03.1 A Stop in Paradise

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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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03.1 A Stop in Paradise

Post by Ndreare »

Crew: Power Dump, Sa'maku, Kharis, Thissok and Ramson

The descent to the planet feels very routine. With the advanced systems on the planet offering help making it past the X-ray cannons and orbital defence systems. As Power Dump pilots the ship down through the window the the designated port you can see that the traffic on this planet is enough it needs a high level of regulation.
Suddenly the internal coms activate on their own as an welcoming message plays, apparently being broadcast on channels normally reserved for emergency. “Welcome to Paradise 47, a joint venture between Harabroon Ventures and Naruni Enterprises. While enjoying your stay please remember to respect other guest.
“Here on Paradise we work so that your very moment is the best to be had. If you have any trouble or issues please see a cast member and we would be more than happy to direct you to your needs.
“As you land, you will notice many fine marvels, and enjoyable features, to you left...”
The message continues for the full hour of your decent listing out the various entertainment, exploration and venereal pleasures available on the planet. The accompanying video makes it clear that those Paradise will receive their money’s worth of entertainment.
Once landing on the planet there is a large host of personal at the port ready to receive visitors and answer questions. Advertisements for entertainment, gambling, tours, and more carnal needs never stop being made clear as you leave your ship.
A very high end robot appears beside the group speaking in Trade 6, then cycling until it read a response that signifies understanding the robot says. “Welcome to Paradise. You are moored at Unity receiving station 1701 Dock C, moorage is 110 TGC per day. For added Security Naruni Enterprises offers guaranteed protection of your vehicle or replacement while away for an additional 85 TGC per day. Would you like your vehicle secured?
“What is your planned duration of stay on Paradise?”


Instructions
Has your character ever been to a pleasure planet or is this your first time, how do you respond, are you willing to pay the additional charge?

A Notice -4 will allow you to see Grudge moving through the crowd leaving the facility, obviously moody from waiting through the processing line in the distance. But there is no clear sign of the Sovereign Crew.

What steps would you take to find the Sovereign Crew, perhaps calling them on their old com channels, or something more interesting?

Other Crew Members go here: viewtopic.php?f=180&t=3667
  • 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
Skanni
Posts: 108
Joined: Wed Mar 13, 2019 4:57 pm

Re: 03.1 A Stop in Paradise

Post by Skanni »

Notice -1
Notice [dice:2g5q82dj]50950:0[/dice:2g5q82dj] (-4 for scene modifier, -1 for FTL sickness fatigue)
[dice:2g5q82dj]50950:1[/dice:2g5q82dj]
Kharis is awed at the displays of available indulgences on Paradise. ”This is... something else.”

He switches rapidly between intrigue and disinterest depending on the advertisements. Spas and other, more carnal pleasures don’t hold much appeal for him, but showings of strength and contests of martial skill are certainly intriguing.

All in all, Kharis has the face any freshman makes on his first day at school: he knows what they need is here somewhere, but nothing is familiar.

He looks to @Ramson Gourdaine when the attendant mentions securing the vehicle.
Skanni, Half-Elf Psionicist
Parry: 5; Toughness: 8 (2); Notes: Outsider, Heroic, PTSD, Brave
Character Sheet
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Axel Krowe
Posts: 130
Joined: Fri Oct 12, 2018 4:44 pm

Re: 03.1 A Stop in Paradise

Post by Axel Krowe »

Notice 9
Notice [dice:2ddltkb2]51028:0[/dice:2ddltkb2]
Ace [dice:2ddltkb2]51028:2[/dice:2ddltkb2]
Wild [dice:2ddltkb2]51028:1[/dice:2ddltkb2]
Sa'Maku nods and smiles beneath his helmet at Kharis' reaction to the planet - it was not an unusual one. The CCW was full of such worlds and, as a marine, Sa'maku had visited many of them on shore leave. in fact, there may be a few his platoon is no longer welcome to visit again. Chuckling to himself he barely bats an eye at paying the protection, aka extortion, fee for protection. No need to paint a target on their ship right off the top.

Spotting Grudge moving through the crowds, Sa simply gets a sensor look at him and points his location out to the group. Then he does what any honorbound Seljuk would do, he challenges Grudge to a duel of mortal combat.

"Grudge!" He calls out using his suits loud speaker, "It is time to settle accounts!"
Axel Krowe, BAMF
User avatar
Power Dump
Posts: 72
Joined: Thu Oct 11, 2018 7:39 pm

Re: 03.1 A Stop in Paradise

Post by Power Dump »

Notice [dice:1f9fmq7f]51117:0[/dice:1f9fmq7f] wild [dice:1f9fmq7f]51117:1[/dice:1f9fmq7f]

Power Dump wakes up at the shuttle controls happy to have hit the ground in one peace. He nods to the security dock master tossing him a cred chip, probably one of those kept on board the ship for just the thing.” Keep it secured and warm for us. Either people we will be saved or Nemisis will be killed... Either way dock master keep our vehicle secured and safe.”

Power Dump scanned the crowd unable to see anything of note... However at Sam’s challenge Power Dumps weapons become drawn and he helps his honor challenged brother by echoing Sams words with a cry all his own. If yelling the name of our enemies is what we must do to find them, then so be it. ”Nemisis the day of reckoning is upon you! We have come to collect for a knight up holds the weak and knows only virtue! My body craves you and this time my blade will pierce your very soul!!!”
OOC Comments
Attributes: Agility d12(1R, 3) Smarts d8(2FG), Spirit d4, Strength d8(2R)[d12], Vigor d8 (2)
Charisma: -5 or -9; Pace: 20, leap 4”x 8”; Parry: 8 ; Toughness: 13(7); Strain: 0 ; PPE: 25
Edges of Note: Brave, Elan, Ace
Skills of Note: Fighting d12, Piloting d12+3, Notice d8, Stealth d10, Smite d10
Combat Edges:
  • Killer Instinct, Improved Level Headed, Combat Ace, Quick Draw
Combat Abilities:
  • Danger Sense Super Power
  • 2 Extra Actions (Third Arm, and Fast Reflexes)
Weapon of Note
  • BFB: str +2d8, Notes: AP 4, enchanted silver, Mega Damage for 1 Power Point; for +4 PPs also gain +2 Fighting, the Improved Frenzy and Berserk Edges, and +4 Armor for three rounds.
  • Draining Blade: str +1d8, Notes: Costs 3 Power Points to charge for +2 damage. If spend 3 Power Points before making an attack with the blade, then on a successful hit, the target makes an opposed Spirit roll against the wielder's Fighting result to resist both lower Trait (Vigor) and slow.
Powers: PPE 25/20
Active: d12 spirit(1round), exalted detect arcana(2 rounds)
Self: Intangibility( 6 PEE, Stealth increase) Smite (2, Resurrection Dispel)
Armor: Teleport (3+, Dimensional Follow), Darksight (1, Enhanced Vision), Dispel(3, Temporal Lockdown)
Jacket: Q4 Talisman creation( arcane machinist)
  • Boost/Lower “Quantum Box Talisman” 10/2 PPE
  • Invisibility “ Vanishing Talisman” 15/15 PPE
  • detect/conceal “Arcane Talisman” 15/13 PPE
  • Eviormental Protection “Adaptive Climate Control Talisman” 15/15 PPE
  • Bolt, “God Gun” 15/11 PPE
Bennies
0 Golden
5/3
+1 Hi post rate
+1 F and G
+1 honor hindrance
+1 debatchery Hindrance
+1 benny for catching Hiesh
-1 Agility catch the slip
-1 Agility to find Heish
-1 Tracking Sovereign
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Ramson Gourdaine
Posts: 110
Joined: Thu Oct 18, 2018 10:59 am

Re: 03.1 A Stop in Paradise

Post by Ramson Gourdaine »

OOC Comments
Notice [dice:7itcmxnc]51183:0[/dice:7itcmxnc]
Wild Notice [dice:7itcmxnc]51183:1[/dice:7itcmxnc]
Ramson leans back and enjoys the descent. "You know, there's actually a pretty wide array of so-called 'pleasure planets'. I've seen some that were really just one giant low-rent red-light district--a mass of shabby brothels and seedy drug dens. Others, you could stay for two weeks, never have a single carnal encounter during that time, and still be glutted on hedonistic excess--those sorts take a very broad view of the word 'pleasure', and so they have fine restaurants, thrill sports, natural vistas for sight-seeing, VR sim-centers. Even saw a few with blood spo--"

He's cut off as they reach docking and the shuttle pulls in. To the robot, he nods. "We may only be staying a couple of days, but I trust I can contact the dock and extend the mooring--with the fee, of course--if we decide to enjoy your hospitality longer, without coming all the way back here in person? And naturally, we'll be paying the full security fee for every day we're here--nothing like peace of mind to let you enjoy yourself."

Once the deal is done, he fails utterly to notice Grudge, but no one could miss Seljuk's challenge. As Grudge makes his way to the side, and the robots start to circle, he briefly considers trying to provoke the thug into attacking one of them, so that he gets obliterated without them having to work for it. But he gets another idea, brought on by his musings on the shuttle ride down. Even as Power Dump issues his own challenge, Ramson turns to the nearest customs agent, info terminal or other source of quick advice.

"Excuse me, but many in my group are less carnal than carnage, if you get my meaning." He gives a very large, toothy grin as he speaks. "Would one of the delights of Paradise 47, by any chance, be a formal dueling pit or other lawful combat arena? A little bit of one-on-one gets the blood up for other activities, you understand. To be clear, I'm asking for the participant side of things, not merely spectating."
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





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

Re: 03.1 A Stop in Paradise

Post by Ndreare »

Sa’Maku wrote: Sun Mar 31, 2019 6:38 pm "Grudge!" He calls out using his suits loud speaker, "It is time to settle accounts!"
OOC Comments
Grudge Notice d4, Scene -2
Notice [dice:3khy69wk]51116:0[/dice:3khy69wk]
Wild [dice:3khy69wk]51116:1[/dice:3khy69wk]

Nemesis Notice d10+2, Scene -2, audio filters ignore -4 in penalties
Notice [dice:3khy69wk]51116:2[/dice:3khy69wk]
Wild [dice:3khy69wk]51116:3[/dice:3khy69wk] Ace [dice:3khy69wk]51116:7[/dice:3khy69wk]

Rick Notice [dice:3khy69wk]51116:4[/dice:3khy69wk]
Notice [dice:3khy69wk]51116:5[/dice:3khy69wk]
Wild [dice:3khy69wk]51116:6[/dice:3khy69wk] Ace [dice:3khy69wk]51116:8[/dice:3khy69wk]
Grudge does not appear to notice the shouting from the crowd as he works his way through through the terminal. However a little luck shows through as Nemesis seems to come into focus just long enough to catch sight of the crew before disappearing out of site again in the crowd.

Grudge turns and looks through the crowd scanning in your direction but apparently unable to see what ever he is looking for. Then he lifts one of his large stone hands and waves, pointing with his other hand over to the left of him where there is a large clearing in the port terminals external parking. Grudge can then be seen working his way over through the crowd to the opening he flagged the team to. When he arrives he lets out a large bellow that sounds like like a hundred boulders rolling down a hill while waving both arms over head to make it easy for you to see him. Then he draws out a giant hammer atop a nearly 8’ in length steal like pole from the small belt pouch on him waist.

As he waits a dozen Naruni Repo Bots (the most high end combat cyborgs in the three galaxies, fully half the ports compliment) circle around him assessing what he is about to do. It is obvious they are determining if they will need to obliterate him, but equally obvious he does not care as he looks for whoever challenged him.
  • 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: 03.1 A Stop in Paradise

Post by Ndreare »

Power Dump wrote: Mon Apr 01, 2019 1:01 pm Power Dump scanned the crowd unable to see anything of note... However at Sam’s challenge Power Dumps weapons become drawn and he helps his honor challenged brother by echoing Sams words with a cry all his own. If yelling the name of our enemies is what we must do to find them, then so be it. ”Nemesis the day of reckoning is upon you! We have come to collect for a knight up holds the weak and knows only virtue! My body craves you and this time my blade will pierce your very soul!!!”
As Power Dumps challenge works its way over the crowd the number of people looking at the group has increased to nearly everyone. The security check points simply stop moving as everyone sentient and capable of thinking to preserve their life looks to see who or what is being challenged a second time. Nemesis apparently sees Power Dump before she and whoever else was with her disappear from sight.

A quite whisper flows over you Power Dump as if she was standing next to you. "I do not enjoy the idea of you brutally murdering me. Perhaps you can face my champion. Two on one may be enough for him to notice."

Ramson Gourdaine wrote: Tue Apr 02, 2019 12:33 am "Excuse me, but many in my group are less carnal than carnage, if you get my meaning." He gives a very large, toothy grin as he speaks. "Would one of the delights of Paradise 47, by any chance, be a formal dueling pit or other lawful combat arena? A little bit of one-on-one gets the blood up for other activities, you understand. To be clear, I'm asking for the participant side of things, not merely spectating."
The Kiosk answers back with a series of dueling options, rules and locations. 1) All dueling must be between willing participant or slaves. 2) All dueling must be contained, harming non-combatants will be reacted to by activation of the security systems. 3) Designated or contract duels are required to be permitted and co managed through Harabroon Ventures or a licensed service provider. Followed by a series of fine print restrictions, then a directory of suggested dueling facilities within 100 kilometers.

When it is done the AI asks "Would you like to arrange a duel?"




EVERYONE CAN SEE GRUDGE NOW, NO NEED TO ROLL
  • 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
Skanni
Posts: 108
Joined: Wed Mar 13, 2019 4:57 pm

Re: 03.1 A Stop in Paradise

Post by Skanni »

Kharis draws Silverspike, and looks to @Ramson Gourdaine. Clearly, they are going to kill the rock-thing in front of them, but Kharis knows the value of an organized bout. He allows his icy aura to activate, turning the air around him into a mesmerizing kaleidoscope of ice crystals.

"Customs being what they are, do we kill him now, or at one of the machine's locations?"
Skanni, Half-Elf Psionicist
Parry: 5; Toughness: 8 (2); Notes: Outsider, Heroic, PTSD, Brave
Character Sheet
Resource Tracker
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Power Dump
Posts: 72
Joined: Thu Oct 11, 2018 7:39 pm

Re: 03.1 A Stop in Paradise

Post by Power Dump »

Kharis wrote: Tue Apr 02, 2019 9:18 am Kharis draws Silverspike, and looks to @Ramson Gourdaine. Clearly, they are going to kill the rock-thing in front of them, but Kharis knows the value of an organized bout. He allows his icy aura to activate, turning the air around him into a mesmerizing kaleidoscope of ice crystals.

"Customs being what they are, do we kill him now, or at one of the machine's locations?"
The bio borg considers Kharis for a moment. He had not spoke to him and hardly realized that he was their until the fabled silverspike was readied. As if to ward him off Power Dump shakes his head feeding a couple of space wasps to his chest amalgate. In a soulless drone devoid of passion and mercy he says, ” Thisis Sams fight. His honor demands retribution. Go to him Sam and take back what was lost.”
OOC Comments
Attributes: Agility d12(1R, 3) Smarts d8(2FG), Spirit d4, Strength d8(2R)[d12], Vigor d8 (2)
Charisma: -5 or -9; Pace: 20, leap 4”x 8”; Parry: 8 ; Toughness: 13(7); Strain: 0 ; PPE: 25
Edges of Note: Brave, Elan, Ace
Skills of Note: Fighting d12, Piloting d12+3, Notice d8, Stealth d10, Smite d10
Combat Edges:
  • Killer Instinct, Improved Level Headed, Combat Ace, Quick Draw
Combat Abilities:
  • Danger Sense Super Power
  • 2 Extra Actions (Third Arm, and Fast Reflexes)
Weapon of Note
  • BFB: str +2d8, Notes: AP 4, enchanted silver, Mega Damage for 1 Power Point; for +4 PPs also gain +2 Fighting, the Improved Frenzy and Berserk Edges, and +4 Armor for three rounds.
  • Draining Blade: str +1d8, Notes: Costs 3 Power Points to charge for +2 damage. If spend 3 Power Points before making an attack with the blade, then on a successful hit, the target makes an opposed Spirit roll against the wielder's Fighting result to resist both lower Trait (Vigor) and slow.
Powers: PPE 25/20
Active: d12 spirit(1round), exalted detect arcana(2 rounds)
Self: Intangibility( 6 PEE, Stealth increase) Smite (2, Resurrection Dispel)
Armor: Teleport (3+, Dimensional Follow), Darksight (1, Enhanced Vision), Dispel(3, Temporal Lockdown)
Jacket: Q4 Talisman creation( arcane machinist)
  • Boost/Lower “Quantum Box Talisman” 10/2 PPE
  • Invisibility “ Vanishing Talisman” 15/15 PPE
  • detect/conceal “Arcane Talisman” 15/13 PPE
  • Eviormental Protection “Adaptive Climate Control Talisman” 15/15 PPE
  • Bolt, “God Gun” 15/11 PPE
Bennies
0 Golden
5/3
+1 Hi post rate
+1 F and G
+1 honor hindrance
+1 debatchery Hindrance
+1 benny for catching Hiesh
-1 Agility catch the slip
-1 Agility to find Heish
-1 Tracking Sovereign
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Skanni
Posts: 108
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Re: 03.1 A Stop in Paradise

Post by Skanni »

Pender Lumkiss wrote: Tue Apr 02, 2019 9:48 am
Kharis wrote: Tue Apr 02, 2019 9:18 am Kharis draws Silverspike, and looks to @Ramson Gourdaine. Clearly, they are going to kill the rock-thing in front of them, but Kharis knows the value of an organized bout. He allows his icy aura to activate, turning the air around him into a mesmerizing kaleidoscope of ice crystals.

"Customs being what they are, do we kill him now, or at one of the machine's locations?"
The bio borg considers Kharis for a moment. He had not spoke to him and hardly realized that he was their until the fabled silverspike was readied. As if to ward him off Power Dump shakes his head feeding a couple of space wasps to his chest amalgate. In a soulless drone devoid of passion and mercy he says, ” Thisis Sams fight. His honor demands retribution. Go to him Sam and take back what was lost.”
Kharis nods gravely. An honor bout, then. He keeps Silverspike at the ready, but says, "Fair enough, then. If the rules of engagement so allow it, I will of course be ready.
Skanni, Half-Elf Psionicist
Parry: 5; Toughness: 8 (2); Notes: Outsider, Heroic, PTSD, Brave
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Ramson Gourdaine
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Re: 03.1 A Stop in Paradise

Post by Ramson Gourdaine »

Ramson looks to Sa'Maku. "Okay, friend, ball's in your court, now. If you can abide our fighting by your side, then we'll happily join in with you--otherwise, I would be honored to serve as your second. And if you think you can wait long enough to get to an official dueling site, that would be for the better--those bots are serious about keeping people from just random scrapping in the streets."
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





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Axel Krowe
Posts: 130
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Re: 03.1 A Stop in Paradise

Post by Axel Krowe »

As Grudge turns to the group, still not noticing them, Sa'Maku makes sure the big thug knows exactly who is talking to him. Activating the anti-grav system on his armor the Seljuk hovers above the heads of the crowd and lifts his face plate, "I am over here! You are hard to miss, I smelled your fecal stench before I spotted you."

Smiling as Grudge is goaded into action Sa considers taunting him further and letting the Repobots do the work, but does not like letting others settle his honor for him. Nodding to Ransom's suggestion of an organized duel Sa let's their captain make the arrangements, never taking his gaze from Grudge.

"Let us move to a combat arena. There are too many innocents here and this stack of othropod manure has no respect for collateral damage. Any others who have complaint against him may assist according to the terms of the engagement." He then grins wide and gives the group a nod, "I am sure our friends from the Sovereign would find this a welcome distraction."

