Lord of Hammer

Heroes of the Vampire Kingdoms
GM: Pender Lumkiss
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Pender Lumkiss
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Lord of Hammer

Post by Pender Lumkiss » Tue Aug 27, 2019 12:39 pm

The world exploded and the ship passed through the gyser. As if flung out of a rocket it bounced once on a slow flowing river groaning before settling into its soft current. Again the heroes were under ground, a bright light far at the end of the underground river shown faintly. A voice carried and echoed indiscriminately over and around, male vibrant, and scorn filled, ”Hansy... Hansy... You finally come to play?” Despite the faint light at the end of the river way it was a dark cave, shadows cast by the lanterns carried by the rangers made it seem something or someone was moving along the rocky bank and possibly in the water below.

Gretta accepted the gifts of the newly minted cosmo knight. Something had also changed within her. Determination had settled in where fright had been. She looked up at @Sir Ndreare not shying from his brillance, instead accepting it. Her hands gripped his former weapons as she said with a sense of humble fortitude, ”Thank you heavenly knight. I will do what I am here to do, and do it well with these.”

One of the rangers, a dark skinned man pointed at a rocky formation whispering unnerved, ”There... something in the rock.” A light was brought to bare and nothing was behind the stalagmite as the ship listlessly passed. Karl laughed flexing his biceps and snapping a quick selfie. He wrapped a muscle bound arm around the man grinning, ” Don’t worry ranger, if death comes it will meet a mountain. Did I ever tell you the time my papa killed Angerworm?”

Audrey, standing near, admonished Karl for recklessly tempting the return of such a foe, ”Quiet Karl! Least you tempt something darker to emerge...” She grew quiet gathering some technowizard doodads as something sounded in the waterway. split splat splash.

The haughty taunting voice echoed again, ”Hansy... How do skin a cat? Or take apart a robot? Haha... Oh this is rich, I got some wench going on and on about Kir... Is he even with you? I thought his god died... Hahaha. You and your mates are too late. From what I gather these vamps are one bottle of Malort away from making themselves invulnerable. It’s hammer time...”

Clang, something from above was dropped onto the deck. A silver skull medallion! The voice of Hans’ Nemisis, Justin Hammer boomed clearly enhanced this time by mechanical means, ”See what I am saying Hansy..! Normally, I would not want these vamps or Lord Ruthvan to cover the land in darkness, but a deal is a deal. I get you, they get the world. Hehe... Fair I would say.” The heroes allies glance at the silver skull medallion but none pick it up or touch it.

The breathing of the huddled rangers looking out with laser weapons at the ready, and the occasional groan of the wooden hull was broken by Soldad stepping out of the hold. His voice was low and poignant and his wizened hand poked out into the darkness, ”Do you hear them? Do you hear the groan of their exoskeletons?” He cast his gaze out, ” Be ready... I can smell blood, and we have a long way yet to go.”

The shadows near the boat and in the rocks loomed large, danger was near, and the exit while straight ahead was far... Suddenly the shadows stirred, and a small lone row boat appeared in front of yours.

Soladad yelled, ”Look out, its a trap!” Something was about to happen!
Jessica to Mercy
Blub...blub... ”Mercy, I made it. I am in the water on your six. Let me know if you need a target blasted. Jessica Bronze out... Stay immortal.”

Please post a reaction or any RP, but end your post with a notice roll at -4(if you lack any way to deal with darkness like infrared, nightvision, or lowlight, make the notice at -6), danger sense and or sixth sense applies. Just make one notice roll and we will count it accordingly. Note: the foes are not supernatural monsters or supernatural evil. I think some folks get bonuses against those kinds of creatures.

After you post, we will move into some fun combat.

Note: You are at full PPE and ISP.
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Sir Ndreare
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Re: Lord of Hammer

Post by Sir Ndreare » Tue Aug 27, 2019 1:35 pm

Pender Lumkiss wrote:
Tue Aug 27, 2019 12:39 pm
Gretta accepted the gifts of the newly minted cosmo knight. Something had also changed within her. Determination had settled in where fright had been. She looked up at @Sir Ndreare not shying from his brillance, instead accepting it. Her hands gripped his former weapons as she said with a sense of humble fortitude, ”Thank you heavenly knight. I will do what I am here to do, and do it well with these.”
Ndreare nodded. "I do not think i will ever need armor like this again. The Eclipse armor is fine armor, it should keep you alive and safe."
Pender Lumkiss wrote:
Tue Aug 27, 2019 12:39 pm
The haughty taunting voice echoed again, ”Hansy... How do skin a cat? Or take apart a robot? Haha... Oh this is rich, I got some wench going on and on about Kir... Is he even with you? I thought his god died... Hahaha. You and your mates are too late. From what I gather these vamps are one bottle of Malort away from making themselves invulnerable. It’s hammer time...”

Clang, something from above was dropped onto the deck. A silver skull medallion! The voice of Hans’ Nemisis, Justin Hammer boomed clearly enhanced this time by mechanical means, ”See what I am saying Hansy..! Normally, I would not want these vamps or Lord Ruthvan to cover the land in darkness, but a deal is a deal. I get you, they get the world. Hehe... Fair I would say.”
Ndreare sees the silver amulet drop to the ground another, how many of these do they have he wonders to himself. As the rant moves on Ndreare waits for Han's reply before acting when suddenly Soldad yells.
Pender Lumkiss wrote:
Tue Aug 27, 2019 12:39 pm
Soladad yelled, ”Look out, its a trap!” Something was about to happen!

Total Notice after modifiers 7
notice d12+2 sight, low light vision - 4 darkness,
Notice 1d12-2 = 1: 3
Wild 1d6-2 = 1: 3

Extra Effort + Elan = 1d6+3 = 7: 4

Ndreare
Ndreare
Current Status
Parry: 9
Toughness: 22 (8)
Wounds: 0/3
Fatigue: 0/2
PPE: 27 of 35 base 20 without gear

Gear Charges:
  • Amulet of the Archmage: 0/5
  • Abrandis’ Honorblade PPE: 10/10
  • Night's Kiss PPE: 0/10
  • T.W.-B.A.G.: 5/5
  • Wilk's 237: 16/16 x2
  • Wilks 447: 20/20 x2



Current effects:
  • Armor Features Activated
    Deflection w/Raise = -6 to hit him
    Quickness w/ Raise = minimum card 8




Bennies: 6
  • +5 Quarterly Reset + Great Luck.
    +1 Benny for some outstanding RP!
    +1 From GM for Art of Maker.
    -1 For Vigor Roll to Soak critical failure wound.
    +1 Benny for choosing not to use second action after critical failure per Pender in Hangouts.
    -1 Benny, Agility to interrupt Hammers after everyone went on hold for chit chat.




Adventure Cards
Special GM removed, need interlude to obtain

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Ashlyn Alvarez
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Re: Lord of Hammer

Post by Ashlyn Alvarez » Wed Aug 28, 2019 2:55 am

Notice 8 Danger Sense 6
-4 difficulty
Notice 1d6-2 = 4: 6
Ace 1d6+4 = 8: 4
Wild 1d8-2 = 4: 6
Zacatecas, Mexico/Underground river
Night
Round 0

Ashlyn stared at the new Ndreare in surprise. She didn’t know what he was now, but at least he was alive. She turned her gaze over the new river and the dark shore, peering into the gloom as best she could. Someone was out there, taunting them, Hans specifically. She didn’t know who the voice was. And then they grew down the silver skull medallion.

Ashlyn walked over to the medallion. “Another one,” she muttered. She pulled her light blade and sliced the enchanted item in half, releasing the magic and leaving the two halves inert, denying the vampires access to this source of their invulnerability to their weaknesses.

“We are not afraid!” Ashlyn called out to the voice in the darkness. “We have defeated much worse than you! We destroyed vampire intelligence! You are speed bump!” She banged her hand against the Holy Shield of Jean d’Arc in readiness and defiance.

***
Character Tracker
Champion (+2 Damage, +2 Toughness)

Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
Danger Sense: Chance to notice an ambush.
PPE: 25/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 25/25
  • Telekinesis, Mind Reading, Puppet
Shield: 10/10 PPE
  • Deflection
Wand: 10/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 4/4
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).

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Sir Ndreare
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Re: Lord of Hammer

Post by Sir Ndreare » Wed Aug 28, 2019 8:12 am

After Ashlyn slices it in half Ndreare secures the cursed metal with the other two of its kind. However many of these things the creatures have, it is too many. Something must be done, they must find a way of destroying them. Looking around the group Ndreare worries for his own ability to handle the cursed metal.

"Does anyone have a way we can secure these in a way that should we fall, the enemy does not have access to them again?"
Ndreare
Ndreare
Current Status
Parry: 9
Toughness: 22 (8)
Wounds: 0/3
Fatigue: 0/2
PPE: 27 of 35 base 20 without gear

Gear Charges:
  • Amulet of the Archmage: 0/5
  • Abrandis’ Honorblade PPE: 10/10
  • Night's Kiss PPE: 0/10
  • T.W.-B.A.G.: 5/5
  • Wilk's 237: 16/16 x2
  • Wilks 447: 20/20 x2



Current effects:
  • Armor Features Activated
    Deflection w/Raise = -6 to hit him
    Quickness w/ Raise = minimum card 8




Bennies: 6
  • +5 Quarterly Reset + Great Luck.
    +1 Benny for some outstanding RP!
    +1 From GM for Art of Maker.
    -1 For Vigor Roll to Soak critical failure wound.
    +1 Benny for choosing not to use second action after critical failure per Pender in Hangouts.
    -1 Benny, Agility to interrupt Hammers after everyone went on hold for chit chat.




Adventure Cards
Special GM removed, need interlude to obtain

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Penitent
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Re: Lord of Hammer

Post by Penitent » Wed Aug 28, 2019 2:55 pm

Sir Ndreare wrote:
Wed Aug 28, 2019 8:12 am
After Ashlyn slices it in half Ndreare secures the cursed metal with the other two of its kind. However many of these things the creatures have, it is too many. Something must be done, they must find a way of destroying them. Looking around the group Ndreare worries for his own ability to handle the cursed metal.

"Does anyone have a way we can secure these in a way that should we fall, the enemy does not have access to them again?"
"Slicing them in half appears to work. I suggest we do the same to anything wearing one," Penitent says.

The voice in the darkness, apparently some old foe of Hans, was no more welcome than the buzzing voice of Doc Reid had been. Neither had been particularly unnerving -- Penitent had encountered more than wicked voice in the darkness that had tried to seduce or distract him -- but the apok grew tired of the games. He was ready to face their foes and bring redemption on the end of his blades to those who sought to spread evil across the many worlds.

"Do not waste your words on these, Karl. Your breath is better used to provide strength to your blows," he says, marveling again at the boy's transformation into a brodkil, near fully grown.

