11 - Returning to Phase World

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Ndreare
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11 - Returning to Phase World

Post by Ndreare »

As the former crew of the Remorseless returns to the Peacemaker with their two new passengers they arrive to the unpleasant news that almost the entirety of the previous crew has been eaten, mashed into pace, or dismembered.

Those trusted with maintaining the ship had a story of ambushes and unlikely to succeed attempts at mutiny. Which can easily be confirmed by the video records. It seems not all of the crew was anxious to serve under a new pirate commander.

Installing Remorseless in Peacemaker looks risky as the damaged systems could easily introduce bugs into her system. But if it works then it would be possible to get more control over the ship which could then help Death Otter, Monza or Sa'Maku should they need to manually pilot. Or even help the others should they need to operate other systems.

Either way, with or without Remorseless installed the ship will need to get to Phase World if the crew wishes to find potential buyers. Setting out the now highly limited crew has their work cut out for them.



DRAMATIC TASK TIME!!!
We have 3 rounds People. Pick a task, you may also support a second task if you are willing to accept a -2 to both rolls or support two other tasks if willing to accept a -4 to all three rolls. Then Narrate the results of your roll, be creative, be awesome, and make the Peacemaker proud.

FAILURE ON A CLUB IS TREATED AS A CRITICAL FAILURE!



Install the Remorseless and keep her safe from the corrupted systems.
The remorseless can easily be installed but it would be a full time task to keep the many corrupted systems from infecting her. This will require constant attention.
Perform this task as an Electronic Roll -2
  • Critical Failure: Your AI is toast, there is no coming back from this.
  • Failure: The AI is installed, but it takes so much time and energy you are unable to do anything but scrub it.
  • Success & Raise: Each success and Raise provides a +1 Support roll for the whole crew in all other tasks. This roll counts for both Remorseless and the character, however the multi-tasking capabilities of Remorseless are such that the normal Support limit is Doubled!!! You max out at +8.

Plot a Course and Navigate to Phase World
Operating the Navigation systems with the damage can be done with only a -4 penalty as these systems are primarily mundane technology.
Make a Electronics -4 roll. You need 2 Tokens
  • Critical Failure: Holy smokes did you screw up. You have no clue where you rifted to, and the sensor suite is completely blown. No chance of using it again. (The GM will post about the new planet you find and where you ended up.)
  • Failure: You failed, plotted a bad course, or perhaps the readings where simply bad. You made no progress towards Phase World regardless of Piloting rolls.
  • Success: Success, you found one of the many hundreds of paths to phase world! Gain 1 token.
  • Raise: Not only did you find a path, you found one of the more direct paths. Fain 1 additional token for each raise.
    Excess Tokens can be used to replace up to half of the Piloting Tokens!

Pilot The Damaged Ship
AI help, and a solid navigator are great, but a ship needs a pilot, and you happened to be the one selected for the job. Nothing beats good old fashioned intuition.
Make a Piloting -4 roll. You need 5 Tokens to make it to Phase World.
  • Critical Failure: You know, there are times in every pilots life when things go bad, and this is the time it happened to you! (The ship crashes into a planet, or planetoid. I will post something on it soon.)
  • Failure: What where you thinking, they trusted you to operate the ship and something distracted you. Tell us what happened that caused you to fail the crew.
  • Success: Success, rocking it, a solid pilot knows his trade and can get you from A to B. Even in this broken up scow. Gain 1 token.
  • Raise: Not only are you good, you are amazing! Each raise grants 1 additional token.

Defend The Ship
The ship is attacked by a swarm of Psionic space jelly fish, that feed off of the PPE and ISP in the ship, shutting the systems down. Someone has to fight it off and that is YOU!
This is a Dangerous Quick Encounter whose results affect everyone!
Roll Shooting -6 (sorry all the TW combat systems are really, really messed up) for operating the weapons systems, or if you are a Celestial Dragons or Sa'Maku roll any combat skill at -2 as you fly into space and take care of things in person (but you will not gain aid from the AI installation)! You need 3 tokens to escape alive!
  • Critical Failure: You and all the crew take d4 wounds, as the strange jelly fish like space things eat their souls! (The Arcane Resistance background edges reduces this by 1, improved Resistance by 2).
  • Failure: This fight did not go your way. You and the whole crew take 1 Wound.as the strange jelly fish like space things eat their souls! (The Arcane Resistance background edges reduces this to by 1, improved Resistance by 2).
  • Success: Success, rocking it, a solid fight with minimal injuries sustained on our side. You and the Crew take Bumps and Bruises (1 fatigue, which may by GM fiat be Soaked as if a wound). Gain 1 token.
  • Raise: Amazing, you are a Sentinel of war! Not only do you whoop up on the obnoxious space creatures. But you have trophies! You and the crew take no wounds and each raise grants 1 additional token.

CARDS:
Death Otter 1d54 any number divisible by four is a club: [22] = 22
Fiona 1d54 any number divisible by four is a club: [30] = 30
Kal 1d54 any number divisible by four is a club: [17] = 17
Mal 1d54 any number divisible by four is a club: [29] = 29
Monza 1d54 any number divisible by four is a club: [36] = 36
Slrr 1d54 any number divisible by four is a club: [11] = 11
Zil 1d54 any number divisible by four is a club: [23] = 23

@Monza You received a Club = CLUB, Apply an additional -2 and treat Failure as a Critical Failure. You may choose not to roll and only narrate the complications you struggled with or you can take your chances.

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Death Otter
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Re: 11 - Returning to Phase World

Post by Death Otter »

Installing an artificial intelligence into a starship central computer always seemed like it should be easy. If you were a NOOOOOB.

No no. Starships were worth millions of credits, minimum. Failsafes and securities were built into every last particle of them to protect the interests of the owning entities. The computer mercilessly interrogated any installation, logged everything without fail, and then logged the logs. Some systems would hijack the ship's FTL comms and try to ping a verification to the manufacturer to confirm any such transaction.

The Peacekeeper was way worse than that though, because on top of all those things, half the ship ran on magic broo-hoo-hoo-voody-doo. Death Otter had an extensive toolkit full of tricks to counter security and verification systems, but what the hell did you do when the computer tried to summon a tiny demon that would teleport somewhere? Fortunately whoever built the system DID make it responsive to error codes and warning flags sent by the computer itself...and the computer was still jen-u-wine optical sequential processors with an stacked quantum foam MPND co-processor.

Even so, it was tricky. Otter took it slow at first, and that nearly killed her. Even tiny perturbations in the I/O were noted once she started sneaking the AI code in, and she had to decide whether to stop and clean up and try again...or try to ram it through before countermeasures kicked in. Which was impossible. BUT then she realized she didn't have to ram it ALL through. If she rammed just the parts of the AI that could then turn active and help her, then...yeah.

In the end Death Otter found herself teaming up with a lobotomized AI that was just running suppression and ECW suite software to support her as she squelched alarms and decoyed logging and tracking programs with spoofed 'all is normal' data. Once the AI was fully installed, it wouldn't need her help anymore...at that point it could rewrite the kernel to recognize it as legitimate, though a deep logic scan would reveal the discontinuities.

The lights in the computer core's chamber powered down momentarily as the soft reboot executed, then cycled back on again.

