turn 04 Sa'am versus Malbi (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.
Post Reply
User avatar
RFT
Diamond Patron
Diamond Patron
Posts: 2394
Joined: Tue Aug 08, 2017 12:55 pm
Location: Black Company

turn 04 Sa'am versus Malbi (Sa'am)

Post by RFT » Tue Jun 05, 2018 8:05 am

As the contestants are slowly eliminated the last match before semi-finals brings you to fighting in an old vampire crypt. The crypt is huge with a ceiling 4" (40') tall and a recessed area in the middle dropping down 20' below the surrounding elevated area.
Inside are several stone object broken and laying about with a toughness of 10.
There are several sarcophagi laying about with still undead vampires in them. Destroying or disturbing them will anger the vampires within who will come out and try to mind control or kill the contestants! (This can result is a double loss.)
Mine Tomb.jpg

The Vampires
If released or triggered during the battle the vampires will attack who ever is closest to them first, controlled by yours truly!
Opening a sarcophagus will require a Strength roll, on a Raise it is a free action.
I will roll 1d3 with the following result:
  1. Secondary Vampires I will use the stats from SFoNA for Wild Vampires, but increase Spirit to d12.
  2. Secondary Vampires I will use the stats from SFoNA for Wild Vampires, but increase Spirit to d12.
  3. The master vampire we will use the Wild Vampire from SFoNA. but replacing each trait (Attribute or Skill) with the higher of the Master Vampire from SWD or the Wild Vampire from SFoNA.
    The Master will also use a MAP during his first round to free the other two vampires.

The Challenge
For the challenge there is a master vampire in one of these sarcophagi that needs killed, the others contain secondary vampires. This scene is a sepulcher.
Strength roll to open each of the sarcophagi. Agility roll to get all of them fast enough. Appropriate skill to take advantage of weakness and kill them, if you do not have an appropriate way to kill a vampire, there are wooden stakes in all your packs which you may use with fighting.
All of your remaining resources can be put to the task of killing vampires; Gear, Powers, Robots, and Vehicles.

This works out to:
  • Strength +0:
    Agility +0:
    *Combat +0:
Shaping Worlds Together
The 99's Game Master Bennies 5
  • +8 Players
    +2 Sidekicks
    -5 Stupid Slumber

Shaintar Game Master Bennies 6
  • +8 Players
    -2 Bennies to save Yellow Jack

Nightbane Game Master Bennies 5
  • +5 Players

Phase World - The Remorseless 10
  • +8 Players
    +2 Sidekicks

User avatar
RFT
Diamond Patron
Diamond Patron
Posts: 2394
Joined: Tue Aug 08, 2017 12:55 pm
Location: Black Company

Re: turn 04 Sa'am versus Malbi

Post by RFT » Tue Jun 05, 2018 8:07 am

Malbi - You begin in location E21

Sa'am - You begin in location M21
Shaping Worlds Together
The 99's Game Master Bennies 5
  • +8 Players
    +2 Sidekicks
    -5 Stupid Slumber

Shaintar Game Master Bennies 6
  • +8 Players
    -2 Bennies to save Yellow Jack

Nightbane Game Master Bennies 5
  • +5 Players

Phase World - The Remorseless 10
  • +8 Players
    +2 Sidekicks

User avatar
Orrin Truthseeker
Bronze Patron
Bronze Patron
Posts: 204
Joined: Mon Sep 11, 2017 8:11 pm

Re: turn 04 Sa'am versus Malbi

Post by Orrin Truthseeker » Tue Jun 05, 2018 9:11 am

Initiative Round 1:

Mabli
Normal: 1d54 = 48: 48 = 10D
Level Headed: 1d54 = 12: 12 = KS

Sa'am
Normal: 1d54 = 4: 4 5S

Mabli's up first
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 4/20; Staff PPE: 0/10; Armor PPE: 9/10

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: 3/3
+1 Bennie for end of Q3 interlude
+1 Bennie for Blurr's Joker
-1 Bennie to Soak in Battle of Marron Round 1
-1 Bennie to EE Onslaught in Round 1