He nods approvingly at Audrey's preparations and reaches out, all too briefly, to put a hand on her hip. She smiles back, despite the uncertain circumstances.

"You're gonna owe me one helluva massage when this is all over, you know."

Notice 0, but would be success with Sixth Sense vs. anything magical

Notice 1d8-4 = -1: 3
Wild 1d6-4 = 0: 4
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 4/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)

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Hans Greuber
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Re: Lord of Hammer

Post by Hans Greuber » Thu Aug 29, 2019 11:19 am

Notice 9
Notice at -4
  • Notice: 1d8-4 = 2: 6
    Wild: 1d6-4 = -2: 2 Wrong Die - 1d8-4 = 1: 5
    • Extra Effort: 1d6+2 = 7: 5 (Elan)
    Result: 9 - Success with Raise
Bloody Hammers. Why do they have to keep on chasing me? If they would have let me leave their mercenary company when I wanted to, I wouldn't have had to get creative on their Robot Vehicles in order for Alecto and I to get away. Somehow I don't think he will have brought any easy to disable vehicles after the last few times I met with him or his father.

"Guys, that would be Jeff Hammer. He is not happy with how me and some friends defeated his father's mercenary company and took all of their big Robot Vehicles and Power Armor as compensation for the trouble. Are they... yes. I just sent a ping, and it looks like they have not changed operating systems since I was with them. Watch out, boys. Looks like we have a fight on our hands. I wouldn't be surprised if that boat isn't just full of explosives and was just aimed at us and sent out. Brace for impact!!!"
Hans Greuber
Main Character: Merlaggon
PPE: 23 / 50
  • Band of Healing: 2 / 10
    Band of Power: 2 / 10
    Wings of Icharus: 10 / 10
    Dreamtime: 0 / 5
Active Powers:
Greater Armor
Greater Quickness
Intangibility (On Gretta)

Combat Edges:
Level Headed
OOC Comments
Arcane Machinist Gadgets Left: 7 /7
Created Gadgets:
None
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
[list][*]Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
[*]Exceptional Rapid Recharge (1 PPE per 5 Minutes)
[*]4 PPE per Hour to Charge
[*]Strength d12+2[/list]

Commonly Used Weapons:
  • "Satisfaction" (TW P-40 Particle Beam Cannon)
    • Damage: 3d8+5 AP6 MD.
    • Shots: 40/40
    • RoF: 1
    • Sound (Deafness) Trapping
    • +2 to Shooting
  • "Dreamtime" (TW Revolver)
    • Damage: 2d6+2 AP4
    • Shots: 6/6, Can Fan the Hammer
    • +2 to Shooting
    • Trapping (Temporal Thought; Smarts Roll on Hit or Fatigue)
    • Power - Slumber with Temporal Thought Trapping)
    • +1 Die Shooting
Bennies: 3 / 3
Base Amount
+2 for Hindrances (Loyal and Doesn't Swim)
+1 for RP
-1 to Soak Rocket
-1 for Extra Effort vs. Maelstorm Maker Dramatic Task
-1 for Extra Effort in Quick Combat vs. the Hammers


Toughness: 31 21 (21 11); Parry: 4; Pace: 9 7 / (5)

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Brody Conrey
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Re: Lord of Hammer

Post by Brody Conrey » Mon Sep 02, 2019 4:47 pm

Jack stares out from the stern of the ship. He is unsure of what new dangers are going to be around the next turn. He feels invigorated and wonders when this nightmare is going to end and when will he see true Daylight. When commotion erupts about the rocky formation he gets concerned. Then he sees the Silver medallion hit the deck and he knows the fracken crapola is about to hit the fan.

Notice d4 Danger Sense Edge, both night and thermal vision
1d4 = 3: 3 -4+2 extra Effort 1d6 = 4: 4 total 5

Wild Dice
1d6 = 1: 1

Fatal Flaw: You spend countless hours analyzing enemy tactics and are a master of understanding the subtle Nuances of the high tech world. If someone needs to make sure a hi tech competitor goes down in a blazing inferno they know to call you first. As an action and makes a smarts roll, any piece of hi-tech within your Smarts range suffers a technical difficult. This might be due to careful planning or skillful luck. You can also spend a benny to extend this range to the long range of a weapon readied. You also reduce an enemies tokens in a mass battle by 2.

Smart 1d6 = 1: 1
Brody Conrey
Brody's Sheet

viewtopic.php?f=74&t=2799
Brody Conrey,
OOC Comments
Psi Ghost from Psyscape.

Description: 6’ 2” Healthy, regular looking 19-year-old, athletic male. Blue Eyes, Blonde with a tint of red hair close cut. Wears CS armor, CA 7.
Stays in the background, (No he isn’t a front-line fighter, He is a thief.) Keeps Secrets. He is from Psyscape and will report back to them and also Elle the Owl at the Castle. He will gather extra funds, He is a thief but not from his team mates. Will gamble using his ability to read if the person is lying?

Conditions:
PP 35/35

Bennys: 3+1

Adventure Deck: 2019
Novice: 1d52 = 42: 42
Aced
Play instead of rolling to make a
trait test with a single automatic
raise.

EP Aventure Card
Power Points."Immediately recover all spent
1d54 = 36: 36


POWERS (has Mega powers of each due to Master Edge)
OOC Comments
ARMOR: Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round) Telepathy. GREATER ARMOR Power Points: 5 Range: Touch Duration: 3 (1/round) Success grants +5 M.D.C. Armor, a raise grants +10.

HAVOC:Rank: Seasoned Power Points: 2–4 Range: Smarts×2 Duration: Instan GREATER HAVOC Power Points: +2 Range: Smarts×3 Duration: Instant

SMITE: (has auto raise) Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round)
GREATER SMITE: Power Points: 4 Range: Touch Duration: 3 (1/round)

TELEKINESIS Rank: Seasoned Power Points: 5 Range: Smarts Duration: 3 (1/round) EXALTED TELEKINESIS Power Points: 10 Range: Smarts×2 Duration: 3 (1/round)

TELEPORT Rank: Seasoned Range Power Points: 3+: Special Duration: Instant GREATER TELEPORTPower Points: 5+ Range: Special Duration: Instant.

DETECT ARCANE at will:: Novice Power Points: 2 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) EXALTED DETECT/CONCEAL ARCANAPower Points: 4 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination
Ghosting as an action no PP.

• Psychic awareness leads many to the ability to sense the feelings of others. This empathy allows your psionic to determine the general emotional state of another being within Smarts range by making an opposed Spirit check. On a raise, she can tell if another character is lying or being evasive in a conversation
• He always gets a strange tingling in the back of her neck when things are about to go all pear-shaped. She’s seen enough trouble to know when it’s coming. Your character has the Danger Sense Edge.
ITEMS
OOC Comments
CA-7 Special Forces Heavy “Dead Boy” Body Armor:
+8 Armor.
+2 Toughness
Strength: no min
Environmental Protection: yes
Weight: 20 lbs
Weapons:
Vibroknives on the forearms (Str+d6, AP 4, Mega Damage)
Garrote wire connected to the left wrist (Str+d4, must follow successful Grapple with a raise).

NG-33 Laser Pistol
Range: 15/30/60
Damage: 2d4+1, AP 2
RoF: 1
Shots: 20
Weight: 4 lbs
Notes: Semi-Auto

Thieves Toolkit
Sword "Whisper"
Credits: 1300

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Kir Gloryspirit
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Re: Lord of Hammer

Post by Kir Gloryspirit » Wed Sep 04, 2019 5:51 pm

Notice (Danger Sense): 14
Notice: 1d6-2 = 0: 2 (+2 Alertness, -4 Scene)
Wild: 1d6-2 = 3: 5
Wild: 1d6-2 = 4: 6 Ace: 1d6+4 = 10: 6 Ace: 1d6+10 = 14: 4
Kir follows Sir Ndreare up to the deck where things quickly begin spiraling out of control. Kir doesn't catch much of the situation, however, as his vision blurs when the enemy speaks. Asnir has something important to show Kir...
Kir Gloryspirit, God-Touched Mystic of Asnir, God of War
Kir Gloryspirit, God-Touched Mystic
Charisma: 3; Pace: 6; Parry: 8(1); Toughness: 10(5)
Combat-Relevant Edges & Abilities:
  • Alertness: +2 to Notice
    Champion: Add +2 damage vs supernaturally evil creatures and +2 Toughness vs damage from supernaturally evil sources.
    Cosmic Confluence: 2 PPE to 1 ISP & Vice Versa (use immediately)
    Crapsack World: Roll an additional Wild die per Trait roll. Tripple 1's = roll a new char?
    Danger Sense: Notice -2 to know something is about to happen; On hold if success
    Even Stronger Willed: +2 Taunt/Intimidation, +2 Smarts/Spirit vs Tests of Will, +2 vs Fear/Puppet
Wounds: 0/3; Fatigue: 1/2
PPE: 8/25; PPE: 0/10; PPE: 10/15; ISP: 8/20
Bennies: 0/3; Sun Dogs: 2/4
Adventure Cards
Edit Signature
Kir Gloryspirit speaking/thinking
Asnir, god of war speaking (directly into the mind)
Asnir speaking through Kir Gloryspirit (both speaking simultaneously)

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Architect
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Re: Lord of Hammer

Post by Architect » Tue Sep 10, 2019 8:21 pm

Architect had never left the bow of the ship, even after hauling Soldad back into the boat. He had hoped more luck would come his way and that they could end things quickly with the vampires and be on their way to restoring balance, but no. From one conflict into another it would seem.

Notice -1 _
Scene Modifier -4
Notice (1d6) 1d6 = 3: 3
Wild (1d6) 1d6 = 1: 1
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
Architect Awakened
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Pender Lumkiss
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Re: Lord of Hammer

Post by Pender Lumkiss » Thu Sep 12, 2019 3:16 pm


Gm notes: +1 benny for some thrilling RP
Combat round 0, this is how we are going to set up combat. Folks on hold need to make agility rolls to interupt, everyone else has agility rolls to make. All players need to make spirit rolls as well. See bottom of post for all your rolls and modifiers.

Also players can place themselves anywhere on the map. Please include in your post where you want to start. The only exception is Architect (+1 additional benny). You were already declared to be at the bow.

One everyone posts some reactions and RP (no actions yet)... I’ll update the map and we can go into the the surprise round.

Lastly, I tried to spread your individual vignettes arround this time roughly in order of how I imagined seeing them.
Penitent hears Doc Reid
A soft voice full of a hardness that came from fighting a seepless enemeny for countless ears filled Penitnt’s drums, ”Ignore me? I could aid you Penitent and where you are going you will need it. Right now you are surrounded by techno warriors... They hold but a grudge against your dwarve. The real danger is what they protect and what is in those cursed medallions.”

