X Marks the Spot: Combat at the Arch!

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Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

X Marks the Spot: Combat at the Arch!

Post by Snake Eyes »

rocky path
rocky outcrop.jpg
You proceed through the cleft, picking your way over jagged rocks and inhospitable paths, if they can be called such. A few minutes' travel sees the rocks taper into a flat clearing. The putridity of the swamp is decidedly worse even than what you've driven through. The trees are rotted to drooping. Sickly moss...or are those spider webs?...hangs from the limp branches. The darkness is palpable. You trudge through the sickening black, with Statheros constantly in your ear urging speed. On your way, you notice the area has been trodden recently. Very recently. Footsteps and bootprints are stamped into the muck, signifying the passing of many people within the last ten minutes.
swamp
black swamp.jpg
Your slog through the swamp brings you to a massive stone arch, in which is set a door. The whole structure is illuminated by a deep green light, emanating from two torches at the entrance. The torches burn with an otherworldly green flame. Balitrox begins to glow red for the first time since Everett joined the 12th.
stone arch
doorway.jpg
doorway.jpg (3.93 KiB) Viewed 19787 times
The footprints congregated here for a time, with several sets leading off to the right, and more leading behind the arch to the left.
As you approach the arch and the door, you see no visible locking or opening mechanisms. There are, however, runes etched into the door. Those who have activated Detect Arcana can see there is an enchantment on the door, sealing it. You don't get much time to study at all, though. From behind and around you, you hear a flurry of movement. An ambush was planned, but both poorly executed and easily sniffed out by the very aware members of the 12th.

Combat!
Stone Arch Clearing Round 1.JPG
Map notes:
There is a wall from K6 up to K2, over to N2 and down to N6. This is the enclosure of the archway. It's 15' high.
The pillars at I/J 7/8 and O/P 7/8 are high enough and solid enough to provide cover.
The broken pillar at L/M 11/12 is about 8' high and enough for cover. Explosions might change that.
The rubble seen at roughly M/N 9 and traveling down to P12 is Difficult Ground, counting for 2" of movement per 1" moved.
Everyone is still in range of the ley line for the purposes of drawing and/or amplifying psionic powers. The line is marked green because it is tainted.
Instructions
+2 bennies to everyone for Heather and Xero's jokers. Heather and Xero may act in any order they wish. There are 8 armored skeletons with vibroswords acting on the King of Spades, 6 armored skeletons armed with laser rifles and 2 with portable rocket launchers act on the Jack of Clubs, and 2 Wild Card mages of some kind acting on the 2 of Spades. (Those with active detect arcana / exalted DA get a sense of necromancy from the one on the right.) The mages have active defensive enchantments (Mega armor, Mega deflection). All ranged attacks are at -2 due to dim lighting, which can be offset by any kind of optics, as before. This combat, we'll try for acting in order of draws.
Your Enemies
All Skeletons: Parry 6; Toughness 13 (5)
Mage B1 (CM): Parry 10 (includes deflection); Toughness 20 (12) MDC (with Greater Armor power)
Mage X4 (NM): Parry 10 (includes deflection); Toughness 18 (12) MDC (with Greater Armor power)
Mage B1, Skeleton A2, A5, G2, R14, V14, W12, W6, Mage X4 are all in moderate tree cover (-2 to hit with ranged weapons / magic)
Skeletons E2 and W12 are carrying PRLs. The rest are carrying NG-L5s.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Alex
Posts: 123
Joined: Mon May 28, 2018 6:53 am

Re: X Marks the Spot: Combat at the Arch!

Post by Alex »

Alex seems to really want to look at the door dripping with arcane energies but he stays in his Power Armor. Rear Gaurd Alex Reargaurd. Stick to what you are good at. His armored fingers clutch his grenade launcher tightly while he mutters under his breath outloud, ”What did Perdi mean by negging women? I am not even sure what that means. A lot of mix messeges from people. Go slow from Missouri, Negging from Perdi... Ask a women from Heather... Heather...” Wow, heather is just so beatuiful, a little creepy how she can read my mind all the time... Oh damn it damn it. Sorry Heather women are not candied objects that I drool over. I am just saying... You are beautiful. Alex rubs his armored fingers over his armored face. He mutters again exasperated with himself,without turning off the PA loud speaker, ”Burn me, I am so in trouble. Please let something attack us.”

The universe provided... Skeleton Strike!
Burn me! My first taste,of combat with these guys! I need to stay professional, stay calmn. Can’t have these guys send me back to the castle because I could not hack it.
Inside the Armor
”Archie, what do we have about skeletons? Any weaknesses or Particular Strengths? Is our arcane radar picking anything up?”
Archies voice responds, ”Processing... Processing... It would seem the skeletons are not particularly resistant to any form of weapon. Although a couple of the enemy, possibly mages, have some kind of protective field arround them. Either giving them additional armor or simply making them harder to hit... I have noted them on your HUD, and indicated the ones with heavy weapons in orange.”
Alex’s excited voice responds,” Burn it Archie, thank you! Ok lets get the Magic Negation beam on stand by, load three grenades into the launcher and prep the electric overcharge. Track all skeleton movement we cannot let them take the rear.”
Archie states, ”Processing... Processing...”
Alex’s excited voice comes over the comms, ” Burn it! Skeletons armed to the teeth, but all weapons should damage them! Might be a couple of mages out there that are magically enhanced. Uhh Over and out from the Reargaurd. ”
Alex Stat Block
Attributes: Agility d8(2), Smarts d10(2Mars, 1), Spirit d6(1), Strength d4(0) {1d12+4}, Vigor d8+[2]( [d10](1, 1 advance)
Charisma: 2; Pace: 10; Parry: 6 ; Toughness: 20(10)[1] MDC; Strain: 0
Combat Edges: Elan, rock and roll, [fearless], [Battle hardened]
Powers Weird Science: Detect/conceal(25/25), Blast(25/25), Dispel(25/25), smite(25/25)
Bennies
6/3
+1 post rate
+1 interlude
+1 loot organization
Alex Weapon
WI-GL20 Automatic
Damage: By grenade type: plasma 3d10 SBT, 60/120/240, shots 40, rof: 3
Weight: 75
Snapfire, RoF uses one grenade per shot.
Smite Power Attached to it with an Electricity Trapping ( Mega Version is Available as well)
Alex Armor
  • Triax T-31 Super Trooper: Size 1, +10 M.D.C. Armor, +2 Toughness, Strength d12+4, Pace 7.
    Notes: Jet Boosters (Jump 12” horizontal, 6” vertical)
    • „
    • 2 × Rocket Launchers (shoulders). They only fire the F4 Fusion Block missiles (Range 15/30/60, Damage 6d6, RoF 1, AP 25, Mega Damage, SBT). Each launcher has two missiles
    • „ „ 2×Mounted Rocket Launchers (legs)Left anti-vehicle(4d6 AP11), right normal(5d6 AP6) SBT. 100/200/400, RoF 1, shots 2
      „„
    • 3 × MAE-3 (“Maysies”) Hand Charges. The Maysies are thrown or placed (Range 5/10/20, Damage 3d8, RoF 1, AP 10, Mega Damage, SBT)
      • Fusion Missiles are $3K each. The MAE-3 cost $750.
    • „ „ Vibro-Sword (right arm)
      „„
    • 2 × Laser Torches (each palm). The laser torches can be used in combat (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage
User avatar
Xero X Kelvin
Posts: 81
Joined: Wed Jun 27, 2018 9:11 am

Re: X Marks the Spot: Combat at the Arch!

Post by Xero X Kelvin »

Xero nods to Alex's comments, "I can actually taste the foulness. Its like sugar mixed with white ash, cinders, and soot."

"Let us change the playing field a bit."

For Alex's amusement, Xero makes a framing square from his fingers as if he is getting ready to take a picture with a Golden Age camera.
Ice Missile, Psionics 7, Damage 14 MDC, 8 AP
Target C7
Range 12/24/48
Ley Line
2 ISP (18/20) for +8 AP, MDC
-2 MAP
+2 Joker
Power Surge Edge (20/20) ISP
  • Psionics [dice]0[/dice]
  • Wild [dice]1[/dice]
    Benny for Reroll (4 of 3)
  • Psionics [dice]3[/dice]
  • Wild [dice]4[/dice]
  • Aced Wild [dice]5[/dice]
Improved Ice Dagger Damage (14 MDC, 8 AP)
  • IID [dice]2[/dice]
From above the lead skeleton there appears a hurling frozen missile that gains speed as it nears its target. Xero had modified the "dagger" so it had fins and whistled through the air. While the missile impacting the skeleton is impressive as ice shards cascade over the skeleton, the impact of the missile with the ground gives Xero the contact control to follow up with his Icy Tendrils.
Icy Tendrils, Psionics 15
Entangle
  • Psionics [dice]6[/dice]
  • Wild [dice]7[/dice]
  • Aced Wild [dice]8[/dice]
  • Super Aced Wild [dice]9[/dice]
  • Ice Mastery: Over a Large Burst Template centered anywhere within 12", the Chiller can create, control, and eliminate ice and cold. He can create minor ice and cold effects (or douse flames) as a free action with no roll. As an action, he can create environmental effects that impose a −2 to Trait rolls (−4 with a raise). For any Trait rolls, use the Psionics skill. None of these effects cost ISP.
Xero X Kalvin
Xero X Kalvin Novice Psi-Stalker Chiller
Parry: 4 || Toughness: 4
ISP: 20/20
Combat Edge: None
Bennies: 3/3
Adventure Card(s):
  • Cutting In Line: Draw 3 initiative cards and keep the highest..
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Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: X Marks the Spot: Combat at the Arch!

Post by Snake Eyes »

Agility to dodge Ice Effect - failures all around
Mage B1: [dice]0[/dice]
B1 WD: [dice]1[/dice]
Skel A2: [dice]2[/dice]
Skel A5: [dice]3[/dice]
Skel C3: [dice]4[/dice]
Skel E2: [dice]5[/dice]
Skel F4: [dice]6[/dice]
Skel G2: [dice]7[/dice]
Skel H4: [dice]8[/dice]
The upper left group of enemies is Entangled fully (with a raise), requiring Strength or Agility to break free.
Mage B1 is Shaken and fully Entangled.
Skeleton C7 is re-deceased.
Xero's ice dagger strikes with lethal effect, shattering bones and puncturing armor as it lands. From there, it only gets worse for those opposed to the Dirty Dozen. The ice spreads rapidly, super-freezing the ground and those standing in it. The skeletons, possibly immune to the shocking effects of the cold, are simply frozen in place. They begin to struggle against their bonds. The mage in the treeline, however, was not prepared for that level of cold. He freezes stiff, stealing the breath from his lungs, forcing him to reevaluate how poorly his plan was executed.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: X Marks the Spot: Combat at the Arch!

Post by Snake Eyes »

Melee Skeleton actions
Skel C3: [dice]0[/dice] - breaking free of entangle - success

Skel F4: [dice]1[/dice] - breaking free of entangle - success

Skel H4: [dice]2[/dice] - breaking free of entangle - failed

Skel S7: [dice]3[/dice] Running
running, moving to K8 (2 reqd) attacking if reached at -2 MAP
Attacking Gill with vibrosword, -2 MAP
[dice]7[/dice]
Ace with prior
[dice]9[/dice]
Hit with raise (whether Curatrix swaps or not)
Strength: [dice]10[/dice]
Vibrosword: [dice]11[/dice]
Raise: [dice]12[/dice]

Skel U8: [dice]4[/dice] Running - moves to N8
running, moving to L9 (3 reqd) attacking if reached at -2 MAP (no attack, didn't reach target)

Skel T10: [dice]5[/dice] Running
running, moving to L8 (2 reqd) attacking if reached at -2 MAP
Attacking Curatrix with vibrosword, -2 MAP
[dice]8[/dice]

Skel V11: [dice]6[/dice] Running - Moves to M10
running, moving to L10 (6 reqd) attacking if reached at -2 MAP (no attack, didn't reach target)
The vibro-sword armed skeletons, a fearsome visage of death on each one, set their single-minded, deadly focus towards their enemies. Two of the three chilled skeletons manage to rip their feet from the frozen ground, and make ready to charge into battle. The third, however, struggles, mired deeply in frozen swampy earth.

The skeletons to the right beyond the archway run as fast as their bony legs can carry them. Two can't quite negotiate the difficult ground, but the other two find stable ground enough to reach both Gill and Curatrix. Curatrix does his best to stand in the gap to take the blows. The first skeleton swings at the massive golem and, inexplicably, misses. The second dodges Curatrix's guard and lands what, by all means, should be a devastating blow on Gill. Instead, the blade glances off of Gill's armor, doing little but marking the point of impact. Skeletons show no emotion. Still, you can't help but feel like this one is a little frustrated with a magnificent swing that doesn't even bruise its target.

The chattering teeth of un-living skeletons is disconcerting, but only spurs you to further action to end their unnatural second life.
OOC Comments
Next cluster may proceed. Alex, Missouri, Joseph are up, and Heather may act at any time, with a +2 to her actions.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Joseph Cook
Bronze Patron
Bronze Patron
Posts: 65
Joined: Tue Jun 26, 2018 9:14 pm

Re: X Marks the Spot: Combat at the Arch!

Post by Joseph Cook »

Burst 9, Damage 20
Teleport [dice]0[/dice] Total Dice Pool is 1d10+2 from signature item +1 from staff -2 Due to MAP 2 ppe total due to Wizard Edge
Wild Die [dice]1[/dice]

Burst [dice]2[/dice] Total Dice Pool is 1d10+2 from signature item +1 from staff -2 Due to MAP 3 p.p.e. due to wizard edge
Wild Die [dice]6[/dice]
1 of the free bennies for extra effort on to his die
[dice]5[/dice]
Damage [dice]4[/dice]
Raise Damage [dice]3[/dice]

Teleporting to location that causes center of burst at C3
Joseph mutters a few words and vanishes, reappearing on the stone area. He is facing west and unleashes a sickly green burst of flames which stick like napalm to anyone unfortunate enough to be in the path of destruction.
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: X Marks the Spot: Combat at the Arch!

Post by Snake Eyes »

Skeletal evasions
C3: [dice]0[/dice] - failed

F4: [dice]1[/dice] - failed

Skeletons A2, E2, G2, H4 are returned to death a little crispier than they returned to life due to being frozen to the ground. Skeletons C3 and F4 fail to evade.
Joseph seizes a golden opportunity to change the battlefield, noting that Xero has left most of their enemies on that side frozen to the ground. Teleporting to obtain a better angle, the battle magus spews a cone of sticky fire from his mouth, immolating four skeletons. Their rifles, vibroswords, and one portable rocket launcher clatter to the ground. Even the two who had just freed themselves find themselves charred and returned to death. The odds are definitely tipping in favor of the Dirty Dozen!
Updated Map
Stone Arch Round 1 midpoint.JPG
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Alex
Posts: 123
Joined: Mon May 28, 2018 6:53 am

Re: X Marks the Spot: Combat at the Arch!

