2.2 New Alamo: The After Party

User avatar
KahlessNestor
Posts: 237
Joined: Thu Feb 15, 2018 4:02 am

2.2 New Alamo: The After Party

Post by KahlessNestor » Wed Sep 12, 2018 4:54 am

Date: September 19, 109 PA
Time: 0200
Weather: Temperature normal for season (warm); no wind, no rain
Location: New Alamo
Ley Line: None
Scene modifiers:
  • Light: Dark -2 illumination
  • Visibility: NA
Round 1

***

Plenty of alcohol flowed that evening, thanks to Whiskey Pete, who made frequent trips back to the Big Boss for fresh crates of booze. The impromptu welcome party went late, but then most of the residents turned in to bed, with a small force left guarding the gate and the walls. The Trailblazers were shown to their small rooms in the cyber-knight barracks or the Magdalena convent, though Nazo opted for a place in the church bell tower and Ryder to sleep out in the Mountaineer. Toad was put up in the large garage/barn.
Instructions
  • If you have any Fatigue left over from the trip, this isn’t gone yet (you need a full night’s sleep). Same with Wounds (outside Golden Hour), unless you got them taken care of via Greater Healing.
  • You partied hard! Make a Vigor roll for drunkenness. On a failure, you are Fatigued (-1). On a critical fail, you are shitfaced and Exhausted (-2). This cannot Incapacitate you. Ashley and Karsk exempt, because she made it very clear she was a teetotaler and he used his alcohol to help Toad.
  • Determine your state of readiness. Are you a schlub that sleeps in his full PA even with his wife at home in bed? How do you go to the bathroom at night? It takes 1d6 rounds to ready yourself.
  • Ryder and Nazo roll Danger Sense. If successful, you wake up feeling uneasy.
  • Ryder, Charlemagne, Vik, Thomas roll Notice -2 (sleeping). This is hearing based. If Ryder’s Danger Sense was successful, he rolls Notice with no penalty.
  • Nazo, Ashley and Karsk roll Notice -4 (sleeping, distance). If Nazo’s Danger Sense was successful, her roll is at no penalty (helps to have radar sense!)
  • We will be in initiative, though combat might not start immediately. Players beat enemies and can go first.
  • Endless rules are in effect on both sides
    • If a player draws a club on initiative, or an enemy draws a joker, more enemy minions will arrive.
    • If an enemy draws a club on initiative, or a player draws a joker, reinforcements will arrive to help you.



***
Combat Notes
Howdah (riding Karsk): Handling -2

Initiative:

You guys beat out the bad guys in initiative, so you get to go first.

Thomas AH
Ryder (Level Headed, 2 cards, Danger Sense) KH 2H
Reinforcements QH
Charlemagne (Cyberkinetic -2) JD
Vik 10S
Nazo (Danger Sense, Sixth Sense, Quick) 10C
?? 9S
Karsk (Quick) 9H
?? 9D
Ashley 9C
?? 7S
Whiskey Pete 7D

Enemies:

Enemy reinforcements: 4
Maps
Image
***
GM Notes
GM Bennies: 7/7
GM Notes
GM Bennies: 0/8
Whiskey Pete 2/2

User avatar
Nazo
Posts: 68
Joined: Sun Jun 24, 2018 7:28 am

Re: 2.2 New Alamo: The After Party

Post by Nazo » Wed Sep 12, 2018 6:11 am

Exhausted and drunk, Notice 15, and 6 rounds to get ready
Condition: Exhusted: -2 to al trait rolls.
Step 1: The Pity Party 1d8-2 = 3: 5 Wild 1d6-2 = 1: 3
Sixth Sense: Notice 1d6-2 = 3: 5 Wild 1d6-2 = 2: 4 Benny for EF 1d6+2 = 8: 6
Notice to see what is going on 1d6-2 = 3: 5 Wild 1d6-2 = 0: 2 benny for EF 1d6+2 = 8: 6 ace 1d6 = 4: 4
Getting Ready: 1d6 = 6: 6 rounds
Nazo seemed to be sad by the Sake offered up in the bell tower. But all too soon her sadness turned into pity as the Sake kept flowing unabated up up up to the belltower and down down down her throat. ”Why is it I am alone?” She muttered radaring out into the darkness trying to detect her master. ”Why does everyone react in fear or hatred when the see the real me?” A good question to be sure but the funnel of Sake going down her throat made her retorical answer more of a gurgled mumble. ”Please... Please... No more...” She tried to move away and get out of the bell tower but what was started by Charlemagne would not be stopped by the grinning Wiskey Pete. She just lays sprawled out on the bed roll high in the bell tower, in her under garments, at the mercy of wiskey Pete, a funnel, and all the Sake in the world.

At some point her own vomit and urge to pee woke her up with an uneasy feeling... The kind of feeling that meant trouble was arround. Her gear was spread the length of the tower strewn arround like a 2 year old had thrown a tantrum. Where is anything is this pile of shit? Uggghhh that is shit. Looks like someone had taken the time to leave little bits of their poop mixed in with the gear making it that much harder to get ready. Off kilter, woozy, and finding it exceedingly difficult to discern different parts of her armor Nazo Bumbled through getting her gear on best a blind drunk woman could.”Uggghhh, I am going to be sick... Where is the radio—“ Nazo gave her best call for danger lurking by spewing a liter of half digested Sake over the side of the bell tower. Perhaps it is then she saw what was truely coming in the dark. Oh and urine runs down her pretty silky smooth leg.
Combat info
Toughness: 17(8), Parry: 7, Pace: 8
Active Edges: Sixth Sense, Brave, Elan, quick
Ppe: 25/25, Isp: 10/30
Active Powers:


Bennies: 4/3
+1 post rate

User avatar
Ryder
Posts: 41
Joined: Wed Aug 29, 2018 4:46 am

Re: 2.2 New Alamo: The After Party

Post by Ryder » Wed Sep 12, 2018 7:12 am

OOC Comments
Vigor 1d6 = 5: 5
Wild Vigor 1d6 = 2: 2

Danger Sense 1d6-2 = 2: 4
Wild DS 1d6-2 = 4: 6
Ace DS 1d6+4 = 10: 6 Sure why not 1d6+10 = 15: 5

Hearing Notice 1d6-2 = 3: 5
Wild Hearing Notice 1d6-2 = 2: 4
Error: Danger Sense success means no penalty; this is a success as well.

Readiness 1d6 = 2: 2
2 rounds to get into armor and up to the front of the Cassowary.
Ryder sat up in the dark on his cot in the back of the Aeon Cssowary. His shook his head to clear the cobwebs--he'd had more than just the one beer he originally planned to accept from Charlemagne, and it left him a bit woozy, but he'd avoided the hard stuff, so wasn't feeling too bad. But he did have that sinking feeling in the pit of his gut, the one that said things were going down. And the sensors were starting to buzz--another sign that things were off-kilter. He grabbed his armor and started slipping into it, before moving to the front of the Cassowary and turning on the lights and checking the scanners.
Ryder
Quick Stats
Trimadore MARS PCO (Smuggler)
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+3 Armor), Vigor d6
Skills: Boating d6+2; Climbing d4+2; Driving d12+2; Fighting d6; Know: Elec d6; Know: Engineering d4; Lockpicking d8+2; Notice d6 (+2 w/Traps); Piloting d6+2; Repair d6+2 (+2 for Traps); Shooting d12 (+2 Armor); Stealth d6 (+2 Urban); Streetwise: d4
Pace: 8/d6; Parry: 5; Toughness: 20 (10); Strain: 5; Reach: 1
Edges: Brave, Level-Headed, Mr. Fix-It, Ace, Combat Ace, Danger Sense, Rock'n'Roll, Steady Hands, Elan, Connections: Black Market (Immortal Hand) & Pirate Kingdoms, Thief, Brawny
Hindrances: Major Wanted: Federation of Magic, Quirk: Personal Coda, Stubborn
  • Cybernetics:
    Subject Matter Port, Wired Skill Port (No chips), EDSA, Cy-Wi Reflexes
Bennies: 8/6
  • Q1/19 Adventure Cards:
    Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.
    Power Surge - Immediately recover all spent Power Points.
Aeon Cassowary (Mountaineer Mk II)
Size 6, Acc/TS 10/50 (Maximum speed 120 mph), Handling +1
Toughness 31 (16) MDC; Crew 2+8
All-Terrain (2 squares Difficult Terrain = 3" movement), Environmental Systems (FEP for occupants), Sensor Suite (+2 to Notice rolls)
Weapons: Mini Railgun, Solar Laser Cannon (Medium)

User avatar
Karsk
Posts: 62
Joined: Tue Mar 20, 2018 6:09 am

Re: 2.2 New Alamo: The After Party

Post by Karsk » Thu Sep 13, 2018 11:49 am

notice 7
OOC Comments
1d8-4 = 4: 8 ace 1d8 = 3: 3
1d6-4 = -3: 1
rounds to put on armour 1d6 = 3: 3

Karsk slept against Toad, as he generally did. It was late, but something out there disturbed his sleep.

"What disturbs Karsk's sleep?" he pondered as he started putting his armour on.

"Something is wrong. Karsk senses something." he radios the group, trying to get them awake.

User avatar
Vik
Posts: 78
Joined: Sat Mar 03, 2018 7:07 pm

Re: 2.2 New Alamo: The After Party

Post by Vik » Thu Sep 13, 2018 7:05 pm

Vigor 9, Notice 8, Armor on in 1 round
Vigor 1d6+2 = 8: 6 = Ace! 1d6+8 = 9: 1
Wild 1d6+2 = 6: 4

Notice at -2 1d6-2 = 1: 3
Wild 1d6-2 = 3: 5 + Benny for Extra Effort 1d6+3 = 8: 5

Rounds to put on armor 1d6 = 1: 1
Vik wakes up in the alley behind the convent, surrounded by empty liquor bottles and bits of wax paper that once held tacos, feeling ...

"Right as fucking rain," the irrepressible temporal misfit says, hopping up to relieve himself against the convent wall.

He must have done the same thing in the night -- or else fancied himself another boxing match with the bishop -- because the codpiece of his armor is off, balancing on top of a bottle that once in the not-too-distant past was filled with toilet wine that ever-so-slightly resembled whiskey.

"Ol' Pete was overselling 'is wares a mite, believe you me. Burned like flaming piss goin' down, and burns the same going out," he says to no one in particular, giving his left arse-cheek a good scratch -- must have removed his arse armor in the night, as well.

"It was all a bit shite, truth be told, tho I didn't get none o' that sockey-puppets what Charles gave to Naz, so p'raps Peter the Purveyor was saving 'is best for the female types. Wouldn't be the fi ... Eh wot? D'you hear that, Lord Richard? Not sure wot, but I don't like the sound."

Zipping his twig and berries back into his trousers, Vik hurriedly reattaches his front and rear groin protection before gathering his gear and going in search of whatever it is giving him the shivers.
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 1/3 + 2/2
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6 (1d12+2), Vigor d6 +2
Charisma: -; Pace: 6 (8) (1d6); Parry: 5; Toughness: 17 (8) or 21 (12) with amulet;
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d6, Persuasion d4, Common Knowledge d8
Edges and Abilities of Note: Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (four times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to rolls with electronics and machines, +2 with arcane devices. Doubled out of combat); Master of Magic.
PPE: 6/20
Active Effects:
Adventure Cards: 6 - Rabbit Out of My Hat Play this card to gain +2 on any Trick test until the end of the scene; 40 - That's Crazy Talk, Mister Play this card to cause all non-wild card enemies suffer a -2 MAP as they stop to listen to your jabbering for one round.

User avatar
Charlemagne
Posts: 102
Joined: Sat Mar 10, 2018 11:12 pm

Re: 2.2 New Alamo: The After Party

Post by Charlemagne » Thu Sep 13, 2018 8:35 pm

Charlemagne - ready in 2 rounds
Vigor vs. a bit of the vino
1d6 = 6: 6

WD Vigor
1d6 = 4: 4

Readiness
1d6 = 2: 2

Notice -2
1d6-2 = 3: 5

WD Notice
1d6-2 = 4: 6

Ace WD Notice with prior
1d6+4 = 6: 2
Charlemagne was not immune to the allure of a little liquid relaxation. He enjoyed a glass...or a bottle, of a fine cabernet sauvignon, acquired from Whiskey Pete. The stamina of the Lyn-Srial, however, is undaunted by his minor celebration. He wakes in the middle of the night. I heard...something. Much experience in combat and quick deployment has taught him all the shortcuts to donning his armor, which he does at an impressive pace, considering the number of pieces. Once armored, he engages his cyber-knight metal shell, preparing himself for the worst. I'll not be taken unawares.
Triggering his radio, he checks in on the remaining members of the 101st. "My friends, wake and arm yourselves. I believe a reconnaissance patrol is warranted."
Charlemagne
Charlemagne
Current Status Post
Bennies: 4
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks
Toughness: 22 (12) (cyber armor active)
ISP: 30 / 30
Active Powers: cyber armor
Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
Adventure Cards:
  • Sudden Death:
    Deadly Blow:
Armor: Cyber-Knight Heavy Armor
  • Barrier
  • +8 Armor
  • +2 Toughness
  • Full Environmental Protection
  • Powered by 1 PPE/hour
Weapon(s) in hand:
2 Silver Chainswords
Psi-Swords (2)
  • Damage: Str + 3x Spirit
  • AP 8 for single blade, AP 4 for double blades
  • MD with 2 ISP
Edit Signature

User avatar
KahlessNestor
Posts: 237
Joined: Thu Feb 15, 2018 4:02 am

Re: 2.2 New Alamo: The After Party

Post by KahlessNestor » Wed Sep 19, 2018 2:27 am

Date: September 19, 109 PA
Time: 0200
Weather: Temperature normal for season (warm); no wind, no rain
Location: New Alamo
Ley Line: None
Scene modifiers:
  • Light: Dark -2 illumination
  • Visibility: NA
Round 2

***

Charlemagne was awakened by the sound of a door closing and someone in the hall outside. Then he heard the front door of the barracks open and close. Looking out a window into the darkness, he noticed Whiskey Pete walking slowly toward his Big Boss and trailer. He seemed to be muttering to himself, fumbling around in his pocket, and sometimes making emphatic gestures as if talking to someone.

Nazo, from her perch up in the bell tower, Ryder in the Mountaineer, and Karsk looking out from the barn, saw saw the same thing.

Vik, behind the convent, just heard the door and soft muttering.

On the wall by the gate, the squire and novice on duty seemed more interested in making eyes at each other than really keeping watch, though they did glance down at Whiskey Pete as he crossed the yard before turning their attention to each other.

One of the New Alamo citizens emerged from the rectory to start stumbling home.
Instructions
  • Here is how we will handle readiness: You all rolled for how many rounds it will take you to get armor on, etc. You may choose to join combat at any time. If you join before your readiness is up, subtract the remaining rounds from your Armor/Toughness, and your armor is not FEP.
    • Ashley: Hasn’t rolled in yet
    • Barinthasheer: Hasn’t rolled in yet.
    • Charlemagne: 1 round remaining
    • Karsk: 2 rounds remaining
    • Nazo: 5 rounds remaining
    • Ryder: 1 round remaining
    • Thomas: Hasn’t rolled in yet
    • Vik: Ready to go
  • If you have any Fatigue left over from the trip, this isn’t gone yet (you need a full night’s sleep). Same with Wounds (outside Golden Hour), unless you got them taken care of via Greater Healing.
  • Barinthasheer, Thomas: You partied hard! Make a Vigor roll for drunkenness. On a failure, you are Fatigued (-1). On a critical fail, you are shitfaced and Exhausted (-2). This cannot Incapacitate you.
  • Ashley, Thomas: Determine your state of readiness. Are you a schlub that sleeps in his full PA even with his wife at home in bed? How do you go to the bathroom at night? It takes 1d6 rounds to ready yourself.
  • Thomas roll Notice -2 (sleeping). This is hearing based.
  • Ashley roll Notice -4 (sleeping, distance).
  • We will be in initiative, though combat might not start immediately. Players beat enemies and can go first.
  • Endless rules are in effect on both sides
    • If a player draws a club on initiative, or an enemy draws a joker, more enemy minions will arrive.
    • If an enemy draws a club on initiative, or a player draws a joker, reinforcements will arrive to help you.



***
Combat Notes
Howdah (riding Karsk): Handling -2

Initiative:

You guys beat out the bad guys in initiative, so you get to go first.

Karsk (Quick) 5C AD
Charlemagne (Cyberkinetic -2) AC
Whiskey Pete KD
?? KC
Ryder (Level Headed, 2 cards, Danger Sense) 8S 10H
?? 10D
Nazo (Danger Sense, Sixth Sense, Quick) - Exhausted 8H
?? 5H
Reinforcements 5D
Barinthasheer 4S
Vik 4C
Thomas 3S
Ashley 3D

Enemies:

Enemy reinforcements: 10
Friendly reinforcements: 1 Civilian
Reinforcements this round: 1d4 each club
Maps
Image
***
GM Notes
GM Bennies: 7/7
GM Notes
GM Bennies: 0/8
Whiskey Pete 2/2

User avatar
Barinthasheer
Bronze Patron
Bronze Patron
Posts: 48
Joined: Fri Sep 14, 2018 9:56 pm

Re: 2.2 New Alamo: The After Party

Post by Barinthasheer » Wed Sep 19, 2018 2:39 am

Notice 0
Barinthasheer is more concern with getting outdoors before he transforms this round IMO so I'm forgoing his roll

After a couple of hours reading an Erin Tarn book he found in the room he was given Barinthasheer began to feel a strange fatigue throughout his body. He'd never held human form this long but he understood instinctively he could not do so much longer. Not wanting to be stopped he opts for the window, dropping to the ground between the convent and the rectory just as a rough looking member of the heroes he'd heard about came around the corner. With a large gun gripped in his left elbow, the human was cupping a match to light the stub of a cigar.

"Oy, this is no time for an adventure ya daft shite, git yer cheeky arse back in there." Vik growls at the kid wanting to send him back inside but not trying to get the lad caught.

"I can't Mr. Hero sir. I have to get big now. I promise I'm not a monster." As he says this the boy is sideling away from Vik and twords the middle of the alley, glancing back and forth as if measuring distance. Making eye contact with the puzzeled techno wizard the child shudders and his flesh quivers unnaturally for a second. In a thin pleading voice, "Please don't be afraid."

Once again his flesh shudders, then explodes outwards. Changing color to the red and gold of the boys hair as it expands exponentially in a second solidifying into the form of a small(for dragons) red dragon.
note to tribe
If you'd like to amend vic's words or reaction to Bari sneeking out cool, PM me and I'll edit. Bari's reaction will pretty much stay as is
Attachments
Bari.jpg
Barinthashere full.jpg
Last edited by Barinthasheer on Wed Sep 19, 2018 10:35 pm, edited 1 time in total.
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 34 (16)/6 in human
Combat-Relevant Edges & Abilities: +1d spirit (boost trait, 1 turn)
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: ISP 5/10; PPE 10/10
Bennies: 5/3
Adventure Cards
  • 43:Arcane Inspiration -When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Edit Signature

Characters Seswarick, Barinthasheer, Antipas, Harris LaVode

User avatar
Ryder
Posts: 41
Joined: Wed Aug 29, 2018 4:46 am

Re: 2.2 New Alamo: The After Party

Post by Ryder » Wed Sep 19, 2018 5:45 am

OOC Comments
Okay, it's doing that thing where it won't let me edit in dice rolls, but since this is just for amusement's sake, I'm going to call it a success on a Notice d6+2 due to the sensors on the Cassowary/.
As his comm unit was still tuned to the COT's frequency, Ryder hears Charlemagne's call to the group, and the other radio chatter; as he finishes getting his armor sealed up, he radios back. "Copy that. Cassowary's ready for action, though the sooner Miss Ashley gets here, the better. In the meantime, the guns'll cover the gate, at lea--HOLY JEHOSEPHAT, What the Hell? Everyone, I've got a HUGE bio-sig coming from the back side of the squire's barracks. Probably burrowed up from below--sure as hell didn't see anything that size coming over the wall!"

Have to see how the young lady would feel about bunking in here, going forward.
Ryder
Quick Stats
Trimadore MARS PCO (Smuggler)
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+3 Armor), Vigor d6
Skills: Boating d6+2; Climbing d4+2; Driving d12+2; Fighting d6; Know: Elec d6; Know: Engineering d4; Lockpicking d8+2; Notice d6 (+2 w/Traps); Piloting d6+2; Repair d6+2 (+2 for Traps); Shooting d12 (+2 Armor); Stealth d6 (+2 Urban); Streetwise: d4
Pace: 8/d6; Parry: 5; Toughness: 20 (10); Strain: 5; Reach: 1
Edges: Brave, Level-Headed, Mr. Fix-It, Ace, Combat Ace, Danger Sense, Rock'n'Roll, Steady Hands, Elan, Connections: Black Market (Immortal Hand) & Pirate Kingdoms, Thief, Brawny
Hindrances: Major Wanted: Federation of Magic, Quirk: Personal Coda, Stubborn
  • Cybernetics:
    Subject Matter Port, Wired Skill Port (No chips), EDSA, Cy-Wi Reflexes
Bennies: 8/6
  • Q1/19 Adventure Cards:
    Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.
    Power Surge - Immediately recover all spent Power Points.
Aeon Cassowary (Mountaineer Mk II)
Size 6, Acc/TS 10/50 (Maximum speed 120 mph), Handling +1
Toughness 31 (16) MDC; Crew 2+8
All-Terrain (2 squares Difficult Terrain = 3" movement), Environmental Systems (FEP for occupants), Sensor Suite (+2 to Notice rolls)
Weapons: Mini Railgun, Solar Laser Cannon (Medium)

User avatar
Nazo
Posts: 68
Joined: Sun Jun 24, 2018 7:28 am

Re: 2.2 New Alamo: The After Party

Post by Nazo » Wed Sep 19, 2018 6:41 am

Karsk wrote:notice 7
OOC Comments
ace
rounds to put on armour

Karsk slept against Toad, as he generally did. It was late, but something out there disturbed his sleep.

"What disturbs Karsk's sleep?" he pondered as he started putting his armour on.

"Something is wrong. Karsk senses something." he radios the group, trying to get them awake.
Nazo searches for her radio among her gear strewn wildly in the bell tower. Hah! Found it... Nope that is not a radio just my shoe. I can hear Karsk, but can’t find my radio... Frack why am I blind! Nazo keeps searching... No, a belt buckle... No a shin pad... No a bottle of Sake... Frack, no more Sake. Ah hear it is... Nazo finally grabs it and clicks the button frantically. Oh you got to be kidding me! I just changed the channel? She whispers quietly, ” Hello? No response... Wrong channel. Perhaps or perhaps Nazo finds the right channel and responds quiet agitated and frustrated, ” Understood Karsk. In the future just remember I am a raging achoholic and get pretty crazy when drunk. Right now I am in the bell tower with all my gear strewn accross it. I am having difficulty finding anything...” Nazo sighs over the comms, ” At least I was not naked. I’ll try to get ready as quickly as possible but it might take most of the night, my vision has been comprimised.”
Combat info
Toughness: 17(8), Parry: 7, Pace: 8
Active Edges: Sixth Sense, Brave, Elan, quick
Ppe: 25/25, Isp: 10/30
Active Powers:


Bennies: 4/3
+1 post rate

User avatar
Vik
Posts: 78
Joined: Sat Mar 03, 2018 7:07 pm

Re: 2.2 New Alamo: The After Party

Post by Vik » Wed Sep 19, 2018 1:32 pm

Barinthasheer wrote:"I can't Mr. Hero sir. I have to get big now. I promise I'm not a monster." As he says this the boy is sideling away from Vik and twords the middle of the alley, glancing back and forth as if measuring distance. Making eye contact with the puzzeled techno wizard the child shudders and his flesh quivers unnaturally for a second. In a thin pleading voice, "Please don't be afraid."
Fear check Success
Spirit vs Fear
Wild
Benny for Extra Effort: = Success
"Afraid? Now why ... oh, shite, you're not gonna sick all over my trainers are ... oh my ruddy bilge-wafers."

Happily, Vik had just given himself a little "shot of B vitamin" to start the day, so he's feeling more curious than alarmed when the runty urchin transforms into a runty-but-still-wompy-yooge dragon.

"Buggering bishops, I thought for a moment you was gonna like go all chest-burstin', sorta Aliens-like," he says, eyeing the draconic interloper warily. "You're not one a them bad dragons, like Smaug, are you? I mean, Cumberbatch-voiced he sounds cool and all, but a right bastard, an' really we're all guests here like and it's rude to start in wif' the Bard and the Black Arrow bollocks 'fore anyone's even rolled out breakfast, not that we're like to get anything like a real English here, prob'ly oats and cow's milk right out the teat, but then you can't be too long off the teat yourself so maybe you ain't born rotten but just apt to turn into a greedy git over time, like. So whaddya say, you feeling peckish? I wager we could turn up a goat or somefin', just so long's you're not looking at me and licking them big scaly lips. Can't say as I'm probably safe to eat, anyways, considering what I've ingested in the past 24 hours."

Ignoring the squawking from the helmet hanging on his belt, Vik holds out a cleanish, gauntleted hand, offering to shakes ... claw, or something ... with the juvenile wyrm.

"Name's Vik. Vik Donnager, what some who would know call 'the Dick.' Welcome to, uh, well, wherever the fuck we are. The Alamo, I guess, like Mexico, or Texas or somefin'."
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 1/3 + 2/2
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6 (1d12+2), Vigor d6 +2
Charisma: -; Pace: 6 (8) (1d6); Parry: 5; Toughness: 17 (8) or 21 (12) with amulet;
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d6, Persuasion d4, Common Knowledge d8
Edges and Abilities of Note: Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (four times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to rolls with electronics and machines, +2 with arcane devices. Doubled out of combat); Master of Magic.
PPE: 6/20
Active Effects:
Adventure Cards: 6 - Rabbit Out of My Hat Play this card to gain +2 on any Trick test until the end of the scene; 40 - That's Crazy Talk, Mister Play this card to cause all non-wild card enemies suffer a -2 MAP as they stop to listen to your jabbering for one round.

