Snow in Saguaro

Keiko
Posts: 40
Joined: Fri Dec 21, 2018 8:34 am

Re: Snow in Saguaro

Post by Keiko »

"Amplifies powers you say?" Keiko asks Kelly. "That's...interesting."

"Looks like you guys got the kids and the guy. I'm going to go help them check out this machine. I'm super good with techie stuff. I once put together my own computer from parts I s...bought off the shelf."

She saluted Kelly and hurried to the sides of the folks who were going to check out the machine!

"Hey guys! Good news! You have the help of Master Hacker Kitsune! Lets get this thing working!"
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Kelly
Posts: 38
Joined: Tue Jan 15, 2019 7:00 pm

Re: Snow in Saguaro

Post by Kelly »

No longer in charge of the children, Kelly starts to get a little impatient waiting for those escorting them to the chopper. The incessant clicking of her pen stops as she turns toward Julie and says:

"I'm going to see if there is anything else of note on this floor." Kelly motions in the direction that the woman with ice powers came from earlier. She then tentatively adds " If that's alright... I could use some backup too, in case things get physical. Maybe @Azrael?"

Kelly waits for the okay from Julie, not wanting to act without permission on her first mission. Once she has it she moves cautiously down the hallway that the ice queen came down. She has her rifle at the ready on her shoulder, though she is more likely to lash out with her mind than her weapon if they come across anything dangerous.

She tries to listen closely for any sign of movement or danger, though she struggles to hear anything over the sound of her pounding heart.
Kelly Robinson
Kelly ‘Quack Robinson

Wounds: 0/4; Fatigue: 0/3
Parry: 4/6
Toughness: 9(4)

Active effects:
Notable Edges: Killer Instinct, Mentalist

Bennies: 3/3
+1 For Keiko Joker
+1 for pointing out card draw discrepancy
-1 for Mind control Re-roll

Adventure Cards:

Edit Signature
Gear
11 EP (factoring in free pistol)
  • (0) Gas Mask
    • 2 lbs
  • (0) Cold Weather Clothes
  • (0) Subvoval Comlink - Speak to the team silently, -4 to notice it
  • (0) Encrypted Smartphone - 24 hour charge, -6 to hack or jam
  • (4) Armored Stealth Suit - +4 armor, +2 to stealth on visual and sound
    • 7lbs
  • (1) Ballistic Helmet - +4 armor on the head
    • 4lbs
  • (¼) Folding Knife - Concealable
    • Str+d4 Damage
    • 1lbs
  • (2) Advanced First Aid Kit
    • 5lbs
    • +1 to healing
  • (1 ¼ ) Incendiary Grenade - Ignores armor, target on fire at 4-6 (separate roll)
    • QTY 5
    • Range 5/10/20
    • MBT
    • 3d6 damage
    • 5lbs
  • (1) Sleeping gas Grenade - Vigor at -4 or knocked out for 2d6 hours, lasts 3 rounds.
    • QTY 4
    • Range 5/10/20
    • MBT
    • 4lbs
  • (½) Tranquilizer Pen - vigor roll at -4 (-6 with raise)
    • Range 3/6/12
    • 1 shot
  • (1) Night vision goggles - eliminates dim and dark penalties
    • 2 lbs

Weight: 23 of 40lbs
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Kindreth
Posts: 60
Joined: Wed Dec 19, 2018 8:10 pm

Re: Snow in Saguaro

Post by Kindreth »

Kelly wrote: Sun Jun 02, 2019 11:26 am
"I'm going to see if there is anything else of note on this floor." Kelly motions in the direction that the woman with ice powers came from earlier. She then tentatively adds " If that's alright... I could use some backup too, in case things get physical. Maybe @Azrael?"

