8.1 Moving through the crew!

Post Reply
User avatar
Ndreare
Savage Siri
Posts: 3397
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
Contact:

8.1 Moving through the crew!

Post by Ndreare » Fri Jan 03, 2020 3:25 pm

Aboard the ship the former Crew of the Remorseless finds they have secured the area and feel as if perhaps they have gone unnoticed by those outside the cargo hold.

@Death Otter’s efforts to hack into the system and take control of it have proven to be quite efficient as the information pouring into her mind is more than she can easily sift through. Confirming quickly to @Sa`maku and the others that there is no sudden or alerted type movements.

The timing is tight, the Remorseless knows they need to arrest or kill the crew of the Peacemaker at least well enough to get the team in place to take out the officers in charge. But with so many and on such a large ship with multiple isolated systems it will be hard. @Death Otter can see the movements throughout the ship, but seems unable to identify who is who within those movements. Except that two of the bodies are close to 500 kilos the rest seem to be generally indistinct.

The most likely location for the top dogs in this fight will be the forward bridge on the upper deck or the officers lounge on the main deck. But getting there is going to take some effort.

The Remorseless are going to need a plan and they will need to decide on the way if they are murdering the pirate crew, or sparing them. Either way, they need to take action...


Quick Encounter Instructions
Instructions
I really do not want to grind our way through this ship. So we are going to do a dramatic task. The task will be handled like a heist with two components; Intelligence and Information, and Combat.
You need 7 tokens to make it to the bridge.
Every 3 additional tokens means one of the Officers was defeated on the way. The player with the highest roll (in order if more than one) can determine how they isolated or defeated the relevant officer on the way.

Intelligence and Information
You have decided to network and share information Death Otter has the Lead with support provided by whoever wants to using; Hacking, Notice, Persuasion, or Stealth. This will most likely be Ramson or Fiona. Luckily you have general heat signatures and conditions on everyone. Unfortunately someone is actively fighting your control of the ship!
Roll Hacking versus 7 ( 1d10+2 = 6: 4 Wild 1d6+2 = 7: 5)
  • Critical Failure: Things go upside down, The rest of the Crew is rolling at an additional -4 from the false intelligence and no crew member may gain more than 1 token each!
  • Failure: Things get rough, The rest of the Crew may gain more than 1 token each!
  • Success: Great Job, it was hard but you pulled through. The rest of the crew can get up to 2 tokens each and are rolling at +1.
  • Raise: Great Job, it was hard but you pulled through. The rest of the crew can get up to 3 tokens each and are rolling at +2!


Combat
Are you locking them into rooms, piling them into the cargo hold for spacing, or some other option? Well with the intelligence being provided you can do this. Lets get through these decks and find out where the officers are at.
Roll a Combat or Arcane skill of choice at -2. (Include an additional -2 in your roll and gain 1 benny for doing the right thing trying to save the lives of the crew.)
  • Critical Failure: Things go upside down, you take 1 fatigue that will not recover for 24 hours or on a raise with Relief. And 1d3 wounds (which may be soaked).
  • Failure: Things get rough, you take 1 fatigue that will not recover for 24 hours or on a raise with Relief. And 1 wound (which may be soaked).
  • Success: Great Job, it was hard but you pulled through. You gain 1 Token and you take 1 fatigue that will not recover for 24 hours (or on a raise with Relief) or 1 wounds (which may be soaked).
  • Raise: Astounding, it was hard but you pulled through. You gain 1 Token (2 if allowed by intelligence roll) and somehow come through the initial waves without bumps or bruises!
  • 2 Raises: Legendary, it was hard but you pulled through. You gain 1 Benny, up to 3 Tokens as allowed by intelligence roll and somehow come through the initial waves without bumps or bruises!
Benny Counter
Phase World - The Remorseless Game Master Bennies 6; Mission: Get Revenge on Durrack
  • +5 Players
    +1 Sidekicks
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
Captain Durrack 4
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
Angelus 0, Wounds -3
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -1 Resist Fear
    -3 Soak Sa'Maku's volley of blows. Took 3 wounds
Debrek 4 (Ex Protection +6 toughness, Ex Deflection -4)
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
Essense 3 (Ex Detect Arcana + Presence Sense, WG Improved Level Headed)
  • 2 baseline Wild Card NPC
    -1 To Resist Hacking
    +2 Jokers in turn 1 of Big Battle
Power 2 (WG Improved Level Headed)
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Reroll Self Healing in turn 1
Peacemaker Crew 41
  • 41 Baseline
    kills

Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

The 99's Game Master Bennies 0, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel
    -2 Queen soak rolls versus Sal's healing
    -1 Queen soaks 2 wounds from boom gun

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Death Otter
Posts: 88
Joined: Fri Oct 05, 2018 9:25 pm

Re: 8.1 Moving through the crew!

Post by Death Otter » Fri Jan 03, 2020 4:33 pm

It had been awhile since Otter had been on a really GOOD computer system. Remorseless wasn't bad, but those refurbed freighters skimped on electronics. Peacemaker had military specification systems, and while that meant it had some formidable defenses, it ALSO meant it had room for Death Otter to really spread her wings.

She surged through the ship's systems, rewriting access privileges as she went, leaving a wake of locked-out network nodes behind her. Her first target was the shipboard AI. Though there was someone doing network security, and whoever it was wasn't BAD per se, there was little a console jockey could do against someone who's consciousness was projected into the ship itself. In seconds the 'white-hat' hacker was shut away behind multiple layers of randomized security that cut off his access while his controls were bombarded with profane 'death otter' branded spam from multiple nodes she'd reconfigured on the fly to attack him, rendering his equipment nearly useless.

The battle against the artificial intelligence was far more interesting.