Post by Alex »

Alex gives Joseph a fist pump, ”Burn it Joseph and Xero... Fire and Ice nice one two punch combo!” The action is heating up, almost time for me to go, then like Max says let the big dog loose!” Alex shifts his wait making sure Everette is not behind him and looks to do some damage at the opportune time. ” Missouri, Heather call it! The rear gaurd is at the ready!”
Alex Stat Block
Attributes: Agility d8(2), Smarts d10(2Mars, 1), Spirit d6(1), Strength d4(0) {1d12+4}, Vigor d8+[2]( [d10](1, 1 advance)
Charisma: 2; Pace: 10; Parry: 6 ; Toughness: 20(10)[1] MDC; Strain: 0
Combat Edges: Elan, rock and roll, [fearless], [Battle hardened]
Powers Weird Science: Detect/conceal(25/25), Blast(25/25), Dispel(25/25), smite(25/25)
Bennies
6/3
+1 post rate
+1 interlude
+1 loot organization
Alex Weapon
WI-GL20 Automatic
Damage: By grenade type: plasma 3d10 SBT, 60/120/240, shots 40, rof: 3
Weight: 75
Snapfire, RoF uses one grenade per shot.
Smite Power Attached to it with an Electricity Trapping ( Mega Version is Available as well)
Alex Armor
  • Triax T-31 Super Trooper: Size 1, +10 M.D.C. Armor, +2 Toughness, Strength d12+4, Pace 7.
    Notes: Jet Boosters (Jump 12” horizontal, 6” vertical)
    • „
    • 2 × Rocket Launchers (shoulders). They only fire the F4 Fusion Block missiles (Range 15/30/60, Damage 6d6, RoF 1, AP 25, Mega Damage, SBT). Each launcher has two missiles
    • „ „ 2×Mounted Rocket Launchers (legs)Left anti-vehicle(4d6 AP11), right normal(5d6 AP6) SBT. 100/200/400, RoF 1, shots 2
      „„
    • 3 × MAE-3 (“Maysies”) Hand Charges. The Maysies are thrown or placed (Range 5/10/20, Damage 3d8, RoF 1, AP 10, Mega Damage, SBT)
      • Fusion Missiles are $3K each. The MAE-3 cost $750.
    • „ „ Vibro-Sword (right arm)
      „„
    • 2 × Laser Torches (each palm). The laser torches can be used in combat (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage
User avatar
Heather Todd
Posts: 135
Joined: Mon May 28, 2018 4:12 am

Re: X Marks the Spot: Combat at the Arch!

Post by Heather Todd »

Federation of Magic/Archway
Morning
Round 1

Heather smiled slightly as Alex’s thoughts drifted. She wasn’t trying to listen, really, but it wasn’t always easy to block others out, especially when she was focusing on what threats might be ahead. In anticipation, Heather activated her magical sight.
Detect Arcana 15
Psonics [dice]0[/dice]
Wild [dice]1[/dice]
Ace [dice]2[/dice]
Ace [dice]3[/dice]
The runes on the door glowed with a sealing enchantment, but more importantly, there was magic in the brush around the archway ahead as mages and skeletons emerged.

“Spread out!” Heather called. “Get cover!” Those were a lot of skeletons with guns. And rocket launchers.

Xero managed to freeze several skeletons in place, and also one of the mages, as the rest of the skeletons charge. Joseph finished off several of the frozen skeletons.

“Alex! Take out those rocket launchers!” Heather called.

Heather put up her telekinetic field to deflect incoming fire.
Greater Deflection (Auto-Raises) 11; -6 to hit; +6 armor vs AOE
Psonics [dice]4[/dice]
Wild [dice]5[/dice]
Forgot +2 Joker, -2 MAP evens out
Then Heather activated her telekinesis and lifted one of the grenades from out of her long coat, floating it over toward the mage to the northeast as she darted for cover behind the southwest pillar.
Exalted Telekinesis Grenade 8; Raise
+2 Joker, -2 MAP
Psonics [dice]6[/dice]
Wild [dice]7[/dice]
Damage 24
+2 Joker, +1d6 Raise
[dice]8[/dice] + [dice]9[/dice]
Actions
Activate Greater Deflection
Activate Exalted Telekinesis and place plasma grenade at W5
Move to H8
***
Loadout
Stealth armor
HE grenade
Plasma grenade
Frag grenades x4
Light blade
Overcoat
Field computer
Rune stone
Character Tracker
Greater Deflection: -6 to hit; +6 Armor vs. AOE (3r)
Exalted Telekinesis: d12+2 (1000 lb) (3r)
Joker: +2 Trait rolls and Damage
Rune-etched stones: Add +2 to a failed Spirit roll to resist the Corruption AFTER the roll is tossed. Alternatively, it may be used to reroll one crit fail roll to resist the Corruption. It is only one single use of either save, not both.
  • Value: the stones have little credit value, but may be used in Techno-Wizard device construction and upgrades, counting for 2,500 credits worth of parts.
Heather Todd Character Sheet
Parry: 4; Toughness: 14 (6)
Mental Resistance/Mentalist: +6 vs Psionic effects, +4 Armor vs Psionic damage
Rapid Recharge: 1 ISP/30m
ISP: 16/30
Armor: 10/10 PP
Grenades
  • 1 High Explosive
  • 4 Fragmentation
Pistol: 20 shots
  • Reloads: 2 x 20 shots
Bennies: 5/3
Adventure Card
  • Joker’s Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.


Shopping List
TW sidearm
Hand scanner
Stun grenades
Smoke grenades
AP grenades
EMP grenades
Character Tracker
Heather Todd Character Sheet
Parry: 4; Toughness: 14 (6)
ISP: 30/30
Armor: 10/10 PP
Bennies: 4/3
Encumbrance: 28/28 (including pack, 70.75/28, -2 Agility and Strength skills)
Major Psionic: Mind Melters have the Major Psionic Edge and can spend 2 ISP to gain a +1 with any Psionic skill roll, or 4 ISP for a +2 (paid before the roll is made). These effects are doubled when on a ley line.
Mental Resistance/Mentalist: +6 vs Psionic effects, +4 Armor vs Psionic damage, +2 opposed Psionics rolls
Rapid Recharge: 1 ISP/30m
Grenades (carried)
  • 1 High Explosive
  • 1 Fragmentation
  • 2 Plasma
Shard Pistol: 36/36 shots
Fireburst Rifle: 20/20 shots
Adventure Card
  • Let’s Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
User avatar
Alex
Posts: 123
Joined: Mon May 28, 2018 6:53 am

Re: X Marks the Spot: Combat at the Arch!

Post by Alex »

Inside the suit
Alex’s voice is a bit nervous with excitement. ” Archie, you heard Heather lets get those grenades ready to lauch. Set them for impact no sense in giving those sekelies the chance to jump out of the way.”
Archies voice responds quickly, ” Understood Alex, I have highlighted the best places for you to shoot your grenades for maximuim casualties and in accordance with Miss Heather’s commands... Have you taken a moment to read her Dossier I have complied for you—“
Alex cut in ready to roll, ”Sorry, Archie... I have not had time, I will ready it I promise... Just have not found the time... Let take out some skeletons and then read files next, eh?”
”Processing... Processing... I have added video and audio to the file in the hopes it retains your attention.”
Alex uses his GL 40 and shoots three plasma grenades set to detonate on impact, ” Understood Heather.” Is she smiling at me? Did she hear my thoughts? Please please please don’t let her know that I think she is beautiful... Crap on a stick, stop thinking about Heather and start shooting! He does not move as he carefully aims his grenade launcher at the skeletons.
Grenades!
1st)Damage Plasma 29, V 13 ( should be between the rocket launcher skeleton and a non rocket launcher) shooting [dice]0[/dice] sub in wild die hit of 5

2nd)damage plasma 30, M9 should hit 3 coming towards Gill, shooting [dice]1[/dice]

3rd)damage plasma 15, Last one at a rocket launcher skeleton, or w5( mage skeleton), or B1, shooting [dice]2[/dice]

Picking up the slack wild die [dice]3[/dice] subs in for V13
Snapfire( did not move), Alex has rock and roll

Damage:
1st [dice]4[/dice] benny to reroll [dice]7[/dice] ace [dice]8[/dice]
2nd [dice]5[/dice] ace [dice]9[/dice]
3rd [dice]6[/dice]
Contigency
If Everett goes ape shit and evil, Alex fires the grenades at him.
Alex Stat Block
Attributes: Agility d8(2), Smarts d10(2Mars, 1), Spirit d6(1), Strength d4(0) {1d12+4}, Vigor d8+[2]( [d10](1, 1 advance)
Charisma: 2; Pace: 10; Parry: 6 ; Toughness: 20(10)[1] MDC; Strain: 0
Combat Edges: Elan, rock and roll, [fearless], [Battle hardened]
Powers Weird Science: Detect/conceal(25/25), Blast(25/25), Dispel(25/25), smite(25/25)
Bennies
6/3
+1 post rate
+1 interlude
+1 loot organization
Alex Weapon
WI-GL20 Automatic
Damage: By grenade type: plasma 3d10 SBT, 60/120/240, shots 40, rof: 3
Weight: 75
Snapfire, RoF uses one grenade per shot.
Smite Power Attached to it with an Electricity Trapping ( Mega Version is Available as well)
Alex Armor
  • Triax T-31 Super Trooper: Size 1, +10 M.D.C. Armor, +2 Toughness, Strength d12+4, Pace 7.
    Notes: Jet Boosters (Jump 12” horizontal, 6” vertical)
    • „
    • 2 × Rocket Launchers (shoulders). They only fire the F4 Fusion Block missiles (Range 15/30/60, Damage 6d6, RoF 1, AP 25, Mega Damage, SBT). Each launcher has two missiles
    • „ „ 2×Mounted Rocket Launchers (legs)Left anti-vehicle(4d6 AP11), right normal(5d6 AP6) SBT. 100/200/400, RoF 1, shots 2
      „„
    • 3 × MAE-3 (“Maysies”) Hand Charges. The Maysies are thrown or placed (Range 5/10/20, Damage 3d8, RoF 1, AP 10, Mega Damage, SBT)
      • Fusion Missiles are $3K each. The MAE-3 cost $750.
    • „ „ Vibro-Sword (right arm)
      „„
    • 2 × Laser Torches (each palm). The laser torches can be used in combat (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage
User avatar
Snake Eyes
Game Master
Posts: 617
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Re: X Marks the Spot: Combat at the Arch!

Post by Snake Eyes »

Evasions and Skeletons Dying (again)
Mage at X4 evading Heather
[dice]0[/dice]

WD X4 evade
[dice]1[/dice]

NM benny 1 to EE evasion roll
[dice]3[/dice]

Skel at W6 evading Heather
[dice]2[/dice]

Ace with prior - evades to W7
[dice]4[/dice]

Skeletons at L8, M8, M10, W12, V14 die by Alex's grenades. 3rd grenade hits the mage, but does not penetrate the armor and deflection.
The powerful psionic seeks cover, simultaneously depositing a plasma grenade in the lap of the necromancer in the woods. While the nearby skeleton was able to evade, the foul mage is caught in the blast radius. By some stroke of magic, he manages to survive and shrug off the effects of the grenade. The hits keep coming, though. Alex fires off a triad from his grenade launcher, scorching five more skeletons and plugging the necromancer where he stands. Still, the magic armor encasing the necromancer is proof versus the plasma looking for something to devour. He shouts, menacingly, at the heroes. "That all you got? Anub'barak will take your souls, and I'll use your bodies as my playthings!"
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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Missouri
Diamond Patron
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Posts: 53
Joined: Mon Jul 02, 2018 9:39 am

Re: X Marks the Spot: Combat at the Arch!

Post by Missouri »

Missouri had his trusty shard pistol in hand since they were going in to a dangerous area, an area of blight and dark sickly magic. Things went southbound pretty quickly though, even sooner then he had imagined. Skeletons and magic-users! Rockets firing! Ice everywhere! It was chaos!

He moved over to his left to gain some cover, firing a burst from his pistol as he moved, targeting the closer mage for the moment. The burst was dead on and seemed to hit well. Missouri grinned and called out, "Damn, I'm gettin' too old for this shit!"
OOC Stuff
Moving to C-10 if unoccupied.

Notice die [dice]0[/dice], Wild die [dice]1[/dice] = 4 total.

Shooting Shard Pistol at Mage in B1 (moving a bit closer) = 13 to hit total.
3RB +2 to hit, Helmet +2 to hit, Mega Deflection -4 to hit, -2 cover.
Shooting die [dice]2[/dice], Ace [dice]4[/dice], Wild die [dice]3[/dice].

Damage (+3 to total) [dice]5[/dice], Raise [dice]6[/dice]
Benny for damage reroll (+1 to total) [dice]7[/dice], Ace [dice]9[/dice], Ace [dice]11[/dice], Raise [dice]8[/dice], Ace [dice]10[/dice] = 34 damage, AP 1.
Missouri Smith
Character Summary
D'Norr A.R.E.S. Archaeologist

Special: -2 vs Fear; Can get irritable/impatient during periods of low activity (requires a Spirit Roll or gets -2 Charisma and -1 to Trait rolls)

Active effects: Quickness (with raise so redraw Initiative lower than 8); +2 Pace, +1 die Agility.
TK Machinegun - Serious Problem: The device or gear applies a –2 to all Trait rolls where it’s used, or its applicable bonus is reduced by 2.

Wounds:

Parry: 7; Toughness: 21(11)
Weapons: TK Machinegun; Shard Pistol; TW Energy Whip

Edges: AB Magic, Attractive, Rapid Recharge, Strong Willed, Wizard

Charisma: +3 (-4 w/Coalition)

Bennies: 4

PPE: 25/20
Powers: Armor, Boost/Lower Trait, Deflection, Quickness, Slumber

Adventure Cards:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
Currently playing in: Tomorrow Legion: 12th AAT - The Dirty Dozen
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Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: X Marks the Spot: Combat at the Arch!

Post by Snake Eyes »

Soaks and 2 measly skeletons get to shoot at people
Mage at B1 benny to soak 4 wounds
[dice]0[/dice]

WD Soak
[dice]1[/dice]

Mage at B1 spends 2nd and final WC benny to soak 4 wounds
[dice]5[/dice]

WD Soak Benny
[dice]6[/dice]

Ace with prior - 1 wound soaked, Mage B1 is at 3 wounds and shaken
[dice]9[/dice]

Skeleton A5 break free - success! He can act next round!
[dice]2[/dice]

Skeleton R14 moves to W12, drops rifle, picks up PRL, fires (snapfire) at I9 (-2 Snap, -2 MAP)
[dice]3[/dice]

Per RAW suggestion, Agility -2 to pick up the PRL
[dice]15[/dice]

GM Benny to reroll attack on I9
[dice]7[/dice]

Ace plus prior PRL attack on I9
[dice]10[/dice]

Damage to Everett, Gill, Heather, Proditione: Total result = 25, AP 6
[dice]12[/dice] AP 6
One Ace with prior - AP 6
[dice]13[/dice]
2nd Ace with prior
[dice]14[/dice]

Skeleton W7 moves to T7, fires at Xero, moves back to W7
[dice]4[/dice]

Damage on Xero with NG-L5 - AP 2
[dice]8[/dice]

One Ace with prior
[dice]11[/dice] - Xero takes half damage from lasers: he is shaken only, taking 7 damage
The remaining skeletons move methodically, with the singleminded goal of ending the lives of the breathers in front of them. The last skeleton of the left-side group manages to wrench itself free and prepares a dangerous assault on the 12th that it will certainly carry out soon! The combat mage, still in shock from the cold shoulder treatment, gets a blast of shards for his trouble, taken center mass. He's alive, barely, but is far worse for the wear.
The two remaining skeletons on the right side make their moves, too. The skeleton nearest the necromancer pops out of the treeline, fires, then retreats into the treeline for cover. His target: Xero, the source of the freeze. Xero takes a solid hit! Thankfully, his icy nature deflected most of the blast, but he's still aware that he's been hit.
Worse, though, is the final skeleton. Seeing his re-fallen comrade drop their equalizer, he is compelled towards maximum carnage. He runs to the pile of bones where the rocket launcher fell, drops his own rifle, and picks up the tube of death. With a lucky shot, he drops a rocket directly on Everett, catching him and his neighbors in the blast! Calamities galore!

The four involved in the rocket launcher blast may soak at their leisure.
Heather takes 2 wounds (6 AP, +6 armor vs. AOE, 25 damage vs 14 net Toughness)
Proditione takes half damage from mundane sources, is Shaken (1/2 damage round down, 12 damage vs. 9 net Toughness)
Everett takes 1 wound (6 AP, 25 damage vs 19 net Toughness)
Gill takes 4 wounds (6 AP, 25 damage vs 6 net Toughness), or alternatively:
Curatrix may roll to swap positions and take the hit, taking 2 wounds (6 AP, 25 damage vs 14 net Toughness); he must declare his actions beforehand to determine if MAP applies

Next cluster is up!
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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Gaspard Gillead
Posts: 158
Joined: Tue May 29, 2018 11:36 pm

Re: X Marks the Spot: Combat at the Arch!

