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 Turn 02 Sa'am versus Birdman Maxington 
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Welcome to the wasteland ley line map. You have been placed on this map knowing only one of you will be allowed to live.

Terrain:
    The terrain is marked. All areas inside Yellow and red lines are considered Difficult terrain.
    The buildings are toughness 10 per 1" area.
    The mounds have toughness 20 per 1" area.
      (As they are multiple inches high this needs to include top and bottom.)

The end of the battle: The task will be Close the Rift.
At the end of the battle a terrible burst of energy is released from the ley line.
Suddenly the very force of nature itself attacks you. Make a Vigor roll at +0, no power, gear, vehicles, or armor will help this roll.
Suddenly a rift bursts open that must be closed at all cost. Make two Acrane skill rolls at +0, no power, gear, vehicles, or armor will help this roll. (unskilled is d4-2)

If you make all three rolls you begin the next round with a special benny that can be caried over from game to game.


Attachment:
Turn 02 Battle Map.JPG
Turn 02 Battle Map.JPG [ 497.88 KiB | Viewed 106 times ]


Change of format: Please include the following information in each post
Bennies: X
Fatigue: X
Wounds: X
ISP or PPE: X
Ammunition: X

_________________
Shaping Worlds Together
The 99's Game Master Bennies 3
    +8 Players
    +2 Sidekicks
    -1 Extra Effort for Mind Control
    -1 Shabbat Soak roll (failed)
    -4 Mind Melter tickling the players with no real effect.
    -1 Soak Collision damage for clone

Shaintar Game Master Bennies 7/7


    Mon May 14, 2018 10:33 am
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    Starting location:
    Sa'am (A34) versus Birdman Maxington (Z1)
    Malbi (Z1) versus Torian Pureheart (A34)
    Charr (Z1) versus Megam Ind (A34)
    Pax Formaticum (A34) versus Coldfusion (Z1)

    Initiative Rules
    viewtopic.php?f=133&t=2392

    _________________
    Shaping Worlds Together
    The 99's Game Master Bennies 3
      +8 Players
      +2 Sidekicks
      -1 Extra Effort for Mind Control
      -1 Shabbat Soak roll (failed)
      -4 Mind Melter tickling the players with no real effect.
      -1 Soak Collision damage for clone

    Shaintar Game Master Bennies 7/7


      Mon May 14, 2018 10:35 am
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      Initiative Round 1

      Birdman
      Normal Roll: 1d54 = 30 (30) 5C
      Level Headed: 1d54 = 12 (12) KS

      Sa'am
      Normal Roll: 1d54 = 35 (35) 10C

      _________________
      Orrin Truthseeker
      Orrin Truthseeker
      Wounds: 0/4; Fatigue: 0/3; PPE: 20/20; Staff PPE: 10/10; Armor PPE: 10/10

      Parry: 4+1
      Toughness: 14+1(6)
      Active Powers: Adrenal Overload (Orrin, T0); Boost Spirit (Orrin, Blurr, T1) Lower Vigor (WDT, T1)
      Active Effects Staff: Parry +1, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells: Vigor +1DT, Parry +1, Pace +2 Spirit -1DT (T1) Spirit +4DT (T1)

      Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
      Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

      Bennies: 2/3
      Wounds: 0/4; Fatigue: 0/3; PPE: 45/15; Staff PPE: 10/10; Armor PPE: 10/10

      Parry: 4+1
      Toughness: 14(6)
      Active Powers:
      Active Effects Staff: Parry +1, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells:

      Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
      Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

      Bennies: 6/3
      +1 at start for 2018 1st quarter performance
      +1 for making it out of the Fade
      +1 for Giving away the Police Truck
      -1 for EE against blue hand infiltrator
      +1 for raise in quick combat

      Aventure Cards: Cut in Line - Draw 3 initiative cards and keep the highest

      Update Signature


      Mon May 14, 2018 2:21 pm
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      Intro Music https://www.youtube.com/watch?v=QaT6EKzKb4k

      Birdman flies to his square, at first flapping his arms leisurely til he gets to the maximum height of the arena, then dive bombing down in a spirial until he stops a foot off the ground from his starting spot. He squawks "Looks like only one can be favored by the mighty bird god today! Too bad for you, it's me!" He continues lazily flapping his wings, hovering, the deadly sharp Battle Fury Blade in his upper right arm, the staff being held in the two lower arms.

