View unanswered posts | View active topics It is currently Sun May 20, 2018 5:10 am



Reply to topic  [ 90 posts ] 
 09 - Uninvited Guests 
Author Message
Diamond Patron
Diamond Patron
User avatar

Joined: Tue Aug 08, 2017 12:55 pm
Posts: 1793
Location: Black Company
Reply with quote
OOC Comments
Ignore this, this was just me randomly rolling who was on watch.
2d8 (1, 6)
During the evening of the third night out from Wheaton Baron McVey and Sir William are on duty rotation for 0200 watch when they notice a woman with two small children trying to sneak up on the vehicle.
Over the enhanced audio feed you can hear her telling the children to wait while she sees if she can steel or trade for some food. Unfortunately as much as she may want to be unnoticed, she stands out easily with your suits optics able to eliminate most of the difficulty of seeing at night.
As she approaches the vehicle trying to look for some sort of access she does not notice the either of you. She looks worn, her clothes are all threadbare and she has a large tattoo identifying her as a Psi covering 1/3 of her face and several parts of her exposed skin is covered in scar tissue from neural prods.


This is a new scene, so please make your notice rolls. It is very dark out so -4 for darkness, but your armor optics let you ignore -2 of that. So total modifier is -2.

_________________
Shaping Worlds Together
The 99's Game Master Bennies 3
    +8 Players
    +2 Sidekicks
    -1 Extra Effort for Mind Control
    -1 Shabbat Soak roll (failed)
    -4 Mind Melter tickling the players with no real effect.
    -1 Soak Collision damage for clone

Shaintar Game Master Bennies 7/7


    Tue Dec 19, 2017 8:49 am
    Profile
    User avatar

    Joined: Tue Aug 08, 2017 5:36 pm
    Posts: 74
    Reply with quote
    Notice 2
    1d6 (4) Wild Die 1d6 (1)


    Persuasion 3
    1d4 (3) Wild Die 1d6 (3) (unskilled, but modified for Charisma if she recognizes cyber knights as good)


    Sir William steps away from the APC and approaches the woman. "I am Sir William, sworn cyber knight and member of the Tomorrow Legion. If you are seeking aid, I and my comrades can help. Will you join us?"

    _________________
    Sir William Mahan
    Character Name: Sir William Mahan
    Parry:8, Toughness: 14(8), -2 to hit vs tech
    ISP: 6 /20
    • Speed: Double pace
    • Deflection: -2 to hit ranged and melee
    • Quickness: Act twice
    • Healing: Remove 1 wound
    Bennies: 3
    • 3 starting
    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


    Wed Dec 20, 2017 11:11 am
    Profile
    Bronze Patron
    Bronze Patron
    User avatar

    Joined: Thu Aug 10, 2017 6:21 pm
    Posts: 268
    Reply with quote
    Notice 5, If Awakened
    Assuming someone wakes him up, Hardin is a half-elf and can see just fine in the dark.
    Notice 1d8 (4)
    Wild 1d6 (5)


    Hardin rests with his hat pulled down over his eyes, unless he is roused.

    _________________
    Hardin and Jane
    Hardin a Half-Elf Psi-Slinger
    Parry: 5
    Toughness: 15(6)
    Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
    Attributes: Agility d10, Smarts d10, Spirit d8, Strength d6, Vigor d8
    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
    Charisma: -2 (Half-elves treated as outsiders)
    Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)
    Adventure Cards:
    • Riled up. Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
    • Bullseye! Play after damage is rolled to double the total of a successful ranged attack.

    Jane a Bandito Arms Robot Mustang
    Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
    Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
    Pace: 12 (Acc/TS 10/50)
    Parry: 6
    Toughness: 20(10) MDC
    Notes/Special Features:
    • All-Terrain: +2 to Riding checks
    • Sensor Suite (+2 to Notice, power armor sensor package)
    • Kick does Strength + d6 Mega Damage
    • Size +2
    • Brave/Fearless
    • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
    • Extraction (Agility roll to break off from melee without giving a free attack)
    • Nano-Repair System
    Hardin Character Sheet
    Jane Character Sheet
    Signature


    Wed Dec 20, 2017 7:14 pm
    Profile
    Diamond Patron
    Diamond Patron
    User avatar

    Joined: Wed Aug 09, 2017 8:04 pm
    Posts: 51
    Reply with quote
    Dice Rolls
    Notice: 1d8 (7)
    Notice Wild Die: 1d6 (6)
    Ace: 1d6 (4)
    Notice Total: 10
    Persuasion: 1d8 (5)
    Persuasion Wild Die: 1d6 (2)
    Persuasion Total: 5


    Baron looks to the woman as she approaches. It's funny when they come to you I suppose. Baron thinks as he gets up and follows the Cyber-Knight. "Ma'am why don't you and your children join us, I'm sure we can scrounge up some food and water for you and maybe get you someplace safe afterwards." Baron says to the woman, trying to sound as sincere as he actually was.

    If the woman comes over Baron will find some rations and water for them while waking up L.C. to tell him what's going on. If she doesn't approach, Baron will still go and get food and water and bring it to her.

    _________________
    Baron McVey
    Character Name: Baron McVey
    Parry: 9, Toughness: 6 (14)
    Bennies 4/4 1 Golden Benny
    Bennies Spent On: Benny Gained from Joker
    Benny spent on Damage Reroll
    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 Dec 20, 2017 7:54 pm
    Profile
    Diamond Patron
    Diamond Patron
    User avatar

    Joined: Tue Aug 08, 2017 12:55 pm
    Posts: 1793
    Location: Black Company
    Reply with quote
    Not much to see here
    Stealth 1d10+2 = 10 (8)
    Stealth Wild 1d6+2 = 6 (4)

    The woman startled as if not knowing how you guys spotted her freezes for a moment. But when Sir William’s tone turns soft and his offer is for food she calms. “Um yes, please.” she says nervously.
    As Baron explains he wants to help, he relief becomes obvious. She believes him and will visibly relaxes. But when he goes into the galley to get some food for the family Sir William stays out with mother. He spots out of the corner of his eye some movement identifying one of the children was already in the galley rooting. He is now attempting to hide, but as you turn to focus on him you can see he is also a mutant, his facial features off set as if it were made of clay and someone had pushed up on one side, while pushing down on the other.
    Dropping the bread he is hold he tries to dash past you out into the open to run for it. (He is only a small child and you can easily catch him.)
    If you do catch him the second child previously unseen will run out and start trying to break your grip. But as children there is no roll needed to handle them.

    Sir William outside as you hear the scuffle, the woman's face turns to panic as she says. "Nooo." and takes off running to the vehicle.

    Everyone Else: Notice roll to wake up, groggy (shaken) on a raise you wake clear headed.
    You have four days. I will move the scene along on the 26th

    _________________
    Shaping Worlds Together
    The 99's Game Master Bennies 3
      +8 Players
      +2 Sidekicks
      -1 Extra Effort for Mind Control
      -1 Shabbat Soak roll (failed)
      -4 Mind Melter tickling the players with no real effect.
      -1 Soak Collision damage for clone

    Shaintar Game Master Bennies 7/7


      Fri Dec 22, 2017 7:51 am
      Profile
      User avatar

      Joined: Tue Aug 08, 2017 5:36 pm
      Posts: 74
      Reply with quote
      Sir William immediately follows the woman, careful not to approach her threateningly. "What is it?" he asks as he runs ahead of her towards the galley, then radios "Baron McVey, what is your status?"

      _________________
      Sir William Mahan
      Character Name: Sir William Mahan
      Parry:8, Toughness: 14(8), -2 to hit vs tech
      ISP: 6 /20
      • Speed: Double pace
      • Deflection: -2 to hit ranged and melee
      • Quickness: Act twice
      • Healing: Remove 1 wound
      Bennies: 3
      • 3 starting
      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


      Fri Dec 22, 2017 10:30 am
      Profile
      Diamond Patron
      Diamond Patron
      User avatar

      Joined: Mon Dec 04, 2017 8:29 pm
      Posts: 42
      Reply with quote
      Notice 1
      Notice 1d6 (1)
      Wild 1d6 (1)

      Leethe is dead to the world asleep. or something worse, critical failure on notice check.

      _________________
      Leethe
      Parry: 4, Toughness: Armor 11(5)
      ISP: 40/40
        Enhance Psionic Skill/Range
        Armor/Greater Armor
        Blast/Greater Blast
        Detect/Conceal Arcana/Exalted Detect/Conceal Arcana
        Telemechanics
        Telepathy/Exalted Telepathy
        Smite/Greater Smite
      Edges:
      • Ace: may make Soak rolls for vehicles at -2.
      • Command: +1 to allies or troops under my orders recovering from being Shaken.
      • Low Light Vision: Ignore penalties for bad lighting in all but pitch darkness.
      • Mr Fix it: with a raise, cuts repair time in halve. If already has accelerated repair time, cuts it to a quarter.
      Gadgeteer: 1/1 use per quarter
      • Name:
      • ISP:
      • Skill:
      • Power:


      Fri Dec 22, 2017 7:36 pm
      Profile
      Bronze Patron
      Bronze Patron
      User avatar

      Joined: Thu Aug 10, 2017 6:21 pm
      Posts: 268
      Reply with quote
      Notice 8
      Notice 1d8 (7)
      Wild 1d6 (2)
      Extra Effort (can't take 'em with you) 1d6 (1)

      -1 Benny


      Hardin comes to with a start, his hat sliding back into place on his head as his arm whips out to the side. From its place among his gear, his shard pistol flies to his open hand and he calls out, "We under attack? How many of 'em?"

      _________________
      Hardin and Jane
      Hardin a Half-Elf Psi-Slinger
      Parry: 5
      Toughness: 15(6)
      Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
      Attributes: Agility d10, Smarts d10, Spirit d8, Strength d6, Vigor d8
      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
      Charisma: -2 (Half-elves treated as outsiders)
      Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)
      Adventure Cards:
      • Riled up. Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
      • Bullseye! Play after damage is rolled to double the total of a successful ranged attack.

      Jane a Bandito Arms Robot Mustang
      Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
      Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
      Pace: 12 (Acc/TS 10/50)
      Parry: 6
      Toughness: 20(10) MDC
      Notes/Special Features:
      • All-Terrain: +2 to Riding checks
      • Sensor Suite (+2 to Notice, power armor sensor package)
      • Kick does Strength + d6 Mega Damage
      • Size +2
      • Brave/Fearless
      • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
      • Extraction (Agility roll to break off from melee without giving a free attack)
      • Nano-Repair System
      Hardin Character Sheet
      Jane Character Sheet
      Signature


      Sat Dec 23, 2017 1:21 pm
      Profile
      Diamond Patron
      Diamond Patron
      User avatar

      Joined: Tue Aug 08, 2017 12:55 pm
      Posts: 1793
      Location: Black Company
      Reply with quote
      Leethe wrote:
      Notice 1
      Notice Original post: 1d6 (1)
      Wild Original post: 1d6 (1)

      Leethe is dead to the world asleep. or something worse, critical failure on notice check.

      As the consequence for critical failure we're going to declare that you were so deep asleep future roles are at -2 until you wake up. If you create a post for the nightmares or dreams that have so deeply seized you I will reward you with a bonus Benny for next Q


      The rest of the resolution will come after everybody's roll to wake up. If not everybody has rolled after 4 days then I will continue to scene.

      _________________
      Shaping Worlds Together
      The 99's Game Master Bennies 3
        +8 Players
        +2 Sidekicks
        -1 Extra Effort for Mind Control
        -1 Shabbat Soak roll (failed)
        -4 Mind Melter tickling the players with no real effect.
        -1 Soak Collision damage for clone

      Shaintar Game Master Bennies 7/7


        Sat Dec 23, 2017 8:15 pm
        Profile
        Diamond Patron
        Diamond Patron
        User avatar

        Joined: Wed Aug 09, 2017 8:04 pm
        Posts: 51
        Reply with quote
        OOC Comments
        Notice: 1d8 (2)
        Notice Wild Die: 1d6 (3)
        Notice Total: 3
        Persuasion: 1d8 (1)
        Persuasion Wild Die: 1d6 (1)
        Benny: Reroll Persuasion: 1d8 (5)
        Benny: Reroll Persuasion Wild Die: 1d6 (4)
        Persuasion Total: 5


        Baron sees the kids and knows what's up. "Hey don't run, let me get you some food. I know we have some peanut butter and jelly in here somewhere to go with that bread." Baron says with his most calming voice, hoping to keep the kids from fleeing into the night. "Your mom is outside with my friend, I was going to get you all some food."

        If the kids stay, he'll load them up with food, if they run he'll gather some food and take it out to the mother.

        Once he's done gathering up food, Baron makes his way out to the woman, either with her kids in tow or by himself. "Cute kids." Baron says with a smile. "Here's at least a few days worth of food for you and your children."


        Note: Baron doesn't have a radio, it was stolen by that hobgoblin.

        _________________
        Baron McVey
        Character Name: Baron McVey
        Parry: 9, Toughness: 6 (14)
        Bennies 4/4 1 Golden Benny
        Bennies Spent On: Benny Gained from Joker
        Benny spent on Damage Reroll
        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 Dec 26, 2017 12:23 pm
        Profile
        Diamond Patron
        Diamond Patron
        User avatar

        Joined: Tue Aug 08, 2017 12:55 pm
        Posts: 1793
        Location: Black Company
        Reply with quote
        Baron Read
        While a normal Benny cannot reroll a Critical Failure in This Post you already rolled your Persuasion and Notice for the scene.

        That Persuasion result will calm the children.
        That Notice result will be used for your Danger Sense (which is triggered). You will start the combat on hold.

        The children calm once seeing that they are not going to be attack, when suddenly their heads perk up and a fear expression comes over them. Then you can hear their mother running in from the outside yelling "Nooo" She comes in and grabs the children looking panicked as they moving like a singular whole as they open a large cupboard and dump everything in it out. Crawling in and huddling, even looking at them a strangeness happens as they start fading from sight while pulling the cupboard doors closed. Sir William also coming in behind her attempting to calm her.
        Suddenly a sense of danger chills your spine as you know there is something outside, something terrible.

        _________________
        Shaping Worlds Together
        The 99's Game Master Bennies 3
          +8 Players
          +2 Sidekicks
          -1 Extra Effort for Mind Control
          -1 Shabbat Soak roll (failed)
          -4 Mind Melter tickling the players with no real effect.
          -1 Soak Collision damage for clone

        Shaintar Game Master Bennies 7/7


          Tue Dec 26, 2017 12:53 pm
          Profile
          Diamond Patron
          Diamond Patron
          User avatar

          Joined: Tue Aug 08, 2017 12:55 pm
          Posts: 1793
          Location: Black Company
          Reply with quote
          As the panicked family hides Baron gets a short flash on the impending doom and suddenly it comes to him how dangerous the situation just got.

          [This is Combat so Notice rolls every round please.]

          Initiative Order
          Initiative Order (You will go in blocks, when your turn comes up you have two days to post then the following block comes up.)
          Baron McVey is on Hold
          1. Leethe, Billy, (both still need Notice to wake) Sir William
          2. Gargoyles
          3. Erin First (still needs a Notice to wake)
          4. Gargoyle Lord
          5. L.C. and Hardin (Edit both are awake when their turn comes)

          To move your token log into roll 20, or describe where you are going. Currently you are in your sleeping quarters on the second level of the APC.
          https://app.roll20.net/join/2480773/Cdm2KA
          -
          Battle Map for Map Lovers
          It is night time so -4 to Notice checks, however if in your armor ignore -2 of those penalties.
          Attachment:
          Gargoyles - Turn 01.PNG
          Gargoyles - Turn 01.PNG [ 1.92 MiB | Viewed 1862 times ]
          -
          Monster Stats For Player Reference
          Spellcasting 1d10+1 = 7 (6) Wild 1d6+1 = 2 (1)

          Gargoyle Lord (Not actually a Lord) = Parry: 9; Toughness: 31 (14) - Made of Stone he is Tougher, and Bigger than the other Gargoyles. True Invisibility -6 Notice and Parry, Size makes your attacks +2 if you notice it.

          Gargoyle = Parry: 6; Toughness: 21 (9) Size makes your attacks +2

          Gargoylite = Parry: 6; Toughness: 15 (5) * Currently Invisible -4 Notice and Parry

          _________________
          Shaping Worlds Together
          The 99's Game Master Bennies 3
            +8 Players
            +2 Sidekicks
            -1 Extra Effort for Mind Control
            -1 Shabbat Soak roll (failed)
            -4 Mind Melter tickling the players with no real effect.
            -1 Soak Collision damage for clone

          Shaintar Game Master Bennies 7/7


            Wed Dec 27, 2017 3:17 pm
            Profile
            Diamond Patron
            Diamond Patron
            User avatar

            Joined: Wed Aug 09, 2017 8:04 pm
            Posts: 51
            Reply with quote
            Notice
            Notice: 1d8 (3)
            Notice Wild Die: 1d6 (4)


            Baron shudders at the feeling he gets. Knowing the next few seconds are important, Baron draws his prized revolver, The Gentleman's Gambler and his mentor's personal blade The Sword of Lord Varis, before calmly walking down the ramp of the APC and into the night. Baron notes how the moonlight gleams off of the silver of the revolver and the sword, almost as if beckoning what evil lurks in the night to come and face him. Face me and perish spawn... You have no place in this world. Thinks Baron stoically.

            Combat Data
            Free Action: Quick Draw, to draw Gentleman's Gambler.
            Action one: Draw the sword of Lord Varis.
            Action Two: Attack the first visible monster. (I posted both a shooting and a fighting roll due to Baron's Two-Fisted perk, if nothing is close to stab, then shooting only happens.)
            Shooting: 1d10-1 = 3 (4)
            Damage: 2d6+1 = 7 (1, 5)
            Monkey Shines: 1d6 (3) Righteous Silver; Holy & Silver added to attack
            Fighting: 1d10-1 = 6 (7)
            Damage: 1d6 (3)+ 1d10 (1)

            _________________
            Baron McVey
            Character Name: Baron McVey
            Parry: 9, Toughness: 6 (14)
            Bennies 4/4 1 Golden Benny
            Bennies Spent On: Benny Gained from Joker
            Benny spent on Damage Reroll
            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.)


            Last edited by Baron McVey on Wed Dec 27, 2017 4:17 pm, edited 2 times in total.



            Wed Dec 27, 2017 3:33 pm
            Profile
            Silver Patron
            Silver Patron
            User avatar

            Joined: Mon Aug 14, 2017 8:33 am
            Posts: 73
            Location: The 99s
            Reply with quote
            All Moved Down by RFT to proper sequence
            Notice 1d6 (3), 1d6 (2)+ 1d6 (5)Extra Effort - thank you Hardin!
            Psionics 1d8 (5), 1d6 (5)+ 1d6 (6) Extra Effort + 1d6 (6) aced Extra Effort + 1d6 (5) aced Extra Effort - thank you Hardin!! -2 (MAP if allowed)

            L.C. stirs as he hears his name, still unsure what the deal is. He looks around, instinctively looking with all of his senses. Seeing nothing of immediate concern, he gets up and pulls his helmet on and grabs his rifle. "L.C. here. Sitrep?" He then walks towards a door looking out. He freezes when he realizes what he is seeing. Reaching back to his training, deep inside his core, he unleashes the latent null field inside him. "You creatures are an affront to all that is good and decent and I will not STAND for your existence!" None of you have ever heard L.C. speak like this, but you hear a bit of the Coalition conditioning as his very aura pulses visibly around him, surrounding him a pulse of nothing. To those with powers it feels cold, to others it just feels dull. To the supernatural and magical caught in his blast, it is hell on earth, as if their very presence is being rejected on an existential level.


            Repulse the Supernatural and Magical]A psi-nullifier may call his own force of will to repulse supernatural creatures, such as the undead, demons, dragons, faeries, and the like. It also works on characters with the Arcane Background (Magic) Edge. Repulsing magic costs 1 ISP and works in a medium burst template centered on yourself. Targeted creatures within that range must make a Spirit or Smarts roll (whichever is better). Failure means the creature is Shaken; a 1 means it is destroyed/killed. Wild Cards suffer an automatic Wound instead.

            Automatic Psi-Nullification: Once per turn the hero (if not Shaken) gets a free action to use dispel (costs I.S.P. to use as normal for a Psi-Nullifier) against a single foe who is using a power that either targets him directly or includes the hero in an area of effect. This automatically interrupts the opponent’s action and does not cost the hero his action if he is on Hold or has not yet acted this round. Note this only dispels the incoming power or spell, not any other effects.

            _________________
            L.C.
            L.C. Psi-Nullifier Commando
            Parry: 5(6 in armor), Toughness: Armor: 13(6) or PA: 17(10)
            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


            Wed Dec 27, 2017 4:15 pm
            Profile
            Diamond Patron
            Diamond Patron
            User avatar

            Joined: Mon Dec 04, 2017 8:29 pm
            Posts: 42
            Reply with quote
            Leethe is in a deep sleep and having a nightmare. She is speaking out in her sleep.

            The girl is looking around for a place to hide. They will catch up to her soon but there are no places to hide on this alien crystalline like world. She hears a load shriek and looks towards the direction for a second. They are coming.

