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Attack on Geist

Posted: Tue Nov 15, 2022 12:19 pm
by Daniel

Savage Combat vs Geist

...continued from
As you watch the events play out in the Command Room you see that both Geist and the Phase Mystic named Zan (some of you met him in the arena) are holding hands and touching the wall behind them. It’s an odd way to be standing and undoubtedly means something.

Geist laughs a loud and is holding the scepter (Rift Dominator) above her head, threateningly, as she mocks the base commander who is tied up in his chair.

Zan keeps the blaster he is holding pointed at the head of security woman across the room who quietly holds her hands high and looks peeved.

Zan is dressed in a mix of grey armor that looks like a full EBA combat suit. With his dark eyes and permanent frown he looks annoyed. You hear him say, ”Alright Victoria, we got the card, can we go now?”

Victoria Geist is a tall woman who looks to be in her mid forties. With brown eyes and long blonde hair. She is dressed in black combat boots, black jeans and leather coat. Her shirt looks like a rock concert shirt, saying something about Sick Pence opening for Tres Marbles Left. Her only jewelry is a thin leather necklace with a crystal on it.

In response to Zan she says, “I don’t know why you care about these instruments of the Arcane Company. They mean nothing, but yes, we can go Zan.”

Zan nods and looks like he is concentrating.
Post.

Zan, the Phase Mystic, has a look of concentration on his grizzled face. Eyes partially closed, they open wide and he says, "Company incoming!"

The psychic mystic from Phase World digs the fingers of his right hand into the wall. The metal wall tears in his grasp. His left hand is holding tight to Victoria Geist's right shoulder.

Victoria laughs aloud as the members of the Black Company suddenly snap into existence in the Command Room. Her voice dripping with sarcasm, she says, "You are early - I like that!"


Map of the Command Room
Map
Image
Location of Characters is where you were each teleported in by Hans. Firing at Geist or Zan is considered Firing Into Melee (not Flint, Gargamel or Steele). Hans, Charon and Tula are considered to be under medium cover and are at a -4 to be hit, because of Gargamel. At the beginning of the combat Geist has speed/quickness on her. Also has Arcane Resistance active due to Jobbi, for a -4.
Initiative Order
Action Cards
1.) Sammy - Ace Hearts - On Hold, Athletics Roll for Interrupt
2.) Joe - Ace of Clubs - On Hold, Athletics Roll for Interrupt
3.) Steele - King of Diamonds
4.) Tula - King of Clubs
5.) Geist - Jack of Hearts
6.) Stan - Jack of Clubs
7.) Hans - 9 of Clubs
8.) Zan - 7 of Diamonds <— dead now
9.) Charon - 3 of Clubs
A > K > Q > J > 10 >....2
Spades > Hearts > Diamonds > Clubs

Tula 38 King of Clubs
Charon 28 Three (3) of Clubs
Stan 1 Two (2) of Spades … Bennie from Stan 1d54: [51] = 51 … duplicate, reroll B RR Stan 1d54: [36] = 36
Hans 38 (duplicate, reroll 1d54: [34] = 34 Nine (9) of Clubs
Hes 2nd roll Hans 1d54: [38] = 38 , seriously? Reroll HH 1d54: [26] = 26 Ace of Hearts
Joe 39 Ace of Clubs
Steele 51 King of Diamonds

6d54: [38, 28, 1, 38, 39, 51] = 195

Geist 23 Jack of Hearts
Zan 30 Five (5) of Clubs, reroll due to Quick Zan 1d54: [45] = 45 Seven (7) Diamonds

