Day 18: The Battle of Marron

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Tribe of One
Posts: 1208
Joined: Wed Aug 30, 2017 9:28 am

Day 18: The Battle of Marron

Post by Tribe of One »

Final Battle Prep Tally
  • 5 tokens of Marronite militia, low quality (+1 each) = 5
  • Skelebot alarm system + light railgun turrets = +2
  • Functional Super-Mastiff w/full load of missiles = +4
  • Orrin teaches spells to kids = +2
  • Blurre teaches rescue drills = Automatically save 2 tokens worth of casualties
  • Silver scouts ambush locations = +1
  • Jack trains shooters = +2
  • Rill sets up triage centers = 50 percent chance to save 1 token worth of casualties
  • Toto the Texas Tech = +2 bonus in battle and he can provide a +2 bonus to a Repair or training-related roll each prep period.
  • Ulysses, the Cyber-Doc = Automatically save 1 token worth of casualties and can install/repair cyberware
  • Kim salvages Coalition wargear and rigs up a heavy laser turret = +4
  • Sir Blurre recruits one token of mounted Simvan (+3) and one token of Simvan on foot (+2)
  • Jack gets a whole bunch of NG weapons and armor for the militia (+3)
  • Orrin uses magma worms to dig pit traps (+2)
  • Rill trains Marronites in self-defense (+2)
  • Silver undergoes cyber-surgery
  • Sir Blurre teaches close-quarters fighting (+2)
  • Kim refurbishes NEMA weapons (+2)
  • Rill scouts psionically (+1)
  • Orrin develops communication protocols (+2)
  • Silver found crash site; Jack turned it to allies (2 tokens, each worth [dice]0[/dice]


Totals ahead of battle:
Chances to automatically save a defeated token: 3
Chances to save a token 50 percent: 1

5 tokens of Marronites (1 each); 1 token of mounted Simvan (3), 1 token of foot Simvan (2), 2 tokens of sand-sharks (3 each) = +16
Various bonuses from training, weapons and fortifications = +31
Total = +47

They talk about a "calm before the storm," referring to that quiet time before all hell breaks loose. Marron certainly isn't calm in the days and hours before the arrival of the Blue Hand, but it does get quiet as the residents and their newfound allies set their mind to last-minute training and preparations.

As Sir Blurre wraps up his final lesson in aggressive self-defense, Kim hands out newly-refurbished NEMA rifles to the trainees, who head to the mess hall for what could be their final communion with their families. Most smile, though, their confidence boosted by new knowledge, fully-charged sidearms and a sense that a plan is in place to protect them.

Orrin's communication strategy falls into place rapidly. Both the Marronites and the Simvan take to it easily, as both cultures already made use of a great deal of non-verbal communication. Some of the younger Simvan end up engaging with the Marronite youth in a new game, using the flags to send increasingly profane messages when their elders are engaged in more serious business.

Rill spends his days in meditation, casting his consciousness out into the desert as he tracks the raiders' advance. The vanguard heads straight toward Marron, moving at a steady pace that puts them a day out the town. That afternoon, a smaller group of about 50 breaks off and detours to the ley line. Once there, several move close to bask in the line's power, gathering it for the upcoming battle.

Two cloaked figures, one tall and graceful, the other squat and powerfully-built, dismount and approach the line, as well. The short one pulls something from beneath his robe and sets it on the ground. The brief glimpse Rill gets makes it appear like some sort of dark box, covered in shadows, then it splits opening, forming a gate at the ley line. A third figure steps through, robed and hooded, with a single, baleful red eye glowing from within its shroud. The first two figures kneel, rising when the third says something unintelligible. Nodding, he gestures, and rolling streams of shadows undulate out of the gate, gathering like an eager pack of dogs near the other troops. The third figure then recedes toward the gate, but not before looking directly at Rill's vantage. Nothing can be seen beneath the hood aside from that hellish glow, but Rill is sure it smiles ...

Up in the foothills near Angel Fire, Silver and Jack send the sand-sharks on toward Marron, not wanting to risk a bunch of hungry predators around the unknown quarry they're tracking.

The trail isn't hard to follow -- whoever walked away from that crash was moving unsteadily, badly wounded maybe, although the pair find no blood dripped or smeared along the way.

Fifteen minutes from the crash site, the trail ends at a shallow cave, not much more than a rabbit hole, by Jack's estimation, the sort of place you crawl into to stay warm at night, or out of sight of trackers during the day ... But Silver's sensors aren't picking up any movement, and only the faintest sound of breathing.

After a quick parlay, Jack draws the short straw and crawls in to take a look, then quickly calls for Silver to help haul the cave's occupant out in to the light. It's a human woman, her pale skin covered in strange tattoos, who looks like she's about two breaths from her last, despite no obvious signs of wounds or trauma.
Mystery woman.jpg
Even so, the woman is gasping for breath and gray in the face, like she's been struggling to breathe for a while. When Silver grabs her legs to pull her out, he notices something else strange -- his claws don't quite reach her skin, stopping instead half an inch out, where he feels something, a force field maybe, that's solid but sort of tingly.

A patch on the woman's ragged jacket has the name "Delta" on it, but calling her by that name or any other fails to wake her up. Positioning her on the back of Jack's cyber-horse in a way that seems to make her breathing a little easier, the pair beat feet back to Marron, hoping the woman will hold on long enough for Rill to have a look at her.

The Marronites and Simvan retreat to eat and talk with their families when darkness falls, leaving the COT, as well as Toto and Ulysses, to share a meal in the infirmary set up in what once was the old NEMA hangar. Silver and Jack radioed ahead to say they'd be back shortly, with someone in need of medical treatment, so Rill and Ulysses prep the triage area while the others put the final touches on dinner and discuss what is to come.

Now's a chance for some RP as well as any final preparations before battle is joined! I'll post more about the mystery woman when Jack and Silver post their arrival, and if you want to issue special orders for Toto and Ulysse go ahead and do that now, along with designating a battle leader.





GM Bennies: 7/7
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Silverclaws
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Re: Day 17: One Minute to Midnight

Post by Silverclaws »

Silver leaves Jack to get "Delta" back to Marron. He radios Toto and gives him coordinates outside of town.

Then he summons the sand sharks by pounding the ground with his fist and moving the entire frenzy towards the nearest route towards the Ley Line. The coordinates Silver gave to Toto puts the big robot behind a bluff a couple of miles outside of town, fairly near Silver's observation post.

Waiting for Toto to arrive, he radios into Kim to find out who is piloting the NEMA War Cat and to make recommendations that it actually get positioned "behind" Marron for the next day or so.

Silver informs Orrin and the the rest of the COT that will be spending the next day and night out at his observation post and that no one should head out the direction of the Ley Line without notifying Silver or Jack to go ahead and disuade security from eating the travelers.

Quite certain that the NEMA Hanger is the best place for Triage, Silver sends one final reuest that at least four or five Marronites be assigned to assist Ulyssess in the Triage Center.

Silver settles down and lets his sensors sweep the area while he does a complete breakdown and cleaning of his JA-!!. One day soon, I will fine tune a rail gun into a sniper rifle.
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Rill
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Re: Day 17: One Minute to Midnight

Post by Rill »

Notice 10, CK 7 and Mysticism 8 (before wound penalties)
Notice [dice]0[/dice]
Wild [dice]1[/dice]

CK [dice]2[/dice]
Wild [dice]3[/dice]

Mysticism [dice]4[/dice] (staff and Healer bonuses factored in)
Wild [dice]5[/dice]


Upon seeing Delta, the occupant of the capsule that Silver and Jack discovered, Rill immediately gets to work. He begins by activating his ability to see auras, checking for the nature of her malady.
Diagnose
Detect arcana with the diagnosis trapping, activated without a roll because Mystic.


If he identifies the cause of her misfortune, he sets to trying to fix it, channeling a miracle via the Nymbu staff.
Healers Heal
Either healing or greater healing, depending on what his scan finds.
Character Sheet
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Jack 'Bullet' Jones
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Re: Day 17: One Minute to Midnight

Post by Jack 'Bullet' Jones »

Jack is a man of decent size. Silver is massive. While Jack is persuasive, the wolfen's ears are deaf to the gambler's encouragement. In ah go. Dammit. He manages to track down their quarry. Jack immediately calls for assistance. The two of them manage to drag the barely breathing woman, "Delta," from her hidey-hole. "Ah reckon we oughta get back. Ah ain't got the gifts ta fix her." With that, they prop her up on Comet, doing their best to ease her breathing.
Jack rides as fast as his robotic horse can carry him, his expert horsemanship on display as obstacles and uneven terrain are practically flown over. As he nears the town, he clicks his radio. "Need medics! Got a survivor of that crash. Ah don't know how much longer she's got. Git that gate open!"
At a full gallop, Jack rides as close to the triage area as he can before pulling up on the reins. The horse skids to a stop, showering the area with sand and pebbles. "Come on! Get 'er in there!" A suggestion he makes to the others, but his mind has already picked the unconscious woman up out of the saddle and floated her into the makeshift medical bay.
Once he's seen the woman to the ministrations of the preacher and his medics, he takes a deep breath, and holds it. He exhales slowly, shaking his head. Ah ain't seen nothin' like that. The sam hill'd she come from?
He goes searching to find Blurre and Orrin. "Fellas, ah...we found a little more'n just a lonely lady. Ah talked some sharks into a bit of a feedin' frenzy outside." He stares them both in the eyes, the look on their faces reads a bit of incredulity. "Naw. Ah mean it. Sand sharks. They damn near ate Silver. Ah promised 'em a real meal if they'd let us ride out. So...'ceptin' who you might be lookin' to find, Blurre, we gotta feed 'em. Ah reckon we're gonna have plenty a' bait to throw at 'em. Don't reckon them Blue Hand boys're gonna be lookin' at their feet on the way in." The gambler grins, tips his hat, then goes looking for a drink, leaving Blurre and Orrin a little gobsmacked at the thought of "sand sharks."
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
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Sir Blurre
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Re: Day 17: One Minute to Midnight

Post by Sir Blurre »

Blurre tilts his head at Jack, brow furrowing. "Just to be clear--are you saying these... sand-sharks will be preying on the Blue Hand bandits as part of their natural predation behavior, or that we are literally expected to leave incapacitated enemies to them for consumption?" It's clear from his tone that there's a line between the two possibilities that he's unwilling to cross.
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
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.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]
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Jack 'Bullet' Jones
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Re: Day 17: One Minute to Midnight

Post by Jack 'Bullet' Jones »

Jack grins. "Shucks, pardner. Whatever hits the ground is theirs, way ah reckon it. Ah know my top priority's gonna be makin' sure me an' mine are safe. If ah can't save one a' them Blue Hands afore the shark gets to 'em..." He shrugs. "Mebbe they shouldn't'a oughta gone an' starved the Marronites an' made 'em slaves." He puts a hand on Blurre's shoulder. "Ah told 'em we got first call on one in particular. If'n who yer lookin' for's ridin' with the Blue Hands, she's all yers."
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
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Kim Black
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Location: Wheaton, IL

Re: Day 17: One Minute to Midnight

Post by Kim Black »

New Mexico/Marron
Many days
Round 0

Kim acknowledged Silver’s call and then found the two Marronites, a young man and a young woman, who she thought were dating or engaged, who had volunteered and been trained to pilot the Super Mastiff. She gave them directions to post up out of town, as well as a method to send coded signals over the comm or using a flashlight if the comms were down.

With darkness falling, Kim went and found Jack. She hadn’t spoken to him since he’d come back with the Northern Gun weapons and their little spat.

“Jack, I...uhm...I’m sorry about the other day,” Kim began, her voice quiet, shy. She avoided eye contact and rubbed her arm with her hand shyly. “I don’t know if we’ll survive tomorrow. I didn’t...I didn’t want this between us. I...I wanted you to know...how I felt.” She looked up at Jack, nervousness in her eyes. “I...I like you, Jack. Like...like you,” she pressed. “And...I wanted you to know...you know, before we...die and all tomorrow.” She looked away. “I’m...I’m just...I wish, before I died, I could have been...been with…” She blushed. “Been...special to a man, you know?” She gave an embarrassed laugh before going up on her toes and giving Jack a kiss on the cheek.
Work schedule
This is what Kim is doing for the first few days. The next bit of work on the Sky Siren requires 8 days, so I will need to see if partial work can be done or if I need a full 8 day block. Or other jobs can be assigned to the later days. This is just what was on my to-do list.
Day 1: Rig up auto-fire and targeting on the turrets/skelebots (half day); bomb collar land mines/grenades (time?); fix Desert Fox (2 hours)
Day 2: Mount light rail gun on Sky Siren. Convert Sky Siren to TW. Fix NEMA Super-Mastiff.
Day 3: Convert Sky Siren to TW. Fix NEMA Super-Mastiff.
Day 4: Convert Sky Siren to TW. Fix NEMA Super-Mastiff.
Day 5: Convert Sky Siren to TW. Salvaging the Death’s Head
Day 6: Salvaging the Death’s Head
Day 7: Salvaging the Death’s Head
Day 8: Refurbishing NEMA weapons
Day 9: Refurbishing NEMA weapons
Day 10: Refurbishing NEMA weapons
***
Actions
Character Tracking
Parry: 5; Toughness: 13 (7)
PPE: 20/20
Bennies: 4/3
Arcane Machinist (6/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
UEMC (10 charges)
Adventure Cards
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Cutting in Line: Draw 3 initiative cards and keep the highest.


To Do
Add TW Piloting upgrades to Sky Siren. Convert Desert Fox and add TW piloting
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Vibro-Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • 2 x One way recording radio transmitter (Blue Hands)


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mod: +1 Piloting
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover


Mission Loot
550,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
A cyber-eye system with Built-In TX-30 Ion Pulse Rifle (Range 12/24/48, Damage 1-3d8, RoF 3, Semi-Auto, 3RB) (Claimed by Silver)
Chain greatsword (Str+2d10, AP 2, Mega Damage, -2 Parry) with integrated heavy flamer (Range Cone or MBT 18", Damage 3d12, may set targets on fire, affect least armored area, Mega Damage) (Claimed by Silver)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma
4 High Explosive
4 Armor Piercing
4 Frag
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • 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.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
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Jack 'Bullet' Jones
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Posts: 206
Joined: Tue Sep 12, 2017 11:21 pm

Re: Day 17: One Minute to Midnight

Post by Jack 'Bullet' Jones »

Jack smiles at the girl in front of him. He listens patiently, even though he knows what she's going to say. When she finishes, he shakes his head at her. "Darlin', you got a few things twistier'n a mess a' rattlesnakes eatin' the same mouse. Ain't nobody dyin' tomorrow. We all done real good work the last week. The Marronites got a damn sight better chance'n they had 'fore we showed up, an' we got ourselves some real eager ridin' partners in on this one. We're doin' good work. My mama always said 'the Lord sides with those on the side of right.' Tell me that ain't us!" He puts his hand on her shoulder, and stares her straight in the eyes. "Kim, this ain't my first rodeo. Ah know how ya feel. Ah read the faces offa people with no face fer a livin'. Y'ain't exactly playin' close to the vest. But that ain't wrong. Y'ain't playin' fer the table stake." He stops himself, thinking over his next words very carefully.

"Darlin', you don't want me. Ah ain't the marryin' kind, and ah got rules against that kinda 'special' with the folk ah'm ridin' with. Ah tried it once. Went south quicker'n an outlaw makin' fer the Mexico line. Ended real bad. If'n ah had my druthers, ah'd'a rather kept that lady on as a friend. Instead, she...well, that don't matter none." He takes a deep breath, pushing down an unpleasant memory.

"Darlin', yer special to me. But ah ain't the one y'ought'a be tryin' 'special' out with." The stone face melts into a Texas grin. "'sides. Ain't none of us dyin' tomorrow. Little lady, we're big damn heroes. Big damn heroes never die. They ride off into the sunset. Plenty a' time fer you ta find somethin' that's special for real. Savvy?" He leans in and kisses the girl on the forehead. "Don't you worry none. We all wake up in the mornin' after tomorrow, you'll see ah'm right. An' you'll see you want better'n what my mama called a 'no 'count scoundrel' fer yer first 'special.'" He tips his hat to Kim. "Now ah reckon ah'm gonna get me a meal 'fore bedtime. Ah sleep better on a full gullet. Get some rest, darlin'. Big damn hero stuff to do tomorrow." He gives her a wink, then makes his way towards the mess hall.
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
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Orrin Truthseeker
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Posts: 220
Joined: Mon Sep 11, 2017 8:11 pm

Re: Day 17: One Minute to Midnight

Post by Orrin Truthseeker »

OOC Comments
Roll for amount of PPE below max Ley line limit of everyone who comes to the ley line:
[dice]0[/dice] = 14

For This puts him at 46 personal PPE
Sir Blurre wrote:Blurre tilts his head at Jack, brow furrowing. "Just to be clear--are you saying these... sand-sharks will be preying on the Blue Hand bandits as part of their natural predation behavior, or that we are literally expected to leave incapacitated enemies to them for consumption?" It's clear from his tone that there's a line between the two possibilities that he's unwilling to cross.
Sentient sand sharks... How interesting... I wonder if I can convince them to stick around for a few days if we survive this

Orrin had been on worlds with sandsharks before, but never sentient ones. Orrin shakes his head and steps into the conversation.

"Though I hate to say it, something tells me that there will be plenty of dead to fill these stomachs of these sand sharks." Orrin says, looking ominously toward where the Blue hand are approaching from. His voice firms up a bit as he adds "But make no mistake, we will not willing let anyone, Hand member or not, die if it can be prevented. If it comes to that, we will cross that bridge when we get to it. We've got enough to deal with now."

Orrin mood turns broody as the sun rises on the last day before the hand arrives. He paces through town, overseeing all of the preparation work to do, but can't find anything that specifically needs his help.

"I'm going to head to the ley line to charge up before the Hand gets here. Anyone who wants to come with can come along, though a lot of the excess energies will probably bleed off before the Blue hand arrives. Rill, can you come with and use your abilities to gives us some warning if they come toward the line?"
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

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Tribe of One
Posts: 1208
Joined: Wed Aug 30, 2017 9:28 am

Day 18: The Battle of Marron

Post by Tribe of One »

Upon first examining the survivor from the capsule, Rill is surprised the woman is still alive. Her muscles are atrophied and her bones appear astonishingly brittle, with fractures in dozens of places. Her heart appears underdeveloped, as well, and despite the lack of visible wounds, she seems to be short several liters of blood.

The only explanation for her continued survival that the preacher can see is the strange force field that she seems to be projecting, which appears to be supporting her body and counter-acting somewhat the effects of gravity. The field is not arcane or divine in nature, and differs from the natural psionics common among many of Earth's denizens.

"I've read about something like this," Ulysses says when Rill shares his findings. "Back in the Golden Age, when they could fly beyond the atmosphere, travelers had to be careful about spending too much time weightless, because their bodies would deteriorate. Looks like this lady's been out there a long time ... mayber her whole life. She's not used to the gravity."

That fact sets something of a limit to what Rill can do to help her. He can knit together fractured bones, but not make them stronger or cause her heart and lungs to enlarge.

"With some fluids she should produce more blood, that's no trouble. And I can see about putting together a calcium-cocktail, like what we give to cyber patients to promote bone growth after certain implants. Maybe kickstart some additional development, but it won't be quick," Ulysses says.

Under the ministrations of the preacher and the cyber-doc, the woman regains consciousness not long after, but remains groggy, moaning in pain as her brain adjusts to unaccustomed pressure.

"Shot the ... field. Tried to ... hold ... together. Couldn't save them ... air so ... thick ... find it ... find ... NORAD ..." she whispers, before her pained groans prompt Ulysses to knock her out again with an anesthetic.

Elsewhere in town, preparations wind down as Marron's defenders settle in for the night. Under cover of darkness, Rill, Kim and Orrin slip out with a small group of bodyguards, piloting the Sky Siren to a location on the ley line far from the approaching army. Soaking as much of the ambient energy as they can, they return to Marron in time to catch a few fitful hours of sleep themselves.

Dawn brings the sound of earthquakes and distant thunder as the final approach of the Blue Hand Raiders echoes across the desert. From his vantage point, Silver watches as the swarm of raiders first encounters the sand-sharks. The meeting is short and bloody, with the sand-sharks retreating before the raiders can put their numbers to use. The hungry beasts continue to harry the horde as it covers the final miles to Marron, but keep their distance, waiting for the chance to swoop in and devour the wounded.

Image

Despite the distraction, the arrival of the horde is an awesome sight. Wheeled war-chariots and armed transports bristling with weapons and raiders comprise the vanguard of the horde, with outriders on hovercycles, robot horses and all-terrain combat bikes spread along the flanks. Dozens of combat 'Borgs -- some running on tracks as large as tanks -- and a handful of robot vehicles rise above the others, while several converted sky cycles and converted air transports fly above.

The dust clouds following the army settle over the surrounding cliffs like haze as the horde comes to a halt a quarter mile from the town's walls. A small party rides a few paces ahead, before a tall woman in dark armor astride a combat bike flips on some sort of amplifier that crackles and hums, projecting her voice to Marron's huddled masses:

"Your walls will do you no good against the Blue Hand," she says, wasting no time on introductions. "You know this, and you know what you have done. Your actions have earned your deaths, but I will extend one more chance -- leave now, taking nothing with you, and you will be granted safe passage. Stay, and your bones and those of your children will join with the blowing sand."
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GM Bennies: 7/7
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Sir Blurre
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Re: Day 18: The Battle of Marron

Post by Sir Blurre »

OOC Comments
Intimidate [dice]0[/dice]
Wild Intimidate [dice]1[/dice]
Blurre watches the arrival of the horde with trepidation, but also resolve. He asks for the microphone for the speakers, and gives the only response they can give.

"Fall back. If you persist in this folly, then today will mark the end of the Blue Hand's reign. These people are fighting, not for safety, but for their homes and their dignity, and they will not surrender them to you again. If you attack and fail, you are finished. If you triumph, then we shall make that victory have such a price as to leave you bleeding and broken, gaining nothing in return, fit only as food for the coyotes. This is your last chance. Leave this place, and never return. We stand for Marron, and we stand for a better tomorrow!"


He knows, of course, that they will not leave, but giving them that final chance--he has to follow the formalities.
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
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.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]
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Silverclaws
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Posts: 234
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 18: The Battle of Marron

Post by Silverclaws »

Touching base with Ulysses, Silver offers to provide a blood transfusion, should "Delta" need it. He reminds the doctor that the nanites are programmed for adding healing and that they might be able to restore or encourage bone restoration.
Silver is quick to observe the movements of both the sand sharks and the mounted rolling tide. He notes the hidden flag and signal bearers along and in the cliffs going back towards Marron. The air is thick and heavy, not with moisture but with tension, stress, sweat, and adrenaline. Silver feels bad for the Marronites, this being their first engagement.

Using his Pip Boy 3000 and other cybernetics, Silver begins noting targets, specifically flying. Using the signal corp he begins relaying target specifics to Marron. One at a time he sends the details, waiting five or so minutes between relays.

Next he pinpoints the location of the magma worms and figures they will signal the beginning of the exchange between Marron and the Blue Hand. Lack of communication being what it is between animal intelligneces.

Silver risks sending a message to Toto via morse code for a status check on comms and radar. Then plots out where missile strikes should occur from the NEMA Cat and the other armaments.
Silver thinks to himself, Very impressive Blurre. To bad politicians have no place in modern Earth Rifts.
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Kim Black
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Posts: 278
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 18: The Battle of Marron

Post by Kim Black »

New Mexico/Marron
Many days
Round 0

Kim watched Jack walk off with sadness. She missed her mother. She didn’t know how to deal with this, the hollowed out feel inside. She could fix machines. She could whip up magic. But she couldn’t make the ache go away. Kim was grateful for the opportunity to slip out of town with Rill and Orrin to the ley line, and she slept out in the Sky Siren away from the others for the few hours they were able to grab before the Blue Hand arrived, awakened by the rumble of the carvan.

Kim moved into the main hall to the makeshift security room to watch the monitors as the woman spoke. She double checked that the auto-targeting was working on the heavy rail guns.

***
Actions
Character Tracking
Parry: 5; Toughness: 13 (7)
PPE: 26/20
Bennies: 4/3
Arcane Machinist (6/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
UEMC (10 charges)
Adventure Cards
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Cutting in Line: Draw 3 initiative cards and keep the highest.


To Do
Add TW Piloting upgrades to Sky Siren. Convert Desert Fox and add TW piloting
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Vibro-Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • 2 x One way recording radio transmitter (Blue Hands)


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mod: +1 Piloting
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover


Mission Loot
550,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
A cyber-eye system with Built-In TX-30 Ion Pulse Rifle (Range 12/24/48, Damage 1-3d8, RoF 3, Semi-Auto, 3RB) (Claimed by Silver)
Chain greatsword (Str+2d10, AP 2, Mega Damage, -2 Parry) with integrated heavy flamer (Range Cone or MBT 18", Damage 3d12, may set targets on fire, affect least armored area, Mega Damage) (Claimed by Silver)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma
4 High Explosive
4 Armor Piercing
4 Frag
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • 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.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
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Jack 'Bullet' Jones
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Silver Patron
Posts: 206
Joined: Tue Sep 12, 2017 11:21 pm

Re: Day 18: The Battle of Marron

Post by Jack 'Bullet' Jones »

Jack's stone face is as locked down as ever. He sees the cloud that means battle, and feels the seismic tremors of the army of Blue Hands. But looking him in the face, it seems just as likely that he's about to throw in on the first hand of penny ante poker. He purposefully, methodically, checks each and every one of his weapons, ensuring chambers are full and everything is charged. Going for maximum firepower is the name of the game. He leaves the items he doesn't need under the mattress of his bunk. Knockout stick? Ain't gonna need that. Knives? Mebbe just one. The shard pistol and the pearl handled Colt are loaded on his overcoat, and the Hellfire Hand Cannon finds its home in its holster. For good measure, he slides his "Longshot" rifle and the NEMA auto-rifle, and its remaining ammunition, into scabbards slung on either side of Comet. The LSR-250, however, goes straight into his hands.

He approaches the wall, looking out onto the assembled force. Blurre's address is no nonsense and an accurate declaration. There's no quarter to be given or asked, here. In an uncharacteristic flinch, he grits his jaw, then turns to Blurre. "Ah don't reckon they're gonna turn 'round, are they? Heck, ah'd almost be disappointed. All this work fer nothin'?" He chuckles, but it's devoid of mirth. "If'n ah had my druthers, ah'd be back at the Sidewinder, watchin' Stella fetch me another drink. But then, ah guess these folk'd still be under the boot of them damn Blue Hands. If y'ain't livin' fer somethin', yer dyin' fer nothin'." He pats Blurre on the shoulder. "Pardner, no matter what happens here, it was a pleasure ridin' with you. Ah joined up here fer reasons of what you might call 'mutual convenience,' but ah believe there's somethin' real to the Legion. Yer part of what showed me. Ah'm much obliged." The gunslinger tips his hat, then looks back out over the wastes to the assembled horde.

"Damn. They're ugly even from here."
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
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Jasco
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Re: Day 18: The Battle of Marron

Post by Jasco »

KnBattle 17 KnPolitics 7 Investigation 11 Persuade 11
Tactician roll at beginning of combat with additional +10 2 EP expended
Knowledge (Battle): [dice]0[/dice]
Wild Die: [dice]4[/dice]

Knowledge (Politics): [dice]1[/dice] <== to try to identify factions within the Blue Hands... especially ones that are looking to usurp current leadership.
Wild Die: [dice]5[/dice]

Investigation: [dice]2[/dice] <== try to identify any 'dirt' that could be used to trigger the above faction to turn against current leadership
Wild Die: [dice]6[/dice] [dice]8[/dice]

Persuade: [dice]3[/dice] <== to stoke the embers of insurrection, keep them ripe
Wild Die: [dice]7[/dice][dice]9[/dice]
"You keep'n yer eyes peeled up there Mondo?!" Jasco yells out his open driver side window, "Ain't be lose'n 'nother fella ta dem damn sand sharks! You see one 'o dem move'n mounds, you hollar at me, got it?!"

The information broker had started this final leg of the trek traveling with the Blue Hands Raider convoy with two of his new best friends, Mondo and Jukka. Both of the savages had an unhealthy fondness for gore and vivid descriptions of lewd sexual acts. It wasn't difficult for Jasco to play the role of a mature raider with many years of 'experience' under his belt. He fed them story after story of his imaginary conquests, both on and off the battlefield and the two of them came to idolize the older man. In fact, the stories gained him a bit more popularity than he would have liked as he heard their retelling at the evening communal campfires. Luckily for him, the stories were often adopted by the teller of the tale and could not be easily traced back to him.

It began when the information broker first realized that the mission to protect Marron could not be accomplished with their existing personnel. They either had to recruit more to their side or somehow disrupt the effectiveness of their enemy. Since the rest of the 18th COT was wisely working hard to rally support, he knew it was up to him to try to level the playing field by working to tip the other side of the scale. He had to infiltrate the Blue Hands Raiders.

To better blend in, Jasco had violated the immaculate paint job of his roundabout with splashes of red warpaint and attached pieces of jagged scrap metal on the otherwise aerodynamic exterior. In the name of infiltration, he turned his sleek ride into what passed for a junk-heap Frankenstein vehicle. And once part of the 'crew', he moved with them, ate, drank and slept among them. Time not spent developing a tight friendship with Mondo and Jukka were spent investigating the internal politics and dynamics of the horde. The information broker looked for cracks in the leadership's mantle, disgruntled subordinates and made subtle nudges to fan the discord.
-----------------
It has come to this. Jason thinks to himself as he pulls the makeshift scarf mask tighter around his face while approaching Marron with the convoy. He absently rubs at the goggles on his face, trying to clear them of dust. His eyes longingly glance over at the glove compartment where his glasses still sit in a protective case. Of all the things I've been unable to procure for myself... who knew finding a set of prescription safety goggles would be so difficult.

Jasco finds himself in the left vanguard a few rows behind one of the robot vehicles as the horde comes to a stop. Instead of craning his neck to better hear, the broker instead rolls up his window, isolating himself from the outside world.

"Prim," Jasco addresses his AI, "give me a boost on the comms, burst followed by pulse algorithm harmonic five-five-niner, we are going to send an encrypted transmission on the 18th COT frequency." Activating the full functionality of the roundabout, a heads-up display appears overlayed on the windshield. Working quickly, Jasco initiates the communication while the Blue Hands leader is monologuing (along with any counters from the 18th COT).

"18th COT, this is Jasco on the team frequency. I am currently infiltrated within the Blue Hands horde at your gates. I will do what I can to aid you with intelligence on our maneuvers and will see what I can do to disrupt their combat effectiveness from my end. Keep this frequency open for tactical adjustments. Maybe we'll be able to sort out this hot mess."

Intentionally vague about his whereabouts, the information broker knows full well that the defenders of Marron MUST fight without reservation, so hopes that they won't pull any punches. While still at a standstill, Jasco will enable some of the roundabouts optical enhancements to gauge the strength and deployment of the Marron defenders. Like a game of chess, Jasco will try to envision the entirety of the battlefield and postulate on future moves and countermoves.
Last edited by Jasco on Fri Sep 07, 2018 8:18 am, edited 5 times in total.
Jasco: Human Information Broker [18th COT New West] | SR EP Ledger
Quick Stats
Human, MARS PCO: Information Broker
Bennies: 3/3
Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6 (1dX); Parry: 5; Toughness: 9 (3)
Hindrances: Code of Honor, Bad Eyes, Loyal
Notice d8, Common Knowledge d10, Persuasion d8+4
Edges and Abilities of Note: Killer Instinct (Wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”), Command (+1 to troops recovering from being Shaken), Leader of Men (Roll a d10 as the Wild Die for subordinates’ group rolls), Tactician (Make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle), Robot Armor Jock (No -2 penalty while piloting robot armor.)
ISP: 20/20
Powers (all Mega): Speak Language with Splendor trapping (+2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to Persuasion.); Telepathy with Shroud trapping ((message recipient) -1 to be hit by ranged attacks); Intangibility with Jazz trapping (+2 pace and on a raise, increase Agility one die type for duration of power.)
Adventure cards:
  • 7: Not Today - Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • 47: Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • 50: Theme Song - It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.

