03 Hunting A Dangerous Game

Post Reply
User avatar
Ndreare
Savage Siri
Posts: 4040
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

03 Hunting A Dangerous Game

Post by Ndreare »

As the heroes set out with the intent on finding these remaining mechnoids that are to be hiding in this dangerous and isolated peninsula they have many tools and resources for scouting them out.

But a journey through a demon filled wilderness is always dangerous and should be considered as such even when you are the hunters.

Signs of demons and monster are everywhere, but signs of the technology one would expect from a mechanoid are few and far between.

The teams work is hard and the rewards are few. But the danger of the , until on the second day out when the heroes are ambushed by a swarm of tiny insect like demons. Each standing only 2’ tall the insectile monsters are obviously intelligent as they move up from the earth invisible attacking the heroes by surprise!


You are being Ambushed. Make a Notice roll versus their Stealth.
If you have Multi-Optics add +2 to your Notice, If you have inherent Supernatural Presence Sense add +4 to your Notice. If you have Danger Sense or other modifiers they work as normal.
  • Critical Failure = Ambushed!, do not roll on quick combat and instead take 4 wounds! (Soakable)
  • Failure = Your quick combat is at an Additional -4
    Success = You suffer no penalty
  • Raise = You are able to alert 1 other person and they will not suffer the failure penalty.

Dangerous Quick Encounter
The ambush has you and you are outnumbered at least 10 to 1. Make a combat or power skill roll with the following modifier and compare.
Melee: You are up close and dangerous subtract -2 from your roll
Ranged: You keep your distance but expend a lot of ammunition. Roll 3d6 for the number of rounds burned through.
Power: Your powers are pushed roll 3d6 for expended power points.

Results
  • Critical Failure = Ouch, take 1d4 wounds (soakable).
    Failure = It was a hard ambush, but you made it. Take 1 wound (Soakable)
  • Success = You have seen worse. Take 1 Fatigue from Bumps and bruises. (by GM fiat this fatigue can be soaked)
  • Raise = You are amazing, brushing off the ambush by luck or skill, you still come out on top. Each raise you scored can reduce the wounds taken by another player or NPC by 1 level.
Whoever rolls and narrates Nameless’s actions receives 1 benny.

THE ENEMY STEALTH ROLL IS 13
Stealth, includes Burrowing, Edges and Conceal Arcana 1d10!! or 1d6!! +6: [7]+[5] = 12


Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Elliot
Posts: 10
Joined: Sun Jul 12, 2020 9:26 am

Re: 03 Hunting A Dangerous Game

Post by Elliot »

Notice 13, Shooting 23
Notice 1d12+2!!: [9]+2 = 11 Sixth Sense +2
Wild Die 1d6+2!!: [6]+2 = 8
Wild Die Ace 1d6!!: [1] = 1
Shooting 1d12!!: [2] = 2
Wild Die 1d6!!: [4] = 4
Rounds used 3d6: [5, 5, 2] = 12

Benny
Shooting 1d12!!: [23!!] = 23
Wild Die 1d6!!: [1] = 1
Rounds spent 3d6: [3, 3, 4] = 10
As soon as the bots pop up, Elliot is on it. He tucks his rifle against his shoulder and smoothly fires, knocking them out of the air as as if they were flies.
Character Name: Elliot
Player name on discord: Mike (Stoic)
Key and Initiative edges: Alertness, Danger Sense, Dodge, Sixth Sense, Quick Draw, Strong-Willed
Wounds: 0
Fatigue: 0
ISP: 30 of 30

User avatar
Cantrell
Posts: 424
Joined: Thu Mar 02, 2017 10:57 pm

Re: 03 Hunting A Dangerous Game

Post by Cantrell »

Cantrell: Notice 13, Shooting 8; Nameless Notice 4, Shooting 4
Notice (Danger Sense) 1d8!!+6: [7]+6 = 13
Wild 1d6!!+6: [4]+6 = 10

Shooting (w/-2) 1d12!!+3: [1]+3 = 4
Wild 1d6!!=3: [2] = 2 Missed the +3, so it's a 5. Will go ahead and Benny it to reroll:

Shooting 1d12!!+3: [4]+3 = 7
Wild 1d6!!+3: [4]+3 = 7

1 more Benny
Shooting 1d12!!+3: [1]+3 = 4
Wild 1d6!!+3: [5]+3 = 8 = Raise, finally

Nameless
Notice 1d10!!: [3] = 3
Wild 1d6!!: [4] = 4

Shooting 1d10!!-2: [6]-2 = 4
Wild 1d6!!-2: [2]-2 = 0

Get 1 Benny back for running Nameless
Cantrell shouts a warning as the spot where her cybernetic detection system used to sit starts to tingle. As demonic bugs erupt from the ground, everything starts to move in slow motion, just like it used to when she had wires running through her synapses. Now, it feels like fires running through her veins instead, white-hot and electrifying. The end result is the same.

"Pair up, don't get surrounded!" she yells, wishing they'd had a chance to work out some hand signals with the hulking D-bee warrior who'd decided to follow along with them. The nameless seems to catch her drift, anyway, and moves back-to-back with her, spraying laser fire with his salvaged Coalition rifle.

