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 Adventure into Dinosaur Swamp 
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Joined: Mon Mar 27, 2017 8:39 pm
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Seeing is in the next room Moira breaks down the next wall and looks down both ways of the hallway to check for anymore aggressors.

OOC Comments
if you want me to roll again to break down the wall I will but it's pretty much a gimme if it's not a hyper advance or mystically reinforced wall.

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Character sheet: viewtopic.php?f=7&t=355&p=5390#p5390

Magical knight of the Sidhe (pronounced she) court.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 31 (18) MDC

Bennies: 1

It's all about the Bagpipes and the Cellos...
Celtica: Beyond Avalon: https://www.youtube.com/watch?v=uN0e39ALWpU
2CELLOS - Thunderstruck: https://www.youtube.com/watch?v=uT3SBzmDxGk


Sat May 20, 2017 9:03 am
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JS:
The memory of seeing the claw shreds on Beretta's glitter boy armor still fresh on his mind, Johnny lets his guitar drop to his side. He kicks up his bo staff into his hand and races for cover among the trees (preferably not grouped in Tarin). 'Eggs and baskets, afterall,' he thinks to himself.

In cover, he pulls out one of his plasma grenades.

PACE:
OOC Comments
1d6 = 1 (1)

_________________
OOC:
Character Sheet: viewtopic.php?f=29&t=146

TOTAL BENNIES: 1
Quarterly Card: Mechanical Malfunction
"A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work."


Power Points/PPE: 1 (of 10)

Schoolboy's "Greatest Covers":
* The Devil's Right Hand
* Purple Haze
* Amazing Grace

EP: 1
Played by: Martin Coulter


Sun May 21, 2017 2:26 pm
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Deezy realizes she can't bombard the enemy position around on the east side of the house without risking the magical summons attacking the wraiths, and powers the missile launcher down to draw her customized revolver. She hasn't got enough power left for the Omniblaster after buffing the glitterboy up, but this sidearm is charged and ready to go!

She takes aim as best she can at this distance, and pulls the trigger. Tiny pipes light up bright blue along the barrel and loading assembly, and the weapon makes a satisfying BLAM as it discharges not a lead projectile, but a ghostly bolt of pure telekinetic force that strikes with all the force of a large caliber bullet!

Shooting at medium range. 1d6 = 4 (4) +3, but -2 for range = +1.

Damage 2d6 = 5 (2, 3) +2

5 to hit, 7 damage. Bahahaha. This is why I have Onslaught for damage. Now I just need some more PPE. :)


Mon May 22, 2017 7:16 am
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Charging with all the servo enhanced goodness the Glitterboy can muster, Beretta sees if she can't line a bead up with the closest pack of oozy goons. . . hopefully within range of team Atlantis.

I've still got me a bone to pick with y'all! I won't rest until this building is plastered with putrid mush!

Extending the pylons, Beretta makes tries to snap a shot, centered on the MW's, in the heat of the foray - careful to avoid any allies, if they might happen to be intertwined.

OOC Comments
Notice 1d8+2 = 7 (5)
Wild 1d6 = 3 (3)

Shooting 1d8 = 2 (2) [-2 Multi-action penalty, net 0 with GB offsetting 2 points of shooting penalties; -1 Benny for Extra Effort]
Wild 1d6 = 1 (1)
Extra Effort 1d6 = 3 (3)
Total: 5

Damage 4d12+6 = 28 (1, 2, 8, 11)

_________________
Beretta Le Rouge
GB stats: Pace 10 (swim 6); Parry 6; Toughness 30 (18); Bennies - 2
Wilk’s 227 Pulse Pistol; Range: 18/36/72; Damage: 2d6+1; RoF: 2; AP: 2; Shots: 22/24; Notes: Semi-Auto, 3RB, +1 to Shooting rolls.


Mon May 22, 2017 9:03 pm
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Team Shanitar
The Murder Wraith is able to get a jump on the summoned allies, unfortunately the swing went wide and was easily parried.
Norona takes a bead down on the murder wraith. The arrow flies straight and true, striking the murder wraith in the chest. The impact causes the murder wraith to take a step back. The allies swing onto the undead. The movements and parry between opponents makes for a sight that is seen only in movies.
Left Murder Wraith takes a swing on another ally and swings wide.
Neither side is able to gain an advantage in the fight, but they are fully engaged.

Team Atlantis
Right Murder Wraith engages with Tarins allies and misses badly. The Murder Wraith on the left hand side swings onto one of the allies and lands a solid hit.
OOC Comments
Ally is dead.


Tarins allies, the two fighting on the right hand side, exchange swings with the solo murder wraith, dancing with each other.
Johnny takes cover behind one of the trees and readies a grenade.

Team Smite
Conrad brings the ATV around the building and revs the engine to make noise. Noise that is being drowned out by the music coming from the inside of the buildings, unfortunately.
Dezzy channels her magic through the weapon and strikes one of the murder wraiths. The Murder wraith is able to shrug the mystical blast just like any other attack so far.
Beretta is able move the GB and place the pylons. The shot lands in the middle of the melee. The merc is pelted with flachette rounds, and the mystical ammo does actual damage to the murder wraiths. Everyone sees the two murder wraiths as well as the three allies take the impact of the flachette round in full force. All members of that melee are dead on the ground.

Inside
Moira looks down the hallway and sees someone like Paul, only pretty smiley. This person looks like death warmed over actually happened. Seeing Moira, this person smiles and takes a more defensive stance. The historical one handed "come over and fight me" hand gesture is used.

OOC Comments
Recap: Only two Murder Wraiths are left outside. Only Norona has summed allies left alive. Moira is fighting a Murder Wraith, she just may not know it fully yet.

Initative
Team Shanitar
norona: = 9H
Aderyn: = JC
Left Murder Wraith: = 3D
Right Murder Wraith: = 6C

Team Atlantis
Tarin: = AD
Johnny: = Red Joker (Bennies for all. +2 to checks)

Team Smite
Beretta: = QD
Dezzy: = 2H
Conrad: = 3H

Inside
Moira: = 8D
Murder Wraith: = JH


Thu May 25, 2017 7:23 pm
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Notice 3
Notice: 1d8 = 3 (3), Wild 1d6 = 1 (1)


Letting his allies press the fight on the left side, Norona continues to support the right, this time using an old woodsman trick to confuse the enemy. Signalling to an imaginary ally behind the enemy Norona calls out, "Quickly, he is unaware. Strike from the rear!"

Smarts Trick 5
Opposed Smarts Roll: 1d8 = 5 (5)
Wild: 1d6 = 2 (2)

If the character is successful, his opponent is distracted and suffers –2 to his Parry until his next action. With a raise, the foe is distracted and Shaken as well.

Honored Dead: Fighting 1d10 = 10 (10) , 1d10 = 7 (7) (hit with a raise)
Damage: 2d8 = 10 (4, 6) + 1d6 = 4 (4) +6 (holy weapons, champion edge)
Total: 20 (shaken, or one wound if shaken by smarts trick)


On the left side, Norona's two Honored Dead try to take the fight to the Murder Wraith, carefully ganging up on him and trying to outlast his unnatural dexterity. The first steps forward and slashes from one side, while the second makes a side step to slash form the opposite direction. Surely the foe could not defend from both angles forever.

Honored Dead
1: Fighting 1d10 = 9 (9) (hit)
1: Damage 2d8 = 7 (3, 4) + 6 = 13

2: Fighting 1d10 = 9 (9) (hit)
2: Damage 2d8 = 12 (7, 5) + 6 = 18

_________________
Norona, Wilderness Scout
Armored Stats: Pace: 11, Toughness 10 (4)
PPE: 5/20

Bennies: 3
Character Sheet
Character Sheet

Player Name: John
Google Handle: venatus.vinco@gmail.com
Norona
Rank: Seasoned Experience: 28 Advances Left: 0
Race: M’adukar (Shaintar Half-Elf)
Iconic Framework: MARS - Wilderness Scout
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8
Charisma: +2; Pace: 8; Parry: 6; Toughness: 6 ; Strain: 0

Skills:
  • Notice d8
  • Survival d8+2
  • Tracking d8+2
  • Piloting d8
  • Spellcasting d8
  • Shooting d8
  • Fighting d6
  • Knowledge (Arcana) d8+2
  • Knowledge (Dragonese) d8+2
  • Stealth d6+2

Racial Abilities
  • Enemy (Racial): All creatures of Flame and Darkness will attack the character first if given the opportunity.
  • Weakness (Racial): Vulnerable to Black Iron and Blood Steel. Take +2 damage from these.
  • Outsider (Racial): As a d-bee he is considered odd in some human communities.
  • Lithe (Racial): Starting Agility of d6.
  • Low Light Vision (Racial): Ignore attack penalties for Dim and Dark lighting.
  • Nimble (Racial): +1 Parry.
  • Free Edge (Racial): AB Magic, 3 powers, 10 PPE
  • Free Skill (Racial): Spellcasting d6

Hindrances
  • Heroic (Major): Always helps those in need.
  • Vow (Minor): Respect for all creation, only kills when necessary
  • Quirk (Minor): A vegetarian, out of respect for animals

Edges
  • Woodsman (MARS): +2 tracking, survival, stealth
  • Fleet Footed (MARS): +2 pace, d10 running
  • Connections: Call upon powerful friends in the Psi-Stalker Tribes
  • Connections: Call upon powerful friends in the Free State of Lazlo
  • Charismatic (Fortune & Glory): +2 Charisma
  • I Know A Guy (Fortune & Glory): Create a Connection once a session
  • Rich (Fortune & Glory): 5,000 credits, two rolls on equipment tables
  • Danger Sense (Hero’s Journey): Notice at –2 to detect surprise attacks/danger
  • Scholar (Hindrances): +2 to two knowledge skills of d8
  • Beast Master (Hindrances): Animals like your hero and won’t attack him unless they are attacked or upset. Also gains an animal companion.

Powers

  • Shape Change (Shape Change)
    Rank: Special
    P.P.E.: Special
    Range: Self
    Duration: 1 minute (1/minute)
    Trappings: The celtic tattoo of a fox, the shapeshifter, glows red when this power is activated and the hero calls on the power of Targon, Lord of the Land, bringing forth the raw power of nature. For +1 ppt the hero gains +1 toughness. On a raise increase vigor by 1 die type

  • Spirit Help (Summon Ally)
    Rank: Novice
    P.P.E.:3+
    Range: Smarts
    Duration: 3 (1/round)
    Trappings: The celtic unity knot tattoo glows blue when this power is activated, on a raise the tattoo glows brightly for the duration, creating light in a Small Burst Template centered on the hero.

  • Creator's Voice (Beast Friend)
    Rank: Novice
    P.P.E.: Special
    Range: Smarts x 100 yards
    Duration: 10 minutes
    Trappings: The celtic unity knot tattoo glows green when this power is activated and the character speaks to animals in their own voice.

  • Ascended Vision (Farsight)
    Rank: Seasoned
    Power Points: 3
    Range: Touch
    Duration: 3 (1/round)
    Trappings: The eye at the centre of this tattoo glows blue when this power is activated, on a raise the tattoo glows brightly for the duration, creating light in a Small Burst Template centered on the hero.

  • Creator's Hand (Elemental Manipulation)
    Rank: Novice
    Power Points: 1
    Range: Smarts x 2
    Duration: 3 (1/round)
    Trappings: Celtic five fold knot tattoo, glows depending on element being manipulated air (white), fire (red), wind (blue), earth (orange) and and the hero calls forth the power of Targon, Lord of the Land, bringing forth the raw power of nature. For +1 ppt the hero gains +1 toughness. On a raise increase vigor by 1 die type.

  • Targon's Blessing (Environmental Protection)
    Rank: Novice
    Power Points: 2
    Range: Touch
    Duration: 1 hour (1/hour)
    Trappings: Celtic five fold knot tattoo glows with each ring glowing a different color: air (white), fire (red), wind (blue), earth (orange) and the hero calls forth the power of Targon, Lord of the Land, bringing forth the raw power of nature. For +1 ppt the hero gains +1 toughness. On a raise increase vigor by 1 die type.

  • P.P.E. 20


Sat May 27, 2017 6:13 pm
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Moira smiles and runs towards the juicy looking undead juicer. Seeing his defensive stance, Moira decides for an indirect slowing tactic instead of a direct attack. About 4 meters away from him Moira leaps up and punches her fists into the ceiling with a grunt she grips the support beams of the ceiling and pulls them down on top of the nasty grinning monster in front of her.

"I'll play with you in just a second me boy'o. I have to make sure the towns folk can are able to get some place wer'n they are not in danger."

OOC Comments
Strength roll to pull the above floor down untop of the murder wraith.
1d12+5 = 6 (1)
Wild die
1d6 = 5 (5)

Ugh... bad roll spends a benny for a strength reroll
1d12+5 = 14 (9)
1d6 = 5 (5)

_________________
Character sheet: viewtopic.php?f=7&t=355&p=5390#p5390

Magical knight of the Sidhe (pronounced she) court.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 31 (18) MDC

Bennies: 1

It's all about the Bagpipes and the Cellos...
Celtica: Beyond Avalon: https://www.youtube.com/watch?v=uN0e39ALWpU
2CELLOS - Thunderstruck: https://www.youtube.com/watch?v=uT3SBzmDxGk


Sat May 27, 2017 6:56 pm
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Tarin winces as he watches the three heralds die to the boom gun's bombardment. He starts looking around for an exit. No way he's getting anywhere near the fray with a Glitter-girl who fires indiscriminately. He quietly wonders if the fateful chance that brought him into contact with this "Tomorrow Legion" was outright out-to-get him, or simply playing a cruel joke.

OOC Comments
Sneaking away from the battle. Stealth roll. 1d4 = 3 (3) 1d6 = 2 (2)

_________________

Tarin Vinders
True Atlantean Shifter
Bennies: 3
PPE: 14/15



Mon May 29, 2017 6:16 pm
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In the heat of the combat, Beretta only visually confirms that the juiced up zombies are no longer a threat, and nothing more -- her focus primarily dialed in on the rapidly approaching victory!

Hell, I thought those things would be a tad more slippery! Damn good thing we got the jump on 'em!

Attempting to reassess the fog of war, Beretta will once more recall the pylons on her borrowed suit and swing around the edge of the building to get a visual confirmation on team shintar.

Around the corner she winces at the embroiled skirmish between the ungrateful dead and the rest of her team -- not wanting a repeat of just hours ago, Beretta will hold her action.

OOC Comments
Notice 1d8+2 = 7 (5)

Actions: Beretta will hold her action until she sees an opportunity to close into melee range with the MW's

_________________
Beretta Le Rouge
GB stats: Pace 10 (swim 6); Parry 6; Toughness 30 (18); Bennies - 2
Wilk’s 227 Pulse Pistol; Range: 18/36/72; Damage: 2d6+1; RoF: 2; AP: 2; Shots: 22/24; Notes: Semi-Auto, 3RB, +1 to Shooting rolls.


Wed Jun 07, 2017 7:26 pm
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"Yaaa!" Deezy whooped, with one eye squinched shut as she sighted down the barrel of her massively-modified revolver and sent another ghostly blast of TK force downrange at the murderwraiths!

Yeah, it wasn't going to hurt them much, but it was kinda fun.

11 to hit, 4 damage (9 if 11 raises).

1d6+3 = 8 (5) or 1d6 = 6 (6) wild.