"Well, this is new," said the silky-smooth, almost sultry voice of the old Remorseless AI. "A moment ago I was on a small, perfectly functioning ship. Now I'm on a much larger, almost destroyed one. I suppose thanks are in order?"

Otter grinned. "Rancor, you space monster. You know what the best part is?"

"...I'm going to have to be the first artificial mind to convert to a major religion just so I can say 'oh god' unironically, aren't I?"

"This isn't even HOME yet. We're gonna dump this wreck on someone, then get a..."

"A smaller, perfectly functioning ship?"

"Yeah."

Rancor, the Remorseless Artificial Neural Core Operating Responses, was silent for a moment, then said, "I'm glad this was all worth it," in perfectly sincere tones.

Death Otter waved a hand around airily. "Whatever. Just help our people out. We have to get the ship to a reasonably wealthy planet with a shipyard to get this done."

Rolls: Electronics 8; +2 Support to all rolls, 2 bennies spent, 8 ISP spent
Electronics (-2 situation, +1 armor, +2 telemechanics) 1d8!!+1: [2]+1 = 3 Wild 1d6!!+1: [5]+1 = 6
Hm, was hoping for a bit more, will benny
Electronics 1d8!!+1: [6]+1 = 7 Wild 1d6!!+1: [7!!]+1 = 8
That is pretty good, and will suffice...but...lets see if we can't really rock this show. One more benny.
Electronics 1d8!!+1: [7]+1 = 8 Wild 1d6!!+1: [5]+1 = 6
Doh. Spent a benny to get the same result. Don't want to spend all bennies yet. Will stick on 8.
ISP use 3d6: [1, 3, 4] = 8
Last edited by Death Otter on Wed Aug 19, 2020 12:05 am, edited 2 times in total.

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Zilaetheryan
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Re: 11 - Returning to Phase World

Post by Zilaetheryan »

Fighting Success, 1 Token; Soaked Bumps and Bruises
Fighting 1d10!-1: [3]-1 = 2 Wild 1d6!-1: [6!, 2]-1 = 7

Vigor to Soak 1d10!: [8] = 8 , Wild 1d6!: [6!, 3] = 9
Zil exits the craft as the odd space creatures appear and takes his true form. This little side trip has at least been good sport, he thinks as he begins tearing into into the giant jellyfish with his claws.

He fights like, well, a dragon, leaving torn bits of his foes in his wake. He briefly gets tangled in the tentacles of one creature, but shrugs it off to keep going.
Zilaetheryan
Humanoid Form Pace: 6; Parry: 7, 9 w/FIWS; Toughness: 22(11)
Dragon Form Pace: 6; Flight Pace: 18; Parry: 7; Toughness: 38(18) MDC; Size: 6
Notes: Causes Fear checks (in dragon form); Resistant to fire and cold (-4) (in dragon form); Enemies (human supremacists)
Zil

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Monza
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Re: 11 - Returning to Phase World

Post by Monza »

D8+1-4-2 club basically 1d8-5 geez.
Ace = Free Retest

Piloting 1d8!!: [10!!] = 10
1d6!!: [1] = 1

Piloting 5 (Success)

Success: Success, rocking it, a solid pilot knows his trade and can get you from A to B. Even in this broken up scow. Gain 1 token.

+2 from Death Otter.




By human standards Monza Lena is attractive. Both a strong woman and a soft skinned attractive female humanoid. Even her blind eyes don’t distract from her beauty. She was genetically designed to be nice on the eyes.

That is until the living parasite that lives via biowizard magic inside of her comes out to play.

Wet sucking tentacles wiggle out of her parted soft pink lips and twist n turn in the open air emerging from her mouth. Standing in front of the main pilot controls of the spaceship the blind woman takes control of the ship using her biological interface - the parasite.

Directly integrated into the ship’s controls Monza is able to fly the ship like an Ace.
Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed 111 P.A. (2397 A.D. - canon Rifts Time)
  • Game Master: Rifts Speed Tribes! 68 P.A. (2354 A.D. - the past dude!)

Damien - Momano (Rifts 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Jackal - Artificial Construct (Rifts 21st SET)
NPC Accounts:
Zieja Kashbrook RST!
Erin Tarn RST!

• ‪Kalaetheryan - Celestial Dragon ‬
‪• Zilaetheryan - Celestial Dragon
• Malaetheryan - Celestial Dragon ‬
• ‪Fiona Gladbrooke - Rising Star Pleasurer
• ‪Sa'Maku - Wilderness Scout
• ‪Death Otter - Mind Melter
• Monza Lena - Altara Warrior Woman
• Slrrxvinslrr “Slur” - Verulian White Knight

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Sa’Maku
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Re: 11 - Returning to Phase World

Post by Sa’Maku »

Piloting 3, fail
Pilot 1d6!!: [1] = 1
Wild 1d6!!: [2] = 2

Benny
Pilot 1d6!! (Benny): [5] = 5
Wild 1d6!! (Benny): [5] = 5
Pilot 1d6!! (Benny 2): [4] = 4
Wild 1d6!! (Benny 2): [2] = 2
Try as he might, Sa'Maku is a marine not a fleet officer. One his shift he does his best to set coordinates and stay on course but the damage to the ship is too much for his basic skills to overcome. Resisting the urge to just smash the instrument panel and make thing work he simply looks to the others on the bridge with him.

"Can you see what I am doing wrong?"

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Kalaetheryan
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Re: 11 - Returning to Phase World

Post by Kalaetheryan »

Psionics, 1 success, fatigue Soaked
Psionics: 1d10!!-2: [3]-2 = 1
WD Psionics: 1d6!!-2: [3]-2 = 1
Benny Psionics: 1d10!!-2: [8]-2 = 6
WD Benny Psi: 1d6!!-2: [2]-2 = 0
Benny to Soak: 1d10!!: [7] = 7
WD Soak: 1d6!!: [1] = 1
ISP used: 3d6: [1, 4, 5] = 10
Kal grins at the opportunity for more violence. He had been cooped up in that prison for so long. Stretching his wings, his claws, and his mind in combat is a welcome exercise. Bursting forth from the airlock, he spins into the space jellyfish in a blur of wings, claws, and telekinetic ripping and rending. Before long, he finds himself surrounded by the strange creatures. Their attack puts him on his heels only for a moment before he redoubles his efforts. "Good. Come to me. Save me the trouble of chasing you, vermin!"
Kalaetheryan
Kalaetheryan sheet
Current Status Post
Parry: 5; Toughness 37 (18)
Active Powers: None
Wounds: 0/4; Fatigue: 1/2

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Slrrxvinslrr
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Re: 11 - Returning to Phase World

Post by Slrrxvinslrr »

"Well, I suppose we shouldn't have expected much better given our circumstances when we joined this crew." Slurr half laments to himself as they find the condition of the ship. Once they got into space, he made himself familiar with the ship and its condition. Lacking any skill to handle the ship's course or its repair, he focused instead on what he could do.

Finding the ship's state of disrepair includes the weapon systems, the reptilian's mood took a turn for the worse and since then he's been downright surly. @Monza's seen him like this before, and it often leads to him getting downright viciously rude with people; a failing he often works on. Right now, he simply resorts to avoiding banter with the crew, muttering expletives to himself, and any conversation he does have tends to be terse responses.