User avatar
Charlemagne
Posts: 102
Joined: Sat Mar 10, 2018 11:12 pm

Re: 2.2 New Alamo: The After Party

Post by Charlemagne » Wed Sep 19, 2018 9:39 pm

Charlemagne curses to himself. I knew I shouldn't have encouraged drinking in hostile territory. Charlemagne, you fool! Your troops are slack and you are the cause. Their lives are in your...what was that?! Knowing that going into battle half armored is a dangerous proposition, he slows his breathing, focusing on the task at hand. Once armored, the cyber-knight's shell hardens on his skin, and the knight's plate hums to life, powered by his inner strength. Whatever foe chooses to assail me in the dark of the night, they'll meet the full fury of the Holy Roman emperor. I'll send them to judgment before the Most High!
His twin psi-swords spring forth from his hands and he prepares to meet the new occupant of the hallway.
OOC Comments
Taking the round to finish putting on armor, activating CK armor and psi-swords as free actions.
Charlemagne
Charlemagne
Current Status Post
Bennies: 4
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks
Toughness: 22 (12) (cyber armor active)
ISP: 30 / 30
Active Powers: cyber armor
Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
Adventure Cards:
  • Sudden Death:
    Deadly Blow:
Armor: Cyber-Knight Heavy Armor
  • Barrier
  • +8 Armor
  • +2 Toughness
  • Full Environmental Protection
  • Powered by 1 PPE/hour
Weapon(s) in hand:
2 Silver Chainswords
Psi-Swords (2)
  • Damage: Str + 3x Spirit
  • AP 8 for single blade, AP 4 for double blades
  • MD with 2 ISP
Edit Signature

User avatar
Nazo
Posts: 68
Joined: Sun Jun 24, 2018 7:28 am

Re: 2.2 New Alamo: The After Party

Post by Nazo » Wed Sep 19, 2018 10:49 pm

Haha, lets get the Altara drunk. First they don’t even invite me in to their little covenent. Then they send Charlemagne up here with a bottle of Sake... My nemisis. Then they pawn it off like oh your weird sleeping in a bell tower lets go strip you naked and toss your stuff all over so that when danger lurks you can be ill prepared... Nazo keeps looking for peices of her armor. It seems by now she has most of her weapons situated in and or on her harness for ease of storage. Where did I put the radio? All these bits and peices look the same... Wait what is Pete doing... Is he talking to someone? Someone invisible?
Action, get ready and detect arcana
mystism 1d10-2 = 0: 2 wild 1d6-2 = 0: 2
Ughh my head hurts... So hard to focus... I wonder if Charlegmagne would mind if I slept some more. Maybe I did not hear the radio. Technically I probably can’t even understand anyone.
Combat info
Toughness: 17(8), Parry: 7, Pace: 8
Active Edges: Sixth Sense, Brave, Elan, quick
Ppe: 25/25, Isp: 10/30
Active Powers:


Bennies: 4/3
+1 post rate

User avatar
Ashley Logan
Posts: 73
Joined: Tue Mar 06, 2018 3:55 pm

Re: 2.2 New Alamo: The After Party

Post by Ashley Logan » Fri Sep 21, 2018 8:09 am

Ashley did her best to fit in, have fun, but it wasn't easy. After an hour or two it was just too much to deal with, and she quietly withdrew back to her bleak little 'cell' in the bleak little convent and tried not to see it as some kind of metaphor for her life, or foreshadowing of things to come. It was with those unsettling thoughts on her mind that she drifted off to sleep.

The sounds of alarms awoke her with her heart in her throat. She scrambled around, getting tangled for a moment in her blanket before finding the leg of her armor in the dark.
Rolls
Notice 1d6-4 = 0: 4 or 1d6-4 = -1: 3
Rounds to prep: 1d6 = 6: 6

User avatar
Thomas
Posts: 74
Joined: Fri Mar 30, 2018 1:24 pm

Re: 2.2 New Alamo: The After Party

Post by Thomas » Sat Sep 22, 2018 8:01 pm

A bunch of stuff asked for: Time to Ready 1, Vigor Pass, Notice Pass
Time to be Ready 1d6 = 1: 1

Vigor versus Partying 1d4 = 1: 1
Wild Vigor 1d6 = 6: 6

Notice 1d8-2 = 2: 4
Notice Wild 1d6-2 = 2: 4
Extra Effort 1d6+2 = 6: 4

Thomas knew how to enjoy time with women and time with alcohol. But most of all he knew how to enjoy the two when they came together. As he stretched from bed, the noise and ring outside did not quite fit in his mind.

Thinking what he really needed was another splash of whatever he had last night, and some basic hygiene needs taken care of Thomas headed over to use the john and wash up a bit. Looking at the ladies in the room with him he was glad the night was fun. But a little disappointed he did not remember everything. The last thing clear in his head was escaping the fire in the form of a dragon and getting his stuff back from Vic.

No worries, all he needed was to wash up and go feel the others out, see how things went maybe.

Condition
Charisma +4 (Persuasion d8+4)
Parry 5 (1)
Armor 15 (10)

Wounds: 0
Fatigue: 0

Personal PPE: 20/20
Staff PPE: 10/10
Amulet PPE: 10/10

Active Effects
  • Elemental Mastery
Bennies 1
  • 3 Reset of Quarter
    +1 Post rate
    -1 Extra Effort on Trade roll for Fort Hope
    -1 Extra effort Regeneration
    -1 Extra Effort on Post Party Notice
Conditions
Charisma +6* (Persuasion d8+6)
Parry 5
Armor 15 (10)

Wounds: 0
Fatigue: 0

Personal PPE: 20/20
Staff PPE: 10/10
Amulet PPE: 10/10
Vampire Slayer: 12/20

Active Effects
  • Elemental Mastery
Bennies 2
  • 3 Reset of Quarter
    -1 Vigor to resist fatigue riding on howdah

User avatar
Vik
Posts: 78
Joined: Sat Mar 03, 2018 7:07 pm

Re: 2.2 New Alamo: The After Party

Post by Vik » Mon Sep 24, 2018 1:05 pm

Sparing a glance around after swapping names with the boy-dragon, Vik spies a flash of bare skin high up in the bell tower. Not one to miss a bit of peeping-Tommery -- Speaking of, or thinking of, rather, wonder what ol' Tommy got up to, or rather up in, of an evening last? Last I seen of 'im he was being plied by a couple of well-aged nuns, both wif' impressive whiskers ...

Letting that thought die, Vik grabs his squawking helmet from his belt and puts it on.

Activating the visual magnification, he's able to zoom in on the tower, catching a much clearer view of various soft and curvy bits that, after some prolonged study, he determines must belong to Nazo.

"Seems an inconvenient time to be running around in your starkies, if you ask me. I mean, all's fun and well, but times is you gotta wake up and act professional, like, and tuck your good-and-plenties away where they won't catch a breeze. Know what I mean?" he says to the boy-dragon, before thumbing on his radio to alert the rest of the crew.

<<Oy, uh, compadres. Rise and shine and wipe the sick off your chin. Just a little heads up if you find yourselves out of doors this fine morning, p'raps don't look up, for ol' Naz is got her mouse and biscuits out up in the belfry. All clear as day, birthday surprise, you can see everything. Really everything, 'cept maybe toes. Just want to save some embarassment, you know, looking out, so don't look up there and risk seeing ol 'Naz completely starkers, naked as a jay, wif no clothes covering her shapely woman parts. Want to spare you that, so you don't have to see it and commit it to memory, for ever and ever, only to be revisited on cold, lonely nights on sentry duty, no one for company but the knobby ol' bishop, thinking of Naz, wif her kit off. You're welcome.>>

There's a squelch of static before he adds:

<<Oh yeah, I'm thinkin' there's something bad afoot, though it ain't the dragon. I mean, there is a dragon, here, only he's a boy and seems okay for the nonce, so keep your peepers peeled for somefin' what ain't. Over and under. This is Vik. Was Vik. Er, still is Vik but signing off.>>
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 1/3 + 2/2
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6 (1d12+2), Vigor d6 +2
Charisma: -; Pace: 6 (8) (1d6); Parry: 5; Toughness: 17 (8) or 21 (12) with amulet;
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d6, Persuasion d4, Common Knowledge d8
Edges and Abilities of Note: Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (four times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to rolls with electronics and machines, +2 with arcane devices. Doubled out of combat); Master of Magic.
PPE: 6/20
Active Effects:
Adventure Cards: 6 - Rabbit Out of My Hat Play this card to gain +2 on any Trick test until the end of the scene; 40 - That's Crazy Talk, Mister Play this card to cause all non-wild card enemies suffer a -2 MAP as they stop to listen to your jabbering for one round.

User avatar
Thomas
Posts: 74
Joined: Fri Mar 30, 2018 1:24 pm

Re: 2.2 New Alamo: The After Party

Post by Thomas » Mon Sep 24, 2018 2:49 pm

Hearing the burst on the radio Thomas gets up and looks out the window. Huh, Vik was right about Nazo.

Then the radio follows up with a warning of danger and Thomas jumps into his gear, no way in heel is he going to sit around naked while Chucky or his followers pick another fight with someone we would be better off avoiding. Activating the spells in his armor Thomas looks for the danger.
OOC Comments
Rolls above
Conditions
Charisma +6* (Persuasion d8+6)
Parry 5
Armor 15 (10)

Wounds: 0
Fatigue: 0

Personal PPE: 20/20
Staff PPE: 10/10
Amulet PPE: 10/10
Vampire Slayer: 12/20

Active Effects
  • Elemental Mastery
Bennies 2
  • 3 Reset of Quarter
    -1 Vigor to resist fatigue riding on howdah

User avatar
Karsk
Posts: 62
Joined: Tue Mar 20, 2018 6:09 am

Re: 2.2 New Alamo: The After Party

Post by Karsk » Mon Sep 24, 2018 3:20 pm

Karsk hears Vik talk on the radio and rolls his eyes.

Dragon, something worthwhile hunting. Karsk had never eaten Dragon heart, but alas it was not their foe.

"Remember, vampires are here." he radios, continuing to put his armour on, his armour bracelet ready just in case.

User avatar
Charlemagne
Posts: 102
Joined: Sat Mar 10, 2018 11:12 pm

Re: 2.2 New Alamo: The After Party

Post by Charlemagne » Mon Sep 24, 2018 8:22 pm

Charlemagne sighs. He clicks the radio. "Now, let us be chivalrous about such things. Avert your gaze lest you abandon yourself to corrupt thoughts. And let us deal with whatever may have designs on this night." His one free right hand crosses himself, banishing the thought of the naked human from his mind, and refocusing himself on the noise in the hall.
Charlemagne
Charlemagne
Current Status Post
Bennies: 4
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks
Toughness: 22 (12) (cyber armor active)
ISP: 30 / 30
Active Powers: cyber armor
Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
Adventure Cards:
  • Sudden Death:
    Deadly Blow:
Armor: Cyber-Knight Heavy Armor
  • Barrier
  • +8 Armor
  • +2 Toughness
  • Full Environmental Protection
  • Powered by 1 PPE/hour
Weapon(s) in hand:
2 Silver Chainswords
Psi-Swords (2)
  • Damage: Str + 3x Spirit
  • AP 8 for single blade, AP 4 for double blades
  • MD with 2 ISP
Edit Signature

User avatar
Barinthasheer
Bronze Patron
Bronze Patron
Posts: 48
Joined: Fri Sep 14, 2018 9:56 pm

Re: 2.2 New Alamo: The After Party

Post by Barinthasheer » Mon Sep 24, 2018 11:10 pm

At first his head is low to the ground, like a dog expecting to be scolded, but as it becomes clear the humans rambling stream of indecipherable references is neither alarmed or threatening the wyrms head raises. When the human finishes up by introducing himself and offering his hand Barinthasheer is visibly relieved and thrilled. "I am named Barinthasheer. Dragons don't need to eat, so I promise to never eat you Mr. Vik." He walks forward and extends a claw and gently shakes the legionnaires hand. Hearing the radio chattering in the helmet he looks down at it. Your hat is talking. That is so cool."

After putting on his helmet and staring at the tower a moment the human begins to talk to Barin about the person up there. Again it mostly just confuses him but the tone of comradery pleases the boy. When it seems Vik is talking to someone else the boy ponders the heroes and their wonderful hats. If I become a hero will I get to have an awesome hat?


"I can try to help you fight the monsters Mr. Vik. They heal after I smoosh or bite or burn them but I can throw them real far. Or sit on them so they can't bite people. I can be a hero too!"
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 34 (16)/6 in human
Combat-Relevant Edges & Abilities: +1d spirit (boost trait, 1 turn)
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: ISP 5/10; PPE 10/10
Bennies: 5/3
Adventure Cards
  • 43:Arcane Inspiration -When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Edit Signature

Characters Seswarick, Barinthasheer, Antipas, Harris LaVode

User avatar
KahlessNestor
Posts: 237
Joined: Thu Feb 15, 2018 4:02 am

Re: 2.2 New Alamo: The After Party

Post by KahlessNestor » Tue Sep 25, 2018 1:44 am

Date: September 19, 109 PA
Time: 0200
Weather: Temperature normal for season (warm); no wind, no rain
Location: New Alamo
Ley Line: None
Scene modifiers:
  • Light: Dark -2 illumination
  • Visibility: NA
Round 3

***

From her vantage in the tower, Nazo suddenly gets a large surge of magical energy from behind the convent and barracks. There is a dragon there!

The noise Charlemagne heard seemed to have moved outside of the barracks. It looked like it was Whiskey Pete who was up and heading to his trailer. Perhaps he needed another nightcap? He looked agitated, though.

Squire Reynolds and Novice Nara on the parapet still seemed more interested in making moon eyes at each other than keeping watch.

Ryder sees four more civilians coming through the trees behind the town hall, laughing a bit boisterously, while the one that had emerged from the rectory started to head home.

The commotion seemed to make Whiskey Pete even more agitated. He fumbled around in his pocket and pulled out a small device. He pressed a button and the back of his trailer beeped and unlocked.

Slowly the doors were pushed open and hunched, lithe figures climbed out. Several darted toward the gates, while the others started to spread out around the square. Finally, a much larger figure steps out of the back of the trailer, the trailer literally bouncing a little as the weight of the Samson power armor is removed.

Instructions
  • Combat! Ryder got a Black Joker, so all players get a benny and Ryder has +2 on Trait rolls and damage rolls. He can go whenever he likes, but the bad guys won initiative, so once Ryder lets me know if he is going on hold or acting, I will determine what the enemies do.
  • Here is how we will handle readiness: You all rolled for how many rounds it will take you to get armor on, etc. You may choose to join combat at any time. If you join before your readiness is up, subtract the remaining rounds from your Armor/Toughness, and your armor is not FEP.
    • Ashley: 1 round remaining
    • Barinthasheer: Ready to go.
    • Charlemagne: Ready to go
    • Karsk: 1 round remaining
    • Nazo: 2 rounds remaining
    • Ryder: Ready to go.
    • Thomas: Ready to go
    • Vik: Ready to go
  • If you have any Fatigue left over from the trip, this isn’t gone yet (you need a full night’s sleep). Same with Wounds (outside Golden Hour), unless you got them taken care of via Greater Healing.
  • Endless rules are in effect on both sides
    • If a player draws a club on initiative, or an enemy draws a joker, more enemy minions will arrive.
    • If an enemy draws a club on initiative, or a player draws a joker, reinforcements will arrive to help you.

[/list]


***
Combat Notes

Initiative:

You guys beat out the bad guys in initiative, so you get to go first.

Ryder (Level Headed, 2 cards, Danger Sense) BJ 2D
Billy Duchesne AS
Wild Vampires QS
Melanie Duchesne QC
Charlemagne (Cyberkinetic -2) JC
Thomas 8C
Ashley 7H
Reinforcements (Squire Reynolds, Novice Nara, 5 Civilians) 7C
Karsk (Quick) 5S 6H
Whiskey Pete 6D
Vik 6C
Nazo (Danger Sense, Sixth Sense, Quick) - Exhausted 4H
Barinthasheer 2C

Enemies:

Wild Vampires: Parry 7, Toughness 9, Pace 8, ISP 10
Billy Duchesne: Parry 7, Toughness 22 (12), Pace 12 (2d10), ISP 10
Melanie Duchesne: Parry 5, Toughness 14 (5), Pace 8, ISP 25

Enemy reinforcements: 31
Friendly reinforcements: 5 Civilians
Reinforcements this round: 1d6 each club
Maps
Image
GM Notes
GM Bennies: 0/8
Whiskey Pete 2/2

User avatar
Karsk
Posts: 62
Joined: Tue Mar 20, 2018 6:09 am

Re: 2.2 New Alamo: The After Party

Post by Karsk » Tue Sep 25, 2018 4:23 am

notice 2
OOC Comments
1d8 = 2: 2
1d6 = 1: 1

"Karsk see little creatures and power armour getting out of wagon. Karsk not know all civilised.."
Karsk sounds like he practically spits the word civilised out, "customs but Karsk believes this attempt at sneak attack. This why Karsk not drink strange liquids like you do."

Karsk still continues getting dressed in his armour, whilst trying to recognise the small creatures and if he'd ever tried their hearts before. Toad moans next to him.

"Stay here. If you are needed, I will call you my friend.

Survival 12
OOC Comments
1d8+2 = 10: 8
ace 10+1d8 = 12: 2
1d6+2 = 7: 5

User avatar
Ryder
Posts: 41
Joined: Wed Aug 29, 2018 4:46 am

Re: 2.2 New Alamo: The After Party

Post by Ryder » Tue Sep 25, 2018 11:17 am

OOC Comments
Modifiers: Joker +2
Bennies; 7/6, because that's how I roll.

All shots at the Samson, with the Solar Cannon
Shooting 1: 1d12+2 = 8: 6
Shooting 2: 1d12+2 = 12: 10
Shooting 3: 1d12+2 = 10: 8
Wild Shooting: 1d6+2 = 5: 3
Forgot to factor in -2 for Matter of Size, but that's still 6/10/8; one hit, two Raises
+2 Damage to all shots from Joker:
Damage 1: 3d10+2 = 14: 9, 2, 1
Benny (with Elan) to Re-Roll Damage 1: 3d10+4 = 24: 9, 5, 6
Damage 2: 3d10+2 = 15: 1, 10, 2 + 1d6 = 6: 6 ACE RUNNING TOTAL 1d10+21 = 26: 5
Damage 3: 3d10+2 = 14: 2, 5, 5 + 1d6 = 1: 1
Benny (with Elan) to Re-Roll Damage 3: 3d10+4 = 20: 5, 2, 9 + 1d6 = 4: 4

Final Damage Tally:
Shot 1: 24 AP 12 MD
Shot 2: 26 AP 12 MD
Shot 3: 24 AP 12 MD

4/6 Bennies remaining

Free Action due to Ace Edge: Accelerate to 10", make 90-degree turn.

Driving Modifiers: Ace +2, Joker +2, Handling +1, Maneuver 0
Driving 1d12+5 = 7: 2
Wild Driving 1d6+5 = 11: 6

Counting Wild Vampires from left to right in the arc, this route takes him through WV 5 & 6, then through WV 9 & 10. Ramming roll sets the Agility difficulty to get out of the way:

Ramming roll: 1d12+5 = 9: 4
Wild Ramming: 1d6+5 = 6: 1

Ramming damage to wild vamps too slow to get out of the wayl:
1: 2d6 = 6: 5, 1
2: 2d6 = 8: 6, 2 Ace 1d6+8 = 14: 6
3: 2d6 = 6: 5, 1
4: 2d6 = 8: 3, 5

Okay, so WV 6 is the only who might be shaken by the impact.

Damage to vehicle for hitting soft targets: None, because they aren't MDC weapons

Sure, radios are nice for direct, secure communication. But for an all-hands-on-deck approach, nothing beats a good PA system.

"Attention, residents of New Alamo. We've got Vampires and a hostile Power Armor in the courtyard, and Whiskey Pete is probably a Thrall. Time for a stake party! Also, for anyone who didn't catch the word before, the dragon--yeah, 'dragon', go figure--is apparently on our side, so watch that friendly fire, okay?"

Having dealt with the niceties, he then proceeds to test out his shiny new laser cannon, battering the Samson with a vicious barrage of light-lances that hopefully cook whoever's operating the thing before it can bring its own heavy weapons to bear.

Even as he lights up the Samson, the Aeon Cassowary is moving, getting up to speed and coming around the courtyard to get closer to the barracks. That this route takes him through a handful of the vampires doesn't really concern him much--on the other hand, it doesn't seem to concern the vamps much, either.
Ryder
Quick Stats
Trimadore MARS PCO (Smuggler)
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+3 Armor), Vigor d6
Skills: Boating d6+2; Climbing d4+2; Driving d12+2; Fighting d6; Know: Elec d6; Know: Engineering d4; Lockpicking d8+2; Notice d6 (+2 w/Traps); Piloting d6+2; Repair d6+2 (+2 for Traps); Shooting d12 (+2 Armor); Stealth d6 (+2 Urban); Streetwise: d4
Pace: 8/d6; Parry: 5; Toughness: 20 (10); Strain: 5; Reach: 1
Edges: Brave, Level-Headed, Mr. Fix-It, Ace, Combat Ace, Danger Sense, Rock'n'Roll, Steady Hands, Elan, Connections: Black Market (Immortal Hand) & Pirate Kingdoms, Thief, Brawny
Hindrances: Major Wanted: Federation of Magic, Quirk: Personal Coda, Stubborn
  • Cybernetics:
    Subject Matter Port, Wired Skill Port (No chips), EDSA, Cy-Wi Reflexes
Bennies: 8/6
  • Q1/19 Adventure Cards:
    Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.
    Power Surge - Immediately recover all spent Power Points.
Aeon Cassowary (Mountaineer Mk II)
Size 6, Acc/TS 10/50 (Maximum speed 120 mph), Handling +1
Toughness 31 (16) MDC; Crew 2+8
All-Terrain (2 squares Difficult Terrain = 3" movement), Environmental Systems (FEP for occupants), Sensor Suite (+2 to Notice rolls)
Weapons: Mini Railgun, Solar Laser Cannon (Medium)

User avatar
Vik
Posts: 78
Joined: Sat Mar 03, 2018 7:07 pm

Re: 2.2 New Alamo: The After Party

Post by Vik » Tue Sep 25, 2018 1:02 pm

Barinthasheer wrote: Your hat is talking. That is so cool."
"Ah, well, thanks Barry. Always a better start to the shipping of friends when both sides agree not to eat the other all unwanted-like. And if you think the hat is cool, wait'll I show you the trainers I built ... bollocks, mate, I think we're gonna have to do some smooshing of some gothic-type tossers, we are."

Trusting the boy-dragon will follow, he starts heading toward the action, flicking on his radio once more:

<<Oy, Karsk, mate, how're ya ever have any fun if you don't drink the strange liquids? I mean, I know your tasters run towards heart's blood and whatnot, but drop a dram of rum in for color, man. Better yet, I've got some mushrooms of the magical-type I've been soaking in a bit of isopropyl what'd be a gateway for a right proper vision quest, no doubt, so's we ever get a break from these bloody-sucky wags. Speaking of, you laid eyes on the toothy gits?>>
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 1/3 + 2/2
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6 (1d12+2), Vigor d6 +2
Charisma: -; Pace: 6 (8) (1d6); Parry: 5; Toughness: 17 (8) or 21 (12) with amulet;
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d6, Persuasion d4, Common Knowledge d8
Edges and Abilities of Note: Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (four times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to rolls with electronics and machines, +2 with arcane devices. Doubled out of combat); Master of Magic.
PPE: 6/20
Active Effects:
Adventure Cards: 6 - Rabbit Out of My Hat Play this card to gain +2 on any Trick test until the end of the scene; 40 - That's Crazy Talk, Mister Play this card to cause all non-wild card enemies suffer a -2 MAP as they stop to listen to your jabbering for one round.

User avatar
Barinthasheer
Bronze Patron
Bronze Patron
Posts: 48
Joined: Fri Sep 14, 2018 9:56 pm

Re: 2.2 New Alamo: The After Party

Post by Barinthasheer » Tue Sep 25, 2018 10:29 pm

Yay! I get to be a hero! .. Hmm heroes protect people so I should help my new friend "They can make you do things, they tried to make me hurt myself once because their claws are too little to hurt me but I made my mind stronger and flew away. I'll make our minds strong Mr. Vik so they don't do that to us." Focusing his psionic energies Barry concentrates on bolstering both his own and the humans mental reserves.
Psionics roll
ISP spent: Boost trait(2), +1 additional target(1)= cost 3
Psionics 1d8 = 5: 5
wild 1d6 = 1: 1

"Now let us smoosh some tossers!" The boy dragon practically yells, leaping into the air he glides over Vik, out the end of the alley, and looks around. Seeing the vampires at the gate he mistakenly assumes they're after the teens on the walls. Blasting a cone of flame into the air as a challenge he yells "Stupid tiny monsters leave my friends alone! If you're so hungry eat me!". His booming draconic voice is deadly serious but still somehow childlike.
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 34 (16)/6 in human
Combat-Relevant Edges & Abilities: +1d spirit (boost trait, 1 turn)
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: ISP 5/10; PPE 10/10
Bennies: 5/3
Adventure Cards
  • 43:Arcane Inspiration -When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Edit Signature

Characters Seswarick, Barinthasheer, Antipas, Harris LaVode

User avatar
KahlessNestor
Posts: 237
Joined: Thu Feb 15, 2018 4:02 am

Re: 2.2 New Alamo: The After Party

Post by KahlessNestor » Mon Oct 01, 2018 12:19 am

Date: September 19, 109 PA
Time: 0200
Weather: Temperature normal for season (warm); no wind, no rain
Location: New Alamo
Ley Line: None
Scene modifiers:
  • Light: Dark -2 illumination
  • Visibility: NA
Round 4.1

***

Ryder raises the alarm with the PA system of the Cassowary, alerting New Alamo to the threat of vampires in its midst. Then he takes aim at whoever is in that power armor and lets loose.

Karsk recognized the hunched figures in the dark. They are wild vampires! The other figure is someone in Samson power armor. The Samson rocks and goes down at the powerful blasts from the sunlight cannon.

Then Ryder floors the throttle and rams the Mountaineer through the vampires. Three go bouncing off his hood, but seem no worse for wear. In fact, one of them back flips and lands on the hood of the Cassowary, snarling at Ryder through the windshield.

The dragon’s roar caught the attention of the vampires for a moment, but they didn’t seem too bothered and returned to their work on releasing the gate and drawbridge.