Sir Lazerous the cyber knight with a great crown, one of Doc Reid’s chief allies stumbled into Karl. The crazed cyber knights eyes were wide as if he had seen a ghost, ”I hear him... I hear Doc...oomph”

Karl knocked the man back as his biceps seemed to triple in size. The fully realized Karl, laughed at the stumbling knight, ”Stay down maniac! We are in being ambushed... “ Karl paused jut enough to snap a photo of the two for his celestial pintrest.

The voice echoed again in Penitent’s ear seemingly out of thin air, ”I can aid you Penitent...” The voice disappeared and is replaced by the all too familiar sense of supernatural danger... Cutting the medallion would end up being someone’s folly.
Hans talks to Hammer
”It goes both way Hansey... I know siding with vampires and dark lords is not really our thing. But the pay was unbelievable and chance an offer I could not refuse.” Jeff Hammer’s voice echoed over the dwarves radio. For the briefest of moments Hans had a fix on the hammers positions. Men and power armor on both banks, and two things in the water. Plus something large above in the stalactites. ”You should have never left the Hammers... You and your robot friend... How many ways can you skin a cat I wonder? Hehe... The bosses boss even has something fun in mind for your big green friend... You forgot our code Hans... Good bye.” Hans’ armor readout went dead as the Hammer’s realigned their system.

Interrupting Hans, Gretta frantacally gripped Hans’ hand tightly bringing her blade gifted from the cosmic Ndreare to bare. Not against Hans of course but towards the medallion cut in twain. She whispered pointing at it, ”Something rises from the blackness trapped within the medallion!” Her eyes grew wide... ”An ancient malice... We cannot keep breaking them...”
Cutting of the medallion
A dark smoke seeped from the medallion cut in twain. No voice or foul creature sprang forth, and the rangers watched then breathed a collective sigh of relief. One slapped Pen on the back, ”I though for sure something foul would have happened eh?” the ranger stumbled and before the very eyes of the heroes the ranger’s own popped out and blood gushed every where. Gurgling on the deck, the ranger gasped and spoke with a voice not his own, ”Release me... Release more of me...”
Ashlyn meets Nxla
A dark voice came from a smoke that reeked from the broken medallion. The voice was for her and her alone. An ancient malice, and darkness that in part was released. While it held no danger to her now, perhaps in the future if given enough time it would cover the megaverse! Hahaha I will be free soon! The vampire’s seek my freedom and their absolution! Cut the rest of those medallions that, Deathspike forged, little mystic and release me fully. I offer you nothing in return except you will be the first to die and the first to be remade in my army of darkness. I am Nxla reborn! You will die alone. Hahaha... Against such a foe and force what kind of power could stand against it. Ashlyn’s shield shown bright glimmering for a moment with the power of the Arch Angel!

She heard in her head a friend and ally... While we cannot assist you directly and the dark power is hidden from us and its many dangers are shrouded, know this Ashlyn, you are far from alone!

Whomever this Nxla was invaded her being with an assult she had never felt before. She would need sll her strength to resist.
Karl couldn’t help but to smile sourly at the grusome ranger fallen to the ground, ”Looks like he was wrong...” He glanced at Ashlyn whose shield begun to glow. He raised a devilish eye brow at his future wife. Then the dark smoke spread to the rest of the heroes trying to infect them with an ancient malice that if successful would serve in only aiding an army of darkness!

Audry yelled as it touched her skin, ”What is this? Get off... Get off... Uggghhh...” Her voice faded as she slumped to the ground crushing her half dozen made techno wizard items. ”Ughhh... Penitent... I...” Her last words were lost in the loud explosion and her own collapse into a coma... But perhaps she said pregnant.
Ndreare received a message from the forge
Gretta gratefully took the weapons and arms from the newly minted cosmo knight. It seemed even without adjustments for now they would suit her in the tight pinch the group was headed for. When the medallion was first cut Ndreare saw a vision of a place he could take them to. A fiery voice not so much words filled the cosmo knights mind. It was warm like the sun. It showed you a great city, Chichen Itza; You will find a hidden well. Cast all the cursed medallions into it. Do not let any survive... For if even one is not cast into the healing well a darkness will rise not just this earth but those worlds beyond.

Within Ndreare’s armored gauntlet he can feel the power of the forge surge within. If he unleashed it on the dark smoke flittering about he may have the strength to cleanse it. [Once we begin combat you have the option to make an opposed spirit roll against the smoke released from the medallion. Succeed and it is vanquished]
7E24C2A4-6C07-47B3-9D50-039D6FBE6D87.png
Chitchen Itza
BC52AFA9-CA73-4B9E-89CC-16D7219996D9.jpeg
Sacred Well
Kir’s vision
The vision gifted by Asnir bestowed upon Kir was unlike any he had seen ever. Twisted horrors await you keeper of the last of my life force. Xy has laid me low...
The past
A small boat waiting in the water. Two men grin at each other. One man’s grin was toothy. He growled, ”Hammer sure has a hard on for that dwarve huh? Guess that is what happens when your dad gets cacked.”

The other one chuckled agreeing. ”Haha, you bet. We got enough fusion blocks in this dingy to blow any ship sky high. Do you wonder how they are going to get a ship down here? I haven’t seen a cave opening large enough... We just barely scraped by with the subs...”

The toothy one props up a dead ranger body and slaps a bloody smile using the rangers own congealed blood as ink. ” No matter... Hammer gets what he wants. Finish setting the charges.”


Present:

Glimpses and flashes dart along the banks. What is left of Asnir reveals armored figures dotting the bank... Some armors of power, and other just well armed soldiers and mercs. A voice echoes in your mind as Asnir cried out, “The Hammers come for you!”
Suddenly rangers and Hans yelled to cast the boat to the side but it was in vain as nothing could be done. The little dingy that had suddenly appeared in front of the wooden galleon collided with it in an explosion of flame and fire. Soldad at the bow with Architect screamed, ”Look out!”. But it was too late, the boat rolled and swayed knocking some rangers into the water. What cruel fate would have it so that the boat twice repaired now suffered such a catastrophic injury. The wood groaned and was set a flame. In the roaring light, along the banks for those that were able to withstand the jarring blast they could just make out armored men readying their weapons for a final assult.
Architect is saved by Soldad?
@Architect catches sight of a smile in the water, just beneath the bow spirit of the boat the adventurers travel on. It was a wide smile with bloody red teeth as if he was seeing the reflection of a dark power smile. The smile of an ancient malice that those in Psyscape had once vanquished. The smile was too familiar, and The Prophet had gone on and one about it at length during the last celestial court. The smile was the portent of Nxla...

Soldad stood next to him thankful he had not fallen in the water. Unfortunately you two got a good view of the small boat as it detonated some 10 fusion blocks against the hull of the ship the heroes ride on. The twisted vampire bow spirit erupts in flame, and fire streaking everywhere. Soldad tried to shield @Architect giving the celestial being half a chance to avoid fiery calamity. The wizened vampire cried, ”Look out Architect! The celestials still need their designer!”
Brody’s memory
Brody was struck by a memory... Months ago...

Justin Hammer had let it be known in certain disreputable circles he was out for blood. Being a psighost himself contacting folks like Brody had been some what easy. He had gathered them just outside Whykin in a large red tent with a giant steel forged hammer on it.

Justin was a blonde haired blue eyed psi ghost merc seething for blood. ”Ok folks... This is how we do it.” He pointed to a large map within the vampire kingdoms. ”My sources say Hans and his company of so called heroes will be here on this eve. That is when we will strike. With power armor, and armored men. Plus two small submersibles in the water capable of off loading a dozen Hammers onto their wooden galleon. We blow the boat and move in for the kill...”

After the meet Brody received a communique, an errant paper floated towards him, it was from his current employer and read: From Blackwell, To BrokenHeart... Disable. Brody eyed the array of equipment, power armor, and small water craft. It seemed he might have just enough time to disable some of it.
Mercy talks to Jessica
”Mercy its Jess... Something is in these waters... Maybe a boat or something. Let me know if you need me too....” The radio goes unexpectedly quiet.


79AB0003-3AC8-4FDD-A06D-79C8DB50F620.jpeg
Map
Kir on hold, need to make an agility roll for initiative order and spirit -2 vs the darkness from the medallion
Kir 1d6 = 4: 4: needs to make an agility roll and is on hold, and spirit roll -2 when the medallion is cut in twain.
Architect, no card for initiative but needs to make an agility roll vs explosion and a spirit -2 roll vs the darkness escaping the medallion
Architect 1d6 = 4: 4: agility or takes 4d8 ap25 fusion missile damage. Also needs to make a spirit roll when the medallion is cut.
Brody, On hold please make agility roll for initiative order, spirit -2 when the medallion is cut in twain. Also note what electronic devices or vehicles the hammers have that begin to fail.
Brody 1d6 = 4: 4: needs to make an agility roll and is on hold, and spirit roll -2 when the medallion is cut in twain. Also tell me what equipment of the hammers you would like to take a TD...
Hans, dealt in, agility -2 roll to remain on your feet, spirit -2 when the medallion is cut
Hans Invalid dice code!: dealt in. Agility -2 to remain on his feet as the front of the boat explodes. Spirit roll -2 when the medallion is cut.
Pen, not dealt in, agility -2 to remain on your feet, spirit +2 when the medallion is cut
Pen 1d6 = 5: 5: no card. Agility roll -2 to remain on his feet as the front of the boat explodes. Spirit roll when the medallion is cut.
Ndreare dealt in, please make an agility roll at -2 to stay on your feet and a spirit roll at +2, you also have a chance to the first round to destroy the medallion with your cosmic weapon as contested spirit roll...
Ndreare 1d6 = 6: 6: dealt in. Agility roll -2 to remain on his feet as the front of the boat explodes. Spirit roll -4 when the medallion is cut.
Ashlyn please make an agility roll for being on hold, and a spirit roll vs 13
Ashlyn 2d6 = 4: 2, 2: needs to make an agility roll and is on hold, and spirit vs 1d10 = 4: 4 wild 1d6 = 3: 3 benny EE: 1d6 = 6: 6 ace
1d6 = 3: 3when the medallion is cut in twain.
Mercy
Dan hit me up on hangouts if you are still in this game.
13th GM bennies GM Bennies
1/3
Vampire Kingdoms GM Bennies
6/7
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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Architect
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Re: Lord of Hammer

Post by Architect » Fri Sep 13, 2019 12:06 pm

Note to Self
Add 2 Bennies to current Total.
Architect stares at the rowboat on collision course with the floating tinderbox they are calling "Safety". Well in slow motion, time-lapse, or suspended animation, Architect watches as "Safety" is rocked by a massive explosion.
Pender Lumkiss wrote:
Thu Sep 12, 2019 3:16 pm
Architect catches sight of a smile in the water, just beneath the bow spirit of the boat the adventurers travel on. It was a wide smile with bloody red teeth as if he was seeing the reflection of a dark power smile. The smile of an ancient malice that those in Psyscape had once vanquished. The smile was too familiar, and The Prophet had gone on and one about it at length during the last celestial court. The smile was the portent of Nxla...

