09 - Uninvited Guests

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Ndreare
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09 - Uninvited Guests

Post by Ndreare »

OOC Comments
Ignore this, this was just me randomly rolling who was on watch.
[dice]0[/dice]
During the evening of the third night out from Wheaton Baron McVey and Sir William are on duty rotation for 0200 watch when they notice a woman with two small children trying to sneak up on the vehicle.
Over the enhanced audio feed you can hear her telling the children to wait while she sees if she can steel or trade for some food. Unfortunately as much as she may want to be unnoticed, she stands out easily with your suits optics able to eliminate most of the difficulty of seeing at night.
As she approaches the vehicle trying to look for some sort of access she does not notice the either of you. She looks worn, her clothes are all threadbare and she has a large tattoo identifying her as a Psi covering 1/3 of her face and several parts of her exposed skin is covered in scar tissue from neural prods.


This is a new scene, so please make your notice rolls. It is very dark out so -4 for darkness, but your armor optics let you ignore -2 of that. So total modifier is -2.
  • 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: 09 - Uninvited Guests

Post by Miles RAD Radoslav »

Notice 2
[dice]0[/dice] Wild Die[dice]1[/dice]
Persuasion 3
[dice]2[/dice] Wild Die [dice]3[/dice] (unskilled, but modified for Charisma if she recognizes cyber knights as good)
Sir William steps away from the APC and approaches the woman. "I am Sir William, sworn cyber knight and member of the Tomorrow Legion. If you are seeking aid, I and my comrades can help. Will you join us?"
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: 09 - Uninvited Guests

Post by Hardin »

Notice 5, If Awakened
Assuming someone wakes him up, Hardin is a half-elf and can see just fine in the dark.
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Hardin rests with his hat pulled down over his eyes, unless he is roused.
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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Baron McVey
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Re: 09 - Uninvited Guests

Post by Baron McVey »

Dice Rolls
Notice: [dice]0[/dice]
Notice Wild Die: [dice]1[/dice]
Ace: [dice]4[/dice]
Notice Total: 10
Persuasion: [dice]2[/dice]
Persuasion Wild Die: [dice]3[/dice]
Persuasion Total: 5
Baron looks to the woman as she approaches. It's funny when they come to you I suppose. Baron thinks as he gets up and follows the Cyber-Knight. "Ma'am why don't you and your children join us, I'm sure we can scrounge up some food and water for you and maybe get you someplace safe afterwards." Baron says to the woman, trying to sound as sincere as he actually was.

If the woman comes over Baron will find some rations and water for them while waking up L.C. to tell him what's going on. If she doesn't approach, Baron will still go and get food and water and bring it to her.
Baron McVey
Character Name: Baron McVey
Parry: 9, Toughness: 6 (14)
Bennies 4/4 1 Golden Benny
Bennies Spent On: Benny Gained from Joker
Benny spent on Damage Reroll
Combat Edges:
  • Danger Sense (Notice Check -2 to perceive danger)
  • Quick (Re-draw cards under 5)
  • Ambidextrous (No off hand penalties.)
  • Two-Fisted (Make two attack rolls w/o multi-attack penalties.)
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Ndreare
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Re: 09 - Uninvited Guests

Post by Ndreare »

Not much to see here
Stealth [dice]0[/dice]
Stealth Wild [dice]1[/dice]
The woman startled as if not knowing how you guys spotted her freezes for a moment. But when Sir William’s tone turns soft and his offer is for food she calms. “Um yes, please.” she says nervously.
As Baron explains he wants to help, he relief becomes obvious. She believes him and will visibly relaxes. But when he goes into the galley to get some food for the family Sir William stays out with mother. He spots out of the corner of his eye some movement identifying one of the children was already in the galley rooting. He is now attempting to hide, but as you turn to focus on him you can see he is also a mutant, his facial features off set as if it were made of clay and someone had pushed up on one side, while pushing down on the other.
Dropping the bread he is hold he tries to dash past you out into the open to run for it. (He is only a small child and you can easily catch him.)
If you do catch him the second child previously unseen will run out and start trying to break your grip. But as children there is no roll needed to handle them.

Sir William outside as you hear the scuffle, the woman's face turns to panic as she says. "Nooo." and takes off running to the vehicle.

Everyone Else: Notice roll to wake up, groggy (shaken) on a raise you wake clear headed.
You have four days. I will move the scene along on the 26th
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: 09 - Uninvited Guests

Post by Miles RAD Radoslav »

Sir William immediately follows the woman, careful not to approach her threateningly. "What is it?" he asks as he runs ahead of her towards the galley, then radios "Baron McVey, what is your status?"
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
Leethe
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Re: 09 - Uninvited Guests

Post by Leethe »

Notice 1
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Leethe is dead to the world asleep. or something worse, critical failure on notice check.
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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Hardin
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Re: 09 - Uninvited Guests

Post by Hardin »

Notice 8
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Extra Effort (can't take 'em with you) [dice]2[/dice]

-1 Benny
Hardin comes to with a start, his hat sliding back into place on his head as his arm whips out to the side. From its place among his gear, his shard pistol flies to his open hand and he calls out, "We under attack? How many of 'em?"
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
Signature
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Ndreare
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Re: 09 - Uninvited Guests

Post by Ndreare »

Leethe wrote:
Notice 1
Notice [dice]26558:0[/dice]
Wild [dice]26558:1[/dice]
Leethe is dead to the world asleep. or something worse, critical failure on notice check.
As the consequence for critical failure we're going to declare that you were so deep asleep future roles are at -2 until you wake up. If you create a post for the nightmares or dreams that have so deeply seized you I will reward you with a bonus Benny for next Q


The rest of the resolution will come after everybody's roll to wake up. If not everybody has rolled after 4 days then I will continue to 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Baron McVey
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Re: 09 - Uninvited Guests

Post by Baron McVey »

OOC Comments
Notice: [dice]0[/dice]
Notice Wild Die: [dice]1[/dice]
Notice Total: 3
Persuasion: [dice]2[/dice]
Persuasion Wild Die: [dice]3[/dice]
Benny: Reroll Persuasion: [dice]4[/dice]
Benny: Reroll Persuasion Wild Die: [dice]5[/dice]
Persuasion Total: 5
Baron sees the kids and knows what's up. "Hey don't run, let me get you some food. I know we have some peanut butter and jelly in here somewhere to go with that bread." Baron says with his most calming voice, hoping to keep the kids from fleeing into the night. "Your mom is outside with my friend, I was going to get you all some food."

If the kids stay, he'll load them up with food, if they run he'll gather some food and take it out to the mother.

Once he's done gathering up food, Baron makes his way out to the woman, either with her kids in tow or by himself. "Cute kids." Baron says with a smile. "Here's at least a few days worth of food for you and your children."


Note: Baron doesn't have a radio, it was stolen by that hobgoblin.
Baron McVey
Character Name: Baron McVey
Parry: 9, Toughness: 6 (14)
Bennies 4/4 1 Golden Benny
Bennies Spent On: Benny Gained from Joker
Benny spent on Damage Reroll
Combat Edges:
  • Danger Sense (Notice Check -2 to perceive danger)
  • Quick (Re-draw cards under 5)
  • Ambidextrous (No off hand penalties.)
  • Two-Fisted (Make two attack rolls w/o multi-attack penalties.)
User avatar
Ndreare
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Location: Skagit County, Washington
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Re: 09 - Uninvited Guests

Post by Ndreare »

Baron Read
While a normal Benny cannot reroll a Critical Failure in This Post you already rolled your Persuasion and Notice for the scene.

That Persuasion result will calm the children.
That Notice result will be used for your Danger Sense (which is triggered). You will start the combat on hold.
The children calm once seeing that they are not going to be attack, when suddenly their heads perk up and a fear expression comes over them. Then you can hear their mother running in from the outside yelling "Nooo" She comes in and grabs the children looking panicked as they moving like a singular whole as they open a large cupboard and dump everything in it out. Crawling in and huddling, even looking at them a strangeness happens as they start fading from sight while pulling the cupboard doors closed. Sir William also coming in behind her attempting to calm her.
Suddenly a sense of danger chills your spine as you know there is something outside, something terrible.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

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

Re: 09 - Uninvited Guests

Post by Ndreare »

As the panicked family hides Baron gets a short flash on the impending doom and suddenly it comes to him how dangerous the situation just got.

[This is Combat so Notice rolls every round please.]
Initiative Order
Initiative Order (You will go in blocks, when your turn comes up you have two days to post then the following block comes up.)
Baron McVey is on Hold
1. Leethe, Billy, (both still need Notice to wake) Sir William
2. Gargoyles
3. Erin First (still needs a Notice to wake)
4. Gargoyle Lord
5. L.C. and Hardin (Edit both are awake when their turn comes)

To move your token log into roll 20, or describe where you are going. Currently you are in your sleeping quarters on the second level of the APC.
https://app.roll20.net/join/2480773/Cdm2KA
-
Battle Map for Map Lovers
It is night time so -4 to Notice checks, however if in your armor ignore -2 of those penalties.
Gargoyles - Turn 01.PNG
-
Monster Stats For Player Reference
Spellcasting [dice]0[/dice] Wild [dice]1[/dice]

Gargoyle Lord (Not actually a Lord) = Parry: 9; Toughness: 31 (14) - Made of Stone he is Tougher, and Bigger than the other Gargoyles. True Invisibility -6 Notice and Parry, Size makes your attacks +2 if you notice it.

Gargoyle = Parry: 6; Toughness: 21 (9) Size makes your attacks +2

Gargoylite = Parry: 6; Toughness: 15 (5) * Currently Invisible -4 Notice and Parry
  • 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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Baron McVey
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Re: 09 - Uninvited Guests

Post by Baron McVey »

Notice
Notice: [dice]0[/dice]
Notice Wild Die: [dice]1[/dice]
Baron shudders at the feeling he gets. Knowing the next few seconds are important, Baron draws his prized revolver, The Gentleman's Gambler and his mentor's personal blade The Sword of Lord Varis, before calmly walking down the ramp of the APC and into the night. Baron notes how the moonlight gleams off of the silver of the revolver and the sword, almost as if beckoning what evil lurks in the night to come and face him. Face me and perish spawn... You have no place in this world. Thinks Baron stoically.
Combat Data
Free Action: Quick Draw, to draw Gentleman's Gambler.
Action one: Draw the sword of Lord Varis.
Action Two: Attack the first visible monster. (I posted both a shooting and a fighting roll due to Baron's Two-Fisted perk, if nothing is close to stab, then shooting only happens.)
Shooting: [dice]2[/dice]
Damage: [dice]3[/dice]
Monkey Shines: [dice]7[/dice] Righteous Silver; Holy & Silver added to attack
Fighting: [dice]4[/dice]
Damage: [dice]5[/dice]+[dice]6[/dice]
Last edited by Baron McVey on Wed Dec 27, 2017 4:17 pm, edited 2 times in total.
Baron McVey
Character Name: Baron McVey
Parry: 9, Toughness: 6 (14)
Bennies 4/4 1 Golden Benny
Bennies Spent On: Benny Gained from Joker
Benny spent on Damage Reroll
Combat Edges:
  • Danger Sense (Notice Check -2 to perceive danger)
  • Quick (Re-draw cards under 5)
  • Ambidextrous (No off hand penalties.)
  • Two-Fisted (Make two attack rolls w/o multi-attack penalties.)
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Kaja Earthblooded
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Re: 09 - Uninvited Guests

Post by Kaja Earthblooded »

All Moved Down by RFT to proper sequence
Notice [dice]0[/dice], [dice]1[/dice]+[dice]2[/dice]Extra Effort - thank you Hardin!
Psionics [dice]3[/dice], [dice]4[/dice]+[dice]5[/dice] Extra Effort +[dice]6[/dice] aced Extra Effort +[dice]7[/dice] aced Extra Effort - thank you Hardin!! -2 (MAP if allowed)

L.C. stirs as he hears his name, still unsure what the deal is. He looks around, instinctively looking with all of his senses. Seeing nothing of immediate concern, he gets up and pulls his helmet on and grabs his rifle. "L.C. here. Sitrep?" He then walks towards a door looking out. He freezes when he realizes what he is seeing. Reaching back to his training, deep inside his core, he unleashes the latent null field inside him. "You creatures are an affront to all that is good and decent and I will not STAND for your existence!" None of you have ever heard L.C. speak like this, but you hear a bit of the Coalition conditioning as his very aura pulses visibly around him, surrounding him a pulse of nothing. To those with powers it feels cold, to others it just feels dull. To the supernatural and magical caught in his blast, it is hell on earth, as if their very presence is being rejected on an existential level.


Repulse the Supernatural and Magical]A psi-nullifier may call his own force of will to repulse supernatural creatures, such as the undead, demons, dragons, faeries, and the like. It also works on characters with the Arcane Background (Magic) Edge. Repulsing magic costs 1 ISP and works in a medium burst template centered on yourself. Targeted creatures within that range must make a Spirit or Smarts roll (whichever is better). Failure means the creature is Shaken; a 1 means it is destroyed/killed. Wild Cards suffer an automatic Wound instead.

