Turn 02 Sa'am versus Birdman Maxington (Closed - Sa'am)

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 Sa'am versus Birdman Maxington (Closed - Sa'am)

Post by RFT » Mon May 14, 2018 10:33 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
Shaping Worlds Together
The 99's Game Master Bennies 5
  • +8 Players
    +2 Sidekicks
    -5 Stupid Slumber

Shaintar Game Master Bennies 8
  • +8 Players

Nightbane Game Master Bennies 5
  • +5 Players

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Re: Turn 02 Sa'am versus Birdman Maxington

Post by RFT » Mon May 14, 2018 10:35 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
Shaping Worlds Together
The 99's Game Master Bennies 5
  • +8 Players
    +2 Sidekicks
    -5 Stupid Slumber

Shaintar Game Master Bennies 8
  • +8 Players

Nightbane Game Master Bennies 5
  • +5 Players

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Orrin Truthseeker
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Re: Turn 02 Sa'am versus Birdman Maxington

Post by Orrin Truthseeker » Mon May 14, 2018 2:21 pm

Initiative Round 1

Birdman
Normal Roll: 1d54 = 30: 30 5C
Level Headed: 1d54 = 12: 12 KS

Sa'am
Normal Roll: 1d54 = 35: 35 10C
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 7/20; Staff PPE: 10/10; Armor PPE: 7/10

Parry: 4+2
Pace: 6+2
Toughness: 15+4 (6)
Active Powers:Exalted Slow (R1) Greater Boost Trait (R1)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2; Spells : Exalted Quickness: Parry +1, Greater Boose trait: Vigor +4dT, Agility +1DT, Pace +2

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 4/3
+1 Bennie for end of Q3 interlude


Aventure Cards:
Spill the beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Theme song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.


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Re: Turn 02 Sa'am versus Birdman Maxington

Post by Arthur_Bishop » Tue May 15, 2018 6:29 pm

Intro Music https://www.youtube.com/watch?v=QaT6EKzKb4k

Birdman flies to his square, at first flapping his arms leisurely til he gets to the maximum height of the arena, then dive bombing down in a spirial until he stops a foot off the ground from his starting spot. He squawks "Looks like only one can be favored by the mighty bird god today! Too bad for you, it's me!" He continues lazily flapping his wings, hovering, the deadly sharp Battle Fury Blade in his upper right arm, the staff being held in the two lower arms.
OOC Comments
Greater Boost Spirit

1d12 = 8: 8 1d12 base +1 from elegant staff

Total of 9. Auto boost, Spirit currently 12

Activate Intangibility
1d12 = 2: 2 +1 from staff
Wild Die 1d6 = 4: 4

Bennie to reroll
1d12 = 6: 6
1d6 = 6: 6
explode
1d6 = 6: 6
explode
1d6 = 5: 5
-2 MAP +1 due to elegant staff

Speed (-2 due to MAP +1 due to staff)
1d12 = 1: 1
1d6 = 6: 6
Explode
1d6 = 3: 3

Total Spent: 1 Benny, 5 p.p.e. from staff (intangibility), 4 from Greater Boost/Lower Trait (personally p.p.e. 1 from casting of speed (Total of 5 from personal p.p.e.
Spirit is currently 12 +1 from Boost/Lower, Speed currently active, Currently Intangible
Birdman's back straightens up as he casts some sort of effect on himself, He then smacks his staff into his palm which makes him become an insubstantial ghostly form. he pauses for a moment, then begins flapping his wings furiously he darts to V23, passing through the wall into the building.
Last edited by Arthur_Bishop on Thu May 17, 2018 8:41 am, edited 1 time in total.
Arthur
Rank: Novice Experience: 5 Advances Left: 0

Current Wounds: 1
Current Bennies: 1
Race: Human
Iconic Framework: Zapper
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6; Parry: 5; Toughness: 5; Strain: 0
Skills:
Psionics d10 (2)(From IF)
Fighting d6 (2 free points from HJ Roll)
Gambling d6 (2)
Intimidation d8 (3)
Investigation d6 (2)
Knowledge (Politics) d4 (1)
Notice d6 (2)
Shooting d6 (2 from HJ Roll)
Stealth d4 (1)
Streetwise d4 (1)
Survival d4 (1)
Throwing d4 (1 from HJ Roll)


Hindrances
Heroic (Major): Must respond to those who ask for help.
Compulsion (Minor): Gambling
Vow (Minor): Defend the weak


Edges
Improved Electrical Aura (from being human): Complex See TLPG
Rapid Lightning Bolt (From Major Hindrance): Gains RoF 3 with electrical attack.
Scrounger (From HJ Roll): Once per session may find some useful tool or resource (see TLPG forexamples)
Connections: Black Market (From HJ Roll): May make a Streetwise roll to find a contact followed by a Persuasion roll to gain resources.
Major Psionic (From IF): May spend 2 ISP for +1 to Psionics roll or 4 ISP for +2 to Psionics roll
Charismatic (From advance): The character gains +2 Charisma
Epiphany. Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session. (Traded with Hardin, currently using for driving)

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Re: Turn 02 Sa'am versus Birdman Maxington

Post by Orrin Truthseeker » Wed May 16, 2018 9:48 am

Mechanics
True Invisibility (6):
Psionics 1d12+1 = 3: 2
wild 1d6+1 = 3: 2
EE 1d6+1 = 4: 3 (no +1, Sorry)

-10 ISP

Movement PM'd
Sa'am laughs at the song that plays as his opponent enters the field.

