04 - A Timely Departure

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RFT
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04 - A Timely Departure

Post by RFT » Thu Jul 11, 2019 6:53 pm

Shortly after the Prince and his entourage finish up their SOS, they thank you for your help and state they will wait for the promised aid. Freed from further obligation they return to the repairs of what they can on their ship leaving the Remorseless free to head out.

However as the Remorseless finally begins to pull away a small blip shows up on the sensors only 0.8 AU away. Made more easily detected by the active scanners, until suddenly after focusing on the Remorseless decoupling. A hail is heard from the larger frigate. “Remorseless, stand down, power down your ship and wait to be boarded. This won’t take long and then you will be free to go on your way. I am pretty sure you have something on you the Altarans are offering a high price for the return of.”

The hail from the large military frigate is nothing any pilot wants to hear. As they close in you are able to get a good sense of their weapons and armor. The ship is definitely a military grade vessel, with enough lasers, phase beams and missiles to take on a dozen smaller ships.

The ship continues slowing as it approaches. But the approach is not a slow one. Their sensor systems and weapons focused on your ship. “You may be tempted to try and jump, but we have class V sensors suits, and Phase Cannons here and are more than willing to make the same or even more profit from salvage.”

OOC Comments
Contest versus 10
El 1d10+4 = 12: 8
Wi 1d6+4 = 9: 5

The enemy ship is titled Peace Bringer. It is of UWW design, and titled in Dragonese/Elven
Peace Bringer
Pirate Ship
Large Starship: Size 12, Acc/TS 50/600, Climb 1, Toughness 35 (8), Crew 50, Base Cost $30M, Remaining Mods 5
Notes: AI, AMCM, Deflector Screens (Force Fields), Galactic Sensor Suite, Shields, 2×Speed,
Targeting System
Weapons:
• 4× Dual Linked Medium Lasers (+1 to hit, 3d10+2 AP 10 each set)
• 2× Heavy Phase Cannons (4d10 AP-infinite, not versus force fields or magic)

Advanced AI, rolls d10+2
Durrack's pilot rolls d10+2 wild card for all rolls.
Gunners
Chief Gunner rolls d10
Secondary gunners roll d8



We are not using the Chase rules, but otherwise using the rules from SFC as a guideline
Page 42
Capture 01.JPG
Page 43
Capture 02.JPG
Page 44
Capture 03.JPG
Shaping Worlds Together
.
The 99's Game Master Bennies 4
  • +8 Players
    -3 Puppet on Maggie (to kill her team in turn 03)
    -1 Soak roll for Hexlulk
Hexlulk (Neuron Beast)
  • 2 Starting Wild Card
    -2 Rerolls in turn 03
Nightbane Game Master Bennies 6
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0
Phase World - The Remorseless Game Master Bennies 6
  • +7 Players
    +1 Sidekicks
    -1 Wasted to reroll damage versus nothing.
    -1 Benny to Durrack reroll
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]
Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*]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).[/list][/color][/b]
Dynamic Backlash Table
  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Ramson Gourdaine
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Re: 04 - A Timely Departure

Post by Ramson Gourdaine » Fri Jul 12, 2019 7:50 am

Ramson takes a quick look at the situation, then nods. "Right, get us out of here, people. If they get in range of our guns, shoot, but target those phase cannons if you can." After a moment, he adds, "Phase cannons will bypass our hull once they get past the shields. Death Otter, I want controls for everything moved around--if you can actually set us to be able to control the ship and guns from our portables, even better. Soon as that's done, everyone clear the bridge and gun-bays--they'll be targeting us blind, so let's make it hard to find us."
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
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Re: 04 - A Timely Departure

Post by Death Otter » Sat Jul 13, 2019 11:26 am

Otter swore under her breath and said, "On it." She slipped out of the Ops crew station and activated her personal forcefield.

"I've got a phase skipper too," she said. "I dunno if we can maybe hook it up to the ship's forcefields and make it...a phase shield? Not my expertise. ANYWAY."

Her consciousness swarmed through the ship's computers and systems, improvising a 'mobile friendly' user interface on the fly and a wireless transfer protocol. It was not very security-friendly, but she'd nuke it all once the crisis was over. For her own sake, she didn't need anything special to interface with the ship remotely, but everyone else relied on tech.

"Okay! If you'll all check your comms, you'll see a new app. OtterPop. Load that up, pick your crew station, and you'll get a clunky-ass interface to control those ship systems. It's pretty stripped down, so it won't be as NICE and CUSHY...but it does mean you won't get your GUTS BROILED when the bridge gets phase beamed. So...tradeoffs."

As everyone started shuffling off to try to play the galaxy's lamest game of Whack A Mole with giant phase artillery, Otter decided to Know Thy Enemy, and sent out search spiders to gather up everything she could find on that ship and bring it back to her.

Rolls: Computer 8, Investigate 7
Computer to set up the remote operation! 1d12+6 = 8: 2 or 1d6+6 = 8: 2
Investigate to get info on enemy ship: 1d8: 1 or 1d6: 6
Ace 1d6: 1

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Sa’Maku
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Re: 04 - A Timely Departure

Post by Sa’Maku » Sat Jul 13, 2019 4:11 pm

The idea of fighting off a boarding party from the UWW makes Sa'Maku smile widely. Although his joy is slightly reduced as he considers that these are unlikely to be true Warlock Marines. The Warlock marines were generally regarded as the second best marine unit in the Three Galaxies, right after the CAF Marines of course. Pitting one's mettle against them would be truly a challenge.

However, Ransom wisely signals a hasty withdrawal. Boarding isn't necessary when you're heavily outgunned.

