Chapter One: Slow Boat to Escabana

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Venatus Vinco
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Chapter One: Slow Boat to Escabana

Post by Venatus Vinco »

Slow Boat to Escabana
Following Senator Thomm’s commissioning speech, Adventure Inc. makes plans for the first leg of the journey. In order to explore the most territory, and to avoid the logistics of moving a massive group across the continent, the expedition leader Lady Alexandre Mackenzie has split the company into four Expeditionary Groups of various sizes (Intrepid, Venture, Arcana, and Fortune).

Each group has an assigned route, independent of the others, to traverse and explore and then to report their findings at predetermined gathering points for the whole company. The first leg of the journey is from Lazlo to Escanaba (Merc Bay). Groups Intrepid and Venture will travel over land, Group Arcana will map a route of interconnecting ley lines, and Group Fortune by ship.

A few hours north of the city of Lazlo, the port of Collingwood, is abuzz with activity. As Group Fortune loads a small vessel, christened the SS Fortuna, with cargo to support the great expedition of Adventure Incorporated. The ship’s hold is laden with unique wares, gifts from the Senate of Lazlo to be used in political negotiations on the other side of the Rockies. These priceless items cannot be purchased at the major way stations in Ishpeming or the Colorado Baronies. Thus, their arrival in Merc Bay to meet up with the other Expeditionary Groups is paramount.

Preparing to set sail the group makes the final details, sets the watches, and takes care of any last minute business.

You are in a port city about to set off into the great unknown. What do you do?
Journey wrote: When ready to depart, use the Journey rules from the Tomorrow Legion Field Guide to assign roles. You can provide support to the leader as well.
  • Travel Time: 10 hours (1 card flip)
  • Navigator (Survival)
  • Lookout (Notice)
  • Pilot (Boating)
  • Scout (Stealth)
Intel
In addition to possible weather related events, monsters, pirates, and rift activity, your route will pass through waters claimed by the Manitoulin Kingdom Privateers, the CS Navy (Iron Heart), and the Manistique Imperium
S.S. Fortuna
The Fortuna is a Prowler General Utility Craft capable of buzzing around the Great Lakes or entering shallower tributaries and rivers. Adventure Inc. has loaded the cargo space with supplies and specialized equipment for the expedition. These unique items from Lazlo cannot be acquired in Ishpeming. With both the pilot’s station and the gun turret armored against Mega Damage attacks, the Prowler can handle all but the largest aquatic predators.

Stats:
  • Model: GUW-P002 Prowler General Utility Water Craft
  • Size: 6 (Large)
  • Handling: +1
  • Top Speed: 80 MPH
  • Toughness: 26 (14)
  • Crew: 1+30
  • Remaining: Mods 8
  • Notes: Watercraft, Range 800 miles.
Weapons:
TW Lightning Cannon
  • Range: 150/300/600
  • Damage: 4d10, AP 16, ROF 1
  • Shots: 20
  • Mods: 3
  • PPE To Reload: 12
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Didn't have a signature but wanted the 1 EP for using OOC tags!
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Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter One: Slow Boat to Escabana

Post by Ajax »

Ajax groans as he approaches the boat. The prospect of being cooped up on a ship with no room to let loose his unequaled speed niggles at him. Only the bio-comp chemical inhibitors keep him from falling into depression. What did I sign up for? Surely there cannot be rivers and lakes all the way to the west? He jams another bite of a local delicacy, a peameal bacon sandwich, into his mouth. It's his second of the day. Sadly, this may be the last such sandwich I enjoy for some time. What culinary wonders may await me on the journey? He glances around the dock area, looking for other members of his particular team. While he searches, he examines his own equipment. A rifle, a pistol, a sword, and a small assortment of grenades (tucked into his pack) are all the defense he has against the dangers of this world.
This will do.
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
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William Rufus
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter One: Slow Boat to Escabana

Post by William Rufus »

With his new comrades onboard William climbs up to a look outpost. He scans the horizon and keeps an eye out for trouble, his time at the castle has been well spent. He has met many of his new friends there before starting his first adventure in this new world. He tries to stay close to them remembering what The Owl and Sir Nathan said. stick close to your team, don't go off alone.

Notice: 6
Notice [dice:205ashwv]62352:1[/dice:205ashwv] +(alertness+2) (danger sense+2)
Wild:
[dice:205ashwv]62352:0[/dice:205ashwv]

William eventually takes out a Pastrami sub and starts eating it as he continues to scan for anything to report. He has made a lot more friends at the castle and here. Phoenix, He is almost just as opposite of him. Then there is Tex the cowboy of the group. Of course there it the Juicer Centaur, some times he images Tex riding Ajax then it fades away to Phoenix telling them to reverse so Ajax is on top and Tex is caring him. It would be a funny sight. Lessons learned, Never ever get behind Ajax when a fight is going on.
Last edited by William Rufus on Mon Jan 13, 2020 1:10 pm, edited 2 times in total.
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny
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Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter One: Slow Boat to Escabana

Post by Tex Arcana »

With lunch already having been his first adventure of the day, Tex follows Ajax and William onto the ship. He takes care where he steps having stepped in many a horse-apple as a boy back in his home town of Houstown. He drops his gear on his assigned bunk and goes back on deck to wait for the ship to leave the port. He finds a spot on the rail where there's a bit of breeze to avoid the inevitable wharf smell. He joins William in scanning the shore and the way ahead.

Notice 4, +1 Support
Notice: [dice:12jjpbby]62356:0[/dice:12jjpbby]
Wild Die: [dice:12jjpbby]62356:1[/dice:12jjpbby]
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Phoenix
Posts: 57
Joined: Sat Sep 14, 2019 4:49 pm

Re: Chapter One: Slow Boat to Escabana

Post by Phoenix »

Pre Journey, Spicy Cooking Grenades 7 (extra die of damage), Journey Stealth 11( includes a +4 fro ghosting, +3 from support).
Stealth, d8+4 while ghosting... [dice:3ndp09ag]62361:0[/dice:3ndp09ag] wild [dice:3ndp09ag]62361:1[/dice:3ndp09ag] possibly +4 from ghosting.
Science d8 [dice:3ndp09ag]62361:2[/dice:3ndp09ag] wild [dice:3ndp09ag]62361:3[/dice:3ndp09ag] ace [dice:3ndp09ag]62361:4[/dice:3ndp09ag]
Huxley: Notice [dice:3ndp09ag]62361:5[/dice:3ndp09ag] wild [dice:3ndp09ag]62361:6[/dice:3ndp09ag] ace [dice:3ndp09ag]62361:7[/dice:3ndp09ag] ace [dice:3ndp09ag]62361:8[/dice:3ndp09ag]
While at Frenchies, the local pastrami sandwhich shop, Pheonix stood with his grenade launcher and satchle of explosives in hand, and tool kit tucked under his arm. He had a twinkle in his eye, “ Lets go blow some shit up... El Bathroom ocupado.” While in the bathroom he locked the door and rummaged for some house hold cleaning supplies. There was another reason he had chosen Frenchies as a meet up place. Jay Frenchie, the juicer restauranteur, was a neat freak. He stocked the best cleaning solvents this side of Michigan. All too soon Phoenix had everything he needed for some spicey home cooking. A large white wolf head poked through the side of the bathroom. The mad bomber chuckled, “Hey Huxley, you find your play mate Tiny Time yet?”


After some time at Frenchies “getting to know” the rest of the ‘tuna adventurers he met everyone at the boat with his large white wolf named Huxley. He waved and smiled as if happy to grin and bare it, “Greetings ‘Tunas. Hux and myself will go on ahead and see if we can’t spot maniacs waiting to rob, loot, pillage, and plunder!” He gestured to the large white wolf when he said Hux. The wolf was looking at Pheonix as if it understood him. It also gave @Tiny Tim a sly wolfy wink. There was something unnerving about the wolf, as if encountered in the wild it might not be this tame beast next to the demolition expert.

Pheonix patted her main and rummaged through the supplies looking for a harness he could use as some trail bags and some extra food and water. Last time he was out in the wild he almost did not make it because he forgot food and water. He chuckled to himself, “Grenades can only get you you so far in life.” After a bit of rummaging he upps out a nice saddle with some bags fit for some trail rations and a couple of water skins.

He points in the direction the boat is heading and mentions while pullimg out a grenade abcently putting the pin in and out, “I’ll take Huxley, down that way and scout the banks and what not. Like I said best keep an eye out for time bandits and demonic splurges. We’ll leave now and meet back up later in the evening...” He pocked the grenade and fixed the saddle bags around his large white wolf loading the food and water in. He gave the folks assembled a grin. It will be nice to get into the wild a bit. Not that I hate civilization. Just lazlo has too many rules and regs. Its like going into Chi-town. Sometimes you need to get your murder-death-kill freak on. He tapped his radio, “This will have to be one of those I’ll call you, not you call me.” He got up on Huxley who growled softly, “Anyone seen Tiny Tim?”

He yelled, “Tiny if you are out there, lets move!” He spurned his wolf onward toward the bank and wilds, once out of sight from most folks he ruffles Huxley’s main, “Easy... Easy... Lets get going and in a few hours we will find you something juicy to eat.” Once away from prying eyes he ghosts with his wolf and heads atop the water(preferably sticking to the bank) scouting the way.
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Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter One: Slow Boat to Escabana

Post by Mars »

Navigator Role: Survival 12
Survival [dice:1oynrbjh]62371:0[/dice:1oynrbjh] + [dice:1oynrbjh]62371:2[/dice:1oynrbjh] (+1 for Compass)
Wild [dice:1oynrbjh]62371:1[/dice:1oynrbjh]
Mars stands on deck of her new flagship and surveys the team she has been assigned. Irregulars, to be certain, and likely without real military discipline... which is probably fine, as she herself has no regular military discipline, either. Often, the best troops are the irregulars, which makes her oddly comfortable.

She gives a respectful nod to @Phoenix as he and his hound disappear from view, and exchanges pats on the back or quick pleasantries with @Ajax, @Tex Arcana, @William Rufus, and any of her other companions who come aboard.

She checks her compass and reads off the heading to the pilot.

"Let's see about this land westward, shall we?" she declares, eager to get started towards her new seat of power.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 15 (5) w/o tactical plates |18 (7) w/tactical plates | 20 (7) when Losing It (Notes: add +2 Armor vs magical powers and effects AND reduce damage from magical powers and effects by 2)
Edges/Notes: Arcane Resistance (applies to magic only); Quick; Vulnerable after Wild Attacks (Losing It); Monologuer
Mars Character Sheet
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Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter One: Slow Boat to Escabana

Post by Tiny Tim »

Scouting Stealth 7
Stealth (+4 due Chameleon Scales)
  • Stealth: [dice:x2qpqsx1]62374:0[/dice:x2qpqsx1]
    Wild: [dice:x2qpqsx1]62374:1[/dice:x2qpqsx1]
    Result: 7 - Success. Assisting Phoenix with +1 Bonus
Phoenix wrote: Mon Jan 13, 2020 7:04 amWhile at Frenchies, the local pastrami sandwich shop, Phoenix stood with his grenade launcher and satchel of explosives in hand, and tool kit tucked under his arm. He had a twinkle in his eye, “ Lets go blow some shit up... El Bathroom ocupado.” While in the bathroom he locked the door and rummaged for some house hold cleaning supplies. There was another reason he had chosen Frenchies as a meet up place. Jay Frenchie, the juicer restauranteur, was a neat freak. He stocked the best cleaning solvents this side of Michigan. All too soon Phoenix had everything he needed for some spicey home cooking. A large white wolf head poked through the side of the bathroom. The mad bomber chuckled, “Hey Huxley, you find your play mate Tiny Time yet?”
They couldn't see the horse sized dragon, but he was there... curled up in the back corner of Frenchies. He knew how to hide from his playmate, Huxley. The overpowering smell of bleach that the Juicer restauranteur had used to clean up the mess he had from an attempted robbery earlier that day. As his two companions left the restaurant, a slight shimmer and an interruption in the swing close of the door was the only signs that Tiny Tim was there.
Phoenix wrote: Mon Jan 13, 2020 7:04 amAfter some time at Frenchies “getting to know” the rest of the ‘tuna adventurers he met everyone at the boat with his large white wolf named Huxley. He waved and smiled as if happy to grin and bare it, “Greetings ‘Tunas. Hux and myself will go on ahead and see if we can’t spot maniacs waiting to rob, loot, pillage, and plunder!” He gestured to the large white wolf when he said Hux. The wolf was looking at Phoenix as if it understood him. It also gave @Tiny Tim a sly wolfy wink. There was something unnerving about the wolf, as if encountered in the wild it might not be this tame beast next to the demolition expert.

He points in the direction the boat is heading and mentions while pulling out a grenade absently putting the pin in and out, “I’ll take Huxley, down that way and scout the banks and what not. Like I said best keep an eye out for time bandits and demonic splurges. We’ll leave now and meet back up later in the evening...” He pocked the grenade and fixed the saddle bags around his large white wolf loading the food and water in. He gave the folks assembled a grin. It will be nice to get into the wild a bit. Not that I hate civilization. Just Lazlo has too many rules and regs. Its like going into Chi-town. Sometimes you need to get your murder-death-kill freak on. He tapped his radio, “This will have to be one of those I’ll call you, not you call me.” He got up on Huxley who growled softly, “Anyone seen Tiny Tim?”

He yelled, “Tiny if you are out there, lets move!” He spurned his wolf onward toward the bank and wilds, once out of sight from most folks he ruffles Huxley’s main, “Easy... Easy... Lets get going and in a few hours we will find you something juicy to eat.” Once away from prying eyes he ghosts with his wolf and heads atop the water(preferably sticking to the bank) scouting the way.
Quickly taking to the air to get to the other bank, Tim scooted along the bank, using the rocky ground and trees to hide his passage. Only Huxley's keen senses detected the dragon's passage as the gurgling water and the breeze hid the signs of his launch from the boat. Occasionally throughout the day when he was in the best hidden areas, Tiny Tim would let out a roar that Phoenix would know as Tim and would be able to interpret for what hazards the hatchling had noticed.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 0

Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 3/3
  • Base Amount
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
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Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter One: Slow Boat to Escabana

Post by Erebus Caine »

Notice 3
Notice [dice:3i0cuawi]62385:0[/dice:3i0cuawi]
Wild [dice:3i0cuawi]62385:1[/dice:3i0cuawi]
Collingwood/Frenchie’s
Lunch
Round 0

Erebus Caine followed the others onto the Fortuna. He tossed his things into his bunk, surprised that he had a cabin to himself. It was small, with just a bunk, table, and closet, but he didn’t have to share.