Explosion: 1d6 = 5 (5)

Damage 2d6 = 4 (2, 2).

Raise damage, just in case 11 raises. 1d6 = 5 (5)


Thu Jun 08, 2017 3:32 pm
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Notice 1d6 = 4 (4)
Wild dice 1d6 = 3 (3)

Conrad wheeled the ATV around as he spotted Tarin backing up from the explosion

"Tarin, get in, with all this lead and lasers flying around, you're best inside an armoured vehicle." He hollered, opening his door.


OOC Comments
don't forget your AP Deezy
Conrad is presuming TARIN is looking for better cover

_________________
http://savagerifts.com/viewtopic.php?f=29&t=82
Bennies 2

Size +2 to hit Conrad
Parry 5
Toughness 16(6)


Also Gargamel
http://savagerifts.com/viewtopic.php?f=42&t=344


Sat Jun 10, 2017 3:54 am
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Cradling his plasma grenade, Johnny bites back tears at the loss of Tarin's allies--the heralds that joined the fray against the foul undead monstrosities.

Realizing that getting a read on what's going on at the moment was next to impossible with the sky echoing with gunfire and boom gun, Johnny attempts to circle around to the front of the main building in preparation for the next phase of the raid.

OOC Comments
STEALTH: 1d4+2 = 4 (2)
1d6+2 = 5 (3)

BENNIE for Extra Effort: 1d6 = 5 (5)
Total is 10

_________________
OOC:
Character Sheet: viewtopic.php?f=29&t=146

TOTAL BENNIES: 1
Quarterly Card: Mechanical Malfunction
"A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work."


Power Points/PPE: 1 (of 10)

Schoolboy's "Greatest Covers":
* The Devil's Right Hand
* Purple Haze
* Amazing Grace

EP: 1
Played by: Martin Coulter


Sun Jun 11, 2017 3:52 pm
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Johnny watches as the boom gun just shreds all creatures in the area. His heart broken for their loss, but he knows there is no time to morn right now. He hustles around the corner ready for the next phase of the attack.

Tarin watched as his allies that he put his faith and his reputation into where obliterated along with the Murder Wraiths. Tarin wonders who could do this? Why would they do this?

Baretta is determined not to allow any of these juiced zombies to harm anyone on the team. She lets loose with a second round and is satisfied with the results. Nothing living or dead is still around. Baretta repositions herself and is hesitant this time. There are summoned heroes fighting with this squad of juicers. Knowing that they are their best hope, Baretta stands by.

Narona attempts to make it look like there are more yet to come. The Murder Wraiths don't appear to be fazed by it at all. The holy worriers team up on the murder wraiths. They are able to at least hit one of them, this causes the Murder Wraith to be taken back.

The Murder Wraiths on the right recovers from the hit quickly and swings swings on the holy warriors. The first wraith gets a solid hit, the impact fells the warrior.

The ATV clears the battle field and Conrad sees that Tarin is looking a bit on the green side. Bringing the ATV around, Conrad opens the doors and tells Tarin to get in.

The second wraith and misses his target.

The Murder Wraith inside the building charges Moira and swings wide.

With the Murder Wraith making a wide open target she takes this opportunity to use the building as a weapon. The ploy worked, the Murder Wraith crumples to the ground.

Dezzy is enjoying shooting into the fight, and she is pretty confidant this won't work. She was right, but there was always the chance of the enemies taking notice.

OOC Comments
Initative
Team Shanitar
norona: 10D
Left Murder Wraith: QS
Right Murder Wraith: 4C

Team Atlantis
Tarin: JS
Johnny: KH

Team Smite
Beretta: JD
Dezzy: = 9S
Conrad: AH

Inside
Moira: 6H
Murder Wraith: KD


Mon Jun 12, 2017 7:26 pm
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Moira decides to take advantage of the murder wraiths disorientation as it is pinned under some debris of the ceiling. Throwing caution to the wind she attacks with all her strength.

OOC Comments
Eldritch attack
Fighting roll (wild attack)
Skill 1d8+2 = 8 (6)
Wild die 1d6+2 = 3 (1)

Damage 23 total
1d12+7 = 8 (1) plus
3d6 = 14 (3, 6, 5)
Ace 1d6 = 1 (1)

_________________
Character sheet: viewtopic.php?f=7&t=355&p=5390#p5390

Magical knight of the Sidhe (pronounced she) court.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 31 (18) MDC

Bennies: 1

It's all about the Bagpipes and the Cellos...
Celtica: Beyond Avalon: https://www.youtube.com/watch?v=uN0e39ALWpU
2CELLOS - Thunderstruck: https://www.youtube.com/watch?v=uT3SBzmDxGk


Tue Jun 13, 2017 6:31 am
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Beretta's confidence wanes when it appears that Norona's celestial brood is at a stalemate with the goons -- hesitant to fire in such close proximity to her allies, she gets ready to pull the trigger at a moments notice. Chirping over the radio, Beretta makes sure there's nobody irreplaceable in her crosshairs. Extending the pylons she hunkers down.

Hey, Norona! Steer clear of these goons -- I think the only chance we got is another round! I won't fire till you give the word. Hustle your butts before these things spread out!


Hoping that her warning is sufficient, Beretta will hold her action until the shot is absolutely clear.

OOC Comments
Notice 1d8+2 = 3 (1)
Wild 1d6+2 = 4 (2)

Using her held action from last round, if that's kosher, Beretta will use this round to get a solid Aimed shot off on the group of murder wraiths and under no circumstances will fire on an allied Wild Card.

Shooting 1d8+2 = 6 (4)
1d6+2 = 4 (2)

Damage 4d12+6 = 44 (12, 8, 7, 11)
Ace 1d12 = 12 (12)
Ace 1d12 = 4 (4)
Total: 64 Damage (+4 frpm Deezy's smite!)

_________________
Beretta Le Rouge
GB stats: Pace 10 (swim 6); Parry 6; Toughness 30 (18); Bennies - 2
Wilk’s 227 Pulse Pistol; Range: 18/36/72; Damage: 2d6+1; RoF: 2; AP: 2; Shots: 22/24; Notes: Semi-Auto, 3RB, +1 to Shooting rolls.


Last edited by Beretta Le Rouge on Sun Jun 18, 2017 5:40 pm, edited 1 time in total.



Wed Jun 14, 2017 9:19 pm
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Notice 5
Notice: 1d8 = 4 (4)
Wild: 1d6 = 5 (5)


Seeing his warriors prove ineffective against the undead foes saddens Norona deeply. When one falters, he grimaces as if in pain. The darkness is strong on this world. With a slight wave he releases his summons, sending them instantly back to their home dimension. Hearing Beretta's message gives him hope, light comes in many forms

"We are clear, fire when ready."

Without much to do Norona opens fire on one of the Wraith's with his bow. It too seems to lack the punch necessary to harm these vile beings.

Shooting 5 Damage 9 AP 4
Shooting: 1d8 = 5 (5)
Wild: 1d6 = 3 (3)

Damage: 2d6+2 = 9 (2, 5) AP 4

_________________
Norona, Wilderness Scout
Armored Stats: Pace: 11, Toughness 10 (4)
PPE: 5/20

Bennies: 3
Character Sheet
Character Sheet

Player Name: John
Google Handle: venatus.vinco@gmail.com
Norona
Rank: Seasoned Experience: 28 Advances Left: 0
Race: M’adukar (Shaintar Half-Elf)
Iconic Framework: MARS - Wilderness Scout
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8
Charisma: +2; Pace: 8; Parry: 6; Toughness: 6 ; Strain: 0

Skills:
  • Notice d8
  • Survival d8+2
  • Tracking d8+2
  • Piloting d8
  • Spellcasting d8
  • Shooting d8
  • Fighting d6
  • Knowledge (Arcana) d8+2
  • Knowledge (Dragonese) d8+2
  • Stealth d6+2

Racial Abilities
  • Enemy (Racial): All creatures of Flame and Darkness will attack the character first if given the opportunity.
  • Weakness (Racial): Vulnerable to Black Iron and Blood Steel. Take +2 damage from these.
  • Outsider (Racial): As a d-bee he is considered odd in some human communities.
  • Lithe (Racial): Starting Agility of d6.
  • Low Light Vision (Racial): Ignore attack penalties for Dim and Dark lighting.
  • Nimble (Racial): +1 Parry.
  • Free Edge (Racial): AB Magic, 3 powers, 10 PPE
  • Free Skill (Racial): Spellcasting d6

Hindrances
  • Heroic (Major): Always helps those in need.
  • Vow (Minor): Respect for all creation, only kills when necessary
  • Quirk (Minor): A vegetarian, out of respect for animals

Edges
  • Woodsman (MARS): +2 tracking, survival, stealth
  • Fleet Footed (MARS): +2 pace, d10 running
  • Connections: Call upon powerful friends in the Psi-Stalker Tribes
  • Connections: Call upon powerful friends in the Free State of Lazlo
  • Charismatic (Fortune & Glory): +2 Charisma
  • I Know A Guy (Fortune & Glory): Create a Connection once a session
  • Rich (Fortune & Glory): 5,000 credits, two rolls on equipment tables
  • Danger Sense (Hero’s Journey): Notice at –2 to detect surprise attacks/danger
  • Scholar (Hindrances): +2 to two knowledge skills of d8
  • Beast Master (Hindrances): Animals like your hero and won’t attack him unless they are attacked or upset. Also gains an animal companion.

Powers

  • Shape Change (Shape Change)
    Rank: Special
    P.P.E.: Special
    Range: Self
    Duration: 1 minute (1/minute)
    Trappings: The celtic tattoo of a fox, the shapeshifter, glows red when this power is activated and the hero calls on the power of Targon, Lord of the Land, bringing forth the raw power of nature. For +1 ppt the hero gains +1 toughness. On a raise increase vigor by 1 die type

  • Spirit Help (Summon Ally)
    Rank: Novice
    P.P.E.:3+
    Range: Smarts
    Duration: 3 (1/round)
    Trappings: The celtic unity knot tattoo glows blue when this power is activated, on a raise the tattoo glows brightly for the duration, creating light in a Small Burst Template centered on the hero.

  • Creator's Voice (Beast Friend)
    Rank: Novice
    P.P.E.: Special
    Range: Smarts x 100 yards
    Duration: 10 minutes
    Trappings: The celtic unity knot tattoo glows green when this power is activated and the character speaks to animals in their own voice.

  • Ascended Vision (Farsight)
    Rank: Seasoned
    Power Points: 3
    Range: Touch
    Duration: 3 (1/round)
    Trappings: The eye at the centre of this tattoo glows blue when this power is activated, on a raise the tattoo glows brightly for the duration, creating light in a Small Burst Template centered on the hero.

  • Creator's Hand (Elemental Manipulation)
    Rank: Novice
    Power Points: 1
    Range: Smarts x 2
    Duration: 3 (1/round)
    Trappings: Celtic five fold knot tattoo, glows depending on element being manipulated air (white), fire (red), wind (blue), earth (orange) and and the hero calls forth the power of Targon, Lord of the Land, bringing forth the raw power of nature. For +1 ppt the hero gains +1 toughness. On a raise increase vigor by 1 die type.

  • Targon's Blessing (Environmental Protection)
    Rank: Novice
    Power Points: 2
    Range: Touch
    Duration: 1 hour (1/hour)
    Trappings: Celtic five fold knot tattoo glows with each ring glowing a different color: air (white), fire (red), wind (blue), earth (orange) and the hero calls forth the power of Targon, Lord of the Land, bringing forth the raw power of nature. For +1 ppt the hero gains +1 toughness. On a raise increase vigor by 1 die type.

  • P.P.E. 20


Sat Jun 17, 2017 6:20 am
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Deezy sighs as the 'bullet' of magical force impacts harmlessly on the undead juicer's body.

"I need a bigger gun," she complains.

Then she hunkers down and shields her ears when the summoned servants are dismissed, anticipating the boom.


Sat Jun 17, 2017 7:04 am
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Tarin hesitates for a moment staring into the open porthole of the ATV. He appears shellshocked, and tired. His knuckles are white as he grips his flaming sword. An awkward second passes that seems like an eternity amidst the pounding of battle, and then he dismisses the blade. The last remnants of any PPE he might contribute to the fight, and he climbs into the ATV.

_________________

Tarin Vinders
True Atlantean Shifter
Bennies: 3
PPE: 14/15



Sat Jun 17, 2017 7:35 am
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notice 1d6 = 2 (2)
wild dice 1d6 = 3 (3)


As Tarin climbed inside, Conrad recognised the signs on Tarin, having seen them before in the war. Considering Tarin had only just left the war, everything must be getting to him.

damn, see if Beretta can help him out with her medical training or I'm going to be spending a lot of time talking to him to get him past the war. Not sure I'm ready for that.


"Lets get away from Berreta chummers, don't know about you but i have no desire to be deafened." he said over the radio to everyone.

He backed the ATV up away from the Glitter Boy to get some distance.

_________________
http://savagerifts.com/viewtopic.php?f=29&t=82
Bennies 2

Size +2 to hit Conrad
Parry 5
Toughness 16(6)


Also Gargamel
http://savagerifts.com/viewtopic.php?f=42&t=344


Sat Jun 17, 2017 9:10 am
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KH

Near the front of the building, Johnny cautiously makes his way to get a read on what's going on inside by peeking through any windows or by listening by the door.

OOC Comments
NOTICE: 1d6 = 5 (5) WILD DIE 1d6 = 2 (2)

Result: 5

_________________
OOC:
Character Sheet: viewtopic.php?f=29&t=146

TOTAL BENNIES: 1
Quarterly Card: Mechanical Malfunction
"A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work."


Power Points/PPE: 1 (of 10)

Schoolboy's "Greatest Covers":
* The Devil's Right Hand
* Purple Haze
* Amazing Grace

EP: 1
Played by: Martin Coulter


Sun Jun 18, 2017 4:58 pm
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Conrad sees that Baretta is in a good posistion to finish off the wraiths and decides to put some distance between her and him.

Moira's dance partner recovers from the roof falling on top of him. Not too many things can handle the ceiling being brought down. The Murder Wraith swings onto Moira and gets a solid hit and has a smile on his face. When the weapon has no effect on Moira the smile turns into anger.

The Murder Wraith on the Left swings onto the summoned hero. With a skilled hand and a little bit of luck, he is able to make contact. The wraith is putting his strength into the attack, but warrior is able to shrug it off. Good will prevail in this fight.

Tarin sits in the ATV tired and exhausted.

Seeing the functional glitter boy bringing her gun around, everyone gives her a wide space to do her job. As all of the holy warriors fall back to safety, The Murder Wraiths take advantage of the retreat and swings onto them. However, the maneuverability of these mystical creatures caused them to overextend.

Barretta sees the opening and takes the shot. The shot lands exactly where she wanted it to land. All that remains of the Murder Wraiths are the destroyed and mangled harnesses they wore.

Johnny is surprised to see the inside of the building. Bodies of Murder Wraiths inside, and there is a man with muscles that any professional body builder would be jealous of and wearing a skirt, pulling his fist out of the chest of another murder wraith and the ceiling has caved in. Moira pulls her hand out of the chest of the murder wraith and looks around when she sees someone at the doors with a shocked expression. Johnny can see at this point that the muscle bound man is an enormous muscle bound woman.

*Everyone is out of combat, all opponents are dead.*


Sun Jun 25, 2017 4:11 pm
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The large pale skinned, blue haired and lipped woman looks at John and smiles.