            She starts running away from the noise as fast as she can. Everything will be lost if the catch her. They already got all the others. She sees a flash of light ahead of her. Leethe calls out in her sleep, "Not good, not good." The girl thinks this as she changes her heading. One if them is in front of her. She hopes that one doesn't know about her yet. She might still have a chance. If only she can get back to the ship.

            Unfortunately the heading change was a bad call as she runs into one of her former companions. The girl she runs into has been turned into a machine, their skin turned into metal, like a skin tight outfit. Their hair is also metal fibers, a material matching the color their hair used to be. She spots the girl and holds up her hand. A sliver tear dropped shaped device appears in it.

            Leethe called out in her sleep, "Oh shoot, not good at all. I may be done for now." as the girl thinks this.

            The machine girl points the tear at the girl and it shoots at her. The girl does her best to evade it but as it closes, a wire shoots out of it, striking her.

            The point of the wire striking the girl in the dream combine with yelling and fighting going on in the real world, Leethe wakes up in sweats and is currently shaken. Left confused from both the nightmare and the events in the real world.

            Notice 4
            Notice check is -2 until she wakes up
            Notice 1d6 (4)
            Wild 1d6 (3)
            Extra Effort Benny 1d6 (2)

            _________________
            Leethe
            Parry: 4, Toughness: Armor 11(5)
            ISP: 40/40
              Enhance Psionic Skill/Range
              Armor/Greater Armor
              Blast/Greater Blast
              Detect/Conceal Arcana/Exalted Detect/Conceal Arcana
              Telemechanics
              Telepathy/Exalted Telepathy
              Smite/Greater Smite
            Edges:
            • Ace: may make Soak rolls for vehicles at -2.
            • Command: +1 to allies or troops under my orders recovering from being Shaken.
            • Low Light Vision: Ignore penalties for bad lighting in all but pitch darkness.
            • Mr Fix it: with a raise, cuts repair time in halve. If already has accelerated repair time, cuts it to a quarter.
            Gadgeteer: 1/1 use per quarter
            • Name:
            • ISP:
            • Skill:
            • Power:


            Last edited by Leethe on Thu Dec 28, 2017 10:22 am, edited 2 times in total.



            Wed Dec 27, 2017 6:41 pm
            Profile
            Diamond Patron
            Diamond Patron
            User avatar

            Joined: Tue Aug 08, 2017 12:55 pm
            Posts: 1793
            Location: Black Company
            Reply with quote
            Excellent nightmare. Take a Benny that carries into next Q

            _________________
            Shaping Worlds Together
            The 99's Game Master Bennies 3
              +8 Players
              +2 Sidekicks
              -1 Extra Effort for Mind Control
              -1 Shabbat Soak roll (failed)
              -4 Mind Melter tickling the players with no real effect.
              -1 Soak Collision damage for clone

            Shaintar Game Master Bennies 7/7


              Thu Dec 28, 2017 7:05 am
              Profile
              User avatar

              Joined: Tue Aug 08, 2017 5:36 pm
              Posts: 74
              Reply with quote
              Psionics Rolls
              Deflection 1d8 (6) Wild 1d6 (4)
              Quickness 1d8 (5) Wild 1d6 (1)


              Notice 9
              1d6 (6) Wild 1d6 (2) Ace 1d6 (3)


              Sir William pivots, pushing the mother behind him and activating his psi-swords. Cracking blue energy surrounds him as he summons all of his speed and generates a protective psychic barrier to shield the woman behind him. Seeing the gargoyles, he prepares to hold his ground at the door until his comrades can join him

              _________________
              Sir William Mahan
              Character Name: Sir William Mahan
              Parry:8, Toughness: 14(8), -2 to hit vs tech
              ISP: 6 /20
              • Speed: Double pace
              • Deflection: -2 to hit ranged and melee
              • Quickness: Act twice
              • Healing: Remove 1 wound
              Bennies: 3
              • 3 starting
              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


              Fri Dec 29, 2017 10:42 am
              Profile
              Diamond Patron
              Diamond Patron
              User avatar

              Joined: Tue Aug 08, 2017 12:55 pm
              Posts: 1793
              Location: Black Company
              Reply with quote
              As the team struggles to wake and get themselves oriented the battle outside escalates to a new level as the vehicles itself is rocked by strike after strike of monsters as they sweep by trying to tear open the front hatch. No longer is anyone sleeping as the horror of the situation becomes apparent. The front access door is torn out of its portal as the winged demons sweep in strafing the APC and pulling back ready to cause more chaos. With the attacks focused so intensely at the front the vehicle only the bravest would dare approach.

              PLEASE MAKE FEAR ROLLS +0

              PLEASE MAKE KNOWLEDGE (BATTLE) ROLLS -2. No Unskilled roll for this one (unless Jack of All Trades).



              NEW BATTLE MAP
              Attachment:
              Capture.PNG
              Capture.PNG [ 1.92 MiB | Viewed 1794 times ]



              1 Significant Hit on APC for 38 AP 6 damage
              Running Action on Strafing attack -2 MAP, Size Matters +2, Wild Attack +2 = +2 Modifier
              Gar Breath versus APC
              1 Fighting 1d8+2 = 10 (8) Ace 1d8+10 = 17 (7)
                Damage Claws 1d12+2 = 12 (10) + 2d6 (5, 2) + 1d6 (3) +2 AP6
              2 Fighting 1d8+2 = 9 (7)
                Damage Claws 1d12+2 = 12 (10) + 2d6 (4, 3) + 1d6 (5) +2 AP6
              3 Fighting 1d8+2 = 10 (8) Ace 1d8+10 = 13 (3)
                Damage Claws 1d12+2 = 3 (1) + 2d6 (4, 6) + 1d6 (5) +2 AP6
                  Ace 1d6 (6)
              4 Fighting 1d8+2 = 7 (5)
                Damage Claws 1d12+2 = 14 (12) + 2d6 (6, 6) +2 AP6
                  Ace 1d12 (6) + 2d6 (1, 3)
              5 Fighting 1d8+2 = 8 (6)
                Damage Claws 1d12+2 = 11 (9) + 2d6 (4, 5) + 1d6 (3) +2 AP6
              6 Fighting 1d8+2 = 3 (1)
                Damage Claws 1d12+2 = 8 (6) + 2d6 (2, 6) +2 AP6
                  Ace 1d6 (3)









              Gargoylite 01 Stealth 1d8+4 = 11 (7)
              Gargoylite 01 Notice to Search 1d8 (4)


              Gargoylite 02 Stealth 1d8+4 = 8 (4)
              Gargoylite 02 Notice to Search 1d8 (8) Ace 1d8+8 = 13 (5)


              .


              The Gargoyle Lord is no longer visible to the players, his action are spent as well.
              OOC Comments
              Ignores -2 MAP
              T 1.1: Boost
              Spellcasting 1d10+2 = 3 (1)
              Spellcasting 1d6+2 = 6 (4)

              T 1.1: Boost - Benny to Reroll
              Spellcasting 1d10+2 = 6 (4)
              Spellcasting 1d6+2 = 7 (5)


              T1.1: Warrior's Gift
              Spellcasting 1d10+2 = 9 (7)
              Spellcasting 1d6+2 = 7 (5)

              T 2.1: Boost
              Spellcasting 1d10+2 = 11 (9)
              Spellcasting 1d6+2 = 3 (1)

              T2.2: Warrior's Gift
              Spellcasting 1d10+2 = 5 (3)
              Spellcasting 1d6+2 = 8 (6)

              _________________
              Shaping Worlds Together
              The 99's Game Master Bennies 3
                +8 Players
                +2 Sidekicks
                -1 Extra Effort for Mind Control
                -1 Shabbat Soak roll (failed)
                -4 Mind Melter tickling the players with no real effect.
                -1 Soak Collision damage for clone

              Shaintar Game Master Bennies 7/7


                Sat Dec 30, 2017 1:12 pm
                Profile
                Diamond Patron
                Diamond Patron
                User avatar

                Joined: Mon Dec 04, 2017 8:29 pm
                Posts: 42
                Reply with quote
                Shaken Recover 13 Fear 13 Notice 5 Battle 5
                Spirit(Shaken) total = 13
                Spirit(Shaken) 1d10 (1)
                WIld 1d6 (6)
                Wild ace 1d6 (6)
                Wild ace ace 1d6 (1)

                Spirit(fear) total = 13
                Spirit(Fear) 1d10 (10)
                Wild 1d6 (4)
                ace 1d10 (3)

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

                Knowledge (Battle) Total = 7 -2 for 5
                Knowledge (Battle) 1d8 (3)
                Wild 1d6 (5)
                Benny for Extra Effort 1d6 (2)

                Telepathy (telemechanics) Total = 4
                Psionics 1d10 (2)
                Wild 1d6 (4)


                Almost as if something insider her kicks in as the battle strikes the major blow to the vehicle, Leethe expertly recovers from being shaken. She calls out with commanding to the others, "Everyone get up and get to battle stations. We are under attack."

                Telepathy 4
                She moves forward to the control area for the vehicle and reaches out with her telepathy to communicate with the vehicle. Using her Telemechanics, she takes control of the vehicle.
                Command Edge
                Leethe has the command edge, granting +1 to troops recovering from being Shaken within 5 inches of her.

                _________________
                Leethe
                Parry: 4, Toughness: Armor 11(5)
                ISP: 40/40
                  Enhance Psionic Skill/Range
                  Armor/Greater Armor
                  Blast/Greater Blast
                  Detect/Conceal Arcana/Exalted Detect/Conceal Arcana
                  Telemechanics
                  Telepathy/Exalted Telepathy
                  Smite/Greater Smite
                Edges:
                • Ace: may make Soak rolls for vehicles at -2.
                • Command: +1 to allies or troops under my orders recovering from being Shaken.
                • Low Light Vision: Ignore penalties for bad lighting in all but pitch darkness.
                • Mr Fix it: with a raise, cuts repair time in halve. If already has accelerated repair time, cuts it to a quarter.
                Gadgeteer: 1/1 use per quarter
                • Name:
                • ISP:
                • Skill:
                • Power:


                Sat Dec 30, 2017 10:30 pm
                Profile
                User avatar

                Joined: Tue Aug 08, 2017 5:36 pm
                Posts: 74
                Reply with quote
                Fear 9
                Fear 1d8 (2) Wild 1d6 (6) Ace on Wild 1d6 (3)


                As the APC rocks, Sir William laughs. "At last, some genuine evil!" He prepares to leap from the APC and engage the gargoyles.

                _________________
                Sir William Mahan
                Character Name: Sir William Mahan
                Parry:8, Toughness: 14(8), -2 to hit vs tech
                ISP: 6 /20
                • Speed: Double pace
                • Deflection: -2 to hit ranged and melee
                • Quickness: Act twice
                • Healing: Remove 1 wound
                Bennies: 3
                • 3 starting
                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 Dec 31, 2017 1:29 pm, edited 1 time in total.



                Sun Dec 31, 2017 9:57 am
                Profile
                Silver Patron
                Silver Patron
                User avatar

                Joined: Mon Aug 14, 2017 8:33 am
                Posts: 73
                Location: The 99s
                Reply with quote
                Vs Fear 5
                Fear 1d6 (5), 1d6 (1)

                L.C. is neither eager, nor reserved. He simply advances in the face of evil as he was trained to do. With these creatures, the Tomorrow Legion and the C.S. were in complete agreement.

                _________________
                L.C.
                L.C. Psi-Nullifier Commando
                Parry: 5(6 in armor), Toughness: Armor: 13(6) or PA: 17(10)
                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 Dec 31, 2017 10:48 am
                Profile
                Bronze Patron
                Bronze Patron
                User avatar

                Joined: Thu Aug 10, 2017 6:21 pm
                Posts: 268
                Reply with quote
                Resist Fear 5
                Spirit to resist Fear 1d8 (1)
                Wild 1d8 (5)


                Actions, Shard Pistol Shooting 6 and damage 14 AP 1, Particle Beam Damage 30 AP 8
                Ok, Hardin is going to exit the vehicle, cast boost Trait (Psionics) on himself once outside, activate exalted telekinesis to pick up the particle beam rifle, cast smite on it, and then blast away with it and his shard pistol.

                Here we go:
                  Psionics for Clear Mind (boost Trait) on Psionics with the Deep Learnin' trapping (non-mega) 1d10 (9)
                  Wild 1d6 (1)
                  Extra Effort 1d6 (3)
                  MAP modifier -2
                  Results: +2 die types to Psionics (d12+1), +1 die type to Smarts, d8 Wild for Psionics
                  -3 ISP
                  -1 Benny
                  Note: activated as a free action

                  Psionics for Push (smite) (mega version) 1d12+1 = 12 (11)
                  Wild 1d8 (4)
                  -2 MAP
                  -5 ISP
                  Results: +8 damage, +2 ISP
                  Note: free action

                  Psionics for Kinesis (mega) to draw the particle beam rifle 1d12+1 = 10 (9)
                  Wild 1d8 (8)
                  -2 MAP
                  -10 ISP

                  Shooting for shard pistol 1d10 (1)
                  Wild 1d6 (3)
                  -2 MAP
                  +2 3RB
                  Extra Effort 1d6 (3)
                  Note: t must make opposed roll vs. Shooting for lower Trait (Vigor)
                  Damage: 2d8+1 = 5 (1, 3) +2 (3RB) +2 (Spiffy Hat) AP 1

                  Psionics to fire particle beam rifle 1d12+1 = 10 (9)
                  Wild 1d8 (8)
                  -2 MAP
                  -2 Snapfire for calling it to Hardin
                  Extra Effort 1d6 (3)
                  -1 Benny
                  Damage: 3d8+5 = 17 (2, 7, 3) + 1d6 (5) (raise) MD +8 (smite) AP 8 (includes +2 from smite trapping)



                Hardin calls to L.C., "So this time we ain't talkin' first?"

                He leaves the APC, clears his mind, and, with a grunt of mental effort, draws the giant particle beam rifle from the holster Erin rigged up to Jane. He pulls the rifle to his side and touches it, imbuing it with power, and levels it at the nearest gargoyle. ”Okay, then, ugly,” he drawls, and then softens the critter up with his shard pistol before letting him have it with the rifle.

                A fella could get used to this!

                _________________
                Hardin and Jane
                Hardin a Half-Elf Psi-Slinger
                Parry: 5
                Toughness: 15(6)
                Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
                Attributes: Agility d10, Smarts d10, Spirit d8, Strength d6, Vigor d8
                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
                Charisma: -2 (Half-elves treated as outsiders)
                Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)
                Adventure Cards:
                • Riled up. Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
                • Bullseye! Play after damage is rolled to double the total of a successful ranged attack.

                Jane a Bandito Arms Robot Mustang
                Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
                Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
                Pace: 12 (Acc/TS 10/50)
                Parry: 6
                Toughness: 20(10) MDC
                Notes/Special Features:
                • All-Terrain: +2 to Riding checks
                • Sensor Suite (+2 to Notice, power armor sensor package)
                • Kick does Strength + d6 Mega Damage
                • Size +2
                • Brave/Fearless
                • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
                • Extraction (Agility roll to break off from melee without giving a free attack)
                • Nano-Repair System
                Hardin Character Sheet
                Jane Character Sheet
                Signature


                Last edited by Hardin on Mon Jan 01, 2018 11:02 am, edited 4 times in total.



                Sun Dec 31, 2017 8:13 pm
                Profile
                Silver Patron
                Silver Patron
                User avatar

                Joined: Mon Aug 14, 2017 8:33 am
                Posts: 73
                Location: The 99s
                Reply with quote
                L.C. smirks. "For the demonic? Never. I'm surprisingly consistent about that."



                Notice 8 -- Detect Arcana 20
                Notice Original post: 1d6 (3), Original post: 1d6 (2)+Original post: 1d6 (5)Extra Effort - thank you Hardin!
                Psionics Original post: 1d8 (5), Original post: 1d6 (5)+Original post: 1d6 (6) Extra Effort +Original post: 1d6 (6) aced Extra Effort +Original post: 1d6 (5) aced Extra Effort - thank you Hardin!! -2 (MAP if allowed)


                L.C. stirs as he hears his name, still unsure what the deal is. He looks around, instinctively looking with all of his senses. Seeing nothing of immediate concern, he gets up and pulls his helmet on and grabs his rifle. "L.C. here. Sitrep?" He then walks towards the back door looking out. He focuses his impressive will on two of them (Gargoyle 6 and 3) and gives them the hypnotic suggestion to sleep. Over the team band, he savagely mutters. "Fall asleep you murderous bastards, so I can kill you."

                Hypnotic Suggestion Sleep on G6 and G3 -- Psionics 8 -- Gargoyles make Vigor Roll at -2 to avoid a level of fatigue -- Gargoyles roll Spirit at -4 to avoid falling asleep - takes active effort not loud noises to wake them
                Hypnotic Suggestion: Sleep (Greater Slumber; 4 I.S.P.) [Mega]
                Range: Smarts × 1.5
                Duration: 1 minute (1/minute)
                Trapping: This powerful telepathic suggestion requires a Vigor roll (at –2 on a raise) to avoid Fatigue. In addition to the power effects. It quite simply takes a lot out of the target, putting them in alpha state that induces sleep.
                Effect: The caster picks where he wants to center the spell and places a Medium Burst Template (yellow circle). He then makes an arcane skill roll. Any living creature (not undead or constructs) within the area must make a Spirit roll at -2, at −4 if the caster scored a raise. Those who fail fall asleep. Furthermore, it takes a full round of active effort to awaken a victim of greater slumber; loud noises and the like aren’t enough.
                ISP: 4 + 4 for +4 to roll = 8 ISP
                Roll +4 (from Major Psionic) -2 (MAP) = +2
                Psionics 1d8 (6), 1d6 (3) +2=8


                Note for GM regarding powers
                Automatic Psi-Nullification: Once per turn the hero (if not Shaken) gets a free action to use dispel (costs I.S.P. to use as normal for a Psi-Nullifier) against a single foe who is using a power that either targets him directly or includes the hero in an area of effect. This automatically interrupts the opponent’s action and does not cost the hero his action if he is on Hold or has not yet acted this round. Note this only dispels the incoming power or spell, not any other effects.

                _________________
                L.C.
                L.C. Psi-Nullifier Commando
                Parry: 5(6 in armor), Toughness: Armor: 13(6) or PA: 17(10)
                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 Dec 31, 2017 9:10 pm
                Profile
                User avatar

                Joined: Fri Aug 11, 2017 9:43 am
                Posts: 59
                Reply with quote
                Posted by RFT with permision from Bley's
                Notice
                Notice 1d6 (6) +2 with Audio or Visual related perception
                Notice Wild Die 1d6 (4) +2 with Audio or Visual related perception

                Fear Spirit 1d6 (3)
                Wild Die 1d6 (2)
                Extra Effort 1d6 (5)


                Billy Borg comes out of his sleep mode and sees we are being attacked. Seeing the Gargoyles everywhere he heads out the torn open hatch at the front and kills the two gargoyles flying there.


                Destroys Top Gargoyle, Shakes Bottom Gargoyle
                May divide shots between targets as desired.
                (Includes +2 From Targeting Eye), does not include -2 Snap Fire.
                Top Gargoyle Shooting 1d10 (10)
                  Raise Damage 2d8 (7, 4) +4 + Raise 1d6 (5) AP 8
                Top Gargoyle Shooting 1d10 (9)
                  Raise Damage 2d8 (8, 8) +4 + Raise 1d6 (3) AP 8
                Bottom Gargoyle Shooting 1d10 (10)
                  Raise Damage 2d8 (4, 4) +4 + Raise 1d6 (3) AP 8
                Bottom Gargoyle Shooting 1d10 (8)
                  Raise Damage 2d8 (3, 7) +4 + Raise 1d6 (4) AP 8
                Shooting Wild Die 1d6 (2)

                _________________
                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


                Tue Jan 02, 2018 11:21 am
                Profile
                Diamond Patron
                Diamond Patron
                User avatar

                Joined: Sun Aug 13, 2017 12:11 pm
                Posts: 77
                Reply with quote
                Something appears out of the ordinary as Erin is sound asleep. Perhaps she was drugged, affected by the null magic field or some other option.

                OOC Comments
                If Erin does not return I will move her to the correct forum. I do not want to disrespect a player by using their character without permission.

                _________________
                Erin Sol
                Character Name: Erin Sol
                Parry:6(8)*, Toughness: 13(7)[14(7)]*
                * Increased abilities from TW device

                Wounds: 0/3 Fatigue: 0/2
                PPE: 15/15 Master of Magic
                • Quickness:
                • Dispel:
                • Warrior's Gift:
                • Speed: Missing

                Gadgets 2/4 remaining
                Current Gadgets

                Adventure Card
                None



                Bennies 5/3


                Tue Jan 02, 2018 6:18 pm
                Profile
                Diamond Patron
                Diamond Patron
                User avatar

                Joined: Tue Aug 08, 2017 12:55 pm
                Posts: 1793
                Location: Black Company
                Reply with quote
                OOC Comments
                G3 Spirit Roll 1d6-4 = 1 (5) = Sleep
                G6 Spirit Roll 1d6-4 = 1 (5) = Sleep
                Alive or Dead 1d6 (1)
                Alive or Dead 1d6 (2)


                As the teams is fully roused and in action the Gargoyles start dropping and the original horror of the battle is reduced. With two of the creatures dead, two more sleeping and only two remaining the feeling of a quick end start to come over you.
                When suddenly the ground begins to shake and a dozen 9’ tall sentinels wielding giant blades climb out of the ground appearing made of iron the golem like beings are ready for action and begin to move in. Then suddenly the two Gargoyle on the ground that were killed spring up as if healed only to collapse back on the ground again, dead for dcertain.

