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Posted: Fri Sep 17, 2010 7:23 pm
by Jeffr0
[Second HT roll at -2 for the thug. (3d6=4)]

The thug you shot at is (amazingly) still standing.

[Dodge at 10 or less. (3d6=11)]

And... you take the hit. [You have 13 hit points.]

[Roll energy pistol damage. Roll location. Burn damage is x1 wound modifier. (3d6=10, 3d6=10)]

[Ten points of burn damage to torso. This is a major wound.]

[HT roll to avoid knockdown and stunning. +3 for high pain threshold. 15 or less saves!? This does not get you out of a -4 shock penalty for your next turn, though. (3d6=13)]

You're still standing!

You shot at thug #1. Thug #2 is frightened after the near-hit and doesn't act. Thug #3 is turning around. The figure in black hits Tarsh in the head with the back of her pistol.

Posted: Fri Sep 17, 2010 7:37 pm
by paul
[High Pain threshold counteracts the shock penalty. I also get a +1 to my health roll for fit. finally do I get the 1 DR for my leather coat? or is there an armor divisor? Also do I need to roll an overconfidence check to take cover?]

Posted: Fri Sep 17, 2010 7:42 pm
by Jeffr0
[The energy pistol is 3d(2), so I think it ignored the leather jacket. Also, feel free to either roll or... "role play", either one is fine. And yes... you're right that High Pain Threshold eliminates the shock penalty altogether. Sorry about forgetting about the bonus for Fit again.]

Posted: Fri Sep 17, 2010 7:45 pm
by paul
Marcus thumbs the phaser up to kill level 2, crouches [-2 to his attack, -2 to enemies attack, 2/3 movement] and fires at the goon who just shot him targeting the torso (3 shots)].

Posted: Sat Sep 18, 2010 3:58 am
by Jeffr0
[Update: Feverish Defense is allowed against ranged attacks. paul would have used it if we had all understood the rule. GM retroactively applies it to his most recent dodge. He is at 100% hitpoints and is good to go. Sorry for the confusion.]

...

Okay. Round 2.

Marcus targets Goon #1... the guy on the right. He shot at Goon #2 last time.

[Beam Weapon 13; -1 for range; no bonus for ROF-- 12 or less hits. Dodge of 8 if applicable. Then up to three HT rolls of 8 or less if applicable. Multiple hits/dodges if margin of success is good. (3d6=13, 3d6=11, 3d6=8, 3d6=13, 3d6=14)]

Okay... that was a miss.

Goon #1 and goon #2 shoot at Marcus. Goon #3 aims at Marcus. The figure in black runs to the window.

Goon #1 shoots: [Beam-13... -1 for range-- hits on 12 or less. Marcus can dodge on 12 or less due to feverish defense (costs 1 FP). Damage would be 3d6. If it's a Major Wound, then Marcus must roll 16 or less to avoid knockdown and stunning. He will experience no shock in any case. (3d6=10, 3d6=10, 3d6=6, 3d6=13)] The Goon "hits," but Marcus dodges.

Goon #2 shoots: [Beam-13... -1 for range-- hits on 12 or less. Marcus can dodge this one. Damage would be 3d6. If it's a Major Wound, then Marcus must roll 16 or less to avoid knockdown and stunning. He will experience no shock in any case. (3d6=7, 3d6=13, 3d6=5)] This Goon hits.

Edit: The goon shoots at you... you fail to dodge it despite your feverish defense... and you take a minor flesh wound [of just 5 points of damage].


What now?

Posted: Sat Sep 18, 2010 3:29 pm
by paul
Marcus steps in 1 hex [step move now 2 hexes away] to put goon #2 between him and the goon #3 [goon #3 now has a -4 to hit me because goon #2 is blocking his aim page 548 in campaigns...not sure if it affects goon #1 you decide] he then fires at goon #2's torso [3 shots].

Marcus @: 8 hps and 9 fatigue

Posted: Sat Sep 18, 2010 6:18 pm
by Jeffr0
You are two yards away from both Good #1 and Goon #2. You movement has confused Goon #3 and spoiled his aim.

