5.2 Lost!

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KahlessNestor
Posts: 638
Joined: Thu Feb 15, 2018 4:02 am

5.2 Lost!

Post by KahlessNestor »

Date: January 4, 110 PA
Mission: Day 1
Time: 1505
Weather: Normal for the season the season (cold); no wind; no snow
Location: Wilderness
Ley Line: Yes; Nexus
Scene modifiers:
  • Light/Visibility: No penalties
Round 0

The Trailblazers gathered the next morning and headed out to the northeast toward their assigned patrol area. The first day went relatively smoothly until the afternoon came and they started to consider if they should be looking for an area to camp in, and the came across a nexus point where two ley lines met, one going north and south, and the other east and west. The first was medium size, a quarter mile wide and five hundred feet tall, but the other was gargantuation, one and a half miles wide and a mile tall. The nexus put out a lot of energy.

They examined the phenomenon with fascination until Ryder realized that they had somehow gotten turned around and lost their way.
Lost!
Lost: It takes a successful Survival roll (at –4), made once a day, in order for the heroes to reorient themselves. Choose someone to make the roll; others may support.
Loot
Combat Notes

Initiative:

Robert
Barinthasheer
Jericho
Ryder (Danger Sense)
Elennar (Master Tactician)
Dr. Asterisk
Vik

Enemies


***
GM Notes
GM Bennies: 7/7
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
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Elennar
Posts: 44
Joined: Wed Jun 10, 2020 10:49 am

Re: 5.2 Lost!

Post by Elennar »

Elennar's eyes narrow. "Lost? How can we have gotten lost with this sort of landmark right in front of us?" She turns to @Vik. "With your permission, sir, I would like to wander the field to locate any other distinguishing landmarks that may help orient us." Assuming permission, she nods, grabs her bow, pulls the hood over her head, and exits into the wilds. She dashes into the landscape,
Notice: 1d8!!: [3] = 3
WD Notice: 1d6!!: [4] = 4
for any familiar features of where they are and where they came from. Clambering up a boulder, she spies a ridgeline that seems to resemble one on the map Lt. Winston had.
Elennar, The Huntress
Elennar, The Huntress
Pace: 6; Parry: 8
Toughness: 16 (8)
Armor: Retrapped NE-C20 Camouflage Variable EBA with overcoat/cloak
Pertinent Edges: Improved Trademark Weapon,
Command, Command Presence, Inspire, Natural Leader, Master Tactician, Hold the Line!
, Elan, Soldier,
Total +2 to hit or ignore 4 points penalties
, Take 'Em Down
Current Status Post
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Jericho
Posts: 33
Joined: Fri Sep 25, 2020 9:22 am

Re: 5.2 Lost!

Post by Jericho »

Jericho looks as the team gets lost. "I think I can get out of this. But a little help you guys would go a long way." Then he spends some times laying out some of the help they could use.

In a situation like this every little bit of help mattered, whether it is actually navigating, or simply helping prepare meals and clean up at the end of the day so others could rest. Jericho wanted to make sure, Vik and Elennar knew what he needed, to do what they needed him to.


(@KahlessNestor I am going to wait for the support rolls for my post and roll on survival.)
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Dr. Asterisk
Posts: 41
Joined: Sat Dec 14, 2019 11:20 pm

Re: 5.2 Lost!

Post by Dr. Asterisk »

Lost just means we're somewhere we ain't been before. No worries unless it has already taken us off this world and hasn't informed us yet. Otherwise we'll come out of it. However, I sincerely doubt @Ryder would be able to get us lost, or that our systems would be that far off. So I am going to get up on the roof and check our reception the old fashioned way but I'd guess this has something to do with those infernal magic lines. Nothing good ever comes from them in my experience and if I were in Vegas I'd be placing chips by "rifty shenanigans" on this one. I mean, "Rifts," who designed this world anyway? It seems I'm going to have to devote even more time to study of magic next chance I get.

Support=making sure it isn't our equipment at fault.

Manual inspection and diagnostic (Repair) 1d10!!+6: [1]+6 = 7
Wild 1d6!!+6: [5]+6 = 11

Dr. Asterisk

Bennies: 4/3

Attributes: Agility d12, Smarts d10, Spirit d8, Strength d12, Vigor d10

Skills: Academics d4, Athletics d8+2, Common Knowledge d4+2, Electronics d10+2, Fighting d8+2, Hacking d4+4, Language ('Murican) d8, Language (Chinese) d6, Language (Dragonese) d6, Language (Euro) d6, Language (Techno) d6, Language (Spanish) d6, Notice d8+4, Occult d6, Persuasion d4, Repair d10+6, Research d6+2, Science d6, Shooting d6, Spellcasting d8+2, Stealth d10+4, Survival d6, Thievery d4+2

Pace: 12; Running Die: d8; Parry: 6; (+4 to jumping, 2x distance)
Toughness: 20 (12)
Size: -2 / Small Frame (20" Diameter, 12" tall, Mass 14Kg)

Strain: 8/8

Hindrances: Curious, Delusional (minor, sometimes thinks he is back in Pre-Rifts Earth), Outsider (major), Pacifist (minor), Post-Traumatic Stress Disorder (minor), Vow (major, Preserve knowledge, whether object or being, unless for self-preservation), Wanted (major, Coalition wants him back)

