Savage Combat vs Geist
...continued from
As you watch the events play out in the Command Room you see that both Geist and the Phase Mystic named Zan (some of you met him in the arena) are holding hands and touching the wall behind them. It’s an odd way to be standing and undoubtedly means something.
Geist laughs a loud and is holding the scepter (Rift Dominator) above her head, threateningly, as she mocks the base commander who is tied up in his chair.
Zan keeps the blaster he is holding pointed at the head of security woman across the room who quietly holds her hands high and looks peeved.
Zan is dressed in a mix of grey armor that looks like a full EBA combat suit. With his dark eyes and permanent frown he looks annoyed. You hear him say, ”Alright Victoria, we got the card, can we go now?”
Victoria Geist is a tall woman who looks to be in her mid forties. With brown eyes and long blonde hair. She is dressed in black combat boots, black jeans and leather coat. Her shirt looks like a rock concert shirt, saying something about Sick Pence opening for Tres Marbles Left. Her only jewelry is a thin leather necklace with a crystal on it.
In response to Zan she says, “I don’t know why you care about these instruments of the Arcane Company. They mean nothing, but yes, we can go Zan.”
Zan nods and looks like he is concentrating.
Post. Geist laughs a loud and is holding the scepter (Rift Dominator) above her head, threateningly, as she mocks the base commander who is tied up in his chair.
Zan keeps the blaster he is holding pointed at the head of security woman across the room who quietly holds her hands high and looks peeved.
Zan is dressed in a mix of grey armor that looks like a full EBA combat suit. With his dark eyes and permanent frown he looks annoyed. You hear him say, ”Alright Victoria, we got the card, can we go now?”
Victoria Geist is a tall woman who looks to be in her mid forties. With brown eyes and long blonde hair. She is dressed in black combat boots, black jeans and leather coat. Her shirt looks like a rock concert shirt, saying something about Sick Pence opening for Tres Marbles Left. Her only jewelry is a thin leather necklace with a crystal on it.
In response to Zan she says, “I don’t know why you care about these instruments of the Arcane Company. They mean nothing, but yes, we can go Zan.”
Zan nods and looks like he is concentrating.
Zan, the Phase Mystic, has a look of concentration on his grizzled face. Eyes partially closed, they open wide and he says, "Company incoming!"
The psychic mystic from Phase World digs the fingers of his right hand into the wall. The metal wall tears in his grasp. His left hand is holding tight to Victoria Geist's right shoulder.
Victoria laughs aloud as the members of the Black Company suddenly snap into existence in the Command Room. Her voice dripping with sarcasm, she says, "You are early - I like that!"
Map of the Command Room
Map
Location of Characters is where you were each teleported in by Hans. Firing at Geist or Zan is considered Firing Into Melee (not Flint, Gargamel or Steele). Hans, Charon and Tula are considered to be under medium cover and are at a -4 to be hit, because of Gargamel. At the beginning of the combat Geist has speed/quickness on her. Also has Arcane Resistance active due to Jobbi, for a -4.
Initiative OrderLocation of Characters is where you were each teleported in by Hans. Firing at Geist or Zan is considered Firing Into Melee (not Flint, Gargamel or Steele). Hans, Charon and Tula are considered to be under medium cover and are at a -4 to be hit, because of Gargamel. At the beginning of the combat Geist has speed/quickness on her. Also has Arcane Resistance active due to Jobbi, for a -4.
