Thursday Night Fight

Not Will, the town.
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Ndreare
Savage Siri
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Thursday Night Fight

Post by Ndreare »

As Thursday Night is lined up it turns out the two of you are going to be challenging each other. With 2 full days to train with and learn about your partner and your opponents (which happen to be each other).

The Arena will be set up for a small urban environment, similar to a paint ball course. However the structures will be Steelcreate with a 18 toughness.
Will award 1 benny to both of you if one of you can provide a good map within the week. (If neither of you chose this opportunity, I will pick a Paintball course and use it.)
Schmie, Hardins Partner
* Schmie 2 Bennies may be controlled by the player
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+2, Vigor d12+1
Skills: Climbing d4, Fighting d8, Intimidation d6, Notice d6, Shooting d8, Stealth d6, Streetwise d6, Survival d4
Cha: 0; Pace: 16; Parry: 7; Toughness: 17 (6)
Hindrances: Death Wish, Overconfident
Edges: Brawny, Burn Brighter, Burn Past the Pain, Combat Reflexes, First Strike, Fleet-Footed, Improved Frenzy, Improved Tough as Nails.
Gear: Juicer Plate (+6), JA-9 Laser Rifle (Range 40/80/160, Damage 3d6+1, RoF 1, AP 3), C-18 Laser Pistol (Range 15/30/60, Damage 2d6, RoF 1, AP 2), chain long sword (Str+2d8, AP 2, Mega Damage), 2 extra clips each firearm.
Special Abilities:
  • Burn (7): Juicers can spend 1 Burn to add a d10 to any Trait or damage roll. Schmie will spend 1 Burn in a match, but only to win.
  • Drug-induced Euphoria/Tranquility: Juicers do not gain the benefits of the Uncanny Reflexes ability on the first round of combat.
  • Internal Repair System: Juicers have Slow Regeneration. As well, three times a day, they can roll a Vigor check at +2 to give themselves a healing check.
  • Juicer Edge: Titan (+2 Size, Strength & Toughness are MD, Agility reduced by 1d, does not begin with Quick)
  • Super Endurance: Juicers only need 4 hours of sleep and gain +2 on all checks against Fatigue.
  • Super Speed: Juicers double their Pace, and have a d10 run die.
  • Uncanny Reflexes: - 2 t o b e h it b y all attacks.
Killer Jack, Sir Williams partner
* Killer Jack 2 Bennies may be controlled by the player
Killer Jack is a very nice person in general. He is a head hunter and cyborg with a reputation for efficiency and accepting the most questionable jobs. Unfortunately he is also addicted to gambling and is known to spend all his winnings in the same night of acquiring them.
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+2, Vigor d8
Skills: Driving d6, Fighting d10, Intimidation d6, Notice d6, Repair d6, Shooting d10, Stealth d6, Streetwise d6, Throwing d6
Cha: −2; Pace: 8; Parry: 7; Toughness: 19 (8)
Hindrances: Greedy (Minor), Overconfident, Habit: Gambling
Edges: Brawny, Nerves of Steel, Quick Draw, Rock and Roll!, Steady Hands, Sweep, Upgradable
Gear: Crusader Heavy Combat Armor (+8 Armor, +2 Toughness, Full Environmental Protection), NG-57 Heavy Duty Ion Blaster (Range 12/24/48, RoF 1, Damage 1– 3d6+1), chain greatsword (Str+2d10, AP 2, Mega Damage), 2 × high explosive grenades (Range 5/10/20, Damage 3d8, Mega Damage, MBT), 2 extra clips/belts each firearm.
  • While Not available for Arena combat due to safety reasons he also owns a TX-50 light rail gun (Range 75/150/300, Damage 2d8+2, RoF 3, AP 4, Mega Damage) replaced with a pain inducer.
Cybernetics: Bionic Strength Augmentation III, Core Electronics Package (+4 Repair and Common Knowledge), Cyber-Wired Reflexes II, Leg Upgrades, Nano-Repair System, Reinforced Frame (+2 Toughness).
The Actual Combat will begin as soon as both of you post ready.
  • 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
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Miles RAD Radoslav
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Joined: Tue Aug 08, 2017 5:36 pm

Re: Thursday Night Fight

Post by Miles RAD Radoslav »

"Killer Jack, I presume?" Sir William approaches the cyborg, who is sitting alone, sipping bourbon. "I understand you're an experienced arena fighter. My personal forte is close combat."

