The Bronson Orphanage

Not Will, the town.
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Hardin
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Re: The Bronson Orphanage

Post by Hardin » Thu Nov 15, 2018 10:47 am

Hardin attacks
Hardin moves to F32 to get a shooting angle on Cookie, fires 3 RB of slugs from GAW
1d12+5 = 16: 11

Damage with GAW slugs plus raise and Mega Smite
2d12+6 = 23: 11, 6
1d6 = 4: 4

WD Shooting
1d6+2 = 7: 5
Locke attacks
Locke takes a swing at Cookie, with gangup +2
1d10+2 = 5: 3
As Zwer falls, Hardin makes a move for a better target. He moves to get a better angle on the cluster of Moira, Locke, and Sir William as they circle Cookie. Lifting the shotgun to his shoulder, he squeezes off a burst, battering the armor of the powerful hybrid. Locke takes another swipe, but the juicer is just too quick and the blow misses.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

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

Post by Neeto Cogcoil » Thu Nov 15, 2018 11:13 am

Neeto annoys Cookie
Neeto annoys Cookie with a bit of Techno-Wizard tomfoolery - Greater Lower Trait - Fighting
1d10+2 = 4: 2

WD TW
1d6+2 = 8: 6
Ace TW with prior
1d6+8 = 12: 4
Cookie must roll vs. 12 to resist GLT - Fighting or drop his skill to d4 and his parry to 4.
Cookie must also roll Vigor vs. Heat or suffer a level of fatigue. Cookie is allowed to crit fail this roll.
Neeto lets out a sigh as Zwer's spirit departs her body. "Good. She bothered me. Hacked up my buddy, too." He turns to the brawl in the entry and draws a bead on Cookie. "Hey you. Yer lookin' a little sweaty. Just give up and follow your friend, would ya?" He cranks the dial down on his Snazzy Gloves, firing the Heat Sinker in Cookie's direction. The juicer is hit with a charge from the gizmo, causing his body to superheat. His reflexes seem to slow noticeably, his swings and parries becoming more labored. "Yer allowed to give up if ya want!"
Neeto
Neeto Cogcoil
Current Status Post
Bennies: -2 (spending EP)
Birthday Golden Benny!
Current Status:
Wounds / Fatigue: 0 / 0
Toughness: 8 (4)
Parry: 5
PPE: 11/15
Gadgets: 2/5 - Bolt (8 PPE); Smite; Entangle

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RFT
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Re: The Bronson Orphanage

Post by RFT » Thu Nov 15, 2018 12:06 pm

1d8 = 4: 4
1d6 = 2: 2
Shaping Worlds Together
The 99's Game Master Bennies 0
  • +8 Players
    +2 Sidekicks
    -5 Stupid Slumber
    -4 To Soak one Neeto attack
    -2 EE and Unshake
  • Zarbun
    Ba'al Zarbun 0 (-1 Wound)
    Cookie 0
    Zwer 0 (-3 wounds, used Blaze of Glory)
    Headmaster 0

Shaintar Game Master Bennies 6
  • +8 Players
    -2 Bennies to save Yellow Jack

Nightbane Game Master Bennies 4
  • +5 Players
    -1 Sweeping can be very hard
  • The Jail
    Danielson 0 (spent to set the stage)
    Grimm 3 elan, Against the Odds, The Winning Side
    Harvest 0
    Marry 2 Against the Odds
    Michael 2 Against the Odds
Phase World - The Remorseless 10
  • +8 Players
    +2 Sidekicks
Abreaz (The Target) 2 elan, Assassin, Can spend a Benny on a Joker for the Drop, Quick, Imp Level Headed, highly tactical, will attack the weakest target until defeated
  • -0 None spent
  • The Pursuit
    Nemesis (Captain - Temporal Wizard) 2
    Royce (Second Officer - Charmer) 4 elan
    Grudge (Security - Brute) 1
    Hiesh (Tactical - Illusionist) 2
    Iasah (Ally - Godling) 4 elan
    Slip (Partial Cyborg - Pilot) 2
  • Naruni
    Castruccio (Uteni - Contract Holder) 3 elan
    Opserv (Security - Repobot) 2
    Ultor (Security - Repobot) 2
    Indohc (Security - TW) 2
  • Dream Makers
    Aalor 0
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Vincent Gray
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Re: The Bronson Orphanage

Post by Vincent Gray » Sat Nov 17, 2018 9:30 am

Fighting 7 if hits 25 damage
Moira punches Cookie
Fighting 1d8 = 7: 7
Wild Die 1d8 = 1: 1
Accidentally rolled a 1d8 for the wild die but since it was a 1 it didn't really factor
If Cookie Hits on a 7 w his reduced party
Damage 1d12+5 = 11: 6 + 3d6 = 14: 6, 6, 2
Moira grins as she sees Cookie zapped by the gremlin and takes another swing at him.
Signature
Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 4/3
Adventure Cards
Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
Seasoned (38) Folk Hero Play after you save a group of people from dire circumstances.
The community adopts you and your party as local heroes, and you can always find aid there.

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L.C.
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Re: The Bronson Orphanage

Post by L.C. » Sat Nov 17, 2018 1:52 pm

LC psychic screams because that's the right thing to do
Regular Dispel targets all effects, using that.
Regular Dispel only dispels one effect, and LBT can hit Cookie and no other allies engaged with him, will opt for Exalted / LBT.
Exalted / LBT can't avoid hitting an ally, will use regular Dispel vs. Armor.
1d8 = 1: 1

WD Psionics
1d6 = 1: 1
The psionic reaches out with his mind to cancel the enchantments augmenting Cookie. Instead, he blows a fuse and his mind screams out, racking Cookie, Locke, Moira, and Sir William with his psychic pain.
Locke resistance
1d6 = 2: 2
Locke's brain rebels against the psychic scream, and he grasps his head in anguish.
L.C.
L.C. Psi-Nullifier Commando
Parry: 5(6 in armor), Toughness: Armor: 13(6) or PA: 17(10)
ISP: 20
  • Clairvoyance/World Scry
  • Detect Arcana (at will)/Exalted Detect
  • Dispel/Greater Dispel
  • Slumber/Greater Slumber
  • Telekinesis/Exalted TK
  • Telepathy/Exalted Telepathy
Edges:
  • Mental Resistance: +4 resist/+4 armor vs psionics
  • Psi-Nullifier: Repulse Supernatural Creatures and AB: Magic users
  • Automatic Psi-Nullification: 1/turn free action to dispel a power targeting him
Benny/Wound/ISP tracking

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RFT
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Re: The Bronson Orphanage

Post by RFT » Sun Nov 18, 2018 8:15 pm

Cookie, All others with LBT please make a Spirit roll
Spirit 1d8 = 1: 1
Wild 1d6 = 5: 5
The psychic force hitting Cookie is enough he stumbles a moment and then clears his head, finally time to get even. Suddenly a voice rings out through the whole building as if the building itself was speaking. "Cook, remember the plan."

Cookie's mind clears and he looks around before whispering. "They murdered her." and in a dash takes off. But his dash leads to a stumble as he is unable to fight the pain off enough to muster the strength to swing his weapon or leave his pinned location.

Suddenly his body stiffens and jerks before falling to the ground unconscious.

OOC Comments
Spirit to Unshake +2 CR, -1 wound
Spirit 1d8-1 = 0: 1
Wild 1d6-1 = 1: 2

Extraction
Agility 1d12-1 = 9: 10
Wild 1d6-1 = 4: 5



A deadly quite falls over the orphanage as the heroes look around for more threats, but they appear to all be gone. Only Cookie remains and he lies now on the ground incapacitated by something.

Whimpering can be heard from upstairs and those with psychic awareness can feel the fear and pain still in the building as a wet wind rushes through, the illumination from outside brightens, then turns again to a reddish haze.