"Bird of Prey indeed! My Prey!"

Sa'am takes to the air as he vanishes.



Bennies: 2/3
Special Bennies 1/1
Fatigue: 0
Wounds: 0
ISP or PPE: 30/40
Ammunition: 24/24
Last edited by Orrin Truthseeker on Wed May 23, 2018 9:20 am, edited 1 time in total.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 7/20; Staff PPE: 10/10; Armor PPE: 7/10

Parry: 4+2
Pace: 6+2
Toughness: 15+4 (6)
Active Powers:Exalted Slow (R1) Greater Boost Trait (R1)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2; Spells : Exalted Quickness: Parry +1, Greater Boose trait: Vigor +4dT, Agility +1DT, Pace +2

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 4/3
+1 Bennie for end of Q3 interlude


Aventure Cards:
Spill the beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Theme song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.


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Re: Turn 02 Sa'am versus Birdman Maxington

Post by Orrin Truthseeker » Wed May 16, 2018 9:57 am

Initiative Round 2

Cards drawn: 5C, 10C, KS

Birdman
Normal Roll: 1d54 = 51: 51 KD
Level Headed: 1d54 = 28: 28 3C

Sa'am
Normal Roll: 1d54 = 20: 20 8H
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 7/20; Staff PPE: 10/10; Armor PPE: 7/10

Parry: 4+2
Pace: 6+2
Toughness: 15+4 (6)
Active Powers:Exalted Slow (R1) Greater Boost Trait (R1)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2; Spells : Exalted Quickness: Parry +1, Greater Boose trait: Vigor +4dT, Agility +1DT, Pace +2

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 4/3
+1 Bennie for end of Q3 interlude


Aventure Cards:
Spill the beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Theme song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.


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Re: Turn 02 Sa'am versus Birdman Maxington

Post by Arthur_Bishop » Thu May 17, 2018 8:46 am

OOC Comments
Wounds: 0/4; Fatigue: 0/3; PPE: 5/20; Staff PPE: 5/10; Bennies 2/3
Boost Notice, 5
Greater Boost, Notice
Faith 1d12 = 4: 4 +1 due to staff, -2 Due to MAP
Wild Die 1d6 = 6: 6
Not even bothering to explode die as this autoraises my notice to 12+2
Draw from Leyline
Faith 1d12 = 5: 5 +1 due to staff, -2 Due to MAP
Wild Die 1d6 = 1: 1
Success, draw 4 ppe from ley line


Total Spent: 1 Benny, 5 p.p.e. from staff (intangibility), 4 from Greater Boost/Lower Trait (personally p.p.e. 1 from casting of speed (Total of 5 from personal p.p.e. 4 from Greater Boost/ Lower Trait
Drew 4 p.p.e. from Ley Line
Total P.P.E. currently is 5 for staff, 5 for personal p.p.e.

Spirit is currently 12 +1 from Boost/Lower (2nd round), Speed currently active (2nd round), Currently Intangible (2nd Round) Notice is currently at 12+2 (1st Round)
Arthur
Rank: Novice Experience: 5 Advances Left: 0

Current Wounds: 1
Current Bennies: 1
Race: Human
Iconic Framework: Zapper
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6; Parry: 5; Toughness: 5; Strain: 0
Skills:
Psionics d10 (2)(From IF)
Fighting d6 (2 free points from HJ Roll)
Gambling d6 (2)
Intimidation d8 (3)
Investigation d6 (2)
Knowledge (Politics) d4 (1)
Notice d6 (2)
Shooting d6 (2 from HJ Roll)
Stealth d4 (1)
Streetwise d4 (1)
Survival d4 (1)
Throwing d4 (1 from HJ Roll)


Hindrances
Heroic (Major): Must respond to those who ask for help.
Compulsion (Minor): Gambling
Vow (Minor): Defend the weak


Edges
Improved Electrical Aura (from being human): Complex See TLPG
Rapid Lightning Bolt (From Major Hindrance): Gains RoF 3 with electrical attack.
Scrounger (From HJ Roll): Once per session may find some useful tool or resource (see TLPG forexamples)
Connections: Black Market (From HJ Roll): May make a Streetwise roll to find a contact followed by a Persuasion roll to gain resources.
Major Psionic (From IF): May spend 2 ISP for +1 to Psionics roll or 4 ISP for +2 to Psionics roll
Charismatic (From advance): The character gains +2 Charisma
Epiphany. Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session. (Traded with Hardin, currently using for driving)

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Re: Turn 02 Sa'am versus Birdman Maxington

Post by Orrin Truthseeker » Thu May 17, 2018 9:52 am

Mechanics
Exalted Dispel (+1 armor, +2 mentalist (not against items), -2 Differing types (does this count for items) +2 for extra ISP)
Psionics 1d12+1 = 6: 5 (didn't include 2 ISP bonus, so its an 8)
Wild 1d6+1 = 3: 2

-6 ISP
-2 ISP for +2 bonus

Deadly Illusion (+1 armor, +2 Mentalist +2 for extra ISP)
Psionics 1d12+5 = 9: 4
Wild 1d6+5 = 8: 3

-6ISP
-2ISP for +2 bonus
Not wanting to draw this fight out like the last one, Sa'am acts quickly

This guy has spent a ton of time casting spells on himself....Lets see if we undo all that effort.

