04 Assessing Your Options

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Ndreare
Savage Siri
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04 Assessing Your Options

Post by Ndreare »

Important Note Please Read
I am going to leave thread 03 open so you guys can post and role play as much as you would like prior to the end of quarter. That post count will determine your experience points and your EP. However I also want to set the scene for those wishing to move on, who are less interested in RP with the refugees as opposed to advancing the timeline.
03 Heading Out & Meeting New People

While looking around the vehicles damage is very severe, but you believe that it can be repaired. However every minute left exposed after the loud noises and sounds of screaming mortals filled the air is a moment of risk and danger.
The players will have to think how to best protect the refugees while the repairs are being done and decide how to allocate their resources.
L.C. Looking at your team you will need to assign to people who will work on the repairs and who will fight to protect the refugees. There are two primary objectives; Repair the Vehicle, and Protect the Refugees. Both scenes will end after the vehicle is repaired.
Repairing the vehicle
Repairing the vehicle will be handled like a dramatic task at -4 requiring 5 total successes with no time limit. However each round is 1d6 hours of work and will be accompanied by a Protect The Refugees task detailed below as the nature of the repairs and loud noises will attract enemies.
As a Bonus I do not like the normal Binary nature of dramatic tasks. Instead I will rule that in addition to the normal Success if a raise is rolled the player accumulates 2 Successes for the round.
A Club coming up will not only inflict an additional -2 to the dramatic task but also the associated Combat triggered by it.
Protect the Refugees
Protecting the Refugees will be handed as a hybrid of Dramatic task and Mass Battle as follow. Each round I will draw a card, if the card is a face card an encounter will come up with a modifier of -2. If the card is a club then the encounter will be performed at an additional -2 for a -4 total!
Defending the refugees will have the following results each time.
  • 0-3 Successes - The refugees are all slaughtered, the players are forced to flee the area and retreat back to the cave. Eight of the survivors were simply killed outright and all of the remainder are injured such that they may die from infection or injuries. (Make Aftermath rolls)
  • 4 Successes - Mediocre job, you could have done better. This time your team did not perform as a team and the losses from the battle reflect that. Not only did you suffer your individual injuries but four of the refugees were lost and 2d6 are injured such that they may not make it. (Make Aftermath rolls)
  • 5 Successes - Good job, as a team you coordinated well enough to save most of the refugees, but were unable to wrangle them into line enough to keep them out of the way of the battle. Two of the refugees were lost in the battle and 1d6 are injured such that they may not make it. (Make Aftermath rolls)
  • 6 Successes - Great job, while it was hard you managed to save almost all of the refugees, unfortunately 1d3 of the refugees were injured such that they may not make it. (Make Aftermath rolls)
  • 7 Successes - Amazing, your team performed amazingly as a whole and are able to defend all of the refugees. In addition the performance was so well that the story will be told and retold for months.
Each player may participate in either the Battle or the Repairs Efforts for the round, but not both.
Each turn your character will use either 2d6 Power Points or 3d6 uses of Ammunition and roll for Quick Combat:
  • Critical Failure (-1): The hero is stopped by overwhelming numbers, an unfortunate tactical development, or bad fortune. He suffers 1d3+1 wounds. In addition he accidentally inhibits another players efforts reducing the number of successes for the group by 1. (The Hero may spend a benny as usual to make a Soak roll if desired.)
  • Failure (+0): The hero is stopped by overwhelming numbers, an unfortunate tactical development, or bad fortune. He suffers 1d3 wounds (The Hero may spend a benny as usual to make a Soak roll if desired.)
  • Success (+1): The hero fights well and adds +1 to success to his team’s efforts. He adds 1 success to his side’s battle. Though the dangers of the battle caused him to suffer 1 wound. (The Hero may spend a benny as usual to make a Soak roll if desired.)
  • Raise (+2): The hero wreaks havoc, slaying enemy leaders and destroying important assets. He adds 2 successes to his side’s battle. Escaping the dangers of battle he finds himself uninjured.
  • Two or More Raises (+3): The warrior covers himself in glory! Scores of foes fall before him and his success inspires his allies to fight like demons. His efforts add +3 to his side’s successes and he emerges from the fight unscathed. In addition he reduce another player's Critical Failure result to a normal failure if he narrates how he interfered.
As a special modifier a character who is in the thick of it and realizes things are going exceptionally well or poorly may adjust their tactics using more or less of their ammunition/power points in order to get things to work better in their favor. The following special rules can be taken advantage of after seeing the results of your roll.
Quick Battle House Rule
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: 04 Assessing Your Options

Post by Ndreare »

As some of you are wanting to post the first round will be a: 3 of Spades, so no significant threats or complications come up. As long as at meat five stay on overwatch all encounters are handled without Los of resources. You may choose to post or not on how your character handled minor issues.
[dice]0[/dice]
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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BILLY BORG
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Re: 04 Assessing Your Options

Post by BILLY BORG »

Notice
Notice [dice]0[/dice] +2(Audio)+2(Visual)
Notice Wild Die [dice]1[/dice] +2(Audio)+2(Visual)
Repair 16
Repair +6 from cybernetic tools and computer -4 from situation[dice]2[/dice]
Repair Wild Die +6 from cybernetic tools and computer -4 from situation
Notice
Notice +2 with Audio or Visual related perception
Notice Wild Die [dice]3[/dice] +2 with Audio or Visual related perception
Billy whistles in awe as he inspects the APC more thoroughly. "She is a beauty" he says, seemingly oblivious of the extensive damage.

When he isn't excitedly talking to Erin Sol about the project, Billy speaks directly to the APC as a doctor or dentist might speak to a patient.

"This wont hurt a bit."

"It will be over before you even notice."

"I don't think that you needed that."


