Jungle Fever: Heart of Darkness

Adventures and antics of the Joker's Jokers.
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Freemage
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Jungle Fever: Heart of Darkness

Post by Freemage » Thu Apr 12, 2018 9:42 pm

The Jokers make their way, following Growler and Echo as they eke out the scents marking the way.Fox's sensors have given him a rough idea of the tunnel layout here, which he transmits to the SET member's armor, letting them know their positions. Similarly, he manages to isolate the moving figures of the enemy swarming about the heart of the hive. A few seem to be exceptional specimens, slightly larger than the others. And of course, one, deep within the caverns, is MUCH larger than her brood.

Just as they enter the last set of chambers, Calyx has a less than flattering incident, sprawling prone into a side-chamber as he fries the bugs that had gotten on top of him. Still, he is mostly intact, if a bit battered. A pair of Xiticix are at the entrance of the chamber opposite him, but they are not close enough to get to him before he can deal with his situation.

The tunnels here are coated with a slick, uneven resin that makes movement difficult; the insectoids, sadly, seem to have no difficulty moving at full speed as they close in. In addition, flight is not really an option in the winding, tight tunnels, though it might be possible for fliers to skip across the larger chambers.
BugQueenIRound1.png
OOC Comments
Bugs on the map with little letter/number codes next to them are Wild Cards. Other bugs are Extras.

The Queen used her best Tactician card to bump the rank-and-file bugs high up on initiative. In theory, Fox could do the same with Zakk/Chok'lat or Herra to boost them above the Queen and the Wild Card Xits, but it's up to you if it's worth it, or if you'd rather save it for later. (Note that Zakk is already ahead of the WCZs.)

As noted, the tunnels count as difficult terrain for non-Xiticix; their claws seem able to catch the resin in such a way as to be able to gain purchase. For everyone else, it's 2" of movement per 1" of space.

Once Fox decides whether or not to burn the Tactician card(s), he gets to kick things off. Then the swarm, then the bulk of the SET. BEGIN!
GM Bennies (7th SET, Joker's Jokers): 5/8
OOC Comments
GMC Bennies:
  • Xavier 0/2 (TI 3; Int 1; PPE 29)
  • Synn 1/2
  • Lust 0/1 Burn: 2 Wounds: Incap
  • Wrath 0/1 Burn: 2 Wounds: Incap
  • Sloth 0/1 Burn: 1 Wounds: 1 IRS Used: 2
  • Pride: Dead
  • Avarice 0/1 Burn: 1 IRS Used: 1 Wounds: 2
  • Envy 0/1 Burn: 2 Wounds: Incap
  • Gluttony 0/1 Burn: 1 Wounds: Incap

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PFC Fox Simmons
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Re: Jungle Fever: Heart of Darkness

Post by PFC Fox Simmons » Fri Apr 13, 2018 7:47 am

Fox decides that his Tactical advantage can wait for a bit as he needs more information in regards to conditions and the bugs underground fighting styles and tactics.

"Jokers, due to my position, I will continue to bring up the rear. And cover our six."

"I am recommending that we move to chamber J14. With Growler's Intel, the Queen is due south of us. We can take it slow on the approach and possibly congest the other tunnels with Xicitix to prevent others from rushing our flanks."

"How do you copy over?"
Reminder
Check on the effects of Jet Exhuast on the Resin.
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision

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Freemage
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Re: Jungle Fever: Heart of Darkness

Post by Freemage » Sun Apr 15, 2018 12:27 pm

Bug Stats
These are for the Extras:

Parry 7; Toughness 13 (6); First Strike

Note that the First Strike means that if you approach them, they get a swing at you. If you want to speed things along, if you're the first person to approach a particular bug, then do the following in your rolls section:

Roll 1d10 for their Fighting vs. your own Parry. If they hit, they do 1d12+1d8+1 Mega_Damage. Note that if that Shakes you, then your action is interrupted if you don't Soak to Unshaken.
GM Bennies (7th SET, Joker's Jokers): 5/8
OOC Comments
GMC Bennies:
  • Xavier 0/2 (TI 3; Int 1; PPE 29)
  • Synn 1/2
  • Lust 0/1 Burn: 2 Wounds: Incap
  • Wrath 0/1 Burn: 2 Wounds: Incap
  • Sloth 0/1 Burn: 1 Wounds: 1 IRS Used: 2
  • Pride: Dead
  • Avarice 0/1 Burn: 1 IRS Used: 1 Wounds: 2
  • Envy 0/1 Burn: 2 Wounds: Incap
  • Gluttony 0/1 Burn: 1 Wounds: Incap

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SnackHappy
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Re: Jungle Fever: Heart of Darkness

Post by SnackHappy » Mon Apr 16, 2018 11:09 am

OOC Comments
Shoot Hellfire at Bug L16:
Shooting: 1d12+2 = 10: 8
Wild: 1d6+2 = 8: 6
Damage: 3d10+4 = 15: 2, 1, 8 Raise: 1d6 = 6: 6 Raise Ace: 1d6 = 6: 6 Raise Ace Ace: 1d6 = 2: 2
Chance to ignite: 1d6 = 1: 1
= 29 Damage Plasma

Then Moving to D13 and trying to sweep with Cestus:
Bug Strikes
Fighting vs Me: 1d10 = 7: 7
Damage: 1d12 = 3: 3 + 1d8+1 = 9: 8
= Miss Parry 8 with Cestus

Fighting vs Me: 1d10 = 10: 10 Ace: 1d10 = 5: 5
Damage: 1d12 = 12: 12 + 1d8+1 = 5: 4 Ace: 1d12 = 1: 1 Raise: 1d6 = 3: 3

Spend Benny to not be shaken

Sweep:
Fighting: 1d8 = 7: 7
Wild: 1d6 = 6: 6
Damage: 3d8 = 15: 4, 7, 4
=15 Damage Ap 2

Hammer no shells to finish off bug if needed:
Fighting: 1d8 = 6: 6
Wild: 1d6 = 4: 4
Damage: 1d8 = 7: 7 + 1d10 = 3: 3
= Miss
SnackHappy lets out a guttural roar at hearing the howl from Growler. He shoots the bug in front of them melting it like so many more have been by his hellfire. Upon noticing the bugs attempting to flank from the hallway to the side he charges over to them narrowly escaping ones grasp he sweeps with his tail cestus cutting into each of them. Finishing them off he looks back to the group ready to continue further down the rabbit hole after the queen.
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver
Skills: Notice d8, Repair d8 +2, Knowledge(Electronics) d6, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium RailGun (chest) | (Range 100/200/400, Damage 3d10+4, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • 2 × Mini-Missile Launchers (chest) | (Range 100/200/400, Damage 5d6, RoF 1, AP 6, 12 Shots, Mega Damage, SBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Ammo:
  • 59 mini-missiles
    450 railgun rounds
    80 shots for Flamethrower
Credits: 7,790

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Peace, Spill the Beans, Renown
Bennies: 2/3

Currently playing in: 7th Set Joker's Jokers

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Freemage
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Re: Jungle Fever: Heart of Darkness

Post by Freemage » Mon Apr 16, 2018 11:30 am

As Growler's howl of rage immobilizes the rank-and-file Xiticix, SnackHappy's flurry of blows and laser-fire kills three of the Xiticix where they stand, clearing the bugs who'd clearly been in position to flank the group's procession.
OOC Comments
L16, D13 and E14 are now clear
GM Bennies (7th SET, Joker's Jokers): 5/8
OOC Comments
GMC Bennies:
  • Xavier 0/2 (TI 3; Int 1; PPE 29)
  • Synn 1/2
  • Lust 0/1 Burn: 2 Wounds: Incap
  • Wrath 0/1 Burn: 2 Wounds: Incap
  • Sloth 0/1 Burn: 1 Wounds: 1 IRS Used: 2
  • Pride: Dead
  • Avarice 0/1 Burn: 1 IRS Used: 1 Wounds: 2
  • Envy 0/1 Burn: 2 Wounds: Incap
  • Gluttony 0/1 Burn: 1 Wounds: Incap

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Calyx
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Re: Jungle Fever: Heart of Darkness

Post by Calyx » Mon Apr 16, 2018 9:01 pm

Calyx kicked the remnants of the bugs off of him, and tried to calm down. The electricity stopped coursing around him slowly. He knew it didn't protect him as much now that he had started wearing actual armor - it had mainly been a reflexive move, and a way to try and do damage to the bugs attacking him.

It had cost him, though. He was winded and lying on the ground. So first things first, he picked himself up off the ground. He knew that the fighting would get in close at some point with these things, so he cranked the juice back on. Lightning began to course over his body once more, arcing and dancing across his armor.

"Y'know, people used t'have these things back in the day, almost like a lantern you hung up an' shed a bit o'like blue light. Thing would attract bugs to it an' then zap 'em with electricity t'kill 'em. Bug zappers." He shrugged and smiled. "The irony ain't lost on me."

He stood his ground, blocking the tunnel he was in from more bugs coming up behind his allies. He concentrated and focused his dwindling psionic energies into making himself more focused, more able to use his psionic powers. He would try and fire off lightning as much as he could, and fight hand-to-hand when he had to. The vibro-vambraces on his forearms hummed. He got ready to step back once the people behind him moved out of the way.

OOC Comments
Currently: Fatigue (-1 to all Trait tests).
Stand up from prone.
Activate Electrical Aura.
Activate Boost Fighting (4 ISP to add +2 to the roll, so -1 to the total): Psionics die 1d8 = 7: 7, Wild die 1d6 = 5: 5.
Calyx Calder
Character Summary
Human Zapper

Active effects:
Wounds::

Parry: 6 (7 w/ vambraces); Toughness: 16(9)
Weapon in hand: Vibro-Blade Vambraces or Kolytik

Edges: AB Psionics, Danger Sense, Luck, Major Psionics, Quick, Rapid Recharge, Rich

Powers: Armor, Boost/Lower Trait, Deflection, Telekinesis
ISP: 21/30

Charisma: 0
Bennies: 0

Adventure Card:
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
Currently playing in: 7th Set Joker's Jokers

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Zakkael
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Location: Castle Refuge

Re: Jungle Fever: Heart of Darkness

Post by Zakkael » Mon Apr 16, 2018 11:05 pm

Zakkael's actions
Edit: forgot to roll Smarts vs. monologuer and fatigue
1d8-3 = 5: 8

WD Smarts
1d6-3 = -1: 2

Casting Greater Deflection on self, then moving into combat with G-5 (utilizing Reach 1 if possible); +1 for staff, -1 for fatigue, net zero (also net failure)
1d8 = 3: 3

WD GD
1d6 = 2: 2

G5 bug's First Strike on Zakkael, if warranted (miss)
1d10 = 8: 8

Attacking with Staff on G5 - miss
1d6 = 5: 5

WD Fighting
1d6 = 3: 3
Zakkael calls on the Shield of Faith to guard him against the darts of the enemy. Despite the failure to activate, the Xiticix's strike at Zakkael flies wide...just barely. Zakkael responds with a strong thrust of the Staff of Justice, but that blow, too, fails to find its mark. "A pox upon you. The Light shall deliver you into my hand!"
Chok'lat's action
Shooting at G4 - miss
1d6+2 = 3: 1

Innocent Bystander - per hangout chat, evens = G5
1d4 = 4: 4

Damage on Bystander - G5
3d6+2 = 15: 3, 4, 6

Ace with prior
1d6+15 = 21: 6

2nd Ace with Prior
1d6+21 = 24: 3
Chok'lat, unfortunately, experiences much of the same success, his shot flying well wide of his intended target. "You stay still, Chok'lat shoot you!" The shot flies wide enough to strike the bug that Zakkael had engaged. The blast punches into something terribly vital in the bug's thorax, and it falls quite dead. "See? Chok'lat good at killing!"

Zakkael watches as the bug he's engaged is drilled squarely by Chok'lat. "Good shooting, Chok'lat!" He turns his focus towards the next bug and prepares to clash.
Last edited by Zakkael on Tue Apr 17, 2018 4:36 pm, edited 5 times in total.
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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Growler
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Re: Jungle Fever: Heart of Darkness

Post by Growler » Tue Apr 17, 2018 11:09 am

Time to show Packleader SnackHappy what I can really do...
Quickness - Success
Turn 1
  • Psionics: 1d8 = 5: 5
    Wild: 1d6 = 5: 5
    Result: 5 - Success. 2 Turns per Round, +2 Pace (12), +1 Agility Die (d12). 5 ISP.