Kelly waits for the okay from Julie, not wanting to act without permission on her first mission. Once she has it she moves cautiously down the hallway that the ice queen came down. She has her rifle at the ready on her shoulder, though she is more likely to lash out with her mind than her weapon if they come across anything dangerous.
Julie shakes her head, "Hold, @Kelly. Everyone not going up topside is looking for that machine. We'll check out the rooms as we go, clearing them as a team."
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Azrael
Posts: 15
Joined: Mon Jan 07, 2019 10:00 pm

Re: Snow in Saguaro

Post by Azrael »

Azrael nods the affirmative when Kelley mentions him going with. The clicking of the pen makes it easy to follow her as they take stock in the goings on in the rest of the facility and gradually clear out rooms. Softly he speaks to Kelley as they continue on in their task. "Not many pick the older blind man as their go to muscle."
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Stoic
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Re: Snow in Saguaro

Post by Stoic »

The group in the facility:

After tracing the path of the ice woman, you come across a large room where a thick coat of ice is on top of everything. There are monitors and computers everywhere and at the center of the room is a large sphere with a seat inside it. This is also coated in ice. The closer you get to the sphere, the worse you feel. Your powers seem to be amplified, but it's so taxing on your body that you feel like you're about to pass out any minute now. Trent pulls up some schematics and is able to tell you that this machine is an experimental device intended to amplify psychic abilities. You all get the impression that if it isn't taken out of comission soon, it will overwhelm you and cause you all to go to sleep, possibly on a permanent basis.
Instructions
Everyone roll notice at a -4. After that, make a fatigue roll. It'll take about five minutes to scrape the ice off of the Sphere, and then a repair roll at a -2 will be required to disable it.
Topside:

The group escapes the facility with ease. Dragging the kids (And the ice woman? The guy in the med bay? Need some clarification on this please) on the makeshift sled isn't especially difficult and you exit the facility to find yourself in a balmy desert climate. There is still snow and ice around but it is melting quickly. Cross being paranoid as only an experienced vet can be, spots a flash of light on the mountain near by. A Sniper.
Instructions

If anyone of you have danger sense, now is the time to roll it. If not, Cross has the presence of mind to shout a quick warning allowing you all to get cover. After that, roll a 1d54, for your initiative. Let me know if you have any initiative edges and I will instruct you how to modify your roll accordingly.
GM Bennies 9/9
Wild Card Bennies ?
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Marcus
Posts: 61
Joined: Mon Jan 21, 2019 8:44 pm

Re: Snow in Saguaro

Post by Marcus »

Initiative 19
Has hesitant.
Initiative [dice:2gr36nc4]54660:0[/dice:2gr36nc4]
As Cross yells Marcus turns the entire mass of metal into a dome protecting him, the children, and the prisoner as they search for cover.
Bennies 2
Quarterly Reset 3
  • +1 GM Boon for noticing accounting err
    -1 Reroll stealth for submarine
    +1 Never mind, that roll was not needed per the GM.
    -1 Trying to hit that stupid crocodile
    +2 Double Jokers
    -3 Disarm man of rifle and hit him with it.
Marcus (Rob T)
Code Name: Sentinel
Name: Marcus Fallan
Advances:
8 Remaining: 0 Rank: Veteran
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d4, Vigor d8
Cha: +0; Pace: 6; Parry: 7; Toughness: 9 (4) [+4 versus metal] | In Bubble he has 25 (16) [+4 versus metal]
Skills:
  • Athletics d10
  • Common Knowledge d6
  • Fighting d10
  • Investigation d6
  • Notice d6
  • Shooting d10
  • Stealth d10
  • Trade-craft d6
Languages: English, Italian, Japanese, Russian, Spanish

