Day 3: Death Comes in Darkness

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Tribe of One
Posts: 1208
Joined: Wed Aug 30, 2017 9:28 am

Day 3: Death Comes in Darkness

Post by Tribe of One »

There's a moment after the garage across the street explodes that everything seems to be moving and standing still -- vibrating, almost, and silent -- then the windows are blasting in with a sound like cymbals and loud bells and deep bells and cracks and screams as everything gets back to moving, and quick.

Jack hits the deck, reaching an arm out to hook Severianna, but the midnight-hued mutant is already rolling the other direction, following after Silver and Duncan, Rill and Kim as they duck flying glass and debris and charge out onto the Sidewinder's front porch. Orrin and Blurre head the other direction, upstairs to get a better view of who might have done the explodin'. Keegan, meanwhile, rolls his chair backward, pulling the table over top of him like one who has witnessed many a bar fight devolve into shooting. Stella crouches with him, motioning to the other patrons to get down and out of sight.

Those of you with a better view soon wish you could do without. Silver in the street, and Orrin and Blurre at their upper windows, spot a pair of SAMAS power suits, coming in hot straight for the Sidewinder -- but that's the least of the doom that has come to Black Mesa. Back east, toward the edge of town and the Black Market's fortified warehouse, more SAMAS swarm through the darkened sky. Beyond them, the forbidding black bulk of a Death's Head Transport vomits Coalition troopers and Dog Boys onto the streets. A Mark V APC rolls out as you watch, then you see that some of the transport's standard complement must have disembarked earlier and walked into town: The stark silhouette of a Spider-Skull Walker rises up over the skyline, accompanied by a pair of UAR-1 Enforcers, approaching from the south and east. Seems like someone down at Lone Star decided Black Mesa's run must come to an end.

Already, the town's defenders are starting to fight back, powering up the floor models at the Titan emporium and taking potshots with sidearms. Whether they can slow things down until a real resistance gets organized is anybody's bet. The more immediate concern for the folks at the Sidewinder is the platoon of Dog Boys who, just like those two SAMAS, are heading this way, barking and howling like the old world canines that birthed 'em.

Silver manages to hit one of the approaching SAMs with his JA-9, but the shot just glances off the Mega Damage armor plates. As the others say prayers, activate mystical gadgets or draw weapons, the Coalition flyers move into an attack pattern, preparing covering fire for the Dog Boys that follow.
Dog Boys Attack
Image
SAMAS Strafing Run
Image
Initiative and Other Die Rolls
Rill [dice]0[/dice] = Ace of Clubs
Jack (Quick) [dice]1[/dice] = 7 of Hearts
Silver (Level-Headed) [dice]2[/dice] = 8 of Hearts; [dice]3[/dice] = 8 of Spades
Blurre [dice]4[/dice] = 9 of Clubs
Kim [dice]5[/dice] = 6 of Diamonds
Sev [dice]6[/dice] = 10 of Clubs
Orrin [dice]7[/dice] = 3 of Clubs
Duncan (Quick) [dice]8[/dice] = 2 or Diamonds; Reroll [dice]12[/dice] = King of Clubs

Keegan (Level-Headed) [dice]9[/dice] = Jack of Spades; [dice]10[/dice] = already drawn; Redraw [dice]13[/dice] = 5 of Clubs
Coalition [dice]11[/dice] = Ace of Diamonds

No bueno for the COT! Coalition beats everyone to the punch.

Each of the SAMAS fire bursts with their rail-guns (3 each) at the COT members out on the porch! Silver (being the biggest) gets two shots, Rill, Duncan, Kim and Sev each get one. They wait until they round the building to fire, so cover is limited.
Shots vs. Silver are -2 for auto-fire, +2 for PA sensors, -1 for light cover; Shots against everyone else get an additional -2 for Size.
Shooting vs. Silver [dice]14[/dice] = Hit with a Raise
Damage [dice]20[/dice]+[dice]21[/dice] = 21 Damage, AP 10 = Shaken and 1 Wound
Shooting vs. Silver [dice]15[/dice] = Hit
Damage [dice]22[/dice] = 15 Damage, AP 10, not enough to Shake or Wound
Shooting vs. Rill[dice]16[/dice] = Forgot Rill has another -1 to be hit due to his armor trapping, so that's a Miss
Shooting vs. Duncan[dice]17[/dice] = Miss
Shooting vs. Kim[dice]18[/dice] = Miss
Shooting vs. Sev[dice]19[/dice] = Hit
Damage [dice]23[/dice] = Ace [dice]24[/dice] = 27 Damage, AP 10 = Shaken + 3 Wounds

Dog Boys and Psi-Stalker run ... then one of those ornery Enforcers fires a missile ...
Note to Sev
After checking your Toughness, it looks like you had shorted yourself on the total when wearing the heavier armor (which also adds +2 Toughness, in addition to the boosted Armor); Secondly, the Armor bonus from your shields needs to be added into the (parenthetical) number (which can be reduced by AP), so your totals should be:
Toughness: Light Armor 12 (4), Tactical Armor 16 (6); Light Armor + shield 16 (8), 2 shields 20 (12); Tactical + shield 20 (10), 2 shields 24 (14)
You didn't specify in your post, but I'll give you the benefit of the doubt here that you're wearing your heavier armor and activated both implants as shields when you went outside, giving you your max Toughness vs. the shot, which is still grade-A nasty. Use those Bennies and Edges to soak!
Well-trained in fighting in urban environments, the SAMAS pilots wait until they round the sides of the Sidewinder to open fire, leaving you with only light cover. One opens up on Silver, striking the big Wolfen twice, though only the first burst was direct enough to cause damage. (21 Damage, AP 10 = Shaken and 1 Wound)

Duncan, Kim and Rill all manage to dive out of the way of the remaining blasts, but Severianna is caught right in the field of fire. Magnetically-accelerated tungsten rounds tear through her implant-generated shields and armor, punching through flesh and continuing on the other side. (27 Damage, AP 10 = Shaken and 3 Wounds - Yikes!)

The Dog Boys use the distraction as cover for their advance, dashing forward through the darkness to surround the Sidewinder, two groups of four and the Psi-Stalker leader to the north, another group of four to the south and the last foursome advancing toward the back door as others provide covering fire.

Upstairs, Orrin starts to think about what sort of magickal nastiness he might drop on them when a flash from the east catches his eye -- and resolves into the fiery tail of a medium-range missile, fired by one of the Enforcers, heading straight toward the Sidewinder!

There's time for a prayer (at least, a really short one) as the missile streaks toward the wizard's second-floor perch. At the last instance, there's a golden flash -- and blinking, Orrin finds himself staring at a wall of light (a very powerful, and somewhat strange barrier, if he only had the time to examine it more closely ...) that pushes out and around the Sidewinder as the missile's payload detonates, wrapping fire around the suddenly-protected saloon.

Downstairs, Jack and Keegan get a front-row view of the barrier's source: Stella, arms outstretched, floats a couple of feet off the floor, strands of golden light streaming from her body to power the field. Sweat beads on her forehead, but her smile is only a little strained.

"I think I can keep them from putting any holes in the joint, Jack, but why don't you see if you can go convince them to take this disagreement somewhere else?" she says. "This little barrier of mine is proof against bullets and laser blasts -- yours, too, I'm sorry to say -- but it won't stop them from coming inside, and I'd hate for them to track all that dirt in here after I just swept and mopped this morning."

Despite the circumstances, her tone seems so reasonable Jack finds himself nodding in agreement -- and finds himself not at all put off by the pair of ghostly horns that seem to protrude from her brow, almost like a crown.

Taking a position by the bar, spying out the back door, the Cyber-Knight Keegan takes off his hat and nods in her direction.

"Pleasure to see you again, Lady. And a pure pleasure to feel that Light once more warming my back."
Stella
Image

And ... You're Up! The Coalition pulled the Ace of Diamonds, which beat out everyone, so feel free to post in whatever order you like. See the map below for relative positions -- and let me know if anything is unclear. There's a lot going on with the map, so I hope it shows up at a legible size for everyone. In addition to that map, there's a town map that shows a wider view (and note the difference in scale if, for example, you want to relocate to another building or try to get closer to the ley line).

I've also included a spoiler with Combat Stats for the foes within reach ... if you really want to engage the bigger guns (Skull Walker, Enforcers, etc.) that are still a ways out, you can, but other than the stray missile, their attention seems to be focused elsewhere for the moment.

And a note on the barrier protecting the Sidewinder: No ranged attacks, AOE or magic comes in, but none goes out, either. So if you want to engage with the enemy, you'll need to head outside, or wait for them to come to you ...


Combat Map
Attack on Black Mesa-Sidewinder-1.jpg
Town Map
Black Mesa Big Map-1.jpg
Combat Stats
In general, lighting is "Dark," inflicting a -2 penalty to hit that can be offset by most armor.
  • Dog Boys: Parry 6; Toughness 12 (5); Most will have medium (-2) or better cover, depending on attacker's position
  • Psi-Stalker (Wild Card): Parry 8; Toughness 13 (6); Medium (-2) or better cover, depending on attacker's position
  • SAMAS: Parry 6; Toughness 17 (10) MDC; +2 to hit for Size for everyone but Silver
GM Bennies: 7/7
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Sir Blurre
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Re: Day 3: Death Comes in Darkness

Post by Sir Blurre »

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

Drawing Shield (no roll, but counts as action for MAP)

Activate Deflection as a Free Action, burning +4 ISP to get +2 to roll, countering -2 MAP:
Spending 1 EP for the roll to get a +4 to Psionics roll. Request here.
Psionics [dice]2[/dice]
Wild Psionics [dice]3[/dice]
Raise: -4 to be hit, 6 ISP spent

Running the long way 'round to get to W33, then attacking the DogBoy at X34 with the Psi-Whip, using Charge/Overrun:
Fighting [dice]4[/dice]
Ace Running Total [dice]6[/dice]
Wild Fighting [dice]5[/dice]
Raise!
Damage w/ Raise [dice]7[/dice], +2 Damage for Charge = 11 points (really?!?) AP 8 (vs. base Toughness 7)
Just barely drops him, because of all the AP. Seriously, WTF?
.

Sir Blurre shakes his head at the carnage. What on earth are the CS doing here? This town shouldn't be on their radar for this sort of action.... As the field descends over the building and turns aside the missile blast, he blinks in surprise, but there's no time to wonder at this apparent miracle right now. Over the radio, he calls out, "Commander, I'm going outside to teach those Dogboys some manners."

Deftly dropping to the ground as he pulls out the shield with his spare hand, he begins to vibrate and shimmer, hopefully becoming a harder target to hit. Then he dashes around the DogBoys coming around to the rear entrance, hoping to keep them from getting to the customers inside.
Current Combat Stats
Base Parry: 11
Shield: Parry +3, Armor +4 vs. Ranged
CK Combat: -2 to be hit by tech weapons
Deflection w/ Raise: -4 to be hit
Orrin's Armor Power: +4 Armor

Total: Parry 13, -6 to be hit with tech weapons, -4 if the dogs bite
Toughness Melee 12 (8); Ranged 16 (12)
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 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.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]
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Kim Black
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Posts: 278
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 3: Death Comes in Darkness

Post by Kim Black »

Notice 4 Success
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Common Knowledge 3 Fail
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
***

Kim rolled to her feet after avoiding the rail gun fire from the SAMAS. She tried to keep her breathing even, not panic. She tugged at the straps of her pink backpack to make sure it was secure and spread her legs for stability. She tapped two of the pieces of flair pinned to the strap, first the bedazzled gun-shaped pin, which caused the large plasma ejector to emerge and settle on her shoulder, and then the blue sapphire shield. A blue, shimmering force screen wrapped around her to protect her.

Then she let loose with plasma fire at the SAMAS to the southwest.

***
Greater Armor 5 Success
-2 MAP, +2 Machine Maestro
TW[dice]4[/dice]
Wild [dice]5[/dice]
Shooting 11 Raise
-2 MAP, +2 Machine Maestro, +2 Size
Shooting [dice]6[/dice]
Wild [dice]7[/dice]
Damage 35 Shaken and 3 Wounds
[dice]8[/dice] + [dice]9[/dice]
Ace [dice]10[/dice]
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Vibro-Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
Vehicle
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Loot
Loot
  • 2 L-20 Pulse rifles
    • Damage: 3d6+1
    • Range: 25/50/100
    • ROF 4
    • AP 2
    • Shots: 40
    • Weight: 7
  • 2 Wilk’s-Remi 136 pistols
    • Damage: 2d6+1, AP 4
    • Range: 15/30/60
    • ROF: 1
    • Shots: 16
    • Weight: 3
  • 2 Vibro-knives
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
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Duncan Montana
Posts: 50
Joined: Thu Dec 07, 2017 3:24 am

Re: Day 3: Death Comes in Darkness

Post by Duncan Montana »

Notice 11 K-common 13
Notice: [dice]0[/dice]
WILD dye: [dice]1[/dice]
-ACE: [dice]6[/dice]

Common Knowledge: [dice]2[/dice]
-ACE: [dice]7[/dice]
WILD dye: [dice]3[/dice]
Duncan sees Sev and Silver take hits as he dodges the fire from the SAMs. Dang, that don't look good.

With a swift and practiced motion, Duncan hops onto the back of his horse and deftly draws his new L-20 ridin' rifle from a holster hanging off the robot steed's flank. The ersatz horse responds smoothly to his hips and spurs, bolting forward fast enough to make Duncan go flyin' off the back if not for the way he can make his leg armor sorta lock up around Bandit's sides. Truth is, Duncan was always known, even back in his own time, as one of the best riders in the region. And havin' the ability to use his armor's extra strength to help keep him in the saddle almost made it too easy.

He amps up the power feed to the rifle from Bandit's nu-cu-lar core and starts after the SAMs to get revenge for hittin' his new trail mates like that. But then he remembers with an "Aww, damn!" that those flyin' Sammies got that extra hard armor, even better than his own, like the heavy stuff stuff Bandit was made from. Supposably you need real big caliber iron to make a dent in that stuff and Duncan didn't think his new L-20 was gonna cut it, bein' as it wasn't even as powerful as the Judge, which he used when he wasn't in the saddle and knew from firsthand experience can't scratch a Sammy.

Duncan steers Bandit to the north side of the Sidewinder at maximum battle speed, hopin' to draw the attention of those Sammies away from his wounded posse mates and give those houndboys somethin' to think about to their rear as they move on the Sidewinder.

Duncan turns in his saddle, lines up the CS Hounds advancing on the saloon and rakes them with laser fire as he rides by.
draw rifle 9
Agility-2 MAP: [dice]4[/dice]
WILD dye: [dice]5[/dice]
-ACE: [dice]8[/dice]
Shooting 10 7 9 8
Shooting RoF 4,(+3 Shooting for armor and trademark weapon -2 for MAP = +1 Shooting total):
[dice]9[/dice]
[dice]10[/dice]
[dice]11[/dice]
[dice]12[/dice]
WILD dye: [dice]13[/dice]
2AP Damage 21 10 9 18
Damage rolls:
[dice]14[/dice]
-ACE: [dice]26[/dice]
WILD dye: [dice]15[/dice]
Shooting raise bonus if needed: [dice]16[/dice]

[dice]17[/dice]
WILD dye: [dice]18[/dice]
Shooting raise bonus if needed: [dice]19[/dice]

[dice]20[/dice]
WILD dye: [dice]21[/dice]
Shooting raise bonus if needed: [dice]22[/dice]

[dice]23[/dice]
WILD dye: [dice]24[/dice]
Shooting raise bonus if needed: [dice]25[/dice]
summary
-mount up and draw rifle
-move north at max pace (12)
-fire L-20 at max number of dogboys as possible (RoF 4) depending on LoS
Duncan Montana
Duncan Montana
Gunslinger
Agility d10, Smarts d8, Spirit d6, Strength d6 d12+2, Vigor d6
Charisma: 2 ; Pace: 6 (8) (d6 running); Parry: 6; Toughness: 5 17(10)
Clueless (-2 to all K-Common rolls), Loyal, Big Mouth
Notice d6, Common Knowledge d8-2, Intimidation d4-2, Persuasion d4+2
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Quick: (re-draw combat initiative card < 6)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Steady Hands: (Ignores the “unstable platform” penalty for firing from the backs of animals or while riding in moving vehicles. In addition, when performing actions while Running (see page 65), his penalty is –1 instead of –2)
Two-Fisted: (May attack with a weapon in each hand without multi-action penalty)
Woodsman: (+2 to Tracking, Survival, and Stealth rolls made in the wilderness)
Lucky: (+1 benny/quarter)
Brave: (+2 to Fear rolls)

WOUNDS:

Bandito Arms RH-1002B Robot Riding Horse "Bandit"
Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d8
Skills: Fighting d4, Notice d8+2, Survival d6
Pace: 12 (Acc/TS 10/50); Parry: 4; Toughness: 17 (8)
Special Abilities
  • All-Terrain: Ignores penalties for rough terrain, and each inch counts as 1.5” instead of 2”
  • Armor +8: High strength alloy, M.D.C.
  • Handling: Riders gain +2 on all Riding checks.
  • Kick: Str, Mega Damage.
  • Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imaging, night vision, HUD, and +2 to Notice checks
  • Environmental Weakness (Electricity): Robots suffer +4 damage from electrical attacks.
  • Nuclear Power Pack - Robot does not need to be recharged for 15 years
  • Size +2: Based on the mustangs of old, these robot horses are of a strong, compact model.
  • Travel Speed: Use the Acc/TS for overland speeds; use pace for combat


Adv. Cards
Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
Florence Nightingale: Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.

