breathes a sigh of relief. "I'm over here in the power armor, Lieutenant. That scrapped out APC is no danger to you. Back off and we can talk. If you wanted to waste everyone you'd have done it already."


Suddenly the attempts at peace are broken as all hell breaks loose. Nomed begins shouting warning to protect the refugees and an ambush is happening.


Nomed Dercas wrote:
Hovering in the air above the team's APC, Nomed feels like something is watching him. He scans the woods for a threat, but can't make out anything more than trees and leaves. The woods are eerily silent, but he attributes that to the movement of the APC. Shaking off the weird feeling he thinks, It's just the jitters. He tries to relax and settle back into the watch pattern with LC. Suddenly a loud voice breaks the woodland silence and demands they turn over LC and abandon the APC. Ambush!

As soon as Nomed hears the electronic announcement his bio-comp system kicks into maximum overdrive. The milliseconds it takes his brain to assess the situation are all he needs to fully commit to his actions. You will NOT hurt a single refugee under our protection while I still draw breath. His body reacts with supernatural speed as his sight narrows to the scope of his JA-11. Inhale. The first SAMUS power armor appears dead center in the crosshairs and Nomed easily exerts the five pounds of pressure needed to send a bolt of death from the barrel of his rifle. Hold. Before the shot is halfway to his first target the second SAMUS soldier is perfectly lined up and he fires again. Exhale. Nomed broadcasts a quick message to the entire team, To arms! We're under attack! Defend the refugees and each other!


As You begin to take aim and start shouting the warning to your allies, you see Hardin with a speed rivaling a your own comes rolling out of the Mark V guns whirling around him as he charges towards the Patrol. His amazing speed such that he takes out the

Hardin wrote:
As Hardin notices Nomed raise his rifle, he nods to no one in particular. Kid’s got the raght idea.

”Ah’ll distract ‘em!” he yells. ”Y’all get them kids outta here!”

Hardin bursts from the APC, looks toward the “Smiling Jack” Super SAMAS, and engages.

’An after they save the refugees, maybe somebody will be close enough ta save me!

OOC Comments
Hardin comes off of hold and takes the actions described in his post above. Once he finishes, he whistles at a pre-programmed pitch to Jane, who runs out to stand between Hardin and the APC, blocking the door and shielding the refugees inside. On his next turn, assuming he and Jane both survive the retaliatory fire, he’ll try to mount the horse in a hurry and lead the enemies away from the refugees.


Notice 12

”L.C., sounds like yer old buddies would like a word.”

To himself, he mutters, ”Terrorist. Like ah ever started it.”

A Series of Events
Hardin will go on hold to let L.C. or the Baron talk them into a better situation, but the moment either (1) L.C. gives the order to fight or (2) it looks to Hardin like the bad guys might start shooting (his trigger finger is itchy), he will interrupt and take the following series of actions:

First*: Hardin will unsling his Judgment Day rifle, holding it in one hand, and he will call his shard pistol to his other [free actions].

Second*: Hardin will activate his Push (smite) power on both guns, spending the extra ISP to make it mega [free action] Raise 4

Third*: He’s not insane, so he’ll activate Clear Mind (boost Trait and focus on his Vigor. Again, Mega. He’s just burning through that ISP. [free action] Success 7

Fourth*: Still not insane, and the Coalition likes its energy weapons, so he’ll also activate Resist Energy (deflection). Again, Mega. [free action]
    Success 9

    Fifth: Now, we can start questioning his sanity. He will burst from the APC as he activates ‘Kinesis (telekinesis) to grab both of his drawn weapons
      Raise 8

      Sixth: And, the violence begins. His weapons begin spinning around him and the shooting starts with the Shard Pistol at the Super SAMAS.
        Psionics: Success 4, Damage 44 AP 2 (Brock Makes a roll versus 8-2=6 for Drain Vigor

        Seventh: Having hopefully lowered his target’s Vigor, he follows up with a shot from his Judgment Day rifle.
          Psionics: Raise 14, Damage 64


Seeing the SUPER SAMAS spin Hardin sees the pilot was able to move such that most of the the first shot is absorbed into the armor damaging the suit and rocking it spinning, as the pilot stabilizes preparing to fire the second burst of fire from Judgement Day hits the officer. Powered by the psionic strength of one of the greatest of psi-slingers the round blows straight through the armor, the pilot and lodges into the vehicles reactor causing it to explode in a blue white arc of ionized super plasma as the reactors explosion joins with the onboard ordnance.
There is a certain satisfaction to a shot well fired.

When suddenly the strain of so many efforts puts Hardin on the ground his mind really from the psionic stress.
Hardin
Resolve your brain burn on your next turn.

PS: Awesome shooting, that man was going to be very, very tough.



Nomed Dercas wrote:
Both laser blasts streak across the sky and strike true. The first SAMUS pilot sinks to the ground as if simply shutting down the power armor, but with a molten hole the size of an e-clip in the center of his chest plate that glows an angry red. The second shot must have hit a critical system as the power armor spins wildly out of control and slams into a nearby tree before exploding in a small fireball and then crashing to the earth, lifeless.

Agility Total: 7

Action to ready JA-11

Action to Shoot closest SAMUS pilot - Shooting Total: 16 Success with a Raise Damage Total: 28 AP 4

Split the Seconds to shoot the 2nd closest SAMUS pilot - Shooting Total: 9 Success with a Raise Damage Total: 31 AP 4[/ooc]
L.C. wrote:
But then all hell breaks loose as someone fires. Over his speaker, and radio simultaneously, he screams "Cease fire, cease fire! Shit. Everyone stop firing! Anyone fires at the APC and I will end you. Back off and we can talk! Get that vehicle out of here, evade, do not fight!"

Any unit that fires on the APC will immediately be targeted by L.C.

Shooting 11 -- Damage 19, MD, Plasma


As both rounds strike with the perfect accuracy of a juicer wielding his iconic sniper rifle directly at center mass the Pilots with their arms still lowered from Baron’s speech have no time to react or deflect the blast. They die instantly never expecting their lights where to be snuffed out like a candle in the breeze.


“Holy shit, holy shit, they just killed Brock!"
"Those bastards they killed Timmy, after he left them supplies. Kill those f***ers, blow everyone of them to hell!”
The radio still on broadcast can be heard by everyone before all hell breaks loose. The SAMAS immediately begin taking evasive actions moving up so strafing actions can begin. The two SAMAS begin circling evasively as their weapons L.C. can feel deep down that they are going to attack with missiles he is able to interrupt one of the Sams, but the other launches his missiles.
L.C. Shoots just before the SAMAS launches his missile at Nomed striking the Sam in the shoulder as he spins it looks to have knocked his aim off, but the rage coming over the broadcast is enough to know he is still alive, shooting and angry. unfortunatly as L.C. moves into position to shoot and avoid being shot at himself he pushes too hard causing his engine to sputter.

After their payload is discharged the SAMAS pilots move further away maintaining their distance when out of nowhere Laser fire comes arcing in at the characters.