Letting his voice boom to Grudge again, "Your captain holds the answers are seek and hides behind you, so now I must go through you!"
Axel Krowe, BAMF
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Ndreare
Savage Siri
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Re: 03.1 A Stop in Paradise

Post by Ndreare »

Squinting to see the Seljuk Grudge smiles and starts walking forward. With a growl like a river of stones he mocks. "Do you have honor, or do you flee from your challenge?" Moving closer you see one of the repo-bots addresses him and he actually nods in deference before turning his attention back to Sa'Maku and waiting.

Intimidation 7
Intimidation [dice:y203tp8p]51242:0[/dice:y203tp8p]
Wild [dice:y203tp8p]51242:1[/dice:y203tp8p]
  • 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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Axel Krowe
Posts: 130
Joined: Fri Oct 12, 2018 4:44 pm

Re: 03.1 A Stop in Paradise

Post by Axel Krowe »

Dice
Spirit [dice:1e8mruv4]51246:0[/dice:1e8mruv4]
Wild [dice:1e8mruv4]51246:1[/dice:1e8mruv4]
Annoyed at the Repobot's deference, which means something bigger is afoot Sa'Maku shrugs.

"Very well. Here is as good a place as any." Slamming down his faceplate he draws his power halbred, "Have your bribed minions make a wider zone. There is no honor in harming innocents."

With that the Seljuk sets down inside the circle of cyborgs.
Axel Krowe, BAMF
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Ramson Gourdaine
Posts: 110
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Re: 03.1 A Stop in Paradise

Post by Ramson Gourdaine »

As he hasn't been told to stay away, Ramson drops his board and makes a large circuit, motioning any onlookers back, and politely asks the bots to make sure any spectators stay behind that point. Then he comes back, stopping next to Sa'Maku and waiting. He looks to the Repo-Bots. "If we're doing this here, then are there any limits on what's legal, beyond no danger to the bystanders? This is a bit of a--heh--grudge match, so I suspect both of them would be willing to kill if that's allowed. But I'd be distressed to lose my friend here to post-fight law enforcement."
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





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Ndreare
Savage Siri
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Location: Skagit County, Washington
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Re: 03.1 A Stop in Paradise

Post by Ndreare »

The crowd more than willing not to die parts easily as the team gets through security. It takes only the most slight of delays, but still some how insufferable as the crew signs the agreements.

Upon approaching the cordoned off area one of the Cyborgs turns to the team and speaking to Sa'Maku says in crystal clear trade 4. "You conflict must stay within the selected area.
"You will be help financially responsible for any effects out side of the cordon, and damage to the cordoned area inflicted by you.
"Should you be unable to cover any cost incurred you will be taken until such time as you have been able to work off your indenture."


Once inside the circle a clear view of the heavy laser mounts sweeping the opening can be seen. With only two of them it would be to easy to sabotage them.

Grudge steps forward. "How of your toys many should I break?" He asks indicating the rest of the crew coming down with you.

Within moments each of your slip screens pop live with betting odds being hosted by Naruni Security services currently weighing on Sa’Maku of Gemini 2 fame versus Bol' Stradaniye six to one in Bol's favor. The bars is moving fast and within moments is sitting at 8:1 still in Bol's favor.


EDIT Player post while typing: The repo bots disclose the legal requirements and any additional details needed to Ramson. Basically with two voluntary fighters they are responsible for any damage they cause and all betting is still required to be managed by planetary forces.
Also as bets are being placed and money is on the line interference will cause the interfering party to be financially responsible for any lost gains.
  • 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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Skanni
Posts: 108
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Re: 03.1 A Stop in Paradise

Post by Skanni »

Stepping into the circle, Kharis says, ”Lovely, then. It looks like we’re all invited.”

He winces a bit as their bellowing quarry and the sounds of the crowd pound against his headache, but what is a little pain before battle?

He activates his shield, summoning it from the bracer on his forearm, and gives Silverspike a little twirl, loosening his wrist. The air around him continues to crackle and freeze, and he prepares to fight.

For Rob, Prep Round?
@RFT, if we’re prepping for the fight, Kharis will likely spell up. Allowed? Or wait for inititive?
Skanni, Half-Elf Psionicist
Parry: 5; Toughness: 8 (2); Notes: Outsider, Heroic, PTSD, Brave
Character Sheet
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: 03.1 A Stop in Paradise

Post by Ndreare »

OOC Comments
Yall will effectively have a prep round if needed.

As soon as the new comer steps in your slip screens all update showing him through the various cameras. Somehow they even know his name introducing him as. "What is this a true new comer Kharis D’lasse. Well i guess little is known about this one. Which means he is either really, really good, or really, really not..."

The brackets change now settling down to 3.4:1
  • 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
Ramson Gourdaine
Posts: 110
Joined: Thu Oct 18, 2018 10:59 am

Re: 03.1 A Stop in Paradise

Post by Ramson Gourdaine »

Ramson notes the odds, and doesn't even take a moment to consider. "I trust I'm allowed to bet on myself?" He holds up his credstick, and puts down a bet of 130,000 Credits on Sa' and team. He also calls Thissok forward, making it clear that the giant rainbow serpent is going to be a participant in this particular battle as well. He then waits for the signal to begin.

The giant constrictor pulls itself into a coil next to Ramson, eyes gleaming with anticipation.
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





User avatar
Power Dump
Posts: 72
Joined: Thu Oct 11, 2018 7:39 pm

Re: 03.1 A Stop in Paradise

Post by Power Dump »

PD knows only two things and one of them is honor. He steps back clearly allowing his ally and perhaps someday soon friend Sam to go get his honor redoubled, ” I am with you in spirit only. Fight for your honor Sam. Reclaim was lost. Remember a knight knows only virtue and his strength upholds the weak. This is your fight and I understand.” Power Dump rambles into the crowd looking for a bucket of space wasps, fried, and a good spot to spectate from. In particular those twin laser cannons seem something important to keep in view.
OOC Comments
Attributes: Agility d12(1R, 3) Smarts d8(2FG), Spirit d4, Strength d8(2R)[d12], Vigor d8 (2)
Charisma: -5 or -9; Pace: 20, leap 4”x 8”; Parry: 8 ; Toughness: 13(7); Strain: 0 ; PPE: 25
Edges of Note: Brave, Elan, Ace
Skills of Note: Fighting d12, Piloting d12+3, Notice d8, Stealth d10, Smite d10
Combat Edges:
  • Killer Instinct, Improved Level Headed, Combat Ace, Quick Draw
Combat Abilities:
  • Danger Sense Super Power
  • 2 Extra Actions (Third Arm, and Fast Reflexes)
Weapon of Note
  • BFB: str +2d8, Notes: AP 4, enchanted silver, Mega Damage for 1 Power Point; for +4 PPs also gain +2 Fighting, the Improved Frenzy and Berserk Edges, and +4 Armor for three rounds.
  • Draining Blade: str +1d8, Notes: Costs 3 Power Points to charge for +2 damage. If spend 3 Power Points before making an attack with the blade, then on a successful hit, the target makes an opposed Spirit roll against the wielder's Fighting result to resist both lower Trait (Vigor) and slow.
Powers: PPE 25/20
Active: d12 spirit(1round), exalted detect arcana(2 rounds)
Self: Intangibility( 6 PEE, Stealth increase) Smite (2, Resurrection Dispel)
Armor: Teleport (3+, Dimensional Follow), Darksight (1, Enhanced Vision), Dispel(3, Temporal Lockdown)
Jacket: Q4 Talisman creation( arcane machinist)
  • Boost/Lower “Quantum Box Talisman” 10/2 PPE
  • Invisibility “ Vanishing Talisman” 15/15 PPE
  • detect/conceal “Arcane Talisman” 15/13 PPE
  • Eviormental Protection “Adaptive Climate Control Talisman” 15/15 PPE
  • Bolt, “God Gun” 15/11 PPE
Bennies
0 Golden
5/3
+1 Hi post rate
+1 F and G
+1 honor hindrance
+1 debatchery Hindrance
+1 benny for catching Hiesh
-1 Agility catch the slip
-1 Agility to find Heish
-1 Tracking Sovereign
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: 03.1 A Stop in Paradise

Post by Ndreare »

Ramson Gourdaine wrote: Tue Apr 02, 2019 3:37 pm Ramson notes the odds, and doesn't even take a moment to consider. "I trust I'm allowed to bet on myself?" He holds up his credstick, and puts down a bet of 130,000 Credits on Sa' and team. He also calls Thissok forward, making it clear that the giant rainbow serpent is going to be a participant in this particular battle as well. He then waits for the signal to begin.

The giant constrictor pulls itself into a coil next to Ramson, eyes gleaming with anticipation.
As Ramson declares his intent for him and the Serpent to join the battle the odds drop again to 1.15:1. Money still going in with bid/ask moving the needle a little but not nearly as much as 4 on 1 battle.

The repo-bot confirms you are allowed to bet on yourself, but not against yourself.
Betting
The Dynamic betting system runs an algorithm on the fight odds.
At this point it is 4 to 1 and pretty close to even odds.
If ya'll want to show some confidence and bet big, Naruni Security has never forfeited on an obligation. (well if they have there are no survivors to mention it.)

If you bet 100 credits, and win you will receive 215 back. If you lose, you will have nothing.
Power Dump wrote: Tue Apr 02, 2019 3:45 pm PD knows only two things and one of them is honor. He steps back clearly allowing his ally and perhaps someday soon friend Sam to go get his honor redoubled, ” I am with you in spirit only. Fight for your honor Sam. Reclaim was lost. Remember a knight knows only virtue and his strength upholds the weak. This is your fight and I understand.” Power Dump rambles into the crowd looking for a bucket of space wasps, fried, and a good spot to spectate from. In particular those twin laser cannons seem something important to keep in view.
Moving towards a tavern to get a drink and have a moment PD is surprised to see a healthy young bio-borg smiling at him. Moving over to sit next to him she smiles as a tentacle on her shoulder reaches down and begins interacting in strange ways that make others uncomfortable with Seimore. "Hello, fresh off the ship, with time to spare?

"Are you a brother of honor, what do you say we go and discuss Strength, Virtue and Honor?"
The proposition is clear and thinking back Power Dump remembers something like this once. It was a very interesting and enjoyable exchange.

EVERYONE
BENNIES RESET TODAY, EVERYONE IS AT FULL RESOURCES AND BENNIES (Except Kharis who has 1 fatigue)
Power Dump
This plays off of your hindrances. Spend some time with the lady of the night and gain a benny. Or reject her and do not gain a benny, players choice.
Sa'Maku
Gain a benny for sticking out for the fight.
OOC Comments
Kharis, gain a benny for suffering Fatigue from your hindrance.
  • 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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Re: 03.1 A Stop in Paradise

Post by Skanni »

Ramson Gourdaine wrote: Tue Apr 02, 2019 3:37 pm Ramson notes the odds, and doesn't even take a moment to consider. "I trust I'm allowed to bet on myself?" He holds up his credstick, and puts down a bet of 130,000 Credits on Sa' and team. He also calls Thissok forward, making it clear that the giant rainbow serpent is going to be a participant in this particular battle as well. He then waits for the signal to begin.

The giant constrictor pulls itself into a coil next to Ramson, eyes gleaming with anticipation.
Seeing Ramson’s bet, Kharis wonders, Why didn’t I think of that? That will certainly be good for his reputation when we win.

Focusing himself, Kharis sets his feet and brings his shield to the fore, a thin but surprisingly durable collapsible half-shield. Magic flows through the device, keeping it sturdy, far sturdier than any mundane material could manage. With an effort of will, he extends that energy from the bracer on his arm through his whole body, increasing his own resilience in advance of the bout.
OOC Comments
Spellcasting [dice:2b44liem]51263:0[/dice:2b44liem] + [dice:2b44liem]51263:2[/dice:2b44liem]
Wild [dice:2b44liem]51263:1[/dice:2b44liem]
Activating greater armor
Current Stats: 24(14) MDC (28(18) MDC vs Ranged), Parry 13, 1 Fatigue, Icy Aura deals 3d8 MD cold damage in melee
Greater armor round 1/3
Strength +1 die type from TW body armor
Vigor +1 die type from TW shield
Icy Aura active: 3d8 MD cold damage to anything he attacks or attacks him (in melee).
Skanni, Half-Elf Psionicist
Parry: 5; Toughness: 8 (2); Notes: Outsider, Heroic, PTSD, Brave
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Axel Krowe
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Re: 03.1 A Stop in Paradise

Post by Axel Krowe »

Setting his feet Sa'Maku prepares for battle armor's computer relaying all the battle telemetry to his HUD. Grudge was ugly no matter which scanner setting he used. Seeing the wagering and oddsmakers cheapens the experience for Sa but such was life with mercenaries.

"I believe Nemesis has bet against you."
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Re: 03.1 A Stop in Paradise

Post by Power Dump »

Power Dump nods siliently downing the last of his space wasps. It had been some time he had sasatied his everloving lust for debatchery. ” Aye, I know only virtue, and my strength does indeed defend the weak.” While this has happened before and he does like to spend nights reveling in carnal bliss he knows it is a trap too. But still it doesn’t mean he can’t have fun as long as it ends with him sticking his lightsaber into Nemisis’ face.
A chance for revenge and sex, how can I pass this up? I do like tentacles!
OOC Comments
Attributes: Agility d12(1R, 3) Smarts d8(2FG), Spirit d4, Strength d8(2R)[d12], Vigor d8 (2)
Charisma: -5 or -9; Pace: 20, leap 4”x 8”; Parry: 8 ; Toughness: 13(7); Strain: 0 ; PPE: 25
Edges of Note: Brave, Elan, Ace
Skills of Note: Fighting d12, Piloting d12+3, Notice d8, Stealth d10, Smite d10
Combat Edges:
  • Killer Instinct, Improved Level Headed, Combat Ace, Quick Draw
Combat Abilities:
  • Danger Sense Super Power
  • 2 Extra Actions (Third Arm, and Fast Reflexes)
Weapon of Note
  • BFB: str +2d8, Notes: AP 4, enchanted silver, Mega Damage for 1 Power Point; for +4 PPs also gain +2 Fighting, the Improved Frenzy and Berserk Edges, and +4 Armor for three rounds.
  • Draining Blade: str +1d8, Notes: Costs 3 Power Points to charge for +2 damage. If spend 3 Power Points before making an attack with the blade, then on a successful hit, the target makes an opposed Spirit roll against the wielder's Fighting result to resist both lower Trait (Vigor) and slow.
Powers: PPE 25/20
Active: d12 spirit(1round), exalted detect arcana(2 rounds)
Self: Intangibility( 6 PEE, Stealth increase) Smite (2, Resurrection Dispel)
Armor: Teleport (3+, Dimensional Follow), Darksight (1, Enhanced Vision), Dispel(3, Temporal Lockdown)
Jacket: Q4 Talisman creation( arcane machinist)
  • Boost/Lower “Quantum Box Talisman” 10/2 PPE
  • Invisibility “ Vanishing Talisman” 15/15 PPE
  • detect/conceal “Arcane Talisman” 15/13 PPE
  • Eviormental Protection “Adaptive Climate Control Talisman” 15/15 PPE
  • Bolt, “God Gun” 15/11 PPE
Bennies
0 Golden
5/3
+1 Hi post rate
+1 F and G
+1 honor hindrance
+1 debatchery Hindrance
+1 benny for catching Hiesh
-1 Agility catch the slip
-1 Agility to find Heish
-1 Tracking Sovereign
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Skanni
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Re: 03.1 A Stop in Paradise

Post by Skanni »

As combat nears, Kharis whispers into his comms to his teammates, Anything I should know about this guy, gentlemen?
Skanni, Half-Elf Psionicist
Parry: 5; Toughness: 8 (2); Notes: Outsider, Heroic, PTSD, Brave
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Axel Krowe
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Re: 03.1 A Stop in Paradise

Post by Axel Krowe »

Kharis wrote: Wed Apr 03, 2019 4:06 am As combat nears, Kharis whispers into his comms to his teammates, Anything I should know about this guy, gentlemen?
Sa'Maku shrugs "He is a one hit wonder. One hit from his hammer and you will wonder what the hell just happened."

Smarmy comments aside Sa adds a few pointers: "Direct magical attacks are of little use and he is stronger than a raging Kreehorg. In truth I stand little chance of harming him even with my own brute strength. Speed and guile may win us the day."
Axel Krowe, BAMF
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Ndreare
Savage Siri
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Location: Skagit County, Washington
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Re: 03.1 A Stop in Paradise

Post by Ndreare »

OOC Comments
Initiative in alphabetical order.

Cards divisible by 4 are considered clubs (except the joker)
Cards 53-56 are Jokers
Cards 20 or less are rerolled for Quick
Cards 28 or less are rerolled for Quickness with a raise.

Grudge [dice:n0i7a5q5]51324:0[/dice:n0i7a5q5] = Joker

Kharis [dice:n0i7a5q5]51324:1[/dice:n0i7a5q5]

Ramson & Thissok [dice:n0i7a5q5]51324:2[/dice:n0i7a5q5]

Sa'Maku [dice:n0i7a5q5]51324:3[/dice:n0i7a5q5]
Three shuttles fly in along with a half dozen security drones with high definition holographic recording devices. Then a pale white shimmer forms in the air as the shuttles take up a triangular position and a force field is erected around the combatants.

the betting has gotten extreme with people betting not only on win versus loss, but who will still be standing, how long the battle will take and many other factors. It is all you can do to ignore your slip screens when suddenly things go quiet from the field forming.

In a burst of speed unexpected form something weighing 2,000 pounds the warrior moves forward and pounces, smashing Thissok with his hammer in a sweep of blows, before wheeling around from the explosive rebound as it the hammer where going to take off Sa'Maku's head, and a spray of gravel followed by a solif punch landing on his face. Shaking the blow Sa' Maku knows last time Grudge seemed much stronger. Could he be holding back?



