21 - Bug Hunt

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Ndreare
Savage Siri
Posts: 3267
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
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21 - Bug Hunt

Post by Ndreare » Thu Oct 17, 2019 8:53 am

random stuff to ignore
Warrior group notice
notice 1d6+2 = 8: 6 Ace 1d6+8 = 13: 5
Wild 1d6+2 = 6: 4


Warrior Fighting to Defend the place
Fighting 1d10+4 = 5: 1
Wild 1d6+4 = 8: 4
Figuring out what they needed to do was easy for The 99. But executing the actions is always another step. Take a 10 minute break to east and check gear The 99 realize the APC is in no condition and is too large to make the trek to the hive. Combined with the need of checking on the hamlet the 99 decide to send the auxiliary units under Rubin’s command to the settlement and ensure the safety of everyone, while they take a full load out and see what they can about the hive. Maybe if they perform just right they can take down this little hive, before it becomes a towering threat.

As they move in the team realizes that any effort to fly will give them away instantly. While the bigs have only had a chance to clear out a small radius around the hive, the height of the things is such that their sentries would see anhy approachers from miles off if flying above the treeline. This means walker the armor in the old fashioned way.

But a mission like this comes with its complications. You need more intelligence on the motion and activity of the enemy around the hive. You need to know when they are in and when they are out. As well as how many other bugs are flying about that could return and reinforce the battle if it should take place.

Bugs like this use all kinds of nasty tactics. After all, while most people forget Gridia will never forget these are intelligent monstrosities, capable of human level reason and tactics.


Your challenge = Make it into to hive!
This is a complex battle, but with full reset on bennies and PPE/ISP you should be able to do it.
This will be broken up into three separate tasks. Each character may only participate in one task. But if you have a sidekick, you and your sidekick can participate individually.
Create a detailed narrative as you go through this dramatic task. You need 12 Tokens to penetrate the hive, Each token represents about 5 dead bugs. Without killing the queen, the rest of the deaths do not matter. There is no limit to how many turns you have. Each roll will represent about 1 hour of driving forward into the heart of the hive.


Gather Intelligence & Coordinate Information
Someone needs to gather intelligence about the area around the hive and keep everyone coordinated. This will be a very hard task, but it will help everyone operate effectively. Your observational skills, combined with your knowledge of the enemy makes you invaluable. (If more than one person tries this the highest result rolled will apply.)
Roll the lower of Notice -2, Survival -2, or Battle -2. If you have all three skills, then roll without penalty.
  • Critical Failure: Bad news, your false intelligence provide a -2 to everyone's roll and they will lose one token!
  • Failure: They trusted in you, and you let them down. No other effect.
  • Success: You observations gave the information needed and the team benefited. Maximum tokens per character is increased to 2
  • Raise: BAM, you nailed it. Without you there would have been little chance of success. Maximum tokens per character is increased to 3 and you may turn one Failure into Success, or one Critical Failure into Failure.
  • 2 or more Raises: You were born to this! Maximum tokens per character is increased to 3 and you may turn all Failures into Success, and all Critical Failures into Failure.

Battlefield Leadership & Support
The best commanders know that things will happen when they stand back and let others shine. You contribute by maximizing the information generated above (or lack thereof) and capitalizing on missed opportunities.
Only 1 Person Roll Battle -4, (Receive +1 for Each Leadership Edge you have, No Default Roll allowed)
  • Critical Failure: Bad news, you where not prepared for all of this. However the enemy was. Each hero takes 1 Additional Wound.
  • Failure: You may have been trained in Leadership, but today was not your day. You find yourself unable to greatly contribute to the battle.
  • Success & Raises: You were meant for this from the beginning. You generate +1 to each other player in the Battle to a maximum of +4.

Kill Some Bugs and Fulfill The Mission
The hardest part of this job is actually killing the bugs and this is where you come in. Move in and create your story.
Ammo & Power Points
Arcane types use 3d6 Power Points each round of battle. Characters with ranged weapons fire at their weapon’s standard Rate of Fire, 2d6 times./i]
Roll any Fighting, Shooting, or any Power skill at -4 (PPE/ISP/Rounds)
  • Critical Failure: Holy crap, what were we thinking. This battle has gone south for you faster than any amount of help could muster. Your hero takes 1d3+1 Wounds.
  • Failure: Sometimes things do not go your way. You take 2 wounds, and gain 0 Tokens.
  • Success & Raises: This is a battle you where prepared for and are ready for. You take 1 Wound and gain 1 Token.
  • Raises?: If the maximum number of tokens is increased, then you gain an additional token for each success and raise.



You need 12 Tokens For Victory, Each token is about 5 dead bugs
Remember wounds can be Soaked

Special Modifier: Maggie in the Glitter Boy reduces wounds taken by 1.
Benny Counter
The 99's Game Master Bennies 3, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
    +1 Triessa fire bolt at hound
    +1 Signal damage on big AOE return
    +1 Peter Grenade Damage 2
    +1 Triessa blast at hound masters
    -4 Soak rolls versus Hound Masters and Great Hound
    +2 Peter to Disarm Hound Master
    -4 Failed to Resist Test from Triessa
    -1 Soak hit from Peter, i guess not using Bennies was not attractive to players
    -3 Failed Soak rolls versus 4 wounds from Triessa's lucky blast.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0


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

Initiative Copy and Paste

Code: Select all

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

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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Maggie
Posts: 80
Joined: Tue Apr 23, 2019 8:50 am

Re: 21 - Bug Hunt

Post by Maggie » Thu Oct 17, 2019 2:48 pm

Jack of All Trades Raise, Battle Roll Failed, -3 Bennies
Smarts for JoAT 1d8 = 8: 8
Wild 1d6 = 1: 1

Battle 1d6-2 = 3: 5
Wild 1d6-2 = 3: 5

Free reroll for support (approved by GM): 1d6-2 = 3: 5
Wild 1d6-2 = 2: 4

Benny to reroll: 1d6-2 = 2: 4
Wild 1d6-2 = 0: 2

And again: 1d6-2 = 1: 3
Wild 1d6-2 = 0: 2

Fine. Again. 1d6-2 = -1: 1
Wild 1d6-2 = 3: 5
Steven takes to the sky, using his small size to full advantage to avoid detection and observe the Xiticix from a distance.

Unfortunately, all he can tell is that there are a lot of them. He draws on his archives of old battles, but cannot discern any pattern or reason to the movements of the insect warriors.

Over the team's open radio channel, he transmits, "Maggie, there are many, many Xiticix warriors here, but beyond that, I'm afraid I cannot tell anything of use."
Maggie and Steven
Maggie
Pace: 6, run d6 | GB Pace 14, run d8; Parry: 9 w/Boom Gun equipped, 7 otherwise; Toughness: 43(25) MDC in Glitter Boy w/LLW Light Armor Vigor bonus, 13(5) in LLW Light Armor
Notes: When dug-in with GB armor, attacks are +2 against her

Steven
Pace: 48 (120 MPH); Parry: 5; Toughness: 7(4); Strain: 0; Size: -2
Applicable Edges: Dodge (-2 to ranged attacks made against him; stacks with -2 for Scale)
Character Sheet

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Sal
Posts: 54
Joined: Fri May 10, 2019 2:36 am

Re: 21 - Bug Hunt

Post by Sal » Fri Oct 18, 2019 6:00 am

Kn battle: 1d4-4 = -1: 3 wild 1d6-4 = 2: 6 ace 1d6 = 3: 3

Sal seemed like he was auto pilot as he made his way to the area @Maggie had indicated with a wave. Once going he seemed to regain some measure of his faculties and did basically what L.C would do. He quietly walked arround lookimg for bugs, and assessing their str.
Bennies 3/3

+4 Bennies
+1 Benny for cool background story
-1 Benny for initiative draw[
-1 benny given to grilda
Sal at a glance
Attributes: Agility d8(2 race), Smarts d12(3, 1 advance), Spirit d8(2), Strength d4, Vigor d8(2 advances)
Pace: 8 d8 run die; Parry: 5; Toughness: 13(6)in armor ; PPE: 30
Skills of Note: Notice d8, stealth d8, thievery d6, common kn d6, TW d12+2
Combat Edges: Level Headed, Quick, and Elan
Powers: 30/25 PPE left, 2 out of 6 devices created
Has an Environmental Protection Device with 5ppts left
Spend 5 of his own PPE (Shadow Cloak with normal sight based invisibility -4, and Greater Boost to TW)
Everyone has environmental Protection Acid on them also gives them 4pts of damage reduction if they are attacked by acid!
Everyone also has +2 die types to shooting and a freereroll on every shooting action.

User avatar
Ndreare
Savage Siri
Posts: 3267
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
Contact:

Re: 21 - Bug Hunt

Post by Ndreare » Fri Oct 18, 2019 6:01 am

Sal is able to find and identify where the bugs are patrolling and help identify the hunters and warriors from the workers.

Leethe was able to provide support needed motivating everyone to move when needed and slow when advance would be a mistake.

YOU MAXIMUM TOKENS IS NOW 2 EACH

+3 TO ALL YOUR ROLLS (almost eliminating the -4 scene penalty)

OOC Comments
Leethe, you made a mistake on your roll and it should have been d12+4
Benny Counter
The 99's Game Master Bennies 3, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
    +1 Triessa fire bolt at hound
    +1 Signal damage on big AOE return
    +1 Peter Grenade Damage 2
    +1 Triessa blast at hound masters
    -4 Soak rolls versus Hound Masters and Great Hound
    +2 Peter to Disarm Hound Master
    -4 Failed to Resist Test from Triessa
    -1 Soak hit from Peter, i guess not using Bennies was not attractive to players
    -3 Failed Soak rolls versus 4 wounds from Triessa's lucky blast.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0


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

Initiative Copy and Paste

Code: Select all

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

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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Sir William Mahan
Posts: 186
Joined: Tue Aug 08, 2017 5:36 pm

Re: 21 - Bug Hunt

Post by Sir William Mahan » Fri Oct 18, 2019 6:03 am

Fighting 10, 2 Successes, 2 Tokens, No Wounds, 11PPE expended
Fighting Roll 1d12 = 10: 10 Wild 1d6 = 6: 6 Ace on Wild 1d6 = 5: 5
PPE expended 3d6 = 11: 5, 5, 1

Waiting on intel and battle results for action
Sir William charges into battle, psi-swords weaving in the Death Blossom form as he carves his way through a small army of Xiticix on the ground. These creatures will NOT keep us from the Castle! Monstrous claws strike at him, only to be deflected or sliced from the bodies of their owners. "For the Legion!" he roars, slashing his way ever closer to the hive.
Last edited by Sir William Mahan on Mon Oct 21, 2019 5:26 am, edited 1 time in total.
Sir William Mahan
Character Name: Sir William Mahan
Parry:8, Toughness: 14(8), -2 to hit vs tech
ISP: 5 /20
  • Speed: Double pace
  • Deflection: -2 to hit ranged and melee
  • Quickness: Act twice
  • Healing: Remove 1 wound
Bennies: 1
  • 4 starting
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

User avatar
Maggie
Posts: 80
Joined: Tue Apr 23, 2019 8:50 am

Re: 21 - Bug Hunt

Post by Maggie » Sat Oct 19, 2019 5:25 am

Shooting 8, 2 Successes, Maggie Takes No Wounds
Shooting 1d10-4 = 4: 8
Wild 1d6-4 = 0: 4
Update: -4 offset by marksman, improved TM weapon, and helmet
Glitter Boy armor protects from a wound
Uses 2d6 = 12: 6, 6 shots
As they approach the nest, Maggie watches the sky fill with enemies. The optics on her suit let her see them long before they can see her, but she gets closer anyway; it’s hard to be a decoy to bad guys who can’t see her.

So she uses her jump jets to crash through trees. She makes random taunts over the loudspeaker. And, once she’s close enough, she digs in.

Now to make a lot of noise.

She activates her boom gun and the massive weapon swings around off her back and along her arm into shooting position.

She takes a deep breath and radios ”Okay, team, Slapdash in position. Here comes the boom.”

And with that, she kicks off the party in earnest with a series of sonic booms and terrifying fletchettes.
Maggie and Steven
Maggie
Pace: 6, run d6 | GB Pace 14, run d8; Parry: 9 w/Boom Gun equipped, 7 otherwise; Toughness: 43(25) MDC in Glitter Boy w/LLW Light Armor Vigor bonus, 13(5) in LLW Light Armor
Notes: When dug-in with GB armor, attacks are +2 against her

Steven
Pace: 48 (120 MPH); Parry: 5; Toughness: 7(4); Strain: 0; Size: -2
Applicable Edges: Dodge (-2 to ranged attacks made against him; stacks with -2 for Scale)
Character Sheet

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Leethe
Diamond Patron
Diamond Patron
Posts: 153
Joined: Mon Dec 04, 2017 8:29 pm

Re: 21 - Bug Hunt

Post by Leethe » Sat Oct 19, 2019 11:30 am

Tactics 15
Task -4
Battle Skill is 1d12+2 (this is my die size)
6 Leadership edges, +6
Battle 1d12+2 = 13: 11
Wild 1d6 = 2: 2

modifiers after the roll -4 for task, +6 for leadership edge bonus, netting a +2 to the rolls.
Leethe considers the tactical options to approaching the hive based on the information everyone were able to learn. "Hmm" She goes over the plan with everyone else.
Last edited by Leethe on Wed Oct 23, 2019 8:00 am, edited 2 times in total.
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 3 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
Edit Signature

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Gridia Thorem
Posts: 51
Joined: Wed Jul 24, 2019 10:30 am
Location: Lousiville, KY

Re: 21 - Bug Hunt

Post by Gridia Thorem » Sun Oct 20, 2019 5:33 am

Spellcasting = 4
Spellcasting: 1d10, -4 from scene, + 3 from Leethe
Spellcasting 1d10 = 1: 1
Wild 1d6 = 5: 5
PPE Usage (3d6/rd) 3d6 = 10: 2, 4, 4

Tried to delete the bit about the benny, but the post just. won't. cooperate.

1d6-4 = 2: 6
1d10-4 = 0: 4
As Gridia receives instructions from the scouting group, he casts protection to fend off what is sure to be a flurry of energy blasts. He sees the onslaught of Xiticix fury that is about to rain down upon Maggie. Good thing she's got that armor. Not wishing to interfere with the destructive power of the Glitterboy, Gridia moves to a safer vantage point.

""Well, it was worth a shot." he says to himself as a mess of Xiticix open fire on his position. Anyone looking might be concerned as shots bounce off of his protective barrier. Inside it though, is a different scene. It has always reminded Gridia of toys from the museums back home. Children generations before his would play with static electricity globes. Electricity arcs off of Gridia's arms and bridges with the walls of his barrier. Each crackling like the sound of a whip smacking the air. Then the elf's arms reach out toward his attackers.
OOC Comments
What you're seeing on the field, but put an elf in the middle:
Image
A flash of light floods the area around him as lighting arcs from his arms to his enemies. A number falls from the sky, but there's no time to count. As his electrical light show focuses on a new audience, Gridia is knocked to the ground by something unexpected. A shot breaks through and throws Gridia off of his balance. Collapsing to the ground, slightly shocked, Gridia catches his breath and looks at his next victim.

"Well, everyone's always saying 'Kill it with fire' when bugs are in the mix." Speaking to himself again. As he regains his composure, Gridia's hands, still dancing with small sparks of electricity, begin to glow. A bright yellow light emitting from his fingers quickly consumes his hands. It quickly fades into a red, then an orange as what emerges from what looks like the very pores of his skin is a amorphous blob of liquid flames. Gridia's eyes reflect the flames as though he's seeing the fires of hell. He lifts his hands, and as though the Glitterboy pilot herself had shot them from her boom gun, the balls fly off toward their destination. The Xiticix that shot him would never see a brighter light as this was the last light he'd ever see.

Maybe that was overkill....
Last edited by Gridia Thorem on Mon Oct 21, 2019 6:28 am, edited 6 times in total.
Quick Stats
Race: Elf
Class: LLW

PPE: 33/60
Bennies: 0/4
Wounds: 0/4
Fatigue: 0/2

Attributes: A d6; Sm d12; Sp d8; St d4; V d12

Pace: 6; Parry: 5 (+1 w/ Equipped Staff); Toughness 8 (+6 MDC - greater protection); Strain: 0
Powers
  • Blast
  • Bolt
  • Detect Arcana
  • Disguise
  • Dispel
  • Fly
  • Growth/Shrink
  • Healing
  • Shape Change (Staff)
  • Mind Walk (Staff)
Combat Edges
  • Power Surge
  • Elan; Luck
  • Tough As Nails
  • Improved Level Headed

User avatar
Custos CarcerisXXVII
Posts: 22
Joined: Wed Sep 18, 2019 8:36 pm

Re: 21 - Bug Hunt

Post by Custos CarcerisXXVII » Sun Oct 20, 2019 3:46 pm

Fighting 11 (Success + Raise); Occult 8, Notice 4; -13 PPE
Fighting: 1d8+2 = 10: 8 (-4 Scene, +3 Scene, +2 IF, +1 TW Greatsword) Ace: 1d8+10 = 11: 1
Wild: 1d6+2 = 7: 5
PPE: 3d6 = 13: 6, 3, 4

XXVII has never encountered a Xiticix before, so he dosen't know much beyond what has been mentioned by the team.

Occult: 1d12+2 = 8: 6
Wild: 1d6+2 = 3: 1

Notice: 1d8+2 = 3: 1
Wild: 1d6+2 = 4: 2
Caution, Archmage. I am picking up an sizable number of these insectoid Xiticix ahead. Lethal combat recommended.

By the gods, that is a sizable number.

Activating self defense protocols.

XXVII lets its staff disappear and in its place an enchanted greatsword appears. The construct swings the sword through several motions before holding it in front of itself and channeling arcane power through the blade - more power than otherwise necessary to activate the basic enchantments. XXVII resumes swinging it through several test swipes. The sword seems to blur. At times the swings seem to go faster than they should be, and other times the swings are too slow.

XXVII nods once, satisfied, and uses its translator to say, "Into the breech, then! Cover my advance. I will draw enemy fire and dispatch those foolish enough to approach within striking distance."

