Hrungir the Destined |
I've done Roll20, and I've done Google Slides/Drawing extensively. The Google suite is much much easier.
Hrungir focuses his mind on the next target
Shooting/Throwing: 1d6 ⇒ 6 Ace: 1d6 ⇒ 6 total=12 (no benefit to rolling more)
Wild: 1d6 ⇒ 4
Smarts: 1d12 ⇒ 1
Wild: 1d6 ⇒ 6 Ace: 1d6 ⇒ 6 Ace again?: 1d6 ⇒ 4 total =16
Hrungir's mental blast overwhelms the poor alien's thoughts.
Opposed roll at -2, raise=incapacitated
-- Dark Angel -- |
Angel swings her sword again, (hopefully) feeling the satisfying crunch of metal on bone!
Fighting: 1d12 + 1 ⇒ (11) + 1 = 12 Wild: 1d6 ⇒ 4
Damage: 1d10 + 1d8 + 2 ⇒ (10) + (7) + 2 = 19 Ace!: 1d10 ⇒ 7
Total Damage = 26
GM_ZenFox42 |
Hrungir, since #3 is already down and #2 is dead, I'm assuming you're aiming at #1.
Opposed Smarts: 1d6 - 2 ⇒ (1) - 2 = -1
Guard #1 becomes Incapacitated, but it's just a temporary Incapacitation...
Diffraction, the way I read Force Control, once you've made your "Force Area" roll (please call it "Force Area (Fighting)" from now on so I don't get confused), you need to roll d12+1 to determine the amount of damage. Also, please note on your sheet that you have spent a Benny to roll the Extra Effort.
Thomas - so you were. You were off my Word document table from your absence, but now you're back. But for this round it doesn't really matter, since everyone is acting before the guards anyway.
Dark Angel - there are two temporarily Incapacitated guards writhing at your feet. Assuming you'd attack them while they're down, you attack
Guard#: 1d2 ⇒ 2
guard #3, and split him in two.
Enkidu - you're up!
Enkїdu |
Sorry, been sick and havent been checking the boards as regularly as I usually do. Trying to get caught up on all my games now...
Seeing the fight spilling out the back near the sub's mooring, Enkidu rolls his eyes, at least as much as his bird's skull allows him to, and then flies in. A dozen feet off he shifts into his were-tiger form and lands slashing at two of the fin.
Claw 1: 1d12 + 1 ⇒ (7) + 1 = 81d6 ⇒ 1
Claw 2: 1d12 + 1 ⇒ (4) + 1 = 51d6 ⇒ 5
Reminder that Enkidu's claws count as Heavy Weapons
Dmg Claw 1: 1d12 + 3 + 2d6 + 1d6 ⇒ (3) + 3 + (5, 6) + (5) = 22
Dmg Claw 1: 1d12 + 3 + 2d6 + 1d6 ⇒ (2) + 3 + (6, 4) + (4) = 19
GM_ZenFox42 |
Enkidu - sorry, I saw your posts about being sick in the RIFTS game, but didn't make the connection to Enkidu...
I also forgot that Diffraction is inside the building, attacking two different guards. His last attack had no effect on whichever guard he was targeting.
Enkidu's second attack slashes the guard writhing on the ground, killing him.
Thomas and Diffraction hear a gutteral conversation between the two guards left in the control room, and one of them and a Drone run out into the hall where Diffraction is, but move behind the two guards that are already there, and take off to the back of the building.
The two guards already in the hall fire at Diffraction, using a 3RB :
Shooting: 1d10 + 2 ⇒ (3) + 2 = 5
Shooting: 1d10 + 2 ⇒ (3) + 2 = 5 Sheesh, I *hate* Extras! :)
Diffraction - from what I can tell, your 3 levels of Deflection are always on once you activate the armor, yes? So both of these missed?
But both their shots go wild.
Initiative!
Dark Angel - 9H
Diffraction - 6D
Enkidu - 9D
Hrungir - 3D
Ibrahim - 2S
Paradigm – JH
Thomas - KC
Guards (group 1) - AD
Guards (group 2) - JC
So : Guards (inside), Thomas, Paradigm, Guards (soon to be outside), Dark Angel, Enkidu, Diffraction, Hrungir, Ibrahim.