Automatic Psi-Nullification: Once per turn the hero (if not Shaken) gets a free action to use dispel (costs I.S.P. to use as normal for a Psi-Nullifier) against a single foe who is using a power that either targets him directly or includes the hero in an area of effect. This automatically interrupts the opponent’s action and does not cost the hero his action if he is on Hold or has not yet acted this round. Note this only dispels the incoming power or spell, not any other effects.
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: 09 - Uninvited Guests

Post by Leethe »

Leethe is in a deep sleep and having a nightmare. She is speaking out in her sleep.

The girl is looking around for a place to hide. They will catch up to her soon but there are no places to hide on this alien crystalline like world. She hears a load shriek and looks towards the direction for a second. They are coming.

She starts running away from the noise as fast as she can. Everything will be lost if the catch her. They already got all the others. She sees a flash of light ahead of her. Leethe calls out in her sleep, "Not good, not good." The girl thinks this as she changes her heading. One if them is in front of her. She hopes that one doesn't know about her yet. She might still have a chance. If only she can get back to the ship.

Unfortunately the heading change was a bad call as she runs into one of her former companions. The girl she runs into has been turned into a machine, their skin turned into metal, like a skin tight outfit. Their hair is also metal fibers, a material matching the color their hair used to be. She spots the girl and holds up her hand. A sliver tear dropped shaped device appears in it.

Leethe called out in her sleep, "Oh shoot, not good at all. I may be done for now." as the girl thinks this.

The machine girl points the tear at the girl and it shoots at her. The girl does her best to evade it but as it closes, a wire shoots out of it, striking her.

The point of the wire striking the girl in the dream combine with yelling and fighting going on in the real world, Leethe wakes up in sweats and is currently shaken. Left confused from both the nightmare and the events in the real world.
Notice 4
Notice check is -2 until she wakes up
Notice[dice]0[/dice]
Wild[dice]1[/dice]
Extra Effort Benny[dice]2[/dice]
Last edited by Leethe on Thu Dec 28, 2017 10:22 am, edited 2 times in total.
Status Tracker
Leethe

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

Re: 09 - Uninvited Guests

Post by Ndreare »

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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Miles RAD Radoslav
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Re: 09 - Uninvited Guests

Post by Miles RAD Radoslav »

Psionics Rolls
Deflection [dice]0[/dice] Wild [dice]1[/dice]
Quickness [dice]2[/dice] Wild [dice]3[/dice]
Notice 9
[dice]4[/dice] Wild[dice]5[/dice] Ace [dice]6[/dice]
Sir William pivots, pushing the mother behind him and activating his psi-swords. Cracking blue energy surrounds him as he summons all of his speed and generates a protective psychic barrier to shield the woman behind him. Seeing the gargoyles, he prepares to hold his ground at the door until his comrades can join him
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
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Ndreare
Savage Siri
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: 09 - Uninvited Guests

Post by Ndreare »

As the team struggles to wake and get themselves oriented the battle outside escalates to a new level as the vehicles itself is rocked by strike after strike of monsters as they sweep by trying to tear open the front hatch. No longer is anyone sleeping as the horror of the situation becomes apparent. The front access door is torn out of its portal as the winged demons sweep in strafing the APC and pulling back ready to cause more chaos. With the attacks focused so intensely at the front the vehicle only the bravest would dare approach.

PLEASE MAKE FEAR ROLLS +0

PLEASE MAKE KNOWLEDGE (BATTLE) ROLLS -2. No Unskilled roll for this one (unless Jack of All Trades).


NEW BATTLE MAP
Capture.PNG
1 Significant Hit on APC for 38 AP 6 damage
Running Action on Strafing attack -2 MAP, Size Matters +2, Wild Attack +2 = +2 Modifier
Gar Breath versus APC
1 Fighting [dice]0[/dice] Ace [dice]10[/dice]
  • Damage Claws [dice]13[/dice] + [dice]14[/dice] + [dice]15[/dice] +2 AP6
2 Fighting [dice]1[/dice]
  • Damage Claws [dice]16[/dice] + [dice]17[/dice] + [dice]18[/dice] +2 AP6
3 Fighting [dice]2[/dice] Ace [dice]11[/dice]
  • Damage Claws [dice]19[/dice] + [dice]20[/dice] + [dice]21[/dice] +2 AP6
    • Ace [dice]29[/dice]
4 Fighting [dice]3[/dice]
  • Damage Claws [dice]22[/dice] + [dice]23[/dice] +2 AP6
    • Ace [dice]30[/dice] + [dice]31[/dice]
5 Fighting [dice]4[/dice]
  • Damage Claws [dice]24[/dice] + [dice]25[/dice] + [dice]26[/dice] +2 AP6
6 Fighting [dice]5[/dice]
  • Damage Claws [dice]27[/dice] + [dice]28[/dice] +2 AP6
    • Ace [dice]32[/dice]




Gargoylite 01 Stealth [dice]6[/dice]
Gargoylite 01 Notice to Search [dice]7[/dice]


Gargoylite 02 Stealth [dice]8[/dice]
Gargoylite 02 Notice to Search [dice]9[/dice] Ace [dice]12[/dice]


.
The Gargoyle Lord is no longer visible to the players, his action are spent as well.
OOC Comments
Ignores -2 MAP
T 1.1: Boost
Spellcasting [dice]40[/dice]
Spellcasting [dice]33[/dice]

T 1.1: Boost - Benny to Reroll
Spellcasting [dice]41[/dice]
Spellcasting [dice]42[/dice]


T1.1: Warrior's Gift
Spellcasting [dice]34[/dice]
Spellcasting [dice]35[/dice]

T 2.1: Boost
Spellcasting [dice]36[/dice]
Spellcasting [dice]37[/dice]

T2.2: Warrior's Gift
Spellcasting [dice]38[/dice]
Spellcasting [dice]39[/dice]
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
Leethe
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Posts: 156
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Re: 09 - Uninvited Guests

Post by Leethe »

Shaken Recover 13 Fear 13 Notice 5 Battle 5
Spirit(Shaken) total = 13
Spirit(Shaken) [dice]0[/dice]
WIld [dice]1[/dice]
Wild ace [dice]8[/dice]
Wild ace ace [dice]11[/dice]

Spirit(fear) total = 13
Spirit(Fear) [dice]2[/dice]
Wild [dice]3[/dice]
ace [dice]9[/dice]

Notice Total = 5
Notice [dice]4[/dice]
Wild [dice]5[/dice]

Knowledge (Battle) Total = 7 -2 for 5
Knowledge (Battle) [dice]6[/dice]
Wild [dice]7[/dice]
Benny for Extra Effort[dice]10[/dice]

Telepathy (telemechanics) Total = 4
Psionics [dice]12[/dice]
Wild [dice]13[/dice]
Almost as if something insider her kicks in as the battle strikes the major blow to the vehicle, Leethe expertly recovers from being shaken. She calls out with commanding to the others, "Everyone get up and get to battle stations. We are under attack."

Telepathy 4
She moves forward to the control area for the vehicle and reaches out with her telepathy to communicate with the vehicle. Using her Telemechanics, she takes control of the vehicle.
Command Edge
Leethe has the command edge, granting +1 to troops recovering from being Shaken within 5 inches of her.
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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Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: 09 - Uninvited Guests

Post by Miles RAD Radoslav »

Fear 9
Fear [dice]0[/dice] Wild [dice]1[/dice] Ace on Wild [dice]2[/dice]
As the APC rocks, Sir William laughs. "At last, some genuine evil!" He prepares to leap from the APC and engage the gargoyles.
Last edited by Miles RAD Radoslav on Sun Dec 31, 2017 1:29 pm, 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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Kaja Earthblooded
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Location: Korvosa

Re: 09 - Uninvited Guests

Post by Kaja Earthblooded »

Vs Fear 5
Fear [dice]0[/dice],[dice]1[/dice]
L.C. is neither eager, nor reserved. He simply advances in the face of evil as he was trained to do. With these creatures, the Tomorrow Legion and the C.S. were in complete agreement.
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
Benny/Conviction/Wound/Fatigue/PP Tracking
Ludwig, Guard Boar
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Hardin
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Re: 09 - Uninvited Guests

Post by Hardin »

Resist Fear 5
Spirit to resist Fear [dice]0[/dice]
Wild [dice]1[/dice]
Actions, Shard Pistol Shooting 6 and damage 14 AP 1, Particle Beam Damage 30 AP 8
Ok, Hardin is going to exit the vehicle, cast boost Trait (Psionics) on himself once outside, activate exalted telekinesis to pick up the particle beam rifle, cast smite on it, and then blast away with it and his shard pistol.

Here we go:
  • Psionics for Clear Mind (boost Trait) on Psionics with the Deep Learnin' trapping (non-mega) [dice]2[/dice]
    Wild [dice]3[/dice]
    Extra Effort [dice]4[/dice]
    MAP modifier -2
    Results: +2 die types to Psionics (d12+1), +1 die type to Smarts, d8 Wild for Psionics
    -3 ISP
    -1 Benny
    Note: activated as a free action

    Psionics for Push (smite) (mega version) [dice]5[/dice]
    Wild [dice]6[/dice]
    -2 MAP
    -5 ISP
    Results: +8 damage, +2 ISP
    Note: free action

    Psionics for Kinesis (mega) to draw the particle beam rifle [dice]7[/dice]
    Wild [dice]8[/dice]
    -2 MAP
    -10 ISP

    Shooting for shard pistol [dice]9[/dice]
    Wild [dice]10[/dice]
    -2 MAP
    +2 3RB
    Extra Effort [dice]15[/dice]
    Note: t must make opposed roll vs. Shooting for lower Trait (Vigor)
    Damage: [dice]16[/dice] +2 (3RB) +2 (Spiffy Hat) AP 1

    Psionics to fire particle beam rifle [dice]11[/dice]
    Wild [dice]12[/dice]
    -2 MAP
    -2 Snapfire for calling it to Hardin
    Extra Effort [dice]13[/dice]
    -1 Benny
    Damage: [dice]14[/dice] +[dice]17[/dice] (raise) MD +8 (smite) AP 8 (includes +2 from smite trapping)
Hardin calls to L.C., "So this time we ain't talkin' first?"

He leaves the APC, clears his mind, and, with a grunt of mental effort, draws the giant particle beam rifle from the holster Erin rigged up to Jane. He pulls the rifle to his side and touches it, imbuing it with power, and levels it at the nearest gargoyle. ”Okay, then, ugly,” he drawls, and then softens the critter up with his shard pistol before letting him have it with the rifle.

A fella could get used to this!
Last edited by Hardin on Mon Jan 01, 2018 11:02 am, edited 4 times in total.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

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

Re: 09 - Uninvited Guests

Post by Kaja Earthblooded »

L.C. smirks. "For the demonic? Never. I'm surprisingly consistent about that."

Notice 8 -- Detect Arcana 20
Notice [dice]27041:0[/dice], [dice]27041:1[/dice]+[dice]27041:2[/dice]Extra Effort - thank you Hardin!
Psionics [dice]27041:3[/dice], [dice]27041:4[/dice]+[dice]27041:5[/dice] Extra Effort +[dice]27041:6[/dice] aced Extra Effort +[dice]27041:7[/dice] aced Extra Effort - thank you Hardin!! -2 (MAP if allowed)
L.C. stirs as he hears his name, still unsure what the deal is. He looks around, instinctively looking with all of his senses. Seeing nothing of immediate concern, he gets up and pulls his helmet on and grabs his rifle. "L.C. here. Sitrep?" He then walks towards the back door looking out. He focuses his impressive will on two of them (Gargoyle 6 and 3) and gives them the hypnotic suggestion to sleep. Over the team band, he savagely mutters. "Fall asleep you murderous bastards, so I can kill you."
Hypnotic Suggestion Sleep on G6 and G3 -- Psionics 8 -- Gargoyles make Vigor Roll at -2 to avoid a level of fatigue -- Gargoyles roll Spirit at -4 to avoid falling asleep - takes active effort not loud noises to wake them
Hypnotic Suggestion: Sleep (Greater Slumber; 4 I.S.P.) [Mega]
Range: Smarts × 1.5
Duration: 1 minute (1/minute)
Trapping: This powerful telepathic suggestion requires a Vigor roll (at –2 on a raise) to avoid Fatigue. In addition to the power effects. It quite simply takes a lot out of the target, putting them in alpha state that induces sleep.
Effect: The caster picks where he wants to center the spell and places a Medium Burst Template (yellow circle). He then makes an arcane skill roll. Any living creature (not undead or constructs) within the area must make a Spirit roll at -2, at −4 if the caster scored a raise. Those who fail fall asleep. Furthermore, it takes a full round of active effort to awaken a victim of greater slumber; loud noises and the like aren’t enough.
ISP: 4 + 4 for +4 to roll = 8 ISP
Roll +4 (from Major Psionic) -2 (MAP) = +2
Psionics [dice]0[/dice], [dice]1[/dice] +2=8
Note for GM regarding powers
Automatic Psi-Nullification: Once per turn the hero (if not Shaken) gets a free action to use dispel (costs I.S.P. to use as normal for a Psi-Nullifier) against a single foe who is using a power that either targets him directly or includes the hero in an area of effect. This automatically interrupts the opponent’s action and does not cost the hero his action if he is on Hold or has not yet acted this round. Note this only dispels the incoming power or spell, not any other effects.
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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BILLY BORG
Posts: 58
Joined: Fri Aug 11, 2017 9:43 am

Re: 09 - Uninvited Guests

Post by BILLY BORG »

Posted by RFT with permision from Bley's
Notice
Notice [dice]0[/dice] +2 with Audio or Visual related perception
Notice Wild Die [dice]1[/dice] +2 with Audio or Visual related perception

Fear Spirit [dice]2[/dice]
Wild Die [dice]3[/dice]
Extra Effort [dice]4[/dice]
Billy Borg comes out of his sleep mode and sees we are being attacked. Seeing the Gargoyles everywhere he heads out the torn open hatch at the front and kills the two gargoyles flying there.