Frenzy on Thissok 20 MD then 49 MD
Trick on Sa'Maku = Agility versus 10
Punch on Sa'Maku 22 Mega Damage
OOC Comments
Frenzy on Thissok 20 MD then 49 MD
Fighting d12, Wild Attack +2 +2, Joker +2 +2
Fighting [dice:n0i7a5q5]51324:4[/dice:n0i7a5q5] = Hit
Fighting [dice:n0i7a5q5]51324:5[/dice:n0i7a5q5] = Raise
Wild Die [dice:n0i7a5q5]51324:6[/dice:n0i7a5q5]
Damage Attack 1 Strength [dice:n0i7a5q5]51324:7[/dice:n0i7a5q5] + Hammer [dice:n0i7a5q5]51324:8[/dice:n0i7a5q5] + Bang [dice:n0i7a5q5]51324:9[/dice:n0i7a5q5] +2+2 MD - - - - 20 Mega Damage
Damage Attack 1 Strength [dice:n0i7a5q5]51324:10[/dice:n0i7a5q5] + Hammer [dice:n0i7a5q5]51324:11[/dice:n0i7a5q5]+Ace [dice:n0i7a5q5]51324:19[/dice:n0i7a5q5] + Bang [dice:n0i7a5q5]51324:12[/dice:n0i7a5q5]+Ace [dice:n0i7a5q5]51324:20[/dice:n0i7a5q5] +2 +2 MD - - - - 45 Mega Damage

Trick on Sa'Maku = Agility versus 10
Agility d6, Joker +2, Tricky Fighter + Dirty Fighter +2 & Free, Joker +2 +2
Agility [dice:n0i7a5q5]51324:13[/dice:n0i7a5q5] Personal Benny for EE [dice:n0i7a5q5]51324:21[/dice:n0i7a5q5]
Wild [dice:n0i7a5q5]51324:14[/dice:n0i7a5q5]

Punch on Sa'Maku 22 Mega Damage
Fighting d12, Wild Attack +2 +2, Off hand -2, Two Fisted allows second attack, Joker +2 +2
Fighting [dice:n0i7a5q5]51324:15[/dice:n0i7a5q5]
Wild [dice:n0i7a5q5]51324:16[/dice:n0i7a5q5]
Damage Strength [dice:n0i7a5q5]51324:17[/dice:n0i7a5q5] + Natural Weapons [dice:n0i7a5q5]51324:18[/dice:n0i7a5q5] MD
GM Benny for Reroll - Damage Strength [dice:n0i7a5q5]51324:22[/dice:n0i7a5q5] + Natural Weapons [dice:n0i7a5q5]51324:23[/dice:n0i7a5q5] +2 +2 MD
Map Middle of round 1
Empty Parking Area top of turn 1.JPG
the MAP looked like the following at the start.
OOC Comments
Empty Parking Area top of turn 0.JPG
Edit:
Was asked for Parry and toughness

Parry: 8 -2 for Wild attack = 6 (Size 0 character receive +1 to hit him)
Toughness: 28 (8)
  • 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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Skanni
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Re: 03.1 A Stop in Paradise

Post by Skanni »

Without making a sound, Kharis darts in behind Grudge, slashing across the backs of the giant's knees with Silverspike without slowing down, hoping to put him off his balance.
Agility Trick 10
Agility [dice:33zkzuxk]51344:5[/dice:33zkzuxk] (+2 from Dirty Fighter, +2 from Acrobat, -1 from Fatigue)
Wild [dice:33zkzuxk]51344:0[/dice:33zkzuxk] + [dice:33zkzuxk]51344:6[/dice:33zkzuxk]
Whether or not his initial strike manages to surprise Grudge, Kharis follows it up with a quick slash. As Silverspike cuts through the air, Kharis focuses an effort of will and frost spreads along the blade, exploding on impact with Grudge and spreading across the creature's body, freezing and hardening in place.
Fighting, Which Also Activates Greater Entangle, 10 +2 Gang up = 12
[dice:33zkzuxk]51344:1[/dice:33zkzuxk] (Golden Benny spent for +4)
Wild [dice:33zkzuxk]51344:2[/dice:33zkzuxk]
Mega
Reroll, because... ew. [dice:33zkzuxk]51344:7[/dice:33zkzuxk]
Wild [dice:33zkzuxk]51344:8[/dice:33zkzuxk]

Okay, one more because I'm a glutton for punishment [dice:33zkzuxk]51344:9[/dice:33zkzuxk]
Wild [dice:33zkzuxk]51344:10[/dice:33zkzuxk]
Having made his attack, Kharis calls up his favorite spell, almost as an afterthought, encasing himself in ice and causing four duplicates to split off from his body.
Spellcasting for Deflection (Icy Duplicates)
Spellcasting* [dice:33zkzuxk]51344:3[/dice:33zkzuxk]
Wild [dice:33zkzuxk]51344:4[/dice:33zkzuxk]
Mega
Cast as a free action (Adept)
Current Stats: 24(14) MDC (28(18) MDC vs Ranged), Parry 13, 1 Fatigue, Icy Aura deals 3d8 MD cold damage in melee, -4 to attacks made against him
Greater armor round 2/3
Strength +1 die type from TW body armor
Vigor +1 die type from TW shield
Icy Aura active: 3d8 MD cold damage to anything he attacks or attacks him (in melee).
Greater deflection round 1/3
Skanni, Half-Elf Psionicist
Parry: 5; Toughness: 8 (2); Notes: Outsider, Heroic, PTSD, Brave
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Ndreare
Savage Siri
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Re: 03.1 A Stop in Paradise

Post by Ndreare »

Resisting Agility 7, You have success
Agility d6, Joker +2
Agility [dice:2tx54gg2]51346:0[/dice:2tx54gg2]
Wild [dice:2tx54gg2]51346:1[/dice:2tx54gg2]
As the magic of the entangle washes over Grudge you can see it breaking apart having trouble locking onto his form...

Entangle = Fail
Entangle Agility d6, Joker +2
Agility [dice:2tx54gg2]51346:2[/dice:2tx54gg2] Ace [dice:2tx54gg2]51346:9[/dice:2tx54gg2]
Wild [dice:2tx54gg2]51346:3[/dice:2tx54gg2] Also Ace [dice:2tx54gg2]51346:10[/dice:2tx54gg2]
Worse yet as you sweep in his hammer responds with the skill of an expert crushing into Kharis's chest. How could something so big, move with such speed!
First Strike on Kharis 27 MD
First Strike on Kharis = Fighitng d12, joker +2
Fighting [dice:2tx54gg2]51346:4[/dice:2tx54gg2]
Wild [dice:2tx54gg2]51346:5[/dice:2tx54gg2]
Damage Strength [dice:2tx54gg2]51346:6[/dice:2tx54gg2] + Weapon [dice:2tx54gg2]51346:7[/dice:2tx54gg2] + Joker +2
Ace [dice:2tx54gg2]51346:8[/dice:2tx54gg2] MD
  • 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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Joined: Thu Oct 18, 2018 10:59 am

Re: 03.1 A Stop in Paradise

Post by Ramson Gourdaine »

Thissok bleeding out with a hit to Vigor, and Ramson got an 11 on Mind Control
Not even gonna try to Soak for Thissok. He's better off using the Bennies for the Incap roll.
Speaking of which...
Vigor (Incap) [dice:l0spjdxb]51348:0[/dice:l0spjdxb]
Wild Vigor [dice:l0spjdxb]51348:1[/dice:l0spjdxb]
First Bennie Attempt
Vigor (Incap) [dice:l0spjdxb]51348:2[/dice:l0spjdxb]
Wild Vigor [dice:l0spjdxb]51348:3[/dice:l0spjdxb]
Second Bennie Attempt
Vigor (Incap) [dice:l0spjdxb]51348:4[/dice:l0spjdxb]
Wild Vigor [dice:l0spjdxb]51348:5[/dice:l0spjdxb]
Failure. Permanent Injury and Bleeding Out.
Injury: [dice:l0spjdxb]51348:6[/dice:l0spjdxb] Guts [dice:l0spjdxb]51348:7[/dice:l0spjdxb] Vigor reduced to d6.

Gotta try to one-shot this beast. Spending +4 ISP to get +2 on Mind Control:
Mind Control [dice:l0spjdxb]51348:8[/dice:l0spjdxb]
Wild Psionics [dice:l0spjdxb]51348:9[/dice:l0spjdxb]
EE Bennie [dice:l0spjdxb]51348:10[/dice:l0spjdxb]
Thissok goes down hard, but Ramson doesn't even pause to check on his trusted companion, instead barking at the huge brute, "Drop your weapon and yield!"
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





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Skanni
Posts: 108
Joined: Wed Mar 13, 2019 4:57 pm

Re: 03.1 A Stop in Paradise

Post by Skanni »

Kharis deftly avoid’s Grudge’s hammer, twisting at the last possible moment and allowing the mighty blow to pass him by. He can see ice form on the giant’s arm as it climbs the hammer and stretches to the warrior holding it.
Damage for Icy Aura 13 MD, Everything Freezes 7 (anything that can freeze, does)
Damage [dice:27zluv2e]51351:0[/dice:27zluv2e] MD
Everything freezes [dice:27zluv2e]51351:1[/dice:27zluv2e]
Silverspike bites hard into Grudge’s side.
34 MD, AP 12, Everything Freezes 7 (anything that can freeze, does)
Damage [dice:27zluv2e]51351:2[/dice:27zluv2e] (Str) + [dice:27zluv2e]51351:3[/dice:27zluv2e] (raise on fighting) + [dice:27zluv2e]51351:4[/dice:27zluv2e] (sword damage) + [dice:27zluv2e]51351:5[/dice:27zluv2e] (Icy Aura) + [dice:27zluv2e]51351:7[/dice:27zluv2e] (Ace) MD, 12 AP
Everything freezes [dice:27zluv2e]51351:6[/dice:27zluv2e]
Current Stats: 24(14) MDC (28(18) MDC vs Ranged), Parry 13, 1 Fatigue, Icy Aura deals 3d8 MD cold damage in melee, -4 to attacks made against him
Greater armor round 2/3
Strength +1 die type from TW body armor
Vigor +1 die type from TW shield
Icy Aura active: 3d8 MD cold damage to anything he attacks or attacks him (in melee).
Greater deflection round 1/3
Kharis and his duplicates land gracefully, ice-covered swords and shields at the ready, and say in unison, ”I thought they said you were tough?”
Skanni, Half-Elf Psionicist
Parry: 5; Toughness: 8 (2); Notes: Outsider, Heroic, PTSD, Brave
Character Sheet
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 03.1 A Stop in Paradise

Post by Ndreare »

Ramson Gourdaine wrote: Wed Apr 03, 2019 1:47 pm Thissok goes down hard, but Ramson doesn't even pause to check on his trusted companion, instead barking at the huge brute, "Drop your weapon and yield!"
As Ramson's mind reaches out to control Grudge it is like reaching through a void to oblivion. The Stone monster appears to have no more mind for him to manipulate than the stone beneath Ramson's feat. How can this be, you know he in sentient, have even seen him in pain?

Kharis wrote: Wed Apr 03, 2019 2:30 pm Kharis deftly avoid’s Grudge’s hammer, twisting at the last possible moment and allowing the mighty blow to pass him by. He can see ice form on the giant’s arm as it climbs the hammer and stretches to the warrior holding it.

Silverspike bites hard into Grudge’s side.
OOC Comments
Toughness 28 (8) becomes 32 (12) versus your magical attack. The AP of 12 reduces that to 20.
34-20 = 14 for 3 wounds.
The ice forming over Grudge seems to work its way more like water than a solid as it seeps into cracks and crevices in the stone giant. The blow lands solidly on the creature and it stumbles a bit, turning its attention to Kharis, you can see rage fill its mind as the thing apparently grows to nearly double its mass now towering at twice the height of the small warrior.

Takes 1 wound
Vigor d12+4, +2 Joker to Do Something Like a Soak but not really
Vigor [dice:1e1fxtz2]51353:0[/dice:1e1fxtz2]
Wild die [dice:1e1fxtz2]51353:1[/dice:1e1fxtz2]
  • 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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Axel Krowe
Posts: 130
Joined: Fri Oct 12, 2018 4:44 pm

Re: 03.1 A Stop in Paradise

Post by Axel Krowe »

Bracing himself for Grudge's punch Sa'Maku is momentarily surprised at how little it hurt.

Perhaps he is only toying with me today.

Shaking off the blow with little consideration the big Seljuk remembers the last time they fought the rangy giant and makes it a point to stay outsided his long reach (not moving adjacent, halbred has +1 reach). When Grudge takes a swing at Kharis, Sa'Maku roars with primal force, kicks in his anti-grav system, and charges toward the monster. At the last possible second he leaps into the air and tucks into an acrobatic flip over top of Grudge's head. Landing deftly behind him Sa'Maku brings his massive power halbred down between the beast's shoulder blades with a mighty blow.

Agility 16 (to resist Agility trick)
Agility [dice:1tmcc2ui]51347:0[/dice:1tmcc2ui]
Wild [dice:1tmcc2ui]51347:1[/dice:1tmcc2ui]
Ace [dice:1tmcc2ui]51347:2[/dice:1tmcc2ui]
Ace [dice:1tmcc2ui]51347:3[/dice:1tmcc2ui]
Spirit to Unshake 7, success
Spirit [dice:1tmcc2ui]51347:19[/dice:1tmcc2ui]
Wild [dice:1tmcc2ui]51347:20[/dice:1tmcc2ui]
Ace [dice:1tmcc2ui]51347:21[/dice:1tmcc2ui]
Agility 9 (to trick Grudge)
Agility [dice:1tmcc2ui]51347:4[/dice:1tmcc2ui]
Wild [dice:1tmcc2ui]51347:5[/dice:1tmcc2ui]

Benny Re roll
Agility [dice:1tmcc2ui]51347:6[/dice:1tmcc2ui]
Wild [dice:1tmcc2ui]51347:7[/dice:1tmcc2ui]
Bonus: +2 Acrobat, +2 Tricky Fighter

If successful will use a bennie to gain "The Drop"
Fighting 8, success (with gang up bonus)
Fighting [dice:1tmcc2ui]51347:8[/dice:1tmcc2ui]
Wild [dice:1tmcc2ui]51347:9[/dice:1tmcc2ui]
Ace [dice:1tmcc2ui]51347:10[/dice:1tmcc2ui]
Gang Up Bonus: +1

Power Halbred has +1 Reach, no first strike against

If Trick is successful parry drops to 4 and would be a raise with a gang up bonus
Damage 26, AP 4 (35 AP 4 if Raise and Drop apply, 31 AP 4 if only raise applies)
Str [dice:1tmcc2ui]51347:11[/dice:1tmcc2ui]
Weapon [dice:1tmcc2ui]51347:12[/dice:1tmcc2ui]
MD, AP 4

Benny
[dice:1tmcc2ui]51347:13[/dice:1tmcc2ui]
[dice:1tmcc2ui]51347:14[/dice:1tmcc2ui]
AP 4, MD

Benny
[dice:1tmcc2ui]51347:15[/dice:1tmcc2ui]
Ace [dice:1tmcc2ui]51347:17[/dice:1tmcc2ui]
[dice:1tmcc2ui]51347:16[/dice:1tmcc2ui]
Raise (if applicable) [dice:1tmcc2ui]51347:18[/dice:1tmcc2ui]
MD, AP4

1 bennie left to use on the drop if needed
Axel Krowe, BAMF
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Power Dump
Posts: 72
Joined: Thu Oct 11, 2018 7:39 pm

Re: 03.1 A Stop in Paradise

Post by Power Dump »

Not one to skimp out on the experience gained from paradise somewhere on that beautiful planet the soulless Bio Borg Power Dump mumbles, ”Inside the table's circle, Under the sacred sword. A knight must vow to follow The code that is unending, Unending as the table—. A ring by honor bound." Why such ramblings? Some say because he got smoked by a hot ho hot female gunbrother hired by his arch Nemisis, others suspect it was the ill fated and untimely removal of his organs. What ever the case Power Dump is not one to skimp.
OOC Comments
Attributes: Agility d12(1R, 3) Smarts d8(2FG), Spirit d4, Strength d8(2R)[d12], Vigor d8 (2)
Charisma: -5 or -9; Pace: 20, leap 4”x 8”; Parry: 8 ; Toughness: 13(7); Strain: 0 ; PPE: 25
Edges of Note: Brave, Elan, Ace
Skills of Note: Fighting d12, Piloting d12+3, Notice d8, Stealth d10, Smite d10
Combat Edges:
  • Killer Instinct, Improved Level Headed, Combat Ace, Quick Draw
Combat Abilities:
  • Danger Sense Super Power
  • 2 Extra Actions (Third Arm, and Fast Reflexes)
Weapon of Note
  • BFB: str +2d8, Notes: AP 4, enchanted silver, Mega Damage for 1 Power Point; for +4 PPs also gain +2 Fighting, the Improved Frenzy and Berserk Edges, and +4 Armor for three rounds.
  • Draining Blade: str +1d8, Notes: Costs 3 Power Points to charge for +2 damage. If spend 3 Power Points before making an attack with the blade, then on a successful hit, the target makes an opposed Spirit roll against the wielder's Fighting result to resist both lower Trait (Vigor) and slow.
Powers: PPE 25/20
Active: d12 spirit(1round), exalted detect arcana(2 rounds)
Self: Intangibility( 6 PEE, Stealth increase) Smite (2, Resurrection Dispel)
Armor: Teleport (3+, Dimensional Follow), Darksight (1, Enhanced Vision), Dispel(3, Temporal Lockdown)
Jacket: Q4 Talisman creation( arcane machinist)
  • Boost/Lower “Quantum Box Talisman” 10/2 PPE
  • Invisibility “ Vanishing Talisman” 15/15 PPE
  • detect/conceal “Arcane Talisman” 15/13 PPE
  • Eviormental Protection “Adaptive Climate Control Talisman” 15/15 PPE
  • Bolt, “God Gun” 15/11 PPE
Bennies
0 Golden
5/3
+1 Hi post rate
+1 F and G
+1 honor hindrance
+1 debatchery Hindrance
+1 benny for catching Hiesh
-1 Agility catch the slip
-1 Agility to find Heish
-1 Tracking Sovereign
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 03.1 A Stop in Paradise

Post by Ndreare »

Agility 8
Agility d6, Joker +2
Agility [dice:7dgbvsv4]51376:0[/dice:7dgbvsv4]
Wild [dice:7dgbvsv4]51376:1[/dice:7dgbvsv4]
Extra Effort [dice:7dgbvsv4]51376:2[/dice:7dgbvsv4]
Still At 1 Wound
Vigor d12+4, +2 Joker Benny to Soak attack from Sa'Maku.
Vigor [dice:7dgbvsv4]51376:3[/dice:7dgbvsv4]
Wild [dice:7dgbvsv4]51376:4[/dice:7dgbvsv4]
Grudge shakes his head looking more like a monster by the minute, Sa'maku is certain he grew an additional few inches since the battle started as if excited by the combat. His Focus still on Kharis, he somehow tilts his head enough to make it clear he is talking to Sa'maku as he growls. "Wait your turn."
  • 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: 03.1 A Stop in Paradise

Post by Ndreare »

Round 2 Initiative
Initiative in alphabetical order.

Roll d56 for your initiative card.
  • Quick rerolls 20 or less
  • Quickness with a Raise rerolls 28 or less
  • 53, 54, 55, 56 are considered Jokers
  • Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).


Grudge [dice:axrlyyk6]51381:0[/dice:axrlyyk6]

Kharis [dice:axrlyyk6]51381:1[/dice:axrlyyk6]

Ramson & Thissok [dice:axrlyyk6]51381:2[/dice:axrlyyk6]

Sa'Maku [dice:axrlyyk6]51381:3[/dice:axrlyyk6]


Power Dump will get a separate post tomorrow

The battle seems to be growing in excitement for the crowds, somehow the Remorseless crew is able to pay enough attention to the field outside the battle to see the odds have shifted again! Only six seconds into the battle and the odds have gone back to 3 to 1 and the betting seems to be gathering a lot of energy.

The insult of seeing the odds showing Kharis going down next are so low as to be less than even. But the full spread shows Ramson being ignored by the monster, no one willing to estimate he will be worth crushing while Sa'Maku and Kharis are still alive. the risk of taking bets against the spread after the bout starts are high, but the profits are even higher as the AI's go full on calculating the various readings and angles being picked up off of the security bots.
  • 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
Axel Krowe
Posts: 130
Joined: Fri Oct 12, 2018 4:44 pm

Re: 03.1 A Stop in Paradise

Post by Axel Krowe »

Seeing their enemy grow in size and girth causes Sa'Maku to scowl at Kharis, "I said no magic." He let's out a low growl but otherwise keeps his composure until Grudge speaks.
RFT wrote:Wait your turn!"
"My time is now!"