2d54: [23, 30] = 53


Player Instructions
Regular SWADE Rules
Note - it was pointed out to me a few of the below are not up to date so FYI - I'll work on updating me stuff.
Combat
    • Rounds are six seconds.
    • Initiative is “rolled” every round by drawing from a deck of cards and acting in order Ace to Deuce. If you draw a Joker you can go at any time, and also gain +2 to all trait and damage rolls for your action.
    • You can perform multiple actions in a round (you get a free move on top of your action). These actions must be different things or at least involve different wielded weapons (e.g., you can’t attack twice with the same weapon). You take a -2 to all actions for each extra action you perform.
Attacks
    • Melee: Roll Fighting vs. a difficulty of the target’s Parry.
    • Ranged: Roll Shooting or Throwing (at a -2 penalty for each extra range increment beyond short) against difficulty 4 (may be further modified by cover, concealment, or attacking armed targets point blank).
Damage
    • Raise on the attack roll adds +1d6 damage.
    • Rifts dice explode.
    • You don’t roll a wild die for damage, but the dice do Ace.
    • All damage dice are added together.
    • The damage total is compared to the target’s Toughness/Armor total.
    • If the roll is a success, the target is Shaken. If the target was already Shaken, he takes a Wound. Each Raise also deals a Wound.
Shaken and Wounds
    • Shaken characters can only take free actions (such as moving) and attempt to remove Shaken.
    • On your turn, you must make a Spirit roll to remove Shaken. You may spend a Benny at any time to remove Shaken.
    • When you are about to receive one or more Wounds, you can spend a Benny to attempt to Soak the damage. Roll Vigor: each success and Raise reduces the Wounds taken by 1.
    • Wounds apply penalties to Pace and all trait tests (-1 for each Wound).
    • A character with four Wounds is Incapacitated and must roll Vigor to avoid dying.
Situational Rules
    • Aim: Take a round aiming (no movement either) to get +2 to next round’s ranged attack (or ignore up to 4 points of penalties from range, cover, called shot, scale, or speed).
    • AoE: Any AoE attack rolls one attack roll but separate damage against all affected.
    • Bound and Entangled: Entangled characters are unable to move and Distracted. Bound characters are also Vulnerable. See page 98 for rules on breaking free.
    • Breaking Things: Items have a Hardness rating. Damage must equal or exceed the Hardness to break that item with an attack. You can use these rules to break shields and cover.
    • Called Shot: Get around Armor by taking a penalty to hit unarmored locations (Limb -2, Hands/Head -4, Armor joint -6) or similarly hit a small target. Head shots deal +4 damage. Hand shots count as a Disarm.
    • Cover and Obstacles: If target is covered, attack rolls suffer -2 (light), -4 (medium), -6 (heavy), or -8 (near total). Your attacks might punch through certain types of Cover as if they were armor.
    • Defend: A defense as your action (no multi-actions) increases Parry by +4. You can move but not run.
    • Disarm: Make a called shot at -2 or -4. The defender must beat the damage with a Strength test if it hits the item. If the defender is hit instead, he must roll Strength at -2 or -4 plus Wound penalties if the attack shakes or wounds him.
    • Distracted and Vulnerable: Both states last until the end of your next turn. Distracted makes you take a -2 penalty to all trait rolls. Vulnerable grants opponents +2 to attack you.
    • Drop, The: If you are unaware of an opponent, she gets +4 to attack and damage against you for one action (this does not stack with Vulnerable). If you are Shaken or worse, make a Vigor roll (-2 if hit in the head) or drop unconscious.
    • Evasion: Some slow attacks may be evaded if you succeed at an Agility roll (with a -2 penalty).
    • Fatigue: Certain effects apply Fatigue rather than damage. You become Fatigued, then Exhausted, then Incapacitated. Each level of Fatigue applies -1 to all trait rolls.
    • Finishing Move: You can automatically kill a helpless target with a lethal weapon as an action.
    • Firing Into Melee: Use the innocent bystander rules.
    • Ganging Up: Each ally adjacent to and attacking a target past the first gives +1 to all allies for the attack. Each adjacent ally of the target cancels a point of this bonus.
    • Grappling: Make an Athletics roll against the target’s Athletics to Entangle the target (Bound on a Raise). See page 101 for additional rules.
    • Illumination: Attack rolls suffer -2 in dim light, -4 in darkness (and targets can’t be attacked more than 10” away), and -6 in pitch darkness/target is invisible.
    • Improvised Weapons: Take -2 to attack rolls, and deal Str+d4 for light objects, +d6 for medium, and +d8 for heavy.
    • Innocent Bystanders: If you miss with a ranged attack and roll 1s on both dice, you hit a random victim adjacent to or otherwise in the line of fire of the original target. Shotguns and automatic weapons may have an easier time hitting bystanders (see page 102).
    • Nonlethal Damage: You can do nonlethal damage with fists or blunt melee weapons (-1 to attack for edged melee weapons using the flat). A target Incapacitated by nonlethal damage is knocked out for 1d6 hours instead of being in danger of dying.
    • Prone: Gain medium cover against ranged attacks from 3” or further away, but -2 Parry and Fighting rolls in melee. Standing uses 2” of movement.
    • Push: Make an opposed Strength or Athletics test. On a success, push the target 1”, or 2” on a Raise. Running, Shields, and Size affect this (see page 104).
    • Ranged Weapons in Melee: You cannot use long guns in melee. The TN is the target’s Parry instead of the normal 4. If you try to attack a non-adjacent target while opponents are threatening you in melee, you immediately become Vulnerable.
    • Recoil: Automatic weapons can impose a -2 penalty when taking multiple shots.
    • Reloading: Arrows and sling stones can be reloaded once per turn as a free action. Bolts, clips, magazines, or single bullets require an action to reload. Some specific weapons reload even more slowly. You must roll Agility (at a -2 penalty) to reload successfully when running.
    • Shotguns: Shotguns are weird. See page 105 for shotgun attack rules.
      Size and Scale: It’s easier to hit proportionately larger targets and harder to hit proportionately smaller ones. Creatures have scale from -6 to +6 (humans are 0). See page 106.
    • Stunned: If you are stunned by a power or stun weapon, you’re Distracted, Prone, can’t move or take actions, don’t count towards Gang Up, and are subject to the Drop. Make a Vigor roll at the start of your turn to remove Stunned (but you become Distracted and Vulnerable without a Raise).
    • Support: Make a relevant skill roll to assist. Add +1 to the target’s roll for a success, or +2 for a Raise. Support bonuses are usually limited to +4.
    • Suppressive Fire: See page 107.
    • Surprise: Ambushers are automatically on Hold (can go whenever they want in the first round), but draw cards to check for Jokers. Roll Notice to be dealt in on the first round. Otherwise, you can’t act the first round of combat.
    • Test: Roll Athletics or Fighting opposed by Agility, Taunt opposed by Smarts, or Intimidate opposed by Spirit. On a success, the target is your choice of Distracted or Vulnerable. On a Raise, the target is also Shaken (or other situational effects, like being tripped prone). Modifiers may apply, and repetitive tests may have less effect over time.
    • Touch Attack: Simply attempting to touch the target (e.g., for a Power) adds +2 to your Fighting.
    • Two Weapons: Without edges, a second melee weapon adds +1 to your Fighting rolls against opponents with one or fewer weapons and no shield (does not help against creatures with natural weapons).
    • Unarmed Defender: If you aren’t armed, melee attackers gain +2 to their Fighting rolls to hit you.
    • Wild Attack: Add +2 to your attack and damage for the action, but you become Vulnerable.
    • Withdraw from Melee: All non-Shaken enemies get a free attack (but you could Defend).
Additional Info
    • Agility is used to resist physical Tests.
    • Smarts is used to resist Taunt and generate Power ranges.
    • Spirit is used to resist Intimidate and remove Shaken.
    • Strength defines encumbrance and adds to melee damage rolls.
    • Vigor controls Toughness and is used to recover from Incapacitation (and Wounds with a Benny).
    • Pace determines movement speed.
    • Parry is the target number of melee attacks against you when you are armed.
    • Toughness is the difficulty of a damage roll against you (it usually includes armor as well).
BAD GUY INFO

IMAGE WIP
  • The following information isn't really known by your Characters, but presented as Meta info to you the Players.



Victoria Geist ~~
  • Supernatural Witch & Avatar

At the beginning of the combat she has speed/quickness on her and will have two attacks per round. No MaP. Also has Arcane Resistance active due to Jobbi, for a -4. No longer has.


Attributes
Agility d8
Smarts d12+2
Spirit d10
Strength d12
Vigor d12

Skills
Athletics d6
Common Knowledge d6
Fighting d8
Focus d12
Intimidation d8
Notice d10
Occult d12+4
Spellcasting d12+2
Stealth d10
Survival d10

Pace: 6; Parry: 6; Toughness: 21 base, wearing amulet (Jobbi, who "belongs" to Sammy) 33 (6). NOW JUST TOUGHNESS OF 21.

Gear: NG-57 Ion Blaster, one clip.