Destroys Top Gargoyle, Shakes Bottom Gargoyle
May divide shots between targets as desired.
(Includes +2 From Targeting Eye), does not include -2 Snap Fire.
Top Gargoyle Shooting [dice]5[/dice]
  • Raise Damage [dice]10[/dice] +4 + Raise [dice]11[/dice] AP 8
Top Gargoyle Shooting [dice]6[/dice]
  • Raise Damage [dice]12[/dice] +4 + Raise [dice]13[/dice] AP 8
Bottom Gargoyle Shooting [dice]7[/dice]
  • Raise Damage [dice]14[/dice] +4 + Raise [dice]15[/dice] AP 8
Bottom Gargoyle Shooting [dice]8[/dice]
  • Raise Damage [dice]16[/dice] +4 + Raise [dice]17[/dice] AP 8
Shooting Wild Die [dice]9[/dice]
Billy Borg
Billy Borg
Parry:7, Toughness: 20(8),
Combat Edges:Rock and Roll
Skills: Drive d8, Fighting d10, Knowledge (Computers) d4, Knowledge (Engineering) d4, Knowledge (Cybernetics) d4, Notice d6 +2(Audio)+2(Visual), Repair d10 +4(Core Electronics Package) +2 (Universal tool Kit), Shooting d10+2 (Targeting Eye)
Bennie: 4
  • +1 GM Reward
Erin Sol
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Posts: 76
Joined: Sun Aug 13, 2017 12:11 pm

Re: 09 - Uninvited Guests

Post by Erin Sol »

Something appears out of the ordinary as Erin is sound asleep. Perhaps she was drugged, affected by the null magic field or some other option.
OOC Comments
If Erin does not return I will move her to the correct forum. I do not want to disrespect a player by using their character without permission.
Erin Sol
Character Name: Erin Sol
Parry:6(8)*, Toughness: 13(7)[14(7)]*
* Increased abilities from TW device

Wounds: 0/3 Fatigue: 0/2
PPE: 15/15 Master of Magic
  • Quickness:
  • Dispel:
  • Warrior's Gift:
  • Speed: Missing
Gadgets 2/4 remaining
Current Gadgets Adventure Card
None



Bennies 5/3
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 09 - Uninvited Guests

Post by Ndreare »

OOC Comments
G3 Spirit Roll [dice]0[/dice] = Sleep
G6 Spirit Roll [dice]1[/dice] = Sleep
Alive or Dead [dice]14[/dice]
Alive or Dead [dice]15[/dice]
As the teams is fully roused and in action the Gargoyles start dropping and the original horror of the battle is reduced. With two of the creatures dead, two more sleeping and only two remaining the feeling of a quick end start to come over you.
When suddenly the ground begins to shake and a dozen 9’ tall sentinels wielding giant blades climb out of the ground appearing made of iron the golem like beings are ready for action and begin to move in. Then suddenly the two Gargoyle on the ground that were killed spring up as if healed only to collapse back on the ground again, dead for dcertain.

Below are post prepared for you in order. Edit the Post in your name for your actions.

Also a updated battle map for those who do not like roll20 and initiative.
OOC Comments
Turn 1 = 1d10+2, 2 spells now in Maintenance = 1d10
1.1 Summon Ally 25 PPE = 0 Left
Spellcasting [dice]2[/dice] + [dice]6[/dice] Extra Effort (Second and Last of this WC's Bennies)
Wild Die [dice]3[/dice]

1.2 Draw PPE = 8 Left
Spellcasting [dice]4[/dice]
Wild Die [dice]5[/dice]

Turn 2 =

2.1 Draw PPE = 15 PPE
Spellcasting [dice]7[/dice]
Wild Die [dice]8[/dice]

2.2 Recast Quickness to eliminate Maintenance 8 PPE = 7 Left
Spellcasting [dice]9[/dice]
Wild Die [dice]10[/dice]
Initiative
turn 3 cards.PNG
Updqted Map
Start Turn 2.0.png
.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Baron McVey
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Re: 09 - Uninvited Guests

Post by Baron McVey »

Baron McVey Joker
Notice 7
Notice: [dice]0[/dice]
Notice Wild Die: [dice]1[/dice]
Baron looks to the Gargoyles as they approach. Something Baron had learned as a young man drifted up from memory. If you have to look the barrel of a gun from the wrong end, if a man has you entirely at his mercy, then hope like hell that man is an evil man. Because the evil like power, power over people, and they want to see you in fear. They want you to know you're going to die. So they'll talk. They'll gloat. They'll watch you squirm. They'll put off the moment of murder like another man will put off a good cigar. So hope like hell your captor is an evil man. A good man will kill you with hardly a word. Baron thinks before swinging the Gentleman Gambler towards the left most Gargoyle and pulling the trigger, as fast as he could. The revolver's innate magic taking effect in each shot. While not aiming, Baron fires each shot home into the Gargoyle's horrendous face. The gun finally going silent once all the ammo has been spent.

Combat Rolls
Action One: Double Tap with Gentleman Revolver (Head Shot).
(+2 Joker, +3 Gun, +1 Double Tap, -4 Called Shot)
Shooting: [dice]2[/dice]
Shooting Wild Die: [dice]3[/dice]
Ace: [dice]6[/dice]
Ace 2: [dice]8[/dice]
(-4 for Called Shot Head, +2 for new gun bonus)
Monkey Shines: [dice]4[/dice] (Quick Shot & Undertaking)
Damage:[dice]5[/dice]+[dice]7[/dice] (Raise) (+2 Joker not factored in equation)
Totals: Shooting: 21; Damage: 21 (AP 3)

Quick Shot. Double Tap with Gentleman Revolver (Head Shot)
(+2 Joker, +3 Gun, +1 Double Tap, -4 Called Shot)
Shooting: [dice]9[/dice]
Wild Die: [dice]10[/dice]
Ace: [dice]12[/dice]
Monkey Shines: [dice]11[/dice]
(+2 Joker, +4 Called Shot, +1 Double Tap)
Damage: [dice]13[/dice] [dice]17[/dice](AP 3)
Benny Reroll: [dice]19[/dice]+[dice]20[/dice] (raise)
Totals: Shooting 16; Damage: 26 (AP 3)

Quick Shot. Double Tap with Gentleman Revolver (Head Shot)
(+2 Joker, +3 Gun, +1 Double Tap, -4 Called Shot)
Shooting: [dice]14[/dice]
Wild Die: [dice]15[/dice]
Ace: [dice]18[/dice]
Monkey Shines: [dice]16[/dice] Extra Powder & Supernatural Killer
Damage: [dice]21[/dice]+[dice]22[/dice] (Extra Powder) +[dice]23[/dice] (Raise) (AP 3)
Total: Shooting: 11; Damage: 22 (AP 3)
Last edited by Baron McVey on Wed Jan 03, 2018 1:09 pm, edited 18 times in total.
Baron McVey
Character Name: Baron McVey
Parry: 9, Toughness: 6 (14)
Bennies 4/4 1 Golden Benny
Bennies Spent On: Benny Gained from Joker
Benny spent on Damage Reroll
Combat Edges:
  • Danger Sense (Notice Check -2 to perceive danger)
  • Quick (Re-draw cards under 5)
  • Ambidextrous (No off hand penalties.)
  • Two-Fisted (Make two attack rolls w/o multi-attack penalties.)
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 09 - Uninvited Guests

Post by Ndreare »

As the Gargoyles continue dying one of them falls from the sky his face removed by Baron McVey, two more Sentinels are trying to push Baron McVey out of the way so they can get into the APC (Sir William gets first strike on either of the golems). The remaining Gargoyle Sweeps in to attack the Baron and get some retribution .

on Baron, Fighting 6 for Damage 15 AP 6, and Pushed with a 14
Wild Attack +2 to Hit, +2 Damage, Parry reduced to 4.
on Baron
Fighting [dice]0[/dice]
Damage [dice]1[/dice] + [dice]2[/dice] AP 6

SWD Page 85, this is a Strength contest
Bash: Push the target 1” for a success and 2” on a raise on the Strength roll. If the defender hits an obstacle, he suffers 1d6 damage for every 1” he would have moved.

on Baron
Push [dice]3[/dice]

on Baron
Push [dice]4[/dice]

.


The Sentinels start closing in two of them attacking Hardin from the west, while two more attack Jane from the East.
on Hardin, Fighting 8 for 13 Damage and Fighting 9 for 15 Damage
Hardin
Fighting [dice]5[/dice]
Damage [dice]6[/dice] + [dice]7[/dice]

Hardin
Fighting [dice]8[/dice]
Damage [dice]9[/dice] + [dice]10[/dice]
Jane Fighting 6 for 20 damage, and Fighting 5 for 21 damage
on Jane
Fighting [dice]11[/dice]
Damage [dice]12[/dice] + [dice]13[/dice]

on Jane
Fighting [dice]14[/dice]
Damage [dice]15[/dice] + [dice]16[/dice]
The whole scene becomes crowded as only two of the sentinels stop to wake the sleeping gargoyles, the other two squeezing through the torn open hatch and taking a swing at L.C. and Leethe.
on Leethe, Miss
on Leethe
Fighting [dice]17[/dice]
Damage [dice]18[/dice] + [dice]19[/dice]
on LC, 8 Fighting for 14 damage
on L.C.
Fighting [dice]20[/dice]
Damage [dice]21[/dice] + [dice]22[/dice]
L.C. and Leethe see out of the corner of their eye a black storage box torn free from the bottom of the console, ripped open and thrown on the ground by a strange shimmer in the air followed by a scream of rage as what ever the shimmer is rushes out of the APC through the legs of the sentinels. (This is a sufficient meta reason to allow you a notice roll if you want to act against the gargoylites)

Erin can see the bunks being tossed as something invisible is obviously in the crew quarters rooting through supplies. (This is a sufficient meta reason to allow you a notice roll if you want to act against the gargoylites)

The last two Sentinels are simple climbing on top of the vehicle for some unknown reason.
Mysterious dice rolls
Mysterious dice rolls
Mysterious [dice]23[/dice]
Wild [dice]24[/dice]

Mysterious [dice]25[/dice]
Wild [dice]26[/dice] Ace [dice]27[/dice]
Edit Forgot to roll to remove shaken
Gargoyle [dice]28[/dice]
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: 09 - Uninvited Guests

Post by Miles RAD Radoslav »

Sir William King of Clubs
OOC Comments
Fighting Roll 1 [dice]0[/dice] Wild [dice]1[/dice] Ace [dice]6[/dice] =9+2=11 Hit with Raise
Fighting Roll 2[dice]2[/dice] Wild [dice]3[/dice] +2 = 5 miss
Fighting Roll 3 [dice]4[/dice] Wild [dice]5[/dice] Ace [dice]7[/dice]=11+2 Hit with Raise

Damage Roll 1 [dice]8[/dice] [dice]9[/dice] Ace [dice]12[/dice]
Damage Roll 3 [dice]10[/dice] [dice]11[/dice]
Sir William launches himself at the nearest gargoyle, crackling-blue psi-swords lashing out three times in quick succession. One strike misses, but the other two connect perfectly, only to be defeated by the creature's thick armor. "Back, hell-spawn," yells Sir William, clapping his hands together and combining the two psi-swords into a single blade. "My next strike will not be so gentle!"
Last edited by Miles RAD Radoslav on Wed Jan 03, 2018 2:02 pm, edited 5 times 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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Posts: 324
Joined: Thu Aug 10, 2017 6:21 pm

Re: 09 - Uninvited Guests

Post by Hardin »

Rollin, Hardin Notice 5, Jane Notice 8
Hardin Jack of Spades
Hardin:
  • Spirit to unshake [dice]0[/dice]
    Wild [dice]1[/dice]

    Notice [dice]2[/dice]
    Wild [dice]3[/dice]
Jane:
  • Vigor to soak the second hit [dice]4[/dice]
    Wild [dice]5[/dice]
    Note: in retrospect, she should not have gotten a wild die here, but it didn't end up having an impact.
    -1 Benny

    Notice [dice]6[/dice]
Actions
Hardin will boost his Shooting (free action), cast smite on his pistol (free action), and then shoot one of the sentinels attacking him. He'll follow up with the particle beam rifle on the other. For her part, Jane will kick one of them.

