12 A Well Timed Rescue

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Ndreare
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12 A Well Timed Rescue

Post by Ndreare »

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)
Initiative Ambush Round.PNG
Low Res Map (High res available on roll20
Surprise Round.PNG


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
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Hardin
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Re: 12 A Well Timed Rescue

Post by Hardin »

They See Me Rollin, Hardin Notice 8, Jane Notice 8, Stealth -1
Hardin Notice [dice]0[/dice]
Wild [dice]1[/dice]
Ace! [dice]3[/dice]

Jane Notice [dice]2[/dice] (includes sensor package bonus)

Stealth [dice]13[/dice] -2 more because I can't math
Wild [dice]14[/dice]
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) [dice]4[/dice]
Wild [dice]5[/dice]
Mega version, - 5 ISP
Result: +4 die types to Shooting, -1 penalty when Shooting
Activated as a free action

Smite [dice]6[/dice]
Wild [dice]7[/dice]
Ace! [dice]8[/dice]
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 [dice]9[/dice] +2 (Marksman) +2 (3RB) -4 (headshot) +4 (the drop)
Wild [dice]10[/dice]
Damage 38 MD, AP 5
Damage [dice]11[/dice] +[dice]12[/dice] (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 and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 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)

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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Arthur_Bishop
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Re: 12 A Well Timed Rescue

Post by Arthur_Bishop »

Rapid Bolt (1 i.s.p. for range)7 (13M.D.) 5 (21 M.D.), 19 (13 M.D.)to hit
Rapid Bolt [dice]2[/dice]
Psionics Wild [dice]0[/dice]
[dice]1[/dice]
[dice]3[/dice]

Ace [dice]4[/dice]
Bennie one bolt [dice]5[/dice]
7 to strike bolt [dice]6[/dice]
5 to strike bolt [dice]7[/dice]
19 to strike bolt [dice]8[/dice]
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: 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)
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Ndreare
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Re: 12 A Well Timed Rescue

Post by Ndreare »

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 [dice]0[/dice] = Fail!
Benny reroll [dice]3[/dice]

If Success Agility [dice]1[/dice] Ace [dice]2[/dice]
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Hardin
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Re: 12 A Well Timed Rescue

Post by Hardin »

Agility 10
Agility [dice]0[/dice]
Wild [dice]1[/dice]
Twist of fate: +4 to roll
-1 EP
Hardin thinks the scout may have caught sight of him... but Hardin shoots first.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 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)

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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Miles RAD Radoslav
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Re: 12 A Well Timed Rescue

Post by Miles RAD Radoslav »

Rolls
Speed Roll [dice]0[/dice] Wild[dice]1[/dice] (free action)
Deflection [dice]2[/dice] Wild [dice]3[/dice] (free action)
Quickness [dice]4[/dice] Wild [dice]5[/dice] Ace on die [dice]6[/dice] (action 1 + move towards enemy 16)
Golden Benny reroll on Deflection [dice]7[/dice] [dice]8[/dice]
Results with Joker - Speed 6, Quickness 14, Deflection 5 - all active
First attack 11 AP2 Mega [dice]9[/dice] Wild [dice]10[/dice] (action 2 - two weapon attack)
Second attack 7 AP2 Mega [dice]11[/dice] Wild [dice]12[/dice] (action 2 - two weapon attack)
Damage on first attack 14 [dice]13[/dice]+[dice]14[/dice]
Damage on second attack 24 [dice]15[/dice]+[dice]16[/dice] Ace [dice]17[/dice]
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.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
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Rob Hunter
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Re: 12 A Well Timed Rescue

Post by Rob Hunter »

Rob fires his mini rail gun at the bandit in the driver's seat of the jeep.
Shooting
Shooting [dice]0[/dice] - Wild Die [dice]1[/dice]
Damage [dice]2[/dice] - AP 6
"Robots, why did it have to be robots..."
Rob Hunter, M.A.R.S. Power Armor Pilot
Rob Hunter, Human, M.A.R.S. Super Trooper Power Armor Pilot
Pace: 7; Parry: 8; Toughness: 19(10)
Combat-Relevant Edges & Abilities:
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for fring from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting atack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls
Wounds: 1/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
  • Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
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Leethe
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Re: 12 A Well Timed Rescue

Post by Leethe »

OOC Comments
Notice [dice]0[/dice]
Wild [dice]1[/dice]
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.
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
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Ndreare
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Re: 12 A Well Timed Rescue

Post by Ndreare »

Benny
Leethe wrote:
OOC Comments
Notice [dice]32607:0[/dice]
Wild [dice]32607:1[/dice]
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.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Ndreare
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: 12 A Well Timed Rescue

Post by Ndreare »

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 [dice]0[/dice] (-2 for deflection)
Wild [dice]1[/dice] (-2 for deflection)

Shabbat Bolt Power in Alphabetical order joker +2 countered by MAP -2
@Arthur Psionics [dice]2[/dice]
@Hardin Psionics [dice]3[/dice] (-2 for range)
@Rob Psionics [dice]4[/dice] + Ace [dice]5[/dice]
  • Damage 3d6+1d6 Raise on attack [dice]7[/dice]
Wild Die [dice]6[/dice]


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.
Turn 02.PNG
.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Hardin
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Re: 12 A Well Timed Rescue

Post by Hardin »

OOC Comments
Notice [dice]0[/dice]
Ace [dice]7[/dice]
Wild [dice]1[/dice]

Jane [dice]2[/dice]
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 [dice]4[/dice] +2 (3RB) +2 (Marksman)
Wild [dice]3[/dice]

Damage [dice]5[/dice] +[dice]6[/dice] (raise) + [dice]8[/dice] (Ace!) +2 (3RB) +2 (Spiffy Hat) +8 (smite) with AP 5 (including smite bonus)
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 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)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
Signature
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Ndreare
Savage Siri
Posts: 4410
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Location: Skagit County, Washington
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Re: 12 A Well Timed Rescue

Post by Ndreare »

Soak roll take 2 wounds
Uses 1/2 personal Bennies to Soak some of the 4 wounds
Vigor [dice]0[/dice]
Wild [dice]1[/dice] Ace [dice]2[/dice]
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Arthur_Bishop
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Re: 12 A Well Timed Rescue

Post by Arthur_Bishop »

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
[dice]0[/dice]
Psionics Wild [dice]1[/dice]
Damage Bolt 1 (Shabbat) [dice]2[/dice] raise included

Damage Bolt 2 (Dino Dan) [dice]3[/dice] raise included
Benny damage roll for dino
[dice]4[/dice]
Exploding 6 [dice]5[/dice]
Benny damage roll for Shabbat
[dice]6[/dice]
Last edited by Arthur_Bishop on Fri Mar 30, 2018 12:46 pm, edited 2 times in total.
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)
User avatar
Miles RAD Radoslav
Posts: 244
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Re: 12 A Well Timed Rescue

Post by Miles RAD Radoslav »

Rolls
Attack 1 [dice]0[/dice] wild [dice]1[/dice]
Attack 2 [dice]2[/dice] wild [dice]3[/dice]
Damage [dice]4[/dice]+[dice]5[/dice] AP6
Benny damage [dice]6[/dice]+[dice]7[/dice] - 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.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
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Rob Hunter
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Posts: 54
Joined: Mon Feb 12, 2018 1:28 am

Re: 12 A Well Timed Rescue

Post by Rob Hunter »

Rob charges towards the T-rex, switching his railgun for his chain greatsword, and slashes at the beast.
Fighting
Fighting: (multi action) [dice]0[/dice] Wild Die: [dice]1[/dice]
Damage: (Chain Greatsword - AP 2, Mega Damage, Parry −1)
[dice]2[/dice] + [dice]3[/dice]
Benny Sword Damage [dice]4[/dice] + [dice]5[/dice]
"Robots, why did it have to be robots..."
Rob Hunter, M.A.R.S. Power Armor Pilot
Rob Hunter, Human, M.A.R.S. Super Trooper Power Armor Pilot
Pace: 7; Parry: 8; Toughness: 19(10)
Combat-Relevant Edges & Abilities:
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for fring from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting atack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls
Wounds: 1/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
  • Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
Edit Signature
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: 12 A Well Timed Rescue

Post by Ndreare »