      OOC Comments
      Greater Boost Spirit

      1d12 = 8 (8) 1d12 base +1 from elegant staff

      Total of 9. Auto boost, Spirit currently 12

      Activate Intangibility
      1d12 = 2 (2) +1 from staff
      Wild Die 1d6 = 4 (4)

      Bennie to reroll
      1d12 = 6 (6)
      1d6 = 6 (6)
      explode
      1d6 = 6 (6)
      explode
      1d6 = 5 (5)
      -2 MAP +1 due to elegant staff

      Speed (-2 due to MAP +1 due to staff)
      1d12 = 1 (1)
      1d6 = 6 (6)
      Explode
      1d6 = 3 (3)

      Total Spent: 1 Benny, 5 p.p.e. from staff (intangibility), 4 from Greater Boost/Lower Trait (personally p.p.e. 1 from casting of speed (Total of 5 from personal p.p.e.
      Spirit is currently 12 +1 from Boost/Lower, Speed currently active, Currently Intangible


      Birdman's back straightens up as he casts some sort of effect on himself, He then smacks his staff into his palm which makes him become an insubstantial ghostly form. he pauses for a moment, then begins flapping his wings furiously he darts to V23, passing through the wall into the building.

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

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


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


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


      Last edited by Arthur_Bishop on Thu May 17, 2018 8:41 am, edited 1 time in total.



      Tue May 15, 2018 6:29 pm
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      Mechanics
      True Invisibility (6):
      Psionics 1d12+1 = 3 (2)
      wild 1d6+1 = 3 (2)
      EE 1d6+1 = 4 (3) (no +1, Sorry)

      -10 ISP

      Movement PM'd


      Sa'am laughs at the song that plays as his opponent enters the field.

      "Bird of Prey indeed! My Prey!"

      Sa'am takes to the air as he vanishes.



      Bennies: 2/3
      Special Bennies 1/1
      Fatigue: 0
      Wounds: 0
      ISP or PPE: 30/40
      Ammunition: 24/24

      _________________
      Orrin Truthseeker
      Orrin Truthseeker
      Wounds: 0/4; Fatigue: 0/3; PPE: 20/20; Staff PPE: 10/10; Armor PPE: 10/10

      Parry: 4+1
      Toughness: 14+1(6)
      Active Powers: Adrenal Overload (Orrin, T0); Boost Spirit (Orrin, Blurr, T1) Lower Vigor (WDT, T1)
      Active Effects Staff: Parry +1, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells: Vigor +1DT, Parry +1, Pace +2 Spirit -1DT (T1) Spirit +4DT (T1)

      Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
      Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

      Bennies: 2/3
      Wounds: 0/4; Fatigue: 0/3; PPE: 45/15; Staff PPE: 10/10; Armor PPE: 10/10

      Parry: 4+1
      Toughness: 14(6)
      Active Powers:
      Active Effects Staff: Parry +1, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells:

      Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
      Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

      Bennies: 6/3
      +1 at start for 2018 1st quarter performance
      +1 for making it out of the Fade
      +1 for Giving away the Police Truck
      -1 for EE against blue hand infiltrator
      +1 for raise in quick combat

      Aventure Cards: Cut in Line - Draw 3 initiative cards and keep the highest

      Update Signature


      Last edited by Orrin Truthseeker on Wed May 23, 2018 9:20 am, edited 1 time in total.



      Wed May 16, 2018 9:48 am
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      Initiative Round 2

      Cards drawn: 5C, 10C, KS

      Birdman
      Normal Roll: 1d54 = 51 (51) KD
      Level Headed: 1d54 = 28 (28) 3C

      Sa'am
      Normal Roll: 1d54 = 20 (20) 8H

      _________________
      Orrin Truthseeker
      Orrin Truthseeker
      Wounds: 0/4; Fatigue: 0/3; PPE: 20/20; Staff PPE: 10/10; Armor PPE: 10/10

      Parry: 4+1
      Toughness: 14+1(6)
      Active Powers: Adrenal Overload (Orrin, T0); Boost Spirit (Orrin, Blurr, T1) Lower Vigor (WDT, T1)
      Active Effects Staff: Parry +1, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells: Vigor +1DT, Parry +1, Pace +2 Spirit -1DT (T1) Spirit +4DT (T1)

      Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
      Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

      Bennies: 2/3
      Wounds: 0/4; Fatigue: 0/3; PPE: 45/15; Staff PPE: 10/10; Armor PPE: 10/10