BENNIES (LUCKY): 7/4
  • +1 from last Q bonus
  • +1 given upon return from the fade
  • +1 for donating supplies to refugees
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Rill
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Posts: 169
Joined: Mon Sep 11, 2017 8:53 am

Re: Day 3: Death Comes in Darkness

Post by Rill »

Spirit to Unshake Success, Notice 6, CK 5
Spirit [dice]0[/dice] (includes Thatcher Bible bonus)
Wild [dice]1[/dice]

Notice [dice]2[/dice] (includes Awareness and sight)
Wild [dice]3[/dice]

CK [dice]4[/dice] (includes HJ bonus)
Wild [dice]5[/dice]
”No!” Rill shouts as he sees Sev take several rounds and crumple to the ground.

Once inside the Sidwinder, Rill rushes to her side and crouches down. Placing a hand on her shoulder, he recites ”But Jesus turned him about, and when he saw her, he said, Daughter, be of good comfort; thy faith hath made thee whole” and then says a quick prayer, channeling his own power into the miracle.
Mysticism for Healing, Heals 2 Wounds, Sev Gets Free Roll to Unshake
Mysticism [dice]6[/dice] +1 (staff) +2 (Healer) -3 (Wound modifiers)
Ace [dice]8[/dice]
Wild [dice]7[/dice]
-3 PPE
Heals two wounds, gives Sev a chance to unshake
Character Sheet
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Silverclaws
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Posts: 234
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Re: Day 3: Death Comes in Darkness

Post by Silverclaws »

Shaken Not Stirred
  • Spirit 8
  • Spirit [dice]0[/dice]
  • Wild Spirit [dice]1[/dice]
  • Ace Wild plus Previous [dice]2[/dice]
Nerves of Steel
Nerves of Steel: Ignore 1 point of Wound Penalties
Silver roars loudly into the night and even broadcasts across radio channels local to Black Mesa. "Mesa to Ground. Mesa to Ground." Mesa to Ground. Mesa to Ground.
Now Fear This
  • Intimidation 9, Success, Raise
  • Intimidation [dice]3[/dice]
  • Wild Intimidation [dice]4[/dice]
"I smell you whimpering lap dogs. Come to see what you could have been if you weren't Dead Head pups. My hunting grounds and your funeral."

Bending down, Silver gently scoops up Sev into his massive arms. Looking to Rill. "Lets move preacher. Stay close. Mesa still has her secrets." Heading into Sidewinder, Silver deposits Sev behind the bar near Stella.

Taking two of the AP grenades Sev has on her, Silver returns to the front of the saloon and motions for Rill to fall back, "Preacher this isn't going to be pretty." Propping the rifle near the swinging double doors, Silver retrieves from his pack a length of climbing rope and two pitons. Silver ties a make-shift grappling hook together and steps out to the porch near Duncan and his horse.
Last edited by Silverclaws on Sat Jan 20, 2018 10:55 pm, edited 3 times in total.
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Orrin Truthseeker
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Re: Day 3: Death Comes in Darkness

Post by Orrin Truthseeker »

Mechanics
Spellcasting (armor) [dice]0[/dice] (+2 for gear, -2 for MAP)
Wild [dice]2[/dice]
Ace [dice]3[/dice] (+2 for gear, -2 for MAP)
Ace again [dice]4[/dice]
This is ridiculous... [dice]5[/dice]

-1 PPE (-1 cost for Wizard Edge)

Running [dice]1[/dice]
Sir Blurre wrote: "Commander, I'm going outside to teach those Dogboys some manners."
"Let me help." Orrin says, and quickly makes his way around the corner to Sir Blurr. He places a hand on his friend's shoulder and pushes some of the metal from his skin into the cyber knights armor, reinforcing its weakest points.

"Hopefully that will be enough to protect you. Don't over extend yourself, come back inside as soon as you hit trouble."

Orrin then adds "That's and order." though his tone is more pleading than it is commanding.

He then takes off running toward the main foyer, in order to prevent any Dog boys who might sneak past Blurr from flanking those going up against the SAMAS outside. On the way, he gives orders over the comms.

"Don't push out too far Legion. That Ley line is too far to get to until the sidewinder is secure. Stella...Somehow...has given us an advantage by protecting the outside of the saloon, there are only a few ways in and out. That can be an advantage. Use it if you get into trouble."

Blurr gets +4 armor, and Orrin moves to Z21
Last edited by Orrin Truthseeker on Tue Jan 23, 2018 3:23 pm, edited 1 time in total.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
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: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

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Jack 'Bullet' Jones
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Posts: 206
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Re: Day 3: Death Comes in Darkness

Post by Jack 'Bullet' Jones »

Storm is Brewing
Notice
[dice]0[/dice]

WD Notice
[dice]1[/dice]

Greater Deflection -free action
[dice]2[/dice] - success = -5 to hit with trapping

WD GD
[dice]3[/dice]

Greater Boost Trait: Shooting - free action
[dice]4[/dice] - success = +4 die types shooting (d12+2)

WD GBT
[dice]5[/dice]

Greater Armor - from duster
[dice]6[/dice] - success = +10 MDC armor and +1 Parry
WD GA
[dice]7[/dice] -- disregard - should have been d6

Total effects: -5 to hit with ranged attacks, -4 to hit with melee attacks, +1 Parry (Melee TN: 10), +10 MDC armor to 23 (16), +2 Charisma, +1 die type Intimidation, +4 die types shooting to d12+2
Moves to R-25
Jack's poker face is legendary. He once played a high stakes game of pazaak against an interdimensional cattle rancher with the man's daughter hidden under the table, doing her best to force either a lynching or a marriage, depending on how the man would react to that kind of game under the game.
Jack didn't flinch. And he won the game. He also avoided both the hangman's noose and the other kind of noose.
Stella's transformation and impressive powers have positively shattered the legend. His eyes go as big as dinner plates, and his jaw hits the floor. Normally not lacking in the realm of the spoken word, the most Jack can muster is an awestruck "Ah'll be..."
The momentary lapse in awareness, rational thought, and a variety of other basic mental functions fades as she requests, in a characteristically pleasant manner, that he send the party packing. He nods, collects his wits, and prepares for the fight. A face-shield drops from his hat, and in an instant, the gambler is surrounded by tendrils of ectoplasm and mingled shadows. A grin crosses his face as he strolls boldly out the back door, making absolutely no attempt to hide. He shouts from outside Stella's miraculous shield. "Alright, fellas. Y'all come ta play with Bullet Jones? Shuffle up and deal! Ah'm gonna whip every one of you curs and turn yer hides inta saddles! YEEHAW! Come and get it!"
Last edited by Jack 'Bullet' Jones on Mon Jan 22, 2018 11:05 am, edited 2 times in total.
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
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Tribe of One
Posts: 1208
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 3: Death Comes in Darkness

Post by Tribe of One »

Initiative and Other Rolls
Rill [dice]0[/dice] = 5 Spades
Jack (Quick) [dice]1[/dice] = 7 Diamonds
Silver (Level-Headed) [dice]2[/dice] [dice]3[/dice] = 6 Clubs; 10 Hearts
Blurre [dice]4[/dice] = 6 Diamonds
Kim [dice]5[/dice] = 8 Hearts
Sev [dice]6[/dice] = 9 Spades
Orrin [dice]7[/dice] = 10 Clubs
Duncan (Quick) [dice]8[/dice] = King of Diamonds

Keegan (Level-Headed) [dice]9[/dice] [dice]10[/dice] = 10 Diamonds; 7 Hearts
Coalition [dice]11[/dice] = Ace of Spades

First, Keegan:
Activate Greater Boost Strength as a Free Action
Psionics [dice]12[/dice] = Success, +2d Strength
Wild Die [dice]13[/dice]
Activate Greater Warrior's Gift
Psionics [dice]14[/dice] = Success with a Raise, Frenzy and Imp. Frenzy
Wild Die [dice]15[/dice]

Surviving SAMAS, full-auto divided between Silver, Kim and Rill. Shots vs. Silver are -1; vs. Rill -4; vs. Kim -3
Shooting vs. Silver [dice]16[/dice] =
Ace: [dice]19[/dice] = Hit with a Raise
Damage [dice]20[/dice]+[dice]21[/dice] = 12 Damage, AP 10, Not Enough to Shake
Shooting vs. Rill [dice]17[/dice] = Hit
Damage [dice]22[/dice] = 12 Damage, AP 10, Not Enough to Shake
Shooting vs. Kim [dice]18[/dice] = Miss

Northern Dog Boy tries to Unshake
Spirit [dice]23[/dice] = Success
One drops prone, other two in cover, all three fire on Duncan with laser rifles
Shooting [dice]24[/dice] = Miss
Shooting [dice]25[/dice] = Hit
Damage [dice]29[/dice] = 10 Damage, AP 2, nothing
Shooting [dice]26[/dice]
Ace [dice]27[/dice]
Ace [dice]28[/dice] = 14, Hit with a Raise
Damage [dice]30[/dice] = 13 Damage, AP 2, nothing

Eastern and Southern DBs converge, 2 Melee vs. Blurre w/ Gang-Up; total -5 to hit with vibro-claws, -3 with bites
Fighting-Claw [dice]31[/dice] = Miss
Fighting-Claw [dice]32[/dice] = Miss
Fighting-Bite[dice]33[/dice] = Miss
Fighting-Claw [dice]34[/dice] = Miss
Fighting-Claw [dice]35[/dice] = Miss
Fighting-Bite[dice]36[/dice] = Miss

Two shoot at Jack; One at Keegan
Shooting vs Jack[dice]37[/dice] = Miss
Shooting vs Jack[dice]38[/dice] = Miss
Shooting vs Keegan [dice]39[/dice] = Miss

Three others switch to grenade launchers w/Armor Piercing grenades, targeting space between Jack and Keegan
Shooting [dice]40[/dice] = Hit
Damage [dice]44[/dice]+Ace [dice]47[/dice]+Ace [dice]48[/dice] = 27 Damage, AP 8 = Shaken and 1 Wound vs. Jack (-5 to hit gets added as extra Armor); Shaken and 3 Wounds vs. Keegan (his psi-shield doesn't help)
Shooting [dice]41[/dice] = Hit
Damage [dice]45[/dice] = 13 Damage, AP 8
Shooting [dice]42[/dice]
Ace [dice]43[/dice] = Hit
Damage [dice]46[/dice] = 7 Damage, AP 8

And the Psi-Stalker follows up with another Armor-Piercing grenade
Shooting [dice]49[/dice]
Benny for Extra Effort [dice]1d6+4[/dice]
Aaaaand, you can't do more than 49 rolls in one post. Continuing on next post.
Not sure why this post is up here, instead of down there, but it's just rolls.
GM Bennies: 7/7
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Severianna
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Re: Day 3: Death Comes in Darkness

Post by Severianna »

Notice 9,11,11 CK 16
Notice (+2 Sight based rolls - cybernetics) (+2 rolls that only relate to traps and similar devices)
Notice roll [dice]0[/dice]
Wild Die roll [dice]1[/dice]
Ace Die roll [dice]4[/dice]

Common Knowledge (-2 Clueless Hinderence)
CK roll [dice]2[/dice]
Wild Die roll [dice]3[/dice]
Ace Die roll [dice]5[/dice]
Ace #2 Die roll [dice]6[/dice]
Son of a Bitch, she thinks after being pelted by the flying machines. "Hisssss!" She turns to them and hisses showing teeth and saliva and a little blood in the process.

Severianna dashes as best she can inside the Sidewinder. She sees the Barrier forming and uses it's protection and thinks of ideas to regain the advantage. This isn't my kind of fight out here. Not with Robots and flying metal men. I'll have to regroup and then take some vengeance out of them when the time is right. This frontal assault looks like a distraction to let some infantry surround us. She takes a look with her thermal imaging to confirm her suspensions. When she get's into the Sidewinder, she tells the others, as best she can the locations of the Dog Boy infantry.

"Someone is gonna pay for that rocket fire. Here puppy, puppy." She whispers to herself as she keeps her thermal imaging eyes on the Dogs. "I have a toy for you to play with, and nice shinny crackling whip to beat you with." Bad puppy, puppy, she repeats over and over to herself while she finds a god place to hide. Likely upstairs where she can attack from the shadows.

After Sev enters the Sidewinder she'll take any healing and assistance offered. Then she'll find a place to hide and get in a stealth position and prepare for the dogboy attack.
Stealth 7
Stealth [dice]8[/dice]
Wild [dice]7[/dice]
OCC:
I use my adventure card We Have The Talent and increase her Smarts one die roll from d6 to d8.
Severianna
Quick Stats
Night Crawler, MARS PC, DESCRIPTION, ETC
Bennies: 4/4
Agility d12+1, Smarts d6, Spirit d10, Strength d10, Vigor d12
Charisma: 0,-4 CS; Pace: 6; Parry: 13; Toughness: Light Armor 12 (4), Tactical Armor 14 (6) Light Armor + shield 16 (4),
2 shields 20 (4), Tactical + shield 20 (6), 2 shields 24 (6)

Hindrances: Clueless; Vow to help other slaves/captured creatures; Loyal to friends; InHuman; Curiosity, Wanted; Coalition, Quirk - touchy tail
Notice d6 (+2 that relates to traps and similar devices, +2 sight based rolls (cybernetic eyes), Common Knowledge d4-4, Intimidation d4-2, Persuasion d4-2
Edges and Abilities of Note: Acrobat +2 Agility rolls, Dirty Fighter +4 w/Acrobat on trick moves, Tricky Fighter no multi-action penalty for tricks, Ambidextrous, Two-Fisted, Nerves of Steel & Improved Nerves of Steel ignore 2 pts of wound penalties, Combat Reflexes +2 to Spirit rolls to recover from Shaken, Prehensile Tail that gives an additional non-movement action each round.
Adventure cards:
  • Out of the Frying Pan - Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
  • We Have The Talent - you gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.

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Tribe of One
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Re: Day 3: Death Comes in Darkness

Post by Tribe of One »

More Rolls Because You Can Run Out of Room for Rolls
Wild Die [dice]3[/dice]
Benny for Extra Effort [dice]0[/dice] = Hit
Damage [dice]1[/dice]
Benny to Reroll Damage [dice]2[/dice] = 19 Damage, AP 8, not enough to Shake Jack; Shaken +1 Wound vs. Keegan

Keegan Benny to Soak the First Grenade Attack (with Elan)
Vigor [dice]4[/dice] +2 = Soaks 1
Wild Die [dice]5[/dice] +2 = Soaks 1

Keegan Benny to Soak the Second Grenade Attack (+2 Elan, -2 for Wounds)
Vigor [dice]6[/dice] = 7 = 1 Wound Soaked
Wild Die [dice]7[/dice]

Almost Forgot: Last two DBs in southwest, take pot-shots at Kim with their laser rifles
Shooting [dice]8[/dice]-1 = Miss
Shooting [dice]9[/dice] -1 for Cover = Hit
Damage [dice]10[/dice] = 12 Damage, AP 2 = Nothing

Caught by surprise by the ferocity of the Coalition's assault on Black Mesa, the members of the 18th COT quickly gather their wits and spring into action.