Sa'am blasts an area near Birdman with negative psionic energy, nullifying all magical equipment in the area. Unfortunately, Sa'am feels a resistance tug at his mind, and he can tell that his opponent has been able to resist the dispelling effects.

Sa'am continues his barrage anyway, attempting to bring an illusion to bare on the religious wacko. Somehow, though, Birdman resists.

Maybe he isn't such a Wacko after all. Maybe this Bird God of his really does exist. I wont let a puny god stand in the way of victory for the Mind Melter's order though!

Bennies: 2
Fatigue: 0
Wounds: 0
ISP or PPE: 14
Ammunition: 24
Last edited by Orrin Truthseeker on Fri May 18, 2018 9:28 am, edited 2 times in total.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 7/20; Staff PPE: 10/10; Armor PPE: 7/10

Parry: 4+2
Pace: 6+2
Toughness: 15+4 (6)
Active Powers:Exalted Slow (R1) Greater Boost Trait (R1)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2; Spells : Exalted Quickness: Parry +1, Greater Boose trait: Vigor +4dT, Agility +1DT, Pace +2

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 4/3
+1 Bennie for end of Q3 interlude


Aventure Cards:
Spill the beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Theme song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.


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Re: Turn 02 Sa'am versus Birdman Maxington

Post by Arthur_Bishop » Thu May 17, 2018 11:07 am

Resist Dispel
Faith 1d12 = 4: 4 +1 due to staff
Wild Die 1d6 = 6: 6
Explode
1d6 = 5: 5
Spirit 1d12 = 6: 6 +2
Wild die 1d6 = 6: 6
Explode
Benny for Extra effort
1d6 = 6: 6
1d6 = 1: 1
Notice 1d12 = 11: 11 +2
Wild Die 1d6 = 5: 5
Last edited by Arthur_Bishop on Thu May 17, 2018 3:09 pm, edited 1 time in total.
Arthur
Rank: Novice Experience: 5 Advances Left: 0

Current Wounds: 1
Current Bennies: 1
Race: Human
Iconic Framework: Zapper
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6; Parry: 5; Toughness: 5; Strain: 0
Skills:
Psionics d10 (2)(From IF)
Fighting d6 (2 free points from HJ Roll)
Gambling d6 (2)
Intimidation d8 (3)
Investigation d6 (2)
Knowledge (Politics) d4 (1)
Notice d6 (2)
Shooting d6 (2 from HJ Roll)
Stealth d4 (1)
Streetwise d4 (1)
Survival d4 (1)
Throwing d4 (1 from HJ Roll)


Hindrances
Heroic (Major): Must respond to those who ask for help.
Compulsion (Minor): Gambling
Vow (Minor): Defend the weak


Edges
Improved Electrical Aura (from being human): Complex See TLPG
Rapid Lightning Bolt (From Major Hindrance): Gains RoF 3 with electrical attack.
Scrounger (From HJ Roll): Once per session may find some useful tool or resource (see TLPG forexamples)
Connections: Black Market (From HJ Roll): May make a Streetwise roll to find a contact followed by a Persuasion roll to gain resources.
Major Psionic (From IF): May spend 2 ISP for +1 to Psionics roll or 4 ISP for +2 to Psionics roll
Charismatic (From advance): The character gains +2 Charisma
Epiphany. Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session. (Traded with Hardin, currently using for driving)

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Re: Turn 02 Sa'am versus Birdman Maxington

Post by Orrin Truthseeker » Thu May 17, 2018 3:04 pm

Initiative Round 3

Cards drawn: 3C, 5C, 8H, 10C, KD, KS

Birdman
Normal Roll: 1d54 = 51: 51 Redraw 1d54 = 40: 40 2D
Level Headed: 1d54 = 44: 44 6D

Sa'am
Normal Roll: 1d54 = 53: 53 JOKER!
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 7/20; Staff PPE: 10/10; Armor PPE: 7/10

Parry: 4+2
Pace: 6+2
Toughness: 15+4 (6)
Active Powers:Exalted Slow (R1) Greater Boost Trait (R1)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2; Spells : Exalted Quickness: Parry +1, Greater Boose trait: Vigor +4dT, Agility +1DT, Pace +2

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 4/3
+1 Bennie for end of Q3 interlude


Aventure Cards:
Spill the beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Theme song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.


