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 Part 3.1 SoD, The Whykin Chase 
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Spoon Fed Video Recap

Pender Lumkiss wrote:
A Race to The Kings Crossing Bridge!!

With the city mysteriously vanished, and the CS barring down on them the 13th does what any sane person would do... They make for the Appalation Mountian range. The best route in is over the bridge called King’s crossing. Even for a flyer heading that general direction gets you into the cloudy mountain range fastest.

The friendly black market monkey hits the radios breaking through the interference, ” Damn that CS jamming is annoying. Uhh no Jitters this is not Jude’s sister, hehe... Try frequency 369.65, but you did not here it from me. Max, looks like you guys are making for Kings Crossing bridge... We got the first way point set up for you to receive and then it will take you to the second, and the third, and so forth. Like I said the final location is in your nav units in case you forgot. Oh yeah we got a couple uhh, surveyors out at the bridge. They were going to assist the heavy loaders with appraising the merchandise but, looks like those loaders are scragged. If you see them can you scoup them up? It might help your cause. Regarding what I said about Carol—-” The line goes dead as the new CS jamming operative ups his game.

The Samas wing angles in heading into the mountains and soon disappears into the cloud cover.
A female voice comes over the comms static as all get out,” Kssshhh. Jude is that you—-“ Then it gets squelched out. The robot armor units seem out paced by this chase and so settle for moving as close to the water’s edge, just north of where the city harbor should be, a good 2000 feet away preparing to launch missiles!!


First though the 13th must beat the Skelebots and Mk V troop carrier to the bridge and entrance into the mountain range. Either a profound sense of duty or something more personel drives these metal units, something vengeful. Its going to be close... but seriously the heroes are in fast movers and that Mk V is as slow as a snail, so how close is it going to be... Lets find out!


Player Directions and Narative: Note, there are differnt rules if you are a driver or a passenger. I am trying to run it as close to a normal chase as possible with a couple of twists.
Libertas in the TK flyer
The enforcers start shooting missiles into the air space above you driving you to the deck! Are they trying to kill you or herd you? The relative slow moving skelebots raise rocket launchers and grenade launchers at your craft as you go zooming towards the Kings Crossing bridge! It might even be time for some fancy flying maneuvers. If it were not for the heavy weapons being pointed at your general direction the next few minutes might have been found most facinating!
The good thing is that your TK flyer even when not juiced by a leyline is much faster than those ground units.

Let me loose!!!! —- huh was that you tail? Because it better be your tail. Yup your tail is thrashing chained up like a slave. Let me loose!!!, now that sounds distinctly like a lady shark voice!!! (GM Say what!)



Player Directions: Note, there are different rules if you are driving or a passanger.

Please make a Piloting ( or appropriate skill) roll at +3(This accounts for the handling, flying bonus), this will affect how many cards you receive for the chase. The more cards received the higher the chance to gain a better card than those chasing you. Having a higher card generally means you will not be attacked and will be able to attack the ones chasing you.
  • Piloting Maneuver(Optional): You may take a -2 to your above piloting roll to gain one of the below benefits:
    • Defense: The TN to hit you or your vehicle is increased by 2 ( This also provides 2 pts of armor vs area attacks)
    • Offense: You give all passangers a +2 bonus to hit.


Flint Libertas’ Gunner in TK flyer
As the Flyer gets low to avoid the arial missile bombardment from the enforcers the scenery wips past you, you barely have time to possibly do one of two things. Help Libertas pilot from the back seat because its no joke if an air craft hits something hard, explosive and mostly immovable, so it might be good to lend some kind of helping hand. However three skelebots in particular are lining up a good shot... Oh no! Wait they are not even skelebots, their red crome armor gives them away as CS combat Borgs!!! The question is will you back seat fly or try to time it so you can get an even better shot on that group of borgs? Needless to say the next few minutes with be frought with choices...


Player Directions: Consult your options below, make your choice/roll and narrate your response to the OCC scene and scene in general.
  • Chose one of the two options, if you are capable of extra actions via an edge/ability of extra actions (or long term spell effect) you can use that extra action here instread of the next scene to do both.
    • Helping the person driving or piloting: You can make a co-operative roll to give a small bonus to your driver ( The skill used does not have to be driving or piloting, creativity is rewarded, but only one skill can be used to help. Two helpers could not use notice for example). Every success and raise acheived adds +1 to your drivers roll. The maxiumum bonus from any and all co-op rolls a driver can receive is a total of +4.
    • Ready a weapon (Could be a personal weapon, spell, or vehicle weapon if one is available): You concentrate on scouring the vicinity making sure the weapon you bear has the best possible chance of targeting an enemy. Make a notice check.
      • Success: You are able to bring your weapon to bear at the right time as if everything else is standing still: Ignore Unstable Platform Penalties for the dramatic action phase.
      • Raise: You bring your weapon to bear in that split second you and the thing chasing you are closest. If you have advantage ( or your driver does), treat the range increment one less than it is. Not in range is treated as long range. Short or Melee range does not gain an additional benifit.
      • Double Raise: Even if you had a hard time getting into the right position, you lucked out as the thing chasing you left itself wide open for an attack. You can attack without having advantage.

Jitters Driving the Zone
What! Looks like a large amount wreckage might make the drive a bit more difficult. Plus up a head somehow 15 skelebots managed to get out to the bridge and are holding it. They seem to be seriously dedicated to making your life difficult. ” We must Hold the Bridge, stop and desist or we will detonate the security mine feild!!”They might just end up slowing you down just enough to get caught and WTF did they say mine feild?? But seriously even with all that stacked against Jitters who can beat the fastest man alive?? Surely not the 185 CS skeletals on your tail, and it is a good thing you got a couple legendary heroes watching your back. They might even be able to help you with the mine feild ( Cantrell)and large cumbersome peices of wrecklage from a battle fought a few weeks ago (Jude).

Kock, knock, hello... Jitters... This is your tail.
your tail has opened up the Grenade crate curious as to what it has uncovered. Hmm, looks like less grenades than you thought, but sweet christmas its a portable rocket launcher with not just 1 but 2 black market Black Betty war heads...
(Range 30/60/120, Damage 6d6+6, RoF 1, AP 25, Mega Damage, SBT, know one even knows where to buy them, snapfire).

If it were not for the high speed stakes the next couple of minutes might have been spent in awe of the new missiles. Your tail certainly is!



Player Directions:

Please make a Piloting (or appropriate skill ) roll at +3(This accounts for the handling, flying bonus), this will affect how many cards you receive for the chase. The more cards received the higher the chance to gain a better card than those chasing you. Having a higher card generally means you will not be attacked and will be able to attack the ones chasing you (GM will deal you a card for every success and raise acheived in the next scene).
  • Piloting Maneuver(Optional and affects next scene): You may take a -2 to your above piloting roll to gain one of the below benefits:
    • Defense: The TN to hit you or your vehicle is increased by 2 ( This also provides 2 pts of armor vs area attacks)
    • Offense: You give all passangers a +2 bonus to hit.


Cantrell Gunner in Zone Ranger
. Looking back at the massive number of skelebots chasing you might be distracting you from the real threat. Looks like a team of dogboys... Your ex team has been laying mines near the bridge does Jitters even see them?? On a nearby knoll you catch sight of a Dog Boy PA, marked with a laughing Hound... Butcher’s second and pretty much a prankster... It waves lining up a shot with a couple choice heavy weapons. Breaking though the comm silience, you here the wise guy growl, ” I got me a new top dog Cantrell... Jeeze we sayz if we ever saw youze weze smoke you hot. Guez chienz do come home, haha.” You got a split second choice to make, do you help Jitters navigate the mine feild, or you can take a breath and try and get the best possible bead on that Joker...


Player Directions: Consult your options below, make your choice/roll and narrate your response to the OCC scene and scene in general.
  • Chose one of the two options, if you are capable of extra actions via an edge/ability of extra actions (or long term spell effect) you can use that extra action here instread of the next scene to do both.
    • Helping the person driving or piloting: You can make a co-operative roll to give a small bonus to your driver ( The skill used does not have to be driving or piloting, creativity is rewarded, but only one skill can be used to help. Two helpers could not use notice for example). Every success and raise acheived adds +1 to your drivers roll. The maxiumum bonus from any and all co-op rolls a driver can receive is a total of +4.
    • Ready a weapon (Could be a personal weapon, spell, or vehicle weapon if one is available): You concentrate on scouring the vicinity making sure the weapon you bear has the best possible chance of targeting an enemy. Make a notice check.
      • Success: You are able to bring your weapon to bear at the right time as if everything else is standing still: Ignore Unstable Platform Penalties for the dramatic action phase.
      • Raise: You bring your weapon to bear in that split second you and the thing chasing you are closest. If you have advantage ( or your driver does), treat the range increment one less than it is. Not in range is treated as long range. Short or Melee range does not gain an additional benifit.
      • Double Raise: Even if you had a hard time getting into the right position, you lucked out as the thing chasing you left itself wide open for an attack. You can attack without having advantage.