"Good day lad. What a mess these gooie wanka's make when you give 'em a good punch"

Moira looks down at her dress and lets out a feminine sigh.

"They really did a number feckin' up me dress" Looks down at the defeated murder wraith. "Got what you deserved yee nasty undead dress wrecker."

_________________
Character sheet: viewtopic.php?f=7&t=355&p=5390#p5390

Magical knight of the Sidhe (pronounced she) court.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 31 (18) MDC

Bennies: 1

It's all about the Bagpipes and the Cellos...
Celtica: Beyond Avalon: https://www.youtube.com/watch?v=uN0e39ALWpU
2CELLOS - Thunderstruck: https://www.youtube.com/watch?v=uT3SBzmDxGk


Last edited by Moira O'Dugan on Mon Jun 26, 2017 4:25 am, edited 1 time in total.



Sun Jun 25, 2017 10:10 pm
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The echo of the boom gun still rings slightly in Norona's ears as it wipes the remaining wraiths off the map. May their restless souls find eternal rest, and may whoever did this be cast into the void. Turning his attention to the task at hand the elf looks to the building that Johnny already entered from one side. The original plan was to have each team go through a different door. Maybe it would be better to move as a group. Regardless, it was time to go inside where the Glitterboy will be of little use.

"Our team was supposed to go to the basement entrance...is that still the plan?"

If it is Norona signals to Aydern to move up to the basement door and cover him while he investigates. Taking Zoffa with him, Norona lets the wolf sniff the door for trouble as well.

If he sees nothing amiss, he'll draw his vibro-sword, not that it will be much good against the wraiths, and try to open it.

Investigate Door:
Notice
Notice: 1d8 = 2 (2) (Norona)
Wild: 1d6 = 2 (2)

Benny to reroll
Notice: 1d8 = 2 (2) (Norona)
Wild: 1d6 = 1 (1)

Well frak.

Zoffa
Notice: 1d6 = 4 (4)

_________________
Norona, Wilderness Scout
Armored Stats: Pace: 11, Toughness 10 (4)
PPE: 5/20

Bennies: 3
Character Sheet
Character Sheet

Player Name: John
Google Handle: venatus.vinco@gmail.com
Norona
Rank: Seasoned Experience: 28 Advances Left: 0
Race: M’adukar (Shaintar Half-Elf)
Iconic Framework: MARS - Wilderness Scout
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8
Charisma: +2; Pace: 8; Parry: 6; Toughness: 6 ; Strain: 0

Skills:
  • Notice d8
  • Survival d8+2
  • Tracking d8+2
  • Piloting d8
  • Spellcasting d8
  • Shooting d8
  • Fighting d6
  • Knowledge (Arcana) d8+2
  • Knowledge (Dragonese) d8+2
  • Stealth d6+2

Racial Abilities
  • Enemy (Racial): All creatures of Flame and Darkness will attack the character first if given the opportunity.
  • Weakness (Racial): Vulnerable to Black Iron and Blood Steel. Take +2 damage from these.
  • Outsider (Racial): As a d-bee he is considered odd in some human communities.
  • Lithe (Racial): Starting Agility of d6.
  • Low Light Vision (Racial): Ignore attack penalties for Dim and Dark lighting.
  • Nimble (Racial): +1 Parry.
  • Free Edge (Racial): AB Magic, 3 powers, 10 PPE
  • Free Skill (Racial): Spellcasting d6

Hindrances
  • Heroic (Major): Always helps those in need.
  • Vow (Minor): Respect for all creation, only kills when necessary
  • Quirk (Minor): A vegetarian, out of respect for animals

Edges
  • Woodsman (MARS): +2 tracking, survival, stealth
  • Fleet Footed (MARS): +2 pace, d10 running
  • Connections: Call upon powerful friends in the Psi-Stalker Tribes
  • Connections: Call upon powerful friends in the Free State of Lazlo
  • Charismatic (Fortune & Glory): +2 Charisma
  • I Know A Guy (Fortune & Glory): Create a Connection once a session
  • Rich (Fortune & Glory): 5,000 credits, two rolls on equipment tables
  • Danger Sense (Hero’s Journey): Notice at –2 to detect surprise attacks/danger
  • Scholar (Hindrances): +2 to two knowledge skills of d8
  • Beast Master (Hindrances): Animals like your hero and won’t attack him unless they are attacked or upset. Also gains an animal companion.

Powers

  • Shape Change (Shape Change)
    Rank: Special
    P.P.E.: Special
    Range: Self
    Duration: 1 minute (1/minute)
    Trappings: The celtic tattoo of a fox, the shapeshifter, glows red when this power is activated and the hero calls on the power of Targon, Lord of the Land, bringing forth the raw power of nature. For +1 ppt the hero gains +1 toughness. On a raise increase vigor by 1 die type

  • Spirit Help (Summon Ally)
    Rank: Novice
    P.P.E.:3+
    Range: Smarts
    Duration: 3 (1/round)
    Trappings: The celtic unity knot tattoo glows blue when this power is activated, on a raise the tattoo glows brightly for the duration, creating light in a Small Burst Template centered on the hero.

  • Creator's Voice (Beast Friend)
    Rank: Novice
    P.P.E.: Special
    Range: Smarts x 100 yards
    Duration: 10 minutes
    Trappings: The celtic unity knot tattoo glows green when this power is activated and the character speaks to animals in their own voice.

  • Ascended Vision (Farsight)
    Rank: Seasoned
    Power Points: 3
    Range: Touch
    Duration: 3 (1/round)
    Trappings: The eye at the centre of this tattoo glows blue when this power is activated, on a raise the tattoo glows brightly for the duration, creating light in a Small Burst Template centered on the hero.

  • Creator's Hand (Elemental Manipulation)
    Rank: Novice
    Power Points: 1
    Range: Smarts x 2
    Duration: 3 (1/round)
    Trappings: Celtic five fold knot tattoo, glows depending on element being manipulated air (white), fire (red), wind (blue), earth (orange) and and the hero calls forth the power of Targon, Lord of the Land, bringing forth the raw power of nature. For +1 ppt the hero gains +1 toughness. On a raise increase vigor by 1 die type.

  • Targon's Blessing (Environmental Protection)
    Rank: Novice
    Power Points: 2
    Range: Touch
    Duration: 1 hour (1/hour)
    Trappings: Celtic five fold knot tattoo glows with each ring glowing a different color: air (white), fire (red), wind (blue), earth (orange) and the hero calls forth the power of Targon, Lord of the Land, bringing forth the raw power of nature. For +1 ppt the hero gains +1 toughness. On a raise increase vigor by 1 die type.

  • P.P.E. 20


Mon Jun 26, 2017 3:12 am
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Moira looks at Johny's expression and smiles walking towards the towns folk that she has been protecting and addresses them giving one of them an embrace.

"Is every body hear all right?" After a few exchanges of words Moira nods and speaks again. "Yee might wanna go find a place to lay low. I'ma gonna' check 'an see if'n any more of these charming lads are around" Moira says to the people as she points at the murder wraith.

_________________
Character sheet: viewtopic.php?f=7&t=355&p=5390#p5390

Magical knight of the Sidhe (pronounced she) court.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 31 (18) MDC

Bennies: 1

It's all about the Bagpipes and the Cellos...
Celtica: Beyond Avalon: https://www.youtube.com/watch?v=uN0e39ALWpU
2CELLOS - Thunderstruck: https://www.youtube.com/watch?v=uT3SBzmDxGk


Mon Jun 26, 2017 4:36 am
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Notice 1d6 = 2 (2)
wild dice 1d6 = 4 (4)

“Whoop, they are all down. Good shooting Berretta,” he called over the comlink

He turned to look at Tarin

“I’ve seen that look before chummer. In fact, I’ve had it myself in the past when Tolkeen fell. For me, it was months ago, but you have literally just stepped out of a warzone into another one and you are feeling overwhelmed.”

Conrad fixed him with a stare, drawing him to look back at the large Grackletooth.

“If you are the sort of person I take you to be Chummer, then you know that there are people in danger here and they need our help. We couldn’t save everyone at Tolkeen but we can damn well do our best to save the people here. Now pull yourself together soldier and get ready for a fight.”

He wheeled the ATV around to the front of the town hall, before clambering out, Plasma Ejector in hand and stood on the other side of the entrance to Johnny. He looks back to check if Tarin has decided to follow him.

“What have we got in there Chummer?” he asked the Glitterboy pilot

_________________
http://savagerifts.com/viewtopic.php?f=29&t=82
Bennies 2

Size +2 to hit Conrad
Parry 5
Toughness 16(6)


Also Gargamel
http://savagerifts.com/viewtopic.php?f=42&t=344


Wed Jun 28, 2017 4:51 am
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Moira turns away from the towns folk still smiling.

"Well isn' this a splendid surprise. It's been a good while since I have seen one of the lizard folk." Moira does a dainty courtesy as is the tradition of her realm. "Top 'oh the morning to you lad."

_________________
Character sheet: viewtopic.php?f=7&t=355&p=5390#p5390

Magical knight of the Sidhe (pronounced she) court.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 31 (18) MDC

Bennies: 1

It's all about the Bagpipes and the Cellos...
Celtica: Beyond Avalon: https://www.youtube.com/watch?v=uN0e39ALWpU
2CELLOS - Thunderstruck: https://www.youtube.com/watch?v=uT3SBzmDxGk


Wed Jun 28, 2017 9:33 am
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Rolls carried

Conrad blinked as Moira said hello. It was rare to meet somebody who was as big as him who wasn't also a cyborg.

"Hello Chummer, such politeness in the midst of such carnage. Did you do all this?" he looked around at the damage he could see through the hole in the wall.

_________________
http://savagerifts.com/viewtopic.php?f=29&t=82
Bennies 2

Size +2 to hit Conrad
Parry 5
Toughness 16(6)


Also Gargamel
http://savagerifts.com/viewtopic.php?f=42&t=344


Wed Jun 28, 2017 11:41 am
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Deezy disembarks from the ATV when Conrad does and follows him into the house.

On seeing Moira there, her eyes widen and she says, "Daaaaaaaaaaang," in a long, drawn out word.

"Sure glad you avoided those blasts, lady! We didn't even know you were in here!"


Wed Jun 28, 2017 11:52 am
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Moira looks at Conrad

"Aye laddy, they ruined me feck'n dress. It's hard to find a good tailor fer me cloths." Moira says a little perturbed but still smiling a good natured smiled.

Moira's smile brightens at the young lady who enters after Conrad. "Actually one of'ya shots hit me back... Moira says turning and pointing over her should at the hole in the back of her top ...of which I am thankful though. Yee weakened the chains they had binding enough that I was able to break free an give these gooy wankers their dues." Moira says with a little giggle.

_________________
Character sheet: viewtopic.php?f=7&t=355&p=5390#p5390

Magical knight of the Sidhe (pronounced she) court.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 31 (18) MDC

Bennies: 1

It's all about the Bagpipes and the Cellos...
Celtica: Beyond Avalon: https://www.youtube.com/watch?v=uN0e39ALWpU
2CELLOS - Thunderstruck: https://www.youtube.com/watch?v=uT3SBzmDxGk


Wed Jun 28, 2017 1:13 pm
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Conrad looked a bit confused and embarresed.

"sorry, i was the one on the rail gun, but you say you took a burst and were fine? That makes you one tough cookie chummer."

And definitely not human Conrad mused.

"Is there anybody else in there?"


Thu Jun 29, 2017 12:35 am
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Moira nods and smiles brightly.

"Aye me mother was but a wee lass of Inismore but me father was one of the troll clan knights of the Sidhe court." with that Moira flexes. "Tis where I got some of me abilities, not to mention me blue hair, lips 'an eyes"

Steps aside and points a thumb behind her and a few people can be seen looking out the Moira sized hole in the wall to check if it's safe.

"I was passed out in the pub when they grabbed everyone. When I came to I was bound in chains an these nasty dead but still walking guys were talking about killing everyone. I swear, why did they hav to be so cleashe'. In my time I hav met plenty of undead types that weren't all that bad. They were of course a wee stinky but good people none the same. One should judge others based off action more than what they are."

_________________
Character sheet: viewtopic.php?f=7&t=355&p=5390#p5390

Magical knight of the Sidhe (pronounced she) court.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 31 (18) MDC

Bennies: 1

It's all about the Bagpipes and the Cellos...
Celtica: Beyond Avalon: https://www.youtube.com/watch?v=uN0e39ALWpU
2CELLOS - Thunderstruck: https://www.youtube.com/watch?v=uT3SBzmDxGk


Thu Jun 29, 2017 3:29 am
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“Deezy, have you got any power left in that gadget to power up this?” he held up his plasma ejector, “that lack of environmental armour that they wear means this would be very good for getting past them.”

And mean that I can keep you behind me where it is safe.

"Yeah, one of our companions was some form of undead, but we're not sure what happened to him. What's a sidhe?"


Conrad gestured to the people peering through the wall.

"All the invaders are dealt with out here Chummer. Get in the ATV for safety. Anybody else still need dealing with in there?"

_________________
http://savagerifts.com/viewtopic.php?f=29&t=82
Bennies 2

Size +2 to hit Conrad
Parry 5
Toughness 16(6)


Also Gargamel
http://savagerifts.com/viewtopic.php?f=42&t=344


Fri Jun 30, 2017 11:25 am
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Moira smiles "The Sidhe are the beings from the realm of Bryn Bresail that visit Avalon every now and then. During one of those visits is when me father met me mother. These beings look like many of the creatures of legend. Elves, gnomes, goblins, trolls, an' other such things."

Moira shrugs her large shoulders.

"I dealt with three of them I think but I haven't checked all the rooms yet"

_________________
Character sheet: viewtopic.php?f=7&t=355&p=5390#p5390

Magical knight of the Sidhe (pronounced she) court.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 31 (18) MDC

Bennies: 1

It's all about the Bagpipes and the Cellos...
Celtica: Beyond Avalon: https://www.youtube.com/watch?v=uN0e39ALWpU
2CELLOS - Thunderstruck: https://www.youtube.com/watch?v=uT3SBzmDxGk


Fri Jun 30, 2017 6:59 pm
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Deezy shook her head. "Between flying across the river and boosting the Glitter Boy twice and shooting this guy a few times..." She hefted her Omniblaster and shook her head. "...I'm gonna need some time before I can do more than reload my pistol. Hoo!"

She grinned. "This fight's really tuckered me out!"


Sat Jul 01, 2017 10:37 am
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Deezy Klatta wrote:
"This fight's really tuckered me out!"


Moira smirks.

"I can understand why lass. It sounded like a Montaigne invasion out side with all the explosions 'an such. The building was rattling but good."

_________________
Character sheet: viewtopic.php?f=7&t=355&p=5390#p5390

Magical knight of the Sidhe (pronounced she) court.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 31 (18) MDC

Bennies: 1

It's all about the Bagpipes and the Cellos...
Celtica: Beyond Avalon: https://www.youtube.com/watch?v=uN0e39ALWpU
2CELLOS - Thunderstruck: https://www.youtube.com/watch?v=uT3SBzmDxGk


Sat Jul 01, 2017 11:36 am
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Roll carried

“Norona, three more Wraiths have been dealt with inside. As we don’t seem to be able to hurt them too much, it would probably be best if we reformed the team chummer unless you think that you can get inside and still hidden without anybody finding you. We have civilians whom we are evacuating and have found a new ally, who seems to be able to hurt them with just her fists.”