Cantrell goes for her own over-under rifle, as well, figuring a high rate of fire will be more effective than tank-busting shots. She channels mystical energy into the rifle, like she used to with the her temporal lodestone, only now the magic comes from her own body.

Strange days, she thinks, as the tide of bugs shrinks under the barrage of enhanced laser fire. Strange days.

Ammo used: Cantrell 10; Nameless 8
Cantrell 3d6!!: [5, 3, 2] = 10
Nameless 3d6!!: [1, 4, 3] = 8
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 12/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d
Wounds:
Fatigue:

User avatar
Kharis
Posts: 88
Joined: Wed Mar 13, 2019 4:57 pm

Re: 03 Hunting A Dangerous Game

Post by Kharis »

Notice 1d8! Wild 1d6!: [1]+[3] = 4
Benny to reroll: Notice 1d8! Wild 1d6!: [2]+[4] = 6
until the shooting starts. By then, the little beasts are all around him.

Which, to be frank, is right where he'd want them anyway.

He activates his flaming sword in one hand and draws his enchanted greatsword with the other. The juxtaposition is a little ridiculous: one is a thin line of fire, the other is a hulking mass of dark steel, both held by an elf built more like an orc and standing a head taller than anyone else in the group (well, anyone else organic, at least).

And then, he starts fighting. The hallmark of a battle magus is speed. Not necessarily physical speed -- the juicers and crazies of the world have that covered in spades -- but in casting speed.

As Kharis brings his weapons to bear,
Spellcasting 1d12!-3 Wild 1d6!-3: [5]-3+[3]-3 = 2
reroll Spellcasting 1d12!-3 Wild 1d6!-3: [1]-3+[6!, 3]-3 = 4
Okay, that ends up as a 5 on the wild die, so a success
He spends 3d6: [3, 6, 1] = 10 PPE on the fight
faster than most can track.

He channels winter ice to
smite power
, which causes steam to erupt from the flaming sword in a violent hiss that follows him as he dances through the melee, steam swirling in little cyclones as he strikes and spins.

Just as quickly, a thin sheen of ice covers him from head to foot and then breaks away from his body, an exact, icy duplicate of Kharis, dancing and swinging its own swords, one of them steaming little particles of ice into the air. And then another duplicate breaks off, as Kharis himself remains encased in a thin layer of ice, making him almost impossible to distinguish from his doubles. They do no real harm, but they do distract the buglike creatures, making it harder to focus on Kharis and
deflection power
.

Ice erupts from the ground, catching small swarms in frozen spikes and
entangle power
, and the temperature drops precipitously,
sloth power
of even those bugs not caught directly by the ice.

His display is impressive, but costly. Even with the duplicates, enough of the creatures manage to get to Kharis that he feels it, and a few even manage to penetrate his armor. It's not enough to slow him, but it's enough to let him know that
Takes a level of bumps and bruises.
.

Kharis, Elven Battle Magus
Pace: 8; Parry: 7 normally, 8 w/either sword or .50 cal equipped, 9 w/both swords; Toughness: 17(6); Strain: 0; Size: +1
Edges/Attributes of Note: Berserk; D-Bee; Racial Animosity (Dwarves)
Character Sheet

User avatar
Deezy Klatta
Silver Patron
Silver Patron
Posts: 334
Joined: Mon Dec 19, 2016 12:40 pm

Re: 03 Hunting A Dangerous Game

Post by Deezy Klatta »

Both Deezy and the inimitable KLATTA BOY are taken by surprise by the subterranean attack! The robot steps back as both of them start opening up on the creatures as they emerge, but the ground gives way under KB's thunderous tread, and they both fall over backwards, sending Deezy bouncing off and rolling a little ways away as Klatta Boy struggles to haul himself back up and yank his foot out of the sinkhole!

Rolls: Both failed Notice, and then failed attack rolls.
Deezy Notice 1d8!!+2: [3]+2 = 5 Wild 1d6!!+2: [1]+2 = 3 (should be 6, forgot an additional +1 bonus from goggle mods)
Benny for Deezy Notice 1d8!!+2: [5]+2 = 7 Wild 1d6!!+2: [2]+2 = 4

KB Notice 1d8!!+4: [5]+4 = 9 Wild 1d6!!+4: [5]+4 = 9
Benny for KB Notice 1d8!!+4: [1]+4 = 5 Wild 1d6!!+4: [4]+4 = 8
Deezy benny spent for one more notice roll...bleh... 1d8!!+4: [6]+4 = 10 Wild 1d6!!+4: [4]+4 = 8
Last KB benny for Notice 1d8!!+4: [3]+4 = 7 Wild 1d6!!+4: [1]+4 = 5

Deezy Shooting 1d8!!+2: [4]+2 = 6 Wild 1d6!!+2: [3]+2 = 5
Ammo expended 3d6: [5, 6, 5] = 16
KB Shooting 1d12!!+1: [6]+1 = 7 Wild 1d6!!+1: [2]+1 = 3
OOC Comments
Player Name: Salmon Max
Google Handle: samminmax@gmail.com