Jude Passenger in Zone Ranger
. You might have had a lot on your mind, it seems like the world is out to get you, and maybe it is. Lots of wreckage litters the ground, it might make it a bit hard for the Zone to traverse. Some of it is just so difficult to navigate. Plus out of the corner of your eye you see a CS special force crouched nearby between some boulders. He has a fancy dual scoped laser finder clutched in his hand. But before Jude can really process it...
Captain Llyboc’s snide superior voice hits Jude’s comms, ” Jude, now see here young man. I think if you convice your comrades to turn themselves in we can be leanient... I would also hate, just hate to see something happen to Nicky... Or for her to hear about that little mishap with umm, was it Jack you killed in Gloom? What is it? The wedding is in a month... I got them the nicest charcuterie set, the poor girl...” Off a bit to the side for Jude’s benifit the captain says whispers to his radio operator, ” Tell Jagger paint Squad A, and the Zone Ranger so we may launch a deadly strike as either target with our long range missiles...” He comes back to Jude, ” Oh yes where were we. You stand down like a good Maverick, and you live that I promise... My sister would like to see you again.”
The CS special force soldier jude saw a second ago places his scopes one into the mountains and one at jude in the Zone. He must have x-ray vision because he gives Jude the bird. In this split second what are going to do? Help Jitters navigate through the large wreckage or take a breathe and try to get a goodshot at the Jaggers fellow?


Player Directions:
Player Directions: Consult your options below, make your choice/roll and narrate your response to the OCC scene and scene in general.
  • Chose one of the two options, if you are capable of extra actions via an edge/ability of extra actions (or long term spell effect) you can use that extra action here instread of the next scene to do both.
    • Helping the person driving or piloting: You can make a co-operative roll to give a small bonus to your driver ( The skill used does not have to be driving or piloting, creativity is rewarded, but only one skill can be used to help. Two helpers could not use notice for example). Every success and raise acheived adds +1 to your drivers roll. The maxiumum bonus from any and all co-op rolls a driver can receive is a total of +4.
    • Ready a weapon (Could be a personal weapon, spell, or vehicle weapon if one is available): You concentrate on scouring the vicinity making sure the weapon you bear has the best possible chance of targeting an enemy. Make a notice check.
      • Success: You are able to bring your weapon to bear at the right time as if everything else is standing still: Ignore Unstable Platform Penalties for the dramatic action phase.
      • Raise: You bring your weapon to bear in that split second you and the thing chasing you are closest. If you have advantage ( or your driver does), treat the range increment one less than it is. Not in range is treated as long range. Short or Melee range does not gain an additional benifit.
      • Double Raise: Even if you had a hard time getting into the right position, you lucked out as the thing chasing you left itself wide open for an attack. You can attack without having advantage.

Max in Nadine
Xenith Base, only 4 way points and you will be sure to loose these CS suckers! But in a chase it would. Be nice to be a bit faster right? The ground shakes next to Nadine as the UR-1 Enforcers open up pounding the ground arround Nadine. Its looks like the Mk V is zooming down towards the bridge trying to cut Nadine off from her escape. That heavy rail gun turret looks pretty deadly as well. Is it really swiveling towards Nadine’s fresh coat of paint?

Something must have gotten jostled because little Alex’s face pops up on one of the monitors, he seems bright and cheerful and clearly a video recording.Hi Top Dog, I know Cantrell is Top Dog but you are my top dog. I just wanted you to let you know I understand. Ms. Dee said she found me a spot on a Arcane investigative unit. She said I would be a good fit and learn a lot from the others on the team. They don’t have a Top dog like you, but I hear they got a wolf kind of guy. Its going to be awesome! Tell Jitters, I got Sally and I good place outside the castle and... And well she is sad... Ms. Dee says I should draw on my own experiences in Silver Bluff... She says I need to tell her how I was able to cope with the loss of my dad... It was you Max... The camera drops and Alex falls to the ground crying. Someone, a cloaked figure blury and hard to make out lifts him up consoling him and then the camera goes dead.


Player Directions:

Please make a Piloting ( or appropriate skill) roll at +1(This accounts for the slightly better speed), this will affect how many cards you receive for the chase. The more cards received the higher the chance to gain a better card than those chasing you. Having a higher card generally means you will not be attacked and will be able to attack the ones chasing you.
  • Piloting Maneuver(Optional): You may take a -2 to your above piloting roll to gain one of the below benefits:
    • Defense: The TN to hit you or your vehicle is increased by 2 ( This also provides 2 pts of armor vs area attacks)
    • Offense: You give all passangers a +2 bonus to hit.

Extra Actions
  • if you are capable of extra actions via an edge/ability of extra actions (or long term spell effect) you can use that extra action here instread of the next scene to do either or both if you have that many actions.
    • Helping the person driving or piloting: You can make a co-operative roll to give a small bonus to your driver ( The skill used does not have to be driving or piloting, creativity is rewarded, but only one skill can be used to help. Two helpers could not use notice for example). Every success and raise acheived adds +1 to your drivers roll. The maxiumum bonus from any and all co-op rolls a driver can receive is a total of +4.
    • Ready a weapon (Could be a personal weapon, spell, or vehicle weapon if one is available): You concentrate on scouring the vicinity making sure the weapon you bear has the best possible chance of targeting an enemy. Make a notice check.
      • Success: You are able to bring your weapon to bear at the right time as if everything else is standing still: Ignore Unstable Platform Penalties for the dramatic action phase.
      • Raise: You bring your weapon to bear in that split second you and the thing chasing you are closest. If you have advantage ( or your driver does), treat the range increment one less than it is. Not in range is treated as long range. Short or Melee range does not gain an additional benifit.
      • Double Raise: Even if you had a hard time getting into the right position, you lucked out as the thing chasing you left itself wide open for an attack. You can attack without having advantage.


Attachments:
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_________________
13th GM bennies GM Bennies
7/8
-1 Benny for extra complication
-2 Bennies for putting the hurt on Libetas and Zan


Vampire Kingdoms GM Bennies
8/8
-1 Benny for extra complication


Legends of the Black Bennies
1/2
-1 benny for BDC to resist greater slumber!!
Fri Jun 01, 2018 6:08 pm
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Joined: Sun Dec 17, 2017 9:52 pm
Posts: 126
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Notice 6
1d6+2 = 4 (2)
Wild Die 1d6+2 = 5 (3)
Wild Die 1d6+2 = 6 (4)

Common Knowledge 3
1d8-1 = 2 (3)
Wild Die 1d6-1 = 3 (4)
Wild Die 1d6-1 = 3 (4)

Smarts 7
1d8-1 = 4 (5)
Wild Die 1d6-1 = 1 (2)
1d6-1 = 5 (6) Ace!
Wild Die Ace 1d6+5 = 7 (2)

Driving 18
1d4 = 1 (1)
Wild Die 1d6 = 3 (3)
Wild Die 1d6 = 6 (6) Ace!
Wild Die Ace 1d6+6 = 12 (6) Ace!
Wild Die Ace 1d6+12 = 16 (4)
-1 Benny Extra Effort 1d6+3 = 4 (1)
+3 for Scene
-2 for Piloting Manuver: Defense

Knowledge Electronics 4 to tune the radio to Frequency 369.65
1d6 = 4 (4)
Wild Die 1d6 = 1 (1)
Wild Die 1d6 = 3 (3)

Pender Lumkiss wrote:
Jitters Driving in the Zone
What! Looks like a large amount wreckage might make the drive a bit more difficult. Plus up a head somehow 15 skelebots managed to get out to the bridge and are holding it. They seem to be seriously dedicated to making your life difficult. ” We must Hold the Bridge, stop and desist or we will detonate the security mine feild!!”They might just end up slowing you down just enough to get caught and WTF did they say mine feild?? But seriously even with all that stacked against Jitters who can beat the fastest man alive?? Surely not the 185 CS skeletals on your tail, and it is a good thing you got a couple legendary heroes watching your back. They might even be able to help you with the mine feild ( Cantrell)and large cumbersome peices of wrecklage from a battle fought a few weeks ago (Jude).

Kock, knock, hello... Jitters... This is your tail.
your tail has opened up the Grenade crate curious as to what it has uncovered. Hmm, looks like less grenades than you thought, but sweet christmas its a portable rocket launcher with not just 1 but 2 black market Black Betty war heads...
(Range 30/60/120, Damage 6d6+6, RoF 1, AP 25, Mega Damage, SBT, know one even knows where to buy them, snapfire).

If it were not for the high speed stakes the next couple of minutes might have been spent in awe of the new missiles. Your tail certainly is!


Jitters sees the wreckage up ahead and starts zipping and zooming through it with the grace of a acrobat, saying to himself over and over "I'm a leaf on the wind, watch how I soar!". He would zoom past a burning piece of wreckage as close as he could, providing their enemies a limited opportunity to fire at them every time the Zone Ranger was out in the open. Upon entering the minefield, Jitters dodge around where the mines were like a cowboy racing barrels at an old time rodeo, hoping he'll get the Mark V to make the mistake of driving over one. "Who's up for a nice rousing round of 15 pin bowling?" When his tail opens the crate, what he sees are not grenades, but a rocket launcher with two rounds. "Hey Top Dog and Sub-Woofer, which would you rather me fire at our foes, and where should I point these lovelies? My Automatic Grenade Launcher, or this Rocket Launcher I just procured?"

_________________
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 20 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs)
ISP: 30/30
Bennies:

Encumberance: 56 lbs/60 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes


Temp Stats
None


Adventure Card
27 Joker's Gone Wild
Use this card to swap your initiative card with any Joker drawn for initiative.

6 Rabbit out of My Hat
Play this card to gain a +2 to any Trick test for the rest of the scene.


Last edited by Jitters on Mon Jun 04, 2018 6:13 pm, edited 6 times in total.



Fri Jun 01, 2018 8:22 pm
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OOC Comments
Notice 1d4 = 4 (4)
Wild Notice 1d6 = 3 (3)
Running Total Ace: 1d4+4 = 5 (1)

Going for Flying for Defense. -2 MAP.