Roaring loudly Sa'Maku makes another gravity assisted feint this time running along the ground before laying flat and flying like a superhero toward Grudge, his halberd extended like an arrowhead in front of him. Then, before Grudge can count he zips up and to the left trailing his weapon in a long slashing motion running the length of Grudge's body.
Trick 9
Agility [dice:2y5teidf]51412:0[/dice:2y5teidf]
Wild [dice:2y5teidf]51412:1[/dice:2y5teidf]
Fighting 6, miss with extra effort and gang up unless Trick works
Fighting [dice:2y5teidf]51412:2[/dice:2y5teidf]
Wild [dice:2y5teidf]51412:3[/dice:2y5teidf][
Extra Effort [dice:2y5teidf]51412:4[/dice:2y5teidf] (canceled, not needed due to boost trait)
Gang Up bonus: +2
Damage 37 AP 4
Str [dice:2y5teidf]51412:5[/dice:2y5teidf]
Weapon [dice:2y5teidf]51412:6[/dice:2y5teidf]
MD AP 4
Raise [dice:2y5teidf]51412:7[/dice:2y5teidf]

Bennie
Str [dice:2y5teidf]51412:8[/dice:2y5teidf]
Weapon [dice:2y5teidf]51412:9[/dice:2y5teidf]
Raise [dice:2y5teidf]51412:10[/dice:2y5teidf]
MD AP 4

Bennie
Str [dice:2y5teidf]51412:11[/dice:2y5teidf]
Ace [dice:2y5teidf]51412:12[/dice:2y5teidf]
Weapon [dice:2y5teidf]51412:13[/dice:2y5teidf]
Raise [dice:2y5teidf]51412:14[/dice:2y5teidf]
MD AP 4
Axel Krowe, BAMF
User avatar
Ramson Gourdaine
Posts: 110
Joined: Thu Oct 18, 2018 10:59 am

Re: 03.1 A Stop in Paradise

Post by Ramson Gourdaine »

OOC Comments
Greater Boost Fighting at +2 for 8 ISP to target both Kharis and Sa'Maku
Psionics [dice:2m14gl48]51432:0[/dice:2m14gl48]
Wild Psi [dice:2m14gl48]51432:1[/dice:2m14gl48] ACE [dice:2m14gl48]51432:2[/dice:2m14gl48]
+4 DT Fighting to both, since he overcame the Arc. Resistance and still had a raise.

Also, Tactician
K: Battle [dice:2m14gl48]51432:3[/dice:2m14gl48]
Wild K:B [dice:2m14gl48]51432:4[/dice:2m14gl48]
Raise--on the next turn, we get a pool of two cards that I can dole out at need.
[dice:2m14gl48]51432:5[/dice:2m14gl48]
Ramson snarls at the hulk's lack of a mind to affect, and turns to his companions. "Both of you, you've got this. Rip him a new one, and we'll feast on his entrails tonight!" Sa'Maku, of course, is familiar with the captain's ability to rouse greater action from his companions, but this is the first time Kharis has experienced the surge that comes from the captain's commendation.
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





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Skanni
Posts: 108
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Re: 03.1 A Stop in Paradise

Post by Skanni »

Spellcasting for Exalted Quickness and Exalted Smite both got 7s
Spellcasting for exalted quickness [dice:32fojxcu]51478:0[/dice:32fojxcu] (-1 Fatigue, -2 MAP)
Wild [dice:32fojxcu]51478:1[/dice:32fojxcu] + [dice:32fojxcu]51478:2[/dice:32fojxcu]
-8 PPE, Success

Spellcasting for mega smite [dice:32fojxcu]51478:3[/dice:32fojxcu] (no MAP bc of mega smite)
Wild [dice:32fojxcu]51478:4[/dice:32fojxcu]
Reroll
[dice:32fojxcu]51478:5[/dice:32fojxcu]
Wild [dice:32fojxcu]51478:6[/dice:32fojxcu]
Agility Trick 6
Agility [dice:32fojxcu]51478:7[/dice:32fojxcu] (+4 from edges, -1 from fatigue)
[dice:32fojxcu]51478:8[/dice:32fojxcu]
Seeing his opponent grow in size, Kharis thinks, Okay, that’s unexpected.

From his grip on Silverspike, he calls forth the speed of the winter wind (indeed, a wind kicks up around him), channeling power into the magical blade.

As quick as a thought, he sends Frostbite down the edge of Silverspike, making the ever-sharp blade even deadlier than usual.

With a shout, he takes a quick couple of steps and then slides, baseball style, between Grudge’s legs, allowing the wind of winter to help propel him forward.

Current Stats: 24(14) MDC (28(18) MDC vs Ranged), Parry 15, 1 Fatigue, Icy Aura deals 3d8 MD cold damage in melee, -4 to attacks made against him
Greater armor round 3/3
Strength +1 die type from TW body armor
Vigor +1 die type from TW shield
Icy Aura active: 3d8 MD cold damage to anything he attacks or attacks him (in melee).
Greater deflection round 2/3
Exalted quickness round 1/3
Exalted smite round 1/3
Fighting at d12+4 round 1/3
And then the giant moves...
Skanni, Half-Elf Psionicist
Parry: 5; Toughness: 8 (2); Notes: Outsider, Heroic, PTSD, Brave
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Ndreare
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Re: 03.1 A Stop in Paradise

Post by Ndreare »

Sa’Maku wrote: Thu Apr 04, 2019 4:30 am "My time is now!"

Roaring loudly Sa'Maku makes another gravity assisted feint this time running along the ground before laying flat and flying like a superhero toward Grudge, his halberd extended like an arrowhead in front of him. Then, before Grudge can count he zips up and to the left trailing his weapon in a long slashing motion running the length of Grudge's body.
Still at One Wound
Vigor d12+4, +2 Joker Benny agian to Soak (what is the point of getting Jokers when you steel my bennies)
Vigor [dice:296ixz64]51480:0[/dice:296ixz64]
Wild [dice:296ixz64]51480:1[/dice:296ixz64] Ace [dice:296ixz64]51480:2[/dice:296ixz64]
As the blow lands with what feels like a satisfying and solid blow Grudge only stumbles back with the barest moment of unbalance. His body growing just a little bigger he looks as if his head is beginning to clear. Then Kharis...
Kharis wrote: Thu Apr 04, 2019 3:22 pm
Agility Trick 6
Agility [dice:296ixz64]51478:7[/dice:296ixz64] (+4 from edges, -1 from fatigue)
[dice:296ixz64]51478:8[/dice:296ixz64]
Seeing his opponent grow in size, Kharis thinks, Okay, that’s unexpected.

From his grip on Silverspike, he calls forth the speed of the winter wind (indeed, a wind kicks up around him), channeling power into the magical blade.

As quick as a thought, he sends Frostbite down the edge of Silverspike, making the ever-sharp blade even deadlier than usual.

With a shout, he takes a quick couple of steps and then slides, baseball style, between Grudge’s legs, allowing the wind of winter to help propel him forward.

Current Stats: 24(14) MDC (28(18) MDC vs Ranged), Parry 15, 1 Fatigue, Icy Aura deals 3d8 MD cold damage in melee, -4 to attacks made against him
Greater armor round 3/3
Strength +1 die type from TW body armor
Vigor +1 die type from TW shield
Icy Aura active: 3d8 MD cold damage to anything he attacks or attacks him (in melee).
Greater deflection round 2/3
Exalted quickness round 1/3
Exalted smite round 1/3
Fighting at d12+4 round 1/3
And then the giant moves...
Trick succeeds, He Unshakes
Agility d6, Joker +2
Agility [dice:296ixz64]51480:3[/dice:296ixz64]
Wild [dice:296ixz64]51480:4[/dice:296ixz64]

Vigor d12+4 (I do not know if joker mods this.
Vigor[dice:296ixz64]51480:5[/dice:296ixz64]
Wild [dice:296ixz64]51480:6[/dice:296ixz64] Ace [dice:296ixz64]51480:7[/dice:296ixz64]

Spirit d6, Joker +2
Spirit [dice:296ixz64]51480:8[/dice:296ixz64]
Wild [dice:296ixz64]51480:9[/dice:296ixz64]
The slice against the back of his heels was enough to snap the giant out of his daze as follows the tiny runt who managed to hurt him. The ice covering his body shatters and falls off to the ground as suddenly the creature goes what looks to be insane, swinging a series of blows in a volley on the tiny man beneath his feet, the little man shatters into icy dust before a nee Kharis forms this time Grudge grabs up the little man by its head only to have it shatter in his hands. Grudge Roars in rage at the misery of the situation. "Arghhh!"

OOC Comments
Fighting d12, Joker +2, Wild +2, Deflection -4
Frenzy Fighting [dice:296ixz64]51480:10[/dice:296ixz64]
Frenzy Fighting [dice:296ixz64]51480:11[/dice:296ixz64]
Wild [dice:296ixz64]51480:12[/dice:296ixz64] Ace [dice:296ixz64]51480:15[/dice:296ixz64]
Benny to reroll
Fighting [dice:296ixz64]51480:16[/dice:296ixz64]
Fighting [dice:296ixz64]51480:17[/dice:296ixz64]
Wild [dice:296ixz64]51480:18[/dice:296ixz64]


Off Hand Grab
Fighting d12, Joker +2, Wild +2, Deflection -4, Off Hand -2, Two Fisted
Fighting [dice:296ixz64]51480:13[/dice:296ixz64]
Wild [dice:296ixz64]51480:14[/dice:296ixz64]
Benny to reroll
Fighting [dice:296ixz64]51480:19[/dice:296ixz64]
Wild [dice:296ixz64]51480:20[/dice:296ixz64]

Parry: 7 (9 -2 for Wild attacks, size 0 characters are +1 to hit him.)
Toughness: 32 (8) (sorry he did indeed get tougher)
  • 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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Skanni
Posts: 108
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Re: 03.1 A Stop in Paradise

Post by Skanni »

Cold Damage for Attacking Kharis 13 MD
It’s chilly! [dice:23vo03ye]51481:0[/dice:23vo03ye] MD
Everything freezes [dice:23vo03ye]51481:1[/dice:23vo03ye]
Having managed to avoid Grudge’s onslaught, Kharis retaliates, Silverspike singing through the air.
Attack 1, 12
Fighting [dice:23vo03ye]51481:2[/dice:23vo03ye] (-1 Fatigue)
Wild [dice:23vo03ye]51481:3[/dice:23vo03ye]
Attack 1 Damage: 38 MD, AP 12
Damage [dice:23vo03ye]51481:6[/dice:23vo03ye] (Str) [dice:23vo03ye]51481:7[/dice:23vo03ye] (raise) [dice:23vo03ye]51481:8[/dice:23vo03ye] (sword base damage) + [dice:23vo03ye]51481:9[/dice:23vo03ye] (icy aura) +4 (greater smite) + [dice:23vo03ye]51481:14[/dice:23vo03ye] (Ace) = MD, 12 AP

Everything freezes [dice:23vo03ye]51481:15[/dice:23vo03ye]
Attack 2, Also 12
Fighting [dice:23vo03ye]51481:4[/dice:23vo03ye] (-1 Fatigue, -2 MAP)
Wild [dice:23vo03ye]51481:5[/dice:23vo03ye]
Attack 2 Damage: 37 MD, AP 12
Damage [dice:23vo03ye]51481:10[/dice:23vo03ye] (Str) [dice:23vo03ye]51481:11[/dice:23vo03ye] (raise) [dice:23vo03ye]51481:12[/dice:23vo03ye] (sword base damage) + [dice:23vo03ye]51481:13[/dice:23vo03ye] (icy aura) +4 (greater smite) = 37 MD, AP 12

Everything freezes [dice:23vo03ye]51481:16[/dice:23vo03ye]
Current Stats: 24(14) MDC (28(18) MDC vs Ranged), Parry 15, 1 Fatigue, Icy Aura deals 3d8 MD cold damage in melee, -4 to attacks made against him
Greater armor round 3/3
Strength +1 die type from TW body armor
Vigor +1 die type from TW shield
Icy Aura active: 3d8 MD cold damage to anything he attacks or attacks him (in melee).
Greater deflection round 2/3
Exalted quickness round 1/3
Exalted smite round 1/3
Fighting at d12+4 round 1/3
Skanni, Half-Elf Psionicist
Parry: 5; Toughness: 8 (2); Notes: Outsider, Heroic, PTSD, Brave
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Ndreare
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Re: 03.1 A Stop in Paradise

Post by Ndreare »

Takes 1 Wound
Versus Attack 1
Vigor d12+4, +2 Joker to Do Something Like a Soak but not really.
Vigor [dice:2bkvdn8n]51485:0[/dice:2bkvdn8n]
Wild [dice:2bkvdn8n]51485:1[/dice:2bkvdn8n]
Takes 1 Wound

Versus Attack 2
Vigor d12+4, +2 Joker to Do Something Like a Soak but not really.
Vigor [dice:2bkvdn8n]51485:2[/dice:2bkvdn8n]
Wild [dice:2bkvdn8n]51485:3[/dice:2bkvdn8n]
As the blow's land on Grudge his rage and frustration seem to grow even more intense if possible. But do does his size, now standing nearly 15' tall the stones collecting around him thicker than a man's body even the ice forming around him crumbles and shatters unable to get a solid grip.


Parry: 7 (9 -2 for Wild attacks, size 0 characters are +1 to hit him.)
Toughness: 36 (12)
  • 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
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Posts: 4410
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Re: 03.1 A Stop in Paradise

Post by Ndreare »

Final Round Initiative
Initiative in alphabetical order.

Roll d56 for your initiative card.
  • Quick rerolls 20 or less
  • Quickness with a Raise rerolls 28 or less
  • 53, 54, 55, 56 are considered Jokers
  • Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).


Grudge [dice:19wr6px4]51486:0[/dice:19wr6px4]

Kharis [dice:19wr6px4]51486:1[/dice:19wr6px4]

Ramson & Thissok [dice:19wr6px4]51486:2[/dice:19wr6px4]

Sa'Maku [dice:19wr6px4]51486:3[/dice:19wr6px4]

  • 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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Axel Krowe
Posts: 130
Joined: Fri Oct 12, 2018 4:44 pm

Re: 03.1 A Stop in Paradise

Post by Axel Krowe »

Agility Trick 9
Agility [dice:2jzonehe]51487:0[/dice:2jzonehe]
Wild [dice:2jzonehe]51487:1[/dice:2jzonehe]
Fighting 18 (raise)
Fighting [dice:2jzonehe]51487:2[/dice:2jzonehe]
Drop +4
Wild [dice:2jzonehe]51487:3[/dice:2jzonehe]
Damage 40 AP4 MD
Str [dice:2jzonehe]51487:4[/dice:2jzonehe]
Weapon [dice:2jzonehe]51487:5[/dice:2jzonehe]
Raise [dice:2jzonehe]51487:6[/dice:2jzonehe]

Str [dice:2jzonehe]51487:7[/dice:2jzonehe]
Ace [dice:2jzonehe]51487:10[/dice:2jzonehe]
Weapon [dice:2jzonehe]51487:8[/dice:2jzonehe]
Raise [dice:2jzonehe]51487:9[/dice:2jzonehe]
Drop +4
Axel Krowe, BAMF
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Re: 03.1 A Stop in Paradise

Post by Ndreare »

Takes 1 Wound, now at 2 Wounds
Agility d6
Agility [dice:1fx3cdpr]51488:0[/dice:1fx3cdpr]
Wild [dice:1fx3cdpr]51488:1[/dice:1fx3cdpr]

Vigor d12+4, GM Benny (from actual pool, not from Joker) to Soak.
Vigor [dice:1fx3cdpr]51488:2[/dice:1fx3cdpr]
Wild [dice:1fx3cdpr]51488:3[/dice:1fx3cdpr]
Grew a little more, now 16'


Parry: 7 (9 -2 for Wild attacks, size 0 characters are +1 to hit him.)
Toughness: 38 (14/+4 vs arcane)
  • 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
Ramson Gourdaine
Posts: 110
Joined: Thu Oct 18, 2018 10:59 am

Re: 03.1 A Stop in Paradise

Post by Ramson Gourdaine »

OOC Comments
This time, Greater Boost Strength on Kharis, no boost to the roll--4 ISP
Psionics [dice:2npxfiql]51490:0[/dice:2npxfiql]
Wild Psi [dice:2npxfiql]51490:1[/dice:2npxfiql]

Success, +2 DT to Strength
"Kharis, finish him!" Again, a surge of energy goes through the elf, this time seeming to anchor itself in his muscles, which ripple with additional power.
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





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Skanni
Posts: 108
Joined: Wed Mar 13, 2019 4:57 pm

Re: 03.1 A Stop in Paradise

Post by Skanni »

Action 1: Cold Mastery 4, Grudge at -2 for Trait Rolls
Spellcasting [dice:iy3ns0ne]51522:0[/dice:iy3ns0ne] (Fatigue, MAP canceled by mega quickness)
Wild [dice:iy3ns0ne]51522:1[/dice:iy3ns0ne]
Cold mastery to impose a -2 (or -4 with a raise) to trait rolls

Reroll [dice:iy3ns0ne]51522:8[/dice:iy3ns0ne]
Wild [dice:iy3ns0ne]51522:9[/dice:iy3ns0ne]
Action 2: Attack 7 (w/gang up and +1 for size difference) | Damage 36 MD, 12 AP
Fighting [dice:iy3ns0ne]51522:2[/dice:iy3ns0ne] (-1 Fatigue, -2 MAP)
[dice:iy3ns0ne]51522:3[/dice:iy3ns0ne]

Damage: [dice:iy3ns0ne]51522:10[/dice:iy3ns0ne] (Str) + [dice:iy3ns0ne]51522:11[/dice:iy3ns0ne] (sword base damage) + [dice:iy3ns0ne]51522:12[/dice:iy3ns0ne] (Icy Aura) +[dice:iy3ns0ne]51522:20[/dice:iy3ns0ne] (Ace) +4 (mega smite) = 36 MD , 12 AP
Everything freezes: [dice:iy3ns0ne]51522:21[/dice:iy3ns0ne]
Action 3: Attack 15+ | Damage 33 MD, 12 AP
Fighting [dice:iy3ns0ne]51522:4[/dice:iy3ns0ne] (-1 from Fatigue)
Wild [dice:iy3ns0ne]51522:5[/dice:iy3ns0ne]

Damage: [dice:iy3ns0ne]51522:13[/dice:iy3ns0ne] (Str) + [dice:iy3ns0ne]51522:14[/dice:iy3ns0ne] (sword base damage) + [dice:iy3ns0ne]51522:15[/dice:iy3ns0ne] (Icy Aura) + [dice:iy3ns0ne]51522:16[/dice:iy3ns0ne] (raise on Fighting roll) +4 (mega smite) = 33 MD , 12 AP
Everything freezes: [dice:iy3ns0ne]51522:22[/dice:iy3ns0ne]
Action 4: Attack 9 (w/gang up and +1 for size difference) | 57 MD, 12 AP
Fighting [dice:iy3ns0ne]51522:6[/dice:iy3ns0ne] (-1 Fatigue, -2 MAP)
[dice:iy3ns0ne]51522:7[/dice:iy3ns0ne]

Damage: [dice:iy3ns0ne]51522:17[/dice:iy3ns0ne] (Str) + [dice:iy3ns0ne]51522:18[/dice:iy3ns0ne] (sword base damage) + [dice:iy3ns0ne]51522:19[/dice:iy3ns0ne] (Icy Aura) + [dice:iy3ns0ne]51522:23[/dice:iy3ns0ne] (Aces) + [dice:iy3ns0ne]51522:24[/dice:iy3ns0ne] (Another Ace) +4 (mega smite) = 57 MD , 12 AP
Everything freezes: [dice:iy3ns0ne]51522:25[/dice:iy3ns0ne]
Thump! Thump! Thump! Kharis can feel his heartbeat throbbing in his temples. Damn this headache! he thinks, doing his best to focus through the distraction.

@Sa’Maku lands another staggering blow against the giant, who then grows even more massive, somehow. A worthy foe, indeed.
Ramson Gourdaine wrote: Thu Apr 04, 2019 7:27 pm
OOC Comments
This time, Greater Boost Strength on Kharis, no boost to the roll--4 ISP
Psionics [dice:iy3ns0ne]51490:0[/dice:iy3ns0ne]
Wild Psi [dice:iy3ns0ne]51490:1[/dice:iy3ns0ne]

Success, +2 DT to Strength
"Kharis, finish him!" Again, a surge of energy goes through the elf, this time seeming to anchor itself in his muscles, which ripple with additional power.
Kharis grins as he feels psionic power flow through him, distinct from his own magic, but still plenty potent. It settles comfortably in his body, intermingling with the other reserve Ramson already provided, enhancing both Kharis's skill with the blade and his might to make his strikes count.

