Saturday Saviors

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Stoic
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Posts: 392
Joined: Fri May 25, 2018 8:58 am

Saturday Saviors

Post by Stoic » Wed Jul 03, 2019 7:51 pm

Another massive hurricane has just struck the impoverished nation of Haiti. In the confusion following the devastation a violent criminal organization calling themselves the Barons stormed an orphanage run by a religious group in rural Haiti. The Barons have taken the children and teachers captive, fleeing into the wilderness. The Haitian government in Port-au-Prince is overwhelmed dealing with the storm's aftermath and says they don’t have the resources to act on the threat. Meanwhile, world governments bicker over aid packages and intervention. INTERCESSION The Order of the Holy Mystery has quietly has asked for help from SPEAR. Apparently, some of the children in the orphanage are psychics displaced in the aftermath of the 2010 earthquake. One of the religious sisters running the orphanage, Sr. Marie-Claire Donadieu, is an Order agent helping the children contain their powers. The criminals may wish to use the children for their own purposes or, worse, know nothing of the psychics making the situation a powder keg. Aid workers are flooding into Haiti by the hundreds to assist with recovery efforts. SPEAR agents will be able to enter the country under the guise of private security contractors hired by the UN to secure local operations. After arriving in Port-Au-Prince the team will have a treacherous journey through the countryside in a deuce and a half rented by Fianna International to get to the orphanage site. The island has been devastated by the storm, roads are flooded - or nonexistent - the power is out and trees and debris are everywhere. Bandits and looters roam the countryside as the government struggles to return order outside the capital. The old army truck is big enough to bring home the orphans but getting it there will be an adventure in and of itself.
Instructions


Interlude: Trek
Using the Interlude rules from for a Trek (SWADE Pg 130), tell a brief story, in character, of an
obstacle or challenge the group has to overcome en route to the orphanage. If you need inspiration, draw a card and use the options under the sidebar. Upon completion, take a Benny.
GM Bennies 9/9
Wild Card Bennies ?

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Julie
Posts: 47
Joined: Wed Dec 19, 2018 8:10 pm

Re: Saturday Saviors

Post by Julie » Sun Jul 14, 2019 12:40 pm

Julie glares at the old beater of a truck she and her team are expected to drive across hostile territory to rescue an orphanage-worth of children, some of them psychic. Not looks. Glares.

It will be a miracle if this thing makes it out of the city, let alone through the back country. Holes in the floor and bed mean any passengers will need to be careful of their feet. Broken windows and that constant, low whine from the vents mean no A/C for anyone in the cab, and no way to keep from getting wet, either, when the rain inevitably comes. The thing billows smoke like a chimney, and whatever color it was meant to be at one time, it is now rust colored. Or just rust.

And, of course, in their infinite wisdom, SPEAR command had not seen fit to replace Trent on her team, which mean she had a mess of people to look after in a MOAB (mother of all beaters, in this case) without a mechanic or gearhead to be found.

She knew a little about vehicles. Enough to be dangerous, but this thing was already dangerous, so what could she hurt, really? She gives it as thorough an inspection as she can come up with, and it at least looks like it will run. More than that.... she doesn't have a lot of confidence. She doesn't need to see the future to know this truck will not be in it for much longer.

To the team, she says, "Our limo awaits, folks, so let's load up. Try not to fight over the champagne mini-fridge. I'm sure there's plenty to go around."
Julie
Julie "Thorn" de la Rosa
Parry: 10; Toughness: 11(6)
Relevant Notes for GM: -4 to Ranged attacks against her; Manchurian Candidate; Tactician; Command (+1 to allies Spirit rolls to un-Shake); Jinx; Uncontrollable Precognition
Julie Character Sheet

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Simon CROSS Harris
Posts: 70
Joined: Thu Jan 03, 2019 2:46 pm

Re: Saturday Saviors

Post by Simon CROSS Harris » Mon Jul 15, 2019 10:41 am

Cross is following @Julie's surveying of the vehicle.
Julie wrote:
Sun Jul 14, 2019 12:40 pm
Julie glares at the old beater of a truck she and her team are expected to drive across hostile territory to rescue an orphanage-worth of children, some of them psychic. Not looks. Glares.
"Yeah, Jules. Not the best ride we have ever had."
Julie wrote:
Sun Jul 14, 2019 12:40 pm
It will be a miracle if this thing makes it out of the city, let alone through the back country. Holes in the floor and bed mean any passengers will need to be careful of their feet. Broken windows and that constant, low whine from the vents mean no A/C for anyone in the cab, and no way to keep from getting wet, either, when the rain inevitably comes. The thing billows smoke like a chimney, and whatever color it was meant to be at one time, it is now rust colored. Or just rust.
"Maybe @Marcus use his metal matter ability to at least give us some stability and resecure the loose bits not in the motor."

"An old tarp will do well on the roof of the truck. Maybe we can find something for ribs to give the roof a shape to slough water."

Julie wrote:
Sun Jul 14, 2019 12:40 pm
And, of course, in their infinite wisdom, SPEAR command had not seen fit to replace Trent on her team, which mean she had a mess of people to look after in a MOAB (mother of all beaters, in this case) without a mechanic or gearhead to be found.
"As to that motor, I might be able to get some of the kinks worked out now with some assistance. The more troublesome issues will hopefully not slow us down."

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Kelly
Posts: 38
Joined: Tue Jan 15, 2019 7:00 pm

Re: Saturday Saviors

Post by Kelly » Mon Jul 15, 2019 5:00 pm

Maybe it was that the old beater of a jeep had a leak in the gas tank. Maybe it was that the reading on the gauge was un-reliable, or maybe the stop and go and climb these rocks and ford that stream, just used up a lot of gas. Whatever the reason, it was downright miserable when they Jeep ran out of fuel 5 miles outside of the next town.

It was a hot, muggy day, and the sun seemed to hover just over their heads, though not in any way discouraging the swarm of gnats that constantly assaulted the team.

"Ugh... There's got to be someone out there who has psychic control over bugs or something right? Why couldn't he be assigned to this mission with us?" Kelly complains, adding another layer of seemingly pointless bug spray.

Just as the team was working out the assignments for the setting up a makeshift camp and making the trek into town and back, a teenage boy came around a bend in the road on a beat up but rugged looking bicycle. Much to the team surprise the boy, named Emmanuel, stopped when he saw the foreigners plight, and, after some charade like negotiation, offers to take someone into town on on the basket behind his seat in exchange for some fresh fruit and some spare electronic parts the team had.

Being one of the lightest on the mission, and in Kelly's opinion FAR less likely to blow their cover than Keiko, Kelly gets "voluntold" for the trip. Not to mention her ability to read minds made conversation without knowing the language much easier, at least in one direction.

While uncomfortable balancing precariously on the wire basket through the bumps and potholes of the road, it's the few hour bike trip is far preferable to the 8 hour hike in the heat of the day it would have been to get into town. After all, Emmanuel was doing all of the work.

After a few hours, Emmanuel pulls up to the gas station. He hangs around and watches as Kelly does some more charade negotation - cheating only a little - to secure a full gas can and a pack of poptarts. Seeing the boy, she smiles to him, take a bite of the poptart she has, and waves beginning the long walk back to the jeep. Its not more than a couple minutes before she hears the "ring, ring" of Emmanuel's bike bell, as he pulls up beside her and pats on the basket.

"What, you going to give me a ride back?" Kelly says in sheer disbelief. The boy nods enthusiastically - though Kelly know's he didnt' understand a word she said - and pats the basket again.

Kelly shakes her head in disbelief, tears welling in her eyes. Such poverty, and yet such generosity....1,500 people on the street in New York, and not one of them would help you carry the 10 bags groceries you bought to your apartment 2 block away. Sometimes I wonder which countries are the rich ones...
Kelly Robinson
Kelly ‘Quack Robinson

Wounds: 0/4; Fatigue: 0/3
Parry: 4/6
Toughness: 9(4)

Active effects:
Notable Edges: Killer Instinct, Mentalist

Bennies: 3/3
+1 For Keiko Joker
+1 for pointing out card draw discrepancy
-1 for Mind control Re-roll

Adventure Cards:

Edit Signature
Gear
11 EP (factoring in free pistol)
  • (0) Gas Mask
    • 2 lbs
  • (0) Cold Weather Clothes
  • (0) Subvoval Comlink - Speak to the team silently, -4 to notice it
  • (0) Encrypted Smartphone - 24 hour charge, -6 to hack or jam
  • (4) Armored Stealth Suit - +4 armor, +2 to stealth on visual and sound
    • 7lbs
  • (1) Ballistic Helmet - +4 armor on the head
    • 4lbs
  • (¼) Folding Knife - Concealable
    • Str+d4 Damage
    • 1lbs
  • (2) Advanced First Aid Kit
    • 5lbs
    • +1 to healing
  • (1 ¼ ) Incendiary Grenade - Ignores armor, target on fire at 4-6 (separate roll)
    • QTY 5
    • Range 5/10/20
    • MBT
    • 3d6 damage
    • 5lbs
  • (1) Sleeping gas Grenade - Vigor at -4 or knocked out for 2d6 hours, lasts 3 rounds.
    • QTY 4
    • Range 5/10/20
    • MBT
    • 4lbs
  • (½) Tranquilizer Pen - vigor roll at -4 (-6 with raise)
    • Range 3/6/12
    • 1 shot
  • (1) Night vision goggles - eliminates dim and dark penalties
    • 2 lbs

Weight: 23 of 40lbs

User avatar
Marcus
Posts: 58
Joined: Mon Jan 21, 2019 8:44 pm

Re: Saturday Saviors

Post by Marcus » Tue Jul 23, 2019 7:08 pm

The drive was miserable, but no more so than flying in a C130, or taking any other ride he had been on. At least this one was close to the earth so if he needed some parts it would not kill everyone.

The look from customs when the security force had not just arms, but 1.5 tons of ball bearings was worth the effort. But the eye rolling confusion turned into a full on argument as they negotiated the bribe. Marcus was less amussed by the end, he hated borders, they were for wasting time and taxing people.

Later as the drive was going he woke to cussing. The truck had run out of gas. Listening to the ideas Marcus laughed for a brief moment. Someone suggested he could just push it with his mind "Sure, for about a mile." Yeah, pushing the truck would be easy, but even the fitest soldier could not go full bore forever.

When Kelly made it back with the gas he was surprised the same kid was with her. Wonder never cease, that little runt brought her all the way back. Marcus did not have a lot he could do to show apreciation to the kid. But he did not speak Creol or French. Offering the kid as much of the food as he was allowed by Julie he considered it the best he could.

Slipping the boy his issued optics he mumbles. "Must have fallen off the truck." Maybe the kid could play with them, maybe he could sell them and get some food to help his friends, who knows.

Then as the truck finally decided it was ready to move on he was back asleep in no time. Soldiers learned to sleep where they could, and he had been a soldier for nearly as long as he was a thief, a long time indeed.

The scond time he was awaked it was to a loud explosion. Or at least he thought it was an explosion when he wrapped himself and looked around like as idiot as the others stared at him. Turns out it was the axle breaking clean in half.

Now as the others looked at it Marcus was not worried, now this was a problem they could fix. Workign with help and direction from the others Marcus was frustrated to find it took more than simply welding the rod back together. Even smoothing out the stresses, the rod was to short and kept slipping, then he worked on it again it was too long and a acrid smoke started coming from the transfer box. It took four tries and even then only the masive and hardy nature of the truck that really got them on the road again.

A colapsed bridge would not have slowed them a moment, but a broken peice of metal cost them nearly two hours.
Bennies 5
Quarterly Reset 3
  • +1 GM Boon for noticing accounting err
    -1 Reroll stealth for submarine
    +1 Never mind, that roll was not needed per the GM.
    -1 Trying to hit that stupid crocodile
    +2 Double Jokers
Marcus
Code Name: Sentinel
Name: Marcus Fallan
Advances:
8 Remaining: 0 Rank: Veteran
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d4, Vigor d8
Cha: +0; Pace: 6; Parry: 7; Toughness: 9 (4) [+4 versus metal] | In Bubble he has 25 (16) [+4 versus metal]
Skills:
  • Athletics d10
  • Common Knowledge d6
  • Fighting d10
  • Investigation d6
  • Notice d6
  • Shooting d10
  • Stealth d10
  • Trade-craft d6
Languages: English, Italian, Japanese, Russian, Spanish

Hindrances:
  • Tongue-Tied (The character often misspeaks or can’t get her words out. –1 to Intimidation, Persuasion, and Taunt rolls.)
  • Hesitant (Draw two Action Cards and take the lowest, except Jokers, which may be kept)
  • Habit (Smoker)
Edges:
  • Arcane Background (Super Powers, free setting rule)
  • Calculating: Ignore up to 2 points of penalties on one action with an Action Card of Five or less
  • Old Timer: The character has seen some stuff. But he has also earned some complications
  • Power Points x3 (The character gains +5 power points, Advance 1, Advance 5, Advance 8)
  • The Best Their Is: The character is allowed to spend 15 points on Matter Control
  • Master: The character may perform power tricks when he uses his power without the -2 penalty. (Advance 6)
  • Dodge: −2 to be hit by ranged attacks.
Powers (25 Power Points)
4 Electromagnetic Awareness (Heightened Senses 3; Infrared Vision, Low Light Vision, Super Sense +2 with Sight, Spacial Awareness +2, Only to sense metals -1)
2 Divided Attention (Extra Action 2, only with Matter Control -1)
1 It Comes Out of Me, and Goes in, No Problem (Resistance to Metal 1)
14 Master of Electromagnetism (Matter Control Metal 7 - d12+5, Toughness 16, 2,500 lbs unencumbered, 5 tons max, Requires Material -2, Range 24")
1 EM Distortion Field (Deflection -2, Requires Activation -1)
3 Ride The Wave (Flight pace x2, Contingent on Master of Metal -1)
Gear
  • (20 Equipment Points)
    TAR-21 (5.56, Range 24/48/96, Damage 2d8, RoF 3, Shots 30, AP 2, Auto, Laser sight)
    Four spare ammo magazines (TAR-21)
    10 Throwing knives (Strength+d4)
    Body Armor (+4, torso only)
    Subvocal Commlink
    Encrypted Smartphone
    Reinforced tablet
    Lighter and cigarettes
    Sneaking suit (Stealth +1)
    1.5 tons of metal ball bearings
Power Tricks = Free for Marcus
When a power affects a target, either as an attack or a resisted effect, a hero may use any of the Power Tricks below by describing the action and taking a –2 penalty to the active skill (or the victim adds +2 to his resistance roll if there is no active roll on the part of the attacker, like fear). If successful, the power works as usual and the Trick chosen from the list below is triggered as well.
Any effect may be used at any time with a good rationale and the Game Master’s permission—a character doesn’t have to choose the same effect each time. Exactly how it works is a matter of description. Lower Defenses might mean encircling the target in smoky blackness via energy control (darkness) so that he can’t see incoming attacks. A radiation blast (ranged attack) might cause dizziness (Lower Trait for Agility) or weakness (Vigor). Or an earthquake might setup a villain for a follow-up ranged attack. It’s all in the description.
  • Delay: The victim must trade his current Action Card with the next character lower than him (he can’t trade with a character on Hold). If the victim already acted this round, the trade occurs on the following round unless the target gets the Joker (which negates the effect).
  • Lower Defenses: The target’s Parry is lowered by 2 until his next action. This is simply a different way to successfully perform the Trick maneuver (see Savage Worlds), so it does not stack with a regular Trick.
  • Lower Trait: One of the target’s attributes and all linked skills suffer a –2 penalty on his next action.
  • Setup: Allies get a +2 bonus against the victim until his next action.
  • Slow: The target’s Pace is halved on his next action.