On deck, assignments were divvied out. It looked like the crazy with the grenade fetish and the dragon were going to be scouting the banks, and the woman with the cyber-eye was going to help navigate. That didn’t leave Caine a lot to do.

Caine headed up to the highest point on the ship, where he could get the best view. As a sniper, he liked the high ground. So he looked across the waters of the Great Lakes and hoped they had a plan for getting through Ironheart waters with this lot of D-Bees on board.

***

Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 14 (5)
Bennies: 4/3
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
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Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter One: Slow Boat to Escabana

Post by Ajax »

Watch
Notice
[dice:gm0eclmb]62386:0[/dice:gm0eclmb]

WD Notice
[dice:gm0eclmb]62386:1[/dice:gm0eclmb]
Ajax draws his rotation on watch, but the feeling of being water-locked on a boat and being unable to run has clearly hampered his mood. Even the juicer cocktail of happy drugs only barely takes the edge off his predicament. He tries his best to watch, but at times can barely seem to lift his sniper rifle to view the world through the scope, or to stop to listen to the sounds carried on the waves. He listlessly trots around the deck, disinterested in a dull assignment, never feeling the need to turn on his rig.
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
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Venatus Vinco
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Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Frenchies in The port of Collingwood (RP)

Post by Venatus Vinco »

Crew: Boating to Support Captain Flemming [dice:1taaaupz]62413:0[/dice:1taaaupz] +1

Captain Flemming: [dice:1taaaupz]62413:1[/dice:1taaaupz] Wild [dice:1taaaupz]62413:2[/dice:1taaaupz]
+1 From navigator Raise = 6
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
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Icosa
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Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter One: Slow Boat to Escabana

Post by Icosa »

Icosa begins the trip on a shaky foot, pestering the crew with questions about what they're doing and what its significance is. When she's politely, but firmly, told to stay out of their way she makes her way to the bridge. After a little conversation with the captain, he confides that the vessel has to move a bit more slowly due to its sonar depthfinder being on the fritz. At this, Icosa brightens.

She heads back out onto deck, and contacts the bridge via radio.

"I'll report the depth of the water ahead, and any changes," she offers. "I have the necessary senses to do this. Perhaps it will allow you to travel with more confidence!"

To the captain's surprise (if not shock, he'd seen stranger things plying the waterways of North America) she did exactly that, her voice becoming a regular chime in his ear to let him know when the bottom was rising up to meet the hulls, or falling away to make room for dangerous critters. The Fortuna plied the narrow line between those extremes, and with Icosa's help it was much easier staying there.

Rolls: Notice to support Captain 12
Notice to support Captain Flemming [dice:2yv80egp]62414:0[/dice:2yv80egp] or [dice:2yv80egp]62414:1[/dice:2yv80egp]
Ace: [dice:2yv80egp]62414:2[/dice:2yv80egp]
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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Venatus Vinco
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Re: Chapter One: Slow Boat to Escabana

Post by Venatus Vinco »

Friends & Foes
Passing from sight of land, the SS Fortune makes good time on the open water. Captain Flemming and his crew are capable sailors. Flemming himself, regales the crew with tale after tale of running mercenary jobs before taking up merchant marine duties mainly for Lazlo but will haul for just about anybody on the Great Lakes. He fits the archetype of “likable rogue” to a tee.

While capable of going much faster fuel consumption and the limited pace of the scouts forces the crew to run in spurts, then allowing the scouts a head start and going again. It is during one of these slow runs that Phoenix and Tiny Tim spot something up ahead. It looks like a small convoy of merchant ships bearing the banner of the Manistique Imperium running in the same shipping lane as the Fortune.

However, fortune is not on their side! A giant maw breaches the surface capsizing one of the big barges. The water churns as the crew spills out into deeps and are eaten up by a pod of large reptilian creatures. As the crew is consumed more of the creatures begin to circle the other three boats in the convoy. Their crew is heavily armed and begins blasting at the water and preparing torpedoes but the creatures swim under the ships fouling their efforts.

Hearing the sitrep back on the Fortune Captain Flemming grimaces, ”Sounds like a group of caddies (Cadborosaurus). They love the test of human, sure they wouldn’t mind Centaur either. We ain’t got much to fight them with except the arc gun and whatever you’re carrying. No one would blame us for steering clear.”


Cadborosaurus
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Mars
Posts: 177
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Re: Chapter One: Slow Boat to Escabana

Post by Mars »

Venatus Vinco wrote: Fri Jan 17, 2020 12:49 pm
Hearing the sitrep back on the Fortune Captain Flemming grimaces, ”Sounds like a group of caddies (Cadborosaurus). They love the test of human, sure they wouldn’t mind Centaur either. We ain’t got much to fight them with except the arc gun and whatever you’re carrying. No one would blame us for steering clear.”
Mars sees the size of the wicked creatures and flashes the captain a grin. "And why, Captain, would we need anything more? Battle and fortune favor the bold, do they not?"

She draws her blade and her pistol and readies herself for combat, surveying the scene for any potential advantages. She would kill these creatures and win the loyalty, or at least the favor, of their would-be victims; even mighty Rome needed peasants to support her armies, after all, and Mars would need a wide base of power for what she had planned.

And besides, she hadn't eaten in a while...
Battle 8 to look for any tactical advantages
Battle [dice:1f8n4s20]62459:0[/dice:1f8n4s20] + [dice:1f8n4s20]62459:2[/dice:1f8n4s20]
Wild [dice:1f8n4s20]62459:1[/dice:1f8n4s20] + [dice:1f8n4s20]62459:3[/dice:1f8n4s20]
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 15 (5) w/o tactical plates |18 (7) w/tactical plates | 20 (7) when Losing It (Notes: add +2 Armor vs magical powers and effects AND reduce damage from magical powers and effects by 2)
Edges/Notes: Arcane Resistance (applies to magic only); Quick; Vulnerable after Wild Attacks (Losing It); Monologuer
Mars Character Sheet
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Mars
Posts: 177
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Re: Chapter One: Slow Boat to Escabana

Post by Mars »

In watching her prey's movements, Mars finds a weakness. Over her radio, she calls to the team, "Listen, if we can get one to the surface and hit it on the head hard enough, we can stun it. Then we get it on its back, and it will be easy prey; I know of some such creatures that are practically paralyzed once they are on forced upside down. @Tiny Tim, I understand you are small for a dragon, but you can hit hard enough to make one of these things wobble, yes? Are you strong enough to turn one onto its back?"

She flexes her fingers on the sword grip, eager to get started.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 15 (5) w/o tactical plates |18 (7) w/tactical plates | 20 (7) when Losing It (Notes: add +2 Armor vs magical powers and effects AND reduce damage from magical powers and effects by 2)
Edges/Notes: Arcane Resistance (applies to magic only); Quick; Vulnerable after Wild Attacks (Losing It); Monologuer
Mars Character Sheet
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Ajax
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Re: Chapter One: Slow Boat to Escabana

Post by Ajax »

Ajax's action
Ajax is taking the Aim action for the nearest or most opportune cadborosaurus. He will fire as soon as he has a reasonable shot, whether given the okay to engage or not.
Ajax's heart leaps at the call to action. He twists the actuator on his bio-comp rig. The chemicals that make him faster and stronger flood his system, and his sea-bound melancholy fades into grim focus. He gallops to the edge of the deck, peering out over the water. "They'll not taste my flesh today, captain. These creatures are enjoying their last meal. With this -" he shoulders his JA-9 rifle " - I can take them from here. Headshots, you say, Mars?" The centaur takes aim at the most accessible target.
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
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Phoenix
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Re: Chapter One: Slow Boat to Escabana

Post by Phoenix »

Once Upon a Time in Pirates Point

The moon was barely shinning, clouds had covered it. But it did not matter, I had my moon cureled around my arm. Her body warming me against the draft that had seeped its way into our apartment. These had been some of the best days. I looked at Jo-Jo her deep raven hair had draped across her alabaster skin. She had an intricate red and gold butterfly tattoo on her left shoulder. I often found myself tracing its pattern. A small yip at the foot of our rickety bed drew my attention. Why she had gotten us a ghost-dog I would never know, but it was hungry. Why she even hooked up with a knucklehead like me I wanted to know but was afraid to ask. It did not matter, the war between Tolkien and the coalition had heated up and I received a cryptic message indicating something needed to be blown up. It was from someone you did not say no too.

I had gathered my things and gave Jo-Jo one last look. I loved her, but somethings you just couldn't have. She would bounce back, her Uncle had pull in the Manistique Imperium and could set her up captaining one of the ships he owned. As I left her sleeping in our one room rickety flat nestled between Goucho’s Poor Diner, and Blood’s Saloon our little white pup yipped leaping into my arms. Looks like Huxley is coming with me.
Pheonix at first seemed unimpressed about engaging some large underwater dinosaurs just to save some trading ships. He had just gotten out of the shower when the alarm had sounded. He had pants on, a towel draped across his head and shoulders. His bare feet felt cold and naked. Jeeze can’t a guy take a shower after days of scouting? He muttered while looking through a pair of binoculars, “Are you sure you guys want to wade into this? They seem-“ His voice stopped, caught in his throat as he caught sight of the red, golden butterfly flag on one of the ships. He breathed stunned, “Jo-Jo...”

Now he cared. He whistled for Huxley packing his pistol a few cooked grenades ([dice:c7qdhbpf]62529:0[/dice:c7qdhbpf]) and strapped his plastique explosive to his bare back. He tossed his towel to @Mars winking at her, “Hold this for me hun, I gotta go help a girl.” Huxley came barreling toward him and he and the large white wolf went careening over board. The last anyone saw of the two was Pheonix riding atop the white wolf, both translucent, and somehow galloping on the water itself towards the Manistique Imperium ships. Ride... Faster Huxley, we lost her once and I’ll be damned if it becomes permanent.
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Mars
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Re: Chapter One: Slow Boat to Escabana

Post by Mars »

Mars raises an eyebrow as @Phoenix throws a towel at her (which she cleanly dissects with a quick flick of her wrist).

This one is odd, she thinks, watching him ride off onto the surface of the water. But he has spirit. I wonder how he’s doing that?
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 15 (5) w/o tactical plates |18 (7) w/tactical plates | 20 (7) when Losing It (Notes: add +2 Armor vs magical powers and effects AND reduce damage from magical powers and effects by 2)
Edges/Notes: Arcane Resistance (applies to magic only); Quick; Vulnerable after Wild Attacks (Losing It); Monologuer
Mars Character Sheet
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William Rufus
Posts: 164
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Re: Chapter One: Slow Boat to Escabana

Post by William Rufus »

William hears Captain and Speaks to the others, “Well I can go out there and provide air support and try to rescue survivors. The big thing is how do we lure them out from under the barges.”

William will activate his wings (using the mega version to give him more speed) PPE 3+5

Faith 4 success 24 speed
OOC][dice:2qbhydmt]62538:0[/dice:2qbhydmt] +1 From Staff
Wild dice
[dice:2qbhydmt]62538:1[/dice:2qbhydmt][/OOC]
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny
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Tex Arcana
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Re: Chapter One: Slow Boat to Escabana

Post by Tex Arcana »

As the klaxon sounds and Captain Flemming indicates what's happening, Tex replies, "We can't let these creatures bushwhack these folk without answering, we need to save those people."

Tex moves himself on deck, he looks towards the deck gun, if it's manned, he finds a spot where he can cast his magic, otherwise goes to the deck gun.

As he moves, he says, "Stamine!" to activate his spell of deflection. The quality of the air changes, acting more like water, the light passing near the mage, bending, and in some cases diffracting into a rainbow of colors.

Deflection
Spellcasting [dice:3vabpln7]62542:0[/dice:3vabpln7]
Wild Die: [dice:3vabpln7]62542:1[/dice:3vabpln7]
Cost: 3 PPE
Duration: 10
Effect: -2 from attack rolls

Bennies: 5/3
End of round remaining PPE: 17
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Tiny Tim
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Re: Chapter One: Slow Boat to Escabana

Post by Tiny Tim »

Boost Taunt 5
Boost Trait on Taunt (+2 due +4 ISP... so 5 ISP cost)
  • Psionics: [dice:2ssx3x1c]62563:0[/dice:2ssx3x1c]
    Wild: [dice:2ssx3x1c]62563:1[/dice:2ssx3x1c]
    Result: 5 -Success. Taunt -> d4
Drawing upon his inner reserves and the knowledge his mother implanted into him, Tim gets an idea of how to perhaps draw some of the Cadborosauruses away from the boots. Running up to the shore nearest to the boats, Tim turns his tail a bright, almost eye hurting orange and gets ready to thrash it along the top of the water to perhaps catch the attention of one or more of the Cadborosauruses.

"I am ready on the shore here to try to go fishing for them. Get ready to blow up any that show themselves on their way to me!"
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 0

Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 3/3
  • Base Amount
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
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Icosa
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Location: 1st SET

Re: Chapter One: Slow Boat to Escabana

Post by Icosa »

Icosa came out and around to see what the source of the commotion was, and shaded her eyes as she looked out at the beasts threatening the other boats.

"Are we rescuing them?" she asked brightly. "That's very admirable! Has anyone got a gun I can borrow?"

Crewmen scurried past, manning their own post, but one paused long enough to point at a pile of rope at the front of the ship. A coil of rope with a long metal harpoon sitting atop it. "There's a launcher for it," he explained, and then hurried off.

With an encouraging smile, Icosa called after him, "I don't think that'll be necessary, thanks!"

She went to the bow, hefted the harpoon...which was almost comically large compared to her relatively petite frame...then backed up as far as the rope would let her. There she waited, working her shoulders in little circles, for the ship to get into range.

Rolled a little early, but this will happen when she gets her turn
Athletics [dice:374lqlvs]62579:0[/dice:374lqlvs] or [dice:374lqlvs]62579:1[/dice:374lqlvs] to hit
Damage: [dice:374lqlvs]62579:2[/dice:374lqlvs] AP 12
Ace [dice:374lqlvs]62579:3[/dice:374lqlvs]
...ace [dice:374lqlvs]62579:4[/dice:374lqlvs]
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter One: Slow Boat to Escabana

Post by Erebus Caine »

Fortuna
Afternoon
Round 0 Prep

With the alert call, Erebus Caine reached for his rifle. He was already on the high point of the ship, so he looked through his scopes to watch the river monsters feast on the capsized barge. He grinned. He liked them big. They were easier to shoot.