With a shout, five Kharises point at Grudge in unison (two with their hands, two with their swords, and one with his toe), and the air around him just shatters! Ice crystals form, break, and reform faster than the eye can track, and the temperature around Grudge and Kharis plummets even further, well below anything resembling "safe."

Even large and powerful as he is, Grudge is visibly slowed by the onset of such cold, and Kharis makes his attack!

He and his duplicates move in unison, the duplicates striking harmlessly (but distractingly), their blades shattering and then reforming with each blow. The true Kharis dances between them, Silverspike singing, leaving a deep cut there, and a shallow gouge there.

With a flourish, Kharis leaps, kicking off one of his own duplicates for momentum (shattering the duplicate, of course) and drives Silverspike deep into Grudge's gut. Ice explodes from the wound, and Kharis gives the blade a twist before leaping backward off of his quarry in a summersault and landing deftly, his duplicates reforming around him, all in fighting stances.

I hope to the gods that was enough.
Skanni, Half-Elf Psionicist
Parry: 5; Toughness: 8 (2); Notes: Outsider, Heroic, PTSD, Brave
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: 03.1 A Stop in Paradise

Post by Ndreare »

Incapacitated
Attack 2 (36 damage versus 30 armor)
Vigor d12+4, -2 Cold to Do Something Like a Soak but not really.
Vigor [dice:1eweigvk]51526:0[/dice:1eweigvk]
Wild [dice:1eweigvk]51526:1[/dice:1eweigvk]
He un shakes


Attack 3 (57 damage versus 32 armor)
Vigor d12+4, -2 Cold to Do Something Like a Soak but not really.
Vigor [dice:1eweigvk]51526:2[/dice:1eweigvk]
Wild [dice:1eweigvk]51526:3[/dice:1eweigvk]
Not spending bennies, I will need them for later.

Vigor d12+4, -1 Wound, -2 Cold
Vigor [dice:1eweigvk]51526:4[/dice:1eweigvk]
Wild [dice:1eweigvk]51526:5[/dice:1eweigvk]
As the blows his the stony giant he suddenly begins breaking apart, falling to the ground to what looks like a pile of rubble. A shock runs through the crowds as people are amazed and surprised to see the outcome. Suddenly the force fields come down and the Repobots move in. Four of them quickly begin gathering up the rubble, with periodic energy blast to the parts that begin clumping together breaking them back into smaller pieces as they load it onto one of the shuttles.

A Repobot comes over to to the team and congratulates them on their success, the whole experience feels a little surreal s the pace of it and focus of the cameras is completely on the crew of the Remorse. Announcements of your victory are being broadcast across the planet as some shallow words are spoken congratulating you.

Notice rolls
Make a sight based notice roll at -4. With Success you will receive a PM.

Settling accounts has always been something the Naruni are more than willing to do and Ramson is able to exchange his 130,000 ticket for 442,000 credits.

The crew is now freed up to head out and find the crew of the Soverign, and proceed with their plans to ensure they are distracted.
  • 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
Axel Krowe
Posts: 130
Joined: Fri Oct 12, 2018 4:44 pm

Re: 03.1 A Stop in Paradise

Post by Axel Krowe »

Notice
Notice [dice:34eu8qqb]51548:0[/dice:34eu8qqb]
Wild [dice:34eu8qqb]51548:1[/dice:34eu8qqb]
Sa'Maku has little interest in the pile of rubble before him. Instead he scans the crowd for the true master behind this puppet, Nemesis. Growling and calling to her he demands what he needs, "Your champion has fallen. Surrender to face your crimes for which I have been falsely accused."
Axel Krowe, BAMF
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Skanni
Posts: 108
Joined: Wed Mar 13, 2019 4:57 pm

Re: 03.1 A Stop in Paradise

Post by Skanni »

Notice Failure
Notice [dice:3gm1oboa]51551:0[/dice:3gm1oboa]
Wild [dice:3gm1oboa]51551:1[/dice:3gm1oboa]
Kharis is too caught up in the aftermath of the battle and the contrast between deadly combat moments ago and the now generally jovial crowd around him to notice anything useful.
Skanni, Half-Elf Psionicist
Parry: 5; Toughness: 8 (2); Notes: Outsider, Heroic, PTSD, Brave
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Re: 03.1 A Stop in Paradise

Post by Ramson Gourdaine »

Nothing to See Here
Notice [dice:36zfa6bd]51563:0[/dice:36zfa6bd]
Wild Notice [dice:36zfa6bd]51563:1[/dice:36zfa6bd]
Woot! Loot!
Ramson claps his co-combatants on their backs, and then collects his winnings, turning to Sa'Maku and pointing to the hammer. "Don't forget your trophy, friend.". Finally, he makes arrangements for the incapacitated Thissok to be taken back to their shuttle, where she will be able to sleep off her injuries in relative security. "She should be up and around before the end of the day, at the latest."
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





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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: 03.1 A Stop in Paradise

Post by Ndreare »

Reference Only
OOC Comments
SmartSelect_20190405-203428_ezPDF Reader.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
Power Dump
Posts: 72
Joined: Thu Oct 11, 2018 7:39 pm

Re: 03.1 A Stop in Paradise

Post by Power Dump »

6 notice includes the -4
Notice [dice:3tk4ii5c]51576:0[/dice:3tk4ii5c] ace [dice:3tk4ii5c]51576:2[/dice:3tk4ii5c]wild [dice:3tk4ii5c]51576:1[/dice:3tk4ii5c]
Power Dump pops out of nowhere with a twisted smile of statisfaction on his lips. Nearby a mother screams afraid he is about to sick his chest amlgate on her Grackle kid. ” I love this planet. “ He looks around and then claps Sam on the meaty shoulder. ” Is your honor restored my brother? Did you beat your foe in a manner that took back what was taken?”

The gunbrother seemed to have aquaried a new peice of custom tech, a phase cloak in the intermission provided by the bout.
OOC Comments
Attributes: Agility d12(1R, 3) Smarts d8(2FG), Spirit d4, Strength d8(2R)[d12], Vigor d8 (2)
Charisma: -5 or -9; Pace: 20, leap 4”x 8”; Parry: 8 ; Toughness: 13(7); Strain: 0 ; PPE: 25
Edges of Note: Brave, Elan, Ace
Skills of Note: Fighting d12, Piloting d12+3, Notice d8, Stealth d10, Smite d10
Combat Edges:
  • Killer Instinct, Improved Level Headed, Combat Ace, Quick Draw
Combat Abilities:
  • Danger Sense Super Power
  • 2 Extra Actions (Third Arm, and Fast Reflexes)
Weapon of Note
  • BFB: str +2d8, Notes: AP 4, enchanted silver, Mega Damage for 1 Power Point; for +4 PPs also gain +2 Fighting, the Improved Frenzy and Berserk Edges, and +4 Armor for three rounds.
  • Draining Blade: str +1d8, Notes: Costs 3 Power Points to charge for +2 damage. If spend 3 Power Points before making an attack with the blade, then on a successful hit, the target makes an opposed Spirit roll against the wielder's Fighting result to resist both lower Trait (Vigor) and slow.
Powers: PPE 25/20
Active: d12 spirit(1round), exalted detect arcana(2 rounds)
Self: Intangibility( 6 PEE, Stealth increase) Smite (2, Resurrection Dispel)
Armor: Teleport (3+, Dimensional Follow), Darksight (1, Enhanced Vision), Dispel(3, Temporal Lockdown)
Jacket: Q4 Talisman creation( arcane machinist)
  • Boost/Lower “Quantum Box Talisman” 10/2 PPE
  • Invisibility “ Vanishing Talisman” 15/15 PPE
  • detect/conceal “Arcane Talisman” 15/13 PPE
  • Eviormental Protection “Adaptive Climate Control Talisman” 15/15 PPE
  • Bolt, “God Gun” 15/11 PPE
Bennies
0 Golden
5/3
+1 Hi post rate
+1 F and G
+1 honor hindrance
+1 debatchery Hindrance
+1 benny for catching Hiesh
-1 Agility catch the slip
-1 Agility to find Heish
-1 Tracking Sovereign
User avatar
Ndreare
Savage Siri
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Joined: Tue Aug 08, 2017 12:55 pm
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Re: 03.1 A Stop in Paradise

Post by Ndreare »

Shouting into the wind had occasionally blessed one with a strike from the heavens.

But it is apparent that the remainder of the Pursuit crew have already moved on in their mission.

Leaving the crew of the Remorseless time to gather their thoughts perhaps for their own mission...
  • 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
Power Dump
Posts: 72
Joined: Thu Oct 11, 2018 7:39 pm

Re: 03.1 A Stop in Paradise

Post by Power Dump »

Power Dump contimplates what to do next. Normally he would have whatever face of the D-team he was on question the local authorities as to the whereabout. He would stalk in the background following his quarry over any terrain. Sadly all he has is Ransom. ”Ransackum, perhaps now that you have collected your winnings and deposited your snake into the shuttle you can querry the officials at the dock as to possible locations the Soverign crew may have visited.”

PD for his part uses his newly aquired phase cloak disappearing into the 2-D plane and begins to stalk the crew of the soverign until he comes to a local hover cab establishment and the trail goes cold as his monsterous face doesn’t do him any favors.

” It would seem that the crew landed and went to a local hover taxi establishment. When I inquired further the staff open fired with their weapons yelling monster! But I was the only one there, so I think I must have frightened them somehow. Maybe Ice Wizzy or Sam can go and inquire further?” Power Dumps use of nicknames was in this case a sign of friendship rather than an insult, but who knows with his lack of tact and grusome mug it could be interpreted as an act of war. It was even rumored that his lack of manners nearly started a war between the TGE and CCW. Clearly Ransom would be a better choice, but I will not give that uncouth naked simvan the satisfaction. Power Dump grins drooling black ichor. He shoves some space wasps, deep fried with some kind of vanilla bean syurup drizzled on them, into his chest amalgate as if emphasizing some kind point. It was pretty clear he was enjoying his time on the planet and might be hard pressed to even leave.

Tracking 6 with a -4 penalty
Tracking: [dice:5q79yseb]51593:0[/dice:5q79yseb] wild [dice:5q79yseb]51593:1[/dice:5q79yseb] Benny for EF [dice:5q79yseb]51593:2[/dice:5q79yseb]
OOC Comments
Attributes: Agility d12(1R, 3) Smarts d8(2FG), Spirit d4, Strength d8(2R)[d12], Vigor d8 (2)
Charisma: -5 or -9; Pace: 20, leap 4”x 8”; Parry: 8 ; Toughness: 13(7); Strain: 0 ; PPE: 25
Edges of Note: Brave, Elan, Ace
Skills of Note: Fighting d12, Piloting d12+3, Notice d8, Stealth d10, Smite d10
Combat Edges:
  • Killer Instinct, Improved Level Headed, Combat Ace, Quick Draw
Combat Abilities:
  • Danger Sense Super Power
  • 2 Extra Actions (Third Arm, and Fast Reflexes)
Weapon of Note
  • BFB: str +2d8, Notes: AP 4, enchanted silver, Mega Damage for 1 Power Point; for +4 PPs also gain +2 Fighting, the Improved Frenzy and Berserk Edges, and +4 Armor for three rounds.
  • Draining Blade: str +1d8, Notes: Costs 3 Power Points to charge for +2 damage. If spend 3 Power Points before making an attack with the blade, then on a successful hit, the target makes an opposed Spirit roll against the wielder's Fighting result to resist both lower Trait (Vigor) and slow.
Powers: PPE 25/20
Active: d12 spirit(1round), exalted detect arcana(2 rounds)
Self: Intangibility( 6 PEE, Stealth increase) Smite (2, Resurrection Dispel)
Armor: Teleport (3+, Dimensional Follow), Darksight (1, Enhanced Vision), Dispel(3, Temporal Lockdown)
Jacket: Q4 Talisman creation( arcane machinist)
  • Boost/Lower “Quantum Box Talisman” 10/2 PPE
  • Invisibility “ Vanishing Talisman” 15/15 PPE
  • detect/conceal “Arcane Talisman” 15/13 PPE
  • Eviormental Protection “Adaptive Climate Control Talisman” 15/15 PPE
  • Bolt, “God Gun” 15/11 PPE
Bennies
0 Golden
5/3
+1 Hi post rate
+1 F and G
+1 honor hindrance
+1 debatchery Hindrance
+1 benny for catching Hiesh
-1 Agility catch the slip
-1 Agility to find Heish
-1 Tracking Sovereign
User avatar
Ramson Gourdaine
Posts: 110
Joined: Thu Oct 18, 2018 10:59 am

Re: 03.1 A Stop in Paradise

Post by Ramson Gourdaine »

Ramson chuffs at Power Dump. Understanding your crew's little foibles was all part of being a good captain. So, rather than chiding the bio-monster for insubordination and absurdity, he simply considers. "Actually, I do think that Kharis would be the best choice, here. This is the sort of location where a pretty face would come in handy, I think." He looks to Kharis, considering and then transfers the elf 10,000 Credits. "Consider it your budget for bribes. If you end up not needing it all, whatever's left is your personal bonus. If the conversation takes a turn, and you need the frighteners put on someone, well, the three of us will be right behind you, waiting for the signal."
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





User avatar
Skanni
Posts: 108
Joined: Wed Mar 13, 2019 4:57 pm

Re: 03.1 A Stop in Paradise

Post by Skanni »

Persuasion=8 + bonus for bribe
Persuasion [dice:24yca5x2]51653:0[/dice:24yca5x2]
Wild [dice:24yca5x2]51653:1[/dice:24yca5x2]
Mechanical bonus for bribes not included
Kharis enters the taxi establishment @Power Dump indicated, and he gives his most winning smile to the sentient behind the front desk. It's a good thing that monster was made of rock; this would be harder if I were covered in blood.

"Hi," he begins. "I wonder if you could help me out? See, it seems my little sister came through here a little while ago, and she must have forgotten to tell me where she was headed so I could go meet up with her."

Surreptitiously, he slides a 1,000 cred-card over to the attendant on duty. "It seems she may even have dropped this, she was in such a hurry. I wonder if you could help me find her? I am so terribly worried I'll miss her in all the commotion."

He lays it on just a little thick, but keeps his language ostensibly normal enough to pass muster with any passers-by. "I do believe she was with some friends of hers. They operate a ship called the Sovereign, if I'm not mistaken. Any idea where I could go find her?"
Skanni, Half-Elf Psionicist
Parry: 5; Toughness: 8 (2); Notes: Outsider, Heroic, PTSD, Brave
Character Sheet
Resource Tracker
User avatar
Power Dump
Posts: 72
Joined: Thu Oct 11, 2018 7:39 pm

Re: 03.1 A Stop in Paradise

Post by Power Dump »

Power Dump saw the captains chaffing and just shook his head. Put some clothes on Ramson, no one wants to see you naked. We are not in the fucking backwater Dino jungle.

But having nothing to do and no people to kill he flipped on his phase cloak and did his assasin thing following Ice Wizzy to the taxi service he had pointed out. Some times it’s like leading the blind here. Honestly some I miss the action of the d market. At least I got to kill more regularly. Watching the ice wizard try to bribe the taxi attendant was laughable. Standing remaining invisible he he watched with vapid attention as the money was exchanged hands. No virtue in that. No weakness to uphold other than greed.. It was times like these sitting in a polished well service mouth hole taxi company that Power Dump longed for some tittysprinkles.
OOC Comments
Attributes: Agility d12(1R, 3) Smarts d8(2FG), Spirit d4, Strength d8(2R)[d12], Vigor d8 (2)
Charisma: -5 or -9; Pace: 20, leap 4”x 8”; Parry: 8 ; Toughness: 13(7); Strain: 0 ; PPE: 25
Edges of Note: Brave, Elan, Ace
Skills of Note: Fighting d12, Piloting d12+3, Notice d8, Stealth d10, Smite d10
Combat Edges:
  • Killer Instinct, Improved Level Headed, Combat Ace, Quick Draw
Combat Abilities:
  • Danger Sense Super Power
  • 2 Extra Actions (Third Arm, and Fast Reflexes)
Weapon of Note
  • BFB: str +2d8, Notes: AP 4, enchanted silver, Mega Damage for 1 Power Point; for +4 PPs also gain +2 Fighting, the Improved Frenzy and Berserk Edges, and +4 Armor for three rounds.
  • Draining Blade: str +1d8, Notes: Costs 3 Power Points to charge for +2 damage. If spend 3 Power Points before making an attack with the blade, then on a successful hit, the target makes an opposed Spirit roll against the wielder's Fighting result to resist both lower Trait (Vigor) and slow.
Powers: PPE 25/20
Active: d12 spirit(1round), exalted detect arcana(2 rounds)
Self: Intangibility( 6 PEE, Stealth increase) Smite (2, Resurrection Dispel)
Armor: Teleport (3+, Dimensional Follow), Darksight (1, Enhanced Vision), Dispel(3, Temporal Lockdown)
Jacket: Q4 Talisman creation( arcane machinist)
  • Boost/Lower “Quantum Box Talisman” 10/2 PPE
  • Invisibility “ Vanishing Talisman” 15/15 PPE
  • detect/conceal “Arcane Talisman” 15/13 PPE
  • Eviormental Protection “Adaptive Climate Control Talisman” 15/15 PPE
  • Bolt, “God Gun” 15/11 PPE
Bennies
0 Golden
5/3
+1 Hi post rate
+1 F and G
+1 honor hindrance
+1 debatchery Hindrance
+1 benny for catching Hiesh
-1 Agility catch the slip
-1 Agility to find Heish
-1 Tracking Sovereign
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 03.1 A Stop in Paradise

Post by Ndreare »

Kharis wrote: Sun Apr 07, 2019 11:31 am
Persuasion=8 + bonus for bribe
Persuasion [dice:33yyain5]51653:0[/dice:33yyain5]
Wild [dice:33yyain5]51653:1[/dice:33yyain5]
Mechanical bonus for bribes not included
Kharis enters the taxi establishment @Power Dump indicated, and he gives his most winning smile to the sentient behind the front desk. It's a good thing that monster was made of rock; this would be harder if I were covered in blood.

"Hi," he begins. "I wonder if you could help me out? See, it seems my little sister came through here a little while ago, and she must have forgotten to tell me where she was headed so I could go meet up with her."

Surreptitiously, he slides a 1,000 cred-card over to the attendant on duty. "It seems she may even have dropped this, she was in such a hurry. I wonder if you could help me find her? I am so terribly worried I'll miss her in all the commotion."

He lays it on just a little thick, but keeps his language ostensibly normal enough to pass muster with any passers-by. "I do believe she was with some friends of hers. They operate a ship called the Sovereign, if I'm not mistaken. Any idea where I could go find her?"
Looking up at Kharis the actress behind the counter has a plastic smile as she waits to see his need. But when the 'forgotten' credit stick slides her way her smile suddenly changes. "Oh, I think I might be able to help you." A little back and fourth clarifying who you are looking for helps as she did not have the name Nemesis in their data base instead calling herself Marina.

Apparently Nemesis headed for a facility called Mirage. A very high class and high security facility catering to high end entertainment and social dining. The now present actress warns. "I um, don't think you and your friends will be allowed. They target very, very high end spenders." Her voice is hesistant and respectful. but as you where kind enough to double her monthly salary, she feels it is the least she could do to warn you.
  • 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: 03.1 A Stop in Paradise

Post by Ndreare »

Near the scene of the gathering crew as they wait for Kharis results several security drones stationed a couple hundred meters above focus weapons on the crew and repobots approach directly. One of them steps forward within only 2 meters and addressing Power Dump directly, but the rest of the team indirectly. "We will need you to leave the planet immediately and pay a 73,000 credit fee for the debt you have incurred related to the damages." He then pulls out a holovid and displays a very incriminating video recorded some 10 minutes ago.
What is shown in the video
Pender Lumkiss wrote: Fri Apr 05, 2019 12:15 pm The familiar intro music comes on the wave Doodeedoodah! A golden humaniod droid smiles mechanically and with practice in the camera, in an overly boustrous voice he says, ”Welcome back to channel 32451 for an exciting off Center report. I am Golden Rod and next to me is of course our lovely portly Peggy Sue!”