Psionics for Clear Mind (boost Trait) Shooting (regular version) [dice]7[/dice]
Wild [dice]8[/dice]
Result: 2 die type increase to Shooting, 1 die type increase to Agility, igore 1 point of Shooting penalties from Tricky trapping
-3 ISP

Psionics for Push (smite) (mega) [dice]9[/dice]
Wild [dice]10[/dice]
Result: +4 MD and AP 2 to damage
-5 ISP

Shooting the Shard Pistol [dice]11[/dice] (includes 3RB)
Wild [dice]12[/dice]

Damage: [dice]13[/dice] MD +2 (Spiffy Hat) AP 3 (all including smite and 3RB bonuses)

Psionics for the particle beam rifle [dice]14[/dice]
Wild [dice]15[/dice]

Damage: [dice]16[/dice] MD AP 8 (all including smite bonuses) + Ace! [dice]18[/dice]

Fighting for Jane to kick one of them [dice]17[/dice]
Janey! Hardin screams as he sees the sentinels go after his horse. Not my horse! he thinks.

As angry as any of you have ever seen him, Hardin spits out several epitaphs that sound more like incoherent growls than actual words. Pumping his shard pistol full of his own telekinetic power, he levels it at the nearest sentinel and fires away, pushing on the shards with his mind so hard that they punch clean through the monster.

With another shout, the massive particle beam cannon swings around, zeroing in on the second sentinel engaged with Hardin. The blast from the rifle comes close enough to Hardin to catch his duster in the jetstream kicked up by its passing, but it catches the golemn full on in the chest, obliterating it into so many pebbles.

For her part, Jane absorbs blows from both her attackers just fine and comes off no worse for the wear. As Jane rears up to kick one of them, a familiar recorded voice cuts through the night from her loudspeaker, ”Yar! Have at thee, ya scurvy dogs!” and Hardin remembers that his old Operator friend Franklin had been seriously obsessed with stories about pirates back when he had worked on Jane.
Results
Shard Pistol shooting result of 6 (for an opposed roll to resist lower Trait (Vigor), if you want it. Damage is 15 with AP 3, which causes a wound against the Sentinel’s 14(4) Toughness.

The particle beam cannon deals 28 damage with AP 8, blowing the thing up pretty good.

Jane’s attack is a 4, which doesn’t beat the thing’s parry.
Last edited by Hardin on Fri Jan 05, 2018 8:58 am, edited 10 times in total.
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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Leethe
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Re: 09 - Uninvited Guests

Post by Leethe »

Leethe Jack of Diamonds
Notice 4
Notice [dice]0[/dice]
wild[dice]1[/dice]
I don't think her notice roll is sufficient to spot the gargoylite.
Leethe shouts out, "Something is weird, the Gargoyles are just making a ruckus. Are they distracting for something?"
Actions
Fighting [dice]2[/dice]
Wild [dice]3[/dice]
benny for extra effort [dice]6[/dice]
Fighting Total: 7

Damage 10 MD, AP 4: STR [dice]4[/dice] + WEAPON [dice]5[/dice]
Leethe pulls out her Vibro Knife and stabs at the Sentinel in front of her. "What matter of creatures are these? some kind of Youma or Daimon?" Her blade strikes true enough to shake the sentinel.
Last edited by Leethe on Fri Jan 05, 2018 12:11 pm, edited 9 times in total.
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
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Kaja Earthblooded
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Re: 09 - Uninvited Guests

Post by Kaja Earthblooded »

10 Spades -- 10 to Unshake
Spirit to unshake [dice]0[/dice], [dice]1[/dice]+[dice]2[/dice]
Notice 11 Detect Arcana 11 -- Shooting 9 -- 14 Dmg
Notice [dice]3[/dice], [dice]4[/dice]+[dice]7[/dice]
Detect Arcana[dice]5[/dice], [dice]6[/dice] +[dice]8[/dice] EE
Shooting [dice]9[/dice],[dice]10[/dice] +2 (ion) = 9 Dmg [dice]11[/dice]
L.C. shakes his head to clear it after getting knocked back by the gargoyle, see the little sneak thieves and growls. Over the team radio, L.C. barks out. "Invisible Gargoylites in the cab. They're looking for something! Kill the little demon rats!" He shoots the one that had been by the dash.

Brison rises when he hears the commotion and scrambles to grab his helmet and his pistol. Suiting up in the Power armor would take time he doesn't have. Looking around, even after switching to thermal, he doesn't see the little sneak thieves, so he shoots at the biggest gargoyle he can see, using the inside of the blown in door for cover. He takes aim with his trust C-18 and double taps the trigger. He hits for no effect and glances towards the power armor, weighing his options.
Notice 2 -- Shooting 6 Dmg 6 AP 2
Notice [dice]12[/dice],[dice]15[/dice] Shooting [dice]13[/dice],[dice]16[/dice] dmg [dice]14[/dice]
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
Benny/Conviction/Wound/Fatigue/PP Tracking
Ludwig, Guard Boar
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Ndreare
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Re: 09 - Uninvited Guests

Post by Ndreare »

Invisible Monsters here.

See above for description so players can have a chance to roll and respond.
  • 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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BILLY BORG
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Re: 09 - Uninvited Guests

Post by BILLY BORG »

Posted by RFT with permision from Bley's
Notice
Notice [dice]0[/dice] +2 with Audio or Visual related perception
Notice Wild Die [dice]1[/dice] +2 with Audio or Visual related perception
Seeing the two Gargoyles getting up Billy Borg focuses on them thinking his allies will do better against the Sentinels. Firing two shots at each gargoyle.

Top Gargoyle Dead, Bottom Shaken
First two shots at top gargoyle, next two at bottom gargoyle.
+2 Targeting Eye, -1 Standing still.
Shooting [dice]2[/dice]
Shooting [dice]3[/dice] Raise Damage [dice]7[/dice] + [dice]8[/dice] AP6
Shooting Wild Die [dice]6[/dice] Damage [dice]9[/dice] Ace [dice]11[/dice] AP6


Shooting [dice]4[/dice] Miss
Shooting [dice]5[/dice] Damage [dice]10[/dice] AP6

.
Billy Borg
Billy Borg
Parry:7, Toughness: 20(8),
Combat Edges:Rock and Roll
Skills: Drive d8, Fighting d10, Knowledge (Computers) d4, Knowledge (Engineering) d4, Knowledge (Cybernetics) d4, Notice d6 +2(Audio)+2(Visual), Repair d10 +4(Core Electronics Package) +2 (Universal tool Kit), Shooting d10+2 (Targeting Eye)
Bennie: 4
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Ndreare
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Re: 09 - Uninvited Guests

Post by Ndreare »

Sorry guys I failed to notice.

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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
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Re: 09 - Uninvited Guests

Post by Ndreare »

As the Gargoyles continue dropping like flies the Sentinels are presenting more of a challenge. in the cab of the vehicle you can here the frustration of the shimmering creature as he begins to screech in a strange alien language (Common knowledge to recognize it as Dragonese/Elven). Then grabbing Leethe she feels his offensive hands searching her body as if being frisked by an officer. Suddenly there is a flux of power sensed from the upper deck at the back of the vehicle.

The gargoyles get frustrated and start yelling something. Hardin remembers the basics of Elven from others he's encountered but not enough to understand all of it or the inflection. Something to tune effect of. "turn it over." "take a people for trade" and "where did they put it"



OOC Comments
Random for Gargoylite touching odd Leethe even L.C. [dice]0[/dice]

Notice [dice]1[/dice]
Wild [dice]2[/dice]


Big Boss
  • Teleport
    Spellcasting [dice]3[/dice]
    Spellcasting Wild [dice]4[/dice]
    GM Benny Extra Effort [dice]5[/dice]

    Mysterious Spellcasting
    Spellcasting [dice]6[/dice]
    Spellcasting Wild [dice]7[/dice]

    Going on Hold for second turn
Turn 4 Initiative
turn 4 cards.PNG
updated map
start of turn 4.PNG
Everyone gets 2 Bennies, 1 for the Joker drawn this round and 1 for the help Hardin and L.C. gave me.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Miles RAD Radoslav
Posts: 244
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Re: 09 - Uninvited Guests

Post by Miles RAD Radoslav »

Black Joker
Rolls
Fighting Attacks First Turn
[dice]0[/dice] Wild [dice]1[/dice] -2 for Frenzy +2 for Supernatural Evil +2 for Joker Benny [dice]8[/dice] Wild [dice]9[/dice]
[dice]2[/dice] Wild [dice]3[/dice] -2 for Frenzy +2 for Supernatural Evil +2 for Joker
First attack damage (with raise) [dice]10[/dice] + [dice]11[/dice] +2 for Joker - shakes sentinel
Second attack damage [dice]12[/dice] + [dice]13[/dice] +2 for Joker - incapacitates sentinel
Fighting Attacks Second Turn
[dice]4[/dice] Wild [dice]5[/dice] -2 for Frenzy +2 for Supernatural Evil +2 for Joker
[dice]6[/dice] Wild [dice]7[/dice] -2 for Frenzy +2 for Supernatural Evil +2 for Joker
First attack damage (with raise) [dice]14[/dice] + [dice]15[/dice] +2 for Joker Ace on Spirit roll [dice]18[/dice]
Second attack damage [dice]16[/dice] + [dice]17[/dice] +2 for Joker
Wielding his single psi-sword against the armored sentinels, Sir William engages with a flurry of attacks, spinning gracefully to slash the first sentinel across the chest before reversing and striking it down with a blow to the heart. He shifts to engage the second sentinel, reversing his sword and slashing it upwards, cleaving the construct in twain. Hearing Leethe, he turns and runs to the front of the APC to lend her aid.
Last edited by Miles RAD Radoslav on Mon Jan 08, 2018 10:45 am, edited 9 times 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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Baron McVey
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Re: 09 - Uninvited Guests

Post by Baron McVey »

Posted by RFT on Player left game.

Baron - Queen of Clubs

Baron swings his upper body out the hatch draws a line on the sentinel coming in from the east and shoots it twice in the head. Seeing the sentinel fall down to the ground as the stones break up he slides back into the cover of the vehicle and assess the situation with the rest of the team.
OOC Comments
No rolls Fiat to save time. Player has chosen to leave.
Baron McVey
Character Name: Baron McVey
Parry: 9, Toughness: 6 (14)
Bennies 4/4 1 Golden Benny
Bennies Spent On: Benny Gained from Joker
Benny spent on Damage Reroll
Combat Edges:
  • Danger Sense (Notice Check -2 to perceive danger)
  • Quick (Re-draw cards under 5)
  • Ambidextrous (No off hand penalties.)
  • Two-Fisted (Make two attack rolls w/o multi-attack penalties.)
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BILLY BORG
Posts: 58
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Re: 09 - Uninvited Guests

Post by BILLY BORG »

Posted by RFT on behalf of Billy Borg with permission from Bleys.

Seeing the Sentinals that passed him attacking L.C. and Leethe, Billy Borg draws his chain sword and runs it through. Hoping to prevent them from doing any more damage.
Chain Sword
Fighting [dice]0[/dice]
Fighting Wild Die [dice]1[/dice]
Billy Borg
Billy Borg
Parry:7, Toughness: 20(8),
Combat Edges:Rock and Roll
Skills: Drive d8, Fighting d10, Knowledge (Computers) d4, Knowledge (Engineering) d4, Knowledge (Cybernetics) d4, Notice d6 +2(Audio)+2(Visual), Repair d10 +4(Core Electronics Package) +2 (Universal tool Kit), Shooting d10+2 (Targeting Eye)
Bennie: 4
  • +1 GM Reward
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Hardin
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Re: 09 - Uninvited Guests

Post by Hardin »

Hardin Notice 12, K Language Elven 7, Jane Notice 7
Hardin 10 of Diamonds
Notice [dice]0[/dice]
Ace! [dice]5[/dice]
Wild [dice]1[/dice]

Roll to recognize words said due to his half-elf heritage, per GM approval [dice]2[/dice]
Ace! [dice]6[/dice]
Wild [dice]3[/dice]
Ace! [dice]7[/dice]

Jane Notice [dice]4[/dice]
Hardin, seeing that they are more than holding their own, yells to Jane, "Kick, 'em, girl!"
The Wrath of Jane, 20 MD
Jane will attack the one in front of her, then Hardin will fire at both of them. He'll shoot the particle beam cannon at the one closest and, if it's still standing, the shard pistol at the other.

