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 12 A Well Timed Rescue 
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Moving into position the 99s know the general lay out of the enemies and are ready to corrdinate thier actions. With surprise on their side they are confident they have the Ambush on the Crazy 8's as well.
However as always aware of the risk of trying to ambush crazies and mind melters they are cautious not to get to close before the action starts.

Initiative (does not matter all players go first, Shabbot and William have Jokers)
Attachment:
Initiative Ambush Round.PNG
Initiative Ambush Round.PNG [ 58.46 KiB | Viewed 695 times ]

Low Res Map (High res available on roll20
Attachment:
Surprise Round.PNG
Surprise Round.PNG [ 1.37 MiB | Viewed 695 times ]





You have the drop on everyone except Shabbot. Shabbot has a Joker and will be interrupting any attack against her with an Agility roll off. The rest of the NPC's failed and do not know you are there.

Attempts to shoot any of the Crazy 8's adjacent to hostages suffers a -2 Cover bonus. In addition if the shooting die shows a 1 or a 2 (before modifiers) then you will hit a hostage as if using a shot gun.


Faux - So you are not suffering a MAP I am considering this turn 2 for your powers. If you want to have a MAP and consider this turn 1 for invis, then just note it in your post.

Sir William has a Joker so all players gain 1 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


    Thu Mar 22, 2018 5:17 pm
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    They See Me Rollin, Hardin Notice 8, Jane Notice 8, Stealth -1
    Hardin Notice 1d8 (1)
    Wild 1d6 (6)
    Ace! 1d6 (2)

    Jane Notice 1d8+2 = 8 (6) (includes sensor package bonus)

    Stealth 1d4-4 = -2 (2) -2 more because I can't math
    Wild 1d6-4 = 1 (5)


    Riding low on Jane's back and trying to keep to what scant cover is available, Hardin notices an odd shape in the branches of just about the only tree between the 99s and their quarry. He pulls on Jane's reins and gives her a pat, and she replies with a single hoof stomp that he knows to mean she has spotted something, too. What he isn't sure of is whether that something had spotted them back.

    Into his radio, he whispers, "Ahve got a lookout here in the tree. Gonna take 'im outta this 'fore it starts. Y'all hit as many of 'em holdin folks hostage as you can. Our first job is ta separate the people from them crazies."

    With that, Hardin lines up his Judgment Day rifle and controls his breathing. Drawing on his psionic power, he steadies his hands and his mind, and he prepares to give the forthcoming blast a good push with his telepathy. He doesn't understand exactly why that works on energy attacks - maybe the telepathy forms a shell around the laser blast - but he's never questioned it before and ain't gonna start now.

    Next to Jane and a little behind him, the Queen, again in full battle regalia, awaits the beginning of the conflict eagerly.
    Boost Trait Shooting 8, Smite 8
    Boost Trait (Shooting) 1d10 (8)
    Wild 1d6 (1)
    Mega version, - 5 ISP
    Result: +4 die types to Shooting, -1 penalty when Shooting
    Activated as a free action

    Smite 1d10 (3)
    Wild 1d6 (6)
    Ace! 1d6 (2)
    Result: +8 MD, +2 AP
    Mega version, -5 ISP
    Activated as a free action

    With psionic energy burning through his mind and body, Hardin lines up his shot, waits for an exhale, and gives the trigger a gentle squeeze.
    Shooting 13, Hit with a Raise, Headshot
    Shooting 1d12+3 = 12 (9) +2 (Marksman) +2 (3RB) -4 (headshot) +4 (the drop)
    Wild 1d6+3 = 7 (4)

    Damage 38 MD, AP 5
    Damage 3d6+2 = 14 (4, 4, 4) + 1d6 (4) (raise) +8 MD (smite power) +2 (3RB) +2 (Spiffy Hat) +4 (headshot) +4 (the drop) AP 5 (3 from rifle, 2 from push)


    Hardin's shot is a clean one, and all three laser blasts silently punch through the lookout's right eye and out the back of his head. The shot is so precise that the man doesn't even thrash, and his body barely shifts, keeping him in the tree.

    _________________
    Hardin
    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
    Current Ongoing Effects: boost Trait Shooting- d12+3 Shooting, ignore 1 point of penalties (costs 1 ISP/round); exalted Smite on BB6 revolver- +4 MD, +2 AP; -6 to be hit by energy attacks
    ISP: 18/40 (regenerate 1/30 min)
    Charisma: -2 (Half-elves treated as outsiders)
    Wounds: 0/4
    Fatigue: 0/3
    Action Cards: redraw 5 or below
    Bennies: 2/3
      +1 for Q4 post rate
      +1 for posting in Mark V thread
      -1 for extra effort to activate deflection in a well-timed rescue
      -1 for extra effort to shoot the Simvan Mystic in the face
      -1 for extra effort to keep from being dispelled
    Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)
    Robot Horse: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
    • Fighting d8, Notice d8 + 2, Survival d6
    • Pace 12 (Acc/TS 10/50)
    • Parry 6
    • Toughness 20(10) MDC
    • All-Terrain: +2 to Riding checks
    • Sensor Suite (+2 to Notice, power armor sensor package)
    • Kick does Strength + d6 Mega Damage
    • Size +2
    Adventure Cards:
    • 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.
    • 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.
    Character Sheet
    Signature


    Fri Mar 23, 2018 9:30 am
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    Rapid Bolt (1 i.s.p. for range)7 (13M.D.) 5 (21 M.D.), 19 (13 M.D.)to hit
    Rapid Bolt 3d10 (7, 1, 10)
    Psionics Wild 1d6 (1)
    1d6 (4)
    1d6 (3)

    Ace 1d10 (9)
    Bennie one bolt 1d10 (5)
    7 to strike bolt 4d6 (1, 4, 5, 3)
    5 to strike bolt 4d6 (6, 3, 6, 6)
    19 to strike bolt 5d6 (3, 3, 2, 2, 3)


    Arthur stands at the edge of the ridge, peering over it with calm blue eyes. He picks out a small group of the enemy, three of them, and focuses his will. As he manipulates the electromagnetic spectrum the scent of ozone can be detected nearby and suddenly three crackling bolts of electricity fly toward the enemy. Arthur's entire body begins to crackle with electricity (electric aura, free action) as he surveys the damage.

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

    Current Wounds: 1
    Current Bennies: 0
    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


    Fri Mar 23, 2018 9:34 am
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    The mind melter sensing something is about to happen, looks over and begins to move.

    Agility test versus 9 or the Mind Melter will interrupt Hardin
    OOC Comments
    West Mind Melter Danger Sense Notice 1d8-2 = -1 (1) = Fail!
    Benny reroll 1d8-2 = 6 (8)

    If Success Agility 1d6 (6) Ace 1d6+6 = 9 (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


      Fri Mar 23, 2018 12:36 pm
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      Agility 10
      Agility 1d10 (6)
      Wild 1d6 (4)
      Twist of fate: +4 to roll
      -1 EP


      Hardin thinks the scout may have caught sight of him... but Hardin shoots first.

      _________________
      Hardin
      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
      Current Ongoing Effects: boost Trait Shooting- d12+3 Shooting, ignore 1 point of penalties (costs 1 ISP/round); exalted Smite on BB6 revolver- +4 MD, +2 AP; -6 to be hit by energy attacks
      ISP: 18/40 (regenerate 1/30 min)
      Charisma: -2 (Half-elves treated as outsiders)
      Wounds: 0/4
      Fatigue: 0/3
      Action Cards: redraw 5 or below
      Bennies: 2/3
        +1 for Q4 post rate
        +1 for posting in Mark V thread
        -1 for extra effort to activate deflection in a well-timed rescue
        -1 for extra effort to shoot the Simvan Mystic in the face
        -1 for extra effort to keep from being dispelled
      Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)
      Robot Horse: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
      • Fighting d8, Notice d8 + 2, Survival d6
      • Pace 12 (Acc/TS 10/50)
      • Parry 6
      • Toughness 20(10) MDC
      • All-Terrain: +2 to Riding checks
      • Sensor Suite (+2 to Notice, power armor sensor package)
      • Kick does Strength + d6 Mega Damage
      • Size +2
      Adventure Cards:
      • 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.
      • 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.
      Character Sheet
      Signature


      Fri Mar 23, 2018 12:48 pm
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      Rolls
      Speed Roll 1d8 (2) Wild 1d6 (4) (free action)
      Deflection 1d8 (1) Wild 1d6 (1) (free action)
      Quickness 1d8 (8) Wild 1d6 (2) Ace on die 1d8 (4) (action 1 + move towards enemy 16)
      Golden Benny reroll on Deflection 1d8 (3) 1d6 (3)
      Results with Joker - Speed 6, Quickness 14, Deflection 5 - all active
      First attack 11 AP2 Mega 1d12 (9) Wild 1d6 (5) (action 2 - two weapon attack)
      Second attack 7 AP2 Mega 1d12 (5) Wild 1d6 (1) (action 2 - two weapon attack)
      Damage on first attack 14 1d6 (2)+ 2d8 (5, 3)
      Damage on second attack 24 1d6 (6)+ 2d8 (7, 3) Ace 1d6 (4)


      Sir William activates his powers for combat, surrounding himself with shimmering blue energy, then leaps from the APC and sprints impossibly fast at the nearest bandits. Charging his psi-swords to full power, he lashes out at the bandit, carving deep into his armor with both blades. "Yield or die," he yells, glorying in the chance of a good fight.