To the west, Kim deploys her backpack-mounted cannon, the mystic blasts of energy searing straight through the jet engine of one of the SAMAS and blowing out the chest armor, sending the suddenly lifeless hunk of metal careening toward the glowing blue ley line. Taking advantage of the distraction Duncan mounts his cyber-horse and spurs it to the north. His laser rifle fires in rapid succession as the Dog Boys creeping around the north side of the Sidewinder come into view, and he drops two, stunning another.

Rill drops to his knees and channels healing energy to close the bullet wounds in Severianna's side. With an assist from Silver, the blue mutant hustles inside to prepare an ambush in case any Dog Boys make it that far, while Silver begins lashing grenades to a makeshift grapple as he returns to the hitching post.

Inside, Orrin issues orders and casts a protective spell on Sir Blurre, who rushes outside, empowered with his own psionic enhancements, to engage the Dog Boys gathering there. One drops beneath the lash of his psi-whip, as others close in ...

He's not left alone, however, as Jack activates his armor and follows him out, loaded for bear. The gambler is pleasantly surprised to be joined by the old cyber-knight, Keegan.

"How about you plug as many as you can with that shooter, and I'll stick any that try to get up here on the porch and spoil your view," Keegan says, winking as a glowing blue psi-sword and psi-shield materialize in his hands. Jack feels a pulse of power the cyber-knight centers himself and channels psionic strength into his aging limbs.

The Coalition counter-attack is swift.

Dipping a wing toward the ground, the surviving SAMAS executes a tight turn and comes back around for another run at the COT members on the western porch. Rail gun fire tears across the patio again as he divides his fire between Silver, Rill and Kim, but the rounds that hit the Wolfen and the priest fail to penetrate and those targeting the techno-wizard miss completely.

Around the north side of the Sidewinder, the shaken Dog Boy recovers and drops to the ground, while two nearby squad-mates take cover. All three open fire on Duncan, but the shots that find their mark fail to pierce the cowboy's new-fangled suit of armor.

The pair of Dog Boys that flank Sir Blurre never even get that close, their slashing vibro-claws and gnashing teeth never getting within an inch of the young cyber-knight's constantly moving form.

Other Dog Boys emerge from cover to take shots at Jack and Keegan, but their shots all fly wide, foiled by the psionic warriors' defenses.

"Targets are powered, Sergeant, deflecting conventional fire!" a terrier-looking Dog Boy barks out.

The psi-stalker commanding the unit nods his skull-shaped helmet before issuing a new order: "Execute Protocol 16!"

Without hesitation, three more Dog Boys -- these armed with Firebreather rifles -- move into position. Whoomp, whoomp, whoomp! Three armor-piercing grenades emerge from the underbarrel launchers, aimed straight at the porch beneath Jack and Keegan's feet. The first blast is a direct hit that tears through the men's protections, though the latter two are less powerful. (27 Damage, AP 8 is enough to Shake Jack and cause 1 Wound, unless soaked; Keegan takes 3 Wounds but spends a Benny and soaks 1. Since the grenades are rifle-fired and timed, you don't get a chance to dodge or throw them back.)

Moving in for the kill, the psi-stalker steps out with his own rifle and fires a fourth grenade. Jack's armor wraps around him, shielding him from the blast, but Keegan, already staggered, is struck by more shrapnel. Badly wounded, he staggers back toward the Sidewinder, coughing blood.

"I'm sorry cowboy, mebbe I am too old for this shit ..." he grunts. (19 Damage, AP 8, which is not enough to affect Jack, but does 2 Wounds to Keegan; he spends a Benny and soaks 1, putting him at 3 Wounds).

To the southwest, the final two Dog Boys advance in cover and take pot-shots at Kim, although the one shot that hits merely splashes off the energy field emitted by her TW backpack.

You're Up! The Coalition pulled the Ace of Spades this time, winning Initative again. They've gone, so it's up to all of you now.

Also - DUNCAN - You're farther north than shown on the map, with an okay view of the Dog Boys on the north side of the building - they've all got a -2 to be hit for cover or being prone.


Combat Map
Attack on Black Mesa-Sidewinder-2.jpg
Town Map
Black Mesa Big Map-2.jpg
Combat Stats
In general, lighting is "Dark," inflicting a -2 penalty to hit that can be offset by most armor.
  • Dog Boys: Parry 6; Toughness 12 (5); Most will have medium (-2) or better cover, depending on attacker's position
  • Psi-Stalker (Wild Card): Parry 8; Toughness 13 (6); Medium (-2) or better cover, depending on attacker's position
  • SAMAS: Parry 6; Toughness 17 (10) MDC; +2 to hit for Size for everyone but Silver
GM Bennies: 7/7
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Jack 'Bullet' Jones
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Re: Day 3: Death Comes in Darkness

Post by Jack 'Bullet' Jones »

Soak and responding in kind
Benny to soak
[dice]0[/dice]

WD Soak
[dice]1[/dice]

Ace WD Soak with prior
[dice]2[/dice]

Exalted Quickness
[dice]3[/dice]

WD EQ
[dice]4[/dice]

Action 2 and 3, ignoring 2 points MAP: Drawing Hellfire Hand Cannon and Shard Pistol, moving pace to R-30

Quickness, 2nd round, ignoring 2 points MAP
Shooting Hellfire Hand Cannon at dog boy W-30: d12+2 shooting, no cover - add 2 to these results
[dice]11[/dice] - hit with raise

WD Shooting HHC
[dice]12[/dice]

Damage with HHC on W-30
[dice]13[/dice]
[dice]14[/dice] - total result = 19
Plasma ignition
[dice]15[/dice]

Shooting Shard Pistol, ROF 3 - autofire penalty negated by shooting - net no bonus
Dog boy W-32
[dice]5[/dice] - hit with raise

[dice]16[/dice]
[dice]17[/dice]
[dice]24[/dice]

Dog boy Y-30
[dice]6[/dice]

[dice]18[/dice]
[dice]19[/dice] - disregard
[dice]25[/dice]

Dog boy AA-32
[dice]7[/dice]

WD Shooting Shard Pistol - replaces miss on AA-32
[dice]8[/dice]

[dice]20[/dice] - hit, no Shaken, no wounds
Benny to reroll damage
[dice]26[/dice]

Telekinesis - picking up dead dog boy's rifle from near Blurre, firing at W-34
[dice]9[/dice]

Ace TK with prior
[dice]21[/dice]

WD TK
[dice]10[/dice]

Ace WD TK
[dice]22[/dice]

Damage from rifle with raise on W-34
[dice]23[/dice] AP 2
[dice]27[/dice]

Final Tally: W-30, W-32, W-34, Y-30 are toast. AA-32 is Not Shaken
The grenades throw a hail of heated shrapnel at the two heroes. Jack's duster swirls independently of his movements, managing to ward off the brunt of the blast. Sir Keegan doesn't fare nearly as well. "Shucks, old timer. Head on back inside, set a spell. Preacher'll fix ya up, and ah'll bet Stella'd pour you a drink. Don't you fret none. Ah'll take care a' these curs!" His movements quicken to an inhuman pace. He leaps over the fallen cyber-knight and lands on the ground with a prime view of a whole smattering of enemies, and draws both of his pistols.
"Yeehaw! Now y'all're gonna learn why they call me Bullet Jones!" He fires the first blast from his hand cannon, immolating the first dog boy along the wall near Blurre. Rapid fire from the shard pistol in his left hand mows down two more of the dog boys, with the furthest one taking a hit but managing to shrug it off. Independently of visible force, the rifle on the ground near Blurre rises into the air, and fires at the last dog boy next to the cyber knight, blasting a hole in one side and out the other.
"Ah hope y'all brought more a' them mutts! Ah'm just gettin' warmed up here!"
Last edited by Jack 'Bullet' Jones on Tue Jan 23, 2018 12:07 am, edited 1 time in total.
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
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Sir Blurre
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Re: Day 3: Death Comes in Darkness

Post by Sir Blurre »

OOC Comments
Run on an arc around to M39, attacking Psi-Stalker at L39, also adjacent to Dog-Boy at N38. Run is a Free Action, charge adds +2 damage if I hit, if I shake he gets knocked Prone.

Charge/Overrun Wild Attack strike with Psi-Whip (+2 Fighting, -2 Parry)
Fighting [dice]0[/dice]
Wild Fighting [dice]1[/dice]
Ace Running Total [dice]2[/dice]
Ace Running Total [dice]3[/dice]
Vs. Parry 8
Raise!
Raise Damage: [dice]4[/dice]
19, AP 8 vs. 13(6) = 12 Damage = 3 Wounds. If he fails to Soak it all, he's also knocked Prone.
.
Sir Blurre snarls in anger as the older Cyber-Knight is nearly killed by the barrage of grenades. "Sir Keegan! Get inside, let us deal with this!" Grateful to Jack for clearing the curs from his path, he takes a long, dashing arc around the DogBoys at the corner, hoping they will all concentrate on him if he puts the leech commanding them in mortal danger--or flee if he can kill the bastard.

As he comes up to the Psi-Stalker, he leaps high, bring the pulsing energy whip down across the Stalker's face and chest. "And stay down!" he bellows.
Current Combat Stats
Base Parry: 11
Shield: Parry +2, Armor +4 vs. Ranged
Wild Attack: Parry -2
CK Combat: -2 to be hit by tech weapons
Deflection w/ Raise: -4 to be hit (Round 2)
Orrin's Armor Power: +4 Armor (Round 2)

Total: Parry 11, -6 to be hit with tech weapons, -4 if the dogs bite
Toughness Melee 12 (8); Ranged 16 (12)
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 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.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]
User avatar
Duncan Montana
Posts: 50
Joined: Thu Dec 07, 2017 3:24 am

Re: Day 3: Death Comes in Darkness

Post by Duncan Montana »

Notice 8 K-common 4
Notice: [dice]0[/dice]
WILD dye: [dice]1[/dice]
-ACE: [dice]17[/dice]

Common Knowledge: [dice]2[/dice]
WILD dye: [dice]3[/dice]
Shooting 8 7 12 10
Shooting (RoF 4):
[dice]4[/dice]

[dice]5[/dice]

[dice]6[/dice]

[dice]7[/dice]

WILD dye: [dice]8[/dice]
Damage 2AP 18 19 15 16
Damage:
[dice]9[/dice]
-ACE: [dice]18[/dice]
WILD dye: [dice]10[/dice]

[dice]11[/dice]
-ACE: [dice]19[/dice]
WILD dye: [dice]12[/dice]

[dice]13[/dice]
WILD dye: [dice]14[/dice]
atk raise dye: [dice]21[/dice]

[dice]15[/dice]
WILD dye: [dice]16[/dice]
-ACE: [dice]20[/dice]
atk raise dye: [dice]22[/dice]

Duncan counts at least two solid hits on his first salvo. Alrighty, now that I got the range, let's do this.
Once he feels he has the ideal mid range for his L-20, Duncan swings Bandit in a hard right turn to run parallel to the hounddogs position. A few glancing shots from the hounds splash off his armor as he takes careful aim and unleashes another pinpoint salvo that chews up the 3 remaining hounds on the north side of the Sidewinder.

">>North side is clear, uh except for the Sammies maybe. I'll be swingin' round the east side soon. How's everyone holdin' out?<<"
Duncan Montana
Duncan Montana
Gunslinger
Agility d10, Smarts d8, Spirit d6, Strength d6 d12+2, Vigor d6
Charisma: 2 ; Pace: 6 (8) (d6 running); Parry: 6; Toughness: 5 17(10)
Clueless (-2 to all K-Common rolls), Loyal, Big Mouth
Notice d6, Common Knowledge d8-2, Intimidation d4-2, Persuasion d4+2
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Quick: (re-draw combat initiative card < 6)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Steady Hands: (Ignores the “unstable platform” penalty for firing from the backs of animals or while riding in moving vehicles. In addition, when performing actions while Running (see page 65), his penalty is –1 instead of –2)
Two-Fisted: (May attack with a weapon in each hand without multi-action penalty)
Woodsman: (+2 to Tracking, Survival, and Stealth rolls made in the wilderness)
Lucky: (+1 benny/quarter)
Brave: (+2 to Fear rolls)

WOUNDS:

Bandito Arms RH-1002B Robot Riding Horse "Bandit"
Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d8
Skills: Fighting d4, Notice d8+2, Survival d6
Pace: 12 (Acc/TS 10/50); Parry: 4; Toughness: 17 (8)
Special Abilities
  • All-Terrain: Ignores penalties for rough terrain, and each inch counts as 1.5” instead of 2”
  • Armor +8: High strength alloy, M.D.C.
  • Handling: Riders gain +2 on all Riding checks.
  • Kick: Str, Mega Damage.
  • Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imaging, night vision, HUD, and +2 to Notice checks
  • Environmental Weakness (Electricity): Robots suffer +4 damage from electrical attacks.
  • Nuclear Power Pack - Robot does not need to be recharged for 15 years
  • Size +2: Based on the mustangs of old, these robot horses are of a strong, compact model.
  • Travel Speed: Use the Acc/TS for overland speeds; use pace for combat


Adv. Cards
Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
Florence Nightingale: Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.

BENNIES (LUCKY): 7/4
  • +1 from last Q bonus
  • +1 given upon return from the fade
  • +1 for donating supplies to refugees
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Kim Black
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Posts: 278
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 3: Death Comes in Darkness

Post by Kim Black »

Notice 6 Success
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Common Knowledge 4 Success
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
***

Kim watched the ruined SAMAS unit plummet to the ground, and then laser fire splattered over her force shield, but didn’t get through. She glared at the two dogboys that had shot her, but there was still one SAMAS that had to take priority. Unfortunately, she had to stand there in the open to keep the force screen up.

“Bad dogs. I’ll get to you later,” Kim said before focusing her backpack cannon on the remaining flying armor and releasing fiery death.

An alert sounded, and Kim looked over to the diagnostic readout. “Oh, shazbot!” she exclaimed, quickly shutting down the overheating cannon. Blast it! The plasma emitter was misaligned! It wasn’t a big deal, but it was going to throw off her shooting until she could fix it.

***
Conditions
  • Arcane Machinist (6/6)
  • Backpack of Shooting Stars
    • 40/42 shots
    • PPE 5/10
  • Force Screen: +5 MDC Armor, can’t move (2r)
    • Toughness: 17 (12) MDC
Shooting 5 Hit Critical Failure
+2 Machine Maestro, +2 Size
Shooting [dice]4[/dice]
Wild [dice]5[/dice]
Damage 30 2 Wounds
[dice]6[/dice]
Technical Difficulties 2 Glitch -1 Shooting
[dice]7[/dice]
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Vibro-Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
Vehicle
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Loot
Loot
  • 2 L-20 Pulse rifles
    • Damage: 3d6+1
    • Range: 25/50/100
    • ROF 4
    • AP 2
    • Shots: 40
    • Weight: 7
  • 2 Wilk’s-Remi 136 pistols
    • Damage: 2d6+1, AP 4
    • Range: 15/30/60
    • ROF: 1
    • Shots: 16
    • Weight: 3
  • 2 Vibro-knives
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
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Silverclaws
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Posts: 234
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 3: Death Comes in Darkness

Post by Silverclaws »

Running to the downed SAMAS, Silver slides beside it on the right. Lifting the railgun, Silver takes aim at the still airborne SAMAS and mashes down the pilot's fingers and hand on the trigger.
Rail Gun Auto Fire 3 Round Burst
    • Shots Fired
    • Shooting 1 [dice]3[/dice] -- Miss
    • Shooting 2 [dice]4[/dice] -- Wild Die Substitution (16) Success, Raise
    • Shooting 3 [dice]5[/dice] -- Miss
    • Wild Auto Fire [dice]6[/dice]
    • Aced Wild plus Previous [dice]10[/dice]
    • Aced Aced plus Previous [dice]13[/dice]
    • Damage Done
    • Damage 1 [dice]7[/dice] (AP 10)
    • Aced Damage Die [dice]11[/dice]
    • Damage 2 [dice]8[/dice] (AP 10)
    • Aced Damage Die [dice]12[/dice]
    • Bonus Damage Die [dice]14[/dice]
    • Aced Bonus plus Previous [dice]15[/dice]
    • Damage 3 [dice]9[/dice] (AP 10)
    The shots start low, barely missing Duncan.