Unskilled -2, -2 MAP, +4 MachMaes, +1 Handling, +2 Flying vs. Land: Net total +3

Piloting 1d4+3 = 5 (2)
Wild Piloting 1d6+3 = 4 (1)
Bare bones success: 1 card, -2 to be hit, +2 Armor vs. Area Effect Attacks.
.


Libertas shakes his head. "I think we should just as soon evade those mid-air explosions, don't you, Flint?" He begins an intricate set of barrel-rolls and sharp banking turns to make a tougher target. He also starts spending the PPE necessary to keep his own suit of armor charged up--best to cover all angles.

As he flies, he starts pondering other modifications that could be made to the Flyer; pilot assistance, of course, maybe even an air-spirit to help with the flying... Hm... Maybe weather-management....

Then he blinks in surprise. Lady Viggo? What...? Are you in my tail? How...?

_________________
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Toughness: 12 (6) [Adventure Armor]
Weapon in hand: Puzzle-Cube
Weapon in tail: Staff of Libertas' Bad-assness
Edges: Danger Sense, Quick, Level-Headed, Dodge, Rapid Recharge, Arcane Marksman
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
Charisma: 0
Q2 Adventure Cards (no plays left):
14: In the Zone Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
Enemy (PLAYED Q2-18): Get a Personal Nemesis. Until resolved, draw one extra Adventure Card each Session.
PPE: 20/20
Bennies: 3/2
Wounds: 0
Arcane Machinist Remaining: 3/6

Active Devices/Remaining PPE:
  • Blast (Acid Trapping): 10 PPE
  • Dispel (Etheric Trapping): 6 PPE
[*]Obscure (Sound/Absorption Trapping): 13 PPE


Fri Jun 01, 2018 10:17 pm
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Flint’s pop open... Seems like the old man was asleep. Heavy stress on was. Bugs are constantly being zapped as they fly into his face.
” Looks like you got the fancy flying taken care of kid. I see the kind understanding CS frakers have sent some combat borgs our way. I try to line up a shot... Did I tell you I could have been getting a sponge bath from the most beatiful woman in the world? Instead I get bugs... ”
He rubs his eyes getting them focused and concentrates on lining up a shot with p-beam cannon.
Wait where did the city go?
Notice +2 with the one ring 1d10+2 = 3 (1) wild 1d6+2 = 4 (2)
( he can ignore the unstable platform penalty)

_________________
13th GM bennies GM Bennies
7/8
-1 Benny for extra complication
-2 Bennies for putting the hurt on Libetas and Zan


Vampire Kingdoms GM Bennies
8/8
-1 Benny for extra complication


Legends of the Black Bennies
1/2
-1 benny for BDC to resist greater slumber!!


Sat Jun 02, 2018 7:30 am
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Joined: Wed Mar 08, 2017 2:37 pm
Posts: 553
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Piloting
Piloting +1 for speed advantage, +2 for Ace, -2 for Defensive Maneuvers
1d12+1 = 4 (3)

WD Piloting
1d6+1 = 2 (1)

Benny to reroll piloting with Elan
1d12+3 = 11 (8)

WD Piloting
1d6+3 = 8 (5)

Max smiles as Alex's message comes through. His face shifts to concern, though, as the hooded figure swoops in to console Alex. Who the hell is that?! He doesn't have time to obsess over it, though. The Mark V is trying to cut him off. "Nadine's got some new moves for you, buddy!" In a rather amusing development, perhaps from his time behind the kit with Drei Marbles Left, Nadine...starts to dance! Not just erratic movements, but some actual dance steps! A spin, a turn, a slide, all pumping to the rhythm of the DML hit Get Moving! which is blaring out over Nadine's loudspeakers. "GET MOVING! Don't get caught standing still. GET MOVING! Move your body, feel the thrill!"

_________________
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
    Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
    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.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
    Medium Rail Gun
      Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
      Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
      Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
      Range: cone
      Damage: 3d10
      5 bursts
    Good Night
      Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature
EP Ledger


Sat Jun 02, 2018 1:11 pm
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Joined: Thu Mar 02, 2017 10:57 pm
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Double Raise to Line Up Shots
Notice 1d8+2 = 9 (7)
Wild 1d6+2 = 7 (5)
Benny for Extra Effort + Elan = 1d6+11 = 12 (1)


"Andre, you silly son-of-a-bitch, when have you ever known me to step without looking?" Cantrell mutters to herself as she spots the Cajun Dog Boy in the power armor, and the squad laying mines in their path. She thought about spinning the turret around to try to spot mines for Jitters, but decided to trust the Crazy's reflexes and focus on Dog Boy-sniping instead of backseat-driving.

"Let's see if you still know how to two-step, Andre," says as she zeroes in on a target lock on the Dog Boy and any other threats in the vicinity.

_________________
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 4/4
Attributes: Agility d10 (d12), Smarts d8, Spirit d12, Strength d6 (d8) (d12+2), Vigor d8
Charisma: 2 (3 if known); Pace: 8 (10) (1d10) or Flight Pace 30, Climb 1; Parry: 9; Toughness: 21 (10); Strain: 10/14
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor); Delusional (Minor-Thinks she's immune to temporal magic).
Notice d8+2, Intimidation d8+2, Persuasion d8+2
Edges and Abilities of Note: Brave (+2 to fear tests); Danger Sense (Notice roll at -2 to detect surprise attack or ambush); Dodge (Attackers are -1 to hit with ranged attacks unless Nadya is surprised, +1 to Agility rolls to evade area effects); Level Headed (Draw two cards for initiative); Quick Draw (free action to ready weapon); Marksman (Gain the benefits of Aiming when don’t move); Nano-Repair System (Heals one wound per day; +4 to resist Bleeding Out; 50 percent chance to reject poison or disease); Fortune Favors the Bold (+1 Benny per session); Strong Willed (+2 to resist Tests of Will); She Who Fights Monsters (+1d6 damage vs supernatural evil and has The Drop on first round of combat, +1 bonus to resist powers and are more difficult for them to hit by that bonus)
Adventure Cards: 29 - Payback: Play after damage is rolled to double the total of a successful ranged attack; 45 - Dressed to Kill: Dressed to the nines, gain +4 to Charisma for the duration of the current scene; 51 - Let's Settle This: Play at the start of a round with no Jokers. No character can soak wounds until a Joker is drawn.


Sat Jun 02, 2018 1:37 pm
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Notice 10
Notice 1d8 = 7 (7)
Wild 1d6 = 6 (6)
Ace 1d6+6 = 10 (4)


***

”Kssshhh. Jude is that you--”

Jude lunged for the radio. “Nik! Yes, it’s me!” he exclaimed, but got only a squelch of static again. “Damn it!”

”Jude, now see here, young man. I think if you convince your comrades to turn themselves in we can be lenient. I would also hate, just hate, to see something happen to Nicky. Or for her to hear about that little mishap with, umm, was it Jack you killed in Gloom? What is it? The wedding is in a month. I got them the nicest charcuterie set, the poor girl...” Off a bit to the side, for Jude’s benefit, the captain whispers to his radio operator, ”Tell Jagger paint Squad A, and the Zone Ranger, so we may launch a deadly strike as either target with our long range missiles.” He comes back to Jude. ”Oh yes, where were we? You stand down like a good Maverick, and you live, that I promise. My sister would like to see you again.”

“You bastard,” Jude growled. “Look, if you let them go, I’ll turn myself in. I’ll jump out of this ZR and you can have me. Just let them go,” he told Lyboc. “And Nik has nothing to do with whatever sins you want me for.”

Jude spotted Jagger with the laser targeting devices. Crap. He had to do something. He grabbed his rifle and moved to a window where he could find a good shot at Jagger.

Ready Weapon 4 Success. Ignore unstable platform penalty
Notice 1d8 = 3 (3)
Wild 1d6 = 4 (4)


***

Conditions
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 PPE
Bennies: 13/6
Adventure Cards:
  • Contact: Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
  • Once More with Feeling: Play to take any one Adventure Card from the discard pile.
  • Power Surge: Immediately recover all spent Power Points.


Mission Objectives
Sent by temporal ghost Bane to Dweomer to retrieve the Valent Blade to cut Earth off from bad timey-wimey stuff caused by all the temporal mucking..
Stop by Whykin on the way to make a delivery for Black Market Carol. Our orders were to avoid Whykin.
Get something that belongs to Lord Dunscon.
Trade caravan with dog boy crazies to Stormspire.

_________________
Jude Maverick
Jude Maverick, Seasoned Human MARS Vagabond
Parry: 6, Toughness: 13 (4)
Armor PPE: 15/15
Healing Stone PPE: 15/15
Rifle Ammo: 49
Spare clips 2 x 20 shots; 1 x 16 shots; 2 x 30 shots; 2 x 60 shots
Pistol Ammo: 16
Spare clips 2 x 16 shots
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Danger Sense: Get a Notice roll to avoid surprise
    Brave: +2 Fear tests
    Elan: +2 on Benny rolls
Bennies: 10/6
Adventure Cards:
    Contact: Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
    Once More with Feeling: Play to take any one Adventure Card from the discard pile.
    Power Surge: Immediately recover all spent Power Points.
Edit Signature
All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka, Heather Todd, Sig


Wed Jun 13, 2018 1:46 am
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Pender Lumkiss wrote:
:o The Kings Crossing Bridge Looms Near
All too soon the heroes of the 13th find them selves jockeying for position and advantage in their race for the bridge. About 100 skelebots try to get into position to take down the flyer, while the other 100 tries to intercept the zone ranger. The mark V CS troop transport tries desperatly to stay on the heels of Max’s Titan robot armor.

