The Bronson Orphanage

Not Will, the town.
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RFT
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The Bronson Orphanage

Post by RFT » Sat Aug 11, 2018 8:52 am

The Bronson Orphanage
Orphanage_for_Girls_Rakowiecka_front_01.JPG
As you approach the old orphanage it has a time worn look about it. Radiating off of the old building is an aura of repressive evil. The brickwork is stained with black as if years of dirt has accrued without anyone caring to clean the building. Even the front entry is filthy, all expect the worn handles of the doors as you approach.

The windows on the lower floor show activity inside in the form of men and women going about their business. While the windows in the upper floor show the occasional child looking out or an occasional adult doing the same.
The building itself is built on a 1.5 acre plot of land surrounded by the city on all side with a brickwork and metal wall surrounding it preserving the safety and privacy of those within. The cameras are all set up to overlap, appearing to be stationary rather than scanning.
L.C., Foxx, or anyone who activates Exalted Detect Arcana
Once you sense it, the reflex to activate your exalted detect arcana is instant.

On a successful Notice -2 rolls you can see a demon on each of the four corners of the roof. You can only can see the upper half of their strange green humanoid bodies, the rest comfortable behind the brickwork walls.

This intelligence cost your 2 PPE/ISP however it will allow you to make a Knowledge (Arcana) roll to identify the particular demon.
OOC Comments
Through questioning you are able to identify the location of the orphanage as well as the following intelligence.
  1. There are lots of kids, normally about 12 per room and two per bed. he does not know an exact number but it sounds like around 50 or so.
  2. There are several adults who work the orphanage:
    - Headmaster (The most powerful magic user in the world)
    - Mr. Powell (the scariest warrior in the world)
    - Mrs. Zwer (she is like a juicer man and can throw tanks and stuff, do not be fooled by her being so short)
    - Cookie (he does not do anything really, he is just always there and talks to people)
    - Mrs. Myer (she is in charge of the kitchen.
    - Lots of people, all the men and women to come to the orphanage that they have to be nice too and show respect.
  3. The top two floors are where the dorms and the special rooms are for the visitors.
  4. The bottom floor is where the kitchens and offices and stuff are
  5. The bottom floor also as a chapel for worshiping the four gods that live there and tell the headmaster what to do.
DANGER: This is in the middle of a heavily populated area. Any ranged attack roll that misses will potentially hit an innocent bystander.
1 or less) An orphan
2) Other unknown innocent
3-4) Lucked out

The target will still benefit from obstacle toughness.


Notes
Head Master is Shifter + Necromancer (WC)

Mr. Powell & Cookie are Juicer + Combat Mage (WC)

Air Jinn are Strength d12+4, Vigor d8 Line Walker + Air Elemental (WC)

Ba'al Zurban is a Greater Demon + Mastery w/Spirit, each death within the grounds while in Hades grants him the targets Spirit in PPE to a maximum of 40*2=80 (WC)

Zwer is Juicer with d12+4 Strength, gains +1 strength every turn and every wound, ignores wound penalties.

All others on scene are extras
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Re: The Bronson Orphanage

Post by RFT » Mon Sep 03, 2018 1:47 pm

As you approach the Orphanage you each take positions you believe will work the best and proceed with your plan.
Player Instructions and The Map
L.C. Has already used Clairvoyance and Detect Arcana and told the team about the Jinn

Please let me know where you are and your planned starting action.

The Full map can be had here and interacted with by players. https://app.roll20.net/join/2480773/Cdm2KA
Bronson Orphanage Starting positions.jpg
You will have the drop on your initial actions.
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Moira O'Dugan
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Re: The Bronson Orphanage

Post by Moira O'Dugan » Mon Sep 03, 2018 7:45 pm

Moira looks at the rest of the SET.

"Okay, who needs some up close 'an personal support? I am purely a pugilist so not'a much in the way of ranged attacks here but I can keep pretty much anythin' off of yee when'en they get too close fer comfort"

Moira asks not truly knowing everyone's abilities yet.
Character sheet: http://savagerifts.com/sr/viewtopic.php ... 5387#p5387

Magical knight of the Sidhe (pronounced she) court.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 33 (18) MDC

Bennies: 3

It's all about the Bagpipes and the Cellos...
Celtica: Beyond Avalon: https://www.youtube.com/watch?v=uN0e39ALWpU
2CELLOS - Thunderstruck: https://www.youtube.com/watch?v=uT3SBzmDxGk

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Rob Hunter
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Re: The Bronson Orphanage

Post by Rob Hunter » Mon Sep 03, 2018 8:17 pm

Rob hunter is wearing his NG-EX10 “Gladius” Light Exoskeleton Battle Armor and has his NG-56 Light Ion Pistol on his side in his tactical thigh holster.

"We gotta save those kids," he says to the group, "come on, lets get in there."

Rob leads the way and attempts to walk right up to the front doors of the orphanage.
"Robots, why did it have to be robots..."
Rob Hunter, M.A.R.S. Power Armor Pilot
Rob Hunter, Human, M.A.R.S. Super Trooper Power Armor Pilot
Pace: 7; Parry: 8; Toughness: 19(10)
Combat-Relevant Edges & Abilities:
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for fring from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting atack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
  • Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
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Sir William Mahan
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Re: The Bronson Orphanage

Post by Sir William Mahan » Tue Sep 04, 2018 12:50 pm

Powers on
Psionics - Exalted Quickness 1d8 = 8: 8 Wild 1d6 = 3: 3 Ace on Psionics 1d8 = 3: 3
Greater Deflection 1d8 = 2: 2 Wild 1d6 = 1: 1
Taunt demons 1d4 = 1: 1 Wild 1d6 = 6: 6 Ace on Wild 1d6 = 3: 3
As Sir William sees Robert walk up to the orphanage, he activates his psi-blades and steps up beside him. Gesturing at the nearest roof corner with the glowing blue blade, he shouts, "Demons! Come and face your doom!" A cracking aura of lightning surrounds him as he activates his Exalted Quickness and prepares to attack.
Results - Taunt 9, Exalted Quickness 11, 8 PP spent
Sir William Mahan
Character Name: Sir William Mahan
Parry:8, Toughness: 14(8), -2 to hit vs tech
ISP: 6 /20
  • Speed: Double pace
  • Deflection: -2 to hit ranged and melee
  • Quickness: Act twice
  • Healing: Remove 1 wound
Bennies: 3
  • 3 starting
  • +1 for creative taunting of the Coalition
  • +1 Allow GM to secretly roll my notice.
  • -1 for Extra Effort to Notice the Psi-Stalkers
  • +1 Offer myself as a sacrifice.
  • -1 Reroll intimidate
  • -2 to use Telepathy without backlash
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

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Rob Hunter
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Re: The Bronson Orphanage

Post by Rob Hunter » Tue Sep 04, 2018 10:55 pm

Sir William Mahan wrote: As Sir William sees Robert walk up to the orphanage, he activates his psi-blades and steps up beside him. Gesturing at the nearest roof corner with the glowing blue blade, he shouts, "Demons! Come and face your doom!" A cracking aura of lightning surrounds him as he activates his Exalted Quickness and prepares to attack.
As Rob sees Sir William activate his psi weapons he draws his pistol, keeping his index finger extended along its frame, exercising trigger discipline, and nods. He then motions over to Vincent as he suggests teleporting onto the roof, then gazes up towards the Dæmons.

"I'm with you Sir William. Which way do you want to go?"
"Robots, why did it have to be robots..."
Rob Hunter, M.A.R.S. Power Armor Pilot
Rob Hunter, Human, M.A.R.S. Super Trooper Power Armor Pilot
Pace: 7; Parry: 8; Toughness: 19(10)
Combat-Relevant Edges & Abilities:
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for fring from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting atack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
  • Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
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RFT
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Re: The Bronson Orphanage

Post by RFT » Wed Sep 05, 2018 5:11 am

Mysterious Rolls Ignore Please
'Alam - Notice 1d10-4 = 4: 8
Wild 1d6-4 = 2: 6

Huzn - Notice 1d10-4 = 1: 5
Wild 1d6-4 = -2: 2

Bus - Notice 1d10-4 = -2: 2
Wild 1d6-4 = -2: 2

Aleadui - Notice 1d10-4 = 5: 9
Wild 1d6-4 = -1: 3

.
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Leethe
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Re: The Bronson Orphanage

Post by Leethe » Wed Sep 05, 2018 12:02 pm

Psionics 5 Notice 9
Exalted Detect Arcana
Psionics 1d10 = 5: 5
Wild 1d6 = 4: 4

Notice 1d6 = 3: 3
Wild 1d6 = 4: 4
Extra Effort (Elan) 1d6+2 = 5: 3

Leethe
Common Knowledge 1d10 = 9: 9
Wild 1d4 = 1: 1

Seiko
Common Knowledge 1d10 = 7: 7
Wild 1d4 = 3: 3
Leethe walks over to the Rob and William. Her eyes glow with an odd greenish darkness as she activates her exalted detect arcana. "Yup, there are demons up there. they have strange green humanoid upper bodies. do they have any kind of special weaknesses?"