Edges: Arcane Background, Channeling, Filthy Rich, Mr. Fix It, Rich, Synthetic Immortality, McGyver, Adept (Boost Trait)

Armor: Arzno TWA-1600 Exterminator EBA (Armor 8)

Weapons: Melee (-2 to all melee attacks except with laser torch or electrical weapons because of spec. construction)
Wilk’s Laser Torch (Range Melee, Damage 4d4+4, AP 16, M.D.C.)
Unarmed (Range Melee, Damage Str)

Weapons: Ranged (-2 to all ranged attacks except for energizers/electrical weapons because of spec. construction)
Portable energizer (Stun Gun) (Range 5/10/20, Damage 2d4, ROF 1) (Vigor at -2 or Stun until end of next turn), Stun = fall prone or to their knees, can't move or take any actions, don't count toward Gang Up, are subject to the Drop. After next round, if makes a Vigor roll= no longer stunned but remains distracted and is now vulnerable until the end of next turn. On a raise=remove all effects.

3x Smoke Grenades (Range 5/10/20, Damage -, ROF 1), obscure
6x Stun Grenades (Range 5/10/20, Damage -, ROF 1), stun
Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2) +1 shooting

Gear: Lock Pick Release Gun, Repair Kit, Field

Languages: 'Murican (native, d8), Chinese (d6), Dragonese (d6), Euro (d6), Japanese (d6), Spanish (d6)

Current Wealth: 15,150+11,650=26,800 universal credits

Arcane Background: Magic (Rifts® TLPG, p120)
PPE: 15

Powers: Boost Trait (SWADE pp156; Limitations: One Aspect, Self), Confusion (SWADE pp157), Deflection (SWADE pp157-158; Limitations: One Aspect, Self), Invisibility (SWADE pp164; Limitations: Touch), Protection (SWADE p.165-166; Limitations: Self), Smite (SWADE p.168; Limitations: Self), Speed (SWADE pp167; Limitations: One Aspect, Touch)

Dr. Asterisk is -2 to multi-action penalties due to "Extra Appendages" ability.

Advances:
Novice 1: New Edge - Free Runner
Novice 2: Edge: Power Points (Magic)
Novice 3: Increase: Occult (d6), Spellcasting (d8)

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Ryder
Posts: 141
Joined: Wed Aug 29, 2018 4:46 am

Re: 5.2 Lost!

Post by Ryder »

+2 Support via Electronics
Electronics: Cyber gives +2, Reliable and Gearhead give 1 free reroll each.
Electronics 1d8!!+2: [7]+2 = 9
Wild Electronics 1d6!!+2: [2]+2 = 4
Raise, +2 support


Ryder shrugs at Ellenar's query. "Frankly, that 'landmark' may very well be what caused us to go off-course--those things play havoc with mundane systems, when they want to--not to mention time, space, and other dimensions." He then nods to Jericho. "Okay, yeah, I think I can help you out, there. Lemme do some intensive scans of the area, see if we can get a proper layout of our surroundings and see if anything is familiar."
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3
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Vik
Posts: 168
Joined: Sat Mar 03, 2018 7:07 pm

Re: 5.2 Lost!

Post by Vik »

Vik stares up at the nexus, thinking about all the flash things that could be done with that much energy ... if a bunch of barking gob-shite demon-y types didn't come crawling outta the thing every 15 minutes to piss in the gubbins.

"Eh, er, right, best do a bit of a walkabout, see wheres we're at.

Seeing Ryder and Doc Spot already messing with more traditional antennae, Vik salvages a mostly-unused plunger from the Casa-Wiggle's head and repurposes the aluminum handle into a dousing rod. With a few bits and bobs from his tool-box, it starts tapping into the nearby ley line, which Vik hopes to use to gain a glimpse of the surrounding area.

Techno-Wizardry 1d12!!+2: [1]+2 = 3
Wild 1d6!!+2: [1]+2 = 3


The cobbled-together gadget seems to work a little too well, drawing more and more energy from the nexus, flooding the surrounding area with thick blue mist.

"Hrrm. Mighta made a miscalculation-like, boys. Might I suggest taking a step or three back, just in case?"
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 1/3 + 2/2
Adventure Cards:

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6 (1d12+1), Vigor d6 +2
Pace: 6 (8) (1d6); Parry: 5 (9); Toughness: 17 (8) MDC or 21 (12) with amulet
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d8+2, Persuasion d6, Common Knowledge d4
Edges and Abilities of Note: Adept + Auto-Raise for boost trait, Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (six times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to Common Knowledge, Electronics, Hacking, Research, Repair and Thievery rolls when interfacing with electronics and machines, +2 with preexisting TW and arcane devices); Master of Magic.
PPE: 5/20
Active Effects: No MAP, double Pace and Running, no running penalty; +1d Shooting and one free reroll/round; Imp. Take Em Down and Imp. Signature Weapon (railgun); +4 damage to cannon, +6 damage to railgun
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Jericho
Posts: 33
Joined: Fri Sep 25, 2020 9:22 am

Re: 5.2 Lost!