On experiencing the horrible state of the ship's controls when folks try to make it fly how they want, he quickly makes himself scarce somewhere in the ship (as best he can make that happen, anyway) and belts out a scream of frustration along with some much louder expletives. That done, he takes a breath, and settles in to meditate on a solution to the problem; psychically enhancing people's ability to pilot.

A White Knight, being a mystic at the core of their training, Slurr focuses his mind; he's going to need a lot of oomph to make this work. He needs to lend his power to multiple people, and have it work for the duration of the trip.

Begins meditation for Boost Trait: Piloting (7 ISP Total, -2 Psionics Task Rolls)
  • Base cost: 2 ISP
  • Double Duration: +1 ISP
  • +2 Recipients: +2 ISP
  • Greater Boost: +2 ISP (Free Reroll once per round, once per action with a raise)
  • 3 Time increment increases; rounds to minutes, minutes to hours, hours to days: -2 Psionics Roll


SUCCESS!! (+1d Piloting, 1 free re-roll per round, duration 20 days)
Last edited by Slrrxvinslrr on Wed Aug 19, 2020 12:23 pm, edited 1 time in total.

Player Name:
Discord Nickname: ElkieNoOni

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  • Slrrvinxslrr: - Vernulian Knight of the White Rose (Three Galaxies Variant, Phase World: The Remorseless)

Name: Slrrxvinslrr
Discord: ElkieNoOni#8753
Edges: Concentration, Gardner of the White Rose, Gateway Knight, Major Psionic, Martial Artist, Master Psionic, Power Points (ISP), Rapid Recharge, AB: Psionics, AB: Miracles

Golden Bennies: 1
Bennies: 3
ISP: 30 of 30
PPE: 10 of 10
Wounds: 0 of 3
Fatigue: 0 of 2

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Fiona Gladbrooke
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Re: 11 - Returning to Phase World

Post by Fiona Gladbrooke »

Modifiers: Scene -4, Unskilled -2, Support +2. Net -4
Electronics 1d4!!-4: [7!!]-4 = 3
Wild 1d6!!-4: [14!!]-4 = 10


Despite not really knowing how the systems work Fiona sets to work plotting a course back to Phase World. Between bits of skill gleaned from scanning the minds of the remaining crew and the often snide advice of the Remorseless AI she does surprisingly well. She double and triple checks her work but neither she nor the AI can find an error.

"Course plotted and confirmed." She reports cheerfully to the pilots.
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand

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Ndreare
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Re: 11 - Returning to Phase World

Post by Ndreare »

Death Otter sets to work doing what she does best. But finds once the system is installed it is under constant attack from the strange and corrupted systems of the old pirate ship. Spending her time and effort maintaining the security walls around Remorseless sees worth is as she is able to get the systems running to a level most would think impossible on a ship this damaged.

Kalaetheryan, Malaetheryan and Zilaetheryan head out to take care of the strange neuron like creatures as they attack the ship managing to destroy the majority of the creatures before they could get to this ship. But unfortunately some of them did get to the ship, moving through the walls and attacking those that live on the ship, even draining the PPE from the walls. Arghh! This will require a more delicate hand as they go into the ship to destroy those that are left.

Putting his powers and his mind to work Slrr is able to amplify the skills of the crew to remarkable levels setting them up for an easy success as they roll forward with their plans. Now he is left to move about the crew un-encumbered by the concentration maintaining such a power would have cost if not prepared correctly.

Monza's piloting skills leave little doubt this is something natural to her as breathing as she manages to take control of the ship even with the complications being tossed at her. The strange way the parasite looks as it interfaces with the ship can be a little unsettling and on more than one occasion those of you witnessing the spectacle wish you had not just eaten. But when Sa'Maku steps in, he finds the terrible state of the ship and its controls is enough to frustrate him. Managing not to smash the thing again he steps back and lets others try and figure the system out.

The course Fiona plotted seams easy and straight forward avoiding two known CCW blockades that would have had the ship confistacted or destroyed. They are ready to go.

The strange neural creatures still infesting the ship leaves them all a little put out as they realize they will need to eliminate what is left of them and make the remainder of the trip.

DRAMATIC TASK, read carefully a couple things changed

EVERYONE TAKES 1 FATIGUE from space battle, if you already soaked this you are fine, if not you may chose to soak it as your first roll, or accept it.

EVERYONE MAY HAVE ONE FREE REROLL IN THIS SCENE BECAUSE I TOOK SO LONG TO REPOST

We have 2 rounds left and two tasks. Pick a task, you may also support a second task if you are willing to accept a -2 to both rolls or support two other tasks if willing to accept a -4 to all three rolls. Then Narrate the results of your roll, be creative, be awesome, and make the Peacemaker proud.

FAILURE ON A CLUB IS TREATED AS A CRITICAL FAILURE!


Defend The Ship - Everyone
This ship was not adequately defended leaving a few of the strange phasing jelly fish on the ship.
EVERYONE roll a Dangerous Quick Encounter at +2 (Add any arcane resistance as an additional modifier) as you fight off the things interrupting you other work.
If you use shooting or a arcane skill remember it costs 3d6 Power Points/shots.
  • Critical Failure: You take d4 wounds, as the strange jelly fish like space things eat your soul!
  • Failure: This fight did not go your way. You take 1 Wound as the strange jelly fish like space things your soul!
  • Success: Success, rocking it, a solid fight with minimal injuries sustained on our side. You manage to kill the few creatures coming for you. Take Bumps and Bruises (1 fatigue, which may by GM fiat be Soaked as if a wound).
  • Raise: Amazing, you are a Sentinel of war! Not only do you whoop up on the obnoxious space creatures. But you have trophies! You take no wounds and each raise grants +1 to an ally of choice applied AFTER THEY ROLL.

Keep the Remorseless safe from the corrupted systems.
Remorseless has been installed but it is a full time task to keep the many corrupted systems from infecting her. This will require constant attention.
Perform this task as an Electronic Roll
  • Critical Failure: Your AI is toast, there is no coming back from this.
  • Failure: The AI is installed, but it takes so much time and energy you are unable to do anything but scrub it.
  • Success & Raise: Each success and Raise provides a +1 Support roll for the whole crew in all other tasks. This roll counts for both Remorseless and the character, however the multi-tasking capabilities of Remorseless are such that the normal Support limit is Doubled!!! You max out at +8.

Plot a Course and Navigate to Phase World COMPLETED
Operating the Navigation systems with the damage can be done with only a -4 penalty as these systems are primarily mundane technology.
Make a Electronics -4 roll. You need 2 Tokens
  • Critical Failure: Holy smokes did you screw up. You have no clue where you rifted to, and the sensor suite is completely blown. No chance of using it again. (The GM will post about the new planet you find and where you ended up.)
  • Failure: You failed, plotted a bad course, or perhaps the readings where simply bad. You made no progress towards Phase World regardless of Piloting rolls.
  • Success: Success, you found one of the many hundreds of paths to phase world! Gain 1 token.
  • Raise: Not only did you find a path, you found one of the more direct paths. Fain 1 additional token for each raise.
    Excess Tokens can be used to replace up to half of the Piloting Tokens!



