Signal Check: The Wild Hunt

Adventures and antics of the Joker's Jokers.
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Freemage
Savage Senior
Posts: 1811
Joined: Thu May 11, 2017 7:09 am

Signal Check: The Wild Hunt

Post by Freemage » Sun Jan 20, 2019 6:25 pm

Lotsa Rolls

Notice Rolls:

Hawk Squadron 32":
Notice 1d6+2 = 7: 5
Group Notice 1d6+2 = 3: 1

Hawk 32":
Notice 1d8+4 = 7: 3
Wild Notice 1d6+4 = 5: 1

Skelebots 12":
Notice 1d6+4 = 5: 1
Group Notice 1d6+2 = 3: 1

Dogboys 32":
Notice 1d8+4 = 10: 6
Group Notice 1d10+4 = 11: 7

Commandos 16":
Notice 1d8 = 7: 7
Group Notice 1d10 = 6: 6

BloodWyrms 32":
#1
Notice 1d8+2 = 9: 7
Wild Notice 1d6+2 = 3: 1
Stealth 1d8+2 = 7: 5
Wild Stealth 1d8+2 = 10: 8 ACE 1d8+10 = 11: 1

#2
Notice 1d8+2 = 7: 5
Wild Notice 1d6+2 = 7: 5
Stealth 1d8+2 = 4: 2
Wild Stealth 1d8+2 = 10: 8 ACE 1d8+10 = 17: 7

#3
Notice 1d8+2 = 8: 6
Wild Notice 1d6+2 = 3: 1
Stealth 1d8+2 = 5: 3
Wild Stealth 1d8+2 = 5: 3

Rabid 16":
Notice 1d8+2 = 10: 8
Wild Notice 1d6+2 = 4: 2


As the Jokers settle in, they hear their enemy approaching through the trees, and the unmistakeable sound of SAMAS flying low to prevent being sniped at before they get into range. The flatlands of Indiana failed to provide much by way of a proper cliff for Snackhappy to jump off of, but the group is able to occupy the high ground of a gentle slope, making it easier to determine the precise moment to strike.

Moments before the breach in the tree-line, those Jokers able to do so fire off supernatural powers to prepare, though the screeching sounds of the SAMAS jets unnerves Herra, causing the Mind Melter's power to turn upon herself.

And then they come. It's clear that there's minimal coordination between the aerial and ground groups--some groups of SAMAS pilots are notoriously full of themselves, and that seems to be the case here. Four SAMAS form a very gentle V-formation with a much larger Super-SAMAS at the point position.

Meanwhile, the ground troops also approach, in small inverted-V formations that allow the paired Skelebots (of each pair, one bears a laser rifle, while the other carries a minigun) to provide some degree of screening for the human commandos behind them. Half a dozen such triads emerge. In addition, another Deadboy in much heavier armor is similarly screened, and also has a quartet of Dogboys arced in front of him, clearly listening to his commands.

Finally, three shadowy figures are occasionally seen moving through the trees; though they wear Deadboy armor similar to the grunts, their helmets are definitely not sealed, revealing the occupants to be Psi-Stalkers, each carrying a pair of laser pistols.
Initiatives
Initiative: There are a total of four groupings:

Group A:
Jacob/Sasha
Chok'lat
Herra
Growler

Group B:
CS Ground Troops (Deadboys, Dogboys, Psi-Stalkers, Rabid Jackson)

Group C:
Sara/Caravan
Calyx
Henry

Group D:
Hawk Squadron (SAMAS & Super-SAMAS)
Not-So-Innocent Bystanders and Sneaky Sneaks

First off, anyone on the ground (and this applies to both sides) that isn't also an armor unit--ie, anyone but the SAMAS, Super-SAMAS, Sasha and the Caravan) gets a -2 Cover Bonus for every full 25" from their attacker (this is in addition to any Range penalty). This is due to ground foliage. There's no bonus to armor from this, you're just shooting through the trees, here.

In addition, when shooting at any Deadboy or at Maj. Rabid Jackson, if you do so from the front, you suffer the Innocent Bystander rules--if you roll a 1 on the Shooting die, then you hit a Skelebot (whichever one makes the most sense), instead. The Dogboys and Psi-Stalkers do not have similar defenders; nor do the airborne troops. If you can get behind the screening Skelebots, then this is no longer an issue. Of course, once the Skelebots are dead, their Grunt is wide open.

The Psi-Stalkers are actively trying to be unobtrusive. Since even your best Notice (Sara, at 9) was below their worst Stealth (10, after Cover bonus), you can't target them just yet. All other targets are fair game.

The SAMAS & Super-SAMAS were coming in low and fast over the tree-tops. Figure they're about 6" in the air, with a current speed of 25".
Map & Movement
WildHuntRound1.jpg
Okay, so when you post your movement, you have two options:

1: Give a rough description of how far/fast you're going, and I'll make a best-faith estimate when I drop you onto the next round's map. If you end up off a little bit, that's just where you ended up--chalk it up to the confusion of combat.

2: Give a precise location via map co-ordinates when you post. These need to be in the following format:
Color-Letter-Number. Color refers to the boxes surrounding the letters on the X-Axis. So, for instance, Growler is currently at White-Z-5, and Calyx is currently at Red-Y-57. If you go this route, I will make absolutely certain that's where you are placed when I make changes.

Basically, I've noticed that some folks hate it when they get placed wrong on the map (especially if they're trying to set up something in particular), while others lack the patience to do the map-coordinates thing. Sort yourselves into whichever group you prefer and post accordingly.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
PCs
Sir Blurre, 18th COT/New West
Gaspard Gillead, 12th AAT/Dirty Dozen
Ryder, 101st COT/Trailblazers
Serival Drumm, 24th COT
Ophelia Monk, Field Team 6
Hexx, Rising Stars SPC
Malaetheryan, Phase World/Relentless
Jaenelle, Beyond the Wall
Yeitso & Alicia Forsythe, Prestige Unlimited

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
.

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Herra
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Re: Signal Check: The Wild Hunt

Post by Herra » Sun Jan 20, 2019 7:06 pm

Puppet SAMAS (D-11), 12 - success
Psionics 1d10+2 = 6: 4
Wild 1d6+2 = 8: 6
Ace 1d6 = 4: 4
ISP: 5 (3+2 x10 Range)
Bonus: +2 from Mentalist
Annoyed at the loud sounds of the SAMAS engines, and the presence of the Coalition in general, Herra considers taking a shot but quickly realizes they are much to far away for conventional weapons. Recalling her last encounter with a SAMAS she shrugs Big men with small minds. Reaching out across the field of battle she uses her extraordinary mental talents to wrestle control of one of their puny minds. Once in she smiles for a moment considering the best course of action before she gives a mental command to open fire on the group's commander (B15).

"The rabid dog would kill you in a moment. You should kill him first. With your rail gun.

"I have influenced one of the SAMS on the tail end of the V. Refrain from destroying him immediately."
Puppet 18
Psionics 1d10+4 = 6: 2
Wild 1d6+4 = 5: 1
Benny re-reroll
Psionics 1d10+6 = 15: 9
Wild 1d6+6 = 12: 6
Ace 1d6 = 2: 2
Bonus: +2 Mentalist, +2 (4 ISP), +2 Elan
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Growler
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Posts: 167
Joined: Fri Aug 18, 2017 7:42 am

Re: Signal Check: The Wild Hunt

Post by Growler » Sun Jan 20, 2019 7:18 pm

Stealth 22
Stealth at 1d12+5 including TW Cloak, and Woodsman, but none from any Situational bonuses
  • Stealth: 1d12+5 = 16: 11
    Wild: 1d6+5 = 11: 6
    • Ace: 1d6+11 = 12: 1
    Result: 16 +6 (Foliage and being still) = 22
Turn 1 - Shaken
Shooting at Maj. Rabid Jackson - HEADSHOT - 1d12+2 (+2 due Rifle, +2 due Marksman, -4 becoming -2 for Called Shot - Headshot(HJ))
  • Shooting: 1d12+2 = 6: 4
    Wild: 1d6+2 = 6: 4
    Result: 6 - Hit.
    • Damage: 3d6+2 = 14: 4, 2, 6 + 1d6 = 2: 2 (Ace) +2 (Assassin) +4 (Headshot)= 22 AP2 MDC
Turn 2 - 3 Wounds
Shooting at Maj. Rabid Jackson - HEADSHOT 1d12+2 (+2 due Rifle, +2 due Marksman, -4 becoming -2 for Called Shot - Headshot(HJ))
  • Shooting: 1d12+2 = 14: 12
    • Ace: 1d12+14 = 15: 1
    Wild: 1d6+2 = 7: 5
    Result: 15 - Hit with Raise.
    • Damage: 3d6+2 = 17: 4, 6, 5 + 1d6 = 6: 6 (Raise) + 2d6 = 2: 1, 1 (2 aces) +2 (Assassin) +4 (Head Shot)=31 AP2
Notice 7
Notice for Psi-Stalkers (+2 due Scent)
  • Notice: 1d8+2 = 7: 5
    Wild: 1d6+2 = 4: 2
    Result: 7 - Success

Staying still, Growler gets "Rabid" Johnson in the sights of his sniper's rifle and takes careful aim at his head. Squeezing the trigger twice in a slow and careful manner, he can't see the energy from his shot, but he can see the results on the helmet of his target. The first one makes his target shake his head in pain, and the second shot seemed to also be lined up to the same spot as the original before "Rabid" Johnson moves at the last minute and instead gets a glancing shot to the chest plate.

"Pack Leader Snackhappy, two shots on who I believe to be their leader, the 'Rabid' Johnson'. Ended up lucky enough to escape with just a warning. I believe my location is still unknown to them. Someone with the Coalition is using Psionics. Target is unknown."
Last edited by Growler on Tue Jan 22, 2019 3:49 pm, edited 2 times in total.
Growler
Main Character: Tiny Tim
Alternate Character: Tony Vreski
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 15 (6)
ISP: 40 / 40

Active Powers:
None

Conviction: 1
Bennies: 2/3
Base Amount
-1 due Reroll Stealth Assisting

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Freemage
Savage Senior
Posts: 1811
Joined: Thu May 11, 2017 7:09 am

Re: Signal Check: The Wild Hunt

Post by Freemage » Sun Jan 20, 2019 7:54 pm

OOC Comments
SAMAS resist Puppet: 1d8 = 6: 6

Spend benny
Rabid Soak: 1d8+4 = 7: 3
Wild Vigor: 1d6+4 = 7: 3
Benny to reroll:
Rabid Soak: 1d8+4 = 12: 8
Wild Soak: 1d8+4 = 7: 3
Ace: 1d8+12 = 14: 2
Herra feels the initial psychic contact 'hold' her target, establishing the connection to his mind, making him subservient to her will.

Growler would swear the invisible shot struck true, but the only sign of his attack is a bit of smoke rising from the armor's chestplate.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
PCs
Sir Blurre, 18th COT/New West
Gaspard Gillead, 12th AAT/Dirty Dozen
Ryder, 101st COT/Trailblazers
Serival Drumm, 24th COT
Ophelia Monk, Field Team 6
Hexx, Rising Stars SPC
Malaetheryan, Phase World/Relentless
Jaenelle, Beyond the Wall
Yeitso & Alicia Forsythe, Prestige Unlimited

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
.

