Chapter 6: The Start Line

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Tex Arcana
Posts: 100
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
Posts: 94
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: 131
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.

ISP: 6 / 10

Bennies: 2
- Gained 1 Jan 31 2021 for good RP (see Discord)
- Spent 1 to reroll Fighting on April 11 2021
- Gained 1 on draw of the Joker May 8 2021
- Spent 1 to remove Shaken May 8 2021
- Spent 1 to soak damage May 8 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: 131
Joined: Sat Aug 31, 2019 4:30 pm

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
Posts: 94
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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: 5/30
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

Wounds: 1

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
    -1 due to Soak on Giant Robot's Laser
    +1 due Bought Bennie
    -1 to Unshake from Giant Robot's LAser
    +1 due Mars's Joker
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Mars
Posts: 131
Joined: Sat Aug 31, 2019 4:30 pm

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
Posts: 131
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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: 94
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: 100
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: 100
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: 687
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: 23
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.

ISP: 6 / 10

Bennies: 2
- Gained 1 Jan 31 2021 for good RP (see Discord)
- Spent 1 to reroll Fighting on April 11 2021
- Gained 1 on draw of the Joker May 8 2021
- Spent 1 to remove Shaken May 8 2021
- Spent 1 to soak damage May 8 2021
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Venatus Vinco
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Posts: 2711
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: 105
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: 5/30
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

Wounds: 1

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
    -1 due to Soak on Giant Robot's Laser
    +1 due Bought Bennie
    -1 to Unshake from Giant Robot's LAser
    +1 due Mars's Joker
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Mars
Posts: 131
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: 687
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: 107
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: 100
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 (Wizard) +1 (Greater Slumber) -1 (Channeling) =8
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: 2/10
Bennies: 4
Last edited by Tex Arcana on Mon Apr 26, 2021 1:30 pm, edited 1 time in total.
User avatar
Erebus Caine
Posts: 94
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: 100
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
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Dawn Swiftrunner
Posts: 23
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.

ISP: 6 / 10

Bennies: 2
- Gained 1 Jan 31 2021 for good RP (see Discord)
- Spent 1 to reroll Fighting on April 11 2021
- Gained 1 on draw of the Joker May 8 2021
- Spent 1 to remove Shaken May 8 2021
- Spent 1 to soak damage May 8 2021
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Icosa
Silver Patron
Silver Patron
Posts: 687
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter 6: The Start Line

Post by Icosa »

Icosa quickly realized she didn't have anything near the firepower to blast through the towering robot's defenses...but the sheer scale of the construct suggested another possibility. She looked over the hulking thing carefully, seeking out the hatch that people used to get in and out of the machine. It would still be tough, she reasoned, but probably not as tough as the surrounding armor. And it would have mechanisms that could potentially be subverted as well.

The hatch was high up, probably intended to be accessed via a gantry or perhaps when the robot was kneeling. Icosa triggered her jetpack and arrowed directly towards the enormous mecha, coming to a halt to hover in front of that hatchway before grabbing onto the rails built in around it.

It looked pretty secure, but there was a touchpad set into the armor next to it. Perhaps start with that before trying to brute force her way through?

With one blade, Icosa made a cut in the face of the touchpad, then pried the screen loose and away to expose the inner circuitry. She had to remove a gauntlet from her armor, but was then able to extrude a probe from her fingertip that augered into the workings of the keypad, creating a direct connection.

Then she got to work.

Rolls: Hacking 9
Doing some hacking to try to get the door open, using the Electronics Package's interface jack.
Hacking 1d6!! +4: [3] = 3 Wild 1d6!! +4: [5] = 5
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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Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2711
Joined: Sat Jun 11, 2016 3:30 pm

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 no longer in Cover.
Image

Caine pops off an impossible headshot at one Samson power armor taking it down instantly as Icosa zips over the battlefield landing on top of the Hunter Gun! The daring heroine then attempts to unlock the access hatch to the pilot compartment. She is largely successful as the locking bolts pop open but the door is not meant to open while the vehicle is in motion, it will take
Roll Strength versus a target of 10. Can be Supported
to pry it open.

Seeing Icosa land on the Hunter Mobile Gun, a shadowy figure hidden amongst the rocks opens fire on her, clanging her with a headshot worthy of Caine! Fortunately her helmet protects her from the worst of it - Shaken!

Tex zips into the fray with a fast teleport and tries to lull the Hunter Pilot to sleep. Fortunately the massively thick armor makes it hard to get a spell through. He manages to sense the pilot’s location but the hardened mercenary shakes it off for now.
Using Spells on Robots
I posted this more than once in the Discord but it may have been lost. You can target people in giant vehicles but it requires effort (GM Guide page 60).

Targets in vehicles are a different situation. If the caster has a reasonable certainty of where the driver or other intended target is, apply Cover Penalties, see Cover & Obstacles in Savage Worlds (essentially -8 or 10 due to the armor level)

Detect Arcana's Presence Sense eliminates the cover penalties for targeting people aboard vehicles, but only works for non-damaging powers.

So, to effectively use Sleep. Use detect arcana with presence sense first (which is an Innate free action for you). If successful you eliminate the penalty to your spell. Since it is a free action and I am benevolent I will assume you did so this time. Please remember this for the future.
The last remaining Samson power armor opens up from its position among the rocks, trying to do something, anything really, against the slippery dragon bearing down on his position. The massive hail of rail gun rounds manages to clip Tiny a few times but has little effect. The Samson is rewarded for his trouble by return fire from Ajax that shreds the power armor to pieces.

William gets the Mammoth under control again, for now, as Dawn takes a moment to scout ahead. She spots a well hidden Coalition Sky cycle parked just beyond the field of battle. It looks primed for a hasty retreat.

The NG Hunter takes pulls back to give itself room to fire (anyone in melee can have a free attack) and then uses its ventral laser to keep Tiny at bay while firing its heavy rail run down range at the mammoth again (-2 Map offset by STS). The laser blast just manages to hit Tiny as the dragon twists and turns out of the way (got a 5 after penalties! 30 MDC, AP 20). Then the heavy railgun erupts with fire.

The rounds slam into the Mammoth hard three times (40, 26, 30, MDC AP 18. One does 3 Wounds. Soak or roll Out of Control and Vehicle Critical Hits table).

-- New Round

Ace: It’s step back maneuver buying time the NG Hunter Mobile Gun does it all again, fortunately it’s snap shot misses Tin but the massive bombardment of the mammoth continues apace (Another hit for 3 Wounds).
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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Mars
Posts: 131
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter 6: The Start Line

Post by Mars »

Fighting 1d10!, Wild 1d6!: [3]+[3] = 6 With +4 from size, that’s a hit.