Growler closes his eyes for a second, then moves in a blur (to J16). Bringing up his bow, he takes a bead on one of the Huntsbugs (J9), which unfortunately notices him.
Shooting
Shooting at -1 (+1 due Bow, -2 Due Darkness), Called Shot to Arm (-2, but penalty negated due HJ Result)
  • Shooting: 1d12-1 = 6: 7
    Wild: 1d6-1 = 2: 3
    Result: 7 - Success.
    • Damage: 2d10 = 16: 7, 9 = 16 AP4 - 2 Wounds, hit to one of its Rifle arms.
The Huntsbug takes the arrow to one of its arms using its rifle, then Growler makes his way back a more defensible location (H16).

Not too bad, but I am sure I would have been able to drop it if it hadn't noticed me move up.
Last edited by Growler on Tue Apr 17, 2018 11:29 am, edited 6 times in total.
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 [11] (d10) ; Parry: 8; Toughness: 19 (8)
ISP: 2 / 10

Active Powers:
Quickness with Jazz (+2 Pace, +1d Agility)

Bennies: 0/3
  • -1 due Extra Effort on Missing! Day 1
  • +1 due SnackHappy Joker
  • -1 due Extra Effort to Locate Invisible Mage
  • -1 due Extra Effort to shoot Avarice
  • -4 to Re-Roll Damage to Door
  • +3 due to EP
  • -1 to reroll attack on Necromancer
OOC Comments
Skills
  • Notice: 1d8 (+2 with Scent; +2 for Traps)
  • Survival: 1d8 (+2 With Woodsman)
  • Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
  • Stealth 1d10 (+2 in Wilderness or Urban)
  • Fighting: 1d12
  • Shooting: 1d12
  • Knowledge (Arcana): 1d4
  • Psionics: 1d8
  • Intimidation: 1d6
  • Taunt: 1d6

Abilities
  • Exceptional Rapid Recharge (1 ISP/5 Minutes)
  • Slow Regeneration (Natural Healing Roll Each Day)
  • +4 vs. Fear, Mind Control, and Magic
  • +2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties

http://savagerifts.com/sr/ucp.php?i=pro ... =signature

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Freemage
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Re: Jungle Fever: Heart of Darkness

Post by Freemage » Tue Apr 17, 2018 11:09 am

OOC Comments
Xiticix Huntsbug

Notice 1d10+6 = 8: 2
Wild Notice 1d6+6 = 11: 5

No Drop for Growler, unfortunately, but he still gets his normal attack on the bug.

Soak (spending one GMPC Benny, Elan):
Vigor 1d8+2 = 7: 5
Wild Vigor 1d6+2 = 7: 5

Soak one of the two wounds: Huntsbug has 1 wound and is down 1 benny.

Queen:
Psi Effect 1: 1d12+1 = 13: 12
Wild Psi: 1d6+1 = 4: 3
ACE Running Total 1d12+13 = 17: 4
Psi 1 = Raise
As Growler comes around the corner, the large bug in the center of the room's antennae twitch, and it turns to face his attack. Awareness, however, is not enough to spare it completely; the mystic bowshot strikes the creature's arm holding the rifle, causing it to fall limp. It cliticicixes in seeming rage.

Meanwhile, Zakkael and Chok'lat engage the bugs on the SET's rear flank--and Chok'lat proves once again that he is, in fact, good at killing. Combined with SnackHappy's burst of violence, 4 of the bugs are now completely dead, while one of their leadership caste is injured and somewhat hobbled by a bad arm.

Meanwhile, deep in the cavern, the Queen prepares....
OOC Comments
Echo up next, then the Wild Cards.
GM Bennies (7th SET, Joker's Jokers): 5/8
OOC Comments
GMC Bennies:
  • Xavier 0/2 (TI 3; Int 1; PPE 29)
  • Synn 1/2
  • Lust 0/1 Burn: 2 Wounds: Incap
  • Wrath 0/1 Burn: 2 Wounds: Incap
  • Sloth 0/1 Burn: 1 Wounds: 1 IRS Used: 2
  • Pride: Dead
  • Avarice 0/1 Burn: 1 IRS Used: 1 Wounds: 2
  • Envy 0/1 Burn: 2 Wounds: Incap
  • Gluttony 0/1 Burn: 1 Wounds: Incap

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Echo
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Re: Jungle Fever: Heart of Darkness

Post by Echo » Wed Apr 18, 2018 1:44 pm

Notice 5, ignores all concealment
Echo Notice Roll: 1d12+1 = 3: 2
Notice Wild Die: 1d6+1 = 5: 4
Echo notices the huge crowd of xiticix and thinks this cannot possibly be good. Releasing her focus on Splinter she instead summons all of the power she cans and causes a wave of incapacitating cold to form in the middle of the batch she sees ahead of her.
Then turning on the other bugs closer to her she unleashes a volley of blasts from her Dragonfire rifle. Trying to kill the freakish looking bug. Then having released what she can she runs back and enters the opening they had just passed where the two bugs where hiding.
Energy Control 11 to hit, 14 damage to those in MBT and updated map
Spirit 1d10+2 = 7: 5
Spirit Wild 1d6+2 = 8: 6 Ace 1d6+8 = 11: 3

Damage 2d6 = 4: 3, 1 potential Raise Damage 1d6 = 5: 5
  • Benny to Reroll Damage
    Damage 2d6 = 9: 4, 5 potential Raise Damage 1d6 = 4: 4
BugQueenIRound1.png
Dragonfre laser Rifle, 7 to hit for 24 AP 4, 5 to hit for 11 AP 4, and 6 to hit for 15 AP 4
Shooting 1d6+2 = 7: 5
Shooting 1d6+2 = 5: 3
Shooting 1d6+2 = 5: 3
Wild 1d6+2 = 6: 4

Hit 1 Damage 3d6+5 = 22: 6, 6, 5 Ace 2d6+17 = 24: 4, 3 AP4
Hit 2 Damage 3d6+5 = 16: 5, 2, 4 AP4
Hit 3 Damage 3d6+5 = 20: 5, 5, 5 AP4
.
Current Status
Current Status
Wounds: 0/3
Fatigue: 0/2

Get A Clue Play this card for a clue from the Game Master for some advice or a hint on how to resolve a current predicament or problem.
Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


Bennies: 3
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d10+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+4, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.

Resource Tracking
GM Quick Reference

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Freemage
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Re: Jungle Fever: Heart of Darkness

Post by Freemage » Thu Apr 19, 2018 9:10 pm

OOC Comments
Huntsbug (3 good arms):
Switches grips--puts away one sword, swaps so able to hold rifle again.
Moves to H6 and fires rifle at Zakkael, then closes and wild attacks with Sword.
-2 MAP because of switching grips. -1 from Wounds.
Shooting 1d12 = 2: 2
Wild Shooting 1d6 = 6: 6
-2 due to Shield
Ace Running total includes Shield 1d6+4 = 8: 4
Raise, Damage: 4d6 = 15: 1, 4, 6, 4
Ace Damage running total: 1d6+15 = 17: 2 Bounces due to Shield

Wild Attack Fighting 1d12 = 3: 3
Wild Fighting 1d6 = 6: 6
Ace Running Total 1d6+6 = 12: 6
Ace running Total 1d6+12 = 15: 3
Raise, Damage: 1d10 = 10: 10 + 2d6 = 8: 4, 4
Ace Damage Running Total: 1d10+18 = 20: 2
Zakkael: 2 Wounds

Warrior 1 (2 Resin guns, 1 spear drawn) Moves to M13, Shoots twice with Resin Spike guns at Growler
Shooting Left 1d12+1 = 2: 1
Wild Shooting 1d6+1 = 7: 6
Ace Running Total 1d6+7 = 10: 3
Raise, Damage: 3d6+1 = 13: 5, 4, 3 AP3
Resist Lower Vigor (Growler Roll Spirit): 11+ no effect, 7-10 -2 Die-type Vigor, 6 or less -4 Die-type Vigor
No Damage

Shooting Right 1d12+1 = 9: 8
Wild Shooting 1d6+1 = 5: 4
Raise, Damage: 3d6+1 = 11: 5, 2, 3 AP 3
Resist Lower Fighting (Growler roll Spirit): 10+ no effect, 6-9 -2 Die-type Fighting, 5 or less -4 Die-types Fighting
No Damage

Warrior 2 (2 Resin guns, 2 swords drawn) Moves to K15, shoots twice at Growler
Shooting Left 1d12+1 = 9: 8
Wild Shooting 1d6+1 = 2: 1
Raise, Damage: 3d6+1 = 12: 6, 2, 3
Ace Damage Running Total 1d6+12 = 17: 5 AP 3
Resist Lower Vigor (Growler Roll Spirit): 10+ no effect, 6-9 -2 Die-type Vigor, 5 or less -4 Die-type Vigor
Shake

Shooting Right 1d12+1 = 13: 12
Wild Shooting 1d6+1 = 6: 5
Ace Running Total 1d12+13 = 20: 7
Raise, Damage: 3d6+1 = 10: 4, 1, 4 AP 3
Resist Lower Fighting (Growler roll Spirit): 21+ no effect, 17-20 -2 Die-type Fighting, 16 or less -4 Die-types Fighting
No Damage

SuperWarrior (2 resin guns, spear, 2 swords, yes he has six arms and can use them all):
Moves to O13, uses Defend Maneuver (+2 Parry until next action)

PsiBug (P):
Uses Greater Smite (w/3 extra targets) to activate 4 Psi-Blades, Spending 4 ISP for +2 to roll, -2 for MAP
Psionics 1d10 = 8: 8
Wild Psionics 1d6 = 5: 5
Raise: +8 MD with Psi-blades
Activates Greater Armor (Jazz Trapping), spending 4 for +2 on roll, -2 for MAP
Psionics 1d10 = 10: 10
Wild Psionics 1d6 = 2: 2
Ace 1d10+10 = 18: 8
Raise: +10 MDC Armor, +1 Agility Die-type
17 ISP spent
Moves to I15 (does not attack, as it did not know Growler was there until after declaring other actions)
The Queen's Guard moves forward, striking at the invaders for all they are worth. The one Growler shot in the arm--the only Hunter-caste Xiticix in the chambers at the moment, similar in appearance to the one who had led the prisoner-taking crew--changes up his weapons, so as to hold both the rifle and a single sword, then moves to try to come at the group from the back; upon encountering Zakkael, it first shoots--striking the Shield and bouncing off harmlessly--before closing and swinging with the hooked sword in the remaining good hand; this blow lands solidly and painfully.

Meanwhile, in the central chamber, two Warrior Caste Xiticix move into the room and shoot at Growler, twice each. The shots are, for the most part, harmless in terms of raw damage, but he can feel them trying to leach his physical and fighting prowess, attempting to render him considerably more vulnerable.

And this would be a bad time to be vulnerable, for yet another bug moves forward, this one wielding a set of 4 blades of pure heat, invisible to the naked eye, but showing up on thermal vision quite brightly. It lands directly in front of Growler, preparing to engage in close-quarters combat.

Finally, one last Xiticix, larger than all the other 'exceptional specimens', even, steps forward; 2 guns, 2 swords and a spear held in its six hands, the Super-Warrior adopts a defensive posture, as if daring anyone to try to get past it to reach the Queen.
BugQueenIRound1Queen.png
Wild Card Bug Stats
Huntsbug (H): Parry 9 (7 due to Wild Attack); Toughness 10 (4)
H: 1 Wound

Warriorbugs (W1 & W2): Parry 7; Toughness 13 (6)
W1: 0 Wounds
W2: 0 Wounds
Both Warriors have Imp. First Strike & Florentine (attack anyone who steps adjacent to them with a free strike)
Player should roll for Free Strikes as part of their post: Fighting 1d10 (+1 if target has only 1 weapon and no shield) Wild Die 1d6 (+1, same); On hit, swords do 1d12 + 1d8 +2 MD, AP 1

SuperWarrior (SW): Parry 12 (14 due to Defend), Improved Counterattack (w/Spear), Imp. First Strike (w/Sword)
SW: 0 Wounds
Anyone who moves next to him faces a Free Strike with his sword (player rolls as part of post): Fighting 1d12+2, Wild Die 1d6 +2, Damage 1d12 + 1d8 + 2, AP 1 MD
Any adjacent character who attacks him in melee and misses gets a Counterattack with the Spear (Player rolls): Fighting 1d12, Wild Die 1d6, Damage 1d12 + 1d6, AP 2 MD

PsiBug (P): Parry 7; Toughness 13 (6) (23 (16) With Armor Power active)
P: 0 Wounds
ISP spent: 18/35

Herra and Fox are now up.
GM Bennies (7th SET, Joker's Jokers): 5/8
OOC Comments
GMC Bennies:
  • Xavier 0/2 (TI 3; Int 1; PPE 29)
  • Synn 1/2
  • Lust 0/1 Burn: 2 Wounds: Incap
  • Wrath 0/1 Burn: 2 Wounds: Incap
  • Sloth 0/1 Burn: 1 Wounds: 1 IRS Used: 2
  • Pride: Dead
  • Avarice 0/1 Burn: 1 IRS Used: 1 Wounds: 2
  • Envy 0/1 Burn: 2 Wounds: Incap
  • Gluttony 0/1 Burn: 1 Wounds: Incap

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Zakkael
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Location: Castle Refuge

Re: Jungle Fever: Heart of Darkness

Post by Zakkael » Sun Apr 22, 2018 8:46 pm

Soak - 1 wound
Benny Vigor to soak 2 wounds with Elan less 1 fatigue
1d6+1 = 5: 4

WD Vigor
1d6+1 = 3: 2
Zakkael twists away from the blow, but is still struck viciously. "Vengeance belongs to the Light. Every blow you land shall be returned to you tenfold!"
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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Herra
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Re: Jungle Fever: Heart of Darkness

Post by Herra » Mon Apr 23, 2018 5:03 pm

Greater Deflection 11 (-6 to be hit) & Greater Smite on Psi Blade 8 (+8 Damage)
Psionics 1d10 = 2: 2
Psi-Blade Damage: d4+d6+7 (-1 Str penalty, +8 Greater Smite)

Wild 1d6 = 2: 2
Bah!
Psionics 1d10 = 4: 4
Wild 1d6 = 6: 6
Ace 1d6 = 5: 5
-2/+2 Elan
9
ISP: 4

Great Smite (Activating Psi-Blade)
Psionics 1d10 = 8: 8 -2 = 6
Wild 1d6 = 2: 2
EE 1d6 = 5: 5

ISP Remaining: 5
"The queen shall not survive. Follow me."