To make matters more complicated the CS heavies while clearly out paced in this kind of chance just lay waste to the ground beside, in front, and behind the heroes making their lives much much more difficult. If it were not for the torrential rain of bombarded death that the heroes face the surrounding green grass country side might have looked rather peaceful especially since the once bustling city is shockingly no longer there. It is a wid open grass land, with a few things here and there like the occasional cart or logs seemingly left near where one might have thought a city gate was.

The bridge itself is a flurry of activity, not only are skelebots trying to hold it to prevent any passage but a small convoy, no more than 5 people big, are crossing the bridge on the action side... Those must be the black market appraisers ole George was talking about. Don't they know a battle is going on? From their leaders calm transmission they were clearly caught by surprise.
” Damnit, this is big Boss, Mikey Danger the goddamn skelebots are all over this place... You there in the flier, Zone, and RA—. Damnit is that Nadine? Sweet Christmas it doesn’t matter, Beck-six keep your head down!”. Some gunfire is heard in the background of the short range transmission Big Mikey’s hard voice comes back on, ” We need some help out here, otherwise the market is going to need to find another boss. We can make it worth your while...” Well from the sounds of it, its too late for them to escape the CS but its not too late for the 13th to make sure these innocent bystanders don't get blasted away!
Benny opportunity, the tales of Big Boss Mikey
For a benny, tell a short tale of one of the exploits you might have heard about regarding the black market big boss Mickey Danger.”




Player Directions and Narrative by Vehicle
Card Draws:
OOC Comments
Libertas Going Defense(-2 to hit and +2 Armor vs Area Attacks) (Flint) 1: Original post: 1d54 = 38 (38) KoC (Perfect position, no penalty)
Max" Going Defense(-2 to Hit and +2 armor vs Area Attacks) (alone): Original post: 2d54 = 43 (1, 42) 4D ( Almost impossible position, -4 penalty)
Jitters defense(-2 to be hit, +2 armor vs area attacks) (Cantrell, Jude): Original post: 4d54 = 146 (52, 43, 7, 44), AD( Perfect Position, no penalty)
    Skelebots racing to and holding the bridge(team of dog boys including Archer, amd Jagger the spotter for RA missiles) agility Original post: 1d4 = 1 (1) wild Original post: 1d6 = 1 (1)


Libertas and Flint
There is just no way for the Skelebots and CS red crome cyborgs to stop you from flying over the bridge. You are just too fast. However a few enforcers launch medium missiles at the flyer and they explode all arround the flyer requiring some fancy flying to be had or you will lose control. Even Flint will need to brace himself or possibley get winded from shrapnel or banging his head on the flyer as Libertas makes his maneuver.

The flyer passes by the hopeless cadre of skelebots and CS borgs standing at the edge of the bridge... Its an easy shot or pilot roll to either shoot them or knock them off the bridge down the ravine and into the water below. However, you know from tale or past experiece engaging the enemy in this manner might let them blindly strike back. One of the borgs tries in vain to get the skelebots and other borgs into position, ” Move it Frackers! Turtle 1 we cannot stop them... Everyone get down!”

Interestingly you can also see 5 blackmarket appraisers caught in a firefight with a few skelebots as well. While you are flying high, safe and secure. The same could not be said about the black market folks. It might take a bit of extra effort but if you wanted to grt in their and help those black market fellas out you probably could.

Libertas you do hear in your mind, perhaps distracting you, the lady shark voice, Why am I trapped in your tail?


Player Directions:
Step 1: Are you shaken?
  • Unshake normally, and if you are shaken as you move into the below steps you are at -2.
Step 2: Its always Complicated! Do to the long range balstic missiles exploding all arround...
  • Active Participants(Drivers, pilots, runners): Make a maneuvering Trait Roll(Piloting, driving, agility): Fail and you either take a level of fatigue from bumps or brusies if running, or consult the out of control table(use out of control if piloting or driving)
  • Passengers: Make an agility check or suffer a level of fatigue from a bump or bruise.
Step 3: Its time for Action: Each of the below takes an action and informs you on what you can do.
  • Attacking your target: You got yourself into the best possible position and do not take any aditional scene penalties. There are 20 Skelebots(Parry: 6; Toughness: 11 (4)), and 3 CS borgs(Parry: 7; Toughness: 24 (12)).
    • Reducing Penalties: Any ability a character has that reduces penalties to hit maybe used to reduce any to hit penalty as it representes a general combination of range, cover, illumination, hit location penalties.
  • Get Creative: You can also do something else not listed here.
  • Those attacked can always strike back(this does not apply to you, but it will be an option to any survivors of your attack... it is a blind attack at -4 penalty).
  • Drama Strikes: There does seem to be some Black Market operatives that need to be saved.
      Dramatic task at -2, 5 successes needed(Group total)...
Step 4: Phase 2 Narration: Players narrate your action in-conjunction with the scene the GM set forth for you.

Jitters, Cantrell, Jude
The Radio pops on, Captain Llyboc’ snide condecending voice comes on, ” Well guess what a little doggy just told me, I did not realize we were in such estimeed company... Of traitors. Driver of the Zone Ranger, power down as you hit the bridge and come to a complete stand still. Our special forces have already mined the entrence to it as a precautionary tactic as we were prepared to deal with the black market scum.” Off to the side his mutied voice says, When that Zone stops or gets near the bridge fire betty one and betty two. That zone is full of traitors and I will see to their capture.
He comes back on confidant as ever, ” Well yes power down and my team of dog boys will gently escort you out and you will be taken to Echo base for processing... We will sort out what is what and whom is whom.”
On my mark green light Jagger and prepare to fire. Contact Archer and Butcher, release the dogs of war...
Jitters you and the Zone have this. With the exception of the skelebots already near the bridge entrance there is no way for the rest of their ilk to catch up. However, the driving gets a bit rocky as missiles from the UR-1 and laser blasts from the Spider Skull nearly make you miss your mark for the bridge entrance. Jude and Cantrell you better hang on as the Zone is rocking and bucking like a wild billy broncho. They are not exactly trying to kill you but definately trying to drive you into one of the supporting struts for the bridge.

The 15 pin bowling skelebots look fierce with rocket launchers as they try to scramble in front of the bridge entrence, but it is such a chore for them to get into position that they almost look like they are slow motion compared to Jitters lighning speed. As long as he remains in control of the Zone he can possibly take them out.

Cantrell, The dog boy in the suit of power armor give you the thumbs down. Trying to get a bead on you as the Zone wips by, but right now you got shot... You also catch a glimspe of a jeep with a large ion cannon close to him and another dogboy manning it... It has Betty 1 painted on it.

Jude, A spec force soldier with a hi tech laser painting device nestled inbetween a rock outcropping tries to paint the zone as best he can. ” Say good bye to Nicky Jude, she was one of the best.”.

All of a sudden the area surrounding the brige goes white hot as the mine field erupts in bright lights.
Over the comms a voice comes in cutting through the static, ”Drie Marbles Left, My name is Agent Mace... My team and I have been at the black market salvage site for a few days now... The black market has always been a thorn, but the CS will be the death of Whykin... I am not sure what happened to our city, but if you could get your friends in the Tomorrow Legion’s 13th SET to find out I would greatly appriciate it. The men in my unit love Drie Marbles Left and little Tobes recognized your Zone Ranger, we disabled the mine field and bought you a moment to breath, but we cannot get to Big Boss Danger, he is on his own pinned down on the bridge by skelebots you can help him out... Good luck and Rock out.”

Indeed as the bright lights of the mine field at the entrance to the bridge subside you find the CS troops are completly our of position to do anything but wave as the Zone takes the bridge!



Player Direction:
Step 1: Are you shaken?
  • Unshake normally, and if you are shaken as you move into the below steps you are at -2.
Step 2: Its always Complicated! Do to the massive amount missile fire, and heavy laser shots the vehicle has to make some timely maneuvers.
  • Active Participants(Drivers, pilots, runners): Make a maneuvering Trait Roll(Piloting, driving, agility): Fail and you either take a level of fatigue from bumps or brusies if running, or consult the out of control table(use out of control if piloting or driving)
  • Passengers: Make an agility check or suffer a level of fatigue from a bump or bruise.
Step 3: Its time for Action: Each of the below takes an action and informs you on what you can do.
  • Attacking your target: Jitter’s got you guys into great position. This is a target rich environment and you can attack with no penalties (Other than unstable platform or autofire, or MAP imposed) you can even make a melee attack if you like. Jitters— 15 Skelebots Parry 6 toughness 11(4) they are arranged nice and clumped together. Cantrell—Dogboy PA, Parry: 7, Toughness 20(10) and a CS Jeep with a heavy ion cannon “Betty 1” Toughness 14(4). Jude—- Spec force Jaggers Parry 6 Toughness 16(8)
  • Get Creative: You can also do something else not listed here.
  • Those attacked can always strike back( Not in this case as the bad guys crit failed and you are the ones striking).
    • Reducing Penalties: Any ability a character has that reduces penalties to hit may be used to reduce any to hit penalty as it representes a general combination of range, cover, illumination, hit location penalties.
  • Drama Strikes: There does seem to be some Black Market operatives that need to be saved.
      Dramatic task at -2, 5 successes needed(Group total)...
Step 4: Phase 2 Narration: Players narrate your action in-conjunction with the scene the GM set forth for you.