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 [dice]0[/dice] + Ace [dice]1[/dice]
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Foxx
Posts: 73
Joined: Wed Dec 20, 2017 7:34 am

Re: 12 A Well Timed Rescue

Post by Foxx »

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
[dice]0[/dice]
Current Magical State
PE: 60/25, Active spells: Armor (mega), Invisibility(mega) 3 (1/round)
Last edited by Foxx on Sat Mar 31, 2018 9:52 pm, edited 1 time in total.
Fauxalyn Norquinal
Character Name: Fauxalyn, Foxx
Parry: 5; Toughness: 5, Armor: 12 (+7), Spell & Armor: 22 (+7 & +10)
PP: 65/25
Wound -1, Soul Wound
  • Ley Line Magic Master
  • Ley Line Rejuvenation
  • Ley Line Sense
  • Ley Line Transmission
  • Ley Line Walking
  • Ley Line Observation Sphere
  • Ley Line Phasing
Bennies: 2

Edges:
  • Improved Rapid Recharge
  • Danger Sense
  • Linguist

Powers

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

Legendary Trait:
  • World of Badass - Wild dice now 1d8
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 12 A Well Timed Rescue

Post by Ndreare »

Does Cassidy see Foxx?, Detect Arcane 14, he will see and be able to interrupt Foxx
Detect Arcana -4
Psionics [dice]0[/dice] + Ace [dice]2[/dice]
Wild Die [dice]1[/dice]
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 [dice]3[/dice]
Wild Die [dice]4[/dice]

Benny to Reroll
Psionics [dice]5[/dice]
Wild Die [dice]6[/dice]

Benny to Reroll
Psionics [dice]7[/dice]
Wild Die [dice]8[/dice]

Benny to Reroll
Psionics [dice]9[/dice]
Wild Die [dice]10[/dice]

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.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Foxx
Posts: 73
Joined: Wed Dec 20, 2017 7:34 am

Re: 12 A Well Timed Rescue

Post by Foxx »

Resist Slumber
Resist Slumber [dice]0[/dice]
wild die [dice]1[/dice]
Bennie [dice]2[/dice]
wild [dice]3[/dice]
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: 65/25
Wound -1, Soul Wound
  • Ley Line Magic Master
  • Ley Line Rejuvenation
  • Ley Line Sense
  • Ley Line Transmission
  • Ley Line Walking
  • Ley Line Observation Sphere
  • Ley Line Phasing
Bennies: 2

Edges:
  • Improved Rapid Recharge
  • Danger Sense
  • Linguist

Powers

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

Legendary Trait:
  • World of Badass - Wild dice now 1d8
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Kaja Earthblooded
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Location: Korvosa

Re: 12 A Well Timed Rescue

Post by Kaja Earthblooded »

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 [dice]0[/dice], [dice]1[/dice], +[dice]2[/dice] EE -4 (Penalty) +2 (PA) = 7

Shooting [dice]3[/dice] (Sht 1 vs Dinosaur; -2 Autofire, +2 from onboard combat computers and targeting systems), [dice]4[/dice] (Sht 2 vs vs Shabbat; -2 Autofire, +2 from onboard combat computers and targeting systems), [dice]5[/dice] (Sht 3 vs goon in jeep SW of the fuel truck; -2 Autofire, +2 from onboard combat computers and targeting systems), [dice]6[/dice] Wild + [dice]7[/dice] EE
[dice]8[/dice]+[dice]11[/dice]+[dice]9[/dice]+[dice]13[/dice] vs Dino, [dice]10[/dice]+[dice]12[/dice] 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 [dice]14[/dice], [dice]15[/dice]+[dice]16[/dice] EE
Shooting [dice]17[/dice], [dice]18[/dice] 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.
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
Benny/Conviction/Wound/Fatigue/PP Tracking
Ludwig, Guard Boar
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Ndreare
Savage Siri
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: 12 A Well Timed Rescue

Post by Ndreare »

Barney Soak Roll versus L.C. soaked 1 wound using both personal bennies, not worth a GM benny
Vigor [dice]0[/dice]
Wild [dice]1[/dice]

Personal Benny 1 of 2 to Reroll
Vigor [dice]2[/dice]
Wild [dice]3[/dice]

Personal Benny 2 of 2 to Reroll
Vigor [dice]4[/dice]
Wild [dice]5[/dice] + Ace [dice]6[/dice]
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.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 12 A Well Timed Rescue

Post by Ndreare »

Shabbat Unshakes
Shabbat recover from shaken
Spitit [dice]0[/dice]
Wild Die [dice]1[/dice]
Benny to unshake

Psionics (Extra Effort second personal benny)
Psionics [dice]2[/dice] + Ace [dice]4[/dice] + Extra Effort [dice]5[/dice]
Wild Die [dice]3[/dice]
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 [dice]6[/dice] + Extra Effort [dice]8[/dice]
Wild [dice]7[/dice]

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 [dice]9[/dice]

Damage [dice]10[/dice] Ace [dice]11[/dice] 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 [dice]12[/dice]
Fighting [dice]13[/dice] + Ace [dice]17[/dice]
Fighting [dice]14[/dice] + Ace [dice]18[/dice]

Crazy Activates Deflection
Psionics d8 MAP -2
Psionics [dice]15[/dice]
Wild Die [dice]16[/dice]

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 [dice]19[/dice]
Fighintg [dice]20[/dice]
Wild [dice]21[/dice]

Damage [dice]22[/dice]

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 [dice]23[/dice] + Ace [dice]25[/dice]
Wild Die [dice]24[/dice]
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.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 12 A Well Timed Rescue

Post by Ndreare »

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
Initiative.PNG
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 [dice]0[/dice]
Wild [dice]1[/dice]

Damage [dice]2[/dice]

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 [dice]3[/dice]
Fighting [dice]4[/dice]
Fighting [dice]5[/dice]
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 [dice]6[/dice] Extra Effort (GM BENNY) [dice]10[/dice]
Shooting [dice]7[/dice]
Shooting [dice]8[/dice]

Damage [dice]9[/dice] + Raise [dice]11[/dice] 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 [dice]12[/dice]
Shooting [dice]13[/dice]

+2 Damage from Joker
Damage [dice]14[/dice] AP 4
Damage [dice]15[/dice] Ace [dice]16[/dice] 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
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Arthur_Bishop
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Posts: 54
Joined: Mon Jan 29, 2018 6:54 pm

Re: 12 A Well Timed Rescue

Post by Arthur_Bishop »

Soak (nope, shaken 1 wound)
[dice]0[/dice]
Psionics Wild [dice]1[/dice]
Vigor roll to unshake(unshaken)
Vigor [dice]2[/dice]
Wild die [dice]3[/dice] -1 = 3, spending a Benny to unshake
Attempt to shut down APC w EMP attack (spending two isp for range)
Psionics [dice]4[/dice]9-4 for vehicle-1 for wound =4
Wild die [dice]5[/dice]
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.
Last edited by Arthur_Bishop on Sun Apr 08, 2018 1:56 pm, edited 7 times in total.
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)
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Rob Hunter
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Posts: 54
Joined: Mon Feb 12, 2018 1:28 am

Re: 12 A Well Timed Rescue

Post by Rob Hunter »

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 [dice]33568:6[/dice] + Extra Effort [dice]33568:8[/dice]
Wild [dice]33568:7[/dice]
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: [dice]0[/dice] (exploding die 1: [dice]2[/dice], exploding die 2: [dice]3[/dice], Extra effort: [dice]4[/dice] ), Wild Die: [dice]1[/dice]
"Robots, why did it have to be robots..."
Rob Hunter, M.A.R.S. Power Armor Pilot
Rob Hunter, Human, M.A.R.S. Super Trooper Power Armor Pilot
Pace: 7; Parry: 8; Toughness: 19(10)
Combat-Relevant Edges & Abilities:
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for fring from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting atack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls
Wounds: 1/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
  • Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
Edit Signature
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Foxx
Posts: 73
Joined: Wed Dec 20, 2017 7:34 am

Re: 12 A Well Timed Rescue

Post by Foxx »

Shaken
Spending a benny to remove status.
Onslaught, spellcasting 10
spellcasting [dice]2[/dice]
wild die [dice]3[/dice]
Bennie [dice]5[/dice]
wild [dice]6[/dice]