Pilot The Damaged Ship 2/5 Tokens
AI help, and a solid navigator are great, but a ship needs a pilot, and you happened to be the one selected for the job. Nothing beats good old fashioned intuition.
Make a Piloting -4 roll. You need 5 Tokens to make it to Phase World.
  • Critical Failure: You know, there are times in every pilots life when things go bad, and this is the time it happened to you! (The ship crashes into a planet, or planetoid. I will post something on it soon.)
  • Failure: What where you thinking, they trusted you to operate the ship and something distracted you. Tell us what happened that caused you to fail the crew.
  • Success: Success, rocking it, a solid pilot knows his trade and can get you from A to B. Even in this broken up scow. Gain 1 token.
  • Raise: Not only are you good, you are amazing! Each raise grants 1 additional token.




CARDS: Cards divisible by 4 are considered Clubs
Death Otter 1d54: [22] = 22
Fiona 1d54: [3] = 3
Kal 1d54: [25] = 25
Mal 1d54: [9] = 9
Monza 1d54: [4] = 4 Benny new card from @Slrrxvinslrr
  • New Card for Monza 1d54: [45] = 45
Slrr 1d54: [41] = 41
Zil 1d54: [42] = 42
Sa'Maku 11

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Death Otter
Posts: 119
Joined: Fri Oct 05, 2018 9:25 pm

Re: 11 - Returning to Phase World

Post by Death Otter »

Death Otter, struggling to keep up with the system response on the defense, went on the offense. With the AI unit fully loaded now, she let it hold off the 'attacks' of Peacekeeper's main computer as it attempted to fend off the intrusion, and instead focused on seizing memory and processing time to spin up a series of viruses that immediately began spreading across the computer. Then she did it again. The Peacekeeper, forced to divide its response between the relatively 'quiet' intruding AI and the very NOT quiet malware, pivoted its resources to the more virulent threat. In the process, the AI and Death Otter were able to make yet more inroads, appropriating more resources for themselves and putting them to work both on allowing more assistance to the real-world crew...and in intensifying the attack on the existing Peacekeeper AI.

The boarding alert came from out of nowhere, and Otter nearly missed it entirely before realizing that the bridge itself was being breached. With a curse she disconnected from the computers just in time to narrowly avoid a ghostly swipe from deep-space horrors! She rolled away, interfacing with the electronics in her brain to 'take control' of her own body more efficiently. It allowed her to place shots with the apparent skill of a sharpshooter, with no sway in her aim or overcompensation or anticipation.

Even so, she was aware of the slight feeling of numbness that was warning she was approaching her limits. All this interfacing was going to wear her out if they didn't get through this soon!

Rolls: Shooting 6, Electronics 13 - +3 to crew rolls! 16 ISP spent
Defend the ship! Shooting 1d6!!+3: [3]+3 = 6 Wild 1d6!!+3: [3]+3 = 6

Defend the AI! Electronics (-2 situation, +1 armor, +2 telemechanics) 1d8!!+1: [12!!]+1 = 13 Reroll 1d8!!+1: [2]+1 = 3 Wild 1d6!!+1: [4]+1 = 5

ISP 3d6: [6, 4, 6] = 16
(Note - extra roll there was mis-entered without !! notation)
Dice rolls
Reroll 1d8+1: [5]+1 = 6
Last edited by Death Otter on Sat Sep 19, 2020 12:22 am, edited 3 times in total.

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Ndreare
Savage Siri
Posts: 4031
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 11 - Returning to Phase World

Post by Ndreare »


Initiative for @Sa’Maku 1d54: [11] = 11

@Venatus Vinco

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
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Nightbane Game Master Bennies 0,
July 20, 2020 update
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Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
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Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
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,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Sa’Maku
Posts: 109
Joined: Fri Oct 12, 2018 4:44 pm

Re: 11 - Returning to Phase World

Post by Sa’Maku »

Piloting 7, 1 token
Piloting 1d8-1!! / 1d6-1!!: [8]-1+[1]-1 = 7
Free Re-roll (Slrrxvinslrr, needed) 1d8-1!! / 1d6!!: [5]-1+[4] = 8
Free Re-roll (per GM, if needed) 1d8!!-1 / 1d6!!-1: [5]-1+[4]-1 = 7
Taking a deep breath, Sa'Maku returns to the conn just as things begin to stablize with the ship's systems. Death Otter does a miraculous job coaxing the AI to work and Slrrxvinslrr manages to help Sa focus on the task at hand. The going is still difficult as the Seljuk is trained to jump out of ships more than fly them but he manages to give Monza a rest and keep the whole bucket of bolts from flying apart.

"This ship is cursed, I will be glad to rid the Three Galaxies of its presence."

User avatar
Zilaetheryan
Posts: 22
Joined: Wed Feb 26, 2020 6:38 pm

Re: 11 - Returning to Phase World

Post by Zilaetheryan »

Zil roars his displeasure as some of the odd jellyfish creatures manage to slip past him. "GET BACK HERE!!" he bellows, reverting to his humanoid shape and re-entering the ship.

He runs down the corridors screaming after the creatures, vibro-claws slashing, coating the walls with the jelly beasts' odd ichor.

Fueled by his frustration, Zil wreaks havoc,
Fighting 1d10!, Wild 1d6!: [8]+[5] = 13 +1 from Martial Artist, +2 from scene modifier = 11 total
in the battle.
Zilaetheryan
Humanoid Form Pace: 6; Parry: 7, 9 w/FIWS; Toughness: 22(11)
Dragon Form Pace: 6; Flight Pace: 18; Parry: 7; Toughness: 38(18) MDC; Size: 6
Notes: Causes Fear checks (in dragon form); Resistant to fire and cold (-4) (in dragon form); Enemies (human supremacists)
Zil

User avatar
Kalaetheryan
Posts: 34
Joined: Thu Feb 27, 2020 9:16 am

Re: 11 - Returning to Phase World

Post by Kalaetheryan »

Fighting, add 2 to ally's roll
Fighting with scene bonus: 1d6!!+2: [3]+2 = 5
WD Fighting: 1d6!!+2: [2]+2 = 4
Free Reroll Fighting: 1d6!!+2: [10!!]+2 = 12
Free Reroll WD Fighting: 1d6!!+2: [1]+2 = 3
Kal's rage at having let his prey get by is a fearsome sight. Following the jellyfish into the ship, he wastes no advantage. The hulking dragon prowls the halls, biting, clawing, and spewing his toxic breath at the soul sucking space vermin. His wrathful violence even manages to pry one of the jellyfish from the back of one of the crew members. He howls in delight as the creatures fall before his vicious attacks. "Begone from my craft, wretched filth!"
Kalaetheryan
Kalaetheryan sheet
Current Status Post
Parry: 5; Toughness 37 (18)
Active Powers: None
Wounds: 0/4; Fatigue: 1/2

User avatar
Monza
Diamond Patron
Diamond Patron
Posts: 113
Joined: Wed Mar 08, 2017 5:45 pm

Re: 11 - Returning to Phase World

Post by Monza »

Piloting

1d8!!: [4] = 4 wd 1d6!!: [3] = 3 ReRoll 1d8!!: [3] = 3 ReRoll WD d6!!: [2] = 2
Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed 111 P.A. (2397 A.D. - canon Rifts Time)
  • Game Master: Rifts Speed Tribes! 68 P.A. (2354 A.D. - the past dude!)