As XXVII charges into battle and projectiles begin filling the air, XXVII queries Custos, 'Activate Timeslip, Custos. I doubt these savages are capable of punching through our defenses, but it is better to err on the side of caution'

XXVII begins to blur much like the sword it wields, at times skipping back behind a shot and at other times sidestepping or jumping forward ahead of an attack. When the construct approaches the first of the Xiticix, XXVII swings the blade in a wide arc. The blade briefly contacts two of the insects before burying itself in the side of a third. The first two fall beside the third, as if they too were grievously injured from the barest touch of the blade.

XXVII continues zipping around the battlefield, shirking and avoiding most blows and felling Xiticix left and right. The creatures realize how much of a threat the construct is and briefly coordinate their fire on XXVII, managing to land several direct hits. The construct seems to have been damaged, but shows no signs of slowing its assault.
Custos Carceris XXVII
"XXVII"
Pace: 6(d6); Flight: 6(d6) Parry: 7(2); Toughness: 23(10)
  • +4 Damage from Psionics and -4 to resist Psionics
  • -2 Protection vs heat-based Attacks
Combat-Relevant Edges & Abilities:
  • Construct: +2 to recover from being Shaken, ignore 1 point of Wound penalties, don’t breathe, and are immune to Disease and Poison. Repair (Occult) instead of Healing with no Golden Hour.
  • Improved Senses: +2 to Sight-based Notice; Ignore Dim/Dark Illumination Penalties.
  • Malfunctions: Constructs are subject to the same types of problems plaguing all advanced items (i.e. Technical Difficulties).
  • No Vital Systems: Called Shots deal no extra damage versus them.
  • Obscure Construction: −4 penalty on skill checks related to XXVII's construction (such as repairing, modifying, or examining them).
  • One with Magic: Gain detect/conceal arcana as an Innate Ability; can sense supernatural beings within line of sight with a Notice check. Conceal arcana even works while sleeping, it only stops working if forcibly Incapacitated.
  • Weapon System (Integral; 2): Staff of the Archmage and Enchanted Greatsword may be concealed when not in use. Looking for them when concealed imposes a -4 penalty to Notice.
Wounds: 1/3; Fatigue: 1/2; PPE: 14/30; PPE: 0/10
Bennies: 1/5; Golden Bennies: 0/1
Edit Signature
Custos speaking internally to XXVII (#BF40FF)

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L.C.
Silver Patron
Silver Patron
Posts: 156
Joined: Mon Aug 14, 2017 8:33 am
Location: The 99s

Re: 21 - Bug Hunt

Post by L.C. » Mon Oct 21, 2019 4:35 am

Brison takes to the air once Leethe fills them in on where to hit and how, and and finds he is glad for her tactical insight. 'I should ask her how she does that. It sounds like some of the stuff Staff Sergeant Vickers would always harp on in flight school.' The moment Maggie's gun booms the onset of the actual fighting, he rockets into the air, providing close support to their big gun. One particularly effective warrior broke past the others and was rushing Maggie from the back. Without hesitation, Brison rushed down and literally squashed the bug with his boot, but hit the ground a bit too hard. As he lifts off with the pain in his leg, he wonders how bad it really is. He knows it hurts like hell, but he fights on anyway. He sees a couple of bugs rushing Custos and fires off a barrage of lasers to take them down just as the strange man-machine takes down three more.
Shooting 8; You take 1 Wound (soaked), -2 Bennies. and gain 2 Tokens.
-4 Scene Mod
+3 from Leethe
1d10 = 2: 2, 1d6 = 3: 3 -1 Benny for Reroll
1d10 = 5: 5, 1d6 = 6: 6+ 1d6 = 3: 3
Soak (-1 Benny) - will reroll with d6 Vigor if I got this wrong.
Using Pilot: 1d8 = 7: 7, 1d6 = 6: 6
L.C.
L.C. Psi-Nullifier Commando
Parry: 6 (7 in body armor), Toughness: Body Armor: 14(5) or PA: 21(10)
ISP: 40
Powers and Benny/Wound/ISP tracking
Andrew Brison
Andrew Brison, Former CS SAMAS Pilot
Parry: 6, Toughness: Armor: 12(6) or PA: 17(8)
Benny Tracking and Gear including War Chief SAMAS Power Armor
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L.C.
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Silver Patron
Posts: 156
Joined: Mon Aug 14, 2017 8:33 am
Location: The 99s

Re: 21 - Bug Hunt

Post by L.C. » Mon Oct 21, 2019 4:52 am

As people volunteer for various scouting duties, L.C. squashes his own impulse to go get the intelligence himself. He certainly had the ability to do so psionically, but he is part of a team for a reason, so he trusts Sal and Steven (a mechanical bird, who knew) to do their jobs. "We're waiting for your word my friends. Leethe, let us know when we are ready to go and how to do it." An aphorism an officer once told him comes to mind. 'A leader knows how to do it, or knows who can. You must know, or know who does, in order to win engagements and fulfill objectives.'

L.C. is there beside Maggie as she gets ready to fire. Once Leethe gives them the plan, he gives her armor a pat and moves off at a run. Instead of going high, he stays low, though he is flying. He activates his electrokinetic manipulation field and uses his super telekinesis combined with the SAMAS's fists and railgun as needed. He slams bugs into each other, the ground and once or twice, into the waiting weapons of his allies. He catches the bad end of a warrior's blade when his concentration falters, however. In retaliation, he lifts the warrior into Maggie's line of fire. He takes grim satisfaction in the bug's ending. Over the radio and loudspeaker L.C, calls out encouragement to his allies. "99's, were taking them down! Keep at it. Leethe, call your targets and we'll take them out! For Tomorrow! For the Legion!"
Psionics 6, 1 Token, 1 wound (soaked), -3 Bennies
-4 Scene
+3 from Leethe
Psionics 1d12 = 7: 7, 1d6 = 5: 5
1d12 = 5: 5, 1d6 = 3: 3 Free Reroll
-1 Benny for reroll
1d12 = 6: 6, 1d6 = 2: 2
Final: 6
Soak -1 Benny 1d6 = 3: 3, 1d6 = 3: 3
-1 Benny for reroll
1d6 = 1: 1, 1d6 = 4: 4
- 3d6 = 12: 6, 1, 5 ISP
L.C.
L.C. Psi-Nullifier Commando
Parry: 6 (7 in body armor), Toughness: Body Armor: 14(5) or PA: 21(10)
ISP: 40
Powers and Benny/Wound/ISP tracking
Andrew Brison
Andrew Brison, Former CS SAMAS Pilot
Parry: 6, Toughness: Armor: 12(6) or PA: 17(8)
Benny Tracking and Gear including War Chief SAMAS Power Armor
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Ndreare
Savage Siri
Posts: 3267
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
Contact:

Re: 21 - Bug Hunt

Post by Ndreare » Mon Oct 21, 2019 8:03 am

Just a place holder.
10 Token at this point.
Benny Counter
The 99's Game Master Bennies 3, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
    +1 Triessa fire bolt at hound
    +1 Signal damage on big AOE return
    +1 Peter Grenade Damage 2
    +1 Triessa blast at hound masters
    -4 Soak rolls versus Hound Masters and Great Hound
    +2 Peter to Disarm Hound Master
    -4 Failed to Resist Test from Triessa
    -1 Soak hit from Peter, i guess not using Bennies was not attractive to players
    -3 Failed Soak rolls versus 4 wounds from Triessa's lucky blast.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0


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

Initiative Copy and Paste

Code: Select all

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

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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Fritz
Posts: 54
Joined: Sat May 18, 2019 3:59 pm

Re: 21 - Bug Hunt

Post by Fritz » Mon Oct 21, 2019 10:00 am

Fritz watches the second string head for town not really noticing anything about the bugs, until someone draws his attention right to them. He looks down at his Wilk's Pistol. This won't do at all.

Fritz runs head long into the first of many patrols. He holsters his pistol and begins grappling with bugs as they come at him. Between his cyborg strength and two sets of arms, he wades in to start ripping away and clearing an actual insertion point into the hive.

Fighting Set One 16 _
Scene Modifier: -1
[*] Fighting (1d12) 1d12 = 12: 12
[*] Aced! Fighting (1d12+12) 1d12+12 = 17: 5
[*] Wild (1d6) 1d6 = 6: 6
[*] Aced! Wild (1d6+6) 1d6+6 = 8: 2
Fighting Set Two 4 _
Scene Modifier: -1
[*] Fighting (1d12) 1d12 = 5: 5
[*] Wild (1d6) 1d6 = 5: 5
Fritz's surgical set of arms is able to keep the bugs off of him as his full cybered arms deal with whatever bug he has in his grasp.

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Ndreare
Savage Siri
Posts: 3267
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
Contact:

Re: 21 - Bug Hunt

Post by Ndreare » Thu Oct 24, 2019 7:00 am

After what seems like forever, but somehow reads as only an hour the team finally makes it to the nest. The team was warned they would be dealing with undead xiticix, but once able to get close to the corpses Gridia was easily able to identify these things are not undead. They are somehow diseased, or corrupted with some sort of demonic plague.

As the heroes of The 99 come into the hive there is a moment of eerie calm. As if the entire battle ended and the threat represented by the bugs was withdrawn. Somehow this moment of silence gives them a chance to regroup think and breath before moving down into the tunnels.

After discussing the heroes move in, the wall of the hive are not the dry unbreakable barriers normally expected from a Xiticix hive, instead they are covered in a snot like material, each of the 99 knows they need environmental protection, whatever that material is, you do not want it on your skin. The walls themselves feel brittle in places with higher concentrations of the slime.

Heading in The 99, know this will be no quick jaunt...

Instructions
You have two missions here. As usual you may only participate in one of the two challenges.
Ammo & Power Points
Arcane types use 3d6 Power Points each round of battle. Characters with ranged weapons fire at their weapon’s standard Rate of Fire, 2d6 times.

Navigate down to the Queen (Dramatic Task with Survival -2)
It will take 4 successes to get to the Queen.
Critical Failure: You get the team to head in the wrong direction, coming to a boxed area costing them valuable time. -1 Token
Failure: You have advice and suggestions, but they are more of a hindrance than help, as the environments twisting and turning work against you. +0 Tokens
Success & Raises: Going down is not always as easy as just following water, of shooting holes in the floor. The twists and turns in this laberinth however are no match for your intuition and skill. +1 token for each success and raise

Defend the Expedition (Power Skill -2, Fighting -2, or Shooting -4)
It will take 8 successes. Each token missed will result in (Str d12+4+d10 AP4) to a random team member.
Critical Failure: There are times when a battle gets out of control. This is one of them. You take 1d3 wounds and -1 Token
Failure: The forces get the drop on you as you descend into the depths. You take 1 wounds and +0 Tokens
Success & Raises: This battle is going your way, you know where the enemy is coming from and when. +1 token for each success and raise.
Benny Counter
The 99's Game Master Bennies 3, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
    +1 Triessa fire bolt at hound
    +1 Signal damage on big AOE return
    +1 Peter Grenade Damage 2
    +1 Triessa blast at hound masters
    -4 Soak rolls versus Hound Masters and Great Hound
    +2 Peter to Disarm Hound Master
    -4 Failed to Resist Test from Triessa
    -1 Soak hit from Peter, i guess not using Bennies was not attractive to players
    -3 Failed Soak rolls versus 4 wounds from Triessa's lucky blast.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0


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

Initiative Copy and Paste

Code: Select all

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

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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Gridia Thorem
Posts: 51
Joined: Wed Jul 24, 2019 10:30 am
Location: Lousiville, KY

Re: 21 - Bug Hunt

Post by Gridia Thorem » Thu Oct 24, 2019 7:58 am

Gridia dusts himself off from the disturbed Earth that found its way onto his jacket. Feeling toasty, he pulls out a cinnamon flavored candy and tosses it into his mouth. Feel the heat! He thinks to himself. Looking at the group who's finally ready to advance on the enemy, Gridia provides a warning, "Friends, as we move into the enemy's home, be aware of any substance you come across. These Xiticix appear to be suffering disease. I've seen something similar and at the time it only required the simplest physical contact to alter one's mental state. Advance with caution. I'll lead the way."

Gridia leads the group into an opening of the hive. The familiar sight skewed by something odd. Gridia dawns his armor's breathing apparatus in case of airborne toxins. The cinnamon candy cools with each inhale of breath from the respiratory device.

@@Sal catches Gridia's attention with some encouragement. As though he's sensing my desire to end this quickly. There's also an amusing quip about my candy. I'm glad the rodent has taken some liking to them. They are wonderful treats after all. With his teammates words fresh in his ears, Gridia focuses his efforts.
Survival = 12 (+3 tokens)
Survival: Skill d6, scene -2
Survival 1d6-2 = 0: 2
Wild 1d6-2 = 3: 5

BENNY!
Elan +2 (forgot to add to initial benny)
Survival 1d6-2 = 2: 4
Wild 1d6-2 = -1: 1

BENNY 2!
Elan +2 Scene -2 (net +0) + 2 for Sal's Support!
Survival 1d6 = 2: 2
Wild 1d6 = 6: 6
WILD ACE!
Wild 1d6 = 4: 4
"Watch your footing little one. I'm not sure what's overcome this hive, but these structures appear weakened. Even someone of your size might lose their step. Honestly, I'd hate to find the similarity between this goo and my home's rodent traps. They use a sticky substance that somewhat shares an appearance with this...slime. but you're right. More candy, more progress. The queen should be this way!"

Gridia is careful to avoid leading the team through any portion of the tunnels that are more hazardous than need be. With each turn and junction, he assesses the area leading them deeper within the hive toward their prey.

I only hope we are truly the hunter in this game.
Last edited by Gridia Thorem on Thu Oct 24, 2019 11:37 am, edited 6 times in total.
Quick Stats
Race: Elf
Class: LLW

PPE: 33/60
Bennies: 0/4
Wounds: 0/4
Fatigue: 0/2

Attributes: A d6; Sm d12; Sp d8; St d4; V d12

Pace: 6; Parry: 5 (+1 w/ Equipped Staff); Toughness 8 (+6 MDC - greater protection); Strain: 0
Powers
  • Blast
  • Bolt
  • Detect Arcana
  • Disguise
  • Dispel
  • Fly
  • Growth/Shrink
  • Healing
  • Shape Change (Staff)
  • Mind Walk (Staff)
Combat Edges
  • Power Surge
  • Elan; Luck
  • Tough As Nails
  • Improved Level Headed

User avatar
Sal
Posts: 54
Joined: Fri May 10, 2019 2:36 am

Re: 21 - Bug Hunt

Post by Sal » Thu Oct 24, 2019 8:56 am

Support with work the room...
@Gridia Thorem persuasion 1d8 = 6: 6
@Fritz Persuasion 1d6 = 1: 1
Wild die 1d6 = 3: 3

Benny with elan= Persuasion 1d8+2 = 9: 7 Grilda= +2 bonus
Persuasion 1d8+2 = 8: 6 Fritz= +2 bonus
Wild die 1d6+2 = 5: 3

Sal knew he could start blasting a way with his cyber arm and kill the bugs by the drove but wasn’t that what Maggie was for. His nose twitched slightly as he looked at the bigger than life heroes he was traveling with with some amount of trepidation. His cyber knight ally Shela tosses him a small smile.

She ruffled his hair and told him gently as was her Fallen way, ”You are a hero too Sal go out and inspire those like you do us.” She pointed to herself and Max who had a bored look on his face as if a big hunt was not something he had signed up for.

Mac glared and stammered, ”Uh yeah Sal. You are something else.” Shela’s Turn to glare.

”Don’t mind the big lug Sal. You got this! Make sure your team does too. That Willy Wonka Character might need some words of encouragement if he is going to find his candy coated queen. Your doc too. He seems out of place in the great big that is the world.”

Sal pondered the words of the fallen knight and not for the first time wondered if she was truly fallen beyond any help to redeem. Perhaps an adventure for later. Time to get these heroes to be all they can be.

Sal leaped to @Gridia Thorem’s side as the candy master sought the queen. Sal’s squeaky voice broke the tepid silience, ”Eat more candy! Keep your eye balls peeled. Most importantly believe and you can achieve!”

Whilest near his traveling companion, and chief instigator of his harrowing escape from the CS lone star complex, Sal made some idle small talk hoping it would be the thing to inspire the scientist to incredible heights, ”What kind of upgrades should we do next to my person? I was thinking the legs? Did you have some of the Maytag blue cheese?”

With his efforts done Sal just stood back keeping a vigilant eye for as humans say the next shoe to plop. But secretly he was admiring his handy work. People are like machines.
Bennies 3/3

+4 Bennies
+1 Benny for cool background story
-1 Benny for initiative draw[
-1 benny given to grilda
Sal at a glance
Attributes: Agility d8(2 race), Smarts d12(3, 1 advance), Spirit d8(2), Strength d4, Vigor d8(2 advances)
Pace: 8 d8 run die; Parry: 5; Toughness: 13(6)in armor ; PPE: 30
Skills of Note: Notice d8, stealth d8, thievery d6, common kn d6, TW d12+2
Combat Edges: Level Headed, Quick, and Elan
Powers: 30/25 PPE left, 2 out of 6 devices created
Has an Environmental Protection Device with 5ppts left
Spend 5 of his own PPE (Shadow Cloak with normal sight based invisibility -4, and Greater Boost to TW)
Everyone has environmental Protection Acid on them also gives them 4pts of damage reduction if they are attacked by acid!
Everyone also has +2 die types to shooting and a freereroll on every shooting action.

User avatar
Fritz
Posts: 54
Joined: Sat May 18, 2019 3:59 pm

Re: 21 - Bug Hunt

Post by Fritz » Thu Oct 24, 2019 10:49 am

Ever the scientist, Fritz's internal clocks judged the situation and surmised that a cure was not readily forthcoming. Therefore eraditcation at the source, the queen was necessary.

His cybernetics kicked in and began a systematic sweep of the tunnels, noting where they descended and where they ascended. He was quite certain that he had the general layout and it was necessary for him to designate a true course for the 99th.