Rocket Launcher at Nomed
Big Picture: Nomed's ride gets hit for 35 Damage, Nomed can roll a Soak and I will apply it to the vehicle if he wants.

100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    SAMAS 3 - Shooting 1d10 (6) = HIT AREA OF EFFECT
    If they Hit: 5d6 (6, 3, 6, 5, 5)
      Damage Aced: 2d6+25 = 30 (4, 1)
    AP6 versus Nomed & His Ride

    SAMAS 4 - Shooting 1d10 (2) = MISSED
    If they Hit: 5d6 (5, 3, 6, 4, 6) AP6 versus Nomed & His Ride


Strafing in to about 200-300 yards the Cycle pilots let rip with their heavy lasers at the APC, two of the attacks coming from the north where you did not even realize they were located.


Sky Cycle Pilots attacks all around

[b]Big Picture: Lots of Misses the APC gets Hit for 38 AP 15 Damage, completely disabling it.


Sky Cycle Pilot 1, Attacks Hardin[/b] (Range 100 yards = No Range Modifier)
    Shooting: 1d8-4 = -1 (3) -2 for snap fire, -2 for size of Vehicle = MISSED
    Damage if it hits: 4d10 (1, 7, 6, 4) AP 15

Sky Cycle Pilot 2, Attacks Hardin (Range 100 yards = No Range Modifier)
    Shooting: 1d8-4 = 0 (4) -2 for snap fire, -2 for size of Vehicle = MISSED
    Damage if it hits: 4d10 (10, 7, 9, 2) AP 15

Sky Cycle Pilot 3, Attacks APC (Range 100 yards = No Range Modifier)
    Shooting: 1d8 (8) -2 for snap fire, +2 for size of Vehicle
      Shooting Aced 1d8+8 = 15 (7)
    Damage if it hits: 4d10 (2, 9, 10, 8) AP 15
      Damage Aced 1d10+29 = 37 (8)

Sky Cycle Pilot 4, Attacks L.C. (Range 100 yards = No Range Modifier)
    Shooting: 1d8-4 = -2 (2) -2 for snap fire, -2 for size of Vehicle = MISSED
    Damage if it hits: 4d10 (5, 1, 1, 6) AP 15



As the rest of the team prepares themselves the world sinks into the chaos battle in only a matter of seconds.

_________________
GM Bennies
Game Master Bennies Baseline 6/8
    -1 For Lt. Brock's Extra Effort on Agility test to go first.
    -1 For SAMAS to Soak Shot from L.C.
    -1 For SAMAS to Soak Shot from L.C. to wing while fleeing


Fri Oct 13, 2017 9:15 am
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Piloting 26
Piloting 1d4 (3), Wild 1d6 (4) Extra Effort 1d6 (6), Ace! 1d6 (6) 2nd Ace!! 1d6 (6), 3rd Ace!!! 1d6 (5) -2 Dive Reaction, +1 Handling


Nomed's vision refocuses on the scene unfolding below him as the SAMUS pilots open up and the Skycycles perform a flyby. Both SAMUS pilots focus him with their launchers as LC shoots one in the shoulder ruining his aim. The second rocket flys directly toward Nomed and he guns his hovercycle straight into the oncoming projectile. He screams, Come and get me! over the din of the combat as he plays chicken with the rocket, and wins.

_________________
Character Summary
Nomed Dercas

Parry: 7; Toughness: In Armor 14(6) or in vehicle 17(8); Pace: 16(d10); Burn: 10(d10)
Wounds: 0/3 Fatigue: 0/2
Adventure Cards: We Have The Talent - You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.(54)
Bennies: 3
+3 New Quarter
+2 Field Report
+1 Joker (06 An Unwanted Encounter)
-1 Extra Effort Agility Test (06 An Unwanted Encounter)
-2 Reroll Damage (06 An Unwanted Encounter)

Attributes
Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d10

Skills
Shooting d10, Fighting d8, *Notice d6, Stealth d6, *Tracking d8, *Survival d8, Persuasion d6, Piloting d4, Throwing d6, *Streetwise d8, *Forgery (Common Knowledge) d6+2

Active Effects
+2 on all ranged attacks
-2 to be hit as long as Nomed is aware of the attack**
+2 to Tracking, Stealth and Survival in the wilderness
Nomed requires only half the normal amount of sleep and has +2 to resist fatigue
-1 to all Smarts and Smarts-linked skill rolls(*) in non-combat/low stress situations
On the first round of combat Nomed does not receive the benefit from Uncanny Reflexes** or Quick**
+2 to Survival rolls related to land navigation
+1 to Survival checks where food gathering is concerned
+1 to Healing checks


Combat Edges
Split the Seconds: Grants an extra action each round.
Dirty Fighter: +2 with all Trick Manuvers
Quick: Whenever Nomed is dealt a 5 or less in combat he may discard and draw again until he gets a card higher than 5.**

Primary Weapon
JA-11 Energy Rifle
  • Range 30/60/120
  • Damage 3d6
  • RoF: 1
  • AP: 4
  • Shots: 60
  • Weight: 7
  • Notes: As an action, switch to fire an ion beam (use stats for NG-57) or have laser do Mega Damage (uses 10 ammo per shot and applies Snapfire penalty) Integrated scope offsets two points of Range and/or Darkness penalties. Advanced technology makes this weapon extra effective against armor, giving it +2 AP.)
    Ion Beam
    • Range: 12/24/48
    • Damage: 1-3d6+1
    • RoF: 1
    • AP: 2
    • Notes: Ion weapons grant +2 Shooting due to the spread effect of the ion stream, but they lose one die of damage at Medium Range, and two dice at Long.
  • Long E-Clips: 2

Notable Equipment
  • Grenades(assorted)
  • Silvered Vibro-Sword
  • Wooden Stakes
  • NG-S2 Survival Pack
  • Infrared Distancing Binoculars
  • Translator
  • Internal Repair System
  • NG-357 Magnum-Turbo Hovercycle


Fri Oct 13, 2017 2:53 pm
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As things start going pear shaped the Legionaries respond with action.

The SAMAS Entered the woods at super high speeds and to keep track of their location will require a Notice -4.

Maps
The full resolution map is on http://www.roll20.net or here is the link for the Maps.

Attachment:
01 Scenario Top of Turn 02 low res.png
01 Scenario Top of Turn 02 low res.png [ 1.42 MiB | Viewed 195 times ]


Seeing the Vehicle is completely disabled The SAMAS Sweep up in the air finishing the circle they made the previous round and launch rail gun fire down onto the exposed legionaries.