Here, Otter took advantage of the nature of an AI. Its mind consisted of discrete nodes, working in close unity. It was devlishly fast and quick to adapt, but she was able to surprise it by distracting it with a big release of malicious code as a feint, followed by isolating and cutting off one of its neural nodes from the others. This caused the whole mind to become one slightly dumber, slower mind, and one really dumb and slow mind that was effectively trapped. The AI immediately turned on that data-prison, giving Death Otter an opening to take advantage of its diminished state. As it freed its imprisoned node, Otter was able to quickly degrade the connections of three other nodes.

From there, it was a game of jabs, feints and finishing the job. Twenty seven nodes in all, each of them cut off from the others...powerful in their own right, but not designed to function individually. Containable, until she had a chance to dig into the base code and see what could be done.

With the net-spider and the artificial intelligence handled, Death Otter assumed full control of the ship's network. Her giggling voice came over the erstwhile crew of the Remorseless' comms.

"The ship's ours, guys. If you'd just handle a little pest control problem it has, I think we're good to go."

Information flooded everyone's data displays, showing deckplans, the locations of crewmembers, all annotated with notes. The home ground advantage, turned on its head.

Rolls: Psionics 18
Psionics 1d12: 12 or 1d6: 4
This is why she's the best: Ace 1d12: 6

User avatar
Sa’Maku
Posts: 84
Joined: Fri Oct 12, 2018 4:44 pm

Re: 8.1 Moving through the crew!

Post by Sa’Maku » Mon Jan 06, 2020 3:40 pm

Fighting 1d12-3 = 4: 7
Wild 1d6-3 = 0: 3

"Very well," Sa'Maku says grimly as he prepares for a boarding action. "Can you make the ship sound general quarters and secure the crew in their rooms?"

Regardless of the answer he heads into the fray, cautious not to permanent injure anyone and relying on his fists, feet, and fury to subdue the enemy.

Spotting the first gaggle of crew he bellows his orders, "Return to your quarters and you will not be harmed."

As soon as the stupidest in the group makes a move toward him, the big Seljuk beats him unconscious - but not before taking a few lucky blows.

1 Token, 1 level of Fatigue.

User avatar
Ramson Gourdaine
Posts: 99
Joined: Thu Oct 18, 2018 10:59 am

Re: 8.1 Moving through the crew!

Post by Ramson Gourdaine » Mon Jan 06, 2020 5:49 pm

Ramson 8 (2 Tokens); Thissok 18 (3 tokens + benny)
Ramson
Fighting d10+2. DO assist +2, Scene Penalty -2
Fighting 1d10+2 = 12: 10
Wild Fighting 1d6+2 = 8: 6 ACE 1d6+8 = 9: 1


Thissok
Athletics d8, DO assist +2, Scene Penalty -2
Athletics 1d8: 8 ACE 1d8+8 = 16: 8 ACE 1d8+16 = 18: 2
Wild Athletics 1d6: 6 ACE 1d6+6 = 11: 5
Ramson finally presented with foes who aren't invulnerable to everything he can do, becomes a force of terror; his vibro-vambraces fill the corridors of the enemy vessel with a sound like a hundred snarling wolves. He emerges from around corners and lays into the enemy, the blades slicing into the bodies of the hapless crew. Throats slashed open, entrails spilled into the corridor--when the Remorseless crew claims this ship, clean-up is going to be nasty.

For all the terror that he inflicts upon them, though, Thissok is in many ways worse; the serpent goes about in an insignificant garter snake form,slithering through the ventilation system and under furnishings, before emerging and assuming her full, natural form whenever one or two are isolated, killing them, and then reverting again, her victims to be found by their crewmates. Ramson is terrible, but he is a terror they can understand; Thissok is silent death, leaving behind crushed corpses with no trace to how they died.

Of course, time being of the essence, those crewmen who follow Sa'Maku's advice are actually spared--neither Ramson nor Thissok have the luxury of hunting prey smart enough to run.
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1






User avatar
Fiona Gladbrooke
Posts: 72
Joined: Mon Mar 11, 2019 8:51 pm

Re: 8.1 Moving through the crew!

Post by Fiona Gladbrooke » Mon Jan 06, 2020 6:25 pm

task 8
Modifiers: scene -2, DO bonus +2. Net 0. Fiona is obviously in combat mode for the fracass
Shooting 1d12: 2
Wild 1d6: 3
Benny to reroll
Shooting 1d12: 7
Wild 1d6: 4
Fiona sticks with Ramson thru the battle to the bridge. While guile was her preferred stock and trade the Empire had made sure her combat skills were also top notch. Relying mostly on her trusted NE custom pistol to mow down security officers who were so rude as to avoid melee with the wild simvan, she did have to draw steel once or twice. Feeding on the emotional energies of the battle she gets a bit carried away. While she'd normally counsel trying to spare and convert the crew she gets lost in the thrill of it all.
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10/15 (11)/21 (12). +1 Coat, +4 (0) armored clothes or + 10 (1) Morphic Armor
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 1/3
Edit Signature

User avatar
Brokner Jacobi
Posts: 26
Joined: Fri Aug 16, 2019 6:58 pm

Re: 8.1 Moving through the crew!

Post by Brokner Jacobi » Sat Jan 11, 2020 8:33 pm

OOC Comments
Techno-Wizardry d12 - 1d12: 5 - to add teleport to his launcher
Techno-Smithy Wrench (HJ Staff) -
10 PPE (which regenerate at the same rate as the caster's),
grants a +1 Techno-Wizardy Rolls.
Wild - 1d6: 3


Shooting d8 - 1d8: 6
Wild - 1d6: 4
After the info from DO floods his systems, Brokner takes a swig from his ever present flask. ’Lets clean house!!” He again goes down on one knee and digs thru his bag. With a ”Huzzah!!, Brokner pulls out some more junk and, using his TW wrench, adds it to his grenade launcher. After a few seconds, Brokner regains his feet, picks up his pack. With his gear ready, Brokner uses his arm computer to chart his path. ”Okay, Gang. I am heading for the engine room, with a stop by any labs i see.” He takes a look around his crew as he speaks. ”If we need medical stuff, i can try to stop by the med labs as well and see what i can get?” Looking at his arm with a glance, Brokner heads off. ’Come on, Rust bucket, let ge…..” Shaking his head and giving a small chuckle, Brokner’s cheeks redden as he says ”oops. I am not used to him not being beside me.”