Survival +1 token
Scene Mod: -2
Sal Support: +2
[*] Survival (1d8) 1d8 = 7: 7
[*] Wild (1d6) 1d6 = 3: 3

User avatar
Sir William Mahan
Posts: 186
Joined: Tue Aug 08, 2017 5:36 pm

Re: 21 - Bug Hunt

Post by Sir William Mahan » Fri Oct 25, 2019 5:11 am

Fighting 19, +4 Tokens, now 0 PPE
Fighting 1d12 = 12: 12 Wild 1d6 = 5: 5 PPE Expended 3d6 = 12: 4, 3, 5 Ace on Fighting 1d12 = 9: 9
Sir William is in his element, a feral grin on his face and blue lightning cracking over his armor as his paired psi-swords slash through Xiticix chitin. Covered in ichor, he leads the 99s fighters in charge after charge against the swarming insectoid creatures, shouting his battle cry "For the Castle! For the Legion!" again and again.
Sir William Mahan
Character Name: Sir William Mahan
Parry:8, Toughness: 14(8), -2 to hit vs tech
ISP: 5 /20
  • Speed: Double pace
  • Deflection: -2 to hit ranged and melee
  • Quickness: Act twice
  • Healing: Remove 1 wound
Bennies: 1
  • 4 starting
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

User avatar
Maggie
Posts: 80
Joined: Tue Apr 23, 2019 8:50 am

Re: 21 - Bug Hunt

Post by Maggie » Sat Oct 26, 2019 4:19 pm

Steven Notice to Support 9, +2 to Maggie’s Roll
Notice 1d8+4 = 9: 5
Wild 1d6+4 = 7: 3
Maggie Fighting 8, +2 Tokens
Fighting 1d10 = 4: 4 (Steven’s support offsets -2 penalty)
Wild 1d6 = 6: 6 + 1d6 = 1: 1

Benny to reroll
1d10+2 = 8: 6 (includes Elan)
Wild 1d6+2 = 6: 4
Steven’s scouting mission done, Maggie pops the hatch of the Glitter Boy armor to let the little drone back inside. Steven’s wings retract and he seemingly molds himself into the available space, jacking into a control panel and accessing the suit’s functions.

Maggie takes the armor into the hive, but leaves the boom gun where it is on her back; no sense in using that monster in these close confines, and certainly not with allies around.

”Steven, call out bad guys as you see them on the sensors. I’m going to go punch some bugs really, really hard.”

And with that, Maggie and Steven join @Sir William Mahan in melee, the legendary power armor suit making so much mush out of the Xiticix warriors who oppose them.

But not, Maggie thinks, quite so effectively as Sir William.
Maggie and Steven
Maggie
Pace: 6, run d6 | GB Pace 14, run d8; Parry: 9 w/Boom Gun equipped, 7 otherwise; Toughness: 43(25) MDC in Glitter Boy w/LLW Light Armor Vigor bonus, 13(5) in LLW Light Armor
Notes: When dug-in with GB armor, attacks are +2 against her

Steven
Pace: 48 (120 MPH); Parry: 5; Toughness: 7(4); Strain: 0; Size: -2
Applicable Edges: Dodge (-2 to ranged attacks made against him; stacks with -2 for Scale)
Character Sheet

User avatar
Leethe
Diamond Patron
Diamond Patron
Posts: 153
Joined: Mon Dec 04, 2017 8:29 pm

Re: 21 - Bug Hunt

Post by Leethe » Sun Oct 27, 2019 8:02 am

Darksight 15
Darksight power (limitation range self) with power modifier shroud.
She has concentration on her gifted abilities. This laststwo hours of game time.
PP cost: 1 + 1 -1 (from limited) for 1 energy.
Effect: She can see into the dark and ignores up to six points of illumination penalties and can see in pitch darkness. She is also shrouded, which dims and slightly obscures her so that attacks against her suffer a -1 penalty to hit her and she adds +1 to her Stealth rolls.

Focus 1d8 = 7: 7
Wild 1d6 = 6: 6
wild ace 1d6+6 = 12: 6
wild ace ace 1d6+12 = 15: 3
Protection 10
Protection power (limitation range self) with greater protection and toughness
She has concentration on her gifted abilities. This lasts 10 rounds.
PP cost: 1 + 3 + 1 - 1 (from limited) for 4 energy
Effect: A dark glowing energy field suronds her and gives her +8 toughness and MDC status.

Focus 1d8 = 7: 7
Wild 1d6 = 6: 6
Wild Ace 1d6+6 = 10: 4
Fighting
Fighting 1d8-2 = 6: 8
ace 1d8+6 = 13: 7
Wild 1d6-2 = 4: 6
wild ace 1d6+4 = 9: 5
Leethe takes some perpetration steps before heading into the hive, her eyes gaining a weird black glow to them and she also seems to become dimmed out and slightly obscured. She then also activates another power as she takes on darkish glow that is dimmed and obscured by her shroud effect. Leethe wields her Altess Eviscerator into battle and she joins Maggie and Sir William in combat defending the group.
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 3 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
Edit Signature

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Gridia Thorem
Posts: 51
Joined: Wed Jul 24, 2019 10:30 am
Location: Lousiville, KY

Re: 21 - Bug Hunt

Post by Gridia Thorem » Tue Oct 29, 2019 5:58 am

Gridia is intrigued by the 99th's dynamic response to this situation. In particular he admires the unique qualities of the individuals. As he navigates for the assault forces, Gridia finds himself growing fond of the groups atmosphere in combat.

In time with @Sir William's chant, Gridia joins in: "FOR THE LEGION!"
Quick Stats
Race: Elf
Class: LLW

PPE: 33/60
Bennies: 0/4
Wounds: 0/4
Fatigue: 0/2

Attributes: A d6; Sm d12; Sp d8; St d4; V d12

Pace: 6; Parry: 5 (+1 w/ Equipped Staff); Toughness 8 (+6 MDC - greater protection); Strain: 0
Powers
  • Blast
  • Bolt
  • Detect Arcana
  • Disguise
  • Dispel
  • Fly
  • Growth/Shrink
  • Healing
  • Shape Change (Staff)
  • Mind Walk (Staff)
Combat Edges
  • Power Surge
  • Elan; Luck
  • Tough As Nails
  • Improved Level Headed

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Ndreare
Savage Siri
Posts: 3267
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
Contact:

Re: 21 - Bug Hunt

Post by Ndreare » Tue Oct 29, 2019 7:36 am

Still need XXVII and L.C. to post
Benny Counter
The 99's Game Master Bennies 3, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
    +1 Triessa fire bolt at hound
    +1 Signal damage on big AOE return
    +1 Peter Grenade Damage 2
    +1 Triessa blast at hound masters
    -4 Soak rolls versus Hound Masters and Great Hound
    +2 Peter to Disarm Hound Master
    -4 Failed to Resist Test from Triessa
    -1 Soak hit from Peter, i guess not using Bennies was not attractive to players
    -3 Failed Soak rolls versus 4 wounds from Triessa's lucky blast.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0


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

Initiative Copy and Paste

Code: Select all

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

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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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L.C.
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Posts: 156
Joined: Mon Aug 14, 2017 8:33 am
Location: The 99s

Re: 21 - Bug Hunt

Post by L.C. » Tue Oct 29, 2019 2:22 pm

L.C. - 1 Token -10 ISP - Dumb Luck
Psionics 1d12 = 1: 1, 1d6 = 1: 1 (rerolled via Deus Ex Machina) and -1 Benny from Brison Dumb Luck!
Psionics 1d12 = 7: 7, 1d6 = 3: 3-2 = 5 (1 Token)
ISP - 3d6 = 10: 2, 4, 4
L.C. started out using telekinesis to help line up shots and hold creatures still for the melee combatants, but he soon found that the corruption was sinking back in. Fighting it off in the middle of the fray, he fought back against psychic contact of a type he'd not planned for. So he spent a significant portion of the fight grasping his helmet as his mind burned before being able to push it out and still manage to help defend the team - and himself.
L.C.
L.C. Psi-Nullifier Commando
Parry: 6 (7 in body armor), Toughness: Body Armor: 14(5) or PA: 21(10)
ISP: 40
Powers and Benny/Wound/ISP tracking
Andrew Brison
Andrew Brison, Former CS SAMAS Pilot
Parry: 6, Toughness: Armor: 12(6) or PA: 17(8)
Benny Tracking and Gear including War Chief SAMAS Power Armor
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L.C.
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Posts: 156
Joined: Mon Aug 14, 2017 8:33 am
Location: The 99s

Re: 21 - Bug Hunt

Post by L.C. » Tue Oct 29, 2019 2:29 pm

Brison: Fighting 1d8 = 6: 6, 1d6 = 5: 5 -2 = (4) 1 Token

The idea of taking a light power armor like the War Chief into a fray like this should have been unthinkable, but given how Sir William was moving, it seemed a safer idea than shooting into that melee. So it was, armed with the vibro-knife he was trained with by the Coalition, and the armored fists and feet of the power armor, that Brison waded into the fray. He did not shine, but he contributed, helping to keep the bugs off of them.
L.C.
L.C. Psi-Nullifier Commando
Parry: 6 (7 in body armor), Toughness: Body Armor: 14(5) or PA: 21(10)
ISP: 40
Powers and Benny/Wound/ISP tracking
Andrew Brison
Andrew Brison, Former CS SAMAS Pilot
Parry: 6, Toughness: Armor: 12(6) or PA: 17(8)
Benny Tracking and Gear including War Chief SAMAS Power Armor
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Custos CarcerisXXVII
Posts: 22
Joined: Wed Sep 18, 2019 8:36 pm

Re: 21 - Bug Hunt

Post by Custos CarcerisXXVII » Tue Oct 29, 2019 4:36 pm

Fighting 7; -5 PPE
Fighting: 1d8+1 = 8: 7 (-2 Scene, -1 Fatigue, +2 IF, +1 TW Greatsword)
Wild: 1d6+1 = 3: 2
PPE: 3d6 = 8: 5, 1, 2
XXVII continues its advance all the way into the entrance of the hive. When the others join the construct, it defers to their experience, "Point me to the source of this infestation, and I will lead you into its lair. And if you would be so kind, could one of you gather a sample of this intriguing ooze-like substance?"

Xiticix come steadily, but XXVII's blade continues to cut them down. Curiously, minor injuries from the sword turn to grievous wounds. XXVII keeps the scouts safe and undistracted as the 99th blaze a trail deep into the hive.
Custos Carceris XXVII
"XXVII"
Pace: 6(d6); Flight: 6(d6) Parry: 7(2); Toughness: 23(10)
  • +4 Damage from Psionics and -4 to resist Psionics
  • -2 Protection vs heat-based Attacks
Combat-Relevant Edges & Abilities:
  • Construct: +2 to recover from being Shaken, ignore 1 point of Wound penalties, don’t breathe, and are immune to Disease and Poison. Repair (Occult) instead of Healing with no Golden Hour.
  • Improved Senses: +2 to Sight-based Notice; Ignore Dim/Dark Illumination Penalties.
  • Malfunctions: Constructs are subject to the same types of problems plaguing all advanced items (i.e. Technical Difficulties).
  • No Vital Systems: Called Shots deal no extra damage versus them.
  • Obscure Construction: −4 penalty on skill checks related to XXVII's construction (such as repairing, modifying, or examining them).
  • One with Magic: Gain detect/conceal arcana as an Innate Ability; can sense supernatural beings within line of sight with a Notice check. Conceal arcana even works while sleeping, it only stops working if forcibly Incapacitated.
  • Weapon System (Integral; 2): Staff of the Archmage and Enchanted Greatsword may be concealed when not in use. Looking for them when concealed imposes a -4 penalty to Notice.
Wounds: 1/3; Fatigue: 1/2; PPE: 14/30; PPE: 0/10
Bennies: 1/5; Golden Bennies: 0/1
Edit Signature
Custos speaking internally to XXVII (#BF40FF)

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L.C.
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Posts: 156
Joined: Mon Aug 14, 2017 8:33 am
Location: The 99s

Re: 21 - Bug Hunt

Post by L.C. » Wed Oct 30, 2019 10:25 am

Disgusted, L.C. quips back. "You want liquified magic user and magical creature? Cause that is what it is. I had a briefing on that once."
L.C.
L.C. Psi-Nullifier Commando
Parry: 6 (7 in body armor), Toughness: Body Armor: 14(5) or PA: 21(10)
ISP: 40
Powers and Benny/Wound/ISP tracking
Andrew Brison
Andrew Brison, Former CS SAMAS Pilot
Parry: 6, Toughness: Armor: 12(6) or PA: 17(8)
Benny Tracking and Gear including War Chief SAMAS Power Armor
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Ndreare
Savage Siri
Posts: 3267
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
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Re: 21 - Bug Hunt

Post by Ndreare » Wed Oct 30, 2019 10:35 am

OOC Comments

I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
  • Quick rerolls 16 or less
  • Quickness with a Raise rerolls 24 or less
  • 53, 54, 55, 56 are considered Jokers
  • Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).


Edges: Heroes have Improved Level Headed and Quick, Enemies have Level Headed

Heroes 3d56 = 61: 4, 16, 41

Enemies 2d56 = 72: 52, 20

Because enemies rolled a 52, the heroes will chose the 4, this is bellow the Quick threshold and allows a new card without using a bennie per SWADE. 1d56 = 39: 39
As the 99 finally come to the rookery of the Queen they see egg mounds everywhere. The decomposing and broken ground filled with pocked pools of filth and disease, bubbling like acid. The rooms is buzzing with warriors as the Heroes look they see what must be at least a dozen swarming xiticix warriors as fast as they can from behind a pillar, luckily only three of them are able to get close enough to The 99 to launch an attack.

Closing in the xiticix unleash a flurry of blows on the armored warriors, but unable to damage the powerful armor, their blows glance off the powerful MDC allows.

The crowded nature of the hive creates to much of an compression wave risk. Maggie knows that while she would love to shoot these monsters, if she uses her boom gun it could stun her allies.

Acid Pools Ignore all armor and inflict 3d6 damage per round for 1d6+1 rounds after getting out. (No effect on Xiticix)

NOTE: All terrain considered Difficult terrain unless you accept Acid Damage from going through a brown pool of boiling acid.
Flight in this room will still be reduced by 50% and require a Piloting Roll/Action to go full spell, (This is because of the density and tightness of curves).
Boom Gun risk an additional -2 in white highlighted area, Adjacent 2 radius roll as normal

ALL PLAYERS MAY GO
INCLUDE IN BOLD TEXT WHERE YOU MOVE TO BY ZOOMING IN ON MAP


OOC Comments
Fighting d10, +1 Gang up versus Maggie only.
Xiticix long swords (Str d12+d10 Mega Damage, AP 8)
Boom gun mounted for Maggie, not ready for melee.

1) Fighting versus Maggie (Parry 7) 1d10+1 = 11: 10
Raise - 1d12 = 9: 9 + 1d10 = 1: 1 + 1d6 = 3: 3 AP 8

2) Fighting versus Maggie (Parry 7) 1d10+1 = 8: 7
Hit - 1d12 = 11: 11 + 1d10 = 7: 7 AP 8

3) Fighting versus Maggie (Parry 7) 1d10+1 = 7: 6
Hit - 1d12 = 11: 11 + 1d10 = 2: 2 AP 8

4) Fighting versus Maggie (Parry 7) 1d10+1 = 3: 2
Miss


1) Fighting versus L.C. (Parry 7) 1d10 = 8: 8
Hit - 1d12 = 7: 7 + 1d10 = 3: 3 AP 8
2) Fighting versus L.C. (Parry 7) 1d10 = 2: 2
Miss
Bug Hunt 01 Top of map.JPG
Benny Counter
The 99's Game Master Bennies 3, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
    +1 Triessa fire bolt at hound
    +1 Signal damage on big AOE return
    +1 Peter Grenade Damage 2
    +1 Triessa blast at hound masters
    -4 Soak rolls versus Hound Masters and Great Hound
    +2 Peter to Disarm Hound Master
    -4 Failed to Resist Test from Triessa
    -1 Soak hit from Peter, i guess not using Bennies was not attractive to players
    -3 Failed Soak rolls versus 4 wounds from Triessa's lucky blast.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0


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

Initiative Copy and Paste

Code: Select all

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

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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Fritz
Posts: 54
Joined: Sat May 18, 2019 3:59 pm

Re: 21 - Bug Hunt

Post by Fritz » Thu Oct 31, 2019 3:11 pm

Run to Z12 _
Pace: 8/2 = 4
Run Die 1d6 = 4: 4
Not having a clear shot and not wishing to spray the team, Fritz moves past them in the tunnel.

Armed with his NG-L5 with fixed bayonet he takes up a defensive stance.

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Custos CarcerisXXVII
Posts: 22
Joined: Wed Sep 18, 2019 8:36 pm

Re: 21 - Bug Hunt

Post by Custos CarcerisXXVII » Sun Nov 03, 2019 10:57 am

Spellcasting 8, Spellcasting 24; -2 Bennies for +10 PPE; -7 PPE, -3 PPE
Timewinder (Sloth/Speed) 2 PPE + Exalted Quickness 4 PPE + Greater Speed 2 PPE
Spellcasting: 1d12-1 = 8: 9 (+2 IF, -1 Fatigued -2 MAP)
Wild: 1d6-1 = 4: 5

Wither (Smite) 2 PPE + Greater Smite 2 PPE
Spellcasting: 1d12+1 = 13: 12 (+2 IF, -1 Fatigued) Ace: 1d12+13 = 24: 11
Wild: 1d6+1 = 3: 2
'Custos, activate Timewinder to speed my time, but modify the casting to retain normal perception of reality. Apply wither to my blade'

"Allow me a moment of preparation before joining battle, friends," XXVII says as it begins weaving an impressive amount of arcane energies around itself.

'I will have to draw upon reserve power, Archmage. Be cautious as we will have limited resuorces remaining.'

XXVII seems to move many times faster than usual, and its greatsword takes on the strange blurring motion previously demonstrated in battle.