      _________________
      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


      Sat Mar 24, 2018 7:33 am
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      Rob fires his mini rail gun at the bandit in the driver's seat of the jeep.

      Shooting
      Shooting 1d10 (7) - Wild Die 1d6 (4)
      Damage 2d8+4 = 17 (7, 6) - AP 6

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


      Wed Mar 28, 2018 2:43 am
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      OOC Comments
      Notice 1d6 (1)
      Wild 1d6 (1)


      Leethe sits back in the APC, for the purpose of keeping it ready if it needs to move in. However something has distracted her greatly.

      Leethe hears a voice whisper to her. "You should shoot something with those powerful vehicle weapons. Maybe that giant fuel truck?"

      Leethe responds, "What? There are hostages...."

      The voice continues to whisper to her, "No need to sort the hostages from the bandits if they are all corpses."

      Leethe says, "But we're here to save them not kill them." Leethe looks around her for where the voice is coming from but sees nothing.

      The voice, "You're not going to find me there."

      Leethe, "Where are you? Who are you?"

      The voice just laughs and fades away.

      _________________
      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 28, 2018 9:02 am
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      Benny
      Leethe wrote:
      OOC Comments
      Notice Original post: 1d6 (1)
      Wild Original post: 1d6 (1)


      Leethe sits back in the APC, for the purpose of keeping it ready if it needs to move in. However something has distracted her greatly.

      Leethe hears a voice whisper to her. "You should shoot something with those powerful vehicle weapons. Maybe that giant fuel truck?"

      Leethe responds, "What? There are hostages...."

      The voice continues to whisper to her, "No need to sort the hostages from the bandits if they are all corpses."

      Leethe says, "But we're here to save them not kill them." Leethe looks around her for where the voice is coming from but sees nothing.

      The voice, "You're not going to find me there."

      Leethe, "Where are you? Who are you?"

      The voice just laughs and fades away.

      I like the narrative and how you used my OOC words to give them context, take a benny that will be usable in the next quarter.

      _________________
      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 Mar 28, 2018 9:31 am
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        The mind melter sensing something is about to happen, looks over and begins to move. However long before he can take the actions needed to save his life Hardin’s shot goes through his head removing him from the battle.

        As the lightning races from Arthur it succeeds in striking two of the soldiers standing near the car. The collapse to the ground smoking without so much as a twitch. The cracking pop of the lighting in enough to get attention focused on the group. (A Zapper ignores brain burn on his lightning bolts so no effect there.)

        Throwing down his weapons the bandit begs the cyber-knight. “I only wanted money for my family. Please don’t kill me.” He is completely disarmed and can be sent safely running from the scene.
        The bandit standing next to him sees what Sir William has done and likewise throws down his weapons running away as fast as he can. Yelling over his shoulder as he goes. “I am going straight I promise.”

        As Leethe is so distracted listening to the voice trying so hard to corrupt her, she misses the warning signs on the radar of the returning power armor.

        The queen of fairies seems quite happy as she goes over and dances around the fleeing bandit. As Hardin considers shooting the fleeing bandit she blocks the way and wags her finger at him with a sour look making it clear she thinks he should be allowed to run.

        ******************
        Suddenly out of nowhere a giant t-rex looking monster come running with an armored Simvan riding on it charging at Sir William.
        TheOstrosaurus bites down at the warrior with its giant mouth full of teeth as its rider Shabbat reaches out with her mind blasting the closing heroes with Telekinetic force. The blasts of force miss Hardin and Arthur by inches, but Rob finds himself hit solidly in the chest.

        Mostly misses, But Rob hit with a 12 for 14 Mega damage
        Ostrosaurus Bite
        @Sir William Fighting 1d8-2 = 0 (2) (-2 for deflection)
        Wild 1d6-2 = 2 (4) (-2 for deflection)

        Shabbat Bolt Power in Alphabetical order joker +2 countered by MAP -2
        @Arthur Psionics 1d8 (2)
        @Hardin Psionics 1d8-2 = 2 (4) (-2 for range)
        @Rob Psionics 1d8 (8) + Ace 1d8+8 = 12 (4)
          Damage 3d6+1d6 Raise on attack 4d6 (2, 2, 5, 5)
        Wild Die 1d6 (1)







        Scene 12 Turn 02 - PLAYERS GO FIRST IN WHAT EVER ORDER THEY POST
        The rocking and sounds of explosion get Brison’s attention. Cassidy looks up from the interrogation and smiles. I think your friends have arrived. “Let’s go men time to cull some competition!” Roars out over every come as he says it into his mic.

        Initiative and Map Link
        The map is large enough here is a link instead of just a low res image.
        https://drive.google.com/open?id=1-BewK ... HBPEwgGocS

        Initiative will be players first again then bad guys. Cassidy is on hold and will be interrupting somewhere along the way with Puppet.
        Attachment:
        Turn 02.PNG
        Turn 02.PNG [ 44.56 KiB | Viewed 604 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


          Fri Mar 30, 2018 8:51 am
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          OOC Comments
          Notice 1d8 (8)
          Ace 1d8 (4)
          Wild 1d6 (5)

          Jane 1d8+2 = 8 (6)


          Hardin watches, momentarily in awe, as a dinosaur attacks Sir William. A freaking dinosaur!

          "Well, that's somethin' you sure don't see every day. Bet he chipped a tooth on Sir William; best get 'im off."

          Without dismounting, Hardin lines up another shot, this time at the dinosaur's rider. Maybe if he can dislodge that Simvan, the beast will drop William and retreat... only one way to find out.

          Shooting12, Damage 29 MD, AP 5
          Shooting 1d12+3 = 8 (5) +2 (3RB) +2 (Marksman)
          Wild 1d6+3 = 5 (2)

          Damage 3d6+2 = 7 (1, 2, 2) + 1d6 (6) (raise) + 1d6 (4) (Ace!) +2 (3RB) +2 (Spiffy Hat) +8 (smite) with AP 5 (including smite bonus)

          _________________
          Hardin
          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
          Current Ongoing Effects: boost Trait Shooting- d12+3 Shooting, ignore 1 point of penalties (costs 1 ISP/round); exalted Smite on BB6 revolver- +4 MD, +2 AP; -6 to be hit by energy attacks
          ISP: 18/40 (regenerate 1/30 min)
          Charisma: -2 (Half-elves treated as outsiders)
          Wounds: 0/4
          Fatigue: 0/3
          Action Cards: redraw 5 or below
          Bennies: 2/3
            +1 for Q4 post rate
            +1 for posting in Mark V thread
            -1 for extra effort to activate deflection in a well-timed rescue
            -1 for extra effort to shoot the Simvan Mystic in the face
            -1 for extra effort to keep from being dispelled
          Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)
          Robot Horse: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
          • Fighting d8, Notice d8 + 2, Survival d6
          • Pace 12 (Acc/TS 10/50)
          • Parry 6
          • Toughness 20(10) MDC
          • All-Terrain: +2 to Riding checks
          • Sensor Suite (+2 to Notice, power armor sensor package)
          • Kick does Strength + d6 Mega Damage
          • Size +2
          Adventure Cards:
          • 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.
          • 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.
          Character Sheet
          Signature


          Fri Mar 30, 2018 10:55 am
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          Soak roll take 2 wounds
          Uses 1/2 personal Bennies to Soak some of the 4 wounds
          Vigor 1d10 (6)
          Wild 1d6 (6) Ace 1d6+6 = 10 (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


            Fri Mar 30, 2018 11:05 am
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            Snarls angrily as he sees Rob get pummeled with psychic force. He unleashes a bolt at Shabbat and two more at his Dinosaur mount.