Then the walls themselves tremble as a voice again fills everything. "Leave now and I will let you return to your world. But stay here and you will be trapped for eternity and I will spend your years making you wish for death as your every action will accomplish nothing and the emptiness of your existence consumes you."


WE ARE NO LONGER IN COMBAT
Shaping Worlds Together
The 99's Game Master Bennies 0
  • +8 Players
    +2 Sidekicks
    -5 Stupid Slumber
    -4 To Soak one Neeto attack
    -2 EE and Unshake
  • Zarbun
    Ba'al Zarbun 0 (-1 Wound)
    Cookie 0
    Zwer 0 (-3 wounds, used Blaze of Glory)
    Headmaster 0

Shaintar Game Master Bennies 6
  • +8 Players
    -2 Bennies to save Yellow Jack

Nightbane Game Master Bennies 4
  • +5 Players
    -1 Sweeping can be very hard
  • The Jail
    Danielson 0 (spent to set the stage)
    Grimm 3 elan, Against the Odds, The Winning Side
    Harvest 0
    Marry 2 Against the Odds
    Michael 2 Against the Odds
Phase World - The Remorseless 10
  • +8 Players
    +2 Sidekicks
Abreaz (The Target) 2 elan, Assassin, Can spend a Benny on a Joker for the Drop, Quick, Imp Level Headed, highly tactical, will attack the weakest target until defeated
  • -0 None spent
  • The Pursuit
    Nemesis (Captain - Temporal Wizard) 2
    Royce (Second Officer - Charmer) 4 elan
    Grudge (Security - Brute) 1
    Hiesh (Tactical - Illusionist) 2
    Iasah (Ally - Godling) 4 elan
    Slip (Partial Cyborg - Pilot) 2
  • Naruni
    Castruccio (Uteni - Contract Holder) 3 elan
    Opserv (Security - Repobot) 2
    Ultor (Security - Repobot) 2
    Indohc (Security - TW) 2
  • Dream Makers
    Aalor 0
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Neeto Cogcoil
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Re: The Bronson Orphanage

Post by Neeto Cogcoil » Mon Nov 19, 2018 1:17 am

Neeto shakes his head vigorously, trying to get the hideous voice out of his ears. "I don't ever wanna hear that voice again. I'm tapped out an' I don't know how much more luck I got. But that big fat bastard stepped on kids. I could maybe pump some more juice into that little zapper widget I got, but we gotta go with better plannin' this time. Splittin' up all wing an' nut near got us all killed. An' who the hell warns the bad guys we're comin'?" He looks over the faces of his new teammates. "So...we ain't runnin', right? Leavin' kids to get et by that hairy warthead? That ain't what you do is it?"
Neeto
Neeto Cogcoil
Current Status Post
Bennies: -2 (spending EP)
Birthday Golden Benny!
Current Status:
Wounds / Fatigue: 0 / 0
Toughness: 8 (4)
Parry: 5
PPE: 11/15
Gadgets: 2/5 - Bolt (8 PPE); Smite; Entangle

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Sir William Mahan
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Re: The Bronson Orphanage

Post by Sir William Mahan » Mon Nov 19, 2018 6:15 am

Spirit 17
1d8 = 3: 3 Wild 1d6 = 1: 1
Benny to reroll 1d8 = 6: 6 Wild 1d6 = 6: 6 Ace on Wild 1d6 = 6: 6 Ace 1d6 = 5: 5
Taunt 10
1d4 = 2: 2 Wild 1d6 = 6: 6 Ace on Wild 1d6 = 4: 4
Sir William shakes his head, focusing the mental discipline honed through years of Cyber Knight training, and allows the force of LC's psychic scream to wash over him without effect. Turning to Neeto, he replies "Indeed, comrade, that is not who we are." He raises his psiswords into a fighting stance. "Demon! Stand forth! I, Sir William of the noble order of the Cyber Knights, will meet your fury with my blades. Flee or die!"

SWADE
Man, I wish we had the new Tests rule from the next edition Savage Worlds. I'd love to Distract a demon by Taunting him.
Sir William Mahan
Character Name: Sir William Mahan
Parry:8, Toughness: 14(8), -2 to hit vs tech
ISP: 6 /20
  • Speed: Double pace
  • Deflection: -2 to hit ranged and melee
  • Quickness: Act twice
  • Healing: Remove 1 wound
Bennies: 2
  • 3 starting
  • +1 for creative taunting of the Coalition
  • +1 Allow GM to secretly roll my notice.
  • -1 for Extra Effort to Notice the Psi-Stalkers
  • +1 Offer myself as a sacrifice.
  • -1 Reroll intimidate
  • -2 to use Telepathy without backlash
  • -1 to soak wound
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

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Leethe
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Re: The Bronson Orphanage

Post by Leethe » Tue Nov 20, 2018 3:28 am

OOC Comments
getting a conversation going in the google hangout "The 99, Casual In Character Thread" because at this point we need a plan. rushing in is just going to get us killed. most of us are tapped.
With combat finish, Leethe powers fade, she doesn't have the ISP to maintain them. Her fancy magical girl suit breaks into shards of light and she is back in her normal armor. She is visibly wounded, leaning on her sword. She closes her eyes and says a pray for Zwer. After a moment of silence. She activates the Integrated IRMSS on her CAF Elite Corps Load-Bearing Chest Rig. "I hope this works."
IRMSS Healing 10
1 Wound
Healing 1d8+1 = 9: 8 Ace 1d8 = 1: 1 = 10
Raise on healing, removes 2 wound
1 wound healed, other removed wound ignored.
The chest rig injects the nanobots into Leethe and they go at their work on fixing her. She looks to be in less pain almost immediately as her wound in her belly starts to disappear.

She moves over to the closest injured child and starts does a quick examination to see if she can move the child, being unskilled doesn't help
Healing 2
Healing 1d4-2 = 1: 3
Wild 1d6-2 = 1: 3
Benny for Extra Effort 1d6 = 1: 1
She looks frustrated that she can't tell if it is safe to move the child. She turns to the others and says, "Okay guys, what's the plan here? I'm almost completely drained."
Leethe
Parry: 6, Toughness: 6
Normal Armor: 12(7)
Magical Girl Armor: 22(7) MDC
ISP: 5/40
  • Enhance Psionic Skill/Range
    Armor/Greater Armor
    Blast/Greater Blast
    Detect/Conceal Arcana/Exalted Detect/Conceal Arcana
    Telemechanics
    Telepathy/Exalted Telepathy
    Smite/Greater Smite
Edges:
  • Ace: may make Soak rolls for vehicles at -2.
  • Command: +1 to allies or troops under my orders recovering from being Shaken.
  • Low Light Vision: Ignore penalties for bad lighting in all but pitch darkness.
  • Mr Fix it: with a raise, cuts repair time in halve. If already has accelerated repair time, cuts it to a quarter.
Gadgeteer: 1/1 use per quarter
  • Name: Transformation Gadget
  • ISP: 14/20
  • Skill: Psionics
  • Power: Magical Girl Armor
Bennies: 0

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Foxx
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Joined: Wed Dec 20, 2017 7:34 am

Re: The Bronson Orphanage

Post by Foxx » Tue Nov 20, 2018 9:40 am

Spirit
Spirit 1d8-1 = 1: 2
Wild 1d6 = 3: 3
Foxx massages her temple as the demons infernal ranting begins to give her a migraine. That alone is reason enough to put him down in order to shut him up; if she had the power she would torture him for the deaths of the children caused by his being her here. Listening to the others, "I still have enough power to go after him. If we do not, he will simply start someplace else with a new cast of miscreants." She is torn between going after the creature, but not at the peril of her comrades. She could see that they were worn and injured. She also was not without injury, but she could still prevail in a fight.