Character Name: [urk=http://savagerifts.com/sr/viewtopic.php ... =167#p1803]Dorothy Zane “DZ” Klatta[/url]
Rank:Novice Experience: 10 (7/30/17) Advances Left: 0
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Charisma: -1; Pace: 6; Parry: 4; Toughness: 12 (6); PPE: 20
Skills:
Knowledge: Arcana d10
Knowledge: Engineering d10 (+1)
Knowledge: Science d6
Knowledge: Electronics d10 (+1)
Repair d10 (+2 Edge, +4 armor (inc TW bonus))
Investigate d6 (+2)
Techno-Wizardry d10
Fighting
Notice
Shooting d6 (+3 w/revolver)

Hindrances
Overconfident (Major): Never give up...NEVER SURRENDER!
Greedy (Minor): Building something like this is going to take a load of bread to capitalize...where’m I gonna get the money?!
Habit (Minor): Too hyperactive!

Edges
Edge: Master of Magic (mega-magic ENGAGE)
Edge: Extra PPE (+5 PPE)
Edge: Mr Fixit (+2 Repair, halve time required on raise)
Edge: Investigator (+2 to Investigate, Streetwise, and Notice to sort through evidence)
Edge: Improved Recharge (recover 1 PPE/.5 hour)

Gizmos (spells):
AEGIS (Active ElectroGravitational Interception System)
Armor (2PPE, +2 armor/+4 on raise, duration 3 (+1/rnd), touch)
Greater Armor (5PPE, +5 MDC armor/+10 on raise, duration 3 (+1/rnd) touch)

Omniblaster
Bolt (1PPE/2d6 missile (up to 3), 2PPE/3d6 missile, 12/24/48)
Onslaught (2PPE/3d6MD missile (up to 4), 4PPE/6d6MD missile, 18/36/72)

TIAMAT (Thaumic Imaging And Magical Ambiance Testing)
Detect/Conceal Arcana (2PPE, sense supernatural creatures, objects or effects)
Exalted Detect/Conceal Arcana (4PPE, gain more info, 2PPE to analyze creature)

ROCKET BOOTS (No acronym; just rockets in boots)
Flight (3PPE, fly at Pace; 6PPE, 2x Pace, duration 3 (+1/rnd), touch)
Swift Flight (8PPE, 4x Pace and -1 to be hit; 10PPE 8x Pace and -2 to be hit, duration 3 (+1/rnd) touch)

Gear
Triax T-13 Field Mechanic
Armor 6, +1 Toughness, Full environment, 18lbs
Laser Torch, 3d6MD, RoF 1, AP 3, 4/8/16
Extensible Manipulator: Reach 1, Str 1d6, 1d6+1d4 dmg in melee w/laser finger
Optical Enhancements; 10x mag, thermal vision, spectrographic scanner, +2 Repair
10 mile communication, nightvision, loudspeaker, laser rangefinder


TW Revolver
2d6+2 dmg, RoF 1, AP 4, 6 shots, 12/24/48
+1 Shooting skill (Minor TW Augmentation)
2PPE to charge, 2PPE to make Mega-damage


TechnoWizard Specialized Toolkit
I use it for techno things that also involve wizardry.

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


Credits: 2000

User avatar
Ndreare
Savage Siri
Posts: 4040
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 03 Hunting A Dangerous Game

Post by Ndreare »

Thank you for finishing up your post. I will get the next scene posted soon.

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Ndreare
Savage Siri
Posts: 4040
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 03 Hunting A Dangerous Game

Post by Ndreare »

The strange insectile monstrosities stood no chance versus the heroes as they fall two and three at a time. @Elliot’s incredible shooting prowess, easily taking out at least a dozen of the creatures. @Cantrell More worried about helping the others than herself, does not fare as well as some of the creatures manage to knock her around a bit. But no significant harm comes to her. While caught off guard @Kharis is able to quickly recover, bringing his powers to bear in a devastating volley of spells, making up for his being flat footed when the fight began. @Deezy and Klatta are not used to coordinating with the new team, each not only being ambushed, but having trouble recovering fast enough to prevent serious injury.

When the battle is done the heroes find themselves surrounded by the remains of perhaps two dozen corpses, the remainder of the creatures escaping having accepted their losses rather than risk more.

Gathering together and checking on everyone's condition @Elliot and @Cantrell suddenly notice a strange drone watching them, the thing flying only a couple hundred yards away, is obviously focused on the fight that took place.

Upon realizing it has been spotted the drone fires down at the two before quickly dropping out of sight and attempting to evade.


INSTRUCTIONS
@Cantrell and @Elliot roll Evade (Agility -2) to avoid the distracting fire or take 4d8!! damage. (You can roll it)


@LEGENDS What do you do, do you try to pursue the fast moving drone and figure out why it was spying on you, do you gather up and see to everyone's injuries, or do you do something else more impressive I have not yet considered?

Roll Repair +0 or Survival -2 to identify the drone as one of the mechanoid Cyborgs you are looking for. A Raise will reveal the specific model.