Post by Gaspard Gillead »

WIP
Proditione Unshake
Spirit [dice]0[/dice]
FAIL

Casting Exalted Dispel at CM (centered on him)
Spellcasting [dice]1[/dice]
Wild Spellcasting [dice]2[/dice] ACE [dice]3[/dice] ACE [dice]4[/dice]
Extra Effort because that's what you do [dice]5[/dice]

Proditione moves half-pace to F7.
Gaspard pops off ED, then moves to B9, hoping to get some cover, himself
.
"Perdi, gut that cretin!" Gaspard, shouts, pointing to the Necromancer on the north end of the battlefield. Proditione moves to comply, but only barely, still staggered by the rocket-blast.

Cursing the demon's incompetence, Gaspard follows up by trying to strip the other necromancer of the fiend's protective magics. Not waiting to see if that worked, he dashes for the tree-line, getting into as deep of cover as he can manage.
Gaspard Gillead
Seasoned D'Norr Shifter
OOC Comments
Agility d6, Smarts d12, Spirit d10, Strength d4 (d8 in armor), Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 17 (8); Strain: 0; Corruption: 0
Skills:
Spellcasting d12; Fighting d4; Athletics d4
Academics d8; Research d10; Common Knowledge d6; Occult d8
Persuasion d6 (Free Re-roll, -1 outside Occult circles); Notice d6; Stealth d4
Edges: Charismatic, Horns, Bind the Summoned, Spell Mastery (Interrogation); Ley Line Magic Mastery; Ley Line Phasing; Ley Line Gate; Sense Rifts; Shift Reality; Linguist; Diabolist; Strong-Willed; Psychotically Brave; Investigator
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding
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Snake Eyes
Game Master
Posts: 617
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Re: X Marks the Spot: Combat at the Arch!

Post by Snake Eyes »

Necromancer Exalted Dispel resist - both spells fall
Armor
[dice]0[/dice]

WD Armor
[dice]1[/dice]

Deflection
[dice]2[/dice]

WD Deflection
[dice]3[/dice]

Unidentified
TN 6
deactivated for [dice]4[/dice] minutes

Vigor vs Parry reduction - Armor
[dice]5[/dice]

Ace with prior
[dice]9[/dice]

WD Vigor
[dice]6[/dice]

Vigor vs Parry reduction - Deflection
[dice]7[/dice]

WD Vigor
[dice]8[/dice]

Ace WD with prior
[dice]10[/dice]
The necromancer watches with glee as the rocket launcher tears into multiple members of the Dirty Dozen. His jubilation is cut short as Gaspard's magic tears down his own. He curses as he looks at the object in his hands, then returns his withering gaze to focus on Gaspard.
Updated Fight Status
All Skeletons: Parry 6; Toughness 13 (5)
Mage B1 (CM): Parry 10 (includes deflection); Toughness 20 (12) MDC (with Greater Armor power); 3 wounds, shaken, entangled
Mage X4 (NM): Parry 6; Toughness 13 (7)
Skeleton W12 (moved) carrying empty PRL, A5 and W7 carrying NG-L5; all three are unfettered and able to act
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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Heather Todd
Posts: 135
Joined: Mon May 28, 2018 4:12 am

Re: X Marks the Spot: Combat at the Arch!

Post by Heather Todd »

Federation of Magic/Archway
Morning
Round 2

Heather’s cover wasn’t as good as she had wanted, and she was caught in the rocket blast. Her telekinetic field saved her from some of it, but she was still struck by two pieces of shrapnel.
Soak 3; no wounds soaked
Vigor [dice]0[/dice]
Wild [dice]1[/dice]
Benny to reroll
Vigor [dice]2[/dice]
Wild [dice]3[/dice]
Well that's that. Guess I'm taking those wounds.
Pain flared through Heather’s shoulder and thigh as the shrapnel from the rocket impaled her. She slammed back against the wall, leaving a bloody trail as she fought to stay upright.

“Son of a--” Heather grunted.

***
Loadout
Stealth armor
HE grenade
Plasma grenade
Frag grenades x4
Light blade
Overcoat
Field computer
Rune stone
Character Tracker
Wounds: -2
Greater Deflection: -6 to hit; +6 Armor vs. AOE (2r)
Exalted Telekinesis: d12+2 (1000 lb) (2r)
Rune-etched stones: Add +2 to a failed Spirit roll to resist the Corruption AFTER the roll is tossed. Alternatively, it may be used to reroll one crit fail roll to resist the Corruption. It is only one single use of either save, not both.
  • Value: the stones have little credit value, but may be used in Techno-Wizard device construction and upgrades, counting for 2,500 credits worth of parts.
Heather Todd Character Sheet
Parry: 4; Toughness: 14 (6)
ISP: 12/30
Armor: 10/10 PP
Bennies: 1/3
Mental Resistance/Mentalist: +6 vs Psionic effects, +4 Armor vs Psionic damage
Rapid Recharge: 1 ISP/30m
Grenades
  • 1 High Explosive
  • 4 Fragmentation
Pistol: 20 shots
  • Reloads: 2 x 20 shots
Adventure Card
  • Joker’s Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.


Shopping List
TW sidearm
Hand scanner
Stun grenades
Smoke grenades
AP grenades
EMP grenades
Character Tracker
Heather Todd Character Sheet
Parry: 4; Toughness: 14 (6)
ISP: 30/30
Armor: 10/10 PP
Bennies: 4/3
Encumbrance: 28/28 (including pack, 70.75/28, -2 Agility and Strength skills)
Major Psionic: Mind Melters have the Major Psionic Edge and can spend 2 ISP to gain a +1 with any Psionic skill roll, or 4 ISP for a +2 (paid before the roll is made). These effects are doubled when on a ley line.
Mental Resistance/Mentalist: +6 vs Psionic effects, +4 Armor vs Psionic damage, +2 opposed Psionics rolls
Rapid Recharge: 1 ISP/30m
Grenades (carried)
  • 1 High Explosive
  • 1 Fragmentation
  • 2 Plasma
Shard Pistol: 36/36 shots
Fireburst Rifle: 20/20 shots
Adventure Card
  • Let’s Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
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Gill
Posts: 91
Joined: Tue Jun 19, 2018 1:13 pm

Re: X Marks the Spot: Combat at the Arch!

Post by Gill »

Bodyguard Agility to take the damage success
Agility [dice]0[/dice]
Wild [dice]1[/dice]

Not going to Soak. Simply taking the damage.
As the attacks come Curatrix moves him body between the attackers and Gill keeping the Mystic safe from the dangers at the cost of his own body taking the wounds.

As the blow rattles Curatrix his agitation grows. Like all beings in nature, he responds to force with force and a sudden tangible energy radiates off of him.
(Berserk)


Seeing the assault by the undead, and the evil sorcerer Gill reaches out with his mind into the earth that is the source of all harmony. drawing on the power he releases a wave of healing power, restoring his allies and invigorating them.
Mass Healing 2 wounds on all allies
Mysticism [dice]2[/dice]
Wild [dice]3[/dice] Ace [dice]4[/dice]
Benny to Extra Effort so we have the raise and both wounds are healed. [dice]5[/dice]
.
I forgot Curatrix' Unshake and Berserk rolls
Unshake
Spirit [dice]6[/dice]
Wild [dice]7[/dice]

Berserk
Smarts [dice]8[/dice]
Wild [dice]9[/dice]
Gill Chaos Master (Rob T)
Gill Chaos Master
Rank: Seasoned 2 (MARS + Site = 5) Advances Left: 0
Race: Human
Iconic Framework: MARS Vagabond
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Pace: 6 (d6 running); Parry: 5; Toughness: 14 (6)
Skills: North American d8 (Native), Notice (Smarts) d10 [/color] All Others d6

Gill's Resources
Bennies: 7
  • +5 Quarter Begins + Great Luck


    Wounds: 0 of 3
    Fatigue: 0 of 2
    Focus Pool: 30/30
    Magic PPE: 15 of 15
    Miracles PPE: 10 of 10
    Psionic ISP: 10 of 10
    Techno Pool: 15 of 15

    Active Effects:
    Awesomeness +9,000
Curatrix - Avatar of The Chaos
Curatrix - Avatar of The Earth
Rank: Novice 0 Advances Left: 0
Race: Avatar of The Earth
Iconic Framework: Intelligent Construct
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+5 (2.5 tons/10 tons), Vigor d12+2
Pace: 0; Parry: 8/11; Toughness: 41 (20); Size: 3 (10' tall 2,000 lbs)
Skills: Athletics d12+2, Common Knowledge d4, Fighting d12+2, Focus d6+2, Notice d4+2 (multi spectrum), Occult d6+2, Persuasion d4, Shooting d8, Stealth d4

Curatrix' Resources
Bennies: 2
  • +2 Quarter Begins

    Wounds: 0 of 5 (Ignores all Wound Penalties)
    Fatigue: 0 of 2
    Focus Pool: 15/15
Active Effects:
Awesomeness +9,000
User avatar
Everett Jackson
Diamond Patron
Diamond Patron
Posts: 99
Joined: Wed Jun 27, 2018 9:12 am

Re: X Marks the Spot: Combat at the Arch!

Post by Everett Jackson »

Notice 3, Spirit 5
Notice: [dice]0[/dice] (Ignore illumination, -1 from TD Glitch)
Wild: [dice]1[/dice]

Shaken
Spirit: [dice]2[/dice]
Wild: [dice]3[/dice]
The rocket slams directly into Everett's chest and explodes. Fortunately, his heavily reinforced and armored body shrugs the blow off. What little damage he takes is quickly healed by Gill.

"Appreciate it, Gill. Time to..." Everett stops speaking mid-sentence, assaulted by Balitrox.

MEATBAG! The time has come. Necromancy animates these bodies and they are attacking you without warning or reason. Even one dimwitted as you can see that evil is afoot. Relinquish control to me. It is time for you to fulfil your portion of our bargain.

Everett stares for a second at the mage, and readies Balitrox. He feels an overwhelming rage come over him and then its like he's watching a movie. A movie which stimulates all five of his senses. He's still inside his body, and although he feels like he could control himself if he needed to, something else is driving him forward. As he watches, his metal hands drop his railgun to the ground and draw his chain greatsword.

"Hahahaha! Ahh, yes, I have not felt the sensations of the flesh in quite some time, mortals. Death comes for you, in particular!" Balitrox shouts as he runs towards the necromancer closest to him.
Running 1, Wild Attack w/ Balitrox 19, Damage 27 w/ AP 6; -1 Benny
Running: [dice]6[/dice]

Fighting: [dice]4[/dice] (-2 Running, +2 Wild Attack, +2 Berserk)
Wild: [dice]5[/dice]
Extra Effort: [dice]7[/dice] Ace: [dice]8[/dice]

Damage (+2 Berserk, +2 Wild Attack, +1d6 Raise)
[dice]9[/dice] + [dice]10[/dice] + [dice]11[/dice]
Balitrox's rage burns brightly as he swings the axe down at the necromancer. He doesn't even feel the impact as the blade strikes the vile magician in the shoulder and continues slicing diagonally downards through him. The axe clears the necromancers body and Balitrox laughs maniacally as he butchers the corpse with a few more swift chops of the axe, spurting blood everywhere in the vicinity.

"Oh, my, I seem to have forgotten about the other one," Balitrox says with a smile and a disturbingly gentle chuckle.

He turns to run towards the remaining magic user when he notices the party for the first time. The happy look on Everett's face vanishes and is replaced with a disgusted snear.

Under his breath, Balitrox mutters, "Your time will come, disgusting creatures. This one is easily manipulated."

Conditions
Parry 1 (6 +1 Acrobat = 7 -1 Balitrox -1 Chain Greatsword, -2 Berserk, -2 Wild Attack = 1)
Toughness = 27(12); +2 Toughnes from Berserk
Everett Jackson, Titan Juicer
Everett, Human Titan Juicer
Pace: 10(d8); Parry: 8(1) Toughness: 24(9)
  • Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
Note: Neither Quick nor Uncanny Reflexes apply on the first round of an unexpected combat/high-stress situation.
Combat-Relevant Edges & Abilities:
  • Ravenous Abandon (Berserk): Per the Berserk Edge, Everett can flip the switch and give partial control over his actions to the Reaver of Essence. This comes at a cost - ending Balitrox's berserking rage is not an option until its hunger has been sated by the blood of a wielder of arcane power
  • Charge: She may ignore the penalty for Running when making a Fighting attack at the end of her movement.
    • Overrun: If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.
  • Drug-induced Euphoria/Tranquility: In order to keep the Juicer from burning out over a matter of days, the bio-comp constantly supplies a combination of psychotropic drugs and chemical inhibitors to keep him happy and calm. Juicers live in a state somewhere between mildly ecstatic and stoned, which causes −1 to all Smarts or Smarts-linked skill rolls in non-combat or low stress situations. On the first round of an unexpected combat or high-stress situation, the Juicer doesn’t gain the benefits of Uncanny Reflexes or Quick.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Internal Repair System: As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge.
  • Level Headed: Draw an additional Action Card each round in combat and choose which one to use.
  • Multi-Optic Helmet: It includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice-projection system.
  • Quick: Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
  • Size +2
  • Split the Seconds: Juicers and Crazies often find themselves living between the ticks of the clock. This Edge allows them to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
  • Super Endurance: They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
  • Trademark Weapon, Improved: +2 to Fighting with Balitrox and +2 Parry when Balitrox is readied.
Wounds: 0/3; Fatigue: 0/2; Balitrox's PPE: 5/5
Bennies: 4/3; Internal Repair System: 3/3
Burn: 6/8
Edit Signature

Balitrox speaking into Everett's mind.
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: X Marks the Spot: Combat at the Arch!

Post by Snake Eyes »

Necromancer's action
Cast PPE Thief on Gill - +2 Necromantic Focus, -2 for Magic vs. Miracles
[dice]0[/dice]

WD PPE Thief
[dice]1[/dice]
The necromancer, cursing at the object in his hand, nevertheless reaches his other hand out at Gill, the party's healer. Unfortunately for the necromancer, Harmony has intervened. The boggy ground and a low-lying limb distract the already irate mage from his magic. As the spell backfires, he lurches forward, tripping into an abnormally large spider web. His head snags on the web as his legs kick out from underneath him, and he drops the items he was holding. The necromancer hangs there, legs unable to find solid ground, his whole body limp. The vacant look in his eyes suggests he's trying to recall remedial spellcasting 101, but nothing's coming up.

END ROUND 1

ROUND 2, FIGHT!
The Dirty Dozen acquits themselves mightily, raining ice, napalm, and plasma down on their enemies. Balitrox has gotten his first taste of evil mage in weeks...but he's far from satisfied. Most of the skeletons are returned to their eternal rest, though one did manage to fire off a rocket, inflicting some temporary pain. The damage is quickly addressed by the harmonious mystic, and the 12th resumes their heroic combat versus the forces of darkness.
Stone Arch Clearing Round 2.JPG
Next Round Instructions
Alex has drawn the Ace of Spades, and may act first. All of the remaining targets are still in moderate cover, and line of sight will further complicate any attacks Alex might be planning on A5, W7, W12. K8 is covered by his allies, which would force him to shoot into a melee. Alex, unless you move, treat those ranged skeletons as having heavy cover, -4. If you move to gain LOS, it becomes -2 from cover. K8 is heavy cover and you'll be risking Innocent Bystanders.
On your turns (if any enemies remain), Heather, Curatrix, Proditione, and Xero must roll Spirit vs. Shaken. Wounds were healed, but shaken status was not.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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Alex
Posts: 123
Joined: Mon May 28, 2018 6:53 am

Re: X Marks the Spot: Combat at the Arch!

