The Bronson Orphanage

Not Will, the town.
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Ndreare
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The Bronson Orphanage

Post by Ndreare »

The Bronson Orphanage
Orphanage_for_Girls_Rakowiecka_front_01.JPG
As you approach the old orphanage it has a time worn look about it. Radiating off of the old building is an aura of repressive evil. The brickwork is stained with black as if years of dirt has accrued without anyone caring to clean the building. Even the front entry is filthy, all expect the worn handles of the doors as you approach.

The windows on the lower floor show activity inside in the form of men and women going about their business. While the windows in the upper floor show the occasional child looking out or an occasional adult doing the same.
The building itself is built on a 1.5 acre plot of land surrounded by the city on all side with a brickwork and metal wall surrounding it preserving the safety and privacy of those within. The cameras are all set up to overlap, appearing to be stationary rather than scanning.
L.C., Foxx, or anyone who activates Exalted Detect Arcana
Once you sense it, the reflex to activate your exalted detect arcana is instant.

On a successful Notice -2 rolls you can see a demon on each of the four corners of the roof. You can only can see the upper half of their strange green humanoid bodies, the rest comfortable behind the brickwork walls.

This intelligence cost your 2 PPE/ISP however it will allow you to make a Knowledge (Arcana) roll to identify the particular demon.
OOC Comments
Through questioning you are able to identify the location of the orphanage as well as the following intelligence.
  1. There are lots of kids, normally about 12 per room and two per bed. he does not know an exact number but it sounds like around 50 or so.
  2. There are several adults who work the orphanage:
    - Headmaster (The most powerful magic user in the world)
    - Mr. Powell (the scariest warrior in the world)
    - Mrs. Zwer (she is like a juicer man and can throw tanks and stuff, do not be fooled by her being so short)
    - Cookie (he does not do anything really, he is just always there and talks to people)
    - Mrs. Myer (she is in charge of the kitchen.
    - Lots of people, all the men and women to come to the orphanage that they have to be nice too and show respect.
  3. The top two floors are where the dorms and the special rooms are for the visitors.
  4. The bottom floor is where the kitchens and offices and stuff are
  5. The bottom floor also as a chapel for worshiping the four gods that live there and tell the headmaster what to do.
DANGER: This is in the middle of a heavily populated area. Any ranged attack roll that misses will potentially hit an innocent bystander.
1 or less) An orphan
2) Other unknown innocent
3-4) Lucked out

The target will still benefit from obstacle toughness.


Notes
Head Master is Shifter + Necromancer (WC) = PARRY 6, TOUGHNESS 21 (13)

Mr. Powell & Cookie are Juicer + Combat Mage (WC) = PARRY 8, TOUGHNESS 24 (15), DEFLECTION -4

Air Jinn are Strength d12+4, Vigor d8 Line Walker + Air Elemental (WC) = PARRY 7, TOUGHNESS 11

Ba'al Zurban is a Greater Demon + Mastery w/Spirit, each death within the grounds while in Hades grants him the targets Spirit in PPE to a maximum of 40*2=80 (WC) = PARRY 9, TOUGHNESS 42, DEFLECTION -6

Zwer is Juicer with d12+4 Strength, gains +1 strength every turn and every wound, ignores wound penalties. = PARRY 7 (9 uncanny reflexes), TOUGHNESS 19

All others on scene are extras
  • 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: The Bronson Orphanage

Post by Ndreare »

As you approach the Orphanage you each take positions you believe will work the best and proceed with your plan.
Player Instructions and The Map
L.C. Has already used Clairvoyance and Detect Arcana and told the team about the Jinn

Please let me know where you are and your planned starting action.

The Full map can be had here and interacted with by players. https://app.roll20.net/join/2480773/Cdm2KA
Bronson Orphanage Starting positions.jpg
You will have the drop on your initial actions.
  • 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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Moira O'Dugan
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Joined: Mon Mar 27, 2017 8:39 pm

Re: The Bronson Orphanage

Post by Moira O'Dugan »

Moira looks at the rest of the SET.

"Okay, who needs some up close 'an personal support? I am purely a pugilist so not'a much in the way of ranged attacks here but I can keep pretty much anythin' off of yee when'en they get too close fer comfort"

Moira asks not truly knowing everyone's abilities yet.
Character sheet: http://savagerifts.com/sr/viewtopic.php ... 5387#p5387

Magical knight of the Sidhe (pronounced she) court.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 33 (18) MDC

Bennies: 3

It's all about the Bagpipes and the Cellos...
Celtica: Beyond Avalon: https://www.youtube.com/watch?v=uN0e39ALWpU
2CELLOS - Thunderstruck: https://www.youtube.com/watch?v=uT3SBzmDxGk
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Rob Hunter
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Posts: 54
Joined: Mon Feb 12, 2018 1:28 am

Re: The Bronson Orphanage

Post by Rob Hunter »

Rob hunter is wearing his NG-EX10 “Gladius” Light Exoskeleton Battle Armor and has his NG-56 Light Ion Pistol on his side in his tactical thigh holster.

"We gotta save those kids," he says to the group, "come on, lets get in there."

Rob leads the way and attempts to walk right up to the front doors of the orphanage.
"Robots, why did it have to be robots..."
Rob Hunter, M.A.R.S. Power Armor Pilot
Rob Hunter, Human, M.A.R.S. Super Trooper Power Armor Pilot
Pace: 7; Parry: 8; Toughness: 19(10)
Combat-Relevant Edges & Abilities:
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for fring from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting atack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls
Wounds: 1/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
  • Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
Edit Signature
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Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: The Bronson Orphanage

Post by Miles RAD Radoslav »

Powers on
Psionics - Exalted Quickness [dice]0[/dice] Wild [dice]1[/dice] Ace on Psionics [dice]6[/dice]
Greater Deflection [dice]2[/dice] Wild [dice]3[/dice]
Taunt demons [dice]4[/dice] Wild [dice]5[/dice] Ace on Wild [dice]7[/dice]
As Sir William sees Robert walk up to the orphanage, he activates his psi-blades and steps up beside him. Gesturing at the nearest roof corner with the glowing blue blade, he shouts, "Demons! Come and face your doom!" A cracking aura of lightning surrounds him as he activates his Exalted Quickness and prepares to attack.
Results - Taunt 9, Exalted Quickness 11, 8 PP spent
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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Rob Hunter
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Re: The Bronson Orphanage

Post by Rob Hunter »

Sir William Mahan wrote: As Sir William sees Robert walk up to the orphanage, he activates his psi-blades and steps up beside him. Gesturing at the nearest roof corner with the glowing blue blade, he shouts, "Demons! Come and face your doom!" A cracking aura of lightning surrounds him as he activates his Exalted Quickness and prepares to attack.
As Rob sees Sir William activate his psi weapons he draws his pistol, keeping his index finger extended along its frame, exercising trigger discipline, and nods. He then motions over to Vincent as he suggests teleporting onto the roof, then gazes up towards the Dæmons.

"I'm with you Sir William. Which way do you want to go?"
"Robots, why did it have to be robots..."
Rob Hunter, M.A.R.S. Power Armor Pilot
Rob Hunter, Human, M.A.R.S. Super Trooper Power Armor Pilot
Pace: 7; Parry: 8; Toughness: 19(10)
Combat-Relevant Edges & Abilities:
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for fring from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting atack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls
Wounds: 1/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
  • Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
Edit Signature
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: The Bronson Orphanage

Post by Ndreare »

Mysterious Rolls Ignore Please
'Alam - Notice [dice]0[/dice]
Wild [dice]1[/dice]

Huzn - Notice [dice]2[/dice]
Wild [dice]3[/dice]

Bus - Notice [dice]4[/dice]
Wild [dice]5[/dice]

Aleadui - Notice [dice]6[/dice]
Wild [dice]7[/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
Leethe
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Posts: 156
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Re: The Bronson Orphanage

Post by Leethe »

Psionics 5 Notice 9
Exalted Detect Arcana
Psionics [dice:2i4wscww]41778:0[/dice:2i4wscww]
Wild [dice:2i4wscww]41778:1[/dice:2i4wscww]

Notice [dice:2i4wscww]41778:2[/dice:2i4wscww]
Wild [dice:2i4wscww]41778:3[/dice:2i4wscww]
Extra Effort (Elan) [dice:2i4wscww]41778:4[/dice:2i4wscww]

Leethe
Common Knowledge [dice:2i4wscww]41778:5[/dice:2i4wscww]
Wild [dice:2i4wscww]41778:6[/dice:2i4wscww]

Seiko
Common Knowledge [dice:2i4wscww]41778:7[/dice:2i4wscww]
Wild [dice:2i4wscww]41778:8[/dice:2i4wscww]
Leethe walks over to the Rob and William. Her eyes glow with an odd greenish darkness as she activates her exalted detect arcana. "Yup, there are demons up there. they have strange green humanoid upper bodies. do they have any kind of special weaknesses?"

Leethe starts speaking with an odd accent, "They are Jinn. Powerful demons virtually immune to all but magic. They can turn into air making them immune to everything but earth magic."

After Leethe says that she starts blinking and looking around a bit confused. "Huh?" She doesn't have the accent when she says this.
Last edited by Leethe on Sat Sep 22, 2018 7:21 pm, edited 1 time 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: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
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Moira O'Dugan
Posts: 95
Joined: Mon Mar 27, 2017 8:39 pm

Re: The Bronson Orphanage

Post by Moira O'Dugan »

Moira eyes twinkle as she smiles and nods.

"Magic you say?" The large blue haired woman lets out a quick laugh "Then let me at'm. As long as it's up close'n personal I am good at the magic'l creatures an such."

the large woman raises her fists and kisses each of them.
Character sheet: http://savagerifts.com/sr/viewtopic.php ... 5387#p5387

Magical knight of the Sidhe (pronounced she) court.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 33 (18) MDC

Bennies: 3

It's all about the Bagpipes and the Cellos...
Celtica: Beyond Avalon: https://www.youtube.com/watch?v=uN0e39ALWpU
2CELLOS - Thunderstruck: https://www.youtube.com/watch?v=uT3SBzmDxGk
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Rob Hunter
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Re: The Bronson Orphanage

Post by Rob Hunter »

Leethe wrote:Leethe walks over to the Rob and William. Her eyes glow with an odd greenish darkness as she activates her exalted detect arcana. "Yup, there are demons up there. they have strange green humanoid upper bodies. do they have any kind of special weaknesses?"

Leethe starts speaking with an odd accent, "They are Jinn. Powerful demons virtually immune to all but magic. They can turn into air making them immune to everything but earth magic."

After Leethe says that she starts blinking and looking around a bit confused. "Huh?" She doesn't have the accent when she says this.
"Magic you say?" Rob asks as he looks down at his own fists, then at his weapon. "I did't bring any of that with me... Perhaps I should just go in the front while you guys take the roof." He pauses for a moment, "Though I do recall a story of a man who was torn in half by an ogre when he split off from his friends."

Rob looks back to the rest of the group to see which way they are going.
"Robots, why did it have to be robots..."
Rob Hunter, M.A.R.S. Power Armor Pilot
Rob Hunter, Human, M.A.R.S. Super Trooper Power Armor Pilot
Pace: 7; Parry: 8; Toughness: 19(10)
Combat-Relevant Edges & Abilities:
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for fring from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting atack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls
Wounds: 1/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
  • Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
Edit Signature
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Moira O'Dugan
Posts: 95
Joined: Mon Mar 27, 2017 8:39 pm

Re: The Bronson Orphanage

Post by Moira O'Dugan »

Walks up with the powered armored beareded man and the knight.

"Well, sinse we aren't worried about stealth..." lets out a quick laugh. "Letsa get these kids out'a this horrible place"

Looks up at the roof. "Oy!!! You green wankers on the roof. Come 'an ave a go if you think your' `ard enough" and flexes at the roof.
Character sheet: http://savagerifts.com/sr/viewtopic.php ... 5387#p5387

Magical knight of the Sidhe (pronounced she) court.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 33 (18) MDC

Bennies: 3

It's all about the Bagpipes and the Cellos...
Celtica: Beyond Avalon: https://www.youtube.com/watch?v=uN0e39ALWpU
2CELLOS - Thunderstruck: https://www.youtube.com/watch?v=uT3SBzmDxGk
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Rob Hunter
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Re: The Bronson Orphanage

Post by Rob Hunter »

Rob isn't sure why everyone is still waiting. He looks up towards the demons trying to ascertain what they are then suddenly comes to a shocking conclusion. He grips his weapon tightly and whispers to Moira.

"Careful, they might be robotic demons..."

Rob decides to take his chances with the people inside, rather than the robotic demons, and approaches the main doors of the orphanage and tries to open them.
"Robots, why did it have to be robots..."
Rob Hunter, M.A.R.S. Power Armor Pilot
Rob Hunter, Human, M.A.R.S. Super Trooper Power Armor Pilot
Pace: 7; Parry: 8; Toughness: 19(10)
Combat-Relevant Edges & Abilities:
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for fring from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting atack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls
Wounds: 1/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
  • Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
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Moira O'Dugan
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Re: The Bronson Orphanage

Post by Moira O'Dugan »

Rob Hunter wrote: Sat Sep 15, 2018 2:20 pm
"Careful, they might be robotic demons..."
Moira lets out a laugh

"Now that would be fun. I 'ave fought robots, an I 'ave fought demons. But I 'ave ne'er fought robotic demons. That sounds like a good tussle."
Character sheet: http://savagerifts.com/sr/viewtopic.php ... 5387#p5387

Magical knight of the Sidhe (pronounced she) court.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 33 (18) MDC

Bennies: 3

It's all about the Bagpipes and the Cellos...
Celtica: Beyond Avalon: https://www.youtube.com/watch?v=uN0e39ALWpU
2CELLOS - Thunderstruck: https://www.youtube.com/watch?v=uT3SBzmDxGk
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Rob Hunter
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Re: The Bronson Orphanage

Post by Rob Hunter »

Moira O'Dugan wrote: Fri Sep 21, 2018 6:12 pmMoira lets out a laugh

"Now that would be fun. I 'ave fought robots, an I 'ave fought demons. But I 'ave ne'er fought robotic demons. That sounds like a good tussle."
"Well if you find any robots, let me know," Rob says as he pounds his fist into his hand, "I need to settle a score from a long time ago."

Rob continues to try to work open the front doors of the orphanage and looks in through the windows to see if anyone is on the other side.
"Robots, why did it have to be robots..."
Rob Hunter, M.A.R.S. Power Armor Pilot
Rob Hunter, Human, M.A.R.S. Super Trooper Power Armor Pilot
Pace: 7; Parry: 8; Toughness: 19(10)
Combat-Relevant Edges & Abilities:
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for fring from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting atack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls
Wounds: 1/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
  • Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
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Ndreare
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Re: The Bronson Orphanage

Post by Ndreare »

Initiative is rolled and the Players go First. One of the Jinn got a Joker, but most of the creatures on the map are not acting during the surprise round.
Please include starting and ending location.
The Map is here: https://app.roll20.net/join/2480773/Cdm2KA and each hex had coordinates.

The three TW's have been added as well as Harris and Locke they can be moved or controlled by any player.
  • 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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Miles RAD Radoslav
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Re: The Bronson Orphanage

Post by Miles RAD Radoslav »

Taunt 3
Taunt [dice:1l1aahkz]42421:0[/dice:1l1aahkz] Wild [dice:1l1aahkz]42421:1[/dice:1l1aahkz]
Sir William, still unable to see the jinni himself, opts for a verbal assault. "Cowardly demons! Come forth and meet your doom!" he shouts, brandishing his psi-swords.
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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Ndreare
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Re: The Bronson Orphanage

Post by Ndreare »

OOC Comments
I am going to use the higher taunt roll (9) you dropped above before I went to Kentucky.

Spirit [dice:22et9j22]42443:0[/dice:22et9j22]
Wild [dice:22et9j22]42443:1[/dice:22et9j22]

Extra Effort [dice:22et9j22]42443:2[/dice:22et9j22]
Annoyed by the Insolence of the human Knight and more so by the very fact that he even knows he is there ‘Alam bellows out in a dark and foreboding voice. “How dare you challenge me mortal, I am Alam, I am pain, I am suffering and you will know me!.”

OOC Comments
’Alam is affected by your taunt, but not shaken.

Sir Williams Next Attack gains +2 if he targets'Alam.
  • 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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Hardin
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Re: The Bronson Orphanage

Post by Hardin »

Notice 6, Psionics 4
Notice [dice:a68k73a3]42716:0[/dice:a68k73a3]
Wild [dice:a68k73a3]42716:1[/dice:a68k73a3]

Psionics [dice:a68k73a3]42716:2[/dice:a68k73a3]
Wild [dice:a68k73a3]42716:3[/dice:a68k73a3]
EE [dice:a68k73a3]42716:4[/dice:a68k73a3]
-1 Benny
-10 ISP for mega TK
While the others taunt demons and break down doors, Hardin takes his borrowed JA-9 and heads to a nearby building with a good view of the orphanage. With a quick glance to make sure he’s not seen, he whispers to his Juicer companion, ”Hang on tight; up we go! then turns on his ‘kinesis and carries them both up to the roof where they both look for cover.
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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Ndreare
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Re: The Bronson Orphanage

Post by Ndreare »

Knowing these are more than simple goons Hunz says a dark incantation enveloping himself in a field of protective energy, then following up he brings forth a fold in time to fight from within.

OOC Comments
Spellcasting d10+2, -2 MAP
Ex Deflection [dice:17difzlm]42717:0[/dice:17difzlm]
Wild [dice:17difzlm]42717:1[/dice:17difzlm]

Benny to reroll (do not want to be shaken)
Ex Deflection [dice:17difzlm]42717:4[/dice:17difzlm]
Wild [dice:17difzlm]42717:5[/dice:17difzlm]
Failure


Ex Quickness [dice:17difzlm]42717:2[/dice:17difzlm]
Wild [dice:17difzlm]42717:3[/dice:17difzlm]
Raise

Use Second Turn to cast Ex Deflection again
Ex Deflection [dice:17difzlm]42717:6[/dice:17difzlm]
Wild [dice:17difzlm]42717:7[/dice:17difzlm]

Ex Armor [dice:17difzlm]42717:8[/dice:17difzlm]
Wild [dice:17difzlm]42717:9[/dice:17difzlm]
  • 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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Vincent Gray
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Re: The Bronson Orphanage

Post by Vincent Gray »

Weird Science 5
Weird Science [dice:39oml5tx]42718:0[/dice:39oml5tx]
Wild Die [dice:39oml5tx]42718:1[/dice:39oml5tx]
Vincent does a final check of his equipment, making sure his rifle is ready to go. He nods to those who requested he take them to the roof, and activates his wrist teleportation device, causing the group to wink out and reappear on top of the building somewhere a few yards from the edge.
Signature
Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 4/3
Adventure Cards
Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
Seasoned (38) Folk Hero Play after you save a group of people from dire circumstances.
The community adopts you and your party as local heroes, and you can always find aid there.
Leethe
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Re: The Bronson Orphanage

Post by Leethe »

Leethe prepares herself for combat, making sure her new gadget is in place. "Time to do this and save these kids." She closes her eyes and calls out the activation phrase. She is surrounded by a light as she under goes a transformation.
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: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
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Miles RAD Radoslav
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Re: The Bronson Orphanage

Post by Miles RAD Radoslav »

With Vincent's help reaching the roof and the amulet allowing him to see the demons, Sir William gives Alam a feral grin. "Let us see who will face pain today!" he shouts, charging at the jinn.
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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Kaja Earthblooded
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Re: The Bronson Orphanage

Post by Kaja Earthblooded »

Notice 9, Psionics 8; Greater Slumber), -2 Bennies
Notice (Sm) [dice:uxeilvv6]43788:0[/dice:uxeilvv6], [dice:uxeilvv6]43788:1[/dice:uxeilvv6] + [dice:uxeilvv6]43788:4[/dice:uxeilvv6] (EE; -1 Benny) +2 (Elan) = 9
Psionics (Sm) [dice:uxeilvv6]43788:2[/dice:uxeilvv6], [dice:uxeilvv6]43788:3[/dice:uxeilvv6]+1 (gear) + [dice:uxeilvv6]43788:5[/dice:uxeilvv6] (EE; -1 Benny) +2 (Elan) = 8

Hypnotic Suggestion: Sleep (Greater Slumber; 4 I.S.P.) [Mega]
Range: Smarts × 1.5
Duration: 1 minute (1/minute)
Trapping: This powerful telepathic suggestion requires a Vigor roll, at –2 with the raise, to avoid Fatigue. In addition to the power effects. It quite simply takes a lot out of the character, putting them in alpha state that induces sleep.
Effect: The caster picks where he wants to center the spell and places a Medium Burst Template. Any living creature (not undead or constructs) within the area must make a Spirit roll at −4 (with the raise). Those who fail fall asleep. It takes a full round of active effort to awaken a victim of greater slumber; loud noises and the like aren’t enough. When the duration expires, the sleepers naturally wake up.
L.C. dons the badge and the amulets given him by Mac. Pulling his sidearm and walking boldly through the front gates, he motions the two human technowizards and the goblin through the main door. He indicates the three technowizards. "You three, charm, convince, or knock them all out and then evacuate the kids and clients. Destination for the kids after we have them all is Mac's. The clients just leave in a pile and bind their hands and feet. 99's, move in and take out the hard targets. I'll move up from the bottom floor." He then reaches out with his mind and drops a telepathic impulse to sleep by inducing alpha waves, centered on the visible door of the headmaster's office.