Brokner walks the hallways, using his arm computer as a GPS. Following the info from DO, Brokner avoids as many crew as he can. The ones he cant avoid, he fires a sleep grenade at them. His major goal is the engine room, but he will search and loot any engineering/mechanical/medical labs he may come across.

User avatar
Ndreare
Savage Siri
Posts: 3397
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
Contact:

Re: 8.1 Moving through the crew!

Post by Ndreare » Fri Jan 17, 2020 3:23 pm

Total 9 tokens (1 success more and you would have had 1 less officer.)
Initiative, Debrek and Essence have Jokers, Players go 1st, then Baddies
Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
  • Quick rerolls 16 or less
  • Quickness with a Raise rerolls 24 or less
  • 53, 54, 55, 56 are considered Jokers
  • Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).

@Sa’Maku (Quick discard 16 or less) 1d56: 2 Reroll 16 or less 1d56: 1 Reroll again 1d56: 33
@Ramson Gourdaine 1d56: 32
  • Tactician
    1d56: 24
    1d56: 21
@Fiona Gladbrooke 1d56: 42
@Brokner Jacobi 1d56: 47
@Zarlo 1d56: 51


Durrack 1d56: 32
Angelus 1d56: 32
Debrek 1d56: 54 = Joker
Essence 1d56: 53 = Joker
Power 1d56: 40

Benny Counter
Phase World - The Remorseless Game Master Bennies 6; Mission: Get Revenge on Durrack
  • +5 Players
    +1 Sidekicks
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
Captain Durrack 4
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
Angelus 0, Wounds -3
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -1 Resist Fear
    -3 Soak Sa'Maku's volley of blows. Took 3 wounds
Debrek 4 (Ex Protection +6 toughness, Ex Deflection -4)
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
Essense 3 (Ex Detect Arcana + Presence Sense, WG Improved Level Headed)
  • 2 baseline Wild Card NPC
    -1 To Resist Hacking
    +2 Jokers in turn 1 of Big Battle
Power 2 (WG Improved Level Headed)
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Reroll Self Healing in turn 1
Peacemaker Crew 41
  • 41 Baseline
    kills

Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

The 99's Game Master Bennies 0, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel
    -2 Queen soak rolls versus Sal's healing
    -1 Queen soaks 2 wounds from boom gun

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Ndreare
Savage Siri
Posts: 3397
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
Contact:

Re: 8.1 Moving through the crew!

Post by Ndreare » Fri Jan 17, 2020 6:05 pm

With amazing efficiency the Remorseless move through the crew of the Peacemaker and find they easily outmatch the crew. Coming to the bridge the only place left the officers could be the Crew of The Remorseless slows and takes account having a moment of clear heads, they begin to position themselves.

However before they can act the doors to the bridge slide open and smiling at them is Debrek. "Well, how did you get on the ship? I suppose it does not matter. You must be the ones giving Essence so much trouble." Then he simply disappears from sight!

Essence hates being stuck in situations like this. It feels to much like a fare fight, and after all this time he and Power have avoided fare fights he had no plan to fight one now. As his body melts and he moves into the ceiling of the ship

OOC Comments
Teleported to Safety...
Joker +2, MAP -2 = +0
Ex Deflection
Spellcasting 1d10: 4
Wild 1d6: 2
Ex Protection
Spellcasting 1d10: 6
Wild 1d6: 5


Ex Detect Arcana + Presence Sense
Weird Science 1d10+2 = 5: 3
Weird Science 1d6+2 = 5: 3
Ex Warrior's Gift self & brother
Weird Science 1d10+2 = 7: 5
Weird Science 1d6+2 = 8: 6 Ace 1d6+8 = 9: 1
MAP
Top of Turn 01.JPG
Players Turn
Benny Counter
Phase World - The Remorseless Game Master Bennies 6; Mission: Get Revenge on Durrack
  • +5 Players
    +1 Sidekicks
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
Captain Durrack 4
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
Angelus 0, Wounds -3
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -1 Resist Fear
    -3 Soak Sa'Maku's volley of blows. Took 3 wounds
Debrek 4 (Ex Protection +6 toughness, Ex Deflection -4)
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
Essense 3 (Ex Detect Arcana + Presence Sense, WG Improved Level Headed)
  • 2 baseline Wild Card NPC
    -1 To Resist Hacking
    +2 Jokers in turn 1 of Big Battle
Power 2 (WG Improved Level Headed)
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Reroll Self Healing in turn 1
Peacemaker Crew 41
  • 41 Baseline
    kills

Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

The 99's Game Master Bennies 0, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel
    -2 Queen soak rolls versus Sal's healing
    -1 Queen soaks 2 wounds from boom gun

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Ramson Gourdaine
Posts: 99
Joined: Thu Oct 18, 2018 10:59 am

Re: 8.1 Moving through the crew!

Post by Ramson Gourdaine » Fri Jan 17, 2020 10:43 pm

OOC Comments

Boost Trait: Fighting on team (Modifiers: +2 Greater Boost, +6 Add. Targets, +4 to get +2 to roll; Total ISP 14)
Roll is at -4 due to Sa'Maku Arcane Resistance
Boost Fighting 1d8-2 = 3: 5
Wild Psionics 1d6-2 = 0: 2
Benny reroll
Boost Fighting 1d8-2 = 3: 5
Wild Psionics 1d6-2 = 2: 4
Benny Reroll
Boost Fighting 1d8-2 = 4: 6
Wild Psionics 1d6-2 = 3: 5
Success = Auto-Raise
All in group (including Ramson) gain +2 die-types Fighting, with a free Fighting reroll once per action.

