While investigating the theft of a cargo freighter heading from Australia to Thailand Crossfire, Lady Night, Vigilant and Wayfarer are surrounded by a GEO assassination team. Armed with powerful Luminescent Rifles and advanced combat armor they have no intention of taking prisoners. Opening fire the docks erupt with lances of light. Reacting quickly Wayfarer folds space around the team and the assassins. Before they realize it the assassins are cut down by their own weapons.
In game terms the GEO team represents a Typical Mob consisting of twelve background characters. They make a single Attack Roll gaining a bonus for their numbers. Wayfarer has a ready action which he uses for an Active Defense. Wayfarer’s player, Mike, spends 5 Willpower to perform a Power Trick with an Explosive Roll and Amazing Critical. Mike selects the Reflection Boon as his Power Trick, allowing him to turn an attack back on a target with a high enough Active Defense Roll. Amazing Critical gives him a bonus die and bonus to his Roll for each 6 that comes up. Explosive allows him to Double his Roll.
GEO’s Attack: Luminescent Rifles 25 + 3d6 (2, 6, 1) Final Value 34 Damage 14
Wayfarer’s Defense 34 +4d6 Explosive (6, 2, 6, 5) Value 53 +19 from Explosive +5 for each 6 Rolled. Final Value 82!
Wayfarer adds 6 extra Damage to the reflected Attack thanks to the Power of 6. Willpower allows Wayfarer to effectively neutralize the group of assailants in a single action, and look good doing it.
When the dust settles there are only a few soldiers still standing. Most of the assassination team on the ground, cut down by their own lasers.