12.5 720 Meters South Cassidy is Seen

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12.5 720 Meters South Cassidy is Seen

Post by Ndreare »

RFT wrote:As L.C. start doing circles to see if he can spot either of the escaped Crazy 8's he is able to spot not just one but both of them. Having gone different directions however he has a choice to make. Should he go after Cassidy, who somehow has made it nearly 600 meters south of the current location as he appears to be traveling through the earth itself (something Mind Melters should not be able to do) or to go after the invisible assailant who is only 450 meters north west of the current location having circumvented and made it past the APC. Also moving through the earth in somehow, but at a slightly slower pace.
OOC Comments
Both are using exalted Burrow
Cassidy is traveling at 240" per turn and will travel a total of 720" from the site before walking.
The Invisible Assailant is traveling at 200" per turn and will travel a total of 600" from the site before walking.

Both will be using their Escape and Evade training to stay alive.
line of site at this range in this terrain requires flight. If you lose line of site a tracking contest roll at -4 would be needed.
This thread will be for those hunting Cassidy.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: 12.5 720 Meters South Cassidy is Seen

Post by Ndreare »

As L.C. and Brison fly in pursuit of the escaping Cassidy riding low to the rough terrain the rough and rolling terrain makes it harder than expected to keep a solid line of sight. However with his path away from the team being so linier they have no trouble know which directions to go.

Suddenly coming in over a rolling hill L.C. sees a sight he has not seen in full detail for many years. A large encampment of a fully mechanized platoon and support personal sitting.

L.C. can see Cassidy is in the hands of 12 and 13, two of the nastiest members of The Red Bastards and known for their enjoyment of torture. You knew that Nash and his squad was after you but you did not know they were this close or that they had heavy support.

As the realization of what you flew into sinks in one of the 4 giant robots turns towards you and levels its heavy rail gun. The enemy fire misses you and Brison by inches as you turn and fly back behind the cover of the hill.

L.C. Fire a quick auto-burst over the radio set to repeat.
Intelligence
Looking into the valley they are hiden you see.
4 UAR1 Enforcers
  • 2 Walking Patrol
  • 2 Idled
About 2 dozen men and women working
4 SAMAS
  • 2 Walking Patrol
  • 2 Idled
1 MARK V, painted to look like it was stolen, this is Nash’s personal rig he and The Red Bastards ride in.
The Red Bastards
.

Your challenge
This will be handled as a modified dramatic tasks.
You are trying to escape and evade as the enemy unit mobilizes.

This will be a chase scene as the enemy force musters and gets clear.
They are firing live rounds at you both, this will require a piloting roll at -2 for each of you.
  • Critical Failure: You take 1d3 wound, your armor rolls a Technical Difficulty. (Vigor to soak allowed)
  • Failure: Glancing blow, you are struck by a rail gun and take 1d3 wounds. (Vigor to soak allowed)
  • Success: You evade, they are in hot pursuit, but you gain 1 needed success.
  • Raise: You evade, they are in hot pursuit, but you gain 2 needed success.
  • 2+ Raises: You evade, they are in hot pursuit, but you gain 3 (or more) needed success. In addition you may choose to increase an allies critical failure to a failure, or an allies failure to a success.

You have 5 chase rounds to gain 5 successes each and successfully evade.
  • Their base penalty for the Chase will be -8.
  • Each round remaining when you arrive will reduce the difficulty by -2 if they are able to flee early.

Card for this Turn: [dice]0[/dice] Eight of Hearts = No Complications
.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: 12.5 720 Meters South Cassidy is Seen

Post by Kaja Earthblooded »

