7.1 Over-watch Boredom

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Ndreare
Savage Siri
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Joined: Tue Aug 08, 2017 12:55 pm
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7.1 Over-watch Boredom

Post by Ndreare »

Standing over watch the team can communicate with the others. But it still leaves a little to be desired when things are taking so long. If it was not for the radio contact with the others you would have rushed in by now. But the real awkward moment happens when after about an hour a giant werewolf like creature approaches you on the roof you are stationed on. Carrying a box that is large enough to require effort to hold the creature says in a gravely voice, not quite fluent in Trade 6. "Grandma was worried you would grow hungry or inpatient. She asked this heat cell, and food items be delivered to keep you comfortable while you wait."

BIG EDIT
Stealth rolls at -4 (to offset the security system) would allow those on over watch to not be found unless they wanted to.

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Sa’Maku
Posts: 98
Joined: Fri Oct 12, 2018 4:44 pm

Re: 7.1 Over-watch Boredom

Post by Sa’Maku »

Hand on the trigger, Sa'Maku warily watches the creature approach. No need to fire, but no need to trust it either. When it offers food the Seljuk is immediately suspicious, "Thank You. Place the box on the ground slowly and open it so I can take a look."

With that he steps way back under cover.

Common Knowledge [dice:zuz5nntx]60387:0[/dice:zuz5nntx]
Ace [dice:zuz5nntx]60387:2[/dice:zuz5nntx]
Wild [dice:zuz5nntx]60387:1[/dice:zuz5nntx]

User avatar
Ndreare
Savage Siri
Posts: 3752
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 7.1 Over-watch Boredom

Post by Ndreare »

Inside the box seems to be exactly what is promised. The creepiness of it, like a peace offering at the most inappropriate location and timing is still very unsettling.

What is the matter with this Grandma old lady and her security. Something about it just wrings strange in Sa's mind, yet familiar. Then the creature bows. "As you wish warrior, I was not sent to harm you."

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Sa’Maku
Posts: 98
Joined: Fri Oct 12, 2018 4:44 pm

Re: 7.1 Over-watch Boredom

Post by Sa’Maku »

The food, the name, the feel of everything forces Sa'Maku to recall the tales of his world before magic was closed off forever. Old Women in the jungles, offering trade: help with what you want in exchange for their own needs. Whatever deals entered into with these strange creatures always had strings attached. Negotiating with one always seemed to entail more than was bargained for. Looking at the food, he diecides not to accept, instead he addresses the delivery creatures: "please give the lady our thanks for her hospitality but we are not hungry. Please take the food to someone who can benefit from it."

Keying his radio he contacts the negotiation team, "Enter negotiations carefully friends. This creature is a powerful deal maker, there will be unintended consequences."
OOC Comments
Think Baba-Yaga

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Ndreare
Savage Siri
Posts: 3752
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: 7.1 Over-watch Boredom

Post by Ndreare »

The more they talk, the more information coming over the radio to Sa'Maku, the more it reminds @Sa’Maku of the silly tales told to children about the Crone of the Wood. But no, this feels more than a fairy tale. the conflicting rumors, the conflicting stories. The hybrids of living and inanimate, too many things are aligning. But how could The Old Lady be here on this world. She was an ancient fairy tale from a thousand years ago on his home world.

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Kharis
Posts: 73
Joined: Wed Mar 13, 2019 4:57 pm

Re: 7.1 Over-watch Boredom

Post by Kharis »

Being of elvish descent, Kharis is not unfamiliar with tales of the fae, so he is unsurprised when @Sa’Maku sends Grandma's servant away with the food. Even so, he raises an eyebrow at his friend. "You know something about our friend, Sa?"

Kharis, Elven Battle Magus
Pace: 8; Parry: 7 normally, 8 w/either sword or .50 cal equipped, 9 w/both swords; Toughness: 17(6); Strain: 0; Size: +1
Edges/Attributes of Note: Berserk; D-Bee; Racial Animosity (Dwarves)
Character Sheet

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Sa’Maku
Posts: 98
Joined: Fri Oct 12, 2018 4:44 pm

Re: 7.1 Over-watch Boredom

Post by Sa’Maku »

"On my world, before we closed off all magic, the jungle ladies made deals with the Seljuk. Promises of power, wealth. or even just a little help. These deals were always twisted and ended badly for those who were unprepared. These sisters fled with the magic, spread into cultures across the galaxies. We should not enter into any bargains lightly - and assume they will have strings attached."

