13 A Race for Safety

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Ndreare
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13 A Race for Safety

Post by Ndreare »

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



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

But all hope is not lost! Those not piloting the APC, can use their talents to slow, inhibit or otherwise mislead the enemy.
Each of you may choose one of the following two options.
  • Roll an appropriate skill with a narrative saying how you help. Each success and raise adds +1 to the Driving/Piloting rolls of the escapees (no maximum).
    • Example: Survival to Help with Navigation
    • Whatever else you come up with that will help.
Or
  • Roll an appropriate skill with a narrative saying how you help. Each success and raise subtracts 1 from the enemies roll to capture you (no maximum).
    • Example: Spellcasting or Shooting to help with delaying tactics (uses 2d6 Power Points or 3d6 Ammunition)
    • Whatever else you come up with that will help.


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



PLEASE INCLUDE IN YOUR POST WHICH VEHICLE YOU ARE IN.
  • 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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Re: 13 A Race for Safety

Post by Ndreare »

Notes: The pursuers are an appropriate dramatic distance. Do not worry about damage rolls or precise mechanics. Instead focus on narrative.
  • 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: 13 A Race for Safety

Post by Arthur_Bishop »

Arthur sits on a bench near a port. He slides it open and peers out, seeing the enemy fast approaching. He grits his teeth and reaches out with his mind to manipulate the electromagnetic spectrum
Psionic Interference 12
Spending 4 ISP for +2 bonus per Major Psionics
[dice]0[/dice] -2 due to dramatic task, -1 due to injury +2 for 4 I.S.P.
[dice]1[/dice] -2 due to dramatic task, -1 due to injury +2 for 4 I.S.P.
Spending an EP for a Benny for Extra Effort http://savagerifts.com/sr/viewtopic.php ... 691#p35691
[dice]2[/dice]
Explode
[dice]3[/dice]
I.S.P. Spent [dice]4[/dice]
He focuses and closes his eyes calling forth his inner strength, but all he is capable of creating are a few sparks that impotently shoot out of the ground, not even worthy of the enemies notice. Just as it looks as if he has failed, electricity flares from his fingertips, sending ball lightning at the pursuing bots, which causes their sensory equipment to go awry, and static intermittently breaks up their radios.
Last edited by Arthur_Bishop on Thu May 17, 2018 2:58 pm, edited 1 time 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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Hardin
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Re: 13 A Race for Safety

Post by Hardin »

Driving 3
Driving [dice]0[/dice]
Wild [dice]1[/dice]
EE (borrowing a Benny from Jane. Good horse, Jane!) [dice]2[/dice]
-2
Hardin attempts to point out hazards as Brison drives, as a good navigator should. Being a bit inexperienced with the role, however, he just turns into a side-seat driver.

Looking back at the weapons control panel wistfully, Hardin thinks Maybe I should just stick to shootin'.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 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: 13 A Race for Safety

Post by Miles RAD Radoslav »

Shooting 3
[dice]0[/dice] Wild [dice]1[/dice]
From the inside of the commandeered APC, Sir William aims and fires his NG-L5 laser rifle at the pursuing Coalition forces, but his shots go wide. "Perhaps I can persuade them to veer off," he thinks. "Clearly shooting at them is not going to help much."
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: 13 A Race for Safety

Post by Rob Hunter »

Rob jumps into the 99's APC and doffs his armor as quickly as he can.

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

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

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

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

"Take this you Coalition robot ball hogs!" Rob screams out the port between shots.
Shooting
Shooting (-2 dramatic task): [dice]0[/dice] Wild Die (-2 dramatic task): [dice]1[/dice] Wild Die Explosion: [dice]2[/dice]
Ammo Spent: 3
"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: 13 A Race for Safety

Post by Leethe »

Driving (Base 5)
Driving Test, -2 penalty.
Ace +2 bonus
team mate actions bonus ?
Driving [dice]0[/dice]
Wild [dice]1[/dice]
With everyone aboard, Leethe gets the 99's Mark V APC rolling.
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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Kaja Earthblooded
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Re: 13 A Race for Safety

Post by Kaja Earthblooded »

L.C.
Notice 15, Shooting 13 (penalty to the bad guys)
Notice [dice]0[/dice], [dice]1[/dice]+[dice]8[/dice]+[dice]11[/dice]
Shooting [dice]2[/dice], [dice]7[/dice]+[dice]9[/dice]+[dice]12[/dice] -2
"This is L.C., open the large top hatch for me. I'm going to stay up there and give our new friends something to think about. They've talked to me more than I want to." Once the top pops, he lands, pulls it open and hops in, making sure to fold his wings first. He then takes the rail gun and starts targeting the sensors and head. His goal is to blind and hamper the UAR-1s without seriously damaging them.

Brison
Notice 2, Driving 18
Notice [dice]3[/dice], [dice]4[/dice]
Driving [dice]5[/dice], [dice]6[/dice]+[dice]10[/dice] +2 (ace) -2 (difficulty) +[dice]13[/dice] Elan EE
Brison puts the APC through its paces. He saw the obstacles before the cowboy did, but it was obvious he was not used to this pace in an APC. Brison was pushing it to its limit, but also trying to make it a bigger target than the 99s APC. "Hold on to your hats folks, its going to be a rough ride." And rough it was, spoiling shots all over the place.
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
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Re: 13 A Race for Safety

Post by Ndreare »

OOC Comments
99’s Mark V
Leethe = 5
Arthur Bishop = -3 to Nash’s knowledge battle
Rob Hunter = -1 to Nash’s knowledge battle
L.C. = -3 to Nash’s knowledge battle

Bandito APC
Brison = 18
Hardin = +0 to Brison’s driving
Sir William = -0 to Nash’s knowledge battle


Nash - Knowledge Battle d10+2
Total Modifier to Nash’s roll = -7
Roll will be d10-5
Knowledge Battle [dice]0[/dice]
Wild Die [dice]1[/dice] Ace [dice]2[/dice]
-1 Benny for EXTRA EFFORT [dice]3[/dice]
Forgot to add -2 for Dramatic tasks


.
As the two APC’s take off it becomes quickly apparent that the Mark V took the wrong rout, slowed by the extra hills and terrain the vehicle is struggling to maintain the distance and the gap between it and the CS forces begin closing in. Meanwhile Brison and the team in the commandeered APC find they have lucked out as the pack has been clear of mud or other slowing obstacles. The few issues that arrived easily avoided by the skilled pilot.

The mechanized force in pursuit seem to be having little trouble with the terrain having already mapped it, when stray shots from the 99’s newest recruits cause several of them to veer off course. Adding to Nash’s own frustration.

Current Tally
Mark V = 1 Successes
Bandito APC = 4 Successes
Nash = 1 Success
DRAMATIC TASK ESCAPING THE COALITION PART 02 RULES
Escaping the coalition will be a Dramatic Task with the following adjustment.
You are at a penalty of -2 (was -8, but you are leaving on turn 3, so reduced the difficulty by -6), quite simply the Enemy has amazing range, the ability to spread out and ignore many of the terrains difficulties.
To escape the enemy each APC (and L.C. if he does not board) needs to accumulate 5 successes. However many turns that takes unless they make it to 5 successes first.
(L.C. if you have them open the hatch you may land in the APC walk in and close the hatch as just a thing. If you stay outside on your own, you will have to roll to accumulate 5 successes also.)

