Turn 02 Pax Formaticum versus Coldfusion (Closed - Pax)

Castle Refuge - Training Grounds
Seasoned combatants frequently need to test their skills and the training grounds is the perfect place for than. The training grounds spread out over a three mile square just west of Castle Refuge. Arrayed out the majority of the of the 9 square miles is vehicle and infantry training area. But to the South end of the training grounds has a set of four football sized arenas for allows SET’s to practice advanced tactics is a variety of battle ground types.
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Turn 02 Pax Formaticum versus Coldfusion (Closed - Pax)

Post by RFT » Mon May 14, 2018 10:32 am

Welcome to the wasteland ley line map. You have been placed on this map knowing only one of you will be allowed to live.

Terrain:
  • The terrain is marked. All areas inside Yellow and red lines are considered Difficult terrain.
    The buildings are toughness 10 per 1" area.
    The mounds have toughness 20 per 1" area.
    • (As they are multiple inches high this needs to include top and bottom.)
The end of the battle: The task will be Close the Rift.
At the end of the battle a terrible burst of energy is released from the ley line.
Suddenly the very force of nature itself attacks you. Make a Vigor roll at +0, no power, gear, vehicles, or armor will help this roll.
Suddenly a rift bursts open that must be closed at all cost. Make two Acrane skill rolls at +0, no power, gear, vehicles, or armor will help this roll. (unskilled is d4-2)

If you make all three rolls you begin the next round with a special benny that can be caried over from game to game.

Turn 02 Battle Map.JPG
Change of format: Please include the following information in each post
Bennies: X
Fatigue: X
Wounds: X
ISP or PPE: X
Ammunition: X
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Re: Turn 02 Pax Formaticum versus Coldfusion

Post by RFT » Mon May 14, 2018 10:36 am

Starting location:
Sa'am (A34) versus Birdman Maxington (Z1)
Malbi (Z1) versus Torian Pureheart (A34)
Charr (Z1) versus Megam Ind (A34)
Pax Formaticum (A34) versus Coldfusion (Z1)

Initiative Rules
http://savagerifts.com/sr/viewtopic.php?f=133&t=2392
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Re: Turn 02 Pax Formaticum versus Coldfusion

Post by Tribe of One » Mon May 14, 2018 1:06 pm

Initiative Draw:
Coldfusion: 1d54 = 6: 6 = 7 of Spades
Pax: 1d54 = 3: 3 = 4 of Spades

Coldfusion goes first.

Pax is inside his TW Zone Ranger, which covers squares A33-34 and B33-34.

The Zone Ranger is powered up, with 27/30 PPE in the tank.
Pax's status
Bennies: 3/3
Fatigue: -
Wounds: -
ISP or PPE: 48/50 (shadow cloak and magic optic system are active; TW armor is active using own reservoir, 4/5 PPE left)
Ammunition: N/A
GM Bennies: 4/8

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Re: Turn 02 Pax Formaticum versus Coldfusion

Post by RFT » Thu May 17, 2018 3:48 pm

Coldfusion is on hold. Pax may go.
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Re: Turn 02 Pax Formaticum versus Coldfusion

Post by Sgt 86Delta » Thu May 17, 2018 4:00 pm

Cold Fusion Vitals
Bennies: 3/3
Fatigue: 0
Wounds: 0
ISP or PPE: 20/20
Ammunition: N/A

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Re: Turn 02 Pax Formaticum versus Coldfusion

Post by Tribe of One » Thu May 17, 2018 7:23 pm

The Zone Ranger carrying the god-like android Pax rolls to the west in a cloud of exhaust that smells like ripe limburger cheese. Behind the magically-sealed cockpit glass, he squints at Coldfusion and farts as he focuses his considerable mental powers on the burster, in an effort to establish control.

Mechanics:

Pax drives west 7 inches (to AB26-27, free action since no maneuver roll needed) to gain line of sight to Coldfusion at Z1, then casts Puppet (standard version), spending 1 ISP (via Major Psionic, doubled on a ley line) to boost range to 48 inches (Smarts x4) and 4 ISP to gain a +4 bonus to the Psionics roll. Total cost of the power = 8 ISP.

If Puppet is successful, he will follow-up with a couple of additional, non-MAP incurring actions that I have PM'd to Rob.

Rolls to follow in the first revision to this post.

Rolls
Psionics, 1d12+4+4 = 1d12+8 = 13: 5
Wild 1d6+8 = 12: 4
EDIT: Forgot that with the Master Edge, his Wild die is a d10. He also gets +2 from Mentalist. So, regular die total is 15. Rolling the correct Wild Die at 1d10+10.
1d10+10 = 16: 6
And spending a Benny for Extra Effort
1d6+16 = 19: 3
Coldfusion needs to roll a 19 or better on a Spirit check or else be under the effect of puppet.

Pax is inside his TW Zone Ranger, which covers squares A26-27 and B26-27.