PREP ACTION: Drop prone and Aim maneuver; what is our range? Do we have The Drop?

***

Prone: -4 vs ranged attacks; +2 Parry vs. melee attacks, -2 to Fighting rolls
Aim
OOC Comments
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 14 (5)
Bennies: 4/3
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
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Venatus Vinco
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Posts: 2872
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Re: Chapter One: Slow Boat to Escabana

Post by Venatus Vinco »

Battle Conditions wrote:
  • On a Boat: Unstable Platform, -2 to Shooting and Athletics (Throwing)
  • Big Mother Suckers: Creatures are Size 6, humans sized characters are +4 to hit but they can also take an additional wound.
  • Electrifying: Electrical based attacks do +4 damage. However, they are also diffused by the water, reduce Area of Effect Weapons by one size template (i.e. LBT becomes MBT)
  • Surprise! The monsters are not expecting you. Only those who made a successful Notice check are dealt cards. You may act as if you were on hold - cards were dealt to see if anyone got a Joker. You can all act first. Flemming took his movement for the round.
All Ahead Full
Captain Flemming pushes the engines on the Fortuna and she jumps from a leisurely forty miles and hour to a breakneck speed of eighty miles an hour. The ship skips and hops off the waves jostling the inexperienced members of the crew to-and-fro. As he gets closer to the battle he slakes back the engine so he can have a little more maneuverability.

He calls out orders to his crew from the bridge, ”Setting a course for the biggest clump of sailors in the drink (F11). Ready the rescue boats. I’m heading right in the middle of it all.”

Flemming bellows to the team of Adventure Inc. ”Are you ready for this!”

A few of the creatures notice the incoming target and turn their attention to the incoming ship.
Rescue Effort wrote:
  • Cover Me: Flemming’s crew have deployed three rescue boats and the crew will be trying to pull drowning sailors out of the water. Someone will need to cover them. This will be a challenging Dramatic Task (5 tokens in 3 rounds) supporting the sailors who will roll as a group with Boating d8 and a Wild die. Each token represents 2 saved sailors. You can only Fight the Monsters or Support the Task. Support rolls are -2, if a Club is Drawn it is an additional -2. Support is limited to +4.
Initiative
Hold- Icosa - KD
Hold - Ajax (Quick) - QD
Hold - Caine (LH) - 6S, JD
Hold - Mars (Quick) - 6H
Hold - Tex - 6C
Hold - Tim - 4D
Hold Phoenix - 2S
Hold- William - 2H
A7 - KH
C14 - JC
J4 - 5D
Notice
1 [dice:2o82atjt]62614:0[/dice:2o82atjt]
2[dice:2o82atjt]62614:1[/dice:2o82atjt] - Gets a card
3 [dice:2o82atjt]62614:2[/dice:2o82atjt]
4 [dice:2o82atjt]62614:3[/dice:2o82atjt] - Gets a card
5[dice:2o82atjt]62614:4[/dice:2o82atjt]
6[dice:2o82atjt]62614:5[/dice:2o82atjt]
7 [dice:2o82atjt]62614:6[/dice:2o82atjt] - Gets a Card
Map: 1 square = 1"
  • Big Black Tokens that look like Sea Monsters = Sea Monsters
  • Little Red Life Jacket Tokens - Overboard Sailors
  • Big Green Boat Token - SS Fortuna
  • W - William
  • P - Phoenix
  • T- Tim
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Phoenix
Posts: 57
Joined: Sat Sep 14, 2019 4:49 pm

Re: Chapter One: Slow Boat to Escabana

Post by Phoenix »

Support using Repair 11, Huxley using Athletics 8
Support (ignores 4 pts of penalties when dealing with explosives) Repair [dice:1274a1e4]62616:0[/dice:1274a1e4] Wild [dice:1274a1e4]62616:1[/dice:1274a1e4] ace [dice:1274a1e4]62616:2[/dice:1274a1e4]

Huxley support Athletics [dice:1274a1e4]62616:3[/dice:1274a1e4] wild [dice:1274a1e4]62616:4[/dice:1274a1e4] ace [dice:1274a1e4]62616:5[/dice:1274a1e4]
Movement if needed, J7 then to F12.

Go... Faster Huxley...” Pheonix barely needs to tug on Huxley as the pair raced across the waves. There Huxley, I think I see her in the water. They angle towards a group of three sailors treading water apart of the main group. Strange that they are not calling out for help... He shrugged, still intangible, too impulsive to care about the classic warning signs of a trap. As they approached Pheonix tugged on Huxley’s fur, Easy boy, we are going to have to swim for a sec.

Splash, Huxley and Pheonix were in the water. The demolition man had been in worse scraps while he tooled arround with a grenade. Hmm... 10 meters down should be enough, recalibrate for a shockwave, more than damage... Easy Huxley, take us in nice and slow, we’ll drop this bomb down and pick up the sailors...”

He glanced at the three nearest in the water and cursed as he did not see Jo-Jo. Maybe she is waving to me on their ship, hehe... Too bad Mars is not here to wipe me down after this swim.

The rider and wolf became translucent and leaped out of the water making a bee-lime for the sailors. Once with in arms reach and seeing the murky shadow in the deep Pheonix tugged on Huxley, Here is as good of a spot as any.
Splash the pair was back in the drink. Pheonix dropped the modified grenade now depth charge and yelled at the sailors, “Don’t worry. Huxley ain’t hungry enough to eat you yet. Get on her back. Huxley help them!”

The large frightening white wolf nipped each sailor tossing them on her back. Kaboom! Time to go intangible Huxley... With what little time they had they worked like this bringing sailors to the boat always looking for the beautiful lady named Jo-Jo, but always using their intangibility the pair’s favor. The explosive expert grinned at the mayhem around. My kind of party.
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Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter One: Slow Boat to Escabana

Post by Ajax »

Shooting Nessie J4 - 1 wound
Shooting sea monster at J4 with Heavy Beam - unstable platform -2, Scope +1, big monsters +4, Aim +2 - net +5
[dice:1n7f3k58]62618:0[/dice:1n7f3k58]

WD Shooting
[dice:1n7f3k58]62618:1[/dice:1n7f3k58]

Damage with raise, +4 for Heavy Beam, AP 3
[dice:1n7f3k58]62618:2[/dice:1n7f3k58]
One Ace with prior
[dice:1n7f3k58]62618:3[/dice:1n7f3k58]
Ajax's sea legs are nothing to write home about, but the juicer's singleminded focus compensates admirably. Taking aim at one sea creature with three sailors below, waiting to become meals, he times his shot just as the beast rears its head to strike.
ZAP
The monster reels with the impact of the JA-9's heavy beam. Ajax calls out. "I have three mariners spread out like a buffet table here! The monster is wounded. A boat would be welcome!"
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
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William Rufus
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter One: Slow Boat to Escabana

Post by William Rufus »

Conditions: Fly at 24

William, as he flies, he gets closer to the creature to unload a burst to the head area 2PPE (GREATER BURST+4PPE, SOUL BLAST (+2PPE for +10AP),Blaster D6=D8,)onto the creature to his west (Monster B2 #1) his plan is to shoot make sure those people are floating so he can leave to help take out the other dinos. "May the gods guide my hands to help save these people."

6 (Auto Ace) +10AP, 31 Damage
OOC Comments
Faith [dice:jjgsmjvs]62620:0[/dice:jjgsmjvs] + (Staff+1)
Wild Dice: [dice:jjgsmjvs]62620:1[/dice:jjgsmjvs]
Damage: [dice:jjgsmjvs]62620:2[/dice:jjgsmjvs] Aced [dice:jjgsmjvs]62620:3[/dice:jjgsmjvs]
If the Dino is dead and the three survivors are still floating William , will head toward F 3 hoping to try to set up another shot to take out two more Dinos.
"By the Flaming Sword of Michael, that was a powerful blast." I wonder how the others are doing?
Last edited by William Rufus on Fri Jan 24, 2020 7:50 pm, edited 4 times in total.
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny
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Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter One: Slow Boat to Escabana

Post by Erebus Caine »

Shooting Monster 6 15 Raise, bypass armor AP 4
Trademark weapon +1, Drop +4, Scope +1, Called Shot Head -4 (or -6 to shoot in the eye and bypass armor?), Aim +4, Scale +4, Scope +1, Double Tap +1, Unstable Platform -2
Shooting [dice:2v73nb46]62629:0[/dice:2v73nb46]
Wild [dice:2v73nb46]62629:1[/dice:2v73nb46]
Damage 38; 5 Wounds
Raise +1d6, Giant Killer +1d6, Assassin +2, Drop +4, Head shot +4, Double Tap +1
[dice:2v73nb46]62629:2[/dice:2v73nb46]
Ace [dice:2v73nb46]62629:3[/dice:2v73nb46]
Fortuna
Afternoon
Round 1

Erebus Caine sighted down his scope as he lay on the roof of the Fortuna, steadying his aim against the motions of the boat. One shot one kill...if it was human. A creature this big might take a bit more. Slowly his finger squeezed the trigger.

***
OOC Comments
Prone: -4 vs ranged attacks; +2 Parry vs. melee attacks, -2 to Fighting rolls
Aim
Monster Toughness: 23 (8)

Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 14 (5)
Rifle Ammo: 58/60
  • 2 x spare long clips 30 each
Pistol Ammo: 20/20
Bennies: 4/3
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
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Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter One: Slow Boat to Escabana

Post by Tiny Tim »

With all of the activity, no way they will notice my tail lure. Time to go in.

With his tail going back like the rest of him with his Chameleon Scales, Tiny Tim flies over to right by the nearest dinosaur (Square C16) and lets loose with his Poison Breath (cone) at Monsters #3 and #4, avoiding the Boat (C-D,12-13)
Athletics 4
Athletics for Poison Breath
  • Athletics: [dice:2efdysea]62635:0[/dice:2efdysea]
    Wild: [dice:2efdysea]62635:1[/dice:2efdysea]
    Result: 4 - Success.
    • A Forest Runner in its natural form can breathe a green poisonous cloud using the Cone Template, or arc a Medium Blast Template sized cloud up to 18” (36 yards) distant (see Breath Weapons in Savage Worlds). The poison vapor acts as a supernaturally potent irritant similar in effect to tear gas. Those caught in the area of effect without self-contained breathing and complete eye and skin protection (like Environmental Body Armor) must check Vigor at −2 (– 4 with a raise) or be Stunned.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 0

Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 3/3
  • Base Amount
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
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Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter One: Slow Boat to Escabana

Post by Tex Arcana »

In place at the Lightning Cannon, Tex checks it over quickly, a smile on his face as he realizes that the weapon is already charged. He swings the weapon around and prepares to fire at Cadborosaurus #6. The boat rocks and Tex realizes that his aim may well be impaired. He flicks his fingers and says, "Levo Scopo". The mage feels the magic take effect, his grip on the weapon firms and jostling subsides.

Boost Shooting
PPE: 2
Duration: 10
Spellcasting [dice:snd2mhni]62646:0[/dice:snd2mhni]
Wild Die [dice:snd2mhni]62646:1[/dice:snd2mhni]
Effect: Shooting increased to d8


Bennies 6

Active Magic
Deflection, -2 attack rolls, 9 rounds remaining
Remaining PPE: 15
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Icosa
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Location: 1st SET

Re: Chapter One: Slow Boat to Escabana

Post by Icosa »

Icosa chooses one of the monsters threatening men in the water, hoping to give them an opening to escape. She charges down the deck of the Fortuna, holding the oversized harpoon like a javelin, and hurling it with all her strength as she reached the front railing. It hurtled through the air, trailing rope behind it, and struck her target squarely, sinking deep into its armored, blubbery flesh!

She then grabbed her end of the rope attached to the harpoon, fed it enough slack so that it hung into the water, and shouted out to the sailors in the water. "Grab onto the rope! I'll haul you back in!"

Action
Using rolls posted above, a 6 to hit (-2 for unstable platform, +4 for target size), for 39 AP 12 damage!
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter One: Slow Boat to Escabana

Post by Mars »

Psionics 4 to activate smite, Athletics 13 to jump on Monster, Fighting Crit Fail, 1 Benny Spent
Psionics to activate smite [dice:9rx25yu8]62688:0[/dice:9rx25yu8] (-2 from MAP; she's taking 3 actions, but split-the-seconds takes care of 2 points of MAP)
Wild [dice:9rx25yu8]62688:1[/dice:9rx25yu8]
Smite on both weapons, adding the MD modifier

Jumping is an action here. Going to throw up an Athletics roll just in case it's needed:
Athletics [dice:9rx25yu8]62688:2[/dice:9rx25yu8] + [dice:9rx25yu8]62688:6[/dice:9rx25yu8]
Wild [dice:9rx25yu8]62688:3[/dice:9rx25yu8] + [dice:9rx25yu8]62688:7[/dice:9rx25yu8]

And, finally, we're going to get the sword attack with Fighting [dice:9rx25yu8]62688:4[/dice:9rx25yu8] (factoring in +4 to hit)
Wild [dice:9rx25yu8]62688:5[/dice:9rx25yu8]
That's embarrassing. Benny to reroll.

Fighting [dice:9rx25yu8]62688:8[/dice:9rx25yu8]
Wild [dice:9rx25yu8]62688:9[/dice:9rx25yu8]

Sigh.
Technical difficulties on her vibro-sword: [dice:9rx25yu8]62688:10[/dice:9rx25yu8] = Glitch. Subtract 1 when using, or reduce bonus by 1.
Mars readies herself. Sea serpents, she thinks, this seems almost familiar. She smiles at the monsters. She knows that she has fought sea serpents plenty of times... just not in this body.

With a force of will, she channels power into her blade and her blaster, both weapons glowing faintly red for a moment. And then, she lets out a shout and takes off!

With dizzying speed, she reaches the edge of the deck and leaps towards the nearest serpent (#4), her blade flashing.

I'll dig into the beast's flesh like a piton, and then go to work with the pistol.

But Mars is too busy planning her next move when she should be concentrating! Instead of digging into the monster's side, as planned, her blade merely glances off the thick hide of her foe, and her own momentum sends her skipping across the water like a stone! Worse, she manages to strike something on the vibro-sword's grip wrong, and it starts to malfunction, sending out sparks every time she impacts the water.

