Eclipse Phase: Terminal Velocity
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Re: Eclipse Phase: Terminal Velocity
I'm going to pick up a flex cutter and a small pistol that I've found on the floor. After I get over the shock of my weapon going all floppy (I'm a girl so this doesn't upset me too much) I realise it's quite handy to have a knife you can roll up and hide in your bra!
I'd also like to scroungeI (oops! But i like it as a new word) for 3 mins
Scrounge =25
Roll 21 - hurrah!
I'd also like to scroungeI (oops! But i like it as a new word) for 3 mins
Scrounge =25
Roll 21 - hurrah!
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- Turret
- Posts: 8090
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Re: Eclipse Phase: Terminal Velocity
I'll just add in the modifier, no need to reroll.deject wrote:If everyone else is taking the extra couple minutes can I re-do mine?
Actually, making an automatic rifle into a railgun pushes the cost up a level from Moderate to High. However, I'll let you have that as your bonus shiny for getting a critical awesome on your Scrounge.Dog Pants wrote:I'll armour up and grab an automatic railgun
So, everyone is sorted for weapons. I cant be bothered with the minutiae of counting ammo for a one shot adventure, so lets say you all find "enough". For the specifics of what you got from your scrounging (in no particular order):
Pants, Edgar finds a couple of slap patches (drug infused patches that use DMSO to get the drug in question in you, a bit like Nicorette patches), one loaded up with MRDR (combat drug that makes you stronger, faster and harder to hurt) and Grin (pain suppressant, lets you ignore modifiers from up to two Wounds).
munchkin, Tiny also finds a Grin patch, as well as a concussion grenade (makes a concussive blast designed to knock people over and stun them).
deject, Barry finds a Utilitool (a bit like a Swiss army knife made of nanobots, it gives you a +10 on repairing/modifying mechanical things, locks, alarms etc) and a Nanobandage (literally a bandage full of medical nanobots. Slap it on an ouchy and wait)
TSD, Kurt finds a tube of Comfurt (a drug in tasty yoghurt form. Ignore 1 Trauma and boost Lucidity by 5), a flash light and some rope (about 50m of future-rope: light and non-bulky but strong)
Feel free to swap stuff you have found between each other, if you think other people will get more use out of it. Once you have settled on who has what, I'll post up new (and final!) character sheets for you all.
Re: Eclipse Phase: Terminal Velocity
tiny wrote:hey Edgar, how's about a swap - my grenade for your MRDR patch. You seem to be the kind of guy who likes exploding things whereas I'm more partial to the rough and tumble. What do you reckon?
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- Berk
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Re: Eclipse Phase: Terminal Velocity
I think I'm good.
Re: Eclipse Phase: Terminal Velocity
munchkin wrote:tiny wrote:hey Edgar, how's about a swap - my grenade for your MRDR patch. You seem to be the kind of guy who likes exploding things whereas I'm more partial to the rough and tumble. What do you reckon?
Otherwise I'm happy.Edgar wrote:Well I only ever threw dynamite before, but sure.
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- Turret
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Re: Eclipse Phase: Terminal Velocity
I think TSD is on a night shift at the moment, so we will press on. If it turns out there was stuff that he wanted to swap, we can do a little recon.
It takes you a few minutes to suit up in your scavenged armour and load up with drugs and ammo. Everyone make a Perception test for me: you can't take any time over it, but there are no other modifiers.
Ive not forgotten your character sheet updates by the way, I just can't upload them from work very easily. I'll do it as soon as I get home.
It takes you a few minutes to suit up in your scavenged armour and load up with drugs and ammo. Everyone make a Perception test for me: you can't take any time over it, but there are no other modifiers.
Ive not forgotten your character sheet updates by the way, I just can't upload them from work very easily. I'll do it as soon as I get home.
Re: Eclipse Phase: Terminal Velocity
Perception 55:
7, 7: 77 Critical! Failure!
Who said that?
7, 7: 77 Critical! Failure!
Who said that?
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- Berk
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Re: Eclipse Phase: Terminal Velocity
Perception 50: 9, 7: 97 Severe Failure!
Whoa! Who turned out the lights?
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- Turret
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Re: Eclipse Phase: Terminal Velocity
going well so far...
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- Turret
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Re: Eclipse Phase: Terminal Velocity
Here are your updated character sheets. This is the last update I'll be making on them, as they now have everything you need on there. The final additions are the stats for your Muses (top right, everyone has the same as the Muse software is pretty standard) and the equipment listing (bottom right).
Oh, and deject, you never made your stress damage test for remembering your traumatic time so vividly, so I have done that for you. Wouldnt want you to miss out!
Deject
TSD
Dog Pants
munchkin
Oh, and deject, you never made your stress damage test for remembering your traumatic time so vividly, so I have done that for you. Wouldnt want you to miss out!
Deject
TSD
Dog Pants
munchkin
Re: Eclipse Phase: Terminal Velocity
Perception 45
Roll =13
Huzzah!
Roll =13
Huzzah!