Damien - Momano (Rifts 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Jackal - Artificial Construct (Rifts 21st SET)
NPC Accounts:
Zieja Kashbrook RST!
Erin Tarn RST!

• ‪Kalaetheryan - Celestial Dragon ‬
‪• Zilaetheryan - Celestial Dragon
• Malaetheryan - Celestial Dragon ‬
• ‪Fiona Gladbrooke - Rising Star Pleasurer
• ‪Sa'Maku - Wilderness Scout
• ‪Death Otter - Mind Melter
• Monza Lena - Altara Warrior Woman
• Slrrxvinslrr “Slur” - Verulian White Knight

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Malaetheryan
Posts: 17
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Re: 11 - Returning to Phase World

Post by Malaetheryan »

Raise +1 to a Pilot
Starting PPE: 40/40

EVERYONE TAKES 1 FATIGUE from space battle, if you already soaked this you are fine, if not you may chose to soak it as your first roll, or accept it.

EVERYONE MAY HAVE ONE FREE REROLL IN THIS SCENE BECAUSE I TOOK SO LONG TO REPOST

We have 2 rounds left and two tasks. Pick a task, you may also support a second task if you are willing to accept a -2 to both rolls or support two other tasks if willing to accept a -4 to all three rolls. Then Narrate the results of your roll, be creative, be awesome, and make the Peacemaker proud.

FAILURE ON A CLUB IS TREATED AS A CRITICAL FAILURE!

Defend The Ship - Everyone
This ship was not adequately defended leaving a few of the strange phasing jelly fish on the ship.
EVERYONE roll a Dangerous Quick Encounter at +2 (Add any arcane resistance as an additional modifier) as you fight off the things interrupting you other work.
If you use shooting or a arcane skill remember it costs 3d6 Power Points/shots.

Raise: Amazing, you are a Sentinel of war! Not only do you whoop up on the obnoxious space creatures. But you have trophies! You take no wounds and each raise grants +1 to an ally of choice applied AFTER THEY ROLL.

Taking one level of Fatigue.
Spellcasting to defend the ship
Net roll: 1d10+1
Spellcasting 1d10!!+1: [7]+1 = 8
Wild Spellcasting 1d6!!+1: [5]+1 = 6
Otter +3 means total 11.

PPE Used: 3d6: [1, 1, 6] = 8

Final Stats:
PPE 32/40
Fatigue: -1
Wounds: 0

One ally gains +1 to Piloting.
Mal snarls in frustration as some of the disgusting creatures invade the ship, and, shifting down to his Oni form, he begins moving through the corridors, periodically stopping to bellow out a huge roar that leaves his foes dazed and vulnerable to attack. He concentrates on keeping them away from the bridge, so as to ensure that the pilots can actually do their work.
Malaethryan
Seasoned Celestial Dragon Hatchling
OOC Comments
Agility d6, Smarts d12, Spirit d6, Strength d12+3, Vigor d10
Pace: 6"/Fly 12"; Parry: 4; Toughness: Dragon: 36 (18)/Oni: 21 (7); Size: Dragon: 6 (+2)/Oni 1 (0)
Skills:
Athletics d4; Common Knowledge d4; Notice d6; Persuasion d4; Stealth d4; Psionics d8; Spellcasting d10; Fighting d4; Occult d8
Edges:
AB: Magic/Psionics, Master of Magic, Dragon Psychic Master, Adept, Concentration, Twin Soul
Hindrances: Tongue-tied, Thin-Skinned, Loyal, Curious, Major Outsider
Natural Weapons/Attacks (Dragon Form):
Claws: Str+3d4 MD, AP 10
Bite: Str+3d4 MD, AP 6, Reach 1
Gear (Oni Form):
Juicer Titan Plate Heavy Armor Multi-Optics Helm, +1 Shooting, +2 Notice, Integrated Naruni Medium Force Field
TX-30 Ion Pulse Rifle: Range: 20/40/80; Damage: 1–3d10; RoF: 3; Shots: 50
Notes: Heavy Pulse (+1 Shooting/+3 Damage, 3 Shots); Shotgun Rules (+2 to hit)
Auracles of Spineas: +2 Visual Notice, farsight, darksight, exalted detect arcana
Powers:
Psionic (Adept): boost Trait (Auto-Raise); mind link; speak language; speed
Magic: dispel, growth/shrink, elemental manipulation, puppet, stun

User avatar
Fiona Gladbrooke
Posts: 99
Joined: Mon Mar 11, 2019 8:51 pm

Re: 11 - Returning to Phase World

Post by Fiona Gladbrooke »

Before she can sigh in releafe at the pure luck that got her through plotting a course, she sees the phaseing invaders. She steps as betwen the things and their pilots as she can and draws her vibro blade. She can feel her reflexes sharpen and time seems to slow for her a bit as she switches her mind and muscle memory into combat mode.

"Sa'm, Monza, I got your backs, you two just worry about flying."

Modifiers: scene +2, fatigue -1. Net +1
Fighting 1d12+1: [10]+1 = 11
Wild 1d6+1: [2]+1 = 3


While not very hard hitting, Fionas strike prove accurate, fast, and deadly. When @Malaetheryan reaches the bridge he finds several of the things dead and the shape shifter gracefully finishing off another as yet more move in through the walls. She nods in appreciation when he joins her.
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand

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Slrrxvinslrr
Posts: 22
Joined: Mon Jul 06, 2020 1:21 pm

Re: 11 - Returning to Phase World

Post by Slrrxvinslrr »


Fighting Action 1 (+2 scene mod, +1 martial arts) 1d8!!+3: [1]+3 = 4
Wild Action 1 (+2 scene mod, +1 martial arts) 1d6!!+3: [2]+3 = 5
Fighting Action 2 (+2 scene mod, +1 martial arts, Vernulian ignores 2 pts multiaction penalty) 1d8!!+3: [1]+3 = 4
Wild Action 2 (+2 scene mod, +1 martial arts, Vernulian ignores 2 pts multiaction penalty) 1d6!!+3: [8!!]+3 = 11
Forgot Fatigue. Subtract 1 from all rolls


Scene commentary to come: @Ndreare how do these fighting rolls shake out for the encounter/round?

Likewise vested in the success of the pilots, Slrr focuses on their protection and puts his multiple tentacles and build in weaponry of his armor to good use in that department; not only does he do his share of fighting, but he assists @Fiona Gladbrooke in her defense of the pilots as well.

"Yesss, don't mind us; we'll just be here collecting some snacks for the trip." he remarks whilst stabbiting and bashing the stupid nasty things. He does fairly well, since between his reach and adept use of his limbs he's able to fight off his share and thensome.
OOC Comments
The aim here is to give a boost to Fiona, allowing her to grant an additional +1 to someone, and grant another +1 to a pilot myself.