The best thing about machines is that they do not scare when you are trying to help them, He thinks. As this thought is vetted and accepted, another small bit of human child dies inside of Billy Borg.
Billy Borg
Billy Borg
Parry:7, Toughness: 20(8),
Combat Edges:Rock and Roll
Skills: Drive d8, Fighting d10, Knowledge (Computers) d4, Knowledge (Engineering) d4, Knowledge (Cybernetics) d4, Notice d6 +2(Audio)+2(Visual), Repair d10 +4(Core Electronics Package) +2 (Universal tool Kit), Shooting d10+2 (Targeting Eye)
Bennie: 4
  • +1 GM Reward
Erin Sol
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Re: 04 Assessing Your Options

Post by Erin Sol »

Notice 5
Notice: [dice]0[/dice] -2 if storm fouled senses applies
Wild: [dice]1[/dice]
Repair 6
Repair: [dice]2[/dice] +2 Machine Maestro TW tools in combat, -4 Dramatic Task
Wild: [dice]3[/dice]
Extra Effort: [dice]4[/dice]

After first checking underneath Erin scales the APC physically examining it on all sides. “LC, Billy and I can get this one up and running in less than a day. We will have a more exact estimate in a couple of hours.” Looking down at her large metal friend “Let’s get to work” Billy may be losing a bit of his humanity but he definitely sounds like he found a kindred soul with Erin. The whole time they work she rivals Billy with how talkative she is, speaking to the borg her tools and the APC without a pause or distinction when switching subjects.
Erin Sol
Character Name: Erin Sol
Parry:6(8)*, Toughness: 13(7)[14(7)]*
* Increased abilities from TW device

Wounds: 0/3 Fatigue: 0/2
PPE: 15/15 Master of Magic
  • Quickness:
  • Dispel:
  • Warrior's Gift:
  • Speed: Missing
Gadgets 2/4 remaining
Current Gadgets Adventure Card
None



Bennies 5/3
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Miles RAD Radoslav
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Re: 04 Assessing Your Options

Post by Miles RAD Radoslav »

Notice
[dice]0[/dice] Wild [dice]1[/dice]
4

After checking the refugees for injuries, Sir William volunteers to take up a sentry post. "I fear my knowledge of technology is limited to operating weaponry and piloting; I doubt I'd be of much use to you in repairs. If you need an extra pair of unskilled hands, though, I am at your service". He finds cover a short distance from the APC and sets up a rifle pit.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
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Hardin
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Re: 04 Assessing Your Options

Post by Hardin »

Notice Hardin 5, Jane 8
Rolls:
  • Hardin [dice]0[/dice], Wild [dice]1[/dice]
    Jane [dice]2[/dice] + 2 (sensor package)
Shooting 9
[dice]3[/dice], Wild [dice]4[/dice], extra effort [dice]5[/dice]
Hardin rounds up the handful of refugees lucky enough to have gotten their hands on the laser weapons the Coalition left behind.

"Congratulations, recruits," he drawls, "y'all been drafted."

For the next few hours, Hardin puts them through their paces with the weapons. He doesn't have them live fire (no need to waste ammo), but he teaches them such gems as, "If yer safety's off, it'd better be because yer set to kill somebody" and "If your barrel ain't pointin' at the dirt, it had better be because yer set to kill somebody."

Hardin realizes how important it is that these kids can at least shoot straight, so he puts a little extra effort in his teaching.

"Listen here," he tells them, "Shootin' is like any skill. The first time you try it, you might not be great at it. An' thas ok. Y'all's job ain't to shoot up all the bad guys when they get here. Y'all's job is to survive. Let the 99's take care of the enemies, if'n we run into any. You take cover, and you use them guns to pop any bad guys who get too close. You don't go lookin' for trouble. That's my job, and I'm better at it than you," one or two of them chuckle at that, "Y'all keep your heads low, and you aim like I showed you. Check yer target, check what's behind yer target, and then you pull the trigger once. One trigger pull, and then aim again, and then pull again, and so on. Take yer time, because odds are one of us will be right there to help you out, so even if you miss , you'll be jus fine. It will feel like time is goin' faster than it is, but don't you worry none. Jus' take yer time and do like we practiced."

As Hardin makes his rounds on watch, he checks in on his students. "Trigger discipline!" he reminds each of them. A few hours do not professional soldiers make, but Hardin thinks they'll at least be able to point the weapons in the right direction, get a few shots off, and maybe even reload. It's a good start, he thinks.
OOC Comments
Spent 1 Benny for Extra Effort. Maybe some of what he shows them will stick.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
Signature
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Baron McVey
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Re: 04 Assessing Your Options

Post by Baron McVey »

Notice 3
Notice: [dice]0[/dice]
Wild Die: [dice]1[/dice]
Benny Extra Effort: [dice]2[/dice]
Shooting 8
Shooting [dice]3[/dice]
Wild Die: [dice]4[/dice]
Benny Extra Effort: [dice]5[/dice]
Baron isn't a mechanic, knowing only the bare minimum to maintain his own weapons, so he leaves that task to others. To be honest Baron doesn't even consider himself a fighter either, he just happens to be proficient in his mind with the tools of his trade. That being said about Baron he walks around the perimeter of the APC his thumbs casually tucked into his gun belt, hoping that his eased demeanor rubs off on the refugees.

Baron is lost in thought, considering the options the team has to rescuing these people. Though Baron is certain it really depends more on luck than skill at this point. And at the very least Baron understands Luck.
OOC Comments
2 Bennys spent
Baron McVey
Character Name: Baron McVey
Parry: 9, Toughness: 6 (14)
Bennies 4/4 1 Golden Benny
Bennies Spent On: Benny Gained from Joker
Benny spent on Damage Reroll
Combat Edges:
  • Danger Sense (Notice Check -2 to perceive danger)
  • Quick (Re-draw cards under 5)
  • Ambidextrous (No off hand penalties.)
  • Two-Fisted (Make two attack rolls w/o multi-attack penalties.)
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Nomed Dercas
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Joined: Fri Aug 11, 2017 5:37 am

Re: 04 Assessing Your Options

Post by Nomed Dercas »

Notice 6 Shooting 19
Shooting [dice]0[/dice] Wild [dice]1[/dice] Benny to reroll Shooting [dice]4[/dice] Wild [dice]5[/dice] Benny to reroll again... Shooting [dice]6[/dice] Wild [dice]7[/dice] Shooting Ace [dice]8[/dice] +2 on Ranged Attacks
Notice [dice]2[/dice] Wild [dice]3[/dice] Benny for Extra Effort [dice]9[/dice] -1 to notice rolls
Nomed watches everyone head down to the refugees and remains on watch in the trees. Figuring the rest of the 99's can handle themselves he turns his attention outward and begins watching the sky and the far treeline for encroaching threats to the group and the refugees. I hope they get that thing fixed quick, Nomed thinks to himself, we're sitting ducks with a huge target on our back out here.