The Zone Ranger is powered up, with 27/30 PPE in the tank.
Pax's status
Bennies: 2/3
Fatigue: -
Wounds: -
ISP or PPE: 40/50 (shadow cloak and magic optic system are active; TW armor is active using own reservoir, 4/5 PPE left)
Ammunition: N/A
GM Bennies: 4/8

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Re: Turn 02 Pax Formaticum versus Coldfusion

Post by Sgt 86Delta » Thu May 17, 2018 8:13 pm

Spiritual High
  • Spirit 11
  • Spirit 1d4 = 1: 1
  • Wild 1d6 = 6: 6
  • Aced Wild 1d6 = 5: 5
Cold Fusion Vitals
Bennies: 3/3
Fatigue: 0
Wounds: 0
ISP or PPE: 20/20
Ammunition: N/A

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Re: Turn 02 Pax Formaticum versus Coldfusion

Post by Tribe of One » Fri May 18, 2018 5:53 am

Here's what I PM'd to Rob, with a little narrative flourish:

Establishing mental control, Pax opens the hatch of the Zone Ranger and, in view of Coldfusion, holds out his hand, commandingly, palm out, in the universal gesture for "Stop."
Stop.jpg
"Halt, in the name of Pax, before thou breakest my energy matrix," Pax intones, as he holds Coldfusion motionless for the referee's count.

Game, set, match?
GM Bennies: 4/8

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Re: Turn 02 Pax Formaticum versus Coldfusion

Post by RFT » Sat May 19, 2018 9:48 pm

There was a confuson of mechanics and order of operations Coldfusion's intent was to come off hold and interrupt Pax after declaration but before rolls.
Sgt 86 will need to roll Agility in this thread for the interrupt to happen.
He will roll in this thread for that.
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Re: Turn 02 Pax Formaticum versus Coldfusion

Post by Sgt 86Delta » Sun May 20, 2018 7:44 pm

<<Thanks for your patience.>>

[quote=No Holds]
  • Agility 10
  • Agility 1d8 = 6: 6
  • Wild Die 1d6 = 6: 6
  • Aced Wild 1d6+6 = 10: 4
[/quote]

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Re: Turn 02 Pax Formaticum versus Coldfusion

Post by Tribe of One » Mon May 21, 2018 6:17 am

Agility vs Interrupt 1d4 = 3: 3
Wild 1d6 = 1: 1
GM Bennies: 4/8

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Re: Turn 02 Pax Formaticum versus Coldfusion

Post by Sgt 86Delta » Mon May 21, 2018 7:38 am

<<Activation of Invisibility>>

Where he was, he is no longer.
Rob and Jon
[*] Run Die 1d10+10 = 11: 1
[*] Starting z34
[*] Ending o34
Cold Fusion Vitals
Bennies: 3/3
Fatigue: 0
Wounds: 0
ISP or PPE: 20/20
Ammunition: N/A

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Re: Turn 02 Pax Formaticum versus Coldfusion

Post by Tribe of One » Mon May 21, 2018 10:39 am

Kn: Electronics, untrained 1d4-2, +2 from Sensor Suite 1d4 = 2: 2
Wild 1d6 = 2: 2
Benny for Extra Effort 1d6+2 = 7: 5 = Success. Coldfusion is spotted and Puppeted, narrative as above.
Pax's status
Bennies: 1/3
Fatigue: -
Wounds: -
ISP or PPE: 40/50 (shadow cloak and magic optic system are active; TW armor is active using own reservoir, 4/5 PPE left)
Ammunition: N/A
GM Bennies: 4/8

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Re: Turn 02 Pax Formaticum versus Coldfusion

Post by RFT » Mon May 21, 2018 12:28 pm

I looked at the character sheets and do not see a justification for abreakout roll.
Related Link from PEG: http://archive.pegforum.com/viewtopic.p ... ut#p434141




Pax, you may attempt to CLOSE THE RIFT and earn your extra benny now for next round.
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Re: Turn 02 Pax Formaticum versus Coldfusion

Post by Tribe of One » Mon May 21, 2018 1:11 pm

Suddenly the very force of nature itself attacks you. Make a Vigor roll at +0, no power, gear, vehicles, or armor will help this roll.
Vigor 1d6 = 6: 6
Ace 1d6+6 = 10: 4 = Success
Wild 1d6 = 3: 3

Suddenly a rift bursts open that must be closed at all cost. Make two Acrane skill rolls at +0, no power, gear, vehicles, or armor will help this roll. (unskilled is d4-2)
Psionics roll #1 1d12+2 = 11: 9 = Success
Wild 1d6+2 = 6: 4 EDIT: Forgot, uses 1d10 for Wild Die
Real Wild 1d10+2 = 10: 8

Psionics roll #1 1d12+2 = 3: 1
Wild 1d6+2 = 4: 2 EDIT: Forgot, uses 1d10 for Wild Die
Real Wild 1d10+2 = 7: 5 = Success
GM Bennies: 4/8

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