Soldad stood next to him thankful he had not fallen in the water. Unfortunately you two got a good view of the small boat as it detonated some 10 fusion blocks against the hull of the ship the heroes ride on. The twisted vampire bow spirit erupts in flame, and fire streaking everywhere. Soldad tried to shield @Architect giving the celestial being half a chance to avoid fiery calamity. The wizened vampire cried, ”Look out Architect! The celestials still need their designer!”
His mind processes the past and his mind flashes to the visage in the water. Prophet what was the warning reagrding Nxla?

His memory and mind rebound to the present as his physical body is shielded by ... Soldad!?! While welcome, I figured he would save himself first. Then again, who wants to live forever?


Agility 11 _
Loyalty Hindrance
[*] Agility (1d6) 1d6 = 6: 6
[*] Aced! Agility (1d6+6) 1d6+6 = 11: 5
[*] Wild (1d6) 1d6 = 5: 5
As Soldad steps in front of Architect, Archie istinctively grasps Soldad and coils himself around the Great Vampire. Falling backwards from the blast, Archie and Soldad both land backwards on the ship watching as flames shoot up the keel end of the bow and the Ship named Safety, rocks from the detonation impact.

Soldad looks at Architect. Architect looks at Soldad. Archie is the first one to speak, "Don't most vampires have an adversion to flames and fire. Something in the vampire code that says, Fire is Bad" Archie laughs at his own joke but does so in a tone and manner to say that he was grateful to Soldad for jumping into the blast all the same.


While laying on his back, Archie is able to look back (upsaide down of course) towards the helm and the ships wheel. He sees the medallion-shape and notices it being broken. Again, it all happens in slow motion.

K/ Arcana 8 _
[*] K/Arcana (1d8) 1d8 = 6: 6
[*] Wild (1d6) 1d6 = 6: 6
[*] Aced! Wild (1d6+6) 1d6+6 = 8: 2
Too late to prohibit the breaking of the medallion, Archie tries to shout a warning about what has been released. Where did they get THAT medallion from?

Spirit 8 _
Scene Modifier: -2
[*] Spirit (1d8) 1d8 = 7: 7
[*] Wild (1d6) 1d6 = 6: 6
[*] Aced! Wild (1d6+6) 1d6+6 = 10: 4
Architect detects something and braces himself for a spiritual onslaught. Not looking to Soldad, "Soldad do you knw more about that medallion?" Archie points a clawed foot the direction of the second threat. Fire to the front. Spirited Darkness to the rear.
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
Architect Awakened
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Hans Greuber
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Re: Lord of Hammer

Post by Hans Greuber » Fri Sep 13, 2019 8:46 pm

Rolls
Agility (at -2)
  • Agility: 1d6-2 = 2: 4
    Wild: 1d8-2 = 4: 6
    Result: 4 - Success
Spirit (at -2)
  • Spirit: 1d12-2 = 7: 9
    Wild: 1d8-2 = 6: 8
    • Ace: 1d8+6 = 13: 7
    Result: 13 - Success with Raise(s)
Pender Lumkiss wrote:
Thu Sep 12, 2019 3:16 pm
Hans talks to Hammer
”It goes both way Hansey... I know siding with vampires and dark lords is not really our thing. But the pay was unbelievable and chance an offer I could not refuse.” Jeff Hammer’s voice echoed over the dwarves radio. For the briefest of moments Hans had a fix on the hammers positions. Men and power armor on both banks, and two things in the water. Plus something large above in the stalactites. ”You should have never left the Hammers... You and your robot friend... How many ways can you skin a cat I wonder? Hehe... The bosses boss even has something fun in mind for your big green friend... You forgot our code Hans... Good bye.” Hans’ armor readout went dead as the Hammer’s realigned their system.

Interrupting Hans, Gretta frantacally gripped Hans’ hand tightly bringing her blade gifted from the cosmic Ndreare to bare. Not against Hans of course but towards the medallion cut in twain. She whispered pointing at it, ”Something rises from the blackness trapped within the medallion!” Her eyes grew wide... ”An ancient malice... We cannot keep breaking them...”
((On the Hammers' Frequency))"Jeff, Code? You bring up a code for the Hammers? If I remember right, the unofficial 'Code' for the Hammers was... 'What's mine is mine, and what's YOURS is mine... if I want it.'"

"I was sold a false bill of goods when I joined. I was told that the Hammers took contracts to pay for their costs plus a decent profit, but that they helped people that didn't have the skills but did have the credits, and that we gave them good value for what they paid for. I was told that I could request and receive my walking papers at the end of any contract, and be left at the nearest settlement. I was there when your father took a contract to protect a mining village from raiders, and he then took their money and sold them out to the raiders for a share in the spoils from sacking the village. There was many other similar instances of similar betrayals too. I also remember the Hammers taking additional fees 'in flesh' from those they found attractive. I also remember when Piotr Kwilkowski asked for his walking papers after I was in for about a month. The old timers started laughing. Your father brought him to within eye sight of a village and said he could go... then took a snipers rifle in his own hands and blew his head off. The only way I could escape from the Hammers was what I did... sabotage the Robots enough to deter the Hammers from following and sneak out under the cover of night. I could have rigged the power plants to blow, but I just did the minimum to enable my escape."

"I just wanted out of the Hammers. It was YOUR father that decided to follow me for his own pride... for his honour… as if he ever really knew the meaning of that word. He was going to kill me and my new friends in the Black Company and leave the citizens in Gloom in trouble. We just proved to be more than they could handle, with his poor strategic planning due to his overconfidence."

"Now you and your friends have decided to continue this vendetta against me and my friends. You know that ' vampires and dark lords is not really our thing', yet you did so just for a chance at vengeance. Anything that happens now, just remember that YOU brought it upon yourselves."


"There are two submersibles somewhere in the water, and my scans show that there are four soldiers in Power Armor on the right bank with seven soldiers in body armor backing them up, and on the left bank, there are two in Power Armor with seven in body armor backing them up. "

"...and STOP breaking those medallions. You are releasing what my sister called 'an ancient malice'. It is either possessing or at least channeling through that Ranger."


Knowing that the explosion was probable, Hans was able to keep his balance at the stern when the explosion went off at the bow of the ship. When the dark cloud encompasses Hans, the strong willed Dwarf easily throws off its malice filled influence.

"That black cloud is trying to take over our minds. Throw it off. We need to throw it off so we can stop the Vampires and Demons."
Hans Greuber
Main Character: Merlaggon
PPE: 23 / 50
  • Band of Healing: 2 / 10
    Band of Power: 2 / 10
    Wings of Icharus: 10 / 10
    Dreamtime: 0 / 5
Active Powers:
Greater Armor
Greater Quickness
Intangibility (On Gretta)

Combat Edges:
Level Headed
OOC Comments
Arcane Machinist Gadgets Left: 7 /7
Created Gadgets:
None
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
[list][*]Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
[*]Exceptional Rapid Recharge (1 PPE per 5 Minutes)
[*]4 PPE per Hour to Charge
[*]Strength d12+2[/list]

Commonly Used Weapons:
  • "Satisfaction" (TW P-40 Particle Beam Cannon)
    • Damage: 3d8+5 AP6 MD.
    • Shots: 40/40
    • RoF: 1
    • Sound (Deafness) Trapping
    • +2 to Shooting
  • "Dreamtime" (TW Revolver)
    • Damage: 2d6+2 AP4
    • Shots: 6/6, Can Fan the Hammer
    • +2 to Shooting
    • Trapping (Temporal Thought; Smarts Roll on Hit or Fatigue)
    • Power - Slumber with Temporal Thought Trapping)
    • +1 Die Shooting
Bennies: 3 / 3
Base Amount
+2 for Hindrances (Loyal and Doesn't Swim)
+1 for RP
-1 to Soak Rocket
-1 for Extra Effort vs. Maelstorm Maker Dramatic Task
-1 for Extra Effort in Quick Combat vs. the Hammers


Toughness: 31 21 (21 11); Parry: 4; Pace: 9 7 / (5)

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Kir Gloryspirit
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Re: Lord of Hammer

Post by Kir Gloryspirit » Sun Sep 15, 2019 4:16 pm

Agility 4, Spirit 7
Agility: 1d6 = 4: 4
Wild: 1d6 = 2: 2
Wild: 1d6 = 4: 4

Spirit: 1d8 = 2: 2
Wild: 1d6 = 1: 1
Wild: 1d6 = 3: 3
Benny to Reroll
Spirit: 1d8 = 7: 7 (+2 Elan, -2 Scene)
Wild: 1d6 = 6: 6 Ace: 1d6+6 = 7: 1
Wild: 1d6 = 3: 3
Kir snaps back from his vision moments before the blast rocked the boat and attempts to warn his allies, "Foes to all sides! Steady yourselves for an explo...!"

The explosion rocks the boat, but Kir manages to keep his feet. The mist is troubling, but it doesn't seem to be affecting him yet, so he decides to protect those who succumb to it. Kir readies his battlestaff and keeps his eyes peeled for the first enemy to approach.
Kir Gloryspirit, God-Touched Mystic of Asnir, God of War
Kir Gloryspirit, God-Touched Mystic
Charisma: 3; Pace: 6; Parry: 8(1); Toughness: 10(5)
Combat-Relevant Edges & Abilities:
  • Alertness: +2 to Notice
    Champion: Add +2 damage vs supernaturally evil creatures and +2 Toughness vs damage from supernaturally evil sources.
    Cosmic Confluence: 2 PPE to 1 ISP & Vice Versa (use immediately)
    Crapsack World: Roll an additional Wild die per Trait roll. Tripple 1's = roll a new char?
    Danger Sense: Notice -2 to know something is about to happen; On hold if success
    Even Stronger Willed: +2 Taunt/Intimidation, +2 Smarts/Spirit vs Tests of Will, +2 vs Fear/Puppet
Wounds: 0/3; Fatigue: 1/2
PPE: 8/25; PPE: 0/10; PPE: 10/15; ISP: 8/20
Bennies: 0/3; Sun Dogs: 2/4
Adventure Cards
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Kir Gloryspirit speaking/thinking
Asnir, god of war speaking (directly into the mind)
Asnir speaking through Kir Gloryspirit (both speaking simultaneously)

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Brody Conrey
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Re: Lord of Hammer

Post by Brody Conrey » Mon Sep 16, 2019 7:24 pm

Brody is at the stern of the ship just keeping eyes and his mind open for anything to go boom. Sure, enough Brody isn’t surprised much when the front of the ship goes boom. After the explosion that rocks the ship Brody remember something that happened a few months ago. And Brody speaks up,
“Crap, Crap, Crap, Rangers information there will be a couple of Subs coming to attack us. Along with the PA’s and Armor from all Sides. Prepare to repeal Borders!”
ckly.
On Hold
Agility Roll for Init: 1d8 = 7: 7
Wild Die 1d6 = 1: 1
When medallion is cut Spirit Roll-2 1d10 = 5: 5 extra Effort 1d6 = 2: 2
Wild Die 1d6 = 3: 3

Brody remembers something about the cave Fugus and mold it is acidic and sticky when heated up. If the PA armor and subs have been here they have collected the Mold and fungus. It was the special Silver that stopped the Mold and Fungus from forming at the gates and other Gears. The bad news the PA and Armor have been here in this damp area and the mold and Fungus has already done it’s damage for several months. Now when they redline the friction will come into play, heat and acid will work together and you have catastrophe. “Aim for engines and joints. Someone needs to go overboard and look for the subs.”