But all hope is not lost! Those not piloting the APC, can use their talents to slow, inhibit or otherwise mislead the enemy.
Each of you may choose one of the following two options.
  • Roll an appropriate skill with a narrative saying how you help. Each success and raise adds +1 to the Driving/Piloting rolls of the escapees (no maximum).
    • Example: Survival to Help with Navigation
    • Whatever else you come up with that will help.
Or
  • Roll an appropriate skill with a narrative saying how you help. Each success and raise subtracts 1 from the enemies roll to capture you (no maximum).
    • Example: Spellcasting or Shooting to help with delaying tactics (uses 2d6 Power Points or 3d6 Ammunition)
    • Whatever else you come up with that will help.


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



PLEASE INCLUDE IN YOUR POST WHICH VEHICLE YOU ARE IN.
  • 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: 13 A Race for Safety

Post by Arthur_Bishop »

As the bumps from terrain cause him to bounce around the cabin, Arthur grabs onto the wall, carefully making his way to the front. He stands there, doing his best to help by looking ahead and pointing out any obvious craters and bad terrain knowing that Leethe is consumed with driving the thing at the moment. He grits his teeth as he rubs his chest absently, still tender from the energy bolt he got hit with earlier.
Notice 5, Help Leethe spot obstacles
Notice [dice]0[/dice] -2 due to dramatic task, -1 due to wound
Explode [dice]2[/dice]
Wild Die [dice]1[/dice] -2 due to dramatic task, -1 due to 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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Miles RAD Radoslav
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Re: 13 A Race for Safety

Post by Miles RAD Radoslav »

Taunt 2
[dice]0[/dice] Wild [dice]1[/dice]
Aboard the Bandito: with his firing ineffective and his own APC rapidly outdistancing the 99's, Sir William tries another tack. "Attention, Coalition forces. We have a substantial force of D-Bee technomages aboard this APC, and there is absolutely nothing you can do about that. We will easily escape your pitiful pursuit." With luck, the transmission would distract the enemy commander from Leethe's APC and redirect it towards his own.
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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Re: 13 A Race for Safety

Post by Kaja Earthblooded »

L.C.
Notice 5, Shooting 1 (modified)
Notice [dice]0[/dice], [dice]1[/dice]
Shooting vs enemy (Hindrance) [dice]2[/dice], [dice]3[/dice]+[dice]4[/dice] EE -2
With the terrain intervening, he calls down to the APC. "Get us moving. Our lives, and those of who we protect, depend on it. Someone help the driver navigate!" Needing to buy some time, L.C. opens a channel to the CS. "Coalition Patrol, this is former operative Lawrence Charles. I have information vital to the national security of the Coalition and I will be happy to share it with you if you stand down. It involves the Federation of Magic. Have your companions contact me on the universal fallback frequency. repeat, Foxtrot, Alpha, Lima, Lima, Bravo, Alpha, Charlie, Kilo. I will await their contact there.
Hopefully they bite. The Fallback frequency was a frequency used by informants. Its sole use is to receive a new coded frequency. All Coalition Radios are able to receive those coded messages, though it takes knowing the settings required. L.C knows them as instinctively as breathing.

Brison
Notice 3, Driving 13
Notice [dice]9[/dice], [dice]10[/dice]
Driving [dice]5[/dice], [dice]6[/dice]+[dice]7[/dice]+[dice]8[/dice]-2=13
Brison's heart lept at L.C.'s words. 'The intel survived!' He'd been poking around, quietly, to see what had happened to it, but no one indicated anything had been found. That must have been the reason for the surprise trip back to the Castle! Glad that data might get back to the C.S., Brison whips the captured APC through its paces. "Fire on those guys with the weapons! Take out legs, sensors, that sort of thing. Blind and lame them so they'll stop following the other APC."
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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Leethe
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Re: 13 A Race for Safety

Post by Leethe »

Notice 2 Driving 8
Notice [dice]0[/dice]
Wild [dice]1[/dice]


Driving [dice]2[/dice]
Wild [dice]3[/dice]
Benny for Extra Effort [dice]4[/dice]
Driving +2 from Ace
Driving -2 from Dramatic Task
Leethe curses a bit as the terrain is slowing down the APC. She looks over and sees the other APC pulling way ahead and gets some determination to get this thing moving on a better path.
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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Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: 13 A Race for Safety

Post by Ndreare »

Suddenly the coalition ceases fire while still pursuing no more shots are being taken. Then their vehicles almost seem to slow as breaking in on the radio a call channel an unknown voice comes back.
“Well it seems you know what we are here for. Stop your unit and I will stop my company. Send yourself and no more than five others. I and four of mine will meet you in the middle.
“If it checks out, you can go your way and we will go back to our old business.”
  • 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: 13 A Race for Safety

Post by Hardin »

RFT wrote:Suddenly the coalition ceases fire while still pursuing no more shots are being taken. Then their vehicles almost seem to slow as breaking in on the radio a call channel an unknown voice comes back.
“Well it seems you know what we are here for. Stop your unit and I will stop my company. Send yourself and no more than five others. I and four of mine will meet you in the middle.
“If it checks out, you can go your way and we will go back to our old business.”
On the 99’s channel, Hardin says, ”uh, we’re not gonna do that... right, Sargento?”
Driving 1
Driving [dice]0[/dice]
Wild [dice]1[/dice]

With the CS not shooting at the moment, Hardin goes back to acting as a copilot. As before, he is not great at it.
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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Arthur_Bishop
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Re: 13 A Race for Safety

Post by Arthur_Bishop »

Arthur picks up his radio making sure it's on the 99's channel. "L.C., whatever we need to do to get the refugees to safety...even if you need me to stay as collateral just say so..."
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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Kaja Earthblooded
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Re: 13 A Race for Safety

Post by Kaja Earthblooded »

L.C.
Notice 5, Persuasion 12
Notice [dice]4[/dice], [dice]5[/dice]
Persuasion [dice]0[/dice], [dice]1[/dice]+[dice]2[/dice]+[dice]3[/dice]
"We're not doing it precisely as they asked, no." he replies to Hardin.
To one of their newest members, he replies, "Thanks for the heroism Arthur, hopefully its not needed."
"Drivers, match pace with the CS forces. Good faith and all. Everyone keep your eyes peeled."

To the Red Bastards, he responds. "If I had the data on me it would already be in the hands of the Federation of Magic already. I can get it, but I need time to do so, Incidentally, the time needed to get these people to safety. We literally had a run in with gargoyles before we came to take out these slavers. Their shifter master is still out there. if you let us go, I'll meet you at the neutral location of your choice with the same terms. Hell it can be right here for all I care. But until I get these people to safety and can retrieve the info, there's not a whole lot I can do."

Brison
Notice 5, Driving 6
Notice [dice]6[/dice], [dice]7[/dice]
Driving [dice]8[/dice], [dice]9[/dice]
"Copy that bossman. Slowing to match."
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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Leethe
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Re: 13 A Race for Safety

Post by Leethe »

Notice 5, Driving 11
ace +2 dramatic task -2
Driving [dice]0[/dice]
Wild [dice]1[/dice]
wild ace [dice]2[/dice]

notice [dice]3[/dice]
wild [dice]4[/dice]
Leethe slows the Mark V APC to match pace as per request. "Affirmative." she replies over the radio.
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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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: 13 A Race for Safety

Post by Ndreare »

Slowing the pursuit long enough to hear out the offer from L.C. Nash seems to consider it for a long pause that must have lasted over a minute. It becomes obvious he is consulting with someone or someones. (Electronics at -8 to know more). When he returns to the radio he says. “I think we might be able to work something out. But I will need to send 13 over to hand pick a couple of hostages, three should be enough, and check the compartment it was stored in. Just to make sure you do not try to stiff us.”
IMPORTANT PLEASE READ
Rolls voided this round as everything becomes break even from the parley.