Damage: [dice]4[/dice]
[dice]0[/dice]
[dice]1[/dice]
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)
Last edited by Foxx on Mon Apr 09, 2018 4:56 am, edited 2 times in total.
Fauxalyn Norquinal
Character Name: Fauxalyn, Foxx
Parry: 5; Toughness: 5, Armor: 12 (+7), Spell & Armor: 22 (+7 & +10)
PP: 65/25
Wound -1, Soul Wound
  • Ley Line Magic Master
  • Ley Line Rejuvenation
  • Ley Line Sense
  • Ley Line Transmission
  • Ley Line Walking
  • Ley Line Observation Sphere
  • Ley Line Phasing
Bennies: 2

Edges:
  • Improved Rapid Recharge
  • Danger Sense
  • Linguist

Powers

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

Legendary Trait:
  • World of Badass - Wild dice now 1d8
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Hardin
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Re: 12 A Well Timed Rescue

Post by Hardin »

Hardin Notice 3, Jane Notice 12, Riding 15
Hardin Notice [dice]0[/dice]
Wild [dice]1[/dice]

Jane Notice [dice]2[/dice] (includes sensory package) +2 (Awareness from Detection and Security Array)
Wild [dice]3[/dice]
Ace! [dice]6[/dice]

Riding to Avoid Damage [dice]4[/dice] (includes +2 bonus from Jane and +1 from saddle)
Wild [dice]5[/dice]
Ace! [dice]7[/dice]
Ace again! [dice]8[/dice]
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 [dice]10[/dice] +2 (Marksman) +2 (3RB) -4 (headshot)
Wild [dice]11[/dice]
EE, because that Simvan is ridiculously hard to hit. See post below.

Damage [dice]9[/dice] + [dice]12[/dice] (ignore this result from a raise on Shooting that didn't happen) + [dice]13[/dice] (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[dice]14[/dice]
Wild [dice]15[/dice]
Extra Effort [dice]16[/dice]
-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 [dice]33475:0[/dice], [dice]33475:1[/dice], +[dice]33475:2[/dice] EE -4 (Penalty) +2 (PA) = 7

Shooting [dice]33475:3[/dice] (Sht 1 vs Dinosaur; -2 Autofire, +2 from onboard combat computers and targeting systems), [dice]33475:4[/dice] (Sht 2 vs vs Shabbat; -2 Autofire, +2 from onboard combat computers and targeting systems), [dice]33475:5[/dice] (Sht 3 vs goon in jeep SW of the fuel truck; -2 Autofire, +2 from onboard combat computers and targeting systems), [dice]33475:6[/dice] Wild + [dice]33475:7[/dice] EE
[dice]33475:8[/dice]+[dice]33475:11[/dice]+[dice]33475:9[/dice]+[dice]33475:13[/dice] vs Dino, [dice]33475:10[/dice]+[dice]33475:12[/dice] 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 and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 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)

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
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Jane Character Sheet
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Re: 12 A Well Timed Rescue

Post by Hardin »

(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! [dice]0[/dice]
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 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)

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
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Jane Character Sheet
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Ndreare
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Re: 12 A Well Timed Rescue

Post by Ndreare »

OOC Comments
Let's give it a shot.

Shabbat Vigor Roll versus 5 wounds. (Costs GM benny, as she used all hers)
Vigor [dice]0[/dice]
Vigor Wild [dice]1[/dice]

Incapacitation Roll
Vigor [dice]2[/dice]
Vigor Wild [dice]3[/dice] + Ace [dice]4[/dice]
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Miles RAD Radoslav
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Re: 12 A Well Timed Rescue

Post by Miles RAD Radoslav »

Rolls
First attack on Anomaly [dice]0[/dice] Wild [dice]1[/dice]
Second attack on Anomaly [dice]2[/dice] Wild [dice]3[/dice]
Damage on Anomaly - assuming 11 hits
First attack - 23 DMG [dice]4[/dice]+[dice]5[/dice] Ace on d6 [dice]8[/dice] AP2 Mega
Second attack - 17 DMG [dice]6[/dice]+[dice]7[/dice] Ace on d6 [dice]9[/dice] AP2 Mega
First attack on a guard [dice]10[/dice] Wild [dice]11[/dice]
Second attack on a guard [dice]12[/dice] Wild [dice]13[/dice]
Damage from first attack on guard 16 [dice]14[/dice]+[dice]15[/dice] AP2 Mega Ace on d8 [dice]19[/dice] Ace on d6 [dice]20[/dice]
Damage from second attack on guard 19 [dice]16[/dice]+[dice]17[/dice] AP2 Mega Ace on d8 [dice]18[/dice]
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."
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
Leethe
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Re: 12 A Well Timed Rescue

Post by Leethe »

Notice 4 Psionics Crit Fail
Notice [dice]0[/dice]
Wild [dice]1[/dice]

Psionics [dice]2[/dice]
Wild [dice]3[/dice]
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.
Last edited by Leethe on Thu Apr 19, 2018 4:55 pm, edited 1 time in total.
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
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Re: 12 A Well Timed Rescue

Post by Ndreare »

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
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: 12 A Well Timed Rescue

Post by Rob Hunter »

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) [dice]0[/dice] Wild Die: [dice]1[/dice]
Damage (AP6): 2
"Robots, why did it have to be robots..."
Rob Hunter, M.A.R.S. Power Armor Pilot
Rob Hunter, Human, M.A.R.S. Super Trooper Power Armor Pilot
Pace: 7; Parry: 8; Toughness: 19(10)
Combat-Relevant Edges & Abilities:
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for fring from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting atack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls
Wounds: 1/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
  • Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
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Kaja Earthblooded
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Re: 12 A Well Timed Rescue

Post by Kaja Earthblooded »

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) [dice]0[/dice], [dice]1[/dice] reroll [dice]4[/dice], [dice]5[/dice]+[dice]6[/dice]
Notice [dice]2[/dice], [dice]3[/dice]
Shooting [dice]9[/dice], [dice]10[/dice] +[dice]11[/dice] EE = 6
[dice]12[/dice] 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 [dice]7[/dice], [dice]8[/dice] +2 (Elan)
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
Benny/Conviction/Wound/Fatigue/PP Tracking
Ludwig, Guard Boar
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Re: 12 A Well Timed Rescue

Post by Rob Hunter »

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) [dice]0[/dice] Wild Die:[dice]1[/dice]
Damage (AP 6): 2
"Robots, why did it have to be robots..."
Rob Hunter, M.A.R.S. Power Armor Pilot
Rob Hunter, Human, M.A.R.S. Super Trooper Power Armor Pilot
Pace: 7; Parry: 8; Toughness: 19(10)
Combat-Relevant Edges & Abilities:
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for fring from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting atack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls
Wounds: 1/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
  • Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
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Re: 12 A Well Timed Rescue

Post by Ndreare »

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
Initiative.PNG
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 [dice]0[/dice]
Wild [dice]1[/dice]
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 [dice]2[/dice]
  • Benny to reroll, no need to both fail and Brain Burn himself
    Psionics [dice]3[/dice]
      • Benny to reroll, no need to both fail and Brain Burn himself
        Psionics [dice]4[/dice]
    Last try Benny to reroll, no need to both fail and Brain Burn himself
    Psionics [dice]5[/dice]
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 [dice]6[/dice] + Ace [dice]10[/dice] + Ace [dice]11[/dice] For a Damage of [dice]13[/dice] + Raise [dice]17[/dice]
Psionics [dice]7[/dice] For a Damage of [dice]14[/dice]

Second 2 at Hardin
Psionics [dice]8[/dice] For a Damage of [dice]15[/dice]
Psionics [dice]9[/dice] + Extra Effort [dice]12[/dice] For a Damage of [dice]16[/dice]
.
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 [dice]20[/dice] Hit + Raise = [dice]21[/dice] = 13 AP 4
Fighting [dice]18[/dice] Hit + Raise = [dice]22[/dice] Ace [dice]24[/dice] + Ace [dice]25[/dice] AP 4
Fighting [dice]19[/dice] Hit = [dice]23[/dice] 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 [dice]26[/dice]
Shooting [dice]27[/dice]
Shooting [dice]28[/dice] + Hits if Hardin's powers collapse for [dice]29[/dice] AP 2 damage
.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Arthur_Bishop
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Re: 12 A Well Timed Rescue

Post by Arthur_Bishop »