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Chok'lat
Posts: 137
Joined: Fri May 04, 2018 4:41 pm

Re: Signal Check: The Wild Hunt

Post by Chok'lat » Sun Jan 20, 2019 11:01 pm

Violence
Chok'lat switches to firing mode 2 on the ST JA-11 - 3d6+1
Shooting at Super SAMAS, KL-33-34: -2 Cover, Marksman (ST rifle) +2, negates 2 points penalties, base skill d10+2
1d10+4 = 14: 10

Soul Blast damage with raise and Greater Smite raise
4d6+9 = 25: 3, 6, 3, 4
One Ace
1d6+25 = 28: 3

WD Shooting
1d6+4 = 9: 5
Chok'lat stays still, tracking the lead SAMAS through his optics. He watches the rifle in his hands surge with mystic power. "Chok'lat's taking out big guy." He releases his breath part way, then holds, squeezing the trigger, and finally releasing his breath. The charged laser blast, a mix of bleeding edge technology and mystic power, strikes the lead SAMAS squarely. "He's gonna feel that one." He turns to Henry. "Maybe you oughta leave. Chok'lat just told everyone where we were."
Chok'lat
Chok'lat
Current Status Post
Bennies: 3
Current Status:
Wounds / Fatigue: 0 / 0
PPE: 20 / 20
Active Effects: None
Parry: 12, 9 without shield
Toughness: 19 (6), +6 vs ranged
Weapon in Hand:
ST JA-11:
WI-GL20 (active):
Shield of Faith
Adventure Cards:
  • Extra Effort: desc here
    Parley: desc here
    Speedy Gonzales:
Edit Signature

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Freemage
Savage Senior
Posts: 1811
Joined: Thu May 11, 2017 7:09 am

Re: Signal Check: The Wild Hunt

Post by Freemage » Mon Jan 21, 2019 12:07 am

OOC Comments
Hawk Toughness: 8
Hawk 1/2 Spirit: 4

28-12 = 14 = 3 Wounds
Spend Bennie to Soak:
Soak: 1d8+4 = 6: 2
Wild Soak: 1d6+4 = 9: 5
Soak 2 Wounds, still has 1 Wound and Shaken
Augmented by Henry's divine wrath, Chok'lat's blast seems to pass straight through the Super-SAMAS' shell, causing the death-machine to falter in its flight-path.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
PCs
Sir Blurre, 18th COT/New West
Gaspard Gillead, 12th AAT/Dirty Dozen
Ryder, 101st COT/Trailblazers
Serival Drumm, 24th COT
Ophelia Monk, Field Team 6
Hexx, Rising Stars SPC
Malaetheryan, Phase World/Relentless
Jaenelle, Beyond the Wall
Yeitso & Alicia Forsythe, Prestige Unlimited

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
.

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SnackHappy
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Posts: 190
Joined: Fri May 26, 2017 8:20 am

Re: Signal Check: The Wild Hunt

Post by SnackHappy » Mon Jan 21, 2019 12:06 pm

Railgun 1:
Yellow-D-58: Shooting: 1d12+3 = 14: 11
Hit with Raise: 3d10+6 = 23: 4, 6, 7 + 1d6 = 5: 5
Total: 28 AP14
Yellow-G-46: Shooting: 1d12+3 = 7: 4
Hit: 3d10+6 = 23: 9, 3, 5
Total: 23 AP14
Yellow-H-22: Shooting: 1d12+3 = 6: 3
Hit: 3d10+6 = 30: 10, 8, 6 ACE 1d10 = 5: 5
Total: 35 AP14
Wild: 1d6+3 = 4: 1
Railgun 2:
Big Samas: Shooting: 1d12+3 = 13: 10
Hit with Raise: 3d10+6 = 19: 8, 1, 4 + 1d6 = 5: 5
Total: 24 AP14
Big Samas: Shooting: 1d12+3 = 14: 11
Hit with Raise: 3d10+6 = 22: 4, 10, 2 + 1d6 = 5: 5 ACE 1d10 = 5: 5
Total: 32 AP14
Left Over Samas? Shooting: 1d12+3 = 14: 11
Hit with Raise: 3d10+6 = 24: 5, 5, 8 + 1d6 = 2: 2
Total: 26 AP14
Wild: 1d6+3 = 4: 1
Fire Ze Missiles:
Cluster of Dog Boys: Shooting 1d12+2 = 11: 9
Kaboom with Raise: 9d6 = 38: 5, 4, 5, 4, 4, 4, 5, 1, 6 ACE: 1d6 = 5: 5
Total: 43 AP15
Wild: 1d6+2 = 5: 3
Eager to shoot some of these CS bastards for making the mission harder than it had to be Jacob comes over the loudspeaker as the Sama fly into view."Well boys and girls time for some CS killing music. Lets light'em up!"
On queue the music starts as he begins firing into the Samas squadron.

Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers

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Freemage
Savage Senior
Posts: 1811
Joined: Thu May 11, 2017 7:09 am

Re: Signal Check: The Wild Hunt

Post by Freemage » Mon Jan 21, 2019 2:20 pm

OOC Comments
Yeah, the SAMAS are all dead. Yeesh. Moving on...

Hawk (Super SAMAS) took two hits, first for 4 Wounds, second for 6 Wounds, because why not? He's got only one bennie, so I'm gonna roll first for the first hit. If he doesn't soak it entirely, I'm not wasting a GM benny on that second one.... 1 Wound, Battle-Hardened, Elan: Vigor +3 to soak:

Soak v. 4 Wounds 1d8+3 = 5: 2
Wild Soak 1d6+3 = 7: 4
Yeah, we're done here--he's at 3 Wounds, now, and would be rolling a d8+1 to try to Soak 6. Nope. Hawk is dead. (Oh, and he actually was at an additional -2, because Henry. He has--well, had--a Minor Phobia of spell-casters (Spellcasting, Faith or Techno-Wizardry), so getting hit by a Soul Blast pretty much threw him into "Game over, Man, game over!")

3 Dogboys and 2 Skelebots get Agility rolls (at -2) to evade the Missile.

DB WE-19 1d10-2 = 4: 6 Survived, leaps to WE-18
DB WF-21 1d10-2 = 0: 2 Boom
DB WF-23 1d10-2 = 2: 4 Boom
SB WC-20 1d6-2 = 0: 2 Boom
SB WC-22 1d6-2 = 4: 6 Survived, knocked back to WB-22

So, northernmost Howler and southernmost Skelebot (Laser Rifle) survived the missile; two Dogboys and one Skelebot (the one with the minigun) are toast.

As things heat up, Sasha steps into the fray, clearing the skies with brutal, savage efficiency, and also devastating the pack of Dogboys, even taking out one of Major Rabid's personal Skelebot guards.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
PCs
Sir Blurre, 18th COT/New West
Gaspard Gillead, 12th AAT/Dirty Dozen
Ryder, 101st COT/Trailblazers
Serival Drumm, 24th COT
Ophelia Monk, Field Team 6
Hexx, Rising Stars SPC
Malaetheryan, Phase World/Relentless
Jaenelle, Beyond the Wall
Yeitso & Alicia Forsythe, Prestige Unlimited

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
.

User avatar
Freemage
Savage Senior
Posts: 1811
Joined: Thu May 11, 2017 7:09 am

Re: Signal Check: The Wild Hunt

Post by Freemage » Mon Jan 21, 2019 6:17 pm

Sasha Rolls
Okay, so first off, we've got some love coming Sasha's way:
The northernmost Skelebots are targeting the Gunwolf, simply because they have nothing like a clear view of Chok'lat's position. Three Deadman Railguns (Medium Range, -2() and four CV-213 Lasers (Long Range, -4), Matter of Size +2. Net modifier for Railguns is 0, net modifier for lasers is -2. All weapons are RoF 3.

Railguns (AP 4) on Sasha:
SB WK-4 Shot 1 1d6 = 5: 5 HIT Damage 2d8+2 = 11: 6, 3
SB WK-4 Shot 2 1d6 = 3: 3
SB WK-4 Shot 3 1d6 = 2: 2

SB WK-9 Shot 1 1d6 = 1: 1
SB WK-9 Shot 2 1d6 = 6: 6 ACE 1d6+6 = 9: 3 RAISE Damage 2d8+2 = 8: 1, 5 + 1d6 = 5: 5
SB WK-9 Shot 3 1d6 = 3: 3

SB WI-15 Shot 1 1d6 = 6: 6 ACE 1d6+6 = 7: 1 HIT Damage 2d8+2 = 7: 2, 3
SB WI-15 Shot 2 1d6 = 6: 6 ACE 1d6+6 = 8: 2 RAISE Damage 2d8+2 = 16: 7, 7 + 1d6 = 3: 3
SB WI-15 Shot 3 1d6 = 5: 5

Lasers (AP 2) on Sasha:
SB WK-2 Shot 1 1d6-2 = 2: 4
SB WK-2 Shot 2 1d6-2 = -1: 1
SB WK-2 Shot 3 1d6-2 = 4: 6 ACE 1d6+4 = 8: 4 RAISE Damage 4d6+2 = 13: 1, 4, 1, 5

SB WK-7 Shot 1 1d6-2 = 2: 4
SB WK-7 Shot 2 1d6-2 = -1: 1
SB WK-7 Shot 3 1d6-2 = 0: 2

SB WI-13 Shot 1 1d6-2 = 1: 3
SB WI-13 Shot 2 1d6-2 = 3: 5
SB WI-13 Shot 3 1d6-2 = -1: 1

SB WK-19 Shot 1 1d6-2 = 1: 3
SB WK-19 Shot 2 1d6-2 = 0: 2
SB WK-19 Shot 3 1d6-2 = 2: 4

Skelebots are playing a game of Tickle Me Sasha. They're losing.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
PCs
Sir Blurre, 18th COT/New West
Gaspard Gillead, 12th AAT/Dirty Dozen
Ryder, 101st COT/Trailblazers
Serival Drumm, 24th COT
Ophelia Monk, Field Team 6
Hexx, Rising Stars SPC
Malaetheryan, Phase World/Relentless
Jaenelle, Beyond the Wall
Yeitso & Alicia Forsythe, Prestige Unlimited

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
.

User avatar
Freemage
Savage Senior
Posts: 1811
Joined: Thu May 11, 2017 7:09 am

Re: Signal Check: The Wild Hunt

Post by Freemage » Mon Jan 21, 2019 6:19 pm

Chok'lat Rolls
Now for Chok'lat. Toughness 19 (6).

