Chapter 6: The Start Line

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Tex Arcana
Posts: 96
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter 6: The Start Line

Post by Tex Arcana »

Tex clicks the pair of credit stick together as he thinks, We aren't going to be trace these back to whomever paid them directly, it's the whole point of using unsecured credit sticks is to maintain anonymity.

With Dawn's recognition of a scent and of a possible connection with some local ruins, he contacts the rest of the team. "If you find anything, don't take off on your own. These guys are just waiting for us to rush off without any preparation. William believes he's mystically uncovered a connection with some nearby ruins, and Dawn thinks she recognizes the scent of a woman she met earlier."

Common Knowledge: 1d6!: [4] = 4 | Where are the ruins and Davidson Gulch in relation to Charity.
Wild Die: 1d6!: [1] = 1

With Tiny Tim's and Ajax's info, he says, "Let's regroup and make sure we are geared up. It sounds like this Davidson Gulch is nearby. We've already proven that we are not great at being sneaky, I'd rather get these mercenaries taken care of rather than find them at our backs."

I
OOC Comments
I'd like us to not approach the mercenaries during the day, and have time to recharge any PPE/ISP.
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Erebus Caine
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Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter 6: The Start Line

Post by Erebus Caine »

Colorado Baronies/Charity/City Hall
Round 0

Erebus Caine chimed in on the channel. “Got a lead on the girl, too,” he said. “She’s got a bolt hole in the ruins of Denver. Those might be the ruins your spider is holed up in.”
Turn
Free Action:
Action:
Move:
Loot
2 CP-40 Laser Rifles
***
Character Info
Pace: 8 (Run d8); Parry: 6 (8 with JA-11); Toughness: 15 (6)
Bennies: 2/3
Rifle Ammo: 36/60
  • 2 x spare long clips 30 each
Pistol Ammo: 29/30
  • 2 x spare short clips 30 each
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 3/4
Medi-Gel: 9/10
Wealth: d10
Encumbrance: 36.75/20 lb
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
Rapid Fire: Increase ROF +1
Steady Hands: Ignore Unstable Platform penalty. Reduce Running penalty to -1.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
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Mars
Posts: 123
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter 6: The Start Line

Post by Mars »

Lace nods along with @Tiny Tim and @Ajax. "Aye. We've got to go look into those mercs. They knew way too much about us for my liking. Do we split up?"

To @Erebus Caine she says, "Can I have one of those extra rifles? I traded my good one, and all I've got at the moment is this shoddy knockoff," indicating her black market laser rifle.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 14 (5) w/o tactical plates |17 (7) w/tactical plates | 19(7) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state), Multiple Personalities
Mars Character Sheet
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Dawn Swiftrunner
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Re: Chapter 6: The Start Line

Post by Dawn Swiftrunner »

Dawn shook her head at Tex. "Bad news is, not with my brain. Good news is, I got somethin' with this." She tapped her snoot. "This hankie here smells a lot like Caine's lady friend, so I figure we oughta pay her a visit. If nothin' else, I'd like my shirt back."

Off someone's glance, she arched an eyebrow. "What? I like that shirt. When you find one that fits you wanna hang onto it."
A good dog.
OOC Comments
Pace: 10; Running Die: d12; Parry: 6; Toughness: 15 (6)
- Parry is 9 with psi-shield active, and enemies have a -4 cover penalty to hit
- When attacked with technological attacks, enemies take -2 on their rolls.

Bennies: 4
- Gained 1 Jan 31 2021 for good RP (see Discord)
- Spent 1 to reroll Fighting on April 11 2021
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Icosa
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Location: 1st SET

Re: Chapter 6: The Start Line

Post by Icosa »

As the others investigate, Icosa prepares. She examines one of the two men that had held her at gunpoint closely, creating a map of his face and approximate build, along with a vocal imitation algorithm from the recordings of his speech earlier. Possibly useful if some scouting was to be done, though she couldn't do much about the armor now. A suitable story would have to be invented.

"We've secured some physical evidence," Icosa concludes as she finishes up and joins Dawn and Tex. "The Davison location is closer than the ruins. I suggest we hit it first, see if we can find additional evidence there, then proceed to the ruins. Between those sites, we should be able to clear our names and stop further attacks from taking place. At least until others that the Coalition sends after us catch up."

Her demeanor had changed...more down to business, less bubbly and engaging.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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Mars
Posts: 123
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Re: Chapter 6: The Start Line

Post by Mars »

Icosa wrote: Thu Mar 25, 2021 8:11 am "The Davison location is closer than the ruins. I suggest we hit it first, see if we can find additional evidence there, then proceed to the ruins. Between those sites, we should be able to clear our names and stop further attacks from taking place. At least until others that the Coalition sends after us catch up."