      Parry: 4+1
      Toughness: 14(6)
      Active Powers:
      Active Effects Staff: Parry +1, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells:

      Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
      Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

      Bennies: 6/3
      +1 at start for 2018 1st quarter performance
      +1 for making it out of the Fade
      +1 for Giving away the Police Truck
      -1 for EE against blue hand infiltrator
      +1 for raise in quick combat

      Aventure Cards: Cut in Line - Draw 3 initiative cards and keep the highest

      Update Signature


      Wed May 16, 2018 9:57 am
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      OOC Comments
      Wounds: 0/4; Fatigue: 0/3; PPE: 5/20; Staff PPE: 5/10; Bennies 2/3

      Boost Notice, 5
      Greater Boost, Notice
      Faith 1d12 = 4 (4) +1 due to staff, -2 Due to MAP
      Wild Die 1d6 = 6 (6)
      Not even bothering to explode die as this autoraises my notice to 12+2
      Draw from Leyline
      Faith 1d12 = 5 (5) +1 due to staff, -2 Due to MAP
      Wild Die 1d6 = 1 (1)
      Success, draw 4 ppe from ley line


      Total Spent: 1 Benny, 5 p.p.e. from staff (intangibility), 4 from Greater Boost/Lower Trait (personally p.p.e. 1 from casting of speed (Total of 5 from personal p.p.e. 4 from Greater Boost/ Lower Trait
      Drew 4 p.p.e. from Ley Line
      Total P.P.E. currently is 5 for staff, 5 for personal p.p.e.

      Spirit is currently 12 +1 from Boost/Lower (2nd round), Speed currently active (2nd round), Currently Intangible (2nd Round) Notice is currently at 12+2 (1st Round)

      _________________
      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)


      Thu May 17, 2018 8:46 am
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      Mechanics
      Exalted Dispel (+1 armor, +2 mentalist (not against items), -2 Differing types (does this count for items) +2 for extra ISP)
      Psionics 1d12+1 = 6 (5) (didn't include 2 ISP bonus, so its an 8)
      Wild 1d6+1 = 3 (2)

      -6 ISP
      -2 ISP for +2 bonus

      Deadly Illusion (+1 armor, +2 Mentalist +2 for extra ISP)
      Psionics 1d12+5 = 9 (4)
      Wild 1d6+5 = 8 (3)

      -6ISP
      -2ISP for +2 bonus


      Not wanting to draw this fight out like the last one, Sa'am acts quickly

      This guy has spent a ton of time casting spells on himself....Lets see if we undo all that effort.

      Sa'am blasts an area near Birdman with negative psionic energy, nullifying all magical equipment in the area. Unfortunately, Sa'am feels a resistance tug at his mind, and he can tell that his opponent has been able to resist the dispelling effects.

      Sa'am continues his barrage anyway, attempting to bring an illusion to bare on the religious wacko. Somehow, though, Birdman resists.

      Maybe he isn't such a Wacko after all. Maybe this Bird God of his really does exist. I wont let a puny god stand in the way of victory for the Mind Melter's order though!

      Bennies: 2
      Fatigue: 0
      Wounds: 0
      ISP or PPE: 14
      Ammunition: 24

      _________________
      Orrin Truthseeker
      Orrin Truthseeker
      Wounds: 0/4; Fatigue: 0/3; PPE: 20/20; Staff PPE: 10/10; Armor PPE: 10/10

      Parry: 4+1
      Toughness: 14+1(6)
      Active Powers: Adrenal Overload (Orrin, T0); Boost Spirit (Orrin, Blurr, T1) Lower Vigor (WDT, T1)
      Active Effects Staff: Parry +1, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells: Vigor +1DT, Parry +1, Pace +2 Spirit -1DT (T1) Spirit +4DT (T1)

      Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
      Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

      Bennies: 2/3
      Wounds: 0/4; Fatigue: 0/3; PPE: 45/15; Staff PPE: 10/10; Armor PPE: 10/10

      Parry: 4+1
      Toughness: 14(6)
      Active Powers:
      Active Effects Staff: Parry +1, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells:

      Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
      Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

      Bennies: 6/3
      +1 at start for 2018 1st quarter performance
      +1 for making it out of the Fade
      +1 for Giving away the Police Truck
      -1 for EE against blue hand infiltrator
      +1 for raise in quick combat

      Aventure Cards: Cut in Line - Draw 3 initiative cards and keep the highest

      Update Signature


      Last edited by Orrin Truthseeker on Fri May 18, 2018 9:28 am, edited 2 times in total.