Skelebot lovin' first: Three RoF 3 lasers, two at Medium Range (-2) and three RoF 3 miniguns all at Close Range. All of those suffer -6 from Cover/Prone. And 6 shoulder-mounted grenade launchers, one at Long Range (-4) and three at Medium Range (-2); these suffer no Cover penalties, but the Cover Bonus here WILL add to Coco's Armor (so +4 Armor vs. the grenades). Since each one is firing both a handheld weapon and a launcher, that also gives all the attacks a -2 MAP.
Lasers (AP 2):
SB WI-22 Shot 1 1d8-10 = -8: 2
SB WI-22 Shot 2 1d8-10 = -6: 4
SB WI-22 Shot 3 1d8-10 = -2: 8 ACE 1d8-2 = 5: 7 HIT 3d6+2 = 15: 5, 5, 3 (No Damage)

SB WI-33 Shot 1 1d8-10 = -6: 4
SB WI-33 Shot 2 1d8-10 = -5: 5
SB WI-33 Shot 3 1d8-10 = -8: 2

SB WK-54 Shot 1 1d8-8 = -5: 3
SB WK-54 Shot 2 1d8-8 = -1: 7
SB WK-54 Shot 3 1d8-8 = -3: 5

Miniguns (AP 4):
SB WI-24 Shot 1 1d8-8 = 0: 8 ACE 1d8 = 4: 4 HIT 2d8+2 = 6: 1, 3 Tickles
SB WI-24 Shot 2 1d8-8 = -3: 5
SB WI-24 Shot 3 1d8-8 = -3: 5

SB WI-35 Shot 1 1d8-8 = -1: 7
SB WI-35 Shot 2 1d8-8 = -6: 2
SB WI-35 Shot 3 1d8-8 = -5: 3

SB WK-56 Shot 1 1d8-8 = -3: 5
SB WK-56 Shot 2 1d8-8 = -5: 3
SB WK-56 Shot 3 1d8-8 = -1: 7

Grenade Launchers (Henry gets +2 Armor from Cover; Chok'lat gets +4 Armor from Cover):
SB WI-22 Grenade 1d6-6 = 0: 6 ACE 1d6 = 6: 6 ACE 1d6+6 = 10: 4
RAISE Damage 4d6 = 16: 3, 6, 2, 5 No damage to Chok'lat, Henry-Bird takes... Ouch. 3 Wounds
SB WI-24 Grenade 1d6-4 = 1: 5 Deviation 2d10 = 4: 2, 2 / 1d12 = 8: 8
SB WI-33 Grenade 1d6-4 = -3: 1 Deviation 2d10 = 9: 8, 1 / 1d12 = 5: 5
SB WI-35 Grenade 1d6-4 = 1: 5 Deviation 2d10 = 16: 8, 8 / 1d12 = 1: 1 (Just gonna note this blew up the crashed SAMAS in the middle of the field...)
SB WK-54 Grenade 1d6-2 = -1: 1 Deviation 1d10 = 10: 10 / 1d12 = 8: 8
SB WK-56 Grenade 1d6-2 = 0: 2 Deviation 1d10 = 2: 2 / 1d12 = 5: 5 Missed Henry. Chok'lat Damage: 3d6 = 9: 2, 4, 3 No Damage

Then we have two Deadboys who can see Chok'lat's position well enough to make some wild shots of their own. They're firing CP-40 Pulse Laser Rifles, RoF 3, AP 2. One of them is at Medium Range (-2 to all shots). Cover/Prone -6 applies.

Deadboy Commando WH-36 Shot 1 1d8-8 = -3: 5
Deadboy Commando WH-36 Shot 2 1d8-8 = -4: 4
Deadboy Commando WH-36 Shot 3 1d8-8 = -3: 5

Deadboy Commando WJ-55 Shot 1 1d8-6 = 2: 8 ACE 1d8+2 = 8: 6 RAISE 4d6 = 12: 4, 3, 3, 2
Deadboy Commando WJ-55 Shot 2 1d8-6 = -5: 1
Deadboy Commando WJ-55 Shot 3 1d8-6 = 2: 8 ACE 1d8+2 = 6: 4 HIT 3d6 = 8: 2, 5, 1
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
PCs
Sir Blurre, 18th COT/New West
Gaspard Gillead, 12th AAT/Dirty Dozen
Ryder, 101st COT/Trailblazers
Serival Drumm, 24th COT
Ophelia Monk, Field Team 6
Hexx, Rising Stars SPC
Malaetheryan, Phase World/Relentless
Jaenelle, Beyond the Wall
Yeitso & Alicia Forsythe, Prestige Unlimited

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
.

User avatar
Freemage
Savage Senior
Posts: 1811
Joined: Thu May 11, 2017 7:09 am

Re: Signal Check: The Wild Hunt

Post by Freemage » Mon Jan 21, 2019 6:20 pm

Nothing Important
After all that, we've got Major Rabid himself. He mostly just moves to cover and gets his troops heading forward. It's possible that there's something else going on.

1d6 = 3: 3

And then...

That thing 1 1d8 = 1: 1
Wild thing 1 1d6 = 6: 6 ACE 1d6+6 = 9: 3

That thing 2 1d8 = 4: 4
Wild thing 2 1d6 = 3: 3

That thing 3 1d8 = 3: 3
Wild thing 3 1d6 = 3: 3
Benny EE 1d6+3 = 5: 2

Nothing to see here. WI6WQ60WS64
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
PCs
Sir Blurre, 18th COT/New West
Gaspard Gillead, 12th AAT/Dirty Dozen
Ryder, 101st COT/Trailblazers
Serival Drumm, 24th COT
Ophelia Monk, Field Team 6
Hexx, Rising Stars SPC
Malaetheryan, Phase World/Relentless
Jaenelle, Beyond the Wall
Yeitso & Alicia Forsythe, Prestige Unlimited

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
.

User avatar
Freemage
Savage Senior
Posts: 1811
Joined: Thu May 11, 2017 7:09 am

Re: Signal Check: The Wild Hunt

Post by Freemage » Mon Jan 21, 2019 7:12 pm

Lasers and Railguns and Grenades, Oh My!

Devastated by Jacob's pinpoint shooting, the SAMAS squadron, including their already-wounded "Super" leader, come crashing to the ground, leaving long divots behind them as they slide to a halt, motionless and smoking.

The Coalition forces are only momentarily stunned by the loss of their air support. Maj. Rabid Jackson gives a howl of defiance and rage, and the Wild Hunt answers in kind, moving forward to take some cover from the terrain even as they open fire.

The northern flank of Skelebots focuses their firepower against Sasha, their minders hoping that a lucky shot will strike something important. Sadly for them, but fortunately for Jacob's nerves, the shots that manage to strike at this distance are still unable to do more than scuff her paint.

The southern wing, on the other hand, focuses their own attention on the one enemy they have in sight--Chok'lat. As the reformed-ish Brodkil takes cover himself, he is peppered with laser fire and railgun rounds--or rather, the trees around him are. Few shots actually strike true, and none of them can pierce his armor-plated hide. Even the grenades that catch him in their blast radius fail to do more than make a lot of noise. (And most of the grenades, too, go wide, one missing so far of the mark that it actually strikes one of the crashed SAMAS suits near the center of the battlefield!)

Unfortunately, one of the grenades did land directly on his back--and while he remains unscathed, the unarmored bird in the tree not far away is not so lucky! Even as the branches absorb a fraction of the blast, shrapnel rips into the Mystic's vulnerable feathered flesh.
General Instructions & Map
So, Henry needs to Soak 3 wounds. Remember to use Bird Vigor for this.

Chok'lat and Sasha, between them, took no damage. I don't think a single damage die on any of the hits actually Aced.

SAMAS are all dead, including the Super; crashed aerial units are marked on the map with red X's.

Calyx, Sara and Henry are up. Depending on how that Soak went, Henry might want to look at some healing, or maybe just fly South for the winter.

Since there was apparently a bit of confusion, I'll be very clear: the ground commander, Maj. Rabid, is currently at White-J-19, with a Skelebot and two Dogboys in front of him. All the other 'triads' are a pair of Skelebots in front, with a Deadboy Commando in back.

All ground troops are currently in Medium Cover, with -2 to be hit. This is in addition to the -2 obscurement penalty for attackers more than 25" away. So for long shots against the ground, it's now a total of -4, plus Range penalties.

OTOH, don't feel you have to worry about diagonals when counting ranges. I shorthand it, myself, but just counting squares is fine (which means, usually, you just take the longer of horizontal or vertical distance).
WildHuntRound1B.jpg
Calyx & Growler Special Instructions
Both Growler and Calyx need to make Notice rolls. Growler's scent bonus applies to his. Feel free to just drop it into your most recent post, Steven, or post the roll after this if you prefer. (Calyx's roll can go at the beginning of his next post, since he's up in this cluster.)
Growler Success
Someone in the area is using Arcane Power. He didn't see it, but he can tell it's coming from where the troops came from.
Growler Raise
On a Raise, it's three different users, spread out over there, and they all smelled of ISP, specifically. Weirdly, the scents disappeared almost as quickly as he caught them.
Calyx Success
He picked up some short-range radio signals from two different sources, both on the map--like a sign/countersign. Not merely 'encrypted', but also not any sort of intelligible conversation. Sort of like a ping, and then confirmation of the ping.
Calyx Raise
On a Raise, he's pretty sure the ping came from Major Rabid (ground forces commander, currently at WJ-19), and the counter-ping came from the crashed Super-SAMAS (Red-J-34), which, assuming the pilot is dead (and he's gotta be, the way that thing slammed into the ground), means he just pinged an automated system of some sort, and that system confirmed that the signal was received.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
PCs
Sir Blurre, 18th COT/New West
Gaspard Gillead, 12th AAT/Dirty Dozen
Ryder, 101st COT/Trailblazers
Serival Drumm, 24th COT
Ophelia Monk, Field Team 6
Hexx, Rising Stars SPC
Malaetheryan, Phase World/Relentless
Jaenelle, Beyond the Wall
Yeitso & Alicia Forsythe, Prestige Unlimited

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
.

User avatar
Sara Turner
Posts: 105
Joined: Sat Oct 20, 2018 2:46 am

Re: Signal Check: The Wild Hunt

Post by Sara Turner » Wed Jan 23, 2019 5:24 am

Shooting 20; Raises
-2 obscurement, -2 cover, +2 targeting system, +2 quad linked, +4 telemechanics
Shooting 1d8+4 = 6: 2
Wild 1d6+4 = 10: 6
Ace 1d6+10 = 16: 6
Ace 1d6+16 = 20: 4
Damage 42 AP 19, MD
Raise +1d6, Beam trapping lower 1DT AP+4, Quad linked +4, Greater Smite +8
4d8+12 = 34: 7, 2, 7, 6 + 1d6 = 6: 6
Ace 1d6+40 = 42: 2
Ruins/Radio tower
Afternoon
Round 1

Sara cranked up the power on the Caravan’s quad laser cannons. She was an above average shot, but nowhere in league with others on the team. But she had an edge as her mind melded with the electronics of the targeting system. With the SAMAS down, she focused on the next threat, the leader of this Coalition force, seeing him duck down in the vegetation. It was hard to get the shot, but Sara locked it in and fired. The beam of light sheared through the foliage and caught Rabid in the chest plate.
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 35/35; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 1/4
Adventure Card
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type

User avatar
Freemage
Savage Senior
Posts: 1811
Joined: Thu May 11, 2017 7:09 am

Re: Signal Check: The Wild Hunt

Post by Freemage » Wed Jan 23, 2019 7:46 am

OOC Comments
GM Benny for Rabid Soak:
Soak 1d8+4 = 11: 7
Wild Soak 1d6+4 = 8: 4

2nd GM Benny to reroll:
Soak 1d8+4 = 11: 7
Wild Soak 1d6+4 = 5: 1

That Other Thing
Vigor 1d8 = 5: 5
Wild Vigor 1d6 = 2: 2

2d6 = 11: 5, 6
1d6 = 2: 2
The enhanced beam from Sara's laser cannons lances out across the battlefield, neatly passing between a Skelebot and a Dogboy to strike Maj. Rabid, engulfing the left side of his face. For a moment, it looks as if the leader of the Wild Hunt might actually shrug it off, then he collapses like a pole-axed steer.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
PCs
Sir Blurre, 18th COT/New West
Gaspard Gillead, 12th AAT/Dirty Dozen
Ryder, 101st COT/Trailblazers
Serival Drumm, 24th COT
Ophelia Monk, Field Team 6
Hexx, Rising Stars SPC
Malaetheryan, Phase World/Relentless
Jaenelle, Beyond the Wall
Yeitso & Alicia Forsythe, Prestige Unlimited

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
.