Her demeanor had changed...more down to business, less bubbly and engaging.
Lace notices the change in Icosa's demeanor, but does not comment on it. What would she even say that wouldn't sound strange coming from her, of all people?

That seems like a solid idea to me. Go in force, clear out the mercs, and then head for the ruins.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 14 (5) w/o tactical plates |17 (7) w/tactical plates | 19(7) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state), Multiple Personalities
Mars Character Sheet
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Erebus Caine
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Re: Chapter 6: The Start Line

Post by Erebus Caine »

Colorado Baronies/Charity/City Hall
Round 0

Caine responded to Mars, “Sure. The extras should be back with the Mammoth and our gear,” he told her. “There should be two CP-40s.”

After the decision was made, Erebus started to clear the rooftop near the baron’s mansion. “I’ll meet you at the Mammoth,” he said, heading back to the team vehicle. Time to hunt some mercs.
Turn
Free Action:
Action:
Move:
Loot
1 CP-40 Laser Rifles
***
Character Info
Pace: 8 (Run d8); Parry: 6 (8 with JA-11); Toughness: 15 (6)
Bennies: 2/3
Rifle Ammo: 36/60
  • 2 x spare long clips 30 each
Pistol Ammo: 29/30
  • 2 x spare short clips 30 each
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 3/4
Medi-Gel: 9/10
Wealth: d10
Encumbrance: 36.75/20 lb
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
Rapid Fire: Increase ROF +1
Steady Hands: Ignore Unstable Platform penalty. Reduce Running penalty to -1.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
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Venatus Vinco
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Re: Chapter 6: The Start Line

Post by Venatus Vinco »

Canyon
  • Davison Gulch
  • Difficult Ground: 1 square is 2” of Pace. Including Flight (steep incline, buffeting winds)
  • Heavy Cover: Mercs are in Heavy Cover: -4 to hit, +4 Armor
Davison Guluch is a narrow and steep-sided ravine with a fast stream running through it. A secondary stream comes down the ravine wall adding to the water flow about midway up the gulch. It doesn’t take long to pick up signs of people and equipment moving through the gulch on a regular basis. As the Mammoth ATV rolls along the stream bed everyone becomes aware of the narrowest part, the perfect place for a group of savvy mercenaries to lay an ambush. Just as William slows to give everyone a chance to prepare a boom echoes along the rave walls as rail gun fire slams into the mammoth from on top of the hill — Tiny Tim sees the flash before he hears the sound and is able to react more quickly than anyone else and escapes a hail of bullets just before they slam into the Mammoth!

Metal shrieks and tears as the ATV is riddled with high velocity rail gun rounds. Many of the crew watch as metal flechettes zing past their eyes, miraculously missing most of them except for Ajax. A large chunk of metal rips from the hull and embedded in his massive flanks!

Image
Vehicle Critical Hits
1 Tiny: Miss
2 Mammoth: 37, AP 18 = 2 Wounds
3 Mammoth: 36, AP 18 = 2 Wounds
  • 8 - Chassis: The vehicle suffers a hit in the body with no special effects.
    10 - Crew: For direct Damage, subtract the vehicle’s Armor (if appropriate for the victim’s position) and apply the remainder to a random crew member. Area effect weapons affect everyone in a section determined by the GM. If this is the result of a Collision, the occupants are Shaken.
Vehicle has Exposed Crew Trait. No armor protection. Roll 1d6 to Determine Occupant.
1 - William
2- Tex
3 - Caine
4 - Ajax
5 - Dawn
6 - Icosa

Ajax takes 36 AP 18 Mega Damage. Gritty Damage Rules apply.
Out of Control
Before we can proceed to the fight William has to make to Out of Control rolls. Make 2 Driving rolls and roll 2d6 for each failure.

I don’t think our driver has the Ace edge so the vehicle cannot soak the wounds, meaning it takes 4 wounds and has one remaining!
NG-AT46 Mammoth APC
Image
  • Size: 8 (Huge)
  • Handling: +0
  • Top Speed: 90 MPH
  • Toughness: 46 (24)
  • Crew: 5+20
  • Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
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Ajax
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Re: Chapter 6: The Start Line

Post by Ajax »

The sudden shriek of the railgun rounds impacting the Mammoth's frame is all the stimulus Ajax needs to move. His preternatural action would need a photo finish to show that he was only reacting to the fire. Ajax jumps off his mark,
Soak: 1d8!!: [1] = 1
WD Soak: 1d6!!: [7!!] = 7
Benny Soak with Elan: 1d8!!+2: [5]+2 = 7
WD Benny Soak: 1d6!!+2: [28!!]+2 = 30
to let the deadly metallic shard slip past with only a graze of his barding. "Cowards! HAVE AT YOU!"
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
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William Rufus
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Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter 6: The Start Line