Exposed Players gettign shot up LC, Hardin, Sephia, and Nomed
SAMAS 3
Piloting Roll 1d8 (5)
    Shooting Nomed 1d8-2 = -1 (1) -0 Deflection failed, -2 Snap Fire, -2 Multi Action, -2 Juicer, ignores 2 points, Joker +2 = -2
    Shooting Nomed 1d8-2 = 2 (4) -0 Deflection failed, -2 Snap Fire, -2 Multi Action, -2 Juicer, ignores 2 points, Joker +2 = -2

    Shooting Sephia 1d8-2 = 3 (5) -0 Deflection failed, -2 Snap Fire, -2 Multi Action, -2 Cyber-Knight, ignores 2 points, Joker +2 = -2.
      Hit for 2d8+4 = 13 (2, 7) AP 8 Rail Gun Fire
    Shooting Sephia 1d8-2 = 6 (8) Dice Aced 1d8+6 = 13 (7) -0 Deflection failed, -2 Snap Fire, -2 Multi Action, -2 Cyber-Knight, ignores 2 points, Joker +2 = -2,
      Hit for 2d8+4 = 11 (5, 2)+ 1d6 (4) AP 8 Rail Gun

SAMAS 4
    Piloting Roll 1d8 (2) = Failed Piloting: Out of Control Results 2d6 (5, 4). Sliding 1d4 (4)" to far into the woods he impacts the ground for 25/5=5d6 damage 5d6 (5, 2, 2, 5, 5). The pilot is shaken from impacting the trees and unable to get his shots off this turn.


Strafing in to about 200-300 yards the Cycle pilots let rip with their heavy lasers at the APC, two of the attacks coming from the north where you did not even realize they were located.

Two of the Sky Cycle pilots see the Borg positioned next to the vehicle and release a barrage of missiles.

Billy Borg, roll an agility test versus 7 to avoid 21 Mega Damage
Sky Cycle North 1
Piloting Roll 1d8 (2) = = Failed Piloting: Out of Control Results 2d6 (1, 4). Spinning out of control the Cycle pilot is not able to turn and is instead moved directly towards the group to a final range of 80, without the benefits of cover or even being able to fire off his shots.

Sky Cycle North 2
Piloting Roll 1d8 (8)
    Shooting Billy Borg 1d8-2 = 1 (3) -2 Snap Fire, -2 Multi Action, ignores 2 points, -2 Cover Joker +2 = -2
    Shooting Billy Borg 1d8-2 = 5 (7) -2 Snap Fire, -2 Multi Action, ignores 2 points, -2 Cover Joker +2 = -2.

      Hitting Billy Borg for 5d6 (2, 6, 3, 5, 1) Mega Damage
        Aced Die 1d6+17 = 21 (4)



The remaining two Sky Cycle Pilots circle high overhead looking for the right person to expose themselves so they have a valid target for their missiles.
Sky Cycles are on Hold for People to Leave Vehicle


The screaming of the passengers from the laser that disabled the vehicle and killed or maimed so many of them can be disorienting and is affecting the ability of everyone inside the cabin to think.

Any character in the vehicle must either leave or make a Spirit roll to perform any actions.




Big Picture Summary
Sephia:
Takes 1 Hit for 13 AP 8 Mega Damage
Takes 1 Hit for 15 AP 8 Mega Damage

Billy Borg:
Takes 21 Mega Damage

Saved by Luck & Skill:
Nomed, Hardin, and L.C.

SAMAS 4 Smashed into trees before ever making it out of cover and is Shaken.

Sky Cycle North 1 spin out of control and is trying to stabilize himself (Shaken).

APC has a whole blown straight through it, is completely disabled, and 1d4 (4) refugees are killed, and 2d4 (2, 4) suffer extreme burns from Laser Bloom Effect as the heat cooks the insides of the vehicle.

_________________
GM Bennies
Game Master Bennies Baseline 6/8
    -1 For Lt. Brock's Extra Effort on Agility test to go first.
    -1 For SAMAS to Soak Shot from L.C.
    -1 For SAMAS to Soak Shot from L.C. to wing while fleeing


Fri Oct 13, 2017 6:23 pm
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Notice 9
1d6 (2) Wild die 1d6 (6) ace 1d6 (3)

Shooting 10
1d6 (6) Wild die 1d6 (4) ace 1d6 (4)

Damage 15 or 18 AP2
3d6 (1, 1, 3) Benny damage 3d6 (3, 5, 1) GM Benny damage 3d6 (6, 2, 2) damage ace 1d6 (5)

Bonus Damage 3
If shooting is a raise, 1d6 (3)

Sir William grimaces. "It seems talking is not on the menu today," he thinks, taking aim and firing at one of the strafing sky cycles. At the same time, he shouts "Warriors of the Coalition! Land and face Sir William Mahan, if you dare. You may bring whatever technological toys make you feel safer."

_________________
Sir William Mahan
Character Name: Sir William Mahan
Parry:8, Toughness: 14(8), -2 to hit vs tech
ISP: 10/20
  • Speed: Double pace
  • Deflection: -2 to hit ranged and melee
  • Quickness: Act twice
  • Healing: Remove 1 wound
Bennies: 1
  • 3 starting
  • -1 damage reroll
  • -1 Healing extra effort
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil


Last edited by Sir William Mahan on Sun Oct 15, 2017 12:23 pm, edited 2 times in total.



Sat Oct 14, 2017 9:13 am
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Notice Hardin 5, Jane 9
Hardin: 1d8 (4)
Hardin Wild: 1d6 (5)
Jane: 1d8 (7) +2 (sensor package)

OOC Comments
I’ll update with the important stuff (narrative) as soon as I can, but just so nobody is waiting on me, Hardin will take a shot at the sky cycle that’s 80 away.
    -Psionics: 1d10 (8)
    -Wild: 1d6 (6)
    -Wild Ace!: 1d6 (2)
    -Modifiers: +1 (Major Psi, spend +2 ISP) +2 (Marksman) +2 (3RB) -1 (Range, 1 point of range penalty negated by scope) -2 (called shot to hit rider) = 10, hit with a raise
    -Judgment Day damage: 4d6 (2, 5, 5, 5) +2 (rifle) +2 (3RB) +4 (smite) = 25 MD, AP 4 (3 from rifle, 1 from smite trapping)
Contingency: he’ll target a SAMAS instead, with appropriate adjustments for his shot modifiers as needed.

Hardin has only a moment to admire his shot before fire explodes behind his eyes. Little too much he thinks to himself as he drops to one knee. Still, they gon’ have no choice but to focus on me. Should give the rest o the team time to get the kids outta here.

As he thinks that thought, Hardin hears and feels a massive explosion behind him. Turning to face the APC, he sees the gaping hole left by the sky cycle’s mini missiles and he can hear the cries of the refugees inside. His gorge begins to rise, and his heart fills with rage.

The fire in his brain keeps him from doing anything useful, at least until his Queen arrives. She is arrayed in her finest battle dress, as before, except this time she has a small, round shield in addition to her delicate sword. She stalks up to Hardin, looks down at her chosen servant, kneels, ... and slaps him across the face. Hard.

The fire flees his mind and he straightens himself. “Thank you m’lady,” he says, nodding to her as he stands. He flexes his fingers and tracks the cycles as they zip across the sky. They were supposed to shoot ME! What kinda warrior ignores fighters and shoots helpless people in the middle of a gun fight? I seen professional black hearts do better‘n that.

