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 13 A Race for Safety 
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As L.C. flies onto the scene he sees the two APC’s already beginning to roll out. The littered remains of the fallen bandits and the much of their equipment remained on the ground as the heroes were forced to flee rather than sort and acquire the goods needed at leisure. With the Coalition only a seconds behind you, you know the terrain will be essentially in dodging them and getting out of here.



Escaping the coalition will be a Dramatic Task with the following adjustment.
You are at a penalty of -2 (was -8, but you are leaving on turn 3, so reduced the difficulty by -6), quite simply the Enemy has amazing range, the ability to spread out and ignore many of the terrains difficulties.
To escape the enemy each APC (and L.C. if he does not board) needs to accumulate 5 successes. However many turns that takes unless they make it to 5 successes first.
(L.C. if you have them open the hatch you may land in the APC walk in and close the hatch as just a thing. If you stay outside on your own, you will have to roll to accumulate 5 successes also.)

But all hope is not lost! Those not piloting the APC, can use their talents to slow, inhibit or otherwise mislead the enemy.
Each of you may choose one of the following two options.
  • Roll an appropriate skill with a narrative saying how you help. Each success and raise adds +1 to the Driving/Piloting rolls of the escapees (no maximum).
    • Example: Survival to Help with Navigation
    • Whatever else you come up with that will help.

Or
  • Roll an appropriate skill with a narrative saying how you help. Each success and raise subtracts 1 from the enemies roll to capture you (no maximum).
    • Example: Spellcasting or Shooting to help with delaying tactics (uses 2d6 Power Points or 3d6 Ammunition)
    • Whatever else you come up with that will help.



What enemy roll you ask?
Nash and the Bastards are hot on your heels and directing the attack. Between himself, the Mechanized patrol and the powerful unit of Mind Melter counter psionics they have a good chance of catching you.
The enemy will be making a Command -2 roll every Turn also (he will spend bennies). For each success and raise he will close the distance. If he acquires 5 before the heroes he will catch up to you, and you will be in a giant battle. The percentage of the force he can bring to bear will be 20% per success/raise he has over your total. The remainder of his force will arrive 20% at a time in in 1d6 round increments.
But there is a Catch, your rolls are all performed first and Nash's roll comes at the end! That is right I get to see your result so I will know if spending my bennies matters.



PLEASE INCLUDE IN YOUR POST WHICH VEHICLE YOU ARE IN.

_________________
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 May 15, 2018 9:50 am
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    Notes: The pursuers are an appropriate dramatic distance. Do not worry about damage rolls or precise mechanics. Instead focus on narrative.

    _________________
    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 May 15, 2018 10:08 am
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      Joined: Mon Jan 29, 2018 6:54 pm
      Posts: 55
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      Arthur sits on a bench near a port. He slides it open and peers out, seeing the enemy fast approaching. He grits his teeth and reaches out with his mind to manipulate the electromagnetic spectrum

      Psionic Interference 12
      Spending 4 ISP for +2 bonus per Major Psionics
      1d10 (4) -2 due to dramatic task, -1 due to injury +2 for 4 I.S.P.
      1d6 (1) -2 due to dramatic task, -1 due to injury +2 for 4 I.S.P.
      Spending an EP for a Benny for Extra Effort viewtopic.php?f=23&t=1853&p=35691#p35691
      1d6 (6)
      Explode
      1d6 (3)
      I.S.P. Spent 2d6 (4, 3)


      He focuses and closes his eyes calling forth his inner strength, but all he is capable of creating are a few sparks that impotently shoot out of the ground, not even worthy of the enemies notice. Just as it looks as if he has failed, electricity flares from his fingertips, sending ball lightning at the pursuing bots, which causes their sensory equipment to go awry, and static intermittently breaks up their radios.

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

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


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


      Edges
      Improved Electrical Aura (from being human): Complex See TLPG
      Rapid Lightning Bolt (From Major Hindrance): Gains RoF 3 with electrical attack.
      Scrounger (From HJ Roll): Once per session may find some useful tool or resource (see TLPG forexamples)
      Connections: Black Market (From HJ Roll): May make a Streetwise roll to find a contact followed by a Persuasion roll to gain resources.
      Major Psionic (From IF): May spend 2 ISP for +1 to Psionics roll or 4 ISP for +2 to Psionics roll
      Charismatic (From advance): The character gains +2 Charisma
      Epiphany. Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session. (Traded with Hardin, currently using for driving)


      Last edited by Arthur_Bishop on Thu May 17, 2018 2:58 pm, edited 1 time in total.



