Garnet Town Finale

Adventures of the 3rd SET, The Losers
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Corrigon
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Garnet Town Finale

Post by Corrigon » Wed Oct 25, 2017 4:46 am

It takes you a few moments to drive the distance to the Nexus. In the distance, you can plainly see the rift expanding and something emerging.

The nexus point lies at a rocky plain in the shadow of a short ridge. The bluewhite energies of two ley lines intersect here, the junction almost blindingly bright as a dimensional portal begins to bridge
our world with another reality. Sinister looking flames and sinuous shadows can be glimpsed in between the Rift’s outer edges.
Not far from the opening Rift, Symon the Seer stands in a triumphant pose, his hands glowing with energy linking him to the Rift—clearly he is responsible for this phenomenon.

“As promised Master, the Town will be yours !” He cries out.

At that moment, a demon emerges from the Rift. It is wielding a giant flaming sword and as it emerges from the rift, it unfurls its giant wings.

With Strickland in tow, there is no surprise to be had. This promises to be a hard fight.

OOC Comments
The demon stands between you and Symon and the rift.

From what Savant could see, there are 5 Brodkil and Symon, but when I post, not all of them will be obvious to the party unless you have the ability to breach their invisibility. You lot have been very effective at eliminating the Brodkil

Here we are, the final conflict of the adventure with a giant demon for the fate of Garnet Town.
From the previous combat which you lot didn’t get a scratch, it has been two and half hours for those of you who need to recharge PPE/ISP.

When rolling damage, please indicate whether it is magical or mundane.
As you have chance just as you are arriving, I will allow one round of preparation for spells and the like before combat begins.


Combat info

Brodkill Parry 6 Toughness 15 (6) They are all cybered

Anybody who gets in close to the Brodkil must make a fear check except for Kidemonas as he’s scarier than they are.

Symon
Parry 5 Toughness 9 (3)
-2 to hit for partial cover from the Demon and the energies emanating from the rift. A miss will either likely go into the rift or strike one of the random bursts of energies.

Gar’thul
Parry 12 (no, that's not a typo) Toughness 21 (8)


Lieutenant Cornell
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Climbing d6, Driving d6, Fighting d8, Healing d4, Intimidation d8, Knowledge (Battle) d4, Notice d6, Persuasion d6, Shooting d10, Stealth d6, Survival d6, Throwing d6, Tracking d6
Cha: 0; Pace: 6; Parry: 6; Toughness: 14 (6)
Hindrances: Loyal, Vow (Minor—Serve the Coalition)
Edges: Brave, Combat Reflexes, Marksman

Cybernetics: Core Electronics Package, Cyber-Wired Reflexes, Environmental Sensors, Optics Package (+2 sight-based Notice), Range Data System (reduce Shooting penalties by two), Wilderness
Scout Package.
Gear: CA-4 Heavy Body Armor (+6 Armor, +2 Toughness, Full Environmental), C-14 “Fire Breather” Laser Rifle (Range 30/60/120, Damage 3d6, RoF 1, AP 2), Note the C-14 “Fire Breather” has an
integrated grenade launcher (Range 20/40/80, damage by grenade type, RoF 1). Assume 12 frag grenades loaded (Damage 3d6 Mega Damage, LBT).
C-18 Laser Pistol (Range 15/30/60, Damage 2d6, RoF 1, AP 2),
Vibro-knife (Str+d6, Mega Damage, AP 4),
4 High Explosive Grenades (Range 5/10/20,
Damage 3d8, Mega Damage, MBT), 4 extra
clips each firearm.

Strickland
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d6, Vigor d8
Skills: Driving d6, Fighting d6, Notice d8, Piloting d10, Repair d6, Shooting d10, Survival d4
Cha: 0; Pace: 6; Parry: 5; Toughness: 12 (5)
Hindrances: Greedy, Overconfident
Edges: Ace, Combat Ace, Robot Armor Jock
Cybernetics: Core Electronics Package, Cyber-Wired Reflexes, Optics Package (+2 sight-based Notice), Range Data System(offset Shooting penalties by two)

Gear: Huntsman Armor (+5 Armor, +1
Toughness), C-18 Laser Pistol (Range
15/30/60, Damage 2d6, RoF 1, AP 2).

Strickland’s Triax X-500 Forager Combat
Robot: Size 6, Crew 2+2, Strength d12+6,
Toughness 33 (15), Pace 10
Notes: M.D.C. Armor
Weapons:
„„Dual Linked Medium Ion Cannons
„„2 ×Medium Missile Launchers
Attachments
Nexus round 1.png
Demon.png
Demon.png (460.29 KiB) Viewed 3501 times
Last edited by Corrigon on Thu Oct 26, 2017 4:46 am, edited 1 time in total.
Reason: Now updated with locations
GM bennies 6/8

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Kidemonas
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Re: Garnet Town Finale

Post by Kidemonas » Wed Oct 25, 2017 6:15 am

Notice 2, nope, no brodkil here
Kidemónas Notice Roll: 1d6 = 2: 2
Notice Wild Die: 1d6 = 1: 1
Feeling pumped from the arcane energies he had siphoned off the ley line on the way here Kidemónas' excitment cannot be contained as he comes into sight of the Nexus Kidemónas decides it is time to call on his Arcane power infusing himself and pulling the memories of his ancestors into himself making him a more skilled warrior so he can destroy the demon and its master. As they come into range Kidemónas jumps from the bike so as not to be in Mica's way and releasing his human form takes flight directly into the demon. "Symon, you will pay for the harm you have caused the humans!"
Pre-Combat Preparation Turn, Exalted Boost Fighting 12, Gains d12+1 Fighting
Fighting boost to d12+1
Kidemónas Spellcasting Roll: 1d6+1 = 6: 5
Spellcasting Wild Die: 1d6+1 = 7: 6
  • Wild Die Aced 1d6+7 = 12: 5
Current Status
PPE: 20/20
ISP: 10/10

Wounds: 0/3
Fatigue: 0/2

Bennies: 3
  • +3 Quarterly Reset
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 38 (16) / 12 (4) in human form (wears light non-environmental armor)
Notable Edges: Danger Sense, Strong Will
Skills:
Fighting d6
Knowledge (Arcane) d6
Magic d6
Notice d6
Psionics d6
Tracking d4
Shooting d6
Stealth d4
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+6 to a 2" by 4" area), Claws/Bit (d12+3d6+6 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Fast Regeneration: May make a natural healing roll at the beginning of each turn.
Flame Aura: 3d6 Mega damage for 6 round, then needs 10 minutes rest.


ACTIVE EFFECTS
  • none
Adventure Cards
  • 49 Parley All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
    30 Revelation Your hero finds all the information available when doing research, or realizes critical information when confronting some obstacle such as a monster’s weakness, the answer to a riddle or cipher, etc.
    7 Not Today Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
.
GM Quick Reference

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Corrigon
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Re: Garnet Town Finale

Post by Corrigon » Thu Oct 26, 2017 4:53 am

Initiative (in blocks as requested)

Heracles Black Joker (needs NPCing)

Symon AH (Wild)
Gar'thul AC (Wild)

Savant 8S
Cornell 8D (Wild)

Mica 5S
Kidemonas 5D
Strickland 4D (Wild)

Brodkil 3S

Penny 3C
GM bennies 6/8

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Heracles
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Location: 3rd Set "The Losers"

Re: Garnet Town Finale

Post by Heracles » Thu Oct 26, 2017 12:31 pm

The excitement of the coming battle getting Heracles on edge. As he approaches the Ley Lines effects on his senses are driving him crazy but not enough to keep him from eliminating his uncle's servants.