User avatar
Calyx
Diamond Patron
Diamond Patron
Posts: 112
Joined: Thu Sep 07, 2017 7:43 am

Re: Signal Check: The Wild Hunt

Post by Calyx » Wed Jan 23, 2019 8:50 pm

Calyx's head swiveled as he 'heard' something. It wasn't radio chatter, not exactly. It was more like just a split-second, a sound, more than anything else. A ping. He narrowed his eyes at the Super SAMAS, wondering if it was going to self-destruct soon. "Hey, all. There was a...'ping'...from Rabid to the Super SAMAS suit after the crash. Those things rigged with self-destructs, an' if so what's the blast radius?"

He pulled his rifle up, took aim at one of the skelebots and fired off a three-round burst of laser fire at it, his helmet's optics and the rifle helping to compensate for the foilage and range. The laser fire did seem to hit the thing he noted.

Notice 9
Notice die 1d6 = 5: 5, Wild die 1d6 = 6: 6, Ace 1d6 = 3: 3.
Shooting 3RB at Skelebot K-56, Hit 8 for 14 damage, AP 2
Activating TW Rifle.
Modifiers: -2 from Cover, -2 from Obscurement, -2 from Range. +2 from Helmet, +2 from Rifle, +2 from 3RB.
Shooting die 1d8 = 3: 3, Wild die 1d6 = 2: 2.
Benny Extra Effort 1d6 = 5: 5.

Damage 4d6+4 = 14: 2, 1, 5, 2.
Calyx Calder
Character Summary
Human Zapper

Active effects: Deflection (-3 to be hit).
Wounds::

Parry: 6 (7 w/ vambraces); Toughness: 16(9)
Weapon in hand: Vibro-Blade Vambraces or Kolytik

Edges: AB Psionics, Danger Sense, Luck, Major Psionics, Quick, Rapid Recharge, Rich

Powers: Armor, Boost/Lower Trait, Deflection, Telekinesis
ISP: 26/30

Charisma: 0
Bennies: 3

Memento (Two-Face's Decision)
  • Once per Session, can be used to alleviate a level of Fatigue.
Adventure Card:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Lucky Break: Play this card to completely negate the damage from one attack.
Currently playing in: 7th Set Joker's Jokers

User avatar
Freemage
Savage Senior
Posts: 1811
Joined: Thu May 11, 2017 7:09 am

Re: Signal Check: The Wild Hunt

Post by Freemage » Thu Jan 24, 2019 1:07 am

Round 2 Init, conditions
Chok'lat KD
Jacob 6D JD 8S
Growler 7H
Sara KC
Herra 6C 10H 8C
Calyx 7S

CS 3S

Henry 2H

So, everyone but Henry goes, then any surviving CS, then Henry.

Map is still pretty much the same--Major Rabid and the southernmost Skelebot are down, but otherwise the positions are the same as before. As noted, Cover -2, Range over 25" = an additional -2.

I expect a slaughter here, folks, have fun.

A Thing 1d8-3 = 3: 6 ACE Invalid dice code!
GM Benny a Thing
Thing 2 1d8-1 = 0: 1
Wild Thing Redux 1d6-1 = 2: 3
Eh, one more time
1d8-1 = 1: 2
Wild 1d6-1 = 3: 4

Calyx's shot clears out a Skelebot. The ground troops seem to be taking a moment to recover from the sudden downing of their leadership, leaving an opening for the Jokers to finish them off.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
PCs
Sir Blurre, 18th COT/New West
Gaspard Gillead, 12th AAT/Dirty Dozen
Ryder, 101st COT/Trailblazers
Serival Drumm, 24th COT
Ophelia Monk, Field Team 6
Hexx, Rising Stars SPC
Malaetheryan, Phase World/Relentless
Jaenelle, Beyond the Wall
Yeitso & Alicia Forsythe, Prestige Unlimited

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
.

User avatar
Sara Turner
Posts: 105
Joined: Sat Oct 20, 2018 2:46 am

Re: Signal Check: The Wild Hunt

Post by Sara Turner » Thu Jan 24, 2019 4:31 am

Shooting 6
-2 cover, -2 obscurement, +4 telemechanics, +2 targeting system, +2 quad linked
Shooting 1d8+4 = 6: 2
Wild 1d6+4 = 5: 1
Damage 51 AP 19, MD
4d8+12 = 39: 3, 8, 8, 8
Aces 3d8+39 = 51: 5, 4, 3
Ruins/Radio tower
Afternoon
Round 1

Sara eased the targeting sights of the quad laser cannons around to sight on the Deadboy that she had just shaved when downing Rabid. Sara could have sworn she could actually see trees through the hole the laser beam drilled through the Deadboy.
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 35/35; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 1/4
Adventure Card
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type

User avatar
Chok'lat
Posts: 137
Joined: Fri May 04, 2018 4:41 pm

Re: Signal Check: The Wild Hunt

Post by Chok'lat » Thu Jan 24, 2019 11:15 pm

Chok'lat Coated Grenades
Chok'lat switches hands, bringing the WI-GL20 to bear
Shooting ROF 3, AP grenades, at K55, I-25, K19
K55, -2 cover, +2 penalty negation
1d10+2 = 6: 4

Damage K55:
3d8 = 17: 8, 4, 5
One Ace
1d8+17 = 18: 1

I-25
1d10+2 = 4: 2

Damage I-25:
3d8 = 9: 4, 2, 3

Benny to reroll with Elan
3d8+2 = 18: 6, 7, 3

K19
1d10+2 = 5: 3

Damage K19:
3d8 = 15: 5, 5, 5

Wild Die
1d6+2 = 3: 1

Notice - add +2 if visual
1d4 = 2: 2

WD Notice - add +2 if visual
1d6 = 3: 3

Benny EE with prior and Elan - add +2 if visual
1d6+5 = 9: 4
Chok'lat pops up enough to take a knee, then switches his hands to get a firm grip on the GL20. The distinct THUMP THUMP THUMP of an automatic grenade launcher brings a wicked grin to the face of the brodkil. "Hey Henry! We do grenades better than them! POP POP POP!" He howls with laughter as the blasts impact on the nearest groups of grunts and skelebots. "Chok'lat's gonna chop your heads off and use 'em for piss jugs! HAHAHAHA!"
Chok'lat
Chok'lat
Current Status Post
Bennies: 3
Current Status:
Wounds / Fatigue: 0 / 0
PPE: 20 / 20
Active Effects: None
Parry: 12, 9 without shield
Toughness: 19 (6), +6 vs ranged
Weapon in Hand:
ST JA-11:
WI-GL20 (active):
Shield of Faith
Adventure Cards:
  • Extra Effort: desc here
    Parley: desc here
    Speedy Gonzales:
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Growler
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Re: Signal Check: The Wild Hunt

Post by Growler » Fri Jan 25, 2019 9:35 am

Stealth 18
Stealth at 1d12+11 including TW Cloak, Woodsman, and +6 from Situational bonuses
  • Stealth: 1d12+11 = 18: 7
    Wild: 1d6+11 = 13: 2
    Result: 18
Notice 14
Notice (+2 due Scent)
  • Notice: 1d8+2 = 10: 8
    • Ace: 1d8+10 = 11: 1
    Wild: 1d6+2 = 3: 1
    • Extra Effort (With Elan): 1d6+2 = 3: 1
    Result: 14 - Success with Raise(s)?
Agility 6 to Interrupt
d10-> d12 due Quickness (Jazz)
  • Agility: 1d12 = 6: 6
    Wild: 1d6 = 5: 5
    Result: 6 on Opposed Roll
Seeing that everyone else has what is left of the battle in hand, Growler stays hidden and searches for any sign of that Psychic he scented earlier or any other new threat, ready to draw bead on them with his rifle.

"Growler reporting in. Still hidden in the trees. Looks like minimal threat from the identified hostiles. Looking for signs of that Psychic or any new hostiles. I will watch our six as the rest of you do mop-up"
Last edited by Growler on Sat Jan 26, 2019 9:36 am, edited 2 times in total.
Growler
Main Character: Tiny Tim
Alternate Character: Tony Vreski
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 15 (6)
ISP: 40 / 40

Active Powers:
None

Conviction: 1
Bennies: 2/3
Base Amount
-1 due Reroll Stealth Assisting

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Henry_Price
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Re: Signal Check: The Wild Hunt

Post by Henry_Price » Fri Jan 25, 2019 7:52 pm

Notice 5
Notice 1d4+2 = 5: 3
Wild Die 1d6+2 = 5: 3
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.

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Herra
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Re: Signal Check: The Wild Hunt

Post by Herra » Sat Jan 26, 2019 1:49 pm

Psionics - Greater Detect Arcana (free action) - 8
Psionics 1d10 = 3: 3
Wild 1d6 = 6: 6
Ace 1d6 = 2: 2
Hearing Growler's warning of psychics nearby Herra let's the others handle the regular troops and reaches out with her mind to find the feeble minded fools who though they could use psychic power against her, a true weirder of psionic power and elder of the Moon Hunter Tribe.
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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SnackHappy
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Re: Signal Check: The Wild Hunt

Post by SnackHappy » Sat Jan 26, 2019 9:01 pm

Railgun 1
Shooting: 1d12+1 = 2: 1
Shooting: 1d12+1 = 11: 10
Shooting: 1d12+1 = 3: 2
Wild: 1d6+1 = 3: 2
Hit With Raise: 3d10+6 = 27: 4, 10, 7 + 1d6 = 3: 3 + Ace: 1d10 = 3: 3

Total: 33 AP14
Railgun 2
Shooting: 1d12+1 = 9: 8
Shooting: 1d12+1 = 2: 1
Shooting: 1d12+1 = 9: 8
Wild: 1d6+1 = 4: 3
Hit 1: 3d10+6 = 25: 10, 7, 2 + Ace: 1d10 = 9: 9
Hit 2: 3d10+6 = 25: 9, 6, 4

Total 1: 34 AP14
Total 2: 25 AP14
Missiles 1
Shooting: 1d12 = 1: 1
Wild: 1d6 = 4: 4
Hit: 8d6 = 23: 3, 5, 2, 2, 5, 1, 4, 1

Total 23 AP15
Jacob fires into the biggest crowd of skelebots he can with the missiles and picks off a couple nearby ones with some railgun fire.
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers

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Calyx
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Re: Signal Check: The Wild Hunt

Post by Calyx » Mon Jan 28, 2019 10:36 pm

Calyx nodded, smiled and let out a little triumphant "Yes!" as the skelebot he'd fired at went down. He'd still have preferred to be closer and using his lightning or EMPing the stupid robots, but he was much safer hidden back in cover away from the so-called 'front lines'. He even felt a little naked without his electrical aura up, but that would be like hanging a fucking neon sign above his hand splashing the words 'SHOOT ME!' over and over.

So he stayed where he was, and fired another three-round burst at one of the enemies still standing after the grenades and laser blasts went off...assuming there were any....

And he gave the Super-SAMAS a side-eye.

Notice if needed, 14.
Notice die 1d6 = 3: 3, Wild die 1d6 = 6: 6, Ace 1d6 = 6: 6, Ace 1d6 = 2: 2.
Shooting 3RB at an enemy if any are still alive. Hit a 6. 10 damage, AP 2.
Modifiers: -2 from Cover, -2 from Obscurement, -2 from Range. +2 from Helmet, +2 from Rifle, +2 from 3RB.
Shooting die 1d8 = 6: 6, Wild die 1d6 = 2: 2.