Buckling into his station Sa prepares to assist in whatever is needed. He checks the status of the weapons and looks for possible safe routes out of the line of fire. He is no naval officer but he does have basic training on space flight vehicles.
Piloting to assist 5, +1 to support
Piloting 1d6: 5
Wild 1d6: 3

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Fiona Gladbrooke
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Re: 04 - A Timely Departure

Post by Fiona Gladbrooke » Sun Jul 14, 2019 12:31 pm

Common knowledge roll, 3
Smarts 1d12: 4
Wild 1d6: 5 Note, forgot to add the -2
Having no skills at piloting and little at gunnery Fiona seeks to apply what she can do to the situation. Morphing her form and armor into that of an Altess Armoria officer she met years ago, she heads for the comms station. "I'm going to try to convince them the cargo is already in Altess hands, or at least give them a moments pause as they reconsider."

"Peace Bringer, I am Tassit Morgan Devoe of the Altess Armoria. The cargo you seek is already in Dynasty hands and any attempt to take it from us then sell it back would be...detrimental to your long term well being. A quick study of the results of the Cypher war will show you what exactly I mean. I trust someone aboard your ship can read."
Persuasion 11
Persuasion 1d12+8 = 10: 2
Wild 1d6+8 = 11: 3
The Cypher war
The Altess are not about to tolerate some greedy despot who intends on extorting another payment out of the Altess every few years. Against that sort of opposition, the Altess will go to war, and they will spare no expense, and bar no holds until their enemies are destroyed. When the Altess military goes after a target, it conducts what it euphemistically calls "hereditary victory." That means they will not only destroy their opponents, but they will destroy their immediate family, including children. The Altess have and will carry this out on a global scale, as evidenced by the horrific Cipher War, in which the Altess fell under attack by the League of Blood, a pretentious pirate armada that had taken over a few independent worlds and fancied themselves rulers of the galaxy. The Altess bought them off once, and the Legion immediately came back for more. In short order, the Armoria not only destroyed the Legion's fleet, but they made sure every single pirate was slain, as was his family and his friends. The relatively innocent civilians of the conquered worlds were spared, but they were given the message that the Altess expected them to root out any sympathizers of the Legion of Blood and execute them immediately. So scared of the Armoria were these people that they actually followed the order, hunting and killing pirate sympathizers for months thereafter.
Fiona Quick stats
Fiona Gladbrooke
Pace: 6; Parry: 6/8 Toughness: 10/15 (11)/21 (12). +1 Coat, +4 (0) armored clothes or + 10 (1) Morphic Armor
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
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Ramson Gourdaine
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Re: 04 - A Timely Departure

Post by Ramson Gourdaine » Sun Jul 14, 2019 8:11 pm

Ramson considers Otter's other suggestion, then shakes his head. "Interesting thought, but then the force fields wouldn't work against the regular weapons they've got--and a hull breach could take us all out, not just the unlucky one. Still, we'll keep it in mind for future reference."

He immediately makes for the kitchen; Thissok, even more cautiously, slithers into one of the air vents.
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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RFT
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Re: 04 - A Timely Departure

Post by RFT » Mon Jul 15, 2019 8:50 am

Investigate results
Peace Bringer is a pirate ship of some reputation. Known for going out of their way to be petty and never liking to leave survivors to seek revenge.
These guys are the kind of bad guys of cheep holo-vids. Crewed primarily by humans their leader Captain Durrack is said to be a dull witted but powerful enchanter who served in the UWW Marines until he convinced the crew there was of a better life out their.
As the crew hustles to get into place and figure out the controls of the application they find Death Otter did pretty good at modifying the app. Unfortunately the improvised controls lack the tactile feedback and ability to view all the needed data at once. Controlling the ship from her will work, but not perfectly. A patch rolls out with haptic feedback able to compensate some, but this will be hard while choosing to avoid the bridge!

Tell me where you are on this ship
Image
As the ship takes off the full acceleration is enough to affect everyone's movement. But there is really no time to spare. Each crew member tries to find a place to anchor themselves and ensure they are braced. The enemy hail comes back with a little bit of laughter. "Right, i guess we better go home? I don't think so. We have dossiers on your crew, and no changeling scum is going to fool us."

Then as the Remorseless begins to move into motion the coms come alive again. "Oh, you are going to make this fun. Nice, we like fun." then the enemy ship disappears from the sensors. A sudden burst of laser fire strafes the ship. Followed immediately by two heavy Phase Cannons being absorbed by the shields. Perhaps it was a warning, perhaps it was simply them having fun. But those medium lasers will slice this ship to bits if they hit more than once. Then the question is answered. "Just thought you should know these weapons are not tin cans. Last chance to come to heel."

Instructions
Okay we are going to run this as a modified Dramatic Task. Unlike a normal dramatic task there are multiple jobs that need done each turn and you can only participate in one task, although you can aid or help the others. (Note: Support rolls suffer the same modifier as the core roll)

Piloting the Ship Away: Victory requires 3 successes more than the enemy pilots roll (Wild Card with d10+2) in 5 or less turns.
Modifiers: -4 for Piloting the Ship through the Improved System
  • Critical Failure - Something really bad happens and the ship breaks.
    Failure - No successes gained this turn
    Success - Gain one success
    Raise - Gain 2 successes nailed it, you are maneuvering and flying like no other in the system can.
Detect the Enemy Ships Location: having the enemy ship cloak on you can be frustrating. Make a Knowledge Electronics roll at -4 to detect the adaptive cloaking system for the turn.
  • Critical Failure - Roll and describe your Technical Difficulty
    Failure - Cannot detect the enemy ship
    Success - You detect the enemy ship and someone can operate the guns to fire at -4 this turn before the cloaking adapts.
    Raise - You detect the enemy ship and someone can operate the guns to fire with no penalty this turn before the cloaking adapts. In addition next turn they can fire at -4 even if you fail the roll.