Player Name:
Discord Nickname: ElkieNoOni

Accounts
  • GM/AGM/Mod Account(s):
  • Player Account(s):
  • Slrrvinxslrr: - Vernulian Knight of the White Rose (Three Galaxies Variant, Phase World: The Remorseless)

Name: Slrrxvinslrr
Discord: ElkieNoOni#8753
Edges: Concentration, Gardner of the White Rose, Gateway Knight, Major Psionic, Martial Artist, Master Psionic, Power Points (ISP), Rapid Recharge, AB: Psionics, AB: Miracles

Golden Bennies: 1
Bennies: 3
ISP: 30 of 30
PPE: 10 of 10
Wounds: 0 of 3
Fatigue: 0 of 2

User avatar
Ndreare
Savage Siri
Posts: 4031
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 11 - Returning to Phase World

Post by Ndreare »

Slrrxvinslrr
Slrrxvinslrr wrote:
Thu Sep 17, 2020 2:48 pm
Scene commentary to come: @Ndreare how do these fighting rolls shake out for the encounter/round?
@Slrrxvinslrr The way I have always handled it is if you get multiple actions, or use an auto-fire type ability with multiple die rolls, then you pick the best one, unless one of them is a Critical failure.

The Crew of the remorseless pulls through nicely and are able to get things together, taking the effort to protect the pilots paying off.
It has taken me too long so I am fast forwarding out of this encounter to your arrival on phase world.


Sa’Maku’s performs well as a pilot, though the ship does give him trouble and its extreme damage causes many frustrations. He is able to contribute and get things going in the right direction. Monza steps in to pilot when the Sa’Maku needs rest or a break, sometimes helping with the systems, sometimes at the helm herself. With the aid of Death Otter stabilizing the ship the three of them easily keep the new ship under control as they fly to Phase World.

The trinity of dragons move through motivated by frustration, rage and will power. Zilaetheryan frustration and energy are enough to fuel his fighting rage a little further as he surges even in the weaker humanoid form he is able to destroy the creatures around him. His brother Kalaetheryan likewise performs amazingly the two dragons running through the ship efficiently destroying the strange invading ghostlike creatures. Malaetheryan my be frustrated with the attackers, but his magic is more than up for the challenge and even in his lesser form he is more magically powerful than the most powerful of these strange creatures. In the end they each are able to perform excellently.

While not as big and powerful as the dragons, Fiona’s skills are a match for any other she has encountered. And this is a situation where brute force is not needed, nearly as much as her kind of finesse. Working through the ship like a surgeon with accurate strikes showing incredible precision, she eliminates as many of the small predators as any of the others, helping keep things on point for the others. Slrrxvinslrr coming along side her finds that Fiona is an ideal battle mate. While shaped and smelling like food, she is still able to battle and perform well enough that Slrrxvinslrr finds her an equal to his own amazing prowess.

When is is all done the crew finds the ship safe once more as they continue the last few days of the journey to Phase World, they have an uneventful and safe trip. Giving them time to negotiate plans and work out relationships and pecking orders as needed.

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Sa’Maku
Posts: 109
Joined: Fri Oct 12, 2018 4:44 pm

Re: 11 - Returning to Phase World

Post by Sa’Maku »

After wrestling the ship under control Sa'Maku is in little mood for stratagems and politics. He knows the ship they have is worth more than the other, more than enough to cover their debts and focus on tracking down the Nemesis. He just dreads all the endless talking and positioning that will be needed to get there. Indirect communication was one of the things about other humanoids that was most aggravating. On Gemini everyone spoke with honour, they said what they meant and meant what they said. It was simple: I have this ship we both know is worth more than I owe. Settle our debts and give me another ship free and clear. The end.

Growling under his breath he resigns himself to do it the human way.

"I am not merchant but it seems the ship is worth most as trade rather than a sale for cash. Can we leverage this to pay off our debts, or will we need liquid funds?"

User avatar
Death Otter
Posts: 119
Joined: Fri Oct 05, 2018 9:25 pm

Re: 11 - Returning to Phase World

Post by Death Otter »

Death Otter yawned and flapped a hand at the question.

"That'll wash out in the negotiations. Basically we'll start talking trade, then get some cash on top of it. Trading a ship like this for raw cash and then buying a fresh ship sounds like a TERRIBLE idea, Sam. Demerit for you!"

She grinned and surveyed the others in the room they'd claimed as a conference area. "I don't have contacts with ship dealers, but if anyone else has any friends or friends of friends in that area, now's the time to let me know. Otherwise we'll have to see about making a NEW friend or friend of friends."

"Anyway, we should stick to black market sources I think. This ship is pretty banged up, and even with my tampering eventually someone will figure out it's stolen. We don't have the gear or facilities or TIME we'd need to completely strip the old ID and forge a new one...so even though it'll cost us some overhead, the black market's the place to go."

User avatar
Fiona Gladbrooke
Posts: 99
Joined: Mon Mar 11, 2019 8:51 pm

Re: 11 - Returning to Phase World

Post by Fiona Gladbrooke »

Since coming to within easy comms range of Center Fiona has been busy negotiating her byzantine web of cover identities and electronic dead drops to see who was in the city among her laundry list of friends and foes. A name pops up that she'd actually been considering as a possible target for the sale.

Looking up at her new captain with a smile she speaks up. "It looks like an acquaintance of mine is in system and he may just be the perfect person to sell this ship to. For his purposes it's past could actually be a bonus."
Parrabo Zulchaz (using I Know a Guy)
A traitor and rebel in the eyes of the Empire, a hero to those fighting the TGE, and a bit of both to those with no loyalty to either depending on his mood. Fiona's relationship with him was just as complicated. Their paths had crossed in the field when they both still served the khregore. Parrabo had deserted and joined some holy order and began aiding the rebellion which Fiona, still a faithful servant of the empire, was helping to fight. Fiona's desertion of the empire was less abrupt, she acted as a double agent for said rebellion for a time before "publicly" joining them. But alas, the heroic life was not for her and she left them to pursue her own interests.
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand

User avatar
Death Otter
Posts: 119
Joined: Fri Oct 05, 2018 9:25 pm

Re: 11 - Returning to Phase World

Post by Death Otter »

Death Otter looked around at the others at the table. When no one else said anything she clapped her hands once and nodded.

"Great! Get in touch with this guy and set up a meeting, asap. Everyone else, duty shift is repairs and cleanup on the ship...see if we can bump the asking price up. We'll do a shore leave shift too, and...YEAH THAT'LL DO IT. Good meeting, everyone. Top class. Fi, take Sam with you if you need to set this up in person."

She stood up and headed out of the conference room.

User avatar
Malaetheryan
Posts: 17
Joined: Sun Mar 08, 2020 2:14 am

Re: 11 - Returning to Phase World

Post by Malaetheryan »

Mal is, unlike his brothers, largely uninterested in the final disposition of the ship; so long as he has some means of exploring, he will be content. So he listens abstractly, but sees no way he can provide immediate assistance--he simply resolves to keep an eye out for an opportunity to put his arcane might to good use.