As a magical effect comes close to him, an innate and wholly uncontrolled ability springs forth with all the instinctive fear and rage that the Coalition breeds into their psychic nullifiers. The familiar cold, clammy feeling of psychic nullification closes around the unfortunate target. The very presence saps the energy and vigor from those unfortunate enough to feel its touch, rather than simply be in its presence.
Psionics 7 to Dispel; As the cold, clammy feeling of the nullification effect closes around the enemy’s power, they enemy caster feels the cold grip of the nullification effect. This causes the enemy caster require a Vigor roll (at –2 on a raise) to avoid Fatigue.
Psionics [dice:uxeilvv6]43788:6[/dice:uxeilvv6], [dice:uxeilvv6]43788:7[/dice:uxeilvv6]+1=7

Automatic Psi-Nullification: Once per turn the hero (if not Shaken) gets a free action to use dispel (costs I.S.P. to use as normal for a Psi-Nullifier) against a single foe who is using a power that either targets him directly or includes the hero in an area of effect. This automatically interrupts the opponent’s action and does not cost the hero his action if he is on Hold or has not yet acted this round. Note this only dispels the incoming power or spell, not any other effects.

Targeted Psionic Nullification (Dispel; 3 I.S.P.) [Seasoned]
Range: Smarts/2
Duration: Instant
Trappings: As the cold, clammy feeling of the nullification effect closes around the enemy’s power, they enemy caster feels the cold grip of the nullification effect. This causes the enemy caster require a Vigor roll (at –2 on a raise) to avoid Fatigue.
Effect: Dispel allows a hero to negate enemy spells, miracles, mad science, or super powers. It has no effect on innate powers, such as a dragon’s breath or a banshee’s scream. Neither does dispel work on magic items or permanent enchantments unless the specific item or enchantment says otherwise.
Dispel can be used on a power already in effect or to counter an enemy power as it’s being used. The latter requires the countering mind melter to be on Hold and interrupt his foe’s action as usual. In either case, dispelling the opponent’s power is an opposed roll of arcane skills. The dispelling character suffers a –2 modifier if the target power is of another type (psionics vs. miracles, magic, superpowers, or mad science, etc).
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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Re: The Bronson Orphanage

Post by Ndreare »

WORK IN PROGRESS - COME BACK 10/11/2018

OOC Comments
Spirit [dice:3sfe5fqf]43840:0[/dice:3sfe5fqf]
Wild [dice:3sfe5fqf]43840:1[/dice:3sfe5fqf]

Spirit [dice:3sfe5fqf]43840:2[/dice:3sfe5fqf]
Wild [dice:3sfe5fqf]43840:3[/dice:3sfe5fqf]
  • Benny to reroll
    Spirit [dice:3sfe5fqf]43840:13[/dice:3sfe5fqf]
    Wild [dice:3sfe5fqf]43840:14[/dice:3sfe5fqf]
    • Second Benny to reroll
      Spirit [dice:3sfe5fqf]43840:16[/dice:3sfe5fqf]
      Wild [dice:3sfe5fqf]43840:17[/dice:3sfe5fqf]
      • 1st GM Benny to reroll
        Spirit [dice:3sfe5fqf]43840:20[/dice:3sfe5fqf]
        Wild [dice:3sfe5fqf]43840:21[/dice:3sfe5fqf]
        • 2nd GM Benny to reroll
          Spirit [dice:3sfe5fqf]43840:22[/dice:3sfe5fqf]
          Wild [dice:3sfe5fqf]43840:23[/dice:3sfe5fqf]
          • 3rd GM Benny to reroll
            Spirit [dice:3sfe5fqf]43840:24[/dice:3sfe5fqf]
            Wild [dice:3sfe5fqf]43840:25[/dice:3sfe5fqf]
            • 4th GM Benny to reroll
              Spirit [dice:3sfe5fqf]43840:26[/dice:3sfe5fqf]
              Wild [dice:3sfe5fqf]43840:27[/dice:3sfe5fqf]
              • 5th GM Benny to reroll
                Spirit [dice:3sfe5fqf]43840:28[/dice:3sfe5fqf]
                Wild [dice:3sfe5fqf]43840:29[/dice:3sfe5fqf]

Spirit [dice:3sfe5fqf]43840:4[/dice:3sfe5fqf]

Spirit [dice:3sfe5fqf]43840:5[/dice:3sfe5fqf] Ace [dice:3sfe5fqf]43840:15[/dice:3sfe5fqf]

Spirit [dice:3sfe5fqf]43840:6[/dice:3sfe5fqf]

Spirit [dice:3sfe5fqf]43840:7[/dice:3sfe5fqf]

Spirit [dice:3sfe5fqf]43840:8[/dice:3sfe5fqf]

Spirit [dice:3sfe5fqf]43840:9[/dice:3sfe5fqf]

Spirit [dice:3sfe5fqf]43840:10[/dice:3sfe5fqf]

Spirit [dice:3sfe5fqf]43840:11[/dice:3sfe5fqf]

Spirit [dice:3sfe5fqf]43840:12[/dice:3sfe5fqf]
OOC Comments
Sleep Device
Techno-Wizardry [dice:3sfe5fqf]43840:18[/dice:3sfe5fqf]

Sleep Device
Techno-Wizardry [dice:3sfe5fqf]43840:19[/dice:3sfe5fqf]
Spirit to Resist TW
Spirit [dice:3sfe5fqf]43840:30[/dice:3sfe5fqf]
Wild [dice:3sfe5fqf]43840:31[/dice:3sfe5fqf]

Spirit [dice:3sfe5fqf]43840:32[/dice:3sfe5fqf]
Suddenly a loud and roaring voice fills the whole of the property. The power in the voice such that the very bones of all living beings begin to feel as if ready to break of their own accord. "Who dares invade my temple?" As the words conclude the air is then filled with the strange and alien sounds of something unknown and unknowable. With the conclusion of the words a black wall forms around the property enclosing all within in the deepest darkness.

After what feels like an eternity, the deep darkness is suddenly gone leaving behind slivers of shadowy filaments on the surfaces of everything including the heroes themselves.

OOC Comments
Chaos d12+2, Arcane item +2, Joker +2
Chaos [dice:3sfe5fqf]43840:33[/dice:3sfe5fqf]
Wild Die [dice:3sfe5fqf]43840:34[/dice:3sfe5fqf]
  • 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
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: The Bronson Orphanage

Post by Ndreare »

As L.C. enters the room he sees an attractive blond man disappear from his sight as if he was never there. But solidly in his mind is the image of the man smirking as if satisfied with something unknown to the heroes.

Then coming from the stairway a tiny, or perhaps short would be the better word woman comes racing forward. Her body while under 5' tall seems to make up for it by being nearly 4' wide and made of solid muscle. With acrobatics impossible for anything so bulky she bounces off of the roof flicking dry wall into L.C. line of sight as she comes down on the opposite side of him and slices him along his stomach with an chain sword to large for her body.

Then to his horror from the Chapel steps a forty foot tall being too large to possibly fit in this building, the walls somehow shaping themselves to fit its whims. A beings whose unholy name and nature can be sensed as soon as seen stands Ba'al Zarbun.

His words echo in your mind as he speaks somehow though the language is one never before heard it is perfectly understood. "Mortal, why to you come to me so early. I would have found you in your time. My brothers four told me your people where to be spared for last as your reward. But I will not disobey my elders. I will let you serve me now by stopping all hostilities and telling me why you are here?"

On L.C., Agility Trick versus 11, 32 Damage from Chain sword, Fear Check -4, Mind Control 12
Cookie acting on a Joker
Smarts [dice:24k9im7j]43855:0[/dice:24k9im7j]
Wild Die [dice:24k9im7j]43855:1[/dice:24k9im7j]

Zwer
Run Die [dice:24k9im7j]43855:2[/dice:24k9im7j]

Agility Trick on L.C.
Agility [dice:24k9im7j]43855:3[/dice:24k9im7j]
Wild [dice:24k9im7j]43855:4[/dice:24k9im7j]

Going Wild +2, No MAP because of Split the Seconds
Fighting [dice:24k9im7j]43855:5[/dice:24k9im7j]
Wild [dice:24k9im7j]43855:6[/dice:24k9im7j]
Damage [dice:24k9im7j]43855:21[/dice:24k9im7j] + [dice:24k9im7j]43855:22[/dice:24k9im7j] Ace [dice:24k9im7j]43855:23[/dice:24k9im7j]


Fear check at -4 versus Ba'al Zarbun
Mind Control versus L.C.
Chaos [dice:24k9im7j]43855:7[/dice:24k9im7j]
Wild Die [dice:24k9im7j]43855:8[/dice:24k9im7j]

The scene breaks out suddenly into full action as Alam and Huzn burst into action charging forward both of them come in on Sir William with raw rage. The power leaching out of the feels as if the very breath of his life is sucked from him, weakening him and his ability to resist their power an claws
On sir William, Spirit versus 4 for Ex Drain Vigor
Alam
Exalted Drain Spirit [dice:24k9im7j]43855:9[/dice:24k9im7j]
Wild [dice:24k9im7j]43855:10[/dice:24k9im7j]

Unholy Blade [dice:24k9im7j]43855:11[/dice:24k9im7j]
Wild Die [dice:24k9im7j]43855:12[/dice:24k9im7j]


Huzn
Exalted Drain Vigor [dice:24k9im7j]43855:13[/dice:24k9im7j]
Wild [dice:24k9im7j]43855:14[/dice:24k9im7j]

Unholy Blade [dice:24k9im7j]43855:15[/dice:24k9im7j]
Wild Die [dice:24k9im7j]43855:16[/dice:24k9im7j]

Flying backwards from the roof so as to be out of melee with the invaders Bus and Aleadui pull them selves to some distance and let loose with spells of devastation on Foxx and Enslavement on Vincent.

On Foxx (currently a NPC), Miss
Bus
Onslaught [dice:24k9im7j]43855:17[/dice:24k9im7j]
Wild [dice:24k9im7j]43855:18[/dice:24k9im7j]
On Vincent, Miss
Aleadui
Puppet [dice:24k9im7j]43855:19[/dice:24k9im7j]
Wild [dice:24k9im7j]43855:20[/dice:24k9im7j]
Within the orphanage a great deal of noise and movement can be heard as people begin reacting to the assault.



INITIATIVE ALL PLAYERS MAY ACT, YOU HAVE 4 DAYS THEN I CONSIDER YOU ON HOLD
turn order.JPG
GROUND FLOOR MAP
Ground Floor.JPG
ROOF MAP
The Roof.JPG
  • 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
Vincent Gray
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Re: The Bronson Orphanage

Post by Vincent Gray »

As he appears on the rooftop, Vincent feels a wave of something try to grip his mind. Whatever it was doesn't seem to have any effect, so he looks in the direction he felt it come from and spots a Jinn. Vincent points his arm in Aledius's direction and fires up his HAVOK chip, shooting a beam of chaotic energy at it hitting the creature squarely let's just hope this works...
Weird Science 12
[dice:17ibqnq7]43859:0[/dice:17ibqnq7]
[dice:17ibqnq7]43859:1[/dice:17ibqnq7]
Benny to reroll
Weird Science [dice:17ibqnq7]43859:2[/dice:17ibqnq7]
Ace [dice:17ibqnq7]43859:4[/dice:17ibqnq7]
Wild Die [dice:17ibqnq7]43859:3[/dice:17ibqnq7]
Last edited by Vincent Gray on Wed Oct 10, 2018 8:57 pm, edited 2 times in total.
Signature
Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 4/3
Adventure Cards
Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
Seasoned (38) Folk Hero Play after you save a group of people from dire circumstances.
The community adopts you and your party as local heroes, and you can always find aid there.
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Rob Hunter
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Re: The Bronson Orphanage

Post by Rob Hunter »

Rob, shocked at the movement of the dwarf woman, levels his rifle but can't get a clear shot.
"Look out!" he yells, a bit too late. "Shit! I don't have a shot! We need to get out of this hallway!", he shouts to everyone. Rob waits until he can get a clear shot, and tries to find a better way into the fight.
"Robots, why did it have to be robots..."
Rob Hunter, M.A.R.S. Power Armor Pilot
Rob Hunter, Human, M.A.R.S. Super Trooper Power Armor Pilot
Pace: 7; Parry: 8; Toughness: 19(10)
Combat-Relevant Edges & Abilities:
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for fring from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting atack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls
Wounds: 1/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
  • Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
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Kaja Earthblooded
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Location: Korvosa

Re: The Bronson Orphanage

Post by Kaja Earthblooded »

Soak All Damage and unshake, 20 vs Fear at -4. Psionics 20 to Dispel Puppet; As the cold, clammy feeling of the nullification effect closes around the enemy’s power, they enemy caster feels the cold grip of the nullification effect. This causes the enemy caster require a Vigor roll, at –2 due to the raise, to avoid Fatigue. - Psionics 13 for Super TK; TK Strength d12+2, AP 2; lift up to 1000 pounds, -18 ISP; Duration: 3 rounds - Damage from TK: 16, AP 4
32 Damage vs 16 Toughness: play Second Wind Adventure Card: "Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well."

Fear Check (at -4) [dice:31y1hwzx]43866:5[/dice:31y1hwzx]+[dice:31y1hwzx]43866:7[/dice:31y1hwzx], [dice:31y1hwzx]43866:6[/dice:31y1hwzx]+[dice:31y1hwzx]43866:8[/dice:31y1hwzx] (Ace) +8 ((2 EP) Fate's Chosen: Add the value of your Trait die to a Trait or Skill roll (must be declared before rolling) - LC in Fear Check vs Demon Lord)

Psionics [dice:31y1hwzx]43866:0[/dice:31y1hwzx], [dice:31y1hwzx]43866:1[/dice:31y1hwzx]+[dice:31y1hwzx]43866:2[/dice:31y1hwzx]+1+[dice:31y1hwzx]43866:3[/dice:31y1hwzx]+[dice:31y1hwzx]43866:4[/dice:31y1hwzx] EE + 2 Elan = 20

Automatic Psi-Nullification: Once per turn the hero (if not Shaken) gets a free action to use dispel (costs I.S.P. to use as normal for a Psi-Nullifier) against a single foe who is using a power that either targets him directly or includes the hero in an area of effect. This automatically interrupts the opponent’s action and does not cost the hero his action if he is on Hold or has not yet acted this round. Note this only dispels the incoming power or spell, not any other effects.

Targeted Psionic Nullification (Dispel; 3 I.S.P.) [Seasoned]
Range: Smarts/2
Duration: Instant
Trappings: As the cold, clammy feeling of the nullification effect closes around the enemy’s power, they enemy caster feels the cold grip of the nullification effect. This causes the enemy caster require a Vigor roll (at –2 on a raise) to avoid Fatigue.
Effect: Dispel allows a hero to negate enemy spells, miracles, mad science, or super powers. It has no effect on innate powers, such as a dragon’s breath or a banshee’s scream. Neither does dispel work on magic items or permanent enchantments unless the specific item or enchantment says otherwise.
Dispel can be used on a power already in effect or to counter an enemy power as it’s being used. The latter requires the countering mind melter to be on Hold and interrupt his foe’s action as usual. In either case, dispelling the opponent’s power is an opposed roll of arcane skills. The dispelling character suffers a –2 modifier if the target power is of another type (psionics vs. miracles, magic, superpowers, or mad science, etc).

Psionics [dice:31y1hwzx]43866:9[/dice:31y1hwzx], [dice:31y1hwzx]43866:10[/dice:31y1hwzx]+1 Targeting + 2 (4 ISP) +4 (EP)+[dice:31y1hwzx]43866:11[/dice:31y1hwzx] EE +2 Elan= 13
+2 for 4 ISP
11 ISP for Exalted TK
(1 EP) Twist of Fate: To add +4 to any Trait or Skill Roll (must be declared before rolling)

Super Telekinesis (Exalted Telekinesis; 11 I.S.P.) [Mega]
Range: Smarts × 2
Duration: 3 (1/round)
Trappings: Because of the ability of the invisible telekinetic force of the power to grab at any optimal point, the power, when used to harm, ignores some armor (AP 2).
Using exalted telekinesis is slightly different than normal telekinesis. The caster’s telekinetic strength is calculated as his Spirit die with four die steps added. Thus a psionic with a Spirit of d8 has an exalted telekinesis strength of d12+2. Those using exalted telekinesis consult the Super Strength Table (TLPG p. 65) to determine how much they can lift and manipulate. With a successful roll, they use the Load Limit column, or the Max Weight column with a raise. Note that objects weighing 1,000 or more pounds automatically deal Mega Damage when used as weapons.
►► Lifting Creatures: Living targets may resist with an opposed Spirit roll. If the roll is greater than the caster’s skill total, the victim is unaffected. If the creature loses, however, it is lifted as usual and does not get another attempt to break free. Occasionally a victim might manage to grab onto something solid to prevent itself from being lifted. When this happens, the victim may make an opposed Strength roll versus the caster’s arcane skill. If the victim is successful, he manages to grab onto whatever was available and is not moved, bashed, or otherwise affected that round.

Damage: [dice:31y1hwzx]43866:12[/dice:31y1hwzx]+2+[dice:31y1hwzx]43866:13[/dice:31y1hwzx]=16, AP 4
L.C. reacts without thinking when the juicer comes at him and ducks and jumps back, letting the doorframe take the brunt of her attack - miraculously. With the rage of his childhood fears coming true and the inborn power welling at his fingertips, L.C. pushes back! "Shut up Demon, if I wanted wind out of you I would have passed gas. And you," he says to the short juicer, "do something useful." With that he flicks his fingers at her and attempts to lift her into the air and INTO the demon, chain sword first, with the full strength of his mind. As she barrels into the demon, he steps across the hall allowing others to enter.
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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Leethe
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Posts: 156
Joined: Mon Dec 04, 2017 8:29 pm

Re: The Bronson Orphanage

Post by Leethe »

Gadget Activation 4; Notice 5
Gadget has 20 ISP.
Gadget Activation, power magical girl armor, ISP 5
Psionics [dice:3lobiyrl]43881:0[/dice:3lobiyrl]
Wild [dice:3lobiyrl]43881:1[/dice:3lobiyrl]

success, armor MDC +5
Total armor bonuses, armor +5, toughness +1, MDC armor +5


Notice [dice:3lobiyrl]43881:2[/dice:3lobiyrl]
Wild [dice:3lobiyrl]43881:3[/dice:3lobiyrl]
Leethe was surrounded by light. Her armor started to glow and then became as if it was liquid light. the liquid light shifted forms as Leethe was preforming some type of dance to shape the liquid light. The first thing to appear was a form fitting body suit. As the ritual continued, mechanical pieces appeared out of nothing. They attached themselves. First to her to her feet, forming armored boots. Then to her hands, giving her armored bracers. Another part attached to her back. Finally parts attached to her head and formed some head armor as well.

The Altess Eviscerator also glowed with the light as it was caught up in the transformation. It's shape morphed as it shifted forms.

The light faded leaving Leethe standing there wearing what looked to be fantasy armor suit. With a sword at ready. The shadowy filaments settling on her and the others. "What is this stuff?"

a voice in her head, Interesting.... after a pause, Hey you should use that new trick you learned... put them magical girl skillz to use.
Last edited by Leethe on Thu Oct 11, 2018 2:32 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: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
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Neeto Cogcoil
Posts: 42
Joined: Tue Oct 09, 2018 9:07 pm

Re: The Bronson Orphanage

Post by Neeto Cogcoil »

A few gadgets before the dance
Pre-combat warmup - Smite gadget "Sapper's Delight" (7 PPE)
[dice:28gdcn10]43883:0[/dice:28gdcn10]

WD Smite gadget
[dice:28gdcn10]43883:1[/dice:28gdcn10]

Another little doohickey - Entangle gadget "Angel Goo Bomb" - goo that glows with holy light - an anti-demon special (7 PPE)
[dice:28gdcn10]43883:2[/dice:28gdcn10]

WD Entangle gadget
[dice:28gdcn10]43883:3[/dice:28gdcn10]
Building The Wall
TW3 (Neeto) moves to the spot next to Rob Hunter and sprays his Wonder Jello Steel Wall (Mega Barrier / Stalwart Walls) on the corridor between LC and the really awfully scary looking demon guy, with another section sitting on Zwer partially blocking the intersection (jutting out appx 45 degrees from the top right corner of the intersection)
[dice:28gdcn10]43883:4[/dice:28gdcn10]
Ace with prior
[dice:28gdcn10]43883:6[/dice:28gdcn10]
Edit: Zwer has already been tossed by LC. Request change to put a 2nd wall in place, staggered by a hex between them.