So much for glory, she thinks.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 15 (5) w/o tactical plates |18 (7) w/tactical plates | 20 (7) when Losing It (Notes: add +2 Armor vs magical powers and effects AND reduce damage from magical powers and effects by 2)
Edges/Notes: Arcane Resistance (applies to magic only); Quick; Vulnerable after Wild Attacks (Losing It); Monologuer
Mars Character Sheet
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Venatus Vinco
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Re: Chapter One: Slow Boat to Escabana

Post by Venatus Vinco »

Rescue Effort 6, 1 token
Boating [dice:18m0kej1]62696:0[/dice:18m0kej1]
Wild [dice:18m0kej1]62696:1[/dice:18m0kej1]

Roll: 2
Support: 4
Total 6
Vigor
Vigor 3 [dice:18m0kej1]62696:2[/dice:18m0kej1] -2 = Fail
Vigor 4 [dice:18m0kej1]62696:3[/dice:18m0kej1] -2 = Success
Bite
2d6+d12+6 AP 6
#2 Fighting [dice:18m0kej1]62696:6[/dice:18m0kej1]
#4 Fighting [dice:18m0kej1]62696:7[/dice:18m0kej1]
Fighting [dice:18m0kej1]62696:8[/dice:18m0kej1] [dice:18m0kej1]62696:4[/dice:18m0kej1] [dice:18m0kej1]62696:5[/dice:18m0kej1] = 26 AP 6 = 1 wound

Maneuvering [dice:18m0kej1]62696:11[/dice:18m0kej1] [dice:18m0kej1]62696:12[/dice:18m0kej1]
Out of Control [dice:18m0kej1]62696:10[/dice:18m0kej1]
Vehicle Critical Hit [dice:18m0kej1]62696:9[/dice:18m0kej1]
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Venatus Vinco
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Re: Chapter One: Slow Boat to Escabana

Post by Venatus Vinco »

Battle Conditions wrote:
  • On a Boat: Unstable Platform, -2 to Shooting and Athletics (Throwing)
  • Big Mother Suckers: Creatures are Size 6, humans sized characters are +4 to hit but they can also take an additional wound.
  • Electrifying: Electrical based attacks do +4 damage. However, they are also diffused by the water, reduce Area of Effect Weapons by one size template (i.e. LBT becomes MBT)
  • Cover Me: 1 of 5 tokens needed. Two rounds remaining. Flemming’s crew have deployed three rescue boats and the crew will be trying to pull drowning sailors out of the water. Someone will need to cover them. This will be a challenging Dramatic Task (5 tokens in 3 rounds) supporting the sailors who will roll as a group with Boating d8 and a Wild die. Each token represents 2 saved sailors. You can only Fight the Monsters or Support the Task.
Put Out Into the Deep
Huxley and Phoenix ride across the waves and splash into the water near the down sailors lending a hand to Flemming’s crew. Ther sudden appearance, especially the big phatom wolf, causes some serious thrashing and panic but ultimately Huxley manages to be of assistance while Phoenix dropped a depth charge to keep the monsters at bay. Nce the chaos of the wolf and churning water from the charge settle the crew of the Fortuna manage to pull two sailors from the drink.

From his perch atop the bridge deck Ajax uses deadly aim to try and take out a monster threatening an isolated group of sailors. The laser blast his its mark, scorching the skin and sending up a steam cloud as water in the air is vapourized by the intense heat. Not to be outdone, Caine opens fire from his perch, his laser blast going right through the eye and into the brain of the creature, killing it instantly. The boat rocks slightly as it splashes into the water. Meanwhile, floating high above the fray William swoops in and lets loose a blast of heavenly lightening, smiting down one of the monsters like a vengeful god of old. The electricity arcs, causing the creature to convulse stiffly then dies. Its corpse floating top the water like driftwood.

Flying along the waves, Tiny Tim, catches two of the monsters in a green poisonous cloud. While one of them manages to shake off the effects the other is momentarily stunned and drops its head and floats atop the water unable to move.

On the deck of the Fortuna, Tex Arcana uses magic to steady himself and then surveys the scene looking for a target. Next to him the mysterious Icosa tosses a vicious vibro-harpoon into the belly of one of the beasts disemboweling it. As its innards spill out onto the surface of the lake a rope trails and one of the sailors manages to grab hold but still needs to be reeled in. Next to Icosa Mars leaps from the deck to impale a creature with her sword, instead she bounces off its rubbery hide and skids across the surface of the lake (movement is now Athletics-Swimming).

With a new, and very violent, threat upon them three of the monsters manage to keep their wits and counter-attack. The first (#2), dives deep and comes up with snapping jaws but cannot get a grip on the smooth metal hull. Meanwhile the one nearest the ship tries to snatch Mars from the water, but fortunately can’t snatch the tiny target Ajax wins a moral victory as the serpent threatening the sailors turns from its mean toward its attacker, diving under the water and emerging with ferious jaws ripping away some of the hull plating (1 wound to Fortuna)! The boat rocks from the impact but Captain Flemming is steady on the helm and keeps her level.

Map


Initiative
Icosa - J!
Tex - AH
Caine (LH) - KS, JS
William - QS
Ajax (Quick) - 10D
Phoenix - 9C
2 - 8D
Mars (Quick) - 8C
Tim - 7C
4 - 2C
7 - 7S
Stunned
Stunned characters
• Are Distracted (and remain so as long as they’re Stunned)
• Fall prone (or to their knees, GM’s call)
• Can’t move or take any actions
• Don’t count toward the Gang Up bonus
• Are subject to the Drop
S.S. Fortuna
The Fortuna is a Prowler General Utility Craft capable of buzzing around the Great Lakes or entering shallower tributaries and rivers. Adventure Inc. has loaded the cargo space with supplies and specialized equipment for the expedition. These unique items from Lazlo cannot be acquired in Ishpeming. With both the pilot’s station and the gun turret armored against Mega Damage attacks, the Prowler can handle all but the largest aquatic predators.

Stats:
Model: GUW-P002 Prowler General Utility Water Craft
Size: 6 (Large)
Handling: +1
Top Speed: 80 MPH
Toughness: 26 (14)
Crew: 1+30
Remaining: Mods 8
Wounds: 1/4
Notes: Watercraft, Range 800 miles.

Weapons:
TW Lightning Cannon
Range: 150/300/600
Damage: 4d10, AP 16, ROF 1
Shots: 20
Mods: 3
PPE To Reload: 12
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William Rufus
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Re: Chapter One: Slow Boat to Escabana

Post by William Rufus »

William is #4 on Init
William sees that the three Monsters, Dinos, on his side are dead but he sure that not all are dead on the other side. As he heads to Fortune, he notices that the big ship was rocked by something. Next, he flies over the ship climbing and figuring out his next target. He sees Mars and Timmy on one side. Then, he pulls up trying to get a good angle on the #2 and # 7 for a burst cone on them if possible. He swoops down from D 17 and let’s loose the lightning at D 16 to I 14.

"Archangel Michael guide thy lightning to the target."

10+auto Raise,+ Regular raise Damage =39+10AP
OOC Comments
Burst to the head of #2 and # 7 2PPE (GREATER BURST+4PPE, SOUL BLAST (+2PPE for +10AP),Blaster D6=D8,)
Faith: [dice:3d11id3p]62713:0[/dice:3d11id3p] +1Staff +4 Size Auto Raise =2 Raises?
Wild Dice: [dice:3d11id3p]62713:1[/dice:3d11id3p]
Damage: [dice:3d11id3p]62713:2[/dice:3d11id3p] [dice:3d11id3p]62713:3[/dice:3d11id3p] for raise 2 Aces [dice:3d11id3p]62713:4[/dice:3d11id3p] =39
As the cone of lightning burst arches its way from his hands to the targets, he banks to the left to get out of the way of other people taking shots . After A while he goes back and starts rescuing people in the water. Starting at people farest away from the others.
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny
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Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter One: Slow Boat to Escabana

Post by Ajax »

Killing Nessie
Shooting at Nessie 4 - called shot to the head, -4 to hit, -2 Unstable Platform, +1 Optics, +4 size; Heavy Beam
[dice:npjlrcuw]62715:0[/dice:npjlrcuw]

WD Shooting
[dice:npjlrcuw]62715:1[/dice:npjlrcuw]

Benny to reroll (where's my Extra Effort and Elan?!)
[dice:npjlrcuw]62715:2[/dice:npjlrcuw]

WD Shooting reroll
[dice:npjlrcuw]62715:3[/dice:npjlrcuw]

Damage: +4 Heavy Beam, +4 Head Shot
[dice:npjlrcuw]62715:4[/dice:npjlrcuw] AP 3
One Ace
[dice:npjlrcuw]62715:5[/dice:npjlrcuw]
Ace again
[dice:npjlrcuw]62715:6[/dice:npjlrcuw]
Ace again again
[dice:npjlrcuw]62715:7[/dice:npjlrcuw]
Ajax snorts as Caine's shot burns a hole through the eye of one of the monsters. "You're not the only one who can pull that off, plodder. Watch this!" With less aim and more instinct, Ajax wheels around, gains sight of another nearby monster, holds his exhale, and presses the trigger. The heavy blast of the JA-9 lands squarely on the monster's melon, making a new hole. "HA! Another one down! Not bad, eh?"
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
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Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter One: Slow Boat to Escabana

Post by Erebus Caine »

Shooting 10 Raise
-2 Unstable Platform, +4 Size, -6 eye shot ignore armor, +2 Marksman, +1 Trademark Weapon, +4 Drop, +1 Double Tap
Shooting [dice:3gvczjuw]62723:0[/dice:3gvczjuw]
Wild [dice:3gvczjuw]62723:1[/dice:3gvczjuw]
Damage 64 AP 4 ignore armor; 12 Wounds
+1 Double Tap, +1d6 Giant Killer, +4 Drop, +2 Assassin, +1d6 Raise
[dice:3gvczjuw]62723:2[/dice:3gvczjuw]
Ace [dice:3gvczjuw]62723:3[/dice:3gvczjuw]
Ace [dice:3gvczjuw]62723:4[/dice:3gvczjuw]
Ace [dice:3gvczjuw]62723:5[/dice:3gvczjuw]
Fortuna
Afternoon
Round 2

It looked like Ajax and William had taken out the remaining three monsters. There was just the stunned one left. So Caine shifted his scope over to it and took the shot. The laser bolt seared through one eye, through the brain, and out the other.

***

Prone: -4 vs ranged attacks; +2 Parry vs. melee attacks, -2 to Fighting rolls
Monster Toughness: 23 (8)
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 14 (5)
Rifle Ammo: 58/60
  • 2 x spare long clips 30 each
Pistol Ammo: 20/20
Bennies: 6/3
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
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Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter One: Slow Boat to Escabana

Post by Tiny Tim »

Seeing the monsters have been taken care of, Tim starts to use his Telekinesis to help lift them onto the Fortuna
Assisting 6 so +1
Telekinesis at Base(-2 due Scene, +2 due +4 ISP, 9 ISP)
  • PSionics: [dice:15zw4rno]62735:0[/dice:15zw4rno]
    Wild: [dice:15zw4rno]62735:1[/dice:15zw4rno]
    Result: 6 - Success. +1 to Captain Flemming's Roll
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 0

Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 3/3
  • Base Amount
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
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Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter One: Slow Boat to Escabana

Post by Mars »

Spirit to Feed Success, Consumes All PP of Killed Creatures in Spirit Range
Spirit [dice:37gbj7yr]62743:0[/dice:37gbj7yr]
Wild [dice:37gbj7yr]62743:1[/dice:37gbj7yr]
As the creatures in the water around her die, Mars exerts a slight force of will and consumes any psychic energy in the area given off by the giant beasts in their death throes.

She also swims for the surface, breaking the water and looking back towards the Fortuna.
Swim Pace 6
She has a normal pace of 12, with a swim pace of half that.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 15 (5) w/o tactical plates |18 (7) w/tactical plates | 20 (7) when Losing It (Notes: add +2 Armor vs magical powers and effects AND reduce damage from magical powers and effects by 2)
Edges/Notes: Arcane Resistance (applies to magic only); Quick; Vulnerable after Wild Attacks (Losing It); Monologuer
Mars Character Sheet
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Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter One: Slow Boat to Escabana

Post by Tex Arcana »

Seeing how quickly his teammates deal death, Tex waits his hands on the trigger of the Lightning Cannon. He scans the water for the signs of more beasts just below the surface.

Notice: [dice:1mhtgisp]62744:0[/dice:1mhtgisp]
Wild die: [dice:1mhtgisp]62744:1[/dice:1mhtgisp], Ace 1: [dice:1mhtgisp]62744:2[/dice:1mhtgisp], Ace 2: [dice:1mhtgisp]62744:3[/dice:1mhtgisp]
Total: 13

Bennies: 7
Deflection: -2 to attack rolls, 8 rounds remaining
Boost Shooting: d6>d8, 9 rounds remaining
Remaining PPE: 15
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Phoenix
Posts: 57
Joined: Sat Sep 14, 2019 4:49 pm

Re: Chapter One: Slow Boat to Escabana

Post by Phoenix »

Mars wrote: Mon Jan 27, 2020 11:15 am
Spirit to Feed Success, Consumes All PP of Killed Creatures in Spirit Range
Spirit [dice:38n8ad6z]62743:0[/dice:38n8ad6z]
Wild [dice:38n8ad6z]62743:1[/dice:38n8ad6z]
As the creatures in the water around her die, Mars exerts a slight force of will and consumes any psychic energy in the area given off by the giant beasts in their death throes.

She also swims for the surface, breaking the water and looking back towards the Fortuna.
Swim Pace 6
She has a normal pace of 12, with a swim pace of half that.
Freed of any silently afraid sailors Pheonix tugs on his giant white wolf’s fur mugging it around to the other side of the Fortuna. It’s weird that they act afraid and seemingly splash the water, but they were not making a sound. Almost 100% these guys are an illusion.Still translucent the pair gallop across the water ineffective s by the swells. He rides over to @Mars and grins patting the back of Huxley. There was more than enough room for two. Even if she does not want a ride I can at least make sure she does not drown. She’ll probably enjoy my sculpted backside. Unable to really say anything he Just waited for the go no go from Mars.
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Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter One: Slow Boat to Escabana

Post by Ajax »

Ajax stares, slightly amazed, by the pink mist that was once a cadborosaurus head before Caine pulled his trigger. "Very well. I'll grant you, that was an impressive shot. Your skills are formidable...and all without augmentation?" He nods in salute. "Truly impressive." His eyes drop momentarily to the JA-11 in his hand. Likely mostly the rifle.
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
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Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter One: Slow Boat to Escabana

Post by Icosa »

"Take the rope!" Icosa shouts to the sailors in the water in the path of her throw. "I'll pull you in!"