    The First Shot is a miss. The Second Shot is a solid hit (35 MDC, AP 10). The Third Shot flies high over top of the SAMAS.

    out weighed
    Silver runs to the downed SAMAS unit. Lifting it up under the armpits, Silver hurls the SAMAS overhead at the SAMAS near Duncan to the North (A12).
    Overconfident Hindrance
    • Throwing
    • Throwing [dice]0[/dice]
    • Wild throwing [dice]1[/dice]
    • Aced Wild plus Previous [dice]2[/dice]
    [/list][/list]
    Silverclaws
    Quick Stats _
    Veteran Wolfen MARS Techno-Warrior
    Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
    Wounds: None || Fatigue: None
    Combat Edges:
    • Level-Headed Edge: Draw two initiative cards and take the best.
    • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
    Relevant Edges:
    Bennies: 4/4
    Weapons
    Weapons On Hand _
    • JA-9 Variable Laser Rifle
    • Chain Greatsword
    • Silvered Vibro-Blade Vembraces
    Adventure Cards _
    • .
    • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
    User avatar
    Orrin Truthseeker
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    Posts: 220
    Joined: Mon Sep 11, 2017 8:11 pm

    Re: Day 3: Death Comes in Darkness

    Post by Orrin Truthseeker »

    Mechanics
    Notice [dice]0[/dice]
    Wild [dice]1[/dice]

    CK [dice]2[/dice]
    Wild [dice]3[/dice]

    Turn A:
    Spellcasting for Quickness [dice]4[/dice] (+2 for gear, -2 for MAP)
    Wild [dice]5[/dice]
    -4PPE

    Action 2: Draw Bandit IP-10 Ion Pistols

    Turn B:
    Spellcasting (Greater Armor on Keegan) [dice]6[/dice] (+2 for gear)
    Wild [dice]7[/dice]
    -5PPE
    Orrin is sprinting down the hall when he hears the deafening sound of not one, but two grenades going off in the same area he had just heard Jack characterstic drawl.

    He draws his pistol as he about faces and swerves into the room he had just passed, running full speed toward the window. He mumbles a few words to boost his adrenaline and heighten his senses. At the last moment he leans his shoulder down and jumps, shattering the window and dropping to the ground, trusting in his runed enhanced skin to absorb enough of the impact to protect him.

    His head on a swivel, he takes in the situation. "Keegan!" he yells when see the old Knight struggling up the steps with some severe wounds. He dashes toward Keegan taking cover at the end of the stairs as he places his gunned hand on Keegan and draws on the arcane energies stored in the power unit in his chest. Small flecks of his skin glowing with arcane power flow into and bond with the knights armor, strengthening its weakest points.

    Confident he has done what he can to protect the knights Orrin grabs his radio.

    "Preacher! We could use your help out back. Those last grenades hit Sir Keegan pretty hard...."

    [Orrin ends his turn at what cover he can get at R27 and gains the benefit of quickness. Keegan gets +5 MDC armor]
    Orrin Truthseeker
    Orrin Truthseeker
    Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

    Parry: 4+1
    Pace: 5+2
    Toughness: 16 (6)
    Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

    Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
    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: 1/3
    -1 Bennie - advancing through the train
    -1 Bennie to unshake after backlash
    -1 Bennie gifted to Blurr through common bond
    +3 from Stella
    +1 Jack Joker
    +1 Tito Joker
    -2 try to free the kids
    -1 Reroll puppet resist
    -1 reroll puppet breakout

    Aventure Cards:
    Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

    Spill the Beans:
    The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

    Power Surge: Immediately recover all spent Power Points.

    Update Signature
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    Severianna
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    Posts: 103
    Joined: Fri Aug 04, 2017 10:45 am

    Re: Day 3: Death Comes in Darkness

    Post by Severianna »

    Notice 3,5,5 CK 8
    Notice (+2 Sight based rolls - cybernetics) (+2 rolls that only relate to traps and similar devices)
    Notice roll [dice]0[/dice]
    Wild Die roll [dice]1[/dice]

    Common Knowledge (-2 Clueless Hinderence)
    CK roll [dice]2[/dice]
    Wild Die roll [dice]3[/dice]
    Ace CK roll [dice]5[/dice]
    Run Sev Run!!! 11
    Running Die[dice]4[/dice]

    Attack 1 (Hit 11, damage 11)
    Right hand electro Whip
    Fighting [dice]6[/dice]
    Wild Fighting [dice]7[/dice]
    Damage [dice]8[/dice] [dice]9[/dice] AP 6; Mega Damage

    Attack 2 (Hit 14, damage 13)
    Left hand electro Whip
    Fighting [dice]10[/dice]
    Wild Fighting [dice]11[/dice]
    Wild Fighting ACE [dice]18[/dice]
    Damage [dice]12[/dice] [dice]13[/dice] AP 6; Mega Damage

    Attack 3 (hit 7, damage 4)
    Vibro knife Tail
    Fighting [dice]14[/dice]
    Wild Fighting [dice]15[/dice]
    Damage [dice]16[/dice] [dice]17[/dice] AP 4; Mega Damage
    Severianna sits in the dark, hiding and licking her wounds. She didn't like the terms of the last encounter and is going to make sure that doesn't happen again. She hears the sounds of battle and her companions giving the Dog Boys hell. "Dammit!" she screams, and then looks over at the angelic barmaid. "Stella, I'll help you clean up this broken window when this is all said and done, I promise." And I'm gonna have to ask you about somethings when this is all done as well, she thinks to herself. With that she breaks into a full sprint, runs to the window [@ W13] and jumps through it. She sensed the thermal heat signatures of the two Dog Boys coming around the corner of the Sidewinder outside. Not stopping she sticks the landing and heads straight to the Dog Boy at BB14 the electro whips from her vambrances flash with blue light and her tail clinching a vibro knife.
    Severianna
    Quick Stats
    Night Crawler, MARS PC, DESCRIPTION, ETC
    Bennies: 4/4
    Agility d12+1, Smarts d6, Spirit d10, Strength d10, Vigor d12
    Charisma: 0,-4 CS; Pace: 6; Parry: 13; Toughness: Light Armor 12 (4), Tactical Armor 14 (6) Light Armor + shield 16 (4),
    2 shields 20 (4), Tactical + shield 20 (6), 2 shields 24 (6)

    Hindrances: Clueless; Vow to help other slaves/captured creatures; Loyal to friends; InHuman; Curiosity, Wanted; Coalition, Quirk - touchy tail
    Notice d6 (+2 that relates to traps and similar devices, +2 sight based rolls (cybernetic eyes), Common Knowledge d4-4, Intimidation d4-2, Persuasion d4-2
    Edges and Abilities of Note: Acrobat +2 Agility rolls, Dirty Fighter +4 w/Acrobat on trick moves, Tricky Fighter no multi-action penalty for tricks, Ambidextrous, Two-Fisted, Nerves of Steel & Improved Nerves of Steel ignore 2 pts of wound penalties, Combat Reflexes +2 to Spirit rolls to recover from Shaken, Prehensile Tail that gives an additional non-movement action each round.
    Adventure cards:
    • Out of the Frying Pan - Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
    • We Have The Talent - you gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.

    Image
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    Rill
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    Posts: 169
    Joined: Mon Sep 11, 2017 8:53 am

    Re: Day 3: Death Comes in Darkness

    Post by Rill »

    Orrin Truthseeker wrote:
    His head on a swivel, he takes in the situation. "Keegan!" he yells when see the old Knight struggling up the steps with some severe wounds. He dashes toward Keegan taking cover at the end of the stairs as he places his gunned hand on Keegan and draws on the arcane energies stored in the power unit in his chest. Small flecks of his skin glowing with arcane power flow into and bond with the knights armor, strengthening its weakest points.

    Confident he has done what he can to protect the knights Orrin grabs his radio.

    "Preacher! We could use your help out back. Those last grenades hit Sir Keegan pretty hard...."
    Notice 8, CK 8
    Notice [dice]0[/dice] (includes Awareness and sight)
    Wild [dice]1[/dice]
    CK [dice]2[/dice] (includes HJ bonus)
    Wild [dice]3[/dice]
    Seeing that Silver and Kim had the front of the building covered, Rill only has a moment to lament the bloodshed before Orrin's voice comes over the radio. The old Cyber-Knight was hit!

    "I'm on my way!"
    Movement 7 Inches
    Rill will move his full speed into the building toward the sounds of combat, and he'll even run to try and get there faster. Run [dice]4[/dice]
    Character Sheet
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    Tribe of One
    Posts: 1208
    Joined: Wed Aug 30, 2017 9:28 am

    Post Day 3: Death Comes in Darkness

    Post by Tribe of One »

    Various Rolls and Initiative
    Psi-Stalker uses a GM Benny to Soak
    Vigor [dice]0[/dice]
    Wild Die [dice]1[/dice]
    Another GM Benny for Extra Effort [dice]2[/dice] Soaks 2, so 1 Wound and Knocked Prone

    Initiative
    Rill [dice]3[/dice] = 10 Clubs
    Jack (Quick) [dice]4[/dice] = 10 Diamonds
    Silver (Level-Headed) [dice]5[/dice] [dice]6[/dice] = 5 Diamonds, Queen of Spades
    Blurre [dice]7[/dice] = 5 Clubs
    Kim [dice]8[/dice] = 9 Clubs
    Sev [dice]9[/dice] = 6 Clubs
    Orrin [dice]10[/dice] = 4 Diamonds
    Duncan (Quick) [dice]11[/dice] = 7 Spades

    Keegan (Level-Headed) [dice]12[/dice] [dice]13[/dice]
    Reroll both: [dice]15[/dice] [dice]16[/dice] = 9 Hearts, Queen of Hearts
    Coalition [dice]14[/dice] = 2 Spades

    Everybody beats the Coalition this round.
    Unscathed by the grenades, Jack emerges from the smoke and debris firing with both barrels, every shot seeming to put a hole in a Dog Boy's head. Only one of his targets survives unscathed, as the shot from Jack's shard pistol ricochets from the sloped plate over its hairy forehead.

    The barrage frees up Sir Blurre, who wastes no time charging in a looping arc to attack the Firebreather-armed Psi-Stalker commanding the Dog Boy squad. With a lash of his psi-whip, the Cyber-Knight knocks the Coalition officer to the ground, though the foe rolls with the damage and is only lightly wounded.

    Duncan, riding fast to the east, takes out the remaining three Dog Boys in cover there, the shots from his L-20 landing one after another and leaving smoking holes in eye sockets and unarmored throats.

    Kim unleashes another blast of arcane fire from her cannon, hoping to down the second SAMAS, but the weapon misfires, the barrel thrown out of alignment. Without missing a beat, Silver lunges for the rail gun hanging from the dead hand of the downed SAMAS and uses it to shoot down its partner. Rail gun rounds split open the chest and helmet of the second pilot, sending the jet-powered suit into a spiral that takes it just beyond city limits before crashing in a pillar of fire.

    Orrin runs outside, casting a protective spell on the badly-wounded cyber-knight, Keegan, before taking cover as the old man limps inside. As Rill runs inside to try to help the old man, Severianna crashes through the upstairs window, lashing out with her energy whips as she lands and cutting down the surprised Dog Boy that had been firing at Kim.

    In the distance, you can hear the sound of more SAMAS suits approaching, as well as the screams and explosions to the east where the Coalition's war machines advance.

    All of you beat the Coalition's Initiative this round, so ...You're Up!

    Combat Map
    Attack on Black Mesa-Sidewinder-3.jpg
    Town Map
    Black Mesa Big Map-3.jpg
    Combat Stats
    In general, lighting is "Dark," inflicting a -2 penalty to hit that can be offset by most armor.
    • Dog Boys: Parry 6; Toughness 12 (5); Some will have medium (-2) or better cover, depending on attacker's position
    • Psi-Stalker (Wild Card): Parry 8; Toughness 13 (6); He's Prone at the moment
    GM Bennies: 7/7
    User avatar
    Sir Blurre
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    Re: Day 3: Death Comes in Darkness

    Post by Sir Blurre »

    OOC Comments
    Fighting Modifiers: +2 attacking Prone target, +2 Wild Attack, -4 Headshot
    Fighting [dice]0[/dice]
    Wild Fighting [dice]1[/dice]
    Extra Effort Benny [dice]2[/dice]

    Raise. Original Damage roll before my brain-spasm was 14, but was a straight hit.
    Raise Damage [dice]3[/dice] AP 8
    Two Wounds



    .
    Blurre decides that the Dog-Boys, while more numerous, are sufficiently unable to strike him as to be lower priority. Anyone who can shrug off so much of the blow he delivered the Psi-Stalker, however, is a more serious threat. Trusting to the shield to help cover any flaw in his defenses, he continues to batter the prone leech, aiming to make sure he doesn't get up again, at least not during this battle.

    Current Combat Stats
    Base Parry: 11
    Shield: Parry +2, Armor +4 vs. Ranged
    Wild Attack: Parry -2
    CK Combat: -2 to be hit by tech weapons
    Deflection w/ Raise: -4 to be hit (Round 3)
    Orrin's Armor Power: +4 Armor (Round 3)

    Total: Parry 11, -6 to be hit with tech weapons, -4 if the dogs bite
    Toughness Melee 12 (8); Ranged 16 (12)
    Sir Blurre
    Quick Stats
    Quick-Flex Cyber-Knight
    Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
    Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
    Charisma: +2; Pace: 14/d12+1;
    Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
    No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
    Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
    Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
    Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
    Powers: Speed, Deflection, Quickness, Wall-Walker

    Bennies: 4/5
    ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

    [list]Q2/19 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.
    Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
    Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]
    User avatar
    Jack 'Bullet' Jones
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    Re: Day 3: Death Comes in Darkness

    Post by Jack 'Bullet' Jones »

    Exalted Quickness, Round 1
    TK to shoot at AA-32
    [dice]6[/dice]

    Damage with raise
    [dice]16[/dice]

    Ace damage 1 die with prior - Total: 20 - Dead
    [dice]17[/dice]

    WD TK
    [dice]7[/dice]

    Move from R-30 to U-36, at pace

    Shooting Shard Pistol, ROF 3, at 3 grenade launcher dog boys
    Shooting at Q-40
    [dice]0[/dice]

    Damage with raise - Total: 15 AP 1 - Dead
    [dice]8[/dice]
    [dice]9[/dice]

    Shooting at P-38
    [dice]1[/dice]

    Damage - Total: 13 - Shaken
    [dice]10[/dice]

    Shooting at N-38
    [dice]2[/dice]

    Ace shooting N-38
    [dice]11[/dice]

    Damage with raise - Total: 20 - Dead
    [dice]12[/dice]
    [dice]13[/dice]
    Ace 1 damage die with prior total
    [dice]18[/dice]

    WD Shooting Shard Pistol
    [dice]3[/dice]

    Shooting HHC at stray (still living) dog boy - P-38
    [dice]4[/dice]

    Damage with raise - Total: 15 - Dead
    [dice]14[/dice]
    [dice]15[/dice]

    WD Shooting HHC
    [dice]5[/dice]
    Jack continues his barrage. The floating rifle shoots at the last of the southern dog boy pack, from exceedingly close range, drilling a hole in several very vital body parts and sending him to his last reward. Jack hustles towards the last group, fanning wide from the corner of the building to give himself some distance. As soon as he clears the edge, he opens up with the shard pistol, spraying the Dragonfire-wielding dog boys, ending two of them and giving the third a very brief moment of reflection before the Hellfire Hand Cannon finds its mark. The blast of plasma clears the last of the dog boys, leaving the psi-stalker alone with his thoughts and an angry cyber-knight.
    Exalted Quickness, Round 2
    Shooting HHC at prone psi-stalker, shooting bonus and cover penalty push
    [dice]19[/dice]

    Damage with raise - Total: 23 - 3 wounds
    [dice]23[/dice]
    [dice]24[/dice]
    Ace 1 damage die with prior
    [dice]26[/dice]
    Ace raise damage die with prior
    [dice]27[/dice]

    WD Shooting
    [dice]20[/dice]

    Shooting Shard Pistol at Psi-Stalker, 3RB;
    [dice]21[/dice]

    Damage with 3RB bonus - Total: 22 - 2 wounds
    [dice]25[/dice]
    Ace damage with prior
    [dice]28[/dice]

    WD Shooting SP
    [dice]22[/dice]

    Notice
    [dice]29[/dice]

    WD Notice
    [dice]30[/dice]

    Ace WD Notice
    [dice]31[/dice]
    Jack pauses for a moment as Blurre tries to get his strikes through the psi-stalker's guard. Ah'm tired a' waitin'. He takes aim with both pistols as both men twist and dance, psi-whip and rifle flailing at each other in hopes of gaining the advantage over the other. His opening comes, and Jack lets off with both guns at the same time. The plasma blast almost singes Blurre's leg as it blows by and impacts on the hapless CS psi-stalker, and a burst from the shard pistol riddles the fallen combatant for good measure.