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

User avatar
Bishop
Bronze Patron
Bronze Patron
Posts: 54
Joined: Fri Nov 03, 2017 5:37 pm

Re: turn 04 Sa'am versus Malbi

Post by Bishop » Thu Jun 07, 2018 4:42 pm

Notice
Notice 1d8 = 2: 2
Wild 1d6 = 3: 3
Mabli gets out her toolkit and starts humming Flight of the Bumblebee while she gets to work on a device for exalted quickness.
TW
TW 1d10 = 1: 1-2 seasoned -2 multi action penalty +2 machine maestro
Wild 1d6 = 3: 3-2
Benny to reroll
TW 1d10 = 4: 4-2
Wild 1d6 = 2: 2-2
Reroll
TW 1d10 = 9: 9-2
Wild 1d6 = 4: 4-2
Once she’s finished she fires it up
TW
TW 1d10 = 9: 9
Wild 1d6 = 1: 1
And heads towards her opponent.
To finish off her first turn she moves to E17.
Her second turn, she walks to K17, then starts to run.
Running
Running 1d6 = 4: 4
She ends on N18 and fires up her Bolt goggles.
Shooting
Shooting 1d10 = 10: 10 +2 machine maestro
Wild 1d6 = 1: 1+2
Damage
Damage 7d6 = 25: 3, 5, 2, 1, 6, 6, 2
Ace 2d6 = 4: 3, 1
Bennies: 1
Fatigue: 0
Wounds: 0
ISP or PPE: 21
Ammunition: 6
Character Summary
Bishop a Hexslinger
Charisma: 2
Parry: 5
Pace: 6, d6 to run
Toughness: 5
Grit: 1
Notable Edges: Whateley blood
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Shooting d8, Hexslinging d8, Notice d6, Streetwise d4, Survival d4, Riding d4, Fighting d6, Stealth d4, Guts d4
Equipment of Note: Hexslinger bow
Wounds: 0/4 | Fatigue: 0/3
Action Cards:
Fate Chips: 2/2
Character Sheet
Signature

User avatar
Orrin Truthseeker
Bronze Patron
Bronze Patron
Posts: 204
Joined: Mon Sep 11, 2017 8:11 pm

Re: turn 04 Sa'am versus Malbi

Post by Orrin Truthseeker » Sat Jun 09, 2018 4:41 am

Soaking Wounds
Vigor 1d8 = 8: 8
Ace 1d8+8 = 14: 6
Wild 1d6 = 1: 1
-1 Bennie
Spirit to Unshake
Spirit 1d8 = 2: 2
Wild 1d6 = 1: 1
-1 Bennie to Unshake
OOC Comments
Intent: Move to K16, Flying at an appropriate height to get a good shot at Mabli and shoot her with the grenade launcher. Then cast Greater entangle on Mabli with as much ISP boost as possible. If she is entangled, move to I22 to put as many walls between mabli and Sa'am as possible. If not entangled move to E12 and take cover.
Mechanics Rolls
Grenade launch (-1 wound penalty)
Shooting 1d6-1 = 3: 4
Wild 1d6-1 = 2: 3
EE 1d6+3 = 7: 4
-1 Bennie

Damage 3d8 = 18: 4, 8, 6
Ace! 1d8+18 = 19: 1

Greater Entangle (+2 Mentalist, +1 Armor, -1 Wound +2 ISP Bonus
Psionics 1d12+4 = 6: 2
Wild 1d6+4 = 10: 6
Ace! 1d6+10 = 15: 5
-8ISP
Sa'am crosses closes his eyes in anticipation braces himself as Mabli's bolt hits him square in the chest. By some Miracle, the Sa'am comes through relatively unscathed, with only a few minor burns distracting him with their pain.

He blinks a couple times, and then a huge grin spreads across his face.

"Hahahaha...." His laugh starts as the laugh of someone surprised and overjoyed to be alive, but quickly turns into an overconfident boast. "Is that all you've got little fairy girl?" he yells at his opponent, making it clear that "Fairy girl" is an insult of the most demeaning type. "You didn't actually think you could compete with the big boys did you?"