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Silverclaws
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Re: Day 18: The Battle of Marron

Post by Silverclaws »

The desert can be unforgiving. The heat oppressive and the lack of moisture near fatal. Silver is holed up in his OP when Jasco's message pings across his PipBoy 3000. What in the Blue Moons of Bella 5 was that?

Silver flips the holo-vid screen up and reviews the relayed message. Black Mesa freq, out here.

Who else, out here knows that, freq? Working past the suspicions, Silver taps the holo-vid to register only text, and sees that "Jasco" is sending the message.

Silver holds off relaying anything. Taking his limited knowledge of electronics and communications, he sends the freq only to Toto. Using Toto and Silver's cyber, they attempt to triangulate the transmission.
Triangulate and Verify
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Jack 'Bullet' Jones
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Re: Day 18: The Battle of Marron

Post by Jack 'Bullet' Jones »

A slight grin plays across the otherwise stone face of the gambler. "Well, ah'll be a monkey's uncle. Ol' Jasco!" He idly slaps a backhand at the arm of the cyber-knight standing next to him. "Reckon we got ourselves a little ace up the sleeve, now, don't we?" Jack clicks the Black Mesa frequency several times, signaling acknowledgement, but saying nothing. "Ol' boy's a sound fer sore ears, or somethin'."
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
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Orrin Truthseeker
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Re: Day 18: The Battle of Marron

Post by Orrin Truthseeker »

Orrin is reviewing the importance of concentration and focus with the children when the alarm goes around that the hand has arrived.

Though he is itching to get a look at the raiders forces, he uses the situation as an object lesson, forcing the children to finish their spellwork before calling an end to class. Orrin is in the middle demonstrating effective ways to use illusions when Jasco's message comes over the radio. To his chagrin, the illusion turns translucent shade of gray before Orrin is able to reassert his will. Some of the more observant children notice the lapse in their teachers focus and giggle behind raised hands.

Alright, class dismissed. Everyone to your positions Orrin says calmly though it feels like ice pierces his heart has he sees each child leave the room, knowing it could be the last team he sees any one of them alive.

Orrin shakes off gloom and radio's the COT "Kim, can you confirm that message actually came from Jasco? If so, we just got a heck of an advantage!"

Orrin finally reaches the wall and sees the horde of vehicles waiting on Marron's doorstep, and his face goes white. "And we sure are going to need it" he whispers to himself.

As he gets over the initial shock at the size of the horde, Orrin flicks on his arcane sight and scans the horde for magical or psionic enhancements that might be active.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

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Sir Blurre
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Re: Day 18: The Battle of Marron

Post by Sir Blurre »

Sir Blurre gives a shuddering sigh of relief as Jasco's voice comes over the comms, and returns Jack's hug. He gives a very, very quick reply on the same frequency. "Understood. Convey what intel you can. Don't listen to broadband chatter; watch the smoke, flags and drums to know what we're doing here." Then, to the heavens, he simply mouths, Thank you for this ray of hope.
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
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.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]
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Jasco
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Re: Day 18: The Battle of Marron

Post by Jasco »

KnComp 7 Persuade 12 Notice 7 KnBattle 7
Kn: Computers <== Verbal programming of PRIM
[dice]0[/dice]
[dice]1[/dice]

Persuade <== Convince Mondo and Jukka to transfer to adjacent vehicle
[dice]2[/dice]
[dice]3[/dice] [dice]8[/dice]

Notice <== Observe flags, identify robot vehicles among Blue Hand radar signatures (+2 from sensor suite)
[dice]4[/dice]
[dice]5[/dice]

Kn: Battle <== Recognize potential tactical formation based on vehicle positioning and prior knowledge of insurgent elements within Blue Hand
[dice]6[/dice]
[dice]7[/dice]
Sir Blurre wrote:"Understood. Convey what intel you can. Don't listen to broadband chatter; watch the smoke, flags and drums to know what we're doing here."
Clever Moppets... Jasco muses to himself, an impressed smile growing on his face. In the face of superior enemy forces, the defenders of Marron have opted for low-tech communication solutions. This should minimize the impact of any electronic countermeasures the Hand will bring to bear. It also suggests that they were able to rally some support. Teaching others to watch and listen for cues would be significantly easier to teach than operation of comms and all that goes with it. The smile twists into a smirk as another thought flits across his mind. And I have no doubt the sand shark harassment is just the tip of the iceberg when it comes to surprise tactics. You've done quite well. Let's see what we can do on my end to maximize the effectiveness of those ploys. Step one... get eyes on the signals.

Returning to the HUD, Jasco keys up the roundabout's sensor suite. He intends to utilize the optical enhancement to get a look at what the current flag and smoke settings are. Unfortunately, the moment he switches over, his view is obscured... by something unexpected. What in the world... Is that Jukka's big toe?! This is going to be much harder with those two lugs milling about on top of the roundabout, mucking up the sensors... And why isn't he wearing a boot or something?! Is that a callous, or wart? Oh dear, definitely wart... he's got three long hairs growing out of it. Jasco finds himself dry-heaving as disgust washes over him.

Need a reason to transfer these lugs to a different vehicle. Jasco ponders for but a moment before a potential solution manifests itself in his mind. He is quick to set the plan in motion.

"PRIM, develop a pseudo-random radian number series overlayed with a Fibonacci sequence matrix. Series execution time: five minutes. Series execution target: cupola. When applied to the cupola, should make it seem like the rail gun is experiencing technical difficulties." Jasco isn't quite sure why he felt the need to explain the latter part to his hidden AI, but is fairly confident the dialogue shouldn't adversely affect PRIM's ability to accomplish the requested task.

"Confirmed. Series developed. Ready to initiate on your mark." PRIM chirps back in its melodic synthetic voice 5 seconds later.

"Mark." Jasco announces. His gaze quickly migrates to the top portion of his windshield to watch the movement of the barrel of the rail gun. Once satisfied the movement is as he hoped (suitably random, jerky and getting progressively 'worse'), he rolls down his window and bangs loudly on the roof of the roundabout. "Oy!" the information broker yells out to his two topside passengers, "Oy fellas! Ain't sure, but somethin's glitch'n on the rail gun! Controls goin' haywire! Best if'n ah transfer you to Paco's rig." Jasco jerks a thumb at the monster truck to their left. "Ain't be want'n ta mist yer 'eads by accident 'cause 'o some dumb misfire." If Mondo and Jukka agree, Jasco will flag Paco down and convince him to take on his passengers. Should either his passengers or Paco need more convincing of the dire nature of his 'situation', Jasco will toggle the railgun's firing sequence and shutdown, causing the barrel of the rail gun to hum and ammo feed to load/unload in the firing chamber.

Thankful to have rid himself of the extra weight, Jasco will return his attention to getting eyes on the flags at Marron. Once he gets a suitable view of the flags, he again draws his AI in to help, "PRIM, track and maintain current view in the upper right sector of the HUD. Make optical adjustments as necessary when in motion."

"Confirmed." PRIM acknowledges.

Staring hard at the flags, Jasco suddenly realizes how he can further help the defenders. Radioing in on the Black Mesa frequency again, he decides to share the Blue Hand's communication information that he knows. Hoping he isn't too facetious with his wording, he calls in, "For regular weather updates, tune in to: 120.88.531, encryption modulation key 8284."

Not necessarily expecting a response or acknowledgement, the information broker continues trying to gather data. He will activate his 360 radar and try to map out the robot vehicles among the stronger pings. It'll be critical to identify the major weapons platforms. And if possible, identify which ones might be willing to turn against the leadership.
Jasco: Human Information Broker [18th COT New West] | SR EP Ledger
Quick Stats
Human, MARS PCO: Information Broker
Bennies: 3/3
Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6 (1dX); Parry: 5; Toughness: 9 (3)
Hindrances: Code of Honor, Bad Eyes, Loyal
Notice d8, Common Knowledge d10, Persuasion d8+4
Edges and Abilities of Note: Killer Instinct (Wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”), Command (+1 to troops recovering from being Shaken), Leader of Men (Roll a d10 as the Wild Die for subordinates’ group rolls), Tactician (Make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle), Robot Armor Jock (No -2 penalty while piloting robot armor.)
ISP: 20/20
Powers (all Mega): Speak Language with Splendor trapping (+2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to Persuasion.); Telepathy with Shroud trapping ((message recipient) -1 to be hit by ranged attacks); Intangibility with Jazz trapping (+2 pace and on a raise, increase Agility one die type for duration of power.)
Adventure cards:
  • 7: Not Today - Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • 47: Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • 50: Theme Song - It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.

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Silverclaws
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Re: Day 18: The Battle of Marron

Post by Silverclaws »

Silver and Toto are waiting for another comm push from "Jasco" when the most recent message comes across.

Toto radios Silver the location and Silver sends confirmation of the same coords. Moving ever so slightly in his OP, Silver brings the scope of his rifle to bear on the indicated directions and coords. He would have had Toto do it but that would have brought a warning system online for "Jasco"s ride. Much easier to do it with his scope.

Flipping the dust covers up from his rifle's scope, Silver sets to viewing the array of vehicles before him. Big Ugly Truck. Bailing Wire and Duck Tape Motorcycle. Old Bike with a Nearly Rusted Out Side Car. Silver stopped as he scanned the next vehicle.

This car had had recent additons added to it. A pristine and well maintained vehicle, even with the added junk. Glancing over the length of the car, Silver noted the "roughened" exterior and the mounted railgun going spastic. Narrowing the lens and sighting in another level, Silver sees someone very much looking like Jasco in the driver's seat.

Pushing his throat mic and transmitting over the Black Mesa freq, "Silver looking for Intel. What item did you ask me to retrieve the day the 18th showed up?"
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Jasco
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Re: Day 18: The Battle of Marron

Post by Jasco »

Confirmation of my identity... Bravo! Trust but verify. Jasco thinks to himself after Silver's new message. As he thinks about the answer to the inquiry, the information broker can't help but smile at the memory of Silver's hulking form crossing the threshold of the Sidewinder. Not wanting to fill the air with any suspicious pauses, Jasco keys up a response, "Silver promptly delivered a Dead Boy wrapped with a bow on top for Uncle Louie."
Jasco: Human Information Broker [18th COT New West] | SR EP Ledger
Quick Stats
Human, MARS PCO: Information Broker
Bennies: 3/3
Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6 (1dX); Parry: 5; Toughness: 9 (3)
Hindrances: Code of Honor, Bad Eyes, Loyal
Notice d8, Common Knowledge d10, Persuasion d8+4
Edges and Abilities of Note: Killer Instinct (Wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”), Command (+1 to troops recovering from being Shaken), Leader of Men (Roll a d10 as the Wild Die for subordinates’ group rolls), Tactician (Make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle), Robot Armor Jock (No -2 penalty while piloting robot armor.)
ISP: 20/20
Powers (all Mega): Speak Language with Splendor trapping (+2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to Persuasion.); Telepathy with Shroud trapping ((message recipient) -1 to be hit by ranged attacks); Intangibility with Jazz trapping (+2 pace and on a raise, increase Agility one die type for duration of power.)
Adventure cards:
  • 7: Not Today - Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • 47: Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • 50: Theme Song - It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.

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Tribe of One
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Re: Day 18: The Battle of Marron

Post by Tribe of One »

Ronin2.jpg
In response to Sir Blurre's speech, the black-armored woman on the combat bike sighs; the amplifier sends the sound echoing past Marron's walls like first whisper of a dust storm.

"As slow in the head as you are on land, Turtle," she says, letting the childhood nickname settle in before continuing. "I take no pleasure in this, though many who follow me will. You were given a chance. There will be no mercy now."

She raises one hand, which appears to blaze with a dark violet pillar of fire. She turns her head, speaking over her shoulder to the men behind her, something that sounds like: Ostav' kiber-rytsarya mne.

A cry goes up as her arm falls, quickly turning into a roar as the Raiders of the Blue Hand raise a war cry underlain by the squeal of spiked tires and the whine of hover-cycle turbines. Barbarian warriors armed with chainblades and plasma rifles scream for blood as brutal, full conversion 'Borgs on tank treads belch smoke and ready rail guns for the assault. Armored raiders on robot horses and motorcycles rev their engines, joined by a handful of robot armors bristling with weapons, as others take to the sky with jet packs and flying power armor. Spread among the mundane troops are a few bursters and other psychics, as well as the occasional witch or combat mage.

As one eager swarm, the horde lurches forward, the cacophony rising as the wave of fury and destruction crashes into Marron's walls.
Raiders1.jpg

Final Battle Prep Tally
  • 5 tokens of Marronite militia, low quality (+1 each) = 5
  • Skelebot alarm system + light railgun turrets = +2
  • Functional Super-Mastiff w/full load of missiles = +4
  • Orrin teaches spells to kids = +2
  • Blurre teaches rescue drills = Automatically save 2 tokens worth of casualties
  • Silver scouts ambush locations = +1
  • Jack trains shooters = +2
  • Rill sets up triage centers = 50 percent chance to save 1 token worth of casualties
  • Toto the Texas Tech = +2 bonus in battle and he can provide a +2 bonus to a Repair or training-related roll each prep period.
  • Ulysses, the Cyber-Doc = Automatically save 1 token worth of casualties and can install/repair cyberware
  • Kim salvages Coalition wargear and rigs up a heavy laser turret = +4
  • Sir Blurre recruits one token of mounted Simvan (+3) and one token of Simvan on foot (+2)
  • Jack gets a whole bunch of NG weapons and armor for the militia (+3)
  • Orrin uses magma worms to dig pit traps (+2)
  • Rill trains Marronites in self-defense (+2)
  • Silver undergoes cyber-surgery
  • Sir Blurre teaches close-quarters fighting (+2)
  • Kim refurbishes NEMA weapons (+2)
  • Rill scouts psionically (+1)
  • Orrin develops communication protocols (+2)
  • Silver found crash site; Jack turned it to allies (2 tokens, each worth [dice]0[/dice]


Totals ahead of battle:
Chances to automatically save a defeated token: 3
Chances to save a token 50 percent: 1

5 tokens of Marronites (1 each); 1 token of mounted Simvan (3), 1 token of foot Simvan (2), 2 tokens of sand-sharks (3 each) = +16
Various bonuses from training, weapons and fortifications = +31
Total = +47

The Battle of Marron-Round 1

Let's get ready to rumble! For the battle itself, we'll be using the Mass Battle rules from Savage Worlds Deluxe (p. 92), with just a couple of small tweaks (mostly to bonuses, which you've already accrued).

Instructions: One person is the battle leader for the Marron side and will make a Knowledge: Battle check with the following modifiers:
  • +47 (for your troops, fortifications and other preparations)
  • +5 (for your tactics, including your use of the sand-sharks during the raiders' advance and Jasco's infiltration, you got an extra [dice]1[/dice]+2)


In addition, each player other than the battle leader can contribute to the fight with an appropriate Trait roll, whether Fighting, Shooting, an arcane skill or even a Knowledge skill (such as Jasco using Kn: Battle to sow confusion among the raiders). This roll is made with a -4 modifier, but the penalty is reduced by 1 point for every rank you are above Novice (so just -3 for Seasoned, -2 for Veteran, etc.). The results of your roll are as follows:
  • Failure: You are stopped by overwhelming numbers, poor tactics or just bad luck. You take 4d6 damage, AP 8.
  • Success: You fight well and aid your allies, but take a few shots, as well. You add +1 to your battle leader's roll but take 3d6 damage, AP 6.
  • Raise: You wreak havoc, slaying enemy officers and elite troopers. You add +2 to your battle leader's roll but take 2d6 damage, AP 4.
  • Two or More Raises: You cover yourself in glory, slaying scores of foes and inspiring your troops to fight like demons. You add +2 to your battle leader's roll and escape from the battle unscathed. You also gain a Benny.


Regardless of the result, any character who participates in the battle uses 2d6 PPE/ISP, or twice that amount of ammo.

Once you have your roll, narrate some appropriate action. This (probably) won't be finished in a single turn, so leave something for everyone, and the enemy leaders for the moment are out of reach.

Also, for an additional Interlude and RP opportunity, see the separate thread: Visions of Battle

GM Bennies: 7/7
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Kim Black
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Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 18: The Battle of Marron

Post by Kim Black »

New Mexico/Marron
Many days
Round 0

As she worked, Kim was surprised to hear Jasco, of all people, come online on their radio frequency. She thought they’d seen the last of him when he’d scarpered at the Killian ranch. She smiled. It was always good to have an ace in the hole.

"Kim, can you confirm that message actually came from Jasco? If so, we just got a heck of an advantage!" Orrin asked over the radio.

Kim toodled with her equipment. “Seems to be legit, boss,” she said. “I can’t pin it down, but that’s probably a good thing. Means they likely can’t, either.”

Kim took a breath. “And here they come…”

Kim scrambled along the wall to a central circuit, pulling off arcanium wire, jewels, and other parts and pieces from her bag as she went, cobbling something together. She slapped it on the hub and watched magic crackle down the line to the heavy rail guns mounted on the walls. As the rail guns opened up, instead of firing bullets, they fired small peas of blue energy. Wherever they struck, they exploded into crackling balls of lightning that fried electronics and synapses alike.
Techno-Wizardry 10; +2 to lead roll
-4 difficulty, +2 Machine Maestro
[dice]0[/dice]
[dice]1[/dice]
Extra Effort [dice]3[/dice]
Power Points 6
[dice]2[/dice]
***
Actions
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 13 (7)
PPE: 26/20
Bennies: 3/3
Arcane Machinist (6/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
UEMC (10 charges)
Adventure Cards
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Cutting in Line: Draw 3 initiative cards and keep the highest.


To Do
Add TW Piloting upgrades to Sky Siren. Convert Desert Fox and add TW piloting
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Vibro-Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • 2 x One way recording radio transmitter (Blue Hands)


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mod: +1 Piloting
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover


Mission Loot
550,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
A cyber-eye system with Built-In TX-30 Ion Pulse Rifle (Range 12/24/48, Damage 1-3d8, RoF 3, Semi-Auto, 3RB) (Claimed by Silver)
Chain greatsword (Str+2d10, AP 2, Mega Damage, -2 Parry) with integrated heavy flamer (Range Cone or MBT 18", Damage 3d12, may set targets on fire, affect least armored area, Mega Damage) (Claimed by Silver)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma
4 High Explosive
4 Armor Piercing
4 Frag
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • 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.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
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Silverclaws
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Posts: 234
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 18: The Battle of Marron

Post by Silverclaws »

Silver signals the nearest flag and signal team. "Jasco is here. Avoid targeting these coords."

Radioing the COT under a secured freq relayed from Toto to Marron, "Friendlies close by. Target the air first."
Shooting -1, Failure
  • Shooting -1
    -2 Veteran Scene Mod
  • Shooting [dice]0[/dice]
  • Wild Shooting [dice]1[/dice]
    Benny for Reroll (4 of 5)
  • Shooting [dice]2[/dice]
  • Wild Shooting [dice]3[/dice]
    Benny for Reroll (3 of 5)
  • Shooting [dice]4[/dice]
  • Wild Shooting [dice]5[/dice]
Spent Resources, 26 Shots from 1 E-Clip
  • Ammo Rounds [dice]6[/dice] (Doubled)
  • Aced [dice]8[/dice]
Silver's shots on airbourne targets fail to do anything other than get himself shot. His OP gets blasted and torn to shreds. The wolfen just shrugs off the heat and prepares himself for the next salvo.
Damage 10 MDC, AP 8
  • AP 8
  • Damage [dice]7[/dice]
Last edited by Silverclaws on Tue Sep 11, 2018 2:22 pm, edited 7 times in total.
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
User avatar
Jack 'Bullet' Jones
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Posts: 206
Joined: Tue Sep 12, 2017 11:21 pm

Re: Day 18: The Battle of Marron

Post by Jack 'Bullet' Jones »

Showdown, +1 to Battle roll
Psionics, -3 for Seasoned scene penalty
[dice]0[/dice]

WD Psionics
[dice]1[/dice]

Benny to reroll (corrected to -2 for Veteran penalty, +2 from Elan, net zero bonus)
[dice]2[/dice]

WD Reroll
[dice]3[/dice]

2nd Benny Reroll
[dice]4[/dice]

WD 2nd Reroll
[dice]5[/dice]

3rd Benny Reroll
[dice]6[/dice]

WD 3rd Reroll
[dice]7[/dice]

4th Benny Reroll
[dice]8[/dice]

WD 4th Reroll
[dice]9[/dice]

EP for 1 benny - 5th reroll
[dice]10[/dice]

WD 5th Benny
[dice]11[/dice]

ISP expenditure: [dice]12[/dice]

Damage taken: [dice]13[/dice] AP 6
2 Aces with prior (if warranted)
[dice]14[/dice]
With a violent lurch, the Blue Hands begin their move forward, raining all sorts of, as Jack might've put it, "hairy heck" on the Marronites. For his part, Jack made an impact, starting with the LSR and picking off some hoverbike riders or robot horsemen. He leaves the big armor and vehicles to the others, since he doesn't have anything to punch through the plating.
The battle progresses, and Bullet Jones is finding himself behind the trigger of another of his guns. A turret-mounted railgun begins peppering the walls of Marron with death and devastation. Taking aim, he exhales, pauses his breathing, and squeezes the trigger. The shot knocks out the driver of the vehicle, taking the railgun with it. Unfortunately, the gunslinger's expert shot draws the attention of one of the bigger robot armors. He looks up just in time to see a missile volley homing right in on him. He telekinetically latches on to Tazden, who had taken up a position near his gunfighting mentor, and dives off the wall. The two land hard on the ground, but Jack manages to put his body between the missile blast and the young Marronite. "Mr. Jones, that was close! I thank you!" Tazden exclaimed.
Jack groaned in response. "Ah...hell. That hurts. Glad yer okay, kid. Mebbe see 'bout fetchin' a doc?" Bullet Jones took more than a bit of shrapnel, and he feels the telltale slick of blood between his skin and his armor. He manages to get to his feet, but he is far worse for the wear. Tazden scurries off to find medical help.
"Goin' better'n fistfightin' with them sand sharks would'a gone."
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
Edit Signature
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Seswarick
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Posts: 156
Joined: Fri Sep 07, 2018 12:23 pm

Re: Day 18: The Battle of Marron

Post by Seswarick »

Finding the horde had been easy, their dust plume was a mile high, and since the wingless rarely really look up getting in behind them once inside said plume wasn't much harder. He probably could have reached the town before the raid but then there'd be introductions and explaining and trying to win trust. Mistrust and doubt distract, sometimes it is better to make introduction and prove intent with deeds

Listening in to the raiders radio chatter had convinced him that at least some of them deserved the final rebuke but he regretted the deaths of those not irredeemable. Then the horde begins to surge forward and he realizes that unfortunately conflict was now unavoidable and the gods had not given him the tools of peace. Charging up his aura to full strength and enhancing it psionically brings a surprising and spectacular effect. The aura causes a static cascade in the already charged dust cloud that, while harmless, makes his aura look much larger and sends little bolts zipping into the cloud. Hmm, well this should cause some distraction. maybe even break a few into fleeing. Hope the attention doesn't get me killed He then begins transmitting a stream of static on the raiders channels while hurling lighting bolts into the ground and air to increase the spectacle as he closes the last couple hundred yards into robot vehicles in the back of the horde. Yeah this might not have been well thought out.
Psionics 9 +2 to leader roll
Spend 4 ISP for =2 to psionics roll
-4 difficulty +2 Major Psionic
[dice]0[/dice]
[dice]1[/dice]

Damage 2d6 AP4
[dice]2[/dice]
ISP Used [dice]3[/dice]
From the walls of the town it first looks like a flicker of blue in the dusty haze behind the horde. Few notice it what with the charging mass of raiders but it quickly grows. The flicker into a steady spark into an approaching storm. Several robots and slower combat Borgs turn to see what the commotion is when Seswarick darts out of the cloud. Catching one of the bigger 'bots mid pivot he blasts its leg with an EMP blast. With slowed servos it trips knocking over another bot and crushing several 'borgs. Wheeling back into the haze, only to pop back out again elsewhere to scamble vehicle systems and cause accidents, as well as to stun robots and fry any hoverbike riders near him.


Legionares, these robots I'm stunning will get back up so I hope you have artilery
Last edited by Seswarick on Tue Sep 11, 2018 11:43 am, edited 1 time in total.
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless
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Jasco
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Posts: 51
Joined: Wed Aug 30, 2017 9:36 am

Re: Day 18: The Battle of Marron

Post by Jasco »

KnBattle 14, +2 to lead roll, gain +1 Benny
Knowledge: Battle. 1d8+2 (base) -3 Seasoned penalty +10 (2 EP expenditure)
[dice]0[/dice]
WD: [dice]1[/dice]

Ammo expenditure: [dice]2[/dice] x2 = -20 rail gun rounds. 12/32 remain
With the drop of her hand, the Blue Hand Raiders mobilize like a hive of angry hornets. Knowing that he needs to keep up appearances, Jasco drops the roundabout into gear and moves with the horde. With the additional debris in the air layered on top of his dirty goggles, the information broker finds himself squinting even harder than before. Bloody hell. Can’t see a thing. I’m no good to anyone this way.

”PRIM, maintain velocity relative to our nearest neighbors.” Jasco directs his AI as he removes the goggles and fetches his glasses from the glove compartment. He is rewarded for his increasing trust in the AI as PRIM doesn’t miss a beat and the vehicle maintains course. After donning his spectacles, Jasco instead focuses his efforts on extracting information about their current tactical formation through his roundabout’s advanced sensor suite. The information broker works quickly, over-laying both radar and thermal information into a single cohesive battle map displayed on the vehicle HUD.

”On its surface, looks like a bull-rush that if the commanders are smart, will turn into a flanking and surround of Marron,” Jasco muses aloud as he continues to manipulate the virtual construct, getting different perspectives of the battlefield as it develops, ”but based on troop deployment, the reality is more complex than that.”

Before he is able to evaluate the development further, his peripheral vision catches something. A change in the flags… I hope it doesn’t have to do with going easy on my location… It would be crushing to know the defense of Marron failed because they were not allowed to fight as hard as possible when unleashing their long-range munitions. When the focus of the long-range weapons shifts to the airborne elements, Jasco’s worry is confirmed. He sighs slightly. Must turn this tactical change a net positive for the defenders.

Jasco’s mind churns on the problem. If they are able to sufficiently thin out the flying forces, then Blue Hands mobility will be restricted to ground movement and irregular (magic/psionics) tactics. So if even a little bit of chaos can be infused into the ground troops, have some of the raiders fighting each other… that could severely blunt Blue Hands overall attack power. I’m pretty sure that the raiders are just the pawns in this chess match. If they succeed in overwhelming Marron, then the true heavy hitters don’t have to do as much work. If they fail, then their sacrifice will at least have softened up the defenses or at the very least revealed what those defenses are. Until she plays those cards from her hand, this is the current battlefield.

In his mind, Jasco goes through the rolodex of information he has gathered about the Blue Hand internal factions. Recognizing that a couple competing factions are already jostling for position at the head of the horde, Jasco dials into the group comm channel of one of them. He lays on the accent thick and uneducated so that his voice is not recognizable, ”Daggum it! Them Torstroy boys be gunnin’ ta breach tha gates firs’! Ain’t be no glory in comin’ in second! Blast’em! Teach’em whatfer!” For good measure (in case nobody listens right away), Jasco sends a handful of rail gun bursts at the lead vehicle.

After firing, Jasco retakes the controls and maneuvers his roundabout into a different part of the formation, essentially slowing down to fall back into the crowd. From there, he reassesses the combat units in his proximity, and spots a singular electrified Lyn-Syral ((Seswarick)) engaging bot and borgs from the rear. I don’t know who you are, or why you are here, but thank you for the opening. I hope you live through this. The information broker thinks quiet well-wishes, but turns the opportunity to advantage. Switching his comms to the Blue Hand public channel, he raises his voice into a high octave falsetto and exclaims, ”We bein’ double-crossed! From tha rear, the voodoo magic users be stabbin’ us in tha back! Don’t let them look ya in tha eye! Shoot’em ‘fore they hex ya with their voodoo!” For good measure, he will fire on the nearest crowd of magic or psychics he can see, hoping others will join in.

If the horde devolves into in-fighting (as Jasco hopes it does), the information broker will try to stoke the fires by name-calling over the comms, firing the roundabout’s rail gun at targets of opportunity and relocating often. Unfortunately, given the utter size of the horde, even if he is successful, the disruption will likely not stop the advance, nor prevent the horde from smashing against Marron defenses.
Last edited by Jasco on Tue Sep 11, 2018 1:54 pm, edited 1 time in total.
Jasco: Human Information Broker [18th COT New West] | SR EP Ledger
Quick Stats
Human, MARS PCO: Information Broker
Bennies: 3/3
Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6 (1dX); Parry: 5; Toughness: 9 (3)
Hindrances: Code of Honor, Bad Eyes, Loyal
Notice d8, Common Knowledge d10, Persuasion d8+4
Edges and Abilities of Note: Killer Instinct (Wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”), Command (+1 to troops recovering from being Shaken), Leader of Men (Roll a d10 as the Wild Die for subordinates’ group rolls), Tactician (Make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle), Robot Armor Jock (No -2 penalty while piloting robot armor.)
ISP: 20/20
Powers (all Mega): Speak Language with Splendor trapping (+2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to Persuasion.); Telepathy with Shroud trapping ((message recipient) -1 to be hit by ranged attacks); Intangibility with Jazz trapping (+2 pace and on a raise, increase Agility one die type for duration of power.)
Adventure cards:
  • 7: Not Today - Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • 47: Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • 50: Theme Song - It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.

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Orrin Truthseeker
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Re: Day 18: The Battle of Marron

Post by Orrin Truthseeker »

Spellcasting 10, Raise, +2
Spellcasting for general spell slinging (+1 for armor, +1 for Staff)
Spellcasting [dice]0[/dice]
Wild [dice]1[/dice]
EE (with elan) [dice]2[/dice]

Total: 7+6 - 3 (modifier) = 10

Damage: [dice]3[/dice] AP4
PPE Used: [dice]4[/dice]
Orrin's role in the battle had been decide from the moment Rill's vision showed them that the Blue hand used extensive magic and psionic users.

While Tolkeen had eventually been obliterated by the coalition, it taught the world that a relatively small group of magic users can wreak havoc on a battlefield. That meant that almost all large scale conflicts involved a battle for magical supremacy.

And our primary magic wielding force are groups of children who by all means shouldn't be here...

So it was up to Orrin to be the BIGGEST magical threat on the battlefield, drawing all the attention away from the children.

As the battle commences, Orrin jumps up on some of the make-shift parapets and begins blasting the oncoming raiders with balls of fire. With the use of a magical boost of adrenaline, Orrin roasts the raiders at a breakneck pace, generating fireballs so quickly that the air around him begins to shimmer from the heat, giving him an even greater air mysticism. Between the waves of fireballs, Orrin lays down enchantments on every user of eldritch energy he can identify with his arcane sight, slowing there movements and impairing their abilities.

