Alpha Dawn
        The Volturnus Adventure
Campaign:Alpha Dawn
Adventure:The Volturnus Adventure
Turn Number:1.5
Turn Start Date:600215
Turn End Date:600215
Send To:alphadawn@championsoftheempire.com
Combat Turn?Yes
Subject:Fight in the Trees - Turn 7

Name

Lethal

NL

Current

Armor

Screen

Luck Pts

Fate Pts

Alyson Worth

0

0

45/45

Military Skeinsuit


/

/

Alzarix

37

0

13/50

None

None

2/2

/0

Carter d'Marshian

16

0

20/36

None

None

1/1

/0

Ciara Anne Preston

0

0

60/60

None

None

2/2

/0

George Fury

12

0

51/63

Military Skeinsuit


1/1

/0

Gorman Blake

0

0

45/45

None

None

/

/

Jim Jitsu

15

0

30/45

Civilian Skeinsuit


1/1

/0

Mykel Dronvere

32

0

23/55

Military Skeinsuit


1/2

/0

S'lch Vatal

6

0

29/35

None

None

/

/








NameNotes
AlysonMilitary Skeinsuit (50/50)
Alzarix
CarterBlack Skeinsuit (50/50)0
Ciara Anne
GeorgeMilitary Skeinsuit (50/50)
GormanBlack Skeinsuit (50/50)
Jim JitsuCivilian Skeinsuit (50/50)
MykelMilitary Skeinsuit (50/50)
S'lch
Range: 1 square = 1.5 meters.
  • Humans and Vrusk - 2 squares per turn or 3 if a DEX roll is made.
  • Yazirian - 3 squares per turn or 5 if a DEX roll is made.
  • Kurabanda - 5 squares per turn or 7 if a DEX roll is made.


PCDescription
AlysonAlyson will move forward two more squares. Hoping to get a shot at Pirate 6

Shot 1 [rolled (47) Success], Damage [rolled 2 8 - Total: 10]
Shot 2 [rolled (53) Success], Damage [rolled 4 6 - Total: 10]
Shot 3 [rolled (48) Success], Damage [rolled 7 5 - Total: 12]
AlzarixALZARIX: Seeing that he is not the focus of the pirates he will go over to the downed pirate and retrieve the pistol that he was shooting me with and any other weapon that he can find on him. He will also be on the look out for any energy cells the pirate may be carrying.
CarterCARTER: Beat the living daylights out of Crazed Pirate #1 with Nightstick

TECH: Initiative [rolled 12], Need 65 or less to hit [rolled (63) Success], Damage [rolled 3 3 (+2)- Total: 8]
Ciara
GeorgeENSIGN FURY: Attack the crazy-eyed pirate 10 with martial arts.

ENSIGN FURY: Two attacks with martial arts, initiative [rolled 7], Need 63 or less to hit [rolled 85], [rolled 1], Dmg 7 points
Gorman
JimIC: Jim move to contact, saying, "Do you feel lucky, punk? Cause I do." He reaches deep into his "da" sensing for the oneness with creation and any luck he may have to plant a haymaker on the pirate before him.

[rolled (34) Success] [rolled (27) Success] is it possible to use luck to move an attack result toward a specific result ie a knockout? 01-06, 10, 20, 30, 40, 50, 60, 70 If jim doesn't need it for this tthen he'll save the point
MykelMYKEL: Continue attacking the pirate …

Turn 7: To Hit(65): [rolled (43) Success] Damage (2d10+3) [rolled 6 10 (+3)- Total: 19]

MYKEL (GM): Does Mykel notice anything “off” about this pirate?


GM: Yes, he has a crazed look in his eyes.
S'lch

Alyson moves towards pirate 6 hoping to get in a good shot. However the pirate is at medium range and has soft cover so Alyson elects to save her ammo.

GM: Alyson would have a -30 penalty giving her only a 28% chance to hit so I made the assumption she would not fire. She only has 4 rounds left for the gyrojet pistol.

Alzarix moves over to the downed pirate (pirate 5) and picks up his laser pistol. It is currently set for 3 but the powerclip shows empty. Alzarix begins searching the pirate, who is wearing cold weather gear, but has not found a spare powerclip by the end of the turn.

GM: He has not completely searched him so he can continue searching in turn 8.

Carter attacks pirate 1 with his skull-emblazoned weapon and hits for 4 damage.

Ciara continues to follow Jim from one tree to the next towards pirates 4 and 7 but they do not reach them this turn.

George hits and kills pirate 10 with a martial arts attack.

Gorman moves cautiously towards pirate 6, who is a yazirian, and shoots at him with his Mk VII Stunner. He does 33 points of non-lethal damage, causing the pirate to reel, but he does not fall.

Jim continues towards pirates 4 and 7 but does not reach them this turn. Assuming they do not flee, he will reach one of them next turn. Ciara is right behind him and Kurabanda 5 is to the left shooting arrows at the pirates (and hitting almost every time).

Mykel attacks pirate 1 with his nightstick and hits for 9 damage. The silvery skeinsuit is clearly absorbing much of the damage that both Mykel and Carter are doing.

S'lch moves towards pirate 6 and shoots three times. His first two shots just barely miss but his third hits for 10 damage and sends the yazierian pirate, already reeling from the blast of the sonic stunner, backwards off the thick branch. The pirate's pistol goes flying.

Pirate 1 strikes back at Mykel with his knife hitting for 10 damage. Mykel's skeinsuit absorbs half so he takes 5 STA.

GM: Mykel is down over half his STA and now suffers a -10 to all actions.

Pirate 4 shoots at Jim who is rushing towards him. Maybe it is the look of intense fury in Jim's eyes that causes the pirate's shot to go wide.

Pirate 7 also shoots at Jim but also misses the fast moving martial artist. Ciara is happy that they are not shooting at her.

Pirate 9 shoots at kurabanda 1 without realizing that his clip is empty. Needless to say, he deals no damage.

Kurabanda 1, 3 and 4 all shoot at pirate 9. Only Kurabanda 4 hits doing 3 damage.

Kurabanda 5 shoots at pirate 7 and hits for 5 damage.

Pirate 7, Jim and Ciara note, is a vrusk.

GM: Go ahead and send your actions for turn 8. I'll try not to take an entire week to resolve.
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