Leethe starts speaking with an odd accent, "They are Jinn. Powerful demons virtually immune to all but magic. They can turn into air making them immune to everything but earth magic."

After Leethe says that she starts blinking and looking around a bit confused. "Huh?" She doesn't have the accent when she says this.
Last edited by Leethe on Sat Sep 22, 2018 7:21 pm, edited 1 time in total.
Leethe
Parry: 4, Toughness: 6
Normal Armor: 12(7)
Magical Girl Armor: 17(7) MDC
ISP: 26/40
  • Enhance Psionic Skill/Range
    Armor/Greater Armor
    Blast/Greater Blast
    Detect/Conceal Arcana/Exalted Detect/Conceal Arcana
    Telemechanics
    Telepathy/Exalted Telepathy
    Smite/Greater Smite
Edges:
  • Ace: may make Soak rolls for vehicles at -2.
  • Command: +1 to allies or troops under my orders recovering from being Shaken.
  • Low Light Vision: Ignore penalties for bad lighting in all but pitch darkness.
  • Mr Fix it: with a raise, cuts repair time in halve. If already has accelerated repair time, cuts it to a quarter.
Gadgeteer: 1/1 use per quarter
  • Name: Transformation Gadget
  • ISP: 15/20
  • Skill: Psionics
  • Power: Magical Girl Armor
Bennies: 3

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Moira O'Dugan
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Re: The Bronson Orphanage

Post by Moira O'Dugan » Wed Sep 05, 2018 5:24 pm

Moira eyes twinkle as she smiles and nods.

"Magic you say?" The large blue haired woman lets out a quick laugh "Then let me at'm. As long as it's up close'n personal I am good at the magic'l creatures an such."

the large woman raises her fists and kisses each of them.
Character sheet: http://savagerifts.com/sr/viewtopic.php ... 5387#p5387

Magical knight of the Sidhe (pronounced she) court.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 33 (18) MDC

Bennies: 3

It's all about the Bagpipes and the Cellos...
Celtica: Beyond Avalon: https://www.youtube.com/watch?v=uN0e39ALWpU
2CELLOS - Thunderstruck: https://www.youtube.com/watch?v=uT3SBzmDxGk

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Rob Hunter
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Re: The Bronson Orphanage

Post by Rob Hunter » Fri Sep 07, 2018 4:54 pm

Leethe wrote:Leethe walks over to the Rob and William. Her eyes glow with an odd greenish darkness as she activates her exalted detect arcana. "Yup, there are demons up there. they have strange green humanoid upper bodies. do they have any kind of special weaknesses?"

Leethe starts speaking with an odd accent, "They are Jinn. Powerful demons virtually immune to all but magic. They can turn into air making them immune to everything but earth magic."

After Leethe says that she starts blinking and looking around a bit confused. "Huh?" She doesn't have the accent when she says this.
"Magic you say?" Rob asks as he looks down at his own fists, then at his weapon. "I did't bring any of that with me... Perhaps I should just go in the front while you guys take the roof." He pauses for a moment, "Though I do recall a story of a man who was torn in half by an ogre when he split off from his friends."

Rob looks back to the rest of the group to see which way they are going.
"Robots, why did it have to be robots..."
Rob Hunter, M.A.R.S. Power Armor Pilot
Rob Hunter, Human, M.A.R.S. Super Trooper Power Armor Pilot
Pace: 7; Parry: 8; Toughness: 19(10)
Combat-Relevant Edges & Abilities:
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for fring from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting atack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
  • Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
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Moira O'Dugan
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Re: The Bronson Orphanage

Post by Moira O'Dugan » Sat Sep 08, 2018 6:31 pm

Walks up with the powered armored beareded man and the knight.

"Well, sinse we aren't worried about stealth..." lets out a quick laugh. "Letsa get these kids out'a this horrible place"

Looks up at the roof. "Oy!!! You green wankers on the roof. Come 'an ave a go if you think your' `ard enough" and flexes at the roof.
Character sheet: http://savagerifts.com/sr/viewtopic.php ... 5387#p5387

Magical knight of the Sidhe (pronounced she) court.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 33 (18) MDC

Bennies: 3

It's all about the Bagpipes and the Cellos...
Celtica: Beyond Avalon: https://www.youtube.com/watch?v=uN0e39ALWpU
2CELLOS - Thunderstruck: https://www.youtube.com/watch?v=uT3SBzmDxGk

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Rob Hunter
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Re: The Bronson Orphanage

Post by Rob Hunter » Sat Sep 15, 2018 2:20 pm

Rob isn't sure why everyone is still waiting. He looks up towards the demons trying to ascertain what they are then suddenly comes to a shocking conclusion. He grips his weapon tightly and whispers to Moira.

"Careful, they might be robotic demons..."

Rob decides to take his chances with the people inside, rather than the robotic demons, and approaches the main doors of the orphanage and tries to open them.
"Robots, why did it have to be robots..."
Rob Hunter, M.A.R.S. Power Armor Pilot
Rob Hunter, Human, M.A.R.S. Super Trooper Power Armor Pilot
Pace: 7; Parry: 8; Toughness: 19(10)
Combat-Relevant Edges & Abilities:
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for fring from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting atack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
  • Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
Edit Signature

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Moira O'Dugan
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Re: The Bronson Orphanage

Post by Moira O'Dugan » Fri Sep 21, 2018 6:12 pm

Rob Hunter wrote:
Sat Sep 15, 2018 2:20 pm

"Careful, they might be robotic demons..."
Moira lets out a laugh

"Now that would be fun. I 'ave fought robots, an I 'ave fought demons. But I 'ave ne'er fought robotic demons. That sounds like a good tussle."
Character sheet: http://savagerifts.com/sr/viewtopic.php ... 5387#p5387

Magical knight of the Sidhe (pronounced she) court.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 33 (18) MDC

Bennies: 3

It's all about the Bagpipes and the Cellos...
Celtica: Beyond Avalon: https://www.youtube.com/watch?v=uN0e39ALWpU
2CELLOS - Thunderstruck: https://www.youtube.com/watch?v=uT3SBzmDxGk

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Rob Hunter
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Re: The Bronson Orphanage

Post by Rob Hunter » Sun Sep 23, 2018 7:24 pm

Moira O'Dugan wrote:
Fri Sep 21, 2018 6:12 pm
Moira lets out a laugh

"Now that would be fun. I 'ave fought robots, an I 'ave fought demons. But I 'ave ne'er fought robotic demons. That sounds like a good tussle."
"Well if you find any robots, let me know," Rob says as he pounds his fist into his hand, "I need to settle a score from a long time ago."

Rob continues to try to work open the front doors of the orphanage and looks in through the windows to see if anyone is on the other side.
"Robots, why did it have to be robots..."
Rob Hunter, M.A.R.S. Power Armor Pilot
Rob Hunter, Human, M.A.R.S. Super Trooper Power Armor Pilot
Pace: 7; Parry: 8; Toughness: 19(10)
Combat-Relevant Edges & Abilities:
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for fring from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting atack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
  • Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
Edit Signature

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RFT
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Re: The Bronson Orphanage

Post by RFT » Sun Sep 23, 2018 8:09 pm

Initiative is rolled and the Players go First. One of the Jinn got a Joker, but most of the creatures on the map are not acting during the surprise round.
Please include starting and ending location.
The Map is here: https://app.roll20.net/join/2480773/Cdm2KA and each hex had coordinates.

The three TW's have been added as well as Harris and Locke they can be moved or controlled by any player.
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Sir William Mahan
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Re: The Bronson Orphanage

Post by Sir William Mahan » Mon Sep 24, 2018 5:08 am

Taunt 3
Taunt 1d4 = 3: 3 Wild 1d6 = 1: 1
Sir William, still unable to see the jinni himself, opts for a verbal assault. "Cowardly demons! Come forth and meet your doom!" he shouts, brandishing his psi-swords.
Sir William Mahan
Character Name: Sir William Mahan
Parry:8, Toughness: 14(8), -2 to hit vs tech
ISP: 6 /20
  • Speed: Double pace
  • Deflection: -2 to hit ranged and melee
  • Quickness: Act twice
  • Healing: Remove 1 wound
Bennies: 3
  • 3 starting
  • +1 for creative taunting of the Coalition
  • +1 Allow GM to secretly roll my notice.
  • -1 for Extra Effort to Notice the Psi-Stalkers
  • +1 Offer myself as a sacrifice.
  • -1 Reroll intimidate
  • -2 to use Telepathy without backlash
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

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RFT
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Re: The Bronson Orphanage

Post by RFT » Mon Sep 24, 2018 2:18 pm

OOC Comments
I am going to use the higher taunt roll (9) you dropped above before I went to Kentucky.