                Below are post prepared for you in order. Edit the Post in your name for your actions.

                Also a updated battle map for those who do not like roll20 and initiative.

                OOC Comments
                Turn 1 = 1d10+2, 2 spells now in Maintenance = 1d10
                1.1 Summon Ally 25 PPE = 0 Left
                Spellcasting 1d10 (3) + 1d6 (3) Extra Effort (Second and Last of this WC's Bennies)
                Wild Die 1d6 (3)

                1.2 Draw PPE = 8 Left
                Spellcasting 1d10 (8)
                Wild Die 1d6 (2)

                Turn 2 =

                2.1 Draw PPE = 15 PPE
                Spellcasting 1d10+2 = 9 (7)
                Wild Die 1d6+2 = 4 (2)

                2.2 Recast Quickness to eliminate Maintenance 8 PPE = 7 Left
                Spellcasting 1d10 (5)
                Wild Die 1d6 (2)


                Initiative
                Attachment:
                turn 3 cards.PNG
                turn 3 cards.PNG [ 189.94 KiB | Viewed 1738 times ]


                Updqted Map
                Attachment:
                Start Turn 2.0.png
                Start Turn 2.0.png [ 1.16 MiB | Viewed 1725 times ]

                .

                _________________
                Shaping Worlds Together
                The 99's Game Master Bennies 3
                  +8 Players
                  +2 Sidekicks
                  -1 Extra Effort for Mind Control
                  -1 Shabbat Soak roll (failed)
                  -4 Mind Melter tickling the players with no real effect.
                  -1 Soak Collision damage for clone

                Shaintar Game Master Bennies 7/7


                  Tue Jan 02, 2018 6:49 pm
                  Profile
                  Diamond Patron
                  Diamond Patron
                  User avatar

                  Joined: Wed Aug 09, 2017 8:04 pm
                  Posts: 51
                  Reply with quote
                  Baron McVey Joker

                  Notice 7
                  Notice: 1d8+2 = 4 (2)
                  Notice Wild Die: 1d6+2 = 7 (5)


                  Baron looks to the Gargoyles as they approach. Something Baron had learned as a young man drifted up from memory. If you have to look the barrel of a gun from the wrong end, if a man has you entirely at his mercy, then hope like hell that man is an evil man. Because the evil like power, power over people, and they want to see you in fear. They want you to know you're going to die. So they'll talk. They'll gloat. They'll watch you squirm. They'll put off the moment of murder like another man will put off a good cigar. So hope like hell your captor is an evil man. A good man will kill you with hardly a word. Baron thinks before swinging the Gentleman Gambler towards the left most Gargoyle and pulling the trigger, as fast as he could. The revolver's innate magic taking effect in each shot. While not aiming, Baron fires each shot home into the Gargoyle's horrendous face. The gun finally going silent once all the ammo has been spent.


                  Combat Rolls
                  Action One: Double Tap with Gentleman Revolver (Head Shot).
                  (+2 Joker, +3 Gun, +1 Double Tap, -4 Called Shot)
                  Shooting: 1d12+4 = 11 (7)
                  Shooting Wild Die: 1d6+4 = 10 (6)
                  Ace: 1d6+2 = 8 (6)
                  Ace 2: 1d6+2 = 6 (4)
                  (-4 for Called Shot Head, +2 for new gun bonus)
                  Monkey Shines: 2d6 (6, 4) (Quick Shot & Undertaking)
                  Damage: 2d8+8 = 18 (6, 4)+ 1d6 (1) (Raise) (+2 Joker not factored in equation)
                  Totals: Shooting: 21; Damage: 21 (AP 3)

                  Quick Shot. Double Tap with Gentleman Revolver (Head Shot)
                  (+2 Joker, +3 Gun, +1 Double Tap, -4 Called Shot)
                  Shooting: 1d12+2 = 13 (11)
                  Wild Die: 1d6+2 = 8 (6)
                  Ace: 1d6 (3)
                  Monkey Shines: 2d6 (4, 6)
                  (+2 Joker, +4 Called Shot, +1 Double Tap)
                  Damage: 2d8+7 = 12 (2, 3) 1d6 (2)(AP 3)
                  Benny Reroll: 2d8+7 = 18 (8, 3)+ 1d6 (4) (raise)
                  Totals: Shooting 16; Damage: 26 (AP 3)

                  Quick Shot. Double Tap with Gentleman Revolver (Head Shot)
                  (+2 Joker, +3 Gun, +1 Double Tap, -4 Called Shot)
                  Shooting: 1d12+2 = 13 (11)
                  Wild Die: 1d6+2 = 6 (4)
                  Ace: 1d6+2 = 7 (5)
                  Monkey Shines: 2d6 (1, 5) Extra Powder & Supernatural Killer
                  Damage: 2d8+7 = 16 (6, 3)+ 1d6 (6) (Extra Powder) + 1d6 (4) (Raise) (AP 3)
                  Total: Shooting: 11; Damage: 22 (AP 3)

                  _________________
                  Baron McVey
                  Character Name: Baron McVey
                  Parry: 9, Toughness: 6 (14)
                  Bennies 4/4 1 Golden Benny
                  Bennies Spent On: Benny Gained from Joker
                  Benny spent on Damage Reroll
                  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.)


                  Last edited by Baron McVey on Wed Jan 03, 2018 1:09 pm, edited 18 times in total.



                  Tue Jan 02, 2018 7:01 pm
                  Profile
                  Diamond Patron
                  Diamond Patron
                  User avatar

                  Joined: Tue Aug 08, 2017 12:55 pm
                  Posts: 1793
                  Location: Black Company
                  Reply with quote
                  As the Gargoyles continue dying one of them falls from the sky his face removed by Baron McVey, two more Sentinels are trying to push Baron McVey out of the way so they can get into the APC (Sir William gets first strike on either of the golems). The remaining Gargoyle Sweeps in to attack the Baron and get some retribution .


                  on Baron, Fighting 6 for Damage 15 AP 6, and Pushed with a 14
                  Wild Attack +2 to Hit, +2 Damage, Parry reduced to 4.
                  on Baron
                  Fighting 1d8+2 = 6 (4)
                  Damage 1d12+4 = 9 (5) + 2d6 (2, 4) AP 6

                  SWD Page 85, this is a Strength contest
                  Bash: Push the target 1” for a success and 2” on a raise on the Strength roll. If the defender hits an obstacle, he suffers 1d6 damage for every 1” he would have moved.

                  on Baron
                  Push 1d12+3 = 4 (1)

                  on Baron
                  Push 1d12+3 = 14 (11)

                  .


                  The Sentinels start closing in two of them attacking Hardin from the west, while two more attack Jane from the East.

                  on Hardin, Fighting 8 for 13 Damage and Fighting 9 for 15 Damage
                  Hardin
                  Fighting 1d10 (8)
                  Damage 1d12+3 = 12 (9) + 1d10 (1)

                  Hardin
                  Fighting 1d10 (9)
                  Damage 1d12+3 = 12 (9) + 1d10 (6)

                  Jane Fighting 6 for 20 damage, and Fighting 5 for 21 damage
                  on Jane
                  Fighting 1d10 (6)
                  Damage 1d12+3 = 11 (8) + 1d10 (9)

                  on Jane
                  Fighting 1d10 (5)
                  Damage 1d12+3 = 15 (12) + 1d10 (6)


                  The whole scene becomes crowded as only two of the sentinels stop to wake the sleeping gargoyles, the other two squeezing through the torn open hatch and taking a swing at L.C. and Leethe.

                  on Leethe, Miss
                  on Leethe
                  Fighting 1d10 (1)
                  Damage 1d12+3 = 11 (8) + 1d10 (9)

                  on LC, 8 Fighting for 14 damage
                  on L.C.
                  Fighting 1d10 (8)
                  Damage 1d12+3 = 13 (10) + 1d10 (1)


                  L.C. and Leethe see out of the corner of their eye a black storage box torn free from the bottom of the console, ripped open and thrown on the ground by a strange shimmer in the air followed by a scream of rage as what ever the shimmer is rushes out of the APC through the legs of the sentinels. (This is a sufficient meta reason to allow you a notice roll if you want to act against the gargoylites)

                  Erin can see the bunks being tossed as something invisible is obviously in the crew quarters rooting through supplies. (This is a sufficient meta reason to allow you a notice roll if you want to act against the gargoylites)

                  The last two Sentinels are simple climbing on top of the vehicle for some unknown reason.

                  Mysterious dice rolls
                  Mysterious dice rolls
                  Mysterious 1d8 (6)
                  Wild 1d6 (4)

                  Mysterious 1d8 (4)
                  Wild 1d6 (6) Ace 1d6+6 = 12 (6)


                  Edit Forgot to roll to remove shaken
                  Gargoyle 1d6 (1)

                  _________________
                  Shaping Worlds Together
                  The 99's Game Master Bennies 3
                    +8 Players
                    +2 Sidekicks
                    -1 Extra Effort for Mind Control
                    -1 Shabbat Soak roll (failed)
                    -4 Mind Melter tickling the players with no real effect.
                    -1 Soak Collision damage for clone

                  Shaintar Game Master Bennies 7/7


                    Tue Jan 02, 2018 7:06 pm
                    Profile
                    User avatar

                    Joined: Tue Aug 08, 2017 5:36 pm
                    Posts: 74
                    Reply with quote
                    Sir William King of Clubs

                    OOC Comments
                    Fighting Roll 1 1d12 (5) Wild 1d6 (6) Ace 1d6 (3) =9+2=11 Hit with Raise
                    Fighting Roll 2 1d12 (3) Wild 1d6 (2) +2 = 5 miss
                    Fighting Roll 3 1d12 (11) Wild 1d6 (6) Ace 1d6 (5)=11+2 Hit with Raise

                    Damage Roll 1 2d6 (1, 1) 2d8 (1, 8) Ace 1d8 (1)
                    Damage Roll 3 2d6 (3, 1) 2d8 (5, 1)


                    Sir William launches himself at the nearest gargoyle, crackling-blue psi-swords lashing out three times in quick succession. One strike misses, but the other two connect perfectly, only to be defeated by the creature's thick armor. "Back, hell-spawn," yells Sir William, clapping his hands together and combining the two psi-swords into a single blade. "My next strike will not be so gentle!"

                    _________________
                    Sir William Mahan
                    Character Name: Sir William Mahan
                    Parry:8, Toughness: 14(8), -2 to hit vs tech
                    ISP: 6 /20
                    • Speed: Double pace
                    • Deflection: -2 to hit ranged and melee
                    • Quickness: Act twice
                    • Healing: Remove 1 wound
                    Bennies: 3
                    • 3 starting
                    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 Jan 03, 2018 2:02 pm, edited 5 times in total.



                    Tue Jan 02, 2018 7:06 pm
                    Profile
                    Bronze Patron
                    Bronze Patron
                    User avatar

                    Joined: Thu Aug 10, 2017 6:21 pm
                    Posts: 268
                    Reply with quote
                    Rollin, Hardin Notice 5, Jane Notice 8
                    Hardin Jack of Spades
                    Hardin:
                      Spirit to unshake 1d8 (1)
                      Wild 1d6 (4)

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

                    Jane:
                      Vigor to soak the second hit 1d12 (10)
                      Wild 1d6 (1)
                      Note: in retrospect, she should not have gotten a wild die here, but it didn't end up having an impact.
                      -1 Benny

                      Notice 1d8+2 = 8 (6)


                    Actions
                    Hardin will boost his Shooting (free action), cast smite on his pistol (free action), and then shoot one of the sentinels attacking him. He'll follow up with the particle beam rifle on the other. For her part, Jane will kick one of them.

                    Psionics for Clear Mind (boost Trait) Shooting (regular version) 1d12+1 = 12 (11)
                    Wild 1d6 (4)
                    Result: 2 die type increase to Shooting, 1 die type increase to Agility, igore 1 point of Shooting penalties from Tricky trapping
                    -3 ISP

                    Psionics for Push (smite) (mega) 1d12+1 = 7 (6)
                    Wild 1d6 (4)
                    Result: +4 MD and AP 2 to damage
                    -5 ISP

                    Shooting the Shard Pistol 1d12+3 = 6 (3) (includes 3RB)
                    Wild 1d6+3 = 5 (2)

                    Damage: 2d8+7 = 13 (5, 1) MD +2 (Spiffy Hat) AP 3 (all including smite and 3RB bonuses)

                    Psionics for the particle beam rifle 1d12+1 = 3 (2)
                    Wild 1d6+1 = 6 (5)

                    Damage: 3d8+13 = 25 (3, 8, 1) MD AP 8 (all including smite bonuses) + Ace! 1d8 (3)

                    Fighting for Jane to kick one of them 1d8 (4)


                    Janey! Hardin screams as he sees the sentinels go after his horse. Not my horse! he thinks.

                    As angry as any of you have ever seen him, Hardin spits out several epitaphs that sound more like incoherent growls than actual words. Pumping his shard pistol full of his own telekinetic power, he levels it at the nearest sentinel and fires away, pushing on the shards with his mind so hard that they punch clean through the monster.

                    With another shout, the massive particle beam cannon swings around, zeroing in on the second sentinel engaged with Hardin. The blast from the rifle comes close enough to Hardin to catch his duster in the jetstream kicked up by its passing, but it catches the golemn full on in the chest, obliterating it into so many pebbles.

                    For her part, Jane absorbs blows from both her attackers just fine and comes off no worse for the wear. As Jane rears up to kick one of them, a familiar recorded voice cuts through the night from her loudspeaker, ”Yar! Have at thee, ya scurvy dogs!” and Hardin remembers that his old Operator friend Franklin had been seriously obsessed with stories about pirates back when he had worked on Jane.

                    Results
                    Shard Pistol shooting result of 6 (for an opposed roll to resist lower Trait (Vigor), if you want it. Damage is 15 with AP 3, which causes a wound against the Sentinel’s 14(4) Toughness.

                    The particle beam cannon deals 28 damage with AP 8, blowing the thing up pretty good.

                    Jane’s attack is a 4, which doesn’t beat the thing’s parry.

                    _________________
                    Hardin and Jane
                    Hardin a Half-Elf Psi-Slinger
                    Parry: 5
                    Toughness: 15(6)
                    Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
                    Attributes: Agility d10, Smarts d10, Spirit d8, Strength d6, Vigor d8
                    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
                    Charisma: -2 (Half-elves treated as outsiders)
                    Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)
                    Adventure Cards:
                    • Riled up. Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
                    • Bullseye! Play after damage is rolled to double the total of a successful ranged attack.

                    Jane a Bandito Arms Robot Mustang
                    Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
                    Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
                    Pace: 12 (Acc/TS 10/50)
                    Parry: 6
                    Toughness: 20(10) MDC
                    Notes/Special Features:
                    • All-Terrain: +2 to Riding checks
                    • Sensor Suite (+2 to Notice, power armor sensor package)
                    • Kick does Strength + d6 Mega Damage
                    • Size +2
                    • Brave/Fearless
                    • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
                    • Extraction (Agility roll to break off from melee without giving a free attack)
                    • Nano-Repair System
                    Hardin Character Sheet
                    Jane Character Sheet
                    Signature


                    Last edited by Hardin on Fri Jan 05, 2018 8:58 am, edited 10 times in total.



                    Tue Jan 02, 2018 7:07 pm
                    Profile
                    Diamond Patron
                    Diamond Patron
                    User avatar

                    Joined: Mon Dec 04, 2017 8:29 pm
                    Posts: 42
                    Reply with quote
                    Leethe Jack of Diamonds

                    Notice 4
                    Notice 1d6 (4)
                    wild 1d6 (2)
                    I don't think her notice roll is sufficient to spot the gargoylite.

                    Leethe shouts out, "Something is weird, the Gargoyles are just making a ruckus. Are they distracting for something?"
                    Actions
                    Fighting 1d6 (4)
                    Wild 1d6 (1)
                    benny for extra effort 1d6 (3)
                    Fighting Total: 7

                    Damage 10 MD, AP 4: STR 1d6 (5) + WEAPON 1d6 (5)


                    Leethe pulls out her Vibro Knife and stabs at the Sentinel in front of her. "What matter of creatures are these? some kind of Youma or Daimon?" Her blade strikes true enough to shake the sentinel.

                    _________________
                    Leethe
                    Parry: 4, Toughness: Armor 11(5)
                    ISP: 40/40
                      Enhance Psionic Skill/Range
                      Armor/Greater Armor
                      Blast/Greater Blast
                      Detect/Conceal Arcana/Exalted Detect/Conceal Arcana
                      Telemechanics
                      Telepathy/Exalted Telepathy
                      Smite/Greater Smite
                    Edges:
                    • Ace: may make Soak rolls for vehicles at -2.
                    • Command: +1 to allies or troops under my orders recovering from being Shaken.
                    • Low Light Vision: Ignore penalties for bad lighting in all but pitch darkness.
                    • Mr Fix it: with a raise, cuts repair time in halve. If already has accelerated repair time, cuts it to a quarter.
                    Gadgeteer: 1/1 use per quarter
                    • Name:
                    • ISP:
                    • Skill:
                    • Power:


                    Last edited by Leethe on Fri Jan 05, 2018 12:11 pm, edited 9 times in total.



                    Tue Jan 02, 2018 7:08 pm
                    Profile
                    Silver Patron
                    Silver Patron
                    User avatar

                    Joined: Mon Aug 14, 2017 8:33 am
                    Posts: 73
                    Location: The 99s
                    Reply with quote
                    10 Spades -- 10 to Unshake
                    Spirit to unshake 1d6 (5), 1d6 (6)+ 1d6 (4)
                    Notice 11 Detect Arcana 11 -- Shooting 9 -- 14 Dmg
                    Notice 1d6 (4), 1d6 (6)+ 1d6 (5)
                    Detect Arcana 1d8 (7), 1d6 (3) + 1d6 (4) EE
                    Shooting 1d8 (7), 1d6 (3) +2 (ion) = 9 Dmg 3d6 (5, 4, 5)

                    L.C. shakes his head to clear it after getting knocked back by the gargoyle, see the little sneak thieves and growls. Over the team radio, L.C. barks out. "Invisible Gargoylites in the cab. They're looking for something! Kill the little demon rats!" He shoots the one that had been by the dash.

                    Brison rises when he hears the commotion and scrambles to grab his helmet and his pistol. Suiting up in the Power armor would take time he doesn't have. Looking around, even after switching to thermal, he doesn't see the little sneak thieves, so he shoots at the biggest gargoyle he can see, using the inside of the blown in door for cover. He takes aim with his trust C-18 and double taps the trigger. He hits for no effect and glances towards the power armor, weighing his options.
                    Notice 2 -- Shooting 6 Dmg 6 AP 2
                    Notice 1d6-2 = 2 (4), 1d6-2 = 2 (4) Shooting 1d8+1 = 6 (5), 1d6+1 = 2 (1) dmg 2d6 (4, 2)

                    _________________
                    L.C.
                    L.C. Psi-Nullifier Commando
                    Parry: 5(6 in armor), Toughness: Armor: 13(6) or PA: 17(10)
                    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


                    Tue Jan 02, 2018 7:11 pm
                    Profile
                    Diamond Patron
                    Diamond Patron
                    User avatar

                    Joined: Tue Aug 08, 2017 12:55 pm
                    Posts: 1793
                    Location: Black Company
                    Reply with quote
                    Invisible Monsters here.

                    See above for description so players can have a chance to roll and respond.

                    _________________
                    Shaping Worlds Together
                    The 99's Game Master Bennies 3
                      +8 Players
                      +2 Sidekicks
                      -1 Extra Effort for Mind Control
                      -1 Shabbat Soak roll (failed)
                      -4 Mind Melter tickling the players with no real effect.
                      -1 Soak Collision damage for clone

                    Shaintar Game Master Bennies 7/7


                      Tue Jan 02, 2018 7:12 pm
                      Profile
                      User avatar

                      Joined: Fri Aug 11, 2017 9:43 am
                      Posts: 59
                      Reply with quote
                      Posted by RFT with permision from Bley's
                      Notice
                      Notice 1d6 (4) +2 with Audio or Visual related perception
                      Notice Wild Die 1d6 (5) +2 with Audio or Visual related perception


                      Seeing the two Gargoyles getting up Billy Borg focuses on them thinking his allies will do better against the Sentinels. Firing two shots at each gargoyle.


                      Top Gargoyle Dead, Bottom Shaken
                      First two shots at top gargoyle, next two at bottom gargoyle.
                      +2 Targeting Eye, -1 Standing still.
                      Shooting 1d10+1 = 2 (1)
                      Shooting 1d10+1 = 11 (10) Raise Damage 2d8+4 = 17 (7, 6) + 1d6 (2) AP6
                      Shooting Wild Die 1d6+1 = 6 (5) Damage 2d8+4 = 13 (8, 1) Ace 1d8+13 = 18 (5) AP6


                      Shooting 1d10+1 = 4 (3) Miss
                      Shooting 1d10+1 = 5 (4) Damage 2d8+4 = 15 (6, 5) AP6

                      .