Damage (AP 2): 3d6+2 = 10: 3, 2, 3.
Calyx Calder
Character Summary
Human Zapper

Active effects: Deflection (-3 to be hit).
Wounds::

Parry: 6 (7 w/ vambraces); Toughness: 16(9)
Weapon in hand: Vibro-Blade Vambraces or Kolytik

Edges: AB Psionics, Danger Sense, Luck, Major Psionics, Quick, Rapid Recharge, Rich

Powers: Armor, Boost/Lower Trait, Deflection, Telekinesis
ISP: 26/30

Charisma: 0
Bennies: 3

Memento (Two-Face's Decision)
  • Once per Session, can be used to alleviate a level of Fatigue.
Adventure Card:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Lucky Break: Play this card to completely negate the damage from one attack.
Currently playing in: 7th Set Joker's Jokers

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Freemage
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Re: Signal Check: The Wild Hunt

Post by Freemage » Tue Jan 29, 2019 9:45 pm

OOC Comments
Faim Unshake 1d8 = 2: 2
Wild Spirit 1d6 = 1: 1
Spend a bennie to unshake automatically

Faim Notice 1d8+2 = 9: 7
Wild Notice 1d6+2 = 4: 2
Faim failed to get close enough to Growler's position to get in the Drop from the Burrow attempt, but does manage to sniff him out (downside of being a psionic Dog-Boy).

Growler attempts to Interrupt, gets a 6; Faim resists.
Faim Agility 1d8 = 6: 6
Wild Agility 1d6 = 5: 5
Faim gets a 6, can still attack before Growler gets to return the favor, but does not get the Drop/Assassin advantage.

The other two spend Extra Effort Bennies on Stealth attempts to get the Drop on their targets.

La Soif emerges next to Chok'lat, attempts Stealth vs. Notice 11. (Bennie Adds 1d6 to
La Soif Stealth 1d10+2 = 12: 10
Wild Stealth 1d6+2 = 5: 3
Extra Effort adds 1d6 = 4: 4
Stealth 16

Envie emerges next to Henry, attempts Stealth vs. Notice 9 (+4 due to having innate Det. Arcana active)
Envie Stealth 1d10+2 = 11: 9
Wild Stealth 1d6+2 = 6: 4
Extra Effort adds 1d6 = 3: 3
Stealth 14

Attacks:
All three attack with Two-Fisted/Ambidextrous combo, use special Edge: Pistol Punch, permitting them to use Fighting at point-blank Range (still vs. Parry) when using Pistols--essentially, attempting to jab the barrel into the rib-cage and then pull the trigger. La Soif and Envie get Assassin/Drop on their first attack, but not the follow-up strike. Those two also do Wild Attack/Called Shots to the vitals with that first attack; second attack is performed normally. Total Modifiers for the sneak-hits: +2 to hit, +10 Damage. (The Wild Attack does NOT do extra Damage, because of using Pistol Punch, but does get the to-hit bonus.) All attacks are AP 2; this is reflected in the Toughness note for each target.

Faim (vs. Growler, Parry 8, Toughness 17)
Fighting 1d10 = 10: 10 ACE 1d10+10 = 19: 9 Total 21 (forgot Wild Attack bonus)
Wild Fighting 1d6 = 3: 3
Fighting 1d10 = 9: 9
Wild Fighting 1d6 = 2: 2
Raise: 3d6+1 = 13: 4, 6, 2 ACE 1d6+13 = 17: 4
Hit: 2d6+1 = 6: 3, 2

La Soif (vs. Chok'lat, Parry 12, Toughness 17)
Fighting Sneak Attack 1d10+2 = 3: 1
Wild Fighting 1d6+2 = 4: 2

Fighting 1d10 = 3: 3
Wild Fighting 1d6 = 6: 6 ACE 1d6+6 = 12: 6 ACE 1d6+12 = 14: 2
Hit: 2d6+1 = 7: 4, 2

Envie (vs. Henry, Parry 4, Toughness 15)
Fighting Sneak Attack 1d10+2 = 4: 2
Wild Fighting 1d6+2 = 7: 5
Fighting 1d10 = 4: 4
Wild Fighting 1d6 = 5: 5
Sneak Hit: 2d6+11 = 17: 3, 3
Hit: 2d6+1 = 5: 1, 3

Final Result:
Growler and Henry are Shaken, and these guys are in for a world of hurt.
Pistol Punch Edge
New Edge: Pistol Punch (Combat, Seasoned)
Prerequisites: Fighting d6, Shooting d6
Your character has developed their ability at using pistols in melee, jamming the gun-barrel into the opponent's torso before pulling the trigger. This lets them roll Fighting instead of Shooting, and gains them attack-roll bonuses that would affect Fighting, but NOT damage bonuses from melee-specific advantages. (For instance, they get +2 to hit from a Wild Attack, but no corresponding bonus to Damage.) Frenzy can give an additional attack, if they are using a Pistol with an RoF greater than 1; recoil penalties still apply. Sweep cannot be used this way, however. Shields provide their Parry Bonus, but not their Armor bonus.
Bloodwyrms (Psi-Stalkers) have Parry: 6; Toughness: 14 (6) (includes Wild Attack penalty)
Skelebots have Parry: 5; Toughness: 11 (4)
Deadboy Commandos have Parry: 5; Toughness: 14 (6)

As the rank-and-file of the Wild Hunt are systematically eradicated by the Jokers, victory seems assured. There's a momentary surprise, however, as a trio of Psi-Stalkers rise up out of the ground, moving as silently as death itself. Each of them bears a pair of pistols; curiously, they all have a slightly reddish tinge to their skin (their faces visible, so as to be able to home in on their targets with their Psi-Sense, obviously). Henry and Chok'lat are caught completely off-guard by the attack, though the one attempting to come after Growler misjudged his position, and thus failed to get him off his guard.

The three creatures all use the same tactics--a curious move using their pistols as melee weapons before firing, and, in the case of Henry and Chok'lat, attempting to jab one of the gun barrels into someplace sensitive. Against a less doughty defenders, this tactic might prove devastating; against the Jokers, however, the entire exchange just results in Henry and Growler being a little put out, and Chok'lat totally unfazed, as the point-blank laser bursts fail to actually pierce their respective armors.

As they emerged into view, Herra's exalted awareness lets her focus on the one attacking Growler; she can sense that their ability to pass through the earth is a very minor psychic power, likely resulting from some sort of genetic modification or mutation, rather than arising from some sort of active training. What's more, Growler, now that he sees one of the wretches up close, remembers overhearing lab techs at Lone Star talking about "Bloodwyrms", a new breed of Psi-Stalker they were developing. Apparently, their reddish skin is a result of whatever experiments gave them their unnatural abilities.
Instructions
Henry and Growler get to act. Then we go to next round.

Yes, the Bloodwyrms have the SWD AB: Superpowers with Burrow as their sole Power (that's what Herra's picking up on). They use ISP instead of PPE, but otherwise it's pretty much book-standard.
Map
WildHuntRound2.jpg
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
PCs
Sir Blurre, 18th COT/New West
Gaspard Gillead, 12th AAT/Dirty Dozen
Ryder, 101st COT/Trailblazers
Serival Drumm, 24th COT
Ophelia Monk, Field Team 6
Hexx, Rising Stars SPC
Malaetheryan, Phase World/Relentless
Jaenelle, Beyond the Wall
Yeitso & Alicia Forsythe, Prestige Unlimited

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
.

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Herra
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Re: Signal Check: The Wild Hunt

Post by Herra » Wed Jan 30, 2019 6:15 am

Shooting (17-6 (Headshot/Cover -6) = 11 success with a raise, 14 damage (Headshot) to Bloodwyrm near Growler
Shooting 1d6+2 = 7: 5
Extra Effort 1d6+2 = 8: 6
Ace 1d6 = 5: 5
Wild 1d6+2 = 6: 4

Damage 3d6 = 6: 3, 1, 2
Benny 3d6 = 10: 3, 4, 3
Bah (last benny): 3d6 = 6: 3, 1, 2
Raise 1d6 = 2: 2
Headshot: +4
Total: 14
Seeing the Bloodwyrm pop up near Growler, Herra realizes she has a straight line shot at him. Levelling her TK Rifle she smiles and takes a bead on the mutant psi-stalker's head - never once considering that she might hit her teammate. Grolwer isn't the only one who can shoot. The Moonhunter's are hunters and warriors.

She gently squeezes the trigger and catches the abomination right in his unarmored head. Not quite between the eyes but good enough to ring his bell - and maybe knock it clean off.

After firing she coldyl cues her microphone, " Psionic users in our flanks, Sasha and Sara keep the ground troops from advancing. We will utterly destroy the newcomers."
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Henry_Price
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Re: Signal Check: The Wild Hunt

Post by Henry_Price » Wed Jan 30, 2019 9:53 am

Greater Fear 7
Unshake
Spirit 1d8 = 3: 3
Wild Die 1d6 = 1: 1
Spending Benny to Unshake
Greater Fear 4 p.p.e. LBT on two closest bloodwyrms
Mysticism 1d10 = 7: 7
Wild Die 1d6 = 2: 2
Henry takes a blow and almost can't quite pull out of it. He summons his inner spirit, however, and regains his composure. He whispers a few words and looks toward the Bloodwyrms. "Boo." he says, almost as a greeting.
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.

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Growler
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Re: Signal Check: The Wild Hunt

Post by Growler » Wed Jan 30, 2019 9:57 am

Attacking Faim
Growler spends a Bennie to negate the Shaken and remain on Hold
Turn 1
Attacking Faim with his Rifle's Neural Mace to the open Face (-4 becoming -2, +2 dice to d12 becomes d12+2, so d12 Net)
  • Fighting: 1d12 = 10: 10
    Wild: 1d6 = 5: 5
    Result: 10 - Hit with Raise.
    • Damage: 1d12+2 = 12: 10 + 2d6 = 5: 4, 1 (Neural Mace and Raise)=15 Called Shot to Head= 1 Wound and Victim rolls Vigor, failure = Inc., roll Vigor 1/round to revive to Shaken.
Turn 2
If Faim is Incapacitated, Growler will KO him as a Non-Lethal attack to a helpless foe.
Otherwise attacking Faim with his Rifle's Neural Mace to the open Face (-4 becoming -2, +2 dice to d12 becomes d12+2, so d12 Net)
Fighting: 1d12 = 10: 10
Wild: 1d6 = 6: 6
  • Ace: 1d6+6 = 7: 1
Result: 10 - Hit with Raise.
  • Damage: 1d12+2 = 4: 2 + 2d6 = 5: 1, 4 (Neural Mace and Raise)=9 - Shaken, and Victim rolls Vigor, failure = Inc., roll Vigor 1/round to revive to Shaken.
WIP
Growler
Main Character: Tiny Tim
Alternate Character: Tony Vreski
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 15 (6)
ISP: 40 / 40

Active Powers:
None

Conviction: 1
Bennies: 2/3
Base Amount
-1 due Reroll Stealth Assisting

User avatar
Freemage
Savage Senior
Posts: 1811
Joined: Thu May 11, 2017 7:09 am

Re: Signal Check: The Wild Hunt

Post by Freemage » Wed Jan 30, 2019 7:54 pm

OOC Comments
Growler 1:
No Bennies Left. You rolled a total of 17 Damage, which both gets the headshot bonus and the armor bypass. That's a total of 21 vs. his base 8 Toughness, net 13 damage is 3 more wounds.
Faim Soak 1d8 = 3: 3
Wild Vigor 1d6 = 3: 3
Failed Soak, 3 Wounds


Resist Mace-stun: 1d8-2 = 6: 8 ACE 1d8+6 = 7: 1
Wild Vigor 1d6-2 = 1: 3

Was actually a 6, so success, not Incap.