Final Stats:
Bennies: 1/3
ISP: 21/35

Thissok goes On Hold until later in the round, in order to take advantage of other character's actions.
As they prepare to assault the bridge, Ramson nods to his own crew. "Okay, folks, hit 'em hard, hit 'em smart, and keep your guards up." As he speaks, they experience a surge in skill, so even the least capable of them is now a master of the blade, while those with serious training are now gods of close-quarters combat.

"Take them."

Thissok, primed to strike, awaits the opening salvo of offensive magics the Coatl knows is likely to precede their assault.
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1






User avatar
Stoic
Bronze Patron
Bronze Patron
Posts: 432
Joined: Fri May 25, 2018 8:58 am

Re: 8.1 Moving through the crew!

Post by Stoic » Sat Jan 18, 2020 7:03 am

OOC Comments
Mega Stun (Auto raise) centered on Angelus (Vigor roll at -4)
Spellcasting 1d10: 1
Wild Die 1d6: 2
Benny
Spellcasting 1d10: 5
Wild Die 1d6: 5
Zarlo peeks around the corner, spotting Angelus. He whispers an arcane phrase and a bright blue flash explodes directly onto Angelus.
GM Bennies 9/9
Wild Card Bennies ?

User avatar
Ndreare
Savage Siri
Posts: 3397
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
Contact:

Re: 8.1 Moving through the crew!

Post by Ndreare » Sat Jan 18, 2020 7:43 am

OOC Comments
Durrack 1d12+2 = 11: 9
Wild 1d6+2 = 7: 5

Angelus 1d12-4 = 4: 8
Wild 1d6-4 = -1: 3

Power 1d6-4 = -2: 2
Wild 1d6-4 = 1: 5
Benny reroll
Power 1d6-4 = -1: 3
Wild 1d6-4 = 1: 5
Benny reroll
Power 1d6-4 = -1: 3
Wild 1d6-4 = -1: 3
As the magic hits them it rolls off the giants. However the sound of a 3rd crew member still in the bridge can be heard moaning from the effect.
Benny Counter
Phase World - The Remorseless Game Master Bennies 6; Mission: Get Revenge on Durrack
  • +5 Players
    +1 Sidekicks
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
Captain Durrack 4
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
Angelus 0, Wounds -3
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -1 Resist Fear
    -3 Soak Sa'Maku's volley of blows. Took 3 wounds
Debrek 4 (Ex Protection +6 toughness, Ex Deflection -4)
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
Essense 3 (Ex Detect Arcana + Presence Sense, WG Improved Level Headed)
  • 2 baseline Wild Card NPC
    -1 To Resist Hacking
    +2 Jokers in turn 1 of Big Battle
Power 2 (WG Improved Level Headed)
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Reroll Self Healing in turn 1
Peacemaker Crew 41
  • 41 Baseline
    kills

Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

The 99's Game Master Bennies 0, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel
    -2 Queen soak rolls versus Sal's healing
    -1 Queen soaks 2 wounds from boom gun

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Ramson Gourdaine
Posts: 99
Joined: Thu Oct 18, 2018 10:59 am

Re: 8.1 Moving through the crew!

Post by Ramson Gourdaine » Sat Jan 18, 2020 8:15 am

Fighting Test 8, resisted by Angelus' Smarts
Fighting test vs. Angelus, using Feint (Angelus resists with Smarts)
Feint 1d12: 1
Wild Fighting 1d6: 2
Benny reroll
Feint 1d12: 4
Wild Fighting 1d6: 3
Benny reroll because what the fuck
Feint 1d12: 3
Wild Fighting 1d6: 1
Ramson Benny Reroll
Feint 1d12: 2
Wild Fighting 1d6: 1
EP Benny
1d12: 10
1d6: 5
FINALLY.
Oh, wait, forgot Limited Metamorphosis is an action, so MAP -2 means a final total of 8.

Limited Metamorph to become a snake, take cover under the seats on the bridge.

Also, everyone on the Bridge needs to make a Fear check.

As soon as Zarlo's spell goes off, the wily Coatl surges forward, lunging at the terrifying figure in the center of the Bridge--only to transform into a garter snake and slither under the seats, the maneuver designed to throw Angelus off-balance. and leave a path clear for S
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1






User avatar
Ndreare
Savage Siri
Posts: 3397
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
Contact:

Re: Mission Two: The Thief of Always

Post by Ndreare » Sat Jan 18, 2020 9:07 am

Angelus is Vulnerable and Shaken
Smarts 1d6: 3
Wild 1d6: 2
Benny
Smarts 1d6: 4
Wild 1d6: 3
Fear, both pass
Angelus
Fear 1d6: 6
Wild 1d6: 4

Power (Distracted -2)
Fear 1d8-2 = 2: 4
Wild 1d6-2 = 4: 6
Benny Counter
Phase World - The Remorseless Game Master Bennies 6; Mission: Get Revenge on Durrack
  • +5 Players
    +1 Sidekicks
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
Captain Durrack 4
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
Angelus 0, Wounds -3
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -1 Resist Fear
    -3 Soak Sa'Maku's volley of blows. Took 3 wounds
Debrek 4 (Ex Protection +6 toughness, Ex Deflection -4)
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
Essense 3 (Ex Detect Arcana + Presence Sense, WG Improved Level Headed)
  • 2 baseline Wild Card NPC
    -1 To Resist Hacking
    +2 Jokers in turn 1 of Big Battle
Power 2 (WG Improved Level Headed)
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Reroll Self Healing in turn 1
Peacemaker Crew 41
  • 41 Baseline
    kills

Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

The 99's Game Master Bennies 0, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel
    -2 Queen soak rolls versus Sal's healing
    -1 Queen soaks 2 wounds from boom gun

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Sa’Maku
Posts: 84
Joined: Fri Oct 12, 2018 4:44 pm

Re: 8.1 Moving through the crew!