Hindrances:
  • Tongue-Tied (The character often misspeaks or can’t get her words out. –1 to Intimidation, Persuasion, and Taunt rolls.)
  • Hesitant (Draw two Action Cards and take the lowest, except Jokers, which may be kept)
  • Habit (Smoker)
Edges:
  • Arcane Background (Super Powers, free setting rule)
  • Calculating: Ignore up to 2 points of penalties on one action with an Action Card of Five or less
  • Old Timer: The character has seen some stuff. But he has also earned some complications
  • Power Points x3 (The character gains +5 power points, Advance 1, Advance 5, Advance 8)
  • The Best Their Is: The character is allowed to spend 15 points on Matter Control
  • Master: The character may perform power tricks when he uses his power without the -2 penalty. (Advance 6)
  • Dodge: −2 to be hit by ranged attacks.
Powers (25 Power Points)
4 Electromagnetic Awareness (Heightened Senses 3; Infrared Vision, Low Light Vision, Super Sense +2 with Sight, Spacial Awareness +2, Only to sense metals -1)
2 Divided Attention (Extra Action 2, only with Matter Control -1)
1 It Comes Out of Me, and Goes in, No Problem (Resistance to Metal 1)
14 Master of Electromagnetism (Matter Control Metal 7 - d12+5, Toughness 16, 2,500 lbs unencumbered, 5 tons max, Requires Material -2, Range 24")
1 EM Distortion Field (Deflection -2, Requires Activation -1)
3 Ride The Wave (Flight pace x2, Contingent on Master of Metal -1)
Gear
  • (20 Equipment Points)
    TAR-21 (5.56, Range 24/48/96, Damage 2d8, RoF 3, Shots 30, AP 2, Auto, Laser sight)
    Four spare ammo magazines (TAR-21)
    10 Throwing knives (Strength+d4)
    Body Armor (+4, torso only)
    Subvocal Commlink
    Encrypted Smartphone
    Reinforced tablet
    Lighter and cigarettes
    Sneaking suit (Stealth +1)
    1.5 tons of metal ball bearings
Power Tricks = Free for Marcus
When a power affects a target, either as an attack or a resisted effect, a hero may use any of the Power Tricks below by describing the action and taking a –2 penalty to the active skill (or the victim adds +2 to his resistance roll if there is no active roll on the part of the attacker, like fear). If successful, the power works as usual and the Trick chosen from the list below is triggered as well.
Any effect may be used at any time with a good rationale and the Game Master’s permission—a character doesn’t have to choose the same effect each time. Exactly how it works is a matter of description. Lower Defenses might mean encircling the target in smoky blackness via energy control (darkness) so that he can’t see incoming attacks. A radiation blast (ranged attack) might cause dizziness (Lower Trait for Agility) or weakness (Vigor). Or an earthquake might setup a villain for a follow-up ranged attack. It’s all in the description.
  • Delay: The victim must trade his current Action Card with the next character lower than him (he can’t trade with a character on Hold). If the victim already acted this round, the trade occurs on the following round unless the target gets the Joker (which negates the effect).
  • Lower Defenses: The target’s Parry is lowered by 2 until his next action. This is simply a different way to successfully perform the Trick maneuver (see Savage Worlds), so it does not stack with a regular Trick.
  • Lower Trait: One of the target’s attributes and all linked skills suffer a –2 penalty on his next action.
  • Setup: Allies get a +2 bonus against the victim until his next action.
  • Slow: The target’s Pace is halved on his next action.
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Kindreth
Posts: 60
Joined: Wed Dec 19, 2018 8:10 pm

Re: Snow in Saguaro

Post by Kindreth »

Notice 6
Notice [dice:1ogac5q5]54692:0[/dice:1ogac5q5]
Wild [dice:1ogac5q5]54692:1[/dice:1ogac5q5] + [dice:1ogac5q5]54692:2[/dice:1ogac5q5]
As Julie enters the room, her attention is drawn to something... wait, is that a bomb?!

”Bomb, people! Stay clear! @Trent, can you diffuse it?”

She points out the bomb’s location to the team’s hacker extraordinaire.
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Stoic
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Re: Snow in Saguaro

Post by Stoic »

Julie's sharp eyes spot it: A nasty looking block of a gray/tan colored material was jammed under one of the desks. It has a tripwire connected to a chair under the desk. There is a digital timer pushed into it, counting down. Currently it is at 305 seconds.
GM Bennies 9/9
Wild Card Bennies ?
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Simon CROSS Harris
Posts: 71
Joined: Thu Jan 03, 2019 2:46 pm

Re: Snow in Saguaro

Post by Simon CROSS Harris »

Danger Sense, Notice 16 _
Psychic Power: Danger Sense
Alertness +2
[*] Notice (1d6) [dice:tbrv6xsm]54700:0[/dice:tbrv6xsm]
[*] Wild (1d6) [dice:tbrv6xsm]54700:1[/dice:tbrv6xsm]
[*] Aced! Wild (1d6+6) [dice:tbrv6xsm]54700:2[/dice:tbrv6xsm]
[*] Super Aced! Wild (1d6+12) [dice:tbrv6xsm]54700:3[/dice:tbrv6xsm]
Instincts be praised, Cross has the presence of mind to check the surroundings.