Several hours into the repairs Nomed notices a shadow out of place among the skyline. Zooming in with his scope he makes out the silhouette of a pair of Xiticix scouts flying towards the wreckage. just above the trees. If those guys report back we're fucked, he thinks. Taking careful aim Nomed lines up the perfect shot. Inhale... Aim... hold... squeeze... exhale. before his heart beats twice he repeats the shot on the second scout. The pair falls from the sky in unison as if synchronized. Nomed heads over to check the corpses and sure enough, he finds two dead bugs. Caught a bug scout patrol Sgt. Got the fuckers before they knew we were here looks like. Should be all clear. Both had identical shots and half of the things heads were missing. Never knew what hit 'em, Nomed chuckled to himself and resumed his post near the group.

"We just started out timer guys." Nomed says over open comms to the group. "Once those bug scouts fail to report in they're liable to send others out lookin' for 'em. Time we get this puppy up and runnin' and get our show on the road."
Character Summary
Nomed Dercas

Parry: 7; Toughness: In Armor 14(6) or in vehicle 17(8); Pace: 16(d10); Burn: 10(d10)
Wounds: 0/3 Fatigue: 0/2
Adventure Cards: We Have The Talent - You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.(54)
Bennies: 3
+3 New Quarter
+2 Field Report
+1 Joker (06 An Unwanted Encounter)
-1 Extra Effort Agility Test (06 An Unwanted Encounter)
-2 Reroll Damage (06 An Unwanted Encounter)

Attributes
Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d10

Skills
Shooting d10, Fighting d8, *Notice d6, Stealth d6, *Tracking d8, *Survival d8, Persuasion d6, Piloting d4, Throwing d6, *Streetwise d8, *Forgery (Common Knowledge) d6+2

Active Effects
+2 on all ranged attacks
-2 to be hit as long as Nomed is aware of the attack**
+2 to Tracking, Stealth and Survival in the wilderness
Nomed requires only half the normal amount of sleep and has +2 to resist fatigue
-1 to all Smarts and Smarts-linked skill rolls(*) in non-combat/low stress situations
On the first round of combat Nomed does not receive the benefit from Uncanny Reflexes** or Quick**
+2 to Survival rolls related to land navigation
+1 to Survival checks where food gathering is concerned
+1 to Healing checks


Combat Edges
Split the Seconds: Grants an extra action each round.
Dirty Fighter: +2 with all Trick Manuvers
Quick: Whenever Nomed is dealt a 5 or less in combat he may discard and draw again until he gets a card higher than 5.**

Primary Weapon
JA-11 Energy Rifle
  • Range 30/60/120
  • Damage 3d6
  • RoF: 1
  • AP: 4
  • Shots: 60
  • Weight: 7
  • Notes: As an action, switch to fire an ion beam (use stats for NG-57) or have laser do Mega Damage (uses 10 ammo per shot and applies Snapfire penalty) Integrated scope offsets two points of Range and/or Darkness penalties. Advanced technology makes this weapon extra effective against armor, giving it +2 AP.)
  • Ion Beam
    • Range: 12/24/48
    • Damage: 1-3d6+1
    • RoF: 1
    • AP: 2
    • Notes: Ion weapons grant +2 Shooting due to the spread effect of the ion stream, but they lose one die of damage at Medium Range, and two dice at Long.
  • Long E-Clips: 2
Notable Equipment
  • Grenades(assorted)
  • Silvered Vibro-Sword
  • Wooden Stakes
  • NG-S2 Survival Pack
  • Infrared Distancing Binoculars
  • Translator
  • Internal Repair System
  • NG-357 Magnum-Turbo Hovercycle
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Kaja Earthblooded
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Location: Korvosa

Re: 04 Assessing Your Options

Post by Kaja Earthblooded »

Notice 7 Psionics 12
Notice [dice]0[/dice],[dice]1[/dice]+[dice]4[/dice]
Psionics [dice]2[/dice],[dice]3[/dice] + Extra Effort [dice]5[/dice]
Remote Viewing: -4 ISP (Sight and Hearing)
L.C. toggles the radio in response to Nomed. "Acknowledged Mr. Dercas. Stepping out of my armor for some extended recon." One of the tricks L.C. had learned early on was how to project his senses in a way that would allow him to cover a lot of ground quickly. And all it took was stillness from him, though generally he preferred to be sitting. He parks the power armor and steps out, though he leaves it idling. He then finds a spot to sit cross-legged, and expends his perceptions. He quickly sets his perspective high in the sky, and looks around at the site. He looks at each of his companions, then zooms out, checking the Xiticix. He then zooms out, following the activity, getting a good look at their hive and surrounding area, as well as any gargoyles and brodkil bands. He keyes his radio, "Mr. Dercas, can you shift 20 meters west, and direct your attention north east. You'll see action from there in a bit. Mr. McVey, if you would please turn around and walk back about half way and you will ambush incomimg enemy forces." He continues to direct them as forces close in, so they are better able to handle their.
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
Benny/Conviction/Wound/Fatigue/PP Tracking
Ludwig, Guard Boar
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Sephia
Posts: 45
Joined: Wed Aug 09, 2017 7:14 am

Re: 04 Assessing Your Options

Post by Sephia »