Damage 1d12!+2+1d6!+2: [8]+2+[4]+2 = 16



Mars takes a swing at the mobile gun when it steps away, but her sword clangs off.
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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William Rufus
Posts: 107
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter 6: The Start Line

Post by William Rufus »

6 Success one wound soaked 2 Wounds still on the machine
Soak spending 1 Bennys Driving Ace
OOC Comments
Driving
1d8+2 1d8+2!!: [1]+2 = 3

Wild Cardi
1d6 1d6!!: [4] = 4 +2
spending another Benny
Driving
1d8+2 1d8+2!!: [4]+2 = 6

Wild Card
1d6 1d6!!: [3] = 3
Driving 22 success and 4 raises!
OOC Comments
Driving
1d8 1d8!!: [4] = 4

Wild Card
1d6 1d6!!: [22!!] = 22
William sees the shot coming! the long barrel of the robot is aimed right at the vehicle again

VEHICLE CRITICAL HITS
2d6 2d6: [5, 3] = 8 Chassis: The vehicle suffers a hit in the body with no special effects

. Dang a wish someone would take that thing out! "Hold on we are going for a ride. "Take that big gun out!
Now!"

William now jams the vehicle into forward to try to miss the shot that is about to hit . As it hits the vehicle iit shakes everything but William continues to drive and get it under controls he is looking for a place that is halh way protected from the big gun may be back down the valley.

Notice (+2Alert, +2 Danger Sense) 9 success +1raise
1d8+4 1d8+4!!: [5]+4 = 9

Wild Card
1d6 1d6!!: [2] = 2
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: 100
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter 6: The Start Line

Post by Tex Arcana »

From his
Tex is where the green diamond is on the map.
Slumber 2.png
on the other side of the boulders blocking the stream, Tex observes the effect of his magic. Missed! Those are some tough hombres in that robot to have shrugged off that pixie dust spell. "It's a tall bastard maybe I was too low, I need to identify the pilot's compartment." The Ley Line Walker focuses his mystical senses to identify the location of everyone in his vicinity.


Free Action

Presence Sense (Detect Arcana)

Cost: 2 + 1 (Presence Sense) -1 (Range: Self) -1 (Aspect: Detect) -1 (Channeling) = 0
Duration: 10
Spellcasting: 1d12!+1: [8]+1 = 9
Wild Die: 1d6!+1: [1]+1 = 2


He mentally flexes and narrows the scope of his vision to humanoids and sees the spot in the robot where the crew is sitting. There you are!

He casts the spell again this time using the default mode of his spell. A wave of alpha wave inducing energy flies towards the robot after he says , "Somnolence!"


Slumber
Cost: 2 + 2 (Medium Blast Template - red circle on map) +1 (Greater Slumber) +2 (Triple Range) -1 (Channeling)= 6
Duration: 2 hours
Range: 36"
Effect: -4 to spirit roll to resist effect

Spellcasting: 1d12!+1: [9]+1 = 10
Wild Die: 1d6!+1: [4]+1 = 5


Boost Trait: Shooting d8
Duration 8 rounds remaining.

Personal PPE: 17/30
Xanthine Gem PPE: 0/10
Bennies: 4
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Tiny Tim
Posts: 105
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter 6: The Start Line

Post by Tiny Tim »

Crit Fail on Wild Attack Claw at the Robot's Door as Retreating
Fighting (+2 due Wild Attack, +2 due Martial Warrior, +4 due Size matters, -4 due Called Shot... so +4)
  • Fighting: 1d10!!+4!!: [1]+4 = 5
    Wild: 1d6!!+4!!: [1]+4 = 5
    Result: Critical Failure!!! - Mars becomes Distracted
Soak 6 - 3 Wounds
30AP20 vs. Toughness 34(18)... so 4 Wounds
  • Vigor: 1d8!!: [6] = 6
    Wild: 1d6!!: [3] = 3
    Result: 6 - Soaks 1 Wound so takes 3 Wounds.
To Unshake
Spirit at -3 (Wounds)
  • Spirit: 1d6!!-3!!: [5]-3 = 2
    Wild: 1d6!!-3!!: [4]-3 = 1
    Result: 2 - Fail. Spending 1 Bennie to Unshake.
Assist Icosa +2
Strength (d12+3,-3 due Wounds)
  • Strength: 1d12!!: [9] = 9
    Wild: 1d6!!: [3] = 3
    Result: 9 - Success with Raise. +2 to Icosa's Strength Roll to force open Hatch
"YEOUUUUCH!!!!"

The laser blast cut deeply into Tiny Tim's chest. Running up to it again and flying up to the hatch that Icosa had electronically unlocked, Tiny Tim forces his claws into the edges of the hatch, managing to mar the surfaces enough that human sized hands would be able to find a better purchase.

"I don't know if I can be of much more use after that laser blast. I don't believe I will be able to survive another like it. I think that maybe someone now will be able to get a grip and be able to force their way into the Robot. If this isn't enough to deal with the Robot, I may have to head for some cover long enough to try to Heal myself"
Last edited by Tiny Tim on Thu May 06, 2021 8:19 am, edited 3 times in total.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 5/30
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

Wounds: 1

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
    -1 due to Soak on Giant Robot's Laser
    +1 due Bought Bennie
    -1 to Unshake from Giant Robot's LAser
    +1 due Mars's Joker
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Mars
Posts: 131
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter 6: The Start Line

Post by Mars »

"Hey! I'm fighting, here!" Mars calls to @Tiny Tim.

She twirls the sword in her hand and exhales.

With a power that belies her small size, she charges the massive robot, kicks off its foot, and leaps into the air, trying to lodge her blade in the "knee" joint and throw it off balance. She has some trouble finding purchase, though.