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Re: Turn 02 Sa'am versus Birdman Maxington

Post by Orrin Truthseeker » Fri May 18, 2018 3:35 am

OOC Comments
Intent: Sa'am hits Birdman with another deadly illusion, moves from to W18, tries to blow birdman away with a grenade, then moves to W15, staying high and out of range of any Melee weapons.

Deadly Illusion (+1 armor, +2 mentalist, +4 extra ISP +2 Joker)
Psionics: 1d12+9 = 16: 7
Wild 1d6+9 = 12: 3

-6 ISP base
-4 ISP for +4 bonus

Shooting Grenade (+2 Joker)
Shooting 1d6+2 = 7: 5
Wild 1d6+2 = 4: 2
Bennie EE
1d6+7 = 10: 3

Damage = 20 (AP 8) (+2 joker)
3d8+2 = 16: 4, 4, 6 + 1d6 = 4: 4
Sa'am sees Birdman's eyes lock on his position, and knows he's been spotted...

Uh oh... Time to end this!

After the previous failed attempt, Sa'am hits his opponent with everything he can bring to bare. An odd glow fills the room as Sa'am practically tears at reality in an effort to break into Birdman's mind.

To make it more difficult for his opponent, he also fires an explosive directly at Birdman. For once, it actually connects with it's intended target!



Bennies: 2/3 (2 Spent, +1 for joker)
Special Bennies: 1/1
Fatigue: 0
Wounds: 0
ISP or PPE: 4/40
Ammunition: 23/24
Last edited by Orrin Truthseeker on Wed May 23, 2018 9:18 am, edited 1 time in total.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 7/20; Staff PPE: 10/10; Armor PPE: 7/10

Parry: 4+2
Pace: 6+2
Toughness: 15+4 (6)
Active Powers:Exalted Slow (R1) Greater Boost Trait (R1)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2; Spells : Exalted Quickness: Parry +1, Greater Boose trait: Vigor +4dT, Agility +1DT, Pace +2

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 4/3
+1 Bennie for end of Q3 interlude


Aventure Cards:
Spill the beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Theme song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.


Update Signature

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Re: Turn 02 Sa'am versus Birdman Maxington

Post by Arthur_Bishop » Sat May 19, 2018 11:23 am

OOC Comments
Roll to resist
1d12 = 6: 6 +2
Wild Die 1d6 = 3: 3
Arthur
Rank: Novice Experience: 5 Advances Left: 0

Current Wounds: 1
Current Bennies: 1
Race: Human
Iconic Framework: Zapper
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6; Parry: 5; Toughness: 5; Strain: 0
Skills:
Psionics d10 (2)(From IF)
Fighting d6 (2 free points from HJ Roll)
Gambling d6 (2)
Intimidation d8 (3)
Investigation d6 (2)
Knowledge (Politics) d4 (1)
Notice d6 (2)
Shooting d6 (2 from HJ Roll)
Stealth d4 (1)
Streetwise d4 (1)
Survival d4 (1)
Throwing d4 (1 from HJ Roll)


Hindrances
Heroic (Major): Must respond to those who ask for help.
Compulsion (Minor): Gambling
Vow (Minor): Defend the weak


Edges
Improved Electrical Aura (from being human): Complex See TLPG
Rapid Lightning Bolt (From Major Hindrance): Gains RoF 3 with electrical attack.
Scrounger (From HJ Roll): Once per session may find some useful tool or resource (see TLPG forexamples)
Connections: Black Market (From HJ Roll): May make a Streetwise roll to find a contact followed by a Persuasion roll to gain resources.
Major Psionic (From IF): May spend 2 ISP for +1 to Psionics roll or 4 ISP for +2 to Psionics roll
Charismatic (From advance): The character gains +2 Charisma
Epiphany. Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session. (Traded with Hardin, currently using for driving)

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Re: Turn 02 Sa'am versus Birdman Maxington

Post by Orrin Truthseeker » Sat May 19, 2018 3:03 pm

Got him! Sa'am thinks as the illusion takes hold of Birdman.

Whatever it what that Birdman spotted that gave away Sa'am, whether it was a pattern in the dust in the air or faint movement of curtains in the room, the effect seems to split into two separate entities. From one comes a launched grenade, from the other, a burst of magical lightning that blasts into Birdman's incorporeal form. The two entities leave the building and move to W15 and X15, both flying 30 feet above the ground to avoid the chance of being hit with a melee weapon.

Note, Illusion has a heat trapping that requires a Vigor roll TN4 or suffer fatigue
OOC Comments
PM'd GMs to specify which "entitee" is real, and which is the illusion.
(Same round, so same as below)
Bennies: 2 (2 Spent, +1 for joker)
Special Bennies: 1/1
Fatigue: 0
Wounds: 0
ISP or PPE: 4
Ammunition: 23
Last edited by Orrin Truthseeker on Wed May 23, 2018 9:17 am, edited 4 times in total.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 7/20; Staff PPE: 10/10; Armor PPE: 7/10

Parry: 4+2
Pace: 6+2
Toughness: 15+4 (6)
Active Powers:Exalted Slow (R1) Greater Boost Trait (R1)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2; Spells : Exalted Quickness: Parry +1, Greater Boose trait: Vigor +4dT, Agility +1DT, Pace +2

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 4/3
+1 Bennie for end of Q3 interlude


Aventure Cards:
Spill the beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Theme song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.