Initiative 43 _
[*] Initiative (1d54) [dice:tbrv6xsm]54700:4[/dice:tbrv6xsm]
Cross begins postioning for cover and then assessing cover for everyone else. Surveying the situation, he looks back up to the sniper and gages distance with Heightened Senses, @Stoic Can I make the shot/range with a machine gun?
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Simon CROSS Harris
Posts: 71
Joined: Thu Jan 03, 2019 2:46 pm

Re: Snow in Saguaro

Post by Simon CROSS Harris »

@Marcus "The sniper has been waiting for us. His weapon is mounted on a bipod. How fast can you close distance?"

"If we can scrap his weapon and flush him out into the open, we will have won this engagement."

@Stoic Cross pauses for a moment, looks the kids direction, "Time to take a quick assessment of your abilities. How can you each help?"

Cross motions to the spy amongst them and motions for someone to knock him out. He then goes back and assesses the area for cover for everyone else. He will purposely leave the spy's feet out where the sniper can hit them.
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Trent
Posts: 27
Joined: Thu Jan 17, 2019 10:39 pm

Re: Snow in Saguaro

Post by Trent »

Trent grabs the bomb leaving behind his favorite @Simon CROSS Harris action figure: the special edition one that has the arms akimbo and when you squeeze its ass water spits from the mouth. ”I got it Jules... Just make sure Numen doesn’t kill my family.” Trent flies the bomb far away... Finale. Boom!

Thanks for the fun.
Pace: 6; Parry: 6; Toughness:9(4) +4 armor
Skills:
Notice d4
Athletics: d6
Tradecraft: d6
Fighting: d8
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Stoic
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Re: Snow in Saguaro

Post by Stoic »

The kids each shake their head, giving cross a variation of "He's too far away."

Trent flies out of the facility at top speed. He flies straight up and then explodes in a spectacular fashion.

Cross spots the sniper taking in the explosion, momentarily distracted.
GM Bennies 9/9
Wild Card Bennies ?
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Simon CROSS Harris
Posts: 71
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Re: Snow in Saguaro

Post by Simon CROSS Harris »

Stoic wrote: Wed Jun 19, 2019 11:27 am The kids each shake their head, giving cross a variation of "He's too far away."

Trent flies out of the facility at top speed. He flies straight up and then explodes in a spectacular fashion.

Cross spots the sniper taking in the explosion, momentarily distracted.
Cross swears in 37 different languages and uses the distraction to cover the distance to the sniper. He zigs. He zags. He zips. This particular action would have made for an awesome action figure. This one's for you @Trent.

Run 10", Shoot 13, Damage 20, AP 2 _
[*] Run (1d6+6) [dice:3mhugka5]54738:0[/dice:3mhugka5]

MAP -2
[*] Shooting (1d10) [dice:3mhugka5]54738:1[/dice:3mhugka5]
[*] Wild (1d6) [dice:3mhugka5]54738:3[/dice:3mhugka5]

Benny for Reroll (1 of 3)
[*] Shooting (1d10) [dice:3mhugka5]54738:5[/dice:3mhugka5]
[*] Aced! Shooting (1d10+10) [dice:3mhugka5]54738:2[/dice:3mhugka5]
[*] Wild (1d6) [dice:3mhugka5]54738:6[/dice:3mhugka5]

[*] H&K 416 Damage (2d8) [dice:3mhugka5]54738:4[/dice:3mhugka5]
[*] Aced! H&K 416 Damage (1d8+9) [dice:3mhugka5]54738:8[/dice:3mhugka5]
[*] Raise Damage (1d6) [dice:3mhugka5]54738:7[/dice:3mhugka5]
[*] Aced! Raise Damage (1d6+6) [dice:3mhugka5]54738:9[/dice:3mhugka5]
Not being able to aim while running Cross does make as accurate a shot as possible, when possible.
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Stoic
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Re: Snow in Saguaro

Post by Stoic »

A pink mist sprays out of the back of the sniper. He topples to the ground, stone dead.