Heracles Waits until the vehicle is as close as possible before jumping off and running for Symon letting loose with shot after shot of his rifle as he charges him.
Wilks 447 Laser hits for 14 AP2 damage
On the way in during preparation round Heracles Cast Boost Trait on his Shooting becomes d8
Pre Joker so no +2 Bonus
Psionics 1d8 = 6: 6
Psionics Wild Die 1d6 = 2: 2

Heracles Waits until the vehicle is as close as possible before jumping off and running for Symon letting loose with shot after shot of his rifle as he charges him.
Will use Rapid Attack with Wilk's 447 on Symon
  • Wilk’s 447 Laser Rifle (Rng 40/80/160. Dmg 3d6. ROF 1. AP 2. Shots 20. Wt 5. Cost 18,000) Notes: Semi-Auto, 2 spare clips.
Shooting 1d8-4 = -2: 2 -2 Mobile platform -4 Rapid Attack +2 Joker = -4
Shooting 1d8-4 = -3: 1 -2 Mobile platform -4 Rapid Attack +2 Joker = -4
Shooting 1d8-4 = 3: 7 -2 Mobile platform -4 Rapid Attack +2 Joker = -4
Shooting 1d8-4 = 3: 7 -2 Mobile platform -4 Rapid Attack +2 Joker = -4
Shooting Wild Die 1d6-4 = 2: 6 -2 Mobile platform -4 Rapid Attack +2 Joker = -4
Shooting Wild Die Aced 1d6+2 = 7: 5
  • Wilk's 447 Hits for 3d6 = 8: 1, 1, 6 AP2
    • Aced Die 1d6+8 = 12: 4 +2 for Joker
Heracles Looses it: Next round he should be able to hit in melee
.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers

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Corrigon
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Re: Garnet Town Finale

Post by Corrigon » Sat Oct 28, 2017 3:18 am

Heracles' Energy blast strikes past Gar'thul at Symon, striking him but mostly getting his attention

Shaken and 1 wound from blast
GM benny for soak
1d8 = 4: 4
shaken

Gar'thul

"No little bug, that will not do." it growls stepping over and swinging its large sword at Heracles, striking him, but thankfully his armour is able to block the glancing blow.

Fighting 1d12+2 = 12: 10
damage 2d12+6 = 16: 4, 6 AP 3 vs 20(7)

The direct path to Symon is now blocked by a twenty foot tall demon.

benny to remove shaken
Symon waves his left hand and a shimmer appears around him as he manages to maintain his control of the rift.
spellcasting 1d10 = 5: 5
Toughness is 14 (9) MD

players now up again
GM bennies 6/8

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Savant
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Re: Garnet Town Finale

Post by Savant » Sun Oct 29, 2017 3:03 am

Notice 7, Agility Trick 14, First Attack 6 Miss, Second Attack 16 Raise, Damage 21 AP 2
Notice 1d4+4 = 7: 3
Wild Notice 1d6+4 = 6: 2



Agility Trick 1d12+4 = 14: 10
Wild Agility Trick 1d6+4 = 8: 4

If Trick is successful, Demon is at -2 Parry. If Trick is a Raise, he's also Shaken prior to the attack.

Losing It Bonus included in Fighting roll.

Fighting 1d12+2 = 3: 1
Wild Fighting 1d6+2 = 4: 2
Benny to Re-roll:
Fighting Benny 1d12+2 = 6: 4
Wild Fighting Benny 1d6+2 = 5: 3
Second Benny to Re-roll:
Fighting Benny 1d12+2 = 6: 4
Wild Fighting Benny 1d6+2 = 6: 4

Damage 1d12 = 8: 8 + 1d10 = 9: 9 +2, AP 2

Split the Seconds:
Fighting 1d12+2 = 13: 11
Wild Fighting 1d6+2 = 6: 4
Extra Effort Benny 1d6+13 = 16: 3

Damage 1d12 = 8: 8 + 1d10 = 7: 7 + 1d6 = 4: 4 +2, AP 2

So, the Split the Seconds attack Shakes him again. If he spends a benny to unshake from being Tricked (if necessary), then he will be Shaken a second time (and could spend a second benny to instantly unshake). If he chooses to wait, then he gets 1 wound from the StS attack, and can spend a benny to Soak. Cornell post to follow this one sometime on Sunday.
As Penny drives forward, Savant is sitting like a tense wire; she's set aside the rifle for the sword, seeing how fast Penny is coming in, and when they get close enough, she dive-rolls out the door, tucking and going through the demon's legs. As she comes up from the crouch, she begins to spin, vibro-sword moving like greased lightning. The first blow goes wide, but she just keeps spinning, and brings the second shot in on the back of his knee.
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw, Imp. Counterattack
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q2/19 Adventure Cards:
    Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Dressed to Kill - Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”

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Langdon Steed
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Re: Garnet Town Finale

Post by Langdon Steed » Sun Oct 29, 2017 3:37 am

notice 5
Notice: 1d6 = 5: 5
WILD dye: 1d6 = 4: 4
Langdon exits the vehicle and uses it as cover, the already engaged Darksight power of his armor enabling him to see any invisible Brodkil and snipe them with his JA-11 rifle. No sooner does he raise the scope to his eye than he sees a brodkil and pulls the trigger, scoring a hit to its shoulder.
contingency
Lang will target the nearest invisible brodkil, his main tactic is to keep any from moving into melee with anyone that stays back near the vehicle where he is to leave them free to make ranged attacks. If he doesn't see any invisible Brodkil he will switch the rifle to MD mode and attack the cybered brodkil.
Shooting 7 damage 16 2AP
Shooting (+1 w/darksight trapping): 1d8+1 = 7: 6
WILD dye: 1d6 = 5: 5
Damage: 3d6 = 13: 3, 4, 6
ACE: 1d6 = 3: 3
WILD dye: 1d6 = 2: 2
pp calc
estimate 30 mins since the debate to get the town to join w/ TL, so +6 PP -1PP (armor recharge) = +5 PP total change
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 4/3
  • +1 for trying to get the Meganomicon in Nyxil's lair
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 7m45s
TW Combat Armor charge: 7m45s
TW Comm Band 42m30s
Exalted Darksight (raise: +2 to attack rolls): 42m45s
Exalted Detect Arcana: 2/3 rounds
Speak Languages: 10m00s

PPE: 9/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.

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Freemage
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Re: Garnet Town Finale

Post by Freemage » Sun Oct 29, 2017 4:37 pm

On behalf of Lt. Cornell:
Notice 17, Shooting 2 Area, Damage 10
Lieutenant Cornell
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Climbing d6, Driving d6, Fighting d8, Healing d4, Intimidation d8, Knowledge (Battle) d4, Notice d6, Persuasion d6, Shooting d10, Stealth d6, Survival d6, Throwing d6, Tracking d6
Cha: 0; Pace: 6; Parry: 6; Toughness: 14 (6)
Hindrances: Loyal, Vow (Minor—Serve the Coalition)
Edges: Brave, Combat Reflexes, Marksman

Cybernetics: Core Electronics Package, Cyber-Wired Reflexes, Environmental Sensors, Optics Package (+2 sight-based Notice), Range Data System (reduce Shooting penalties by two), Wilderness
Scout Package.
Gear: CA-4 Heavy Body Armor (+6 Armor, +2 Toughness, Full Environmental), C-14 “Fire Breather” Laser Rifle (Range 30/60/120, Damage 3d6, RoF 1, AP 2), Note the C-14 “Fire Breather” has an
integrated grenade launcher (Range 20/40/80, damage by grenade type, RoF 1). Assume 12 frag grenades loaded (Damage 3d6 Mega Damage, LBT).
C-18 Laser Pistol (Range 15/30/60, Damage 2d6, RoF 1, AP 2),
Vibro-knife (Str+d6, Mega Damage, AP 4),
4 High Explosive Grenades (Range 5/10/20,
Damage 3d8, Mega Damage, MBT), 4 extra
clips each firearm.

Notice 1d6 = 4: 4
Wild Notice 1d6 = 6: 6
Ace Wild Notice 1d6 = 6: 6

Unstable Platform penalty applied, shooting grenade launcher to get Brodkil 1, 4 & 5 in an LBT
-2 for Medium Range negated by RDS Cyber.
Shooting 1d10-2 = 1: 3
Wild Shooting 1d6-2 = 2: 4

Miss, rolling for deviation:
Distance: 2d10 = 9: 2, 7
Direction (Clock position, treating top of map as "12"): 1d12 = 7: 7

LBT should still catch B5; the other two are missed entirely.

Damage: 3d6 = 10: 2, 6, 2
Lt. Cornell leans out the vehicle window to fire the grenade launcher on his Dragonfire, realizing the weapon is his best chance to take out some of the smaller demons before they can open fire, but a poorly timed rock causes his shot to go wide. Even worse, the one Brodkil caught in the blast radius is completely unfazed by the explosion.