            Rapid Bolt
            Rapid Bolt 1st bolt to Shabbat next two to dinosaur
            4d10 (8, 3, 8, 1)
            Psionics Wild 1d6 (3)
            Damage Bolt 1 (Shabbat) 5d6 (1, 1, 4, 1, 4) raise included

            Damage Bolt 2 (Dino Dan) 5d6 (2, 1, 2, 6, 2) raise included
            Benny damage roll for dino
            5d6 (2, 4, 1, 6, 5)
            Exploding 6 1d6 (1)
            Benny damage roll for Shabbat
            5d6 (2, 2, 6, 4, 1)

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

            Current Wounds: 1
            Current Bennies: 0
            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


            Last edited by Arthur_Bishop on Fri Mar 30, 2018 12:46 pm, edited 2 times in total.



            Fri Mar 30, 2018 11:24 am
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            Posts: 68
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            Rolls
            Attack 1 1d12 (3) wild 1d6 (5)
            Attack 2 1d12 (9) wild 1d6 (2)
            Damage 2d8 (4, 1)+ 1d6 (1) AP6
            Benny damage 2d8 (7, 6)+ 1d6 (3) - enough to Shake the dinosaur
            Assuming the ostrosaurus is Shaken, Sir William will move in to rescue the civilians


            Sir William deftly avoids the dinosaur's bite and, seeing the creature's tough hide, merges his two psi-blades into one. His first strike with the blade misses as the dinosaur's jaws snap at him again, but his second strikes the creature in the shoulder, momentarily knocking it off-balance and allowing him to move like lightning towards the cowering prisoners.

            _________________
            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 Mar 30, 2018 12:14 pm
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            Posts: 21
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            Rob charges towards the T-rex, switching his railgun for his chain greatsword, and slashes at the beast.

            Fighting
            Fighting: (multi action) 1d10-2 = 6 (8) Wild Die: 1d6-2 = 0 (2)
            Damage: (Chain Greatsword - AP 2, Mega Damage, Parry −1)
            1d12+4 = 10 (6) + 2d10 (7, 3)
            Benny Sword Damage 1d12+4 = 15 (11) + 2d10 (6, 1)

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


            Fri Mar 30, 2018 3:35 pm
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            The combined onslaught of Rob's chain sword and Sir William's blades is enough to stun the dinosaur sending it staggering back, but as the chain sword rips giant chunks out of its legs the pain send the creature into a rage as it shakes off the pain in order to seek out its revenge against the metal man that dared attack it.
            GM Benny to Soak Barney's Wound
            Lets see if Barney is able to get a couple more attacks in.
            Vigor 1d10 (10) + Ace 1d10 (9)

            _________________
            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 Mar 30, 2018 4:11 pm
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              Joined: Wed Dec 20, 2017 7:34 am
              Posts: 33
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              Foxx takes a knee next to the APC as the shooting starts. So far, so good, getting to this point, but the enemy even while distracted could turn on her at a moments notice should they figure the magic user was right in their midst. If the door to the APC was open she will peer inside to see if their missing comrade is there. She is glad to see that he is still among the living and being interrogated. As there are three guards inside the APC she strikes out at them with vicious magical power. She brings her hands up to fire a multitude of spells inside the APC, her invisibility spell dropping.


              OOC Comments
              1d6 (1)


              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


              Last edited by Foxx on Sat Mar 31, 2018 9:52 pm, edited 1 time in total.



              Sat Mar 31, 2018 9:32 pm
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              Does Cassidy see Foxx?, Detect Arcane 14, he will see and be able to interrupt Foxx
              Detect Arcana -4
              Psionics 1d10-4 = 6 (10) + Ace 1d10+6 = 14 (8)
              Wild Die 1d6-4 = -3 (1)


              As Foxx looks into the APC, she see Cassidy shouting orders to get people in gear and moving. just the moment when she peeks around he turns and is headed out the very hatch she is looking into!
              "Well, hello. Nice of you to join us. Would you mind just laying down and going to sleep for me?"

              Hypnotic Suggestion - Roll Spirit at -2 or suffer Greater Slumber
              Psionics d10 +2 Joker -2 Multiple Action Penalty.
              Psionics 1d10 (1)
              Wild Die 1d6 (4)

              Benny to Reroll
              Psionics 1d10 (6)
              Wild Die 1d6 (2)

              Benny to Reroll
              Psionics 1d10 (4)
              Wild Die 1d6 (3)

              Benny to Reroll
              Psionics 1d10 (3)
              Wild Die 1d6 (5)



              After using the power, Cassidy never one to take risks runs deep into the vehicle out of sight.



              Any attempt to chase Cassidy would require going through men and gear. Roll strength or Agility -2 (players choice).
              Freeing Brison would require cutting his bonds as an action, but no roll required.

              _________________
              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 Mar 31, 2018 9:51 pm
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                Joined: Wed Dec 20, 2017 7:34 am
                Posts: 33
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                Resist Slumber
                Resist Slumber 1d8-2 = 0 (2)
                wild die 1d6 (2)
                Bennie 1d8 (6)
                wild 1d6 (1)


                Feeling the attempt to put her to sleep, her spell is disrupted. She was biting off a bit more than she could chew and more helping hands will even the odds even by a little. She jumps into the APC and attempts to free Bison with her sword, slashing at his restraints.

                _________________
                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


                Sat Mar 31, 2018 10:04 pm
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                Location: The 99s
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                Notice 7, Shooting 8 and 31 AP 10 vs Dino, Shooting 3 vs Shabbat, Shooting 7 and 28 AP 10 vs Goon in jeep SW of Fuel Truck
                Notice 1d6 (2), 1d6 (5), + 1d6 (4) EE -4 (Penalty) +2 (PA) = 7

                Shooting 1d8 (7) (Sht 1 vs Dinosaur; -2 Autofire, +2 from onboard combat computers and targeting systems), 1d8 (2) (Sht 2 vs vs Shabbat; -2 Autofire, +2 from onboard combat computers and targeting systems), 1d8 (6) (Sht 3 vs goon in jeep SW of the fuel truck; -2 Autofire, +2 from onboard combat computers and targeting systems), 1d6 (2) Wild + 1d6 (1) EE
                2d10+4 = 15 (1, 10)+ 1d10 (10)+ 1d6 (3)+ 1d10 (7) vs Dino, 2d10+4 = 23 (10, 9)+ 1d10 (9) vs goon in jeep


                Screaming onto the scene, L. C. banks hard to come to rest north of the enemy APC. He opens fire on the dino, it's rider, and one of the bandits in a jeep. Hypervelocity shards announce his presence on the field. "L.C. on the field. Lighting up bogeys. Hardin, sitrep?"

                --------------------------------------
                Notice 4, Shooting 3
                Notice 1d6 (2), 1d6 (3)+ 1d6 (1) EE
                Shooting 1d12 (1), 1d6 (3) to shoot whatever gun he finds at the nearest


                Brison is having a bad day. First he gets captured, then interrogated by a mind melter, and now he's finally free. He grabs for any weapon he can find, and runs towards where his Power Armor is currently parked. He will get a parting shot at their boss if he can manage it.

                _________________
                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 Apr 05, 2018 7:38 pm
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                Barney Soak Roll versus L.C. soaked 1 wound using both personal bennies, not worth a GM benny
                Vigor 1d10 (4)
                Wild 1d6 (5)

                Personal Benny 1 of 2 to Reroll
                Vigor 1d10 (2)
                Wild 1d6 (1)

                Personal Benny 2 of 2 to Reroll
                Vigor 1d10 (4)
                Wild 1d6 (6) + Ace 1d6+4 = 5 (1)

                Hardin’s shots on the monstrous creature tear open its skin, but not enough to stop the thing. As it lets out a roar and bites down again at Sir William it misses the Cyber-knight dancing around the monster two quick for it to land a solid blow.
                Arthur lets loose with series of bolts of lightning managing to stun the Simvan mystic and cause her to lose her focus for a moment.
                The combined onslaught of Rob's chain sword and Sir William's blades is enough to stun the dinosaur sending it staggering back, but as the chain sword rips giant chunks out of its legs the pain send the creature into a rage as it shakes off the pain in order to seek out its revenge against the metal man that dared attack it.
                As LC Comes onto the scene the monstrous dinosaur like creature.
                The combined assault of the heroes is enough for the creature to finally topple down is what looks like a slow motion decent, the pain and confusion on its face evident as it tries to understand.
                Foxes spell is disrupted as the real Cassidy tries to remove her from the field all-together.
                The scene is one of chaos as people suddenly burst into motion.