"The one that was killed, her soul went towards the chapel. That could be a place of power for it."
Fauxalyn Norquinal
Character Name: Fauxalyn, Foxx
Parry: 5; Toughness: 5, Armor: 12 (+7), Spell & Armor: 22 (+7 & +10)
PP: 71/25
Wound -1
  • Ley Line Magic Master
  • Ley Line Rejuvenation
  • Ley Line Sense
  • Ley Line Transmission
  • Ley Line Walking
Bennies: 2; under effects of Joker for the duration of November per GM.

Edges:
  • Improved Rapid Recharge
  • Danger Sense
  • Linguist

Powers

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

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Neeto Cogcoil
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Re: The Bronson Orphanage

Post by Neeto Cogcoil » Tue Nov 20, 2018 12:58 pm

Neeto's new gadget - Smite
TW gadget with raise (12 PPE)
1d10+4 = 9: 5

WD gadget
1d6+4 = 7: 3
Neeto nods at Hardin. "Alright, tough guy. Here's yer whizbang gadget. It's got phantasmic ducting coils to route some silver compounds into the chamber of whatever yer shootin'. Big fatty ain't gonna like that."
Neeto
Neeto Cogcoil
Current Status Post
Bennies: -2 (spending EP)
Birthday Golden Benny!
Current Status:
Wounds / Fatigue: 0 / 0
Toughness: 8 (4)
Parry: 5
PPE: 11/15
Gadgets: 2/5 - Bolt (8 PPE); Smite; Entangle

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RFT
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Re: The Bronson Orphanage

Post by RFT » Tue Nov 20, 2018 2:31 pm

Hardin's player has chosen Blaze of Glory as a better way to conclude his story. He was offered being allowed fair rolls for a chance at the demon or being able to remove the head master and the demon flees as originally planned.

Please be patient as Hardin's player and I work out his Blaze.
Shaping Worlds Together
The 99's Game Master Bennies 0
  • +8 Players
    +2 Sidekicks
    -5 Stupid Slumber
    -4 To Soak one Neeto attack
    -2 EE and Unshake
  • Zarbun
    Ba'al Zarbun 0 (-1 Wound)
    Cookie 0
    Zwer 0 (-3 wounds, used Blaze of Glory)
    Headmaster 0

Shaintar Game Master Bennies 6
  • +8 Players
    -2 Bennies to save Yellow Jack

Nightbane Game Master Bennies 4
  • +5 Players
    -1 Sweeping can be very hard
  • The Jail
    Danielson 0 (spent to set the stage)
    Grimm 3 elan, Against the Odds, The Winning Side
    Harvest 0
    Marry 2 Against the Odds
    Michael 2 Against the Odds
Phase World - The Remorseless 10
  • +8 Players
    +2 Sidekicks
Abreaz (The Target) 2 elan, Assassin, Can spend a Benny on a Joker for the Drop, Quick, Imp Level Headed, highly tactical, will attack the weakest target until defeated
  • -0 None spent
  • The Pursuit
    Nemesis (Captain - Temporal Wizard) 2
    Royce (Second Officer - Charmer) 4 elan
    Grudge (Security - Brute) 1
    Hiesh (Tactical - Illusionist) 2
    Iasah (Ally - Godling) 4 elan
    Slip (Partial Cyborg - Pilot) 2
  • Naruni
    Castruccio (Uteni - Contract Holder) 3 elan
    Opserv (Security - Repobot) 2
    Ultor (Security - Repobot) 2
    Indohc (Security - TW) 2
  • Dream Makers
    Aalor 0
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Hardin
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Re: The Bronson Orphanage

Post by Hardin » Tue Nov 20, 2018 5:43 pm

Neeto Cogcoil wrote:
Tue Nov 20, 2018 12:58 pm
Neeto's new gadget - Smite
TW gadget with raise (12 PPE)
Original post: 1d10+4 = 9: 5

WD gadget
Original post: 1d6+4 = 7: 3
Neeto nods at Hardin. "Alright, tough guy. Here's yer whizbang gadget. It's got phantasmic ducting coils to route some silver compounds into the chamber of whatever yer shootin'. Big fatty ain't gonna like that."
”Thanks,” Hardin says, taking the proffered device.
Before the Violence
He heads to the chapel and spends a prep round using the smite device and Leethe’s armor device. He also grabs a JA-9 with his TK along with the dispel grenade, keeping the shotgun in his hand.

Psionics for smite 1d10 = 2: 2
Wild 1d6 = 5: 5

The Violence
Psionics to boost Psionics (free action, mega) + 1d10 = 2: 2
Wild 1d6 = 5: 5
Result: success with a raise. +4 die types, wild die is a d8 for Psionics, Smarts goes up to d12

Psionics for grenade 1d12+1 = 11: 10 (includes-2 MAP)
Wild 1d8+1 = 6: 5

Psionics to shoot the JA-9 at the demon’s face 1d12-1 = 3: 4 (+2 to hit demon cancels the MAP, -4 for headshot)
Wild 1d8-1 = 0: 1
EE 1d6 = 6: 6 + 1d6 = 3: 3

Shooting the GAW, also in the face 1d10+2 = 6: 4 (1 EP for +4 to offset the headshot penalty, MAP and 3rb cancel, +2 because the demon is big)
Wild 1d6+2 = 6: 4
EE 1d6 = 3: 3
The Damage
JA-9 4d6+13 = 24: 4, 2, 3, 2 (includes raise, +4 from headshot, +4 from Smite, +1 from base weapon, and +4 from silver) AP 3

Benny to reroll JA-9 4d6+13 = 27: 2, 4, 5, 3 (includes raise, +4 from headshot, +4 from Smite, +1 from base weapon, and +4 from silver) AP 3

Again! He hasn't used any bennies this Q, so he's got a handful. :D
JA-9 4d6 = 15: 3, 6, 1, 5 + 1d6 = 4: 4 (ace) (includes raise, +4 from headshot, +4 from Smite, +1 from base weapon, and +4 from silver) AP 3

Final reroll! 4d6+13 = 24: 4, 2, 1, 4 (includes raise, +4 from headshot, +4 from Smite, +1 from base weapon, and +4 from silver) AP 3
_____________________

GAW 2d12+16 = 22: 3, 3 + 1d6 = 5: 5 (includes raise, +4 from headshot, +4 from Smite, +2 from base weapon, +2 from 3RB, +4 from silver)

Benny to reroll GAW: 2d12+16 = 23: 6, 1 + 1d6 = 4: 4 + 1d6 = 4: 4 (from ace) (includes raise, +4 from headshot, +4 from Smite, +2 from base weapon, +2 from 3RB, +4 from silver) (-4 because one of those aces was not actually an ace) 27 MD total, AP 2

Another Benny to reroll GAW: 2d12+16 = 26: 8, 2 + 1d6 = 1: 1 (includes raise, +4 from headshot, +4 from Smite, +2 from base weapon, +2 from 3RB, +4 from silver) AP 2

Aaand, now I'm using Jane's bennies. Why not though, right? 2d12+16 = 30: 10, 4 + 1d6 = 4: 4 (includes raise, +4 from headshot, +4 from Smite, +2 from base weapon, +2 from 3RB, +4 from silver) AP 2

Okay, I'll take that one! Play adventure card to double ranged damage. Boom.
Results
TN to resist dispel is 11
JA-9 damage is 27 MD AP 3
GAW damage is 68 MD AP 2
SEE POST BELOW
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
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Foxx
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Joined: Wed Dec 20, 2017 7:34 am

Re: The Bronson Orphanage

Post by Foxx » Wed Nov 21, 2018 9:13 am

Notice 10
Notice 1d8-1 = 7: 8
Wild 1d6 = 5: 5
Ace 1d8 = 3: 3
Foxx has nothing more to say about the cowboy going alone to fight the demon. She heads for the nearest stairs to begin searching for children to muster them out of the devil's orphanage. She pulls off the rebreather mask to lessen the appearance of the fierce Leyline walker. "Children? We're here to help you. We're going to take you away from the dangers here!"
Fauxalyn Norquinal
Character Name: Fauxalyn, Foxx
Parry: 5; Toughness: 5, Armor: 12 (+7), Spell & Armor: 22 (+7 & +10)
PP: 71/25
Wound -1
  • Ley Line Magic Master
  • Ley Line Rejuvenation
  • Ley Line Sense
  • Ley Line Transmission
  • Ley Line Walking
Bennies: 2; under effects of Joker for the duration of November per GM.