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Stoic
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Posts: 392
Joined: Fri May 25, 2018 8:58 am

Re: Saturday Saviors

Post by Stoic » Mon Jul 29, 2019 8:17 pm

The orphanage is in a small village that doesn't appear on any maps. High winds from the
hurricane have devastated the place. Many homes have been blown over and most of the dirt roads are now
rivers of mud. Many people took shelter in the local church during the storm. As you pull up in your dilapitated heap that you call a truck, a tall white woman wearing traditional nun garb approaches you. This must be your contact from The Order. She introduces herself as Sister Mary Ellen. She appears to be in her mid to late fifties and hair red hair with a sprinkle of freckles all over her stern face. She speaks English with an Irish accent and quickly explains that some men rolled up on the church in trucks and quickly kidnapped a dozen of the orphans. She says in low tones that these children were all "gifted" and that she hopes you can return them to her quickly and safely. She can't offer much other than a hot meal and a night to stay if needed You can tell by her no-nonsense expression that she would be very disappointed if you were to take her up on the offer of a night's stay.
Player Instructions

Networking. Please make a networking roll as found on page 133 in SWADE. Describe what method of Networking you are using and depending on your description, I may add a bonus to it. Additionally, if there is anything else you would like to do (track the vehicles, etc) please go ahead and roll for it.
GM Bennies 9/9
Wild Card Bennies ?

User avatar
Kelly
Posts: 38
Joined: Tue Jan 15, 2019 7:00 pm

Re: Saturday Saviors

Post by Kelly » Sun Aug 04, 2019 6:01 am

Rolls - Persuasion 4, 1 success
Persuasion = 1d4: 2
Wild 1d6: 4
Having learned what they could at the orphanage, Kelly heads to the nearest medical facility. As she expected they are completely overwhelmed by the influx of patients from the recent natural disaster. After showing some credentials, she offers her medical help - though trauma is not her expertise. As she spends time with patients, she keeps an ear out for mention of and even ask a few discrete questions about places where violence has followed the storm, listening specifically for mentions of kidnappings or the Barons.
Kelly Robinson
Kelly ‘Quack Robinson

Wounds: 0/4; Fatigue: 0/3
Parry: 4/6
Toughness: 9(4)

Active effects:
Notable Edges: Killer Instinct, Mentalist

Bennies: 3/3
+1 For Keiko Joker
+1 for pointing out card draw discrepancy
-1 for Mind control Re-roll

Adventure Cards:

Edit Signature
Gear
11 EP (factoring in free pistol)
  • (0) Gas Mask
    • 2 lbs
  • (0) Cold Weather Clothes
  • (0) Subvoval Comlink - Speak to the team silently, -4 to notice it
  • (0) Encrypted Smartphone - 24 hour charge, -6 to hack or jam
  • (4) Armored Stealth Suit - +4 armor, +2 to stealth on visual and sound
    • 7lbs
  • (1) Ballistic Helmet - +4 armor on the head
    • 4lbs
  • (¼) Folding Knife - Concealable
    • Str+d4 Damage
    • 1lbs
  • (2) Advanced First Aid Kit
    • 5lbs
    • +1 to healing
  • (1 ¼ ) Incendiary Grenade - Ignores armor, target on fire at 4-6 (separate roll)
    • QTY 5
    • Range 5/10/20
    • MBT
    • 3d6 damage
    • 5lbs
  • (1) Sleeping gas Grenade - Vigor at -4 or knocked out for 2d6 hours, lasts 3 rounds.
    • QTY 4
    • Range 5/10/20
    • MBT
    • 4lbs
  • (½) Tranquilizer Pen - vigor roll at -4 (-6 with raise)
    • Range 3/6/12
    • 1 shot
  • (1) Night vision goggles - eliminates dim and dark penalties
    • 2 lbs

Weight: 23 of 40lbs

User avatar
Simon CROSS Harris
Posts: 70
Joined: Thu Jan 03, 2019 2:46 pm

Re: Saturday Saviors

Post by Simon CROSS Harris » Sun Aug 04, 2019 2:58 pm

@Stoic "Sister Ellen, you have any personal items that belonged to the children?"

@Julie "Jewels, we don't have a lot of time. Maybe a meal but we need to get back onto the trail as soon as possible. On foot would be best."

Then thinking the issue at hand through a bit more, "Sister Ellen, do you have anyone that would work as a guide for us, specifically in the dark?"

Networking 9 _
Unskilled -2
[*] Persuassion (1d4) 1d4: 2
[*] Wild (1d6) 1d6: 6
[*] Aced! Wild (1d6+6) 1d6+6 = 11: 5
"This area is foreign to most of us."

User avatar
Marcus
Posts: 58
Joined: Mon Jan 21, 2019 8:44 pm

Re: Saturday Saviors

Post by Marcus » Mon Aug 05, 2019 10:27 am

Seeing the team needs to split up for some intelligence gathering Marcus knows this is not his way. His stuttering always made him neither intimidating nor persuasive. The result being he always worked best as a lookout. Keeping his eyes on the move so those doing the chatting can be able to relax and take advantage of the safety he can provide. Hooking up with with @Julie, Marcus offers to provide cover and look out while she hits the streets.

Support +1 to Julie's networking
Trade Craft as a support roll
Tradecraft 1d6: 1
Wild Dice 1d6: 5
Bennies 5
Quarterly Reset 3
  • +1 GM Boon for noticing accounting err
    -1 Reroll stealth for submarine
    +1 Never mind, that roll was not needed per the GM.
    -1 Trying to hit that stupid crocodile
    +2 Double Jokers
Marcus
Code Name: Sentinel
Name: Marcus Fallan
Advances:
8 Remaining: 0 Rank: Veteran
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d4, Vigor d8
Cha: +0; Pace: 6; Parry: 7; Toughness: 9 (4) [+4 versus metal] | In Bubble he has 25 (16) [+4 versus metal]
Skills:
  • Athletics d10
  • Common Knowledge d6
  • Fighting d10
  • Investigation d6
  • Notice d6
  • Shooting d10
  • Stealth d10
  • Trade-craft d6
Languages: English, Italian, Japanese, Russian, Spanish

Hindrances:
  • Tongue-Tied (The character often misspeaks or can’t get her words out. –1 to Intimidation, Persuasion, and Taunt rolls.)
  • Hesitant (Draw two Action Cards and take the lowest, except Jokers, which may be kept)
  • Habit (Smoker)
Edges:
  • Arcane Background (Super Powers, free setting rule)
  • Calculating: Ignore up to 2 points of penalties on one action with an Action Card of Five or less
  • Old Timer: The character has seen some stuff. But he has also earned some complications
  • Power Points x3 (The character gains +5 power points, Advance 1, Advance 5, Advance 8)
  • The Best Their Is: The character is allowed to spend 15 points on Matter Control
  • Master: The character may perform power tricks when he uses his power without the -2 penalty. (Advance 6)
  • Dodge: −2 to be hit by ranged attacks.
Powers (25 Power Points)
4 Electromagnetic Awareness (Heightened Senses 3; Infrared Vision, Low Light Vision, Super Sense +2 with Sight, Spacial Awareness +2, Only to sense metals -1)
2 Divided Attention (Extra Action 2, only with Matter Control -1)
1 It Comes Out of Me, and Goes in, No Problem (Resistance to Metal 1)
14 Master of Electromagnetism (Matter Control Metal 7 - d12+5, Toughness 16, 2,500 lbs unencumbered, 5 tons max, Requires Material -2, Range 24")
1 EM Distortion Field (Deflection -2, Requires Activation -1)
3 Ride The Wave (Flight pace x2, Contingent on Master of Metal -1)
Gear
  • (20 Equipment Points)
    TAR-21 (5.56, Range 24/48/96, Damage 2d8, RoF 3, Shots 30, AP 2, Auto, Laser sight)
    Four spare ammo magazines (TAR-21)
    10 Throwing knives (Strength+d4)
    Body Armor (+4, torso only)
    Subvocal Commlink
    Encrypted Smartphone
    Reinforced tablet
    Lighter and cigarettes
    Sneaking suit (Stealth +1)
    1.5 tons of metal ball bearings
Power Tricks = Free for Marcus
When a power affects a target, either as an attack or a resisted effect, a hero may use any of the Power Tricks below by describing the action and taking a –2 penalty to the active skill (or the victim adds +2 to his resistance roll if there is no active roll on the part of the attacker, like fear). If successful, the power works as usual and the Trick chosen from the list below is triggered as well.
Any effect may be used at any time with a good rationale and the Game Master’s permission—a character doesn’t have to choose the same effect each time. Exactly how it works is a matter of description. Lower Defenses might mean encircling the target in smoky blackness via energy control (darkness) so that he can’t see incoming attacks. A radiation blast (ranged attack) might cause dizziness (Lower Trait for Agility) or weakness (Vigor). Or an earthquake might setup a villain for a follow-up ranged attack. It’s all in the description.
  • Delay: The victim must trade his current Action Card with the next character lower than him (he can’t trade with a character on Hold). If the victim already acted this round, the trade occurs on the following round unless the target gets the Joker (which negates the effect).
  • Lower Defenses: The target’s Parry is lowered by 2 until his next action. This is simply a different way to successfully perform the Trick maneuver (see Savage Worlds), so it does not stack with a regular Trick.
  • Lower Trait: One of the target’s attributes and all linked skills suffer a –2 penalty on his next action.
  • Setup: Allies get a +2 bonus against the victim until his next action.
  • Slow: The target’s Pace is halved on his next action.

User avatar
Julie
Posts: 47
Joined: Wed Dec 19, 2018 8:10 pm

Re: Saturday Saviors

Post by Julie » Thu Aug 08, 2019 4:54 am

Persuasion for Networking: 6 w/Marcus' Help
Persuasion 1d6: 2
Wild 1d6: 5
Giving the Sister a curt nod, Julie replies, "Appreciate the offer, Sister, but we'd rather be moving quickly. Some food would be appreciated, but then we'll be on our way." @Simon CROSS Harris

Taking @Marcus up on his offer, Julie hits the streets, where she feels fairly at home. This is no beat like she's ever walked, but once a cop, always a cop, and Marcus' presence helps keep the situation controlled.
Julie
Julie "Thorn" de la Rosa
Parry: 10; Toughness: 11(6)
Relevant Notes for GM: -4 to Ranged attacks against her; Manchurian Candidate; Tactician; Command (+1 to allies Spirit rolls to un-Shake); Jinx; Uncontrollable Precognition
Julie Character Sheet

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Stoic
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Bronze Patron
Posts: 392
Joined: Fri May 25, 2018 8:58 am

Re: Saturday Saviors

Post by Stoic » Tue Aug 20, 2019 8:19 pm

At Cross's question, Sr Marie-Claire sends off one of the children to fetch one of the missing girls, Claudia, 's doll. She hands it to Cross with a stern look on her face. After he asks the other question, she chortles. "Mr. Cross, this is an orphanage. If i had any shady characters lurking in the shadows to send after these vile men, I would have already done so."

Cross explains what he means, and she shakes her head still. "No, I do not know of such types."

Kelly's assistance is welcomed with open arms. She is quickly given her own tent, where people with a variety of ailments pass through all day. In spite of her kindness it takes some work to get the villagers to open up about the Barons. It’s obvious they know who the criminals are but they are extremely afraid. The fear is deep, not just of reprisal but of something otherworldly. Many villagers believe that Barons use vodu spirits to help them in their work, hence the name of the gang, taken from aspects of the gods related to death and violence

Marcus and Julie roll the streets and chat up a few people. They quickly discover that the people of Haiti are quite friendly, and a few kind words (and the occasional fistful of currency) loosens up their tongues quite a bit. During their route, they discover that the leader of the Baron’s calls himself Baron Samedi and dresses the part. He is a large man with his face painted as a skull. He usually wears a top hat, dark glasses, and a long coat to complete his look. Many of the villagers claim he can be appeased with gifts of tobacco and rum, but he always comes back wanting more. Most chillingly, they genuinely believe his stare steals your soul and that his touch is death. After a particularly loquacious (and cash hungry) person chats you up, she tells you in low tones that the Barons like to hang out around the old Rum House, a dilapidated structure about twenty miles into the country. But, you didn't hear that from her.
Instructions
Determine your next course of action. I'm assuming Cross is going to try to object read the doll, so you might want to wait until he is done with that.
GM Bennies 9/9
Wild Card Bennies ?

User avatar
Marcus
Posts: 58
Joined: Mon Jan 21, 2019 8:44 pm

Re: Saturday Saviors

Post by Marcus » Wed Aug 21, 2019 7:16 am

On the way back Marcus thinks about what he and @Julie learned. "I think the rum house is obvious. B, b,b," Pasuing for a breath as he gets frustrated for a second he clears his throat. "But, we need more information. His death touch, and voice. Those sound like some sort of telepathy to you?"