He flies past his opponent, then spins around and shoots a grenade at Mabli. When the dust has settled, he focuses on the fairy, and his eyes glow green as the air suddenly chills, and layers of ice begin to form on the fairy, preventing her movement.

He then puts moves to put a wall between him and his opponent, to prevent any more bolts from those goggles from hitting. Not that he worried about girly fairy bolts.... but it never hurts to be safe.


Mabli's got to deal with 19 AP8 Damage, which I think is 3 wounds. Then she is hit with a cold trapped greater entangle. She resists with Agility TN 16. On a Raise she is at -4 to break free. The Cold trapping requires a vigor roll at -2 or suffer a level of fatigue

Final Location: I22
Bennies: 0/3
Fatigue: 0/3
Wounds: 1/4
ISP or PPE: 32/40
Ammunition: 23/24
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 4/20; Staff PPE: 0/10; Armor PPE: 9/10

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: 3/3
+1 Bennie for end of Q3 interlude
+1 Bennie for Blurr's Joker
-1 Bennie to Soak in Battle of Marron Round 1
-1 Bennie to EE Onslaught in Round 1

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

User avatar
Bishop
Bronze Patron
Bronze Patron
Posts: 54
Joined: Fri Nov 03, 2017 5:37 pm

Re: turn 04 Sa'am versus Malbi

Post by Bishop » Sun Jun 10, 2018 11:34 am

Soaking
Vigor 1d6 = 1: 1
Wild 1d6 = 4: 4
Agility
Agility 1d6 = 1: 1-2
Wild 1d6 = 5: 5-2
Vigor
Vigor 1d6 = 1: 1-2 armor negates cold
Wild 1d6 = 1: 1-2
Agility to escape entanglement
Agility 1d6 = 1: 1-3
Wild 1d6 = 2: 2-3
For her next turn (quickness), Mabli uses her shadow cloak to try to induce fear in her opponent. She may be bound but she’ll see how much of a ‘little fairy girl’ he thinks she is while quaking from the mega version of fear.
Cast fear
TW 1d10 = 3: 3-3 wounds and shaken +2 machine maestro
Wild 1d6 = 1: 1-1
Darn! Being bound limited her more than expected. Maybe she can get her deflection belt up and running for some protection with greater deflection.
TW
TW 1d10 = 10: 10-3 wounds and fatigue +2 mm -2 MAP
Ace 1d10 = 9: 9-3
Wild 1d6 = 6: 6-3
Ace 1d6 = 1: 1
Bennies: 0
Fatigue: 1
Wounds: 2
ISP or PPE: 13
Ammunition: 6
Last edited by Bishop on Mon Jun 11, 2018 4:54 pm, edited 7 times in total.
Character Summary
Bishop a Hexslinger
Charisma: 2
Parry: 5
Pace: 6, d6 to run
Toughness: 5
Grit: 1
Notable Edges: Whateley blood
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Shooting d8, Hexslinging d8, Notice d6, Streetwise d4, Survival d4, Riding d4, Fighting d6, Stealth d4, Guts d4
Equipment of Note: Hexslinger bow
Wounds: 0/4 | Fatigue: 0/3
Action Cards:
Fate Chips: 2/2
Character Sheet
Signature

User avatar
RFT
Diamond Patron
Diamond Patron
Posts: 2394
Joined: Tue Aug 08, 2017 12:55 pm
Location: Black Company

Re: turn 04 Sa'am versus Malbi

Post by RFT » Sun Jun 10, 2018 7:04 pm

The life support feature of your armor sparks and sizzles. You do not think it will work right again.