Brody will ghost and head for one sub he plans to attack the engine and put a hole in the bottom so it fills with water and sinks quickly.
Brody Conrey
Brody's Sheet

viewtopic.php?f=74&t=2799
Brody Conrey,
OOC Comments
Psi Ghost from Psyscape.

Description: 6’ 2” Healthy, regular looking 19-year-old, athletic male. Blue Eyes, Blonde with a tint of red hair close cut. Wears CS armor, CA 7.
Stays in the background, (No he isn’t a front-line fighter, He is a thief.) Keeps Secrets. He is from Psyscape and will report back to them and also Elle the Owl at the Castle. He will gather extra funds, He is a thief but not from his team mates. Will gamble using his ability to read if the person is lying?

Conditions:
PP 35/35

Bennys: 3+1

Adventure Deck: 2019
Novice: 1d52 = 42: 42
Aced
Play instead of rolling to make a
trait test with a single automatic
raise.

EP Aventure Card
Power Points."Immediately recover all spent
1d54 = 36: 36


POWERS (has Mega powers of each due to Master Edge)
OOC Comments
ARMOR: Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round) Telepathy. GREATER ARMOR Power Points: 5 Range: Touch Duration: 3 (1/round) Success grants +5 M.D.C. Armor, a raise grants +10.

HAVOC:Rank: Seasoned Power Points: 2–4 Range: Smarts×2 Duration: Instan GREATER HAVOC Power Points: +2 Range: Smarts×3 Duration: Instant

SMITE: (has auto raise) Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round)
GREATER SMITE: Power Points: 4 Range: Touch Duration: 3 (1/round)

TELEKINESIS Rank: Seasoned Power Points: 5 Range: Smarts Duration: 3 (1/round) EXALTED TELEKINESIS Power Points: 10 Range: Smarts×2 Duration: 3 (1/round)

TELEPORT Rank: Seasoned Range Power Points: 3+: Special Duration: Instant GREATER TELEPORTPower Points: 5+ Range: Special Duration: Instant.

DETECT ARCANE at will:: Novice Power Points: 2 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) EXALTED DETECT/CONCEAL ARCANAPower Points: 4 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination
Ghosting as an action no PP.

• Psychic awareness leads many to the ability to sense the feelings of others. This empathy allows your psionic to determine the general emotional state of another being within Smarts range by making an opposed Spirit check. On a raise, she can tell if another character is lying or being evasive in a conversation
• He always gets a strange tingling in the back of her neck when things are about to go all pear-shaped. She’s seen enough trouble to know when it’s coming. Your character has the Danger Sense Edge.
ITEMS
OOC Comments
CA-7 Special Forces Heavy “Dead Boy” Body Armor:
+8 Armor.
+2 Toughness
Strength: no min
Environmental Protection: yes
Weight: 20 lbs
Weapons:
Vibroknives on the forearms (Str+d6, AP 4, Mega Damage)
Garrote wire connected to the left wrist (Str+d4, must follow successful Grapple with a raise).

NG-33 Laser Pistol
Range: 15/30/60
Damage: 2d4+1, AP 2
RoF: 1
Shots: 20
Weight: 4 lbs
Notes: Semi-Auto

Thieves Toolkit
Sword "Whisper"
Credits: 1300

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Sir Ndreare
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Re: Lord of Hammer

Post by Sir Ndreare » Wed Sep 18, 2019 7:27 am

rolls and stuff
Having just arrived from bellow decks Ndreare will be at location s16

Agility roll not to fall: Agility d10, Modifier -2
Agility 1d10-2 = -1: 1
Wild 1d6-2 = -1: 1

Spirit Roll: Spirit d10+4, Modifier +2
Spirit 1d10+6 = 7: 1
Wild 1d6+6 = 12: 6 Ace 1d6+12 = 16: 4

Spirit roll to Destroy Amulet: Spirit d10+4, Modifier -4
Spirit 1d10 = 5: 5
Wild 1d6 = 4: 4
Critical Failure
I rolled a critical failure. So I assumed he is not only knocked prone, but also shaken from the experience.
As Ndreare Cosmic blade slices through the amulet the darkness washing out of it finds nothing left in Ndreare to corrupt. When suddenly the ship lurches ass the bow of the ship is blown off! Ndreare being in mid step at the time and distracted by the concentration he put into destroying the amulet finds himself unable to respond to the lurching and tumbles to the side, crashing into the mast with enough force to shake him and leave his mind muddled.

Looking up from the ground Ndreare is a confused as he tries desperately to regain his senses and respond to the attack. Wishing to contribute Ndreare has no responses to give as his head spins out of control. Even Edin's attempts to warn him and prepare him fall on a muddled brain.
Ndreare
Ndreare
Current Status
Parry: 9
Toughness: 22 (8)
Wounds: 0/3
Fatigue: 0/2
PPE: 27 of 35 base 20 without gear

Gear Charges:
  • Amulet of the Archmage: 0/5
  • Abrandis’ Honorblade PPE: 10/10
  • Night's Kiss PPE: 0/10
  • T.W.-B.A.G.: 5/5
  • Wilk's 237: 16/16 x2
  • Wilks 447: 20/20 x2



Current effects:
  • Armor Features Activated
    Deflection w/Raise = -6 to hit him
    Quickness w/ Raise = minimum card 8




Bennies: 6
  • +5 Quarterly Reset + Great Luck.
    +1 Benny for some outstanding RP!
    +1 From GM for Art of Maker.
    -1 For Vigor Roll to Soak critical failure wound.
    +1 Benny for choosing not to use second action after critical failure per Pender in Hangouts.
    -1 Benny, Agility to interrupt Hammers after everyone went on hold for chit chat.




Adventure Cards
Special GM removed, need interlude to obtain

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Penitent
Posts: 186
Joined: Thu Jun 29, 2017 9:32 pm

Re: Lord of Hammer

Post by Penitent » Wed Sep 18, 2019 7:27 pm

Agility 5, Spirit 9 (or 13)
Agility 1d8-2 = 2: 4
Wild 1d6-2 = 4: 6 = Ace! 1d6+4 = 5: 1

Spirit 1d8+2 = 3: 1
Wild 1d6+2 = 8: 6 = Ace! 1d6+8 = 9: 1
Penitent also gets a +4 vs. possession, which seems like it would apply here.
Penitent again brushed off the disembodied voice of Doc Reid, confident in the group's ability to overcome whatever lay ahead.

"We will conquer and our foes will fall, because we must, spirit," he says. "Make peace with your failings and move on to your just reward, you are not ..."

The rest is lost the black smoke touches Audrey and she falls. Penitent rushes to her side, pulling her close as she mumbles and then loses consciousness. Where the black smoke reaches for him, it is burned away, his force of will and holy nature impossible to corrupt. He keeps his footing in the explosion, even as his heart falls out of his chest.

His earlier overconfidence fractured, he calls out to Doc Reid.

"If you have counsel to give, give it now, spirit! Do not hold back secrets that could save the innocent!"

Penitent will be wherever Audrey was when she fell unconscious.
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 4/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)

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Ashlyn Alvarez
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Re: Lord of Hammer

Post by Ashlyn Alvarez » Mon Sep 23, 2019 2:27 am

Agility 7
Agility 1d4 = 4: 4
Ace 1d4+4 = 7: 3
Wild 1d8 = 4: 4
Spirit 13
Spirit 1d12 = 10: 10
Extra Effort 1d6+10 = 13: 3
Wild 1d8 = 7: 7
Zacatecas, Mexico/Underground river
Night
Round 0

Ashlyn was involved wherever the black smoke/medallion issue was being dealt with.Otherwise she can start at S23.

***

Ashlyn heard the evil voice in her head and realized her mistake. “We will fight you as we fight the vampires. Your evil will be defeated!” Ashlyn vowed, as her shield glowed and she heard the voice of St. Michael reassuring her, helping her fight off the evil corruption of Nxla.

Ashlyn moved to put the mast at her back as they prepared for the attack by the soldiers and power armor.

***
Character Tracker
Champion (+2 Damage, +2 Toughness)

Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
Danger Sense: Chance to notice an ambush.
PPE: 25/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 25/25
  • Telekinesis, Mind Reading, Puppet
Shield: 10/10 PPE
  • Deflection
Wand: 10/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 4/4
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).

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Pender Lumkiss
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Re: Lord of Hammer

Post by Pender Lumkiss » Mon Sep 23, 2019 7:29 pm

A dusty bar out in the middle of nowhere. A man with a cyber arm, dirty clothes and bottle of gotrot was hunched over the pine wood bar. His face was bleeding a bit. A man gleaming meattle and heavy armor was behind him holding tight to his collar. The metal man’s arm raised with a silver skull medallion in it. He meant to strike the humched man again, ”Tell me slimger... What of the battle!? What happened?” Thud, the cyborg struck t(e dusty slinger on the back of the head.

His bottle dropped to the floor and he spat blood, ”Fuck you... Ronney ain’t a snitch. Go ask Tarin. She wrote a damn book...I... They saved my life I ain’t telling you more.”

”Hansy.... Hansy... How many ways can you skin a cat... Hehe, Meow... Oh did I forget to tell you I mined this little canal?”

Karl glares at the echoey voice of Hammer fills the cave as the ship is set afire, ”Papa permission to hunt down that fucker and shut him up...” He glanced once at Audry wondering if she and her TW made items were ok.

At the edge of the boat a young ranger was crouched looking out at what had to be the hammers. If you were looking at the boat top down, he was on the left. He had two wilks laser pistols drawn and a bandoleer of grenades across his chest. Most folks in the rangers knew him as Scrawny Ronny. He could have gone with the others on down the stream, but he had been one lf the few to volunteer to stay with the Resolute Heroes.

Something had exploded across the bow setting it on fire. Everyone except the Big Damn Heroes got thrown aside. Damn, some rangers went overboard... His breath quickened, the trap was sprung. He hit his comms acknowledging Hans, ”Ugggnh... Got it... I reckon we stepped in now. But we got your backs... Shit something is bubbling in the water!” He held onto the wood railing of the ship, as it turned slightly jarring from the booby trap it ran into. A loud crack! Something hard hit the main, and a couple of sniper shots rang out... Damn... We need cover... The mast!”