13 is a deadly Psi stalker and one of the most notorious counter psychic in the CS. It would be very risky to target him with mind control.
  • 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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Kaja Earthblooded
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Re: 13 A Race for Safety

Post by Kaja Earthblooded »

Notice Crit Fail, K/Electronics -3
Notice [dice]0[/dice],[dice]1[/dice]
Knowledge (Electronics) [dice]2[/dice], [dice]3[/dice] -8
His mic us muted as L.C.s rock solid control abandons him, causing him to express a tiny burst of telekinesis within the confines of his armor. The servos strain for a moment and the electronics scramble for a split second and then come back. Breathing, he radios back. "I have no issue with 13 searching for the item in question; which by the way was under the dash in a fairly cleverly hidden compartment. I have no issue with him searching everyone in here, though you will have to send a woman to search the women and girls. But if you think I am letting you take any innocents off this transport you are sadly mistaken. You want a couple of hostages from my team, I can do that. They volunteered. Just leave my drivers. These victims did not. I'd offer myself, but I have to be the one to retrieve it and explain to the Tomorrow Legion why helping the CS find some Federation of Magic infiltrators is worth the risk to the Legion. Not that I expect much trouble with that."
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: 13 A Race for Safety

Post by Arthur_Bishop »

Psionics [dice]0[/dice] -1 for wound -8
Wild Die [dice]1[/dice] -1 for wound -8
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: 13 A Race for Safety

Post by Hardin »

L.C. wrote:
Notice Crit Fail, K/Electronics -3
Notice [dice]36529:0[/dice],[dice]36529:1[/dice]
Knowledge (Electronics) [dice]36529:2[/dice], [dice]36529:3[/dice] -8
His mic us muted as L.C.s rock solid control causes him to express a tiny burst of telekinesis within the confines of his armor. The servos strain for a moment and the electronics scramble for a split second and then come back. Breathing, he radios back. "I have no issue with 13 searching for the item in question; which by the way was under the dash in a fairly cleverly hidden compartment. I have no issue with him searching everyone in here, though you will have to send a woman to search the women and girls. But if you think I am letting you take any innocents off this transport you are sadly mistaken. You want a couple of hostages from my team, I can do that. They volunteered. These victims did not. I'd offer myself, but I have to be the one to retrieve it and explain to the Tomorrow Legion why helping the CS find some Federation of Magic infiltrators is worth the risk to the Legion. Not that I expect much trouble with that."
Hardin replies on the 99's channel, "Like hell. Who's 13? He touches me, he's goin' back with an extra hole in 'im. Ah say we handle these boys the same way we handled the last lot. Maybe we'll even pick up another stray."
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: 13 A Race for Safety

Post by Ndreare »

The radio pops back shortly. “I can send 12 over with 13 and she can help search the women and children. But you know 13 has never been interested in that way with muties and dbees.”

With his words the UAR-1s and the rest of the force moves into a widely spread out half moon shape no two of them within 50' of the other. Then the Mark V comes forward parking only 100' off from the location your APC's are parked as two freakishly tall and skinny looking psi-stalkers walk out from the port hatch. Bot exuding an aura of menace that can be felt even at this distance. However strangely Neither of them appears armed as a soldier should be instead only having a simple vibro weapon on their hips.

Then stepping out of the vehicle about half a dozen skelebots position themselves is ready mode in front of the APC Nash standing out among them while the rest of his mind melters pace anxiously.
Edit: Just in Case
The Red Bastards
Known Affiliation - They claimed to be mercenaries, but Julian's man was able to divine with some trouble they are actually a CS Tactical anti magic hit squad
This group of CS hunter was masquerading in town acting like normal mercenaries. However Julian got wind they kept asking about a group of legion guys who acquired a Mark V recently and he had some guys snoop around. While Julian lost one man in the effort he was able to find out that the group is a specialized group of psi hunters specialized in anti arcane. The only one of their number who showed no sign of psionics when survival was the leader a man going by Nash. Judging by passive scanning it looks like Nash is heavily modified with cybernetics.
They were trying to be subtle, but at best it looks like a team of 10 men including 8 master psionics are after you. The most prominent members were a couple of guys who went simply by the numbers 12 and 13. Psi-Stalker both used powerful anti arcane auras frequently in Wheaton even when the only gain was to cause others problems. They appear to have a penchant for torture.



Nash
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Driving d6, Fighting d10, Intimidation d8, Knowledge (Arcana) d10+2, Knowledge (Battle) d10+2, Notice d8, Shooting d10, Survival d6, Throwing d8, Tracking d6
Cha: 0; Pace: 6; Parry: 7; Toughness: 14 (6)
Hindrances: Loyal, Vengeful (Minor), Vow (Serve the Coalition, Major)
Edges: Arcane Resistance (Improved), Battle Hardened, Combat Sense, Command, Elan, Hard to Kill, Hold The Line!, Leader of Men, Level Headed, Luck, Marksman, Scholar, Tactician
Special: Fanatics, Nash is a Big bad and will use the Fanatics setting rule.
Cybernetics: Psinetics Scrambler (provides +4 versus mind affecting psionic or magical effects), Cybernetic hand (no mechanical benefit), Core Electronics Package and Built in Radio
Gear: CA-1 Heavy Body Armor (+6 Armor, +2 Toughness, Full Environmental), C-14 “Fire Breather” Laser Rifle (Range 30/60/120, Damage 3d6, RoF 1, AP 2), C-18 Laser Pistol (Range 15/30/60, Damage 2d6, RoF 1, AP 2), vibro-knife (Str+d6, AP 4, Mega Damage), 2 × frag grenades (Range 5/10/20, Damage 3d6, LBT, Mega Damage), 4 extra clips each firearm.


The rest of the crew are Mind Melters each and every one with the following special gear.
Gear: CA-1 Heavy Body Armor (+6 Armor, +2 Toughness, Full Environmental), C-14 “Fire Breather” Laser Rifle (Range 30/60/120, Damage 3d6, RoF 1, AP 2), C-18 Laser Pistol (Range 15/30/60, Damage 2d6, RoF 1, AP 2), vibro-knife (Str+d6, AP 4, Mega Damage), 2 × frag grenades (Range 5/10/20, Damage 3d6, LBT, Mega Damage), 4 extra clips each firearm.

12 & 13 are Wild Card Psi-stalker + Mind Melters with; Elan, Killer instinct, Luck (3 bennies each), Improved Psionic Null Field, Extended Psionic Null Field Psi-Nullifier


Nash directly report to General Apollo Lucitonis Head of the Military's Department of Special Divisions (DSD), a Two-Bar General; Chi-Town. His report structure lets him not give a crap about anyone else's priorities or feelings, so he can simply get the mission done when 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."
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Re: 13 A Race for Safety

Post by Arthur_Bishop »

Arthur stays close to the hostages in order to make sure nothing untoward happens to them. He is more then ready to defend them with deadly force if need be.
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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Kaja Earthblooded
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Re: 13 A Race for Safety

Post by Kaja Earthblooded »

(rolls held)

The fact that L.C. knew who the Red Bastards were in the first place was not one of his finest moments. He'd been head hunted, hard, for them. They knew more about him than literally anyone else in the CS aside from the researchers who raised he and his roommates at the Joseph Prosek Memorial War Orphans Home on the 4th level of New Chilicothe. The fact that an orphanage had active armed guards never occurred to the residents nor the administrators. Some wings held the children of dissidents. Others held the honored children of heroes who had given their all for the States. And the Kappa and Gamma wing held two separate classes of psychics. Those in the Kappa wing were subjected to trauma and experiences which shaped their emerging talents, but also steeped in the love and admiration of a nation of less evolved, but well meaning brethern. 'As one does not fault one's brother for being less psychically developed than you, nor should you fault those you protect. But remember, we love you, and even if you find fear in the eyes and minds of those around you at your presence, you will know love here.' Curious, he thinks detachedly, why would such a memory come to mind. I certainly can't ever go home. Like Brison, my choice has been made for a long time.