Entering a zen like combat state Herra walks down the middle of the room, sword hanging loosely by her side but ready to strike (move to J13). Moving with fluidity and grace she looks dances by any blows directed at her, looking for an opportunity to strike. Entering a spot surrounding by bug warriors, she smiles and gets ready to swing at them with their own sword.
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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PFC Fox Simmons
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Re: Jungle Fever: Heart of Darkness

Post by PFC Fox Simmons » Mon Apr 23, 2018 8:56 pm

Fox monitors the Jokers from the on board readouts and displays inside SAMAS.

"Jokers we want to always maintain the odds in our favor. Either out numbering the bugs or superior and well placed attacks."

"Excellent move in delaying the bugs attacks. It would be best for us to head south withou delay. I will join, Snack, Echo, and Growler. Hera, Zakk, Calyx and Chok'lat moves east and then south. AVOID CONTACT where possible and prepare to meet the queen."
Birds Rush
  • Edge - Natural Leader
    Switching comms from team tojust Zakkael, "Zakkeal, now is not your time. Move to the west maybe 6 feet and give Chok'lat and Calyx room to stand shoulder to shoulder with you."
Before Fox moves to relocate, he vents his thrusters at the west wall of the tunnel nearest him. Need to see how high temperatures affect these tunnels.

Then with his thrusters venting, Fox begins running in an effort to get past Herra. Running, Fox jumps one footed to a wall and then bounces/ thrusters himself to the opposite wall, again using one leg to absorb the shock and spring towards the opposite wall.
Just SAMAS It__
  • Edges
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak. [Novice 2]
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round. [Novice 3]
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA. [MARS PA Soldier]
  • SAMAS Running 8, Success and Raise
  • Piloting 1d10 = 6: 6 (+2 Ace, +2 Power Armor Jock, -2 Situational)
  • Wild 1d6 = 3: 3
Position: F10
Let It Fly__
  • Edges
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak. [Novice 2]
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round. [Novice 3]
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA. [MARS PA Soldier]
  • Shots Fired
  • Shooting 1 1d10 = 3: 3
  • Shooting 2 1d10 = 7: 7
  • Shooting 3 1d10 = 3: 3
  • Wild Auto Fire 1d6 = 1: 1
  • Damage Done
  • Damage 1 2d10+4 = 13: 7, 2 (AP 10)
  • Damage 2 2d10+4 = 14: 9, 1 (AP 10)
  • Damage 3 2d10+4 = 12: 6, 2 (AP 10)
Psi Bug (I 15) Damage 14 (AP 10)
Last edited by PFC Fox Simmons on Thu Apr 26, 2018 9:15 pm, edited 7 times in total.
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision

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Growler
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Re: Jungle Fever: Heart of Darkness

Post by Growler » Tue Apr 24, 2018 4:48 pm

Rolls vs. Lower Traits
Lower Vigor 1
  • Spirit: 1d8+4 = 12: 8
    Wild: 1d6+4 = 7: 3
    Result: 12 - Success
Lower Fighting 1
  • Spirit: 1d8+4 = 7: 3
    Wild: 1d6+4 = 10: 6
    Result: 10 - Success
Lower Vigor 2
  • Spirit: 1d8+4 = 9: 5
    Wild: 1d6+4 = 5: 1
    • Extra Effort: 1d6+2 = 6: 4 (Elan)
    Result: 15 - Success
Lower Fighting 2
  • Spirit: 1d8+4 = 7: 3
    Wild: 1d6+4 = 7: 3
    Result: 7 - FAIL
Total Result: 4 Dice off Fighting (d4)
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 [11] (d10) ; Parry: 8; Toughness: 19 (8)
ISP: 2 / 10

Active Powers:
Quickness with Jazz (+2 Pace, +1d Agility)

Bennies: 0/3
  • -1 due Extra Effort on Missing! Day 1
  • +1 due SnackHappy Joker
  • -1 due Extra Effort to Locate Invisible Mage
  • -1 due Extra Effort to shoot Avarice
  • -4 to Re-Roll Damage to Door
  • +3 due to EP
  • -1 to reroll attack on Necromancer
OOC Comments
Skills
  • Notice: 1d8 (+2 with Scent; +2 for Traps)
  • Survival: 1d8 (+2 With Woodsman)
  • Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
  • Stealth 1d10 (+2 in Wilderness or Urban)
  • Fighting: 1d12
  • Shooting: 1d12
  • Knowledge (Arcana): 1d4
  • Psionics: 1d8
  • Intimidation: 1d6
  • Taunt: 1d6

Abilities
  • Exceptional Rapid Recharge (1 ISP/5 Minutes)
  • Slow Regeneration (Natural Healing Roll Each Day)
  • +4 vs. Fear, Mind Control, and Magic
  • +2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties

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Freemage
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Re: Jungle Fever: Heart of Darkness

Post by Freemage » Fri Apr 27, 2018 8:07 pm

The SET's initial foray mostly goes well, but things are definitely getting a bit crowded for some. Growler, cornered against the wall of the hive, feels a surge of adrenaline, while Fox goads Calyx into action. Fox shoots the Xiticix wielding the blades of heat-energy
OOC Comments
Psi-Bug takes 14 AP 10, vs. 7 Toughness 6 Armor; 7 damage = 1 Wound

Benny Soak Roll 1d10 = 3: 3
Wild Soak 1d6 = 2: 2

Benny Re-roll Soak 1d10 = 9: 9
Wild Soak 1d6 = 2: 2

Spent two PsiBug Bennies, soaked all damage.

AS: Herra
KD: Growler
QS: Echo
JS: WC Xits
JD: Calyx (Received the Tactician Card)
10D: Zakkael/Chok'lat
10C: SnackHappy
8D: Xit Queen
3D: Extra Bugs
2D: Fox
BugQueenIRound2Queen.png
GM Bennies (7th SET, Joker's Jokers): 5/8
OOC Comments
GMC Bennies:
  • Xavier 0/2 (TI 3; Int 1; PPE 29)
  • Synn 1/2
  • Lust 0/1 Burn: 2 Wounds: Incap
  • Wrath 0/1 Burn: 2 Wounds: Incap
  • Sloth 0/1 Burn: 1 Wounds: 1 IRS Used: 2
  • Pride: Dead
  • Avarice 0/1 Burn: 1 IRS Used: 1 Wounds: 2
  • Envy 0/1 Burn: 2 Wounds: Incap
  • Gluttony 0/1 Burn: 1 Wounds: Incap

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Echo
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Re: Jungle Fever: Heart of Darkness

Post by Echo » Fri Apr 27, 2018 11:17 pm

Echo moves around the corner to stand next to Hera swinging her laser rifle around she is unwilling to shoot at allies in combat and instead lets loose with a volley of laser fire at the bugs across from her.
Shooting; 18 to bug M13, 11 to bug O13, 25 to bug K15. All damages AP 4
Shooting d4, Unique CP-50 “Dragonfre” Laser Rifle +2 Shooting, Laser Weapon no Snapfire
Shooting @M13 - 1d4+2 = 3: 1
Shooting @O13 - 1d4+2 = 5: 3
Shooting @K15 - 1d4+2 = 6: 4 + Ace 1d4+6 = 10: 4 + Ace Aced 1d4+10 = 11: 1
Wild Die - 1d6+2 = 4: 2

Damage to M13 (from Wild Die) 3d6+5 = 16: 2, 3, 6 + Ace 1d6+16 = 18: 2
Damage to O13 (from Wild Die) 3d6+5 = 11: 3, 1, 2
Damage to K15 includes Raise (from Wild Die) 4d6+5 = 20: 6, 5, 1, 3 + Ace 1d6+20 = 25: 5

All Thumbs Hindrance causes weapon failure.
.
Seeing the laser blasts doing their work so well, Echo was surprised to see the rifle start smoking for some reason. Strange she remembered checking it earlier and making sure it was working. Deciding now would be a good time for help Echo brings Splinter to come and help protect her summoning her immediately in front of her and letting her go to work.
Splinter
No roll needed to summon Splinter,

Splinter is on hold and will try to attack any bugs that come close.
If so her Agility roll is 1d6 = 1: 1

Fighting 1d6 = 4: 4
Damage 1d12 = 8: 8 + 1d10 = 7: 7
.
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d10+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+4, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.

Resource Tracking
GM Quick Reference

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Herra
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Re: The Briefing Room (Open RP Area)

Post by Herra » Mon Apr 30, 2018 5:40 pm

Fighting 12 Damage 14, AP 6
Fighting 1d6 = 6: 6
Ace: 1d6 = 5: 5
Wild 1d6 = 4: 4
Gang Up Bonus? +1
Total 12

Damage 1d6 = 3: 3
1d4-1 = 2: 3
Raise? 1d6 = 1: 1
Greater Smite: +8
Herra can sense the psi-bug assaulting Growler. Sliding deftly across the passageway she swings at the bug with her psi-blade attempting to cleave off a few of its arms. As she approaches a quick precognitive flash dances across her eyes,allowing her to see what the bug will do slightly before he actually does it. Anticipating his movements she slices at it precisely when it is most vulnerable cutting deep into its chitinous exoskeleton. Since her blade is made of pure mental energy, it doesn't stick but slices right through the armoured carapace, searing the fleshy innards.