OOC Comments
@Pursuit
Bennies 5
Quarterly Reset 3
  • +1 GM Boon for noticing accounting err
    -1 Reroll stealth for submarine
    +1 Never mind, that roll was not needed per the GM.
    -1 Trying to hit that stupid crocodile
    +2 Double Jokers
Marcus
Code Name: Sentinel
Name: Marcus Fallan
Advances:
8 Remaining: 0 Rank: Veteran
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d4, Vigor d8
Cha: +0; Pace: 6; Parry: 7; Toughness: 9 (4) [+4 versus metal] | In Bubble he has 25 (16) [+4 versus metal]
Skills:
  • Athletics d10
  • Common Knowledge d6
  • Fighting d10
  • Investigation d6
  • Notice d6
  • Shooting d10
  • Stealth d10
  • Trade-craft d6
Languages: English, Italian, Japanese, Russian, Spanish

Hindrances:
  • Tongue-Tied (The character often misspeaks or can’t get her words out. –1 to Intimidation, Persuasion, and Taunt rolls.)
  • Hesitant (Draw two Action Cards and take the lowest, except Jokers, which may be kept)
  • Habit (Smoker)
Edges:
  • Arcane Background (Super Powers, free setting rule)
  • Calculating: Ignore up to 2 points of penalties on one action with an Action Card of Five or less
  • Old Timer: The character has seen some stuff. But he has also earned some complications
  • Power Points x3 (The character gains +5 power points, Advance 1, Advance 5, Advance 8)
  • The Best Their Is: The character is allowed to spend 15 points on Matter Control
  • Master: The character may perform power tricks when he uses his power without the -2 penalty. (Advance 6)
  • Dodge: −2 to be hit by ranged attacks.
Powers (25 Power Points)
4 Electromagnetic Awareness (Heightened Senses 3; Infrared Vision, Low Light Vision, Super Sense +2 with Sight, Spacial Awareness +2, Only to sense metals -1)
2 Divided Attention (Extra Action 2, only with Matter Control -1)
1 It Comes Out of Me, and Goes in, No Problem (Resistance to Metal 1)
14 Master of Electromagnetism (Matter Control Metal 7 - d12+5, Toughness 16, 2,500 lbs unencumbered, 5 tons max, Requires Material -2, Range 24")
1 EM Distortion Field (Deflection -2, Requires Activation -1)
3 Ride The Wave (Flight pace x2, Contingent on Master of Metal -1)
Gear
  • (20 Equipment Points)
    TAR-21 (5.56, Range 24/48/96, Damage 2d8, RoF 3, Shots 30, AP 2, Auto, Laser sight)
    Four spare ammo magazines (TAR-21)
    10 Throwing knives (Strength+d4)
    Body Armor (+4, torso only)
    Subvocal Commlink
    Encrypted Smartphone
    Reinforced tablet
    Lighter and cigarettes
    Sneaking suit (Stealth +1)
    1.5 tons of metal ball bearings
Power Tricks = Free for Marcus
When a power affects a target, either as an attack or a resisted effect, a hero may use any of the Power Tricks below by describing the action and taking a –2 penalty to the active skill (or the victim adds +2 to his resistance roll if there is no active roll on the part of the attacker, like fear). If successful, the power works as usual and the Trick chosen from the list below is triggered as well.
Any effect may be used at any time with a good rationale and the Game Master’s permission—a character doesn’t have to choose the same effect each time. Exactly how it works is a matter of description. Lower Defenses might mean encircling the target in smoky blackness via energy control (darkness) so that he can’t see incoming attacks. A radiation blast (ranged attack) might cause dizziness (Lower Trait for Agility) or weakness (Vigor). Or an earthquake might setup a villain for a follow-up ranged attack. It’s all in the description.
  • Delay: The victim must trade his current Action Card with the next character lower than him (he can’t trade with a character on Hold). If the victim already acted this round, the trade occurs on the following round unless the target gets the Joker (which negates the effect).
  • Lower Defenses: The target’s Parry is lowered by 2 until his next action. This is simply a different way to successfully perform the Trick maneuver (see Savage Worlds), so it does not stack with a regular Trick.
  • Lower Trait: One of the target’s attributes and all linked skills suffer a –2 penalty on his next action.
  • Setup: Allies get a +2 bonus against the victim until his next action.
  • Slow: The target’s Pace is halved on his next action.

User avatar
Simon CROSS Harris
Posts: 70
Joined: Thu Jan 03, 2019 2:46 pm

Re: Saturday Saviors

Post by Simon CROSS Harris » Wed Aug 21, 2019 8:34 am

Cross thanks Marie-Claire, takes the doll and carefully stows it in his pack.

Finding a spot elsewhere at the orphanage, he pulls out his sat-phone and dials up command at SPEAR.

When the line is finally answered, the conversation is brief.

"What do you need?"

"Eyes Wide Open."

Pause.

"Have two in ten."

"Brights and Darks."

Another pause.

Before the receiver can respond, Cross cuts him off. "Scan the entire spectrum."

Cross cuts the call as Julie and Marcus return.

@Julie "Went ahead and called in sat shots. Should be available in fifteen minutes or so."

If Julie does not have a laptop on her, Cross hands her his.

User avatar
Julie
Posts: 47
Joined: Wed Dec 19, 2018 8:10 pm

Re: Saturday Saviors

Post by Julie » Sun Aug 25, 2019 2:29 pm

Marcus wrote:
Wed Aug 21, 2019 7:16 am
On the way back Marcus thinks about what he and Julie learned. "I think the rum house is obvious. B, b,b," Pasuing for a breath as he gets frustrated for a second he clears his throat. "But, we need more information. His death touch, and voice. Those sound like some sort of telepathy to you?"
”Seems likely. If not telepathy, something close to it. Enhanced, certainly.”
Simon CROSS Harris wrote:
Wed Aug 21, 2019 8:34 am

@Julie "Went ahead and called in sat shots. Should be available in fifteen minutes or so."

If Julie does not have a laptop on her, Cross hands her his.
Julie accepts the laptop from Cross and fills him in on what they learned.

”We’ll see if we can get you and that rifle set up with a decent vantage when we go after this guy. I’d rather not risk a direct confrontation with a telepath. Anyone else checked in?”
Julie
Julie "Thorn" de la Rosa
Parry: 10; Toughness: 11(6)
Relevant Notes for GM: -4 to Ranged attacks against her; Manchurian Candidate; Tactician; Command (+1 to allies Spirit rolls to un-Shake); Jinx; Uncontrollable Precognition
Julie Character Sheet

User avatar
Simon CROSS Harris
Posts: 70
Joined: Thu Jan 03, 2019 2:46 pm

Re: Saturday Saviors

Post by Simon CROSS Harris » Sun Aug 25, 2019 3:14 pm

"Checked in?"

"No."

" @Kelly is on her first mercy mission here."

" @Keiko has been quiet. She maybe playing with the other children."

" Hopefully @Azrael did not get lost in that foul weather."

Cross goes quiet for a bit. Giving a sitrep on a dead teammate, a recently dead teammate just didn't seem appropriate.

User avatar
Kelly
Posts: 38
Joined: Tue Jan 15, 2019 7:00 pm

Re: Saturday Saviors

Post by Kelly » Mon Aug 26, 2019 9:36 am

Kelly makes her way back to the second rate hotel the team had set up as their base of operations - at least for now.

She lets the others fill them in on what they learned on the street.

"Yeah, that falls in pretty well with what I learned at the hospital. The people here are down right terrified of the Barons, and definitely think they have some type of supernatural powers." She pauses a few moments and then adds with more than a little hesitancy, "So we what, scout this place out now and try to catch Samedi while he enters or leaves the building?"
Kelly Robinson
Kelly ‘Quack Robinson

Wounds: 0/4; Fatigue: 0/3
Parry: 4/6
Toughness: 9(4)

Active effects:
Notable Edges: Killer Instinct, Mentalist

Bennies: 3/3
+1 For Keiko Joker
+1 for pointing out card draw discrepancy
-1 for Mind control Re-roll

Adventure Cards:

Edit Signature
Gear
11 EP (factoring in free pistol)
  • (0) Gas Mask
    • 2 lbs
  • (0) Cold Weather Clothes
  • (0) Subvoval Comlink - Speak to the team silently, -4 to notice it
  • (0) Encrypted Smartphone - 24 hour charge, -6 to hack or jam
  • (4) Armored Stealth Suit - +4 armor, +2 to stealth on visual and sound
    • 7lbs
  • (1) Ballistic Helmet - +4 armor on the head
    • 4lbs
  • (¼) Folding Knife - Concealable
    • Str+d4 Damage
    • 1lbs
  • (2) Advanced First Aid Kit
    • 5lbs
    • +1 to healing
  • (1 ¼ ) Incendiary Grenade - Ignores armor, target on fire at 4-6 (separate roll)
    • QTY 5
    • Range 5/10/20
    • MBT
    • 3d6 damage
    • 5lbs
  • (1) Sleeping gas Grenade - Vigor at -4 or knocked out for 2d6 hours, lasts 3 rounds.
    • QTY 4
    • Range 5/10/20
    • MBT
    • 4lbs
  • (½) Tranquilizer Pen - vigor roll at -4 (-6 with raise)
    • Range 3/6/12
    • 1 shot
  • (1) Night vision goggles - eliminates dim and dark penalties
    • 2 lbs

Weight: 23 of 40lbs

User avatar
Keiko
Posts: 39
Joined: Fri Dec 21, 2018 8:34 am

Re: Saturday Saviors

Post by Keiko » Mon Aug 26, 2019 7:55 pm

Keiko has been quiet. She maybe playing with the other children

She'd have laughed if she'd heard that. If they only knew.

Keiko was indeed 'playing' with 'children,' but probably not the kind Cross meant. When she heard about the Barons, a suspicion came over her. There was no way these guys were limiting themselves to picking on some poverty-stricken village and a church. That was small beans for any Enhanced crooks. Barely even a small bean. They had to have their hands in something more lucrative. Drugs, guns...something.

So while Kelly made nice, Keiko made naughty. In the guise of a grizzled old rough character who introduced himself as Saul L Snake (the L was for Lid, and she desperately hoped someone would ask, but no one did), she made discreet inquiries with the seedier side. Looking to see how far up the local black market before a Baron popped up. Looking to see if anyone slipped up and dropped a name. Looking to see what the local contraband scene was like.

Despite her checkered past, Keiko hadn't really hobnobbed with other criminals much before being reformed. It wasn't like bank robbers had conventions. Though that would be AWESOME. Even so, when you looked and talked like Solid Snake, and could flash real looking money around, it got things moving.

Rolls: Persuasion 4
Persuasion to network! 1d6: 1 or 1d6: 4

User avatar
Stoic
Bronze Patron
Bronze Patron
Posts: 392
Joined: Fri May 25, 2018 8:58 am

Re: Saturday Saviors

Post by Stoic » Sat Sep 07, 2019 8:55 pm

From what Keiko gathers, these are rough characters indeed. They are suspected to have their hands in a lot of illegal activities, including hard drugs and gun running. The members are known to carry AK-47's wherever they go.


The satellite takes a few seconds to make a secure connection, and then it downloads recent satellite sweeps of the area. It brings up a small map of the specific area in question:


The Map
TitanEffectMap.jpg
The building on the left does not have a roof. The satellite imagery shows that the roof is gone and some rusted equipment is in here. The middle building shows a thin whisp of smoke coming from it, probably a cooking fire. The building on the right does not show much in the way of activity, though one of the older images shows a man dragging a matress to it. The edges of the map are surrounded by thick foliage. There is a long winding dirt road that leads up to the compound, that could be easily scouted by even the laziest of scouts. The objects are to scale, and you see a big cargo truck as described in the back lot of the compound. You cycle through a few of the more recent sweeps and see that they have probably been in this area for say six months or so. A few weeks ago a bit silver car was here, and a man wearing a white panama hat was here. You notice that he never once looks up.
Please come up with whatever plan you want to hit the compound. The road is rough terrain, and you would probably alert any present lookouts. However, the forecast calls for heavy rain, so lookouts may not be a factor.
Please feel free to use this place to have an in character discussion of the plan, though hangouts are fine as well
GM Bennies 9/9
Wild Card Bennies ?

User avatar
Julie
Posts: 47
Joined: Wed Dec 19, 2018 8:10 pm

Re: Saturday Saviors

Post by Julie » Sun Sep 08, 2019 12:51 pm

Tradecraft 10
Tradecraft 1d6: 6 + 1d6: 4
Wild 1d6: 2
Julie looks over the images carefully, planning out the best place to set up @Simon CROSS Harris in a sniper nest.
Julie
Julie "Thorn" de la Rosa
Parry: 10; Toughness: 11(6)
Relevant Notes for GM: -4 to Ranged attacks against her; Manchurian Candidate; Tactician; Command (+1 to allies Spirit rolls to un-Shake); Jinx; Uncontrollable Precognition
Julie Character Sheet

User avatar
Marcus
Posts: 58
Joined: Mon Jan 21, 2019 8:44 pm

Re: Saturday Saviors

Post by Marcus » Mon Sep 09, 2019 8:53 am

Marcus has worked with maps quite a bit in the field. Rendering what assistance he can he helps try to make a 3d model of the map, using the metal he brought with him. Helping the others draw line of sight and better understand the terrain complications. However it turns out the assistance was not needed, when Julie and Cross show they can simply twist and manipulate the already 3d model on the computer.
Support +0
Tradecraft 1d6: 3
Wild 1d6: 1
Bennies 5
Quarterly Reset 3
  • +1 GM Boon for noticing accounting err
    -1 Reroll stealth for submarine
    +1 Never mind, that roll was not needed per the GM.
    -1 Trying to hit that stupid crocodile
    +2 Double Jokers
Marcus
Code Name: Sentinel
Name: Marcus Fallan
Advances:
8 Remaining: 0 Rank: Veteran
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d4, Vigor d8
Cha: +0; Pace: 6; Parry: 7; Toughness: 9 (4) [+4 versus metal] | In Bubble he has 25 (16) [+4 versus metal]
Skills:
  • Athletics d10
  • Common Knowledge d6
  • Fighting d10
  • Investigation d6
  • Notice d6
  • Shooting d10
  • Stealth d10
  • Trade-craft d6
Languages: English, Italian, Japanese, Russian, Spanish

Hindrances:
  • Tongue-Tied (The character often misspeaks or can’t get her words out. –1 to Intimidation, Persuasion, and Taunt rolls.)
  • Hesitant (Draw two Action Cards and take the lowest, except Jokers, which may be kept)
  • Habit (Smoker)
Edges:
  • Arcane Background (Super Powers, free setting rule)
  • Calculating: Ignore up to 2 points of penalties on one action with an Action Card of Five or less
  • Old Timer: The character has seen some stuff. But he has also earned some complications
  • Power Points x3 (The character gains +5 power points, Advance 1, Advance 5, Advance 8)
  • The Best Their Is: The character is allowed to spend 15 points on Matter Control
  • Master: The character may perform power tricks when he uses his power without the -2 penalty. (Advance 6)
  • Dodge: −2 to be hit by ranged attacks.
Powers (25 Power Points)
4 Electromagnetic Awareness (Heightened Senses 3; Infrared Vision, Low Light Vision, Super Sense +2 with Sight, Spacial Awareness +2, Only to sense metals -1)
2 Divided Attention (Extra Action 2, only with Matter Control -1)
1 It Comes Out of Me, and Goes in, No Problem (Resistance to Metal 1)
14 Master of Electromagnetism (Matter Control Metal 7 - d12+5, Toughness 16, 2,500 lbs unencumbered, 5 tons max, Requires Material -2, Range 24")
1 EM Distortion Field (Deflection -2, Requires Activation -1)
3 Ride The Wave (Flight pace x2, Contingent on Master of Metal -1)
Gear
  • (20 Equipment Points)
    TAR-21 (5.56, Range 24/48/96, Damage 2d8, RoF 3, Shots 30, AP 2, Auto, Laser sight)
    Four spare ammo magazines (TAR-21)
    10 Throwing knives (Strength+d4)
    Body Armor (+4, torso only)
    Subvocal Commlink
    Encrypted Smartphone
    Reinforced tablet
    Lighter and cigarettes
    Sneaking suit (Stealth +1)
    1.5 tons of metal ball bearings
Power Tricks = Free for Marcus
When a power affects a target, either as an attack or a resisted effect, a hero may use any of the Power Tricks below by describing the action and taking a –2 penalty to the active skill (or the victim adds +2 to his resistance roll if there is no active roll on the part of the attacker, like fear). If successful, the power works as usual and the Trick chosen from the list below is triggered as well.
Any effect may be used at any time with a good rationale and the Game Master’s permission—a character doesn’t have to choose the same effect each time. Exactly how it works is a matter of description. Lower Defenses might mean encircling the target in smoky blackness via energy control (darkness) so that he can’t see incoming attacks. A radiation blast (ranged attack) might cause dizziness (Lower Trait for Agility) or weakness (Vigor). Or an earthquake might setup a villain for a follow-up ranged attack. It’s all in the description.
  • Delay: The victim must trade his current Action Card with the next character lower than him (he can’t trade with a character on Hold). If the victim already acted this round, the trade occurs on the following round unless the target gets the Joker (which negates the effect).
  • Lower Defenses: The target’s Parry is lowered by 2 until his next action. This is simply a different way to successfully perform the Trick maneuver (see Savage Worlds), so it does not stack with a regular Trick.
  • Lower Trait: One of the target’s attributes and all linked skills suffer a –2 penalty on his next action.
  • Setup: Allies get a +2 bonus against the victim until his next action.
  • Slow: The target’s Pace is halved on his next action.