When Orrin is certain he has the attention of the enemies magic corps - And he IS certain, as bolts of lightning, globs of acid, and balls of fire smash into the area around him - Orrin draws the battle across the walls toward the opposite end of where the circles of children have been posted.

Orrin ducks behind the parapets near a small contingent of the signal corps he established.

"Send a message to Sir Blurr. I am leaving our magic corp on a feint to draw attention away from the children. Ignore my messages over Comms." Just as Orrin finishes speak, a tattooed woman with a scaly green skin and a forked tongue practically slithers over the wall, hisses, and spits a foul venomous substance at Orrin, which he blocks with his arm. The runes on his skin glow red hot for a moment, but then the substance dribbles harmlessly onto the ground down his arm, only leaving holes in the fabric of his robes where the venom splashed before the enchantments in his skin neutralized the venom.
Last edited by Orrin Truthseeker on Fri Sep 14, 2018 9:57 am, edited 1 time in total.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

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Sir Blurre
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Re: Day 18: The Battle of Marron

Post by Sir Blurre »

K: Battle 69
K: Battle Lead [dice]0[/dice]
Wild K: Battle [dice]1[/dice]
Extra Effort [dice]2[/dice]
Bennies: 2/4

Save a token (50% or less): [dice]3[/dice]
Saved!

Morale: (-1 Casualties; +4 fortifications/no retreat) [dice]4[/dice]
Wild Spirit [dice]5[/dice]
.
Blurre is almost shocked at how well things go in the initial clash. The railguns enhanced by Kim's arcane might dissuade the flyers from just overshooting the walls, breaking the charge as the ground units lose their overwatch.

Silver taking a hit had him worried, but the wolfen gives an air of invincibility as he simply shakes it off. The Marronites near him make good use of Blurre's training, making sure to get injured fellows out of harm's way, and fighting defensively whenever a handful of hovercycles makes it over the wall and tries to engage.

Using the cameras, he identifies key targets for Jack to snipe with his telekinetic volleys, preventing the bandits from reorganizing, and leaving them vulnerable to the Simvan counter-attacks.

The fortuitous arrival of the living stormcloud just makes the chaos in the enemy's ranks even greater; while surprised, Blurre quickly manages to use the sudden torrent of lightning bolts to get a cluster of unmounted Simvan out of a tight jam.

Jasco, of course, shows his own brilliance without direction, putting the rivalries among the enemy to good use. Blurre makes sure to only engage the units that don't succumb to infighting, so as to not distract them from the task of killing one another.

The greatest score, though, comes via Orrin's feint. Thinking quickly, Blurre signals Jasco to inform his 'allies' that there's a vulnerable mage on the southwest parapet... of course, that just happens to be where the sandsharks had set up their feeding grounds. The subsequent bloodbath results in the surviving sharks deciding that they are sated and leaving, but leaving behind a scene of carnage among the enemy. The sharks' departure is not a huge blow the the Marronites' morale, given that no one was sure the predators were going to stop with just the Blue Handers.
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
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.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]
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Rill
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Re: Day 18: The Battle of Marron

Post by Rill »

Mysticism to Heal 8
Mysticism [dice]0[/dice] (-3 wounds, +1 staff, +2 healer)
Wild [dice]1[/dice]


WIP
Character Sheet
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Tribe of One
Posts: 1208
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 18: The Battle of Marron

Post by Tribe of One »

Blue Hand Raider rolls
I couldn't copy-paste the rolls into a new post without losing the rolls, and moving the post was causing continuity errors since it was started before Rill and others posted here ... If you'd like to see there rolls, you can see them here
The deafening sound charge of the Blue Hand Raiders quickly devolves into chaos as the Blue Hand formation is thrown into disarray by the fierce resistance of the Marronite alliance and the unexpected infighting stoked by Jasco. By the time the wave strikes Marron's walls, confusion reigns, with as many raiders firing on their own allies as there are firing on the townsfolk. Magically-enhanced railguns rip through the Blue Hand's larger vehicles, immobilizing some and destroying others entirely, the explosions scattering the nearby raiders. Toto's Gunwolf and the NEMA Super Mastiff provide fire support, blasting apart many of the hovercycles that try to leap Marron's walls, though even they can't prevent all of the invaders from getting inside.

The Marronites on the wall fight bravely, concentrating their shots and disrupting the advance elements of the Blue Hand charge, creating casualties to trip up those that follow. Dozens fall under the barrage of fire from the raiders, but they remainder follow their training, dragging their fellows to safety in an orderly manner. As a result, fatalities are rare, with many of the wounded returning to the fight almost immediately.

The sand-sharks devastate the Blue Hand vanguard, consuming any that fall and slowing the charge considerably. Eventually, they are either overwhelmed or overstuffed, the survivors retreating from the field with full bellies. The simvan fight with unbridled fury, quickly pouncing on any raiders who make it over the walls.
Shadow_Mastiff.png
Shadow_Mastiff.png (252.08 KiB) Viewed 55591 times
As unexpected aid arrives outside, so too does an unexpected threat materialize within Marron's walls. As the adults' attention focuses outward, few are in a position to notice when the shadows behind the walls seem to shift and grow thicker, slowly solidifying into the shapes of feral, alien hounds with fangs that drip steaming shadow-venom. With Orrin on the far end of the wall, the summoned creatures -- sent forth from the ley line by the Blue Hand's sorcerous master -- appear poised to decimate the town's defenders. Then Orrin's pupil, Seole, thinks to cast the light cantrip Orrin had taught the magically-adept children, in case of night-fighting. The globe of magical daylight stuns the creatures, and soon the rest of Orrin's magic corps follows suit, buying enough time for Kim to turn the magically-enhanced railguns on the walls inside, shredding the shadow creatures to wisps of smoke.

Although surprised by the collapse of her formations, Ronin reacts quickly and calmly, executing a few nearby trouble-makers herself before rallying her remaining raiders and pushing for the gate. Weakened by repeated blasts of mundane and magical force, the gate cannot hold, collapsing beneath the combined assault.

Gathering their retinues and the strongest of the surviving raiders, Ronin and Cassius storm the breach, intent on carving into the town's vulnerable heart before Marron's defenders can react ...

Updated Resources
  • 5 tokens of Marronite militia, low quality (+1 each) = 5
  • Skelebot alarm system + light railgun turrets = +2
  • Functional Super-Mastiff w/full load of missiles = +4
  • Orrin teaches spells to kids = +2
  • Blurre teaches rescue drills = Automatically save 2 tokens worth of casualties
  • Silver scouts ambush locations = +1
  • Jack trains shooters = +2
  • Rill sets up triage centers = 50 percent chance to save 1 token worth of casualties
  • Toto the Texas Tech = +2 bonus in battle and he can provide a +2 bonus to a Repair or training-related roll each prep period.
  • Ulysses, the Cyber-Doc = Automatically save 1 token worth of casualties and can install/repair cyberware
  • Kim salvages Coalition wargear and rigs up a heavy laser turret = +4
  • Sir Blurre recruits one token of mounted Simvan (+3) and one token of Simvan on foot (+2)
  • Jack gets a whole bunch of NG weapons and armor for the militia (+3)
  • Orrin uses magma worms to dig pit traps (+2)
  • Rill trains Marronites in self-defense (+2)
  • Silver undergoes cyber-surgery
  • Sir Blurre teaches close-quarters fighting (+2)
  • Kim refurbishes NEMA weapons (+2)
  • Rill scouts psionically (+1)
  • Orrin develops communication protocols (+2)
  • Silver found crash site; Jack turned it to allies (2 tokens, each worth


Totals ahead of battle:
Chances to automatically save a defeated token: 3
Chances to save a token 50 percent: 1


5 tokens of Marronites (1 each); 1 token of mounted Simvan (3), 1 token of foot Simvan (2), 2 tokens1 token of sand-sharks (3 each) = +13
Various bonuses from training, weapons and fortifications = +31
Total = +44

Blue Hand Raider Resources Total = +25

That means, Blurre has a +19 advantage to his roll
The Battle of Marron-Round 2

Again, we'll be using the Mass Battle rules from Savage Worlds Deluxe (p. 92), with just a couple of tweaks (mostly to bonuses, which you've already accrued).

Instructions: One person is the battle leader for the Marron side and will make a Knowledge: Battle check with the following modifiers:
  • +19 (Your updated Resources total was +44, vs. their +25, so you get the difference as a bonus)


In addition, each player other than the battle leader can contribute to the fight with an appropriate Trait roll, whether Fighting, Shooting, an arcane skill or even a Knowledge skill (such as Jasco using Kn: Battle to sow confusion among the raiders). This roll is made with a -4 modifier, but the penalty is reduced by 1 point for every rank you are above Novice (so just -3 for Seasoned, -2 for Veteran, etc.). The results of your roll are as follows:
  • Failure: You are stopped by overwhelming numbers, poor tactics or just bad luck. You take 4d6 damage, AP 8.
  • Success: You fight well and aid your allies, but take a few shots, as well. You add +1 to your battle leader's roll but take 3d6 damage, AP 6.
  • Raise: You wreak havoc, slaying enemy officers and elite troopers. You add +2 to your battle leader's roll but take 2d6 damage, AP 4.
  • Two or More Raises: You cover yourself in glory, slaying scores of foes and inspiring your troops to fight like demons. You add +2 to your battle leader's roll and escape from the battle unscathed. You also gain a Benny.


>>>>NOTE: As a new option this round, if you wish, you can focus your efforts on keeping Marronites alive rather than inflicting casualties. Roll as above, but instead of adding the bonus you gain to Blurre's roll, you can instead subtract that amount from the raiders' roll.<<<<

Regardless of the result, any character who participates in the battle uses 2d6 PPE/ISP, or twice that amount of ammo.

Once you have your roll, narrate some appropriate action. Try to leave something for everyone, and the enemy leaders remain out of reach for the moment.

And if you haven't already, for an additional Interlude and RP opportunity, see the separate thread: Visions of Battle
GM Bennies: 7/7
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Seswarick
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Re: Day 18: The Battle of Marron

Post by Seswarick »

Psionics to add to battle roll 20 +2 to battle, +1 bennie
Spend 4 ISP for +2 Psionics roll
Psionics -2 0
Wdie psionics -2 1
W exploded 2
W exploded 3
W exploded!!! 4

ISP Spent 5
From vantage in the sky Seswarick sees the gate fall. Damn, hope the mole can extract himself another breech in that wall and they'll be overwhelmed. Speeding over the massed raiders and dropping lightning bombs as he passes Seswarick sees a man in the open gun turret of a jury rigged pre cataclysm APC raise a large rocket launcher to his shoulder and aim it at the towns walls. Activating telekinesis the Stormborn snatches the weapon flips it to point into the turret, and pulls the trigger. Flying thru the explosions smoke cloud he reaches the wall and turns parallel to it. Telekinetically snatching up a raider he drags the fellow along the wall, using the man to knock climbers down back into the packed masses along the base of the wall. The falling climbers closely followed by deadly electric blasts. The enemy return fire but their energy weapons have little effect on the flying menace and he steers clear of any railguns he hasn't disrupted.

Seeing a Cyberknight fighting on the walls boosts the young Lyn-Srials spirit in the face of so much death. If one of them are involved and things are at this point there truly was no other way. Wheeling around for another pass along the wall he continues his telekinetic wall sweeping, flinging climbers and and enemies atop the walls back into the masses as quickly as he can. Still saddened by the loss of life he continues to EMP cyborgs and vehicle weaponry along with his more lethal area lightning strikes. If we push back hard enough maybe they'll break.
Last edited by Seswarick on Tue Sep 18, 2018 2:23 am, edited 4 times in total.
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless
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Jack 'Bullet' Jones
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Re: Day 18: The Battle of Marron

Post by Jack 'Bullet' Jones »

Bullet Jones redeems himself! HA, just kidding. He Crit Fails.
Psionics, -3 Seasoned, -1 1 wound
[dice:1x85z396]42223:0[/dice:1x85z396]

WD Psionics
[dice:1x85z396]42223:1[/dice:1x85z396]

Damage taken
[dice:1x85z396]42223:2[/dice:1x85z396] AP 8
1 ace with prior
[dice:1x85z396]42223:4[/dice:1x85z396]
1 ace with running total, for real
[dice:1x85z396]42223:5[/dice:1x85z396]

ISP spent
[dice:1x85z396]42223:3[/dice:1x85z396]
EP to reroll Crit Fail - -1 to enemy roll
Psionics, -3 for Seasoned, -1 for wound, +2 for Elan
[dice:1x85z396]42223:6[/dice:1x85z396]

WD Psionics
[dice:1x85z396]42223:7[/dice:1x85z396]

EP Benny to reroll (this is not cool)
[dice:1x85z396]42223:8[/dice:1x85z396]

WD Reroll
[dice:1x85z396]42223:9[/dice:1x85z396]

EP benny again (for real?)
[dice:1x85z396]42223:10[/dice:1x85z396]

WD reroll 2
[dice:1x85z396]42223:11[/dice:1x85z396]

EP one more time
[dice:1x85z396]42223:12[/dice:1x85z396]

WD reroll 3
[dice:1x85z396]42223:13[/dice:1x85z396]

This is not funny anymore - EP for benny
[dice:1x85z396]42223:14[/dice:1x85z396]

WD reroll 4
[dice:1x85z396]42223:15[/dice:1x85z396]

Damage taken, AP 6
[dice:1x85z396]42223:16[/dice:1x85z396]
Spirit Test of Wills
Spirit +7 (+2 HJ Psionics, +2 Strong-Willed, +4 Inspiration, -1 Wound)
[dice:1x85z396]42223:17[/dice:1x85z396]

WD Spirit
[dice:1x85z396]42223:18[/dice:1x85z396]
Ah've never had such a good run of bad luck in my whole damn life! Nothing the gunslinger does bears fruit. Every shot he fires is a near miss. Every time he zags, he should've zigged. He's finding himself on the wrong end of a losing draw, and beating himself up over it, which only makes it worse.
If ah ain't snake bit, ah don't...
Out of the corner of his eye, he spots a shadowy figure pointing the crookedest finger of a crooked hand straight at him. "Kalfu, you sumbitch! Ah didn't cheat! Samedi's just shit at pazaak!"
The villain doesn't seem to care, and clenches his fist. Jack is racked with a spasm that locks his hands to his sides, immobilizing him. He hears the evil cackle ringing in his ears, assaulting his mind, and infiltrating his spirit, as he falls to the ground.
Jack prepares himself for what's likely the final stroke, whether at the hand of Samedi's goon, or one of the Blue Hand raiders who've just burst through the gate. Before he closes his eyes for the last time, though, he spies one of the youngest Marronites he taught gunplay to, lying prone next to the splintered gate. Some nasty Blue Hand brute is about to end a child, and the ugly cuss is laughing about it.
"Not while ah'm still breathin'."
The preacher's words echo in his mind. "On your feet, son; these people need a protector right now." Jack's stone face goes white hot, and all the inner strength he can muster pushes back against Kalfu's wicked grip. The fiend cries out as his voodoo charm is shattered, and Jack's pearl-handled Colt is up and firing at the raider quicker than a hopped up rattlesnake. The raider falls, and Kalfu scampers off into the back alleys of the town. Jack jumps up and scoops the child up in a telekinetic grip, drawing the two together. He sprints off as fast as he can, eventually dropping the Marronite boy at the triage area. He gives Rill a nod. "Much obliged, pardner. Ah reckon the Almighty ain't seen fit to call me home just yet." With that, he runs back to the battle, his aim, strangely, vastly improved.
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
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Jasco
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Re: Day 18: The Battle of Marron

Post by Jasco »

Persuade 15, -2 to raiders roll, +1 Benny
Persuade. 1d8+4 (base) - 3 (Seasoned penalty)
0
WD: 1
Extra effort (-1 Benny): 3
Ace: 4

Expenditure: 2
Ace: 5 x2 = all the rest of Jasco's rail gun rounds.

Bennies: 4/3 -1 +1 = 4/3
NOTE: If a persuade roll is not allowed, Kn: Battle has same base-die would be 15-2 = 13 (also 2 raises)
Though still located in the rear, Jasco can clearly see the discord sweeping through the Blue Hands raiders. With his advanced sensor suite, he is also able to get eyes on Marron's gate and Ronin's advance. The defenders are doing well. Holding the lines. But it looks like Ronin's strongest elements have breached.

Examining the battlefield, the information broker concludes that there is another rare opportunity in the making. Ronin has extended herself thin in her push. She has surrounded herself with her strongest forces and used them to punch a hole into the fortification. Along the way, she has executed some of the secondary raider leaders that hold together her army. Her gamble is that fear of her will keep the horde moving forward. But her command over the non-elite forces has weakened. And there are other leaders whose forces are still relatively intact... including factions that rival her leadership. If instead, they consolidated the raiders and were able to be convinced to seek greener raiding pastures elsewhere... or at least that it is to their advantage to withdraw and leave Ronin and her lieutenants to their fate...

Based on his previous work, Jasco keys in comms to Volek Sapol, the D'norr lieutenant to one of Ronin's faction rivals. "Volek, ol' Starik 'ere. You see'n dis?! Ronin's gone off da deep end! Ah done told ya dis might 'appen! Dis Marron nut be right 'ard ta crack! An' she done got so much tunnel vision, she ain't be see'n dat she mostly 'lone out dere so far forward. Most 'o da folks left ain't be particularly keen ta follow 'er. If'n yer boss be pull'n da ranks, move'n back out at range away from dem cannons an' rally'n da troops... Well, ah ain't be say'n it, but figure'n you and 'im ken figure out who da NEW Blue Hands Raider boss would be..."

While the faction leader mulls the possibility, Jasco switches his comms to project on the Black Mesa frequency, and shares a short message "Needn't waste munitions on retreating raiders."

The information broker is conservative in his messaging, not wanting to give away his affiliation or risk dramatically changing the battle landscape. Besides, Jasco muses to himself, as long as defenders of Marron aren't lost, there is no need to actually kill the raiders. Many of them stumbled into this profession because they have no other way of surviving. And some of the others, who are legitimately awful individuals, have met untimely ends this day.
Jasco: Human Information Broker [18th COT New West] | SR EP Ledger
Quick Stats
Human, MARS PCO: Information Broker
Bennies: 3/3
Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6 (1dX); Parry: 5; Toughness: 9 (3)
Hindrances: Code of Honor, Bad Eyes, Loyal
Notice d8, Common Knowledge d10, Persuasion d8+4
Edges and Abilities of Note: Killer Instinct (Wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”), Command (+1 to troops recovering from being Shaken), Leader of Men (Roll a d10 as the Wild Die for subordinates’ group rolls), Tactician (Make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle), Robot Armor Jock (No -2 penalty while piloting robot armor.)
ISP: 20/20
Powers (all Mega): Speak Language with Splendor trapping (+2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to Persuasion.); Telepathy with Shroud trapping ((message recipient) -1 to be hit by ranged attacks); Intangibility with Jazz trapping (+2 pace and on a raise, increase Agility one die type for duration of power.)
Adventure cards:
  • 7: Not Today - Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • 47: Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • 50: Theme Song - It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.

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Rill
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Re: Day 18: The Battle of Marron

Post by Rill »

Spirit to Inspire Jack 16, +4 to Jack's Test of Wills
Spirit 0
Wild 1
EE 2
Rill, after healing up Jack as best he can, recites a few words of scripture to inspire the gunslinger to greater heights "On your feet, son; these people need a protector right now."
Character Sheet
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Tribe of One
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Re: Day 18: The Battle of Marron

Post by Tribe of One »

Kalfu tries to put the hex on Jack, but the hex ain't enough
Spirit 0
Wild 1
GM Bennies: 7/7
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Kim Black
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Location: Wheaton, IL

Re: Day 18: The Battle of Marron

Post by Kim Black »

New Mexico/Marron
D-Day
Round 2

The smite-enhanced rail guns were perfectly functional on their own, so Kim moved along the wall, keeping her head low. The Blue Hand raiders were breaching the gate! Well, the thing about gates is they are designed to be choke points, the weakest point in a wall, making it an attractive target to attack. Now Marron hadn’t been built with a particularly defensive posture in mind, so it wasn’t very much a kill zone. But Kim decided to change that.

Kim grabbed some components and cobbled them together. She radioed the command bunker in the mess hall to target the rail guns at the raiders forcing the gate. Then she carefully put her head over the wall and peered down before tossing a techno-wizard grenade into the midst of the breachers.

The grenade exploded in a hot pink goo that sparkled in the sunlight, like bubblegum and glitter got drunk and had a love child. Raiders cried out as they were engulfed, entangled in the goo, driving in by the force of those behind them, and blocking up the gate.
Techno-Wizardry 10; -2 from the Blue Hand roll
-3 Seasoned difficulty, +2 Machine Maestro
0
1
Extra Effort: 2
Damage 10 AP 4
3
Ace 5
Ammo used 8
4 x 2
Kim then popped up from the wall and deployed her backpack cannon, blasting down at the raiders. That proved rather foolish, however, as she was soon peppered with railgun fire. Most of it hit the wall, splattering her with shrapnel, but at least one caught her in the shoulder. She grunted and spun around, falling from the wall with a thud that left her dazed, but unwounded.

“Ow…”
Spirit 4
Spirit 6
Wild 7
Kim wasn’t out of action for long, though, as Inala ran over to check on her.

“Just help me up,” Kim said. “And don’t tell my dad.”

Inala gave Kim a curious look. “I do not know your father.”

“Good,” Kim said with a grin, rolling her shoulder. Damn, that was going to bruise!

***
Actions
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 13 (7)
PPE: 20/20
Bennies: 3/3
Arcane Machinist (6/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.

Backpack of Shooting Stars
  • 36/42 shots
  • PPE 10/10
UEMC (10 charges)
Adventure Cards
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Cutting in Line: Draw 3 initiative cards and keep the highest.


To Do
Add TW Piloting upgrades to Sky Siren. Convert Desert Fox and add TW piloting
NPCs
Inala - Kim’s Marronite apprentice
Tazden - Jack’s Marronite apprentice, crushes on Kim.
Ikimi - Orrin’s Marronite apprentice; crushed on by Inala
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Vibro-Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • 2 x One way recording radio transmitter (Blue Hands)


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mod: +1 Piloting
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover


Mission Loot
550,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
A cyber-eye system with Built-In TX-30 Ion Pulse Rifle (Range 12/24/48, Damage 1-3d8, RoF 3, Semi-Auto, 3RB) (Claimed by Silver)
Chain greatsword (Str+2d10, AP 2, Mega Damage, -2 Parry) with integrated heavy flamer (Range Cone or MBT 18", Damage 3d12, may set targets on fire, affect least armored area, Mega Damage) (Claimed by Silver)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma
4 High Explosive
4 Armor Piercing
4 Frag
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • 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.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
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Silverclaws
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Posts: 234
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Re: Day 18: The Battle of Marron

Post by Silverclaws »

Silver is standing his full ten feet plus, his OP in shreds, and the laser rifle at his side nearly useless. Very ceremnious-like, Silver places the rifle at the end of his OP facing out towards the Blue Hand Raiders. Placing his great claws at his hips, he turns to look at the second push through the gates.

Cyber enhanced vision begins judging distances and ranges, sorting through targets, and evaluating Marronite reserves. That is when he notices the signals coming from the walls and along the outer edges of the cliffs and valleys, "Shadow Beasts. Rift Summoned. Mages in the Ranks?" Well, they fight dirty. Time to even the odds.

Walking to end of the butte wheere he set up his OP, Silver radios Toto. "Keep at the mechanized units. Still have the Kill Frequency?"

The pause is long before the coded message comes back, "Roger on mechs. And ... Roger on Kill Freq."

Silver turns back to the OP, withdraws the half buried blade of the Chain Great Sword and straps it to his back. As he is securing the grenades, Toto pipes up over their shared freq, "You expecting me to use it?[/b]"

"Yes. The parameters have not changed."

Certain that his equipment is well and inplace, Silver uses his "new" eyepiece to survey the remaining Blue Hands. Come Out Mages.

Devil's Sight
  • Exalted Detect Arcana
  • Spirit [dice:h8tdp0md]42262:0[/dice:h8tdp0md]
  • Wild [dice:h8tdp0md]42262:1[/dice:h8tdp0md]

Devil's Sight


The hellfire surges across Silver's face. His entire head is engulfed and a very skeletal wolf head can be seen through and beneath the flames. Hopefully the Blue Raiders returned with the Contract of San Venganza or their souls will fill a new contract.


Ghostrider Intimidation
  • Intimidation [dice:h8tdp0md]42262:2[/dice:h8tdp0md]
  • Wild [dice:h8tdp0md]42262:3[/dice:h8tdp0md]


Being as far as he is to the rear of the Blue Hands push, no one actually sees Silver flare up. That does not stop him from charging the rear elements as his Bloodthirsty desires consume him. It's Mage Smack Time.


Silver Blades 9 Success, Raise
  • Edges
  • Ambidextrous: Ignore penalty for attacking with off-hand
  • Two-Fisted: Ignore MAP when attacking with two weapons
  • ITMW-Vembraces: +2 Fighting to each set of blades
  • Fighting Left 9
  • Fighting [dice:h8tdp0md]42262:4[/dice:h8tdp0md] (+2 Cyber, +2 ITMW) (- 4 Scene) (+2 Veteran)
  • Wild [dice:h8tdp0md]42262:5[/dice:h8tdp0md]

tribeof1 wrote:At 9, that puts you at Success with a Raise, so: Raise: You wreak havoc, slaying enemy officers and elite troopers. You add +2 to your battle leader's roll but take 2d6 damage, AP 4.

Resources Expenditure
[*] Damage [dice:h8tdp0md]42262:12[/dice:h8tdp0md], 5 MDC, AP 4
[*] Toughness 23 (6)
Silver identified the targets and ran into the back of the blue hand mass. Seeking out the mages was difficult amongst all the meat, metal, and machines but his rage was unsatiated and the hunger for blood saw no end.

It was probably for the best that he was at the rear and that so few of the COT could see him. Blood poured upon the sands. Where blood touched Silver, it burned, flashed, concealed and coated and stained his fur. His claws were a horrifying sceen of gore and carnage. It would later be obvious to anyone else that Silver was unaware of the brutality of his attacks.

The debt must be paid. The contract is short several dozen lives.
disregard
    • Damage Left (Str+d8) AP 4
    • Strength [dice:h8tdp0md]42262:6[/dice:h8tdp0md] (+1)
    • Left Vembrace [dice:h8tdp0md]42262:7[/dice:h8tdp0md]
  • Fighting Right 7
  • Fighting [dice:h8tdp0md]42262:8[/dice:h8tdp0md] (+2 Cyber, +2 TMW)(- 4 Scene)
  • Wild [dice:h8tdp0md]42262:9[/dice:h8tdp0md]
    • Damage Left (Str+d8) AP 4
    • Strength [dice:h8tdp0md]42262:10[/dice:h8tdp0md] (+1)
    • Right Vembrace [dice:h8tdp0md]42262:11[/dice:h8tdp0md]
Attachments
Ghostwolfen.jpg
Last edited by Silverclaws on Thu Sep 20, 2018 11:39 am, edited 6 times in total.
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Orrin Truthseeker
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Joined: Mon Sep 11, 2017 8:11 pm

Re: Day 18: The Battle of Marron

Post by Orrin Truthseeker »

Spellcasting 17: -2 from Raiders, +1 bennie
Spellcasting for various spells (+1 armor, +1 staff)
Spellcasting [dice:3pofrje8]42283:0[/dice:3pofrje8]
Wild [dice:3pofrje8]42283:1[/dice:3pofrje8]
EE (with Elan) [dice:3pofrje8]42283:2[/dice:3pofrje8]

No Damage

PPE Consumption
[dice:3pofrje8]42283:3[/dice:3pofrje8]
A mix of sorrow and rage threatens to overwhelm him with every dead marronite that Orrin passes, but need to protect those that remain pushes him onward. Seeing that the Marronites have established some degree of magical supremacy, Orrin changes from aggressive tactics to defensive ones. Every life he can save before the Hand routes is important.

And God I hope they route soon...

Orrin takes up a position where he can see the gate and streets that lead from it. As the forces break through Orrin focuses his spells on helping wounded or struggling Marronites.

He stimulates the chakra of one just as a raider is about to deal a finishing blow. The raider is stunned as he Marronites blade suddenly moves with lightning speed to deflect and disarm his enemy.

Anywhere a contingent of Marronites break, Orrin slows the attacking raiders, making sure that the Marronites don't suffer the terrible slaughter that usually follows a route.

When Ronin and Cassius enter through he breach, it is immediately clear that none of the Marronites are equipped to handle the sorcerer and fallen knight.

"Legion, I'm at the gate. The Marronites don't stand a chance against this Ronin and Cassius. We need the all of you here to handle them. I'm going to engage to buy time, but have get here quickly!"

With that, Orrin attempts to slow the two leaders and boosts his own agility. With them slowed, hopefully he can lead them on a chase through the rubble and pitfall filled streets long enough for the rest of the legion to arrive.
Last edited by Orrin Truthseeker on Thu Sep 20, 2018 1:04 pm, edited 1 time in total.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

Update Signature
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Sir Blurre
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Re: Day 18: The Battle of Marron

Post by Sir Blurre »

OOC Comments
K: Battle [dice:3v4dl0dw]42300:0[/dice:3v4dl0dw] ACE [dice:3v4dl0dw]42300:2[/dice:3v4dl0dw]
Wild K: B [dice:3v4dl0dw]42300:1[/dice:3v4dl0dw] ALSO ACE [dice:3v4dl0dw]42300:3[/dice:3v4dl0dw]
Extra Effort Benny [dice:3v4dl0dw]42300:4[/dice:3v4dl0dw]

Also, just in case:
Persuasion [dice:3v4dl0dw]42300:5[/dice:3v4dl0dw]
Wild Persuasion [dice:3v4dl0dw]42300:6[/dice:3v4dl0dw]
Blurre gives the signal to those of the crew who are actually able to take orders--protect life and property, hedge in the enemy and keep them from doing damage. After the initial round, the group's momentum should be sufficient to continue towards victory, and the goal now was to make sure as many Marronites (and their Simvan allies) survived to see another day as possible.

Then he sees the Shadow-beasts and shudders with revulsion. [Dark magic, too, Runnin? What in the thirteen hells have you gotten yourself mixed up in? And then the children, of all the luck, come up with the brilliant (in more ways than one) idea of fighting shadows with light, and Rill quickly adapts, signaling them to maneuver the beasts, driving them into a position where they can be finished off by the more powerful warriors--especially Silver, whose blades rend the beasts without mercy.

He practically bursts out laughing as Kim clogs the gates with a bubblegum grenade; the sight is just too ridiculous not to lift his spirits--he makes a mental note to be sure to send her father a letter praising her quick wit.

As the enemy falls, and those raiders who were not dissuaded by Jasco's subterfuge (and thus, followed Runnin--Never 'Ronin', not to me--and Cassius into the breached gate) get cut down from all sides, Blurre once again gets on the public address system. He takes a deep breath, and begins.

"I have promised you today would be the end of the Blue Hand; even if by some dark miracle you were to turn this battle against us, the Blue Hand is clearly broken and your fearsome reputation is ended. But I give you a chance, now. Surrender, and those among your number who lay down arms will be taken prisoner, yes, but not killed. Some may even have a chance, in the future, to earn your freedom. Furthermore, 'Ronin', I'll give you a one-time offer to avenge your fallen allies. If your troops surrender, I will face you in solo combat. You will not change the outcome of the battle, but if your blood demands that you fight on for the memory of the fallen, I will oblige you. If you win, you get to kill the Legionnaire who commanded the force that destroyed the Blue Hand. If I win--you face my justice and that of the Knights."