A couple of the wild vampires went racing off around the barn. Most of them swarmed onto the Cassowary, climbing onto the machine. Some struggled with the weapons pod, interfering with its movements and targeting. Others draped over the windscreen, obscuring Ryder’s view.
Ryder
All Driving and Shooting rolls with the Mountaineer will be at -2.
Several of the vampires ran toward Barinthasheer. They couldn’t reach him in the air, but he felt the oppressive weights of their minds on his once more.
Barinthasheer
I need 2 Spirit rolls to oppose Puppet. You need a 4 and a 5 to avoid being taken over.
Two of the wild vampires near the gate tried to climb the walls. On succeeded, getting up next to Squire Reynolds, though the other one trying to get to Novice Nara had trouble finding purchase.

“Billy!” a voice screamed from somewhere in anguish.

Ryder felt an oppressive weight seize his mind.
Ryder
I need a Spirit roll to resist Puppet. Your TN is 6.
Rolls
Soak 1 for Samson (3 Wounds)
Vigor 1d10 = 1: 1
Wild 1d6 = 5: 5
Soaks 1 Wound

Soak 2 for Samson (4 Wounds)
Vigor 1d10 = 7: 7
Extra Effort 1d6+7 = 8: 1
Wild 1d6 = 2: 2
Soaks 2 Wounds

Soak 3 for Samson (2 Wounds)
Vigor 1d10 = 2: 2
Wild 1d6 = 5: 5
Soaks 1 Wound

Agility rolls to evade ramming
WV 5
Agility 1d8 = 4: 4 - fail
WV 6
Agility 1d8 = 2: 2 - fail
WV 9
Agility 1d8 = 2: 2 - fail
WV 10
Agility 1d8 = 8: 8 - 3 Raises
Ace 1d8+8 = 16: 8
Ace 1d8+16 = 23: 7

Fast Regeneration - recover 1 Wound
Vigor 1d10 = 6: 6
Wild 1d6 = 4: 4

Recover Shaken - Fail
Vigor 1d6 = 3: 3

Climbing
Climbing 1d8 = 6: 6
Climbing 1d8 = 1: 1

Puppet 11 on Barinthasheer
Psionics 1d6 = 4: 4
Puppet 12 on Barinthasheer
Psionics 1d6 = 5: 5
Puppet 13 on Barinthasheer
Psionics 1d6 = 2: 2

Puppet MD on Ryder
Psionics 1d10 = 6: 6
Wild 1d6 = 5: 5
Instructions
  • Charlemagne, Thomas, and Ashley are up!
  • Here is how we will handle readiness: You all rolled for how many rounds it will take you to get armor on, etc. You may choose to join combat at any time. If you join before your readiness is up, subtract the remaining rounds from your Armor/Toughness, and your armor is not FEP.
    • Ashley: 1 round remaining
    • Barinthasheer: Ready to go.
    • Charlemagne: Ready to go.
    • Karsk: Ready to go.
    • Nazo: 2 rounds remaining
    • Ryder: Ready to go.
    • Thomas: Ready to go
    • Vik: Ready to go
  • If you have any Fatigue left over from the trip, this isn’t gone yet (you need a full night’s sleep). Same with Wounds (outside Golden Hour), unless you got them taken care of via Greater Healing.
  • Endless rules are in effect on both sides
    • If a player draws a club on initiative, or an enemy draws a joker, more enemy minions will arrive.
    • If an enemy draws a club on initiative, or a player draws a joker, reinforcements will arrive to help you.

[/list]


***
Combat Notes

Initiative:

You guys beat out the bad guys in initiative, so you get to go first.

Ryder (Level Headed, 2 cards, Danger Sense) BJ 2D (turn taken)
Billy Duchesne (4 Wounds, Incapacitated) AS (turn taken)
Wild Vampires QS (turn taken)
Melanie Duchesne QC (turn taken)
Charlemagne (Cyberkinetic -2) JC
Thomas 8C
Ashley 7H
Reinforcements (Squire Reynolds, Novice Nara, 5 Civilians) 7C
Karsk (Quick) 5S 6H (turn taken)
Whiskey Pete 6D
Vik (Spirit boost from Bari 3r) 6C
Nazo (Danger Sense, Sixth Sense, Quick) - Exhausted 4H
Barinthasheer (Spirit boost 3r) 2C (turn taken)

Enemies:

Wild Vampires: Parry 7, Toughness 9, Pace 8, ISP 10
Billy Duchesne: Parry 7, Toughness 22 (12), Pace 12 (2d10), ISP 10
Melanie Duchesne: Parry 5, Toughness 14 (5), Pace 8, ISP 22

Enemy reinforcements: 31
Friendly reinforcements: 5 Civilians
Reinforcements this round: 1d6 each club
Maps
Image
GM Notes
GM Bennies: 0/8
Whiskey Pete 2/2

User avatar
Barinthasheer
Bronze Patron
Bronze Patron
Posts: 48
Joined: Fri Sep 14, 2018 9:56 pm

Re: 2.2 New Alamo: The After Party

Post by Barinthasheer » Mon Oct 01, 2018 1:58 am

Resist rolls
Roll one
Spirit 1d8 = 4: 4
Wild 1d6 = 2: 2

Roll two
Spirit 1d8 = 2: 2
Wild 1d6 = 5: 5

Roll three
Spirit 1d8 = 6: 6
Wild 1d6 = 1: 1
He can feel the wiggling worms of impulse and illusion gnawing at his mind. The vampires look welcoming for a moment, surely if he lands and tries to talk they will be the best of friends in no time. Then he hears Nara warn Reynolds of a vampire behind him and Barry snaps out of it. Focusing on protecting the people who were nice to him helps clear his mind, turning his attention back to the wall he steels his will.
Last edited by Barinthasheer on Tue Oct 02, 2018 1:17 am, edited 1 time in total.
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 34 (16)/6 in human
Combat-Relevant Edges & Abilities: +1d spirit (boost trait, 1 turn)
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: ISP 5/10; PPE 10/10
Bennies: 5/3
Adventure Cards
  • 43:Arcane Inspiration -When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Edit Signature

Characters Seswarick, Barinthasheer, Antipas, Harris LaVode

User avatar
Ryder
Posts: 41
Joined: Wed Aug 29, 2018 4:46 am

Re: 2.2 New Alamo: The After Party

Post by Ryder » Mon Oct 01, 2018 8:59 am

OOC Comments
Resist Puppet 1d8 = 6: 6
Wild Resist 1d6 = 5: 5
Success!

Ryder just shakes his head, violently, to get the voice to go away--fortunately, it does. It probably helped that he was annoyed at all the Leeches crawling all over the Cassowary. He shouts through the PA. "Hey, no hitchhikers!"
Ryder
Quick Stats
Trimadore MARS PCO (Smuggler)
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+3 Armor), Vigor d6
Skills: Boating d6+2; Climbing d4+2; Driving d12+2; Fighting d6; Know: Elec d6; Know: Engineering d4; Lockpicking d8+2; Notice d6 (+2 w/Traps); Piloting d6+2; Repair d6+2 (+2 for Traps); Shooting d12 (+2 Armor); Stealth d6 (+2 Urban); Streetwise: d4
Pace: 8/d6; Parry: 5; Toughness: 20 (10); Strain: 5; Reach: 1
Edges: Brave, Level-Headed, Mr. Fix-It, Ace, Combat Ace, Danger Sense, Rock'n'Roll, Steady Hands, Elan, Connections: Black Market (Immortal Hand) & Pirate Kingdoms, Thief, Brawny
Hindrances: Major Wanted: Federation of Magic, Quirk: Personal Coda, Stubborn
  • Cybernetics:
    Subject Matter Port, Wired Skill Port (No chips), EDSA, Cy-Wi Reflexes
Bennies: 8/6
  • Q1/19 Adventure Cards:
    Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.
    Power Surge - Immediately recover all spent Power Points.
Aeon Cassowary (Mountaineer Mk II)
Size 6, Acc/TS 10/50 (Maximum speed 120 mph), Handling +1
Toughness 31 (16) MDC; Crew 2+8
All-Terrain (2 squares Difficult Terrain = 3" movement), Environmental Systems (FEP for occupants), Sensor Suite (+2 to Notice rolls)
Weapons: Mini Railgun, Solar Laser Cannon (Medium)

User avatar
Thomas
Posts: 74
Joined: Fri Mar 30, 2018 1:24 pm

Re: 2.2 New Alamo: The After Party

Post by Thomas » Mon Oct 01, 2018 7:22 pm

Fear Check pass (barely)
Spirit 1d6 = 2: 2
Wild Die 1d6 = 2: 2

Extra Effort 1d6+2 = 4: 2
Holy crap, looking out Thomas sees the hoards of vampires and decides this would be a great time to be in the middle of Castle Refuge. But as those people screwed up all those opportunities the best thing he could really do is hope the vampires do not see him. Working his way to the window Thomas sees the hoard of vampires and decides maybe if they were all asleep that would be a better option.

Drawing on the power of his armor he enhances his sight and ability to use spells at distance. Then with a push of his will at the vampires clustered around the gate he mumbles. "Sleep." Watching as the Vampires fall asleep he ducks back behind the window.

Vampires Clustered around Gate roll Spirit -4 or fall asleep
Farsight d8+1, MAP -2
Spell Casting 1d8-1 = 3: 4
Wild Die 1d6-1 = 5: 6
Extra Effort 1d6+5 = 10: 5


Exalted Sleep (Auto Raise effect) d8+1, MAP -2
Spell Casting 1d8-1 = 4: 5
Wild Die 1d6-1 = 2: 3
Conditions
Charisma +6* (Persuasion d8+6)
Parry 5
Armor 15 (10)

Wounds: 0
Fatigue: 0

Personal PPE: 20/20
Staff PPE: 10/10
Amulet PPE: 10/10
Vampire Slayer: 12/20

Active Effects
  • Elemental Mastery
Bennies 2
  • 3 Reset of Quarter
    -1 Vigor to resist fatigue riding on howdah

User avatar
KahlessNestor
Posts: 237
Joined: Thu Feb 15, 2018 4:02 am

Re: 2.2 New Alamo: The After Party

Post by KahlessNestor » Tue Oct 02, 2018 5:20 am

Date: September 19, 109 PA
Time: 0200
Weather: Temperature normal for season (warm); no wind, no rain
Location: New Alamo
Ley Line: None
Scene modifiers:
  • Light: Dark -2 illumination
  • Visibility: NA
Round 3.2

***

As the slumber spell hit them, five of the wild vampires at the gate dropped to the ground asleep.
Rolls
WV16
Spirit 1d6-4 = 0: 4
WV17
Spirit 1d6-4 = 1: 5
WV18
Spirit 1d6-4 = 1: 5
WV19
Spirit 1d6-4 = -2: 2
WV20
Spirit 1d6-4 = 0: 4
Instructions
  • Charlemagne and Ashley are up!
  • Here is how we will handle readiness: You all rolled for how many rounds it will take you to get armor on, etc. You may choose to join combat at any time. If you join before your readiness is up, subtract the remaining rounds from your Armor/Toughness, and your armor is not FEP.
    • Ashley: 1 round remaining
    • Barinthasheer: Ready to go.
    • Charlemagne: Ready to go.
    • Karsk: Ready to go.
    • Nazo: 1 rounds remaining
    • Ryder: Ready to go.
    • Thomas: Ready to go
    • Vik: Ready to go
  • If you have any Fatigue left over from the trip, this isn’t gone yet (you need a full night’s sleep). Same with Wounds (outside Golden Hour), unless you got them taken care of via Greater Healing.
  • Endless rules are in effect on both sides
    • If a player draws a club on initiative, or an enemy draws a joker, more enemy minions will arrive.
    • If an enemy draws a club on initiative, or a player draws a joker, reinforcements will arrive to help you.




***
Combat Notes

Initiative:

You guys beat out the bad guys in initiative, so you get to go first.

Ryder (Level Headed, 2 cards, Danger Sense) BJ 2D (turn taken)
Billy Duchesne (6 Wounds, Incapacitated) AS (turn taken)
Wild Vampires QS (turn taken)
1
2
3
4
5
6 Shaken
7
8
9
10
11
12
13
14
15
16 deep sleep
17 deep sleep
18 deep sleep
19 deep sleep
20 deep sleep
Melanie Duchesne QC (turn taken)
Nazo (Danger Sense, Sixth Sense, Quick) - Exhausted 4H JS
Charlemagne (Cyberkinetic -2) JC
Thomas 8C (turn taken)
Ashley 7H
Reinforcements (Squire Reynolds, Novice Nara, 5 Civilians) 7C
Karsk (Quick) 5S 6H (turn taken)
Whiskey Pete 6D
Vik (Spirit boost from Bari 3r) 6C
Barinthasheer (Spirit boost 3r) 2C (turn taken)

Enemies:

Wild Vampires: Parry 7, Toughness 9, Pace 8, ISP 10
Billy Duchesne: Parry 7, Toughness 22 (12), Pace 12 (2d10), ISP 10
Melanie Duchesne: Parry 5, Toughness 14 (5), Pace 8, ISP 22

Enemy reinforcements: 31
Friendly reinforcements: 5 Civilians
Reinforcements this round: 1d6 each club
Maps
Image
Rolls
WV16
Spirit 1d6-4 = 0: 4
WV17
Spirit 1d6-4 = -2: 2
WV18
Spirit 1d6-4 = -2: 2
WV19
Spirit 1d6-4 = 0: 4
WV20
Spirit 1d6-4 = -2: 2
GM Notes
GM Bennies: 0/8
Whiskey Pete 2/2

User avatar
Charlemagne
Posts: 102
Joined: Sat Mar 10, 2018 11:12 pm

Re: 2.2 New Alamo: The After Party

Post by Charlemagne » Tue Oct 02, 2018 11:17 pm

Actions, turn 1
Charlemagne activates Quickness as an action, then bursts through the window with part 2 of his 1st turn, moving max flight pace towards the swarm at the gate
1d8 = 3: 3

Benny EE Quickness
1d6+5 = 11: 6

WD Quickness
1d6 = 1: 1
Actions, turn 2
Moving max pace towards the swarm at the gate
Activating Silver Smite as free action
1d8 = 5: 5

WD Smite
1d6 = 4: 4

Activating Deflection as free action
1d8 = 3: 3

WD Deflection
1d6 = 5: 5

Slicing and dicing whoever he can get his silvery psi-swords on

Improved Frenzy, 1st attack
1d12 = 11: 11

IF, 2nd Attack
1d12 = 12: 12

Ace with prior
1d12+12 = 24: 12

2nd Ace (for real?)
1d12+24 = 35: 11

Damage: Str + Raise + 3x Spirit (add +2 for Smite - Silver, +4 for vampire weakness to silver)
2d6 = 4: 2, 2
3d10 = 21: 8, 10, 3
1 Ace
1d10+31 = 33: 2

WD IF
1d6 = 6: 6

Ace with prior
1d6+6 = 12: 6

2nd Ace with prior
1d6+12 = 15: 3

Damage (add +2 for Smite - Silver, +4 for vampire weakness to silver)
2d6 = 6: 4, 2
3d10 = 15: 1, 9, 5
Total = 27

2nd Attack with 2nd psi-sword
1d12 = 1: 1

WD Fighting
1d6 = 1: 1
Hearing the sounds of battle outside and the call identifying vampires, Charlemagne wastes little time. He bursts through the window while quickening his actions, flying straight for the largest mass of vampires seeking to open the gate. He shouts at the top of his lungs. "For His Holiness, the Pope, and Almighty God! HAVE AT YOU!" His wings speed him towards the mass. Silver nanites encase his psi-swords as he swings the blades, hewing two vampires. His follow-up swing, however, never materializes. He flies too close to the gate, and his devastating swing connects with one of the hinges instead of a vampire's head. The gate creaks as the vampires take advantage of the new hole. That...went poorly.
Charlemagne
Charlemagne
Current Status Post
Bennies: 4
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks
Toughness: 22 (12) (cyber armor active)
ISP: 30 / 30
Active Powers: cyber armor
Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
Adventure Cards:
  • Sudden Death:
    Deadly Blow:
Armor: Cyber-Knight Heavy Armor
  • Barrier
  • +8 Armor
  • +2 Toughness
  • Full Environmental Protection
  • Powered by 1 PPE/hour
Weapon(s) in hand:
2 Silver Chainswords
Psi-Swords (2)
  • Damage: Str + 3x Spirit
  • AP 8 for single blade, AP 4 for double blades
  • MD with 2 ISP
Edit Signature

User avatar
KahlessNestor
Posts: 237
Joined: Thu Feb 15, 2018 4:02 am

Re: 2.2 New Alamo: The After Party

Post by KahlessNestor » Wed Oct 03, 2018 2:03 am

Date: September 19, 109 PA
Time: 0200
Weather: Temperature normal for season (warm); no wind, no rain
Location: New Alamo
Ley Line: None
Scene modifiers:
Light: Dark -2 illumination
Visibility: NA
Round 3.3

***

The first vampire struck by Charlemagne seemed to take his blow with great fortitude, but the Lyn-Srial cyber-knight pressed his blade just enough and the vampire went down.

The second vampire was asleep, thanks to Thomas, and was an easy strike for Charlemagne.

Currently there were no more active vampires around the gate, but they were still swarming Ryder in the Cassowary.

Rolls
WV15 Soak (5W) 16; soaks 4, but still goes down.
1d10 = 10: 10
1d10+10 = 16: 6
WV16 Soak (4W) 5; Soaked 1
1d10 = 5: 5
Instructions
  • Nazo and Ashley are up!
  • Here is how we will handle readiness: You all rolled for how many rounds it will take you to get armor on, etc. You may choose to join combat at any time. If you join before your readiness is up, subtract the remaining rounds from your Armor/Toughness, and your armor is not FEP.
    • Ashley: 1 round remaining
    • Barinthasheer: Ready to go.
    • Charlemagne: Ready to go.
    • Karsk: Ready to go.
    • Nazo: 1 rounds remaining
    • Ryder: Ready to go.
    • Thomas: Ready to go
    • Vik: Ready to go
  • If you have any Fatigue left over from the trip, this isn’t gone yet (you need a full night’s sleep). Same with Wounds (outside Golden Hour), unless you got them taken care of via Greater Healing.
  • Endless rules are in effect on both sides
    • If a player draws a club on initiative, or an enemy draws a joker, more enemy minions will arrive.
    • If an enemy draws a club on initiative, or a player draws a joker, reinforcements will arrive to help you.

[/list]


***
Combat Notes

Initiative:

You guys beat out the bad guys in initiative, so you get to go first.

Ryder (Level Headed, 2 cards, Danger Sense) BJ 2D (turn taken)
Billy Duchesne (6 Wounds, Incapacitated) AS (turn taken)
Wild Vampires QS (turn taken)
1
2
3
4
5
6 Shaken
7
8
9
10
11
12
13
14
15 incap, 1 Wound
16 incap, 3 Wounds
17 deep sleep
18 deep sleep
19 deep sleep
20 deep sleep
Melanie Duchesne QC (turn taken)
Nazo (Danger Sense, Sixth Sense, Quick) - Exhausted 4H JS
Charlemagne (Cyberkinetic -2, -1 ranged attacks, Silver Smite, Deflection -2) JC (turn taken)
Thomas 8C (turn taken)
Ashley 7H
Reinforcements (Squire Reynolds, Novice Nara, 5 Civilians) 7C
Karsk (Quick) 5S 6H
Whiskey Pete 6D
Vik (Spirit boost from Bari 3r) 6C
Barinthasheer (Spirit boost 3r) 2C (turn taken)

Enemies:

Wild Vampires: Parry 7, Toughness 9, Pace 8, ISP 10
Billy Duchesne: Parry 7, Toughness 22 (12), Pace 12 (2d10), ISP 10
Melanie Duchesne: Parry 5, Toughness 14 (5), Pace 8, ISP 22

Enemy reinforcements: 31
Friendly reinforcements: 5 Civilians
Reinforcements this round: 1d6 each club
Maps
Image
GM Notes
GM Bennies: 0/8
Whiskey Pete 2/2

User avatar
Ashley Logan
Posts: 73
Joined: Tue Mar 06, 2018 3:55 pm

Re: 2.2 New Alamo: The After Party

Post by Ashley Logan » Wed Oct 03, 2018 6:44 am

The sound of yelling and weapon fire from outside convinced Ash that she had to get out there, NOW. Her armor still had some pieces missing, but it would be better than nothing.

She nearly tripped in her haste to get out the door, elbowing past frightened nuns in the hallway. Outside, in the bright lights around the gate, she saw human figures swarming over the Mountaineer, the Cassowary. Well, not human figures. Dread stuck in Ashley's throat as she got the weird wizard-tech rifle around on its sling and checked the settings. She'd tested it a few times, but still wasn't totally comfortable with it.

Magic. That's what she was down to.

The first switch went from 'cold' to 'warm.' That would make the output water. Then the volume dial went up... Ash squinted as she estimated the range, and adjusted it to something that seemed adequate.

Then she lifted the longarm to her shoulder, sighted down the barrel, and pulled the trigger.

Immediately Ash felt it pulling at her, consuming the fire inside her as if she'd been throwing massive explosions of flame. What came out however was water. A gushing freshet, as if that relatively small weapon somehow had an entire river packed into it, and was forcing it out a nozzle no wider than a little finger. By all rights the recoil should have sent Ash flying, but she felt nothing...the rifle must have taken care of that somehow.

The water curled in midair, twisting and twining into a sphere of wildly churning, sloshing moisture. And more came, and more, until that ball no bigger than Ashley's upper body must have contained a lake's worth of it. Then the rifle glowed blue and made a chuff noise, and the waterball sailed away towards the Cassowary.

When it hit, it was easy to believe there was a layer of Hell that was just water. It immediately expanded on impact, and all the pressurized water came roaring out of its confines. It was a tidal wave, a tsunami in a bottle, ripping and tearing at the ATV and vampires alike!
Rolls: Psi 8 (raise), damage 15 MD in MBT centered on Cassowary
Move a couple hexes south from current position and fire Greater Blast from Winter's Kiss. Short range 36 hexes, so no penalty there.

Psionics to target: 1d12 = 8: 8 or 1d6 = 1: 1 - Spending 4 ISP for 3d6 in MBT, and +4 ISP for Greater, 8 ISP spent total
Damage: 3d10 = 14: 9, 1, 4
Raise 1d6 = 1: 1

User avatar
Nazo
Posts: 68
Joined: Sun Jun 24, 2018 7:28 am

Re: 2.2 New Alamo: The After Party

Post by Nazo » Wed Oct 03, 2018 9:07 pm

Billy... I am weiry, I confess I do not know you. But I will not let your cry for help go unheard.

Nazo with her blades in hand, wrist blasters armed, necklace of U grenades coiled arround her neck, and staff of life adfixed to her back via a strap of tanned leather forgets her last peice of armor. She instead steps to the edge of the tower and glances from where she heard the call for help. She summons and releases her chi powers putting forth the quickning power of her celestial blade followed by her own inner chi power of flight! Then she leaps off the bell tower with her armor propelling her forward at a an astonishing distance.

Leap4” up and 8” Towards Billy... Free Action
Nazo fails
Two actions at -2 due to exhausted...
Action 1 Exalted quickness with jazz trapping, 9ppe, -2 map 1d10-4 = -2: 2 wild 1d6-4 = -3: 1 benny for reroll with elan 1d10-2 = 0: 2 wild 1d6-2 = 3: 5
Flight using 20 isp-> 10 ppe. 1d10-4 = -1: 3 wild 1d6-4 = -3: 1
Well legends say its not a good idea leap up and out of a bell tower, and looks like they are right. Nazo’s spirit guides are quite and she goes plummeting back down to the earth at the mercy of any wild vampire lookimg for some lunch.
GM, let me know how much damage Nazo takes
fall would be 4” higher than the height of the bell tower.
Combat info
Toughness: 17(8), Parry: 7, Pace: 8
Active Edges: Sixth Sense, Brave, Elan, quick
Ppe: 25/25, Isp: 10/30
Active Powers:


Bennies: 4/3
+1 post rate

User avatar
Vik
Posts: 78
Joined: Sat Mar 03, 2018 7:07 pm

Re: 2.2 New Alamo: The After Party

Post by Vik » Sat Oct 06, 2018 5:03 pm

Rolls
Gonna use my Hype-Me-Up Hypo to cast Quickness on myself, then move, then as my second action move again, build a Sunlight-Light/Obscure device and then use it drop a globe of sunlight by the gate (-2 MAP on those).

Casting Quickness
Techno-Wizardry 1d10+2 = 6: 4
Wild 1d6+2 = 5: 3

Creating Light device
Techno-Wizardry 1d10 = 5: 5
Wild 1d6 = 3: 3

Using Light device
Techno-Wizardry 1d10 = 9: 9
Wild 1d6 = 4: 4
"Ruddy wildebeast marbles," Vik says, wondering how he went from being first to wake to being last to start frying some deaders. "Well, last one in gets the rotten worm, so's they say."

Figuring a little wake-me-up is warranted, he gives himself a shot from the Hype-Me-Up Hypo, then starts cobbling together a wire-covered mortar launcher. Moving into position, he mutters a quick prayer to St. Bernard's and pulls the trigger. There's a puff of smoke, then a giant spinning disco-ball, blazing with the light of the sun, hangs spinning in the air by the gate.

Cast Quickness, then created and used a Sunlight-Light device, centering the LBT by the gate.
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 1/3 + 2/2
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6 (1d12+2), Vigor d6 +2
Charisma: -; Pace: 6 (8) (1d6); Parry: 5; Toughness: 17 (8) or 21 (12) with amulet;
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d6, Persuasion d4, Common Knowledge d8
Edges and Abilities of Note: Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (four times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to rolls with electronics and machines, +2 with arcane devices. Doubled out of combat); Master of Magic.
PPE: 6/20
Active Effects:
Adventure Cards: 6 - Rabbit Out of My Hat Play this card to gain +2 on any Trick test until the end of the scene; 40 - That's Crazy Talk, Mister Play this card to cause all non-wild card enemies suffer a -2 MAP as they stop to listen to your jabbering for one round.

User avatar
KahlessNestor
Posts: 237
Joined: Thu Feb 15, 2018 4:02 am

Re: 2.2 New Alamo: The After Party

Post by KahlessNestor » Tue Oct 09, 2018 3:49 am

Date: September 19, 109 PA
Time: 0200
Weather: Temperature normal for season (warm); no wind, no rain
Location: New Alamo
Ley Line: None
Scene modifiers:
  • Light: Dark -2 illumination
  • Visibility: NA
Round 3.4

***

The vampires on the Cassowary screamed in agony, thrashing on the vehicle, and melted away like wax, leaving only one clinging to the hood of the vehicle.