However, next (non-Lethal) shot to the face drops him HARD.

Henry:
La Soif Resist Fear 1d8-2 = 3: 5
Wild Spirit 1d6-2 = 3: 5
Failure 1d20 = 15: 15 Minor Phobia: Birds, also Panicked

Envie Resist Fear 1d8-2 = 4: 6
Wild Spirit 1d6-2 = 0: 2
Success
And so Faim goes down with a broken nose and a howl of pain from the double-shot with the Neural Mace. Meanwhile, Henry breaks the mind of one of the two southern Psi-Stalkers, causing him to scream and drop his weapons; the other seems to be made of sterner stuff, and resists the fear effect.

And then the Super-SAMAS in the middle of the field explodes in a massive fusion fireball. The other units are still intact, however.
Instructions
So, I drew for this round. Still no Jokers (and yes, I'm sure the card site is working correctly, you guys just had bad luck). That said, all of you except Herra would be going before them. So, I'm gonna basically state that you can drop anyone left, lethally or non-lethally as you wish.

GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
PCs
Sir Blurre, 18th COT/New West
Gaspard Gillead, 12th AAT/Dirty Dozen
Ryder, 101st COT/Trailblazers
Serival Drumm, 24th COT
Ophelia Monk, Field Team 6
Hexx, Rising Stars SPC
Malaetheryan, Phase World/Relentless
Jaenelle, Beyond the Wall
Yeitso & Alicia Forsythe, Prestige Unlimited

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
.

User avatar
Chok'lat
Posts: 137
Joined: Fri May 04, 2018 4:41 pm

Re: Signal Check: The Wild Hunt

Post by Chok'lat » Wed Jan 30, 2019 10:00 pm

Chok'lat swivels around as Henry takes a hit. "Peanut buddy!" The stalker who manages to shake off the fear effect catches the bash of a shield to the back, knocking him to the ground. Chok'lat jams his rifle into the face of the downed, indignant stalker, then pulls the trigger. He doesn't skip a beat as he returns his targeting focus to the field of battle, lasering whatever skelebots he can find in his sights. He clicks his radio. "Chok'lat just saved his Peanut Buddy from a couple funny stalkers that popped outta nowhere. Watch out! They're sneaky! HAHAAHAHA!!!"
Chok'lat
Chok'lat
Current Status Post
Bennies: 3
Current Status:
Wounds / Fatigue: 0 / 0
PPE: 20 / 20
Active Effects: None
Parry: 12, 9 without shield
Toughness: 19 (6), +6 vs ranged
Weapon in Hand:
ST JA-11:
WI-GL20 (active):
Shield of Faith
Adventure Cards:
  • Extra Effort: desc here
    Parley: desc here
    Speedy Gonzales:
Edit Signature

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Henry_Price
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Posts: 113
Joined: Sun Apr 29, 2018 7:09 pm

Re: Signal Check: The Wild Hunt

Post by Henry_Price » Fri Feb 01, 2019 8:20 am

As the stalker next to him crumples from the brodkil's mighty blows, Henry carefully aims the shard pistol at the one he caused to panic. easy does it now... He pulls the trigger but his shots aren't quite where he wants them to be, square in the back, but instead they manage to shred the back of his left knee causing the stalker to collapse, howling in pain. Henry runs iver to find him wriggling around on the ground like the worm he is. "Surrender or the next one is going into your face hole!" he says calmly.
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.

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Growler
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Posts: 167
Joined: Fri Aug 18, 2017 7:42 am

Re: Signal Check: The Wild Hunt

Post by Growler » Fri Feb 01, 2019 3:41 pm

Seeing the Bloodwyrm Psi-Stalker that Henry shot start to go back into the ground for perhaps another attack run, Growler Teleports right behind the Bloodwyrm and lays it out with the Neural Bayonet on his Rifle.

"Good shot and good idea, Henry, but these Psi-Stalkers have been brainwashed by the Coalition as part of their training. He would have kept following his now dead commander's last orders. He is still alive, like the other one I knocked out, and we can isolate them from the ground to keep the two of them under control until Pack Leader SnackHappy decides their fate. I personally am in favor of dropping them at the edge of a Neutral town where they can then decide their own fate... whether to return to the Coalition or to strike out on their own. They will have calmed down a bit by then and will have their bloodlust died down."

"Packmates, if possible, I would prefer to spare as many of these soldiers as we safely can, and also return them to a Neutral town."
Last edited by Growler on Mon Feb 04, 2019 5:33 am, edited 1 time in total.
Growler
Main Character: Tiny Tim
Alternate Character: Tony Vreski
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 15 (6)
ISP: 40 / 40

Active Powers:
None

Conviction: 1
Bennies: 2/3
Base Amount
-1 due Reroll Stealth Assisting

User avatar
Chok'lat
Posts: 137
Joined: Fri May 04, 2018 4:41 pm

Re: Signal Check: The Wild Hunt

Post by Chok'lat » Sat Feb 02, 2019 12:13 am

Chok'lat stares blankly at Growler. "That's dumb. Either we keep 'em or we kill 'em. We ain't lettin' 'em go. They come back and shoot us when they see us. Chok'lat ain't gettin' shot at by someone Chok'lat already beat in a fight." He points the muzzle of his rifle at the wounded bloodwyrm. "Wanna let 'em live? FIne. But they already snuck up on us once. They got funny powers. We don't need 'em stabbing us in the back 'cause we were being nice."
Chok'lat
Chok'lat
Current Status Post
Bennies: 3
Current Status:
Wounds / Fatigue: 0 / 0
PPE: 20 / 20
Active Effects: None
Parry: 12, 9 without shield
Toughness: 19 (6), +6 vs ranged
Weapon in Hand:
ST JA-11:
WI-GL20 (active):
Shield of Faith
Adventure Cards:
  • Extra Effort: desc here
    Parley: desc here
    Speedy Gonzales:
Edit Signature

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Herra
Bronze Patron
Bronze Patron
Posts: 228
Joined: Fri May 12, 2017 7:13 pm

Re: Signal Check: The Wild Hunt

Post by Herra » Sun Feb 03, 2019 6:47 pm

"Agreed. Slaughter is their business, the Tomorrow Legion offers hope. Perhaps a few of them would prefer to join us rather than return. If their superiors think them dead, they have a perfect reason to defect. Whatever we do, let us do it quickly. I know little of technology, but I do know radios can travel far and there are always more Deadboys."

Herra moves through the wounded offering healing to those who need it or desire it. Approaching one of the surviving Bloodwyrms she looks at him closely. The psi-stalkers were tribal, much like the Moon Hunters, and so there was something noble about them - even those that worked for the Coalition. These, however, were strange ones and Herra cannot decide to be fascinated or disgusted.
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Growler
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Posts: 167
Joined: Fri Aug 18, 2017 7:42 am

Re: Signal Check: The Wild Hunt

Post by Growler » Mon Feb 04, 2019 5:43 am

"Chok'Lat, the Coalition has so many soldiers that a dozen or two won't affect their numbers. Sparing them, however, may spread word of us not being the murderous villains that their indoctrination has told them to believe we are. Some may even join us, giving them a second chance, like you did."

"Separating the two Bloodwyrms from the earth should stop them from using their Powers, and we will be taking their weapons from them. We can either give them back in need of repairs to make them usable again, or just keep the weapons. Either way they will not be able to immediately turn on us. Instead of having to feed the Bloodwyrms the standard Psi-Stalker way, I can use my mental gifts to send them some energy that should sustain them."

"The Bloodwyrms seem to be Alpha or Beta tests of a new sub-type of Psi-Stalker developed by Lone Star, just as I was their prototype. I feel a sort of kinship to them, and would like to help them as much as possible."
Growler
Main Character: Tiny Tim
Alternate Character: Tony Vreski
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 15 (6)
ISP: 40 / 40

Active Powers:
None

Conviction: 1
Bennies: 2/3
Base Amount
-1 due Reroll Stealth Assisting

User avatar
Chok'lat
Posts: 137
Joined: Fri May 04, 2018 4:41 pm

Re: Signal Check: The Wild Hunt

Post by Chok'lat » Wed Feb 06, 2019 10:33 pm

Chok'lat shakes his head. "Maybe they change like Chok'lat did. But we ain't got angels no more, and you didn't let Chok'lat go. Chok'lat ain't a bloodsucker, either. Chok'lat don't want that blood on his hands." He snorts, then triggers his radio to ask SnackHappy. "Boss, what you wanna do with these guys?"
Chok'lat
Chok'lat
Current Status Post
Bennies: 3
Current Status:
Wounds / Fatigue: 0 / 0
PPE: 20 / 20
Active Effects: None
Parry: 12, 9 without shield
Toughness: 19 (6), +6 vs ranged
Weapon in Hand:
ST JA-11:
WI-GL20 (active):
Shield of Faith
Adventure Cards:
  • Extra Effort: desc here
    Parley: desc here
    Speedy Gonzales:
Edit Signature

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Sara Turner
Posts: 105
Joined: Sat Oct 20, 2018 2:46 am

Re: Signal Check: The Wild Hunt

Post by Sara Turner » Thu Feb 07, 2019 3:06 am

Ruins/Radio tower
Afternoon
Round 0

Sara sent a few more laser blasts downfield before the Deadboys retreated. They cleaned up the skelebots and the advance team seemed to have captured some psi-stalkers. Sara listened to the team chatter over the radio.

“Do we want to be saddled with prisoners?” she asked. “Take their weapons and radios and let them go. They can’t hurt us then. And if something eats them out in the wild, well, that’s not on us. They don’t have any more intel on us than anyone else in that Coalition troop does.”
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 35/35; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 1/4
Adventure Card
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type

User avatar
Freemage
Savage Senior
Posts: 1811
Joined: Thu May 11, 2017 7:09 am

Re: Signal Check: The Wild Hunt

Post by Freemage » Sat Feb 09, 2019 3:08 am

As you discuss what to do with the prisoners, you hear a voice come over the radio--one you've heard just recently. It's Sgt. Macomb, of the demolition squad you met at the original site of the relay. Sasha, the Caravan and Calyx all immediately are able to pinpoint his location--just on the far side of the next line of trees, and coming closer, at a leisurely pace. "Well done, folks. I mean, the way you Legion people took out those demons that killed ol' Rabid and his men, well, for D-Bees and magic-users, you folks aren't half-bad. Least, I think that's how my report's gonna read. Of course, if I get shot out in this field, well, then my second in command would have to report back that I'd gone to check on Rabid and see what happened when they ran into the Tomorrow Legion and never came back; I can't imagine my superiors would interpret that in the most flattering light for you folks, but hey, do what you gotta do. I'd appreciate it, if you don't mind, if I could load Rabid's body into this cart--" And yes, you can see that he's actually steering a motorized cart--more of a cage on treads, actually, as he walks. In the cage, you can see about half a dozen huddled forms, small ones. "Course, I'll have to empty it out first--more important that I take the body of a hero like Orville Jackson back for a proper state funeral than that I keep track of a bunch of Devilman kids, right?"

And yes, as he gets closer, you see that the cart's occupants are, indeed, D'norr younglings--ranging from about 7 to pre-teens, by the look of them. "Hell, it's lucky for me Rabid kept this cart around to haul the Bloodwyrm's spare food supply and hunting practice with him. Otherwise, I might not've been able to take the body back at all." As he gets close enough--now well within Sasha's short range--the Sergeant stops the cart and unlatches the door. As he does, he seems to see, for the first time, the tarp-wrapped Bloodwyrm captives. "Don't mean to tell you your business, of course. But you folks might want to talk to these kids before you spend the effort taking those three back to civilization. Apparently, the 'wyrms preferred their prey running and scared. Misty--you remember Misty, she's the Stalker in my group? Well, anyway, Misty once told me that the Bloodwyrms all said the same thing--that the adrenaline and fear hormones gave the blood a better flavor."