Ronny started for the mast yelling, ”Reid’s Rangers... The mast! Its falling!” Fleeing from cover, a bad move... The enemy on the left bank opened fire as the heroes went into action. Rockets came for Hans, Powerful lasers for Architect and Kir... Errant grenades for the rest. No one could find Brody. Curiously a three man fire team on the right bank, tossed their weapons aside searching for better ones...

Gretta slumped against Hans, ”Omph... Something... Brother?” She clutched her stomach and showed Hans her bloody hands. ”Hans... Ooo...”

”One down Hansy... One down... Hehe...”
Soldad and Architect
The master vampire gripped Architect’s arm. His eyes were wild as he gazed into the fire behind them. ”Architect of the Celestial Court... Fulfill your oath! Rise... Rise!” Perhaps in a daze... Something spurned the celestial dragon into action. Soldad’s words or something more?
Technically not dealt in, but you can make a smarts or spirit roll at -2. Success take your turn normally, failure no turn.

So a bit weird for sure how to handel PbP and combat... Essentially the enemies on the left bank, R1 and R3 (yeah I know I reversed them) go as the players go. Enemies on the Right, and Subs will go after players.

Players turn! Post as you will, action happens as you post, but something may happen during your turn like getting hit with a rocket, laser, or grenade. The actions are more or less simultaneous. No jokers drawn.

Stats:
Soldiers: Pace: 8; Parry: 7; Toughness: 14 (6), -1 hit from range
Samsons: Cha: −2; Pace: 8; Parry: 7; Toughness: 24 (12MDC), size 3
Attachments
BF928D0F-D0AB-4354-94DC-25EB2B4BF1DE.jpeg
13th GM bennies GM Bennies
1/3
Vampire Kingdoms GM Bennies
6/7
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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Architect
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Re: Lord of Hammer

Post by Architect » Mon Sep 23, 2019 8:08 pm

One finger pointing, directed Architect's attention to the female dwarf.

Looking back to Soldad, Archie was not sure if it was voiced aloud or in his mind, "Too soon. She needed to make it to the altar."

The response was only something Architect heard, "Her willing sacrifice is all that matters."
Smarts 7 _
Scene Modifier: -2
[*] Smarts (1d10) 1d10 = 9: 9
[*] Wild (1d6) 1d6 = 4: 4
Possible Future _
Architect moved swiftly, shirking off the incoming weapons fire. His oath would be fulfilled.

Arriving at the young dwarf, he cradled her head. Time passed slowly around them.

"Fair maiden, It is time."

"Your purpose is to be fulfilled now."

"Will you let me guide you?" @Pender Lumkiss
Soldad touches Archie on the arm, "let the brother deal with the sister for now. Her time is not now."

Seeing the fire taking hold of the ship, he brings forth a tericota figure of a wave, he cups it in his hand and blows forth the breath of life.

Spellcasting 5 _
[*] Spellcasting (1d6) 1d6 = 4: 4
[*] Wild (1d6) 1d6 = 5: 5
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
Architect Awakened
AwkTek
AwkTech -
Signature Block

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Hans Greuber
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Location: The Black Company

Re: Lord of Hammer

Post by Hans Greuber » Thu Sep 26, 2019 2:01 pm

Rolls
Turn 1
  • Drawing Quickness Gadget (Chrono-Accelerator) in his Main Hand, and using it on himself (Greater Quickness)
    • Greater Quickness (+2 due Machine Maestro, -2 due MaP)
      • TW: 1d12 = 9: 9
        Wild: 1d8 = 3: 3
        Result: 9 - Success with Raise. 9 PPE.
        • The target has two separate turns per round on his action card instead of the usual one. Each turn is handled independently with its own actions, but the character must resolve one turn entirely before beginning the second. Due to the Auto-Raise, the recipient can redraw any initiative cards lower than Eight each round.
          In addition to the two complete turns the character gains with quickness, he may ignore up to two points of multi-action penalties on each of those turns.
          In addition, due to the Jazz trapping, add +2 to Pace and increase Agility one die type for the duration of the power.
Turn 2
  • Activating Structural Integrity Field (Greater Armor), Drawing and Using Quantum Resonance Re-Harmonizer (Intangibility) on Gretta, then diving overboard into the water (His Wings of Icarus will be able to fly him out of the water next turn)
    • Greater Armor (+2 due Machine Maestro, -2 MaP cancelled due Greater Quickness)
      • TW: 1d12+2 = 4: 2
        Wild: 1d8+2 = 5: 3
        • Extra Effort: 1d6+2 = 4: 2 (Elan)
        Result: 9 - Success with Raise. 6 PPE.
        • Grants +10 MDC Armor
    Intangibility (+2 due Machine Maestro, -2 MaP cancelled due Greater Quickness, -2 Off Hand Penalty)
    • TW: 1d12 = 5: 5
      Wild: 1d8 = 3: 3
      Result: 5 - Success. 5 PPE
      • The target becomes incorporeal. He is unable to affect the physical world, and it in turn cannot affect him. He can travel through walls, and non-magical weapons pass straight through him. Any items carried at the time of casting are also incorporeal.
        While incorporeal, the target may affect other incorporeal beings (including himself), and he is still susceptible to magic attacks, including physical powers, such as bolt, and magic items.
Taking out his Quantum Accelerator and his Quantum Resonance Re-Harmonizer, Hans slows down time for himself to get him time to do what he needs to do. Taking his sister's hand, he puts her out of phase with the world so that she can take care of herself without any fear that the incoming missiles will hurt her. As for himself, Hans activates his armor's Structural Integrity Field and jumps overboard, trusting his ingenuity will bring him out of the water when needed.

She is protected from further harm. I will have to get her stabilized as soon as I can.
Last edited by Hans Greuber on Wed Oct 02, 2019 1:34 pm, edited 1 time in total.
Hans Greuber
Main Character: Merlaggon
PPE: 23 / 50
  • Band of Healing: 2 / 10
    Band of Power: 2 / 10
    Wings of Icharus: 10 / 10
    Dreamtime: 0 / 5
Active Powers:
Greater Armor
Greater Quickness
Intangibility (On Gretta)

Combat Edges:
Level Headed
OOC Comments
Arcane Machinist Gadgets Left: 7 /7
Created Gadgets:
None
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
[list][*]Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
[*]Exceptional Rapid Recharge (1 PPE per 5 Minutes)
[*]4 PPE per Hour to Charge
[*]Strength d12+2[/list]

Commonly Used Weapons:
  • "Satisfaction" (TW P-40 Particle Beam Cannon)
    • Damage: 3d8+5 AP6 MD.
    • Shots: 40/40
    • RoF: 1
    • Sound (Deafness) Trapping
    • +2 to Shooting
  • "Dreamtime" (TW Revolver)
    • Damage: 2d6+2 AP4
    • Shots: 6/6, Can Fan the Hammer
    • +2 to Shooting
    • Trapping (Temporal Thought; Smarts Roll on Hit or Fatigue)
    • Power - Slumber with Temporal Thought Trapping)
    • +1 Die Shooting
Bennies: 3 / 3
Base Amount
+2 for Hindrances (Loyal and Doesn't Swim)
+1 for RP
-1 to Soak Rocket
-1 for Extra Effort vs. Maelstorm Maker Dramatic Task
-1 for Extra Effort in Quick Combat vs. the Hammers


Toughness: 31 21 (21 11); Parry: 4; Pace: 9 7 / (5)

http://savagerifts.com/sr/ucp.php?i=pro ... =signature
https://savagerifts.com/sr/viewtopic.php?f=151&t=2216

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Ashlyn Alvarez
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Posts: 257
Joined: Sat Jul 01, 2017 5:16 am

Re: Lord of Hammer

Post by Ashlyn Alvarez » Fri Sep 27, 2019 1:56 am

Greater Deflection 6
Mysticism 1d12 = 3: 3
Wild 1d8 = 6: 6
Zacatecas, Mexico/Underground river
Night
Round 1

Ashlyn hunkered down by the mast and tapped the magic in the Shield of Jeanne d’Arc, raising a shield of righteousness around her, deflecting the incoming fire.

***
Character Tracker
Deflection (-4 to hit; -5 from ranged from Dodge) 3r
Champion (+2 Damage, +2 Toughness)

Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
Danger Sense: Chance to notice an ambush.
PPE: 25/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 25/25
  • Telekinesis, Mind Reading, Puppet
Shield: 6/10 PPE
  • Deflection
Wand: 10/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 4/4
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).

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Penitent
Posts: 186
Joined: Thu Jun 29, 2017 9:32 pm

Re: Lord of Hammer

Post by Penitent » Sat Sep 28, 2019 8:24 am

”Papa permission to hunt down that fucker and shut him up...”

Penitent wanted nothing more than to send the hulking demon-boy to do just that. But he couldn't let his anger and worry for Audrey overtake his senses ... his fury would not be unleashed blindly, but with precision and undeniable power.

"No Karl. Not this time. I need you to look after Audrey," Penitent says, gathering the unconscious techno-wizard in his arms and standing up. Passing her to Karl, he then reaches down and picks through the broken TW gadgets on the ground.

The only one intact is a bronze globe, etched with runes of power and carved with small vents.

Audrey called it a globe of durable daylight. Once activated, it would create a wall or sphere of hard sunlight, harmless on the inside but deadly on the outside. She'd meant it to guard against vampires, but it should prove an adequate defense against lasers and explosions, as well.

"Take this, keep her safe," he says, trusting Karl's recently-enlarged sword arm is up to the task.

Drawing his blades and uttering a prayer of protection, Penitent unleashes the flaming wings from the tattoo on his back and prepares to bring redemption to the sinners surrounding them.

"Now I'm going to hunt down that fucker and shut him up," Penitent says, launching himself into the air above the crippled ship and heading toward the nearest target.

Actions
Casts Quickness for 4 PPE and Greater Armor (as a free action) for 5 PPE; with second Quickness action he activates Fly for 3 PPE and moves toward the nearest target.

Faith for Quickness 1d12 = 6: 6
Wild 1d6 = 6: 6 = Ace! 1d6+6 = 9: 3 = Raise

Faith for Greater Armor 1d12 = 3: 3
Wild 1d6 = 4: 4
Benny for Extra Effort + Elan: 1d6+6 = 11: 5 = Raise

Faith for Fly 1d12 = 12: 12 = Ace! 1d12+12 = 13: 1 = Raise
Wild 1d6 = 6: 6 = Ace! 1d6+6 = 11: 5

Penitent activates Quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), Greater Armor with a Raise (+10 Armor), and Fly (at Pace).