Hindrances: Arrogant, Ruthless (Major ), Bloodthirsty, Vengeful (Major)

Edges: Arcane Background (Magic), First Strike, Frenzy, Hard to Kill, Level Headed (Imp), Nerves of Steel, Super Powers (60), Woodsman

Spells: Barrier, beast friend, blind, boost/lower Trait, confusion, darksight, deflection, detect/ conceal arcana, disguise, dispel, divination, drain Power Points, elemental manipulation, entangle, environmental protection, farsight, fear, healing, illusion, light/darkness, object reading, protection, puppet, shape change, sloth/ speed, slumber, sound/silence, speak language, stun, summon ally, telekinesis, teleport, wall walker, zombie.

Power Points: 80.

AVATAR (self proclaimed Goddess) SPECIAL ABILITIES
  • Ageless: Very Old (+2 to Smarts and Common Knowledge).
  • Dodge –4: –5 to be hit with ranged attacks.
  • Growth: Level 4 (Size 4 (12' tall),+4 Size, Strength, and Toughness). Swat (Ignores 4 points of scale penalties).
  • Possession: Alternate Trait (Spellcasting).
  • Push: Alternate Trait (Spellcasting).
  • Ranged Attack: Spellcasting. Range 12/24/48, Damage 5d6. May use Cone Template.
  • Super Skill: Spellcasting.
  • Super Sorcery: She is a witch.
  • Environmental Resistance: Immunity to Fire & Plasma
  • Unstoppable: The villain takes a maximum of one Wound (after Soaking) from any damaging attack unless the attacker's Action Card is a Joker.
  • Shared consciousness: Multiple bodies can be inhabited and all share one mind. Additionally, all her actions and thoughts are shared with the entity that created her, the Abraxlidone.
  • Lifeforce of an Avatar: Can only take one wound per attack due to unstoppable and can take three wounds in human size. If size 4 she can withstand 5 wounds before being killed.

Image
Dead
Name:Zan’Grith
I.F.: Phase Mystic (Modified thematically, originally in Rifts Phase Word book of 29)
Race: Human Male
Born: On Phase World in the city of Center
Physical Appearance: Black and grey (peppered) hair, pale white (not albino, just sun deprived) skin. About six feet tall and stocky (well muscled).
Disposition: Quiet. Moody. Intelligent. An observer with little to say usually but when he does talk it’s often important.
Gladiatorial Notes and history: Born in Center he has lived his whole life here. At 44 years old he has spent a long time learning Phase powers which is rarely taught to non promeatheans (the “native” race on Phase World). He is rumored to have betrayed the promeatheans and was caught smuggling weapons off world and was handed over to the arena to die or try to earn his freedom (pay off his debts). He has proven to be an adept killer and gladiator and has stayed alive near a year now in the Blood Dome. He primarily uses his psychic phase powers and a gravitonic blaster in combat. He is also quite good with a energy trident and mounted on about anything from a hovercycle to most mounts.

Stats of note:
Attributes

Agility d6
Smarts d8
Spirit d10
Strength d10 (12 in armor)
Vigor d10

Skills of note

Athletics d6
Common Knowledge d6
Fighting d8
Shooting d8+2
Intimidation d8
Notice d10

Pace: 6; Parry: 8; Toughness: 24 (6)


Special Abilities of note: Psionic powers, Spacial Awareness, Phase Powers, Resistance to Magic.

Resistance to Magic: A Psionic field surrounds the PM, can use dispel any time (automatically interrupting actions) as a free action, rolling Spirit at no penalty for different Arcane Backgrounds. When activating dispel ISP costs are paid normally, and they may use Modifiers they has access to.

This ability reduces damage from all arcane sources (including poison and disease) by 8 points. All Arcane Backgrounds are included, as are inherently supernatural or psionic monstrous abilities. Arcane skills targeting the PM suffer a −6 penalty, and she gains +6 to opposed Trait rolls to resist powers. They may take Arcane Resistance and the improved version to further increase these modifiers.

ISP 40

Phase Powers

D Shift Distance
Dimensional Leap
Fast Draw
Multi Phase
Phase Warp: Confuse
Phase Blast

Psionic Powers

boost/lower Trait
detect/ conceal arcana
dispel
divination
drain Power Points
Fear
healing
Illusion
object reading
protection
sloth/ speed
speak language
telekinesis
teleport


Start of Combat GM Info
GM bennies 6
Geist bennies 2, using 1 to get rid of Shaken from Steele = 1 left
Zan bennies 2 💀 Dead.
Sammy bennies 2

Sams 1d12!!: [7] = 7
Geist vs Stan, STR check to hold onto scepter: STR 1d12!!: [11] = 11
Jobbi vs Stan, Intelligence to allow “breaking off”: INT 1d10!!: [7] = 7

VG save vs Slumber (Charon 4) 1d10!!-2: [9]-2 = 7
VG save vs Grapple (Flint 18) 1d12!!: [10] = 10

Geist is Bound (Cannot move, Distracted: -2 to Trait rolls & Vulnerable: +2 to actions targeting her, and cannot take physical actions except trying to break free), and Flint is Vulnerable (attack rolls against him are at +2)

1d12!!-4: [11]-4 = 7
  • Taunt
    1d12!!+2: [4]+2 = 6 1d12!!+2: [11]+2 = 13 1d12!!+2: [5]+2 = 7


    Slumber
    Geist rolls Spirit -4 to resist; if she fails to get a 4, it's lights-out time: 1d10!!-4: [8]-4 = 4


Re: Attack on Geist

Posted: Tue Nov 15, 2022 1:49 pm
by sammy

Sammy wasn’t teleported by HANS device. He simply walked from the snowy outside to the warm inside of the Command Center room. The tabby never really gave it any thought. He just went were he wanted. In this instance he wanted to tag along with the others of the Black Company.

Taking a seat on the counter behind Joe and by the base commander the cat reflected on how the commander was defiantly not as lucky as Joe was. The old smuck had let himself be tied up with some silver duck tape.

“Meow, now Joe you remind me of the green rabbit foot I got in my pocket. Too good to be truth. Sticking to your side fur sure.”

Lazily reaching a paw out, the cat uses a sharp claw to cut away at the tape, keeping an eye on how things progress.


Card: Ace of Hearts. On Hold Roll: AI 1d8: [8] = 8 Explode AI 1d8!!: [5] = 5 =13

Re: Attack on Geist

Posted: Wed Nov 16, 2022 3:41 pm
by Joe Smith
'Uh, OK. Guess it's go time,' Joe thinks as he appears next to a tied up guy in a chair.
sammy wrote: Tue Nov 15, 2022 1:49 pm
Taking a seat on the counter behind Joe and by the base commander the cat reflected on how the commander was defiantly not as lucky as Joe was. The old smuck had let himself be tied up with some silver duck tape.