To Hardin he replies, "13 is a Psi-stalker who would be able to feel the movement of your psychic energy from thought to action. You might be able to beat him, but exposed like we are, you'd never beat all of those robots. Our job is to rescue refugees. Once these guys search us, we can get under way. No refugees leave the APC. And we need to set up a private place for searches. A blanket hung up will do. If they get fresh, warn them and then ventilate. All of you are otherwise under orders to comply. If you want to quit the team afterwards or lodge a formal complaint with command, I'll put it forth with my own commendation for you following orders in a tense situation."

To Nash, he replies. "Acknowledged Nash, but not everyone else feels the same. thank you for leaving them some dignity. Team's looking good by the way." 'Well as good as a bunch of lunatics can.'
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: 13 A Race for Safety

Post by Hardin »

L.C. wrote:(rolls held)

The fact that L.C. knew who the Red Bastards were in the first place was not one of his finest moments. He'd been head hunted, hard, for them. They knew more about him than literally anyone else in the CS aside from the researchers who raised he and his roommates at the Joseph Prosek Memorial War Orphans Home on the 4th level of New Chilicothe. The fact that an orphanage had active armed guards never occurred to the residents nor the administrators. Some wings held the children of dissidents. Others held the honored children of heroes who had given their all for the States. And the Kappa and Gamma wing held two separate classes of psychics. Those in the Kappa wing were subjected to trauma and experiences which shaped their emerging talents, but also steeped in the love and admiration of a nation of less evolved, but well meaning brethern. 'As one does not fault one's brother for being less psychically developed than you, nor should you fault those you protect. But remember, we love you, and even if you find fear in the eyes and minds of those around you at your presence, you will know love here.' Curious, he thinks detachedly, why would such a memory come to mind. I certainly can't ever go home. Like Brison, my choice has been made for a long time.

To Hardin he replies, "13 is a Psi-stalker who would be able to feel the movement of your psychic energy from thought to action. You might be able to beat him, but exposed like we are, you'd never beat all of those robots. Our job is to rescue refugees. Once these guys search us, we can get under way. No refugees leave the APC. And we need to set up a private place for searches. A blanket hung up will do. If they get fresh, warn them and then ventilate. All of you are otherwise under orders to comply. If you want to quit the team afterwards or lodge a formal complaint with command, I'll put it forth with my own commendation for you following orders in a tense situation."

To Nash, he replies. "Acknowledged Nash, but not everyone else feels the same. thank you for leaving them some dignity. Team's looking good by the way."
Hardin curses, thinks the better of it, and then curses more colorfully. "This is stupid, L.C. You of all folks should know better. An' you tell them stalkers that if they act out of line even the tiniest bit, the warning they'll get from me sounds an awful lot like a gunshot."
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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Kaja Earthblooded
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Re: 13 A Race for Safety

Post by Kaja Earthblooded »

(rolls held)
He replies back to Hardin. "I'd expect nothing less, but keep in mind, Nash chose these stalkers because they are less caring than Dogboys and twice as brutal as kill hounds. And that vibe you can get off them from the way his own people part when they walk - that's the non-controlled version of what I do, plus a bestial mind. We are all lunch to them. If we get out without injuries, I'll personally put my pay towards the mental rehab people will need." L.C. normally sounds confident and in control, but worry twinges his voice.
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
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Miles RAD Radoslav
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Re: 13 A Race for Safety

Post by Miles RAD Radoslav »

Aboard the Bandito: Sir William considers, then moves to the front of the APC. "Brison - perhaps we should lend our vehicle's firepower to the upcoming meeting - shall we ask the Sergeant about turning back and meeting up with the others?" He shrugs and gives a bit of a laugh. "I may have a difficult time explaining why our APC isn't full of techno-mages, however. Perhaps they are shy."
Last edited by Miles RAD Radoslav on Wed May 30, 2018 11:46 am, edited 1 time in total.
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: 13 A Race for Safety

Post by Hardin »

L.C. wrote:(rolls held)
He replies back to Hardin. "I'd expect nothing less, but keep in mind, Nash chose these stalkers because they are less caring than Dogboys and twice as brutal as kill hounds. And that vibe you can get off them from the way his own people part when they walk - that's the non-controlled version of what I do, plus a bestial mind. We are all lunch to them. If we get out without injuries, I'll personally put my pay towards the mental rehab people will need." L.C. normally sounds confident and in control, but worry twinges his voice.
"Well, that paints a lovely picture. I ain't promising nothin' here, Sargento. This is three kinds of bad, an' letting them on our boat seems a less than ideal move."
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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Hardin
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Re: 13 A Race for Safety

Post by Hardin »

Sir William Mahan wrote:Aboard the Bandito: Sir William considers, then moves to the front of the APC. "Brison - perhaps we should lend our vehicle's firepower to the upcoming meeting - shall we ask the Sergeant about turning back and meeting up with the others?" He shrugs and gives a bit of a laugh. "I may have a difficult time explaining why our APC isn't full of techno-mages, however. Perhaps they are shy."
Hearing Sir William, Hardin gets an idea. With a nod to the young Cyber-Knight, he says into his radio, L.C. if we're gonna have the boys in black hasslin our people, it might be a good idea to ask Sir William here to babysit em and make sure they mind their manners."
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: 13 A Race for Safety

Post by Arthur_Bishop »

Arthur finds a blanket, and turns into a makeshift curtain for the hostages He sees a young girl with big worried eyes and pats her on the head gently. "It's o.k." he says gently "we won't let them hurt you." He decides to consent to their search, but if they attempt to harm any of the hostages, it will take a herculean effort to restrain himself.
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: 13 A Race for Safety

Post by Foxx »

Foxx kept to herself during the bumpy ride, mostly because of the ribs. She hopes to the ancestors they would escape without loosing their hostages to the CS. Apparently everything just changed as their sergeant begins cutting a deal with the CS leadership. That left a bad taste in her mouth, but what could they do at the moment. She found the idea of getting groped by the psi-stalkers abhorrent. At that she did not fault her luck for getting on the other apc instead of the one that lagged behind.

99's channel, "I'm not comfortable with offering myself up for a couple of psi-stalkers. Plus, offering to pay for any mental or probably physical trauma I might suffer does not support the idea of getting out of this APC."
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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Miles RAD Radoslav
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Re: 13 A Race for Safety

Post by Miles RAD Radoslav »

Sir William nods. "It would be my honor to ensure that the Coalition forces take no unwanted liberties."
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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Foxx
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Re: 13 A Race for Safety

Post by Foxx »

Sir William Mahan wrote:Sir William nods. "It would be my honor to ensure that the Coalition forces take no unwanted liberties."