L.C. Notice 12, Pilot 10 (2 successes)
LC Notice [dice]0[/dice]+[dice]8[/dice], [dice]1[/dice]+2
Piloting [dice]2[/dice]+[dice]9[/dice], [dice]3[/dice]
Switching to the encrypted channel, LC blasts out orders. "Brison, nape of earth, stay behind cover. Stay Radio Silent until you're clear. Will do the same. 99's. Evade incoming CS forces. LC Out." When the mic turns off, he begins recording as he jukes and dodges. He stops talking which cues the voice diction to chirp for commands. "Compress into datapacket, with text and send to 99s."
The voice to text of the message is: Enemy action aqua net X, Y; confirm presence of two members of the red bastards they have Cassidy. 50-50 shot as to whether he walks away unharmed or dead. Any strays in clothes for uniform alpha Romeo ones, two adults, two on patrol. Total of four Papa alpha oh6 alphas, two on patrol, to our delay. All scrambling. Soccer a couple of dozen support staff walking around. More importantly solving Mark five of the red bastard. They are coalition bountyhunters that masquerade as marks. I’ve seen them before. I must’ve really pissed someone off. Note to self look into deep six strategy for later date.
Voice recording is: "Enemy Action at coordinates x,y; Confirmed presence of two members of the Red Bastards. They have Cassidy. 50/50 shot as to whether he walks away unharmed or dead. Enemy Strength includes 4 Uniform Alpha Romeo Ones, two idled, two on patrol. Total of four Papa Alpha Oh Six Alphas, two on patrol, two idling. All scrambling. Saw a couple dozen support staff walking around. More importantly saw the Mark V of the Red Bastards. They are Coalition Bounty Hunters that masquerade as Mercs. I've seen them before. I really must have pissed someone off. Note to self, look into Deep Six Strategy for later date."
Meanwhile, L.C. is nearly touching the ground as he speeds away, kicking up dirt to hide himself in the spray. He keeps crossing over his own tracks, kicking it up in a large enough area so as to make it nearly impossible to find him exactly. He hasn't made it out, but can nearly feel the machine as he speeds along the ground.
Brison Notice 7, Piloting 8 (2 successes)
Brison Notice [dice]4[/dice], [dice]5[/dice]+2
Pilot [dice]6[/dice], [dice]7[/dice]+2 +[dice]10[/dice] EE +2 Elan
Brison sends back a single word. "Acknowledged.". While not the daredevil L.C. is, Brison is much more professionally trained at the task. The problem is he's just not used to having to dodge UAR-1 rail gun fire! Of course the incoming fire does tend to put one on one's game. The Warchief may not have the thrust of the PA-06A, but it performs well. Brison uses the dust L.C. kicks up as a clue and ducks beneath the line of sight.
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
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Re: 12.5 720 Meters South Cassidy is Seen

Post by Ndreare »

L.C. and Brison take off and manage to avoid any hard shots while skirting as close to the ground as possible, however the risk of flying so low are shown with each attempt to fly past a sudden out cropping.

To make the moment more intense the skill of the other pilots chasing you is such that every time you even skirt high a rail gun blast or laser blast scorches by.

Your challenge
This will be handled as a modified dramatic tasks.
You are trying to escape and evade as the enemy unit mobilizes.

This will be a chase scene as the enemy force musters and gets clear.
They are firing live rounds at you both, this will require a piloting roll at -2 for each of you.
  • Critical Failure: You take 1d3 wound, your armor rolls a Technical Difficulty. (Vigor to soak allowed)
  • Failure: Glancing blow, you are struck by a rail gun and take 1d3 wounds. (Vigor to soak allowed)
  • Success: You evade, they are in hot pursuit, but you gain 1 needed success.
  • Raise: You evade, they are in hot pursuit, but you gain 2 needed success.
  • 2+ Raises: You evade, they are in hot pursuit, but you gain 3 (or more) needed success. In addition you may choose to increase an allies critical failure to a failure, or an allies failure to a success.
You each have 2 successes.
You have 5 chase rounds to gain 5 successes each and successfully evade.
  • Failure: The character who failed to get 5 successes is capture. This may be a death sentence or Blaze of Glory. Their flight will be at -4
  • Success in 4 or 5: You make it to the Mark V and join them protecting as you can as you get the newly freed slaves to safety. Their flight will be at -4
  • Success in 3: You make it to the Mark V and join them protecting as you can as you get the newly freed slaves to safety. Their flight will be at -2
  • Success in 1 or 2: You make it to the Mark V and join them protecting as you can as you get the newly freed slaves to safety. Their flight will be at +0!

