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 11 A Routine Patrol 
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Diamond Patron
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Location: Black Company
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As the team settles into the work needed for repairs. Some helping directly with the work others performing patrol and monitoring duty the routine if the situation sets in and you all have a chance to spend some down time.
Suddenly the relaxed environment is broken as a message comes over this radio no one wants to hear. “Command this is S2, we have a situation.”
After receiving acknowledgement Bryson reports. “I have a small group with two disabled vehicles 5 klicks east by southeast, looks like they were attacked. No sign of the other force, but the signs are CS. As soon as they saw me fly near they panicked. I think me approaching would be bad.
“Looks like 7 survivors, light arms and armor. These look to be the kind of people we are....
Ah... who are you... land?
Wh... where are you...
No, no, no... Yes Sir”

As Bryson’s words fade in the distance and the radio goes out you can hear the strain in his voice
Looking around and assessing the strain repairs are almost done, excepting Leethe of the team is rated and ready for action.




The video stream he sends shows his view from above as he evaluates what is left of the small caravan. The view matches what he has described as the giant truck that looks designed more to move cargo than people is turned to its side, but the people were already attaching lines to pull it. As he sweeps down for more information you can see the reactions of the survivors as they hear the roar of the jet engines.
They scatter for cover, smart enough to grab their weapons as they go, it is obvious the remainder has survived through intelligence as much as luck.
As he recounts to you what is happening you can see he turns his head towards a man dressed in what looks like customized bandito armor, his camera focuses on the center of the man’s head. Immediately after the sound cuts off he lands in front of the man in Bandito armor when a man steps up from behind with his helmet off. It is Cassedy, leader of the crazy 8’s! He points towards the camera and says something to the mind melter. Immediately after the camera goes blank.




Bryson is in trouble, big trouble and there is no telling if you can get him out of there!

Player Actions
Repair Roll
Are the Repairs Complete? = Yes, I planned on this being a roll, but Leethe rolled 2 raises earlier so the repairs are definitely completed.

Survival Roll
Can You Find his Last Known? = Yes, but how long it takes varies, this is complex terrain.
Fail = It takes 20 minutes to cover the 3 miles as you get stuck and have to turn around multiple times. They will be ready for you and likely have an ambush set.
Success = It only takes 10 minutes to cover the distance, coming in screaming you know where you need to be from previous scouting reports. Unfortunately the battle will be fairly even with a chance of either side getting the ambush.
Raise = You know that spot, and you know a direction you can approach from that will give you line of site from above while still 100 years off! You will be able to come in in such as way as to stage an ambush yourselves.

_________________
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

Nash 2/3
    -1 Extra Effort Chase

12 0/2
    -1 Reroll on secret Stealth
    -1 reroll notice

13 0/2
    -1 Reroll on secret Stealth
    -1 reroll notice

Mechanized Company Cpt
    None spent


Shaintar Game Master Bennies 2/7


Fri Mar 09, 2018 6:57 pm
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Hardin Notice 6, Jane Notice 7, Hardin Survival 10, Jane Survival 3
Notice 1d8 (6)
Wild 1d6 (2)

Jane 1d8+2 = 7 (5)

Survival 1d6 (6)
Ace! 1d6 (4)
Wild 1d6 (2)

Jane Survival 1d6 (3)


Seeing the video feed, Hardin shakes his head and mutters, ”Dangit, boy. You’re a pain in my backside, but this isn’t quite what ah had in mind.”

To the others, he says, ”Saddle up! We gotta go save us the sergeant’s executive assistant ‘fore a mind melter orders ‘im to eat a bullet. Ah reconize the ground, there, and ah think ah know a way ‘round.”

Hardin jumps onto Jane’s back without another word and glances back at the others to see if they’re following suit.

_________________
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 16(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
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Sat Mar 10, 2018 8:15 am
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:Runs back to the APC and gets ready for action:
OOC Comments
I'd like to use my broadcast ability to try to monitor any radio transmissions that might be relevant

_________________
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)


Sat Mar 10, 2018 8:53 am
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Posts: 28
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Upon hearing the new orders, Rob turns back and heads straight for the APC.
"Roger that, heading back now."