Post by Alex »

Going on the Ace:

”Hang on Gill!” That skeleton looks like it is about to go all out on Gill. Not if I can help it.
Inside the Suit
”Archie, activate those jump jets and get us right behind that skeleton!”
Archie’s response is prompt, ”Yes Alex... I suspect you will need the forearm vibrosword as well?”
”You got it buddy, lets get our Burn on.”
Archie’s dry comment continues, ”Jets are ready Alex, If you can take out the one in Melee with the being known as Gill, you will give your allies a chance to clear the feild.
Alex is propelled into the air 30ft high and 60ft long his grenade launch in his off hand and a shining vibro blade extended from the other. He power lands behind skeleton, in melee with Gill, thrusting his vibroblade down at the skeleton with power rather than skill as he lands.
Fighting against Skeleton at k8: 12, Damage 22MD AP4
fighting with integrated forearm vibro sword -2 jump, +1 gangup, +2 wild attack (parry is -2). [dice]0[/dice] Wild [dice]1[/dice] benny spent for EF [dice]2[/dice]

Damage: STR+1d10 +2 wild attack. [dice]3[/dice]+[dice]4[/dice]+[dice]5[/dice] AP 4
Alex enthusiastically calls out, ”Burn it Gill, lets get the rest of these skeletons!”
Movement, Assuming Skeleton drops
Alex moves behind the column at N8
Alex Stat Block
Attributes: Agility d8(2), Smarts d10(2Mars, 1), Spirit d6(1), Strength d4(0) {1d12+4}, Vigor d8+[2]( [d10](1, 1 advance)
Charisma: 2; Pace: 10; Parry: 6 ; Toughness: 20(10)[1] MDC; Strain: 0
Combat Edges: Elan, rock and roll, [fearless], [Battle hardened]
Powers Weird Science: Detect/conceal(25/25), Blast(25/25), Dispel(25/25), smite(25/25)
Bennies
6/3
+1 post rate
+1 interlude
+1 loot organization
Alex Weapon
WI-GL20 Automatic
Damage: By grenade type: plasma 3d10 SBT, 60/120/240, shots 40, rof: 3
Weight: 75
Snapfire, RoF uses one grenade per shot.
Smite Power Attached to it with an Electricity Trapping ( Mega Version is Available as well)
Alex Armor
  • Triax T-31 Super Trooper: Size 1, +10 M.D.C. Armor, +2 Toughness, Strength d12+4, Pace 7.
    Notes: Jet Boosters (Jump 12” horizontal, 6” vertical)
    • „
    • 2 × Rocket Launchers (shoulders). They only fire the F4 Fusion Block missiles (Range 15/30/60, Damage 6d6, RoF 1, AP 25, Mega Damage, SBT). Each launcher has two missiles
    • „ „ 2×Mounted Rocket Launchers (legs)Left anti-vehicle(4d6 AP11), right normal(5d6 AP6) SBT. 100/200/400, RoF 1, shots 2
      „„
    • 3 × MAE-3 (“Maysies”) Hand Charges. The Maysies are thrown or placed (Range 5/10/20, Damage 3d8, RoF 1, AP 10, Mega Damage, SBT)
      • Fusion Missiles are $3K each. The MAE-3 cost $750.
    • „ „ Vibro-Sword (right arm)
      „„
    • 2 × Laser Torches (each palm). The laser torches can be used in combat (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage
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Gill
Posts: 91
Joined: Tue Jun 19, 2018 1:13 pm

Re: X Marks the Spot: Combat at the Arch!

Post by Gill »

Curatrix Unshakes
Okay, turns out it became my turn. So... Curatrix in a rage runs for the one is X4
Unshake
Curatrix Spirit [dice]0[/dice]
Wild [dice]1[/dice]
Seeing Alex destroy the skeleton that was about to attack him Gill thanks him. "Thank you Alex, the wisdom of youth is often overlooked by the ignorance of the aged." Then begins a short prayer bringing himself more inline with the harmony of the world and moves towards the cover of the column in front of him.
Greater Deflection -4 and Cover
Gill Casts Deflection and moves to I8
Deflection [dice]2[/dice]
Wild [dice]3[/dice]
Benny to Reroll
Deflection [dice]6[/dice]
Wild [dice]7[/dice]


Curatrix sees Gill protect himself and move to cover, but the rage of being attacked has already sunk into him. Looking around he sees the Necromancer at the core of the troubles and runs for him charging with a wild attack meant to remove the necromancers head. The rune sword flips through the air and lands sinking half way through the trees next to the necromancer.
Running & Throwing
Not actually running final location Q6
- 2 Range

Throwing [dice]4[/dice]
Wild [dice]5[/dice]

Benny to reroll
Throwing [dice]8[/dice]
Wild [dice]9[/dice]

Benny 2 to reroll
Throwing [dice]10[/dice]
Wild [dice]11[/dice]

Benny 2 to reroll
Throwing [dice]12[/dice]
Wild [dice]13[/dice]
Gill Chaos Master (Rob T)
Gill Chaos Master
Rank: Seasoned 2 (MARS + Site = 5) Advances Left: 0
Race: Human
Iconic Framework: MARS Vagabond
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Pace: 6 (d6 running); Parry: 5; Toughness: 14 (6)
Skills: North American d8 (Native), Notice (Smarts) d10 [/color] All Others d6

Gill's Resources
Bennies: 7
  • +5 Quarter Begins + Great Luck


    Wounds: 0 of 3
    Fatigue: 0 of 2
    Focus Pool: 30/30
    Magic PPE: 15 of 15
    Miracles PPE: 10 of 10
    Psionic ISP: 10 of 10
    Techno Pool: 15 of 15

    Active Effects:
    Awesomeness +9,000
Curatrix - Avatar of The Chaos
Curatrix - Avatar of The Earth
Rank: Novice 0 Advances Left: 0
Race: Avatar of The Earth
Iconic Framework: Intelligent Construct
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+5 (2.5 tons/10 tons), Vigor d12+2
Pace: 0; Parry: 8/11; Toughness: 41 (20); Size: 3 (10' tall 2,000 lbs)
Skills: Athletics d12+2, Common Knowledge d4, Fighting d12+2, Focus d6+2, Notice d4+2 (multi spectrum), Occult d6+2, Persuasion d4, Shooting d8, Stealth d4

Curatrix' Resources
Bennies: 2
  • +2 Quarter Begins

    Wounds: 0 of 5 (Ignores all Wound Penalties)
    Fatigue: 0 of 2
    Focus Pool: 15/15
Active Effects:
Awesomeness +9,000
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Everett Jackson
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Re: X Marks the Spot: Combat at the Arch!

Post by Everett Jackson »

Balitrox can sense the other magic user even if he can't currently see him. It is too far a distance to close quickly, so he considers alternatives. The mechanical suit is no longer an option. Pitty it has already jumped away. That was the only decent option. That leaves me with asking one of these disgusting creatures.

Balitrox jogs over to Joseph and smiles at him. He casually lifts his namesake up and positions it between himself and Joseph. Then he says, "Funny thing about being trapped in his infernal axe is that I have many rules I have to follow, as does the one who wields it. I can't kill you because you're," Balitrox pauses and cocks an eyebrow at Joseph before continuing, "not evil. Mostly. However, If I decide you're helping evil - I'm free to do whatever I wish. Because, isn't that evil? Such things are quite fluid, fortunately. So, I would find it most helpful if you were to use your cursed magic to teleport me closer to that evil one over there. Not doing so would be quite beneficial to him, no?"

Balitrox continues to smile his very genuine, yet equally creepy, smile as he waits for Joseph's response.
Everett Jackson, Titan Juicer
Everett, Human Titan Juicer
Pace: 10(d8); Parry: 8(1) Toughness: 24(9)
  • Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
Note: Neither Quick nor Uncanny Reflexes apply on the first round of an unexpected combat/high-stress situation.
Combat-Relevant Edges & Abilities:
  • Ravenous Abandon (Berserk): Per the Berserk Edge, Everett can flip the switch and give partial control over his actions to the Reaver of Essence. This comes at a cost - ending Balitrox's berserking rage is not an option until its hunger has been sated by the blood of a wielder of arcane power
  • Charge: She may ignore the penalty for Running when making a Fighting attack at the end of her movement.
    • Overrun: If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.
  • Drug-induced Euphoria/Tranquility: In order to keep the Juicer from burning out over a matter of days, the bio-comp constantly supplies a combination of psychotropic drugs and chemical inhibitors to keep him happy and calm. Juicers live in a state somewhere between mildly ecstatic and stoned, which causes −1 to all Smarts or Smarts-linked skill rolls in non-combat or low stress situations. On the first round of an unexpected combat or high-stress situation, the Juicer doesn’t gain the benefits of Uncanny Reflexes or Quick.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Internal Repair System: As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge.
  • Level Headed: Draw an additional Action Card each round in combat and choose which one to use.
  • Multi-Optic Helmet: It includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice-projection system.
  • Quick: Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
  • Size +2
  • Split the Seconds: Juicers and Crazies often find themselves living between the ticks of the clock. This Edge allows them to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
  • Super Endurance: They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
  • Trademark Weapon, Improved: +2 to Fighting with Balitrox and +2 Parry when Balitrox is readied.
Wounds: 0/3; Fatigue: 0/2; Balitrox's PPE: 5/5
Bennies: 4/3; Internal Repair System: 3/3
Burn: 6/8
Edit Signature

Balitrox speaking into Everett's mind.
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Joseph Cook
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Re: X Marks the Spot: Combat at the Arch!

Post by Joseph Cook »

Teleport 7 Burst 10, 21 damage
Smarts [dice]8[/dice]
Wild Die [dice]9[/dice]

[dice]0[/dice]
Wild Die [dice]1[/dice]

Burst [dice]2[/dice]
Wild Die [dice]3[/dice]
Burst damage [dice]4[/dice]+[dice]5[/dice] Explode [dice]6[/dice][dice]7[/dice]
So I'm talking to ballitrax right now...
"I'll take you. Just understand that you are on a short leash. If we need to take care of you in order to save Everett, we will."

Joseph grabs Everett/Ballitrax firmly by the shoulder and they vanish, reappearing in V3. He let's lose his hellfire burst at the skeleton in W7
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Snake Eyes
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Posts: 617
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Re: X Marks the Spot: Combat at the Arch!

Post by Snake Eyes »

Evasion
Skeleton W7 evading
[dice]0[/dice]

Skel W12 evading
[dice]1[/dice]
In a blink, Joseph and Balitrox (along with his flesh-shelled wielder) disappear, and reappear in front of the dumbfounded necromancer. Joseph then spews his characteristic fountain of napalm, immolating the last two skeletons and returning their bones to the dust and ash they were formed from.
The necromancer has only one skeleton ally remaining in the decidedly one-sided fight against the 12th...
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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Everett Jackson
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Re: X Marks the Spot: Combat at the Arch!

Post by Everett Jackson »

Balitrox's smile fades slightly and his eyes narrow just a bit when Joseph teleports him. He ignores his comments, shrugs his shoulders and says, "Oh well, there's always next time."

Then he turns to face the necromancer and chuckles, "Heh, it seems your friend's fallen all to pieces."

Balitrox swooshes the axe in the air a couple times, revs the chain longsword and says, "This guy behind me did himself a favor and brought me over here. Let me show you what I want to do to him, ok?"
Everett Jackson, Titan Juicer
Everett, Human Titan Juicer
Pace: 10(d8); Parry: 8(1) Toughness: 24(9)
  • Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
Note: Neither Quick nor Uncanny Reflexes apply on the first round of an unexpected combat/high-stress situation.
Combat-Relevant Edges & Abilities:
  • Ravenous Abandon (Berserk): Per the Berserk Edge, Everett can flip the switch and give partial control over his actions to the Reaver of Essence. This comes at a cost - ending Balitrox's berserking rage is not an option until its hunger has been sated by the blood of a wielder of arcane power
  • Charge: She may ignore the penalty for Running when making a Fighting attack at the end of her movement.
    • Overrun: If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.
  • Drug-induced Euphoria/Tranquility: In order to keep the Juicer from burning out over a matter of days, the bio-comp constantly supplies a combination of psychotropic drugs and chemical inhibitors to keep him happy and calm. Juicers live in a state somewhere between mildly ecstatic and stoned, which causes −1 to all Smarts or Smarts-linked skill rolls in non-combat or low stress situations. On the first round of an unexpected combat or high-stress situation, the Juicer doesn’t gain the benefits of Uncanny Reflexes or Quick.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Internal Repair System: As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge.
  • Level Headed: Draw an additional Action Card each round in combat and choose which one to use.
  • Multi-Optic Helmet: It includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice-projection system.
  • Quick: Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
  • Size +2
  • Split the Seconds: Juicers and Crazies often find themselves living between the ticks of the clock. This Edge allows them to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
  • Super Endurance: They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
  • Trademark Weapon, Improved: +2 to Fighting with Balitrox and +2 Parry when Balitrox is readied.
Wounds: 0/3; Fatigue: 0/2; Balitrox's PPE: 5/5
Bennies: 4/3; Internal Repair System: 3/3
Burn: 6/8
Edit Signature

Balitrox speaking into Everett's mind.
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Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: X Marks the Spot: Combat at the Arch!

Post by Snake Eyes »

violence
skeleton shooting at Gaspard - heavy cover
[dice]0[/dice]
GM benny for EE
[dice]1[/dice]

Damage on Gaspard
[dice]2[/dice]

One ace with prior
[dice]3[/dice]

2nd ace with prior AP2 = 4 wounds to Gaspard
[dice]4[/dice]
The lone remaining skeleton shifts its aim as its original target, Joseph, blinks out of the way. It spots the devil man giving orders to the demon, lines up a shot, and squeezes. The blast strikes Gaspard fully. The skeleton shows no signs of glee. It simply moves on to the next living target.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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Gaspard Gillead
Posts: 158
Joined: Tue May 29, 2018 11:36 pm

Re: X Marks the Spot: Combat at the Arch!

Post by Gaspard Gillead »

Ow, Soak 2 Wounds
Currently have six bennies

Benny to Soak [dice]0[/dice]
Wild Vigor [dice]1[/dice]
Benny to Re-roll
Soak [dice]2[/dice]
Wild Soak [dice]3[/dice]
Benny to Re-Roll
Soak [dice]4[/dice]
Wild Soak [dice]5[/dice]
Last Try
Soak [dice]6[/dice] ACE [dice]8[/dice]
Wild Soak [dice]7[/dice]
2 bennies remaining

Perdi Unshake roll [dice]9[/dice]

Gaspard Unshake Roll [dice]10[/dice]
Wild Spirit [dice]11[/dice] Ace running total [dice]12[/dice]

Proditione still Shaken; Gaspard unshakes.

Proditione again moves half-pace, to C6.

Gaspard attempts to cast Urban Transit (burrow) then moves to G9, to be able to actually use the power and go below the worked stone, finishing his movement at G10:
Spellcasting [dice]13[/dice]
Wild Spellcasting [dice]14[/dice]

.
Gaspard gasps in pain, and shouts to Proditione, "Kill that last skeleton!" The demon, still reeling from the rocket-blast, attempts to stagger towards the new target, but doesn't quite get there. Realizing the enemy spellcaster is planning on getting his revenge, he shakes off the pain and moves forward, magically sliding into the worked stone surrounding the doorway, and even a bit beyond the edge of it. Just before passing below, he calls out to Gill, "Radio me when you've got a healing spell ready to go, and I'll come up."
Gaspard Gillead
Seasoned D'Norr Shifter
OOC Comments
Agility d6, Smarts d12, Spirit d10, Strength d4 (d8 in armor), Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 17 (8); Strain: 0; Corruption: 0
Skills:
Spellcasting d12; Fighting d4; Athletics d4
Academics d8; Research d10; Common Knowledge d6; Occult d8
Persuasion d6 (Free Re-roll, -1 outside Occult circles); Notice d6; Stealth d4
Edges: Charismatic, Horns, Bind the Summoned, Spell Mastery (Interrogation); Ley Line Magic Mastery; Ley Line Phasing; Ley Line Gate; Sense Rifts; Shift Reality; Linguist; Diabolist; Strong-Willed; Psychotically Brave; Investigator
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding
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Missouri
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Re: X Marks the Spot: Combat at the Arch!