                _________________
                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 Apr 06, 2018 2:41 pm
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                  Shabbat Unshakes
                  Shabbat recover from shaken
                  Spitit 1d10 (2)
                  Wild Die 1d6 (3)
                  Benny to unshake

                  Psionics (Extra Effort second personal benny)
                  Psionics 1d10 (10) + Ace 1d10 (3) + Extra Effort 1d6+13 = 17 (4)
                  Wild Die 1d6 (4)

                  As the rail gun fire shoots past Shabbot her face fills with what looks to be an agony from a well to deep for man to know.
                  As the rage fills her eyes she focuses all of her attention on the ones who killed her best friend, her voice cracking in unnatural ways as she screams. “You die today Human!” Turning her head to the large power armor trooper standing next to her she says. “Avenge my friend and kill these humans.” Her voice so clarion it is as if the thoughts were your own.

                  Rob Hunter Spirit versus 17 or attack allies. If you Fail roll Spirit versus 13 to break free from odious command
                  Make a Spirit roll versus a 17, on a failure you turn and attack your team mates.
                  As per Puppet when receiving this order you automatically get a second breakout for free.
                  Psionics (-1 GM Benny for Extra Effort)
                  Psionics 1d10 (7) + Extra Effort 1d6+7 = 12 (5)
                  Wild 1d6 (4)





                  Suddenly two bandits break from the hostages running for the jeep and toss out the previous driver. Jumping in they take off, one of them driving while the other fires his missile launcher at Jane and her human rider.

                  Dive for Cover at -2. Use the Lower of Hardin's Agility or Riding for both characters or take 31 AP 8 damage
                  Agility versus small MBT Light missile for Jane, and the lower of Agility or Riding for Hardin or take damage
                  Shooting 1d6 (4)

                  Damage 6d6 (5, 1, 5, 4, 6, 5) Ace 1d6+26 = 31 (5) AP 8





                  Three of the bandits move in on Sir William having scene him come into their area they come at him swinging vibro-swords.
                  While he is distracted by their swinging blades Anomaly laughs giggling to himself he suddenly shouts out loud. “Kill the snakemen” and his eyes going wild he comes at you ready to swing his giant chain sword. Sir William is able to move through their blows as if they were standing still.

                  A whole lot of misses
                  Parry 8, Deflection -2, Technological Weapon -2, Gang up +3/2=+1 = 11 to hit.
                  Fighting 1d6 (5)
                  Fighting 1d6 (6) + Ace 1d6+6 = 9 (3)
                  Fighting 1d6 (6) + Ace 1d6+6 = 8 (2)

                  Crazy Activates Deflection
                  Psionics d8 MAP -2
                  Psionics 1d8-2 = 5 (7)
                  Wild Die 1d6-2 = -1 (1)

                  Looses IT





                  Prophet seeing the newcomers are decimating his friends and hearing orders from his boss runs to the back of the APC ready to slice the newcomer in half. Even through his armor, his body language confers that he has complexly lost it! "You leave the boss alone!" he yells as he swings his giant chain sword like an axe and as the first blow misses pulls it back landing solidly on Foxx

                  Foxx is hit for 23 Damage!
                  Fighting d10 +2 Loosing it, -2 MAP for Loosing it = d10
                  Fighting 1d10 (3)
                  Fighintg 1d10 (9)
                  Wild 1d6 (4)

                  Damage 3d10+2 = 23 (3, 9, 9)






                  The remainder of the guards all move into position drawing their weapons and going for the best cover they can find, while they figure out the situation.





                  Mysterious Mind Melter Actions
                  Psionics 1d10 (10) + Ace 1d10+10 = 18 (8)
                  Wild Die 1d6 (4)
                  Raise effect = +10 to secret effect when it matters.


                  The Cassidy Clone jumps in the fuel truck and apparently is getting ready to take off out of here. And perhaps kills the ones who killed his friend.

                  _________________
                  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 Apr 07, 2018 5:49 pm
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                    Turn 03
                    Initiative
                    I am still doing initiative Blocks Shabbat and the Guards will go, then the Players
                    Sir William technically goes before Shabbat, but he is tied up with others so it will not matter.
                    Then all the PC's can go.

                    This was based on the following.
                    OOC Comments
                    Attachment:
                    Initiative.PNG
                    Initiative.PNG [ 125.75 KiB | Viewed 396 times ]


                    Shabbat, focuses her mind and fires a single giant bolt of concentrate force at Arthur, then runs over to the cliff bank hiding for cover.
                    Hits Arthur for 18 Mega Damage
                    (Gains full Cover additional -4 to all attacks, unless moving to perpendicular, combines with Deflection -6 for -10 total)
                    Psionics 1d10 (5)
                    Wild 1d6 (2)

                    Damage 6d6 (5, 1, 1, 4, 4, 3)





                    Two of the guards ride off in their jeep having fired their missle at Hardin and Jane they have no intention of staying here to die.

                    Three three guards ganged up on Sir Williams do not realize they are not able to make solid contact and one of them shouts. "Cut him open, the traitor." as they put everything they have into hitting him.
                    Needed a 7
                    Same as before that came up 11, but going all out will bring it to a 7 with their Wild Attacks and +2 from joker
                    Fighting 1d6 (5)
                    Fighting 1d6 (2)
                    Fighting 1d6 (5)


                    The two guards that ran into the APC take positions one of them firing the weapons turrets at the SAMAS, while the other secures the cockpit door and fires up the APC to move.

                    Hits L.C. for 13 AP 10 Damage
                    Shooting at L.C. Shooting d6, Targeting System +2, Light Rail Guns suffer -2, Joker +2 Size Matters -2
                    Shooting 1d6+0 = 5 (5) Extra Effort (GM BENNY) 1d6+5 = 9 (4)
                    Shooting 1d6+0 = 3 (3)
                    Shooting 1d6+0 = 2 (2)

                    Damage 2d10+4 = 13 (3, 6) + Raise 1d6+13 = 18 (5) AP 10


                    The two guards with Brison and Foxx, see she is pre-ocupied and decide to take Brison down. Shooting him with their Big Man Laser Pistols

                    Brison hit for 7 AP 4 damage and 15 AP 4 damage
                    Shooting d6 +2 joker. (Wilk’s-Remi 136 “Big Man” Laser Pistol (Range 15/30/60, Damage 2d6+1, RoF 1, AP 4))
                    Shooting 1d6+2 = 6 (4)
                    Shooting 1d6+2 = 4 (2)

                    +2 Damage from Joker
                    Damage 2d6+1 = 5 (1, 3) AP 4
                    Damage 2d6+1 = 11 (4, 6) Ace 1d6+11 = 13 (2) AP 4
                    .

                    The remainder of the Guards are going on hold with their Joker to interrupt one of your actions.



                    Players Resolve Damage or Effects Taken, then go

                    _________________
                    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 Apr 07, 2018 6:54 pm
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                      Soak (nope, shaken 1 wound)
                      1d6 (2)
                      Psionics Wild 1d6 (2)

                      Vigor roll to unshake(unshaken)
                      Vigor 1d6 (1)
                      Wild die 1d6 (4) -1 = 3, spending a Benny to unshake

                      Attempt to shut down APC w EMP attack (spending two isp for range)
                      Psionics 1d10 (9)9-4 for vehicle-1 for wound =4
                      Wild die 1d6 (3)


                      Arthur gets hit with a bolt and staggers back a few feet. He spits out a wad of blood and his electric aura crackles angrily. He comes to his senses and sees the APC roar to life. He focuses his energy and shoots a bolt of electromagnetic force at the APC, hitting it.

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

                      Current Wounds: 1
                      Current Bennies: 0
                      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


                      Last edited by Arthur_Bishop on Sun Apr 08, 2018 1:56 pm, edited 7 times in total.



                      Sat Apr 07, 2018 7:47 pm
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                      Rob Hunter Spirit versus 17 or attack allies. If you Fail roll Spirit versus 13 to break free from odious command
                      Make a Spirit roll versus a 17, on a failure you turn and attack your teammates.
                      As per Puppet when receiving this order you automatically get a second breakout for free.
                      Psionics (-1 GM Benny for Extra Effort)
                      Psionics Original post: 1d10 (7) + Extra Effort Original post: 1d6+7 = 12 (5)
                      Wild Original post: 1d6 (4)


                      Rob Hunter is racked with mental and psionic pain as the mind melter tries to take over his mind. He hesitates for a moment struggling to overcome the effects.

                      Spirit Roll
                      Spirit: 1d6 (6) (exploding die 1: 1d6 (6), exploding die 2: 1d6 (4), Extra effort: 1d6 (1) ), Wild Die: 1d6 (1)

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


                      Sat Apr 07, 2018 8:02 pm
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                      Shaken
                      Spending a benny to remove status.