OOC Comments
finally responding to Norona

_________________
http://savagerifts.com/viewtopic.php?f=29&t=82
Bennies 2

Size +2 to hit Conrad
Parry 5
Toughness 16(6)


Also Gargamel
http://savagerifts.com/viewtopic.php?f=42&t=344


Mon Jul 03, 2017 10:37 am
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With a bright smile and thumbs up Moira winks at the trio before her.

_________________
Character sheet: viewtopic.php?f=7&t=355&p=5390#p5390

Magical knight of the Sidhe (pronounced she) court.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 31 (18) MDC

Bennies: 1

It's all about the Bagpipes and the Cellos...
Celtica: Beyond Avalon: https://www.youtube.com/watch?v=uN0e39ALWpU
2CELLOS - Thunderstruck: https://www.youtube.com/watch?v=uT3SBzmDxGk


Mon Jul 03, 2017 4:34 pm
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Conrad wrote:
“Norona, three more Wraiths have been dealt with inside. As we don’t seem to be able to hurt them too much, it would probably be best if we reformed the team chummer unless you think that you can get inside and still hidden without anybody finding you. We have civilians whom we are evacuating and have found a new ally, who seems to be able to hurt them with just her fists.”


Hearing a radio reply Norona raises a curious eyebrow at the mention of someone who can hurt the creatures with their bare hands, No doubt a mystical creature, but one of light I hope. Keying the radio back up Norona tries to devise a plan.

"Very well, I will move to your position. Then I suggest we sweep and clear the building ending in the basement. It was well guarded."

Not wanting to leave the door unguarded Norona looks to Aderyn and Zoffa, "Be ready here. If we flush them out they may come your way."

With some semblence of rear security in place the half-elf heads into the main building, dropping his goggles to his face and activating them when he enters so he can get a look at this new ally.

Goggles
Activating Goggles (-2 PPE from internal reserve): +2 Tracking, Offsets 2 points of Shooting penalties
Activating greater detect arcana on Moira (-4 PPE from interal reserve)
Spellcasting 1d8 = 7 (7)
Wild:: 1d6 = 2 (2)
4/10 P.P.E. in device reserve

_________________
Norona, Wilderness Scout
Armored Stats: Pace: 11, Toughness 10 (4)
PPE: 5/20

Bennies: 3
Character Sheet
Character Sheet

Player Name: John
Google Handle: venatus.vinco@gmail.com
Norona
Rank: Seasoned Experience: 28 Advances Left: 0
Race: M’adukar (Shaintar Half-Elf)
Iconic Framework: MARS - Wilderness Scout
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8
Charisma: +2; Pace: 8; Parry: 6; Toughness: 6 ; Strain: 0

Skills:
  • Notice d8
  • Survival d8+2
  • Tracking d8+2
  • Piloting d8
  • Spellcasting d8
  • Shooting d8
  • Fighting d6
  • Knowledge (Arcana) d8+2
  • Knowledge (Dragonese) d8+2
  • Stealth d6+2

Racial Abilities
  • Enemy (Racial): All creatures of Flame and Darkness will attack the character first if given the opportunity.
  • Weakness (Racial): Vulnerable to Black Iron and Blood Steel. Take +2 damage from these.
  • Outsider (Racial): As a d-bee he is considered odd in some human communities.
  • Lithe (Racial): Starting Agility of d6.
  • Low Light Vision (Racial): Ignore attack penalties for Dim and Dark lighting.
  • Nimble (Racial): +1 Parry.
  • Free Edge (Racial): AB Magic, 3 powers, 10 PPE
  • Free Skill (Racial): Spellcasting d6

Hindrances
  • Heroic (Major): Always helps those in need.
  • Vow (Minor): Respect for all creation, only kills when necessary
  • Quirk (Minor): A vegetarian, out of respect for animals

Edges
  • Woodsman (MARS): +2 tracking, survival, stealth
  • Fleet Footed (MARS): +2 pace, d10 running
  • Connections: Call upon powerful friends in the Psi-Stalker Tribes
  • Connections: Call upon powerful friends in the Free State of Lazlo
  • Charismatic (Fortune & Glory): +2 Charisma
  • I Know A Guy (Fortune & Glory): Create a Connection once a session
  • Rich (Fortune & Glory): 5,000 credits, two rolls on equipment tables
  • Danger Sense (Hero’s Journey): Notice at –2 to detect surprise attacks/danger
  • Scholar (Hindrances): +2 to two knowledge skills of d8
  • Beast Master (Hindrances): Animals like your hero and won’t attack him unless they are attacked or upset. Also gains an animal companion.

Powers

  • Shape Change (Shape Change)
    Rank: Special
    P.P.E.: Special
    Range: Self
    Duration: 1 minute (1/minute)
    Trappings: The celtic tattoo of a fox, the shapeshifter, glows red when this power is activated and the hero calls on the power of Targon, Lord of the Land, bringing forth the raw power of nature. For +1 ppt the hero gains +1 toughness. On a raise increase vigor by 1 die type

  • Spirit Help (Summon Ally)
    Rank: Novice
    P.P.E.:3+
    Range: Smarts
    Duration: 3 (1/round)
    Trappings: The celtic unity knot tattoo glows blue when this power is activated, on a raise the tattoo glows brightly for the duration, creating light in a Small Burst Template centered on the hero.

  • Creator's Voice (Beast Friend)
    Rank: Novice
    P.P.E.: Special
    Range: Smarts x 100 yards
    Duration: 10 minutes
    Trappings: The celtic unity knot tattoo glows green when this power is activated and the character speaks to animals in their own voice.

  • Ascended Vision (Farsight)
    Rank: Seasoned
    Power Points: 3
    Range: Touch
    Duration: 3 (1/round)
    Trappings: The eye at the centre of this tattoo glows blue when this power is activated, on a raise the tattoo glows brightly for the duration, creating light in a Small Burst Template centered on the hero.

  • Creator's Hand (Elemental Manipulation)
    Rank: Novice
    Power Points: 1
    Range: Smarts x 2
    Duration: 3 (1/round)
    Trappings: Celtic five fold knot tattoo, glows depending on element being manipulated air (white), fire (red), wind (blue), earth (orange) and and the hero calls forth the power of Targon, Lord of the Land, bringing forth the raw power of nature. For +1 ppt the hero gains +1 toughness. On a raise increase vigor by 1 die type.

  • Targon's Blessing (Environmental Protection)
    Rank: Novice
    Power Points: 2
    Range: Touch
    Duration: 1 hour (1/hour)
    Trappings: Celtic five fold knot tattoo glows with each ring glowing a different color: air (white), fire (red), wind (blue), earth (orange) and the hero calls forth the power of Targon, Lord of the Land, bringing forth the raw power of nature. For +1 ppt the hero gains +1 toughness. On a raise increase vigor by 1 die type.

  • P.P.E. 20


Mon Jul 03, 2017 5:25 pm
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As Norona walks in Moira blinks a few times and smiles.

"Top of the day to yah lad"

With the spell active, Norona can see that a very alien magical aura is tied to every aspect of Moira's existence. It looks very chaotic in nature as the spell actually seems to bend reality. The Greater Gesa is actually a permanent protection spell that greatly increases the durability of the target.

It's also obvious that Moira has a blessing bestowed upon her being with the same kind of energy as the Gesa. It could have only been cast through some kind of intense ritual. And that is just the magical enhancements.

Moira's physique is actually far beyond a normal mortal's in durability and strength due to her trollish heritage.

_________________
Character sheet: viewtopic.php?f=7&t=355&p=5390#p5390

Magical knight of the Sidhe (pronounced she) court.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 31 (18) MDC

Bennies: 1

It's all about the Bagpipes and the Cellos...
Celtica: Beyond Avalon: https://www.youtube.com/watch?v=uN0e39ALWpU
2CELLOS - Thunderstruck: https://www.youtube.com/watch?v=uT3SBzmDxGk


Mon Jul 03, 2017 7:08 pm
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Posts: 75
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Moira O'Dugan wrote:
"Top of the day to yah lad"


"Greetings," Norona replies with a friendly wave. His goggles providing an interesting look into her enchantments. She has been marked by some powerful spirits, and not for ill.

Looking to the rest of the group he smiles wearily, "Let us bring this to a conclusion. Sweep the building and root out the source of this rot."

_________________
Norona, Wilderness Scout
Armored Stats: Pace: 11, Toughness 10 (4)
PPE: 5/20

Bennies: 3
Character Sheet
Character Sheet

Player Name: John
Google Handle: venatus.vinco@gmail.com
Norona
Rank: Seasoned Experience: 28 Advances Left: 0
Race: M’adukar (Shaintar Half-Elf)
Iconic Framework: MARS - Wilderness Scout
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8
Charisma: +2; Pace: 8; Parry: 6; Toughness: 6 ; Strain: 0

Skills:
  • Notice d8
  • Survival d8+2
  • Tracking d8+2
  • Piloting d8
  • Spellcasting d8
  • Shooting d8
  • Fighting d6
  • Knowledge (Arcana) d8+2
  • Knowledge (Dragonese) d8+2
  • Stealth d6+2

Racial Abilities
  • Enemy (Racial): All creatures of Flame and Darkness will attack the character first if given the opportunity.
  • Weakness (Racial): Vulnerable to Black Iron and Blood Steel. Take +2 damage from these.
  • Outsider (Racial): As a d-bee he is considered odd in some human communities.
  • Lithe (Racial): Starting Agility of d6.
  • Low Light Vision (Racial): Ignore attack penalties for Dim and Dark lighting.
  • Nimble (Racial): +1 Parry.
  • Free Edge (Racial): AB Magic, 3 powers, 10 PPE
  • Free Skill (Racial): Spellcasting d6

Hindrances
  • Heroic (Major): Always helps those in need.
  • Vow (Minor): Respect for all creation, only kills when necessary
  • Quirk (Minor): A vegetarian, out of respect for animals

Edges
  • Woodsman (MARS): +2 tracking, survival, stealth
  • Fleet Footed (MARS): +2 pace, d10 running
  • Connections: Call upon powerful friends in the Psi-Stalker Tribes
  • Connections: Call upon powerful friends in the Free State of Lazlo
  • Charismatic (Fortune & Glory): +2 Charisma
  • I Know A Guy (Fortune & Glory): Create a Connection once a session
  • Rich (Fortune & Glory): 5,000 credits, two rolls on equipment tables
  • Danger Sense (Hero’s Journey): Notice at –2 to detect surprise attacks/danger
  • Scholar (Hindrances): +2 to two knowledge skills of d8
  • Beast Master (Hindrances): Animals like your hero and won’t attack him unless they are attacked or upset. Also gains an animal companion.

Powers

  • Shape Change (Shape Change)
    Rank: Special
    P.P.E.: Special
    Range: Self
    Duration: 1 minute (1/minute)
    Trappings: The celtic tattoo of a fox, the shapeshifter, glows red when this power is activated and the hero calls on the power of Targon, Lord of the Land, bringing forth the raw power of nature. For +1 ppt the hero gains +1 toughness. On a raise increase vigor by 1 die type

  • Spirit Help (Summon Ally)
    Rank: Novice
    P.P.E.:3+
    Range: Smarts
    Duration: 3 (1/round)
    Trappings: The celtic unity knot tattoo glows blue when this power is activated, on a raise the tattoo glows brightly for the duration, creating light in a Small Burst Template centered on the hero.

  • Creator's Voice (Beast Friend)
    Rank: Novice
    P.P.E.: Special
    Range: Smarts x 100 yards
    Duration: 10 minutes
    Trappings: The celtic unity knot tattoo glows green when this power is activated and the character speaks to animals in their own voice.

  • Ascended Vision (Farsight)
    Rank: Seasoned
    Power Points: 3
    Range: Touch
    Duration: 3 (1/round)
    Trappings: The eye at the centre of this tattoo glows blue when this power is activated, on a raise the tattoo glows brightly for the duration, creating light in a Small Burst Template centered on the hero.

  • Creator's Hand (Elemental Manipulation)
    Rank: Novice
    Power Points: 1
    Range: Smarts x 2
    Duration: 3 (1/round)
    Trappings: Celtic five fold knot tattoo, glows depending on element being manipulated air (white), fire (red), wind (blue), earth (orange) and and the hero calls forth the power of Targon, Lord of the Land, bringing forth the raw power of nature. For +1 ppt the hero gains +1 toughness. On a raise increase vigor by 1 die type.

  • Targon's Blessing (Environmental Protection)
    Rank: Novice
    Power Points: 2
    Range: Touch
    Duration: 1 hour (1/hour)
    Trappings: Celtic five fold knot tattoo glows with each ring glowing a different color: air (white), fire (red), wind (blue), earth (orange) and the hero calls forth the power of Targon, Lord of the Land, bringing forth the raw power of nature. For +1 ppt the hero gains +1 toughness. On a raise increase vigor by 1 die type.

  • P.P.E. 20


Tue Jul 04, 2017 3:57 am
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Joined: Mon Mar 27, 2017 8:39 pm
Posts: 82
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"Aye that sounds like a plan. Not sure where to start but ifn' we all stick together yee can point at what needs punched fer me"

_________________
Character sheet: viewtopic.php?f=7&t=355&p=5390#p5390

Magical knight of the Sidhe (pronounced she) court.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 31 (18) MDC

Bennies: 1

It's all about the Bagpipes and the Cellos...
Celtica: Beyond Avalon: https://www.youtube.com/watch?v=uN0e39ALWpU
2CELLOS - Thunderstruck: https://www.youtube.com/watch?v=uT3SBzmDxGk


Tue Jul 04, 2017 7:12 am
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Joined: Thu Nov 24, 2016 12:01 am
Posts: 256
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Rolls carried

"If they are in the basement, then perhaps we should leave a guard to prevent them escaping from the route they were guarding while the rest of us sweep the building?" Conrad balanced the barrel of the plasma ejector over his shoulder, waiting for the rest of the team and kept an eye on Tarin who was still sat in his ATV. He continued motioning to the other people to get in the ATV for safety.

_________________
http://savagerifts.com/viewtopic.php?f=29&t=82
Bennies 2

Size +2 to hit Conrad
Parry 5
Toughness 16(6)


Also Gargamel
http://savagerifts.com/viewtopic.php?f=42&t=344


Wed Jul 05, 2017 11:50 am
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Posts: 184
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"I could do that," offers Deezy. "I haven't got enough juice for real firepower now anyway. Just this guy." She holds up her revolver and spins the chambers so that eldritch energy flickers between the cylinder and the rest of the gun.

"So, you know...not much opportunity cost. I wouldn't be able to stop someone getting away, but I could at least take a shot or two and let you guys know."


Wed Jul 05, 2017 11:54 am
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Posts: 65
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Moira O'Dugan wrote:
The large pale skinned, blue haired and lipped woman looks at John and smiles.

"Good day lad. What a mess these gooie wanka's make when you give 'em a good punch"

Moira looks down at her dress and lets out a feminine sigh.

"They really did a number feckin' up me dress" Looks down at the defeated murder wraith. "Got what you deserved yee nasty undead dress wrecker."



From the window, Johnny smiles awkwardly (and a bit dumbfounded), and waves at the woman with re-corpsed Murder Wraiths at her feet. "Hi."

Moira O'Dugan wrote:
Moira looks at Johny's expression and smiles walking towards the towns folk that she has been protecting and addresses them giving one of them an embrace.