It probably wouldn't work, but... he had to try. If there was going to be a chance to spare any of their lives, this was probably it.
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
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.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]
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Tribe of One
Posts: 1208
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 18: The Battle of Marron

Post by Tribe of One »

Blue Hand Battle Rolls
Wild Card rolls:
Cassius [dice:2i6tv4v8]42400:0[/dice:2i6tv4v8]
Wild [dice:2i6tv4v8]42400:1[/dice:2i6tv4v8] = Ace! [dice:2i6tv4v8]42400:10[/dice:2i6tv4v8] = +2
Lieutenant 1[dice:2i6tv4v8]42400:2[/dice:2i6tv4v8] = +2
Wild [dice:2i6tv4v8]42400:3[/dice:2i6tv4v8]
Lieutenant 2[dice:2i6tv4v8]42400:4[/dice:2i6tv4v8] = +1
Wild [dice:2i6tv4v8]42400:5[/dice:2i6tv4v8]
Lieutenant 3[dice:2i6tv4v8]42400:6[/dice:2i6tv4v8]
Wild [dice:2i6tv4v8]42400:7[/dice:2i6tv4v8] = Ace! [dice:2i6tv4v8]42400:11[/dice:2i6tv4v8] = +2
Lieutenant 4[dice:2i6tv4v8]42400:8[/dice:2i6tv4v8] = +1
Wild [dice:2i6tv4v8]42400:9[/dice:2i6tv4v8]

Total Wild Card bonus: +8

Ronin's Knowledge: Battle, +8 WC, -7 penalty
[dice:2i6tv4v8]42400:12[/dice:2i6tv4v8]
Wild [dice:2i6tv4v8]42400:13[/dice:2i6tv4v8]

Kills 2 tokens of defending troops
Ronin watched as her army fell apart around her.

It wasn't surprising -- most were animals, predators of the foulest sort, driven by greed and lust and darker impulses, held together through fear and carefully-stoked rivalries. But for those bonds to have dissolved so quickly spoke of sabotage and betrayal ... her "comrade," Cassius, was always a suspect when she was being undermined, but in this, he wouldn't dare. Their master held him in a similar vice, she knew. Instead, her thoughts turned to that newcomer, Starik, who'd joined a few weeks ago. He was cunning, that one, despite the company he kept, and she'd watched as he forged friendships widely around the camp ...

"Akos, gather the Cossacks. We'll breach the gate ourselves. Use the old signs, no radio."

She caught a glance from Cassius, one ridged brow rising, pulling up the scar tissue that surrounded his cybernetic eye. She returned the look.

"You know as well as I what our Master said. These reavers mean nothing," she says. Cassius merely smirks in response, then begins barking orders to his own entourage as the Cossacks surrounding them began to move toward the gate.

These are no mere raiders, gathered from the Pecos and the ditches and alleys of the West. These are veteran soldati, warriors from the mother country who had followed the Shibboleth to the remains of the American Empire. Adskiy vsadnik, Hell Riders. Tested and true. Some still regarded Ronin as an outsider, but most those who had seen her in battle learned to follow her orders without question.

The blood-stained 'Borgs lead the way, heavy tank treads and whirling saws carrying them through the last of the sand-sharks. Steering clear of the mounted Simvan, her vanguard carves through the unfortunate tribesmen fighting on foot.

Cannibals, she thinks. Foolish of you, brother, to have allied with such animals.

Plasma cannons and mini-missiles make short work of the gate. A group of cyberhorse-mounted Cossacks charge forward, only to be stuck in place as the defenders detonate some sort of magical adhesive bomb in the breach.

At a sign, her own warlocks dispel the entangling spell, allowing her warriors to surge forward, cutting their way into the vulnerable heart of Marron. Most are rewarded for their work with death, as a hellspawned wolf-warrior carves through her back ranks, slaying magic-users left and right.

They served their purpose she thinks, before charging in next to her own bodyguards and those accompanying Cassius. Marronites fall, impaled on her psychic blade.

Weak, she thinks, imagining herself a black storm, scouring the land clean so hardier stock may thrive in the aftermath.

Around and behind her, the Blue Hand Raiders crumble, many of the lesser troops attempting to flee as their comrades are cut down by the now superior strength of the Marronite defense. Only here, inside the walls, does Death favor the intruders.

"Spread out, but keep tight groupings. Take as many of them with you as you can," she says, barking the order as she spears a Marronite guardsmen on her psi-sword, smoke rising from the hole her violet blade leaves behind.

The men around her fight in near silence, ruthlessly efficient as they slaughter the lesser-trained troops. Cassius and his retinue are more flamboyant, whooping and calling out targets as they fire on the defenders, each trying to outdo the next.

Dying with style, she thinks, knowing all are doomed, even if some won't have the luxury of dying within these walls. But those choices were made long ago.

Inevitably, the Marronites begin to bring their superior numbers to bear, but the cost will be dear, Ronin thinks, as knots of her Cossacks break free and race toward the defenders' triage tents and civilian safehouses. She sets her own sights on the inner, where several mages and sharpshooters have been causing her troops great difficulty. Her foot is on the first step when a familiar voice calls out from the chaos behind her.

Oh, little brother. Prattling on about justice and mercy. You know nothing of the one, and are so simple as to imagine the other even exists.

Turning on the stairs, she raises a fist. Her soldiers immediately stop firing, but do not lower their weapons, looking to her for guidance. Cassius favors her with another questioning sneer. He knows surrender isn't in the cards, but isn't yet sure what angle she'll take.

"Your terms are shit, little brother. You may have defeated us here, but you know as well as I that we can kill this town before we're through. Without their women and children, what future awaits these aliens you die to defend?"

She nods to either side, the mirrored face of her helmet reflecting the heavy ordnance carried by her men, pointing at the vulnerable Marronites.

"But I'm willing to negotiate. Single combat suits me, as well. Should you win, my men will lay down their arms, though not until you and I have finished our match. If I beat you, as I did so many times when we were children, you and these Legion halfwits you've befriended will ride out of this town, never to return. Either way, no one else needs to die. On that you have my word."

Not waiting for agreement, Ronin strides forward. Cassius and his men form a half circle behind her, creating a boundary for the dule. Raising her left arm, Ronin summons a psychic shield to match the violet blade in her right hand.

"Well, little brother, shall we do this, or do you need some time to work up your nerve?"


Assuming Blurre is up for it, I'll draw initiative for him and Ronin as they begin their duel. Everyone else will be assumed to be on hold (until you tell me otherwise), but feel free to interact with defenders or Blue Hand (Cassius's bunch are certainly up for some verbal sparring) and let me know where you want to be positioned in relation to the duel in the town's courtyard.
GM Bennies: 7/7
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Silverclaws
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Re: Day 18: The Battle of Marron

Post by Silverclaws »

Silver vaguelyaware of the exchanges at the gate, stands with claws extended and gore dripping from the them. His face is covered in blood and gore and numerous bodies lay shredded and mangled. The debt is yet fulfilled.

The gore and blood have satiated the darkness in the Cyberwolfen and he stands at the gate entrance. The Standoff.

Silver turns his back to the semi circle and begins radio and signal communications signalng the defenders outside the gates to take down any stragling Blue Hand Raiders. Special note is made to hail Jasco and Toto to corale the fleeing and wounded so that the non mechanized fighters can wrap up and clean up.

Orders given, he walks around the semi circle, very close to the Cossacks. Clearing the semi circle he approaches Blurre and in a voice so quiet the winds carrys away only the heat of his words. "I will stand as your second. If that is a thing among the Knights."
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Sir Blurre
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Re: Day 18: The Battle of Marron

Post by Sir Blurre »

Blurre shakes his head at Ronin's jibes. "Your terms are outrageous. And yet, I accept." As he moves forward, he nods to Silverclaws. "I would be honored to have you stand by. Sister, is this Cassius fellow your second, or would you prefer another?" He indicates that the seconds would be allowed to stand just inside the ring formed by the assembled troops of both sides, so as to have a better view of potential treachery.
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
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.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]
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Jack 'Bullet' Jones
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Re: Day 18: The Battle of Marron

Post by Jack 'Bullet' Jones »

Intimidation
Intimidation
[dice:2qh1m5p2]42495:0[/dice:2qh1m5p2]
Red Benny (adds 1d6 to the trait roll) with Elan and EE
[dice:2qh1m5p2]42495:2[/dice:2qh1m5p2]

WD Intimidation
[dice:2qh1m5p2]42495:1[/dice:2qh1m5p2]
Jack returns to the gate to find the formation of a duel circle. Heck fire. This ain't goin' nowhere near what Blurre wants. He shouts to Blurre. "Pardner, you know damn well these Blue Hand bastards ain't gonna hold to no deal. Ah'll tell ya what."
Jack scans the crowd of raiders, finding the biggest, baddest, nastiest one carrying the nastiest gun, and he points his finger right at the monster. "You." His icy stare hits the Blue Hand killer. "Y'all try ta crawfish on an honorable fight once this jezebel loses, you go first. Get me? Yer buddies'll probably take the rest of us down in a close up scrap, but you ain't wakin' up from what ah'll do ta you." Jack clears his overcoat, making sure it's out of the way of his Hellfire Hand Cannon in case a quick draw is needed. He assumes a position across the circle in the midst of friendly elements, eyes trained on big ugly.
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
Edit Signature
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Seswarick
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Re: Day 18: The Battle of Marron

Post by Seswarick »

Circling above when the challenge is given, Seswarick swoops down to land in formation with the gathering legionnaires. Agreeing with the gunslingers assessment he considers trying to bolster the humans threat with a bluff that more of his people approach but decides it may force drastic action from the raiders. His aura sparks and crackles as he grimly surveys the Cossacks across the circle. " I think you give his friends too much credit sir. They looked closely packed and very...ferrous to me." Gods of the endless sky let this cyberknight succeed and there be an end to this.
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless
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Kim Black
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Posts: 278
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 18: The Battle of Marron

Post by Kim Black »

New Mexico/Marron
D-Day
Round 3

Kim scrambled down from the parapets. The battle outside of the town was wrapping up, and her automated railguns could help mop that up. She was more needed in the square, where it looked like Sir Blurre was facing off in one on one combat with his sister/

Kim didn’t like this, not one bit, but she was powerless to stop it. The Blue Hands were within the walls, despite being routed outside, and they were killing the very people the Legion had been sent to protect.

“Oh, Stella, preserve us,” Kim prayed as she pulled up with the others, thinking of how she could help.
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • 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.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
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Orrin Truthseeker
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Re: Day 18: The Battle of Marron

Post by Orrin Truthseeker »

As the circle forms up, Orrin shakes his head.

Jack is right. This won't go the way Blurr is hoping...

However, knowing that the loss of their leader might make this hardened group of Cossacks more likely to break, Orrin isn't going to interfer.

Besides, Blurr needs to do this for some reason.

Orrin circles around to Blurr, never turning his back to where the hand members have formed up.

"I don't trust this agreement in the slightest, but when you win, Orrin pauses slightly, to emphasize the when, "We'll abide by the term. But we've got your back if they don't" Orrin puts his hand on the knights shoulder as they both look at the assembled raiders, Ronin standing front and center. "You've got this"

Orrin then moves to join the rest of legionaries and quietly starts discussing strategy of how to best utilize each of their abilities when all hell breaks lose. He flicks on his magical sight to keep an eye on the fight from the arcane perspect, to make sure there is no external help or hindrance for either combatant

OOC Comments
I hope this meets the requirements for common bond. All of Orrin's bennies are available to Blurr to use as needed.

If all hell breaks lose before the quarter ends, Orrin is dropping his teamwork card for all of us being on hold in an assembled group
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

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Orrin Truthseeker
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Re: Day 18: The Battle of Marron

Post by Orrin Truthseeker »

Seswarick wrote: Mon Sep 24, 2018 10:39 pm Circling above when the challenge is given, Seswarick swoops down to land in formation with the gathering legionnaires. Agreeing with the gunslingers assessment he considers trying to bolster the humans threat with a bluff that more of his people approach but decides it may force drastic action from the raiders. His aura sparks and crackles as he grimly surveys the Cossacks across the circle. " I think you give his friends too much credit sir. They looked closely packed and very...ferrous to me." Gods of the endless sky let this cyberknight succeed and there be an end to this.
When the blue light that has been hassling the raiders from the rear lands, Orrin can tell that it is actually and Lyn Srial with significant electrical powers. As the duel begins, Orrin takes a quick moment to address the newcomer.

"Not to sound ungrateful, but when this is over, we are going to need some questions answered, like 'who are you?' and 'what are you doing here?' Orrin pauses, realizing the tension of the moment caused his words to come out a little harsh "But for now... thank you"

Orrin then moves to the far end of the group away from Ses. The aura around the Zapper caused his metallic skin tingle as if stuck with a thousand pins.

I really hope he is on our side, or I may be in trouble...
Last edited by Orrin Truthseeker on Mon Oct 01, 2018 9:23 am, edited 1 time in total.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

Update Signature
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Jasco
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Posts: 51
Joined: Wed Aug 30, 2017 9:36 am

Re: Day 18: The Battle of Marron

Post by Jasco »

Glad to see a large portion of the raiders pulling back, he also maneuvers his vehicle to join the retreat. Best not to give away my position or risk getting blown up by Marron defense turrets. While retreating, he keeps an eye on his magnified view of Marron.

"Looks like Marron can focus on the problems in their interior." Jasco muses aloud to himself (and PRIM). "Well done today."

As the horde retreats, Jasco will join some of the strays that flee in an uncommon direction. He will try to head toward cover amidst a wooded forest. From there, he will remain stationary, idling and focusing his attention on Marron (though he can see little beyond its walls and anyone up on a parapet).
Jasco: Human Information Broker [18th COT New West] | SR EP Ledger
Quick Stats
Human, MARS PCO: Information Broker
Bennies: 3/3
Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6 (1dX); Parry: 5; Toughness: 9 (3)
Hindrances: Code of Honor, Bad Eyes, Loyal
Notice d8, Common Knowledge d10, Persuasion d8+4
Edges and Abilities of Note: Killer Instinct (Wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”), Command (+1 to troops recovering from being Shaken), Leader of Men (Roll a d10 as the Wild Die for subordinates’ group rolls), Tactician (Make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle), Robot Armor Jock (No -2 penalty while piloting robot armor.)
ISP: 20/20
Powers (all Mega): Speak Language with Splendor trapping (+2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to Persuasion.); Telepathy with Shroud trapping ((message recipient) -1 to be hit by ranged attacks); Intangibility with Jazz trapping (+2 pace and on a raise, increase Agility one die type for duration of power.)
Adventure cards:
  • 7: Not Today - Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • 47: Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • 50: Theme Song - It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.

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Silverclaws
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Re: Day 18: The Battle of Marron

Post by Silverclaws »

Jasco wrote: Tue Sep 25, 2018 10:51 amAs the horde retreats, Jasco will join some of the strays that flee in an uncommon direction. He will try to head toward cover amidst a wooded forest. From there, he will remain stationary, idling and focusing his attention on Marron (though he can see little beyond its walls and anyone up on a parapet).

The Rains Down In Africa


As Jasco heads out after a fleeing group of Blue Hands he sees a Gunwolf come out from behind a series of free standing stones. A few minutes later there are Simvan and Marronites streaming to intercept the Blue Hand. The Gunwolf raises a large cannon and waves it at Jasco in his roundabout. Then the Gunwolf points down the wash behind him. As quickly as the Simvan and Marronites appear they return back to where ever they were hiding and the Gunwolf steps aside and once again directs the roundabout.

On the COTs freq and short range, a voice comes across the roundabouts internal comms, "The name is Toto and I believe you need an escape path. At least that is what Silver said before the foray. Follow me."
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Jasco
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Re: Day 18: The Battle of Marron

Post by Jasco »

As the Gunwolf gives enough information to confirm he claims who he says he is, Jasco does not waste any time in following the robot vehicle down the wash and behind the stones.

"My thanks. Any news on developments inside Marron? The fighting seems to have died down. But I can't imagine the combat is resolved." Jasco replies, also on the 18th frequency at short range.

As Toto leads him, Jasco takes stock of the combat units (Simvan and Marronites) in his retinue and idly wonders what remains of the Marron defense force.
Jasco: Human Information Broker [18th COT New West] | SR EP Ledger
Quick Stats
Human, MARS PCO: Information Broker
Bennies: 3/3
Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6 (1dX); Parry: 5; Toughness: 9 (3)
Hindrances: Code of Honor, Bad Eyes, Loyal
Notice d8, Common Knowledge d10, Persuasion d8+4
Edges and Abilities of Note: Killer Instinct (Wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”), Command (+1 to troops recovering from being Shaken), Leader of Men (Roll a d10 as the Wild Die for subordinates’ group rolls), Tactician (Make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle), Robot Armor Jock (No -2 penalty while piloting robot armor.)
ISP: 20/20
Powers (all Mega): Speak Language with Splendor trapping (+2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to Persuasion.); Telepathy with Shroud trapping ((message recipient) -1 to be hit by ranged attacks); Intangibility with Jazz trapping (+2 pace and on a raise, increase Agility one die type for duration of power.)
Adventure cards:
  • 7: Not Today - Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • 47: Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • 50: Theme Song - It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.

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Silverclaws
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Re: Day 18: The Battle of Marron

Post by Silverclaws »

Once they are deep back in the wash, Toto stops the Gunwolf and actually hops out. Giving a series of hand gestures to the Marronite flag bearers, he heads to the roundabout.
Flagbearer to Marron
Jasco is safe.
Blue Hand forces thinned.
Status Report.
The Trimadore strides up to the passenger side window of the roundabout and taps on it. As Jasco leans over, Toto sticks his hand out, "The name is Toto. Old trail buddy of Silverclaws. Understand you have some connection with the metallic wolfen horror?"

"The last word we got from Marron came maybe fifteen minutes ago. Apparently a stand down and a face off between Ronin and Blurre"
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Jasco
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Re: Day 18: The Battle of Marron

Post by Jasco »

Jasco can't help but smile at the friendly Trimodore sporting a cowboy hat. The information broker rolls down the driver side window of his roundabout and replies with a greeting in kind, "Jasco. A pleasure to meet you Toto. Silver was instrumental in some... errands that needed running. As you likely have noticed, he can be quite effective when 'on task'."

News of the standoff between Blurre and Ronin gives Jasco pause. No doubt Ronin has already decided that she is in too deep to go back, so the only possibility of success will be to continue plowing forward. She will kill or subjugate all that stand in her way. So any delay in the fighting is likely due to negotiation initiated by Blurre and could benefit from contingency plans.

"Do you know of a vantage point by which we station you and your 'bot? I have the sneaking suspicion that fire support of those inside Marron will be necessary in the near future."
Jasco: Human Information Broker [18th COT New West] | SR EP Ledger
Quick Stats
Human, MARS PCO: Information Broker
Bennies: 3/3
Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6 (1dX); Parry: 5; Toughness: 9 (3)
Hindrances: Code of Honor, Bad Eyes, Loyal
Notice d8, Common Knowledge d10, Persuasion d8+4
Edges and Abilities of Note: Killer Instinct (Wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”), Command (+1 to troops recovering from being Shaken), Leader of Men (Roll a d10 as the Wild Die for subordinates’ group rolls), Tactician (Make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle), Robot Armor Jock (No -2 penalty while piloting robot armor.)
ISP: 20/20
Powers (all Mega): Speak Language with Splendor trapping (+2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to Persuasion.); Telepathy with Shroud trapping ((message recipient) -1 to be hit by ranged attacks); Intangibility with Jazz trapping (+2 pace and on a raise, increase Agility one die type for duration of power.)
Adventure cards:
  • 7: Not Today - Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • 47: Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • 50: Theme Song - It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.

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Seswarick
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Re: Day 18: The Battle of Marron

Post by Seswarick »

Orrin Truthseeker wrote: Tue Sep 25, 2018 9:24 am "Not to sound ungrateful, but when this is over, we are going to need some questions answered, like 'who are you?' and 'what are you doing here?' Orrin pauses, realizing the tension of the moment caused his words to come out a little harsh "But for now... thank you"
"You are welcome. Short answer: Duncan and the blue girl found help and are safe but needed aid so unfortunately only I was able to arrive in time." His eyes are suveying the damaged town with regret as he speaks. Seeing the loss of life, particularly the non combatants, makes part of him hope the raiders fail to keep out of the duel. The voice of his teacher Haraken chides him in his head. Come now little thunderhead, think that thru. To get revenge for the dead you'd wish for more dead? Strike with the wrath of the storm but do not think with it.
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless
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Silverclaws
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Re: Day 18: The Battle of Marron

Post by Silverclaws »

"I got a map I can show you. Even got a sand table replica. Digital maps. Well that will be upto you to do with this beauty." Toto pats the "rough" exterior of the roundabout.

When Jasco has climbed out of the roundabout, Toto leads him to a crevice in the worn face of the sandstone where a canopy has been stretched out and over to provide shade from the heat and glare of the sun. Motioning to a crude sandbox of sorts on four legs and to the wall behind where four lug nuts hold up a crudely drawn but detailed map of the Marron Environs.

Motioning to the sandtable, Toto pulls a rough square block from the corner of the table and places into a crevice or valley of sand.

"We are currently here." Toto more accurately places the roundabout near a scale model of Toto's Gunwolf. There are small figures represented by wood splinter and blades of grass.

Looking left of their position, Jasco can see the lay of the land.

"Over here," Toto points to a large mountain behind marron on the east side, "This is the only elevated position into Marron, where the Gunwolf weapons would be effective."

Jasco notices what looks like a black panther on all fours behind the mountain. When Toto sees him looking at it. "That is an old NEMA War Cat Robot Armor, that your Legionairre friends dug up from the belly of Marron, or so the story goes from the locals. Still has a good assortment of weapons available I believe."

The Trimadore steps outside of the canopy and signals to the nearest flagbearers.

Message to NEMA Cat
Status Check
Cat mobile?
Weapons available?
Current Position?
Stepping back inside, "You just reminded me that I needed a sit rep from the NEMA Cat crew. Thanks."

"Interesting note. We could level the city of Marron with nuclear fire power and the Marronites would be fine. Cannot say that much else would survive."
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Jasco
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Re: Day 18: The Battle of Marron

Post by Jasco »

Grateful for the intelligence Toto provides, Jasco finds himself staring hard at the map with his hand absently stroking his chin in thought. "Hmm. Yes, I agree. Let's you and I relocate to that mountain."

Not wanting to waste any more precious time, Jasco hops back into his roundabout and follows Toto to the mountain. While en route, he radios the Trimodore with some of the questions bouncing around in his head, "Didn't think the 18th had any robot pilots like yourself. Who is piloting the War Cat?" Then later, as he chews on the significance of Toto's words, he double-takes, "Did you say 'level the city with nuclear firepower'? So we aren't talking your standard fusion block then. Fascinating. With that kind of weaponry, and the Marronite's preference for irradiation, it might very well be a critical piece to the end game and how to prevent raiders from coming back to harass them in the future."

If it sounds like the pilots of the War Cat are green recruits, Jasco will suggest that he join the crew inside the robot vehicle. Short of kamikaze ramming things, the roundabout is not particularly combat-effective in its current state. The information broker thinks as he stares at the blinking red zero indicating the munition level of his vehicle's fully spent rail gun.
Jasco: Human Information Broker [18th COT New West] | SR EP Ledger
Quick Stats
Human, MARS PCO: Information Broker
Bennies: 3/3
Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6 (1dX); Parry: 5; Toughness: 9 (3)
Hindrances: Code of Honor, Bad Eyes, Loyal
Notice d8, Common Knowledge d10, Persuasion d8+4
Edges and Abilities of Note: Killer Instinct (Wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”), Command (+1 to troops recovering from being Shaken), Leader of Men (Roll a d10 as the Wild Die for subordinates’ group rolls), Tactician (Make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle), Robot Armor Jock (No -2 penalty while piloting robot armor.)
ISP: 20/20
Powers (all Mega): Speak Language with Splendor trapping (+2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to Persuasion.); Telepathy with Shroud trapping ((message recipient) -1 to be hit by ranged attacks); Intangibility with Jazz trapping (+2 pace and on a raise, increase Agility one die type for duration of power.)
Adventure cards:
  • 7: Not Today - Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • 47: Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • 50: Theme Song - It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.

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Silverclaws
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Re: Day 18: The Battle of Marron

Post by Silverclaws »

Toto confirms with Jasco that the pilots of the NEMA are green but deflates the idea that the 18th has PA or RA pilots.

"Since Silver and myself parted ways with the gun runners of Northern Gun, I have been out here in the west lending my technical services and expertise. Silver from what he says has been running muscle for the ... Black Market."

"We have saved each other on more than one occassion and he and the 18th found me a few weeks back down a power supply."

"Marronites have been good business in the past, until the Blue Hand stepped in. They may as of yet still have some amunition laying around and some armaments. What all you got packed into that vehicle, weapon wise?"
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Jasco
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Re: Day 18: The Battle of Marron

Post by Jasco »

"Just the mini-rail gun mounted in the cupola. No hidden armaments and I prefer not to get into fights if I can avoid it. But this Blue Hand fiasco has been quite the ruckus. I've completely depleted my rail gun rounds so will need to secure myself a reload at some point in the future. Not sure now is a great time for it. I think it might be best if I park my roundabout for this next part and join the crew of the War Cat." Jasco replies.

He conspicuously does not comment on Silver's potential affiliation with the Black Market. He knew that as a general rule of thumb, it wasn't great to go around announcing one's affiliation with such a shadowy organization. But the information broker does take a moment to tuck away the tidbits of knowledge that Toto shares with him. I wonder if Toto wishes to develop a greater affiliation with the Black Market. A man with his skills could likely go far. Best to keep that in mind and gently probe the opportunity at a later date.
Jasco: Human Information Broker [18th COT New West] | SR EP Ledger
Quick Stats
Human, MARS PCO: Information Broker
Bennies: 3/3
Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6 (1dX); Parry: 5; Toughness: 9 (3)
Hindrances: Code of Honor, Bad Eyes, Loyal
Notice d8, Common Knowledge d10, Persuasion d8+4
Edges and Abilities of Note: Killer Instinct (Wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”), Command (+1 to troops recovering from being Shaken), Leader of Men (Roll a d10 as the Wild Die for subordinates’ group rolls), Tactician (Make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle), Robot Armor Jock (No -2 penalty while piloting robot armor.)
ISP: 20/20
Powers (all Mega): Speak Language with Splendor trapping (+2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to Persuasion.); Telepathy with Shroud trapping ((message recipient) -1 to be hit by ranged attacks); Intangibility with Jazz trapping (+2 pace and on a raise, increase Agility one die type for duration of power.)
Adventure cards:
  • 7: Not Today - Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • 47: Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • 50: Theme Song - It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.

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Silverclaws
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Re: Day 18: The Battle of Marron

Post by Silverclaws »

Toto is apparently triggered off by his own mention of the Black Market, "I mean its not my business if the crazy cyber wolfen feels that working with the Black Market is helping out the locals. Its not like I am his nurse maid or baby sitter. Damn. Why doesn't he just hang out a shingle or something and advertise."

As Toto catches his breath he realizes that Jasco said that his vehicle was low on ammunition and only had the railgun for weapons. As he mulls over Jasco's situation, he radios Jasco, "What exactly did you do with the 18th anyway?"

By that point in time Jasco is well out of the roundabout and heading for the NEMA Cat. Flashing the other RA, Toto signals the flagbearers a message that they have an experienced pilot coming aboard.
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Jasco
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Re: Day 18: The Battle of Marron

Post by Jasco »

"Consultant." Jasco manages has he hoofs his middle-aged heiny up into the robot, "Tell you what, I will tell you as much as you would like to know after this business with Marron is settled. I think based on all the help you've given this day, you definitely deserve a feast for your efforts and I can think of no better way to share my story with you than over a hot meal."

Jasco scoots into the War Cat with a perfunctory, "Greetings Gentlemen, name's Jasco. What's the sitrep?" as he gets situated in the crew space.
Jasco: Human Information Broker [18th COT New West] | SR EP Ledger
Quick Stats
Human, MARS PCO: Information Broker
Bennies: 3/3
Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6 (1dX); Parry: 5; Toughness: 9 (3)
Hindrances: Code of Honor, Bad Eyes, Loyal
Notice d8, Common Knowledge d10, Persuasion d8+4
Edges and Abilities of Note: Killer Instinct (Wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”), Command (+1 to troops recovering from being Shaken), Leader of Men (Roll a d10 as the Wild Die for subordinates’ group rolls), Tactician (Make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle), Robot Armor Jock (No -2 penalty while piloting robot armor.)
ISP: 20/20
Powers (all Mega): Speak Language with Splendor trapping (+2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to Persuasion.); Telepathy with Shroud trapping ((message recipient) -1 to be hit by ranged attacks); Intangibility with Jazz trapping (+2 pace and on a raise, increase Agility one die type for duration of power.)
Adventure cards:
  • 7: Not Today - Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • 47: Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • 50: Theme Song - It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.

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Rill
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Re: Day 18: The Battle of Marron

Post by Rill »

Rill looks up from the carnage around him, eyes burning from strain and from tears that have yet to fall. No time. Just keep them alive. Keep them all alive. As many as you can.

He works his magic at regular intervals, but he relies heavily on the stockpile of medical supplies (especially of the automated variety) they've built up over their travels. His magic has limits, and the lesser wounded get gauze and stitches instead of divine light wherever possible.

Blurre issues his challenge, and Rill is almost too emotionally spent to truly comprehend it, but he knows enough to known that such a bargain is unlikely to halt the death this day. If only words had such power... but, no. Words get their power from the listening, and the Blue Hand seem poor listeners.

As the team gathers for the showdown between Sir. Blurre and his sister, Rill activates his jetpack and takes to the air, giving himself a good vantage point from which to watch the proceedings. He has magic left, but maybe not quite enough to bring Blurre back, should this gambit of his go poorly...
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Tribe of One
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Re: Day 18: The Battle of Marron

Post by Tribe of One »

Sister, is this Cassius fellow your second, or would you prefer another?"

Blurre's words hang in the air a moment before Ronin nods, almost imperceptibly.

"Yes, he will serve,"
she says.

Cassius seems to bristle for a moment, then allows a wide, shark-like grin to break across his face.

"Of course, lady. I've got your back," the Vanguard Brawler says, the bony ridges over his eyes rising in what passes for a look of innocence.

His men spread out, hands on their holsters and eyes fixed on the members of the COT on the other side of the circle. They're a nasty-looking bunch, some with crude and obvious cybernetic upgrades, some without, all carrying heavy-barreled weapons of war in a way that tells you they know how to use them.

Cassius himself has a hog-leg particle beam pistol strapped to his leg, and a heavy-looking sword with a black iron hilt poking out over his shoulder. A glowing cyber-eye is his only visible enhancement, but who knows what's hiding under his armor and scaled skin.

If anything, some in his entourage are more intimidating. The biggest is a brutal-looking 'Borg loaded with smoking barrels and whirring chainsaw blades. Various others twitch and grin ... then there's the guy with the smoking skull helmet ...

None appear to Orrin's sight to be magically-active, although both Cassius and Ronin are wearing or carrying various magical artifacts -- armor on both of them, and that big black blade on Cassius's back, for sure.
Cassius's Bunch
Cassius and Posse.jpg
Hovering over the circle with his jetpack, Rill can see beyond the pocket of Cossacks to where the other raiders are fleeing, many cut down by the Simvan outriders and Toto in his Gunwolf. A brief flash of signaling catches his eye, and his gaze is drawn to a nearby hillside, one of the ones tall enough to offer a glimpse down into the town. There he spots the NEMA War Cat dredged up from below, sunlight glinting off its battered armor plates as it gives a slight wave.