Max
All the jumping and jiving is pretty impressive. Should the blackmarket operatives get saved they might even have a new nickname for Nadine: Two Step... Those operatives seemed pinned down near the entrance of the bridge. Their own vehicle scragged and providing inadequate cover. It seemed just a matter of time before the skelebots get them. Same frequency but a decidedly female robotic voice comes over the channel. It sounds frightened and vaguely familiar. The sounds of skelebots and gun fire are in the background... ” Hello? Max is that you? God I hope it is you... Boss Mikey Danger is down, still breathing but we need help. It’s me Max its C—.“ The radio goes dead...
Not to be forgotton the rail gun operative takes a wild shot at Nadine, hoping beyond hope he gets lucky and puts the hurt on her. Luckly none of the super sonic rail rounds impact Nadine, however several of the rounds make the ground rocky and unstable. One wrong step and two toes is going out of control.
The gunner voice crackles on Max’s headset, ” Watch your step there Pilot, you got the fancy moves but I got the big gun!”. If Max maintains control of Nadine you might have half a chance to really show this CS gunner who has the big gun.



Step 1: Are you shaken?
  • Unshake normally, and if you are shaken as you move into the below steps you are at -2.
Step 2: Its always Complicated! Do to the massive amount of divots...
  • Active Participants(Drivers, pilots, runners): Make a maneuvering Trait Roll(Piloting, driving, agility): Fail and you either take a level of fatigue from bumps or brusies if running, or consult the out of control table(use out of control if piloting or driving)
  • Passengers: Make an agility check or suffer a level of fatigue from a bump or bruise.
Step 3: Its time for Action: Each of the below takes an action and informs you on what you can do.
  • Attacking your target: Sadly you did not get into a very good position, but fortunately your target attacked you! See Those that get Attacked can Strike Back!
  • Get Creative: You can also do something else not listed here.
  • Those attacked can always strike back: This option is available if you got attacked and survived. It is a blind attack (-4 Penalty) and is really only a good option if your card draw was high as it also takes your scene penalty into account. In this particular instance since Max was already in an impossible position (-4), when combined with attacking blind (-4) he is at a -8 to strike back.
    • Reducing Penalties: Any ability a character has that reduces penalties to hit may be used to reduce any to hit penalty as it representes a general combination of range, cover, illumination, hit location penalties.
  • Drama Strikes: There does seem to be some Black Market operatives that need to be saved.
      Dramatic task at -2, 5 successes needed(Group total)...
Step 4: Phase 2 Narration: Players narrate your action in-conjunction with the scene the GM set forth for you.

OOC Comments
Shooting heavy railgun (Grunt, with rock and roll, steady hands) Original post: 1d8-4 = 0 (4), Original post: 1d8-4 = 1 (5), Original post: 1d8-4 = -3 (1)

_________________
13th GM bennies GM Bennies
7/8
-1 Benny for extra complication
-2 Bennies for putting the hurt on Libetas and Zan


Vampire Kingdoms GM Bennies
8/8
-1 Benny for extra complication


Legends of the Black Bennies
1/2
-1 benny for BDC to resist greater slumber!!


Wed Jun 13, 2018 12:32 pm
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Raise to avoid going Out of Control, Damage 14 to a Skelebot; Dramatic Task gets a Raise
Step 1: Not Shaken
Step 2: Rolling Piloting (-2 Unskilled, +1 Handling, +2 Machine Maestro)
Piloting 1d4+1 = 5 (4) ACE Running Total 1d4+5 = 9 (4)
Wild Piloting 1d6+1 = 7 (6) ACE Running Total 1d6+7 = 10 (3)

Step 3:
Three actions; tail means MAP -2

First action:
Draw Water Rifle (counts as Action for MAP)

Attacking the Skelebots (firing the Water Gun out the window of the Flyer)
3RB +2, Machine Maestro Combat +2, MAP -2
Shooting 1d4+2 = 6 (4) ACE Running Total 1d4+6 = 10 (4)
Wild Shooting 1d6+2 = 3 (1)
Forgot +2 Shooting from TW Mods on Gun
Raise Damage 4d6+3 = 14 (4, 1, 1, 5)


Second action: Laying down a small unit of Clockwork Bots to cover the retreat of the Black Marketeers.
MAP -2; Edges and Staff +5
Techno-Wizardry 1d12+3 = 4 (1)
Wild TW 1d6+3 = 7 (4)
Benny to Reroll:
TW 1d12+3 = 9 (6)
Wild TW 1d6+3 = 8 (5)

Raise = 2 successes for Dramatic Task
13 PPE spent


What you are doing in my tail..., Lib explains mentally, ...is flying the plane for a moment while I try to get us some allies--we need to keep it steady as we pass over the Corkscrew Scrotum troops below, and I'm angling for a massive favor in the near future.. As for how you got there, not sure yet. Let's live through this, and we'll figure it out, maybe see if we can get you back out and in one piece, okay?

Over the radio, he chuckles. "I dunno, man, our while is worth a pretty penny.... Eh, I'll let you figure out a fair price, Big Boss Mikey; I know you're good for it." Turning to Fling, he grins, eyes dancing behind the thick goggles. "You might wanna grab onto something, Old School!"

He smiled to himself as he starts to dip the Flyer down. He knew the name Mikey Danger, alright. One time, the Boss had lost a bar bet to Nicky the Grifter--50K credits, that he didn't have on him at the time. Before Mikey could repay the debt, two things happened. First, he discovered that Nicky had been having an affair with his then-wife. Then Nicky got captured by a True Federation of Magic Necromancer who wanted to use his tongue in a ritual. Mikey attacked the fortress of the Necromancer, fought his way through hordes of undead, several apprentices and three Murder Wraiths. He got to the dungeon where Nicky was locked up, tossed him a credstick with fifty thousand credits on it, then turned around and walked out, leaving Nicky there to rot. He always pays his debts--good or bad.

Lib takes the Flyer very, very low over the Skelebots, trusting that they're programmed to not include themselves in the blast area. As he does so, he grabs his Water Rifle and, banking sharply to one side until the wings are almost perpendicular to the ground, lets loose with a burst of ionized water atoms out the window cutting a Skelebot in half. Then his tail presses the button on the Puzzle Box, and a troop of half a dozen Clockwork Soldiers appear in a line positioned to both provide cover for the Black Marketeers and lay down suppressive fire against the pursuing CS troops.

_________________
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Toughness: 12 (6) [Adventure Armor]
Weapon in hand: Puzzle-Cube
Weapon in tail: Staff of Libertas' Bad-assness
Edges: Danger Sense, Quick, Level-Headed, Dodge, Rapid Recharge, Arcane Marksman
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
Charisma: 0
Q2 Adventure Cards (no plays left):
14: In the Zone Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
Enemy (PLAYED Q2-18): Get a Personal Nemesis. Until resolved, draw one extra Adventure Card each Session.
PPE: 20/20
Bennies: 3/2
Wounds: 0
Arcane Machinist Remaining: 3/6

Active Devices/Remaining PPE:
  • Blast (Acid Trapping): 10 PPE
  • Dispel (Etheric Trapping): 6 PPE
[*]Obscure (Sound/Absorption Trapping): 13 PPE


Wed Jun 13, 2018 4:09 pm
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Fancy Moves - +3 successes to Dramatic Task
Piloting check 1 to maintain control
1d12+2 = 8 (6)

WD Piloting
1d6+2 = 3 (1)

Shooting check 1 at Big Gun - -4 position, -4 blind, +2 RA targeting offsets = -6
1d12-6 = -3 (3)

WD Shooting
1d6-6 = -5 (1)

Piloting to save black market appraisers; -2 scene, +2 Ace, net zero
1d12 = 9 (9)

WD Piloting
1d6 = 6 (6)

Ace WD Piloting with prior
1d6+6 = 10 (4)

Benny EE Piloting with Elan and prior
1d6+12 = 15 (3)

Max scoffs over the loudspeaker. "Big guns? I bet you don't have the guts to say that when I'm not beating a courageous and tactical retreat!" He does his best to angle some kind of blast backwards, but even with Nadine's sensors pegging the grunt's position exactly, her armament won't go that way without a full stop and about-face. The blast flies wide. "At least you can't touch this!" he shouts as the grunt's big gun misses his mark.

He balks at the radio. "Mikey Danger? That you? You lowdown sonofa...I haven't seen you since we knocked off that CS kill squad!"

Max flashes back to a time where he, on Danger's orders, and with the man himself in attendance, personally scragged an entire CS convoy loaded with TW goodies they'd plundered from Tolkeen. Danger stood there like a maniac, wearing a full on, unarmored, 3 piece suit, and popping off with a rocket launcher. Mikey Danger actually brought down the whole SAMAS wing before they could reach Nadine to mount a counter-attack. That was one of the last jobs Max pulled to pay off Nadine. Danger was MORE than generous with the pay, too. If these CS bastards want Mikey Danger, they'll have to go through Nadine's smoking wreckage to get him.

Before Max can finish, a familiar, if distorted, voice comes up on the radio. Max's eyes go wide. "Wha...Carol? Hang on! I've got you both! STAY WITH ME!" Max angles Nadine straight for the gap made by both Jude and Libertas. He takes up a position on the bridge, blocking at least a hundred laser blasts from finding their mark. In a single swoop and without breaking stride, Nadine's hands reach down, snatching the Black Market boss and...Carol?!...in her hands. "I got you both! Carol! What's with the cyber?! Are you okay?!"