Post by Missouri »

OOC Stuff
Notice die [dice]0[/dice], Wild die [dice]1[/dice] = 5 total.

Moving to I-12 and shooting at Necromancer with Shard Pistol, should be withing 15 so short range.

Shooting Shard Pistol at Necromancer = 8 to hit total.
3RB +2 to hit, Helmet +2 to hit, not sure if there's cover or anything else.
Shooting die [dice]2[/dice], Wild die [dice]3[/dice].

If that hits, damage (+3 to total) [dice]4[/dice]
Benny reroll [dice]5[/dice], Ace [dice]7[/dice] = 21 MD, AP 1.

Raise damage if applicable, ignore if not: [dice]6[/dice].
Missouri gave a nod as the first mage went down. It wasn't all due to him, but he had helped and he was a big fan of teamwork. He stepped his way closer to the other magic-user at the far end of the battlefield. The optics in his helmet helped zero in on the position and he had the pistol still set to do a short burst - so he didn't change it but pulled the trigger once more. At least some of the burst of shards seemed to connect with the mage, but Missouri wasn't sure that it really seemed to do much damage. To be fair, though, he was a bit of distance away, so it wasn't that easy to tell.
Missouri Smith
Character Summary
D'Norr A.R.E.S. Archaeologist

Special: -2 vs Fear; Can get irritable/impatient during periods of low activity (requires a Spirit Roll or gets -2 Charisma and -1 to Trait rolls)

Active effects: Quickness (with raise so redraw Initiative lower than 8); +2 Pace, +1 die Agility.
TK Machinegun - Serious Problem: The device or gear applies a –2 to all Trait rolls where it’s used, or its applicable bonus is reduced by 2.

Wounds:

Parry: 7; Toughness: 21(11)
Weapons: TK Machinegun; Shard Pistol; TW Energy Whip

Edges: AB Magic, Attractive, Rapid Recharge, Strong Willed, Wizard

Charisma: +3 (-4 w/Coalition)

Bennies: 4

PPE: 25/20
Powers: Armor, Boost/Lower Trait, Deflection, Quickness, Slumber

Adventure Cards:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
Currently playing in: Tomorrow Legion: 12th AAT - The Dirty Dozen
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Heather Todd
Posts: 135
Joined: Mon May 28, 2018 4:12 am

Re: X Marks the Spot: Combat at the Arch!

Post by Heather Todd »

Federation of Magic/Archway
Morning
Round 2
Unshake 2; spend benny to unshake
Spirit [dice]0[/dice]
Wild [dice]1[/dice]
Telekinesis on skeleton 6; opposed Spirit roll
-2 MAP
Psionics [dice]2[/dice]
Wild [dice]3[/dice]
Telekinesis on necromancer 8; opposed Spirit roll
-2 MAP
Psionics [dice]4[/dice]
Wild [dice]5[/dice]
Heather shook off the wounds she had taken thanks to the healing she received. She moved to the center of the field in front of the statue where she could see both the necromancer and the remaining skeleton. She extended her arms out to latch on to each with her telekinesis. Then she brought her arms together in a clap and dragged them toward the arch, slamming them into the walls.
Damage skeleton 20; if Raise 21
[dice]6[/dice] + [dice]7[/dice]
Ace [dice]12[/dice]
Raise if needed [dice]8[/dice]
Damage necromancer 25; if Raise 27
[dice]9[/dice] + [dice]10[/dice]
Ace [dice]13[/dice]
Raise if needed [dice]11[/dice]
***
Loadout
Stealth armor
HE grenade
Plasma grenade
Frag grenades x4
Light blade
Overcoat
Field computer
Rune stone
Character Tracker
Shaken
Greater Deflection: -6 to hit; +6 Armor vs. AOE (2r)
Exalted Telekinesis: d12+2 (1000 lb) (2r)
Rune-etched stones: Add +2 to a failed Spirit roll to resist the Corruption AFTER the roll is tossed. Alternatively, it may be used to reroll one crit fail roll to resist the Corruption. It is only one single use of either save, not both.
  • Value: the stones have little credit value, but may be used in Techno-Wizard device construction and upgrades, counting for 2,500 credits worth of parts.
Heather Todd Character Sheet
Parry: 4; Toughness: 14 (6)
ISP: 12/30
Armor: 10/10 PP
Bennies: 2/3
Mental Resistance/Mentalist: +6 vs Psionic effects, +4 Armor vs Psionic damage
Rapid Recharge: 1 ISP/30m
Grenades
  • 1 High Explosive
  • 4 Fragmentation
Pistol: 20 shots
  • Reloads: 2 x 20 shots
Adventure Card
  • Joker’s Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.


Shopping List
TW sidearm
Hand scanner
Stun grenades
Smoke grenades
AP grenades
EMP grenades
Character Tracker
Heather Todd Character Sheet
Parry: 4; Toughness: 14 (6)
ISP: 30/30
Armor: 10/10 PP
Bennies: 4/3
Encumbrance: 28/28 (including pack, 70.75/28, -2 Agility and Strength skills)
Major Psionic: Mind Melters have the Major Psionic Edge and can spend 2 ISP to gain a +1 with any Psionic skill roll, or 4 ISP for a +2 (paid before the roll is made). These effects are doubled when on a ley line.
Mental Resistance/Mentalist: +6 vs Psionic effects, +4 Armor vs Psionic damage, +2 opposed Psionics rolls
Rapid Recharge: 1 ISP/30m
Grenades (carried)
  • 1 High Explosive
  • 1 Fragmentation
  • 2 Plasma
Shard Pistol: 36/36 shots
Fireburst Rifle: 20/20 shots
Adventure Card
  • Let’s Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
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Xero X Kelvin
Posts: 81
Joined: Wed Jun 27, 2018 9:11 am

Re: X Marks the Spot: Combat at the Arch!

Post by Xero X Kelvin »

To Shake or Not To Shake
  • Spirit [dice]0[/dice]
  • Wild [dice]1[/dice]
    Benny to Unshake
Xero despises face to face battles and even more so with ranged explosives. The time for Stealth was earlier, evidently and so Xero makes use of Heather's attack on the necromancer.
Ice Lance, Damage 18, 8 AP
Called Shot -2 (Heart)
Assassin HJ +2 (Called Shot)
  • Psionics [dice]2[/dice]
  • Wild [dice]3[/dice]
    - 2 ISP (+4 AP) (18/20)
    Ley Line (+8 AP)
  • Damage
  • Damage [dice]4[/dice]
  • Aced Damage [dice]5[/dice]
Summoning forth a six footlance made of ice, Xero kisses the haft and hurls the spear towards the necromancer's heart. "Fitting that one who is cold hearted should die, Iced."

Xero takes off quickly to the south and the tree lines, hoping to engage his stealth and possibly sneak up on any enemies remaining in the next round.
Xero X Kalvin
Xero X Kalvin Novice Psi-Stalker Chiller
Parry: 4 || Toughness: 4
ISP: 20/20
Combat Edge: None
Bennies: 3/3
Adventure Card(s):
  • Cutting In Line: Draw 3 initiative cards and keep the highest..
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: X Marks the Spot: Combat at the Arch!

Post by Snake Eyes »

Innocent Necromancers and Skeletons simply defending themselves
Necromancer - benny to soak Missouri's 2 wounds
[dice]0[/dice]

WD Soak - 1 wound soaked
[dice]1[/dice]

Necromancer Spirit to resist
[dice]2[/dice]

Benny EE Spirit
[dice]5[/dice]

WD Spirit
[dice]3[/dice]

Skeleton Spirit to resist
[dice]4[/dice]
Ace Spirit
[dice]6[/dice]
The necromancer, despite being practically catatonic, manages to shake off part of Missouri's well-aimed shard pistol blast. He also manages to fight off Heather's telekinetic hand, as does the last skeleton.
Xero's ice spear, however, impales the necromancer squarely in the chest. He's knocked back a few feet into a tree, which crumbles to ash and dust. The necromancer's phylactery is shattered as well, and he goes to collect his final reward. (hint: it's not a happy ending)

ROUND 3!
Skeletal aggression
Skeleton shoots at Missouri, +2 for joker
[dice]7[/dice]
Rest does not find our heroes just yet, though. There is still one skeleton remaining, and skeletons never surrender while the living still draw breath. The skeleton moves around the demon (why shoot demons when living targets are available?) and takes aim at Missouri. Despite his best efforts, though, the shot flies wide. The skeleton moves into cover in the same area as the dropped rocket launcher and begins eyeing the abandoned weapon.
Stone Arch Clearing Round 3.JPG
instructions
The skeleton is in light cover, -2 to ranged attacks. Anyone and everyone is free to act. Please take this guy down. We'll move on ASAP when that's done.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Alex
Posts: 123
Joined: Mon May 28, 2018 6:53 am

Re: X Marks the Spot: Combat at the Arch!

Post by Alex »

Move to G3, Fighting 15, 23AP4 MD to Skeleton
Alex upstairs off platform 7” to G3 and wild attack fighting with el vibrosword against remaining skeleton
Fighting roll +2 wild attack [dice]0[/dice] wild [dice]1[/dice] benny EF [dice]2[/dice]
Damage str +2 wild attack, plus 1d10 plus wild: [dice]3[/dice] plus [dice]4[/dice] plus ace [dice]5[/dice]
Alex cries out unexpectedly, ”Missouri watchout!” Then he catches sight of heather. She is all slow mo’ with her hair glinting off the laser, rocket, and grenade fire. Damn! Burn me... Time to be a hero.
The supermtrooper PA clambers up the staircase and leaps back down wildy attacking the remaining skeleton with gleeful restraint. Alex in his best ballitrox impression yells, ”I am Ballitrox the keeper of souls, dystroyer of citadels, and scourge up the four corner of the megaverse. There is no end of pain that I will bring you! Your end is not just neigh it is at its very beginning.” Alex brings his mighty blade down possibly connecting a meaningful way with the skeletons 3rd vertebrae. Hehe.
Alex Stat Block
Attributes: Agility d8(2), Smarts d10(2Mars, 1), Spirit d6(1), Strength d4(0) {1d12+4}, Vigor d8+[2]( [d10](1, 1 advance)
Charisma: 2; Pace: 10; Parry: 6 ; Toughness: 20(10)[1] MDC; Strain: 0
Combat Edges: Elan, rock and roll, [fearless], [Battle hardened]
Powers Weird Science: Detect/conceal(25/25), Blast(25/25), Dispel(25/25), smite(25/25)
Bennies
6/3
+1 post rate
+1 interlude
+1 loot organization
Alex Weapon
WI-GL20 Automatic
Damage: By grenade type: plasma 3d10 SBT, 60/120/240, shots 40, rof: 3
Weight: 75
Snapfire, RoF uses one grenade per shot.
Smite Power Attached to it with an Electricity Trapping ( Mega Version is Available as well)
Alex Armor
  • Triax T-31 Super Trooper: Size 1, +10 M.D.C. Armor, +2 Toughness, Strength d12+4, Pace 7.
    Notes: Jet Boosters (Jump 12” horizontal, 6” vertical)
    • „
    • 2 × Rocket Launchers (shoulders). They only fire the F4 Fusion Block missiles (Range 15/30/60, Damage 6d6, RoF 1, AP 25, Mega Damage, SBT). Each launcher has two missiles
    • „ „ 2×Mounted Rocket Launchers (legs)Left anti-vehicle(4d6 AP11), right normal(5d6 AP6) SBT. 100/200/400, RoF 1, shots 2
      „„
    • 3 × MAE-3 (“Maysies”) Hand Charges. The Maysies are thrown or placed (Range 5/10/20, Damage 3d8, RoF 1, AP 10, Mega Damage, SBT)
      • Fusion Missiles are $3K each. The MAE-3 cost $750.
    • „ „ Vibro-Sword (right arm)
      „„
    • 2 × Laser Torches (each palm). The laser torches can be used in combat (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: X Marks the Spot: Combat at the Arch!

Post by Snake Eyes »

TIME FOR A BREATHER

The last of your foes vanquished, you take a deep breath and take stock of your surroundings. There are 16 piles of bones contained in suits of Huntsman armor in various states of burning, slashing, and laser scorching. Two formerly living mages also lie dead where they met their ends. Statheros appears from within the arch where he had hidden. "Quickly! Quickly! We must open the door. There is a...I am unfamiliar with this puzzle..." The pixie hovers there in front of the door, appearing utterly perplexed by the lock. The green flames flicker at the entrance to the archway, and the runic script found emblazoned on the stone door shines a similar glow.
Instructions
Gill may, at his discretion, beckon Gaspard from his earthy cocoon and heal him. Gaspard is the only one remaining with any wounds.
Those who intend to inspect the door may roll Kn: Arcana at -2. Successes are detailed below.
There is time to regroup, heal, and figure out what to do next, but Statheros will protest vocally if there is a ton of time spent gathering loot. Loot pinata, regardless, will be posted. Just let me know if you intend to spend time gathering, collecting, or accounting for it. Joseph and Everett, give me a Notice roll. If anyone specifically goes scouting for loot, throw in a Notice as well. As of this post, you may do one or the other; Kn: Arcana at the door, or Notice for loot.
Anyone who wishes to recharge their batteries at the ley line or recharge TW weapons may do so. All attempts to draw at the ley line are done at -1 to the roll. Crit failing forces a Spirit vs. Corruption roll at -2. At this point, there is time for one draw from the line for those who want/need it. You might get others if you dawdle outside for very long.
Loot Pinata
Enough material to piece together 8 complete suits of Huntsman armor (you obliterated the rest)
16 vibroswords
14 NG-L5 laser rifles
2 Portable rocket launchers (1 empty, 1 loaded)
3 spare rockets
1 NG-33 laser pistol
Loot Pinata - must succeed on simple Notice check
1 modified TK Machine gun (+2 AP = total of AP 4, scope negates 2 points of Range and/or Darkness penalties)
MMG.jpg
1 elaborate Flaming Sword (+1 Fighting, +1 Parry)
flaming sword.jpg
flaming sword.jpg (3.87 KiB) Viewed 19576 times
2 suits of Combat Mage armor (per TLPG, adds Rapid Recharge edge, adding +1 to PPE/hour cost (both require repair from Serious Problem level TD)
1 wand
Necromancer's Wand.jpg
Kn: Arcana success at -2
An arcane ritual is required to open the door. The ritual must be performed by no more, no less than 3 mages. The ritual will sap 1 PPE, requires a Spellcasting roll at -2 to succeed, and requires 3 total successes on the same round to open.
Kn: Arcana raise at -2
The enchantment on this door is designed to prevent entry to one specific entity; best guess at translation would be "Unwavering Angel"
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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Joseph Cook
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Bronze Patron
Posts: 65
Joined: Tue Jun 26, 2018 9:14 pm

Re: X Marks the Spot: Combat at the Arch!

Post by Joseph Cook »

OOC Comments
K/Arcana [dice]2[/dice]
Wild Die [dice]3[/dice]
Draw P.P.E.
Spellcasting [dice]0[/dice]
Wild Die [dice]1[/dice]
Last edited by Joseph Cook on Thu Sep 06, 2018 7:39 am, edited 1 time in total.
User avatar
Heather Todd
Posts: 135
Joined: Mon May 28, 2018 4:12 am

Re: X Marks the Spot: Combat at the Arch!

Post by Heather Todd »

Federation of Magic/Archway
Morning
Round 0
K. Arcana 4
-2 difficulty, +2 field computer
K. Arcana [dice]0[/dice]
Wild [dice]1[/dice]
Benny to reroll
K. Arcana [dice]2[/dice]
Wild [dice]3[/dice]
With the necromancers and skeletons finally put to rest, Heather pulled the field computer from the inside of her armored coat and walked over to the door. She ran a scanning device over the runes marking the door to upload them into the computer for further analysis before studying the writing.

“We’re going to need an arcane ritual involving three mages to open this door,” Heather told the others. “That leaves me out.” She looked to the magic users in the group.