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


Sat Mar 10, 2018 6:13 pm
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Joined: Wed Dec 20, 2017 7:34 am
Posts: 49
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Notice 4
Notice 1d8 (1)
Wild 1d6 (4)


Spellcasting
Spellcasting: Armor 1d8 (1)
Wild 1d6 (3)
Benny 1d8 (1)
Wild 1d6 (4)


Foxx breaks her vigil on the ley line and hops inside the APC. She could travel along the line, but she did not know if their destination would be close enough to make traveling along it worthwhile. Then again, they were dealing with a CS fanboy group who would ruin her day if they caught her alone; so would travel with the others. Over the comms with the team, she says, "If you have a spot where we have the advantage I'll go invisible and try for the mind melter. I should be able to take him out before he knows I am there."

Seeing as they had time, she casts her Armor spell again, increasing the magic to repel mega-damage weapons. She smiles slightly as the spell engages and wraps her in its protective grip.

Current Magical State
PE: 70/25, Active spells: Armor (mega) 3 (1/round)

_________________
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


Sun Mar 11, 2018 9:08 am
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Joined: Tue Aug 08, 2017 5:36 pm
Posts: 92
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Survival 5
1d6 (5) Wild 1d6 (4)


Sir William activates his cyber armor and twin psi swords, taking position on the APC. His patrols of the area have given him a pretty good idea of where to find the enemy, and he stands ready to move into close combat as soon as the APC closes the distance.

_________________
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
  • +1 for creative taunting of the Coalition
  • +1 Allow GM to secretly roll my notice.
  • -1 for Extra Effort to Notice the Psi-Stalkers
  • +1 Offer myself as a sacrifice.
  • -1 Reroll intimidate
  • -2 to use Telepathy without backlash
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 Mar 12, 2018 10:14 am
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Joined: Mon Dec 04, 2017 8:29 pm
Posts: 59
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Notice 3 Driving 5
Notice 1d6 (2)
Wild 1d6 (3)

Driving 1d8+2 = 5 (3)
Wild 1d6 (2)


Leethe gets up to the pilot deck with the repairs complete. "Where are we going?"

_________________
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:


Wed Mar 14, 2018 5:15 pm
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Joined: Tue Aug 08, 2017 12:55 pm
Posts: 1962
Location: Black Company
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As the team closes in on the site of the camp they have a good visual of the site and can come from any direction.

You are in control of this and have the surprise round. Only Shabbat will be getting a card.

OOC Comments
Notice rolls for Surprise round
Sgt. Cassidy (Human Vagabond and Master Psionic)= 1d10 (2) Wild 1d6 (1)
Anomaly (Human Crazy)= 1d6 (4) Wild 1d6 (5)
Prophet (Human Crazy) = 1d6 (5) Wild 1d6 (1)
Shabbat (Simvan Monster Rider Burster w/Danger Sense) = 1d6 (1) Wild 1d6 (6) + 1d6+6 = 10 (4) Receives a Card
1st Apocalyptic Cavalry Soldiers = Auto-fail
Mind Melter's 1d8-2 = 3 (5) Act with Cassidy's initiative.


You challenge is to look at the map and decide how you want to come in and what you want to do in the surprise round.
Once you say you are ready we will deal out cards. I will post the combat round initiative either Thursday or once Hardin says you guys are ready.

_________________
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

Nash 2/3
    -1 Extra Effort Chase

12 0/2
    -1 Reroll on secret Stealth
    -1 reroll notice

13 0/2
    -1 Reroll on secret Stealth
    -1 reroll notice

Mechanized Company Cpt
    None spent


Shaintar Game Master Bennies 2/7


Fri Mar 16, 2018 10:07 pm
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Joined: Tue Aug 08, 2017 12:55 pm
Posts: 1962
Location: Black Company
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This is the best picture I could get of the map with the 2 meg limit on the site.

i can also add a shot of the camp if needed.
Attachment:
layout.PNG
layout.PNG [ 1.98 MiB | Viewed 288 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