Karl will try to move Audrey to safety and activate the globe (sunlight-trapped Mega Barrier) as needed.
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 4/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)

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Kir Gloryspirit
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Re: Lord of Hammer

Post by Kir Gloryspirit » Sun Sep 29, 2019 8:26 am

(Turn 1) Spellcasting (Quick) 6, Spellcasting (Slow) 15, Spellcasting (Armor) 6; -18 PPE, -5 PPE
Asnir's Judgement (Exalted Quick & Slow)
Mysticism Quick: 1d8 = 6: 6 (+2 Staff, -2 MAP)
Mysticism Slow: 1d8 = 8: 8 (+2 Staff, -2 MAP) Ace: 1d8+8 = 15: 7
Wild: 1d6 = 3: 3
Wild: 1d6 = 3: 3

Ward of the Righteous (Greater Armor)
Mysticism: 1d8+2 = 3: 1 (+2 Staff)
Wild: 1d6+2 = 6: 4
Wild: 1d6+2 = 3: 1
Kir walks to the starboard side of the deck and shouts, "We shall not allow you to interfere! Asnir, curse these wicked men and bless us with your power."

Kir points his staff at the large power armors and one of the armed men along the east bank of the river while he chants mystic words of power. As he does so, streams of warmly glowing orange energy snake out from the affected enemies and enter him and his chanting increases in Tempo.

The spell ends and Kir quickly touches the sigil around his neck and whispers, "Blessed be Asnir, protector of the Righteous."

Mystic runes appear over the mystic's body and large glowing symbol of Asnir appears on Kir's forehead.

(Turn 2) Spellcasting (Boost Trait) 8, Spellcasting (Bolt) 22; Mega Damage 27 (29 if Raise), Ignore Armor but add Half Spirit as Toughness; -4 PPE, -6 PPE
Asnir's Blessing (Boost Trait)
Mysticism: 1d8+2 = 3: 1 (+2 Staff)
Wild: 1d6+2 = 3: 1
Wild: 1d6+2 = 8: 6

Asnir's Wrath (Onslaught)
Mysticism: 1d12+4 = 16: 12 (+2 Staff) Ace: 1d12+16 = 22: 6
Wild: 1d6+4 = 10: 6 Ace: 1d6+10 = 14: 4
Wild: 1d6+4 = 7: 3
Damage: 6d6 = 25: 3, 3, 5, 3, 5, 6 Ace: 1d6+25 = 27: 2
Raise (if applicable): 1d6 = 2: 2
"Asnir, grant us the knowledge we lack! Empower so that we might devastate our foes," Kir beseeches his god. As he speaks, mystic rites, chants and knowledge flood into Kir's mind.

With a smile, Kir points his staff at the northern most power armor along the east bank and says, "Begone from our sight. The wicked will never triumph over the righteous."

A shimmering bolt of mystical energy shoots forth from the staff, passes through the power armor, and slams into the person inside.

The four large (power armor?) enemies and one small enemy on the east bank must roll Spirit vs 15 or be affected by Exalted Slow.
Kir has +10 MDC Armor and is at 20 (15) Toughness (2/3 Rounds remaining).
Kir has 2 Separate Turns per Round, ignores up to -2 points in MAP Penalties. (2/3 Rounds Remaining)
Kir has Mysticism d12+4 (+2 Staff, +2 Boost) (2/3 Rounds Remaining)
Kir Gloryspirit, God-Touched Mystic of Asnir, God of War
Kir Gloryspirit, God-Touched Mystic
Charisma: 3; Pace: 6; Parry: 8(1); Toughness: 10(5)
Combat-Relevant Edges & Abilities:
  • Alertness: +2 to Notice
    Champion: Add +2 damage vs supernaturally evil creatures and +2 Toughness vs damage from supernaturally evil sources.
    Cosmic Confluence: 2 PPE to 1 ISP & Vice Versa (use immediately)
    Crapsack World: Roll an additional Wild die per Trait roll. Tripple 1's = roll a new char?
    Danger Sense: Notice -2 to know something is about to happen; On hold if success
    Even Stronger Willed: +2 Taunt/Intimidation, +2 Smarts/Spirit vs Tests of Will, +2 vs Fear/Puppet
Wounds: 0/3; Fatigue: 1/2
PPE: 8/25; PPE: 0/10; PPE: 10/15; ISP: 8/20
Bennies: 0/3; Sun Dogs: 2/4
Adventure Cards
Edit Signature
Kir Gloryspirit speaking/thinking
Asnir, god of war speaking (directly into the mind)
Asnir speaking through Kir Gloryspirit (both speaking simultaneously)

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Sir Ndreare
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Re: Lord of Hammer

Post by Sir Ndreare » Mon Sep 30, 2019 9:31 am

Ndreare shakes his head clear. The pain still ringing a bit rattled him. Looking around he can see they where surrounded by enemies. In situations like this it was common to ignore the soldiers and focus attacks on the power armor. But people often forgot soldiers can kill easily too. Touching the blade at his side Ndreare drew on its powers and energy. Then moving close to the side of the ship Ndreare let loose with the Cosmic Weapon, the knowledge of how to use the armor and weapon had come to him as naturally as breathing and the weapon worked well. Sweeping the weapon from left to right the bolts flew from the tip of the weapon somehow hitting 7 of the soldiers, but as he spun to hit one of the soldiers behind him it went wide.

Then moving again Ndreare tried to find a place central to the ship where he would be out of the way of the others fighters. His blast had eliminated many of the soldiers, but the blows only glanced some others. his defensive magic wrapping around him Ndreare was quickly sheathed in a protective aura of glowing cosmic energy, drawing attention to him in a way he had always avoided in the past.




(8 shots, 7 Hits for 16, 16, 16, 13, 18, 17, and 18 Mega damage)
Deflection w/Raise = -6 to hit him
Quickness w/ Raise = minimum card 8
A millions rolls and stuff, 2 Bennies and 10 PPE drawn from Night's kiss
Spirit to Unshake
Spirit 1d10+4 = 10: 6
Wild 1d6+4 = 7: 3

TURN 01
Ex Quickness (-2 MAP) 8 PPE - 2 Raise = -6 PPE
Spell Casting Master, Gear +2, MAP -2 (not using Nights Kiss) = d12+2
  • Spellcasting 1d12+2 = 6: 4
    Wild 1d10+2 = 4: 2
    Benny Extra Effort (+2 Elan) 1d6+8 = 10: 2
Cosmic Bolt (4 shots, 4 Hits for 16, 16, 16, and 13 MD = -0 PPE)
  • Shooting 1d12 = 1: 1
    Shooting 1d12 = 5: 5 = 12 Raise
    Damage 4d6 = 14: 1, 2, 5, 6 Ace 1d6+14 = 16: 2 Mega Damage
    Shooting 1d12 = 2: 2 = 9 Raise
    Damage 4d6 = 16: 5, 1, 5, 5 Mega Damage
    Shooting 1d12 = 7: 7 = 13 Raise
    Damage 4d6 = 11: 1, 1, 3, 6 Ace 1d6+11 = 16: 5 Mega Damage
    Wild 1d6 = 4: 4 = 11 Raise
    Damage 4d6 = 13: 4, 1, 3, 5 Mega Damage
    Extra Effort 1d6 = 5: 5 Elan +2 = +7
TURN 02
Cosmic Bolt (4 shots, 3 Hits for 18, 17, and 18 Mega damage = -4 PPE)
  • Shooting 1d12 = 1: 1 - Miss
    Shooting 1d12 = 6: 6 - Hit
    Damage 3d6 = 13: 6, 2, 5 Ace 1d6+13 = 18: 5 mega damage
    Shooting 1d12 = 11: 11
    Damage 4d6 = 17: 6, 4, 1, 6 Mega damage
    Shooting 1d12 = 9: 9
    Damage 4d6 = 13: 1, 3, 3, 6 Ace 1d6+13 = 18: 5 Mega damage
    Wild 1d6 = 3: 3
Greater Deflection = -0 PPE
  • Spellcasting 1d12+4 = 16: 12 Ace 1d12+17 = 18: 1
    Wild 1d10+4 = 13: 9
Ndreare
Ndreare
Current Status
Parry: 9
Toughness: 22 (8)
Wounds: 0/3
Fatigue: 0/2
PPE: 27 of 35 base 20 without gear

Gear Charges:
  • Amulet of the Archmage: 0/5
  • Abrandis’ Honorblade PPE: 10/10
  • Night's Kiss PPE: 0/10
  • T.W.-B.A.G.: 5/5
  • Wilk's 237: 16/16 x2
  • Wilks 447: 20/20 x2



Current effects:
  • Armor Features Activated
    Deflection w/Raise = -6 to hit him
    Quickness w/ Raise = minimum card 8




Bennies: 6
  • +5 Quarterly Reset + Great Luck.
    +1 Benny for some outstanding RP!
    +1 From GM for Art of Maker.
    -1 For Vigor Roll to Soak critical failure wound.
    +1 Benny for choosing not to use second action after critical failure per Pender in Hangouts.
    -1 Benny, Agility to interrupt Hammers after everyone went on hold for chit chat.




Adventure Cards
Special GM removed, need interlude to obtain

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Brody Conrey
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Re: Lord of Hammer

Post by Brody Conrey » Tue Oct 01, 2019 6:03 pm

Brody enters the water and goes down to the Sub. As it approaches his ship he works quickly because he sees the other sub on the other side.

Brody works quickly to breach the hulls of the subs to send them to the bottom. He determines a bit of a change in his plan would be good. As the subs rush forward and are sinking because the damage that they already due to the Moss. He will have them ram the other sub to speed the damage to those inside and sinking process. he slashes at the control surfaces to render them incapable.

GREATER Boost Trait Strength
PSI 1d10 = 1: 1 +2 extra Effort 1d6 = 2: 2=6
Wild 1d6 = 2: 2

Fight
1d8 = 6: 6 extra Effort 1d6 = 1: 1=7
12+ 2d10 = 14: 6, 8 +2, AP 2, MD
Brody Conrey
Brody's Sheet

viewtopic.php?f=74&t=2799
Brody Conrey,
OOC Comments
Psi Ghost from Psyscape.

Description: 6’ 2” Healthy, regular looking 19-year-old, athletic male. Blue Eyes, Blonde with a tint of red hair close cut. Wears CS armor, CA 7.
Stays in the background, (No he isn’t a front-line fighter, He is a thief.) Keeps Secrets. He is from Psyscape and will report back to them and also Elle the Owl at the Castle. He will gather extra funds, He is a thief but not from his team mates. Will gamble using his ability to read if the person is lying?

Conditions:
PP 35/35

Bennys: 3+1

Adventure Deck: 2019
Novice: 1d52 = 42: 42
Aced
Play instead of rolling to make a
trait test with a single automatic
raise.