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Elliot
Posts: 10
Joined: Sun Jul 12, 2020 9:26 am

Re: 03 Hunting A Dangerous Game

Post by Elliot »

Agility 12
Agility 1d12!!-2: [7]-2 = 5
Wild Die 1d6!!-2: [14!!]-2 = 12

Survival 1d10!!: [2] = 2
Survival Wild Die 1d6!!: [2] = 2
Without even pausing, Elliot does a perfect back flip, easily avoiding the drones attack. He looks at it, slides the Naruni Rifle back into his pack, and pulls out a Triax sniper rifle. Alas, it is too late, the drone has made it's egress.

"Well? Do you want to chase it, or no?"
Last edited by Elliot on Wed Sep 02, 2020 7:58 pm, edited 1 time in total.
Character Name: Elliot
Player name on discord: Mike (Stoic)
Key and Initiative edges: Alertness, Danger Sense, Dodge, Sixth Sense, Quick Draw, Strong-Willed
Wounds: 0
Fatigue: 0
ISP: 30 of 30

User avatar
Cantrell
Posts: 424
Joined: Thu Mar 02, 2017 10:57 pm

Re: 03 Hunting A Dangerous Game

Post by Cantrell »

Agility 3, 30 damage, Repair 4
Evade at -2
Agility 1d12!!-2: [2]-2 = 0
Wild 1d6!!-2: [5]-2 = 3

Damage: 4d8!!: [1, 4, 22!!, 3] = 30 Not sure if that's MDC or not. If not, it does nothing, if it is, she'd just be Shaken, but I'll narrate that way.

Repair 1d4!!: [2] = 2
Wild 1d6!!: [4] = 4
Adrenaline -- or something like it -- is still rushing through Cantrell's veins as she fires a final shot at the retreating insects. The rush from the magic in her blood is different than the carefully-measured electrical pulses from her cyberware used to be. She's still mulling over the differences in her head when the alien drone pops up and hits her hard with some kind of energy projectile. The shot is right on target, and while it fails to pierce her expertly-engineered armor, it rocks her on her feet.

"What in the actual ..." she mumbles, her ears ringing. Getting eyes on the new bogie, she calls for the others over comms.

"Looks like one of those Mechanoid things we're hunting. Not sure what kind. Let's follow and try to keep eyes on, but blast the bastard if it looks like it's going to outrun us."
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 12/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d
Wounds:
Fatigue:

User avatar
Ndreare
Savage Siri
Posts: 4040
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 03 Hunting A Dangerous Game

Post by Ndreare »

@Tribe of One The damage is not MDC, it is obviously only a distraction technique so the thing can run.

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Elliot
Posts: 10
Joined: Sun Jul 12, 2020 9:26 am

Re: 03 Hunting A Dangerous Game

Post by Elliot »

"Copy that." The naruni armor shimmers slightly, as it adjusts to it's surroundings. Elliot slinks off into the woods, trying to avoid being detected by the bot.
Character Name: Elliot
Player name on discord: Mike (Stoic)
Key and Initiative edges: Alertness, Danger Sense, Dodge, Sixth Sense, Quick Draw, Strong-Willed
Wounds: 0
Fatigue: 0
ISP: 30 of 30

User avatar
Deezy Klatta
Silver Patron
Silver Patron
Posts: 334
Joined: Mon Dec 19, 2016 12:40 pm

Re: 03 Hunting A Dangerous Game

Post by Deezy Klatta »

"Ugh...ow..." Deezy grunted as she got back to her feet. On spotting the retreating drone she nodded and pointed.

"Lets get that thing!!"

Rolls: Repair 13
Repair 1d12!!+2: [11]+2 = 13
Wild 1d6!!+2: [4]+2 = 6
OOC Comments
Player Name: Salmon Max
Google Handle: samminmax@gmail.com

Character Name: [urk=http://savagerifts.com/sr/viewtopic.php ... =167#p1803]Dorothy Zane “DZ” Klatta[/url]
Rank:Novice Experience: 10 (7/30/17) Advances Left: 0
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Charisma: -1; Pace: 6; Parry: 4; Toughness: 12 (6); PPE: 20
Skills:
Knowledge: Arcana d10
Knowledge: Engineering d10 (+1)
Knowledge: Science d6
Knowledge: Electronics d10 (+1)
Repair d10 (+2 Edge, +4 armor (inc TW bonus))
Investigate d6 (+2)
Techno-Wizardry d10
Fighting
Notice
Shooting d6 (+3 w/revolver)

Hindrances
Overconfident (Major): Never give up...NEVER SURRENDER!
Greedy (Minor): Building something like this is going to take a load of bread to capitalize...where’m I gonna get the money?!
Habit (Minor): Too hyperactive!