In his peripheral vision, he notices that the power armor pilots have seemingly taken their leave of the battle. Calling out to Jane, he says “Track dem Sams, Jane!

As he watches the sky cycle pilots, quickly measuring distance and angle in his mind, it occurs to him that he should probably get out of the open and find some cover. Of course, if he does that, he might miss his chance to knock one of them out before they can hit the APC again. In the split-second that he mulls this over, the queen takes a defensive position at Hardin’s back with her shield. She is silent, as always, but her presence is reassuring, and he knows , nothing wavering, that he is absolutely safe from attack in that direction.
OOC Comments
I thought it was time that his hindrance made him do something questionable in combat. Any normal fighter in this situation would have looked for cover, but he fully believed that the Faerie Queene was guarding him from attack. Of course, I rolled all of this up before Billy absolutely cleared the sky with his railgun. :-)


And...There! That pilot lost control of his cycle! Using only his mind, Hardin immediately levels his judgment day rifle at the unlucky pilot and fires.

_________________
Hardin
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 13(5)
Notable Edges/Hindrances: Strong-Willed, Nerves of Steel, Quick, Marksman, Wanted (Major): Coalition, Illiterate
Skills: Fighting d6, Shooting d10, Riding d6 + 2, Notice d8, Psionics d10, Survival d6, Intimidate d6 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Current Ongoing Effects: None
ISP: 4/30 (regenerate 1/30 min)
Charisma: -2 (Half-elves treated as outsiders)
Wounds: 0/4
Fatigue: 0/3
Action Cards: redraw 5 or below
Bennies: 4/3
    +1 for Q3 post rate
    +1 for Interlude in scene 5
    +1 for Joker in scene 6
    -1 for Extra Effort in scene 6
    -1 for more Extra Effort in scene 6
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present), Piecemeal CA-7 armor (possession is a “shoot-on-sight” crime with any Coalition troops), Shard Pistol (returns to his hand as a free action and lower Trait (Vigor) activated by Shooting), “Judgment Day” rifle with attached scope (stats of a Wilk’s 457 pulse rifle), TK Revolver, Colt Dragoon .44 Revolver with silver bullets
Robot Horse: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
  • Fighting d8, Notice d8 + 2, Survival d6
  • Pace 12 (Acc/TS 10/50)
  • Parry 6
  • Toughness 20(10) MDC
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
Adventure Cards:
  • Folk Hero - Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
[/list]
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Last edited by Hardin on Tue Oct 17, 2017 7:33 am, edited 3 times in total.



Sat Oct 14, 2017 6:44 pm
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The shot lined up perfectly sending the already distracted pilot tumbling from his spinning sky cycle. The cycle itself continued to spin onward in the same direction crashing only about 100 meters from the APC.

OOC Comments
80- 5d6 (1, 6, 6, 2, 5) the bike is 60" away

_________________
GM Bennies
Game Master Bennies Baseline 6/8
    -1 For Lt. Brock's Extra Effort on Agility test to go first.
    -1 For SAMAS to Soak Shot from L.C.
    -1 For SAMAS to Soak Shot from L.C. to wing while fleeing


Sun Oct 15, 2017 5:06 am
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Notice
Notice 1d6 (6) +2 with Audio or Visual related perception
Notice Wild Die 1d6 (5) +2 with Audio or Visual related perception


Dive for Cover 5
Agility 1d10 (5)
Agility Wild Die 1d6 (4)


Fire Railgun
May divide shots between targets as desired.
(Includes +2 From Targeting Eye), does not include -2 Snap Fire or -1 if Standing still.
Shooting 1d10+2 = 12 (10)
Shooting 1d10+2 = 5 (3)
Shooting 1d10+2 = 5 (3)
Shooting 1d10+2 = 4 (2)
Shooting Wild Die 1d6+2 = 3 (1)
Extra-Effort 1d6 (1)




Damage From Attacks
Against Cycle 1 North: 2d8+4 = 20 (8, 8) + 1d6 (4) AP 8
Against Cycle 3 East: 2d8+4 = 18 (6, 8) AP 8
Against Cycle 4 East: 2d8+4 = 19 (7, 8) AP 8
Against Cycle 4 East: 2d8+4 = 17 (7, 6) AP 8



Billy Borgs profile is lost in the cloud of debris and shrapnel. For a split second he is motionless, just another piece of wreckage in the super-heated aftermath.
Suddenly the pattern of the dust cloud distorts to match the powerful localized magnetic feild created by Billy's Railgun.

Billy Targets The closest functioning skycycle (Vehicle not pilot) and will expand targets to other skycycles as needed.

_________________
Billy Borg
Billy Borg
Parry:7, Toughness: 20(8),
Combat Edges:Rock and Roll
Skills: Drive d8, Fighting d10, Knowledge (Computers) d4, Knowledge (Engineering) d4, Knowledge (Cybernetics) d4, Notice d6 +2(Audio)+2(Visual), Repair d10 +4(Core Electronics Package) +2 (Universal tool Kit), Shooting d10+2 (Targeting Eye)
Bennie: 4
    +1 GM Reward


Sun Oct 15, 2017 9:47 am
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Notice 5
Notice 1d6 (5), Wild 1d6 (1)


Watching the skycycles fall under his companions fire brings a satisfied smile to Nomed's face. "Serves those fuckers right for murdering more refugees." Nomed scans the area for signs of remaining enemies but doesn't see any. He keeps careful watch above the wrecked and smoking APC incase the CS forces try to kill anyone else.

Hold Actions
**Seeing nothing to shoot at, Nomed is going to go on hold until a target presents itself.**
Agility to come off hold 1d10 (1). Wild 1d6 (6), Wild Ace 1d6 (4), Total - (10)
Shooting 1d10 (4), Wild 1d6 (3) +2 helmet modifications, -2 MAP, Scope Negates 2 points Range Penalty, Total - (4) Hit
Damage 3d6+2 = 16 (3, 6, 5), Ace 1d6 (6), 2nd Ace 1d6 (6), 3rd Ace 1d6 (3), Total - (29) AP 4
Action to reload E-Clip
Shooting 1d10 (8), Wild 1d6 (4) +2 helmet modifications, -2 MAP, Scope Negates 2 points of Range Penalty, Total - (8) Hit with a raise
Damage 3d6+2 = 11 (1, 5, 3), Raise 1d6 (4), Total - (13) AP 4
**can adjust these numbers as needed depending on what happens**

_________________
Character Summary
Nomed Dercas

Parry: 7; Toughness: In Armor 14(6) or in vehicle 17(8); Pace: 16(d10); Burn: 10(d10)
Wounds: 0/3 Fatigue: 0/2
Adventure Cards: We Have The Talent - You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.(54)
Bennies: 3
+3 New Quarter
+2 Field Report
+1 Joker (06 An Unwanted Encounter)
-1 Extra Effort Agility Test (06 An Unwanted Encounter)
-2 Reroll Damage (06 An Unwanted Encounter)

Attributes
Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d10

Skills
Shooting d10, Fighting d8, *Notice d6, Stealth d6, *Tracking d8, *Survival d8, Persuasion d6, Piloting d4, Throwing d6, *Streetwise d8, *Forgery (Common Knowledge) d6+2