                      Onslaught, spellcasting 10
                      spellcasting 1d8 (4)
                      wild die 1d6 (3)
                      Bennie 1d8 (6)
                      wild 1d6 (1)

                      Damage: 6d6 (2, 5, 1, 3, 5, 5)
                      1d8 (4)
                      1d6 (5)


                      Fauxalyn went in to save their companion and suddenly she is beset by a humanoid beast. She remembers the briefing that this group had crazies in it. No doubt this is one of them and he is determined to save his boss. She feels a twinge of pain as his sword blows manage to penetrate her defenses. Then with a snap of the blade, she deflects the last blow opening up for her a chance to retaliate.

                      "Ah, are you worried about your boss?" She purrs with a dark voice. "I shall be extra gentle with; just as gentle as he was to the women and children he murdered!" She lifts up one hand a brilliant orb of magic forming, only to be swallowed by swirling shadows as she fires her most bolt of magic at Prophet.

                      Current Magical State
                      PE: 56/25, Active spells: Armor (mega)

                      _________________
                      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 Mon Apr 09, 2018 4:56 am, edited 2 times in total.



                      Sun Apr 08, 2018 8:58 am
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                      Hardin Notice 3, Jane Notice 12, Riding 15
                      Hardin Notice 1d8 (1)
                      Wild 1d6 (3)

                      Jane Notice 1d8+2 = 7 (5) (includes sensory package) +2 (Awareness from Detection and Security Array)
                      Wild 1d6+2 = 8 (6)
                      Ace! 1d6 (2)

                      Riding to Avoid Damage 1d6+3 = 4 (1) (includes +2 bonus from Jane and +1 from saddle)
                      Wild 1d6+3 = 9 (6)
                      Ace! 1d6 (6)
                      Ace again! 1d6 (3)


                      Hardin guides Jane to ably dance out of the way of the incoming missile, and he gives the retreating bandits a glare. He's half tempted to blow a wheel or two off their vehicle, but Queen is in the way again giving him a stern look. Well, fine. He'd rather shoot that Simvan mystic anyway.

                      Now that his target isn't quite so high in the air and riding a rampaging dino, Hardin figures he'll be a mite easier to hit. As quick as breathing, he lines up his rifle, centers the Simvan in his sights, and fires another psionically aided pulse of energy.
                      Shooting 14, Headshot, 35 MD with AP 5 Damage
                      Shooting 1d12+3 = 12 (9) +2 (Marksman) +2 (3RB) -4 (headshot)
                      Wild 1d6+3 = 4 (1)
                      EE, because that Simvan is ridiculously hard to hit. See post below.

                      Damage 3d6+2 = 16 (6, 5, 3) + 1d6 (3) (ignore this result from a raise on Shooting that didn't happen) + 1d6 (3) (Ace!) + 2 (3RB) +2 (Spiffy Hat) +8 MD (push/smite) +4 (headshot) = 38 MD with AP 5

                      The pulse-blast takes the target right in the face. I think yer done fer the day, there, friend, Hardin thinks to himself with satisfaction.

                      Wary of the other combatants entering the fray, Hardin thinks it prudent to go ahead and activate his energy resistance before someone gets the bright idea to put a laser between his eyes.
                      Psionics 6
                      Psionics to activate deflection as a free action, mega version 1d10 (3)
                      Wild 1d6 (2)
                      Extra Effort 1d6 (3)
                      -4 ISP
                      -1 benny
                      Hardin is at -6 to be hit with energy attacks


                      L.C. wrote:
                      Notice 7, Shooting 8 and 31 AP 10 vs Dino, Shooting 3 vs Shabbat, Shooting 7 and 28 AP 10 vs Goon in jeep SW of Fuel Truck
                      Notice Original post: 1d6 (2), Original post: 1d6 (5), +Original post: 1d6 (4) EE -4 (Penalty) +2 (PA) = 7

                      Shooting Original post: 1d8 (7) (Sht 1 vs Dinosaur; -2 Autofire, +2 from onboard combat computers and targeting systems), Original post: 1d8 (2) (Sht 2 vs vs Shabbat; -2 Autofire, +2 from onboard combat computers and targeting systems), Original post: 1d8 (6) (Sht 3 vs goon in jeep SW of the fuel truck; -2 Autofire, +2 from onboard combat computers and targeting systems), Original post: 1d6 (2) Wild + Original post: 1d6 (1) EE
                      Original post: 2d10+4 = 15 (1, 10)+Original post: 1d10 (10)+Original post: 1d6 (3)+Original post: 1d10 (7) vs Dino, Original post: 2d10+4 = 23 (10, 9)+Original post: 1d10 (9) vs goon in jeep


                      Screaming onto the scene, L. C. banks hard to come to rest north of the enemy APC. He opens fire on the dino, it's rider, and one of the bandits in a jeep. Hypervelocity shards announce his presence on the field. "L.C. on the field. Lighting up bogeys. Hardin, sitrep?"


                      "Nice of you to join us, there, Sargento! Situation is yer attache Brison got himself picked up by a mind melter, the Crazy 8s over there got hostages, an' we are workin' to separate them from the civilians with extreme prejudice." He works the lever on his Remington to accentuate the word "prejudice".

                      _________________
                      Hardin
                      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
                      Current Ongoing Effects: boost Trait Shooting- d12+3 Shooting, ignore 1 point of penalties (costs 1 ISP/round); exalted Smite on BB6 revolver- +4 MD, +2 AP; -6 to be hit by energy attacks
                      ISP: 18/40 (regenerate 1/30 min)
                      Charisma: -2 (Half-elves treated as outsiders)
                      Wounds: 0/4
                      Fatigue: 0/3
                      Action Cards: redraw 5 or below
                      Bennies: 2/3
                        +1 for Q4 post rate
                        +1 for posting in Mark V thread
                        -1 for extra effort to activate deflection in a well-timed rescue
                        -1 for extra effort to shoot the Simvan Mystic in the face
                        -1 for extra effort to keep from being dispelled
                      Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)
                      Robot Horse: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
                      • Fighting d8, Notice d8 + 2, Survival d6
                      • Pace 12 (Acc/TS 10/50)
                      • Parry 6
                      • Toughness 20(10) MDC
                      • All-Terrain: +2 to Riding checks
                      • Sensor Suite (+2 to Notice, power armor sensor package)
                      • Kick does Strength + d6 Mega Damage
                      • Size +2
                      Adventure Cards:
                      • 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.
                      • 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.
                      Character Sheet
                      Signature


                      Mon Apr 09, 2018 4:32 am
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                      (carried from above)
                      Extra Effort on Shooting
                      For some reason I can't seem to add another die roll to the above post, so I'm doing it here. Come on, EE! 1d6 (2)

                      _________________
                      Hardin
                      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
                      Current Ongoing Effects: boost Trait Shooting- d12+3 Shooting, ignore 1 point of penalties (costs 1 ISP/round); exalted Smite on BB6 revolver- +4 MD, +2 AP; -6 to be hit by energy attacks
                      ISP: 18/40 (regenerate 1/30 min)
                      Charisma: -2 (Half-elves treated as outsiders)
                      Wounds: 0/4
                      Fatigue: 0/3
                      Action Cards: redraw 5 or below
                      Bennies: 2/3
                        +1 for Q4 post rate
                        +1 for posting in Mark V thread
                        -1 for extra effort to activate deflection in a well-timed rescue
                        -1 for extra effort to shoot the Simvan Mystic in the face
                        -1 for extra effort to keep from being dispelled
                      Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)
                      Robot Horse: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
                      • Fighting d8, Notice d8 + 2, Survival d6
                      • Pace 12 (Acc/TS 10/50)
                      • Parry 6
                      • Toughness 20(10) MDC
                      • All-Terrain: +2 to Riding checks
                      • Sensor Suite (+2 to Notice, power armor sensor package)
                      • Kick does Strength + d6 Mega Damage
                      • Size +2
                      Adventure Cards:
                      • 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.
                      • 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.
                      Character Sheet
                      Signature


                      Mon Apr 09, 2018 8:33 am
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                      OOC Comments
                      Let's give it a shot.