TD Table 1d6 = 6: 6
Shaping Worlds Together
The 99's Game Master Bennies 5
  • +8 Players
    +2 Sidekicks
    -5 Stupid Slumber

Shaintar Game Master Bennies 6
  • +8 Players
    -2 Bennies to save Yellow Jack

Nightbane Game Master Bennies 5
  • +5 Players

Phase World - The Remorseless 10
  • +8 Players
    +2 Sidekicks

User avatar
Orrin Truthseeker
Bronze Patron
Bronze Patron
Posts: 204
Joined: Mon Sep 11, 2017 8:11 pm

Re: turn 04 Sa'am versus Malbi

Post by Orrin Truthseeker » Tue Jun 12, 2018 3:22 am

Round 2 Initiative

Already Rolled: 4,12,48

Mabli
Normal: 1d54 = 13: 13 AS
Level Headed: 1d54 = 22: 22 10H

Sa'am
Normal: 1d54 = 34: 34 9C

Mabli: AS
Sa'am: 9C

Mabli gets first action. See previous post for action.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 4/20; Staff PPE: 0/10; Armor PPE: 9/10

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: 3/3
+1 Bennie for end of Q3 interlude
+1 Bennie for Blurr's Joker
-1 Bennie to Soak in Battle of Marron Round 1
-1 Bennie to EE Onslaught in Round 1

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

User avatar
RFT
Diamond Patron
Diamond Patron
Posts: 2394
Joined: Tue Aug 08, 2017 12:55 pm
Location: Black Company

Re: turn 04 Sa'am versus Malbi

Post by RFT » Tue Jun 12, 2018 5:13 am

Malbi, please edit in your location to your post.

I cannot tell if you are still at N18 or not.
Shaping Worlds Together
The 99's Game Master Bennies 5
  • +8 Players
    +2 Sidekicks
    -5 Stupid Slumber

Shaintar Game Master Bennies 6
  • +8 Players
    -2 Bennies to save Yellow Jack

Nightbane Game Master Bennies 5
  • +5 Players

Phase World - The Remorseless 10
  • +8 Players
    +2 Sidekicks

User avatar
Orrin Truthseeker
Bronze Patron
Bronze Patron
Posts: 204
Joined: Mon Sep 11, 2017 8:11 pm

Re: turn 04 Sa'am versus Malbi

Post by Orrin Truthseeker » Tue Jun 12, 2018 9:37 am

Mabli was fully entangled while standing at N18 and hasn't broken free, so she is definitely at N18 still.
OOC Comments
Intent: Move to H16, shoot another grenade at Mabli, then if she is still alive cast Deadly illusion on her, causing her to see Sa'am split into 3 identical copies which move to the below locations. Real one will be PM'd to Rob

Locations:
R22, D19, K13 (inside the well and out of sight)
Mechanics
Shooting for Grendade Launcher (-1 wound)
Shooting 1d6-1 = 3: 4
Wild 1d6-1 = 0: 1

Deviation: 1d10 = 4: 4
Direction: 1d12 = 5: 5

Deadly Illusion (+1 armor, +2 Mentalist, +2 ISP bonus, -1 Wounds)
Psionics 1d12+4 = 16: 12
Ace! 1d12+16 = 22: 6
Wild 1d6+4 = 9: 5

-10 ISP (6 base + 4 ISP for bonus)
Sa'am, smiles as he hears Mabli struggling to move. When he feels she is thoroughly distracted by her predicament, he moves out from his hiding place and fires a grenade at her. However, the pain in his arm from Mabli's last attack throws off his aim, and the grenades explodes near the coffin Sa'am started of near. "That's probably not good" Sa'am says, but focuses back on his opponent immediately. His eyes glow green as he attempts to break into Mabli's mind.

Final Location: I22, D19, K13 (inside the well, out of sight)
Bennies: 0/3
Fatigue: 0/3
Wounds: 1/4
ISP or PPE: 22/40
Ammunition: 22/24

Mabli takes no damage from the grenade that misses, but must resist a Deadly illusion with TN 23. On a failure she takes a wound. The spell also comes with a heat trapping that requires a vigor roll TN 4 or suffer fatigue.
Last edited by Orrin Truthseeker on Sun Jun 17, 2018 5:49 pm, edited 1 time in total.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 4/20; Staff PPE: 0/10; Armor PPE: 9/10

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: 3/3
+1 Bennie for end of Q3 interlude
+1 Bennie for Blurr's Joker
-1 Bennie to Soak in Battle of Marron Round 1
-1 Bennie to EE Onslaught in Round 1