Active Effects
+2 on all ranged attacks
-2 to be hit as long as Nomed is aware of the attack**
+2 to Tracking, Stealth and Survival in the wilderness
Nomed requires only half the normal amount of sleep and has +2 to resist fatigue
-1 to all Smarts and Smarts-linked skill rolls(*) in non-combat/low stress situations
On the first round of combat Nomed does not receive the benefit from Uncanny Reflexes** or Quick**
+2 to Survival rolls related to land navigation
+1 to Survival checks where food gathering is concerned
+1 to Healing checks


Combat Edges
Split the Seconds: Grants an extra action each round.
Dirty Fighter: +2 with all Trick Manuvers
Quick: Whenever Nomed is dealt a 5 or less in combat he may discard and draw again until he gets a card higher than 5.**

Primary Weapon
JA-11 Energy Rifle
  • Range 30/60/120
  • Damage 3d6
  • RoF: 1
  • AP: 4
  • Shots: 60
  • Weight: 7
  • Notes: As an action, switch to fire an ion beam (use stats for NG-57) or have laser do Mega Damage (uses 10 ammo per shot and applies Snapfire penalty) Integrated scope offsets two points of Range and/or Darkness penalties. Advanced technology makes this weapon extra effective against armor, giving it +2 AP.)
    Ion Beam
    • Range: 12/24/48
    • Damage: 1-3d6+1
    • RoF: 1
    • AP: 2
    • Notes: Ion weapons grant +2 Shooting due to the spread effect of the ion stream, but they lose one die of damage at Medium Range, and two dice at Long.
  • Long E-Clips: 2

Notable Equipment
  • Grenades(assorted)
  • Silvered Vibro-Sword
  • Wooden Stakes
  • NG-S2 Survival Pack
  • Infrared Distancing Binoculars
  • Translator
  • Internal Repair System
  • NG-357 Magnum-Turbo Hovercycle


Last edited by Nomed Dercas on Mon Oct 16, 2017 11:04 am, edited 10 times in total.



Mon Oct 16, 2017 7:18 am
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As Billy exposes himself from his cover to eliminate the Sky Cycles the two pilots to the west see their opportunity rush forward to fire down on the cyborg and race away. Not knowing their fates are sealed already.
The two pilots are unable to hit the cyborg before his rail-gun fire tears the vehicles apart from under them.

Sky Cycle Shooting Heavy Laser
Modifiers +2 Joker, -2 Piloting MAP, -2 Billies Cover, -2 Size Matters = -4 Total
Sky Cycle 3
    Piloting 1d8+2 = 10 (8) (+2 Ace, +2 Joker, -2 MAP)
    Shooting 1d8-4 = -1 (3)

Sky Cycle 4
    Piloting 1d8+2 = 3 (1) (+2 Ace, +2 Joker, -2 MAP)
    Shooting 1d8-4 = 2 (6)

_________________
GM Bennies
Game Master Bennies Baseline 6/8
    -1 For Lt. Brock's Extra Effort on Agility test to go first.
    -1 For SAMAS to Soak Shot from L.C.
    -1 For SAMAS to Soak Shot from L.C. to wing while fleeing


Mon Oct 16, 2017 7:57 am
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Notice
Notice 1d6-2 = 3 (5), Wild 1d6-2 = 4 (6)


Soak Roll
Vigor 1d8 (3), Wild 1d6 (4) - 1 Wound removed
Wounds: 1 Wound and Shaken


Sephia scowl in anger as the fighting broke out, and she ran out to confront the Coalition.
Why did Dercas have to fire? The corporal was trying to talk them down! It didn't matter, the APC is being firedupon now, and there is little to be done but return fire. Sephia gets out into the clearing and manages to draw her pistols, only to be frozen in her tracks momentarily as the laser cripples the APC and she hears the screams from inside. No!

Before she can act on her horror, the Sky Cycles lay down more fire and Sephia takes a couple of blasts to the chest that knock her over.

Round 2
a) Roll to unshake: Spirit 1d8 (8), Wild 1d6 (4) = 7 (Will spend bennie to unshake if fails)
b) With the Sky-cycles dealt with, Sephia heads back into the APC to check on the survivors.
c) She will use her armor's Healing power to get injured refugees back on their feet to evacuate:
Psionics 1d6-2 = 3 (5), Wild 1d6-2 = 3 (5) = 2 (Will spend bennie for extra effort if fails)
Extra Effort 1d6 (6), Ace 1d6 (5) = 13 for Healing power

Bennies spent: 2


Sephia pushes herself back to her feet, clutching the plating on her armour where the rail gun punched a hole, looking up in time to see the Sky Cycles explode. Grimacing in pain, she hears the frightened and wounded cries of the refugees and rushes back into the now burning wreck.

Steven looks up at her as she steps into the rear of the APC, tears running down his face as he cradles Samantha's lifeless body, "Please, do something. Help her!"

Sephia kneels down in front of them and places both gauntlets over Samantha's wound, "I will try."

She concentrates hard, activating the BRE system built into her gauntlets. Blue-white energy spreads from her palms to the wound, repairing the damage. A moment passes where Samantha doesn't move, remaining deathly still. Then she takes in a gasping breath as her eyes open, rolling back and forth in fear before Sephia places her gauntleteer hands on her shoulders, "Shh... it is okay, Samantha. You are okay."
The residual psychic energy allows Sephia to set the girl at ease, and her breathing begins to settle back to a more normal level. Sephia nods to Steven, who is already sagging in relief, while taking in the rest of her surroundings. Three others dead, five severely wounded. She senses Sir William arriving to assist, and is grateful. They might not be able to help everyone, but they can at least help a few.

_________________
Sephia
Character Name: Sephia
Parry:6, Toughness: 15(6), Tech suffers -2 to hit
ISP: 10/20 | Bennies: 2
Wounds: 0
  • Boost Trait (self only): Increase any trait by 1 die type. 2 on raise.
  • Deflection (self only): -2 to be hit by Ranged and Melee. -4 on raise.
  • Healing: Remove 1 wound. 2 on raise.
  • Smite: Give weapon +2 damage. +4 on raise. Active
Combat Edges:
  • Ambidextrous: Ignore off-hand penalty.
  • Champion: +2 damage and toughness vs supernatural evil.
  • Martial Artist: Never considered unarmed or subject to Unarmed Defender rule. Adds +d4 to Strength roll on successful unarmed attack.
  • Mighty Blow: If joker drawn, x2 total damage on successful melee attack.
  • Quick: Discard and redraw initiative until higher than 5.
  • Two-Fisted: Roll attacks for each hand separately, ignoring multi-action penalty.


Last edited by Sephia on Tue Oct 17, 2017 12:36 pm, edited 2 times in total.