Post by Jericho »

Survival 1d8!! or 1d6!! Support +3 and -1, Scene -4 total -2: [6]+[9!!] = 15



The days and nights working to get them back on track was hard work. The ley lines were annoying and messing with the warriors senses as he moved, and when Vik channeled so much of the energy near them it causes a surge setting off a buzzing in Jericho's head like an old hangover.

But as things got back on track the help from everyone else was enough to get him back on track and within few hours he was getting the team back out of the valley they had found themselves lost in.
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KahlessNestor
Posts: 638
Joined: Thu Feb 15, 2018 4:02 am

Re: 5.2 Lost!

Post by KahlessNestor »

Date: January 5-6, 110 PA
Mission: Day 2-3
Time:
Weather: Normal for the season the season (cold); strong wind; light snow
Location: Wilderness
Ley Line: None
Scene modifiers:
  • Light/Visibility: -1 for snow
Round 0

Jericho got the Trailblazers on the right path again, and they left the interference of the ley lines and nexus. A light snow started again, obscuring visibility slightly.
Instructions
Choose a Navigator (Survival), a Lookout (Notice), a Pilot (Driving), and a Scout (Stealth) to make Journey rolls. All rolls are at -2 due to visibility and weather. Others may support one of the roles as desired.
Loot
Combat Notes

Initiative:

Robert
Barinthasheer
Jericho
Ryder (Danger Sense)
Elennar (Master Tactician)
Dr. Asterisk
Vik

Enemies


***
GM Notes
GM Bennies: 7/7
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
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Dr. Asterisk
Posts: 41
Joined: Sat Dec 14, 2019 11:20 pm

Re: 5.2 Lost!

Post by Dr. Asterisk »

Receiving an indication to scout the surroundings, Dr. A makes some stretching motions and then leaps off the side of the Cassowary, Zoidberging and spinning for a moment in midair before disappearing into the snow.

Scouting (Stealth) 1d10!!+4: [2]+4 = 6
Wild 1d6!!+4: [2]+4 = 6

meh, rerolling (benny)

Stealth 1d10!!+4: [6]+4 = 10
Wild 1d6!!+4: [4]+4 = 8

Dr. Asterisk

Bennies: 4/3

Attributes: Agility d12, Smarts d10, Spirit d8, Strength d12, Vigor d10

Skills: Academics d4, Athletics d8+2, Common Knowledge d4+2, Electronics d10+2, Fighting d8+2, Hacking d4+4, Language ('Murican) d8, Language (Chinese) d6, Language (Dragonese) d6, Language (Euro) d6, Language (Techno) d6, Language (Spanish) d6, Notice d8+4, Occult d6, Persuasion d4, Repair d10+6, Research d6+2, Science d6, Shooting d6, Spellcasting d8+2, Stealth d10+4, Survival d6, Thievery d4+2

Pace: 12; Running Die: d8; Parry: 6; (+4 to jumping, 2x distance)
Toughness: 20 (12)
Size: -2 / Small Frame (20" Diameter, 12" tall, Mass 14Kg)

Strain: 8/8

Hindrances: Curious, Delusional (minor, sometimes thinks he is back in Pre-Rifts Earth), Outsider (major), Pacifist (minor), Post-Traumatic Stress Disorder (minor), Vow (major, Preserve knowledge, whether object or being, unless for self-preservation), Wanted (major, Coalition wants him back)

Edges: Arcane Background, Channeling, Filthy Rich, Mr. Fix It, Rich, Synthetic Immortality, McGyver, Adept (Boost Trait)

Armor: Arzno TWA-1600 Exterminator EBA (Armor 8)

Weapons: Melee (-2 to all melee attacks except with laser torch or electrical weapons because of spec. construction)
Wilk’s Laser Torch (Range Melee, Damage 4d4+4, AP 16, M.D.C.)
Unarmed (Range Melee, Damage Str)

Weapons: Ranged (-2 to all ranged attacks except for energizers/electrical weapons because of spec. construction)
Portable energizer (Stun Gun) (Range 5/10/20, Damage 2d4, ROF 1) (Vigor at -2 or Stun until end of next turn), Stun = fall prone or to their knees, can't move or take any actions, don't count toward Gang Up, are subject to the Drop. After next round, if makes a Vigor roll= no longer stunned but remains distracted and is now vulnerable until the end of next turn. On a raise=remove all effects.

3x Smoke Grenades (Range 5/10/20, Damage -, ROF 1), obscure
6x Stun Grenades (Range 5/10/20, Damage -, ROF 1), stun
Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2) +1 shooting

Gear: Lock Pick Release Gun, Repair Kit, Field

Languages: 'Murican (native, d8), Chinese (d6), Dragonese (d6), Euro (d6), Japanese (d6), Spanish (d6)

Current Wealth: 15,150+11,650=26,800 universal credits

Arcane Background: Magic (Rifts® TLPG, p120)
PPE: 15

Powers: Boost Trait (SWADE pp156; Limitations: One Aspect, Self), Confusion (SWADE pp157), Deflection (SWADE pp157-158; Limitations: One Aspect, Self), Invisibility (SWADE pp164; Limitations: Touch), Protection (SWADE p.165-166; Limitations: Self), Smite (SWADE p.168; Limitations: Self), Speed (SWADE pp167; Limitations: One Aspect, Touch)

Dr. Asterisk is -2 to multi-action penalties due to "Extra Appendages" ability.