Fighting Test to Distract Pilot is Only a 3
Fighting 1d10!, Wild 1d6!: [4]+[4] = 8
Benny to Reroll: Fighting 1d10!, Wild 1d6!: [5]+[3] = 8 with -2 from distraction that's a 3
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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Ajax
Posts: 100
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter 6: The Start Line

Post by Ajax »

Ajax moves quickly towards the rock pile, hoping to get a better angle on the remaining foes who haven't cravenly hidden in a giant robot armor. As he dismounts from the APC, he
Railgun negates 2 points of Cover penalties
Shooting 1: 1d10!!: [2] = 2
Shooting 2: 1d10!!: [4] = 4
Shooting 3: 1d10!!: [2] = 2
WD Shooting: 1d6!!: [4] = 4
landing twice. He
Split the Seconds negates 2 points of MAP
2nd burst 1: 1d10!!: [7] = 7
2nd burst 2: 1d10!!: [27!!] = 27
2nd burst 3: 1d10!!: [2] = 2
2nd burst WD: 1d6!!: [1] = 1
as he reaches the obstacle. Scattered, searing metal
All rounds are AP 6
Damage 1: 2d10!!+2: [7, 7]+2 = 16
Damage 2: 2d10!!+2: [8, 2]+2 = 12
Damage 3: 2d10!!+2: [9, 2]+2 = 13
Damage 4 w raise: 2d10!!+1d6!!+2: [7, 4]+[2]+2 = 15
though the angle and cover prevent much more than glancing impacts. "I'll have your heads, you plodders! Come here!"
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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Erebus Caine
Posts: 94
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Re: Chapter 6: The Start Line

Post by Erebus Caine »

Notice sniper nest 9 Raise
+2 scope
Notice 1d8!!+2: [7]+2 = 9
Wild 1d6!!+2: [3]+2 = 5
Shooting 13 Raise; Damage 19 AP 4 MD
+2 Improved Trademark, +1 scope, +1 Marksman, +1 Double Tap
Shooting 1d12!!+5: [8]+5 = 13
Wild 1d6+5: [2]+5 = 7
Damage (+1 double tap, Raise, Heavy Beam) 5d6!!+5: [3, 2, 3, 2, 4]+5 = 19
Colorado Baronies/Davison Gulch
Round 3

Caine saw Icosa take a laser bolt to the head. “Sniper!” he yelled in warning over the comms. He surveyed the hillside for the sniper nest.

Caine spotted the sniper and started to take aim. He saw William struggling with the Mammoth. “Get that railgun going on that robot, or get off the field! We don’t want to lose our ride!”

Then Caine fired at the sniper.
Turn
Free Action:
Action:
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: 3/3
Rifle Ammo: 22/60
  • 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).
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Icosa
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Location: 1st SET

Re: Chapter 6: The Start Line

Post by Icosa »

The laser beam, overcharged, hit Icosa's thin Plastic Man helmet with more than enough force to plunge through both sides and flash-fry the intervening flesh so fast that it burst into steam and thoroughly cooked inside. But it didn't. It burned through one side of the helmet, and stopped. There was a puff of some kind of smoke and Icosa stopped in place as mandatory diagnostics were triggered by damage to an area deemed vital. After a few seconds, the damage was deemed superficial in nature.

Icosa turned her head to look briefly in the direction the beam had come from, marking that spot, then she slammed her hands against the two halves of the hatch into the giant robot. Metal blades extended, sending sparks flying as they contacted the metal of the door. She wasn't trying to cut though...rather, the thin blades would be easier to work into the tight space where the doors met. Then she pulled her arms open, using the blades as levers.

The hatch was, of course, sealed off. Designed to withstand radiation and any environmental extreme, it was airtight, watertight, and held shut against unauthorized entry by a series of locked gears and pneumatic presses.

The gears gave way first. Metal shrieked under the pressure as the doors were forced to unlatch, first bending, then stripping completely, the teeth of the locking gears. This was met with a sharp HISS when the pneumatics kicked in, momentarily halting Icosa's progress. She continued to increase the force she was applying though, her feet braced wide apart, and her arms shivering slightly as she pulled harder...and harder... Nothing less than the very laws of physics demanded that something had to give; the armored metal door and its mechanisms, or the slim and feminine human arms.

There was a burst of steam from inside the doors as one of the pneumatic presses failed, spilling its contents out into the compartment as its armored case proved the lesser in its contest of which was stronger. With that one gone, the failure became catastrophic. In seconds the entryway to the robot was clear as Icosa slammed the two doors of the hatch back into their housings, leaving them belching steam and grease.

She then moved into the robot with a grim sort of purposefulness, vanishing behind the wall of mist as she did.

"We will accept your surrender,"
offered the perfectly ordinary human as she entered. "If you're so inclined."

Rolls: Unshake 5, Str to force doors open 12
Spirit to unshake: 1d8!!: [5] = 5 Wild 1d6!!: [3] = 3
If that fails, I will use a benny to unshake.

Strength to force doors open (with assistance bonus) 1d12!! +6: [6] = 6 Wild 1d6!! +6: [5] = 5
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: 23
Joined: Sat Jan 16, 2021 11:28 pm

Re: Chapter 6: The Start Line

Post by Dawn Swiftrunner »

As shots rang out across, the field, Dawn called out that there was a scout on a sky cycle getting ready to make their way out of there. Then she spent off after them, interposing herself between the sky-cycle and the sniper, making sure that they weren't getting away.

She drew her pistol and fired a warning shot in the air, shield held up and ready to charge at the sniper.

She stole a glance at the cycle, and smirked. "Always wanted to ride one of those."
OOC Comments
Dawn is interposing herself between the sniper and their getaway vehicle. She's going to attempt to intimidate the sniper into giving up.

Persuasion: 1d6!!: [5] = 5
Wild Die: 1d6!!: [1] = 1
dead rolls
1d8!!: [1] = 1 3d8!!: [1, 7, 5] = 13
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.

ISP: 6 / 10

Bennies: 2
- Gained 1 Jan 31 2021 for good RP (see Discord)
- Spent 1 to reroll Fighting on April 11 2021
- Gained 1 on draw of the Joker May 8 2021
- Spent 1 to remove Shaken May 8 2021
- Spent 1 to soak damage May 8 2021
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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 no longer in Cover.
Image
Dawn moves deftly up the hillside, positioning herself between the Skycycle and the sniper’s position. She raises a pistol to seek surrender but the hardened veteran has little love lost for a feral dog girl.

Atop the NG Hunter Gun, Icosa rips the pilot door from its hinges and drops in ready for action. Although the crew doesn’t seem ready to surrender. One nearby goes for a well worn sawed off shotgun under his seat while the pilot tenses ready to keep his machine moving. Mercenaries do not give up their spoils easily.

Tiny ensures Icosa gets inside safely then falls back behind cover before another medium laser blast burns into his young hatchling hide.

With Dawn blocking his avenue of escape the sniper pops off a grenade from his underslung launcher (24, AP 4 to Dawn) and races toward the Skycycle. Throwing one leg over his gets ready to gun the engine and take off.

Seeing the dragon reeling the remaining NG Samson Power Armor pilot fires a mini-missile from between the legs of the giant robot (11 to hit, -2 cover, -4 Nimble/Dodge = 5 hit. 16, AP 8) then uses a jet assisted leap to slide down the hillside away from the fight.

Tex zeroes in on the pilot’s compartment and tries to put the enemy to sleep, and succeeds in knocking out the crew. Unfortunately, Icosa is
no selective modifier
!