"Will that not be hard after the violently gun you down? Am I the only here who thinks this is a terrible idea as opposed to running?"
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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Miles RAD Radoslav
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Re: 13 A Race for Safety

Post by Miles RAD Radoslav »

"Lady Foxx, they are welcome to try. I am not without defenses, and their technological weapons will give them a major disadvantage against me."
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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Re: 13 A Race for Safety

Post by Kaja Earthblooded »

(rolls held)
Foxx wrote:"I'm not comfortable with offering myself up for a couple of psi-stalkers. Plus, offering to pay for any mental or probably physical trauma I might suffer does not support the idea of getting out of this APC."
L.C. sighs. Must these self centered idiots be so short sighted! Who cares what happens to us? We volunteered to bring refugees in or die trying. She must not have faced a force of this magnitude before.

Schooling his voice and thoughts, L.C. replies. "Acknowledged, however the order is given. If you want you can complain to Legion Command and probably push for my removal as an non-commissioned officer. It would certainly be within your right and I would not argue. What I am asking is not a good thing. But your personal misgivings are not going to be allowed to risk the safety of these refugees. Even if we outran those big bots, they only need a spotter to use those missiles. And the squad they sent after us are the best of the best in terms of tracking. Those soldiers with the hardware want nothing to do with any of this. And once these civilians are free, we can hunt down these bounty hunter monsters and slaughter them, but all things in their time."

He pauses and his voice is heartfelt. There is no hardness or the casual indifference of a NCO giving an order. It is a plea. "Please reconsider."
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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Leethe
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Re: 13 A Race for Safety

Post by Leethe »

Leethe comes to where LC is. "I'm with you commander."

Over her radio, "Our primary mission is to save refugees, that is what I was bought into this team to do."
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
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Q4 2019
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Re: 13 A Race for Safety

Post by Ndreare »

As 12 and 13 walk towards the vehicle the way their bodies move sends a chill down the spines of everyone. It is as if they completely lacked the normal bone structure expected on men, and the unison of step is something that looks like it belong more in a machine than in a living being. As they scan around the anxious people waiting outside the vehicles their eyes lock on each of them with psychic or magic potential with an stare clearly communicating hunger.
Then speaking as one, their voice echoes with the sound of others unseen as if you were hearing a unholy choir rasping in the tones of haunted souls. “We will search the vehicles first. Then your men.”
Then saying to each other as if not only not caring if you hear, but not even caring of the fear induced in the watching crowd they say. “So much food, we should not have to wait, we should not have to take our time.”
As they move into the vehicle it shakes and jostled with more steps than would be fitting for the two psi-stalkers alone. Without consciously thinking of it L.C. and Leethe let their arcane awareness see what is hidden and are shaken to see they have several dozen chains floating away from their body leading to the bound souls of previous victims. Each haunted and eatherial being bound to serve in death is searching the vehicle inside and out looking for hidden artifacts and signs of magic.
Notice 4 and 4, Ignores -2 in modifiers
12 Notice [dice]0[/dice]
12 Wild [dice]1[/dice]
Benny for reroll for 12
  • 12 Notice [dice]4[/dice]
    12 Wild [dice]5[/dice]
    .
13 Notice [dice]2[/dice]
13 Wild [dice]3[/dice]
Benny to Reroll for 13
  • 13 Notice [dice]6[/dice]
    13 Wild [dice]7[/dice]
    .
Detect Arcana active reduces modifier to notice Foxx to -4/-4
As they enter the vehicle Sir William sees them go straight to the location of the hidden panel tearing it open and finding it empty. Then they begin a more thorough search of the vehicle. While the others wait outside it takes the two creatures and their hosts nearly 20 minutes to finish. The whole of the time the nerves of the refugees is alighted and on fire, twitching at every scuff and click made.

Finally they exit the vehicle, and begin searching the refugees. Each allowed to enter only one at a time as they come in to be searched the smell of sweat and in a few cases urine is enough the psi-stalkers begin idaly chatting in the same haunted voices. Crue, simple comments like. “This one would be acceptable.”, “This one is soiled I would let its corpse rot.”, “This one is plump with life, it would be delicious.”
The stench in the Mark V is so thick you could cut it with a knife by the time the two monster leave to search the other APC. The process goes much the same way as they search the two drivers of the newly captured APC, their search however turns more thorough as they begin looking for something they can smell.
“Where is it, a female, it was here, it was bleeding.” Then as they find some of the blood they lift it to their faceplates opening them in unison and tasting the blood from the hidden elf. Their eyes light up with joy as they look at each other. “Line Walker, we can share her.” Then after looking extra hard for about 20 minutes they look up and all their focus is on Brison. "Where is the line walker we taste?"
Brison looks shocked and little off center. "We uh, just got this from another group we fought. I cannot say everyone who was in here."
the whole ordeal takes about an hour and a half until they are finished. However for some reason the oppressive aura they have around them makes recovering your mental strength difficult as you are unable to clearly think. (All power point recover is reduced by half during the hour and a half they are searching you.)

Finally they walk over to L.C. they ask. "So what prey will you send with us traitor? We promise not to eat them while we wait for your return."
Secret Stealth Roll, Secret Notice Roll - Sir William spends a benny for EE
As Sir William follows the two horrors around he notices while trying very hard to be subtle the psi-stalkers fail to pull it off. He sees them drop three trackers in hidden locations in the Mark V and two trackers in the bandit APC.

The actual rolls for this effort where made with dice and will not be revealed.
  • 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: 13 A Race for Safety

Post by Miles RAD Radoslav »

Sir William keys the radio in his armor. "Sergeant - you have not led us astray yet. You have my trust and my swords."
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

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Re: 13 A Race for Safety

Post by Foxx »

Spellcasting: True Invisibility 2, Extra Effort 5
True invisibility [dice]0[/dice] -1 wound
Wild [dice]1[/dice]
Benny: Extra effort [dice]7[/dice]
99th: "I disagree with your assessment of the situation. I think we had a viable window of opportunity to retreat and take our chances with the missiles. Now, they have the advantage of line of sight with all their weapons. I think your CS issue rose tinted glasses made from the blood of the innocent, may have clouded your judgement. This order is unlawful, you do not simply give up Legion members to the CS who are a designated enemy. How do you plan on protecting anyone with 'US' detained?

"If there is a later, you can court martial me and allow the leadership to better judge both our actions."
She thinks of a mental bow, wrapping it all up neatly. About as neatly as you can with a big mess they are in. She looks to the gentlemen inside the APC with her. Well, it would have been nice to get to know them, but it would seem fate had different ideas. "Gentleman, please do me the favor of not mentioning me to the CS. I will sit back in the background and observe how this turns out." She then engages her invisibility spell, fading out into the shadows. Finishing the spell she finds a corner on the APC to be out of the way once it stops. It would tax her magical reserve but she was sure if things went south she could get away without much effort. She hated to think it would come to that to let the Legion know the fate of the 99th.
Current Magical State
PE: 46/25, Active spells:
(Rolls deleted by GM)
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: 13 A Race for Safety

Post by Hardin »

Hardin Notice 15, Jane Notice 7
Notice [dice]0[/dice]
Ace! [dice]4[/dice]
Wild [dice]1[/dice]

Jane Notice [dice]2[/dice](includes sensor suite and expanded array)
Wild [dice]3[/dice]


Hardin endures the indignity of the search without shooting anyone, which he considers a personal success. Things got a little dicey when "13" told him to remove his hat, but the stalker seemed to shy away from trying to take Hardin's hat, and so everyone survived.