“Meow, now Joe you remind me of the green rabbit foot I got in my pocket. Too good to be truth. Sticking to your side fur sure.”
Joe glances at Sammy, the newcomer and apparently a cat, and mutters, "Ooookay...weirdly specific."

Remembering that his role is to manage any unfortunate circumstances, Joe takes stock of the current situation and
Athletics (Interrupt): 7
Athletics 1d8!: [2] = 2
Wild 1d6!: [3] = 3
Athletics 2 1d8!+2 (Elan): [5]+2 = 7
Wild 2 1d6!+2: [4]+2 = 6
at a moment's notice.

Re: Attack on Geist

Posted: Thu Nov 17, 2022 2:45 am
by Freemage
Not an actual post, just need some rolls for later
Spellcasting 1d12!!+3: [5]+3 = 8
Wild Spellcasting 1d6!!+3: [3]+3 = 6

Occult 1d10!!: [5] = 5
Wild Occult 1d6!!: [1] = 1

Re: Attack on Geist

Posted: Thu Nov 17, 2022 8:56 pm
by Steele
Steel does not hesitate when the target appears before him. His swords hum as they sweep before him almost like a great pair of scissors scything for Geist's head.


Called shot head -4
Skill d12+2
Fighting 1d12!!-2: [21!!]-2 = 19
Wild Die 1d6!!-2: [5]-2 = 3

Damage 2d12!!+1d6!!+8: [4, 2]+[1]+8 = 15 AP 12 (AP 16 if target is MDC)
Benny for Damage reroll
Damage 2d12!!+1d6!!+8: [8, 4]+[9!!]+8 = 29 AP 12 (AP 16 if target is MDC)



Called shot head -4
Skill d12+2
Fighting 1d12!!-2: [11]-2 = 9
Wild Die 1d6!!-2: [11!!]-2 = 9

Damage 2d12!!+1d6!!+8: [1, 10]+[2]+8 = 21 AP 12 (AP 16 if target is MDC)
This damage roll was not a raise so subtract the d6 from total.

19 AP 12 (AP 16 if target is MDC)


Both swords bite into the woman's neck and anything mortal should have died right there but things didn't seem to be going as planned. Steele scowls mentally Something tells me I'm in biiiiig trouble. Ayep. Oh well go big or go home as my pappy used to say.

Re: Attack on Geist

Posted: Fri Nov 18, 2022 2:51 pm
by Tula
Tula, following Sammy and Joe's example, slides to one side and holds her weapons at the ready. It is hard to not keep her gaze locked on Geist as the primary threat, but she knows her task is to handle interruptions. Tula drags her attention away to scan for other unexpected guests.
Hold
Athletics for Interrupt= 4
Athletics 1d6!!: [4] = 4
Wild 1d6!!: [4] = 4

Re: Attack on Geist

Posted: Fri Nov 18, 2022 3:38 pm
by Daniel

  • Spend 1 bennie to get rid of Shaken that she look from Steele.
  • Active powers on her, speed/quickness.
  • Arcane Resistance active due to Jobbi, for a -4.
  • Occult d12!!+4: [1]+4 = 5 , O W 1d6!!: [4] = 4 ugh meant to do Spellcasting.
  • Entangle Being cast
  • Spellcasting d12!!+2: [2]+2 = 4 , SW 1d6!!: [5] = 5
  • Striking Flint with RD
  • F 1d8!!: [2] = 2 , FW 1d6!!: [3] = 3
Entanglement Spell
Entanglement Spell
4767D859-CF48-466B-A87A-ED434EDAEA80.jpeg (25.63 KiB) Viewed 3587 times
Targets of spell: Gargamel, Flint & Hans.


Geist flinched at the dual swords that struck her. Her grin spreads across her face immediately afterward. Ice blue eyes narrow at Steele and she utters a hiss of words, her attention turning to look at the large golem. Her actions are a blur as she moves faster than a human woman ought to be able to.

Crackling energy erupts from her blue eyes, the light flickers across the floor, ceiling and bodies of Flint, Gargamel and Hans.

Striking the Rift Dominator Scepter across the chest of the zombie, Flint, his body seems to shimmer for a split second before he looks a little shocked but solid and unharmed.

Geist’s smile falters again and she growls when Flint isn’t torn from this dimension into another.

Her enraged eyes swivel towards the tabby across the room and all signs of smiles are gone and she looks unhinged and spittle glistening on her teeth she barks, ”I’ll skin you demon cat!”

For his part, the cat look’s unfazed, like he didn’t hear her and Sammy continues making muffins on the base commander’s back.

Re: Attack on Geist

Posted: Sat Nov 19, 2022 1:35 am
by Action Stan
After Geist flails ineffectually against the mummy, Flint, Stan sets his sights on the sorceress unleashing a
Action one: Disarm the Dominator via shooting
Modifiers: MAP -4, Trickshooter MAP reduction +2, Called Shoot -4, Sharpshooter penalty reduction +4, Half Advance +1, Cyber +2, HJ mod on gun +1. Net +2
Shooting Action 1 d12!!+2: [8]+2 = 10
Shooting Action 1 Wild d6!!+2: [1]+2 = 3
Damage one 4d8!!+d6!!: [6, 14!!, 3, 3]+[4] = 30
Action two: Shoot Strap Jobbi hangs from
Modifiers: MAP -4, Trickshooter MAP reduction +2, Called Shoot -4, Sharpshooter penalty reduction +4, Half Advance +1, Cyber +2, HJ mod on gun +1. Net +2
Shooting Action 2 d12!!+2: [2]+2 = 4
Shooting Action 2 Wild d6!!+2: [3]+2 = 5
Benny to reroll
Shooting Action 2 reroll with elan from gun d12!!+2: [7]+2 = 9
Shooting Action 2 Wild reroll with elan from gun d6!!+2: [4]+2 = 6
Damage two 4d8!!: [3, 5, 7, 1] = 16 d6!!: [1] = 1
Action three: Shoot Zan in head
Modifiers: MAP -4, Trickshooter MAP reduction +2, Called Shoot -4, Sharpshooter penalty reduction +4, Half Advance +1, Cyber +2, HJ mod on gun +1. Net +2
Shooting Action 3 d12!!+2: [11]+2 = 13
Shooting Action 3 Wild d6!!+2: [5]+2 = 7
Damage three 4d8!!+d6!!+4: [1, 1, 12!!, 7]+[2]+4 = 27
. The spray of fire first knocks the Rift Dominator out of her hand and to the floor, then severs the strap holding Jobbi, and the final shot takes Zan full in the face as he turns to say something to Geist. His final words are lost when the particle blast deletes his face and most of his head. As the promethean slumps to the floor and Jobbi floats across the room to reunite with Sammi Stan dryly quips, "Gee, I hope you didn't need any of those."