One thought does occur to him, after a bit. "Tell me of this Phase World we are going to. Do we need to be concerned with thieves and would-be pirates while in dock, or can we leave the ship unmanned with little concern?"
Malaethryan
Seasoned Celestial Dragon Hatchling
OOC Comments
Agility d6, Smarts d12, Spirit d6, Strength d12+3, Vigor d10
Pace: 6"/Fly 12"; Parry: 4; Toughness: Dragon: 36 (18)/Oni: 21 (7); Size: Dragon: 6 (+2)/Oni 1 (0)
Skills:
Athletics d4; Common Knowledge d4; Notice d6; Persuasion d4; Stealth d4; Psionics d8; Spellcasting d10; Fighting d4; Occult d8
Edges:
AB: Magic/Psionics, Master of Magic, Dragon Psychic Master, Adept, Concentration, Twin Soul
Hindrances: Tongue-tied, Thin-Skinned, Loyal, Curious, Major Outsider
Natural Weapons/Attacks (Dragon Form):
Claws: Str+3d4 MD, AP 10
Bite: Str+3d4 MD, AP 6, Reach 1
Gear (Oni Form):
Juicer Titan Plate Heavy Armor Multi-Optics Helm, +1 Shooting, +2 Notice, Integrated Naruni Medium Force Field
TX-30 Ion Pulse Rifle: Range: 20/40/80; Damage: 1–3d10; RoF: 3; Shots: 50
Notes: Heavy Pulse (+1 Shooting/+3 Damage, 3 Shots); Shotgun Rules (+2 to hit)
Auracles of Spineas: +2 Visual Notice, farsight, darksight, exalted detect arcana
Powers:
Psionic (Adept): boost Trait (Auto-Raise); mind link; speak language; speed
Magic: dispel, growth/shrink, elemental manipulation, puppet, stun

User avatar
Death Otter
Posts: 119
Joined: Fri Oct 05, 2018 9:25 pm

Re: 11 - Returning to Phase World

Post by Death Otter »

"Tell you of Phase World," Death Otter muses. "Okay, normally I'd just shoot you the brochure, but you guys aren't really online yet huh? Well, we'll only be seeing Center, the main city there. Which is fine, because it's literally the biggest city in the three Galaxies, other than a couple of freakish planet-megalopoli tryhards. Phase World's got all kinds of dimensional anomalies in it too, so Center is like...it has everything in it. People, products, from a billion different worlds across who knows how many universes. Laws aren't TOO strict as long as you don't piss off the natives, the Prometheans. Stay out of their way, don't steal their tech...those are the big things."

She shrugs.

"And yeah, we can leave the ship. Starport security is part of the docking fee. Besides, any would-be thief would have to fix the ship up before stealing it. In which case...they probably deserve it more than us, you know?" Otter grinned.

User avatar
Malaetheryan
Posts: 17
Joined: Sun Mar 08, 2020 2:14 am

Re: 11 - Returning to Phase World

Post by Malaetheryan »

Oni-Mal gives her a nod. "Understood, Captain. I fear I have little to offer the two missions we've laid out--I am no negotiator. If you have no specific task for me, then perhaps I might be permitted to explore the city a bit? I would, of course, remain available in an emergency for any crewman who needs arcane assistance--or even just a dragon backing them up."
Malaethryan
Seasoned Celestial Dragon Hatchling
OOC Comments
Agility d6, Smarts d12, Spirit d6, Strength d12+3, Vigor d10
Pace: 6"/Fly 12"; Parry: 4; Toughness: Dragon: 36 (18)/Oni: 21 (7); Size: Dragon: 6 (+2)/Oni 1 (0)
Skills:
Athletics d4; Common Knowledge d4; Notice d6; Persuasion d4; Stealth d4; Psionics d8; Spellcasting d10; Fighting d4; Occult d8
Edges:
AB: Magic/Psionics, Master of Magic, Dragon Psychic Master, Adept, Concentration, Twin Soul
Hindrances: Tongue-tied, Thin-Skinned, Loyal, Curious, Major Outsider
Natural Weapons/Attacks (Dragon Form):
Claws: Str+3d4 MD, AP 10
Bite: Str+3d4 MD, AP 6, Reach 1
Gear (Oni Form):
Juicer Titan Plate Heavy Armor Multi-Optics Helm, +1 Shooting, +2 Notice, Integrated Naruni Medium Force Field
TX-30 Ion Pulse Rifle: Range: 20/40/80; Damage: 1–3d10; RoF: 3; Shots: 50
Notes: Heavy Pulse (+1 Shooting/+3 Damage, 3 Shots); Shotgun Rules (+2 to hit)
Auracles of Spineas: +2 Visual Notice, farsight, darksight, exalted detect arcana
Powers:
Psionic (Adept): boost Trait (Auto-Raise); mind link; speak language; speed
Magic: dispel, growth/shrink, elemental manipulation, puppet, stun

User avatar
Sa’Maku
Posts: 109
Joined: Fri Oct 12, 2018 4:44 pm

Re: 11 - Returning to Phase World

Post by Sa’Maku »

Sa'Maku cracks his kncuklces at the assignment to go with Fi to the meet. He knows implicitly that he has nothing to add to her negotiation skills, he's just more of an insurance polcy against bad actors. A role that suits him just fine. Nodding at their communications specialist he says, "Let me know when you want to go. In the meantime I will do what I can to clean up the mess left behind by these pirates. I have seen supernatural predators with better hygine."

User avatar
Ndreare
Savage Siri
Posts: 4031
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 11 - Returning to Phase World

Post by Ndreare »

Strangely as the Remorseless crew gather what they will and head to the bay door they find it is already ajar when they arrive before any of them disboard. The door was damaged, but it was definitely closed as they where in space, else the atmo would have vented and triggered the bulk heads to seal.

Death Otter instinctively reaches out with her mind to Remorseless and sees that someone, or something invisible opened the door as soon as the seal formed. It must have been waiting there to get off the ship, but whatever it was, the invisibility it had was able to hide even from the advanced sensors of the ship. But the ship did measure approximately 800 kilograms leaving the ship.



Moving through the docs of Phase World is a relatively easy thing for those who have spent the right amount of time there. And Fi is one of those beings with the experience to make the navigations easily. The trip for Sa’Maku and Fiona is relatively fast.

Getting hold of Reynard was easier than expected as well. It seemed things were going their way. He was not on Phase World, his own ship was docked in terminal D on Station 1701 orbiting the planet.

As Fiona approaches the sly demonling smiles with a body and face that was somehow too perfectly normal for comfort. “Fi!” The energy and excitement is a little too warm. Reynard always gave her the creeps the way his demonic powers worked much like her own making him naturally likable conflicting with her knowledge that he had no soul. “You brought a brute to help keep us in line I see.” He nodded and offered his hand to Sa’Maku is a friendly gesture known to all races who frequently deal with humans.

After the greetings though he turns things to business. “So you said you have a ship, and are looking for a buyer? Tell me about this prize, and of course I will need to know who you killed or pissed off to get it if you want a full price.”



The rest of the crew is left with their own free time and no obligations. Able to move about the space station they find many amenities as the facility is as large as a small city on its own. They even have the option to head down to phase world for only a thousand credits each.

Death Otter and the four reptilians are left with the option of having some fun on Phase World or relaxing while Fiona does some bargaining.


INSTRUCTIONS:
@Fiona & @Sa’Maku: Time for some conversation and chatting. Lets see what he can do for you and what you can do for him. (Fiona, Reynard is a former ally of yours. He has never made the claim himself, others have and he has never denied it. Rumor is he is a half demon and his father was a rakshasa. He has an uncanny power to pierce any deception, that Fi may have a special hatred of.)

