Hellknight

Terry Jamieson's page

95 posts. Alias of Mokshai.


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M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

Terry takes his time, and slowly walks across the floor of the river, and looks to see if he can come up under the dome.

If it does, he will surface on this side of the dome, and wave my arms to see if we can get people to pull him back across

As soon as Terry has rewrapped himself around a warm drink, he passes on all that he found on his underwater walk


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

Could one in full eba be able to walk along the bottom, and come up on the inside.

He quickly cheks the tank for air, then ties the end of a roe to himself.

Hold on to this end pleasse

He starts a slow walk into the river after checking his compass bearing

the slow walk is to check temp, current vs walking/swiming, and bottom terrain for the car.


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

How fast is the river moving?


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

I know, i got nothing that might help.


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

Well, we can call tiller back for one more run and we send these folk, suitability cuffed back to hq to deal with. Then we can deal with that locator.


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

That would work for me, but we do need to get these folk to safety and out of the weather.


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

Sorry, been gone for Jury selection.

I guess my quote of hang the guilty bastard wasn't what they were looking for in an impartial juror. :)

Actually, it was because I could not speak french that they turned me away.


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

All right people, lets get you into the cave and out of the weather

Terry mentally notes how many people are moving into the cave to get out of the weather.

He then steps out and using his psi sword cuts up a lot of firewood to bring into the cave. (spending at least an hour chopping wood)


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

Terry starts a fire at the mouth of the cave, using the barrier as a reflector.

Look, i will wait here with them while you take the first group to Tiller.


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

notice: 1d6 - 2 ⇒ (1) - 2 = -1
wild: 1d6 - 2 ⇒ (5) - 2 = 3

Terry doesnt see anything wrong with the cave.


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

How about we get the cave warmed up for them and make a couple of trips to bring everyone to the helo.

Terry also starts an inspection of the cave


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

I agree, its not the best solution, but until we get them in some sort of shelter, or vehicle, it will have to work. Can we find a vehicle for them


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

Ounce, any way you could block the cold for these folk. Now to figure out transport for these folk

He mutters last statement to himself as he is looking around for lift.


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

Well, you are as safe as anywhere else in the world. But on my honour, you are not going to be harmed by any of us

If you want to leave, by all means, go ahead. We will not stop you. But we do not suggest it, as we will be taking you to others that we rescued


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

Terry turns up the volume onn his suit, and then steps through the crowd.

Move back, we need to be able to talk to these people.

persuade: 1d6 + 1 ⇒ (2) + 1 = 3
wild: 1d6 + 1 ⇒ (6) + 1 = 7

wild explode: 1d6 ⇒ 2 = 9, 1 raise

Revered protector, +1 to social rolls, and results are always 1 improved.


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

I am back at a reasonable post.
My schedule is 4 days a work week, so I will be posting on those days.

Just had to make sure that my bringing of my laptop here was good.


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

Survival: 1d6 ⇒ 6
Wild: 1d6 ⇒ 6

Survival Explode: 1d6 ⇒ 4 =10
Wild Explode: 1d6 ⇒ 6

Wild Explode: 1d6 ⇒ 6

Wild Explode: 1d6 ⇒ 2 =20 4 raises

Thinking back on his training, Terry seems to start leading a direct path to locations that can be used to break the wind and warm up slightly.


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

Sorry, i have not been on. I will be at work come the 15th of sept, and should be able to post more at that time.


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

Will get something up tomorrow


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

Terry, hanging on tight, continues to try and spot anything he can.

Notice: 1d6 ⇒ 1
Wild: 1d6 ⇒ 6
wild exp: 1d6 ⇒ 4=10

Through a brief lull in the flakes, He notices the blades are close to a set of trees.
Umm, you might want to gain some height. The blades on the right side are almost hitting some trees
He comments over the intercom as the continue to fly.


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

Terry just tried to keep an eye out ahead for trouble

Notice: 1d6 ⇒ 3
Wild: 1d6 ⇒ 3

But he cannot see anything from the back


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

Well let go from. My job for "Sleeping" when it was a diabetic event
Lots of concern for thier employees.

Looking for a lawyer for wrongful dismissal due to medical conditions.

So will continue on phone and tablet, just if i am holding things up, bot me.


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

Terry walks in as Barbra and Bart are hugging.

Am i interrupting something?
He chuckles and grins.
Good to see you up and around barb

He then looks at the grenades on the counter.