Shooting: Once the sensors systems are working you are good to go. Fire away at that fine target presented. Your modifier it determined by your ally.
  • Critical Failure - Roll and describe your Technical Difficulty
    Failure - You missed the ship. Come on you can do better next time.
    Success - You hit the ship.
    Raise - You scored a superior hit. Roll damage with an additional d6 for the raise.
Shaping Worlds Together
.
The 99's Game Master Bennies 4
  • +8 Players
    -3 Puppet on Maggie (to kill her team in turn 03)
    -1 Soak roll for Hexlulk
Hexlulk (Neuron Beast)
  • 2 Starting Wild Card
    -2 Rerolls in turn 03
Nightbane Game Master Bennies 6
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0
Phase World - The Remorseless Game Master Bennies 6
  • +7 Players
    +1 Sidekicks
    -1 Wasted to reroll damage versus nothing.
    -1 Benny to Durrack reroll
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]
Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*]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).[/list][/color][/b]
Dynamic Backlash Table
  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Death Otter
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Joined: Fri Oct 05, 2018 9:25 pm

Re: 04 - A Timely Departure

Post by Death Otter » Mon Jul 15, 2019 12:18 pm

When the enemy ship fades from the sensors, Death Otter curses and expands her awareness into the ship's systems, linking sensors into larger arrays and finding novel things to scan for that might reveal the ship that the cloak wouldn't conceal...

In the end, it was the dust that did it.

Tuning the navigational sensors WAY up past their manufacturer-recommended gain, she could resolve a sort of 'bow shock' of displaced hydrogen and particles in space ahead of where the cruiser was flying. Or...almost could. Damnit!

"Hey, I need someone to get to the aft crawlspace, find the nav sensor junction box and just hit it, with a wrench, really hard!" she sent to the crew. "It's out of alignment again, and that'll throw our aim off! I'm all the way in the forward bay or I'd do it myself..."

Rolls
Electronics -4 1d10-2 = 7: 9 or 1d6-2 = 3: 5

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Rinoa Crescent
Posts: 39
Joined: Tue Apr 09, 2019 7:47 am

Re: 04 - A Timely Departure

Post by Rinoa Crescent » Mon Jul 15, 2019 12:58 pm

"So you want me on guns right? Looks like I get to pilot. I am one of the best out there." Riona finds a place to hide away in the ship in the lower deck.
Piloting 6
Ace +2
Task -4
Piloting 1d12-2 = 1: 3
Wild 1d6-2 = 4: 6
wild ace 1d6: 2
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.
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Kharis
Posts: 50
Joined: Wed Mar 13, 2019 4:57 pm

Re: 04 - A Timely Departure

Post by Kharis » Mon Jul 15, 2019 5:48 pm

Death Otter wrote:
Mon Jul 15, 2019 12:18 pm

"Hey, I need someone to get to the aft crawlspace, find the nav sensor junction box and just hit it, with a wrench, really hard!" she sent to the crew. "It's out of alignment again, and that'll throw our aim off! I'm all the way in the forward bay or I'd do it myself..."
Finally, something I can do!

Kharis hops on comms, "Kharis here. Copy that, Otter. I'm always happy to hit something."
Fighting 6, +1 to Support Death Otter, Bringing Her Up to a Raise for K/Electronics
Fighting 1d12-4 = 6: 10
Wild 1d6-4 = 1: 5
Kharis heads into the crawlspace and comes upon the junction box. He's sure to restrain himself some, lest he take out too much of his frustration on the device they need to survive this encounter, and successfully bashes it back into place.

"Okay, the nav thinger is now aligned. Let's leave now, yes?"

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Sa’Maku
Posts: 63
Joined: Fri Oct 12, 2018 4:44 pm

Re: 04 - A Timely Departure

Post by Sa’Maku » Tue Jul 16, 2019 12:36 pm

Shooting 12 Damage 24 HW, AP 15 (+4 from called shot?)
Shooting 1d8: 1
Wild 1d6: 3

Re-roll
Shooting 1d8: 2
Wild 1d6: 4

Re-roll
Shooting 1d8: 8
Ace 1d8: 2
Wild 1d6: 3

Modifers: +2 assist, -2 range, +2 size

Damage 4d10: 2, 3, 2, 7
Raise 1d6: 6
Ace 1d6: 2

Benny
4d10: 1, 3, 7, 5
1d6: 4
Bonus: +2
Jumping to a tactical console near his quarters, Sa'Maku did a quick threat assessment on the incoming ship. He concurred with the rest of the group, that phase cannon had to go.

Taking advantage of the flawless flying and confounding computer work of his team, Sa waits patiently for the perfect angle. Hitting the front facing cannon while running away is a difficult task. Then it happens.

As the ship makes a roll to evade the pursuit ship is in front of them for a brief second. A second is all it takes to pull the trigger sending lasers through the vacuum of space at the speed of light.

The angle means a heavy hit is impossible but Sa manages to wallop the enemy phase cannon enough to do some damage.

"Direct hit to their phase cannon. That may buy us some time. At the very least we just became a very expensive job."