My rolls etc are in the above GM post. Results are as follows…

One, yes, Action Stan shoots the scepter out of Geist’s hand. It will fall to the ground. Once there it shimmers and looks incorporeal. If some one picks it up they will need to make a save roll. INFO ON THAT: Test mechanic. Taunt vs Smarts. The scepter has a roll of Taunt 1d10!!+2: [5]+2 = 7 . If scepter wins the opposed roll, it chooses to make foe Distracted and remains incorporeal. If someone does grab it a private message will be sent to the Player.

Two, yes, Stan is able to shoot the “leather” strap of the crystal called Jobbi. The strap snaps and the crystal drifts through the air towards Sammy the cat.

Three, your headshot at Zan hits. You killa. Zan is dead.

Re: Attack on Geist

Posted: Tue Nov 22, 2022 3:03 pm
by Hans Greuber
Hans commands Gargamel to grab the
Smarts Roll: 1d6!!: [2] = 2
Result: 2 - FAIL. Drops the Scepter and is Distracted.
it drops the item. With another command, the Golem kicks the scepter behind itself, away from the battle with Geist as well as any of Hans's companions.

Now that that scepter is free of Geist's grasp, I need to keep it that way.

Pulling out another programmable Nanite Hive, Hans quickly
Create Telekinesis Gadget (+2 due Iron Ring, -2 due MaP, +1 due GM Fiat... so +1)
  • TW: 1d12!!+1!!: [2]+1 = 3
    Wild: 1d6!!+1!!: [4]+1 = 5
    Result: 5 - Success. Telekinesis Gadget with 12 PPE
the Nanites to allow Hans to mentally pick up items at a distance, before using it for that express
Use Telekinesis Gadget on the Scepter (+2 due Iron Ring, -2 due MaP, +1 due GM Fiat... so +1; 5 PPE +3 PPE (Mega Telekinesis)=8 PPE)
  • TW: d12!!+1!!: [1]+1 = 2
    Wild: 1d6!!+1!!: [4]+1 = 5
    Result: 5 - Success. Grabbed Scepter with a d12 Strength.
.

WIP

Re: Attack on Geist

Posted: Tue Nov 22, 2022 3:55 pm
by Daniel

Short GM Update




Action Stan shoots the Rift Dominator out of Victoria’s hand.

271309AE-62DE-4C6C-AA51-3CAC752D3554.png

As it rolls away from her the golem tries unsuccessfully to pick it up, instead becoming distracted and simply kicks the scepter away from Geist. Hans uses a device to lift the dominator without touching it. Victoria’s eyes flick away from watching Jobbi drifting towards Sammy, to lock onto the dominator as everyone in the base hears a deep raspy and sultry woman’s voice in their mind.

”I̶ ̶c̴a̶n̸ ̷g̷i̷v̷e̴ ̴y̴o̶u̷ ̸u̷n̴t̶o̷l̸d̵ ̸r̷i̴c̵h̶e̷s̵.̷ ̷I̶ ̵c̶a̵n̷ ̸g̷i̶v̴e̷ ̵y̸o̵u̷ ̶t̷h̸e̵ ̴p̸o̶w̴e̸r̶ ̴o̴f̶ ̷a̸ ̴g̷o̵d̷.̶ ̴C̸o̶m̶e̶ ̴p̵i̴c̷k̸ ̸m̴e̶ ̸u̷p̵ ̵a̵n̸d̵ ̵w̶e̵ ̸w̶i̴l̵l̸ ̴c̴o̵n̷q̴u̵e̷r̶ ̵t̴h̴e̴ ̵M̷e̴g̸a̸v̸e̷r̵s̵e̵.̷ ̷”
I can give you untold riches. I can give you the power of a god. Come pick me up and we will conquer the Megaverse.


Sammy stops making muffins on the commanders head and purrs.

The female Security Officer starts walking towards the scepter, a distant look in her eyes.

The base commander frantically mumbles something, mouth still taped over as he starts shaking.

Geist grows: ”The Hell!”




It’s Charon’s turn.

Re: Attack on Geist

Posted: Wed Nov 23, 2022 1:01 am
by Charon
OOC Comments
This takes place when the DR is dropped:
Fear Check, -4 and get a benny:
Fear 1d10!!-4: [7]-4 = 3
Wild Spirit 1d6!!-4: [4]-4 = 0
Failed:
1d20+4: [18]+4 = 22
Heart attackackackack you oughtta know by now....
Vigor 1d6!!-1: [4]-1 = 3
Wild Vigor 1d6!!-1: [1]-1 = 0
Spend that Benny we just got (with Elan!)
Vigor 1d6!!+1: [9!!]+1 = 10
Wild Vigor 1d6!!+1: [1]+1 = 2
So, "only" Stunned....
Stunned characters:
• Are Distracted (this is removed at the end of the victim’s next turn as usual)
• Are Vulnerable (this remains until they recover from being Stunned)
• Fall prone (or to their knees, GM’s call)
• Can’t move or take any actions

So now, as a free action on her own turn, Charon can try to roll Vigor to shake off Stunned, but suffers a -2 for being Distracted:
Unstun 1d6!!-1: [8!!]-1 = 7
Wild Vigor 1d6!!-1: [9!!]-1 = 8
Wow, a Raise. So she can act normally this turn, though still Distracted and Vulnerable until her turn is over.
So, now she gets to actually do something...
Yeah, Greater Slumber it is:
2 PPE, +2 for Greater. Base roll is d12+3, -2 for Distracted:
Spellcasting 1d12!!+1: [5]+1 = 6
Wild Spellcasting 1d6!!+1: [3]+1 = 4
Spending a Benny w/Elan to make this a bit more effective.
Slumber 1d12!!+3: [2]+3 = 5
Wild Spellcasting 1d6!!+3: [3]+3 = 6
Okay, quitting with 1 Benny left. Geist needs to roll Spirit -2,and needs only a 4 to shrug it off.