Spirit 1d10 = 3: 3
Wild 1d6 = 3: 3

Extra Effort 1d6+3 = 7: 4
Annoyed by the Insolence of the human Knight and more so by the very fact that he even knows he is there ‘Alam bellows out in a dark and foreboding voice. “How dare you challenge me mortal, I am Alam, I am pain, I am suffering and you will know me!.”

OOC Comments
’Alam is affected by your taunt, but not shaken.

Sir Williams Next Attack gains +2 if he targets'Alam.
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Hardin
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Re: The Bronson Orphanage

Post by Hardin » Thu Sep 27, 2018 5:37 pm

Notice 6, Psionics 4
Notice 1d8 = 6: 6
Wild 1d6 = 5: 5

Psionics 1d10 = 2: 2
Wild 1d6 = 3: 3
EE 1d6 = 1: 1
-1 Benny
-10 ISP for mega TK
While the others taunt demons and break down doors, Hardin takes his borrowed JA-9 and heads to a nearby building with a good view of the orphanage. With a quick glance to make sure he’s not seen, he whispers to his Juicer companion, ”Hang on tight; up we go! then turns on his ‘kinesis and carries them both up to the roof where they both look for cover.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
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Re: The Bronson Orphanage

Post by RFT » Thu Sep 27, 2018 5:52 pm

Knowing these are more than simple goons Hunz says a dark incantation enveloping himself in a field of protective energy, then following up he brings forth a fold in time to fight from within.

OOC Comments
Spellcasting d10+2, -2 MAP
Ex Deflection 1d10 = 1: 1
Wild 1d6 = 5: 5

Benny to reroll (do not want to be shaken)
Ex Deflection 1d10 = 2: 2
Wild 1d6 = 3: 3
Failure


Ex Quickness 1d10 = 10: 10
Wild 1d6 = 1: 1
Raise

Use Second Turn to cast Ex Deflection again
Ex Deflection 1d10 = 8: 8
Wild 1d6 = 4: 4

Ex Armor 1d10 = 8: 8
Wild 1d6 = 2: 2
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The 99's Game Master Bennies 5
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    -5 Stupid Slumber

Shaintar Game Master Bennies 6
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Vincent Gray
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Re: The Bronson Orphanage

Post by Vincent Gray » Thu Sep 27, 2018 6:16 pm

Weird Science 5
Weird Science 1d10 = 5: 5
Wild Die 1d6 = 3: 3
Vincent does a final check of his equipment, making sure his rifle is ready to go. He nods to those who requested he take them to the roof, and activates his wrist teleportation device, causing the group to wink out and reappear on top of the building somewhere a few yards from the edge.
Signature
Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 4/3
Adventure Cards
Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
Seasoned (38) Folk Hero Play after you save a group of people from dire circumstances.
The community adopts you and your party as local heroes, and you can always find aid there.

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Leethe
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Re: The Bronson Orphanage

Post by Leethe » Sun Sep 30, 2018 4:51 pm

Leethe prepares herself for combat, making sure her new gadget is in place. "Time to do this and save these kids." She closes her eyes and calls out the activation phrase. She is surrounded by a light as she under goes a transformation.
Leethe
Parry: 4, Toughness: 6
Normal Armor: 12(7)
Magical Girl Armor: 17(7) MDC
ISP: 26/40
  • Enhance Psionic Skill/Range
    Armor/Greater Armor
    Blast/Greater Blast
    Detect/Conceal Arcana/Exalted Detect/Conceal Arcana
    Telemechanics
    Telepathy/Exalted Telepathy
    Smite/Greater Smite
Edges:
  • Ace: may make Soak rolls for vehicles at -2.
  • Command: +1 to allies or troops under my orders recovering from being Shaken.
  • Low Light Vision: Ignore penalties for bad lighting in all but pitch darkness.
  • Mr Fix it: with a raise, cuts repair time in halve. If already has accelerated repair time, cuts it to a quarter.
Gadgeteer: 1/1 use per quarter
  • Name: Transformation Gadget
  • ISP: 15/20
  • Skill: Psionics
  • Power: Magical Girl Armor
Bennies: 3

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Sir William Mahan
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Re: The Bronson Orphanage

Post by Sir William Mahan » Tue Oct 02, 2018 5:07 am

With Vincent's help reaching the roof and the amulet allowing him to see the demons, Sir William gives Alam a feral grin. "Let us see who will face pain today!" he shouts, charging at the jinn.
Sir William Mahan
Character Name: Sir William Mahan
Parry:8, Toughness: 14(8), -2 to hit vs tech
ISP: 6 /20
  • Speed: Double pace
  • Deflection: -2 to hit ranged and melee
  • Quickness: Act twice
  • Healing: Remove 1 wound
Bennies: 3
  • 3 starting
  • +1 for creative taunting of the Coalition
  • +1 Allow GM to secretly roll my notice.
  • -1 for Extra Effort to Notice the Psi-Stalkers
  • +1 Offer myself as a sacrifice.
  • -1 Reroll intimidate
  • -2 to use Telepathy without backlash
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

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Re: The Bronson Orphanage

Post by L.C. » Tue Oct 09, 2018 4:21 pm

Notice 9, Psionics 8; Greater Slumber), -2 Bennies
Notice (Sm) 1d6 = 3: 3, 1d6 = 3: 3 + 1d6 = 4: 4 (EE; -1 Benny) +2 (Elan) = 9
Psionics (Sm) 1d8 = 2: 2, 1d6 = 4: 4+1 (gear) + 1d6 = 1: 1 (EE; -1 Benny) +2 (Elan) = 8

Hypnotic Suggestion: Sleep (Greater Slumber; 4 I.S.P.) [Mega]
Range: Smarts × 1.5
Duration: 1 minute (1/minute)
Trapping: This powerful telepathic suggestion requires a Vigor roll, at –2 with the raise, to avoid Fatigue. In addition to the power effects. It quite simply takes a lot out of the character, putting them in alpha state that induces sleep.
Effect: The caster picks where he wants to center the spell and places a Medium Burst Template. Any living creature (not undead or constructs) within the area must make a Spirit roll at −4 (with the raise). Those who fail fall asleep. It takes a full round of active effort to awaken a victim of greater slumber; loud noises and the like aren’t enough. When the duration expires, the sleepers naturally wake up.
L.C. dons the badge and the amulets given him by Mac. Pulling his sidearm and walking boldly through the front gates, he motions the two human technowizards and the goblin through the main door. He indicates the three technowizards. "You three, charm, convince, or knock them all out and then evacuate the kids and clients. Destination for the kids after we have them all is Mac's. The clients just leave in a pile and bind their hands and feet. 99's, move in and take out the hard targets. I'll move up from the bottom floor." He then reaches out with his mind and drops a telepathic impulse to sleep by inducing alpha waves, centered on the visible door of the headmaster's office.

As a magical effect comes close to him, an innate and wholly uncontrolled ability springs forth with all the instinctive fear and rage that the Coalition breeds into their psychic nullifiers. The familiar cold, clammy feeling of psychic nullification closes around the unfortunate target. The very presence saps the energy and vigor from those unfortunate enough to feel its touch, rather than simply be in its presence.
Psionics 7 to Dispel; As the cold, clammy feeling of the nullification effect closes around the enemy’s power, they enemy caster feels the cold grip of the nullification effect. This causes the enemy caster require a Vigor roll (at –2 on a raise) to avoid Fatigue.
Psionics 1d8 = 6: 6, 1d6 = 2: 2+1=7

Automatic Psi-Nullification: Once per turn the hero (if not Shaken) gets a free action to use dispel (costs I.S.P. to use as normal for a Psi-Nullifier) against a single foe who is using a power that either targets him directly or includes the hero in an area of effect. This automatically interrupts the opponent’s action and does not cost the hero his action if he is on Hold or has not yet acted this round. Note this only dispels the incoming power or spell, not any other effects.