Edges
Edge: Master of Magic (mega-magic ENGAGE)
Edge: Extra PPE (+5 PPE)
Edge: Mr Fixit (+2 Repair, halve time required on raise)
Edge: Investigator (+2 to Investigate, Streetwise, and Notice to sort through evidence)
Edge: Improved Recharge (recover 1 PPE/.5 hour)

Gizmos (spells):
AEGIS (Active ElectroGravitational Interception System)
Armor (2PPE, +2 armor/+4 on raise, duration 3 (+1/rnd), touch)
Greater Armor (5PPE, +5 MDC armor/+10 on raise, duration 3 (+1/rnd) touch)

Omniblaster
Bolt (1PPE/2d6 missile (up to 3), 2PPE/3d6 missile, 12/24/48)
Onslaught (2PPE/3d6MD missile (up to 4), 4PPE/6d6MD missile, 18/36/72)

TIAMAT (Thaumic Imaging And Magical Ambiance Testing)
Detect/Conceal Arcana (2PPE, sense supernatural creatures, objects or effects)
Exalted Detect/Conceal Arcana (4PPE, gain more info, 2PPE to analyze creature)

ROCKET BOOTS (No acronym; just rockets in boots)
Flight (3PPE, fly at Pace; 6PPE, 2x Pace, duration 3 (+1/rnd), touch)
Swift Flight (8PPE, 4x Pace and -1 to be hit; 10PPE 8x Pace and -2 to be hit, duration 3 (+1/rnd) touch)

Gear
Triax T-13 Field Mechanic
Armor 6, +1 Toughness, Full environment, 18lbs
Laser Torch, 3d6MD, RoF 1, AP 3, 4/8/16
Extensible Manipulator: Reach 1, Str 1d6, 1d6+1d4 dmg in melee w/laser finger
Optical Enhancements; 10x mag, thermal vision, spectrographic scanner, +2 Repair
10 mile communication, nightvision, loudspeaker, laser rangefinder


TW Revolver
2d6+2 dmg, RoF 1, AP 4, 6 shots, 12/24/48
+1 Shooting skill (Minor TW Augmentation)
2PPE to charge, 2PPE to make Mega-damage


TechnoWizard Specialized Toolkit
I use it for techno things that also involve wizardry.

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


Credits: 2000

User avatar
Kharis
Posts: 88
Joined: Wed Mar 13, 2019 4:57 pm

Re: 03 Hunting A Dangerous Game

Post by Kharis »

Kharis follows, also pursuing the fleeing drone.

Survival 1d8!, Wild 1d6!: [2]+[6!, 6!, 4] = 18

Kharis, Elven Battle Magus
Pace: 8; Parry: 7 normally, 8 w/either sword or .50 cal equipped, 9 w/both swords; Toughness: 17(6); Strain: 0; Size: +1
Edges/Attributes of Note: Berserk; D-Bee; Racial Animosity (Dwarves)
Character Sheet

User avatar
Ndreare
Savage Siri
Posts: 4040
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 03 Hunting A Dangerous Game

Post by Ndreare »

The specific model is identified...
WASP
The Mechanoid wasp is an intelligent, aggresive, cunning and bold predator. They are known to thrive on relentless battle, combat and excitement. These fearless models seem unrattled even when outnumbered by superior firepower.

They had a reputation for especially sick sadistic acts in the previous invasion such as dismembering targets and then cauterizing their wounds so the target would take longer to die, or grabbing targets and flying them high into the air only to drop and watch them scream.

They represent the very heart of the Mechanoid's infantry and defense network and are the real power behind the mechanoid air force.

They are armed only about as well as a normal combat cyborg, however, they are equipped with a Medium Particle Beam weapon that is capable of rapid fire attacks and and anti-personal laser that is designed for rapid reaction fire and elimination of fast moving targets. If engaged in melee their limbs can be extended with attached paired vibro blades acting as a claw like defense, however they are known to avoid such melee situations leaving such tactics to Mechanoid brutes.

The heroes easily avoid the shots as they see the WASP take off in flight. But not wanting to lose sigh of the creature they immediately take off in pursuit. This is an opportunity to good to let go of to potentially finding the hide out of the Mechanoid nest.

But the movement through the trees is confounding as they see the WASP flying at incredible speeds through the air, unrestrained by the trees itself.

INSTRUCTIONS
Okay this will be a very brief chase for reasons I am not sharing. You are all on CARD 1, moving to catch up with the WASP on CARD 3, it receives +2 to Athletics rolls because it is the fastest.

EACH CARD Represents 20” for range purposes if you would like to use a power.

Initiative = KLATTA, ELLIOT & CANTRELL may GO
Bug Hunt Turn 01.JPG

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Cantrell
Posts: 424
Joined: Thu Mar 02, 2017 10:57 pm

Re: 03 Hunting A Dangerous Game

Post by Cantrell »

Actions: Boosts Athletics, moves up 2 cards
Free action: Casts Greater Boost Trait (Athletics) for 2 PPE; Then uses action to Change Position with a +2 to the roll

Spellcasting 1d8!!+2: [4]+2 = 6
Wild 1d6!!+2: [5]+2 = 7

Athletics increases to 1d10 with a free reroll

Athletics 1d10!!+2: [9]+2 = 11
Wild 1d6!!+2: [2]+2 = 4
Almost absently tracking the Mechanoid flyer as it flees above the trees, Cantrell focuses her attention on the forest floor ahead, her body settling into an easy rhythm as she gains speed of her own. The spot on her neck where her skill chips used to slot in burns a little as she concentrates on movement, imagining an expert program enhancing her limbs as she races over and past downed trees and undergrowth. Soon, her muscles sing with unnatural power, so like yet unlike the electric thrill she used to feel with her cyberware.