Post by William Rufus »

Out of Control: Passed both 14, 6
OOC Comments
Driving
1d8 1d8!!: [1] = 1
Wild Dice
1d6 1d6!!: [14!!] = 14

Driving
1d8 1d8!!: [6] = 6
Wild Dice
1d6 1d6!!: [5] = 5
Soak spending 2 Bennys Driving Ace Success and a Raise 2 wounds removed another success and Raise 2 wounds healed
OOC Comments
1d8+2 1d8+2!!: [6]+2 = 8
Wild Dice
1d6 1d6!!: [1] = 1

1d8+2 1d8+2!!: [2]+2 = 4

Wild Dice
1d6 1d6!!: [8!!] = 8
KING of Diamonds

William does some might quick maneuvering to avoid the majority of damage and then he brings the vehicle to a stop behind some rocks, might not be the best but under this circumstance some is better than none. "Well Heroes! Get your Asses out there and get their Asses! I don't want this ride damage."
Last edited by William Rufus on Sun Apr 04, 2021 7:30 pm, edited 2 times in total.
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny
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Tiny Tim
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Re: Chapter 6: The Start Line

Post by Tiny Tim »

Red Joker
Run
1d12: [9] = 9 ... so 21 movement, ignoring Difficult Terrain
Actions
Free Action due Adept: Boost Trait (Fighting) - Spending +4 ISP for +2 to Roll = 4 ISP
  • Psionics (+2 due ISP, +2 due Joker, -2 due MaP)
    • Psionics: 1d8!!+2!!: [3]+2 = 5
      Wild: 1d6!!+2!!: [4]+2 = 6
      Result: 6 - Success. Fighting d8->d10, Parry ->7
Action (-2 due MaP, +2 due Joker): Warrior's Gift (Brawler) - Spending +4 ISP for +2 to Roll = 7 ISP
  • Psionics (+2 due ISP, +2 due Joker, -2 due MaP)
    • Psionics: 1d8!!+2!!: [5]+2 = 7
      Wild: 1d6!!+2!!: [3]+2 = 5
      Result: 7 - Success. Brawler Edge (+1 Toughness ->34(18), Claws -> STR+3d6AP3)
After making sure Mars was settled on his back, Tiny Tim bounded across the stream and up the side of the gulch very much like an oversized mountain goat before charging to the feet of the Hunter. Looking up at the Giant Robot, Tiny Tim draws upon his inner strength to get himself ready to engage the Northern Gun robot with his claws.
Venatus Vinco wrote: Sun Apr 04, 2021 5:04 pm As the dragon zips overhead three of the mercenaries open fire with their heavy pulse lasers (L-20 Pulse Rifle, Heavy Pulse, 21 & 23, AP 2.).
Shrugging off the laser fire, Tiny Tim is ready for some fun.

"Mars, time for you to have some fun!!!"
Last edited by Tiny Tim on Tue Apr 06, 2021 12:34 am, edited 3 times in total.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 12/30
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 33 (18) in Dragon Form, 19 (10) in Human Form
Parry: 5
Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
Boost Trait (Fighting ->d10)
Warrior's Gift (Bruiser (Toughness ->34(18) and Claws ->STR+3d6AP3)
Warrior's Gift (Martial Warrior (+2 to Hit and Claws ->STR+3d10AP3)


Bennies: 1/3
Base Amount
  • +1 due My Joker vs. Mercenaries
    -3 due to Rerolling Damage on Giant Robot
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Mars
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Re: Chapter 6: The Start Line

Post by Mars »

Lace exhales slowly, notwithstanding the rampaging dragon beneath her, and rolls her neck a bit. Back to the passenger seat, she thinks, as she feels a god stirring in the back of her mind.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 14 (5) w/o tactical plates |17 (7) w/tactical plates | 19(7) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state), Multiple Personalities
Mars Character Sheet
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Venatus Vinco
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Re: Chapter 6: The Start Line

Post by Venatus Vinco »

As the dragon zips overhead three of the mercenaries open fire with their heavy pulse lasers (L-20 Pulse Rifle, Heavy Pulse, 21 & 23, AP 2.).

OOC: Everyone is grouped together so free for all.
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Mars
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Re: Chapter 6: The Start Line

Post by Mars »

Lace feels herself shoved to the back as Mars surges forward,
She's losing it.
.

With
Psionics to activate smite with the AP +6 (costing 3 additional ISP) modifier: Psionics 1d10!, Wild 1d6!: [1]+[4] = 5 -2 for MAP
Reroll: Psionics reroll 1d10!, Wild 1d6!: [6]+[2] = 8 = 4 after -2 from MAP, so a success!