Temporary Conditions
XXVII moves at double his pace and running, does not suffer the -2 Running penalty, and does not need to roll for running. Instead, he moves his full die when running. 9/10 Rounds.
XXVII is Nimble and at -1 to be hit and +1 for Evasion. 9/10 Rounds.
XXVII suffers no Multi-Action Penalties. 9/10 Rounds
XXVII's TW Greatsword deals +6 Mega-Damage. 9/10 Rounds.
Custos Carceris XXVII
"XXVII"
Pace: 6(d6); Flight: 6(d6) Parry: 7(2); Toughness: 23(10)
  • +4 Damage from Psionics and -4 to resist Psionics
  • -2 Protection vs heat-based Attacks
Combat-Relevant Edges & Abilities:
  • Construct: +2 to recover from being Shaken, ignore 1 point of Wound penalties, don’t breathe, and are immune to Disease and Poison. Repair (Occult) instead of Healing with no Golden Hour.
  • Improved Senses: +2 to Sight-based Notice; Ignore Dim/Dark Illumination Penalties.
  • Malfunctions: Constructs are subject to the same types of problems plaguing all advanced items (i.e. Technical Difficulties).
  • No Vital Systems: Called Shots deal no extra damage versus them.
  • Obscure Construction: −4 penalty on skill checks related to XXVII's construction (such as repairing, modifying, or examining them).
  • One with Magic: Gain detect/conceal arcana as an Innate Ability; can sense supernatural beings within line of sight with a Notice check. Conceal arcana even works while sleeping, it only stops working if forcibly Incapacitated.
  • Weapon System (Integral; 2): Staff of the Archmage and Enchanted Greatsword may be concealed when not in use. Looking for them when concealed imposes a -4 penalty to Notice.
Wounds: 1/3; Fatigue: 1/2; PPE: 14/30; PPE: 0/10
Bennies: 1/5; Golden Bennies: 0/1
Edit Signature
Custos speaking internally to XXVII (#BF40FF)

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Maggie
Posts: 80
Joined: Tue Apr 23, 2019 8:50 am

Re: 21 - Bug Hunt

Post by Maggie » Sun Nov 03, 2019 1:12 pm

Custos CarcerisXXVII wrote:
Sun Nov 03, 2019 10:57 am

"Allow me a moment of preparation before joining battle, friends," XXVII says as it begins weaving an impressive amount of arcane energies around itself.
"Oh, sure. Take your time, friends. No rush here at all," Maggie calls as the Xiticix warrior's weapons scrape across her Glitter Boy armor.

To Steven, she says, "Okay, Steven, looks like we're staying in melee for a hot second. Let's kill some bugs and clear the way forward a bit, shall we?"
Fighting and Support, Fighting 12 vs 1st Xiticix for 15 Mega Damage (Shaken, Gritty Damage?), Fighting 10 vs 2nd Xiticix for 13 Mega Damage (No Effect)
Fighting Attack 1 1d10-2 = 8: 10 + 1d10 = 2: 2 (Ace!)
Wild 1d6-2 = 3: 5

Fighting Attack 2 1d10-2 = 2: 4
Wild 1d10-2 = 4: 6 Nope, that was supposed to be a d6. My bad. 1d6-2 = 1: 3

Benny to reroll Attack 2 1d10 = 8: 8 (Elan offsets MAP)
Wild 1d6 = 3: 3

Steven Supporting with Electronics on attack 1 1d8 = 2: 2 (MAP offset by +2 from construct build)
Wild 1d6 = 1: 1

Free reroll to Support on attack 1 1d8 = 2: 2
Wild 1d6 = 3: 3

Supporting with Electronics on attack 2 1d8 = 4: 4
Wild 1d6 = 2: 2

Free reroll to Support on attack 2 1d8 = 8: 8 + 1d8 = 1: 1 (Ace!)
Wild 1d6 = 4: 4

Damage for first punch: 1d12+5 = 7: 2 (strength) + 1d4 = 3: 3 (damage) + 1d6 = 5: 5 (raise)

Damage for second punch: 1d12+5 = 10: 5 (strength) + 1d4 = 3: 3 (damage)
After taking both swings, Maggie moves quickly away from the rest of the group (without running), trying to make some space to dig in and fire the boom gun. She will pass 2 Xiticix (the one she failed to stun and the other who is 1" away) in melee range on her way. Roll 20 map updated.

”Guys, I’m going to try and get some distance so I can fire without hurting all of you. Keep further back than normal, because it’s going to be extra loud in here!
She moved here
86F71D7D-895A-4783-8F30-37FA37DD917A.jpeg
Maggie and Steven
Maggie
Pace: 6, run d6 | GB Pace 14, run d8; Parry: 9 w/Boom Gun equipped, 7 otherwise; Toughness: 43(25) MDC in Glitter Boy w/LLW Light Armor Vigor bonus, 13(5) in LLW Light Armor
Notes: When dug-in with GB armor, attacks are +2 against her

Steven
Pace: 48 (120 MPH); Parry: 5; Toughness: 7(4); Strain: 0; Size: -2
Applicable Edges: Dodge (-2 to ranged attacks made against him; stacks with -2 for Scale)
Character Sheet

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Ndreare
Savage Siri
Posts: 3267
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
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Re: 21 - Bug Hunt

Post by Ndreare » Sun Nov 03, 2019 3:38 pm

Fritz wrote:
Thu Oct 31, 2019 3:11 pm
Not having a clear shot and not wishing to spray the team, Fritz moves past them in the tunnel.

Armed with his NG-L5 with fixed bayonet he takes up a defensive stance.
As Fritz moves forward he tries to squeeze between the wall and Sir William to be better positioned for a strike, while maintaining his defense. The blow that sliced down next to him as he approached missed him only by inches.
First Strike
Fighting 1d10 = 7: 7
Damage if it hits 1d12 = 7: 7 + 1d10 = 9: 9 AP 8
If a Raise 1d6 = 1: 1
Custos CarcerisXXVII wrote:
Sun Nov 03, 2019 10:57 am
'Custos, activate Timewinder to speed my time, but modify the casting to retain normal perception of reality. Apply wither to my blade'

"Allow me a moment of preparation before joining battle, friends," XXVII says as it begins weaving an impressive amount of arcane energies around itself.

'I will have to draw upon reserve power, Archmage. Be cautious as we will have limited resuorces remaining.'

XXVII seems to move many times faster than usual, and its greatsword takes on the strange blurring motion previously demonstrated in battle.
As XXXVII prepares himself for the finally to this great battle he finds the strange insectoids move with inhuman speed and strength. This will be no training exercise.
Maggie wrote:
Sun Nov 03, 2019 1:12 pm
To Steven, she says, "Okay, Steven, looks like we're staying in melee for a hot second. Let's kill some bugs and clear the way forward a bit, shall we?"

After taking both swings, Maggie moves quickly away from the rest of the group (without running), trying to make some space to dig in and fire the boom gun. She will pass 2 Xiticix (the one she failed to stun and the other who is 1" away) in melee range on her way. Roll 20 map updated.

”Guys, I’m going to try and get some distance so I can fire without hurting all of you. Keep further back than normal, because it’s going to be extra loud in here!
Maggie's efforts to shake the bug while successful, still left her open to departing strikes. Both strikes land true, but even the full force of these creatures was not enough to inflict measurable harm to the powerful armor.
Free Strike
Fighting 1d10 = 8: 8
Damage if it hits 1d12 = 2: 2 + 1d10 = 1: 1 AP 8
If a Raise 1d6 = 1: 1

Fighting 1d10 = 10: 10
Damage if it hits 1d12 = 5: 5 + 1d10 = 8: 8 AP 8
If a Raise 1d6 = 3: 3
Benny Counter
The 99's Game Master Bennies 3, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
    +1 Triessa fire bolt at hound
    +1 Signal damage on big AOE return
    +1 Peter Grenade Damage 2
    +1 Triessa blast at hound masters
    -4 Soak rolls versus Hound Masters and Great Hound
    +2 Peter to Disarm Hound Master
    -4 Failed to Resist Test from Triessa
    -1 Soak hit from Peter, i guess not using Bennies was not attractive to players
    -3 Failed Soak rolls versus 4 wounds from Triessa's lucky blast.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0


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

Initiative Copy and Paste

Code: Select all

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

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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Sal
Posts: 54
Joined: Fri May 10, 2019 2:36 am

Re: 21 - Bug Hunt

Post by Sal » Sun Nov 03, 2019 4:50 pm

Rolls
Free Action:
  • Moving to A11 (Hugging the wall)
    Activating his shadow Cloak: 3 PPE
    (assuming it is dark or there are shadows he is invisible )
Innate Action:
  • Casting greater boost trait (Innate, self only, aspect, and Auto Raise 2 PPE) (TW): 1d12+2 = 7: 5 Wild 1d6+2 = 4: 2
Action 1
  • : Building Environmental Protection Device: 1d12+2 = 4: 2 Wild 1d6+2 = 5: 3 Boost reroll Reroll 1d12+2 = 4: 2 Wild 1d6+2 = 4: 2
Action 2
  • : Casting Environmental Protection Device on the entire team 12" range, 10 PPE (from Device created), 1d12+2 = 4: 2 Wild 1d6+2 = 4: 2
Notes:
  • Has an Environmental Protection Device with 5ppts left
  • Spend 5 of his own PPE (Shadow Cloak with normal sight based invisibility -4, and Greater Boost to TW)
  • Everyone has environmental Protection Acid on them also gives them 4pts of damage reduction if they are attacked by acid!
  • Moved to A11, hugging the wall and crouching down best he can.
Sal nearly stepped in a pool of Acid. He instead squeaked withdrawing his foot, " Interesting... Some kind of Acid... Please bare with me comrades in bug hunt." He pulled out one of those cheese wiz cans and mixed it with an array of nano bots from his pack. I don't want to be rude to LC, but no way am I ever going to eat this canned cheese. Fortunately it contains a concentrated source of whey protein when mixed with my nano bots here will form, if not a pungent barrier, a solid one in case anyone inadvertently steps into the acid. After half a heart beat he whirled his dingy cloak around his form disappearing into a shadow. All that was left behind was a can of cheese wiz with a slightly modified nozzle, and a digital clock counting down... 3... 2... 1... Boom!! Everything was covered in a fine mist of orange gooey spray, and smelt like cheddar cheese. At least stepping in acid should not be a terrible problem.

Next to @Fritz Sal squeaked quietly, " What ever you do, do not lick the cheese... But it should protect you from the acid pools..."
Bennies 3/3

+4 Bennies
+1 Benny for cool background story
-1 Benny for initiative draw[
-1 benny given to grilda
Sal at a glance
Attributes: Agility d8(2 race), Smarts d12(3, 1 advance), Spirit d8(2), Strength d4, Vigor d8(2 advances)
Pace: 8 d8 run die; Parry: 5; Toughness: 13(6)in armor ; PPE: 30
Skills of Note: Notice d8, stealth d8, thievery d6, common kn d6, TW d12+2
Combat Edges: Level Headed, Quick, and Elan
Powers: 30/25 PPE left, 2 out of 6 devices created
Has an Environmental Protection Device with 5ppts left
Spend 5 of his own PPE (Shadow Cloak with normal sight based invisibility -4, and Greater Boost to TW)
Everyone has environmental Protection Acid on them also gives them 4pts of damage reduction if they are attacked by acid!
Everyone also has +2 die types to shooting and a freereroll on every shooting action.

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Custos CarcerisXXVII
Posts: 22
Joined: Wed Sep 18, 2019 8:36 pm

Re: 21 - Bug Hunt

Post by Custos CarcerisXXVII » Sun Nov 03, 2019 5:34 pm

Maggie wrote:
Sun Nov 03, 2019 1:12 pm
"Oh, sure. Take your time, friends. No rush here at all," Maggie calls as the Xiticix warrior's weapons scrape across her Glitter Boy armor.
"I assure you, my preparations are quite necessary. I will make up for my delay momentarily..." XXVII begins to admonish @Maggie when @Sal does...something.

'The small furry sapient has enhanced our personal defenses, Archmage. Should you stray into any of the pools of liquid, we should have some degree of protection.'

XXVII nods at Sal and says, "Quite clever. Sal, was it? Your strange magic does seem to have its uses."
Custos Carceris XXVII
"XXVII"
Pace: 6(d6); Flight: 6(d6) Parry: 7(2); Toughness: 23(10)
  • +4 Damage from Psionics and -4 to resist Psionics
  • -2 Protection vs heat-based Attacks
Combat-Relevant Edges & Abilities:
  • Construct: +2 to recover from being Shaken, ignore 1 point of Wound penalties, don’t breathe, and are immune to Disease and Poison. Repair (Occult) instead of Healing with no Golden Hour.
  • Improved Senses: +2 to Sight-based Notice; Ignore Dim/Dark Illumination Penalties.
  • Malfunctions: Constructs are subject to the same types of problems plaguing all advanced items (i.e. Technical Difficulties).
  • No Vital Systems: Called Shots deal no extra damage versus them.
  • Obscure Construction: −4 penalty on skill checks related to XXVII's construction (such as repairing, modifying, or examining them).
  • One with Magic: Gain detect/conceal arcana as an Innate Ability; can sense supernatural beings within line of sight with a Notice check. Conceal arcana even works while sleeping, it only stops working if forcibly Incapacitated.
  • Weapon System (Integral; 2): Staff of the Archmage and Enchanted Greatsword may be concealed when not in use. Looking for them when concealed imposes a -4 penalty to Notice.
Wounds: 1/3; Fatigue: 1/2; PPE: 14/30; PPE: 0/10
Bennies: 1/5; Golden Bennies: 0/1
Edit Signature
Custos speaking internally to XXVII (#BF40FF)

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Fritz
Posts: 54
Joined: Sat May 18, 2019 3:59 pm

Re: 21 - Bug Hunt

Post by Fritz » Sun Nov 03, 2019 5:59 pm

Fritz smiles at the cheese refernce. Since leaving Lone Star with @Sal he had been able to loosen up a bit. He still had a report to deliver to Refuge but for now he was not dead.

"So I shouldn't lick my arm is what you are saying?"

User avatar
Sir William Mahan
Posts: 186
Joined: Tue Aug 08, 2017 5:36 pm

Re: 21 - Bug Hunt

Post by Sir William Mahan » Mon Nov 04, 2019 11:19 am

Rolls
Move to CC17
Fighting attack 1 1d12 = 10: 10 Wild 1d6 = 4: 4 +1 for gang up
Fighting attack 2 1d12 = 9: 9 Wild 1d6 = 5: 5 +1 for gang up

Damage on Attack 1 if successful 1d8 = 3: 3 + 1d10 = 1: 1 + 1d10 = 5: 5 + 1d6 = 3: 3 Ace
Damage on Attack 2 if successful 1d8 = 4: 4 + Invalid dice code! + 1d6 = 1: 1 Ace
Sir William moves up alongside LC, his powers fading away but his psiswords still moving with blinding speed. He slashes into the creature next to his commander, hoping to clear a path for the others to advance on the queen.
Sir William Mahan
Character Name: Sir William Mahan
Parry:8, Toughness: 14(8), -2 to hit vs tech
ISP: 5 /20
  • Speed: Double pace
  • Deflection: -2 to hit ranged and melee
  • Quickness: Act twice
  • Healing: Remove 1 wound
Bennies: 1
  • 4 starting
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

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Leethe
Diamond Patron
Diamond Patron
Posts: 153
Joined: Mon Dec 04, 2017 8:29 pm

Re: 21 - Bug Hunt

Post by Leethe » Fri Nov 08, 2019 6:19 pm

Leethe spends her time creating a gadget for this turn. She can take no other action but work on this.
Gadgeteer 12
This was at -2 penalty which I forgot
Psionics 1d10 = 4: 4
Wild 1d6 = 6: 6
Ace Wild 1d6+6 = 12: 6
Ace Ace Wild 1d6+12 = 14: 2

Gatgets PP cost is 1, initial 2 with limitation on range reducing it by 1.
Leethe pulls out some tools and parts and starts working on a gadget to protect against acid.

Gadget power is fly.
Last edited by Leethe on Sat Nov 16, 2019 8:26 pm, edited 3 times in total.
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 3 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
Edit Signature

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Ndreare
Savage Siri
Posts: 3267
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
Contact:

Re: 21 - Bug Hunt

Post by Ndreare » Mon Nov 11, 2019 3:39 pm

The xiticix seems to have no trouble navigating the complex hive, and have even less concern about the acid. They swarm in on the heroes as a endless hoard. Even more bugs can be heard suddenly behind the heroes. There is no end, as Maggie breaks away from the rest of the group trying to get in position she finds she suddenly becomes the closest target. Two blasts of acid, are soon followed by a series of repeating telekinetic energy. Then to make all things worse, three of the giant creatures fly directly up to her and attack in a volley of blows.

Brison maneuvering into place, turns in time to see a blast of acid spray wash over him! Not giving him the time needed for the maneuver. The acid begins eating away as his power armor, but Brison is able to scrape most of it off, leaving only scorches.
Brison damage
No damage from the hit
@Sir William Mahan find the creatures coming in on him are willing to engage him in melee. But melee was where his training was best demonstrated. Striking out as they come in he finds the surviors striking out with their many arms making it near impossible to parry them all. The legendary Cyber-knight was able to avoid most of the blows , but one of the shots hits him, and the stun of it slows him enough to need to catch his breath!
Sir William Damage
18 AP 4 means Shaken
@Maggie finds the flurry of blows, combined with the incredible volley of shots not enough to overcome her armor. The acid rolling off, and the blades dancing aside. She truely was the juggernaut the armor was intended to be. When suddenly one of the blows lands right at the neck of the armor in a place already compromised by acid!
Maggie Damage
44 AP 6 damage = 1 Wound
The remainder of the heroes find somehow the monsters not yet making it to them. They are safe for now, but the bugs are coming in fast. The queen must be killed at all cost!