"Do not stand between me and the queen," he says as she pulls her sword back for another blow.
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Growler
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Re: Jungle Fever: Heart of Darkness

Post by Growler » Wed May 02, 2018 9:03 pm

Shaken Recovery 5
Spirit: 1d8 = 4: 4
Wild: 1d6 = 5: 5
Result: 5 - Success. No longer Shaken
Turn 1
Teleport to F11
  • Psionics: 1d8 = 6: 6
    Wild: 1d6 = 1: 1
    Result: 6 - Success. Teleported to F11. +1 Die to Stealth (d12) 4 ISP.
Turn 2
Shoot WC P with Bow (Called Shot to one of its gun carrying arms at no Penalty)
  • Shooting: 1d12+1 = 11: 10
    Wild: 1d6+1 = 6: 5
    Result: 11 - Hit with Raise.
    • Damage: 2d10 = 11: 10, 1+ 1d10 = 3: 3(Ace)+ 1d6 = 6: 6(Raise)+ 1d6 = 1: 1(Ace)=21AP4 - Shaken; 23AP4 - 1 Wound if he can catch it unawares.
      • If needed, Stealth: 1d12+2 = 8: 6
        Wild|: 1d6+2 = 3: 1
        Result: 8 on Opposed Roll?!?
Focusing inwards, Growler shakes off the blow from the Xiticix and fades away from view, reappearing seemingly out of the shadows next to Fox and taking a shot with his bow at the Xiticix who had him cornered just a second ago, catching it in its arm.
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 [11] (d10) ; Parry: 8; Toughness: 19 (8)
ISP: 2 / 10

Active Powers:
Quickness with Jazz (+2 Pace, +1d Agility)

Bennies: 0/3
  • -1 due Extra Effort on Missing! Day 1
  • +1 due SnackHappy Joker
  • -1 due Extra Effort to Locate Invisible Mage
  • -1 due Extra Effort to shoot Avarice
  • -4 to Re-Roll Damage to Door
  • +3 due to EP
  • -1 to reroll attack on Necromancer
OOC Comments
Skills
  • Notice: 1d8 (+2 with Scent; +2 for Traps)
  • Survival: 1d8 (+2 With Woodsman)
  • Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
  • Stealth 1d10 (+2 in Wilderness or Urban)
  • Fighting: 1d12
  • Shooting: 1d12
  • Knowledge (Arcana): 1d4
  • Psionics: 1d8
  • Intimidation: 1d6
  • Taunt: 1d6

Abilities
  • Exceptional Rapid Recharge (1 ISP/5 Minutes)
  • Slow Regeneration (Natural Healing Roll Each Day)
  • +4 vs. Fear, Mind Control, and Magic
  • +2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties

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Freemage
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Re: Jungle Fever: Heart of Darkness

Post by Freemage » Thu May 03, 2018 7:33 pm

OOC Comments
Echo's Action:

W1 Soak (1 Wound): 1d10 = 4: 4
W1 Wild: 1d6 = 2: 2
Soaked, Not Shaken
1 Bennie Spent

W2 Soak (4 Wounds): 1d10 = 9: 9
W2 Wild 1d6 = 5: 5
1 Bennie Spent, 2 Wounds Taken
Roll to Unshake:
Spirit 1d8-2 = 0: 2
Wild Unshake 1d6-2 = 4: 6
Unshakes

SW: No damage taken

Herra's Action:
No Damage Taken (only because of Greater Armor)

Growler's Action:
PB: Gets Sixth Sense w/ Alertness [TN 4] roll first, then Notice roll vs. Stealth 8--if both fail, then Growler gets +2 Assassin Damage.
Sixth Sense: 1d8+2 = 6: 4
Wild SS: 1d6+2 = 4: 2
Notice 1d8+2 = 10: 8
Wild Notice 1d6+2 = 8: 6
Shaken
Spirit 1d10 = 5: 5
Wild Spirit 1d6 = 4: 4
Unshakes

.
The SET moves into action, striking furiously, lashing out at various Xiticix occupying the tunnels. Echo manages to badly injure one of the spear-carrying warriors, while Growler gets out of the box he'd been stuck in, though fails to catch the Xit off-guard enough to do serious damage to it, causing it merely to shrug off the effect. Herra then engages the Psi-bug, but the creature's protective field causes her Psi-Blade to bounce off.

Now, it's the Xiticix Elite Guard's turn....

OOC Comments
PsiBug Attacks Herra (Parry 7, Toughness 11 (5)) (Round 2 of Exalted Smite):
4 Psi-Blades, all Wild Attacks, one attack includes Imp. Frenzy:
Fighting 1d10+2 = 8: 6
Wild Fighting 1d6+2 = 8: 6
Ace Running Total 1d6+8 = 12: 4
Miss

Fighting 1d10+2 = 5: 3
Wild Fighting 1d6+2 = 3: 1

Fighting 1d10+2 = 3: 1
Wild Fighting 1d6+2 = 3: 1
CritFail! The Blade interferes with the greater armor, dispelling the effect prematurely.

Fighting 1d10+2 = 9: 7
Imp. Frenzy 1d10+2 = 11: 9
Wild Fighting 1d6+2 = 7: 5
Miss

Except none of that happened because I'd forgotten the Deflection effect. Herra gets a vision of what could've been....

W2 Moves, swapping Guns for Spear, and Wild Attacks Herra w/Spear and 2 Swords, -2 for being Wounded, -6 for Deflection, +2 for Wild Attack:
Right Sword: 1d10-6 = -4: 2
Wild Die: 1d6-6 = -4: 2
MISS
Left Sword 1d10-6 = -1: 5
Wild Die: 1d6-6 = -1: 5
MISS
Spear: 1d10-6 = -5: 1
Imp. Frenzy Spear 1d10-6 = -1: 5
Wild Spear: 1d6-6 = -5: 1
CRITFAIL, breaking the Spear.

W1 Moves, also going for the same melee sequence as W2, because seriously, this crazy lady needs to die, or something.
Gets +2 from Gang-up, no Wound Penalty. All other modifiers remain the same (net -2).
Right Sword: 1d10-2 = 2: 4
Wild Die: 1d6-2 = 3: 5
MISS
Left Sword 1d10-2 = 0: 2
Wild Die: 1d6-2 = 4: 6
ACE Running Total: 1d6+4 = 7: 3
DAMAGE: 1d12 = 7: 7 + 1d8 = 8: 8 +2 MD, AP 1; ACE Running Total 1d8+17 = 20: 3
20 MD, AP 1 = 10 Damage, 2 Wounds
Spear: 1d10-2 = 1: 3
Imp. Frenzy Spear 1d10-2 = 0: 2
Wild Spear: 1d6-2 = -1: 1

Huntsbug moves around Zakkael (Parry: 9, -2 to hit with ranged attacks; Toughness: 12 (7)), leaving room for SuperWarrior to come up. Both attack Zakk with +1 Gang-Up bonus:

Huntsbug (Wild Attack +2 for two sword attacks, plus Spit Attack (no gang-up, no wild attack, -2 for Range vs. Shield); -1 to all attacks for Wound)
Left Sword: 1d10+1 = 2: 1
Imp. Frenzy Left: 1d10+2 = 5: 3
Wild Left: 1d6 = 2: 2
Right Sword: 1d6 = 2: 2
Wild Right: 1d6 = 2: 2
Spit: 1d6 = 2: 2
Wild Spit: 1d6 = 2: 2

.
GM Bennies (7th SET, Joker's Jokers): 5/8
OOC Comments
GMC Bennies:
  • Xavier 0/2 (TI 3; Int 1; PPE 29)
  • Synn 1/2
  • Lust 0/1 Burn: 2 Wounds: Incap
  • Wrath 0/1 Burn: 2 Wounds: Incap
  • Sloth 0/1 Burn: 1 Wounds: 1 IRS Used: 2
  • Pride: Dead
  • Avarice 0/1 Burn: 1 IRS Used: 1 Wounds: 2
  • Envy 0/1 Burn: 2 Wounds: Incap
  • Gluttony 0/1 Burn: 1 Wounds: Incap

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Freemage
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Re: Jungle Fever: Heart of Darkness

Post by Freemage » Thu May 03, 2018 9:00 pm

Attack Continues
H1 vs. Zakkael
Wild Left: 1d6+2 = 3: 1
Right Sword: 1d12+2 = 13: 11
Wild Right: 1d6+2 = 3: 1
Raise. Damage: 1d10 = 9: 9 + 1d6 = 6: 6 + 2, AP 1; ACE Running Total 1d6+17 = 22: 5
22 MD, AP 1 = 11 Damage = 2 Wounds
Spit: 1d12-3 = 5: 8
Wild Spit: 1d6-3 = -2: 1
Miss

SuperWarrior (Four Sword Attacks at +2 Wild Attack, +1 Gang-up; 2 Gun Attacks (vs. Parry) at -2 for Shield):
Sword 1 1d12+2 = 11: 9
Imp. Frenzy 1d12+2 = 3: 1
Wild Sword 1 1d6+2 = 4: 2
Hit Damage: 1d12 = 11: 11 + 1d8 = 8: 8 +2 MD, AP 1; ACE running total 1d8+21 = 23: 2
23 MD, AP 1: 12 Damage = 3 Wounds
Sword 2 1d12+2 = 13: 11
Wild Sword 2 1d6+2 = 3: 1
Raise Damage: 1d12 = 6: 6 + 1d8 = 8: 8 + 1d6 = 6: 6 +2 MD, AP 1; ACE Running Total 1d8+22 = 24: 2 + 1d6 = 3: 3
27 MD, AP 1: 16 Damage = 4 Wounds
Sword 3 1d12+2 = 4: 2
Wild Sword 3 1d6+2 = 5: 3
Miss
Sword 4 1d12+2 = 11: 9
Wild Sword 4 1d6+2 = 5: 3
Hit Damage: 1d12 = 11: 11 + 1d8 = 4: 4 +2 MD, AP 1
17 MD, AP 1: 6 damage = 1 Wound
Gun 1 1d10-2 = 5: 7
Wild Gun 1 1d6-2 = 1: 3
Gun 1 1d10-2 = 0: 2
Wild Gun 1 1d6-2 = 1: 3
Both Guns Miss
The bug counter-attack is vicious. Herra, despite being surrounded by three of the Elites, almost escapes unscathed, but one blow does catch her solidly in the torso.

Zakkael is not so lucky. As the Huntsbug sidles around the Lyn-Srial, the biggest of the Elites, nearly 12' tall, comes flying swiftly through the tunnels, lunging at Zakkael. While the Huntsbug only scores a single hit, the Super-Warrior connects with a string of powerful blows.
Final Breakdown
Upshot of all attacks:
Herra took one hit for 2 Wounds. Soak 'em if you can.
Zakkael took 4 hits: 2 Wounds, then 3 Wounds, then 4 Wounds, then 1 Wound. If Fox has enough bennies to pump into you, you could try to soak them all in order. Alternately, you could save the bennies for the Incapacitation roll at -3.

Now, the good news:

PsiBug: Parry -1. Yes, that's right, it's a 3 to hit this guy with a Raise. Toughness 13 (6). Unwounded, 0 Bennies
Warrior 1: Parry 3 (due to Spear); Raise on 7 or better. Toughness 13 (6). Unwounded, 1 Bennie
Warrior 2: Parry 1 (broken Spear); Raise on 5 or better. Toughness 13 (6). 2 Wounds, 1 Bennie
SuperWarrior: Parry 2; Raise on 6 or better. Toughness 19 (8). Unwounded, 2 Bennies
Huntsbug: Parry 4; Raise on 8 or better. Toughness 10 (4). 1 Wound, 2 Bennies

Next Init Bloc consists of Zakkael/Chok'lat, Calyx, and SnackHappy, in whatever order you like.

Some quick-and-easy points:

If Zakk doesn't eat all the bennies, and just drops here, then Chok'lat could move to stand over him, and attack; note that he'd probably want to shoot first, before closing, just to get the extra hit in. (He's got a cyber-arm that's holding the Vibro-blade, so no need to MAP to get two attacks in.)

I know Snack asked about getting up close and personal--he could reach Warrior 1 without Running (either H12 or H13). Note that, if you're willing to risk rolling a 1 on the Shooting die and hitting Herra (or maybe W2), you could Shoot as you round the corner, then finish closing and attack in melee.

Calyx could also move to stand over Zakk if Chok'lat does not. Or he can try to fry them from afar--if he's going that route, he'd probably be better off doing that BEFORE Chok'lat moves up, unless he wants Chok'lat included in the Innocent Bystanders rule.

I will rule that a fallen Zakkael is not subject to Innocent Bystanders for Ranged Attacks, but the other two bugs in the cluster would be.
.
Map should have all updated positions:
BugQueenIRound3Queen.png
GM Bennies (7th SET, Joker's Jokers): 5/8
OOC Comments
GMC Bennies:
  • Xavier 0/2 (TI 3; Int 1; PPE 29)
  • Synn 1/2
  • Lust 0/1 Burn: 2 Wounds: Incap
  • Wrath 0/1 Burn: 2 Wounds: Incap
  • Sloth 0/1 Burn: 1 Wounds: 1 IRS Used: 2
  • Pride: Dead
  • Avarice 0/1 Burn: 1 IRS Used: 1 Wounds: 2
  • Envy 0/1 Burn: 2 Wounds: Incap
  • Gluttony 0/1 Burn: 1 Wounds: Incap

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Herra
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Re: Jungle Fever: Heart of Darkness

Post by Herra » Fri May 04, 2018 6:43 am

Soak 8, 2 wounds soaked, Unshaken
Benny from Natural Leader (Fox)
Vigor 1d6 = 6: 6 Ace 1d6 = 2: 2
Wild 1d6 = 1: 1
With Growler retreating, Herra finds herself alone in the face of three fearsome Xiticix warriors. Undeterred she faces them down with bravery, anticipating their every strike in her mind, moving before their blows ever come close. Yet, with so many arms in motion, even her massive mind can't keep up with all the information. Finally one blow strikes hard, causing her to reel back slightly.