She does her best to flip it towards where more of them are, but in general has to wait as a few more paddle over to it and take hold. Then she braces her feet against the railing for leverage and starts reeling them, and the harpoon, in to the Fortuna.

Support roll: 5
Athletics [dice:3ci5aexz]62799:0[/dice:3ci5aexz] or [dice:3ci5aexz]62799:1[/dice:3ci5aexz]
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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Venatus Vinco
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Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter One: Slow Boat to Escabana

Post by Venatus Vinco »

Battle Conditions wrote: It’s Dead Jim: All monsters are toast
Cover Me: 4 of 5 tokens needed. One round remaining. We’ll just skip that. It’s not dramatic anymore.
Aftermath
Keeping the momentum from their ferocious initial assault the team quickly takes down the remaining sea monsters before they can do any further harm. With the way cleared for rescue operations the crew of the Fortuna begin work in earnest. While the danger of the creatures has passed, the danger of drowning and hypothermia for those adrift in the waters is still real. However, without the threat of sea monsters and with help from Icosa and the crews of all the other ships working together the rescue operation takes little.

As the rescue proceeds Captain Flemming calls the team on the radio, ”Got the Captain of the cargo haulers on the line. She sends her thanks. They are looking for some supplies to effect repairs and first aid. We got loads for the expedition but it’s only day one. Should we lend assistance?”
Supplies
Lending support to the cargo haulers would require rolling the supply die. A roll will also be required if you want to Repair the damage to the Fortuna.
He relays the answer, and continues passing on information, ”Sounds like they’re heading to Manistique. Wondering if we want to convoy with them for mutual protection. It’ll slow us down - these are haulers not fast transports like the ‘forty’ - but we already saved them from the drink might be bad form to leave ‘em and let the next thing get them instead.”
Convoy
Choosing to convoy will mean an additional Encounter card draw before reaching Merc Bay.
Flemming takes a few minutes to pass on the info then gives one more status report, ”Apparently these monsters are good eating. Tastes like chicken. We’d have to delay quite a bit to harvest them but it’ll give us some food to sell in Escabana and time to repair the Fortuna.”
Gone Fishing
Harvesting the sea monsters for food etc. will take a few hours. On the plus side you have time to Repair the Fortuna on the down side it’ll cost you more hours of travel requiring another encounter card draw...that would be two card draws if you also choose to convoy.

Harvest Team: Leader rolls Survival at -2 to determine how much food is recovered. Other team members can lend support. Failure minimal recover, success increase wealth die by one type, Raise increase wealth die by one type and select a new piece of adventuring gear (this happens on arrival in Merc Bay).

Repair Team: Leader rolls Repair at -2. Other team members can support. Failure ship damage cannot be fixed at sea, Success wound is recovered, Raise wound is recovered and takes half the time.
S.S. Fortuna
The Fortuna is a Prowler General Utility Craft capable of buzzing around the Great Lakes or entering shallower tributaries and rivers. Adventure Inc. has loaded the cargo space with supplies and specialized equipment for the expedition. These unique items from Lazlo cannot be acquired in Ishpeming. With both the pilot’s station and the gun turret armored against Mega Damage attacks, the Prowler can handle all but the largest aquatic predators.

Stats:
Model: GUW-P002 Prowler General Utility Water Craft
Size: 6 (Large)
Handling: +1
Top Speed: 80 MPH
Toughness: 26 (14)
Crew: 1+30
Remaining: Mods 8
Wounds: 1/4
Notes: Watercraft, Range 800 miles.

Weapons:
TW Lightning Cannon
Range: 150/300/600
Damage: 4d10, AP 16, ROF 1
Shots: 20
Mods: 3
PPE To Reload: 12
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
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Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter One: Slow Boat to Escabana

Post by Ajax »

Survival for support
Survival (subtract 2 if penalty applies to support rolls)
[dice:26rx2ecn]62806:0[/dice:26rx2ecn]
Ace
[dice:26rx2ecn]62806:2[/dice:26rx2ecn]

WD Survival
[dice:26rx2ecn]62806:1[/dice:26rx2ecn]
Ajax does a quick turn around the deck of the Fortuna, searching the waters for any signs of other enemies. Once satisfied, he lends what assistance he can to pulling the sailors from the drink. He mulls over the options in front of them. "These haulers are clearly in no position to defend themselves. It would be frivolous to have saved them from one danger, only to send them into the mouths of another. I cast my lot for traveling with them." His thoughts turn to his own stomach as he hears the suggestion to harvest meat from the fallen monsters. "We should plunder the bodies of these creatures, too. I'm interested to find out how best to prepare such a meal." With that, he sets about the work of helping strip meat from the cadborosauruses.
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
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Phoenix
Posts: 57
Joined: Sat Sep 14, 2019 4:49 pm

Re: Chapter One: Slow Boat to Escabana

Post by Phoenix »

Support Psionics: [dice:2u6cnyrw]62815:0[/dice:2u6cnyrw] Wild [dice:2u6cnyrw]62815:1[/dice:2u6cnyrw]

Pheonix ghosts around stopping at sailors offering them what little relief and healing he can.
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Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter One: Slow Boat to Escabana

Post by Tex Arcana »

Tex lets go of the cannon and makes his way back to the bridge once the fight is done.

He listens to the relayed messages from the Captain and gets on his team's channel and conveys the requests. "I know the Fortuna took a hit, but seems otherwise sea worthy. I think we should help get this convey up and running and escort them to Mantistique. It will drum up a bit of good will for both us and Lazlo, I think. We tell the convoy leader we will help them out here, but they are going to have to return the favor once we reach port, and if any of you have any skills at butchering animals, lets make use of the bounty we've been given. Anyone disagree?"

For his part Tex helps with the repair of the barges.


Supply Die: [dice:1076ubu2]62833:0[/dice:1076ubu2] | Get the convoy up and running
Wild Die: [dice:1076ubu2]62833:1[/dice:1076ubu2]

Repair: [dice:1076ubu2]62833:2[/dice:1076ubu2]
Wild Die: [dice:1076ubu2]62833:3[/dice:1076ubu2]

Spend a Benny to reroll

Repair: [dice:1076ubu2]62833:4[/dice:1076ubu2]
Wild Die: [dice:1076ubu2]62833:5[/dice:1076ubu2]

Bennies 6
Last edited by Tex Arcana on Wed Feb 05, 2020 7:37 pm, edited 3 times in total.
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Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter One: Slow Boat to Escabana

Post by Erebus Caine »

Survival 7; if we get +1 more Support, we get the raise.
-2 difficulty, +1 support, +1 hunting/fishing kit
Survival [dice:1y825d2y]62835:0[/dice:1y825d2y]
Wild [dice:1y825d2y]62835:1[/dice:1y825d2y]
Fortuna
Afternoon
Round 0

Erebus Caine merely nodded to Ajax in acknowledgement of his praise. Then he returned to his scope to scan the water, in case there were anymore threats. Seeingnone, he started tossing out life rings to help pull in the sailors in the water.

As the word started to pass around, it seemed that they were going to help repair the barges and convoy them to Manistique. Caine was fine with that. Delays meant more pay, and they weren’t in a huge hurry.

Caine helped pull the dead sea monsters up alongside the boats. If they had to pause to make repairs, may as well strip the carcasses. He grabbed his pack and pulled out his kit and set to work.

***
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 14 (5)
Rifle Ammo: 56/60
  • 2 x spare long clips 30 each
Pistol Ammo: 20/20
Group Wealth: d8
Bennies: 6/3
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
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Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter One: Slow Boat to Escabana

Post by Tiny Tim »

Assisting Harvesting 2
Athletics (-2 due difficulty)
  • Athletics: [dice:34py3k5u]62858:0[/dice:34py3k5u]-2
    Wild: [dice:34py3k5u]62858:1[/dice:34py3k5u]-2
    Result: If penalty, 2 - Fail. No Mechanical Assistance.
Now that the danger is over, Tim flies over and grabs the Cadborosauruses one at a time and drags their corpses over to the shore to be worked on. Unfortunately his lack of size, his refusal to actually go into the water, and his efforts to not fully reveal himself to the sailors that they have rescued hamper his efforts and the salvaging efforts have to wait on him at various times during the work.
Last edited by Tiny Tim on Wed Feb 05, 2020 7:23 am, edited 1 time in total.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 0

Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 3/3
  • Base Amount
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
User avatar
William Rufus
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter One: Slow Boat to Escabana

Post by William Rufus »

Helping the rescued Crew members with Healing

Healing
Psionics [dice:3h96ohs1]62878:0[/dice:3h96ohs1] +2 (4 ISP for +2) made it +1 Raise
Wild Dice: [dice:3h96ohs1]62878:1[/dice:3h96ohs1]

Heroic (Major): Always helps those in need.
William makes sure all the rescued are taken care of he can heal any broken bones or help them avoid hypothermia. He helps set up a triage, taking the neediest people first. He also uses a First Aid Kit.

William speaks to the group when they discuss what to do. "The right thing to do is to stick around take care of their crew and ships if we can. Help get the crew better, harvest the food , waste not want not. Finally escort them to portI know I am low on power, and I need to rest to recuperate." By the way team we worked well together it is a pleasure to be serving with you."
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny
User avatar
Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter One: Slow Boat to Escabana

Post by Icosa »

Icosa watches the proceedings at first, but quickly decides that this is an opportunity to build rapport. Spotting Caine and Tim at work on the bodies of the slain water creatures, she elects to assist them. That assistance comes in the form of a hurled harpoon that buries itself deeply into dinosaur flesh. She then begins hauling it slowly in, careful to set the barbs in the tip of it before pulling...so as not to accidentally rip the harpoon free. It is a surreal sight, seeing a normal-looking human woman pull such a vast creature over, but the Rifts-torn world of Earth is no stranger to such sights.

Once the body is alongside the ship, Icosa vaults over the railing and lands on top of it. Here she looks to Caine for where to cut and how deeply. She watches him intently, learning...then long, sharp blades seem to slide out from her fists. Or perhaps her fists turn into blades? The material is sleek and silvery, with no sign of having been hammered or forged. Then, pacing up and down the Cadborosaurus, Icosa began the butcher's work.

Rolls: Support Survival: 16
Using Fighting to support the Survival roll (at -2): [dice:1u95tlaw]62941:0[/dice:1u95tlaw] or [dice:1u95tlaw]62941:1[/dice:1u95tlaw]
Ace [dice:1u95tlaw]62941:2[/dice:1u95tlaw]
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter One: Slow Boat to Escabana

Post by Mars »

Athletics to Support Repair 9, +2 to Repair Roll
Athletics [dice:19ufuk3s]62946:0[/dice:19ufuk3s]
Wild [dice:19ufuk3s]62946:1[/dice:19ufuk3s] + [dice:19ufuk3s]62946:2[/dice:19ufuk3s]
-2 for scene modifier
Once Mars returns to the ship and sheathes her weapons, she looks about, anxious for something she can do to help after her rather poor showing in the battle.

When @Tex Arcana sets to repairing the ship, she volunteers. "You just tell me what to do," she says.

Soon, she finds herself hanging over the side of the boat by her legs, one foot hooked around the railing, with an odd welding device in hand. She points it where she's told, and she works alongside Tex as he directs her efforts.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 15 (5) w/o tactical plates |18 (7) w/tactical plates | 20 (7) when Losing It (Notes: add +2 Armor vs magical powers and effects AND reduce damage from magical powers and effects by 2)
Edges/Notes: Arcane Resistance (applies to magic only); Quick; Vulnerable after Wild Attacks (Losing It); Monologuer
Mars Character Sheet
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Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter One: Slow Boat to Escabana

Post by Venatus Vinco »

Operation Clean Sweep
As good and noble heroes the explorer group volunteers to assist with the aftermath operation from the sea monster attack. Harvesting the carcasses is hard work but yields a substantial amount of flesh and hide. Between the repair work, food operation, and escort the convoy Captain is more than happy to barter a payment that would see the group well stocked on arrival in Merc Bay (Increase wealth die by one type and select a new piece of adventuring gear (this happens on arrival in Merc Bay). Weather conditions and ship's crew make repairs go faster than originally estimated and the little convoy is up and running in about half the expected time.

Those with power points are recovered.

International Run From A Pirate Day
Cards
Joker! Draw Twice and Combine (KS, 6S: 2 Spades - Double the Enemies!)
[dice:398mjuxr]62948:0[/dice:398mjuxr] (A flotilla of Pirates!)
  • 1 Pirates
  • 2 Monsters
  • 3 CS Navy
  • 4 Manitoulin Kingdom Privateers
6H - Hearts: Strangers
[dice:398mjuxr]62948:1[/dice:398mjuxr]
  • 1 Manistique Imperium
  • 2 Northern Gun
  • 3 Adventurers
  • 4 Mercenaries
Moving closer to Northern Gun the group enters the "wild waters", an area that is not patrolled by the CS, Manistique, or Northern Gun. This leg of the journey is known for pirate and privateer activity and does not disappoint. The scouts spot a huge flotilla of pirate raiders on an intercept course! To ensure their hostile intentions the pirates issue an ultimatum, "Surrender your cargo and we will leave you one ship to make it to safety."

The pirate armada consists of one fast attack vehicle with more than enough firepower to take down the Fortuna and shoot Tiny Tim out of the sky with impunity. Fortunately it's a lot slower than the Fortuna - but not the cargo ships. The fast attack vehicle is escorted by dozens of coastal speedboats armed with anti-personnel lasers.

Flemming radios Northern Gun and then has a brief conferences with the convoy Captain before giving the group his appraisal, "Normally we might be forced to surrender, although as you know our cargo is crucial to the expedition. To lose it now would be a great blow to your dreams. We could easily cut and run, leaving the conovy to fend for themselves, but my guess is they'd be as good as dead or sold as slaves. Which is the same thing in my mind." He puases for a moment before giving the rest of the news, "Fortunately, I radioed ahead and there is a Northern Gun Coastal Patrol heading our way. They can't get to us in time to be much good, but might be able to recover survivors. Or, we can steam toward them and hope we get in range of their weapons before the bilge rats take us down."

Flemming shrugs, "It would mean the Fortuna would have to play escort and keep the raiders off the cargo ships until we get to safety. We could still lose everything, but our decency would be in tact. But, the choice is yours, ditch the convoy or make a run to the coast guard."
Dramatic Task
If you cut and run: You won't face any danger from pirates. They'll be fat and happy off the cargo ships. However, you will loose your wealth die and adventuring gear reward from the sea monster meat...and probably your soul for leaving those poor sailors for dead.