Action Cards
1.) Sammy - Ace Hearts - On Hold, Athletics Roll for Interrupt
2.) Joe - Ace of Clubs - On Hold, Athletics Roll for Interrupt
3.) Steele - King of Diamonds
4.) Tula - King of Clubs
5.) Geist - Jack of Hearts
6.) Stan - Jack of Clubs
7.) Hans - 9 of Clubs
8.) Zan - 7 of Diamonds <— dead now
9.) Charon - 3 of Clubs
A > K > Q > J > 10 >....2
Spades > Hearts > Diamonds > Clubs
Tula 38 King of Clubs
Charon 28 Three (3) of Clubs
Stan 1 Two (2) of Spades … Bennie from Stan 1d54: [51] = 51 … duplicate, reroll B RR Stan 1d54: [36] = 36
Hans 38 (duplicate, reroll 1d54: [34] = 34 Nine (9) of Clubs
Hes 2nd roll Hans 1d54: [38] = 38 , seriously? Reroll HH 1d54: [26] = 26 Ace of Hearts
Joe 39 Ace of Clubs
Steele 51 King of Diamonds
6d54: [38, 28, 1, 38, 39, 51] = 195
Geist 23 Jack of Hearts
Zan 30 Five (5) of Clubs, reroll due to Quick Zan 1d54: [45] = 45 Seven (7) Diamonds
2d54: [23, 30] = 53
Spades > Hearts > Diamonds > Clubs
Tula 38 King of Clubs
Charon 28 Three (3) of Clubs
Stan 1 Two (2) of Spades … Bennie from Stan 1d54: [51] = 51 … duplicate, reroll B RR Stan 1d54: [36] = 36
Hans 38 (duplicate, reroll 1d54: [34] = 34 Nine (9) of Clubs
Hes 2nd roll Hans 1d54: [38] = 38 , seriously? Reroll HH 1d54: [26] = 26 Ace of Hearts
Joe 39 Ace of Clubs
Steele 51 King of Diamonds
6d54: [38, 28, 1, 38, 39, 51] = 195
Geist 23 Jack of Hearts
Zan 30 Five (5) of Clubs, reroll due to Quick Zan 1d54: [45] = 45 Seven (7) Diamonds
2d54: [23, 30] = 53
Player Instructions
Regular SWADE Rules
BAD GUY INFO
Note - it was pointed out to me a few of the below are not up to date so FYI - I'll work on updating me stuff.
Combat
Combat
- Rounds are six seconds.
- Initiative is “rolled” every round by drawing from a deck of cards and acting in order Ace to Deuce. If you draw a Joker you can go at any time, and also gain +2 to all trait and damage rolls for your action.
- You can perform multiple actions in a round (you get a free move on top of your action). These actions must be different things or at least involve different wielded weapons (e.g., you can’t attack twice with the same weapon). You take a -2 to all actions for each extra action you perform.
- Melee: Roll Fighting vs. a difficulty of the target’s Parry.
- Ranged: Roll Shooting or Throwing (at a -2 penalty for each extra range increment beyond short) against difficulty 4 (may be further modified by cover, concealment, or attacking armed targets point blank).
- Raise on the attack roll adds +1d6 damage.
- Rifts dice explode.
- You don’t roll a wild die for damage, but the dice do Ace.
- All damage dice are added together.
- The damage total is compared to the target’s Toughness/Armor total.
- If the roll is a success, the target is Shaken. If the target was already Shaken, he takes a Wound. Each Raise also deals a Wound.
- Shaken characters can only take free actions (such as moving) and attempt to remove Shaken.
- On your turn, you must make a Spirit roll to remove Shaken. You may spend a Benny at any time to remove Shaken.
- When you are about to receive one or more Wounds, you can spend a Benny to attempt to Soak the damage. Roll Vigor: each success and Raise reduces the Wounds taken by 1.
- Wounds apply penalties to Pace and all trait tests (-1 for each Wound).
- A character with four Wounds is Incapacitated and must roll Vigor to avoid dying.
- Aim: Take a round aiming (no movement either) to get +2 to next round’s ranged attack (or ignore up to 4 points of penalties from range, cover, called shot, scale, or speed).
- AoE: Any AoE attack rolls one attack roll but separate damage against all affected.
- Bound and Entangled: Entangled characters are unable to move and Distracted. Bound characters are also Vulnerable. See page 98 for rules on breaking free.
- Breaking Things: Items have a Hardness rating. Damage must equal or exceed the Hardness to break that item with an attack. You can use these rules to break shields and cover.
- Called Shot: Get around Armor by taking a penalty to hit unarmored locations (Limb -2, Hands/Head -4, Armor joint -6) or similarly hit a small target. Head shots deal +4 damage. Hand shots count as a Disarm.
- Cover and Obstacles: If target is covered, attack rolls suffer -2 (light), -4 (medium), -6 (heavy), or -8 (near total). Your attacks might punch through certain types of Cover as if they were armor.
- Defend: A defense as your action (no multi-actions) increases Parry by +4. You can move but not run.
- Disarm: Make a called shot at -2 or -4. The defender must beat the damage with a Strength test if it hits the item. If the defender is hit instead, he must roll Strength at -2 or -4 plus Wound penalties if the attack shakes or wounds him.
- Distracted and Vulnerable: Both states last until the end of your next turn. Distracted makes you take a -2 penalty to all trait rolls. Vulnerable grants opponents +2 to attack you.
- Drop, The: If you are unaware of an opponent, she gets +4 to attack and damage against you for one action (this does not stack with Vulnerable). If you are Shaken or worse, make a Vigor roll (-2 if hit in the head) or drop unconscious.