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Keiko
Posts: 39
Joined: Fri Dec 21, 2018 8:34 am

Re: Saturday Saviors

Post by Keiko » Fri Sep 13, 2019 12:24 pm

Keiko examined the map curiously, paying attention to the history of it all as it played out. She was interested in how people moved, where they moved.

After a little while she said, "You know, I've cased a lot of places. There's ways in and out of these buildings that they're not paying much attention to. Check it out."

Rolls
Thievery 1d8+1 = 7: 6 or 1d6+1 = 6: 5

User avatar
Simon CROSS Harris
Posts: 70
Joined: Thu Jan 03, 2019 2:46 pm

Re: Saturday Saviors

Post by Simon CROSS Harris » Fri Sep 13, 2019 12:52 pm

Noting the imagery from the Satelites and the information offered by @Marcus and @Keiko, Cross nods his head an agreement.

K/Tradecraft 5 _
[*] K/Tradecraft (1d6) 1d6: 2
[*] Wild (1d6) 1d6: 5
"Jules @Julie there is a lot we could do with this imagery. Given the time, let us focus on these areas."

User avatar
Stoic
Bronze Patron
Bronze Patron
Posts: 392
Joined: Fri May 25, 2018 8:58 am

Re: Saturday Saviors

Post by Stoic » Tue Sep 24, 2019 6:42 pm

As the team works together to piece all of the information together, some things become more clear.

The road leading to the facility will give you away miles before you get there. It would be foolish to take this route, at least in a vehicle.

There is a thick recently hurricane swollen swamp behind the facility. You get some encrypted messages from a local source that says they can find a boatman to take you if you want to go the back route. It would be via a large raft that you would need to help row with long bamboo polls.

After doing a topographical overlay, Cross finds a snipers nest. It's a raised bit of land that is particularly overgrown. If Cross could make it, that would be 100" away.

You pull up weather information from a more sophisticated source than is commercially available, and determine that tomorrow night there will be the beginning of a tropical storm whipping through the island again.

The power is out on this part of the island. Unless they're running generators, you should expect everything to be lights out. Please tell me what you have chosen for your gear package at this point. I'm perfectly fine with you switching things around.

Last but not least the satellite did another pass, revealing a new addition to the property. There is now a ramshackle guard shack about a quarter of a mile down the road from the facility.
Instructions

We need to make a few decisions here.

1. Are you all going in one group, or splitting into smaller groups?

2. What route do you want to take?

The front door.

If you choose to go through the front, this will be a dramatic task (page 122 of SWADE). Please use the appropriate skill and describe how you sneak/backflip/climb/bribe/shoot/beat your way through/past the guardshack. This is a three round task and requires 3 success tokens per participant. Anyone who is participating in this task must roll a 1d54. If the number you get is evenly divisible by a 4, you have a club and you are at a -2 this round. Any critical failures remove a token, but if you describe it well you'll probably earn a benny.

Sgt, if Cross is trying to sneak alone by himself to the snipers nest, please say so. A successfull task will have you end up in the nest.


The back route

Lighting penalty -6 (but surely you have something to counteract this, right?)

Anyone going through the back please roll notice. After everyone has done so, the second part of the task will be revealed.

The Third Option

These are just two possible ways into the facility. I would be foolish to underestimate your creativity, so if any of you want to try another way (HALO Jump? Sure, why not?) please say so.
GM Bennies 9/9
Wild Card Bennies ?

User avatar
Simon CROSS Harris
Posts: 70
Joined: Thu Jan 03, 2019 2:46 pm

Re: Saturday Saviors

Post by Simon CROSS Harris » Wed Sep 25, 2019 7:03 pm

Cross laughs at the overgrown terrain. Putting his finger on the little hilllock, "I can make it work from there as well as provide intel as a forward observer. Especially if the lights are out."

He begins by asking the Sister if she has a tarp or some black plastic garbage bags that he can use to secure his rifle from the weather. Then gathering up another tarp he gathers a few other items to establish a dry and secure sniper's nest.

Dropping out of sight, Cross will make his way towards the hillock, giving sitreps every twenty or so minutes for the duration of his travels.

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Marcus
Posts: 58
Joined: Mon Jan 21, 2019 8:44 pm

Re: Saturday Saviors

Post by Marcus » Thu Sep 26, 2019 8:10 am

Marcus nods understanding a lot of the intelligence revealed. He always preferred the stealth entrance, but with his current gear load out people would be all over him. "L,l,l,looks dangerous. B,b,b." giving up on the word he cannot get out he changes his words. "Well, I think we can sneak up the roads and take out the guards." he eyes indicate the giant mass of marbles he is floating in the air only a couple meters away, revealing why sneaking through the camp would not work well for him.

Looking to @Julie Marcus waits for her to make the call. He can part with his materials if needed, but he prefers to keep them with him.
Bennies 5
Quarterly Reset 3
  • +1 GM Boon for noticing accounting err
    -1 Reroll stealth for submarine
    +1 Never mind, that roll was not needed per the GM.
    -1 Trying to hit that stupid crocodile
    +2 Double Jokers
Marcus
Code Name: Sentinel
Name: Marcus Fallan
Advances:
8 Remaining: 0 Rank: Veteran
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d4, Vigor d8
Cha: +0; Pace: 6; Parry: 7; Toughness: 9 (4) [+4 versus metal] | In Bubble he has 25 (16) [+4 versus metal]
Skills:
  • Athletics d10
  • Common Knowledge d6
  • Fighting d10
  • Investigation d6
  • Notice d6
  • Shooting d10
  • Stealth d10
  • Trade-craft d6
Languages: English, Italian, Japanese, Russian, Spanish

Hindrances:
  • Tongue-Tied (The character often misspeaks or can’t get her words out. –1 to Intimidation, Persuasion, and Taunt rolls.)
  • Hesitant (Draw two Action Cards and take the lowest, except Jokers, which may be kept)
  • Habit (Smoker)
Edges:
  • Arcane Background (Super Powers, free setting rule)
  • Calculating: Ignore up to 2 points of penalties on one action with an Action Card of Five or less
  • Old Timer: The character has seen some stuff. But he has also earned some complications
  • Power Points x3 (The character gains +5 power points, Advance 1, Advance 5, Advance 8)
  • The Best Their Is: The character is allowed to spend 15 points on Matter Control
  • Master: The character may perform power tricks when he uses his power without the -2 penalty. (Advance 6)
  • Dodge: −2 to be hit by ranged attacks.
Powers (25 Power Points)
4 Electromagnetic Awareness (Heightened Senses 3; Infrared Vision, Low Light Vision, Super Sense +2 with Sight, Spacial Awareness +2, Only to sense metals -1)
2 Divided Attention (Extra Action 2, only with Matter Control -1)
1 It Comes Out of Me, and Goes in, No Problem (Resistance to Metal 1)
14 Master of Electromagnetism (Matter Control Metal 7 - d12+5, Toughness 16, 2,500 lbs unencumbered, 5 tons max, Requires Material -2, Range 24")
1 EM Distortion Field (Deflection -2, Requires Activation -1)
3 Ride The Wave (Flight pace x2, Contingent on Master of Metal -1)
Gear
  • (20 Equipment Points)
    TAR-21 (5.56, Range 24/48/96, Damage 2d8, RoF 3, Shots 30, AP 2, Auto, Laser sight)
    Four spare ammo magazines (TAR-21)
    10 Throwing knives (Strength+d4)
    Body Armor (+4, torso only)
    Subvocal Commlink
    Encrypted Smartphone
    Reinforced tablet
    Lighter and cigarettes
    Sneaking suit (Stealth +1)
    1.5 tons of metal ball bearings
Power Tricks = Free for Marcus
When a power affects a target, either as an attack or a resisted effect, a hero may use any of the Power Tricks below by describing the action and taking a –2 penalty to the active skill (or the victim adds +2 to his resistance roll if there is no active roll on the part of the attacker, like fear). If successful, the power works as usual and the Trick chosen from the list below is triggered as well.
Any effect may be used at any time with a good rationale and the Game Master’s permission—a character doesn’t have to choose the same effect each time. Exactly how it works is a matter of description. Lower Defenses might mean encircling the target in smoky blackness via energy control (darkness) so that he can’t see incoming attacks. A radiation blast (ranged attack) might cause dizziness (Lower Trait for Agility) or weakness (Vigor). Or an earthquake might setup a villain for a follow-up ranged attack. It’s all in the description.
  • Delay: The victim must trade his current Action Card with the next character lower than him (he can’t trade with a character on Hold). If the victim already acted this round, the trade occurs on the following round unless the target gets the Joker (which negates the effect).
  • Lower Defenses: The target’s Parry is lowered by 2 until his next action. This is simply a different way to successfully perform the Trick maneuver (see Savage Worlds), so it does not stack with a regular Trick.
  • Lower Trait: One of the target’s attributes and all linked skills suffer a –2 penalty on his next action.
  • Setup: Allies get a +2 bonus against the victim until his next action.
  • Slow: The target’s Pace is halved on his next action.

User avatar
Julie
Posts: 47
Joined: Wed Dec 19, 2018 8:10 pm

Re: Saturday Saviors

Post by Julie » Thu Sep 26, 2019 3:00 pm

@Marcus any chance you could make up a couple of canoes or something with the metal you’ve got? That’d make for a good approach for us, and you could keep your materials on hand.”
Julie
Julie "Thorn" de la Rosa
Parry: 10; Toughness: 11(6)
Relevant Notes for GM: -4 to Ranged attacks against her; Manchurian Candidate; Tactician; Command (+1 to allies Spirit rolls to un-Shake); Jinx; Uncontrollable Precognition
Julie Character Sheet

User avatar
Marcus
Posts: 58
Joined: Mon Jan 21, 2019 8:44 pm

Re: Saturday Saviors

Post by Marcus » Thu Sep 26, 2019 7:43 pm

”@Julie, yes, I can make a c,c, boat for us.”
Bennies 5
Quarterly Reset 3
  • +1 GM Boon for noticing accounting err
    -1 Reroll stealth for submarine
    +1 Never mind, that roll was not needed per the GM.
    -1 Trying to hit that stupid crocodile
    +2 Double Jokers
Marcus
Code Name: Sentinel
Name: Marcus Fallan
Advances:
8 Remaining: 0 Rank: Veteran
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d4, Vigor d8
Cha: +0; Pace: 6; Parry: 7; Toughness: 9 (4) [+4 versus metal] | In Bubble he has 25 (16) [+4 versus metal]
Skills:
  • Athletics d10
  • Common Knowledge d6
  • Fighting d10
  • Investigation d6
  • Notice d6
  • Shooting d10
  • Stealth d10
  • Trade-craft d6
Languages: English, Italian, Japanese, Russian, Spanish

Hindrances:
  • Tongue-Tied (The character often misspeaks or can’t get her words out. –1 to Intimidation, Persuasion, and Taunt rolls.)
  • Hesitant (Draw two Action Cards and take the lowest, except Jokers, which may be kept)
  • Habit (Smoker)
Edges:
  • Arcane Background (Super Powers, free setting rule)
  • Calculating: Ignore up to 2 points of penalties on one action with an Action Card of Five or less
  • Old Timer: The character has seen some stuff. But he has also earned some complications
  • Power Points x3 (The character gains +5 power points, Advance 1, Advance 5, Advance 8)
  • The Best Their Is: The character is allowed to spend 15 points on Matter Control
  • Master: The character may perform power tricks when he uses his power without the -2 penalty. (Advance 6)
  • Dodge: −2 to be hit by ranged attacks.
Powers (25 Power Points)
4 Electromagnetic Awareness (Heightened Senses 3; Infrared Vision, Low Light Vision, Super Sense +2 with Sight, Spacial Awareness +2, Only to sense metals -1)
2 Divided Attention (Extra Action 2, only with Matter Control -1)
1 It Comes Out of Me, and Goes in, No Problem (Resistance to Metal 1)
14 Master of Electromagnetism (Matter Control Metal 7 - d12+5, Toughness 16, 2,500 lbs unencumbered, 5 tons max, Requires Material -2, Range 24")
1 EM Distortion Field (Deflection -2, Requires Activation -1)
3 Ride The Wave (Flight pace x2, Contingent on Master of Metal -1)
Gear
  • (20 Equipment Points)
    TAR-21 (5.56, Range 24/48/96, Damage 2d8, RoF 3, Shots 30, AP 2, Auto, Laser sight)
    Four spare ammo magazines (TAR-21)
    10 Throwing knives (Strength+d4)
    Body Armor (+4, torso only)
    Subvocal Commlink
    Encrypted Smartphone
    Reinforced tablet
    Lighter and cigarettes
    Sneaking suit (Stealth +1)
    1.5 tons of metal ball bearings
Power Tricks = Free for Marcus
When a power affects a target, either as an attack or a resisted effect, a hero may use any of the Power Tricks below by describing the action and taking a –2 penalty to the active skill (or the victim adds +2 to his resistance roll if there is no active roll on the part of the attacker, like fear). If successful, the power works as usual and the Trick chosen from the list below is triggered as well.
Any effect may be used at any time with a good rationale and the Game Master’s permission—a character doesn’t have to choose the same effect each time. Exactly how it works is a matter of description. Lower Defenses might mean encircling the target in smoky blackness via energy control (darkness) so that he can’t see incoming attacks. A radiation blast (ranged attack) might cause dizziness (Lower Trait for Agility) or weakness (Vigor). Or an earthquake might setup a villain for a follow-up ranged attack. It’s all in the description.
  • Delay: The victim must trade his current Action Card with the next character lower than him (he can’t trade with a character on Hold). If the victim already acted this round, the trade occurs on the following round unless the target gets the Joker (which negates the effect).
  • Lower Defenses: The target’s Parry is lowered by 2 until his next action. This is simply a different way to successfully perform the Trick maneuver (see Savage Worlds), so it does not stack with a regular Trick.
  • Lower Trait: One of the target’s attributes and all linked skills suffer a –2 penalty on his next action.
  • Setup: Allies get a +2 bonus against the victim until his next action.
  • Slow: The target’s Pace is halved on his next action.