"Right, welcome. Never fought in the arena with a cyber knight before." Jack seems surprised that a knight would want to engage in arena combat.

"The only way to improve is practice. As it happens, one of my traveling companions is on the opposite team. I know him to be an excellent shot. I wonder, do you think it would make more sense to try to match ranged skill against ranged skill, or to change up partners?" Sir William sits, engaging Killer Jack in a discussion of tactics. After an hour's discussion, they formulate a plan and agree to meet up for some practice on Wednesday before the match.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
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Ndreare
Savage Siri
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Thursday Night Fight

Post by Ndreare »

As Thursday Night Comes around you guys all find yourselves lined up for the Second match of the night. While not a Glorious match, it will be one worth running and how entertaining you make it can set you up for future rounds.

Turn Order will be:
  1. Hardin (starting in A1)
  2. Sir William (starting in P18)
  3. Killer Jack (starting in P18)
  4. Schmie (starting in A1)
Hardin and Schmie are Team 1
Your Initiative Cards are:
  • Hardin (Quick) [dice]0[/dice] 4D Reroll [dice]4[/dice] JD
    Schmie [dice]1[/dice] 4C
Sir William Mahan and Killer Jack are Team 2
Your Initiative Cards are:
  • Sir William Mahan [dice]2[/dice] 9C
    Killer Jack [dice]3[/dice] 8D
    • His Rail Gun is set to Fire Pain Inducers (mechanically use Rail Gun, but won't kill)
Initiative Cards
Roll 1d54 and compare the result.
1 2S
2 3S
3 4S
4 5S
5 6S
6 7S
7 8S
8 9S
9 10S
10 JS
11 QS
12 KS
13 AS
14 2H
15 3H
16 4H
17 5H
18 6H
19 7H
20 8H
21 9H
22 10H
23 JH
24 QH
25 KH
26 AH
27 2C
28 3C
29 4C
30 5C
31 6C
32 7C
33 8C
34 9C
35 10C
36 JC
37 QC
38 KC
39 AC
40 2D
41 3D
42 4D
43 5D
44 6D
45 7D
46 8D
47 9D
48 10D
49 JD
50 QD
51 KD
52 AD
53 Red Joker
54 Black Joker
WK_Temple.jpg
WK_Temple.jpg (62.28 KiB) Viewed 10425 times
For the record. The adventure will continue on outside of this thread. So while this will be used for post count, RP and gaining wealth, you do not have to feel rushed.
  • 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
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Hardin
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Re: Thursday Night Fight

Post by Hardin »

Movement and Rolls
Hardin moves to square D5.
  • Deflection Psionics roll [dice]0[/dice]
    Wild [dice]1[/dice]
    Ace! [dice]2[/dice]
    Ace again! [dice]3[/dice]


    Boost Trait Psionics roll [dice]4[/dice]
    Wild [dice]5[/dice]
”Here we go,” Hardin says, drawing his shard pistol and his TK revolver. ”Let’s move, Grumpy!” he exclaims and moves to the wall in front of him, putting it at his back and preparing to look around the corner. As he does, he starts activating his psionic powers, beginning with his natural energy resistance. When he tries to clear his mind and boost his own constitution (ooc=boost Trait (Vigor)), something goes very wrong and he is hit with a blinding headache.

