Team Example
Razor (the Samurai), Donkey Kong (the Decker), Miraculix (the Druid) and Josh (the Rigger) join up as a team in a flashpoint.
They want to help out a rich mans son who got into trouble during a flashpoint.
They decide that they want to take a Rating 10 quest, which makes for 5 Actions (through the rule of thumb).
First Action:
The handling staffer rolls 3D6 for team efforts and subtracts 3.
The result is 1 1 1 = 0 results in a Rigger/Matrix Action = (Rating)S Stun to resist
The Staffer decides that the runners are getting into a problem on their way into the target area, their Rigger has to move fast while the Decker tries to de-establish Satellite cover.
The mage is using a spirit to speed up their vehicle, while the Samurai shoots the bejeebus out of the guys following them.
The Group is at 6 KP each, so has a team KP Pool of 24.
Pools:
The Rigger Car skill (6) + Vehicle Reaction (8/4[Reaction] + 4[VCR]).
The Mage Conjuring skill (6) + Magic (7).
The Samurai Gunnery (4) + Quickness (12).
The Decker Computer (6) + Intelligence (10).
This makes the pool for this Action: 6 + 12 + 3 x 2 = 24 dice
Target Number is 10.
The GM rolls:
1 2 3 3 4 4 4 5 5 9 10 11 = 2 Successes = 2 successes versus TN 10.
This is not enough to fully soak the damage. But the team has still 24 Karma left, so he rolls a reroll, subtracting 1 Karma, leaving them with 23 KP left
This time he rolls :
1 1 3 3 3 4 4 5 5 10 = One more success versus TN 10 = 3 accumulated successes
Another Reroll is in order as this still is not enough (KP spent now 3/24):
1 1 3 3 3 4 4 5 5 10 = One more success versus TN 10 = 3 accumulated successes
Staffer rerolls again (KP 6/24):
1 1 3 3 4 4 5 5 9 = 0 additional Successes
Staffer rerolls again (KP 10/24):
4 4 4 4 5 5 10 11 17 = 3 additional Successes and thus the required S Stun is soaked with 6 cumulative successes
Second Action:
The handling staffer again rolls 3D6 for team efforts and subtracts 3.
This time the staffer rolls 6 6 6 = 13 which means this willl be a Double Action. The GM rerolls twice.
1 3 4 and 3 6 6 = 5 and 12 which means a
- Break Action (Rating)L Stun and
- a Spirit Action (Rating)(S) Physical happen at the same time.
The staffer decides a spirit surprises the Group as they are breaking into a lock. The have to share their pools like this:
Pools:
Mage, Rigger and Samurai fight the Spirit (as the most dire problem):
The Mage Conjuring skill (6) + Magic (7).
The Samurai Willpower (4) x 2. (An exception to the rule, the Samurai may use his Willpower also as skill fighting the Spirit.)
The Rigger Willpower (5) x 2. (An exception to the rule, the Rigger may use his Willpower also as skill fighting the Spirit.)
Pool: 6 + 7 + 2 x 2 = 17 dice
The Decker tries to beat the lock.
The Decker Electronics (6) + Intelligence (10).
Pool: 6 + 10 = 16 dice
TN is still 10
Spirit Sub-Action:
Staffer rolls:
1 1 1 1 1 2 2 3 3 3 3 3 4 4 5 5 9 = 0 Successes
Reroll (KP 11/24):
1 1 1 1 1 2 3 4 4 4 5 5 5 5 10 11 13 = 3 Successes
Reroll (KP 13/24)
2 2 2 2 2 3 3 4 4 5 7 9 11 11 = 5 cumulative Successes
The staffer team decides the team takes the chances with the slightly increased TN from L stun
Break In Sub-Action:
Staffer rolls:
1 1 2 2 2 2 3 3 3 4 5 5 5 8 10 11= 2 Successes vs. 10
The damage of this Action is also soaked.
Third Action:
The handling staffer again rolls 3D6 for team efforts and subtracts 3.
This time the staffer rolls 4 5 6 = 12 which had already been used, so he rerolls.
This time the staffer rolls 1 4 9 = 11 which is Magical Action (Rating S Stun to resist)
The staffer decides the team has to fight an enemy mage.
Pool:
The Rigger gunnery skill (5) + Quickness (4).
The Mage Sorcery skill (6) + Magic (7).
The Samurai SMG.HK 227 (7) + Quickness (12).
The Decker Pistols (3) + Quickness (5).
Pool: 7 + 12 + 3 x 2 = 25 dice
TN is now 11 (10 base pus +1 for L stun)
Staffer rolls:
1 1 1 1 1 1 2 2 3 3 3 4 4 4 4 4 5 5 7 9 9 10 11 15 15 = 3 Successes vs TN 11.