Even without looking up, she can feel herself closing the distance on the flying drone.

[Cantrell uses greater boost trait to increase her Athletics as a free action (due to Adept), then uses an action to Change Position, advancing two cards.]
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 12/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d
Wounds:
Fatigue:

User avatar
Elliot
Posts: 10
Joined: Sun Jul 12, 2020 9:26 am

Re: 03 Hunting A Dangerous Game

Post by Elliot »

OOC Comments
Athletics 1d8!!: [2] = 2 +2 full action
Wild Die 1d6!!: [2] = 2 +2 full action
Momentarily hesitating, Elliot starts to run. He doesn't think he can catch up with the Mech, but once he gets close enough, blasting it out of the sky shouldn't be any trouble.
Character Name: Elliot
Player name on discord: Mike (Stoic)
Key and Initiative edges: Alertness, Danger Sense, Dodge, Sixth Sense, Quick Draw, Strong-Willed
Wounds: 0
Fatigue: 0
ISP: 30 of 30

User avatar
Ndreare
Savage Siri
Posts: 4040
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 03 Hunting A Dangerous Game

Post by Ndreare »

The drone, continues taking off ducking behind cover, and maneuvering as best it could to evade the pursuers. Its defensive weapons firing strafing shots to help cover its exodus.


Full action movement +2
Piloting 1d10+2 or wild 1d6+2: [4]+2+[4]+2 = 12



EVERYONE EXCEPT CANTREL AND ELLIOT MAY GO
Sorry, cannot wait for Klatta and longer, he may go if desired.

Buttom of turn 1.JPG

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Kharis
Posts: 88
Joined: Wed Mar 13, 2019 4:57 pm

Re: 03 Hunting A Dangerous Game

Post by Kharis »

Athletics to Change Position Athletics 1d10!, Wild 1d6!: [8]+[1] = 9


Kharis takes off running as fast as he can, and as soon as he is in range, he whispers a word of power, but to no effect.
Sloth
Spellcasting 1d12!, 1d6!: [6]+[5] = 11 +1 =7
Spellcasting 1d12!, Wild 1d6!: [2]+[5] = 7
1d12!, Wild 1d6!: [3]+[3] = 6
1d12!, Wild 1d6!: [6]+[2] = 8
Sheesh 1d12!, Wild 1d6!: [1]+[5] = 6
Sloth halves the target's total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll. Modifiers: Strong (-2 to Spirit rolls), Greater (The target cannot run, and with a raise is Vulnerable), and Range (doubled to reach the bad guy).

Kharis, Elven Battle Magus
Pace: 8; Parry: 7 normally, 8 w/either sword or .50 cal equipped, 9 w/both swords; Toughness: 17(6); Strain: 0; Size: +1
Edges/Attributes of Note: Berserk; D-Bee; Racial Animosity (Dwarves)
Character Sheet

User avatar
Ndreare
Savage Siri
Posts: 4040
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 03 Hunting A Dangerous Game

Post by Ndreare »

I am using GM fiat to say @Deezy Klatta moved forward 1 card, but did not perform other actions in order to move the adventure on.

As @Kharis races forward he finds his magic rolls of the cyborg body of the WASP. Something about the psychics artificial construction dampening the arcane powers as they attempt to focus on it. @Elliot is able to close some of the distance, but his to close the distance are not enough and he is unable to close. Meanwhile @Cantrell seems to be having better luck, no only closing most of the distance to the drone, but even maintaining the the clarity of mind to have an advantage on the thing as she closes some of the distance.

Chase.JPG

GM Apology
I owe all of you an apology, not all of the delay here was waiting on a player, or me studding for my Owner User exam. This was unduly delayed and I am going to try and get back on the horse here.
Instructions
Cantrell has the initiative here with the Joker, even with Quickness the baddy was not able to go first.

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Cantrell
Posts: 424
Joined: Thu Mar 02, 2017 10:57 pm

Re: 03 Hunting A Dangerous Game

Post by Cantrell »

Athletics 10 to move two spaces
Change Position as a full action for +2, another +2 from the Joker (assuming that's a thing in Chases).

Athletics 1d10!!+4: [2]+4 = 6
Wild 1d6!!+4: [3]+4 = 7

Free reroll from GBT

Athletics 1d10!!+4: [6]+4 = 10
Wild 1d6!!+4: [4]+4 = 8
Arcane energy singing through her veins, Cantrell barely breaks a sweat as she keeps pace with the flying scout robot, or whatever it is. Gaining on it, well within range, she contemplates taking a shot at it, perhaps disabling its propulsion system, but she remembers the goal is to track the thing to its home base.