The rest of the crew catches up with those on the outside and with the children in tow, they make the long trip back to the helicopter. Cross wisely requested a second helicopter, which is already there. The group departs into the sky, the bright warm sun melting the snow.
GM Bennies 9/9
Wild Card Bennies ?
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Marcus
Posts: 61
Joined: Mon Jan 21, 2019 8:44 pm

Re: Snow in Saguaro

Post by Marcus »

Killing the sniper was the only prudent decision. But that is no reason to leave him un-investigated. Over the sub-vocals Marcus asks Julie. "Want to s, s,s , send s,s, someone to i, i, i, look over the sniper for clues.

"I, can g,g,go after dropping the k,k,children."
Bennies 2
Quarterly Reset 3
  • +1 GM Boon for noticing accounting err
    -1 Reroll stealth for submarine
    +1 Never mind, that roll was not needed per the GM.
    -1 Trying to hit that stupid crocodile
    +2 Double Jokers
    -3 Disarm man of rifle and hit him with it.
Marcus (Rob T)
Code Name: Sentinel
Name: Marcus Fallan
Advances:
8 Remaining: 0 Rank: Veteran
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d4, Vigor d8
Cha: +0; Pace: 6; Parry: 7; Toughness: 9 (4) [+4 versus metal] | In Bubble he has 25 (16) [+4 versus metal]
Skills:
  • Athletics d10
  • Common Knowledge d6
  • Fighting d10
  • Investigation d6
  • Notice d6
  • Shooting d10
  • Stealth d10
  • Trade-craft d6
Languages: English, Italian, Japanese, Russian, Spanish

Hindrances:
  • Tongue-Tied (The character often misspeaks or can’t get her words out. –1 to Intimidation, Persuasion, and Taunt rolls.)
  • Hesitant (Draw two Action Cards and take the lowest, except Jokers, which may be kept)
  • Habit (Smoker)
Edges:
  • Arcane Background (Super Powers, free setting rule)
  • Calculating: Ignore up to 2 points of penalties on one action with an Action Card of Five or less
  • Old Timer: The character has seen some stuff. But he has also earned some complications
  • Power Points x3 (The character gains +5 power points, Advance 1, Advance 5, Advance 8)
  • The Best Their Is: The character is allowed to spend 15 points on Matter Control
  • Master: The character may perform power tricks when he uses his power without the -2 penalty. (Advance 6)
  • Dodge: −2 to be hit by ranged attacks.
Powers (25 Power Points)
4 Electromagnetic Awareness (Heightened Senses 3; Infrared Vision, Low Light Vision, Super Sense +2 with Sight, Spacial Awareness +2, Only to sense metals -1)
2 Divided Attention (Extra Action 2, only with Matter Control -1)
1 It Comes Out of Me, and Goes in, No Problem (Resistance to Metal 1)
14 Master of Electromagnetism (Matter Control Metal 7 - d12+5, Toughness 16, 2,500 lbs unencumbered, 5 tons max, Requires Material -2, Range 24")
1 EM Distortion Field (Deflection -2, Requires Activation -1)
3 Ride The Wave (Flight pace x2, Contingent on Master of Metal -1)
Gear
  • (20 Equipment Points)
    TAR-21 (5.56, Range 24/48/96, Damage 2d8, RoF 3, Shots 30, AP 2, Auto, Laser sight)
    Four spare ammo magazines (TAR-21)
    10 Throwing knives (Strength+d4)
    Body Armor (+4, torso only)
    Subvocal Commlink
    Encrypted Smartphone
    Reinforced tablet
    Lighter and cigarettes
    Sneaking suit (Stealth +1)
    1.5 tons of metal ball bearings
Power Tricks = Free for Marcus
When a power affects a target, either as an attack or a resisted effect, a hero may use any of the Power Tricks below by describing the action and taking a –2 penalty to the active skill (or the victim adds +2 to his resistance roll if there is no active roll on the part of the attacker, like fear). If successful, the power works as usual and the Trick chosen from the list below is triggered as well.
Any effect may be used at any time with a good rationale and the Game Master’s permission—a character doesn’t have to choose the same effect each time. Exactly how it works is a matter of description. Lower Defenses might mean encircling the target in smoky blackness via energy control (darkness) so that he can’t see incoming attacks. A radiation blast (ranged attack) might cause dizziness (Lower Trait for Agility) or weakness (Vigor). Or an earthquake might setup a villain for a follow-up ranged attack. It’s all in the description.
  • Delay: The victim must trade his current Action Card with the next character lower than him (he can’t trade with a character on Hold). If the victim already acted this round, the trade occurs on the following round unless the target gets the Joker (which negates the effect).
  • Lower Defenses: The target’s Parry is lowered by 2 until his next action. This is simply a different way to successfully perform the Trick maneuver (see Savage Worlds), so it does not stack with a regular Trick.
  • Lower Trait: One of the target’s attributes and all linked skills suffer a –2 penalty on his next action.
  • Setup: Allies get a +2 bonus against the victim until his next action.
  • Slow: The target’s Pace is halved on his next action.
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Simon CROSS Harris
Posts: 71
Joined: Thu Jan 03, 2019 2:46 pm