WD Barrier
[dice:28gdcn10]43883:5[/dice:28gdcn10]
Neeto spends the time on the trip whipping up a couple of special gadgets he'd framed out awhile back. "This one's a goo bomb launcher. But I added a little something I snuck outta a mystic's sock drawer. If we got demons, they ain't gonna like this!" He finishes polishing what look like electrical leads, positive and negative, on another strange looking gadget. "Just hook these onna yer fav'rite heater or shakysword. It'll give 'em a little jolt when ya fire it off!'
As they approach the orphanage, Neeto shudders. "Ain't my fav'rite place I ever been, but whatever. I'm a big damn hero too!" He charges in after LC and Rob, then jumps back as the dwarf looking lady starts doing all sorts of crazy acrobatics. A voice from down the hall sends a chill down his spine. He calls out to LC. "HEY! Big guy! Lemme shut the door!" With that, he points his All-Purpose Techno-Snazzy Gloves at the corridor where the voice came from and lets loose a spray of green gelatin. In a moment, a new green steel jello wall has been put into place, severing access to that hall. An accidental overspray ends up as a backup layer of wall. "Lookout! Aw, snit. Gonna need more jello!"
Neeto
Neeto Cogcoil
Current Status Post
Bennies: -2 (spending EP)
Birthday Golden Benny!
Current Status:
Wounds / Fatigue: 0 / 0
Toughness: 8 (4)
Parry: 5
PPE: 11/15
Gadgets: 2/5 - Bolt (8 PPE); Smite; Entangle

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Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: The Bronson Orphanage

Post by Miles RAD Radoslav »

Spirit 11
[dice:1kt9kklc]43909:0[/dice:1kt9kklc] Wild [dice:1kt9kklc]43909:1[/dice:1kt9kklc] Ace on Spirit [dice:1kt9kklc]43909:2[/dice:1kt9kklc]
Sir William shakes off the soul-draining power of the demons, and lashes out at each of them twice with his psi-swords, spinning almost faster than the eye can follow.
Fighting Rolls
First attack 15: [dice:1kt9kklc]43909:3[/dice:1kt9kklc] Wild [dice:1kt9kklc]43909:4[/dice:1kt9kklc] Ace on Fighting [dice:1kt9kklc]43909:11[/dice:1kt9kklc] Ace on Wild [dice:1kt9kklc]43909:12[/dice:1kt9kklc]
Second attack 8: [dice:1kt9kklc]43909:5[/dice:1kt9kklc] Wild [dice:1kt9kklc]43909:6[/dice:1kt9kklc] Ace on Wild [dice:1kt9kklc]43909:13[/dice:1kt9kklc]
Third attack 3: [dice:1kt9kklc]43909:7[/dice:1kt9kklc] Wild [dice:1kt9kklc]43909:8[/dice:1kt9kklc]
Fourth attack 8: [dice:1kt9kklc]43909:9[/dice:1kt9kklc] Wild [dice:1kt9kklc]43909:10[/dice:1kt9kklc] Ace on Wild [dice:1kt9kklc]43909:14[/dice:1kt9kklc]

First Attack Damage 17 AP2 [dice:1kt9kklc]43909:15[/dice:1kt9kklc] Raise die [dice:1kt9kklc]43909:16[/dice:1kt9kklc] + 2 supernatural evil
Second Attack Damage 14 AP2 [dice:1kt9kklc]43909:17[/dice:1kt9kklc] Ace on damage die [dice:1kt9kklc]43909:19[/dice:1kt9kklc] + 2 supernatural evil
Fourth Attack Damage 12 AP2[dice:1kt9kklc]43909:18[/dice:1kt9kklc] Ace on damage die [dice:1kt9kklc]43909:20[/dice:1kt9kklc] + 2 supernatural evil
His first attack connects solidly, carving into Huzn's flesh, and he quickly strikes again with his left-hand sword. Pivoting, he narrowly misses the other demon with his right hand blade, but connects with his left. "For Lord Coake!" he cries, exultant.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
User avatar
Moira O'Dugan
Posts: 95
Joined: Mon Mar 27, 2017 8:39 pm

Re: The Bronson Orphanage

Post by Moira O'Dugan »

Moira finally figures out which way is up...
OOC Comments
Sorry for the lack of posting everyone. I'll be better in the future
And steps in to help the Cyber Knight with his foes.

Throwing caution to the wind Moira attacks recklessly stepping in close to plant a solid hit of her own to the closest Jin.
OOC Comments
Magical melee attack.

Fighting Wild attack - 2 to Moira's parry this round.
skill: [dice:2dc2mrz9]43913:0[/dice:2dc2mrz9]
wild: [dice:2dc2mrz9]43913:1[/dice:2dc2mrz9]

Damage if hit...
[dice:2dc2mrz9]43913:2[/dice:2dc2mrz9]+[dice:2dc2mrz9]43913:3[/dice:2dc2mrz9]+[dice:2dc2mrz9]43913:4[/dice:2dc2mrz9] and + 2 for wild attack

25 damage total MD
Character sheet: http://savagerifts.com/sr/viewtopic.php ... 5387#p5387

Magical knight of the Sidhe (pronounced she) court.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 33 (18) MDC

Bennies: 3

It's all about the Bagpipes and the Cellos...
Celtica: Beyond Avalon: https://www.youtube.com/watch?v=uN0e39ALWpU
2CELLOS - Thunderstruck: https://www.youtube.com/watch?v=uT3SBzmDxGk
Leethe
Diamond Patron
Diamond Patron
Posts: 156
Joined: Mon Dec 04, 2017 8:29 pm

Re: The Bronson Orphanage

Post by Leethe »

Mega Skillz 4, Smite 4
This is for turn 01

Mega Skillz (Greater Warrior's Gift) ISP: 8
MAP -2
Enhance Psionic Skill +2 (ISP cost:2)
4 - 2 + 2 = 4
Psionics [dice:1dg0iktm]44006:0[/dice:1dg0iktm]
Wild [dice:1dg0iktm]44006:1[/dice:1dg0iktm]

Smite: 2
MAP -2
Enhance Psionic Skill +2 (ISP cost:2)
4 - 2 + 2 = 4
Psionics [dice:1dg0iktm]44006:2[/dice:1dg0iktm]
Wild [dice:1dg0iktm]44006:3[/dice:1dg0iktm]

Total ISP used: 14

Mega Skillz grants
Improved Trademark Weapon for Altess Eviscerator: +2 to fighting rolls using this weapon.
Improved Frenzy: make an extra frenzy attack, ignore the -2 frenzy penalty

Smite is cast on Altess Eviscerator for Earth Magic type. +2 damage

Leethe sees Sir William lash out at the Jinn as she hears the voice in her head. "Sounds like a plan." She says out of nowhere. She thinks, I need experience and power to fight these guys....familiar identity....relentless assault....earth magic... She glows for a moment as she activates a power and then her sword begins to glow with a yellow aura as she activates a second.
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: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: The Bronson Orphanage

Post by Ndreare »

Up Top
As Vincent's energy vortex hits the demon it's nebulous form begins breaking apart and dispersing. But the creature is able last minute to pull itself together brushing off the effects of the chaotic energy.
OOC Comments
Strength d12+4, Raise effect -2, Natural Vulnerability -2
Strength [dice:1hqn626c]43979:0[/dice:1hqn626c]
Wild [dice:1hqn626c]43979:1[/dice:1hqn626c]
Resisting the soul draining effects of the demon Sir William moves forward in a flash spinning around the demon with a volley of blows the demon is surprised to find can actually hurt it. But the demons resistant to non-magical sources of damage saves it from destruction.
OOC Comments
First attack was a Raise, the following two are normal hits. Please roll for raise damage if you get a chance and PM me the results

Demon is shaken
To prevent going visible and solid
Smarts [dice:1hqn626c]43979:2[/dice:1hqn626c]
Wild [dice:1hqn626c]43979:3[/dice:1hqn626c]
Moira moving in is able to land a solid blow on the Jinn, leaving it stunned and not understanding how it seems all of their foes can see them while invisible.
Soaked 1 of 2 wounds
Benny to Soak
Vigor [dice:1hqn626c]43979:4[/dice:1hqn626c]
Wild Die [dice:1hqn626c]43979:5[/dice:1hqn626c] Ace [dice:1hqn626c]43979:8[/dice:1hqn626c]

Ground Floor

L.C. is easily able to resist the awesome magic of the god of corruption, returning like for like the being feels some of his energy trying to be dispersed by the Mind Mage. However the demon is unphased by the fear most beings feel when encountering L.C. and to make matters worse the Chainsword did less than a scratch to the monstrous form.
OOC Comments
Vigor versus Fatigue
Vigor [dice:1hqn626c]43979:6[/dice:1hqn626c]
Wild [dice:1hqn626c]43979:7[/dice:1hqn626c]
As Neeto moves in erecting a steel wall to separate the horrendous demon and it juicer pet from the heroes he sees the barriers go up without difficulty.


Sniper's Nest

Watching as the wave of black swells out from the building Hardin thinks to waste no time, shooting his first volley, but as soon as the shot is fired he looks and sees the building looks as peaceful as ever and there is no sign of his team. The entire property looks empty and abandoned as if no one has been there in years.
  • 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
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: The Bronson Orphanage

Post by Ndreare »

Seeing the unexpected incursion the Head Master sounds more than annoyed, perhaps even a little panicked as he yells. "harab min ajla min ajla!" Suddenly several more Jinn, this time made of stone form around him filling the room he is in and springing into action.

Two of the Jinn break down the wall blocking them, as one of them disappears reappearing next to the sleeping client in the other room and begins shaking him violently to wake him. The remainder of the Jinn without hesitation attack the mortal fools who entered their masters dwelling place as the Head Master laughs at you. "Fools, where do you think you have come. You are hear to feed my god and you will spend eternity as your soul is digested and regrown."
OOC Comments
Activating TW gear = Free Action, Summon Allies

Spellcasting d10, Gear +2
Spellcasting [dice:3417udwj]43981:0[/dice:3417udwj]
Wild [dice:3417udwj]43981:1[/dice:3417udwj]

Spellcasting d10, Gear +2
Spellcasting [dice:3417udwj]43981:2[/dice:3417udwj]
Wild [dice:3417udwj]43981:3[/dice:3417udwj]
As they arrive one of the demons casually steps on the sleeping child beneath him with a loud cracking sound and a whispered grown following. The headmaster takes the opportunity for flight as the summoned demons distract the party.

One TW is shaken, Neeto takes 19 damage and L.C. takes 11
Jinn 01 versus unnamed TW
Fighting [dice:3417udwj]43981:4[/dice:3417udwj]
  • Damage [dice:3417udwj]43981:11[/dice:3417udwj] + [dice:3417udwj]43981:12[/dice:3417udwj]
Jinn 02 versus unnamed TW
Fighting [dice:3417udwj]43981:5[/dice:3417udwj]

Jinn 03 versus sleeping client
No roll

Jinn 04 versus sleeping child
No roll

Jinn 05 versus Neeto
Fighting [dice:3417udwj]43981:6[/dice:3417udwj]

Jinn 06 versus Neeto
Fighting [dice:3417udwj]43981:7[/dice:3417udwj]
  • Damage [dice:3417udwj]43981:13[/dice:3417udwj] + [dice:3417udwj]43981:14[/dice:3417udwj]
Jinn 07 versus Rob
Fighting [dice:3417udwj]43981:8[/dice:3417udwj]

Jinn 08 versus L.C.
Fighting [dice:3417udwj]43981:9[/dice:3417udwj]

Jinn 09 versus L.C.
Fighting [dice:3417udwj]43981:10[/dice:3417udwj]
  • Damage [dice:3417udwj]43981:15[/dice:3417udwj] + [dice:3417udwj]43981:16[/dice:3417udwj]
Jinn 10 versus Walls
No roll

Jinn 11 versus Walls
No roll

Jinn 12 versus Walls
No roll

Jinn 13 versus Walls
No roll
The children are heard and seen running everywhere. Obviously confused and without escape many have no choice but to cower in corners and wait until fate decides their journey.

Mr. Powell meanwhile burst through the window leading out of the building a running towards Pvt. Harris unloads a volley of shots killing him, then turning towards the TW standing outside he follows up with a slice of his sword cutting the Techno wizard in half.
Harris Killed, TW Killed
Time Slip
Psionics [dice:3417udwj]43981:17[/dice:3417udwj]
Wild die [dice:3417udwj]43981:18[/dice:3417udwj]

Shooting [dice:3417udwj]43981:19[/dice:3417udwj]
  • Damage [dice:3417udwj]43981:27[/dice:3417udwj] AP8
Shooting [dice:3417udwj]43981:20[/dice:3417udwj]
  • Damage [dice:3417udwj]43981:28[/dice:3417udwj] AP8
Shooting [dice:3417udwj]43981:21[/dice:3417udwj]
  • Damage [dice:3417udwj]43981:29[/dice:3417udwj] AP8
Wild [dice:3417udwj]43981:22[/dice:3417udwj]

Fighting [dice:3417udwj]43981:23[/dice:3417udwj]
  • Damage [dice:3417udwj]43981:30[/dice:3417udwj] + [dice:3417udwj]43981:31[/dice:3417udwj] + Raise [dice:3417udwj]43981:32[/dice:3417udwj] AP12
Frenzy [dice:3417udwj]43981:24[/dice:3417udwj]
Wild [dice:3417udwj]43981:25[/dice:3417udwj] Ace [dice:3417udwj]43981:26[/dice:3417udwj]
  • Damage [dice:3417udwj]43981:33[/dice:3417udwj] + [dice:3417udwj]43981:34[/dice:3417udwj] + Raise [dice:3417udwj]43981:35[/dice:3417udwj] AP12
  • 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
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: The Bronson Orphanage

Post by Ndreare »

Turn 02 - you have until Tuesday 10/16/2018 to post or will be considered on hold.

Initiative (Two enemy Jokers): PLAYERS GO FIRST BA'AL ZARBUN, ALAM and HUZN are on Hold
turn order.JPG
UPDATED MAPS
Ground Floor
Ground Floor.JPG
The Roof
The Roof.JPG
  • 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
Vincent Gray
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Re: The Bronson Orphanage

Post by Vincent Gray »

The tehcnowizard in J30 uses his pummel glove to fire a cone of energy that hits the two Jinn to his left
Technowizardry 9
Technowizardry [dice:2u35tp8h]44198:0[/dice:2u35tp8h]
Screenshot_20181015-090709.png
Signature
Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 4/3
Adventure Cards
Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
Seasoned (38) Folk Hero Play after you save a group of people from dire circumstances.
The community adopts you and your party as local heroes, and you can always find aid there.
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Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: The Bronson Orphanage

Post by Miles RAD Radoslav »

Fighting Rolls
Raise damage from last round [dice:vctk8d9w]44222:0[/dice:vctk8d9w]

Fighting Roll 1 = 8 [dice:vctk8d9w]44222:1[/dice:vctk8d9w] Wild [dice:vctk8d9w]44222:2[/dice:vctk8d9w]
Fighting Roll 2 = 9 [dice:vctk8d9w]44222:3[/dice:vctk8d9w] Wild [dice:vctk8d9w]44222:4[/dice:vctk8d9w] Ace on Wild [dice:vctk8d9w]44222:9[/dice:vctk8d9w]
Fighting Roll 3 = 8[dice:vctk8d9w]44222:5[/dice:vctk8d9w] Wild [dice:vctk8d9w]44222:6[/dice:vctk8d9w]
Fighting Roll 4 = 20 [dice:vctk8d9w]44222:7[/dice:vctk8d9w] Wild [dice:vctk8d9w]44222:8[/dice:vctk8d9w] Ace on Fighting [dice:vctk8d9w]44222:10[/dice:vctk8d9w] Ace on Wild [dice:vctk8d9w]44222:11[/dice:vctk8d9w]

Damage Roll 1 = 19 [dice:vctk8d9w]44222:12[/dice:vctk8d9w] +2
Damage Roll 2 = 22[dice:vctk8d9w]44222:13[/dice:vctk8d9w] +2 Ace on damage die [dice:vctk8d9w]44222:17[/dice:vctk8d9w]
Damage Roll 3 = 15 [dice:vctk8d9w]44222:14[/dice:vctk8d9w] +2
Damage Roll 4 = 16 [dice:vctk8d9w]44222:15[/dice:vctk8d9w] + [dice:vctk8d9w]44222:16[/dice:vctk8d9w] +2
Sir William focuses all his energy on the demon he wounded last turn. "Who knows the meaning of pain now?" he shouts, as his blades carve into the demon. "You face a Cyber Knight! Return to the hell from whence you came or be destroyed!"
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
Leethe
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Re: The Bronson Orphanage

Post by Leethe »

Fighting Rolls
Bonuses:
Improved Trademark Weapon +2
Improved Frenzy, no penalty for frenzy attack
Gang Up = at least +1

Fighting 1 = 9 [dice:2m4l5xyo]44247:0[/dice:2m4l5xyo]
Fighting 2 = 8 [dice:2m4l5xyo]44247:2[/dice:2m4l5xyo] +1 improved trademark weapon
Wild = 11 [dice:2m4l5xyo]44247:1[/dice:2m4l5xyo] Ace on Wild [dice:2m4l5xyo]44247:4[/dice:2m4l5xyo] +2 improved trademark weapon


Final results with bonus
Improved Frenzy 1 = 10 (with gang up +1)
Improved Frenzy 2 = 12 (with gang up +1)


Altess Eviscerator
Str+2d10+2, AP 2, MD
Smite Earth Magic +2 damage
Improved Frenzy 1 = 34 AP 2 MD Earth Magic [dice:2m4l5xyo]44247:6[/dice:2m4l5xyo] Strength [dice:2m4l5xyo]44247:7[/dice:2m4l5xyo] Ace on Strength [dice:2m4l5xyo]44247:8[/dice:2m4l5xyo] Ace on Damage 2 [dice:2m4l5xyo]44247:9[/dice:2m4l5xyo] + 4
Improved Frenzy 2 = 28 AP 2 MD Earth Magic [dice:2m4l5xyo]44247:10[/dice:2m4l5xyo] Strength [dice:2m4l5xyo]44247:11[/dice:2m4l5xyo] + raise damage [dice:2m4l5xyo]44247:12[/dice:2m4l5xyo] ace on raise damage [dice:2m4l5xyo]44247:13[/dice:2m4l5xyo] + 4


Ignore these, made a mistake with my frenzy attack. rules state only one wild die per action.wild [dice:2m4l5xyo]44247:3[/dice:2m4l5xyo] Ace on Wild [dice:2m4l5xyo]44247:5[/dice:2m4l5xyo]
Leethe screams out a cry as she launches forward at 'Alam with her big sword, bring the blade in for a solid connect. In a frenzy, using the momentum of the blade, brings it back in for a second strike.
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: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
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Vincent Gray
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Re: The Bronson Orphanage

Post by Vincent Gray »

Seeing that his first attempt seemed to do something, Vincent shoots another beam at Aldeius
Weird Science 4
[dice:2f1cj93v]44274:0[/dice:2f1cj93v]
[dice:2f1cj93v]44274:1[/dice:2f1cj93v]
Signature
Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 4/3
Adventure Cards
Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
Seasoned (38) Folk Hero Play after you save a group of people from dire circumstances.
The community adopts you and your party as local heroes, and you can always find aid there.
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Neeto Cogcoil
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Joined: Tue Oct 09, 2018 9:07 pm

Re: The Bronson Orphanage

Post by Neeto Cogcoil »

Soaks and other actions
Neeto spends Golden Benny to soak 2 wounds
Neeto fires the Angel Goo Bomb (Greater Entangle with holy light trapping) gadget in a med template at the 4 jinn between him and LC - 6 PPE
[dice:3ff9g7cu]44284:0[/dice:3ff9g7cu]

WD TW
[dice:3ff9g7cu]44284:1[/dice:3ff9g7cu]
Neeto, by some stroke of gremlin luck, manages to evade the deadly swipe of the jinn. "Hey, watch it tough guy! Genius at work!" He pulls the goo bomb launcher he'd whipped up on the way to the orphanage and points it at the four beasts in front of him. "Open up and say 'ahh!'" The blaster vomits out a mass of odd-smelling goo that glows faintly with a warm, reassuring light. "Don't know why that mystic's socks were so stiff, but there's a little somethin' in there fer you nits!"
Neeto
Neeto Cogcoil
Current Status Post
Bennies: -2 (spending EP)
Birthday Golden Benny!
Current Status:
Wounds / Fatigue: 0 / 0
Toughness: 8 (4)
Parry: 5
PPE: 11/15
Gadgets: 2/5 - Bolt (8 PPE); Smite; Entangle

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Rob Hunter
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Re: The Bronson Orphanage

Post by Rob Hunter »

Rob runs to the north and scoops up the chain greatsword off the fallen juicer and turns to engage Mr. Powell. He yells up towards the roof "We're gonna need some help down here!" And he attempts to cleave Mr. Powell with all of his strength

Greatsword Attack (12) 28 MDC AP 2
(Charge: Ignore the multi-action penalty for Running when making a Fighting attack at the end of movement.
Overrun: If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.)
Fighting: [dice:3e4xgok6]44324:0[/dice:3e4xgok6]
Wild Die: [dice:3e4xgok6]44324:1[/dice:3e4xgok6]

Spending benny for Extra Effort with Elan
Extra Effort: [dice:3e4xgok6]44324:2[/dice:3e4xgok6]

Damage (+2 for Overrun)
Str: [dice:3e4xgok6]44324:3[/dice:3e4xgok6]
Sword: [dice:3e4xgok6]44324:4[/dice:3e4xgok6]
Sword Ace: [dice:3e4xgok6]44324:5[/dice:3e4xgok6]
"Robots, why did it have to be robots..."
Rob Hunter, M.A.R.S. Power Armor Pilot
Rob Hunter, Human, M.A.R.S. Super Trooper Power Armor Pilot
Pace: 7; Parry: 8; Toughness: 19(10)
Combat-Relevant Edges & Abilities:
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for fring from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting atack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls
Wounds: 1/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
  • Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
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Ndreare
Savage Siri
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: The Bronson Orphanage

Post by Ndreare »

Some resistance rolls
Sentinel Jinn d12+3, -2 for raise
J26 Jinn [dice:itfdaxgj]44418:0[/dice:itfdaxgj]
K27 Jinn [dice:itfdaxgj]44418:1[/dice:itfdaxgj]


Aldeius d12+4, -2 Vulnerability
Air Jinn [dice:itfdaxgj]44418:2[/dice:itfdaxgj]
Wild [dice:itfdaxgj]44418:3[/dice:itfdaxgj]

Entangle d8, no modifier
Agility [dice:itfdaxgj]44418:4[/dice:itfdaxgj]
Agility [dice:itfdaxgj]44418:5[/dice:itfdaxgj]
Agility [dice:itfdaxgj]44418:6[/dice:itfdaxgj]
Agility [dice:itfdaxgj]44418:7[/dice:itfdaxgj]

  • 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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Kaja Earthblooded
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Re: The Bronson Orphanage

Post by Kaja Earthblooded »

L.C. grunts at the impact, but his armor holds without failing. Surrounded by enemies, LC lets out a psychic yell of rage. "Begone!" The affects wash over the enemy shifter as well. This wakes three to five children, and he immediately pushes another sleep affect on them. "End that shifter!" he calls to the others.