Tue Oct 17, 2017 9:39 am
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Notice 2
1d6 (2) Wild Die 1d6 (2)


"Cowards," mutters Sir William, seeing the Coalition forces fire on the APC. Hearing the screams of the injured, he dashes with supernatural speed for the APC, planning to render assistance. Seeing the wounded, he rushes to Lisa Dunbar's side and activates the healing powers of his armor. Blue-white energy crackles over Lisa's wounds, turning charred flesh into angry red skin.

Actions
Action 1 - move to the APC, re-enter, and triage the worst wounded
Action 2 - Use Healing (Psionics 1d8 (1) Wild Die 1d6 (5)
Extra Effort used to heal a refugee and save a life.

_________________
Sir William Mahan
Character Name: Sir William Mahan
Parry:8, Toughness: 14(8), -2 to hit vs tech
ISP: 10/20
  • Speed: Double pace
  • Deflection: -2 to hit ranged and melee
  • Quickness: Act twice
  • Healing: Remove 1 wound
Bennies: 1
  • 3 starting
  • -1 damage reroll
  • -1 Healing extra effort
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil


Last edited by Sir William Mahan on Wed Oct 18, 2017 5:06 am, edited 1 time in total.



Tue Oct 17, 2017 11:19 am
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How to Save a Refugee Life
Robert asked so for the record I will let a Refugee life be saved by making a healing roll at -2.

Sir William this means with a benny for extra effort you will also save one of their lives.

Here is the list of lives in danger of dying.
https://drive.google.com/open?id=1jZEKk ... p4ml6qBFgU

_________________
GM Bennies
Game Master Bennies Baseline 6/8
    -1 For Lt. Brock's Extra Effort on Agility test to go first.
    -1 For SAMAS to Soak Shot from L.C.
    -1 For SAMAS to Soak Shot from L.C. to wing while fleeing


Tue Oct 17, 2017 11:27 am
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Notice 9
Notice: 1d4+2 = 6 (4)
Notice Ace: 1d4 (3) -2 if storm fouled senses applies
Wild: 1d6+2 = 3 (1)


Erin enters the chaos of the destroyed personnel compartment and aids the civilians with fire fighting while ensuring there is no chance of secondary explosions.

Fire Detail 8
Second Round 1st turn 1st action (Ignores 2 pts of MAP from Exalted Quickness)
Fight fire and prevent secondary explosions
Repair 1d8+1 = 4 (3) +1 Machine-Maestro in combat non TW
Repair Wild: 1d6+1 = 7 (6)
Ace Repair Wild: 1d6 (1)


After stopping the immediate danger of fire Erin turns a knob on her new gadget to focus her insight.

Boost trait TW 4
Second Round 1st turn 2nd action (Ignores 2 pts of MAP from Exalted Quickness)
Activate Boost Trait gadget for Techno-Wizardry
Repair 1d8+2 = 4 (2) +2 Machine-Maestro in combat
Repair Wild: 1d6+2 = 3 (1)


Erin connects one of the hoses from her quicksilver harness to the back of her damaged wrist blaster while moving to the middle of the APC.

Create Healing Gadget 13
Second Round 2nd turn 1st action (Ignores 2 pts of MAP from Exalted Quickness)
Create Healing gadget
Techno-Wizardry: 1d10+2 = 6 (4) +2 Machine-Maestro in combat
TW Wild: 1d6+2 = 8 (6)


She points the blaster up and with a mental command the a swarming cloud of microscopic TW machines and crackling healing energy fill the APC.

Use Healing Gadget 8
Activate Mass healing gadget
Techno-Wizardry: 1d10+2 = 10 (8) +2 Machine-Maestro in combat
TW Wild: 1d6+2 = 5 (3)
Mass healing penalty of -2 not listed on dice but added to total above
Ace TW Wild: 1d6 (5) This roll should have been added to the wild ace on the creation roll


When she sees the Cyber Knights return to the APC Erin breathes a sigh of relief.
Together we’ll be able to save some of the wounded.

_________________
Erin Sol
Character Name: Erin Sol
Parry:6(8)*, Toughness: 13(7)[14(7)]*
* Increased abilities from TW device
-1 to be hit by ranged Exalted Quickness
Wounds: 0/3 Fatigue: 0/2
PPE: 7/15 Master of Magic
  • Quickness:
  • Dispel:
  • Warrior's Gift:
  • Speed:

Gadgets 2/4 remaining
Current Gadgets

Advnture Card
Dressed to Kill -Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”

Active Powers: Exalted Quickness, Boost Trait (+1d Shooting ignore 4pt penalties from damaged equipment) Boost Trait (+1d TW ignore 4pt penalties from damaged equipment)

Bennies 6/3


Tue Oct 17, 2017 1:54 pm
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Dice Rolls
Notice: 1d8 (1)
Notice Wild Die: 1d6 (3)
Notice Total: 3
Healing (Jack of All Trades): 1d4-2 = -1 (1)
Extra Effort: 1d6 (6)
Healing Wild Die: 1d4-2 = 2 (4)
Ace: 1d4 (2)
Healing Total: 12 (Triple Raise)
1 Benny Spent


Baron is shocked at the outcome of the negotiations. Luckily his mind isn't stuck on the past and he quickly moves to help the fallen refugees. What the fuck... I had them talking, who shot first. Baron drops to his knees and tries his damnedest to save the lives of the fallen. "It's not your time to die friend. I shall tend to your wounds." Baron tears the first aid kit from his back pack and works as hard as he can to keep the refugee alive. Please don't die. "We have critically wounded and fires."

_________________
Baron McVey
Character Name: Baron McVey
Parry:9, Toughness: 6(14)
Bennies 4/4
Combat Edges:
  • Danger Sense (Notice Check -2 to perceive danger)
  • Quick (Re-draw cards under 5)
  • Ambidextrous (No off hand penalties.)
  • Two-Fisted (Make two attack rolls w/o multi-attack penalties.)


Tue Oct 17, 2017 8:10 pm
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As Hardin watches the sky cycle pilot fall, he calls out into the radio, “Jane says them SAMAS pilots dropped below the tree line south a’ here. L.C., can ya still see ‘em?”

_________________
Hardin
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 13(5)
Notable Edges/Hindrances: Strong-Willed, Nerves of Steel, Quick, Marksman, Wanted (Major): Coalition, Illiterate
Skills: Fighting d6, Shooting d10, Riding d6 + 2, Notice d8, Psionics d10, Survival d6, Intimidate d6 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Current Ongoing Effects: None
ISP: 4/30 (regenerate 1/30 min)
Charisma: -2 (Half-elves treated as outsiders)
Wounds: 0/4
Fatigue: 0/3
Action Cards: redraw 5 or below
Bennies: 4/3
    +1 for Q3 post rate
    +1 for Interlude in scene 5
    +1 for Joker in scene 6
    -1 for Extra Effort in scene 6
    -1 for more Extra Effort in scene 6
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present), Piecemeal CA-7 armor (possession is a “shoot-on-sight” crime with any Coalition troops), Shard Pistol (returns to his hand as a free action and lower Trait (Vigor) activated by Shooting), “Judgment Day” rifle with attached scope (stats of a Wilk’s 457 pulse rifle), TK Revolver, Colt Dragoon .44 Revolver with silver bullets
Robot Horse: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
  • Fighting d8, Notice d8 + 2, Survival d6
  • Pace 12 (Acc/TS 10/50)
  • Parry 6
  • Toughness 20(10) MDC
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
Adventure Cards:
  • Folk Hero - Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
[/list]
Character Sheet
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Wed Oct 18, 2017 7:10 pm
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Notice 6
Notice 1d6 (4), 1d6 (4)+ 1d6 (4) Extra Effort=8 -2(cover)=6