Post by Sa’Maku » Sat Jan 18, 2020 1:19 pm

Intimidate 8
Intimidate 1d8: 3
Wild 1d6: 1

Reroll
1d8: 1
1d6: 3

Benny
Intimidate 1d8: 7
Wild 1d6: 1

Reroll
1d8: 4
1d6: 6
Ace 1d6: 2

Note: If I get a raise I'll spend the benny for the drop.
Fighting 22, 23, 33 AP 16
+4 from boost Trait/Vulnerable
-4 from Multi-action
Note: Reach 2", Opponent may not be able to counter attack/First Strike without reach 2 weapon

Fighting 1d12: 9 1d6: 2
Fighting 1d12: 10 1d6: 3
Fighting 1d12: 10 1d6: 2

Damage 1d12+2 = 11: 9 2d8: 2, 2 = 15 AP 16
Raise 1d6: 3

Damage 1d12+2 = 5: 3 2d8: 2, 7 = 14 AP 16
Raise 1d6: 5

Damage 1d12+2 = 14: 12 2d8: 5, 3 Ace 1d12: 9 = 29 AP 16
Raise 1d6: 1
Close quarters battle is dangerous and thrilling. As Thissock slips by Angelus catching the demigod off guard Sa'Maku kicks in his anti-grav pack and zooms down the hallway toward the soul draining foe. As he flies the massive reptilian let's out a deep primal roar that would strike fear into lesser creatures, unfortunately the face plate diminishes some of the effect.

Keeping outside of Angela's reach Sa let's loose with a flurry of attacks to keep the heavy hitter busy for the others.

User avatar
Ndreare
Savage Siri
Posts: 3397
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
Contact:

Re: 8.1 Moving through the crew!

Post by Ndreare » Sat Jan 18, 2020 4:02 pm

OOC Comments
For most opponents I would apply a -2 as he is a big MD cyborg. But I am not doing that for @Sa’Maku based on Sam being also a big BA warrior.
Spirit 1d6: 1
Wild 1d6: 1
soak rolls.JPG
Angelus staggers off balanced and reelling, the volley of blows knocking him back he is wounded.

(Took 3 wounds, used 3 bennies)
Benny Counter
Phase World - The Remorseless Game Master Bennies 6; Mission: Get Revenge on Durrack
  • +5 Players
    +1 Sidekicks
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
Captain Durrack 4
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
Angelus 0, Wounds -3
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -1 Resist Fear
    -3 Soak Sa'Maku's volley of blows. Took 3 wounds
Debrek 4 (Ex Protection +6 toughness, Ex Deflection -4)
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
Essense 3 (Ex Detect Arcana + Presence Sense, WG Improved Level Headed)
  • 2 baseline Wild Card NPC
    -1 To Resist Hacking
    +2 Jokers in turn 1 of Big Battle
Power 2 (WG Improved Level Headed)
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Reroll Self Healing in turn 1
Peacemaker Crew 41
  • 41 Baseline
    kills

Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

The 99's Game Master Bennies 0, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel
    -2 Queen soak rolls versus Sal's healing
    -1 Queen soaks 2 wounds from boom gun

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Fiona Gladbrooke
Posts: 72
Joined: Mon Mar 11, 2019 8:51 pm

Re: 8.1 Moving through the crew!

Post by Fiona Gladbrooke » Sat Jan 18, 2020 6:49 pm

With a laugh that is somehow both musical and sinister Fiona answers the pirates confusion. "How did we get here? Well who is both powerful enough to open a rift into a moving starship and knows this ship well enough to do so? Ponder that as we work on your officers. You do seem a bit slow so feel free to take your time." Moving out into hall a bit to better see the situation she notes the reeling bot. Sheathing her plasma pistol as it'd likely just bounce off the thing Fiona pulls her laser rifle and sets it to heavy pulse. Sighting down the hall she waits a moment then squeezes a shot past Sa"M.
shooting Angelius 25 MD AP5
Modifiers: Moved -2, heavy pulse +1, vulnerable target +2. Net +1 (actually 0, forgot optics and there's a cover pen of 2)
Shooting 1d12: 9
Wild 1d6: 1
Benny to reroll
Shooting 1d12+1 = 8: 7
Wild 1d6+1 = 7: 6 Ace 1d6+7 = 8: 1
Benny to reroll
Shooting 1d12: 3
Wild 1d6: 1
Damage 5d6+4 = 25: 3, 5, 4, 4, 5
Last edited by Fiona Gladbrooke on Sat Jan 18, 2020 8:47 pm, edited 1 time in total.
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10/15 (11)/21 (12). +1 Coat, +4 (0) armored clothes or + 10 (1) Morphic Armor
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 1/3
Edit Signature

User avatar
Ndreare
Savage Siri
Posts: 3397
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
Contact:

Re: 8.1 Moving through the crew!

Post by Ndreare » Sat Jan 18, 2020 8:37 pm

Stumbling back from the blow Angelus' mind reals as he waves on his feet. Then falls to the ground groaning and unable to maintain the battle.
Rolls in Hangout
RTolled in hangout, but forgot the -2 for distracted. So he failed after two bennies and is out.

Incapacitation
Vigor 1d12-5 = 5: 10
Wild 1d6-3 = 2: 5
Benny Counter
Phase World - The Remorseless Game Master Bennies 6; Mission: Get Revenge on Durrack
  • +5 Players
    +1 Sidekicks
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
Captain Durrack 4
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
Angelus 0, Wounds -3
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -1 Resist Fear
    -3 Soak Sa'Maku's volley of blows. Took 3 wounds
Debrek 4 (Ex Protection +6 toughness, Ex Deflection -4)
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
Essense 3 (Ex Detect Arcana + Presence Sense, WG Improved Level Headed)
  • 2 baseline Wild Card NPC
    -1 To Resist Hacking
    +2 Jokers in turn 1 of Big Battle
Power 2 (WG Improved Level Headed)
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Reroll Self Healing in turn 1
Peacemaker Crew 41
  • 41 Baseline
    kills

Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

The 99's Game Master Bennies 0, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel
    -2 Queen soak rolls versus Sal's healing
    -1 Queen soaks 2 wounds from boom gun

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Death Otter
Posts: 88
Joined: Fri Oct 05, 2018 9:25 pm

Re: 8.1 Moving through the crew!