Re: Snow in Saguaro

Post by Simon CROSS Harris »

Marcus wrote: Thu Jun 20, 2019 8:11 am Killing the sniper was the only prudent decision. But that is no reason to leave him un-investigated. Over the sub-vocals Marcus asks Julie. "Want to s, s,s , send s,s, someone to i, i, i, look over the sniper for clues.

"I, can g,g,go after dropping the k,k,children."
"Marcus. Come have a look when you are able. I am securing his position at the moment."

Note to Stoic
Mike: If it can be managed. Cross would like to take the AWP Sniper Rifle and retrieve the action figure.

New Hindrance for Cross: Driven. Find Trent's family.
Keiko
Posts: 40
Joined: Fri Dec 21, 2018 8:34 am

Re: Snow in Saguaro

Post by Keiko »

"Is anyone going to talk about TRENT?" Keiko suddenly demands. "He BLEW HIMSELF UP! Why is everyone pretending this is normal?!"
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Simon CROSS Harris
Posts: 71
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Re: Snow in Saguaro

Post by Simon CROSS Harris »

Keiko wrote: Thu Jun 20, 2019 7:34 pm "Is anyone going to talk about TRENT?" Keiko suddenly demands. "He BLEW HIMSELF UP! Why is everyone pretending this is normal?!"
"There is never a guarentee that everyone is going to make it home. Sacrifices are made. Some willingly. Others are forced upon us. Trent gave his life to save the rest of us. We honor his sacrifice but we don't dwell on it."
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Kindreth
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Re: Snow in Saguaro

Post by Kindreth »

Julie mutters under her breath, ”Trent, what was that?

”Man down, crew. I need a headcount on everyone else. @Azrael, let’s clear this room and make sure there are no other nasty surprises. We still have a job to finish. @Keiko, call in the cavalry, would you? We need to report in and get some extra bodies in here to get this facility secured. @Kelly, can your senees detect anyone else nearby? Is that in your wheelhouse?”

With that, Julie enters the room, sweeping for other dangers.
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Kelly
Posts: 38
Joined: Tue Jan 15, 2019 7:00 pm

Re: Snow in Saguaro

Post by Kelly »

Kelly congratulates herself for not completely losing her mind and the sight of a Bomb with a ticking countdown that shows less than 6 minutes before it kills them all.

That congradulations is short lived when Trent, completely out of the blue, grabs the Bomb and flies off, clearly getting himself blown to bits when the timer runs out.

Hands shaking a little, she responds to Keiko's outburst.

"Keiko's right! Trent just committed suicide to save us all. And what...what the hell was that he said before he took off about Numen and his family?"

Kelly begins to hyper ventilate, and backs up against a wall, covering her face with her hands to help slow her breathing. It's a moment before she can respond to Julie's orders.