L.C. jukes and dodges the incoming fire and winces as he sees the pilots make a fatal judgement at the wrong time. Not dwelling, he moves finish them both if possible. He zooms to where Hardin indicates, and takes aim on the wing of the one still flying straight. "Get those fire out and help those refugees, and whoever fired first had best get out here and help me finish all these guys. Everyone else I want you on repairs, triage, and guard duty. Next time I say we talk, we TALK." There is a regrettable harshness to his voice as he speaks. Even worse as he moves to capture these soldiers doing nothing more than their job. He wants to kill them as the expedient option, but he knows he cannot. His loudspeaker roars as he yells into the mic. "Coalition soldiers, land and dismount from your armor, or be destroyed. No harm will come to you if you surrender. If not I will take that armor apart one piece at a time with you in it." To punctuate his remark he lets loose his fire and engulfs the wing in flaming plasma. "Stand DOWN!"

SAMAS 4 - Benny Spent for reroll
Shooting 1d8 (4), 1d6 (5)+ 1d6 (3) Extra Effort (rerolled due to error, cost an extra Benny) 3d10 (9, 3, 1) n/a

SAMAS 4 Wing called shot- Shooting 8 - 20 AP 0 MD
Shooting 1d8 (7), 1d6 (6)+ 1d6 (6)+ 1d6 (2) vs SAMAS 4 -4 Called Shot -2 MAP -2 cover +2 Targeting Sensors=10 3d10 (5, 9, 4)+ 1d6 (2) 20 AP 0 MD Plasma


Intimidate 16
Intimidate 1d4-2 = -1 (1) +2 (negative Charisma) +4 (EP +4) +4 (EP - Auto Ace) + 1d6 (5) Extra Effort =16

_________________
L.C.
L.C. Psi-Nullifier Commando
Parry: 5(6 in armor), Toughness: Armor: 10(4) or PA: 16(8)
ISP: 20
  • Clairvoyance/World Scry
  • Detect Arcana (at will)/Exalted Detect
  • Dispel/Greater Dispel
  • Slumber/Greater Slumber
  • Telekinesis/Exalted TK
  • Telepathy/Exalted Telepathy
Edges:
  • Mental Resistance: +4 resist/+4 armor vs psionics
  • Psi-Nullifier: Repulse Supernatural Creatures and AB: Magic users
  • Automatic Psi-Nullification: 1/turn free action to dispel a power targeting him
Benny/Wound/ISP tracking


Fri Oct 20, 2017 11:13 am
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L.C. wrote:
L.C. jukes and dodges the incoming fire and winces as he sees the pilots make a fatal judgement at the wrong time. Not dwelling, he moves finish them both if possible. He zooms to where Hardin indicates, and takes aim on the wing of the one still flying straight. "Get those fire out and help those refugees, and whoever fired first had best get out here and help me finish all these guys. Everyone else I want you on repairs, triage, and guard duty. Next time I say we talk, we TALK."


Hardin whistles for Jane and says “Ah’ll be there in two shakes, Sargento. An’ we can talk about talkin’ after we put holes in the rest o’ these murderers.”

_________________
Hardin
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 13(5)
Notable Edges/Hindrances: Strong-Willed, Nerves of Steel, Quick, Marksman, Wanted (Major): Coalition, Illiterate
Skills: Fighting d6, Shooting d10, Riding d6 + 2, Notice d8, Psionics d10, Survival d6, Intimidate d6 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Current Ongoing Effects: None
ISP: 4/30 (regenerate 1/30 min)
Charisma: -2 (Half-elves treated as outsiders)
Wounds: 0/4
Fatigue: 0/3
Action Cards: redraw 5 or below
Bennies: 4/3
    +1 for Q3 post rate
    +1 for Interlude in scene 5
    +1 for Joker in scene 6
    -1 for Extra Effort in scene 6
    -1 for more Extra Effort in scene 6
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present), Piecemeal CA-7 armor (possession is a “shoot-on-sight” crime with any Coalition troops), Shard Pistol (returns to his hand as a free action and lower Trait (Vigor) activated by Shooting), “Judgment Day” rifle with attached scope (stats of a Wilk’s 457 pulse rifle), TK Revolver, Colt Dragoon .44 Revolver with silver bullets
Robot Horse: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
  • Fighting d8, Notice d8 + 2, Survival d6
  • Pace 12 (Acc/TS 10/50)
  • Parry 6
  • Toughness 20(10) MDC
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
Adventure Cards:
  • Folk Hero - Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
[/list]
Character Sheet
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Fri Oct 20, 2017 8:28 pm
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Posts: 472
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L.C. Comes over the tree line and sees the SAMAS’ are fleeing along the river he hesitates deciding not to kill the men and instead shooting the farthest SAMAS in the wing hoping to ground the vehicle. Targeting the SAMAS Wings to ground him he decides to take the shot.
SAMAS rolls
Soak Vigor = FAIL 1d6+2 = 3 (1) +2 from Joker
Pilots rolls versus Intimidation = FAIL
Spirit = 1d8+2 = 9 (7) +2 from Joker, no modifier for strength, his weapon out matches you, but your team is psychotic from his perspective.

The SAMAS Pilot slows himself, preparing to surrender and turns to face his arrester lowering his weapon. His voice as he talks has such resentment and bitterness in it, that it hurts. “Command is already isolating your faces on the tactical feed. Having you men shoot without even talking just put your whole team of shoot first priority. I hope you get what’s coming to you.”

Notes on post
L.C. Gains a benny as his Hindrance had a significant effect on his play options.

_________________
GM Bennies
Game Master Bennies Baseline 6/8
    -1 For Lt. Brock's Extra Effort on Agility test to go first.
    -1 For SAMAS to Soak Shot from L.C.
    -1 For SAMAS to Soak Shot from L.C. to wing while fleeing


Sun Oct 22, 2017 9:19 am
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COMBAT HAS ENDED
Please post how you are dealing with the SAMAS. For consideration as you write their reactions the three elements to consider are:
  • They are "Uncooperative, but cowed".
  • From their perspective your team is a group of Psychotic killers.
  • They Know Command has the feed and is already planning action, so they have a hope of even if they are murderd there will be vengeance.
Once that is done, I will post the Aftermath thread.


Random Stuff
Random: 1d8+2 = 9 (7)
Random: 1d8+2 = 6 (4)
Random: 1d8+2 = 4 (2)
Random: 1d8+2 = 4 (2)
Looks like all 4 pilots survived their crashes and are now on the run. You may chose to investigate the vehicles they left behind, or to pursue them.
  1. Investigating the downed Cycles will be a Repair roll at +0.
  2. Pursuit will be a Tracking versus Survival roll at +0.