"Is every body hear all right?" After a few exchanges of words Moira nods and speaks again. "Yee might wanna go find a place to lay low. I'ma gonna' check 'an see if'n any more of these charming lads are around" Moira says to the people as she points at the murder wraith.


Johnny offers weak affirmation of what everybody else responded with.

His focus turns to the other prisoners of the mystical horrors. "Are any of you injured?"

_________________
OOC:
Character Sheet: viewtopic.php?f=29&t=146

TOTAL BENNIES: 1
Quarterly Card: Mechanical Malfunction
"A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work."


Power Points/PPE: 1 (of 10)

Schoolboy's "Greatest Covers":
* The Devil's Right Hand
* Purple Haze
* Amazing Grace

EP: 1
Played by: Martin Coulter


Tue Jul 11, 2017 9:29 am
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Posts: 94
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It took awhile longer for Beretta to really register the aftermath of that brief skirmish, somewhat 'shell-shocked' (as ironic as that sounds, being a GB pilot) from the surge of adrenaline still coursing through her veins.

Breathing heavily within the confines of Johnny's borrowed suit, the chatter over the comm drifts around her. Standing vigil outside of the compound, Beretta can't help but feel anxious after engaging with an enemy nearly identical to the one that almost dug her an early grave. It was almost as if, at any moment, a slew of those risen chemical catastrophes could waltz out and wreak havoc. . .

The relative silence seems like a veritable eternity, and eventually nothing jumps out of the night towards her. Letting out a weighted sigh, she turns to her thoughts.

Damn, I can't let myself get that rattled. . . all in all we won handedly, but I can't help but think how easily it might have turned into a massacre. . .

Queuing up the comm Beretta chirps over to Johnny, Thanks for letting me take the suit for a swing! It's all yours.

Not entirely wanting to hop out just yet, Beretta collects her thoughts for a moment and focuses on the task at hand - there was still something hiding down in that dingy basement, and that meant she had to get back in the game.

OOC Comments
Notice 1d8+2 = 6 (4)
Wild 1d6 = 4 (4)

_________________
Beretta Le Rouge
GB stats: Pace 10 (swim 6); Parry 6; Toughness 30 (18); Bennies - 2
Wilk’s 227 Pulse Pistol; Range: 18/36/72; Damage: 2d6+1; RoF: 2; AP: 2; Shots: 22/24; Notes: Semi-Auto, 3RB, +1 to Shooting rolls.


Wed Jul 12, 2017 3:57 pm
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Notice
Notice 1d8 = 4 (4)
Wild 1d6 = 1 (1)


"Tarin, perhaps you can collect the survivors and move them out of harms way. They rest of us can complete the search of the building." Smiling at Moira he continues, "If our new friend is willing to lead the way, we may be able to withstand any further wraiths."

If all are in agreement, Norona sweeps his arm to allow Moira to pass. "Ladies first, as the humans say."

_________________
Norona, Wilderness Scout
Armored Stats: Pace: 11, Toughness 10 (4)
PPE: 5/20

Bennies: 3
Character Sheet
Character Sheet

Player Name: John
Google Handle: venatus.vinco@gmail.com
Norona
Rank: Seasoned Experience: 28 Advances Left: 0
Race: M’adukar (Shaintar Half-Elf)
Iconic Framework: MARS - Wilderness Scout
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8
Charisma: +2; Pace: 8; Parry: 6; Toughness: 6 ; Strain: 0

Skills:
  • Notice d8
  • Survival d8+2
  • Tracking d8+2
  • Piloting d8
  • Spellcasting d8
  • Shooting d8
  • Fighting d6
  • Knowledge (Arcana) d8+2
  • Knowledge (Dragonese) d8+2
  • Stealth d6+2

Racial Abilities
  • Enemy (Racial): All creatures of Flame and Darkness will attack the character first if given the opportunity.
  • Weakness (Racial): Vulnerable to Black Iron and Blood Steel. Take +2 damage from these.
  • Outsider (Racial): As a d-bee he is considered odd in some human communities.
  • Lithe (Racial): Starting Agility of d6.
  • Low Light Vision (Racial): Ignore attack penalties for Dim and Dark lighting.
  • Nimble (Racial): +1 Parry.
  • Free Edge (Racial): AB Magic, 3 powers, 10 PPE
  • Free Skill (Racial): Spellcasting d6

Hindrances
  • Heroic (Major): Always helps those in need.
  • Vow (Minor): Respect for all creation, only kills when necessary
  • Quirk (Minor): A vegetarian, out of respect for animals

Edges
  • Woodsman (MARS): +2 tracking, survival, stealth
  • Fleet Footed (MARS): +2 pace, d10 running
  • Connections: Call upon powerful friends in the Psi-Stalker Tribes
  • Connections: Call upon powerful friends in the Free State of Lazlo
  • Charismatic (Fortune & Glory): +2 Charisma
  • I Know A Guy (Fortune & Glory): Create a Connection once a session
  • Rich (Fortune & Glory): 5,000 credits, two rolls on equipment tables
  • Danger Sense (Hero’s Journey): Notice at –2 to detect surprise attacks/danger
  • Scholar (Hindrances): +2 to two knowledge skills of d8
  • Beast Master (Hindrances): Animals like your hero and won’t attack him unless they are attacked or upset. Also gains an animal companion.

Powers

  • Shape Change (Shape Change)
    Rank: Special
    P.P.E.: Special
    Range: Self
    Duration: 1 minute (1/minute)
    Trappings: The celtic tattoo of a fox, the shapeshifter, glows red when this power is activated and the hero calls on the power of Targon, Lord of the Land, bringing forth the raw power of nature. For +1 ppt the hero gains +1 toughness. On a raise increase vigor by 1 die type

  • Spirit Help (Summon Ally)
    Rank: Novice
    P.P.E.:3+
    Range: Smarts
    Duration: 3 (1/round)
    Trappings: The celtic unity knot tattoo glows blue when this power is activated, on a raise the tattoo glows brightly for the duration, creating light in a Small Burst Template centered on the hero.

  • Creator's Voice (Beast Friend)
    Rank: Novice
    P.P.E.: Special
    Range: Smarts x 100 yards
    Duration: 10 minutes
    Trappings: The celtic unity knot tattoo glows green when this power is activated and the character speaks to animals in their own voice.

  • Ascended Vision (Farsight)
    Rank: Seasoned
    Power Points: 3
    Range: Touch
    Duration: 3 (1/round)
    Trappings: The eye at the centre of this tattoo glows blue when this power is activated, on a raise the tattoo glows brightly for the duration, creating light in a Small Burst Template centered on the hero.

  • Creator's Hand (Elemental Manipulation)
    Rank: Novice
    Power Points: 1
    Range: Smarts x 2
    Duration: 3 (1/round)
    Trappings: Celtic five fold knot tattoo, glows depending on element being manipulated air (white), fire (red), wind (blue), earth (orange) and and the hero calls forth the power of Targon, Lord of the Land, bringing forth the raw power of nature. For +1 ppt the hero gains +1 toughness. On a raise increase vigor by 1 die type.

  • Targon's Blessing (Environmental Protection)
    Rank: Novice
    Power Points: 2
    Range: Touch
    Duration: 1 hour (1/hour)
    Trappings: Celtic five fold knot tattoo glows with each ring glowing a different color: air (white), fire (red), wind (blue), earth (orange) and the hero calls forth the power of Targon, Lord of the Land, bringing forth the raw power of nature. For +1 ppt the hero gains +1 toughness. On a raise increase vigor by 1 die type.

  • P.P.E. 20


Wed Jul 12, 2017 4:30 pm
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The teams has to move away from the building to be able to hear each other from the techno music playing. Moira and Conrad hit it off very well in their first encounter. Seeing the chaos of the interior Deezy is impressed with results shown. The rest of the team shows up tired and drained from the emotional impacts of the ups and down of the young night, and the mystical/spiritual drain of the fight. The team sees Moira's strength and Moira joins the team with some enthusiasm. Beretta gives up the GB suit, rather slightly unwillingly, and rather a little shaken from the fight.

After a brief review of survivors in the room Aderyn speaks up. "I'll get them away from this hell hole, and make sure they are not harmed." With that, Aderyn leads them towards the docks.

The team lines up with Moira in front and sweeps the floor they are on. To their dismay, they find another murder wraith and a juicer still alive. Moira is able to quickly dispatch them. The team goes upstairs to the second floor and a juicer get the jump on them, but not for long. Moira quickly grants the juicer his death wish. Walking around the square building, two more juicers join their friend in the after life. Up here on the second floor the music is really loud and it makes it hard to hear anyone. The lighting in building is almost non existent.
OOC Comments
-4 to listen notice checks, -1 to attack rolls
The team ensures the floor is clear when it comes to the last room. The source of the music is coming from this room. As the team enters the room, there are people several innocent people in various states of shock in the room, as well as two murder wraiths and old looking worn out juicer female sitting on a make shift throne. Attached to the make shift throne are several men and women chained to it.

With a microphone, the team hears. "You entered the court of the immortal Ambrosia Skyler. I don't recall inviting you to see my assention into immortality, but you will be excelent messengers to the rest of the world that I have arrived and will bring hellfire and brimstone to those who stand in my way." Ambrosia launches herself towards the team, and the muscle woman

While the speed might have gotten the better of the team, Ambrosia underestimated Moira.

OOC Comments
Combat: One normal Juicer and two Murder Wraiths.

moira: 6H
Norona: 9H
Johnny: 7H
Conrad: 8C
Deezy: QS
Beretta: JS

Ambrosia: 10H
Murder Wraith: 2S
Reroll: 8D


Wed Jul 12, 2017 7:11 pm
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Norona wrote:
Notice
Notice Original post: 1d8 = 4 (4)
Wild Original post: 1d6 = 1 (1)


"Tarin, perhaps you can collect the survivors and move them out of harms way. They rest of us can complete the search of the building." Smiling at Moira he continues, "If our new friend is willing to lead the way, we may be able to withstand any further wraiths."

If all are in agreement, Norona sweeps his arm to allow Moira to pass. "Ladies first, as the humans say."


With a bright smile Moira curtys at Norona giving him a little wink "It would be a pleasure lad. I would just ask the group to keep their eyes open for me. I tend to miss things that could be important."

Moira does her best to make sure no one gets by her in the hallways as the group sweeps through the building cleaning out the undead infestation. When the approach the final room Moira opens the door and enters first.

"Ugh, what kind'a nasty smell is that? 'An the noice... good lord" her body visibly tenses as she sees the female juicer. As the juicer in question has her little dialogue and leaps at the group Moira lunges at her. "Less talking, more punching ye selfish tart."

OOC Comments
Moira is not the fastest of individuals so it looks like her action will be last which is good as she is about to leave herself wide open again with a wild attack at one of the Murder Waiths

Attack
Skill 1d8+1 = 2 (1)
Wild 1d6+1 = 3 (2)

Ick... bad roll. Spending a benny for a reroll
Skill 1d8+1 = 6 (5)
Wild 1d6+1 = 3 (2)

Better but it looks like I still missed. I will actually spend a second benny. We really need a hit and I have some EP if I really need more bennys later.
Skill 1d8+1 = 3 (2)
Wild 1d6+1 = 2 (1)

Dang it just looks like it's not in the cards this turn. Sorry peeps. I'm just going to spend an EP for an auto ace next round unless oh Captain my captain will let me do it this turn. I totally will if he let's me we really need a good hit on the gooie guys now. Do you mind if I do that sir?

If the answer is yes I am spending my last benny and an EP to auto ace. When you let me know is when I'll shoot out my formal request but here are the rolls for the attack

Total attack roll of 26
Damage of 23. Not a good roll but the attack roll more than made up for it.

Wild attack of the murder wraith with a +8 added in for an auto ace.
Skill 1d8+9 = 17 (8) and NOW I get an ace lol. Looks like I am getting an extra d6 damage.
Aced ace 1d8 = 8 (8) WOW ANOTHER ACE gonna be a well spent group of bennys
1d8 = 1 (1)

Damage 1d12+7 = 15 (8) plus eldrich damage 3d6 = 3 (1, 1, 1) plus ace damage 1d6 = 5 (5)

_________________
Character sheet: viewtopic.php?f=7&t=355&p=5390#p5390

Magical knight of the Sidhe (pronounced she) court.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 31 (18) MDC

Bennies: 1

It's all about the Bagpipes and the Cellos...
Celtica: Beyond Avalon: https://www.youtube.com/watch?v=uN0e39ALWpU
2CELLOS - Thunderstruck: https://www.youtube.com/watch?v=uT3SBzmDxGk


Last edited by Moira O'Dugan on Fri Jul 14, 2017 7:44 am, edited 4 times in total.



Thu Jul 13, 2017 11:06 am
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Notice 1d6 = 1 (1)
wild dice 1d6 = 2 (2)

"Lets do this Chummers," Conrad cocked the Plasma Ejector, following behind Moira, ready to shoot anything that jumped them and hopefully he could hurt it.


Quote:
The team ensures the floor is clear when it comes to the last room. The source of the music is coming from this room. As the team enters the room, there are people several innocent people in various states of shock in the room, as well as two murder wraiths and old looking worn out juicer female sitting on a make shift throne. Attached to the make shift throne are several men and women chained to it.

With a microphone, the team hears. "You entered the court of the immortal Ambrosia Skyler. I don't recall inviting you to see my assention into immortality, but you will be excelent messengers to the rest of the world that I have arrived and will bring hellfire and brimstone to those who stand in my way." Ambrosia launches herself towards the team, and the muscle woman

While the speed might have gotten the better of the team, Ambrosia underestimated Moira.


Barely able to hear her talk, he saw Ambrosia launch herself at Moira, he brought his weapon to bear, determine to take her out so Moira could concentrate on the wraiths.

1d8+1 = 2 (1) normally +2 but -1 penalty included
Wild dice 1d6+1 = 4 (3)
benny for extra effort 1d6 = 6 (6)
ace 1d6 = 2 (2) total 12

3d10 = 19 (10, 1, 8)
ace 1d10 = 7 (7) total 26, ignore non-environmental armour

_________________
http://savagerifts.com/viewtopic.php?f=29&t=82
Bennies 2

Size +2 to hit Conrad
Parry 5
Toughness 16(6)


Also Gargamel
http://savagerifts.com/viewtopic.php?f=42&t=344


Thu Jul 13, 2017 11:43 am
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Notice 3
Notice: 1d8 = 3 (3)
Wild: 1d6 = 2 (2)

She is not the source of evil, Norona concludes to himself, She is merely waiting to be one of these wraiths, whether she knows it or not. A deluded juicer is still a juicer, but Norona does not engage in fighting. He only destroys undeath, not life. Instead he takes aim at the sound system, trying to shut it down for good. Drawing back his bow he lets loose at the amplifiers or speakers.

"Reason cannot be heard over such distraction."