Advances:
Novice 1: New Edge - Free Runner
Novice 2: Edge: Power Points (Magic)
Novice 3: Increase: Occult (d6), Spellcasting (d8)

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Elennar
Posts: 44
Joined: Wed Jun 10, 2020 10:49 am

Re: 5.2 Lost!

Post by Elennar »

Settling into their assignment of patrol, Elennar remains vigilant throughout this branch of the journey. Through careful attention to detail and a keen memory, Elennar
Common Knowledge: 1d6!!-2: [4]-2 = 2
WD Common Knowledge: 1d6!!-2: [4]-2 = 2
Benny CK: 1d6!!: [1] = 1
WD Benny CK: 1d6!!: [3] = 3
2nd Benny CK: 1d6!!: [4] = 4
2nd WD Benny CK: 1d6!!: [1] = 1
from her review of the cursory map provided by Lt. Winston, helping @Jericho and @Ryder keep them on the best course for patrol.
Elennar, The Huntress
Elennar, The Huntress
Pace: 6; Parry: 8
Toughness: 16 (8)
Armor: Retrapped NE-C20 Camouflage Variable EBA with overcoat/cloak
Pertinent Edges: Improved Trademark Weapon,
Command, Command Presence, Inspire, Natural Leader, Master Tactician, Hold the Line!
, Elan, Soldier,
Total +2 to hit or ignore 4 points penalties
, Take 'Em Down
Current Status Post
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Vik
Posts: 168
Joined: Sat Mar 03, 2018 7:07 pm

Re: 5.2 Lost!

Post by Vik »

"Right, everyone off to the like, scoutin' and trailblazin' and sundry assorted duties," Vik says, before settling into the main turret of the Casio-whatsit with a flask home-brewed spirits and a bag of crisps to watch for trouble.


Notice is normally 1d10+2, -2 for scene
Notice 1d10!!: [7] = 7
Wild 1d6!!: [5] = 5

Benny to reroll with Elan
Notice 1d10!!+2: [3]+2 = 5
Wild 1d6!!+2: [4]+2 = 6

Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 1/3 + 2/2
Adventure Cards:

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6 (1d12+1), Vigor d6 +2
Pace: 6 (8) (1d6); Parry: 5 (9); Toughness: 17 (8) MDC or 21 (12) with amulet
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d8+2, Persuasion d6, Common Knowledge d4
Edges and Abilities of Note: Adept + Auto-Raise for boost trait, Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (six times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to Common Knowledge, Electronics, Hacking, Research, Repair and Thievery rolls when interfacing with electronics and machines, +2 with preexisting TW and arcane devices); Master of Magic.
PPE: 5/20
Active Effects: No MAP, double Pace and Running, no running penalty; +1d Shooting and one free reroll/round; Imp. Take Em Down and Imp. Signature Weapon (railgun); +4 damage to cannon, +6 damage to railgun
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Jericho
Posts: 33
Joined: Fri Sep 25, 2020 9:22 am

Re: 5.2 Lost!

Post by Jericho »

Jericho sets to work looking for the better paths, and scouting for dangers. Appreciating @Elennar's help. While Jericho makes sure to keep regular check ins on the window every couple minutes, but otherwise prefers to keep to himself and not waste a lot of time with chatter.

Survival 1d8!! or Wild 1d6!! Highest roll is -2 for scene modifier +! From Support: [5]+[7!!] = 12
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KahlessNestor
Posts: 638
Joined: Thu Feb 15, 2018 4:02 am

Re: 5.2 Lost!

Post by KahlessNestor »

Ryder Piloting roll 9
+1 from navigator, +2 vehicle interface, +1 Elennar
Driving 1d12+4: [4]+4 = 8
Wild 1d6+4: [5]+4 = 9
Date: January 7, 110 PA
Mission: Day 4
Time: 11:35 AM
Weather: Normal for the season the season (cold); no wind; light snow
Location: Wilderness
Ley Line: SW to NE, Large: Half-a-mile wide, 1,000 feet tall, 50 miles long.
Scene modifiers:
  • Light/Visibility: -1 for snow
Round 0

The Trailblazers managed to avoid any trouble for the next few days until they finally reached their assigned patrol area. They established a camp, and then the next day they set out on patrol. Shortly after they left camp, they found themselves neary a large ley line rising up high into the sky. Thanks to Dr. Asterisk’s scouting, they also noticed movement through the large snow about eighty yards away (40”).
Notice Success
You can make out ten large forms trudging through the snow. The group seems to have noticed the Aeon Cassowary.
Notice Raise
You can make out that they are daemonix. 3 Feculence, 4 Hangdogs, an Immolator, a Manslayer, and a Basal.
Loot
Combat Notes

Initiative:

Robert
Barinthasheer
Jericho
Ryder (Danger Sense)
Elennar (Master Tactician)
Dr. Asterisk
Vik

Enemies


***
GM Notes
GM Bennies: 7/7
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
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Jericho
Posts: 33
Joined: Fri Sep 25, 2020 9:22 am

Re: 5.2 Lost!