Edges:
  • Improved Rapid Recharge
  • Danger Sense
  • Linguist

Powers

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

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Hardin
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Re: The Bronson Orphanage

Post by Hardin » Wed Nov 21, 2018 11:28 am

Hardin approaches the chapel doors. Whelp, this is probably the stupidest thing ah’ve ever done, he thinks. Might also be the most right thing ah’ve ever done.

Angling his neck from side to side, he works out some of the cricks he gathered while up in the sniper’s nest and loosens up for the coming fight. Reckon ah won’t get to use my Judgment Day again once Mac’s finished with it. Too bad; that was turnin’ into a fine rifle.

The Queen is there, of course, looking resplendent in her battle mail, a long, elegant sword sheathed at her hip. She walks up to Hardin and reaches out, cupping his cheek in her hand. In his mind, he hears her speak for the first time since that Rift opened and showed her to him all those years ago, Make me proud, elf-child.

He closes his eyes briefly, letting the words wash over him. Make me proud, she said. Hardin Jones can do proud.

He fires up his radio and says, "Hey, Sargento. You get ‘em out, will ya? An have someone take care of my horse; ah’ve got a little sister, Molly, who might come lookin’ fer her one of these days. She’s with the Legion out West. Least, she was last time ah talked with her. He pauses for a moment, searching for the right words, but that’s not really his strong suit. “Been a pleasure, Lawrence. Don’t know how long ah can give y’all, but make ‘em count. With any luck, ah’ll just kill this thing an’ meet you outside.”

With that, Hardin activates the odd device Neeto gave him, charging his weapons with magical silver energy, of all things. At the same time, he flips on the device Leethe handed him, arcane armor flowing around him. Those two sure are handy to have around. He picks up a fallen JA-9 rifle and holds it and the dispel grenade aloft with his mind, power flowing out of him. Finally, he adjusts the rifle stock against his shoulder, lets out a long breath, and moves!

With a single, hard kick, he breaches the chapel doors, moving inside quickly but steadily, keeping the shotgun up. He is greeted by the site of the enormous demon standing near the pulpit, its hateful eyes on the door as if expecting Hardin’s arrival, surrounded by another bunch of earth djinn. The headmaster is lurking nearby, not quite next to the demon, but not so far away as to trumpet cowardice.

Before the demon can say anything, Hardin lets loose the dispel grenade, flinging it with his mind to land in the exact center of the mass of djinn and Zarbun. He doesn’t wait to see if the grenade works, instead immediately firing the JA-9 at the demon’s head and scoring a hit. The creature seems to recoil a bit, but the shot doesn’t do any visible damage that Hardin can see.

Continuing to advance toward his target, he lets fly a burst of slugs from the GAW, marveling again at how smoothly the weapon accounts for recoil. That’s some fine work, Mac, he thinks.

As before, Hardin’s burst hits true and one of the magically-charged slugs takes Zarbun right in the eye, putting him down in spectacular fashion. The left half of Zarbun’s face melts, presumably from the effects of the silver, and his brains explode out against the wall behind him a grisly fountain of meat and blood. The body stands for a moment as if deciding what to do, and then begins thrashing wildly, blood spraying freely from the now exposed neck and open skull, painting the room. Hardin, still advancing as he prepares to fire again, is drenched in gore and finds himself missing his duster.

The headmaster begins to exclaim something, but Hardin puts a burst of slugs in him, too, leaving him on the ground with his master. He turns to face the djinn, but is pleased to see that the dispel grenade has done its work and they are simply gone.

Eyes scanning the room for any more threats, Hardin wonders if he might have actually managed to pull it off without dying. Gotta let Neeto know his little gizmo worked like a charm.

Before he can relax, though, an oily thought, not his own and not his Queen’s, enters his mind.

That’s my blood on your face, mortal. My blood and my life and my power! Idiot child, did you think you could simply shoot me with one of your toys and then walk away? This is the seat of my strength, and you cannot conceive but to attack my body?

Hardin staggers at the mental assault, as the demon creeps into his brain. What?! Dropping to one knee, Hardin can feel Zarbun seeping into his consciousness, the demonic blood burning where it touches Hardin’s body.

A psi-slinger, then? Certainly no substitute for my own form, but strong enough for what comes next. You, Hardin is it? I will let you watch while I slaughter your friends using your own hands. Will you enjoy that? Will you enjoy seeing the anguish behind the eyes of these mewling children as I pull the life out of them? Now, blood of my blood, you belong to me!

Hardin has never understood why people, good or bad, like to talk so much during a fight. What a waste of energy.

So he spares no words for the demon, instead working out what’s going on for himself. “Blood of my blood”, the creature had said. Blood is the key to Zarbun’s body hopping. And blood is the key to killing him.

Discarding his shotgun and letting the rifle fall, Hardin focuses his telekinesis elsewhere. He can feel himself losing control as the demon takes over, but “takes over” is a world away from “taken over”, and he still has time to think. With the slightest force of will, he applies his ‘kinesis for one last kill.

The Queen stands by Hardin’s side, resolute, and Zarbun doesn’t catch on nearly quick enough. The last sound Hardin hears as his blood flow stops and the lights go out are the impotent screams of a trapped demon, a melody he happily rides into whatever the next life holds.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

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

Post by RFT » Wed Nov 21, 2018 12:55 pm

As Hardin commits to buying time for the children to be saved and the rest of the team goes to work checking the three story building for other children. Soon things take a serious turn for the worse. The walls themselves begin to breath in staggered breaths as blood begins dripping from the ceiling and walls. The rolling floors suddenly become like flesh and blood twisting and writhing making it near impossible to stand or walk.

Looking through the windows presents a harrowing scene of a parched endless landscape with an impossible to understand lack of depth. Through one window a view of a endless cold tundra covered in nothing but sprinkled snow and frozen dead animals. Another window shows a glimpse of a city covered in flames, burning as the apparently low tech city is destroyed, filled with human men and women in gangs killing each other simpy for the color of their skin. Yet a third window shows castle Refuge itself, somehow hundreds of miles away even the details of the grains of dirt on the ground can be seen, but sitting atop the castle are four demon princes each as large as the castle itself. They turn and look in your direction, offering no expression as if the events of your story was to far beneath them to bear notice.

Each window show a more alien and strange series of events, each filled with the misery that these demons fed off of. Pain, Desire, Hatred, and Envy are all that can be seen. Eventually it reaches the point that looking through the windows is too much, as your souls are being affected by the darkness witnessed. Each view like living a lifetime in the scene perceived. How can such evil be slowed, it reaches out to so many worlds, to so many places, from the slightest whisper in a babies ear to hit his sister and steal her binky, to the overt action of forming pacts with shifters each of whom fools himself into thinking he is in control. It is too much, it is too much.

PLAYER INSTRUCTIONS
This is a Dramatic task. There are 29 children in this building. 2 of them murdered, they need you to save them while Hardin buys time.

Dramatic Task: You may roll Agility, Smarts, or Survival (players choice) -2.
  • Each success and raise saves one of the children or two of the clients (why would you).
  • You may accept one unsoakable soul wounds to gain +4 to your roll
  • You may accept two unsoakable soul wounds to gain +8 to your roll
  • You may accept three unsoakable soul wounds to gain +12 to your roll

Include a narrative post of how you struggle through the living building as it collapses around you, making run after run to get as many children out as possible. There will be a huge reward on par with a Pender reward when this is done.
Each player will be allowed to choose one option from the Legendary Tables, in addition their will be a XP bonus based on the number of children saved. With 18+ and 25+ being the relative targets.