                      Shabbat Vigor Roll versus 5 wounds. (Costs GM benny, as she used all hers)
                      Vigor 1d10 (4)
                      Vigor Wild 1d6 (2)

                      Incapacitation Roll
                      Vigor 1d10-3 = 5 (8)
                      Vigor Wild 1d6-3 = 3 (6) + Ace 1d6+3 = 4 (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


                        Mon Apr 09, 2018 9:13 am
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                        Rolls
                        First attack on Anomaly 1d12 (11) Wild 1d6 (4)
                        Second attack on Anomaly 1d12 (11) Wild 1d6 (5)
                        Damage on Anomaly - assuming 11 hits
                        First attack - 23 DMG 1d6 (6)+ 2d8 (6, 7) Ace on d6 1d6 (4) AP2 Mega
                        Second attack - 17 DMG 1d6 (6)+ 2d8 (4, 3) Ace on d6 1d6 (4) AP2 Mega
                        First attack on a guard 1d12 (2) Wild 1d6 (5)
                        Second attack on a guard 1d12 (3) Wild 1d6 (5)
                        Damage from first attack on guard 16 2d8 (8, 2)+ 1d6 (4) AP2 Mega Ace on d8 1d8 (1) Ace on d6 1d6 (1)
                        Damage from second attack on guard 19 2d8 (2, 8)+ 1d6 (6) AP2 Mega Ace on d8 1d8 (3)


                        Sir William laughs aloud. "At last, a worthy fight!" he yells, slashing his Psi-Swords at the crazy and carving glowing gashes into Anomaly's armor. Even before Anomaly's body strikes the ground, he spins and strikes with a low-high combination, taking down one of the guards and pivoting to face the two survivors. "Your comrades back there made the choice to leave - perhaps you should consider doing the same."

                        _________________
                        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 Apr 09, 2018 12:49 pm
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                        Notice 4 Psionics Crit Fail
                        Notice 1d6 (4)
                        Wild 1d6 (4)

                        Psionics 1d10 (1)
                        Wild 1d6 (1)


                        Leethe sees that they are getting ready to break for it. She goes to use her psionics to open up an exalted telepathy with the group to let everyone know and her psionic back fire on her. in her mind, a million wires strike her causing her to scream out in pain and aungish. leethe screams out in the real world in such a way that it is disturbing, the scream reinforced with psychic energy.


                        OOC Comments
                        the psychic scream hits everyone in a large burst template around her. which is noone at the moment. She is shaken.

                        _________________
                        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 Apr 19, 2018 4:55 pm, edited 1 time in total.



                        Tue Apr 10, 2018 6:58 am
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                        Leethe
                        Edit in a sentence of how the brain burn affects you more than the scream, such as the nature of the feedback and you may have a benny.



                        I will post after L.C. or Friday the 13th whichever comes first

                        _________________
                        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 Apr 10, 2018 5:48 pm
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                          Rob switches back to his mini railgun and then activates his jump jets. He blasts forward moving towards the Jeep and takes aim at the closest bandit, who is behind the Jeep and opens fire at him.

                          Shooting
                          Shooting (-2 for switching weapons, +2 to ranged with my power armor) 1d10 (9) Wild Die: 1d6 (2)
                          Damage (AP6): 2d8+4 = 16

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


                          Sat Apr 14, 2018 5:24 pm
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                          L.C.
                          Soaked 1 wound, Notice 5, Shooting 6, 17 AP 6 damage to three bandits
                          Soak - 13 vs 6 - Shaken + 1 wound
                          Vigor (Soak) 1d6 (2), 1d6 (2) reroll 1d6 (2), 1d6 (6)+ 1d6 (4)
                          Notice 1d6 (5), 1d6 (5)
                          Shooting 1d8 (2), 1d6 (1) + 1d6 (4) EE = 6
                          5d6 (1, 5, 5, 3, 3) AP 6


                          LC zooms up behind the enemy APC with its open door. He sees Foxx's and Brison's predicament. He drops to the earth and fires one of his missiles, the one that is high explosive. He uses his loudspeaker and radio at the same time."Danger close Foxx! Drew, get your ass airborne!" Not a second later, the area to Foxx's right is engulfed in flame and shrapnel.

                          ------

                          Brison, for his part, makes for his power armor.

                          Soak 1 wound
                          11 vs 7(2) - Shaken + 1 wound
                          Soak 1d6 (5), 1d6 (5) +2 (Elan)

                          _________________
                          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 Apr 14, 2018 5:40 pm
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                          Rob then moves up to the front of the Jeep for some cover and blasts the next bandit, behind the one he just eliminated.

                          Shooting
                          Shooting (+2 ranged) 1d10+2 = 10 (8) Wild Die: 1d6 (6)
                          Damage (AP 6): 2d8+4 = 17

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


                          Sat Apr 14, 2018 5:45 pm
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                          Both Bandits drop like flies from the well timed attacks. Shooting into melee is normally very risky, but when your ally is a Cyber-knight there is very little worry of hitting him.

                          Initiative
                          Attachment:
                          Initiative.PNG
                          Initiative.PNG [ 76.18 KiB | Viewed 144 times ]


                          Using 2 days guideline on initiative blocks.


                          The move and flow of the battle is such that things are getting clustered as the bandits begin considering if they need to run or not.
                          OOC Comments
                          Leadership Spirit die for Cassidy 1d10 (6)
                          Wild 1d6 (3)

                          But their spirits are raised when they hear the boss shouting orders. Yeah these bastards caught them by surprise, but now they are about to find out the hard way why you do not mess with The 1st Apocalyptic Calvary!

                          having found a safe place to hold an unseen adversary, makes a run for more cover and sends out a field of disruptive energy attempting to break the arcane powers of the two psionic masters. Suddenly all their arcane devices sputter out failing completely, as the very powers they themselves are trying to maintain are likewise disrupted.
                          Mind Melter Exalted Dispel 6 versus Hardin, Jane, and Arthur, all arcane items stop working
                          Exalted Dispel, +2 Mentalist, -2 Multiple Action Penlaty = 1d10
                          Psionic 1d10 (1)
                            Benny to reroll, no need to both fail and Brain Burn himself
                            Psionics 1d10 (2)
                                Benny to reroll, no need to both fail and Brain Burn himself
                                Psionics 1d10 (6)
                            Last try Benny to reroll, no need to both fail and Brain Burn himself
                            Psionics 1d10 (6)
                          Mind Melter Attack; Hits Arthur for 15 and 8. hits Hardin for 7
                          Psionics 1d10, -2 MAP
                          Then he changes the nature of his power as he releases a series of telekenetic bolts at the psionic characters.

                          First 2 at Arthur
                          Psionics 1d10 (10) + Ace 1d10+10 = 20 (10) + Ace 1d10+20 = 30 (10) For a Damage of 3d6 (1, 5, 5) + Raise 1d6 (4)
                          Psionics 1d10 (7) For a Damage of 3d6 (4, 1, 3)

                          Second 2 at Hardin
                          Psionics 1d10 (2) For a Damage of 3d6 (1, 4, 3)
                          Psionics 1d10 (5) + Extra Effort 1d6+5 = 6 (1) For a Damage of 3d6 (2, 1, 4)
                          .

                          After launching his volley of disappointing attacks the Mind melter skulks off back to his cover.

                          The Bandit next to Sr William drops his weapons and begs for mercy. "Please don't kill me. Take me prisoner..."


                          Meanwhile the many bandits near Foxx circle around coming in on her ready to slice her to ribbons with their vibro blades. As they attack into her rolling into and out of her reach, suddenly an explosion happens right behind the bandits and three of them are simply missing from the battle field.

                          Bandits Hit Foxx Twice hit for 13 AP 4 and 24 AP 4 respectively with their vibro Blades
                          Fighting d6 +3 Gang up Bonus, +2 Wild attacks, -2 MAP for the guy who ran
                          Fighting 1d6+5 = 11 (6) Hit + Raise = 3d6 (5, 4, 4) = 13 AP 4
                          Fighting 1d6+5 = 10 (5) Hit + Raise = 3d6 (6, 5, 4) Ace 1d6+15 = 21 (6) + Ace 1d6+21 = 24 (3) AP 4
                          Fighting 1d6+3 = 5 (2) Hit = 2d6 (2, 1) AP 4
                          Fourth Bandit could not get close enough
                          .


                          The three bandits under cover know they cannot possibly hurt a suit of power armor. Having spent the time to aim and get a perfect shot in they all three fire at Hardin. The question arises will their shots bend in mid flight of will they eliminate the old cowboy.

                          bandit Shooting Hardin
                          Shooting d6, Aim +2, Range -2, = d6. DOES NOT INCLUDE HARDIN'S DEFLECTION AS THAT MAY OR MAY NOT BE WORKING
                          Shooting 1d6 (3)
                          Shooting 1d6 (3)
                          Shooting 1d6 (4) + Hits if Hardin's powers collapse for 2d6+1 = 5 (3, 1) AP 2 damage
                          .