Post by Death Otter » Tue Jan 21, 2020 7:18 pm

Death Otter hunkered down, taking aim with her laser rifle at the Machine Person near Durrack, hoping it was a softer target. Direct damage dealing wasn't her specialty, but this gun had gotten tricked out pretty nice. She takes the shot, painting a bright line of light through the bridge between herself and her target that wafted the faint scent of ozone.

Rolls: Shoot 5, 15 AP 6 mega damage to Machine Person on hit
Shotting: 1d6+1 = 5: 4 or 1d6+1 = 2: 1 using Heavy Beam option.
4d6: 1, 3, 2, 2 AP 6 mega-damage to the Machine Person on a hit

I'll benny the damage... 4d6: 5, 3, 4, 3

User avatar
Brokner Jacobi
Posts: 26
Joined: Fri Aug 16, 2019 6:58 pm

Re: 8.1 Moving through the crew!

Post by Brokner Jacobi » Wed Jan 22, 2020 12:41 pm

OOC Comments
Techno-Wizardry d12 - 1d12: 8 - create barrier gadget
Wild - 1d6: 3
Barrier / Stalwart walls (Using mega version)
MODS - Hardened
PPE: 5 total (from wrench)

Techno-Smithy Wrench (HJ Staff) -
10 PPE (which regenerate at the same rate as the caster's),
grants a +1 Techno-Wizardy Rolls.
Brokner watches as his crew deals some pain to the bad guys. Seeing Sa’Maku in the thick of it causes a flash of insight. Grabbing some wires from the wall and some junk form his pouch, Brokner does his thing and throws a wall in front of his melee oriented teammate.

User avatar
Ndreare
Savage Siri
Posts: 3397
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
Contact:

Re: 8.1 Moving through the crew!

Post by Ndreare » Wed Jan 22, 2020 1:27 pm

Power Recovery from Stunned
Recovery: At the start of a Stunned character’s turn, he makes a Vigor roll. Success means he’s no longer Stunned but remains Distracted and is now Vulnerable (these fade at the end of his next turn). A raise on the Vigor roll removes all ill effects.
Vigor d6 Distracted -2
Vigor 1d6-2 = 4: 6
Wild 1d6-2 = 2: 4
Ace 1d6+4 = 8: 4
Power Soak 19 AP 4 versus Toughness: 14 (6) MD = 2 wounds
Vigor d6, Distracted -2 = d6-2
Vigor 1d6-2 = 3: 5
Wild 1d6-2 = -1: 1

Failed takes 3 wounds
Healing
Weird Science d10+2
Weird Science 1d10-3 = -1: 2
Wild 1d6-3 = -2: 1
Benny to reroll
Weird Science 1d10-3 = 3: 6
Wild 1d6-3 = -2: 1
Benny to reroll
Weird Science 1d10-3 = 6: 9
Wild 1d6-3 = -1: 2
Bleeding Out
Vigor 1d12-2 = 7: 9
Wild 1d6-2 = -1: 1
Fighting 7 for 18 AP 6 to stab through cover Thissock (Not an Grapple) = 3 wounds
Fighting d10, Wild +2, Small Target -2
Fighting 1d10: 7
Wild 1d6: 4

Damage 2d12+4 AP 16, -10 for Chair = 2d12+4 AP 6 left
2d12+4 = 18: 6, 8 AP 6
Power stumbles in pain from the blast somehow is able to adapt his body, closing his wounds up around themselves. He stumbles before melting into the ground under the chair and moving towards the wall out of sight. Angules bleeding on the ground somehow is not yet dead, th dark necromancy fueled TW monstrosity somehow clinging to life.

Durrack however draws out his giant sword and with a grunt stabs it down through the chair into Thissock, pinning her to the ground. Leaving him with his guard down as he mocks. "Hiding behind walls only works when I do not have your friends to kill slowing fools. Ready your greatest weapons so I can kill you while your friends watch."



Everyone (except Thissock) Make a Fear Check, then I will roll initiative
I will update Map and roll initiative after Fear and Soak Checks
Benny Counter
Phase World - The Remorseless Game Master Bennies 6; Mission: Get Revenge on Durrack
  • +5 Players
    +1 Sidekicks
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
Captain Durrack 4
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
Angelus 0, Wounds -3
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -1 Resist Fear
    -3 Soak Sa'Maku's volley of blows. Took 3 wounds
Debrek 4 (Ex Protection +6 toughness, Ex Deflection -4)
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
Essense 3 (Ex Detect Arcana + Presence Sense, WG Improved Level Headed)
  • 2 baseline Wild Card NPC
    -1 To Resist Hacking
    +2 Jokers in turn 1 of Big Battle
Power 2 (WG Improved Level Headed)
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Reroll Self Healing in turn 1
Peacemaker Crew 41
  • 41 Baseline
    kills

Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

The 99's Game Master Bennies 0, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel
    -2 Queen soak rolls versus Sal's healing
    -1 Queen soaks 2 wounds from boom gun

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Ramson Gourdaine
Posts: 99
Joined: Thu Oct 18, 2018 10:59 am

Re: 8.1 Moving through the crew!