      Thu May 17, 2018 9:52 am
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      Resist Dispel
      Faith 1d12 = 4 (4) +1 due to staff
      Wild Die 1d6 = 6 (6)
      Explode
      1d6 = 5 (5)
      Spirit 1d12 = 6 (6) +2
      Wild die 1d6 = 6 (6)
      Explode
      Benny for Extra effort
      1d6 = 6 (6)
      1d6 = 1 (1)
      Notice 1d12 = 11 (11) +2
      Wild Die 1d6 = 5 (5)

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

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


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


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


      Last edited by Arthur_Bishop on Thu May 17, 2018 3:09 pm, edited 1 time in total.



      Thu May 17, 2018 11:07 am
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      Initiative Round 3

      Cards drawn: 3C, 5C, 8H, 10C, KD, KS

      Birdman
      Normal Roll: 1d54 = 51 (51) Redraw 1d54 = 40 (40) 2D
      Level Headed: 1d54 = 44 (44) 6D

      Sa'am
      Normal Roll: 1d54 = 53 (53) JOKER!

      _________________
      Orrin Truthseeker
      Orrin Truthseeker
      Wounds: 0/4; Fatigue: 0/3; PPE: 20/20; Staff PPE: 10/10; Armor PPE: 10/10

      Parry: 4+1
      Toughness: 14+1(6)
      Active Powers: Adrenal Overload (Orrin, T0); Boost Spirit (Orrin, Blurr, T1) Lower Vigor (WDT, T1)
      Active Effects Staff: Parry +1, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells: Vigor +1DT, Parry +1, Pace +2 Spirit -1DT (T1) Spirit +4DT (T1)

      Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
      Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

      Bennies: 2/3
      Wounds: 0/4; Fatigue: 0/3; PPE: 45/15; Staff PPE: 10/10; Armor PPE: 10/10

      Parry: 4+1
      Toughness: 14(6)
      Active Powers:
      Active Effects Staff: Parry +1, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells:

      Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
      Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

      Bennies: 6/3
      +1 at start for 2018 1st quarter performance
      +1 for making it out of the Fade
      +1 for Giving away the Police Truck
      -1 for EE against blue hand infiltrator
      +1 for raise in quick combat

      Aventure Cards: Cut in Line - Draw 3 initiative cards and keep the highest

      Update Signature


      Thu May 17, 2018 3:04 pm
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      OOC Comments
      Intent: Sa'am hits Birdman with another deadly illusion, moves from to W18, tries to blow birdman away with a grenade, then moves to W15, staying high and out of range of any Melee weapons.

      Deadly Illusion (+1 armor, +2 mentalist, +4 extra ISP +2 Joker)
      Psionics: 1d12+9 = 16 (7)
      Wild 1d6+9 = 12 (3)

      -6 ISP base
      -4 ISP for +4 bonus

      Shooting Grenade (+2 Joker)
      Shooting 1d6+2 = 7 (5)
      Wild 1d6+2 = 4 (2)
      Bennie EE
      1d6+7 = 10 (3)

      Damage = 20 (AP 8) (+2 joker)
      3d8+2 = 16 (4, 4, 6) + 1d6 = 4 (4)


      Sa'am sees Birdman's eyes lock on his position, and knows he's been spotted...

      Uh oh... Time to end this!

      After the previous failed attempt, Sa'am hits his opponent with everything he can bring to bare. An odd glow fills the room as Sa'am practically tears at reality in an effort to break into Birdman's mind.

      To make it more difficult for his opponent, he also fires an explosive directly at Birdman. For once, it actually connects with it's intended target!



      Bennies: 2/3 (2 Spent, +1 for joker)
      Special Bennies: 1/1
      Fatigue: 0
      Wounds: 0
      ISP or PPE: 4/40
      Ammunition: 23/24

      _________________
      Orrin Truthseeker
      Orrin Truthseeker
      Wounds: 0/4; Fatigue: 0/3; PPE: 20/20; Staff PPE: 10/10; Armor PPE: 10/10

      Parry: 4+1
      Toughness: 14+1(6)
      Active Powers: Adrenal Overload (Orrin, T0); Boost Spirit (Orrin, Blurr, T1) Lower Vigor (WDT, T1)
      Active Effects Staff: Parry +1, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells: Vigor +1DT, Parry +1, Pace +2 Spirit -1DT (T1) Spirit +4DT (T1)

      Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
      Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