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Re: Turn 02 Sa'am versus Birdman Maxington

Post by RFT » Sat May 19, 2018 9:50 pm

Please include specific altitude for range calculations.
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Re: Turn 02 Sa'am versus Birdman Maxington

Post by Arthur_Bishop » Sun May 20, 2018 6:51 am

OOC Comments
Save vs heat trapping
1d6 = 4: 4
Wild Die 1d6 = 4: 4
Unshake
Spirit 1d12 = 9: 9 +2 -1 for wound
Wild Die 1d6 = 6: 6
Birdman Squawks in surprise as the bolt of energy hits him, he flies after the one that shot him with the bolt. He drops his intangibility spell after he exits the building, and calls upon the great bird in the sky to give him the ability to destroy his enemy
OOC Comments
Greater Boost/Lower, Boost Fighting
Faith 1d12 = 11: 11 -1 for wound
Wild Die 1d6 = 5: 5
Success, Fighting boosted to 12+6
Using the last bit of his supernatural speed Birdman deftly switches his weapon from the now useless staff and his still potent combat hammer. He flies up to the copy of his enemy that shot the bolt at him, and gives it a mighty swing, putting his all into it
OOC Comments
Wild Attack (+2)
Fighting 1d12 = 11: 11 +6 due to Greater Boost Trait, +2 due to Wild Attack, -8 Due to Invisibility, -1 Due to Wound
Wild Die 1d6 = 6: 6
Total Spent: 2 Bennies, 5 p.p.e. from staff (intangibility), 8 from Greater Boost/Lower Trait (personally p.p.e. 1 from casting of speed (Total of 13 spent from personal p.p.e., Drew 4 p.p.e. from Ley Line)
Total Spent P.P.E. currently is 5 for staff, 9 for personal p.p.e.
Arthur
Rank: Novice Experience: 5 Advances Left: 0

Current Wounds: 1
Current Bennies: 1
Race: Human
Iconic Framework: Zapper
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6; Parry: 5; Toughness: 5; Strain: 0
Skills:
Psionics d10 (2)(From IF)
Fighting d6 (2 free points from HJ Roll)
Gambling d6 (2)
Intimidation d8 (3)
Investigation d6 (2)
Knowledge (Politics) d4 (1)
Notice d6 (2)
Shooting d6 (2 from HJ Roll)
Stealth d4 (1)
Streetwise d4 (1)
Survival d4 (1)
Throwing d4 (1 from HJ Roll)


Hindrances
Heroic (Major): Must respond to those who ask for help.
Compulsion (Minor): Gambling
Vow (Minor): Defend the weak


Edges
Improved Electrical Aura (from being human): Complex See TLPG
Rapid Lightning Bolt (From Major Hindrance): Gains RoF 3 with electrical attack.
Scrounger (From HJ Roll): Once per session may find some useful tool or resource (see TLPG forexamples)
Connections: Black Market (From HJ Roll): May make a Streetwise roll to find a contact followed by a Persuasion roll to gain resources.
Major Psionic (From IF): May spend 2 ISP for +1 to Psionics roll or 4 ISP for +2 to Psionics roll
Charismatic (From advance): The character gains +2 Charisma
Epiphany. Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session. (Traded with Hardin, currently using for driving)

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Re: Turn 02 Sa'am versus Birdman Maxington

Post by Orrin Truthseeker » Sun May 20, 2018 6:36 pm

Birdman feels the hammer catch on something and get parried away from his intended point of impact when he swings it toward the spot where one of the two entities are.

Whatever that entity is, it is apparently an expert melee fighter.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 7/20; Staff PPE: 10/10; Armor PPE: 7/10

Parry: 4+2
Pace: 6+2
Toughness: 15+4 (6)
Active Powers:Exalted Slow (R1) Greater Boost Trait (R1)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2; Spells : Exalted Quickness: Parry +1, Greater Boose trait: Vigor +4dT, Agility +1DT, Pace +2

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 4/3
+1 Bennie for end of Q3 interlude


Aventure Cards:
Spill the beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Theme song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.


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Re: Turn 02 Sa'am versus Birdman Maxington

Post by Orrin Truthseeker » Sun May 20, 2018 6:37 pm

Initiative Round 4

Cards drawn: None

Birdman
Normal Roll: 1d54 = 11: 11 QS
Level Headed: 1d54 = 29: 29 4C

Sa'am
Normal Roll: 1d54 = 1: 1 2S
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 7/20; Staff PPE: 10/10; Armor PPE: 7/10

Parry: 4+2
Pace: 6+2
Toughness: 15+4 (6)
Active Powers:Exalted Slow (R1) Greater Boost Trait (R1)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2; Spells : Exalted Quickness: Parry +1, Greater Boose trait: Vigor +4dT, Agility +1DT, Pace +2

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 4/3
+1 Bennie for end of Q3 interlude


Aventure Cards:
Spill the beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Theme song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.