Icosa: Roll Spirit at -4 to resist slumber. Target number 10 (14 with penalty).

The pilot slumps over the controls, just as Mars wedges her sword in the knee joint, making it appear as if the diminutive Crazy caused the massive robot to lurch robot forward. With no one to steady it the giant machines tumbles and rolls down the hillside! The crew is strapped in but Icosa is not so lucky!

Icosa: Take 3d6 damage from the Vehicle Crash. 5d6 if you are asleep. This can Ace.

From way off in the distance Caine tries to pick off the sniper in a war of the rats moment. Caine’s shot is true, but the Commando’s heavy armor saves him from a fatal blow (Shaken, spend GM benny to immediately unshake).

The robot careens down the hill as Ajax gets into firing position giving him an open line on some newly exposed troops. His rail gun does enough to force them to the ground (Incapacitated).

With the Mammoth in bad shape William reverses down the canyon to get out of range of the robot vehicle, uncertain if it will regain its footing after the fall.

--New Round --

Using the chaos of the scene to his advantage, the CS Commando revs the engine on his Skycycle to take off. Mars hears the whine of the engine and has a split second to try and react.

Mars: You both drew Jokers so you can try to Interrupt his action if you wish! Everyone take a benny. Including me!
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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Icosa
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Posts: 687
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter 6: The Start Line

Post by Icosa »

Icosa

Rolls: Icosa is put in slumber, then damaged, but soaks the wound; 2 bennies spent
Spirit to resist slumber at -4
1d8!!: [1] = 1 Wild 1d6!!: [3] = 3
Hm, going to try at least one benny, since we got an extra one anyway
1d8!!: [6] = 6 Wild 1d6!!: [3] = 3

Alright, she's out. I only have 1 benny left now so...
Damage: 5d6!!: [3, 2, 7!!, 11!!, 4] = 27
Alright, assuming that affects mega-toughness, that's a wound so I shall attempt to soak
Soak 1d12!!: [6] = 6 Wild 1d6!!: [4] = 4
Okay, and Wound is soaked
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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Tex Arcana
Posts: 100
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter 6: The Start Line

Post by Tex Arcana »

Tex watches as the magic flies towards the giant robot. As it turns, he sees something scrambling on it's back. His magically enhanced senses immediately identify it as @Icosa . Don't go in, don't go in! "She went in."

He watches the robot stumbles, then the Crazy on the team whacks at it's legs. The robot is falling, "Got you, you bastards! Ooh, that looks like it might hurt." Crap, that may be enough to wake them.

As the robot comes to a stop, he casts Slumber once again focusing on the crew compartment and targets just the crew.

Slumber
Cost: 2 +2 (Medium Blast Template) +1 (Greater Slumber) +1 (Double Range) +1 Selective= 7
Duration: 2 hours
Range: 24"
Effect: -2 to spirit roll to resist effect

Spellcasting: 1d12!+1: [3]+1 = 4
Wild Die: 1d6!+1: [4]+1 = 5

Boost Trait - Shooting d6>d8 +Reroll. 6 rounds remaining
Presence Sense 9 rounds remaining

Personal PPE: 10/30
Xanthine Gem: 0/10
Bennies: 5
Last edited by Tex Arcana on Wed May 19, 2021 10:35 am, edited 2 times in total.
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Mars
Posts: 131
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter 6: The Start Line

Post by Mars »

Athletics 8 to Go First
Athletics to interrupt: Athletics 1d8!, Wild 1d6!: [6]+[2] = 8 + 2 from Joker = 8
Let's use that Joker benny to re-roll, just in case: Athletics 1d8!, Wild 1d6!: [1]+[2] = 3
Okay, not using that total. The number to beat is 8.

Sniper makes an opposed Athletics roll (rather than Agility) because it's not a test; winner goes first.
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 »

CS Commando: Athletics d10 1d10!!+2 / 1d6!!+2: [1]+[2]+2+[4]+2 = 11

6, that was dismal.

@Pursuit you may act first.
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Erebus Caine
Posts: 94
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Re: Chapter 6: The Start Line

Post by Erebus Caine »

Shooting Samson 5, 12 Raise; Damage 24, 23 AP 4 MDC
-4 called shot to head, +2 improved trademark weapon, +1 scope, +2 Marksman, Rapid Fire
Shooting 1d12!!+1: [4]+1 = 5
Shooting 1d12!!+1: [11]+1 = 12
Wild 1d6!!+1: [1]+1 = 2
Damage
+1d6 Giant Killer, +4 Heavy Beam, +4 head shot
Damage 5d6!!+8: [1, 4, 3, 4, 4]+8 = 24
Raise Damage 6d6!!+8: [3, 2, 1, 3, 4, 2]+8 = 23
Colorado Baronies/Davison Gulch
Round 4

“You got that sniper?” Caine asked Dawn and Mars. He refocused on the bigger threat, the one remaining Samson, and took aim for a headshot again.
Turn
Free Action:
Action:
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: 4/3
Rifle Ammo: 22/60
  • 2 x spare long clips 30 each
Pistol Ammo: 23/30
  • 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).
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Mars
Posts: 131
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter 6: The Start Line

Post by Mars »

Seeing the sniper attempt to flee, Mars drops her sword and unslings her rifle.

She sends two laser blasts at the merc,
Shooting 1d10!, Wild 1d6!: [4]+[4] = 8 +2 for Joker, +1 for MOH, -4 for called shot to the head, MAP offset by split the seconds, +1 for Heavy Pulse, MD

Shooting 1d10!, Wild 1d6!: [5]+[2] = 7 +2 for Joker, +1 for MOH, -4 for called shot to the head, MAP offset by split the seconds, +1 for Heavy Pulse



The shots do
First shot !4d6+3+4: [1, 3, 3, 1]+3+4 = 15 +3 from Heavy Pulse, +4 from called shot to the head

Second shot !4d6+3+4: [1, 5, 6, 3]+3+4 = 22 + exploding 1d6!: [5] = 5
respectively.
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
Posts: 23
Joined: Sat Jan 16, 2021 11:28 pm

Re: Chapter 6: The Start Line

Post by Dawn Swiftrunner »

Dawn's eyebrows went up in surprise as the soldier pulled out a grenade launcher, and her conventionally great speed failed her as she tried, but failed, to get out of the way.

She attempted to stand back up...
OOC Comments
Spending a benny to soak that attack.

Vigor: 1d6!!: [4] = 4
Wild Die: 1d6!!: [5] = 5

Soaked one wound, which puts her at two wounds.

Spending another benny to shake off Shaken, and then Dawn is going to charge him and cut him down.

Fighting roll: 1d8!!-2: [5]-2 = 3
Wild Die: 1d6!!-2: [2]-2 = 0

Well, at least she tried.
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.