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Fiona Gladbrooke
Posts: 55
Joined: Mon Mar 11, 2019 8:51 pm

Re: 04 - A Timely Departure

Post by Fiona Gladbrooke » Tue Jul 16, 2019 3:33 pm

Cursing the fact that her presence aboard the Remorseless was somehow already known Fiona hoped the news had not yet reached the Empire. Then she shifts back to her "usual" form. "Ok then. This precious cargo you think we have, do you know what it is or where on this ship it is hidden? I ask because your indiscriminate blasting may well destroy that which you seek. And before you go all tough guy and threaten us with something inane like "I'll take it out on you!" you should know that we know who you are and how you operate. So yes we are running as you don't leave survivors, what have we got to lose?" As she talks Fionas hand are busy at fire controls, warming up the guns and getting them prepped for when DO pierces their cloak. As soon as that happens she lets loose with the heavy lasers.
Shooting 6
Shooting 1d10+1 = 6: 5
Wild 1d6+1 = 4: 3
Fiona Quick stats
Fiona Gladbrooke
Pace: 6; Parry: 6/8 Toughness: 10/15 (11)/21 (12). +1 Coat, +4 (0) armored clothes or + 10 (1) Morphic Armor
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
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Ramson Gourdaine
Posts: 73
Joined: Thu Oct 18, 2018 10:59 am

Re: 04 - A Timely Departure

Post by Ramson Gourdaine » Wed Jul 17, 2019 9:05 am

OOC Comments
Piloting 1d6-4 = 1: 5
Wild Piloting 1d6-4 = -1: 3
Ramson, hunkered down in the galley at the end of the Lounge, attempts to help Rinoa with the piloting, but has a little difficulty with the new operating system. Still, he can't fault Rin's flying or DO's technical skills.
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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RFT
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Re: 04 - A Timely Departure

Post by RFT » Thu Jul 18, 2019 9:21 am

OOC Comments
Peace Bringer piloting d10+2
Piloting 1d10+2 = 11: 9
Wild 1d10+2 = 9: 7

Heavy Phase Cannon
Shooting d10, Range -2, Size Matters -2, Targeting systems +2 = d10-4
Shooting 1d10-4 = 4: 8 = Hit
  • Damage 4d10: 5, 5, 3, 5 Ignore all armor except Force Fields and Magic
    • Benny to reroll
      Damage 4d10: 2, 1, 4, 3 Ignore all armor except Force Fields and Magic
Medium Lasers
Shooting d8, Range -2, Size Matters -2, Targeting systems +2 = d8-4
Shooting 1d8-4 = -3: 1

Medium Lasers
Shooting d8, Range -2, Size Matters -2, Targeting systems +2 = d8-4
Shooting 1d8-4 = 1: 5

Medium Lasers
Shooting d8, Range -2, Size Matters -2, Targeting systems +2 = d8-4
Shooting 1d8-4 = 0: 4

@Rinoa Crescent was used to piloting by wire as a robot pilot. But this was not the way, the small tablet just did not have enough of the expected data feed and the debris field within an asteroid belt was enough she was not performing as fast as her potential allows. While able to evade all the debris she was not able to move as fast as she would like. In the Galley @Ramson Gourdaine trying his best to help Rinoa was finding that the tablet really was holding him back. Their best chance of escape may require them to give up on this mobile platform and jump into the pilot and copilot seats.

@Death Otter's fast action was able to bring control of the ship to the crew of the remorseless, but the consequence of the ship not being as maneuverable is showing. As she finally finds the Peace Bringer on her sensors having closed half the distance already, coming from behind some debris. Luckily her reading had enough certainty she could give the men crewing the lasers a target. She realized a little late asking for someone to pop the nav sensor was risky, what if they popped the wrong thing. But @Kharis was spot on target doing exactly what was needed in time to get the signal straight.

@Fiona Gladbrooke doing what she can to help distract the enemies and perhaps piss them off enough to force them to make a mistake. Perhaps the distraction will help Sam make the perfect shot. As @Sa’Maku receives the data from @Death Otter he cannot believe the perfect as the enemy ships roll is interrupted giving him a perfect shot eliminating one of the ships two heavy phase cannons!

Over the radio the coms come to life as Durrack broadcast. "We are going to keep you alive for a while to watch your friends die first when we find out which one of you shot that cannon." The ship again begins evading and slides back out of view as their cloaking system begins being actively managed.

Luckily as the fire power is unleashed @Rinoa Crescent's maneuvering is enough to evade the shots, only one hit from the Phase Cannon scores a glancing blow right through the Remorseless' bridge. Durrack must be insane, how will he capture the box if he destroyes the remorseless!


Instructions, Escape = 0 successes, turn 02
Okay we are going to run this as a modified Dramatic Task. Unlike a normal dramatic task there are multiple jobs that need done each turn and you can only participate in one task, although you can aid or help the others. (Note: Support rolls suffer the same modifier as the core roll)


Piloting the Ship Away
Victory requires 3 successes more than the enemy pilots roll (Wild Card with d10+2) in 5 or less turns.
Modifiers: -4 for Piloting the Ship through the Improved System
  • Critical Failure - Something really bad happens and the ship breaks.
    Failure - No successes gained this turn
    Success - Gain one success
    Raise - Gain 2 successes nailed it, you are maneuvering and flying like no other in the system can.

Detect the Enemy Ships Location
Having the enemy ship cloak on you can be frustrating. Make a Knowledge Electronics roll at -4 to detect the adaptive cloaking system for the turn.
  • Critical Failure - Roll and describe your Technical Difficulty
    Failure - Cannot detect the enemy ship
    Success - You detect the enemy ship and someone can operate the guns to fire at -4 this turn before the cloaking adapts.
    Raise - You detect the enemy ship and someone can operate the guns to fire with no penalty this turn before the cloaking adapts. In addition next turn they can fire at -4 even if you fail the roll.