Nazo took a flying leap from the bell tower to get into battle, and promptly face planted with a splash in the shallow pool in front of the church.
Nazo
33 damage, that is 4 Wounds you need to soak, -2 for Exhaustion. Ouch! I’m really not trying to kill you again!
Squire Reynolds, up on the wall, quickly drew his silvered vibro-blade as he focused on his psionic powers to defend himself, but instead he screamed in agony and clutched his head.

“Rey!” Nara screamed as she saw her crush sway on his feet in front of a wild vampire. She clutched at the silver cross around her neck and held out her hand. A blast of celestial silver erupted and slammed into the wild vampire threatening Squire Reynold. The vampire staggered back a bit, shaken, its skin smoking and blistering.

One of the civilians, seeing Nazo fall, rushed over to to her. He climbed into the pool and turned her over so she wouldn’t drown, checking over her injuries. Another group of civilians rush toward the sounds of fighting, drawing weapons.

Vik threw up his ball of sunlight, and the two vampires that Charlemagne had downed immediately turned to ash. The others woke up screaming and burning, writhing in agony.
Instructions
  • Karsk is up!
  • If you have any Fatigue left over from the trip, this isn’t gone yet (you need a full night’s sleep). Same with Wounds (outside Golden Hour), unless you got them taken care of via Greater Healing.
  • Endless rules are in effect on both sides
    • If a player draws a club on initiative, or an enemy draws a joker, more enemy minions will arrive.
    • If an enemy draws a club on initiative, or a player draws a joker, reinforcements will arrive to help you.

Vampire soaks vs. Ashley
WV3 (1 wound) SOAKED
Vigor 1d10 = 6: 6
WV4 (1 wound) SOAKED
Vigor 1d10 = 7: 7
WV5 (1 wound) FAILED
Vigor 1d10 = 1: 1
WV7 (1 wound) SOAKED
Vigor 1d10 = 6: 6
WV8 (1 wound) FAILED
Vigor 1d10 = 2: 2
WV9 (1 wound) SOAKED
Vigor 1d10 = 10: 10
Ace 1d10+10 = 14: 4
Nazo fall damage
4d6+4 = 22: 6, 1, 5, 6
Ace 2d6+22 = 29: 1, 6
Ace 1d6+29 = 33: 4
Squire Reynold’s Rolls
Free action cast Armor Psionics 1d4 = 1: 1
Free action cast Smite (sunlight) 1d4 = 1: 1
SHAKEN
Nara’s Rolls
Cast Bolt (celestial silver) Psionics 1d4 = 4: 4
Ace 1d4+4 = 7: 3
Damage 3d6+4 = 12: 1, 2, 5
Civilian rolls
Civilian 1 run 1d6 = 2: 2
Civilian 2 run 1d6 = 2: 2
Civilian 3 run 1d6 = 1: 1
Civilian 4 run 1d6 = 4: 4
Civilian 5 run 1d6 = 6: 6
Wild Vampires vs Sunlight
WV17
Damage 2d10 = 9: 8, 1
Soak 1d10 = 3: 3
WV18
Damage 2d10 = 10: 1, 9
Soak 1d10 = 6: 6
WV19
Damage 2d10 = 5: 3, 2
Soak 1d10 = 4: 4
WV2Damage 2d10 = 14: 6, 8
Soak 1d10 = 9: 9
***
Combat Notes

Initiative:

You guys beat out the bad guys in initiative, so you get to go first.

Ryder (Level Headed, 2 cards, Danger Sense) BJ 2D (turn taken)
Billy Duchesne (6 Wounds, Incapacitated) AS (turn taken)
Wild Vampires QS (turn taken)
1
2
3
4
6 Shaken
7
9
10
11
12
13
14 Shaken
17 prone, sunlight, shaken
18 prone, sunlight, shaken
19 prone, sunlight
20 prone, sunlight
Melanie Duchesne QC (turn taken)
Nazo (Danger Sense, Sixth Sense, Quick)(Exhausted -2, -1 Armor, not FEP) 4H JS (turn taken)
Charlemagne (Cyberkinetic -2, -1 ranged attacks, Silver Smite, Deflection -2) JC (turn taken)
Thomas 8C (turn taken)
Ashley (-1 Armor, non-FEP) 7H (turn taken)
Reinforcements 7C (turn taken)
Squire Reynold (-4 ISP, Shaken)
Novice Nara (-2 PPE)
Civilians
1
2
3
4
5
Karsk (Quick) 5S 6H
Whiskey Pete 6D
Vik (Spirit boost from Bari 3r) 6C (turn taken)
Barinthasheer (Spirit boost 3r) 2C (turn taken)

Enemies:

Wild Vampires: Parry 7, Toughness 9, Pace 8, ISP 10
Billy Duchesne: Parry 7, Toughness 22 (12), Pace 12 (2d10), ISP 10
Melanie Duchesne: Parry 5, Toughness 14 (5), Pace 8, ISP 22

Enemy reinforcements: 31
Friendly reinforcements: 5 Civilians
Reinforcements this round: 1d6 each club
Maps
Image
***
GM Notes
GM Bennies: 8/8
Whiskey Pete 2/2
Billy Duchesne 1/2
Melanie Duchesne 2/2
GM Notes
GM Bennies: 0/8
Whiskey Pete 2/2

User avatar
Karsk
Posts: 62
Joined: Tue Mar 20, 2018 6:09 am

Re: 2.2 New Alamo: The After Party

Post by Karsk » Tue Oct 09, 2018 4:36 am

notice 1d8 = 7: 7
1d6 = 4: 4

Karsk notices the commotion at the gate.
"Karsk see that they want inside. Karskwill put a stop to that.

Pity that it was vampires. No good eating on them. maybe if he killed Whiskey Pete, it might make up for it.


Assuming it is in range, Karsk reaches out with his mind and picks up the wagon (doesn't sound like its particularly big, so should be strong enough) and drops in front of the gate blocking access from the other side.

Psionics 5
Exalted Telekinesis - strength 1d12+3

1d10 = 1: 1
1d6 = 5: 5

User avatar
Charlemagne
Posts: 102
Joined: Sat Mar 10, 2018 11:12 pm

Re: 2.2 New Alamo: The After Party

Post by Charlemagne » Tue Oct 09, 2018 11:38 pm

Agility to evade a booze trailer
Agility
1d4 = 3: 3

WD Agility
1d6 = 3: 3

Benny EE with prior and Elan
1d6+5 = 10: 5
Charlemagne barely breaks his aerial pace to drive his psi-swords through his vampiric foes. It's a good thing, too, as his second in command mentally hefts Whiskey Pete's booze-filled trailer to block the gate...where Charlemagne just was! "Good thinking, Karsk! Perhaps a moment later would've been better. I was nearly crushed 'neath its bulk!" he chimes in over the radio.
Charlemagne
Charlemagne
Current Status Post
Bennies: 4
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks
Toughness: 22 (12) (cyber armor active)
ISP: 30 / 30
Active Powers: cyber armor
Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
Adventure Cards:
  • Sudden Death:
    Deadly Blow:
Armor: Cyber-Knight Heavy Armor
  • Barrier
  • +8 Armor
  • +2 Toughness
  • Full Environmental Protection
  • Powered by 1 PPE/hour
Weapon(s) in hand:
2 Silver Chainswords
Psi-Swords (2)
  • Damage: Str + 3x Spirit
  • AP 8 for single blade, AP 4 for double blades
  • MD with 2 ISP
Edit Signature

User avatar
KahlessNestor
Posts: 237
Joined: Thu Feb 15, 2018 4:02 am

Re: 2.2 New Alamo: The After Party

Post by KahlessNestor » Tue Oct 09, 2018 11:48 pm

Date: September 19, 109 PA
Time: 0200
Weather: Temperature normal for season (warm); no wind, no rain
Location: New Alamo
Ley Line: None
Scene modifiers:
  • Light: Dark -2 illumination
  • Visibility: NA
Round 3.5

***

Kark mentally wrenched the trailer from the big boss and moved it over to the gate, dropping it on the vampires still there -- and on Charlemagne!
Charlemagne
Make an Agility roll to jump out of the way or take 18 damage - EDIT: made his roll
Two of the vampires were caught by the trailer and squashed flat, burning away to ash, though the third managed to scramble clear.

In the midst of all the chaos, Whiskey Pete yelped and went running toward his Big Boss.

END ROUND 3!
Wild Vampires to avoid being squashed
-2 for prone
WV17
Agility 1d8-2 = 2: 4
WV18
Agility 1d8-2 = 0: 2
WV19
Agility 1d8-2 = 4: 6
Damage from trailer
1d12+3 = 14: 11 + 1d6 = 4: 4
Whiskey Pete running
1d6 = 1: 1
***
Combat Notes

Initiative:

You guys beat out the bad guys in initiative, so you get to go first.

Ryder (Level Headed, 2 cards, Danger Sense) BJ 2D (turn taken)
Billy Duchesne (6 Wounds, Incapacitated) AS (turn taken)
Wild Vampires QS (turn taken)
1
2
6 Shaken
10
11
12
13
14 Shaken
19 prone, sunlight
Melanie Duchesne QC (turn taken)
Nazo (Danger Sense, Sixth Sense, Quick)(Exhausted -2, -1 Armor, not FEP) 4H JS (turn taken)
Charlemagne (Cyberkinetic -2, -1 ranged attacks, Silver Smite, Deflection -2) JC (turn taken)
Thomas 8C (turn taken)
Ashley (-1 Armor, non-FEP) 7H (turn taken)
Reinforcements 7C (turn taken)
Squire Reynold (-4 ISP, Shaken)
Novice Nara (-2 PPE)
Civilians
1
2
3
4
5
Karsk (Quick)(Shaken) 5S 6H (turn taken)
Whiskey Pete 6D (turn taken)
Vik (Spirit boost from Bari 3r) 6C (turn taken)
Barinthasheer (Spirit boost 3r) 2C (turn taken)

Enemies:

Wild Vampires: Parry 7, Toughness 9, Pace 8, ISP 10
Billy Duchesne: Parry 7, Toughness 22 (12), Pace 12 (2d10), ISP 10
Melanie Duchesne: Parry 5, Toughness 14 (5), Pace 8, ISP 22

Enemy reinforcements: 31
Friendly reinforcements: 5 Civilians
Reinforcements this round: 1d6 each club
Maps
Image
***
GM Notes
GM Bennies: 8/8
Whiskey Pete 2/2
Billy Duchesne 1/2
Melanie Duchesne 2/2
GM Notes
GM Bennies: 0/8
Whiskey Pete 2/2

User avatar
KahlessNestor
Posts: 237
Joined: Thu Feb 15, 2018 4:02 am

Re: 2.2 New Alamo: The After Party

Post by KahlessNestor » Wed Oct 10, 2018 12:27 am

Date: September 19, 109 PA
Time: 0200
Weather: Temperature normal for season (warm); no wind, no rain
Location: New Alamo
Ley Line: None
Scene modifiers:
  • Light: Dark -2 illumination
  • Visibility: NA
Round 4

***
Instructions
  • You guys got 3 Jokers this round! +3 Bennies for everyone, and Barinthasheer, Nazo, and Vik all have +2 to Trait rolls and Damage.
  • Barinthasheer, Nazo, Vik, Ryder, Ashley, Karsk, and Charlemagne are up!
  • Karsk, you are Shaken, and so need to make a Spirit roll and/or spend a benny to unshake.
  • If you have any Fatigue left over from the trip, this isn’t gone yet (you need a full night’s sleep).
  • Endless rules are in effect on both sides
    • If a player draws a club on initiative, or an enemy draws a joker, more enemy minions will arrive.
    • If an enemy draws a club on initiative, or a player draws a joker, reinforcements will arrive to help you.

[/list]


***
Combat Notes

Initiative:

Barinthasheer (Spirit boost 2r) JK
Nazo (Danger Sense, Sixth Sense, Quick)(Exhausted -2, -1 Armor, not FEP) 3H JK
Vik (Spirit boost from Bari 2r) JK
Ryder (Level Headed, 2 cards, Danger Sense) KS JH
Ashley (-1 Armor, non-FEP) QD
Karsk (Quick)(Shaken) 10S
Charlemagne (Cyberkinetic -2, -1 ranged attacks, Silver Smite 2r, Deflection -2 2r) 8D
Whiskey Pete 8D
Wild Vampires 6S
1
2
6 Shaken
10
11
12
13
14 Shaken
19 prone
Reinforcements 5C
Squire Reynold (-2 ISP, Shaken)
Novice Nara (-2 PPE)
Civilians
1
2
3
4
5
Melanie Duchesne 4D
Thomas 3C
Billy Duchesne (6 Wounds, Incapacitated) 2S

Enemies:

Wild Vampires: Parry 7, Toughness 9, Pace 8, ISP 10
Billy Duchesne: Parry 7, Toughness 22 (12), Pace 12 (2d10), ISP 10
Melanie Duchesne: Parry 5, Toughness 14 (5), Pace 8, ISP 22

Enemy reinforcements: 42
Friendly reinforcements: 0
Reinforcements this round: 1d8 each club
Maps
Image
***
GM Notes
GM Bennies: 8/8
Whiskey Pete 2/2
Billy Duchesne 1/2
Melanie Duchesne 2/2
GM Notes
GM Bennies: 0/8
Whiskey Pete 2/2

User avatar
Nazo
Posts: 68
Joined: Sun Jun 24, 2018 7:28 am

Re: 2.2 New Alamo: The After Party

Post by Nazo » Wed Oct 10, 2018 1:18 am

3 wounds
Hello Earth Meet Nazo: drop a benny to soak, +2 elan, +2 battle hardened, -2 fatigue 1d10+2 = 5: 3 wild 1d6+2 = 3: 1 benny to reroll 1d10+2 = 7: 5 wild 1d6+2 = 5: 3
3 wounds.
A sharp impact and sudden stop. Nazo grabs her stomach noticing a peice of metal sticking out from it. Thats the way you want it spirits? She wipes the blood oozing from her mouth with on hand and takes the offered assistance to stand with the other. Where is that four armed fella? Stick to the plan and watch his back. She tries again to leap into the air using her spiritual gifts and indeed takes off with thr aid lf her armors legs as of some kind of bounding leaky punching bag.

She lands behind Charlemagne with a squishy blood drenched slosh. Her breath is haggard, but her weapons are drawn. ”I am with you Charlegmaign... This raging drunk has your back. Lets... Lets finish them off.” The peice of metal rebarb sticking through her chest bobs up in down in agreement.
Flight, Mega 5
1d10-5 = 5: 10 wild 1d6-5 = -2: 3

Ppe: 1/20
Isp: 10/30
Combat info
Toughness: 17(8), Parry: 7, Pace: 8
Active Edges: Sixth Sense, Brave, Elan, quick
Ppe: 25/25, Isp: 10/30
Active Powers:


Bennies: 4/3
+1 post rate

User avatar
Barinthasheer
Bronze Patron
Bronze Patron
Posts: 48
Joined: Fri Sep 14, 2018 9:56 pm

Re: 2.2 New Alamo: The After Party

Post by Barinthasheer » Wed Oct 10, 2018 3:49 am

Explosions of water and light, a sword bird-man, a talking laser shooting truck, and a flying trailer. It was almost too much for his young mind to process all at once. His friend Reynolds looked mostly safe, Barinthasheer could make that out of the chaos. Maybe I should protect the other squires then crosses his mind as he looks down at the vampires who tried to put the whammy on him. Dropping to the ground between them and the doors to the monastery with his back to two of them he rapidly turns himself 180 degrees, his tail sweeping towards the pair of undead.
tail sweep both for 14 damage
Fighting 1d10 = 5: 5
Wild 1d6 = 3: 3
(forgot the +2 for joker)
Benny for extra effort 1d6 = 5: 5
So 12 total Hit with a raise
Damage 1d12 = 1: 1 1d8 = 3: 3 1d6 = 4: 4 +6= 14 damage
His tail connects solidly with both and he ends the turn facing them before they inevitably recover. Stay. Out. Stupid. Monsters.
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 34 (16)/6 in human
Combat-Relevant Edges & Abilities: +1d spirit (boost trait, 1 turn)
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: ISP 5/10; PPE 10/10
Bennies: 5/3
Adventure Cards
  • 43:Arcane Inspiration -When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Edit Signature

Characters Seswarick, Barinthasheer, Antipas, Harris LaVode

User avatar
Ryder
Posts: 41
Joined: Wed Aug 29, 2018 4:46 am

Re: 2.2 New Alamo: The After Party

Post by Ryder » Wed Oct 10, 2018 8:25 am

OOC Comments
+3 Bennies = 9/6

Accelerating to 20"
Movement is as follows:
7" straight forward
Making a hard right turn (90 degrees; Maneuver Difficulty 0); front of truck ends up moving straight north, on a route to pass through WV 11/12, before nearly scraping the building.
The center of the truck's nose ends up pretty much directly NW of the "T" on the map, with the three-hex wide vehicle sitting right next to the building.

WV 11 & 12 have to make Agility rolls to avoid being hit; depending on precisely where it is, WV 13 might need to jump out of the way of the truck's rear fender as it slides to the side.

Driving (-2 Crew Penalty, +2 Ace, +1 Handling, +0 Maneuver, Speed Kills -2):
Driving 1d12-1 = 3: 4
WIld Driving 1d6-1 = 1: 2
Extra Effort w/ Elan 1d6+5 = 11: 6 ACE Running Total 1d6+11 = 13: 2

Damage if Agility Fails (can only Shake):
WV 11 4d6 = 10: 2, 1, 1, 6 ACE Running Total 1d6+10 = 11: 1 11 Total
WV 12 4d6 = 17: 6, 1, 4, 6 ACE Running Total 2d6+17 = 22: 2, 3 22 Total
WV 13 4d6 = 14: 1, 1, 6, 6 ACE Running Total 2d6+14 = 24: 5, 5 24 Total

In addition, using the Helios Cannon on WV 14 (1 shot) & WV 19 (2 shots); Combat Ace prevents MAP, Steady Hands eliminates unstable platform
Shooting WV 14 1d12 = 2: 2
Shooting WV 19 1d12 = 8: 8 Raise
Shooting WV 19 1d12 = 1: 1 Friendly Fire--I hit the booze trailer!
Wild Shooting 1d6 = 6: 6 ACE Running Total 1d6+6 = 11: 5 Sub in for shot 1, so a Raise to hit WV 14

Damage WV14 3d10 = 11: 1, 5, 5 11 AP 12
Damage WV19 3d10 = 18: 3, 5, 10 Running Total 1d10+18 = 26: 8 26 AP 12
Damage Booze 3d10 = 21: 2, 10, 9 Running Total 1d10+21 = 31: 10 Running Total 1d10+31 = 39: 8 39 AP 12
Keeping his foot on the pedal, Ryder continues to accelerate, opening up with the solar cannon in an effort to clear the last two vampires from the gate. Sadly, one of the shots goes a bit astray, lighting up the booze trailer, instead, making for a lovely bonfire in the back. Meanwhile, not stopping to mourn the lost libations, Ryder continues, almost looking like he's going to ram the building, until he makes a sharp turn just before getting into the "U" of the building's wings, and cutting straight north towards Ashley; the front of the Aeon Cassowary forces two of the wild vamps to decide between leaping for safety and becoming hood ornaments; the rear fender of the truck likewise swings towards a third vampire like a very large hammer as he completes the fishtail turn.

Over the PA, Ryder calls out, "Hey, hey, sorry about the booze folks, and Ashley, I'm coming in hot; get ready to jump in when I stop!"
Ryder
Quick Stats
Trimadore MARS PCO (Smuggler)
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+3 Armor), Vigor d6
Skills: Boating d6+2; Climbing d4+2; Driving d12+2; Fighting d6; Know: Elec d6; Know: Engineering d4; Lockpicking d8+2; Notice d6 (+2 w/Traps); Piloting d6+2; Repair d6+2 (+2 for Traps); Shooting d12 (+2 Armor); Stealth d6 (+2 Urban); Streetwise: d4
Pace: 8/d6; Parry: 5; Toughness: 20 (10); Strain: 5; Reach: 1
Edges: Brave, Level-Headed, Mr. Fix-It, Ace, Combat Ace, Danger Sense, Rock'n'Roll, Steady Hands, Elan, Connections: Black Market (Immortal Hand) & Pirate Kingdoms, Thief, Brawny
Hindrances: Major Wanted: Federation of Magic, Quirk: Personal Coda, Stubborn
  • Cybernetics:
    Subject Matter Port, Wired Skill Port (No chips), EDSA, Cy-Wi Reflexes
Bennies: 8/6
  • Q1/19 Adventure Cards:
    Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.
    Power Surge - Immediately recover all spent Power Points.
Aeon Cassowary (Mountaineer Mk II)
Size 6, Acc/TS 10/50 (Maximum speed 120 mph), Handling +1
Toughness 31 (16) MDC; Crew 2+8
All-Terrain (2 squares Difficult Terrain = 3" movement), Environmental Systems (FEP for occupants), Sensor Suite (+2 to Notice rolls)
Weapons: Mini Railgun, Solar Laser Cannon (Medium)

User avatar
Vik
Posts: 78
Joined: Sat Mar 03, 2018 7:07 pm

Re: 2.2 New Alamo: The After Party

Post by Vik » Wed Oct 10, 2018 8:56 am

Rolls
Moving as needed to get line of sight -- looks like about 6 hexes north of the big B should work, assuming Ryder moves the Mountaineer.

Round 1 Action: Drawing Magma Blaster and firing an greater entangle shot at Whiskey Pete (uses 4 PPE from the gun's 10 PPE reservoir). Activates on Shooting, -2 MAP for drawing and firing, +2 from the gun, +2 from armor mod, +2 Machine Maestro, +2 from Joker
Shooting 1d8+6 = 14: 8 = Ace 1d8+14 = 16: 2 + Benny of Extra Effort + Elan 1d6+18 = 20: 2
Wild 1d6+6 = 11: 5

Whiskey Pete needs to roll a 20 or better on Agility or be fully Entangled. If he doesn't get at least a 16, later attempts to escape are made at -4.

Round 2 Action:
Crafting a healing gizmo with the jolt trapping, then shooting Nazo (and anyone else who is wounded) with it to apply greater healing. -2 MAP, +2 Machine Maestro, +2 Joker
Create:
Techno-Wizardry 1d10+2 = 5: 3 + Benny for Extra Effort + Elan 1d6+7 = 9: 2 = Success with a raise, gizmo has 15 PPE
Wild 1d6+2 = 4: 2
Use:
Techno-Wizardry 1d10+2 = 7: 5 and forgot the -2 from greater healing + Benny for Extra Effort + Elan 1d6+7 = 12: 5
Wild
Nazo is healed of 3 Wounds. Looks like healing caps at 2 Wounds healed, not 1 per raise. So Nazo (and anyone else nearby who is wounded) is healed of 2 Wounds.

His brain swimming in a wonderful cocktail of B12 and magically-fortified South American snow, Vik spots ol' Whiskey Pete making a run for his Big Boss.

"Oy, you tricksy wanker, mis-abusing the wondrous spirits in ways what try to incapacitate us innocent imbibers, then throw open the pearlies for gobstopping fiends and whatnot, no Thomas-ing off for you, ya git," he says, sighting down the rails of his new Magma Blaster at the treacherous purveyor of bottom-shelf booze. Although tempted to burn a hole in the coward's back, he instead opts to try out the Low-Flo Solidifier rounds, which work quite nicely -- the steaming molten lead spreads on contact, wrapping ol' Pete up in a painful net of rapidly cooling metal.

Whiskey Pete needs to roll a 20 or better on Agility or be fully Entangled. If he doesn't get at least a 16, later attempts to escape are made at -4.

Still buzzing with his veins full of go-go-juice, Vik turns his eyes toward the fight at the gate ... only to spy poor Nazo leaping all naked-like offa the belltower and doing whatever the opposite is of sticking the landing. He winces when she stands up with a bloody length of rebar sticking out between her jubblies.

"Oh, Naz, that ain't a good look," he says, trying to shield his eyes but unable to look away from the horrifying but still alluring sight of the naked warrior, blood slicking her smooth skin wherever it hasn't been torn away in the fall. "You got your kitty and biscuits all out where them vamps'll chew 'em up, and I mean it's nice biscuits and all but that bit of rusty piping sticking out just there is just not ... I mean, not that I was looking but ... an' is that your knee cap, hanging there? Tho' I didn't know you could shave there, that's something ... but really that just, I don't think you should be walking around like ... bollocks, wait a tic."

Still peaking with one eye, he grabs bits and bobs from his belt and cobbles together another Pneumatic Needler of Necessary Nursing.

"Right, so, Naz, I'm gonna have to stick you, I mean put this in you, but it's like, medicine and whatnot, so's don't go all chop-socky on me, cause of lacking written consent, but just like, lie back and relax and think of England, or the Orient or what-have-you, and no hard feelings, or I mean, maybe semi-hard but not intentional, unless that's something ... but not, like, you know, I got Charlie, so, not that she would have to ... oh buggering hell's, this might sting," he says, before launching a dart that's almost-not-quite-close-enough-to-six-inches into the soft flesh of Nazo's left butt cheek.

Nazo (and anyone else nearby who is wounded) is healed of 2 Wounds. EDIT: Plus jazz trapping for free un-Shake roll if needed.
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 1/3 + 2/2
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6 (1d12+2), Vigor d6 +2
Charisma: -; Pace: 6 (8) (1d6); Parry: 5; Toughness: 17 (8) or 21 (12) with amulet;
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d6, Persuasion d4, Common Knowledge d8
Edges and Abilities of Note: Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (four times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to rolls with electronics and machines, +2 with arcane devices. Doubled out of combat); Master of Magic.
PPE: 6/20
Active Effects:
Adventure Cards: 6 - Rabbit Out of My Hat Play this card to gain +2 on any Trick test until the end of the scene; 40 - That's Crazy Talk, Mister Play this card to cause all non-wild card enemies suffer a -2 MAP as they stop to listen to your jabbering for one round.