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Re: Turn 02 Sa'am versus Birdman Maxington

Post by Arthur_Bishop » Wed May 23, 2018 6:39 pm

Birdman flies over to the other copy of Sa'am and again does a Wild Attack
Smash
Fighting 1d12 = 8: 8 +6 due to Boost/Lower +2 due to wild attack, -8 due to Invisibility
Wild Die 1d6 = 4: 4
Birdman swings the combat hammer wildly, finally connecting, he smiles at the sweet crunch he hears. "That oughta ring your bell! Squawk!"
OOC Comments
Damage 22 Total
Str 1d12 = 4: 4 + 2 + 1d10 = 8: 8 + 3d6 = 7: 2, 4, 1 + 1d6 = 1: 1 (Due to Raise)

Spending points to Maintain Boost/Lower Spirit and Speed
Total Spent: 2 Bennies, 5 p.p.e. from staff (intangibility), 8 from Greater Boost/Lower Trait (personally p.p.e. 1 from casting of speed (Total of 14 spent from personal p.p.e., Drew 4 p.p.e. from Ley Line)
Total Spent P.P.E. currently is 5 for staff, 12 for personal p.p.e.
Last edited by Arthur_Bishop on Thu May 24, 2018 11:10 am, edited 2 times in total.
Arthur
Rank: Novice Experience: 5 Advances Left: 0

Current Wounds: 1
Current Bennies: 1
Race: Human
Iconic Framework: Zapper
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6; Parry: 5; Toughness: 5; Strain: 0
Skills:
Psionics d10 (2)(From IF)
Fighting d6 (2 free points from HJ Roll)
Gambling d6 (2)
Intimidation d8 (3)
Investigation d6 (2)
Knowledge (Politics) d4 (1)
Notice d6 (2)
Shooting d6 (2 from HJ Roll)
Stealth d4 (1)
Streetwise d4 (1)
Survival d4 (1)
Throwing d4 (1 from HJ Roll)


Hindrances
Heroic (Major): Must respond to those who ask for help.
Compulsion (Minor): Gambling
Vow (Minor): Defend the weak


Edges
Improved Electrical Aura (from being human): Complex See TLPG
Rapid Lightning Bolt (From Major Hindrance): Gains RoF 3 with electrical attack.
Scrounger (From HJ Roll): Once per session may find some useful tool or resource (see TLPG forexamples)
Connections: Black Market (From HJ Roll): May make a Streetwise roll to find a contact followed by a Persuasion roll to gain resources.
Major Psionic (From IF): May spend 2 ISP for +1 to Psionics roll or 4 ISP for +2 to Psionics roll
Charismatic (From advance): The character gains +2 Charisma
Epiphany. Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session. (Traded with Hardin, currently using for driving)

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Orrin Truthseeker
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Re: Turn 02 Sa'am versus Birdman Maxington

Post by Orrin Truthseeker » Thu May 24, 2018 2:51 am

Soak 7 - No Wounds
Soak roll
Vigor 1d8 = 7: 7
Wild 1d6 = 4: 4

-1 Bennie
Success vs 2 wounds = 1 wound and shaken

Psionics vs 17 TN for maintenance (+1 armor, +2 mentalist -1 wound)
1d12+2 = 3: 1
Killer instinct Re-roll 1d12+2 = 3: 1
1d6+2 = 5: 3
Last edited by Orrin Truthseeker on Thu May 24, 2018 9:48 am, edited 2 times in total.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 7/20; Staff PPE: 10/10; Armor PPE: 7/10

Parry: 4+2
Pace: 6+2
Toughness: 15+4 (6)
Active Powers:Exalted Slow (R1) Greater Boost Trait (R1)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2; Spells : Exalted Quickness: Parry +1, Greater Boose trait: Vigor +4dT, Agility +1DT, Pace +2

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 4/3
+1 Bennie for end of Q3 interlude


Aventure Cards:
Spill the beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Theme song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.


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Re: Turn 02 Sa'am versus Birdman Maxington

Post by RFT » Thu May 24, 2018 6:58 am

Orrin Truthseeker wrote:
Soak 7 - No Wounds
Soak roll
Vigor Original post: 1d8 = 7: 7
Wild Original post: 1d6 = 4: 4

-1 Bennie
Success vs 1 wound = No wounds and unshaken
Help me out.
The way I read it you took 2 wounds (21-13=8 and 8/4 = 2) So I think you still suffered 1 wound.
Am i missing a critical element?
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Re: Turn 02 Sa'am versus Birdman Maxington

Post by Orrin Truthseeker » Thu May 24, 2018 9:55 am

intent: Have Illusion attack Birdman, if shaken, move to a distance toward the building to the east, and shoot him with a grenade. Then have the illusion and Sa'am move into the building and shut the door.