Shooting
Once the sensors systems are working you are good to go. Fire away at that fine target presented. Your modifier it determined by your ally. (-2 range and +2 Size Matters = even)
  • Critical Failure - Roll and describe your Technical Difficulty
    Failure - You missed the ship. Come on you can do better next time.
    Success - You hit the ship.
    Raise - You scored a superior hit. Roll damage with an additional d6 for the raise.
Shaping Worlds Together
.
The 99's Game Master Bennies 4
  • +8 Players
    -3 Puppet on Maggie (to kill her team in turn 03)
    -1 Soak roll for Hexlulk
Hexlulk (Neuron Beast)
  • 2 Starting Wild Card
    -2 Rerolls in turn 03
Nightbane Game Master Bennies 6
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0
Phase World - The Remorseless Game Master Bennies 6
  • +7 Players
    +1 Sidekicks
    -1 Wasted to reroll damage versus nothing.
    -1 Benny to Durrack reroll
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]
Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*]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).[/list][/color][/b]
Dynamic Backlash Table
  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Death Otter
Posts: 71
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Re: 04 - A Timely Departure

Post by Death Otter » Fri Jul 19, 2019 8:07 pm

Death Otter crouched down in the cargo bay, way off to the side, away from anywhere an enemy gunner might think was a vital crew location. The ship's network hummed in her mind, and she was at the heart of it. Data streamed in, the thin interstellar medium almost as invisible as the attacking cruiser. The gambit of watching for shockwaves in the vacuum was going to be hit and miss. She needed something better.

Any military-grade cloaking device would take samples of radiation from all sides, and essentially 'pass through' that radiation on the far side, otherwise there'd be a huge, conspicuous 'hole' in the sensor readings for its location in space. But, as Death Otter thought about it, it probably couldn't broadcast every kind of radiation there was. Electromagnetic radiation up and down the spectrum, sure...but what about cosmic rays? Unless it had epic particle accelerators miniaturized and covering its outer hull, there was no way. Ships didn't normally pay any attention to particle radiation though, so...

She retasked the Remorseless' sensor arrays, manually re calibrating them at the speed of thought to detect a wide range of incoming particles. Scanning a wide area of space, applying an algorithm to find a statistical average quantity of radiation per arc-second of viewing area, and then looking for the hole.

And there it was. Still hard to see, given the relative rarity of particle radiation...but it was a start. She sent the information to the tactical station.

Roll: Electronics 9 - Raise!
Electronics! 1d10-2 = 1: 3 or 1d6-2 = 4: 6
Ace - 1d6: 5

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Ramson Gourdaine
Posts: 73
Joined: Thu Oct 18, 2018 10:59 am

Re: 04 - A Timely Departure

Post by Ramson Gourdaine » Sun Jul 21, 2019 8:12 pm

OOC Comments
Greater Boost Piloting on himself and Rin, boosted with Major Psi:
Psionics 1d10+2 = 9: 7
Wild Psionics 1d6+2 = 6: 4
Move to Bridge, Cooperative Piloting:
Piloting 1d12+1 = 4: 3
Wild Piloting 1d6+1 = 3: 2
Extra Effort Benny 1d6+4 = 6: 2

So, Ramson either gets a 6 base roll, or gives a +1 to Rin (second is more likely)
Rin gets +4 Die-types to her Piloting roll
Ramson shouts over the comm, "They're gonna walk their shots through the ship. Rinoa, I'll meet you in the bridge!" As soon as they're both their and using the proper controls, the Simvan nods to her. "Okay, let's do this--I'm with you, and I'm sure you'll be amazing." Rinoa feels that surge of confidence and competence at his words, again.
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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Rinoa Crescent
Posts: 39
Joined: Tue Apr 09, 2019 7:47 am

Re: 04 - A Timely Departure

Post by Rinoa Crescent » Mon Jul 22, 2019 10:20 pm

Piloting 21, 4 raises
+2 from Ace
+4 from Boost
Pilot from Bridge, no penalty
Piloting 1d12+6 = 8: 2
Wild 1d6+6 = 11: 5
+1 from Ransom

Golden Benny for Extra Effort with Elan, +4 bonus
1d6+4 = 9: 5
Rinoa hears Ransom's message and heads back to the bridge. "Then let's get this thing moving." Back at the real controls, she does far better at piloting the ship then before.
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.
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Fiona Gladbrooke
Posts: 55
Joined: Mon Mar 11, 2019 8:51 pm

Re: 04 - A Timely Departure

Post by Fiona Gladbrooke » Tue Jul 23, 2019 8:29 pm

Once again DO has her way with the Peace Bringers cloak, the targeting sensors able to see the target has closed dangerously close. But the danger also provided sno small opportunity as the mercenaries exposed their remaing phase cannon as they prepared to fire on the Remorseless. Beating them to the punch Fi targeted the exposed cannon and let loose a volley of laser fire.
Shooting their P-cannon 9, hit with raise. 33 MD AP 15 damage
Modifiers: called shot -2, size +2, twin linked +1. Net +1
Shooting 1d10+1 = 5: 4
Wild 1d6+1 = 6: 5 Benny to EE 1d6+6 = 9: 3

Damage 4d10+6 = 31: 7, 9, 8, 1 (+2 from twin link, +4 from called shot
Raise 1d6: 2
Fiona Quick stats
Fiona Gladbrooke
Pace: 6; Parry: 6/8 Toughness: 10/15 (11)/21 (12). +1 Coat, +4 (0) armored clothes or + 10 (1) Morphic Armor
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
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RFT
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Posts: 3025
Joined: Tue Aug 08, 2017 12:55 pm
Location: Black Company

Re: 04 - A Timely Departure

Post by RFT » Wed Jul 24, 2019 7:24 am

Fiona Gladbrooke
Fiona Gladbrooke wrote:
Tue Jul 23, 2019 8:29 pm
Once again DO has her way with the Peace Bringers cloak, the targeting sensors able to see the target has closed dangerously close. But the danger also provided sno small opportunity as the mercenaries exposed their remaing phase cannon as they prepared to fire on the Remorseless. Beating them to the punch Fi targeted the exposed cannon and let loose a volley of laser fire.
Shooting their P-cannon 9, hit with raise. 33 MD AP 15 damage
Modifiers: called shot -2, size +2, twin linked +1. Net +1
Shooting Original post: 1d10+1 = 5: 4
Wild Original post: 1d6+1 = 6: 5 Benny to EE Original post: 1d6+6 = 9: 3

Damage Original post: 4d10+6 = 31: 7, 9, 8, 1 (+2 from twin link, +4 from called shot
Raise Original post: 1d6: 2

As a note, versus space ship you will not receive the +4 damage (normally for a -4 to hit) but you still need the -4 to hit the weapon as it is a tiny part of the ship. So your hit, will hit, but will not include the Raise damage or the +4 damage.
Rational
Called shot to hit the Gun would be versus a -4 target. Size matters gave you a +2. Your effective modifier should be
Called Shot -4
Size Matters +2
Twin Linked +1
Total = -1.
This would be -2 from your shown roll of 9 for a 7 total.