User avatar
Charlemagne
Posts: 102
Joined: Sat Mar 10, 2018 11:12 pm

Re: 2.2 New Alamo: The After Party

Post by Charlemagne » Wed Oct 10, 2018 6:55 pm

Turn 1
Flight max pace NW to attack WV2
Improved Frenzy 1
1d12 = 5: 5

Improved Frenzy 2
1d12 = 9: 9

Damage with Champion - AP 4
1d6+2 = 5: 3
3d10 = 17: 5, 2, 10
One ace with total prior
1d10+22 = 29: 7

WD IF
1d6 = 2: 2

2nd action - called shot to head / neck (decap)
1d12-4 = -3: 1

WD Called shot
1d6-4 = -2: 2

Benny to reroll called shot with Elan
1d12-2 = 0: 2

WD CS with elan
1d6-2 = 4: 6

Ace with prior
1d6+4 = 9: 5

Damage with called shot & champion - AP 4
1d6+6 = 9: 3
3d10 = 19: 7, 10, 2
One ace with total prior
1d10+28 = 30: 2

Drawing The Shining Light (quickness raise negates 2 points MAP)
Turn 2
Max pace flight (14") to attack WV1, drawing The Burden of the Unrighteous - flight path to get aerial view over the wall
Notice over the wall - Lyn-Srial vision ignores dim/dark penalties
1d8 = 8: 8
Ace with prior
1d8+8 = 10: 2

WD Notice
1d6 = 6: 6
Ace with prior
1d6+6 = 11: 5

Improved Frenzy 1
1d12 = 3: 3

Improved Frenzy 2
1d12 = 9: 9

Damage with Champion - 26 damage AP 4
1d6+2 = 7: 5
3d10 = 19: 8, 6, 5

WD IF
1d6 = 4: 4

2nd action: called shot to head/neck (decap)
1d12-4 = 2: 6

Benny EE with Elan and prior
1d6+4 = 7: 3

Damage with called shot & champion - 23 damage AP 4
1d6+6 = 9: 3
3d10 = 14: 6, 2, 6

WD Called Shot
1d6-4 = -3: 1
Charlemagne, having just dodged a telekinetically wielded liquor trailer, spies another pair of vampires near some of the civilians. "Ho there! Stand and face your true adversary. Face me now!" He speeds towards the first vampire, psi-swords blazing. The first slice runs the vampire through, but the second takes the vampire at the neck. He shouts to his allies as he banks upwards, turning towards his next foe. "Call down fire on my position; immolate this wretched corpse! I'll serve you another presently!"
He flies full speed, having about-faced from his northerly direction, gaining enough altitude to see over the wall into the darkness. He scans the horizon before breaking right, giving the next wild vampire much of the same treatment as the first. "More fire here on this headless corpse!"
Charlemagne
Charlemagne
Current Status Post
Bennies: 4
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks
Toughness: 22 (12) (cyber armor active)
ISP: 30 / 30
Active Powers: cyber armor
Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
Adventure Cards:
  • Sudden Death:
    Deadly Blow:
Armor: Cyber-Knight Heavy Armor
  • Barrier
  • +8 Armor
  • +2 Toughness
  • Full Environmental Protection
  • Powered by 1 PPE/hour
Weapon(s) in hand:
2 Silver Chainswords
Psi-Swords (2)
  • Damage: Str + 3x Spirit
  • AP 8 for single blade, AP 4 for double blades
  • MD with 2 ISP
Edit Signature

User avatar
Nazo
Posts: 68
Joined: Sun Jun 24, 2018 7:28 am

Re: 2.2 New Alamo: The After Party

Post by Nazo » Thu Oct 11, 2018 4:01 pm

Nazo takes the help from Vik with a wry smile on her face, ”Not as hard as I thought, and I don’t do chop suey. Unless you are a racist Manko. For a racist I’ll chop and make suey.” She rubs her side a bit, ” I don’t really understand half the stuff you say but I know you are a hero. Thank you.” She takes a fighting pose ready to end the vampire menace.
Combat info
Toughness: 17(8), Parry: 7, Pace: 8
Active Edges: Sixth Sense, Brave, Elan, quick
Ppe: 25/25, Isp: 10/30
Active Powers:


Bennies: 4/3
+1 post rate

User avatar
KahlessNestor
Posts: 237
Joined: Thu Feb 15, 2018 4:02 am

Re: 2.2 New Alamo: The After Party

Post by KahlessNestor » Thu Oct 11, 2018 11:07 pm

Date: September 19, 109 PA
Time: 0200
Weather: Temperature normal for season (warm); no wind, no rain
Location: New Alamo
Ley Line: None
Scene modifiers:
  • Light: Dark -2 illumination
  • Visibility: NA
Round 4.1

***

Nazo dribbles tasty blood over the ground as she flies to Charlemagne. It is amazing she still lives after a fall like that, and the civilian that helped her stared in shock as the heroine seems unfazed, despite the piece of metal from the fountain sticking out of her.

Barinthashar manages to club a couple wild vampires with his tail, leaving them staggered, catching their wits.

Ryder comes roaring through with the Cassowary, ramming into the three wild vampires near Barinthasheer and tossing them around. His sunlight cannon also lanced out, vaporizing the vampire on the wall threatening Squire Reynold, and the prone vampire near the back of Whiskey Pete’s trailer. But his third shot went awry, lighting the trailer full of explosive booze on fire.

Vik comes into view in the square and pulls out a big gun, firing a net of lead webbing that catches the limping traveling salesman and wraps Whiskey Pete up tightly.

Charlemagne flew like a blur after one of the vampires, quickly cutting it down and decapitating it before flying off to give the same treatment to a second wild vampire. Along the way, he soared above the walls to take a look. With his keen sight he could make out a large group of wild vampires milling about in the darkness on the other side of the moat where the drawbridge would fall when lowered, agitated, hungry, slavering and snarling with anticipation.
Instructions
  • Ashley and Karsk are up!
  • Karsk, you are Shaken, and so need to make a Spirit roll and/or spend a benny to unshake.
  • If you have any Fatigue left over from the trip, this isn’t gone yet (you need a full night’s sleep).
  • Endless rules are in effect on both sides
    • If a player draws a club on initiative, or an enemy draws a joker, more enemy minions will arrive.
[*]If an enemy draws a club on initiative, or a player draws a joker, reinforcements will arrive to help you.
undefinedundefined
Agility to avoid collision
WV11
1d8 = 1: 1
WV12
1d8 = 2: 2
WV13
1d8 = 3: 3
Whiskey Pete Agility vs Greater Entangle
Agility 1d6 = 3: 3
Wild 1d6 = 2: 2
***
Combat Notes

Initiative:

Barinthasheer (Spirit boost 2r) JK (turn taken)
Nazo (Danger Sense, Sixth Sense, Quick)(Exhausted -2, -1 Armor, not FEP) 3H JK (turn taken)
Vik (Spirit boost from Bari 2r) JK (turn taken)
Ryder (Level Headed, 2 cards, Danger Sense) KS JH (turn taken)
Ashley (-1 Armor, non-FEP) QD
Karsk (Quick)(Shaken) 10S
Charlemagne (Cyberkinetic -2, -1 ranged attacks, Silver Smite 2r, Deflection -2 2r) 8D (turn taken)
Whiskey Pete (fully entangled, -4 to escape) 8D
Wild Vampires 6S
1 7 wounds, incapacitated, decapitated
2 9 wounds, incapacitated, decapitated
6 Shaken
10
11 Shaken
12 Shaken
13 Shaken
Reinforcements 5C
Squire Reynold (-2 ISP, Shaken)
Novice Nara (-2 PPE)
Civilians
1
2
3
4
5
Melanie Duchesne 4D
Thomas 3C
Billy Duchesne (6 Wounds, Incapacitated) 2S

Enemies:

Wild Vampires: Parry 7, Toughness 9, Pace 8, ISP 10
Billy Duchesne: Parry 7, Toughness 22 (12), Pace 12 (2d10), ISP 10
Melanie Duchesne: Parry 5, Toughness 14 (5), Pace 8, ISP 22

Enemy reinforcements: 42
Friendly reinforcements: 0
Reinforcements this round: 1d8 each club
Maps
Image
GM Notes
GM Bennies: 0/8
Whiskey Pete 2/2

User avatar
Karsk
Posts: 62
Joined: Tue Mar 20, 2018 6:09 am

Re: 2.2 New Alamo: The After Party

Post by Karsk » Fri Oct 12, 2018 4:14 pm

Notice 7
OOC Comments
1d8 = 7: 7
1d6 = 4: 4
The effort of moving the trailer took more effort than Karsk liked, but he quickly shook it off. He steps out right near a vampire.

"Karsk say go away" as he generates a water bolt and flung it at the vampire.
OOC Comments
spend 1 benny to unshake
Psionics 5 damage 26
Bolt with water trapping
OOC Comments
1d10-1 = 1: 2
1d6-1 = 5: 6
3d6 = 12: 4, 2, 6 water based damage ace 1d6+12 = 18: 6 ace again 1d6+18 = 24: 6 ace x3 1d6+24 = 26: 2
Exalted telekinesis running
Bennies 5/3

User avatar
Ashley Logan
Posts: 73
Joined: Tue Mar 06, 2018 3:55 pm

Re: 2.2 New Alamo: The After Party

Post by Ashley Logan » Sat Oct 13, 2018 6:10 pm

As the ATV careened towards her, a wild vampire stuck to its hood, Ashley raised the magic rifle to her eye again and sighted. Say what you wanted about the thing's energy source, the sights on it were pure, good old passive light amplification gear, just like the Coalition used to make. The image in the scope was grainy and green, but she could clearly make out the thrashing undead.

With her thumb she switched modes and unleashed a torrent of water...similar to how the 'waterball' had formed, but without the magical effect to gather and compress the stream. It was basically just a magic firehose at that point, hosing down the front of the vehicle with freshets of pure water.

(Using 'water blast' from rifle, which is basically an 'ion blast' setting with the water trapping)
Rolls: Shooting 7, 13 damage (1 benny spent, 5 left)
Shooting 1d8+2 = 4: 2 or 1d6+2 = 7: 5
Damage: 3d6+1 = 5: 1, 1, 2, no AP...not MD so the vehicle is fine
lol, yeah, no...bennying that crap 3d6+1 = 13: 2, 6, 4

User avatar
KahlessNestor
Posts: 237
Joined: Thu Feb 15, 2018 4:02 am

Re: 2.2 New Alamo: The After Party

Post by KahlessNestor » Mon Oct 15, 2018 4:35 am

Date: September 19, 109 PA
Time: 0200
Weather: Temperature normal for season (warm); no wind, no rain
Location: New Alamo
Ley Line: None
Scene modifiers:
  • Light: Dark -2 illumination
  • Visibility: NA
Round 4.2

***

Karsk stepped out the side door of the garage barn. The remains of one vampire lay decapitated nearby, but there was still a vampire standing, though looking disoriented. Karsk flippantly tossed a blast of water at it, melting it into mud.

The vampire on the hood of the Cassowary screamed as well as Ashley doused it with water.

Whiskey Pete was cursing and sobbing as he struggled to get free of the lead netting Vik had entangled him in. Unfortunately, all he succeeded in doing is losing his balance and falling over.

One of the wild vampires that had been slammed by Barinthasheer gathered her wits again. Seeing easier prey than a dragon, she rushed toward Nazo. She hissed out words of power and the mystic felt a heavy sleepiness fall over her.
Nazo
Make a Notice roll at -2 (raise) with other penalties or fall asleep.
On the wall, Squire Reynold still stood there in horror, never having been in actual combat before.

“Reynold, we have to help them!” Nara called to her beau. She turned and fired another blast of celestial silver energy at the vampire that had just run toward Nazo. The blast vaporized the vampire.

Civilians rushed from the north side of the barn and opened fire on the vampires near Barinthasheer.

Suddenly there was a groaning of metal. The trailer that Karsk had thrown in front of the gate started to rise. And then it slammed through the gates, knocking them open and sending the drawbridge crashing down across the moat.
Instructions
  • Tommy is up!
  • If you have any Fatigue left over from the trip, this isn’t gone yet (you need a full night’s sleep).
  • Endless rules are in effect on both sides
    • If a player draws a club on initiative, or an enemy draws a joker, more enemy minions will arrive.
    • If an enemy draws a club on initiative, or a player draws a joker, reinforcements will arrive to help you.



Whiskey Pete escape entangled -3 Crit fail
-4 Greater Entangle raise
Agility 1d6-4 = -3: 1
Wild 1d6-4 = -3: 1
Wild Vampire rolls
Fast Regeneration WV1
Vigor 1d10 = 2: 2 - Fail
Fast Regeneration WV2
Vigor 1d10 = 9: 9 - 2 Wounds
Unshake WV 11
Spirit 1d6 = 1: 1 - Fail
Unshake WV 12
Spirit 1d6 = 5: 5 - Succeed
Unshake WV 13
Spirit 1d6 = 2: 2 - Fail
WV 12 casts slumber on Nazo
Psionics 1d6 = 3: 3
GM Benny that 1d6+3 = 8: 5
Reinforcements rolls
Reynolds unshake
Spirit 1d6 = 1: 1
Nara casts large Bolt at WV12
Mysticism 1d4 = 4: 4
Ace 1d4+4 = 5: 1
Damage 3d6 = 16: 5, 5, 6
Ace 1d6+16 = 22: 6
Ace 1d6+22 = 27: 5
Civilians running
CV1 1d6 = 5: 5
CV2 1d6 = 5: 5
CV3 1d6 = 2: 2
CV4 1d6 = 6: 6
CV5 1d6 = 3: 3
CV4 fires at WV11
-2 MAP, -2 medium range
Shooting 1d4-4 = -3: 1
CV2 fires at WV11
-2 MAP, -2 medium range
Shooting 1d4-4 = 0: 4
Ace 1d4 = 4: 4
Ace 1d4+4 = 7: 3
CV5 fires at WV13
-2 MAP, -2 medium range
Shooting 1d4-4 = -1: 3
CV3 fires at WV13
-2 MAP, -4 long range
Shooting 1d4-6 = -5: 1
Damage 2d6 = 10: 6, 4 - can’t wound, already shaken
Ace 1d6+10 = 11: 1
Melanie Duchesne
Exalted TK
Psionics 1d10 = 7: 7
Benny for Extra Effort 1d6+7 = 10: 3
Wild 1d6 = 5: 5
***
Combat Notes

Initiative:

Barinthasheer (Spirit boost 2r) JK (turn taken)
Nazo (Danger Sense, Sixth Sense, Quick)(Exhausted -2, -1 Armor, not FEP) 3H JK (turn taken)
Vik (Spirit boost from Bari 2r) JK (turn taken)
Ryder (Level Headed, 2 cards, Danger Sense) KS JH (turn taken)
Ashley (-1 Armor, non-FEP) QD (turn taken)
Karsk (Quick)(Shaken) 10S (turn taken)
Charlemagne (Cyberkinetic -2, -1 ranged attacks, Silver Smite 2r, Deflection -2 2r) 8D (turn taken)
Whiskey Pete (fully entangled, -4 to escape, prone) 8D (turn taken)
Wild Vampires 6S (turn taken)
1 7 wounds, incapacitated, decapitated
2 7 wounds, incapacitated, decapitated
11 Shaken
13 Shaken
Reinforcements 5C (turn taken)
Squire Reynold (8 ISP, Shaken)
Novice Nara (6 PPE)
Civilians
1
2
3
4
5
Melanie Duchesne (Exalted TK with raise) 4D (turn taken)
Thomas 3C
Billy Duchesne (6 Wounds, Incapacitated) 2S

Enemies:

Wild Vampires: Parry 7, Toughness 9, Pace 8, ISP 10
Billy Duchesne: Parry 7, Toughness 22 (12), Pace 12 (2d10), ISP 10
Melanie Duchesne: Parry 5, Toughness 14 (5), Pace 8, ISP 12

Enemy reinforcements: 42
Friendly reinforcements: 0
Reinforcements this round: 1d8 each club
Maps
Image
GM Notes
GM Bennies: 0/8
Whiskey Pete 2/2

User avatar
Thomas
Posts: 74
Joined: Fri Mar 30, 2018 1:24 pm

Re: 2.2 New Alamo: The After Party

Post by Thomas » Mon Oct 15, 2018 7:36 am

"I am sorry ladies, but I think the team will need my help." Thomas says as he begins stepping towards the battle he disappears from their view.

Once invisible Thomas heads over to get a better view of everything going on. Thinking to himself, how best to aid the combatants.

OOC Comments
Spellcasting 1d8+1 = 5: 4
Wild die 1d6+1 = 6: 5
Conditions
Charisma +6* (Persuasion d8+6)
Parry 5
Armor 15 (10)

Wounds: 0
Fatigue: 0

Personal PPE: 20/20
Staff PPE: 10/10
Amulet PPE: 10/10
Vampire Slayer: 12/20

Active Effects
  • Elemental Mastery
Bennies 2
  • 3 Reset of Quarter
    -1 Vigor to resist fatigue riding on howdah

User avatar
KahlessNestor
Posts: 237
Joined: Thu Feb 15, 2018 4:02 am

Re: 2.2 New Alamo: The After Party

Post by KahlessNestor » Tue Oct 16, 2018 3:19 am

Date: September 19, 109 PA
Time: 0200
Weather: Temperature normal for season (warm); no wind, no rain
Location: New Alamo
Ley Line: None
Scene modifiers:
  • Light: Dark -2 illumination
  • Visibility: NA
Round 5

***

Reynold finally pulled himself together and gave Nara a sheepish smile. “Sorry,” he apologized. “Brainburn.”

Nara gave him a shy smile. “It’s okay. But it doesn’t look like it’s over.” She looked out into the darkness where a mass of vampires was starting to charge across the moat on the drawbridge.

“I should get down and help hold the gate,” Reynold said. “Stay up here where it’s safe.”

“And how long do you think it will stay safe?” Nara asked wryly. “I can’t heal anyone from up here.”

Reynold nodded and they both headed down the ladders. “Is anyone hurt?” Nara asked as Reynold tried to power up again, but he clutched his head again and fell against the wall with a groan.

Nara sighed as she looked at her beau. Maybe she needed another boyfriend, a competent one, like that boy they had met earlier, one of the refugees, Barry.

The civilians that had arrived in the square to help moved toward the heroes. “Looks like you handled things,” they said with gratitude, not seeing the mass of vampires beyond the wall yet. “Guess just the clean up is left.”
Instructions
  • Vik, Nazo, and Karsk are up!
  • If you have any Fatigue left over from the trip, this isn’t gone yet (you need a full night’s sleep).
  • Endless rules are in effect on both sides
    • If a player draws a club on initiative, or an enemy draws a joker, more enemy minions will arrive.
  • If an enemy draws a club on initiative, or a player draws a joker, reinforcements will arrive to help you.
End of round 4 Billy Duchesne
Vigor 1d10 = 4: 4
Wild 1d6 = 2: 2
Reinforcements
Reynolds unshake
Spirit 1d6 = 6: 6
Ace 1d6+6 = 9: 3
Reynold casts free action Armor
Psionics 1d4 = 1: 1
Reynold casts free action Smite (sunlight)
Psionics 1d4 = 4: 4
***
Combat Notes

Initiative:

Reinforcements KH
Squire Reynold (6 ISP, Shaken)
Novice Nara (6 PPE)
Civilians
1
2
3
4
5
Vik QH
Nazo (Danger Sense, Sixth Sense, Quick)(Exhausted -2, -1 Armor, not FEP) QC
Karsk (Quick) 4D 3D JS
Billy Duchesne (3 Wounds, Incapacitated) 10H
Charlemagne (Cyberkinetic -2, -1 ranged attacks, Silver Smite 2r, Deflection -2) 10C
Wild Vampires 9D
1 3 wounds, incapacitated, decapitated
2 3 wounds, incapacitated, decapitated
11 Shaken
13 Shaken
Barinthasheer 7H
Ashley (-1 Armor, non-FEP) 7C
Ryder (Level Headed, 2 cards, Danger Sense) 4C 6S
Whiskey Pete (fully entangled, -4 to escape, prone) 5S
Melanie Duchesne (Exalted TK with raise 2r) 2H
Thomas (True Invisible) 2C

Enemies:

Wild Vampires: Parry 7, Toughness 9, Pace 8, ISP 10
Billy Duchesne: Parry 7, Toughness 22 (12), Pace 12 (2d10), ISP 10
Melanie Duchesne: Parry 5, Toughness 14 (5), Pace 8, ISP 11

Enemy reinforcements: 54
Friendly reinforcements: 0
Reinforcements this round: 1d10 each club
Maps
Image
GM Notes
GM Bennies: 0/8
Whiskey Pete 2/2

User avatar
Karsk
Posts: 62
Joined: Tue Mar 20, 2018 6:09 am

Re: 2.2 New Alamo: The After Party

Post by Karsk » Tue Oct 16, 2018 4:46 am

notice 9
OOC Comments
1d8 = 4: 4
1d6 = 6: 6
1d6 = 3: 3
Karsk sees the trailer fly through the gate, causing the drawbridge to come crashing down.

"Karsk not do that. karsk will raise drawbridge. Kill the vampires first before they try to kill Karsk

He activates the bracelet he got from the slavers before moving to the gate and concentrating on lifting the drawbridge up.
OOC Comments
Third round of exalted telekinesis 1d12+3 str to raise the drawbridge

User avatar
Nazo
Posts: 68
Joined: Sun Jun 24, 2018 7:28 am

Re: 2.2 New Alamo: The After Party

Post by Nazo » Tue Oct 16, 2018 6:18 am

Spirit vs Slumber total 9
Vs Slumber at -5, +1 Soul forge dagger, +2 joker= Spirit 1d6-2, go dice roll! 1d6-2 = 1: 3 wild 1d6-2 = -1: 1 Benny for Elan= 1d6+2 = 8: 6
The dreams of your forfathers call little Nazo... Time to go to sleep... Uh? Get out of my head demon!
She takes a swig of Sake throwing the empty bottle on the ground and stumbles through the air half hazardly landing near B. Her celestial blade slashes down on the wild vampire named 11! ”Wampire I’ll see you in hell!!!”

Still though her strength is sapped from the nights exertions and long travel. Her brreathing is clearly haggard as if she had just run a triathlon. She howls at the vampire lost in a drunken rage, ” Damnit, just die!! Just die like the rest of them!!! Let that bridge come down, I’ll kill you all, I’ll kill you all!!”
Flying to WV11 and attack with 7, damage: 10AP2 Celestial Silver
Fighting -3, +1 from item: 1d10-2 = 6: 8 wild 1d6-2 = 4: 6 ace 1d6 = 3: 3
Damage: -3 damage, +2 armor, +1 flight trapping 1d12 = 1: 1plus 2d8 = 9: 2, 7 celestial silver
Nazo leaps into action flying over to where B is and stabbing WV11
2 Round of Flight
Combat info
Toughness: 17(8), Parry: 7, Pace: 8
Active Edges: Sixth Sense, Brave, Elan, quick
Ppe: 25/25, Isp: 10/30
Active Powers:


Bennies: 4/3
+1 post rate

User avatar
Barinthasheer
Bronze Patron
Bronze Patron
Posts: 48
Joined: Fri Sep 14, 2018 9:56 pm

Re: 2.2 New Alamo: The After Party

Post by Barinthasheer » Tue Oct 16, 2018 9:18 pm

Whet the scary sounding hat lady flies at him Bari has a moment of worry until she skewers the vampire in front of him. Her tirade towards the undead gives him hope she's not hostile to him so he decides to offer the wounded warrior aid. "Hello again hat lady, I'm a hero now so please don't flay me. Umm, you look hurt, I can heal you."

He tentatively extends a finger twords her, psionic power gathering at the tip.

(ooc: wanted to let her know IC Bari can heal her but awaiting turn to do so)
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 34 (16)/6 in human
Combat-Relevant Edges & Abilities: +1d spirit (boost trait, 1 turn)
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: ISP 5/10; PPE 10/10
Bennies: 5/3
Adventure Cards
  • 43:Arcane Inspiration -When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Edit Signature

Characters Seswarick, Barinthasheer, Antipas, Harris LaVode

User avatar
Nazo
Posts: 68
Joined: Sun Jun 24, 2018 7:28 am

Re: 2.2 New Alamo: The After Party

Post by Nazo » Wed Oct 17, 2018 5:18 am

Barinthasheer wrote:
Tue Oct 16, 2018 9:18 pm
Whet the scary sounding hat lady flies at him Bari has a moment of worry until she skewers the vampire in front of him. Her tirade towards the undead gives him hope she's not hostile to him so he decides to offer the wounded warrior aid. "Hello again hat lady, I'm a hero now so please don't flay me. Umm, you look hurt, I can heal you."

He tentatively extends a finger twords her, psionic power gathering at the tip.

(ooc: wanted to let her know IC Bari can heal her but awaiting turn to do so)
Why is that large image talking to me?
Nazo stumbles near the claw laughing wildly ready for more vampires! ” That is fine large winged spirit. Do your best for Naxo the drinker of Sake and I will hold the Gate until the vampires overrun me!”
Combat info
Toughness: 17(8), Parry: 7, Pace: 8
Active Edges: Sixth Sense, Brave, Elan, quick
Ppe: 25/25, Isp: 10/30
Active Powers:


Bennies: 4/3
+1 post rate

User avatar
Thomas
Posts: 74
Joined: Fri Mar 30, 2018 1:24 pm

Re: 2.2 New Alamo: The After Party

Post by Thomas » Wed Oct 17, 2018 7:34 am

Seeing Nazo stumbling around, yet somehow still fighting Thomas knows she needs his help. But the risk of getting to close to a dragon has his wondering if it is worth it. Over his radio Thomas begins to talk, then realizes the warrior is not even wearing her radio. "Dammit all." He Whispers to himself as he heads towards her.

OOC Comments
I will be going sometime later in the week, but after the dragon heals you wounds, i can remove your fatigue.
Conditions
Charisma +6* (Persuasion d8+6)
Parry 5
Armor 15 (10)

Wounds: 0
Fatigue: 0

Personal PPE: 20/20
Staff PPE: 10/10
Amulet PPE: 10/10
Vampire Slayer: 12/20

Active Effects
  • Elemental Mastery
Bennies 2
  • 3 Reset of Quarter
    -1 Vigor to resist fatigue riding on howdah

User avatar
Vik
Posts: 78
Joined: Sat Mar 03, 2018 7:07 pm

Re: 2.2 New Alamo: The After Party

Post by Vik » Thu Oct 18, 2018 11:35 am

Doing Stuff
Action 1: Launch another sunlight-glitter-bomb over the wall, just on the other side of the gate. Then move toward Billy D.
Action 2: Move to Billy D., then use Repair to open up his suit before stuffing Tommy's sunlight-pebble in his mouth (-2 MAP)

Techno-Wizardry 1d10+2 = 10: 8
Wild 1d6+2 = 4: 2

Repair 1d6-1 = 2: 3
Wild 1d6-1 = 4: 5
"Cor, buncha barking lunar tits, is wot," Vik says, as he shoves another glitter-bomb into his Mortar of Mid-day Mirrorballs. "Come round all wakey-wakey and ruining the morning's regimen wif an argy-bargy 'cause you got an empty tummy and want a dram of the red running through us as was just trying to catch a sleep, well, how's this for a 'good-mornin'-to-you' kind of solar slap in the suck-pipe, ya chavs."