Post by Ramson Gourdaine » Wed Jan 22, 2020 2:27 pm

Ramson Resist Fear 17, Thissok Soak 9
Ramson Resist Fear 1d10: 1
Wild Spirit 1d6: 2
Reroll Benny
1d10: 2
1d6: 3
Reroll Benny
1d10: 5
1d6: 6 ACE 1d6+6 = 12: 6 ACE 1d6+12 = 17: 5

Thissok Soak 1d10: 4
Wild Vigor 1d6: 2
Reroll Benny
1d10: 5
1d6: 4
Reroll Benny
1d10: 9
1d6: 3
1 Wound left, Shaken

Total bennies spent: 5 (Must be loaned through Common Bond or bought with EP)
Ramson shrugs off the terror Durrack inspires, while Thissok manages to twist to the side at the last moment, turning what would have been a critical blow into a painful cut.
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1






User avatar
Stoic
Bronze Patron
Bronze Patron
Posts: 432
Joined: Fri May 25, 2018 8:58 am

Re: 8.1 Moving through the crew!

Post by Stoic » Wed Jan 22, 2020 2:30 pm

OOC Comments
Fear
Spirit 1d6: 5
Wild Die 1d6: 6
Ace 1d6: 2
GM Bennies 9/9
Wild Card Bennies ?

User avatar
Fiona Gladbrooke
Posts: 72
Joined: Mon Mar 11, 2019 8:51 pm

Re: 8.1 Moving through the crew!

Post by Fiona Gladbrooke » Wed Jan 22, 2020 2:42 pm

fear test 9
Spirit 1d10: 9
Wild 1d6: 3
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10/15 (11)/21 (12). +1 Coat, +4 (0) armored clothes or + 10 (1) Morphic Armor
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 1/3
Edit Signature

User avatar
Sa’Maku
Posts: 84
Joined: Fri Oct 12, 2018 4:44 pm

Re: 8.1 Moving through the crew!

Post by Sa’Maku » Wed Jan 22, 2020 3:14 pm

Fear Check 13
Spirit 1d8: 1
Wild 1d6: 2

Mutter mutter - benny
Spirit 1d8: 8 Ace 1d8: 5
Wild 1d6: 5

User avatar
Brokner Jacobi
Posts: 26
Joined: Fri Aug 16, 2019 6:58 pm

Re: 8.1 Moving through the crew!

Post by Brokner Jacobi » Wed Jan 22, 2020 5:33 pm

Fear Check
OOC Comments
Spirit 1d6: 1

Wild - 1d6: 4

User avatar
Death Otter
Posts: 88
Joined: Fri Oct 05, 2018 9:25 pm

Re: 8.1 Moving through the crew!

Post by Death Otter » Thu Jan 23, 2020 10:18 pm

The Fearful Otter

Rolls
Fear (Spirit): 1d6: 4 or 1d6: 4

User avatar
Ndreare
Savage Siri
Posts: 3397
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
Contact:

Re: 8.1 Moving through the crew!

Post by Ndreare » Fri Jan 24, 2020 12:50 pm

TOP OF TURN 2

Ramson, Zarlo, and 1 Person of Ramson's choice will go before Essence & Power.
Initiative.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
  • Quick rerolls 16 or less
  • Quickness with a Raise rerolls 24 or less
  • 53, 54, 55, 56 are considered Jokers
  • Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).

Brokner Jacobi 1d56: 33

Death Otter 1d56: 35
Fiona Gladbrooke 1d56: 16
Ramson Gourdaine 1d56: 46
  • Tactician
    1d56: 43
    1d56: 34
Sa’Maku (Quick discard 16 or less) 1d56: 26
Zarlo 1d56: 44


Durrack 1d56: 32
Angelus 1d56: 21
Debrek 1d56: 24
Essence 3d56: 43, 1, 19
Power 3d56: 43, 24, 25



Bennie for new card to Brokner 1d56: 48

Benny Counter
Phase World - The Remorseless Game Master Bennies 6; Mission: Get Revenge on Durrack
  • +5 Players
    +1 Sidekicks
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
Captain Durrack 4
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
Angelus 0, Wounds -3
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -1 Resist Fear
    -3 Soak Sa'Maku's volley of blows. Took 3 wounds
Debrek 4 (Ex Protection +6 toughness, Ex Deflection -4)
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
Essense 3 (Ex Detect Arcana + Presence Sense, WG Improved Level Headed)
  • 2 baseline Wild Card NPC
    -1 To Resist Hacking
    +2 Jokers in turn 1 of Big Battle
Power 2 (WG Improved Level Headed)
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Reroll Self Healing in turn 1
Peacemaker Crew 41
  • 41 Baseline
    kills

Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

The 99's Game Master Bennies 0, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel
    -2 Queen soak rolls versus Sal's healing
    -1 Queen soaks 2 wounds from boom gun

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Brokner Jacobi
Posts: 26
Joined: Fri Aug 16, 2019 6:58 pm

Re: 8.1 Moving through the crew!

Post by Brokner Jacobi » Fri Jan 24, 2020 3:02 pm

Techno wizardry - 1d12: 4 - add havok to grenade
Mods: strong (strength rolls at -2)
Wild - 1d6: 1


Shooting - 1d10: 2 - fire grenade into room
Wild - 1d6: 3

Benny reroll -
Shooting - 1d8: 2
Wild - 1d6: 4

Seeing that his barrier worked, Brokner beams then frowns. ”Now we cant attack. The wall is too big. Gotta fix that.” He uses his comms. ”Okay team. I am bringing down the barrier, then gonna fire a grenade in. Wait for my signal before going in. I will loosen ‘em up for you.”

Taking a quick moment, he attaches some junk to a grenade then uses his launcher to put it in the room in front of barrier. His goal is to have it land just before the barrier goes down. As he pulls the trigger he wills the barrier down. "At the boom, go!!" is all he says into comms
Last edited by Brokner Jacobi on Sat Jan 25, 2020 11:14 am, edited 1 time in total.

User avatar
Ndreare
Savage Siri
Posts: 3397
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
Contact:

Re: 8.1 Moving through the crew!

Post by Ndreare » Fri Jan 24, 2020 5:37 pm

The grenade lands exploding catching Durrack and Thissok in its chaotic storm. Distracting both titans and sending Durrack hurling back into the computers, his chair flying the opposite direction into the consol.