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Mica Nowel
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Re: Garnet Town Finale

Post by Mica Nowel » Mon Oct 30, 2017 3:53 pm

OOC Comments
notice 1d8 = 4: 4
wild notice 1d6 = 6: 6
ace wild notice 1d6 = 2: 2

piloting 1d4 = 1: 1
wild piloting 1d6 = 3: 3
bennie to reroll piloting
piloting 1d4 = 4: 4
wild piloting 1d6 = 4: 4

shooting 1d10+2 = 7: 5
wild shooting 1d6+2 = 5: 3

RL-6 60mm Light Repeating Rocket Cannon (SBT, Mega Damage Range: 100/200/400 DMG: 4d6 ROF: 1 AP: 11 SHOTS: 6)

Damage roll: 4d6 = 20: 6, 2, 6, 6
ace damage die 1 1d6 = 5: 5
ace damage die 3 1d6 = 2: 2
ace damage die 4 1d6 = 1: 1


need to determine if i need to reroll my shooting roll. now clear as to what I need to roll to hit right now. I may aim at the ground in front of where the demon is standing as the rocket is a Small Burst Template.
NOTICE 8

Mica fires off a missile from her RL-6 at the ground in front of the demon and since Kidemónas' has departed from being her passenger, she will engage the transformation into soldier mode.

Shooting 7 Small Burst Template, Damage 28, AP 11, Mega Damage, Mundane

PILOT 4 to transform

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Kidemonas
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Re: Garnet Town Finale

Post by Kidemonas » Tue Oct 31, 2017 7:47 am

Notice, CRITICAL FAILURE AGAIN
Kidemónas Notice Roll: 1d6 = 1: 1
Notice Wild Die: 1d6 = 1: 1
Uses In The Zone
+1 to all Fighting, Shooting, Throwing rolls until end of scene
Ready to show this demon why not to mess with mortals Kidemónas starts feeling in the zone as he goes forward springing off of the bike and releasing the power holding him in his human guise he flies straight at the Demon pouncing him and tearing at his throat with his powerful jaws as his claws rend the flesh of his body.
Tearing Demon Up, 10 to hit and 27 AP 4 mega damage
Kidemónas is making a Wild Attack +2 Hit & Damage, combined with a Rapid Attack for -4 to hit, but suffers -4 to Parry.
Total is d12+1, -4 Rapid Attack, +2 Wild Attack, +1 In The Zone = d12+0
Fighting Roll: 1d12 = 7: 7
Fighting Roll: 1d12 = 1: 1
Fighting Roll: 1d12 = 9: 9
Fighting Wild Die: 1d6 = 4: 4

Benny for Extra Effort 1d6 = 1: 1
Total To hit Numbers
8, 10 and 5.

Not Sure what is required, but will roll damage for the 8 & 10

8 to hit 22 Damage AP 4= Claws & Teeth 1d12+5 = 15: 10+ 3d6 = 10: 4, 4, 2 AP4 +2 Wild Attack

10 to hit 17 Damage AP 4 = Claws & Teeth 1d12+5 = 7: 2+ 3d6 = 8: 2, 2, 4 AP4
  • If this attack hits I will benny it for reroll of damage. I will mark the benny after I find out if Savant' trick worked and the hit happened.
    10 to hit 27 Damage AP 4 = Claws & Teeth 1d12+5 = 15: 10+ 3d6 = 15: 5, 5, 5 AP4
Current Status
PPE: 20/20
ISP: 10/10

Wounds: 0/3
Fatigue: 0/2

Bennies: 3
  • +3 Quarterly Reset
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 38 (16) / 12 (4) in human form (wears light non-environmental armor)
Notable Edges: Danger Sense, Strong Will
Skills:
Fighting d6
Knowledge (Arcane) d6
Magic d6
Notice d6
Psionics d6
Tracking d4
Shooting d6
Stealth d4
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+6 to a 2" by 4" area), Claws/Bit (d12+3d6+6 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Fast Regeneration: May make a natural healing roll at the beginning of each turn.
Flame Aura: 3d6 Mega damage for 6 round, then needs 10 minutes rest.


ACTIVE EFFECTS
  • none
Adventure Cards
  • 49 Parley All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
    30 Revelation Your hero finds all the information available when doing research, or realizes critical information when confronting some obstacle such as a monster’s weakness, the answer to a riddle or cipher, etc.
    7 Not Today Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
.
GM Quick Reference

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Penny Wise
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Re: Garnet Town Finale

Post by Penny Wise » Tue Oct 31, 2017 12:14 pm

"Uh - " Penny hesitates upon seeing the demo, and seeing Heracles take the hit. But she steels herself, concentrating on getting Savant into the fight. She taps her radio, getting Heracles on wireless. "You going to let a demon that small knock down a legendary hero like yourself? You're Heracles! Show him your might!"
OOC Comments
Driving: 1d6 = 1: 1
Wild Die: 1d6 = 3: 3

Spending Benny for reroll: 1d6 = 3: 3

Notice: 1d8 = 1: 1
Wild Die: 1d6 = 1: 1

Snake Eyes, so Penny was so wigged out by the demon that she didn't see where she was going.
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles

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Corrigon
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Re: posts for games

Post by Corrigon » Wed Nov 01, 2017 6:31 am

OOC Comments
Firstly, oops, I missed Langdon off the initiative list. I really do apologise. Was using my standard list for initiative and forgot to subsitute you for Freya and White Hoof.
OOC Comments
Gar'thul
1d12 = 5: 5
Raise and therefore shaken
Despite being very agile for such a large creature, Gar'thul was unable to keep up with the tricky Savant and was left dazed by his acrobatics.

Still, Savant's blade struck his leg multiple times, but was surprised to find that it merely bounced off against his leg.
OOC Comments
Takes half damage from normal weapons, which you have now discovered, but is shaken
Langdon opened fire on the one invisible Brodkil (B2), beam striking true and knocking it over as it disappeared into the leyline.
OOC Comments
beat toughness with a raise, shaken and wound, so killed the minion.


Lieutenant Cornell joined the fray, opening fire with his grenade launcher at the larger group of Brodkil to the left flank, but his shooting was wayward and the grenade explosion merely glanced one of the Brodkil who laughed cruelly at the attempt.

The second Kidemonas is able to leave the bike, Mica transforms the bike instantly into its battloid form and unleashes a salvo of rockets at the demon

Gritting its teeth, Gar'thul is able to roll with the explosion, but you can tell it felt that and was wearing it down.
OOC Comments
benny to soak your stupendous damage roll
AP counts before apply the half damage so 13 toughness so shaken to a wound
vigour roll 1d12 = 5: 5 but is able to soak it
I feel bad for that as you were actually able to hurt him using mundane weapons - got to love high AP, though with a SBT template around him, could Savant and Heracles make a agility roll at -2 to get out of the way, otherwise 4d6 damage AP11 on both of you. Perils of firing an AOE into melee combat.
However, all of the attacks distracted it as Kidemonas rages in like a wild killing machine just after the explosion, able to make his way past the demon's defenses to score two solid blows against him, one of which visibly draws blood from a gash on its chest.
OOC Comments
With the trick, both the 8 and the 10 are successful
shaken and wound
1d12 = 11: 11 soaked
1d12 = 6: 6 shaken and one wound after soaking
Strickland seeing everyone crowding around the Demon decides not to open fire on it, but turns his ion cannon turret on the Brodkil, catching two of them in his blast and obliterating them completely.

"I can hurt that thing, but you need to get out of the way."
OOC Comments
MBT on B4 and B5
1d10+1 = 2: 1
wild dice 1d6+1 = 4: 3
4d8+2 = 24: 5, 6, 3, 8
ace 1d8 = 7: 7
4d8+2 = 22: 3, 8, 7, 2
Ace 1d8 = 2: 2
24 and 31 damage, both very dead
B1 opens fire on Savant as the closest person not immune to its weapons, knowing it can't hurt the demon.
1d6+2 = 5: 3 miss against the crazy
3d6+2 = 15: 5, 5, 3

B3 on the wrong side of the leyline decides that it will run through the leyline. Currently any attack will count as cover as it can barely be seen.

Penny shocked by everything going on is distracted as she gees up Heracles and is about to ride into the leyline.