"I...I don't think so..." but she closes her eyes and concentrates anyways, just to have something to do after a brief pause she says "Not a clue.... But none of the recent visions I got from the kids had any faces in them other than that I've lady and the few guards we saw on our way in here."
Kelly Robinson
Kelly ‘Quack Robinson

Wounds: 0/4; Fatigue: 0/3
Parry: 4/6
Toughness: 9(4)

Active effects:
Notable Edges: Killer Instinct, Mentalist

Bennies: 3/3
+1 For Keiko Joker
+1 for pointing out card draw discrepancy
-1 for Mind control Re-roll

Adventure Cards:

Edit Signature
Gear
11 EP (factoring in free pistol)
  • (0) Gas Mask
    • 2 lbs
  • (0) Cold Weather Clothes
  • (0) Subvoval Comlink - Speak to the team silently, -4 to notice it
  • (0) Encrypted Smartphone - 24 hour charge, -6 to hack or jam
  • (4) Armored Stealth Suit - +4 armor, +2 to stealth on visual and sound
    • 7lbs
  • (1) Ballistic Helmet - +4 armor on the head
    • 4lbs
  • (¼) Folding Knife - Concealable
    • Str+d4 Damage
    • 1lbs
  • (2) Advanced First Aid Kit
    • 5lbs
    • +1 to healing
  • (1 ¼ ) Incendiary Grenade - Ignores armor, target on fire at 4-6 (separate roll)
    • QTY 5
    • Range 5/10/20
    • MBT
    • 3d6 damage
    • 5lbs
  • (1) Sleeping gas Grenade - Vigor at -4 or knocked out for 2d6 hours, lasts 3 rounds.
    • QTY 4
    • Range 5/10/20
    • MBT
    • 4lbs
  • (½) Tranquilizer Pen - vigor roll at -4 (-6 with raise)
    • Range 3/6/12
    • 1 shot
  • (1) Night vision goggles - eliminates dim and dark penalties
    • 2 lbs

Weight: 23 of 40lbs
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Marcus
Posts: 61
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Re: Snow in Saguaro

Post by Marcus »

Julie wrote: Sun Jun 23, 2019 6:00 am ”Man down, crew. I need a headcount on everyone else. Azrael, let’s clear this room and make sure there are no other nasty surprises. We still have a job to finish. Keiko, call in the cavalry, would you? We need to report in and get some extra bodies in here to get this facility secured. Kelly, can your senees detect anyone else nearby? Is that in your wheelhouse?”
Not being down bellow when it happened Marcus did not know what the zipping explosion was above, his attention having been trained on the sniper at the time. Now hearing for the first time over the radio there was a man down he asks. "Sentinel reporting in and safe. Wh, wh, wh, who didn't make it?"
Bennies 2
Quarterly Reset 3
  • +1 GM Boon for noticing accounting err
    -1 Reroll stealth for submarine
    +1 Never mind, that roll was not needed per the GM.
    -1 Trying to hit that stupid crocodile
    +2 Double Jokers
    -3 Disarm man of rifle and hit him with it.
Marcus (Rob T)
Code Name: Sentinel
Name: Marcus Fallan
Advances:
8 Remaining: 0 Rank: Veteran
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d4, Vigor d8
Cha: +0; Pace: 6; Parry: 7; Toughness: 9 (4) [+4 versus metal] | In Bubble he has 25 (16) [+4 versus metal]
Skills:
  • Athletics d10
  • Common Knowledge d6
  • Fighting d10
  • Investigation d6
  • Notice d6
  • Shooting d10
  • Stealth d10
  • Trade-craft d6
Languages: English, Italian, Japanese, Russian, Spanish