Notice 6
Notice [dice]0[/dice], Wild [dice]1[/dice]
As Erin and Billy start working on the APC and Hardin instructs the armed civilians on how to handle their weapons, Sephia once again unclips her holsters and holds herself ready to draw if necessary. She patrols the immediate surroundings, staying alert for any hostiles that might approach. When the first Xiticix are spotted, and L.C. starts coordinating the team, Sephia moves into position and draws both her pistols. Then she lies in wait for the battle to begin.
Sephia
Character Name: Sephia
Parry:6, Toughness: 15(6), Tech suffers -2 to hit
ISP: 10/20 | Bennies: 3
Wounds: 0
  • Boost Trait (self only): Increase any trait by 1 die type. 2 on raise.
  • Deflection (self only): -2 to be hit by Ranged and Melee. -4 on raise.
  • Healing: Remove 1 wound. 2 on raise.
  • Smite: Give weapon +2 damage. +4 on raise. Active
Combat Edges:
  • Ambidextrous: Ignore off-hand penalty.
  • Champion: +2 damage and toughness vs supernatural evil.
  • Martial Artist: Never considered unarmed or subject to Unarmed Defender rule. Adds +d4 to Strength roll on successful unarmed attack.
  • Mighty Blow: If joker drawn, x2 total damage on successful melee attack.
  • Quick: Discard and redraw initiative until higher than 5.
  • Two-Fisted: Roll attacks for each hand separately, ignoring multi-action penalty.
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Nomed Dercas
Posts: 50
Joined: Fri Aug 11, 2017 5:37 am

Re: 04 Assessing Your Options

Post by Nomed Dercas »

(Rolls held, Notice 6)

"Copy that Sarge," Nomed says over the comms, "shift west and eyes to the north east. Can someone round up the refugees? If we're gonna see some action they're gonna need to take cover." Nomed scans the horizon with renewed intensity with the anticipation of the coming battle. "Common guys get that fucking tank fixed so we can get the fuck outa here." he says to himself.
Character Summary
Nomed Dercas

Parry: 7; Toughness: In Armor 14(6) or in vehicle 17(8); Pace: 16(d10); Burn: 10(d10)
Wounds: 0/3 Fatigue: 0/2
Adventure Cards: We Have The Talent - You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.(54)
Bennies: 3
+3 New Quarter
+2 Field Report
+1 Joker (06 An Unwanted Encounter)
-1 Extra Effort Agility Test (06 An Unwanted Encounter)
-2 Reroll Damage (06 An Unwanted Encounter)

Attributes
Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d10

Skills
Shooting d10, Fighting d8, *Notice d6, Stealth d6, *Tracking d8, *Survival d8, Persuasion d6, Piloting d4, Throwing d6, *Streetwise d8, *Forgery (Common Knowledge) d6+2

Active Effects
+2 on all ranged attacks
-2 to be hit as long as Nomed is aware of the attack**
+2 to Tracking, Stealth and Survival in the wilderness
Nomed requires only half the normal amount of sleep and has +2 to resist fatigue
-1 to all Smarts and Smarts-linked skill rolls(*) in non-combat/low stress situations
On the first round of combat Nomed does not receive the benefit from Uncanny Reflexes** or Quick**
+2 to Survival rolls related to land navigation
+1 to Survival checks where food gathering is concerned
+1 to Healing checks


Combat Edges
Split the Seconds: Grants an extra action each round.
Dirty Fighter: +2 with all Trick Manuvers
Quick: Whenever Nomed is dealt a 5 or less in combat he may discard and draw again until he gets a card higher than 5.**

Primary Weapon
JA-11 Energy Rifle
  • Range 30/60/120
  • Damage 3d6
  • RoF: 1
  • AP: 4
  • Shots: 60
  • Weight: 7
  • Notes: As an action, switch to fire an ion beam (use stats for NG-57) or have laser do Mega Damage (uses 10 ammo per shot and applies Snapfire penalty) Integrated scope offsets two points of Range and/or Darkness penalties. Advanced technology makes this weapon extra effective against armor, giving it +2 AP.)
  • Ion Beam
    • Range: 12/24/48
    • Damage: 1-3d6+1
    • RoF: 1
    • AP: 2
    • Notes: Ion weapons grant +2 Shooting due to the spread effect of the ion stream, but they lose one die of damage at Medium Range, and two dice at Long.
  • Long E-Clips: 2
Notable Equipment
  • Grenades(assorted)
  • Silvered Vibro-Sword
  • Wooden Stakes
  • NG-S2 Survival Pack
  • Infrared Distancing Binoculars
  • Translator
  • Internal Repair System
  • NG-357 Magnum-Turbo Hovercycle
User avatar
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: 04 Assessing Your Options

Post by Miles RAD Radoslav »

Fighting 21
[dice]0[/dice] Wild [dice]2[/dice] Ace [dice]3[/dice]
Notice 4
[dice]1[/dice] Wild [dice]4[/dice]
Sir William smiles gently to himself. "Purpose at last", he thinks, setting off to the northeast. He activates his paired psi-swords, each a glowing blue blade a meter long and tapered at the tip. Xiticix were hardly worthy foes, but a real fight always practiced different skills than training.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 04 Assessing Your Options

Post by Ndreare »

After about four hours of weapons training under Hardin the refugees break away into groups as some of them get back to work on organizing what resources can be collected and others begin boiling some water to rehydrate rations for everyone and by 1300 food is prepared and being distributed. The MREs are broken up so two MREs get divided between three refugees, but you can tell they are used to low calorie allocation as there is little complaint. Looking at the collected Legionnaires a small discussion happens as they nominate one of their own to come and talk to you guys.
Eventually a short skinny woman and a tall elf break away, the woman approaching McVey, while the Elf goes to Erin. The woman approaching Baron McVey seems more relaxed than the others as his relaxed demeanor and efforts to set them at ease has worked wonders on them. “Hi, if you or your friends are hungry, need some food or boiled water we have some of these Coalition rations.” waving her hand she indicates the prepared food. “And we think with what yall are doing for us it we should share.” The evidence that these people have been abused by mercenary types is obvious, but they seem to have confidence you guys are the good guys, even if hard to adjust their behaviour.
As Billy and Erin start working they are able to sink into the work and find they work well together as a team. The satisfaction of doing good hard work in an area one loves is distracting and before too long their attention is broken by the Ignacio the elf. “Um, hey. I wanted to offer you some lunch, are you hungry. You have been working for about 5 hours and it's already past noon... Everyone else ate so... Well here.” Setting the tray down with the rehydrated rations on it he leaves the food for Erin to eat so it is not in the way of her tools.
Appraising the area the repairs are happening Ignacio steps back and relaxes a bit. “Holy smokes. You guys have made a ton of progress. I didn’t even realize you could do so much work without a garage or something.”
Looking around he adds. “I guess this must just be what it’s like to be a Techno-Wizard. You know I wanted to be a Techno-Wizard, but the professors said my magic wasn’t focused in that area and I did not have the aptitude. Watching you and it work is impressive, it’s like the thing tells you what needs fixed next without you even having to look at it. And the you and he move it is like you guys are telepaths.
“Anyways, a couple of us are okay with tools and stuff, so if you want any of us to lend a hand or do something to help? Well you know, you guys are offering a lot and we want to be useful.”
Nomed’s short work of the scouts releases a potent oder into the air, that is enough he decides not to stay to long after verifying the kill.
Scouting L.C. finds a large swarf of Xiticix warriors about 2 klicks south. Watching them briefly he is about to move on when he sees them react to apparently nothing becoming aggressive they start swinging around and collecting others realizing the wind must have blown the sent of the two killed Xiticixs in their direction he knows things are about to get real rough as about 2 dozen of the creatures spread out in a search heading for the team.