Baddies be bad
This is what I have
OOC Comments
1 Shooting on 1d3 = 2: 2
1 L.C.
2 brison
3 Fritz
1 Shooting on Brison (Target 4, Toughness: 17 (8) MDC)
Shooting 1d10 = 8: 8 = Raise
Damage 3d4 = 3: 1, 1, 1
Raise 1d6+3 = 8: 5 AP 8 MDC

Shooting 1d10 = 5: 5
Damage 4d6 = 15: 1, 5, 4, 5 AP 4 MDC


1 shooting on Sir William (Target 4, Toughness: 19 (13) MDC)
Shooting 1d10 = 3: 3 = Miss
Damage 3d4 = 5: 2, 1, 2 AP 8 MDC

Shooting 1d10 = 4: 4
Damage 4d6 = 16: 4, 3, 3, 6 Ace 1d6+16 = 18: 2 AP 4 MDC

2 melee on Sir William (Parry 8, Gang up +1/2=+0, Toughness: 19 (13) MDC)
1 Fighting 1d10 = 4: 4 = Miss
1 Frenzy Fighting 1d10 = 4: 4 = Miss
1 2nd Fighting 1d10 = 1: 1 = Miss

2 Fighting 1d10 = 3: 3 = Miss
2 Frenzy Fighting 1d10 = 7: 7 = Miss
2 2nd Fighting 1d10 = 7: 7 = Miss



3 Melee on Maggie (parry 7, Gang up +2; Toughness: 43 (25))
1 Fighting 1d10 = 5: 5 = Miss
1 Frenzy Fighting 1d10 = 4: 4 = Miss

1 2nd Fighting 1d10 = 2: 2 = Hit
Damage 1d12 = 12: 12 + 2d4 = 8: 4, 4 AP 6
Ace 1d12+12 = 24: 12 + Ace 2d4+8 = 13: 4, 1
Ace Aced 1d12+24 = 28: 4 + Ace Aced 1d4+13 = 16: 3
Total 44 AP 6!

2 Fighting 1d10 = 1: 1 = Miss
2 Frenzy Fighting 1d10 = 6: 6 = Miss

2 2nd Fighting 1d10 = 8: 8 = Hit
Damage 1d12 = 3: 3 + 2d4 = 6: 2, 4 AP 6

3 Fighting 1d10 = 3: 3 = Miss
3 Frenzy Fighting 1d10 = 3: 3 = Miss
3 2nd Fighting 1d10 = 1: 1 = Miss


2 Shooting on Maggie w/-4 cover
Shooting 1d10-4 = 4: 8 = Hit!!!
Damage 3d4 = 6: 1, 1, 4 Ace 1d4+7 = 9: 2 AP 8 MDC

Shooting 1d10-4 = -1: 3 = Miss
Damage 4d6 = 8: 2, 4, 1, 1 AP 4 MDC
Shooting 1d10-4 = 6: 10 = Miss
Damage 3d4 = 5: 3, 1, 1 AP 8 MDC
Shooting 1d10-4 = 0: 4
Damage 4d6 = 15: 1, 4, 6, 4 AP 4 MDC


2 Shooting on Maggie w/-6 cover
Shooting 1d10-6 = -5: 1 = Miss
Damage 3d4 = 7: 4, 1, 2 AP 8 MDC
Shooting 1d10-6 = 1: 7 = Miss
Damage 4d6 = 19: 3, 6, 5, 5 AP 4 MDC
Shooting 1d10-6 = -5: 1 = Miss
Damage 3d4 = 7: 3, 2, 2 AP 8 MDC
Shooting 1d10-6 = -5: 1 = Miss
Damage 4d6 = 12: 2, 1, 4, 5 AP 4 MDC



1d2 new arrivals at each entrance (rolled in roll20 and got a 2 for both entrances).
Corrupted Old Queen
Queen
Psionics Deflection 1d8 = 6: 6
Wild 1d6 = 5: 5

Psionics Smite 1d8 = 2: 2
Wild 1d6 = 1: 1

Personal Benny to reroll
Psionics Smite 1d8 = 5: 5
Wild 1d6 = 3: 3

Spellcasting (secret spell) 1d10 = 4: 4
Wild 1d6 = 5: 5
Benny Counter
The 99's Game Master Bennies 3, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
    +1 Triessa fire bolt at hound
    +1 Signal damage on big AOE return
    +1 Peter Grenade Damage 2
    +1 Triessa blast at hound masters
    -4 Soak rolls versus Hound Masters and Great Hound
    +2 Peter to Disarm Hound Master
    -4 Failed to Resist Test from Triessa
    -1 Soak hit from Peter, i guess not using Bennies was not attractive to players
    -3 Failed Soak rolls versus 4 wounds from Triessa's lucky blast.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0


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

Initiative Copy and Paste

Code: Select all

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

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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Sir William Mahan
Posts: 186
Joined: Tue Aug 08, 2017 5:36 pm

Re: 21 - Bug Hunt

Post by Sir William Mahan » Tue Nov 12, 2019 8:11 am

First Strike Fighting 9, 20 damage, AP4
1d12 = 9: 9 1d6 = 4: 4
Damage 1d8 = 6: 6 + 2d10 = 14: 7, 7
As the Xiticix close, Sir William pivots into the Rising Crescent Moon form, slashing into the first creature to approach.
Sir William Mahan
Character Name: Sir William Mahan
Parry:8, Toughness: 14(8), -2 to hit vs tech
ISP: 5 /20
  • Speed: Double pace
  • Deflection: -2 to hit ranged and melee
  • Quickness: Act twice
  • Healing: Remove 1 wound
Bennies: 1
  • 4 starting
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

User avatar
Maggie
Posts: 80
Joined: Tue Apr 23, 2019 8:50 am

Re: 21 - Bug Hunt

Post by Maggie » Tue Nov 12, 2019 8:36 am

Soak 7, Success
Vigor 1d10+2 = 3: 1 (+2 from Iron Jaw)
Wild 1d6+2 = 7: 5
That last hit jars Maggie hard enough to feel it from within the confines of her armor, but she manages to turn it at the last possible moment and turn it into a glancing blow instead of a bunker buster.

Okay, that one was close.
Maggie and Steven
Maggie
Pace: 6, run d6 | GB Pace 14, run d8; Parry: 9 w/Boom Gun equipped, 7 otherwise; Toughness: 43(25) MDC in Glitter Boy w/LLW Light Armor Vigor bonus, 13(5) in LLW Light Armor
Notes: When dug-in with GB armor, attacks are +2 against her

Steven
Pace: 48 (120 MPH); Parry: 5; Toughness: 7(4); Strain: 0; Size: -2
Applicable Edges: Dodge (-2 to ranged attacks made against him; stacks with -2 for Scale)
Character Sheet

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Ndreare
Savage Siri
Posts: 3267
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
Contact:

Re: 21 - Bug Hunt

Post by Ndreare » Tue Nov 12, 2019 8:39 am

Thank you @Sir William Mahan and @Maggie for going so fast so I can get this up.
OOC Comments
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
  • Quick rerolls 16 or less
  • Quickness with a Raise rerolls 24 or less
  • 53, 54, 55, 56 are considered Jokers
  • Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).



Players have Improved Level headed and Quick
Players 3d56 = 125: 49, 26, 50

Enemies effectively have Level Headed
Players 2d56 = 9: 8, 1

Players go first in Turn 02

MAP UPDATED ON ROLL20
Turn 02.jpg
Benny Counter
The 99's Game Master Bennies 3, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
    +1 Triessa fire bolt at hound
    +1 Signal damage on big AOE return
    +1 Peter Grenade Damage 2
    +1 Triessa blast at hound masters
    -4 Soak rolls versus Hound Masters and Great Hound
    +2 Peter to Disarm Hound Master
    -4 Failed to Resist Test from Triessa
    -1 Soak hit from Peter, i guess not using Bennies was not attractive to players
    -3 Failed Soak rolls versus 4 wounds from Triessa's lucky blast.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0


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

Initiative Copy and Paste

Code: Select all

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

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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Sir William Mahan
Posts: 186
Joined: Tue Aug 08, 2017 5:36 pm

Re: 21 - Bug Hunt

Post by Sir William Mahan » Tue Nov 12, 2019 1:49 pm

Attacks
Fighting Roll 1 1d12 = 2: 2 Wild 1d6 = 5: 5
Fighting Roll 2 1d12 = 4: 4 Wild 1d6 = 6: 6 Ace on Wild 1d6 = 3: 3
Damage on attack 2 1d8 = 4: 4+ 2d10 = 16: 9, 7
As the second Xiticix approaches him, Sir William feints with his right hand blade and executes Unfolding the Lotus with his left, neatly decapitating the creature. Seeing Maggie surrounded, he charges towards her to try and clear her a path to the queen.
Sir William Mahan
Character Name: Sir William Mahan
Parry:8, Toughness: 14(8), -2 to hit vs tech
ISP: 5 /20
  • Speed: Double pace
  • Deflection: -2 to hit ranged and melee
  • Quickness: Act twice
  • Healing: Remove 1 wound
Bennies: 1
  • 4 starting
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

User avatar
Maggie
Posts: 80
Joined: Tue Apr 23, 2019 8:50 am

Re: 21 - Bug Hunt

Post by Maggie » Tue Nov 12, 2019 1:59 pm

Shooting 9 for First Shot, 4 for Second Shot, both after Support from Steven
Shooting 1 1d10-1 = 6: 7 (-4 for cover per hangout, -4 for MAP, +2 from STS, +2 from Marksman, +2 from TM Weapon, +1 from Boom Gun)
Wild 1d6-1 = 5: 6 + 1d6 = 1: 1

Shooting 2 1d10-1 = 0: 1 (-4 for cover per hangout, -4 for MAP, +2 from STS, +2 from Marksman, +2 from TM Weapon, +1 from Boom Gun)
Wild 1d6-1 = 2: 3

Maggie is Vulnerable (+2 to rolls against her) and attacks against her are made at an additional +2 (stacks with Vulnerable) for being dug in
Steven Supports, +3 to first shot, +2 to second shot
Electronics 1d8 = 8: 8 (MAP offsets +2 from Scholar) + 1d8 = 4: 4
Wild 1d6 = 1: 1

Electronics 2 1d8 = 7: 7
Wild 1d6 = 5: 5

Free reroll from reliable 1d8 = 7: 7
Wild 1d6 = 6: 6 + 1d6 = 5: 5
Damage 44 MD AP 25 for First Shot, 25 MD AP 25 for Second Shot
Shot 1 5d10+5 = 38: 6, 6, 4, 7, 10 + 1d6 = 4: 4 (raise) + 1d10 = 2: 2 (ace) AP 25

Shot 2 5d10+5 = 25: 2, 5, 3, 4, 6 AP 25
Need Two Vigor Rolls at -2 (One for Each Shot) for Everyone in Blast Radius or Face These Consequences
From the TLPG: "Firing the RG-14 causes a sonic boom affecting everyone (except the pilot) within a Large Blast Template, who must check Vigor at −2. On a failure, the victim is Shaken and Hard of Hearing (Major) for 3d6 minutes (this may not cause a Wound). On a Critical Failure the victim is Stunned. Those with Hard of Hearing (Minor) or hearing protection ignore the penalty; Hard of Hearing (Major) are immune."
Maggie drops her pitons and fires up her rocket boosters, swinging the RG-14 into firing position. "Steven, see if you can get me a clear image of the bad guys over there. These guys are too close to shoot, but maybe we can shake 'em off with the boom. Gotta clear the air."

Steven's reply is quick, "Roger Maggie."

Steven does his best to help direct Maggie towards the bad guys, and she fires off one concussive blast after another, striking the two Xiticix warriors.

Unfortunately, the ground into which Maggie is anchored is none-too-stable and it comes apart around her feet after that second shot.

"Oh sh"

She doesn't get to finish her sentence, as she is thrown backwards, impacting with the wall of the hive and landing on her back!
Maggie is Prone and Stunned
Maggie is thrown 2d6 = 10: 5, 5 inches backwards and is prone and stunned!
Maggie and Steven
Maggie
Pace: 6, run d6 | GB Pace 14, run d8; Parry: 9 w/Boom Gun equipped, 7 otherwise; Toughness: 43(25) MDC in Glitter Boy w/LLW Light Armor Vigor bonus, 13(5) in LLW Light Armor
Notes: When dug-in with GB armor, attacks are +2 against her

Steven
Pace: 48 (120 MPH); Parry: 5; Toughness: 7(4); Strain: 0; Size: -2
Applicable Edges: Dodge (-2 to ranged attacks made against him; stacks with -2 for Scale)
Character Sheet

User avatar
Fritz
Posts: 54
Joined: Sat May 18, 2019 3:59 pm

Re: 21 - Bug Hunt

Post by Fritz » Tue Nov 12, 2019 2:51 pm

Fritz sees @Sir William Mahan begin following after @Maggie and the Glitterboy. He quickly flips comms to open freq to the entire team, "Mahan. Mahan. Mahan."

"Maggie needs room to swat these bugs. Best you view her work from a distance. She may very well be our best distraction."

Moving to hex AA17

As Fritz runs into position, he drops the bayoneted laser rifle to knee level. Stepping into position he pulls up the bayoneted end of the rifle into the Xicitix at Z16.

Fighting, missed - Shooting, success
MAP -2

[*] Fighting (1d10) 1d10 = 6: 6
[*] Wild (1d6) 1d6 = 4: 4

[*] Shooting (1d8) 1d8 = 6: 6
[*] Wild (1d6) 1d6 = 5: 5
The vibroblade skitters across the carapace of the Xicitix as Fritz pulls it upward. Just before the blade looks to be sliding off the Xicitix, Fritz pulls the trigger on his rifle.

Damage 17, AP 2
Damage (4d6) 4d6 = 17: 5, 5, 5, 2

User avatar
Sal
Posts: 54
Joined: Fri May 10, 2019 2:36 am

Re: 21 - Bug Hunt

Post by Sal » Tue Nov 12, 2019 4:54 pm

Powers: Invisibility (-4), Protection vs Environmental (Acid), Greater Boost TW skill, Greater Boost Shooting
Actions:
  • Action 1, make boost device
  • Action 2 cast greater boost shooting on everyone in 12 inches.
Sal while invisible makes using a bit of wire, bug acids, and cheddar cheese a performance enhancing nural spray and hoses all allies with it improving their shooting
Everyone’s shooting gets +2 die types and a free reroll on all shooting actions.
OOC Comments
TW to build 1d12+2 = 3: 1 wild 1d6+2 = 7: 5
TW to cast greater boost shooting 1d12+2 = 7: 5 wild 1d6+2 = 3: 1
Reroll 1d12+2 = 9: 7 wild 1d6+2 = 8: 6

Sometime Prior to the war for Tolkeen
North red oaks populated the boarders of a small encampment. It was chilly on the iron heart side of the great lakes. Sal looked out the window and saw snow drifts swirling as the helicopter touched down. A great big wooden sign marking the entrance to the camp read Camp K. Not the clandestine base I was expecting. More of a summer camp vibe. Sal tugged on his Cas uniform and lugged his duffle bag over his shoulder and off the chopper.

A woman with golden blonde hair and percing blue eyes appraised him as he came to attention, “Mam! Private Salvatore, reporting for duty.”

The woman grinned mercilessly. Her blue eyes penetrated everything Sal was and could be. “ I see you are coming from Major Wolfe’s division from the lone star complex. We’ll make sure we get you back there in one piece.” She chuckled and lifted her pant leg of her officer’s uniform. She slid a want out of a secret holster and waved it. A small firey glow erupted from its tip. “ My name is Captian Victoria Giest, welcome to camp K. Welcome to the Republicans. Lets see what talents we can unlock shall we?”

Sal looked up at the wooden sign. It was flanked by two giant Xictic bugs, stuffed and dead, silent reminders of the threats that lay this far north.
Invisible... No one could see the ratling’s eyes narrow as a memory stirred as he munched on his bree cheese snack. Bugs were everywhere and closing fast. Sal stuck near his ally @Fritz making sure he kept the cyber doc’s frame between him and the bugs. While he was sorely tempted to test his newly found resistance to acid the technowizard had other cheese to bake. Tools in hand Sal went to work. A quick sample of the acid mixed with a special home made concoction of nano bot infused with techniwizard crystals plus his favorite block of cheddar (Sal was not quite out of cheese as he had lead LC to beleive... just greedy for more). Perfect. I can hose down my friends with this. The nano bots and cheese plus a dose of magic will give them the focus they need to aim true and miss small.

Like a pressure wash orange cheese sprayed from Fritz’ back side as if the doc had a bad case of cheesy diarahia. But at least the team of heroes could shoot that much better.
Bennies 3/3

+4 Bennies
+1 Benny for cool background story
-1 Benny for initiative draw[
-1 benny given to grilda
Sal at a glance
Attributes: Agility d8(2 race), Smarts d12(3, 1 advance), Spirit d8(2), Strength d4, Vigor d8(2 advances)
Pace: 8 d8 run die; Parry: 5; Toughness: 13(6)in armor ; PPE: 30
Skills of Note: Notice d8, stealth d8, thievery d6, common kn d6, TW d12+2
Combat Edges: Level Headed, Quick, and Elan
Powers: 30/25 PPE left, 2 out of 6 devices created
Has an Environmental Protection Device with 5ppts left
Spend 5 of his own PPE (Shadow Cloak with normal sight based invisibility -4, and Greater Boost to TW)
Everyone has environmental Protection Acid on them also gives them 4pts of damage reduction if they are attacked by acid!
Everyone also has +2 die types to shooting and a freereroll on every shooting action.