Despite the blow she manages to initiate a bio-feedback throughout her body shrugging off the blow as if it didn't happen. Surrounded with no possibility of retreat she lashes out wildly at all three bugs, attempting to use her precognitive abilities to catch them unawares.
Rapid Attack (Wild Attack) 4, -1, 5 Damage: 24, 10, 13 MD, AP 6
Fighting 1d6 = 1: 1
Fighting 1d6 = 4: 4
Fighting 1d6 = 4: 4
Wild 1d6 = 1: 1

Benny (EP)
Fighting 1d6 = 3: 3
Fighting 1d6 = 3: 3
Fighting 1d6 = 3: 3
Wild 1d6 = 3: 3

Benny (EP)
Fighting 1d6 = 1: 1
Fighting 1d6 = 6: 6
Ace 1d6 = 2: 2
Fighting 1d6 = 3: 3
Wild 1d6 = 6: 6
Ace 1d6 = 3: 3

Damage
Strength 1d4-2 = 0: 2
Spirit 1d6 = 6: 6
Ace 1d6 = 6: 6
Ace 1d6 = 4: 4
Raise 1d6 = 5: 5
Greater Smite: +8
Total 29

Strength 1d4-2 = 2: 4
Spirit 1d6 = 2: 2
Greater Smite: +8
Total: 12

Strength 1d4-2 = -1: 1
Spirit 1d6 = 5: 5
Raise 1d6 = 2: 2
Greater Smite: +8
Total: 15

-2 Parry until next action
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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PFC Fox Simmons
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Re: Jungle Fever: Heart of Darkness

Post by PFC Fox Simmons » Fri May 04, 2018 7:02 am

Fox watches Herra's attacks.

"Herra step into the bug then attack. Give up your defensive position when taking the offensive."
Battle Expertise__
Natural Leader
Benny to Herra.
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision

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Calyx
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Re: Jungle Fever: Heart of Darkness

Post by Calyx » Fri May 04, 2018 11:57 am

Calyx let out a growl as the bugs ganged up on the winged angel weirdo ally of his. Especially when Zakkael seemed to get really hurt (was he dead? no, couldn't be)! He ran forward to stand over the d-bee, electricity flaring all around him. He let loose a flurry of slices with the vibro-blade vambraces on his arms at the bugs! Blades and electricity went flying and Calyx grit his teeth as he focused all his physical and mental energy on making sure this counted! "DIE, YOU UGLY ANTS!"
Current Status/Effects
Fatigue (-1 to all Trait tests).
Parry is now a 4 for 1 round.
Movement and Attacks
Move to stand over Zakkael.

Fighting, Rapid Attack, Wild Attack, starting on the Huntsbug and then moving to the non-WC one if the Huntsbug drops, and so on.
-2 to each total, up to 3 dice used of the 4.
Fighting dice 1d10 = 6: 6, 1d10 = 9: 9, 1d10 = 4: 4, Wild 1d6 = 4: 4.
Extra Effort: 1d6 = 6: 6, Ace 1d6 = 5: 5.

Attack 1 on Huntsbug hits a 14, Damage: 4d6 = 7: 1, 3, 2, 1, 1d8 = 3: 3, Raise 1d6 = 4: 4 = 14 damage, AP 4.

Attack 2 hits a 17 on Huntsbug (or normal bug if it's down), Damage: 4d6 = 19: 4, 5, 5, 5, 1d8 = 6: 6, Raise 1d6 = 5: 5 = 30 damage, AP 4.

Attack 3 hits a 12 on Huntsbug if still standing or normal bug if down, Damage AP4: 4d6 = 8: 3, 3, 1, 1, 1d8 = 1: 1, Raise 1d6 = 6: 6, Ace 1d6 = 5: 5 = 20 damage, AP 4.
Last edited by Calyx on Sat May 05, 2018 7:44 am, edited 2 times in total.
Calyx Calder
Character Summary
Human Zapper

Active effects:
Wounds::

Parry: 6 (7 w/ vambraces); Toughness: 16(9)
Weapon in hand: Vibro-Blade Vambraces or Kolytik

Edges: AB Psionics, Danger Sense, Luck, Major Psionics, Quick, Rapid Recharge, Rich

Powers: Armor, Boost/Lower Trait, Deflection, Telekinesis
ISP: 21/30

Charisma: 0
Bennies: 0

Adventure Card:
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
Currently playing in: 7th Set Joker's Jokers

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SnackHappy
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Re: Jungle Fever: Heart of Darkness

Post by SnackHappy » Fri May 04, 2018 8:10 pm

OOC Comments
Notice: 1d8 = 2: 2
Wild: 1d6 = 2: 2

Shooting at J14 while moving to H13 with Hellfire.
Shooting: 1d12+2 = 5: 3
Wild: 1d6+2 = 5: 3
Damage: 3d10+4 = 22: 10, 6, 2 Ace: 1d10 = 5: 5
Total= 27 Damage Ignores Armor

Swinging at I13 with Hammer
Fighting: 1d8 = 3: 3
Wild: 1d6 = 3: 3
Benny for Extra Effort: 1d6 = 2: 2
Damage: 1d8 = 7: 7 + 1d10 = 7: 7 + 3d6 = 17: 6, 5, 6 Aces: 2d6 = 8: 3, 5
Total= 39 Damage

Swinging at I13 with Cestus (If still Alive)
Fighting: 1d8 = 6: 6
Wild: 1d6 = 3: 3
Damage: 3d8 = 15: 2, 8, 5 Ace: 1d8 = 8: 8 2nd Ace: 1d8 = 8: 8 3rd Ace: 1d8 = 2: 2
Total= 33 Damage AP2
Coming around the corner SnackHappy yells towards Herra, "Herra...Duck!" As she does searing hot plasma leaves the Hellfire burning into the crevasses of the bug. Continuing his stride he walks up to the one next to her determined to fell it as well. As he strikes the Xitictix with his hammer it unleashes a boom knocking it to the ground then SnackHappy stabs it with his tail cestus to make sure he doesn't get up again. "Don't falter now guys! Our quarry is near!"
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver
Skills: Notice d8, Repair d8 +2, Knowledge(Electronics) d6, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium RailGun (chest) | (Range 100/200/400, Damage 3d10+4, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • 2 × Mini-Missile Launchers (chest) | (Range 100/200/400, Damage 5d6, RoF 1, AP 6, 12 Shots, Mega Damage, SBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Ammo:
  • 59 mini-missiles
    450 railgun rounds
    80 shots for Flamethrower
Credits: 7,790

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Peace, Spill the Beans, Renown
Bennies: 2/3

Currently playing in: 7th Set Joker's Jokers

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Freemage
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Re: Jungle Fever: Heart of Darkness

Post by Freemage » Sat May 05, 2018 7:27 am

PsiBug: Parry -1. Yes, that's right, it's a 3 to hit this guy with a Raise. Toughness 13 (6). Unwounded, 0 Bennies
Fistful of Suck
Calyx 1: Huntsbug goes to 3 Wounds
Calyx 2: Huntsbug Soak 1d8-3 = -1: 2
Wild Soak 1d6-3 = 2: 5
Forgot Elan, still only 1 Wound soaked, try again
Re-Roll 1d8-1 = 3: 4
Wild Soak 1d6-1 = 4: 5
Not good enough, Attack 2 downs Huntsbug
Calyx 3: downs Extra at G4
SuperWarrior First Strike on Calyx: 1d12 = 2: 2
Wild FS: 1d6 = 2: 2
Bennie Re-roll FS: 1d12 = 2: 2
Wild RRFS: 1d6 = 3: 3
Bennie Re-Roll FS: 1d12 = 3: 3
Wild RRFS: 2d6 = 7: 5, 2
Just using the first die on the last wild die because fat fingers. Calyx evades the First Strike, because suck.

SnackHappy 1: W2 Soak 1d10-2 = 2: 4
Wild Soak 1d6-2 = 3: 5
Not good enough, W2 down
SnackHappy 2: W1 Soak 1d10 = 7: 7
Wild Soak 1d6 = 4: 4
Soaked 1 wound, nowhere near enough, W1 goes down.
W1 First Strike on SnackHappy: 1d10+1 = 9: 8
Wild FS: 1d6+1 = 6: 5
Holy crap a hit! Damage 1d12+2 = 12: 10 + 1d8 = 4: 4
Damage: 16 AP 1.
Bounces right off SnackHappy's armor.
Energized by the fall of Zakkael, or just the desperation of being surrounded by the bugs, in the dark, the team lashes out--Calyx claims the last of the Hive's Huntsbugs, and takes out a drone for good measure; SnackHappy moves forward and simply eliminates both of the both of the Queen's Guardsbugs, leaving only the Psibug still standing next to Herra.
Of course, now the SuperWarrior is looming over Calyx, and the hive is preparing to swarm down on the Jokers with the strength of sheer numbers, and Zakkael is still down... or is he?
OOC Comments
Zakk, it's all you, buddy.
GM Bennies (7th SET, Joker's Jokers): 5/8
OOC Comments
GMC Bennies:
  • Xavier 0/2 (TI 3; Int 1; PPE 29)
  • Synn 1/2
  • Lust 0/1 Burn: 2 Wounds: Incap
  • Wrath 0/1 Burn: 2 Wounds: Incap
  • Sloth 0/1 Burn: 1 Wounds: 1 IRS Used: 2
  • Pride: Dead
  • Avarice 0/1 Burn: 1 IRS Used: 1 Wounds: 2
  • Envy 0/1 Burn: 2 Wounds: Incap
  • Gluttony 0/1 Burn: 1 Wounds: Incap

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Zakkael
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Location: Castle Refuge

Re: Jungle Fever: Heart of Darkness

Post by Zakkael » Sat May 05, 2018 9:46 am

Zakkael tries, nobly, to fend off the attacks of the Xiticix warriors, but they are too many and too powerful. The Shield of Faith is batted aside, and the SuperWarrior showers the would-be angel with vicious strikes, the worst of which is a gaping wound to the chest.

"No weapon...formed...Light of Heaven, I have failed." Zakkael begins to sink to the floor as Calyx surges to the rescue, lightning flying this way and that, chopping down the huntsbug, and holding off the continued onslaught of the SuperWarrior.

An otherworldly voice, small as a mouse and loud as the rolling of thunder, rings out through the caverns, sending a tingle through the core of everyone there.

"NOT YET, MY CHILD."

Zakkael's head snaps to attention, staring deeper into the cavern than the walls would allow. "Yes, my Lord." Dropping the Staff of Justice and the Shield of Faith, Zakkael springs to his feet with strength he's never displayed, slamming the SuperWarrior back into the wall. "Behold, I am the Angel of Vengeance. The Will of the Light is never thwarted. You have sown your seed of destruction, and you shall reap a full harvest of exactly that!" For the first time, Zakkael draws forth the Sword of Vengeance, the blade-handle slicing into his hand. He yells out, but not in pain. His life's blood, pumping from the gaping gash in his chest, spews out onto the hilt, and the whole blade is consumed in a pulsating, angry red glow. In an instant, the glow consumes the Lyn-Srial. He charges, borne up on wings of fire, slashing the Sword of Vengeance through the weapons, arms, and chest of the SuperWarrior. Pieces of Xiticix limbs, swords, guns, and entrails fall to the ground, then are consumed with the sound of a thunderclap, vanishing into nothing.

"My friends, the Angel of Vengeance...nay, today, the Angel of Death goes before you to clear your path. Bring the Good News to the Longtooth, the Moon Hunters, and the Edinos, that they are delivered from this threat by the unstoppable Will of the Light!" Zakkael slashes his sword vertically through the air. Immediately following the wake of the blade is a sound of rushing wind, and a rift in space opens before him. Without hesitation, he plunges through. Through the cataclysm of combat, Herra is able to see down the corridor just enough to notice a red rift open, then shut in a blink. The sounds of Xiticix chatter, panicked, if such a sound exists, echoes down the halls. She spies a form that could only belong to the Xiticix queen being forced backwards by a red light. As she watches, the glowing red form of Zakkael lands a strike, causing the queen to chatter in pain. In a blur of motion, six more blows are landed, the second to last strike cleaving the queen's head from her body, and the 7th and final blow hewing the body in two from top to bottom.

Zakkael's voice travels down the hall, clearly audible to each of his allies. "Into your hands, great and merciful Light, I commend my spirit."

The same otherworldly voice rings out.

"WELL DONE, GOOD AND FAITHFUL SERVANT. COME HOME TO YOUR REWARD."