OOC Comments
GM bennies 1/7 remaining - Counting White Hoof as gone
Basically Gar'thul is only still standing due to his good rolls on my part and lots of bennies and even so, its still wounded.
Initiative -
OOC Comments
Langdon KD
Heracles 9S

Gar'thul 9C

Savant 7C

Symon 6D
Brodkil 6C

Cornell 5H
Mica 4D
Strickland 3S
Kidemonas 3D
Penny 2S
GM bennies 6/8

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Savant
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Re: Garnet Town Finale

Post by Savant » Wed Nov 01, 2017 8:33 am

Notice 10, Agility evasion 4
Notice 1d4+4 = 5: 1
Wild Notice 1d6+4 = 10: 6

Agility 1d6 = 6: 6
Wild Agility 1d6 = 4: 4
Bennie Extra Effort (+1; see post below)
Error: Should be +2, not +4 (since it's not a Trick). Still, that's a 5 on both dice, enough to evade the missile. The shout is just her declaring her intention when her turn comes around.
Seeing the rocket coming from her teammate, Savant rolls with the blast with a delighted whoop, coming to rest just outside the blast radius, with dirt-spray falling all around her. "That's what I'm talking about! My sword isn't so hot against the big guy; I think he's cheating, so drop some bippity-boppity-boo on him, someone! I'm gonna carve me up a warlock, now!"
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw, Imp. Counterattack
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q2/19 Adventure Cards:
    Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Dressed to Kill - Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”

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Freya Kay
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Re: Garnet Town Finale

Post by Freya Kay » Wed Nov 01, 2017 9:17 am

OOC Comments
Give them hell boys! You got them!
Freya looks at the battle at the distance, still working in getting the towns people to safety.
Freya Kay -
Techno-Wizard
  • PPE (20): Used 8
  • Arcane Machinist (half Smarts - 6 session): Used 0
Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d4 (+2 environment by armor)
Charisma: 0; Pace: 6 (+d6 running); Parry: 2; Toughness: 8 (4); Strain: 0; Max PPE: 20
Notice (Smarts) d8 (+2 to sight-based with TW Magic Optic System)
Adventure Deck Card:
Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
Bennies: 4

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Heracles
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Re: Garnet Town Finale

Post by Heracles » Wed Nov 01, 2017 6:10 pm

Heracles runs forward into combat after firing his weapon. The demon strikes him but he is able to shake off the blow. He turns slightly when he hears Penny yell encouragement...and happens to see incoming not-really-friendly-fire. He twists a bit and rolls out of the way from the explosion. He lets out a grunt and casts a dark glare towards the person firing in to melee.

Then he shouts out a prayer to the heavens, asking for Apollo's blessing on his weapon, and it begins to shine as if the sun itself. Then as his sword begins to glow he grins fiercely at the demon, "HAVE AT THEE, FOUL ONE! NO MORE INNOCENTS SHALL BE TOUCHED BY YOUR CORRUPTION! NOT YOURS, NOR SYMON'S!"

He becomes a whirlwind of steel as his chain longsword swings wildly at the demon, sparks flying and sunlight blazing all around him as he hits the demon several times in quick succession.

Dodged incoming fire 8 total
Agility die: 1d10 = 4: 4.
Wild die: 1d6 = 4: 4.
Extra Effort Benny die: 1d6 = 6: 6
Cast Smite with Sunlight trapping on weapon 5 total
(Spending 4 ISP +2, MAP -2)
Psionics die: 1d8 = 5: 5
Wild die: 1d6 = 4: 4
Hit demon with 12, 11 and 11
Melee Rapid Attack on Gar'thul (-2 Parry) (Berserk +2, Gang Up +2, Size +2, MAP -2, Rapid Attack -4): Hit 12, 11 and 11.
Fighting die: 1d8 = 8: 8, Ace 1d8 = 2: 2
Fighting die: 1d8 = 3: 3
Fighting die: 1d8 = 7: 7
Wild die: 1d6 = 6: 6, Ace 1d6 = 1: 1
Extra Effort Benny die 1d6 = 4: 4
Damage totals 28 AP 2, 26 AP 2, and 19 AP 2
Chain Longsword Damage (+2 Berserk, +2 Smite): 28 AP 2 total.
Weapon dice: 2d8 = 14: 7, 7
Strength die (+2 to roll): 1d12 = 8: 8

Chain Longsword Damage (+2 Berserk, +2 Smite): 26 AP 2 total.
Weapon dice: 2d8 = 12: 5, 7
Strength die (+2 to roll): 1d12 = 8: 8

Chain Longsword Damage (+2 Berserk, +2 Smite): 19 AP 2 total.
Weapon dice: 2d8 = 9: 5, 4
Strength die (+2 to roll): 1d12 = 4: 4
Notice 8, just in case
Just in case needed (+2 to total, +2 if smell matters)
Notice die 1d8 = 6: 6
Wild die 1d6 = 4: 4
Last edited by Heracles on Thu Nov 02, 2017 7:37 pm, edited 4 times in total.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers

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Savant
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Re: Garnet Town Finale

Post by Savant » Wed Nov 01, 2017 8:36 pm

OOC Comments
Okay, Savant actually only got a 3 on that roll--it's a d12+2/-2, so flat roll comes up as 3s. So, spending a benny for extra effort. I'd put it in the post, but for some reason it won't let me edit it in. So here's the Benny Extra Effort roll: 1d6 = 1: 1
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw, Imp. Counterattack
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q2/19 Adventure Cards:
    Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Dressed to Kill - Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”

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Corrigon
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Re: Garnet Town Finale

Post by Corrigon » Thu Nov 02, 2017 7:33 am

Langdon took careful aim and another Brodkil collapsed from his accurate and deadly fire. The only one remaining he can see is in the leyline.

Savant and Heracles are able to just about get out of the explosive radius of the missile. Heracles takes advantage of the demon being stunned to unleash psychic fury using the medium of his sword. Whilst it is able to weather two of the blows, one of them is able to slice open a wound in its leg, causing it to stagger down onto one knee.
Gar'thul screams in pain as the blade strikes true.

"Impertinent creatures," it bellows, "Gar'thul will not suffer this impertinence. You will all suffer painful existence in Hell for this affront."

It swings it's giant flaming sword across in front on it at everyone (Savant, Kidemonas and Heracles) striking each of them with fury.

OOC Comments
benny to soak attack one
1d12-1 = 6: 7
attack two shakes and wounds, whilst attack three bounces off

spirit to unshake
1d10 = 10: 10

vigour roll for healing 1d12 = 1: 1 nope, so 2 wounds

Improved sweep against Savant, Heracles and Kidemonas
1d12+3 = 15: 12 ace 1d12 = 5: 5 total 20
wild dice 1d6+3 = 4: 1
S 2d12+6 = 19: 7, 6 1d6 = 2: 2 21 damage AP3
K 2d12+6 = 25: 12, 7 1d6 = 4: 4 ace 1d12 = 4: 4 33 damage AP3
H 2d12+6 = 20: 8, 6 1d6 = 2: 2 22 damage AP3
GM bennies 6/8

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Penny Wise
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Re: Garnet Town Finale

Post by Penny Wise » Thu Nov 02, 2017 9:49 am

"Woah." Penny had seen a lot of combat, but street level fighting was a whole level down from the current fracas - robots and dragons versus demons and warlocks.

Then she noticed that she was about to drive straight into a ley line, uttered a word no one would care to repeat, and jerked the steering wheel to the side...
OOC Comments
Drive: 1d6 = 3: 3
Bennied: 1d6 = 4: 4
Wild Die: 1d6 = 3: 3
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles

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Langdon Steed
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Re: Garnet Town Finale

Post by Langdon Steed » Thu Nov 02, 2017 7:24 pm

notice 9
Notice: 1d6 = 5: 5
WILD dye: 1d6 = 6: 6
ACE: 1d6 = 3: 3
Shooting 13 Dmg 28 2AP
Shooting+1 : 1d8+1 = 9: 8
ACE: 1d8 = 4: 4
WILD dye: 1d6 = 3: 3
Damage : 3d6 = 9: 1, 2, 6
ACE: 1d6 = 2: 2
Bonus damage from Shooting raise: 1d6 = 6: 6
ACE: 1d6 = 6: 6
2nd ACE: 1d6 = 5: 5
Lang flashes a cocky grin as the invisible brodkil demon falls to his first shot. "I'll try to leave some for you guys, but no promises! Ha!"
He again takes careful aim at the next target of opportunity and pulls the trigger. This time he scores a direct hit, delivering a devastating wound to the enemy.


contingency
Target order (switching damage mode as needed):
1. Any enemy running to melee attack the vehicle
2. Invisible Brodkil
3. Cybered Brodkil
4. Garthul
5. Symon
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 4/3
  • +1 for trying to get the Meganomicon in Nyxil's lair
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 7m45s
TW Combat Armor charge: 7m45s
TW Comm Band 42m30s
Exalted Darksight (raise: +2 to attack rolls): 42m45s
Exalted Detect Arcana: 2/3 rounds
Speak Languages: 10m00s

PPE: 9/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.

