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Savage Worlds Rifts [IC]
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<blockquote data-quote="GreenKarl" data-source="post: 7146575" data-attributes="member: 6801242"><p>Alenys calls on her natural psychic abilities and enhances Dawn stamina and vigor!!! Squidge starts reprograming the Skelebots. One seems to resisted but the others accept their new ‘targets’ as their allies. James shot and seemed to rattle the same Skelebot as before while Dawn’s movements were super enhanced and she raced towards the advancing robots and shot at one but missed!</p><p></p><p>Then Dawn is ready to act again… </p><p></p><p>[gm][sblock=Rolls & Results Round 2]Alenys uses her Boost Trait to give Dawn a +2 step bonus to her Vigor (which is now a d10; This also increases her Toughness score by +2). </p><p></p><p>Squidge tries to reprogram five of the Skelebots to attack their comrades. As this is something they would be totally against I am giving them another roll to resist, but you do get your +4 so they need 8 or above - <a href="http://roll.coyotecode.net/lookup.php?rollid=167982" target="_blank">Resist: 1D6.OPEN(6) = [5] = 5; 1D6.OPEN(6) = [6, 3] = 9; 1D6.OPEN(6) = [5] = 5; 1D6.OPEN(6) = [2] = 2; 1D6.OPEN(6) = [2] = 2</a>, one makes it the rest fail. So Robots #3-6 are turning on their comrades. You don’t need a new roll how so long as it is within your Duration of the power and you pay the power points UNLESS you direct them to attack the Humans as this will warrant a new contested roll to resist. They will act on their normal turn with the other Skelebots turn. IF you want to you can make their rolls for them (there are 4 of them, their Shooting die is a D8, their Weapons have a ROF of 3, and they have Rock and Roll if they don’t move they do not get the multi-shot penalty. A 4 hits with a Ranged attack. If you don’t want to I will roll for them… </p><p></p><p>James then shot Skelebot #1 again and again he Shake it.</p><p></p><p>Dawn causes her Speed power as a free action and moves 16” closer (she is now 60” from the Skelebots) and fires at one, but they are still at long range so she misses.[/sblock]<strong>Initiative Cards – Round 3</strong></p><p>Alenys – Ace of Diamonds</p><p>Dawn – Joker!!! (everyone gets +1 <strong>Benny</strong> and Dawn gets +2 to all her rolls (attack, resisting, etc.) and Damage this round!!!</p><p>James – 3 of Diamonds</p><p>Squidge – 7 of Clubs</p><p></p><p>Skelebots – Queen of Hearts</p><p>Grunts – 8 of Hearts</p><p>Lowel – King of Spades</p><p> </p><p>HEROES go first!!! Actions and Rolls this round? Remember everyone gets +1 <strong>Benny</strong>. The Skelebots are 60” from Dawn, 72” from Alenys, and 76” from James and Squidge. The Coalition troopers are 78” from Dawn, 80” from Alenys and 94” from James and Squidges. They also have Medium cover (-2 to hit by ranged attacks, +2 AP vs. ranged area damage).[/gm]</p></blockquote><p></p>
[QUOTE="GreenKarl, post: 7146575, member: 6801242"] Alenys calls on her natural psychic abilities and enhances Dawn stamina and vigor!!! Squidge starts reprograming the Skelebots. One seems to resisted but the others accept their new ‘targets’ as their allies. James shot and seemed to rattle the same Skelebot as before while Dawn’s movements were super enhanced and she raced towards the advancing robots and shot at one but missed! Then Dawn is ready to act again… [gm][sblock=Rolls & Results Round 2]Alenys uses her Boost Trait to give Dawn a +2 step bonus to her Vigor (which is now a d10; This also increases her Toughness score by +2). Squidge tries to reprogram five of the Skelebots to attack their comrades. As this is something they would be totally against I am giving them another roll to resist, but you do get your +4 so they need 8 or above - [url=http://roll.coyotecode.net/lookup.php?rollid=167982]Resist: 1D6.OPEN(6) = [5] = 5; 1D6.OPEN(6) = [6, 3] = 9; 1D6.OPEN(6) = [5] = 5; 1D6.OPEN(6) = [2] = 2; 1D6.OPEN(6) = [2] = 2[/url], one makes it the rest fail. So Robots #3-6 are turning on their comrades. You don’t need a new roll how so long as it is within your Duration of the power and you pay the power points UNLESS you direct them to attack the Humans as this will warrant a new contested roll to resist. They will act on their normal turn with the other Skelebots turn. IF you want to you can make their rolls for them (there are 4 of them, their Shooting die is a D8, their Weapons have a ROF of 3, and they have Rock and Roll if they don’t move they do not get the multi-shot penalty. A 4 hits with a Ranged attack. If you don’t want to I will roll for them… James then shot Skelebot #1 again and again he Shake it. Dawn causes her Speed power as a free action and moves 16” closer (she is now 60” from the Skelebots) and fires at one, but they are still at long range so she misses.[/sblock][B]Initiative Cards – Round 3[/B] Alenys – Ace of Diamonds Dawn – Joker!!! (everyone gets +1 [b]Benny[/b] and Dawn gets +2 to all her rolls (attack, resisting, etc.) and Damage this round!!! James – 3 of Diamonds Squidge – 7 of Clubs Skelebots – Queen of Hearts Grunts – 8 of Hearts Lowel – King of Spades HEROES go first!!! Actions and Rolls this round? Remember everyone gets +1 [b]Benny[/b]. The Skelebots are 60” from Dawn, 72” from Alenys, and 76” from James and Squidge. The Coalition troopers are 78” from Dawn, 80” from Alenys and 94” from James and Squidges. They also have Medium cover (-2 to hit by ranged attacks, +2 AP vs. ranged area damage).[/gm] [/QUOTE]
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