A pure, bright, holy white light shines down the hall from the Queen's chamber, bathing the Joker's Jokers in a warm reassurance, brighter than the sun, but at the same time, not blinding. The light fades, leaving them to their quarry. Zakkael's body, blood, armor, and the Sword of Vengeance...are nowhere to be found.
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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Chok'lat
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Re: Jungle Fever: Heart of Darkness

Post by Chok'lat » Sat May 05, 2018 12:54 pm

As he watches the rage of Zakkael consume the SuperWarrior bug, and is bathed in the glowing light after the death of the queen, Chok'lat steps forward and picks up the staff and shield that were left where Zakkael was first struck. The light that permeated the cavern and then faded, lingered around Chok'lat as he grasped the Lyn-Srial's favored armaments. His eyes open wide, and a low humming noise surrounds him. Finally, the light fades from around the brodkil. "Chok'lat...understand."
Chok'lat
Chok'lat
Bennies: 4 (+1 interlude)
Current Status:
Wounds / Fatigue: 0 / 0
Active Effects: None
Parry: 12, 9 without shield
Toughness: 19 (6), +6 vs ranged
Weapon in Hand:
NG-L5 Laser Rifle: Range 25/50/100; Damage: 3d6; AP 1; ROF: 1; Shots: 20; Weight: 14 lbs; Notes: min Str d6, Semi Auto
Shield of Faith
Adventure Cards:
  • Seize the Day: The character acts as if he had drawn a Joker this combat round.
    Cutting in Line: Draw 3 initiative cards and keep the highest.
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Freemage
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Re: Jungle Fever: Heart of Darkness

Post by Freemage » Tue May 08, 2018 8:38 pm

Zakkael's destruction of the Queen sends the hive into a vicious, wrath-fueled frenzy. A psychic scream emanates from her to the remaining Xiticix within the area, calling them to come and avenge her. As the Jokers prepare to attempt a withdrawal, they come across a terrifying sight in one of the side-chambers: dozens of prisoners, held in gel-filled chambers, which apparently keeps them alive, somehow, even as it slowly drains every bit of PPE from their forms into the gel itself. However, the Queen's death seems to have triggered some sort of catalytic reaction--the prisoners are now starting to die, mere moments from being rescued.

Even as some of you move to cut them free, others have to fend off the swarming Xits, in order to keep them from just burying you through sheer weight of numbers.
OOC Comments
Alright, folks, big finish!

You can decide which function you wish your character to play--fighter or rescuer:

Fighters:
This is a single Quick Combat Check, using any combat or arcane skill. Due to the sheer numbers involved, stealth and other skills aren't really options here. The Scene Modifier is -4 (this is a tough fight with hundreds of enemies, all of whom get multiple attacks). Much like the earlier fight through the tunnels, you need a total of 7 successes/raises in order to fend off the bugs long enough for your allies outside to break through the mass and get you free. For every one you fall short of that tally, someone (selected randomly) will take a Wound level. Similarly, if you fail the roll entirely, you get 1 Wound, and 1-3 Wounds on a CritFail.
Since the wounds from Xit Swarm will be determined randomly, you'll have the danger of someone dying if you don't send enough support.

Rescuers:
Free the prisoners! They're held in chambers similar to a giant honeycomb, suspended in a gel that is drawing off their PPE while it keeps them alive, for now--but some are fading fast. Describe whatever approach you're taking to getting them out--cutting them loose with edged weapons (Fighting), ripping open the chambers with raw Strength, using psychic powers to pop them out of the mess (Psionics or Spellcasting or Faith), etc. The roll is at -2. You will rescue a number of victims equal to 2 to the Xth Power, where X = #successes/raises (maximum 64, at 6 raises/successes). If you get more successes than that, there are additional rewards to be had.

Can't Make Up Your Mind:
You can try to do both things. If you do so, you take a -2 MAP to both rolls, in addition to their respective Scene Modifiers, unless you have multiple actions via some method.

Greedy Characters: Take a Benny and spend the time trying to snag loot. Same roll as Rescuers, but instead of freeing captives, you'll be getting nifty gear. However, you can ONLY take this option so long as the group has less than 7 combat successes AND less than 6 rescue successes.

Big Damn Heroes: If you get at least one Raise, you can 'burn' one of them to get a benny, instead of increasing the tally for your group--just narrate how awesome you are. You can only burn one, you are not required to burn one, and it has to be a Raise--simple success just adds one to the appropriate tally.

Finally: Once at least one Rescue Success has been achieved, Henry and Rob's new character get pulled out of the goo. (If no Rescue successes are scored, you'll have to wait until you return to Refuge for them to show up.
GM Bennies (7th SET, Joker's Jokers): 5/8
OOC Comments
GMC Bennies:
  • Xavier 0/2 (TI 3; Int 1; PPE 29)
  • Synn 1/2
  • Lust 0/1 Burn: 2 Wounds: Incap
  • Wrath 0/1 Burn: 2 Wounds: Incap
  • Sloth 0/1 Burn: 1 Wounds: 1 IRS Used: 2
  • Pride: Dead
  • Avarice 0/1 Burn: 1 IRS Used: 1 Wounds: 2
  • Envy 0/1 Burn: 2 Wounds: Incap
  • Gluttony 0/1 Burn: 1 Wounds: Incap

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Echo
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Re: Jungle Fever: Heart of Darkness

Post by Echo » Tue May 08, 2018 8:59 pm

Moving into the center of the room Echo began reaching out with her mind, sliding open one after the other of the cells. Most of them containing someone still alive. For those with people not alive she had splinter check them for wounds.

But the insectoids have noticed the death of the queen and where starting to come in to the chamber, soon the signal was being given to rush everyone out. As it became time to leave Echo noticed that the queen had already started to lay some eggs. Not wishing to risk a recurrence, she immediately decided they must be burned out. Switching her elements up she chose to start scorching each and everyone.
OOC Comments
Spirit d10+2, -2 Scene
Spirit 1d10+0 = 9: 9
Wild 1d6+0 = 3: 3

EE 1d6+9 = 12: 3
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d10+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+4, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.

Resource Tracking
GM Quick Reference

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Growler
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Re: Jungle Fever: Heart of Darkness

Post by Growler » Tue May 08, 2018 9:23 pm

Quick Combat (Shooting) 18
Shooting (+1 due Bow, -4 due Scene=-3 Total)
  • Shooting: 1d6 = 4: 4
    Wild: 1d6 = 6: 6
    • Extra Effort: 1d6 = 6: 6
      • Ace: 1d6+6 = 8: 2+2 (Elan)
    Result: 18 - Success with 3 Raises
"I will try to hold off the Xiticix, Pack Leader SnackHappy. I will protect the Pack."

With that, Growler goes to work. Moving to help cut off the attackers, Growler starts taking shot after shot after shot with his Bow, until they get too close, when he draws his Flaming Sword and Shard Pistol. From then on, Growler is a blur of motion as his Psychicly enhanced speed allows him to down the Xiticix almost as soon as they can move up to him. After a while, Growler runs out of Psychic energy to sustain his speed and power his Technowizard weapons, he draws his vambraces as the Xiticix keep on coming. A few times it looks like Growler was going to be taken down by sheer weight of the Bugs, but again and again he throws them back and keeps on fighting.

Finally the waves of Xiticix slow down, and Growler can take a breather. Opening his helmet for some non-recirculated air, Growler is almost overwhelmed by the sheer intensity of all the Xiticix Death Scent clinging to them all, and almost saturating the air.
Survival 6
Survival to know of way to remove Death Scent (At +2 due Woodsman)
  • Survival: 1d8+2 = 6: 4
    Wild: 1d6+2 = 5: 3
    Result: 6 - Success
"Any Xiticix in the area will immediately come after us, even after we leave here. We are just COVERED in their Death Scent. It will take some time to fade away. I MAY know of a way to speed it up, however."
Last edited by Growler on Wed May 09, 2018 3:53 pm, edited 9 times in total.
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 [11] (d10) ; Parry: 8; Toughness: 19 (8)
ISP: 2 / 10

Active Powers:
Quickness with Jazz (+2 Pace, +1d Agility)

Bennies: 0/3
  • -1 due Extra Effort on Missing! Day 1
  • +1 due SnackHappy Joker
  • -1 due Extra Effort to Locate Invisible Mage
  • -1 due Extra Effort to shoot Avarice
  • -4 to Re-Roll Damage to Door
  • +3 due to EP
  • -1 to reroll attack on Necromancer
OOC Comments
Skills
  • Notice: 1d8 (+2 with Scent; +2 for Traps)
  • Survival: 1d8 (+2 With Woodsman)
  • Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
  • Stealth 1d10 (+2 in Wilderness or Urban)
  • Fighting: 1d12
  • Shooting: 1d12
  • Knowledge (Arcana): 1d4
  • Psionics: 1d8
  • Intimidation: 1d6
  • Taunt: 1d6

Abilities
  • Exceptional Rapid Recharge (1 ISP/5 Minutes)
  • Slow Regeneration (Natural Healing Roll Each Day)
  • +4 vs. Fear, Mind Control, and Magic
  • +2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties

http://savagerifts.com/sr/ucp.php?i=pro ... =signature

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Calyx
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Re: Jungle Fever: Heart of Darkness

Post by Calyx » Wed May 09, 2018 12:53 pm

Calyx wasn't sure what had just happened exactly. He was surprised and shocked (no pun intended). Zakkael had gone down, and Calyx wasn't sure if he was still alive or not. Then weird 'holy' shit started to happen - actually both versions of 'holy shit' were kind of applicable - and some non-holy shit had almost exited southward from Calyx when that freaking loud voice from nowhere and everywhere had piped up suddenly. Not to mention being practically bowled over by the rising Zakkael from underneath him!

He sat there for a moment and just watched in stunned awe and a little bit of fear. The bug in front of him was gone, just gone, but Zakkael wasn't done yet. More "faith-based" craziness happened, a fucking RIFT opened and closed, and then the Queen was down as well. Zak went out in a Blaze of Glory before going to...the Light? Like some old-time vid full of special effects, a weird plot and lots of exploding creatures.

Calyx shook his head and stood back up. His lip curled a bit, the electricity still dancing around him and gleaming off the metal of the bladed vambraces. He strode forward blasting lightning bolts at any movement that was Xiticix-colored. Any bugs that got close were sliced up and charred. He knew he was going to pay for this anger-fueled battle, possibly with his life, but at that moment he didn't care. Zak had given them an opening, and Calyx was going to take it.

Quick Combat Fighting 1 Success
Scene Modifier -4, Fatigue -1.

Fighting/Psionics die 1d8 = 7: 7, Wild die 1d6 = 4: 4.
Extra Effort 1d6 = 3: 3.
Calyx Calder
Character Summary
Human Zapper

Active effects:
Wounds::

Parry: 6 (7 w/ vambraces); Toughness: 16(9)
Weapon in hand: Vibro-Blade Vambraces or Kolytik

Edges: AB Psionics, Danger Sense, Luck, Major Psionics, Quick, Rapid Recharge, Rich

Powers: Armor, Boost/Lower Trait, Deflection, Telekinesis
ISP: 21/30

Charisma: 0
Bennies: 0

Adventure Card:
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
Currently playing in: 7th Set Joker's Jokers

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SnackHappy
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Re: Jungle Fever: Heart of Darkness

Post by SnackHappy » Wed May 09, 2018 8:37 pm

OOC Comments
Fighting Action
Shooting: 1d12-2 = 10: 12 Ace: 1d12 = 10: 10
Wild: 1d6-2 = 2: 4

Rescuing Action
Strength: 1d8-2 = -1: 1
Wild: 1d6-2 = 3: 5
Seeing the people trapped in the cocoons, Jacob runs over to them and begins tearing them open. After the first one was opened a swarm of bugs came rushing at them. Quickly he raised the Hellfire and blasted as many of them as he could in a matter of moments. The bugs hit melted mid run as they were covered in the bright fires of plasma. "Hold your ground the tribes are sure to be here soon!"
Last edited by SnackHappy on Sat May 12, 2018 9:34 am, edited 1 time in total.
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver
Skills: Notice d8, Repair d8 +2, Knowledge(Electronics) d6, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium RailGun (chest) | (Range 100/200/400, Damage 3d10+4, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • 2 × Mini-Missile Launchers (chest) | (Range 100/200/400, Damage 5d6, RoF 1, AP 6, 12 Shots, Mega Damage, SBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Ammo:
  • 59 mini-missiles
    450 railgun rounds
    80 shots for Flamethrower
Credits: 7,790

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Peace, Spill the Beans, Renown
Bennies: 2/3

Currently playing in: 7th Set Joker's Jokers

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Chok'lat
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Re: Jungle Fever: Heart of Darkness

Post by Chok'lat » Wed May 09, 2018 10:33 pm

Rescue! 2 successes
Strength roll to free prisoners at -2 due to scene complication
1d12 = 8: 8

WD Strength
1d6 = 2: 2

2nd action - rescue (better of two rolls per GM)
1d12 = 1: 1

WD Strength
1d6 = 6: 6

Ace WD Strength with prior
1d6+6 = 7: 1
Chok'lat, inspired by the encounter with the bright light, moves through the morass, occasionally stopping to shred or crush a bug that might get in his way. He works his way into the prison-complex...or is it a pantry? Either way, he looks over the faces of the imprisoned people and goes straight to work. "Chok'lat here to help!" He begins ripping and prying at the gel cocoons, trying his best to free the occupants before they expire. He tears a few of the prisoners from their Xiticix-gel prisons and helps them to their feet, though perhaps not as gingerly as they might have liked. "You get out before bug eats you!"
Chok'lat
Chok'lat
Bennies: 4 (+1 interlude)
Current Status:
Wounds / Fatigue: 0 / 0
Active Effects: None
Parry: 12, 9 without shield
Toughness: 19 (6), +6 vs ranged
Weapon in Hand:
NG-L5 Laser Rifle: Range 25/50/100; Damage: 3d6; AP 1; ROF: 1; Shots: 20; Weight: 14 lbs; Notes: min Str d6, Semi Auto
Shield of Faith
Adventure Cards:
  • Seize the Day: The character acts as if he had drawn a Joker this combat round.
    Cutting in Line: Draw 3 initiative cards and keep the highest.
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Henry_Price
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Re: Jungle Fever: Heart of Darkness

Post by Henry_Price » Thu May 10, 2018 8:59 am

As Henry is released from the cocoon he falls to his hands and knees gasping for air. He uses his sleeve to wipe away most of the slime from his face. He stands and his expression twists with rage. He spots a nearby downed worker and gives it a good kick to the head. He notices a piece of broken mandible on the ground and picks it up. He mutters a few words.
Mysticism, Rescue total 11
Notice Smite 1d10 = 2: 2-2
Notice Wild 1d6 = 6: 6-2
Slice cocoon 1d4 = 3: 3-2
Wild Die 1d6 = 6: 6-2
Exploded die 1d6 = 6: 6
Exploded die 1d6 = 1: 1
The mandible crackles with magical energy and he hurries over to the next group of cocoons, smoothly slicing them open to release their captives.
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.