Hindrances:
  • Tongue-Tied (The character often misspeaks or can’t get her words out. –1 to Intimidation, Persuasion, and Taunt rolls.)
  • Hesitant (Draw two Action Cards and take the lowest, except Jokers, which may be kept)
  • Habit (Smoker)
Edges:
  • Arcane Background (Super Powers, free setting rule)
  • Calculating: Ignore up to 2 points of penalties on one action with an Action Card of Five or less
  • Old Timer: The character has seen some stuff. But he has also earned some complications
  • Power Points x3 (The character gains +5 power points, Advance 1, Advance 5, Advance 8)
  • The Best Their Is: The character is allowed to spend 15 points on Matter Control
  • Master: The character may perform power tricks when he uses his power without the -2 penalty. (Advance 6)
  • Dodge: −2 to be hit by ranged attacks.
Powers (25 Power Points)
4 Electromagnetic Awareness (Heightened Senses 3; Infrared Vision, Low Light Vision, Super Sense +2 with Sight, Spacial Awareness +2, Only to sense metals -1)
2 Divided Attention (Extra Action 2, only with Matter Control -1)
1 It Comes Out of Me, and Goes in, No Problem (Resistance to Metal 1)
14 Master of Electromagnetism (Matter Control Metal 7 - d12+5, Toughness 16, 2,500 lbs unencumbered, 5 tons max, Requires Material -2, Range 24")
1 EM Distortion Field (Deflection -2, Requires Activation -1)
3 Ride The Wave (Flight pace x2, Contingent on Master of Metal -1)
Gear
  • (20 Equipment Points)
    TAR-21 (5.56, Range 24/48/96, Damage 2d8, RoF 3, Shots 30, AP 2, Auto, Laser sight)
    Four spare ammo magazines (TAR-21)
    10 Throwing knives (Strength+d4)
    Body Armor (+4, torso only)
    Subvocal Commlink
    Encrypted Smartphone
    Reinforced tablet
    Lighter and cigarettes
    Sneaking suit (Stealth +1)
    1.5 tons of metal ball bearings
Power Tricks = Free for Marcus
When a power affects a target, either as an attack or a resisted effect, a hero may use any of the Power Tricks below by describing the action and taking a –2 penalty to the active skill (or the victim adds +2 to his resistance roll if there is no active roll on the part of the attacker, like fear). If successful, the power works as usual and the Trick chosen from the list below is triggered as well.
Any effect may be used at any time with a good rationale and the Game Master’s permission—a character doesn’t have to choose the same effect each time. Exactly how it works is a matter of description. Lower Defenses might mean encircling the target in smoky blackness via energy control (darkness) so that he can’t see incoming attacks. A radiation blast (ranged attack) might cause dizziness (Lower Trait for Agility) or weakness (Vigor). Or an earthquake might setup a villain for a follow-up ranged attack. It’s all in the description.
  • Delay: The victim must trade his current Action Card with the next character lower than him (he can’t trade with a character on Hold). If the victim already acted this round, the trade occurs on the following round unless the target gets the Joker (which negates the effect).
  • Lower Defenses: The target’s Parry is lowered by 2 until his next action. This is simply a different way to successfully perform the Trick maneuver (see Savage Worlds), so it does not stack with a regular Trick.
  • Lower Trait: One of the target’s attributes and all linked skills suffer a –2 penalty on his next action.
  • Setup: Allies get a +2 bonus against the victim until his next action.
  • Slow: The target’s Pace is halved on his next action.
User avatar
Kindreth
Posts: 60
Joined: Wed Dec 19, 2018 8:10 pm

Re: Snow in Saguaro

Post by Kindreth »

Marcus wrote: Mon Jun 24, 2019 7:26 am
Not being down bellow when it happened Marcus did not know what the zipping explosion was above, his attention having been trained on the sniper at the time. Now hearing for the first time over the radio there was a man down he asks. "Sentinel reporting in and safe. Wh, wh, wh, who didn't make it?"
After a brief pause, Julie responds, "Trent. He flew off with a bomb to get it away from the rest of us; that's the explosion you just heard."
User avatar
Simon CROSS Harris
Posts: 71
Joined: Thu Jan 03, 2019 2:46 pm

Re: Snow in Saguaro

Post by Simon CROSS Harris »

Marcus wrote: Mon Jun 24, 2019 7:26 am
Julie wrote: Sun Jun 23, 2019 6:00 am ”Man down, crew. I need a headcount on everyone else. Azrael, let’s clear this room and make sure there are no other nasty surprises. We still have a job to finish. Keiko, call in the cavalry, would you? We need to report in and get some extra bodies in here to get this facility secured. Kelly, can your senees detect anyone else nearby? Is that in your wheelhouse?”
Not being down bellow when it happened Marcus did not know what the zipping explosion was above, his attention having been trained on the sniper at the time. Now hearing for the first time over the radio there was a man down he asks. "Sentinel reporting in and safe. Wh, wh, wh, who didn't make it?"
Cross pipes in over the comms, "Cross accounted for. Trent took one for the team. Apparently there were explosives down below."

"Sniper taken care of. We are holding the high ground here. Feel free to finish up."

Cross moves near the dead sniper and turns and surveys the surrounding area.
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