The Marronite militia-men piloting the robot had welcomed Jasco in, making room for him in the crew cabin and ceding control. The monitors and technical displays held sobering data. The War Cat had been damaged in the fight, though it was still capable of functioning unhampered, and had severely depleted its stores of missiles. Only one long-range missile remained, and a handful of mini-missiles. Those, and the belly-mounted laser, would have to do ...
NEMA War Cat
SuperMastiff.JPG
SuperMastiff.JPG (107.26 KiB) Viewed 55319 times
NEMA Super-Mastiff: Size 8, Crew 2+2, Strength d12+6, Toughness 44 (22), Pace 10 (5)
Notes: MDC Armor; Damaged: Down 2 Wounds
Weapons:
  • 2 × Medium Missile Launchers (chest) Range 200/400/800; 8d6; AP 15; ROF 1; Shots 4 ea.; MBT (1/8 missiles)
  • 2 × Light Missile Launchers (chest) Range 150/300/600; 6d6; AP 8; ROF 1; Shots 8 ea.; MBT (0/16 missiles)
  • 2 × Mini-Missile Launchers (legs) Range 100/200/400; 5d6; AP 6; ROF 1; Shots 12 ea.; SBT (4/24 missiles)
  • Medium Laser (belly turret) Range 150/300/600; 3d10; AP 10; ROF 1; Shots unlimited
"Come brother, and let us settle things," Ronin says, as the circle forms and the sun beating down on Marron starts to become unbearable. "As soon as our paths diverged, I knew one day fate would bring us together again. Let us see which path has forged the stronger blade."

Focusing her psychic energy, she settles into a defensive stance, one she had favored since Sir Antoine had first began their training. Her form seems to shift in the sun like a mirage, and Blurre knows she is ready to pounce at the slightest opening, like a devil rattler that's cornered a prairie dog.
Ronin rolls
Preparing for combat, she charges her armor (1 ISP), summons her psi-sword and psi-shield and casts the following powers:
* Greater boost trait: Vigor - free action - (4 ISP)
Psionics [dice:2hnkooxp]42910:0[/dice:2hnkooxp]
Wild [dice:2hnkooxp]42910:1[/dice:2hnkooxp] = Ace! [dice:2hnkooxp]42910:6[/dice:2hnkooxp] = Success with a Raise, +4d to Vigor

* Greater deflection - free action (4 ISP)
Psionics [dice:2hnkooxp]42910:2[/dice:2hnkooxp] = Success, -4 to hit
Wild [dice:2hnkooxp]42910:3[/dice:2hnkooxp]

* Quickness (4 ISP)
Psionics [dice:2hnkooxp]42910:4[/dice:2hnkooxp] = Success, Extra Turn
Wild [dice:2hnkooxp]42910:5[/dice:2hnkooxp]

It's Showdown time!

Blurre: You've got 1 round to activate powers/items or otherwise prepare, then I'll draw initiative for you and Ronin.

Everyone else: The rest of you, along with Cassius and his posse, are On Hold. You can choose to draw and start shooting (or slinging spells, etc.) whenever you like, but the opposition will get an Agility roll to try to interrupt you. But that's not all you can do.

While on hold, you can try one of two things to swing the odds in your favor:
  • Boost yourself or an ally: Maybe you make an inspirational speech for Blurre, or call out a warning; Maybe you spend the time analyzing the facial tics of the enemy, or looking for gaps in their armor. Make an appropriate Trait check at -4; On a Success, you grant yourself or an ally a +1 bonus to a specific type of Trait roll during the first round that the shit hits the fan. On a Raise, the bonus is +2. On a Critical Failure, your or the intended recipient instead suffer a -2 penalty to that type of Trait roll the first round.
    (Example: Kim spends the round arranging the mystical components in her belt just so. She makes an Agility check at -4 and gets a 6 -- The first round she joins the combat, she'll get a +1 bonus to Techno-Wizardry rolls.)
  • Test an enemy: Maybe you stare down one of the enemy, taunt or distract them with some flashy holster-work; Pick a Trait to roll against them, which they'll resist with an appropriate Attribute (most likely Spirit or Smarts). If you win, your target suffers a -2 penalty to a specific type of Trait roll you choose during the first round of combat. On a Raise, the target also is Shaken. If you lose, the penalties are reversed.
    (Example: Jack spends the round Intimidating the biggest 'slinger on the other side of the circle, intending to penalize the big guy's Agility rolls. Jack rolls a 10, but the big guy gets an Ace and beats him with an 11; Jack's the one who will start combat with shaky fingers.


Also, Jack: Since I didn't give you a chance to use them last quarter, you can treat your first 3 Bennies of this quarter as Red Bennies that add an extra +1d6 to the roll when used.

GM Bennies: 7/7
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Kim Black
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Re: Day 18: The Battle of Marron

Post by Kim Black »

New Mexico/Marron
D-Day
Round 4

It was mostly nervous habit. Kim pulled out little bits and bobs of her gear, moving this here and that there, trying to economize the distribution of her techno-wizardry parts. It looked like things were going to come down to who was faster.

“Oh, Blurre…” Kim murmured. She remembered the first time she met him, staring down the barrel of a 1st Apocalypse firing squad with a bunch of other Tolkeen refugees. He had appeared out of nowhere, moving faster than she could even see, just a literal blur. It had been the opening she needed to slap the last doodad onto her doohickey and blasting the other half of the Cavalry force off their feet.

Techno-Wizardry 19; +2 at least on next TW roll
-4 difficulty; +2 Machine Maestro
Techno-Wizardry [dice:143hax2y]42935:0[/dice:143hax2y]
Ace [dice:143hax2y]42935:2[/dice:143hax2y]
Wild [dice:143hax2y]42935:1[/dice:143hax2y]
Ace [dice:143hax2y]42935:3[/dice:143hax2y]
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • 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.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
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Sir Blurre
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Re: Day 18: The Battle of Marron

Post by Sir Blurre »

WIP
Activate CK Light Armor

All castings are at +2 ISP for +1 to roll:
Quickness [dice:3k9lk0bf]42961:0[/dice:3k9lk0bf]
Wild Psionics [dice:3k9lk0bf]42961:1[/dice:3k9lk0bf]
Extra Effort Running Total [dice:3k9lk0bf]42961:7[/dice:3k9lk0bf] 12 w/ Elan
Raise: Take 2 full turns each round; ignore first 2 points of MAP each turn

Deflection[dice:3k9lk0bf]42961:2[/dice:3k9lk0bf] ACE Running Total [dice:3k9lk0bf]42961:6[/dice:3k9lk0bf]
Wild Psionics [dice:3k9lk0bf]42961:3[/dice:3k9lk0bf]
Raise: -4 to be hit, +4 Armor vs. AoE

Speed [dice:3k9lk0bf]42961:4[/dice:3k9lk0bf]
Wild Psionics [dice:3k9lk0bf]42961:5[/dice:3k9lk0bf]
Success: Pace total 32"/turn

Total ISP spent = 15/20

Activate Psi-whip
Ready Shield
Combat Stats:
Parry 11 (-4 to be hit, additional -2 to be hit w/Technological attacks)
Toughness 14 (4), 18 (8) vs. Ranged and AoE attacks

Deflection: 1 Rd
Speed: 1 Rd
Quickness: 1 Rd

(IF PERMITTED)
Blurre's little speech, which would occur in the second turn of the first round of Quickness, is meant to be a Taunt to his sister, on two fronts, while also serving as an Intimidation attempt against Cassius himself (No MAP for the double-action due to Quickness Raise):

1: Pointing out how little she can really trust the vile lunatics behind her, and;
2: Addressing her by her given name, rather than her current title.

Taunt Runnin [dice:3k9lk0bf]42961:8[/dice:3k9lk0bf]
Wild Taunt [dice:3k9lk0bf]42961:9[/dice:3k9lk0bf]
ACE Running Total [dice:3k9lk0bf]42961:10[/dice:3k9lk0bf]
ACE Running Total [dice:3k9lk0bf]42961:11[/dice:3k9lk0bf]
ACE Running Total [dice:3k9lk0bf]42961:12[/dice:3k9lk0bf]

Intimidate Cassius [dice:3k9lk0bf]42961:13[/dice:3k9lk0bf]
Wild Intimidation [dice:3k9lk0bf]42961:14[/dice:3k9lk0bf]
ACE Running Total [dice:3k9lk0bf]42961:15[/dice:3k9lk0bf]

As a final note, Tribe, Blurre drew The Joker's Gone Wild. Assume that the first time Ronin draws a Joker, that card drops and Blurre takes it.
.
As his sister prepares for battle, Sir Blurre also powers up--his feet begin sparking, and his body seems to shudder so rapidly that it's hard to get a fix on his location. Shifting the Combat Shield into position on his left arm, he snaps out the right hand as it fills with the crackling, snapping energy-whip.

He smiles, visibly, and nods to his sister and her choice of Cassius, noting the sneer the cyborg gives at being dubbed responsible for a fair fight. "You heard her, troops--Cassius is her second. If anyone on that side tries any sort of treachery, make sure he dies first, and fast. Dog-pile him with everything you have. Consider that my last official order for this battle." He grins in an absurdly friendly fashion at Cassius. "After all, if anyone on your side tries something, it will be for one of two reasons. Either I'm winning, and you give the signal to cheat, or I'm losing, and you give the signal that it's time for you to get a promotion by killing Runnin. Either way, such treachery has a price."
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
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.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]
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Silverclaws
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Re: Day 18: The Battle of Marron

Post by Silverclaws »

Silver shakes his head and the flaming eye burns bright. Even metal will fall to ruin at my hands.

Cassius is Ronin's second and Silver sees at as only appropriate that he should contend with him. Honestly, Silver is not impressed nor intimidated by the pomp and flash. His fur glistens in the afternoon sun as the beads and rivulets of blood congeal and dry. Silver has not bothered to clean himself.

Silver stands to his full ten foot height and stretches. The muscles and biomuscles ripple beneath his fur and all his parts move flawlessly and without kinks or bindings. The chain greatsword can be barely seen strapped to his back. As he finishes stretching his vibroblade claws shoot forth from his forearms and Silver lets out a gutural and somewhat feral roar and then a howl.

Stare Down (Intimidation 15)
  • Intimidation 15
  • Intimidation [dice:33mmhs2q]42969:0[/dice:33mmhs2q]
  • Wild [dice:33mmhs2q]42969:1[/dice:33mmhs2q]
    Benny for Reroll
  • Intimidation [dice:33mmhs2q]42969:2[/dice:33mmhs2q]
  • Aced Intimidation [dice:33mmhs2q]42969:4[/dice:33mmhs2q]
  • Wild [dice:33mmhs2q]42969:3[/dice:33mmhs2q]
Unknown to Silver his fur has collected bits of bone, flesh, eye balls, and brain matter, along with the copious amounts of blood. These things are most prevelant around his maw as his teeth are stained with the gore. When he growls and roars these bits and pieces go flying towards Cassius. The saliva saturated gore splatters and spalshes across Cassius and those nearest him.
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Jasco
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Re: Day 18: The Battle of Marron

Post by Jasco »

KnComputers 9
KnComputers. [dice:langnqqm]42997:0[/dice:langnqqm]
WD: [dice:langnqqm]42997:1[/dice:langnqqm]
"Helluva fight gentlemen," Jasco praises the Marronite militia-men as he pulls up the technical displays and flips through the damage report and ammunition inventory, "No doubt you gave better than you got. Think I recognize some of the missiles you sent downrange. Took out some of the Blue Hand flyers."

The information broker's face scrunches up as he tries to navigate the antiquated menus. "She's got a bit of rust on her, doesn't she... let's see if we can bring out some of her 'inner beauty'." Jasco mumbles to himself as he tries to pull up sensor information. His comfort and familiarity with the roundabout's advanced sensors make the War Cat seem spartan and rudimentary by comparison. After a few moments of frustration, the information broker appears to come to his own conclusion. "This simply won't do. I bet piloting this beast is like pointing a blind possum at a cactus hoping for a rabbit den."

Instead, Jasco accesses the War Cat's communication array baseline terminal and pings his roundabout. More specifically, he pings PRIM. For the Marronites watching, the information broker's fingers fly over the controls as walls of text scroll along the terminal with periodic pauses waiting for input.

Those keeping a keen eye on developments will soon see Jasco's roundabout move seemingly of its own accord, positioning itself with as much elevation as the mountain's steep incline will allow. Moments later, Jasco is able to re-purpose one of the secondary pneumatic monitor screens to instead show a HUD display from the roundabout's perspective.

"That's better." Jasco sighs in relief before turning to his Marronite crewmates, "Which one of you gentlemen is the best shot? Man the belly turret controls. We are conserving the remainder of our missiles until we absolutely need them. And with the roundabout serving as our secondary eyes, I am going to get us some cover while we wait to see what happens." He backs the War Cat in reverse and partially occludes the massive robot behind the mountain.

"We're good and ready over here, Toto. How're you? Ready to unleash hell if necessary?"
Jasco: Human Information Broker [18th COT New West] | SR EP Ledger
Quick Stats
Human, MARS PCO: Information Broker
Bennies: 3/3
Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6 (1dX); Parry: 5; Toughness: 9 (3)
Hindrances: Code of Honor, Bad Eyes, Loyal
Notice d8, Common Knowledge d10, Persuasion d8+4
Edges and Abilities of Note: Killer Instinct (Wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”), Command (+1 to troops recovering from being Shaken), Leader of Men (Roll a d10 as the Wild Die for subordinates’ group rolls), Tactician (Make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle), Robot Armor Jock (No -2 penalty while piloting robot armor.)
ISP: 20/20
Powers (all Mega): Speak Language with Splendor trapping (+2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to Persuasion.); Telepathy with Shroud trapping ((message recipient) -1 to be hit by ranged attacks); Intangibility with Jazz trapping (+2 pace and on a raise, increase Agility one die type for duration of power.)
Adventure cards:
  • 7: Not Today - Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • 47: Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • 50: Theme Song - It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.

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Seswarick
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Re: Day 18: The Battle of Marron

Post by Seswarick »

Reaching out with his mind Seswarick begins to slowly and subtly alter the electrons in the area around their foes. Moving positive and negatives around until the area is on the verge of forming a static field that will disrupt neurons and machines alike. Not enough to cause any harm but enough to hamper those inside it.
Psionics +1 to use Electric Mastery on enemies
Pay 4 ISP for +2
Psionics [dice:2i5x7jdt]43087:0[/dice:2i5x7jdt]
W Die [dice:2i5x7jdt]43087:1[/dice:2i5x7jdt]
Benny for reroll
Psionics [dice:2i5x7jdt]43087:2[/dice:2i5x7jdt]
W die [dice:2i5x7jdt]43087:3[/dice:2i5x7jdt]

Psionics to tap into team freq
Psionics [dice:2i5x7jdt]43087:4[/dice:2i5x7jdt]
W Die [dice:2i5x7jdt]43087:5[/dice:2i5x7jdt]

Transmitting very short range and directed just at the team if at all possible and on the teams encrypted freqency "If any of you have tricks like the goop bomb try to let me drop a static feild on them first. It will impair their reactions."
Last edited by Seswarick on Tue Oct 02, 2018 3:31 am, edited 2 times in total.
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless
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Orrin Truthseeker
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Re: Day 18: The Battle of Marron

Post by Orrin Truthseeker »

Smarts for Smarts Trick
[dice:4qtxxm4a]43096:0[/dice:4qtxxm4a]
Wild [dice:4qtxxm4a]43096:1[/dice:4qtxxm4a]

Orrin feels a small weight lift from his shoulders when Ses mentions Duncan and Sev, along with their relative safety. He had worried about their lack of communication since they had left, though he hadn't realized it with the chaos of preparing for Hand's arrival.

Orrin turns his attention back to the fight that is just commencing. He wishes he had the skill to give Blurr tactical advice, but fighting had never been his forte. He knows just enough to be more likely to hit his opponent than himself.

Instead he surveys the group of Cossaks standing around the far side of the circle.

That's a nasty looking bunch he thinks, as he keep a close eye out for any magical or psionic shenanigans. He sees Ses's psionic adjustments of the static field in the area and frowns.

I'll just need to make sure I'm no where near that when it goes off

Turning his attention back to the thugs and thinking about how stupid some of them look triggers any idea. He grabs his radio and brings up the NEMA Robot Armor

"Orrin to the War Cat, come in." He says, loud enough so that the Borg on the other side can hear. "If and when this goes south, we've got a heavy target here you I want you to focus your fire on" After the War Cats response, he looks at the Borg, makes eye contact and says The Heavy Borg. The one with all of the guns and blades sticking out. At 7 o'cock from my position."

Orrin flips his radio off before he gets a response in case the borg can hear.

Hopefully that guy is too dumb to know that robot armor is way to far away to make precision shots like that. Then again... what do I know about guns. Maybe it can...
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

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Jasco
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Posts: 51
Joined: Wed Aug 30, 2017 9:36 am

Re: Day 18: The Battle of Marron

Post by Jasco »

Hearing Orrin's voice come over the radio, Jasco can't help but smile. Clever he thinks to himself before extending an arm to reach toward the communications control. "Mind if I respond?" he politely asks the Marronite militiamen. The two exchange glances and then shrug in unison.

"War Cat here. Target confirmed. Payload hot and heavy. Will engage on your mark. Take care not to dirty your shoes on its ashen remains." Jasco chirps the comms signaling the end of his message and leans back into the seat with a satisfied smile. His eyes catch the questioning looks from the militiamen.

"Oh," the information broker starts, slightly embarrassed, but happy to explain, "sounded like Orrin was trying to make sure none of the other Hand members interrupted the single combat duel. And we didn't need to share the fact that we are almost out of missiles and that the War Cat has suffered some combat damage. Might as well have them think we have a full complement of weaponry and that we aren't afraid to use it."
Jasco: Human Information Broker [18th COT New West] | SR EP Ledger
Quick Stats
Human, MARS PCO: Information Broker
Bennies: 3/3
Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6 (1dX); Parry: 5; Toughness: 9 (3)
Hindrances: Code of Honor, Bad Eyes, Loyal
Notice d8, Common Knowledge d10, Persuasion d8+4
Edges and Abilities of Note: Killer Instinct (Wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”), Command (+1 to troops recovering from being Shaken), Leader of Men (Roll a d10 as the Wild Die for subordinates’ group rolls), Tactician (Make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle), Robot Armor Jock (No -2 penalty while piloting robot armor.)
ISP: 20/20
Powers (all Mega): Speak Language with Splendor trapping (+2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to Persuasion.); Telepathy with Shroud trapping ((message recipient) -1 to be hit by ranged attacks); Intangibility with Jazz trapping (+2 pace and on a raise, increase Agility one die type for duration of power.)
Adventure cards:
  • 7: Not Today - Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • 47: Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • 50: Theme Song - It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.

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Jack 'Bullet' Jones
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Posts: 206
Joined: Tue Sep 12, 2017 11:21 pm

Re: Day 18: The Battle of Marron

Post by Jack 'Bullet' Jones »

Intimidation
Intimidation vs. Runnin - diminish Fighting skill
[dice:39tobvac]43202:0[/dice:39tobvac]

Ace with prior
[dice:39tobvac]43202:4[/dice:39tobvac]

WD Intimidation
[dice:39tobvac]43202:1[/dice:39tobvac]

Activating Greater Deflection
[dice:39tobvac]43202:2[/dice:39tobvac]

Ace with prior
[dice:39tobvac]43202:5[/dice:39tobvac]

WD GD
[dice:39tobvac]43202:3[/dice:39tobvac]
Jack studies the quick flex girl with the practiced eyes of an expert in spotting weaknesses, tells, and chinks in armor.
He's also quite good at bluffing when the mark has no tells.
"Ain't tryin' ta butt in on yer posturin', Blurre, but ah reckon it's been a coon's age since you've seen this'n in action. Ah do believe she's favorin' her right side. Mebbe she took a lick, can't plant right on that foot? Don't rightly know. If'n ya take a look, too...hot damn. In horses, they call that 'flop sweat.' Means a horse is nervous 'bout runnin'..." He stops short, chuckles at the irony, and apologizes to Blurre's sister. "Ma'am, ah wasn't intendin' on referencin' yer real name. Just so happens that...aw, shucks. Never you mind." His jab sent, he continues. "...means a horse is nervous 'bout runnin' the race. Ah reckon this'n's scared 'bout what you might've been up to. Reckon she's scared she might'a bit off more'n she can chew." His eyes narrow. "Bet she's damn nervous 'bout the fella backin' her, too. He's just itchin' ta snatch the reins from her carcass. You can see it in his eyes. Ah don't care if they're electric or not. He's tired a' playin' second fiddle. She might not even close her eyes fer good 'fore he takes over."
The gambler's hand flicks at a button on his vest, idly, you might think. But he's done this a thousand times before. It's the calm before the storm.
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
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Silverclaws
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Posts: 234
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 18: The Battle of Marron

Post by Silverclaws »

Toto watches Jasco scamper from the roundabout and into the War Cat. Noting the overall elegance of Jasco's ride, he was about to say that Jasco should brace himself for something a bit inferior. Before he could issue any warning to the effect, Jasco's Roundabout was suddenly moving in synch with the War Cat and then they were both gone over a rise.

Toto was just finishing the diagnostics and weapons tests, when Jasco asked if he was coming. Standing the Gunwolf upto its full height, Toto sauntered off to meet the Information Broker and the War Cat. All Toto needed now was for the Gunwolf to verify the active armament tallies and he would be set and ready.

"You don't rush a Texas Twister. It comes when it is good and ready."
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Tribe of One
Posts: 1208
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 18: The Battle of Marron

Post by Tribe of One »

Resistance Rolls + Blurre Wins Initiative
Opposed Roll vs. Blurre's Taunt
Smarts [dice:243b6qbd]43314:0[/dice:243b6qbd]
Wild [dice:243b6qbd]43314:1[/dice:243b6qbd] = Ace [dice:243b6qbd]43314:4[/dice:243b6qbd] = Failure, Blurre gets a Raise so she's also Shaken; Ronin spends a Benny to recover from Shaken

Cassius Opposed Roll vs. Blurre's Intimidation
Spirit [dice:243b6qbd]43314:2[/dice:243b6qbd]
Wild [dice:243b6qbd]43314:3[/dice:243b6qbd] = Ace [dice:243b6qbd]43314:5[/dice:243b6qbd] + Benny for Extra Effort [dice:243b6qbd]43314:6[/dice:243b6qbd] = Ace [dice:243b6qbd]43314:7[/dice:243b6qbd] = Success

Cassius Opposed Roll vs. Silver's Intimidation
Spirit [dice:243b6qbd]43314:8[/dice:243b6qbd] = Ace [dice:243b6qbd]43314:10[/dice:243b6qbd] + Benny for Extra Effort [dice:243b6qbd]43314:11[/dice:243b6qbd] = Success
Wild [dice:243b6qbd]43314:9[/dice:243b6qbd]

'Borg Opposed Roll vs. Orrin's Smarts Trick
Smarts [dice:243b6qbd]43314:12[/dice:243b6qbd] = Ace [dice:243b6qbd]43314:14[/dice:243b6qbd]
Wild [dice:243b6qbd]43314:13[/dice:243b6qbd] = Ace [dice:243b6qbd]43314:15[/dice:243b6qbd] = Ace [dice:243b6qbd]43314:16[/dice:243b6qbd] = Success

Ronin Opposed Roll vs. Jack's Intimidate test
Spirit [dice:243b6qbd]43314:17[/dice:243b6qbd] + Benny for Extra Effort + Elan [dice:243b6qbd]43314:19[/dice:243b6qbd] = Success
Wild [dice:243b6qbd]43314:18[/dice:243b6qbd]

INITIATIVE
Blurre draws 1 card, Ronin draws 2 cards. Everyone else is On Hold
Blurre [dice:243b6qbd]43314:20[/dice:243b6qbd] = King of Diamonds
Ronin [dice:243b6qbd]43314:21[/dice:243b6qbd] [dice:243b6qbd]43314:22[/dice:243b6qbd] = 6 of Diamonds, 9 of Spades
Results of PC Actions - PLEASE READ
  • Kim gets a +2 to her first Techno-Wizardry roll once she enters the combat
  • Blurre successfully Taunts Ronin, gaining a +2 to his action against her and causing her to spend a Benny to recover from Shaken; he fails to Intimidate Cassius (but makes him use a Benny)
  • Silverclaws fails to Intimidate Cassius (but makes him use a Benny)
  • I'm not clear on what Jasco was trying to do with his Kn: Electronics roll, but it's enough to give himself or someone else a +2 bonus on one roll -- Please specify what you want it to do
  • Seswarick gives himself a +1 to use Electrical Mastery once he enters combat
  • Orrin (surprisingly) fails his Smarts Trick vs. the big 'Borg
  • Jack fails to penalize Ronin's Fighting (but makes her use a Benny)
A hush falls over Marron's central square as the bloodied warriors on both sides make a circle around Sir Blurre and his fallen sister. Bloodshot eyes glare across the space as dust devils twist across the barren ground; fingers linger near triggers, but both sides resist the urge to break the silence with a premature attack.

Instead, taunts and dire threats are slung across the void, most failing to strike deep. Despite the impressive show of force from Silverclaws, and Blurre's promise of swift death, Cassius shrugs off the party's threats, a practiced sneer covering his scaled face like armor.

Ronin, too, ignores most of the barbs flung her way -- the only exception being the taunts of her brother. The words of her sibling seem to strike the armored woman, throwing her off balance for a moment. She recovers, but was obviously shaken for a moment.

"Enough, turtle. Let us have our reckoning."

Raising her blade, she runs forward -- but as was so often the case when they were children, she's a step behind her brother.

Blurre wins initiative and may act first, followed by Ronin. Everyone else is On Hold. If you haven't taken an action, either to boost yourself or penalize an enemy, you can still do so.

Blurre and Ronin start about 12 inches away from each other. She is no longer Shaken, but Blurre does get a +2 to his next action targeting her.

With her psi-shield, she is Parry 14, with a -4 to hit her due to Greater Deflection. With the psi-shield and Greater Boost: Vigor she is Toughness 27 (14).

More Ronin Rolls
Opposed Roll vs. Trick, includes Acrobat
Agility [dice:243b6qbd]43314:23[/dice:243b6qbd]
Wild [dice:243b6qbd]43314:24[/dice:243b6qbd]

Smarts vs. Taunt (with Strong-Willed)
Smarts [dice:243b6qbd]43314:25[/dice:243b6qbd]
Wild [dice:243b6qbd]43314:26[/dice:243b6qbd]

GM Benny spent to un-Shake.

GM Benny spent to soak
Vigor [dice:243b6qbd]43314:27[/dice:243b6qbd]
Wild [dice:243b6qbd]43314:28[/dice:243b6qbd] = Ace (and should have been +4 - Vigor is 1d12+2 and I forgot Elan) <---Putting this on hold for the moment while I work out First Strike

First Strike attack
Fighting [dice:243b6qbd]43314:29[/dice:243b6qbd]
Wild [dice:243b6qbd]43314:30[/dice:243b6qbd] = Ace [dice:243b6qbd]43314:31[/dice:243b6qbd] + GM Benny for Extra Effort + Elan [dice:243b6qbd]43314:32[/dice:243b6qbd] = Hit, no Raise

Damage is 4d8, AP 6
[dice:243b6qbd]43314:33[/dice:243b6qbd] = Eep! Aces [dice:243b6qbd]43314:34[/dice:243b6qbd] = 40 damage, AP 6 = 7 Wounds to Blurre.

Now, back to the Soak roll I was partly through: With the Ace and corrected bonus, it'll be [dice:243b6qbd]43314:35[/dice:243b6qbd] = Ronin soaks 3, suffers 6 Wounds, is Incapacitated by nonlethal damage.
GM Bennies: 7/7
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Sir Blurre
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Joined: Mon Sep 11, 2017 9:02 pm

Re: Day 18: The Battle of Marron

Post by Sir Blurre »

OOC Comments
Retroactive Soak Action! (Need to soak 4 to actually stay standing--16 total needed)
1st Benny: [dice:3hdt7htt]43404:20[/dice:3hdt7htt]
Wild Soak [dice:3hdt7htt]43404:21[/dice:3hdt7htt]

Reroll Soak:
2nd Benny: [dice:3hdt7htt]43404:22[/dice:3hdt7htt]
Wild Soak: [dice:3hdt7htt]43404:23[/dice:3hdt7htt] ACE [dice:3hdt7htt]43404:24[/dice:3hdt7htt]

3rd Benny: [dice:3hdt7htt]43404:25[/dice:3hdt7htt]
Wild Soak: [dice:3hdt7htt]43404:26[/dice:3hdt7htt]

Any bennies after this bought with EP:
4th Benny: [dice:3hdt7htt]43404:27[/dice:3hdt7htt]
Wild Soak: [dice:3hdt7htt]43404:28[/dice:3hdt7htt]

5th Benny: [dice:3hdt7htt]43404:29[/dice:3hdt7htt]
Wild Soak: [dice:3hdt7htt]43404:30[/dice:3hdt7htt]

6th Benny: [dice:3hdt7htt]43404:31[/dice:3hdt7htt]
Wild Soak: [dice:3hdt7htt]43404:32[/dice:3hdt7htt]

7th Benny: [dice:3hdt7htt]43404:33[/dice:3hdt7htt] ACE [dice:3hdt7htt]43404:35[/dice:3hdt7htt]
Wild Soak: [dice:3hdt7htt]43404:34[/dice:3hdt7htt]

Purchased Lucky Break Adventure Card with 5 EP, total of 9 EP spent this post. :P

Tribe returned two bennies off the stack in exchange for narrative control.

Superspeedy action sequence is GO!

Runnin stats: With her psi-shield, she is Parry 14, with a -4 to hit her due to Greater Deflection. With the psi-shield and Greater Boost: Vigor she is Toughness 29 (14) at Range; Toughness 25 (10) in melee; numbers include Anti-Champion bonuses.

Round A:
Run in a literal spiral around the ring, so as to come at her with a full head of speed at the end of the run. (Triggering Charge/Overrun). Spiral ends with him towards the center of the ring from her (so that if she tries to back away, he gets a withdrawal free strike). Wild attacks at the end of the movement, with intent to NOT kill (non-lethal strike with the psi-whip and shield both, Psi-whip is -1 to hit, shield is a permitted non-lethal weapon). At the end of the attack sequence, he feints as if to withdraw, as an Agility trick.