+X Damage from called shot requires known weaknesses to target. You are targeting a gun to disable it, you are not targeting a weakness of the ship.


May or may not matter much in this case as you still have 27 AP 15 damage versus the 35 (8) armor, but it will matter in future potential space battles.
Shaping Worlds Together
.
The 99's Game Master Bennies 4
  • +8 Players
    -3 Puppet on Maggie (to kill her team in turn 03)
    -1 Soak roll for Hexlulk
Hexlulk (Neuron Beast)
  • 2 Starting Wild Card
    -2 Rerolls in turn 03
Nightbane Game Master Bennies 6
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0
Phase World - The Remorseless Game Master Bennies 6
  • +7 Players
    +1 Sidekicks
    -1 Wasted to reroll damage versus nothing.
    -1 Benny to Durrack reroll
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]
Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*]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).[/list][/color][/b]
Dynamic Backlash Table
  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Sa’Maku
Posts: 63
Joined: Fri Oct 12, 2018 4:44 pm

Re: 00 - THE PURSUIT - Interlude Opportunity

Post by Sa’Maku » Thu Jul 25, 2019 12:46 pm

As the crew works together to get into firing position again, Sa'Maku inputs the firing solution from their last pass into his terminal. Having the data from the last shot should help the targeting computer hit the second phase cannon if they get a shot off.
Shooting
Shooting 1d8: 2
Wild 1d6: 2

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Kharis
Posts: 50
Joined: Wed Mar 13, 2019 4:57 pm

Re: 04 - A Timely Departure

Post by Kharis » Thu Jul 25, 2019 2:44 pm

Spellcasting 10, +2 to Roll
Spellcasting 1d10: 7
Wild 1d6: 3
Extra Effort 1d6: 3
Kharis utters a word of power and places his hand on @Fiona Gladbrooke’s shoulder. Though no air moves within the artificial environment of their ship, both he Fiona and can feel an icy wind pass through them, leaving nerves calmed and minds focused.

”Winter often brings calm when it is needed. Now please kill these bastards so we can go find a nice solid planet somewhere and get rid of this rather stupid cargo we’ve been sent to retrieve.”

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Rinoa Crescent
Posts: 39
Joined: Tue Apr 09, 2019 7:47 am

Re: 04 - A Timely Departure

Post by Rinoa Crescent » Thu Jul 25, 2019 8:36 pm

Soak 16 (3 raises)
piloting 1d12: 5
wild 1d6: 3
Ace: In addition, they may also spend Bennies to make Soak rolls for any vehicle or vessel they control. This is a Boating, Driving, or Piloting Roll at -2 (cancelling their usual +2). Each success and raise negates a wound and any critical hit that wold have resulted from it.
Extra Effort with Elan
1d6+2 = 8: 6
ace 1d6+8 = 11: 3
5+11=16
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.
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RFT
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Black Company

Re: 04 - A Timely Departure

Post by RFT » Thu Jul 25, 2019 8:37 pm

Ship evades the hit to the phase cannon, Ship fails to keep proximity
GM Fiat, Base Toughness is -4 for weapons systems. I cannot imagine a couple tones of steel being as tough as a full sized ship.
Piloting for Soak d10+2 from Ace, -2 to Soak vehicle wounds = 1d10
Piloting 1d10+0 = 6: 6
Wild 1d6+0 = 5: 5
Cost 1 Benny

Piloting for Chase d10+2
Piloting 1d10+2 = 5: 3
Wild Die 1d6+2 = 4: 2
  • Benny to Reroll
    Piloting 1d10+2 = 7: 5
    Wild Die 1d6+2 = 6: 4
Remorseless Takes 2 Wounds. All damage soaked by Rinoa!
Phase Cannon (4d10 AP infinite*)
Shooting 1d10, Size Matters -2, Targeting systems +2
Phase Cannon 1d10: 4
  • Damage 4d10: 3, 3, 4, 6
4× Dual Linked Medium Lasers (+1 to hit, 3d10+2 AP 10 each set)
Shooting 1d8, Size Matters -2, Targeting systems +2
Medium Lasers 1d8+1 = 4: 3
  • Damage 3d10+2 = 29: 10, 10, 7 AP 10
    No point is rolling more damage on the Aces as Size 10 ships can take no more than 2 wounds from a single hit.


Medium Lasers 1d8+1 = 4: 3

Medium Lasers 1d8+1 = 2: 1
  • Damage 3d10+2 = 10: 1, 3, 4 AP 10
Medium Lasers 1d8+1 = 4: 3
  • Damage 3d10+2 = 14: 4, 6, 2 AP 10
As the crew works to eliminate the primary threat presented by the pirate ship, while likewise escaping the piloting skills of @Rinoa Crescent when combined with the encouragement from @Ramson Gourdaine is impressive, the ship moving as if it where one quarter of its actual mass.

The Peace Bringer is an effort to both pursue and evade getting another weapon out does its best to close the widening distance. While able to evade the blast causing it to strafe the main hull instead, the captain of the Peace Bringer is unable to maintain the close proximity while doing it. Obviously Durrack is outmatched as a pilot.

The fire from the Remorsless by @Fiona Gladbrooke, @Kharis, and @Sa’Maku however is enough to Peace Bringer is forced to roll away. It must have cost him something to perform that maneuver, obviously not an easy one.