With that mind, she readies her pistol and casts her gaze outward, ready for instant combat should more of the flyer's comrades appear over the next ridge.
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 12/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d
Wounds:
Fatigue:

User avatar
Ndreare
Savage Siri
Posts: 4040
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 03 Hunting A Dangerous Game

Post by Ndreare »

OOC Comments
Piloting 1d10!! or Wild 1d6!! receives +2 for fastest on the field.: [6]+[4] = 10

As Cantrell closes in on the WASP she sees its flight take a sudden shift as it turns and flies straight down into the ground and apparently through some sort of holographic projection of a rock. Leaving her with a choice, wait for the others to catch up, or head into the hidden cave on her own without them.

The others are only moments behind her, but can those moments be spared?


CHASE IS OVER The chase is over, but you can pursue into the entrance which @Cantrell witnessed. I assume Nameless is right along with Cantrell.

As you all regroup together for a brief moment, you may make a plan or just head on in after it.

Include a Stealth roll and a Notice roll in your next post as you move in.

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Cantrell
Posts: 424
Joined: Thu Mar 02, 2017 10:57 pm

Re: 03 Hunting A Dangerous Game

Post by Cantrell »

Cantrell watched as the robot scout disappeared past some sort of holographic camouflage masking a passage underground. With a couple of voice commands, she snips a few second of video from her HUD feed and sends it to the rest of the squad, so they'll know what to look for.

Once upon a time, Lt. Nadya Cantrell of the Coalition Armed Forces might have stopped to consult with superiors or a trusted sergeant before leaping headfirst into the unknown. But her time with the 13th had taught her that sometimes there was nothing to do but seize the moment and hope a plan followed close behind.

"Alright, Nameless, what say you and me do our best ghost impression and follow that bogie into its nest?"

She concentrates briefly, fishing for the feeling she used to get when accessing a skillchip. Sure enough, she finds it, as commando training she never actually had floods her limbs with magical muscle memory. Like a wraith, she slips past the holographic rockface after the wasp, Nameless close behind.

Stealth 7, Notice 11 (She also has Danger Sense)
Activating Boost Trait: Stealth (+Hurry) for 1 PP
Spellcasting 1d8!!+2: [4]+2 = 6 = Success for +1d to Stealth
Wild 1d6!!+2: [4]+2 = 6

Stealth 1d8!!: [5] = 5
Wild 1d6!!: [7!!] = 7

Notice 1d8!!+4: [7]+4 = 11
Wild 1d6!!+4: [4]+4 = 8
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 12/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d
Wounds:
Fatigue:

User avatar
Kharis
Posts: 88
Joined: Wed Mar 13, 2019 4:57 pm

Re: 03 Hunting A Dangerous Game

Post by Kharis »


Stealth 1d6!, Wild 1d6!; Notice 1d8!, Wild 1d6!: [6!, 2]+[3]+[3]+[1] = 15


Kharis follows Cantrell in, moving quickly and staying quiet.

He activates the darksight spell on his armor, for all the good it does him; he’s too focused on stealth to really take stock of his surroundings.

Kharis, Elven Battle Magus
Pace: 8; Parry: 7 normally, 8 w/either sword or .50 cal equipped, 9 w/both swords; Toughness: 17(6); Strain: 0; Size: +1
Edges/Attributes of Note: Berserk; D-Bee; Racial Animosity (Dwarves)
Character Sheet

User avatar
Elliot
Posts: 10
Joined: Sun Jul 12, 2020 9:26 am

Re: 03 Hunting A Dangerous Game

Post by Elliot »

"Copy. Going radio silent."

And with that, he turns intangible. His eyes scan his surroundings as he moves as quiet as a...well....ghost.

Stealth 1d12+5: [9]+5 = 14
Stealth Wild Die 1d6+5: [3]+5 = 8

Notice 1d12+2: [11]+2 = 13
Wild Die Notice 1d6+2: [1]+2 = 3
Character Name: Elliot
Player name on discord: Mike (Stoic)
Key and Initiative edges: Alertness, Danger Sense, Dodge, Sixth Sense, Quick Draw, Strong-Willed
Wounds: 0
Fatigue: 0
ISP: 30 of 30

User avatar
Deezy Klatta
Silver Patron
Silver Patron
Posts: 334
Joined: Mon Dec 19, 2016 12:40 pm

Re: 03 Hunting A Dangerous Game

Post by Deezy Klatta »

After a frustrating chase marred by glitches in the linkages between her suit and Klatta Boy making communication and coordination difficult, Deezy and her robot buddy finally flew up to join the others as they were conferring. She dropped off of KB and filled herself in on the situation. On realizing stealth was needed, Deezy patted herself down and began assembling something from parts in the various pouches and pockets that had been hung all over her armor.

Klatta Boy joined her, to loom over her. "Stealth was not a design priority for my chassis," he reproved gently. "Perhaps we can find another way to contribute."

Deezy shook her head and held up a finger. "Hang on...hang on...I've been keeping this adaptive polychroma gel for, like, a billion seconds and now I finally get to USE IT. Hold still."

She held up the device she'd improvised together...it looked a lot like a pressurized tank attached to a sort of weaponized pump apparatus. A...squirt gun, in other words. After manually priming it a few times, Deezy let it rip on Klatta Boy. The fluid that gushed out was sort of grey-black in hue, and clung to the robot's surfaces much more tenaciously than water would. It covered him, but seemed to thicken rapidly, meaning almost none dripped off.