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- Ninja Pirate
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Re: Eclipse Phase: Terminal Velocity
Perception 45:
Roll(2d10)+0:
4,9,+0
Just a fail... Arse
Roll(2d10)+0:
4,9,+0
Just a fail... Arse
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- Turret
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Re: Eclipse Phase: Terminal Velocity
Tiny notices movement that the rest of you are oblivious to. It would appear that the shambling man with the odd head from earlier has caught up with you, and has brought a similarly disfigured pal along to the party. You are much closer than before, so now you can see that the insectile growths are not just coming out of his head, they seem to actually be part of his head. You can see where the skin near the two things (that look a bit ant antennae) slowly blend from roughly normal skin to a dark red chitin. You can also see that the guys eyes are very dark red, like he has had all the blood vessels in the whites of his eyes burst. As the pair do their high speed shamble towards you, you can hear a low chattering noise coming from them.
To reflect their mega bad failure to notice them, the two gribblies have popped up closest to Barry and Edgar, but they are not yet in bopping distance. As Tiny was the only one to see them, she is the only one not taken by surprise by this, so for the first round of combat it will only be her and the gribblies that go. It'll be business as usual from turn 2 onwards.
so, FIGHTIN' TIME!
Combat is pretty straightforward. The rules are on p188, but in brief it goes like this:
1) Roll initiative. Everyone rolls 1d10 and adds their INIT attribute. Highest score goes first.
2) Start Action Phase 1. As everyone (I think) only has Speed 1, this will be the only action phase for now.
3) Do things. Everything you can do is an Action, and is either a Quick Action or a Complex Action. Quick actions are things like looking about, aiming a gun, saying a short sentence, whereas Complex Actions are things like firing a weapon, Melee combat, hacking etc. If you are not doing a complex action, you can do as many quick actions as seems achievable (aiming a gun, looking at the thing you are aiming at and saying something could all be done at once, for example). If you are doing a complex action, then you can only do that and one quick action (aiming and firing a gun, for example). Moving (even running) counts as a quick action, although you will get a negative modifier for trying to do stuff whilst on the move.
4) Next highest INIT goes next, until everyone has gone. Start again from 1.
So, for now its just Tiny and the gribblies (sounds like a band name) to roll Init.
To reflect their mega bad failure to notice them, the two gribblies have popped up closest to Barry and Edgar, but they are not yet in bopping distance. As Tiny was the only one to see them, she is the only one not taken by surprise by this, so for the first round of combat it will only be her and the gribblies that go. It'll be business as usual from turn 2 onwards.
so, FIGHTIN' TIME!
Combat is pretty straightforward. The rules are on p188, but in brief it goes like this:
1) Roll initiative. Everyone rolls 1d10 and adds their INIT attribute. Highest score goes first.
2) Start Action Phase 1. As everyone (I think) only has Speed 1, this will be the only action phase for now.
3) Do things. Everything you can do is an Action, and is either a Quick Action or a Complex Action. Quick actions are things like looking about, aiming a gun, saying a short sentence, whereas Complex Actions are things like firing a weapon, Melee combat, hacking etc. If you are not doing a complex action, you can do as many quick actions as seems achievable (aiming a gun, looking at the thing you are aiming at and saying something could all be done at once, for example). If you are doing a complex action, then you can only do that and one quick action (aiming and firing a gun, for example). Moving (even running) counts as a quick action, although you will get a negative modifier for trying to do stuff whilst on the move.
4) Next highest INIT goes next, until everyone has gone. Start again from 1.
So, for now its just Tiny and the gribblies (sounds like a band name) to roll Init.
Re: Eclipse Phase: Terminal Velocity
INIT 7
Roll 10
17 - get in!
Roll 10
17 - get in!
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- Turret
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Re: Eclipse Phase: Terminal Velocity
The gribblies get 13 and 10, so its Tiny to go first.
Re: Eclipse Phase: Terminal Velocity
After noticing the gribblies Tiny moves towards the crowd of her oblivious comrades and pulls her gun, pointing it at the tentacle heads.
Tiny wrote:Oi Uglies! What you up to?
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- Turret
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Re: Eclipse Phase: Terminal Velocity
The gribblies spend their turn gribbling loudly, and charging towards Pants and Deej. They don't show any signs of even having heard your question, let alone a response.
The combination of their less than stealthy approach and Tinys gun pointing and question shouting alerts Team Unaware of what's going on, so you can all now roll init for round 2.
The combination of their less than stealthy approach and Tinys gun pointing and question shouting alerts Team Unaware of what's going on, so you can all now roll init for round 2.
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- Berk
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Re: Eclipse Phase: Terminal Velocity
INIT: 5
Roll(1d10)+5:
10,+5
Total:15
Roll(1d10)+5:
10,+5
Total:15
Re: Eclipse Phase: Terminal Velocity
Roll(1d10)+7:
4,+7
Total:11
4,+7
Total:11
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- Ninja Pirate
- Posts: 1520
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Re: Eclipse Phase: Terminal Velocity
Roll(1d10)+6:
7,+6
Total: 13
7,+6
Total: 13