OOC Opening Post Complications: Rewards Rolls

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Pender Lumkiss
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OOC Opening Post Complications: Rewards Rolls

Post by Pender Lumkiss »


So in the First Post: Choose your complication A few NPC allies are with you. While they are present and generally helpful in this case they do not contribute to the overall success. In fact if you dare they can even cause a hindrance.

Any Player can choose a below ally, or two, or all three and write how they muck it up and make life hard. Every player can choose any ally and they can be used multiple times. If you picked:
  • 2 allies are in trouble take an additional -4 penalty to the quick combat. Make a roll on gear related HJ table of choice. Roll below in your own post.
  • 3 allies need to saved, take a -6 to your quick combat action. You take 1d4 wounds at the end of your post that can be soaked (have to spend a bennie), and stumble upon the mystic knight commanders treasure horde: submit a item, enchanted, super-tech, or TW of choice at a Veteran Crafter level. List that request below in your own post.
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Re: Opening Post Complications Rewards Rolls

Post by Blackfish »


  • Submit a item, enchanted, super-tech, or TW of choice at a Veteran Crafter level.
Still thinking. Grabbed a bag off a dead knight.

Item Description:
Major:
Minor:
Minor:
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Samson Malach
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Re: OOC Opening Post Complications: Rewards Rolls

Post by Samson Malach »

Ringil
Enchanted Ice Sword (Giant-sized vibro-sword as base)
Major: +1 Fighting die-type
Minor: +1 Fighting
Minor: Add Trapping - Ice; The sword is permanently coated in mystic Ice, forcing a Vigor roll (at -2 on a Raise above parry) to avoid cold-based fatigue
Last edited by Samson Malach on Thu Jan 11, 2018 10:52 pm, edited 3 times in total.
Samson Malach
Samson Malach character sheet
Bennies: 3 (+2 interlude & dream, +1 post rate, -1 Spirit for Persuasion, -1 EE Persuasion, -1 Spirit for Persuasion, -1 EE Persuasion, +2 assist Vello, -1 EE Scara's Tower, -1 soak Scara's Tower, +1 saving the complications, -1 Spirit for Stealth, -2 Stealth rerolls, +1 murder wraith music, +1 portal / Scara's tower scene, -1 Scara's tower EE notice for loot, +1 for joker, -1 EE Fighting murder wrait, -1 reroll damage, +1 EP spent, -1 EE Mind Control, +1 stairway, -1 EE crossing bridge, +1 Fate's End post, +1 Black Burger, +1 final battle scene, +1 megaversal legion pic, -1 EE smarts, -1 EE shooting, +1 final round)
Wounds / Fatigue: 0 / 0
ISP: 40 / 40
Parry: 6
Toughness: 29 (18) (Iron Mage Glitter Boy armor)
Pace: 6
Pertinent Edges: Improved Rapid Recharge, Quick, Brave, Elan, Telemechanics, Ambidextrous
Weapon in hand: Ringil
Weapon in holster: Iceblast Shotgun
Adventure Cards:
  • Flesh Wound: Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene".
    Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
    Arcane Inspiration: ***PLAYED***When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action, or use a power he doesn't have.
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Jude Maverick
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Re: OOC Opening Post Complications: Rewards Rolls

Post by Jude Maverick »

Healer's Stone
Enchanted item: Smooth, round black stone marked with silver runes of healing. When placed on a wound, it knits flesh and bone.
Major: Healing power (5 PPE)
2 Minors: +10 PPE (Total: 15 PPE)
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Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Pender Lumkiss
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Re: OOC Opening Post Complications: Rewards Rolls

Post by Pender Lumkiss »

Jude Maverick wrote:Healer's Stone
Enchanted item: Smooth, round black stone marked with silver runes of healing. When placed on a wound, it knits flesh and bone.
Major: Healing power (5 PPE)
2 Minors: +10 PPE (Total: 15 PPE)

Looks good, toss in Spirit to activate.
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Pender Lumkiss
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Re: OOC Opening Post Complications: Rewards Rolls

Post by Pender Lumkiss »