                      _________________
                      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


                      Tue Jan 02, 2018 7:12 pm
                      Profile
                      Diamond Patron
                      Diamond Patron
                      User avatar

                      Joined: Tue Aug 08, 2017 12:55 pm
                      Posts: 1793
                      Location: Black Company
                      Reply with quote
                      Sorry guys I failed to notice.

                      Baron and the Summoner both received a Joker so everyone gets a Benny.

                      _________________
                      Shaping Worlds Together
                      The 99's Game Master Bennies 3
                        +8 Players
                        +2 Sidekicks
                        -1 Extra Effort for Mind Control
                        -1 Shabbat Soak roll (failed)
                        -4 Mind Melter tickling the players with no real effect.
                        -1 Soak Collision damage for clone

                      Shaintar Game Master Bennies 7/7


                        Fri Jan 05, 2018 11:42 am
                        Profile
                        Diamond Patron
                        Diamond Patron
                        User avatar

                        Joined: Tue Aug 08, 2017 12:55 pm
                        Posts: 1793
                        Location: Black Company
                        Reply with quote
                        As the Gargoyles continue dropping like flies the Sentinels are presenting more of a challenge. in the cab of the vehicle you can here the frustration of the shimmering creature as he begins to screech in a strange alien language (Common knowledge to recognize it as Dragonese/Elven). Then grabbing Leethe she feels his offensive hands searching her body as if being frisked by an officer. Suddenly there is a flux of power sensed from the upper deck at the back of the vehicle.

                        The gargoyles get frustrated and start yelling something. Hardin remembers the basics of Elven from others he's encountered but not enough to understand all of it or the inflection. Something to tune effect of. "turn it over." "take a people for trade" and "where did they put it"




                        OOC Comments
                        Random for Gargoylite touching odd Leethe even L.C. 1d6 (1)

                        Notice 1d8+2 = 7 (5)
                        Wild 1d6+2 = 5 (3)


                        Big Boss
                          Teleport
                          Spellcasting 1d10+2 = 4 (2)
                          Spellcasting Wild 1d6+2 = 5 (3)
                          GM Benny Extra Effort 1d6 (3)

                          Mysterious Spellcasting
                          Spellcasting 1d10+2 = 3 (1)
                          Spellcasting Wild 1d6+2 = 6 (4)

                          Going on Hold for second turn


                        Turn 4 Initiative
                        Attachment:
                        turn 4 cards.PNG
                        turn 4 cards.PNG [ 205.35 KiB | Viewed 1630 times ]


                        updated map
                        Attachment:
                        start of turn 4.PNG
                        start of turn 4.PNG [ 1.13 MiB | Viewed 1627 times ]


                        Everyone gets 2 Bennies, 1 for the Joker drawn this round and 1 for the help Hardin and L.C. gave me.

                        _________________
                        Shaping Worlds Together
                        The 99's Game Master Bennies 3
                          +8 Players
                          +2 Sidekicks
                          -1 Extra Effort for Mind Control
                          -1 Shabbat Soak roll (failed)
                          -4 Mind Melter tickling the players with no real effect.
                          -1 Soak Collision damage for clone

                        Shaintar Game Master Bennies 7/7


                          Sat Jan 06, 2018 7:46 am
                          Profile
                          User avatar

                          Joined: Tue Aug 08, 2017 5:36 pm
                          Posts: 74
                          Reply with quote
                          Black Joker

                          Rolls
                          Fighting Attacks First Turn
                          1d12 (1) Wild 1d6 (3) -2 for Frenzy +2 for Supernatural Evil +2 for Joker Benny 1d12 (9) Wild 1d6 (1)
                          1d12 (4) Wild 1d6 (2) -2 for Frenzy +2 for Supernatural Evil +2 for Joker
                          First attack damage (with raise) 2d8 (3, 1) + 2d6 (1, 5) +2 for Joker - shakes sentinel
                          Second attack damage 2d8 (7, 5) + 1d6 (4) +2 for Joker - incapacitates sentinel
                          Fighting Attacks Second Turn
                          1d12 (8) Wild 1d6 (5) -2 for Frenzy +2 for Supernatural Evil +2 for Joker
                          1d12 (5) Wild 1d6 (1) -2 for Frenzy +2 for Supernatural Evil +2 for Joker
                          First attack damage (with raise) 2d8 (8, 7) + 2d6 (4, 2) +2 for Joker Ace on Spirit roll 1d8 (6)
                          Second attack damage 2d8 (5, 1) + 1d6 (5) +2 for Joker


                          Wielding his single psi-sword against the armored sentinels, Sir William engages with a flurry of attacks, spinning gracefully to slash the first sentinel across the chest before reversing and striking it down with a blow to the heart. He shifts to engage the second sentinel, reversing his sword and slashing it upwards, cleaving the construct in twain. Hearing Leethe, he turns and runs to the front of the APC to lend her aid.

                          _________________
                          Sir William Mahan
                          Character Name: Sir William Mahan
                          Parry:8, Toughness: 14(8), -2 to hit vs tech
                          ISP: 6 /20
                          • Speed: Double pace
                          • Deflection: -2 to hit ranged and melee
                          • Quickness: Act twice
                          • Healing: Remove 1 wound
                          Bennies: 3
                          • 3 starting
                          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 Mon Jan 08, 2018 10:45 am, edited 9 times in total.



                          Sat Jan 06, 2018 8:01 am
                          Profile
                          Diamond Patron
                          Diamond Patron
                          User avatar

                          Joined: Wed Aug 09, 2017 8:04 pm
                          Posts: 51
                          Reply with quote
                          Posted by RFT on Player left game.

                          Baron - Queen of Clubs

                          Baron swings his upper body out the hatch draws a line on the sentinel coming in from the east and shoots it twice in the head. Seeing the sentinel fall down to the ground as the stones break up he slides back into the cover of the vehicle and assess the situation with the rest of the team.

                          OOC Comments
                          No rolls Fiat to save time. Player has chosen to leave.

                          _________________
                          Baron McVey
                          Character Name: Baron McVey
                          Parry: 9, Toughness: 6 (14)
                          Bennies 4/4 1 Golden Benny
                          Bennies Spent On: Benny Gained from Joker
                          Benny spent on Damage Reroll
                          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.)


                          Sat Jan 06, 2018 8:02 am
                          Profile
                          User avatar

                          Joined: Fri Aug 11, 2017 9:43 am
                          Posts: 59
                          Reply with quote
                          Posted by RFT on behalf of Billy Borg with permission from Bleys.

                          Seeing the Sentinals that passed him attacking L.C. and Leethe, Billy Borg draws his chain sword and runs it through. Hoping to prevent them from doing any more damage.

                          Chain Sword
                          Fighting 1d10 (1)
                          Fighting Wild Die 1d6 (4)

                          _________________
                          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


                          Sat Jan 06, 2018 8:03 am
                          Profile
                          Bronze Patron
                          Bronze Patron
                          User avatar

                          Joined: Thu Aug 10, 2017 6:21 pm
                          Posts: 268
                          Reply with quote
                          Hardin Notice 12, K Language Elven 7, Jane Notice 7
                          Hardin 10 of Diamonds
                          Notice 1d8 (8)
                          Ace! 1d8 (4)
                          Wild 1d6 (1)

                          Roll to recognize words said due to his half-elf heritage, per GM approval 1d4-2 = 2 (4)
                          Ace! 1d4 (1)
                          Wild 1d6-2 = 4 (6)
                          Ace! 1d6 (3)

                          Jane Notice 1d8+2 = 7 (5)


                          Hardin, seeing that they are more than holding their own, yells to Jane, "Kick, 'em, girl!"

                          The Wrath of Jane, 20 MD
                          Jane will attack the one in front of her, then Hardin will fire at both of them. He'll shoot the particle beam cannon at the one closest and, if it's still standing, the shard pistol at the other.

                          Jane Fighting 1d8 (6)
                          Damage 1d12+5 = 16 (11) + 1d6 (4)


                          Jane delivers a mighty kick, shattering the sentinel before her.

                          Hardin lets out a whoop and swings the cannon to aim at the one closest to him.

                          Dont Mess With His Horse, 20 MD AP 8
                          Psionics 1d12+1 = 6 (5)
                          Wild 1d8+1 = 5 (4)

                          Damage: 3d8+13 = 20 (3, 3, 1) MD AP 8 (all including smite bonuses)


                          Hardin blasts the torso clean off the other one, leaving behind nothing but stony legs that end at the hip.

                          Over the din, he recognizes the odd screeching as Elvish, his mama's tongue! "Y'all! They's lookin' for somethin', but ain't sayin' what!"

                          _________________
                          Hardin and Jane
                          Hardin a Half-Elf Psi-Slinger
                          Parry: 5
                          Toughness: 15(6)
                          Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
                          Attributes: Agility d10, Smarts d10, Spirit d8, Strength d6, Vigor d8
                          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
                          Charisma: -2 (Half-elves treated as outsiders)
                          Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)
                          Adventure Cards:
                          • Riled up. Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
                          • Bullseye! Play after damage is rolled to double the total of a successful ranged attack.

                          Jane a Bandito Arms Robot Mustang
                          Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
                          Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
                          Pace: 12 (Acc/TS 10/50)
                          Parry: 6
                          Toughness: 20(10) MDC
                          Notes/Special Features:
                          • All-Terrain: +2 to Riding checks
                          • Sensor Suite (+2 to Notice, power armor sensor package)
                          • Kick does Strength + d6 Mega Damage
                          • Size +2
                          • Brave/Fearless
                          • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
                          • Extraction (Agility roll to break off from melee without giving a free attack)
                          • Nano-Repair System
                          Hardin Character Sheet
                          Jane Character Sheet
                          Signature


                          Sat Jan 06, 2018 8:04 am
                          Profile
                          Diamond Patron
                          Diamond Patron
                          User avatar

                          Joined: Mon Dec 04, 2017 8:29 pm
                          Posts: 42
                          Reply with quote
                          Leethe 7 of Diamonds
                          Notice 4 Spirit 4 Detect Arcana 4 Fighting 6 Grapple 14
                          Notice 1d6 (4)
                          Wild 1d6 (1)

                          Rolling a fear check for being Frisked to determine her reaction.
                          Spirit 1d10 (4)
                          Wild 1d6 (3)

                          Mutiple Actions -2 to rolls.

                          Enhance Psionics Skill +2 (+4 ISP)
                          Detect Arcana 6 (2 ISP)
                          Psionics 1d10 (4)
                          Wild 1d6 (1)

                          Fighting 1d6 (5)
                          Wild 1d6 (3)
                          Benny for Extra Effort 1d6 (3)

                          Damage STR DIE 1d6 (4) DAMAGE DIE 1d6 (5)

                          Grappling the Gargoylite
                          Using Agility, -2 MAP
                          Agility 1d8 (8)
                          Ace! 1d8 (8)
                          Ace! 1d8 (4)
                          Wild 1d6 (1)
                          edit: was suposed to be fighting. GM ruled it was a 14.


                          Leethe manages to not completely freak out as the Gargoylite searches her. She activates her detect arcana so she can see it and kicks it as well but does no damage. Leethe grapples with Gargoylite to put a stop to it's actions.

                          _________________
                          Leethe
                          Parry: 4, Toughness: Armor 11(5)
                          ISP: 40/40
                            Enhance Psionic Skill/Range
                            Armor/Greater Armor
                            Blast/Greater Blast
                            Detect/Conceal Arcana/Exalted Detect/Conceal Arcana
                            Telemechanics
                            Telepathy/Exalted Telepathy
                            Smite/Greater Smite
                          Edges:
                          • Ace: may make Soak rolls for vehicles at -2.
                          • Command: +1 to allies or troops under my orders recovering from being Shaken.
                          • Low Light Vision: Ignore penalties for bad lighting in all but pitch darkness.
                          • Mr Fix it: with a raise, cuts repair time in halve. If already has accelerated repair time, cuts it to a quarter.
                          Gadgeteer: 1/1 use per quarter
                          • Name:
                          • ISP:
                          • Skill:
                          • Power:


                          Last edited by Leethe on Tue Jan 09, 2018 10:02 am, edited 13 times in total.



                          Sat Jan 06, 2018 8:04 am
                          Profile
                          Diamond Patron
                          Diamond Patron
                          User avatar

                          Joined: Tue Aug 08, 2017 12:55 pm
                          Posts: 1793
                          Location: Black Company
                          Reply with quote
                          Gargoyles - 4 of Clubs

                          As the creatures are busy assaulting the party outside the struggle continues inside. The remaining Gargoyle is to dazed to act shakes his head trying to clear it as he moves in to try and grab at you. But his mind is too muddled and he is unable to get you.
                          OOC Comments
                          Last Gargoyle Spirit to unshake 1d6 (2)
                          Failed Spirit means the gargoyle can only do free actions. So no roll allowed for his attack.


                          Meanwhile the Sentinels close in and continue their efforts to restrain L.C. and Leethe so they can be frisked, working hard to shove them down so they can grapple them. While the last Sentinel makes it around the back and comes up on Hardin from behind charging full force with the energy of 800 lbs of stone he tries to pin him down.
                          The sentinel behind Jane leans in tries to lift her bodily from the ground to flip and pin her. But the large robot easily kicks him off preventing it from moving.

                          OOC Comments
                          Push SWD Page 85, if they get a raise they will try to Grapple you next turn SWD page 82
                          Strength Against L.C. 1d12+3 = 12 (9)
                          Strength Against Leethe 1d12+3 = 7 (4)
                          Strength Against Hardin 1d12+3 = 15 (12) + Ace 1d12+15 = 18 (3)
                          Strength Against Jane 1d12+3 = 10 (7)


                          Leethe's is able to see the Gargoylite as it is turning to start frisking L.C., but her kick bounces off the supernatural creature hardly garnering a notice from it.

                          Gargoylite Breakout from changed action
                          Fighting (vs 14 from Leethe) 1d8 (6)
                          Fighting Wild 1d6 (4)





                          Strength 1d12+2 = 7 (5)
                          Wild Die 1d6+2 = 7 (5)
                          Extra Effort Cost 1 GM Benny
                          EE 1d6+7 = 10 (3)

                          _________________
                          Shaping Worlds Together
                          The 99's Game Master Bennies 3
                            +8 Players
                            +2 Sidekicks
                            -1 Extra Effort for Mind Control
                            -1 Shabbat Soak roll (failed)
                            -4 Mind Melter tickling the players with no real effect.
                            -1 Soak Collision damage for clone

                          Shaintar Game Master Bennies 7/7


                            Sat Jan 06, 2018 8:05 am
                            Profile
                            Silver Patron
                            Silver Patron
                            User avatar

                            Joined: Mon Aug 14, 2017 8:33 am
                            Posts: 73
                            Location: The 99s
                            Reply with quote
                            L.C. 3 of CLubs

                            Agility 14 to Resist Grapple
                            1d8 (4), 1d6 (3)+ 1d6 (6) EE + 1d6 (4)

                            Notice 9 -- Detect Arcana 7 -- Shooting 14 -- 20 Damage vs Gargoylite
                            Notice 1d6 (6)+ 1d6 (3), 1d6 (3)
                            Psionics 1d8 (7), 1d6 (5)
                            Shooting 1d8 (4), 1d6 (6)+ 1d6 (6)+ 1d6 (1)-2+2 (Ion)+1 (targeting optics in armor) (MAP)
                            -- Playing Boom, Headshot for called shot while grappling with Leethe
                            Damage: 4d6 (6, 1, 6, 3)+ (aced damage) 2d6 (2, 2) = 20

                            As he is grappled, LC twists out of the hold. "Enough!" he bellows. Extending outward from him is a wave of nothingness. it rides through normal folk as if a cold chill. Through psychics like Hardin and Leethe, it feels wrong and hated. To the magical, however, it burns at their very essence, repulsing their existence as much as it does the very heat from their blood.*

                            Noticing the Gargoylite holding onto Leethe, LC shoots it with his ion pistol, expertly missing his squadmate in the process. It was the sort of close quarters precision they had drilled during his Psi-Bat training.



                            * Repulsing magic costs 1 ISP and works in a medium burst template centered on yourself. Targeted creatures within that range must make a Spirit or Smarts roll (whichever is better). Failure means the creature is Shaken; a 1 means it is destroyed/killed. Wild Cards suffer an automatic Wound instead.

                            _________________
                            L.C.
                            L.C. Psi-Nullifier Commando
                            Parry: 5(6 in armor), Toughness: Armor: 13(6) or PA: 17(10)
                            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


                            Sat Jan 06, 2018 8:05 am
                            Profile
                            Bronze Patron
                            Bronze Patron
                            User avatar

                            Joined: Thu Aug 10, 2017 6:21 pm
                            Posts: 268
                            Reply with quote
                            (Rolls Held)

                            As the sentinel grabs him from behind, Hardin shouts ”Hey! Lemme go!” The creature ignores him.

                            Agility to Avoid Grapple 6
                            Agility 1d12 (6) (note, Agility is currently increased by boost Trait trapping)
                            Wild 1d6 (2)


                            Jane Strength to Resist Grapple
                            Strength 1d12+5 = 13 (8)

                            _________________
                            Hardin and Jane
                            Hardin a Half-Elf Psi-Slinger
                            Parry: 5
                            Toughness: 15(6)
                            Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
                            Attributes: Agility d10, Smarts d10, Spirit d8, Strength d6, Vigor d8
                            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
                            Charisma: -2 (Half-elves treated as outsiders)
                            Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)
                            Adventure Cards:
                            • Riled up. Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
                            • Bullseye! Play after damage is rolled to double the total of a successful ranged attack.

                            Jane a Bandito Arms Robot Mustang
                            Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
                            Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
                            Pace: 12 (Acc/TS 10/50)
                            Parry: 6
                            Toughness: 20(10) MDC
                            Notes/Special Features:
                            • All-Terrain: +2 to Riding checks
                            • Sensor Suite (+2 to Notice, power armor sensor package)
                            • Kick does Strength + d6 Mega Damage
                            • Size +2
                            • Brave/Fearless
                            • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
                            • Extraction (Agility roll to break off from melee without giving a free attack)
                            • Nano-Repair System
                            Hardin Character Sheet
                            Jane Character Sheet
                            Signature


                            Tue Jan 09, 2018 8:26 am
                            Profile
                            Diamond Patron
                            Diamond Patron
                            User avatar

                            Joined: Tue Aug 08, 2017 12:55 pm
                            Posts: 1793
                            Location: Black Company
                            Reply with quote
                            As the wave of anti-supernatural energy pulses away from L.C. it hits the beings around him in waves. The two sentinels rock in place but stand fast, while the gargoyle clumsily reaching in the door simply breaks apart into exctoplasmic mass.
                            The Gargoylite flickers to viability for the briefest of seconds while you see his surprised face harden and reassert his will going invisible again.

                            OOC Comments
                            Sentinel on L.C. = 1d8+2 = 8 (6)
                            Sentinel on Leethe = 1d8+2 = 10 (8)
                            Gargoyle at Door = 1d6 (3)
                            Gargoylite = 1d8 (1) (Per Clint Black this is one roll for the Gargoylite and his spells)
                            Gargoylite Wild = 1d6 (2)
                              His Second Personal Benny
                              Gargoylite = 1d8 (8)
                              Gargoylite Wild = 1d6 (4)

                            _________________
                            Shaping Worlds Together
                            The 99's Game Master Bennies 3
                              +8 Players
                              +2 Sidekicks
                              -1 Extra Effort for Mind Control
                              -1 Shabbat Soak roll (failed)
                              -4 Mind Melter tickling the players with no real effect.
                              -1 Soak Collision damage for clone

                            Shaintar Game Master Bennies 7/7


                              Tue Jan 09, 2018 9:24 am
                              Profile
                              Diamond Patron
                              Diamond Patron
                              User avatar

                              Joined: Mon Dec 04, 2017 8:29 pm
                              Posts: 42
                              Reply with quote
                              Agility Roll to Hold Gargoylite 4
                              Agility 1d8 (2)
                              Wild 1d6 (4)
                              Extra Effort 1d6 (3)


                              Leethe fails to keep her hold on the Gargoylite.

                              Strength test versus Sentinels push 3
                              Strength 1d6 (2)
                              wild 1d6 (3)


                              Leethe is knocked down by Sentinel. "Really? These guys are being rude!"

                              _________________
                              Leethe
                              Parry: 4, Toughness: Armor 11(5)
                              ISP: 40/40
                                Enhance Psionic Skill/Range
                                Armor/Greater Armor
                                Blast/Greater Blast
                                Detect/Conceal Arcana/Exalted Detect/Conceal Arcana
                                Telemechanics
                                Telepathy/Exalted Telepathy
                                Smite/Greater Smite
                              Edges:
                              • Ace: may make Soak rolls for vehicles at -2.
                              • Command: +1 to allies or troops under my orders recovering from being Shaken.
                              • Low Light Vision: Ignore penalties for bad lighting in all but pitch darkness.
                              • Mr Fix it: with a raise, cuts repair time in halve. If already has accelerated repair time, cuts it to a quarter.
                              Gadgeteer: 1/1 use per quarter
                              • Name:
                              • ISP:
                              • Skill:
                              • Power:


                              Tue Jan 09, 2018 10:17 am
                              Profile
                              Diamond Patron
                              Diamond Patron
                              User avatar

                              Joined: Tue Aug 08, 2017 12:55 pm
                              Posts: 1793
                              Location: Black Company
                              Reply with quote
                              Billy turns the corner and blows the two Sentinels engaged with Hardin and Jane to gravel. Then spins back towards the front entrance.