_________________
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
    Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
    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.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
    Medium Rail Gun
      Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
      Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
      Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
      Range: cone
      Damage: 3d10
      5 bursts
    Good Night
      Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature
EP Ledger


Wed Jun 13, 2018 6:26 pm
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Notice 13
Notice 1d8 = 8 (8)
Ace 1d8+8 = 13 (5)
Wild 1d6 = 4 (4)


***

“Mikey Danger is out there?” Jude said with surprise. “I’ve heard some stories about him. I heard he got captured by three Altara Warrior Women. They decided to have some fun with him. He wore them out, and ended up recruiting them for the Black Market. I met them in Merctown. Mindy, Cindy, and Lindy. Identical triplets. Damn, that was quite the night…” Jude drifted off into memory.

He was shaken back to reality as Jitters bounced the Zone Ranger over every pothole he could find.

Agility 5
Agility 1d8 = 1 (1)
Wild 1d6 = 5 (5)


“Hey, we don’t have to hit every pothole!” Jude yelled to Jitters.

Jude returned to his rifle, finding Jagger with his laser painter. He had to knock that guy out of commission. He noticed the Black Marketeers in trouble, too.

“Damn it. Couldn’t be easy, could it?” he muttered.

At least Jitters had lined up Jagger perfectly.

Shooting 10 Raise
-2 MAP, +2 armor targeting enhancement, +2 ion setting, +2 Marksman, Unstable Platform negated
Shooting 1d8+4 = 7 (3)
Wild 1d6+4 = 6 (2)
Extra Effort: 1d6+9 = 10 (1)


Damage with raise 35; 4 Wounds
4d6+1 = 20 (2, 6, 6, 5)
Aces 2d6+20 = 30 (4, 6)
Ace 1d6+30 = 35 (5)


Jude’s shot caught Jagger full in the face, turning his torso and head into a bloody mist as the energized particles stripped away armor, flesh, and bone.

Quickly swiveling, Jude laid down some cover fire for the Black Marketeers.

Shooting 23; 5 Successes
Dramatic Task difficulty -2, +2 armor targeting enhancement, +2 ion setting, +2 Marksman
Shooting 1d8+4 = 11 (7)
Wild 1d6+4 = 9 (5)
Extra Effort 1d6+13 = 19 (6)
Ace 1d6+19 = 23 (4)


Jude’s street sweeper took out the skelebots, leaving nothing but junk and open skies for the Black Marketeers to escape.

***

Conditions
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 PPE
Rifle Ammo: 49 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 11/6
Adventure Cards:
  • Contact: Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
  • Once More with Feeling: Play to take any one Adventure Card from the discard pile.
  • Power Surge: Immediately recover all spent Power Points.


Mission Objectives
Sent by temporal ghost Bane to Dweomer to retrieve the Valent Blade to cut Earth off from bad timey-wimey stuff caused by all the temporal mucking..
Stop by Whykin on the way to make a delivery for Black Market Carol. Our orders were to avoid Whykin.
Get something that belongs to Lord Dunscon.
Trade caravan with dog boy crazies to Stormspire.

_________________
Jude Maverick
Jude Maverick, Seasoned Human MARS Vagabond
Parry: 6, Toughness: 13 (4)
Armor PPE: 15/15
Healing Stone PPE: 15/15
Rifle Ammo: 49
Spare clips 2 x 20 shots; 1 x 16 shots; 2 x 30 shots; 2 x 60 shots
Pistol Ammo: 16
Spare clips 2 x 16 shots
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Danger Sense: Get a Notice roll to avoid surprise
    Brave: +2 Fear tests
    Elan: +2 on Benny rolls
Bennies: 10/6
Adventure Cards:
    Contact: Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
    Once More with Feeling: Play to take any one Adventure Card from the discard pile.
    Power Surge: Immediately recover all spent Power Points.
Edit Signature
All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka, Heather Todd, Sig


Thu Jun 14, 2018 2:52 am
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Joined: Sun Dec 17, 2017 9:52 pm
Posts: 126
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Notice 13
1d6+2 = 8 (6) Ace!
Notice Ace 1d6+8 = 13 (5)
Wild Die 1d6+2 = 6 (4)
Wild Die 1d6+2 = 7 (5)

Common Knowledge 8
1d8-1 = 5 (6)
Wild Die 1d6-1 = 5 (6) Ace!
Wild Die 1d6-1 = 2 (3)
Wild Die Ace 1d6+5 = 8 (3)

Smarts 14
1d8-1 = 7 (8)
Wild Die 1d6-1 = 3 (4)
Wild Die 1d6-1 = 5 (6) Ace!
Wild Die Ace 1d6+5 = 11 (6) Ace!
Wild Die Ace 1d6+11 = 14 (3)

Driving 9 to plow over the Skelebots Damage 40, 20 to everyone in the Zone Ranger or 10 if they are buckled up like me
1d4 = 2 (2)
Wild Die 1d6 = 1 (1)
Wild Die 1d6 = 2 (2)
-1 Benny Re-roll
Driving 1d4 = 1 (1)
Wild Die 1d6 = 5 (5)
Wild Die 1d6 = 6 (6) Ace!
Wild Die Ace 1d6+6 = 9 (3)
Damage 10d6 = 35 (1, 4, 4, 1, 5, 5, 6, 3, 3, 3)
Damage Ace 1d6+35 = 40 (5)

Psionics to cast Greater Smite on my Grenade Launcher 18
1d10+2 = 3 (1)
Wild Die 1d6+2 = 6 (4)
Wild Die 1d6+2 = 8 (6) Ace!
Wild Die Ace 1d6+8 = 14 (6) Ace!
Wild Die Ace 1d6+14 = 18 (4)
Trapping Electricity

Shooting 6 Damage 36 Plasma and Electricity to Betty One
1d10 = 8 (8)
Wild Die 1d6 = 2 (2)
Wild Die 1d6 = 1 (1)
-2 for Possible Unstable Platform
Damage 3d10 = 20 (1, 10, 9)
Damage Ace 1d10+20 = 28 (8)
+8 Electricity damage
Everything Burns 1d6 = 1 (1)


Jitters makes the rear wheels on the Zone Ranger slide like it was the General Lee on the Dukes of Hazard as the CS was so kind to test Jitters reflexes and abilities. He shouts back to Jude saying in a very posh British accent "If you would kindly notice, but these 'potholes', as you call them, are appearing right before my very eyes, with the assistance you your good chap on the radio might I add." Seeing the Jeep marked Betty One, he shouts up to Cantrell saying "I think it's time we gave them some 'Shock and Awe', don't you agree?" as he writes Awe and a cute little kitten on the barrel of his WI-GL20 Automatic Grenade Launcher, and as he does so he also psionically infuses it with his inborn and innate affinity to Electricity. He fires the plasma grenade at Betty One and watches it explode before putting his eyes back on the road and running over as many of the Skelebots and other CS Forces on the bridge as he can.

Skelebots Hit: 2d10+2 = 10 (3, 5)

_________________
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 20 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs)
ISP: 30/30
Bennies:

Encumberance: 56 lbs/60 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes


Temp Stats
None


Adventure Card
27 Joker's Gone Wild
Use this card to swap your initiative card with any Joker drawn for initiative.

6 Rabbit out of My Hat
Play this card to gain a +2 to any Trick test for the rest of the scene.


Thu Jun 14, 2018 2:59 pm
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Joined: Thu Mar 02, 2017 10:57 pm
Posts: 305
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No bumps or bruises
Agility vs. bumps and bruises 1d12 = 7 (7)
Wild 1d6 = 1 (1)


Shooting the Shit
Gonna take a -2 MAP to do Kn: Computers to trace Betty-2's position, then auto-fire with the Twin-Linked Med. Railguns, spreading shots between Andre (the DB in PA), Betty-1 and Betty-2.

Kn: Electronics 1d12-2 = 7 (9) = Success
Wild: 1d6-2 = -1 (1)

Shooting is 1d12+4 base, +2 from my armor, -2 for MAP and -2 for autofire. So 1d12+2.
1st Shot: 1d12+2 = 10 (8) = Success with a raise vs. Andre
2nd Shot: 1d12+2 = 7 (5) = Success vs. Betty-1
3rd Shot: 1d12+2 = 7 (5) = Success vs. Betty-2
Wild: 1d6+2 = 4 (2)

Damage vs. Andre: 3d10+6 = 17 (3, 7, 1) + 1d6 = 5 (5) = 22 damage AP 14 = Benny to reroll damage 3d10+6 = 30 (7, 10, 7) + 1d6 = 2 (2) = Nice, Ace! 1d10+32 = 35 (3) = 35 damage, AP 14 = 6 Wounds to Andre
Damage vs. Betty-1: 3d10+6 = 26 (1, 9, 10) = Ace! 1d10+26 = 28 (2) = 28 damage AP 14 = 4 Wounds vs. Betty-1
Damage vs. Betty-2: 3d10+6 = 21 (6, 1, 8) = 21; Benny to reroll damage 3d10+6 = 26 (9, 7, 4) = 26 damage AP 14 = 4 Wounds vs. Betty-2


Two Bennies spent; 6 wounds to Andre the power-armored Dog Boy; 4 wounds each to Betty-1 and Betty-2.

Sorry about this, Andre, I'm sure going to miss your gumbo, Cantrell says as the Zone Ranger barrels along, smashing skelebots while the radio chatters and the minefield goes up in a blaze of light.

It doesn't matter for her. With the cybernetic targeting enhancements in her head and armor, everything moves in slow-motion; as the first railgun rounds tear into Andre, ripping the Dog Boy and his power armor limb from limb, Cantrell is already plotting shot trajectories for the following burst that cuts Betty-1 neatly in half.