Her longsword gets +2 damage and +6 AP

, she forces some of her divine fury into the edge of her blade. She lets loose a berserker's war cry and leaps from @Tiny Tim's back, blade held above her in both hands with the point down, as if it were an oversized knife, as she looks to drive it into the armored hide of the Robot.

Fighting 1d10, Wild 1d6: [9]+[4] = 13 +2 (Wild Attack) +4 (Scale) Note: -2 from MAP offset by the blade's balance from HJ table = 15 to hit.
She does Str + 1d10 + 1d6 for the raise +2 from smite and 2 more from wild attacking for Damage 1d12!+2+1d10!+1d6!+2+2: [10]+2+[1]+[6!, 3]+2+2 = 26
Not bad, but let's reroll, which lets her use No Mercy: Damage reroll 1d12!+2+1d10!+1d6!+2+2+2: [7]+2+[10!, 2]+[4]+2+2+2 = 31
as she carves into it. Her reckless fighting leaves her Vulnerable to counterattack, however.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 14 (5) w/o tactical plates |17 (7) w/tactical plates | 19(7) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state), Multiple Personalities
Mars Character Sheet
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Erebus Caine
Posts: 87
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter 6: The Start Line

Post by Erebus Caine »

Shooting 13 Raise; Damage 19 AP 4
-2 range, -4 cover, +2 improved trademark weapon, scope offsets range (+2), +1 scope, Marksman ignore 2 cover (+2), +2 3RB
Shooting 1d12!!+3: [10]+3 = 13
Wild 1d6!!+3: [5]+3 = 8
Raise Damage +2 3RB
5d6!!+2: [5, 3, 3, 1, 5]+2 = 19
Colorado Baronies/Davison Gulch
Round 1

Erebus Caine ducked down as the heavy rail gun rounds filled the air. He ducked for cover behind the Mammoth, for what it was worth, and scanned the bluff above the ravine for the shooters. They weren’t making much effort at hiding, though they all had good cover. The robot would be the easiest to hit, though the dragon had that covered. “Let me know if you need help on that robot,” he commed to Tim and Mars as he sighted on the nearest bandit.
Turn
Free Action:
Action:
Move:
Loot
1 CP-40 Laser Rifles
***
Character Info
Pace: 8 (Run d8); Parry: 6 (8 with JA-11); Toughness: 15 (6)
Bennies: 2/3
Rifle Ammo: 33/60
  • 2 x spare long clips 30 each
Pistol Ammo: 29/30
  • 2 x spare short clips 30 each
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 3/4
Medi-Gel: 9/10
Wealth: d10
Encumbrance: 36.75/20 lb
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
Rapid Fire: Increase ROF +1
Steady Hands: Ignore Unstable Platform penalty. Reduce Running penalty to -1.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
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Tex Arcana
Posts: 96
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter 6: The Start Line

Post by Tex Arcana »

The fact that Tex wasn't hit and William kept control of the Mammoth astounds him. He watches @Erebus Caine hop over the side. Tex shouts after him, "Why aren't you using the rail gun?" Yet again, we walk straight into an ambush. No desire for any scouting or reconnaissance, nope, no not at all. "Well, why not?" Tex moves over to the rail gun controls. He quickly casts an incantation to boost his aim. He then swings the barrel of the medium rail gun to bear on the robot. The barrel spins and Tex stitches a line across the ravine, hitting the robot once.

Greater Boost Trait: Shooting
PPE: 4
Duration: 10
Spellcasting: 1d12!-1: [6]-1 = 5 (+1, -2 for MAP)
Wild Die: 1d6!-1: [1]-1 = 0
Effect: Shooting d6>d8, 1 free reroll per round

Shooting the rail gun
Shot 1: 1d8!-4: [6]-4 = 2 (-4 for heavy cover? I am not sure if it applies to the robot, shoot, forgot to add the extra -2 for map))
Shot 2: 1d8!-4: [7]-4 = 3
Shot 3: 1d8!-4: [5]-4 = 1
Wild Die: 1d6!-4: [4]-4 = 0

Free reroll: 1d8!-4: [8!, 6]-4 = 10 (8 with the addition of the map penalty)

Damage: 3d12!+3: [1, 10, 2]+3 = 16 AP 14
Bonus Damage: 1d6!: [2] = 2
Total: 18 AP 14

Personal PPE: 26/30
Xanthine Gem PPE: 10/10
Bennies: 4
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Ajax
Posts: 95
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter 6: The Start Line

Post by Ajax »

Ajax quickly scans the walls of the ravine. He notes the dragon and crazy rider making their way to the bot. I shall clear their path. Bringing his railgun to bear, he sprays a stream of scorching metal along the lines,