Deezy then handed the squirt gun to Klatta Boy and said, "Now me."

Dutifully, the robot sprayed her down as well, blanketing her armor in the goop.

"Now we just turn on the mesh sensors..." Deezy tapped something on her wrist, then paused and tapped something else. The charcoal-grey gunk covering them seemed to shimmer, then shiver...and then resolved into a high-resolution image of whatever was on the opposite side of from every angle. The effect wasn't so much to make them invisible as it was to give them nearly perfect camouflage.

"Yes! KB, just watch your steps now, ok? Try not to clomp."

"I weigh nearly a thousand kilograms," Klatta Boy reminded her.

Deezy nodded. "Just...clomp quietly. Lightfooted."

There was a pause, then the robot said, "Very well."

Rolls: Boost Stealth gadget made, 9PPE remaining; Deezy Notice 8, Stealth 13...Klatta Boy Notice 11, Stealth 10
Tech-Wizardry to create Boost Trait gadget 1d12!!: [10] = 10 Wild 1d6!!: [3] = 3
Use Gadget with one extra recipient for 3PPE to boost stealth 1d12!!: [3] = 3 Wild 1d6!!: [2] = 2
Going to re-try (casting again, not using a benny) 1d12!!: [2] = 2 Wild 1d6!!: [4] = 4
Deezy Notice 1d8!!+3: [5]+3 = 8 Wild 1d6!!+3: [2]+3 = 5
Klatta Boy Notice 1d8!!+4: [7]+4 = 11 Wild 1d8!!+4: [3]+4 = 7

Deezy Stealth 1d6!!: [13!!] = 13 Wild 1d6!!: [5] = 5
Klatta Boy Stealth 1d6!!: [5] = 5 Wild 1d6!!: [10!!] = 10
OOC Comments
Player Name: Salmon Max
Google Handle: samminmax@gmail.com

Character Name: [urk=http://savagerifts.com/sr/viewtopic.php ... =167#p1803]Dorothy Zane “DZ” Klatta[/url]
Rank:Novice Experience: 10 (7/30/17) Advances Left: 0
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Charisma: -1; Pace: 6; Parry: 4; Toughness: 12 (6); PPE: 20
Skills:
Knowledge: Arcana d10
Knowledge: Engineering d10 (+1)
Knowledge: Science d6
Knowledge: Electronics d10 (+1)
Repair d10 (+2 Edge, +4 armor (inc TW bonus))
Investigate d6 (+2)
Techno-Wizardry d10
Fighting
Notice
Shooting d6 (+3 w/revolver)

Hindrances
Overconfident (Major): Never give up...NEVER SURRENDER!
Greedy (Minor): Building something like this is going to take a load of bread to capitalize...where’m I gonna get the money?!
Habit (Minor): Too hyperactive!

Edges
Edge: Master of Magic (mega-magic ENGAGE)
Edge: Extra PPE (+5 PPE)
Edge: Mr Fixit (+2 Repair, halve time required on raise)
Edge: Investigator (+2 to Investigate, Streetwise, and Notice to sort through evidence)
Edge: Improved Recharge (recover 1 PPE/.5 hour)

Gizmos (spells):
AEGIS (Active ElectroGravitational Interception System)
Armor (2PPE, +2 armor/+4 on raise, duration 3 (+1/rnd), touch)
Greater Armor (5PPE, +5 MDC armor/+10 on raise, duration 3 (+1/rnd) touch)

Omniblaster
Bolt (1PPE/2d6 missile (up to 3), 2PPE/3d6 missile, 12/24/48)
Onslaught (2PPE/3d6MD missile (up to 4), 4PPE/6d6MD missile, 18/36/72)

TIAMAT (Thaumic Imaging And Magical Ambiance Testing)
Detect/Conceal Arcana (2PPE, sense supernatural creatures, objects or effects)
Exalted Detect/Conceal Arcana (4PPE, gain more info, 2PPE to analyze creature)

ROCKET BOOTS (No acronym; just rockets in boots)
Flight (3PPE, fly at Pace; 6PPE, 2x Pace, duration 3 (+1/rnd), touch)
Swift Flight (8PPE, 4x Pace and -1 to be hit; 10PPE 8x Pace and -2 to be hit, duration 3 (+1/rnd) touch)

Gear
Triax T-13 Field Mechanic
Armor 6, +1 Toughness, Full environment, 18lbs
Laser Torch, 3d6MD, RoF 1, AP 3, 4/8/16
Extensible Manipulator: Reach 1, Str 1d6, 1d6+1d4 dmg in melee w/laser finger
Optical Enhancements; 10x mag, thermal vision, spectrographic scanner, +2 Repair
10 mile communication, nightvision, loudspeaker, laser rangefinder


TW Revolver
2d6+2 dmg, RoF 1, AP 4, 6 shots, 12/24/48
+1 Shooting skill (Minor TW Augmentation)
2PPE to charge, 2PPE to make Mega-damage


TechnoWizard Specialized Toolkit
I use it for techno things that also involve wizardry.

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


Credits: 2000

Post Reply

Return to “Legendary War Breakers Adventures”