Targeted Psionic Nullification (Dispel; 3 I.S.P.) [Seasoned]
Range: Smarts/2
Duration: Instant
Trappings: As the cold, clammy feeling of the nullification effect closes around the enemy’s power, they enemy caster feels the cold grip of the nullification effect. This causes the enemy caster require a Vigor roll (at –2 on a raise) to avoid Fatigue.
Effect: Dispel allows a hero to negate enemy spells, miracles, mad science, or super powers. It has no effect on innate powers, such as a dragon’s breath or a banshee’s scream. Neither does dispel work on magic items or permanent enchantments unless the specific item or enchantment says otherwise.
Dispel can be used on a power already in effect or to counter an enemy power as it’s being used. The latter requires the countering mind melter to be on Hold and interrupt his foe’s action as usual. In either case, dispelling the opponent’s power is an opposed roll of arcane skills. The dispelling character suffers a –2 modifier if the target power is of another type (psionics vs. miracles, magic, superpowers, or mad science, etc).
L.C.
L.C. Psi-Nullifier Commando
Parry: 5(6 in armor), Toughness: Armor: 13(6) or PA: 17(10)
ISP: 20
  • Clairvoyance/World Scry
  • Detect Arcana (at will)/Exalted Detect
  • Dispel/Greater Dispel
  • Slumber/Greater Slumber
  • Telekinesis/Exalted TK
  • Telepathy/Exalted Telepathy
Edges:
  • Mental Resistance: +4 resist/+4 armor vs psionics
  • Psi-Nullifier: Repulse Supernatural Creatures and AB: Magic users
  • Automatic Psi-Nullification: 1/turn free action to dispel a power targeting him
Benny/Wound/ISP tracking

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Re: The Bronson Orphanage

Post by RFT » Wed Oct 10, 2018 10:27 am

WORK IN PROGRESS - COME BACK 10/11/2018

OOC Comments
Spirit 1d12+2 = 5: 3
Wild 1d10+2 = 11: 9

Spirit 1d8 = 3: 3
Wild 1d6 = 2: 2
  • Benny to reroll
    Spirit 1d8 = 6: 6
    Wild 1d6 = 3: 3
    • Second Benny to reroll
      Spirit 1d8 = 5: 5
      Wild 1d6 = 1: 1
      • 1st GM Benny to reroll
        Spirit 1d8 = 3: 3
        Wild 1d6 = 5: 5
        • 2nd GM Benny to reroll
          Spirit 1d8 = 1: 1
          Wild 1d6 = 2: 2
          • 3rd GM Benny to reroll
            Spirit 1d8 = 2: 2
            Wild 1d6 = 1: 1
            • 4th GM Benny to reroll
              Spirit 1d8 = 2: 2
              Wild 1d6 = 4: 4
              • 5th GM Benny to reroll
                Spirit 1d8 = 7: 7
                Wild 1d6 = 1: 1

Spirit 1d6 = 2: 2

Spirit 1d6 = 6: 6 Ace 1d6+6 = 9: 3

Spirit 1d6 = 4: 4

Spirit 1d4 = 1: 1

Spirit 1d4 = 3: 3

Spirit 1d4 = 4: 4

Spirit 1d4 = 4: 4

Spirit 1d4 = 1: 1

Spirit 1d4 = 2: 2
OOC Comments
Sleep Device
Techno-Wizardry 1d10 = 1: 1

Sleep Device
Techno-Wizardry 1d10 = 7: 7
Spirit to Resist TW
Spirit 1d12+2 = 8: 6
Wild 1d10+2 = 5: 3

Spirit 1d6 = 1: 1
Suddenly a loud and roaring voice fills the whole of the property. The power in the voice such that the very bones of all living beings begin to feel as if ready to break of their own accord. "Who dares invade my temple?" As the words conclude the air is then filled with the strange and alien sounds of something unknown and unknowable. With the conclusion of the words a black wall forms around the property enclosing all within in the deepest darkness.

After what feels like an eternity, the deep darkness is suddenly gone leaving behind slivers of shadowy filaments on the surfaces of everything including the heroes themselves.

OOC Comments
Chaos d12+2, Arcane item +2, Joker +2
Chaos 1d12+6 = 16: 10
Wild Die 1d6+6 = 7: 1
Shaping Worlds Together
The 99's Game Master Bennies 5
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Shaintar Game Master Bennies 6
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Phase World - The Remorseless 10
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Re: The Bronson Orphanage

Post by RFT » Wed Oct 10, 2018 4:55 pm

As L.C. enters the room he sees an attractive blond man disappear from his sight as if he was never there. But solidly in his mind is the image of the man smirking as if satisfied with something unknown to the heroes.

Then coming from the stairway a tiny, or perhaps short would be the better word woman comes racing forward. Her body while under 5' tall seems to make up for it by being nearly 4' wide and made of solid muscle. With acrobatics impossible for anything so bulky she bounces off of the roof flicking dry wall into L.C. line of sight as she comes down on the opposite side of him and slices him along his stomach with an chain sword to large for her body.

Then to his horror from the Chapel steps a forty foot tall being too large to possibly fit in this building, the walls somehow shaping themselves to fit its whims. A beings whose unholy name and nature can be sensed as soon as seen stands Ba'al Zarbun.

His words echo in your mind as he speaks somehow though the language is one never before heard it is perfectly understood. "Mortal, why to you come to me so early. I would have found you in your time. My brothers four told me your people where to be spared for last as your reward. But I will not disobey my elders. I will let you serve me now by stopping all hostilities and telling me why you are here?"

On L.C., Agility Trick versus 11, 32 Damage from Chain sword, Fear Check -4, Mind Control 12
Cookie acting on a Joker
Smarts 1d8+2 = 6: 4
Wild Die 1d6+2 = 5: 3

Zwer
Run Die 1d12+10 = 19: 9

Agility Trick on L.C.
Agility 1d12+2 = 11: 9
Wild 1d6+2 = 4: 2

Going Wild +2, No MAP because of Split the Seconds
Fighting 1d12 = 11: 11
Wild 1d6 = 3: 3
Damage 1d12+4 = 16: 12 + 2d10 = 14: 6, 8 Ace 1d12+30 = 32: 2


Fear check at -4 versus Ba'al Zarbun
Mind Control versus L.C.
Chaos 1d12+4 = 9: 5
Wild Die 1d10+4 = 12: 8

The scene breaks out suddenly into full action as Alam and Huzn burst into action charging forward both of them come in on Sir William with raw rage. The power leaching out of the feels as if the very breath of his life is sucked from him, weakening him and his ability to resist their power an claws
On sir William, Spirit versus 4 for Ex Drain Vigor
Alam
Exalted Drain Spirit 1d10 = 3: 3
Wild 1d6 = 3: 3

Unholy Blade 1d12 = 2: 2
Wild Die 1d6 = 2: 2


Huzn
Exalted Drain Vigor 1d10-2 = 4: 6
Wild 1d6-2 = 4: 6

Unholy Blade 1d12-2 = -1: 1
Wild Die 1d6-2 = 2: 4

Flying backwards from the roof so as to be out of melee with the invaders Bus and Aleadui pull them selves to some distance and let loose with spells of devastation on Foxx and Enslavement on Vincent.

On Foxx (currently a NPC), Miss
Bus
Onslaught 1d10 = 2: 2
Wild 1d6 = 2: 2
On Vincent, Miss
Aleadui
Puppet 1d10 = 2: 2
Wild 1d6 = 3: 3
Within the orphanage a great deal of noise and movement can be heard as people begin reacting to the assault.



INITIATIVE ALL PLAYERS MAY ACT, YOU HAVE 4 DAYS THEN I CONSIDER YOU ON HOLD
turn order.JPG
GROUND FLOOR MAP
Ground Floor.JPG
ROOF MAP
The Roof.JPG
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Re: The Bronson Orphanage

Post by Vincent Gray » Wed Oct 10, 2018 5:22 pm

As he appears on the rooftop, Vincent feels a wave of something try to grip his mind. Whatever it was doesn't seem to have any effect, so he looks in the direction he felt it come from and spots a Jinn. Vincent points his arm in Aledius's direction and fires up his HAVOK chip, shooting a beam of chaotic energy at it hitting the creature squarely let's just hope this works...
Weird Science 12
1d10 = 3: 3
1d6 = 2: 2
Benny to reroll
Weird Science 1d10 = 10: 10
Ace 1d10 = 2: 2
Wild Die 1d6 = 4: 4
Last edited by Vincent Gray on Wed Oct 10, 2018 8:57 pm, edited 2 times in total.
Signature
Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 4/3
Adventure Cards
Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
Seasoned (38) Folk Hero Play after you save a group of people from dire circumstances.
The community adopts you and your party as local heroes, and you can always find aid there.

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Re: The Bronson Orphanage

Post by Rob Hunter » Wed Oct 10, 2018 5:51 pm

Rob, shocked at the movement of the dwarf woman, levels his rifle but can't get a clear shot.
"Look out!" he yells, a bit too late. "Shit! I don't have a shot! We need to get out of this hallway!", he shouts to everyone. Rob waits until he can get a clear shot, and tries to find a better way into the fight.
"Robots, why did it have to be robots..."
Rob Hunter, M.A.R.S. Power Armor Pilot
Rob Hunter, Human, M.A.R.S. Super Trooper Power Armor Pilot
Pace: 7; Parry: 8; Toughness: 19(10)
Combat-Relevant Edges & Abilities:
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for fring from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting atack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
  • Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
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Re: The Bronson Orphanage

Post by L.C. » Wed Oct 10, 2018 6:42 pm

Soak All Damage and unshake, 20 vs Fear at -4. Psionics 20 to Dispel Puppet; As the cold, clammy feeling of the nullification effect closes around the enemy’s power, they enemy caster feels the cold grip of the nullification effect. This causes the enemy caster require a Vigor roll, at –2 due to the raise, to avoid Fatigue. - Psionics 13 for Super TK; TK Strength d12+2, AP 2; lift up to 1000 pounds, -18 ISP; Duration: 3 rounds - Damage from TK: 16, AP 4
32 Damage vs 16 Toughness: play Second Wind Adventure Card: "Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well."