_________________
GM Bennies
Game Master Bennies Baseline 6/8
    -1 For Lt. Brock's Extra Effort on Agility test to go first.
    -1 For SAMAS to Soak Shot from L.C.
    -1 For SAMAS to Soak Shot from L.C. to wing while fleeing


Sun Oct 22, 2017 9:54 am
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Posts: 104
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Notice Hardin 10, Jane 6
Notice Hardin: 1d8 (8)
Notice Ace!: 1d8 (2)
Notice Wild: 1d6 (3)
Notice Jane: 1d8 (4) + 2 (sensor array)


Hardin rides up to the SAMAS with the damaged wing, levels his rifle at the pilot, and says, “Out.”

OOC Comments
Happy to make an Intimidation roll if needed. Hardin’s vote will be to round up the soldiers, bind them somehow, and assign watches until they can get somewhere safe to turn them in, be it Castle Refuge or elsewhere.

_________________
Hardin
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 13(5)
Notable Edges/Hindrances: Strong-Willed, Nerves of Steel, Quick, Marksman, Wanted (Major): Coalition, Illiterate
Skills: Fighting d6, Shooting d10, Riding d6 + 2, Notice d8, Psionics d10, Survival d6, Intimidate d6 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Current Ongoing Effects: None
ISP: 4/30 (regenerate 1/30 min)
Charisma: -2 (Half-elves treated as outsiders)
Wounds: 0/4
Fatigue: 0/3
Action Cards: redraw 5 or below
Bennies: 4/3
    +1 for Q3 post rate
    +1 for Interlude in scene 5
    +1 for Joker in scene 6
    -1 for Extra Effort in scene 6
    -1 for more Extra Effort in scene 6
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present), Piecemeal CA-7 armor (possession is a “shoot-on-sight” crime with any Coalition troops), Shard Pistol (returns to his hand as a free action and lower Trait (Vigor) activated by Shooting), “Judgment Day” rifle with attached scope (stats of a Wilk’s 457 pulse rifle), TK Revolver, Colt Dragoon .44 Revolver with silver bullets
Robot Horse: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
  • Fighting d8, Notice d8 + 2, Survival d6
  • Pace 12 (Acc/TS 10/50)
  • Parry 6
  • Toughness 20(10) MDC
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
Adventure Cards:
  • Folk Hero - Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
[/list]
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Last edited by Hardin on Sun Oct 22, 2017 10:10 am, edited 2 times in total.



Sun Oct 22, 2017 10:05 am
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Notice 10
Notice 1d6 (6)+ 1d6 (4), 1d6 (3)


L.C. scowls at the soldier and shakes his powered armored head in disgust. "Shut up about things you are just as in the wrong about. You are the ones who threatened a bunch of escort troops and a bunch of unarmed civilians going through Xiticix and demon infested territory. And for the record, numb nuts, there is no uplink out here and even if there was, it was being piped through your CO's armor. I worked for the Coalition, dumb ass, and unlike you, we in Psi-Battalion were actually taught how to use its technology. No sit down, disarm, and shut up!" He motions the soldier over to the side with the plasma cannon to punctuate the point. "All Tomorrow Legion forces not involved in triage or repairs, round up any surviving CS soldiers and bring them unarmed to my location. Coordinates follow. Bring their weapons as well. If they need medical care, see to it that they get it. And I want to know who fired those first shots, soonest. L.C. out." He sends coordinates.

_________________
L.C.
L.C. Psi-Nullifier Commando
Parry: 5(6 in armor), Toughness: Armor: 10(4) or PA: 16(8)
ISP: 20
  • Clairvoyance/World Scry
  • Detect Arcana (at will)/Exalted Detect
  • Dispel/Greater Dispel
  • Slumber/Greater Slumber
  • Telekinesis/Exalted TK
  • Telepathy/Exalted Telepathy
Edges:
  • Mental Resistance: +4 resist/+4 armor vs psionics
  • Psi-Nullifier: Repulse Supernatural Creatures and AB: Magic users
  • Automatic Psi-Nullification: 1/turn free action to dispel a power targeting him
Benny/Wound/ISP tracking


Sun Oct 22, 2017 10:07 am
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(Rolls held, Notice 10)

L.C. wrote:
"All Tomorrow Legion forces not involved in triage or repairs, round up any surviving CS soldiers and bring them unarmed to my location. Coordinates follow. Bring their weapons as well. If they need medical care, see to it that they get it. And I want to know who fired those first shots, soonest. L.C. out." He sends coordinates.


Hardin rides behind the prisoner to LC’s location, his shard pistol leveled at the Coalition soldier.

”LC, Ah got one here. We’ll need Billy or somethin’ to move that power armor, though. Jane could drag it, ‘cept I ain’t got ropes strong enough fer it.”

After a brief pause, he continues, “As fer shootin’ first, that was me.” He waves in the general direction of the Super SAMAS. ”Had ta finish the fight ‘fore they started killing folks” he says in a tone that suggests this is the most obvious thing in the world.

OOC Comments
To Hardin, who is a gunslinger at heart, a fight starts when someone draws a weapon, not when someone shoots. It’s not uncommon in a duel for the first to reach for his gun to never get a shot off, but that doesn’t mean the second guy started it; he just ended it. I’m dropping this here in case LC or anybody else wants to play off it, like maybe they’ve had this conversation before, or maybe they guess at what he was thinking.

_________________
Hardin
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 13(5)
Notable Edges/Hindrances: Strong-Willed, Nerves of Steel, Quick, Marksman, Wanted (Major): Coalition, Illiterate
Skills: Fighting d6, Shooting d10, Riding d6 + 2, Notice d8, Psionics d10, Survival d6, Intimidate d6 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Current Ongoing Effects: None
ISP: 4/30 (regenerate 1/30 min)
Charisma: -2 (Half-elves treated as outsiders)
Wounds: 0/4
Fatigue: 0/3
Action Cards: redraw 5 or below
Bennies: 4/3
    +1 for Q3 post rate
    +1 for Interlude in scene 5
    +1 for Joker in scene 6
    -1 for Extra Effort in scene 6
    -1 for more Extra Effort in scene 6
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present), Piecemeal CA-7 armor (possession is a “shoot-on-sight” crime with any Coalition troops), Shard Pistol (returns to his hand as a free action and lower Trait (Vigor) activated by Shooting), “Judgment Day” rifle with attached scope (stats of a Wilk’s 457 pulse rifle), TK Revolver, Colt Dragoon .44 Revolver with silver bullets
Robot Horse: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
  • Fighting d8, Notice d8 + 2, Survival d6
  • Pace 12 (Acc/TS 10/50)
  • Parry 6
  • Toughness 20(10) MDC
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
Adventure Cards:
  • Folk Hero - Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
[/list]
Character Sheet
Signature


Mon Oct 23, 2017 5:28 am
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