Hastily stuffing a Kreghor kabob in to her bottom mouth he top mouth snorts, ”Why ya thank ye Golden Drone. Lookse like we gots ourselves a chase brewing on dat Pleasure planet Paradise.” Her pink skin turning a bit more red.

The golden droid nods slightly, ”Well said most heavy set one. Lets head to everyone’s favorite corespondent The one and only Mr. Handy Humperdink.”

The wave shifts and a handsom human man whom grins into the camera with teeth far too white to be real, ”Thanks Golden, and good to here you sweet Sue. Indeed I am out here in the furrowed track district of section beta 99.” The auto camera pans timly showing footage of a few homes egg shape and on fire as nuruni robo rescue crews try to fight the fire with cold cones. Handy Humperdink draws the camera back with his melodious voice, ”It looks like from reports the same figure that ruined the wasp day parade on center is at it again. The streets have been carved up like a Talaxian supernova and there is no end in sight. If you look behind me you will see where it all started. The by the hour hotel Pinnicle 1, a veritable chef’s paradise where they say what you eat stays here.”

Golden Rod cuts in with feigned surprise commenting on the images being shown beihind Humperdink, ”That looks like a war zone. Are those Star elves split in half? Only a mad man could do that.”

Handy Humperdink comes back on screen shaking his head yes, ”I am afraid so. Pardon the pun it seems there is a man hunt going on here. I have with me the victim being persued one Mr. Hiesh. Is it true you invited this monster up to your room for some space wasp before this all started?”

”Oh yes I did.”

Humoerdink nods slowly trying pretend to understand the big picture, ”Then what happened? I hear he terrorized you in a manner not fit for scentient life.”

”Oh yes. I might be an assasin but he... Oh my...” sounds of vomiting

Peggy Sue sets in filling the screen with her hefers, ”Sawery folks huh looks like that feller is vomiting. Golden Dome did Inhears correct that the twos eat space wasp together?”

Golden Rod plastered a smile across his gold face, ”As eleoquent as ever Sue. Yes indeed they did dine before all this savagery happened. Let’s go back to Handy Humperdink who seems to have the situation under control.”

Handy Humperdink looks melencoly as ever and issues a stern warning, ”Viewers if you have children, spawnlings, or implets please have them leave the room what you will hear next will leave you with night terrors.” He waits a beat as if letting the two viewers of channel 32451 that have kids to remove them from view of their holo set. ”Let’s go back to Mr. Heish. You were telling us of the horrors this mysterious monster wrought upon you.”

”Yes many horrors. He told me to tell my employer that he was coming for her.”

Humperdinks eyes grew wide with the horror of such an act, ”Wow wow wow. Unspeakable in a manner of sense. I guess that just tells you whomever employed you better watch out because an unholy terror of the nth degree is coming. No doubt bringing a certain amount of indigestion with it.”

The camera pans away showing the robot fire fighters putting out the fires. It also catches power dump walking through a hover junker and then walking off camera.

Heish screams off camera, ”No No No Nooooooo!”

Humperdink comes back into frame adjusting his tie, ” Wow, if I did not see that I would have no idea a fist could fit there. It seems our monsterous hunter has finally caught Mr. Heish and is making him pay for cooking delicious space wasp.”

The camera fades and Golden Rod comes back on next to a sobbing pig faced Peggy Sue. His mechanical voice is low and subdued, ”Thank you Handy Humperdink. Will the horrors perpetrated by this monster ever end? Only time will tell.”
"While most of these damages will be covered by others. Not all of them and we take Security seriously." The collected drones and cyborgs look like they are anticipating significant trouble and are ready for it. As you look again people are clearing out knowing they want nothing to do with the kind of trouble potentially brewing here.
  • 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
Power Dump
Posts: 72
Joined: Thu Oct 11, 2018 7:39 pm

Re: 03.1 A Stop in Paradise

Post by Power Dump »

Power Dump just looks at the droids and watches the video. ” I did not burn anything.” He takes out a couple bubble gum wrappers and the recipie for spicy space wasp. The hero within Power Dump though is genuinely sorry for the disruption of the peoples lives. ” This is all I have. After I was nearly poisoned And not quite robbed. I have little credits. However, If those people are in need. I will gladly subit myself for public volunteer work to help them rebuild from the ashes.”

He drools a bit, some black ichor spewing slightly over his lips, and repeats his knightly mantra, ” A knight’s strength upholds the weak.”
OOC Comments
Attributes: Agility d12(1R, 3) Smarts d8(2FG), Spirit d4, Strength d8(2R)[d12], Vigor d8 (2)
Charisma: -5 or -9; Pace: 20, leap 4”x 8”; Parry: 8 ; Toughness: 13(7); Strain: 0 ; PPE: 25
Edges of Note: Brave, Elan, Ace
Skills of Note: Fighting d12, Piloting d12+3, Notice d8, Stealth d10, Smite d10
Combat Edges:
  • Killer Instinct, Improved Level Headed, Combat Ace, Quick Draw
Combat Abilities:
  • Danger Sense Super Power
  • 2 Extra Actions (Third Arm, and Fast Reflexes)
Weapon of Note
  • BFB: str +2d8, Notes: AP 4, enchanted silver, Mega Damage for 1 Power Point; for +4 PPs also gain +2 Fighting, the Improved Frenzy and Berserk Edges, and +4 Armor for three rounds.
  • Draining Blade: str +1d8, Notes: Costs 3 Power Points to charge for +2 damage. If spend 3 Power Points before making an attack with the blade, then on a successful hit, the target makes an opposed Spirit roll against the wielder's Fighting result to resist both lower Trait (Vigor) and slow.
Powers: PPE 25/20
Active: d12 spirit(1round), exalted detect arcana(2 rounds)
Self: Intangibility( 6 PEE, Stealth increase) Smite (2, Resurrection Dispel)
Armor: Teleport (3+, Dimensional Follow), Darksight (1, Enhanced Vision), Dispel(3, Temporal Lockdown)
Jacket: Q4 Talisman creation( arcane machinist)
  • Boost/Lower “Quantum Box Talisman” 10/2 PPE
  • Invisibility “ Vanishing Talisman” 15/15 PPE
  • detect/conceal “Arcane Talisman” 15/13 PPE
  • Eviormental Protection “Adaptive Climate Control Talisman” 15/15 PPE
  • Bolt, “God Gun” 15/11 PPE
Bennies
0 Golden
5/3
+1 Hi post rate
+1 F and G
+1 honor hindrance
+1 debatchery Hindrance
+1 benny for catching Hiesh
-1 Agility catch the slip
-1 Agility to find Heish
-1 Tracking Sovereign
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 03.1 A Stop in Paradise

Post by Ndreare »

Power Dump
Power Dump wrote: Sat Apr 13, 2019 2:24 pm Power Dump just looks at the droids and watches the video. ” I did not burn anything.” He takes out a couple bubble gum wrappers and the recipie for spicy space wasp. The hero within Power Dump though is genuinely sorry for the disruption of the peoples lives. ” This is all I have. After I was nearly poisoned And not quite robbed. I have little credits. However, If those people are in need. I will gladly subit myself for public volunteer work to help them rebuild from the ashes.”

He drools a bit, some black ichor spewing slightly over his lips, and repeats his knightly mantra, ” A knight’s strength upholds the weak.”

Dang take a benny for protecting the week.

I was certain in my head Power Dump was going to start a fight with a dozen borgs and you guys would flee the planet with Naruni enemies. Maybe one of the other players will have the credits to pay off your Naruni debt.
  • 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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Fiona Gladbrooke
Posts: 103
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Re: 03.1 A Stop in Paradise

Post by Fiona Gladbrooke »

@Ramson Gourdaine While the ships are decoupling and D0 does some final tampering with the Sovereign, Fiona reaches out on the team frequency. Captain, we have bad news of two flavors; expected and unexpected. The expected is that the package is indeed not on board the ship and we were not the first visitors. The unexpected is that neither it nor the Altess came to Paradise onboard the Sovereign anyway, hence the Pursuit crew going planetside. He is in system now however, he communicated with the ships AI to learn what the crew was doing here and where they are, then made planetfall."
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
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Ramson Gourdaine
Posts: 110
Joined: Thu Oct 18, 2018 10:59 am

Re: 03.1 A Stop in Paradise

Post by Ramson Gourdaine »

Streetwise 5
Offer on the table is 80K, which they keep all of even if there's no further damages. And he'll authorize further charges to his account if additional damages are demonstrated--not only on Power Dump's behalf, but the rest of his crew, as well. (The deposit would absorb that cost, first, but if there's no other damages, it would be pure profit...)

Make a "Financial Arrangement" [dice:17goipis]52122:0[/dice:17goipis]
Wild Streetwise [dice:17goipis]52122:1[/dice:17goipis]
Ramson is contemplating how best to handle this situation when he gets the radio call from Fiona. Affirmative; see if you can get that same data so we can figure out where to rendezvous. Dammit, we might need the beast down here, then.... Right, gotta speak the language. He steps close enough to the bots to be heard, but not to be perceived as a threat. "I can pay his fine--it's my responsibility as his Captain. However, I do have a request--so long as I open a line of, shall we say, insurance against further damages, can my crewman continue to accompany us during this trip? A modest non-refundable deposit of, perhaps, 10% of the current damages should suffice to handle the overall processing charge, yes?"
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





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Ndreare
Savage Siri
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Location: Skagit County, Washington
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Re: 03.1 A Stop in Paradise

Post by Ndreare »

One thing the Naruni are good about it is accepting credits. Working out an agreement the Repobots are willing to accept the security policy and the additional credits, using the Remorseless as collateral and requiring an Oath to commit no violence, or destruction while on Paradise from Power Dump.
  • 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
Power Dump
Posts: 72
Joined: Thu Oct 11, 2018 7:39 pm

Re: 03.1 A Stop in Paradise

Post by Power Dump »

Ramson Gourdaine wrote: Sun Apr 14, 2019 11:53 pm
Streetwise 5
Offer on the table is 80K, which they keep all of even if there's no further damages. And he'll authorize further charges to his account if additional damages are demonstrated--not only on Power Dump's behalf, but the rest of his crew, as well. (The deposit would absorb that cost, first, but if there's no other damages, it would be pure profit...)

Make a "Financial Arrangement" [dice:2rs7gtfy]52122:0[/dice:2rs7gtfy]
Wild Streetwise [dice:2rs7gtfy]52122:1[/dice:2rs7gtfy]
Ramson is contemplating how best to handle this situation when he gets the radio call from Fiona. Affirmative; see if you can get that same data so we can figure out where to rendezvous. Dammit, we might need the beast down here, then.... Right, gotta speak the language. He steps close enough to the bots to be heard, but not to be perceived as a threat. "I can pay his fine--it's my responsibility as his Captain. However, I do have a request--so long as I open a line of, shall we say, insurance against further damages, can my crewman continue to accompany us during this trip? A modest non-refundable deposit of, perhaps, 10% of the current damages should suffice to handle the overall processing charge, yes?"
Power Dump’s eyes slightly bulge and his chest thing stats yapping like a Tarkalian mongrel. Put on some splynn damn clothes!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Power Dump’s hands twitch slightly as the deal is struck. He tries to help the case by monitoring, ” My master will pay for everything. Please do not deprive me of viewing his splendid form. I do not hurt people unless he tells me they deserve to be punished. I desire to pet his snake.”
Splynn damn naked fool. Haha haha. These people will take everything you own, ship and snake included.

Only the death gleam in Power Dump’s eye reveals the sense of joy he has for being on this planet. Odds are he will never leave.
OOC Comments
Attributes: Agility d12(1R, 3) Smarts d8(2FG), Spirit d4, Strength d8(2R)[d12], Vigor d8 (2)
Charisma: -5 or -9; Pace: 20, leap 4”x 8”; Parry: 8 ; Toughness: 13(7); Strain: 0 ; PPE: 25
Edges of Note: Brave, Elan, Ace
Skills of Note: Fighting d12, Piloting d12+3, Notice d8, Stealth d10, Smite d10
Combat Edges:
  • Killer Instinct, Improved Level Headed, Combat Ace, Quick Draw
Combat Abilities:
  • Danger Sense Super Power
  • 2 Extra Actions (Third Arm, and Fast Reflexes)
Weapon of Note
  • BFB: str +2d8, Notes: AP 4, enchanted silver, Mega Damage for 1 Power Point; for +4 PPs also gain +2 Fighting, the Improved Frenzy and Berserk Edges, and +4 Armor for three rounds.
  • Draining Blade: str +1d8, Notes: Costs 3 Power Points to charge for +2 damage. If spend 3 Power Points before making an attack with the blade, then on a successful hit, the target makes an opposed Spirit roll against the wielder's Fighting result to resist both lower Trait (Vigor) and slow.
Powers: PPE 25/20
Active: d12 spirit(1round), exalted detect arcana(2 rounds)
Self: Intangibility( 6 PEE, Stealth increase) Smite (2, Resurrection Dispel)
Armor: Teleport (3+, Dimensional Follow), Darksight (1, Enhanced Vision), Dispel(3, Temporal Lockdown)
Jacket: Q4 Talisman creation( arcane machinist)
  • Boost/Lower “Quantum Box Talisman” 10/2 PPE
  • Invisibility “ Vanishing Talisman” 15/15 PPE
  • detect/conceal “Arcane Talisman” 15/13 PPE
  • Eviormental Protection “Adaptive Climate Control Talisman” 15/15 PPE
  • Bolt, “God Gun” 15/11 PPE
Bennies
0 Golden
5/3
+1 Hi post rate
+1 F and G
+1 honor hindrance
+1 debatchery Hindrance
+1 benny for catching Hiesh
-1 Agility catch the slip
-1 Agility to find Heish
-1 Tracking Sovereign
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Skanni
Posts: 108
Joined: Wed Mar 13, 2019 4:57 pm

Re: 03.1 A Stop in Paradise

Post by Skanni »

RFT wrote: Sat Apr 13, 2019 7:49 am
Apparently Nemesis headed for a facility called Mirage. A very high class and high security facility catering to high end entertainment and social dining. The now present actress warns. "I um, don't think you and your friends will be allowed. They target very, very high end spenders." Her voice is hesistant and respectful. but as you where kind enough to double her monthly salary, she feels it is the least she could do to warn you.
Kharis gives her a winning smile. "I appreciate the heads up. My associates run in higher circles than you might expect, all things considered."
Skanni, Half-Elf Psionicist
Parry: 5; Toughness: 8 (2); Notes: Outsider, Heroic, PTSD, Brave
Character Sheet
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Power Dump
Posts: 72
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Re: 03.1 A Stop in Paradise

Post by Power Dump »

Power Dump grows quiet for a moment looking at the rebo bots, and people passing by. He begins a slient countdown towards some unknown end wondering if his time on this planet of pleasing womder was just a dream, or perhaps some sadistic joke that Rasmon was playing.
OOC Comments
Attributes: Agility d12(1R, 3) Smarts d8(2FG), Spirit d4, Strength d8(2R)[d12], Vigor d8 (2)
Charisma: -5 or -9; Pace: 20, leap 4”x 8”; Parry: 8 ; Toughness: 13(7); Strain: 0 ; PPE: 25
Edges of Note: Brave, Elan, Ace
Skills of Note: Fighting d12, Piloting d12+3, Notice d8, Stealth d10, Smite d10
Combat Edges:
  • Killer Instinct, Improved Level Headed, Combat Ace, Quick Draw
Combat Abilities:
  • Danger Sense Super Power
  • 2 Extra Actions (Third Arm, and Fast Reflexes)
Weapon of Note
  • BFB: str +2d8, Notes: AP 4, enchanted silver, Mega Damage for 1 Power Point; for +4 PPs also gain +2 Fighting, the Improved Frenzy and Berserk Edges, and +4 Armor for three rounds.
  • Draining Blade: str +1d8, Notes: Costs 3 Power Points to charge for +2 damage. If spend 3 Power Points before making an attack with the blade, then on a successful hit, the target makes an opposed Spirit roll against the wielder's Fighting result to resist both lower Trait (Vigor) and slow.
Powers: PPE 25/20
Active: d12 spirit(1round), exalted detect arcana(2 rounds)
Self: Intangibility( 6 PEE, Stealth increase) Smite (2, Resurrection Dispel)
Armor: Teleport (3+, Dimensional Follow), Darksight (1, Enhanced Vision), Dispel(3, Temporal Lockdown)
Jacket: Q4 Talisman creation( arcane machinist)
  • Boost/Lower “Quantum Box Talisman” 10/2 PPE
  • Invisibility “ Vanishing Talisman” 15/15 PPE
  • detect/conceal “Arcane Talisman” 15/13 PPE
  • Eviormental Protection “Adaptive Climate Control Talisman” 15/15 PPE
  • Bolt, “God Gun” 15/11 PPE
Bennies
0 Golden
5/3
+1 Hi post rate
+1 F and G
+1 honor hindrance
+1 debatchery Hindrance
+1 benny for catching Hiesh
-1 Agility catch the slip
-1 Agility to find Heish
-1 Tracking Sovereign
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Axel Krowe
Posts: 130
Joined: Fri Oct 12, 2018 4:44 pm

Re: 03.1 A Stop in Paradise

Post by Axel Krowe »

Sa'Maku frowns while the Captain cleans up after Power Dump. It seems he leaves a stench in his wake outside of the heads as well. The rush of defeating his enemy quickly passes to surly annoyance at his crewmate. He claims some sort of old code but wrecks havoc like a force of nature, anarchy not honor. Honor requires at least some restraint.