- Evasion: Some slow attacks may be evaded if you succeed at an Agility roll (with a -2 penalty).
- Fatigue: Certain effects apply Fatigue rather than damage. You become Fatigued, then Exhausted, then Incapacitated. Each level of Fatigue applies -1 to all trait rolls.
- Finishing Move: You can automatically kill a helpless target with a lethal weapon as an action.
- Firing Into Melee: Use the innocent bystander rules.
- Ganging Up: Each ally adjacent to and attacking a target past the first gives +1 to all allies for the attack. Each adjacent ally of the target cancels a point of this bonus.
- Grappling: Make an Athletics roll against the target’s Athletics to Entangle the target (Bound on a Raise). See page 101 for additional rules.
- Illumination: Attack rolls suffer -2 in dim light, -4 in darkness (and targets can’t be attacked more than 10” away), and -6 in pitch darkness/target is invisible.
- Improvised Weapons: Take -2 to attack rolls, and deal Str+d4 for light objects, +d6 for medium, and +d8 for heavy.
- Innocent Bystanders: If you miss with a ranged attack and roll 1s on both dice, you hit a random victim adjacent to or otherwise in the line of fire of the original target. Shotguns and automatic weapons may have an easier time hitting bystanders (see page 102).
- Nonlethal Damage: You can do nonlethal damage with fists or blunt melee weapons (-1 to attack for edged melee weapons using the flat). A target Incapacitated by nonlethal damage is knocked out for 1d6 hours instead of being in danger of dying.
- Prone: Gain medium cover against ranged attacks from 3” or further away, but -2 Parry and Fighting rolls in melee. Standing uses 2” of movement.
- Push: Make an opposed Strength or Athletics test. On a success, push the target 1”, or 2” on a Raise. Running, Shields, and Size affect this (see page 104).
- Ranged Weapons in Melee: You cannot use long guns in melee. The TN is the target’s Parry instead of the normal 4. If you try to attack a non-adjacent target while opponents are threatening you in melee, you immediately become Vulnerable.
- Recoil: Automatic weapons can impose a -2 penalty when taking multiple shots.
- Reloading: Arrows and sling stones can be reloaded once per turn as a free action. Bolts, clips, magazines, or single bullets require an action to reload. Some specific weapons reload even more slowly. You must roll Agility (at a -2 penalty) to reload successfully when running.
- Shotguns: Shotguns are weird. See page 105 for shotgun attack rules.
Size and Scale: It’s easier to hit proportionately larger targets and harder to hit proportionately smaller ones. Creatures have scale from -6 to +6 (humans are 0). See page 106. - Stunned: If you are stunned by a power or stun weapon, you’re Distracted, Prone, can’t move or take actions, don’t count towards Gang Up, and are subject to the Drop. Make a Vigor roll at the start of your turn to remove Stunned (but you become Distracted and Vulnerable without a Raise).
- Support: Make a relevant skill roll to assist. Add +1 to the target’s roll for a success, or +2 for a Raise. Support bonuses are usually limited to +4.
- Suppressive Fire: See page 107.
- Surprise: Ambushers are automatically on Hold (can go whenever they want in the first round), but draw cards to check for Jokers. Roll Notice to be dealt in on the first round. Otherwise, you can’t act the first round of combat.
- Test: Roll Athletics or Fighting opposed by Agility, Taunt opposed by Smarts, or Intimidate opposed by Spirit. On a success, the target is your choice of Distracted or Vulnerable. On a Raise, the target is also Shaken (or other situational effects, like being tripped prone). Modifiers may apply, and repetitive tests may have less effect over time.
- Touch Attack: Simply attempting to touch the target (e.g., for a Power) adds +2 to your Fighting.
- Two Weapons: Without edges, a second melee weapon adds +1 to your Fighting rolls against opponents with one or fewer weapons and no shield (does not help against creatures with natural weapons).
- Unarmed Defender: If you aren’t armed, melee attackers gain +2 to their Fighting rolls to hit you.
- Wild Attack: Add +2 to your attack and damage for the action, but you become Vulnerable.
- Withdraw from Melee: All non-Shaken enemies get a free attack (but you could Defend).
- Agility is used to resist physical Tests.
- Smarts is used to resist Taunt and generate Power ranges.
- Spirit is used to resist Intimidate and remove Shaken.
- Strength defines encumbrance and adds to melee damage rolls.