..
Remote Psionic Nullification Field (Psionics 18) - Items are TN 4, 6, 8, or 10 - either way they are suppressed for 2 minutes; Active effects on the Headmaster and the Jinn's summon are dispelled if 18 beats them; Kids have Arcane Reisstance |Hypnotic Suggestion - Sleep (10) Kids right in M19, K21, and M25; -14 ISP total
Remote Psionic Nullification Field: Psionics [dice:wtoa8vin]44421:0[/dice:wtoa8vin], [dice:wtoa8vin]44421:1[/dice:wtoa8vin]+1-2 (MAP) +2 (4 ISP) +4 (EP) +[dice:wtoa8vin]44421:4[/dice:wtoa8vin] (EE) +2 Elan
Hypnotic Suggestion - Sleep: Psionics [dice:wtoa8vin]44421:2[/dice:wtoa8vin], [dice:wtoa8vin]44421:3[/dice:wtoa8vin]+1-2 (MAP) +4 (EP) = 18
[dice:wtoa8vin]44421:5[/dice:wtoa8vin] minutes
Wed Oct 17, 2018 10:12 pm (1 EP) Twist of Fate: To add +4 to Psionics (for Dispel), (1 EP) Twist of Fate: To add +4 to Psionics (for Sleep) = 10

Remote Psionic Nullification Field (Exalted Dispel; 6 I.S.P.) [Mega]
Range: Smarts × 2
Duration: Instant (1d6 minutes for dampening enchantments)
Trappings: Electricity and ectoplasm dance in the area of effect, seeking out those with innate power. The display is frightening enough just standing in it, but those with Arcane Background find it terrifying. Anyone without an Arcane Background is considered to have a level of Arcane Resistance versus the power, even if they have something that can be dispelled, and those with one in the area of effect must make Fear checks when hit with it.
Effect: This is the ultimate directed dispel power, able to undo any active power currently active in a Large Burst Template. It can also dampen enchantments on items within the area, shutting them down for 1d6 minutes. When used against items, the casting roll is against a base 4 instead of opposed; the GM should feel free to impose penalties for particularly powerful items (−2 for a major item, −4 for an artifact, or even −6 for a true relic of great power).

Hypnotic Suggestion: Sleep (Greater Slumber; 4 I.S.P.) [Mega]
Range: Smarts × 1.5
Duration: 1 minute (1/minute)
Trapping: This powerful telepathic suggestion requires a Vigor roll (at –2 on a raise) to avoid Fatigue. In addition to the power effects. It quite simply takes a lot out of the character, putting them in alpha state that induces sleep.
Effect: Using this Mega Power increases the penalties to resist slumber to −2, or −4 with a raise. Furthermore, it takes a full round of active effort to awaken a victim of greater slumber; loud noises and the like aren’t enough.
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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Ndreare
Savage Siri
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: The Bronson Orphanage

Post by Ndreare »

As L.C.s will reaches out the disruption is total and the spells begin collapsing around the Head Master his concentration and skills insufficient to resist.
OOC Comments
Resist Dispel

Ex Deflection
Spellcasting [dice:2o3ync5a]44455:0[/dice:2o3ync5a]
Wild Die [dice:2o3ync5a]44455:1[/dice:2o3ync5a]

Ex Armor
Spellcasting [dice:2o3ync5a]44455:2[/dice:2o3ync5a]
Wild Die [dice:2o3ync5a]44455:3[/dice:2o3ync5a]

Force Multiplication
Spellcasting [dice:2o3ync5a]44455:4[/dice:2o3ync5a]
Wild Die [dice:2o3ync5a]44455:5[/dice:2o3ync5a]

Fear
Spirit [dice:2o3ync5a]44455:6[/dice:2o3ync5a]
Wild [dice:2o3ync5a]44455:7[/dice:2o3ync5a]
  • 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: The Bronson Orphanage

Post by Ndreare »

In a blur of action Mrs. Zwer races in slicing open the walls of the office as if they did not exist and racing in she ignores the goblin sneering at him as she moves past and instead attacks the techno-wizards behind him. After slicing the TW in half she spins on Neeto and smiles pointing with her finger. "Next"


Suddenly walking through the opening made by Mrs Zwer the very walls of the building warping and bending to allow his impossible 40' frame to fit through bending all perspective Zarbun's body begins to glow as masses of blue ley line like energy flows into him. With a wave of his hands and the word. "Enough!" All power in the room begins breaking down as if it no longer had a substance in reality to anchor to. Pointing to L.C. the demon speaks. "I do not like being disobeyed. Serve me and kill your friends."

Then moving into the abandoned office he swings his impossibly large sword with even more improbable speed devastating Neeto the L.C.. Without waiting he turns his head towards Rob. "Slave, protect me and kill your friends on the roof." then with an even more cruel feat he frops his left hand down his claws uncurling to reveal a ball of flame the splashes against the floor exploding in devastating force.

"You dare come to my world, to my temple an challenge me. You will serve me for eternity and beg for my mercies, but they shall never come." As he speaks the words, the children and the techno-wizard finish dying and the same eary blue energy flows from them into Zarbun. His chest swelling with satisfaction burns the eyes and souls of those who watch.

Complex, better read
Rob = Save Versus Fear at -4
Rob = Save Versus Puppet at 8 (failure grants free follow up roll versus a 5)
Rob = Hit with a 7 for 15 Mega damage
Rob = Hit with a 14 for 33 Mega damage

Neeto = Save Versus Fear at -4
Neeto Your stuff was already shut down no issue
Neeto Hit with a 5 for 30 Mega Damage
Neeto greater blast roll Agility 6 or take 21 Mega Damage

L.C. = Save Versus Fear at -4 (I think you already did, if so no roll needed)
L.C. = Save Versus Puppet at 6 (failure grants free follow up roll versus a 12)
L.C. Hit with a 7 for 26 Mega Damage
L.C. greater blast roll Agility 6 or take 21 Mega Damage

OOC Comments
Greater Demon by Raw, with added Mastery with Spirit
Quickness allows 4 total actions without MAP, Joker adds +2 to Greater Demons
Turn 0.1
Exalted Dispel - Hits Neeto, L.C., and a bunch of NPCs
Spellcasting [dice:2p1v6bnh]44456:0[/dice:2p1v6bnh]
Wild [dice:2p1v6bnh]44456:1[/dice:2p1v6bnh]

Puppet - L.C.
Spellcasting [dice:2p1v6bnh]44456:2[/dice:2p1v6bnh]
Wild [dice:2p1v6bnh]44456:3[/dice:2p1v6bnh]
  • Benny to Reroll
    Spellcasting [dice:2p1v6bnh]44456:14[/dice:2p1v6bnh]
    Wild [dice:2p1v6bnh]44456:15[/dice:2p1v6bnh]
Improved Frenzy - L.C. then Neeto
Fighting [dice:2p1v6bnh]44456:4[/dice:2p1v6bnh] for [dice:2p1v6bnh]44456:18[/dice:2p1v6bnh] + [dice:2p1v6bnh]44456:19[/dice:2p1v6bnh]
Fighting [dice:2p1v6bnh]44456:5[/dice:2p1v6bnh] for [dice:2p1v6bnh]44456:20[/dice:2p1v6bnh] + [dice:2p1v6bnh]44456:21[/dice:2p1v6bnh] + [dice:2p1v6bnh]44456:22[/dice:2p1v6bnh]
Wild [dice:2p1v6bnh]44456:6[/dice:2p1v6bnh]

Turn 0.2
Puppet - Rob Hunter
Spellcasting [dice:2p1v6bnh]44456:7[/dice:2p1v6bnh]
Wild [dice:2p1v6bnh]44456:8[/dice:2p1v6bnh]
  • Benny to Reroll
    Spellcasting [dice:2p1v6bnh]44456:16[/dice:2p1v6bnh]
    Wild [dice:2p1v6bnh]44456:17[/dice:2p1v6bnh]
Greater Blast enhanced to 3d10 large blast template
Spellcasting [dice:2p1v6bnh]44456:9[/dice:2p1v6bnh] for [dice:2p1v6bnh]44456:23[/dice:2p1v6bnh] mega damage
Wild [dice:2p1v6bnh]44456:10[/dice:2p1v6bnh]

Improved Frenzy - Rob Hunter
Fighting [dice:2p1v6bnh]44456:11[/dice:2p1v6bnh] for [dice:2p1v6bnh]44456:24[/dice:2p1v6bnh] + [dice:2p1v6bnh]44456:25[/dice:2p1v6bnh]
Fighting [dice:2p1v6bnh]44456:12[/dice:2p1v6bnh] for [dice:2p1v6bnh]44456:26[/dice:2p1v6bnh] + [dice:2p1v6bnh]44456:27[/dice:2p1v6bnh] Ace [dice:2p1v6bnh]44456:28[/dice:2p1v6bnh]
Wild [dice:2p1v6bnh]44456:13[/dice:2p1v6bnh]
If Puppet save is Failure then secondary roll for absolute control is versus
Rob [dice:2p1v6bnh]44456:29[/dice:2p1v6bnh]
wild [dice:2p1v6bnh]44456:30[/dice:2p1v6bnh]

L.C. [dice:2p1v6bnh]44456:31[/dice:2p1v6bnh]
wild [dice:2p1v6bnh]44456:32[/dice:2p1v6bnh]





Bus slides forward and with a volley of incoherent words spoken in the demon tongue a series of blasts lash out at Foxx incapacitating her instantly and leaving her out of the fight.
OOC Comments
GM Fiat, the player is gone so the character is being removed from the scene.

Aleadui laughs at the repeated efforts of the scientist and his failed technology to harm him. "Fool, your mortal magic is pathetic." Then with a launch of more incoherent words he releases a blast of unstoppable force.
Onslaught 14 to hit 29 damage
Spellcasting [dice:2p1v6bnh]44456:33[/dice:2p1v6bnh]
Wild [dice:2p1v6bnh]44456:34[/dice:2p1v6bnh] Extra Effort [dice:2p1v6bnh]44456:36[/dice:2p1v6bnh] Ace [dice:2p1v6bnh]44456:38[/dice:2p1v6bnh]

Damage [dice:2p1v6bnh]44456:35[/dice:2p1v6bnh] Ace [dice:2p1v6bnh]44456:37[/dice:2p1v6bnh] Ace [dice:2p1v6bnh]44456:39[/dice:2p1v6bnh]

Cookie wakes
  • 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
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: The Bronson Orphanage

Post by Ndreare »

INITIATIVE TURN 02: PLAYERS GO FIRST
As always you get 4 days, then I consider your character on hold and move on.



OOC Comments
Initiative
Initiative.JPG
The Roof
The Roof.JPG
Ground Floor
Ground Floor.JPG
  • 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
Vincent Gray
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Posts: 48
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Re: The Bronson Orphanage

Post by Vincent Gray »

OOC Comments
Soak [dice:19y371mm]44500:0[/dice:19y371mm]
Wild Die [dice:19y371mm]44500:1[/dice:19y371mm]
Signature
Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 4/3
Adventure Cards
Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
Seasoned (38) Folk Hero Play after you save a group of people from dire circumstances.
The community adopts you and your party as local heroes, and you can always find aid there.
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Moira O'Dugan
Posts: 95
Joined: Mon Mar 27, 2017 8:39 pm

Re: The Bronson Orphanage

Post by Moira O'Dugan »

Moira smiles at the Jin and steps forward. She has never liked bullies and these creatures seem to fit that description really well. Leaping off the building towards the Jinn she takes another swing at the Jinn in front of her.

"Ye really think that'n we'd let you come'n to our realm an' just torture innocent people to feed off them, or what'ver it is that'n your kind do?"

Moira attacks wildly.
OOC Comments
+2 attack and damage and -2 parry for wild attack
Skill: [dice:206jayxf]44517:0[/dice:206jayxf]
wild: [dice:206jayxf]44517:4[/dice:206jayxf]

Damage if hit
[dice:206jayxf]44517:1[/dice:206jayxf]+[dice:206jayxf]44517:2[/dice:206jayxf]+[dice:206jayxf]44517:3[/dice:206jayxf] 29 total damage
Character sheet: http://savagerifts.com/sr/viewtopic.php ... 5387#p5387

Magical knight of the Sidhe (pronounced she) court.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 33 (18) MDC

Bennies: 3

It's all about the Bagpipes and the Cellos...
Celtica: Beyond Avalon: https://www.youtube.com/watch?v=uN0e39ALWpU
2CELLOS - Thunderstruck: https://www.youtube.com/watch?v=uT3SBzmDxGk
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Neeto Cogcoil
Posts: 42
Joined: Tue Oct 09, 2018 9:07 pm

Re: The Bronson Orphanage

Post by Neeto Cogcoil »

Neeto is not afraid
Spirit vs Fear -4
[dice:1s3jutft]44566:0[/dice:1s3jutft]
Ace Spirit with prior
[dice:1s3jutft]44566:4[/dice:1s3jutft]

WD Spirit
[dice:1s3jutft]44566:1[/dice:1s3jutft]
Neeto soaks
Plays Lucky Break Adventure Card from Vincent
Neeto is not Blasted
Agility to evade Blast
[dice:1s3jutft]44566:2[/dice:1s3jutft]

WD Agility
[dice:1s3jutft]44566:3[/dice:1s3jutft]
Benny EE Agility with Elan and prior
[dice:1s3jutft]44566:5[/dice:1s3jutft]
Neeto is crafty
TW Gadget - Bolt with Quicksilver Coil (Silver Trapping) build wired through Neeto's gloves, -2 MAP (intend to use it immediately)
[dice:1s3jutft]44566:6[/dice:1s3jutft]

WD TW Gadget
[dice:1s3jutft]44566:7[/dice:1s3jutft]

Benny reroll TW Gadget build with Elan (forgot to add Machine Maestro to creation roll, +2 = build with raise) - 12 PPE
[dice:1s3jutft]44566:10[/dice:1s3jutft]

WD Reroll TW
[dice:1s3jutft]44566:11[/dice:1s3jutft]
Neeto is Bolty
TW Onslaught - Quicksilver coil at Big Zugly (+2 to hit due to Large size, cancels MAP)
[dice:1s3jutft]44566:8[/dice:1s3jutft]

Benny EE with Elan and prior
[dice:1s3jutft]44566:12[/dice:1s3jutft]

WD TW Big Bolt
[dice:1s3jutft]44566:9[/dice:1s3jutft]

Damage to Zarbul with raise - silver trapping
[dice:1s3jutft]44566:13[/dice:1s3jutft]
One Ace
[dice:1s3jutft]44566:14[/dice:1s3jutft]

Benny to reroll damage on Zarbul with Elan
[dice:1s3jutft]44566:15[/dice:1s3jutft]
2 Ace with prior
[dice:1s3jutft]44566:16[/dice:1s3jutft]

Benny to reroll damage again, because I will not be denied
[dice:1s3jutft]44566:17[/dice:1s3jutft]
3 Ace with prior
[dice:1s3jutft]44566:18[/dice:1s3jutft]
2 more Ace with prior
[dice:1s3jutft]44566:19[/dice:1s3jutft]
1 more Ace with prior
[dice:1s3jutft]44566:20[/dice:1s3jutft]
1 more Ace with prior
[dice:1s3jutft]44566:21[/dice:1s3jutft]
Neeto is initially shocked by the appearance of the Demon. The shock fades quickly, though, when the ugly lummox swings an impossibly large sword his way. The demon must be used to facing creatures capable of reaching his knees or higher, because the dangerous swipe sails over Neeto's head. "Hey, big ugly, ya missed me. I'm down here, ya nit!" His eyes bug out as the fire blast lands. Neeto's too quick, though, and dives out of the way, unscorched. "That all ya got? I got a little somethin' right...snit!" The gremlin panics for a moment when all of his gear shuts down. He shouts at the huge demon: "OY! I needed that! Aw, whatever. I got somethin' else fer you, ya big fatty!"
Slapping a few new leads and rerouting a coolant coil on his All-Purpose Techno-Snazzy gloves, he points the nozzle of his Zapper Sapper at the greater demon. "Quickest silver yer gonna see fer the rest of yer lousy life!" The tiny nozzle opens up with a massive, molten, shining silver streak of arcane juice. The blast sizzles into the huge frame of the demon to devastating effect.
Neeto turns towards Mrs. Zwer, gesturing an invitation. "Come get some!"
Neeto
Neeto Cogcoil
Current Status Post
Bennies: -2 (spending EP)
Birthday Golden Benny!
Current Status:
Wounds / Fatigue: 0 / 0
Toughness: 8 (4)
Parry: 5
PPE: 11/15
Gadgets: 2/5 - Bolt (8 PPE); Smite; Entangle

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

Re: The Bronson Orphanage

Post by Ndreare »

Soaks 4 wounds, uses 4 GM bennies
Demon Soak
[dice:3ivd2go1]44613:0[/dice:3ivd2go1]
[dice:3ivd2go1]44613:1[/dice:3ivd2go1] Ace [dice:3ivd2go1]44613:2[/dice:3ivd2go1] Ace [dice:3ivd2go1]44613:3[/dice:3ivd2go1]
OOC Comments
[dice:3ivd2go1]44613:4[/dice:3ivd2go1]
[dice:3ivd2go1]44613:5[/dice:3ivd2go1] Ace [dice:3ivd2go1]44613:6[/dice:3ivd2go1]

[dice:3ivd2go1]44613:7[/dice:3ivd2go1]
[dice:3ivd2go1]44613:8[/dice:3ivd2go1] Ace [dice:3ivd2go1]44613:9[/dice:3ivd2go1]
What is it with 6 sided dice and the roller?

[dice:3ivd2go1]44613:10[/dice:3ivd2go1]
[dice:3ivd2go1]44613:11[/dice:3ivd2go1]

[dice:3ivd2go1]44613:12[/dice:3ivd2go1]
[dice:3ivd2go1]44613:13[/dice:3ivd2go1]

[dice:3ivd2go1]44613:14[/dice:3ivd2go1]
[dice:3ivd2go1]44613:15[/dice:3ivd2go1]
  • 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
Leethe
Diamond Patron
Diamond Patron
Posts: 156
Joined: Mon Dec 04, 2017 8:29 pm

Re: The Bronson Orphanage

Post by Leethe »

Leethe finishes off 'Alam as Sir William finish off the other one. She looks over her shoulder to see the other Djinn have moved back, "I guess they are scared."

Meanwhile...
Rob Hunter wrote: Tue Oct 16, 2018 12:13 pm Rob runs to the north and scoops up the chain greatsword off the fallen juicer and turns to engage Mr. Powell. He yells up towards the roof "We're gonna need some help down here!" And he attempts to cleave Mr. Powell with all of his strength
"Damn it. What do I do."

Time seems to stop for Leethe. She is standing in a strange place with another woman. This woman looks just like her.