Staffer rerolls: (KP 14/24)
1 1 1 2 2 2 2 2 2 2 2 2 3 4 4 4 4 4 5 5 7 10 = 0 additional Successes vs TN 11.
Staffer rerolls: (KP 16/24)
1 1 2 2 2 2 3 3 4 4 4 4 4 5 8 8 9 10 10 11 11 16 = 3 Successes vs TN 11.
And again the team soaked the Actions damage, with quite a calming KP pool left for them.
The runners reading the queue will now slowly get nervous. Most of their karma pool spent and still two actions to go.
Fourth Action:
The handling staffer again rolls 3D6 for team efforts and subtracts 3.
This time the staffer rolls 1 4 8 = 9 which means a face action (M Stun to soak).
The Rigger Etiquette (2) + Cha (2).
The Mage Etiquette (5) + Cha (6).
The Samurai Etiquette.Street (4) + Cha (2).
The Decker Etiquette (3) + Cha (3).
Pool: 5 + 6 + 3 x 2 = 17 dice
TN is still 11 (10 base pus +1 for L stun)
Staffer rolls:
1 1 2 2 3 3 3 3 3 3 4 4 4 4 5 7 7 = 0 Successes
Staffer rerolls: (KP 15)
1 1 1 2 3 3 3 3 4 4 4 4 4 5 5 8 11 = 1 Success
Staffer rerolls: (KP 17)
1 2 2 2 3 3 4 4 4 4 5 5 5 5 5 7 = 0 Successes
Staffer rerolls: (KP 20)
1 1 1 1 1 1 2 2 3 4 4 4 5 5 5 5 5 9 10 = 4 cumulative Successes
And again the Team was able to soak their damage.
1 1 2 3 3 3 3 4 4 4 4 5 7 9 10 11 = 2 cumulative successes
The staffer decides the runners can live with two boxes of damage which does not increase their TN for the last test and leaves them with at least some KP for their last action.
Fifth Action:
The handling staffer again rolls 3D6 for team efforts and subtracts 3.
This time the staffer rolls 2 3 4 = 6 which means a Investigate Action (L Physical to soak) Which will probably make the players cheer.
The Rigger Vehicle Background(5) + Intelligence (5).
The Mage Magic Background (5) + Intelligence (5).
The Samurai Guns Background (4) + Intelligence (5).
The Decker Computer (6) + Intelligence (10).
Pool: 6 + 10 + 3 x 2 = 22 dice
TN is still 11 (10 base pus +1 for L stun)
Staffer rolls:
1 1 1 1 1 1 2 2 3 3 3 4 4 4 5 5 5 5 5 8 9 10 = 0 Successes
Staffer rerolls: (KP 21)
1 1 1 1 1 2 2 2 3 3 3 4 4 4 4 5 5 5 9 9 10 14 = 1 Success
Staffer rerolls: (KP 21)
1 1 1 2 2 2 2 2 2 3 3 3 3 3 3 5 5 8 9 13 16 = 2 Successes
And there is much rejoicing among the players. No wounds and a Flashpoint at Force 10 managed with only a light stun damage, which is basically no more than being slightly fatiqued.
The players can now enjoy the rewards they earned with their daring move.
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Single Player Example
Brawler the Troll Ex-Ganger is on a revenge quest as part of a Flashpoint.
He dares himself with a Rating 4 quest. Which for him means 2 Actions.
TN for those actions will be 4.
The handling staffer decides that he will include the Battle Action under all circumstance (Rating)D Physical.
The second action will be rolled randomly.
Brawler has a KP of 6.
First Action
The Staffer decides that Brawler will be using Body (10) and His brawling Skill (6) for the first test.
So the pool for this Action is 16 dice.
The Staffer rolls:
1 2 2 2 3 3 3 3 3 3 4 5 5 8 9 10 = 6 Successes at TN 4
The staffer rerolls (KP 1):
1 1 2 2 3 3 4 4 9 9 = 10 cumulative Successes at TN 4
And thus the D Physical is soaked.
Second Action
The staffer now determines the next activity.
For Brawler that means rolling 2D6 -1 (for being no decker or rigger, but a non-mage)
Staffer rolls:
3 6
So the result is an 8 Disguise/ Stealth Action Damage code (Rating)S Physical
Seems Brawler needs to sneak away to escape some troubles, not his best skillset.
Stealth (3) + Quickness (4) = 7 Pool dice.
Staffer rolls:
1 1 3 3 4 5 5 = 3 successes at TN 4
The staffer rerolls (KP 2):
1 3 4 23 = 5 cumulative successes
The staffer rerolls again (KP 4):
3 4 = 6 cumulative successes, enough to soak the S damage threatening him.
And it seems our friend Brawler came out of this Flashpoint unharmed.
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