Rather than start another argument the big Seljuk keeps a watchful eye on Kharis to make sure he is not being observed while running down the lead on the crew of the Nemesis.
Axel Krowe, BAMF
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Fiona Gladbrooke
Posts: 103
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Re: 03.1 A Stop in Paradise

Post by Fiona Gladbrooke »

Ramson Gourdaine wrote: Sun Apr 14, 2019 11:53 pm Ramson is contemplating how best to handle this situation when he gets the radio call from Fiona. Affirmative; see if you can get that same data so we can figure out where to rendezvous.
Note to GMs
@RFT & @Stoic Dorian accesses AI the AIs security logs of public areas of the Sov when he's gone to facilitate finding them again and learning what job they're on so he can show up prepared. So I'm writing this post based on the idea that D0 was also able to access that info and shared it with Fiona. Let me know if that's not the case and I'll edit.
"It looks like a missing persons deal. Mekakurian prince no less. They landed near you and went to a place called Kink to meet someone named...Mansriel, then headed to a posh club called The Mirage. That looks like all their AI knows. That fight you all just had looked bracing, but um... well I'm new to this mercenary thing so I am mystified. What exactly did it accomplish, aside from tipping off our presence to the competition?" Even with a second shuttle there wouldn't be time to reach the team so Fi settles in, her computer ready to aid D0 should more hacking or investigation of the local networks be required.
Last edited by Fiona Gladbrooke on Thu Apr 18, 2019 7:39 am, edited 1 time in total.
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
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Power Dump
Posts: 72
Joined: Thu Oct 11, 2018 7:39 pm

Re: 03.1 A Stop in Paradise

Post by Power Dump »

Fiona Gladbrooke wrote: Wed Apr 17, 2019 10:34 pm
Ramson Gourdaine wrote: Sun Apr 14, 2019 11:53 pm Ramson is contemplating how best to handle this situation when he gets the radio call from Fiona. Affirmative; see if you can get that same data so we can figure out where to rendezvous.
Note to GMs
@RFT & @Stoic Dorian accesses AI the AIs security logs of public areas of the Sov when he's gone to facilitate finding them again and learning what job they're on so he can show up prepared. So I'm writing this post based on the idea that D0 was also able to access that info and shared it with Fiona. Let me know if that's not the case and I'll edit.
"It looks like a missing persons deal. Mekakurian prince no less. They landed near you and went to a place called Kink to meet someone named...Mansriel. That looks like all their AI knows. That fight you all just had looked bracing, but um... well I'm new to this mercenary thing so I am mystified. What exactly did it accomplish, aside from tipping off our presence to the competition?" Even with a second shuttle there wouldn't be time to reach the team so Fi settles in, her computer ready to aid D0 should more hacking or investigation of the local networks be required.
In an effort to purely raise his status and posibly gain more experience Power Dump chimes in, I hope you got their cookies too. Seems like they are a pretty sloppy bunch, Dorian excluded, making sure their AI knows just enough to give them away. No wonder they couldn’t hack it with us... Well just be glad you tipped them off. Better they here from us that we need the box than from someone else. Hopefully this crew implodes and I can just go back the d market and honorably kill people.
OOC Comments
Attributes: Agility d12(1R, 3) Smarts d8(2FG), Spirit d4, Strength d8(2R)[d12], Vigor d8 (2)
Charisma: -5 or -9; Pace: 20, leap 4”x 8”; Parry: 8 ; Toughness: 13(7); Strain: 0 ; PPE: 25
Edges of Note: Brave, Elan, Ace
Skills of Note: Fighting d12, Piloting d12+3, Notice d8, Stealth d10, Smite d10
Combat Edges:
  • Killer Instinct, Improved Level Headed, Combat Ace, Quick Draw
Combat Abilities:
  • Danger Sense Super Power
  • 2 Extra Actions (Third Arm, and Fast Reflexes)
Weapon of Note
  • BFB: str +2d8, Notes: AP 4, enchanted silver, Mega Damage for 1 Power Point; for +4 PPs also gain +2 Fighting, the Improved Frenzy and Berserk Edges, and +4 Armor for three rounds.
  • Draining Blade: str +1d8, Notes: Costs 3 Power Points to charge for +2 damage. If spend 3 Power Points before making an attack with the blade, then on a successful hit, the target makes an opposed Spirit roll against the wielder's Fighting result to resist both lower Trait (Vigor) and slow.
Powers: PPE 25/20
Active: d12 spirit(1round), exalted detect arcana(2 rounds)
Self: Intangibility( 6 PEE, Stealth increase) Smite (2, Resurrection Dispel)
Armor: Teleport (3+, Dimensional Follow), Darksight (1, Enhanced Vision), Dispel(3, Temporal Lockdown)
Jacket: Q4 Talisman creation( arcane machinist)
  • Boost/Lower “Quantum Box Talisman” 10/2 PPE
  • Invisibility “ Vanishing Talisman” 15/15 PPE
  • detect/conceal “Arcane Talisman” 15/13 PPE
  • Eviormental Protection “Adaptive Climate Control Talisman” 15/15 PPE
  • Bolt, “God Gun” 15/11 PPE
Bennies
0 Golden
5/3
+1 Hi post rate
+1 F and G
+1 honor hindrance
+1 debatchery Hindrance
+1 benny for catching Hiesh
-1 Agility catch the slip
-1 Agility to find Heish
-1 Tracking Sovereign
User avatar
Fiona Gladbrooke
Posts: 103
Joined: Mon Mar 11, 2019 8:51 pm

Re: 03.1 A Stop in Paradise

Post by Fiona Gladbrooke »

Power Dump wrote: Wed Apr 17, 2019 11:29 pm In an effort to purely raise his status and posibly gain more experience Power Dump chimes in, I hope you got their cookies too. Seems like they are a pretty sloppy bunch, Dorian excluded, making sure their AI knows just enough to give them away. No wonder they couldn’t hack it with us... Well just be glad you tipped them off. Better they here from us that we need the box than from someone else. Hopefully this crew implodes and I can just go back the d market and honorably kill people.
Fiona chuckles, "We did indeed snack on a couple of cookies but just enough to make them wonder. And we didn't tip anyone off darling, the other boys with their fracas at the spaceport and your hunting trip did. Please tell me you ended that prick." her tone is factual but not unfriendly. More like she's asking someone to use a coaster than making a big deal out of the Nemesis being tipped off by Sa'm's challenge and the chaos that followed.
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
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Power Dump
Posts: 72
Joined: Thu Oct 11, 2018 7:39 pm

Re: 03.1 A Stop in Paradise

Post by Power Dump »

Fiona Gladbrooke wrote: Thu Apr 18, 2019 12:24 am
Power Dump wrote: Wed Apr 17, 2019 11:29 pm In an effort to purely raise his status and posibly gain more experience Power Dump chimes in, I hope you got their cookies too. Seems like they are a pretty sloppy bunch, Dorian excluded, making sure their AI knows just enough to give them away. No wonder they couldn’t hack it with us... Well just be glad you tipped them off. Better they here from us that we need the box than from someone else. Hopefully this crew implodes and I can just go back the d market and honorably kill people.
Fiona chuckles, "We did indeed snack on a couple of cookies but just enough to make them wonder. And we didn't tip anyone off darling, the other boys with their fracas at the spaceport and your hunting trip did. Please tell me you ended that prick." her tone is factual but not unfriendly. More like she's asking someone to use a coaster than making a big deal out of the Nemesis being tipped off by Sa'm's challenge and the chaos that followed.
Power Dump shrugs as if Fi could see him, ” I am not sure what happened to Grudge. You don’t seem to care that Nemisis was tipped off, why? Also I had a ton of fun while they were beating each other. Someone tried to steal something from me and I ripped off their arm and beat them with it.” He pauses and his voice fondly remembers his chase, ”I love this planet.”

In the back ground a scared octomom screams sheilding her child from viewing Power Dump.
OOC Comments
Attributes: Agility d12(1R, 3) Smarts d8(2FG), Spirit d4, Strength d8(2R)[d12], Vigor d8 (2)
Charisma: -5 or -9; Pace: 20, leap 4”x 8”; Parry: 8 ; Toughness: 13(7); Strain: 0 ; PPE: 25
Edges of Note: Brave, Elan, Ace
Skills of Note: Fighting d12, Piloting d12+3, Notice d8, Stealth d10, Smite d10
Combat Edges:
  • Killer Instinct, Improved Level Headed, Combat Ace, Quick Draw
Combat Abilities:
  • Danger Sense Super Power
  • 2 Extra Actions (Third Arm, and Fast Reflexes)
Weapon of Note
  • BFB: str +2d8, Notes: AP 4, enchanted silver, Mega Damage for 1 Power Point; for +4 PPs also gain +2 Fighting, the Improved Frenzy and Berserk Edges, and +4 Armor for three rounds.
  • Draining Blade: str +1d8, Notes: Costs 3 Power Points to charge for +2 damage. If spend 3 Power Points before making an attack with the blade, then on a successful hit, the target makes an opposed Spirit roll against the wielder's Fighting result to resist both lower Trait (Vigor) and slow.
Powers: PPE 25/20
Active: d12 spirit(1round), exalted detect arcana(2 rounds)
Self: Intangibility( 6 PEE, Stealth increase) Smite (2, Resurrection Dispel)
Armor: Teleport (3+, Dimensional Follow), Darksight (1, Enhanced Vision), Dispel(3, Temporal Lockdown)
Jacket: Q4 Talisman creation( arcane machinist)
  • Boost/Lower “Quantum Box Talisman” 10/2 PPE
  • Invisibility “ Vanishing Talisman” 15/15 PPE
  • detect/conceal “Arcane Talisman” 15/13 PPE
  • Eviormental Protection “Adaptive Climate Control Talisman” 15/15 PPE
  • Bolt, “God Gun” 15/11 PPE
Bennies
0 Golden
5/3
+1 Hi post rate
+1 F and G
+1 honor hindrance
+1 debatchery Hindrance
+1 benny for catching Hiesh
-1 Agility catch the slip
-1 Agility to find Heish
-1 Tracking Sovereign
User avatar
Ramson Gourdaine
Posts: 110
Joined: Thu Oct 18, 2018 10:59 am

Re: 03.1 A Stop in Paradise

Post by Ramson Gourdaine »

Ramson cuts in on the convo. "To answer your question, Fi, sometimes you get grudges in this line of work. When one of the crew feels the need to deal with one, I back their play. You'll get the same from me if you have personal business that needs addressing at some point in the future, even if the timing isn't convenient. Crew, Contract, Survival."

He considers, then nods to himself. "Okay, we'll try to head over to this Kink club and see if we can find the box. In the meantime, Fi, get a bit away from the Sovereign and just keep your eyes peeled for... Hells, at this point I don't know, anything unexpected." To the folks on teh ground, he adds, "C'mon, people, we got a club to go to."
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





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

Re: 03.1 A Stop in Paradise

Post by Ndreare »

Booking a ride to the Mirage is a fast and easy option. Costing only a couple hundred credits and a brief 30 minute drive the hover cab gets you their quickly. But the strange look the driver gave the crew when they mentioned where they were going was not encouraging.


OOC Comments
The magic of plagiarism as I copy and paste Mike's work. Then use only minimal editing...
Even by the standards of excess for the pleasure planet, Mirage stands a cut above the rest. The two story marble building is wrapped in bio-luminescent vines, glowing faintly orange. There is a 10 foot wide moat surrounding the building, with a burly armed guard protecting the only point of entrance, a 10 ft long wooden bridge. As you look into the water you see strange fish, roughly a foot long they changes colors as the light touches them, producing psychedelic patterns.

The armed guard appears to have every possible gene for muscle growth, his shoulders as wide as a car. He eyes the group as they approach, his hand nimbly plucking his side arm out of it's holster, which he keeps down at his side. Looking over the team he subtly shakes his head in the negative. "Sorry fellas, The Mirage is an invitation only club." His disinterested look could fool the less observant commoners. But The Remorseless crew is no band of common men.

As you are about to respond to the guard you see the crew of the of the Sovereign walk out in front of them, their eyes looking forward as if they are focused on something much closer than the bridge in front of them. Then just before they disappear you see a warping of the air in front of them then they are gone.

Within minutes as the Crew works on what to do next another communication comes through from the Sovereign patched to everyone's coms by Death Otter.

"Remorseless Crew, this is Que, thanks for cleaning our ship, but what did you want?"


viewtopic.php?f=185&t=3805
  • 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
Power Dump
Posts: 72
Joined: Thu Oct 11, 2018 7:39 pm

Re: 03.1 A Stop in Paradise

Post by Power Dump »

Power Dump looks at the group from the soverign disapear with a taste of distain in his mouth. Really he only ever got on with Que and strangly Dorian. He could not stand Ducky’s brand of bleeding heart heroism. Who the fuck takes a job without wanting to get paid? Sure it was too bad Ransom and his half naked body filled the void after the Boss left, but at least Ransom appreciated getting paid. Then his distain for Serina was perhaps only matched by his hatred of Nemisis. No one really knew why it had come to that. But she knows. Power Dump didn’t even realize Voss was part of the crew and reports on the gun brothers first impressions were favorable.

Power Dump comms the team apparently accidentally, ” I’ll take a look inside. Make sure Ransom keeps his clothes on. Shit sorry that was just suppose to be to Sam.” He laughs amused and enjoying what paradise has to offer. He walks down a nearby ally and activates his phase cloak then looks for a back door or roof top entrance to simply sneak through and into venture into the club.
OOC Comments
Attributes: Agility d12(1R, 3) Smarts d8(2FG), Spirit d4, Strength d8(2R)[d12], Vigor d8 (2)
Charisma: -5 or -9; Pace: 20, leap 4”x 8”; Parry: 8 ; Toughness: 13(7); Strain: 0 ; PPE: 25
Edges of Note: Brave, Elan, Ace
Skills of Note: Fighting d12, Piloting d12+3, Notice d8, Stealth d10, Smite d10
Combat Edges:
  • Killer Instinct, Improved Level Headed, Combat Ace, Quick Draw
Combat Abilities:
  • Danger Sense Super Power
  • 2 Extra Actions (Third Arm, and Fast Reflexes)
Weapon of Note
  • BFB: str +2d8, Notes: AP 4, enchanted silver, Mega Damage for 1 Power Point; for +4 PPs also gain +2 Fighting, the Improved Frenzy and Berserk Edges, and +4 Armor for three rounds.
  • Draining Blade: str +1d8, Notes: Costs 3 Power Points to charge for +2 damage. If spend 3 Power Points before making an attack with the blade, then on a successful hit, the target makes an opposed Spirit roll against the wielder's Fighting result to resist both lower Trait (Vigor) and slow.
Powers: PPE 25/20
Active: d12 spirit(1round), exalted detect arcana(2 rounds)
Self: Intangibility( 6 PEE, Stealth increase) Smite (2, Resurrection Dispel)
Armor: Teleport (3+, Dimensional Follow), Darksight (1, Enhanced Vision), Dispel(3, Temporal Lockdown)
Jacket: Q4 Talisman creation( arcane machinist)
  • Boost/Lower “Quantum Box Talisman” 10/2 PPE
  • Invisibility “ Vanishing Talisman” 15/15 PPE
  • detect/conceal “Arcane Talisman” 15/13 PPE
  • Eviormental Protection “Adaptive Climate Control Talisman” 15/15 PPE
  • Bolt, “God Gun” 15/11 PPE
Bennies
0 Golden
5/3
+1 Hi post rate
+1 F and G
+1 honor hindrance
+1 debatchery Hindrance
+1 benny for catching Hiesh
-1 Agility catch the slip
-1 Agility to find Heish
-1 Tracking Sovereign
User avatar
Axel Krowe
Posts: 130
Joined: Fri Oct 12, 2018 4:44 pm

Re: 03.1 A Stop in Paradise

Post by Axel Krowe »

Many things happen at once that cause Sa'Maku to rumble with discontent. First, the space crew reports the box is not aboard the Sovereign. Then, the crew disappears before their very eyes. Each evaporating objective steals from his victory over Crude (Grudge) making it ring hollow.

"This has been a fruitless endeavor. How will we determine where the box is stored?"
Axel Krowe, BAMF
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 03.1 A Stop in Paradise

Post by Ndreare »

Seeing the Bio-borg disappear from sight the giant engineered brute perks up and you can see his adrenaline starts flowing. he says something in an obscure language over the radio and you can see several mounted medium lasers on the side of the Mirage become viable as they begin scanning for the invisible threat. Two repo-bots come out of the building, the giant cyborgs looking ridiculous dressed like serving staff they also scan the entry way. After about 1 minute of this strange behavior you see they all respond as if receiving a radio call or something and return back to their obscured state.

When things are calmed a little the brute nods at you as you approach. "Sorry, we have a dress code, and tonight in invite only." He seems half disinterested in you as he repeats the words from rote. it is obvious the high end entertainment facility is used to turning away people in order to preserve the quality of the atmosphere.

Instructions
Common Knowledge would recognize the language used as Trade 4.


Streetwise of 4 or higher you know that you will not be admitted with anything less than a 1,000 credits worth of fine clothing on each person hoping to enter. Even then a persuasion roll and a bribe will be needed (unless you want to murder him).

Who approaches and speak, do you go buy clothes first?
  • 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
Ramson Gourdaine
Posts: 110
Joined: Thu Oct 18, 2018 10:59 am

Re: 03.X A Remorseless Sovereign Communication

Post by Ramson Gourdaine »

Ramson sighs, then nods. "Right. First things first." "Death Otter, tell Lady A that I have inadvertently offended Power Dump on a matter of honor, and ask that she attempt to locate him and persuade him to return to meet with us, so that I can properly apologize in the fashion he feels most appropriate. I presume that if she is unsuccessful, we'll need to arrange for her to get a lift down planetside."

Turning to the bouncer, he nods. "Now. Dress code. Nearest tailor's that you feel is sufficient to this establishment?" He leads Kharis and Sa'maku once they have directions, and goes into the shop. "My friends and I need to gussy up to Mirage standards, and swiftly, please. Preferably in a manner that does not require us to actually go without our armor. And there's a hefty bonus if you can get the job done in the next thirty minutes."

While waiting for his turn, he also engages in some additional financial arrangements to get the shuttle back up to the ship.
Streetwise 22 to bribe the guard
Ramson is willing to drop 5K of his personal budget on clothing for the three of them at this point.

Exalted Boost Streetwise [dice:26f38q9r]52684:0[/dice:26f38q9r], +4 ISP for +2 to roll.
Wild Psionics [dice:26f38q9r]52684:1[/dice:26f38q9r] ACE [dice:26f38q9r]52684:2[/dice:26f38q9r]
Raise: +4 DT streetwise as he's walking up to the bouncer again, credstick palmed in his hand.

Bribery [dice:26f38q9r]52684:3[/dice:26f38q9r] ACE [dice:26f38q9r]52684:5[/dice:26f38q9r]
Wild Streetwise [dice:26f38q9r]52684:4[/dice:26f38q9r]

Let me know what an appropriate bribe is at this point.
Once they're outfitted, he goes back to the Mirage and approaches the man, flashing the credstick. "I believe you will find our invitations in good order, sir--especially as we shan't be staying long in any case."
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





User avatar
Skanni
Posts: 108
Joined: Wed Mar 13, 2019 4:57 pm

Re: 03.X A Remorseless Sovereign Communication

Post by Skanni »

Persuasion 6 to Support Ramson’s Roll
Persuasion [dice:tf565zzj]52685:0[/dice:tf565zzj]
Wild [dice:tf565zzj]52685:1[/dice:tf565zzj]
Once properly attired, Kharis approaches the guard with an easy smile, looking entirely like he belongs. ”As my friend says, we won’t be in your hair long.”
Skanni, Half-Elf Psionicist
Parry: 5; Toughness: 8 (2); Notes: Outsider, Heroic, PTSD, Brave
Character Sheet
Resource Tracker
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Lady Arsenal Boss
Posts: 12
Joined: Thu Apr 25, 2019 4:20 pm

Re: 03.X A Remorseless Sovereign Communication

Post by Lady Arsenal Boss »

@Ramson Gourdaine receives a strange reply like a woman in awkward distress, ”Snff... Captain. Power Dump just sent me a wave that said he is looking to Join Nemisis... I Think something broke in side him sir. He... He didn’t eat any spicy space wasp d... did he? Sffff...” After some sobs and a Harty off screen smack Arsenal comes back on a bit more together, ” If you need me down planet side Captain I got this mater transporter with enough juice to join you. I know a bit about those Atless you are going to tangle with in the Mirage. I can be all sorts of honey in the right dress.”
Attributes: Agility d8( 1 race, 1 advance), Smarts d12(4), Spirit d6(1), Strength d6 ( 1 race), Vigor d6 ( 1 race)
Charisma: 2; Pace: 6; Parry: 4 ; Toughness: 14(7); Strain: 0, PPE:25/25

Bennies: 2/3
-1 electronics roll
User avatar
Ramson Gourdaine
Posts: 110
Joined: Thu Oct 18, 2018 10:59 am

Re: 03.X A Remorseless Sovereign Communication

Post by Ramson Gourdaine »

OOC Comments

@Lady Arsenal Boss
This is a slight addendum, to account for the above.
Ramson sighs.
""Not great, but not much we can do about it now, if that's how he feels. I promise that if we run into him when we go up against Nemesis, I'll handle it how you feel best. Lady A, if you can get down here that quickly, I'd appreciate it. As for the right dress, pick a shop planetside near the Mirage, let me know where it is, and we'll swing by to pick you up--I'll pay for the dress when we get there. Thank you."
OOC Comments
Assuming that this society is remotely sexist, I'm assuming our total clothing budget just went from 5K to 10K. Ramson still covers it.
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





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Lady Arsenal Boss
Posts: 12
Joined: Thu Apr 25, 2019 4:20 pm

Re: 03.X A Remorseless Sovereign Communication

Post by Lady Arsenal Boss »

A few moments later Lady A comms @Ramson Gourdaine she sounds a bit pleased with her self, Whew... Wasn’t sure that would even work. I’ll need to rescrub the bilge again. Looks like I should be 3 killos from the Mirage. A nice swanky place called Tots. Looks like it operated by a sharp looking grackle.” She giggles slightly, ” I’ll let him know you got a charge card. Any particular color we are looking for because I see something nice and red in the window. In case I forget. Thank you on both accounts Captain.”