If you make the run to the coast guard: Since I drew a flotilla of pirates, rather than a fight we have a multi round dramatic task for you to keep the pirates off the freighters until you can get into range of the Northern Gun coastal patrol.

4 cargo ships with 4 wounds plus the Fortuna and Tim with 3 wounds is 22 tokens call it 25 tokens. 5 rounds. Each missed token is a Wound against a cargo ship or Tiny Tim (I'll roll for who takes the hit). If Tim stays on the ship in human form the task drops to 20 tokens/3 rounds.

If any cargo ship, or Tiny Tim, is Incapacitated it is considered captured by the pirates. If the Fortuna is Incapacitated everyone is captured!

Skills: Any player can roll Shooting or Arcane skill to earn tokens. Anyone can support another player with any skill. All rolls are at -2.

Reaction Fire: Failed rolls mean the pirates can take a pot shot at you and you are Distracted until the end of your next turn.

Critical Failure: Your hero takes 1d4 Wounds from return fire.

Choppy Waters: Any time the Fortuna takes a Wound make a Vigor roll to avoid a level of Fatigue from Bumps and Bruise as the ship is tossed about by the impact.

Round One Action Cards (Clubs Add -2 Complication, Critical Failure on a Club means total task failure)
Mars (Quick) 7D
Icosa AH
Tex 8C (Complication)
Phoenix 7C (Complication)
Ajax (Quick) QC (Complication)
Caine (LH) 9D, 9H
Tiny Tim 8H
William AC (Complication)
Pirate Vessels
Pirate Fast Attack Craft
  • Size: 12 (6 wounds)
    Weight: 64 tons
    Length: 100′
    Speed: 46 mph
    Scale Mod: +6
    Toughness: 31 (7)
    Crew: 3+31
    Skills: Boating d8, Shooting d8, Wild Card
Weapons:
  • 1 × Light Laser (150/300/600, 2d10 AP 10, ROF 1)
    1 × Medium Missile Launcher (AP, Payload 4)
    2 × Mini-Missiles Launchers (HE, Payload 24)
    2 × Mini-Rail Guns
Pirate Speed Boats
  • Size: 8 (5 wounds)
    Weight: 4 tons
    Length: 36′
    Scale Modifier: +4
    Speed: 90 mph
    Toughness: 19 (3)
    Crew: 1+10
    Handling: +2
    Skills: Boating d8, Shooting d8
Weapons:
  • 1x Anti-Personnel Laser (4d5, AP 5, ROF 1)
S.S. Fortuna
The Fortuna is a Prowler General Utility Craft capable of buzzing around the Great Lakes or entering shallower tributaries and rivers. Adventure Inc. has loaded the cargo space with supplies and specialized equipment for the expedition. These unique items from Lazlo cannot be acquired in Ishpeming. With both the pilot’s station and the gun turret armored against Mega Damage attacks, the Prowler can handle all but the largest aquatic predators.

Stats:
Model: GUW-P002 Prowler General Utility Water Craft
Size: 6 (Large)
Handling: +1
Top Speed: 80 MPH
Toughness: 26 (14)
Crew: 1+30
Remaining: Mods 8
Wounds: 1/4
Notes: Watercraft, Range 800 miles.

Weapons:
TW Lightning Cannon
Range: 150/300/600
Damage: 4d10, AP 16, ROF 1
Shots: 20
Mods: 3
PPE To Reload: 12
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
User avatar
Phoenix
Posts: 57
Joined: Sat Sep 14, 2019 4:49 pm

Re: Chapter One: Slow Boat to Escabana

Post by Phoenix »

Not rally commited to fighting pirates but sufficiently black mailed into helping Pheonix arrives a bit out of the loop as he was off doing an odd job but still hefts hs grenade launcher and fires a plasma grenade at the pirates or at least tries too. “You are gonna die pirate scum! Hahahaha...” His voice trailed off caught by @Mars’s unearthly beauty. What followed was a mistake anyone could have made caught between firing a grenade, winking at a pretty girl, and trying to dodge incoming pot shots: Mayhem and explosions of an unfortunate kind. Sometimes winking was really worth it.

Shooting dramatic task -4 from complication and task [dice:31i24r2p]62985:0[/dice:31i24r2p] Wild [dice:31i24r2p]62985:1[/dice:31i24r2p]
Wounds: [dice:31i24r2p]62985:2[/dice:31i24r2p] (one wound....)

GM: what does a total task failure mean?
User avatar
Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter One: Slow Boat to Escabana

Post by Mars »

Shooting 6, 1 Token
Shooting [dice:1df5vesj]62990:0[/dice:1df5vesj] (+2 from heightened senses counteracts -2 from one eye for a net 0)
Wild [dice:1df5vesj]62990:1[/dice:1df5vesj]
-2 from task modifier
Mars unslings her rifle and takes quick aim, firing bursts of magical fire at the oncoming pirates. She hits one of their small boats squarely, burning its occupants alive and sending the tiny craft careening.

Just then, @Phoenix does... whatever on earth that was, and a grenade goes off!

"Are you trying to kill us?!" she screams.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 15 (5) w/o tactical plates |18 (7) w/tactical plates | 20 (7) when Losing It (Notes: add +2 Armor vs magical powers and effects AND reduce damage from magical powers and effects by 2)
Edges/Notes: Arcane Resistance (applies to magic only); Quick; Vulnerable after Wild Attacks (Losing It); Monologuer
Mars Character Sheet
User avatar
Phoenix
Posts: 57
Joined: Sat Sep 14, 2019 4:49 pm

Re: Chapter One: Slow Boat to Escabana

Post by Phoenix »

Pheonix grabbed his shoulder from where he was hit as he watched the chain of explosions erupt. He grinned at Mars, with a small measure of sorrow. Everything had gone to shit. Shit covered with goose grease and dipped in tar... He yelled at her over the explosions, “Has anyone ever told you, you sound like an angel when you scream.”
Tex’s barrels was a sound idea except I shot one setting off a chain reaction a bit early, sinking our allies and possibly our own ship... Looks like Plato right. I am cursed.

During the commotion he tried to find Timmy to tell the dragon to get out of the fray... Only... He was too late. “Timmy!!!!!!!!!”
@Mars
@Tiny Tim
@Tex Arcana
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Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter One: Slow Boat to Escabana

Post by Tex Arcana »

Tex standing near Captain Flemming on the bridge borrows a pair of binoculars and looks back at the approaching Pirate flotilla. "Captain, radio the convoy and tell them to go to full speed, we are going to slow the pirates down, hopefully long enough for the Patrol to arrive and wipe them out."

Over the radio Tex says, "Pheonix, find some barrels and rig them to explode. Knock them off the back of the ship so they can float behind us. Sharpshooters, find your spots, shoot a barrel if it's near a ship, otherwise go for the pilots and then gunners."

Tex for his part moves out of the bridge and begins casting an illusion. He creates the illusion of the Fortuna and a few of the convoy ships moving slowly in the water. He sets it so that like a backdrop, behind the fake ships, the river is clear.

Spellcasting [dice:1jpd52gj]62992:0[/dice:1jpd52gj] (+1 normally, -2 club)
Wild Die: [dice:1jpd52gj]62992:1[/dice:1jpd52gj]

Bennies: 6
User avatar
Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter One: Slow Boat to Escabana

Post by Ajax »

Burning All the Bennies, Shooting 7
Shooting, -2 complication, -2 scene
[dice:20r96uwt]62993:0[/dice:20r96uwt]

WD Shooting
[dice:20r96uwt]62993:1[/dice:20r96uwt]

Benny to reroll
[dice:20r96uwt]62993:2[/dice:20r96uwt]

Benny WD Shooting
[dice:20r96uwt]62993:3[/dice:20r96uwt]

2nd Benny to reroll because I would like to roll different numbers
[dice:20r96uwt]62993:4[/dice:20r96uwt]

2nd Benny WD
[dice:20r96uwt]62993:5[/dice:20r96uwt]

3rd Benny because dang
[dice:20r96uwt]62993:6[/dice:20r96uwt]

3rd Benny WD
[dice:20r96uwt]62993:7[/dice:20r96uwt]

4th Benny because now it's personal
[dice:20r96uwt]62993:8[/dice:20r96uwt]

4th Benny WD
[dice:20r96uwt]62993:9[/dice:20r96uwt]

Burning Bright - Total Task result = 7
[dice:20r96uwt]62993:10[/dice:20r96uwt]
The sight of a pirate fleet chasing their slow compatriots jolted Ajax from his stupor. The bio-comp juices kick in, and he begins speeding about the deck, taking whatever potshots he can with his sniper rifle. A well-timed shot manages to permanently remove a pirate gunner from one of the big guns, though he is quickly replaced with another body. Before Ajax can draw another bead, Phoenix's miscued explosions begin lighting off, causing more problems for the company than for the pirates. "By all the gods, and even some of the devils, what have you done, plodder?! You'll doom us all before our time!" He does his best to redouble his efforts, but clouds of black smoke obscure the enemy and make meaningful laser fire all the more difficult. "Curses! Haphazard shooting will do us no benefit. They're gaining on us!"
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
User avatar
William Rufus
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter One: Slow Boat to Escabana

Post by William Rufus »

Spends a Benny to get rid of a Club. New 4S

Will use a benny if possible for INFLUENCE THE STORY: This one is entirely up to the Game Master, who may allow your character to spend a Benny to find an additional clue if you’re stuck, come up with some mundane but needed item, or push a nonplayer character into being a bit more agreeable

Faith is 14 Success and two Raises

Vigor is
OOC Comments
Faith: [dice:uz2m3038]62995:3[/dice:uz2m3038]+1Staff
Wild Dice: [dice:uz2m3038]62995:0[/dice:uz2m3038] [dice:uz2m3038]62995:4[/dice:uz2m3038] [dice:uz2m3038]62995:7[/dice:uz2m3038]

Spiritual Channel: A Mystic can use the divination power without using ISP or PPE. Each time he uses it, he must make a Vigor roll to resist gaining a level of Fatigue.

Vigor
[dice:uz2m3038]62995:1[/dice:uz2m3038] [dice:uz2m3038]62995:5[/dice:uz2m3038]
wild dice
[dice:uz2m3038]62995:2[/dice:uz2m3038] [dice:uz2m3038]62995:6[/dice:uz2m3038]
William goes kneels down and starts to pray, "I know you have sent me here to do your good works and I haven't asked for your help except the normal day to day help to guide my steps. those steps have led me and My friends to this time and spot. I now am in need of just more than a small guidance. We have an enemy that is closing on a group of your chosen and your febal servant that you sent here to change this world cannot affect the outcome."

"As you see behind us are a large armada of ships chasing down the ships with us they are slow and few, the enemy are many and are bent on taking everything from these people that we just rescued. "

"I plead for aid here, let your will be seen by these people, so that they may also go out and spread the word that they are not forsaken and ignored but there are champions for them that care and will step up and do your will."


William stands, Looks to the heavens And raises his Staff, and waits. He seems to be glowing the Armor Glows and his wings come out.

William thinks about his own world, Pirates yes , not on this scale and most of them would be willing to fight demons and devils , this place is really messed up.
Last edited by William Rufus on Sun Feb 09, 2020 3:38 pm, edited 3 times in total.
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny
User avatar
Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter One: Slow Boat to Escabana

Post by Erebus Caine »

Shooting 3
-2 difficulty
Shooting [dice:3ccwbqih]63001:0[/dice:3ccwbqih]
Wild [dice:3ccwbqih]63001:1[/dice:3ccwbqih]
Benny to reroll
Shooting [dice:3ccwbqih]63001:2[/dice:3ccwbqih]
Wild [dice:3ccwbqih]63001:3[/dice:3ccwbqih]
Fortuna
Afternoon
Round 0

Erebus Caine climbed back to the highest point of the ship again. He heard Tex’s instructions -- but then the ship exploded!

“What the hell are you guys doing?” Caine yelled over the radio. He settled behind his scope, aiming through the smoke at the ships chasing them. There were no barrels on the water yet, so he started to focus on priority targets: first anyone behind the controls, then anyone on a gun, then anyone who looked like he was giving orders. Unfortunately these bastards were laying down some good covering fire.

***

Conditions: Distracted (-2 next round)
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 14 (5)
Rifle Ammo: 56/60
  • 2 x spare long clips 30 each
Pistol Ammo: 20/20
Group Wealth: d8
Bennies: 5/3
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
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Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter One: Slow Boat to Escabana

Post by Mars »

Phoenix wrote: Fri Feb 07, 2020 1:29 pm He yelled at her over the explosions, “Has anyone ever told you, you sound like an angel when you scream.”
Mars narrows her eye at Phoenix. "An angel? A servant of the divine? Perhaps lay off the poetry and see to your damned explosions!"

Mortals.

GM: LOL - + 1 benny
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 15 (5) w/o tactical plates |18 (7) w/tactical plates | 20 (7) when Losing It (Notes: add +2 Armor vs magical powers and effects AND reduce damage from magical powers and effects by 2)
Edges/Notes: Arcane Resistance (applies to magic only); Quick; Vulnerable after Wild Attacks (Losing It); Monologuer
Mars Character Sheet
User avatar
Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter One: Slow Boat to Escabana

Post by Tiny Tim »

Psionics 5
Psionics (-2 due difficulty)
  • Psionics: [dice:84yfw7o3]63015:0[/dice:84yfw7o3]
    Wild: [dice:84yfw7o3]63015:1[/dice:84yfw7o3]
    • Bennie Reroll
      • Psionics: [dice:84yfw7o3]63015:2[/dice:84yfw7o3]
        Wild: [dice:84yfw7o3]63015:3[/dice:84yfw7o3]
      Bennie Re-Reroll
      • Psionics: [dice:84yfw7o3]63015:4[/dice:84yfw7o3]
        Wild: [dice:84yfw7o3]63015:5[/dice:84yfw7o3]
      Bennie Re-Re-reroll
      • Psionics: [dice:84yfw7o3]63015:6[/dice:84yfw7o3]
        Wild: [dice:84yfw7o3]63015:7[/dice:84yfw7o3]
    Result: 5 - Success.
Slowly flying while using his Chameleon Scales to remain hidden, Tiny Tim uses his Telekinesis to pull and push at the speed boats and the people onboard in order to interfere with their attack runs.
Last edited by Tiny Tim on Mon Feb 10, 2020 6:44 pm, edited 1 time in total.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 0

Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 3/3
  • Base Amount
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
User avatar
Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter One: Slow Boat to Escabana

Post by Icosa »

Icosa spent the first moments of the conflict simply observing and recording. These pirates seemed to be confirmation of warnings she'd received before making the trip to Earth. Chaos reigned, though it was clear that tough 'knots' of civilization were struggling to take root. This fight served as a microcosm of this phenomenon.