                              Suddenly the Sentinels stop fighting, stand up and take a looming step away from everyone. In a very broken English the Gargoylites and the Sentinels all say in unison. "Stop fight. We trade wants?"

                              Initiative, the enemy is on hold
                              Attachment:
                              Initiative.PNG
                              Initiative.PNG [ 40.28 KiB | Viewed 1454 times ]

                              New Map
                              Attachment:
                              Turn 5.PNG
                              Turn 5.PNG [ 1.48 MiB | Viewed 1454 times ]


                              It is your choice as the players if you want to continue combat or listen to the parley?

                              Baron McVey has left, so his character will be an allied extra.

                              _________________
                              Shaping Worlds Together
                              The 99's Game Master Bennies 3
                                +8 Players
                                +2 Sidekicks
                                -1 Extra Effort for Mind Control
                                -1 Shabbat Soak roll (failed)
                                -4 Mind Melter tickling the players with no real effect.
                                -1 Soak Collision damage for clone

                              Shaintar Game Master Bennies 7/7


                                Wed Jan 17, 2018 4:30 pm
                                Profile
                                Bronze Patron
                                Bronze Patron
                                User avatar

                                Joined: Thu Aug 10, 2017 6:21 pm
                                Posts: 268
                                Reply with quote
                                RFT wrote:
                                Billy turns the corner and blows the two Sentinels engaged with Hardin and Jane to gravel. Then spins back towards the front entrance.

                                Suddenly the Sentinels stop fighting, stand up and take a looming step away from everyone. In a very broken English the Gargoylites and the Sentinels all say in unison. "Stop fight. We trade wants?"

                                Initiative, the enemy is on hold
                                Attachment:
                                Initiative.PNG

                                New Map
                                Attachment:
                                Turn 5.PNG


                                It is your choice as the players if you want to continue combat or listen to the parley?

                                Baron McVey has left, so his character will be an allied extra.


                                Hardin gathers his breath, raises an eyebrow and asks, "Uh, Sargento? We still killin' or are we talkin' now?"

                                _________________
                                Hardin and Jane
                                Hardin a Half-Elf Psi-Slinger
                                Parry: 5
                                Toughness: 15(6)
                                Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
                                Attributes: Agility d10, Smarts d10, Spirit d8, Strength d6, Vigor d8
                                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
                                Charisma: -2 (Half-elves treated as outsiders)
                                Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)
                                Adventure Cards:
                                • Riled up. Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
                                • Bullseye! Play after damage is rolled to double the total of a successful ranged attack.

                                Jane a Bandito Arms Robot Mustang
                                Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
                                Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
                                Pace: 12 (Acc/TS 10/50)
                                Parry: 6
                                Toughness: 20(10) MDC
                                Notes/Special Features:
                                • All-Terrain: +2 to Riding checks
                                • Sensor Suite (+2 to Notice, power armor sensor package)
                                • Kick does Strength + d6 Mega Damage
                                • Size +2
                                • Brave/Fearless
                                • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
                                • Extraction (Agility roll to break off from melee without giving a free attack)
                                • Nano-Repair System
                                Hardin Character Sheet
                                Jane Character Sheet
                                Signature


                                Thu Jan 18, 2018 4:41 pm
                                Profile
                                User avatar

                                Joined: Tue Aug 08, 2017 5:36 pm
                                Posts: 74
                                Reply with quote
                                Sir William chimes in: "While I am normally in favor of peaceful resolution, these are creatures of darkness - I say we fight on."

                                _________________
                                Sir William Mahan
                                Character Name: Sir William Mahan
                                Parry:8, Toughness: 14(8), -2 to hit vs tech
                                ISP: 6 /20
                                • Speed: Double pace
                                • Deflection: -2 to hit ranged and melee
                                • Quickness: Act twice
                                • Healing: Remove 1 wound
                                Bennies: 3
                                • 3 starting
                                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


                                Fri Jan 19, 2018 10:42 am
                                Profile
                                Silver Patron
                                Silver Patron
                                User avatar

                                Joined: Mon Aug 14, 2017 8:33 am
                                Posts: 73
                                Location: The 99s
                                Reply with quote
                                Notice 4 and Exalted Detect Arcana 11
                                Notice 1d6 (3), 1d6 (1)+EE 1d6 (1)
                                Exalted Detect Arcana -4 ISP
                                Psionics 1d8 (7), 1d6 (3), + EE 1d6 (4)


                                L.C. takes the lull to look around, checking for more invisible foes aside from the gargoylite he knows about. If he sees an obvious caster, he'll point his weapon at the gargoylite. He doesn't address the team, but expects them to play along. His body language suggests he expects a resumption of hostilities, but he does not act on it yet. "I don't speak to lackeys and summons. Show yourself if you want to talk. Otherwise I start blowing these things away and then I'll find you."

                                _________________
                                L.C.
                                L.C. Psi-Nullifier Commando
                                Parry: 5(6 in armor), Toughness: Armor: 13(6) or PA: 17(10)
                                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


                                Sat Jan 20, 2018 7:58 am
                                Profile
                                Diamond Patron
                                Diamond Patron
                                User avatar

                                Joined: Tue Aug 08, 2017 12:55 pm
                                Posts: 1793
                                Location: Black Company
                                Reply with quote
                                As L.C. looks around he can see the Gargoylite is in telepathic union with something else, most likely his master. You can also tell that he and the other Gargoylite are bonded familiars with some other being.
                                The results are the same though as the creature smiles and says american English. "No talk to master. We trade, you give archive we give machine girl. You shoot we cut machine girl up."
                                While he is talking he holds up the empty storage box that was hidden in the dash. "Master used magic, knows it here, but now it not here."
                                He waits for your answer not even trying to break the grip on him.

                                OOC Comments
                                For more on familiar bonds see Savage World Fantasy Companion, This summoner has 2 via fiat.

                                _________________
                                Shaping Worlds Together
                                The 99's Game Master Bennies 3
                                  +8 Players
                                  +2 Sidekicks
                                  -1 Extra Effort for Mind Control
                                  -1 Shabbat Soak roll (failed)
                                  -4 Mind Melter tickling the players with no real effect.
                                  -1 Soak Collision damage for clone

                                Shaintar Game Master Bennies 7/7


                                  Sat Jan 20, 2018 8:54 am
                                  Profile
                                  Diamond Patron
                                  Diamond Patron
                                  User avatar

                                  Joined: Mon Dec 04, 2017 8:29 pm
                                  Posts: 42
                                  Reply with quote
                                  notice 4 exalted telepathy 8
                                  notice 1d6 (2)
                                  wild 1d6 (4)

                                  psionics 1d10 (2)
                                  wild 1d6 (6)
                                  wild ace 1d6 (2)
                                  used the #FF00FF color for telepathy



                                  Leethe looks to be concentrating. "This is your switch board operator, do you accept the call?"[/color] Leethe uses exalted telepathy to open a telepathic switch board for the group.

                                  "Machine girl? Is that someone you guys know about?"

                                  _________________
                                  Leethe
                                  Parry: 4, Toughness: Armor 11(5)
                                  ISP: 40/40
                                    Enhance Psionic Skill/Range
                                    Armor/Greater Armor
                                    Blast/Greater Blast
                                    Detect/Conceal Arcana/Exalted Detect/Conceal Arcana
                                    Telemechanics
                                    Telepathy/Exalted Telepathy
                                    Smite/Greater Smite
                                  Edges:
                                  • Ace: may make Soak rolls for vehicles at -2.
                                  • Command: +1 to allies or troops under my orders recovering from being Shaken.
                                  • Low Light Vision: Ignore penalties for bad lighting in all but pitch darkness.
                                  • Mr Fix it: with a raise, cuts repair time in halve. If already has accelerated repair time, cuts it to a quarter.
                                  Gadgeteer: 1/1 use per quarter
                                  • Name:
                                  • ISP:
                                  • Skill:
                                  • Power:


                                  Sun Jan 21, 2018 7:53 am
                                  Profile
                                  Bronze Patron
                                  Bronze Patron
                                  User avatar

                                  Joined: Thu Aug 10, 2017 6:21 pm
                                  Posts: 268
                                  Reply with quote
                                  Notice 11
                                  Notice 1d8 (8)
                                  Ace! 1d8 (3)
                                  Wild 1d6 (5)


                                  Leethe wrote:
                                  notice 4 exalted telepathy 8
                                  notice Original post: 1d6 (2)
                                  wild Original post: 1d6 (4)

                                  psionics Original post: 1d10 (2)
                                  wild Original post: 1d6 (6)
                                  wild ace Original post: 1d6 (2)
                                  used the #FF00FF color for telepathy



                                  Leethe looks to be concentrating. "This is your switch board operator, do you accept the call?"[/color] Leethe uses exalted telepathy to open a telepathic switch board for the group.

                                  "Machine girl? Is that someone you guys know about?"


                                  Heh. Operator. That's clever.

                                  I got no idea, myself. I say we shoot 'em and figure it after. They can't hurt nobody if they're in pieces.

                                  _________________
                                  Hardin and Jane
                                  Hardin a Half-Elf Psi-Slinger
                                  Parry: 5
                                  Toughness: 15(6)
                                  Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
                                  Attributes: Agility d10, Smarts d10, Spirit d8, Strength d6, Vigor d8
                                  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
                                  Charisma: -2 (Half-elves treated as outsiders)
                                  Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)
                                  Adventure Cards:
                                  • Riled up. Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
                                  • Bullseye! Play after damage is rolled to double the total of a successful ranged attack.

                                  Jane a Bandito Arms Robot Mustang
                                  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
                                  Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
                                  Pace: 12 (Acc/TS 10/50)
                                  Parry: 6
                                  Toughness: 20(10) MDC
                                  Notes/Special Features:
                                  • All-Terrain: +2 to Riding checks
                                  • Sensor Suite (+2 to Notice, power armor sensor package)
                                  • Kick does Strength + d6 Mega Damage
                                  • Size +2
                                  • Brave/Fearless
                                  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
                                  • Extraction (Agility roll to break off from melee without giving a free attack)
                                  • Nano-Repair System
                                  Hardin Character Sheet
                                  Jane Character Sheet
                                  Signature


                                  Tue Jan 23, 2018 7:40 am
                                  Profile
                                  Silver Patron
                                  Silver Patron
                                  User avatar

                                  Joined: Mon Aug 14, 2017 8:33 am
                                  Posts: 73
                                  Location: The 99s
                                  Reply with quote
                                  (rolls held)

                                  L.C. glances around. 'Where is Erin? That could be who he means. Granted I trust her to be able to work out a plan to free herself given half a chance, but we need them talking to do it. Pick your targets and coordinate fire. I've got the gargoylite, but I won't turn down an assist. It wants the archive Billy found. Good thing its safe. Also, Hardin and Leethe, edge yourself away if you can. Worst case scenario I'll drop a nullification field and get rid of the combatants. If I do that, I'd love to have someone with their powers still active.'

                                  "So you know who you are dealing with Shifter, I am a Psi-Nullifier, trained by the CS. Ending the time on this plane for your little familiars is as simple as a thought. As for the machine girl, you're going to expect an Altaran trained by the best Splugorth and the Magic Zone has to offer to allow you to simply cut her up? I mean I've met overconfident before, but that is really pushing it. Anyway. I meant what I said. You can come talk to me, in person, or I will end this conversation, you have 10 seconds to decide."

                                  Persuasion 7 to convince him he needs to come talk in person
                                  Persuasion 1d4 (3), 1d6 (3) (using Golden benny to add +4 to my 1d4-4 Persuasion after untrained and charisma) + 1d6 (4) EE

                                  Also, playing out the Feared IF Hindrance


                                  OOC: Holding an action to drop an Exalted Dispel in my environs, allowing Hardin and Leethe to move first.

                                  _________________
                                  L.C.
                                  L.C. Psi-Nullifier Commando
                                  Parry: 5(6 in armor), Toughness: Armor: 13(6) or PA: 17(10)
                                  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


                                  Tue Jan 23, 2018 12:47 pm
                                  Profile
                                  Diamond Patron
                                  Diamond Patron
                                  User avatar

                                  Joined: Tue Aug 08, 2017 12:55 pm
                                  Posts: 1793
                                  Location: Black Company
                                  Reply with quote
                                  Mysterious Roll 10 versus Spirit, user has Easy Magic on this ability
                                  Mysterious Trait 1d10+2 = 8 (6)
                                  Mysterious Wild Trait 1d6+2 = 6 (4)

                                  Benny
                                  Mysterious Trait 1d10+2 = 10 (8)
                                  Mysterious Wild Trait 1d6+2 = 6 (4)

                                  Second Benny
                                  Mysterious Trait 1d10+2 = 8 (6)
                                  Mysterious Wild Trait 1d6+2 = 3 (1)

                                  L.C. feels a strange sensation as if something, no someone evil was trying to go through his mind. Definitely he can sense the Shifter hidden in the Ley Line reaching out to him mind with a very powerful spell trying to walk through his memories of where 'somewhere safe' might be.

                                  Vigor Roll to Resist Fatigue from Dispel
                                  Vigor 1d10 (7)
                                  Vigor Wild 1d6 (2)

                                  _________________
                                  Shaping Worlds Together
                                  The 99's Game Master Bennies 3
                                    +8 Players
                                    +2 Sidekicks
                                    -1 Extra Effort for Mind Control
                                    -1 Shabbat Soak roll (failed)
                                    -4 Mind Melter tickling the players with no real effect.
                                    -1 Soak Collision damage for clone

                                  Shaintar Game Master Bennies 7/7


                                    Tue Jan 23, 2018 2:06 pm
                                    Profile
                                    Silver Patron
                                    Silver Patron
                                    User avatar

                                    Joined: Mon Aug 14, 2017 8:33 am
                                    Posts: 73
                                    Location: The 99s
                                    Reply with quote
                                    Spirit 11 vs 10
                                    Spirit Roll 1d6 (3), 1d6 (6)+ 1d6 (5)
                                    Dispel 4 - 5 ISP - Target Resist Fatigue with Vigor
                                    -2 because Magic
                                    +1 for gear
                                    +1 for 2 ISP (total cost 5)
                                    Psionics 1d8 (2), 1d6 (2)
                                    Benny for reroll: Psionics 1d8 (3), 1d6 (1)
                                    Benny for reroll: Psionics 1d8 (1), 1d6 (6)
                                    Golden Benny for Reroll (with +2) 1d8 (2), 1d6 (1)


                                    L.C. roars out his contempt. "I said I am a Psi-Nullifier creature! Must I show you what that means?! Your petty spells mean nothing to me!" A wave of that cold psychic energy rides the aborted link from his mind to the shifters. Its cold clammy grip negates the power from the shifter's spell and backlashes onto its mind.

                                    'Shifter is in the ley line, invisible. Anyone got some grenades they can drop? We'll get this party started on the explosions.' His mind displayed little of the hot rage he spoke with, merely cold efficiency.

                                    _________________
                                    L.C.
                                    L.C. Psi-Nullifier Commando
                                    Parry: 5(6 in armor), Toughness: Armor: 13(6) or PA: 17(10)
                                    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


                                    Tue Jan 23, 2018 2:17 pm
                                    Profile
                                    Diamond Patron
                                    Diamond Patron
                                    User avatar

                                    Joined: Tue Aug 08, 2017 12:55 pm
                                    Posts: 1793
                                    Location: Black Company
                                    Reply with quote
                                    Okay so we are going to treat this as a Surprise Round.
                                    Enemy Notice Rolls
                                    Shifter Notice 1d8-2 = 3 (5)
                                    Shifter Wild 1d6-2 = 3 (5)
                                      Benny to Extra Effort the Shifter Notice 1d6+3 = 7 (4)

                                    Gargoylite 1 (not with party)
                                    Notice 1d8-4 = 4 (8)
                                    Notice Wild 1d6-4 = 2 (6)

                                    Gargoylite 2 (currently held by Leethe)
                                    Notice 1d8-4 = -1 (3)
                                    Notice Wild 1d6-4 = -1 (3)

                                    Initiative
                                    Gargoyles 1d54 (25) Queen of Hearts
                                    Foxx 1d54 (10) Jack of Spades Foxx will come through the Rift on her Initiative card as the best coincidence timing in a long time.

                                    Players Need to Make An Agility roll as they are considered on Hold. Once you roll I will roll for the enemies you are interrupting.

                                    Shifter (still in Gargoyle form)
                                    Agility 1d8 (8)
                                    Agility Wild 1d6 (5)

                                    Gargoylite 1 (not with party)
                                    Agility 1d10 (3)
                                    Agility Wild 1d6 (4)

                                    Shifter's Initiative 1d54 (24) Queen of Hearts

                                    Deck use located at: viewtopic.php?f=7&t=962&p=25182#p25182

                                    _________________
                                    Shaping Worlds Together
                                    The 99's Game Master Bennies 3
                                      +8 Players
                                      +2 Sidekicks
                                      -1 Extra Effort for Mind Control
                                      -1 Shabbat Soak roll (failed)
                                      -4 Mind Melter tickling the players with no real effect.
                                      -1 Soak Collision damage for clone

                                    Shaintar Game Master Bennies 7/7


                                      Tue Jan 23, 2018 3:20 pm
                                      Profile
                                      Bronze Patron
                                      Bronze Patron
                                      User avatar

                                      Joined: Thu Aug 10, 2017 6:21 pm
                                      Posts: 268
                                      Reply with quote
                                      Agility 7
                                      Agility 1d10 (2)
                                      1d6 (2)
                                      Well, that sucked. Benny!
                                      1d10 (7)
                                      1d6 (1)


                                      Hardin adjusts his grip on his pistol and subtly shifts his balance, ready to move at the drop of a hat. Not his hat, mind, but some other hat.

                                      _________________
                                      Hardin and Jane
                                      Hardin a Half-Elf Psi-Slinger
                                      Parry: 5
                                      Toughness: 15(6)
                                      Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
                                      Attributes: Agility d10, Smarts d10, Spirit d8, Strength d6, Vigor d8
                                      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
                                      Charisma: -2 (Half-elves treated as outsiders)
                                      Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)
                                      Adventure Cards:
                                      • Riled up. Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
                                      • Bullseye! Play after damage is rolled to double the total of a successful ranged attack.

                                      Jane a Bandito Arms Robot Mustang
                                      Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
                                      Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
                                      Pace: 12 (Acc/TS 10/50)
                                      Parry: 6
                                      Toughness: 20(10) MDC
                                      Notes/Special Features:
                                      • All-Terrain: +2 to Riding checks
                                      • Sensor Suite (+2 to Notice, power armor sensor package)
                                      • Kick does Strength + d6 Mega Damage
                                      • Size +2
                                      • Brave/Fearless
                                      • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
                                      • Extraction (Agility roll to break off from melee without giving a free attack)
                                      • Nano-Repair System
                                      Hardin Character Sheet
                                      Jane Character Sheet
                                      Signature


                                      Tue Jan 23, 2018 3:36 pm
                                      Profile
                                      Diamond Patron
                                      Diamond Patron
                                      User avatar

                                      Joined: Mon Dec 04, 2017 8:29 pm
                                      Posts: 42
                                      Reply with quote
                                      Agility 3
                                      Agility 1d8 (5)
                                      Wild 1d6 (1)
                                      -2 for maintaining the telepathic switchboard


                                      Leethe having been gotten up earlier when combat stopped, moves further back into the vehicle towards where she stored her glaive.

                                      _________________
                                      Leethe
                                      Parry: 4, Toughness: Armor 11(5)
                                      ISP: 40/40
                                        Enhance Psionic Skill/Range
                                        Armor/Greater Armor
                                        Blast/Greater Blast
                                        Detect/Conceal Arcana/Exalted Detect/Conceal Arcana
                                        Telemechanics
                                        Telepathy/Exalted Telepathy
                                        Smite/Greater Smite
                                      Edges:
                                      • Ace: may make Soak rolls for vehicles at -2.
                                      • Command: +1 to allies or troops under my orders recovering from being Shaken.
                                      • Low Light Vision: Ignore penalties for bad lighting in all but pitch darkness.
                                      • Mr Fix it: with a raise, cuts repair time in halve. If already has accelerated repair time, cuts it to a quarter.
                                      Gadgeteer: 1/1 use per quarter
                                      • Name:
                                      • ISP:
                                      • Skill:
                                      • Power:


                                      Last edited by Leethe on Tue Jan 23, 2018 6:44 pm, edited 1 time in total.