Jane Fighting [dice]8[/dice]
Damage [dice]9[/dice] + [dice]10[/dice]
Jane delivers a mighty kick, shattering the sentinel before her.

Hardin lets out a whoop and swings the cannon to aim at the one closest to him.
Dont Mess With His Horse, 20 MD AP 8
Psionics [dice]11[/dice]
Wild [dice]12[/dice]

Damage: [dice]13[/dice] MD AP 8 (all including smite bonuses)
Hardin blasts the torso clean off the other one, leaving behind nothing but stony legs that end at the hip.

Over the din, he recognizes the odd screeching as Elvish, his mama's tongue! "Y'all! They's lookin' for somethin', but ain't sayin' what!"
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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Leethe
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Re: 09 - Uninvited Guests

Post by Leethe »

Leethe 7 of Diamonds
Notice 4 Spirit 4 Detect Arcana 4 Fighting 6 Grapple 14
Notice [dice]0[/dice]
Wild [dice]1[/dice]

Rolling a fear check for being Frisked to determine her reaction.
Spirit [dice]2[/dice]
Wild [dice]3[/dice]

Mutiple Actions -2 to rolls.

Enhance Psionics Skill +2 (+4 ISP)
Detect Arcana 6 (2 ISP)
Psionics [dice]4[/dice]
Wild [dice]5[/dice]

Fighting [dice]6[/dice]
Wild [dice]7[/dice]
Benny for Extra Effort [dice]8[/dice]

Damage STR DIE [dice]9[/dice] DAMAGE DIE [dice]10[/dice]

Grappling the Gargoylite
Using Agility, -2 MAP
Agility [dice]11[/dice]
Ace! [dice]13[/dice]
Ace! [dice]14[/dice]
Wild [dice]12[/dice]
edit: was suposed to be fighting. GM ruled it was a 14.
Leethe manages to not completely freak out as the Gargoylite searches her. She activates her detect arcana so she can see it and kicks it as well but does no damage. Leethe grapples with Gargoylite to put a stop to it's actions.
Last edited by Leethe on Tue Jan 09, 2018 10:02 am, edited 13 times in total.
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
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Re: 09 - Uninvited Guests

Post by Ndreare »

Gargoyles - 4 of Clubs

As the creatures are busy assaulting the party outside the struggle continues inside. The remaining Gargoyle is to dazed to act shakes his head trying to clear it as he moves in to try and grab at you. But his mind is too muddled and he is unable to get you.
OOC Comments
Last Gargoyle Spirit to unshake [dice]0[/dice]
Failed Spirit means the gargoyle can only do free actions. So no roll allowed for his attack.
Meanwhile the Sentinels close in and continue their efforts to restrain L.C. and Leethe so they can be frisked, working hard to shove them down so they can grapple them. While the last Sentinel makes it around the back and comes up on Hardin from behind charging full force with the energy of 800 lbs of stone he tries to pin him down.
The sentinel behind Jane leans in tries to lift her bodily from the ground to flip and pin her. But the large robot easily kicks him off preventing it from moving.
OOC Comments
Push SWD Page 85, if they get a raise they will try to Grapple you next turn SWD page 82
Strength Against L.C. [dice]1[/dice]
Strength Against Leethe [dice]2[/dice]
Strength Against Hardin [dice]3[/dice] + Ace [dice]4[/dice]
Strength Against Jane [dice]5[/dice]
Leethe's is able to see the Gargoylite as it is turning to start frisking L.C., but her kick bounces off the supernatural creature hardly garnering a notice from it.
Gargoylite Breakout from changed action
Fighting (vs 14 from Leethe) [dice]6[/dice]
Fighting Wild [dice]7[/dice]


Strength [dice]8[/dice]
Wild Die [dice]9[/dice]
Extra Effort Cost 1 GM Benny
EE [dice]10[/dice]
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: 09 - Uninvited Guests

Post by Kaja Earthblooded »

L.C. 3 of CLubs
Agility 14 to Resist Grapple
[dice]0[/dice], [dice]1[/dice]+[dice]2[/dice] EE + [dice]3[/dice]
Notice 9 -- Detect Arcana 7 -- Shooting 14 -- 20 Damage vs Gargoylite
Notice [dice]4[/dice]+[dice]8[/dice], [dice]5[/dice]
Psionics [dice]6[/dice], [dice]7[/dice]
Shooting [dice]9[/dice], [dice]10[/dice]+[dice]11[/dice]+[dice]12[/dice]-2+2 (Ion)+1 (targeting optics in armor) (MAP)
-- Playing Boom, Headshot for called shot while grappling with Leethe
Damage: [dice]13[/dice]+ (aced damage) [dice]14[/dice] = 20
As he is grappled, LC twists out of the hold. "Enough!" he bellows. Extending outward from him is a wave of nothingness. it rides through normal folk as if a cold chill. Through psychics like Hardin and Leethe, it feels wrong and hated. To the magical, however, it burns at their very essence, repulsing their existence as much as it does the very heat from their blood.*

Noticing the Gargoylite holding onto Leethe, LC shoots it with his ion pistol, expertly missing his squadmate in the process. It was the sort of close quarters precision they had drilled during his Psi-Bat training.



* Repulsing magic costs 1 ISP and works in a medium burst template centered on yourself. Targeted creatures within that range must make a Spirit or Smarts roll (whichever is better). Failure means the creature is Shaken; a 1 means it is destroyed/killed. Wild Cards suffer an automatic Wound instead.
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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Re: 09 - Uninvited Guests

Post by Hardin »

(Rolls Held)

As the sentinel grabs him from behind, Hardin shouts ”Hey! Lemme go!” The creature ignores him.
Agility to Avoid Grapple 6
Agility [dice]0[/dice] (note, Agility is currently increased by boost Trait trapping)
Wild [dice]1[/dice]
Jane Strength to Resist Grapple
Strength [dice]2[/dice]
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
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Re: 09 - Uninvited Guests

Post by Ndreare »

As the wave of anti-supernatural energy pulses away from L.C. it hits the beings around him in waves. The two sentinels rock in place but stand fast, while the gargoyle clumsily reaching in the door simply breaks apart into exctoplasmic mass.
The Gargoylite flickers to viability for the briefest of seconds while you see his surprised face harden and reassert his will going invisible again.
OOC Comments
Sentinel on L.C. = [dice]0[/dice]
Sentinel on Leethe = [dice]1[/dice]
Gargoyle at Door = [dice]2[/dice]
Gargoylite = [dice]3[/dice] (Per Clint Black this is one roll for the Gargoylite and his spells)
Gargoylite Wild = [dice]4[/dice]
  • His Second Personal Benny
    Gargoylite = [dice]5[/dice]
    Gargoylite Wild = [dice]6[/dice]
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
Leethe
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Re: 09 - Uninvited Guests

Post by Leethe »

Agility Roll to Hold Gargoylite 4
Agility [dice]2[/dice]
Wild [dice]3[/dice]
Extra Effort [dice]4[/dice]
Leethe fails to keep her hold on the Gargoylite.
Strength test versus Sentinels push 3
Strength [dice]0[/dice]
wild [dice]1[/dice]
Leethe is knocked down by Sentinel. "Really? These guys are being rude!"
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
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Ndreare
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Re: 09 - Uninvited Guests

Post by Ndreare »

Billy turns the corner and blows the two Sentinels engaged with Hardin and Jane to gravel. Then spins back towards the front entrance.

Suddenly the Sentinels stop fighting, stand up and take a looming step away from everyone. In a very broken English the Gargoylites and the Sentinels all say in unison. "Stop fight. We trade wants?"
Initiative, the enemy is on hold
Initiative.PNG
Initiative.PNG (40.28 KiB) Viewed 37405 times
New Map
Turn 5.PNG
It is your choice as the players if you want to continue combat or listen to the parley?

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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: 09 - Uninvited Guests

Post by Hardin »

RFT wrote:Billy turns the corner and blows the two Sentinels engaged with Hardin and Jane to gravel. Then spins back towards the front entrance.

Suddenly the Sentinels stop fighting, stand up and take a looming step away from everyone. In a very broken English the Gargoylites and the Sentinels all say in unison. "Stop fight. We trade wants?"
Initiative, the enemy is on hold
Initiative.PNG
New Map
Turn 5.PNG
It is your choice as the players if you want to continue combat or listen to the parley?

Baron McVey has left, so his character will be an allied extra.
Hardin gathers his breath, raises an eyebrow and asks, "Uh, Sargento? We still killin' or are we talkin' now?"
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: 09 - Uninvited Guests

Post by Miles RAD Radoslav »

Sir William chimes in: "While I am normally in favor of peaceful resolution, these are creatures of darkness - I say we fight on."
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: 09 - Uninvited Guests

Post by Kaja Earthblooded »

Notice 4 and Exalted Detect Arcana 11
Notice [dice]0[/dice],[dice]1[/dice]+EE [dice]5[/dice]
Exalted Detect Arcana -4 ISP
Psionics [dice]2[/dice],[dice]3[/dice], + EE [dice]4[/dice]
L.C. takes the lull to look around, checking for more invisible foes aside from the gargoylite he knows about. If he sees an obvious caster, he'll point his weapon at the gargoylite. He doesn't address the team, but expects them to play along. His body language suggests he expects a resumption of hostilities, but he does not act on it yet. "I don't speak to lackeys and summons. Show yourself if you want to talk. Otherwise I start blowing these things away and then I'll find you."
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: 09 - Uninvited Guests

Post by Ndreare »

As L.C. looks around he can see the Gargoylite is in telepathic union with something else, most likely his master. You can also tell that he and the other Gargoylite are bonded familiars with some other being.
The results are the same though as the creature smiles and says american English. "No talk to master. We trade, you give archive we give machine girl. You shoot we cut machine girl up."
While he is talking he holds up the empty storage box that was hidden in the dash. "Master used magic, knows it here, but now it not here."
He waits for your answer not even trying to break the grip on him.
OOC Comments
For more on familiar bonds see Savage World Fantasy Companion, This summoner has 2 via fiat.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
Leethe
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Re: 09 - Uninvited Guests

Post by Leethe »

notice 4 exalted telepathy 8
notice [dice]0[/dice]
wild [dice]1[/dice]

psionics [dice]2[/dice]
wild [dice]3[/dice]
wild ace [dice]4[/dice]
used the #FF00FF color for telepathy

Leethe looks to be concentrating. "This is your switch board operator, do you accept the call?"[/color] Leethe uses exalted telepathy to open a telepathic switch board for the group.

"Machine girl? Is that someone you guys know about?"
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
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Re: 09 - Uninvited Guests

Post by Hardin »

Notice 11
Notice [dice]0[/dice]
Ace! [dice]2[/dice]
Wild [dice]1[/dice]
Leethe wrote:
notice 4 exalted telepathy 8
notice [dice]29150:0[/dice]
wild [dice]29150:1[/dice]

psionics [dice]29150:2[/dice]
wild [dice]29150:3[/dice]
wild ace [dice]29150:4[/dice]
used the #FF00FF color for telepathy

Leethe looks to be concentrating. "This is your switch board operator, do you accept the call?"[/color] Leethe uses exalted telepathy to open a telepathic switch board for the group.

"Machine girl? Is that someone you guys know about?"
Heh. Operator. That's clever.

I got no idea, myself. I say we shoot 'em and figure it after. They can't hurt nobody if they're in pieces.
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: 09 - Uninvited Guests

Post by Kaja Earthblooded »

(rolls held)

L.C. glances around. 'Where is Erin? That could be who he means. Granted I trust her to be able to work out a plan to free herself given half a chance, but we need them talking to do it. Pick your targets and coordinate fire. I've got the gargoylite, but I won't turn down an assist. It wants the archive Billy found. Good thing its safe. Also, Hardin and Leethe, edge yourself away if you can. Worst case scenario I'll drop a nullification field and get rid of the combatants. If I do that, I'd love to have someone with their powers still active.'