Resist Psionics
]Psionics [dice]0[/dice]
Psionics Wild [dice]1[/dice]
Extra Effort [dice]4[/dice]
Spend a benny to Soak
Vigor [dice]2[/dice]
Wild Die [dice]3[/dice]
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.
Last edited by Arthur_Bishop on Sun Apr 15, 2018 2:28 pm, edited 3 times in total.
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)
User avatar
Hardin
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Re: 12 A Well Timed Rescue

Post by Hardin »

Psionics to Resist 8
Psionics [dice]0[/dice]
Wild [dice]1[/dice]
Extra Effort [dice]2[/dice]
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 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)

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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Foxx
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Re: 12 A Well Timed Rescue

Post by Foxx »

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: 65/25
Wound -1, Soul Wound
  • Ley Line Magic Master
  • Ley Line Rejuvenation
  • Ley Line Sense
  • Ley Line Transmission
  • Ley Line Walking
  • Ley Line Observation Sphere
  • Ley Line Phasing
Bennies: 2

Edges:
  • Improved Rapid Recharge
  • Danger Sense
  • Linguist

Powers

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

Legendary Trait:
  • World of Badass - Wild dice now 1d8
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Re: 12 A Well Timed Rescue

Post by Ndreare »

Attack on withdrawing Magi = Fails
Prophet's free attack on Foxx's withdrawal
Crazy done gone and went berzerk +2
Fighting [dice]0[/dice]

Bandit's free attack on Foxx's withdrawal
Fighting [dice]1[/dice]
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 [dice]2[/dice] + Ace [dice]6[/dice]
Wild Die [dice]3[/dice]
  • Damage [dice]11[/dice] + Ace [dice]12[/dice] AP 8 Heavy Damage
Exalted Dispel d10, -2 MAP, +2 Mind Melter = 1d10
Psionics [dice]4[/dice] Opps Mind melter +2 should have brought this up to normal roll
Wild Die [dice]5[/dice]
  • 1 or 2 Personal Benny to reroll
    Psionics [dice]7[/dice]
    Wild Die [dice]8[/dice]
    • 2 or 2 Personal Benny to reroll
      Psionics [dice]9[/dice]
      Wild Die [dice]10[/dice]

Everyone else gets 2 days for initiative blocks, then Cassidy
.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: 12 A Well Timed Rescue

Post by Arthur_Bishop »

Resist Dispel (7)

Psionics [dice]0[/dice] -1 for wound

Wild die [dice]1[/dice] -1 for wound
Ace! [dice]2[/dice] -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: 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)
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Rob Hunter
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Re: 12 A Well Timed Rescue

Post by Rob Hunter »

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): [dice]0[/dice] Wild Die: [dice]1[/dice]
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: [dice]2[/dice] Wild Die: [dice]3[/dice]
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):[dice]4[/dice] Wild Die: [dice]5[/dice]
Benny for reroll on Shot 1: [dice]8[/dice]
Shot 3 Exploding Die: [dice]6[/dice]
Shot 4 Exploding Die: [dice]7[/dice]

Damage rolls:
Shot 1: 9 + raise [dice]10[/dice]
Shot 2: 11
Shot 3: 12 + raise [dice]13[/dice]
Shot 3: 14 + raise [dice]15[/dice]
Critical Fail
Shot 1 was actually a critical failure due to the wild die.
Crit Fail Table roll (best of 2): [dice]16[/dice]
Last edited by Rob Hunter on Sun Apr 15, 2018 9:13 pm, edited 1 time in total.
"Robots, why did it have to be robots..."
Rob Hunter, M.A.R.S. Power Armor Pilot
Rob Hunter, Human, M.A.R.S. Super Trooper Power Armor Pilot
Pace: 7; Parry: 8; Toughness: 19(10)
Combat-Relevant Edges & Abilities:
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for fring from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting atack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls
Wounds: 1/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
  • Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
Edit Signature
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Ndreare
Savage Siri
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Location: Skagit County, Washington
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Re: 12 A Well Timed Rescue

Post by Ndreare »

As 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 [dice]0[/dice]

Meanwhile barrels go rock hunting off of it exploding in a medium burst template each.
1 Deviation clock [dice]1[/dice] for [dice]2[/dice] inches for [dice]3[/dice] mega damage

2 Deviation clock [dice]4[/dice] for [dice]5[/dice] inches for [dice]6[/dice] mega damage

3 Deviation clock [dice]7[/dice] for [dice]8[/dice] inches for [dice]9[/dice] Ace [dice]25[/dice] mega damage

4 Deviation clock [dice]10[/dice] for [dice]11[/dice] inches for [dice]12[/dice] mega damage

5 Deviation clock [dice]13[/dice] for [dice]14[/dice] inches for [dice]15[/dice] mega damage

6 Deviation clock [dice]16[/dice] for [dice]17[/dice] inches for [dice]18[/dice] mega damage

7 Deviation clock [dice]19[/dice] for [dice]20[/dice] inches for [dice]21[/dice] mega damage

8 Deviation clock [dice]22[/dice] for [dice]23[/dice] inches for [dice]24[/dice] mega damage

Arthur can Roll a Psionics roll with a -2 MAP to save the three civilians
fiery explosion.jpg
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Arthur_Bishop
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Re: 12 A Well Timed Rescue

Post by Arthur_Bishop »

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[dice]0[/dice] -4 Damage [dice]4[/dice] 15 Explode [dice]7[/dice] 20 Total
Bolt 2[dice]1[/dice] -4 Damage [dice]5[/dice] 13
Bolt 3 [dice]2[/dice] -4 Damage [dice]6[/dice] 9
Wild Die [dice]3[/dice] -4

Save the hostages
[dice]8[/dice]Psionics (-2 for MAP -1 for wound)
Extra effort [dice]10[/dice]
[dice]9[/dice] (-2 for MAP -1 for wound)
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)
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Hardin
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Re: 12 A Well Timed Rescue

Post by Hardin »

Hardin Notice 6, Resist Dispel 9, Jane Notice 8
Hardin Notice [dice]0[/dice]
Wild [dice]1[/dice]

Psionics to resist dispel [dice]2[/dice]
Wild [dice]3[/dice]

Jane Notice [dice]4[/dice] (Includes Sensory array and Expanded Detection and Security Array)
Wild [dice]5[/dice]
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) [dice]6[/dice] -1 (for maintaining boost Trait (Shooting))
Wild [dice]7[/dice] -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 [dice]8[/dice]
Wild [dice]9[/dice]
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 ... 710#p26705)

Damage [dice]10[/dice] MD + [dice]11[/dice] (raise on Shooting) +[dice]12[/dice] (ace!) +4 (from Smite) with 2 AP (from smite) = 28 MD with AP 2
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 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)

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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Miles RAD Radoslav
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Re: 12 A Well Timed Rescue

Post by Miles RAD Radoslav »

Rolls
First attack [dice]0[/dice] Wild [dice]1[/dice] Ace on Wild [dice]8[/dice] Second Ace [dice]10[/dice]
Second attack [dice]2[/dice] Wild [dice]3[/dice]
Third attack [dice]4[/dice] Wild [dice]5[/dice] Ace on Fighting [dice]9[/dice]
Fourth attack [dice]6[/dice] Wild [dice]7[/dice]

Damage on First Attack 9 [dice]11[/dice]+[dice]12[/dice] (assuming a raise)
Damage on Third Attack 28 [dice]13[/dice]+[dice]14[/dice] (assuming a raise) Ace on d8 [dice]15[/dice]
Damage on Fourth Attack (if 5 hits Parry) 10 [dice]16[/dice]+[dice]17[/dice]
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.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
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Ndreare
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Re: 12 A Well Timed Rescue

Post by Ndreare »

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 [dice]0[/dice]
Wild Die [dice]1[/dice] + Ace [dice]2[/dice]
Final Attempt to Soak
Soak [dice]3[/dice]
Wild Die [dice]4[/dice]

So 6 total wounds


edit, did not realize character had activate quickness.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
Leethe
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Re: 12 A Well Timed Rescue

Post by Leethe »

notice 11
notice [dice]0[/dice]
wild [dice]1[/dice]
ace wild [dice]2[/dice]

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.
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
Edit Signature
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Ndreare
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Re: 12 A Well Timed Rescue

Post by Ndreare »

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 [dice]0[/dice]
ED Foxx & APC Wild [dice]1[/dice] + Ace [dice]6[/dice]

Mysterious [dice]2[/dice]
Wild Mysterious [dice]3[/dice]

APC Shooting Rob
Shooting [dice]4[/dice]

APC Shooting L.C.
Shooting [dice]5[/dice]
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.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: 12 A Well Timed Rescue

Post by Arthur_Bishop »

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: 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)
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Miles RAD Radoslav
Posts: 244
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Re: 12 A Well Timed Rescue

Post by Miles RAD Radoslav »

Sir William gestures with his psi-swords at the APC. "Exit the vehicle with your hands behind your heads. Leave all your weapons inside." He stands ready in case of treachery.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
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Hardin
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Re: 12 A Well Timed Rescue

Post by Hardin »

”L.C.! We’re missin’ two hostiles: a mind melt and Cassidy! Can you see ‘em from up there usin’ the Sight?”