Shooting 2
Shooting 1d8 = 2 (2) (reduce any shooting penalties by 2)
Wild: 1d6 = 1 (1)

_________________
Norona, Wilderness Scout
Armored Stats: Pace: 11, Toughness 10 (4)
PPE: 5/20

Bennies: 3
Character Sheet
Character Sheet

Player Name: John
Google Handle: venatus.vinco@gmail.com
Norona
Rank: Seasoned Experience: 28 Advances Left: 0
Race: M’adukar (Shaintar Half-Elf)
Iconic Framework: MARS - Wilderness Scout
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8
Charisma: +2; Pace: 8; Parry: 6; Toughness: 6 ; Strain: 0

Skills:
  • Notice d8
  • Survival d8+2
  • Tracking d8+2
  • Piloting d8
  • Spellcasting d8
  • Shooting d8
  • Fighting d6
  • Knowledge (Arcana) d8+2
  • Knowledge (Dragonese) d8+2
  • Stealth d6+2

Racial Abilities
  • Enemy (Racial): All creatures of Flame and Darkness will attack the character first if given the opportunity.
  • Weakness (Racial): Vulnerable to Black Iron and Blood Steel. Take +2 damage from these.
  • Outsider (Racial): As a d-bee he is considered odd in some human communities.
  • Lithe (Racial): Starting Agility of d6.
  • Low Light Vision (Racial): Ignore attack penalties for Dim and Dark lighting.
  • Nimble (Racial): +1 Parry.
  • Free Edge (Racial): AB Magic, 3 powers, 10 PPE
  • Free Skill (Racial): Spellcasting d6

Hindrances
  • Heroic (Major): Always helps those in need.
  • Vow (Minor): Respect for all creation, only kills when necessary
  • Quirk (Minor): A vegetarian, out of respect for animals

Edges
  • Woodsman (MARS): +2 tracking, survival, stealth
  • Fleet Footed (MARS): +2 pace, d10 running
  • Connections: Call upon powerful friends in the Psi-Stalker Tribes
  • Connections: Call upon powerful friends in the Free State of Lazlo
  • Charismatic (Fortune & Glory): +2 Charisma
  • I Know A Guy (Fortune & Glory): Create a Connection once a session
  • Rich (Fortune & Glory): 5,000 credits, two rolls on equipment tables
  • Danger Sense (Hero’s Journey): Notice at –2 to detect surprise attacks/danger
  • Scholar (Hindrances): +2 to two knowledge skills of d8
  • Beast Master (Hindrances): Animals like your hero and won’t attack him unless they are attacked or upset. Also gains an animal companion.

Powers

  • Shape Change (Shape Change)
    Rank: Special
    P.P.E.: Special
    Range: Self
    Duration: 1 minute (1/minute)
    Trappings: The celtic tattoo of a fox, the shapeshifter, glows red when this power is activated and the hero calls on the power of Targon, Lord of the Land, bringing forth the raw power of nature. For +1 ppt the hero gains +1 toughness. On a raise increase vigor by 1 die type

  • Spirit Help (Summon Ally)
    Rank: Novice
    P.P.E.:3+
    Range: Smarts
    Duration: 3 (1/round)
    Trappings: The celtic unity knot tattoo glows blue when this power is activated, on a raise the tattoo glows brightly for the duration, creating light in a Small Burst Template centered on the hero.

  • Creator's Voice (Beast Friend)
    Rank: Novice
    P.P.E.: Special
    Range: Smarts x 100 yards
    Duration: 10 minutes
    Trappings: The celtic unity knot tattoo glows green when this power is activated and the character speaks to animals in their own voice.

  • Ascended Vision (Farsight)
    Rank: Seasoned
    Power Points: 3
    Range: Touch
    Duration: 3 (1/round)
    Trappings: The eye at the centre of this tattoo glows blue when this power is activated, on a raise the tattoo glows brightly for the duration, creating light in a Small Burst Template centered on the hero.

  • Creator's Hand (Elemental Manipulation)
    Rank: Novice
    Power Points: 1
    Range: Smarts x 2
    Duration: 3 (1/round)
    Trappings: Celtic five fold knot tattoo, glows depending on element being manipulated air (white), fire (red), wind (blue), earth (orange) and and the hero calls forth the power of Targon, Lord of the Land, bringing forth the raw power of nature. For +1 ppt the hero gains +1 toughness. On a raise increase vigor by 1 die type.

  • Targon's Blessing (Environmental Protection)
    Rank: Novice
    Power Points: 2
    Range: Touch
    Duration: 1 hour (1/hour)
    Trappings: Celtic five fold knot tattoo glows with each ring glowing a different color: air (white), fire (red), wind (blue), earth (orange) and the hero calls forth the power of Targon, Lord of the Land, bringing forth the raw power of nature. For +1 ppt the hero gains +1 toughness. On a raise increase vigor by 1 die type.

  • P.P.E. 20


Thu Jul 13, 2017 12:45 pm
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Beretta Le Rouge wrote:
Queuing up the comm Beretta chirps over to Johnny, Thanks for letting me take the suit for a swing! It's all yours.


"Least I can do, ma'am." Johnny makes the appropriate adjustments on the suit's control and HUD preferences. After he locks the suit up eyes the rest of the Team on their options.

OOC Comments
What are the internal dimensions of the building? Big enough for a GB to walk through?

_________________
OOC:
Character Sheet: viewtopic.php?f=29&t=146

TOTAL BENNIES: 1
Quarterly Card: Mechanical Malfunction
"A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work."


Power Points/PPE: 1 (of 10)

Schoolboy's "Greatest Covers":
* The Devil's Right Hand
* Purple Haze
* Amazing Grace

EP: 1
Played by: Martin Coulter


Thu Jul 13, 2017 1:22 pm
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7H
Capt. Murdok wrote:
With a microphone, the team hears. "You entered the court of the immortal Ambrosia Skyler. I don't recall inviting you to see my assention into immortality, but you will be excelent messengers to the rest of the world that I have arrived and will bring hellfire and brimstone to those who stand in my way." Ambrosia launches herself towards the team, and the muscle woman

While the speed might have gotten the better of the team, Ambrosia underestimated Moira.

OOC Comments
Combat: One normal Juicer and two Murder Wraiths.

moira: 6H
Norona: 9H
Johnny: 7H
Conrad: 8C
Deezy: QS
Beretta: JS

Ambrosia: 10H
Murder Wraith: 2S
Reroll: 8D


As the rest of the team springs into action, Johnny trades out his gun for his guitar once again and starts strumming some Hendrix with his focus on Ambrosia. Lavender clouds of light crackle around Johnny as he starts dancing with his "axe". The clouds burst in a deep purple with a flash of light and then suddenly hit around his target's face.

OOC Comments
SPELLCASTING: 1d6 = 2 (2)
WILD DIE: 1d6 = 6 (6)
--ACED WILD DIE: 1d6 = 3 (3)

Confusion spell hits with a Raise. Ambrosia will need to make a Smarts roll -4 or be Shaken.

_________________
OOC:
Character Sheet: viewtopic.php?f=29&t=146

TOTAL BENNIES: 1
Quarterly Card: Mechanical Malfunction
"A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work."


Power Points/PPE: 1 (of 10)

Schoolboy's "Greatest Covers":
* The Devil's Right Hand
* Purple Haze
* Amazing Grace

EP: 1
Played by: Martin Coulter


Thu Jul 13, 2017 1:47 pm
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"Moira! Get the undead one! We don't have a glitterboy to get this one!"

Deezy lifted her trusty telekinetic revolver and spun the cylinders. The whizzed around and clicked in place. She grinned.

"Ma'am, you don't look like you got more than a year or two left anyway...may as well make it now."

There was a deafeningly loud gunshot sound, mingled with a strange arcane crackle as she opened fire on the juicer queen, just after Johnny's spell went off!

She then scampered backwards to hide behind the others, because even though she figured she could take these guys if she had enough shots, she wasn't STUPID. She'd seen how one of them had torn Beretta's glitterboy apart!

1d6+3 = 4 (1) shootin', or 1d6 = 6 (6) wild!

Saved by sheer beginner's luck! Explode 1d6 = 1 (1)

2d6+2 = 7 (3, 2) damage, AP4!


Thu Jul 13, 2017 4:03 pm
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Notice 4
1d8 = 1 (1)
Wild 1d6 = 4 (4)


Beretta goes through the motions as the group sweeps through the building, trying her best to keep her eyes peeled for any voodoo shufflers!

I feel more cramped than a sardine in a can in this place. . . smells worse though. . .

As combat erupts with the several juicers, Beretta takes a deep breath and ducks behind the nearest cover as that incredibly massive lady gets bum rushed. She absolutely, did not want to tussle with one of those juggernauts outside of her chrome-can.

Trying her best to assess the situation tactically, Beretta keens in on her wartime experience to get a feel for anything that might be situationally impactful.

Well there's goons in here. . . but who's running this carnival?

OOC Comments
Knowledge (Battle) 1d6 = 1 (1)
1d6 = 5 (5)

Beretta will hold back and attempt to spot or gather any pertinent info on the situation - not wanting to waste ammo on the corpses and be totally useless.

_________________
Beretta Le Rouge
GB stats: Pace 10 (swim 6); Parry 6; Toughness 30 (18); Bennies - 2
Wilk’s 227 Pulse Pistol; Range: 18/36/72; Damage: 2d6+1; RoF: 2; AP: 2; Shots: 22/24; Notes: Semi-Auto, 3RB, +1 to Shooting rolls.


Fri Jul 14, 2017 6:43 pm
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Deezy quickly responds to the juicer, and verbally pushes Moira towards the murder wraiths. Deezy draws her pistol and impacts on the juicer, unfortunately the drugs are preventing it from slowing down.

Beretta is looking for the wizard behind the curtains. The curtains are obviously somewhere else.

HAHAHAHAHA YOU FOOLS THINK YOU CAN DEFEAT A GODESS?" Ambrosia drops all of her weapons right where she stands. "I WISH I COLD MAKE THINGS EVEN BUT YOU ARE SUCK WEAK CREATURES, IT'S IMPOSSIBLE." Ambrosia darts toward deezy "IT'S TIME TO WEED THE WEAK OUT OF MY NEW WORLD" The punch comes with determination and precision, deezy is very thankful for her armor as it absorbed the full blow from the juicer.

The wood elfs ears are hurting from the noise of the "music" Narona decides to do something about that and shoots out the speakers.
Quote:
"Reason cannot be heard over such distraction."


Conrad wields his heavy weapon with skill as plasma engulfs Ambrosia. The only thing left of Ambrosia is the drug harness that she wore.

Johnny pulls out his guitar to help with better mood music that the team could like and has every intention of targeting Ambrosia, if there was anything there, but there are still two really good targets. Johnny targets one of the murder wraiths. The energy encompasses his target and bedazzles it.

Moira at this point only has one target that is of any threat. The punch lands square in the chest and the murder wraith stands back with some shock. The Murder wraith is in shock as it stands there holding his ribs.

The murder wraith that Johnny has enchanted is still enthralled with his music. The second murder wraith quickly recovers from the punch and strikes at Moira. The punch lands, but since she is part troll, her father struck harder then this.

OOC Comments
Ambrosia is dead, one murder wraith is shaken, one murder wraith is wounded (-1)

Active MW: KS
Moira: KC
Conrad: JS
Barreta: 10S
Shaken MW: 8D
Johnny: 6H
Narona: 2D
Deezy: 2C


Wed Jul 19, 2017 5:31 pm
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Seeing the juicer get incinerated makes Norona wince. He had hoped to avoid killing living beings. Although he did shoot some mercenaries outside. Feeling a small well of guilt built up in his chest the half-elf brushes it aside for the moment. Repentance will come later. And come it must.

With his bow at the ready, Norona holds until a clear shot presents itself.

Shooting-Success-14 AP 4
Holding action since I go late in the round. If a wraith is shaken I will fire at that one.

Shooting 1d8 = 2 (2)
Wild 1d6 = 4 (4)

Damage 2d6+2 = 11 (6, 3)
Ace: 1d6 = 3 (3)
Total: 14
AP: 4

_________________
Norona, Wilderness Scout
Armored Stats: Pace: 11, Toughness 10 (4)
PPE: 5/20

Bennies: 3
Character Sheet
Character Sheet

Player Name: John
Google Handle: venatus.vinco@gmail.com
Norona
Rank: Seasoned Experience: 28 Advances Left: 0
Race: M’adukar (Shaintar Half-Elf)
Iconic Framework: MARS - Wilderness Scout
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8
Charisma: +2; Pace: 8; Parry: 6; Toughness: 6 ; Strain: 0

Skills:
  • Notice d8
  • Survival d8+2
  • Tracking d8+2
  • Piloting d8
  • Spellcasting d8
  • Shooting d8
  • Fighting d6
  • Knowledge (Arcana) d8+2
  • Knowledge (Dragonese) d8+2
  • Stealth d6+2

Racial Abilities
  • Enemy (Racial): All creatures of Flame and Darkness will attack the character first if given the opportunity.
  • Weakness (Racial): Vulnerable to Black Iron and Blood Steel. Take +2 damage from these.
  • Outsider (Racial): As a d-bee he is considered odd in some human communities.
  • Lithe (Racial): Starting Agility of d6.
  • Low Light Vision (Racial): Ignore attack penalties for Dim and Dark lighting.
  • Nimble (Racial): +1 Parry.
  • Free Edge (Racial): AB Magic, 3 powers, 10 PPE
  • Free Skill (Racial): Spellcasting d6

Hindrances
  • Heroic (Major): Always helps those in need.
  • Vow (Minor): Respect for all creation, only kills when necessary
  • Quirk (Minor): A vegetarian, out of respect for animals

Edges
  • Woodsman (MARS): +2 tracking, survival, stealth
  • Fleet Footed (MARS): +2 pace, d10 running
  • Connections: Call upon powerful friends in the Psi-Stalker Tribes
  • Connections: Call upon powerful friends in the Free State of Lazlo
  • Charismatic (Fortune & Glory): +2 Charisma
  • I Know A Guy (Fortune & Glory): Create a Connection once a session
  • Rich (Fortune & Glory): 5,000 credits, two rolls on equipment tables
  • Danger Sense (Hero’s Journey): Notice at –2 to detect surprise attacks/danger
  • Scholar (Hindrances): +2 to two knowledge skills of d8
  • Beast Master (Hindrances): Animals like your hero and won’t attack him unless they are attacked or upset. Also gains an animal companion.

Powers

  • Shape Change (Shape Change)
    Rank: Special
    P.P.E.: Special
    Range: Self
    Duration: 1 minute (1/minute)
    Trappings: The celtic tattoo of a fox, the shapeshifter, glows red when this power is activated and the hero calls on the power of Targon, Lord of the Land, bringing forth the raw power of nature. For +1 ppt the hero gains +1 toughness. On a raise increase vigor by 1 die type

  • Spirit Help (Summon Ally)
    Rank: Novice
    P.P.E.:3+
    Range: Smarts
    Duration: 3 (1/round)
    Trappings: The celtic unity knot tattoo glows blue when this power is activated, on a raise the tattoo glows brightly for the duration, creating light in a Small Burst Template centered on the hero.

  • Creator's Voice (Beast Friend)
    Rank: Novice
    P.P.E.: Special
    Range: Smarts x 100 yards
    Duration: 10 minutes
    Trappings: The celtic unity knot tattoo glows green when this power is activated and the character speaks to animals in their own voice.

  • Ascended Vision (Farsight)
    Rank: Seasoned
    Power Points: 3
    Range: Touch
    Duration: 3 (1/round)
    Trappings: The eye at the centre of this tattoo glows blue when this power is activated, on a raise the tattoo glows brightly for the duration, creating light in a Small Burst Template centered on the hero.