Samson Malach wrote:Ringil
Enchanted Ice Sword (Giant-sized vibro-sword as base)
Major: +1 Fighting die-type
Minor: +1 Fighting
Minor: Add Trapping - Ice; The sword is permanently coated in mystic Ice, forcing a Vigor roll (at -2 on a Raise above parry) to avoid cold-based fatigue
looks good
Field Team Six Bennies
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Carlos Caravello
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Re: OOC Opening Post Complications: Rewards Rolls

Post by Carlos Caravello »

Mystic Knights

Naruni Personal Anti-Gravity Pack
Info
Rather than propulsion jets, this pack uses advanced anti-gravity devices to control lift and thrust. The end result is a highly maneuverable unit that enables users to hover, stop on a dime, and change direction very quickly.
  • Piloting: Add +2 to Piloting, no unstable platform penalty
  • Flight Pace: 30
  • Climb: 1
  • Duration: The anti-gravity pack has effectively unlimited range, but isn't properly calibrated for Earth gravity. Roll on the Technical Difficulties for each 30 minutes after 2 hours of continuous use.
  • Repair: Advanced alien technology make this item -2 to Repair except for Naruni Authorized Dealers
Base Item: T-100 Eagle Jetpack
Major: Steady Hands
Minor: +1 piloting
Minor: +1 piloting
Quirk: Technical Difficulties when used past duration
Character Information
Carlos Caravello
Armored Stats: Strength d12+2; Pace: 8; Toughness: 20 (7), +2 Ranged Attacks, +2 Stealth (wilderness)
Bennies 4/4
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Pender Lumkiss
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Re: OOC Opening Post Complications: Rewards Rolls

Post by Pender Lumkiss »

Carlos Caravello wrote:Mystic Knights

Naruni Personal Anti-Gravity Pack
Rather than propulsion jets, this pack uses advanced anti-gravity devices to control lift and thrust. The end result is a highly maneuverable unit that enables users to hover, stop on a dime, and change direction very quickly.
  • Piloting: Add +2 to Piloting, no unstable platform penalty
  • Flight Pace: 30
  • Climb: 1
  • Duration: The anti-gravity pack has effectively unlimited range, but isn't properly calibrated for Earth gravity. Roll on the Technical Difficulties for each 30 minutes after 2 hours of continuous use.
  • Repair: Advanced alien technology make this item -2 to Repair except for Naruni Authorized Dealers
Mods
Base Item: T-100 Eagle Jetpack
Major: Steady Hands
Minor: +1 piloting
Minor: +1 piloting
Quirk: Technical Difficulties when used past duration
approved.
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Pender Lumkiss
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Re: Opening Post Complications Rewards Rolls

Post by Pender Lumkiss »

Zieja wrote:
  • Submit a item, enchanted, super-tech, or TW of choice at a Veteran Crafter level.
Still thinking. Grabbed a bag off a dead knight.

Item Description:
Major:
Minor:
Minor:
Bag of Despair: As an action the player can use the monstrous fear ability once per scene in a cone shape extending out from them.
Minor: Frightening, -1 to the fear check
Minor(Trapping): While held open the irradiating waves of fear distort and blurr your true image making it hard to hit you at range. -1 to hit.



oh add 50% chance when wounded the purse opens in a random direction
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Re: Opening Post Complications Rewards Rolls

Post by Blackfish »

Pender Lumkiss wrote:
Zieja wrote:
  • Submit a item, enchanted, super-tech, or TW of choice at a Veteran Crafter level.
Still thinking. Grabbed a bag off a dead knight.

Item Description:
Major:
Minor:
Minor:
Bag of Despair: As an action the player can use the monstrous fear ability once per scene in a cone shape extending out from them.
Minor: Frightening, -1 to the fear check
Minor(Trapping): While held open the irradiating waves of fear distort and blurr your true image making it hard to hit you at range. -1 to hit.



oh add 50% chance when wounded the purse opens in a random direction
Thank you Pender.
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    Mercy Six GM - Pender Lumkiss
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Icosa
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Re: OOC Opening Post Complications: Rewards Rolls

Post by Icosa »

Alecto discovered:

Jitterbug - Enchanted Sword
- Major: Can cast Quickness on the user only. The weapon has 5PPE for this purpose only.
- Minor: +1 Parry - The weapon's movements seem jittery and erratic, but they always seem to put the sword between its bearer and attacks.
- Minor: +1 to Fighting rolls with sword - The constantly accelerated movements of the sword are hard to defend against.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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Carlos Caravello
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Re: OOC Opening Post Complications: Rewards Rolls

Post by Carlos Caravello »

The 11,000 new soldiers for Geist Bribe Weapon

GAW RJX “Mountain Man”
Golden Age Weaponsmith Experimental Ramjet Weapon
This massive pistol is equipped with Golden Age Weaponsmith’s ramjet rounds. The rounds have their own propellant, like miniature rockets, that scream to the target with devastating armor penetration. Damage is very focused but the ability to punch through even MDC alloys makes the Mountain Man a dangerous stand-off weapon.

In addition to its devastating ammunition the Mountain Man features an integrated, and highly experimental, miniaturized smart gun system that increases accuracy, range, and damage. Unfortunately, the system is temperamental and will sometimes short out at inopportune moments.
  • Range: 18/36/72
  • Damage: 2d6+2, AP 10, Mega Damage
  • ROF: 1
  • Payload: 10
OOC Comments
Base Item:
Gyrojet Pistol
Range: 18/36/72
Damage: 2d6+2, AP 10, Mega Damage
ROF: 1
Payload: 10
Weight: 3
Minor: +1 Damage
Minor: +1 Damage
Major: Marksman (+2 if shooter doesn’t move)
Major: Major: +50% to Range
Major: Dead Shot (Double Damage on a Joker)
Quirk: When dealt a Club the major/minor mods do no work for that round, making the weapon a basic gyrojet pistol
Character Information
Carlos Caravello
Armored Stats: Strength d12+2; Pace: 8; Toughness: 20 (7), +2 Ranged Attacks, +2 Stealth (wilderness)
Bennies 4/4
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Pender Lumkiss
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Re: OOC Opening Post Complications: Rewards Rolls

Post by Pender Lumkiss »

Alecto wrote:Alecto discovered:

Jitterbug - Enchanted Sword
- Major: Can cast Quickness on the user only. The weapon has 5PPE for this purpose only.
- Minor: +1 Parry - The weapon's movements seem jittery and erratic, but they always seem to put the sword between its bearer and attacks.
- Minor: +1 to Fighting rolls with sword - The constantly accelerated movements of the sword are hard to defend against.
Looks good.
Field Team Six Bennies
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Pender Lumkiss
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Re: OOC Opening Post Complications: Rewards Rolls

Post by Pender Lumkiss »

Carlos Caravello wrote:The 11,000 new soldiers for Geist Bribe Weapon

GAW RJX “Mountain Man”
Golden Age Weaponsmith Experimental Ramjet Weapon
This massive pistol is equipped with Golden Age Weaponsmith’s ramjet rounds. The rounds have their own propellant, like miniature rockets, that scream to the target with devastating armor penetration. Damage is very focused but the ability to punch through even MDC alloys makes the Mountain Man a dangerous stand-off weapon.

In addition to its devastating ammunition the Mountain Man features an integrated, and highly experimental, miniaturized smart gun system that increases accuracy, range, and damage. Unfortunately, the system is temperamental and will sometimes short out at inopportune moments.
  • Range: 18/36/72
  • Damage: 2d6+2, AP 10, Mega Damage
  • ROF: 1
  • Payload: 10
OOC Comments
Base Item:
Gyrojet Pistol
Range: 18/36/72
Damage: 2d6+2, AP 10, Mega Damage
ROF: 1
Payload: 10
Weight: 3
Minor: +1 Damage
Minor: +1 Damage
Major: Marksman (+2 if shooter doesn’t move)
Major: Major: +50% to Range
Major: Dead Shot (Double Damage on a Joker)
Quirk: When dealt a Club the major/minor mods do no work for that round, making the weapon a basic gyrojet pistol
Looks fun. Consulting on the availability of gyrojet ammo.
Field Team Six Bennies
3/6
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