- Vigor controls Toughness and is used to recover from Incapacitation (and Wounds with a Benny).
- Pace determines movement speed.
- Parry is the target number of melee attacks against you when you are armed.
- Toughness is the difficulty of a damage roll against you (it usually includes armor as well).
IMAGE WIP
Victoria Geist ~~
At the beginning of the combat she has speed/quickness on her and will have two attacks per round. No MaP. Also has Arcane Resistance active due to Jobbi, for a -4. No longer has.
Attributes
Agility d8
Smarts d12+2
Spirit d10
Strength d12
Vigor d12
Skills
Athletics d6
Common Knowledge d6
Fighting d8
Focus d12
Intimidation d8
Notice d10
Occult d12+4
Spellcasting d12+2
Stealth d10
Survival d10
Pace: 6; Parry: 6; Toughness: 21 base, wearing amulet (Jobbi, who "belongs" to Sammy) 33 (6). NOW JUST TOUGHNESS OF 21.
Gear: NG-57 Ion Blaster, one clip.
Hindrances: Arrogant, Ruthless (Major ), Bloodthirsty, Vengeful (Major)
Edges: Arcane Background (Magic), First Strike, Frenzy, Hard to Kill, Level Headed (Imp), Nerves of Steel, Super Powers (60), Woodsman
Spells: Barrier, beast friend, blind, boost/lower Trait, confusion, darksight, deflection, detect/ conceal arcana, disguise, dispel, divination, drain Power Points, elemental manipulation, entangle, environmental protection, farsight, fear, healing, illusion, light/darkness, object reading, protection, puppet, shape change, sloth/ speed, slumber, sound/silence, speak language, stun, summon ally, telekinesis, teleport, wall walker, zombie.
Power Points: 80.
AVATAR (self proclaimed Goddess) SPECIAL ABILITIES
- The following information isn't really known by your Characters, but presented as Meta info to you the Players.
Victoria Geist ~~
- Supernatural Witch & Avatar
At the beginning of the combat she has speed/quickness on her and will have two attacks per round. No MaP. Also has Arcane Resistance active due to Jobbi, for a -4. No longer has.
Attributes
Agility d8
Smarts d12+2
Spirit d10
Strength d12
Vigor d12
Skills
Athletics d6
Common Knowledge d6
Fighting d8
Focus d12
Intimidation d8
Notice d10
Occult d12+4
Spellcasting d12+2
Stealth d10
Survival d10
Pace: 6; Parry: 6; Toughness: 21 base, wearing amulet (Jobbi, who "belongs" to Sammy) 33 (6). NOW JUST TOUGHNESS OF 21.
Gear: NG-57 Ion Blaster, one clip.
Hindrances: Arrogant, Ruthless (Major ), Bloodthirsty, Vengeful (Major)
Edges: Arcane Background (Magic), First Strike, Frenzy, Hard to Kill, Level Headed (Imp), Nerves of Steel, Super Powers (60), Woodsman
Spells: Barrier, beast friend, blind, boost/lower Trait, confusion, darksight, deflection, detect/ conceal arcana, disguise, dispel, divination, drain Power Points, elemental manipulation, entangle, environmental protection, farsight, fear, healing, illusion, light/darkness, object reading, protection, puppet, shape change, sloth/ speed, slumber, sound/silence, speak language, stun, summon ally, telekinesis, teleport, wall walker, zombie.
Power Points: 80.
AVATAR (self proclaimed Goddess) SPECIAL ABILITIES
- Ageless: Very Old (+2 to Smarts and Common Knowledge).
- Dodge –4: –5 to be hit with ranged attacks.
- Growth: Level 4 (Size 4 (12' tall),+4 Size, Strength, and Toughness). Swat (Ignores 4 points of scale penalties).
- Possession: Alternate Trait (Spellcasting).
- Push: Alternate Trait (Spellcasting).
- Ranged Attack: Spellcasting. Range 12/24/48, Damage 5d6. May use Cone Template.
- Super Skill: Spellcasting.
- Super Sorcery: She is a witch.
- Environmental Resistance: Immunity to Fire & Plasma
- Unstoppable: The villain takes a maximum of one Wound (after Soaking) from any damaging attack unless the attacker's Action Card is a Joker.
- Shared consciousness: Multiple bodies can be inhabited and all share one mind. Additionally, all her actions and thoughts are shared with the entity that created her, the Abraxlidone.
- Lifeforce of an Avatar: Can only take one wound per attack due to unstoppable and can take three wounds in human size. If size 4 she can withstand 5 wounds before being killed.