Post by Jericho »

Jericho was finding himself more useful to the team than he originally expected he would be, his survival skills getting pushed and as he explained what he learned or observed it helped him to understand his own skills better.

His reports back to @Ryder and @Vik about the directions he felt would be best and trying to account for the size of paths needed for the vehicle, he found that it really helped his understanding. He had spent years working alone or in small teams on foot as a hunter. But working in a team like this was great for his own growth.

Survival 1d8!! or Wild 1d6!! (Does not include support or edges if GM allows): [3]+[2] = 5
Benny for reroll, GM allowed Woodsman advance
Survival 1d8!! or Wild 1d6!! (Does not include support or +2 from Woodsman): [1]+[4] = 5
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Ryder
Posts: 141
Joined: Wed Aug 29, 2018 4:46 am

Re: 5.2 Lost!

Post by Ryder »

OOC Comments

Notice (W/Sensors):
Notice 1d8+7: [5]+7 = 12
Wild Notice 1d6+7: [3]+7 = 10
Double Raise

Pilot Roll (Vehicle Interface and Ace give +2 and cancel out -2 Penalty)
Driving 1d12!!+2: [30!!]+2 = 32
Wild Driving 1d6!!+2: [5]+2 = 7
Ryder practically glides the Cassowary through the snow, at points jumping over small crags and such without even unsettling the passengers, mainly because it was more fun to do that way than go around. However, when Dr. A reports on movement ahead, he becomes a bit more serious, and checks the sensors.

"Well, crap, folks, we seem to have another cluster of Daemonix up ahead, ten of 'em all told. Doubt we're lucky enough to have them be as badly banged up as the cluster we ran into last, so everyone should get ready for hell-bear; Vik, if you could charge up both the Cassowary's weapons, that'd be much obliging.
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3
User avatar
Dr. Asterisk
Posts: 41
Joined: Sat Dec 14, 2019 11:20 pm

Re: 5.2 Lost!

Post by Dr. Asterisk »

It's a good bet the Empire knows we're here...

I'd offer a diversion if it wasn't the Dumb-onix who'll prolly run right at us anyway. Anyone have anything really big and splodey to be placed between them and us? I mean, what they trip over is their problem.



Free Action Boost Trait (Fighting) Spellcasting 1d8!!+2: [1]+2 = 3
Wild 1d6!!+2: [5]+2 = 7


WIP

Dr. Asterisk

Bennies: 4/3

Attributes: Agility d12, Smarts d10, Spirit d8, Strength d12, Vigor d10

Skills: Academics d4, Athletics d8+2, Common Knowledge d4+2, Electronics d10+2, Fighting d8+2, Hacking d4+4, Language ('Murican) d8, Language (Chinese) d6, Language (Dragonese) d6, Language (Euro) d6, Language (Techno) d6, Language (Spanish) d6, Notice d8+4, Occult d6, Persuasion d4, Repair d10+6, Research d6+2, Science d6, Shooting d6, Spellcasting d8+2, Stealth d10+4, Survival d6, Thievery d4+2

Pace: 12; Running Die: d8; Parry: 6; (+4 to jumping, 2x distance)
Toughness: 20 (12)
Size: -2 / Small Frame (20" Diameter, 12" tall, Mass 14Kg)

Strain: 8/8

Hindrances: Curious, Delusional (minor, sometimes thinks he is back in Pre-Rifts Earth), Outsider (major), Pacifist (minor), Post-Traumatic Stress Disorder (minor), Vow (major, Preserve knowledge, whether object or being, unless for self-preservation), Wanted (major, Coalition wants him back)

Edges: Arcane Background, Channeling, Filthy Rich, Mr. Fix It, Rich, Synthetic Immortality, McGyver, Adept (Boost Trait)

Armor: Arzno TWA-1600 Exterminator EBA (Armor 8)

Weapons: Melee (-2 to all melee attacks except with laser torch or electrical weapons because of spec. construction)
Wilk’s Laser Torch (Range Melee, Damage 4d4+4, AP 16, M.D.C.)
Unarmed (Range Melee, Damage Str)

Weapons: Ranged (-2 to all ranged attacks except for energizers/electrical weapons because of spec. construction)
Portable energizer (Stun Gun) (Range 5/10/20, Damage 2d4, ROF 1) (Vigor at -2 or Stun until end of next turn), Stun = fall prone or to their knees, can't move or take any actions, don't count toward Gang Up, are subject to the Drop. After next round, if makes a Vigor roll= no longer stunned but remains distracted and is now vulnerable until the end of next turn. On a raise=remove all effects.