With a pull of the trigger, he launches another globe of flashing sunlight just over the wall, where it will bathe the attacking vampires in blistering solar rays.

Still running on not-quite-legal techno-magical substances, he high-steps it to the presumed vampire in the power armor, who despite being down for the count is twitching a bit much for someone truly dead.

"Little Lord Fontleroy here in his fancy iron suit, let me just loosen this for a tick ..." he says, his own armored fingers pressing and twisting until he manages to disengage the neck seal and release the helmet.

"Wakey-wakey, top 'o the mornin', ya tickle-tossing nob," he says, popping the eternal light-infused pebble Tommy had given him into the collar of the power armor before snapping the helmet back closed.

"Reckon we'll have to steam clean that one 'fore anyone can slip into it, but s'what you get for becomin' a Type A-sucking arsehole, s'what I say, eh Tom? Oy, Tommy, where in blazes you got to, man?"

Dropped another LBT of sunshine on the south side of the gate, then shoved a pebble of eternal sunshine into Billy D's power armor.
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 1/3 + 2/2
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6 (1d12+2), Vigor d6 +2
Charisma: -; Pace: 6 (8) (1d6); Parry: 5; Toughness: 17 (8) or 21 (12) with amulet;
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d6, Persuasion d4, Common Knowledge d8
Edges and Abilities of Note: Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (four times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to rolls with electronics and machines, +2 with arcane devices. Doubled out of combat); Master of Magic.
PPE: 6/20
Active Effects:
Adventure Cards: 6 - Rabbit Out of My Hat Play this card to gain +2 on any Trick test until the end of the scene; 40 - That's Crazy Talk, Mister Play this card to cause all non-wild card enemies suffer a -2 MAP as they stop to listen to your jabbering for one round.

User avatar
Charlemagne
Posts: 102
Joined: Sat Mar 10, 2018 11:12 pm

Re: 2.2 New Alamo: The After Party

Post by Charlemagne » Sat Oct 20, 2018 10:08 am

Turn 1 and 2
Turn 1:
Charlemagne sticks a vampire head on the end of a sword, flies to the gate, and attempts to intimidate the incoming vampires

Free action activation of Boost Trait - Spirit (auto-raise)
1d8 = 6: 6

WD Boost Trait
1d6 = 6: 6

Spirit now 1d12+2, +1 to resist Spirit-based tricks & powers

Turn 2:

Intimidation
1d8+2 = 3: 1

WD Intimidation
1d6+2 = 7: 5
Benny EE Intimidation with prior and Elan
1d6+9 = 13: 4

Free action activation of Boost Trait - Vigor
1d8 = 4: 4

WD Boost Vigor
1d6 = 1: 1

Vigor d12, negates 2 points AP
Charlemagne lands. Taking one of the silver swords in his hands, he jams it into the vampire's head. Taking wing again with his new vampire head trophy, he flies towards the gate, landing in the sphere of sunlight. He turns and faces the horde of vampires in the dark outside the shattered gate. Four swords, two silver, two silver-encased psi swords, wave in the shining sunlight. "Come! I, Charlemagne, a servant of His Holiness The Pope, and of Almighty God, challenge you to face me! I am armed with The Burden of the Unrighteous and The Shining Light. I shall lay the Burden upon you, and smite you with the Shining Light. Come! I have silvered swords and sunlight aplenty for each of you. I shall see you all headless and burned. Come, if you tire of your unlife and wish to be released from your curse. It will be my good pleasure to oblige you. Come, vermin! To ashes, I'll return you!"
Charlemagne
Charlemagne
Current Status Post
Bennies: 4
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks
Toughness: 22 (12) (cyber armor active)
ISP: 30 / 30
Active Powers: cyber armor
Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
Adventure Cards:
  • Sudden Death:
    Deadly Blow:
Armor: Cyber-Knight Heavy Armor
  • Barrier
  • +8 Armor
  • +2 Toughness
  • Full Environmental Protection
  • Powered by 1 PPE/hour
Weapon(s) in hand:
2 Silver Chainswords
Psi-Swords (2)
  • Damage: Str + 3x Spirit
  • AP 8 for single blade, AP 4 for double blades
  • MD with 2 ISP
Edit Signature

User avatar
KahlessNestor
Posts: 237
Joined: Thu Feb 15, 2018 4:02 am

Re: 2.2 New Alamo: The After Party

Post by KahlessNestor » Mon Oct 22, 2018 1:30 am

Wild Vampires
WV1 Fast regen -1 Wound
Vigor 1d10-1 = 5: 6
WV2 Fast regen, -1 Wound
Vigor 1d10-1 = 5: 6
WV13 Unshake
Spirit 1d6 = 4: 4
WV Group vs. Charlemagne's intimidation
+4 for large group
Spirit 1d6+4 = 6: 2
WV Group unshake
Spirit 1d6 = 4: 4
WV2 attacks CV3
Grapple Fighting 1d10 = 4: 4
CV3 Fighting 1d4 = 3: 3
WV2 bites CV3
1d12 = 12: 12 + 1d6 = 3: 3
Ace 1d12+15 = 16: 1
WV13 Grapples Nazo
Fighting 1d10 = 3: 3
Bite: 1d12 = 2: 2 + 1d6 = 5: 5
If raise 1d6 = 5: 5
WV1 attempts to puppet Toad
Psionics 1d6 = 1: 1
GM Benny to reroll 1d6 = 4: 4
Toad to resist
Spirit 1d8 = 1: 1
Toad Sweep at Vik
Fighting 1d8-2 = 0: 2
Toad Sweep at Reynold
Fighting 1d8-2 = 2: 4
Mass Vampires 1st wave LBT
2d6 = 11: 5, 6
They have to go through 2 areas of sunlight
2d10 = 20: 10, 10
2d10 = 8: 1, 7
2d10 = 12: 10, 2
2d10 = 12: 6, 6
2d10 = 8: 1, 7
2d10 = 9: 3, 6
2d10 = 10: 5, 5
2d10 = 6: 2, 4
2d10 = 6: 4, 2
2d10 = 17: 7, 10
2d10 = 9: 8, 1
6 survive the first area, 2 shaken
Run dice for the six to see how far they get
1d6 = 3: 3
1d6 = 1: 1
1d6 = 4: 4
1d6 = 5: 5
1d6 = 1: 1
1d6 = 5: 5
WV14 attacks Novice Nara -2 MAP
Fighting 1d10-2 = 1: 3
WV15 attacks Charlemagne -2 MAP, -2 Deflection
Fighting 1d10-4 = 4: 8
WV17 attacks Vik -2 MAP, +2 Gang Up
Fighting 1d10 = 1: 1

Date: September 19, 109 PA
Time: 0200
Weather: Temperature normal for season (warm); no wind, no rain
Location: New Alamo
Ley Line: None
Scene modifiers:
  • Light: Dark -2 illumination
  • Visibility: NA
Round 5

***

The drawbridge creaked as Karsk started lifting it up again in an attempt to keep the wild vampires from crossing the moat into the town itself.

Nazo in a drunken rage flew to one of the vampires near Barinthasheer. The vampire, still rattled from the dragon’s attack, never saw her coming and she speared him through with the glowing celestial silver blade, turning it into dust.

Vik shot another of his light globes out over the drawbridge toward the advancing vampires and then pried the helmet off of the downed Samson and shoved a sunlight pebble inside before sealing it up.

The Samson thrashed and screeched, smoking a bit at the seams before it lay still.

“NO! I will kill you, you Cockney bastard!” came a scream of rage.

Charlemagne lands in the sunlight by the gate, shouting at the mob of vampires charging across the drawbridge. It seems to make some of them pause, but not for long. The head on his sword sizzled and ashed in the sunlight.
Charlemagne
You get +2 bonus next round against the vampires and they will need to unshake.
The vampire by the entrance to the barn, who’s head Charlemagne had taken to the gate and ashed, twitched. There was a sickening sound as the head grew back and it crawled to its feet. It looked around, into the window of the barn, and grinned.

There was a loud roar, and then Toad crashed out of the barn. The giant rhino-buffalo leapt easily over the Big Boss and charged toward the gate, swinging its dangerous claws at both Vik and Squire Reynold, though both managed to avoid the sharp claws that could gut robot armor.

Near Karsk, the head of the wild vampire body rolled to its body and seemed to magically reattach. The vampire snarled as it stood and pounced on the civilian standing next to the simvan. The civilians scream was cut short as his throat was violently ripped out by the vampire’s jaws, spraying Karsk with hot, fresh blood as the vampire eyed him next, dropping the body and stepping forward.

The remaining vampire near Barinthasheer saw much easier prey than a dragon and charged at Nazo.
Nazo
You need to beat a Fighting 3 or take 7 damage, 12 damage if he beats you with a raise (unlikely)
The mass of vampires charging on the bridge rushed through the gates. One of them attacks Novice Nara, but the young acolyte manages to dance away. Another attacks Charlemagne, who stands in his way, but he misses as well. The third makes it through the sunlight and up to Squire Reynold, but seems to disoriented by his smoking flesh to attack. The fourth manages to get through the sunlight as well and rushes at Vik, but he can’t land the blow on the techno-wizard. Two more wild vampires rush through, one getting to Vik, but also seems disoriented by the sunlight.
Instructions
  • Barinthasheer, Ashley, and Ryder are up!
  • If you have any Fatigue left over from the trip, this isn’t gone yet (you need a full night’s sleep).
  • Endless rules are in effect on both sides
    • If a player draws a club on initiative, or an enemy draws a joker, more enemy minions will arrive.
    • If an enemy draws a club on initiative, or a player draws a joker, reinforcements will arrive to help you.

[/list]


***
Combat Notes

Initiative:

Reinforcements KH (turn taken)
Squire Reynold (6 ISP, Shaken)
Novice Nara (6 PPE)
Civilians
1
2
4
5
Vik QH (turn taken)
Nazo (Danger Sense, Sixth Sense, Quick)(Exhausted -2, -1 Armor, not FEP, 1 Wound) QC (turn taken)
Karsk (Quick) 4D 3D JS (turn taken)
Charlemagne (Cyberkinetic -2, -1 ranged attacks, Silver Smite 2r, Deflection -4) 10C (turn taken)
Wild Vampires 9D (turn taken)
1 ISP 7; Puppeting Toad 3r
2
13
14
15
16 Shaken
17
18
19 Shaken
Barinthasheer 7H
Ashley (-1 Armor, non-FEP) 7C
Ryder (Level Headed, 2 cards, Danger Sense) 4C 6S
Whiskey Pete (fully entangled, -4 to escape, prone) 5S
Melanie Duchesne (Exalted TK with raise 2r) 2H
Thomas (True Invisible) 2C

Enemies:

Wild Vampires: Parry 7, Toughness 9, Pace 8, ISP 10
Billy Duchesne: Parry 7, Toughness 22 (12), Pace 12 (2d10), ISP 10
Melanie Duchesne: Parry 5, Toughness 14 (5), Pace 8, ISP 11

Enemy reinforcements: 43
Friendly reinforcements: 0
Reinforcements this round: 1d10 each club
Maps
Image
GM Notes
GM Bennies: 0/8
Whiskey Pete 2/2

User avatar
Ryder
Posts: 41
Joined: Wed Aug 29, 2018 4:46 am

Re: 2.2 New Alamo: The After Party

Post by Ryder » Mon Oct 22, 2018 5:47 am

Drive 14, lookin' good
Not gonna shoot this round; too many chances of hitting an ally.
Increase speed to 22", moving 11" forward and then pulling a bootlegger reverse (-4 Difficulty Maneuver).
Pop door for Ashley to get in.

Driving Modifiers: Ace +2, Maneuver -4, Crew -2
Driving 1d12-4 = 5: 9
Wild Driving 1d6-4 = 2: 6 Ace running total 1d6+2 = 3: 1
Forgot -2 for Speed Kills. Spending a Benny on Extra Effort w/ Elan:
EE Driving 1d6+5 = 11: 6 ACE because of course he did 1d6+11 = 15: 4
14 is a Double-Raise. Ends up pointing south, with the nose hex of the truck 11 hexes north of current position.
Ryder expertly pinpoints three things--Ashley's current position, the Civilian running towards the fracas, and an inconveniently placed tree. Gunning the engine just a tad more, he drives past the Civvie and the tree, slamming the brakes HARD and gunning the wheel all the way to the right. The tail end of the Cassowary sweeps out to the left in response in a massive, screeching arc that kicks up a swarm of dust and knocks most of the leaves off of one side of the tree, before coming to a rest, pointed south, with the door flying open for Ashley.

The Trimadore gives a shout out the now-open door. "This is the last bus to Fight Town! All aboard! You'll probably want to keep your window open, so's you can shoot that watergun at the baddies; I'll get you into position for the job."
Ryder
Quick Stats
Trimadore MARS PCO (Smuggler)
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+3 Armor), Vigor d6
Skills: Boating d6+2; Climbing d4+2; Driving d12+2; Fighting d6; Know: Elec d6; Know: Engineering d4; Lockpicking d8+2; Notice d6 (+2 w/Traps); Piloting d6+2; Repair d6+2 (+2 for Traps); Shooting d12 (+2 Armor); Stealth d6 (+2 Urban); Streetwise: d4
Pace: 8/d6; Parry: 5; Toughness: 20 (10); Strain: 5; Reach: 1
Edges: Brave, Level-Headed, Mr. Fix-It, Ace, Combat Ace, Danger Sense, Rock'n'Roll, Steady Hands, Elan, Connections: Black Market (Immortal Hand) & Pirate Kingdoms, Thief, Brawny
Hindrances: Major Wanted: Federation of Magic, Quirk: Personal Coda, Stubborn
  • Cybernetics:
    Subject Matter Port, Wired Skill Port (No chips), EDSA, Cy-Wi Reflexes
Bennies: 8/6
  • Q1/19 Adventure Cards:
    Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.
    Power Surge - Immediately recover all spent Power Points.
Aeon Cassowary (Mountaineer Mk II)
Size 6, Acc/TS 10/50 (Maximum speed 120 mph), Handling +1
Toughness 31 (16) MDC; Crew 2+8
All-Terrain (2 squares Difficult Terrain = 3" movement), Environmental Systems (FEP for occupants), Sensor Suite (+2 to Notice rolls)
Weapons: Mini Railgun, Solar Laser Cannon (Medium)

User avatar
Barinthasheer
Bronze Patron
Bronze Patron
Posts: 48
Joined: Fri Sep 14, 2018 9:56 pm

Re: 2.2 New Alamo: The After Party

Post by Barinthasheer » Mon Oct 22, 2018 3:39 pm

As he's reaching out to heal the frightening Demon Queller a nearby vampire rushes her and tries to engage but Nazo slips its grasp. Then Toad comes smashing out of the stables and charges Vik and Reynolds as the next wave of undead comes rushing thru the circle of sunlight. When the vampires, still smoking from their trip thru the sunlight, rush his friends he begins to feel panicky.
healing Nazo, success with 2 raises
Psionics 1d8 = 8: 8 Ace 1d8+8 = 14: 6 (Forgot the -1 for her wounds, still healed the crap outta her)
Wild 1d6 = 3: 3
Despite his distraction the energy courses thru him, coalescing at the tip of on of his "fingers". He gently lay the finger atop Nazos head and the energy flows into her, the last of her wounds closing up, and remaining bits of metal or debris from the fountain, expelled.

With a powerful thrust of his wings the young dragon flings himself into the air towards Vik and Reynolds. "I hope you can kill this tosser Ms. Hat, I have to help my friends." he shouts back to Nazo then turns his head to roar a challenge at Toad as he flies straight at the possessed rhino-buffalo.
OOC Comments
Bari would have to have walked a couple of square to get near Nazo, then flown whatever he could at Toad
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 34 (16)/6 in human
Combat-Relevant Edges & Abilities: +1d spirit (boost trait, 1 turn)
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: ISP 5/10; PPE 10/10
Bennies: 5/3
Adventure Cards
  • 43:Arcane Inspiration -When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Edit Signature

Characters Seswarick, Barinthasheer, Antipas, Harris LaVode

User avatar
Nazo
Posts: 68
Joined: Sun Jun 24, 2018 7:28 am

Re: 2.2 New Alamo: The After Party

Post by Nazo » Mon Oct 22, 2018 11:47 pm

Nazo fighting, -2 fatigue 1d10-2 = 6: 8 wild 1d6-2 = 1: 3
Not today you foul demon! Even so inebriated and tired from the travels Nazo’s swordsman ship is not to be trifled with.
Combat info
Toughness: 17(8), Parry: 7, Pace: 8
Active Edges: Sixth Sense, Brave, Elan, quick
Ppe: 25/25, Isp: 10/30
Active Powers:


Bennies: 4/3
+1 post rate

User avatar
KahlessNestor
Posts: 237
Joined: Thu Feb 15, 2018 4:02 am

Re: 2.2 New Alamo: The After Party

Post by KahlessNestor » Tue Oct 23, 2018 4:25 am

Image
GM Notes
GM Bennies: 0/8
Whiskey Pete 2/2

User avatar
Thomas
Posts: 74
Joined: Fri Mar 30, 2018 1:24 pm

Re: 2.2 New Alamo: The After Party

Post by Thomas » Tue Oct 23, 2018 5:02 pm

Running over to Nazo Thomas says. "I can heal you. but take this an do some good with it. Now I need to find somewhere safe from Chuck before he tries to kill us." Then touch her he sends surges of mind cleansing energy through her.

Removes all Fatigue 13, Transfers last Sunlight stone
Transferring my last sunlight stone.

Spellcasting d8+1, MAP -2
Spellcasting 1d8-1 = 1: 2
Wild die 1d6-1 = 3: 4
  • Benny to reroll of course
    Spellcasting 1d8-1 = 7: 8 Ace 1d8+7 = 13: 6
    Wild die 1d6-1 = 1: 2
Conditions
Charisma +6* (Persuasion d8+6)
Parry 5
Armor 15 (10)

Wounds: 0
Fatigue: 0

Personal PPE: 20/20
Staff PPE: 10/10
Amulet PPE: 10/10
Vampire Slayer: 12/20

Active Effects
  • Elemental Mastery
Bennies 2
  • 3 Reset of Quarter
    -1 Vigor to resist fatigue riding on howdah

User avatar
Nazo
Posts: 68
Joined: Sun Jun 24, 2018 7:28 am

Re: 2.2 New Alamo: The After Party

Post by Nazo » Wed Oct 24, 2018 7:30 am

Thomas wrote:
Tue Oct 23, 2018 5:02 pm
Running over to Nazo Thomas says. "I can heal you. but take this an do some good with it. Now i need to find somewhere safe from Chuck before he tries to kill us." Then touch her he sends surges of mind cleansing energy through her.

Removes all Fatigue 13, Transfers last Sunlight stone
Transferring my last sunlight stone.

Spellcasting d8+1, MAP -2
Spellcasting Original post: 1d8-1 = 1: 2
Wild die Original post: 1d6-1 = 3: 4

Nazo feels finally herself! She nods with a half smile and sweetly says something nice to Thomas. If Thomas said something important about Charlemagne being controlled by the enemy she does not acknowledge it. She does motion for Thomas to stay near her indicating she would protect him best she could.
Combat info
Toughness: 17(8), Parry: 7, Pace: 8
Active Edges: Sixth Sense, Brave, Elan, quick
Ppe: 25/25, Isp: 10/30
Active Powers:


Bennies: 4/3
+1 post rate

User avatar
KahlessNestor
Posts: 237
Joined: Thu Feb 15, 2018 4:02 am

Re: 2.2 New Alamo: The After Party

Post by KahlessNestor » Thu Oct 25, 2018 12:42 pm

Ashley is up and then I can finish the round and go to the next. I think we will try side initiative.
OOC Comments
Image
GM Notes
GM Bennies: 0/8
Whiskey Pete 2/2

User avatar
Ashley Logan
Posts: 73
Joined: Tue Mar 06, 2018 3:55 pm

Re: 2.2 New Alamo: The After Party

Post by Ashley Logan » Thu Oct 25, 2018 8:01 pm

Ashley jumps onto the Cassowary, but doesn't get all the way inside right away. Instead she hangs out the door and sights down the rifle towards the fallen gateway with all its vampires congregated in a nice, tight little bundle. They hadn't seen what happened to the last ones that did that...

The rifle again discharged a torrent of water, and this time the magic took hold, gathering it into a high-pressure sphere and launching it over the courtyard to explode in the midst of the undead, washing their filth away!

She then tucked into the vehicle and buttoned up the hatch behind her.

"Lets go!"


Rolls: Psionics 9, damage 28 water MD
Another water Burst like before! Centered in the middle of the WVs by the gate. Only using an MBT this time to try to get it so I don't hit friendlies.
Psionics 1d12 = 9: 9 or 1d6 = 4: 4

Damage 3d10 = 18: 8, 6, 4
Raise 1d6 = 6: 6
Ace 1d6 = 4: 4

User avatar
KahlessNestor
Posts: 237
Joined: Thu Feb 15, 2018 4:02 am

Re: 2.2 New Alamo: The After Party

Post by KahlessNestor » Sat Oct 27, 2018 4:10 am

Rolls
Whiskey Pete tries to escape Greater Entangled
Strength 1d6-4 = -3: 1
Wild 1d6-4 = 0: 4
Melanie Duchesne tries to telekinetically throw Karsk. (forgot -1 for maintaining a power)
Psionics 1d10 = 4: 4
Wild 1d6 = 5: 5
Benny for Extra Effort 1d6 = 2: 2
Damage 1d12+3 = 6: 3 + 1d6 = 5: 5
Date: September 19, 109 PA
Time: 0200
Weather: Temperature normal for season (warm); no wind, no rain
Location: New Alamo
Ley Line: None
Scene modifiers:
  • Light: Dark -2 illumination
  • Visibility: NA
Round 6

***

End of Round 5

Ryder bootlegged the Cassowary to pick up Ashley as Barinthasheer healed Nazo and then flew toward Toad. With little warning, Ashley launched another water bomb. It slammed down at the gate, engulfing four of the vampires, as well as Charlemagne and Vik.
Charlemagne and Vik
You were caught in the water blast as well, so 28 mega-damage. Should be 1 Wound for each of you to Soak.
Whiskey Pete struggled against the netting holding him, getting nowhere.

Karsk felt his body seize up, as if something had grabbed him and was trying to lift him.
Karsk
You need to make a Spirit roll TN 6 to avoid being lifted and thrown. If you fail, you will be thrown into CV4 and you will both take 11 damage and you will have to make a Psionics roll vs. 11 to maintain your own Exalted Telekinesis.
Begin Round 6

As the fight continues, more citizens of New Alamo rush toward the square to defend their home.

Instructions
  • Players just edged out the bad guys and so go first.
  • Endless rules are in effect on both sides
    • If a player draws a club on initiative, or an enemy draws a joker, more enemy minions will arrive.
    • If an enemy draws a club on initiative, or a player draws a joker, reinforcements will arrive to help you.