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

User avatar
Bishop
Bronze Patron
Bronze Patron
Posts: 54
Joined: Fri Nov 03, 2017 5:37 pm

Re: turn 04 Sa'am versus Malbi

Post by Bishop » Thu Jun 14, 2018 5:19 pm

Spirit and Vigor
Spirit 1d6 = 3: 3-3
Wild 1d6 = 4: 4-3
Vigor 1d6 = 4: 4-3
Wild 1d6 = 3: 3-3
Bennies: 0
Fatigue: 2
Wounds: 3
ISP or PPE: 13
Ammunition: 6

Now we do initiative again, right?
Character Summary
Bishop a Hexslinger
Charisma: 2
Parry: 5
Pace: 6, d6 to run
Toughness: 5
Grit: 1
Notable Edges: Whateley blood
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Shooting d8, Hexslinging d8, Notice d6, Streetwise d4, Survival d4, Riding d4, Fighting d6, Stealth d4, Guts d4
Equipment of Note: Hexslinger bow
Wounds: 0/4 | Fatigue: 0/3
Action Cards:
Fate Chips: 2/2
Character Sheet
Signature

User avatar
Orrin Truthseeker
Bronze Patron
Bronze Patron
Posts: 204
Joined: Mon Sep 11, 2017 8:11 pm

Re: turn 04 Sa'am versus Malbi

Post by Orrin Truthseeker » Fri Jun 15, 2018 7:57 pm

Round 3 Initiative

Already Rolled: 4,12, 13, 22, 34, 48

Mabli
Normal: 1d54 = 49: 49 JD
Level Headed: 1d54 = 42: 42 4D

Sa'am
Normal: 1d54 = 48: 48 Reroll: 1d54 = 29: 29 4C

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

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: 3/3
+1 Bennie for end of Q3 interlude
+1 Bennie for Blurr's Joker
-1 Bennie to Soak in Battle of Marron Round 1
-1 Bennie to EE Onslaught in Round 1

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

User avatar
Bishop
Bronze Patron
Bronze Patron
Posts: 54
Joined: Fri Nov 03, 2017 5:37 pm

Re: turn 04 Sa'am versus Malbi

Post by Bishop » Sun Jun 17, 2018 5:16 pm

Mabli spends the last of the PPE in her quickness device to keep the effect going a little longer.
Quickness
She is maintaining it from a TW gadget, so it doesn't subtract from her casting rolls this round. It does use up the last 2 PPE in the gadget, so quickness will stop after this round one way or another.
Her head hurts, and it's cold, and she just wants this all to be over with. She focuses on where she saw Sa'am go, and tries her fear power again. She casts it in the direction of the first duplicate at D19.
Greater Fear
Techno Wizardry 1d10 = 3: 3 +2 (Machine Maestro) -3 (Wounds) -2 (Fatigue) Note: MAP canceled out by Exalted Quickness
Wild 1d6 = 4: 4 -3
If successful, LBT focused on D19
-2 to resist, or -4 to resist with a raise
She will then attempt to get out of the ice holding her, though her odds are slim.
Agility
Agility 1d6 = 5: 5 -3 (Fatigue) -2 (Wounds) -4 (entangle cast with a raise) -2 MAP
Wild 1d6 = 6: 6
Ace! 1d6 = 2: 2
---------------------------

Exalted Quickness turn 2

Still trapped in the ice, she watches as her fear spell fizzles and lets out a groan. Not great. She decides to give it another go.
Greater Fear
Techno Wizardry 1d10-3 = 2: 5
Wild 1d6-3 = -2: 1
if successful, LBT focused on D19
She also decides she's had it with the grenades, and hopes she'll be a little harder to hit if she can't be seen. That is, if she can manage to even get a spell off!
Greater Obscure
Techno Wizardry 1d10-5 = 4: 9 -2 (MAP) -3 (Wounds) -2 (Fatigue) +2 (Machine Maestro)
Wild 1d6 = 3: 3
If successful, -6 obscurement penalty in a radius of 8 inches in all directions centered around her.
An inky darkness falls over her, hiding her from view.