L.C. Looking at your team you will need to assign to people who will work on the repairs and who will fight to protect the refugees. There are two primary objectives; Repair the Vehicle, and Protect the Refugees. Both scenes will end after the vehicle is repaired.
Baron McVey and thinking on her name
It has been a couple hours of work and remembering the names of individuals is hard. If your character is the type to actually care you may make a Smarts+Charisma roll to know her name is Elza Pace ‘Short for Elizabeth’. Smarts represents your Common Knowledge and Charisma representing your empathy with others.
It Hits The Fan
Because of the death of the Xitcix the rest are aggravated and moving in, in force. This will count as an encounter but I am not drawing a card, so there is no chance of a club. Your Team has Accumulated 4 of the 5 successes needed 3 From Billy and 1 From Erin
Repairing the vehicle
Repairing the vehicle will be handled like a dramatic task at -4 requiring 5 total successes with no time limit. However each round is 1d6 hours of work and will be accompanied by a Protect The Refugees task detailed below as the nature of the repairs and loud noises will attract enemies.
As a Bonus I do not like the normal Binary nature of dramatic tasks. Instead I will rule that in addition to the normal Success if a raise is rolled the player accumulates 2 Successes for the round.
A Club coming up will not only inflict an additional -2 to the dramatic task but also the associated Combat triggered by it.
Protect the Refugees
Protecting the Refugees will be handed as a hybrid of Dramatic task and Mass Battle as follow. Each round I will draw a card, if the card is a face card an encounter will come up with a modifier of -2. If the card is a club then the encounter will be performed at an additional -2 for a -4 total!
Defending the refugees will have the following results each time.
  • 0-3 Successes - The refugees are all slaughtered, the players are forced to flee the area and retreat back to the cave. Eight of the survivors were simply killed outright and all of the remainder are injured such that they may die from infection or injuries. (Make Aftermath rolls)
  • 4 Successes - Mediocre job, you could have done better. This time your team did not perform as a team and the losses from the battle reflect that. Not only did you suffer your individual injuries but four of the refugees were lost and 2d6 are injured such that they may not make it. (Make Aftermath rolls)
  • 5 Successes - Good job, as a team you coordinated well enough to save most of the refugees, but were unable to wrangle them into line enough to keep them out of the way of the battle. Two of the refugees were lost in the battle and 1d6 are injured such that they may not make it. (Make Aftermath rolls)
  • 6 Successes - Great job, while it was hard you managed to save almost all of the refugees, unfortunately 1d3 of the refugees were injured such that they may not make it. (Make Aftermath rolls)
  • 7 Successes - Amazing, your team performed amazingly as a whole and are able to defend all of the refugees. In addition the performance was so well that the story will be told and retold for months.
Each player may participate in either the Battle or the Repairs Efforts for the round, but not both.
Each turn your character will use either 2d6 Power Points or 3d6 uses of Ammunition and roll for Quick Combat:
  • Critical Failure (-1): The hero is stopped by overwhelming numbers, an unfortunate tactical development, or bad fortune. He suffers 1d3+1 wounds. In addition he accidentally inhibits another players efforts reducing the number of successes for the group by 1. (The Hero may spend a benny as usual to make a Soak roll if desired.)
  • Failure (+0): The hero is stopped by overwhelming numbers, an unfortunate tactical development, or bad fortune. He suffers 1d3 wounds (The Hero may spend a benny as usual to make a Soak roll if desired.)
  • Success (+1): The hero fights well and adds +1 to success to his team’s efforts. He adds 1 success to his side’s battle. Though the dangers of the battle caused him to suffer 1 wound. (The Hero may spend a benny as usual to make a Soak roll if desired.)
  • Raise (+2): The hero wreaks havoc, slaying enemy leaders and destroying important assets. He adds 2 successes to his side’s battle. Escaping the dangers of battle he finds himself uninjured.
  • Two or More Raises (+3): The warrior covers himself in glory! Scores of foes fall before him and his success inspires his allies to fight like demons. His efforts add +3 to his side’s successes and he emerges from the fight unscathed. In addition he reduce another player's Critical Failure result to a normal failure if he narrates how he interfered.
As a special modifier a character who is in the thick of it and realizes things are going exceptionally well or poorly may adjust their tactics using more or less of their ammunition/power points in order to get things to work better in their favor. The following special rules can be taken advantage of after seeing the results of your roll.
Quick Battle House Rule
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Hardin
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Posts: 324
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Re: 04 Assessing Your Options

Post by Hardin »

Notice Hardin 11, Jane 7
Notice Rolls:
  • Hardin [dice]0[/dice], Wild [dice]1[/dice], Ace [dice]7[/dice]
    Jane [dice]2[/dice]+2 (sensor package)
Psionics 13
[dice]3[/dice], Wild [dice]4[/dice]
Extra effort: [dice]5[/dice], extra effort ace: [dice]6[/dice] +2 (Serious Business Quick Combat House Rule)
-2 for Dramatic Task
Power Points Spent: [dice]8[/dice]
Maybe it was the little girl, Amber, or maybe it was his new trainees, but Hardin takes the attack by the bugs personally. Not today. Out of the corner of his eye, he sees his Queen, dressed in battle mail and hefting a sword, and he nods in her direction. She’s got the right idear.