User avatar
Julie
Posts: 47
Joined: Wed Dec 19, 2018 8:10 pm

Re: Saturday Saviors

Post by Julie » Sat Sep 28, 2019 12:59 pm

Marcus wrote:
Thu Sep 26, 2019 7:43 pm
”@Julie, yes, I can make a c,c, boat for us.”
“Alright. Excellent. That’s our approach, then. We can get @Simon CROSS Harris over to a good nest to be overwatch. @Keiko, can you mask our movements?”
Julie’s Loadout
Gear (18 + 2 Equipment Points)
  • Encrypted Smartphone (free): Affectionately referred to as the "iSPEAR" by some agents, this smartphone appears and functions as a regular device. With an autonomy of 24 hours, the smartphone possesses, in addition to its usual features, the following applications: audio and video recording (when synced to a Bug), GPS navigation and tracking. It is equipped with a military-grade encryption software (–6 to hack or jam the signal) and can be turned into an emergency beacon with a free action. The smartphone allows satellite communications and a direct access to the SPEAR’s secured database: SpearNet. If anyone, besides its dedicated user tries to unlock it, without the right facial recognition and fingerprint, the smartphone fries.
  • Subvocal Commlink (free): Consists of a mini wireless earpiece (Notice rolls at –4 to spot it visually) and a throat microphone that can easily be concealed inside a shirt collar. This powerful communication device has a range of one mile and is protected by military-grade encryption software (–6 to hack or jam the signal). The microphone absorbs vibrations directly from the wearer’s throat and allows him to speak silently. The commlink can be combined with the encrypted smartphone for cellular and satellite communications.
  • P226 Pistol w/Laser Sight, Extended Mag (2 EP): 12/24/48 | 2d6 damage | AP 1 | ROF 1 | Weight 3 | Shots 20
    • Laser Sight: +1 shooting at short range, +1 to Notice rolls to spot the shooter’s position
    • Extended Magazines: +5 rounds per magazine
  • Expandable baton (¼ EP): Str + 1d4 | Weight 1 | Concealable
  • HE Grenades x4 (1 EP): 5/10/20 | 3d6 Heavy Weapon | MBT | Weight 1 each
  • Flash Bang Grenades x4 (1 EP): 5/10/20 | MBT | Weight 1 each | Targets must make an Agility roll at -2 (at -4 if the attack roll gets a raise) or becomes Shaken and gets -2 parry until next round
  • TAR-21 Bullpup Assault Rifle (5.56) w/Tactical Sling, Reflex Sight, Magnifier Upgrade, Foregrip, Extended Mags, and Extra Mags (7 ¼ EP): 24/48/96 | 2d8 damage | AP 2 | ROF 3 | Weight 8 (as modified) | Shots 45 | Min Str d6 | Semi-Auto/Auto | 4 spare magazines
    • Tactical Sling: Attached to a submachine-gun, a shotgun or a rifle, the sling allows its user to draw and fire his weapon as a free action. With a sling, a character can also switch weapons without losing his primary weapon.
    • Reflex Sight: An optical device that projects an aiming point or a red dot through a glass. It gives a +1 Shooting at Short range. Unlike a laser sight, the reflex sight doesn’t reveal the user’s position. Reflex sight can be fixed on any firearm.
    • Magnifier Upgrade: Swap bonus from short to medium range with free action.
    • Foregrip: Reduces recoil and muzzle rise when firing consecutive shots, The foregrip reduces the autofire penalty by 1. Does not stack with bipod and does not reduce the Minimum Strength.
    • Extended Magazines: +15 rounds per magazine
  • Tactical Body Armor (4 EP): +6 Armor | Weight 10 | The vest works like a tactical webbing and can accept various pouches (hard or soft-sided) to holsters, Magazines, grenades or any piece of equipment. The webbing balances the weight distribution, allowing +25% load limit and can hold 30 pounds of equipment.
  • Ballistic Helmet (1 EP): +4 Armor | Weight 3 | Head only
  • Restraints x10 (½ EP): Flex cuffs using polymer straps, used to restrain prisoners. A character needs to succeed a Strength roll at –4 to snap the restraints. They can be easily cut with a knife or any sharp object. Restraints come in sets of 10.
  • Advanced Survival Kit (1 EP): +1 to Survival | Weight 3 | A backpack that contains 10 days of military rations, flares, machete, compass, GPS system, and everything the character needs to survive in mountains, jungles or forests.
Julie
Julie "Thorn" de la Rosa
Parry: 10; Toughness: 11(6)
Relevant Notes for GM: -4 to Ranged attacks against her; Manchurian Candidate; Tactician; Command (+1 to allies Spirit rolls to un-Shake); Jinx; Uncontrollable Precognition
Julie Character Sheet

User avatar
Kelly
Posts: 38
Joined: Tue Jan 15, 2019 7:00 pm

Re: Saturday Saviors

Post by Kelly » Mon Sep 30, 2019 7:17 pm

Kelly nods her agreement with the backdoor plan. The less bullets flying around, the less likely she is to get shot.

"If we can approach a lookout I can get the positions off the others off of him. Maybe even have him - or her I guess - go ahead of us and clear a path... Or you know...something like that..." she ends a little sheepishly. It sounded stupid once she said it out loud.
Kelly Robinson
Kelly ‘Quack Robinson

Wounds: 0/4; Fatigue: 0/3
Parry: 4/6
Toughness: 9(4)

Active effects:
Notable Edges: Killer Instinct, Mentalist

Bennies: 3/3
+1 For Keiko Joker
+1 for pointing out card draw discrepancy
-1 for Mind control Re-roll

Adventure Cards:

Edit Signature
Gear
11 EP (factoring in free pistol)
  • (0) Gas Mask
    • 2 lbs
  • (0) Cold Weather Clothes
  • (0) Subvoval Comlink - Speak to the team silently, -4 to notice it
  • (0) Encrypted Smartphone - 24 hour charge, -6 to hack or jam
  • (4) Armored Stealth Suit - +4 armor, +2 to stealth on visual and sound
    • 7lbs
  • (1) Ballistic Helmet - +4 armor on the head
    • 4lbs
  • (¼) Folding Knife - Concealable
    • Str+d4 Damage
    • 1lbs
  • (2) Advanced First Aid Kit
    • 5lbs
    • +1 to healing
  • (1 ¼ ) Incendiary Grenade - Ignores armor, target on fire at 4-6 (separate roll)
    • QTY 5
    • Range 5/10/20
    • MBT
    • 3d6 damage
    • 5lbs
  • (1) Sleeping gas Grenade - Vigor at -4 or knocked out for 2d6 hours, lasts 3 rounds.
    • QTY 4
    • Range 5/10/20
    • MBT
    • 4lbs
  • (½) Tranquilizer Pen - vigor roll at -4 (-6 with raise)
    • Range 3/6/12
    • 1 shot
  • (1) Night vision goggles - eliminates dim and dark penalties
    • 2 lbs

Weight: 23 of 40lbs

User avatar
Keiko
Posts: 39
Joined: Fri Dec 21, 2018 8:34 am

Re: Saturday Saviors

Post by Keiko » Mon Sep 30, 2019 10:58 pm

"I can definitely mask MY movements," Keiko said after a moment's thought. "I've never tried doing it with other people. I think it'd be pretty hard though. With me, it's sort of...I can feel where my body is, so I know exactly where to..." she makes a sort of 'crisscross' gesture with her hands. "...do the thing. But you guys, I think the only way I could MAYBE make it work would be a sort of dome around us? But I've never tried doing that before."

She shrugs. "I'm SUPER-game if you are though! I'd definitely say you should have a Plan B though for if this just spectacularly blows up!"

"If nothing else I can free you guys if they capture you!"

A good question
Her invisibility doesn't have any addon that would let it be used by others, but is there a way to get 'temporary powers' in SWD Supers?

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Marcus
Posts: 58
Joined: Mon Jan 21, 2019 8:44 pm

Re: Saturday Saviors

Post by Marcus » Tue Oct 01, 2019 8:45 am

Marcus nods, if things go sideways, well that is where his specialty lies, no-one ever selected him for the small missions. They selected him for the ones that might just need brute force.

Smiling he does a gear check and prepares. Shaping the metal he had with him as a sphere with a flat platform at the bottom for everyone to stand on was second nature for Marcus. The little trick of something extra was adding a second part under it to work as a bilge letting them ride more heavily in the water and below the surface.

Marcus wonders if the others would feel safe knowing that the metal around them was reduced to only about an eighth of an inch thick. That may be thick generally, but a high powered rifle would go through it pretty easily. For strength they will be relying on his mind and for stealth on Keiko's mind. Lets hope the two of them can do this, he knows he can do his part.
Bennies 5
Quarterly Reset 3
  • +1 GM Boon for noticing accounting err
    -1 Reroll stealth for submarine
    +1 Never mind, that roll was not needed per the GM.
    -1 Trying to hit that stupid crocodile
    +2 Double Jokers
Marcus
Code Name: Sentinel
Name: Marcus Fallan
Advances:
8 Remaining: 0 Rank: Veteran
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d4, Vigor d8
Cha: +0; Pace: 6; Parry: 7; Toughness: 9 (4) [+4 versus metal] | In Bubble he has 25 (16) [+4 versus metal]
Skills:
  • Athletics d10
  • Common Knowledge d6
  • Fighting d10
  • Investigation d6
  • Notice d6
  • Shooting d10
  • Stealth d10
  • Trade-craft d6
Languages: English, Italian, Japanese, Russian, Spanish

Hindrances:
  • Tongue-Tied (The character often misspeaks or can’t get her words out. –1 to Intimidation, Persuasion, and Taunt rolls.)
  • Hesitant (Draw two Action Cards and take the lowest, except Jokers, which may be kept)
  • Habit (Smoker)
Edges:
  • Arcane Background (Super Powers, free setting rule)
  • Calculating: Ignore up to 2 points of penalties on one action with an Action Card of Five or less
  • Old Timer: The character has seen some stuff. But he has also earned some complications
  • Power Points x3 (The character gains +5 power points, Advance 1, Advance 5, Advance 8)
  • The Best Their Is: The character is allowed to spend 15 points on Matter Control
  • Master: The character may perform power tricks when he uses his power without the -2 penalty. (Advance 6)
  • Dodge: −2 to be hit by ranged attacks.
Powers (25 Power Points)
4 Electromagnetic Awareness (Heightened Senses 3; Infrared Vision, Low Light Vision, Super Sense +2 with Sight, Spacial Awareness +2, Only to sense metals -1)
2 Divided Attention (Extra Action 2, only with Matter Control -1)
1 It Comes Out of Me, and Goes in, No Problem (Resistance to Metal 1)
14 Master of Electromagnetism (Matter Control Metal 7 - d12+5, Toughness 16, 2,500 lbs unencumbered, 5 tons max, Requires Material -2, Range 24")
1 EM Distortion Field (Deflection -2, Requires Activation -1)
3 Ride The Wave (Flight pace x2, Contingent on Master of Metal -1)
Gear
  • (20 Equipment Points)
    TAR-21 (5.56, Range 24/48/96, Damage 2d8, RoF 3, Shots 30, AP 2, Auto, Laser sight)
    Four spare ammo magazines (TAR-21)
    10 Throwing knives (Strength+d4)
    Body Armor (+4, torso only)
    Subvocal Commlink
    Encrypted Smartphone
    Reinforced tablet
    Lighter and cigarettes
    Sneaking suit (Stealth +1)
    1.5 tons of metal ball bearings
Power Tricks = Free for Marcus
When a power affects a target, either as an attack or a resisted effect, a hero may use any of the Power Tricks below by describing the action and taking a –2 penalty to the active skill (or the victim adds +2 to his resistance roll if there is no active roll on the part of the attacker, like fear). If successful, the power works as usual and the Trick chosen from the list below is triggered as well.
Any effect may be used at any time with a good rationale and the Game Master’s permission—a character doesn’t have to choose the same effect each time. Exactly how it works is a matter of description. Lower Defenses might mean encircling the target in smoky blackness via energy control (darkness) so that he can’t see incoming attacks. A radiation blast (ranged attack) might cause dizziness (Lower Trait for Agility) or weakness (Vigor). Or an earthquake might setup a villain for a follow-up ranged attack. It’s all in the description.
  • Delay: The victim must trade his current Action Card with the next character lower than him (he can’t trade with a character on Hold). If the victim already acted this round, the trade occurs on the following round unless the target gets the Joker (which negates the effect).
  • Lower Defenses: The target’s Parry is lowered by 2 until his next action. This is simply a different way to successfully perform the Trick maneuver (see Savage Worlds), so it does not stack with a regular Trick.
  • Lower Trait: One of the target’s attributes and all linked skills suffer a –2 penalty on his next action.
  • Setup: Allies get a +2 bonus against the victim until his next action.
  • Slow: The target’s Pace is halved on his next action.

User avatar
Stoic
Bronze Patron
Bronze Patron
Posts: 392
Joined: Fri May 25, 2018 8:58 am

Re: Saturday Saviors

Post by Stoic » Sun Oct 06, 2019 6:31 pm

The Swamp Team

After departing Marcus's sphere, make a Notice roll. Remember the penalty is pitch black, but any optics or abilites that offset this can be applied.
Cross
Make a Stealth Roll.
GM Bennies 9/9
Wild Card Bennies ?