ISP: 6 / 10

Bennies: 2
- Gained 1 Jan 31 2021 for good RP (see Discord)
- Spent 1 to reroll Fighting on April 11 2021
- Gained 1 on draw of the Joker May 8 2021
- Spent 1 to remove Shaken May 8 2021
- Spent 1 to soak damage May 8 2021
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William Rufus
Posts: 107
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Re: Chapter 6: The Start Line

Post by William Rufus »

2 Hearts

William is angry at doing nothing but trying to avoid the big blast. He hasn't shot at any one of these people. then he takes a deep breath and says to himself, Some times it isn't the swinging of the swords or the shooting of the guns that is required, even the angles thank those that supported the troops in battle, and those that drew the fire away from others also serve.
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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Ajax
Posts: 100
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter 6: The Start Line

Post by Ajax »

With most of the enemies out of range or dead, Ajax opts to eliminate the fallen Hunter's advantages. He pulls his greatsword from its scabbard, waving it wildly in one hand while reaching into his enchanted pouch and withdrawing a fragmentation grenade with the other. He charges, difficult ground notwithstanding, towards the toppled mech,
Ajax moves 6", within the Reach 1 of his greatsword
. "Now, plodders, let real battle be joined! 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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Tiny Tim
Posts: 105
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Re: Chapter 6: The Start Line

Post by Tiny Tim »

Psionics Healing 6
Healing (+2 due +4 ISP, -3 due Wounds... so -1)
  • Psionics: 1d8!!-1!!: [7]-1 = 6
    Wild: 1d6!!-1!!: [5]-1 = 4
    Result: 6 - Success. 1 Wound Healed. 2 Wounds Left. 7 ISP.
Just give me a sec... I need to see what I can do about the laser burn on my chest.

Drawing upon his inner strength, Tiny Tim waves his clawed hands over the burn and it starts to get less inflamed and started to knit together.

Not as much as I wanted to happen, but it did help a bit.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 5/30
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

Wounds: 1

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
    -1 due to Soak on Giant Robot's Laser
    +1 due Bought Bennie
    -1 to Unshake from Giant Robot's LAser
    +1 due Mars's Joker
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Venatus Vinco
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Re: Chapter 6: The Start Line

Post by Venatus Vinco »

Rolling Away

The NG Mobile Hunter Gun makes a terrible racket as it careens down the hillside tossing Icosa around like a rag doll. Fortunately her underlying reinforced frame can take a beating and she jostles awake, largely unharmed. The pilot's were protected by their safety harnesses and only one of them groggily opens his eyes as the big rig lands at the bottom of the ravine.

Mars keeps her head, despite the commotion, and lets off two highly accurate head shots at the Sky Cycle pilot. The first one rings off his heavily armoured helmet, jostling him in his seat as he tries to pull away but he keeps his bike level. The second shot catches him square and looks like it badly wounds him as he slumps over the bars of his bike as he pulls away. The sky cycle takes off, somewhat erratically, but away from the group. It's massive jet engines whining to life as it accelerates away father than anyone in the group can manage (3 wounds, soaked 1, enough to run away).

The rest of the team mops up the resistance as any surviving mercenaries surrender and turn their attention to rescuing their fellows from the NG Hunter. A closer inspection reveals the robot fell in such away that the main hatch is covered in rubble.
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Erebus Caine
Posts: 94
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Re: Chapter 6: The Start Line

Post by Erebus Caine »

Moving rubble 10
Athletics 1d8!!: [10!!] = 10
Wild 1d6!!: [4] = 4
Colorado Baronies/Davison Gulch
Round 0

Erebus Caine sighed and put up his rifle, hearing the sound of the sky cycle escaping. “Damn. We might need to watch our backs,” he warned the others.

Caine scrambled over the broken ground over to the downed Hunter. The entry hatch was covered in rubble. “Of course,” he muttered. “Everyone okay inside?” Caine asked as he started moving rubble.
Turn
Free Action:
Action:
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: 4/3
Rifle Ammo: 22/60
  • 2 x spare long clips 30 each
Pistol Ammo: 23/30
  • 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 Take ‘Em Down: When attacking targets 1 or more Sizes larger than the hero, he adds +4 to the AP value of his weapons. He may reroll damage once without spending a Benny.
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: 100
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter 6: The Start Line

Post by Tex Arcana »

Persuasion: 1d6!: [3] = 3
Wild Die: 1d6!: [1] = 1

Spending a benny to reroll since he currently has 5.

Persuasion: 1d6!: [3] = 3
Wild Die: 1d6!: [4] = 4

Tex doesn't help move the debris from the robot, but does unsling his Storm Rifle while gathering the prisoners.

When @Erebus Caine mentions that one got away, he contacts @William Rufus , "William stay on the sensors and weapons, one got away."

On the radio, Tex asks @Icosa , "Icosa, can you hear me, are you alright, what's the status of the crew in there? Do you have them under control?"
He asks @Dawn Swiftrunner (and any others not helping with getting the robot open) to help him with the prisoners. "Please search the prisoners and remove any weapons." If there are any power armor pilots still alive, he adds, "Have those guys shuck the power armor. Put all of their equipment into the Mammoth." He directs the survivors to kneel on the ground with their hands behind their heads.

Tex looks around and sighs as he turns back to the prisoners. He says, "So, that was a pretty good ambush, you almost got us, but it failed. Now, your choice, you can talk to me, or if you are feeling really adventurous, the dragon. I suggest me." Tex believes in the Code of the West, and in general has no animosity towards other intelligent beings that want to be peaceable. Bandits and bushwhackers are another story.

He uses the rifle to gesture to the isolated area there are in. In a neutral tone, he says "Out here. In the wilderness. I am not sure what we should do with you." He walks behind them still speaking. "Why were you after us? Who hired you, what do they look like, what can they do, and where can we find them?"

He comes back to the front of the line of prisoners. "Now we are going to take your equipment to compensate us for the inconvenience you've caused. You were more than willing to kill us, why shouldn't we do the same to you?"

Boost Trait - Shooting d6>d8 +Reroll. 5 rounds remaining
Presence Sense 8 rounds remaining

Personal PPE: 10/30
Xanthine Gem: 0/10
Bennies: 4
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Ajax
Posts: 100
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter 6: The Start Line

Post by Ajax »

Ajax moves around the field, greatsword drawn, ensuring that there are no unchecked survivors. After a (fast) cursory run, he arrives at the hatch of the Hunter. "Yoo hallooo! Who yet breathes in there? Make no sudden moves, or I shall carve a hole in your pretty machine large enough for me to enter, and you won't like what I have to say to you when I do!"
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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Mars
Posts: 131
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter 6: The Start Line

Post by Mars »

Smarts 1d8!, Wild 1d6!: [4]+[3] = 7 -2, per Berserk, and +1, per Sublime Chaos Edge. Total of a 3.
and begins jerking around erratically as if trying to look in all directions at once. It will take her
1d6: [6] = 6
before she's fully functional again, and in the meanwhile, she is a paranoid mess.