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Heracles
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Re: Garnet Town Finale

Post by Heracles » Fri Nov 03, 2017 8:23 am

The flaming sword struck Heracles a mighty blow...and he staggered back from the demon, wounded and dazed.
Soak
Vigor die 1d10 = 3: 3
Wild die 1d6 = 2: 2
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers

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Kidemonas
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Re: Garnet Town Finale

Post by Kidemonas » Fri Nov 03, 2017 5:18 pm

Looking more confused by the pain, than wounded from the blow Kidemónas staggers a bit from the blow as it rings his bell causing him to let off a bit on his mouth full of demon. "Ouch, that actually hurt."
Current Status
PPE: 20/20
ISP: 10/10

Wounds: 0/3
Fatigue: 0/2

Bennies: 3
  • +3 Quarterly Reset
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 38 (16) / 12 (4) in human form (wears light non-environmental armor)
Notable Edges: Danger Sense, Strong Will
Skills:
Fighting d6
Knowledge (Arcane) d6
Magic d6
Notice d6
Psionics d6
Tracking d4
Shooting d6
Stealth d4
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+6 to a 2" by 4" area), Claws/Bit (d12+3d6+6 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Fast Regeneration: May make a natural healing roll at the beginning of each turn.
Flame Aura: 3d6 Mega damage for 6 round, then needs 10 minutes rest.


ACTIVE EFFECTS
  • none
Adventure Cards
  • 49 Parley All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
    30 Revelation Your hero finds all the information available when doing research, or realizes critical information when confronting some obstacle such as a monster’s weakness, the answer to a riddle or cipher, etc.
    7 Not Today Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
.
GM Quick Reference

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Savant
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Re: Garnet Town Finale

Post by Savant » Fri Nov 03, 2017 7:20 pm

Trick Garthul 22, Fight Garthul 7, Trick Symon 10, Fighti Symon 7 or 9, Damage Symon 64 or 65
2 Wounds from the sword; she's Lost It, so no penalties, but tactical thinking and so forth is right out.
Agility Trick vs. Gar 1d12+4 = 7: 3
Wild Trick 1d6+4 = 7: 3
Bennie to Re-Roll Trick:
Agility Trick 1d12+4 = 16: 12
Wild Trick 1d6+4 = 5: 1
ACE; prior roll included: 1d12+16 = 22: 6
Trick 24

Fighting 1d12 = 5: 5
Wild Fighting 1d6 = 5: 5
Miss

Move away from Gar, towards Symon. If Gar is unshaken, he gets a Free Strike as she breaks contact. That could easily end her action (and career!), but if he remains Shaken, she gets to try to bum-rush the Shifter.

Split the Seconds second action.


Agility Trick Symon: 1d12+4 = 10: 6
Wild Trick 1d6+4 = 8: 4
Trick 10

Fighting Symon: 1d12 = 5: 5
Wild Fighting 1d6 = 1: 1
With the +2 from Losing It, that's either a 7 or a 9, so possible raise (assuming the cover bonus no longer applies as Savant's no longer blocked by Gar'thul).

Damage 1d12 = 12: 12 + 1d10 = 10: 10 +2 (Losing It)
Possible Raise Damage 1d6 = 1: 1
Ace both damage dice: 1d12 = 12: 12 + 1d10 = 10: 10
Ace both Damage dice... again? 1d12 = 12: 12 + 1d10 = 3: 3
And Ace the Strength again 1d12 = 3: 3
64 Damage, 65 with a Raise. AP 4, so it's against his base Toughness of 6. So either 58 or 59 over Toughness = 14 Wounds.

Um... Wow.
There are records on battling giant monsters going all the way back to the epic poem, Beowulf, and the Biblical battle between David and Goliath. In none of those is there any hint that the best way to deal with a huge monster swinging a sword at you is to lean into the swing, using the opportunity to smack its thumb with the flat of your blade, causing the grip to loosen just long enough to be able to ride the force of the blow away from the monster towards its master.

So it is understandable that Gar'thul, ancient as it is, might still be caught off-guard when Savant does exactly that. Even as his sword connects with her ribs with a sickening crunch, she just smiles at him and smacks her sword, flat-side down, then tucks into a roll (her psychotic break being sufficient to dull the pain of the wound, for now) directly towards the unsuspecting Symon; snapping out of the roll, she brings her sword up between the Federation flunky's legs, and just keeps lifting, until she's parted him clean past the horns as she lets loose with an utterly mad howl of triumphant glee.
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw, Imp. Counterattack
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q2/19 Adventure Cards:
    Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Dressed to Kill - Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”

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Corrigon
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Re: Garnet Town Finale

Post by Corrigon » Sat Nov 04, 2017 5:28 am

Gar'thul was surprised as his blow smashed through the three in close combat with it that one of the small annoying creatures would choose to launch itself into its blade and scampered past him, surprising it enough that it didn't even take the opportunity to grind the annoying creature into paste.

As Savant reached Symon, the rift was beginning to widen, but so focused was she on Symon (and unhinged) that it would not be until later that she would realise that she could just about sense a large number of presences just on the other side of the rift.

Savant's blade split Symon in two in a sickening display of blood and guts

The rift shuddered and began to collapse as the controlling influence of Symon ceased. The eye that Savant saw before appeared in the collapsing rift and gazed straight down at her.


"This is not over. We will return. Kill her."


The sole remaining Brodkil stepped through the leyline and opened fire on Savant.
OOC Comments
Gar'thul to resist trick 1d8 = 7: 7 unsuccessful

Symon gutted, though that will have consequences

Shooting 1d6+2 = 6: 4 3d6+2 = 12: 5, 3, 2 AP 2
GM bennies 6/8

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Langdon Steed
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Re: Garnet Town Finale

Post by Langdon Steed » Sat Nov 04, 2017 8:46 am

notice 5 K-common 6 K-arcana 4 Shooting 8 damage 23 2AP
Notice: 1d6 = 1: 1
WILD dye: 1d6 = 5: 5

Common Knowledge: 1d10 = 6: 6
WILD dye: 1d6 = 4: 4

Knowledge (Arcana): 1d6 = 4: 4
WILD dye: 1d6 = 4: 4

Shooting +1: 1d8 = 2: 2
EXTRA EFFORT(-1 benny): 1d6 = 5: 5
WILD dye: 1d6 = 3: 3

Damage: 3d6 = 15: 4, 6, 5
ACE: 1d6 = 1: 1
Extra damage from Shooting raise: 1d6 = 6: 6
ACE: 1d6 = 1: 1
Langdon curses out loud as he watches Savant's blade cleave Symon in twain. While this did result in the rift beginning to close, it also eliminated a potentially valuable source of information regarding Federation motives and plots.
Drat! Why couldn't she have gone whacko against the demon? A blow like that might have even finished Gar'thul. He sighs in frustration. Crazies!

He has no more time for self pity however as yet another brodkil opens fire on Savant. Lang brings his JA-11 back up to his shoulder and draws a bead on the brodkil. He pulls the trigger and scores another solid hit.
Last edited by Langdon Steed on Thu Nov 09, 2017 1:06 am, edited 8 times in total.
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 4/3
  • +1 for trying to get the Meganomicon in Nyxil's lair
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 7m45s
TW Combat Armor charge: 7m45s
TW Comm Band 42m30s
Exalted Darksight (raise: +2 to attack rolls): 42m45s
Exalted Detect Arcana: 2/3 rounds
Speak Languages: 10m00s

PPE: 9/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.