Shooting 1: 1d10!!-2: [9]-2 = 7
Shooting 2: 1d10!!-2: [3]-2 = 1
Shooting 3: 1d10!!-2: [3]-2 = 1
WD Shooting: 1d6!!!-2: [3] = 3
Benny Shooting 1 with Elan: 1d10!!: [8] = 8
Benny Shooting 2: 1d10!!: [6] = 6
Benny Shooting 3: 1d10!!: [5] = 5
Benny WD Shooting: 1d6!!: [3] = 3
Damage 1 with Raise: 2d10!!+1d6!!+2: [6, 7]+[3]+2 = 18
Damage 2: 2d10!!+2: [9, 6]+2 = 17
Damage 3: 2d10!!+2: [2, 1]+2 = 5
Damages are AP 6
and giving them something other than the dragon to think about. "Plodding cowards. Reap your rewards!"
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
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Icosa
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Posts: 683
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter 6: The Start Line

Post by Icosa »

Icosa jumps out of the stricken vehicle and kicks the jetpack on her Plastic-Man armor into gear, soaring straight up into the air over the ravine. The wind whistles past her, jostling her and forcing her to use thrust to keep in position, but she doesn't need to get FAR up...just far enough to get a bead on some of these soldiers in cover.

Her rifle, a Northern Gun classic, has an underbarrel grenade launcher loaded with a single high explosive shell. Icosa takes aim at the enemy position to the northwest, where three mercenaries are grouped a bit too closely together. With a deep bass thoomp the grenade arcs out to a spot right in the center of the mercenaries, then explodes violently!

Rolls: Shooting 7 to target MBT, 25 damage AP4 to three top-left mercs, 2 bennies spent
Shooting at -2 (for cover) to fire a HEX grenade into the center of the three mercenaries at the northwest position. MBT should allow all three to be targeted.
Shooting 1d10!!: [2] = 2 Wild 1d6!!: [3] = 3
Benny to reroll Shooting 1d10!!: [7] = 7 Wild 1d6!!: [4] = 4
Damage (AP 4) 3d10!!: [3, 2, 8] = 13
Benny for this too, I think...
Damage (AP4) 3d10!!: [14!!, 2, 9] = 25
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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Dawn Swiftrunner
Posts: 19
Joined: Sat Jan 16, 2021 11:28 pm

Re: Chapter 6: The Start Line

Post by Dawn Swiftrunner »

OOC Comments
So thanks to the Free Runner edge, I can move at full Pace over difficult ground, and I got a Pace of 10. I am gonna try to close with the ones in the back, but I should be able to reach at least the ones in the front... let's see how the Running roll works!

1d12: [12] = 12

Ha, nice roll. Dawn goes at them like a hound outta hell.
Before the door to the APC was even fully open, Dawn was through it, and it was a sight to see - the dog soldier treated obstacles as minor challenges, bounding over outcroppings of rock, leaping off of them, and running between whizzing laser blasts and made it look easy. One came close, and it bounded off a disc of pink energy that manifested with a thought, that blinked into existence the second it was needed, then disappeared, freeing her hands to grab at outcroppings and run along walls.

And in seconds, she had closed the distance, and her psionic shield was joined by a blade of pink energy that slashed at the snipers.
OOC Comments
I am gonna go for the ones at the top of the map if possible, and if not, then I'll dash for the ones closer to ground level.

Base Fighting attack! 1d8-2!: [5]-2 = 3
Wild Die! 1d6!: [5] = 5
Neither is a hit so I'll spend a Benny on the Fighting die: 1d8-2!: [4]-2 = 2
Aright, I won't tempt fate any further so Dawn just misses with her sword attack.
A good dog.
OOC Comments
Pace: 10; Running Die: d12; Parry: 6; Toughness: 15 (6)
- Parry is 9 with psi-shield active, and enemies have a -4 cover penalty to hit
- When attacked with technological attacks, enemies take -2 on their rolls.

Bennies: 4
- Gained 1 Jan 31 2021 for good RP (see Discord)
- Spent 1 to reroll Fighting on April 11 2021
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Venatus Vinco
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Posts: 2694
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter 6: The Start Line

Post by Venatus Vinco »

Image

Canyon
  • Davison Gulch
  • Difficult Ground: 1 square is 2” of Pace. Including Flight (steep incline, buffeting winds)
  • Heavy Cover: Mercs are no longer in Cover.
The ATV rocks from heavy bombardment but William manages to wrestle the controls and deflect the worst of it. Tiny and Lace race toward the Hunter Gun’s elevated position shrugging off some ineffective reaction fire from some mercs on the way.