If not shaken, shoot him with a grenade from right next to him, so that it is aimed behind him and will hit him but not Sa'am) If shaken, Move to building as stated above

If not shaken, say a silent prayer and don't move.
OOC Comments
Unshake
Spirit 1d8-1 = 0: 1
Wild 1d6-1 = 1: 2
-1 bennie to unshake

Illusion Attack (-1 wound, +1 armor, +2 mentalist)
Psionics 1d12+2 = 6: 4
Wild 1d6+2 = 3: 1

Shooting 1d6-1 = 0: 1
Wild 1d6-1 = 2: 3
(Same round, so same as below)
Bennies: 0 (2 Spent, +1 for joker)
Special Bennies: 1/1
Fatigue: 0
Wounds: 1
ISP or PPE: 4/40
Ammunition: 23/24
Last edited by Orrin Truthseeker on Fri May 25, 2018 2:31 am, edited 2 times in total.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 7/20; Staff PPE: 10/10; Armor PPE: 7/10

Parry: 4+2
Pace: 6+2
Toughness: 15+4 (6)
Active Powers:Exalted Slow (R1) Greater Boost Trait (R1)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2; Spells : Exalted Quickness: Parry +1, Greater Boose trait: Vigor +4dT, Agility +1DT, Pace +2

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 4/3
+1 Bennie for end of Q3 interlude


Aventure Cards:
Spill the beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Theme song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.


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Re: Turn 02 Sa'am versus Birdman Maxington

Post by Arthur_Bishop » Thu May 24, 2018 11:11 am

OOC Comments
Roll To Resist Illusion (TN 7)

Spirit 1d12 = 6: 6 +1 -1 for wound
Wild Die 1d6 = 3: 3 -1 for wound

Shaken status.

Spending Last Benny to unshake.

Birdman squawks and goes to dodge the Illusion. At the last moment he stops and shakes his head to clear it.
OOC Comments
1d12 = 8: 8
1d6 = 3: 3
1d12 = 12: 12
1d10 = 4: 4
3d6 = 11: 4, 1, 6
1d6 = 3: 3
1d12 = 7: 7
Arthur
Rank: Novice Experience: 5 Advances Left: 0

Current Wounds: 1
Current Bennies: 1
Race: Human
Iconic Framework: Zapper
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6; Parry: 5; Toughness: 5; Strain: 0
Skills:
Psionics d10 (2)(From IF)
Fighting d6 (2 free points from HJ Roll)
Gambling d6 (2)
Intimidation d8 (3)
Investigation d6 (2)
Knowledge (Politics) d4 (1)
Notice d6 (2)
Shooting d6 (2 from HJ Roll)
Stealth d4 (1)
Streetwise d4 (1)
Survival d4 (1)
Throwing d4 (1 from HJ Roll)


Hindrances
Heroic (Major): Must respond to those who ask for help.
Compulsion (Minor): Gambling
Vow (Minor): Defend the weak


Edges
Improved Electrical Aura (from being human): Complex See TLPG
Rapid Lightning Bolt (From Major Hindrance): Gains RoF 3 with electrical attack.
Scrounger (From HJ Roll): Once per session may find some useful tool or resource (see TLPG forexamples)
Connections: Black Market (From HJ Roll): May make a Streetwise roll to find a contact followed by a Persuasion roll to gain resources.
Major Psionic (From IF): May spend 2 ISP for +1 to Psionics roll or 4 ISP for +2 to Psionics roll
Charismatic (From advance): The character gains +2 Charisma
Epiphany. Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session. (Traded with Hardin, currently using for driving)

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Re: Turn 02 Sa'am versus Birdman Maxington

Post by RFT » Thu May 24, 2018 4:22 pm

Okay,
So While none of the GMs posted in the GM section I did get three opinions ammounting to:
1) He would not move
2) He would not move
3) Infinity paradox (Effectivly an abstain)

So I will rule Mike unshakes and John does not move away.

The remaining action cannot be performed in melee (ranged weapon larger than a pistol) and is canceled.
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Re: Turn 02 Sa'am versus Birdman Maxington

Post by Orrin Truthseeker » Thu May 24, 2018 7:03 pm

Initiative Round 5

Cards drawn: 2S, 4C, QS

Birdman
Normal Roll: 1d54 = 34: 34 9C
Level Headed: 1d54 = 2: 2 3S

Sa'am
Normal Roll: 1d52 = 25: 25 QH

Birdman: 9C
Sa'am: QH
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 7/20; Staff PPE: 10/10; Armor PPE: 7/10

Parry: 4+2
Pace: 6+2
Toughness: 15+4 (6)
Active Powers:Exalted Slow (R1) Greater Boost Trait (R1)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2; Spells : Exalted Quickness: Parry +1, Greater Boose trait: Vigor +4dT, Agility +1DT, Pace +2

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 4/3
+1 Bennie for end of Q3 interlude


Aventure Cards:
Spill the beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Theme song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.