Lace begins calling out, "Did we get them? Are they all dead? Is it safe now?"
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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Tiny Tim
Posts: 105
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter 6: The Start Line

Post by Tiny Tim »

Wincing as he stretches to see how bad his chest burn still is, Tiny Tim starts clearing the rubble blocking the main hatch.

"Can anyone Heal this Laser Burn? I still have some mental energy, but the amount I need to have to use while wounded to Heal myself gets taxing."

"Lace, one of them got away... a Sniper. He looked to be in rather poor condition. I do agree with Mr. Caine that we should get out of here as soon as we can. I don't think we can take this Robot with us, but I am sure that if I throw a GRENADE inside it, I can make a nice BIG EXPLOSION that should take it out of service for the foreseeable future!!!"
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 5/30
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

Wounds: 1

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
    -1 due to Soak on Giant Robot's Laser
    +1 due Bought Bennie
    -1 to Unshake from Giant Robot's LAser
    +1 due Mars's Joker
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William Rufus
Posts: 107
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter 6: The Start Line

Post by William Rufus »

Be fore, William mans the radar he realizes he is in a gulch and it would be worthless. "So he speaks over the radio, anyone needs healing I am flying out there. The ride took a few hits and is drivable but could use some repair. Someone should look for their camp there may be some supplies that we could use. Oh and they might have kidnapped or have hostages. Really cant use the radar until we get out of this gulch."

William takes off using the fly spell

faith
1d10+2 1d10+2!!: [5]+2 = 7
Wild Dice
1d6 WD 1d6!!: [2] = 2

William is airborne and sends another message, "One of you should get back to the ride and guard it. I don't like it left alone."

William heals those that need it , (Timmy)

psi
1d8 1d8!!: [3] = 3
Wild Dice
1d6 1d6!!: [4] = 4

Heal a wound. Any one else?
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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Erebus Caine
Posts: 94
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Re: Chapter 6: The Start Line

Post by Erebus Caine »

Stealth 15 (invisible); Perception 5
+2 in the wilderness, +2 armor, invisibility
Stealth 1d12!!+4: [11]+4 = 15
Wild 1d6!!+4: [1]+4 = 5
+2 scope
Perception 1d8!!+2: [2]+2 = 4
Wild 1d6!!+2: [3]+2 = 5
Colorado Baronies/Davison Gulch
Round 0

Realizing the dragon was better at clearing the rubble, and he would only get in the way, Erebus Caine stepped back. He answered William on his radio, “I’ll scout out the banditos’ camp,” he said. “Don’t leave without me. Back within an hour. I’ll let you know if there’s more trouble.”

Caine grabbed up his rifle and climbed up the gulch, starting to circle out from around the ravine to try and find the mercenary camp, activating the invisibility on his armor.
Turn
Free Action:
Action:
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: 4/3
Rifle Ammo: 22/60
  • 2 x spare long clips 30 each
Pistol Ammo: 23/30
  • 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 Take ‘Em Down: When attacking targets 1 or more Sizes larger than the hero, he adds +4 to the AP value of his weapons. He may reroll damage once without spending a Benny.
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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Icosa
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Location: 1st SET

Re: Chapter 6: The Start Line

Post by Icosa »

"Icosa, can you hear me, are you alright, what's the status of the crew in there? Do you have them under control?"

Icosa completed her diagnostic loop and took stock. Power in the crew compartment had failed. It was completely dark inside, but though she had enough sensors to resolve images with active infrared illumination. The crew seemed to have survived, and were groggily undoing their straps. More importantly, the hatch was still open...and through it had come a cascade of rocks and dirty, completely sealing it off.

"This is Icosa," she reported over the communicator. "I am unhurt, though I did lose consciousness briefly for some reason. The crew also seems intact. The robot has lost all power, and the hatch is blocked. I will ask the crew if there are any emergency exits we can use."

She carefully made her way along the compartment, which was now on its side it seemed, to one of the crew members of the robot.

"We're blocked in," Icosa told him. "Is there an alternative exit from this vehicle?"
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
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Re: Chapter 6: The Start Line

Post by Dawn Swiftrunner »

Dawn dutifully stripped the weapons from the remaining captives, and stowed the salvage. She looked ragged - taking a grenade would do that - and frustrated at her inability to stop the sky cyclist. But, she carried about her duties.

When she got a moment, she concentrated, the psycho-active nanotech in her body exuding through her pores and interfacing with the techno-wizardry in the suit, and attempted to heal herself.
OOC Comments
Psionics roll, -2 for wounds: 1d8-2!!: [3]-2 = 1
Wild die: 1d6-2!!: [6]-2 = 4
Ace Wild Die: 1d6!!: [10!!] = 10

Okay, no idea why the notation accepted an exploding die on the second one but not the first, but I believe that is a raise, erasing two wounds.Tell me if I'm wrong!
"Sorry, Tiny. My suit only works if you got a psycho-active nanofluid infusion linked to your soul. But I'm pretty sure one of the others might be able to help. Now..."

She approached the giant robot, a pink blade of energy manifesting in her hands. "Relax, I'm sworn to never use this here psychic sword on an unarmed foe. But when I cut that hatch open, you better actually be unarmed, 'cause if you're not, I'll be upset."
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.

ISP: 6 / 10

Bennies: 2
- Gained 1 Jan 31 2021 for good RP (see Discord)
- Spent 1 to reroll Fighting on April 11 2021
- Gained 1 on draw of the Joker May 8 2021
- Spent 1 to remove Shaken May 8 2021
- Spent 1 to soak damage May 8 2021
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Venatus Vinco
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Re: Chapter 6: The Start Line

Post by Venatus Vinco »

Hatched and Dispatched

As the Coalition commando slumps over his Skycycle and careens off toward the west the remaining mercenaries peer out from behind cover with their hands up. Inside the Hunter Mobile gun the pilots look groggily at Icosa, raise their hands and pop the emergency exit, more by instinct that anything else. The four figures emerge from the gun, laying on its side in the stream running through the mountain pass known as Davison Gulch.
Tex Arcana wrote: Wed May 19, 2021 10:33 am Tex looks around and sighs as he turns back to the prisoners. He says, "So, that was a pretty good ambush, you almost got us, but it failed. Now, your choice, you can talk to me, or if you are feeling really adventurous, the dragon. I suggest me." Tex believes in the Code of the West, and in general has no animosity towards other intelligent beings that want to be peaceable. Bandits and bushwhackers are another story.
One of the mercenaries, a salty looking partial conversion cyborg, lights a cigar and sits down on the toppled robot vehicle. Staring a the contrail of the Skycycle for a long moment before speaking. He seems non-pulsed by Tex's threats. Probably been down this road before.