Hardin can see them from a way off as they come in, and he zeroes in on the biggest and ugliest of the bunch. He snaps Jane’s reins and yells ”Yah!”, driving her right at the oncoming enemies. As he rides, he activates his ‘kinesis, and his guns fly from their holsters, spinning around him like a dust devil. Once the first bug is in range, he lets loose with the shard pistol and then the TK revolver in rapid succession, firing shot after shot into the enemy swarm and pushing on the rounds with his mind, punching through the enemies’ armor.

”Come on, then!” he shouts at the Xiticix. As the first of the bugs gets in close, he grabs it with his mind and drives it into the ground with unbelievable force, killing it instantly. He keeps the fire up with his pistols, and flings the body of the lead warrior into its fellows, bludgeoning them with the corpse of their unlucky companion.

At no point does he get off his horse, or even raise a hand. He fires the pistols until they run dry, then he pumps them full of ISP and fires some more. Every Xiticix that dies becomes a missile for Hardin to sling back at the swarm, and he kills them until there aren’t any left in range to kill. As the last of the bunch of bugs falls to the earth at Jane’s feet, Hardin looks around for more, and to see how the rest of the group is doing.
Last edited by Hardin on Thu Sep 28, 2017 2:26 pm, edited 1 time in total.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
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Erin Sol
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Posts: 76
Joined: Sun Aug 13, 2017 12:11 pm

Re: 04 Assessing Your Options

Post by Erin Sol »

Notice 9
Notice: [dice]0[/dice] -2 if storm fouled senses applies
Notice ace: [dice]4[/dice]
Wild: [dice]1[/dice]
TW 6 Extra effort applied after RFT PM
Techno-Wizardry [dice]2[/dice] +2 Machine-Maestro with TW tools, -4 Dramatic Task
TW Wild: [dice]3[/dice]
Benny Reroll
Techno-Wizardry [dice]5[/dice] +2 Machine-Maestro with TW tools, -4 Dramatic Task
TW Wild: [dice]6[/dice]
Last Benny Extra effort
Extra effort[dice]7[/dice]
“Um, hey. I wanted to offer you some lunch, are you hungry. You have been working for about 5 hours and it's already past noon... Everyone else ate so... Well here.”
“Thanks I will eat just a bit” Erin takes a small nutrient bar and absentmindedly nibbles at it while running the fingers on her other other hand along a seized joint. Occasionally she holds the bar with her teeth as her other hand enters or verifies data on her computer. After a few moments she remembers there is another person here.
“I guess this must just be what it’s like to be a Techno-Wizard. You know I wanted to be a Techno-Wizard, but the professors said my magic wasn’t focused in that area and I did not have the aptitude. Watching you and it work is impressive, it’s like the thing tells you what needs fixed next without you even having to look at it. And the you and he move it is like you guys are telepaths.
“That’s exactly how it is. Right now the APC is relaying what is broken and Billy and I just have to listen to the damage assessment. It really is no different than a person complaining about a headache. When we get back to Castle Refuge I can give you another evaluation see if your professors missed anything, I wasn’t born to be a Techno-Wizard either.”

Erin leads the elf who she hasn’t asked a name of yet to the front of the APC and points at a collection of weapons, electronics and parts too damaged to fix and says. “If you and the others want to help out some I need everything in that pile broken down to wires, chips and boards, and any power cells, E-Clips or batteries that aren’t completely melted.” When she lists the items she points out three small pieces of plastic that have been laid out. “A console and it’s auxiliary were both almost completely destroyed even after bypassing what we can Billy and I still need to rebuild some of it and parts are at a premium. When you create your workgroup get the tall one that was working on a comms system earlier he may also have some spare pieces.”

As soon as the words leave her mouth she leaps on top of the APC and begins to asses what can be done for the top seal of the back hatch. Speaking to the elf had been difficult. The way so many of the others would listlessly shuffle around when Hardin wasn’t directing them reminded her too much of watching the temp pens on long sweeps. Some of them will get better but a lot won’t. Can’t dwell on that right now we need to get this moving before bugs arrive. I was made a slaver but I chose to be a Techno-Wizard because I wanted to save ...others.
Last edited by Erin Sol on Thu Sep 28, 2017 6:37 pm, edited 2 times in total.
Erin Sol
Character Name: Erin Sol
Parry:6(8)*, Toughness: 13(7)[14(7)]*
* Increased abilities from TW device

Wounds: 0/3 Fatigue: 0/2
PPE: 15/15 Master of Magic
  • Quickness:
  • Dispel:
  • Warrior's Gift:
  • Speed: Missing
Gadgets 2/4 remaining
Current Gadgets Adventure Card
None



Bennies 5/3
User avatar
Nomed Dercas
Posts: 50
Joined: Fri Aug 11, 2017 5:37 am

Re: 04 Assessing Your Options

Post by Nomed Dercas »

Shooting 14, Raise +2
Shooting: [dice]0[/dice] Wild Die: [dice]1[/dice] Wild Die Ace: [dice]4[/dice] Wild Die Ace: [dice]5[/dice]-2 dramatic task penalty, +2 helmet optics
Notice 4
Notice: [dice]2[/dice] Wild Die: [dice]3[/dice]-1 tranquility penalty
Thanks to LC's warning Nomed sees the bugs coming before they get a whiff of his scent. He notifies everyone over the group comms, "Heads up everyone, I count roughly two dozen incoming bug dudes. Looks like they're spreading out to assault the camp form the south and flank from the north at the same time. I'll slow the northern group." Inserting a fresh E-clip into his rifle Nomed says, "Alright bug fuckers, time for some payback."

Nomed takes out the first two flankers with sniper shots before they even realize they're under attack. The remaining Xiticix wheel in formation and head straight for the lone young juicer. Nomed guns the engine of his NG-357 and screams as he meets them head on, "Dieeeeeeeeee." Firing with the rifle braced along the body of the hoverbike is something he's been practicing and it seems to have paid off. After the first pass of bugs and juicer, another two bugs are dead and smoking from the laser holes peppering their corpses. Aiming for the last lone survivor Nomed has him dead to rights, until his gun makes a *click* instead of the usual *zzzzpt* "Fuck..."