”Oh, not now!” he complains as he shuts his eyes against the pain.
Conditions
  • -8 to be hit with energy attacks, -4 to be hit with partial energy attacks
    Shaken
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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Miles RAD Radoslav
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Re: Thursday Night Fight

Post by Miles RAD Radoslav »

Rolls
Psionics - Deflection [dice]0[/dice] Wild Die[dice]1[/dice]
Psionics - Speed [dice]2[/dice] Wild Die[dice]3[/dice]
Psionics - Quickness[dice]4[/dice] Wild Die[dice]5[/dice]
Notice [dice]6[/dice] Wild Die[dice]7[/dice]
Sir William nods at Killer Jack. "As we agreed, then." He concentrates, activating his psi swords and accelerating his metabolism and thought processes. While he is mostly effective, his focus on multiple actions prevents him from efficiently moving at his top running speed. Surrounded by cracking blue St. Elmo's Fire, he accelerates around the corner, looking for Hardin and sprinting towards the opposite corner of the arena. At the same time, Killer Jack moves forward takes up a cover position crouched behind the stairs in front of the wall, ready to open fire with his rail gun as soon as anyone appears in the center space. Moving almost too fast to see, Sir William rounds the corner of the wall on the opposite side of the arena to see Hardin and Schmie. Noting that he was at the wrong corner relative to Hardin, he ducks back around the corner for cover and prepares to strike at anyone coming around that side, trusting Killer Jack to cover the other corner for him.
Conditions and positions
Deflection - -2 to hit
Quickness - 2 actions per round, Pace now 10, Agility now d10
9 ISP spent
Sir William at D7, Killer Jack at J16 holding action for someone to appear
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
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Re: Thursday Night Fight

Post by Hardin »

Will He Follow the Plan
First, a Smarts roll to see if Schmie will stick to the plan or if he will charge off and do something dumb, per his Overconfidence hindrance. I know a roll isn’t strictly required for this, but it makes it fun. And, here we go.... [dice]0[/dice] Nope! He’s gonna do his own thing!

Note: he has his chain long sword in one hand and his pistol in the other. I’m assuming he would have had the chance to prepare weapons prior to the beginning of the fight.
Seeing Hardin freeze up in pain, Schmie makes a disgusted sound deep in his throat. Not again! We’ve barely even started and he’s already burning out on me. Forget the plan; I’m going to have to do this myself, as usual!

Having seen the cyber-knight peek around the corner and then go back, he sets himself to act. Always wondered how tough it’d really be to take one of them cyber-knights, he thinks, before racing toward Sir William.
Movement, Fighting 3, Fighting 17, Damage 19 with 2 AP
He moves to square C7 and takes his swings at Sir William, while Hardin swears at him all the while.
First, he’ll have to deal with Sir. William’s first strike. If he survives that, he does the following:
  • Swing one: Fighting [dice]1[/dice]
    Swing one wild: [dice]8[/dice]

    Swing two: Figthing [dice]2[/dice]
    Swing two wild: [dice]9[/dice]
    Swing two ace!: [dice]3[/dice]
    Swing two ace again!: [dice]4[/dice]
    Modifiers: -2 (deflection) -2 (cyber awareness)
Swing 2 damage: [dice]5[/dice] +2 + [dice]6[/dice] + [dice]7[/dice] (raise) with AP 2
Ignoring the shouts of his partner, Schmie swings at the Cyber-Knight, who is deceptively fast. The knight parries his first blow, but Schmie strikes center mass on the second with a solid hit, and he knows the knight will feel it even through the tournament dampeners.
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
Signature
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Miles RAD Radoslav
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Re: Thursday Night Fight

Post by Miles RAD Radoslav »

Reaction Rolls
Killer Jack - Shooting [dice]0[/dice] [dice]1[/dice] [dice]2[/dice] Wild Die [dice]3[/dice] Benny Shooting Roll Shooting [dice]22[/dice] [dice]23[/dice] [dice]24[/dice] Wild Die [dice]25[/dice]
Damage [dice]4[/dice]+2 [dice]5[/dice]+2 [dice]6[/dice]+2 All AP4
Sir William held attacks
Agility [dice]20[/dice] Wild Die [dice]21[/dice]
Fighting 1 [dice]7[/dice] Wild Die [dice]8[/dice]
Fighting 2 [dice]9[/dice] Wild Die [dice]10[/dice]
Damage 1 [dice]11[/dice] + [dice]12[/dice] AP2
Damage 2 [dice]13[/dice] + [dice]14[/dice] AP2
First Strike [dice]15[/dice] Wild Die [dice]16[/dice]
Damage [dice]17[/dice] + [dice]18[/dice] Ace on spirit die [dice]19[/dice]