Active Effects: Exalted Quickness, Greater Obscure, Greater Deflection
Final Location: N18
Bennies: 0
Fatigue: 2
Wounds: 3
ISP or PPE: 1
Ammunition: 6
Character Summary
Bishop a Hexslinger
Charisma: 2
Parry: 5
Pace: 6, d6 to run
Toughness: 5
Grit: 1
Notable Edges: Whateley blood
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Shooting d8, Hexslinging d8, Notice d6, Streetwise d4, Survival d4, Riding d4, Fighting d6, Stealth d4, Guts d4
Equipment of Note: Hexslinger bow
Wounds: 0/4 | Fatigue: 0/3
Action Cards:
Fate Chips: 2/2
Character Sheet
Signature

User avatar
RFT
Diamond Patron
Diamond Patron
Posts: 2394
Joined: Tue Aug 08, 2017 12:55 pm
Location: Black Company

Re: turn 04 Sa'am versus Malbi

Post by RFT » Mon Jun 18, 2018 7:22 am

This game will conclude at 8 AM tomorrow morning and we will go to resource balancing if no victor is shown.
Shaping Worlds Together
The 99's Game Master Bennies 5
  • +8 Players
    +2 Sidekicks
    -5 Stupid Slumber

Shaintar Game Master Bennies 6
  • +8 Players
    -2 Bennies to save Yellow Jack

Nightbane Game Master Bennies 5
  • +5 Players

Phase World - The Remorseless 10
  • +8 Players
    +2 Sidekicks

User avatar
Toshiro 'Cybermonk'
Posts: 54
Joined: Fri May 04, 2018 9:19 am

Re: turn 04 Sa'am versus Malbi

Post by Toshiro 'Cybermonk' » Tue Jun 19, 2018 3:34 am

OOC Comments
Intent: all of the copies of Sa'am will move into line of sight from their locations at the same time, appear to cast dispel against the obscure (one of which actually will) and then all of them will make illusory attacks on Mabli. After attacks, all return to their hiding placing (listed in final locations below)

Dispel (+1 from armor, -1 from wounds +2 from Mentalist, +2 from Extra ISP)
Psionics 1d12+4 = 15: 11
Wild 1d6+4 = 5: 1

-7 ISP (3 base +4 extra ISP)

Illusory Attack (+1 from armor, -1 from wounds +2 from Mentalist, +2 from Extra ISP)
Psionics 1d12+4 = 14: 10
Wild 1d6+4 = 6: 2

-4 ISP
Mabli needs to roll to resist dispel. TN 14 (forgot -2 for different type). If the Dispel succeeds Mabli needs to roll to Spirit to resist the attack. TN 15.

Final Location: I22, D19, K13 (inside the well, out of sight)
Bennies: 0/3
Fatigue: 0/3
Wounds: 1/4
ISP or PPE: 14/40
Ammunition: 22/24
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.

Edit Signature

User avatar
RFT
Diamond Patron
Diamond Patron
Posts: 2394
Joined: Tue Aug 08, 2017 12:55 pm
Location: Black Company

Re: turn 04 Sa'am versus Malbi

Post by RFT » Thu Jun 21, 2018 10:26 am

Malbi = 34.66%
Bennies: 0 = 0%
Fatigue: 2
Wounds: 3
ISP or PPE: 1 = 4%
Ammunition: 6 = 100%

SA'AM = 42.22%
Final Weighting
Bennies: 0/3 = 0%
Fatigue: 0/3
ISP or PPE: 14/40 = 35%
Ammunition: 22/24 = 91.6%
Shaping Worlds Together
The 99's Game Master Bennies 5
  • +8 Players
    +2 Sidekicks
    -5 Stupid Slumber

Shaintar Game Master Bennies 6
  • +8 Players
    -2 Bennies to save Yellow Jack

Nightbane Game Master Bennies 5
  • +5 Players

Phase World - The Remorseless 10
  • +8 Players
    +2 Sidekicks

Post Reply

Return to “Training Grounds”