At the same time, the skillchip at the back of her skull is running frequency diagnostics, trying to trace Llyboc. Before she gets those results, she IDs a second Betty and tracks the railgun turret that way, bursts of hyper-accelerated tungsten making a mess of the engine block and the soldiers behind.

For a moment, she considers climbing out of the turret to blow the smoke from the barrels like a New West gunslinger, but the cyber in her head is already ticking forward, plotting trajectories and cataloguing future targets.

<<I don't think your doggies like the kind of fetch I play, Llyboc. Why don't you come on out and we can settle this 'treason' business like a couple of professionals>> she says, still scanning for the shit-eating weasel.

_________________
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 4/4
Attributes: Agility d10 (d12), Smarts d8, Spirit d12, Strength d6 (d8) (d12+2), Vigor d8
Charisma: 2 (3 if known); Pace: 8 (10) (1d10) or Flight Pace 30, Climb 1; Parry: 9; Toughness: 21 (10); Strain: 10/14
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor); Delusional (Minor-Thinks she's immune to temporal magic).
Notice d8+2, Intimidation d8+2, Persuasion d8+2
Edges and Abilities of Note: Brave (+2 to fear tests); Danger Sense (Notice roll at -2 to detect surprise attack or ambush); Dodge (Attackers are -1 to hit with ranged attacks unless Nadya is surprised, +1 to Agility rolls to evade area effects); Level Headed (Draw two cards for initiative); Quick Draw (free action to ready weapon); Marksman (Gain the benefits of Aiming when don’t move); Nano-Repair System (Heals one wound per day; +4 to resist Bleeding Out; 50 percent chance to reject poison or disease); Fortune Favors the Bold (+1 Benny per session); Strong Willed (+2 to resist Tests of Will); She Who Fights Monsters (+1d6 damage vs supernatural evil and has The Drop on first round of combat, +1 bonus to resist powers and are more difficult for them to hit by that bonus)
Adventure Cards: 29 - Payback: Play after damage is rolled to double the total of a successful ranged attack; 45 - Dressed to Kill: Dressed to the nines, gain +4 to Charisma for the duration of the current scene; 51 - Let's Settle This: Play at the start of a round with no Jokers. No character can soak wounds until a Joker is drawn.


Fri Jun 15, 2018 10:37 am
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Joined: Thu Mar 09, 2017 9:00 pm
Posts: 2010
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The Appalachian Mountain Range

Conditions: Visibility is poor, -2 to ranged attacks, notice, and maneuvering rolls.
Time: 2 hours have elapsed

Good Bye Big Boss Mikey Danger
Having been rescued from the CS Big Boss Mikey nods to the Heroes. He is dressed pretty nice and slightly on the heavy side. He has a sweet diamond encrusted watch that says Rolex... " I always pay my debts... George says you are headed to Xenith... Fine by me. You got the way points and we will make sure they stop following you after the 4th. Word's truth. After that, you'll get a chance to enjoy the hospitality of our little outfit." He clearly emphasizes chance. A Rift pops open and a man clad in black with no face steps out. Big Boss Mikey gathers the two other Marketeers, and two "Pleasure Bots" Betty Six and sadly Carol...
Speaking of Carol she does not say much to Max, other than a sad Thank you. Clearly something happened to her and unfortunately with the CS hot on your tails now is just not the time to catch up.
Big Boss Mikey tips his hat shaking each heroes hand and then they portal out via a rift.

Jitters
Hi Jitters, its your tail!! Look at this watch I have! Yup, looks like your tail has Big Boss Mikey's watch... Is this a good thing?

Libertas
Shark Lady Viggo, Something drew me into a world where shadow lies, a world with a heavy darkness and one power. I must have escaped into an empty vessel using... What happened to my body, my power??

Cantrell
The growling voice of Butcher seethes over your comm," So Top Dog..." The dog laughs, " I got a fusion for each of your pretty little eyes. Did I ever tell you I used to watch them closely and wondered what they would taste like? I am chewing on a cyber one from that horse Bitch right now... Guess what... I got a plan to make her suffering just about as bad as yours. You see up the way in those little mountain side homes, I got what's left of her still breathing and hog tied... I also got a few friends in the enforcers that are going to blast those homes as you get near... Either way I am the new top dog... Oh, Tell Jude I like his sister's eyes!" The Dog boy laughs as he closes the last few meters to get into position to waste Jude's sister.

Jude
Nicole's voice comes over the comms scared shitless but putting on brave front, " Hey Jude, don't worry I am just going to miss a bit... Llyboc might chew me out, and maybe I get busted a rank... Well you know these prototype weapons are fussy. Just remember, the wedding is in a month. I can't wait until you meet Jack, he is a great man Jude, reminds me of you... I am not sure what to do about Butcher, he is a mean dog with a bone to chew with your friend Cantrell... Maybe I can throw his aim off--"

Max
George's voice comes on, " Hey there buddy, looks like you are almost home. I was thinking about those mountain homes you'll pass by, they are where the executives of the Hyperion company live and lets just say if they were to be delivered to our hands we might be appreciative... Very appreciative. I mean if my scopes are right it looks like those Enforcers are going to be launching missile strikes on the chasm so... I assume you guys are still heroes ya know.


After Leaving the CS in the dust, its easy work to find way point two, and three. The Samas' are no where to be seen in the thick fog permeating the mountain range. George's sweet monkey voice comes on as Nadine, the TK flyer, and Zone Ranger near the last way-point. " Hey there, visibility is non existent, it looks like pea soup out there. Our scopes are picking up a ton of encrypted chatter. Looks like the Samas squadron and a Spider Skull walker are trying to head you off. I know the road is rough and the chasm you are heading into is tight on one side and a steep drop off on the other... Just barely enough room for Nadine and the Zone side by side, you guys must have ape-sized balls... Just hold the course and go straight through, keep the flyer low or you will hit the top of our secret entrance. But just keep in mind its going to be tough on them too! We got a little surprise for them on the other side. Oh... Big Boss Mikey says thank you, not bad to have the Boss in your corner when you get here. Max, I am sorry about what they did to C---" The transmission squelches out as the CS breaks through the fog blindly opening fire on the Zone, Nadine, and TK flyer.

Lyyboc's furious snide voice comes on and truth be told he sounds a bit unhinged " You have killed a lot of good men today... Despite my superiors warnings I have braved this range to put an end to you... I will follow you unending and without mercy to the ends of the abyss. Not to kill, but to bring you all to justice! You might think you are heroes, but you are mavericks every last one... The squadron of SAMAS I have baring down on you are good, really good. I also have a special treat for you Jude, if you look to your left... Oh halfway up the cliff-face you should see your sister with a man-pack rail-gun, special issue an early wedding gift. Behind her is the top dog boy Butcher getting into position with a fusion launcher ready to end her... You don't even have to surrender, you just have to beat us." Its really hard to see what is what in the fog, but you can make out a SAMAS readying a small boom gun type weapon, and behind her is a super trooper PA about to get the drop on her with a rocket launcher.

Llyboc comes back on, " Best part is I already gave the order to go dark... Time for someone to say goodbye." The radio squelches off and anyone with any kind of kn electronics knows the CS Spider Skull walker is emitting an intense jamming field. Flying this way and that way the 24 Samas are trying to bombard the group with rail gun fire forcing them off the edge of the cliff or drive the TK flyer into it. The Spider Skull walker clambers along the mountain side its spider like legs well positioned to take the steep angle of the cliff and looks to be trying to block the entrance to the black market base. Possibly complicating things it looks like some folks might even be living in mountain side villas, but the fog is so thick your eyes are probably playing tricks on you... Right???. Here's hoping they do not get hit in the crossfire. It looks like the race is on!

Images to help set the mood
Attachment:
Mountain Entrance.jpg
Mountain Entrance.jpg [ 59.61 KiB | Viewed 103 times ]

Attachment:
Misty Mountains.jpg
Misty Mountains.jpg [ 56.88 KiB | Viewed 103 times ]





Round two of the Chase.
(Active Participant)Maneuvering trait rolls:
    Zone Ranger: +4-2=+2
    TK Flyer:+4-2=+2
    Nadine: -2=-2
(Passenger)Notice Rolls or cooperative driving or piloting rolls:
  • Made at -2 to poor visibility