The two inside guards fire at Diffraction again :
Shooting: 1d10 + 2 ⇒ (5) + 2 = 7
Shooting: 1d10 + 2 ⇒ (9) + 2 = 11
The both of them hit, the second with a Raise, doing
Damage: 3d6 ⇒ (1, 5, 5) = 11
Which bounces off of his armor
Damage: 3d6 + 1d6 ⇒ (6, 6, 3) + (2) = 17
Damage ACE! ACE!: 2d6 ⇒ (4, 2) = 6 = 23
Which would inflict 2 Wounds.
Thomas and Paradigm, you're up next!
Professor Paradigm |
Seeing the temporary pause in combat before the next wave comes out to greet them, Paradigm goes back to work on the moorings, this time throwing finesse to the wind and blasting the thing open.
Fire Bolt: 1d6 ⇒ 51d6 ⇒ 5
Damage AP: 4d6 ⇒ (6, 5, 3, 2) = 16
Thomas Roland |
Excellent. Also, I'm going to presume that I get The Drop, not because he is "completely unaware of the danger" but because of the next clause, he "has been caught unarmed by an armed foe". It's hardly like he's facing me in a fair fight. ^_^ Feel free to ignore if you see otherwise.
Realizing that the time had come to join the party, Tom silently glides behind the lone guard. He raises both knife-laden fists and becomes Tangible just a moment before the blades PLUNGE into the unwelcome invader!
Tangilbe? MAP1!: 1d10 - 2 ⇒ (10) - 2 = 8
Tangilbe? MAP1 ACE!: 1d10 ⇒ 6 = 14
Fighting1! MAP1!: 1d10 - 2 + 4 ⇒ (8) - 2 + 4 = 10
Fighting2! MAP1!: 1d10 - 2 + 4 ⇒ (6) - 2 + 4 = 8
Damage1! AP6: 1d8 + 1d6 + 2 + 4 ⇒ (7) + (4) + 2 + 4 = 17
Damage2!: 1d8 + 1d4 + 4 ⇒ (5) + (4) + 4 = 13
Damage2 ACE!: 1d4 ⇒ 2 = 15
Professor Paradigm |
The Fire Bolt was my Shooting roll, but I'll make another if needed.
Shooting: 1d6 ⇒ 21d6 ⇒ 3
GM_ZenFox42 |
Both of Thomas' attacks connect, and each one Shakens the Fin, so he's down.
Paradigm - I figured it was, well after I asked for the Shooting roll, but in either case you needed a Raise to target the clamps without damaging the sub. For the one clamp that you've destroyed (out of 3), there is a divot in the sub's hull. It doesn't go all the way thru the hull, but who knows if it can stand the pressure deep in the ocean.
For those of you outside in the back, you see a Fin and a Drone come out the back door, weapons drawn, and as soon as they see you they fire :
Fin Shooting, 3RB: 1d10 + 2 ⇒ (3) + 2 = 5
Nuts. Spending a Benny.
Fin Shooting, 3RB: 1d10 + 2 ⇒ (8) + 2 = 10
Doing
Damage+Raise: 3d6 + 1d6 + 2 ⇒ (3, 1, 3) + (4) + 2 = 13
To
Who: 1d5 ⇒ 1 = Dark Angel
Which gives her 1 Wound.
The Drone fires :
Drone Shooting,2Tap: 1d8 + 1 ⇒ (8) + 1 = 9
Shooting ACE!: 1d8 ⇒ 3 = 12
Doing
Damage+Raise: 3d6 + 1d6 + 1 ⇒ (6, 3, 1) + (6) + 1 = 17
ACE! ACE!: 2d6 ⇒ (2, 6) = 8
ACE! ACE! ACE!: 1d6 ⇒ 6
ACE! ACE! ACE! ACE!: 1d6 ⇒ 1 = 32 Someone's in for a world of hurt...
To
Who: 1d5 ⇒ 1 = Dark Angel
Which gives her 6 Wounds.
They both hit Dark Angel, who takes 7(!) Wounds. DA, I'd suggest you *not* try to Soak these, but save your Bennies to re-roll your Incapacitation table results.
Dark Angel, Enkidu, Diffraction, Hrungir, Ibrahim - you're up (any order)!
GM_ZenFox42 |
There's a setting rule where the bad guy's Minions can automatically "take the hit" for him, but I've searched the old SW forums with everything I can think of, and can't find any guidelines for how to do that for PC's.