The rage in his voice as Durrack returns fire is obvious. "I will find you, we know where you are going and our Rift drives are faster than your pathetic gravity systems. We will divide your bodies among my crew for entertainment before we eat them." The volley of fire strafing the Remorseless afterwords shakes the entire ship as four beams strike with force. When finally a laser hits with enough energy to overwhelm the shields!

But @Rinoa Crescent's skills where enough that she turns the ship down causing what would otherwise had been a critical strike to glance off, saving the ship for another day! Perhaps...

Instructions, Escape = 2 successes, turn 03, PLEASE READ EDIT
Okay we are going to run this as a modified Dramatic Task. Unlike a normal dramatic task there are multiple jobs that need done each turn and you can only participate in one task, although you can aid or help the others. (Note: Support rolls suffer the same modifier as the core roll)


Piloting the Ship Away
Victory requires 3 successes more than the enemy pilots roll (Wild Card with d10+2) in 5 or less turns.
Modifiers: -4 for Piloting the Ship through the Improved System
  • Critical Failure - Something really bad happens and the ship breaks.
    Failure - No successes gained this turn
    Success - Gain one success
    Raise - Gain 2 successes nailed it, you are maneuvering and flying like no other in the system can.

Detect the Enemy Ships Location
Having the enemy ship cloak on you can be frustrating. Make a Knowledge Electronics roll at -4 to detect the adaptive cloaking system for the turn.
  • Critical Failure - Roll and describe your Technical Difficulty
    Failure - Cannot detect the enemy ship
    Success - You detect the enemy ship and someone can operate the guns to fire at -4 this turn before the cloaking adapts.
    Raise - You detect the enemy ship and someone can operate the guns to fire with no penalty this turn before the cloaking adapts. In addition next turn they can fire at -4 even if you fail the roll.

Shooting
Once the sensors systems are working you are good to go. Fire away at that fine target presented. Your modifier it determined by your ally. (-2 range and +2 Size Matters = even)
  • Critical Failure - Roll and describe your Technical Difficulty
    Failure - You missed the ship. Come on you can do better next time.
    Success - You hit the ship.
    Raise - You scored a superior hit. Roll damage with an additional d6 for the raise.
    Who Ever is Lead Do Not Roll Damage or Apply Modifiers until Support Rolls are Made
Shaping Worlds Together
.
The 99's Game Master Bennies 4
  • +8 Players
    -3 Puppet on Maggie (to kill her team in turn 03)
    -1 Soak roll for Hexlulk
Hexlulk (Neuron Beast)
  • 2 Starting Wild Card
    -2 Rerolls in turn 03
Nightbane Game Master Bennies 6
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0
Phase World - The Remorseless Game Master Bennies 6
  • +7 Players
    +1 Sidekicks
    -1 Wasted to reroll damage versus nothing.
    -1 Benny to Durrack reroll
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]
Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*]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).[/list][/color][/b]
Dynamic Backlash Table
  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Ramson Gourdaine
Posts: 73
Joined: Thu Oct 18, 2018 10:59 am

Re: 04 - A Timely Departure

Post by Ramson Gourdaine » Thu Jul 25, 2019 9:37 pm

Piloting 5
Coop Piloting 1d8: 1
Wild Piloting 1d6: 5
Not gonna be able to do the Psionics again for a bit.
+1 or Piloting 5, if no one else gets more.
"Good work, folks. Rinoa, get us out of here before it catches up." Once again, he starts plotting trajectory solutions for Rinoa to use. Thinking about it, he continues. "Everyone who thinks they can help, get to the Bridge and assist. I want to end this with them not even knowing which way to try to chase us."
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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Sa’Maku
Posts: 63
Joined: Fri Oct 12, 2018 4:44 pm

Re: 04 - A Timely Departure

Post by Sa’Maku » Fri Jul 26, 2019 3:32 am

Frustrated by the game of cat and mouse Sa'Maku grunts and heads for the bridge. He was a professionally trained marine, he knew the value of retreat but something inside of him boiled for a fight. Not silent maneuvers of ships in a vacuum but the close fighting of putting these cowards out of their misery.

"A shame we can't board them."

Hissing silently the big Seljuk takes his station mapping out different tactical maneuvers that Riona might use during her escape. Although she appears to need little help with piloting having a few pre-programmed CAF evasive maneuvers wouldn't hurt.
Piloting
Piloting 1d6: 3
Wild 1d6: 1

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Kharis
Posts: 50
Joined: Wed Mar 13, 2019 4:57 pm

Re: 04 - A Timely Departure

Post by Kharis » Sat Jul 27, 2019 8:50 am

Piloting Failure
Piloting 1d4: 2
Wild 1d6: 3
Kharis runs to the bridge with everyone else. He does what he can to help, but, honestly, he’s used to much smaller craft, and this seems an inopportune moment to ask “what does this lever do?”

He’s largely ineffective, but manages to mostly stay out of the professionals’ way.

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Death Otter
Posts: 71
Joined: Fri Oct 05, 2018 9:25 pm

Re: 04 - A Timely Departure

Post by Death Otter » Sat Jul 27, 2019 3:09 pm

"Boarding them," Death Otter said...and then grinned. "What a great idea."

She accessed the ship's communications system and tracked back over the log. Less than a second to find the frequency they were transmitting on. Another two to request and download the specifications for the stock communications hardware that this model of starship carried. Another second to spin up a fun little bit of malware. Now to get them to open a channel.

"Hey," Otter said laconically, almost bored-sounding. "Hey, Penis Wringer. That's a better name for you guys, I'm going with that. Remorseless to Penis Wringer. I hope you didn't spend too much credit on that shitty-ass cloaking device because...oh my gods, that thing did you literally no good at all, did it? Or maybe your opsman just doesn't know what button to push? SPOILER - It's the yellow one, labeled 'engage.' Oops, too late. We got away. Better luck next time."