Hey Guys so these are the rules I used for the chase last round. As this is more of a group type of scene rather than splitting everyone into their own OCC, just read through the below and pick which one you are doing. Above I broke down the maneuvering rolls and passenger rolls factoring speed, climb and visibility.
  • Phase 1: Hot Pursuit (Preparation)!This represents the initial jockeying for position for what could be minutes or hours depending on the type of chase.
    What is your character going to do?. Are you an active participant(Driver, runner, Flyer) or passenger, can you help the driver or prepare for an attack? If everyone is on foot or all characters our in their own vehicles they are all active participants.
    • The Active Participant: You are going to make a maneuvering trait roll using the appropriate skill to your vehicle or terrain ( agility if on foot or flying under your own power). For every success and raise you get you receive 1 card draw in the next phase during the Dramatic Action. It is important to try and receive multiple cards because you definitely want to draw higher than the thing you are chasing or being chased by( This is called advantage, and you need advantage to attack during the chase)! Somethings will automatically help or hinder your efforts.
      • Speed: Depending on how fast you can go compared to the thing chasing or you are after you may add +2 if your top speed is just generally higher, or +4 if twice as fast.
      • Climb: If your aircraft has a better climb than his opponent: +2 to the maneuvering trait roll
      • Sometimes terrain or things flying through get in the way and make life difficult for every one in the chase. GM may asses a -2 or -4 penalty.
      • Players option: Stunting. You either make yourself harder to hit or give your passengers a cleaner shot. The active participant may make their maneuvering trait roll at a -2 and chose 1 of the 2 below benefits gained on the Dramatic Action Phase:
        • Defense: The TN to hit you or your vehicle is increased by 2(and 2pts of armor vs area attacks)
        • Offense: You give all passengers a +2 bonus to hit.
    • Passenger: You can help your driver or get a weapon ready to bear on any possible target that reveals itself.
      • Helping the person driving or piloting: You can make a co-operative roll to give a small bonus to your driver. Every success and raise achieved adds +1 to your drivers roll. The maximum bonus from any and all co-op rolls a driver can receive is a total of +4.
      • Ready a weapon (Could be a personal weapon, spell, or vehicle weapon if one is available): You concentrate on scouring the vicinity making sure the weapon you bear has the best possible chance of targeting an enemy. Make a notice check. GM may assign penalties due to lighting, cover, and terrain. You gain the cumulative bonuses down below:
        • Success: You are able to bring your weapon to bear at the right time as if everything else is standing still: Ignore Unstable Platform Penalties for the dramatic action phase.
        • Raise: You bring your weapon to bear in that split second you and the thing chasing you are closest. If you have advantage ( or your driver does), treat the range increment one less than it is. Not in range is treated as long range. Short or Melee range does not gain an additional benefit.
        • Double Raise: Even if you had a hard time getting into the right position, you lucked out as the thing chasing you left itself wide open for an attack. You can attack without having advantage.
    • Phase 1 Narration: Based on your roll and role narrate what this all looks like in conjunction with the chase scene your GM describes. After all players roll and narrate it is time to head to the Dramatic Action Phase (Deal out cards) and see who has advantage over whom and what actions may be done...
[/list]

_________________
13th GM bennies GM Bennies
7/8
-1 Benny for extra complication
-2 Bennies for putting the hurt on Libetas and Zan


Vampire Kingdoms GM Bennies
8/8
-1 Benny for extra complication


Legends of the Black Bennies
1/2
-1 benny for BDC to resist greater slumber!!


Sat Jun 16, 2018 3:08 pm
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Joined: Sun Dec 17, 2017 9:52 pm
Posts: 126
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Notice 10
1d6+2 = 8 (6) Ace!
Notice Ace 1d6+8 = 9 (1)
Wild Die 1d6+2 = 8 (6) Ace!
Wild Die Ace 1d6+8 = 12 (4)
Wild Die 1d6+2 = 3 (1)
-2 due to Scene penalties

Common Knowledge 2
1d8-1 = 2 (3)
Wild Die 1d6-1 = 1 (2)
Wild Die 1d6-1 = 2 (3)

Smarts 13
1d8-1 = 2 (3)
Wild Die 1d6-1 = 0 (1)
Wild Die 1d6-1 = 5 (6) Ace!
Wild Die Ace 1d6+5 = 11 (6) Ace!
Wild Die Ace 1d6+11 = 13 (2)

Driving 4
1d4 = 1 (1)
Wild Die 1d6 = 4 (4)
Wild Die 1d6 = 1 (1)
+2 Scene Bonus
-2 Defensive Driving

_________________
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 20 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs)
ISP: 30/30
Bennies:

Encumberance: 56 lbs/60 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes


Temp Stats
None


Adventure Card
27 Joker's Gone Wild
Use this card to swap your initiative card with any Joker drawn for initiative.

6 Rabbit out of My Hat
Play this card to gain a +2 to any Trick test for the rest of the scene.


Sat Jun 16, 2018 4:56 pm
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Joined: Wed Mar 08, 2017 2:37 pm
Posts: 553
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Nadine's New Moves - Stunt adding bonus to hit next round
Piloting: -2 for scene, -2 for stunting, +2 for Ace = net -2
1d12-2 = 7 (9)

Benny EE with Elan and prior
1d6+9 = 15 (6)

Ace with prior
1d6+15 = 16 (1)

WD Piloting
1d6-2 = 2 (4)

_________________
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
    Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
    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.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
    Medium Rail Gun
      Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
      Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
      Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
      Range: cone
      Damage: 3d10
      5 bursts
    Good Night
      Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature
EP Ledger


Sat Jun 16, 2018 6:14 pm
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Posts: 546
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Notice 4
Notice 1d8 = 3 (3)
Wild 1d6 = 4 (4)


***

“Nici!” Jude exclaimed, finally in contact with his sister. “Look, do what you have to. You know Dad’s maxim. CYOA. Cover your own ass. Let us worry about this Butcher. We’ve handled worse. Which unit are you in? Can you give me a signal? I want to make sure we don’t shoot at you. I...I look forward to the wedding...”

Jude cursed himself. How was he going to tell Nici about Jack?

Readying a Weapon 10; Raise: treat range increment as one less
Visibility -2
Notice 1d8-2 = -1 (1)
Wild 1d6-2 = 1 (3)
Benny to reroll
+2 Elan
Notice 1d8-2 = 5 (7)
Wild 1d6-2 = 4 (6)
Ace 1d6+6 = 10 (4)


Jude scanned the mountains above as Lyboc spoke. He cursed as he spotted the SAMAS on the mountain that was obviously Nici, and the Supertrooper power armor that was readying to pounce above her. Jude flipped the switch on his rifle so he could punch through that armor.

“Damn it, Jitters! C’mon!” Jude urged the driver as he lined up his shot.

OOC Comments
Oh, damn! Can someone bump up Jitter’s Driving! I need advantage in the chase to take this shot!


***

Conditions
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 PPE
Rifle Ammo: 49 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 10/6
Adventure Cards:
  • Contact: Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
  • Once More with Feeling: Play to take any one Adventure Card from the discard pile.
  • Power Surge: Immediately recover all spent Power Points.


Mission Objectives
Sent by temporal ghost Bane to Dweomer to retrieve the Valent Blade to cut Earth off from bad timey-wimey stuff caused by all the temporal mucking..
Stop by Whykin on the way to make a delivery for Black Market Carol. Our orders were to avoid Whykin.
Get something that belongs to Lord Dunscon.
Trade caravan with dog boy crazies to Stormspire.

_________________
Jude Maverick
Jude Maverick, Seasoned Human MARS Vagabond
Parry: 6, Toughness: 13 (4)
Armor PPE: 15/15
Healing Stone PPE: 15/15
Rifle Ammo: 49
Spare clips 2 x 20 shots; 1 x 16 shots; 2 x 30 shots; 2 x 60 shots
Pistol Ammo: 16
Spare clips 2 x 16 shots
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Danger Sense: Get a Notice roll to avoid surprise
    Brave: +2 Fear tests
    Elan: +2 on Benny rolls
Bennies: 10/6
Adventure Cards:
    Contact: Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
    Once More with Feeling: Play to take any one Adventure Card from the discard pile.
    Power Surge: Immediately recover all spent Power Points.
Edit Signature
All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka, Heather Todd, Sig


Mon Jun 18, 2018 11:11 pm
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Posts: 531
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WIP
MM: +4, Unskilled -2, Handling +1, -2 Offensive Stunt: Total +1
Piloting 1d4+1 = 3 (2)
Wild Piloting 1d6+1 = 3 (2)
Extra Effort Benny: 1d6+3 = 7 (4)


Honestly, Lady V., I don't know how you got in there, right at the moment. It was probably a Hail Mary play to avoid being sucked in by that giant flaming eyeball. You probably acted on instinct. I know you got purified by the light before that--maybe that made it possible for you to escape.

Lib scowls at the radio chatter. Using Jude's sister like that.... Right. He shouts back over his shoulder to Flint. "Okay, Old School! I'm gonna get you a perfect shot, you just be ready to take it!"

Banking the plane and gunning the engine, he starts to fly along the cliff-face, getting the P-Beam Cannon into perfect alignment with the Super Trooper--which Flint immediately makes every effort to take advantage of.

Flint
Notice 1d10+2 = 9 (7)

Flint nods gives a small nod as the Super Trooper falls right into his sights. Sure, it's not the same as using his own lightning, but his senses are sharp enough to know the precise moment to fire. "You just keep it steady and don't worry about me, Pup."
Wild Notice 1d6+2 = 5 (3)
Spend a Flint-Benny on Extra Effort 1d6+9 = 14 (5)

Double-raise: Flint can make an attack even if Lib fails to get the Advantage on the card draws. In addition, Medium Range or higher is treated as one Range increment less, and Flint can ignore the Unstable Platform penalty, as if he had Steady Hands.
.


"You just mind the wheel, and keep us steady, Pup! I got this!" Sure, the P-Beam Cannon is nowhere near as elegant as his own lightning, but he's sharp-eyed enough to time the shot perfectly, when the opportunity comes.

_________________
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Toughness: 12 (6) [Adventure Armor]
Weapon in hand: Puzzle-Cube
Weapon in tail: Staff of Libertas' Bad-assness
Edges: Danger Sense, Quick, Level-Headed, Dodge, Rapid Recharge, Arcane Marksman
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
Charisma: 0
Q2 Adventure Cards (no plays left):
14: In the Zone Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
Enemy (PLAYED Q2-18): Get a Personal Nemesis. Until resolved, draw one extra Adventure Card each Session.
PPE: 20/20
Bennies: 3/2
Wounds: 0
Arcane Machinist Remaining: 3/6

Active Devices/Remaining PPE:
  • Blast (Acid Trapping): 10 PPE
  • Dispel (Etheric Trapping): 6 PPE
[*]Obscure (Sound/Absorption Trapping): 13 PPE


Tue Jun 19, 2018 5:47 am
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