When it's all over, Hardin suits back up and makes sure all of his weapons are where they're supposed to be before he and Jane head over to L.C. He hears them ask about hostages, and his fingers get itchy. We can't be doin' that, he thinks. Nobody'd make it away from this lot still feelin' sane. Next to him, the queen of the fairies that only he can see nods her silent agreement.
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: 13 A Race for Safety

Post by Miles RAD Radoslav »

Sir William steps forward with a look of distaste aimed at the psi-stalkers. "Sergeant, I will remain with these... individuals if required."
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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Re: 13 A Race for Safety

Post by Kaja Earthblooded »

(rolls held)

L.C. has a pained look on his face that no one can see. But when he speaks to the Psi-Stalkers, he lifts the faceplate. He would not hide from what he was asking of his men. "You know as well as I do the value of a cyberknight in terms of morale, combat value, and their own adherence to their code. So does your commander. You will get two hostages. Sir William, a Cyber-Knight, and our Zapper, called Bishop. You had best not harm them at all, and that means their psychic energy too. I will be able to tell when I come back with the data. Tell your commander I'll see him soon with what I promised."
Persuasion 13
Persuasion [dice]0[/dice], [dice]1[/dice] -2 +4 (EP) + [dice]2[/dice]+[dice]3[/dice] (EE) = 13
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
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Hardin
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Re: 13 A Race for Safety

Post by Hardin »

(Rolls held)
High Command wrote:(rolls held)

L.C. has a pained look on his face that no one can see. But when he speaks to the Psi-Stalkers, he lifts the faceplate. He would not hide from what he was asking of his men. "You know as well as I do the value of a cyberknight in terms of morale, combat value, and their own adherence to their code. So does your commander. You will get two hostages. Sir William, a Cyber-Knight, and our Zapper, called Bishop. You had best not harm them at all, and that means their psychic energy too. I will be able to tell when I come back with the data. Tell your commander I'll see him soon with what I promised."

Persuasion [dice]36928:0[/dice], [dice]36928:1[/dice] -2 +4 (EP)
Hardin is incredulous. "Wait, what?! Your givin them our people? Sargento, you sure they ain't in your head? If the word of a Cyber-Knight is good enough that he'll be on his best behavior then the word of a Cyber-Knight is enough that we'll follow through with your promise. We're tryin' to help these skull-faced bastards, who knows why, an' give em what they want. Little consideration is in order, Ah would think."
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: 13 A Race for Safety

Post by Ndreare »

As the first volunteer steps forward, a strange tension starts fillng the air as the look of hunger and anticipation on the faces of 12 and 13 begins to become very apparent even to those previously cowed. Then in unison they say to each other so quietly only the most alert can hear. "We will get a Cyber-Knight, even better than a line walker." The chained souls previously looking around Foxx's location and the APC's come back and begin to look sorrowfully towards Sir William weeping with the knowledge another noble warrior will soon join their ranks. Then as if attempting to speak to Sir William of a they control their weeping enough to make movements akin to speaking. then one of the souls with the imagine of a knight steps forward speaking his head down and the rest return to their weeping. It is now apparent to L.C. and Foxx that 12 and 13 are unaware of the souls themselves.
OOC Comments
Only those who rolled notice 6 or higher at the top of the page hear them. In this case this include Sir William.
Hardin
The Queen who for years has been calm in even the most horrible of situations is suddenly agitated. She dashes forward grabbing onto Sin William and trying as hard as she can to pull him back from where he has stepped forward. But Sir William stands resilient as if he could not be budged from the duty in front of him.
The souls around Sir William begin speaking with the Queen and you can see she too begins to weep as whatever they are saying to her sinks in. Turning to Hardin she shakes her head in sorrow as her body turns grey from the dread upon her soul.

Fariy Queens Sorrow
OOC Comments
Fairy Queens Sorrow.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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Ndreare
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Joined: Tue Aug 08, 2017 12:55 pm
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Re: 13 A Race for Safety

Post by Ndreare »

L.C. wrote:(rolls held)

L.C. has a pained look on his face that no one can see. But when he speaks to the Psi-Stalkers, he lifts the faceplate. He would not hide from what he was asking of his men. "You know as well as I do the value of a cyberknight in terms of morale, combat value, and their own adherence to their code. So does your commander. You will get two hostages. Sir William, a Cyber-Knight, and our Zapper, called Bishop. You had best not harm them at all, and that means their psychic energy too. I will be able to tell when I come back with the data. Tell your commander I'll see him soon with what I promised."
The two look at L.C. and smile as their discordant voices say. "Three must stay traitor. Two will not be enough."
Bishop
You may have a benny for volunteering to stay and die.
High Command
Please take your benny back and void the EP request. Persuasion was already roll for the scene.
  • 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!
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Re: 13 A Race for Safety

Post by Hardin »

RFT wrote:As the first volunteer steps forward, a strange tension starts fillng the air as the look of hunger and anticipation on the faces of 12 and 13 begins to become very apparent even to those previously cowed. Then in unison they say to each other so quietly only the most alert can hear. "We will get a Cyber-Knight, even better than a line walker." The chained souls previously looking around Foxx's location and the APC's come back and begin to look sorrowfully towards Sir William weeping with the knowledge another noble warrior will soon join their ranks. Then as if attempting to speak to Sir William of a they control their weeping enough to make movements akin to speaking. then one of the souls with the imagine of a knight steps forward speaking his head down and the rest return to their weeping. It is now apparent to L.C. and Foxx that 12 and 13 are unaware of the souls themselves.
OOC Comments
Only those who rolled notice 6 or higher at the top of the page hear them. In this case this include Sir William.
Hardin
The Queen who for years has been calm in even the most horrible of situations is suddenly agitated. She dashes forward grabbing onto Sin William and trying as hard as she can to pull him back from where he has stepped forward. But Sir William stands resilient as if he could not be budged from the duty in front of him.
The souls around Sir William begin speaking with the Queen and you can see she too begins to weep as whatever they are saying to her sinks in. Turning to Hardin she shakes her head in sorrow as her body turns grey from the dread upon her soul.

Fariy Queens Sorrow
OOC Comments
Fairy Queens Sorrow.jpg
.
Hardin pulls L.C. aside, whispering, ”It’s plain as day to anyone with eyes that these buggers ain’t givin us back anyone we give them, Sargento. I’m not havin it. Sir William goes with them, and ah go, too. Only ah won’t stay long and ah won’t be well-behaved. He can try and sacrifice himself if he wants to, but it ain’t written that ah gotta let him. Same with Arthur. Ah don’t want a sad queen riding at my back.”
Hardin is not volunteering
This is Hardin’s way of saying that he will go out and fight them rather than let Sir William or Arthur go as hostages. Sorry for any confusion.
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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Kaja Earthblooded
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Re: 13 A Race for Safety

Post by Kaja Earthblooded »

L.C. wants to snap at the psi-stalker. Two is enough you monsters! But then Hardin does the expected. To the stalkers, he tersely adds, "You'll have your third hostage in a few minutes. Stay here. Hardin, with me. Their weapons and gear stay with us. Gentlemen, once I am done talking to Hardin, put them in the Mark V's armory. 13 can watch them to make sure its done. Sir William, Mr. Bishop, also take some ration bars and fill your canteens."