Fear Check (at -4) 1d8 = 8: 8+ 1d8 = 4: 4, 1d6 = 6: 6+ 1d6 = 3: 3 (Ace) +8 ((2 EP) Fate's Chosen: Add the value of your Trait die to a Trait or Skill roll (must be declared before rolling) - LC in Fear Check vs Demon Lord)

Psionics 1d8 = 3: 3, 1d6 = 6: 6+ 1d6 = 2: 2+1+ 1d6 = 6: 6+ 1d6 = 4: 4 EE + 2 Elan = 20

Automatic Psi-Nullification: Once per turn the hero (if not Shaken) gets a free action to use dispel (costs I.S.P. to use as normal for a Psi-Nullifier) against a single foe who is using a power that either targets him directly or includes the hero in an area of effect. This automatically interrupts the opponent’s action and does not cost the hero his action if he is on Hold or has not yet acted this round. Note this only dispels the incoming power or spell, not any other effects.

Targeted Psionic Nullification (Dispel; 3 I.S.P.) [Seasoned]
Range: Smarts/2
Duration: Instant
Trappings: As the cold, clammy feeling of the nullification effect closes around the enemy’s power, they enemy caster feels the cold grip of the nullification effect. This causes the enemy caster require a Vigor roll (at –2 on a raise) to avoid Fatigue.
Effect: Dispel allows a hero to negate enemy spells, miracles, mad science, or super powers. It has no effect on innate powers, such as a dragon’s breath or a banshee’s scream. Neither does dispel work on magic items or permanent enchantments unless the specific item or enchantment says otherwise.
Dispel can be used on a power already in effect or to counter an enemy power as it’s being used. The latter requires the countering mind melter to be on Hold and interrupt his foe’s action as usual. In either case, dispelling the opponent’s power is an opposed roll of arcane skills. The dispelling character suffers a –2 modifier if the target power is of another type (psionics vs. miracles, magic, superpowers, or mad science, etc).

Psionics 1d8 = 3: 3, 1d6 = 3: 3+1 Targeting + 2 (4 ISP) +4 (EP)+ 1d6 = 1: 1 EE +2 Elan= 13
+2 for 4 ISP
11 ISP for Exalted TK
(1 EP) Twist of Fate: To add +4 to any Trait or Skill Roll (must be declared before rolling)

Super Telekinesis (Exalted Telekinesis; 11 I.S.P.) [Mega]
Range: Smarts × 2
Duration: 3 (1/round)
Trappings: Because of the ability of the invisible telekinetic force of the power to grab at any optimal point, the power, when used to harm, ignores some armor (AP 2).
Using exalted telekinesis is slightly different than normal telekinesis. The caster’s telekinetic strength is calculated as his Spirit die with four die steps added. Thus a psionic with a Spirit of d8 has an exalted telekinesis strength of d12+2. Those using exalted telekinesis consult the Super Strength Table (TLPG p. 65) to determine how much they can lift and manipulate. With a successful roll, they use the Load Limit column, or the Max Weight column with a raise. Note that objects weighing 1,000 or more pounds automatically deal Mega Damage when used as weapons.
►► Lifting Creatures: Living targets may resist with an opposed Spirit roll. If the roll is greater than the caster’s skill total, the victim is unaffected. If the creature loses, however, it is lifted as usual and does not get another attempt to break free. Occasionally a victim might manage to grab onto something solid to prevent itself from being lifted. When this happens, the victim may make an opposed Strength roll versus the caster’s arcane skill. If the victim is successful, he manages to grab onto whatever was available and is not moved, bashed, or otherwise affected that round.

Damage: 1d12 = 6: 6+2+ 2d10 = 8: 4, 4=16, AP 4
L.C. reacts without thinking when the juicer comes at him and ducks and jumps back, letting the doorframe take the brunt of her attack - miraculously. With the rage of his childhood fears coming true and the inborn power welling at his fingertips, L.C. pushes back! "Shut up Demon, if I wanted wind out of you I would have passed gas. And you," he says to the short juicer, "do something useful." With that he flicks his fingers at her and attempts to lift her into the air and INTO the demon, chain sword first, with the full strength of his mind. As she barrels into the demon, he steps across the hall allowing others to enter.
L.C.
L.C. Psi-Nullifier Commando
Parry: 5(6 in armor), Toughness: Armor: 13(6) or PA: 17(10)
ISP: 20
  • Clairvoyance/World Scry
  • Detect Arcana (at will)/Exalted Detect
  • Dispel/Greater Dispel
  • Slumber/Greater Slumber
  • Telekinesis/Exalted TK
  • Telepathy/Exalted Telepathy
Edges:
  • Mental Resistance: +4 resist/+4 armor vs psionics
  • Psi-Nullifier: Repulse Supernatural Creatures and AB: Magic users
  • Automatic Psi-Nullification: 1/turn free action to dispel a power targeting him
Benny/Wound/ISP tracking

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Re: The Bronson Orphanage

Post by Leethe » Thu Oct 11, 2018 1:00 am

Gadget Activation 4; Notice 5
Gadget has 20 ISP.
Gadget Activation, power magical girl armor, ISP 5
Psionics 1d10 = 4: 4
Wild 1d6 = 3: 3

success, armor MDC +5
Total armor bonuses, armor +5, toughness +1, MDC armor +5


Notice 1d6 = 5: 5
Wild 1d6 = 1: 1
Leethe was surrounded by light. Her armor started to glow and then became as if it was liquid light. the liquid light shifted forms as Leethe was preforming some type of dance to shape the liquid light. The first thing to appear was a form fitting body suit. As the ritual continued, mechanical pieces appeared out of nothing. They attached themselves. First to her to her feet, forming armored boots. Then to her hands, giving her armored bracers. Another part attached to her back. Finally parts attached to her head and formed some head armor as well.

The Altess Eviscerator also glowed with the light as it was caught up in the transformation. It's shape morphed as it shifted forms.

The light faded leaving Leethe standing there wearing what looked to be fantasy armor suit. With a sword at ready. The shadowy filaments settling on her and the others. "What is this stuff?"

a voice in her head, Interesting.... after a pause, Hey you should use that new trick you learned... put them magical girl skillz to use.
Last edited by Leethe on Thu Oct 11, 2018 2:32 pm, edited 3 times in total.
Leethe
Parry: 4, Toughness: 6
Normal Armor: 12(7)
Magical Girl Armor: 17(7) MDC
ISP: 26/40
  • Enhance Psionic Skill/Range
    Armor/Greater Armor
    Blast/Greater Blast
    Detect/Conceal Arcana/Exalted Detect/Conceal Arcana
    Telemechanics
    Telepathy/Exalted Telepathy
    Smite/Greater Smite
Edges:
  • Ace: may make Soak rolls for vehicles at -2.
  • Command: +1 to allies or troops under my orders recovering from being Shaken.
  • Low Light Vision: Ignore penalties for bad lighting in all but pitch darkness.
  • Mr Fix it: with a raise, cuts repair time in halve. If already has accelerated repair time, cuts it to a quarter.
Gadgeteer: 1/1 use per quarter
  • Name: Transformation Gadget
  • ISP: 15/20
  • Skill: Psionics
  • Power: Magical Girl Armor
Bennies: 3

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Neeto Cogcoil
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Re: The Bronson Orphanage

Post by Neeto Cogcoil » Thu Oct 11, 2018 1:16 am

A few gadgets before the dance
Pre-combat warmup - Smite gadget "Sapper's Delight" (7 PPE)
1d10+2 = 4: 2

WD Smite gadget
1d6+2 = 7: 5

Another little doohickey - Entangle gadget "Angel Goo Bomb" - goo that glows with holy light - an anti-demon special (7 PPE)
1d10+2 = 5: 3

WD Entangle gadget
1d6+2 = 4: 2
Building The Wall
TW3 (Neeto) moves to the spot next to Rob Hunter and sprays his Wonder Jello Steel Wall (Mega Barrier / Stalwart Walls) on the corridor between LC and the really awfully scary looking demon guy, with another section sitting on Zwer partially blocking the intersection (jutting out appx 45 degrees from the top right corner of the intersection)
1d10+1 = 11: 10
Ace with prior
1d10+11 = 13: 2
Edit: Zwer has already been tossed by LC. Request change to put a 2nd wall in place, staggered by a hex between them.