"Guess the contract's done." Turing to the heroes he smiles, his multi-optic eye adjusting to focus on each person's face. "Name's Michael Maxwell, Rocky Mountain Irregulars. Damn that Mammoth is tough. What do you want to know? And you can stop pointing that thing, we ain't going nowhere."
Tex Arcana wrote: Wed May 19, 2021 10:33 am He uses the rifle to gesture to the isolated area there are in. In a neutral tone, he says "Out here. In the wilderness. I am not sure what we should do with you." He walks behind them still speaking. "Why were you after us? Who hired you, what do they look like, what can they do, and where can we find them?"
"Do with us? You just let us on our way, we were hired to a do a job. Jobs done, that's the business. You start taking things personal you don't get much repeat business."
Tex Arcana wrote: Wed May 19, 2021 10:33 amHe comes back to the front of the line of prisoners. "Now we are going to take your equipment to compensate us for the inconvenience you've caused. You were more than willing to kill us, why shouldn't we do the same to you?"
"If you want to strip us down and leave us out here you're going to have to do it by force and kill every last one of us. You want some salvage fine, loot the dead, any of my boys that can walk will take their stuff with them. Including the bot."

His bionic eye narrows and he stares hard at Tex.
"You going to kill us and take everything or go after that Deadhead? Can't do both."

Caine
The Skycycle is long gone so tracking that is no use, but it looks like the pilot was wounded but able to get away. That could cause troubles later. Caine does find the mercenary encampment not too far away, there are a dozen or so other mercenaries there more like camp aids, cooks, and mechanics, not front line fighters.
Sky Cycle Pilot
He is not dead and likely heading to the Ruins of Denver (your second clue) to prepare for your arrival
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Ajax
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Re: Chapter 6: The Start Line

Post by Ajax »

Ajax stares down at the partial borg. "It is difficult not to take being shot at personally. Still, despite your best efforts, you only managed to singe the dragon, and your metal monster is in disarray." He lowers his sword, though it doesn't lay slack in his hand. "Who hired you? Deadhead? Was it the Coalition? How many are there?"
Once Maxwell answers, Ajax turns to his compatriots. "I have no particular urge to execute defeated foes, particularly those who were so ineffectual, despite seemingly superior armament. I also have no intention of leaving them armed in such a way as to be a threat as we go our way. We can strip their e-clips and leave them their disarmed machine. It seems that our true adversary is that way." He points after the skycycle's last trajectory. "These are simply a distraction."
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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Venatus Vinco
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Re: Chapter 6: The Start Line

Post by Venatus Vinco »

Ajax wrote: Tue Jun 01, 2021 9:57 pm Ajax stares down at the partial borg. "It is difficult not to take being shot at personally. Still, despite your best efforts, you only managed to singe the dragon, and your metal monster is in disarray."
"Why so long in the face pal? Getting shot at is all in a day's work."
Ajax wrote:He lowers his sword, though it doesn't lay slack in his hand. "Who hired you? Deadhead? Was it the Coalition? How many are there?"
"yeah, we just found that out ourselves. Don't normally see much of them out this way, you must have really pissed them off. They were posing as Mercs like us wanting to rough up a target. So we did. The hired us cause they are just a small squad, though it looks like they have a stash of military equipment. Never saw that armor or sky cycle before."
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Tiny Tim
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Re: Chapter 6: The Start Line

Post by Tiny Tim »

"I HATE BEING SHOT!!! I DO take it personally. Now I am sure that if I was motivated enough, I could use this Frag grenade to make a nice explosion either right among you, or INSIDE the Robot that shot me that you treasure so much... and it wouldn't take ME long to kill all of you, if I decided I wanted to. If you give us the information we want and behave yourselves, you will get out of this in one piece."
Last edited by Tiny Tim on Sun Jun 06, 2021 6:02 pm, edited 1 time in total.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 5/30
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

Wounds: 1

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
    -1 due to Soak on Giant Robot's Laser
    +1 due Bought Bennie
    -1 to Unshake from Giant Robot's LAser
    +1 due Mars's Joker
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Erebus Caine
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Re: Chapter 6: The Start Line

Post by Erebus Caine »

Colorado Baronies/Mercenary camp
Round 0

Erebus Caine peered around the rocks, staring down at the mercenary camp below. He keyed up his radio.

“Lost the skycycle pilot,” Caine reported. “Seems to be heading toward the ruins of Denver. He’s hit bad, though. I’ve found the merc camp. Only folk here are support personnel though. Orders?” That came out instinctively. Caine had no bloodlust for killing cooks and techs, though, that weren’t shooting at him. If he saw a Coalition officer, though, that was a different story.
Turn
Free Action:
Action:
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: 4/3
Rifle Ammo: 22/60
  • 2 x spare long clips 30 each
Pistol Ammo: 23/30
  • 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 Take ‘Em Down: When attacking targets 1 or more Sizes larger than the hero, he adds +4 to the AP value of his weapons. He may reroll damage once without spending a Benny.
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
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Re: Chapter 6: The Start Line

Post by Tex Arcana »

Since we are talking here and should have the advantage, the mercs should all be disarmed, unarmored, kneeling, with their hands behind their heads. If not, Tex directs the team to put the Rocky Mountain Irregulars into this position.

...

Tex waits silently, impassive, storm rifle in his arms as he stares at Maxwell and listens to the man. He says nothing as @Ajax and @Tiny Tim chime in.

"We aren't mercenaries Mr. Maxwell, so yes, we do take it personally. You didn't take a job to protect the defenseless, you were contracted to take us out," Tex finally says.

He waits a bit more letting them sweat a bit. When @Erebus Caine reports back in, he replies over the radio not taking his eyes off of Maxwell, "We have a fair idea where the sky cycle is headed, if he makes it, we aren't going to have any element of surprise. Come on back."

He waits for Caine to come back, not wanting to have anything start without the full team. He finally answers Maxwell's question about killing them or not. "Mr. Maxwell, we aren't going to kill you, we are going to do worse. We are taking you back to Charity and turn you over to the Baron and kill your reputation. You won't be able to find work this side of the Mississippi. Your equipment will be auctioned off. I believe in the code, just like my papa, but he also said 'If a man tries to kill you, you kill him right back.' Don't make me regret not listening to my Pa. Any of you give us grief, we will shoot you down where you stand."