                                      Tue Jan 23, 2018 5:44 pm
                                      Profile
                                      User avatar

                                      Joined: Tue Aug 08, 2017 5:36 pm
                                      Posts: 74
                                      Reply with quote
                                      Agility 2
                                      1d8 (2) Wild 1d6 (2)

                                      _________________
                                      Sir William Mahan
                                      Character Name: Sir William Mahan
                                      Parry:8, Toughness: 14(8), -2 to hit vs tech
                                      ISP: 6 /20
                                      • Speed: Double pace
                                      • Deflection: -2 to hit ranged and melee
                                      • Quickness: Act twice
                                      • Healing: Remove 1 wound
                                      Bennies: 3
                                      • 3 starting
                                      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


                                      Tue Jan 23, 2018 5:53 pm
                                      Profile
                                      Bronze Patron
                                      Bronze Patron
                                      User avatar

                                      Joined: Thu Aug 10, 2017 6:21 pm
                                      Posts: 268
                                      Reply with quote
                                      L.C. wrote:
                                      Spirit 11 vs 10
                                      Spirit Roll Original post: 1d6 (3), Original post: 1d6 (6)+Original post: 1d6 (5)
                                      Dispel 4 - 5 ISP - Target Resist Fatigue with Vigor
                                      -2 because Magic
                                      +1 for gear
                                      +1 for 2 ISP (total cost 5)
                                      Psionics Original post: 1d8 (2), Original post: 1d6 (2)
                                      Benny for reroll: Psionics Original post: 1d8 (3), Original post: 1d6 (1)
                                      Benny for reroll: Psionics Original post: 1d8 (1), Original post: 1d6 (6)
                                      Golden Benny for Reroll (with +2) Original post: 1d8 (2), Original post: 1d6 (1)


                                      L.C. roars out his contempt. "I said I am a Psi-Nullifier creature! Must I show you what that means?! Your petty spells mean nothing to me!" A wave of that cold psychic energy rides the aborted link from his mind to the shifters. Its cold clammy grip negates the power from the shifter's spell and backlashes onto its mind.

                                      'Shifter is in the ley line, invisible. Anyone got some grenades they can drop? We'll get this party started on the explosions.' His mind displayed little of the hot rage he spoke with, merely cold efficiency.


                                      No grenades here, but I can make plenty a’ noise. Say the word, LC, and I’ll make a rukus.

                                      _________________
                                      Hardin and Jane
                                      Hardin a Half-Elf Psi-Slinger
                                      Parry: 5
                                      Toughness: 15(6)
                                      Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
                                      Attributes: Agility d10, Smarts d10, Spirit d8, Strength d6, Vigor d8
                                      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
                                      Charisma: -2 (Half-elves treated as outsiders)
                                      Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)
                                      Adventure Cards:
                                      • Riled up. Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
                                      • Bullseye! Play after damage is rolled to double the total of a successful ranged attack.

                                      Jane a Bandito Arms Robot Mustang
                                      Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
                                      Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
                                      Pace: 12 (Acc/TS 10/50)
                                      Parry: 6
                                      Toughness: 20(10) MDC
                                      Notes/Special Features:
                                      • All-Terrain: +2 to Riding checks
                                      • Sensor Suite (+2 to Notice, power armor sensor package)
                                      • Kick does Strength + d6 Mega Damage
                                      • Size +2
                                      • Brave/Fearless
                                      • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
                                      • Extraction (Agility roll to break off from melee without giving a free attack)
                                      • Nano-Repair System
                                      Hardin Character Sheet
                                      Jane Character Sheet
                                      Signature


                                      Wed Jan 24, 2018 5:22 am
                                      Profile
                                      User avatar

                                      Joined: Wed Dec 20, 2017 7:34 am
                                      Posts: 38
                                      Reply with quote
                                      The brief with the Major now finished, Foxx hurries to the area where they would open the Rift to the 99th. She feels a mix of emotions, both happy and dread about meeting her new allies. Always happy to meet new persons and share wonderful adventures, but dread for the still fresh screw up that sent her fleeing the Magic Zone. She wants a reputation that precedes her but not one where she is caught failing in a task of her town design. Such would downgrade her position as a powerful magic user in the eyes of the mortals.

                                      The area where the Rift will open soon, a nexus. She could feel the power from the Ley Line thrumming. At night it is the singular most beautiful thing to behold. An ancient pathway of power crossing this ancient living world. A power that she could bend to her will at a moments notice. Such is her gift and the responsibility to use it wisely. In her mind, this self-indentured servitude to the Legion will make up for the lack of foresight on her part with the Federation. It irritates her ego constantly, but that is the whole point of the endeavor. If she did not learn humility here then there is little chance she will learn any other way.

                                      She nods her head to the casters to begin the spell to open the rift. She slips on her magical lower mask and pulls up the hood of her cloak. As the casters skillfully manipulate the energies of the Nexus to open the Rift, she too opens herself to the magic following around her. Her body is instantly energized by the Ley Lines energies, the power running hot into her body. She lowers her head, eyes closing as she begins to listen. The final preparation for her journey, a reminder to pay respect the ancient spirit of this world whose magic she uses; listening.

                                      Foxx manipulates the magic with subtle gestures raising from the ground as she draws in more power. Walking the line is rather impressive to onlookers watching the magic user, who take control of the laws of physics and bend them to their will. It will also be a nice entrance once the Rift is finished and she travels through it. Nothing like making a spectacular entrance to impress her new teammates.

                                      As the magic users finish the spell, the magic of the nexus surges and crackles. A Rift powers open before her, leading to the beginning of the next phase of her life. Eyes still closed she listens. In the rhythm of the magic, she hears the pulse of it all. The source of all things that powers this wondrous world. She snaps her eyes open, now glowing a bright sapphire blue.

                                      With no more hesitation, she glides through the Rift to join the 99th. Walking right into a battlefield. Probably best she went first instead of the gear. Her base instinct is to start shooting but the hesitation from others warns her to hold back for the moment. She does cast a spell though. Seeing who is on the field with the squad.

                                      OOC Comments
                                      Drawing PPE from the Ley Line. 1d8 (8)

                                      Detect Arcana - Spellcasting 1d8 (2)
                                      Wild dice 1d6 (3)

                                      _________________
                                      Fauxalyn Norquinal
                                      Character Name: Fauxalyn, Foxx
                                      Parry: 5; Toughness: 5, Armor: 12 (+7), Spell & Armor: 22 (+7 & +10)
                                      PP: 75/25
                                      • Ley Line Magic Master
                                      • Ley Line Rejuvenation
                                      • Ley Line Sense
                                      • Ley Line Transmission
                                      • Ley Line Walking

                                      Bennies: 0

                                      Edges:
                                      • Improved Rapid Recharge
                                      • Danger Sense
                                      • Linguist

                                      Powers

                                      Armor/Greater Armor, Bolt/Onslaught, Detect/Conceal Arcana, Dispel/Exalted Dispel, Invisibility/True Invisibility


                                      Wed Jan 24, 2018 8:25 pm
                                      Profile
                                      Diamond Patron
                                      Diamond Patron
                                      User avatar

                                      Joined: Tue Aug 08, 2017 12:55 pm
                                      Posts: 1793
                                      Location: Black Company
                                      Reply with quote
                                      Map coming soon. Looks like in the Surprise round it will be.

                                      L.C. As he is the one Starting the Surprise Round & Hardin as he made his roll
                                      Hardin
                                      Gargoyles
                                      Foxx
                                      Everyone else in whatever order they post.

                                      Updated Map of known Locations
                                      Attachment:
                                      Combat 2, Surprise turn.PNG
                                      Combat 2, Surprise turn.PNG [ 1.35 MiB | Viewed 1157 times ]

                                      _________________
                                      Shaping Worlds Together
                                      The 99's Game Master Bennies 3
                                        +8 Players
                                        +2 Sidekicks
                                        -1 Extra Effort for Mind Control
                                        -1 Shabbat Soak roll (failed)
                                        -4 Mind Melter tickling the players with no real effect.
                                        -1 Soak Collision damage for clone

                                      Shaintar Game Master Bennies 7/7


                                        Thu Jan 25, 2018 10:24 am
                                        Profile
                                        Bronze Patron
                                        Bronze Patron
                                        User avatar

                                        Joined: Thu Aug 10, 2017 6:21 pm
                                        Posts: 268
                                        Reply with quote
                                        Hardin Notice 9, Jane Notice 9
                                        Notice 1d8 (8)
                                        Ace 1d8 (1)
                                        Wild 1d8 (8) (this obviously should've been a d6, but with the Trait die acing, it probably doesn't change anything)

                                        Jane Notice 1d8+2 = 9 (7) (includes sensor package)


                                        Once he gets the word from L.C., Hardin doesn't hesitate.

                                        Actions
                                        He's going to 1) boost Shooting (free action), 2) cast exalted smite on his shard pistol (free action), 3) fire at the bad guy right next to him, and 4)
                                        tell Jane to kick the one by her. Here we go!
                                        • Psionics to activate Clear Mind (boost Trait) for Shooting 1d10 (5), Wild 1d6 (1)- Success
                                        • Psionics to activate Push (exalted Smite) on his shard pistol 1d10 (4), Wild 1d6 (6), Wild Ace 1d6 (4)- Success with a raise
                                        • Shooting to blast the bad guy in front of him, using 3RB 1d12+4 = 6 (2) (includes 3RB and Marksman), Wild 1d6+4 = 5 (1)- Success against Sentinel parry of 6
                                        • Damage 2d8+1 = 9 (6, 2) +2 (3RB) +8 MD (exalted Smite) AP 3 (including 2 from smite) = Total of 19 MD AP 3 for a hit with 2 raises
                                        • Jane's Fighting 1d8 (6)
                                        • Jane's damage (if applicable) 1d12+5 = 10 (5) + 1d6 (2)


                                        Focusing his mind, he clears out all distractions. He feels the grip of the pistol in his hand, the satisfying weight in his palm, and his power hums from the trigger housing down to the tip of the barrel. Faster than the eye can track, he brings the pistol up and fires off a burst of icy shards, hammering the projectiles with his mind and punching them into the nearest sentinel's chest. The stony creature shudders and crumbles from the waist up, coming to pieces without so much as a cry.

                                        "Jane! Kick!" Hardin calls, and his horse dutifully obeys, lashing out at the sentinel nearest her. She lands a solid blow, but the summoned appears unshaken by the hit.

                                        After firing, he moves quickly away from the APC, remembering LC's warning.
                                        Movement
                                        He will move 6 inches directly away from the APC.
                                        GM EDIT: Current Location very edge of where ley line goes off the map at top of screen in square that is bisected.

                                        _________________
                                        Hardin and Jane
                                        Hardin a Half-Elf Psi-Slinger
                                        Parry: 5
                                        Toughness: 15(6)
                                        Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
                                        Attributes: Agility d10, Smarts d10, Spirit d8, Strength d6, Vigor d8
                                        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
                                        Charisma: -2 (Half-elves treated as outsiders)
                                        Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)
                                        Adventure Cards:
                                        • Riled up. Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
                                        • Bullseye! Play after damage is rolled to double the total of a successful ranged attack.

                                        Jane a Bandito Arms Robot Mustang
                                        Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
                                        Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
                                        Pace: 12 (Acc/TS 10/50)
                                        Parry: 6
                                        Toughness: 20(10) MDC
                                        Notes/Special Features:
                                        • All-Terrain: +2 to Riding checks
                                        • Sensor Suite (+2 to Notice, power armor sensor package)
                                        • Kick does Strength + d6 Mega Damage
                                        • Size +2
                                        • Brave/Fearless
                                        • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
                                        • Extraction (Agility roll to break off from melee without giving a free attack)
                                        • Nano-Repair System
                                        Hardin Character Sheet
                                        Jane Character Sheet
                                        Signature


                                        Sat Jan 27, 2018 11:50 am
                                        Profile
                                        Silver Patron
                                        Silver Patron
                                        User avatar

                                        Joined: Mon Aug 14, 2017 8:33 am
                                        Posts: 73
                                        Location: The 99s
                                        Reply with quote
                                        Notice 4 -- Exalted Dispel 11 - Things suppressed for 4 minutes; Anything without AB gets AR - Anything with AB does Fear check -- Shooting 4 - 13 damage
                                        Notice 1d6 (4), 1d6 (3)
                                        Nullification Field 1d8 (2), 1d6 (4)+ 1d6 (5) EE +2 = 11; -10 ISP (-2 MAP, +4 from 4 ISP on a ley line; Exalted Dispel)
                                          Trappings: Electricity and ectoplasm dance in the area of effect, seeking out those with innate power. The display is frightening enough just standing in it, but those with Arcane Background find it terrifying. Anyone without an Arcane Background is considered to have a level of Arcane Resistance versus the power, even if they have something that can be dispelled, and those with one in the area of effect must make Fear checks when hit with it.
                                          Effect: This is the ultimate directed dispel power, able to undo any active power currently active in a Large Burst Template. It can also dampen enchantments on items within the area, shutting them down for 1d6 minutes. When used against items, the casting roll is against a base 4 instead of opposed; the GM should feel free to impose penalties for particularly powerful items (−2 for a major item, −4 for an artifact, or even −6 for a true relic of great power).
                                          Duration: 1d6 (4) minutes
                                        Shoot the sentinel beside him (to the left) or the gargoylite if it survived. 1d8 (4), 1d6 (3) (-2 MAP, +2 Ion) Dmg: 3d6 (2, 6, 3)+ 1d6 (2)


                                        Telepathically he says, 'Now' as he wills a terrifying display into being. Billy has to find it horrifying, and LC is sorry he is in the middle of it, but it kinda looks cool, despite being scary as hell as skull faced apparitions of ectoplasm and electricity swoop about cackling with a tesla coil's sound for laughter. It sweeps through everything in the area, hitting a large swatch. In addition to this, everyone in the immediate area feels the cold sickly touch of the psi-nullifier's art. The simple shot from his ion gun that follows seems downright anti-climatic in comparison.

                                        _________________
                                        L.C.
                                        L.C. Psi-Nullifier Commando
                                        Parry: 5(6 in armor), Toughness: Armor: 13(6) or PA: 17(10)
                                        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


                                        Sat Jan 27, 2018 4:28 pm
                                        Profile
                                        Diamond Patron
                                        Diamond Patron
                                        User avatar

                                        Joined: Tue Aug 08, 2017 12:55 pm
                                        Posts: 1793
                                        Location: Black Company
                                        Reply with quote
                                        Resisting Stuff
                                        Resist Dispel for Sentinels
                                        Spellcasting 1d10+2 = 6 (4)
                                        Wild 1d6+2 = 4 (2)

                                        Gargoylite 2
                                        Spirit to Resist Dispel on Stone Skin
                                        Spirit 1d8 (6)
                                        Wild 1d6 (1)

                                        Oh man, bad guys will be doing some bad stuff!!!

                                        The Gargoylite stages a bit as his stone skin collapses. Then worth a fierce passion looks slashes out at Sir William with his claws, tube deceptive move designed to put Sir William on the defensive father than hurt him and takes off running for the ley-line.
                                        Unable to fool there Cyber- Knight the Gargoylite is struck as it tries to flee, staggering forwarders it keeps going until its faster is sealed by the Line Walker who upon seeing it running lets lose a series of powerful bolts killing it only yards from the vehicle.

                                        Smarts Trick to Slow Sir William.
                                        Smarts 1d8 (4)
                                        Wild 1d6 (2)



                                        A pulse of power can be felt from the ley line surging then abruptly there is nothing.

                                        Spellcasting 1d10+2 = 8 (6)
                                        Wild 1d6+2 = 4 (2)

                                        _________________
                                        Shaping Worlds Together
                                        The 99's Game Master Bennies 3
                                          +8 Players
                                          +2 Sidekicks
                                          -1 Extra Effort for Mind Control
                                          -1 Shabbat Soak roll (failed)
                                          -4 Mind Melter tickling the players with no real effect.
                                          -1 Soak Collision damage for clone

                                        Shaintar Game Master Bennies 7/7


                                          Sat Jan 27, 2018 4:29 pm
                                          Profile
                                          User avatar

                                          Joined: Wed Dec 20, 2017 7:34 am
                                          Posts: 38
                                          Reply with quote
                                          Oppossed Roll Exalted Dispel vs Know: Arcana 5; Fear Check 7
                                          Oppossed Roll Exalted Dispel vs. Know: Arcana 1d8-2 = 5 (7)
                                          Wild 1d6 (1)

                                          Fear Check: 1d8 (3)
                                          Wild 1d6 (6)
                                          Ace: 1d6 (1)


                                          Spellcasting: Armor 6
                                          Spellcasting: Armor 1d8-2 = -1 (1)
                                          Wild 1d6 (3)

                                          Extra Effort 1d6 (6)
                                          Ace: 1d6 (1)


                                          Spellcasting: Onslaught - 1st bolt 1, 2nd bolt 6, 3rd bolt 5, 4th bolt crit fail
                                          Spellcasting: Onslaught - 4 bolts
                                          1st 1d8-2 = 1 (3)
                                          2nd 1d8-2 = 6 (8)
                                          3rd 1d8-2 = 5 (7)
                                          4th 1d8-2 = -1 (1)
                                          Wild 1d6 (1)

                                          bolt damage: 3d6 (5, 6, 1)
                                          Bolt damage: 3d6 (6, 5, 6)
                                          bolt damage: 3d6 (6, 4, 5)


                                          Magical Affects
                                          • Armor Spell Active, +10 Armor
                                          • All mega-damage spells do AP 5
                                          • PPE: 62/25

                                          'What in the name of the ancestors!' She manages to get out before being engulfed by the sudden explosion of psychic energy. The surge of psychic power strips away her ability to fly and drops the few inches to the ground into a crouch. The power of the blast was seeking her personally, looking for one of her kind that it may devour her magical ability. No, she realizes the worse had already happened and this was empty fear attempting to worm its way into her heart. With a great effort of will, she shrugs it off with a feral growl.

                                          Luck is with her tonight as the blast could have been worse. This is something she had to work around if she was going to be a productive member of the squad. Nevertheless, there were nefarious enemies with a desire to die tonight. What better way to utilize her anger than blasting the attackers from existence.

                                          Standing, she brings her hands up wrapping herself in magic to protect herself. There is a slight resistance to the flow but she shrugs it off. Shadows darken her features till only the glow of her blue eyes could be seen.

                                          Now to rain destruction down on creatures attacking the squad. That little gargoylite and the ponderous walking Sentinal walking towards the APC. They would make for good target practice. Forming a diamond with thumb and forefinger she taps into the magic and brings forth four destructive bolts of magic. The dark bolts fly out in rapid succussion striking the gargoylite twice and the lone sentinel once; the first bolt fizzling out. Each hit briefly taking the shape of an attack raven before viciously tearing into her victims. The sentinal falls over with a hole blasted through it. The gargoylite actually had the chance to whimper before the second blast finished him.

                                          Foxx felt the resistance come back after the last bolt, stronger this time. She felt her connection with the magic slip her control. This was bad, extremely bad. Her first debut with her team and she may have just turned herself into a magical fireworks display.

                                          _________________
                                          Fauxalyn Norquinal
                                          Character Name: Fauxalyn, Foxx
                                          Parry: 5; Toughness: 5, Armor: 12 (+7), Spell & Armor: 22 (+7 & +10)
                                          PP: 75/25
                                          • Ley Line Magic Master
                                          • Ley Line Rejuvenation
                                          • Ley Line Sense
                                          • Ley Line Transmission
                                          • Ley Line Walking

                                          Bennies: 0

                                          Edges:
                                          • Improved Rapid Recharge
                                          • Danger Sense
                                          • Linguist

                                          Powers

                                          Armor/Greater Armor, Bolt/Onslaught, Detect/Conceal Arcana, Dispel/Exalted Dispel, Invisibility/True Invisibility


                                          Last edited by Foxx on Thu Feb 01, 2018 9:55 am, edited 17 times in total.



                                          Sat Jan 27, 2018 4:29 pm
                                          Profile
                                          User avatar

                                          Joined: Tue Aug 08, 2017 5:36 pm
                                          Posts: 74
                                          Reply with quote
                                          Rolls
                                          Frenzy attacks (-2 for Frenzy, +2 for Supernatural Evil) one for each adjacent sentinel]
                                          1 - 1d12 (3) Wild 1d6 (2) + 1 for Gang-up
                                          2 - 1d12 (1) Wild 1d6 (5) + 1 for Gang-up

                                          Damage on Sentinel 2 2d6 (4, 6) + 1d8 (6)
                                          CORRECTED damage 2d8 (8, 3) + 1d6 (2) + Ace on d8 1d8 (5) AP6
                                          Total damage to Sentinel 2 18 AP 6 vs. 14 toughness - Destroyed


                                          Reacting to LC's command, Sir William performs the Rising Wind kata, striking out at first one adjacent Sentinel, then the other. One dodges Sir William's glowing psi-blade, but the other fails and Sir William's rising sword slices cleanly through the sentinel, sending its head and one arm crashing to the ground. Sir William returns to a centered stance, sword pointed at the Sentinel, and arches an eyebrow. "Next?" he inquires.

                                          _________________
                                          Sir William Mahan
                                          Character Name: Sir William Mahan
                                          Parry:8, Toughness: 14(8), -2 to hit vs tech
                                          ISP: 6 /20
                                          • Speed: Double pace
                                          • Deflection: -2 to hit ranged and melee
                                          • Quickness: Act twice
                                          • Healing: Remove 1 wound
                                          Bennies: 3
                                          • 3 starting
                                          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 Mon Jan 29, 2018 11:09 am, edited 5 times in total.