Nash 2/3
    -1 Extra Effort Chase

12 0/2
    -1 Reroll on secret Stealth
    -1 reroll notice

13 0/2
    -1 Reroll on secret Stealth
    -1 reroll notice

Mechanized Company Cpt
    None spent


Shaintar Game Master Bennies 2/7


Sat Mar 17, 2018 9:48 am
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Joined: Tue Aug 08, 2017 12:55 pm
Posts: 1962
Location: Black Company
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This is an up close of the camp itself not including the guards at the perimeter or the mind melters hidden off site. You may go anywhere to start, however getting withing 12" of the guards will be a Stealth versus Notice contest. To locate the mind melters will require getting within 12" of them a notice roll versus a 8 and they will have a chance to see you.

Attachment:
Capture 2.PNG
Capture 2.PNG [ 1.07 MiB | Viewed 288 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

Nash 2/3
    -1 Extra Effort Chase

12 0/2
    -1 Reroll on secret Stealth
    -1 reroll notice

13 0/2
    -1 Reroll on secret Stealth
    -1 reroll notice

Mechanized Company Cpt
    None spent


Shaintar Game Master Bennies 2/7


Sat Mar 17, 2018 9:55 am
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Joined: Mon Jan 29, 2018 6:54 pm
Posts: 74
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Listen in
Psionics 1d10 (2) Glitch 1d10 (7)
Psionics Wild 1d6 (3)

_________________
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)


Sat Mar 17, 2018 10:07 am
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Joined: Tue Aug 08, 2017 12:55 pm
Posts: 1962
Location: Black Company
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The radio chatter is fairly limited as they group is getting ready to mobilize. Commands being overheard and sent on the radio are brief and unprofessional. Mostly inappropriate jokes and casual visiting. It is hard to make out anything useful from their communications.

_________________
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

Nash 2/3
    -1 Extra Effort Chase

12 0/2
    -1 Reroll on secret Stealth
    -1 reroll notice

13 0/2
    -1 Reroll on secret Stealth
    -1 reroll notice

Mechanized Company Cpt
    None spent


Shaintar Game Master Bennies 2/7


Sat Mar 17, 2018 10:25 am
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Joined: Mon Feb 12, 2018 1:28 am
Posts: 28
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Rob Hunter steps out, just ahead of the APC, and takes cover in a small grouping of trees. He scans the battlefield looking for any potential ambushes and then takes aim at what looks like a fuel truck. He waits for his team to signal the attack.

OOC Comments
Notice Roll: 1d4-2 = -1 (1), Wild Die: 1d6-2 = 0 (2)
(I forgot I don't have notice, lol).

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


Sat Mar 17, 2018 1:23 pm
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Not able to detect any ambushes, Rob Hunter moves forward from behind the APC, weapons ready, waiting to attack.

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


Tue Mar 20, 2018 5:47 pm
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Posts: 49
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Notice 4, Spellcasting: Invisibilty 7, Stealth 19
Notice 1d8 (4)
Wild 1d6 (2)

Spellcasting: mega invisibility 1d8 (7)
Wild 1d6 (4)

Stealth 1d8 (8)
Wild 1d6 (6)
Ace 1d8 (8)
Ace 1d8 (3)


Knowing there was a Mind Melter in the group, Foxx does not hesitate to break out her most powerful invisibility spell: the Shadows Lover. There is no fanciful fanfare about the spell, she simply fades away, her outline also disappearing. It would take an act of the gods or a really talented psychic to detect her now. Too bad she could not share it with the rest of the team but by being away from the ley line was already tapping into her magic as it was. They would have to do with surprises and explosions.

She kept to her part of this play to find the Mind Melter and report him back to the others. Getting him out of the way was the most important part of this mission. The rest, not getting killed by the rest of the bandits and saving the hostages. With movement like a feather passing over snow, she flanks down to the south of the group and nears them, looking for any telltale signs of the Melter nearby.

Current Magical State
PE: 60/25, Active spells: Armor (mega), Invisibility(mega) 3 (1/round)

_________________
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 Mar 21, 2018 9:48 am
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