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Corrigon
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Re: Garnet Town Finale

Post by Corrigon » Sat Nov 04, 2017 8:54 am

ooc
Langdon has already gone. Its Mica's turn, unless you want to run Lieutenant Cornell or Strickland
GM bennies 6/8

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Kidemonas
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Re: Garnet Town Finale

Post by Kidemonas » Sat Nov 04, 2017 10:14 am

Spirit to Unshake 5 Success
Kidemónas Spirit Roll: 1d6 = 3: 3
Spirit Wild Die: 1d6 = 5: 5
Notice 4 Success
Kidemónas Notice Roll: 1d6 = 4: 4
Notice Wild Die: 1d6 = 3: 3
Shaking his head to clear it Kidemónas rages and bites into the demon's neck. Tearing a large chunk free and standing up from the corpse he looks towards the rifts. "How do we close that? Mys skills are not up to the task."
Kill Garthul 10 hits because he is shaken, 28 Mega Damage AP4 should be 3 more wounds
Wild Attack +2 to hit, +2 damage, NOT ACTUALLY A CALLED SHOT, Fighting d12+1, Adventure card +1 for the scene
Fighting 1d12+4 = 10: 6
Wild Die 1d6+4 = 6: 2

Damage 1d12+7 = 17: 10 + 3d6 = 11: 3, 4, 4
OOC Comments
Kidemónas would be at -4 to his d6 if he tried to close the Rift and but he does already have the 30 PPE.
Current Status
PPE: 20/20
ISP: 10/10

Wounds: 0/3
Fatigue: 0/2

Bennies: 3
  • +3 Quarterly Reset
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 38 (16) / 12 (4) in human form (wears light non-environmental armor)
Notable Edges: Danger Sense, Strong Will
Skills:
Fighting d6
Knowledge (Arcane) d6
Magic d6
Notice d6
Psionics d6
Tracking d4
Shooting d6
Stealth d4
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+6 to a 2" by 4" area), Claws/Bit (d12+3d6+6 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Fast Regeneration: May make a natural healing roll at the beginning of each turn.
Flame Aura: 3d6 Mega damage for 6 round, then needs 10 minutes rest.


ACTIVE EFFECTS
  • none
Adventure Cards
  • 49 Parley All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
    30 Revelation Your hero finds all the information available when doing research, or realizes critical information when confronting some obstacle such as a monster’s weakness, the answer to a riddle or cipher, etc.
    7 Not Today Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
.
GM Quick Reference

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Corrigon
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Re: Garnet Town Finale

Post by Corrigon » Sun Nov 05, 2017 7:24 am

Kidemonas recovered from the indignity being stunned and knocked out of the air to make a frenzied assault on Gar'thul. managing to overwhelm the giant demon, tearing out its throat.

Aside from the one Brodkil remaining that is shooting at Savant, your attention is drawn to the giant rift that is slowly closing around a giant red eye.
OOC Comments
there is still one Brodkil remaining. it is currently in the leyline and any attacks receive -2 as it is difficult to see it.

Anybody looking into the rift can see the Giant Eye looking down on them.

Success - The giant eye seems to be intent on not only Savant, but also Mica for some reason.

Raise - it is trying to keep your attention on it as there are shadowy forms appearing at pace behind it. There will be here soon, possibly before the rift collapses.

Arcane Knowledge
Success - the rift is collapsing but not at the rate you would expect it to with the Shifter in control now dead
Raise - Something must be preventing the rift from closing
Attachments
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GM bennies 6/8

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Kidemonas
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Re: Garnet Town Finale

Post by Kidemonas » Sun Nov 05, 2017 8:28 am

Rolls requested by GM
Use Notice from above, I do not see shadowy stalkers

Knowledge Arcane 1d6 = 1: 1
Arcana Wild Die 1d6 = 4: 4
Current Status
PPE: 20/20
ISP: 10/10

Wounds: 0/3
Fatigue: 0/2

Bennies: 3
  • +3 Quarterly Reset
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 38 (16) / 12 (4) in human form (wears light non-environmental armor)
Notable Edges: Danger Sense, Strong Will
Skills:
Fighting d6
Knowledge (Arcane) d6
Magic d6
Notice d6
Psionics d6
Tracking d4
Shooting d6
Stealth d4
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+6 to a 2" by 4" area), Claws/Bit (d12+3d6+6 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Fast Regeneration: May make a natural healing roll at the beginning of each turn.
Flame Aura: 3d6 Mega damage for 6 round, then needs 10 minutes rest.


ACTIVE EFFECTS
  • none
Adventure Cards
  • 49 Parley All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
    30 Revelation Your hero finds all the information available when doing research, or realizes critical information when confronting some obstacle such as a monster’s weakness, the answer to a riddle or cipher, etc.
    7 Not Today Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
.
GM Quick Reference

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Savant
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Re: Garnet Town Finale

Post by Savant » Sun Nov 05, 2017 9:20 am

OOC Comments
Took 12 AP 2 damage; shaken by the Brodkil's Laser shot.

Notice: 1d4+4 = 8: 4
Wild Notice: 1d6+4 = 9: 5
Ace Notice Running Total 1d4+8 = 12: 4
Ace Notice Running Total 1d4+12 = 14: 2
Savant, close enough to the rift to count the veins in the giant eye if she could actually see that sort of detail, realizes she's about to get overrun by a horde of... probably more Brodkil, if they're lucky, or something nastier if they're not. Still reeling from the Brodkil's attack, she shouts, "Soldier! Put a grenade through the Rift! There's more coming out!"

**********
OOC Comments
Unstable Platform -2 countered by RDS.
Shooting 1d10 = 4: 4
Wild Shooting 1d6 = 1: 1

Mega-Damage, LBT on the far side of the Rift: 3d6 = 11: 5, 1, 5
Cornell, needing no further encouragement than that, points the grenade launcher towards the rift and lets fly. This time, his aim is true, dropping the grenade pretty much right in front of the giant eyeball. Sadly, the grenade itself is less than impressive in its explosive force.
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw, Imp. Counterattack
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q2/19 Adventure Cards:
    Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Dressed to Kill - Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”

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Freya Kay
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Re: Garnet Town Finale

Post by Freya Kay » Sun Nov 05, 2017 11:44 am

Freya looks at the battle finishing, and smiles at ease seeing his friends have everything under control.
Freya Kay -
Techno-Wizard
  • PPE (20): Used 8
  • Arcane Machinist (half Smarts - 6 session): Used 0
Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d4 (+2 environment by armor)
Charisma: 0; Pace: 6 (+d6 running); Parry: 2; Toughness: 8 (4); Strain: 0; Max PPE: 20
Notice (Smarts) d8 (+2 to sight-based with TW Magic Optic System)
Adventure Deck Card:
Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
Bennies: 4

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Mica Nowel
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Re: Garnet Town Finale

Post by Mica Nowel » Sun Nov 05, 2017 12:02 pm

OOC Comments
notice 1d8 = 8: 8
wild notice 1d6 = 6: 6
ace notice 1d8 = 2: 2
ace wild 1d6 = 4: 4

shooting 1d10+2 = 6: 4
wild shooting 1d6+2 = 8: 6
benny to reroll shooting
benny shooting 1d10+2 = 6: 4
benny wild shooting 1d6+2 = 7: 5
cancel that benny, did not notice the wild shooting aces. sorry. should I use the benny wild shooting die for my ace roll?
If we go that way, I have 13 + 1 for ganging up bonus since cornell just lobbed a grenade at it. so 14. if the target number is 4, that is 2 raises? edited: bad math


Damage 4d6 = 14: 1, 5, 5, 3
Notice 10


Mica, also being a soldier, hears Savants call and takes aim with her RL-6 at the giant eye in the rift. She lets another rocket fly off.
Last edited by Mica Nowel on Sun Nov 05, 2017 12:16 pm, edited 2 times in total.

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Ndreare
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Location: Mount Vernon, Washington
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Re: Garnet Town Finale

Post by Ndreare » Sun Nov 05, 2017 12:11 pm

Strickland Knows when crap is getting worse, you don't survive for long as a mercenary by stalling or lollygagging when giant eyeballs show up. Not bothering with moving the robot as it would be a distraction Strickland let's loose with everything he has.
OOC Comments
Based on the supposition we are still where the fight was happening. If allies have moved within explosion range he wont shoot.

Firing both medium missile launchers = -2 MAP, Robot Systems ignores 2 points of penalties = +0 Modifier.