    "Ah got 'em."

    He raises the pistols to his face and blows smoke from the muzzles. He takes one more look around to make sure all immediate foes have been properly dealt with.
    Bullet Jones
    Jack "Bullet" Jones
    Current Status Post
    Bennies: 2/3
    Wounds / Fatigue: 0 / 0
    Parry: 5
    Toughness: 14 (6)
    ISP: 38 / 50
    Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
    Pace: 6
    Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
    Armor: TW Lucky Devil's Duster
    • +6 Armor
    • +1 Toughness
    • FEP
    • +2 Gambling
    • Armor, Quickness, Invisibility powers
    Weapon(s) in holster:
    Right hand: PHC
    Left hand: Hellfire Hand Cannon
    Telekinesis: inactive
    Adventure Cards:
    • none drawn yet
    Edit Signature
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    Duncan Montana
    Posts: 50
    Joined: Thu Dec 07, 2017 3:24 am

    Re: Day 3: Death Comes in Darkness

    Post by Duncan Montana »

    Notice 3 K-common 2
    Notice: [dice]0[/dice]
    WILD dye: [dice]1[/dice]

    Common Knowledge: [dice]2[/dice]
    WILD dye: [dice]3[/dice]
    Duncan takes another hard right turn with Bandit and raises his rifle to fire again but a gout of plasma appears to end the baldy and no more hounds were left standin', near as he can tell. He slows Bandit to a stop a several yards from the wounded cue ball, whom he keeps a wary eye on, knowin' they ain't quite as human as they look. He pops his faceplate and sheepishly asks Jack and Blurre, "You boys ok? Sorry it took so long for me to get here but I temporarily forgot I can't outgun a Sammy."
    Duncan Montana
    Duncan Montana
    Gunslinger
    Agility d10, Smarts d8, Spirit d6, Strength d6 d12+2, Vigor d6
    Charisma: 2 ; Pace: 6 (8) (d6 running); Parry: 6; Toughness: 5 17(10)
    Clueless (-2 to all K-Common rolls), Loyal, Big Mouth
    Notice d6, Common Knowledge d8-2, Intimidation d4-2, Persuasion d4+2
    I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
    Quick: (re-draw combat initiative card < 6)
    Nerves of Steel: (He may ignore 1 point of wound penalties)
    Steady Hands: (Ignores the “unstable platform” penalty for firing from the backs of animals or while riding in moving vehicles. In addition, when performing actions while Running (see page 65), his penalty is –1 instead of –2)
    Two-Fisted: (May attack with a weapon in each hand without multi-action penalty)
    Woodsman: (+2 to Tracking, Survival, and Stealth rolls made in the wilderness)
    Lucky: (+1 benny/quarter)
    Brave: (+2 to Fear rolls)

    WOUNDS:

    Bandito Arms RH-1002B Robot Riding Horse "Bandit"
    Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d8
    Skills: Fighting d4, Notice d8+2, Survival d6
    Pace: 12 (Acc/TS 10/50); Parry: 4; Toughness: 17 (8)
    Special Abilities
    • All-Terrain: Ignores penalties for rough terrain, and each inch counts as 1.5” instead of 2”
    • Armor +8: High strength alloy, M.D.C.
    • Handling: Riders gain +2 on all Riding checks.
    • Kick: Str, Mega Damage.
    • Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imaging, night vision, HUD, and +2 to Notice checks
    • Environmental Weakness (Electricity): Robots suffer +4 damage from electrical attacks.
    • Nuclear Power Pack - Robot does not need to be recharged for 15 years
    • Size +2: Based on the mustangs of old, these robot horses are of a strong, compact model.
    • Travel Speed: Use the Acc/TS for overland speeds; use pace for combat


    Adv. Cards
    Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
    Florence Nightingale: Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.

    BENNIES (LUCKY): 7/4
    • +1 from last Q bonus
    • +1 given upon return from the fade
    • +1 for donating supplies to refugees
    User avatar
    Kim Black
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    Posts: 278
    Joined: Mon Sep 11, 2017 1:33 am
    Location: Wheaton, IL

    Re: Day 3: Death Comes in Darkness

    Post by Kim Black »

    Notice 7 Success
    Notice [dice]0[/dice]
    Wild [dice]1[/dice]
    Common Knowledge 9 Raise
    Smarts [dice]2[/dice]
    Wild [dice]3[/dice]
    ***

    “Thanks, Silver,” Kim called as the large wolfen downed the last SAMAS. She turned to face the last dog boy that had been shooting at her. “Do we want one for questioning?”she asked as she pulled out a small ocarina decorated with emeralds from her belt. She played a short tune. Small rifts opened around the dog boy, and long, black tentacles dripping with acid reached out, wrapping tightly around the CS soldier.
    Greater Entangle 10
    Opposed by Agility. Success, fully restrained; Raise, escape attempts at -4
    TW [dice]4[/dice]
    Wild [dice]5[/dice]
    Extra Effort [dice]6[/dice]
    ***
    Conditions
    • Arcane Machinist (6/6)
    • Backpack of Shooting Stars
      • 40/42 shots
      • PPE 5/10
      • Glitch: -1 Shooting (Repair -1, 1d6 x 5m)
    • Force Screen: +5 MDC Armor, can’t move (1r)
      • Toughness: 17 (12) MDC
    Equipment
    This should be about at her load limit of 30 lb.
    • Backpack of Shooting Stars
    • Combat Mage Armor
    • TK Revolver
    • Vibro-Sword
    • Tool kit
    • First aid kit
    • Survival knife
    • Wooden cross
    • Canteen
    • Rations
    Vehicle
    Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
    • NG-E4 Plasma Ejector
      • Damage: 3d10
      • Range: 24/48/96
      • ROF 1
    • Size 2
    • Acc/TS 12/60
    • Toughness 11 (4)
    • Crew 1+1
    • Remaining Mods 1
    • Notes: Exposed Crew, Handling 3, Hover
    Loot
    Loot
    • 2 L-20 Pulse rifles
      • Damage: 3d6+1
      • Range: 25/50/100
      • ROF 4
      • AP 2
      • Shots: 40
      • Weight: 7
    • 2 Wilk’s-Remi 136 pistols
      • Damage: 2d6+1, AP 4
      • Range: 15/30/60
      • ROF: 1
      • Shots: 16
      • Weight: 3
    • 2 Vibro-knives
    Character Tracking
    Kim Black Character Sheet
    Parry: 5; Toughness: 14 (7)
    PPE: 14/20
    Bennies: 2/3
    Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
    Ace: May make Soak rolls for vehicles at -2

    Backpack of Shooting Stars
    • 42/42 shots
    • PPE 10/10
    Device: Boost Trait (Shooting)
    • PPE 13/17
    Hellfire Sword
    • PPE 10/10
    Jammer Pistol
    • 10/10 shots
    UEMC (10 charges/e-clip)
    Adventure Cards
    • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
    • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
    • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


    Equipment
    This should be about at her load limit of 30 lb.
    • Backpack of Shooting Stars
    • Combat Mage Armor
    • TK Revolver
    • Hellfire Sword
    • Tool kit
    • First aid kit
    • Survival knife
    • Wooden cross
    • Canteen
    • Rations
    • Multitool: +1 Repair
    • UEMC


    Vehicles
    Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
    Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
    • Light Missile Launcher (turret)
      • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
      • Range: 150/300/600
      • Shots: 8
        • 1 reload of 8 shots (anti-vehicle)
      • Reload: 3000/missile/total=24k credits
    • Light Rail Gun (forward mounted)
      • Damage: 2d10+4, ROF 3, AP 10
      • Range: 100/200/400
      • Shots: 45
      • Reload: 10,000 credits
    • Size 5
    • Acc/TS 15/60
    • Toughness 25 (14)
    • Crew 1+5
    • Remaining Mods: 1
    • Handling 1
    • Hover
    • Environmental systems
    • MDC Armor
    • Sensor suite
    • TW Minor Mods: +2 Piloting
    • TW Major Mods: +4 die types to Piloting
    • Cantrip: Purple flame light on the front grill
    Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
    • NG-E4 Plasma Ejector
      • Damage: 3d10
      • Range: 24/48/96
      • ROF 1
    • Size 2
    • Acc/TS 12/60
    • Toughness 11 (4)
    • Crew 1+1
    • Remaining Mods 1
    • Notes: Exposed Crew, Handling 3, Hover
    Police Hovercycle (Speedster hovercycle)
    • Mini Rail Gun
      • Damage: 2d8+4, ROF 4, AP6
      • Range: 75/150/300
      • Shots: 32
    • Toughness 17 (8)
    • ACC/TS: 15/80
    • Size 2
    • Crew: 1
    • Exposed Crew, Hover
    Big Boss ATV (space girl has it currently)
    • Toughness 23 (12)
    • Acc/TS 15/60
    • Size 4
    • Crew 1+3
    • Remaining Mods 2
    • Notes: All-Terrain, M.D.C. Armor
    Mission Loot
    494,000 credits in salvage/misc gear and cyberwear
    A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
    A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
    A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
    A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
    Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
    5 Plasma grenades
    4 High Explosive grenades
    4 Armor Piercing grenades
    4 Frag grenades
    User avatar
    Silverclaws
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    Posts: 234
    Joined: Thu Sep 28, 2017 1:42 pm

    Re: Day 3: Death Comes in Darkness

    Post by Silverclaws »

    At Kim's mention of interrogation, Silverclaws growls very low, "Little one, best to finish with the CS lap dog. Interogation would be better on one of the SAMAS pilots or maybe the pasty faced ones."

    Talking of interrogation, reminds Silver that he could gather some information before the next wave hits.

    Taking out his data jack from his wrist mounted computer, he tries to locate the access port for the on board controls for the SAMAS.
    Intel Gathering
    • Notice Check 5 or 7
    • Notice [dice]0[/dice] (+2 Natural, +2 Sight, Sound, Smell)
    • Wild Notice [dice]1[/dice]
    • Repair Check 7
    • Repair [dice]2[/dice] (-2 unskilled, +4 Core Electronics Package)
    • Aced Repair plus Previous [dice]5[/dice]
    • Wild [dice]3[/dice]
    • Common Knowledge 8
    • Common Knowledge [dice]4[/dice] (+4 Core Electronics Package)
    • Wild CK [dice]6[/dice]
    • Search Criteria.
    • Railgun capacity.
    • Mission Objectives
    • CS Force composition
    Silverclaws
    Quick Stats _
    Veteran Wolfen MARS Techno-Warrior
    Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
    Wounds: None || Fatigue: None
    Combat Edges:
    • Level-Headed Edge: Draw two initiative cards and take the best.
    • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
    Relevant Edges:
    Bennies: 4/4
    Weapons
    Weapons On Hand _
    • JA-9 Variable Laser Rifle
    • Chain Greatsword
    • Silvered Vibro-Blade Vembraces
    Adventure Cards _
    • .
    • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
    User avatar
    Rill
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    Posts: 169
    Joined: Mon Sep 11, 2017 8:53 am

    Re: Day 3: Death Comes in Darkness

    Post by Rill »

    Notice 13, CK 4
    Notice [dice]0[/dice] (includes Awareness and sight)
    Notice [dice]6[/dice]
    Wild [dice]1[/dice]
    CK [dice]2[/dice] (includes HJ bonus)
    Wild [dice]3[/dice]
    Rushing to the old Cyber-Knight's side, Rill kneels down and activates his ability to see auras [OOC, detect Arcana at will, no roll], but it doesn't take magical sight to make out the shrapnel and blood.
    Healing, 2 Wounds
    Mysticism [dice]4[/dice]
    Wild [dice]5[/dice]
    Success, heals 2 wounds with automatic raise effect and gives a free roll to unshake
    Rill concentrates a moment and calls upon heaven's power, sealing up some of the Knight's wounds.

    "Now this is within my pay grade," he says while he works.
    Character Sheet
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    Orrin Truthseeker
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    Posts: 220
    Joined: Mon Sep 11, 2017 8:11 pm

    Re: Day 3: Death Comes in Darkness

    Post by Orrin Truthseeker »

    Mechanics
    Notice [dice]0[/dice]
    wild [dice]1[/dice]

    CK [dice]2[/dice] (+2 for HJ)
    wild [dice]3[/dice]

    Spellcasting for conditional spell [dice]4[/dice] (+2 for gear)
    wild [dice]5[/dice]
    This ended up being armor, so -1 PPE (Reduce cost by 1 for raise with wizard edge)

    Spellcasting for deflection [dice]6[/dice]
    wild [dice]7[/dice]
    -2 PPE
    "Dont get too comfortable. More suits en route." Orrin says into his radio.

    Orrin nods to Duncan, and jogs up Jack.

    "I can't take much of hit from these guys, so I'm going to take cover in the Sidewinder." Orrin says, thumbing towards the saloon. He looks Jack in the eyes as he puts a hand on his shoulder. "If you are going to stand your ground against these suits, I can give you a bit of an advantage"

    If Jack indicates that he plans on staying in place. Orrin nods and closes his eyes, muttering under his breath, and Jack is infused with the Spirit of the Archerfish granting him the marksman edge.

    If Jack says he plans on taking cover, Orrin instead casts armor on himself for added protection.


    Orrin then heads into the the saloon, taking up position behind the entryway, as though taking cover, and shrouding himself in darkness for a little added protection.

    No point in making it obvious that this place is shielded

    Orrin moves to R22 and is at -2/-3 to hit for melee/ranged attacks. If Jack wants it, he gains the marksman edge. If he doesnt, Orrin gains +4 armor.
    Last edited by Orrin Truthseeker on Tue Jan 30, 2018 4:29 am, edited 1 time in total.
    Orrin Truthseeker
    Orrin Truthseeker
    Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

    Parry: 4+1
    Pace: 5+2
    Toughness: 16 (6)
    Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

    Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
    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: 1/3
    -1 Bennie - advancing through the train
    -1 Bennie to unshake after backlash
    -1 Bennie gifted to Blurr through common bond
    +3 from Stella
    +1 Jack Joker
    +1 Tito Joker
    -2 try to free the kids
    -1 Reroll puppet resist
    -1 reroll puppet breakout

    Aventure Cards:
    Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

    Spill the Beans:
    The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

    Power Surge: Immediately recover all spent Power Points.

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    Jack 'Bullet' Jones
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    Re: Day 3: Death Comes in Darkness

    Post by Jack 'Bullet' Jones »

    Jack nods to Orrin. "Ah reckon ah oughta take cover myself. Ah don't know how long ah can keep this goin'." He drops the rifle that he had been using telekinetically, and picks up a new Firebreather. "Might as well let 'em beat on Stella's shield 'fore we come out and blast 'em. They don't know their spit can't reach us in there." He turns towards the door. "Blurre, ah'm headin' inside fer now. Ah'll come back out and drill whatever they send our way. If they got heavier artillery'n what we're lookin' at right here, we might be men packin' forks in a land a' soup."
    Jack starts to move for the door along with Orrin.
    Bullet Jones
    Jack "Bullet" Jones
    Current Status Post
    Bennies: 2/3
    Wounds / Fatigue: 0 / 0
    Parry: 5
    Toughness: 14 (6)
    ISP: 38 / 50
    Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
    Pace: 6
    Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
    Armor: TW Lucky Devil's Duster
    • +6 Armor
    • +1 Toughness
    • FEP
    • +2 Gambling
    • Armor, Quickness, Invisibility powers
    Weapon(s) in holster:
    Right hand: PHC
    Left hand: Hellfire Hand Cannon
    Telekinesis: inactive
    Adventure Cards:
    • none drawn yet
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    Tribe of One
    Posts: 1208
    Joined: Wed Aug 30, 2017 9:28 am

    Re: Day 3: Death Comes in Darkness

    Post by Tribe of One »

    Rolls and stuff
    SAM rocket vs. Duncan, armor targeting bonus counteracts size penalty
    Shooting [dice]0[/dice] = Hit
    Damage [dice]5[/dice]
    Ouch, Aces [dice]8[/dice] = 27 Damage, AP 6

    Lt. Ott rocket vs. Blurre, armor targeting bonus counteracts size penalty, -2 for cyberkinetic combat (Deflection will count as extra armor since it's AoE)
    Shooting [dice]1[/dice]
    Wild Die [dice]2[/dice]
    Ace [dice]4[/dice] = Hit
    Damage [dice]6[/dice] = 14 Damage, AP 6

    SAM rocket vs. Jack, armor targeting bonus counteracts size penalty
    Shooting [dice]3[/dice] = Hit
    Damage [dice]7[/dice] = 14 Damage, AP 6

    INITIATIVE
    Rill [dice]9[/dice] = Red Joker
    Jack (Quick) [dice]10[/dice] = 10 Diamonds
    Silver (Level-Headed) [dice]11[/dice] [dice]12[/dice] = 8 Diamonds, Ace of Hearts
    Blurre [dice]13[/dice] = 9 Spades
    Kim [dice]14[/dice] = Reroll [dice]21[/dice] = Queen of Clubs
    Sev [dice]15[/dice] = 7 Hearts
    Orrin [dice]16[/dice] = Jack of Clubs
    Duncan (Quick) [dice]17[/dice] = 5 Diamonds = Reroll [dice]23[/dice] = Reroll [dice]24[/dice] = 10 Hearts

    Keegan (Level-Headed) [dice]18[/dice] [dice]19[/dice] = 5 Clubs and Reroll [dice]22[/dice] = 9 Diamonds
    Coalition [dice]20[/dice] = Ace of Clubs

    Rill gets a Joker, so Bennies all around; He and Silver go, then Coalition, then everyone else.
    The Dog Boys on the south and east sides of the Sidewinder drop like bowling pins as Jack's shooters spit fire and ice. Blurre snares the wounded Psi-Stalker around the neck with his psi-whip, breaking his spine, a split second before Jack unloads both guns into the stalker's chest.