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Kharis
Posts: 73
Joined: Wed Mar 13, 2019 4:57 pm

Re: 7.1 Over-watch Boredom

Post by Kharis »

Sa’Maku wrote:
Wed Nov 13, 2019 3:34 pm
"On my world, before we closed off all magic, the jungle ladies made deals with the Seljuk. Promises of power, wealth. or even just a little help. These deals were always twisted and ended badly for those who were unprepared. These sisters fled with the magic, spread into cultures across the galaxies. We should not enter into any bargains lightly - and assume they will have strings attached."
Kharis unconsciously grips Silverspike more tightly. "Well... crap. Do we need to go down there, Sa? Did you get any response from the team?"

He eyes the compound, looking for the hundredth time for a weak spot in the defenses.

Kharis, Elven Battle Magus
Pace: 8; Parry: 7 normally, 8 w/either sword or .50 cal equipped, 9 w/both swords; Toughness: 17(6); Strain: 0; Size: +1
Edges/Attributes of Note: Berserk; D-Bee; Racial Animosity (Dwarves)
Character Sheet

User avatar
Ndreare
Savage Siri
Posts: 3752
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 7.1 Over-watch Boredom

Post by Ndreare »

@Kharis roll Battle

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Kharis
Posts: 73
Joined: Wed Mar 13, 2019 4:57 pm

Re: 7.1 Over-watch Boredom

Post by Kharis »

Battle Failure
Battle [dice:3ea9xqlu]60660:0[/dice:3ea9xqlu]
Wild [dice:3ea9xqlu]60660:1[/dice:3ea9xqlu]

Kharis, Elven Battle Magus
Pace: 8; Parry: 7 normally, 8 w/either sword or .50 cal equipped, 9 w/both swords; Toughness: 17(6); Strain: 0; Size: +1
Edges/Attributes of Note: Berserk; D-Bee; Racial Animosity (Dwarves)
Character Sheet

Rinoa Crescent
Posts: 49
Joined: Tue Apr 09, 2019 7:47 am

Re: 7.1 Over-watch Boredom

Post by Rinoa Crescent »

Notice 11
Notice [dice:3jg7a67s]60739:0[/dice:3jg7a67s]
WIld [dice:3jg7a67s]60739:1[/dice:3jg7a67s]
Wild Ace [dice:3jg7a67s]60739:2[/dice:3jg7a67s]
Rinoa keeps on eye on her side of the ship. Over the radio to the over watch, "Seems to be all quiet on this side, anything happening with anyone else?"
Status Tracker
Rinoa Cresent

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP: 20 / 10
Bennies: 2 / 3
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d6
Pace: d6 ; Parry: 8 ; Toughness: 9 (4)

Skill of Note: Shooting d12+2 (Wild Die d10)
  • Ace: Add +2 to Pilot, Drive and Boating Skills
  • Combat Ace: May use 1 extra weapon system before MAP penalties.
  • AB: Psionic (with Master and Major Psionic)
  • Elan: +2 when using a benny
    • Boost/Lower Trait (PPE: 2)
    • Clairvoyance
    • Telepathy
    • Professional, Expert, Master in Shooting.
Angelo (Kittani Transformable Robot Fighter)
Robot Armor Notes
  • (*): Numbers in () are while telemechanics is active, these are replacement, not additive.
  • (**): 6 AP from ballistic weapons except rail guns are negated.
Attributes: Strength d12+3
Pace: 20(2d6 MAP) ; Parry: 9(10*) ; Toughness: 21 (8**)
Melee Skill: Fighting d12
Soak Skill: Piloting d12+2(4*)
Weapon System skill: Shooting d12+2 (Wild Die d10)
Other Bonuses
  • Sensors: +2 on Notice Checks
    Targeting System: offset -2 shooting penalties
  • Always considered armed
  • Cannot use Combat Edges in Robot Armor
Weapon Systems
  • 2 x Pulse Cannons (Fixed Vehicle Medium Ion Weapon)
    • Range: 40/80/160
    • Damage: 4d8
    • ROF: 1
    • AP: 4
    • Shots: Unlimited
    • Note: MBT
  • 2 x Mini-Missile Launchers
    • Range: 100/200/400
    • Damage: 5d6
    • ROF: 1
    • AP: 6
    • Shots: 12
  • Dual Linked Light Laser Turret (head mounted)
    • Range: 150/300/600
    • Damage: 2d10+2
    • ROF: 1
    • AP: 5
    • Shots: unlimited
    • Notes: +1 to Hit due to Linked
  • Forearm Energy Blade (2)
    • Range: Melee
    • Damage: STR + d12+1
    • AP: 4
    • Notes: Mega Damage, Built into each forearm.
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