Ajax gives Tiny and Mars cover fire with his railgun picking off two foes although the third manages to stay sufficiently behind cover. Cain leaps from the ATV and follows Ajax’s tracer rounds into cover; he hits home but the merc shrugs it off. Through his scope Caine can see the bulky form of power armor, he’s going to need a bigger can opener.

Dawn moves gracefully across the rough terrain closing the distance impossibly fast, pis-sword flashing as she approaches a pair of bandits. Unfortunately they see her coming and are able to pull back from the reach of her sword...for now.

A
Irregulars Group 1
recover from the initial onslaught and open fire on Dawn and Mars to help make some space. However, Dawn’s shield deflects the hail of laser fire away from her. Mars similarly ducks and dodges a hail of laser fire, but one still manages a glancing blow (18, AP 2).

Undaunted in her assault Mars strikes a mighty blow against the Hunter Mobile Gun. Sadly, she can’t tell if it has any effect. From behind the gun, deep in cover, another figure fires a grenade at Tiny and Mars with seemingly no regard for his ally in the mobile gun. It looks like it might miss before careening off a rock and landing in their midst exploding with ferocious intensity (42 AP 4). Hopefully they can
Evasion is Agility at -2
.

Seeing the need to fight fire with fire, Tex spins up the mammoth railgun but even with his mystic aim still struggles to get the big gun under control and hitting the giant robot (no cover penalty) but the rounds bounce off harmlessly.

Zipping into the air Icosa readies a grenade but Dawn is dangerously close, nonetheless, Icosa manages to shoot behind the mercenaries catching them in the blast but leaving her ally unharmed. However, Dawn can feel the breeze from the blast ruffle her fur a little.

Holding until now a pair of power armor clad mercenaries spring into action. One opens fire with missiles at Tiny while the second uses missiles one the Mammoth. Fortunately, Tiny squirms and writhes out of the way as the missile explodes into the mountainside showering evering in rocks. The Mammoth, however, is more of a sitting duck and takes a big hit (30, AP 20, One Wound. Soak? Make a Piloting roll for out of control. Chassis Hit). After firing each power armor moves back a bit to keep the heroes advancing.

--Next Round--

Suddenly, the mountain side explodes in a tower of rock and debris collapsing it into the valley cutting the Mammoth off from the rest of the group!
NG-AT46 Mammoth APC
Image
  • Size: 8 (Huge)
  • Handling: +0
  • Top Speed: 90 MPH
  • Toughness: 46 (24)
  • Crew: 5+20
  • Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
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Tiny Tim
Posts: 99
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter 6: The Start Line

Post by Tiny Tim »

Evasion 11
Agility at -2
  • Agility: 1d8!!-2!!: [2]-2 = 0
    Wild: 1d6!!-2!!: [13!!]-2 = 11
    Result: 11 - Success with Raise. Grenade evaded.
Innate
Psionics for Warrior's Gift - Martial Artist (+2 for +4 ISP... so 7 ISP)
  • Psionics: 1d8!!+2!!: [12!!]+2 = 14
    Wild: 1d6!!+2!!: [3]+2 = 5
    Result: 14 - Success with Raise(s). Gain Martial Warrior. +2 to Hit, +2 steps to Claws... so d10's
Claw Attack
Claw Attack (Called Shot Head (-4), +4 due Size, +2 due Wild Attack, +2 due Martial Warrior... so +4)
  • Fighting: 1d8!!+4!!: [6]+4 = 10
    Wild: 1d6!!+4!!: [11!!]+4 = 15
    Result: 15 - Hit with Raise
    • Damage: 1d12!!+3!!+3d10!!+4!!+2!!: [3]+3+[8, 8, 2]+4 = 28
      • Bennie Reroll
        • 1d12!!+3!!+3d10!!+4!!+2!!: [5]+3+[2, 4, 8]+4 = 26
        Bennie Re-Reroll
        • 1d12!!+3!!+3d10!!+4!!+2!!: [9]+3+[1, 1, 9]+4 = 27
        Bennie Re-Re-Roll
        • 1d12!!+3!!+3d10!!+4!!+2!!: [10]+3+[13!!, 9, 4]+4 = 43 AP3
Drawing upon his inner strength again, Tiny Tim then pounces on the Giant Robot, putting all that he has into trying to tear into the head.