    To the southwest, Kim snares the last surviving Dog Boy with otherworldly tentacles. Severianna had been about to finish the canine soldier off with one of her energy whips, but hesitates when Kim mentions interrogation. Backing away, she runs to Kim, taking cover near the cannon-toting technowizard.

    Nearby, Silver cybernetically hacks into the downed SAMAS suit, checking first for an ammo count -- the drum mounted to the back of the unit has enough for another 40 bursts -- before initiating a quick scan for operational information. It doesn't take long to find several files loaded into short-term memory that cause his hackles to rise:

    A fully-loaded Death's Head transport -- carrying two Mark V APCs, two UAR-1 enforcers, a Spider Skull Walker and two dozen SAMAS -- is leading the assault, with along with a vanguard consisting of two platoons each of Dog Boys and Skelebots. Another Death's Head transport was being held in reserve, but appears to have been engaged by an unidentified force that appeared out of the ley line to the south.

    The Coalition forces, operating out of Lone Star's Amarillo outpost, are led by a Lt. Elias Ott, whose call sign appears attached to one of the trio of approaching SAMAS. The digital map maintained by the onboard computer shows the Black Market bunker as the primary target, with secondary sites -- including the Sidewinder -- marked wherever heavy resistance was anticipated.

    Inside, Rill kneels next to Keegan, channeling a hot wave of healing energy into the grizzled old cyber-knight. Keegan groans, but he's able to move without too much pain now and nods in thanks to the preacher as Orrin moves inside to cover after boosting Jack's already considerable aim.

    The metal-skinned wizard makes it inside just as the approaching SAMAS fire a trio of rockets at the COT members on the east side of the Sidewinder. Each one targets a different COT member -- Duncan, Blurre and Jack -- the computer-guided missiles rushing forward like fireflies in the night, carrying death.

    [Duncan: You're hit with a rocket for 27 Damage, AP 6, which is enough to cause 4 wounds to you and your cyber-horse. You and the horse can separately make Agility tests to dodge out of the blast radius, or you can make one Riding check for the two of you.]

    [Blurre and Jack: Each of you is hit with a rocket for 14 Damage, AP 6, which is enough to cause you to be Shaken. You can make Agility tests to dodge out of the blast radius and avoid damage.]

    The missiles explode, flames and shrapnel lapping against the edges of the force field protecting the Sidewinder. The three SAMAS continue on course for the saloon, one veering off to the west toward the front entrance as the other two make for the rear porch, or what remains of it.

    Stella grimaces as the explosions cause the floors and ceilings of the Sidewinder to vibrate.

    "Those boys are just dead set on being a nuisance, aren't they?" she says, the raw power rolling off of her enough to make Rill squint. "I reckon I've got another card I can play to keep the Sidewinder safe, but it's one of those deals where you're either inside or outside when the doors close, and no going back through 'til morning. If you aim to follow through with helping the folks in Marron, you might want to hightail it now, else you might be stuck here drinking bottom-shelf whiskey with me and Baz for a spell."

    She smiles sweetly, the golden energy pooling out of her limbs giving her already fine features a seemingly divine glow.

    Rill pulled the Red Joker for initiative! He's got a +2 to all trait rolls and damage this round, and everyone gets a Benny! Silver pulled the Ace of Hearts, so he and Rill can go, then the Coalition will act (they got the Ace of Clubs), then the rest of you.

    Combat Map
    Attack on Black Mesa-Sidewinder-4.jpg
    Town Map
    Black Mesa Big Map-4.jpg
    Combat Stats
    In general, lighting is "Dark," inflicting a -2 penalty to hit that can be offset by most armor.
    • SAMAS (x2): Parry 6; Toughness 17 (10); Each is about 40 inches south of the map, one to the west, one to the east.
    • Lt. Elias Ott (Wild Card): Parry 7; Toughness 18 (10); He's about 40 inches of the southeast edge of the map.
    GM Bennies: 7/7
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    Sir Blurre
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    Re: Day 3: Death Comes in Darkness

    Post by Sir Blurre »

    OOC Comments
    So, I calculated the wrong armor values, anyway:

    CK Light: +4
    Cyber-Armor: +2
    Orrin's Armor Power: +4
    Deflection: +4

    Total Armor value against a missile is therefore 14. AP 6 means the missile is still blocked by 8 points of Armor--just enough to keep that from being a Wound. Burning the Benny to not be Shaken against the next onslaught since they'll get to him before he can run inside.
    Sir Blurre hisses as a piece of shrapnel bypasses his defenses--though noting to himself, even then, that it could've been worse if not for Orrin's protection or his own deflection--both of which will doubtless be running out of power soon. Better get myself back inside, pronto.... Of course, the delay from shaking off the attack means he's likely got another salvo coming....
    Sir Blurre
    Quick Stats
    Quick-Flex Cyber-Knight
    Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
    Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
    Charisma: +2; Pace: 14/d12+1;
    Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
    No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
    Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
    Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
    Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
    Powers: Speed, Deflection, Quickness, Wall-Walker

    Bennies: 4/5
    ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

    [list]Q2/19 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.
    Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
    Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]
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    Re: Day 3: Death Comes in Darkness

    Post by Silverclaws »

    Silver's personal data banks receive the info dump from the downed SAMAS. Judging the situation, he decides to plug the 18th's secure frequency.

    "The Sidewinder is a secondary target. Black Market Bunker south is primary. Officer in Charge is flying one of the arriving Sammies."

    With the downed SAMAS PA as cover, Silver still jacked in, attempts to fire a missile and autofires the railgun.
    Notice Anything
    • Notice 5, 9 Sight, Scent, or Sound
    • Notice [dice]12[/dice] (+2; +4 Sight, Scent, or Sound)
    • Wild [dice]13[/dice]
    The On Board Sensors on the downed SAMAS light up notifying of incoming friendlies. Laying in the dust Silver pulls the SAMAS across his body and lines up the targeting reticle for the SAMAS's missile launcher.

    Yelling towards Sev and Kim, "Take cover. Shots Over."

    [Action Held for Target Lock on Approaching SAMAS (BB 23).]
    Eagle One Fox Two
    • Shooting 10 (8) success, raise
    • Shooting [dice]0[/dice] (-2 MAP)
    • Wild Shooting [dice]1[/dice]
    • Aced Wild plus Previous [dice]2[/dice]
    • Damage 35 MDC, AP 6
    • Missile Damage [dice]10[/dice]
    • Aced Missile [dice]14[/dice]
    • Aced Aced Missile [dice]15[/dice]
    • Aced x 2 Missile [dice]16[/dice]
    • Shooting Raise Damage [dice]11[/dice]
    With his right hand Silver tries to steady the light Railgun as another three round burst errupts from the barrel. Still trying to get the feel for the weapon, Silver's shots again start low and end high, with the second round finding its target.
    Rail Gun Auto Fire 3 Round Burst
      • Shots Fired (MISS, Hit on 6, MISS)
      • Shooting 1 [dice]3[/dice] (-2 MAP)
      • Shooting 2 [dice]4[/dice]
      • Aced Shooting 2 [dice]17[/dice]
      • Shooting 3 [dice]5[/dice]
      • Wild Auto Fire [dice]6[/dice]
      • Damage Done (Shot 2: 22 MDC, AP 10)
      • Damage 1 [dice]7[/dice] (AP 10)
      • Damage 2 [dice]8[/dice] (AP 10)
      • Damage 3 [dice]9[/dice] (AP 10)
    Silverclaws
    Quick Stats _
    Veteran Wolfen MARS Techno-Warrior
    Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
    Wounds: None || Fatigue: None
    Combat Edges:
    • Level-Headed Edge: Draw two initiative cards and take the best.
    • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
    Relevant Edges:
    Bennies: 4/4
    Weapons
    Weapons On Hand _
    • JA-9 Variable Laser Rifle
    • Chain Greatsword
    • Silvered Vibro-Blade Vembraces
    Adventure Cards _
    • .
    • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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    Jack 'Bullet' Jones
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    Re: Day 3: Death Comes in Darkness

    Post by Jack 'Bullet' Jones »

    Agility to dodge ungentlemanly missiles
    Agility
    [dice]0[/dice]

    WD Agility
    [dice]1[/dice]

    Benny for extra effort
    [dice]2[/dice]
    Jack hears the incoming missiles moments before their strike. He leaps for the door. The heat from the missile explosion draws instant beads of sweat, but he remains otherwise unharmed. He rolls to his feet and turns to face the coward who launched the missiles. "Come on down here and fight like a man, you yellabellied varmint!"
    Bullet Jones
    Jack "Bullet" Jones
    Current Status Post
    Bennies: 2/3
    Wounds / Fatigue: 0 / 0
    Parry: 5
    Toughness: 14 (6)
    ISP: 38 / 50
    Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
    Pace: 6
    Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
    Armor: TW Lucky Devil's Duster
    • +6 Armor
    • +1 Toughness
    • FEP
    • +2 Gambling
    • Armor, Quickness, Invisibility powers
    Weapon(s) in holster:
    Right hand: PHC
    Left hand: Hellfire Hand Cannon
    Telekinesis: inactive
    Adventure Cards:
    • none drawn yet
    Edit Signature
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    Duncan Montana
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    Joined: Thu Dec 07, 2017 3:24 am

    Re: Day 3: Death Comes in Darkness

    Post by Duncan Montana »

    Riding check to dodge missile 6
    Riding: [dice]0[/dice]
    WILD dye: [dice]1[/dice]
    Silverclaws wrote:"The Sidewinder is a secondary target. Black Market Bunker south is primary. Officer in Charge is flying one of the arriving Sammies."
    Duncan is standing next to Bandit examining one of the fat CS rifles with a grenado launcher on the underside when Silver's report crackles across his armor's comm. Duncan looks up to see the fresh wave of incoming SAMs comin' in hotter than a Texas tamale when one of 'em locks on and fires a missile at him. Duncan hops back on Bandit and expertly backs the metal horse around the corner of the Sidewinder before the missile arrives, causing it to veer into the saloon and explode against the strange and apparently immutable barrier of light that appeared shortly after the fightin' began.
    Duncan Montana
    Duncan Montana
    Gunslinger
    Agility d10, Smarts d8, Spirit d6, Strength d6 d12+2, Vigor d6
    Charisma: 2 ; Pace: 6 (8) (d6 running); Parry: 6; Toughness: 5 17(10)
    Clueless (-2 to all K-Common rolls), Loyal, Big Mouth
    Notice d6, Common Knowledge d8-2, Intimidation d4-2, Persuasion d4+2
    I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
    Quick: (re-draw combat initiative card < 6)
    Nerves of Steel: (He may ignore 1 point of wound penalties)
    Steady Hands: (Ignores the “unstable platform” penalty for firing from the backs of animals or while riding in moving vehicles. In addition, when performing actions while Running (see page 65), his penalty is –1 instead of –2)
    Two-Fisted: (May attack with a weapon in each hand without multi-action penalty)
    Woodsman: (+2 to Tracking, Survival, and Stealth rolls made in the wilderness)
    Lucky: (+1 benny/quarter)
    Brave: (+2 to Fear rolls)

    WOUNDS:

    Bandito Arms RH-1002B Robot Riding Horse "Bandit"
    Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d8
    Skills: Fighting d4, Notice d8+2, Survival d6
    Pace: 12 (Acc/TS 10/50); Parry: 4; Toughness: 17 (8)
    Special Abilities
    • All-Terrain: Ignores penalties for rough terrain, and each inch counts as 1.5” instead of 2”
    • Armor +8: High strength alloy, M.D.C.
    • Handling: Riders gain +2 on all Riding checks.
    • Kick: Str, Mega Damage.
    • Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imaging, night vision, HUD, and +2 to Notice checks
    • Environmental Weakness (Electricity): Robots suffer +4 damage from electrical attacks.
    • Nuclear Power Pack - Robot does not need to be recharged for 15 years
    • Size +2: Based on the mustangs of old, these robot horses are of a strong, compact model.
    • Travel Speed: Use the Acc/TS for overland speeds; use pace for combat


    Adv. Cards
    Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
    Florence Nightingale: Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.

    BENNIES (LUCKY): 7/4
    • +1 from last Q bonus
    • +1 given upon return from the fade
    • +1 for donating supplies to refugees
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    Rill
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    Re: Day 3: Death Comes in Darkness

    Post by Rill »

    Rill realizes there isn't much he can do to stop this violence, so he readies himself to help at the drop of a hat.
    Holding
    Rill will go on hold until after the bad guys.
    Character Sheet
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    Tribe of One
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    Joined: Wed Aug 30, 2017 9:28 am

    Re: Day 3: Death Comes in Darkness

    Post by Tribe of One »

    The rifles Duncan and Jack picked up have full e-clips and are loaded with AP grenades, with one used from each rifle.
    Firebreather rifles
    C-14 "Firebreather" Laser Rifle: Range 30/60/120; Damage 3d6; ROF 1; AP 2; Shots 20; Weight 10; SA; Min Str d6; scope with nightvision and laser targeting offsets 2 points of range and/or darkness penalties
    • Integrated grenade launcher: Range 20/40/80; 3d8; ROF 1; AP 8; Shots 12; Weight .25 each; Mega Damage, SBT; Loaded with AP grenades

    Code: Select all

    [b]C-14 "Firebreather" Laser Rifle[/b]: Range 30/60/120; Damage 3d6; ROF 1; AP 2; Shots 20; Weight 10; SA; Min Str d6; scope with nightvision and laser targeting offsets 2 points of range and/or darkness penalties
    [list][*][b]Integrated grenade launcher[/b]: Range 20/40/80; 3d8; ROF 1; AP 8; Shots 12; Weight .25 each; Mega Damage, SBT; Loaded with AP grenades
    [/list]

    Dice rolls
    SAMAS autofire with railgun, 2 bursts vs. Blurre, one burst vs. Duncan. Power armor mods offset autofire penalty, leaves -2 for size
    Shooting vs. Blurre [dice]0[/dice]
    Shooting vs. Blurre [dice]1[/dice] With the additional -6 to hit Blurre that's still a miss.
    Shooting vs. Duncan [dice]2[/dice]

    Lt. Ott lands and attacks Jack in melee with his giant vibrosword; -2 for size
    Fighting [dice]3[/dice]
    Wild Die [dice]4[/dice]
    Benny for Extra Effort [dice]5[/dice] = Hit
    Damage [dice]6[/dice]
    Benny to reroll Damage [dice]7[/dice] = 18 Damage, AP 4, not enough to Shake
    Jack, Duncan and Blurre all manage to dodge out of the way or otherwise avoid the deadly missile volley fired by the approaching Coalition power armor. The SAMAS that veers off toward the west side of the saloon is not so lucky, as Silver commandeers the armaments of his downed comrade, blasting the oncoming power armor to pieces with a direct rocket hit and a hail of rail gun fire.