When hell has hold of you, it does not let go!
Make a Spirit roll, on a success you escape hell, on a raise you can pull one of your allies who failed a roll, on a failure you are pulled back into hell. A critical failure means you cannot be pulled out and will be trapped in hell.
Choosing to stay in hell without rolling grants a +8 to your roll for saving children.

Any or all of you may choose to go back into hell to help you friends find a way out. This will be a whole adventure.


I was asked so here you go for future reference.

Soul Wounds
Soul Wounds are wounds to your soul and can only be healed with time. No magic, power, intervention of gods or device in known creation will end them or overcome them, they simply need time.

Follow up again, I was asked how normal wounds heal...
A Vigor roll every 5 days for a chance to recover.
Modified by the normal modifiers for natural healing.
Shaping Worlds Together
The 99's Game Master Bennies 0
  • +8 Players
    +2 Sidekicks
    -5 Stupid Slumber
    -4 To Soak one Neeto attack
    -2 EE and Unshake
  • Zarbun
    Ba'al Zarbun 0 (-1 Wound)
    Cookie 0
    Zwer 0 (-3 wounds, used Blaze of Glory)
    Headmaster 0

Shaintar Game Master Bennies 6
  • +8 Players
    -2 Bennies to save Yellow Jack

Nightbane Game Master Bennies 4
  • +5 Players
    -1 Sweeping can be very hard
  • The Jail
    Danielson 0 (spent to set the stage)
    Grimm 3 elan, Against the Odds, The Winning Side
    Harvest 0
    Marry 2 Against the Odds
    Michael 2 Against the Odds
Phase World - The Remorseless 10
  • +8 Players
    +2 Sidekicks
Abreaz (The Target) 2 elan, Assassin, Can spend a Benny on a Joker for the Drop, Quick, Imp Level Headed, highly tactical, will attack the weakest target until defeated
  • -0 None spent
  • The Pursuit
    Nemesis (Captain - Temporal Wizard) 2
    Royce (Second Officer - Charmer) 4 elan
    Grudge (Security - Brute) 1
    Hiesh (Tactical - Illusionist) 2
    Iasah (Ally - Godling) 4 elan
    Slip (Partial Cyborg - Pilot) 2
  • Naruni
    Castruccio (Uteni - Contract Holder) 3 elan
    Opserv (Security - Repobot) 2
    Ultor (Security - Repobot) 2
    Indohc (Security - TW) 2
  • Dream Makers
    Aalor 0
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Re: The Bronson Orphanage