Let's have you make an Agility roll at -2 to intervene, and say that takes a Regular Action.
Enkїdu |
My character sheet page won't load on my cell for some reason. I'll post the Agility roll when I get back to my computer and figure out what my stat is in this form. If you get to it before me, you can make the roll on my behalf.
Enkїdu |
Agility Roll: 1d8 - 2 ⇒ (6) - 2 = 41d6 - 2 ⇒ (5) - 2 = 3 =Success, I think...
As the attackers burst through the doors, Enkidu leaps in front of his comrades, shielding them with his broad flank.
Vs. my toughness (18/4), I'd take 4 wounds from the second hit due to the AP, and tank the first. Good thing I've been saving my bennies...
Benny to Soak: 1d8 ⇒ 31d6 ⇒ 4 Benny to reroll...
1d8 + 1d8 ⇒ (8) + (2) = 101d6 ⇒ 3 (Soaked 2 wounds, and took 2.)
-- Dark Angel -- |
So, does the attack not hit Angel at all? Assuming that this is the case...
Angel turns in time to see Enkidu taking the brunt of the attacks meant for her. Fire burns in her eyes and she takes on the new threat, burning with rage! Unfortunately, her anger blinds her attack.
Fighting: 1d12 + 1 ⇒ (4) + 1 = 5 Wild: 1d6 ⇒ 2
Damage: 1d10 + 1d8 + 1 ⇒ (1) + (4) + 1 = 6
Hrungir the Destined |
Hrungir will teleport to a location nearby that offers cover from any exiting aliens. Then he will focus his mind on any alien he can see...
Focus (shooting): 1d6 ⇒ 6 Ace: 1d6 ⇒ 6 Ace again?: 1d6 ⇒ 5 total=17
Wild: 1d6 ⇒ 6 Ace: 1d6 ⇒ 4
Smarts: 1d12 ⇒ 5
Wild: 1d6 ⇒ 1
opposed smarts-2 tn=5, success=shaken raise=incapacitated
Diffraction |
Diffraction stumbles back, nothing had ever punched through the suits fields before.
He looks at the Fin and lifting his hands closes them into fists, bands of force snap into existence around his foes attempting to grapple them.
Grapple Check: 1d8 - 1 ⇒ (2) - 1 = 11d6 - 1 ⇒ (6) - 1 = 5
Wild Ace: 1d6 ⇒ 4 Net 9
GM_ZenFox42 |
Hmmm, Ibrahim hasn't posted here in 2 weeks. Anyone seen him post in another game more recently?
Hrungir : the Drone you're targeting attempts to resist -
Smarts-2: 1d4 - 2 ⇒ (2) - 2 = 0
And becomes temporarily Incapactiated.
Diffraction : the Fin struggles against your Grapple -
Fighting: 1d10 ⇒ 8 #1 is Grappled
Fighting: 1d10 ⇒ 1 #2 is Grappled
Ibrahim fires his new blaster at the Drone :
Marksman Shooting & Wild: 1d8 + 2 ⇒ (3) + 2 = 51d6 + 2 ⇒ (2) + 2 = 4
Damage, AP 4: 3d6 ⇒ (3, 4, 2) = 9
And the Drone becomes Shaken (but he's already Incapacitated, so...)
GM_ZenFox42 |
Initiative!
Dark Angel - 2D
Diffraction - KS
Enkidu - 2C
Hrungir - 6C
Ibrahim - 3H
Paradigm – 9C
Thomas - 10C
Guards (inside) - AC
Guards (outside) - 7H
So : Guards(inside), Diffraction, Thomas, Paradigm, Guards(outside), Hrungir, Ibrahim, Dark Angel, Enkidu.
The inside guards try to break free of the Grapple :
Strength: 1d12 + 2 ⇒ (3) + 2 = 5
Strength: 1d12 + 2 ⇒ (2) + 2 = 4
Diffraction, please make 1 Strength check for the Target Number. If your number is higher than these, they stay Grappled. If not, they're free.
Diffraction, Thomas, Paradigm - you're up (any order)!
Diffraction |
Grapple: 1d12 + 1 ⇒ (2) + 1 = 31d6 ⇒ 2
likely to regret... Last Bennie
Grapple reroll: 1d12 + 1 ⇒ (11) + 1 = 121d6 ⇒ 1
Refraction holds the two Fin, with some extra effort. Then he squeezes them.