"I am doing my best here, but I don't know if I can get through its armor. Any sort of magical assistance will be appreciated... or if anyone else thinks they have a chance."
Last edited by Tiny Tim on Mon Apr 12, 2021 3:09 am, edited 11 times in total.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 12/30
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 33 (18) in Dragon Form, 19 (10) in Human Form
Parry: 5
Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
Boost Trait (Fighting ->d10)
Warrior's Gift (Bruiser (Toughness ->34(18) and Claws ->STR+3d6AP3)
Warrior's Gift (Martial Warrior (+2 to Hit and Claws ->STR+3d10AP3)


Bennies: 1/3
Base Amount
  • +1 due My Joker vs. Mercenaries
    -3 due to Rerolling Damage on Giant Robot
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Mars
Posts: 123
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter 6: The Start Line

Post by Mars »

She Evades and Spends a Benny to Immediately Unshake
Evasion 1d12!, Wild 1d6!: [9]+[6!, 2] = 17 +1 for her Agility and -2 for Evasion

The hit she took was enough to Shake her, so she burns a Benny


Mars dances and dodges out of the way of incoming fire and grenades alike. The music of the battle fills her ears and she grins wide beneath her helmet.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 14 (5) w/o tactical plates |17 (7) w/tactical plates | 19(7) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state), Multiple Personalities
Mars Character Sheet
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Icosa
Silver Patron
Silver Patron
Posts: 683
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter 6: The Start Line

Post by Icosa »

"The power armor is trying to lure us forward," Icosa transmits. "They probably have more surprises waiting to spring on us as we advance. We may want to regroup and reassess before pressing."

She loads another grenade into the launcher as she speaks; this one coded with a blue band around the end.

Sighting down the rifle, Icosa takes aim at the nearby suit of Samson armor and lets another explosive shot rip off...this one a much more party-friendly armor-piercing grenade that shapes its blast forward into the target to punch through even hardened armor!

...or it would have been. Unfortunately the loading mechanism of the launcher jams, and the shot becomes lodged inside it. No time to try to peel it out now; Icosa drops down from the sky into the ravine again, taking cover behind some boulders so she can get her weapon working again.

Rolls
Shooting 1d10!! +2: [1] = 1 Wild 1d6!! +2: [1] = 1
Damage: 3d8!! (AP10): [1, 4, 6] = 11
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
William Rufus
Posts: 102
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter 6: The Start Line

Post by William Rufus »

6 of Hearts

Soak spending 1 Bennys Driving Ace 5 Success
Driving
1d8+2 1d8+2!!: [3]+2 = 5

Wild Card
1d6 1d6!!: [3] = 3

Out of Control 5 Success
Driving
1d8 1d8!!: [3] = 3

Wild Card
1d6 1d6!!: [5] = 5

Notice (+2Alert, +2 Danger Sense) 7 success
1d8+4 1d8+4!!: [3]+4 = 7

Wild Card
1d6 1d6!!: [4] = 4

William is starting to think about heading out and helping his friends but he looks up at the action going on and sees the PA's Launching missiles. Oh Saints help us. He figures that the best thing to do is go reverse, so he guns it back ward. "Those that are in here Hang on things are going to be a bit bumpy as I try to maneuver this thing to avoid missiles."
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny
User avatar
Tex Arcana
Posts: 96
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter 6: The Start Line

Post by Tex Arcana »

Tex slams his hands against the controls of the rail gun in frustration. Going against the grain, Tex, you don't sling bullets, you sling spells. So do what your good at.

He considers boost his ability to use the rail gun further, but discards it. He moves a bit back so he can see across the battlefield. Seeing Tiny Tim and Mars engaging the robot, he mutters to himself. "Going to have to get it between the robot and the power armor." He uses his radio, "Going to try to put everyone by the robot asleep. Watch for it!"

First he draws his own energy and teleports to a closer position (See green diamond on map image below).

Teleport
PPE: 2 + 2 (Greater Teleport) -1 (Channeling) = 3
Range: 25" (50" with a raise)

Spellcasting: 1d12!-1: [10]-1 = 9 (+1 normally, -2 MAP)
Wild Die: 1d6!-1: [3]-1 = 2

He pulls on the power of the Xanthine Gem to augment his spell. A glob of dust launches out of his outstretched hands. It flies across the gulch landing in an explosion of fairy like dust (
Slumber.png
).

Slumber
PPE: 2 + 2 (3xRange) +3 (Large Blast Template) +1 (Greater Slumber) -1 (Channeling) = 7
Duration: 2 hours
Range: 36"
Effect: -4 to spirit roll to resist effect
Spellcasting: 1d12!-1: [9]-1 = 8 (+1 normally, -2 MAP)
Wild Die: 1d6!-1: [3]-1 = 2

Personal PPE: 21/30
Xanthine Gem PPE: 3/10
Bennies: 4
User avatar
Erebus Caine
Posts: 87
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter 6: The Start Line

Post by Erebus Caine »