"Time for a choice. help your friend up here?"
"Help your friends down there?"
"or help yourself?"

Leethe watches the woman intently.

"I know what you are thinking, who am I? I'm the voice that has been talking to you. I guess you could say, I'm your former self..."
"Seiko."
"People liked to call me Dark Seiko though. I guess I had this bad reputation about me. These guys going about claiming I destroyed a universe. It's not like I killed everyone in it. A bunch of people escaped. Not to mention it isn't physically destroyed."
Dark Seiko looks over her shoulder, giving a piercing look straight at an unseen observer to this conversation.

Seiko holds up her hand, a glowing ball of energy appears in it. "You have a few choices now. You could throw this at one of those Djinn over there that are attacking your friends. Or there might be someone standing straight below you a few levels down. Anyways I think we are done now." She tosses the glowing ball over to Leethe who catches it. The dream ends and time restarts.

Help myself? What did she mean by that?

"time for a team work!" She uses her exalted telepathy to give messages to all her allies. To everyone, "Now's not the time to be sleeping on the job!" Uses Command edge to give +1 to allies to recover from shaken.

Exalted Telepathy 12
Multi Action Penaty -2

Psionics [dice:1vvd590t]44618:0[/dice:1vvd590t]
wild [dice:1vvd590t]44618:1[/dice:1vvd590t]
wild ace [dice:1vvd590t]44618:2[/dice:1vvd590t]
ace ace [dice:1vvd590t]44618:3[/dice:1vvd590t]

destroying roof is an action rolls not needed per rob, ignore the following rolls.
MAP -2 ITW +2
Fighting [dice:1vvd590t]44618:4[/dice:1vvd590t]
Wild [dice:1vvd590t]44618:5[/dice:1vvd590t]
MAP -2 ITW +2
Fighting [dice:1vvd590t]44618:6[/dice:1vvd590t]
Wild [dice:1vvd590t]44618:7[/dice:1vvd590t]
Leethe glances over at Sir William. "I'm going down!" She then uses her sword to to make a hole in the roof, being careful to not hurt any of the kids on the way down.
Last edited by Leethe on Sun Oct 21, 2018 3:03 pm, edited 4 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: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
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Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: The Bronson Orphanage

Post by Miles RAD Radoslav »

Sir William grins as Leethe attacks the floor. "Fear not, madam. These demon miscreants are no match for my psi-swords."
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: The Bronson Orphanage

Post by Ndreare »

Leethe drops down through the roof, seeing the explosions bellow have already affected the intermediate levels she passes through. The rooms filled with smoke and the sounds of children crying. Upon getting to the ground floor where the impossible battle rages she sees she has landed only 10' from the Head Master.

OOC Comments
Counting 3 by 3 from your previous location dropped you in a really good spot.
  • 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."
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Re: The Bronson Orphanage

Post by Stoic »

Vincent gives one benny to Neeto and one Benny to L.C. leaving him with only 1 Golden Benny
GM Bennies 9/9
Wild Card Bennies ?
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Kaja Earthblooded
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Re: The Bronson Orphanage

Post by Kaja Earthblooded »

Psionics to Maintain Exalted TK 14 x 9, Resist Puppet 18 vs 6; Soak 26 (not shaken, and one wound, now at -1 to all trait rolls), Agility 6 to Avoid Blast, Repulse the Supernatural (-1 ISP) , Psionics 7 to Throw the Shifter to the ground for no damage (5 vs T)
Wed Oct 24, 2018 9:37 am - 2 Bennies
Psionics to Maintain TK [dice:tq5oihqm]44900:10[/dice:tq5oihqm]+[dice:tq5oihqm]44900:12[/dice:tq5oihqm], [dice:tq5oihqm]44900:11[/dice:tq5oihqm] +1=14 vs 9
Puppet again: [dice:tq5oihqm]44900:0[/dice:tq5oihqm], [dice:tq5oihqm]44900:1[/dice:tq5oihqm]+[dice:tq5oihqm]44900:2[/dice:tq5oihqm]+[dice:tq5oihqm]44900:3[/dice:tq5oihqm]EE+2 Elan=18 vs Puppet -1 Benny
Soak 26-13 = 13 = Shaken and two wounds
Recover from Shaken [dice:tq5oihqm]44900:4[/dice:tq5oihqm], [dice:tq5oihqm]44900:5[/dice:tq5oihqm] +1 (Leethe) = 6 (Success)
Soak 2 wounds = [dice:tq5oihqm]44900:6[/dice:tq5oihqm], [dice:tq5oihqm]44900:7[/dice:tq5oihqm] +2 (Elan) = 7 (soak only 1) -1 Benny
Agility [dice:tq5oihqm]44900:8[/dice:tq5oihqm], [dice:tq5oihqm]44900:9[/dice:tq5oihqm] = 7-1 (Wound)=6 vs 6
Repulse the Supernatural: A psi-nullifier may call his own force of will to repulse supernatural creatures, such as the undead, demons, dragons, faeries, and the like. It also works on characters with the Arcane Background (Magic) Edge. Repulsing magic costs 1 ISP and works in a medium burst template centered on yourself. Targeted creatures within that range must make a Spirit or Smarts roll (whichever is better). Failure means the creature is Shaken; a 1 means it is destroyed/killed. Wild Cards suffer an automatic Wound instead.
Wed Oct 24, 2018 10:56 am - LC: (1 EP) Recover 5 PP
Psionics [dice:tq5oihqm]44900:13[/dice:tq5oihqm], [dice:tq5oihqm]44900:14[/dice:tq5oihqm]+[dice:tq5oihqm]44900:15[/dice:tq5oihqm]EE + 2 Elan +1 -3
[dice:tq5oihqm]44900:16[/dice:tq5oihqm] =5 damage (ie none)
The psi-nullifier grunts at the impact of the demon's blow. "I told you to SHUT UP WINDBAG!" L.C. yells the last and in doing so a pulse of negative psychic energy pulses out from him. Ignoring the impulses of the demon's whispering, he then reaches out with his mind and grabs the shifter and slams him into the ground.
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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Re: The Bronson Orphanage

Post by Ndreare »

Somehow this clumsy power armor pilot hits Powell, he cannot believe it. He will make the fool pay for that.
Soaks both wounds
Vigor [dice:33uistl5]44912:0[/dice:33uistl5]
Wild [dice:33uistl5]44912:1[/dice:33uistl5]

Preparing to aid his Master the Head Master suddenly feels a force focused on him. Looking he sees the energy surrounding the Mind Melter. "How dare you invade my god's realm and expect anything other than your own death! If we die here we serve our masters will, but your deaths will do just as well."

Resist TK 19 grapple, complete success
Spirit versus TK
Spirit [dice:33uistl5]44912:2[/dice:33uistl5] Ace [dice:33uistl5]44912:4[/dice:33uistl5]
Wild die [dice:33uistl5]44912:3[/dice:33uistl5]
  • 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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Re: The Bronson Orphanage

Post by Rob Hunter »

RFT wrote: Thu Oct 18, 2018 8:08 am
Complex, better read
Rob = Save Versus Fear at -4
Rob = Save Versus Puppet at 8 (failure grants free follow up roll versus a 5)
Rob = Hit with a 7 for 15 Mega damage
Rob = Hit with a 14 for 33 Mega damage
OOC Comments
Greater Demon by Raw, with added Mastery with Spirit
Quickness allows 4 total actions without MAP, Joker adds +2 to Greater Demons

Turn 0.2
Puppet - Rob Hunter
Spellcasting [dice:1qmti1rs]44456:7[/dice:1qmti1rs]
Wild [dice:1qmti1rs]44456:8[/dice:1qmti1rs]
  • Benny to Reroll
    Spellcasting [dice:1qmti1rs]44456:16[/dice:1qmti1rs]
    Wild [dice:1qmti1rs]44456:17[/dice:1qmti1rs]
Greater Blast enhanced to 3d10 large blast template
Spellcasting [dice:1qmti1rs]44456:9[/dice:1qmti1rs] for [dice:1qmti1rs]44456:23[/dice:1qmti1rs] mega damage
Wild [dice:1qmti1rs]44456:10[/dice:1qmti1rs]

Improved Frenzy - Rob Hunter
Fighting [dice:1qmti1rs]44456:11[/dice:1qmti1rs] for [dice:1qmti1rs]44456:24[/dice:1qmti1rs] + [dice:1qmti1rs]44456:25[/dice:1qmti1rs]
Fighting [dice:1qmti1rs]44456:12[/dice:1qmti1rs] for [dice:1qmti1rs]44456:26[/dice:1qmti1rs] + [dice:1qmti1rs]44456:27[/dice:1qmti1rs] Ace [dice:1qmti1rs]44456:28[/dice:1qmti1rs]
Wild [dice:1qmti1rs]44456:13[/dice:1qmti1rs]
If Puppet save is Failure then secondary roll for absolute control is versus
Rob [dice:1qmti1rs]44456:29[/dice:1qmti1rs]
wild [dice:1qmti1rs]44456:30[/dice:1qmti1rs]
[/OOC]
Saving Throw Rolls
Save Versus Fear at -4 (-2 because of Brave edge): [dice:1qmti1rs]44924:0[/dice:1qmti1rs]
Wild Die: [dice:1qmti1rs]44924:1[/dice:1qmti1rs]
Spending a benny (with Elan) for extra effort which will be an automatic success

Save Versus Puppet at 8 (failure grants free follow up roll versus a 5): [dice:1qmti1rs]44924:2[/dice:1qmti1rs]
Wild Die: [dice:1qmti1rs]44924:3[/dice:1qmti1rs]
Second Puppet Save: [dice:1qmti1rs]44924:6[/dice:1qmti1rs]
Wild Die: [dice:1qmti1rs]44924:7[/dice:1qmti1rs]

Rob = Hit with a 7 for 15 Mega damage (no damage)

Rob = Hit with a 14 for 33 Mega damage (spending benny for soak roll)
Vigor Soak Roll (Battle Hardened Edge): [dice:1qmti1rs]44924:4[/dice:1qmti1rs]
Wild Die: [dice:1qmti1rs]44924:5[/dice:1qmti1rs]
Shaken Spirit Roll
Spirit Roll: [dice:1qmti1rs]44924:8[/dice:1qmti1rs]
Wild Die: [dice:1qmti1rs]44924:9[/dice:1qmti1rs]
Wild Die Ace: [dice:1qmti1rs]44924:10[/dice:1qmti1rs]
(I forgot I have 1 wound so I think I actually fail this roll)
Rob was cleaved with such might that he was stunned for a moment. He gathered his wits and shook off the stars in his vision. Shocked at how hard he was hit, Rob thinks to himself, "This guy surely must have some sort of robotics on his body to hit me like that, It's always the robots that sneak up on you."
"Robots, why did it have to be robots..."
Rob Hunter, M.A.R.S. Power Armor Pilot
Rob Hunter, Human, M.A.R.S. Super Trooper Power Armor Pilot
Pace: 7; Parry: 8; Toughness: 19(10)
Combat-Relevant Edges & Abilities:
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for fring from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting atack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls
Wounds: 1/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
  • Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
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Re: The Bronson Orphanage

Post by Ndreare »

Head Master heals every bad guy of 1 wounds and Ba'al Zarbun 1 wound
totally forgot Mass Healing is always -2. Head Master = Cast Mass Healing (will not MAP because of risk of Failure)
(No longer recieves +2 from Staff)
Spellcasting [dice:4kk5ljn1]44931:0[/dice:4kk5ljn1] GM Benny for EE [dice:4kk5ljn1]44931:18[/dice:4kk5ljn1]
Wild Die [dice:4kk5ljn1]44931:1[/dice:4kk5ljn1]
Mr. Powell hits Rob for 18 AP 2 and 13 AP 2 Mega damage (Shaken result)
Mr. Powell = Attacking Rob (lets all spells drop except Armor)
Wild Attack +2/+2
Fighting [dice:4kk5ljn1]44931:2[/dice:4kk5ljn1] Ace [dice:4kk5ljn1]44931:19[/dice:4kk5ljn1]
  • For Damage [dice:4kk5ljn1]44931:21[/dice:4kk5ljn1] + [dice:4kk5ljn1]44931:22[/dice:4kk5ljn1] + Raise [dice:4kk5ljn1]44931:23[/dice:4kk5ljn1]
Fighting [dice:4kk5ljn1]44931:3[/dice:4kk5ljn1]
  • For Damage [dice:4kk5ljn1]44931:24[/dice:4kk5ljn1] + [dice:4kk5ljn1]44931:25[/dice:4kk5ljn1]
Wild [dice:4kk5ljn1]44931:4[/dice:4kk5ljn1]
Zwer hits Leethe twice for 22 AP 2 and 22 AP 2 Mega Damage
Zwer = Attacking Leethe to protect the Head Master
Wild Attack +2/+2
Fighting [dice:4kk5ljn1]44931:5[/dice:4kk5ljn1]
  • For Damage [dice:4kk5ljn1]44931:26[/dice:4kk5ljn1] + [dice:4kk5ljn1]44931:27[/dice:4kk5ljn1]
Fighting [dice:4kk5ljn1]44931:6[/dice:4kk5ljn1]
Wild [dice:4kk5ljn1]44931:7[/dice:4kk5ljn1]
  • For Damage [dice:4kk5ljn1]44931:28[/dice:4kk5ljn1] + [dice:4kk5ljn1]44931:29[/dice:4kk5ljn1]
Neeto gets hit for 10 and 14 Mega Damage Make two Vigor rolls at -2 or suffer fatigue, L.C. gets hit for 20 and 14 Mega Damage Make two Vigor rolls at -2 or suffer fatigue
Cookie = Attacking Neeto and L.C.
Neeto Spellcasting [dice:4kk5ljn1]44931:8[/dice:4kk5ljn1]
  • For Damage [dice:4kk5ljn1]44931:30[/dice:4kk5ljn1]
Neeto Spellcasting [dice:4kk5ljn1]44931:9[/dice:4kk5ljn1]
L.C. Spellcasting [dice:4kk5ljn1]44931:10[/dice:4kk5ljn1] Ace [dice:4kk5ljn1]44931:34[/dice:4kk5ljn1]
  • For Damage [dice:4kk5ljn1]44931:31[/dice:4kk5ljn1]
L.C. Spellcasting [dice:4kk5ljn1]44931:11[/dice:4kk5ljn1]
  • For Damage [dice:4kk5ljn1]44931:32[/dice:4kk5ljn1]
Neeto Wild die [dice:4kk5ljn1]44931:12[/dice:4kk5ljn1]
  • For Damage [dice:4kk5ljn1]44931:33[/dice:4kk5ljn1]
Aleadui hits Sir William for 21 damage and 10 Mega damage, Aleadui hits Vincent for 24 mega damage and 17 damage
Aleadui = Using Bolt for four 4d6 bolts, First Two at Sir William, second two at Vincent
Sir William (def = 6 to hit) Spellcasting [dice:4kk5ljn1]44931:13[/dice:4kk5ljn1]
  • For Damage [dice:4kk5ljn1]44931:35[/dice:4kk5ljn1] Ace [dice:4kk5ljn1]44931:39[/dice:4kk5ljn1]
Sir William (def = 6 to hit) Spellcasting [dice:4kk5ljn1]44931:14[/dice:4kk5ljn1] Ace [dice:4kk5ljn1]44931:20[/dice:4kk5ljn1]
  • For Raise Damage [dice:4kk5ljn1]44931:36[/dice:4kk5ljn1]
Vincent Spellcasting [dice:4kk5ljn1]44931:15[/dice:4kk5ljn1]
  • For Damage [dice:4kk5ljn1]44931:37[/dice:4kk5ljn1] Ace [dice:4kk5ljn1]44931:40[/dice:4kk5ljn1]
Vincent Spellcasting [dice:4kk5ljn1]44931:16[/dice:4kk5ljn1]
Vincent Wild die [dice:4kk5ljn1]44931:17[/dice:4kk5ljn1]
  • For Damage [dice:4kk5ljn1]44931:38[/dice:4kk5ljn1] Ace [dice:4kk5ljn1]44931:41[/dice:4kk5ljn1]
Ba'al Zarbun misses Neeto, hits L.C. for 31 AP 16 Mega damage
Ba'al Zarbun = Will go last and clean up the mess.
Spirit Roll versus Repulse Spirit d12+2, Wounds -3
Spirit [dice:4kk5ljn1]44931:42[/dice:4kk5ljn1]
Wild Die [dice:4kk5ljn1]44931:43[/dice:4kk5ljn1]

Turn 1 of Quickness
Casting True Invisibility Spellcasting d12, wounds reduced to -2 so straight d12
Spellcasting [dice:4kk5ljn1]44931:44[/dice:4kk5ljn1]
Wild die [dice:4kk5ljn1]44931:45[/dice:4kk5ljn1]

Moves right between L.C. and Neeto

Turn 2 of Quickness (Will use Last GM benny to instantly Unshake and take this turn)
Frenzy Fighting d12, wounds reduced to -2 so straight d12
Neeto Fighting [dice:4kk5ljn1]44931:46[/dice:4kk5ljn1]
L.C. Fighting [dice:4kk5ljn1]44931:47[/dice:4kk5ljn1]
  • For Damage [dice:4kk5ljn1]44931:49[/dice:4kk5ljn1] AP 16
Wild die [dice:4kk5ljn1]44931:48[/dice:4kk5ljn1]
Murdered in Cold Blood here lies the victims of Sir William
'Alam = Was going to be useful, but on review killed by Sir William.
Huzn = Was going to be useful, but on review killed by Sir William.
Bus = Was going to be useful, but on review killed by Moria with running leap.

As the fighting intensifies several of the customers and two of the children that made it out and are running from the building disappear as soon as they get to the gate.

The Head Master seeing his master has actually been wounded pouts everything he has into casting a spell to heal his master. Running for the kitchen he stops on the way and casts the most powerful healing spell he knows not risking any distractions he focuses fully on the task.

Mr. Powell's magic running out of energy he allows most his spells to drop but maintains the arcane armor protecting him from attacks as he spins his blade around like a whirlwind slicing Rob Hunter's armor with enough force to disrupt it, but not doing any lasting damage.

Seeing the Head Master in danger from the lady that dropped down from above Zwer runes in through the window letting it break as she attacks Leethe with the full fury of her amazing strength.

Non of the villains running the orphanage are aware of the troll's fall to the ground or it getting up behind them.

Cookie finally aroused from the unwanted slumber, stands activating his defensive spells he closes in on the obnoxious little techno wizard and shoots him in the face twice with arcane blast of freezing cold air before doing the same to the Mind Melter, no words are spoken as he sneers at the people who have invaded their temple.

On the roof Aleadui fire a series of painfully cold blast chilling to the bones hitting Sir William and Vincent with enough force to kill most men.

Ba'al Zarbun angered and injured filled with rage decides the foolish mortals who dared strike him will die, swinging his giant flaming blade with the force of a freight train he barely missed Neeto and nearly cuts L.C. in half. "I will have no more of your interloping mortal. I do not care that my brothers wish to eat you themselves, I will have your souls for my own."
  • 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
Leethe
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Re: The Bronson Orphanage

Post by Leethe »

Soak Rolls
Leethe plays Last Stand in response to Zwer's attacks, increasing her parry by +2 and toughness by +2 until next joker is dealt. All adjacent Allies will also gain this bonus including those who come into contact with her.