"So you know who you are dealing with Shifter, I am a Psi-Nullifier, trained by the CS. Ending the time on this plane for your little familiars is as simple as a thought. As for the machine girl, you're going to expect an Altaran trained by the best Splugorth and the Magic Zone has to offer to allow you to simply cut her up? I mean I've met overconfident before, but that is really pushing it. Anyway. I meant what I said. You can come talk to me, in person, or I will end this conversation, you have 10 seconds to decide."
Persuasion 7 to convince him he needs to come talk in person
Persuasion [dice]0[/dice],[dice]1[/dice] (using Golden benny to add +4 to my 1d4-4 Persuasion after untrained and charisma) + [dice]2[/dice] EE

Also, playing out the Feared IF Hindrance
OOC: Holding an action to drop an Exalted Dispel in my environs, allowing Hardin and Leethe to move first.
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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Re: 09 - Uninvited Guests

Post by Ndreare »

Mysterious Roll 10 versus Spirit, user has Easy Magic on this ability
Mysterious Trait [dice]0[/dice]
Mysterious Wild Trait [dice]1[/dice]

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

Second Benny
Mysterious Trait [dice]4[/dice]
Mysterious Wild Trait [dice]5[/dice]
L.C. feels a strange sensation as if something, no someone evil was trying to go through his mind. Definitely he can sense the Shifter hidden in the Ley Line reaching out to him mind with a very powerful spell trying to walk through his memories of where 'somewhere safe' might be.
Vigor Roll to Resist Fatigue from Dispel
Vigor [dice]6[/dice]
Vigor Wild [dice]7[/dice]
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Kaja Earthblooded
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Re: 09 - Uninvited Guests

Post by Kaja Earthblooded »

Spirit 11 vs 10
Spirit Roll [dice]0[/dice], [dice]1[/dice]+[dice]2[/dice]
Dispel 4 - 5 ISP - Target Resist Fatigue with Vigor
-2 because Magic
+1 for gear
+1 for 2 ISP (total cost 5)
Psionics [dice]3[/dice], [dice]4[/dice]
Benny for reroll: Psionics [dice]5[/dice], [dice]6[/dice]
Benny for reroll: Psionics [dice]7[/dice], [dice]8[/dice]
Golden Benny for Reroll (with +2) [dice]9[/dice], [dice]10[/dice]
L.C. roars out his contempt. "I said I am a Psi-Nullifier creature! Must I show you what that means?! Your petty spells mean nothing to me!" A wave of that cold psychic energy rides the aborted link from his mind to the shifters. Its cold clammy grip negates the power from the shifter's spell and backlashes onto its mind.

'Shifter is in the ley line, invisible. Anyone got some grenades they can drop? We'll get this party started on the explosions.' His mind displayed little of the hot rage he spoke with, merely cold efficiency.
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: 09 - Uninvited Guests

Post by Ndreare »

Okay so we are going to treat this as a Surprise Round.
Enemy Notice Rolls
Shifter Notice [dice]0[/dice]
Shifter Wild [dice]1[/dice]
  • Benny to Extra Effort the Shifter Notice [dice]6[/dice]
Gargoylite 1 (not with party)
Notice [dice]2[/dice]
Notice Wild [dice]3[/dice]

Gargoylite 2 (currently held by Leethe)
Notice [dice]4[/dice]
Notice Wild [dice]5[/dice]
Initiative
Gargoyles [dice]7[/dice] Queen of Hearts
Foxx [dice]8[/dice] Jack of Spades Foxx will come through the Rift on her Initiative card as the best coincidence timing in a long time.

Players Need to Make An Agility roll as they are considered on Hold. Once you roll I will roll for the enemies you are interrupting.

Shifter (still in Gargoyle form)
Agility [dice]9[/dice]
Agility Wild [dice]10[/dice]

Gargoylite 1 (not with party)
Agility [dice]11[/dice]
Agility Wild [dice]12[/dice]

Shifter's Initiative [dice]13[/dice] Queen of Hearts

Deck use located at: http://savagerifts.com/sr/viewtopic.php ... 182#p25182
  • 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: 09 - Uninvited Guests

Post by Hardin »

Agility 7
Agility [dice]0[/dice]
[dice]1[/dice]
Well, that sucked. Benny!
[dice]2[/dice]
[dice]3[/dice]
Hardin adjusts his grip on his pistol and subtly shifts his balance, ready to move at the drop of a hat. Not his hat, mind, but some other hat.
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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Leethe
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Re: 09 - Uninvited Guests

Post by Leethe »

Agility 3
Agility [dice]0[/dice]
Wild [dice]1[/dice]
-2 for maintaining the telepathic switchboard
Leethe having been gotten up earlier when combat stopped, moves further back into the vehicle towards where she stored her glaive.
Last edited by Leethe on Tue Jan 23, 2018 6:44 pm, edited 1 time in total.
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
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Miles RAD Radoslav
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Re: 09 - Uninvited Guests

Post by Miles RAD Radoslav »

Agility 2
[dice]0[/dice] Wild [dice]1[/dice]
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: 09 - Uninvited Guests

Post by Hardin »

L.C. wrote:
Spirit 11 vs 10
Spirit Roll [dice]29344:0[/dice], [dice]29344:1[/dice]+[dice]29344:2[/dice]
Dispel 4 - 5 ISP - Target Resist Fatigue with Vigor
-2 because Magic
+1 for gear
+1 for 2 ISP (total cost 5)
Psionics [dice]29344:3[/dice], [dice]29344:4[/dice]
Benny for reroll: Psionics [dice]29344:5[/dice], [dice]29344:6[/dice]
Benny for reroll: Psionics [dice]29344:7[/dice], [dice]29344:8[/dice]
Golden Benny for Reroll (with +2) [dice]29344:9[/dice], [dice]29344:10[/dice]
L.C. roars out his contempt. "I said I am a Psi-Nullifier creature! Must I show you what that means?! Your petty spells mean nothing to me!" A wave of that cold psychic energy rides the aborted link from his mind to the shifters. Its cold clammy grip negates the power from the shifter's spell and backlashes onto its mind.

'Shifter is in the ley line, invisible. Anyone got some grenades they can drop? We'll get this party started on the explosions.' His mind displayed little of the hot rage he spoke with, merely cold efficiency.
No grenades here, but I can make plenty a’ noise. Say the word, LC, and I’ll make a rukus.
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: 09 - Uninvited Guests

Post by Foxx »

The brief with the Major now finished, Foxx hurries to the area where they would open the Rift to the 99th. She feels a mix of emotions, both happy and dread about meeting her new allies. Always happy to meet new persons and share wonderful adventures, but dread for the still fresh screw up that sent her fleeing the Magic Zone. She wants a reputation that precedes her but not one where she is caught failing in a task of her town design. Such would downgrade her position as a powerful magic user in the eyes of the mortals.

The area where the Rift will open soon, a nexus. She could feel the power from the Ley Line thrumming. At night it is the singular most beautiful thing to behold. An ancient pathway of power crossing this ancient living world. A power that she could bend to her will at a moments notice. Such is her gift and the responsibility to use it wisely. In her mind, this self-indentured servitude to the Legion will make up for the lack of foresight on her part with the Federation. It irritates her ego constantly, but that is the whole point of the endeavor. If she did not learn humility here then there is little chance she will learn any other way.

She nods her head to the casters to begin the spell to open the rift. She slips on her magical lower mask and pulls up the hood of her cloak. As the casters skillfully manipulate the energies of the Nexus to open the Rift, she too opens herself to the magic following around her. Her body is instantly energized by the Ley Lines energies, the power running hot into her body. She lowers her head, eyes closing as she begins to listen. The final preparation for her journey, a reminder to pay respect the ancient spirit of this world whose magic she uses; listening.

Foxx manipulates the magic with subtle gestures raising from the ground as she draws in more power. Walking the line is rather impressive to onlookers watching the magic user, who take control of the laws of physics and bend them to their will. It will also be a nice entrance once the Rift is finished and she travels through it. Nothing like making a spectacular entrance to impress her new teammates.

As the magic users finish the spell, the magic of the nexus surges and crackles. A Rift powers open before her, leading to the beginning of the next phase of her life. Eyes still closed she listens. In the rhythm of the magic, she hears the pulse of it all. The source of all things that powers this wondrous world. She snaps her eyes open, now glowing a bright sapphire blue.

With no more hesitation, she glides through the Rift to join the 99th. Walking right into a battlefield. Probably best she went first instead of the gear. Her base instinct is to start shooting but the hesitation from others warns her to hold back for the moment. She does cast a spell though. Seeing who is on the field with the squad.
OOC Comments
Drawing PPE from the Ley Line. [dice]0[/dice]

Detect Arcana - Spellcasting [dice]1[/dice]
Wild dice [dice]2[/dice]
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: 09 - Uninvited Guests

Post by Ndreare »

Map coming soon. Looks like in the Surprise round it will be.

L.C. As he is the one Starting the Surprise Round & Hardin as he made his roll
Hardin
Gargoyles
Foxx
Everyone else in whatever order they post.

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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Hardin
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Re: 09 - Uninvited Guests

Post by Hardin »

Hardin Notice 9, Jane Notice 9
Notice [dice]0[/dice]
Ace [dice]7[/dice]
Wild [dice]1[/dice] (this obviously should've been a d6, but with the Trait die acing, it probably doesn't change anything)

Jane Notice [dice]2[/dice] (includes sensor package)
Once he gets the word from L.C., Hardin doesn't hesitate.
Actions
He's going to 1) boost Shooting (free action), 2) cast exalted smite on his shard pistol (free action), 3) fire at the bad guy right next to him, and 4)
tell Jane to kick the one by her. Here we go!
  • Psionics to activate Clear Mind (boost Trait) for Shooting [dice]3[/dice], Wild [dice]4[/dice]- Success
  • Psionics to activate Push (exalted Smite) on his shard pistol [dice]5[/dice], Wild [dice]6[/dice], Wild Ace [dice]8[/dice]- Success with a raise
  • Shooting to blast the bad guy in front of him, using 3RB [dice]9[/dice] (includes 3RB and Marksman), Wild [dice]10[/dice]- Success against Sentinel parry of 6
  • Damage [dice]11[/dice] +2 (3RB) +8 MD (exalted Smite) AP 3 (including 2 from smite) = Total of 19 MD AP 3 for a hit with 2 raises
  • Jane's Fighting [dice]12[/dice]
  • Jane's damage (if applicable) [dice]13[/dice] + [dice]14[/dice]
Focusing his mind, he clears out all distractions. He feels the grip of the pistol in his hand, the satisfying weight in his palm, and his power hums from the trigger housing down to the tip of the barrel. Faster than the eye can track, he brings the pistol up and fires off a burst of icy shards, hammering the projectiles with his mind and punching them into the nearest sentinel's chest. The stony creature shudders and crumbles from the waist up, coming to pieces without so much as a cry.

"Jane! Kick!" Hardin calls, and his horse dutifully obeys, lashing out at the sentinel nearest her. She lands a solid blow, but the summoned appears unshaken by the hit.

After firing, he moves quickly away from the APC, remembering LC's warning.
Movement
He will move 6 inches directly away from the APC.
GM EDIT: Current Location very edge of where ley line goes off the map at top of screen in square that is bisected.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
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Kaja Earthblooded
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Re: 09 - Uninvited Guests

Post by Kaja Earthblooded »

Notice 4 -- Exalted Dispel 11 - Things suppressed for 4 minutes; Anything without AB gets AR - Anything with AB does Fear check -- Shooting 4 - 13 damage
Notice [dice]0[/dice], [dice]1[/dice]
Nullification Field [dice]2[/dice], [dice]3[/dice]+[dice]4[/dice] EE +2 = 11; -10 ISP (-2 MAP, +4 from 4 ISP on a ley line; Exalted Dispel)
  • Trappings: Electricity and ectoplasm dance in the area of effect, seeking out those with innate power. The display is frightening enough just standing in it, but those with Arcane Background find it terrifying. Anyone without an Arcane Background is considered to have a level of Arcane Resistance versus the power, even if they have something that can be dispelled, and those with one in the area of effect must make Fear checks when hit with it.
    Effect: This is the ultimate directed dispel power, able to undo any active power currently active in a Large Burst Template. It can also dampen enchantments on items within the area, shutting them down for 1d6 minutes. When used against items, the casting roll is against a base 4 instead of opposed; the GM should feel free to impose penalties for particularly powerful items (−2 for a major item, −4 for an artifact, or even −6 for a true relic of great power).
    Duration: [dice]5[/dice] minutes
Shoot the sentinel beside him (to the left) or the gargoylite if it survived. [dice]6[/dice],[dice]7[/dice] (-2 MAP, +2 Ion) Dmg: [dice]8[/dice]+[dice]9[/dice]
Telepathically he says, 'Now' as he wills a terrifying display into being. Billy has to find it horrifying, and LC is sorry he is in the middle of it, but it kinda looks cool, despite being scary as hell as skull faced apparitions of ectoplasm and electricity swoop about cackling with a tesla coil's sound for laughter. It sweeps through everything in the area, hitting a large swatch. In addition to this, everyone in the immediate area feels the cold sickly touch of the psi-nullifier's art. The simple shot from his ion gun that follows seems downright anti-climatic in comparison.
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: 09 - Uninvited Guests

Post by Ndreare »

Resisting Stuff
Resist Dispel for Sentinels
Spellcasting [dice]0[/dice]
Wild [dice]1[/dice]

Gargoylite 2
Spirit to Resist Dispel on Stone Skin
Spirit [dice]2[/dice]
Wild [dice]3[/dice]
Oh man, bad guys will be doing some bad stuff!!!