3x Smoke Grenades (Range 5/10/20, Damage -, ROF 1), obscure
6x Stun Grenades (Range 5/10/20, Damage -, ROF 1), stun
Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2) +1 shooting

Gear: Lock Pick Release Gun, Repair Kit, Field

Languages: 'Murican (native, d8), Chinese (d6), Dragonese (d6), Euro (d6), Japanese (d6), Spanish (d6)

Current Wealth: 15,150+11,650=26,800 universal credits

Arcane Background: Magic (Rifts® TLPG, p120)
PPE: 15

Powers: Boost Trait (SWADE pp156; Limitations: One Aspect, Self), Confusion (SWADE pp157), Deflection (SWADE pp157-158; Limitations: One Aspect, Self), Invisibility (SWADE pp164; Limitations: Touch), Protection (SWADE p.165-166; Limitations: Self), Smite (SWADE p.168; Limitations: Self), Speed (SWADE pp167; Limitations: One Aspect, Touch)

Dr. Asterisk is -2 to multi-action penalties due to "Extra Appendages" ability.

Advances:
Novice 1: New Edge - Free Runner
Novice 2: Edge: Power Points (Magic)
Novice 3: Increase: Occult (d6), Spellcasting (d8)

User avatar
KahlessNestor
Posts: 638
Joined: Thu Feb 15, 2018 4:02 am

Re: 5.2 Lost!

Post by KahlessNestor »

Date: January 7, 110 PA
Mission: Day 4
Time: 11:45 AM
Weather: Normal for the season the season (cold); no wind; light snowa
Location: Wilderness
Ley Line: SW to NE, Large: Half-a-mile wide, 1,000 feet tall, 50 miles long.
Scene modifiers:
  • Light/Visibility: -1 for snow
Round 0

The daemonix slowed, keeping an eye on the Cassowary on the horizon. The column of otherworldly creatures shifted from strung out to a more compacted, defensible formation, though they did not change their course, watching what the Mountaineer would do.
OOC Comments
Let me know what you would like to do.
Loot
Combat Notes

Initiative:

Robert
Barinthasheer
Jericho
Ryder (Danger Sense)
Elennar (Master Tactician)
Dr. Asterisk
Vik

Enemies


***
GM Notes
GM Bennies: 7/7
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
User avatar
Vik
Posts: 168
Joined: Sat Mar 03, 2018 7:07 pm

Re: 5.2 Lost!

Post by Vik »

Vik squints and makes faces for a moment or two, running over possible approaches.

"Eh, them demon-a-trixies is annoying gits, take a fair lasering to reduce 'em to salvageable bits, an' even then you gots to break out the industrial-type cleaners to clear the shite and hell-sick off the gubbins. Could have a sit and see if they'll bugger off on their own accord, like, though I s'pose what we're here for patrolling and eliminatin' nobs like them as a matter of course and courtesy."

He shrugs.

"Nothing for it but a scrap, I reckon, though maybe you put a shot in the ground right at their feet ... or hooves, or sumfin' ... and see if they scarper. Give me a tick and I'll whip up a bit of super-charge for the shooters."


Vik will use Arcane Machinist to create a smite gadget, then activate it on the Helios cannon, railgun, and any other weapons people push in his direction. -2 MAP

Build:
TW: 1d12!!: [4] = 4 = Creates gadget with 10 PPE
Wild: 1d6!!: [3] = 3

Activate smite+greater smite+Armor Piercing (3)+additional recipients (up to 2)
TW: 1d12!!: [9] = 9 = Raise, adds +6 damage and +6 AP, reduces PP cost by 1
Wild: 1d6!!: [4] = 4

PPE cost: 7 or 9


Vik uses arcane machinist to whip up a smite device. He then uses it (w/Greater Smite, Armor Piercing and Additional Recipients mods) to super-charge the Cassowary's Helios Cannon and railgun -- and up to one other weapon that someone brings to him -- with +6 damage and +6 AP.
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 1/3 + 2/2
Adventure Cards:

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6 (1d12+1), Vigor d6 +2
Pace: 6 (8) (1d6); Parry: 5 (9); Toughness: 17 (8) MDC or 21 (12) with amulet
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d8+2, Persuasion d6, Common Knowledge d4
Edges and Abilities of Note: Adept + Auto-Raise for boost trait, Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (six times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to Common Knowledge, Electronics, Hacking, Research, Repair and Thievery rolls when interfacing with electronics and machines, +2 with preexisting TW and arcane devices); Master of Magic.
PPE: 5/20
Active Effects: No MAP, double Pace and Running, no running penalty; +1d Shooting and one free reroll/round; Imp. Take Em Down and Imp. Signature Weapon (railgun); +4 damage to cannon, +6 damage to railgun
User avatar
Elennar
Posts: 44
Joined: Wed Jun 10, 2020 10:49 am

Re: 5.2 Lost!

Post by Elennar »

Elennar grits her teeth, biting back the urge to charge the daemonix. She tightens her grip on her bow. "I for one would prefer not leaving such vile abominations to their own devices. Still, that is a formidable force. Call the order, sir, and I'll arrange an attack." She addresses @Vik, hoping he opts to let the Legionnaires off the chain.
Elennar, The Huntress
Elennar, The Huntress
Pace: 6; Parry: 8
Toughness: 16 (8)
Armor: Retrapped NE-C20 Camouflage Variable EBA with overcoat/cloak
Pertinent Edges: Improved Trademark Weapon,
Command, Command Presence, Inspire, Natural Leader, Master Tactician, Hold the Line!
, Elan, Soldier,
Total +2 to hit or ignore 4 points penalties
, Take 'Em Down
Current Status Post
User avatar
Ryder
Posts: 141
Joined: Wed Aug 29, 2018 4:46 am

Re: 5.2 Lost!