User avatar
Custos CarcerisXXVII
Posts: 22
Joined: Wed Sep 18, 2019 8:36 pm

Re: 21 - Bug Hunt

Post by Custos CarcerisXXVII » Tue Nov 12, 2019 7:33 pm

Spellcasting 17, Athletics 9, Fighting 17 (19 Mega Damage, AP 4 to Z16) / 13 (23 Mega Damage, AP 4 to X18), Fighting 11 (22 Mega Damage, AP 4 to O15) / 20 (30 Mega Damage, AP 4 to N18); -6 PPE, -1 Benny, - 1 Golden Benny

Essence of the Imperial Hero (Warrior's Gift as Innate [Self -1]) 3 PPE + Greater Warrior's Gift 4 PPE - Raise (Channeling) 1 PPE
Block + Frenzy
Spellcasting: 1d12+1 = 5: 4 (+2 IF, -1 Fatigue)
Wild: 1d6+1 = 6: 5
Reroll
Spellcasting: 1d12+1 = 12: 11
Wild: 1d6+1 = 7: 6 Ace: 1d6+7 = 13: 6 Ace: 1d6+13 = 17: 4

Navigating the Labyrinth of Pillars
Athletics: 1d8-1 = 7: 8 (-1 Fatigue) Ace: 1d8+7 = 9: 2
Wild: 1d6-1 = 2: 3 (-1 Fatigue)

Flies to Y17 and attacks each Xiticix once
Fighting: 1d8+6 = 14: 8 Ace: 1d8+14 = 17: 3 (+2 IF, +2 Trademark, +2 Wild Attack, +1 TW Greatsword, -1 Fatigue)
Frenzy: 1d8+6 = 7: 1
Wild: 1d6+6 = 7: 1
Golden Benny
Fighting: 1d8+6 = 9: 3
Frenzy: 1d8+6 = 13: 7
Wild: 1d6+6 = 12: 6 Ace: 1d6+12 = 17: 5
Golden Benny TD Roll (Ignore)
TW Greatsword Technical Difficulty: 1d6 = 4: 4
  • Serious Problem: Subtract 2 when using the device, or reduce any bonus by 2. Requires a TW to repair at a -2 penalty, 1d6 = 3: 3 hours of work and costs parts worth 20% of the item's cost (8400).
Damage 1 (Raise): 2d10+10 = 17: 5, 2 + 1d6 = 2: 2 (+2 TW Great Sword, +2 Wild Attack, +6 Smite)
Damage 2 (Raise): 2d10+10 = 21: 3, 8 + 1d6 = 2: 2

Flies to 017, completely avoiding the Xiticix at Q19, and attacks both Xiticix. Flies into Melee with the Xiticix at Q19 and positions self at R18 to force reinforcements to take a longer path or enter melee with XXVII
Fighting: 1d8+6 = 11: 5 (+2 IF, +2 Trademark, +2 Wild Attack, +1 TW Greatsword, -1 Fatigue)
Frenzy: 1d8+4 = 12: 8 Ace: 1d8+12 = 18: 6 +2 = 20
Wild: 1d6+6 = 10: 4

Damage 1 (Raise): 2d10+10 = 19: 3, 6 (+2 TW Great Sword, +2 Wild Attack, +6 Smite) + 1d6 = 3: 3
Damage 2 (Raise): 2d10+10 = 24: 10, 4 + 1d6 = 4: 4 Ace: 1d10+28 = 30: 2
'Hmm, let's also recall the techniques of the empire's greatest swordsman, Custos. We shall ingratiate ourselves with our new friends with a "heroic" charge, risking "life and limb" to hold these infernal insectoids at bay."

'I have located a suitable hero, Archmage. She could lash out with a flurry of blows whilst maintaining an impeccable defensive stance. Your competency is adequate enough to utilize her swordplay. Probably.'

'We can thoroughly discuss my "competency" later, Custos. However, I fully expect the following battle to render the entire conversation moot you confounding spirit.'

"My preparations are complete!" XXVII shouts excitedly, "I shall clear the way to the narrower western tunnel so that the rest of you may focus your efforts on the far more open eastern portion of the cavern."

XXVII appears to jump towards the nearest Xiticix, arcing over its head and landing between it and the next closest insectoid. The construct's blade flashes twice and the insectoid harassing Fritz loses its head. The further warrior takes a seemingly shallow slash from shoulder to waist. As XXVII shoots off to the western wall, the insect's wound initially seems to heal before it begins oozing sickly puss. The xiticix collapses before it has a chance to react to XXVII.

Without ever touching the ground, XXVII zips around the western wall impossibly fast. It manuevers between the two Xiticix blocking the narrow tunnel ahead. The construct and xiticix briefly exchange blows, but XXVII quickly gains the upper hand. XXVII runs the warrior to the left through then kicks the bug off the blade. The remaining bug ducks a swift killing blow, and XXVII slings its great sword into the wall. Brittle material sprays everywhere, but apparently the wall was still hard enough to damage the sword.

The xiticix recovers and dives forward, but XXVII dispatches it easily, using the insects momentum to bury a well timed thrust through its eye socket. XXVII begins to charge forward when it hears the splashing of a warrior from behind.

'Bother. Where did that one come from, Custos? It would be useful if you could keep track of our enemies.'

'Of course, Archmage. I will delay critical repairs to assist you. It won't affect our performance. Not before you sustain further damage.'

XXVII produces a dramatic sighing noise in response to Custos. The construct rushes to cut the Xiticix off and lands in front of it, ready for anything.

Temporary Conditions
XXVII moves at double pace and running, does not suffer the -2 Running penalty, and does not need to roll for running. Instead, it moves its full die when running. 8/10 Rounds.
XXVII is Nimble and therefore -1 to be hit and +1 for Evasion. 8/10 Rounds.
XXVII suffers no Multi-Action Penalties. 8/10 Rounds
XXVII's TW Greatsword deals +6 Mega-Damage. 8/10 Rounds.
XXVII gains +2 die types to Shooting and gets a free reroll per shooting action. 4/5 Rounds.
XXVII gains Improved Block (+2 Parry (9 total), Gang Up bonus against XXVII reduced by 2) and Improved Frenzy. 9/10 Rounds.
XXVII is Vulnerable from Wild Attack until the start of its next turn.
XXVII ends its turn at R18.
Parry 9, Nimble (-1 to be hit and +1 Evasion), Subtract 2 from any Gangup against XXVII, Vulnerable.
Custos Carceris XXVII
"XXVII"
Pace: 6(d6); Flight: 6(d6) Parry: 7(2); Toughness: 23(10)
  • +4 Damage from Psionics and -4 to resist Psionics
  • -2 Protection vs heat-based Attacks
Combat-Relevant Edges & Abilities:
  • Construct: +2 to recover from being Shaken, ignore 1 point of Wound penalties, don’t breathe, and are immune to Disease and Poison. Repair (Occult) instead of Healing with no Golden Hour.
  • Improved Senses: +2 to Sight-based Notice; Ignore Dim/Dark Illumination Penalties.
  • Malfunctions: Constructs are subject to the same types of problems plaguing all advanced items (i.e. Technical Difficulties).
  • No Vital Systems: Called Shots deal no extra damage versus them.
  • Obscure Construction: −4 penalty on skill checks related to XXVII's construction (such as repairing, modifying, or examining them).
  • One with Magic: Gain detect/conceal arcana as an Innate Ability; can sense supernatural beings within line of sight with a Notice check. Conceal arcana even works while sleeping, it only stops working if forcibly Incapacitated.
  • Weapon System (Integral; 2): Staff of the Archmage and Enchanted Greatsword may be concealed when not in use. Looking for them when concealed imposes a -4 penalty to Notice.
Wounds: 1/3; Fatigue: 1/2; PPE: 14/30; PPE: 0/10
Bennies: 1/5; Golden Bennies: 0/1
Edit Signature
Custos speaking internally to XXVII (#BF40FF)

User avatar
Ndreare
Savage Siri
Posts: 3267
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
Contact:

Re: 21 - Bug Hunt

Post by Ndreare » Wed Nov 13, 2019 7:51 am

The ground beneath her feet gives way as @Maggie fires her second shot sending her flying backwards. The brittle nature of the ground making it too weak to handle the force of the cannon.

The power armors emergency systems engage as she flies backwards pulling in the stabilizers and trying to pad her blow. The warning and alerts are enough for her to be overwhelmed from the flipping through the air as she crashes into the wall and stop only after crushing into it a full 3'. The acid rolls over her armor scaring and etching the surface but unable to penetrate it.

@Maggie is prone and Stunned (see SWADE). However the bugs around her are reeling as their eyes and the holes in the sides of their heads begin bleeding from the shock wave with no other place for the energy to go.
Bug Vigor Rolls, All fail
Xiticix Vigor 1d8
Boom gun Sonic Boom = Vigor roll -2, additional -2 from This Post
  1. Vigor 1d8-4 = -2: 2
  2. Vigor 1d8-4 = 2: 6
  3. Vigor 1d8-4 = -2: 2
Just in case one passes. One for one relative.
  1. Vigor 1d8-4 = 3: 7
  2. Vigor 1d8-4 = 0: 4
  3. Vigor 1d8-4 = 2: 6
Rushing up to the aid the Glitter Girl finds @Sir William Mahan next to the giant armor as it lets loose with a volley of two blast.
Sir William Mahan instructions
@Sir William Mahan needs to roll versus the two Sonic Boom with a Vigor -4. This cannot cause a wound.
Failure you become hard of hearing for 2d6 minutes and are Shaken.
@Fritz runs forward ready to help when his stab and blow both go wide by only inches barely missing the bugs. (Parry 7) @Sal's device triggers as he works the device hitting everyone with the strangely enchanted cheese and it manages to enhance the marksmanship of the team to phenomenal levels.

@Custos CarcerisXXVII having spent the time to prepare himself now launches into action, his spells fueling him with even more power. His skill meetings and exceeds the challenge as his frenzy of blows destroys Xiticix after another. His race through the maze under the power of his spell and willingness to take risks leaves him alone and outside of anyone's view.

The heroes of the 99 have the challenge in hand as they rush forward into battle!
Benny Counter
The 99's Game Master Bennies 3, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
    +1 Triessa fire bolt at hound
    +1 Signal damage on big AOE return
    +1 Peter Grenade Damage 2
    +1 Triessa blast at hound masters
    -4 Soak rolls versus Hound Masters and Great Hound
    +2 Peter to Disarm Hound Master
    -4 Failed to Resist Test from Triessa
    -1 Soak hit from Peter, i guess not using Bennies was not attractive to players
    -3 Failed Soak rolls versus 4 wounds from Triessa's lucky blast.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0


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

Initiative Copy and Paste

Code: Select all

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

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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Sir William Mahan
Posts: 186
Joined: Tue Aug 08, 2017 5:36 pm

Re: 21 - Bug Hunt

Post by Sir William Mahan » Thu Nov 14, 2019 6:10 am

Vigor 1
1d6 = 5: 5 Wild 1d6 = 5: 5 -4
In his eagerness to help his comrades, Sir William miscalculated the chances of Maggie firing her Boom Gun in the confined space. Battered by the sound, he reels, the sounds around him obliterated by a deafening roar.
Sir William Mahan
Character Name: Sir William Mahan
Parry:8, Toughness: 14(8), -2 to hit vs tech
ISP: 5 /20
  • Speed: Double pace
  • Deflection: -2 to hit ranged and melee
  • Quickness: Act twice
  • Healing: Remove 1 wound
Bennies: 1
  • 4 starting
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

User avatar
Ndreare
Savage Siri
Posts: 3267
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
Contact:

Re: 21 - Bug Hunt

Post by Ndreare » Thu Nov 14, 2019 6:17 am

Dang fast posting most everyone, round started on the 12th, and y'all are on it.

Still need @Leethe, @L.C., and @Gridia Thorem.
Benny Counter
The 99's Game Master Bennies 3, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
    +1 Triessa fire bolt at hound
    +1 Signal damage on big AOE return
    +1 Peter Grenade Damage 2
    +1 Triessa blast at hound masters
    -4 Soak rolls versus Hound Masters and Great Hound
    +2 Peter to Disarm Hound Master
    -4 Failed to Resist Test from Triessa
    -1 Soak hit from Peter, i guess not using Bennies was not attractive to players
    -3 Failed Soak rolls versus 4 wounds from Triessa's lucky blast.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0


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

Initiative Copy and Paste

Code: Select all

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

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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Gridia Thorem
Posts: 51
Joined: Wed Jul 24, 2019 10:30 am
Location: Lousiville, KY

Re: 21 - Bug Hunt

Post by Gridia Thorem » Thu Nov 14, 2019 8:06 am

Gridia snaps out of his daze to see the group being flanked from the rear. Seeing Leethe between them and himself, Gridia moves to action.

*move one to hex D6*

A familiar feeling falls upon Gridia now entering close combat with the bugs. The forest...
Greater Protection = 5: +6MDC/5 rounds
Greater Protection (4 PPE)
Spellcasting 1d10, multiaction penalty -2: 1d10-2

Spellcasting 1d10-2 = 5: 7
Wild 1d6-2 = -1: 1
A moment later, a sphere erupts around around the elf, wobbling as it forms. Then the arcing begins. Flickers of electricity bounce from his hands to the sphere. Each arc causing the sphere to appear like more a gelatin bubble as it wobbles from the impact. Then Gridia releases his energy toward the two attackers from the rear.
Greater Onslaught = 2 & 8
Greater Onslaught (7 PPE)
Spellcasting 1d10, multiaction penalty -2: 1d10-2

Spellcasting 1d10-2 = 2: 4 - bug at B2
Spellcasting 1d10-2 = 8: 10 - bug at A1
Wild 1d6-2 = 1: 3

Damage
******ACTUALLY THIS WAS A MISS. IGNORE THIS******
1 MD bolt @ 4d6
B2: 4d6 = 15: 4, 6, 1, 4
**************************************************************

1 MD bolt @ 5d6
A1: 5d6 = 20: 6, 6, 3, 1, 4
Xiticix at A1 takes 20 MD
Bolts of lighting flicker toward the encroaching Xiticix, but several finding their mark. The bug writhes as electricity courses through it. The other Xiticix was fortunate to avoid the electrifying barrage.
Last edited by Gridia Thorem on Sun Nov 17, 2019 4:46 pm, edited 1 time in total.
Quick Stats
Race: Elf
Class: LLW

PPE: 33/60
Bennies: 0/4
Wounds: 0/4
Fatigue: 0/2

Attributes: A d6; Sm d12; Sp d8; St d4; V d12

Pace: 6; Parry: 5 (+1 w/ Equipped Staff); Toughness 8 (+6 MDC - greater protection); Strain: 0
Powers
  • Blast
  • Bolt
  • Detect Arcana
  • Disguise
  • Dispel
  • Fly
  • Growth/Shrink
  • Healing
  • Shape Change (Staff)
  • Mind Walk (Staff)
Combat Edges
  • Power Surge
  • Elan; Luck
  • Tough As Nails
  • Improved Level Headed

User avatar
Ndreare
Savage Siri
Posts: 3267
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
Contact:

Re: 21 - Bug Hunt

Post by Ndreare » Sat Nov 16, 2019 2:15 am

Current Map layout
OOC Comments
Capture.JPG
Benny Counter
The 99's Game Master Bennies 3, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
    +1 Triessa fire bolt at hound
    +1 Signal damage on big AOE return
    +1 Peter Grenade Damage 2
    +1 Triessa blast at hound masters
    -4 Soak rolls versus Hound Masters and Great Hound
    +2 Peter to Disarm Hound Master
    -4 Failed to Resist Test from Triessa
    -1 Soak hit from Peter, i guess not using Bennies was not attractive to players
    -3 Failed Soak rolls versus 4 wounds from Triessa's lucky blast.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0


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

Initiative Copy and Paste

Code: Select all

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

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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Leethe
Diamond Patron
Diamond Patron
Posts: 153
Joined: Mon Dec 04, 2017 8:29 pm

Re: 21 - Bug Hunt

Post by Leethe » Sat Nov 16, 2019 2:46 am

Leethe finishes her device and activates it.
Gadget Activation 14
Psionics 1d10 = 10: 10
Ace 1d10+10 = 14: 4
Wild 1d6 = 4: 4
It works better then expected as a dark glow sorta envelopes her. She starts to lift off the ground as she readies her sword to fight the bugs. She starts to fly towards the Xiticix that Girda missed to engage it. Suddenly she feels an unconscionable amount of fear and she starts to panic as she swings her sword at the Xitcix. "Oh my god...." she calls out with panic in her voice.
Fighting 9 Damage 32 AP 2
-1 from Phobia
Fighting 1d8-1 = 2: 3
Wild 1d6-1 = 5: 6
Wild Ace 1d6+5 = 9: 4

Damage
STR 1d6 = 6: 6
STR Ace 1d6+6 = 12: 6
STR Ace Ace 1d6+12 = 14: 2
Weapon 2d10+2 = 18: 9, 7

Current Buffs
Buffs from Sal
  • -4 damage from Acid
  • Everyone’s shooting gets +2 die types and a free reroll on all shooting actions.
Darksight with shroud effect.
  • She can see into the dark and ignores up to six points of illumination penalties and can see in pitch darkness.
  • attacks against her suffer a -1 penalty to hit her
  • she adds +1 to her Stealth rolls.
Greater Protection
  • +8 toughness and MDC status
  • round: 4 of 10
Gadget
  • Leethe can soar through the air at a pace of 24. She may not run.
  • Note, Leethe has a phobia of flying that she doesn't know about and subtracts 1 from all trail rolls while flying.
Last edited by Leethe on Sat Nov 16, 2019 8:52 pm, edited 6 times in total.
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 3 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
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L.C.
Silver Patron
Silver Patron
Posts: 156
Joined: Mon Aug 14, 2017 8:33 am
Location: The 99s

Re: 21 - Bug Hunt

Post by L.C. » Mon Nov 18, 2019 11:30 pm

L.C.
ImageImage
Telepathy (for group mindlink) 13, Greater Smite on railgun 5, PA Str is d12+4, can lift 2 tons, so picking Maggie up in the GB should be doable; Using flight capabilities at half speed to DD24
Telepathy (1 ISP), Telepathic Switchboard (8 PCs for 5 ISP), Additional Targets (Brison and Stephen [if allowed]; +2 ISP) = 8 ISP
Psionics 1d12 = 12: 12+ 1d12 = 4: 4, 1d6 = 1: 1 +1 (from PA) -4 MAP = 13
Mind link creates a telepathic connection among the entire PC group (including sidekicks). The speed of communication is either that of normal speech, or members may communicate up to 30 seconds or so of speech on a single combat turn.