Meanwhile:
Flint!
Attempt to Grapple Geist:
Athletics 1d10!!+1: [17!!]+1 = 18
Wild Athletics 1d6!!+1: [5]+1 = 6
18... Damn.
So, Geist needs to roll Grapple to oppose:
If she gets an 18+, she ignores the grapple.
If she gets a 15-17, she is Entangled (Cannot move and Distracted: -2 to all Trait rolls)
If she gets a 16 or less, she is Bound (Cannot move, Distracte: -2 to Trait rolls & Vulnerable: +2 to actions targeting her, and cannot take physical actions except trying to break free), and Flint is Vulnerable (attack rolls against him are at +2)

Breaking the Grapple on her next action will require her to either make an Athletics roll (-2 for Distracted) or Strength (-4 for Distracted), opposed by Flint (who must roll either his base Athletics or Strength -2 to maintain the Hold). If she gets a Success, she improves her position by 1 step; if she gets a Raise, she improves it by 2.

I'll roll for Flint to maintain the Grapple once the next round's initiative is flipped.
Charon's arcane senses take in the full view of the unshrouded Victoria Geist. She knows what the... thing in the room posing as a human actually is, and the Necromancer feels an icy grip on her chest. For just a moment, it seems as if the world spins, a bit dim around the edges, but the enhancements Hans built into her armor, combined with her own resilience, suffice to get her heart beating again. Still, she is badly shaken to the core by the revelation. She manages to croak out a half-hearted funeral dirge to put Geist to sleep, but it seems unlikely to work....

While Flint and Charon have gotten their mutual tactics down pretty pat, they don't actually share any sort of telepathic link, and thus the Mummy has no idea of what Charon has just learned--and, in any case, it's not likely to change his intent. Sheathing the vibro-sword, he lunges at Geist, attempting to get her in a combination arm-lock and choke-hold. After all, the Boss wants this woman alive, so.... His technique is so masterful, it surprises even him. Even if she manages to slip free, she'll know it was a close thing....

Re: Attack on Geist

Posted: Wed Nov 23, 2022 1:34 pm
by Daniel

GM Update

Charon suggests a nap. Victoria Geist says no.

Flint, the mummy, decides to hug VG with all his strength.

VG save vs Slumber (Charon 4) 1d10!!-2: [9]-2 = 7
VG save vs Grapple (Flint 18) 1d12!!: [10] = 10

No Slumber however…

Geist is Bound (Cannot move, Distracted: -2 to Trait rolls & Vulnerable: +2 to actions targeting her, and cannot take physical actions except trying to break free), and Flint is Vulnerable (attack rolls against him are at +2)

Anyone on Hold want to go before new Initiative?

Re: Attack on Geist

Posted: Sat Nov 26, 2022 9:29 am
by Daniel

Map and Images
0B05902F-3B42-44FB-A7DA-2009D4E41923.jpeg
Geist Teleported and appears across room. There are three of her now. Also yellow lines are tentacles.
6414E24A-F2A4-4BC2-8248-797EFDB943CC.jpeg
Geist wrestling Flint, head butts the mummy. Get a little of Flints blood on her forehead.

R2 Details
Recap from a million die rolls at the GM only post, Round Two

1.) Benny & Teleport across room.
2.) Note Quickness already in effect, cast Summon Ally FORCE MULTIPLICATION, now there are two Id (mirror) selves in room.
V3: Puppet on female security officer.

4.) Headless Zan stands back up as a CEAL
5.) Security Officer attacks because of V3. She also activates SMITE ON ARM

6.) Tentacles rip through the walls (via d-portals) and attack, now that’s some crazy GM Bullshit. But. Yeah. Happens.




Round Two - Victoria Geist on a Joker

In the epic battle of Black Dawn, when Charon lifted Flint’s soul back into his old body and then fortified his being as a powerful mummy the undead soul was as surprised at a version of rebirth as Charon the Necromancer was at Flints resilience and independence. There was definitely something unique about this union of unlife.

Capable of more than the usual mummy, the dead warrior had been a reluctant hero in his life, and now was the opposite. He desperately desired to become a true hero, even as a walking dead. His determination was unparalleled as he held the witch, Victoria Geist in a tight grip, holding her bound so the true heroes of the Black Company could put her evil down.

Clinging to her like his life, … unlife … depended on it, Flint saw the blond haired witch growl with a feral wickedness as she tilted her head back, really the only part of her body she could move, and then violently head butt his face. It might have hurt when he was alive. Flint just mildly grunted with curiosity at her actions. Had she thought it would distract him? Cause him to waver? The mummy couldn’t help but laugh.

The display of anger does nothing to Flint. Amusing as her pitiful response was to his death hug it wasn’t even a worthwhile gesture at escaping his grasp. Then he realized what it was.

Geist hadn’t been concerned with freeing herself. No. She had simply head butted Flint, causing his face to bleed out of spite.

Suddenly she was gone. His strong arms wrapped around air, Flint fell forward and landed prone on the metal floor.

Flints awe and respect, his concern, was suddenly increased. Victoria Geist was not going to be anywhere near as easy a target as he had hoped.

Geist reappeared across the command room. Roughly 30 feet from the rear of Steele. Her laughter mixed with a sort of chant.

”Abraxidone!” Screamed as an insult, a curse, a power word.

When the witch reappeared across the room, there were three of her. She moved so fast and spoke in a voice sounding as if she was set on two times speed. The three versions of her almost looked like she had performed the parlor trip of making herself look as if there was three of her. However as each of the three moved separately to attack it became obvious she had summoned some sort of id-selves of herself. Each of the three were indistinguishable from each other and were each performing separate attacks on the members of the Black Company.

Call the three Geist’s, V1, V2 & V3.

V1 fired a bolt of lightning at the man of action, Stan. The impact of lightning is surprising however no damage is caused to Stan.

V2 was busy voicing a spell.
Stand by for it, lol, coming next round.

V3 pointed at the human security officer and grinned.
Puppet

The woman jerked and paused for just the briefest of moments. She screamed, eyes suddenly bloodshot and tore her left arm off at the shoulder. Raising the lump over her head she raced towards the short stocky techno wizard, Hans, with the intent of smashing his face in with the strangely shimmering arm.