Hardin moves in closer to the hostages and dismounts from Jane.

"Keep an eye out, Jane," Hardin says as he moves to make sure the remaining bandits are truly disarmed.

"Anybody who's any good at first aid, start checking these folks over. Everyone else on the ground either help me get the rest of these 8s disarmed or keep an eye on the perimeter for more trouble."
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 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)

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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Re: 12 A Well Timed Rescue

Post by Arthur_Bishop »

Arthur follows Hardin, keeping an eye out and ready to provide cover if anyone decides to pop up while Hardin is releasing the hostages.
Notice 3
Notice 3
Notice [dice]0[/dice]
Wild Die [dice]1[/dice]
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)
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Foxx
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Re: 12 A Well Timed Rescue

Post by Foxx »

Notice 4
Notice [dice]0[/dice]
wild [dice]1[/dice]
Foxx sheaths her sword as the bandits finally retreat. The conflagration of fire finally putting an end to the bandit groups raiding. She checks the area where the bandit crazy had struck her, feeling that her ribs might be bruised if not cracked. Such was the consequences of combat but it paid off as the hostages were free along with Brison. Still, there is work to be done and she stands by as orders are given to the bandits inside the APC to come out. She regards the hostages abusing the bandit with cold eyes and mutters under her breath, "I guess you are about to learn the difference between justice and punishment..."
Fauxalyn Norquinal
Character Name: Fauxalyn, Foxx
Parry: 5; Toughness: 5, Armor: 12 (+7), Spell & Armor: 22 (+7 & +10)
PP: 65/25
Wound -1, Soul Wound
  • Ley Line Magic Master
  • Ley Line Rejuvenation
  • Ley Line Sense
  • Ley Line Transmission
  • Ley Line Walking
  • Ley Line Observation Sphere
  • Ley Line Phasing
Bennies: 2

Edges:
  • Improved Rapid Recharge
  • Danger Sense
  • Linguist

Powers

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

Legendary Trait:
  • World of Badass - Wild dice now 1d8
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Kaja Earthblooded
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Re: 12 A Well Timed Rescue

Post by Kaja Earthblooded »

Exalted Detect Arcana 6, Notice 8, Sensor Sweep 1 (modified)
Notice [dice]0[/dice], [dice]1[/dice]+[dice]6[/dice] EE
Psionics 1d8+8 (EP)+4 (EP)-10 (PA's Armor)-2 MAP [dice]2[/dice], [dice]3[/dice]
K/Electronics 1d4-2 (MAP) [dice]4[/dice], [dice]5[/dice]
"Roger that Hardin, but normally I prefer to dismount for this sort of thing." He mutters to himself as he opens his third eye. "This is going to give me a migraine." L.C. takes the SAMAS skyward and scans the area for the power users.
Sense Magic & Psionics (Exalted Detect Arcana; 4 I.S.P.)
Range: Sight
Duration: 3 (1/round) or 1 hour (1/hour)
Trappings: The psychic gains a +2 to resist the next Smarts or Agility trick the target uses (if any), due to an intense, though brief, understanding of the target’s psyche. On a Raise the resisting trait is increased by a die type.
Effect: This Mega Power effect greatly enhances detect arcana, giving it expanded analytical effects. With a successful arcane skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following:
What kind of magic is at work.
Currently active powers.
General type of supernatural creature (vampire, werewolf, dragon, etc).
Any enchantments present on an item.
How much PPE or ISP a target possesses.
Other information the GM thinks appropriate
Seeing the prisoners start to beat the bandit, L.C. activates his loudspeaker. "Stop demeaning yourselves. Get away from that fool, NOW!. The Tomorrow Legion will punish him."
Notice 2
Notice [dice]7[/dice], [dice]8[/dice]
Brison, finally gets his armor started as the enemy is surrendering. He covers the ones in the cockpit with the plasma cannon His PA holds. "Brison up and running. L.C., Hardin, where do you need me?"
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
Benny/Conviction/Wound/Fatigue/PP Tracking
Ludwig, Guard Boar
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Re: 12 A Well Timed Rescue

Post by Ndreare »

Obnoxiously Mysterious rolls
Cassidy Notice [dice]0[/dice]
Cassidy Wild Notice [dice]1[/dice]

Mind Melter Notice [dice]2[/dice]


Cassidy Stealth Carried Over

Mind Melter Stealth [dice]3[/dice]
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
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Re: 12 A Well Timed Rescue

Post by Hardin »

L.C. wrote:
Exalted Detect Arcana 6, Notice 8, Sensor Sweep 1 (modified)
Notice [dice]34343:0[/dice], [dice]34343:1[/dice]+[dice]34343:6[/dice] EE
Psionics 1d8+8 (EP)+4 (EP)-10 (PA's Armor)-2 MAP [dice]34343:2[/dice], [dice]34343:3[/dice]
K/Electronics 1d4-2 (MAP) [dice]34343:4[/dice], [dice]34343:5[/dice]
"Roger that Hardin, but normally I prefer to dismount for this sort of thing." He mutters to himself as he opens his third eye. "This is going to give me a migraine." L.C. takes the SAMAS skyward and scans the area for the power users.
Sense Magic & Psionics (Exalted Detect Arcana; 4 I.S.P.)
Range: Sight
Duration: 3 (1/round) or 1 hour (1/hour)
Trappings: The psychic gains a +2 to resist the next Smarts or Agility trick the target uses (if any), due to an intense, though brief, understanding of the target’s psyche. On a Raise the resisting trait is increased by a die type.
Effect: This Mega Power effect greatly enhances detect arcana, giving it expanded analytical effects. With a successful arcane skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following:
What kind of magic is at work.
Currently active powers.
General type of supernatural creature (vampire, werewolf, dragon, etc).
Any enchantments present on an item.
How much PPE or ISP a target possesses.
Other information the GM thinks appropriate
Seeing the prisoners start to beat the bandit, L.C. activates his loudspeaker. "Stop demeaning yourselves. Get away from that fool, NOW!. The Tomorrow Legion will punish him."
Notice 2
Notice [dice]34343:7[/dice], [dice]34343:8[/dice]
Brison, finally gets his armor started as the enemy is surrendering. He covers the ones in the cockpit with the plasma cannon His PA holds. "Brison up and running. L.C., Hardin, where do you need me?"
"Roger that, Sargento. I leave that sorta stuff to you."

Hearing Brison's voice grates at him, but Hardin isn't entirely disappointed the man’s not dead.

"Disarm the bad guys or keep an eye out for trouble, Brison. Or weren't you listenin'?"
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 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)

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
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Jane Character Sheet
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Re: 12 A Well Timed Rescue

Post by Kaja Earthblooded »

(rolls held)
Brison responds. "Uh, no, my radio wasn't on yet. Just got the suit up and running. Understood though." He moves to disarm the ones in the APC with him.
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
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Re: 12 A Well Timed Rescue

Post by Ndreare »

As L.C. start doing circles to see if he can spot either of the escaped Crazy 8's he is able to spot not just one but both of them. Having gone different directions however he has a choice to make. Should he go after Cassidy, who somehow has made it nearly 600 meters south of the current location as he appears to be traveling through the earth itself (something Mind Melters should not be able to do) or to go after the invisible assailant who is only 450 meters north west of the current location having circumvented and made it past the APC. Also moving through the earth in somehow, but at a slightly slower pace.
OOC Comments
Both are using exalted Burrow
Cassidy is traveling at 240" per turn and will travel a total of 720" from the site before walking.
The Invisible Assailant is traveling at 200" per turn and will travel a total of 600" from the site before walking.