      Tue May 15, 2018 8:47 pm
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      OOC Comments
      I will consider this a -3 to the attackers roll


      PS: I really like the way you included the failure bursting into a success from the use of a benny. I wish I saw that more often, it fits the narrative style of PBP and I do not think I have ever done it myself.

      _________________
      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 May 16, 2018 7:07 am
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        Driving 3
        Driving 1d6 (3)
        Wild 1d6 (2)
        EE (borrowing a Benny from Jane. Good horse, Jane!) 1d6 (2)
        -2


        Hardin attempts to point out hazards as Brison drives, as a good navigator should. Being a bit inexperienced with the role, however, he just turns into a side-seat driver.

        Looking back at the weapons control panel wistfully, Hardin thinks Maybe I should just stick to shootin'.

        _________________
        Hardin and Jane
        Hardin a Half-Elf Psi-Slinger
        Parry: 5
        Toughness: 15(6)
        Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
        Attributes: Agility d10, Smarts d10, Spirit d8, Strength d6, Vigor d8
        Skills: Fighting d6, Shooting d10, Riding d6 + 2, Notice d8, Psionics d10, Survival d6, Intimidate d6 + 3
        Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
        Charisma: -2 (Half-elves treated as outsiders)
        Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)
        Adventure Cards:
        • Riled up. Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
        • Bullseye! Play after damage is rolled to double the total of a successful ranged attack.

        Jane a Bandito Arms Robot Mustang
        Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
        Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
        Pace: 12 (Acc/TS 10/50)
        Parry: 6
        Toughness: 20(10) MDC
        Notes/Special Features:
        • All-Terrain: +2 to Riding checks
        • Sensor Suite (+2 to Notice, power armor sensor package)
        • Kick does Strength + d6 Mega Damage
        • Size +2
        • Brave/Fearless
        • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
        • Extraction (Agility roll to break off from melee without giving a free attack)
        • Nano-Repair System
        Hardin Character Sheet
        Jane Character Sheet
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        Wed May 16, 2018 8:18 am
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        Shooting 3
        1d8 (1) Wild 1d6 (3)


        From the inside of the commandeered APC, Sir William aims and fires his NG-L5 laser rifle at the pursuing Coalition forces, but his shots go wide. "Perhaps I can persuade them to veer off," he thinks. "Clearly shooting at them is not going to help much."

        _________________
        Sir William Mahan
        Character Name: Sir William Mahan
        Parry:8, Toughness: 14(8), -2 to hit vs tech
        ISP: 6 /20
        • Speed: Double pace
        • Deflection: -2 to hit ranged and melee
        • Quickness: Act twice
        • Healing: Remove 1 wound
        Bennies: 3
        • 3 starting
        Combat Edges:
        • Combat Sense - 1/2 gang-up bonus
        • Two-Fisted - attack with both hands, no penalty
        • Ambidextrous - no off-hand penalty
        • First Strike - pre-empt opponent moving into melee 1/round
        • Frenzy - one extra melee attack, -2 to all attacks
        • Champion: +2 damage and toughness vs supernatural evil


        Wed May 16, 2018 1:47 pm
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        Rob jumps into the 99's APC and doffs his armor as quickly as he can.

        "We're in a tight spot here guys!" he says as he gathers his personal weapons. "This one is gonna be close!"

        Rob locks and loads his side arm and stuffs all the extra ammo he has into his pockets and belt. He rushes over to the nearest gun port and opens it looking for targets. In the distance he sees an entire contingent of coalition forces, giant robots and all, approaching from several directions.

        "These god damned robots," rob mutters to himself, "they always know where to find me."

        Knowing that he can't inflict very much damage at all with this weapon at this range, Rob instead decides to aim for the enemies sensors and optics systems in an attempt to trip them up and slow them down.

        "Take this you Coalition robot ball hogs!" Rob screams out the port between shots.

        Shooting
        Shooting (-2 dramatic task): 1d10-2 = 5 (7) Wild Die (-2 dramatic task): 1d6-2 = 4 (6) Wild Die Explosion: 1d6 (1)
        Ammo Spent: 3d6 = 12

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


        Wed May 16, 2018 4:27 pm
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        Driving (Base 5)
        Driving Test, -2 penalty.
        Ace +2 bonus
        team mate actions bonus ?
        Driving 1d8 (5)
        Wild 1d6 (5)


        With everyone aboard, Leethe gets the 99's Mark V APC rolling.

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


        Sat May 19, 2018 11:31 am
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