When Geist voiced the word, Abraxlidone, the above occurred and an eerie shimmering rippled across the metal walls behind Geist’s location.

Eight tentacles of epic proportions rip out of the metal walls behind Geist. Each strikes out at a different member of the Black Company.
Roll to hit x8

To add insult to this fiasco, the headless phase mystic Zan stands back up. Gore dripping down the front of his armor the now dead, *CEAL, lunges forward to attack Tula. Large sword striking the female dwarf, hard.

Attack vs Tula: melee, hit, causes Shaken. If not Soaked.

*CEAL = Cyberneticly Enhanced Artificial Intelligence - like the creatures you fought in Black Dawn

As Sammy watches the actions of Geist he murmurs, ”Uh, Rad? You ready to join the party?”

A glimmering power armor unit appears in the room. This fight is about to get loud!

Stepping into the room a Glitter Boy power armor suit is transplanted from Earth to Amarock IV.

Sammy, the tabby of unique qualities meows, ”Ahh, Rad. Welcome to the Black Company!”

Demonic tentacles reach out at everyone. Attempting to hit each of you they attempt to strike across you. To cause you pain & damage.

Are you hit by thick powerful tentacles?

1.) Sammy - struck across the torso by a large tentacle. No damage.
2.) Joe NOPE
3.) Steele - struck across the torso by a large tentacle. No damage.
4.) Tula NOPE
5.) Gargamel - struck across the torso by a large tentacle. No damage.
6.) Stan - struck across the torso by a large tentacle. No damage.
7.) Hans NOPE
8.) Flint - struck across the torso by a large tentacle. No damage.
9.) Charon - struck across the torso by a large tentacle. No damage.
10.) Rad - struck across the torso by a large tentacle. No damage.
Next Round Prep
Sammy - 10 of Diamonds
Joe - 9 of Spades
Steele - 4 of Hearts
Tula - K of Hearts
Geist - also got K of Hearts, reroll: 6 of Diamonds - bennie JOKER
Stan - 6 of Hearts
Hans - 2 of Diamonds & H H 1d54: [6] = 6 3 of Diamonds
Charon - 6 of Spades
UDZ - 4 of Clubs
Rad the Immortal-

9d54: [34, 32, 11, 47, 47, 19, 2, 20, 9] = 221

1d54: [18] = 18

2d54: [53, 16] = 69 — Joker for VG and 5 Spades -level headed.

UDZ Quick: 1d54: [51] = 51 ACE OF HEART

ORDER IS:
A > K > Q > J > 10 >....2
Spades > Hearts > Diamonds > Clubs

Rad Init Card 1d54: [4] = 4 2 of Spades



Round 2 Order

Geist x3: Parry: 6; Toughness: 21
CEAL Zan: Parry: 6; Toughness: 18
Tentacles: Parry: 8 T: 20
Sec Guard: Parry 5 T: 14 (4)

Tula
Sammy
Joe
Stan
Charon
Steele
Hans
Rad


So Zan now headless in same spot. Geist teleport to K11. Tentacles (Parry 8, Toughness 20) erupt from next to her.

You are now under attack from 10 tentacles, 3 Geist’s, a puppeted security guard and dead headless Zan.

Re: Attack on Geist

Posted: Thu Dec 08, 2022 6:02 pm
by Rad
Rad had no idea what the hell was going on, as the massive hulking chrome plated power armour suddenly appeared from the rift, landing to the ground with a crunching sound as its pilot tried to get an idea of her surroundings. Watching a scene of full blown alien chaos going on around her inside of an ice crusted base in the middle of god knows where... It became obvious however from the strangeness and the cold seeping in to the base that they were somewhere in Canada, a true hellhole and blight upon the world. At least from everything she had heard about it anyway.

The stupid cat that led her here was gesticulating with its paws in all directions, being no help at all as it made no reasonable effort to identify friend from foe for her. The only thing she knew was that she was after a witch of some sort, that was assuming that the furball was telling the truth and not sicing her on an innocent person for its own ends.

Rads own HUD was blinking rapidly as it identified every target in the room, a couple of dwarves, some bird thing, a few humans, a cyborg, a... walking corpse, a walking statue, another walking corpse... Without a head. Yep everything seemed in order here. She wasn’t exactly sure how one found a witch in a haystack like this. Probably would have to get a scale out and weigh them all to see if any of them had the mass of a duck to be sure. But unfortunately she didn’t have any of these items available.

It was then that the trio of identical blonde women laughed as massive tentacles came out of the walls, attacking her and everyone else around her at once, lending her... er, them as the most likely of targets. ”Good enough.” Rad muttered from the smoke filled cockpit as she shrugged off the giant limbs and made her way to the front to point heroically at the spell flinging women.

A booming male voice came out suddenly over the external speakers of the Glitter Boy. Modulated to sound authentically “Rad” as one part heroic mixed with equal parts asshole resounded through the room and drawing all attention to itself. “Nice tentacles you have there, I can’t help but notice that they didn’t actually do anything to... well any of us. Is the rest of your magic the level of a second rate hack as well, or is someone else here Victoria Geist? There can’t be four of you as shit at spells as this, right?” Rad
Opposed Taunt vs Smarts against the 3 Geists (or as many in an MBT) (TN 10): 9 or less applies distracted, 6 or less applies distracted and shaken in addition to provoke effect. Each target rolls against the TN individually.
+2 edges, +1 HJ roll, -1 fatigue
Taunt 1d12!+2: [5]+2 = 7
Wild Die 1d6!+2: [3]+2 = 5
Free Reroll 1d12!+2: [2]+2 = 4
Wild Die 1d6!+2: [2]+2 = 4
Bennie Reroll 1d12!+2: [8]+2 = 10
Wild Die 1d6!+2: [2]+2 = 4

Note from GM: Taunt
1d12!!+2: [4]+2 = 6 1d12!!+2: [11]+2 = 13 1d12!!+2: [5]+2 = 7

1 distracted
1 distracted and shaken

Rolls in top post.

at the trio of witches.

”Listen...” A sudden pause followed by a loud belch came over the speakers again. ”Shit, I left the thing on... Oh well whatever, not gonna to lie, kinda three sheets to the wind over here. Who am I after here cat guy?” She asked after, indicating that there was at least some kernel of truth to the fact that Rad had no idea who she was here for.