***
Loadout
Stealth armor
HE grenade
Plasma grenade
Frag grenades x4
Light blade
Overcoat
Field computer
Rune stone
Character Tracker
Rune-etched stones: Add +2 to a failed Spirit roll to resist the Corruption AFTER the roll is tossed. Alternatively, it may be used to reroll one crit fail roll to resist the Corruption. It is only one single use of either save, not both.
  • Value: the stones have little credit value, but may be used in Techno-Wizard device construction and upgrades, counting for 2,500 credits worth of parts.
Heather Todd Character Sheet
Parry: 4; Toughness: 14 (6)
ISP: 12/30
Armor: 10/10 PP
Bennies: 1/3
Mental Resistance/Mentalist: +6 vs Psionic effects, +4 Armor vs Psionic damage
Rapid Recharge: 1 ISP/30m
Grenades
  • 1 High Explosive
  • 4 Fragmentation
Pistol: 20 shots
  • Reloads: 2 x 20 shots
Adventure Card
  • Joker’s Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.


Shopping List
TW sidearm
Hand scanner
Stun grenades
Smoke grenades
AP grenades
EMP grenades
Character Tracker
Heather Todd Character Sheet
Parry: 4; Toughness: 14 (6)
ISP: 30/30
Armor: 10/10 PP
Bennies: 4/3
Encumbrance: 28/28 (including pack, 70.75/28, -2 Agility and Strength skills)
Major Psionic: Mind Melters have the Major Psionic Edge and can spend 2 ISP to gain a +1 with any Psionic skill roll, or 4 ISP for a +2 (paid before the roll is made). These effects are doubled when on a ley line.
Mental Resistance/Mentalist: +6 vs Psionic effects, +4 Armor vs Psionic damage, +2 opposed Psionics rolls
Rapid Recharge: 1 ISP/30m
Grenades (carried)
  • 1 High Explosive
  • 1 Fragmentation
  • 2 Plasma
Shard Pistol: 36/36 shots
Fireburst Rifle: 20/20 shots
Adventure Card
  • Let’s Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
User avatar
Gill
Posts: 91
Joined: Tue Jun 19, 2018 1:13 pm

Re: X Marks the Spot: Combat at the Arch!

Post by Gill »

Curatrix smashes the skeletal corpse a couple time then realizing it is dead tries to gather his whits. Once he has it together he begins looking for his sword he threw. But along the way he sees a strange new blade. Thinking this will augment his ability to protect Gill Curitrix grabs both weapons.
OOC Comments
Smarts [dice]0[/dice]
Wild [dice]1[/dice] Success, no point in more rolling

Notice
Notice [dice]2[/dice]
Wild [dice]3[/dice] + Ace [dice]6[/dice]

Gill walks over and breks the shifter free of his bonds before offering to heal him. Then with a touch to the wound his life giving energy flows into him restoring him.
Mystic
Mysticism [dice]4[/dice]
Wild [dice]5[/dice]
Extra Effort [dice]10[/dice]

Exalted Detect Arcana: No roll needed costs 2 PPE

Recharge
Mysticism [dice]7[/dice] + Ace [dice]9[/dice]
Wild [dice]8[/dice]

.
Gill Chaos Master (Rob T)
Gill Chaos Master
Rank: Seasoned 2 (MARS + Site = 5) Advances Left: 0
Race: Human
Iconic Framework: MARS Vagabond
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Pace: 6 (d6 running); Parry: 5; Toughness: 14 (6)
Skills: North American d8 (Native), Notice (Smarts) d10 [/color] All Others d6

Gill's Resources
Bennies: 7
  • +5 Quarter Begins + Great Luck


    Wounds: 0 of 3
    Fatigue: 0 of 2
    Focus Pool: 30/30
    Magic PPE: 15 of 15
    Miracles PPE: 10 of 10
    Psionic ISP: 10 of 10
    Techno Pool: 15 of 15

    Active Effects:
    Awesomeness +9,000
Curatrix - Avatar of The Chaos
Curatrix - Avatar of The Earth
Rank: Novice 0 Advances Left: 0
Race: Avatar of The Earth
Iconic Framework: Intelligent Construct
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+5 (2.5 tons/10 tons), Vigor d12+2
Pace: 0; Parry: 8/11; Toughness: 41 (20); Size: 3 (10' tall 2,000 lbs)
Skills: Athletics d12+2, Common Knowledge d4, Fighting d12+2, Focus d6+2, Notice d4+2 (multi spectrum), Occult d6+2, Persuasion d4, Shooting d8, Stealth d4

Curatrix' Resources
Bennies: 2
  • +2 Quarter Begins

    Wounds: 0 of 5 (Ignores all Wound Penalties)
    Fatigue: 0 of 2
    Focus Pool: 15/15
Active Effects:
Awesomeness +9,000
User avatar
Xero X Kelvin
Posts: 81
Joined: Wed Jun 27, 2018 9:11 am

Re: X Marks the Spot: Combat at the Arch!

Post by Xero X Kelvin »

Xero knows there is magic, arcane magics, in the area. Some magics radiate an aura that is tainted an others seem to be just evil. Looking around he decides to investigate the area as the ice and frost have thawed.
Notice, 8 success and raise & Psychic Sense
  • Notice [dice]0[/dice]
  • Wild [dice]1[/dice]
  • Aced Wild [dice]2[/dice]
Walking over to Statheros, Xero strikes up a conversation. "So all poweful pixie dude, why don't you give us the rest of the story. I get the suspicion you have been leaving out details about the skull."

"I can track the blasted skull, if you could give me details to identify it. If this," Xero waves his arm behind himself to the swamp and the mess of bones and such, "... if this is any indication of what the skull does, then the sooner we find it, the better. Agreed?"
Xero X Kalvin
Xero X Kalvin Novice Psi-Stalker Chiller
Parry: 4 || Toughness: 4
ISP: 20/20
Combat Edge: None
Bennies: 3/3
Adventure Card(s):
  • Cutting In Line: Draw 3 initiative cards and keep the highest..
User avatar
Alex
Posts: 123
Joined: Mon May 28, 2018 6:53 am

Re: X Marks the Spot: Combat at the Arch!

Post by Alex »

Notice 5, detect arcana 9 on the area and wand
Notice -2, +2 for armor [dice]0[/dice] wild [dice]1[/dice]
Arcane Sensors uses kn electornics [dice]2[/dice] wild [dice]3[/dice] ace [dice]4[/dice]
Alex looks arround at the mess of gear. Everyone is all gathering at the door except for the Curitictac. Best see if anything good is around worth selling.
Nice a NG laser rifle. A rocket launcher plus rocket. Burn it. Woa what is that a wand? Too cool!
Inside the suit
”Archie, look at that in the ground, some kind of wand. Burn it that is so cool! What do you make of it? Can you run the arcane imager? Set it for max resolution. Best do a quick sweep of the immediate area.”
Archie responds, ”Processing... Processing...”
Alex picks up the wand as well as a rifle, and rocket launcher plus 1 missile then joins the group.
Contigency
if the detect arcana reveals some really foul magics. The dark stuff dreams are made of kind of foul. He flicks the wand with the nose of his rifle to balitrox for disintegration
Alex Stat Block
Attributes: Agility d8(2), Smarts d10(2Mars, 1), Spirit d6(1), Strength d4(0) {1d12+4}, Vigor d8+[2]( [d10](1, 1 advance)
Charisma: 2; Pace: 10; Parry: 6 ; Toughness: 20(10)[1] MDC; Strain: 0
Combat Edges: Elan, rock and roll, [fearless], [Battle hardened]
Powers Weird Science: Detect/conceal(25/25), Blast(25/25), Dispel(25/25), smite(25/25)
Bennies
6/3
+1 post rate
+1 interlude
+1 loot organization
Alex Weapon
WI-GL20 Automatic
Damage: By grenade type: plasma 3d10 SBT, 60/120/240, shots 40, rof: 3
Weight: 75
Snapfire, RoF uses one grenade per shot.
Smite Power Attached to it with an Electricity Trapping ( Mega Version is Available as well)
Alex Armor
  • Triax T-31 Super Trooper: Size 1, +10 M.D.C. Armor, +2 Toughness, Strength d12+4, Pace 7.
    Notes: Jet Boosters (Jump 12” horizontal, 6” vertical)
    • „
    • 2 × Rocket Launchers (shoulders). They only fire the F4 Fusion Block missiles (Range 15/30/60, Damage 6d6, RoF 1, AP 25, Mega Damage, SBT). Each launcher has two missiles
    • „ „ 2×Mounted Rocket Launchers (legs)Left anti-vehicle(4d6 AP11), right normal(5d6 AP6) SBT. 100/200/400, RoF 1, shots 2
      „„
    • 3 × MAE-3 (“Maysies”) Hand Charges. The Maysies are thrown or placed (Range 5/10/20, Damage 3d8, RoF 1, AP 10, Mega Damage, SBT)
      • Fusion Missiles are $3K each. The MAE-3 cost $750.
    • „ „ Vibro-Sword (right arm)
      „„
    • 2 × Laser Torches (each palm). The laser torches can be used in combat (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage
User avatar
Gaspard Gillead
Posts: 158
Joined: Tue May 29, 2018 11:36 pm

Re: X Marks the Spot: Combat at the Arch!

Post by Gaspard Gillead »

OOC Comments
Rolls assume healing is taken care of.

Perdi Notice [dice]0[/dice]

Gaspard Notice (includes Det. Arcana) [dice]1[/dice]
Wild Notice [dice]2[/dice]
Ace Notice [dice]3[/dice]

Spellcasting [dice]4[/dice]
Wild Spellcasting [dice]5[/dice] ACE running total [dice]6[/dice]
.
Gaspard nods to Heather. "Of course. Once my fellow spellchuckers join me, we can get to work. In the meantime, Proditione, quite shaking your head and strip off one of those suits of armor the necromancers are wearing, I need a bit more protection, I think. Don't do anything that would get more blood on it or damage it. And if no one wants the spare rocket launcher--the empty one--Perdi, you can carry that out of here for us, as well, just sling it over your back. If the axe can't shatter that wand, it needs to be wrapped up and locked away. I can see the corruption oozing off it from here."

As promised, he gets to work as soon as Missouri and Joseph get into position, managing his portion of the ritual readily, if not with any particular aplomb.

As instructed, Perditione eventually clears his head, then goes over to begin removing one of the suits of Combat Mage Armor from one of the necromancers. If no one picks up the spare rocket launcher, he'll sling that over his shoulder, as well.
Gaspard Gillead
Seasoned D'Norr Shifter
OOC Comments
Agility d6, Smarts d12, Spirit d10, Strength d4 (d8 in armor), Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 17 (8); Strain: 0; Corruption: 0
Skills:
Spellcasting d12; Fighting d4; Athletics d4
Academics d8; Research d10; Common Knowledge d6; Occult d8
Persuasion d6 (Free Re-roll, -1 outside Occult circles); Notice d6; Stealth d4
Edges: Charismatic, Horns, Bind the Summoned, Spell Mastery (Interrogation); Ley Line Magic Mastery; Ley Line Phasing; Ley Line Gate; Sense Rifts; Shift Reality; Linguist; Diabolist; Strong-Willed; Psychotically Brave; Investigator
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding
User avatar
Everett Jackson
Diamond Patron
Diamond Patron
Posts: 99
Joined: Wed Jun 27, 2018 9:12 am

Re: X Marks the Spot: Combat at the Arch!

Post by Everett Jackson »

Notice 15
Notice: [dice]0[/dice]
Wild: [dice]1[/dice] Ace: [dice]2[/dice] Ace: [dice]3[/dice]
As Xero's spear of ice impales the necromancer and pins its corpse to the tree, the creepy-happy facade presented by Balitrox shatters. He screams out in utter rage at being denied his pray, "NO! He was MINE, you disgusting freak!"

With little left to do before his imminent return into the axe, Balitrox makes one final push for blood. As quickly as Everett's body will allow, Balitrox whirls around to face Joseph, swinging the axe as he does in attempt to embed his namesake in Joseph's chest.

Once Everett sees Joseph in front of him, his eye's widen and he quickly diverts the axe into the ground beneath him. He instantly apologizes to Joseph, "Holy shit. I'm so sorry. I..I mean I think I was pretty shaken up from that rocket I took to the face. Everything was kind of a blur afterwards. I vaguely remember freaking out on that magic-using guy on the other side. Then, I think you grabbed me and brought me over here somehow? Sorry, man. My reflexes have been off ever since I got out of the deep freeze. This felt kind of like...well, I told you about that family."

Everett scans the battlefield to make sure nothing else poses a threat while his allies try to get the door open. His eyes spot an unclaimed rocket launcher and a couple missiles.

"Score! Hey Gaspard, do you think we could trust Perdi with my chain greatsword? A couple of rockets could be useful. Oh and whats this about Balitrox and a wand?" Everett asks.
Everett Jackson, Titan Juicer
Everett, Human Titan Juicer
Pace: 10(d8); Parry: 8(1) Toughness: 24(9)
  • Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
Note: Neither Quick nor Uncanny Reflexes apply on the first round of an unexpected combat/high-stress situation.
Combat-Relevant Edges & Abilities:
  • Ravenous Abandon (Berserk): Per the Berserk Edge, Everett can flip the switch and give partial control over his actions to the Reaver of Essence. This comes at a cost - ending Balitrox's berserking rage is not an option until its hunger has been sated by the blood of a wielder of arcane power
  • Charge: She may ignore the penalty for Running when making a Fighting attack at the end of her movement.
    • Overrun: If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.
  • Drug-induced Euphoria/Tranquility: In order to keep the Juicer from burning out over a matter of days, the bio-comp constantly supplies a combination of psychotropic drugs and chemical inhibitors to keep him happy and calm. Juicers live in a state somewhere between mildly ecstatic and stoned, which causes −1 to all Smarts or Smarts-linked skill rolls in non-combat or low stress situations. On the first round of an unexpected combat or high-stress situation, the Juicer doesn’t gain the benefits of Uncanny Reflexes or Quick.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Internal Repair System: As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge.
  • Level Headed: Draw an additional Action Card each round in combat and choose which one to use.
  • Multi-Optic Helmet: It includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice-projection system.
  • Quick: Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
  • Size +2
  • Split the Seconds: Juicers and Crazies often find themselves living between the ticks of the clock. This Edge allows them to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
  • Super Endurance: They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
  • Trademark Weapon, Improved: +2 to Fighting with Balitrox and +2 Parry when Balitrox is readied.
Wounds: 0/3; Fatigue: 0/2; Balitrox's PPE: 5/5
Bennies: 4/3; Internal Repair System: 3/3
Burn: 6/8
Edit Signature

Balitrox speaking into Everett's mind.
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Gaspard Gillead
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Re: X Marks the Spot: Combat at the Arch!

Post by Gaspard Gillead »

Gaspard nods to Everett. "Yes. He's as trustworthy with that as with any close-quarters weapon. He can't shoot at all, and I'd never let him have access to explosives, but a sword is just about right for him--assuming he ever manages to clear his head enough to use it. Proditione, take the sword the man is offering you, and maybe next fight you can actually do something useful."

The demon just snarls a bit, but does as he's been told, taking the chainsword in both of his massive hands and giving it a quick test run. Then he gives a leering smile. Yes. This will do nicely.
Okay, someone catches him, I'm sure
Proditione [dice]0[/dice]
During the ritual, Proditione also attempts to sneak the TK Machine Gun under his robe. Of course, he's not very good at this sort of thing, and it's almost certain that one of the folks not involved in the ritual will spot him do it, but it might be best to wait until his master is done casting to make an issue out of it.