AGILITY ROLL VERSUS 24 TO AVOID TAKING 35 AP 15 Mega Damage
Shooting 1d10 = 5: 5
Just remembered he is a Wild Card 1d6 = 6: 6
  • Wild Die Aced 1d6+6 = 12: 6 Ace Aced 1d6+12 = 18: 6
    • Aced Ace Aced 1d6+18 = 22: 4
      • Damage if it hits 8d6 = 34: 2, 5, 5, 6, 2, 4, 5, 5 AP 15, Range 200/400/800, Medium Blast template
        Agility roll at -2 to avoid Damage. Die Aced 1d6+34 = 35: 1
AGILITY ROLL VERSUS 8 TO AVOID TAKING 36 AP 15 Mega Damage
Shooting 1d10 = 6: 6
Just remembered he is a Wild Card 1d6 = 3: 3
  • Damage if it hits 8d6 = 32: 4, 5, 5, 3, 3, 1, 5, 6 AP 15, Range 200/400/800, Medium Blast template
    Agility roll at -2 to avoid Damage. Die Aced 1d6+32 = 36: 4

.
Strickland
Strickland
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d6, Vigor d8
Skills: Driving d6, Fighting d6, Notice d8, Piloting d10, Repair d6, Shooting d10, Survival d4
Cha: 0; Pace: 6; Parry: 5; Toughness: 12 (5)
Hindrances: Greedy, Overconfident
Edges: Ace, Combat Ace, Robot Armor Jock
Cybernetics: Core Electronics Package, Cyber-Wired Reflexes, Optics Package (+2 sight-based Notice), Range Data System(offset Shooting penalties by two)

Gear: Huntsman Armor (+5 Armor, +1
Toughness), C-18 Laser Pistol (Range
15/30/60, Damage 2d6, RoF 1, AP 2).

Strickland’s Triax X-500 Forager Combat
Robot: Size 6, Crew 2+2, Strength d12+6,
Toughness 33 (15), Pace 10
Notes: M.D.C. Armor
Weapons:
„„Dual Linked Medium Ion Cannons
„„2 ×Medium Missile Launchers
A ton of signature information
The 99's Game Master Bennies 10, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks

Nightbane Game Master Bennies 9, Mission to interrupt production of Super Zero
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
    +1 Triessa fire bolt at hound
    +1 Signal damage on big AOE return
    +1 Peter Grenade Damage 2
    +1 Triessa blast at hound masters
    -4 Soak rolls versus Hound Masters and Great Hound
    +2 Peter to Disarm Hound Master
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0


Phase World - The Remorseless Game Master Bennies 9; Mission: Get Revenge on Durrack
  • +8 Players
    +1 Sidekicks
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Corrigon
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Re: Garnet Town Finale

Post by Corrigon » Mon Nov 06, 2017 5:38 am

The combination of missiles and grenades struck the eye and the area around it in the rift. Whatever force was keeping the rift open seems to have been broken as energy from the rift began cascading around the area as bolts of energy striking the ground nearby.

“WE WILL RETURN!!!” The scream of anger echoes across the Nexus as the rift shudders violently and the edges collapse inwards
OOC Comments
Agility check for those in very close proximity to the collapsing rift (Probably only Savant from gutting Symon). You have plenty of warning these are coming, but they are still moving pretty fast.
12 damage
As the air cleared, the nexus and leylines now steadily throbbed, but there was no sign of any rift. Symon’s body is missing, possibly sucked through the rift, but Gar’thul’s body lay on the floor, where it had been ripped apart.

Everything was quiet in the aftermath of the battle to save Garnet Town, even the leylines seemed subdued in their noise as they had been drained of energy.

Nearby, a raven sat watching from a small rock. It looked at the team with its head tilted. “Shield is broken, shield is broken!” it squawked, “they now come, they now come!” before taking flight.

From the town, Freya can see a brief bright large flash of light coming from the nexus, before it recedes as quickly as it appeared.
OOC Comments
You will now need to send a report back to Castle Refuge. What do you wish to include in the report?
What do you want to do now?
Take a moment to decide, before I launch into the next phase of The Losers as you have completed Garnet Town Gambit
GM bennies 6/8

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Freya Kay
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Re: Garnet Town Finale

Post by Freya Kay » Mon Nov 06, 2017 6:13 am

Freya makes sure both the people in town and the rest of the group are ok. She will try and investigate what changes did the rift and near ley lines suffer, and what "shield" the raven might have been talking about.
OOC Comments
What does she needs to roll.
Freya Kay -
Techno-Wizard
  • PPE (20): Used 8
  • Arcane Machinist (half Smarts - 6 session): Used 0
Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d4 (+2 environment by armor)
Charisma: 0; Pace: 6 (+d6 running); Parry: 2; Toughness: 8 (4); Strain: 0; Max PPE: 20
Notice (Smarts) d8 (+2 to sight-based with TW Magic Optic System)
Adventure Deck Card:
Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
Bennies: 4

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Kidemonas
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Re: Garnet Town Finale

Post by Kidemonas » Mon Nov 06, 2017 8:44 am

Notice 4
Kidemónas Notice Roll: 1d6 = 2: 2
Notice Wild Die: 1d6 = 4: 4
Knowledge Arcana 5
Kidemónas Notice Roll: 1d6 = 2: 2
Notice Wild Die: 1d6 = 5: 5
Looking down at the demon we just slew Kidemonas ensures it is truly dead, before looking around and seeing everything else going on. When the raven begins to warn Kidemónas starts watching the weird little bird being creepy Kidemónas looks around at the others. "Whet shield is broken? I think this is a bad omen. Creepy birds are not supposed to talk like that."
Current Status
PPE: 20/20
ISP: 10/10

Wounds: 0/3
Fatigue: 0/2

Bennies: 3
  • +3 Quarterly Reset
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 38 (16) / 12 (4) in human form (wears light non-environmental armor)
Notable Edges: Danger Sense, Strong Will
Skills:
Fighting d6
Knowledge (Arcane) d6
Magic d6
Notice d6
Psionics d6
Tracking d4
Shooting d6
Stealth d4
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+6 to a 2" by 4" area), Claws/Bit (d12+3d6+6 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Fast Regeneration: May make a natural healing roll at the beginning of each turn.
Flame Aura: 3d6 Mega damage for 6 round, then needs 10 minutes rest.


ACTIVE EFFECTS
  • none
Adventure Cards
  • 49 Parley All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
    30 Revelation Your hero finds all the information available when doing research, or realizes critical information when confronting some obstacle such as a monster’s weakness, the answer to a riddle or cipher, etc.
    7 Not Today Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
.
GM Quick Reference

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Savant
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Re: Garnet Town Finale

Post by Savant » Mon Nov 06, 2017 9:46 am

OOC Comments
Getting It Together 1d6-4 = -1: 3
Wild GIT 1d6-4 = -3: 1

Time: 1d6 = 6: 6

Shooting 1d10-6 = 3: 9
Wild Shooting 1d6-6 = -4: 2
Savant had just begun to try to get a grip on the seething madness that had come over her, when the Raven gives its cryptic declaration. She SCREAMS in rage and fury, throwing aside her sword and grabbing the rifle; the bird is not even a black spot in the sky before she stops pulling the trigger (and it had actually stopped firing a little before then, the clip completely drained), then slumps down into a crouch, breathing heavily. "Bastard... escaped."
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw, Imp. Counterattack
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q2/19 Adventure Cards:
    Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Dressed to Kill - Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”

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Penny Wise
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Re: Garnet Town Finale

Post by Penny Wise » Mon Nov 06, 2017 3:13 pm

A hand emerges from the skidded-out rover, followed soon by the rest of Penny as she climbed out to get a look at the situation. She smiled at Savant. "Well, they're gone, and we lived. I think this one goes in the 'win' column."

As she struggled to get the ATV upright, she added, "Also, I'll get the report back to town while the rest of you run cleanup, if that's all right?"
OOC Comments
Notice: 1d8 = 5: 5
Wild Die: 1d6 = 6: 6
Ace Die: 1d6 = 1: 1

As for Penny's report, unless someone tells her specifically not to mention something she'll give an accurate, if not necessarily exhaustively detailed, accounting.
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles

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Heracles
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Location: 3rd Set "The Losers"

Re: Garnet Town Finale

Post by Heracles » Wed Nov 08, 2017 12:58 pm

Heracles is wounded and tries to shake off the stunning blow he'd received in the battle. He is able to do so quickly, slapping the side of his tilted head with the palm of one hand twice, as if trying to empty water out of his ears or something. He blinks and his sight clears, his brain untangles. He then looks around and smiles. "We are victorious! Never did I have a doubt!"