      Bennies: 2/3
      Wounds: 0/4; Fatigue: 0/3; PPE: 45/15; Staff PPE: 10/10; Armor PPE: 10/10

      Parry: 4+1
      Toughness: 14(6)
      Active Powers:
      Active Effects Staff: Parry +1, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells:

      Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
      Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

      Bennies: 6/3
      +1 at start for 2018 1st quarter performance
      +1 for making it out of the Fade
      +1 for Giving away the Police Truck
      -1 for EE against blue hand infiltrator
      +1 for raise in quick combat

      Aventure Cards: Cut in Line - Draw 3 initiative cards and keep the highest

      Update Signature


      Last edited by Orrin Truthseeker on Wed May 23, 2018 9:18 am, edited 1 time in total.



      Fri May 18, 2018 3:35 am
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      Joined: Mon Jan 29, 2018 6:54 pm
      Posts: 57
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      OOC Comments
      Roll to resist
      1d12 = 6 (6) +2
      Wild Die 1d6 = 3 (3)

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

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


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


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


      Sat May 19, 2018 11:23 am
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      Joined: Mon Sep 11, 2017 8:11 pm
      Posts: 153
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      Got him! Sa'am thinks as the illusion takes hold of Birdman.

      Whatever it what that Birdman spotted that gave away Sa'am, whether it was a pattern in the dust in the air or faint movement of curtains in the room, the effect seems to split into two separate entities. From one comes a launched grenade, from the other, a burst of magical lightning that blasts into Birdman's incorporeal form. The two entities leave the building and move to W15 and X15, both flying 30 feet above the ground to avoid the chance of being hit with a melee weapon.

      Note, Illusion has a heat trapping that requires a Vigor roll TN4 or suffer fatigue

      OOC Comments
      PM'd GMs to specify which "entitee" is real, and which is the illusion.


      (Same round, so same as below)
      Bennies: 2 (2 Spent, +1 for joker)
      Special Bennies: 1/1
      Fatigue: 0
      Wounds: 0
      ISP or PPE: 4
      Ammunition: 23

      _________________
      Orrin Truthseeker
      Orrin Truthseeker
      Wounds: 0/4; Fatigue: 0/3; PPE: 20/20; Staff PPE: 10/10; Armor PPE: 10/10

      Parry: 4+1
      Toughness: 14+1(6)
      Active Powers: Adrenal Overload (Orrin, T0); Boost Spirit (Orrin, Blurr, T1) Lower Vigor (WDT, T1)
      Active Effects Staff: Parry +1, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells: Vigor +1DT, Parry +1, Pace +2 Spirit -1DT (T1) Spirit +4DT (T1)

      Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
      Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

      Bennies: 2/3
      Wounds: 0/4; Fatigue: 0/3; PPE: 45/15; Staff PPE: 10/10; Armor PPE: 10/10

      Parry: 4+1
      Toughness: 14(6)
      Active Powers:
      Active Effects Staff: Parry +1, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells:

      Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
      Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

      Bennies: 6/3
      +1 at start for 2018 1st quarter performance
      +1 for making it out of the Fade
      +1 for Giving away the Police Truck
      -1 for EE against blue hand infiltrator
      +1 for raise in quick combat

      Aventure Cards: Cut in Line - Draw 3 initiative cards and keep the highest

      Update Signature


      Last edited by Orrin Truthseeker on Wed May 23, 2018 9:17 am, edited 4 times in total.



      Sat May 19, 2018 3:03 pm
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      Joined: Tue Aug 08, 2017 12:55 pm
      Posts: 1803
      Location: Black Company
      Reply with quote
      Please include specific altitude for range calculations.

      _________________
      Shaping Worlds Together
      The 99's Game Master Bennies 3
        +8 Players
        +2 Sidekicks
        -1 Extra Effort for Mind Control
        -1 Shabbat Soak roll (failed)
        -4 Mind Melter tickling the players with no real effect.
        -1 Soak Collision damage for clone

      Shaintar Game Master Bennies 7/7


        Sat May 19, 2018 9:50 pm
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        Joined: Mon Jan 29, 2018 6:54 pm
        Posts: 57
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        OOC Comments
        Save vs heat trapping
        1d6 = 4 (4)
        Wild Die 1d6 = 4 (4)
        Unshake
        Spirit 1d12 = 9 (9) +2 -1 for wound
        Wild Die 1d6 = 6 (6)