Then, satisfied with her documentation of the event, she decided it was time to intervene. If the ships were captured it would hamper her objectives, after all. It was easy enough to find a weapon to borrow, as the she judged the harpoon as being too large and unwieldy to use effectively against distant human-sized targets.

Then she found a position high up on top of the Fortuna's bridge, and began picking methodically picking shots at targets that she judged high-value. Those visibly giving orders or organizing other pirates.

Rolls: Shooting 5
Shooting (at -2) [dice:3q0be8am]63024:0[/dice:3q0be8am] or [dice:3q0be8am]63024:1[/dice:3q0be8am]
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter One: Slow Boat to Escabana

Post by Venatus Vinco »

Status wrote:
  • Round: 2/5
  • Tokens 7/25
  • Cargo Ships 3/4
  • Fortuna (Wounds) 3/3
  • Tiny (Wounds) 3/3
  • +1 benny to everyone for the Joker!
  • +1 Benny to Mars for making me laugh
  • Those with power points are recovered
Explosions can do massive damage - to friend and foe alike. When Phoenix opens up on a small clump of speed boats with his spicy-home-cooked™ grenades he fails to account for the physics of naval warfare. The grenades miss and impact the waters around the speed boats, detonating beneath the waves. The concussive force beneath the surface rocks the fast moving craft off their course careening toward one of the cargo ships. Despite her best efforts the ship, a lumbering slow old barge christened the Edmund Fitzgerald, cannot turn to avoid the collision. The boats hit the hull of the old ship at high speed puncturing the hull in dozens of places. The Fitzgerald lists heavy to port, her deck rails nearly touching the water and her keel exposed to the air. The sinking ship is quickly swarmed by dozens of speed boats who open up on the crew with anti-personnel lasers before boarding to grab what they can before she goes down to the bottom of Lake Michigan.

Mortified by the indiscriminate fire Mars chastises Phoenix and manages to pick off some of the borders, forcing others to slow their efforts to return fire ineffectively. On the bridge, Tex uses magic to sow confusion as he creates an illusionary group heading in a different direction. A few speed boats divert course to chase phantoms, but the advanced sensors on the large fast attack vehicle see through the ploy and it starts signalling its speed boats to ignore the fake fleet.

Between the illusions and the sinking of the Edmund Fitzgerald there is sufficient chaos amidst the pirates to give Ajax an open shooting lane. The juicer strike true, hitting one of the pilots forcing a speed boat to cut its engine and restart pursuit after fishing him out of the drink.

On the deck, William seeks divine intervention. While to may prayer is a last resort, for William it is the first and best option. Whether by divinity or sheer absurdity as soon as the words leave his lips one of the cargo ships turns hard putting up a wall of water in its wake. The water moves with uncanny accuracy across the lake, swamping at least a dozen speedboats forcing them to cut engines and bail water.

Unfortunately, William’s waves and Phoenix’s explosions force Captain Flemming to make a series of hard maneuvers. The jerking of the ship is so violent that even the normally steady handed Caine misses his mark.

Flying in an out of the fray Tiny Tim looks like a shimmering ghost as his scales rapidly change colour to match the hues of blue and green in the lake water. He reaches out with his mine from his creepy concealment and forces a number of pirates overboard from their speedboats cause them to skip and bounce across the water like flat stones tossed by a child.

As Flemmin steadies the ship, Icosa manages to get a bead on another speedboat plowing in straight toward one of the cargo ships. Her fire is effective in forcing the pilot to veer from his approach and giving the lumbering cargo ship a chance to put some distance between them.

Looking out from the bridge of the Fortuna Captain Flemming observes the sheer chaos of the situation, ”You lads sure know how to make an impression.”
Dramatic Task
If any cargo ship, or Tiny Tim, is Incapacitated it is considered captured by the pirates. If the Fortuna is Incapacitated everyone is captured!

Skills: Any player can roll Shooting or Arcane skill to earn tokens. Alternately, anyone can support another player with any skill. All rolls are at -2.

Reaction Fire: Failed rolls mean the pirates can take a pot shot at you and you are Distracted until the end of your next turn.

Critical Failure: Your hero takes 1d4 Wounds from return fire. Critical Failure on a Club card results in the tragic loss of one cargo ship. Critical Failures on Support rolls only cost wounds normal.

Choppy Waters: Any time the Fortuna takes a Wound make a Vigor roll to avoid a level of Fatigue from Bumps and Bruise as the ship is tossed about by the impact.

Round Two Action Cards (Clubs Add -2 Complication, also see Critical Failures)
Mars (Quick) KD
Icosa 2C (Complication)
Tex KS
Phoenix AD
Ajax (Quick) JC (Complication)
Caine (LH) 10D, JD
Tiny Tim Joker! (+2 to rolls this round)
William 8S
Pirate Vessels
Pirate Fast Attack Craft
  • Size: 12 (6 wounds)
    Weight: 64 tons
    Length: 100′
    Speed: 46 mph
    Scale Mod: +6
    Toughness: 31 (7)
    Crew: 3+31
    Skills: Boating d8, Shooting d8, Wild Card
Weapons:
  • 1 × Light Laser (150/300/600, 2d10 AP 10, ROF 1)
    1 × Medium Missile Launcher (AP, Payload 4)
    2 × Mini-Missiles Launchers (HE, Payload 24)
    2 × Mini-Rail Guns
Pirate Speed Boats
  • Size: 8 (5 wounds)
    Weight: 4 tons
    Length: 36′
    Scale Modifier: +4
    Speed: 90 mph
    Toughness: 19 (3)
    Crew: 1+10
    Handling: +2
    Skills: Boating d8, Shooting d8
Weapons:
  • 1x Anti-Personnel Laser (4d5, AP 5, ROF 1)
S.S. Fortuna
The Fortuna is a Prowler General Utility Craft capable of buzzing around the Great Lakes or entering shallower tributaries and rivers. Adventure Inc. has loaded the cargo space with supplies and specialized equipment for the expedition. These unique items from Lazlo cannot be acquired in Ishpeming. With both the pilot’s station and the gun turret armored against Mega Damage attacks, the Prowler can handle all but the largest aquatic predators.

Stats:
Model: GUW-P002 Prowler General Utility Water Craft
Size: 6 (Large)
Handling: +1
Top Speed: 80 MPH
Toughness: 26 (14)
Crew: 1+30
Remaining: Mods 8
Wounds: 1/4
Notes: Watercraft, Range 800 miles.

Weapons:
TW Lightning Cannon
Range: 150/300/600
Damage: 4d10, AP 16, ROF 1
Shots: 20
Mods: 3
PPE To Reload: 12
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
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Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter One: Slow Boat to Escabana

Post by Ajax »

I like spending bennies - Shooting, 3 tokens
Shooting, club complication, net -4
[dice:11rolth5]63053:0[/dice:11rolth5]

WD Shooting
[dice:11rolth5]63053:1[/dice:11rolth5]

Benny to reroll
[dice:11rolth5]63053:2[/dice:11rolth5]

WD Benny
[dice:11rolth5]63053:3[/dice:11rolth5]

Benny 2
[dice:11rolth5]63053:4[/dice:11rolth5]

WD Benny 2
[dice:11rolth5]63053:5[/dice:11rolth5]

EP Benny 3
[dice:11rolth5]63053:6[/dice:11rolth5]
Ace with prior
[dice:11rolth5]63053:8[/dice:11rolth5]

EP WD 3
[dice:11rolth5]63053:7[/dice:11rolth5]
Ajax settles in to a rhythm, the chop of the waters of the Great Lake, the thrust of the ship causing the hull to twist ever so slightly, all turn into a dance. The barrel of his rifle is unwavering, and the timing of his trigger squeeze is preternatural. For all his unparalleled speed, he is just as much at home behind the scope as he is in front of the herd. The juice gives him mercurial speed and the strength to run through a brick wall...but he relishes the slowing of time when every millimeter of movement in his trigger finger takes an eternity, and the target is practically standing still.
click
Another predator meets his end.
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
User avatar
William Rufus
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter One: Slow Boat to Escabana

Post by William Rufus »

Chapter One: Slow Boat to Escabana
Card 8S
16-2=14 for success and 2 Raises,3 tokens
OOC Comments
Faith: [dice:2txnq1kr]63054:0[/dice:2txnq1kr] [dice:2txnq1kr]63054:2[/dice:2txnq1kr]+1Staff, Size +8
Wild Dice: [dice:2txnq1kr]63054:1[/dice:2txnq1kr]
William knows that to do major damage he is going to have to wait till the speedy boats get close. He wants to try to catch two to three of the ships close together, so his blast can do more damage. Their advantage is their speed but to get that they had to substitute protection. the other thing is the gear and systems are crammed into a very small space one good hit is all he needs, If he can do major damage to them as they travel at such speed the craft will break apart. He thinks if they destroy a few more of these craft the others might think that to continue to attack might be too expensive to their craft and personal.

"Hey guys try to lure them closer to us, get a kill box going."

When they get closer William flies out and pounces, using a burst cone to take out the boats.
Last edited by William Rufus on Mon Feb 10, 2020 7:41 pm, edited 4 times in total.
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny
User avatar
Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter One: Slow Boat to Escabana

Post by Erebus Caine »

Shooting 1
-2 difficulty, -2 Distracted
Shooting [dice:3e7sn52l]63059:0[/dice:3e7sn52l]
Wild [dice:3e7sn52l]63059:1[/dice:3e7sn52l]
Fortuna
Afternoon
Round 0

Erebus is thrown against the rail as the Fortuna banks and evades. That, combined with the suppressive fire from the pirates, meant his next shot was little more than a Hail Mary.

***

Conditions: Distracted (-2 next round)
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 14 (5)
Rifle Ammo: 56/60
  • 2 x spare long clips 30 each
Pistol Ammo: 20/20
Group Wealth: d8
Bennies: 5/3
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
User avatar
Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter One: Slow Boat to Escabana

Post by Tiny Tim »

Psionics 8
Psionics (-2 due Difficulty, +2 due Joker)
  • Psionics: [dice:a5zyhljd]63093:0[/dice:a5zyhljd]
    Wild: [dice:a5zyhljd]63093:1[/dice:a5zyhljd]
    • Ace: [dice:a5zyhljd]63093:2[/dice:a5zyhljd]
    Result: 8 - Success with Raise. 2 Tokens Earned.
Focussing on the Speed Boat that he had taken passengers off of, Tiny Tim pulls at the pilot of the boat with his Telekinesis.

Enough of going after the gunners. If I can take out the driver at the right time, the Speed Boat will go out of control... and all of those on the Speed Boat will be in the river. Then they can either have a boat slow down and pick them up... or they will be left behind as we continue.
Last edited by Tiny Tim on Tue Feb 11, 2020 8:09 pm, edited 2 times in total.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 0

Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 3/3
  • Base Amount
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
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Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter One: Slow Boat to Escabana

Post by Tex Arcana »

On the stern of the ship, Tex has no time to evaluate the actions of his team. He continues to cast illusionary magic, he feels the potential psychic energy within him mold to his will.

in the middle of the river, the water appears to swirl, moving faster, and faster. From within it's depths, the tentacles of a Maelstrom-Maker erupt forcing the pirate boats to swerve around. The pilot of one of the boats, his mind taken in by the illusion, unconsciously turns into the imaginary whirlpool, as his belief that his boat has been caught causing him to spin the boat in circles.


Spellcasting: [dice:319n1c13]63096:0[/dice:319n1c13] (+1 normally -2 task)
Wild Die: [dice:319n1c13]63096:1[/dice:319n1c13]

Bennies: 6+1
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Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter One: Slow Boat to Escabana

Post by Mars »

Mars fights the rising adrenaline in her body.

Calm. Steady. Exhale. Fire. She gently squeezes the trigger on her fireburst rifle, sending another fireball careening towards their quarry.
Shooting 6, 1 Token
Shooting [dice:2wxtct6w]63111:0[/dice:2wxtct6w]
Wild [dice:2wxtct6w]63111:1[/dice:2wxtct6w]

Benny to reroll [dice:2wxtct6w]63111:2[/dice:2wxtct6w]
Wild [dice:2wxtct6w]63111:3[/dice:2wxtct6w]
-2 scene modifier
The fireball lands true, making a couple of pirates' days quite a bit worse.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 15 (5) w/o tactical plates |18 (7) w/tactical plates | 20 (7) when Losing It (Notes: add +2 Armor vs magical powers and effects AND reduce damage from magical powers and effects by 2)
Edges/Notes: Arcane Resistance (applies to magic only); Quick; Vulnerable after Wild Attacks (Losing It); Monologuer
Mars Character Sheet
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Icosa
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter One: Slow Boat to Escabana

Post by Icosa »

Icosa had settled into her perch, and took aim down the old laser rifle's sights at the driver of one of the pirate's boats as it made a turn for another pass. The firing catch yielded only a pained whirring from the rifle though, no blast of coherent light. On checking the weapon, she discovered that a red light on its side was blinking. The weapon was made of largely salvaged parts, many of them of substandard engineering, she realized. Its energy capacity had been exceeded.

A spatter of gunfire from the pirates, who no longer had to take cover from her position, alerted her to the danger she was in. Icosa quickly quit the perch, taking cover on the deck as she disconnected her rifle's energy cell and looked around for a reload.

Rolls
Shooting [dice:24hpdrdq]63112:0[/dice:24hpdrdq] or [dice:24hpdrdq]63112:1[/dice:24hpdrdq]
Benny to reroll: [dice:24hpdrdq]63112:2[/dice:24hpdrdq] or [dice:24hpdrdq]63112:3[/dice:24hpdrdq]
Last edited by Icosa on Fri Feb 14, 2020 7:43 am, edited 1 time in total.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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Phoenix
Posts: 57
Joined: Sat Sep 14, 2019 4:49 pm

Re: Chapter One: Slow Boat to Escabana

Post by Phoenix »

Pheonix? Can you hear me?
Not now Teacher...
Yes NOW, you are on a ship with other ships from the Manastique Imperium... Molo Dorumo is on one. You know of the bounty we have been contracted to fulfill?
If there was ever someone who had to die it was Molo Dorumo, he put the R in rape artist. On this earth powers were warring with each other and there was no common bond. Say for the kill of Molo. It seemed like every major power had a bounty on the miscreants head.
Pheonix! Do you understand?
Yes Teacher, I understand completely.