Leethe now has Parry of 8 and Toughness of 19(7)
Leethe takes a Last Stand and brings up her sword to parry Zwer's attacks. She is safe for now.
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: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
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Kaja Earthblooded
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Re: The Bronson Orphanage

Post by Kaja Earthblooded »

Dispelled Bolts, Soak vs Ba'al Zarbun's Attack - Soak 1 of 4; - 3 wounds now
Psionics [dice:2i858m0i]44969:0[/dice:2i858m0i], [dice:2i858m0i]44969:1[/dice:2i858m0i] +1 (item) -1 (wound) -2 (Magic) +8 (EP) + = 9
Thu Oct 25, 2018 (2 EP) +die type to Dispel
Bolts vs LC dispelled

Ba'al Zarbun misses Neeto, hits L.C. for 31 AP 16 Mega damage
31-7=24 = Shaken and 5 wounds
Soak: [dice:2i858m0i]44969:3[/dice:2i858m0i], [dice:2i858m0i]44969:2[/dice:2i858m0i] +2 Elan -1=4 (soak 1 of 5 wounds)
Now at 3 wounds

Shooting [dice:2i858m0i]44969:4[/dice:2i858m0i], [dice:2i858m0i]1d6 [/dice:2i858m0i]+2 (Weapon) +2 (Ion) +2 Targeting Optics) -3 (Wounds) = 4 (TD roll [dice:2i858m0i]44969:5[/dice:2i858m0i])
L.C.'s training kicks in and he negates the magical attacks against him as reflex, but the attack from the demon is no laughing matter. Gritting through the pain, LC raises his sidearm and fires his pistol at the demon, more as something to do, than a well thought out plan. The clicking sound when he pulled the trigger did not help his overall mood. "Are you kidding me!?" With that he tries to find cover behind some door or another. (move away as far as he can without triggering another attack)
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
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Vincent Gray
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Re: The Bronson Orphanage

Post by Vincent Gray »

Soak 2, Take 2 Damage
Soak 24 damage
Vigor [dice:3lrjy7aq]44993:0[/dice:3lrjy7aq]
Wild Die [dice:3lrjy7aq]44993:1[/dice:3lrjy7aq]
Ace
[dice:3lrjy7aq]44993:2[/dice:3lrjy7aq] 1 wound soaked, one taken
Soak 17 damage
[dice:3lrjy7aq]44993:3[/dice:3lrjy7aq]
WD [dice:3lrjy7aq]44993:4[/dice:3lrjy7aq]
Ace [dice:3lrjy7aq]44993:5[/dice:3lrjy7aq]
Vincent grimaces in pain as he's rocked by the demon's attacks. He somehow remains standing.
Last edited by Vincent Gray on Mon Oct 29, 2018 6:30 pm, edited 2 times in total.
Signature
Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
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Miles RAD Radoslav
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Re: The Bronson Orphanage

Post by Miles RAD Radoslav »

Soak 8
Effective toughness - 16 (base 5, +1 Toughness from Armor, +2 Toughness from Cyberarmor, +6 Armor, +2 Toughness fighting supernatural evil)
No effect from 10 Mega Damage
21 damage is Shaken + 1 Wound
Soak Roll -1 [dice:ib0dve3j]45057:0[/dice:ib0dve3j] Wild [dice:ib0dve3j]45057:1[/dice:ib0dve3j] Ace on Vigor [dice:ib0dve3j]45057:2[/dice:ib0dve3j] Ace on Wild [dice:ib0dve3j]45057:3[/dice:ib0dve3j]
Shaken, spent one Benny
Sir William reels back from the magical onslaught, pivoting just in time to take the more damaging bolt on his armor. "Struck well, demon," he snarls. "But not well enough"
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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Ndreare
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Re: The Bronson Orphanage

Post by Ndreare »

As the demon and his servants blows rain down on the heroes of The 99 they are able to survive, evade and avoid most of the blows. However the threat still looms and the demon now healed shows no plans of slowing down, but a solid plan for getting revenge on the little Goblin who dared strike him with such arcane power.

Neeto goes, then Ba'al and Zwer will go then players, then other bad guys
turn order.JPG
  • 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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Neeto Cogcoil
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Re: The Bronson Orphanage

Post by Neeto Cogcoil »

Neeto shoots, Neeto scores
Greater Lower Trait - Vigor vs Ba'al Zarbun, -2 MAP
[dice:1qp9wp8q]45024:0[/dice:1qp9wp8q]

Benny EE GLT with prior and Elan - must save vs. Fatigue
[dice:1qp9wp8q]45024:7[/dice:1qp9wp8q]

WD Onslaught
[dice:1qp9wp8q]45024:1[/dice:1qp9wp8q]

Onslaught - silver bolt vs. Ba'al Zarbun, -2 MAP, +2 size
[dice:1qp9wp8q]45024:2[/dice:1qp9wp8q]

WD Onslaught
[dice:1qp9wp8q]45024:3[/dice:1qp9wp8q]

Damage with raise and Silver
[dice:1qp9wp8q]45024:4[/dice:1qp9wp8q]
2 Ace with prior and Joker bonus
[dice:1qp9wp8q]45024:5[/dice:1qp9wp8q]
1 Ace with prior
[dice:1qp9wp8q]45024:6[/dice:1qp9wp8q]
The gremlin, knowing the situation is growing dire, pulls a connection off of his device, pelting the demon with a techno-magic heat blast from Neeto's Heat Sinker. He reattaches the lead, then fires off the last big blast from his bolt gadget, the silver sizzling into the demon's flesh once again. "I said go DOWN, fatty! Nobody wants you here! I got plenty more where that came from, too!"
Neeto
Neeto Cogcoil
Current Status Post
Bennies: -2 (spending EP)
Birthday Golden Benny!
Current Status:
Wounds / Fatigue: 0 / 0
Toughness: 8 (4)
Parry: 5
PPE: 11/15
Gadgets: 2/5 - Bolt (8 PPE); Smite; Entangle

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Ndreare
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Re: The Bronson Orphanage

Post by Ndreare »

OOC Comments
Save Versus GLT
Spirit [dice:2zoxwkbd]45067:0[/dice:2zoxwkbd]
Wild [dice:2zoxwkbd]45067:1[/dice:2zoxwkbd]
Vigor lowered to d12+2. = ERROR I guess this was d12 not d12+2, Neeto has auto raise on boost/lower)

Mr. Powell's Benny to Soak (Last benny on enemy team) Actual total is only 19 not 21
Vigor 1d12+2, -2 for wounds = 1d12
Vigor [dice:2zoxwkbd]45067:2[/dice:2zoxwkbd] Ace [dice:2zoxwkbd]45067:4[/dice:2zoxwkbd]
Wild [dice:2zoxwkbd]45067:3[/dice:2zoxwkbd]
As the blast rolls off of the demon you can see several scared and burnt locations on him blood periodically spraying on everyone around him. Yet he still rages at you. "I will cut your head from your body, crush you to pulp and drink your soul goblin." Speaking again in the language of chaos all the magical energy around Neeto starts breaking down leaving his new gizmo dead.

Then his rage still pounding he swings his sword down cutting so deeply into Neeto any the rest of the team believes there is no chance of survival. The sword moving on the demon follows it up with a stomp of his foot and twist.
Greater Dispel 17, Sword 7 for 24 MD, Stomp 7 for 15 MD
Greater Dispel - Spell Casting d12+2 -2 wounds = d12+0
Spellcasting [dice:2zoxwkbd]45067:5[/dice:2zoxwkbd] Ace [dice:2zoxwkbd]45067:18[/dice:2zoxwkbd]
Wild die [dice:2zoxwkbd]45067:6[/dice:2zoxwkbd]

Frenzy - Fighting d12+2, -2 wounds, Unarmed Defender +2 = d12+2
Fighting - Sword [dice:2zoxwkbd]45067:7[/dice:2zoxwkbd]
  • Damage [dice:2zoxwkbd]45067:19[/dice:2zoxwkbd]
Fighting - Stomp [dice:2zoxwkbd]45067:8[/dice:2zoxwkbd]
  • Damage [dice:2zoxwkbd]45067:20[/dice:2zoxwkbd] Used Robot Maneuver as basis, Agility roll versus 7 to dodge
Wild die [dice:2zoxwkbd]45067:9[/dice:2zoxwkbd]

Turning his head he looks towards the Leethe confused for a brief moment. "Why do you dress yourself in mortality. Help me finish these fools." Then thinking faster than most he realizes. "They are your pawns then? Fine die with them. Zwer, remove her head." Then turning back he says. "Fair enough you can all die." As bolts of pure necromantic energy come flying from him, his eyes focused on L.C., and hands each firing their own attack each aimed at a different hero, Moria and Rob each being struck with a blow.

Rob (Canceled by L.C.), Moira (Canceled by L.C.), L.C. (Canceled by L.C.), L.C. (Canceled by L.C.)
Exalted Bolt - Spell Casting d12+2 -2 wounds = d12+0
Rob_Hunter - Spellcasting [dice:2zoxwkbd]45067:10[/dice:2zoxwkbd]
  • Maga Damage [dice:2zoxwkbd]45067:21[/dice:2zoxwkbd]
Moira - Spellcasting [dice:2zoxwkbd]45067:11[/dice:2zoxwkbd]
  • Maga Damage [dice:2zoxwkbd]45067:22[/dice:2zoxwkbd] Ace [dice:2zoxwkbd]45067:27[/dice:2zoxwkbd]
L.C. - Spellcasting [dice:2zoxwkbd]45067:12[/dice:2zoxwkbd]
  • Maga Damage [dice:2zoxwkbd]45067:23[/dice:2zoxwkbd] Ace [dice:2zoxwkbd]45067:28[/dice:2zoxwkbd]
L.C. - Spellcasting [dice:2zoxwkbd]45067:13[/dice:2zoxwkbd]
  • Maga Damage [dice:2zoxwkbd]45067:24[/dice:2zoxwkbd] Missed for Size, my mistake
Wild die [dice:2zoxwkbd]45067:14[/dice:2zoxwkbd]
Happy with the damage he has caused the Zarbun smiles as he takes off running up the stairs and out of site. (Do not forget he is still under True Invisibility.)

Almost ready to break away from her victim Zwer hears the command of her one true master and smiles. "I guess I get the pleasure of serving my master directly today." Then with speed unbelievable she swings her chain sword through the air slicing Leethe twice and moving behind her prepared to do more.

Leethe hit for 29 Mega damage AP 2
Strength at d12+6 now.
Fighting [dice:2zoxwkbd]45067:15[/dice:2zoxwkbd]
  • Maga Damage [dice:2zoxwkbd]45067:25[/dice:2zoxwkbd] + [dice:2zoxwkbd]45067:26[/dice:2zoxwkbd]
Frenzy [dice:2zoxwkbd]45067:16[/dice:2zoxwkbd] Miss
Wild [dice:2zoxwkbd]45067:17[/dice:2zoxwkbd] Miss
TOTALLY AWESOME NEWS FOR PLAYERS, GM AND ALL NPCs ARE OUT OF BENNIES
  • 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
Leethe
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Posts: 156
Joined: Mon Dec 04, 2017 8:29 pm

Re: The Bronson Orphanage

Post by Leethe »

SOAK 16
29 mega damage AP 2
Toughness 17 (7) Mega Damage

reduced to 15 toughness

29 - 15 = 14 (3 Wounds)

Benny to Soak
Elan +2
Vigor d6

Vigor [dice:uxuj41b5]45072:0[/dice:uxuj41b5] Ace [dice:uxuj41b5]45072:2[/dice:uxuj41b5] ace [dice:uxuj41b5]45072:3[/dice:uxuj41b5]
Wild [dice:uxuj41b5]45072:1[/dice:uxuj41b5]

Leethe winces a bit as she blocks Zwer first strikes but follow up misses her completely.
Last edited by Leethe on Fri Oct 26, 2018 1:54 pm, 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: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
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Neeto Cogcoil
Posts: 42
Joined: Tue Oct 09, 2018 9:07 pm

Re: The Bronson Orphanage

Post by Neeto Cogcoil »

Neeto dodges, ducks, dips, dives, and dodges - but doesn't resist Greater Dispel
TW to resist Greater Dispel
[dice:3ngsx5tc]45073:0[/dice:3ngsx5tc]

WD Resist
[dice:3ngsx5tc]45073:1[/dice:3ngsx5tc]

Neeto spends Golden Benny to evade yet another death blow

Neeto rolls agility
[dice:3ngsx5tc]45073:2[/dice:3ngsx5tc]
Ace with prior
[dice:3ngsx5tc]45073:4[/dice:3ngsx5tc]

WD Agility
[dice:3ngsx5tc]45073:3[/dice:3ngsx5tc]
The demon's sword is on a collision course to cut the little gremlin in half. His brief life flashes before his eyes. No, that was just a gnat. The sword impacts on the floor...but Neeto's size again saves the day. The massive blade only nicks the shoulder guard on his adventure survival armor. Realizing he's free to move, he leaps out of the way as the monster's foot comes down and twists an empty spot on the floor. "I'm like toejam you can't pick out! Take another shot. I'm reloading!" The realization that his arcane devices have shut down - again - gets the better of him. "Aw snit! Why don't you die, you big fat hairy oaf?!"
Neeto
Neeto Cogcoil
Current Status Post
Bennies: -2 (spending EP)
Birthday Golden Benny!
Current Status:
Wounds / Fatigue: 0 / 0
Toughness: 8 (4)
Parry: 5
PPE: 11/15
Gadgets: 2/5 - Bolt (8 PPE); Smite; Entangle

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Leethe
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Re: The Bronson Orphanage

Post by Leethe »

Dice Stuff
MAP -4
Magical Girl Armor ISP: 5
psionics [dice:30cqtc44]45077:0[/dice:30cqtc44]
wild [dice:30cqtc44]45077:1[/dice:30cqtc44]
benny for extra effort with elan [dice:30cqtc44]45077:2[/dice:30cqtc44]

Leethe now has toughness 22(12) Mega Damage

Improved Frenzy no penaty
Improved Trademark Weapon +2
MAP -4
Bonus is -2 with ITW.

Improved frenzy [dice:30cqtc44]45077:3[/dice:30cqtc44]
Improved frenzy [dice:30cqtc44]45077:4[/dice:30cqtc44]
Wild [dice:30cqtc44]45077:5[/dice:30cqtc44]
Golden Benny to reroll at +2
Elan also +2 for total of +4

Improved Frenzy [dice:30cqtc44]45077:6[/dice:30cqtc44]
Improved Frenzy [dice:30cqtc44]45077:7[/dice:30cqtc44]
Wild [dice:30cqtc44]45077:8[/dice:30cqtc44]

One hit with a 9

Damage str+2d10+2 AP2
Strength [dice:30cqtc44]45077:9[/dice:30cqtc44] ace [dice:30cqtc44]45077:11[/dice:30cqtc44]
weapon [dice:30cqtc44]45077:10[/dice:30cqtc44]
Smite +2
Total damage 16 AP 2 mega damage

MAP -4

Greater Blast, double damage (8 ISP)
Psionics [dice:30cqtc44]45077:12[/dice:30cqtc44]
Wild [dice:30cqtc44]45077:13[/dice:30cqtc44]

Enhance Psionic Skill for +4 due to ley line in effect. (4 ISP)
total skill check: 13, 2 raises
note forgot MAP -4, skill check 9, only one raise.

Omega Alpha Revelation Damage for Zwer [dice:30cqtc44]45077:14[/dice:30cqtc44]
raise damage [dice:30cqtc44]45077:15[/dice:30cqtc44]
ace on die 3 [dice:30cqtc44]45077:16[/dice:30cqtc44]
Ignore 5 damage from second raise die.

Note on Area Affect Attacks, Target uses their lowest armor value against te area effect damage. armor must cover the entire body without gaps to provide any production at all.
Leethe is suddenly surrounds by darkness. The darkness feels completely wrong to those who can season anything about it. Just as quickly as it surrounded her, it dissipates. However, Leethe has taken on a completely new appearance. It looks like Leethe's new color is black because she is wearing a black leotard with a olive green pleated skirt. A similar colored sailor scarf is over her shoulders and down her back like a micro cape. She wears a broach on the front of that with pale blue bows and ribbons. At the small over her black is a larger pale blue set of bows and ribbons. She wears sleek black gloves that go up to her elbows where a olive green cuff is located. On her feet are olive green laced boots that end just below her knees. On her head she wears a tiara of dark blue metal with a gem set at the top.
To make things even more odd. light seems to be interacting with her weirdly. You just can't put your finger on what this is.

Note about light and picture
Shadows on her are inverted.
DarkSailorSaturn in Inverted Universe.jpg
Dark Sailor Saturn look after where Ba'al Zarbun went, "And here I was about to help you and you have already don't like me. No matter." She looks at the sword in her hands, "I supposed this will due." She spins around and swinger her own onslaught of improved frenzy attacks at Zwer.

Damage from attack 16 AP 2

Dark Sailor Saturn jumps back.
Note to GM
Please make attack of opportunity if Zwer is not shaken or hurt.
She starts calling out an attack, "Omega..." at the tip of her weapon, a green point of energy begins an eerie glow. "Alpha..." the point of energy expands into a ball of energy. "REVELATION" She shouts as the ball of energy shoots forth from her weapon to strike at the ground near Zwer. It explodes in a medium burst template for 31 Mega Damage to Zwer if caught inside.
Last edited by Leethe on Fri Oct 26, 2018 4:57 pm, edited 13 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: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
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Kaja Earthblooded
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Re: The Bronson Orphanage

Post by Kaja Earthblooded »

Auto-Nullification 11 vs Necromantic Bolt
Psionics to auto dispel [dice:j42lqk6a]45078:0[/dice:j42lqk6a], [dice:j42lqk6a]45078:1[/dice:j42lqk6a] +1 (Visor) -3 Wounds +[dice:j42lqk6a]45078:2[/dice:j42lqk6a]+[dice:j42lqk6a]45078:3[/dice:j42lqk6a] EE, +2 (Elan)
LC instinctively reacts to dispel the incoming attack and keeps scooting out of the fight more, slapping the activation routine on his IRMSS.
IRMSS Heal 25 - Heal 2 wounds
IRMSS Heal: [dice:j42lqk6a]45078:4[/dice:j42lqk6a]+[dice:j42lqk6a]45078:5[/dice:j42lqk6a]+[dice:j42lqk6a]45078:6[/dice:j42lqk6a]+[dice:j42lqk6a]45078:7[/dice:j42lqk6a] (ACE) -3 Wounds
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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Foxx
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Re: The Bronson Orphanage

Post by Foxx »

Spellcasting: Armor(mega) 4, Notice 4
Armor(mega) spellcast: Spellcasting [dice:17yjcygs]45127:0[/dice:17yjcygs]
Wild die: [dice:17yjcygs]45127:1[/dice:17yjcygs]

Notice: [dice:17yjcygs]45127:2[/dice:17yjcygs]
She remembers something roaring about who was invading its temple. Death.

They teleported to the roof of the orphanage to get the drop on the bastards inside. The insidious feel of dark magic raking across her sweaty skin. If she had to guess, there was something nasty downstairs that needed to be killed. That is the eternal mission of her people.

She grabs her sword and raises back to her feet. Something was either broken or bleeding. She had no time either as she scanned the area for the enemy. It seems Sir William and Vincent had that taken care of the enemies. She cues her communication, "This is Foxx, I"m back in action. Where do you need me?" Meanwhile, she summons her Armor spell to get back to work. It seems like there was a lot of heavy fighting.
Fauxalyn Norquinal
Character Name: Fauxalyn, Foxx
Parry: 5; Toughness: 5, Armor: 12 (+7), Spell & Armor: 22 (+7 & +10)
PP: 65/25
Wound -1, Soul Wound
  • Ley Line Magic Master
  • Ley Line Rejuvenation
  • Ley Line Sense
  • Ley Line Transmission
  • Ley Line Walking
  • Ley Line Observation Sphere
  • Ley Line Phasing
Bennies: 2

Edges:
  • Improved Rapid Recharge
  • Danger Sense
  • Linguist

Powers

Armor/Greater Armor, Bolt/Onslaught, Detect/Conceal Arcana, Dispel/Exalted Dispel, Invisibility/True Invisibility, Teleport/Greater Teleport

Legendary Trait:
  • World of Badass - Wild dice now 1d8
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Ndreare
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Re: The Bronson Orphanage

Post by Ndreare »

Zwer is stunned from the blow, knocking her off balance allowing Leethe to breakaway for an even greater assault.

As the blast launches towards Zwer she does her best to escape the blow. But she is not fast enough as the blast again hits her she begins bleeding from the broken skin. "Master, I give my life for you, take my soul eternal!" She shouts as her face turns hard with the resolution she knows she will die, but is ready to burnout in her master's name.

OOC Comments
Agility [dice:1nsqiju8]45177:0[/dice:1nsqiju8]
Wild [dice:1nsqiju8]45177:1[/dice:1nsqiju8]
Burn [dice:1nsqiju8]45177:2[/dice:1nsqiju8]

Failure, Wounded

EDIT: Second Attack triggers Blaze of Glory, gains 3 bennies and ignores the 3 wounds.
  • 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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Miles RAD Radoslav
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Re: The Bronson Orphanage

Post by Miles RAD Radoslav »

Sir William looks at the last remaining jinn and frowns. "If you will not meet me in honorable battle, demon, than I shall resort to other measures." He steps to the edge of the roof to close the range with the jinn and draws his Iceblast Shotgun. "Perhaps a bit of ice to counter your fire," he says, pulling the trigger.
Shooting 7, 7 damage
[dice:d1j236vz]45242:0[/dice:d1j236vz] Wild [dice:d1j236vz]45242:1[/dice:d1j236vz]+2
Assuming a 7 hits: [dice:d1j236vz]45242:2[/dice:d1j236vz]
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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Rob Hunter
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Re: The Bronson Orphanage

Post by Rob Hunter »

Shaken Spirit Roll (4)
Spirit: [dice:3nzapcpt]45248:0[/dice:3nzapcpt]
Wild Die: [dice:3nzapcpt]45248:1[/dice:3nzapcpt]
Rob turns and slashes at Mr. Powell with anger in his voice. He remembers what it was like when he was orphaned as a child and puts everything he has into his attacks.

