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Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() Ounce sits crosslegged (full lotus) near the cockpit and concentrates, trying to communicate with the spirits of the air that are giving the flight and Gummitch trouble. Faith: 1d10 ⇒ 8
Vigor: 1d10 ⇒ 1
She is using the divination power which, per the Mystic iconics rules she can cast at will but at the risk of fatigue should she fail the vigor check. "Success allows her to engage with the spirit and ask it any questions she might have. The entity must answer to the best of its ability, as directly or ambiguously as the Game Master feels fits the spirit’s personality and the feel
After about a minute, she speaks with sounds like the whistling wind, asking, "Great spirit of the air, we honor you and ask your help in navigating this storm. Our intentions are good. We wish to reach a place where evil threatens our kind. Can you guide us past the worst effects of the storm?" Ounce shares the information she receives with the pilot to provide advice on the safest headings. After about five minutes, she loses contact, thanking the spirit before the channel ends. ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() Gummitch is excited to fly in the bracing weather, but Ounce convinces him to wait while she gives him some protection from the cold. First, however, she gets her pal, in snow leopard form while a passenger on the copter, into the cockpit near the pilot. She casts a spell that should grant the pilot and Gummitch the ability to see even in pitch blackness. Although this won't help see through the snow, it could reveal trouble before it arrives and help keep an eye on the landscape if flying low. Faith: 1d10 ⇒ 10
Rules of Darksignt: Darksight allows a hero to see in the dark. With success, he ignores up to 4 points of illumination penalties. With a raise, he ignores up to six points and can see in pitch darkness. ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() Just noticed someone with an ongoing SW Deadlands campaign is recruiting for some new players. Recruitment link as of July 23. Seems it might still be open. ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() Ounce meditates and works on her focus as prep for the big assignment. ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() Another late afternoon thunderstorm; another night without power. Still waiting for power to be restored. I will post after that. Sorry for the delay. ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() "It would seem fate brought our two teams together," Ounce offers. "Our two groups came across the same situation at about the same time: Coalition forces holding a group of DBs in captivity and planning to transport them back to their base, perhaps, as Gummitch has explained, to exploit any that can fight. The Faelerin have magical powers but are essentially peaceful. We're glad we were able to free them and escort them back here. Perhaps going forward, we could join forces on a new mission?" ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() Ounce is talkative and listens well. She gladly tells about how she came to be associated with the Legion and is interested in the stories of others. Feel free to peruse the background spoiler on her profile. Common Knowledge: 1d6 ⇒ 1
Ounce is new to such briefings, so she sits at attention and waits for the debrief. ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() Barbara Lance wrote:
Is this just a role play explanation or does this mean for full healing, a repair skill (or some other skill than healing) needs to be applied? ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() Ounce wakes and joins the confab around the injured Barbara. After seeing the problem, she steps back to her stowed gear, pulls out a trauma kit and sets to work. Healing: 1d8 ⇒ 5
Since we are past the golden hour, this is not going to reduce the wound count, but it should stop the bleeding and stabilize the wound. Note to self and team: anyone who ends a conflict with a wound, report to Ounce for healing before the golden hour passes, as she can use both the healing skill and the healing power to reduce wounds before they reach the point where only natural healing can help. ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() Came across a painting that could be Ounce and Gummitch. Ounce tells the Faelerin about how she came to be a kind of Rift Shaman. "I grew up an orphan with various foster families. I started having visions and dreams in which I was approached by a snow leopard ..." here she pauses and glances at Gummitch, who is riding as a human in Elsie, taking a break from scouting duties. He senses her wish and shifts his shape into that of a snow leopard and curls up with his head on Ounce's lap. "... like this, but she would then change into a woman who looked a lot like my mother. She explained that the earth was a powerful goddess who needed priestesses to help her heal from the rifts. She taught me spells, lore about the various animals, and how to survive in the wilderness. Sometimes, I would spend what seemed like several days and nights in a wilderness setting, dealing with various hazards but also experiencing such beauty it sometimes made me almost cry. Then I'd wake up and it was just the time it took for a normal dream." "I was driven from my home by the same people who captured you and would enslave you. The Goddess taught compassion for all people and animals, so I knew I could not tolerate their hate and prejudice. And while I was trying to get to the same place we are going to now, I met this guy, but that's another story." ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() Ounce and Gummitch are ready to move toward safer territory. They are also looking forward to getting to know the other Legion members. Gummitch can shapeshift to a humanoid form or stay in dragon form and fly as an advance scout while watching for hazards and recommending the best path. Ounce can ride on Gummitch for an extra pair of eyes. ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() Can our vehicle (Elsie) tow or carry the glitter girl rig? If not, Gummitch might be able to carry it flying, if it's not too heavy. Not sure of the rules on carrying capacity for a flying dragon. ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() Is the use of +++ [words] +++ a way of indicating words coming over the comm link? If so, I'll start using them as well for clarity. ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() Ounce use the comm link and says, "Anybody wounded report to me and I can patch you up some." I'd assume Bart's ministrations to Barbara can take place once they get on Elsie and the whole group puts some distance from any attempts to reengage. Ounce can do healing much faster if we need to save time. ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() Ounce becomes visible and urges the Faelerin to head for Elsie. ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() Ounce calls out to Gummitch to encourage him, since he is inexperienced in battle and sometimes feels self-conscious about it. "Good shot Gummitch! Keep 'em runnin'!" Persuasion: 1d10 ⇒ 3
Meh. He's excitable so maybe he wasn't listening. ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() One of the fun challenges to RPGs comes with occasional bad luck (in the form of rolls that result in extra bad circumstances) that force a PC and/or the team to deal with it. Assuming we have down time to make repairs, the GG rig should be back up and running for future mayhem. ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() We could interpret all as difficulty coordinating given how suddenly we all came together with no real knowledge of what various people can do. ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() Ounce and Gummitch just used ranged attacks while invisible, so they are probably not intermixed with the coalition squad. Gummitch is flying above the squad far enough that they cannot hit him with melee weapons. Ounce would be around the periphery. Also they were stunned and only just recovered and were down to just two. ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() I'm for whatever speeds things to a conclusion. I look forward to regular encounter rules since I'm more familiar with them. I'm likely to be busy the next 3 or 4 days with minimal time to post, so feel free to 'bot Ounce/Gummitch if they come up for their turns. For Ounce, she could try to inspire the Griffin squad if possible. Gumitch will continue fighting the coalition folks near him. ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() Ounce maintains her invisibility power and then focuses her anger at the Coalition goons and their attempt at enslaving into a bolt of holy light and directs it at the stunned soldiers. Faith: 1d10 ⇒ 10
Damage: 3d6 ⇒ (3, 5, 5) = 13
PP: 3 + 2 (soul blast) ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() Athletics: 1d4 ⇒ 2
Ounce moves close to Terry and Gummitch. Then she takes cover and tries to help Terry with his attacks by describing the movements and actions of whatever he chooses to attack. Notice, support: 1d8 ⇒ 3
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Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() It might need to be activated during the character's turn, after which it is available whenever attacked. While activation is a free action, it might need to be done on the character's turn rather than as a reaction to an attack. ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() I'll take a support action then to improve Gummitch's athletics skill to help him with his breath weapon attack next round. Ounce uses her comm unit to send a message to her minion and friend, "Ounce to Gum, remember what I taught you about concentrating on what your intuition is telling you rather than your senses only. Aim as your intuition guides," Persuasion: 1d10 ⇒ 2
Free Reroll (Charismatic)
Best result: 6 + 1 = 7 ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() Ounce doesn't have any action she can take that would be effective. She is low on PP so until she can join up with the Faelerin, she doesn't want to try to use her powers. She doesn't want to draw attention by firing her laser. ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() Ounce, suspecting her pistol is not effective against the Alliance armor, retreats and moves to join the freed slave squad. She is still invisible. Athletics: 1d4 ⇒ 4
She moves east to a square one north of the Faelerin. ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() Ounce hunkers down with Griffin squad, checking to see if anyone needs any healing. If no one needs healing, she draws her sidearm and joins firing with the squad at the nearby Coalition squad. Wilk’s 320 Laser Pistol Range (15/30/60), dam. 3d6 ROF 1 AP 2
Damage: 3d6 ⇒ (5, 3, 1) = 9