                          _________________
                          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 Apr 14, 2018 6:15 pm
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                            Resist Psionics
                            ]Psionics 1d10 (8)
                            Psionics Wild 1d6 (5)
                            Extra Effort 1d6 (3)

                            Spend a benny to Soak
                            Vigor 1d6 (5)
                            Wild Die 1d6 (1)


                            Arthur's electrical field becomes diminished, almost extinguishing before he grits his teeth and it flares back to it's full force, spark's shooting off of it. He takes another psionic blast but it does not seem to affect him.

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

                            Current Wounds: 1
                            Current Bennies: 0
                            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


                            Last edited by Arthur_Bishop on Sun Apr 15, 2018 2:28 pm, edited 3 times in total.



                            Sat Apr 14, 2018 7:09 pm
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                            Psionics to Resist 8
                            Psionics 1d10 (1)
                            Wild 1d6 (3)
                            Extra Effort 1d6 (5)

                            _________________
                            Hardin
                            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
                            Current Ongoing Effects: boost Trait Shooting- d12+3 Shooting, ignore 1 point of penalties (costs 1 ISP/round); exalted Smite on BB6 revolver- +4 MD, +2 AP; -6 to be hit by energy attacks
                            ISP: 18/40 (regenerate 1/30 min)
                            Charisma: -2 (Half-elves treated as outsiders)
                            Wounds: 0/4
                            Fatigue: 0/3
                            Action Cards: redraw 5 or below
                            Bennies: 2/3
                              +1 for Q4 post rate
                              +1 for posting in Mark V thread
                              -1 for extra effort to activate deflection in a well-timed rescue
                              -1 for extra effort to shoot the Simvan Mystic in the face
                              -1 for extra effort to keep from being dispelled
                            Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)
                            Robot Horse: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
                            • Fighting d8, Notice d8 + 2, Survival d6
                            • Pace 12 (Acc/TS 10/50)
                            • Parry 6
                            • Toughness 20(10) MDC
                            • All-Terrain: +2 to Riding checks
                            • Sensor Suite (+2 to Notice, power armor sensor package)
                            • Kick does Strength + d6 Mega Damage
                            • Size +2
                            Adventure Cards:
                            • 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.
                            • 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.
                            Character Sheet
                            Signature


                            Sat Apr 14, 2018 8:00 pm
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                            Shaken
                            Using Benny to resolve shaken

                            Withdrawing from close combat
                            +2 to parry

                            Foxx whistles under her mask at the devastation the missiles brings as three of the bandits are rendered down to mush. That just lives the two and they are giving her pure hell. Her spell did nothing to the beserk bandit attacking her and with the other made for uneven odds against her favor. Hopefully, Brison used his time wisely as it was now time for her to fall back. "L.C. I need more heavy support on these two."

                            Snapping her sword back and forth defensively she made her way back around the APC, hopefully giving LC nice big target. If Brison was dressed for the occasion, him too. She only needed a few seconds to cast a spell and become invisible again.


                            Current Magical State
                            PE: 56/25, Active spells: Armor (mega)

                            _________________
                            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 Apr 15, 2018 7:34 am
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                            Attack on withdrawing Magi = Fails
                            Prophet's free attack on Foxx's withdrawal
                            Crazy done gone and went berzerk +2
                            Fighting 1d10+2 = 4 (2)

                            Bandit's free attack on Foxx's withdrawal
                            Fighting 1d6 (3)


                            The fuel truck that was fired up just a moment ago suddenly races forward and with incredible speed tries to smash into the jeep Rob is hiding behind and run over Rob. Meanwhile the pilot smiling with an evil all his own looks over at Hardin and Arthur sending forth a wave of crippling psionic energy agains disrupting your powers.

                            Rob Agility versus 13 or be knocked down and take 14 Heavy AP 8 damage and be knocked prone, Hardin and Arthur a second Dispel for 8 this time.
                            Driving d8, -2 MAP = Agility Contest roll to avoid
                            Driving 1d8-2 = 6 (8) + Ace 1d8+6 = 13 (7)
                            Wild Die 1d6-2 = 3 (5)
                              Damage 2d6 (4, 6) + Ace 1d6 (4) AP 8 Heavy Damage

                            Exalted Dispel d10, -2 MAP, +2 Mind Melter = 1d10
                            Psionics 1d10-2 = 5 (7) Opps Mind melter +2 should have brought this up to normal roll
                            Wild Die 1d6-2 = 3 (5)
                              1 or 2 Personal Benny to reroll
                              Psionics 1d10-2 = 6 (8)
                              Wild Die 1d6-2 = 3 (5)
                                2 or 2 Personal Benny to reroll
                                Psionics 1d10 (7)
                                Wild Die 1d6 (4)


                            Everyone else gets 2 days for initiative blocks, then Cassidy
                            .

                            _________________
                            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 Apr 15, 2018 5:41 pm
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                              Resist Dispel (7)

                              Psionics 1d10 (5) -1 for wound

                              Wild die 1d6 (6) -1 for wound
                              Ace! 1d6 (3) -1 for wound


                              Arthur grits his teeth as another dispel hits him. His electrical aura flickers and then vanishes.

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

                              Current Wounds: 1
                              Current Bennies: 0
                              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


                              Sun Apr 15, 2018 6:23 pm
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                              Rob yells back towards Arthur "Look out! The fuel truck!" and attempts to jump out of the way of the collision with the Jeep.

                              Agility
                              Agility (d10): 1d10 (8) Wild Die: 1d6 (2)


                              Rob fails at maneuvering out of the way and is knocked over from the collision with the Jeep. He regains his composure and attempts to stand and get back into the fight.

                              Shaken Spirit Roll
                              Spirit Roll: 1d6 (6) Wild Die: 1d6 (2)


                              He activates his jump jets to regain is footing and also moves to the side of the fuel truck to get a better shot. Rob takes aim at the driver and opens fire, fully automatic, with his mini rail gun. A smile creeps across Rob's face as he sees images of robot humanoids.

                              Shooting
                              Shooting (+2 ranged, -2 full auto): 4d10 (1, 6, 10, 10) Wild Die: 1d6 (1)
                              Benny for reroll on Shot 1: 1d10 (8)
                              Shot 3 Exploding Die: 1d10 (7)
                              Shot 4 Exploding Die: 1d10 (9)

                              Damage rolls:
                              Shot 1: 2d8+4 = 11 + raise 1d6 (4)
                              Shot 2: 2d8+4 = 9
                              Shot 3: 2d8+4 = 15 + raise 1d6 (5)
                              Shot 3: 2d8+4 = 18 + raise 1d6 (2)


                              Critical Fail
                              Shot 1 was actually a critical failure due to the wild die.
                              Crit Fail Table roll (best of 2): 2d6 (4, 5)

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


                              Last edited by Rob_Hunter on Sun Apr 15, 2018 9:13 pm, edited 1 time in total.



                              Sun Apr 15, 2018 7:36 pm
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                              Has the railgun lights up the driver of the fuel truck some of the stray rounds hit the truck itself and it's precious payload. A chain reaction of explosions begin setting off as barrels of exploding material start launching in each direction.
                              Rob hunter is hit for 23 damage, 3 civilians are potentially put to death
                              The truck Explorer self explodes as a large burst template affecting the occupant and everybody within 3 inches of the truck 3d10 (5, 7, 9)

                              Meanwhile barrels go rock hunting off of it exploding in a medium burst template each.
                              1 Deviation clock 1d12 (6) for 1d10 (6) inches for 2d10 (2, 6) mega damage

                              2 Deviation clock 1d12 (3) for 1d10 (3) inches for 2d10 (7, 3) mega damage

                              3 Deviation clock 1d12 (9) for 1d10 (6) inches for 2d10 (10, 6) Ace 1d10+16 = 23 (7) mega damage

                              4 Deviation clock 1d12 (6) for 1d10 (9) inches for 2d10 (1, 5) mega damage

                              5 Deviation clock 1d12 (2) for 1d10 (6) inches for 2d10 (1, 2) mega damage

                              6 Deviation clock 1d12 (11) for 1d10 (9) inches for 2d10 (5, 5) mega damage

                              7 Deviation clock 1d12 (11) for 1d10 (1) inches for 2d10 (2, 9) mega damage

                              8 Deviation clock 1d12 (7) for 1d10 (6) inches for 2d10 (4, 10) mega damage



                              Arthur can Roll a Psionics roll with a -2 MAP to save the three civilians
                              Attachment:
                              fiery explosion.jpg
                              fiery explosion.jpg [ 814.8 KiB | Viewed 71 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


                                Sun Apr 15, 2018 9:05 pm
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                                Arthur lets loose a trio of lightning bolts which smash into the cab of the fuel truck. To his horror, the entire truck starts to go up in flames and he moves as quickly as he can through the burning wreckage, almost tripping as he's blinded by the smoke his clothes aflame. A moment before the fuel tanks touch off he reaches his hands forward and a white band of electrical energy comes off of him like a wave, knocking the three hostages out of range of the hungry flames.