        Birdman Squawks in surprise as the bolt of energy hits him, he flies after the one that shot him with the bolt. He drops his intangibility spell after he exits the building, and calls upon the great bird in the sky to give him the ability to destroy his enemy

        OOC Comments
        Greater Boost/Lower, Boost Fighting
        Faith 1d12 = 11 (11) -1 for wound
        Wild Die 1d6 = 5 (5)
        Success, Fighting boosted to 12+6


        Using the last bit of his supernatural speed Birdman deftly switches his weapon from the now useless staff and his still potent combat hammer. He flies up to the copy of his enemy that shot the bolt at him, and gives it a mighty swing, putting his all into it

        OOC Comments
        Wild Attack (+2)
        Fighting 1d12 = 11 (11) +6 due to Greater Boost Trait, +2 due to Wild Attack, -8 Due to Invisibility, -1 Due to Wound
        Wild Die 1d6 = 6 (6)

        Total Spent: 2 Bennies, 5 p.p.e. from staff (intangibility), 8 from Greater Boost/Lower Trait (personally p.p.e. 1 from casting of speed (Total of 13 spent from personal p.p.e., Drew 4 p.p.e. from Ley Line)
        Total Spent P.P.E. currently is 5 for staff, 9 for personal p.p.e.

        _________________
        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)


        Sun May 20, 2018 6:51 am
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        Joined: Mon Sep 11, 2017 8:11 pm
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        Birdman feels the hammer catch on something and get parried away from his intended point of impact when he swings it toward the spot where one of the two entities are.

        Whatever that entity is, it is apparently an expert melee fighter.

        _________________
        Orrin Truthseeker
        Orrin Truthseeker
        Wounds: 0/4; Fatigue: 0/3; PPE: 20/20; Staff PPE: 10/10; Armor PPE: 10/10

        Parry: 4+1
        Toughness: 14+1(6)
        Active Powers: Adrenal Overload (Orrin, T0); Boost Spirit (Orrin, Blurr, T1) Lower Vigor (WDT, T1)
        Active Effects Staff: Parry +1, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells: Vigor +1DT, Parry +1, Pace +2 Spirit -1DT (T1) Spirit +4DT (T1)

        Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
        Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

        Bennies: 2/3
        Wounds: 0/4; Fatigue: 0/3; PPE: 45/15; Staff PPE: 10/10; Armor PPE: 10/10

        Parry: 4+1
        Toughness: 14(6)
        Active Powers:
        Active Effects Staff: Parry +1, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells:

        Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
        Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

        Bennies: 6/3
        +1 at start for 2018 1st quarter performance
        +1 for making it out of the Fade
        +1 for Giving away the Police Truck
        -1 for EE against blue hand infiltrator
        +1 for raise in quick combat

        Aventure Cards: Cut in Line - Draw 3 initiative cards and keep the highest

        Update Signature


        Sun May 20, 2018 6:36 pm
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        Joined: Mon Sep 11, 2017 8:11 pm
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        Initiative Round 4

        Cards drawn: None

        Birdman
        Normal Roll: 1d54 = 11 (11) QS
        Level Headed: 1d54 = 29 (29) 4C

        Sa'am
        Normal Roll: 1d54 = 1 (1) 2S

        _________________
        Orrin Truthseeker
        Orrin Truthseeker
        Wounds: 0/4; Fatigue: 0/3; PPE: 20/20; Staff PPE: 10/10; Armor PPE: 10/10

        Parry: 4+1
        Toughness: 14+1(6)
        Active Powers: Adrenal Overload (Orrin, T0); Boost Spirit (Orrin, Blurr, T1) Lower Vigor (WDT, T1)
        Active Effects Staff: Parry +1, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells: Vigor +1DT, Parry +1, Pace +2 Spirit -1DT (T1) Spirit +4DT (T1)

        Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
        Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

        Bennies: 2/3
        Wounds: 0/4; Fatigue: 0/3; PPE: 45/15; Staff PPE: 10/10; Armor PPE: 10/10

        Parry: 4+1
        Toughness: 14(6)
        Active Powers:
        Active Effects Staff: Parry +1, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells:

        Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
        Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

        Bennies: 6/3
        +1 at start for 2018 1st quarter performance
        +1 for making it out of the Fade
        +1 for Giving away the Police Truck
        -1 for EE against blue hand infiltrator
        +1 for raise in quick combat

        Aventure Cards: Cut in Line - Draw 3 initiative cards and keep the highest

        Update Signature


        Sun May 20, 2018 6:37 pm
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