Post by Ryder »

6 Wounds to the Basal, 7 Wounds to the Immolator
6/6 Bennies
Shooting (Ag): d10 (+1 w/ Calibrated weapons)
Minor x2: Shooting +2
Major: Trademark Weapon
Major: +1 DT Shooting
STS counters 2 points of MAP
1d12+4, ignore 2 pts MAP, No Unstable Platform

Realized we should be making a Fear check:
Fear 1d8!!+2: [9!!]+2 = 11
Wild Spirit 1d6!!+2: [3]+2 = 5

Taking two called shots to the head: 1 at the Basal, 1 at the Immolator. No MAP. Called Shot penalty -4 for each, +4 damage to each (Both rolls forgot to add -1 to roll due to snow. No effect on final totals, however.
Damage from a base hit is 3d10 MD, AP 20. +4 from called shot to head, +6 from Greater Smite, +6 AP from GS. AP 26 completely cancels out their armor.
Basal:
Shooting Basal 1d12!!: [1] = 1
Wild Shooting B 1d6!!: [5] = 5
Hit, barely
Damage, vs net Toughness 14:
Damage Basal 3d10!!+10: [7, 7, 17!!]+10 = 41 = 27 damage = 6 Wounds

Immolator:
Shooting Immolator 1d12!!: [3] = 3
Wild Shooting I 1d6!!: [2] = 2
Benny w/ Elan:
Shooting Immolator Reroll 1d12!!+2: [1]+2 = 3
Wild Shooting I Reroll 1d6!!+2: [2]+2 = 4
Hit because Elan retroactively adds +2 to first 3, making it a 5, -1 for the weather = 4.
Damage vs net Toughness 17:
Damage Immolator 3d10!!+10: [2, 28!!, 8]+10 = 48 = 31 damage = 7 Wounds
Ryder nods to Vik's instruction, letting him charge the weapons up. Then as he begins turning the Cassowary to turn broadside to the Daemonix, in order to gun it if they charge, he taps the controls for the Helios Cannon, twice. Twin beams of solar heat and light arc through the falling snow, instantly producing a trail of mist through the air surrounding them. Both shots strike dead center in the faces of two of the foul beings--one in the bulky head of the monstrosity with six cybernetic legs, and the other in massive brute with a head like a carnivorous whale--hopefully, giving them something to think about, or even better, stop them from thinking entirely.

He glances back at Vik, a bit sheepish. "Sorry, Sarge. Sometimes with these alien buggers, it's a bit hard to tell which end's the feet, y'know?"
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3
User avatar
KahlessNestor
Posts: 638
Joined: Thu Feb 15, 2018 4:02 am

Re: 5.2 Lost!

Post by KahlessNestor »

Basal Soaks, GM Benny, Soaks 1
Vigor 1d12!!: [1] = 1
Wild 1d6!!: [4] = 4
Immolator Soaks, GM Benny, Soaks 1
Vigor 1d12!!+1: [6]+1 = 7
Wild 1d6!!: [5] = 5
Date: January 7, 110 PA
Mission: Day 4
Time: 11:55 AM
Weather: Normal for the season the season (cold); no wind; light snow
Location: Wilderness
Ley Line: SW to NE, Large: Half-a-mile wide, 1,000 feet tall, 50 miles long.
Scene modifiers:
  • Light/Visibility: -1 for snow
Round 1.1

PLAYERS WON INITIATIVE

Ryder’s first shot slammed into the Basal, sending the large daemonix staggering. It bellowed in rage even as the second shot slammed into the immolator, also knocking that great monster back. Both looked very hurt, but were still standing.

BARINTHASHEER, ROBERT, LITHIUM ROSE, DR. ASTERISK, AND JERICHO CAN STILL GO THIS ROUND.
Loot
Combat Notes

Initiative:

Vik AC
Ryder (Danger Sense) KD
Barinthasheer JS
Robert JC
Lithium Rose (Quick, Uncanny Reflexes) 6S
Dr. Asterisk 6D
Elennar (Master Tactician) 5S (7H, 8H)
Jericho 3D

Enemies

Basal (WC/4W) [Parry: 6; Toughness: 26 (12)] KC 3 Wounds
Manslayer (WC/4W) [Parry: 6; Toughness: 29 (14)] 9H
Immolator (WC/4W) [Parry: 7; Toughness: 37 (20)] 5H 3 Wounds
Handogs (2W) [Parry: 6; Toughness: 33 (15)] 3C
1
2
3
4
Feculence (2W) [Parry: 6; Toughness: 31 (14)] 2S
1
2
3

***
GM Notes
GM Bennies: 6/8
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
User avatar
Robert
Posts: 11
Joined: Thu Nov 26, 2020 11:15 am

Re: 5.2 Lost!