He gives a jerk of his head towards their captives, and says to @Dawn Swiftrunner , @Icosa, @Mars , and @William Rufus , "Icosa, secure the robot, we won't be able to take it with us. Everyone else, get our prisoners into the Mammoth, hog tie them. Tiny Tim, if Mr. Maxwell get's uppity, rip off his mechanical limbs. Let's get back to Charity and report in."

Boost Trait - Shooting d6>d8 +Reroll. 4 rounds remaining
Presence Sense 7 rounds remaining

Personal PPE: 10/30
Xanthine Gem: 0/10
Bennies: 4
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Venatus Vinco
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Re: Chapter 6: The Start Line

Post by Venatus Vinco »

"No need for hog ties killer, we'll come along."

Maxwell chuckles at Tex, he doesn't seem to worried about threats, or the Baron. He signals his group, "Come on boys, free ride into town."

At that the remaining mercenaries head toward the vehicle, they fuss about being tied up, but ultimately don't seem concerned with what's about to happen next.
Tied Up
If you really want to force them to be tied you can.
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Erebus Caine
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Re: Chapter 6: The Start Line

Post by Erebus Caine »

Colorado Baronies/Mercenary camp
Round 0

“Copy that,” replied Erebus Caine to Tex’s instructions. Carefully and quietly he withdrew from his position at the mercenary camp and returned to the gulch as the mercs were being loaded into the back of the Mammoth. “I’ll watch them,” Caine volunteered, climbing up in the back and putting his rifle on them.
Turn
Free Action:
Action:
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: 4/3
Rifle Ammo: 22/60
  • 2 x spare long clips 30 each
Pistol Ammo: 23/30
  • 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 Take ‘Em Down: When attacking targets 1 or more Sizes larger than the hero, he adds +4 to the AP value of his weapons. He may reroll damage once without spending a Benny.
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
Mars
Posts: 131
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter 6: The Start Line

Post by Mars »

Lace has tears actively streaming down her face, but she stands straight and shows no sign at all that she notices that she is openly weeping. "We're going back to town, then? Not after the skycycle pilot?"

As she continues to cry, her body heaves a shudders a little, but none of it touches her face (except, of course, for the tears).
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
User avatar
William Rufus
Posts: 107
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter 6: The Start Line

Post by William Rufus »

William is not happy that this group has a twisted sense of ethics. He sees this as a test of who he is!.

After all are tied up. He looks around and speaks, "To protect our reputation, souls or spirits from hell, we should bind them and take them to the Barron, He is After all the one who is judge around this territory."

William pauses for affect, "Now as far as common rules or laws of warfare correct me if I'm wrong, to the victors goes the spoils,? That means where I come from the enemy can keep personal effects, clothing, but at times an oath can be got from the enemy too if they agree. For instance, they might be allowed to keep certain properties if the oath is given not to attack or aid anyone who might do us, the expedition we are on , the Barron or anyone that are his allies."

William continues, "Now how to make this oath viable the Barron has his way and I can ask the Gods to put in a harsh reality to it. Like a Curse!, maybe with weathering , and pain if they go against this Oath."

William looks at the Cyborg, "Now grant you the cyber person here may not be able to weather away or feel pain, but there are mechanical problems. Being stuck in a land slide limbs busted, and useless with only the head being able to see for infinity, insanity and usefulness gone forever!"

Now all of you may doubt this, at this moment his wings and the armor start glowing and radiating. and a deep voice comes forth, "The Gods of Light are hearing this Now! Be prepared for what you do from this point on."

Divination power
Vigor
1d6 1d6!!: [3] = 3
WildDice
1d6 1d6!!: [5] = 5
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
Tiny Tim
Posts: 105
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter 6: The Start Line

Post by Tiny Tim »

William Rufus wrote: Sun Jun 06, 2021 7:45 am William is not happy that this group has a twisted sense of ethics. He sees this as a test of who he is!.

After all are tied up. He looks around and speaks, "To protect our reputation, souls or spirits from hell, we should bind them and take them to the Barron, He is After all the one who is judge around this territory."

William pauses for affect, "Now as far as common rules or laws of warfare correct me if I'm wrong, to the victors goes the spoils,? That means where I come from the enemy can keep personal effects, clothing, but at times an oath can be got from the enemy too if they agree. For instance, they might be allowed to keep certain properties if the oath is given not to attack or aid anyone who might do us, the expedition we are on , the Barron or anyone that are his allies."

William continues, "Now how to make this oath viable the Barron has his way and I can ask the Gods to put in a harsh reality to it. Like a Curse!, maybe with weathering , and pain if they go against this Oath."

William looks at the Cyborg, "Now grant you the cyber person here may not be able to weather away or feel pain, but there are mechanical problems. Being stuck in a land slide limbs busted, and useless with only the head being able to see for infinity, insanity and usefulness gone forever!"

Now all of you may doubt this, at this moment his wings and the armor start glowing and radiating. and a deep voice comes forth, "The Gods of Light are hearing this Now! Be prepared for what you do from this point on."
"Another consequence to breaking any agreement we make is a virtually ageless enemy... one who is able to go virtually invisible... one who is able to rip into armoured robots with its bare claws. You may also want to think on that. As it is, I am rather pissed off at the bunch of you for this burn mark on my chest... it STUNG!!! I am willing on letting it pass, however, if you bring yourself to please Rufus, I will let it pass."
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 5/30
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

Wounds: 1

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
    -1 due to Soak on Giant Robot's Laser
    +1 due Bought Bennie
    -1 to Unshake from Giant Robot's LAser
    +1 due Mars's Joker
User avatar
Dawn Swiftrunner
Posts: 23
Joined: Sat Jan 16, 2021 11:28 pm

Re: Chapter 6: The Start Line

Post by Dawn Swiftrunner »

Dawn doesn't tie the group up, but does do a careful frisking for weapons, and does take the time to point out any who are supernatural, magical, or psionic to the others, and if any are like that, she volunteers herself to watch them.
OOC Comments
Notice: 1d6+2: [5]+2 = 7
Wild Die: 1d6+2: [4]+2 = 6
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.

ISP: 6 / 10

Bennies: 2
- Gained 1 Jan 31 2021 for good RP (see Discord)
- Spent 1 to reroll Fighting on April 11 2021
- Gained 1 on draw of the Joker May 8 2021
- Spent 1 to remove Shaken May 8 2021
- Spent 1 to soak damage May 8 2021
User avatar
Mars
Posts: 131
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter 6: The Start Line

Post by Mars »

”So, back to town it is, then?” The tears have not stopped.
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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