                                          Sat Jan 27, 2018 4:30 pm
                                          Profile
                                          Diamond Patron
                                          Diamond Patron
                                          User avatar

                                          Joined: Tue Aug 08, 2017 12:55 pm
                                          Posts: 1793
                                          Location: Black Company
                                          Reply with quote
                                          The battle has concluded. The sense of danger gone and the imply noise heard in the APC is the panicked breathing of two small children.

                                          _________________
                                          Shaping Worlds Together
                                          The 99's Game Master Bennies 3
                                            +8 Players
                                            +2 Sidekicks
                                            -1 Extra Effort for Mind Control
                                            -1 Shabbat Soak roll (failed)
                                            -4 Mind Melter tickling the players with no real effect.
                                            -1 Soak Collision damage for clone

                                          Shaintar Game Master Bennies 7/7


                                            Tue Jan 30, 2018 8:45 pm
                                            Profile
                                            Silver Patron
                                            Silver Patron
                                            User avatar

                                            Joined: Mon Aug 14, 2017 8:33 am
                                            Posts: 73
                                            Location: The 99s
                                            Reply with quote
                                            Notice 5 -- Psionics 7
                                            Notice 1d6 (4), 1d6 (5)
                                            Psionics 1d8 (7), 1d6 (3)

                                            L.C. doesn't miss the newcomer's actions, but points his weapon her way anyway. Standing there in his armor painted in Tomorrow Legion Blue and Silver, his voice is even as he speaks. "Your actions are the only reason I'm not firing. Explain your presence, please."

                                            Once that is handled, he calls back to the others. "Someone get on sensors and see if you can find anyone nearby. That bastard has Erin and I refuse to let him have her. Any of you good at tracking? See if you can figure out which way she was taken! And Baron, see to those civilians, get them settled. Everyone else, break camp, we leave the second we have a destination. Billy, guard me real quick, I need to look around and my body will be vulnerable" He finds a nearby seat inside the APC, preferably out of the way, and projects his mind as he races up and down the ley line, looking for the enemy and Erin. As he does, a haze of ectoplasm surrounds him, making him seem like he's in a fog that makes his image shimmer and dance.
                                            Remote Viewing Power
                                            Remote Viewing (Clairvoyance; 3 I.S.P.) [Seasoned]
                                            Range: 60 miles
                                            Duration: 3 (1/round)
                                            Trapping: Ectoplasm seeps from the pores of the character and enshroud it, leaving the character -1 to be hit by ranged attacks.
                                            Effect: Clairvoyance allows the caster to sense people, places, and things outside of normal perception. Walls, doors, and other barriers do not hamper clairvoyance in any way, though magical barriers may block it at the GM’s discretion. While it’s active, the user of this power can shift the point of observation to anywhere within his Range as a free action.
                                            When using clairvoyance, the caster chooses a single sense (usually sight) to project. For each additional 1 ISP he spends at casting, he may add an additional sense; this does not affect maintenance costs.

                                            _________________
                                            L.C.
                                            L.C. Psi-Nullifier Commando
                                            Parry: 5(6 in armor), Toughness: Armor: 13(6) or PA: 17(10)
                                            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


                                            Wed Jan 31, 2018 6:22 am
                                            Profile
                                            Diamond Patron
                                            Diamond Patron
                                            User avatar

                                            Joined: Tue Aug 08, 2017 12:55 pm
                                            Posts: 1793
                                            Location: Black Company
                                            Reply with quote
                                            OOC Comments
                                            Enemy Notice Roll 1d10 (8) Wild 1d6 (3)


                                            I will give your vision after the RP scene. There is a social flow to everything happening and your post inferred you make sure it is safe before moving on.

                                            _________________
                                            Shaping Worlds Together
                                            The 99's Game Master Bennies 3
                                              +8 Players
                                              +2 Sidekicks
                                              -1 Extra Effort for Mind Control
                                              -1 Shabbat Soak roll (failed)
                                              -4 Mind Melter tickling the players with no real effect.
                                              -1 Soak Collision damage for clone

                                            Shaintar Game Master Bennies 7/7


                                              Wed Jan 31, 2018 6:50 am
                                              Profile
                                              User avatar

                                              Joined: Wed Dec 20, 2017 7:34 am
                                              Posts: 38
                                              Reply with quote
                                              L.C. wrote:
                                              L.C. doesn't miss the newcomer's actions, but points his weapon her way anyway. Standing there in his armor painted in Tomorrow Legion Blue and Silver, his voice is even as he speaks. "Your actions are the only reason I'm not firing. Explain your presence, please."


                                              Spellcasting for 4 PPE
                                              [Absorbing PPE from Ley Line: Spellcasting 1d8 (4)

                                              Magical Affects
                                              • Armor Spell Active, +10 Armor
                                              • All mega-damage spells do AP 5
                                              • PPE: 66/25


                                              Once she buckles the mana flow down now she raises her hands. Battle is a schizophrenic thing and now she is stuck in another role as a potential enemy. Thankfully the Sargent graciously gives her the opportunity to resolve that issue. "I am Specialist Fauxalyn Norquinal from Castle Refuge, Ley Line Walker. I came with the resupply." She indicates the hopefully still open Rift behind her. "I come bearing gifts from the Major regarding enemy agents in the field... if I miss my guess I am thinking you have met one of them tonight." She will indicate the data disc given to her but waits till the squad orient itself so she can hand it off to the Sargent.

                                              She watches L.C. go into his trance and looks to the others. "Shall I tell the others waiting to send the supplies through? That way we are ready to go once the Sargent returns?"

                                              _________________
                                              Fauxalyn Norquinal
                                              Character Name: Fauxalyn, Foxx
                                              Parry: 5; Toughness: 5, Armor: 12 (+7), Spell & Armor: 22 (+7 & +10)
                                              PP: 75/25
                                              • Ley Line Magic Master
                                              • Ley Line Rejuvenation
                                              • Ley Line Sense
                                              • Ley Line Transmission
                                              • Ley Line Walking

                                              Bennies: 0

                                              Edges:
                                              • Improved Rapid Recharge
                                              • Danger Sense
                                              • Linguist

                                              Powers

                                              Armor/Greater Armor, Bolt/Onslaught, Detect/Conceal Arcana, Dispel/Exalted Dispel, Invisibility/True Invisibility


                                              Thu Feb 01, 2018 9:55 am
                                              Profile
                                              Diamond Patron
                                              Diamond Patron
                                              User avatar

                                              Joined: Tue Aug 08, 2017 12:55 pm
                                              Posts: 1793
                                              Location: Black Company
                                              Reply with quote
                                              With the safe signal given the droids move out and start pulling the gear and supplies through. When it is all said and done there are two service drones set about organizing the gear and cleaning up. The line walker on the other side waves and says. "I guess I will see you in half and hour. I am going to grab some lunch." The whole process is efficient takes less than a minute before the rifts flickers and spins closed.

                                              Orders
                                              The orders state that Erin and Billy are to return to the Castle for reassignment. There is work being performed in Garnet Town and a TW is needed there to assist with several issues. In addition concerns have been flagged with Billy's suitability for the field so they need him to report for some psych testing to ensure he is morally capable of separating right from wrong.

                                              The orders also include a dossier on Foxx and some highly sparse notes on two teams said to be asking questions about you guys in town.

                                              Rebuke: Known Affiliation - Mercenary Sorcerer frequently works with the True Federation
                                                A talented Shifter, believed to be either human or dee B of human like nature. His appearance was completely human however he had access to a large amount of off world and arcane devices. He is known to be highly efficient and has a high degree of talent with necromancy and demon summoning. The most pressing thing about him is that he is insanely level headed and unphased by things that could normally rattle a foe. We are sending a line walker to help with counter magic efforts and detection.
                                                Very little of practical use in included in the dossier except that they have evidence of him using a wide variety of tactics, refuses to ever stay and fight head to head, and frequently will send in demons or infiltrators to weaken his targets before going in himself.
                                              The Red Bastards: Known Affiliation - They claimed to be mercenaries, but Julian's man was able to divine with some trouble they are actually a CS Tactical anti magic hit squad
                                                This group of CS hunter was masquerading in town acting like normal mercenaries. However Julian got wind they kept asking about a group of legion guys who acquired a Mark V recently and he had some guys snoop around. While Julian lost one man in the effort he was able to find out that the group is a specialized group of psi hunters specialized in anti arcane. The only one of their number who showed no sign of psionics when survival was the leader a man going by Nash. Judging by passive scanning it looks like Nash is heavily modified with cybernetics.
                                                They were trying to be subtle, but at best it looks like a team of 10 men including 8 master psionics are after you. The most prominent members were a couple of guys who went simply by the numbers 12 and 13. Psi-Stalker both used powerful anti arcane auras frequently in Wheaton even when the only gain was to cause others problems. They appear to have a penchant for torture.

                                                I wish we had more information on these guys, but as it stands now our data is limited. Please keep you guys on highest alert until they are dealt with or reassigned.

                                              _________________
                                              Shaping Worlds Together
                                              The 99's Game Master Bennies 3
                                                +8 Players
                                                +2 Sidekicks
                                                -1 Extra Effort for Mind Control
                                                -1 Shabbat Soak roll (failed)
                                                -4 Mind Melter tickling the players with no real effect.
                                                -1 Soak Collision damage for clone

                                              Shaintar Game Master Bennies 7/7


                                                Thu Feb 01, 2018 10:09 am
                                                Profile
                                                Silver Patron
                                                Silver Patron
                                                User avatar

                                                Joined: Mon Aug 14, 2017 8:33 am
                                                Posts: 73
                                                Location: The 99s
                                                Reply with quote
                                                (rolls held; also, as mentioned, I don't do the power thing until the situation is handled)
                                                L.C. lowers his weapon and holsters it. "Sorry about all that Specialist. Tense situation. Yes, bring them through." He reads the orders and smirks at intelligence ever being slower than the enemy. At least the CS squad he has a clue about though. Nash doesn't ring any bells, and that concerns L.C. It means he's either an Arkansas zealot or someone who was blacker than L.C. Neither option comforts him. He feels the weight of the conflict now too as adrenaline fades. "Help with the break down specialist. Welcome to the 99th. Sorry you got caught in that before. But if I don't miss my mark, you'll probably see another one just like me. I'll give a full brief as soon as we're ready to move team."

                                                _________________
                                                L.C.
                                                L.C. Psi-Nullifier Commando
                                                Parry: 5(6 in armor), Toughness: Armor: 13(6) or PA: 17(10)
                                                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


                                                Thu Feb 01, 2018 11:29 pm
                                                Profile
                                                Diamond Patron
                                                Diamond Patron
                                                User avatar

                                                Joined: Tue Aug 08, 2017 12:55 pm
                                                Posts: 1793
                                                Location: Black Company
                                                Reply with quote
                                                As you work around the former battle field cleaning up and doing logistics you find Erin's unconscious body laying about 60 foot from the ley-line. She cannot be roused and appears to have been drained completely of her energy. Also of note, Billy was watching the body of the gargoylite when it suddenly turned strangely blue like the ley line itself and disappeared. He announced it over the radio, but the body was gone by the time he got the message out.

                                                Knowledge Arcane
                                                For those with Knowledge Arcana d4 or higher (no roll required) it seams impossible. The description was as if he had ley-line phased. But gargoyles are creatures of elemental power more akin to a warlock and not the arcane power of a line-walker.

                                                _________________
                                                Shaping Worlds Together
                                                The 99's Game Master Bennies 3
                                                  +8 Players
                                                  +2 Sidekicks
                                                  -1 Extra Effort for Mind Control
                                                  -1 Shabbat Soak roll (failed)
                                                  -4 Mind Melter tickling the players with no real effect.
                                                  -1 Soak Collision damage for clone

                                                Shaintar Game Master Bennies 7/7


                                                  Fri Feb 02, 2018 8:09 am
                                                  Profile
                                                  User avatar

                                                  Joined: Wed Dec 20, 2017 7:34 am
                                                  Posts: 38
                                                  Reply with quote
                                                  "Oh joy," Foxx says dryly. Another nullifier on the field and having tasted the full effect from the Sargent, she is not eager to see it on the opposing side. There is nothing to be done about it as the situation stood now. She is committed to working with the squad now and would not falter in her task. "Let us get to work then..." She pauses hearing from the Cyborg that the gargoyle disappears. She frowns and looks along the ley line as it pulses and glows with energy. "Seems daddy is calling his children home."

                                                  _________________
                                                  Fauxalyn Norquinal
                                                  Character Name: Fauxalyn, Foxx
                                                  Parry: 5; Toughness: 5, Armor: 12 (+7), Spell & Armor: 22 (+7 & +10)
                                                  PP: 75/25
                                                  • Ley Line Magic Master
                                                  • Ley Line Rejuvenation
                                                  • Ley Line Sense
                                                  • Ley Line Transmission
                                                  • Ley Line Walking

                                                  Bennies: 0

                                                  Edges:
                                                  • Improved Rapid Recharge
                                                  • Danger Sense
                                                  • Linguist

                                                  Powers

                                                  Armor/Greater Armor, Bolt/Onslaught, Detect/Conceal Arcana, Dispel/Exalted Dispel, Invisibility/True Invisibility


                                                  Fri Feb 02, 2018 8:38 am
                                                  Profile
                                                  Diamond Patron
                                                  Diamond Patron
                                                  User avatar

                                                  Joined: Mon Dec 04, 2017 8:29 pm
                                                  Posts: 42
                                                  Reply with quote
                                                  Notice 5 Knowledge Electronics 7
                                                  Notice 1d6 (3)
                                                  Wild 1d6 (5)

                                                  Knowledge Electronics 1d8 (7)
                                                  Wild 1d6 (4)


                                                  Leethe goes up to the command deck and starts using the scanners on the APC as per requested by LC.

                                                  _________________
                                                  Leethe
                                                  Parry: 4, Toughness: Armor 11(5)
                                                  ISP: 40/40
                                                    Enhance Psionic Skill/Range
                                                    Armor/Greater Armor
                                                    Blast/Greater Blast
                                                    Detect/Conceal Arcana/Exalted Detect/Conceal Arcana
                                                    Telemechanics
                                                    Telepathy/Exalted Telepathy
                                                    Smite/Greater Smite
                                                  Edges:
                                                  • Ace: may make Soak rolls for vehicles at -2.
                                                  • Command: +1 to allies or troops under my orders recovering from being Shaken.
                                                  • Low Light Vision: Ignore penalties for bad lighting in all but pitch darkness.
                                                  • Mr Fix it: with a raise, cuts repair time in halve. If already has accelerated repair time, cuts it to a quarter.
                                                  Gadgeteer: 1/1 use per quarter
                                                  • Name:
                                                  • ISP:
                                                  • Skill:
                                                  • Power:


                                                  Fri Feb 02, 2018 4:29 pm
                                                  Profile
                                                  User avatar

                                                  Joined: Tue Aug 08, 2017 5:36 pm
                                                  Posts: 74
                                                  Reply with quote
                                                  Healing (power) 10
                                                  1d8 (8) Wild 1d6 (5) Ace on Healing roll 1d8 (2)


                                                  Sir William kneels over Erin's prone form and frowns. "Please forgive the intrusion, madam," he says, extending the forearm of his armor down next to hers. With a mental command, glowing blue fluid injects into Erin's body, carrying the Cyber Knight's psionic power with it. He senses that, for ordinary wounds, his powers would have sufficed to restore Erin significantly, but against this arcane damage he cannot be certain.

                                                  _________________
                                                  Sir William Mahan
                                                  Character Name: Sir William Mahan
                                                  Parry:8, Toughness: 14(8), -2 to hit vs tech
                                                  ISP: 6 /20
                                                  • Speed: Double pace
                                                  • Deflection: -2 to hit ranged and melee
                                                  • Quickness: Act twice
                                                  • Healing: Remove 1 wound
                                                  Bennies: 3
                                                  • 3 starting
                                                  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 Feb 05, 2018 1:50 pm
                                                  Profile
                                                  Bronze Patron
                                                  Bronze Patron
                                                  User avatar

                                                  Joined: Thu Aug 10, 2017 6:21 pm
                                                  Posts: 268
                                                  Reply with quote
                                                  Foxx wrote:
                                                  L.C. wrote:
                                                  L.C. doesn't miss the newcomer's actions, but points his weapon her way anyway. Standing there in his armor painted in Tomorrow Legion Blue and Silver, his voice is even as he speaks. "Your actions are the only reason I'm not firing. Explain your presence, please."


                                                  Spellcasting for 4 PPE
                                                  [Absorbing PPE from Ley Line: Spellcasting Original post: 1d8 (4)

                                                  Magical Affects
                                                  • Armor Spell Active, +10 Armor
                                                  • All mega-damage spells do AP 5
                                                  • PPE: 66/25


                                                  Once she buckles the mana flow down now she raises her hands. Battle is a schizophrenic thing and now she is stuck in another role as a potential enemy. Thankfully the Sargent graciously gives her the opportunity to resolve that issue. "I am Specialist Fauxalyn Norquinal from Castle Refuge, Ley Line Walker. I came with the resupply." She indicates the hopefully still open Rift behind her. "I come bearing gifts from the Major regarding enemy agents in the field... if I miss my guess I am thinking you have met one of them tonight." She will indicate the data disc given to her but waits till the squad orient itself so she can hand it off to the Sargent.

                                                  She watches L.C. go into his trance and looks to the others. "Shall I tell the others waiting to send the supplies through? That way we are ready to go once the Sargent returns?"


                                                  Hardin gives a tip of his hat to the newcomer. "Welcome to the 99, miss. Don't mind el sergento too much; he's always a mite grumpy.


                                                  Sir William Mahan wrote:
                                                  Healing (power) 10
                                                  Original post: 1d8 (8) Wild Original post: 1d6 (5) Ace on Healing roll Original post: 1d8 (2)


                                                  Sir William kneels over Erin's prone form and frowns. "Please forgive the intrusion, madam," he says, extending the forearm of his armor down next to hers. With a mental command, glowing blue fluid injects into Erin's body, carrying the Cyber Knight's psionic power with it. He senses that, for ordinary wounds, his powers would have sufficed to restore Erin significantly, but against this arcane damage he cannot be certain.


                                                  Hardin hovers worriedly over Sir William's shoulder while he works; this sort of thing is beyond him. His skills with the arcane extend to causing hurt, not fixing it. But Erin had always been kind to him, and he could count precious few people who had done that.

                                                  _________________
                                                  Hardin and Jane
                                                  Hardin a Half-Elf Psi-Slinger
                                                  Parry: 5
                                                  Toughness: 15(6)
                                                  Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
                                                  Attributes: Agility d10, Smarts d10, Spirit d8, Strength d6, Vigor d8
                                                  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
                                                  Charisma: -2 (Half-elves treated as outsiders)
                                                  Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)
                                                  Adventure Cards:
                                                  • Riled up. Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
                                                  • Bullseye! Play after damage is rolled to double the total of a successful ranged attack.

                                                  Jane a Bandito Arms Robot Mustang
                                                  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
                                                  Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
                                                  Pace: 12 (Acc/TS 10/50)
                                                  Parry: 6
                                                  Toughness: 20(10) MDC
                                                  Notes/Special Features:
                                                  • All-Terrain: +2 to Riding checks
                                                  • Sensor Suite (+2 to Notice, power armor sensor package)
                                                  • Kick does Strength + d6 Mega Damage
                                                  • Size +2
                                                  • Brave/Fearless
                                                  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
                                                  • Extraction (Agility roll to break off from melee without giving a free attack)
                                                  • Nano-Repair System
                                                  Hardin Character Sheet
                                                  Jane Character Sheet
                                                  Signature


                                                  Sun Feb 11, 2018 4:44 pm
                                                  Profile
                                                  Diamond Patron
                                                  Diamond Patron
                                                  User avatar

                                                  Joined: Tue Aug 08, 2017 12:55 pm
                                                  Posts: 1793
                                                  Location: Black Company
                                                  Reply with quote
                                                  As Sir William works on healing the TW he can feel a poison in her system. His efforts are able to arrest the poison, but not remove the fatigue and exhaustion it brought on her.
                                                  As L.C. works his visions sweeps around, streaking back and forth along the ley line. After only about 20 seconds he is able to find the location of the escaped villains. But instead of a Gargoyle Lord and two gargoylites. What he sees is a human dressed is very rich and dark clothing cloaked in multiple layers of wards and ruins talking to the surviving gargoylite while looking at the corpse of the one slain. With a wave of his hand, his cloak detaches hovering a few feat away and opening with what looks like a rift, and then the body of the gargoylite floats into the air and into the cloak disappearing within before he looks up to the viewing location and with a few subtle words attempts to destroy the clairvoyance.
                                                  OOC Comments
                                                  Free at will ability to detect arcane, then upped to used as Exalted Detect Arcana for 2 PPE
                                                  Exalted Dispel on your Clairvoyance 1d10+2 = 4 (2)
                                                  Wild 1d6+2 = 3 (1)
                                                  The time it took to find him will consume your initial duration.

                                                  You estimate his location only about 40 miles north of you near a nexus on this very ley line.