Run (Free action from Charge) [dice:3hdt7htt]43404:0[/dice:3hdt7htt]
Strike with Psi-Whip (Primary Action) (+2 Wild Attack, +2 from Taunt, -1 Non-Lethal, -4 from Deflection):[dice:3hdt7htt]43404:1[/dice:3hdt7htt]
Wild Die Whip [dice:3hdt7htt]43404:2[/dice:3hdt7htt]

Strike with Combat Shield (Touch Attack +2, Wild Attack +2, -4 from Deflection) (Free Off-Hand Action): [dice:3hdt7htt]43404:3[/dice:3hdt7htt]
Wild Shield [dice:3hdt7htt]43404:4[/dice:3hdt7htt]

Agility Trick (No MAP due to Quickness Raise) [dice:3hdt7htt]43404:5[/dice:3hdt7htt] ACE Running Total [dice:3hdt7htt]43404:7[/dice:3hdt7htt]
Wild Trick [dice:3hdt7htt]43404:6[/dice:3hdt7htt]


Round B:
Continue circling around her in an absurd manner (he can literally lap her four-five times in a single movement action), again triggering Charge/Overrun. As he moves, he hits her with a Taunt. Then he finishes the movement with a strike with the Psi-Whip, while keeping the shield ready for defense

Run
Taunt [dice:3hdt7htt]43404:8[/dice:3hdt7htt] ACE Running Total [dice:3hdt7htt]43404:10[/dice:3hdt7htt]
Wild Taunt [dice:3hdt7htt]43404:9[/dice:3hdt7htt]

Modifiers: Taunt +2, Wild Attack +2, -1 Non-Lethal, -4 from Deflection, vs. Parry 12 due to Trick)
Whip Fighting [dice:3hdt7htt]43404:11[/dice:3hdt7htt] ACE Running Total [dice:3hdt7htt]43404:13[/dice:3hdt7htt]
Wild Fighting [dice:3hdt7htt]43404:12[/dice:3hdt7htt]

Hit with a Raise (Damage +4 due to Charge, Wild Attack: [dice:3hdt7htt]43404:14[/dice:3hdt7htt] + [dice:3hdt7htt]43404:15[/dice:3hdt7htt]
Damage Aces: [dice:3hdt7htt]43404:16[/dice:3hdt7htt] + [dice:3hdt7htt]43404:17[/dice:3hdt7htt]
Again? [dice:3hdt7htt]43404:18[/dice:3hdt7htt] + [dice:3hdt7htt]43404:19[/dice:3hdt7htt]
53 Damage, AP 8 vs. 25 (10) means 53 - 17 = 36 = 9 Wounds.
Blurre shoots his sister a cocky grin that doesn't quite reach his eyes--there's something niggling at the back of his brain, the holy nanites in his bloodstream activating as he squares off against. She's... no. Don't think it. There's always hope of redemption. Trust her, trust in her. As they both finish their preparations, he comes off the draw just a little faster than her. Seeking to take advantage of her momentary discombobulation, he breaks hard to the left, staying just out of reach of the ring of the circle, leaving small arcs of lightning in his wake.

He dashes around behind her, then around in front again, cycling in a full second time before ending up right in front of her, backhanding her with the shield even as he attempts to follow through with the whip. Unfortunately, she saw that maneuver coming, taking half a step back and arcing backward to dodge both strikes, the evasion so effortless that it looks like the two of them staged it.

Hiding his disappointment at failing to connect, he grins at her, taking a half-step back himself, as if to break away--sensing a potential opening, she starts to lunge forward, and he breaks hard to the left again, letting her tilt off-balance as she attempts to compensate.

"Gee, sis, it's almost like you've been hanging around a bunch of clumsy hulks of barely animated metal while picking on helpless townsfolk and hapless merchants, rather than actually having someone who could challenge you. And here I thought that after all your Knightly training, we'd seen the last of old Sleepy Slugabug." She wasn't the only one who could bring up childish nicknames, after all--she'd earned that one when she began taking advantage of their natural speed to sleep in a few extra minutes in the orphanage, figuring she could just make up the lost time before first call to breakfast. "After I thump you, we're going to have to go back over the basics, aren't we?" As before, a double-sting, both reminding her of happier days, even as he makes it sound like he believes victory to be inevitable.

He continues his circular path around her, a tight series of loops, his absurd speed making him a literal blur, hard for even the spectators standing some distance away to pin down. As he makes his fourth pass and is going into his fifth, that's when he suddenly brings the whip home, striking at her hard and with no hesitation. The CRACK that echoes as the glowing energy connects with her skull, leaving a fracture in the armor, is almost felt more than heard by the spectators assembled around them.

Even as his blow lands, though, she lunges forward, her Psi-blade sinking into his gut. As she goes down, she murmurs three words: "Paul's Birthday Party." This is, of course, completely unintelligible to anyone else, and he was the only one who could tell she had carefully dismissed the blade as soon as it pierced the surface of his skin--almost exactly like the retractable trick knife gag they pulled at the orphanage at Paul Gatto's 8th birthday party. Just enough blood ends up on the outside of the armor to sell the illusion, before the TW armor's FEP magics reseal it. Nicely done, sis.

As she hits the ground, unconscious, he moves forward, finishing up standing astride her. To the Blue Hand crew, it probably looks like a hunter triumphantly standing over his latest game trophy. To those who know him, though, the intention is clearly different--he is protecting her from any attempts by her companions to try to earn a 'field promotion'; it's obvious to them that he will be dead before he will be moved from his current stance.
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
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.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]
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Tribe of One
Posts: 1208
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 18: The Battle of Marron

Post by Tribe of One »

Cassius and the rest of the Cossacks go for their guns before Ronin even hits the ground, barrels exiting holsters to spray laser blasts across the circle of dust.

Kill 'em all, boys, and their corpses will keep us warm in Hell!" the brutal D-bee warlord howls as he raises his pistol and magically summons the sword on his back to hand.

Agility [dice:zdb8vfwt]43429:0[/dice:zdb8vfwt]
Wild Die [dice:zdb8vfwt]43429:1[/dice:zdb8vfwt]

Cassius and his goons immediately attempt to Interrupt and attack. If you can beat their group Agility roll, you can go before them; if not, your character will take a turn after.
GM Bennies: 7/7
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Seswarick
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Re: Day 18: The Battle of Marron

Post by Seswarick »

agility roll
Agility [dice:1c5xnso8]43431:0[/dice:1c5xnso8]
Wild [dice:1c5xnso8]43431:1[/dice:1c5xnso8]
Benny for extra effort [dice:1c5xnso8]43431:2[/dice:1c5xnso8]
The fight ends almost faster than Seswarick can take it in. Amazement at the superhuman display of speed and skill on both sides is very quickly followed by relief. In his amazement he is almost too slow in reacting to the inevitable treachery. His Lyn-Srial upbringing making him want to believe the raiders would see reason and abide by the duels result. However his Stormborn soul knows this was the inevitable end to the saga of Marron. The lives he'd help to save buoy his spirits and he leaps into the sky with renewed energy, ready to help end the threat to the town. He first channels some energy into his aura to enhance it's electromagnetic force, then he gives the budding static field the final push needed to send static charges pulsing thru the area the Cossacks are standing.


Move action, flying up and twords the Cossacks at a 45 degree angle.
Action one, cast Deflection on self. Cost 2 leaving Ses at 1 ISP.
psionics [dice:1c5xnso8]43431:3[/dice:1c5xnso8]
Wild [dice:1c5xnso8]43431:4[/dice:1c5xnso8]
Benny to reroll
psionics [dice:1c5xnso8]43431:7[/dice:1c5xnso8]
Wild [dice:1c5xnso8]43431:8[/dice:1c5xnso8]
Activated. -2 to hit Seswarick

Use Adventure card Power Surge: Immediately recover all spent Power Points.

Action two, use Electrical Mastery to debuff Targeting biggest bunch of chumps I can in an LBT while not getting Blurre.
psionics [dice:1c5xnso8]43431:5[/dice:1c5xnso8]
Wild [dice:1c5xnso8]43431:6[/dice:1c5xnso8]
Activated, the [dice:1c5xnso8]43431:9[/dice:1c5xnso8] in LBT suffer -2 to trait rolls
Last edited by Seswarick on Sat Oct 06, 2018 12:56 pm, edited 5 times in total.
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless
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Orrin Truthseeker
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Re: Day 18: The Battle of Marron

Post by Orrin Truthseeker »

Mechanics
Agility for interrupt
Agility [dice:1yictwcr]43445:0[/dice:1yictwcr]
Wild [dice:1yictwcr]43445:1[/dice:1yictwcr]
Ace [dice:1yictwcr]43445:2[/dice:1yictwcr] = Success

Round 1:
Exalted Quickness on self (+2 for armor and staff, -2 from failed smarts trick)
Spellcasting [dice:1yictwcr]43445:3[/dice:1yictwcr] = Sucess
wild [dice:1yictwcr]43445:4[/dice:1yictwcr]

-8PPE

Round 2:

Exalted slow on Cassius, Borg, Smoking Helm, and 2 others of tribes choice (+2 from armor and staff)
Spellcasting [dice:1yictwcr]43445:5[/dice:1yictwcr]
Wild [dice:1yictwcr]43445:6[/dice:1yictwcr]

Bennie to RR (with Elan +2)
Spellcasting [dice:1yictwcr]43445:9[/dice:1yictwcr]
Ace! [dice:1yictwcr]43445:11[/dice:1yictwcr]

Wild [dice:1yictwcr]43445:10[/dice:1yictwcr]
Ace! [dice:1yictwcr]43445:12[/dice:1yictwcr]

-7PPE (2 per target -3 for raises)


Exalted Boost Vigor on Orrin, Rill, Kim, Jack, Silver (+2 armor and staff)
Spellcasting [dice:1yictwcr]43445:7[/dice:1yictwcr]
wild [dice:1yictwcr]43445:8[/dice:1yictwcr]
Ace! [dice:1yictwcr]43445:13[/dice:1yictwcr]

-7PPE (5 base + 1 per additional target -2 raise)
The tension of the moment melts away as Orrin reacts, happy to be able to do something again. Staff already in hand (no one ever thinks a staff looks dangerous, especially from 30 yards away) Orrin sees the Hand goon draw, and reacts. He had already drawn the power for his first spell, so he is able to beat Cassius and his crew to punch.

"Adrenicrepitus" He whispers. There's not visible effect, but Orrin feels the explosion of adrenaline hit him like a wave, and time seems to slow down as he takes in the scene.

The Hand Goons were nearly finished drawing their guns, so Orrin thought it best to start with them.

Picking out the ones that look most dangerous, Orrin focuses on those and waves his staff. "Tardus Descendit!".

There is a wrenching sound, like a motor, disengaging and slowing down. The air around his targets looks a little distored, like looking through imperfect glass, and the thugs move as though through a thick molasses. To them, inside the time bubble Orrin has created, it simply looks like everyone else is moving quickly.

Particularly happy with the effect of the spell, Orrin grins, then turns his attention to his own team. Ses, had already taken off into the air. Orrin watches him go, admiring the majesty of the electric Lyn Srial in flight for a second, before coming back to task at hand.

Focus Orrin! he thinks as he surveys his team. Rill, Jack, Kim, Silver and Myself...sorry Blurr, but I'm sure you can handle yourself in the face of so much technology!

"Et vigorem auget" he says as he slams the butt of his staff on the ground. Small lines of electricity shoot out toward the defenders of Marron stimulating and boosting their hardiness in the face of such oposition.

Drained from channeling so much eldrich energy in so short a time, Orrin finds a column or building to serve the dual purpose of supporting his tired body, and supplying some form of cover form the coming assault

The 5 targetted hand member make a spirit roll vs 17 or suffer the effects of Exalted slow (movement is an action, no running, -2 to agility linked skills, and -2 to parry/+2 to be hit from range).
The targeted legionaries and its helpers gain 4 die types of vigor and 1 die type of agility, along with 2 pace (jazz trapping)
Last edited by Orrin Truthseeker on Sat Oct 06, 2018 5:18 pm, edited 1 time in total.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

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Tribe of One
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Re: Day 18: The Battle of Marron

Post by Tribe of One »

Resistance rolls
Resisting vs. Exalted Slow

Cassius
Spirit [dice:3deamhkv]43549:0[/dice:3deamhkv]
Wild [dice:3deamhkv]43549:1[/dice:3deamhkv]

Big 'Borg
Spirit [dice:3deamhkv]43549:2[/dice:3deamhkv]
Wild [dice:3deamhkv]43549:3[/dice:3deamhkv]

Smoking Skull
Spirit [dice:3deamhkv]43549:4[/dice:3deamhkv]
Wild [dice:3deamhkv]43549:5[/dice:3deamhkv]

Black Mask
Spirit [dice:3deamhkv]43549:6[/dice:3deamhkv] + Benny for Extra Effort [dice:3deamhkv]43549:10[/dice:3deamhkv]

Long-Haired Pistoleer
Spirit [dice:3deamhkv]43549:7[/dice:3deamhkv] = Ace [dice:3deamhkv]43549:11[/dice:3deamhkv] + Benny for Extra Effort [dice:3deamhkv]43549:12[/dice:3deamhkv]
Wild [dice:3deamhkv]43549:8[/dice:3deamhkv]
Cassius, the Big 'Borg, Smoking Skull, Black Mask and Long-Haired Pistoleer are all affected by Exalted Slow.
GM Bennies: 7/7
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Silverclaws
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Re: Day 18: The Battle of Marron

Post by Silverclaws »

Silver watches the Blue Hands begin moving towards their weapons, attempting to draw on the Defenders of Marron. The rate of the draw is slow, oh so slow. A thought crosses his mind.

"Members of the 18th. Remember the first Blue Hands we encountered? How many of these metal heads might have cranial bombs?"

"Jasco. Toto. Sensor scans on these slow pokes."
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Jasco
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Re: Day 18: The Battle of Marron

Post by Jasco »

Notice 6
Notice (to find explosives). 1d8 (+2 sensor suite, +2 bonus from last actions positioning roundabout for line of sight)
[dice:27tkxu9v]43560:0[/dice:27tkxu9v]
WD: [dice:27tkxu9v]43560:1[/dice:27tkxu9v]
Jasco has barely managed to focus his view of the distant stand-off when Blurre makes his move. The information broker is temporarily baffled by his inability to focus on the cyberknight when the fight is all over. A crack so tremendous that its reverberations reached their location. And the victorious standing protectively over the fallen. "Well then..." Jasco muses to the Marronite militia before he is interrupted by Cassius engaging the 18th.

"Viggo," Jasco addresses the Marronite belly gunner, "take your time with the shots. We have friendlies in the area and better not hit anything than to hit one of our friends."

Maybe we won't even have to fire a single shot. The 18th might be able to quickly dispatch the rest of Ronin's henchmen in equally-efficient fashion. Jasco ponders as he continues manning the sensors. Silver's voice over the comm brings his attention to a more dire possibility.

"Roger. Scanning." the information broker responds as he tries to finagle the sensors (likely some combination of thermal and a localized radar ping) to confirm the presence of cranial bombs. Jasco will report his findings over the radio (affirmative, negative, or inconclusive).
Jasco: Human Information Broker [18th COT New West] | SR EP Ledger
Quick Stats
Human, MARS PCO: Information Broker
Bennies: 3/3
Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6 (1dX); Parry: 5; Toughness: 9 (3)
Hindrances: Code of Honor, Bad Eyes, Loyal
Notice d8, Common Knowledge d10, Persuasion d8+4
Edges and Abilities of Note: Killer Instinct (Wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”), Command (+1 to troops recovering from being Shaken), Leader of Men (Roll a d10 as the Wild Die for subordinates’ group rolls), Tactician (Make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle), Robot Armor Jock (No -2 penalty while piloting robot armor.)
ISP: 20/20
Powers (all Mega): Speak Language with Splendor trapping (+2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to Persuasion.); Telepathy with Shroud trapping ((message recipient) -1 to be hit by ranged attacks); Intangibility with Jazz trapping (+2 pace and on a raise, increase Agility one die type for duration of power.)
Adventure cards:
  • 7: Not Today - Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • 47: Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • 50: Theme Song - It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.

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Jack 'Bullet' Jones
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Re: Day 18: The Battle of Marron

Post by Jack 'Bullet' Jones »

Bullet Jones - Turn 1
Agility - acts before bad guys
[dice:1re8cw6f]43578:0[/dice:1re8cw6f]

WD Agility
[dice:1re8cw6f]43578:1[/dice:1re8cw6f]

Moving around the circle towards the enemy - attempting to draw fire away from Marronites / bystanders

Activating Exalted Quickness (8 ISP)
[dice:1re8cw6f]43578:2[/dice:1re8cw6f]

WD EQ
[dice:1re8cw6f]43578:3[/dice:1re8cw6f]

Ace with Prior - activates with Raise, +1 Parry
[dice:1re8cw6f]43578:21[/dice:1re8cw6f]

Activate Greater Deflection (free action, 4 ISP)
[dice:1re8cw6f]43578:14[/dice:1re8cw6f]

WD GD
[dice:1re8cw6f]43578:15[/dice:1re8cw6f]

Benny to reroll Greater Deflection to avoid Brainburn - with Elan
[dice:1re8cw6f]43578:22[/dice:1re8cw6f]

WD GD reroll
[dice:1re8cw6f]43578:23[/dice:1re8cw6f]
Ace with prior - activates with raise (-7 to hit at range due to trapping)
[dice:1re8cw6f]43578:24[/dice:1re8cw6f]

Activate Greater Smite (Lightning) on HHC and PHC (free action, 4 ISP)
[dice:1re8cw6f]43578:4[/dice:1re8cw6f]

WD GS
[dice:1re8cw6f]43578:5[/dice:1re8cw6f]
Ace with prior - activates with raise, +8 damage to HHC & PHC
[dice:1re8cw6f]43578:16[/dice:1re8cw6f]

drawing Hellfire Hand Cannon and the pearl handled Colt (ambidextrous / two fisted)
Turn 2
Activating TK, drawing LSR-250, firing ROF 3(Exalted Quickness ignores 2 points MAP), shot 1 (LHP) (5 ISP)
[dice:1re8cw6f]43578:6[/dice:1re8cw6f]

Per GM instructions, burning benny to avoid brainburn

Shot 2 (Black Mask) - hit (Exalted Slow)
[dice:1re8cw6f]43578:7[/dice:1re8cw6f]

Damage to Black Mask:
[dice:1re8cw6f]43578:25[/dice:1re8cw6f]
1 Ace:
[dice:1re8cw6f]43578:31[/dice:1re8cw6f]
2nd Ace
[dice:1re8cw6f]43578:34[/dice:1re8cw6f]

Shot 3 (Smoking Skull) Hit with raise (Exalted Slow)
[dice:1re8cw6f]43578:8[/dice:1re8cw6f]

Damage to Smoking Skull
[dice:1re8cw6f]43578:26[/dice:1re8cw6f]
raise: [dice:1re8cw6f]43578:27[/dice:1re8cw6f]

WD TK - hit LHP
[dice:1re8cw6f]43578:9[/dice:1re8cw6f]
Ace with prior - Hit with raise (Exalted Slow)
[dice:1re8cw6f]43578:17[/dice:1re8cw6f]

Damage Long Haired Pistoleer
[dice:1re8cw6f]43578:28[/dice:1re8cw6f]
raise: [dice:1re8cw6f]43578:29[/dice:1re8cw6f]
1 Ace - add 2 for raise damage if applicable
[dice:1re8cw6f]43578:32[/dice:1re8cw6f]
2nd Ace - add 2 for raise damage if applicable
[dice:1re8cw6f]43578:35[/dice:1re8cw6f]

Shooting HHC at Cassius - crit fail
[dice:1re8cw6f]43578:10[/dice:1re8cw6f]

WD Shooting Cassius
[dice:1re8cw6f]43578:11[/dice:1re8cw6f]

Technical Difficulties - HHC -1 to Shooting
[dice:1re8cw6f]43578:18[/dice:1re8cw6f]

Shooting PHC at Big Borg
[dice:1re8cw6f]43578:12[/dice:1re8cw6f]

WD Shooting Big Borg
[dice:1re8cw6f]43578:13[/dice:1re8cw6f]

Benny to reroll PHC at Big Borg plus Elan - hit
[dice:1re8cw6f]43578:19[/dice:1re8cw6f]

Damage Big Borg
[dice:1re8cw6f]43578:30[/dice:1re8cw6f]
2 Aces with prior
[dice:1re8cw6f]43578:33[/dice:1re8cw6f]

WD Reroll Big borg
[dice:1re8cw6f]43578:20[/dice:1re8cw6f]
Jack didn't even pay attention to the fight. It was clear to see that even he wasn't going to be fast enough to intervene between these two speedsters before the fateful blow was struck. His eye was on the faces of the rest of the Blue Hands. Almost before she hit the ground, the Blue Hands were already moving on the doublecross. That's 'bout right fer a buncha snakes.
Bullet Jones is used to drawing fast. He's not above a little push down on a holstered weapon to slow a draw. But whatever Orrin did, the worst of the Blue Hands were moving at a speed that would make a snail's pace look like Blurre at a sprint. Jack almost had time to laugh, but gunplay is serious business, and these fellas were fixin' to get dealt lasers and lead. In an instant, Jack's form swirls and distorts with speed and ectoplasmic misdirection. He dashes around the circle, hoping to draw the enemy's bullets and blasts away from the Marronites, ripping his hoglegs from their holsters while on the move. He then pumps some extra juice - lightning, to be exact, which the new arrival might appreciate - into the pistols.
Before them Blue Hands even have their weapons clear, Jack mentally pulls his LSR off its sling and fires at several of the ugliest targets he can find. The trigger on the Hellfire Hand Cannon, which is pointed at Cassius, lets out the loudest sound in the world: "CLICK". "HECK FIRE! Damn Samedi's boys musta been fussin' with my guns!"
But not the other one. Jack's trusty pearl handled Colt, now arcing with lightning, spits out its deadly payload, striking the Big Borg in the chest. "Bet that don't feel good, fella! That's what ya get fer crawfishin' on a fair fight!"
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
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Tribe of One
Posts: 1208
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 18: The Battle of Marron

Post by Tribe of One »

Soak Rolls
Black Mask is Toughness 16 (6), so he takes 3 Wounds. He uses his last WC Benny to try to soak
Vigor [dice:2aewo48s]43802:0[/dice:2aewo48s] = Soaks 1, takes 2 Wounds
Wild [dice:2aewo48s]43802:1[/dice:2aewo48s]

Smoking Skull is Toughness 15 (6) and ignores the damage.

Long-Haired Pistoleer is Toughness 14 (6) and so takes 4 Wounds. He uses his last WC Benny to try to soak.
Vigor [dice:2aewo48s]43802:2[/dice:2aewo48s] = Soaks none and dies.
Wild [dice:2aewo48s]43802:3[/dice:2aewo48s]

Big 'Borg Boris is Toughness 30 (12). Greater Smite gets through his MDC so he takes 2 Wounds. He uses a WC Benny to try to soak.
Vigor [dice:2aewo48s]43802:4[/dice:2aewo48s] = Soaks 1, takes 1 Wound
Wild [dice:2aewo48s]43802:5[/dice:2aewo48s]

EDIT: Black and Mask and the Big Borg both would have had a -2 to their soak rolls from Seswarick's Electricity Mastery interference, but in this case it doesn't change the result.
Jack opens up on the Blue Hand bastards, and while Cassius is left laughing at the smoke rising from the Hellfire Hand Cannon after its misfire, his men don't fare as well.

A shot from Jack's rifle tears a hole in Black Mask's midnight duster, melting through armor that's been modified to accommodate a juicer's harness. He's staggered by the shot (2 Wounds), but straightens up quickly and seems to sniff at the air, gas mask pointing first at Jack, before panning toward Kim and Orrin.

Smoking Skull is only winged by the second shot, but the third catches the Long-Haired Pistoleer smack dab in the middle of his forehead, opening up a third eye that's a second too late to afford him any insight into the future. His remaining eyes cross as he flops into the dirt, twitching as his dying mind stirs up telekinetic dust devils.

Jack's pearl-handed Colt proves more reliable than his TW shooter, and plugs the Big 'Borg square in shoulder, throwing up sparks where the blast severed some cables (1 Wound). Mostly though, he just looks angry as he swivels his shoulder-mounted plasma cannon in Jack's direction.

Jasco, meanwhile, takes Silver's warning to heart and scans quickly for kink-bombs, but neither the War Cat nor the Roundabout pick up any of the tell-tale chemical or electronic markers that might indicate that sort of cranial explosive. Blood will no doubt be shed, but in a more direct and traditional fashion than a booby-trapped skull impant.

Kim, Jasco, Silverclaws and Rill can still act if they can beat the raiders' Agility roll of 3.

Also, Bad Guy stats here:

Bad Guy Stats
  • Cassius: Parry 9; Toughness: 31 (12); Currently is Exalted Slowed, so 1/2 move, -2 Parry/+2 to hit him and he's -2 on Agility-linked skills; No Bennies left
  • Big 'Borg Boris: Parry 7; Toughness: 26 (12) MDC; Currently is Exalted Slowed, so 1/2 move, -2 Parry/+2 to hit him and he's -2 on Agility-linked skills; Electricity Mastery gives him an additional -2 penalty; Has taken 1 Wound; 1 Benny left
  • Smoking Skull: Parry 7; Toughness: 15 (6); Currently is Exalted Slowed, so 1/2 move, -2 Parry/+2 to hit him and he's -2 on Agility-linked skills; 2 Bennies left
  • Black Mask: Parry 9; Toughness: 16 (6); Currently is Exalted Slowed, so 1/2 move, -2 Parry/+2 to hit him and he's -2 on Agility-linked skills; Electricity Mastery gives him an additional -2 penalty; Has taken 2 Wounds; No Bennies left
  • Long-Haired Pistoleer is dead.
  • White Hair, Crazy Eyes and The Ork: Parry 7; Toughness: 16 (6);
  • Cossacks x6: Parry 7; Toughness: 14 (6);
GM Bennies: 7/7
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Kim Black
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Re: Day 18: The Battle of Marron

Post by Kim Black »

New Mexico/Marron
D-Day
Round 0

Kim didn’t even realize she was holding her breath until she let it out in a whoop as Ronin went down. It had all been so fast! She hadn’t even been able to track it with her eyes. Then she realized that this might be bad. Blurre had just killed his sister! No, not killed. He was standing over her protecting her.

Kim didn’t have time to consider, though, as Cassius and the Blue Hand went for their weapons.

“Shazbot!” Kim’s hands scrambled for her own weapons. She needn’t have worried too much, as she heard Orrin chanting and the Blue Hands suddenly slowed and Kim felt her own hands moving faster.

Kim grinned at the Borg as he deployed a plasma cannon. “Hey, I have one of those!” she said, her pink, bedazzled My Little Pony backpack opening up and releasing a large plasma cannon of her own over her shoulder. Only the plasma cannon didn’t aim at the Borg, but instead at Black Mask.

Kim’s other hand came up with a much smaller weapon, rather tiny, really, aiming at the Borg’s face. She also held a small ocarina in her other hand “Say goodnight,” she said, and then fired both weapons and played a haunting tune on the ocarina.

Charged ions bathed the Borg’s face, causing his cybernetic eyes to fritz out, leaving him blind. The backpack cannon blasted into Black Mask. And small portals opened around the Cossacks and other Blue Hands, writhing, acid-dripping tentacles emerging to wrap and entangle the villains, corroding into their armor and weapons.

Then Kim bolted for cover in a doorway.
Agility to interrupt 5
Agility [dice:2tbk4r99]43812:0[/dice:2tbk4r99]
Wild [dice:2tbk4r99]43812:1[/dice:2tbk4r99]
Benny to reroll
Agility [dice:2tbk4r99]43812:2[/dice:2tbk4r99]
Wild [dice:2tbk4r99]43812:3[/dice:2tbk4r99]
Adventure Card
Dropping Teamwork: Your hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.
Hopefully some of the team is still near me.
Triple Action TW GoddessnessTM Patent Pending
https://www.youtube.com/watch?v=prJcs6WcnDo
-6 MAP, +2 Prep, +4 Teamwork, +2 Machine Maestro
Lovecraftian Lure (Greater Entangle): MBT targeting Cossacks first and then however many WCs I can get. Opposed Agility roll. On a success they are fully entangled. On a Raise, escape attempts are at -4. Acid/Corrosion trapping. Anyone caught in the effect must make Vigor rolls against Fatigue.
TW [dice:2tbk4r99]43812:4[/dice:2tbk4r99]
Wild [dice:2tbk4r99]43812:5[/dice:2tbk4r99]
Ace [dice:2tbk4r99]43812:10[/dice:2tbk4r99]
Jammer Pistol: Aiming to take out the Borg’s eyes and blind him. 1 round on a success, 3 rounds on a raise.
-4 Called Shot
Shooting [dice:2tbk4r99]43812:6[/dice:2tbk4r99]
Wild [dice:2tbk4r99]43812:7[/dice:2tbk4r99]
Benny for Extra Effort [dice:2tbk4r99]43812:11[/dice:2tbk4r99]
Shooting Stars: Shooting Black Mask
Shooting [dice:2tbk4r99]43812:8[/dice:2tbk4r99]
Wild [dice:2tbk4r99]43812:9[/dice:2tbk4r99]
Damage
[dice:2tbk4r99]43812:12[/dice:2tbk4r99]
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • 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.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
User avatar
Jasco
Diamond Patron
Diamond Patron
Posts: 51
Joined: Wed Aug 30, 2017 9:36 am

Re: Day 18: The Battle of Marron

Post by Jasco »

Shooting 8 Big Boris damage 28 (AP 10), 3 wounds?
Shooting d6 +2 (exalted slow) -2 (2 wounds on Warcat) +2 (aiming) = [dice:32xeii8b]43830:0[/dice:32xeii8b]
WD: [dice:32xeii8b]43830:1[/dice:32xeii8b]
Ignore -2 from Warcat wounds. Total = 8. Hit with raise.

Medium Laser (belly turret) Range 150/300/600; 3d10; AP 10; ROF 1; Shots unlimited

Damage: [dice:32xeii8b]43830:2[/dice:32xeii8b]
Ace: [dice:32xeii8b]43830:3[/dice:32xeii8b]
Raise: [dice:32xeii8b]43830:4[/dice:32xeii8b]

BBB Toughness 26(12) <== 28 damage (AP 10) = exceed toughness with 3 raise = 3 wounds?
"No signs of cranial explosives." Jasco radios back, before quickly adding, "Engaging heavy targets."

The information broker looks expectantly at Viggo whose hands have developed an unhealthy shake to them. "They're moving too fast. What if I hit the wrong person?" he worries. Jasco smiles warmly at the Marronite and nods once, taking over the firing controls, "I understand. You gentlemen have done plenty, why don't you take a breather. I'll take responsibility for what happens from here on out."

Jasco tries to line up the shot. Seeing an opening to plunk one of the larger enemies (Big 'Borg Boris), the information broker squeezes the trigger. His shot seems to thread the needle, bending along with the magical time distortion and clips the borg.
Jasco: Human Information Broker [18th COT New West] | SR EP Ledger
Quick Stats
Human, MARS PCO: Information Broker
Bennies: 3/3
Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6 (1dX); Parry: 5; Toughness: 9 (3)
Hindrances: Code of Honor, Bad Eyes, Loyal
Notice d8, Common Knowledge d10, Persuasion d8+4
Edges and Abilities of Note: Killer Instinct (Wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”), Command (+1 to troops recovering from being Shaken), Leader of Men (Roll a d10 as the Wild Die for subordinates’ group rolls), Tactician (Make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle), Robot Armor Jock (No -2 penalty while piloting robot armor.)
ISP: 20/20
Powers (all Mega): Speak Language with Splendor trapping (+2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to Persuasion.); Telepathy with Shroud trapping ((message recipient) -1 to be hit by ranged attacks); Intangibility with Jazz trapping (+2 pace and on a raise, increase Agility one die type for duration of power.)
Adventure cards:
  • 7: Not Today - Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • 47: Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • 50: Theme Song - It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.

User avatar
Tito
Posts: 62
Joined: Mon Oct 08, 2018 10:52 am

Re: Day 18: The Battle of Marron

Post by Tito »

Tito had been traveling northwest for weeks. He was alone, tired and hungry. To avoid leaving evidence of his passing, Tito had been subsisting off of bugs, small animals, and anything he could eat which would leave minimal if any traces behind to be tracked by.