Chain Greatsword AP 2 (17)
1 Wound Level
Fighting: [dice:3nzapcpt]45248:2[/dice:3nzapcpt]
Wild Die: [dice:3nzapcpt]45248:3[/dice:3nzapcpt]

Spend benny for Extra Effort (with Elan): [dice:3nzapcpt]45248:7[/dice:3nzapcpt]
Ace Die: [dice:3nzapcpt]45248:8[/dice:3nzapcpt]
Damage (42)
Strength (1 Wound): [dice:3nzapcpt]45248:4[/dice:3nzapcpt]
Chainsword (+11 Strength): [dice:3nzapcpt]45248:5[/dice:3nzapcpt]
Chainsword Ace: [dice:3nzapcpt]45248:10[/dice:3nzapcpt]
Wild Die (+25): [dice:3nzapcpt]45248:6[/dice:3nzapcpt]
Possible Raise Damage: [dice:3nzapcpt]45248:9[/dice:3nzapcpt]
Last edited by Rob Hunter on Thu Nov 01, 2018 7:37 pm, edited 13 times in total.
"Robots, why did it have to be robots..."
Rob Hunter, M.A.R.S. Power Armor Pilot
Rob Hunter, Human, M.A.R.S. Super Trooper Power Armor Pilot
Pace: 7; Parry: 8; Toughness: 19(10)
Combat-Relevant Edges & Abilities:
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for fring from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting atack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls
Wounds: 1/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
  • Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
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Vincent Gray
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Re: The Bronson Orphanage

Post by Vincent Gray »

OOC Comments
Weird Science [dice:3d7h3plm]45266:0[/dice:3d7h3plm]
Wild Die [dice:3d7h3plm]45266:1[/dice:3d7h3plm]
Vincent runs to the hole that Leethe blew in the ceiling and stands at the edge. He quickly hits the comms "Hardin, we can use you guys in here, it's a warzone!' He waits a moment for anyone who wants to join him, then activates his TELEport Chip, vanishing and reappearing in the depths of the structure.
Signature
Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 4/3
Adventure Cards
Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
Seasoned (38) Folk Hero Play after you save a group of people from dire circumstances.
The community adopts you and your party as local heroes, and you can always find aid there.
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Vincent Gray
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Re: The Bronson Orphanage

Post by Vincent Gray »

Seeing Rob dig into Mr. Powell, Moira runs into the building, joining the fray.

(Moira moves as far into the structure as she can).
Signature
Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 4/3
Adventure Cards
Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
Seasoned (38) Folk Hero Play after you save a group of people from dire circumstances.
The community adopts you and your party as local heroes, and you can always find aid there.
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Ndreare
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Re: The Bronson Orphanage

Post by Ndreare »

Most of the items the heroes have being on the fritz and not working has not slowed them as one enemy after another falls. Neeto's blast scores a solid hit on the demon, who apparently fled staggering from the blow before Neeto's optics quit working as a giant wave of entropy rolled over him.

The strange feeling Leethe has makes her feel as if someone or something is taking over her body. The attacks on Zwer are enough to stagger her and send her stumbling before the explosion sends her to the ground, perhaps defeated for good? After-all who could keep fighting with so many wounds?

L.C. is able to save himself and his allies from Cookies blasts and kick in his IRMSS in time to keep himself alive. Feeling newly invigorated he is ready to keep going.

Foxx coming to her senses and freed of the trap she is in rejoins the battle ready to eliminate the threats about. Starting with Aleadui who has flown of of the deadly reach of the Cyber-Knight.

Sir William finds that while slicing the demons with his sword is easy, they appear completely unaffected by his Iceblast or the cold of the weapon. The demon however still does not turn to mocking as it knows escape is its only options from here.

Rob puts what he has into eliminating Mr. Powell once and for all, and the blow seems to work as Powell falls to the ground cut nearly in half a blue and red energy comes from him swells and flows up into the second floor of the building. Somehow Rob knows it was Mr. Powell's Soul restoring the demons strength strength.

Vincent teleports down to the seen of the battle and survey all that has happened, the dead are so many, the inclusion of children is to horrible to measure.

Moira runs toward the action seeing the amped up battle mage go down she turns into the building to see who need a solid punch in the face.

The battle is turning in the favor of the heroes, but the price being paid is so high.
  • 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
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: The Bronson Orphanage

Post by Ndreare »

INITIATIVE TURN 04
A couple Enemies go first, pay your maintenance on spells and powers.
OOC Comments
Initiative.JPG
Current assumption L.C. and Neeto cannot see the invisible foes as all three have been in the area of greater dispels.

OOC Comments
Zwer Unshake from wound
Spirit to Unshake [dice:1r0ufuc0]45591:0[/dice:1r0ufuc0]
Wild [dice:1r0ufuc0]45591:1[/dice:1r0ufuc0]
Zwer stumbles to her feet shaking her head clear and grins at seeing the new advisory. "You may both die then." With a Blaze of action she spins flipping her foot up towards Vincent missing by inches as she spins around him to land on the opposite side squarly between Vincent and Leethe. Then with a move to fast to follow in any kind of detail she swings the great chain weapon across vincents exposed back is a full circle landing it solidly in Leethe's stomach. The whisper can be heard from her. "For him." As her skin begins turning red. The titan juicer obviously pushing herself in a way she likely never had before.
Leethe 30 AP2 Mega Damage and Vincent both take 28 AP2 Mega Damage
Ignore Wound penalty, Strength up to d12+8 now, joker adds +2 to all rolls
Frenzy Vincent [dice:1r0ufuc0]45591:2[/dice:1r0ufuc0] + BURN [dice:1r0ufuc0]45591:5[/dice:1r0ufuc0]
Frenzy Leethe [dice:1r0ufuc0]45591:3[/dice:1r0ufuc0] + Ace [dice:1r0ufuc0]45591:6[/dice:1r0ufuc0]
Wild [dice:1r0ufuc0]45591:4[/dice:1r0ufuc0]

Vincent Damage [dice:1r0ufuc0]45591:7[/dice:1r0ufuc0] + [dice:1r0ufuc0]45591:8[/dice:1r0ufuc0] + [dice:1r0ufuc0]45591:9[/dice:1r0ufuc0] +2 AP 2 + BURN [dice:1r0ufuc0]45591:20[/dice:1r0ufuc0]

Leethe Damage [dice:1r0ufuc0]45591:10[/dice:1r0ufuc0] + [dice:1r0ufuc0]45591:11[/dice:1r0ufuc0] + [dice:1r0ufuc0]45591:12[/dice:1r0ufuc0] +2 AP 2 + BURN [dice:1r0ufuc0]45591:21[/dice:1r0ufuc0]
The Headmaster knowing where he is needed and feeling the pull of his master accepts the call to his side and draws on the very power of his soul to heal his master. The words spoken between the two of them remaining unknown to the heroes.
OOC Comments
Spirit d10, +2 Joker, -1 PPE needed
Spirit [dice:1r0ufuc0]45591:13[/dice:1r0ufuc0]
Wild Die [dice:1r0ufuc0]45591:14[/dice:1r0ufuc0] Ace [dice:1r0ufuc0]45591:15[/dice:1r0ufuc0]


Spellcasting d10, Joker +2, MAP -2, FORGOT TO INCLUDE -2 WOUND PENALTY SO 1 WOUND HEALED
Spellcasting [dice:1r0ufuc0]45591:16[/dice:1r0ufuc0]
Wild Die [dice:1r0ufuc0]45591:17[/dice:1r0ufuc0]

Spellcasting [dice:1r0ufuc0]45591:18[/dice:1r0ufuc0]
Wild Die [dice:1r0ufuc0]45591:19[/dice:1r0ufuc0]
MAPS
GROUND FLOOR
Ground Floor.JPG
THE ROOF
The Roof.JPG
ALL PLAYERS MAY GO NOW, THEN THE BAD GUYS
Harden and Locke are on the scene. If a player post for them within 4 days they will act, otherwise I will have them close distance only when I post for the enemies.
  • 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
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: The Bronson Orphanage

Post by Miles RAD Radoslav »

Sir William glares at the remaining demon. "Flee or die," he intones, as he raises his Iceblast Shotgun once again.
Shooting 9, Damage 19, Demon surrounded by ice
Shooting 9 [dice:280nxaik]45659:0[/dice:280nxaik] Wild [dice:280nxaik]45659:1[/dice:280nxaik] +2 vs. Supernatural evil

Damage [dice:280nxaik]45659:2[/dice:280nxaik]
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
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Joined: Tue Aug 08, 2017 12:55 pm
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Re: The Bronson Orphanage

Post by Ndreare »

The cold of the blast rolls into and through the air elemental with no apparent effect, the Jinn not even bothering to dodge the blast. His cold eyes narrow as a smile forms on the demons face. "I do not think I am the one that will need to flee Knight."

Sir William please read
Hey, if you want to declare some other action that is cool. But I think you missed my que that the Air Jinn are invulnerable to the attacks of the Ice Blast Shotgun.
  • 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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Vincent Gray
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Re: The Bronson Orphanage

Post by Vincent Gray »

Spending a golden Benny to soak all the damage.
Using Sudden Death Adventure Card to cause all opponents within 12" to lose next action. (GM Edit: special exchange Zwer this will negate opportunity attack instead of next turn)

Vincent takes a mighty blow from the Titan juicer and it doesn't seem to phase him at all. He grins, and spits a bit of blood out. "This whole time you've thought we were the ones being trapped. Not so. You're the ones who are trapped with us!"
OOC Comments
Vincent moves back 6" to the right. He uses Mega Havoc, placing it so that the template will hit Zwer, but not Leethe.
Weird Science [dice:hzmvdwqe]45667:0[/dice:hzmvdwqe]
Wild Die [dice:hzmvdwqe]45667:1[/dice:hzmvdwqe]
Last edited by Vincent Gray on Fri Nov 09, 2018 7:00 pm, edited 3 times in total.
Signature
Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 4/3
Adventure Cards
Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
Seasoned (38) Folk Hero Play after you save a group of people from dire circumstances.
The community adopts you and your party as local heroes, and you can always find aid there.
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Vincent Gray
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Re: The Bronson Orphanage

Post by Vincent Gray »

Moira runs in, spots Cookie and punches him in the chest, but the blow glances off the strange battle mage as he appears unharmed.

OOC Comments
Fighting [dice:2oi9upod]45668:0[/dice:2oi9upod]
Benny from Foxx to EE
[dice:2oi9upod]45668:2[/dice:2oi9upod]
Wild Die [dice:2oi9upod]45668:1[/dice:2oi9upod]
Damage [dice:2oi9upod]45668:3[/dice:2oi9upod] + [dice:2oi9upod]45668:4[/dice:2oi9upod]
Plus [dice:2oi9upod]45668:5[/dice:2oi9upod]
Last edited by Vincent Gray on Tue Nov 06, 2018 2:33 pm, edited 1 time in total.
Signature
Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 4/3
Adventure Cards
Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
Seasoned (38) Folk Hero Play after you save a group of people from dire circumstances.
The community adopts you and your party as local heroes, and you can always find aid there.
User avatar
Foxx
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Re: The Bronson Orphanage

Post by Foxx »

Vincent disappears, leaving Foxx to feel a little bit jealous of his ability. She would have to ask him how he came about the skill. First, the battle needs to be one and the villains destroyed. Sir Willaim continue to fight with the remaining Jinn that hovered outside of his sword range. A particular problem for cyber-knight, but now for a master of the arcane. She strides over the roof, lifting her sword to point it at the creature. "Dosst draeval ulu dofith zhah phor. Nin ol zhah draeval whol dos ulu el." (1)

A huge raven manifests around her and streaks towards the Jinn, its features blending into bolts of pure magic aimed to destroy or at least remove his smug face from his body.
Spellcasting: Onslaught 15, Damage: 26
Spellcast: [dice:30audbnl]45671:0[/dice:30audbnl]
Wild: [dice:30audbnl]45671:1[/dice:30audbnl]
Ace: [dice:30audbnl]45671:6[/dice:30audbnl]

Damage: [dice:30audbnl]45671:7[/dice:30audbnl]
"Are you still feeling the need to be smug?" She inquires, the look she is giving the Jinn devoid of any compassion.
Translation:
(1) Your time to flee is over. Now it is time for you to die.
[dice:30audbnl]45671:2[/dice:30audbnl]
[dice:30audbnl]45671:3[/dice:30audbnl]
[dice:30audbnl]45671:4[/dice:30audbnl]
[dice:30audbnl]45671:5[/dice:30audbnl]
Fauxalyn Norquinal
Character Name: Fauxalyn, Foxx
Parry: 5; Toughness: 5, Armor: 12 (+7), Spell & Armor: 22 (+7 & +10)
PP: 65/25
Wound -1, Soul Wound
  • Ley Line Magic Master
  • Ley Line Rejuvenation
  • Ley Line Sense
  • Ley Line Transmission
  • Ley Line Walking
  • Ley Line Observation Sphere
  • Ley Line Phasing
Bennies: 2

Edges:
  • Improved Rapid Recharge
  • Danger Sense
  • Linguist

Powers

Armor/Greater Armor, Bolt/Onslaught, Detect/Conceal Arcana, Dispel/Exalted Dispel, Invisibility/True Invisibility, Teleport/Greater Teleport

Legendary Trait:
  • World of Badass - Wild dice now 1d8
Leethe
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Re: The Bronson Orphanage

Post by Leethe »

soak 6, soaks 1 wound
spend benny to soak
+2 from elan
vigor [dice:7mq7kol2]45672:0[/dice:7mq7kol2]
wild [dice:7mq7kol2]45672:1[/dice:7mq7kol2]
Sailor Dark Saturn attempts to minimize the damage as she is slashed in the belly. She looks to be badly wounded but then it is as if the darkness around her shatters. Leethe in her magical girl outfit remains, though her her outfit seems to look a bit stronger then before. She is still wounded but not as much as Sailor Dark Saturn was.
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: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
Edit Signature
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Ndreare
Savage Siri
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Location: Skagit County, Washington
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Re: The Bronson Orphanage

Post by Ndreare »

Vincent Gray wrote: Tue Nov 06, 2018 10:05 am Spending a golden Benny to soak all the damage. Unless ng Sudden Death Adventure Card to cause all opponents within 12" to lose next action
Vincent takes a mighty blow from the Titan juicer and it doesn't seem to phase him at all. He grins, and spits a bit of blood out. "This whole time you've thought we were the ones being trapped. Not so. You're the ones who are trapped with us!"
OOC Comments
Vincent moves back 6" to the right. He uses Mega Havoc, placing it so that the template will hit Zwer, but not Leethe.
Weird Science [dice:2dpp4cbo]45667:0[/dice:2dpp4cbo]
Wild Die [dice:2dpp4cbo]45667:1[/dice:2dpp4cbo]
As the force hits Zwer she struggles to maintain her station as the blast rolls around her. Slowly turning her head in a moment of what can only be explained as supernatural strength she nods at Vincent. "Just wait your turn fool."
OOC Comments
Strength d12+8, -2 from power, +2 from Joker = d12+8
strength [dice:2dpp4cbo]45678:0[/dice:2dpp4cbo]
Wild die [dice:2dpp4cbo]45678:1[/dice:2dpp4cbo]
Foxx wrote: Tue Nov 06, 2018 10:35 am Vincent disappears, leaving Foxx to feel a little bit jealous of his ability. She would have to ask him how he came about the skill. First, the battle needs to be one and the villains destroyed. Sir Willaim continue to fight with the remaining Jinn that hovered outside of his sword range. A particular problem for cyber-knight, but now for a master of the arcane. She strides over the roof, lifting her sword to point it at the creature. "Dosst draeval ulu dofith zhah phor. Nin ol zhah draeval whol dos ulu el." (1)

A huge raven manifests around her and streaks towards the Jinn, its features blending into bolts of pure magic aimed to destroy or at least remove his smug face from his body.

Spellcasting: Onslaught 15, Damage: 26

"Are you still feeling the need to be smug?" She inquires, the look she is giving the Jinn devoid of any compassion.
The jinn is blown backwards by the blast as bits and pieces of its sustenance are sucked away it is obvious the demon has been wounded badly perhaps permanently. when the blast clears the creature appears to be gone completely.
Option
Notice versus 8 if desired
[dice:2dpp4cbo]45678:2[/dice:2dpp4cbo]
[dice:2dpp4cbo]45678:3[/dice:2dpp4cbo]
Vincent Gray wrote: Tue Nov 06, 2018 10:11 am Moira runs in, spots Cookie and punches him in the chest, but the blow glances off the strange battle mage as he appears unharmed.

OOC Comments
Fighting [dice:2dpp4cbo]45668:0[/dice:2dpp4cbo]
Benny from Foxx to EE
[dice:2dpp4cbo]45668:2[/dice:2dpp4cbo]
Wild Die [dice:2dpp4cbo]45668:1[/dice:2dpp4cbo]
Damage [dice:2dpp4cbo]45668:3[/dice:2dpp4cbo] + [dice:2dpp4cbo]45668:4[/dice:2dpp4cbo]
Plus [dice:2dpp4cbo]45668:5[/dice:2dpp4cbo]
The blow lands solidly across the chest most of the energy deflected away just shy of him Cookie appears shaken from the blow as he turns to face the new threat.
OOC Comments
Cookie is shaken
  • 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
Foxx
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Re: The Bronson Orphanage

Post by Foxx »

Foxx is pleased by the damaged done to the demon, but it quickly fades as she looks about for it. Was that a killing blow she delt it?
Notice 5
Notice [dice:3ei3oa51]45736:0[/dice:3ei3oa51]
Wild [dice:3ei3oa51]45736:1[/dice:3ei3oa51]
Fauxalyn Norquinal
Character Name: Fauxalyn, Foxx
Parry: 5; Toughness: 5, Armor: 12 (+7), Spell & Armor: 22 (+7 & +10)
PP: 65/25
Wound -1, Soul Wound
  • Ley Line Magic Master
  • Ley Line Rejuvenation
  • Ley Line Sense
  • Ley Line Transmission
  • Ley Line Walking
  • Ley Line Observation Sphere
  • Ley Line Phasing
Bennies: 2

Edges:
  • Improved Rapid Recharge
  • Danger Sense
  • Linguist

Powers

Armor/Greater Armor, Bolt/Onslaught, Detect/Conceal Arcana, Dispel/Exalted Dispel, Invisibility/True Invisibility, Teleport/Greater Teleport

Legendary Trait:
  • World of Badass - Wild dice now 1d8
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Hardin
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Re: The Bronson Orphanage

Post by Hardin »

Hardin attacks
Hardin:
free action to Greater Boost Trait - Shooting (Success with raise makes shooting d12+3, negates 1 point of penalty related to shooting, increases Agility +1 die type)
[dice:n62f8lzt]45755:0[/dice:n62f8lzt]

WD GBT
[dice:n62f8lzt]45755:1[/dice:n62f8lzt]

Hardin uses Mega Smite on his GAW throwback which is loaded with slugs - silver trapping
[dice:n62f8lzt]45755:2[/dice:n62f8lzt]

WD Smite
[dice:n62f8lzt]45755:3[/dice:n62f8lzt]

Benny to reroll Smite - adds +4 Silver MD to his GAW throwback
[dice:n62f8lzt]45755:4[/dice:n62f8lzt]

WD Smite
[dice:n62f8lzt]45755:5[/dice:n62f8lzt]

Notice to spot Cookie
[dice:n62f8lzt]45755:6[/dice:n62f8lzt]

WD Notice
[dice:n62f8lzt]45755:7[/dice:n62f8lzt]
Ace with prior
[dice:n62f8lzt]45755:21[/dice:n62f8lzt]

Shooting at Zwer - please modify this roll by distance using GAW (12/24/48) with a deduction of 1 from penalty due to raise on Boost Trait power - ROF 3, shot 1
[dice:n62f8lzt]45755:8[/dice:n62f8lzt]
Ace with prior
[dice:n62f8lzt]45755:12[/dice:n62f8lzt]

Damage shot 1 (adding raise die if applicable)
[dice:n62f8lzt]45755:14[/dice:n62f8lzt]
[dice:n62f8lzt]45755:15[/dice:n62f8lzt]
One Ace with prior (add raise die if applicable)
[dice:n62f8lzt]45755:20[/dice:n62f8lzt]

ROF 3, shot 2
[dice:n62f8lzt]45755:9[/dice:n62f8lzt]

ROF 3, shot 3
[dice:n62f8lzt]45755:10[/dice:n62f8lzt]

Damage shot 3 (adding raise die if applicable)
[dice:n62f8lzt]45755:16[/dice:n62f8lzt]
[dice:n62f8lzt]45755:17[/dice:n62f8lzt]

WD Shooting - replaces shot 2
[dice:n62f8lzt]45755:11[/dice:n62f8lzt]
Ace with prior
[dice:n62f8lzt]45755:13[/dice:n62f8lzt]

Damage WD Shot (adding raise die if applicable)
[dice:n62f8lzt]45755:18[/dice:n62f8lzt]
[dice:n62f8lzt]45755:19[/dice:n62f8lzt]
Locke attacks
Locke charges, pace 16, wielding chainsword to take out Cookie - Improved Frenzy and Wild Attack, swing 1
[dice:n62f8lzt]45755:22[/dice:n62f8lzt]

Damage swing 1 (if a hit)
[dice:n62f8lzt]45755:23[/dice:n62f8lzt]
[dice:n62f8lzt]45755:24[/dice:n62f8lzt]

Wild Attack Improved Frenzy, attack 2
[dice:n62f8lzt]45755:25[/dice:n62f8lzt]
Spending 1 Burn to add to attack, with prior result
[dice:n62f8lzt]45755:28[/dice:n62f8lzt]

Damage swing 2 (if a hit)
[dice:n62f8lzt]45755:26[/dice:n62f8lzt]
[dice:n62f8lzt]45755:27[/dice:n62f8lzt]
One Ace with prior total
[dice:n62f8lzt]45755:29[/dice:n62f8lzt]
Hardin and Locke charge in, guns blazing and swords swinging. Hardin focuses on his sights and pushes the shotgun slugs harder, peppering Zwer with hot silver and lead. Locke bursts through through the open door, swinging his chainsword for the fences. Unfortunately, Cookie's defenses are too stiff, and the shot flies wide.
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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Rob Hunter
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Re: The Bronson Orphanage

Post by Rob Hunter »

After seeing Leethe and Vincent drop down through the ceiling and start fighting with Zwer, Rob charges in through the broken window to engage.

