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Turn
Campaign:Black Moon
Adventure:Depths of Regina
Send To:Jack, Kyle, Midnight, Omen, Surge, Vamperina
Turn Start Date (ex. 12/31/6565)
Turn Number:2.0
Combat Turn:
Subject:Team Training in the Goliath Mountains
Depths of Regina – Turn 2.0 – Team Training in the Goliath Mountains

The group follows Surge down to the garage. The company’s Vortair SkyVan LX easily accommodates the seven passengers and training bots. Jack hops into the pilot’s seat and Surge assumes the navigator’s position in the front next to him. Surge brings up a map of the surrounding area, highlighting a route to a route part of the Goliath Mountains.

The flight from the Stellar Consulting office to the edge of the city is routine as normal. The current weather is mostly cloudy with the sun shining on the city here and there. Near the mountains, the clouds seem to have gathered en masse and are threatening rain. This provides Jack with an interesting flight over the mountains though nothing that actually challenges his piloting skills.

It takes only 28 minutes to arrive in the secluding valley Surge had indicated. The mountains are a lush green and glistening from the recently fallen rain. The clouds, while still shrouding the area from the sun, seem to be content to hold back further rainfall. The valley offers a mix of gentle slopes, jagged cliffs and densely packed forests. Jack picks a large meadow as the landing zone for the SkyVan. The oval-shaped clearing is nearly a kilometer wide and should offer the group plenty of room for drills.

Surge explains that the valley is no longer inhabited, being too secluded. He points out several old mining sites along the valley’s steep edges. “I doubt we’ll have any visitors,” the young engineer continues, “I can keep a lookout for any approaching vehicles though.” Surge and Midnight unload the training bots and finish their assembly as the others start discussing the first drill.

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VAMPERINA: Once we arrive and begin our drills, the thing that we want
to really concentrate on is how we can combine our powers for superior
tactics. The combination of Midnight's darkness field, and Vamperina
and Surge's ability to sense through it is only one example. Are their
other combinations that would work? We should definitely see how area
effect attacks affect others on the team.

VAMPERINA (OOC): Just as a suggestion to get started, Midnight can
target everyone with one of his area effect attacks and they can
indicate how it affects them. Christopher, can you pick your first AE
attack and roll it up.

MIDNIGHT (OOC/GM): Midnight will oblige by dropping a gravity bubble over
the group. He'll try to put Jack in the center where he'll have the
strongest bubble, although he doubts it'll even slow him down.
To hit hex: [rolled 5]Entangle, Explosion:[rolled 3 6 6 1 - Total: 16,
Body: 5]

VAMPERINA: I'll assume that Vamperina is somewhere near the center as well
(4 DEF, 5 BODY in the center, losing 1 DC per 1" distance). In general,
Vamperina has no problem with Midnight throwing the gravity bubble in her
vicinity if she is fighting hard to hit foes that are probably not as
strong as she is. Here is her breakout roll, pushing 10 END. [rolled 1 2 3
2 3 1 5 6 4 6 - Total: 33, Body: 10].

JACK: Jack is not slowed much, but it does slow him some, he does
not push so hard as to try to break out of it in no time at all (casual
strength), but he does respect Midnight's powers enough to dump 11
END into using 60 Str to break free and walk normally. He could
probably leap out a little easier, but he wanted this to be a true test,
not fudge it based on his leaping. [rolled 3 1 6 3 6 6 5 1 2 3 5 4 -
Total: 45, Body: 13] for body effect, to beat 9
total body in the entangle. Once he's free he's glowing only very dimly
and looking completely un-winded (post-phase 12 REC is more than
11).

ISOBELLA: With only a normal human strength even the edges give
Isobella quite a bit of trouble. While she could break out of a grab
by a stronger opponent, her martial arts skills don't let her break
free of an increased gravity field.

SURGE: Surge has a bit of trouble just trying to fly out of the gravity well. (20” of flight + 23 STR). He can easily free himself with an electrical blast (EB 14d6) to disrupt the gravitational forces though. Surge adds that given his preference to have some distance between his opponents means he won’t likely be at the center of such attacks though Midnight is welcome to put one centered on Surge if it would catch a bunch of enemies.


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SURGE: Surge speaks up next, "I've got two powers that have proved useful against some opponents in the past that can affect a large area. The first is what I call a thunder clap. It is surprisingly strong and can knock even strong foes to the ground. It isn't as damaging as some of my other attacks so I usually use it to knock them off their guard. The second is my lightning flash which usually blinds and deafens people for a few seconds as well as disrupting radio receivers. Who here thinks they won't mind being within the area of effect?" Surge then indicates where you should stand to feel the results.

Once everyone is in position Surge fires off each attack, allowing everyone else to give feedback in between.



TECH: Thunder Clap: Energy Blast 6d6, Explosion, Double Knockback:
toHit: [rolled 8] 12 OCV vs 3 DCV, Damage: [rolled 4 5 1 5 5 3 - Total: 23,
Body: 5]


TECH: Lightning Flash: Sight, Hearing and Radio Groups Flash 5d6,
Explosion: toHit: [rolled 8] 12 OCV vs 3 DCV, Effect: [rolled 1 3 1 5 6 -
Total: 16, Body: 4]
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