Once the ritual is done, Gaspard slips on the armor, smiling. "Pity about the damage, but that can be repaired later." He notes that the armor draws directly on the Ley Line, but makes a mental note to keep a bit of power handy to activate it when they are ready to leave.
Gaspard Gillead
Seasoned D'Norr Shifter
OOC Comments
Agility d6, Smarts d12, Spirit d10, Strength d4 (d8 in armor), Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 17 (8); Strain: 0; Corruption: 0
Skills:
Spellcasting d12; Fighting d4; Athletics d4
Academics d8; Research d10; Common Knowledge d6; Occult d8
Persuasion d6 (Free Re-roll, -1 outside Occult circles); Notice d6; Stealth d4
Edges: Charismatic, Horns, Bind the Summoned, Spell Mastery (Interrogation); Ley Line Magic Mastery; Ley Line Phasing; Ley Line Gate; Sense Rifts; Shift Reality; Linguist; Diabolist; Strong-Willed; Psychotically Brave; Investigator
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding
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Joseph Cook
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Re: X Marks the Spot: Combat at the Arch!

Post by Joseph Cook »

Spellcasting Ritual 10
Spellcasting ritual, wip
Spellcasting[dice]0[/dice]
Wild Die [dice]1[/dice]
Explode [dice]2[/dice]
After double checking to make sure that no threats remain, Joseph slides up the face plate on his armor. He looks to Everett, dull green eyes unflinching. Calmly, he says "You or your axe are going to get all of us killed. Instead of killing that skeleton which hit Gaspard with the rocket launcher, you, or Ballitrax, or whoever ignored it and came over to me to be teleported. I don't mind teleporting you, but I had assumed you had eliminated the threat first. Having that axe act out of control as it does is a danger to each person on this team, especially you. I strongly suggest that you see if Gaspard or Missouri can do something to help you control it more. Another thing. If it threatens me again, or you as it, or whatever, I will take care of it myself." Joseph nods, indicating he is done talking and does not wait for a response.

He walks over to where the other spellcasters are setting up the ritual. He closes his eyes, focusing on the words and begans to repeat them in a clear loud voice.
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Missouri
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Re: X Marks the Spot: Combat at the Arch!

Post by Missouri »

Missouri's lip curled up a bit and he leaned his head back as if seeing something he disliked as he watched drama unfold. The skeleton missed him, but then Everett got angry and almost killed Joseph. First Xero and now Everett. No, not Everett....maybe that weapon he carried, or the weapon the drove him. This team was shaping up to be a world-class shitstorm. He let out a sigh and shook his head.

He looked around slowly as Alex excitedly starting gathering up 'loot', a small involuntary half-smile appearing for a second before disappearing once more. He turned his attention towards Statheros' insistent blathering. He slowly walked over to the door and began to examine it carefully. He gave a nod at the consensus that he would need to add his magical ability to the others to help open the door, so he closed his eyes and concentrated, trying to still the whirling thoughts and emotions in his head.

Rolls
General notice if needed = 12 total.
Notice die [dice]0[/dice], Ace [dice]6[/dice], Wild die [dice]1[/dice].

Knowledge Arcana at -2 to examine the door = 3 total.
Knowledge die [dice]2[/dice], Wild die [dice]3[/dice].

Spellcasting at -2 for the ritual on the door = 7 total.
Spellcasting die [dice]4[/dice], Wild die [dice]5[/dice].
Missouri Smith
Character Summary
D'Norr A.R.E.S. Archaeologist

Special: -2 vs Fear; Can get irritable/impatient during periods of low activity (requires a Spirit Roll or gets -2 Charisma and -1 to Trait rolls)

Active effects: Quickness (with raise so redraw Initiative lower than 8); +2 Pace, +1 die Agility.
TK Machinegun - Serious Problem: The device or gear applies a –2 to all Trait rolls where it’s used, or its applicable bonus is reduced by 2.

Wounds:

Parry: 7; Toughness: 21(11)
Weapons: TK Machinegun; Shard Pistol; TW Energy Whip

Edges: AB Magic, Attractive, Rapid Recharge, Strong Willed, Wizard

Charisma: +3 (-4 w/Coalition)

Bennies: 4

PPE: 25/20
Powers: Armor, Boost/Lower Trait, Deflection, Quickness, Slumber

Adventure Cards:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
Currently playing in: Tomorrow Legion: 12th AAT - The Dirty Dozen
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Snake Eyes
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Re: X Marks the Spot: Combat at the Arch!

Post by Snake Eyes »

Statheros, still mesmerized by the runes on the stone door, responds dismissively to Xero's accusation. "I have told you everything pertinent to your quest, bloodsucker. Tracking the skull? Look around you. The skull is here! This is the epicenter of everything foul you have been seeing. It originates from the corruption radiating from that infernal cranium. And what you see is nothing compared to the desolation wrought if the skull is used."

Alex's looting spree culminates in a thorough scan of the wand. The wand radiates an unpleasant feeling. Not pure evil, but an aura that seems to uncover darker thoughts if the wand is picked up.
Necromancer's Wand
A wand found on a now-deceased necromancer. The wand was imbued with foul power and used in the creation of dozens of undead servants. In addition, it has power to drive unwilling subjects to unconsciousness to prepare them for sacrifices.
Necromancer's Wand.jpg
Base item: Neural Mace (8,000 credits)
Str+d6 damage, 9 lb weight; Touch attack, victim rolls Vigor; failure = incapacitation. Vigor roll 1/round to revive to shaken.
Enchanted item:
Minor Mods x 3 (15,000 credits)
+1 Spellcasting
Half Weight (4 lbs)
+1 Fighting

Major Mods x 2 (60,000 credits)
Add Power: Fear
Add Power: Slumber

Hindrance: This wand was created by and imbued with dark forces. As such, it radiates an unpleasant aura. The carrier (whether wielded or hidden) suffers -2 to their Charisma as people get an uneasy feeling around the owner. (offset 1 additional minor mod)

Note: this does not trigger Balitrox, though people will still avoid your immediate proximity, almost as if you smell of death.

Total item cost: 83,000 credits
The three mages, Gaspard, Joseph, and Missouri, bend their eldritch might and skill towards the ritual to open the door, as directed by Heather. After sending their power at the runic inscriptions, a moment passes. Then, with a crack, the runes cease to glow, and the stone door opens. As the seal is broken, a gust of noxious wind from inside blasts outward, extinguishing the green flames at the door. The stench of death assaults your noses, but it's not the smell that causes you to falter. An overwhelming sense of dread and futility attacks the deepest corners of your soul, threatening to overwhelm your consciousness.
Corruption
Everyone roll Spirit vs. Corruption at a -1. If you have Heroic or a "good" Code of Honor hindrance, you may make the roll at no negative.
All illumination is gone from the area, leaving a dark opening yawning in front of you in the midst of an already dark evening. Statheros knocks his staff against the stone of the archway, and a light springs forth from the end of the staff, giving a soft, reassuring glow to the area. He exclaims excitedly, "I don't know how you deduced that riddle, but Setnaja wasn't exaggerating your abilities. Come! Let us hurry!"

Once the group is ready, and with much (hissing, whispered) urging from Statheros, the 12th descends into the blackness, with the glow from Statheros' staff leading you downwards. The steps are carved out of what appears to be polished obsidian. There is no other illumination, and even the walls seem not to reflect the glow from Statheros' point of light. Those not immediately next to him see the glow as almost a distant point of light traveling downwards and away from them. The stairway is barely wide enough to accommodate Alex, Curatrix, Everett, or Proditione, and walking two abreast for the others is cramped.

After what seems like an eternity and a thousand steps, (those who like to count only counted 36) you reach a landing, opening up to either side and allowing everyone to regroup. Statheros looks around, hoisting his light and flying around the room to expose all corners of the landing. The walls of this open area are fashioned of the same black stone, but ghost-imaged into the black rock are images of death, torture, blood magic, and demons that drain the souls of the living; those are only the most tasteful images seen. Statheros whispers to the rest of you. "We are close. Prepare yourselves for what may be found below!"

As he looks over the faces of the Dirty Dozen, acknowledging that they are ready to proceed, he moves to the carved stairway downwards....and then stops short. He raises his light to the wall above the black stair, revealing a ghost-imaged wilted "X" mark. He gasps, then freezes, falling to the floor. He groans. "The Mark is alive! The ritual has...hurry..." Though it looks as if it took every ounce of energy to do so, he manages to point his staff towards the stairway. His body falls limp and his eyes glaze over, still locked on the enchanted mark above him. The sound of silence in the room is deafening...until you hear the sound of chanting from the stairway below.
Instructions
Don't forget your Corruption roll from above, and don't forget you have the stones if you need them. Any efforts to rouse or awaken Statheros are met with no reaction.
You are still in range of a corrupted ley line, and may make one draw (at the now-standard -1) on the first set of stairs, then on the landing. If you failed your Corruption resistance, make sure to factor that into your PPE draws.
Those with sensory equipment (Alex, Everett, etc.) can see that the stairway winds downwards with the same dimensions as the first set of stairs; normal sized folks can walk side-by-side, though it is a very cozy fit. The larger folks can only walk single file. It is likely, based on the proximity of the noise from below, that you are at least a full round from the bottom. Anyone who wishes to prep cast on their way down may do so.
I need a declaration of marching order, and it'll need to be specific. Spoiler alert: once you reach the bottom of the stairs, things will open up to two wide (even for PAs, elemental guardians, etc.) but you will still be cramped. I'll need to know how to set the map up for the impending onslaught of scantily clad women bearing gifts of unsecured credsticks, enchanted and TW trinkets, bunches of grapes and palm leaf fans.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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Gaspard Gillead
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Re: X Marks the Spot: Combat at the Arch!

Post by Gaspard Gillead »

Dice Rollin'
Tap Ley Line Spellcasting [dice]3[/dice]
Wild Tap [dice]4[/dice]
+4 PPE, Current total 13

Notice [dice]9[/dice]
Wild Notice [dice]10[/dice]
Ace [dice]12[/dice]

Spirit (Code of Honor) [dice]0[/dice]
Wild Spirit [dice]1[/dice] Ace [dice]2[/dice]

Knowledge: Arcana [dice]5[/dice]
Wild K: Arc [dice]6[/dice]

Investigation [dice]7[/dice]
Wild Investigation [dice]8[/dice]
Ace and Investigator [dice]11[/dice]

Active Powers: Exalted Detect Arcana (free to maintain) with a Raise.
Gaspard has been hearing Dark Whispers for most of his life, like all Shifters, and his personal coda is more than up to the task of fending them off. He proposes a marching order to Heather, that attempts to take advantage of everyone's capabilities and account for their weaknesses; it may also leave certain members of the team in a position to be... dealt with by those behind or next to them, if necessary.
Gaspard's Proposed Marching Order
Single File:
Everett
Proditione
Missouri
Curatrix
Gill
Xero
Heather
Joseph
Gaspard
Statheros
Alex

Double-File (Left/Right):
Everett/Proditione
Missouri/Curatrix
Xero/Gill
Joseph/Heather
Gaspard/Statheros
Alex (centered)
When they get to the obsidian chamber, Gaspard goes into analytical mode, attempting to see if there's any easily established commonalities or themes in the horrific images that might more precisely detail who is behind all of this, or at least which of the hundreds of demonic cults were responsible for building this place. Proditione just leers at the images, approvingly.

When Statheros collapses, and they hear the chanting, he looks to Alex. "Can you carry him and still shoot that launcher?"
Gaspard Gillead
Seasoned D'Norr Shifter
OOC Comments
Agility d6, Smarts d12, Spirit d10, Strength d4 (d8 in armor), Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 17 (8); Strain: 0; Corruption: 0
Skills:
Spellcasting d12; Fighting d4; Athletics d4
Academics d8; Research d10; Common Knowledge d6; Occult d8
Persuasion d6 (Free Re-roll, -1 outside Occult circles); Notice d6; Stealth d4
Edges: Charismatic, Horns, Bind the Summoned, Spell Mastery (Interrogation); Ley Line Magic Mastery; Ley Line Phasing; Ley Line Gate; Sense Rifts; Shift Reality; Linguist; Diabolist; Strong-Willed; Psychotically Brave; Investigator
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding
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Alex
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Re: X Marks the Spot: Combat at the Arch!

Post by Alex »

Heroic!

Spirit [dice]0[/dice] wild [dice]1[/dice]

Woa that is some wand. Burn me, maybe with good use I can undo its aura? Oh yeah what about that other busted up combat mage armor suit? Lets snag that one for the group. Alex pockets the want and puts the last suit of combat mage armor into storage compartment 1A. If I am going last might as well do something useful. When the doors finally open Alex can’t help but whisper excitedly, ”Burn me... Its just like Jitters said. Awesome.”
Alex nods to Gaspard placing the wand in his his pocket and the other items gathered in a pile near the door behind some brush(rifle, launcher, combat mage armor). ” Sure Gaspard, I got the little fella.” Alex swings Stratho over his shoulder so his face rests comfortably on one of his fusion missile tubes. He holds him with ones hand and grabs his grenade launcher with the other. ” Ok, I got the rear. Everette stay well in front of me please.”
The decent...

Alex must have a fair share of nervous energy to work out on the decent because he constantly whispers ” This is so Burn... Are you guys seeing what I am seeing? These walls... Burn me.” However when the chanting starts and big S hits the ground Alex pulls out his grenade launcher ready to give any cultists seeking to raise whatever unholy god they might wish to see re-risen a second chance to meet their maker. Alex hits the comms, ” The rear gaurd is ready to blast some cultists.”
Alex Stat Block
Attributes: Agility d8(2), Smarts d10(2Mars, 1), Spirit d6(1), Strength d4(0) {1d12+4}, Vigor d8+[2]( [d10](1, 1 advance)
Charisma: 2; Pace: 10; Parry: 6 ; Toughness: 20(10)[1] MDC; Strain: 0
Combat Edges: Elan, rock and roll, [fearless], [Battle hardened]
Powers Weird Science: Detect/conceal(25/25), Blast(25/25), Dispel(25/25), smite(25/25)
Bennies
6/3
+1 post rate
+1 interlude
+1 loot organization
Alex Weapon
WI-GL20 Automatic
Damage: By grenade type: plasma 3d10 SBT, 60/120/240, shots 40, rof: 3
Weight: 75
Snapfire, RoF uses one grenade per shot.
Smite Power Attached to it with an Electricity Trapping ( Mega Version is Available as well)
Alex Armor
  • Triax T-31 Super Trooper: Size 1, +10 M.D.C. Armor, +2 Toughness, Strength d12+4, Pace 7.
    Notes: Jet Boosters (Jump 12” horizontal, 6” vertical)
    • „
    • 2 × Rocket Launchers (shoulders). They only fire the F4 Fusion Block missiles (Range 15/30/60, Damage 6d6, RoF 1, AP 25, Mega Damage, SBT). Each launcher has two missiles
    • „ „ 2×Mounted Rocket Launchers (legs)Left anti-vehicle(4d6 AP11), right normal(5d6 AP6) SBT. 100/200/400, RoF 1, shots 2
      „„
    • 3 × MAE-3 (“Maysies”) Hand Charges. The Maysies are thrown or placed (Range 5/10/20, Damage 3d8, RoF 1, AP 10, Mega Damage, SBT)
      • Fusion Missiles are $3K each. The MAE-3 cost $750.
    • „ „ Vibro-Sword (right arm)
      „„
    • 2 × Laser Torches (each palm). The laser torches can be used in combat (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage
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Joseph Cook
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Re: X Marks the Spot: Combat at the Arch!

Post by Joseph Cook »

Spirit 9 Draw 11 p.p.e.
Spirit [dice]0[/dice]
Explode [dice]4[/dice]
Wild Die [dice]1[/dice]
Explode [dice]5[/dice]

Draw p.p.e.
Spellcasting [dice]2[/dice]
Wild Die [dice]3[/dice] -1 forgot to add penalty

Second draw
Spellcasting [dice]6[/dice]
Wild Die [dice]7[/dice]
Joseph grimaces slightly as the corrupt ley line flows through him. He is able to resist the darkness for now, paring away uncorrupt parts of it which he absorbs into his pattern. He slides his staff into it's holster and unslings the rifle. He checks to make sure it's properly loaded and then flicks off the safety. "Ready when you are." he says to no one in particular.
Last edited by Joseph Cook on Sun Sep 16, 2018 12:25 pm, edited 5 times in total.
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Heather Todd
Posts: 135
Joined: Mon May 28, 2018 4:12 am

Re: X Marks the Spot: Combat at the Arch!