Grapple squeeze: 1d12 + 1 ⇒ (4) + 1 = 5
Thomas Roland |
So, I read the Grappling rules, and it says that if the attacker wins he has "entangled" his opponent. Aaaaaand I can find exactly nothing about what that means for other people attacking the defender. I'm assuming that it makes them easier to hit in some capacity. I'll just assume a TN 4 and we can modify later.
Thomas glides forward, silent as death, and his twin daggers PLUNGE down into a grappled fin!
Fighting 1!: 1d10 ⇒ 2
WILD Fighting 1!: 1d6 ⇒ 6
WILD Fighting 1 ACE!: 1d6 ⇒ 3
Fighting 2!: 1d10 ⇒ 7
WILD Fighting 2!: 1d6 ⇒ 3
Fighting 1 Damage w/Raise! AP6!: 1d6 + 1d8 + 2 + 1d6 ⇒ (6) + (5) + 2 + (3) = 16
Fighting 1 Damage! ACE!!: 1d6 ⇒ 5 =21
Fighting 2 Damage!: 1d8 + 1d4 ⇒ (6) + (3) = 9
Professor Paradigm |
"These clamps won't hold up to any more of my blasts. We've got to open them up from in there." Paradigm sends telepathically along the channel Hrungnir created as he blasts one of the guards coming out to stop them. Unfortunately the distraction messes with his aim and instead he incinerates an innocent piece of concrete and steel.
Fire Burn, AP Damage: 1d6 ⇒ 21d6 ⇒ 24d6 ⇒ (2, 3, 5, 2) = 12
GM_ZenFox42 |
Sorry I couldn't post yesterday, work keeps me real busy on Mondays...
Diffraction, we're kind of out-of-sync here. Your first Strength roll was to hold on to the guards trying to escape your grapple. Your second Strength roll was your "attack", for which the guards get the following rolls. If either of them remain grappled, you need to roll a third Strength roll to do damage.
Also, you forgot the Wild die on the third roll, and for any roll, any bonuses to the "primary" die are also applied to the Wild die (so the d12+1's Wild die is d6+1).
Diffraction's opponents get an opposed Strength roll to his 5 :
Strength: 1d10 ⇒ 5 I'm saying a tie goes to the "instigator", so Diffraction wins
Strength: 1d10 ⇒ 9 This Fin breaks free of the grapple
So he manages to inflict damage to one of the Fins.
Diffraction, one more Strength roll to see how much damage you do.
Thomas, it's been clarified in the SW forums by a system developer that grappled opponents have the Unarmed Defender quality, so you add 2 to your Fighting rolls.
Given that, both of Thomas' attacks connected, but only the first attack did any damage, and Incapacitated that Fin. The other Fin, however, is still very much alive...
Which Fin: 1d2 ⇒ 2
I'll post the outside guard's actions tomorrow.
GM_ZenFox42 |
Diffraction's Wild die: 1d6 + 1 - 1 ⇒ (3) + 1 - 1 = 3
Diffraction, don't forget that you've got a -1 to all non-damage rolls due to your Wound. Since Grappling "damage" is a Strength roll, that -1 applies to it as well.
Actually, that makes your 5 above a 4, so both Fin escaped your Grapple.
The Drone fires his blaster pistol at
Who?: 1d5 ⇒ 4 = Dark Angel
with a Double Tap
Shooting: 1d8 + 1 ⇒ (4) + 1 = 5
doing
Damage: 3d6 + 1 ⇒ (3, 3, 5) + 1 = 12 vs. Toughness 8 is a Raise.
Dark Angel takes 1 Wound.
Hrungir, Ibrahim, Dark Angel, Enkidu - you're up (any order)!
Enkїdu |
Enkidu, having had quite enough of this obnoxious gunman, pounces forward and mauls him to death.
Claw 1: 1d12 + 1 - 2 ⇒ (5) + 1 - 2 = 41d6 ⇒ 1
Claw 2: 1d12 + 1 - 2 ⇒ (10) + 1 - 2 = 91d6 + 1d6 ⇒ (6) + (4) = 10
Claw 1 Dmg: 1d12 + 3 - 2 + 2d6 + 1d6 ⇒ (1) + 3 - 2 + (6, 1) + (4) = 13
Claw 2 Dmg: 1d12 + 3 - 2 + 2d6 ⇒ (1) + 3 - 2 + (5, 3) = 10
Raise: 12 + 1d6 + 1d6 ⇒ 12 + (6) + (1) = 19
-- Dark Angel -- |
Use a benny to soak the wound, and attack the drone.