Both will be using their Escape and Evade training to stay alive.
line of site at this range in this terrain requires flight. If you lose line of site a tracking contest roll at -4 would be needed.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: 12 A Well Timed Rescue

Post by Kaja Earthblooded »

"Contact, Contact! Cassidy is 600 meters south, the other one is 450 meters north west. I'm heading South. Someone get north west. Be aware, he's in and out of the ground somehow. Brison, get airborne and meet me. Someone else lock down that APC. And keep those hostages secure!"

With that, L.C. zooms at a medium altitude as fast as he can push the SAMAS.

"Acknowledged!" Brison roughly hauls out the surrendering APC crew, and gets them out of the APC and into Foxx's care. "Gotta go!" With that, he launches into the air.
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
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Re: 12 A Well Timed Rescue

Post by Hardin »

Hearing L.C.'s report, Hardin whistles for Jane and mounts up. "Y'all keep an eye on these folks. Anyone else that can keep up, keep up!"

With that, he tears off after whichever target L.C. doesn't chase.
Runnin Jane
Acceleration/Top Speed out of combat is 10/50.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 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)

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
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Re: 12 A Well Timed Rescue

Post by Ndreare »

For those pursuing one of the two escapees please reply your pursuit in the appropriate thread.
For those not in pursuit then stay in this thread.


This thread will be for those hunting Cassidy

This thread will be for those hunting the Invisible Assailant
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: 12 A Well Timed Rescue

Post by Arthur_Bishop »

Arthur frowns, knowing he isn't fast enough to make a difference in the chase. He fires up his aura causing the smell of ozone to waft towards the unruly mob. "KNOCK IT OFF RIGHT NOW!"
Intimidate 5
Intimidation [dice]0[/dice] -2
Wild Die [dice]1[/dice]
Last edited by Arthur_Bishop on Tue Apr 24, 2018 5:14 pm, edited 3 times in total.
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)
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Re: 12 A Well Timed Rescue

Post by Leethe »

Notice 10
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Ace Wild [dice]4[/dice]

Driving [dice]2[/dice]
Wild [dice]3[/dice]
Leethe radios, "This is Leethe, where do you want our APC? Over."
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
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Re: 12 A Well Timed Rescue

Post by Kaja Earthblooded »

LC Responds over the radio. "Covering Refugees"
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Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
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Re: 12 A Well Timed Rescue

Post by Foxx »

Persuasion - no skill 5
Spirit[dice]0[/dice]
wild die [dice]1[/dice]
Hearing L.C. warning to the former hostages, Foxx decides to help while they go chase after the hideous leaders of the bandits. "Foier, dár ha. I na- fan! You heard my commander, stop it." She moved amidst the people to get them to stop their attacking the bandit. She gets their attention and grabs the bandit by the collar of his armor. "It's over now, you are safe with us. Let the leadership of the Tommorrow Legion punish these vermin for their crimes. I am aware these people are tormented you and worse things than I can imagine." Actually if they ahd been in the magic zone, things would have probably been worse. She did not need to mention that though. She look the more aggressive members in the eyes as she spoke, sliding off her rebreather and flipping her hood back to show of her elven features.

"We come out here to bring justice and all though we were late in protecting you. We can assure you, these people will make amends for their crimes." She tried to urge towards their APC. "Please, head towards our APC and let us help with whatever ailments you are suffering from." Once they start going to the APC she acknowledges Brison turn over of the bandits from the enemy APC and begins to strip them of their armor ane weapons.

"Here, care for your companion." Tossing the rescued badnit to them. "I warn you, if you start trouble there may be little I can do to stop that mob should they get started again. Your coward of a leader had decided to flee and leave you to your fates."
Fauxalyn Norquinal
Character Name: Fauxalyn, Foxx
Parry: 5; Toughness: 5, Armor: 12 (+7), Spell & Armor: 22 (+7 & +10)
PP: 65/25
Wound -1, Soul Wound
  • Ley Line Magic Master
  • Ley Line Rejuvenation
  • Ley Line Sense
  • Ley Line Transmission
  • Ley Line Walking
  • Ley Line Observation Sphere
  • Ley Line Phasing
Bennies: 2

Edges:
  • Improved Rapid Recharge
  • Danger Sense
  • Linguist

Powers

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

Legendary Trait:
  • World of Badass - Wild dice now 1d8
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Re: 12 A Well Timed Rescue

Post by Miles RAD Radoslav »

As Sir William sees the team's APC rolling towards the refugees, he has a thought. "Madam Foxx, do you perhaps know how to drive an APC? We seem to have a spare here."
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
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Re: 12 A Well Timed Rescue

Post by Leethe »

Leethe moves the apc closer to the former hostages. She locks down rhe systems then comes down from the command deck and outside the apc, “We realy need to fix this thing.”
Last edited by Leethe on Sat Apr 28, 2018 3:29 pm, edited 1 time in total.
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Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
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Re: 12 A Well Timed Rescue

Post by Ndreare »

The crowd clams a bit stepping back from the energetic looking Electromancer. But as they step back you can see the rage is still in their eyes even though they are too afraid to do more. They shout out many protest.
"Yes Sir."
"You don't know what they did."
"We, um..."
"These men abused us, our children."

And many more some even describing the horrors visited on them in more detail than any of you would like placed in your head.

As the crimes are spoken of the various prisoners you have captured look down at the ground. Their faces showing variety depending on their participation in the atrocities from anger at being caught, smugness for those who feel no remorse, shame faced for those too scared to stop the others, and even appall by one who apparently was new enough to somehow not know what the plans were.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: 12 A Well Timed Rescue

Post by Arthur_Bishop »

Arthur nods in acknowledgement of their protests. Seeing that their blood thirst has been tempered he allows the electric field to fade and retreat back into his skin. "I have no doubt that what they did to you horrible, no doubt at all. But they will be dealt with accordingly. Please, take the ladies advice and use our supplies to mend your wounded. My companions are rooting out the rest of them and then we will take you somewhere safer to get you the treatment you need." He points towards the group's APC and then turns his watchful eyes toward the remaining group of bandits.
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)
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Re: 12 A Well Timed Rescue

Post by Foxx »

"Eh?" Was Foxx response to Sir William concerning driving the APC. "I, could, try. I mean I have miminium training from the Tommorrow legion, but don't expect me to do anything more than go forward." She looked at the behemoth and hope to her ancestors that her natural tendency for tech to go awry dose not kick in today. She braced her arm against her side and ignored the pain for the moment. "Where'd you want me to park it?"
Fauxalyn Norquinal
Character Name: Fauxalyn, Foxx
Parry: 5; Toughness: 5, Armor: 12 (+7), Spell & Armor: 22 (+7 & +10)
PP: 65/25
Wound -1, Soul Wound
  • Ley Line Magic Master
  • Ley Line Rejuvenation
  • Ley Line Sense
  • Ley Line Transmission
  • Ley Line Walking
  • Ley Line Observation Sphere
  • Ley Line Phasing
Bennies: 2

Edges:
  • Improved Rapid Recharge
  • Danger Sense
  • Linguist

Powers

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

Legendary Trait:
  • World of Badass - Wild dice now 1d8
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Re: 12 A Well Timed Rescue

Post by Leethe »

Leethe looks around, "L.C. is that way and Hardin is over there. Who was next in chain of command?" Her eyes fall on Sir William, "Where do you want the prisoners and the refugees?"
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
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Re: 12 A Well Timed Rescue

Post by Ndreare »

As the 99 begin figuring out who on scene is in charge and work towards sorting the freed hostages and prisoners the tension remains a little high. L.C. and Hardin have been gone for some time now and it has given time for people to calm down, though not completely.

Many of the adrenaline fueled ex hostages are no experiencing the shakes as they are gathering themselves emotionally and finding it a little easier to calm themselves. Sorting through the gear and stripping down the prisoners has been pretty easy as they generally are hoping on the Legion’s reputation to be their liberty.

As Foxx is inside messing around with the controls for the Crazy 8’s APC she finds most of it makes sense. But everytime she tries to move the vehicle the motions are jerky and things are not turning quite how she expects.