  • Creator's Hand (Elemental Manipulation)
    Rank: Novice
    Power Points: 1
    Range: Smarts x 2
    Duration: 3 (1/round)
    Trappings: Celtic five fold knot tattoo, glows depending on element being manipulated air (white), fire (red), wind (blue), earth (orange) and and the hero calls forth the power of Targon, Lord of the Land, bringing forth the raw power of nature. For +1 ppt the hero gains +1 toughness. On a raise increase vigor by 1 die type.

  • Targon's Blessing (Environmental Protection)
    Rank: Novice
    Power Points: 2
    Range: Touch
    Duration: 1 hour (1/hour)
    Trappings: Celtic five fold knot tattoo glows with each ring glowing a different color: air (white), fire (red), wind (blue), earth (orange) and the hero calls forth the power of Targon, Lord of the Land, bringing forth the raw power of nature. For +1 ppt the hero gains +1 toughness. On a raise increase vigor by 1 die type.

  • P.P.E. 20


Thu Jul 20, 2017 1:19 am
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Moira smiles as the noise goes away.

"Ah thank ye fer cutting out the racket me boyo. 'Twas stupid loud."


Moira lets out a grunt as she is hit then smiles.

"Who taught yee to punch, yer husband?"

After Moira gets punched again she turns her head spitting out a little glob of blue blood and looks back at the murder wraith.

"Seriously, maybe see if yer daddy'll give you a roll of nickels."

Moira again winds up and throws a massive haymaker at the undead juggernaut before her.

OOC Comments
Yes Moira is talking trash to a murder waith. Lol.

Moira swings wildly at the murder wraith Damage 19
Skill 1d8+2 = 8 (6)
Wild 1d6+2 = 3 (1)

Damage
Strength 1d12+5 = 13 (8) eldritch and wild swing damage 2d6+2 = 6 (3, 1)

Edit: oops missed a die. 1d6 = 2 (2)

_________________
Character sheet: viewtopic.php?f=7&t=355&p=5390#p5390

Magical knight of the Sidhe (pronounced she) court.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 31 (18) MDC

Bennies: 1

It's all about the Bagpipes and the Cellos...
Celtica: Beyond Avalon: https://www.youtube.com/watch?v=uN0e39ALWpU
2CELLOS - Thunderstruck: https://www.youtube.com/watch?v=uT3SBzmDxGk


Thu Jul 20, 2017 8:39 am
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Notice 1d6 = 5 (5)
Wild dice 1d6 = 4 (4)

His tail pulled the chainsword from his back placing it in his right hand, whilst carrying his plasma ejector in his left.

Time to give Moira a bit of help. If its attention is on me, then she has the chance to take him. he thought, though those buggers are likely to eviscerate if I'm not careful. Least now I can hear after Norona took out that god awful sound.

"Oi chummer, eat this" he cried out, stepping forward and swinging the chainsword at its face. The blow missed, but it distracted it for a second.

OOC Comments
gang up on the MW facing Moira
fighting 1d6 = 2 (2)
wild dice 1d6 = 5 (5)
1d10 = 2 (2)
2d8 = 11 (3, 8) AP 2

_________________
http://savagerifts.com/viewtopic.php?f=29&t=82
Bennies 2

Size +2 to hit Conrad
Parry 5
Toughness 16(6)


Also Gargamel
http://savagerifts.com/viewtopic.php?f=42&t=344


Sat Jul 22, 2017 6:15 am
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6H
Johnny keeps his distance while playing Purple Haze and channeling magic through his guitar.

OOC Comments
Spent 2 PP for 2 targets (both MW)
Spellcasting: 1d6 = 3 (3)
Wild Die 1d6 = 2 (2)
Extra Effort 1d6 = 3 (3)

-2 Raises to their Spirit Rolls or be Shaken. Not sure if Shaken-MW remained so. Wanted to be careful.

_________________
OOC:
Character Sheet: viewtopic.php?f=29&t=146

TOTAL BENNIES: 1
Quarterly Card: Mechanical Malfunction
"A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work."


Power Points/PPE: 1 (of 10)

Schoolboy's "Greatest Covers":
* The Devil's Right Hand
* Purple Haze
* Amazing Grace

EP: 1
Played by: Martin Coulter


Sun Jul 23, 2017 7:13 am
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Deezy looks down at the chestplate of her armor, then at the expanding cloud of juicer mist, then back down at her armor again.

The notion of what would have happened if the juicer hadn't been too whacked-out to leave her vibro-sword aside vaguely occurred to her, and it wasn't nice. At all.

She checked the charge on the Omniblaster, and noted that it was enough to fire maybe one shot that wouldn't be much better than her revolver. The damn river, and the power-hungry rocket boots!

The tech-wizard backed towards the door, covering the murder wraith with her gun but not shooting unless it seemed like it might turn on her. This was up to Moira now. She wasn't going to live if that thing turned its attention to her.


Mon Jul 24, 2017 6:40 pm
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Notice
1d8 = 3 (3)
Wild 1d6 = 4 (4)


Not surprised that the nefarious puppet master wasn't wandering around in plain view, Beretta weighs her options, the battle proving to hectic to concentrate on the layout of the building.

Well bupkis. . . the leader can wait until this huge lady greases these rotbags.

Impressed by Conrad's literal vaporization of the once living juicer, she can't help but raise her eyebrows at the pile of ash. Still debating her usefulness against the remaining foes, Beretta decides a lucky shot is a better bargain than just looking pretty.

If I can just shoot that weapon out of his hand. . .

Taking careful aim with her tried and trusty Wilk's, she sets up for a hat trick -- hopefully anyways.

Shooting
1d8 = 5 (5) [-4 To disarm, -2 to hit Juicer, +2 for Aimed shot edge, +1 for Weapon.]
Wild 1d6 = 1 (1)
Extra Effort 1d6 = 6 (6) [-1 Bennie]
Ace 1d6 = 6 (6)
Ace 1d6 = 6 (6)
Ace 1d6 = 3 (3)
Total: 23

Damage 2d6+1 = 10 (6, 3)
Ace 1d6 = 2 (2)
Shooting raise bonus 1d6 = 3 (3)
Total: 15 Damage (TN MW has to roll against to maintain hold of his weapon)

_________________
Beretta Le Rouge
GB stats: Pace 10 (swim 6); Parry 6; Toughness 30 (18); Bennies - 2
Wilk’s 227 Pulse Pistol; Range: 18/36/72; Damage: 2d6+1; RoF: 2; AP: 2; Shots: 22/24; Notes: Semi-Auto, 3RB, +1 to Shooting rolls.


Tue Jul 25, 2017 7:28 pm
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The active murder wraith takes the opportunity and lands a solid blow into Moira's chest. Moira has felt bugs hurt more then this creature punches. At this point, the murder wraith has a confused look on his face.

Moira smiles as the noise goes away.

"Ah thank ye fer cutting out the racket me boyo. 'Twas stupid loud."

Moira lets out a grunt as she is hit then smiles.

"Who taught yee to punch, yer husband?"

After Moira gets punched again she turns her head spitting out a little glob of blue blood and looks back at the murder wraith.

"Seriously, maybe see if yer daddy'll give you a roll of nickels."


Moira again winds up and throws a massive haymaker at the undead juggernaut before her. The haymaker hits her target, between the insults, the lack of effect with Moira and being injured, the murder wraith is taken back.

His tail pulled the chainsword from his back placing it in his right hand, whilst carrying his plasma ejector in his left.

Time to give Moira a bit of help. If its attention is on me, then she has the chance to take him. he thought, though those buggers are likely to eviscerate if I'm not careful. Least now I can hear after Norona took out that god awful sound.

"Oi chummer, eat this" he cried out, stepping forward and swinging the chainsword at its face. The Murder Wraith is starting to get irritated with this group of Heros.

Beretta is taking advantage of the chaos and shoots the sword that was on his back, off of him thus denying him that option for this fight.

The second Murder wraith is still enthralled and being controlled by Johnny, who maintains the music.

Narona trains on the Murder Wraith until it is distracted by Conrad and lets loose the arrow as it lands right into the shoulder blade.

During all of this, Deezy falls back aware that she is now in too deep.

OOC Comments
Active MW: shaken, two wounds (-2), Second MW Shaken and enthralled.

Baretta: AD
Conrad: QD
Deezy: 10D
Johnny: 8H
Norona: 6C
Active MW: 5S
Moira: 3D
Incap MW: 3C


Wed Jul 26, 2017 5:45 pm
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Rolls carried

Conrad continued his attacks on the Murder Wraith; this one seemed to be tougher than the others considering how easily Moira smashed through them. He swung his chainsword at the MW, but it was batted aside easily.

OOC Comments
1d6 = 2 (2) fighting
1d6 = 2 (2) wild dice

_________________
http://savagerifts.com/viewtopic.php?f=29&t=82
Bennies 2

Size +2 to hit Conrad
Parry 5
Toughness 16(6)


Also Gargamel
http://savagerifts.com/viewtopic.php?f=42&t=344


Thu Jul 27, 2017 4:25 am
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Moira throws another wild punch.

"Stop jumping around so I can get a good shot on yuh, yuh wankah."

OOC Comments
Single wild attack eldritch punch

If an attack roll of 13 was good enough for a damage raise the total is 30 if not it's 25 damage

Skill 1d8+2 = 10 (8)
Wild 1d6+2 = 3 (1)
Ace 1d8 = 3 (3)

Damage
Strength and wild bonus 1d12+7 = 18 (11)
Eldritch damage 3d6 = 7 (2, 2, 3)
If the hit was good enough for a damage raise 1d6 = 5 (5)

_________________
Character sheet: viewtopic.php?f=7&t=355&p=5390#p5390

Magical knight of the Sidhe (pronounced she) court.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 31 (18) MDC

Bennies: 1

It's all about the Bagpipes and the Cellos...
Celtica: Beyond Avalon: https://www.youtube.com/watch?v=uN0e39ALWpU
2CELLOS - Thunderstruck: https://www.youtube.com/watch?v=uT3SBzmDxGk


Thu Jul 27, 2017 9:20 am
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Notice
1d8 = 8 (8)
Wild 1d6 = 4 (4)
Ace 1d8 = 4 (4)


Beretta cracks a wry smile when the sword hits the ground, it might not have been much, but she was pleased with herself nonetheless.

Let's go for broke!

Seizing the initiative, she lets loose a second shot -- drawing a bead on the murder wraith, center mass. It was high time these scuz were re-deaded once and for all!

Punch him right in the throat, big lady!

Shooting
1d8+1 = 2 (1) [-2 to hit Juicer, +2 for aimed shot, +1 Weapon]
Wild 1d6 = 6 (6)
Ace 1d6 = 4 (4)
Total: 11 (1 Raise, I believe)

Damage 2d6+1 = 11 (4, 6)
Ace 1d6 = 4 (4)
Raise 1d6 = 6 (6)
Ace 1d6 = 1 (1)
Total: 22 Damage! w00t!

_________________
Beretta Le Rouge
GB stats: Pace 10 (swim 6); Parry 6; Toughness 30 (18); Bennies - 2
Wilk’s 227 Pulse Pistol; Range: 18/36/72; Damage: 2d6+1; RoF: 2; AP: 2; Shots: 22/24; Notes: Semi-Auto, 3RB, +1 to Shooting rolls.


Fri Jul 28, 2017 6:30 pm
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Notice
Notice: 1d8 = 3 (3)
Wild: 1d8 = 5 (5) (wrong die type)
Wild: 1d6 = 2 (2)

Norona draws back his bow and waits patiently for a shot. The others were doing a good job keeping the wraiths off balance. Johnny's enthralling music is especially helpful and Moira seems especially suited for this particular challenge. Clearing his mind, the half-elf keeps his eye on the battle striking when the opportunity presents itself.

"Stay alert friends. These creatures are not far from their master. Much is still at play here."

Shooting 14 Damage 22 AP 4
Will hold and then shoot at whichever wraith still remains/is most hurt.
Shooting: 1d8 = 1 (1)
Wild: 1d6 = 6 (6)
Ace: 1d6 = 3 (3)
Extra Effort: 1d6 = 5 (5)
Total: 14 (hit with raise)

Damage: 2d6+2 = 14 (6, 6) (hells yeah, double aces)
Ace 1: 1d6 = 2 (2)
Ace 2: 1d6 = 1 (1)
Raise: 1d6 = 5 (5)
Total: 22, AP 4 (should be enough to shake and cause a wound)

_________________
Norona, Wilderness Scout
Armored Stats: Pace: 11, Toughness 10 (4)
PPE: 5/20

Bennies: 3
Character Sheet
Character Sheet

Player Name: John
Google Handle: venatus.vinco@gmail.com
Norona
Rank: Seasoned Experience: 28 Advances Left: 0
Race: M’adukar (Shaintar Half-Elf)
Iconic Framework: MARS - Wilderness Scout
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8
Charisma: +2; Pace: 8; Parry: 6; Toughness: 6 ; Strain: 0

Skills:
  • Notice d8
  • Survival d8+2
  • Tracking d8+2
  • Piloting d8
  • Spellcasting d8
  • Shooting d8
  • Fighting d6
  • Knowledge (Arcana) d8+2
  • Knowledge (Dragonese) d8+2
  • Stealth d6+2

Racial Abilities
  • Enemy (Racial): All creatures of Flame and Darkness will attack the character first if given the opportunity.
  • Weakness (Racial): Vulnerable to Black Iron and Blood Steel. Take +2 damage from these.
  • Outsider (Racial): As a d-bee he is considered odd in some human communities.
  • Lithe (Racial): Starting Agility of d6.
  • Low Light Vision (Racial): Ignore attack penalties for Dim and Dark lighting.
  • Nimble (Racial): +1 Parry.
  • Free Edge (Racial): AB Magic, 3 powers, 10 PPE
  • Free Skill (Racial): Spellcasting d6

Hindrances
  • Heroic (Major): Always helps those in need.
  • Vow (Minor): Respect for all creation, only kills when necessary
  • Quirk (Minor): A vegetarian, out of respect for animals

Edges
  • Woodsman (MARS): +2 tracking, survival, stealth
  • Fleet Footed (MARS): +2 pace, d10 running
  • Connections: Call upon powerful friends in the Psi-Stalker Tribes
  • Connections: Call upon powerful friends in the Free State of Lazlo
  • Charismatic (Fortune & Glory): +2 Charisma
  • I Know A Guy (Fortune & Glory): Create a Connection once a session
  • Rich (Fortune & Glory): 5,000 credits, two rolls on equipment tables
  • Danger Sense (Hero’s Journey): Notice at –2 to detect surprise attacks/danger
  • Scholar (Hindrances): +2 to two knowledge skills of d8
  • Beast Master (Hindrances): Animals like your hero and won’t attack him unless they are attacked or upset. Also gains an animal companion.

Powers

  • Shape Change (Shape Change)
    Rank: Special
    P.P.E.: Special
    Range: Self
    Duration: 1 minute (1/minute)
    Trappings: The celtic tattoo of a fox, the shapeshifter, glows red when this power is activated and the hero calls on the power of Targon, Lord of the Land, bringing forth the raw power of nature. For +1 ppt the hero gains +1 toughness. On a raise increase vigor by 1 die type

  • Spirit Help (Summon Ally)
    Rank: Novice
    P.P.E.:3+
    Range: Smarts
    Duration: 3 (1/round)
    Trappings: The celtic unity knot tattoo glows blue when this power is activated, on a raise the tattoo glows brightly for the duration, creating light in a Small Burst Template centered on the hero.