OOC Comments
Strength d12+4, Distracted -2, Strong -2 =d12
Strength 1d12: 2
Wild 1d6: 3
Distance 2d6: 3, 1

Cabin 1d8: 7

Consul 1d8: 6

Captain's Chair 1d8: 2
Thissok is distracted and needs to roll Str-2 (-4 total)
Benny Counter
Phase World - The Remorseless Game Master Bennies 6; Mission: Get Revenge on Durrack
  • +5 Players
    +1 Sidekicks
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
Captain Durrack 4
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
Angelus 0, Wounds -3
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -1 Resist Fear
    -3 Soak Sa'Maku's volley of blows. Took 3 wounds
Debrek 4 (Ex Protection +6 toughness, Ex Deflection -4)
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
Essense 3 (Ex Detect Arcana + Presence Sense, WG Improved Level Headed)
  • 2 baseline Wild Card NPC
    -1 To Resist Hacking
    +2 Jokers in turn 1 of Big Battle
Power 2 (WG Improved Level Headed)
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Reroll Self Healing in turn 1
Peacemaker Crew 41
  • 41 Baseline
    kills

Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

The 99's Game Master Bennies 0, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel
    -2 Queen soak rolls versus Sal's healing
    -1 Queen soaks 2 wounds from boom gun

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Ramson Gourdaine
Posts: 99
Joined: Thu Oct 18, 2018 10:59 am

Re: 8.1 Moving through the crew!

Post by Ramson Gourdaine » Sat Jan 25, 2020 9:14 am

OOC Comments
Thissok Unshake: -1 Wound, +1 Ramson Leadership
Unshake 1d6: 5
Wild Spirit 1d6: 4
Thissok body runs alongside Durack, head pointing towards Angelus

Ramson will post later.
Thissok, perceiving both an opportunity and a threat, slithers out from under the captain's chair, assumes her natural form, then extends her neck, opening her jaws and simply biting Angelus' head, crushing it in her jaws.
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1






User avatar
Sa’Maku
Posts: 84
Joined: Fri Oct 12, 2018 4:44 pm

Re: 8.1 Moving through the crew!

Post by Sa’Maku » Sat Jan 25, 2020 9:48 am

As the barrier comes down Sa'Maku stands over the fallen body of Angelus and roars at Durrack, "You're next!"

Knowing Durrack could care less, Sa follows close behind Jackobi's grenade and backs up his promise with action. Leaping through he air he brings a two handed blow with his power halberd down on Durrack and continues with a flurry of vicious blows designed to inflict maximum damage, but leaving Sa slightly exposed.

Status: Vulnerable
Intimidate 2, meh
Intimidate 1d8: 1
Wild 1d6: 2
Fighting (Leaping Wild Attack) 10, success, 27 damage AP 16
Fighting 1d12: 8
Wild 1d6: 6
Ace 1d6: 1
+2 Wild/-2 Multi Action/Ignore 2 points of MaP
+6 damage (+2 wild attack, +4 Leaper)

Damage: 1d12+4 = 15: 11 2d8: 4, 2 +6
Fighting (regular) 11, raise, 21 damage AP 16
Fighting 1d12: 11
Wild 1d6: 3
-2 MaP/Ignore 2 points of MaP

Damage 2d8: 3, 4 1d12+4 = 6: 2 1d6: 6 Ace 1d6: 6 Ace 1d6: 2

User avatar
Ndreare
Savage Siri
Posts: 3397
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
Contact:

Re: 8.1 Moving through the crew!

Post by Ndreare » Sat Jan 25, 2020 5:49 pm

As the blows Land Sa'maku has the satisfaction of seeing a large wound open in Durracks chest from his first blow. But then feels the frustration of seeing his second blow while cutting nearly six cenimeters deep on the creature, seems to go completly unnoticed.
"Ha, I remember you rookie. Your the one that got framed for betraying your own men, then needed my help to get smuggled out. Maybe before I kill you I will tell you why." His mocking words towards Sa'Maku hitting on the most personal of affairs.


Durrack, takes 1 wound.
Updated Map. I cannot turn off gm layer from tablet, so ptretend like you cannot see Essence, Power, or Debreck.
Screenshot_20200125-173141_Chrome.jpg
Benny Counter
Phase World - The Remorseless Game Master Bennies 6; Mission: Get Revenge on Durrack
  • +5 Players
    +1 Sidekicks
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
Captain Durrack 4
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
Angelus 0, Wounds -3
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -1 Resist Fear
    -3 Soak Sa'Maku's volley of blows. Took 3 wounds
Debrek 4 (Ex Protection +6 toughness, Ex Deflection -4)
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
Essense 3 (Ex Detect Arcana + Presence Sense, WG Improved Level Headed)
  • 2 baseline Wild Card NPC
    -1 To Resist Hacking
    +2 Jokers in turn 1 of Big Battle
Power 2 (WG Improved Level Headed)
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Reroll Self Healing in turn 1
Peacemaker Crew 41
  • 41 Baseline
    kills

Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

The 99's Game Master Bennies 0, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel
    -2 Queen soak rolls versus Sal's healing
    -1 Queen soaks 2 wounds from boom gun

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Stoic
Bronze Patron
Bronze Patron
Posts: 432
Joined: Fri May 25, 2018 8:58 am

Re: 8.1 Moving through the crew!

Post by Stoic » Sat Jan 25, 2020 6:43 pm

Zarlo rushes to the doorway, next to Death Otter. He spots Durrack and attempts to put him down.
Greater Slumber, 3 p.p.e.
Spellcasting 1d10: 1
Wild Die 1d6: 1
Something goes awry when he mutters the arcane words, it slips away from him and instantly gives him a crushing headache. In fact, he feels like going to sleep himself.
GM Bennies 9/9
Wild Card Bennies ?

Post Reply

Return to “Phase World On the Job”