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Herra
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Re: Jungle Fever: Heart of Darkness

Post by Herra » Thu May 10, 2018 5:48 pm

No!

Herra gasps audible at the sight of people imprisoned as food. It reminds her of the slaves on Atlantis, while many were sold for work or pleasure, many more were simply sold as food stock for vile beings from across the Megaverse. Unable to fathom the fate of these victims, the mind melter sets to work freeing as many as possible. Her puny strength makes pulling them down nearly impossible, fortunately the power of her mind far exceeds the muscles in her arms.

"Truly this is a fate worse than death, we must free them all." Reaching out with unseen force she attempts to telekinetically lower the bodies to the ground. Unfortunately, even her mind fails her. The battle outside, and now inside, has taxed her mental reserves to the near breaking point. Unable to use brain or brawn to help, she sighs heavily. Normally stoic, a small tear runs down her cheeck at her inability to help.

"To come so far, and sacrifice so much, and to fail. It seems the god of light died with Zakkael."
Psionics 2
Psionics 1d10 = 1: 1
Wild 1d6 = 2: 2
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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PFC Fox Simmons
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Re: Jungle Fever: Heart of Darkness

Post by PFC Fox Simmons » Sun May 13, 2018 6:42 am

SAMAS's enhanced visual capabilities were certainly not built to compensate for ... whatever just happened to Zakkael. Fox had warned him about straying to far from the rest of the Jokers. Fox could easily see the multiple blows that ended Zakkael's life. Whatever that higher power was that Zakkael had always referenced was certainly evident in the aftermath of his death.

As Fox's vision cleared of the all the floating colored spots and lights and SAMAS's anomaly alarms cut out, SAMAS's readout began spewing forth new data. The Queen Bug was dead. The other Jokers had found bug food that was alive. Much better to call them captives or hostages. The situation was escalating even further as the Hive was reaching critical psychotic mass.
Battle Prep
  • K/Battle 4
  • K/Battle 1d8 = 6: 6 (-2 Sceen Mod)
  • Wild K/Battle 1d6 = 1: 1
Gathering Information
  • Notice 4
  • Notice 1d8 = 4: 4 (+2 gathering details)(-2 Sceen Mod)
  • Wild Notice 1d6 = 1: 1
  • Investigation 5
  • Investigation 1d8 = 4: 4 (+2 gathering details)(-2 Mod)
  • Wild Investigation 1d6 = 5: 5
  • Common Knowledge xx
  • K/Common 1d8 = 1: 1
SAMAS and Fox are struggling. Systems are not functioning or those that are functioning aren't working properly. As Fox is trying understands what else has changed on the battle field using his own senses from inside of SAMAS, his readouts begin spitting out data at an alarming rate.

Growler had mentioned before that Xicitix did a lot with pheromones. Those were mostly very specific unique smells as far as Fox could determine. SAMAS's sensor sweeps were picking up an increased level of odor and scents.

"Fox to Jokers. Got a really bad feeling about this. General bug mentality would say, Queen Dead. Hive in Chaos."

"Begin retreating to my position. Herra. Echo. Bring the liberated."

"Calyx. Chok'lat. Snack. Growler. Cover the survivors, Herra, and Echo."

"Once Herra, Echo and the survivors are clear of you, begin working your way back to my position. Keep the bugs at bay."

"Again regroup on my location."


Fox looks down at the readouts from SAMAS as a new piece of data indicates a surge of activity coming from the direction of the entry tunnel to the Queen's chambers. Fox doesn't say anything, he just braces himself for his last stand. Zakkael may you stand with us all.

Fox revs up the railgun once more. Running through systems checks he flips off the safety switches for the mini missiles and checks the remaining loadout for the auto grenade launcher. I remember reports of a company that went to Geonosis after bugs. Some of my brothers died that day. Guess I will be joining them in the same way.
OOC Comments
1d6 = 1: 1 1d8 = 1: 1 1d6 = 1: 1
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision

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Freemage
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Re: Jungle Fever: Heart of Darkness

Post by Freemage » Sun May 13, 2018 12:48 pm

OOC Comments
Final Tally:
Rescue: 9 (+3)
Combat: 8 (+1)

Congrats, heroes! You aced the final battle, with successes to spare in both categories!


.
As the bugs pour in through the tunnels--even, in their frenzy to avenge the Queen, digging through the walls of the hive to attack from still more angles--the Jokers are unrelenting, mowing them down by the score, a crescendo of violence in the dark tunnels. Meanwhile, other members of the 7th SET move swiftly to rip into the gel-filled sacs that hold the prisoners who had begun to drown in the fluid, now that the Queen's presence was no longer sustaining them (while slowly draining them of their psychic energy to turn them into food for the next generation of bugs). Herra, unfortunately, was momentarily overwhelmed by the psychic death-scream of the Queen, unable to focus very well. But her allies were up to the task.

As the last of the rescuees are pulled free (one of them had even jumped in, helping to rescue others, despite being exhausted by his own confinement), Fox sets the charges and blows the walls of the Hive, and you are greeted, not only by light, but by your Barbarian allies, who had mounted an assault on the Hive Tower as soon as the Xiticix fell back in response to the Queen's final summons. Immediately, they begin hustling the rescued prisoners out to safety, and slaughtering the remaining insectoids. Without the Queen or their Elite Guard, the bugs lack direction, and are swiftly overwhelmed. There's even a few moments for some brief salvage before the Hive Tower itself, battered and broken, comes tumbling down with a roar.

Accolades and cheers break out as the three assembled Tribes congratulate and applaud your courage, skill and tenacity. You are ushered back to the joint command campsite along with the rescued prisoners, most of whom are barbarians themselves, but some of whom apparently were travelers in the region, and who would desperately like a ride back to civilization, once they've had a chance to recover. Alec Quinn is waiting there to greet you, and informs you that there is to be a great celebration in your honor.
OOC Comments
Okay, so, you get the following:

Salvage: 100K Cr each in random, sellable goods. Some of this is gifts from the Tribes, some of it's generic loot from the bugs or even just materiel from the swamp that you can sell when you get back to civilization. Don't sweat the specifics, it's just loot.

Everyone gets their choice of any one Close Combat or Ranged Weapon from the TLPG, or gets parts that can be used to give a single weapon-modifier HJ result (of your choice) from either of those two tables to an existing piece of equipment. Alternately, you can pick up one of the Xiticix weapons from the Elite Guard (note: All are TW weapons, and all the spike guns have 10 shots; furthermore, they cannot be given additional modifiers, as slots are taken up by "hidden" Mods that let Xiticix use them without an AB--Stupid Cheaty Bugs):
  • Kalytik (TW Hooked Short Sword): Str+d6, AP 1, MD
  • Mods: Minor:+2 Fighting; Major: Frenzy, Imp. Frenzy (Total 3 PPE to activate)
  • Kolytik (TW Hooked Short Sword): Str+d6, AP 1, MD
  • Mods: Minor: +1 Fighting, +1 Parry; +2 DT Fighting (Fighting d12+1)
  • TK Rifle (Range 40/80/160, Damage 3d6, Mega Damage)
  • Mods: Minor: +2 Shooting; Major: +2 DT Shooting
  • Tiksix (Right): Xiticix long sword (Str+d8, AP 1,Mega Damage)
  • Mods: Minor: +2 Strength Rolls; Major: Improved First Strike, Florentine
  • Taskok (Left): Xiticix long sword (Str+d8, AP 1, Mega Damage)
  • Mods: Minor: +2 Strength Rolls; Major: Sweep, Improved Sweep
  • Tekik: Xiticix spear (Str+d6, AP 2, Mega Damage, Reach 1”, 2 Hands)
  • Mods: Minor: +2 Parry; Major: Counterstrike, Improved Counterstrike
  • Klatok (Left): Resin Spike Gun (Range 20/40/80, Damage 2d6+1, RoF 3, AP 3)
  • Mods: Minor: +2 Shooting; Major: Lower Trait (Vigor) w/Shooting roll, Power Mastery Edge: Lower Vigor
  • Klotok (Right): Resin Spike Gun (Range 20/40/80, Damage 2d6+1, RoF 3, AP 3)
  • Mods: Minor: +2 Shooting; Major: Lower Trait (Fighting) w/Shooting roll, Power Mastery Edge: Lower Fighting
Everyone can take one item from the Enchanted Items table, OR any one piece of non-TW equipment from the Adventuring Gear section of the TLPG (Starts on Page 103).

You guys will also be getting some Contacts from among the rescuees, as well as Henry Price, who actually seems to want to sign up with the Legion, proper. I'm just making some quick notes here, but they'll be getting a more thorough write-up that'll be posted to the group for later exploitation if you so desire.

Contacts:
Alice Greene, Young Human City Rat
APT 1d20 = 1: 1
Type 1d20 = 9: 9 1d6 = 3: 3
Qualities 1d10 = 5: 5 (High Skills, Great Availability, Fair Info, Poor Loyalty)

Mirek Tanndoor, Clueless Trimadore Rogue Scientist
APT 1d20 = 14: 14
Type 1d20 = 17: 17
Qualities 1d10 = 1: 1 (Minimal Skills, Fair Availability, Great Info, Absolute Loyalty)

Frankie Charroot, Lazy Human D-Bee Settler
APT 1d20 = 7: 7
Type 1d20 = 14: 14
Qualities 1d10 = 9: 9 (Minimal Skills, Great Availability, Great Info, Good Loyalty)

So, everyone should post once here for your come-down from the fight, and include what loot you personally got from the battle, per the above. I'll also be setting up a separate RP thread in a bit.


.
GM Bennies (7th SET, Joker's Jokers): 5/8
OOC Comments
GMC Bennies:
  • Xavier 0/2 (TI 3; Int 1; PPE 29)
  • Synn 1/2
  • Lust 0/1 Burn: 2 Wounds: Incap
  • Wrath 0/1 Burn: 2 Wounds: Incap
  • Sloth 0/1 Burn: 1 Wounds: 1 IRS Used: 2
  • Pride: Dead
  • Avarice 0/1 Burn: 1 IRS Used: 1 Wounds: 2
  • Envy 0/1 Burn: 2 Wounds: Incap
  • Gluttony 0/1 Burn: 1 Wounds: Incap

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SnackHappy
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Re: Jungle Fever: Heart of Darkness

Post by SnackHappy » Sun May 13, 2018 3:26 pm

Jacob meets with the leaders upon the groups return. "Together with the might of all of our tribes, we have vanquished a great evil today. The legion could not have done this without the hep of all of you. I hope all of you have seen the wisdom of working together and combining strength. Should the legion be needed again all you must do is ask. It is with a heavy heart that I must adjourn to mourn the first loss under my command."

Leaving the tent, Jacob found a small spot away from the party and begun to dig a grave for Zakkael. He made him a cross and said a small prayer he remembered from his many previous talks with Zak before. After the burial he sat down and worked on modifying his cestus to increase its ability to cut through armor.