    The SAMAS on the east flank makes an attack run, as well, raking Blurre and Duncan with rail gun fire as it passes, but none of the bursts manages to find its target.

    The central SAMAS, the one Silver identified as Lt. Elias Ott, swoops in toward Jack, cutting thrust as it dives at the gambler, who has a split second to see that the approaching power armor has been modified, replacing the stock railgun with some sort of forearm-mounted plasma cannon and allowing it to wield a massive vibro-sword. Unable to avoid the scything blade, Jack is somewhat surprised when his armor absorbs the shock of the blow.

    You're up! The SAMAS to the west was destroyed and the other two failed to cause any damage. Don't forget, everyone got a Benny when Rill drew the joker.

    Combat Map
    Attack on Black Mesa-Sidewinder-5.jpg
    Town Map
    Black Mesa Big Map-5.jpg
    Combat Stats
    In general, lighting is "Dark," inflicting a -2 penalty to hit that can be offset by most armor.
    • SAMAS (x1): Parry 6; Toughness 17 (10); He's just a few squares north of Duncan, about 20 feet up in the air.
    • Lt. Elias Ott (Wild Card): Parry 7; Toughness 18 (10); He's on the ground next to Jack.
    GM Bennies: 7/7
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    Sir Blurre
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    Re: Day 3: Death Comes in Darkness

    Post by Sir Blurre »

    Blurre sees the SAMAS specialty unit land, and decides to ignore the one in the sky for now--it sounds like Silver is enjoying that particular duck-hunt, in any case. "Really? Closing with a gunman? That hardly seems sporting!" he cries, as he once again does a long loop around, so as to come up against the power armor's flank with a good head of speed. He puts his all into the attack, pumping power into the whip as well as aiming for the head again.
    OOC Comments
    Spending 1 ISP to maintain Deflection

    Arcing charge to W37, Attacking Lt. Ott, Parry 7, Called Shot to the Head -4, Wild Attack +2, Matter of Size +2, Gang-up +1
    Fighting [dice]0[/dice]
    Wild Fighting [dice]1[/dice]
    ACE Running Total [dice]2[/dice]
    Spending 3 ISP to supercharge Psi-Whip (+12 Damage)
    Hit With Raise (+12 from supercharge, +4 from Headshot, +2 from Charge):
    Damage [dice]3[/dice]
    Ace running total: [dice]4[/dice] AP 8

    6 Wounds. If he only soaks 3-5 of them, he's also knocked Prone for being Shaken by the Charge.

    .
    Sir Blurre
    Quick Stats
    Quick-Flex Cyber-Knight
    Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
    Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
    Charisma: +2; Pace: 14/d12+1;
    Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
    No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
    Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
    Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
    Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
    Powers: Speed, Deflection, Quickness, Wall-Walker

    Bennies: 4/5
    ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

    [list]Q2/19 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.
    Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
    Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]
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    Jack 'Bullet' Jones
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    Re: Day 3: Death Comes in Darkness

    Post by Jack 'Bullet' Jones »

    Exalted Quickness Phase 1
    Maintaining Greater Armor and Greater Deflection through round 4, letting Boost Shooting lapse - Quickness & Telekinesis, last round

    Shooting HHC at Lt. Ott, add 2 to these results
    [dice]0[/dice]

    Hit, damage
    [dice]4[/dice] AP 2
    [dice]5[/dice] Plasma, catch fire

    WD Shooting
    [dice]1[/dice]
    Exalted Quickness Phase 2
    Shooting HHC at Lt. Ott, add 2 to these results
    [dice]2[/dice]

    WD Shooting
    [dice]3[/dice]

    Once shots are fired, moving to the corner at Q-36
    Jack tries to move out of the way of the massive blade, but isn't quick enough. The sword catches him...but the duster stands firm against the blow. Jack responds the only way he knows how, by firing two shots into the power armor. One shot lands but doesn't breach the armor. The 2nd shot flies wide as Jack tries to duck another swing from the SAMAS. He prepares to dump a grenade on his own position. That is, until Blurre arrives and nearly tears the pilot's head clean from his body.
    "Well, fella, ah reckon you didn't think yer day'd wind up like this, did ya?" Unfortunately, the CS lieutenant is now permanently incapable of responding. Jack nods to Blurre. "Much obliged, pardner. Fella gave me a closer shave'n ah normally care fer." He moves to the corner of the building to take some additional cover from the last flying CS suit.
    Knowing the limits of his mental endurance are fast approaching, Jack telekinetically deposits the Firebreather rifle he was using near the back door of the Sidewinder. The world begins returning to its normal pace as the gambler relaxes. That's a heck of a rush.
    Bullet Jones
    Jack "Bullet" Jones
    Current Status Post
    Bennies: 2/3
    Wounds / Fatigue: 0 / 0
    Parry: 5
    Toughness: 14 (6)
    ISP: 38 / 50
    Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
    Pace: 6
    Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
    Armor: TW Lucky Devil's Duster
    • +6 Armor
    • +1 Toughness
    • FEP
    • +2 Gambling
    • Armor, Quickness, Invisibility powers
    Weapon(s) in holster:
    Right hand: PHC
    Left hand: Hellfire Hand Cannon
    Telekinesis: inactive
    Adventure Cards:
    • none drawn yet
    Edit Signature
    User avatar
    Kim Black
    Diamond Patron
    Diamond Patron
    Posts: 278
    Joined: Mon Sep 11, 2017 1:33 am
    Location: Wheaton, IL

    Re: Day 3: Death Comes in Darkness

    Post by Kim Black »

    Notice #
    Notice [dice]0[/dice]
    Wild [dice]1[/dice]
    ***

    Kim looked around after Silver shot down the second SAMAS. This side of the building appeared to be clear for the moment. She could still hear the distinctive sound of SAMAS jets to the northeast corner of the building, however.

    Kim’s force shield flickered as she ran toward the north corner of the building to try and get a shot.
    Run 6 Move to C14
    [dice]2[/dice]
    Shooting 7 Possibly success
    -1 Glitch, -2 MAP, not sure if she can even take this shot, so apply whatever cover needed
    Shooting [dice]3[/dice]
    Wild [dice]4[/dice]
    Damage 23 1 Wound
    [dice]5[/dice]
    Ace [dice]6[/dice]
    ***
    Conditions
    Arcane Machinist (6/6)
    Backpack of Shooting Stars
    • 39/42 shots
    • PPE 5/10
    • Glitch: -1 Shooting (Repair -1, 1d6 x 5m)
    Equipment
    This should be about at her load limit of 30 lb.
    • Backpack of Shooting Stars
    • Combat Mage Armor
    • TK Revolver
    • Vibro-Sword
    • Tool kit
    • First aid kit
    • Survival knife
    • Wooden cross
    • Canteen
    • Rations
    Vehicle
    Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
    • NG-E4 Plasma Ejector
      • Damage: 3d10
      • Range: 24/48/96
      • ROF 1
    • Size 2
    • Acc/TS 12/60
    • Toughness 11 (4)
    • Crew 1+1
    • Remaining Mods 1
    • Notes: Exposed Crew, Handling 3, Hover
    Loot
    Loot
    • 2 L-20 Pulse rifles
      • Damage: 3d6+1
      • Range: 25/50/100
      • ROF 4
      • AP 2
      • Shots: 40
      • Weight: 7
    • 2 Wilk’s-Remi 136 pistols
      • Damage: 2d6+1, AP 4
      • Range: 15/30/60
      • ROF: 1
      • Shots: 16
      • Weight: 3
    • 2 Vibro-knives
    Character Tracking
    Kim Black Character Sheet
    Parry: 5; Toughness: 14 (7)
    PPE: 14/20
    Bennies: 2/3
    Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
    Ace: May make Soak rolls for vehicles at -2

    Backpack of Shooting Stars
    • 42/42 shots
    • PPE 10/10
    Device: Boost Trait (Shooting)
    • PPE 13/17
    Hellfire Sword
    • PPE 10/10
    Jammer Pistol
    • 10/10 shots
    UEMC (10 charges/e-clip)
    Adventure Cards
    • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
    • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
    • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


    Equipment
    This should be about at her load limit of 30 lb.
    • Backpack of Shooting Stars
    • Combat Mage Armor
    • TK Revolver
    • Hellfire Sword
    • Tool kit
    • First aid kit
    • Survival knife
    • Wooden cross
    • Canteen
    • Rations
    • Multitool: +1 Repair
    • UEMC


    Vehicles
    Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
    Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
    • Light Missile Launcher (turret)
      • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
      • Range: 150/300/600
      • Shots: 8
        • 1 reload of 8 shots (anti-vehicle)
      • Reload: 3000/missile/total=24k credits
    • Light Rail Gun (forward mounted)
      • Damage: 2d10+4, ROF 3, AP 10
      • Range: 100/200/400
      • Shots: 45
      • Reload: 10,000 credits
    • Size 5
    • Acc/TS 15/60
    • Toughness 25 (14)
    • Crew 1+5
    • Remaining Mods: 1
    • Handling 1
    • Hover
    • Environmental systems
    • MDC Armor
    • Sensor suite
    • TW Minor Mods: +2 Piloting
    • TW Major Mods: +4 die types to Piloting
    • Cantrip: Purple flame light on the front grill
    Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
    • NG-E4 Plasma Ejector
      • Damage: 3d10
      • Range: 24/48/96
      • ROF 1
    • Size 2
    • Acc/TS 12/60
    • Toughness 11 (4)
    • Crew 1+1
    • Remaining Mods 1
    • Notes: Exposed Crew, Handling 3, Hover
    Police Hovercycle (Speedster hovercycle)
    • Mini Rail Gun
      • Damage: 2d8+4, ROF 4, AP6
      • Range: 75/150/300
      • Shots: 32
    • Toughness 17 (8)
    • ACC/TS: 15/80
    • Size 2
    • Crew: 1
    • Exposed Crew, Hover
    Big Boss ATV (space girl has it currently)
    • Toughness 23 (12)
    • Acc/TS 15/60
    • Size 4
    • Crew 1+3
    • Remaining Mods 2
    • Notes: All-Terrain, M.D.C. Armor
    Mission Loot
    494,000 credits in salvage/misc gear and cyberwear
    A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
    A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
    A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
    A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
    Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
    5 Plasma grenades
    4 High Explosive grenades
    4 Armor Piercing grenades
    4 Frag grenades
    User avatar
    Duncan Montana
    Posts: 50
    Joined: Thu Dec 07, 2017 3:24 am

    Re: Day 3: Death Comes in Darkness

    Post by Duncan Montana »

    Notice 4 K-common 13
    Notice: [dice]0[/dice]
    WILD dye: [dice]1[/dice]

    Common Knowledge: [dice]2[/dice]
    -ACE: [dice]8[/dice]
    WILD dye: [dice]3[/dice]
    Shooting 11 SBT Mega Damage 8AP 33
    Shooting: [dice]4[/dice]
    WILD dye: [dice]5[/dice]

    Damage: [dice]6[/dice]
    -ACE: [dice]9[/dice]
    WILD dye: [dice]7[/dice]
    Attack raise bonus: [dice]10[/dice]

    Before Duncan can spur Bandit to charge back around the corner of the Sidewinder one of the Sammies zooms past the saloon right in front of his eyes.

    Though his inspection was brief before he had to temporarily retreat behind Stella's shield, Duncan is pretty sure the grenados loaded into his purloined CS rifle are the can openin' kind. He also counted 11 of 'em left.
    Soon to be 10.

    Duncan lines the SAM up in his armor's reticulous and pulls the trigger. The grenado lands true and explodes just after Kim's magical energy blast hits and blows the hapless pilot to hell. Duncan looks again at his new rifle with an appreciative nod.
    "You may just be worth keepin'."
    Duncan Montana
    Duncan Montana
    Gunslinger
    Agility d10, Smarts d8, Spirit d6, Strength d6 d12+2, Vigor d6
    Charisma: 2 ; Pace: 6 (8) (d6 running); Parry: 6; Toughness: 5 17(10)
    Clueless (-2 to all K-Common rolls), Loyal, Big Mouth
    Notice d6, Common Knowledge d8-2, Intimidation d4-2, Persuasion d4+2
    I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
    Quick: (re-draw combat initiative card < 6)
    Nerves of Steel: (He may ignore 1 point of wound penalties)
    Steady Hands: (Ignores the “unstable platform” penalty for firing from the backs of animals or while riding in moving vehicles. In addition, when performing actions while Running (see page 65), his penalty is –1 instead of –2)
    Two-Fisted: (May attack with a weapon in each hand without multi-action penalty)
    Woodsman: (+2 to Tracking, Survival, and Stealth rolls made in the wilderness)
    Lucky: (+1 benny/quarter)
    Brave: (+2 to Fear rolls)

    WOUNDS:

    Bandito Arms RH-1002B Robot Riding Horse "Bandit"
    Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d8
    Skills: Fighting d4, Notice d8+2, Survival d6
    Pace: 12 (Acc/TS 10/50); Parry: 4; Toughness: 17 (8)
    Special Abilities
    • All-Terrain: Ignores penalties for rough terrain, and each inch counts as 1.5” instead of 2”
    • Armor +8: High strength alloy, M.D.C.
    • Handling: Riders gain +2 on all Riding checks.
    • Kick: Str, Mega Damage.
    • Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imaging, night vision, HUD, and +2 to Notice checks
    • Environmental Weakness (Electricity): Robots suffer +4 damage from electrical attacks.
    • Nuclear Power Pack - Robot does not need to be recharged for 15 years
    • Size +2: Based on the mustangs of old, these robot horses are of a strong, compact model.
    • Travel Speed: Use the Acc/TS for overland speeds; use pace for combat


    Adv. Cards
    Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
    Florence Nightingale: Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.

    BENNIES (LUCKY): 7/4
    • +1 from last Q bonus
    • +1 given upon return from the fade
    • +1 for donating supplies to refugees
    User avatar
    Rill
    Bronze Patron
    Bronze Patron
    Posts: 169
    Joined: Mon Sep 11, 2017 8:53 am

    Re: Day 3: Death Comes in Darkness

    Post by Rill »

    Rolls
    Notice [dice]0[/dice] (includes Awareness and sight)
    Wild [dice]1[/dice]

    CK [dice]2[/dice] (includes HJ bonus)
    Wild [dice]3[/dice]

    Mysticism for exalted detect arcana [dice]4[/dice]
    Wild[dice]5[/dice]

    K/occult [dice]6[/dice]
    Wild [dice]7[/dice]

    Psionics for clairvoyance [dice]8[/dice]
    Wild [dice]9[/dice]

    Note: all rolls add +2 from joker
    Info from Tribe
    Tribe of One wrote:Exalted Detect Arcana, Success with a Raise
    Slightly non-standard, but: You are nearly blinded by the light streaming from Stella -- who you now see is no simple saloon girl. You feel yourself to be in the presence of the divine ... maybe not capital D Divine, but something beyond your ability to comprehend. Warmth, protection, fearsome concern for those around her all radiate from the woman whose form shines through Stella's own, a pair of crooked horns like those of a cow rising from her brow like a crown.

    Whatever magic Stella is working is similar to a barrier spell, but beyond even the Mega-powered spells you and other mortal wizards manage. You can sense that she has begun to weave in threads of some sort of dimension-shifting magic, as well ...

    Knowledge: Occult, Success
    You are reminded for some reason of the story of the baby Moses ... and older tales Egypt, of another god betrayed and resurrected, his remains pulled from the Nile by his grieving wife ...

    Clairvoyance, Success
    You quickly cast your mind's eye out from the Sidewinder. Fierce fighting rages to the southeast, where the Coalition forces appear to be overpowering the Black Market guards at the bunker. Townsfolk are rallying to the north and west, however, preparing a resistance, and the path to the ley line and from there on to Shaft 13 and the concealed hover transport is clear ... but the Coalition robots and other heavy ordinance appear about to turn this way.

    In the blink of an eye, you shift your view south along the ley line, where a separate battle is playing out between the Coalition reserves and a massive armored train riding the ley line. Guardians and engineers clad in red and armed with techno-wizard weaponry are squared off against the CS forces and seem to have the upper hand. You can just make out the sigil of an armored fist emblazoned in red on the train and their armor ... One of the techno-wizard outfits from Colorado, Red River somethig ...
    Character Sheet
    User avatar
    Orrin Truthseeker
    Bronze Patron
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    Posts: 220
    Joined: Mon Sep 11, 2017 8:11 pm

    Re: Day 3: Death Comes in Darkness

    Post by Orrin Truthseeker »

    Detect Arcana 7, Knowledge Arcana 6, Notice 8
    Spellcasting (Detect Arcana): [dice]0[/dice]
    Wild [dice]1[/dice]

    Knowledge Arcana [dice]5[/dice]
    Wild [dice]2[/dice]

    Notice [dice]3[/dice]
    Wild [dice]4[/dice]
    Ace! [dice]6[/dice]
    Orrin listens intently to Rill's intel, flicking on his own mystical sight as he sees thes shock the preacher expresses at his arcane inspection of Stella.