@Death Otter: Who was on the ship, and how did they get off without Remorseless alerting you? Do you tell the others or look into it yourself?

@Slrrxvinslrr: not sure who you are going with. Looking for fun on Phase World, or going in with Fiona in case she finds trouble. Please include in your post which you chose. Let me know what you are doing with your free time.

Triple Threat!: @Kalaetheryan, @Malaetheryan & @Zilaetheryan - Likewise I am not sure who you are going with. Looking for fun on Phase World, or going in with Fiona in case she finds trouble. Please include in your post which you chose. Let me know what you are doing with your free time.

@All of you, originally I was just waiting on a couple to post, but then real life took up a bunch of time and now we are two months late on my posting. There is really no excuse, for that long and I apologize to you. Please know I did not mean to be disrespectful.
For those of you that stick around, I will be back on it and posting again on regular intervals.

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Death Otter
Posts: 119
Joined: Fri Oct 05, 2018 9:25 pm

Re: 11 - Returning to Phase World

Post by Death Otter »

"Huh," Death Otter said as she surveyed the airlock and the data in its use logs. She was accompanied by the three dragons, and the slithery newbie...without specific duties, she was going to show them the ropes on Phase World then turn 'em loose. But now...

"Hey, any of you guys have magic or psychic stuff to look back in time?" she asked. "We had a stowaway on board, looks like. Slipped out the airlock the second we landed...musta used manual controls. Big fella though...we're down eight hundred kilos from before we landed. So!"

Otter ticked off fingers. "Big. Invisible even to internal sensors. Knows how to use the ship's controls without setting off alerts. Lets track him down, eh? That'll be fun! Then we can hit the food court or something."

User avatar
Sa’Maku
Posts: 109
Joined: Fri Oct 12, 2018 4:44 pm

Re: 11 - Returning to Phase World

Post by Sa’Maku »

Sa'Maku looks down at Reynard's outstretched hand and, after a moment's hesitation, returns the human gesture.

"I am more than a brute, I assure you. We have fought and won many battles to get here with this ship. Please do not make this our most difficult challenge yet. Does your kind believe in honour?"

User avatar
Ndreare
Savage Siri
Posts: 4031
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 11 - Returning to Phase World

Post by Ndreare »

Raynard laughs, not in an insulting way. But instead in the way that communicates he herd something he has not considered. "Honor? Honor is the lie those with power tell themselves when they abuse those they see as weaker than themselves to justify their role and atrocities.

"I generally prefer my lies to be less easily seen through."


Offering drinks to both his guests, they infusible know is safe to drink he finishes. "Why is it only those song enough to hurt others peach of honor? If it was a true virtue wouldn't everyone be able to benefit from it?

"No, this Honor people love only ever works one way."

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Fiona Gladbrooke
Posts: 99
Joined: Mon Mar 11, 2019 8:51 pm

Re: 11 - Returning to Phase World

Post by Fiona Gladbrooke »

As Fiona and Sa'Maku leave
Alarmed by the mystery guest Fiona suggests to @Death Otter having the computer run an analysis tracking the movement of known weight on and off the ship since the crew acquired it to try and identify when the stowaway boarded. That would at least narrow down who or what it was.


With Raynard

Lifting the offered drink to her lips, she pauses and laughs. "It is amazing how much miscommunication is rooted in people using the same word for completely different ideas. Even those of the same native tongue and culture can have vastly different personal interpretations of a concept. Ray I would trust Sa'Makus honor with my life. Sa'M it's in Rays best interest to deal squarely with us for reasons both personal and in the service of his cause, so we can mostly trust him once we convince him of that."

She then takes a drink and relates the specs and condition of the Peace Maker (emphasizing the Phase Cannons) before relating the tale of how the Remorseless crew acquired it. "As for why we would want to get rid of it, it's more ship than we need. We're a small team of freelance trouble shooters not some mercenary battalion or privateer company."
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand

User avatar
Ndreare
Savage Siri
Posts: 4031
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 11 - Returning to Phase World

Post by Ndreare »

Listening to Fiona as the explains the condition and details of the new ship Raynard is interested. "Hum, I am familiar with the Peacemaker. But the damage you describe makes me think we need to get a closer look. I will have a few technicians look over the ship. They normally can get me a report within a dozen hours or so.

"If what you say is true, I think I will be able to make you a offer you can't resist."
Then offering to refill the drinks he adds. "Do you have any specific needs in the ship you are looking for?"


@Fiona Gladbrooke and @Sa’Maku

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Malaetheryan
Posts: 17
Joined: Sun Mar 08, 2020 2:14 am

Re: 11 - Returning to Phase World

Post by Malaetheryan »

Malaetheryan, unless ordered otherwise, follows his instincts, and makes arrangements to fly down to the city of Central, abiding by the flight path permitted--though desperately curious about the 'forbidden' territory outside the city, he figures it's best to start with a known unknown, first.

Once he touches down and is admitted, he will assume his oni-form,which not only lets him pass relatively anonymously through the crowds, but also grants him access to his gear.
Malaethryan
Seasoned Celestial Dragon Hatchling
OOC Comments
Agility d6, Smarts d12, Spirit d6, Strength d12+3, Vigor d10
Pace: 6"/Fly 12"; Parry: 4; Toughness: Dragon: 36 (18)/Oni: 21 (7); Size: Dragon: 6 (+2)/Oni 1 (0)
Skills:
Athletics d4; Common Knowledge d4; Notice d6; Persuasion d4; Stealth d4; Psionics d8; Spellcasting d10; Fighting d4; Occult d8
Edges:
AB: Magic/Psionics, Master of Magic, Dragon Psychic Master, Adept, Concentration, Twin Soul
Hindrances: Tongue-tied, Thin-Skinned, Loyal, Curious, Major Outsider
Natural Weapons/Attacks (Dragon Form):
Claws: Str+3d4 MD, AP 10
Bite: Str+3d4 MD, AP 6, Reach 1
Gear (Oni Form):
Juicer Titan Plate Heavy Armor Multi-Optics Helm, +1 Shooting, +2 Notice, Integrated Naruni Medium Force Field
TX-30 Ion Pulse Rifle: Range: 20/40/80; Damage: 1–3d10; RoF: 3; Shots: 50
Notes: Heavy Pulse (+1 Shooting/+3 Damage, 3 Shots); Shotgun Rules (+2 to hit)
Auracles of Spineas: +2 Visual Notice, farsight, darksight, exalted detect arcana
Powers:
Psionic (Adept): boost Trait (Auto-Raise); mind link; speak language; speed
Magic: dispel, growth/shrink, elemental manipulation, puppet, stun

User avatar
Sa’Maku
Posts: 109
Joined: Fri Oct 12, 2018 4:44 pm

Re: 11 - Returning to Phase World

Post by Sa’Maku »

Ndreare wrote:
Mon Nov 23, 2020 9:43 pm
Then offering to refill the drinks he adds. "Do you have any specific needs in the ship you are looking for?"


Sa'Maku cautiously takes the offered refreshment and considers the question, "We require something with small crew requirements but that hits above its class. We like to keep to ourselves."

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