L.C. takes Hardin back with him. His voice is low but fierce. "You don't like what's going down here. I get that. You don't care for my decision. I get that. But I will not have your half cocked "me against the world" crap endanger these civilians! Both of those men volunteered. As for why I'm giving them this, I figure if I can put the CS most infamous psychic hunters after Federation of Magic Infiltrators inside CS High Command, they won't be interfering with us. I know they will try and double cross us. They expect us to do the same. I'm about to give you some orders and you'd damn well best follow them. You get this convoy back to where we got the paint jobs and fixed this baby up," this was an obvious reference to Wheaton. "Go see our contact, tell them you and Brison need to head back to Castle Refuge. You give Major Deschesne the message I am about to record and you get the original data archive I brought in. Bring it and a plan on getting us out once they double cross us. But regardless of whether I put it on his unconscious body or give it to him, it is to go back to the CS. We should have copies of it by now. Brison is there so you know what you are looking for. You're in command, choose your temporary second. Get these people back safe and try your best not to frighten them more." With that L.C. parks the SAMAS and locks and shuts it down. He then steps out, strips out of everything but armor, and grabs the hand computer and records a message detailing what has happened, where the meet will happen, why the decision was made and why he made the deal in the first place. He finishes the message and hands it to Hardin. "Command is yours Corporal. Follow your orders to the letter."

(leaving a spot for Hardin's reply before LC walks off.)
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: 13 A Race for Safety

Post by Arthur_Bishop »

Arthur takes off his utility belt with the pistol and the neural maces. He hands it to L.C. and nods."I'll see you later." He nods again and heads where instructed to.
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: 13 A Race for Safety

Post by Miles RAD Radoslav »

Sir William looks at the psi-stalkers. "I have a weapon that cannot be surrendered," he says solemnly. "I pledge that it will not be used against you so long as I and the other hostages are unmolested." He looks 13 dead in the eyes and adds, "I advise you not to test that."
Intimidation 5
[dice]0[/dice] Wild [dice]1[/dice]
Benny - [dice]2[/dice] Wild [dice]3[/dice]
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Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
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Fatigue: 0

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Re: 13 A Race for Safety

Post by Hardin »

L.C. wrote:L.C. wants to snap at the psi-stalker. Two is enough you monsters! But then Hardin does the expected. To the stalkers, he tersely adds, "You'll have your third hostage in a few minutes. Stay here. Hardin, with me. Their weapons and gear stay with us. Gentlemen, once I am done talking to Hardin, put them in the Mark V's armory. 13 can watch them to make sure its done. Sir William, Mr. Bishop, also take some ration bars and fill your canteens."

L.C. takes Hardin back with him. His voice is low but fierce. "You don't like what's going down here. I get that. You don't care for my decision. I get that. But I will not have your half cocked "me against the world" crap endanger these civilians! Both of those men volunteered. As for why I'm giving them this, I figure if I can put the CS most infamous psychic hunters after Federation of Magic Infiltrators inside CS High Command, they won't be interfering with us. I know they will try and double cross us. They expect us to do the same. I'm about to give you some orders and you'd damn well best follow them. You get this convoy back to where we got the paint jobs and fixed this baby up," this was an obvious reference to Wheaton. "Go see our contact, tell them you and Brison need to head back to Castle Refuge. You give Major Deschesne the message I am about to record and you get the original data archive I brought in. Bring it and a plan on getting us out once they double cross us. But regardless of whether I put it on his unconscious body or give it to him, it is to go back to the CS. We should have copies of it by now. Brison is there so you know what you are looking for. You're in command, choose your temporary second. Get these people back safe and try your best not to frighten them more." With that L.C. parks the SAMAS and locks and shuts it down. He then steps out, strips out of everything but armor, and grabs the hand computer and records a message detailing what has happened, where the meet will happen, why the decision was made and why he made the deal in the first place. He finishes the message and hands it to Hardin. "Command is yours Corporal. Follow your orders to the letter."

(leaving a spot for Hardin's reply before LC walks off.)
"Oh, for the love of... you're all idiots! Hardin is not feeling subtle at the moment. "Ah outta shoot the three o you and save you the suffering. This don't help nobody. You think they're gonna play nice once they have y'all locked up nice and tight? They're suddenly gonna let us ride any freer than they would otherwise? Have y'all seen these psychopaths?" He gestures fairly wildly at the assembled Coalition troops, clearly on edge. "Y'all wanna be noble? Fine. Do it on yer own time. But you wanna resolve this situation, tell them dead boys they can take us at our word or at the end of our rifles, but they don't need to take our people."

In a lower voice, to L.C., he whispers, "This is the wrong call, Sargento. Ah'll keep these folks alive as best ah can, but we're better off stickin' together. What's stoppin' them from lettin their missiles loose on us once you're bundled up on their vehicle, hm? You trust their 'honor' that much?"
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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Miles RAD Radoslav
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Re: 13 A Race for Safety

Post by Miles RAD Radoslav »

Psionics
[dice]0[/dice] Wild [dice]1[/dice]
Benny to avoid backlash [dice]2[/dice] [dice]3[/dice]
Second Benny to avoid backlash [dice]4[/dice] [dice]5[/dice]
Spend adventure card to use Telepathy
Sir William focuses his energy on the invisible Foxx, willing his thoughts to reach her, at the same time as he leans over towards Hardin. To both, he says "Be warned - the psi-stalkers planted devices on our APCs. I suspect they are some form of tracker or listening device."
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

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Re: 13 A Race for Safety

Post by Foxx »

The whole affair with the Psi-stalkers is as gruesome as she feared. Luckily for Foxx, she decided that being eaten alive so they can sup her magic would not be on the agenda. The misery she feels off the souls that are chained to the stalkers temps her to lash out and kill them both for the atrocities they have committed. Such is her nature and she has to force it down for the moment as this desperate scene plays out. At least the Sergant at the good taste to stay behind with the other future victims. This was not right and did not have to happen. She could flee and hope to find solace in surviving with the other refugees, but it would not set well with her that she left her new team mates to an undesired fate.

She leans in to whisper quietly to Hardin, "calm yourself. I too want to set this right, but blunt force will get us all killed. I think being subtle and an element of surprise will work more in our favor." She does not mention at the moment that she is out of ideas on how to pull off either. She feels the soft intrusion of thoughts directed at her and allows it, ready to close her mind off and resist domination. She frowns at the news of the bugs but is not surprised.
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: 13 A Race for Safety

Post by Hardin »

(rolls held)
Foxx wrote:The whole affair with the Psi-stalkers is as gruesome as she feared. Luckily for Foxx, she decided that being eaten alive so they can sup her magic would not be on the agenda. The misery she feels off the souls that are chained to the stalkers temps her to lash out and kill them both for the atrocities they have committed. Such is her nature and she has to force it down for the moment as this desperate scene plays out. At least the Sergant at the good taste to stay behind with the other future victims. This was not right and did not have to happen. She could flee and hope to find solace in surviving with the other refugees, but it would not set well with her that she left her new team mates to an undesired fate.