Smite (2 ISP), Greater Smite (+2 ISP) = 4 ISP
Psionics 1d12 = 4: 4, 1d6 = 2: 2 +1 (from PA) -4 MAP
Reroll
Psionics 1d12 = 8: 8, 1d6 = 4: 4 +1 (from PA) -4 MAP = 5
The railgun is covered in an arcing blue-black electrokinetic force that enhances its damage, increasing it by +4.
As L.C. gets into position, he finds himself in a daze as his mind is assaulted by a truly alien mind.
But instead of a psychic attack, he finds himself conversing with something. Everything seems blurry and gray-green. Acid seems to infuse everything, even the air he breathes.
"You have been touched by us, you must join us, as food or worker."
"I must do what? No thanks bug."
"We are eternal, limited thing. We will devour and convert all things in our image. Our swarm will cover all."
"The hell it will, I and mine will fight you tooth and nail creature!"
"Fight? You can't even move. How can you fight?" Laughter fills his mind as he pushes against it, freeing himself from the trap he blundered into.
His vision clears, but acidic bile is stuck in his throat. He swallows hard and shakes his head. The battle has changed and he's not sure what has happened or how long he has been out. He was covered in...cheese? Sal obviously. The strange arcane machine man has charged ahead. The deafening roar of the boom gun is hard to miss, and it seems Sir William got caught with it as well. He could charge forward, or go in guns blazing, but he decides that it would be better to focus on getting his team prepared. He first focuses his mind, connecting to them all friendly telepathically, enhances his railgun with a glowing blue black electrokinetic force, and uses his jets to move over by Maggie and use the strength of his TW SAMAS to lift her up. So all can hear him via the telepathic link, he quips to the psi-ghost. "Up you get Maggie, no time for laying down on the job. Everyone else who can hear this, I've linked us telepathically. You should all be able to talk to one another. A good thing for anyone caught in that sonic boom just now. Focus fire and let's clear this place out. Let us know if you got deafened. Something big is coming. It had me in a mind lock and it's mean as hell."
L.C.
L.C. Psi-Nullifier Commando
Parry: 6 (7 in body armor), Toughness: Body Armor: 14(5) or PA: 21(10)
ISP: 40
Powers and Benny/Wound/ISP tracking
Andrew Brison
Andrew Brison, Former CS SAMAS Pilot
Parry: 6, Toughness: Armor: 12(6) or PA: 17(8)
Benny Tracking and Gear including War Chief SAMAS Power Armor
Image

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L.C.
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Posts: 156
Joined: Mon Aug 14, 2017 8:33 am
Location: The 99s

Re: 21 - Bug Hunt

Post by L.C. » Mon Nov 18, 2019 11:55 pm

Brison
ImageImage
Move to V20 via flight moving at half speed, using available cover. Shooting at Xiticix @W37 (hit and raise; 27 damage), at Xiticix @Y29 (hit and raise, 11 damage), at Xiticix @Z30 (Hit, 9 damage)
Shooting W37: 1d10 = 2: 2 (replaced by Wild Die) 5+3=8 (hit and raise), Damage: 3d10 = 16: 2, 4, 10+ 1d10 = 7: 7+ 1d6 = 4: 4=27
Y29: 1d10 = 6: 6 +3=9 (hit and raise), Damage: 3d10 = 4: 1, 1, 2+ 1d6 = 6: 6+ 1d6 = 1: 1 = 11
Z30: 1d10 = 4: 4+3=7 (hit), Damage: 3d10 = 9: 5, 1, 3=9
Wild 1d6 = 5: 5
+2 from Wide Spread, +1 from Integrated Multi-Optics Scope, Reduce ROF penalties by 2 due to STS, calibrated to prevent friendly fire.
Brison is not locked in some mental battle with an alien force. No he is locked in the very human reaction to what he is seeing - revulsion and fear. The sheer sickness and alienness of it all - which is something considering he's comparing it to the Xiticix hive he did a training run through - just takes him by surprise. He's off balance until he hears L.C.'s voice. It takes him a second to realize it's not over the radio. He's about to smart off about it when L.C. mentions deafness. It makes sense. If you don't have Power Armor level hearing protection, a Glitter Boy's boom gun is deadly loud. But the advice to take out as many of the enemy as possible is a good one. "Roger that, engaging those near Sir William. FYI, telepathy is strange. Not a fan, but at least Sir William can hear this. Cause he was right beside the G-10." Switching his rifle to its Pulse Ion setting, he lets loose in the close quarters against the xiticix. "Get some!" he calls out verbally. One gets hit hard, but two manage to avoid the worst damage.
L.C.
L.C. Psi-Nullifier Commando
Parry: 6 (7 in body armor), Toughness: Body Armor: 14(5) or PA: 21(10)
ISP: 40
Powers and Benny/Wound/ISP tracking
Andrew Brison
Andrew Brison, Former CS SAMAS Pilot
Parry: 6, Toughness: Armor: 12(6) or PA: 17(8)
Benny Tracking and Gear including War Chief SAMAS Power Armor
Image

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Ndreare
Savage Siri
Posts: 3267
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
Contact:

Re: 21 - Bug Hunt

Post by Ndreare » Tue Nov 19, 2019 8:08 am

OOC Comments
1d2 = 2: 2
1d2 = 1: 1

Spirit Unshake 1d6-2 = 2: 4

Running Die 1d10 = 6: 6
27 takes 19 AP 4, and 8 AP 8
Shooting @ 27
Shooting 1d10 = 7: 7
Damage 4d6 = 17: 4, 6, 1, 6 Ace 2d6+17 = 19: 1, 1AP4
Acid @27
Shooting 1d10 = 6: 6
Damage 3d4 = 8: 3, 2, 3 AP 8

Shooting @ 27
Shooting 1d10 = 4: 4 = Miss
Acid @27
Shooting 1d10 = 3: 3 = Miss
Sir William Mahan takes 15 AP 6 and 12 AP 6
Fighting d10+2 Gang Up
Fighting Sir William Mahan 1d10 = 8: 8
Fighting Sir William Mahan 1d10 = 7: 7
Fighting Sir William Mahan 1d10 = 3: 3
Fighting Sir William Mahan 1d10 = 2: 2
Fighting Sir William Mahan 1d10 = 9: 9
Fighting Sir William Mahan 1d10 = 4: 4
Two hits.
Damage Str+2d4, AP 6, Mega Damage
1d12 = 10: 10 + 2d4 = 5: 1, 4 Ace 1d4+15 = 16: 1 AP 6
1d12 = 7: 7 + 2d4 = 5: 3, 2 AP 6
Wait for L.C. to try and counter this. If he fails - Fritz, L.C., Maggie, and Sir William all need to roll to resist Greater Dispel 9 twice! All TW gear shuts Down (no roll). Take 1 Fatigue if you fail to resist either, and 2 if you fail to resist both.
Ex Boost self Psionics 1d10 = 8: 8 = Raise
Wild 1d6 = 5: 5

Greater Dispel Psionics 1d12+1 = 9: 8
Wild 1d6+1 = 5: 4
Free Reroll
Greater Dispel Psionics 1d12+1 = 8: 7
Wild 1d6+1 = 3: 2

Greater Psionics 1d12+1 = 7: 6
Wild 1d6+1 = 7: 6 Ace 1d6+7 = 9: 2
Free Reroll
Greater Psionics 1d12+1 = 6: 5
Wild 1d6+1 = 7: 6 Ace 1d6+7 = 9: 2

Also using stealth. But I am not giving the target number to the players, so you will have to tell me what you are doing and ask and I will tell you if you get a roll.
Rolls to spot her suffer an additional -6 for full cover, but +2 for her size for a total of -4.
Leethe is missed, Gridia takes 19 AP 6
Fighting Leethe 1d10 = 3: 3
Fighting Gridia 1d10 = 8: 8
Fighting Gridia 1d10 = 2: 2

Damage Str+2d4 AP 6
Damage 1d12 = 10: 10 + 2d4 = 6: 4, 2 Ace 1d4+16 = 19: 3+ AP 6
The Bugs move in without slowing. the death of their allies having no effect on their moral. The heroes moving through the maze find it difficult to keep line of sight as the giant cone structures block them at every turn. Pulling Maggie up on her feet and out of the hole she made in the Wall L.C. helps her out. (+1 to recovery roll for his assist)

But the swarms are relentless and move in on XVII spraying acid and firing their TW cannons with abandon. Most of the attacks landing without the force needed to truly harm him.

The Xiticix nearest Sir William are devastated by fire support from Brison, leaving only one of them alive, but still to dazed from the boom of the boom gun to do anything. Two more sweep in from above and around the hives, their furious blows unable to penetrate the Knights defenses even while his mind reals the old instincts hold fast and he parries all but two of the blows.

When suddenly a wave, of dark, intoxicating arcane energy washes over the heroes in the center of the hive. Followed by another, then something strange. A black explosion of acidic goo.
Updated Map
End of turn 2.jpg
ONLY ROLLING REACTIONS TO ENEMY ACTIONS HERE: Do not post new turn.
Benny Counter
The 99's Game Master Bennies 3, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
    +1 Triessa fire bolt at hound
    +1 Signal damage on big AOE return
    +1 Peter Grenade Damage 2
    +1 Triessa blast at hound masters
    -4 Soak rolls versus Hound Masters and Great Hound
    +2 Peter to Disarm Hound Master
    -4 Failed to Resist Test from Triessa
    -1 Soak hit from Peter, i guess not using Bennies was not attractive to players
    -3 Failed Soak rolls versus 4 wounds from Triessa's lucky blast.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0


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

Initiative Copy and Paste

Code: Select all

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

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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Gridia Thorem
Posts: 51
Joined: Wed Jul 24, 2019 10:30 am
Location: Lousiville, KY

Re: 21 - Bug Hunt

Post by Gridia Thorem » Tue Nov 19, 2019 9:23 am

Soak Roll=9
-1 Benny
Vigor - 1d12
Vigor 1d12+2 = 11: 9
Gridia shakes off the attacks as though nothing more than a scratch. His protective shield jiggling violently from the barrage of attacks.
Last edited by Gridia Thorem on Tue Nov 19, 2019 10:57 am, edited 1 time in total.
Quick Stats
Race: Elf
Class: LLW

PPE: 33/60
Bennies: 0/4
Wounds: 0/4
Fatigue: 0/2

Attributes: A d6; Sm d12; Sp d8; St d4; V d12

Pace: 6; Parry: 5 (+1 w/ Equipped Staff); Toughness 8 (+6 MDC - greater protection); Strain: 0
Powers
  • Blast
  • Bolt
  • Detect Arcana
  • Disguise
  • Dispel
  • Fly
  • Growth/Shrink
  • Healing
  • Shape Change (Staff)
  • Mind Walk (Staff)
Combat Edges
  • Power Surge
  • Elan; Luck
  • Tough As Nails
  • Improved Level Headed

User avatar
Sir William Mahan
Posts: 186
Joined: Tue Aug 08, 2017 5:36 pm

Re: 21 - Bug Hunt

Post by Sir William Mahan » Tue Nov 19, 2019 10:38 am

Soak = 5
1d6 = 5: 5 Wild 1d6 = 3: 3
Sir William pivots at the last second to allow the Xiticix claw to slip past his side. He shakes his head, trying to regain focus as he desperately fends off the creatures' attacks.
Sir William Mahan
Character Name: Sir William Mahan
Parry:8, Toughness: 14(8), -2 to hit vs tech
ISP: 5 /20
  • Speed: Double pace
  • Deflection: -2 to hit ranged and melee
  • Quickness: Act twice
  • Healing: Remove 1 wound
Bennies: 1
  • 4 starting
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

User avatar
L.C.
Silver Patron
Silver Patron
Posts: 156
Joined: Mon Aug 14, 2017 8:33 am
Location: The 99s

Re: 21 - Bug Hunt

Post by L.C. » Tue Nov 19, 2019 11:40 am

1st Dispel 25; 2nd Dispel 13
Dispel 1d12 = 12: 12+ 1d12 = 6: 6, 1d6 = 3: 3
+2 Mentalist, +1 PA, +4 Mental Resistance Dispel -1 ISP
Dispel 1d12 = 6: 6, 1d6 = 4: 4
+2 Mentalist, +1 PA, +4 Mental Resistance Dispel -1 ISP
Standing beside L.C., it's easy to feel that instinctive rush of negative psionic energy lashing out twice against the incoming powers, hitting like a Mark V APC rushing through a tenement wall. "Not today!" he screams out. "Not today you bug!"
L.C.
L.C. Psi-Nullifier Commando
Parry: 6 (7 in body armor), Toughness: Body Armor: 14(5) or PA: 21(10)
ISP: 40
Powers and Benny/Wound/ISP tracking
Andrew Brison
Andrew Brison, Former CS SAMAS Pilot
Parry: 6, Toughness: Armor: 12(6) or PA: 17(8)
Benny Tracking and Gear including War Chief SAMAS Power Armor
Image

User avatar
Ndreare
Savage Siri
Posts: 3267
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
Contact:

Re: 21 - Bug Hunt

Post by Ndreare » Tue Nov 19, 2019 12:06 pm

Note: +4 Mental Resistance does not apply to dispel. Dispel is used offensively like a free fighting attack, not defensively.
OOC Comments
Updated
Initiative, Baddies go first
Thank you everyone for going so fast so I can get this up again. Turn 3 will be posted soon.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
  • Quick rerolls 16 or less
  • Quickness with a Raise rerolls 24 or less
  • 53, 54, 55, 56 are considered Jokers
  • Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).



Players have Improved Level headed and Quick
Players 1d56 = 36: 36
Level Headed Players 1d56 = 24: 24
Sal 1d56 = 42: 42

Enemies effectively have Level Headed
Enemy 1d56 = 47: 47
Enemy 1d56 = 45: 45

Baddies go first
So many rolls it is ridiculous. Everyone read highlights
Stop Rolling Gridia dispelled these Mind Control efforts
Puppet 1d12+1 = 2: 1
Wild 1d6+1 = 4: 3
Free Reroll
Puppet 1d12+1 = 7: 6
Wild 1d6+1 = 5: 4
Puppet 1d12+1 = 13: 12 Ace 1d12+13 = 20: 7
Wild 1d6+1 = 3: 2
Free Break Roll Puppet on Maggie & Brison 1d12+1 = 11: 10
Wild 1d6+1 = 7: 6 Ace 1d6+7 = 10: 3
Puppet 1d12+1 = 10: 9
Wild 1d6+1 = 5: 4
Free Breakout on Puppet of Maggie and Brison 1d12+1 = 12: 11
Wild 1d6+1 = 2: 1
Benny to reroll Puppet 1d12+1 = 9: 8
Wild 1d6+1 = 3: 2
One Last Benny to reroll Puppet 1d12+1 = 12: 11
Wild 1d6+1 = 6: 5

-2 Bennies for more ISP
OOC Comments
North Reinforcements 1d2 = 1: 1
South Reinforcements 1d2 = 2: 2
XXVII takes 30 AP 6 damage
Attacks on XXVII
Fighting d10, gang up +2, +2 Vulnerable, Reduce Gang up -2 = d10+2
Fighting 1d10+2 = 8: 6
Fighting 1d10+2 = 6: 4
Fighting 1d10+2 = 12: 10

Fighting 1d10+2 = 4: 2
Fighting 1d10+2 = 12: 10 Ace 1d10+12 = 22: 10
Damage 1d12 = 12: 12 + 2d4 = 7: 3, 4 + 1d6 = 3: 3 AP 6
Ace 1d12+12 = 19: 7 and Ace 1d4+7 = 8: 1
Fighting 1d10+2 = 4: 2

Fighting 1d10+2 = 9: 7
Damage 1d12 = 2: 2 + 2d4 = 6: 2, 4 AP 6
Ace 1d4+8 = 11: 3
Fighting 1d10+2 = 5: 3
Fighting 1d10+2 = 6: 4
Brison takes 12 AP 6, 15 AP 6, 12 AP 6, and 16 AP6
Fighting d10, Gang up +1, Nimble -1, = d10
Fighting 1d10 = 6: 6
Damage 1d12 = 6: 6 + 2d4 = 6: 3, 3 AP 6
Fighting 1d10 = 2: 2
Fighting 1d10 = 3: 3

Fighting 1d10 = 6: 6
Damage 1d12 = 11: 11 + 2d4 = 4: 2, 2 AP 6
Fighting 1d10 = 9: 9
Damage 1d12 = 7: 7 + 2d4 = 5: 3, 2 AP 6
Fighting 1d10 = 7: 7
Damage 1d12 = 2: 2 + 2d4 = 7: 3, 4 AP 6
Ace 1d4+9 = 13: 4 Ace Aced 1d4+13 = 16: 3
Sir William, no damage
Spirit to Unshake 1d6 = 1: 1
Flies away to L.C.
L.C. roll versus Agility trick 5, Roll versus Agility trick 14, Take 23 AP 6 damage
Tests versus L.C. (Distracted first, then Vulnerable second)
X1 Shooting 1d10 = 5: 5
X1 Fighting 1d10 = 1: 1

X2 Shooting 1d10 = 10: 10 Ace 1d10+10 = 14: 4
X2 Fighting 1d10 = 4: 4

Attacks on L.C.
Fighting d10, Gang up +1, Wild Attack +2, Nimble -1
X1 Fighting 1d10+2 = 8: 6
Damage 1d12 = 10: 10 + 2d4 = 7: 4, 3 AP 6
Ace 1d4+17 = 21: 4 Ace Aced 1d4+21 = 23: 2
X2 Fighting 1d10+2 = 5: 3

Leethe takes 19 AP 6, and 10 AP 6 (don't forget your spell has +8 armor right now)
fighting d10, Gang up +1
Fighting 1d10+1 = 2: 1
Fighting 1d10+1 = 7: 6
Damage 1d12 = 12: 12 + 2d4 = 5: 3, 2 AP 6
Ace 1d12+17 = 19: 2
Fighting 1d10+1 = 4: 3

Fighting 1d10+1 = 7: 6
Damage 1d12 = 4: 4 + 2d4 = 5: 1, 4 AP 6
Ace 1d4+9 = 10: 1
Gridia takes 5 AP 6
Fighting d10
Fighting 1d10 = 6: 6
Fighting 1d10 = 8: 8
Damage 1d12 = 2: 2 + Ace 2d4 = 3: 2, 1 AP 6
Fighting 1d10 = 3: 3

The bugs keep coming as a series of waves of compulsive force come over the heroes. @Custos CarcerisXXVII feels he must kill the closest Bug, it is such a terrible bug, worse than all the rest. He must go all out with everything and not only kill it, but ensure it is dead by attacking it after it falls. (Puppet, Wild attack and all offense on the bug with the red dot, no other targets)

Brison and @Maggie feels the waves likewise come over her as suddenly she feels compelled to kill L.C. he is the only real threat here. he must die, at all cost, for if he lives the Queen could die!

@L.C. Easily breaks the spells focused on the group when suddenly his arcane sight reveals powers being used on both Maggie and Brison. Seeing them turning on him, it suddenly gets worse when the two bug on @Sir William Mahan break away, leaving only the stunned on with him. They both raise their weapons shooting the intakes on his jets, causing him to stumble befor puking acid on the cones above him causing them to fall down on him. As he struggles dealing with the effects suddenly they are upon him and slice through his defenses!