WD Barrier
1d10+1 = 6: 5
Neeto spends the time on the trip whipping up a couple of special gadgets he'd framed out awhile back. "This one's a goo bomb launcher. But I added a little something I snuck outta a mystic's sock drawer. If we got demons, they ain't gonna like this!" He finishes polishing what look like electrical leads, positive and negative, on another strange looking gadget. "Just hook these onna yer fav'rite heater or shakysword. It'll give 'em a little jolt when ya fire it off!'
As they approach the orphanage, Neeto shudders. "Ain't my fav'rite place I ever been, but whatever. I'm a big damn hero too!" He charges in after LC and Rob, then jumps back as the dwarf looking lady starts doing all sorts of crazy acrobatics. A voice from down the hall sends a chill down his spine. He calls out to LC. "HEY! Big guy! Lemme shut the door!" With that, he points his All-Purpose Techno-Snazzy Gloves at the corridor where the voice came from and lets loose a spray of green gelatin. In a moment, a new green steel jello wall has been put into place, severing access to that hall. An accidental overspray ends up as a backup layer of wall. "Lookout! Aw, snit. Gonna need more jello!"
Neeto
Neeto Cogcoil
Toughness: 8 (4); Parry: 5; PPE: 15/15

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Sir William Mahan
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Re: The Bronson Orphanage

Post by Sir William Mahan » Thu Oct 11, 2018 9:14 am

Spirit 11
1d8 = 8: 8 Wild 1d6 = 4: 4 Ace on Spirit 1d8 = 3: 3
Sir William shakes off the soul-draining power of the demons, and lashes out at each of them twice with his psi-swords, spinning almost faster than the eye can follow.
Fighting Rolls
First attack 15: 1d12 = 12: 12 Wild 1d6 = 6: 6 Ace on Fighting 1d12 = 3: 3 Ace on Wild 1d6 = 1: 1
Second attack 8: 1d12 = 4: 4 Wild 1d6 = 6: 6 Ace on Wild 1d6 = 2: 2
Third attack 3: 1d12 = 3: 3 Wild 1d6 = 1: 1
Fourth attack 8: 1d12 = 2: 2 Wild 1d6 = 6: 6 Ace on Wild 1d6 = 2: 2

First Attack Damage 17 AP2 3d8 = 13: 3, 7, 3 Raise die 1d6 = 2: 2 + 2 supernatural evil
Second Attack Damage 14 AP2 3d8 = 16: 5, 8, 3 Ace on damage die 1d8 = 4: 4 + 2 supernatural evil
Fourth Attack Damage 12 AP2 3d8 = 18: 5, 8, 5 Ace on damage die 1d8 = 2: 2 + 2 supernatural evil
His first attack connects solidly, carving into Huzn's flesh, and he quickly strikes again with his left-hand sword. Pivoting, he narrowly misses the other demon with his right hand blade, but connects with his left. "For Lord Coake!" he cries, exultant.
Sir William Mahan
Character Name: Sir William Mahan
Parry:8, Toughness: 14(8), -2 to hit vs tech
ISP: 6 /20
  • Speed: Double pace
  • Deflection: -2 to hit ranged and melee
  • Quickness: Act twice
  • Healing: Remove 1 wound
Bennies: 3
  • 3 starting
  • +1 for creative taunting of the Coalition
  • +1 Allow GM to secretly roll my notice.
  • -1 for Extra Effort to Notice the Psi-Stalkers
  • +1 Offer myself as a sacrifice.
  • -1 Reroll intimidate
  • -2 to use Telepathy without backlash
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

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Moira O'Dugan
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Re: The Bronson Orphanage

Post by Moira O'Dugan » Thu Oct 11, 2018 9:41 am

Moira finally figures out which way is up...
OOC Comments
Sorry for the lack of posting everyone. I'll be better in the future
And steps in to help the Cyber Knight with his foes.

Throwing caution to the wind Moira attacks recklessly stepping in close to plant a solid hit of her own to the closest Jin.
OOC Comments
Magical melee attack.

Fighting Wild attack - 2 to Moira's parry this round.
skill: 1d8+2 = 10: 8
wild: 1d6+2 = 5: 3

Damage if hit...
1d12+5 = 6: 1+ 1d4 = 4: 4+ 3d6 = 13: 5, 5, 3 and + 2 for wild attack

25 damage total MD
Character sheet: http://savagerifts.com/sr/viewtopic.php ... 5387#p5387

Magical knight of the Sidhe (pronounced she) court.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 33 (18) MDC

Bennies: 3

It's all about the Bagpipes and the Cellos...
Celtica: Beyond Avalon: https://www.youtube.com/watch?v=uN0e39ALWpU
2CELLOS - Thunderstruck: https://www.youtube.com/watch?v=uT3SBzmDxGk

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Leethe
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Re: The Bronson Orphanage

Post by Leethe » Fri Oct 12, 2018 7:30 am

Mega Skillz 4, Smite 4
This is for turn 01

Mega Skillz (Greater Warrior's Gift) ISP: 8
MAP -2
Enhance Psionic Skill +2 (ISP cost:2)
4 - 2 + 2 = 4
Psionics 1d10 = 4: 4
Wild 1d6 = 1: 1

Smite: 2
MAP -2
Enhance Psionic Skill +2 (ISP cost:2)
4 - 2 + 2 = 4
Psionics 1d10 = 4: 4
Wild 1d6 = 2: 2

Total ISP used: 14

Mega Skillz grants
Improved Trademark Weapon for Altess Eviscerator: +2 to fighting rolls using this weapon.
Improved Frenzy: make an extra frenzy attack, ignore the -2 frenzy penalty

Smite is cast on Altess Eviscerator for Earth Magic type. +2 damage

Leethe sees Sir William lash out at the Jinn as she hears the voice in her head. "Sounds like a plan." She says out of nowhere. She thinks, I need experience and power to fight these guys....familiar identity....relentless assault....earth magic... She glows for a moment as she activates a power and then her sword begins to glow with a yellow aura as she activates a second.
Leethe
Parry: 4, Toughness: 6
Normal Armor: 12(7)
Magical Girl Armor: 17(7) MDC
ISP: 26/40
  • Enhance Psionic Skill/Range
    Armor/Greater Armor
    Blast/Greater Blast
    Detect/Conceal Arcana/Exalted Detect/Conceal Arcana
    Telemechanics
    Telepathy/Exalted Telepathy
    Smite/Greater Smite
Edges:
  • Ace: may make Soak rolls for vehicles at -2.
  • Command: +1 to allies or troops under my orders recovering from being Shaken.
  • Low Light Vision: Ignore penalties for bad lighting in all but pitch darkness.
  • Mr Fix it: with a raise, cuts repair time in halve. If already has accelerated repair time, cuts it to a quarter.
Gadgeteer: 1/1 use per quarter
  • Name: Transformation Gadget
  • ISP: 15/20
  • Skill: Psionics
  • Power: Magical Girl Armor
Bennies: 3

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Re: The Bronson Orphanage

Post by RFT » Fri Oct 12, 2018 7:52 am

Up Top
As Vincent's energy vortex hits the demon it's nebulous form begins breaking apart and dispersing. But the creature is able last minute to pull itself together brushing off the effects of the chaotic energy.
OOC Comments
Strength d12+4, Raise effect -2, Natural Vulnerability -2
Strength 1d12 = 2: 2
Wild 1d6 = 4: 4
Resisting the soul draining effects of the demon Sir William moves forward in a flash spinning around the demon with a volley of blows the demon is surprised to find can actually hurt it. But the demons resistant to non-magical sources of damage saves it from destruction.
OOC Comments
First attack was a Raise, the following two are normal hits. Please roll for raise damage if you get a chance and PM me the results

Demon is shaken
To prevent going visible and solid
Smarts 1d10 = 7: 7
Wild 1d6 = 1: 1
Moira moving in is able to land a solid blow on the Jinn, leaving it stunned and not understanding how it seems all of their foes can see them while invisible.
Soaked 1 of 2 wounds
Benny to Soak
Vigor 1d10 = 6: 6
Wild Die 1d6 = 6: 6 Ace 1d6+6 = 7: 1

Ground Floor

L.C. is easily able to resist the awesome magic of the god of corruption, returning like for like the being feels some of his energy trying to be dispersed by the Mind Mage. However the demon is unphased by the fear most beings feel when encountering L.C. and to make matters worse the Chainsword did less than a scratch to the monstrous form.
OOC Comments
Vigor versus Fatigue
Vigor 1d12+4 = 16: 12
Wild 1d6+4 = 10: 6
As Neeto moves in erecting a steel wall to separate the horrendous demon and it juicer pet from the heroes he sees the barriers go up without difficulty.


Sniper's Nest

Watching as the wave of black swells out from the building Hardin thinks to waste no time, shooting his first volley, but as soon as the shot is fired he looks and sees the building looks as peaceful as ever and there is no sign of his team. The entire property looks empty and abandoned as if no one has been there in years.
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
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    +2 Sidekicks

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Re: The Bronson Orphanage

Post by RFT » Fri Oct 12, 2018 8:06 am

Seeing the unexpected incursion the Head Master sounds more than annoyed, perhaps even a little panicked as he yells. "harab min ajla min ajla!" Suddenly several more Jinn, this time made of stone form around him filling the room he is in and springing into action.