Shooting nearest Samson 4, 8 Raise, 4, 11 Raise, 7; Damage 21 Shaken, 30 ( 3 Wounds), 14, 20 (Shaken), 33 (3 Wounds) AP 4 MD
MAP -4, Head Shot -4, +2 Improved Trademark, +1 scope, +2 Marksman
Shooting 1d12!!-3: [7]-3 = 4
Shooting 1d12!!-3: [11]-3 = 8
Shooting 1d12!!-3: [7]-3 = 4
Shooting 1d12!!-3: [14!!]-3 = 11
Shooting 1d12!!-3: [10]-3 = 7
Wild 1d6!!-3: [4]-3 = 1
Damage 4d6!!: [5, 5, 2, 5] = 17
+4 Heavy Beam
Raise Damage 5d6!!: [1, 2, 1, 14!!, 8!!] = 26
Damage 4d6!!: [3, 1, 5, 1] = 10
Raise Damage 5d6!!: [4, 5, 5, 1, 1] = 16
Damage 4d6!!: [5, 3, 7!!, 14!!] = 29
Colorado Baronies/Davison Gulch
Round 2

Power armor. Well, hell. He aimed for the armor’s helmet and sent multiple lasers downfield.
Turn
Free Action:
Action: Shoot Samson armor ROF 2
Action: Shoot Samson armor ROF 2
Action: Shoot Samson armor
Move: Stay in cover
Loot
1 CP-40 Laser Rifles
***
Character Info
Pace: 8 (Run d8); Parry: 6 (8 with JA-11); Toughness: 15 (6)
Bennies: 3/3
Rifle Ammo: 28/60
  • 2 x spare long clips 30 each
Pistol Ammo: 29/30
  • 2 x spare short clips 30 each
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 3/4
Medi-Gel: 9/10
Wealth: d10
Encumbrance: 36.75/20 lb
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
Improved Rapid Fire: Increase ROF +1 twice per turn
Steady Hands: Ignore Unstable Platform penalty. Reduce Running penalty to -1.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
User avatar
Ajax
Posts: 95
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter 6: The Start Line

Post by Ajax »

Ajax shifts his aim from the fleshy ambushers to the suits of power armor. He sprays a
Shooting RG 1 Samson: 1d10!!-2: [7]-2 = 5
Shooting RG 2 Samson: 1d10!!-2: [5]-2 = 3
Shooting RG 3 Samson: 1d10!!-2: [27!!]-2 = 25
Shooting RG WD Samson: 1d6!!-2: [5]-2 = 3
at the exposed PA jocks. Most of the shots fly wide or

Damage RG 1: 2d10!!+2: [4, 3]+2 = 9
although one does manage to

Damage RG 3 raise: 2d10!!+1d6!!+2: [16!!, 3]+[2]+2 = 23 AP 6
.
He spots a shiny new friend tucked in the cargo bay of the APC and moves to bring it to bear. He shouts to the hills. "I have something especially for you, you gruesome tin can!" He takes aim at the Hunter,
launching a rocket at the robot] Shooting AP Rocket at Hunter: 1d10!!-2: [7]-2 = 5
Shooting Rocket WD: 1d6!!-2: [2]-2 = 0
. Unfortunately,
Damage Hunter raise: 5d6!!: [3, 2, 5, 4, 1] = 15
Benny Hunter damage: 5d6!!: [2, 3, 4, 1, 5] = 15
, bouncing harmlessly off the formidable armor. "Only a plodding, soulless coward would fight within such a shell!" He dismounts and moves away from the APC, hoping to draw fire away from the vehicle toward the new rubble pile.
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
User avatar
Dawn Swiftrunner
Posts: 19
Joined: Sat Jan 16, 2021 11:28 pm

Re: Chapter 6: The Start Line

Post by Dawn Swiftrunner »

Dawn shields her eyes as the group she charged is turned into nightmare confetti, and frowns as she hears Icosa's voice over the wireless. "Sound advice. I'm gonna - " She paused as a chunk of flaming armor bounced off her shoulder. "I'm gonna scout things out a little."

She then poked her head out over the hill and pulled out a pair of binoculars, and sniffed the wind, trying to match scents to sightlines and see if there was evidence that more were waiting.
OOC Comments
Dawn is going to try some impromptu Notice and/or Tracking as needed! She gets a +2 to both and her Notice and Survival are the same die, so I'll only roll the once.

1d6+2!!: [1]+2 = 3 Notice/Survival
1d6+2!!: [4]+2 = 6 Wild Die
A good dog.
OOC Comments
Pace: 10; Running Die: d12; Parry: 6; Toughness: 15 (6)
- Parry is 9 with psi-shield active, and enemies have a -4 cover penalty to hit
- When attacked with technological attacks, enemies take -2 on their rolls.

Bennies: 4
- Gained 1 Jan 31 2021 for good RP (see Discord)
- Spent 1 to reroll Fighting on April 11 2021
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