                                                  As the teams readies for receiving the goods and materials from Castle Refuge the gate flares again this time with a dozen men pouring out all dressed in CR uniforms. The situation takes a few moments to sort out before you realize that the forces is a response to the previous battle already completed.
                                                  Captain Walker of the 7th E.R.T. walks over to L.C.. "Looks like things here are handled. Do you need us to watch over you guys while the droids unload or is the situation secured?"
                                                  One of his men a Mystic whose name is on the tip of your tongues senses the situation with Erin and seeing Sir William standing over her walks over to help look over Erin. "I think you may have saved her life Sir Knight. She was poisoned by this, pulling out a small pin with a black tar still on it she shows it to Sir William. She will be fine, your effort have won her life. I will take her to the Castle with us."
                                                  OOC Comments
                                                  +1 Benny for saving Erin as you first action.


                                                  Captain Walker singles to the Psi-Corps in the back of his team. "Specialist Bishop, Foxx, and Hunter step forward and meat your new commander." As he says this the three new specialist all have a chance to come forward and introduce them selves.
                                                  Once everything is handled the droids load up the Mark V and begin repairs. The Line Walker on the other side finally catches his breath and allows the gate to closed with everyone back in their assigned positions.


                                                  Bennie Opportunity
                                                  From a Meta Point of View I will officially say you have the next 8 hours to rest and recover. Your team will not be attacked.

                                                  What I want from you is an brief interlude or role playing exchange of how you get to know each other and prepare for departure. After each of you post I will award everyone with a minimum of two full paragraphs of interlude or Roll-Play a benny.

                                                  If you need inspiration for your Interlude roll a 1d54 and refer to the reference the deck of cards in the following location viewtopic.php?f=9&t=962

                                                  If you include a Interlude you will roll an adventure card in addition to the benny

                                                  _________________
                                                  Shaping Worlds Together
                                                  The 99's Game Master Bennies 3
                                                    +8 Players
                                                    +2 Sidekicks
                                                    -1 Extra Effort for Mind Control
                                                    -1 Shabbat Soak roll (failed)
                                                    -4 Mind Melter tickling the players with no real effect.
                                                    -1 Soak Collision damage for clone

                                                  Shaintar Game Master Bennies 7/7


                                                    Sun Feb 11, 2018 7:04 pm
                                                    Profile
                                                    User avatar

                                                    Joined: Mon Jan 29, 2018 6:54 pm
                                                    Posts: 55
                                                    Reply with quote
                                                    Arthur is a tall man with an average build. He's average looking with dark blue eyes and dark brown hair that looks like it hasnt been brushed in weeks. There is a pistol on a holster on his belt but he is not wearing armor. His face shows a confident yet easy going smile and he nods politely.
                                                    "Arthur Bishop" he shakes any hand offered "Glad to make your acquaintance."

                                                    _________________
                                                    Arthur
                                                    Rank: Novice Experience: 5 Advances Left: 0

                                                    Current Wounds: 1
                                                    Current Bennies: 1
                                                    Race: Human
                                                    Iconic Framework: Zapper
                                                    Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
                                                    Charisma: +2; Pace: 6; Parry: 5; Toughness: 5; Strain: 0
                                                    Skills:
                                                    Psionics d10 (2)(From IF)
                                                    Fighting d6 (2 free points from HJ Roll)
                                                    Gambling d6 (2)
                                                    Intimidation d8 (3)
                                                    Investigation d6 (2)
                                                    Knowledge (Politics) d4 (1)
                                                    Notice d6 (2)
                                                    Shooting d6 (2 from HJ Roll)
                                                    Stealth d4 (1)
                                                    Streetwise d4 (1)
                                                    Survival d4 (1)
                                                    Throwing d4 (1 from HJ Roll)


                                                    Hindrances
                                                    Heroic (Major): Must respond to those who ask for help.
                                                    Compulsion (Minor): Gambling
                                                    Vow (Minor): Defend the weak


                                                    Edges
                                                    Improved Electrical Aura (from being human): Complex See TLPG
                                                    Rapid Lightning Bolt (From Major Hindrance): Gains RoF 3 with electrical attack.
                                                    Scrounger (From HJ Roll): Once per session may find some useful tool or resource (see TLPG forexamples)
                                                    Connections: Black Market (From HJ Roll): May make a Streetwise roll to find a contact followed by a Persuasion roll to gain resources.
                                                    Major Psionic (From IF): May spend 2 ISP for +1 to Psionics roll or 4 ISP for +2 to Psionics roll
                                                    Charismatic (From advance): The character gains +2 Charisma
                                                    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. (Traded with Hardin, currently using for driving)


                                                    Sun Feb 11, 2018 10:00 pm
                                                    Profile
                                                    User avatar

                                                    Joined: Wed Dec 20, 2017 7:34 am
                                                    Posts: 38
                                                    Reply with quote
                                                    Responding to Hardin, "he has an interesting way to greet newcomers." Something would have to work in the coming days to avoid curbing her potential while in the field. While eager to go find Rebuke and end him, the supplies were incoming and need to tend to. As well as their wounded who are fortunate to be taking back to Castle Refuge. "I wish your friend well. At least she did not suffer too much at the shifters hands."

                                                    As they resupply, she inclines her hooded head to Arthur as he introduces himself. The most striking about him being the lack of armor indicating he is someone who has little need of it. Once they are done and their Castle Refuge comrades depart she settles in to recoup her power. She settles in one shadowy corner of the APC to meditate, to allow the power of the Ley Line to revive her magical powers as L.C. abilities wane. One unfortunate victim of his Nullification was her sword, now laying on her knees as she coaxes the magic to return.

                                                    For those curious about the elven blade, "it's a gift from my father. A weapon he used in his grim work in bringing down villains who escaped far from the reach of justice. I always marveled at it when I was a little girl because of the history. He said I could have it but only after I earned it. To do that I would have to learn his craft in swordsmanship and stealth. To combine the two to strike out from the shadows." She drew a finger across the flat surface, trying to bring the magic through the etches runs on the blade surface. "Much like my mother, he is a hard but fair teacher. I think they both knew I was going to take after them and they did their best to prepare me. I wanted to show them that I could meet their expectations and relieve their fears."

                                                    So the I'draining hyanda, a weapon that inflicts suffering on opponents. It is a good weapon for me as my first love is magic and melees second. Even after tonight when its magic was sealed away it is still a sharp blade. A useful tool for those times when my magic may not be available." A small smirk after tonight's incident. She held no ill will, after all, they were fighting for their lives against an evil spell caster.

                                                    "So how about the rest of you? I'm interested in learning about each of you."
                                                    OOC Comments
                                                    Drew a 9 of Diamonds - Desire

                                                    _________________
                                                    Fauxalyn Norquinal
                                                    Character Name: Fauxalyn, Foxx
                                                    Parry: 5; Toughness: 5, Armor: 12 (+7), Spell & Armor: 22 (+7 & +10)
                                                    PP: 75/25
                                                    • Ley Line Magic Master
                                                    • Ley Line Rejuvenation
                                                    • Ley Line Sense
                                                    • Ley Line Transmission
                                                    • Ley Line Walking

                                                    Bennies: 0

                                                    Edges:
                                                    • Improved Rapid Recharge
                                                    • Danger Sense
                                                    • Linguist

                                                    Powers

                                                    Armor/Greater Armor, Bolt/Onslaught, Detect/Conceal Arcana, Dispel/Exalted Dispel, Invisibility/True Invisibility


                                                    Tue Feb 13, 2018 8:17 am
                                                    Profile
                                                    User avatar

                                                    Joined: Tue Aug 08, 2017 5:36 pm
                                                    Posts: 74
                                                    Reply with quote
                                                    Sir William greets Foxx first, as she observes the wounded returning to Castle Refuge. "Welcome, Madam Foxx. Your blade is indeed an impressive weapon; perhaps you would care to spar on occasion to maintain both our skills? I confess I have not encountered one of your race before - from whence do you hail?"

                                                    _________________
                                                    Sir William Mahan
                                                    Character Name: Sir William Mahan
                                                    Parry:8, Toughness: 14(8), -2 to hit vs tech
                                                    ISP: 6 /20
                                                    • Speed: Double pace
                                                    • Deflection: -2 to hit ranged and melee
                                                    • Quickness: Act twice
                                                    • Healing: Remove 1 wound
                                                    Bennies: 3
                                                    • 3 starting
                                                    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


                                                    Wed Feb 14, 2018 9:31 am
                                                    Profile
                                                    User avatar

                                                    Joined: Wed Dec 20, 2017 7:34 am
                                                    Posts: 38
                                                    Reply with quote
                                                    Sir William Mahan wrote:
                                                    Sir William greets Foxx first, as she observes the wounded returning to Castle Refuge. "Welcome, Madam Foxx. Your blade is indeed an impressive weapon; perhaps you would care to spar on occasion to maintain both our skills? I confess I have not encountered one of your race before - from whence do you hail?"


                                                    "I am Dökkálfar, a dark elf from the mystical realm of Andlang." There is amusement under the mask as she tells the Cybernight of her heritage. "Not to be mistaken with the more common elves who muddy up that title with their," She waves her hand grabbing at the right word to use, "childish bitchiness. Is that the right word, I guess it is now. I do believe I can teach you a few things in the sword arts if you like to learn." She smiles again, joking with Knight.

                                                    _________________
                                                    Fauxalyn Norquinal
                                                    Character Name: Fauxalyn, Foxx
                                                    Parry: 5; Toughness: 5, Armor: 12 (+7), Spell & Armor: 22 (+7 & +10)
                                                    PP: 75/25
                                                    • Ley Line Magic Master
                                                    • Ley Line Rejuvenation
                                                    • Ley Line Sense
                                                    • Ley Line Transmission
                                                    • Ley Line Walking

                                                    Bennies: 0

                                                    Edges:
                                                    • Improved Rapid Recharge
                                                    • Danger Sense
                                                    • Linguist

                                                    Powers

                                                    Armor/Greater Armor, Bolt/Onslaught, Detect/Conceal Arcana, Dispel/Exalted Dispel, Invisibility/True Invisibility


                                                    Wed Feb 14, 2018 10:38 am
                                                    Profile
                                                    User avatar

                                                    Joined: Mon Jan 29, 2018 6:54 pm
                                                    Posts: 55
                                                    Reply with quote
                                                    Arthur waits a few minutes, glancing back in the direction he arrived from. Again he grins, part friendliness part confidence. "My buddy Rob should be here soon. We were both recently attached to a SET that was hunting down this Merc group that was using power armor to terrorize the countryside." He runs his hand through his hair, causing it to briefly stand on end before it falls back into disarray. "I don't know what Rob's deal is, but he just hates robots and power armor".

                                                    _________________
                                                    Arthur
                                                    Rank: Novice Experience: 5 Advances Left: 0

                                                    Current Wounds: 1
                                                    Current Bennies: 1
                                                    Race: Human
                                                    Iconic Framework: Zapper
                                                    Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
                                                    Charisma: +2; Pace: 6; Parry: 5; Toughness: 5; Strain: 0
                                                    Skills:
                                                    Psionics d10 (2)(From IF)
                                                    Fighting d6 (2 free points from HJ Roll)
                                                    Gambling d6 (2)
                                                    Intimidation d8 (3)
                                                    Investigation d6 (2)
                                                    Knowledge (Politics) d4 (1)
                                                    Notice d6 (2)
                                                    Shooting d6 (2 from HJ Roll)
                                                    Stealth d4 (1)
                                                    Streetwise d4 (1)
                                                    Survival d4 (1)
                                                    Throwing d4 (1 from HJ Roll)


                                                    Hindrances
                                                    Heroic (Major): Must respond to those who ask for help.
                                                    Compulsion (Minor): Gambling
                                                    Vow (Minor): Defend the weak


                                                    Edges
                                                    Improved Electrical Aura (from being human): Complex See TLPG
                                                    Rapid Lightning Bolt (From Major Hindrance): Gains RoF 3 with electrical attack.
                                                    Scrounger (From HJ Roll): Once per session may find some useful tool or resource (see TLPG forexamples)
                                                    Connections: Black Market (From HJ Roll): May make a Streetwise roll to find a contact followed by a Persuasion roll to gain resources.
                                                    Major Psionic (From IF): May spend 2 ISP for +1 to Psionics roll or 4 ISP for +2 to Psionics roll
                                                    Charismatic (From advance): The character gains +2 Charisma
                                                    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. (Traded with Hardin, currently using for driving)


                                                    Wed Feb 14, 2018 8:11 pm
                                                    Profile
                                                    Bronze Patron
                                                    Bronze Patron
                                                    User avatar

                                                    Joined: Thu Aug 10, 2017 6:21 pm
                                                    Posts: 268
                                                    Reply with quote
                                                    Foxx wrote:
                                                    Sir William Mahan wrote:
                                                    Sir William greets Foxx first, as she observes the wounded returning to Castle Refuge. "Welcome, Madam Foxx. Your blade is indeed an impressive weapon; perhaps you would care to spar on occasion to maintain both our skills? I confess I have not encountered one of your race before - from whence do you hail?"


                                                    "I am Dökkálfar, a dark elf from the mystical realm of Andlang." There is amusement under the mask as she tells the Cybernight of her heritage. "Not to be mistaken with the more common elves who muddy up that title with their," She waves her hand grabbing at the right word to use, "childish bitchiness. Is that the right word, I guess it is now. I do believe I can teach you a few things in the sword arts if you like to learn." She smiles again, joking with Knight.


                                                    Hardin frowns deeply. He's no great fan of most of the elves he knows - they never treat him any better than anyone else - but, well, his mama is an elf, and it is just poor form to insult a man's mama. And, of course, there is the queen to consider.

                                                    Hardin doesn't need to look for her; she is impossible to miss, towering over Foxx like a mountain cat over her kill. One look at her demeanor sets Hardin twitchy, and he has to will his hands not to check his guns out of habit. The queen is in a foul mood, and it seems she is a mite offended at how Foxx referred to her people.

                                                    Removing his hat, Hardin runs a hand through his hair, which not-so-subtly exposes the tips of his ears. "Well, ah guess it wouldn't be a party without at least a little excitement. You might wanna get the lay o' the land though, miss, 'fore you start droppin' insults like you was fishin for a schoolyard tussle. Round here, we might call that sorta thing childish."

                                                    He raises an eyebrow, inviting her reaction as he settles the hat back on his head.

                                                    _________________
                                                    Hardin and Jane
                                                    Hardin a Half-Elf Psi-Slinger
                                                    Parry: 5
                                                    Toughness: 15(6)
                                                    Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
                                                    Attributes: Agility d10, Smarts d10, Spirit d8, Strength d6, Vigor d8
                                                    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
                                                    Charisma: -2 (Half-elves treated as outsiders)
                                                    Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)
                                                    Adventure Cards:
                                                    • Riled up. Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
                                                    • Bullseye! Play after damage is rolled to double the total of a successful ranged attack.

                                                    Jane a Bandito Arms Robot Mustang
                                                    Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
                                                    Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
                                                    Pace: 12 (Acc/TS 10/50)
                                                    Parry: 6
                                                    Toughness: 20(10) MDC
                                                    Notes/Special Features:
                                                    • All-Terrain: +2 to Riding checks
                                                    • Sensor Suite (+2 to Notice, power armor sensor package)
                                                    • Kick does Strength + d6 Mega Damage
                                                    • Size +2
                                                    • Brave/Fearless
                                                    • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
                                                    • Extraction (Agility roll to break off from melee without giving a free attack)
                                                    • Nano-Repair System
                                                    Hardin Character Sheet
                                                    Jane Character Sheet
                                                    Signature


                                                    Fri Feb 16, 2018 7:00 pm
                                                    Profile
                                                    Bronze Patron
                                                    Bronze Patron
                                                    User avatar

                                                    Joined: Thu Aug 10, 2017 6:21 pm
                                                    Posts: 268
                                                    Reply with quote
                                                    Arthur_Bishop wrote:
                                                    Arthur waits a few minutes, glancing back in the direction he arrived from. Again he grins, part friendliness part confidence. "My buddy Rob should be here soon. We were both recently attached to a SET that was hunting down this Merc group that was using power armor to terrorize the countryside." He runs his hand through his hair, causing it to briefly stand on end before it falls back into disarray. "I don't know what Rob's deal is, but he just hates robots and power armor".


                                                    Hardin lets out a low laugh. "Oh, this is gonna be fun to watch." He gives a wink in the direction of LC and his protégé.

                                                    _________________
                                                    Hardin and Jane
                                                    Hardin a Half-Elf Psi-Slinger
                                                    Parry: 5
                                                    Toughness: 15(6)
                                                    Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
                                                    Attributes: Agility d10, Smarts d10, Spirit d8, Strength d6, Vigor d8
                                                    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
                                                    Charisma: -2 (Half-elves treated as outsiders)
                                                    Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)
                                                    Adventure Cards:
                                                    • Riled up. Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
                                                    • Bullseye! Play after damage is rolled to double the total of a successful ranged attack.

                                                    Jane a Bandito Arms Robot Mustang
                                                    Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
                                                    Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
                                                    Pace: 12 (Acc/TS 10/50)
                                                    Parry: 6
                                                    Toughness: 20(10) MDC
                                                    Notes/Special Features:
                                                    • All-Terrain: +2 to Riding checks
                                                    • Sensor Suite (+2 to Notice, power armor sensor package)
                                                    • Kick does Strength + d6 Mega Damage
                                                    • Size +2
                                                    • Brave/Fearless
                                                    • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
                                                    • Extraction (Agility roll to break off from melee without giving a free attack)
                                                    • Nano-Repair System
                                                    Hardin Character Sheet
                                                    Jane Character Sheet
                                                    Signature


                                                    Fri Feb 16, 2018 7:03 pm
                                                    Profile
                                                    Diamond Patron
                                                    Diamond Patron
                                                    User avatar

                                                    Joined: Mon Dec 04, 2017 8:29 pm
                                                    Posts: 42
                                                    Reply with quote
                                                    Leethe comes down from the command deck in the APC to meet the new people. "Ah more new comers. I go by the name Leethe."

                                                    _________________
                                                    Leethe
                                                    Parry: 4, Toughness: Armor 11(5)
                                                    ISP: 40/40
                                                      Enhance Psionic Skill/Range
                                                      Armor/Greater Armor
                                                      Blast/Greater Blast
                                                      Detect/Conceal Arcana/Exalted Detect/Conceal Arcana
                                                      Telemechanics
                                                      Telepathy/Exalted Telepathy
                                                      Smite/Greater Smite
                                                    Edges:
                                                    • Ace: may make Soak rolls for vehicles at -2.
                                                    • Command: +1 to allies or troops under my orders recovering from being Shaken.
                                                    • Low Light Vision: Ignore penalties for bad lighting in all but pitch darkness.
                                                    • Mr Fix it: with a raise, cuts repair time in halve. If already has accelerated repair time, cuts it to a quarter.
                                                    Gadgeteer: 1/1 use per quarter
                                                    • Name:
                                                    • ISP:
                                                    • Skill:
                                                    • Power:


                                                    Sun Feb 18, 2018 11:34 am
                                                    Profile
                                                    User avatar

                                                    Joined: Mon Feb 12, 2018 1:28 am
                                                    Posts: 25
                                                    Reply with quote
                                                    "Rob Hunter, power armor soldier." He says as he steps forward.

                                                    He looks a little rugged, like he just returned from a combat campaign. He has short, dark blonde crew cut hair, which looks to be going a little grey on the sides. He seems pretty tall for a power armor soldier, but if anyone has heard of his exploits they know that he is very effective.

                                                    He nods towards his new team mates and looks each one of them up and down, checking them out.

                                                    "So what's our next assignment?"

                                                    _________________
                                                    "Robots, why did it have to be robots..."


                                                    Mon Feb 19, 2018 3:21 pm
                                                    Profile
                                                    User avatar

                                                    Joined: Wed Dec 20, 2017 7:34 am
                                                    Posts: 38
                                                    Reply with quote
                                                    Hardin wrote:
                                                    Removing his hat, Hardin runs a hand through his hair, which not-so-subtly exposes the tips of his ears. "Well, ah guess it wouldn't be a party without at least a little excitement. You might wanna get the lay o' the land though, miss, 'fore you start droppin' insults like you was fishin for a schoolyard tussle. Round here, we might call that sorta thing childish."

                                                    He raises an eyebrow, inviting her reaction as he settles the hat back on his head.



                                                    Foxx listens and nods her head, bringing her palms together. "Ah, I see. I meant no disrespect, my apologies." She did not come looking for a fight with her teammates and it is best to mend bridges now than let it linger. They already had a hard road to travel.

                                                    _________________
                                                    Fauxalyn Norquinal
                                                    Character Name: Fauxalyn, Foxx
                                                    Parry: 5; Toughness: 5, Armor: 12 (+7), Spell & Armor: 22 (+7 & +10)
                                                    PP: 75/25
                                                    • Ley Line Magic Master
                                                    • Ley Line Rejuvenation
                                                    • Ley Line Sense
                                                    • Ley Line Transmission
                                                    • Ley Line Walking

                                                    Bennies: 0

                                                    Edges:
                                                    • Improved Rapid Recharge
                                                    • Danger Sense
                                                    • Linguist

                                                    Powers

                                                    Armor/Greater Armor, Bolt/Onslaught, Detect/Conceal Arcana, Dispel/Exalted Dispel, Invisibility/True Invisibility


                                                    Tue Feb 20, 2018 8:55 am
                                                    Profile
                                                    Display posts from previous:  Sort by  
                                                    Reply to topic   [ 90 posts ] 

                                                    Who is online

                                                    Users browsing this forum: No registered users and 1 guest


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

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