Two of the Jinn break down the wall blocking them, as one of them disappears reappearing next to the sleeping client in the other room and begins shaking him violently to wake him. The remainder of the Jinn without hesitation attack the mortal fools who entered their masters dwelling place as the Head Master laughs at you. "Fools, where do you think you have come. You are hear to feed my god and you will spend eternity as your soul is digested and regrown."
OOC Comments
Activating TW gear = Free Action, Summon Allies

Spellcasting d10, Gear +2
Spellcasting 1d10+2 = 7: 5
Wild 1d6+2 = 3: 1

Spellcasting d10, Gear +2
Spellcasting 1d10+2 = 6: 4
Wild 1d6+2 = 5: 3
As they arrive one of the demons casually steps on the sleeping child beneath him with a loud cracking sound and a whispered grown following. The headmaster takes the opportunity for flight as the summoned demons distract the party.

One TW is shaken, Neeto takes 19 damage and L.C. takes 11
Jinn 01 versus unnamed TW
Fighting 1d8 = 6: 6
  • Damage 1d12+3 = 11: 8 + 1d10 = 3: 3
Jinn 02 versus unnamed TW
Fighting 1d8 = 4: 4

Jinn 03 versus sleeping client
No roll

Jinn 04 versus sleeping child
No roll

Jinn 05 versus Neeto
Fighting 1d8+1 = 2: 1

Jinn 06 versus Neeto
Fighting 1d8+1 = 9: 8
  • Damage 1d12+3 = 11: 8 + 1d10 = 8: 8
Jinn 07 versus Rob
Fighting 1d8 = 3: 3

Jinn 08 versus L.C.
Fighting 1d8+1 = 4: 3

Jinn 09 versus L.C.
Fighting 1d8+1 = 7: 6
  • Damage 1d12+3 = 5: 2 + 1d10 = 6: 6
Jinn 10 versus Walls
No roll

Jinn 11 versus Walls
No roll

Jinn 12 versus Walls
No roll

Jinn 13 versus Walls
No roll
The children are heard and seen running everywhere. Obviously confused and without escape many have no choice but to cower in corners and wait until fate decides their journey.

Mr. Powell meanwhile burst through the window leading out of the building a running towards Pvt. Harris unloads a volley of shots killing him, then turning towards the TW standing outside he follows up with a slice of his sword cutting the Techno wizard in half.
Harris Killed, TW Killed
Time Slip
Psionics 1d10 = 6: 6
Wild die 1d6 = 3: 3

Shooting 1d10+1 = 9: 8
  • Damage 3d6+1 = 11: 4, 1, 5 AP8
Shooting 1d10+1 = 6: 5
  • Damage 3d6+1 = 13: 4, 5, 3 AP8
Shooting 1d10+1 = 6: 5
  • Damage 3d6+1 = 10: 3, 2, 4 AP8
Wild 1d6+2 = 3: 1

Fighting 1d12 = 7: 7
  • Damage 1d10 = 1: 1 + 1d6 = 6: 6 + Raise 1d6 = 6: 6 AP12
Frenzy 1d12 = 2: 2
Wild 1d6 = 6: 6 Ace 1d6+6 = 11: 5
  • Damage 1d10 = 7: 7 + 1d6 = 6: 6 + Raise 1d6 = 6: 6 AP12
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
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    +2 Sidekicks

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Re: The Bronson Orphanage

Post by RFT » Fri Oct 12, 2018 8:52 am

Turn 02 - you have until Tuesday 10/16/2018 to post or will be considered on hold.

Initiative (Two enemy Jokers): PLAYERS GO FIRST BA'AL ZARBUN, ALAM and HUZN are on Hold
turn order.JPG
UPDATED MAPS
Ground Floor
Ground Floor.JPG
The Roof
The Roof.JPG
Shaping Worlds Together
The 99's Game Master Bennies 5
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    +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
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    +2 Sidekicks

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Vincent Gray
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Re: The Bronson Orphanage

Post by Vincent Gray » Sun Oct 14, 2018 9:09 pm

The tehcnowizard in J30 uses his pummel glove to fire a cone of energy that hits the two Jinn to his left
Technowizardry 9
Technowizardry 1d10 = 9: 9
Screenshot_20181015-090709.png
Signature
Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 4/3
Adventure Cards
Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
Seasoned (38) Folk Hero Play after you save a group of people from dire circumstances.
The community adopts you and your party as local heroes, and you can always find aid there.

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Sir William Mahan
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Re: The Bronson Orphanage

Post by Sir William Mahan » Mon Oct 15, 2018 5:39 am

Fighting Rolls
Raise damage from last round 1d6 = 6: 6

Fighting Roll 1 = 8 1d12 = 8: 8 Wild 1d6 = 4: 4
Fighting Roll 2 = 9 1d12 = 8: 8 Wild 1d6 = 6: 6 Ace on Wild 1d6 = 3: 3
Fighting Roll 3 = 8 1d12 = 8: 8 Wild 1d6 = 3: 3
Fighting Roll 4 = 20 1d12 = 12: 12 Wild 1d6 = 6: 6 Ace on Fighting 1d12 = 8: 8 Ace on Wild 1d6 = 2: 2

Damage Roll 1 = 19 3d8 = 17: 5, 6, 6 +2
Damage Roll 2 = 22 3d8 = 14: 4, 8, 2 +2 Ace on damage die 1d8 = 6: 6
Damage Roll 3 = 15 3d8 = 13: 5, 2, 6 +2
Damage Roll 4 = 16 3d8 = 12: 1, 5, 6 + 1d6 = 2: 2 +2
Sir William focuses all his energy on the demon he wounded last turn. "Who knows the meaning of pain now?" he shouts, as his blades carve into the demon. "You face a Cyber Knight! Return to the hell from whence you came or be destroyed!"
Sir William Mahan
Character Name: Sir William Mahan
Parry:8, Toughness: 14(8), -2 to hit vs tech
ISP: 6 /20
  • Speed: Double pace
  • Deflection: -2 to hit ranged and melee
  • Quickness: Act twice
  • Healing: Remove 1 wound
Bennies: 3
  • 3 starting
  • +1 for creative taunting of the Coalition
  • +1 Allow GM to secretly roll my notice.
  • -1 for Extra Effort to Notice the Psi-Stalkers
  • +1 Offer myself as a sacrifice.
  • -1 Reroll intimidate
  • -2 to use Telepathy without backlash
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

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Leethe
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Re: The Bronson Orphanage

Post by Leethe » Mon Oct 15, 2018 11:42 am

Fighting Rolls
Bonuses:
Improved Trademark Weapon +2
Improved Frenzy, no penalty for frenzy attack
Gang Up = at least +1

Fighting 1 = 9 1d8+2 = 9: 7
Fighting 2 = 8 1d8 = 6: 6 +1 improved trademark weapon
Wild = 11 1d6 = 6: 6 Ace on Wild 1d6 = 3: 3 +2 improved trademark weapon


Final results with bonus
Improved Frenzy 1 = 10 (with gang up +1)
Improved Frenzy 2 = 12 (with gang up +1)


Altess Eviscerator
Str+2d10+2, AP 2, MD
Smite Earth Magic +2 damage
Improved Frenzy 1 = 34 AP 2 MD Earth Magic 1d6 = 6: 6 Strength 2d10 = 16: 6, 10 Ace on Strength 1d6 = 2: 2 Ace on Damage 2 1d10 = 6: 6 + 4
Improved Frenzy 2 = 28 AP 2 MD Earth Magic 1d6 = 3: 3 Strength 2d10 = 10: 2, 8 + raise damage 1d6 = 6: 6 ace on raise damage 1d6 = 5: 5 + 4


Ignore these, made a mistake with my frenzy attack. rules state only one wild die per action.wild 1d6 = 6: 6 Ace on Wild 1d6 = 4: 4
Leethe screams out a cry as she launches forward at 'Alam with her big sword, bring the blade in for a solid connect. In a frenzy, using the momentum of the blade, brings it back in for a second strike.
Leethe
Parry: 4, Toughness: 6
Normal Armor: 12(7)
Magical Girl Armor: 17(7) MDC
ISP: 26/40
  • Enhance Psionic Skill/Range
    Armor/Greater Armor
    Blast/Greater Blast
    Detect/Conceal Arcana/Exalted Detect/Conceal Arcana
    Telemechanics
    Telepathy/Exalted Telepathy
    Smite/Greater Smite
Edges:
  • Ace: may make Soak rolls for vehicles at -2.
  • Command: +1 to allies or troops under my orders recovering from being Shaken.
  • Low Light Vision: Ignore penalties for bad lighting in all but pitch darkness.
  • Mr Fix it: with a raise, cuts repair time in halve. If already has accelerated repair time, cuts it to a quarter.
Gadgeteer: 1/1 use per quarter
  • Name: Transformation Gadget
  • ISP: 15/20
  • Skill: Psionics
  • Power: Magical Girl Armor
Bennies: 3

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Vincent Gray
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Re: The Bronson Orphanage

Post by Vincent Gray » Mon Oct 15, 2018 6:47 pm

Seeing that his first attempt seemed to do something, Vincent shoots another beam at Aldeius
Weird Science 4
1d10 = 4: 4
1d6 = 3: 3
Signature
Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 4/3
Adventure Cards
Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
Seasoned (38) Folk Hero Play after you save a group of people from dire circumstances.
The community adopts you and your party as local heroes, and you can always find aid there.