  • Creator's Voice (Beast Friend)
    Rank: Novice
    P.P.E.: Special
    Range: Smarts x 100 yards
    Duration: 10 minutes
    Trappings: The celtic unity knot tattoo glows green when this power is activated and the character speaks to animals in their own voice.

  • Ascended Vision (Farsight)
    Rank: Seasoned
    Power Points: 3
    Range: Touch
    Duration: 3 (1/round)
    Trappings: The eye at the centre of this tattoo glows blue when this power is activated, on a raise the tattoo glows brightly for the duration, creating light in a Small Burst Template centered on the hero.

  • Creator's Hand (Elemental Manipulation)
    Rank: Novice
    Power Points: 1
    Range: Smarts x 2
    Duration: 3 (1/round)
    Trappings: Celtic five fold knot tattoo, glows depending on element being manipulated air (white), fire (red), wind (blue), earth (orange) and and the hero calls forth the power of Targon, Lord of the Land, bringing forth the raw power of nature. For +1 ppt the hero gains +1 toughness. On a raise increase vigor by 1 die type.

  • Targon's Blessing (Environmental Protection)
    Rank: Novice
    Power Points: 2
    Range: Touch
    Duration: 1 hour (1/hour)
    Trappings: Celtic five fold knot tattoo glows with each ring glowing a different color: air (white), fire (red), wind (blue), earth (orange) and the hero calls forth the power of Targon, Lord of the Land, bringing forth the raw power of nature. For +1 ppt the hero gains +1 toughness. On a raise increase vigor by 1 die type.

  • P.P.E. 20


Sat Jul 29, 2017 4:47 am
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8H

Johnny sees the flashes of purple light and smoke around the Murder Wraith's head begin to dissipate once more as the horror tries to regain it's focus amidst the attacks delivered by the rest of his team. Johnny squints with cold eyes and goes all in with Purple Haze. Lavender smoke emanates from his fingers as he strums harder.

The burst of color and smoke brightens around the Murder Wraith's head.

OOC Comments
Spellcasting: 1d6 = 3 (3)
Wild Die: 1d6 = 6 (6)
Aced Die: 1d6 = 3 (3)
Extra Effort: 1d6 = 1 (1)

If the Murder Wraith is still standing, he's got to make a Smarts Roll -4 or be Shaken

_________________
OOC:
Character Sheet: viewtopic.php?f=29&t=146

TOTAL BENNIES: 1
Quarterly Card: Mechanical Malfunction
"A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work."


Power Points/PPE: 1 (of 10)

Schoolboy's "Greatest Covers":
* The Devil's Right Hand
* Purple Haze
* Amazing Grace

EP: 1
Played by: Martin Coulter


Sat Jul 29, 2017 7:55 pm
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Posts: 184
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Deezy pauses at the door, and realizes that this was kind of it. Like, if she couldn't help her friends now, what was she? If she wanted her skills and inventions to be as good as they could be, didn't she have to try as hard as she could? Under the worst of circumstances? Wasn't she good enough for this? If not, maybe it was time to retire! And she'd only just gotten started!

"Hell NO!" she shouted, somewhat nonsensically to anyone not privy to her inner monologue. "I'm not leaving while I've still got bullets in the clip!"

She lifted the bulky Omniblaster up, fed it every last glimmer of energy she could muster, and when the panels on the side started glowing with unsteady light she grinned. "That's my baby. Give 'em hell!"

The cannon began to whirl around...then ground to a halt. She slammed it with the butt of her palm and it whirred back to life again and spat arcane blasts of telekinetic force! Well...two arcane blasts of telekinetic force. Then the lights on it died out again, and the motion stopped. This time no amount of shaking it brought it back online.

(Bolt! I have 2 PPE; enough for 2 2d6 blasts. It's literally all I got. :))
11 to hit for 24 damage on 1st, 5 to hit for 13 damage on second...good god, those exploding dice.

1st bolt: 1d10 = 6 (6) spellcasting or 1d6 = 6 (6) wild. 2d6 = 8 (3, 5) damage.
Ace on wild to hit: 1d6 = 5 (5)
Raise on damage: 1d6 = 6 (6)
Ace on Raise 1d6 = 6 (6)
Ace on Ace 1d6 = 4 (4)
2nd bolt: 1d10 = 2 (2) spellcasting or 1d6 = 1 (1) wild. 2d6 = 9 (6, 3) damage.
Benny to hit: 1d10 = 5 (5), 1d6 = 4 (4)
Ace on damage 1d6 = 4 (4)


Fri Aug 04, 2017 3:03 pm
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Beretta along with Conrad takessshots at the Murder Wraith to provide support for the fight, and shoots right into the murder wraith keeping him off balance.

Deezy starts to run back, but stops in the door way and steels herself for the fight. "Hell NO! I'm not leaving while I've still got bullets in the clip!" She lifted the bulky Omniblaster up, fed it every last glimmer of energy she could muster, and when the panels on the side started glowing with unsteady light she grinned. "That's my baby. Give 'em hell!" The magical blast slams into the Murder Wraith, tearing a hole into the harness and through the chest cavity. Deezy has that feeling of exhaustion and Euphoria that you get, when you know you put everything into what you do and it works out.

Johnny continues to play his music and enthralls the Murder Wraith, while Norona pulls back on his bow. Seeing the active Murder Wraith get cored with Deezy's shot leaves only one more target. The arrow impacts into the Murder Wraith and he can tell it had an impact.

Moira sees her target get cored and is able to change her focus. She swings onto the last Murder Wraith. While she is able to land her punch, she just wasn't quite able to put enough force behind it.

The Murder Wraith is able to come out of the purple haze and the team is able to the hatred in his eyes once again.

OOC Comments
One Murder wraith dead. Only one target left.

Baretta: KH
Conrad: 7D
Norona: 7C
Moira: 6D
Deezy: 5C
Murder Wraith: 4C
Johnny:2C


Sun Aug 06, 2017 5:16 pm
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With only one wraith left, Norona remains cautious. One was all it took to nearly kill Beretta. Keeping his bow lined up he holds for an opportune moment to fire. In the back of his mind, he is worried. So far these demons have appeared without a master. No doubt there was an even greater evil lurking about this town somewhere.

Staying focused on the present he looks down the shaft of his arrow he holds his fire and attempts to trick the creature

"Creature. Your master has surrendered already. Stand down or he will be very unpleased!"

Smarts Trick 5
Smarts: 1d8 = 1 (1)
Wild: 1d6 = 5 (5)

Wraith needs to roll an opposed smarts roll and compare it against the roll above. "If the character is successful, his opponent is distracted and suffers –2 to his Parry until his next action. With a raise, the foe is distracted and Shaken as well."

GM: congrats. absolute failure on his part.

_________________
Norona, Wilderness Scout
Armored Stats: Pace: 11, Toughness 10 (4)
PPE: 5/20

Bennies: 3
Character Sheet
Character Sheet

Player Name: John
Google Handle: venatus.vinco@gmail.com
Norona
Rank: Seasoned Experience: 28 Advances Left: 0
Race: M’adukar (Shaintar Half-Elf)
Iconic Framework: MARS - Wilderness Scout
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8
Charisma: +2; Pace: 8; Parry: 6; Toughness: 6 ; Strain: 0

Skills:
  • Notice d8
  • Survival d8+2
  • Tracking d8+2
  • Piloting d8
  • Spellcasting d8
  • Shooting d8
  • Fighting d6
  • Knowledge (Arcana) d8+2
  • Knowledge (Dragonese) d8+2
  • Stealth d6+2

Racial Abilities
  • Enemy (Racial): All creatures of Flame and Darkness will attack the character first if given the opportunity.
  • Weakness (Racial): Vulnerable to Black Iron and Blood Steel. Take +2 damage from these.
  • Outsider (Racial): As a d-bee he is considered odd in some human communities.
  • Lithe (Racial): Starting Agility of d6.
  • Low Light Vision (Racial): Ignore attack penalties for Dim and Dark lighting.
  • Nimble (Racial): +1 Parry.
  • Free Edge (Racial): AB Magic, 3 powers, 10 PPE
  • Free Skill (Racial): Spellcasting d6

Hindrances
  • Heroic (Major): Always helps those in need.
  • Vow (Minor): Respect for all creation, only kills when necessary
  • Quirk (Minor): A vegetarian, out of respect for animals

Edges
  • Woodsman (MARS): +2 tracking, survival, stealth
  • Fleet Footed (MARS): +2 pace, d10 running
  • Connections: Call upon powerful friends in the Psi-Stalker Tribes
  • Connections: Call upon powerful friends in the Free State of Lazlo
  • Charismatic (Fortune & Glory): +2 Charisma
  • I Know A Guy (Fortune & Glory): Create a Connection once a session
  • Rich (Fortune & Glory): 5,000 credits, two rolls on equipment tables
  • Danger Sense (Hero’s Journey): Notice at –2 to detect surprise attacks/danger
  • Scholar (Hindrances): +2 to two knowledge skills of d8
  • Beast Master (Hindrances): Animals like your hero and won’t attack him unless they are attacked or upset. Also gains an animal companion.

Powers

  • Shape Change (Shape Change)
    Rank: Special
    P.P.E.: Special
    Range: Self
    Duration: 1 minute (1/minute)
    Trappings: The celtic tattoo of a fox, the shapeshifter, glows red when this power is activated and the hero calls on the power of Targon, Lord of the Land, bringing forth the raw power of nature. For +1 ppt the hero gains +1 toughness. On a raise increase vigor by 1 die type

  • Spirit Help (Summon Ally)
    Rank: Novice
    P.P.E.:3+
    Range: Smarts
    Duration: 3 (1/round)
    Trappings: The celtic unity knot tattoo glows blue when this power is activated, on a raise the tattoo glows brightly for the duration, creating light in a Small Burst Template centered on the hero.

  • Creator's Voice (Beast Friend)
    Rank: Novice
    P.P.E.: Special
    Range: Smarts x 100 yards
    Duration: 10 minutes
    Trappings: The celtic unity knot tattoo glows green when this power is activated and the character speaks to animals in their own voice.

  • Ascended Vision (Farsight)
    Rank: Seasoned
    Power Points: 3
    Range: Touch
    Duration: 3 (1/round)
    Trappings: The eye at the centre of this tattoo glows blue when this power is activated, on a raise the tattoo glows brightly for the duration, creating light in a Small Burst Template centered on the hero.

  • Creator's Hand (Elemental Manipulation)
    Rank: Novice
    Power Points: 1
    Range: Smarts x 2
    Duration: 3 (1/round)
    Trappings: Celtic five fold knot tattoo, glows depending on element being manipulated air (white), fire (red), wind (blue), earth (orange) and and the hero calls forth the power of Targon, Lord of the Land, bringing forth the raw power of nature. For +1 ppt the hero gains +1 toughness. On a raise increase vigor by 1 die type.

  • Targon's Blessing (Environmental Protection)
    Rank: Novice
    Power Points: 2
    Range: Touch
    Duration: 1 hour (1/hour)
    Trappings: Celtic five fold knot tattoo glows with each ring glowing a different color: air (white), fire (red), wind (blue), earth (orange) and the hero calls forth the power of Targon, Lord of the Land, bringing forth the raw power of nature. For +1 ppt the hero gains +1 toughness. On a raise increase vigor by 1 die type.

  • P.P.E. 20


Tue Aug 08, 2017 12:38 pm
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Moira smiles gleefully as she wild up for another power packed haymaker

"Now that'sthe spirit lad! Yer other goo filled friends went down with but'a single punch. Yer not a pansy like them though are yah? Let'sa see who long we go round 'an round eye laddie?"


Moira lets loose with another heavy swing.
OOC Comments
Melee wild eldritch attack
Skill 1d8+2 = 4 (2)
Wild 1d6+2 = 7 (5)

Assuming 7 is a hit this will be my damage (really hopd that hit. I got a damage total of 32 if it did)
Strength plus wild attack 1d12+7 = 13 (6)
Plus eldrich damage 3d6 = 12 (4, 6, 2)
Ace 1d6 = 6 (6)
Ace's ace 1d6 = 1 (1)

_________________
Character sheet: viewtopic.php?f=7&t=355&p=5390#p5390

Magical knight of the Sidhe (pronounced she) court.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 31 (18) MDC

Bennies: 1

It's all about the Bagpipes and the Cellos...
Celtica: Beyond Avalon: https://www.youtube.com/watch?v=uN0e39ALWpU
2CELLOS - Thunderstruck: https://www.youtube.com/watch?v=uT3SBzmDxGk


Thu Aug 10, 2017 2:38 pm
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One down, one to go Conrad thought, stepping up and swinging his chainsword at the murder wraith.

Fighting 1d6 = 5 (5)
wild dice 1d6 = 1 (1)

_________________
http://savagerifts.com/viewtopic.php?f=29&t=82
Bennies 2

Size +2 to hit Conrad
Parry 5
Toughness 16(6)


Also Gargamel
http://savagerifts.com/viewtopic.php?f=42&t=344


Thu Aug 10, 2017 3:00 pm
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2c

Johnny keeps his hands ready to play just in case he needs to unleash one more Purple Haze--hoping he will be fast enough to cause some Confusion before being torn to shredded meat.

_________________
OOC:
Character Sheet: viewtopic.php?f=29&t=146

TOTAL BENNIES: 1
Quarterly Card: Mechanical Malfunction
"A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work."


Power Points/PPE: 1 (of 10)

Schoolboy's "Greatest Covers":
* The Devil's Right Hand
* Purple Haze
* Amazing Grace

EP: 1
Played by: Martin Coulter


Sun Aug 13, 2017 5:25 pm
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Notice
1d8 = 6 (6)
Wild 1d6 = 2 (2)


A wry smile creeps its way on to Beretta's face as the last oozing rot-sack stands by his lonesome, not entirely sure what the deal is with these unholy abominations she holds a bead on his putrid forehead.

By golly these corpses can take a beating!

Content to hold her aim, in the likelihood she needs to fire, Beretta hopes shes reading the battle correctly and her pea-shooter isn't needed anymore. . . but just in case, she's not letting that thing out of her crosshairs.

_________________
Beretta Le Rouge
GB stats: Pace 10 (swim 6); Parry 6; Toughness 30 (18); Bennies - 2
Wilk’s 227 Pulse Pistol; Range: 18/36/72; Damage: 2d6+1; RoF: 2; AP: 2; Shots: 22/24; Notes: Semi-Auto, 3RB, +1 to Shooting rolls.


Sun Aug 13, 2017 9:43 pm
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Beretta draws her aim onto the Murder Wraith and is ready to provide some form of distraction while Conrad jumps in and brings his sword down into the Murder Wraith. The grinding sound of the sword on dead skin is not only sickening, but disheartening. Narona Figures this creature is not nearly as smart as they actually look. In this instance, he appears to be right. "Creature. Your master has surrendered already. Stand down or he will be very unpleased!" T

Te Murder Wraith is taken back. "You have already captured Oliver in the basement?" A brief glimmer of hope shined in the Murder Wraiths eyes. "This could be my chance, NO! I CAN NOT DISOBEY!" The Murder Wraith is in a visible conflict over the conflict of the order, but he is sure the order is legit. "Very well, I will surrender. Tell me, What has happened to the dirty fairies?" The Murder Wraith raises his hands.

The team is relieved that the Murder Wraith gave up so easily.

OOC Comments
You now have a Murder Wraith as a Prisoner and you know his master is named Oliver who is in the basement. Faries are now involved in some way?


Wed Aug 16, 2017 5:34 pm
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