User avatar
Marcus
Posts: 58
Joined: Mon Jan 21, 2019 8:44 pm

Re: Saturday Saviors

Post by Marcus » Sun Oct 06, 2019 6:38 pm

Notice 5 Success, and has Low Light Vision
GM said I was a little crazy and this roll never happened. Sorry about that.
Stealth 1d8: 1
Wild 1d6: 4
Benny to Reroll
Stealth 1d8: 5
Wild 1d6: 5

LOW LIGHT VISION
Notice 1d6: 4
Wild 1d6: 5
Marcus summons the submarine for them to go across, doing all he can to keep an eye out, while also being as silent as possible.
Bennies 5
Quarterly Reset 3
  • +1 GM Boon for noticing accounting err
    -1 Reroll stealth for submarine
    +1 Never mind, that roll was not needed per the GM.
    -1 Trying to hit that stupid crocodile
    +2 Double Jokers
Marcus
Code Name: Sentinel
Name: Marcus Fallan
Advances:
8 Remaining: 0 Rank: Veteran
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d4, Vigor d8
Cha: +0; Pace: 6; Parry: 7; Toughness: 9 (4) [+4 versus metal] | In Bubble he has 25 (16) [+4 versus metal]
Skills:
  • Athletics d10
  • Common Knowledge d6
  • Fighting d10
  • Investigation d6
  • Notice d6
  • Shooting d10
  • Stealth d10
  • Trade-craft d6
Languages: English, Italian, Japanese, Russian, Spanish

Hindrances:
  • Tongue-Tied (The character often misspeaks or can’t get her words out. –1 to Intimidation, Persuasion, and Taunt rolls.)
  • Hesitant (Draw two Action Cards and take the lowest, except Jokers, which may be kept)
  • Habit (Smoker)
Edges:
  • Arcane Background (Super Powers, free setting rule)
  • Calculating: Ignore up to 2 points of penalties on one action with an Action Card of Five or less
  • Old Timer: The character has seen some stuff. But he has also earned some complications
  • Power Points x3 (The character gains +5 power points, Advance 1, Advance 5, Advance 8)
  • The Best Their Is: The character is allowed to spend 15 points on Matter Control
  • Master: The character may perform power tricks when he uses his power without the -2 penalty. (Advance 6)
  • Dodge: −2 to be hit by ranged attacks.
Powers (25 Power Points)
4 Electromagnetic Awareness (Heightened Senses 3; Infrared Vision, Low Light Vision, Super Sense +2 with Sight, Spacial Awareness +2, Only to sense metals -1)
2 Divided Attention (Extra Action 2, only with Matter Control -1)
1 It Comes Out of Me, and Goes in, No Problem (Resistance to Metal 1)
14 Master of Electromagnetism (Matter Control Metal 7 - d12+5, Toughness 16, 2,500 lbs unencumbered, 5 tons max, Requires Material -2, Range 24")
1 EM Distortion Field (Deflection -2, Requires Activation -1)
3 Ride The Wave (Flight pace x2, Contingent on Master of Metal -1)
Gear
  • (20 Equipment Points)
    TAR-21 (5.56, Range 24/48/96, Damage 2d8, RoF 3, Shots 30, AP 2, Auto, Laser sight)
    Four spare ammo magazines (TAR-21)
    10 Throwing knives (Strength+d4)
    Body Armor (+4, torso only)
    Subvocal Commlink
    Encrypted Smartphone
    Reinforced tablet
    Lighter and cigarettes
    Sneaking suit (Stealth +1)
    1.5 tons of metal ball bearings
Power Tricks = Free for Marcus
When a power affects a target, either as an attack or a resisted effect, a hero may use any of the Power Tricks below by describing the action and taking a –2 penalty to the active skill (or the victim adds +2 to his resistance roll if there is no active roll on the part of the attacker, like fear). If successful, the power works as usual and the Trick chosen from the list below is triggered as well.
Any effect may be used at any time with a good rationale and the Game Master’s permission—a character doesn’t have to choose the same effect each time. Exactly how it works is a matter of description. Lower Defenses might mean encircling the target in smoky blackness via energy control (darkness) so that he can’t see incoming attacks. A radiation blast (ranged attack) might cause dizziness (Lower Trait for Agility) or weakness (Vigor). Or an earthquake might setup a villain for a follow-up ranged attack. It’s all in the description.
  • Delay: The victim must trade his current Action Card with the next character lower than him (he can’t trade with a character on Hold). If the victim already acted this round, the trade occurs on the following round unless the target gets the Joker (which negates the effect).
  • Lower Defenses: The target’s Parry is lowered by 2 until his next action. This is simply a different way to successfully perform the Trick maneuver (see Savage Worlds), so it does not stack with a regular Trick.
  • Lower Trait: One of the target’s attributes and all linked skills suffer a –2 penalty on his next action.
  • Setup: Allies get a +2 bonus against the victim until his next action.
  • Slow: The target’s Pace is halved on his next action.

User avatar
Julie
Posts: 47
Joined: Wed Dec 19, 2018 8:10 pm

Re: Saturday Saviors

Post by Julie » Sun Oct 06, 2019 7:45 pm

Notice 11, Ignores Obscurement Penalties
Notice 1d8: 4
Wild 1d6: 6 + 1d6: 5
Julie keeps low as she exits @Marcus's improvised submarine, keeping her weapon level and trusting to her ESP to guide her in the dark.
Julie
Julie "Thorn" de la Rosa
Parry: 10; Toughness: 11(6)
Relevant Notes for GM: -4 to Ranged attacks against her; Manchurian Candidate; Tactician; Command (+1 to allies Spirit rolls to un-Shake); Jinx; Uncontrollable Precognition
Julie Character Sheet

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Simon CROSS Harris
Posts: 70
Joined: Thu Jan 03, 2019 2:46 pm

Re: Saturday Saviors

Post by Simon CROSS Harris » Sun Oct 06, 2019 9:26 pm

Simon takes his time after leaving the orphanage and works his way into position. Even if he blunders getting set up, he at least provides a distraction for the extraction.

Stealth 6 _
[*] Stealth (1d8) 1d8: 6
[*] Wild (1d6) 1d6: 2

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Kelly
Posts: 38
Joined: Tue Jan 15, 2019 7:00 pm

Re: Saturday Saviors

Post by Kelly » Mon Oct 07, 2019 7:04 pm

Kelly don's the night vision goggles as they sit inside the temporary submarine. No light penetrates the hull, so it doesn't do any good inside the sub, but Kelly surprised when as Marcus removes the top of the sub nothing changes. The tree canopy is so thick that not a single lick of light gets through the densely pack trees.

Before thinking twice, she curses the bad luck. "Well, balls!" she says out loud, then quickly covers her mouth as the sound seems to reverberate through the darkness.

Kelly stretches her hearing trying to listen for any sort of response to her outburst.

Hinderance
Playing up her "Newbie" hinderance here. Clearly not trained for infiltration missions
Notice

Notice 1d6: 3
Wild 1d6: 1
Kelly Robinson
Kelly ‘Quack Robinson

Wounds: 0/4; Fatigue: 0/3
Parry: 4/6
Toughness: 9(4)

Active effects:
Notable Edges: Killer Instinct, Mentalist

Bennies: 3/3
+1 For Keiko Joker
+1 for pointing out card draw discrepancy
-1 for Mind control Re-roll

Adventure Cards:

Edit Signature
Gear
11 EP (factoring in free pistol)
  • (0) Gas Mask
    • 2 lbs
  • (0) Cold Weather Clothes
  • (0) Subvoval Comlink - Speak to the team silently, -4 to notice it
  • (0) Encrypted Smartphone - 24 hour charge, -6 to hack or jam
  • (4) Armored Stealth Suit - +4 armor, +2 to stealth on visual and sound
    • 7lbs
  • (1) Ballistic Helmet - +4 armor on the head
    • 4lbs
  • (¼) Folding Knife - Concealable
    • Str+d4 Damage
    • 1lbs
  • (2) Advanced First Aid Kit
    • 5lbs
    • +1 to healing
  • (1 ¼ ) Incendiary Grenade - Ignores armor, target on fire at 4-6 (separate roll)
    • QTY 5
    • Range 5/10/20
    • MBT
    • 3d6 damage
    • 5lbs
  • (1) Sleeping gas Grenade - Vigor at -4 or knocked out for 2d6 hours, lasts 3 rounds.
    • QTY 4
    • Range 5/10/20
    • MBT
    • 4lbs
  • (½) Tranquilizer Pen - vigor roll at -4 (-6 with raise)
    • Range 3/6/12
    • 1 shot
  • (1) Night vision goggles - eliminates dim and dark penalties
    • 2 lbs

Weight: 23 of 40lbs

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Stoic
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Posts: 392
Joined: Fri May 25, 2018 8:58 am

Re: Saturday Saviors

Post by Stoic » Sat Oct 12, 2019 3:58 pm

Julie spots it first. A massive 15-foot long crocodile. Curiously enough it appears to have an oversized dog collar with spikes around its neck. As the team approaches, it stirs, locking its prehistoric red eyes on them.
Initiative

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.
  • Quick rerolls 16 or less
  • Quickness with a Raise rerolls 24 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).



Julie 1d54: 14
Tactician 1d54: 7
Kelly 1d54: 21
Keiko 1d54: 52
Marcus 1d54: 53
Crocodile (Quick) 1d54: 20
Cross settles into his sniper's nest, aiming the AWM downrange. He uses the scope to have a peek around and spots a man wearing shorts and an open button-up shirt standing on the rooftop of the main center building. He is holding what appears to be an AK-47 and smoking a cigarette. Cross silently chastises the man for poor discipline.
GM Bennies 9/9
Wild Card Bennies ?

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Keiko
Posts: 39
Joined: Fri Dec 21, 2018 8:34 am

Re: Saturday Saviors

Post by Keiko » Sun Oct 13, 2019 4:25 pm

"We're shooting that, right?" Keiko asked in a low voice. "That's definitely a shooty thing? Because I don't think I've got an illusion to mess with a huge alligator."

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Marcus
Posts: 58
Joined: Mon Jan 21, 2019 8:44 pm

Re: Saturday Saviors

Post by Marcus » Sun Oct 13, 2019 8:51 pm

Reaching out with a giant blade of metal Marcus shapes in the form of a 1/2 ton guillotine blade and slices down on the animal. Then, as it is wounded and injured he causes the metal inside to pollute the blood of the creature, distracting it. Whatever feelings they may have, he has no plans to be the creatures food. When the task is completed he recalls the metals back to the team as a protective semi sphere they can cover behind.

to hit 6, 28 damage, Lower Trait: Vigor and all linked skills suffer a –2 penalty on his next action.
Marcus is a master and gets Power Trick for free.
Marcus gets two actions with metal.
First attack, second defend

To hit, Fighting d10, Joker +2
Fighting 1d10+2 = 4: 2
Wild 1d6+2 = 6: 4

Benny to reroll
Fighting 1d10+2 = 6: 4
Wild 1d6+2 = 5: 3

Damage Str 1d12+5 = 14: 9 + Blade Mass 1d12+3 = 14: 11

Lower Trait: One of the target’s attributes and all linked skills suffer a –2 penalty on his next action.
Bennies 5
Quarterly Reset 3
  • +1 GM Boon for noticing accounting err
    -1 Reroll stealth for submarine
    +1 Never mind, that roll was not needed per the GM.
    -1 Trying to hit that stupid crocodile
    +2 Double Jokers
Marcus
Code Name: Sentinel
Name: Marcus Fallan
Advances:
8 Remaining: 0 Rank: Veteran
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d4, Vigor d8
Cha: +0; Pace: 6; Parry: 7; Toughness: 9 (4) [+4 versus metal] | In Bubble he has 25 (16) [+4 versus metal]
Skills:
  • Athletics d10
  • Common Knowledge d6
  • Fighting d10
  • Investigation d6
  • Notice d6
  • Shooting d10
  • Stealth d10
  • Trade-craft d6
Languages: English, Italian, Japanese, Russian, Spanish

Hindrances:
  • Tongue-Tied (The character often misspeaks or can’t get her words out. –1 to Intimidation, Persuasion, and Taunt rolls.)
  • Hesitant (Draw two Action Cards and take the lowest, except Jokers, which may be kept)
  • Habit (Smoker)
Edges:
  • Arcane Background (Super Powers, free setting rule)
  • Calculating: Ignore up to 2 points of penalties on one action with an Action Card of Five or less
  • Old Timer: The character has seen some stuff. But he has also earned some complications
  • Power Points x3 (The character gains +5 power points, Advance 1, Advance 5, Advance 8)
  • The Best Their Is: The character is allowed to spend 15 points on Matter Control
  • Master: The character may perform power tricks when he uses his power without the -2 penalty. (Advance 6)
  • Dodge: −2 to be hit by ranged attacks.
Powers (25 Power Points)
4 Electromagnetic Awareness (Heightened Senses 3; Infrared Vision, Low Light Vision, Super Sense +2 with Sight, Spacial Awareness +2, Only to sense metals -1)
2 Divided Attention (Extra Action 2, only with Matter Control -1)
1 It Comes Out of Me, and Goes in, No Problem (Resistance to Metal 1)
14 Master of Electromagnetism (Matter Control Metal 7 - d12+5, Toughness 16, 2,500 lbs unencumbered, 5 tons max, Requires Material -2, Range 24")
1 EM Distortion Field (Deflection -2, Requires Activation -1)
3 Ride The Wave (Flight pace x2, Contingent on Master of Metal -1)
Gear
  • (20 Equipment Points)
    TAR-21 (5.56, Range 24/48/96, Damage 2d8, RoF 3, Shots 30, AP 2, Auto, Laser sight)
    Four spare ammo magazines (TAR-21)
    10 Throwing knives (Strength+d4)
    Body Armor (+4, torso only)
    Subvocal Commlink
    Encrypted Smartphone
    Reinforced tablet
    Lighter and cigarettes
    Sneaking suit (Stealth +1)
    1.5 tons of metal ball bearings
Power Tricks = Free for Marcus
When a power affects a target, either as an attack or a resisted effect, a hero may use any of the Power Tricks below by describing the action and taking a –2 penalty to the active skill (or the victim adds +2 to his resistance roll if there is no active roll on the part of the attacker, like fear). If successful, the power works as usual and the Trick chosen from the list below is triggered as well.
Any effect may be used at any time with a good rationale and the Game Master’s permission—a character doesn’t have to choose the same effect each time. Exactly how it works is a matter of description. Lower Defenses might mean encircling the target in smoky blackness via energy control (darkness) so that he can’t see incoming attacks. A radiation blast (ranged attack) might cause dizziness (Lower Trait for Agility) or weakness (Vigor). Or an earthquake might setup a villain for a follow-up ranged attack. It’s all in the description.
  • Delay: The victim must trade his current Action Card with the next character lower than him (he can’t trade with a character on Hold). If the victim already acted this round, the trade occurs on the following round unless the target gets the Joker (which negates the effect).
  • Lower Defenses: The target’s Parry is lowered by 2 until his next action. This is simply a different way to successfully perform the Trick maneuver (see Savage Worlds), so it does not stack with a regular Trick.
  • Lower Trait: One of the target’s attributes and all linked skills suffer a –2 penalty on his next action.
  • Setup: Allies get a +2 bonus against the victim until his next action.
  • Slow: The target’s Pace is halved on his next action.

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Kelly
Posts: 38
Joined: Tue Jan 15, 2019 7:00 pm

Re: Saturday Saviors

Post by Kelly » Mon Oct 14, 2019 9:41 am

Keiko wrote:
Sun Oct 13, 2019 4:25 pm
"We're shooting that, right?" Keiko asked in a low voice. "That's definitely a shooty thing? Because I don't think I've got an illusion to mess with a huge alligator."
"Shooting it might be a little loud don't you think? If we are trying to sneak in, that might not be the best idea."

As she finishes, Marcus drops a massive blade of metal on the creature. Which is probably quieter than a gun shot but still...

Kelly uses the only weapon available to her at this range, which just so happens to be silent.