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Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() The Additional Recipients modifier just says "The power may affect more than one target. I'd assume therefore the invisible effect goes with each recipient and does not require proximity to the caster. The free folk fire their lasers at the skycycles and immediately shift positions, taking cover again to minimize damage from random blasts. Attack rolls: Group Roll
Shooting: 1d6 ⇒ 2
I doubt they have bennies to spend, but if they do, spend one to reroll. Shooting, ROF 1: 1d6 ⇒ 1
ROF 1: 3d6 ⇒ (5, 1, 5) = 11
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Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() Ounce had left orders for the free folk to fire their lasers at the enemy and then move to another location where they can take cover, so as to preserve the value of their invisibility. Let me know the range, damage, and shooting skill of the free folk. If the lasers have sufficient range, they'll fire at the skycycles. ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() Note that the map can usually only be edited from a PC rather than a device that uses a touch screen. ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() Athletics: 1d4 ⇒ 4
Ounce moves toward the Skull Walker, hoping to help with the fight there. If this allows Ounce to move to 5S (B2) where the Skull Walker is, and if she can cast a spell, she will do so. Ounce concentrates on the Skull walker and a puff of smoke appears near the walker's sensor array and then an inky liquid sprays the sensors and view ports. If the paint-like liquid were real, it would prevent them from seeing the area outside the skull walker. Psionics: 1d8 ⇒ 7
Psionics Illusion cast with 5 PP, 3 for illusion + 2 to make it harder to disbelieve. SWADE wrote:
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Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() See Ounce's post in discussion thread: she'll spend 4 pp for her +6 toughness. ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() I'll take the update version. In 4th ed with a raise on the casting roll gave Ounce +6 toughness for 3 PP, but getting +6 with only a basic success on the casting roll seems better for just an extra PP. ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() Since Burgurk's player is moderating a couple of SW games I'm in and just announced the use of newly published 5th printing of SWADE, I have both the 4th and 5th printing. The Protection Power was diminished in 5th edition, removing the modifiers of More Armor and Toughness. This appears to make it so the most armor one can add with a power is 2 points. On a raise this is added to toughness instead of armor. Please let me know if we are going to continue using rules as written in 4th printing of SWADE or if 5th is going to be the official source, as it is obviously going to make a difference. I left Ounce with relatively low toughness on the assumption I could pump it up with the protection power for combat situations. If I can only boost her armor/toughness level by 2, that will leave her somewhat underarmored for combat, given the MEGA damage many will be using. ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() PPE accounting: Invisibility for Faelerin @ 3/person = 15. 35/50 remaining. Ounce spent 5 + 9 to make herself, Gummitch, Burgurk, and Terry, invisibible (can add 3 more for Jingμ if necessary). She draws on her ISP and converts them to PPE for this. Ounce ISP = 1/20, PPE 15/15. Gummitch: PPE 12/20 ISP 10/10 While waiting for the enemy to close, she adds some protective armor for herself. Casts Protection on herself, with the More Armor and Toughness enhancements. Cost = 3 PPE. Faith: 1d10 ⇒ 3
Spends a benny to reroll that. Faith: 1d10 ⇒ 9
See note in Discussion. Ounce recommends the Faelerin spread out, find cover, and wait for the enemy to get in range and then open fire with their lasers. "Be sure to move after you shoot, since your laser shots will identify where you are." ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() I just need to know if the Faelerin are in on the invisibility, assuming they can each contribute the 3 PPE needed to be included, as well as whether they contributed any additional PPE to reduce the cost of the spell further for Ounce and Gummitch, so I'll know their current point totals. ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() Terry is mentioned as in the invisible group in a post. If the group over in square 3D is to be included, they will have to have been near Ounce when she cast the spell and then move to the new place. The effect only lasts 5 rounds, so they may need to decide if they want to be invisible or in position. When the enemy arrives. I was thinking the spell would be cast just the round before action begins. ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() That will add 3 to the PPE Ounce spends, which is fine. ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() Ounce spends 8 PPE to turn herself and Burgurk invisible, drawing the points from her ISP pool and converting them to PPE. Gummitch spends the same for himself and Terry, except he uses his own PPE. If the Faelerin can cover that either by providing the points up front at the time the power is utilized or after to replenish the pool, let me know. If there has been enough time before the enemy arrives, all the Faelerin can become invisible if they want, if they provide the points. Let me know if you want me to roll the activation rolls for those. A raise makes them harder to attack or notice, so it might be worthwhile. ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() The mystic is the exception to the rule about switching PPE and ISP. Ounce can drawn ISP and use it for PPE, as long as she does it at the time of casting, which is a free action. ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() I thought I posted a note about the undo button, but I guess it got eaten or I forgot to submit. There are also controls in case another token or text box gets in front of your token and keeps you from selecting your token: right click on the offending token and select "Order" and then "Send to Back." Follow this up by clicking on the overall map and do the same for it. You can also click on a token and bring it to the top. Shouldn't be much need to move things about except when moving to another square. ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() I covered Burgurk's issues in an OOC comment. I can make it in character if you want. And I'm envisioning this happening before the enemy gets to our doorstep rather than once they are entering the map. "We can watch from in doorways, at windows, or around the walls to see when they are coming. Plus our folks on high ground can radio us a signal when they are in range." If there is sufficient cover in either square, we can stay in the center square. However, it seems a building is better than a rock or a tree when things start blowing up. Once in place, Ounce gathers those who want to go invisible near, concentrates a moment, makes a few rune-like motions with one hand, and ... Faith: 1d10 ⇒ 8
Thanks for the Benny. ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() Ounce would suggest the move to buildings to the group. If the cover mentioned for the central area includes solid things like rocks or small buildings or disabled vehicles, that would perhaps be just as good as being in a building as far as avoiding being a target for an mega damage attack type. Not sure if the chase rules will make that moot, however. I'm assuming the buildings have doors and windows. And/or we can hide behind the building and peer around the edges to see what's coming. Additionally, we have the comms so that those watching over the battlefield can alert us to opportunities to move and attack. Finally, if we are invisible, we can be at the entrance to a building and retreat inside if need be. ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() I work better with a graphic map rather than just text description, so for my own benefit, I've made a crude grid with the information on each 'card' and icons for the PCs squads and coalition forces. The link is in Ounce's header and you can edit it if you wish. Should we know anything about the significance of the cards for the grid locations? If not, perhaps we could just refer to the squares by a letter number pattern. Top row is 1A, 1B, 1C, 1D, then 2A for the next row etc. ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() Ounce will recommend everyone who wants to be invisible stay close to her and wait behind cover near her. She will make everyone who wants to be invisible when the fighting starts or when someone wants to begin to move to a new location. I'd feel better if everyone in 7S center of the encampment would instead start in KH Barracks so those who cannot stand up to Mega Damage weapons can start inside or behind a building. Also let me know if the Faelerin have any powers useful in battle or are they just firing lasers. ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() Ounce will talk to the DB's as she and Gummitch are explaining the need to get them away from the soon-to-be war zone. She explains what is coming and suggests they use whatever they can either to help in the fight or protect themselves. She does her best to emphasize the urgency of the situation and to encourage them to be brave and fight for their freedom as best they can. In case it's needed.
Free Reroll (Charismatic)
Those who need to keep out of sight could hide in one of the building unless they were damaged too much by the fight. We should also try to secure one or more of their vehicles for help with transporting the people freed. Ounce and Gummitch will start the battle invisible hiding from view behind one of the buildings. Anyone who wants to join in being invisible, stay close; it costs the same in PPE for 2 or 10. ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() It sounds like we have agreement on getting the targets of the slavers to the vehicle and/or away from the upcoming combat. Do we have time to do that if everyone hustles? Ounce and Gummitch could aid in that effort initially. "Both Gummitch and I can make people invisible for a short while," Ounce explains. "I can also create an illusion that could cover an area of about eight yards in diameter. I could create a thicket of bushes, something similar to what is out here. Both effects only last about a minute, although they can be extended a bit." ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() I'm just getting to these posts late in the evening. I'll focus on a post first thing in the morning. ![]()
Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds
![]() Hoping for good news soon. Family comes first.
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