Just to speed things up a bit.

GMs: RFT & Pursuit
Archive
Locked
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Just to speed things up a bit.

Post by Ndreare »

Here are the stats for the various bad guys in this scene.


Gang Members
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Fighting d6, Gambling d4, Intimidation d4, Lockpicking d4, Notice d4, Shooting d4, Stealth d6, Streetwise d4
Cha: 0; Pace: 6; Parry: 5; Toughness: 6 (1)
Gear: Short Sword (Str+d6) or Club (Str+d4), Crossbow (Range 15/30/60, 2d6, AP 2, 1 action reload), Partial Leather Armor (+1, -2 Coverage)

* Grady Gang Leader
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d8, Gambling d4, Intimidation d4, Lockpicking d4, Notice d4, Shooting d4, Stealth d8+2, Streetwise d8+2
Cha: 0; Pace: 6; Parry: 7; Toughness: 7 (1)
Edges: Ambidextrous, Improved First Strike, Florentine, Thief, Two-Fisted
Gear: Rapier (Str+d4, +1 Parry), Parrying Dagger (Str+d4, +1 Parry, does not stack), Partial Leather Armor (+1, -2 Coverage)


* Hamid al Farazi (alchemist)
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6, Alchemy d10, Healing d8, Investigation d8, Knowledge (Cosmology) d6, Knowledge (Magic) d8, Notice d6, Streetwise d6, Survival d6, Throwing d8
Cha: 0; Pace: 6; Parry: 5; Toughness: 7 (1)
Edges: Alchemist, Desert-Born, Education, Elixerian, Able Bottle Hurler (see Crossbows, Crafting, and Ka-ZOT!), Expert Bottle Hurler, Quick Draw (Potions only)
Gear: blast potion (2d6, MBT, Burn Trapping; 5 potions), club (Str+d4), dagger (Throwing; range 3/6/12; Str+d4), partial leather (+1, -2 coverage), obscure elixir (-6 obscurement penalty, LBT, Corrosive Trapping)
Powers: Blast, conceal arcana, healing, succor
Essence: 5


* Gemin the Mage
Attributes: Agility d6, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Knowledge (Cosmology) d8, Knowledge (Legend Lore) d6, Knowledge (Magic) d10, Notice d8, Sorcery d12
Cha: 0; Pace: 6; Parry: 7 (2); Toughness: 8 (2)
Edges: Easy Magic (deflection), Mage, Magic Proficiency (bolt)
Gear: Enchanted Staff (Str+d4, +2 Parry, +1 Reach, 2-handed, 5 Essence), Partial Scale Armor (+2, -2 Coverage)
Powers: Alain’s unerring dart, bolt, boost Trait, cantrips, deflection, dispel, entangle, invisibility, kaine’s piercing spear
Essence: 25 (5)
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

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

Return to “Shaintair (Concluded)”