The Gargoylite stages a bit as his stone skin collapses. Then worth a fierce passion looks slashes out at Sir William with his claws, tube deceptive move designed to put Sir William on the defensive father than hurt him and takes off running for the ley-line.
Unable to fool there Cyber- Knight the Gargoylite is struck as it tries to flee, staggering forwarders it keeps going until its faster is sealed by the Line Walker who upon seeing it running lets lose a series of powerful bolts killing it only yards from the vehicle.

Smarts Trick to Slow Sir William.
Smarts [dice]4[/dice]
Wild [dice]5[/dice]



A pulse of power can be felt from the ley line surging then abruptly there is nothing.

Spellcasting [dice]6[/dice]
Wild [dice]7[/dice]
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Foxx
Posts: 73
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Re: 09 - Uninvited Guests

Post by Foxx »

Oppossed Roll Exalted Dispel vs Know: Arcana 5; Fear Check 7
Oppossed Roll Exalted Dispel vs. Know: Arcana [dice]12[/dice]
Wild [dice]13[/dice]

Fear Check: [dice]14[/dice]
Wild [dice]15[/dice]
Ace: [dice]16[/dice]
Spellcasting: Armor 6
Spellcasting: Armor[dice]0[/dice]
Wild [dice]6[/dice]

Extra Effort [dice]7[/dice]
Ace: [dice]8[/dice]
Spellcasting: Onslaught - 1st bolt 1, 2nd bolt 6, 3rd bolt 5, 4th bolt crit fail
Spellcasting: Onslaught - 4 bolts
1st [dice]1[/dice]
2nd [dice]2[/dice]
3rd [dice]3[/dice]
4th [dice]4[/dice]
Wild [dice]5[/dice]

bolt damage: [dice]9[/dice]
Bolt damage: [dice]10[/dice]
bolt damage: [dice]11[/dice]
Magical Affects
  • Armor Spell Active, +10 Armor
  • All mega-damage spells do AP 5
  • PPE: 62/25
'What in the name of the ancestors!' She manages to get out before being engulfed by the sudden explosion of psychic energy. The surge of psychic power strips away her ability to fly and drops the few inches to the ground into a crouch. The power of the blast was seeking her personally, looking for one of her kind that it may devour her magical ability. No, she realizes the worse had already happened and this was empty fear attempting to worm its way into her heart. With a great effort of will, she shrugs it off with a feral growl.

Luck is with her tonight as the blast could have been worse. This is something she had to work around if she was going to be a productive member of the squad. Nevertheless, there were nefarious enemies with a desire to die tonight. What better way to utilize her anger than blasting the attackers from existence.

Standing, she brings her hands up wrapping herself in magic to protect herself. There is a slight resistance to the flow but she shrugs it off. Shadows darken her features till only the glow of her blue eyes could be seen.

Now to rain destruction down on creatures attacking the squad. That little gargoylite and the ponderous walking Sentinal walking towards the APC. They would make for good target practice. Forming a diamond with thumb and forefinger she taps into the magic and brings forth four destructive bolts of magic. The dark bolts fly out in rapid succussion striking the gargoylite twice and the lone sentinel once; the first bolt fizzling out. Each hit briefly taking the shape of an attack raven before viciously tearing into her victims. The sentinal falls over with a hole blasted through it. The gargoylite actually had the chance to whimper before the second blast finished him.

Foxx felt the resistance come back after the last bolt, stronger this time. She felt her connection with the magic slip her control. This was bad, extremely bad. Her first debut with her team and she may have just turned herself into a magical fireworks display.
Last edited by Foxx on Thu Feb 01, 2018 9:55 am, edited 17 times in total.
Fauxalyn Norquinal
Character Name: Fauxalyn, Foxx
Parry: 5; Toughness: 5, Armor: 12 (+7), Spell & Armor: 22 (+7 & +10)
PP: 65/25
Wound -1, Soul Wound
  • Ley Line Magic Master
  • Ley Line Rejuvenation
  • Ley Line Sense
  • Ley Line Transmission
  • Ley Line Walking
  • Ley Line Observation Sphere
  • Ley Line Phasing
Bennies: 2

Edges:
  • Improved Rapid Recharge
  • Danger Sense
  • Linguist

Powers

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

Legendary Trait:
  • World of Badass - Wild dice now 1d8
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Miles RAD Radoslav
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Re: 09 - Uninvited Guests

Post by Miles RAD Radoslav »

Rolls
Frenzy attacks (-2 for Frenzy, +2 for Supernatural Evil) one for each adjacent sentinel]
1 -[dice]0[/dice] Wild [dice]1[/dice] + 1 for Gang-up
2 -[dice]2[/dice] Wild [dice]3[/dice] + 1 for Gang-up

Damage on Sentinel 2 [dice]4[/dice] + [dice]5[/dice]
CORRECTED damage [dice]6[/dice] + [dice]7[/dice] + Ace on d8 [dice]8[/dice] AP6
Total damage to Sentinel 2 18 AP 6 vs. 14 toughness - Destroyed
Reacting to LC's command, Sir William performs the Rising Wind kata, striking out at first one adjacent Sentinel, then the other. One dodges Sir William's glowing psi-blade, but the other fails and Sir William's rising sword slices cleanly through the sentinel, sending its head and one arm crashing to the ground. Sir William returns to a centered stance, sword pointed at the Sentinel, and arches an eyebrow. "Next?" he inquires.
Last edited by Miles RAD Radoslav on Mon Jan 29, 2018 11:09 am, edited 5 times 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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Ndreare
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Re: 09 - Uninvited Guests

Post by Ndreare »

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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

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

Re: 09 - Uninvited Guests

Post by Kaja Earthblooded »

Notice 5 -- Psionics 7
Notice [dice]0[/dice], [dice]1[/dice]
Psionics [dice]2[/dice], [dice]3[/dice]
L.C. doesn't miss the newcomer's actions, but points his weapon her way anyway. Standing there in his armor painted in Tomorrow Legion Blue and Silver, his voice is even as he speaks. "Your actions are the only reason I'm not firing. Explain your presence, please."

Once that is handled, he calls back to the others. "Someone get on sensors and see if you can find anyone nearby. That bastard has Erin and I refuse to let him have her. Any of you good at tracking? See if you can figure out which way she was taken! And Baron, see to those civilians, get them settled. Everyone else, break camp, we leave the second we have a destination. Billy, guard me real quick, I need to look around and my body will be vulnerable" He finds a nearby seat inside the APC, preferably out of the way, and projects his mind as he races up and down the ley line, looking for the enemy and Erin. As he does, a haze of ectoplasm surrounds him, making him seem like he's in a fog that makes his image shimmer and dance.
Remote Viewing Power
Remote Viewing (Clairvoyance; 3 I.S.P.) [Seasoned]
Range: 60 miles
Duration: 3 (1/round)
Trapping: Ectoplasm seeps from the pores of the character and enshroud it, leaving the character -1 to be hit by ranged attacks.
Effect: Clairvoyance allows the caster to sense people, places, and things outside of normal perception. Walls, doors, and other barriers do not hamper clairvoyance in any way, though magical barriers may block it at the GM’s discretion. While it’s active, the user of this power can shift the point of observation to anywhere within his Range as a free action.
When using clairvoyance, the caster chooses a single sense (usually sight) to project. For each additional 1 ISP he spends at casting, he may add an additional sense; this does not affect maintenance costs.
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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Ndreare
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Re: 09 - Uninvited Guests

Post by Ndreare »

OOC Comments
Enemy Notice Roll [dice]0[/dice] Wild [dice]1[/dice]
I will give your vision after the RP scene. There is a social flow to everything happening and your post inferred you make sure it is safe before moving on.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Foxx
Posts: 73
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Re: 09 - Uninvited Guests

Post by Foxx »

L.C. wrote: L.C. doesn't miss the newcomer's actions, but points his weapon her way anyway. Standing there in his armor painted in Tomorrow Legion Blue and Silver, his voice is even as he speaks. "Your actions are the only reason I'm not firing. Explain your presence, please."
Spellcasting for 4 PPE
[Absorbing PPE from Ley Line: Spellcasting [dice]0[/dice]
Magical Affects
  • Armor Spell Active, +10 Armor
  • All mega-damage spells do AP 5
  • PPE: 66/25
Once she buckles the mana flow down now she raises her hands. Battle is a schizophrenic thing and now she is stuck in another role as a potential enemy. Thankfully the Sargent graciously gives her the opportunity to resolve that issue. "I am Specialist Fauxalyn Norquinal from Castle Refuge, Ley Line Walker. I came with the resupply." She indicates the hopefully still open Rift behind her. "I come bearing gifts from the Major regarding enemy agents in the field... if I miss my guess I am thinking you have met one of them tonight." She will indicate the data disc given to her but waits till the squad orient itself so she can hand it off to the Sargent.

She watches L.C. go into his trance and looks to the others. "Shall I tell the others waiting to send the supplies through? That way we are ready to go once the Sargent returns?"
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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Ndreare
Savage Siri
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 09 - Uninvited Guests

Post by Ndreare »

With the safe signal given the droids move out and start pulling the gear and supplies through. When it is all said and done there are two service drones set about organizing the gear and cleaning up. The line walker on the other side waves and says. "I guess I will see you in half and hour. I am going to grab some lunch." The whole process is efficient takes less than a minute before the rifts flickers and spins closed.
Orders
The orders state that Erin and Billy are to return to the Castle for reassignment. There is work being performed in Garnet Town and a TW is needed there to assist with several issues. In addition concerns have been flagged with Billy's suitability for the field so they need him to report for some psych testing to ensure he is morally capable of separating right from wrong.

The orders also include a dossier on Foxx and some highly sparse notes on two teams said to be asking questions about you guys in town.

Rebuke: Known Affiliation - Mercenary Sorcerer frequently works with the True Federation
  • A talented Shifter, believed to be either human or dee B of human like nature. His appearance was completely human however he had access to a large amount of off world and arcane devices. He is known to be highly efficient and has a high degree of talent with necromancy and demon summoning. The most pressing thing about him is that he is insanely level headed and unphased by things that could normally rattle a foe. We are sending a line walker to help with counter magic efforts and detection.
    Very little of practical use in included in the dossier except that they have evidence of him using a wide variety of tactics, refuses to ever stay and fight head to head, and frequently will send in demons or infiltrators to weaken his targets before going in himself.
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.

    I wish we had more information on these guys, but as it stands now our data is limited. Please keep you guys on highest alert until they are dealt with or reassigned.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Kaja Earthblooded
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Re: 09 - Uninvited Guests

Post by Kaja Earthblooded »

(rolls held; also, as mentioned, I don't do the power thing until the situation is handled)
L.C. lowers his weapon and holsters it. "Sorry about all that Specialist. Tense situation. Yes, bring them through." He reads the orders and smirks at intelligence ever being slower than the enemy. At least the CS squad he has a clue about though. Nash doesn't ring any bells, and that concerns L.C. It means he's either an Arkansas zealot or someone who was blacker than L.C. Neither option comforts him. He feels the weight of the conflict now too as adrenaline fades. "Help with the break down specialist. Welcome to the 99th. Sorry you got caught in that before. But if I don't miss my mark, you'll probably see another one just like me. I'll give a full brief as soon as we're ready to move team."
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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Location: Skagit County, Washington
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Re: 09 - Uninvited Guests

Post by Ndreare »

As you work around the former battle field cleaning up and doing logistics you find Erin's unconscious body laying about 60 foot from the ley-line. She cannot be roused and appears to have been drained completely of her energy. Also of note, Billy was watching the body of the gargoylite when it suddenly turned strangely blue like the ley line itself and disappeared. He announced it over the radio, but the body was gone by the time he got the message out.
Knowledge Arcane
For those with Knowledge Arcana d4 or higher (no roll required) it seams impossible. The description was as if he had ley-line phased. But gargoyles are creatures of elemental power more akin to a warlock and not the arcane power of a line-walker.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

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

Re: 09 - Uninvited Guests

Post by Foxx »

"Oh joy," Foxx says dryly. Another nullifier on the field and having tasted the full effect from the Sargent, she is not eager to see it on the opposing side. There is nothing to be done about it as the situation stood now. She is committed to working with the squad now and would not falter in her task. "Let us get to work then..." She pauses hearing from the Cyborg that the gargoyle disappears. She frowns and looks along the ley line as it pulses and glows with energy. "Seems daddy is calling his children home."
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
Leethe
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Posts: 156
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Re: 09 - Uninvited Guests

Post by Leethe »

Notice 5 Knowledge Electronics 7
Notice [dice]0[/dice]
Wild [dice]1[/dice]

Knowledge Electronics [dice]2[/dice]
Wild [dice]3[/dice]
Leethe goes up to the command deck and starts using the scanners on the APC as per requested by LC.
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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Miles RAD Radoslav
Posts: 244
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Re: 09 - Uninvited Guests

Post by Miles RAD Radoslav »

Healing (power) 10
[dice]0[/dice] Wild [dice]1[/dice] Ace on Healing roll [dice]2[/dice]
Sir William kneels over Erin's prone form and frowns. "Please forgive the intrusion, madam," he says, extending the forearm of his armor down next to hers. With a mental command, glowing blue fluid injects into Erin's body, carrying the Cyber Knight's psionic power with it. He senses that, for ordinary wounds, his powers would have sufficed to restore Erin significantly, but against this arcane damage he cannot be certain.
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: 09 - Uninvited Guests

Post by Hardin »

Foxx wrote:
L.C. wrote: L.C. doesn't miss the newcomer's actions, but points his weapon her way anyway. Standing there in his armor painted in Tomorrow Legion Blue and Silver, his voice is even as he speaks. "Your actions are the only reason I'm not firing. Explain your presence, please."
Spellcasting for 4 PPE
[Absorbing PPE from Ley Line: Spellcasting [dice]30206:0[/dice]
Magical Affects
  • Armor Spell Active, +10 Armor
  • All mega-damage spells do AP 5
  • PPE: 66/25
Once she buckles the mana flow down now she raises her hands. Battle is a schizophrenic thing and now she is stuck in another role as a potential enemy. Thankfully the Sargent graciously gives her the opportunity to resolve that issue. "I am Specialist Fauxalyn Norquinal from Castle Refuge, Ley Line Walker. I came with the resupply." She indicates the hopefully still open Rift behind her. "I come bearing gifts from the Major regarding enemy agents in the field... if I miss my guess I am thinking you have met one of them tonight." She will indicate the data disc given to her but waits till the squad orient itself so she can hand it off to the Sargent.