    Though not normally the type of leader who make decisions without the input of his team, Orrin knows they lack the time to debate the options before more CS troops show up at their location.

    "Alright Legion, according to Rill, there are some locals putting up some resistance Northwest of here. While I'm never a fan of letting the CS get what they want, there isnt much we can do against that kind of ordinance, and our first priority is to help protect the people, not black market interests. Grab what you need quickly, we are heading in that direction to lend them some support. Preacher, Silver, we would be more than happy to have you along. Everyone keep your eyes peeled for locals who we can escort up that way. We'll take a path that travels along the Line as long as possible. There is no better place to get in a fight with the CS than on a Line, where they get little benefit."
    Technical Details
    Orrin will be keeping his armor powered up, but lets all other spells disolve when their time limits expire. As soon as he is within range of the Ley Line (18 yards), he will begin drinking in its power as frequently as possible until he and his armor are fully topped off.
    Orrin Truthseeker
    Orrin Truthseeker
    Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

    Parry: 4+1
    Pace: 5+2
    Toughness: 16 (6)
    Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

    Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
    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: 1/3
    -1 Bennie - advancing through the train
    -1 Bennie to unshake after backlash
    -1 Bennie gifted to Blurr through common bond
    +3 from Stella
    +1 Jack Joker
    +1 Tito Joker
    -2 try to free the kids
    -1 Reroll puppet resist
    -1 reroll puppet breakout

    Aventure Cards:
    Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

    Spill the Beans:
    The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

    Power Surge: Immediately recover all spent Power Points.

    Update Signature
    User avatar
    Kim Black
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    Posts: 278
    Joined: Mon Sep 11, 2017 1:33 am
    Location: Wheaton, IL

    Re: Day 3: Death Comes in Darkness

    Post by Kim Black »

    Notice 6 Success
    Notice [dice]0[/dice]
    Wild [dice]1[/dice]
    ***

    With Duncan having taken out the last SAMAS, Kim hears Orrin’s instructions.

    “Understood, boss,” Kim acknowledged, heading back south toward her Desert Fox. She really needed to get some practice driving it if she was going to use it more, but it did have a nice mounted weapon now that her backpack was glitchy. She really needed to find some time to work on that. But after the Coalition was driven off.

    ***
    Conditions
    Arcane Machinist (6/6)
    Backpack of Shooting Stars
    • 39/42 shots
    • PPE 5/10
    • Glitch: -1 Shooting (Repair -1, 1d6 x 5m)
    Equipment
    This should be about at her load limit of 30 lb.
    • Backpack of Shooting Stars
    • Combat Mage Armor
    • TK Revolver
    • Vibro-Sword
    • Tool kit
    • First aid kit
    • Survival knife
    • Wooden cross
    • Canteen
    • Rations
    Vehicle
    Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
    • NG-E4 Plasma Ejector
      • Damage: 3d10
      • Range: 24/48/96
      • ROF 1
    • Size 2
    • Acc/TS 12/60
    • Toughness 11 (4)
    • Crew 1+1
    • Remaining Mods 1
    • Notes: Exposed Crew, Handling 3, Hover
    Loot
    Loot
    • 2 L-20 Pulse rifles
      • Damage: 3d6+1
      • Range: 25/50/100
      • ROF 4
      • AP 2
      • Shots: 40
      • Weight: 7
    • 2 Wilk’s-Remi 136 pistols
      • Damage: 2d6+1, AP 4
      • Range: 15/30/60
      • ROF: 1
      • Shots: 16
      • Weight: 3
    • 2 Vibro-knives
    Character Tracking
    Kim Black Character Sheet
    Parry: 5; Toughness: 14 (7)
    PPE: 14/20
    Bennies: 2/3
    Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
    Ace: May make Soak rolls for vehicles at -2

    Backpack of Shooting Stars
    • 42/42 shots
    • PPE 10/10
    Device: Boost Trait (Shooting)
    • PPE 13/17
    Hellfire Sword
    • PPE 10/10
    Jammer Pistol
    • 10/10 shots
    UEMC (10 charges/e-clip)
    Adventure Cards
    • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
    • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
    • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


    Equipment
    This should be about at her load limit of 30 lb.
    • Backpack of Shooting Stars
    • Combat Mage Armor
    • TK Revolver
    • Hellfire Sword
    • Tool kit
    • First aid kit
    • Survival knife
    • Wooden cross
    • Canteen
    • Rations
    • Multitool: +1 Repair
    • UEMC


    Vehicles
    Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
    Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
    • Light Missile Launcher (turret)
      • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
      • Range: 150/300/600
      • Shots: 8
        • 1 reload of 8 shots (anti-vehicle)
      • Reload: 3000/missile/total=24k credits
    • Light Rail Gun (forward mounted)
      • Damage: 2d10+4, ROF 3, AP 10
      • Range: 100/200/400
      • Shots: 45
      • Reload: 10,000 credits
    • Size 5
    • Acc/TS 15/60
    • Toughness 25 (14)
    • Crew 1+5
    • Remaining Mods: 1
    • Handling 1
    • Hover
    • Environmental systems
    • MDC Armor
    • Sensor suite
    • TW Minor Mods: +2 Piloting
    • TW Major Mods: +4 die types to Piloting
    • Cantrip: Purple flame light on the front grill
    Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
    • NG-E4 Plasma Ejector
      • Damage: 3d10
      • Range: 24/48/96
      • ROF 1
    • Size 2
    • Acc/TS 12/60
    • Toughness 11 (4)
    • Crew 1+1
    • Remaining Mods 1
    • Notes: Exposed Crew, Handling 3, Hover
    Police Hovercycle (Speedster hovercycle)
    • Mini Rail Gun
      • Damage: 2d8+4, ROF 4, AP6
      • Range: 75/150/300
      • Shots: 32
    • Toughness 17 (8)
    • ACC/TS: 15/80
    • Size 2
    • Crew: 1
    • Exposed Crew, Hover
    Big Boss ATV (space girl has it currently)
    • Toughness 23 (12)
    • Acc/TS 15/60
    • Size 4
    • Crew 1+3
    • Remaining Mods 2
    • Notes: All-Terrain, M.D.C. Armor
    Mission Loot
    494,000 credits in salvage/misc gear and cyberwear
    A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
    A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
    A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
    A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
    Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
    5 Plasma grenades
    4 High Explosive grenades
    4 Armor Piercing grenades
    4 Frag grenades
    User avatar
    Duncan Montana
    Posts: 50
    Joined: Thu Dec 07, 2017 3:24 am

    Re: Day 3: Death Comes in Darkness

    Post by Duncan Montana »

    With the immediate threat gone, Duncan trots back around to the rear of the Sidewinder as Orrin's instructions crackle over his comm. He uses his saddle bag as a makeshift holster for the Firebreather rifle, close at hand in case more Sammies fly in.

    ">>Bandit's good to carry 1 or 2 passengers if anyone needs a ride.<<"
    Duncan Montana
    Duncan Montana
    Gunslinger
    Agility d10, Smarts d8, Spirit d6, Strength d6 d12+2, Vigor d6
    Charisma: 2 ; Pace: 6 (8) (d6 running); Parry: 6; Toughness: 5 17(10)
    Clueless (-2 to all K-Common rolls), Loyal, Big Mouth
    Notice d6, Common Knowledge d8-2, Intimidation d4-2, Persuasion d4+2
    I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
    Quick: (re-draw combat initiative card < 6)
    Nerves of Steel: (He may ignore 1 point of wound penalties)
    Steady Hands: (Ignores the “unstable platform” penalty for firing from the backs of animals or while riding in moving vehicles. In addition, when performing actions while Running (see page 65), his penalty is –1 instead of –2)
    Two-Fisted: (May attack with a weapon in each hand without multi-action penalty)
    Woodsman: (+2 to Tracking, Survival, and Stealth rolls made in the wilderness)
    Lucky: (+1 benny/quarter)
    Brave: (+2 to Fear rolls)

    WOUNDS:

    Bandito Arms RH-1002B Robot Riding Horse "Bandit"
    Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d8
    Skills: Fighting d4, Notice d8+2, Survival d6
    Pace: 12 (Acc/TS 10/50); Parry: 4; Toughness: 17 (8)
    Special Abilities
    • All-Terrain: Ignores penalties for rough terrain, and each inch counts as 1.5” instead of 2”
    • Armor +8: High strength alloy, M.D.C.
    • Handling: Riders gain +2 on all Riding checks.
    • Kick: Str, Mega Damage.
    • Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imaging, night vision, HUD, and +2 to Notice checks
    • Environmental Weakness (Electricity): Robots suffer +4 damage from electrical attacks.
    • Nuclear Power Pack - Robot does not need to be recharged for 15 years
    • Size +2: Based on the mustangs of old, these robot horses are of a strong, compact model.
    • Travel Speed: Use the Acc/TS for overland speeds; use pace for combat


    Adv. Cards
    Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
    Florence Nightingale: Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.

    BENNIES (LUCKY): 7/4
    • +1 from last Q bonus
    • +1 given upon return from the fade
    • +1 for donating supplies to refugees
    User avatar
    Tribe of One
    Posts: 1208
    Joined: Wed Aug 30, 2017 9:28 am

    Re: Day 3: Death Comes in Darkness

    Post by Tribe of One »

    Lt. Elias Ott's demise might not rank among the most ignoble of deaths, but it surely deserves an honorable mention. Sir Blurre's psychic whip cracks around the neck of the officer's SAMAS, wrenching the helmet from its connecting valves and breaking the occupant's neck with an audible crack. Ott might have gurgled some expression of surprise at the end, but it's difficult to be sure with all the explosions -- the nearest of which is the third SAMAS exploding in a fireball as Kim and Duncan concentrate fire on it.

    Inside the Sidewinder, Rill kneels next to the cyber-knight, Keegan, whose skin remains an unhealthy shade of gray despite the healing of his wounds. Rill doesn't seem to notice, instead staring dumbstruck at Stella, whose magic continues to hold the saloon together despite the continued efforts of the Coalition artillery operators.

    Seeing the preacher's fascination, Orrin casts his own assensing spell -- and is nearly knocked off his feet by the aura of power radiating from everyone's favorite saloon gal. Beneath the familiar smiling form, Orrin sees an otherworldly figure, silver hair rising in an unseen breeze as she weaves spells of such power Orrin is surprised the floor doesn't catch fire.

    "Why, Brother Lightwalker and Master Orrin -- why do I all of a sudden feel like a couple of schoolboys are trying to catch a peek at my underwear?"

    Orrin can see Stella's face superimposed over the other figure, equally stunning despite the cow-like horns above her brow. Stella's face turns to him to speak as the other remains locked in concentration, fingers weaving strands of some sort of dimension-shifting magic into the aura already girding the Sidewinder. Had she frowned, Orrin fears the flesh might have melted off his bones, but Stella only smiles, the same gentle grin she's cast his way every morning as she brings his cup of coffee.

    "Now you know I'm not one to shoo everyone out at the second it's closing time, but y'all have something you need to do and I've got a task here that's occupying a hair more of my attention than normal," she says. "I'd just hate for my doings to delay you, so best move on out if you're gonna. I'm sure we'll all see each other again before too very long."

    She turns back to the spell she's weaving and Orrin's attention is drawn to Keegan, who manages to half sit, half slump against the wall, his right hand clutching his left shoulder. His skin is gray and his breath comes in short gasps. Whatever ails him, it's more than the shrapnel wounds Rill's prayers just closed.

    "You always did ... have a way ... of putting a sweet spin on things, lady," he says, managing a weak smile. "But I reckon you won't be ... getting rid of me ... this time. I may just set a spell ... with you ... if that won't be a bother."

    He pulls the ignition fob for his hovercycle out of his pocket and flips it to Orrin.

    "Go ahead and take it ... get to Marron. Maps I gave you ... should get you there. Help the people ... they deserve better'n ... what they're getting. Thought I had ... one more ride in me. But I guess ... not up for all the excitement."

    He closes his eyes, then opens them again, nodding at Orrin and Rill as if to say 'Get a move on.' Seeing that they do, he leans back against the wall and casts eyes on Stella, as if the mere sight of her will take away some of his pain. By the look on his face, maybe it does.

    At Orrin's order, the members of the COT gather outside the west door of the Sidewinder along with unofficial comrades Silver and Rill. With Keegan's hovercycle, the Desert Fox and your two cyber-mounts, you've got enough for everyone to ride with a bit of doubling up. The Coalition forces are moving closer, and you don't have time to grab much more salvage that you already have, though it occurs to Silver that the SAMAS rail gun might look nice on a pintel mount on the hover transport. [It's too big for you to use as an infantry weapon, but could be vehicle-mounted later if you want to bring it along, and can handle an extra 100 lbs. Just give me an appropriate roll (Repair, Electronics, etc.) to remove it from the power armor.]

    Already, residents of Black Mesa are spilling out into the streets, armed for bear. As you watch, a rocket streaks out from a portable launcher, blowing another SAMAS out of the air.

    A man in a hooded duster stumbles out of the bar just south of the Sidewinder, a place that caters to line walkers and warlocks and other magic-types. Jack recognizes the man -- some shifter, name of T'Brae-- from a couple of poker games.

    "Buncha fascists try'na be spooky," he sneers, slurring slightly as he orients himself toward the oncoming Coalition forces. "Teach you a thing or two about invasions."

    Spitting out words of power, he raises his arms seems to split the air over his head, a blue mote of energy widening, stretching into a tear the size of a fist, then a head, then a rift big enough to drive a hovercycle through.

    "See what you think after dancing with Horkathorr, he likes ..."
    colored-smoke-grenades-blue-300x250.jpg
    colored-smoke-grenades-blue-300x250.jpg (17.42 KiB) Viewed 19654 times
    However T'Brae meant to end his threat is lost in a spray of blood and viscera as a railgun round atomizes his head in rather spectacular fashion.

    For a moment, the threads of his spell seem like they'll fray and drift apart, like blue smoke. In the next, a beam of blue energy erupts from the ley line to the west, intersecting with the fledgling rift T'Brae opened before running arrow-straight right to the Sidewinder. The horizontal column of energy connects with the force field shielding the saloon with a crackle like lightning, the mystic energy mingling, one spell building on another. The rift over T'Brae flares, opening wider, before seeming to stretch and be pulled toward the Sidewinder, where whatever dimension-shifting spell Stella had wrought explodes outward, washing over you as your vision fades to blue ...
    wallpaper-2823464.jpg
    What in the Sam hell was that? You'll find out soon enough, when your characters regain consciousness or the blue recedes. For the moment, let's do an Interlude!

    Describe your character's reaction to the scene above, then weave in a memory or other detour that answers this question: What does your character know about the Coming of the Rifts, otherwise known as the End of the World? What stories has he/she heard, or what does he/she imagine it was like? If that isn't sparking any ideas, has your character ever been through a rift? Seen one open up and spit something out? What was that experience like?

    If you'd like an additional prompt, roll 1d4:

    1) Clubs—Tragedy: Describe a tale of tragedy or misfortune from your hero’s past, featuring one of his Hindrances if possible. If the teller has a dark secret of some kind, hint strongly at it, drop clues, or otherwise give the rest of the group a glimpse into your hero’s dark side during your narrative.

    2) Spades—Victory: Tell the group about a great victory or personal triumph in your adventurer’s past. How did it affect him afterward? Was there a reward?

    3) Hearts—Love: Speak fondly of the character’s greatest love—lost, found, or waiting on him back home. What is her name? Where does she live? Why is the traveler not with her now?

    4) Diamonds—Desire: Tell a tale about something your hero wants (or already has). It might be a material possession, recognition, a political goal, or even a trip he wishes to take to some amazing destination.

    Reward: Interludes are worth 1 XP at the end of the quarter. In addition, you can choose one of three rewards: Gain a Benny; draw an extra Adventure Card (although you can still only play one per quarter); or gain a small token of Stella's esteem, found in your pocket when you wake up.


    Your new posts go here.
    GM Bennies: 7/7
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