@Sir William Mahan still reeling from earlier sees two of the forces break away. It seems for some reason the monsters efforts are focused on L.C.. Leaving him alone for a moment to clear his mind.

@Gridia Thorem and @Leethe finds that new swarms are coming in at an unbelievable rate. They must kill the queen quickly! But the ones rushing in begin slicing through Leethe and Gridia's defenses.

@Sal and @Fritz find they are somehow in a quiet calm in the middle of a torrent of violence as the bugs are not numerous to get to them.

The battle is hard and driven with the Xiticix reinforcements coming in so fast. Something must be done to kill the queen quickly.
UPDATED MAP
Turn 03.jpg

<ooc>
I strongly advise uses sound tactics here.
Brute force and acting individually will likely cost multiple lives.

</ooc>
Benny Counter
The 99's Game Master Bennies 3, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
    +1 Triessa fire bolt at hound
    +1 Signal damage on big AOE return
    +1 Peter Grenade Damage 2
    +1 Triessa blast at hound masters
    -4 Soak rolls versus Hound Masters and Great Hound
    +2 Peter to Disarm Hound Master
    -4 Failed to Resist Test from Triessa
    -1 Soak hit from Peter, i guess not using Bennies was not attractive to players
    -3 Failed Soak rolls versus 4 wounds from Triessa's lucky blast.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0


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

Initiative Copy and Paste

Code: Select all

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

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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Custos CarcerisXXVII
Posts: 22
Joined: Wed Sep 18, 2019 8:36 pm

Re: 21 - Bug Hunt

Post by Custos CarcerisXXVII » Tue Nov 19, 2019 2:49 pm

Spirit 3, Vigor 12 (3 Wounds Soaked); -1 Benny
Puppet
Spirit: 1d8-4 = 3: 7
Wild: 1d6-4 = -3: 1

Soak
Vigor: 1d8-1 = 7: 8 Ace: 1d8+7 = 12: 5
Wild: 1d6-1 = 2: 3
Even as XXVII turns to face the xiticix behind it more storm in. Their weaponry is unexpectedly powerful for such uncultured primitives, and the construct’s form blurs spectacularly as it dances back and forth through time to avoid damage.

Probability indicates that our timeslipping has been pushed to its limits by the present assa-

Custos is cut short as blast glances across XXVVII’s chest. It is no more than a trivial annoyance, but drives the point home. It is followed closely by a second shot which the construct nearly avoids by using his hovering to perform a quick midair twist, allowing the projectile to pass without injury.

“Archmage, I am detecting several psionic magical signatures forming. One has already taken affect and is seemingly benign. Another is still forming and nearing completion, I advise bringing arcane defenses...” Custos begins warning XXVII, unknowingly broadcasting across the mind link, before the arcane spirit cuts off abruptly.

A single moment passes while XXVII stands motionless, and then it turns towards the xiticix nearest the tunnel the team used to approached the queens chamber.

Suddenly, Custos announces, “This Insectoid must die, Archmage. It is the most dangerous of these creatures and to let it live would be the height of folly. Assuming control...”

“Assuming Control? This is no time for foolish pranks...” XXVII broadcasts its inner dialogue across the team link.

XXVII raises its great sword in preparation to strike the xiticix down and says, “I am tasked to preserve your longevity indefinitely, Archmage. Do not fret, I will end this battle now.”

“Custos I do not understand how you’ve rendered me immobile but I demand you cease this confounded tomfoolery at once, or so help me I will purge your existence from this construct...” XXVII continues to bicker at Custos over the mindlink, somewhat frantic and alarmed, whilst Custos largely ignores XXVII.
Custos Carceris XXVII
"XXVII"
Pace: 6(d6); Flight: 6(d6) Parry: 7(2); Toughness: 23(10)
  • +4 Damage from Psionics and -4 to resist Psionics
  • -2 Protection vs heat-based Attacks
Combat-Relevant Edges & Abilities:
  • Construct: +2 to recover from being Shaken, ignore 1 point of Wound penalties, don’t breathe, and are immune to Disease and Poison. Repair (Occult) instead of Healing with no Golden Hour.
  • Improved Senses: +2 to Sight-based Notice; Ignore Dim/Dark Illumination Penalties.
  • Malfunctions: Constructs are subject to the same types of problems plaguing all advanced items (i.e. Technical Difficulties).
  • No Vital Systems: Called Shots deal no extra damage versus them.
  • Obscure Construction: −4 penalty on skill checks related to XXVII's construction (such as repairing, modifying, or examining them).
  • One with Magic: Gain detect/conceal arcana as an Innate Ability; can sense supernatural beings within line of sight with a Notice check. Conceal arcana even works while sleeping, it only stops working if forcibly Incapacitated.
  • Weapon System (Integral; 2): Staff of the Archmage and Enchanted Greatsword may be concealed when not in use. Looking for them when concealed imposes a -4 penalty to Notice.
Wounds: 1/3; Fatigue: 1/2; PPE: 14/30; PPE: 0/10
Bennies: 1/5; Golden Bennies: 0/1
Edit Signature
Custos speaking internally to XXVII (#BF40FF)

User avatar
Sal
Posts: 54
Joined: Fri May 10, 2019 2:36 am

Re: 21 - Bug Hunt

Post by Sal » Tue Nov 19, 2019 10:25 pm

Sal was for the first time thankful for LC as he noticed just for the briefiest of moments his devices were about to fail due to a well placed dispel field. But it was somehow rebuffed at on some level Sal knew LC was the man to thank. But that would have to wait until a more appropriate time. There is a queen to kill... At least I think so. I wonder if there are more than one? Let me see... Last week I was reading a book about it. What did Erin Tarin’s guide to the hive lands say?
Kn Arcana 9
Kn arcana 1d8 = 8: 8 1d8 = 1: 1wild 1d6 = 4: 4 ignore 1d6 = 4: 4
While his brained mulled over the answer to his many questions he telepathically whispered to @Fritz in a squeakly hushed voice “When I have a chance I am going to roll a grenade to your feet. Jump into the explosion and we will go to the far eastern part of the caves. Have your weapon ready there maybe bugs over yonder.... Maybe even Leblanc cave cheese.”
Bennies 3/3

+4 Bennies
+1 Benny for cool background story
-1 Benny for initiative draw[
-1 benny given to grilda
Sal at a glance
Attributes: Agility d8(2 race), Smarts d12(3, 1 advance), Spirit d8(2), Strength d4, Vigor d8(2 advances)
Pace: 8 d8 run die; Parry: 5; Toughness: 13(6)in armor ; PPE: 30
Skills of Note: Notice d8, stealth d8, thievery d6, common kn d6, TW d12+2
Combat Edges: Level Headed, Quick, and Elan
Powers: 30/25 PPE left, 2 out of 6 devices created
Has an Environmental Protection Device with 5ppts left
Spend 5 of his own PPE (Shadow Cloak with normal sight based invisibility -4, and Greater Boost to TW)
Everyone has environmental Protection Acid on them also gives them 4pts of damage reduction if they are attacked by acid!
Everyone also has +2 die types to shooting and a freereroll on every shooting action.

User avatar
Gridia Thorem
Posts: 51
Joined: Wed Jul 24, 2019 10:30 am
Location: Lousiville, KY

Re: 21 - Bug Hunt

Post by Gridia Thorem » Wed Nov 20, 2019 7:17 am

"@Leethe, we need to slow these guys down or be overrun. I also sense the others need my help and I must get to them now."

Gridia moves away from threat closest to him to BB14, prompting an attack from the Xiticix next to him. The bug hits him, but turns out to be a glancing blow as Gridia staggers toward the chamber opening.

Once he sees Brison, struggling and surrounded, Gridia's hands move in front of his chest as anyone watching can see waves of almost invisible energy being pulled from Brison as though an aura is dissipating around him. The energy attempts to start funneling toward the Ley Line Walker.
Exaulted Dispel = 14
Spellcasting 1d10

Spellcasting 1d10 = 1: 1
Wild 1d6 = 5: 5

BENNY! Because I just don't think a 5 will cut it. (but I'm stuck with a 6. ha!)

Elan +2
Spellcasting 1d10+2 = 6: 4
Wild 1d6+2 = 6: 4

BENNY 2!
Elan +2
Spellcasting 1d10+2 = 4: 2
Wild 1d6+2 = 3: 1

BENNY OF THE FINAL CHANCE!
Elan +2
Spellcasting 1d10+2 = 7: 5
Wild 1d6+2 = 4: 2

EP BENNY!
Elan +2
Spellcasting 1d10+2 = 3: 1
Wild 1d6+2 = 6: 4

Sal's Charitable Benny!
Elan +2
Spellcasting 1d10+2 = 7: 5
Wild 1d6+2 = 4: 2

Sal's Charitable Benny 2!
Elan +2
Spellcasting 1d10+2 = 4: 2
Wild 1d6+2 = 7: 5

27's Charitable Benny!
Elan +2
Spellcasting 1d10+2 = 8: 6
Wild 1d6+2 = 6: 4

Sal's EP Benny 1
Elan +2
Spellcasting 1d10+2 = 12: 10
Wild 1d6+2 = 3: 1

ACE! (FiNALLY!)
Spellcasting 1d10 = 2: 2
Last edited by Gridia Thorem on Wed Nov 20, 2019 2:25 pm, edited 7 times in total.
Quick Stats
Race: Elf
Class: LLW

PPE: 33/60
Bennies: 0/4
Wounds: 0/4
Fatigue: 0/2

Attributes: A d6; Sm d12; Sp d8; St d4; V d12

Pace: 6; Parry: 5 (+1 w/ Equipped Staff); Toughness 8 (+6 MDC - greater protection); Strain: 0
Powers
  • Blast
  • Bolt
  • Detect Arcana
  • Disguise
  • Dispel
  • Fly
  • Growth/Shrink
  • Healing
  • Shape Change (Staff)
  • Mind Walk (Staff)
Combat Edges
  • Power Surge
  • Elan; Luck
  • Tough As Nails
  • Improved Level Headed

User avatar
Sal
Posts: 54
Joined: Fri May 10, 2019 2:36 am

Re: 21 - Bug Hunt

Post by Sal » Wed Nov 20, 2019 12:57 pm

1 action: Mega Teleport Sal and Fritz to P54. D12+4-2-2= 1d12 = 12: 12 Wild 1d6 = 2: 2
2 action: Shoot bugs or a queen. Will wait for GM to update with targets visible.

Sal starts rambling pretty quickly loosing himself in thought that is so aptly broadcasted to the team. Oh My Tarin! This is chapter 14 in her hive lands all over!! These bugs are not even close to ordinary, they have been infested by demons!! Make sure you do not let them lay eggs in your mouths! Chapter 14... Sir Pendragon the Vallient led a small group of adventurers into the hives in Canada, it was right after and near to a demonic incursion. Pendragon came back but was changed. Erin surmised that the corruption he saw in the hive somehow seeped into his soul! Oh no! Fritz we need to find the queen now before it is too late! Fuck the cheese!!

Something seemed to fall out of Fritz’s backside, a small glowing canister and when it hit the ground it erupted in a flash of blue light. Fritz and Sal were transported blindly and fortunately to no ill effect across the hive to its far eastern corner. All that was left in their stead was a worn copy of Erin Tarin’s hive lands creased many times over at chapter 14...

Sal still invisible looked around trying to spot some bugs or the nasty queen. His arm ached to be unleashed in a magical fury that only a boom gun could hope to rival.

Waiting on GM to describe targets and either mega bolt or mega blast them.
Bennies 3/3

+4 Bennies
+1 Benny for cool background story
-1 Benny for initiative draw[
-1 benny given to grilda
Sal at a glance
Attributes: Agility d8(2 race), Smarts d12(3, 1 advance), Spirit d8(2), Strength d4, Vigor d8(2 advances)
Pace: 8 d8 run die; Parry: 5; Toughness: 13(6)in armor ; PPE: 30
Skills of Note: Notice d8, stealth d8, thievery d6, common kn d6, TW d12+2
Combat Edges: Level Headed, Quick, and Elan
Powers: 30/25 PPE left, 2 out of 6 devices created
Has an Environmental Protection Device with 5ppts left
Spend 5 of his own PPE (Shadow Cloak with normal sight based invisibility -4, and Greater Boost to TW)
Everyone has environmental Protection Acid on them also gives them 4pts of damage reduction if they are attacked by acid!
Everyone also has +2 die types to shooting and a freereroll on every shooting action.

User avatar
Ndreare
Savage Siri
Posts: 3267
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
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Re: 21 - Bug Hunt

Post by Ndreare » Wed Nov 20, 2019 1:39 pm

@Gridia Thorem reaches out and feels one of the powers begin to flex, then break under his will. But the queens will is too powerful and the remaining powers still run strong. Then with a sudden burst of will he did not know he had, it feels as if the universe itself breaks as the spells snap and collapse.

@L.C. still needs to roll for the Mind Link versus a 14 as it may have been dispelled.
All three spells failed
Resist Dispel on 1st Min Control
Puppet 1d10 = 1: 1
Wild 1d6 = 2: 2

Resist Dispel on 2nd Min Control
Puppet 1d10 = 8: 8 Extra Effort 1d6 = 4: 4
Wild 1d6 = 2: 2

Resist Dispel on 3rd Min Control
Puppet 1d10 = 8: 8 Extra Effort 1d6 = 4: 4
Wild 1d6 = 4: 4

Sal lands with @Fritz and as they look they see a sing Xiticix on this side of the battle field. Swinging around to join the ambush on @L.C..

[Located at R38 on map, remember cones block line of sight.]
Benny Counter
The 99's Game Master Bennies 3, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
    +1 Triessa fire bolt at hound
    +1 Signal damage on big AOE return
    +1 Peter Grenade Damage 2
    +1 Triessa blast at hound masters
    -4 Soak rolls versus Hound Masters and Great Hound
    +2 Peter to Disarm Hound Master
    -4 Failed to Resist Test from Triessa
    -1 Soak hit from Peter, i guess not using Bennies was not attractive to players
    -3 Failed Soak rolls versus 4 wounds from Triessa's lucky blast.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0


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

Initiative Copy and Paste

Code: Select all

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

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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Sal
Posts: 54
Joined: Fri May 10, 2019 2:36 am

Re: 21 - Bug Hunt

Post by Sal » Wed Nov 20, 2019 7:03 pm

Location P54
WBF scale: 8, teetering to 9

Sal breathed slowly spying the lone bug about to join the LC sandwich party. For a second he had been overwhelmed by the calamity the group had found themselves in. DEMON Bugs... Definitely not normal. His stomach gowled as he glanced at @Fritz’s pack. I usually stuff some emergency cheese in the front section of his ruck sack. Whether it was there or not would have to wait for another moment in time. Sal’s hair stood on end and his left whisker twitched slightly as he felt a tremor of arcane energy. Someone was trying to undo all the magical spells he had cheesed over his compatriots. Someone named, @Gridia Thorem to be exact. It was candy vs cheese. Far off on a planet called phase world Naruni odds makers were taking bets. As taxed Sal was, he was not going to let this candy striper get the better of him. Over the mind link Sal squeaks with a fair amount of pride in his own craft, Cheese always wins.
Dispel Resist. Both Powers still up. Try again Willy Wonka
Protection Acid: TW, 1d12+4 = 12: 8 Wild 1d6+4 = 5: 1
Boost Shooting: TW, 1d12+4 = 15: 11 wild 1d6+4 = 9: 5
Candy vs Cheese settled Sal crouched low turning his attention to the lone Xictic. With a faint whirl his arm morphed into a honking cybernetic arcane water blaster! Legends in the vampire kingdom still talk to this day of a man who had one arm slew a vampire intelegence with this very cybernetic attachment. Well that man died killed by CS black ops. However, the good Major Wolfe snagged it and put it into his favored operative. Like a water giant orgy the spray lurched forth as a single concentrated blast!
Action 2, MD water bolt against nearest Xictic, 7 to hit. 24 AP12 MD arcane water damage, 13 PPE spent
Action 2: 13PPE (hot danmn!) Greater Bolt, expert blaster (d10s) 3 lvls of AP(12 total): TW d12+4-2: 1d12+2 = 7: 5 wild 1d6+2 = 3: 1 free reroll 1d12+2 = 6: 4 wild 1d6+2 = 5: 3
Damage: 4d10 = 24: 5, 7, 6, 6 AP12 MD

Ignore... supposed to be d10sDamage: 4d8 = 18: 6, 5, 6, 1 AP12 MD
Lastly the purveyor of cheeses both soft and hard scampers as quietly as he can manage relying on his invisibility cloak to shroud him from detection to L44 in search of the queen. Heading North looking for queen. Normally Sal was not prone to such hi stress environment. The most stress he could recall was trying to figure out what cheese went with what cracker. But anyone with a smidge of training would noticed his thought and vocal patterns had become clipped and pointed as if he had undergone extensive military training. A far cry from the ratlimg who just moments ago lost his nerve over what the team was truly facing. Eyes peeled Fritz, think out targets.

Powers: Invisibility (-4), Protection vs Environmental (Acid), Greater Boost TW skill, Greater Boost Shooting
PPE: 12/30
Everyone’s shooting gets +2 die types and a free reroll on all shooting actions.
Everyone has protection vs environmental acid.
Attachments
DA17BCC8-166D-4D9B-BC84-0E12A3944B6A.jpeg
Bennies 3/3

+4 Bennies
+1 Benny for cool background story
-1 Benny for initiative draw[
-1 benny given to grilda
Sal at a glance
Attributes: Agility d8(2 race), Smarts d12(3, 1 advance), Spirit d8(2), Strength d4, Vigor d8(2 advances)
Pace: 8 d8 run die; Parry: 5; Toughness: 13(6)in armor ; PPE: 30
Skills of Note: Notice d8, stealth d8, thievery d6, common kn d6, TW d12+2
Combat Edges: Level Headed, Quick, and Elan
Powers: 30/25 PPE left, 2 out of 6 devices created
Has an Environmental Protection Device with 5ppts left
Spend 5 of his own PPE (Shadow Cloak with normal sight based invisibility -4, and Greater Boost to TW)
Everyone has environmental Protection Acid on them also gives them 4pts of damage reduction if they are attacked by acid!
Everyone also has +2 die types to shooting and a freereroll on every shooting action.

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