He could sense a ley line nearby, so Tito bedded down for the night behind an outcropping of rocks. He was woken up in the morning by something unusual. He smelled magic - overwhelming amounts of magic! He had little experience with magic, but he knew that that much magic was unusual.

His curiosity got the best of him, so Tito started walking west towards the source of magic. Several hours passed, as Tito was traveling cautiously - keeping to the shadows and cover. Then he saw the strangest thing. Something, a lot of somethings, actually, were moving through the ground and away from whatever the source of the magic scent was coming from!

He started moving forward again when the burrowers were heading away from him and the magic. A few moments after he began moving again, he felt the ground vibrating underneath him. When he turned, two burrowers were heading straight at him. One jumped out at him, and Tito saw a giant mouth full of teeth coming at his arm!

He reared back and cold-cocked the ground-swimming, toothy maw right in the nose. It flew backwards several yards and smashed into a rocky outcrop and he yelled, "I'm TITO! I'm a fraggin bad-ass, man. You wanna eat me, man? Try it again, Ill eat you! Crazy, man. I didn't know fish could swim in.."

Tito forgot about the other ground-fish. It lept up behind him and latched onto his arm. It should have taken it off, but Tito wasn't your normal Dog Boy. His body is built a lot sturdier than other dog boys to begin with. When the giant fish bit him, something strange happened.

Tito grew several feet taller in seconds, and his fur fell off and the skin underneath became tough and scaley. His already powerful arms bulged with added muscle, and malformed wings erupted from his back. With the ground-fish still attached to his arm, Tito jumped towards the same rocks the other one had been knocked into, and body slammed the ground-fish between him and the rocks.

It stunned the giant fish, and Tito wrapped his arms around it and shouted, "I told you, man. I'm fraggin TITO! You're my fish now, got it, man? If you're nice I won't eat you."

He reached into a make-shift pouch he had made from scraps on the road and took out a length of rope. Then he said, "I don't know how you swim through the ground, fish. But I'm coming with you, man."

He tied the rope around the ground-fish, and left extra room to fasten himself loosely to it. Then he gave the fish a couple of good shakes and told it, "I'm bigger and stronger than you, fish! That's why I'm a badass. You see these muscles, man? I'm the strongest dog boy ever, man."

He pointed towards where he saw the ground-fish come from, where the strong magic smell was still present, and said, "Take me that way, man. I want to see whats going on over there. Ok, Fishbrain?"

He sat there on the ground-fish for a couple minutes until it started moving again. His fur grew back in and he shrank back down to his normal size while he waited, and then the fish dived and Tito was zooming towards the magic! The fish kept trying to dive deep, but he pulled up on the rope hard and kept his head above-ground, pulling left and right to avoid rocks and other obstacles.

Ahead, there was a city surounded by bad men. He could tell they were bad because there were so many of them attacking a small city. Good men wouldn't do that, would they?

"Get me in there, Fishbrain! Jump high as you can so I can make a cool entrance, man!" Tito shouted at the ground-fish as he pointed at the city.

He let Fishbrain dive deep enough to cover his head, trusting it didn't want a good shaking again. A minute later, Fishbrain jumped high out of the ground, and Tito let the makeshift harness fall away from him.

The assembled blue hands and members of the 18th COT would see a chihuahua breed dogboy leaping out of the ground on the back of a sand shark. He is extremely short - maybe 5 foot, but completely stacked with muscle. You imagine he could probably wrestle with a grackle!

Besides his stature and musculature, Tito would seem to be an otherwise normal looking dog boy with tan fur markings. His eyes, however, are unsettling. They're yellow and reptilian. He's lightly armored in sun-bleached gear and a leather duster several sizes too big for him flows in the wind behind him and the sandshark.

"Tito is here, man!" he shouts as he let himself slide back and off of Fishbrain.

"Im the most awesome dog boy, ever, man! I.." Tito begins shouting mid-air, when suddenly Fishbrain smacks him in the crotch with his tail as hard as it can mid-dive back into the ground.

"Oh shiiiiii.." Tito yells out in agony as he falls to the ground and rolls several times.

"My cahones man..oh, man, give me a minute.. hold on. Oh damn, man, that hurts..oh god." he moans as he lays on the ground grasping his crotch.
Last edited by Tito on Fri Oct 12, 2018 8:02 pm, edited 2 times in total.
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Death from Above: If combined with a Fighting attack, the leaper may add his level [+4] to any damage caused at the end of his jump.
    Elan: +2 to the final total of any Trait rerolled with a Benny.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 3/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
Edit Signature
User avatar
Silverclaws
Silver Patron
Silver Patron
Posts: 234
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 18: The Battle of Marron

Post by Silverclaws »

Agility 10 _
  • Agility [dice:yluvp061]44035:0[/dice:yluvp061]
  • Wild [dice:yluvp061]44035:1[/dice:yluvp061]
  • Aced! Wild [dice:yluvp061]44035:2[/dice:yluvp061]
Last edited by Silverclaws on Sun Oct 14, 2018 8:50 pm, edited 1 time in total.
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
User avatar
Tribe of One
Posts: 1208
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 18: The Battle of Marron

Post by Tribe of One »

Rocking and Rolling
Kim's MBT Greater Entangle snags [dice:dk5q9nbk]44172:0[/dice:dk5q9nbk] Cossacks
Agility [dice:dk5q9nbk]44172:1[/dice:dk5q9nbk]
Vigor vs. Fatigue [dice:dk5q9nbk]44172:2[/dice:dk5q9nbk]
Agility [dice:dk5q9nbk]44172:3[/dice:dk5q9nbk]
Vigor vs. Fatigue [dice:dk5q9nbk]44172:4[/dice:dk5q9nbk]
Both fully Entangled, no Fatigue

'Borg is blinded for 1 round.

Black Mask: Ignores the damage because Imp. Arcane Resistance boosts his Toughness.

'Borg actually takes 4 Wounds from the War Cat laser shot since he was still Shaken. Uses his last WC Benny to soak:
Vigor [dice:dk5q9nbk]44172:5[/dice:dk5q9nbk]
Wild [dice:dk5q9nbk]44172:6[/dice:dk5q9nbk] = Roll should have been at -2 (ignores a level of wounds but suffering from Electrical Mastery) so Ace is [dice:dk5q9nbk]44172:7[/dice:dk5q9nbk]

'Borg soaks 2 Wounds, takes 2 Wounds, putting him at 3 Wounds.

Cassius is going to Rapid Attack with his p-beam pistol -- 2 shots at Orrin, 2 shots at Kim, 2 shots at Blurre -- with each shot a Called Shot to the head for +4 damage. He ignores the Called Shot penalty (due to his Sharpshooter ability and Ranged Data System). Normal Shooting is 1d10+5, -4 for Rapid Attack and -2 from Exalted Slow.

Vs. Orrin
Shooting [dice:dk5q9nbk]44172:8[/dice:dk5q9nbk] = Hit
Shooting [dice:dk5q9nbk]44172:9[/dice:dk5q9nbk] = Hit
Damage 1 [dice:dk5q9nbk]44172:15[/dice:dk5q9nbk] = 20 damage, AP 4, which is 1 Wound against Orrin's buffed Toughness
Damage 2 [dice:dk5q9nbk]44172:16[/dice:dk5q9nbk] = 14 damage, AP 4, not quite enough even if Shaken

Vs. Kim
Shooting [dice:dk5q9nbk]44172:10[/dice:dk5q9nbk] = Miss
Shooting [dice:dk5q9nbk]44172:11[/dice:dk5q9nbk] = Miss

Vs. Blurre (at additional -6 to hit)
Shooting [dice:dk5q9nbk]44172:12[/dice:dk5q9nbk] = Miss
Shooting [dice:dk5q9nbk]44172:13[/dice:dk5q9nbk] = Miss

Wild [dice:dk5q9nbk]44172:14[/dice:dk5q9nbk] = Swapped in to get a hit on Kim
Damage [dice:dk5q9nbk]44172:17[/dice:dk5q9nbk] = 17 damage, AP 4, which is 1 Wound against Kim's buffed Toughness

'Borg rolls to un-Shake (normal 1d12+2, -2 for Wounds that he can't ignore, -2 for EM)
Vigor [dice:dk5q9nbk]44172:18[/dice:dk5q9nbk]
Wild [dice:dk5q9nbk]44172:19[/dice:dk5q9nbk]

Stays still, fires heavy flamer as ranged MBT in Jack's general direction and shoulder-mounted plasma cannon on auto (no recoil due to Rock n Roll, no MAP due to extra limb) at Kim. Shooting base is 1d10+2. All attacks are -6 for being blind, -2 for E. Slow, -2 for ElecMastery and -2 for Wounds.

Heavy Flamer, MBT vs. Jack
Shooting [dice:dk5q9nbk]44172:20[/dice:dk5q9nbk]
Wild [dice:dk5q9nbk]44172:21[/dice:dk5q9nbk]
Gonna say there's a chance this scatters onto someone: If it's a 1: [dice:dk5q9nbk]44172:26[/dice:dk5q9nbk]

Pulse Plasma vs. Kim
Shooting [dice:dk5q9nbk]44172:22[/dice:dk5q9nbk]
Shooting [dice:dk5q9nbk]44172:23[/dice:dk5q9nbk]
Shooting [dice:dk5q9nbk]44172:24[/dice:dk5q9nbk]
Wild [dice:dk5q9nbk]44172:25[/dice:dk5q9nbk]

Smoking Skull (a Crazy) will teleport behind Orrin, Lose It (has Gun Nut), then shoot him once w/ a 3RB, then shoot again (-2 MAP total due to Split the Seconds).

Psionics [dice:dk5q9nbk]44172:27[/dice:dk5q9nbk]
Wild [dice:dk5q9nbk]44172:28[/dice:dk5q9nbk] = Ace [dice:dk5q9nbk]44172:33[/dice:dk5q9nbk]

Shooting [dice:dk5q9nbk]44172:29[/dice:dk5q9nbk]
Wild [dice:dk5q9nbk]44172:30[/dice:dk5q9nbk] + Benny for Extra Effort [dice:dk5q9nbk]44172:34[/dice:dk5q9nbk] = Hit

Shooting [dice:dk5q9nbk]44172:31[/dice:dk5q9nbk] + Benny for Extra Effort [dice:dk5q9nbk]44172:35[/dice:dk5q9nbk] = Hit
Wild [dice:dk5q9nbk]44172:32[/dice:dk5q9nbk]

Damage 1 [dice:dk5q9nbk]44172:36[/dice:dk5q9nbk]
Damage 2 [dice:dk5q9nbk]44172:37[/dice:dk5q9nbk] = w/ AP 3, not even Shaken.

Black Mask (a psi-stalker juicer) will Run at Orrin (-2 MAP) and attack with dual vibro-claws (Ambi+2Fisted), then attack again with both vibro-claws (Split the Seconds). Spends a Burn to ignore wound penalties. -2 from Ex. Slow but moves out of Elec. Mastery area of effect.

Running roll [dice:dk5q9nbk]44172:38[/dice:dk5q9nbk] GM Benny spent to reroll [dice:dk5q9nbk]44172:39[/dice:dk5q9nbk]

Fighting 1 [dice:dk5q9nbk]44172:40[/dice:dk5q9nbk] = hit
Wild [dice:dk5q9nbk]44172:41[/dice:dk5q9nbk]

Fighting 2 [dice:dk5q9nbk]44172:42[/dice:dk5q9nbk]
Wild [dice:dk5q9nbk]44172:43[/dice:dk5q9nbk] + Burn [dice:dk5q9nbk]44172:48[/dice:dk5q9nbk]

Fighting 3 [dice:dk5q9nbk]44172:44[/dice:dk5q9nbk]
Wild [dice:dk5q9nbk]44172:45[/dice:dk5q9nbk]

Fighting 4 [dice:dk5q9nbk]44172:46[/dice:dk5q9nbk] + Burn [dice:dk5q9nbk]44172:49[/dice:dk5q9nbk]
Wild [dice:dk5q9nbk]44172:47[/dice:dk5q9nbk]

Damage from 1st hit [dice:dk5q9nbk]44172:50[/dice:dk5q9nbk] + [dice:dk5q9nbk]44172:51[/dice:dk5q9nbk] + Burn [dice:dk5q9nbk]44172:52[/dice:dk5q9nbk] = 15 damage, AP 4. Enough to cause a wound if Orrin is still Shaken, or Shake him again.

White Hair, Crazy Eyes and the Ork all move to cover (medium, -2) then each makes a 3RB, Called Shot to the head vs. Jack, Orrin or Kim (1 vs. each). 3RB bonus + Sharpshooter ability offsets Called Shot penalty.

vs. Jack
Shooting [dice:dk5q9nbk]44172:53[/dice:dk5q9nbk] = Hit with a Raise
Wild [dice:dk5q9nbk]44172:54[/dice:dk5q9nbk]
Damage [dice:dk5q9nbk]44172:59[/dice:dk5q9nbk] = Ace! [dice:dk5q9nbk]44172:62[/dice:dk5q9nbk] = Ace! [dice:dk5q9nbk]44172:64[/dice:dk5q9nbk] = Geez ... [dice:dk5q9nbk]44172:65[/dice:dk5q9nbk] = 41 damage, AP 3, which is 6 Wounds to Jack. Sorry!

vs. Orrin
Shooting [dice:dk5q9nbk]44172:55[/dice:dk5q9nbk]
Wild [dice:dk5q9nbk]44172:56[/dice:dk5q9nbk] = Hit with a Raise
Damage [dice:dk5q9nbk]44172:60[/dice:dk5q9nbk] = Aces! [dice:dk5q9nbk]44172:63[/dice:dk5q9nbk] = 32 damage, AP 3 is 5 Wounds if Orrin is still Shaken, 4 Wounds if not.

vs. Kim
Shooting [dice:dk5q9nbk]44172:57[/dice:dk5q9nbk] = Hit with a Raise
Wild [dice:dk5q9nbk]44172:58[/dice:dk5q9nbk]
Damage [dice:dk5q9nbk]44172:61[/dice:dk5q9nbk] = 17 damage, AP 3 is 2 Wounds if she was still Shaken, 1 Wound if not.

Four Cossacks move to cover, then each fire a 3RB with their ion rifles at either Tito, Seswarick (medium range) or Silver (x2).

vs. Tito
Shooting [dice:dk5q9nbk]44172:66[/dice:dk5q9nbk] = Hit with a Raise
Damage [dice:dk5q9nbk]44172:70[/dice:dk5q9nbk] + [dice:dk5q9nbk]44172:71[/dice:dk5q9nbk] = 19 damage, enough to cause Shaken

vs. Seswarick
Shooting [dice:dk5q9nbk]44172:67[/dice:dk5q9nbk] = Hit with a Raise, but he's immune to the damage

vs. Silver
Shooting [dice:dk5q9nbk]44172:68[/dice:dk5q9nbk] = Hit
Shooting [dice:dk5q9nbk]44172:69[/dice:dk5q9nbk] = Hit with a Raise
Damage 1 [dice:dk5q9nbk]44172:72[/dice:dk5q9nbk] = 11 damage, nada
Damage 2 [dice:dk5q9nbk]44172:73[/dice:dk5q9nbk] + [dice:dk5q9nbk]44172:74[/dice:dk5q9nbk] = 11 damage, nada
The circle that had surrounded Blurre and Ronin's duel continues to unravel as the remaining members of the COT outdraw the Blue Hand.

Kim, sprouting weapons and techno-magic implements in each hand and over her shoulder, manages to blind the big 'Borg and wrap up a pair of the Cossacks with summoned tentacles, though Black Mask shrugs off the shot from the star-cannon, apparently resistant to the magic bolt.

The big 'Borg proves not so resistant to War Cat's laser cannon, which punches through its heavy armor to cause major damage to its internal components. Blind and wounded, its mechanized Russian shouts echo from Marron's walls. [The 'Borg takes 2 Wounds after soaking, putting it at 3 total.]

Then things get really weird, as a humanoid chihuahua comes flying over the wall wearing oversized armor and riding a sandshark -- although the mount quickly burrows into the ground, leaving the musclebound Dog Boy with a swift slap to the cojones.

"Enough! Get to killin', boys!" Cassius bellows as the battle-scarred visor of his heavy plate armor slams down and he starts rapid-firing particle beam blasts across the yard. Even under the effects of Orrin's slow spell, the shots come faster than you can blink as he swivels toward Blurre. Still, the magical effects weighing him down obviously affect his aim, and despite a flurry of shots at Orrin, Kim and Blurre, only a couple of glancing shots manage to connect. [Orrin and Kim are both struck for hits that cause 1 Wound unless soaked.]

The warlord's entourage follows suit, though many of them, too, are hampered by all the magical effects that have been tossed around.

Still screeching Russian curses, the big 'Borg flails blindly, spraying shots from its shoulder-mounted plasma cannon and napalm launcher, none of which come anywhere close to hitting anyone.

Smoking Skull, meanwhile, blinks out of sight, appearing a moment later behind Orrin, cackling like a banshee as he unloads his laser rifle into the wizard's metal-covered back -- hardly leaving scorch marks.

At the same time, Black Mask -- obviously a juicer, by the way he's moving -- surges forward, charging toward Orrin and out of the area of electrical interference laid down by Seswarick. Hampered by the slow spell, he just barely makes it, and the attacks he makes with his wrist-mounted vibro-claws are weak, only one scoring a shallow cut on Orrin's metal flesh. [1 Wound to Orrin if he's still Shaken from the earlier attack, or else he's just Shaken again.]

Beyond the magical maelstrom, the remaining Cossacks and members of Cassius' posse move like true veterans, scambling for covering before leveling careful, aimed bursts of laser fire, to devastating effect. White Hair, Crazy Eyes and the Ork focus their shots on the magic and psionics users that had been giving the boss so much trouble, aiming head shots at Jack, Orrin and Kim. Jack and Orrin each suffer devastating wounds, while Kim manages to twist and take only a glancing shot. [Jack takes 6 Wounds (sorry man!). Orrin takes 5 Wounds if he's still Shaken from earlier, or 4 Wounds if not. Kim takes 2 Wounds if still Shaken, 1 Wound if not.]

The four Cossacks aim for the newcomers -- the Dog Boy and the flying lightning-bird -- and the big Wolfen giving them dirty looks. The burst of ions seems to knock the Dog Boy off balance [Tito is Shaken], but the shots that strike Seswarick and Silverclaws have no discernible effect.
crusher__havok_bullet_time__by_django_red-d4uckpu.jpg

That's it for a helluva round! Silver -- if you still want to take your actions from Round 1, you can, just add it in to your Round 2 actions. And of course, if anyone has an Adventure Card they'd like to play, we can work that in, as well.
Initiative
Jack (Quick) + Raise on Ex. Quickness [dice:dk5q9nbk]44172:75[/dice:dk5q9nbk] = 2Clubs, Redraw [dice:dk5q9nbk]44172:88[/dice:dk5q9nbk] = King of Clubs
Silver (Level-Headed) [dice:dk5q9nbk]44172:76[/dice:dk5q9nbk] [dice:dk5q9nbk]44172:77[/dice:dk5q9nbk] = King of Spades and Redraw [dice:dk5q9nbk]44172:89[/dice:dk5q9nbk] = Jack of Spades
Blurre [dice:dk5q9nbk]44172:78[/dice:dk5q9nbk] = Red Joker
Kim [dice:dk5q9nbk]44172:79[/dice:dk5q9nbk] = 8 Spades
Orrin [dice:dk5q9nbk]44172:80[/dice:dk5q9nbk] = Ace of Clubs
Jasco [dice:dk5q9nbk]44172:81[/dice:dk5q9nbk] = 9 Clubs
Seswarick [dice:dk5q9nbk]44172:82[/dice:dk5q9nbk] = 9 Diamonds
Tito (Quick + Level-Headed) [dice:dk5q9nbk]44172:83[/dice:dk5q9nbk] [dice:dk5q9nbk]44172:84[/dice:dk5q9nbk] = 4 Diamonds, 3 Diamonds = Redraw x2 [dice:dk5q9nbk]44172:90[/dice:dk5q9nbk] [dice:dk5q9nbk]44172:91[/dice:dk5q9nbk] = King of Diamonds and 4 Hearts = Redraw [dice:dk5q9nbk]44172:95[/dice:dk5q9nbk] = Queen of Clubs

Bad Guys (Quick, Imp. Level-Headed, but Ex. Slow means redraw anything higher than 10 except Joker) [dice:dk5q9nbk]44172:85[/dice:dk5q9nbk] [dice:dk5q9nbk]44172:86[/dice:dk5q9nbk] [dice:dk5q9nbk]44172:87[/dice:dk5q9nbk] = Ace of Diamonds, King of Hearts, Jack of Hearts = Redraw x3 [dice:dk5q9nbk]44172:92[/dice:dk5q9nbk] [dice:dk5q9nbk]44172:93[/dice:dk5q9nbk] [dice:dk5q9nbk]44172:94[/dice:dk5q9nbk] = All redraws [dice:dk5q9nbk]44172:96[/dice:dk5q9nbk] [dice:dk5q9nbk]44172:97[/dice:dk5q9nbk] [dice:dk5q9nbk]44172:98[/dice:dk5q9nbk]
= 7 Hearts, 6 Hearts and 1 Redraw [dice:dk5q9nbk]44172:99[/dice:dk5q9nbk] = Redraw [dice:dk5q9nbk]44172:100[/dice:dk5q9nbk] ... And I'm out of dice rolls so I'm stopping there.
Blurre pulls the Red Joker. Everyone gets a Benny.
Blurre gets +2 to all Trait rolls and Damage this round. All of you beat the bad guys on Initiative (thanks Exalted Slow!) and may go in any order.


Bad Guy stats are below. Cassius and the Big 'Borg are out in the open, in the same positions as earlier, along with the two Cossacks who were Entangled. Smoking Skull and Black Mask are both near Orrin. Long-Haired Pistoleer is dead. White Hair, Crazy Eyes and The Ork and the other 4 Cossacks have scattered to cover. In general, when using Area of Effect weapons, assume an MBT can catch 1d3 and an LBT can affect 1d4+1.
Bad Guy Stats
  • Cassius: Parry 9; Toughness: 31 (12); Currently is Exalted Slowed, so 1/2 move, -2 Parry/+2 to hit him and he's -2 on Agility-linked skills; No Bennies left
  • Big 'Borg Boris: Parry 7; Toughness: 26 (12) MDC; Currently is Exalted Slowed, so 1/2 move, -2 Parry/+2 to hit him and he's -2 on Agility-linked skills; Electricity Mastery gives him an additional -2 penalty; Has taken 3 Wounds; Blinded; No Bennies left
  • Smoking Skull: Parry 7 5 ; Toughness: 15 (6) 17 (6); -2 to hit him. Currently is Exalted Slowed, so 1/2 move, -2 Parry/+2 to hit him and he's -2 on Agility-linked skills; No Bennies left
  • Black Mask: Parry 9; Toughness: 16 (6); Currently is Exalted Slowed, so 1/2 move, -2 Parry/+2 to hit him and he's -2 on Agility-linked skills; Electricity Mastery gives him an additional -2 penalty; Has taken 2 Wounds; Down to 2 Burn. No Bennies left
  • Long-Haired Pistoleer is dead.
  • White Hair, Crazy Eyes and The Ork: Parry 7; Toughness: 16 (6); Have medium cover (-2 to hit)
  • Cossacks x6: Parry 7; Toughness: 14 (6); 2 are Entangled; the other 4 have medium cover (-2 to hit).
GM Bennies: 7/7
User avatar
Tito
Posts: 62
Joined: Mon Oct 08, 2018 10:52 am

Re: Day 18: The Battle of Marron

Post by Tito »

Notice 5, Spirit 10

Notice: [dice:2t074mky]44196:0[/dice:2t074mky] (+2 to Smell)
Wild: [dice:2t074mky]44196:1[/dice:2t074mky]

Spirit: [dice:2t074mky]44196:2[/dice:2t074mky] Ace: [dice:2t074mky]44196:4[/dice:2t074mky]
Wild: [dice:2t074mky]44196:3[/dice:2t074mky]
Tito feels something pepper his armor and starts rolling away, still clutching his nether region, and shouts, "Oh shit! Hey man, not cool. I said hold on, man. I just got smacked in the boys, ya know? Not cool..."

He looks for whoever shot him, but then he spots the biggset, baddest looking enemy on the battlefield. Tito growls at Big Borg and says, "Grrr. You shoot me, man? YOU SHOOT ME WHILE I'M DOWN FROM A KICK TO THE CAJONES? I got somethin' for you, man."

Frenzied Wild Attack: 3; Miss / 9 (Raise); 37 Damage, AP 2 (-3 Bennies)
Fighting: [dice:2t074mky]44196:5[/dice:2t074mky] (+2 Wild Attack)
Fighting: [dice:2t074mky]44196:6[/dice:2t074mky]
Wild: [dice:2t074mky]44196:7[/dice:2t074mky]

Benny, because that was horrible:
Fighting: [dice:2t074mky]44196:8[/dice:2t074mky]
Fighting: [dice:2t074mky]44196:9[/dice:2t074mky]
Wild: [dice:2t074mky]44196:10[/dice:2t074mky]

Attack 1: Whiffed
Attack 2, Raise: [dice:2t074mky]44196:11[/dice:2t074mky] + [dice:2t074mky]44196:12[/dice:2t074mky] + [dice:2t074mky]44196:13[/dice:2t074mky] (-1 Encumbrance, +2 Wild Attack)
Bennied: Cmon Tito lets make an impression!
Attack 2, Raise: [dice:2t074mky]44196:14[/dice:2t074mky] + [dice:2t074mky]44196:15[/dice:2t074mky] + [dice:2t074mky]44196:16[/dice:2t074mky]
Benied: Damnit, Tito..this is your hail marry, dude.
Attack 2, Raise: [dice:2t074mky]44196:17[/dice:2t074mky] + [dice:2t074mky]44196:18[/dice:2t074mky] + [dice:2t074mky]44196:20[/dice:2t074mky] + [dice:2t074mky]44196:19[/dice:2t074mky] = 37 Mega Damage, AP 2
Tito leaps from the ground with his chain greatsword Mangler in hand. He shouts, "I'm gonna MANGLE you, man. See this right here? This is Mangler, man, and its gonna mess you up!"

Tito takes a sideways swing at Big Borg Boris, but he's still a little off from Fishbrain tail-smacking him in the crotch and the swing goes wide, but the menacing whir of the chain blade distracts the blind borg.

"Yeah man, that was just a taste! I'm going to end you man. You're gonna get mangled!" Tito shouts as he swings Mangler at Big Borg again.

This time, he swings his greatsword overhead with every ounce of rippling muscle his body can bring to bear. It catches the towering Big Borg in his chest and continues down into his stomach, the chain whirring and casting sparks and bits of metal off of the borg's body.

Tito puts one leg onto Boris, pulls the chainsword with both hands, and kicks Boris back with his leg. The blade comes out, and Big Borg Boris falls to the ground.

Tito pumps his fist holding Mangler into the air and shouts, "Yeah! What'd I tell you? Mangled man!"

Tito looks at the remaining enemies and shouts, "Who wants some Tito?!"

Tito is at 5 Parry until his next action from Wild Attack.
Last edited by Tito on Mon Oct 15, 2018 4:52 pm, edited 1 time in total.
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Death from Above: If combined with a Fighting attack, the leaper may add his level [+4] to any damage caused at the end of his jump.
    Elan: +2 to the final total of any Trait rerolled with a Benny.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 3/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
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User avatar
Silverclaws
Silver Patron
Silver Patron
Posts: 234
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 18: The Battle of Marron

Post by Silverclaws »

Silver worked through his paranoia of cranial bombs and comes out swinging. Cassius is Silver's target, being that he is the second to Blurre's sister and as Jack says a traitorous snake.

Silver closes the distance to Cassius in a silver streak, a large silver bullet if you will. Clenching the flaming chain greatsword in his left hand, he swings one handed with the sword and grabs Cassius with his large right paw.

Right Paw Grappling _ 14, success, raise
  • Multi Action -5
    Kim's Teamwork +4
    Fighting Bonus +2
    Cassius Slowed +2
  • Fighting [dice:2vvnyr4u]44199:0[/dice:2vvnyr4u]
  • Wild Fighting [dice:2vvnyr4u]44199:1[/dice:2vvnyr4u]
    Cassius Parry 9
    Cassius Slowed - Parry - 2
    Cassius Current Parry 7
  • Add 1d6 to Damage Rolls
Holding Cassius with one paw he skewers him with the giant chainsword held in the other.

Left Paw/Flaming Chain Greatsword _ 14, success, raise
  • Multi Action -5
    Kim's Teamwork +4
    Fighting Bonus +2
    Cassius Slowed +2
  • Fighting [dice:2vvnyr4u]44199:2[/dice:2vvnyr4u]
  • Wild Fighting [dice:2vvnyr4u]44199:3[/dice:2vvnyr4u]
    Benny for reroll (3 of 4 remaining)
  • Fighting [dice:2vvnyr4u]44199:4[/dice:2vvnyr4u]
  • Wild [dice:2vvnyr4u]44199:5[/dice:2vvnyr4u]
    Cassius Parry 9
    Cassius Slowed - Parry - 2
    Cassius Current Parry 7
  • Add 1d6 to Damage Rolls
Adventure Card _
Deadly Blow.
Play after damage is rolled to double the total of a successful melee attack.
Flaming Greatsword Damage 48 Mega Damage, 2 AP _
  • Chain Greatsword Str+2d10, AP 2
    Strength 1d12+1
    Damage Bonus 1d6
  • Strength [dice:2vvnyr4u]44199:14[/dice:2vvnyr4u]
  • Greatsword [dice:2vvnyr4u]44199:15[/dice:2vvnyr4u]
  • Damage Bonus [dice:2vvnyr4u]44199:16[/dice:2vvnyr4u]
    Benny to Reroll (1 of 4 remaining)
  • Strength [dice:2vvnyr4u]44199:17[/dice:2vvnyr4u]
  • Greatsword [dice:2vvnyr4u]44199:18[/dice:2vvnyr4u]
  • Damage Bonus [dice:2vvnyr4u]44199:19[/dice:2vvnyr4u]
    Damage Total - 24
    Double Damage Total - 48
Drawing as close as he can to Cassius, Silver goes for a bite and then squints the other cybernetic eye while he fires off the ion gun located in the other. Silver has no desire to be blind in his "good" eye while watching the charged energy explode into his opponent.
Once Bitten _ Miss
  • Multi Action -5
    Kim's Teamwork +4
    Fighting Bonus +2
    Cassius Slowed +2
  • Fighting [dice:2vvnyr4u]44199:6[/dice:2vvnyr4u]
  • Wild Fighting [dice:2vvnyr4u]44199:7[/dice:2vvnyr4u]
    Benny to Reroll (2 of 4 remaining)
  • Fighting [dice:2vvnyr4u]44199:8[/dice:2vvnyr4u]
  • Wild Fighting [dice:2vvnyr4u]44199:9[/dice:2vvnyr4u]
    Cassius Parry 9
    Cassius Slowed - Parry - 2
    Cassius Current Parry 7
Even in his slowed state Cassius moves deathly slow but still quick enough to move his head as Silver tries to snap down on it. Since he missed biting Cassius, Silver's muzzle is now pointed down at Cassius's chest which levels the Ion Blast right at Cassius's throat.
Little Cricket/Ion Pulse Rifle Implant _ Miss
  • Multi Action -5
    Kim's Teamwork +4
    Cassius Slowed +2
  • Shooting [dice:2vvnyr4u]44199:12[/dice:2vvnyr4u]
  • Wild Shooting [dice:2vvnyr4u]44199:13[/dice:2vvnyr4u]
Silver's last first action is to flip the flamer switch on the greatsword. A giant whoosh is heard as the sword ignites and Silver leaves the blade buried in Cassius.