Leaving the rifle with the bike Nomed draws his Vibro-Sword and hurls himself at the lone Xicitix. The fight is over quickly as the drone stands no chance against the drug enhanced super soldier.

Stained with ichor, Nomed returns to his silently running hoverbike. "North side clear," he relays back to his team hoping the rest of the combat is going well.
Character Summary
Nomed Dercas

Parry: 7; Toughness: In Armor 14(6) or in vehicle 17(8); Pace: 16(d10); Burn: 10(d10)
Wounds: 0/3 Fatigue: 0/2
Adventure Cards: We Have The Talent - You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.(54)
Bennies: 3
+3 New Quarter
+2 Field Report
+1 Joker (06 An Unwanted Encounter)
-1 Extra Effort Agility Test (06 An Unwanted Encounter)
-2 Reroll Damage (06 An Unwanted Encounter)

Attributes
Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d10

Skills
Shooting d10, Fighting d8, *Notice d6, Stealth d6, *Tracking d8, *Survival d8, Persuasion d6, Piloting d4, Throwing d6, *Streetwise d8, *Forgery (Common Knowledge) d6+2

Active Effects
+2 on all ranged attacks
-2 to be hit as long as Nomed is aware of the attack**
+2 to Tracking, Stealth and Survival in the wilderness
Nomed requires only half the normal amount of sleep and has +2 to resist fatigue
-1 to all Smarts and Smarts-linked skill rolls(*) in non-combat/low stress situations
On the first round of combat Nomed does not receive the benefit from Uncanny Reflexes** or Quick**
+2 to Survival rolls related to land navigation
+1 to Survival checks where food gathering is concerned
+1 to Healing checks


Combat Edges
Split the Seconds: Grants an extra action each round.
Dirty Fighter: +2 with all Trick Manuvers
Quick: Whenever Nomed is dealt a 5 or less in combat he may discard and draw again until he gets a card higher than 5.**

Primary Weapon
JA-11 Energy Rifle
  • Range 30/60/120
  • Damage 3d6
  • RoF: 1
  • AP: 4
  • Shots: 60
  • Weight: 7
  • Notes: As an action, switch to fire an ion beam (use stats for NG-57) or have laser do Mega Damage (uses 10 ammo per shot and applies Snapfire penalty) Integrated scope offsets two points of Range and/or Darkness penalties. Advanced technology makes this weapon extra effective against armor, giving it +2 AP.)
  • Ion Beam
    • Range: 12/24/48
    • Damage: 1-3d6+1
    • RoF: 1
    • AP: 2
    • Notes: Ion weapons grant +2 Shooting due to the spread effect of the ion stream, but they lose one die of damage at Medium Range, and two dice at Long.
  • Long E-Clips: 2
Notable Equipment
  • Grenades(assorted)
  • Silvered Vibro-Sword
  • Wooden Stakes
  • NG-S2 Survival Pack
  • Infrared Distancing Binoculars
  • Translator
  • Internal Repair System
  • NG-357 Magnum-Turbo Hovercycle
User avatar
Hardin
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Posts: 324
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Re: 04 Assessing Your Options

Post by Hardin »

Refugee Defense 8
[dice]0[/dice], Wild [dice]1[/dice]
Skill roll Ace: [dice]2[/dice], Wild die Ace: [dice]3[/dice]
Skill roll Ace again! [dice]4[/dice]
Hardin sees a pair of his students engaged with a Xiticix fighter and wheels Jane around to ride to their aid... but he needn’t have bothered. He sees the first, an olive skinned kid Hardin remembers is Adrian, take careful aim with his laser rifle and squeeze off a shot, scoring a solid hit on the bug’s midsection. Center mass! Hardin cheers in his mind.

As the bug turns to rush Adrian, Hardin sees a girl, Lisa, pop him in the side with her laser pistol. Adrian fires again, and the two catch their would-be assailent in a deadly crossfire. The brief conflict is over in seconds, as his students blast away until the bug drops, and then blast him a time or two more, just to be sure, just like he taught them.

Hardin feels pride welling up, and he’s happier than a housecat with a drunk mouse. Them kids picked up trigger pullin’ just fine. He glances around to see how the rest of his students are fairing, and is pleased to see all of them following the basic rules he had taught them. They weren’t all killing bugs like Adrian and Lisa had, but they were keeping them at bay while the 99 cleaned up.

Hardin tips his hat toward Adrian and Lisa, and then goes looking for more trouble. I wonder if anybody saved more fer me.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
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Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: 04 Assessing Your Options

Post by Miles RAD Radoslav »

Sir William dodged behind the last Xiticix scout and neatly decapitated it. "Not much of a challenge," he thought.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
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Sephia
Posts: 45
Joined: Wed Aug 09, 2017 7:14 am

Re: 04 Assessing Your Options

Post by Sephia »

Shooting 9
Shooting [dice]0[/dice], Wild [dice]1[/dice]
With Nomed covering the north side, Sephia finds a position on the south side and digs her feet in to stand her ground against the Xiticix coming in from that side. She hears their wings buzzing and senses the air disturbance as they fly towards her.

She grits her teeth as she thinks back to her mentor's last instruction. Save as many as you can.

Her arms snap up from her sides as she aims her two pistols at the first two that come into range and lets loose laser blasts that put a hole in one's multifaceted eye, and through the chest of the other. As both targets fall, she is already opening fire on the next pair, and puts smouldering holes in both their wings. The fall kills those two.

She keeps firing until the southern swarm draw close to her position. By this time, she has thinned their numbers somewhat, but the remainder fly over her head to assault the others. She curses and holsters both weapons, ignoring the crashing bodies of her last two targets as she prepares for close quarters.

She finds that she need not worry, as the rest of the team are more than capable of handling the remaining force, and have things well in hand before she can engage. She sighs, giving Sir William a nod as he finishes off the last scout.