A raven nearby spoke aloud and Heracles turns and stares at in wonder and then finally suspicion. "Yon bird...be it a messenger from..." He racks his brain for a moment, "...Odin? He is not of my family, of course, but I have heard tale he uses two ravens." He scratches his chin. "I am not overly fond of them, myself. After all, the feathers of crows and ravens were originally white, but my Uncle Apollo turned them black to punish the birds." He waves a dismissive hand. "I remember not if it was for telling secrets or for failing in their duty as guardians. Either way, they are carrion feeders and untrustworthy." He grins. "Actually, now...hawks! Those are the birds! My Uncle uses them for prophecy and healing!"

It takes about a half-hour for him to be a bit less interested in mythology and more interested in the here and now. It's hard to get him to shut up about his 'family' during that time, actually.
Rolls
Unshaking from Shaken (-1 to roll from wounds)
Spirit die: 1d8 = 1: 1
Wild die: 1d6 = 5: 5

Getting It Together (-1 to roll from wounds, and only -1 to traits during the period)
Smarts die: 1d10 = 3: 3
Wild die: 1d6 = 6: 6
Ace Wild die 1d6 = 1: 1

Time To Get It Together (x10 minutes): 1d6 = 3: 3
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers

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Langdon Steed
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Re: Garnet Town Finale

Post by Langdon Steed » Thu Nov 09, 2017 1:48 am

notice 2 k-arcana 4 k-politics 3 healing 4
Notice: 1d6 = 2: 2
WILD dye: 1d6 = 2: 2

Knowledge (Arcana): 1d6 = 4: 4
WILD dye: 1d6 = 3: 3

Knowledge (Politics): 1d4 = 3: 3
WILD dye: 1d6 = 3: 3

Healing: 1d4 = 3: 3
WILD dye: 1d6 = 4: 4
voice wrote:“WE WILL RETURN!!!”
That doesn't sound good.
As the rift collapses, Lang takes a minute to slump against the vehicle and breathe a sigh of relief the fight is over.
Strange bird wrote: “Shield is broken, shield is broken!” it squawked, “they now come, they now come!”
That sounds even worse.
Lang moves to offer what limited help he can to any colleagues that have wounds in need of healing. As he does this, he wracks his brain for any knowledge of the images he'd seen in the rift or of the strange talking bird with its dire warning.
Penny wrote:"Also, I'll get the report back to town while the rest of you run cleanup, if that's all right?"
"If you happen to mention my meager contribution to the resolution of this event, please refer to me as 'Langdon Steed, Professional Gambler'. It has a nice ring to it, I think." He then continues in a lower tone voice only she can hear: "And I'm kinda in between jobs right now, if you know what I mean." He gives her an exaggeratedly conspiratorial wink as he says this.

After talking to Penny, Langdon examines the bodies left behind for clues and loot. He also recharges all of his TW gear with the ambient ley line energy when he moves to get a closer look at the nearby nexus.

PP calc
estimate 45 min to heal/loot/talk = + 9 PP
All TW gear charged for free via ley line
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 4/3
  • +1 for trying to get the Meganomicon in Nyxil's lair
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 7m45s
TW Combat Armor charge: 7m45s
TW Comm Band 42m30s
Exalted Darksight (raise: +2 to attack rolls): 42m45s
Exalted Detect Arcana: 2/3 rounds
Speak Languages: 10m00s

PPE: 9/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.

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Corrigon
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Re: Garnet Town Finale

Post by Corrigon » Thu Nov 09, 2017 5:40 am

Report
OOC Comments
Assuming the report states these basics
Garnet Town is now formally allied with The Tomorrow Legion
Both Coalition States and Federation of Magic tried to recruit the town
Federation of Magic representative had kidnapped townspeople to coerce the town into joining the Federation, but also summoned a demon and opened a rift at the nearby nexus
Langdon Steed requests to join the Legion.
What happened to the rest of the reinforcements sent to rendezvous with the original patrol group.
Any of the weird things that happened?
Happy to let anybody else post and I'll move us on at the weekend
GM bennies 6/8

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Corrigon
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Re: Garnet Town Finale

Post by Corrigon » Thu Nov 09, 2017 5:45 am

Freya Kay wrote:Freya makes sure both the people in town and the rest of the group are ok. She will try and investigate what changes did the rift and near ley lines suffer, and what "shield" the raven might have been talking about.
OOC Comments
What does she needs to roll.
Knowledge Arcana would be best here.
GM bennies 6/8

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Savant
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Re: Garnet Town Finale

Post by Savant » Thu Nov 09, 2017 6:15 am

Savant is barely aware that she's being healed at the moment, but she does thank Langdon later that evening (it'll take her 6 hours to Get It Together, during which she mostly just tries to get under cover, away from 'their prying eyes'--this was a bad one).

Of course, once she does recover, she inquires about what loot was found.
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw, Imp. Counterattack
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q2/19 Adventure Cards:
    Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Dressed to Kill - Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”

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Corrigon
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Re: Garnet Town Finale

Post by Corrigon » Fri Nov 10, 2017 5:42 am

Gear found
Flaming Great Sword (Str+d12+4; +3 Fighting, AP 3, Mega Damage), Two handed, requires D12 strength to use two handed
Greater Demon Armor
Enchanted Demon Bracers.
5 vibroswords
5 NG-L5 rifles

Providing successful arcana rolls
Knowledge arcana – the leylines look to flowing normally, but slightly different somehow to how they were before
The bird could be a shapeshifter or a familiar because of the speech.
None of you know what the shield the bird is talking about unless there is something TW you haven't found. There is nothing in the area around the nexus.

If Freya is successful
When Freya saw the leyline up close when they were at the fadetown, the leyline now looks the same as it did then. Now she thinks about it, there was something off about the leyline before, but she can’t put her finger on it.
GM bennies 6/8

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Freya Kay
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Re: Garnet Town Finale

Post by Freya Kay » Fri Nov 10, 2017 3:57 pm

Knowledge Arcana: 6
OOC Comments
Roll: 1d10 = 6: 6
Wild die: 1d6 = 5: 5
Freya tells the others her impressions of the ley line.
"I bet there is more about his we have not seen yet. I hope we stay at Garnet town some more time and find out the what the mystery is."
She seems to have grown fond of the town.
Freya Kay -
Techno-Wizard
  • PPE (20): Used 8
  • Arcane Machinist (half Smarts - 6 session): Used 0
Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d4 (+2 environment by armor)
Charisma: 0; Pace: 6 (+d6 running); Parry: 2; Toughness: 8 (4); Strain: 0; Max PPE: 20
Notice (Smarts) d8 (+2 to sight-based with TW Magic Optic System)
Adventure Deck Card:
Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
Bennies: 4

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Langdon Steed
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Re: Garnet Town Finale

Post by Langdon Steed » Sat Nov 11, 2017 4:23 am

notice
Notice: 1d6 = 6: 6
WILD dye: 1d6 = 6: 6

As Lang finishes helping the rest of the group carefully inventory the loot, he suddenly remembers something from earlier.
The farmhouse entity.

He addresses the rest of 3rd SET:

"I mentioned when I first met you that I ran into some brodkil before I made it to Garnet. It was near a farmhouse that housed some sort of ... entity, but I was alone and Jasper refused to help investigate. Now that the Tomorrow Legion is officially aligned with Garnet, maybe we, uh, I mean you, should check it out. I don't know what was in there but it didn't give me a very good feeling, if you know what I mean. I can show you where it's at."
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 4/3
  • +1 for trying to get the Meganomicon in Nyxil's lair
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 7m45s
TW Combat Armor charge: 7m45s
TW Comm Band 42m30s
Exalted Darksight (raise: +2 to attack rolls): 42m45s
Exalted Detect Arcana: 2/3 rounds
Speak Languages: 10m00s

PPE: 9/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.

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Penny Wise
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Re: Garnet Town Finale

Post by Penny Wise » Sat Nov 11, 2017 6:36 pm

Corrigon wrote:Report
OOC Comments
Assuming the report states these basics
Garnet Town is now formally allied with The Tomorrow Legion
Both Coalition States and Federation of Magic tried to recruit the town
Federation of Magic representative had kidnapped townspeople to coerce the town into joining the Federation, but also summoned a demon and opened a rift at the nearby nexus
Langdon Steed requests to join the Legion.
What happened to the rest of the reinforcements sent to rendezvous with the original patrol group.
Any of the weird things that happened?
Happy to let anybody else post and I'll move us on at the weekend
Assumptions are accurate!
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles

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Corrigon
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Re: Garnet Town Finale

Post by Corrigon » Sun Nov 12, 2017 8:49 am

GM bennies 6/8

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