She reaches out with her mind until she senses the crocodile's consciousness, and with a mental push attempts to crush it.
Mental attack
Shooting 1d6: 2
Wild 1d6: 6
Ace! 1d6+6 = 10: 4

Damage 2d6: 1, 1+Raise(if applicable) 1d6: 1
Kelly Robinson
Kelly ‘Quack Robinson

Wounds: 0/4; Fatigue: 0/3
Parry: 4/6
Toughness: 9(4)

Active effects:
Notable Edges: Killer Instinct, Mentalist

Bennies: 3/3
+1 For Keiko Joker
+1 for pointing out card draw discrepancy
-1 for Mind control Re-roll

Adventure Cards:

Edit Signature
Gear
11 EP (factoring in free pistol)
  • (0) Gas Mask
    • 2 lbs
  • (0) Cold Weather Clothes
  • (0) Subvoval Comlink - Speak to the team silently, -4 to notice it
  • (0) Encrypted Smartphone - 24 hour charge, -6 to hack or jam
  • (4) Armored Stealth Suit - +4 armor, +2 to stealth on visual and sound
    • 7lbs
  • (1) Ballistic Helmet - +4 armor on the head
    • 4lbs
  • (¼) Folding Knife - Concealable
    • Str+d4 Damage
    • 1lbs
  • (2) Advanced First Aid Kit
    • 5lbs
    • +1 to healing
  • (1 ¼ ) Incendiary Grenade - Ignores armor, target on fire at 4-6 (separate roll)
    • QTY 5
    • Range 5/10/20
    • MBT
    • 3d6 damage
    • 5lbs
  • (1) Sleeping gas Grenade - Vigor at -4 or knocked out for 2d6 hours, lasts 3 rounds.
    • QTY 4
    • Range 5/10/20
    • MBT
    • 4lbs
  • (½) Tranquilizer Pen - vigor roll at -4 (-6 with raise)
    • Range 3/6/12
    • 1 shot
  • (1) Night vision goggles - eliminates dim and dark penalties
    • 2 lbs

Weight: 23 of 40lbs

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Simon CROSS Harris
Posts: 70
Joined: Thu Jan 03, 2019 2:46 pm

Re: Saturday Saviors

Post by Simon CROSS Harris » Wed Oct 16, 2019 12:06 pm

Stoic wrote:
Sat Oct 12, 2019 3:58 pm
Cross settles into his sniper's nest, aiming the AWM downrange. He uses the scope to have a peek around and spots a man wearing shorts and an open button-up shirt standing on the rooftop of the main center building. He is holding what appears to be an AK-47 and smoking a cigarette. Cross silently chastises the man for poor discipline.
Cross whispers to himself, "Idiot. Let me end your stupidity."

Shooting 9, Damage 25, AP 4
Aim: Ignore 4 pts Shooting Penalty
Marksman: Ignore 2 pts Shooting Penalty
Called Shot (Head): -4
Multi Vision Scope: +2 Shooting
<<Cumulative: +2>>

[*] Shooting (1d10) 1d10: 7
[*] Wild (1d6) 1d6: 4

Assassin: +2 Damage
Suppressor: -1 Damage
<<Cumulative: +1>>

[*] Damage (2d10) 2d10: 10, 1
[*] Aced! Damage (1d10+11) 1d10+11 = 19: 8
[*] Bonus Damage (1d6) 1d6: 5
Cross waits until the gunman takes a drag on his cigarette and the ember end flares up. The shot is accurate and precise and he never hears a thing.

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Stoic
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Re: Saturday Saviors

Post by Stoic » Wed Oct 16, 2019 6:21 pm

Que's heavy blade neatly cuts the alligator in two. The team waits for a moment to see if the heavy thud was noticed, but as far as they can tell, they are still undetected.

Cross sees the telltale pink mist spray out of the head as he perfectly shoots the target in the brain. The body tumbles to rest on the roof and as far as Cross can tell, none the wiser.
GM Bennies 9/9
Wild Card Bennies ?

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Julie
Posts: 47
Joined: Wed Dec 19, 2018 8:10 pm

Re: Saturday Saviors

Post by Julie » Wed Oct 16, 2019 6:32 pm

”Quick thinking, team. Let’s keep it quiet now and get in before this swamp gives us away.” Julie says in a command whisper.
Julie
Julie "Thorn" de la Rosa
Parry: 10; Toughness: 11(6)
Relevant Notes for GM: -4 to Ranged attacks against her; Manchurian Candidate; Tactician; Command (+1 to allies Spirit rolls to un-Shake); Jinx; Uncontrollable Precognition
Julie Character Sheet

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Simon CROSS Harris
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Joined: Thu Jan 03, 2019 2:46 pm

Re: Saturday Saviors

Post by Simon CROSS Harris » Wed Oct 16, 2019 6:54 pm

Notice 9 _
Alertness: +2 Notice
AWM Scope: +2 Notice
Fox's Cunning: Ignore Obscurement (3; 12 of 15)
Eyes of the Eagle: Double Max visible range (1; 11 of 15)

[*] Notice (1d6) 1d6: 5
[*] Wild (1d6) 1d6: 3
Cross utilizes the Multi Vision Scope to view the field before him. Then laying his rifle to rest, he uses his natural sight to view things up close and behind him. No surprises.

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Stoic
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Re: Saturday Saviors

Post by Stoic » Wed Oct 16, 2019 7:04 pm

Cross sees a man in his early 20's leave the building in the middle and head toward the building on the right. He is walking behind a boy who appears to be 10 or so, holding an AK-47 pointed at the boys head. Cross suspects there's a decent chance that if he doesn't make an absolutely perfect shot to the brainstem, his body will jerk the trigger instinctively.
GM Bennies 9/9
Wild Card Bennies ?

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Kelly
Posts: 38
Joined: Tue Jan 15, 2019 7:00 pm

Re: Saturday Saviors

Post by Kelly » Wed Oct 16, 2019 7:15 pm

Kelly hears the confirmation from cross regarding the dropped guard, and cocks one eyebrow - not that anyone can see it.

Damn. That's a hell of a silencer you'e got on that rifle. I didn't hear a thing...
Kelly Robinson
Kelly ‘Quack Robinson

Wounds: 0/4; Fatigue: 0/3
Parry: 4/6
Toughness: 9(4)

Active effects:
Notable Edges: Killer Instinct, Mentalist

Bennies: 3/3
+1 For Keiko Joker
+1 for pointing out card draw discrepancy
-1 for Mind control Re-roll

Adventure Cards:

Edit Signature
Gear
11 EP (factoring in free pistol)
  • (0) Gas Mask
    • 2 lbs
  • (0) Cold Weather Clothes
  • (0) Subvoval Comlink - Speak to the team silently, -4 to notice it
  • (0) Encrypted Smartphone - 24 hour charge, -6 to hack or jam
  • (4) Armored Stealth Suit - +4 armor, +2 to stealth on visual and sound
    • 7lbs
  • (1) Ballistic Helmet - +4 armor on the head
    • 4lbs
  • (¼) Folding Knife - Concealable
    • Str+d4 Damage
    • 1lbs
  • (2) Advanced First Aid Kit
    • 5lbs
    • +1 to healing
  • (1 ¼ ) Incendiary Grenade - Ignores armor, target on fire at 4-6 (separate roll)
    • QTY 5
    • Range 5/10/20
    • MBT
    • 3d6 damage
    • 5lbs
  • (1) Sleeping gas Grenade - Vigor at -4 or knocked out for 2d6 hours, lasts 3 rounds.
    • QTY 4
    • Range 5/10/20
    • MBT
    • 4lbs
  • (½) Tranquilizer Pen - vigor roll at -4 (-6 with raise)
    • Range 3/6/12
    • 1 shot
  • (1) Night vision goggles - eliminates dim and dark penalties
    • 2 lbs

Weight: 23 of 40lbs

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Simon CROSS Harris
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Joined: Thu Jan 03, 2019 2:46 pm

Re: Saturday Saviors

Post by Simon CROSS Harris » Wed Oct 16, 2019 7:19 pm

Stoic wrote:
Wed Oct 16, 2019 7:04 pm
Cross sees a man in his early 20's leave the building in the middle and head toward the building on the right. He is walking behind a boy who appears to be 10 or so, holding an AK-47 pointed at the boys head. Cross suspects there's a decent chance that if he doesn't make an absolutely perfect shot to the brainstem, his body will jerk the trigger instinctively.
The pressure is on and Cross locks in another round to the chamber. Timing is everything.

As he sets to pull the trigger, he says silently to the boy, trip, fall, and roll to your right.

Shooting 7, Damage 8, AP 4
Aim: Ignore 4 pts Shooting Penalty
Marksman: Ignore 2 pts Shooting Penalty
Called Shot (Head): -4
Multi Vision Scope: +2 Shooting
<<Cumulative: +2>>

[*] Shooting (1d10) 1d10: 2
[*] Wild (1d6) 1d6: 5

Assassin: +2 Damage
Suppressor: -1 Damage
<<Cumulative: +1>>

[*] Damage (2d10) 2d10: 6, 1
Take cover kid. The storm is coming.

"Roof Top Sentry Down."

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Stoic
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Re: Saturday Saviors

Post by Stoic » Wed Oct 16, 2019 7:38 pm

Again a single shot results in a single dead bad guy. Cross comes through again with a perfect shot and the gunman drops without incident. The boy however turns and sees the body, causing him to scream which both parties and probably everyone in a mile radius heard. As if in defense, flames erupt around his body, lighting up the compound in a large burst template around him.
Initiative
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
Quick rerolls 16 or less
Quickness with a Raise rerolls 24 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).

Julie 1d56: 13
Tactician 1d56: 47
Keiko 1d56: 55
Kelly 1d56: 29
Hesitant 1d56: 41
Marcus 1d56: 29
Cautious 1d56: 9
Cross 1d56: 20
Bad guys 1d56: 8
Flaming Kid 1d56: 36

Keiko pulled a Joker so everyone gets a Benny and Keiko gets a +2 for actions and to damage. Julie got a 55 for tactician, but it isn't necessary as the bad guys go last. However, you don't technically see any right now so I'll just say for the sake of convenience that you see them run out, six men armed with AK-47 rifles. The group at the back are abought 20 inches away from the part of the compound that's cleared of jungle. Cross sees two men come out of the building to his right. The other four are in the back, and can easily be heard as they are shouting all sorts of obscenities and a confusing series of commands.
Order: The Bad Guys go last
The flaming kid takes off heading in Cross's direction. One of the armed men chases after him, but is difficult to see through the flames. Fortunately, Cross has no issue whatsoever with this.
GM Bennies 9/9
Wild Card Bennies ?

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Simon CROSS Harris
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Re: Saturday Saviors

Post by Simon CROSS Harris » Wed Oct 16, 2019 8:15 pm

Cross follows the kid in flames and prays that the ground and foliage is sufficiently saturated so it won't light on fire. Also Cross is not concerned with the kid running his direction as he is aways away and the kid will likely exhaust himself before reaching Cross.

Two men following the kid. Shoot which one first? The slower one first. When the first turns to see why the other has gone silent, drop the lead. (Complication. Two Targets. RoF 1. MAP required.)

Shooting Trailer 10, Damage 4, AP 4
Aim: Ignore 4 pts Shooting Penalty
Marksman: Ignore 2 pts Shooting Penalty
Called Shot (Head): -4
MAP: -2
Multi Vision Scope: +2 Shooting
<<Cumulative: +2>>

[*] Shooting (1d10) 1d10: 7
[*] Wild (1d6) 1d6: 6
[*] Aced! Wild (1d6+6) 1d6+6 = 8: 2

Assassin: +2 Damage
Suppressor: -1 Damage
<<Cumulative: +1>>

[*] Damage (2d10) 2d10: 1, 1
[*] Bonus (1d6) 1d6: 1
Shooting Lead 10, Damage 10, AP 4
Aim: Ignore 4 pts Shooting Penalty
Marksman: Ignore 2 pts Shooting Penalty
Called Shot (Head): -4
MAP: -2
Multi Vision Scope: +2 Shooting
<<Cumulative: +2>>

[*] Shooting (1d10) 1d10: 8
[*] Wild (1d6) 1d6: 2

Assassin: +2 Damage
Suppressor: -1 Damage
<<Cumulative: +1>>

[*] Damage (2d10) 2d10: 6, 3
[*] Bonus (1d6) 1d6: 1
Note to Self. Head shots on moving targets through a running efreet. Barely made the first shot. The second was a little better.

"Two more down. Someone needs to look after the little efreet. I have a general idea of where he is and where he will be when burns out."

"Would greatly appreciate a body count of how many assumed perps we have."

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Keiko
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Re: Saturday Saviors

Post by Keiko » Tue Oct 29, 2019 10:50 pm

Even wrapped in light, slipping between the ambient photons, Keiko kept low as she ghosted in closer to the buildings. Even stray shots could accidentally hit her. One thing she'd had to learn fast about being invisible was that it was surprisingly dangerous. A lot better than being in full view against armed soldiers though!

First, she needed some covering fire... From further back, emerging from the treeline, she painted the image of a tight cluster of men in dark armor, with rifles in their hands. They took up cover there and kneeled down. Moments later, the sound of assault rifle fire and muzzle flashes started up as the elite Spec Ops team began their assault!

Meanwhile, invisible Keiko paused to take aim at one of the soldiers with her suppressed pistol and pulled the trigger. A much quieter gunshot amidst the cacophony, and when it hit one of the hurrying troops, that real bullet would give the phony attack a delicious hint of gritty realism.

Rolls: Shooting 5, damage 9
Okay, can't get within 12" this turn, but will get 6" closer...to 14" away, and create an illusion of an attack further away. Then take a shot with silenced pistol.

1d4: 4 or 1d6: 3, +2 from Joker is cancelled by range penalty. Does 2d6+2 = 9: 3, 4 on a hit.
Ace! 1d4: 1

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Marcus
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Re: Saturday Saviors

Post by Marcus » Wed Oct 30, 2019 7:28 am

Ensuring @Kelly is safely in his dome Marcus follows Julie's orders and taking a running leap for the wall, Marcus somehow impossibly makes the leap of over 30' landing, pulling his great metal sphere with him as he goes. Then like impossibly large cannon shots two large quarter ton balls of steel lance out smashing through the one man , and narrowly missing another of the men before rebounding back dragging the metals around the crushed men back and orbiting Marcus like a massively over-sized helium model.

The impact is such that for the brief moment the men live after being knocked aside by the effect mass of a small car is so stunning the men find their last moments fogged.

Eliminates one man, 9 Fighting for 25 damage
Flight 12" gets me to the roof.