The kids, clearly a bit shell-shocked, creep out, looking as if they're preparing to bolt, but also obviously expecting a trick of some sort. Then they, too, spot the wrapped forms of the mutated Psi-Stalkers. Most of them cower visibly, even though the 'wyrms are clearly secured, but one--a girl D'norr of about 11 years of age--gives a howl of childish rage, and starts closing the distance, running as fast as she can and picking up a piece of shrapnel from the exploded Super-SAMAS as she goes, murderous intent in her eyes.

Up to You Guys
If you do nothing to stop her, the young D'norr girl WILL savagely beat the captive bloodwyrms to death with the chunk of metal. It won't be pretty to watch, and takes her awhile to do it, but they ARE wrapped up. Alternately, you could easily restrain her, or remove them from her reach, or kill them yourselves before she reaches them, or hand her a gun or Vibro-Knife to teach her how civilized people do it. Whatever floats your boats.

If anyone asks the D'norr kids for more details, yeah--whenever the Bloodwyrms hadn't been able to catch something, they'd use the kids--not just bleeding them, but letting them run just to 'hunt' them down. If a kid tried to refuse to go along with it, the Psi-Stalkers would use a hot brand to force them to run. And when a kid got too old to be considered 'safe game', they were fed on to death--that's what happened to the girl's older brother.

If no one stops Macomb, he does, indeed, load up the body of Maj. Orville "Rabid" Jackson into the now-empty cage-cart, gives you all a wave, and leaves you in a field full of fallen CS troops (and, arguably more interestingly, their gear), as well as half a dozen D'norr children, malnourished and traumatized, but clearly a bit surprised to still be alive.
If Anyone Asks
... the Sgt. why he is doing this, he simply shrugs. "There's two types of CS troops who survived Tolkeen. Those who never want to go back to that again, and those who never left." So, yes, if you all go along with his plan, he'll report back that Rabid was taken out by demons, who were then killed by 'those Legion wierdos'.


If Anyone Opens Fire
If anyone actually shoots at Macomb, we'll do a quick combat as he tries to flee. If he survives, you'll all end up with Enemy: Major and Wanted: Minor with the Coalition. If he dies, you still end up with Wanted: Minor with the Coalition. Note that this is your character, specifically, with active warrants against you, rather than the generic sort from IFs and racial penalties.
Loot Pinata
x9 CA-4 Standard “Dead Boy” Body Armor (+7 Armor, +2 Toughness, FEP, Mini-Comp, Comms, Thermal/Night) [Special]
x9 CP-40 Pulse Laser Rifle (Range 30/60/120, Damage 3d6+2 AP 2, RoF 3) [4K each]
x16 C-20 Laser Pistol (Range 15/30/60, Damage 2d6+1 AP 2, RoF 1) [1.6K each]
x9 Vibro-knife (Str+d6, AP 4, Mega Damage) [700 each]
x18 frag grenades (Range 5/10/20, Damage 3d6, LBT, Mega Damage) [55 each]
x7 CV-213 VLF Laser Rifle (Range 30/60/120, 3d6+2, AP 2 MD, RoF 3, No Snapfire, Ign. Laser-resistance) [6K each]
x8 CV-200 Deadman's Mini Rail Gun (Range 75/150/300, Damage 2d8+2 MD, AP 4, RoF 3, No Snapfire) [5K each]
x4 DPM 101 “Dog Pack” Light Armor (+5 Armor) [1.4K each]
x4 C-10 Light Assault Laser Rifle (Range 30/60/120, Damage 3d6, RoF 1, AP 2) [1.6K each]
x4 Vibro-blade vambraces (Str+d8+1, AP 4, Mega Damage, Parry +1) [1.1K each]
C-29 “Hellfire” Heavy Plasma Cannon (Range 18/36/72, Damage 3d10+4 MD, Plasma, 16 shots) [4.2K]
Pieces and Parts: While none of the SAMAS units really survived their high-speed collisions with the ground intact, there's miscellaneous parts that can be salvaged equal to about 1 intact unit: 160K in salvage

All prices assume the 10% Legion offer for salvage. As always, if you want, you could attempt to sell it yourselves to the Black Market with a Streetwise roll. A simple success gets you 5% (so half the above), plus an additional 5% for every raise. You get +2 to the roll for each of the following Edges: I Know A Guy, Scrounger, Connections. On a failed roll, no buyer emerges and you have to try again after a week; on a CritFail, we get to have a spontaneous encounter. In addition, anyone else with Streetwise can roll to support, with the same bonuses to their own rolls, and thus grant a +1 per success/Raise they get to the seller's roll. This support is capped to +4 per person rolling, and does require you to have the skill.

The CA-3 is a special case. Due to newness, the armor is exceptionally 'hot'. Anyone caught selling it will have a very hard time of it. The Legion will pay 2.5K per suit to take them off your hands. Alternately, you can do a black market deal. This requires either I Know a Guy or Connections: Black Market (or faction thereof) and a Streetwise -2 roll, in which case you get a hard offer of 5K per suit--take it or leave it.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
PCs
Sir Blurre, 18th COT/New West
Gaspard Gillead, 12th AAT/Dirty Dozen
Ryder, 101st COT/Trailblazers
Serival Drumm, 24th COT
Ophelia Monk, Field Team 6
Hexx, Rising Stars SPC
Malaetheryan, Phase World/Relentless
Jaenelle, Beyond the Wall
Yeitso & Alicia Forsythe, Prestige Unlimited

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
.

User avatar
Herra
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Bronze Patron
Posts: 228
Joined: Fri May 12, 2017 7:13 pm

Re: Signal Check: The Wild Hunt

Post by Herra » Mon Feb 11, 2019 6:17 am

Children.

Seeing the D'Norr children held in cages opens some very old wounds for Herra. Be ripped from her own homework by Splugorth solvers, caged, sold, and made to fight. As the young girl careens toward the Bloodwyrm, Herra is of two minds: let the creature get what it deserves protect the child from the horror or murder.

Intervening quickly Herra scoops up the child and holds her. As the story of their captivity and torture emerges the Mind Melted is gripped with fury and rage. While continuing to hold the child she looks to the Coalition Major and strongly considers washing the entire area with the blood of everyone involved

Turning she looks upon the Bloodwyrms with cold, dispassionate eyes.

"Take the body of your butcher and be gone. As for these abominations. I shall release their bonds and then hunt them down and kill them one by one so they may die knowing what it feels like to be preyed upon."
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Growler
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Posts: 167
Joined: Fri Aug 18, 2017 7:42 am

Re: Signal Check: The Wild Hunt

Post by Growler » Tue Feb 12, 2019 2:17 am

"Herra, I have to disagree about the fate of the Bloodwyrms. It seems that they have indeed embraced the bloodthirsty nature of their commander, either by how they were raised or if it is something that Lone Star put into their genetics. Either way, I don't think they should be hunted down and killed. Instead, if they are to be killed, they should be given time to make peace with themselves and then be given a swift death. As much as it will pain me to do so, I am willing to be the one to kill them. I consider myself almost kin to them, both having been the result of Lone Star experiments. It would be my duty to be the one to grant them a swift and painless death."

Growler hangs his head as he looks away.

"I almost wish that we had killed them in battle instead of having to kill them like this. If they hadn't so fully embraced their bloodthirst, they could have perhaps have been rehabilitated."
Growler
Main Character: Tiny Tim
Alternate Character: Tony Vreski
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 15 (6)
ISP: 40 / 40

Active Powers:
None

Conviction: 1
Bennies: 2/3
Base Amount
-1 due Reroll Stealth Assisting

User avatar
Sara Turner
Posts: 105
Joined: Sat Oct 20, 2018 2:46 am

Re: Signal Check: The Wild Hunt

Post by Sara Turner » Tue Feb 12, 2019 6:22 am

Ruins/Radio tower
Afternoon
Round 0

Sara kept the cannon trained on Sgt. Macomb, but he came alone with a cage full of children. She scowled as he explained who they were and got out. She didn’t blame the girl that tried to bash the bloodwryms. Sara was half willing to do it herself.

“I say we muzzle the bastards and let them starve,” Sarah said coldly. “Certainly no one here will willingly donate to their feeding.”

To the girl, she reached out with her telepathy. Bide your time. Gather up some of the shattered glass. Grind it very fine so it won’t be noticed when you put it in their food tonight. They will die in agony. Be careful not to put it in anyone else’s food.
Loot
Sara would like to swap her NG-33 pistol for one of the C-20s and swap her Huntsman armor for one of the C-4s. She wouldn’t say no to grenades if no one better than her wants them. She would use them with telekinesis.
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 35/35; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 1/4
Adventure Card
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type

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Chok'lat
Posts: 137
Joined: Fri May 04, 2018 4:41 pm

Re: Signal Check: The Wild Hunt

Post by Chok'lat » Wed Feb 13, 2019 10:39 pm

Chok'lat shrugs. "Don't wanna kill 'em like pigs? Give 'em swords. They fight Chok'lat. They win, they go free." Chok'lat grins, menacingly. "They won't win. Chok'lat ain't takin' prisoners this time." He laughs maniacally at the idea, still chortling as he begins picking through the salvage. He stops at several items, making comments along the lines of "Chok'lat ain't got one of these. Ooh, Chok'lat likes that one..." He focuses in on a pair of items, a mini railgun and a plasma cannon. "Chok'lat's taking these." As he picks the two items up, he glances surreptitiously at Growler, almost anticipating the modded dog boy swooping in and taking more of Chok'lat's hard-won loot. His hands full, he carefully kicks a pair of the vibro-blade vambraces back towards the vehicles, claiming them as well.
Chok'lat
Chok'lat
Current Status Post
Bennies: 3
Current Status:
Wounds / Fatigue: 0 / 0
PPE: 20 / 20
Active Effects: None
Parry: 12, 9 without shield
Toughness: 19 (6), +6 vs ranged
Weapon in Hand:
ST JA-11:
WI-GL20 (active):
Shield of Faith
Adventure Cards:
  • Extra Effort: desc here
    Parley: desc here
    Speedy Gonzales:
Edit Signature

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SnackHappy
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Posts: 190
Joined: Fri May 26, 2017 8:20 am

Re: Signal Check: The Wild Hunt

Post by SnackHappy » Fri Feb 15, 2019 9:05 am

Jacob let out a resigned sigh as the scene unfolded in front of him. Why must such evils exist? If only more people were concerned with the bigger picture. Walking over to where the bloodwyrms were tied up he shook his head. “Growler, I too wish there was a better way” Jacob pulls out the pistol and puts each one down in turn with one shot. “Bury them if you must. Then we need to make haste back to the castle. Take solace that wee shall find the kids someone they can stay with and know at least some have been brought to safety.” Saying nothing more he climbed back into the cockpit of Sasha and watched as Macomb left with his wagons. Afterwards while the rest of the squad decided what to do with the dead he pulled the ring from his pocket and rubbed it between his fingers. Sasha, I hope your still proud of me. I try to do what's right. Sometimes it's just hard.
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers

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Henry_Price
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Posts: 113
Joined: Sun Apr 29, 2018 7:09 pm

Re: Signal Check: The Wild Hunt

Post by Henry_Price » Fri Feb 15, 2019 9:50 am

Henry looks at the dead bloodwyrms. "A merciful death is much better than they deserve." He turns his head and spits. He then looks to growler. "If you want to bury them, I'll help."
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.