She transmits the coordinates to Ransom and enters looking for something nice and sexy.
Attributes: Agility d8( 1 race, 1 advance), Smarts d12(4), Spirit d6(1), Strength d6 ( 1 race), Vigor d6 ( 1 race)
Charisma: 2; Pace: 6; Parry: 4 ; Toughness: 14(7); Strain: 0, PPE:25/25

Bennies: 2/3
-1 electronics roll
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Ramson Gourdaine
Posts: 110
Joined: Thu Oct 18, 2018 10:59 am

Re: 03.X A Remorseless Sovereign Communication

Post by Ramson Gourdaine »

"Red and slinky should do just fine."

And so in a bit, the group is united, and at the Mirage, offering a bribe to the guard. Hopefully, the lady in red will help them sell their 'respectable' image a bit better.
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





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Lady Arsenal Boss
Posts: 12
Joined: Thu Apr 25, 2019 4:20 pm

Re: 03.X A Remorseless Sovereign Communication

Post by Lady Arsenal Boss »

Dressed in Red, the right way.

Lady Arsenal tips her head towards @Ramson Gourdaine indicating her thanks for the new clothes. She faces the Mirage adjusting her ring ( talisman of the ghost) and choker ( talisman of electric teleport). So this is where Power Dump face planted. She would have scowled if she had eyes but instead her forehead just furrows for a second. She shakes her head and whispers almost reflexively, ” I can’t believe PD is thinking about joining Nemisis. After what she did to him... I still can’t raise him on comms. Frackign space wasp does something to your mind I think.”

As the group starts sweet talking she chimes in after @Kharis, pushing around her cleavage mostly trying to adjust the hydro holy wand that was nestled in her bosom. ” Or if you want us in your hair for a bit I am all yours.” Have spent some time as a slave selling her self for sexual favors was not something that was unfamiliar and par for the course of her life. The crew had a job to do and any way in was acceptable.

Persuation, either +2 or -4 depending on the Altara thing. [dice:1dn4d1sf]52724:0[/dice:1dn4d1sf] wild [dice:1dn4d1sf]52724:1[/dice:1dn4d1sf]. So either squeaked by with a 4 or a shot in the face with -2.
Attributes: Agility d8( 1 race, 1 advance), Smarts d12(4), Spirit d6(1), Strength d6 ( 1 race), Vigor d6 ( 1 race)
Charisma: 2; Pace: 6; Parry: 4 ; Toughness: 14(7); Strain: 0, PPE:25/25

Bennies: 2/3
-1 electronics roll
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Axel Krowe
Posts: 130
Joined: Fri Oct 12, 2018 4:44 pm

Re: 03.1 A Stop in Paradise

Post by Axel Krowe »

Clothing. Such a mammalian thing.

While not unaccustomed to clothing from his days in the CAF Marines Sa'Maku wonders why mammals shed all their fur, only to kill other mammals to wear their skins. Sure modern societies mostly use synthetics now, but that's the base of it. I wonder what the polite societies of the Three Galaxies would think if I started wearing the skins of my foes. His mind drifts to the fight with Grudge wondering if he could make fashionable evening wear from its rocky hide.

Rather than say anything, the big Seljuk just looms large smiling with pointed teeth.
Axel Krowe, BAMF
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 03.1 A Stop in Paradise

Post by Ndreare »

Once the team returns dressed as is appropriate for the respected establishment the guard smiles and welcomes the team back. Ramson is able to get away with only a nominal gratuity to the guard who accepts the 1,000 TGC with a subtle nod of appreciation.
OOC Comments
No weapons, armor, or heavy gear is allowed. This is a respectable establishment.

If you have any such things on your person they will need deposited in a tray and retrieved after the meeting.
Walking across the arched bridge to the entrance the team has an excellent view an appreciation for how the most wealthiest of the three galaxies live. The view of the terraced side of Mount Forethought is one that could steal the breath from a dragon. Two servants open the heavy metal doors with ease as the foyer is exposed. Entering the room the crew can knows they are being scanned, then there is a click as some unseen doors close, obviously concealed by holographs and the doors slide open.

In the corner a keyboardist wearing a tuxedo plays haunting string music, the wait staff seems to be entirely composed of what under observation seems to be a Naruni Repo-Bot wearing very expensive disguises to appear to be appropriately dressed. The room is filled with many wealthy and extraordinary patrons. A couple tables are available and the host walks you over to one, with only the slightest of examinations near the middle of the room. It is obvious the few tables elevated at the edges are reserved for regulars. The races in those tables each exotic and mentionable on their own. From an elf speaking with uteni, to dwarf in a conversation with what looks to be a miniature dragon only 7' tall and many other oddities. Each dressed in clothes that express status in a way normally displayed by heavy weapon and giant castles.

But the one who stands out most to the group the a tall lean handsome Altess perfectly matching the description you have of Altorio. The man has a private retinue around him a appears to be in conversation about something important. You can see he is obviously distracted as he contemplates something deeply. Strange as Altess tend to be lazy and selfish to the point of annoyance.

OOC Comments
With your groups streetwise roll you know to approach directly without an invitation would be considered a slight.

Perhaps you can find a way to get their attention or approach in a more interesting way?

  • 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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Skanni
Posts: 108
Joined: Wed Mar 13, 2019 4:57 pm

Re: 03.1 A Stop in Paradise

Post by Skanni »

Common Knowledge 8
Smarts [dice:9kawjjsi]52941:0[/dice:9kawjjsi]
Wild [dice:9kawjjsi]52941:1[/dice:9kawjjsi] + [dice:9kawjjsi]52941:2[/dice:9kawjjsi]
Kharis is a warrior, first and foremost, and while a Helka Ohtar can never be fully disarmed... he does not enjoy parting with his weapons. Without realizing it, he searches his memory for anything that would tell him whether leaving his weapons here would be a good idea.
Does He Expect Gear to Be Okay?
In some sci-fi settings, this is totally normal. In others, not so much. What's the custom, here? Kharis wouldn't be happy to part with his weaponry, but he'd understand it if it were a typical custom.
Skanni, Half-Elf Psionicist
Parry: 5; Toughness: 8 (2); Notes: Outsider, Heroic, PTSD, Brave
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 03.1 A Stop in Paradise

Post by Ndreare »

When weapons are identified on the participants. A tray slides out from the door allowing them to be deposited safely. This relatively routine practice is well known amongst high end facilities.
  • 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
Lady Arsenal Boss
Posts: 12
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Re: 03.1 A Stop in Paradise

Post by Lady Arsenal Boss »

Red dress says it all.

Lady A smiles at Captain R with a hint of pleasant mischief. She purss, ”I’ll need 1000 more creds...”. Drops her ring, necklace and wand into the tray and saunters in after snagging for whatever passes as a coat check tag. It had been some time since she had been in such a swanky place. Must have been when High Lord Flesh Beater took me to SWAG on Pinnacle. Pinnacle had been a trip. A musical haven so to speak where her high lord used to mercilessly trod her out as a prized trophy with a clarions voice. It had been some time since she reprised her stage name but she had promised the Captain whatever it took.

She swept across the floor away from Altaro heeding the advice to seek an invatation only to find herself at the DJ table. Creds exchanged hands and the music switched to her song and she let it rip her voice amplified by the mic in her hand and the house speakers. Maybe that will get his attention!
Sing 8
Spirit +cha [dice:1knuxlwp]52944:0[/dice:1knuxlwp] wild [dice:1knuxlwp]52944:1[/dice:1knuxlwp] extra effort [dice:1knuxlwp]52944:2[/dice:1knuxlwp]
Attributes: Agility d8( 1 race, 1 advance), Smarts d12(4), Spirit d6(1), Strength d6 ( 1 race), Vigor d6 ( 1 race)
Charisma: 2; Pace: 6; Parry: 4 ; Toughness: 14(7); Strain: 0, PPE:25/25

Bennies: 2/3
-1 electronics roll
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Skanni
Posts: 108
Joined: Wed Mar 13, 2019 4:57 pm

Re: 03.1 A Stop in Paradise

Post by Skanni »

RFT wrote: Tue Apr 30, 2019 5:25 pm When weapons are identified on the participants. A tray slides out from the door allowing them to be deposited safely. This relatively routine practice is well known amongst high end facilities.
Kharis draws his knife and deposits it in the tray along with Silverspike and his shield bracer. But weapons or no, he feels his own power humming just below the surface, ready to be called on if needed.

When @Lady Arsenal Boss begins to sing, Kharis grins to himself. She's better company than Power Dump.
Spirit to Sing w/Lady Arsenal 8
Spirit + Charisma= Spirit [dice:3ddlcpk4]52945:0[/dice:3ddlcpk4]
Wild [dice:3ddlcpk4]52945:1[/dice:3ddlcpk4]
Kharis jumps up and grabs a microphone, harmonizing with Lady Arsenal. With a stage-smile that could be seen across the room he reaches his hand out to take hers and, if she goes along with it, pulls out some dance moves, to boot.
Skanni, Half-Elf Psionicist
Parry: 5; Toughness: 8 (2); Notes: Outsider, Heroic, PTSD, Brave
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Ramson Gourdaine
Posts: 110
Joined: Thu Oct 18, 2018 10:59 am

Re: 03.1 A Stop in Paradise

Post by Ramson Gourdaine »

Ramson cheerfully deposits his weapons on the tray. He also politely asks if there's a coat-check where he can leave his hoverboard behind. Once this is done, he heads in with the others, happily giving Lady A. the bankroll she needs to get the DJ to play along; as Kharis kicks things up, he nods in approval---not merely at their skill at this, but also at the implicit, immediate teamwork.

At the bar, he mentions casually to anyone in immediate vicinity that he's their manager, figuring that should explain why two such talents are hanging around him and Sa'maku (if anyone asks, well, Sa's the bodyguard, of course).
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





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Death Otter
Posts: 155
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Re: 03.1 A Stop in Paradise

Post by Death Otter »

Death Otter sighs and drops her laser pistol and rifle in...thanking herself for not bringing her tricked out pulse rifle back down. After a moment she realizes the tray is still poking meaningfully out at her, and she adds her vibroblades to the mix. If they want the body armor she has on under her 'party dress' they'll have to peel it off of her here and now.

Thankfully...but a little disappointingly...they seem satisfied with the outright weaponry.

Though she didn't have her helmet on...it'd be tough to hide THAT under clothes...Otter had managed to get something with sleeves that would cover the phase-teleporter she'd bought before leaving Center. A place like this would probably have phase-blocking defenses, but you never knew when it'd be handy...

She spotted the Altess right around the same time everyone else did, and while they set about falling over themselves trying to get his attention, Otter just watched where his attention already was. And...what he was drinking.

Rolls: Notice 4
Notice? [dice:2v57ec3a]52982:0[/dice:2v57ec3a] or [dice:2v57ec3a]52982:1[/dice:2v57ec3a]
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Fiona Gladbrooke
Posts: 103
Joined: Mon Mar 11, 2019 8:51 pm

Re: 03.1 A Stop in Paradise

Post by Fiona Gladbrooke »

Fiona makes planetfall dressed to the nines and wearing a new face. As she explained to the curious looks of the space crew, she tries not to use her private face for business.
Fiona party dress.jpg
((Add a short jacket of the same color and style))

She reaches out mentally to connect with @Ramson. "Ramson, I have improved my telepathy since we last met. I can provide a telepathic "comm" network for the team if you wish. While it would possibly be noticeable by a psi or mage, it can not be tapped. Also as there's no connection between this form and your crew I can work the staff and patrons for information independantly."
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
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Ramson Gourdaine
Posts: 110
Joined: Thu Oct 18, 2018 10:59 am

Re: 03.1 A Stop in Paradise

Post by Ramson Gourdaine »

Ramson sends back. Do it. And excellent to learn that you've expanded your talents. Impressive outfit, too.
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





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Fiona Gladbrooke
Posts: 103
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Re: 03.1 A Stop in Paradise

Post by Fiona Gladbrooke »

@Sa’Maku @Lady Arsenal Boss @Death Otter @Kharis @Nimbus @Rinoa Crescent The team experiences the sensation one gets when on the cusp of an idea, a feeling of something approaching their thoughts then they "hear" Fiona's voice in their minds.

"Hello team, I shall be acting as telepathic comms this evening. A quick primer; No I can't read your private thought through this, we can only hear what someone sends. Everyone in the network can hear what is "spoken" here. Any questions?" Having opted to act as a Clubgoer unaffiliated with the team she awaits around the corner to enter after the team.

Charming her way past the guard easily she enters in time to see the duet just as it's ramping up. Smiling radiantly she allows herself to sway to the music as she walks to the bar, taking a longer path than necessary without being to circuitous or obvious. Doing so both to case the room and to extend her own performance. Nice improv she thinks to herself, not wanting to disrupt their concentration.

When she arrives at the bar Fiona flags down the bartender for a drink and pours on the charm. Under the guise of a curious tourist she asks after the nights events.
Notice 21/23 for clues and details
Notice [dice:3cenkub6]53002:6[/dice:3cenkub6] Ace [dice:3cenkub6]53002:8[/dice:3cenkub6]
Wild [dice:3cenkub6]53002:7[/dice:3cenkub6]
Streetwise 12
Modifiers; Fi's usual +8, in Social Skill set +2dt streetwise
Streetwise [dice:3cenkub6]53002:0[/dice:3cenkub6]
Wild [dice:3cenkub6]53002:1[/dice:3cenkub6]
Spirit roll 5
Spirit [dice:3cenkub6]53002:4[/dice:3cenkub6]
Wild [dice:3cenkub6]53002:5[/dice:3cenkub6]
So if you page back to add something, it will reroll dice.
This is my first spirit roll actually, but they came out the same so I left the other where it was. [dice:3cenkub6]53002:2[/dice:3cenkub6]
[dice:3cenkub6]53002:3[/dice:3cenkub6]
Last edited by Fiona Gladbrooke on Thu May 02, 2019 6:48 pm, edited 5 times in total.
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
Rinoa Crescent
Posts: 49
Joined: Tue Apr 09, 2019 7:47 am

Re: 03.1 A Stop in Paradise

Post by Rinoa Crescent »

rinoa black dress.png
Rinoa walks in after the others, wearing a black dress. The tray pops out for her and she deposits her Pistol. She feels a little bit of insecurity not wearing being in her robot. Now she has to leave her sidearm. But you gotta do what you gotta do.

Rinoa goes up to the bar and randomly ends up next to Ransom, as she has yet to meet him. She turns around and watches the Lady A and Kharis preform. "They're pretty good." Her voice might be recognizable as the song bird on the radio.
Notice 3
Notice [dice:354rq4w3]53003:0[/dice:354rq4w3]
Wild [dice:354rq4w3]53003:1[/dice:354rq4w3]
Rinoa replies back via thought, "No questions here."
Status Tracker
Rinoa Cresent

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP: 20 / 10
Bennies: 2 / 3
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d6
Pace: d6 ; Parry: 8 ; Toughness: 9 (4)

Skill of Note: Shooting d12+2 (Wild Die d10)
  • Ace: Add +2 to Pilot, Drive and Boating Skills
  • Combat Ace: May use 1 extra weapon system before MAP penalties.
  • AB: Psionic (with Master and Major Psionic)
  • Elan: +2 when using a benny
    • Boost/Lower Trait (PPE: 2)
    • Clairvoyance
    • Telepathy
    • Professional, Expert, Master in Shooting.
Angelo (Kittani Transformable Robot Fighter)
Robot Armor Notes
  • (*): Numbers in () are while telemechanics is active, these are replacement, not additive.
  • (**): 6 AP from ballistic weapons except rail guns are negated.
Attributes: Strength d12+3
Pace: 20(2d6 MAP) ; Parry: 9(10*) ; Toughness: 21 (8**)
Melee Skill: Fighting d12
Soak Skill: Piloting d12+2(4*)
Weapon System skill: Shooting d12+2 (Wild Die d10)
Other Bonuses
  • Sensors: +2 on Notice Checks
    Targeting System: offset -2 shooting penalties
  • Always considered armed
  • Cannot use Combat Edges in Robot Armor
Weapon Systems
  • 2 x Pulse Cannons (Fixed Vehicle Medium Ion Weapon)
    • Range: 40/80/160
    • Damage: 4d8
    • ROF: 1
    • AP: 4
    • Shots: Unlimited
    • Note: MBT
  • 2 x Mini-Missile Launchers
    • Range: 100/200/400
    • Damage: 5d6
    • ROF: 1
    • AP: 6
    • Shots: 12
  • Dual Linked Light Laser Turret (head mounted)
    • Range: 150/300/600
    • Damage: 2d10+2
    • ROF: 1
    • AP: 5
    • Shots: unlimited
    • Notes: +1 to Hit due to Linked
  • Forearm Energy Blade (2)
    • Range: Melee
    • Damage: STR + d12+1
    • AP: 4
    • Notes: Mega Damage, Built into each forearm.
Edit Signature
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Ramson Gourdaine
Posts: 110
Joined: Thu Oct 18, 2018 10:59 am

Re: 03.1 A Stop in Paradise

Post by Ramson Gourdaine »

OOC Comments
Notice [dice:2ov2l32b]53019:0[/dice:2ov2l32b]
Wild Notice [dice:2ov2l32b]53019:1[/dice:2ov2l32b]
It's tricky to make out in the club, but then he hears the confirmation that Rinoa is in the telepathic link. The simvan turns to her and gives her a smile. "They are good, aren't they? I'm their manager."

And just so you all know, yes, Fiona can be trusted in your head.

In such close proximity, it should be easy for Rinoa to realize she's speaking to the captain of the vessel that just rescued her from her impromptu spacewalk.
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





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

Re: 03.1 A Stop in Paradise

Post by Ndreare »

Nothing happening here, move along
Notice [dice:2ml73xxf]53021:0[/dice:2ml73xxf]
Wild [dice:2ml73xxf]53021:1[/dice:2ml73xxf]

Psionics [dice:2ml73xxf]53021:2[/dice:2ml73xxf] Ace [dice:2ml73xxf]53021:4[/dice:2ml73xxf]
Wild [dice:2ml73xxf]53021:3[/dice:2ml73xxf] also an Ace [dice:2ml73xxf]53021:5[/dice:2ml73xxf] more acing [dice:2ml73xxf]53021:6[/dice:2ml73xxf] so many aces we cannot stop [dice:2ml73xxf]53021:7[/dice:2ml73xxf] yep the dice roller is broken, but I am cool with that [dice:2ml73xxf]53021:8[/dice:2ml73xxf]
  • 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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Skanni
Posts: 108
Joined: Wed Mar 13, 2019 4:57 pm

Re: 03.1 A Stop in Paradise

Post by Skanni »

Between notes, Kharis sends to the team, Keep it down inside my head! Trying to sing, here! He keeps his grin plastered to his face and his feet quick, trying not to be too distracted by the new chatter in his brain.
Skanni, Half-Elf Psionicist
Parry: 5; Toughness: 8 (2); Notes: Outsider, Heroic, PTSD, Brave
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