As Schmie comes around the corner, Killer Jack opens up with his rail gun and Sir William swings with blinding speed at the juicer. Only one of Killer Jack's rail gun rounds strikes Schmie, and only a glancing blow against his armor. Sir William's blades slash at Schmie, who deflects them once, twice... but the third shot strikes home just as Schmie's blade starts to connect with Sir William's armor, sending him reeling back, shaking off an injury. "Well swung!" exclaims Sir William, delighted to find a bit of a challenge for a change.
Results
Schmie is shaken and takes one wound from Sir William's First Strike attack; the other held attacks don't happen because of the failed Agility test. Sir William prevents the melee damage Schmie would have inflicted unless Schmie spends a Benny to unshake. Killer Jack is down one benny.
Last edited by Miles RAD Radoslav on Tue Dec 05, 2017 6:13 am, edited 3 times in total.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
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Re: Thursday Night Fight

Post by Hardin »

Schmie Agility Roll 10
[dice]0[/dice]
Ace! [dice]2[/dice]
Wild [dice]1[/dice]
As he comes around the corner and Jack levels his rifle, Schmie lets out a battle cry and charges at Sir William, chain sword flying.
OOC Comments
I’ll adjust the narrative as needed depending on the results of the contested Agility roll.
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
Signature
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Location: Skagit County, Washington
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Re: Thursday Night Fight

Post by Ndreare »

To clarify the results.
  • Schmie will get to go first before the interrupts as Sir William did not make the Agility test.
  • Killer Jack will want to use the initial attack because his evil game master gave mislead him not realizing a Critical failure would pop if using the reroll from the bennie.
  • The First Strike attack failed (Schmie has a Parry of 7 the first round and effectively a 9 after that.)
  • After the attacks are resolved everyone should be happy
If I missed something let me know
  • 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
User avatar
Hardin
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Re: Thursday Night Fight

Post by Hardin »

Placeholder: Will post Schmie’s actions as needed after Sir William Soaks (or chooses not to).
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
Signature
User avatar
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: Thursday Night Fight

Post by Miles RAD Radoslav »

Soak 7
[dice]0[/dice] Wild Die [dice]1[/dice] Ace on Vigor Roll [dice]2[/dice]
Sir William pivots at the last second to take the chainsword hit on his armor. "This fight is now more interesting!" he thinks.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
User avatar
Hardin
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Re: Thursday Night Fight

Post by Hardin »

Schmie grins as his chain longsword arcs toward the Cyber-Knight. He’ll feel this one! he thinks gleefully as it connects and then... nothing. The knight just takes the hit and brushes it off!

Then, faster than Schmie can track, the knight lashes out with his glowing energy swords once, twice, three times. The first and the last blows glance off, but the middle one lands solidly across Schmie’s arm, and oh does it burn! His entire side feels like it’s on fire, and he lets out a string of profanities.

In fact, he is so busy swearing that he hardly notices the hail of simulated rail gun fire landing all around him.

That little guy hurt me! he screams in his own mind. Him! A Titan Juicer! Yeah, that would not do. As soon as he could get his mind to focus on something other than the burning in his muscles, he was going to make that little knight pay...
Soak, 6, Remove 1 Wound and Shaken
Vigor [dice]0[/dice]+1
Wild [dice]1[/dice]+1
-1 Benny for Schmie
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
Signature
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Thursday Night Fight

Post by Ndreare »

Turn 2
You can move the tokens yourself by going here https://app.roll20.net/join/2480773/Cdm2KA