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Re: The Bronson Orphanage

Post by Neeto Cogcoil » Mon Oct 15, 2018 11:15 pm

Soaks and other actions
Neeto spends Golden Benny to soak 2 wounds
Neeto fires the Angel Goo Bomb (Greater Entangle with holy light trapping) gadget in a med template at the 4 jinn between him and LC - 6 PPE
1d10+2 = 6: 4

WD TW
1d6+2 = 5: 3
Neeto, by some stroke of gremlin luck, manages to evade the deadly swipe of the jinn. "Hey, watch it tough guy! Genius at work!" He pulls the goo bomb launcher he'd whipped up on the way to the orphanage and points it at the four beasts in front of him. "Open up and say 'ahh!'" The blaster vomits out a mass of odd-smelling goo that glows faintly with a warm, reassuring light. "Don't know why that mystic's socks were so stiff, but there's a little somethin' in there fer you nits!"
Neeto
Neeto Cogcoil
Toughness: 8 (4); Parry: 5; PPE: 15/15

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Re: The Bronson Orphanage

Post by Rob Hunter » Tue Oct 16, 2018 12:13 pm

Rob runs to the north and scoops up the chain greatsword off the fallen juicer and turns to engage Mr. Powell. He yells up towards the roof "We're gonna need some help down here!" And he attempts to cleave Mr. Powell with all of his strength

Greatsword Attack (12) 28 MDC AP 2
(Charge: Ignore the multi-action penalty for Running when making a Fighting attack at the end of movement.
Overrun: If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.)
Fighting: 1d10-2 = 4: 6
Wild Die: 1d6-2 = 0: 2

Spending benny for Extra Effort with Elan
Extra Effort: 1d6+8 = 12: 4

Damage (+2 for Overrun)
Str: 1d12+2 = 8: 6
Sword: 2d10+2 = 13: 1, 10
Sword Ace: 1d10 = 7: 7
"Robots, why did it have to be robots..."
Rob Hunter, M.A.R.S. Power Armor Pilot
Rob Hunter, Human, M.A.R.S. Super Trooper Power Armor Pilot
Pace: 7; Parry: 8; Toughness: 19(10)
Combat-Relevant Edges & Abilities:
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for fring from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting atack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
  • Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
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Re: The Bronson Orphanage

Post by RFT » Wed Oct 17, 2018 6:54 pm

Some resistance rolls
Sentinel Jinn d12+3, -2 for raise
J26 Jinn 1d12+1 = 5: 4
K27 Jinn 1d12+1 = 4: 3


Aldeius d12+4, -2 Vulnerability
Air Jinn 1d12+2 = 7: 5
Wild 1d6+2 = 3: 1

Entangle d8, no modifier
Agility 1d8 = 8: 8
Agility 1d8 = 7: 7
Agility 1d8 = 4: 4
Agility 1d8 = 1: 1

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The 99's Game Master Bennies 5
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    +2 Sidekicks
    -5 Stupid Slumber

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

Nightbane Game Master Bennies 5
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Phase World - The Remorseless 10
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L.C.
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Re: The Bronson Orphanage

Post by L.C. » Wed Oct 17, 2018 7:13 pm

L.C. grunts at the impact, but his armor holds without failing. Surrounded by enemies, LC lets out a psychic yell of rage. "Begone!" The affects wash over the enemy shifter as well. This wakes three to five children, and he immediately pushes another sleep affect on them. "End that shifter!" he calls to the others.

..
Remote Psionic Nullification Field (Psionics 18) - Items are TN 4, 6, 8, or 10 - either way they are suppressed for 2 minutes; Active effects on the Headmaster and the Jinn's summon are dispelled if 18 beats them; Kids have Arcane Reisstance |Hypnotic Suggestion - Sleep (10) Kids right in M19, K21, and M25; -14 ISP total
Remote Psionic Nullification Field: Psionics 1d8 = 7: 7, 1d6 = 4: 4+1-2 (MAP) +2 (4 ISP) +4 (EP) + 1d6 = 4: 4 (EE) +2 Elan
Hypnotic Suggestion - Sleep: Psionics 1d8 = 7: 7, 1d6 = 3: 3+1-2 (MAP) +4 (EP) = 18
1d6 = 2: 2 minutes
Wed Oct 17, 2018 10:12 pm (1 EP) Twist of Fate: To add +4 to Psionics (for Dispel), (1 EP) Twist of Fate: To add +4 to Psionics (for Sleep) = 10

Remote Psionic Nullification Field (Exalted Dispel; 6 I.S.P.) [Mega]
Range: Smarts × 2
Duration: Instant (1d6 minutes for dampening enchantments)
Trappings: Electricity and ectoplasm dance in the area of effect, seeking out those with innate power. The display is frightening enough just standing in it, but those with Arcane Background find it terrifying. Anyone without an Arcane Background is considered to have a level of Arcane Resistance versus the power, even if they have something that can be dispelled, and those with one in the area of effect must make Fear checks when hit with it.
Effect: This is the ultimate directed dispel power, able to undo any active power currently active in a Large Burst Template. It can also dampen enchantments on items within the area, shutting them down for 1d6 minutes. When used against items, the casting roll is against a base 4 instead of opposed; the GM should feel free to impose penalties for particularly powerful items (−2 for a major item, −4 for an artifact, or even −6 for a true relic of great power).

Hypnotic Suggestion: Sleep (Greater Slumber; 4 I.S.P.) [Mega]
Range: Smarts × 1.5
Duration: 1 minute (1/minute)
Trapping: This powerful telepathic suggestion requires a Vigor roll (at –2 on a raise) to avoid Fatigue. In addition to the power effects. It quite simply takes a lot out of the character, putting them in alpha state that induces sleep.
Effect: Using this Mega Power increases the penalties to resist slumber to −2, or −4 with a raise. Furthermore, it takes a full round of active effort to awaken a victim of greater slumber; loud noises and the like aren’t enough.
L.C.
L.C. Psi-Nullifier Commando
Parry: 5(6 in armor), Toughness: Armor: 13(6) or PA: 17(10)
ISP: 20
  • Clairvoyance/World Scry
  • Detect Arcana (at will)/Exalted Detect
  • Dispel/Greater Dispel
  • Slumber/Greater Slumber
  • Telekinesis/Exalted TK
  • Telepathy/Exalted Telepathy
Edges:
  • Mental Resistance: +4 resist/+4 armor vs psionics
  • Psi-Nullifier: Repulse Supernatural Creatures and AB: Magic users
  • Automatic Psi-Nullification: 1/turn free action to dispel a power targeting him
Benny/Wound/ISP tracking

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RFT
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Re: The Bronson Orphanage

Post by RFT » Thu Oct 18, 2018 7:57 am

As L.C.s will reaches out the disruption is total and the spells begin collapsing around the Head Master his concentration and skills insufficient to resist.
OOC Comments
Resist Dispel

Ex Deflection
Spellcasting 1d10+2 = 3: 1
Wild Die 1d6+2 = 7: 5

Ex Armor
Spellcasting 1d10+2 = 10: 8
Wild Die 1d6+2 = 7: 5

Force Multiplication
Spellcasting 1d10+2 = 11: 9
Wild Die 1d6+2 = 3: 1

Fear
Spirit 1d10+2 = 4: 2
Wild 1d6+2 = 4: 2
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
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Re: The Bronson Orphanage

Post by RFT » Thu Oct 18, 2018 8:08 am

Work in progress
OOC Comments

Greater Demon by Raw, with added Mastery with Spirit
Quickness allows 4 total actions without MAP, Joker adds +2 to Greater Demons
Turn 0.1
Exalted Dispel - Hits Neeto, L.C., and a bunch of NPCs
Spellcasting 1d12+2 = 9: 7
Wild 1d10+2 = 4: 2

Puppet - L.C.
Spellcasting 1d12+2 = 6: 4
Wild 1d10+2 = 4: 2
  • Benny to Reroll
    Spellcasting 1d12+2 = 3: 1
    Wild 1d10+2 = 6: 4
Improved Frenzy - L.C.
Fighting 1d12+2 = 7: 5
Fighting 1d12+2 = 5: 3
Wild 1d10+2 = 4: 2

Turn 0.2
Puppet - Rob Hunter
Spellcasting 1d12+2 = 8: 6
Wild 1d10+2 = 3: 1
  • Benny to Reroll
    Spellcasting 1d12+2 = 4: 2
    Wild 1d10+2 = 3: 1
Greater Blast enhanced to 3d10 large blast template
Spellcasting 1d12+2 = 6: 4
Wild 1d10+2 = 3: 1

Improved Frenzy - Rob Hunter
Fighting 1d12+2 = 14: 12
Fighting 1d12+2 = 7: 5
Wild 1d10+2 = 10: 8
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

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