                                Rapid Bolt
                                Bolt 1 1d10 (8) -4 Damage 4d6 (2, 6, 2, 5) 15 Explode 1d6 (5) 20 Total
                                Bolt 2 1d10 (9) -4 Damage 4d6 (2, 5, 5, 1) 13
                                Bolt 3 1d10 (9) -4 Damage 4d6 (2, 4, 2, 1) 9
                                Wild Die 1d6 (5) -4

                                Save the hostages
                                1d10 (6)Psionics (-2 for MAP -1 for wound)
                                Extra effort 1d6 (4)
                                1d6 (4) (-2 for MAP -1 for wound)

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

                                Current Wounds: 1
                                Current Bennies: 0
                                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


                                Sun Apr 15, 2018 9:11 pm
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                                Hardin Notice 6, Resist Dispel 9, Jane Notice 8
                                Hardin Notice 1d8 (6)
                                Wild 1d6 (1)

                                Psionics to resist dispel 1d10 (9)
                                Wild 1d6 (4)

                                Jane Notice 1d8+4 = 8 (4) (Includes Sensory array and Expanded Detection and Security Array)
                                Wild 1d6 (3)


                                Hardin feels his Judgment Day rifle go dead in his hands and sighs. L.C. was right: turning off his arcane weaponry is an annoying trick.

                                Slinging his rifle on his back, he draws his Big Bore Revolver from its holster and looks for someone to point it at.
                                Quick Draw
                                Drawing the weapon is a free action. I don't know if slinging the rifle would be.


                                Movement
                                To be determined, but he's going to ride Jane up to 12" to get himself within 8" of something worth shooting. If he can tell where the mind melter is hiding, he'll shoot at him first.


                                Lining up the big revolver, Hardin decides to give the round a little extra push with his mind.
                                Psionics for Smite 6
                                Push (Smite) 1d10 (7) -1 (for maintaining boost Trait (Shooting))
                                Wild 1d6 (3) -1
                                Mega Version
                                -5 ISP
                                Activated as a free action


                                He notices an enemy engaged with Sir William. Thinking to himself that Sir William's talents are better spent on tougher targets, Hardin decides to "clear the air" for his Cyber-Knight companion and pulls the trigger.
                                Shooting 11
                                Shooting 1d12+3 = 9 (6)
                                Wild 1d12+3 = 11 (8)


                                Damage 28 MD with AP 2 and Knockdown of 11 for Opposed Strength Roll
                                Regardless of damage, Hardin's target must roll Strength against his Shooting roll or be pushed back 1" (for the raise on Shooting) and knocked prone (rules here: http://savagerifts.com/sr/viewtopic.php?f=19&t=1800&p=26710#p26705)

                                Damage 2d6+4 = 13 (4, 5) MD + 1d6 (6) (raise on Shooting) + 1d6 (5) (ace!) +4 (from Smite) with 2 AP (from smite) = 28 MD with AP 2

                                _________________
                                Hardin
                                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
                                Current Ongoing Effects: boost Trait Shooting- d12+3 Shooting, ignore 1 point of penalties (costs 1 ISP/round); exalted Smite on BB6 revolver- +4 MD, +2 AP; -6 to be hit by energy attacks
                                ISP: 18/40 (regenerate 1/30 min)
                                Charisma: -2 (Half-elves treated as outsiders)
                                Wounds: 0/4
                                Fatigue: 0/3
                                Action Cards: redraw 5 or below
                                Bennies: 2/3
                                  +1 for Q4 post rate
                                  +1 for posting in Mark V thread
                                  -1 for extra effort to activate deflection in a well-timed rescue
                                  -1 for extra effort to shoot the Simvan Mystic in the face
                                  -1 for extra effort to keep from being dispelled
                                Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)
                                Robot Horse: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
                                • Fighting d8, Notice d8 + 2, Survival d6
                                • Pace 12 (Acc/TS 10/50)
                                • Parry 6
                                • Toughness 20(10) MDC
                                • All-Terrain: +2 to Riding checks
                                • Sensor Suite (+2 to Notice, power armor sensor package)
                                • Kick does Strength + d6 Mega Damage
                                • Size +2
                                Adventure Cards:
                                • 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.
                                • 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.
                                Character Sheet
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                                Tue Apr 17, 2018 9:18 am
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                                Rolls
                                First attack 1d12 (4) Wild 1d6 (6) Ace on Wild 1d6 (6) Second Ace 1d6 (1)
                                Second attack 1d12 (3) Wild 1d6 (2)
                                Third attack 1d12 (12) Wild 1d6 (1) Ace on Fighting 1d12 (8)
                                Fourth attack 1d12 (5) Wild 1d6 (1)

                                Damage on First Attack 9 2d6 (1, 4)+ 2d8 (3, 2) (assuming a raise)
                                Damage on Third Attack 28 2d6 (4, 3)+ 2d8 (8, 6) (assuming a raise) Ace on d8 1d8 (7)
                                Damage on Fourth Attack (if 5 hits Parry) 10 1d6 (2)+ 2d8 (2, 6)
                                All damage AP2


                                "Get clear," Sir William yells to the civilians, sprinting towards the APC to engage Prophet. A flurry of attacks deliver a couple of solid blows, and then one crushing strike with the right-hand blade that rams into Prophet's guts.

                                _________________
                                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 Apr 17, 2018 10:55 am
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                                Prophet does not realize in time that someone is behind him until alerted by the Cyber-Knight.
                                Turning to face the warrior he is out matched as three swift strike penetrate his defenses. Staggering he raises his chain sword ready to cut the Cyber-Knight in half, but has no chance as he is sliced cleanly is half.

                                OOC Comments
                                Berserk and All out Attack reduced Parry to 3
                                Soak Strike for 28 damage inflicting 4 wounds
                                Soak 1d10 (1)
                                Wild Die 1d6 (6) + Ace 1d6+6 = 7 (1)
                                Final Attempt to Soak
                                Soak 1d10 (2)
                                Wild Die 1d6 (4)

                                So 6 total wounds


                                edit, did not realize character had activate quickness.

                                _________________
                                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 Apr 17, 2018 2:29 pm
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                                  notice 11
                                  notice 1d6 (4)
                                  wild 1d6 (6)
                                  ace wild 1d6 (5)

                                  benny spent to unshake


                                  in leethe’s mind, she is being assualted by millions of wires. at the heart of them is a metal tear shaped object. leethe opens her eyes and looks at the tear. A strange sensation over comes her as she tells tge tear, “No.”

                                  Leethe sudden stops screaming as she unshakes. she hits the button for the radio, “they are getting ready to pull out guys.” she perpares theapc to move out so she can intercept the other apc if it moves.

                                  _________________
                                  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:


                                  Thu Apr 19, 2018 4:47 pm
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                                  Some Dice and Stuff, Exalted Dispel on APC and Foxx was a 10
                                  Sorry L.C. I could not wait for the rest of the team.
                                  Some Dice and Stuff

                                  Psionics d10+2, -2 for MAP = d10
                                  ED Foxx & APC 1d10 (8)
                                  ED Foxx & APC Wild 1d6 (6) + Ace 1d6+6 = 10 (4)

                                  Mysterious 1d10 (6)
                                  Wild Mysterious 1d6 (5)

                                  APC Shooting Rob
                                  Shooting 1d6 (1)

                                  APC Shooting L.C.
                                  Shooting 1d6 (2)


                                  Suddenly there is a burst of psionic energy from the top port of the vehicle as the APC fires back to life and the weapons swing around to shoot at Rob and L.C.. But to no avail as the shots miss them completely. Then over the loud speak can be heard the words of the Crazy 8's in the pilots compartment. "We surrender, please, please. We surrender." With those words the rest of the Crazy 8's throw down their weapons and put their arms in the air.
                                  The refugees close enough to the soldier who surrendered in the middle of the camp quickly look at each other and like rapid wolves they jump on him beating him and kicking him however they can.

                                  As you start to look around you notice there is no sign of Cassidy or the other Mind Melter.

                                  _________________
                                  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 Apr 20, 2018 5:44 pm
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                                    Arthur runs to the nearest hostages, trying his best to free them while still warily looking for any hostiles.

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

                                    Current Wounds: 1
                                    Current Bennies: 0
                                    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


                                    Fri Apr 20, 2018 9:38 pm
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