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Freemage
Savage Senior
Posts: 1811
Joined: Thu May 11, 2017 7:09 am

Re: Signal Check: The Wild Hunt

Post by Freemage » Fri Feb 15, 2019 9:54 pm

Once the Bloodwyrms are buried, the Jokers, their mission completed with a bit of extra space, head south once more. The D'norr children are clearly traumatized, but there's time on the journey to reassure them that their fate is going to improve. The good news is that the travel itself is unimpeded; you reach Merctown completely unmolested, and swap the Caravan back for the Battle-Bikes. The kids need to ride in Sasha for the last leg of the trip, although the one girl who attacked the Bloodwyrms with lethal intent shyly asks if she can ride (with Chok'lat, no less--which actually makes it a bit easier, since he can hold onto her with one set of hands and still be ready to operate the rear gun in an emergency) at one point; if permitted, she clearly enjoys herself, making 'pewpew' noises towards imaginary pursuers. There's a moment when her attack isn't so imaginary--she does her gesture, makes the pewpew noise, and... FWOOSH! a gout of blue flame arcs out back towards the road behind the bikes. She looks at her own fingers with a bit of confusion, then shrugs--fortunately, she lacks the mental focus to do that a lot, it seems.

Upon reaching radio range to Castle Refuge, you're hailed and are able to have a Refugee Welfare Division representative ready and waiting; the RWD has D-Bees from all the major races, so they're able to have a kindly D'norr woman meet you and take custody of the children. Again, most of them just shuffle off with her, but the little girl (Alizea, she's informed Chok'lat by this time) actually manages to skip.

As they go off, Osanna Wilde steps forward, her adjutant Montcrief as always within arm's reach, ready with the actual paperwork that her job requires. "Okay, so, Specialist Jacob, report." She glances at Sara, puffing on her cigar as she does so; without any instruction, Montcrief hands Sara a clipboard with a few forms on it.

The Report
Folks can feel free to post below with any and all details of the mission, any questions you have. I'm assuming Sara gives her story, and that you inform Wilde of the decision to relocate the signal relay, and you report on Echo's absence. Beyond that, you can all choose what gets conveyed or held back.
Ossana understands the decision to move the relay, and agrees that it probably should've been set up further from the CS border in the first place. "No sense poking the xenophobic, fascist bear if we don't have to."

By the time Sara's story is told, Montcrief has managed to get an answer for her. "Your father, I believe, lives here in town." The white-haired, violet-skinned D-Bee gives her a smile. "And your cousin, I think you said, has already enlisted, and is with one of our Community Outreach Teams out West. Current reports say they are in the field and incommunicado, but we could send a message to their home base easily enough. Have you considered what you are going to do, going forward?" He pauses. "I believe we have at least one opening in this team, and I suspect that, if you were to fill out those papers, you will discover that your enlistment is retroactive to the point where you helped repair the relay--meaning that we already owe you a week's pay." He looks at the pile of salvage being unloaded from Sasha and the bikes. "With combat bonus," he adds drily. Sgt. Wilde merely snorts, but doesn't contradict him on those points.

Instead, after swigging from her whisky glass, she nods. "Right. We'll keep Specialist Echo's spot open for now--sounds like a return is definitely possible, and to be hoped for. You guys will have some downtime coming, in any case, probably another two weeks before we send you into the field again, so feel free to live it up a bit. That said, you should all get familiar with your new ride. You remember that vehicle you salvaged on your way home last time? Well, we've got it up and running, and it's a doozy."

It becomes apparent why this debriefing was being held in the motor pool rather than the usual room, as you come around a corner and see the Creeper, as you are informed it's been dubbed. A rotund robot is making its way around the vehicle, eyes flashing as it comes up to you. "Greetings, I am Drivebot, the self-actualized operator of the Creeper. You are the 7th SET, yes? My programming indicates that, as you are the ones who retrieved me, you are now the owners of the Creeper and myself. I hope to be a useful addition to your team, just as I trust the Creeper will provide adequate transportation for all of you."

Ossana's about to walk off, then she turns. "Oh, right, one last thing. The Creeper doesn't have any weapons currently, but it does have plenty of space for them. The gearheads said that modifying the rest of it would be a problem, because the design is so alien, but it should be easy enough to hook up something on a mount, if you like."

With that, Ossana answers any additional questions, then dismisses you all to settle in, go shopping, visit friends and family, or examine the Creeper as you wish.
OOC Comments
Creeper Stats Here. Note that it's only a little faster than Sasha at top speed, so there may be times when you're provided with additional transportation--Shifter on a Ley Line, or a river barge, or somesuch--to help move things along. You may select one vehicular weapon for free from the following:
A: Medium Ion Cannon
B: Light Laser Cannon
C: Light Missile Launcher with one additional full reload
D: Light Railgun with two reloads

Alternately, instead of any of the above, you can take 100K in 'credit' with Requisitions and sell some of your salvage to buy something bigger if you're so inclined.

I'
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
PCs
Sir Blurre, 18th COT/New West
Gaspard Gillead, 12th AAT/Dirty Dozen
Ryder, 101st COT/Trailblazers
Serival Drumm, 24th COT
Ophelia Monk, Field Team 6
Hexx, Rising Stars SPC
Malaetheryan, Phase World/Relentless
Jaenelle, Beyond the Wall
Yeitso & Alicia Forsythe, Prestige Unlimited

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
.

User avatar
Sara Turner
Posts: 105
Joined: Sat Oct 20, 2018 2:46 am

Re: Signal Check: The Wild Hunt

Post by Sara Turner » Tue Feb 19, 2019 2:16 am

Wilderness
Afternoon
Round 0

Sara stood with the little D’Norr girl. While most of the kids turned away, the little girl watched as Jacob executed the bloodwryms.

“It’s over now,” Sara told the girl. “Come, help me collect these grenades and then let’s get you and your friends comfortable.”

Sara also claimed a set of the Deadboy armor that looked like it might fit her, and one of their pistols.

The ride to the mysterious Castle Refuge -- with a stop at Merctown to change rides -- is uneventful. Sara looked up at the castle with amazement. They pawned the D’norr kids off on some welfare worker and were then met by an officious-looking woman puffing on a cigar. Sara met the woman’s gaze calmly, and then her assistant handed Sara a clipboard with some paperwork. Sara glanced it over. It looked to be forms for paying her for her help, and for signing up to the Legion, if she desired. Sara considered. Did she? She needed to find out if they knew about Caleb and Kim and then report back to Tara.

Sara shrugged and signed the paperwork. She figured she could always just take off if she needed to, but for now it would be a safe way to roam the wilderness in search of her family.

Sara gave a brief account of how she came to join the Jokers, though she was circumspect about her artificial nature.

The information Sara received from Montcrief floored her. “They’re here?” she exclaimed. “Or were. My God! We’ve been searching for them forever!” Tara would be delighted to hear this! “Is there someplace I can attempt to make a radio transmission?”

Sara left the others to deal with the new transport. She was given instructions to the communications center and tried contacting Tara, but couldn’t raise her. She didn’t know exactly where her sister was, so she would have to try again later. For now, she headed for town and soon found herself knocking on a door.

Caleb Black opened the door and stared. “Sara?” he said in amazement. The last time he had seen his sister-in-law, she had been dead and her consciousness uploaded into an ancient NEMA computer!

“Caleb!” Sarah flung her arms around the man, squeezing him tightly. He held her just as tight.

“How is this possible!” Caleb asked.

“Tara built me a new body.”

Caleb staggered back. “Tara? Tara is...is alive?”

Sara bit her lip. Perhaps that wasn’t the best way to have broken the news to him. “Yes,” she said. “We managed to survive and fight our way back home. She’s...changed, as you might expect.” Traveling hell dimensions left its mark on one. “But we never stopped trying.”

“Where is she?” Caleb asked, wiping at tears.

“I...don’t know,” Sara admitted. “We were having no luck finding you and Kim, so she built me this body so we could split up. I’m going to keep trying. We’ll get in contact soon enough. I joined the Legion so I could continue looking.”

Caleb hugged Sara again. “Please, stay. You probably have rooms in the castle, but you are more than welcome here. Kim’s room is open.”

“Have you heard from her? How is she?”

Caleb frowned. “She enlisted, despite my protests. She was with a community outreach team in Black Mesa, but they went dark. We’ve had word of a large Coalition attack on the town. That is the last anyone has heard from them.”

Sara frowned. “I can’t have found you just to lose her,” she said.

“I keep up hope.”
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 35/35; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 1/4
Adventure Card
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type

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Herra
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Posts: 228
Joined: Fri May 12, 2017 7:13 pm

Re: Signal Check: The Wild Hunt

Post by Herra » Mon Feb 25, 2019 3:59 pm

Herra takes special care of the D'Norr children as they ride back to the Refuge - not to say she is a soft hearted expecting them to be disciplined and we'll trained but is surprisingly patient. When one of them manifest powers she smiles and checks the little ones aura (detect arcana) assuming it is magic from what little she knows of the D'Norr.

Upon arrival, Herra reluctantly hands over the children to the Legion's social team but not before getting a name and contact info from the caseworker. Once all is settled Herra smiles uncomfortably at the robotic driver, "I am grateful that I no longer have to waste my talents driving these infernal machines. Yet, this machine man makes me uneasy." Nonetheless she goes along with it. When talk turns to money for upgrades she shrugs and hands over her credit stick, "Take what you wish. I have little need for money, I can provide my own needs without help from merchants."

As the pay and salvage come in Herra grunts, she retains her Legion pay for necessity but takes the rest to the D'Norr caseworker, "Use these funds for the children we brought you. If it is squandered I will know." She taps her head indicating her psionic abilities and walks away.
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Echo
Diamond Patron
Diamond Patron
Posts: 218
Joined: Tue May 23, 2017 7:43 pm

Re: Signal Check: The Wild Hunt

Post by Echo » Mon Feb 25, 2019 8:34 pm

Arriving late to Castle Refuge having been separated from the group Echo hunts around until she can find Jacob and report to him what happened.

As the story of her forgetting herself as a rock once Splinter was destroyed, she is embarrassed that it took her a couple days to come to herself again. By then everyone was out of sight and she was forced to work out a way to come back. The flight took longer than desired and overall she is still feeling a little lost as to what she missed.

"I am glad everyone made it back alive. I did not know what happened, but could tell the team triumphed over the CS forces when I came to."
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely 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.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


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Freemage
Savage Senior
Posts: 1811
Joined: Thu May 11, 2017 7:09 am

Re: Signal Check: The Wild Hunt

Post by Freemage » Mon Feb 25, 2019 11:09 pm

Echo is welcomed back, and debriefed, with an unusually solicitous Sgt. Wilde making sure she's up to snuff before having her report for duty again.

The caretakers are very grateful to Herra for the donation, and assure her that the children will receive the best possible care. And yes, the girl D'norr appears to have a good bit of natural magical ability, though the final form of it will probably depend on her training.
OOC Comments
Just a note: Herra gets a Bennie for donating money, thereby playing to her Heroic streak.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
PCs
Sir Blurre, 18th COT/New West
Gaspard Gillead, 12th AAT/Dirty Dozen
Ryder, 101st COT/Trailblazers
Serival Drumm, 24th COT
Ophelia Monk, Field Team 6
Hexx, Rising Stars SPC
Malaetheryan, Phase World/Relentless
Jaenelle, Beyond the Wall
Yeitso & Alicia Forsythe, Prestige Unlimited

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
.

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