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Toshiro 'Cybermonk'
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Re: Turn 02 Sa'am versus Birdman Maxington

Post by Toshiro 'Cybermonk' » Thu May 24, 2018 8:09 pm

Intent: Have the illusion attack, then move a to W18 and shoot Birdman with a grenade, targeted directly at him (X14), Then move inside the building and shut the doors.
OOC Comments
Illusion Attack (+1 armor, -1 wound, +2 Mentalist +4 for extra ISP)

Psionics 1d12+6 = 7: 1
Killer Instinct Reroll 1d12+6 = 17: 11
Wild 1d6+6 = 9: 3

-4ISP for +4 to roll

Shooting (-1 wound, )
Shoot 1d6-1 = 1: 2
Wild 1d6-1 = 1: 2
EE 1d6+1 = 7: 6
Ace! 1d6+7 = 9: 2

Damage 3d8 = 21: 6, 7, 8 + 1d6 = 4: 4 AP 8
Ace! 1d8+25 = 27: 2
His Left wing bleeding from Birdman's last hammer impact, Sa'am knows he can't take another hit like the last one. He channels every last bit of power he has to amplify the effect of his illusion, then screams "YOUR MIND IS MINE!" as he has the illusion Sa'am (whose "invisibility" has also dropped, revealing an exact duplicate of Sa'am) blast Birdman with another lightning bolt.

Trusting to the illusion to occupy his foe. Birdman flies to W18 and fires a grenade directly at the flying gladiator. It finds its target, exploding into a particularly brilliant ball of flame and deadly shrapnel. Then both him and his illusion fly into the building, slam the doors shut to block birdman's line of sight, and move to U21 and V21.
OOC Comments
Will PM the GM which location holds the real birdman
Birdman has a resistance spirit roll, TN 18 to not be shaken by the illusion attack. on a 13 or lower, he takes 1 wound. He then takes 27 damage 8AP from the grenade. I calculate this to be 27 - (21-8) = 14/4 wounds = 3 wounds.

Bennies: 0/4 (4 Spent, +1 for joker)
Special Bennies: 0/1
Fatigue: 0
Wounds: 1
ISP or PPE: 0/40
Ammunition: 22/24
Last edited by Toshiro 'Cybermonk' on Fri May 25, 2018 7:30 am, edited 1 time in total.
OOC Comments

Toshiro's Character Sheet
Wounds: 0/4; Fatigue: 0/3;

Parry: 6
Toughness: 21(12 MDC)
Active Effects Chips: +1 DT Survival, +1 DT Shooting

Notable Edges: Woodsman, Quick, Brawny, I know a Guy, Nerves of Steel, Danger Sense, Improved Arcane Resistance, Ace, Combat Ace, Elan


Bennies: 3/3
+1 for Schwarma!


Aventure Cards:

In the Zone
- Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene

Last Stand
- Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.

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Re: Turn 02 Sa'am versus Birdman Maxington

Post by Arthur_Bishop » Fri May 25, 2018 7:12 am

OOC Comments
1d12 = 1: 1 +1 -1 for wound
Wild Die 1d6 = 6: 6
Explode 1d6 = 5: 5
Arthur
Rank: Novice Experience: 5 Advances Left: 0

Current Wounds: 1
Current Bennies: 1
Race: Human
Iconic Framework: Zapper
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6; Parry: 5; Toughness: 5; Strain: 0
Skills:
Psionics d10 (2)(From IF)
Fighting d6 (2 free points from HJ Roll)
Gambling d6 (2)
Intimidation d8 (3)
Investigation d6 (2)
Knowledge (Politics) d4 (1)
Notice d6 (2)
Shooting d6 (2 from HJ Roll)
Stealth d4 (1)
Streetwise d4 (1)
Survival d4 (1)
Throwing d4 (1 from HJ Roll)


Hindrances
Heroic (Major): Must respond to those who ask for help.
Compulsion (Minor): Gambling
Vow (Minor): Defend the weak


Edges
Improved Electrical Aura (from being human): Complex See TLPG
Rapid Lightning Bolt (From Major Hindrance): Gains RoF 3 with electrical attack.
Scrounger (From HJ Roll): Once per session may find some useful tool or resource (see TLPG forexamples)
Connections: Black Market (From HJ Roll): May make a Streetwise roll to find a contact followed by a Persuasion roll to gain resources.
Major Psionic (From IF): May spend 2 ISP for +1 to Psionics roll or 4 ISP for +2 to Psionics roll
Charismatic (From advance): The character gains +2 Charisma
Epiphany. Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session. (Traded with Hardin, currently using for driving)

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Orrin Truthseeker
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Posts: 204
Joined: Mon Sep 11, 2017 8:11 pm

Re: Turn 02 Sa'am versus Birdman Maxington

Post by Orrin Truthseeker » Fri May 25, 2018 2:13 pm

Survive burst from ley line
Vigor 1d8-1 = 0: 1
Wild 1d6-1 = 1: 2

Close ley line
Psionics 1d12-1 = 0: 1
Wild 1d6-1 = 2: 3

Psionics 1d12-1 = 3: 4
Wild 1d6-1 = 0: 1
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 7/20; Staff PPE: 10/10; Armor PPE: 7/10

Parry: 4+2
Pace: 6+2
Toughness: 15+4 (6)
Active Powers:Exalted Slow (R1) Greater Boost Trait (R1)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2; Spells : Exalted Quickness: Parry +1, Greater Boose trait: Vigor +4dT, Agility +1DT, Pace +2

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 4/3
+1 Bennie for end of Q3 interlude


Aventure Cards:
Spill the beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Theme song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.


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