You got any first aid kits avaliable?
As he helps himself to 2 of them


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

Our team, was doing the look around like you ordered, until we ran across a situation with some DB's that required rescuing.
We proceeded to do that, and found out that we were hitting the same group as Ounces group, fortunately, as it turns out.
After rescuing the DB's, we were attacked by a group of deadboys using the symbol of RCSG. I never seen this symbol at Tolkien either.
Thinking that we should group up with Ounce, Burgurk, and others, as we compliment each others strengths


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

2nd groups mission was just get out of here and look around


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

common know: 1d4 - 2 ⇒ (1) - 2 = -1
wild: 1d6 - 2 ⇒ (1) - 2 = -1
Yay, critical failure

Being sequestered during training didn't help, Terry knows nothing about that group.


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

Story to come, working on it now.

Snapping awake, to the yell of needing a med kit, Terry grabs one off of his armour.

Bart, here, I'll get another at the fort.

He comes over.

Anything I can do to help? He inquires
He thinks for a second. Maybe I can

Dont have my books with me, but healing Psi Power, how does that work?


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

Feeling a bit better from when I buggered up my back again. :(

Got to love doctor prescribed morphine, and bed rest for 3 days.

Give me a bit of time, and I will get caught up and posting again.


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

It will take me another day or so to figure something. Currently impaired on strong painkillers as i re hurt my back


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

I agree, once loaded, lets make tracks


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

Thus the radio call the Burgurk about anything that could tow the GG.
I have not seen the Big Bertha yet.


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

Don't forget, that we have not seen Elsie yet, we just got here before the fights


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

+++Burgurk, do we have anything that can tow the GG, its going to need it+++


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

Terry doubles up towards the glitter girl.
Concerned with the state of driver and mecha.


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

I use them to indicate radio or commlink.


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

+++ Dealing with any injuries and quick damage assessments. Plus getting this group on the move towards safety are the priorities +++

He comments over the radio.


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

Rolling off the back of the APC.

+++No, we got another priority, and killing the deadboys isn't that right now+++

He makes his way back to the deadboy squad that got in his way on the way to the apc, and quickly checks them over.


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

Nice roll on the doctoring. :)


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

So the GG and driver are going to be in the body and fender shop for a bit.
it all works out, runs of bad luck, can be tied up with runs of good luck.

I normally have really crappy rolls, so getting at least average is good enough for me for the most part. :)


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

Now that the debate about movement is done, its kind of clearer for me. :)

Terry moves up along side the APC, and tries to take the autocannon off the side nearest him.

fighting: 1d8 ⇒ 6
wild: 1d6 ⇒ 1
damage: 3d8 ⇒ (4, 8, 4) = 16 AP 8
damage Explode: 1d8 ⇒ 1 = 17

Using a Psi Point to make this strike Mega Damage.


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

Sorry, missed the call for me.

Terry pushes past the remaining squad members, and starts making his way towards the APC with the intention of disabling it.


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

You're just having such wonderful luck. :(


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

I can work either way.

AS for the moving by card, I think that is currently giving us an advantage, cause if we were doing it by range, that APC, and spider walker would chew us a new one.


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

Terry charges in at a couple of the remaining soldiers.

attack: 1d8 ⇒ 5
wild: 1d6 ⇒ 2
damage: 1d8 + 1d8 + 1d8 ⇒ (1) + (7) + (6) = 14 AP 8

I really should figure out how to strike faster


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

Will get something up by tomorrow. Work today is just nutz.


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

Terry continues to try and cut his way though to the APC

fighting: 1d8 ⇒ 6
wild: 1d6 ⇒ 4
damage: 1d8 + 1d8 + 1d8 ⇒ (5) + (6) + (3) = 14
AP 8


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

Waiting on my turn


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

Works for me.


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

My intention, is to bring it up as a method of reducing/redirecting incoming fire. :)


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

So direct from the book.

PSI-SHIELD
Requirements: Seasoned, Cyber-Knight

Cyber-Knights with this Edge can summon a Psi-Shield, granting +3 Parry and a −4 Cover penalty to ranged strikes against her, see Shields in Savage Worlds.
The Psi-Shield costs no ISP and can be summoned as a free action. While activated, the Psi-Shield can be used to bash for Str+2d4 damage, and
provides the wielder's Spirit in MDC Armor if an enemy attempts to shoot through it.

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