Fighting: 1d12 + 1 ⇒ (5) + 1 = 6 Wild: 1d6 + 1 ⇒ (5) + 1 = 6
Damage: 1d10 + 1d8 + 1 ⇒ (4) + (5) + 1 = 10
Ibrahim, The Deadhand |
Ibrahim gives the blaster a displeased look, but decides to give it a few more shots before giving up on it.
So it can double tap? neat.
Shooting Double Tap+Marksman: 1d8 + 2 - 2 ⇒ (6) + 2 - 2 = 6
Wild: 1d6 + 2 - 2 ⇒ (3) + 2 - 2 = 3
Shooting Double Tap+Marksman 2: 1d8 + 2 - 2 ⇒ (6) + 2 - 2 = 6
Wild 2: 1d6 + 2 - 2 ⇒ (4) + 2 - 2 = 4
Presumably two hits.
Damage 1, AP 4: 3d6 ⇒ (2, 4, 4) = 10
Damage 2, AP 4: 3d6 ⇒ (4, 4, 5) = 13
Hrungir the Destined |
Hrungir steps into the Bi-Frost once more and appears nearby, preferably behind cover, and he focuses his mind on one of the alien beings.
Focus (shooting): 1d6 ⇒ 5
Wild: 1d6 ⇒ 5
Stun(opposed Smarts): 1d12 ⇒ 12 Ace: 1d12 ⇒ 9
Wild: 1d6 ⇒ 3
Opposed roll is at -2
-- Dark Angel -- |
Whoops! I knew that, don't know where my mind is.
Vigor: 1d8 ⇒ 4 Wild: 1d6 ⇒ 1
Can't recall if you roll a Wild with Soak rolls, so I threw it in there. Ignore it if necessary.
GM_ZenFox42 |
Hrungir, taking the posts in order, Ibrahim's attack killed the Drone, so there's nobody left out there for you to attack.
Dark Angel, you Soaked the Wound.
Initiative!
Dark Angel - 7S
Diffraction - 7D
Enkidu - 10H
Hrungir - AH
Ibrahim - 10S
Paradigm – JS
Thomas - QS
Guards (inside) - 5C
So : Hrungir, Thomas, Paradigm, Ibhrahim, Enkidu, Dark Angel, Diffraction, inside guard.
Those of you outside in the back have no more targets to attack. You could make it inside to where the remaining inside guard is in two rounds of normal movement, or one round with Running (remember, I treat a 1 and 2 on the Running die as a 3).
Everyone's up (any order)!
Professor Paradigm |
Satisfied they are alone, at least outside, Paradigm goes to work on securing the sub, trying to find the hatch to get inside and begin the startup sequence. "I'm going to get this thing started, as soon as you get these clamps released, we can be out of here before they send reinforcements. "
Diffraction |
Diffraction fires another bolt of force at the guards.
Force Area: 1d8 - 1 ⇒ (8) - 1 = 71d6 - 1 ⇒ (2) - 1 = 1
Ace!: 1d8 ⇒ 8
Ace! Ace!!: 1d8 ⇒ 6 Net 21 (4-Raises)
Damage: 1d12 + 1 + 4d6 ⇒ (1) + 1 + (3, 5, 1, 2) = 13
all that for a 13
Thomas Roland |
Apologies. I thought that someone stronger than me would finish this guy off.
Thomas figures that if stabbing doesn't do it, then stabbing MORE should!
Fighting 1!: 1d10 ⇒ 5
WILD Fighting 1!: 1d6 ⇒ 1
Fighting 2!: 1d10 ⇒ 6
WILD Fighting 2!: 1d6 ⇒ 3
Fighting 1 Damage AP6!: 1d6 + 1d8 + 2 ⇒ (4) + (7) + 2 = 13
Fighting 2 Damage!: 1d8 + 1d4 ⇒ (3) + (4) = 7
Fighting 2 Damage ACE!!: 1d4 ⇒ 3 = 10