Fire Blast MBT, 22 Mega Damage _
[*] Damage [dice:2vvnyr4u]44199:20[/dice:2vvnyr4u]
[*] Fire Trapped Cossacks [dice:2vvnyr4u]44199:21[/dice:2vvnyr4u]
Error Rolls
[dice:2vvnyr4u]44199:10[/dice:2vvnyr4u]
[dice:2vvnyr4u]44199:11[/dice:2vvnyr4u]
Last edited by Silverclaws on Mon Oct 15, 2018 10:57 am, edited 13 times in total.
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Jack 'Bullet' Jones
Silver Patron
Silver Patron
Posts: 206
Joined: Tue Sep 12, 2017 11:21 pm

Re: Day 18: The Battle of Marron

Post by Jack 'Bullet' Jones »

Jack soaks
Red Benny - with Elan, less 1 wound
[dice:3ljrjqq5]44200:0[/dice:3ljrjqq5]

WD Soak
[dice:3ljrjqq5]44200:1[/dice:3ljrjqq5]
Ace WD soak with prior
[dice:3ljrjqq5]44200:2[/dice:3ljrjqq5]
2nd Ace WD soak
[dice:3ljrjqq5]44200:3[/dice:3ljrjqq5]
Red benny adds 1d6 to total
[dice:3ljrjqq5]44200:4[/dice:3ljrjqq5]
Add +4 to total due to Teamwork card - all 5 wounds soaked


Spirit roll to unshake at -2 from wounds - not necessary (soaked all wounds)
[dice:3ljrjqq5]44200:5[/dice:3ljrjqq5]

WD Spirit
[dice:3ljrjqq5]44200:6[/dice:3ljrjqq5]
Action 1
(Quickness negates -2 MAP, -1 from wounds)
Smite on LSR - Lightning/Electricity (+2 AP, +1 ISP) (free action)
[dice:3ljrjqq5]44200:7[/dice:3ljrjqq5]

WD Smite
[dice:3ljrjqq5]44200:8[/dice:3ljrjqq5]

TK - shooting LSR-250 at bad guys; -1 due to wounds
Shot 1 - Black Mask
[dice:3ljrjqq5]44200:9[/dice:3ljrjqq5]

Shot 2 - Smoking Skull
[dice:3ljrjqq5]44200:10[/dice:3ljrjqq5]

Hit Smoking Skull with raise - +2 smite, AP 4 from rifle and trapping = Shaken
[dice:3ljrjqq5]44200:17[/dice:3ljrjqq5]
Benny to reroll with Elan
[dice:3ljrjqq5]44200:21[/dice:3ljrjqq5]

Shot 3 - White Hair - miss (-2 Cover)
[dice:3ljrjqq5]44200:11[/dice:3ljrjqq5]

WD Shot - sub in for Black Mask - hit, +2 AP
[dice:3ljrjqq5]44200:12[/dice:3ljrjqq5]

Damage to Black Mask, +2 from smite, AP 4 from rifle and trapping - Shaken
[dice:3ljrjqq5]44200:18[/dice:3ljrjqq5]

Shooting HHC at Cassius -2 due to wound and TD, omitted +2 to hit due to Exalted Slow
[dice:3ljrjqq5]44200:13[/dice:3ljrjqq5]

Damage Cassius from plasma (ignores armor?) AP 2 if not, +8 damage from Greater Smite
[dice:3ljrjqq5]44200:19[/dice:3ljrjqq5]
One Ace with prior
[dice:3ljrjqq5]44200:22[/dice:3ljrjqq5]

WD Shooting HHC
[dice:3ljrjqq5]44200:14[/dice:3ljrjqq5]

Shooting PHC at Crazy Eyes -1 due to wounds (-2 due to cover)
[dice:3ljrjqq5]44200:15[/dice:3ljrjqq5]

Damage to Crazy Eyes with Greater Smite / lightning trapping, AP 4 = 1 wound and Shaken
[dice:3ljrjqq5]44200:20[/dice:3ljrjqq5]

WD Shooting PHC
[dice:3ljrjqq5]44200:16[/dice:3ljrjqq5]
Action 2 - more of the same
TK - shooting LSR-250 at bad guys (-2 due to cover, -1 due to wound)
Shot 1 - Crazy Eyes
[dice:3ljrjqq5]44200:23[/dice:3ljrjqq5]

Hit Crazy Eyes - damage AP 4 = Shaken (adds 1 wound if still shaken from previous attack)
[dice:3ljrjqq5]44200:31[/dice:3ljrjqq5]

Shot 2 - The Ork
[dice:3ljrjqq5]44200:24[/dice:3ljrjqq5]

Hit The Ork - damage AP 4 (1 wound and Shaken)
[dice:3ljrjqq5]44200:32[/dice:3ljrjqq5]

Shot 3 - White Hair - Miss
[dice:3ljrjqq5]44200:25[/dice:3ljrjqq5]

WD Shot
[dice:3ljrjqq5]44200:26[/dice:3ljrjqq5]

Shooting HHC at Smoking Skull -2 due to wound and TD
[dice:3ljrjqq5]44200:27[/dice:3ljrjqq5]

WD Shooting HHC
[dice:3ljrjqq5]44200:28[/dice:3ljrjqq5]

Red Benny reroll with Elan - cancels -2 penalty
[dice:3ljrjqq5]44200:33[/dice:3ljrjqq5]

WD Reroll HHC
[dice:3ljrjqq5]44200:35[/dice:3ljrjqq5]

Red Benny
[dice:3ljrjqq5]44200:36[/dice:3ljrjqq5]

Hit Smoking Skull with raise - AP 2 = 2 wounds and Shaken
[dice:3ljrjqq5]44200:37[/dice:3ljrjqq5]
[dice:3ljrjqq5]44200:38[/dice:3ljrjqq5]

Shooting PHC at Black Mask -1 due to wounds, +2 due to Exalted Slow
[dice:3ljrjqq5]44200:29[/dice:3ljrjqq5]

Damage Black Mask with raise - AP 4 = 2 wounds and shaken (death blow unless wounds are shaken)
[dice:3ljrjqq5]44200:34[/dice:3ljrjqq5]

WD Shooting PHC
[dice:3ljrjqq5]44200:30[/dice:3ljrjqq5]
Moving to find medium cover (-2)
Jack is a flurry of violence. Telekinetic sprays from his auto rifle, a malfunctioning hand cannon, and a lightning-charged pearl handled Colt make their presence known. Unfortunately, it leaves his head peeking out for someone to take it off. Lining up a shot, Crazy Eyes lets off with a burst. The rounds catch Jack full in the head. He hits the deck and checks his hat.
"Ah'll be dogged. Thing saved my life." Sure enough, the hat took the brunt of the blast, saving him from a scalpin' like them injuns did to folks back home. "Fella, ya don't mess with a man's hat." He pops back up in a flash, all guns blazing. The auto rifle, now arcing with lightning of its own, tears into several of the biggest bad guys, wounding some and winging others. He lines up a shot on Cassius, doing his best to avoid clipping his friend Silver. A well timed shot hits the lowdown snake square, but the beast simply shrugs it off. "Ah'll be dogged again! Go down, ya ugly cuss!" His last shot he takes his time on, finding Crazy Eyes down the barrel of his pearl handled Colt. "This'n's for you, pardner." The shot clips his target, even as he ducks behind cover.
Jack takes full advantage of his quickened pace. He lets off another volley with the auto rifle, clipping Crazy Eyes and The Ork. The Hellfire Hand Cannon, trained on a more vulnerable target, hits with great effect on Smoking Skull. "That skull sure is smokin' now, ain't it?" Once more, the pearl handled Colt pegs its target too, nailing Black Mask solidly. Seeing wisdom in cover and not wishing to repeat the previous bell-ringing experience, Jack moves in behind a pile of rubble. "Ain't too late ta surrender, you lowdown bugs! Toss down yer weapons, or ah'll keep plinkin' at ya!"
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
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Seswarick
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Posts: 156
Joined: Fri Sep 07, 2018 12:23 pm

Re: Day 18: The Battle of Marron

Post by Seswarick »

Laser and ion blasts pepper the stormborns aura having no effect against the energy field as he circles the raiders from above. Seeing few, if any ballistic weapons he decides to try and attract a bit more attention. Focusing his will he charges his lightning with extra juice and unleashes an explosive blast into one grouping of Cossacks while static charging another group in cover.
Attacks

Action 1: Lightning Bolt: 4 ISP for +2 psi roll, 2 ISP for LBT, 2ISP for +4AP
Targets hit [dice:1t5wdv9r]44203:2[/dice:1t5wdv9r]
Psionics [dice:1t5wdv9r]44203:3[/dice:1t5wdv9r]
Wild [dice:1t5wdv9r]44203:4[/dice:1t5wdv9r]
Damage [dice:1t5wdv9r]44203:6[/dice:1t5wdv9r] Exploded [dice:1t5wdv9r]44203:7[/dice:1t5wdv9r] Exploded [dice:1t5wdv9r]44203:8[/dice:1t5wdv9r]

Action 2:Electric Mastery field in LBT
Targets hit [dice:1t5wdv9r]44203:5[/dice:1t5wdv9r]
Psionics [dice:1t5wdv9r]44203:0[/dice:1t5wdv9r]
wild [dice:1t5wdv9r]44203:1[/dice:1t5wdv9r]
results
4 take 48 AP4(9 wounds?) and 3 other are EM debuffed for -2
The lightning bomb catches the 4 Cossacks in cover arcing back and forth thru them, burning flesh and frying neurons. Crazy eyes, Orc, and white hair are caught in the static field and can feel their muscles twitching while their electronic equipment gets a bit glitchy.

Shouting over the gunfire and explosions, Yes, drop your weapons and flee. There has been enough death, fools!"
Last edited by Seswarick on Thu Oct 18, 2018 4:04 am, edited 1 time in total.
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless
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Jasco
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Posts: 51
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Re: Day 18: The Battle of Marron

Post by Jasco »

Shooting 14 Cassius. 11 damage, AP10, no effect
Shooting d6 +2 (exalted slow) +2 (aiming) = [dice:2nvwc3v3]44213:0[/dice:2nvwc3v3]
Ace: [dice:2nvwc3v3]44213:2[/dice:2nvwc3v3]
WD: [dice:2nvwc3v3]44213:1[/dice:2nvwc3v3]
WD Ace: [dice:2nvwc3v3]44213:3[/dice:2nvwc3v3]

Medium Laser (belly turret) Range 150/300/600; 3d10; AP 10; ROF 1; Shots unlimited

Damage: [dice:2nvwc3v3]44213:4[/dice:2nvwc3v3] + Raise damage [dice:2nvwc3v3]44213:5[/dice:2nvwc3v3]
"Who is the Dog-boy?" Jasco muses to himself, knowing that posing the question to the team in the midst of battle would be unnecessarily disruptive. Seems to be on our side though. Seeing that his shot did not bring Boris down (he honestly did not expect it to), the information broker considers taking another shot, but sees Tito stepping in to chain-sword brawl. Instead, he tries to line up a shot on Cassius. Though he hits, the shot seems to graze Cassius' hide, unable to penetrate.
Jasco: Human Information Broker [18th COT New West] | SR EP Ledger
Quick Stats
Human, MARS PCO: Information Broker
Bennies: 3/3
Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6 (1dX); Parry: 5; Toughness: 9 (3)
Hindrances: Code of Honor, Bad Eyes, Loyal
Notice d8, Common Knowledge d10, Persuasion d8+4
Edges and Abilities of Note: Killer Instinct (Wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”), Command (+1 to troops recovering from being Shaken), Leader of Men (Roll a d10 as the Wild Die for subordinates’ group rolls), Tactician (Make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle), Robot Armor Jock (No -2 penalty while piloting robot armor.)
ISP: 20/20
Powers (all Mega): Speak Language with Splendor trapping (+2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to Persuasion.); Telepathy with Shroud trapping ((message recipient) -1 to be hit by ranged attacks); Intangibility with Jazz trapping (+2 pace and on a raise, increase Agility one die type for duration of power.)
Adventure cards:
  • 7: Not Today - Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • 47: Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • 50: Theme Song - It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.

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Orrin Truthseeker
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Re: Day 18: The Battle of Marron

Post by Orrin Truthseeker »

Soaking
Soak 1 - versus 1 wound (+4 DT from boost trait)
Vigor [dice:3tvqhm7z]44238:4[/dice:3tvqhm7z]
Wild [dice:3tvqhm7z]44238:5[/dice:3tvqhm7z] = Success - unshaken

Will stay shaken from second attack

Soak 2 - Not needed, thanks to the mechanical malfunction card
Turn 1
Unshake
Spirit [dice:3tvqhm7z]44238:6[/dice:3tvqhm7z]
Wild [dice:3tvqhm7z]44238:7[/dice:3tvqhm7z]

Orrin will move toward Blurr and his sister while throwing a onslaught fireball at white hair and casting a deadly illusion on Cassius

Onslaught at White hair (+1 armor +1 staff, -2 cover)
Spellcasting [dice:3tvqhm7z]44238:0[/dice:3tvqhm7z]
Wild [dice:3tvqhm7z]44238:1[/dice:3tvqhm7z]

-1 Bennie to EE (+2 Elan, +3 running total)
EE [dice:3tvqhm7z]44238:8[/dice:3tvqhm7z]

-4 PPE (4 base - 0 Raises)

Damage [dice:3tvqhm7z]44238:13[/dice:3tvqhm7z]
Ace [dice:3tvqhm7z]44238:14[/dice:3tvqhm7z]


Deadly Illusion on Crazy eyes (+1 armor, +1 staff)
Spellcasting [dice:3tvqhm7z]44238:2[/dice:3tvqhm7z]
Wild [dice:3tvqhm7z]44238:3[/dice:3tvqhm7z]

Having Casting attack Crazy Eyes:
Spellcasting [dice:3tvqhm7z]44238:9[/dice:3tvqhm7z]
Wild [dice:3tvqhm7z]44238:10[/dice:3tvqhm7z]

-6 PPE (6 base - 0 raises)
Turn 2

Orrin will Greater Boost Blurrs spirit, then grab his sister and pull her to cover

Greater Boost Spirit Blurr (+1 armor, +1 staff)
Spellcasting [dice:3tvqhm7z]44238:11[/dice:3tvqhm7z]
Wild [dice:3tvqhm7z]44238:12[/dice:3tvqhm7z]
Ace! [dice:3tvqhm7z]44238:15[/dice:3tvqhm7z]

-3 PPE (Base 5 - 2 Raises)
Orrin has little time to recover from the slew of spells he casts. Despite his attempts to find cover, a blast from Cassius takes him in the shoulder, nearly causing him to drop his staff. Though painful, the enchantments on Orrin's skin seem to have dissipated the worst of the damage.

Just as he steps from behind cover to return fire, Black mask, surprisingly quick through the shimmering temporal distortion, assaults Orrin. He manages to fend off the worst of the attack, taking only glancing blows that momentarily stun him.

Before Orrin's ineptitude at melee combat gets the worst of him, Black Mask falls to an expert short by Jack.

Thank the heavens Orrin thinks, as he nods his appreciation to Jack.

Orrin then turns to find a his next target and finds himself staring down the barrel of a gun. White Hair, on the trigger end of the gun, smirks as he pulls the trigger. Without time to do anything else, Orrin squeezes his eyes shut in anticipation. A resounding "CLICK" announces Orrin's good fortune.

Not wasting the good luck, Orrin blasts White Hair with a stream of blue fire. Before finding out how his opponent faired, Orrin makes a break for Blurr, who had been standing fearlessly over his sister since the fight broke out. On the way, Orrin spots Crazy Eyes taking pot shots at Kim. He mutters "Terra Pistris". If the spell takes Crazy eyes will see two or three lumps in sand suddenly begin circling him, with one eventually leaping at him, revealing the razor sharp teeth of sand shark.

Worried he is running low on power and wont have anything left in case of an emergency, Orrin tries to free up Sir Blurr to take action.

"Sir Blurr, you'll be much more use out there than I will, Go! I'll get your sister to safety."

Orrin stoops down to pick up Ronin, Or maybe I should call her Runnin', and begins hauling her away from the thick of the battle and toward a ruined building they could use for cover. On the way Orrin mutters a spell to improve Blurr's effectiveness. The swirling powers between the many users in the area create a torrent of power that rushes through Orrin and hits Blurr, having an awesome effect on the cybernights power, but creating a backlash of energy that stuns and disorients Orrin.

White hair take 17 damage from onslaught, and is shaken. Crazy Eyes must make a spirit check against TN of 4 or else see the described illusion. If failed, he then must make another Spirit check TN 7 or else be shaken by the sand shark attack. A 3 or less causes a wound. Blur gains -4- DT to his spirit.
Last edited by Orrin Truthseeker on Tue Oct 16, 2018 9:48 am, edited 3 times in total.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

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Kim Black
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Posts: 278
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 18: The Battle of Marron

Post by Kim Black »

New Mexico/Marron
D-Day
Round 0

Kim grunted as Cassius caught her with a blast from his particle beam pistol. It hurt, but she managed to shake it off and ducked back into the doorway as the Borg fired blindly at her. She’d managed to hit that Black Mask juicer, but it seemed to have no effect. Damn. But she’d blinded the borg and tied up two of the Cossacks. That was good.

Unfortunately Kim lost track of some of the bad guys and a shot by the Ork took her in the helmet, slamming her back against the door. She groaned as her vision wavered. “Ow…”
Out of bennies
Can’t soak that wound. Again, not sure cover was taken into account.
Was she seeing things? Or did a chihuahua just jump a shark into the middle of town? That reminded her of that time Sierra dared her to eat the worm at the bottom of her tequila bottle.

Kim shook off the head wound and watched the chihuahua manage to rip the Borg apart with a chain sword, and Silver ripped Cassius into bloody pieces. Jack put a few blasts into the man, just to be sure.

“Hey, that Black Mask guy has some kind of magic protection,” Kim called over her comms. “Silver, can you take care of him?”

Kim surveyed her team. She looked to be the only one hurt so far. She better make sure it stayed that way. She had a pretty good field of fire here, and some cover, so she touched her amulet and triggered the force screen on her backpack as she aimed her plasma cannon at Smoking Skull. Unfortunately her shot was thrown off as she felt her deflection spell fizzle out.

“Darn it! Trying to do too much!” Kim muttered as her shot missed the crazy and she ducked back into her doorway.
Soak 12; Soaked the wound. Did you take Kim’s cover into account when shooting at her?
Vigor [dice:3nh47iap]44293:0[/dice:3nh47iap]
Wild [dice:3nh47iap]44293:1[/dice:3nh47iap]
Unshake 4
Spirit [dice:3nh47iap]44293:6[/dice:3nh47iap]
Wild [dice:3nh47iap]44293:7[/dice:3nh47iap]
Greater Deflection 0
-4 MAP, +2 Machine Maestro, -1 Wound
Techno-Wizardry [dice:3nh47iap]44293:4[/dice:3nh47iap]
Wild [dice:3nh47iap]44293:5[/dice:3nh47iap]
Greater Armor 4
-4 MAP, +2 Machine Maestro, -1 Wound
Techno-Wizardry [dice:3nh47iap]44293:2[/dice:3nh47iap]
Wild [dice:3nh47iap]44293:3[/dice:3nh47iap]
Shooting Smoking Skull 2
-4 MAP, +2 Machine Maestro, -1 Wound, forgot -2 to hit Smoking Skull
Shooting [dice:3nh47iap]44293:8[/dice:3nh47iap]
Wild [dice:3nh47iap]44293:9[/dice:3nh47iap]
Benny for Extra Effort [dice:3nh47iap]44293:10[/dice:3nh47iap]
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • 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.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
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Sir Blurre
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Re: Day 18: The Battle of Marron

Post by Sir Blurre »

Smoking Skull 54 AP 8 Mega Damage; The Ork 33 AP 8 Mega Damage; White Hair 13 Intimidate
Raise on Greater Spirit Boost = +4 Die-types = d12+2 Spirit.
Start of Round Stats: 5 ISP
Active Effects:
Quickness w/Raise (Round 3)
Deflection w/Raise (Round 3)
Speed (Round 3)
Spend 2 ISP to make Whip Mega-Damage (3 ISP left)

SubRound A:
Dash around and Charge (+2 Damage, Shaken = Knock Prone) Smoking Skull with a Wild Attack (+2 Fightin, +2 Damage, -2 to Parry) with the Psi-Whip
Skull Stats: Parry 7; Toughness: 15 (6), -2 to Parry from Exalted Slow makes Parry 5
Fighting [dice:c4cus3mh]44362:0[/dice:c4cus3mh]
Wild Fighting [dice:c4cus3mh]44362:1[/dice:c4cus3mh]
Normal Hit: Damage (3xSpirit + Strength + 2 + 2, AP 8, Mega-Damage) = [dice:c4cus3mh]44362:2[/dice:c4cus3mh] + [dice:c4cus3mh]44362:3[/dice:c4cus3mh]= ACE Running total [dice:c4cus3mh]44362:4[/dice:c4cus3mh] ACE Running Total [dice:c4cus3mh]44362:5[/dice:c4cus3mh]


SubRound B:
Maneuver around to get a Wild Attack at the Ork; he'll attempt to end up next to at least one of White Hair and Crazy Eye (if he can end in a position to be next to both of them even better), so as to force Free Strikes if they attempt to withdraw.
Ork Stats: Parry 7; Toughness: 16 (6)
Fighting [dice:c4cus3mh]44362:6[/dice:c4cus3mh]
Wild Fighting [dice:c4cus3mh]44362:7[/dice:c4cus3mh]
Hit: [dice:c4cus3mh]44362:8[/dice:c4cus3mh] + [dice:c4cus3mh]44362:9[/dice:c4cus3mh]
ACE Running Total [dice:c4cus3mh]44362:10[/dice:c4cus3mh]
Total Damage 33 AP 8 MD; 23 Damage = 5 Wounds to The Ork

Free action from Quickness Raise: Intimidate White Hair
Intimidation [dice:c4cus3mh]44362:11[/dice:c4cus3mh]
Wild Intimidate [dice:c4cus3mh]44362:12[/dice:c4cus3mh]
ACE Running Total [dice:c4cus3mh]44362:13[/dice:c4cus3mh]

Blurre Final Stats:
3 ISP
Parry 7, -2 to be hit by Technology, -4 to be hit from Deflection (stacks)
Toughness 14 (4) Melee; 18 (8) Ranged; +2 vs. Supernatural Evil
Blurre gives a "V" sign to Orrin, and, assured that his sister is in the best hands possible, moves to finish this. First he reverses his earlier death-spiral maneuver, this time running around in a giant, sparking circle to come at Smoking Skull with everything he's got, leaving a scent of ozone in the air as his whip, enhanced by his will, which in turn was enhanced by Orrin's prayers, doesn't so much strike the Smoking Skull, as slice right through his head.

He doesn't even look back as his Psi-Whip strikes home, passing on to The Ork, attempting to also come to a stop near at least one of the other remaining dangerous fellows, both to try to pin them down, and to increase the odds of their suffering from friendly fire. As he cracks the whip against The Ork's torso, potentially disabling him, Blurre takes a moment (from his perspective) to tilt his head and stare down White Hair, mouthing the word "Next".
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
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.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]
User avatar
Silverclaws
Silver Patron
Silver Patron
Posts: 234
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 18: The Battle of Marron

Post by Silverclaws »

Silver's sensors register strikes to each of the Named Targets. He leaves the flaming sword buried in Cassius. Normally he would have words to say for a worthy foe, but Cassius rates less than worthy. Turning towards White Hair, Silver makes a note to applaud Blurre on his Intimidation skills.

Silver uses the distraction to his advantage and seeks to bury his vembraces into White Hair.
Silver Blades 10 AP 4, 11 AP 4 _
  • Advatages
  • Ambidextrous: Ignore penalty for attacking with off-hand
  • Two-Fisted: Ignore MAP when attacking with two weapons
  • ITMW-Vembraces: +2 Fighting to each set of blades
  • Cyber: +2
  • Disadvantages
  • White Hair Cover: -2
  • Fighting Left 11, White Hair Parry 7, Success
  • Fighting [dice:w4pmmvu9]44461:0[/dice:w4pmmvu9]
  • Wild [dice:w4pmmvu9]44461:1[/dice:w4pmmvu9]
    • Damage Left (Str+d8) AP 4,
    • Strength (1d12+1) [dice:w4pmmvu9]44461:4[/dice:w4pmmvu9]
    • Left Vembrace (1d8) [dice:w4pmmvu9]44461:5[/dice:w4pmmvu9]
  • Fighting Right 11, White Hair Parry 7, Success
  • Fighting [dice:w4pmmvu9]44461:2[/dice:w4pmmvu9]
  • Wild [dice:w4pmmvu9]44461:3[/dice:w4pmmvu9]
    • Damage Left (Str+d8) AP 4
    • Strength (1d12+1) [dice:w4pmmvu9]44461:6[/dice:w4pmmvu9]
    • Right Vembrace (1d8) [dice:w4pmmvu9]44461:7[/dice:w4pmmvu9]
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
User avatar
Tribe of One
Posts: 1208
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 18: The Battle of Marron

Post by Tribe of One »

Some times big things come in small packages. And whatever the sandshark-riding Dog Boy may be, he's sure got a big mouth.

Chattering incessantly, he flips on a massive chainsword, the noise of which barely competes with the constant stream of threats and complaints emerging from his lips. He quickly shows he can back up the talk, slicing through Boris the 'Borg from stem to stern, splashing hydraulic fluid and worse things across the dusty courtyard as he howls for more.

Not one to be outdone, Silverclaws makes a run at Cassius with the flamer-mounted chainsword taken from another, recently-decommissioned Russian 'Borg. The stunned warlord raises his molten sword to block, but the Wolfen's overhand strike slices right through his arm, which flops to the ground as the great chainsaw cleaves through, into his chest and out the other side. In three pieces now, Cassius's torso drops to the ground in a puddle of viscera as his legs totter and then tumble the opposite direction. Silverclaws flames the remains for good measure before turning the cone of fire on the unfortunate Cossacks caught by Kim's summoned tentacles.

At the edge of the circle, Bullet Jones starts squeezing off shots, wounding Smoking Skull, Crazy Eyes and the Ork before putting Black Mask down for good.

Seswarick lays down another field of static interference as he cooks the remaining Cossacks with a ball of lightning. Orrin puts a mystical fear in Crazy Eyes, who bats at unseen foes, before bolstering Blurre's already formidable inner strength with another spell.

As Kim grappled with some mystical malfunctions, the cyber-knight raced off like a laser blast. In the blink of an eye, Smoking Skull's eerie helmet is bouncing off a nearby wall (head still inside) while his body falls like a log into the dirt. The Ork looks up with a surprised look on his face as smoke rises from the shining whip that wraps around his chest, then pulls free, taking his life with it as he falls, twitching, onto the ground alongside his boss.

As Blurre mouths the word "Next" at White Hair, the blood-soaked bandit decides he's had enough, dropping his gun just as Silverclaws grabs him.

Crazy Eyes, the only other living Blue Hand Raider in Marron, takes a different tack -- clawing at his face and screaming about "snake bugs," he pulls his pistol and shoots whatever is invisibly squatting on his forehead. It's unclear if he got it, but the shot ends his misery, one way or the other.

A cheer rises from the Marronites watching from the walls as White Hair's hands rise into the air. As smoke and red dust are blown west on the wind, it seems to hit everyone at once:

Marron is free.
GM Bennies: 7/7
User avatar
Tito
Posts: 62
Joined: Mon Oct 08, 2018 10:52 am

Re: Day 18: The Battle of Marron

Post by Tito »

Tito cuts his sword off and looks around at the carnage (and those who delivered it). Then he walks up to Silverclaws, the biggest guy around, and says, "Hey, man. I'm Tito. You see that? I mangled that big metal dude. That's why I'm a badass, but your group isn't half bad either. Got any food, man? Ill show you guys how to be awesome like me. You know I held back, dont you, big guy? So let me get something to eat, then, ok?"

Tito nods as if everything is settled then he tilts his head towards the quick flex and says, "I'm not scared, man, but that guy's pretty good ain't he? I could barely see him move! But that's ok, man. I have some tricks too. That's why I'm a badass. If anyone tries to hurt me, I'll mangle 'em, or open up a cannister of whoop-ass on them."

His yellow, reptilian eyes settle on the cowboy, and he whispers "And that cowboy guy, man he was cool. I mean, not a badass like me. But he was shooting all over the place. I can lay down some whoop-ass, too, but I only have one gun, man. You think he could show me how to shoot 3 guns with two hands, man?"

The diminutive dog boy keeps chattering away to Silverclaws, commenting upon the battle, and asking inane question while waiting on food to show up.
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Death from Above: If combined with a Fighting attack, the leaper may add his level [+4] to any damage caused at the end of his jump.
    Elan: +2 to the final total of any Trait rerolled with a Benny.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 3/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
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Jack 'Bullet' Jones
Silver Patron
Silver Patron
Posts: 206
Joined: Tue Sep 12, 2017 11:21 pm

Re: Day 18: The Battle of Marron

Post by Jack 'Bullet' Jones »

Bullet Jones is spent. That was one of the toughest fights of his life. He's got the damage to prove it. But before he lets his guard down, he turns towards the new arrival. "Ah'll be...dogged. Heh."
The nearly empty auto-rifle clatters to the ground at his feet. Telekinetically, he tips his hat to the dog boy. "Howdy, fella. Jack Jones. Yer a scrappy little cuss, ain't ya? Hell of an entrance. Much obliged fer cleanin' up that bit of a mess." Once the remaining Blue Hands are addressed as far as imprisonment and arms-surrendering, he holsters his weapons, tends to his rifle, and offers a hand to the dog boy. "Now that's all over, ah believe it's time fer a drink."
The wounded gambler finds a wall and takes himself a minute to lean. There were things to be said to Blurre and the rest, but for now...he's just gonna set a spell. Reckon ah'll find my way to the infirmary. On the way, he tracks down Tazden. "Fella, ah'm plumb proud a' you. You'n yer kin done a damn fine job." He notes the seeping wound at Tazden's side. "Looks like you took a few licks yerself. S'alright. Come on, pardner. Let's you an' me head on over to the med tent. Get ourselves patched up."
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
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Sir Blurre
Bronze Patron
Bronze Patron
Posts: 201
Joined: Mon Sep 11, 2017 9:02 pm

Re: Day 18: The Battle of Marron

Post by Sir Blurre »

Blurre lets his shoulders sag, ever so slightly, as the enemy forces finally lay down their weapons and accept their fate. He gets on his radio. "Well done, everyone. Round them up, disarm them thoroughly. Cybernetic weapons should be disabled. Once they are fully disarmed, begin taking them down in small groups. A group of Marronites should go right now, to the caves--ideally, to one that can be easily sealed. Bring the prisoners down there, but make certain there are enough Marronites present at all times to keep them safe from the radiation. If they try to make a jailbreak under those conditions, they'll find it hard going. Send down food, as well--make it clear we're not just abandoning them to die or anything like that, I just don't feel like having another round of this war anytime soon."

Then he dials into Orrin's personal frequency. "Preacher, I owe you a debt for seeing to my sister's safety. Thank you for that. Please bring her to my room. I will be there momentarily. She and I need to talk."

As he starts to head towards the inn, he starts making up a list of Marronites and Simvan who performed above and beyond the call--commendations exist for a reason.
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
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.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]
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