[/list]


***
Combat Notes

Initiative:

Reinforcements 8H
Squire Reynold (6 ISP, Shaken)
Novice Nara (6 PPE)
Civilians
1
2
4
5
6
7
8
9
10
11
12
13
14
15
16
Vik 9C
Nazo (Danger Sense, Sixth Sense, Quick)(-1 Armor, not FEP) 5C KC
Karsk (Quick) 10S
Charlemagne (Cyberkinetic -2, -1 ranged attacks, Silver Smite 2r, Deflection -4) 5C
Wild Vampires KS
1 ISP 7; Puppeting Toad 3r
2
13
14
15
Barinthasheer 8C
Ashley (-1 Armor, non-FEP) JH
Ryder (Level Headed, 2 cards, Danger Sense) 4D 4C
Whiskey Pete (fully entangled, -4 to escape, prone) 6H
Melanie Duchesne (Exalted TK with raise 2r) 3C
Thomas (True Invisible) 6S

Enemies:

Wild Vampires: Parry 7, Toughness 9, Pace 8, ISP 10
Melanie Duchesne: Parry 5, Toughness 14 (5), Pace 8, ISP 11

Enemy reinforcements: 81
Friendly reinforcements:
Reinforcements this round: 1d12 each club
Maps
Image
GM Notes
GM Bennies: 0/8
Whiskey Pete 2/2

User avatar
Charlemagne
Posts: 102
Joined: Sat Mar 10, 2018 11:12 pm

Re: 2.2 New Alamo: The After Party

Post by Charlemagne » Sat Oct 27, 2018 2:09 pm

Charlemagne soaks
Benny to soak with Elan
1d6+2 = 6: 4

WD Soak
1d6+2 = 4: 2

Benny to reroll soak with Elan - soaked 2 wounds
1d6+2 = 8: 6

WD Soak
1d6+2 = 4: 2
Charlemagne attacks
Spending 4 ISP to maintain Smite, Quickness, Deflection; Boost Trait still active

Quickness, Turn 1:
Improved Frenzy on WV 15
1d12 = 11: 11

Damage with raise, smite, Champion, Silver
2d6+8 = 13: 4, 1
3d10 = 19: 9, 5, 5

IF 2
1d12 = 6: 6

WD IF
1d6 = 3: 3

Followup strike on WV15 - decapitation
1d12-4 = 0: 4

WD Decapitation
1d6-4 = 2: 6
Ace with prior
1d6+2 = 7: 5

3rd action: spear the head with silver sword (Quickness negates 2 MAP)

Quickness, Turn 2:
Improved Frenzy on WV 14
1d12 = 7: 7

Damage with smite, Champion, Silver
1d6+8 = 13: 5
3d10 = 16: 1, 9, 6

IF 2
1d12 = 8: 8

Damage with smite, Champion, Silver
1d6+8 = 12: 4
3d10 = 22: 3, 10, 9

WD IF
1d6 = 2: 2

Followup strike on WV14 - decapitation
1d12-4 = 5: 9

WD Decapitation
1d6-4 = -1: 3

3rd action: decapitate with silver sword, move head into sunlight (Quickness negates 2 MAP)
Charlemagne grins as the enemies of life and light charge through the gates. He readies his weapons, picking a couple of choice targets. Suddenly, a blast of water falls upon him. The water drips from his beak and wings, but he remains otherwise unhindered. "A palatable blow, for sure! These vermin didn't care for that!" He shouts back, as several vampires object violently to the shower, and then are reduced to nothing. He begins his onslaught, a flurry of violent strikes that takes the head first from one, then the other of the vampires. He ensures their bodies and heads, separate from each other, are exposed to the sun, sending them to their final rest. He calls out into the darkness again. "Yes! Please, save us the trouble of hunting you all. Come! Meet your blessed end! Take your final reward and relieve yourselves of this curse! Come into the light!"
Charlemagne
Charlemagne
Current Status Post
Bennies: 4
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks
Toughness: 22 (12) (cyber armor active)
ISP: 30 / 30
Active Powers: cyber armor
Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
Adventure Cards:
  • Sudden Death:
    Deadly Blow:
Armor: Cyber-Knight Heavy Armor
  • Barrier
  • +8 Armor
  • +2 Toughness
  • Full Environmental Protection
  • Powered by 1 PPE/hour
Weapon(s) in hand:
2 Silver Chainswords
Psi-Swords (2)
  • Damage: Str + 3x Spirit
  • AP 8 for single blade, AP 4 for double blades
  • MD with 2 ISP
Edit Signature

User avatar
Ryder
Posts: 41
Joined: Wed Aug 29, 2018 4:46 am

Re: 2.2 New Alamo: The After Party

Post by Ryder » Sun Oct 28, 2018 8:12 am

OOC Comments
Jackrabbit Start (-2 Maneuver), to accelerate up to 15", going straight.
Ace +2, Handling +1, Maneuver -2:

Driving 1d12+1 = 12: 11
Wild Driving 1d6+1 = 2: 1

Ryder gives a yelp of approval when Ashley blasts another set of vampires to nothingness. "Young lady, that weapon of yours is perfect for this job, gotta say--and you wield it sharp." The Trimadore nods as she jumps in. "Hang on tight!" The Aeon Cassowary practically leaps forward, covering nearly half a football field in a heartbeat. "Don't wanna light up with the Helios Cannon too much--too easy to scorch an ally, now that all the remaining Vamps have paired off."
Ryder
Quick Stats
Trimadore MARS PCO (Smuggler)
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+3 Armor), Vigor d6
Skills: Boating d6+2; Climbing d4+2; Driving d12+2; Fighting d6; Know: Elec d6; Know: Engineering d4; Lockpicking d8+2; Notice d6 (+2 w/Traps); Piloting d6+2; Repair d6+2 (+2 for Traps); Shooting d12 (+2 Armor); Stealth d6 (+2 Urban); Streetwise: d4
Pace: 8/d6; Parry: 5; Toughness: 20 (10); Strain: 5; Reach: 1
Edges: Brave, Level-Headed, Mr. Fix-It, Ace, Combat Ace, Danger Sense, Rock'n'Roll, Steady Hands, Elan, Connections: Black Market (Immortal Hand) & Pirate Kingdoms, Thief, Brawny
Hindrances: Major Wanted: Federation of Magic, Quirk: Personal Coda, Stubborn
  • Cybernetics:
    Subject Matter Port, Wired Skill Port (No chips), EDSA, Cy-Wi Reflexes
Bennies: 8/6
  • Q1/19 Adventure Cards:
    Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.
    Power Surge - Immediately recover all spent Power Points.
Aeon Cassowary (Mountaineer Mk II)
Size 6, Acc/TS 10/50 (Maximum speed 120 mph), Handling +1
Toughness 31 (16) MDC; Crew 2+8
All-Terrain (2 squares Difficult Terrain = 3" movement), Environmental Systems (FEP for occupants), Sensor Suite (+2 to Notice rolls)
Weapons: Mini Railgun, Solar Laser Cannon (Medium)

User avatar
KahlessNestor
Posts: 237
Joined: Thu Feb 15, 2018 4:02 am

Re: 2.2 New Alamo: The After Party

Post by KahlessNestor » Mon Oct 29, 2018 12:00 am

OOC Comments
Image
GM Notes
GM Bennies: 0/8
Whiskey Pete 2/2

User avatar
Thomas
Posts: 74
Joined: Fri Mar 30, 2018 1:24 pm

Re: 2.2 New Alamo: The After Party

Post by Thomas » Mon Oct 29, 2018 11:24 am

Seeing Toad fall under the control of one of the vampires, but unable to see which vampire is doing it Thomas moves towards Toad and focuses his will dispelling the undead beings control over the animal.

Dispel 12 versus Puppet, new location shown on MAP
Spellcasting 1d8+1 = 8: 7 Extra effort 1d8+8 = 12: 4
Wild 1d6+1 = 4: 3
Capture.JPG
Conditions
Charisma +6* (Persuasion d8+6)
Parry 5
Armor 15 (10)

Wounds: 0
Fatigue: 0

Personal PPE: 20/20
Staff PPE: 10/10
Amulet PPE: 10/10
Vampire Slayer: 12/20

Active Effects
  • Elemental Mastery
Bennies 2
  • 3 Reset of Quarter
    -1 Vigor to resist fatigue riding on howdah

User avatar
Vik
Posts: 78
Joined: Sat Mar 03, 2018 7:07 pm

Re: 2.2 New Alamo: The After Party

Post by Vik » Mon Oct 29, 2018 11:27 am

Rolls
Benny to Soak (+Elan)
Vigor 1d6+4 = 9: 5 = Soaked
Wild 1d6+4 = 8: 4

Action 1: Activate the Burning Rubber (fly) effct on his Pumped-Up Kicks, then fly 6 inches into the air and activate the magical optics (Exalted Detect Arcana) on his magma blaster (-2 MAP)
Action 2: If he spots the invisible master vamp, he'll shoot her with Greater Entangle; if he doesn't see her he'll just keep an eye on the vamps outside.

Fly (3 PPE) w/shroud (smoke) trapping: -1 to hit with ranged
Techno-Wizardry 1d10 = 7: 7 = Success
Wild 1d6 = 3: 3

Exalted Detect Arcana (4 PPE from gun reservoir)
Techno-Wizardry 1d10 = 3: 3 + Benny for Extra Effort + Elan 1d6+5 = 10: 5 = Success
Wild 1d6 = 2: 2

Notice 1d6 = 1: 1
Wild 1d6 = 6: 6 = Ace! 1d6+6 = 9: 3 = Success

Firing a greater entangle shot at Melanie Duchesne (uses 2 PPE from the gun's reservoir and 2 from Vik). Activates on Shooting, +2 from the gun, +2 from armor mod, +2 Machine Maestro
Shooting 1d10+6 = 10: 4
Wild 1d6+6 = 11: 5 = Success
"Ruddy baby-shite! The balls're you doin' Ash!" Vik bellows as the exploding ball of water crashes over him. "Friendly-fire's a thing even when it's wet, mate!"

Seeing a rampaging Toad heading his way, Vik clicks his heels and activates his Pumped-Up Kicks, ascending into the sky over the courtyard in a cloud of smoke (ranged attacks are -1 to hit him until the smoke dissipates). Pulling up his rifle, he activates the magic optics on his Magma Blaster and scans the area below for any hidden foes. (Notice 9 with exalted detect arcana).

"There you are, you trolloping Jezzie, tryna hide from us an' the sun wif' invisible umbrellas. Well, ol' Vik's got your number, or leastways a scope on his shooter what sees you wagging fingers like ol' Tom only lacking twig and berries."

Sighting down the barrel of his Magma Blaster, Vik looses another Low-Flo Solidifier round at the female vamp who had been lurking invisibly to the northwest. As it did with Whiskey Pete, the white-hot round expands and cools quickly, wrapping the woman in a mesh of solidified iron. (She needs to roll an 11 or better on Agility to avoid being fully entangled. If she rolls a 7 or less she's at -4 on subsequent attempts to escape.)

"Oy, not sure who can see it, but there's a vamp all invisible-like inside that bitty metal spider-web I just ejected what needs a fatal dose of the UV or H20, quick as you can."
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 1/3 + 2/2
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6 (1d12+2), Vigor d6 +2
Charisma: -; Pace: 6 (8) (1d6); Parry: 5; Toughness: 17 (8) or 21 (12) with amulet;
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d6, Persuasion d4, Common Knowledge d8
Edges and Abilities of Note: Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (four times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to rolls with electronics and machines, +2 with arcane devices. Doubled out of combat); Master of Magic.
PPE: 6/20
Active Effects:
Adventure Cards: 6 - Rabbit Out of My Hat Play this card to gain +2 on any Trick test until the end of the scene; 40 - That's Crazy Talk, Mister Play this card to cause all non-wild card enemies suffer a -2 MAP as they stop to listen to your jabbering for one round.

User avatar
Karsk
Posts: 62
Joined: Tue Mar 20, 2018 6:09 am

Re: 2.2 New Alamo: The After Party

Post by Karsk » Mon Oct 29, 2018 2:57 pm

spirit 1d8 = 3: 3
wild dice 1d6 = 1: 1
benny for extra effort
1d6 = 2: 2


1d10 = 7: 7
1d6 = 2: 2
benny for EE 1d6 = 1: 1

exalted telekinesis drops as does the drawbridge

User avatar
KahlessNestor
Posts: 237
Joined: Thu Feb 15, 2018 4:02 am

Re: 2.2 New Alamo: The After Party

Post by KahlessNestor » Wed Oct 31, 2018 2:59 am

Rolls
Puppet vs the Dispel (Tommy technically has a -2 on his Dispel since it is Psionics and he is magic, so TN for Melanie is 10)
Psionics 1d10 = 6: 6
Wild 1d6 = 4: 4
GM Benny for Extra Effort 1d6+6 = 12: 6
Ace 1d6+12 = 16: 4
Toad takes free swing at Vik as he moves out of combat
Fighting 1d8 = 4: 4
Melanie attempts to avoid Entangle
Agility 1d8 = 4: 4
Wild 1d6 = 2: 2
Date: September 19, 109 PA
Time: 0200
Weather: Temperature normal for season (warm); no wind, no rain
Location: New Alamo
Ley Line: None
Scene modifiers:
  • Light: Dark -2 illumination
  • Visibility: NA
Round 6.1

***

Thomas rushes up and attempts to dispel the mind control on the large rhino-buffalo, but the psionic grip on the beast is too great.

As Vik leaps into the air away from Toad, the rhino-buffalo takes anothers swipe at him with his claws, but he misses.

Vik’s entangle gun wrapped up something invisible near the barn.

Karsk was thrown hard into one of the townsfolk rushing to the Legionnaire’s aid. There was the sickening crack of bone as the civilian’s head hit Karsk’s armor, and the young townsman lay still, bleeding into the dirt. Karsk was fine, but his concentration was rattled and he lost control of the bridge, which fell back across the moat with a crash, to the laughter of the vampires that started to swarm across once more.
Instructions
  • Nazo, Barinthasheer, Ashley, and Karsk to take their turns this round.
  • Endless rules are in effect on both sides
    • If a player draws a club on initiative, or an enemy draws a joker, more enemy minions will arrive.
    • If an enemy draws a club on initiative, or a player draws a joker, reinforcements will arrive to help you.

[/list]


***
Combat Notes

Initiative:

Reinforcements 8H
Squire Reynold (6 ISP, Shaken)
Novice Nara (6 PPE)
Civilians
1
2
5
6
7
8
9
10
11
12
13
14
15
16
Vik (Flying, Exalted Detect) 9C
Nazo (Danger Sense, Sixth Sense, Quick)(-1 Armor, not FEP) 5C KC
Karsk (Quick) 10S
Charlemagne (Cyberkinetic -2, -1 ranged attacks, Silver Smite 2r, Deflection -4) 5C
Wild Vampires KS
1 ISP 7; Puppeting Toad 3r
2
13
14
15
Barinthasheer 8C
Ashley (-1 Armor, non-FEP) JH
Ryder (Level Headed, 2 cards, Danger Sense) 4D 4C
Whiskey Pete (fully entangled, -4 to escape, prone) 6H
Melanie Duchesne (Exalted TK with raise 2r) 3C
Thomas (True Invisible) 6S

Enemies:

Wild Vampires: Parry 7, Toughness 9, Pace 8, ISP 10
Melanie Duchesne: Parry 5, Toughness 14 (5), Pace 8, ISP 11

Enemy reinforcements: 81
Friendly reinforcements:
Reinforcements this round: 1d12 each club
Maps
Image
GM Notes
GM Bennies: 0/8
Whiskey Pete 2/2

User avatar
Nazo
Posts: 68
Joined: Sun Jun 24, 2018 7:28 am

Re: 2.2 New Alamo: The After Party

Post by Nazo » Wed Oct 31, 2018 6:39 am

The constant babble of her teammates made Nazo smile slight and demure. It was not the first time she had fought with allies unable to communicate and it was doubtful it would be the last. The vampire before her snarled and its fangs dripped with thick wet saliva. Its beedy black eyes looked Nazo up and down with an appraising hunger. Of course this was all lost on the Altara who could not see visual clues. But she could hear the snarl and its silivia hitting the ground. Drip... Drip... The Creature is hungry. My allies have revived my spirit, and let me join this battle in earnest. It is not my place to fight, but when I do...” She swirls arround the vampire her feet aloft the ground and her jiggly bits as Vik would say flying everywhere. Her body arcs with electricity as she moves even faster than normal. With her quickness so enhanced she brings blade down on the wild vampire at WV13 (11 hit, 25 celestial silver damage). She leaves its husk with her only known english phrase, ”Arigato mr roboto”.

Off like a flying sparrow leaping from building to building she reaches the Big Boss and makes one final flying leap crosses the all the way to WV3! She brings her celestial blade down on the wild vampire with heavy heart but furious intent. While fighting may be her last resort when it is done she has been trained to bring all her skill to bear. I do so with Sake in my heart! Perhaps this vampire was heading to the many civilians. Nazo did not so much as see the civilians at the end of the way so much as she sensed them. But for now they were safe as her sword appeared to strike a mortal blow against the WV1 (7 hit, 17 celestial silver damage). If she has a sunlight object she uses her enhanced quickness to drop it on the vampire’s body making that area well lit with the light of the sun. Arms a kimbo Nazo nods with satisfaction uncaring or unaware that her jiggly bits are now well highlighted in the glory of the sun’s light: They are magnificient (Attractive)(really just for you Vik).

Turn one, WV13 11 hit 25 celestial silver damage
Nazo Channels the energy from her Celestial blade letting her fight quicker than normal: 9 ppe spent from the blades 10 ppe reserve it has the jazz trapping. Then strikes the vampire before her with it. (2 Actions, if greater quickness gets cast it will ignore MAP of 2 on the strike) the Mega Quickness: 1d10-2 = 5: 7 wild 1d6-2 = 0: 2
Fighting on Vampire WV13 (ignores map due to exalted quickness): 1d10+1 = 10: 9 wild 1d6+1 = 7: 6 Ace 1d6 = 5: 5 Hit of 11
Damage with celestial blade (Celestial silver trapping)(+1 from Mega flight trapping) 1d12+3 = 13: 10 2d8 = 8: 7, 1 1d6 = 4: 4 AP2 MDC
Turn 2, WV1 7 hit, 17 Celestial Silver Damage, dropping a sunlight object if she has one available
Fighting 1d10+1 = 7: 6 Wild 1d6+1 = 3: 2
Damage: 1d12+3 = 5: 2 2d8 = 12: 5, 7 AP2 Celestial Silver
Thanks
Hey seriously folks thanks again for sticking me and touching me. Nazo is all better!
PPE 1/20
ISP 10/30
Celestial Sword: Quickness 1 round, 1/10 ppe
Mega Flight is at round 3 and will be maintained.
Combat info
Toughness: 17(8), Parry: 7, Pace: 8
Active Edges: Sixth Sense, Brave, Elan, quick
Ppe: 25/25, Isp: 10/30
Active Powers:


Bennies: 4/3
+1 post rate

User avatar
KahlessNestor
Posts: 237
Joined: Thu Feb 15, 2018 4:02 am

Re: 2.2 New Alamo: The After Party

Post by KahlessNestor » Thu Nov 01, 2018 2:31 am

OOC Comments
Image
GM Notes
GM Bennies: 0/8
Whiskey Pete 2/2

User avatar
Barinthasheer
Bronze Patron
Bronze Patron
Posts: 48
Joined: Fri Sep 14, 2018 9:56 pm

Re: 2.2 New Alamo: The After Party

Post by Barinthasheer » Fri Nov 02, 2018 5:32 pm

Notice puppet dropping from Toad

Notice 1d6 = 6: 6 Ace! 1d6+6 = 9: 3
Wild 1d6 = 1: 1
Thru the anger at the threat to his friends Bari remembers the older kids daring each other to sneak into the barn and look at the beast one of the heroes rode in on. When the rage suddenly clears from Toads eyes and is followed by confusion, the young but bright dragon concludes it was, but is no longer, under vampire control. Instead he turns towards the drawbridge. Landing at its edge and digging in with his front claws he strains to pull it closed, wings flapping as his arms strain.

"I think I can lift it!"
Strength(d12+4) test to close drawbridge, rolled 12
Strength 1d12+4 = 11: 7
Wild 1d6 = 2: 2
Bennie for EE 1d6+11 = 12: 1
OOC Comments
Upkeeping Boost -1 ISP.
Last edited by Barinthasheer on Sun Nov 04, 2018 7:39 pm, edited 1 time in total.
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 34 (16)/6 in human
Combat-Relevant Edges & Abilities: +1d spirit (boost trait, 1 turn)
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: ISP 5/10; PPE 10/10
Bennies: 5/3
Adventure Cards
  • 43:Arcane Inspiration -When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Edit Signature

Characters Seswarick, Barinthasheer, Antipas, Harris LaVode

User avatar
Ashley Logan
Posts: 73
Joined: Tue Mar 06, 2018 3:55 pm

Re: 2.2 New Alamo: The After Party

Post by Ashley Logan » Sat Nov 03, 2018 11:03 am

There were no more big gangs of vampires to wash down, but Ashley noticed a vampire that had been cut down but hadn't collapsed into dust. She frowned at the fallen creature and concentrated.

As Thomas worked on freeing Toad from the influence of the undead, the beheaded vampire lying not far from him suddenly erupted into a pillar of flames that hungrily consumed it within seconds, then winked out.

Rolls: Psionics 5, 1 benny spent
Psionics to create some flame over the decapitated vampire: 1d12 = 1: 1 or 1d6 = 5: 5
Benny to reroll and avoid brainburn, lol... 1d12 = 5: 5 or 1d6 = 3: 3

User avatar
Karsk
Posts: 62
Joined: Tue Mar 20, 2018 6:09 am

Re: 2.2 New Alamo: The After Party

Post by Karsk » Sun Nov 04, 2018 12:20 pm

Karsk checked the fallen boy and growled

"Keep pulling up the drawbridge. Watch out for whatever we can't see attacking us."

Karsk deal with the vampires

Reaching out mentally, he created a wave from the moat, splashing over the vampires.

Psionics
1d10 = 8: 8
1d6 = 1: 1

User avatar
KahlessNestor
Posts: 237
Joined: Thu Feb 15, 2018 4:02 am

Re: 2.2 New Alamo: The After Party

Post by KahlessNestor » Wed Nov 07, 2018 2:38 am

Rolls
Reynold tries to unshake
Spirit 1d6 = 4: 4
Reynold tries to free action Armor and Smite
Psionics 1d4 = 4: 4
Ace 1d4 = 1: 1
Psionics 1d4 = 4: 4
Ace 1d4 = 2: 2
Whiskey Pete tries to escape Entangle
Agility 1d6-4 = 0: 4
Wild 1d6-4 = -2: 2
WV 2 attempts to grapple Karsk
Fighting 1d10 = 7: 7
Bite 1d12 = 11: 11 + 1d6 = 5: 5
Water damage from Karsk
4d6 = 14: 5, 1, 4, 4
How many vampires? 2d6 = 10: 4, 6
Melanie attempts to Puppet Barinthasheer; -1 Maintenance
Psionics 1d10-1 = 7: 8
Wild 1d6-1 = 4: 5
GM benny for EE 1d6+7 = 9: 2
Resistance roll
Psionics 1d10-1 = 3: 4
Wild 1d6-1 = 1: 2
GM Benny to reroll
1d10-1 = 3: 4
1d6-1 = 0: 1
Date: September 19, 109 PA
Time: 0200
Weather: Temperature normal for season (warm); no wind, no rain
Location: New Alamo
Ley Line: None
Scene modifiers:
  • Light: Dark -2 illumination
  • Visibility: NA
Round 6.2

***

Barinthasheer landed at the gate and grabbed the drawbridge. When it had come down, the vampires had swarmed onto it once more. The dragon started to lift it, allowing only four to gain the bridge, denying the other vampires access.

Ashley burned up the incapacitated vampire near the cyber-knight barracks.

Karsk reached out to wash water from the moat over the vampires on the bridge.

Squire Reynold shook off his latest bout of brain burn and stepped over to form a line in the sunlight with Charlemagne, baring his sword as he tried to power up again. His armor begins to glow with a force field and his silverd vibrosword with sunlight.

Nara moved behind Reynold and Charlemagne, ready to aid them.

The civilians continue to rush toward the gate to aid the heroes.

Toad shook his head, making a low moan in confusion. He looked around for Karsk and ambled toward his friend.

Whiskey Pete writhed on the ground, still trying to get free.

The remaining wild vampire by the barn rushed at Karsk, leaping at him, fangs and claws bared.
Karsk
You need to make an opposed Fighting roll TN 7. If you fail, take 16 damage. If this Shakes or Wounds you, make a Vigor roll vs. Fatigue.
Kark’s water catches ten vampires, melting them screaming away and clearing the bridge.

Thomas sees the invisible female vampire move toward the gate, her eyes ablaze with rage and focus.
Barinthasheer
You need to make an opposed Spirit roll TN 9. If you fail, you are Puppeted and she makes you drop the bridge on your turn (free action, no resist roll) and then back up and Tail Lash Reynald, Nara, and Charlemagne (Spirit roll to resist TN 3).
END ROUND 6
MAP
Image
GM Notes
GM Bennies: 0/8
Whiskey Pete 2/2

User avatar
KahlessNestor
Posts: 237
Joined: Thu Feb 15, 2018 4:02 am

Re: 2.2 New Alamo: The After Party

Post by KahlessNestor » Wed Nov 07, 2018 3:59 am

Date: September 19, 109 PA
Time: 0200
Weather: Temperature normal for season (warm); no wind, no rain
Location: New Alamo
Ley Line: None
Scene modifiers:
  • Light: Dark -2 illumination
  • Visibility: NA
Round 7

***



Instructions
  • Players beat enemies in initiative this round, so everyone can take their turns this round. Karsk and Barinthasheer, you have opposed rolls to resolve.
  • Endless rules are in effect on both sides
    • If a player draws a club on initiative, or an enemy draws a joker, more enemy minions will arrive.
    • If an enemy draws a club on initiative, or a player draws a joker, reinforcements will arrive to help you.

[/list]


***
Combat Notes

Initiative:

Ryder (Level Headed, 2 cards, Danger Sense) 9S QD
Nazo (Danger Sense, Sixth Sense, Quick)(-1 Armor, not FEP, Mega Flying) 7C
Karsk (Quick) AS
Vik (Flying, Exalted Detect) AC
Charlemagne (Cyberkinetic -2, -1 ranged attacks, Silver Smite 2r, Deflection -4) 9H
Barinthasheer AD
Ashley (-1 Armor, non-FEP) 3S
Thomas (True Invisible) 8S
Reinforcements QC
Squire Reynold (2 ISP, +2 Armor 3r, smite/sunlight 3r)
Novice Nara (6 PPE)
Civilians
1
2
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
Whiskey Pete (fully entangled, -4 to escape, prone) 10C
Melanie Duchesne (True Invisibility -2 r; Exalted TK with raise 1r) 7D
Wild Vampires 5H
2

Enemies:

Wild Vampires: Parry 7, Toughness 9, Pace 8, ISP 10
Melanie Duchesne: Parry 5, Toughness 14 (5), Pace 8, ISP 7

Enemy reinforcements: 91
Friendly reinforcements: 7
Reinforcements this round: 1d12+1 each club
Maps
Image
GM Notes
GM Bennies: 0/8
Whiskey Pete 2/2

User avatar
Barinthasheer
Bronze Patron
Bronze Patron
Posts: 48
Joined: Fri Sep 14, 2018 9:56 pm

Re: 2.2 New Alamo: The After Party

Post by Barinthasheer » Wed Nov 07, 2018 7:42 am

Resisting
Spirit 1d8 = 2: 2 Spirit 1d6 = 6: 6 Ace! 1d6+6 = 12: 6 Unnecessary Ace! 1d6+12 = 14: 2
Wild 1d6 = 5: 5 Bennie for EE 1d6+5 = 8: 3

Roll to shake off order to attack allies
Spirit 1d8 = 7: 7 Spirit 1d6 = 2: 2
Wild 1d6 = 2: 2
This time there are no illusions or compulsions just another mind trying to gain an iron grip on his, trying to lock him out and take control of his body. He can feel the vampire trying to force him to drop the bridge and turn on Charlemagne and the heroic young trainees. The young dragon is terrified, NO No No Nononononono! his massive muscles tense up and his tail sweeps back and forth just in front of the cyberknights, then it stops mid wind-up trembling violently. His face, which had gone vacant when the power started trying to take hold, suddenly tenses up. As does the rest of his body, becoming completely still for a sec then begins once again pulling up the gate. "NO!! I will not attack my friend!" Digging his claws deeper into the gate he wrenches it up several more feet. "After I close this I am going to find you and give you such a smooshing, then I'm gonna pop off your head and put it in the sun you stupid tosser!"
Strength test
Strength 1d12+4 = 10: 6
Wild 1d6 = 3: 3
Last edited by Barinthasheer on Sun Nov 11, 2018 2:54 pm, edited 7 times in total.
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 34 (16)/6 in human
Combat-Relevant Edges & Abilities: +1d spirit (boost trait, 1 turn)
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: ISP 5/10; PPE 10/10
Bennies: 5/3
Adventure Cards
  • 43:Arcane Inspiration -When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Edit Signature

Characters Seswarick, Barinthasheer, Antipas, Harris LaVode

User avatar
Thomas
Posts: 74
Joined: Fri Mar 30, 2018 1:24 pm

Re: 2.2 New Alamo: The After Party

Post by Thomas » Wed Nov 07, 2018 8:12 am

Thomas looks at how things are going and sees the vampress eyes emanating the arcane energies as she prepares to use her power again and groans to himself. Over the radio he says. "There is an invisible vampress trying to do something bad. Right where I am shooting!" He then draws his Vampire Slayer 3000 takes aim and shoots the vampires three time hoping to kill it. Once the shots are clear he runs back towards the Hotel so as not to be stepped on by a dragon or run over.