Card for this Turn: [dice]0[/dice] QS
.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: 12.5 720 Meters South Cassidy is Seen

Post by Kaja Earthblooded »

Notice 7, Pilot 5
Notice [dice]0[/dice], [dice]1[/dice] +2=7 (from PA)
Pilot [dice]2[/dice], [dice]3[/dice] +[dice]9[/dice] EE -2 Penalty=5
LC ducks incoming fire and curses. He sees Brison veer off and hits the jets harder downward, making a bigger cloud of dust. "Brison, cut your jet power and keep scooting that way and get out of the engagement zone. Make your way back and help them prepare for what's coming. See if they can get that enemy APC going too." 'Better they come after me', L.C. thinks. 'I'd rather I die than all those people. But enough of that crap. How about no one dies but the Red Bastards!'

Notice 7, Piloting 23
Notice [dice]4[/dice], [dice]5[/dice] +2=7 (from PA)
Pilot [dice]6[/dice]+[dice]8[/dice], [dice]7[/dice] +[dice]10[/dice]+[dice]11[/dice] EE +2 (Ace) - 2 penalty=10
Brison cuts to the side over a small stream and reduces his visual tells some. He was going to cut back in when L.C.'s message comes across. "Hard copy on that boss. Stay safe." 'Red Bastards? I've only heard about those guys. Boss recognizes them on sight?? I know he said he was involved in some heavy crap, but those guys are legitimate bogey men!' These thoughts swirl as Brison expertly angles his thrusters to achieve what L.C. described. Under the cover of a ridge line, and with the stream to reduce how much dust he kicks up, he speeds away.
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Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
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Re: 12.5 720 Meters South Cassidy is Seen

Post by Ndreare »

As the pilots get near their base Brison is able to break away and arives at the APC to see everything is in a mess and only half of the refuges are loaded in the vehicle. Their time spent as slaves having already messed with their ability to react quickly or think clearly.
L.C. having to pull back a couple times to prevent being hit my missiles is not having as easy of a time of it, but he still knows he can out-fly these men who are burdened with slow robots they must keep in formation.
Your challenge
Same as before, but Brison will now be in the other thread.

This will be handled as a modified dramatic tasks.
You are trying to escape and evade as the enemy unit mobilizes.

This will be a chase scene as the enemy force musters and gets clear.
They are firing live rounds at you both, this will require a piloting roll at -2 for each of you.
  • Critical Failure: You take 1d3 wound, your armor rolls a Technical Difficulty. (Vigor to soak allowed)
  • Failure: Glancing blow, you are struck by a rail gun and take 1d3 wounds. (Vigor to soak allowed)
  • Success: You evade, they are in hot pursuit, but you gain 1 needed success.
  • Raise: You evade, they are in hot pursuit, but you gain 2 needed success.
  • 2+ Raises: You evade, they are in hot pursuit, but you gain 3 (or more) needed success. In addition you may choose to increase an allies critical failure to a failure, or an allies failure to a success.
You have 3 successes.
You have 5 chase rounds to gain 5 successes each and successfully evade.
  • Failure: The character who failed to get 5 successes is capture. This may be a death sentence or Blaze of Glory. Their flight will be at -4
  • Success in 4 or 5: You make it to the Mark V and join them protecting as you can as you get the newly freed slaves to safety. Their flight will be at -4
  • Success in 3: You make it to the Mark V and join them protecting as you can as you get the newly freed slaves to safety. Their flight will be at -2
  • Success in 1 or 2: You make it to the Mark V and join them protecting as you can as you get the newly freed slaves to safety. Their flight will be at +0!

Card for this Turn: [dice]0[/dice]
.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
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Posts: 205
Joined: Mon Aug 14, 2017 8:33 am
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Re: 12.5 720 Meters South Cassidy is Seen

Post by Kaja Earthblooded »

Notice 6, Pilot 8
Notice [dice]0[/dice], [dice]1[/dice] +2 (from PA) = 6
Pilot [dice]2[/dice], [dice]3[/dice] -2 Penalty +[dice]4[/dice] EE=8
L.C. Jinks and dives, shooting a line of rail gun fire creating two different dust clouds, just before ducking back and taking the same stream Brison used to escape.
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
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Re: 12.5 720 Meters South Cassidy is Seen

Post by Ndreare »

You have acquired 5 successes and will be on scene in turn 04.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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