Post by RFT » Wed Nov 21, 2018 2:05 pm

I sometimes forget not everyone has been in on of Pender's amazing games.
Information Request from Players
Sould Wounds
Soul Wounds are wounds to your soul and can only be healed with time. No magic, power, intervention of gods or device in known creation will end them or overcome them, they simply need time.
They count as wounds and work mechanically identical to normal would except that only natural healing subject to natural healing rules can recover them.
Legendary Tables = For This Game Do Not Roll, Select Your Result Instead
The legendary jouney: roll 1d12
This table represents what it takes and feels like to be a true legend on rifts earth. You are a larger than life character that has stories sung in bars, and parents tell their children bed time stories about how you held back a demon horde with nothing but a crow bar and some chewing gum.
  • 1)Weapon of Legend: The sword makes the man, or weapon rather. Folks will talk about your weapon long after you are dead and gone. Add two major and 2 minor modifications off the tw list or any 4 HJ gear related table to a weapon of your choice that can be used by your character. The character gets a +1 bonus to hit with it.
    2)Bad Ass Family: You mark the first in a great line of heroes. You represent sheer awesomeness and it caries down your bloodline. You and your descendants gain +2 ability pts to spend at character creation(Players can spend it now going beyond attribute limitations).
    3)The myth is true: Legends that live are impressive to be sure, just standing in ones presence can send even the most stout hearted into knee jerking I am not worthy mantra. As an action the character can reveal themselves as a true hero and legend of greatness. This works just like a fear check at -2 using the fright table but more for awe. If they already have fear as a natural ability increase the modifier by 2.
    4) Berserk Button: Your ability to hulk out makes it onto the nightly bard's tale across all the lands. You are a thing of beauty when the rage inside takes control. You gain the Berserk edge and as a free action when first beserking you can use the growth power once and it lasts until the end of your berserk. Use spirit as the casting roll. If you already have the berserk edge increase damage to +4. Your growth is locked in on a success at a 1d6+2.
    5) Arm and a Leg: Few are as hardy as yourself. Your ability to shrug off damage is truly impressive. +1 toughness and Once per session ignore the damage from one attack.
    6) After the end: When the end is neigh for your hero you just keep on ticking. Even when there is nothing left your spirit wills you onward. The amount of wounds it takes to incapacitate your character is equal to your spirit die type. However if at the end of the scene your character has not received intimidate healing and he has over 3 wounds he perishes as his physical body can no longer maintain his legendary spirit.
    7) Cursed with awesome: Fate most of the time makes sure you come through in a big way. You can reroll a 1 on the wild die( unless it is a crit fail). Once per session you can declare an awesome moment and before rolling decide to add your wild die to your trait roll.
    8) A fate worse than death: Legends say when you try to take out your hero you best not miss because your hero can give as good as he can get. Missing your hero with an attack is worse because he has the ability redirect it right back at you! Chose, throwing, shooting, your arcane background skill, or fighting. Your receive the benefits of the counter attack edge appropriate to the skill chosen and a range that is appropriate for the one being used against you. If you already have counter attack and you choose fighting a second time gain one more use of the edge per round.
    9) There is no kill like overkill: Indeed the legends of your ferocity in combat will be told long after your blade becomes too heavy to lift and your rail-gun rusts over. Raise damage is increased by +1d6. Once per session declare an overkill moment and for each raise achieved add another +1d6 damage.
    10) World of Badass: Folks to this day still talk about what made you a badass. Your wild die is always a d8.
    11) You know what to do: Your even keel and decision making is the stuff lesser mortals dream about. During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace ( stacks with a joker).
    12) Things you were not meant to know: You know what? You know and have seen all that lurks in the dark. You can look the deep dark abyss right in its oily face and laugh as you tear its heart out. You gain +4 vs fear checks and on a successful save act as though you are under the effects of an adrenaline surge.
Mythic Rifter: roll 1d12
Rifts Earth is chalk full of the truly awesome. Your character is the embodiment of what makes rifts special and unique. Erin Tarin herself probably is working on a book describing your exploits and how you fit into the grand scheme of the post post apocalypse.
  • 1) Apocalypse Now: The next apocalypse is always riding on your shoulders. It is always a specter of doom that smiles wide making your enemies unlucky in all kinds of bad ways. You receive +1 benny per session and enemy agents in direct confrontation with you crit fail on 1 or 2, even extras!
    2) Mega Damage: You hit harder than anyone that has come before and anyone that will come after. It is a forgone conclusion your weapon of choice will be long preserved even after you are dead. Old grannies tell how you shredded a CS transport with your bare hands or wilks laser pistol. Choose a weapon of choice, something you would apply the trademark weapon edge too, and increase its Damage by 4 and ap value by 4. Once per session you can ignore the armor of a target and the weapon becomes a MD weapon for that action.
    3) Atonement: Righting wrongs is as natural as drinking coffee with milk. Your character has a special knack for sussing out when, where, and who is doing these wrong things. It is also said when you come across evil doers your vengeance is mighty indeed. Your wild die for notice, tracking, investigation, and streetwise is always a die type higher and if you ever spend a benny on those 4 skills you get a +2 bonus added to your total. Once per session double your damage against an evil doer you know that needs to have a wrong righted.
    4) Badass Clothing: The clothing makes the man, or hero. Folks might not remember your face or even name after you are long gone. They will however cherish your favorite hat, long coat, loin cloth, or pair of shoes. Chose an article of clothing that speaks to your character and give it a combination of a total of 4 upgrades. Choose from either allowable TW modifications or cybernetic upgrades. You can ignore strain.
    5) Big damn hero: Those out in the country remember you big as life, they say the feats you did were taller than the tallest tales around. Spend a benny and add +2 to the result. For each benny spent this way you add an additional +2. This stacks with Elan and applies to damage. Example: Your hero wants to spend 3 bennies for extra effort: roll 1d6+6 and add it to the result, if you had elan in the above scenario, roll 1d6+8!. You also gain +1 benny each session.
    6)Can't get away: You are known far and wide as a hero that is ruthless in their pursuit for justice. Any time you shake an opponent that opponent actually takes wound. This will take most extras out of play and make wild cards think twice about what ever you got up your sleeve.
    7) Chainsaw of Good: Maybe you are a force for good, or have angels watching your back. Folks talk about your righteous fervor like they talk about a force of nature. Your attacks are treated as if celestial silver, and if they do a shaken or better roll a 6d, on a 6 your foe is vanquished by the almighty light of the celestials. If they already are celestial silver add +4 damage.
    8) Crapsack world: The world is a bad place, pretty much everything is out to get you. Legends tell tale of your exploits that even buck the universal constant. However, most folks also talk about the nasty run of bad luck that got you killed. You always roll an extra wild die and keep the highest roll. Ever crit fail on 1,1,1? Just make a new character because your luck ran out.
    9) He who fights monsters: Monsters know of you, and are afraid of their own shadows when they hear you are around. +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
    10) Ye Mighty and despair: Mounds of gear? No problem. Folks for miles can remember you hauling piles of equipment without breaking a sweat. They also probably remember you wielding two giant sized vibro blades or a vehicular weapon with ease. Shit folks even claim your mighty feats of strength could make lesser men tremble in droves. Treat your strength as 4 die types higher for encumbrance and treat your size as two steps higher for wielding vehicular weapons. You can also make a test of wills at a whole group of targets in a cone template laid down in front of you.
    11) 24 hour armor: Legends tell of an individual who walks Rift earth with skin tough as plate mail. Calculate your toughness by the full value of vigor instead of half.
    12) when planets align: Fate truly smiles on your hero. Bards across Rifts earth tell tale of a mighty individual whose luck is unparalleled. When the going gets good it gets real good. Any time dice ace for your hero add +4 to the result per ace.
Saboteur, Architect, Commando, Agent: roll a d12
There is skilled, and then there are craftsmen. You don't always take the glory and in fact sometimes working from the shadows is your nom de plume. Through countless hours and will uncounted for your abilities would give any legendary hero a run for their money. Then after the race those would be legends would be found garroted 200 feet before the finish line.
  • 1) Adaptation: You always have a knack for having the right tool to solve the right problem. You can analyze any situation, adapt, and then over come. Gain +4 to the attribute of your choice. You can spend a benny to use an edge until the end of your turn regardless of any requirement except for rank. Multiple bennies can be spent.
    2) The quiet one: Stealth is your virtue and silence is your fortitude. Smoke grenades are your favorite weapon. On a successful stealth roll (an action) gain the invisibility power for 3 rounds with out paying ppts. Once per session you can activate the mega version of this power.
    3) Blackmail: Who doesn't owe you money? Everywhere you go and most people you meet owe your character in some way. +2 on all connection rolls, I know a guy edge( or one more use to it, intimidation can be used in place of persuasion), and and you can use persuasion as a test of wills as you gently remind folk just how much they owe you.
    4) Code Name: Spy masters, secret agents, universal soldiers and super heroes often only go by a special designation and your character is no different. You turn the impossible into merely the improbable. You can ignore 2 pts of multi action penalty and once per session declare your code name moment where you are able to ignore all penalties for 1 turn.
    5) The Faceless: When you walk into a bar no one knows your name. Most folks have trouble even remembering your name let alone you were involved in anything important. You are almost impossible to find in a city with only a handful of people. You always get the drop at the beginning of combat and any attempt to find you using streetwise is at a -8.
    6) Fatal Flaw: You spend countless hours analyzing enemy tactics and are a master of understanding the subtle Nuances of the high tech world. If someone needs to make sure a hi tech competitor goes down in a blazing inferno they know to call you first. As an action and makes a smarts roll, any piece of hi-tech within your Smarts range suffers a technical difficult. This might be due to careful planning or skillful luck. You can also spend a benny to extend this range to the long range of a weapon readied. You also reduce an enemies tokens in a mass battle by 2.
    7) It's Personal: It always is personal. Through sheer force of will you trudge on wards even through a hail of railgun fire. Even when there is no hope, you are always reminded of how much succeeding means you. You can add half your spirit die type to your toughness and once per session roll your spirit die type and add it to any roll.
    8) Interrogation Technique: You are legend among black market enforcers. Word on the street no one has ever been able to with hold information from you, and those that try never get the chance to see their brains splatter. Use either intimidation or persuasion as the skill for telepathy without paying ppts. Once per session gain the mega version of this power. Additionally when you grapple a foe you can choose to do an immediate test of wills on them(free action). The raise effect of this special test of wills, is replaced by a wound instead.
    9) Houdini: Handcuffs, electromagnetic bindings, a room with no way out? Not a problem for your character. He is a master escape artist. Using agility as the skill roll you can go intangible for 3 rounds to get out of a jam, as you find it ridiculous easy to escape being bound or held captive. Once per session you can even switch places with your captor.
    10) Pretty Little headshots: whats better than one head shot? Two or even three of those suckers. You are the #1 speed dial option for those that need decapitations ordered. Head-shots or Vitals are only a -2 location penalty and add +4 damage per raise obtained when going for the head.
    11) Right behind me: You are known in certain circles for being able to get the drop when no one expects it. You also have a knack for popping up in places unexpected. On the first round of combat that your character goes she can choose any spot on the map to start. With a successful stealth roll she also has the drop(first round only).
    12) Stray Shots Strike Nothing: You have been known to stand in a crowded area and open full auto at a whole mess of bad guys. When the blood spray settles only the bad guys were hit, and hit hard. Innocent bystanders are never hit by your full auto attacks and whats more, every successful hit adds the rate of fire to its damage.
Shaping Worlds Together
The 99's Game Master Bennies 0
  • +8 Players
    +2 Sidekicks
    -5 Stupid Slumber
    -4 To Soak one Neeto attack
    -2 EE and Unshake
  • Zarbun
    Ba'al Zarbun 0 (-1 Wound)
    Cookie 0
    Zwer 0 (-3 wounds, used Blaze of Glory)
    Headmaster 0

Shaintar Game Master Bennies 6
  • +8 Players
    -2 Bennies to save Yellow Jack

Nightbane Game Master Bennies 4
  • +5 Players
    -1 Sweeping can be very hard
  • The Jail
    Danielson 0 (spent to set the stage)
    Grimm 3 elan, Against the Odds, The Winning Side
    Harvest 0
    Marry 2 Against the Odds
    Michael 2 Against the Odds
Phase World - The Remorseless 10
  • +8 Players
    +2 Sidekicks
Abreaz (The Target) 2 elan, Assassin, Can spend a Benny on a Joker for the Drop, Quick, Imp Level Headed, highly tactical, will attack the weakest target until defeated
  • -0 None spent
  • The Pursuit
    Nemesis (Captain - Temporal Wizard) 2
    Royce (Second Officer - Charmer) 4 elan
    Grudge (Security - Brute) 1
    Hiesh (Tactical - Illusionist) 2
    Iasah (Ally - Godling) 4 elan
    Slip (Partial Cyborg - Pilot) 2
  • Naruni
    Castruccio (Uteni - Contract Holder) 3 elan
    Opserv (Security - Repobot) 2
    Ultor (Security - Repobot) 2
    Indohc (Security - TW) 2
  • Dream Makers
    Aalor 0
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Vincent Gray
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Re: The Bronson Orphanage