Order will be Killer Jack>Schmie>Hardin>Sir William
Hardin and Schmie are Team 1
Your Initiative Cards are:
  • Hardin (Quick) [dice]0[/dice] 10H
    Schmie [dice]1[/dice] JS
Sir William Mahan and Killer Jack are Team 2
Your Initiative Cards are:
  • Sir William Mahan [dice]2[/dice] 6C
    Killer Jack [dice]3[/dice] QH
    • His Rail Gun is set to Fire Pain Inducers (mechanically use Rail Gun, but won't kill)
Initiative Cards
Roll 1d54 and compare the result.
1 2S
2 3S
3 4S
4 5S
5 6S
6 7S
7 8S
8 9S
9 10S
10 JS
11 QS
12 KS
13 AS
14 2H
15 3H
16 4H
17 5H
18 6H
19 7H
20 8H
21 9H
22 10H
23 JH
24 QH
25 KH
26 AH
27 2C
28 3C
29 4C
30 5C
31 6C
32 7C
33 8C
34 9C
35 10C
36 JC
37 QC
38 KC
39 AC
40 2D
41 3D
42 4D
43 5D
44 6D
45 7D
46 8D
47 9D
48 10D
49 JD
50 QD
51 KD
52 AD
53 Red Joker
54 Black Joker
Thursday Night Turn 02.JPG
  • 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
User avatar
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: Thursday Night Fight

Post by Miles RAD Radoslav »

Shooting
[dice]0[/dice] [dice]1[/dice] [dice]2[/dice] Wild Die [dice]3[/dice]
Damage from one hit [dice]4[/dice]+4=12 - one additional wound to Schmie
Killer Jack moves up and opens fire on Schmie again, but he has difficulty avoiding Sir William and only one shot connects. That one, however, connects solidly, rocking Schmie back once again. "Well shot," yells Sir William over his shoulder.
Last edited by Miles RAD Radoslav on Thu Dec 14, 2017 6:19 am, edited 2 times in total.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
User avatar
Hardin
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Posts: 324
Joined: Thu Aug 10, 2017 6:21 pm

Re: Thursday Night Fight

Post by Hardin »

Shake it Off, Big Guy
Spirit to un-Shake [dice]0[/dice]
[dice]1[/dice]

-1 Benny (ruh roh for Schmie)
Schmie shakes his head to clear it. Maybe this wasn't the greatest plan... Deciding the best course was to try and end the fight quickly, he throws caution out the window and prepares a pair of haymakers that are sure to leave him vulnerable to the Cyber-Knight's next attacks unless he takes him down now!
Wild Attack
Improved Frenzy:
  • Strike 1: [dice]2[/dice]
    Ace!: [dice]6[/dice]
    Strike 1 Wild: [dice]3[/dice]

    Strike 2: [dice]4[/dice]
    Ace!: [dice]7[/dice]
    Ace again!: [dice]8[/dice]
    Strike 2 Wild: [dice]5[/dice]

    Strike 1 damage: [dice]9[/dice] + [dice]10[/dice] + [dice]11[/dice] +[dice]15[/dice] (strength Ace) + [dice]16[/dice] (raise Ace) AP 2

    Strike 2 damage: [dice]12[/dice] + [dice]13[/dice] + [dice]14[/dice] AP 2
Note: Depending on whether Sir William still looks woozy after Soaking the first attack, Schmie may spend a point of Burn to add additional damage to the second.
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
Signature
User avatar
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: Thursday Night Fight

Post by Miles RAD Radoslav »

Soak 2
[dice]0[/dice] Wild Die [dice]1[/dice]
Sir William reels back from the Juicer's mad swinging. "What is this fool doing?" Unprepared for the inelegance of Schmie's wild swings, he takes the hit hard. The swords shock through his armor and he goes down, unconccious.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Thursday Night Fight

Post by Ndreare »

I dropped the ball and never rolled for your spoils.

So you both gain the maximum 60,000 credits for the fight as my way of apologizing.
  • 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
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Thursday Night Fight

Post by Ndreare »

Visit 02, Return to Wheaton
  • 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
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