Hits Vampress with 13 and 16 Sunlight Damage, activates Greater Deflection on Self with Raise, Should trigger Vampire Vulnerability for additional 1d10 damage.
Ready Weapon inflicts -2 MAP
Shooting d6+2, -2 for MAP, Lasers do not suffer recoil or snapfire = d6

Shooting 1d6 = 6: 6 Ace 1d6+6 = 11: 5 = Deflection raise on self
Shooting 1d6 = 2: 2
Shooting 1d6 = 6: 6 Ace 1d6+6 = 11: 5 = Deflection raise on self
Wild 1d6 = 2: 2

Shot 1 hits with Raise
3d6+1 = 13: 5, 2, 5 Pistol

Shot 3 hits with Raise
3d6+1 = 16: 5, 5, 5 Pistol
new location
Thommy Runs.JPG
Conditions
Charisma +6* (Persuasion d8+6)
Parry 5
Armor 15 (10)

Wounds: 0
Fatigue: 0

Personal PPE: 20/20
Staff PPE: 10/10
Amulet PPE: 10/10
Vampire Slayer: 12/20

Active Effects
  • Elemental Mastery
Bennies 2
  • 3 Reset of Quarter
    -1 Vigor to resist fatigue riding on howdah

User avatar
Ryder
Posts: 41
Joined: Wed Aug 29, 2018 4:46 am

Re: 2.2 New Alamo: The After Party

Post by Ryder » Thu Nov 08, 2018 2:56 pm

OOC Comments
No rolls needed for a 45 degree turn or slow-down to 10". This should leave the Cassowary's frontmost hex immediately adjacent, on the diagonal, to where Thomas was standing at the top of the round.

Ryder brings the truck around in a wide, easy arc. Hearing Thomas' transmission, he points to the spot the unseen mage was aiming from. "I got the Cassowary for the moment, Ashley--go ahead and give that whole area a nice hosing!" He eases off the throttle just a smidge--ending almost exactly where Thomas had been standing as the mage gets to his new, more secure position. "Hope you skedaddled after that shooting, friend, because I'm coming through!"
Ryder
Quick Stats
Trimadore MARS PCO (Smuggler)
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+3 Armor), Vigor d6
Skills: Boating d6+2; Climbing d4+2; Driving d12+2; Fighting d6; Know: Elec d6; Know: Engineering d4; Lockpicking d8+2; Notice d6 (+2 w/Traps); Piloting d6+2; Repair d6+2 (+2 for Traps); Shooting d12 (+2 Armor); Stealth d6 (+2 Urban); Streetwise: d4
Pace: 8/d6; Parry: 5; Toughness: 20 (10); Strain: 5; Reach: 1
Edges: Brave, Level-Headed, Mr. Fix-It, Ace, Combat Ace, Danger Sense, Rock'n'Roll, Steady Hands, Elan, Connections: Black Market (Immortal Hand) & Pirate Kingdoms, Thief, Brawny
Hindrances: Major Wanted: Federation of Magic, Quirk: Personal Coda, Stubborn
  • Cybernetics:
    Subject Matter Port, Wired Skill Port (No chips), EDSA, Cy-Wi Reflexes
Bennies: 8/6
  • Q1/19 Adventure Cards:
    Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.
    Power Surge - Immediately recover all spent Power Points.
Aeon Cassowary (Mountaineer Mk II)
Size 6, Acc/TS 10/50 (Maximum speed 120 mph), Handling +1
Toughness 31 (16) MDC; Crew 2+8
All-Terrain (2 squares Difficult Terrain = 3" movement), Environmental Systems (FEP for occupants), Sensor Suite (+2 to Notice rolls)
Weapons: Mini Railgun, Solar Laser Cannon (Medium)

User avatar
Karsk
Posts: 62
Joined: Tue Mar 20, 2018 6:09 am

Re: 2.2 New Alamo: The After Party

Post by Karsk » Sun Nov 11, 2018 11:29 am

Fighting 13
OOC Comments
1d6 = 6: 6 ace 1d6 = 6: 6 1d6 = 1: 1
1d6 = 4: 4
Karsk stepped forward just at the last moment as the vampire landed in a heap behind as Toad lumbered towards him.

Seeing the Vampire behind him, Toad charged forward, leaping over Karsk and landed near the vampire

Fighting
1d8 = 3: 3

Karsk growls as he realises the vampire is there, now flanked by Toad.

"Go away."

Psionics
1d10 = 1: 1
wild dice 1d6 = 2: 2
benny for reroll but brainburn again
1d10 = 4: 4
1d6 = 5: 5
3d6 = 8: 4, 3, 1+4 for water

User avatar
Ashley Logan
Posts: 73
Joined: Tue Mar 06, 2018 3:55 pm

Re: 2.2 New Alamo: The After Party

Post by Ashley Logan » Sun Nov 11, 2018 6:19 pm

Ash leans out the hatch again, sighting down the rifle's sights and spraying a thick stream of pure water over the vampire by Karsk! She was ordinarily not a great shot with guns, despite having passed Coalition basic training. Generally she was used to her powers instead. This sorcerous rifle however...between its advanced scope and the weird way it seemed to almost aim itself...it made tagging the vampire with that firehose-force stream a breeze!

Rolls: Shooting 8, Damage 16
Shooting (gun in water gun configuration) 1d4+2 = 3: 1 or 1d6+2 = 4: 2 OOPS...forgot, this gun bumps shooting skill. Disregard this result.
Shooting 1d8+2 = 8: 6 or 1d6+2 = 4: 2

Damage 3d6+1 = 11: 6, 1, 3
Raise 1d6 = 5: 5

User avatar
KahlessNestor
Posts: 237
Joined: Thu Feb 15, 2018 4:02 am

Re: 2.2 New Alamo: The After Party

Post by KahlessNestor » Mon Nov 12, 2018 2:22 am

Rolls
Extra sunlight damage, 2 shots
2d10+13 = 27: 7, 7 - 3 Wounds
2d10+16 = 30: 9, 5 - 4 Wounds
Soak first shot
Vigor 1d8 = 7: 7
Wild 1d6 = 5: 5
Extra Effort 1d6+7 = 12: 5 - soaks all 3 wounds from first shot
Soak Second shot
Vigor 1d8 = 2: 2
Wild 1d6 = 4: 4
Reroll 1d8 = 4: 4
1d6 = 6: 6
Ace 1d6+6 = 7: 1
Reroll
1d8 = 2: 2
1d6 = 6: 6
Ace 1d6+6 = 10: 4 - soaks 2 wounds, leaving her with 2, and me with no bennies.
Date: September 19, 109 PA
Time: 0200
Weather: Temperature normal for season (warm); no wind, no rain
Location: New Alamo
Ley Line: None
Scene modifiers:
  • Light: Dark -2 illumination
  • Visibility: NA
Round 7.1

***

The drawbridge crashed against the gate as Barinthasheer yanked it up again, denying access to the vampire horde gathered and howling outside the city. At least for now.

Thomas’ shots slammed into the vampire woman. She shook off the first, but the second left her screeching in pain with severe sunlight burns as she wriggled in Vik’s netting.

Karsk coalesced water from the air and threw it at the vampire attacking him. It hissed in pain, but otherwise didn’t seem much affected as it snarled at the simvan. The follow up attack from Ashley’s water gun, however, melted it into goo.
Instructions
  • Nazo, Vik, and Charlemagne left to post this round.
  • Endless rules are in effect on both sides
    • If a player draws a club on initiative, or an enemy draws a joker, more enemy minions will arrive.
    • If an enemy draws a club on initiative, or a player draws a joker, reinforcements will arrive to help you.

[/list]


***
Combat Notes

Initiative:

Ryder (Level Headed, 2 cards, Danger Sense) 9S QD
Nazo (Danger Sense, Sixth Sense, Quick)(-1 Armor, not FEP, Mega Flying) 7C
Karsk (Quick) AS
Vik (Flying, Exalted Detect) AC
Charlemagne (Cyberkinetic -2, -1 ranged attacks, Silver Smite 2r, Deflection -4) 9H
Barinthasheer AD
Ashley (-1 Armor, non-FEP) 3S
Thomas (True Invisible) 8S
Reinforcements QC
Squire Reynold (2 ISP, +2 Armor 3r, smite/sunlight 3r)
Novice Nara (6 PPE)
Civilians
1
2
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
Whiskey Pete (fully entangled, -4 to escape, prone) 10C
Melanie Duchesne (True Invisibility -2 r; Exalted TK with raise 1r, FULLY ENTANGLED -4, 2 Wounds) 7D
Wild Vampires 5H

Enemies:

Wild Vampires: Parry 7, Toughness 9, Pace 8, ISP 10
Melanie Duchesne: Parry 5, Toughness 14 (5), Pace 8, ISP 7

Enemy reinforcements: 91
Friendly reinforcements: 7
Reinforcements this round: 1d12+1 each club
Map
New Alamo.png
GM Notes
GM Bennies: 0/8
Whiskey Pete 2/2

User avatar
Charlemagne
Posts: 102
Joined: Sat Mar 10, 2018 11:12 pm

Re: 2.2 New Alamo: The After Party

Post by Charlemagne » Tue Nov 13, 2018 11:19 pm

Turn 1
Charlemagne flies at max pace (14) towards Duschene, activates Light (sunlight) power on sword, deactivates Deflection
1d8 = 6: 6

WD Psionics
1d6 = 2: 2
Turn 2
Finish flight (2 additional pace) and land next to the entangled vampire
Improved Frenzy swing 1 - silver Smite active on psi-swords, -8 for True Invisibility
1d12-8 = -1: 7

Benny EE with Elan and Champion bonus, plus prior -1
1d6+3 = 9: 6

Damage with raise, silver smite, and Champion bonus
Str: 1d6 = 5: 5
3x Spirit: 3d10+8 = 23: 1, 9, 5
Raise: 1d6 = 5: 5

Improved Frenzy swing 2
1d12-8 = -4: 4

WD IF
1d6-8 = -6: 2

2nd psi-sword attack
1d12-8 = -2: 6

WD 2nd PS attack
1d6-8 = -3: 5
Charlemagne turns to see the last vampire inside the walls encased in one of Vik's contraptions. "May the Shining Light put an end to your curse, once and for all!" He takes wing, speeding towards the vampire puppet master. The silver blade in his hand bursts forth with sunlight. He alights, the sunlight blade hoisted high, and his psi-swords spinning with deadly intent. With surprising precision, considering the target is entirely invisible, he slices through, finding vampiric flesh and hewing it with silver-encased psi-swords. "Be burned, demon, and be unmade!" With a final swipe from the other silver blade, he removes the creature's head, watching the whole monstrosity burn in the sunlight. "By the blades of St. Michael, light will drive out this darkness."
Charlemagne
Charlemagne
Current Status Post
Bennies: 4
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks
Toughness: 22 (12) (cyber armor active)
ISP: 30 / 30
Active Powers: cyber armor
Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
Adventure Cards:
  • Sudden Death:
    Deadly Blow:
Armor: Cyber-Knight Heavy Armor
  • Barrier
  • +8 Armor
  • +2 Toughness
  • Full Environmental Protection
  • Powered by 1 PPE/hour
Weapon(s) in hand:
2 Silver Chainswords
Psi-Swords (2)
  • Damage: Str + 3x Spirit
  • AP 8 for single blade, AP 4 for double blades
  • MD with 2 ISP
Edit Signature

User avatar
KahlessNestor
Posts: 237
Joined: Thu Feb 15, 2018 4:02 am

Re: 2.2 New Alamo: The After Party

Post by KahlessNestor » Fri Nov 16, 2018 5:37 am

Date: September 19, 109 PA
Time: 0201
Weather: Temperature normal for season (warm); no wind, no rain
Location: New Alamo
Ley Line: None
Scene modifiers:
  • Light: Dark -2 illumination
  • Visibility: NA
Round 0

***

The entangled vampiress fades into view once more as Charlemagne’s sword pierces her. She is young, beautiful, and in agony as the sunlight fire races through her veins, burning away that beauty, until there is nothing left but ashes and her armor. Vik’s metal cage goes casually rolling.

All vampires within the city are destroyed, but there is still a horde of them outside the gates, on the other side of the moat.

Whiskey Pete whimpers and sobs. “Oh, thank ya Jeebus! She’s dead an’ outta my head!” he said, no longer struggling against his bonds.
Instructions
  • All Wild Cards are defeated, so Endless ceases. There are still over 90 wild vampires out on the other side of the moat. We are out of initiative. What would you like to do? The vampires have no way currently of crossing the moat without the bridge, though there are no gates any longer, and then there is Whiskey Pete to deal with.
GM Notes
GM Bennies: 0/8
Whiskey Pete 2/2

User avatar
Vik
Posts: 78
Joined: Sat Mar 03, 2018 7:07 pm

Re: 2.2 New Alamo: The After Party

Post by Vik » Fri Nov 16, 2018 1:48 pm

"Oh, top-notch poking there, Charles, you done her up right permanent-like, I'd say," Vik says, as his booster-jet trainers lower him to the ground with theatrical whooshing sounds. "Not gonna be up for a Round 2, I'd wager, though surely there's some as is waiting outside what're in need of a little sunshine slap and tickle."

Stomping through the cloud of ash that was the vampire matriarch, Vik moves to Whiskey Pete and grabs the back-stabbing purveyor of bottom-shelf spirits by the scruff of his neck.

"Oy, Peter, you pikey barstard, oozing in here and plying us all with diluted libations while setting us up for the ol' final suck, what're we to do wif you? Tempted to toss you offa wall, let them wildlings other side of the bridge have a nip, so's you better start flapping them gums, guv, if you wanna keep snuffling this clean desert Oh-Two."

Turning to his new dragon friend, Vik shakes Whiskey Pete invitingly.

"Barry, me boy, you feeling peckish? Reckon ol' Peter-Poppinjay here's a bit steeped in his wares, might taste a bit like pickled pepper, p'raps, or one a them chocolate-y cordials, wif like the fake cherry in the middle. What say you snap a little wedge offa one foot and see if you fancy it?"
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 1/3 + 2/2
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6 (1d12+2), Vigor d6 +2
Charisma: -; Pace: 6 (8) (1d6); Parry: 5; Toughness: 17 (8) or 21 (12) with amulet;
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d6, Persuasion d4, Common Knowledge d8
Edges and Abilities of Note: Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (four times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to rolls with electronics and machines, +2 with arcane devices. Doubled out of combat); Master of Magic.
PPE: 6/20
Active Effects:
Adventure Cards: 6 - Rabbit Out of My Hat Play this card to gain +2 on any Trick test until the end of the scene; 40 - That's Crazy Talk, Mister Play this card to cause all non-wild card enemies suffer a -2 MAP as they stop to listen to your jabbering for one round.

User avatar
Barinthasheer
Bronze Patron
Bronze Patron
Posts: 48
Joined: Fri Sep 14, 2018 9:56 pm

Re: 2.2 New Alamo: The After Party

Post by Barinthasheer » Fri Nov 16, 2018 2:58 pm

Reaching down with one hand to latch the bridge into place Barinthasheer turns to face Charlemagne and Reynolds. "Wow, those glow swords are cool. Now that I am hero can I get one of those? Oh and a talking hat like Mr. Vik has! Hi Reynolds, it me Barinthasheer."
Vik wrote:
Fri Nov 16, 2018 1:48 pm

Stomping through the cloud of ash that was the vampire matriarch, Vik moves to Whiskey Pete and grabs the back-stabbing purveyor of bottom-shelf spirits by the scruff of his neck.

"Oy, Peter, you pikey barstard, oozing in here and plying us all with diluted libations while setting us up for the ol' final suck, what're we to do wif you? Tempted to toss you offa wall, let them wildlings other side of the bridge have a nip, so's you better start flapping them gums, guv, if you wanna keep snuffling this clean desert Oh-Two."

Turning to his new dragon friend, Vik shakes Whiskey Pete invitingly.

"Barry, me boy, you feeling peckish? Reckon ol' Peter-Poppinjay here's a bit steeped in his wares, might taste a bit like pickled pepper, p'raps, or one a them chocolate-y cordials, wif like the fake cherry in the middle. What say you snap a little wedge offa one foot and see if you fancy it?"
It takes Bari a second to grasp what Vik was saying, but when he does the salesmans complicance in the attack infuriates the youth. Stalking straight for the man the young dragon growls "You helped the monsters get in here? Are you dumb or really bad? Stopping with his snout a foot from the salesmans face. "I do not eat people, but I will smoosh bad ones that hurt nice people."
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 34 (16)/6 in human
Combat-Relevant Edges & Abilities: +1d spirit (boost trait, 1 turn)
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: ISP 5/10; PPE 10/10
Bennies: 5/3
Adventure Cards
  • 43:Arcane Inspiration -When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Edit Signature

Characters Seswarick, Barinthasheer, Antipas, Harris LaVode

User avatar
Charlemagne
Posts: 102
Joined: Sat Mar 10, 2018 11:12 pm

Re: 2.2 New Alamo: The After Party

Post by Charlemagne » Fri Nov 16, 2018 9:48 pm

Intimidation vs Pete
Intimidation to scare information out of Whiskey Pete
1d8+2 = 5: 3

WD Intimidation
1d6+2 = 4: 2
Charlemagne lets out a sigh, content to take a moment to catch his breath and reassess the situation. As Vik and Barinthasheer seem to have Whiskey Pete well in hand, he moves to join them. "My esteemed draconic friend, it is my hope that you need not 'smoosh' this man. We should all be looking forward, however, to a very thorough accounting of your complicity in this dastardly plot. That, I trust, will be forthcoming soon?" He peers very intently at Whiskey Pete, expecting an exuberant and and positive reply to a question with only one acceptable answer.
He inclines his ears towards the front gate, listening to the screams and snarls of a swarm of wild vampires thrashing in the dark. "But, I think it is best to postpone your full discourse until we have culled the herd, so to speak."
Collecting what members of the 101st are within earshot and/or visible, he checks the blades of his swords, and addresses his unit. "I commend you on a swift and effective victory against the marauders who assailed this safe haven. Sadly, rest is not our reward, not yet. There are many more foes on the other side of the bridge. While we may wait them out until dawn, that leaves a horde of killers and demons to steal, kill, and destroy another day in the future. Those who have the wherewithal and the reserve of strength, join me over the wall. Equipped with some of Thomas' sunstones and behind the wheel of Ryder's war wagon, I believe we may make short work of them while they are accumulated at our palisade. Ashley and Ryder, for maximum efficacy, should pilot the Cassowary. We will affix no less than four of Thomas' sunstones to the vehicle, one at each corner. Karsk, Nazo, and Barinthasheer should address the drawbridge and the moat. Barinthasheer must lower the bridge for our exit, leaving Karsk and Nazo to sweep the bridge clean should any vampires escape the illuminated vehicle. I will follow the vehicle into the morass, removing what heads present themselves. Vik and Thomas, please attend to our guest, Pete. Ensure the courtyard is clear for our return." He scans the faces of the 101st. "Are there insights I have missed, or conditions to consider before undertaking this counter-offensive?"
Charlemagne
Charlemagne
Current Status Post
Bennies: 4
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks
Toughness: 22 (12) (cyber armor active)
ISP: 30 / 30
Active Powers: cyber armor
Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
Adventure Cards:
  • Sudden Death:
    Deadly Blow:
Armor: Cyber-Knight Heavy Armor
  • Barrier
  • +8 Armor
  • +2 Toughness
  • Full Environmental Protection
  • Powered by 1 PPE/hour
Weapon(s) in hand:
2 Silver Chainswords
Psi-Swords (2)
  • Damage: Str + 3x Spirit
  • AP 8 for single blade, AP 4 for double blades
  • MD with 2 ISP
Edit Signature

User avatar
Thomas
Posts: 74
Joined: Fri Mar 30, 2018 1:24 pm

Re: 2.2 New Alamo: The After Party

Post by Thomas » Fri Nov 16, 2018 10:24 pm

Thomas listens to the ridiculous plan. His eyeballs ready to pop out of his head once they begin talking about charging out into the mass. However when Charlemagne says Thomas can stay back he thinks maybe the guy is not so bad. Becoming visable next to the cyber-knight he nods. "Just be careful, with that many things could get wierd."

Turning to Pete he says. "I would love to help keep an eye on Pete here."
Conditions
Charisma +6* (Persuasion d8+6)
Parry 5
Armor 15 (10)

Wounds: 0
Fatigue: 0

Personal PPE: 20/20
Staff PPE: 10/10
Amulet PPE: 10/10
Vampire Slayer: 12/20

Active Effects
  • Elemental Mastery
Bennies 2
  • 3 Reset of Quarter
    -1 Vigor to resist fatigue riding on howdah

User avatar
Nazo
Posts: 68
Joined: Sun Jun 24, 2018 7:28 am

Re: 2.2 New Alamo: The After Party

Post by Nazo » Sun Nov 18, 2018 11:18 pm

Thomas wrote:
Fri Nov 16, 2018 10:24 pm
Thomas listens to the ridiculous plan. His eyeballs ready to pop out of his head once they begin talking about charging out into the mass. However when Charlemagne says Thomas can stay back he thinks maybe the guy is not so bad. Becoming visable next to the cyber-knight he nods. "Just be careful, with that many things could get wierd."

Turning to Pete he says. "I would love to help keep an eye on Pete here."
Nazo listens to the awesome plan too and volunteers to help Thomas watch Pete and keep an eye on things in town. ” My chi is exaughsted noble leader, I would do well to keep an eye on Pete, Thomas, and any injured civilians. Perhaps by your esteemed leave and countance Vik and I could exchange places. Pretty please?” She smirks a bit at the end. Plus I am sworn to fight demons, these guys are clearly not of that ilk.
Combat info
Toughness: 17(8), Parry: 7, Pace: 8
Active Edges: Sixth Sense, Brave, Elan, quick
Ppe: 25/25, Isp: 10/30
Active Powers:


Bennies: 4/3
+1 post rate

User avatar
Charlemagne
Posts: 102
Joined: Sat Mar 10, 2018 11:12 pm

Re: 2.2 New Alamo: The After Party

Post by Charlemagne » Mon Nov 19, 2018 1:01 am

Charlemagne nods. "Nazo, if you are spent, then do not trouble yourself. Vik may attend to the bridge, or we can leave the task to Barinthasheer and Karsk. I have little doubt the two of them can stall any counter-advance into the town."
Charlemagne
Charlemagne
Current Status Post
Bennies: 4
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks
Toughness: 22 (12) (cyber armor active)
ISP: 30 / 30
Active Powers: cyber armor
Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
Adventure Cards:
  • Sudden Death:
    Deadly Blow:
Armor: Cyber-Knight Heavy Armor
  • Barrier
  • +8 Armor
  • +2 Toughness
  • Full Environmental Protection
  • Powered by 1 PPE/hour
Weapon(s) in hand:
2 Silver Chainswords
Psi-Swords (2)
  • Damage: Str + 3x Spirit
  • AP 8 for single blade, AP 4 for double blades
  • MD with 2 ISP
Edit Signature

User avatar
Karsk
Posts: 62
Joined: Tue Mar 20, 2018 6:09 am

Re: 2.2 New Alamo: The After Party

Post by Karsk » Mon Nov 19, 2018 5:26 am

Karsk snorted

"Karsk stand on wall, use moat to destroy vampires. No need to open bridge."

User avatar
Vik
Posts: 78
Joined: Sat Mar 03, 2018 7:07 pm

Re: 2.2 New Alamo: The After Party

Post by Vik » Mon Nov 19, 2018 8:12 am

Nazo wrote:
Sun Nov 18, 2018 11:18 pm
Perhaps by your esteemed leave and countance Vik and I could exchange places. Pretty please?”
Vik looks at Nazo and puts his hand over his heart.

"Like a knife in me beatin' heart, Naz, after all I done for you," he says, shaking his head and giving the naked demon queller an extended look of disapproval that was definitely not meant as cover for a long lingering peek at the naked warrior.
Karsk wrote:
Mon Nov 19, 2018 5:26 am
Karsk snorted.

"Karsk stand on wall, use moat to destroy vampires. No need to open bridge."
"You're in charge an' all, Charles, but I think I prefer ol' Karskies plan, I do. Seems quite, uh, tactical, don't it, and like conservin' of resources and like our vital fluids and whatnot."
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 1/3 + 2/2
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6 (1d12+2), Vigor d6 +2
Charisma: -; Pace: 6 (8) (1d6); Parry: 5; Toughness: 17 (8) or 21 (12) with amulet;
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d6, Persuasion d4, Common Knowledge d8
Edges and Abilities of Note: Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (four times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to rolls with electronics and machines, +2 with arcane devices. Doubled out of combat); Master of Magic.
PPE: 6/20
Active Effects:
Adventure Cards: 6 - Rabbit Out of My Hat Play this card to gain +2 on any Trick test until the end of the scene; 40 - That's Crazy Talk, Mister Play this card to cause all non-wild card enemies suffer a -2 MAP as they stop to listen to your jabbering for one round.

User avatar
Nazo
Posts: 68
Joined: Sun Jun 24, 2018 7:28 am

Re: 2.2 New Alamo: The After Party

Post by Nazo » Mon Nov 19, 2018 8:46 am

Nazo nods briefly giving Vik a bit of a show with her mostly naked body as payback for her earlier insensitive comment. But she wholeheartily agrees with the TWs thoughts, ” Yeah standing on the safe side of the moat and attacking the vampires seems a great idea. Its not like these guy are demons right? No need to jump into melee right? We need to make sure we keep our fluids on the inside.”

She pauses... Turns towards Charlemagne and says with a gentleness, ” Did you really say don’t trouble yourself? Because this whole thing is no trouble at all.” She picks up the sun stone she had dropped earlier, grabs the one she had in her pack, and holds them in her off hand sheathing her dagger. ”See you on the otherside.”
She leaps to the top of the wall with the last bit of her PPE and enhanced armor meaning to do battle with the vampire horde once the bridge is lowered.
Combat info
Toughness: 17(8), Parry: 7, Pace: 8
Active Edges: Sixth Sense, Brave, Elan, quick
Ppe: 25/25, Isp: 10/30
Active Powers:


Bennies: 4/3
+1 post rate

Post Reply

Return to “Adventure Forum”