Post by Heather Todd »

Federation of Magic/Archway
Morning
Round 0

Heather stepped back to make room for the party’s magic wielders to work the ritual to open the door. When it finally parted, the wave of noxious wind and dread blew out the flames illuminating the door and left a sick feeling in her stomach.
Spirit 4
Spirit [dice]0[/dice]
Wild [dice]1[/dice]
Using one of Heather's 2 rune stones to add +2 and succeed
Heather felt the darkness clawing its way inside of her. Instinctively her hand scrambled for one of the runestones she carried. The stone flared with light for a moment and Heather took a breath, feeling the corruption burning away as the stone crumbled to sand in her hand.

“One left…” Heather murmured ominously.

She followed the others down the stairs toward the center of the team. It only got worse as they descended into the darkness. They came upon some arcane mark, and Statheros had a fit and collapsed. Ominous chanting came from below.

“Be ready,” Heather whispered to the others, even as she erected her telekinetic deflection shield.
Greater Deflection auto raise 11; -6 to hit, +6 Armor vs AOE
Psionics [dice]2[/dice]
Wild [dice]3[/dice]
Ace [dice]4[/dice]
***
Loadout
Stealth armor
HE grenade
Plasma grenade
Frag grenades x4
Light blade
Overcoat
Field computer
Rune stone
Character Tracker
Greater Deflection: -6 to hit; +6 Armor vs AOE (3r)
Rune-etched stones: Add +2 to a failed Spirit roll to resist the Corruption AFTER the roll is tossed. Alternatively, it may be used to reroll one crit fail roll to resist the Corruption. It is only one single use of either save, not both. - Heather used hers. There is a spare somewhere.
  • Value: the stones have little credit value, but may be used in Techno-Wizard device construction and upgrades, counting for 2,500 credits worth of parts.
Heather Todd Character Sheet
Parry: 4; Toughness: 14 (6)
ISP: 12/30
Armor: 10/10 PP
Bennies: 1/3
Mental Resistance/Mentalist: +6 vs Psionic effects, +4 Armor vs Psionic damage
Rapid Recharge: 1 ISP/30m
Grenades
  • 1 High Explosive
  • 4 Fragmentation
Pistol: 20/20 shots
  • Reloads: 2 x 20 shots
Adventure Card
  • Joker’s Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.


Shopping List
TW sidearm
Hand scanner
Stun grenades
Smoke grenades
AP grenades
EMP grenades
Character Tracker
Heather Todd Character Sheet
Parry: 4; Toughness: 14 (6)
ISP: 30/30
Armor: 10/10 PP
Bennies: 4/3
Encumbrance: 28/28 (including pack, 70.75/28, -2 Agility and Strength skills)
Major Psionic: Mind Melters have the Major Psionic Edge and can spend 2 ISP to gain a +1 with any Psionic skill roll, or 4 ISP for a +2 (paid before the roll is made). These effects are doubled when on a ley line.
Mental Resistance/Mentalist: +6 vs Psionic effects, +4 Armor vs Psionic damage, +2 opposed Psionics rolls
Rapid Recharge: 1 ISP/30m
Grenades (carried)
  • 1 High Explosive
  • 1 Fragmentation
  • 2 Plasma
Shard Pistol: 36/36 shots
Fireburst Rifle: 20/20 shots
Adventure Card
  • Let’s Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
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Missouri
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Posts: 53
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Re: X Marks the Spot: Combat at the Arch!

Post by Missouri »

Missouri gave a nod of satisfaction as the door runes winked out and the door opened - and immediately gave a small gag as the whatever the hell that was came wafting out. He shook it off quickly, however, as his spirit (something very few might call noble or pure) was strong. He raised an eyebrow at the 'praise' from the fat flying imp Statheros, a smile quirking the edges of his lips a bit but not fully forming.

The darkness didn't bother him. He was used to (sort of) digging around in tombs and other places that don't start off well-lit. His armor helped compensate for the rest as well. He pulled out a flashlight from his pack to help as well, keeping his shard pistol ready in his other hand. The walls were very interesting, covered in fascinating though despicable and evil 'art'. Missouri examined much of it closely, as best as he could while not holding the procession up.

Hearing the proclamation, and following body-drop, of Statheros, Missouri quickly put his will to bending the flow of arcane energy around and in to himself. His movements sped up and he became very flurry. He focused his will once more and sparks of bolstering energy flowed in to his body, and out to several others as well. This, too, not only fortified but sped up as well as the electricity coursed through them all.

And then Missouri began to head quickly down the stairs, not paying attention to a proposed marching order, his movements blurred and his speed enhanced.

Spirit vs Corruption Success
Spirit vs Corruption (no penalty, Heroic): 6 total.
  • Spirit die [dice]0[/dice], Wild die [dice]1[/dice].
Quickness Raise
Casting Quickness (Costs 1 less PPE due to Wizard): 9 total.
  • Spellcasting die [dice]2[/dice], Wild die [dice]3[/dice].
Boost Vigor with raise and Jazz trapping on Missouri, Gaspard, Heather, Gil
Casting Boost Vigor (Costs 1 less PPE due to Wizard): 9 total.
  • Jazz trapping so +2 to Pace and +1 die to Agility.
  • Spellcasting die [dice]4[/dice], Wild die [dice]5[/dice], Ace [dice]6[/dice].
Missouri Smith
Character Summary
D'Norr A.R.E.S. Archaeologist

Special: -2 vs Fear; Can get irritable/impatient during periods of low activity (requires a Spirit Roll or gets -2 Charisma and -1 to Trait rolls)

Active effects: Quickness (with raise so redraw Initiative lower than 8); +2 Pace, +1 die Agility.
TK Machinegun - Serious Problem: The device or gear applies a –2 to all Trait rolls where it’s used, or its applicable bonus is reduced by 2.

Wounds:

Parry: 7; Toughness: 21(11)
Weapons: TK Machinegun; Shard Pistol; TW Energy Whip

Edges: AB Magic, Attractive, Rapid Recharge, Strong Willed, Wizard

Charisma: +3 (-4 w/Coalition)

Bennies: 4

PPE: 25/20
Powers: Armor, Boost/Lower Trait, Deflection, Quickness, Slumber

Adventure Cards:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
Currently playing in: Tomorrow Legion: 12th AAT - The Dirty Dozen
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Gaspard Gillead
Posts: 158
Joined: Tue May 29, 2018 11:36 pm

Re: X Marks the Spot: Combat at the Arch!

Post by Gaspard Gillead »

OOC Comments
Boosted Stats: Pace 8, Agility d8, Vigor d10, Toughness 13 (5)

Casting Exalted Darksight via the new armor (2 PPE)
Spellcasting [dice]0[/dice]
Wild Spell [dice]1[/dice]

Ow.

Spirit [dice]2[/dice]
Wild Spirit [dice]3[/dice]
Unshake
.
Gaspard nods to Missouri. "Good man. Thank you. You know, I've seen suits like this before. I can use the helmet to--Unnnh!" He staggers a moment, then shakes it off. "Or maybe I should wait til it gets repaired to use that function..."
Gaspard Gillead
Seasoned D'Norr Shifter
OOC Comments
Agility d6, Smarts d12, Spirit d10, Strength d4 (d8 in armor), Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 17 (8); Strain: 0; Corruption: 0
Skills:
Spellcasting d12; Fighting d4; Athletics d4
Academics d8; Research d10; Common Knowledge d6; Occult d8
Persuasion d6 (Free Re-roll, -1 outside Occult circles); Notice d6; Stealth d4
Edges: Charismatic, Horns, Bind the Summoned, Spell Mastery (Interrogation); Ley Line Magic Mastery; Ley Line Phasing; Ley Line Gate; Sense Rifts; Shift Reality; Linguist; Diabolist; Strong-Willed; Psychotically Brave; Investigator
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding
User avatar
Gill
Posts: 91
Joined: Tue Jun 19, 2018 1:13 pm

Re: X Marks the Spot: Combat at the Arch!

Post by Gill »

Gill does some things of his choosing
Gill will roll for corruption here, no negative (Heroic)
[dice:19czciaz]42086:0[/dice:19czciaz]

And WD for corruption here
[dice:19czciaz]42086:1[/dice:19czciaz]

He will draw PPE once here at -1
Mysticism -1
[dice:19czciaz]42086:2[/dice:19czciaz]

WD PPE draw once
[dice:19czciaz]42086:3[/dice:19czciaz]

Draw PPE a second time at -1
[dice:19czciaz]42086:4[/dice:19czciaz]

Ace with prior
[dice:19czciaz]42086:8[/dice:19czciaz]

WD PPE draw 2nd time
[dice:19czciaz]42086:5[/dice:19czciaz]

Gill has the option of casting a spell if he'd like here, which he does - some kind of summon ally (one of each elemental)
[dice:19czciaz]42086:6[/dice:19czciaz]

And WD casting here
[dice:19czciaz]42086:7[/dice:19czciaz]
Curatrix
Curatrix probably doesn't do anything except resist corruption
[dice:19czciaz]42086:9[/dice:19czciaz]

WD Spirit
[dice:19czciaz]42086:10[/dice:19czciaz]
Curatrix concentrates on his stone, adding 2 to the above result and surviving the Corruption check.

With so many things going on and the combat do complex Gill eyes the armor. "If no one wants that last suit. I could use it after we get it repaired." This scene is dangerous and he is not prepared enough.

Something in the energy of the air is making it hard for him to focus on the last few moments as if he was somehow out of body.
Gill Chaos Master (Rob T)
Gill Chaos Master
Rank: Seasoned 2 (MARS + Site = 5) Advances Left: 0
Race: Human
Iconic Framework: MARS Vagabond
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Pace: 6 (d6 running); Parry: 5; Toughness: 14 (6)
Skills: North American d8 (Native), Notice (Smarts) d10 [/color] All Others d6

Gill's Resources
Bennies: 7
  • +5 Quarter Begins + Great Luck


    Wounds: 0 of 3
    Fatigue: 0 of 2
    Focus Pool: 30/30
    Magic PPE: 15 of 15
    Miracles PPE: 10 of 10
    Psionic ISP: 10 of 10
    Techno Pool: 15 of 15

    Active Effects:
    Awesomeness +9,000
Curatrix - Avatar of The Chaos
Curatrix - Avatar of The Earth
Rank: Novice 0 Advances Left: 0
Race: Avatar of The Earth
Iconic Framework: Intelligent Construct
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+5 (2.5 tons/10 tons), Vigor d12+2
Pace: 0; Parry: 8/11; Toughness: 41 (20); Size: 3 (10' tall 2,000 lbs)
Skills: Athletics d12+2, Common Knowledge d4, Fighting d12+2, Focus d6+2, Notice d4+2 (multi spectrum), Occult d6+2, Persuasion d4, Shooting d8, Stealth d4

Curatrix' Resources
Bennies: 2
  • +2 Quarter Begins

    Wounds: 0 of 5 (Ignores all Wound Penalties)
    Fatigue: 0 of 2
    Focus Pool: 15/15
Active Effects:
Awesomeness +9,000
User avatar
Everett Jackson
Diamond Patron
Diamond Patron
Posts: 99
Joined: Wed Jun 27, 2018 9:12 am

Re: X Marks the Spot: Combat at the Arch!

Post by Everett Jackson »

Joseph Cook wrote: After double checking to make sure that no threats remain, Joseph slides up the face plate on his armor. He looks to Everett, dull green eyes unflinching. Calmly, he says "You or your axe are going to get all of us killed. Instead of killing that skeleton which hit Gaspard with the rocket launcher, you, or Ballitrax, or whoever ignored it and came over to me to be teleported. I don't mind teleporting you, but I had assumed you had eliminated the threat first. Having that axe act out of control as it does is a danger to each person on this team, especially you. I strongly suggest that you see if Gaspard or Missouri can do something to help you control it more. Another thing. If it threatens me again, or you as it, or whatever, I will take care of it myself." Joseph nods, indicating he is done talking and does not wait for a response.
"Dude, its just an axe. I know its magic and all, but it can't kill anyone on its own, right? I'm sure I'm still a bit off from the deep freeze and that rocket probably rattled my brain a bit. I apologized, and when we get back to the base I'll see about getting some counseling and a doctor to get this all sorted out before our next mission," Everett responds to Joseph.

Danger Sense 6, Corruption 4
Notice: [dice]0[/dice] Ace: [dice]4[/dice] -2 = 6 (-2 Danger Sense)
Wild: [dice]1[/dice]

Spirit: [dice]2[/dice]
Wild: [dice]3[/dice]
Everett scans the room quickly as he approaches the staircase and the fallen pixie. He keeps Balitrox and the rocket launcher ready for any trouble. Once everyone is ready to proceed, he is one of the first in line.
OOC Comments
Everett would be the first to go down unless heather said otherwise. But Mike posted Joseph going first. Put me where you will, but Everett would go as close to first as possible barring orders from heather which he would follow instead.
Everett Jackson, Titan Juicer
Everett, Human Titan Juicer
Pace: 10(d8); Parry: 8(1) Toughness: 24(9)
  • Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
Note: Neither Quick nor Uncanny Reflexes apply on the first round of an unexpected combat/high-stress situation.
Combat-Relevant Edges & Abilities:
  • Ravenous Abandon (Berserk): Per the Berserk Edge, Everett can flip the switch and give partial control over his actions to the Reaver of Essence. This comes at a cost - ending Balitrox's berserking rage is not an option until its hunger has been sated by the blood of a wielder of arcane power
  • Charge: She may ignore the penalty for Running when making a Fighting attack at the end of her movement.
    • Overrun: If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.
  • Drug-induced Euphoria/Tranquility: In order to keep the Juicer from burning out over a matter of days, the bio-comp constantly supplies a combination of psychotropic drugs and chemical inhibitors to keep him happy and calm. Juicers live in a state somewhere between mildly ecstatic and stoned, which causes −1 to all Smarts or Smarts-linked skill rolls in non-combat or low stress situations. On the first round of an unexpected combat or high-stress situation, the Juicer doesn’t gain the benefits of Uncanny Reflexes or Quick.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Internal Repair System: As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge.
  • Level Headed: Draw an additional Action Card each round in combat and choose which one to use.
  • Multi-Optic Helmet: It includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice-projection system.
  • Quick: Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
  • Size +2
  • Split the Seconds: Juicers and Crazies often find themselves living between the ticks of the clock. This Edge allows them to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
  • Super Endurance: They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
  • Trademark Weapon, Improved: +2 to Fighting with Balitrox and +2 Parry when Balitrox is readied.
Wounds: 0/3; Fatigue: 0/2; Balitrox's PPE: 5/5
Bennies: 4/3; Internal Repair System: 3/3
Burn: 6/8
Edit Signature

Balitrox speaking into Everett's mind.
User avatar
Xero X Kelvin
Posts: 81
Joined: Wed Jun 27, 2018 9:11 am

Re: X Marks the Spot: Combat at the Arch!

Post by Xero X Kelvin »

Corruption 10
  • Spirit 0
  • Wild 1
    Benny for Reroll
  • Spirit 2
  • Wild 3
  • Aced Wild 4
Xero has been in tight situations before, but never crowded and tight. He laughs to himself as he sees the pickle puckered pixie just stop in place.

His Agoraphobia acting up, Xero sees himself at the rear of the group. Xero takes a moment to see if he could sort out the arcane flavors of the month. If only Triple P had been able to give him a specific flavor or taint, Xero could have tracked the Skull, instead of trying to seperate the swirled Neopolitan flavors of their current situation.
Psychic Sense 6
  • Detect Arcana
  • Notice 5
  • Wild 6
Xero X Kalvin
Xero X Kalvin Novice Psi-Stalker Chiller
Parry: 4 || Toughness: 4
ISP: 20/20
Combat Edge: None
Bennies: 3/3
Adventure Card(s):
  • Cutting In Line: Draw 3 initiative cards and keep the highest..
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