A moment later and Durrack, who probably would have known better if he hadn't already been so infuriated, opened a channel to snarl back, "If I'd known we were hunting a pack of schoolchildren, I'd have brought weapons better suited to your patheticness. A belt, perhaps, or a rolled up..."

Death Otter cackled and sent her reply...a sharp ear might catch a little static in it as well, from the datastream she piggybacked on the carrier signal. "Dude, do you even know you're owning yourself right now? These schoolchildren completely wrecked you! Good luck getting that PHASE CANNON repaired, bitches! Hahahaha! And for what? A fistful of VOID. Don't worry though, it'll probably take some time for the footage I took of all this to circulate around the Three Galaxies, and your ultimate humiliation to be complete. Hours, maybe. Enjoy 'em. PEACE. OUT!"

And she punched up maximum amplitude and transmitted the sample she'd taken of an alarm klaxxon. On loop. And left it on.

Lets see them concentrate on getting a bead on us with that going on, she thought with a malicious, delighted little squirm. If only she had time to get feeds from the bridge cameras...

Rolls
Using trickery to try to distract them and impede their combat effectiveness. This consists of sending a really REALLY loud, obnoxious warbling noise...and sending some malicious code over the communications link to try to temporarily interfere with their ability to control their communications system. Specifically to make it so they can't turn it off easily.

Electronics (including bonus vs security) 1d10+4 = 11: 7 or 1d6+4 = 7: 3

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RFT
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Re: 04 - A Timely Departure

Post by RFT » Wed Jul 31, 2019 7:32 am

AI Counter Electronics = Fail by 7, so Subtract 2 from Durrack's Piloting
Electronics 1d10: 1
Wild 1d6: 4
Death Otter's efforts pay off as she can easily see the loop holes in the AI's counter measures. Obviously the ships AI needs upgraded as it feels like there is no defense at all.





Deleted piloting rolls as I jumped the gun on that.
Shaping Worlds Together
.
The 99's Game Master Bennies 4
  • +8 Players
    -3 Puppet on Maggie (to kill her team in turn 03)
    -1 Soak roll for Hexlulk
Hexlulk (Neuron Beast)
  • 2 Starting Wild Card
    -2 Rerolls in turn 03
Nightbane Game Master Bennies 6
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0
Phase World - The Remorseless Game Master Bennies 6
  • +7 Players
    +1 Sidekicks
    -1 Wasted to reroll damage versus nothing.
    -1 Benny to Durrack reroll
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]
Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*]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).[/list][/color][/b]
Dynamic Backlash Table
  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Rinoa Crescent
Posts: 39
Joined: Tue Apr 09, 2019 7:47 am

Re: 04 - A Timely Departure

Post by Rinoa Crescent » Wed Jul 31, 2019 8:26 am

Pilot 13 Shooting 6(pre modifier)
Ace gives +2
Piloting + 2 1d12+2 = 5: 3
Wild 1d6+2 = 7: 5
Benny for Extra Effort
1d6+2 = 5: 3

Combat Ace (No MAP)
Don't know current penalties to shoot.
Shooting 1d12+2 = 3: 1
Wild 1d10: 6
Rinoa continues to fly the ship but curses herself a bit, She knows she is better, since she knows it won't interfere with her piloting she throws some support to shooting as well.
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.
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Fiona Gladbrooke
Posts: 55
Joined: Mon Mar 11, 2019 8:51 pm

Re: 04 - A Timely Departure

Post by Fiona Gladbrooke » Wed Jul 31, 2019 6:15 pm

With their pursuers falling back and the electronic warfare focused on increasing that Fiona follows suit. she trains the weapon suit at a large piece of debris the Peace Bringer will need to circumvent in an attempt at splitting it into smaller, but still dangerous pieces.
shooting debris to aid piloting 11
Modifiers, twin link +1, Aid from Rinoa +1, total before gm modifiers +2
shooting 1d10+2 = 6: 4
wild 1d6+2 = 3: 1
Benny to reroll
Shooting 1d10+2 = 11: 9
Wild 1d6+2 = 6: 4
Timing her shot to a tee the heavy lasers rip thru an asteroid just as their foes begin to circle around it. Small meteorites pelt the shields of the brigands vessel to little effect but the larger ones that follow require course correction or risk serious damage. Every second so wasted by Durrack adds to the teams lead.
Fiona Quick stats
Fiona Gladbrooke
Pace: 6; Parry: 6/8 Toughness: 10/15 (11)/21 (12). +1 Coat, +4 (0) armored clothes or + 10 (1) Morphic Armor
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
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RFT
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Re: 04 - A Timely Departure

Post by RFT » Fri Aug 02, 2019 8:44 am

Piloting 3
Modifiers from player tactics -1
Piloting 1d10+2 = 3: 1
Wild 1d6+2 = 4: 2
As the Remorseless breaks away it is able to escape the asteroid field, accelerate to a safe speed for engaging the gravity drive. Within a moment the scene goes from intense to freedom.


Next scene will be a RP scene.
Shaping Worlds Together
.
The 99's Game Master Bennies 4
  • +8 Players
    -3 Puppet on Maggie (to kill her team in turn 03)
    -1 Soak roll for Hexlulk
Hexlulk (Neuron Beast)
  • 2 Starting Wild Card
    -2 Rerolls in turn 03
Nightbane Game Master Bennies 6
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0
Phase World - The Remorseless Game Master Bennies 6
  • +7 Players
    +1 Sidekicks
    -1 Wasted to reroll damage versus nothing.
    -1 Benny to Durrack reroll
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]
Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*]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).[/list][/color][/b]
Dynamic Backlash Table
  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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