Post by Vincent Gray » Wed Nov 21, 2018 4:30 pm

6 Children saved
Scene modifier -2 -3 wounds
Taking 3 soul wounds for a +12
Total +7
Injury table
Vigor Roll for incap
Vigor 1d6-3 = 0: 3
Wild Die 1d6+3 = 7: 4

Death and defeat 1d20 = 8: 8

Dramatic Task 1d10+7 = 16: 9
Wild Die 1d6+7 = 10: 3
+8 for staying in hell equals 24, 6 successes
As the floor writhes and moves Vincent sprints upstairs, calling out for children hoping they will hear his voice and make it easier. He grabs a couple and nimbly dodging a piece of floor that has opened up into a maw of glistening teeth, pushes them out of the pocket dimension and into the relative safety of the real world. He disappears again into the orphanage, this time a piece of wall explodes into a throbbing spiked tentacle which nearly puts his eye out. Vincent grabs at the wound, and fortunately finds another pair of children, which he again escorts out of the hellish dimension. Against any reason, he darts back into the pulsing dripping pocket dimension and yet again finds a pair of children. Just as he pushes them out into the real world a piece of the orphanage drips from the ceiling, covering his head in a boiling wad of flesh. Vincent drops to the ground, unable to speak as the floor begins to chew and absorb him into the flesh of the orphanage.
Last edited by Vincent Gray on Mon Nov 26, 2018 8:09 pm, edited 2 times in total.
Signature
Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 4/3
Adventure Cards
Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
Seasoned (38) Folk Hero Play after you save a group of people from dire circumstances.
The community adopts you and your party as local heroes, and you can always find aid there.

User avatar
Foxx
Posts: 65
Joined: Wed Dec 20, 2017 7:34 am

Re: The Bronson Orphanage

Post by Foxx » Sat Nov 24, 2018 2:50 pm

Dramatic Task 10, Hell roll 5
-1 wound
+2 November bonus by GM
+4 Soul wound
Smarts 1d10+3 = 4: 1
Wild 1d6 = 6: 6
Ace 1d6 = 4: 4

Hell roll
Spirit 1d8+1 = 5: 4
Wild 1d6 = 1: 1
So this was possibly the end. A century of study and adventuring culminating in a messed up rescue and potential relocation to one of the worse dimensions a lifeform could go to; alive. Not another day in the life of the magic user dark elf. Things got serious in a hurry, and they had little time to fool around. Still, they had responsibilities to attend too and children to save. Naturally, the poor darlings were hiding from the terrible things going on around them. Foxx did not blame them; she wanted to join them in hiding.

That sentiment would not do, she was a hero from a line of heroes. She pressed on, dashing up the stairs trying in vain to block out the images of the chaos flashing by the windows. What was going on outside was worse than any Leyline storm she witnessed. There was a rip in the fabric of reality, and the orphanage was right in the middle. This is the reason why she hates dealing with demons.

The first stairwell she releases several magical bolts into a rushing horde of Orks that appear in the hall. Why, no reason, either they crashed into the building, or the building just wiped out a whole battlefield of the creatures. The only thing more terrible than the monstrous encounters was the magic energy fighting to tear her mind apart. She feels something give, but she pushes on regardless, someone grabbing a child along the way. Somehow she grabbed a chair and lunged out of the room, a child in arm.

Not enough, but her small contribution would add to the numbers as the team continued to fight for life and sanity to save the children. They had promised they would, and after the toll they paid, they were going to do it.
Legendary Table
World of Badass
1d12 = 4: 4
Last edited by Foxx on Thu Dec 06, 2018 10:15 am, edited 5 times in total.
Fauxalyn Norquinal
Character Name: Fauxalyn, Foxx
Parry: 5; Toughness: 5, Armor: 12 (+7), Spell & Armor: 22 (+7 & +10)
PP: 71/25
Wound -1
  • Ley Line Magic Master
  • Ley Line Rejuvenation
  • Ley Line Sense
  • Ley Line Transmission
  • Ley Line Walking
Bennies: 2; under effects of Joker for the duration of November per GM.

Edges:
  • Improved Rapid Recharge
  • Danger Sense
  • Linguist

Powers

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

User avatar
Sir William Mahan
Posts: 113
Joined: Tue Aug 08, 2017 5:36 pm

Re: The Bronson Orphanage

Post by Sir William Mahan » Mon Nov 26, 2018 10:16 am

Seven Children saved (29), staying in Hell
Agility for rescue, taking 3 soul wounds
1d10 = 3: 3 Wild 1d6 = 4: 4 -2 for test, -3 for soul wounds, +12 for soul wounds, +8 for staying in Hell, net +15
Note - Agility up a die from raise on Quickness

Benny reroll of Agility 1d10 = 3: 3 Wild 1d6 = 4: 4
Last Benny 1d10 = 10: 10 Wild 1d6 = 4: 4 Ace on Agility 1d10 = 4: 4
Seeing the vulnerable children,Sir William leaps into action. With incredible speed, surrounded by a crackling blue psionic aura, he runs for the upper floors. The stairways seem to writhe like living things, and the handrails shift into icy tentacles, sucking the very life force from his body. One after the next, he carries pairs of children from the third floor to the portal, thrusting them back into Wheaton and spinning immediately to return for more. As the portal begins to close, he returns with one last child, passing her through the portal as it closes before him. "Now let us see how I do battle with Hell itself," he thinks, manifesting his psi-swords and awaiting his destiny.
Sir William Mahan
Character Name: Sir William Mahan
Parry:8, Toughness: 14(8), -2 to hit vs tech
ISP: 6 /20
  • Speed: Double pace
  • Deflection: -2 to hit ranged and melee
  • Quickness: Act twice
  • Healing: Remove 1 wound
Bennies: 2
  • 3 starting
  • +1 for creative taunting of the Coalition
  • +1 Allow GM to secretly roll my notice.
  • -1 for Extra Effort to Notice the Psi-Stalkers
  • +1 Offer myself as a sacrifice.
  • -1 Reroll intimidate
  • -2 to use Telepathy without backlash
  • -1 to soak wound
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

User avatar
Neeto Cogcoil
Posts: 20
Joined: Tue Oct 09, 2018 9:07 pm

Re: The Bronson Orphanage

Post by Neeto Cogcoil » Mon Nov 26, 2018 5:41 pm

Neeto saves the masses - 7 children saved
Agility, taking 3 soul wounds (+12), staying in hell (+8), scene penalty -2
1d10+18 = 25: 7

Benny EE with Elan and prior
1d6+27 = 29: 2

WD Agility
1d6+18 = 23: 5
The building heaves and rolls, crumbling in on itself. The walls bleed, slicking the floor with foul demonic ichor. The windows play scenes like a TV scanning channels of the worst horrors imaginable. It starts off mild; images of children in squalor, hoping to catch the flies that land on their gaunt frames in order to eat their day's meal. Neeto races by, trying to find some of the children in the orphanage. The next window shows women buried to their necks while men sit in judgment of their crime, throwing stones at their exposed heads, the offense being the accidental display of unclothed shins. There's gotta be more kids in here! Neeto rips open a wall that resembles a kidney, pulling three children from inside and leading them to the gateway.
Men are crucified, upside down, for the words they spoke. Lashes from the whip flay the skin from their bones. Worst holovid I've ever watched! What in hell is wrong with these people?! They say goblins are nasty!
Worse still are the tortures. Hearts ripped from living chests and devoured in death cult worship. Savages punishing heretics with ripping fingers from hands, hammering toes, a thousand cuts. Neeto bashes his neural mace into floorboards that resemble gritted teeth, finding a pair of children being pulled deeper into the mouth-like cavity by a razor sharp appendage that must be a tongue. He reaches down, zapping both kids with his Tazer Tweaker, giving them a jolt to get up and out. "Out ya go and through the door!"
Neeto growls as he flings a bed over, finding more children hidden underneath. The scenes of anguish that play through the windows wreak havoc on his soul. "Come on kids. This place ain't fit fer ya! Down the stairs and out the front, just like Uncle Neeto told ya. Good on ya!"
Contrary to his sense of self-preservation, he keeps plumbing the depths of this grotesque place, hoping to find another child. Unfortunately, his luck runs out, as a door in the building stretches out, wrapping the doorknob/tentacle around his chest, preventing him from exiting. "OY! I don't think we're gettin' outta here. See ya on the other side!" He manages to wriggle free, but only after the portal closes.
"Well, snit."
Legendary Tables
Neeto selects Big Damn Hero: Those out in the country remember you big as life, they say the feats you did were taller than the tallest tales around. Spend a benny and add +2 to the result. For each benny spent this way you add an additional +2. This stacks with Elan and applies to damage. Example: Your hero wants to spend 3 bennies for extra effort: roll 1d6+6 and add it to the result, if you had elan in the above scenario, roll 1d6+8!. You also gain +1 benny each session.
Neeto
Neeto Cogcoil
Current Status Post
Bennies: -2 (spending EP)
Birthday Golden Benny!
Current Status:
Wounds / Fatigue: 0 / 0
Toughness: 8 (4)
Parry: 5
PPE: 11/15
Gadgets: 2/5 - Bolt (8 PPE); Smite; Entangle