Suddenly the radio goes hot as L.C.’s voice comes over. “This is not a drill incoming overwhelming force, go to encrypted channels and scramble.” The message then cycles twice before going dead.
Your Challenge
Your challenge is to get as many of the people nd supplies in the APC and ready to roll as possible. Whatever this threat is, it is to big to go easy or take your time.
There are 16 Hostages each success and raise on a Persuasion or Intimidation roll (player choses before rolling) will get one hostage in the shelter of the vehicle so you can roll out.
After all the Hostages are in each success or raise will gain 1 special resource.

Each player in this scene rolls either Persuasion +0 or Intimidation -2 to get people inside.

Describe in prose how you are motivating people. If you are threatening them with weapons or force you gain +2 to intimidation rolls.

Card for This turn: [dice]0[/dice] Queen of Spades = no complications

.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
Leethe
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Re: 12 A Well Timed Rescue

Post by Leethe »

Leethe puts her hand on her headset to adjust the settings to the encrypted channel. "I guess that answers my question."
Persuasion 4
Persuasion[dice]0[/dice]
Wild[dice]1[/dice]
Note: do I gain any benefit from my command edge?
She turns to the people and calls out, "We need everyone to keep calm and start boarding the APC in an orderly fashion please."
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
Edit Signature
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Arthur_Bishop
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Re: 12 A Well Timed Rescue

Post by Arthur_Bishop »

Arthur starts to gesture toward the APC aggressively. "Come on, hurry it up!"
Intimidate 7
Intimidate [dice]0[/dice] -3
Wild [dice]1[/dice]
Explode [dice]2[/dice] -3
Arthur
Rank: Novice Experience: 5 Advances Left: 0

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


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


Edges
Improved Electrical Aura (from being human): Complex See TLPG
Rapid Lightning Bolt (From Major Hindrance): Gains RoF 3 with electrical attack.
Scrounger (From HJ Roll): Once per session may find some useful tool or resource (see TLPG forexamples)
Connections: Black Market (From HJ Roll): May make a Streetwise roll to find a contact followed by a Persuasion roll to gain resources.
Major Psionic (From IF): May spend 2 ISP for +1 to Psionics roll or 4 ISP for +2 to Psionics roll
Charismatic (From advance): The character gains +2 Charisma
Epiphany. Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session. (Traded with Hardin, currently using for driving)
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Miles RAD Radoslav
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Re: 12 A Well Timed Rescue

Post by Miles RAD Radoslav »

Persuasion 7
Persuasion (-2 unskilled, +2 for Cyber Knight charisma) [dice]1[/dice] Wild [dice]0[/dice] Ace on d4 [dice]2[/dice]
Notice 4
[dice]3[/dice] Wild [dice]4[/dice]
If Notice 4 is sufficient to determine the axis of the attack, he places himself between the APC and the oncoming force
Sir William shouts, "Gentlebeings, I am Sir William of the Cyberknights! We are here to help you - please proceed to that APC where we can ensure your safety!" He gestures with his psi-swords towards the 99's oncoming vehicle, then turns to try to determine where the attack might be coming from.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
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Rob Hunter
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Re: 12 A Well Timed Rescue

Post by Rob Hunter »

Rob Hunter motions for the people to start boarding the APC and yells out at them.

"Move people! Move! There are robots on there way here! And you know how robots are!"
Persuasion
Persuasion: [dice]0[/dice] (explosion): [dice]3[/dice]
Wild Die: [dice]1[/dice] (Wild die explosion): [dice]2[/dice]
"Robots, why did it have to be robots..."
Rob Hunter, M.A.R.S. Power Armor Pilot
Rob Hunter, Human, M.A.R.S. Super Trooper Power Armor Pilot
Pace: 7; Parry: 8; Toughness: 19(10)
Combat-Relevant Edges & Abilities:
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for fring from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting atack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls
Wounds: 1/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
  • Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
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Ndreare
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Re: 12 A Well Timed Rescue

Post by Ndreare »

The efforts of the 99's are starting to be successful as getting many of the former hostages moving is difficult, but not impossible. The reluctance is still tangible, but they are moving none the less. Nearly half a minute passes before they start herding in but so far for of the refuges have moved into the vehicle and are trying to find a safe place to wait for whatever has scared the 99's so much.
OOC Comments
By my accounting you have 4 people loaded so far.

Turn 02: Each player may make only a single roll
  • Persuasion at +0 - Each success and raise saves one life
    Intimidation -2 - Each success and raise saves one life
    Agility +0 - Each success and raise Salvages 1 Resource
    Smarts +0 - Each success and raise Salvages 1 Resource
.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Miles RAD Radoslav
Posts: 244
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Re: 12 A Well Timed Rescue

Post by Miles RAD Radoslav »

Persuasion 5
Persuasion Unskilled -2, Charisma +2 [dice]0[/dice] Wild [dice]1[/dice] Ace on d4 [dice]2[/dice]
Although distracted by attempting to locate the source of the threat, Sir William continues his exhortations to the clustered hostages. "Move quickly, gentlebeings. There's plenty of room aboard."
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
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Re: 12 A Well Timed Rescue

Post by Arthur_Bishop »

Intimidate
Intimidate [dice]0[/dice] -3
Wild [dice]1[/dice]-3
"Come on, get in!" Arthur yells. The hostages seem to pick up on the fact that he is all bark and no bite and are not impressed.
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)
Leethe
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Re: 12 A Well Timed Rescue

Post by Leethe »

Persuasion 4
Persuasion [dice]0[/dice]
Wild [dice]1[/dice]
Leethe helps organize the people inside the Mark V APC. "Right this way to a seat please."
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
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Foxx
Posts: 73
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Re: 12 A Well Timed Rescue

Post by Foxx »

Switching over to the secure channel, Foxx continues to mess about with the controls of the APC. Everything was coming back, but unlike the innate feeling she has with magical technology this was a chore. "Come on people, hurry it up," she says to herself.
Fauxalyn Norquinal
Character Name: Fauxalyn, Foxx
Parry: 5; Toughness: 5, Armor: 12 (+7), Spell & Armor: 22 (+7 & +10)
PP: 65/25
Wound -1, Soul Wound
  • Ley Line Magic Master
  • Ley Line Rejuvenation
  • Ley Line Sense
  • Ley Line Transmission
  • Ley Line Walking
  • Ley Line Observation Sphere
  • Ley Line Phasing
Bennies: 2

Edges:
  • Improved Rapid Recharge
  • Danger Sense
  • Linguist

Powers

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

Legendary Trait:
  • World of Badass - Wild dice now 1d8
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Re: 12 A Well Timed Rescue

Post by Ndreare »

As Hardin comes racing on the scene he sees the 99 hard at work trying to motivate the reluctant men and women.

Brison coming in from the direction of the Coalition force can see that just under a dozen people still need loaded and the CS are only 20 seconds away.


Are the 99 frustrated or understanding about the slow movement of the milling crowd. It has already been almost 20 seconds and only 6 people are loaded into the APC. The bandits seem to be the only ones cooperating freely offering to get into the APC and escape with the 99s.
Important Read this
This is round 3 of 5. The coalition will be here on turn 6 and the chase or combat will begin. The coalition will not hesitate to kill or murder the d bees.

You now have 7 people loaded up and people are starting to have their heads cleared.

Turn 02: Each player may make only a single roll
  • Persuasion at +0 - Each success and raise saves one life
    Intimidation -2 - Each success and raise saves one life
    Agility +0 - Each success and raise Salvages 1 Resource
    Smarts +0 - Each success and raise Salvages 1 Resource
Do you let the bandits escape with you?