Charge/Overrun Attack on Zwer (18)
Wild Attack +2, Ganging Up +2, 1 Wound -1
Fighting: [dice:31y4i879]45756:0[/dice:31y4i879]
Wild Die: [dice:31y4i879]45756:1[/dice:31y4i879]

Benny for Extra Effort with Elan: [dice:31y4i879]45756:2[/dice:31y4i879]
Damage (AP 2, 21 MD)
Overrun and Wild attack +4
Strength (1 Wound, -1): [dice:31y4i879]45756:3[/dice:31y4i879]
Chain Greatsword: [dice:31y4i879]45756:4[/dice:31y4i879]

Possible Raise: [dice:31y4i879]45756:5[/dice:31y4i879]

(Parry is now -2 (6) for the next round)
"Robots, why did it have to be robots..."
Rob Hunter, M.A.R.S. Power Armor Pilot
Rob Hunter, Human, M.A.R.S. Super Trooper Power Armor Pilot
Pace: 7; Parry: 8; Toughness: 19(10)
Combat-Relevant Edges & Abilities:
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for fring from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting atack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls
Wounds: 1/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
  • Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
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Neeto Cogcoil
Posts: 42
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Re: The Bronson Orphanage

Post by Neeto Cogcoil »

Actions
Neeto draws his Neural Mace in preparation to hit Cookie, then watches Locke cut the enemy down. He then runs towards Zwer, Vincent, et al and finds the children there.
[dice:3kbd6d44]45758:0[/dice:3kbd6d44]
Neeto pulls his neural mace, preparing to strike the big lummox in front of him, when Locke swoops in and cuts a bloody swath through Cookie. "Nice shot, big guy! Where the snit were ya a second ago?! I can't save everyone on my own!" With that, he turns and runs into the building, looking for children to help escape. He finds three against the wall and beckons them towards the door. "COME ON! Let's get you kids outta here. Uncle Neeto's got ice cream in the truck!"
Neeto
Neeto Cogcoil
Current Status Post
Bennies: -2 (spending EP)
Birthday Golden Benny!
Current Status:
Wounds / Fatigue: 0 / 0
Toughness: 8 (4)
Parry: 5
PPE: 11/15
Gadgets: 2/5 - Bolt (8 PPE); Smite; Entangle

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Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: The Bronson Orphanage

Post by Miles RAD Radoslav »

Notice=4
[dice:2qfg3dif]45762:0[/dice:2qfg3dif] Wild [dice:2qfg3dif]45762:1[/dice:2qfg3dif]
"Well struck!" exclaims Sir William, turning his attention to the hole in the roof. "Now let us repair to the aid of our comrades."
Last edited by Miles RAD Radoslav on Fri Nov 09, 2018 5:54 am, edited 1 time in total.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
Leethe
Diamond Patron
Diamond Patron
Posts: 156
Joined: Mon Dec 04, 2017 8:29 pm

Re: The Bronson Orphanage

Post by Leethe »

Unshake 3, fail
Wound -1
spirit [dice:2c62xvv4]45763:0[/dice:2c62xvv4]
wild [dice:2c62xvv4]45763:1[/dice:2c62xvv4]
Leethe fails to unshake but maintainers her smite and Mega Skillz powers as she thinks, I'm gonna die if I don't do something.
null and void, failed to unshake, nice dream though.
1 Wound -1
Improved Trademark Weapon +2
Wild Attack +2/+2
Prone targets are -2 to Parry (Zwer effective parry 7)
Gang Up Bonus +1 (Vincent didn't engage in melee and technically moved away.)
Total bonus +4/+2
Improved Frenzy #1 [dice:2c62xvv4]45763:2[/dice:2c62xvv4] Ace [dice:2c62xvv4]45763:5[/dice:2c62xvv4] = 17
Improved Frenzy #2 [dice:2c62xvv4]45763:3[/dice:2c62xvv4] = 9
Wild [dice:2c62xvv4]45763:4[/dice:2c62xvv4] = 8

Altess Eviscerator Damage Str+2d10+2
Total d6+2d10+2+2

Attack #1 STR [dice:2c62xvv4]45763:6[/dice:2c62xvv4] + [dice:2c62xvv4]45763:7[/dice:2c62xvv4] + 4 = 25 AP 2 MD
Raise for #1 [dice:2c62xvv4]45763:8[/dice:2c62xvv4]
Attack #2 STR [dice:2c62xvv4]45763:9[/dice:2c62xvv4] + [dice:2c62xvv4]45763:10[/dice:2c62xvv4] + 4 = 12 AP 2 MD

She is -2 parry until her next action.
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: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
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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: The Bronson Orphanage

Post by Ndreare »

Rob's Opportunity
I am breaking my no posting on weekends rule. My wife is at Zumba so I have some time.
Hardin wrote: Wed Nov 07, 2018 10:55 pm
Hardin attacks
Hardin:
free action to Greater Boost Trait - Shooting (Success with raise makes shooting d12+3, negates 1 point of penalty related to shooting, increases Agility +1 die type)
[dice:1fbc9q56]45755:0[/dice:1fbc9q56]

WD GBT
[dice:1fbc9q56]45755:1[/dice:1fbc9q56]

Hardin uses Mega Smite on his GAW throwback which is loaded with slugs - silver trapping
[dice:1fbc9q56]45755:2[/dice:1fbc9q56]

WD Smite
[dice:1fbc9q56]45755:3[/dice:1fbc9q56]

Benny to reroll Smite - adds +4 Silver MD to his GAW throwback
[dice:1fbc9q56]45755:4[/dice:1fbc9q56]

WD Smite
[dice:1fbc9q56]45755:5[/dice:1fbc9q56]

Notice to spot Cookie
[dice:1fbc9q56]45755:6[/dice:1fbc9q56]

WD Notice
[dice:1fbc9q56]45755:7[/dice:1fbc9q56]
Ace with prior
[dice:1fbc9q56]45755:21[/dice:1fbc9q56]

Shooting at Zwer - please modify this roll by distance using GAW (12/24/48) with a deduction of 1 from penalty due to raise on Boost Trait power - ROF 3, shot 1
[dice:1fbc9q56]45755:8[/dice:1fbc9q56]
Ace with prior
[dice:1fbc9q56]45755:12[/dice:1fbc9q56]

Damage shot 1 (adding raise die if applicable)
[dice:1fbc9q56]45755:14[/dice:1fbc9q56]
[dice:1fbc9q56]45755:15[/dice:1fbc9q56]
One Ace with prior (add raise die if applicable)
[dice:1fbc9q56]45755:20[/dice:1fbc9q56]

ROF 3, shot 2
[dice:1fbc9q56]45755:9[/dice:1fbc9q56]

ROF 3, shot 3
[dice:1fbc9q56]45755:10[/dice:1fbc9q56]

Damage shot 3 (adding raise die if applicable)
[dice:1fbc9q56]45755:16[/dice:1fbc9q56]
[dice:1fbc9q56]45755:17[/dice:1fbc9q56]

WD Shooting - replaces shot 2
[dice:1fbc9q56]45755:11[/dice:1fbc9q56]
Ace with prior
[dice:1fbc9q56]45755:13[/dice:1fbc9q56]

Damage WD Shot (adding raise die if applicable)
[dice:1fbc9q56]45755:18[/dice:1fbc9q56]
[dice:1fbc9q56]45755:19[/dice:1fbc9q56]
Locke attacks
Locke charges, pace 16, wielding chainsword to take out Cookie - Improved Frenzy and Wild Attack, swing 1
[dice:1fbc9q56]45755:22[/dice:1fbc9q56]

Damage swing 1 (if a hit)
[dice:1fbc9q56]45755:23[/dice:1fbc9q56]
[dice:1fbc9q56]45755:24[/dice:1fbc9q56]

Wild Attack Improved Frenzy, attack 2
[dice:1fbc9q56]45755:25[/dice:1fbc9q56]
Spending 1 Burn to add to attack, with prior result
[dice:1fbc9q56]45755:28[/dice:1fbc9q56]

Damage swing 2 (if a hit)
[dice:1fbc9q56]45755:26[/dice:1fbc9q56]
[dice:1fbc9q56]45755:27[/dice:1fbc9q56]
One Ace with prior total
[dice:1fbc9q56]45755:29[/dice:1fbc9q56]
Hardin and Locke charge in, guns blazing and swords swinging. Hardin focuses on his sights and pushes the shotgun slugs harder, peppering Zwer with hot silver and lead. Locke swings through the open door, swinging his chainsword for the fences, the sawblade ripping through Cookie's flesh like a thresher through wheat.
As Hardin Shoots at Zwer his first shots lands solidly on her chest and something in her eyes change. Suddenly it is as if the she has not been hit at all as her eyes go wide, and her body straightens. She begins to repeat her pledge to her master. "I will..." Then in interrupted as the second blow spins her.


Locke moves in like a whirlwind ready to slice this magical imitation juicer down, but somehow even with his best effort he in unable to strike the already shaken warrior his blade turned aside by some unknown force.
OOC Comments
My mistake, looks like it should have been here: viewtopic.php?f=129&t=2884&p=45177#p45177

Reduced to -3 wounds from first attack

So Vigor to Soak here.
Vigor [dice:1fbc9q56]45790:0[/dice:1fbc9q56]
Wild Die [dice:1fbc9q56]45790:1[/dice:1fbc9q56]

Made it so not incapacitated
Rob Hunter wrote: Wed Nov 07, 2018 11:10 pm After seeing Leethe and Vincent drop down through the ceiling and start fighting with Zwer, Rob charges in through the broken window to engage.

Charge/Overrun Attack on Zwer (18)
Wild Attack +2, Ganging Up +2, 1 Wound -1
Fighting: [dice:1fbc9q56]45756:0[/dice:1fbc9q56]
Wild Die: [dice:1fbc9q56]45756:1[/dice:1fbc9q56]

Benny for Extra Effort with Elan: [dice:1fbc9q56]45756:2[/dice:1fbc9q56]
Damage (AP 2, 21 MD)
Overrun and Wild attack +4
Strength (1 Wound, -1): [dice:1fbc9q56]45756:3[/dice:1fbc9q56]
Chain Greatsword: [dice:1fbc9q56]45756:4[/dice:1fbc9q56]

Possible Raise: [dice:1fbc9q56]45756:5[/dice:1fbc9q56]

(Parry is now -2 (6) for the next round)
As Rob charges in Zwer turns seeing him at the last moment, but unable to get out of the way the blow lands solidly on her knocking her to the ground. Bleeding coming profusely from her from the combined wounds. Somehow impossibly her eyes still wide and alert as she lays there victim of only a tiny portion of the justice deserved.
OOC Comments
Zwer is now at -3 wounds, Shaken, and 3 bennies. Her bennies are blaze bennies and cannot be used by the others.
Because of above edit so Vigor here

So Vigor to Soak here.
Vigor [dice:1fbc9q56]45790:2[/dice:1fbc9q56]
Wild Die [dice:1fbc9q56]45790:3[/dice:1fbc9q56]

Third and last benny
Vigor [dice:1fbc9q56]45790:4[/dice:1fbc9q56]
Wild Die [dice:1fbc9q56]45790:5[/dice:1fbc9q56]
I am thinking L.C. will not be able to post by the 11th. But I want to give him a chance before moving along.
  • 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
Foxx
Posts: 73
Joined: Wed Dec 20, 2017 7:34 am

Re: The Bronson Orphanage

Post by Foxx »

She inclines her head to Sir William, "Agreed. Let us finish this." She glances around once more before turning her gaze towards the hole that was unceremoniously blown into the roof. Seems the group downstairs was having way too much fun.
Fauxalyn Norquinal
Character Name: Fauxalyn, Foxx
Parry: 5; Toughness: 5, Armor: 12 (+7), Spell & Armor: 22 (+7 & +10)
PP: 65/25
Wound -1, Soul Wound
  • Ley Line Magic Master
  • Ley Line Rejuvenation
  • Ley Line Sense
  • Ley Line Transmission
  • Ley Line Walking
  • Ley Line Observation Sphere
  • Ley Line Phasing
Bennies: 2

Edges:
  • Improved Rapid Recharge
  • Danger Sense
  • Linguist

Powers

Armor/Greater Armor, Bolt/Onslaught, Detect/Conceal Arcana, Dispel/Exalted Dispel, Invisibility/True Invisibility, Teleport/Greater Teleport

Legendary Trait:
  • World of Badass - Wild dice now 1d8
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: The Bronson Orphanage

Post by Ndreare »

Bottom of Turn 4
Enemies lost their action because of action card.
Spirit to Unshake
Spirit [dice:3sq1zjpq]45835:0[/dice:3sq1zjpq]
Wild [dice:3sq1zjpq]45835:1[/dice:3sq1zjpq]


The action moving so fast suddenly all of the worshipers stop and stair at Vincent, even those not in the room focus on him stunned for a moment.


TURN 05 INITIATIVE DO NOT FORGET POWER MAINTENANCE
Players Go First: Sir William has another Joker so players get a Benny.

Initiative
Initiative.JPG
Ground Floor
Ground  Floor.JPG
The Roof
The Roof.JPG
  • 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
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: The Bronson Orphanage

Post by Miles RAD Radoslav »

Greater Speed =17
Psionics [dice:jkz4frii]45878:1[/dice:jkz4frii] Wild [dice:jkz4frii]45878:2[/dice:jkz4frii] Ace on d8 [dice:jkz4frii]45878:3[/dice:jkz4frii]
Run die (not used) [dice:jkz4frii]45878:0[/dice:jkz4frii]
ISP now 6, Pace now 30, -2 to hit from any attack
Actions
First action - run to the hole in the roof and lower down to the main floor
Second action - run (free action) to the lower floor and attack. If the humans on the stairs are not enemies, Sir William will bypass them and attack Cookie.

Fighting 1: [dice:jkz4frii]45878:4[/dice:jkz4frii] Wild [dice:jkz4frii]45878:5[/dice:jkz4frii] + 2 Joker = 8
Fighting 2: [dice:jkz4frii]45878:6[/dice:jkz4frii] Wild [dice:jkz4frii]45878:7[/dice:jkz4frii] + 2 Joker = 8
Damage 1: [dice:jkz4frii]45878:8[/dice:jkz4frii] +2 = 7
Damage 2: [dice:jkz4frii]45878:9[/dice:jkz4frii] + 2 = 13


Surrounded by a blue glow, Sir William dashes across the roof almost faster than the eye can follow. Lowering himself to the upper floor, he speeds through the orphanage until he encounters a foe, then strikes with his psi-blades.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
User avatar
Foxx
Posts: 73
Joined: Wed Dec 20, 2017 7:34 am

Re: The Bronson Orphanage

Post by Foxx »

Running: 7, Exalted Detection 3
Running [dice:25tejtxi]45997:0[/dice:25tejtxi]

Agility for the jump down through hole [dice:25tejtxi]45997:1[/dice:25tejtxi]
Wild [dice:25tejtxi]45997:2[/dice:25tejtxi]
Ace [dice:25tejtxi]45997:3[/dice:25tejtxi]

Spellcasting [dice:25tejtxi]45997:4[/dice:25tejtxi]
Wild [dice:25tejtxi]45997:5[/dice:25tejtxi]
Foxx runs over Sir William, attempting to catch up to the fast-moving Cyber-Knight. She dislikes letting him lead the way, but his obvious enhancements made it difficult to keep up. She reaches the lip of the hole and hops down, catching the edge to swing to the next floor. She flips to the lip of the next hole and drives down, somersaulting to the last and hops down to the ground floor where the rest of the team was battling the Demons minions.

She wrinkles her nose at the mess inside and frowns at the sight of dead children. While the operation was worth the effort, it could have gone cleaner. Then again, when dealing with the type of evil they were battling now how else could it have gone.

She immediately casts the Exalted Detection spell in order to find out who or what could be hiding in the shadows; waiting to pounce.
Fauxalyn Norquinal
Character Name: Fauxalyn, Foxx
Parry: 5; Toughness: 5, Armor: 12 (+7), Spell & Armor: 22 (+7 & +10)
PP: 65/25
Wound -1, Soul Wound
  • Ley Line Magic Master
  • Ley Line Rejuvenation
  • Ley Line Sense
  • Ley Line Transmission
  • Ley Line Walking
  • Ley Line Observation Sphere
  • Ley Line Phasing
Bennies: 2

Edges:
  • Improved Rapid Recharge
  • Danger Sense
  • Linguist

Powers

Armor/Greater Armor, Bolt/Onslaught, Detect/Conceal Arcana, Dispel/Exalted Dispel, Invisibility/True Invisibility, Teleport/Greater Teleport

Legendary Trait:
  • World of Badass - Wild dice now 1d8
Leethe
Diamond Patron
Diamond Patron
Posts: 156
Joined: Mon Dec 04, 2017 8:29 pm

Re: The Bronson Orphanage

Post by Leethe »

Unshake 7
Wound -1
Spirit [dice:3xh9n4t4]46033:0[/dice:3xh9n4t4]
Wild [dice:3xh9n4t4]46033:1[/dice:3xh9n4t4]
Leethe still fearing a bit for her life makes a wild improved frenzy attack at Zwer while she is still prone on the ground.
2 attacks hit for 27 AP 2 damage and 19 AP 2 damage
1 Wound -1
Improved Trademark Weapon +2
Wild Attack +2/+2
Prone targets are -2 to Parry (Zwer effective parry 7)
Gang Up Bonus +1 (Vincent didn't engage in melee and technically moved away.)
Total bonus +4/+2
Improved Frenzy #1 [dice:3xh9n4t4]46033:2[/dice:3xh9n4t4] = 9
Improved Frenzy #2 [dice:3xh9n4t4]46033:3[/dice:3xh9n4t4] =11 (raise)
Wild [dice:3xh9n4t4]46033:4[/dice:3xh9n4t4] Ace [dice:3xh9n4t4]46033:5[/dice:3xh9n4t4] =15 (raise)

Altess Eviscerator Damage Str+2d10+2
Total d6+2d10+2+2

Attack #1 [dice:3xh9n4t4]46033:6[/dice:3xh9n4t4] strength + [dice:3xh9n4t4]46033:7[/dice:3xh9n4t4] weapon + 2 Wild Attack + [dice:3xh9n4t4]46033:10[/dice:3xh9n4t4] Raise Damage
Attack #2 [dice:3xh9n4t4]46033:8[/dice:3xh9n4t4] strength + [dice:3xh9n4t4]46033:9[/dice:3xh9n4t4] weapon + 2 Wild Attack + [dice:3xh9n4t4]46033:11[/dice:3xh9n4t4] Raise Damage
Leethe's parry is reduced to 4 until her next action
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: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
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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: The Bronson Orphanage

Post by Ndreare »

Struggling to get to her feat the blade comes down on Zwer preventing her from ever rising again. As her last breath escapes a strange blue white energy swells from her, in the image of her tormented soul, then the soul is sucked into the chapel allowing Zwer one last opportunity to serve her master.
  • 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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Vincent Gray
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Posts: 48
Joined: Wed May 16, 2018 11:30 am

Re: The Bronson Orphanage

Post by Vincent Gray »

Exalted Dispel 5
Exalted Dispel
Weird Science [dice:1ys5a4kj]46036:0[/dice:1ys5a4kj]
Wild Die [dice:1ys5a4kj]46036:1[/dice:1ys5a4kj]
Extra Effort [dice:1ys5a4kj]46036:2[/dice:1ys5a4kj]
Seeing Zwer dispatched, Vincent turns around and heads the other way. When he spots Cookie, he uses his Extra Dimensional Energy Suppression Field chip on him.
Signature
Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 4/3
Adventure Cards
Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
Seasoned (38) Folk Hero Play after you save a group of people from dire circumstances.
The community adopts you and your party as local heroes, and you can always find aid there.
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: The Bronson Orphanage

Post by Ndreare »

Seeing his sister fall and now, his own spells being manipulated Cookie pushes against the force trying to stay grounded with the spells. Looking past the people he is engaged with he looks at Leethe his eyes red with rage. "You will die for that. You will die and my master will torment your soul for eternity!" The words spoken with such hate and rage it is obvious who his next target will be.

Success 9
Spellcasting [dice:16601g2o]46037:0[/dice:16601g2o]
Wild Die [dice:16601g2o]46037:1[/dice:16601g2o]
  • 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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