Post by Robert »

Robert perks up at the prospect of action. He slides his faceplate back on, and throws Matilda gracefully to his shoulder. A couple of pops and a thin steam of smoke, and then... a screaming across the sky. His missiles hit solidly, one striking a Manslayer, another one of the Feculence that have not yet been struck.
1st Shot 32 AP 24, 2nd Shot 20 AP 24

First Shot 1d10!!+2: [3]+2 = 5

Damage (Including Giant Killer) 5d6!!: [3, 1, 13!!, 14!!, 1] = 32 (AP 24)

Free Reroll

1st Reroll 5d6!!: [1, 5, 9!!, 4, 2] = 21

Second Shot 1d10!!+1: [3]+1 = 4

Damage Second Shot (Giant Killer) 5d6: [2, 4, 2, 2, 5] = 15 (AP 24)

2nd Reroll 5d6!!: [2, 3, 2, 10!!, 3] = 20
User avatar
Lithium
Posts: 7
Joined: Fri Mar 26, 2021 10:59 am

Re: 5.2 Lost!

Post by Lithium »

'You wanna be tough, be a Juicer. If you wanna be a God, be a Mega-Juicer.'

Some reason the slogan she read outside of the row of chop shops that offer a world of delight in combat augmentation had been playing through Lithium's mind. The inspiration probably came when someone suggested that she be assigned to guard duty while waiting for the 101st to come back from patrol. That person had Sargeant strips on and did not take it well when Lithium gave her unabashed opinion about that suggestion. Chain-of-command is essential and is life, do not tell off people in the chain-of-command.

Cooler heads decided to cut her loose to go join the team. She packed up on the bare essentials and let out after them. Whatever word of mouth she could dig up before leaving told Lithium that the group had been doing good work in the area. Dangerous work, which really appealed to her as it meant there was little chance of getting bored. Tacking the Mountaineer was easy to track, with its presence being the size of a mobile home. Their riding alongside the ley line set her teeth together, the hum rubbing on her innate psychic bio-feedback. Sometimes it was a good feeling, other times, it made the hair on the back of her neck stand up. Depending on what time of the day it was and who or what was messing with the magical power.

Then she heard the tell-tale sounds of weapons fire, and she guns her little dirtbag forward. She keyed the radio-mic taped to her armor, "101st, this is Lithium Rose; I'm going in on your six. Don't shoot me; I'm your new rookie team member."

So does not wait for a reply, hitting the breaks to bring the bike to a sliding halt. Lithium grabs the ladder and vaults up to the top of the Mountaineer. Minding where the weapons are pointing, she looks out to see what the team is firing on, unslinging the grenade launcher. The drugs were kicking in now; everything became crystal clear and sharp—the thump of micro-missiles against demonic flesh and colorful explosions. The anguished cries of the monsters as weapons fire tore into them in prismatic color gore. It was a lovely picture of combat that brought a crooked smile to Lithiums' face. So few could understand this perspective of her life.

For good measure and waiting to participate in the violence, she fires a HE grenade projectile amidst the monsters to add to their suffering. God, how she hated demons. How despised the misbegotten creeps who summoned them in the first place.
Combat
Grenade-Launcher 1d10!!: [17!!] = 17

Damage: HE (MBT, AP$) 3d10!!+1d6!!: [3, 8, 2]+[3] = 16
Dice rolls
Damage: HE (MBT, AP 4) 3D10!!+1d6!!: [5] = 5
Lithium Vitals
Parry: 7; Toughness 16 (Armor: 5)
Burn: 7
Bennies: 3
Wounds: 0/3

Uanrmed Attack and Damage: +1, d10+d4
Dodge: -2 Range attacks; Uncanny Reflexes: -2 to everything else.
Unstoppable
User avatar
Elennar
Posts: 44
Joined: Wed Jun 10, 2020 10:49 am

Re: 5.2 Lost!

Post by Elennar »

Elennar grins as @Ryder "accidentally" blasts two of the daemonix in their hideous faces. "Right." The elf maiden leaps gracefully out of the Cassowary. She scans for one of the creatures who hasn't felt the wrath of the 101st. She settles on a particularly ugly Feculence. "Hunter, guide my arrow. May it strike true, with all the power of the Light!" Drawing her bow, she
Shooting Feculence called shot head: 1d10!!-2: [8]-2 = 6
WD Shooting: 1d6!!-2: [3]-2 = 1
of the monster, striking true and with

Damage AP 16: 5d6!!+4: [5, 5, 3, 5, 1]+4 = 23
Benny Damage AP 16: 5d6!!+4: [17!!, 5, 4, 14!!, 10!!]+4 = 54
. "We have them on their heels, friends! Give them a full volley! Spread out and give them smaller targets to strike." She glances only momentarily at @Lithium, the new arrival, long enough to watch her fire at their shared enemy. "A palatable blow, warrior. We will have them deafeated momentarily!"
Elennar, The Huntress
Elennar, The Huntress
Pace: 6; Parry: 8
Toughness: 16 (8)
Armor: Retrapped NE-C20 Camouflage Variable EBA with overcoat/cloak
Pertinent Edges: Improved Trademark Weapon,
Command, Command Presence, Inspire, Natural Leader, Master Tactician, Hold the Line!
, Elan, Soldier,
Total +2 to hit or ignore 4 points penalties
, Take 'Em Down
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