The next morning Jacob found Chok'lat and put a hand on the demon's shoulder as began to speak "I know Zakk was to look out for you. Over the past few days I have seen what you are capable of. Like Zakk I will put my trust in you to do the right thing. I will vouch for you should anyone ask."
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver
Skills: Notice d8, Repair d8 +2, Knowledge(Electronics) d6, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium RailGun (chest) | (Range 100/200/400, Damage 3d10+4, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • 2 × Mini-Missile Launchers (chest) | (Range 100/200/400, Damage 5d6, RoF 1, AP 6, 12 Shots, Mega Damage, SBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Ammo:
  • 59 mini-missiles
    450 railgun rounds
    80 shots for Flamethrower
Credits: 7,790

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Peace, Spill the Beans, Renown
Bennies: 2/3

Currently playing in: 7th Set Joker's Jokers

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PFC Fox Simmons
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Re: Jungle Fever: Heart of Darkness

Post by PFC Fox Simmons » Sun May 13, 2018 5:46 pm

"Looks like all the seats on the little yellow bus are now filled. Next stop Crazy Town."

When Snackhappy looks over at Fox, Fox shrugs his shoulders. "Read it once on the back of something called a VHS cassette. Did not have SAMAS at the time, so had no means of translating it. That statement pretty much sums up our current situation."

"Snack, not entirely certain how the folks at Refuge are going to except our Brodkil brother. If we try to sneak him in we are likely to get more heat than if we just walk in with him in broad daylight. Anychance we can get comms to Refuge from here? Maybe bring them up to speed on our current situation and status."

Walking over to the Brodkil, "Chok'lat. Fate. Chance. Luck. Or whatever you may refer to it as. Zakk probaly would have refered to it as 'Divine Providence'," at that Fox steps back, strikes a regal pose in the SAMAS suit with the wings unfurled and his railgun held up like Zakk used to do with his spear. With his head lifted up and in his closest angelic male voice, "Yes, Divine Providence is what brought you to our noble company." After that Fox can't keep a straight face any more and doubles over laughing inside of SAMAS, hitting his head on the control panels.

While rubbing his forehead he says to Chok'lat, "I believe you can be whatever you are going to be. Making friends and alliances comes with the responsibility that those friends and alliances can depend on you. If we can depend on you, then you can depend on us." With that Fox climbs down out of the SAMAS suit and walks around Chok'lat, finally stopping in front of him. Thrusting out his right hand, "Welcome to the Jokers."
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision

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Herra
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Re: Jungle Fever: Heart of Darkness

Post by Herra » Sun May 13, 2018 6:50 pm

Relieved that the group was successful, Herra also has a heavy heart about the loss of Zakkael. Fortunately, his sacrifice was not in vain and the hive has crumbled and the people saved. Not one for sentiment, she does recover one of the Xiticix weapons. Using it each time they do battle will remind her of her failures and be a sign not to repeat them. The weapon is ugly and heavy, but so are the burdens of one's shortcomings.

Herra remains stoic when Snackhappy and Fox welcome Chok'lat. The demon had carried himself well and respecting the wishes of their dying comrade was important and for this reason she does not force herself into its mind and cause it to wring its own neck. Too many of these sub-demons served those like her former master. It will take much more to earn her trust and respect. For the moment, she is tolerant but dubious.

"We shall celebrate the saved and mourn the fallen. Those of us who did not fall shall honour their memory with our great deeds." She shoots Chok'lat a stern look at that last part.
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Calyx
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Re: Jungle Fever: Heart of Darkness

Post by Calyx » Mon May 14, 2018 11:32 am

Calyx fought like he had had never fought before. Lightning was blazing so much and so bright it was almost blinding! The bugs seemed to be everywhere, trying to blot out the light and life itself. It was almost like one of those old-time horror movies where the only light came in as-scary-as-possible bursts, so you could catch movement and moments but not everything. Bugs would be 'caught' in motion, disappear from sight and show back up again closer - though in truth, Calyx's 'borrowed' armor dealt with that just fine and he could see them regardless. But his brain was working in overdrive and trying to keep from being a gibbering mess.

It felt to him like he hadn't been able to relax for days or longer. His breath was coming hard and heavy, sweat was pouring down him and sizzling from the electricity. He wasn't aware of how the rescue was going, couldn't take his attention away from the bugs in order to see where they were at. His life, at that moment, was just a long string of bugs and lightning, interspersed with backing up away from where the Queen had been finally, trying to get out of the Hive alive but buying his comrades time to get the rescued people out first. He saw one of the rescued people lying in the corridor so Calyx began dragging them out with him as he continued to fight, eventually slinging the person over his shoulders to move more easily (though the weight itself was a lot and without the adrenaline flowing would have been too much for him).

But then, finally, they were out of the Hive and the hive itself came down. Calyx took an involuntary step back, tripped and fell flat on to his back. He was too weak and tired to do anything other than gasp for air for a few minutes. Things slowly calmed down (like his blood pressure for one!) and he sat up. He looked down and saw what he had tripped on. It was one of the bug's short swords, still being gripped in the severed arm. He pried it out of the cold, dead clawed fingers and hefted it. It had good balance, so he shrugged and slipped it in to his belt for the moment.

He then patted the rescuee on the shoulder and smiled at them....which slowly slipped off his face as he realized that the person was long-dead and had been dead before he picked them up. He let out a long sigh and shook his head. Damn bugs. He sat there for several minutes while cheering was going on and whatnot. He was slapped on the back several times and congratulated for his part, but it tasted like ashes in his mouth. Zakkael was gone. Who knew how many others were as well. And his one attempt to rescue someone had been for nothing.

Someone pressed a bundle in to his arms, saying that they wanted him to have it. He mechanically nodded, said thanks and put it into his pack without looking at it. Slowly, ever so slowly, he came back to himself. He let himself start to feel something other than remorse or regret. He started to breathe a bit easier. They had done what they could, and they had done some good, so he had to take that and live with it. He nodded to himself and tried to be happy...or at least happier.

He gave a nod to his companions and a small, fleeting smile. "Well. That was a helluva thing."

OOC Comments
Taking Shadow Cloak and Kolytik (TW Hooked Short Sword).
Calyx Calder
Character Summary
Human Zapper

Active effects:
Wounds::

Parry: 6 (7 w/ vambraces); Toughness: 16(9)
Weapon in hand: Vibro-Blade Vambraces or Kolytik

Edges: AB Psionics, Danger Sense, Luck, Major Psionics, Quick, Rapid Recharge, Rich

Powers: Armor, Boost/Lower Trait, Deflection, Telekinesis
ISP: 21/30

Charisma: 0
Bennies: 0

Adventure Card:
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
Currently playing in: 7th Set Joker's Jokers

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Echo
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Re: Jungle Fever: Heart of Darkness

Post by Echo » Tue May 15, 2018 7:22 am

The struggle for through the hive was tough, but somehow everyone made it out alive. Thinking back Echo does not know how they made it through all of that, especially with the strength of the Xiticix at the end. They were armed so well and the equipment they found from the ones they had fed on already mad Echo suspicious. How could a queen so young have so many resources? There are some questions she may never know the answer two.
Looking through the assortment of gear they acquired she knew she would need help with some of it. And her rifle was also damaged something she would need to get help fixing. Perhaps if she explained to the others what she was shooting when it broke it would help?
OOC Comments
Patron: CAF Elite Corps Load-Bearing Chest Rig
HJ: Enchanted Staff w/10 PPE, Healing & Succor (will talk to Freemage, about shape and appearance)

100,000 credits in random stuff
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d10+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+4, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.

Resource Tracking
GM Quick Reference

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Chok'lat
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Re: Jungle Fever: Heart of Darkness

Post by Chok'lat » Tue May 15, 2018 2:15 pm

Chok'lat, assuring himself that everyone was saved that could be, and every bug that needed killing was dead, casts his eyes towards the ground in his departure from the hive. He makes a couple of hasty acquisitions on his exit, most notably an automatic grenade launcher. "Chok'lat can kill lots more bugs with this!" He revels in the celebrations and smiles a hideous, demonic grin as he is congratulated, along with the rest of the 7th SET, for saving so many lives. Try as he might, he has no warmth in his facial expressions.

He nods as Happy offers his reassurances. "Chok'lat will make up for the angel going home. Chok'lat saw light in hive. Chok'lat will try to be good."
He accepts Fox's armored hand. "Chok'lat still serve biggest and baddest. You guys bigger and badder than bugs. You can count on Chok'lat to kill whatever you need killed. Chok'lat even saved people from dying in bug goo. Chok'lat will do more of that if bosses say."
Chok'lat catches Herra's glare. He offers no protest at her doubtful glance. During the celebrations, he gives her a wide berth so as not to appear threatening to her. Herra hates Chok'lat. Chok'lat gonna show her!
He wanders by the slightly shellshocked Calyx. "You fried lotta bugs. They make funny sounds when heads go 'pop!' If you didn't fry bugs, we maybe not all survive. Good kills, Zappy."

He inspects the gear he collected in the hive. The grenade launcher looks to be in relatively good condition, though still covered in solidified bits of bug resin and guts. The shotgun looks brand new. The other thing he found might have gone with the previous owner of the grenade launcher, a now-digested cybernetically enhanced individual. A wired skill port and chip. Wonder if Chok'lat can get this plugged in at their castle. Wonder if they gonna let Chok'lat in the castle. Wonder if Chok'lat wants to go into the castle.
Loot!
Chok'lat has selected the Wired Skill Port with a 4 die Shooting chip for his Adventuring Gear selection, the WI-GL20 Automatic Grenade Launcher for his Ranged Weapon selection, the armored duster and GAW Throwback shotgun for his 75 patron reward, and will blow his 100k on cyber when returning to the castle, to include the cyber-wired reflexes. Conversely, if the WSP and 4 die chip is too rich a selection, he will select the CWR and buy the WSP at the castle. I'm just happy I have something to spend money on either way.
Chok'lat
Chok'lat
Bennies: 4 (+1 interlude)
Current Status:
Wounds / Fatigue: 0 / 0
Active Effects: None
Parry: 12, 9 without shield
Toughness: 19 (6), +6 vs ranged
Weapon in Hand:
NG-L5 Laser Rifle: Range 25/50/100; Damage: 3d6; AP 1; ROF: 1; Shots: 20; Weight: 14 lbs; Notes: min Str d6, Semi Auto
Shield of Faith
Adventure Cards:
  • Seize the Day: The character acts as if he had drawn a Joker this combat round.
    Cutting in Line: Draw 3 initiative cards and keep the highest.
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Growler
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Re: Jungle Fever: Heart of Darkness

Post by Growler » Sat May 19, 2018 11:15 am

Fighting a rearguard on the way out, Growler is able to keep the released captives and his pack-mates safe as they exit the Hive. On the way out, a blade in one of the cocoons that had held one of the casualties caught the attention of his nose. Grabbing it for his own use, Growler makes his way out of the Hive
Loot Grab
Draining Blade as the Enchanted Item Table result, with a +1 to Parry on it from the Close Combat Weapon Table result, if able.
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 [11] (d10) ; Parry: 8; Toughness: 19 (8)
ISP: 2 / 10

Active Powers:
Quickness with Jazz (+2 Pace, +1d Agility)

Bennies: 0/3
  • -1 due Extra Effort on Missing! Day 1
  • +1 due SnackHappy Joker
  • -1 due Extra Effort to Locate Invisible Mage
  • -1 due Extra Effort to shoot Avarice
  • -4 to Re-Roll Damage to Door
  • +3 due to EP
  • -1 to reroll attack on Necromancer
OOC Comments
Skills
  • Notice: 1d8 (+2 with Scent; +2 for Traps)
  • Survival: 1d8 (+2 With Woodsman)
  • Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
  • Stealth 1d10 (+2 in Wilderness or Urban)
  • Fighting: 1d12
  • Shooting: 1d12
  • Knowledge (Arcana): 1d4
  • Psionics: 1d8
  • Intimidation: 1d6
  • Taunt: 1d6

Abilities
  • Exceptional Rapid Recharge (1 ISP/5 Minutes)
  • Slow Regeneration (Natural Healing Roll Each Day)
  • +4 vs. Fear, Mind Control, and Magic
  • +2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties

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Henry_Price
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Re: Jungle Fever: Heart of Darkness

Post by Henry_Price » Tue May 22, 2018 4:20 pm

Henry is still wobbly, exhausted from his stay in the cocoon. On the way out he sees a holster crusted with sticky resin which he yanks loose.
Loot
Henry grabs a shard pistol with holster. With a +1 shooting from the ranged weapons table if allowed.
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.

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