Re: Attack on Geist

Posted: Mon Dec 12, 2022 2:33 pm
by Charon
OOC Comments
Starting Stats:
PPE: 49/60
Bennies: 2/3
No Fatigue/Wounds
Distracted (-2 all actions) until end of turn, due to having just fought off a heart attack.

Two Actions, No MAP (Lyn-Srial):

Casting Speed (W/Quickness) on the entire group, then casting Slumber on Geist again:

Vitalis! (PPE: 2 Base, +2 Quickness, +8 Additional Targets: 12 PPE total)
d12+3, -2 for distracted: d12+1:
Speed 1d12!!+1: [5]+1 = 6
Wild Spellcasting 1d6!!+1: [3]+1 = 4
Success: Everyone on the team gets x2 Pace and doubles the Run Die. Also get MAP reduction of -2.

Slumber (PPE: 2, +2 Greater, 4 Total):
d12+1 again:
Slumber 1d12!!+1: [6]+1 = 7
Wild Spellcasting 1d6!!+1: [5]+1 = 6
Benny w/Elan:
Spellcasting 1d12!!+3: [4]+3 = 7
Wild Spellcasting 1d6!!+3: [5]+3 = 8
Raise!
Geist rolls Spirit -4 to resist; if she fails to get a 4, it's lights-out time.

GM Note: You can see this roll in my top most post. Geist rolls Spirit -4 to resist; if she fails to get a 4, it's lights-out time: 1d10!!-4: [8]-4 = 4


Flint!
2 Actions, no MAP, due to Quickness
Two Wild Attacks on tentacles, first his own, then Charon's:

Vs His:
Fighting 1d8!!+2: [5]+2 = 7
Wild Fighting 1d6!!+2: [10!!]+2 = 12
Raise
Raise Damage 2d10!!+d6!!+2: [9, 4]+[1]+2 = 16

Vs Charon's:
Fighting 1d8!!+2: [3]+2 = 5
Wild Fighting 1d6!!+2: [3]+2 = 5
Miss.

Final Stats:
Charon:
PPE: 33/60
Bennies: 1/3
No Fatigue/Wounds
Moved to G5.

Flint:
No Fatigue/Wounds
Vulnerable (+2 to attacks against him) until end of NEXT turn
Charon, having mostly recovered from the heart-tremor she'd suffered, pulls herself back into the moment. She sends a surge of vital life-force through her allies (including the cat and the newly arrived Glitter Boy the cat seems to have brought into this mess), allowing them to move at incredible speeds. She then moves down the corridor until she can see Geist, and attempts once again to send her into a tormented slumber.

Flint, meanwhile, stands and pulls out his vibro-blade and begins hacking at the tentacles menacing the Black Company; while he manages to land a blow against the one who slammed him down, it fails to cut into the rubbery flesh.

Re: Attack on Geist

Posted: Mon Dec 12, 2022 11:46 pm
by Hans Greuber
Occult:
Wild:
  • Bennie Reroll
    • Arcana:
      Wild:
Result: 18 - Success with Raise(s)

Action 1:
Seasoned so No Penalty; -2 MaP cancelled due to Speed (Quickness) from Charon... so d12+3
  • TW:
    Wild:
    Result: 9 - Success with Raise. Dispel Gadget with 17 PPE.

Action 2:
-2 MaP cancelled due to Speed (Quickness) from Charon, -2 due Non-Matching AB's... so d12+1
  • LBT (+6), Selective (+1)
    • TW:
      Wild:
      Result: 22 on Contested roll with Geist. 8 PPE used of 17 PPE on Dispel Gadget. Selective LBT centered on J9. If a Raise, costs 1 less PPE.

In Dice Channel rolled a 4 then a 3 on d10's
  • Wild Attacks on CEAL Zan
    • Attack 1: 4+2=6 - Hit
      • Damage: d12+4 (STR) + 2 (Wild Attack) + 2d8 AP6 (Sword) = 25+2+12 AP16 = 39AP16
        • 5 Wounds -> 4 Wounds (Wound Cap) to CEAL Zan
    • Attack 2: 3+2=5 - Miss

With the magical energies @Charon sent through him speeding him up, Hans quickly programs a nanite hive and then sends out magic disrupting nanites throughout a large part of the room, covering all three Geists, the mind controlled security guard, and at least part of each of the tentacles. As he does so, Gargamel, also enhanced by Charon's magics, putting all of its size and strengths into a couple of swings at the CEAL Zan, cutting it into multiple parts that twitch aimlessly as they spew out blood and even less wholesome liquids.

Well, I am thinking it will take more than a bit to clean up the mess left by Zan... I hope that those Nanites can take care of the extra Geists and whatever it is she was casting...

Re: Attack on Geist

Posted: Sun Dec 18, 2022 9:02 am
by sammy
One yellow tabby chuckled as he pounced across the room and the floating necklace named Jobbi circled around his neck.

“Jobbi buddy! Look Sunshine! We three are one huckleberry again!”

Lithe, and with feline speed, Sammy fires his techno wizard pistol “Sunshine”, at a tentacle, as it slams about. The bolt of sunshine strikes out, from pistol to tentacle, and causes the sickly green-yellow tentacle to darken where it is shot.

The three Geist’s (one true Geist and the two magically summoned id-self’s of her) all growl in frustration as Jobbi reunites with Sammy.

One Geist starts to reach out to grab the Rift Dominator and Sammy shoots it out of her reach.

Thing is, the shot of sunshine strikes the scepter and it shatters into fragments.

”Oh. My. Oh dear. That might have been… bad.”

Looking around the room the cat meows.

Everyone feels the temperature in the room drop by roughly ten degrees.

“Meooow”

Re: Attack on Geist

Posted: Thu Jan 05, 2023 6:06 am
by Daniel
The Rift Dominator explodes.

Inverting in on itself everything warps. As if you stood before a crazy mirror at a dark carnival.

Tentacles thrash about.

The three Victoria Geist’s scream and slam back into one being.

Sammy the cat raises one eyebrow then backs away through the walk behind him, disappearing. You faintly hear him meow, “I’ll fix this I swear.”

A whoosh of air, and everything turns a crimson black.


OOC Comments
So. As mentioned in Discord and elsewhere. 3/8 active players and etc. I’m closing down the game for now. Returning to the Black Company in the future is possible. If so, I’d hope to have a fun story to share. Thank you for playing.

Be sure to check out the next game I’m proposing…

Details to come.




PS. What happened to the Legion? I don’t know. Only Jon does.