She watches L.C. go into his trance and looks to the others. "Shall I tell the others waiting to send the supplies through? That way we are ready to go once the Sargent returns?"
Hardin gives a tip of his hat to the newcomer. "Welcome to the 99, miss. Don't mind el sergento too much; he's always a mite grumpy.

Sir William Mahan wrote:
Healing (power) 10
[dice]30473:0[/dice] Wild [dice]30473:1[/dice] Ace on Healing roll [dice]30473:2[/dice]
Sir William kneels over Erin's prone form and frowns. "Please forgive the intrusion, madam," he says, extending the forearm of his armor down next to hers. With a mental command, glowing blue fluid injects into Erin's body, carrying the Cyber Knight's psionic power with it. He senses that, for ordinary wounds, his powers would have sufficed to restore Erin significantly, but against this arcane damage he cannot be certain.
Hardin hovers worriedly over Sir William's shoulder while he works; this sort of thing is beyond him. His skills with the arcane extend to causing hurt, not fixing it. But Erin had always been kind to him, and he could count precious few people who had done that.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
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Ndreare
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Re: 09 - Uninvited Guests

Post by Ndreare »

As Sir William works on healing the TW he can feel a poison in her system. His efforts are able to arrest the poison, but not remove the fatigue and exhaustion it brought on her.
As L.C. works his visions sweeps around, streaking back and forth along the ley line. After only about 20 seconds he is able to find the location of the escaped villains. But instead of a Gargoyle Lord and two gargoylites. What he sees is a human dressed is very rich and dark clothing cloaked in multiple layers of wards and ruins talking to the surviving gargoylite while looking at the corpse of the one slain. With a wave of his hand, his cloak detaches hovering a few feat away and opening with what looks like a rift, and then the body of the gargoylite floats into the air and into the cloak disappearing within before he looks up to the viewing location and with a few subtle words attempts to destroy the clairvoyance.
OOC Comments
Free at will ability to detect arcane, then upped to used as Exalted Detect Arcana for 2 PPE
Exalted Dispel on your Clairvoyance [dice]0[/dice]
Wild [dice]1[/dice]
The time it took to find him will consume your initial duration.
You estimate his location only about 40 miles north of you near a nexus on this very ley line.



As the teams readies for receiving the goods and materials from Castle Refuge the gate flares again this time with a dozen men pouring out all dressed in CR uniforms. The situation takes a few moments to sort out before you realize that the forces is a response to the previous battle already completed.
Captain Walker of the 7th E.R.T. walks over to L.C.. "Looks like things here are handled. Do you need us to watch over you guys while the droids unload or is the situation secured?"
One of his men a Mystic whose name is on the tip of your tongues senses the situation with Erin and seeing Sir William standing over her walks over to help look over Erin. "I think you may have saved her life Sir Knight. She was poisoned by this, pulling out a small pin with a black tar still on it she shows it to Sir William. She will be fine, your effort have won her life. I will take her to the Castle with us."
OOC Comments
+1 Benny for saving Erin as you first action.
Captain Walker singles to the Psi-Corps in the back of his team. "Specialist Bishop, Foxx, and Hunter step forward and meat your new commander." As he says this the three new specialist all have a chance to come forward and introduce them selves.
Once everything is handled the droids load up the Mark V and begin repairs. The Line Walker on the other side finally catches his breath and allows the gate to closed with everyone back in their assigned positions.

Bennie Opportunity
From a Meta Point of View I will officially say you have the next 8 hours to rest and recover. Your team will not be attacked.

What I want from you is an brief interlude or role playing exchange of how you get to know each other and prepare for departure. After each of you post I will award everyone with a minimum of two full paragraphs of interlude or Roll-Play a benny.

If you need inspiration for your Interlude roll a 1d54 and refer to the reference the deck of cards in the following location http://savagerifts.com/sr/viewtopic.php?f=9&t=962

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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Arthur_Bishop
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Re: 09 - Uninvited Guests

Post by Arthur_Bishop »

Arthur is a tall man with an average build. He's average looking with dark blue eyes and dark brown hair that looks like it hasnt been brushed in weeks. There is a pistol on a holster on his belt but he is not wearing armor. His face shows a confident yet easy going smile and he nods politely.
"Arthur Bishop" he shakes any hand offered "Glad to make your acquaintance."
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
Posts: 73
Joined: Wed Dec 20, 2017 7:34 am

Re: 09 - Uninvited Guests

Post by Foxx »

Responding to Hardin, "he has an interesting way to greet newcomers." Something would have to work in the coming days to avoid curbing her potential while in the field. While eager to go find Rebuke and end him, the supplies were incoming and need to tend to. As well as their wounded who are fortunate to be taking back to Castle Refuge. "I wish your friend well. At least she did not suffer too much at the shifters hands."

As they resupply, she inclines her hooded head to Arthur as he introduces himself. The most striking about him being the lack of armor indicating he is someone who has little need of it. Once they are done and their Castle Refuge comrades depart she settles in to recoup her power. She settles in one shadowy corner of the APC to meditate, to allow the power of the Ley Line to revive her magical powers as L.C. abilities wane. One unfortunate victim of his Nullification was her sword, now laying on her knees as she coaxes the magic to return.

For those curious about the elven blade, "it's a gift from my father. A weapon he used in his grim work in bringing down villains who escaped far from the reach of justice. I always marveled at it when I was a little girl because of the history. He said I could have it but only after I earned it. To do that I would have to learn his craft in swordsmanship and stealth. To combine the two to strike out from the shadows." She drew a finger across the flat surface, trying to bring the magic through the etches runs on the blade surface. "Much like my mother, he is a hard but fair teacher. I think they both knew I was going to take after them and they did their best to prepare me. I wanted to show them that I could meet their expectations and relieve their fears."

So the I'draining hyanda, a weapon that inflicts suffering on opponents. It is a good weapon for me as my first love is magic and melees second. Even after tonight when its magic was sealed away it is still a sharp blade. A useful tool for those times when my magic may not be available." A small smirk after tonight's incident. She held no ill will, after all, they were fighting for their lives against an evil spell caster.

"So how about the rest of you? I'm interested in learning about each of you."
OOC Comments
Drew a 9 of Diamonds - Desire
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
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: 09 - Uninvited Guests

Post by Miles RAD Radoslav »

Sir William greets Foxx first, as she observes the wounded returning to Castle Refuge. "Welcome, Madam Foxx. Your blade is indeed an impressive weapon; perhaps you would care to spar on occasion to maintain both our skills? I confess I have not encountered one of your race before - from whence do you hail?"
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
Posts: 73
Joined: Wed Dec 20, 2017 7:34 am

Re: 09 - Uninvited Guests

Post by Foxx »

Sir William Mahan wrote:Sir William greets Foxx first, as she observes the wounded returning to Castle Refuge. "Welcome, Madam Foxx. Your blade is indeed an impressive weapon; perhaps you would care to spar on occasion to maintain both our skills? I confess I have not encountered one of your race before - from whence do you hail?"
"I am Dökkálfar, a dark elf from the mystical realm of Andlang." There is amusement under the mask as she tells the Cybernight of her heritage. "Not to be mistaken with the more common elves who muddy up that title with their," She waves her hand grabbing at the right word to use, "childish bitchiness. Is that the right word, I guess it is now. I do believe I can teach you a few things in the sword arts if you like to learn." She smiles again, joking with Knight.
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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Arthur_Bishop
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Posts: 54
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Re: 09 - Uninvited Guests

Post by Arthur_Bishop »

Arthur waits a few minutes, glancing back in the direction he arrived from. Again he grins, part friendliness part confidence. "My buddy Rob should be here soon. We were both recently attached to a SET that was hunting down this Merc group that was using power armor to terrorize the countryside." He runs his hand through his hair, causing it to briefly stand on end before it falls back into disarray. "I don't know what Rob's deal is, but he just hates robots and power armor".
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: 09 - Uninvited Guests

Post by Hardin »

Foxx wrote:
Sir William Mahan wrote:Sir William greets Foxx first, as she observes the wounded returning to Castle Refuge. "Welcome, Madam Foxx. Your blade is indeed an impressive weapon; perhaps you would care to spar on occasion to maintain both our skills? I confess I have not encountered one of your race before - from whence do you hail?"
"I am Dökkálfar, a dark elf from the mystical realm of Andlang." There is amusement under the mask as she tells the Cybernight of her heritage. "Not to be mistaken with the more common elves who muddy up that title with their," She waves her hand grabbing at the right word to use, "childish bitchiness. Is that the right word, I guess it is now. I do believe I can teach you a few things in the sword arts if you like to learn." She smiles again, joking with Knight.
Hardin frowns deeply. He's no great fan of most of the elves he knows - they never treat him any better than anyone else - but, well, his mama is an elf, and it is just poor form to insult a man's mama. And, of course, there is the queen to consider.

Hardin doesn't need to look for her; she is impossible to miss, towering over Foxx like a mountain cat over her kill. One look at her demeanor sets Hardin twitchy, and he has to will his hands not to check his guns out of habit. The queen is in a foul mood, and it seems she is a mite offended at how Foxx referred to her people.

Removing his hat, Hardin runs a hand through his hair, which not-so-subtly exposes the tips of his ears. "Well, ah guess it wouldn't be a party without at least a little excitement. You might wanna get the lay o' the land though, miss, 'fore you start droppin' insults like you was fishin for a schoolyard tussle. Round here, we might call that sorta thing childish."

He raises an eyebrow, inviting her reaction as he settles the hat back on his head.
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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Hardin
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Re: 09 - Uninvited Guests

Post by Hardin »

Arthur_Bishop wrote:Arthur waits a few minutes, glancing back in the direction he arrived from. Again he grins, part friendliness part confidence. "My buddy Rob should be here soon. We were both recently attached to a SET that was hunting down this Merc group that was using power armor to terrorize the countryside." He runs his hand through his hair, causing it to briefly stand on end before it falls back into disarray. "I don't know what Rob's deal is, but he just hates robots and power armor".
Hardin lets out a low laugh. "Oh, this is gonna be fun to watch." He gives a wink in the direction of LC and his protégé.
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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Leethe
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Re: 09 - Uninvited Guests

Post by Leethe »

Leethe comes down from the command deck in the APC to meet the new people. "Ah more new comers. I go by the name Leethe."
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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Rob Hunter
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Re: 09 - Uninvited Guests

Post by Rob Hunter »

"Rob Hunter, power armor soldier." He says as he steps forward.

He looks a little rugged, like he just returned from a combat campaign. He has short, dark blonde crew cut hair, which looks to be going a little grey on the sides. He seems pretty tall for a power armor soldier, but if anyone has heard of his exploits they know that he is very effective.

He nods towards his new team mates and looks each one of them up and down, checking them out.

"So what's our next assignment?"
"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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Foxx
Posts: 73
Joined: Wed Dec 20, 2017 7:34 am

Re: 09 - Uninvited Guests

Post by Foxx »

Hardin wrote: Removing his hat, Hardin runs a hand through his hair, which not-so-subtly exposes the tips of his ears. "Well, ah guess it wouldn't be a party without at least a little excitement. You might wanna get the lay o' the land though, miss, 'fore you start droppin' insults like you was fishin for a schoolyard tussle. Round here, we might call that sorta thing childish."

He raises an eyebrow, inviting her reaction as he settles the hat back on his head.

Foxx listens and nods her head, bringing her palms together. "Ah, I see. I meant no disrespect, my apologies." She did not come looking for a fight with her teammates and it is best to mend bridges now than let it linger. They already had a hard road to travel.
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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