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Leethe
Diamond Patron
Diamond Patron
Posts: 96
Joined: Mon Dec 04, 2017 8:29 pm

Re: The Bronson Orphanage

Post by Leethe » Tue Nov 27, 2018 2:52 am

Notes to other players
Soul Wounds taken don't apply to the dramatic task test, I believe. Because they are applied after the dramatic task. They do apply to trying to leave hell though.
Fauxalyn had a wild 6, plus 4 from ace. base roll is 10. -3 penalties. 2 from scene and 1 from wound. +4 bonus from the wound. +2 from the veteran day rob gave for serving. Thank you btw.

6+4-3+6 = 13. 3 children saved.

Sir William
after 2 rerolls. 10 from base test. plus 4 from ace. -2 from scene penalty. plus 12 from saving children. plus 8 from staying in hell.

10+4-2+12+8=32. 8 children saved.

With Vincent's 6, 3 from Fauxalyn, 8 from Sir William, and 7 from Neeto. we are at the 24 children saved.
Not sure if they are savable. Pvt Harris and the 3 Techno Wizards.

we still have 4 other people to post. L.C., Leethe, Rob Hunter, and Moria. Plus one extra in Locke.
do not forget to write your actions up in in character text please.

I made a google sheets document here. 99th dramatic tasks

this post does not count towards my post count total.
Leethe
Parry: 6, Toughness: 6
Normal Armor: 12(7)
Magical Girl Armor: 22(7) MDC
ISP: 5/40
  • Enhance Psionic Skill/Range
    Armor/Greater Armor
    Blast/Greater Blast
    Detect/Conceal Arcana/Exalted Detect/Conceal Arcana
    Telemechanics
    Telepathy/Exalted Telepathy
    Smite/Greater Smite
Edges:
  • Ace: may make Soak rolls for vehicles at -2.
  • Command: +1 to allies or troops under my orders recovering from being Shaken.
  • Low Light Vision: Ignore penalties for bad lighting in all but pitch darkness.
  • Mr Fix it: with a raise, cuts repair time in halve. If already has accelerated repair time, cuts it to a quarter.
Gadgeteer: 1/1 use per quarter
  • Name: Transformation Gadget
  • ISP: 14/20
  • Skill: Psionics
  • Power: Magical Girl Armor
Bennies: 0

User avatar
Leethe
Diamond Patron
Diamond Patron
Posts: 96
Joined: Mon Dec 04, 2017 8:29 pm

Re: The Bronson Orphanage

Post by Leethe » Tue Nov 27, 2018 3:49 am

Dramatic Task 10
Scene Modifier -2
Smarts 1d10 = 3: 3
Wild 1d6 = 4: 4
Staying in Hell +8
"Let's get these children out of here and then see what we can do about those who came with us." Being not much more then a child herself physically, She isn't able to move as many out as the others. Leethe picks up the child she was attending and carries them out of the area. She then comes back and picks up another child that was injured and carries them out. She comes back to find more children.


The gateway back to the real world slams shut as everything changes.
Legendary Table
Still trying to decide
Last edited by Leethe on Mon Dec 03, 2018 5:42 pm, edited 1 time in total.
Leethe
Parry: 6, Toughness: 6
Normal Armor: 12(7)
Magical Girl Armor: 22(7) MDC
ISP: 5/40
  • Enhance Psionic Skill/Range
    Armor/Greater Armor
    Blast/Greater Blast
    Detect/Conceal Arcana/Exalted Detect/Conceal Arcana
    Telemechanics
    Telepathy/Exalted Telepathy
    Smite/Greater Smite
Edges:
  • Ace: may make Soak rolls for vehicles at -2.
  • Command: +1 to allies or troops under my orders recovering from being Shaken.
  • Low Light Vision: Ignore penalties for bad lighting in all but pitch darkness.
  • Mr Fix it: with a raise, cuts repair time in halve. If already has accelerated repair time, cuts it to a quarter.
Gadgeteer: 1/1 use per quarter
  • Name: Transformation Gadget
  • ISP: 14/20
  • Skill: Psionics
  • Power: Magical Girl Armor
Bennies: 0

User avatar
Snake Eyes
Game Master
Posts: 246
Joined: Wed Feb 07, 2018 2:16 pm

Re: The Bronson Orphanage

Post by Snake Eyes » Wed Nov 28, 2018 6:36 pm

Moira - saves 4
Agility to save kids, -2 for scene, +8 for staying in hell, +4 for 1 soul wound
1d8+10 = 16: 6

WD Ag
1d6+1 = 4: 3
LC - saves 2
Agility to save kids, -2 for scene, +8 staying in hell
1d8+6 = 11: 5

WD Agility
1d6+6 = 9: 3
Locke - saves 1
Agility, -2 scene, +8 staying in hell
1d10+6 = 7: 1
Moira, LC, and Locke work feverishly to search the orphanage for children, carrying several to the portal, committed completely to the task at risk of their own souls.
Beware the mesmerizing eyes of the snake!
GM Bennies: 5/9 (-1 EE puppet, -1 EE slumber, -1 EE puppet, -1 reroll dmg Curatrix)
Wild Card Bennies:
CM left: 0/2 (unshake, soak, dead)
CM right: 0/2 (-2 trying to hurt Everett and failing)
NM left: 0/2 (soak, soak, dead)
NM right: 0/2 (soak, soak)
Summoner: 0/2 (unshake, EE FM, dead)
Statheros: 1/2 (reroll resist slumber)

User avatar
Rob Hunter
Diamond Patron
Diamond Patron
Posts: 53
Joined: Mon Feb 12, 2018 1:28 am

Re: The Bronson Orphanage

Post by Rob Hunter » Mon Dec 03, 2018 4:23 pm

Dramatic Task (Agility) 3 Children Saved
Scene modifier -2, -1 wounds
Staying in hell +8
Total +5

Agility: 1d10+5 = 12: 7
Wild Die: 1d6+5 = 9: 4
Rob darts through the building, hacking down any abominations that try to stop him. He dives through a doorway that turns into a toothy maw and grabs up a child before the floor swallows it up. Heading back in he barely manages to keep his footing as the floor shifts and he dodges the tendrils that spring from the walls. He manages to find his way to two more children, running as fast as he can to bring them to safety.
"Robots, why did it have to be robots..."
Rob Hunter, M.A.R.S. Power Armor Pilot
Rob Hunter, Human, M.A.R.S. Super Trooper Power Armor Pilot
Pace: 7; Parry: 8; Toughness: 19(10)
Combat-Relevant Edges & Abilities:
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for fring from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting atack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls
Wounds: 1/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
  • Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
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