[13 or less to hit. Thug has 8 or less for Dodge. Then thug has up to 3 HT rolls at -2 to save against unconsciousness, depending on the hits/dodges. (3d6=14, 3d6=13, 3d6=5, 3d6=8, 3d6=13)]

This is not your day. You just can't seem to hit these guys!

Thug #1 tries to shoot you...

[Hits on 13 or less. Marcus can dodge on 12 or less due to feverish defense (costs 1 FP). Damage would be 3d6. If it's a Major Wound, then Marcus must roll 16 or less to avoid knockdown and stunning. He will experience no shock in any case. (3d6=10, 3d6=14, 3d6=9, 3d6=9)]

He hits you with a solid blast [for 9 points of damage], but you're still standing.

[HT 12, Fit, Hard to Subdue-- save vs. unconsciousness at 14 or less. [Note... this roll will be at -1 when you drop to -13 hp or less; Also, I was supposed to roll this at the START of your next turn.] (3d6=10)]

You hang on.

Thug #2 takes a shot.

[Hits on 13 or less. Marcus can dodge on 7 or less due to feverish defense (costs 1 FP) and his damage taken. Damage would be 3d6. If it's a Major Wound, then Marcus must roll 16 or less to avoid knockdown and stunning. He will experience no shock in any case. (3d6=9, 3d6=10, 3d6=13, 3d6=9)]

He hits solidly [for 13 points of damage.]

[5+9+13 = 28 hits. Also... you've spent 5 FP during these 3 seconds on feverish defense. I made another HT roll to remain conscious, but I don't think the rules required it.]

Edit: [HT 12, Fit, Hard to KILL-- save vs. DEATH at 14 or less. Marcus has taken a total of 28 hits and is at -15 hp. (3d6=9)]

The figure in black slips out the window.

You are still standing, still alive, still conscious, and suffer no shock!

Posted: Sat Sep 18, 2010 8:08 pm
by paul
Over Confidence roll to back off: overconfidence roll (3d6 =8)

Seeing he is out matched Marcus turns and runs out the door he came in. once out the door he turns in the direction of the lift. [Move of 3 for being severly wounded which would place him behind a wall at the end of his turn. Plus every round I roll a HT-1 roll to stay conscious. All out defense Increased defense if possible]

Posted: Sat Sep 18, 2010 8:22 pm
by mojo_billbo
"Captain Jack to Marcus, ran into a snag on my end, come in Marcus..."

Posted: Sat Sep 18, 2010 8:36 pm
by Jeffr0
Marcus Kane:
You turn to flee, but within moments you feel something heavy smash into the back of your skull. You collapse to the floor....

You come to in the back of an emergency shuttle. Tarsh is lying in the cot beside you. He smiles at you grimly. "You... almost saved me.... Here... take this... find Muankaal. Tell him...."

His eyes seem to glaze over. Before he passed out, he handed you a small data wafer. The thrum of his monitor faintens... and then ceases altogether.

A few moments later, you pass out as well. Your communicator bleeps at you, uselessly.

...

End of Act One.

Posted: Sat Sep 18, 2010 8:46 pm
by paul
Before he passes out Marcus slides the data wafer in a pocket of his pants.

Posted: Sat Sep 18, 2010 9:01 pm
by Jeffr0
[Marcus Kane succeeds.]

Posted: Sun Sep 19, 2010 12:26 am
by mojo_billbo
"Fred, I can't raise Marcus..."

"Captain Jack to Skexis, are you there?"

Posted: Sun Sep 19, 2010 1:08 am
by Jeffr0
[GM Note: Skexis's player is temporarily out of town and will be back in a few days. In game... Skexis ran into a cute Lyran babe and got distracted. Feel free to fast forward somewhat. Maybe the characters all meet at Marcus Kane's hospital bed to discuss their next move? Given Tarsh's demise, y'all have a little investigative work to do to figure out the next thing. If there's anything you want to check out before the meeting in the hospital, you can try that, too perhaps.... Feel free to brainstorm in the OOC thread if you wish.]

Posted: Sun Sep 19, 2010 2:50 am
by mojo_billbo
Captain Jack and Fred are going to stash the drawer in a "safe place," with all his other few belongings. (Where he goes to sleep securely...)


Then he's going to start to look for Marcus.