Pheonix looked back at his handy work. Sometimes it was hard to make these accidents appear just so. Fortunately a high speed chance through the river ways provided just enough cover. Even that lucious beauty @Mars had been fooled.

The psi-ghost turned looking high up at the mast. @Erebus Caine had crawled back into his perch taking shots at priority targets. Pheonix grinned, Caine might be the only one that understood sometimes you had to do the unthinkable for the greater good. He called out, “I got your back Caine, hit these little betties and boom goes the head!” Pheonix went aboard the pirate ships ghosting and slipping bombs onto all the officers. He rigged the bombs to detonate with Caine’s precise shots. That aught to help... Part of me feels sorry for the sack of shit pirates... Pheonix made sure to tie a bomb around the part of himself that felt sorry so Caine could blow it off.
Support Cain with Repair, either 4 or 10 depending on what edges can be applied, either way Caine gets a +1 just enough to turn his failure to a success!
Repair support @Erebus Caine with bombs, ignores 4 pts of penalties and +2 from mr fixit, -2 from scene, -2 from distracted, -1 wound.
Repair: [dice:1ll2iun7]63200:0[/dice:1ll2iun7] wild [dice:1ll2iun7]63200:1[/dice:1ll2iun7]
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Venatus Vinco
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Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter One: Slow Boat to Escabana

Post by Venatus Vinco »

Status wrote:
  • Round: 3/5
  • Tokens 18/25
  • Cargo Ships 3/4
  • Fortuna (Wounds) 3/3
  • Tiny (Wounds) 3/3
  • +1 Benny to Caine for being so miserable
  • Those with power points are recovered
As the Fortuna zips in among the speed boats Caine, Mars, and Ajax continuing firing from their elevated position on the ship. The roll, sway, and water spray make firing difficult but Ajax and Mars are able to harness their super abilities to get a shot through sending a speeder falling back with engine trouble and engulfing another in flames. Unfortunately, the remaining boats return fire and Flemming is forced to maneuver hard jostling Caine and messing up his angle. For his part, Phoenix tries to line up a shot using explosives, but Caine is still busy hanging on for dear life and can’t capitalize on the demo man’s explosive assistance.

However, the harassing laser fire and explosions does herd a number of speedboats into a sort of traffic jam. In the midst of all the chaos William leaps from the deck of the ship, ducking through heavy laser fire to engulf a line of ships in divine fury. The passengers are incinerated and one of the boats explodes as the fury of William’s faith is unleashed upon them.

Flying unseen along the waters Tiny continues to pick off boar pilots, dragging them into the deeps with an invisible telekinetic hand. The sudden loss of pilots sends the boats careering off in the wrong direction while the rest of the crew struggles to regain control.

From the bridge, Tex continues to bedazzle the pirates with his illusions. This time he sends a panic through one ship as an illusionary maelstrom maker reaches from the depths to pull the crew down. Paralyzed with fear the boat stops as onlookers try to understand what is causing them to scream. As an added benefit, the momentary chaos caused by the ilusion gives Icosa a brief respite to duck behind cover and reload.

Dramatic Task
If any cargo ship, or Tiny Tim, is Incapacitated it is considered captured by the pirates. If the Fortuna is Incapacitated everyone is captured!

Skills: Any player can roll Shooting or Arcane skill to earn tokens. Alternately, anyone can support another player with any skill. All rolls are at -2.

Reaction Fire: Failed rolls mean the pirates can take a pot shot at you and you are Distracted until the end of your next turn.

Critical Failure: Your hero takes 1d4 Wounds from return fire. Critical Failure on a Club card results in the tragic loss of one cargo ship. Critical Failures on Support rolls only cost wounds normal.

Choppy Waters: Any time the Fortuna takes a Wound make a Vigor roll to avoid a level of Fatigue from Bumps and Bruise as the ship is tossed about by the impact.

Round Three Action Cards (Clubs Add -2 Complication, also see Critical Failures)
Mars (Quick) JH
Icosa 8S
Tex KC (Complication)
Phoenix 10C (Complication)
Ajax (Quick) 8C (Complication)
Caine (LH) 7S, 6D
Tiny Tim KD
William 2C (Complication)
Pirate Vessels
Pirate Fast Attack Craft
  • Size: 12 (6 wounds)
    Weight: 64 tons
    Length: 100′
    Speed: 46 mph
    Scale Mod: +6
    Toughness: 31 (7)
    Crew: 3+31
    Skills: Boating d8, Shooting d8, Wild Card
Weapons:
  • 1 × Light Laser (150/300/600, 2d10 AP 10, ROF 1)
    1 × Medium Missile Launcher (AP, Payload 4)
    2 × Mini-Missiles Launchers (HE, Payload 24)
    2 × Mini-Rail Guns
Pirate Speed Boats
  • Size: 8 (5 wounds)
    Weight: 4 tons
    Length: 36′
    Scale Modifier: +4
    Speed: 90 mph
    Toughness: 19 (3)
    Crew: 1+10
    Handling: +2
    Skills: Boating d8, Shooting d8
Weapons:
  • 1x Anti-Personnel Laser (4d5, AP 5, ROF 1)
S.S. Fortuna
The Fortuna is a Prowler General Utility Craft capable of buzzing around the Great Lakes or entering shallower tributaries and rivers. Adventure Inc. has loaded the cargo space with supplies and specialized equipment for the expedition. These unique items from Lazlo cannot be acquired in Ishpeming. With both the pilot’s station and the gun turret armored against Mega Damage attacks, the Prowler can handle all but the largest aquatic predators.

Stats:
  • Model: GUW-P002 Prowler General Utility Water Craft
  • Size: 6 (Large)
  • Handling: +1
  • Top Speed: 80 MPH
  • Toughness: 26 (14)
  • Crew: 1+30
  • Remaining: Mods 8
  • Wounds: 1/4
  • Notes: Watercraft, Range 800 miles.
Weapons:
TW Lightning Cannon
  • Range: 150/300/600
  • Damage: 4d10, AP 16, ROF 1
  • Shots: 20
  • Mods: 3
  • PPE To Reload: 12
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
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Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter One: Slow Boat to Escabana

Post by Mars »

Psionics 5 for Fear Power, 1 Token
Psionics [dice:2jhz418l]63210:0[/dice:2jhz418l]
Wild [dice:2jhz418l]63210:1[/dice:2jhz418l]
As Mars lines up her next shot, one of the speed boats comes at her from her blind side. She doesn't see it in time to bring her rifle around, but a goddess has more tools available to her than mere weapons.

She smirks a bit and taps into her own divine reservoir to pull back the veil between worlds just enough to allow the boat's pilot to see her true nature, her true aura. As typically happens to mortals who see such things, he is immediately struck with terror, and the boat careens off course. She doesn't watch to see if regains control, her attention back on the battle at hand.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 15 (5) w/o tactical plates |18 (7) w/tactical plates | 20 (7) when Losing It (Notes: add +2 Armor vs magical powers and effects AND reduce damage from magical powers and effects by 2)
Edges/Notes: Arcane Resistance (applies to magic only); Quick; Vulnerable after Wild Attacks (Losing It); Monologuer
Mars Character Sheet
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Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter One: Slow Boat to Escabana

Post by Tiny Tim »

Psionics 4
Psionics (-2 due Difficulty)
  • Psionics: [dice:26y5qchg]63211:0[/dice:26y5qchg]
    Wild: [dice:26y5qchg]63211:1[/dice:26y5qchg]
    Result: 4 - Success. 1 Token
Keeping his Telekinesis up, Tiny Tim continues to harass and pull at the passengers of the speed boats and the fast attack craft. None are actually thrown into the river at this time, but all of the passengers are keeping one hand on some sort of handhold on their boats so are not able to attack as easily.
Last edited by Tiny Tim on Mon Feb 17, 2020 4:37 pm, edited 1 time in total.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 0

Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 3/3
  • Base Amount
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
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Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter One: Slow Boat to Escabana

Post by Ajax »

Can't Win Every Time
Shooting with complication
[dice:19zttjoa]63212:0[/dice:19zttjoa]

WD Shooting
[dice:19zttjoa]63212:1[/dice:19zttjoa]
Ace with prior
[dice:19zttjoa]63212:2[/dice:19zttjoa]
The phenomenal shooting Ajax had been doing had drawn interest. Several of the speedboats targeted the centaur standing proud and tall on the deck of the ship. A barrage of directed laser fire forced him to retreat rather than take an unnecessary hit. Good. That will draw their fire away from my compatriots. We will win this day yet!
The voice of Phoenix came rolling across the water. Shoot the black pearls. Between the incoming fire of the speed boats, Ajax peeks his head out from cover in time to catch the first necklace strung around the neck of the hapless deck-swabber. click BOOM! Back to cover. Now isn't the time to test his armor.
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
User avatar
William Rufus
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter One: Slow Boat to Escabana

Post by William Rufus »

Card 4S
spent 2 bennys to get rid of the club

Success 7+1=8 -2 =6 Success, One Token
OOC Comments
Faith: [dice:353uwa9g]63222:0[/dice:353uwa9g] +1Staff, Size +8
Wild Dice: [dice:353uwa9g]63222:1[/dice:353uwa9g]

Spent a Benny to Reroll of Faith
Faith: [dice:353uwa9g]63222:2[/dice:353uwa9g] +1Staff, Size +8
Wild Dice: [dice:353uwa9g]63222:3[/dice:353uwa9g]

Burst 2 PPE (GREATER BURST+4PPE, SOUL BLAST (+3 PPE for + 15),Blaster D6=D8,)

William tries to fly low on the wake that the big ship creates for protection and surprise. At a given time he peaks over the wave that the big boat creates and lets loose on another group of the fast boats if possible with his Blast , The more of these little boats I destroy, the quicker this is over with.
Last edited by William Rufus on Mon Feb 17, 2020 6:25 pm, edited 3 times in total.
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny
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Icosa
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Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter One: Slow Boat to Escabana

Post by Icosa »

It took some doing, but Icosa managed to puzzle out the blocky, oddly primitive energy cell technology and swap the old power pack out for a new one. In two shakes of a snake's tail she was vaulting back up onto the Fortuna's cabin roof, going prone and going back to picking her shots, as much to intimidate and distract the enemy pilots now as anything, as the behavioral patterns of the pirates indicated they might soon lose their nerve and fall back...

Rolls: Shooting 6! 1 benny spent
Shooting (at -2 for Distracted, -2 for scene modifier) [dice:ec7ds8xq]63230:0[/dice:ec7ds8xq] or [dice:ec7ds8xq]63230:1[/dice:ec7ds8xq]
Benny to reroll: [dice:ec7ds8xq]63230:2[/dice:ec7ds8xq] or [dice:ec7ds8xq]63230:3[/dice:ec7ds8xq]
Last edited by Icosa on Thu Feb 20, 2020 9:43 pm, edited 1 time in total.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter One: Slow Boat to Escabana

Post by Tex Arcana »

Tex grins fiercely as he sees the pirates turn from his illusions in horror. Those bushwackers are getting a taste of their own medicine today. They will think twice before attacking the good folk trying to earn a living on this river.

As he prepares to cast his next spell, he sees the main pirate ship fire it's cannon. "Captain Flemming, hard to port!" Tex yells. He grips the rail as the ship suddenly changes direction and his feet almost go out from under him. He hears a noise, a horn, he looks up river and sees what looks to be another ship heading down stream towards them. He sees the flag of the NG Navy moving above the trees. "Reinforcements are almost here!"

No roll this round.
User avatar
Phoenix
Posts: 57
Joined: Sat Sep 14, 2019 4:49 pm

Re: Chapter One: Slow Boat to Escabana

Post by Phoenix »

Pheonix shook his head, it was like his granny used to say if you don’t blow them up, just try again. He called out to @Ajax and held up a string of black pearls. He spoke slowly trying to be clear and consise. @Erebus Caine had not quite got it, but Pheonix had seen something special with in Ajax, “These are bombs. I will tie them to the pirates necks, then when you see them blink shoot them and they will blow up lots of things including the afore mentioned pirate. Savvy?”

Whether Ajax got the messege or not Pheonix was on the clock, and he flittered over there seemingly defying known physics. Once aboard he could not help but note how clean the pirate ships were. Seriously the floors were immaculate. He saw the cleaning pirate stooped over on main deck swabbing. He shrugged. Well... Sorry...

He quickly phased out stringing the black pearls arround the neck of the gentleman’s pirate who cried, “Arrrr... These be the nicest set of pearls I be ever given... They blink red, the color of my good eye.” The pirate turned to look at Pheonix with his cyber eye blinking red. Pheonix who was ghosting away gave the pirate a salute and jumped off the ship. The gentleman pirate frowned, “Arrr... Ye not be my pertty bird Derrick Jones!”

Pheonix ran on the water away from the ship hoping Ajax took the shot. Ship to pirate ship Pheonix went along delivering his explosive necklaces.
Support for Ajax, rolled either 25 or 17 depending on bonus and edges, which are still not clear to me. +4 support either way.
Support for Ajax. Pretty sure Ajax got the +4 max bonus. Repair for bombs, +2 repair, ignores 4 pts of penalties, -4 complication, -1 wound. [dice:10qph214]63345:0[/dice:10qph214] wild [dice:10qph214]63345:1[/dice:10qph214]ace [dice:10qph214]63345:2[/dice:10qph214] ace [dice:10qph214]63345:3[/dice:10qph214] ace [dice:10qph214]63345:4[/dice:10qph214]
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Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter One: Slow Boat to Escabana

Post by Erebus Caine »

Shooting 4 Success
-2 difficulty, -2 distracted
Shooting [dice:3xfw3nqt]63396:0[/dice:3xfw3nqt]
Wild [dice:3xfw3nqt]63396:1[/dice:3xfw3nqt]
Benny to reroll
Shooting [dice:3xfw3nqt]63396:2[/dice:3xfw3nqt]
Wild [dice:3xfw3nqt]63396:3[/dice:3xfw3nqt]
Fortuna
Afternoon
Round 3

Return fire still pinged off the gunwales and deck around Erebus Caine, forcing him to keep his head down. When he thought he caught a lull in the fire, he popped up to take a shot. He caught one of Phoenix’s black pearls and watched a pirate go up in a blaze of glory.

<iframe width="560" height="315" src="https://www.youtube.com/embed/MfmYCM4CS8o" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

***
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 14 (5)
Rifle Ammo: 56/60
  • 2 x spare long clips 30 each
Pistol Ammo: 20/20
Group Wealth: d8
Bennies: 4/3
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
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