Fighting 1d10: 6
Wild 1d6: 6 Ace 1d6: 3
Free Trick if they live: Lower Trait: One of the target’s attributes and all linked skills suffer a –2 penalty on his next action.
Damage: Strength 1d12+5 = 17: 12 plus mass of sphere 1d12+2 = 5: 3
Damage Ace 1d12: 3

Fighting 1d10: 1
Wild 1d6: 3
Free Trick if they live: Lower Trait: One of the target’s attributes and all linked skills suffer a –2 penalty on his next action.
Damage: Strength 1d12+5 = 14: 9 plus mass of sphere 1d12+2 = 14: 12
Bennies 5
Quarterly Reset 3
  • +1 GM Boon for noticing accounting err
    -1 Reroll stealth for submarine
    +1 Never mind, that roll was not needed per the GM.
    -1 Trying to hit that stupid crocodile
    +2 Double Jokers
Marcus
Code Name: Sentinel
Name: Marcus Fallan
Advances:
8 Remaining: 0 Rank: Veteran
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d4, Vigor d8
Cha: +0; Pace: 6; Parry: 7; Toughness: 9 (4) [+4 versus metal] | In Bubble he has 25 (16) [+4 versus metal]
Skills:
  • Athletics d10
  • Common Knowledge d6
  • Fighting d10
  • Investigation d6
  • Notice d6
  • Shooting d10
  • Stealth d10
  • Trade-craft d6
Languages: English, Italian, Japanese, Russian, Spanish

Hindrances:
  • Tongue-Tied (The character often misspeaks or can’t get her words out. –1 to Intimidation, Persuasion, and Taunt rolls.)
  • Hesitant (Draw two Action Cards and take the lowest, except Jokers, which may be kept)
  • Habit (Smoker)
Edges:
  • Arcane Background (Super Powers, free setting rule)
  • Calculating: Ignore up to 2 points of penalties on one action with an Action Card of Five or less
  • Old Timer: The character has seen some stuff. But he has also earned some complications
  • Power Points x3 (The character gains +5 power points, Advance 1, Advance 5, Advance 8)
  • The Best Their Is: The character is allowed to spend 15 points on Matter Control
  • Master: The character may perform power tricks when he uses his power without the -2 penalty. (Advance 6)
  • Dodge: −2 to be hit by ranged attacks.
Powers (25 Power Points)
4 Electromagnetic Awareness (Heightened Senses 3; Infrared Vision, Low Light Vision, Super Sense +2 with Sight, Spacial Awareness +2, Only to sense metals -1)
2 Divided Attention (Extra Action 2, only with Matter Control -1)
1 It Comes Out of Me, and Goes in, No Problem (Resistance to Metal 1)
14 Master of Electromagnetism (Matter Control Metal 7 - d12+5, Toughness 16, 2,500 lbs unencumbered, 5 tons max, Requires Material -2, Range 24")
1 EM Distortion Field (Deflection -2, Requires Activation -1)
3 Ride The Wave (Flight pace x2, Contingent on Master of Metal -1)
Gear
  • (20 Equipment Points)
    TAR-21 (5.56, Range 24/48/96, Damage 2d8, RoF 3, Shots 30, AP 2, Auto, Laser sight)
    Four spare ammo magazines (TAR-21)
    10 Throwing knives (Strength+d4)
    Body Armor (+4, torso only)
    Subvocal Commlink
    Encrypted Smartphone
    Reinforced tablet
    Lighter and cigarettes
    Sneaking suit (Stealth +1)
    1.5 tons of metal ball bearings
Power Tricks = Free for Marcus
When a power affects a target, either as an attack or a resisted effect, a hero may use any of the Power Tricks below by describing the action and taking a –2 penalty to the active skill (or the victim adds +2 to his resistance roll if there is no active roll on the part of the attacker, like fear). If successful, the power works as usual and the Trick chosen from the list below is triggered as well.
Any effect may be used at any time with a good rationale and the Game Master’s permission—a character doesn’t have to choose the same effect each time. Exactly how it works is a matter of description. Lower Defenses might mean encircling the target in smoky blackness via energy control (darkness) so that he can’t see incoming attacks. A radiation blast (ranged attack) might cause dizziness (Lower Trait for Agility) or weakness (Vigor). Or an earthquake might setup a villain for a follow-up ranged attack. It’s all in the description.
  • Delay: The victim must trade his current Action Card with the next character lower than him (he can’t trade with a character on Hold). If the victim already acted this round, the trade occurs on the following round unless the target gets the Joker (which negates the effect).
  • Lower Defenses: The target’s Parry is lowered by 2 until his next action. This is simply a different way to successfully perform the Trick maneuver (see Savage Worlds), so it does not stack with a regular Trick.
  • Lower Trait: One of the target’s attributes and all linked skills suffer a –2 penalty on his next action.
  • Setup: Allies get a +2 bonus against the victim until his next action.
  • Slow: The target’s Pace is halved on his next action.

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Julie
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Joined: Wed Dec 19, 2018 8:10 pm

Re: Saturday Saviors

Post by Julie » Sat Nov 02, 2019 5:38 am

Julie comes to herself suddenly, as if waking from a dream. Wait, was my mind wandering? What happened just now? Did I lose time again? She checks herself over and doesn't find anything out of place (unlike that odd swab that mysteriously appeared in her pocket last mission...) and then snaps back to the task. Contact!

As her team jumps into action, she issues a few, quick orders. "Quack (@Kelly), you're with Sentinel (@Marcus). Keep up as best you can, without getting too close. Kitsune (@Keiko), I'll stick with you. Everyone keep an eye on your battle buddy."

With that, Julie moves as quickly as she can (Pace 12) towards the target building, lighting up hostiles as she sees them with her bullpup rifle. She keeps some distance from Keiko so as to not give away the illusionist's position, but stays within sight of her battle buddy. Fortunately, Julie's ESP lets her rely on instinct to find what she's looking for, making her immune to Keiko's illusions.
Shooting: Hit 1 for 12 damage, AP 2, Hit another for 10 damage, AP 2, Missed a third
Shooting 1 1d8: 1 (optical sight and foregrip cancel out autofire penalty)
Shooting 2 1d8: 5
Shooting 3 1d8: 1
Wild 1d6: 4

Damage from first hit 2d8: 6, 6 AP 2
Damage from second hit 2d8: 7, 3 AP 2
-10 bullets
Julie
Julie "Thorn" de la Rosa
Parry: 10; Toughness: 11(6)
Relevant Notes for GM: -4 to Ranged attacks against her; Manchurian Candidate; Tactician; Command (+1 to allies Spirit rolls to un-Shake); Jinx; Uncontrollable Precognition
Julie Character Sheet

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Kelly
Posts: 38
Joined: Tue Jan 15, 2019 7:00 pm

Re: Saturday Saviors

Post by Kelly » Sat Nov 02, 2019 9:18 pm

Julie wrote:
Sat Nov 02, 2019 5:38 am

As her team jumps into action, she issues a few, quick orders. "Quack (@Kelly), you're with Sentinel (@Marcus). Keep up as best you can, without getting too close. Kitsune (@Keiko), I'll stick with you. Everyone keep an eye on your battle buddy."
Even as the the adrenaline starts to pump and the chaos of an open battle field floods her senses, Kelly still has the presence of mind to roll her eyes at the use of her "call sign".

"Seriously though, there's got to be something better than 'Quack'. Anything would be better actually...How about 'Doc' - You know you all would love the opportunity to say 'What's up, doc?'"

She spends her last free second wondering if the bugs bunny imitation actually come through over sub-vocal comms, then she is caught up completely in the battle.

Kelly sloshes out of the watercraft with a little less grace than Marcus, pulling up beside the metal-mancer as she extends her senses to detect any I'll intent aimed in her direction (Activate Deflection, -2 to range attacks against Kelly). Then she hones her focus on a single one of the attackers who has streamed from the buildind and started taking cover, and in an invisible burst of effort assaults his mind.

Mind Control - 7
Mind control (+2 from Mentalist)
Smarts 1d10+2 = 5: 3
Wild 1d6+2 = 4: 2

Bennie to RR
Smarts 1d10+2 = 5: 3
Wild 1d6+2 = 7: 5
Even as she envelops the gangers mind with her own, she shouts out to Marcus, "I think I've got one. Shield me!"

(Kelly wants Marcus to bring her into his Metal Bubble for shielding)
Kelly Robinson
Kelly ‘Quack Robinson

Wounds: 0/4; Fatigue: 0/3
Parry: 4/6
Toughness: 9(4)

Active effects:
Notable Edges: Killer Instinct, Mentalist

Bennies: 3/3
+1 For Keiko Joker
+1 for pointing out card draw discrepancy
-1 for Mind control Re-roll

Adventure Cards:

Edit Signature
Gear
11 EP (factoring in free pistol)
  • (0) Gas Mask
    • 2 lbs
  • (0) Cold Weather Clothes
  • (0) Subvoval Comlink - Speak to the team silently, -4 to notice it
  • (0) Encrypted Smartphone - 24 hour charge, -6 to hack or jam
  • (4) Armored Stealth Suit - +4 armor, +2 to stealth on visual and sound
    • 7lbs
  • (1) Ballistic Helmet - +4 armor on the head
    • 4lbs
  • (¼) Folding Knife - Concealable
    • Str+d4 Damage
    • 1lbs
  • (2) Advanced First Aid Kit
    • 5lbs
    • +1 to healing
  • (1 ¼ ) Incendiary Grenade - Ignores armor, target on fire at 4-6 (separate roll)
    • QTY 5
    • Range 5/10/20
    • MBT
    • 3d6 damage
    • 5lbs
  • (1) Sleeping gas Grenade - Vigor at -4 or knocked out for 2d6 hours, lasts 3 rounds.
    • QTY 4
    • Range 5/10/20
    • MBT
    • 4lbs
  • (½) Tranquilizer Pen - vigor roll at -4 (-6 with raise)
    • Range 3/6/12
    • 1 shot
  • (1) Night vision goggles - eliminates dim and dark penalties
    • 2 lbs

Weight: 23 of 40lbs

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Marcus
Posts: 58
Joined: Mon Jan 21, 2019 8:44 pm

Re: Saturday Saviors

Post by Marcus » Mon Nov 04, 2019 8:37 am

Kelly wrote:
Sat Nov 02, 2019 9:18 pm
"Seriously though, there's got to be something better than 'Quack'. Anything would be better actually...How about 'Doc' - You know you all would love the opportunity to say 'What's up, doc?'"
Sentinel hears the complaint an laughs. his adrenaline is to shot through his body with the heat of combat and gun fire for his stuttering to manifest as he says. "Sure thing Doc." After all if there was one honor he could give to a team mate it would be to respect their name.
Bennies 5
Quarterly Reset 3
  • +1 GM Boon for noticing accounting err
    -1 Reroll stealth for submarine
    +1 Never mind, that roll was not needed per the GM.
    -1 Trying to hit that stupid crocodile
    +2 Double Jokers
Marcus
Code Name: Sentinel
Name: Marcus Fallan
Advances:
8 Remaining: 0 Rank: Veteran
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d4, Vigor d8
Cha: +0; Pace: 6; Parry: 7; Toughness: 9 (4) [+4 versus metal] | In Bubble he has 25 (16) [+4 versus metal]
Skills:
  • Athletics d10
  • Common Knowledge d6
  • Fighting d10
  • Investigation d6
  • Notice d6
  • Shooting d10
  • Stealth d10
  • Trade-craft d6
Languages: English, Italian, Japanese, Russian, Spanish

Hindrances:
  • Tongue-Tied (The character often misspeaks or can’t get her words out. –1 to Intimidation, Persuasion, and Taunt rolls.)
  • Hesitant (Draw two Action Cards and take the lowest, except Jokers, which may be kept)
  • Habit (Smoker)
Edges:
  • Arcane Background (Super Powers, free setting rule)
  • Calculating: Ignore up to 2 points of penalties on one action with an Action Card of Five or less
  • Old Timer: The character has seen some stuff. But he has also earned some complications
  • Power Points x3 (The character gains +5 power points, Advance 1, Advance 5, Advance 8)
  • The Best Their Is: The character is allowed to spend 15 points on Matter Control
  • Master: The character may perform power tricks when he uses his power without the -2 penalty. (Advance 6)
  • Dodge: −2 to be hit by ranged attacks.
Powers (25 Power Points)
4 Electromagnetic Awareness (Heightened Senses 3; Infrared Vision, Low Light Vision, Super Sense +2 with Sight, Spacial Awareness +2, Only to sense metals -1)
2 Divided Attention (Extra Action 2, only with Matter Control -1)
1 It Comes Out of Me, and Goes in, No Problem (Resistance to Metal 1)
14 Master of Electromagnetism (Matter Control Metal 7 - d12+5, Toughness 16, 2,500 lbs unencumbered, 5 tons max, Requires Material -2, Range 24")
1 EM Distortion Field (Deflection -2, Requires Activation -1)
3 Ride The Wave (Flight pace x2, Contingent on Master of Metal -1)
Gear
  • (20 Equipment Points)
    TAR-21 (5.56, Range 24/48/96, Damage 2d8, RoF 3, Shots 30, AP 2, Auto, Laser sight)
    Four spare ammo magazines (TAR-21)
    10 Throwing knives (Strength+d4)
    Body Armor (+4, torso only)
    Subvocal Commlink
    Encrypted Smartphone
    Reinforced tablet
    Lighter and cigarettes
    Sneaking suit (Stealth +1)
    1.5 tons of metal ball bearings
Power Tricks = Free for Marcus
When a power affects a target, either as an attack or a resisted effect, a hero may use any of the Power Tricks below by describing the action and taking a –2 penalty to the active skill (or the victim adds +2 to his resistance roll if there is no active roll on the part of the attacker, like fear). If successful, the power works as usual and the Trick chosen from the list below is triggered as well.
Any effect may be used at any time with a good rationale and the Game Master’s permission—a character doesn’t have to choose the same effect each time. Exactly how it works is a matter of description. Lower Defenses might mean encircling the target in smoky blackness via energy control (darkness) so that he can’t see incoming attacks. A radiation blast (ranged attack) might cause dizziness (Lower Trait for Agility) or weakness (Vigor). Or an earthquake might setup a villain for a follow-up ranged attack. It’s all in the description.
  • Delay: The victim must trade his current Action Card with the next character lower than him (he can’t trade with a character on Hold). If the victim already acted this round, the trade occurs on the following round unless the target gets the Joker (which negates the effect).
  • Lower Defenses: The target’s Parry is lowered by 2 until his next action. This is simply a different way to successfully perform the Trick maneuver (see Savage Worlds), so it does not stack with a regular Trick.
  • Lower Trait: One of the target’s attributes and all linked skills suffer a –2 penalty on his next action.
  • Setup: Allies get a +2 bonus against the victim until his next action.
  • Slow: The target’s Pace is halved on his next action.

User avatar
Simon CROSS Harris
Posts: 70
Joined: Thu Jan 03, 2019 2:46 pm

Re: Saturday Saviors

Post by Simon CROSS Harris » Thu Nov 07, 2019 3:30 pm

Marcus wrote:
Mon Nov 04, 2019 8:37 am
Kelly wrote:
Sat Nov 02, 2019 9:18 pm
"Seriously though, there's got to be something better than 'Quack'. Anything would be better actually...How about 'Doc' - You know you all would love the opportunity to say 'What's up, doc?'"
Sentinel hears the complaint an laughs. his adrenaline is to shot through his body with the heat of combat and gun fire for his stuttering to manifest as he says. "Sure thing Doc." After all if there was one honor he could give to a team mate it would be to respect their name.
Hearing the conversation between @Kelly and @Marcus, an old seventies flick comes to mind, What's Up Doc. Cross suppresses the urge to laugh but does were a chesire cat like smile for a bit as an after thought.

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Stoic
Bronze Patron
Bronze Patron
Posts: 392
Joined: Fri May 25, 2018 8:58 am

Re: Saturday Saviors

Post by Stoic » Wed Nov 20, 2019 9:17 pm

A tall slender Haitian man comes out of the middle building. He is wearing a top hat and a long coat with tails. Underneath that he is shirtless and wearing Adidas track pants with no shoes. He has a young girl a couple of feet in front of him, a sawed-off double-barrel shotgun pointed at the back of her skull. He simply stands there and a wave of fear ripples through you all.
Fear
Spirit 1d8: 5
Wild Die 1d6: 4
Roll to resist at a -2
Initiative
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
Quick rerolls 16 or less
Quickness with a Raise rerolls 24 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).

Julie 1d56: 23
Tactician 1d56: 8
Keiko 1d56: 24
Kelly 1d56: 23
Marcus 1d56: 35
Cautious 1d56: 22
Cross 1d56: 22
Bad guys 1d56: 50
Flaming Kid 1d56: 25

Order: The bad guy goes first. He is holding his action. Cross is not able to see him currently as a building or two is in the way. Everyone has has a clear view.
GM Bennies 9/9
Wild Card Bennies ?

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