She leans in to whisper quietly to Hardin, "calm yourself. I too want to set this right, but blunt force will get us all killed. I think being subtle and an element of surprise will work more in our favor." She does not mention at the moment that she is out of ideas on how to pull off either. She feels the soft intrusion of thoughts directed at her and allows it, ready to close her mind off and resist domination. She frowns at the news of the bugs but is not surprised.
Hardin starts to ease back, angry, but resigned. The Coalition have them surrounded, and if L.C., Arthur and Sir William are hell-bent on going quietly, Hardin doesn’t think they have the firepower to shoot their way out.
Sir William Mahan wrote:
Psionics
[dice]36947:0[/dice] Wild [dice]36947:1[/dice]
Benny to avoid backlash [dice]36947:2[/dice] [dice]36947:3[/dice]
Second Benny to avoid backlash [dice]36947:4[/dice] [dice]36947:5[/dice]
Spend adventure card to use Telepathy
Sir William focuses his energy on the invisible Foxx, willing his thoughts to reach her, at the same time as he leans over towards Hardin. To both, he says "Be warned - the psi-stalkers planted devices on our APCs. I suspect they are some form of tracker or listening device."
And in an instant, the fire is back. He grabs L.C. by the shoulder, spinning him around and looking him in the eye. With another whisper, he says, "Sir William just informed me by mind talk that he watched ‘em plant bugs on our vehicles. They’ve already broken yer damn truce and you ain’t even finished bein’ a sacrificial lamb yet! You need to do this, then you do this. But you do it, Sargento. Convince ‘em they only need one hostage, because them boys deserve better than what they’re about to get.”
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: 13 A Race for Safety

Post by Rob Hunter »

Rob steps forward and stands next to Arthur.

"I'll be the third, I'll go with them." He looks toward Arthur and nods and then whispers to him. "I always knew it would end at the hands of robots."

Rob crosses his arms and stares at the psi-stalkers, awaiting his fate.
Last edited by Rob Hunter on Thu Jun 07, 2018 6:35 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.
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Hardin
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Re: 13 A Race for Safety

Post by Hardin »

Rob_Hunter wrote:Rob steps forward and stands next to bishop.

"I'll be the third, I'll go with them." He looks toward Bishop and nods and then whispers to Bishop. "I always knew it would end at the hands of robots."

Rob crosses his arms and stares at the psi-stalkers, awaiting his fate.
Hardin’s eyes roll so hard they threaten to give him a concussion from inside his skull. Ah’m surrounded by noble idiots.
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: 13 A Race for Safety

Post by Arthur_Bishop »

Arthur looks to the APC with the hostages, then back at the amassed opposition force. He nods to himself. He pats Rob Hunter on the shoulder of his Super Trooper Power Armor. “You’re a good friend Rob”. He looks to L.C. and nods grimly, a finality about it. “Get the hostages to safety L.C.” He makes sure L.C. is making eye contact with him and then he mouths the word “Run!”

He starts to walk toward the enemy. They call for him to halt, but he just keeps going. He is 15 yards from them when they open up with a burst of laser fire. The blasts hit him, spinning him around until he crashes onto the ground. To everyone’s surprise, he stands up, a thin line of bright white electrical current wrapping around him.He stands there, taking countless barrages of blasts which only causes the electrical current to amplify, arcing wildly around him, his entire body flickis with electricity. The current collapses into his body as he glares at his opponents. “RUUUUN!” he yells to his teammates. A tremendous crackling noise is heard as a electro magnetic pulse shoots from his body arcing in a 180 degree wave toward the mechs. Some of them topple to the ground, sapped of power. The rest just shut down. Arthur grins, a trickle of blood running from his mouth, his body smoking. He collapses to the ground with a smile on his face. His spark forever extinguished.
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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Diamond Patron
Posts: 156
Joined: Mon Dec 04, 2017 8:29 pm

Re: 13 A Race for Safety

Post by Leethe »

Leethe realizing team members may still be in a bit of shock, says in a commanding tone, "We have to go now, we still have a mission to complete."
Command note
Using Command Edge to give +1 bonus to team members to recover from being shaken.
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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Bronze Patron
Posts: 324
Joined: Thu Aug 10, 2017 6:21 pm

Re: 13 A Race for Safety

Post by Hardin »

Leethe wrote:Leethe realizing team members may still be in a bit of shock, says in a commanding tone, "We have to go now, we still have a mission to complete."
Command note
Using Command Edge to give +1 bonus to team members to recover from being shaken.
After being temporarily blinded by Arthur’s incredible display, Hardin snaps out of his stupor at the sound of Leethe's voice. Oh, you noble idiot.

Hardin lets out a shrill whistle, which Jane's software interprets as a familiar command, and Jane runs to his side. He mounts without slowing, drawing his Big Bore pistol on the way, and speeds toward Arthur's fallen form.

As soon as he's close enough, he activates his 'kinesis and lifts Arthur's body, turning to haul his fallen comrade back to the APC. Seeing 12 and 13 begin to rouse themselves (and remembering the last time he saw the effects of a Mind Melter's dispel field) Hardin sends two rounds their way, knocking each one backward.

What I wouldn't give to finish that fight, he thinks, but keeps Jane running instead.

To the rest of the 99s, he yells, "Y'all heard the lady. Move!!"
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: 13 A Race for Safety

Post by Foxx »

Teeth clenched and hands balled into fists the dark elf fury can only be salved by firing a tremendous bolt of magical energy towards the psi-stalkers. Its target is at their feet, to keep them off balance so she follows her companions back to the APCS and mount up. Arthur's sacrifice is heart wrenching. It would appear he was noble to a fault but she would now never get to know the young man reasons. This accursed day had gotten about as worse as it could get. She remounted the bandit APC lingering at the doors to pull anyone else in so they could flee immediately.
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
Silver Patron
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Posts: 205
Joined: Mon Aug 14, 2017 8:33 am
Location: Korvosa

Re: 13 A Race for Safety

Post by Kaja Earthblooded »

Notice 5
Notice [dice]0[/dice], [dice]1[/dice]
L.C. catches Arthur's eyes and his mouthed admonition. In an instant he goes to yell 'No!' but he knows the effort would be futile and in fact make the effort fail uselessly. Using his own telekinetic ability, he makes a wall of dirt explode into the air, providing an obscuring barrier between the APCs and the CS forces. It also manages to shield his vision from the worst of the flashes. He doesn't try to stop Hardin, and only can thank the man's quick thinking. "Get into the vehicles, we are leaving!" He leaves the rear ramp gate open for Hardin to jump/ride into, but goes to grab his rifle from the power armor. He sets it to his shoulder and shoots dissuading shots at any pursuers.
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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Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: 13 A Race for Safety

Post by Miles RAD Radoslav »

Sir William bows his head for a moment, honoring Arthur's sacrifice. "Honor to you, warrior" he thinks as he whirls and sprints for the APCs, keeping an eye on the other 99s to make sure they get clear.
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: 13 A Race for Safety

Post by Rob Hunter »

Rob, shocked, looks on in disbelief. After Arthur's body falls, and doesn't get back up, Rob goes into a fit of rage and fires his gun up in the air whilst yelling "Aaargh!"

After a moment Robs rage subsides enough for him to grasp the situation and he turns and runs into the 99's APC where he sits and mumbles something to himself about "the robots".
"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
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 13 A Race for Safety

Post by Ndreare »

As the characters head back towards their APCs and take flight ensuring the safety of the hostages they are chased by the intensity of emotions from the encounter. The Coalition forces left with nothing to do but repair their equipment the last thing seen as they leave the area is Nash standing rigid and unphased glaring at the departing heroes. He his focused so intently on the camera it is as if he could somehow see L.C. through the lense.
12 & 13 unable to extract their cruel desires chase the APCs on foot only briefly before instantly as if a single entity turning and heading back towards the Red Bastards APC. Everyone on both sides know the issue is not settled and neither side will be quick to forgive the other.
READ THIS
Your heroes arrive in Wheaton safely with the refugees.

Go Here and figure out what you want to do. through Role Play.
http://savagerifts.com/sr/viewtopic.php?f=129&t=1572
  • 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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