James, You may edit the above post to add a roll for FOXX in addition to this turn, If you do i will add that to the total
.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Arthur_Bishop
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Re: 12 A Well Timed Rescue

Post by Arthur_Bishop »

Arthur's face is flushed with frustration. "Get in the fucking APC we don't have time for this!" As his anger boils over his electric aura instinctively flashes for a moment and he reaches out with his mind in an attempt to pick up the pace
Using Psionics to persuade Psionics 7, Telekinesis
Psionics [dice]0[/dice] -1
Wild [dice]1[/dice] -1
Last Bennie for reroll
Psionics [dice]2[/dice]-1
Wild Die [dice]3[/dice] -1
A few bits of debris from the battlefield lift off of the ground, crackling with energy. The refugees feel a persistent tug in the direction of the APC. "Get in now, they're coming to kill us!"
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)
Leethe
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Re: 12 A Well Timed Rescue

Post by Leethe »

Persuasion 10
Persuasion [dice]0[/dice]
Wild[dice]1[/dice]

Benny to reroll[dice]2[/dice]
wild [dice]3[/dice]
ace wild [dice]4[/dice]
Leethe seems a bit distressed at her efforts to keep everyone calm while others on the team are possible making the situation worse. "Damn." She recomposes herself and calmly says to the people outside, "Everyone. please move quickly into the vehicles without panic. There is a situation and we need to depart very soon."
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
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Hardin
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Re: 12 A Well Timed Rescue

Post by Hardin »

Hardin Notice 8, Jane Notice 8
Hardin Notice [dice]0[/dice]
Wild [dice]1[/dice]
Ace [dice]9[/dice]

Jane Notice [dice]2[/dice] (includes +2 for sensors and +2 for detection array)
Wild [dice]3[/dice]


Hardin comes riding in hard and fast like a bat out of hell. Seeing the gathering of refugees and the rest of the 99s struggling to get them on the APCs, he swears, loudly, draws his BB6 pistol, and pulls hard on the reins, causing Jane to stop and rear up on her hind legs.

Raising the massive handgun into the air, he lets off one deafening shot, and all eyes turn to him.

"Now that Ah have your attention: Git. On. The. Vehicle. The Coalition is coming, and they will torture anyone left here. Y'all have seen us up close and could tell 'em things about us, 'an Ah can't have that. So you will move, or you will be put down."

As if to emphasize Hardin's words, Jane stomps the ground and gives a menacing snort.
Intimidate 13
Intimidate [dice]4[/dice]+2 (Strong Willed) +1 (Spiffy Hat) +4 (Golden Benny) +2 (Big Bore weapon) -2 (scene modifier)
Wild [dice]5[/dice]
EE [dice]8[/dice]
-Golden Benny
-Benny

Jane cooperative Intimidation [dice]6[/dice] (untrained and scene modifier)
Wild [dice]7[/dice]
Once the people begin moving, he hops off Jane (who continues to corral the refugees before climbing aboard herself) and moves to the co-pilot’s chair. Into the radio, he says ”L.C. Brison. We got the folks back here buckled in tight. Y’all stop for tea, or are you on yer way? I could use a driver for our shiny new ride.”
Playing Action Card
Hardin will play the card giving him a d6 in Driving so he can serve as co-pilot.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 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)

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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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 12 A Well Timed Rescue

Post by Ndreare »

All of the remaining refugees are on the Mark V and milling inside.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Miles RAD Radoslav
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Re: 12 A Well Timed Rescue

Post by Miles RAD Radoslav »

Agility
Agility [dice]0[/dice] Wild [dice]1[/dice]
Seeing the success of Hardin's methods, Sir William shrugs. "A crude approach, but effective," he thinks. Quickly, he scans the battlefield for anything of value, but seeing nothing, he moves to the new APC and takes up position in cover with his rifle to wait for LC and Brison.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
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Kaja Earthblooded
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Location: Korvosa

Re: 12 A Well Timed Rescue

Post by Kaja Earthblooded »

Notice: [dice]0[/dice],[dice]1[/dice]

Get out of armor: [dice]2[/dice]

As if on cue, Brison comes in hit, jets screaming as he sets down behind the captured APC. He walks in, secures the PA and steps out of it. He call out as the Power Armor starts opening. "Will be right with you cowboy. Get her started. Boss is losing 4 UAR-1 Enforcers. Oh and some super bad ass CS Bounty Hunters specializing in taking down psychics and magic users, especially rogue CS psychics. He recognized them by sight." He shakes his head. "But that just means he's motivated."
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
Benny/Conviction/Wound/Fatigue/PP Tracking
Ludwig, Guard Boar
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Hardin
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Re: 12 A Well Timed Rescue

Post by Hardin »

L.C. wrote:Notice: [dice]35553:0[/dice],[dice]35553:1[/dice]

Get out of armor: [dice]35553:2[/dice]

As if on cue, Brison comes in hit, jets screaming as he sets down behind the captured APC. He walks in, secures the PA and steps out of it. He call out as the Power Armor starts opening. "Will be right with you cowboy. Get her started. Boss is losing 4 UAR-1 Enforcers. Oh and some super bad ass CS Bounty Hunters specializing in taking down psychics and magic users, especially rogue CS psychics. He recognized them by sight." He shakes his head. "But that just means he's motivated."
"Whelp, while your undressin' and Sargento is playin' with his friends, we'll get a move on." Hardin takes the controls and starts driving the APC away from the incoming Coalition. Into his radio, Hardin calls to the rest of the 99s "We are moving out, boys an girls. L.C. will catch up. If you ain't on a transport yet, get on the one we rode in on pronto and get it goin'. No sense bein' here when the bad guys arrive."
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 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)

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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Kaja Earthblooded
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Re: 12 A Well Timed Rescue

Post by Kaja Earthblooded »

(previous rolls held)

Brison grabs his repainted body armor from the pack attached to his power armor and shrugs it on, sealing up as he makes his way to the cockpit. He motions to the Cyber-Knight. "Hit the hatch when you're on the way in." He dons the helmet, taken from a suit of NGR armor, flipping up the face plate. "Roger that Cowboy." He straps in and then when Hardin is not in the middle of a maneuver. "I have the controls," waiting for the practiced reply from a trained co-pilot, and then realizes he has Hardin. "Err you just have to acknowledge it is all. What do we have for active weapon systems?" The transfer is not as smooth as he'd like, but then Brison is used to soaring, not crawling. At least the armor was better.
Driving 4
Driving (Ace) [dice]0[/dice], [dice]1[/dice]
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
Benny/Conviction/Wound/Fatigue/PP Tracking
Ludwig, Guard Boar
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Hardin
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Re: 12 A Well Timed Rescue

Post by Hardin »

L.C. wrote:(previous rolls held)

Brison grabs his repainted body armor from the pack attached to his power armor and shrugs it on, sealing up as he makes his way to the cockpit. He motions to the Cyber-Knight. "Hit the hatch when you're on the way in." He dons the helmet, taken from a suit of NGR armor, flipping up the face plate. "Roger that Cowboy." He straps in and then when Hardin is not in the middle of a maneuver. "I have the controls," waiting for the practiced reply from a trained co-pilot, and then realizes he has Hardin. "Err you just have to acknowledge it is all. What do we have for active weapon systems?" The transfer is not as smooth as he'd like, but then Brison is used to soaring, not crawling. At least the armor was better.
Driving 4
Driving (Ace) [dice]35591:0[/dice], [dice]35591:1[/dice]
"Uh, acknowledged? You go ahead an drive, flyboy. As fer weapons, big ones, I'd guess. Ah just sorta hopped on in here, but these look like crosshairs and a weapons control panel, so ah at least know where to point an shoot."

Hardin focuses on the targeting systems, bringing whatever he can online and getting ready to put the hurt on.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 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)

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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Foxx
Posts: 73
Joined: Wed Dec 20, 2017 7:34 am

Re: 12 A Well Timed Rescue

Post by Foxx »

Notice 6, Drive 3
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Drive[dice]2[/dice]
wild [dice]3[/dice]
Foxx is more than happy to turn over the APC to Brison when he enters the cockpit. "Good luck with it, I think it hates me." She is more than happy to settle in behind the copilot seat and watch, if there is another chair she will commandeer that instead. She also uses the opportunity to keep an eye on their guests should they decide to do something wrong. "Of course the Coalition shows up to spoil the party."
Fauxalyn Norquinal
Character Name: Fauxalyn, Foxx
Parry: 5; Toughness: 5, Armor: 12 (+7), Spell & Armor: 22 (+7 & +10)
PP: 65/25
Wound -1, Soul Wound
  • Ley Line Magic Master
  • Ley Line Rejuvenation
  • Ley Line Sense
  • Ley Line Transmission
  • Ley Line Walking
  • Ley Line Observation Sphere
  • Ley Line Phasing
Bennies: 2

Edges:
  • Improved Rapid Recharge
  • Danger Sense
  • Linguist

Powers

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

Legendary Trait:
  • World of Badass - Wild dice now 1d8
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