I will do what I can, Elphyra. I will not fail again.
Sephia
Character Name: Sephia
Parry:6, Toughness: 15(6), Tech suffers -2 to hit
ISP: 10/20 | Bennies: 3
Wounds: 0
  • Boost Trait (self only): Increase any trait by 1 die type. 2 on raise.
  • Deflection (self only): -2 to be hit by Ranged and Melee. -4 on raise.
  • Healing: Remove 1 wound. 2 on raise.
  • Smite: Give weapon +2 damage. +4 on raise. Active
Combat Edges:
  • Ambidextrous: Ignore off-hand penalty.
  • Champion: +2 damage and toughness vs supernatural evil.
  • Martial Artist: Never considered unarmed or subject to Unarmed Defender rule. Adds +d4 to Strength roll on successful unarmed attack.
  • Mighty Blow: If joker drawn, x2 total damage on successful melee attack.
  • Quick: Discard and redraw initiative until higher than 5.
  • Two-Fisted: Roll attacks for each hand separately, ignoring multi-action penalty.
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BILLY BORG
Posts: 58
Joined: Fri Aug 11, 2017 9:43 am

Re: 04 Assessing Your Options

Post by BILLY BORG »

Notice
Notice [dice]0[/dice] +2 with Audio or Visual related perception
Notice Wild Die [dice]1[/dice] +2 with Audio or Visual related perception
Repair
Repair [dice]2[/dice] +6 ToolsComputer
Repair Wild Die [dice]3[/dice] +6 ToolsComputer
Billy-The Garage or Something- Borg hoists the ruins of the railgun from the turrets bushing.

"Look out below" he says before, almost gently, lobbing the wrecked assembly over the edge of the roof to the ground below.

"Feels good to drop the dead weight, huh?" He vocalizes to the APC.

Billy then calls over to the salvage crew. "much of the passenger seating is slagged."
Gesturing towards the destroyed second vehicle with a targeting laser, Billy says, "I recommend pulling whatever seats and luggage rails you can from the donor transport over there."
Billy Borg
Billy Borg
Parry:7, Toughness: 20(8),
Combat Edges:Rock and Roll
Skills: Drive d8, Fighting d10, Knowledge (Computers) d4, Knowledge (Engineering) d4, Knowledge (Cybernetics) d4, Notice d6 +2(Audio)+2(Visual), Repair d10 +4(Core Electronics Package) +2 (Universal tool Kit), Shooting d10+2 (Targeting Eye)
Bennie: 4
  • +1 GM Reward
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Baron McVey
Diamond Patron
Diamond Patron
Posts: 50
Joined: Wed Aug 09, 2017 8:04 pm

Re: 04 Assessing Your Options

Post by Baron McVey »

Notice 6
[dice]0[/dice]
Wild Die: [dice]1[/dice]
Remembering her Name. 8
[dice]2[/dice]
Wild Die: [dice]3[/dice]
Shooting 16
Auto Ace
[dice]5[/dice]
Wild Die: [dice]4[/dice]
Ammo Usage: [dice]6[/dice]
Baron looks to Elza Pace. "Well that's mighty kind ms. Pace, but I think I'll be fine till we're on the road. Don't want no bugs sneaking up on us now do we." Baron says with a genuine warm smile on his face, before going back to his patrolling of the area. When LC gives him directions via the radio, Baron follows instructions. He likely knows better than I on this one

When the Xiticix begin making their move towards the refugees, Baron goes into what his teacher called the Gentleman's Stance. Very reminiscent of colonial dueling staces, Baron stands at profile to the Xiticix with his hand on his revolver. This theoretically reduces the ammount of him to hit, while offering him the stablest stance for his first shot. The following shots will likely come from anywhere, because Baron isn't stupid enough to give the Bugs a standing target. Baron focuses on Xiticix that seem to be aiming at refugee's in particular.
Baron McVey
Character Name: Baron McVey
Parry: 9, Toughness: 6 (14)
Bennies 4/4 1 Golden Benny
Bennies Spent On: Benny Gained from Joker
Benny spent on Damage Reroll
Combat Edges:
  • Danger Sense (Notice Check -2 to perceive danger)
  • Quick (Re-draw cards under 5)
  • Ambidextrous (No off hand penalties.)
  • Two-Fisted (Make two attack rolls w/o multi-attack penalties.)
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Hardin
Bronze Patron
Bronze Patron
Posts: 324
Joined: Thu Aug 10, 2017 6:21 pm

Re: 04 Assessing Your Options

Post by Hardin »

(rolls held, Notice 11)
Baron McVey wrote:When the Xiticix begin making their move towards the refugees, Baron goes into what his teacher called the Gentleman's Stance. Very reminiscent of colonial dueling staces, Baron stands at profile to the Xiticix with his hand on his revolver. This theoretically reduces the ammount of him to hit, while offering him the stablest stance for his first shot. The following shots will likely come from anywhere, because Baron isn't stupid enough to give the Bugs a standing target.
Hardin notices Baron’s technique and grins. Trust a man from the Baronies to know the old school duelin’ tricks. Hardin had known men who mocked folks who fought like Baron did, who thought it was “less manly” to shoot at somebody without facin’ them head on. ‘Course, most of the men Hardin knew who felt that way were dead now, which he felt lessened their argument.

The Baron obviously needs no assistance in his quarter, so Hardin, his blood still hot, looks for more foes elsewhere.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
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Kaja Earthblooded
Silver Patron
Silver Patron
Posts: 205
Joined: Mon Aug 14, 2017 8:33 am
Location: Korvosa

Re: 04 Assessing Your Options

Post by Kaja Earthblooded »

Notice 5 --- Shooting 12-4 -- 8 --- 11 shots from JA-11
Notice [dice]0[/dice],[dice]1[/dice]
Shooting Auto Ace 8+[dice]2[/dice],[dice]3[/dice]-4 from difficulty
Ammo: [dice]4[/dice]=11 shots
Taking to the air, L.C. unlimbers the laser rifle, and between calling in incoming units to the others, also manages to kill a few of the bigger bugs before they ever get into position. 'Take that you damn bug.' The JA-11 is very useful in that regard, especially with his height advantage. "Alright that's the last of them. Everyone report in. Ms. Sol, Billy, what's your status?"
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
Benny/Conviction/Wound/Fatigue/PP Tracking
Ludwig, Guard Boar
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