Dead
Name:Zan’Grith
I.F.: Phase Mystic (Modified thematically, originally in Rifts Phase Word book of 29)
Race: Human Male
Born: On Phase World in the city of Center
Physical Appearance: Black and grey (peppered) hair, pale white (not albino, just sun deprived) skin. About six feet tall and stocky (well muscled).
Disposition: Quiet. Moody. Intelligent. An observer with little to say usually but when he does talk it’s often important.
Gladiatorial Notes and history: Born in Center he has lived his whole life here. At 44 years old he has spent a long time learning Phase powers which is rarely taught to non promeatheans (the “native” race on Phase World). He is rumored to have betrayed the promeatheans and was caught smuggling weapons off world and was handed over to the arena to die or try to earn his freedom (pay off his debts). He has proven to be an adept killer and gladiator and has stayed alive near a year now in the Blood Dome. He primarily uses his psychic phase powers and a gravitonic blaster in combat. He is also quite good with a energy trident and mounted on about anything from a hovercycle to most mounts.
Stats of note:
Attributes
Agility d6
Smarts d8
Spirit d10
Strength d10 (12 in armor)
Vigor d10
Skills of note
Athletics d6
Common Knowledge d6
Fighting d8
Shooting d8+2
Intimidation d8
Notice d10
Pace: 6; Parry: 8; Toughness: 24 (6)
Special Abilities of note: Psionic powers, Spacial Awareness, Phase Powers, Resistance to Magic.
Resistance to Magic: A Psionic field surrounds the PM, can use dispel any time (automatically interrupting actions) as a free action, rolling Spirit at no penalty for different Arcane Backgrounds. When activating dispel ISP costs are paid normally, and they may use Modifiers they has access to.
This ability reduces damage from all arcane sources (including poison and disease) by 8 points. All Arcane Backgrounds are included, as are inherently supernatural or psionic monstrous abilities. Arcane skills targeting the PM suffer a −6 penalty, and she gains +6 to opposed Trait rolls to resist powers. They may take Arcane Resistance and the improved version to further increase these modifiers.
ISP 40
Phase Powers
D Shift Distance
Dimensional Leap
Fast Draw
Multi Phase
Phase Warp: Confuse
Phase Blast
Psionic Powers
boost/lower Trait
detect/ conceal arcana
dispel
divination
drain Power Points
Fear
healing
Illusion
object reading
protection
sloth/ speed
speak language
telekinesis
teleport
Start of Combat GM Info
GM bennies 6
Geist bennies 2, using 1 to get rid of Shaken from Steele = 1 left
Zan bennies 2 Dead.
Sammy bennies 2
Sams 1d12!!: [7] = 7
Geist vs Stan, STR check to hold onto scepter: STR 1d12!!: [11] = 11
Jobbi vs Stan, Intelligence to allow “breaking off”: INT 1d10!!: [7] = 7
VG save vs Slumber (Charon 4) 1d10!!-2: [9]-2 = 7
VG save vs Grapple (Flint 18) 1d12!!: [10] = 10
Geist is Bound (Cannot move, Distracted: -2 to Trait rolls & Vulnerable: +2 to actions targeting her, and cannot take physical actions except trying to break free), and Flint is Vulnerable (attack rolls against him are at +2)
1d12!!-4: [11]-4 = 7
Geist bennies 2, using 1 to get rid of Shaken from Steele = 1 left
Zan bennies 2 Dead.
Sammy bennies 2
Sams 1d12!!: [7] = 7
Geist vs Stan, STR check to hold onto scepter: STR 1d12!!: [11] = 11
Jobbi vs Stan, Intelligence to allow “breaking off”: INT 1d10!!: [7] = 7
VG save vs Slumber (Charon 4) 1d10!!-2: [9]-2 = 7
VG save vs Grapple (Flint 18) 1d12!!: [10] = 10
Geist is Bound (Cannot move, Distracted: -2 to Trait rolls & Vulnerable: +2 to actions targeting her, and cannot take physical actions except trying to break free), and Flint is Vulnerable (attack rolls against him are at +2)
1d12!!-4: [11]-4 = 7
- Taunt
1d12!!+2: [4]+2 = 6 1d12!!+2: [11]+2 = 13 1d12!!+2: [5]+2 = 7
Slumber
Geist rolls Spirit -4 to resist; if she fails to get a 4, it's lights-out time: 1d10!!-4: [8]-4 = 4