Turn 03 Map and Set up Rolls

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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RFT
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Turn 03 Map and Set up Rolls

Post by RFT » Wed May 16, 2018 10:35 am

Lets see, VV said he fixed it so I can roll anything.


Map 1d112 = 47: 47 = Dark Reaches Stronghold

I have no clue what to use for a challenge roll on this map. Give me some time.
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Re: Turn 03 Map and Set up Rolls

Post by RFT » Wed May 16, 2018 10:57 am

Map for questions that are sure to come. As always planned placement will be far corners.
Starting locations will be
A30 For Player 1 (determined by alphabetical order)
U5 for Player 2 (determined by alphabetical order)
Turn 03 Map.JPG

The material of the thicker walls (Black areas) are toughness 20 (10) per square, but require area attacks to make a significant difference. Normal attacks count the toughness as 30 (20) per square.

The cave height in any given area is the same as the narrower of its width/length.

Crossing river is tough as it is so thick and will require one of the following using common sense to determine which is appropriate.
  • A Bridge = Agility roll but will not support anything size 6 or higher
  • Skill at Swimming = No roll, considered difficult terrain
  • Strength roll -4, considered difficult terrain, and an action
  • Driving roll -4 considered difficult terrain, and an action
  • Piloting roll -4 considered difficult terrain, and an action
  • The Doors are toughness 10.
The chasm is bottomless and falling removes you from the match as the looser. (Try hard not to get pushed down there.)



Somewhere hidden at the bottom of the waterfall is a valuable artifact the Legion needs. You must swim to the bottom, find the artifact and get yourself back up!

Powers and Gear may be used for this challenge, but vehicles & robots cannot!
  • Swimming +0
    Notice -4
    Climbing +0
    (Unfortunately your wings getting soaked will prevent flight)
Success in all 3 rolls will yield a special Benny that can be carried over from one match to another until used.
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Re: Turn 03 Map and Set up Rolls

Post by Orrin Truthseeker » Wed May 16, 2018 2:28 pm

There will definitely be people cross and flying across that chasm. Kinda hard to tell the distance though...
Last edited by Orrin Truthseeker on Thu May 17, 2018 2:51 am, edited 3 times in total.
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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 03 Map and Set up Rolls

Post by RFT » Wed May 16, 2018 2:29 pm

Orrin Truthseeker wrote:There will definitely be people cross and flying across that chasm. Kinda hard to tell the distance though...
Once I add a grid it will be 2" wide. So possible with a running jump.
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Re: Turn 03 Map and Set up Rolls

Post by Freemage » Wed May 16, 2018 3:30 pm

Do Intangible characters need to make an Agility roll to cross the bridge? Asking for a friend of mine (also, for me). Their relationship with gravity is kinda squidgy, depending on the book legal trappings (shadows shouldn't fall, gases might, and lord only knows about ghosts).

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Re: Turn 03 Map and Set up Rolls

Post by RFT » Wed May 16, 2018 3:32 pm

Yes to jump rolls, but they could cross the bridges without risk of it breaking and not roll.
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Re: Turn 03 Map and Set up Rolls

Post by Orrin Truthseeker » Thu May 17, 2018 2:52 am

Repeating these in a reply because I think I added them below after you answered my previous question, so you may not have seen them:

What is the result of either falling into or being pushed into the chasm?

Any Light penalties? It appears to be underground?
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 03 Map and Set up Rolls

Post by RFT » Thu May 17, 2018 7:29 am

Orrin Truthseeker wrote:Repeating these in a reply because I think I added them below after you answered my previous question, so you may not have seen them:

What is the result of either falling into or being pushed into the chasm?

Any Light penalties? It appears to be underground?
Death, note the last sentence of the post
The chasm is bottomless and falling removes you from the match as the looser. (Try hard not to get pushed down there.)
If you can fly (say you are one of those characters with wings, you can simply fly out. No lighting penalties.
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Re: Turn 03 Map and Set up Rolls

Post by RFT » Mon May 28, 2018 1:07 pm

Current Brackets End of Turn 02: Highest roll versus Lowest Roll
Birdman Maxington (Arthur_Bishop) Wins 1 Loss 1 = 1d20 = 4: 4
Megam Ind (Freemage) Wins 1 Loss 1 = 1d20 = 16: 16

Lazy Robot Pilot (Hobo Joe) Wins 0 Loss 1 Buy 1 = 1d20 = 11: 11
Pax Formaticum (Tribe of One) Wins 1 Loss 0 Buy 1 = 1d20 = 9: 9

Sa'am (Orrin Truthseeker) Wins 2 Loss 0 = 1d20 = 7: 7
Torian Pureheart (Pursuit) Wins 2 Loss 0 = 1d20 = 15: 15


Buy:
Mabli (Bishop) Wins 1 Loss 1 = 1d20 = 13: 13
  • I moved Lazy Robot Pilot from Buy. I do not want 1 character getting multiple buys. This bumped Malbi into the Buy. This is how they/we used to do it when I fought tournaments and I think it makes sense.
Elimination Turn 02
Charr (Hans Greuber) Wins 0 Loss 2
Coldfusion (Sgt 86Delta) Wins 0 Loss 2
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