EP Aventure Card
Power Points."Immediately recover all spent
1d54 = 36: 36


POWERS (has Mega powers of each due to Master Edge)
OOC Comments
ARMOR: Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round) Telepathy. GREATER ARMOR Power Points: 5 Range: Touch Duration: 3 (1/round) Success grants +5 M.D.C. Armor, a raise grants +10.

HAVOC:Rank: Seasoned Power Points: 2–4 Range: Smarts×2 Duration: Instan GREATER HAVOC Power Points: +2 Range: Smarts×3 Duration: Instant

SMITE: (has auto raise) Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round)
GREATER SMITE: Power Points: 4 Range: Touch Duration: 3 (1/round)

TELEKINESIS Rank: Seasoned Power Points: 5 Range: Smarts Duration: 3 (1/round) EXALTED TELEKINESIS Power Points: 10 Range: Smarts×2 Duration: 3 (1/round)

TELEPORT Rank: Seasoned Range Power Points: 3+: Special Duration: Instant GREATER TELEPORTPower Points: 5+ Range: Special Duration: Instant.

DETECT ARCANE at will:: Novice Power Points: 2 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) EXALTED DETECT/CONCEAL ARCANAPower Points: 4 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination
Ghosting as an action no PP.

• Psychic awareness leads many to the ability to sense the feelings of others. This empathy allows your psionic to determine the general emotional state of another being within Smarts range by making an opposed Spirit check. On a raise, she can tell if another character is lying or being evasive in a conversation
• He always gets a strange tingling in the back of her neck when things are about to go all pear-shaped. She’s seen enough trouble to know when it’s coming. Your character has the Danger Sense Edge.
ITEMS
OOC Comments
CA-7 Special Forces Heavy “Dead Boy” Body Armor:
+8 Armor.
+2 Toughness
Strength: no min
Environmental Protection: yes
Weight: 20 lbs
Weapons:
Vibroknives on the forearms (Str+d6, AP 4, Mega Damage)
Garrote wire connected to the left wrist (Str+d4, must follow successful Grapple with a raise).

NG-33 Laser Pistol
Range: 15/30/60
Damage: 2d4+1, AP 2
RoF: 1
Shots: 20
Weight: 4 lbs
Notes: Semi-Auto

Thieves Toolkit
Sword "Whisper"
Credits: 1300

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Pender Lumkiss
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Re: Lord of Hammer

Post by Pender Lumkiss » Wed Oct 09, 2019 10:36 pm

Hammer Surprise
+1 Benny for good RP
+2 Bennies to Hans for going under water and being loyal.
I went character by character and tried to resolve your actions and the badguys. Plus something interesting. Everyone is fairly aware of each other but Hans and Brody’s underwater adventures are fairly self contained.

Hans, Architect, and Brody took damage. Check your paragraph for details.
@Ashlyn Alvarez could hear a little voice tell her, Left... Duck... Raise your shield... It was a voice she had heard ever since first coming to the Magdalenas. The strong voice of Sister Penelope guided her unblemished through the onslaught of the soldiers on both sides of the banks. A plasma grenade bounced off her sheild as if the devine was staving off its firey explosion for half a heart beat. That was all it took, behind her a Juicer from what could only be the briefly mentioned submarines climbed over the wooden railing.
The man’s eyes grew wide as the grenade hit him in the face!”Oh No!”

A cyber knight crouched down near Ashlyn, Sir Lazerous was his name. His eyes were wild and sweat was dripping down his face From what Ashlyn had heard from the rangers aboard he was one of Doc Reid's inner circle. He had been adamant, despite many wounds, about coming with the heroes on their venture to stop Lord Ruthven, to a lesser extent XY. The cyber knights blade manifested in his hand and he whispered as if talking to someone he loved, ”My love, we will get out of here if I have to kill the resolute my self.”For an instant the eyes of the two, Ashlyn and Sir Lazerous, locked and Ashlyn saw a vision and into his heart.
The Vision
A vision of the knight standing next to a beautiful platnium blonde woman. The two were looking down from a perch high on a cliff at a small village. They were discussing a plan to lure vampire’s to the small town below.
The knight spoke with hatred in his voice, ”Hehe, the vampires will take the town by night fall, then we gather the rangers and kill them. Their master cannot resist such a juicy temptation.”

The woman stroked the side of his face, ”My love, made so tempting because we abandoned it to its fate.”

The knight smiled wickedly and nodded agreeing.
46B6EE42-92F4-41C1-8167-DD3C898C2759.jpeg
Lazerous
@Brody Conrey found himself hacking the controls of a submarine in disaray. The sub was hi tech but small and cramped. What had to be the chrome commander, Denziel Strong, was issuing orders giving the psi ghost his oppertunity, ”Men, get those turbines going, some thing is in the deep with us, A Maelstrom Maker is no laugh-“

The commander’s metallic voice halted as he noticed what the ghost had done. Not just any psi-ghost, the one who had abandoned their mission to get Hans months ago. The commander’s video recording of everything never let him forget a face. He chuckled waving off the surprise and pointed at Brody whilest wrestling with the teriary control column in a vain attempt to level the sub, ”Lookey here Men... The psi ghost returns... Come to think of it, he might have had a hand in... Shit the controls, no!”

The sub lurched to one side throwing the four juicers in it into disary as they tumbled over themselves. But the crazies held their ground and went in for the kill. They seemed to be quaduplets and acted as if one. Two opened fired with lasers missing brody and two lumged forward loosing their cool and attacked with a frenzied abandon! Their great chain swords while difficult to manuiver in cramped quarters lashed out, up, left, down right. Miss, Hit, Miss, Hit... The first hit against Brody nearly caught him by surprise giving him half a chance to go intiangible before it struck. But the last hit, Brody knew the glowing green chain sword was made of a mettle and enchantment that would hurt him either way. Their blades roared with the fury of those betrayed! (two hits, 27AP2 MD(Agility -2 to avoid this blow by going intangible), 32AP2(magic))

@Kir Gloryspirit felt a power well up within him he had not felt the group first encountered Xy a mere hours ago. The mystic had seen Asnir fall against the blade of a Xy. His god’s voice had grown silent and perhaps for the first time Kir might have wondered if he was alone. But as laser blast after blast struck the armor of the faithful a powerful voice welled up no longer silenced by defeat. ”I am with ye Kir, together to the end! Continue the advance on these soldiers, but know... The wild vampires approach enmass! They are revealed!” As Kir’s magic sapped the speed of his foes and his soul forged bolt struck out against a man wrapped inside a samson PA, a flare bright and almost the height of the cavern (10”) erupted from his hands!

The flare light revealed the soldiers and their armored reinforcements, but along the cave ceiling score upon score of wild vampire scurried near. Upside down and clinging unnaturally to the ceiling they were coming. The samson struck by the soul blast chortled wincing in pain as the light finally faded, ”You see now your hopelessness? Urgghh... Against us maybe, but with those vile creatures at our backs? What hope do you have!?”

@Penitent heard behind him coming over the railing of the ship a human looking juicer wearing sealed triax armor. He had a chain sword in hand ready to be a worthy foe. Overhead out of the corner of the apok’s eye a whirling grenade went errant instead striking the juicer in the face in a blaze of fire. Karl laughed pulling Audry who was unconsciously whimpering down the steps further into the hold. The brodkill’s muscles barely strained with the effort and Karl chuckled, ”Unggn, Papa, getting hit in the face with plasma is just bad timing eh?”

But the apok was off in search of Justin Hammer. Floating above the water for his truble he was pelted over and over in a seemingly endless wave of rockets. The nearest armored samson pilot cried, ” Go down wizard! Fucking demon! I saw you in my dreams! Argghhhh. For the Hammers and the Red sun rising!” two, four, six, eight, rockets from the darkness even impacted upon Penitient. In the end, as the smoke cleared and flame died down. Penitent remained with no scratch. Four Samson power armors rocket tubes were spent. Again the nearest one falted taking a step back, Its frightened voice echoed in the cavern, ”No... No... It... It can’t be! Bring in the super troopers! Arggghhh!”

But something else other than the screaming power armors drew the Apok’s attention. Aided by the erie voice of Doc Reid Penitent’s gaze periced the darkness and saw a horde of wild vampires approach. Doc’s voice was soft and yet so very close, ”They come... In the stalagmites they swarm. You asked me for my help. I am powerless until... Hehe, time for that yet, in time you will see. What help I can give is my knowledge and countless years spent in this fight. Do not let them swarm you... That is my counsel.” No doubt if Karl could have heard that advice he would have said something like worst ever!

@Hans Greuber you felt your sister’s hand slip away as she fell back onto the deck of the Galleon. Her eyes closed just as your intangibility field brought her out of phase with existence. With thise stubby legs you bolted letting your armor’s integrity strengthen. Over your radio Hammer laughed, ”Hehe Hans, we will get to her soon enough. My friend Barry Broscoe, you remember him right Hans. Best missile man this side of... Well whatever. Enjoy! Hehehe.”

Caught mid air as you went over board a rocket seemingly struck you, in between the split second between impact and explosion you thought along the right bank for an instant before you went under the water a Samson wave with a middle finger outstretched. (2 wounds)

Sinking down below the waves your dwarven eyes pierced the murkey darkness. Admist the brackish water you saw a shinning glitterboy in hand to hand combat with a large tentacled creature. It reminded you of a giant squid, except the mouth was far more large and razor sharp than any squid you have ever heard of. You mind felt woozy as if it was being assaulted constantly by psychic pressure. The creature had the glitterboy wrapped with three tentacles drawing it ever closer to its mouth. Suddenly Hans saw a thick tentacle dark through the murk trying to wrap his torso and arms up. (Agility -2 or you are entangled)

@Ndreare’s cosmic bolts lashed out taking two down and causing four to sweat something fierce. One of the attacking soldiers in the darkness yelled as one of his allies was killed, ”What was that? Near the mast concentrate fire!” Rockets and grenades came for the cosmic knight but none struck their target. In fact an errant plasma grenade slammed into a strawberry haired juicer climbing over the wooden rails. Her pale blue eyes darted toward’s the knight just before they were burned away.

Something called to the cosmic knight, the cry of the forge was soft and full of warning. Vampires were coming! Something in the water drew the knight’s attention as well. Something dwelt beneath, as if seeing a reflection he saw the white crooked teeth of some dark being smile back along the water’s surface. Again the forge pressed the cosmic knight’s mind, Nxla... An ancient evil stirs.

Cries from nearby rangers brought the cosmic knights attention back to the battle at hand. They were all pointing to mast that Ndreare had fell against. A crooked line went up the entire mast as it began to splinter and crumble. A ranger ducked under laser fire nearby, his face was full of fear and he called to the cosmo knight, ”We are surrounded! I saw them in the darkness! Vampires are on the ceiling! They are coming. What can we do?” The deck of the galleon erupted in fire from other plasma grenades. Ndreare could tell the ranger’s will was fading fast as much as the boat was about to fully be on fire.

@Architect’s vision of him killing Gretta was both poignent and a cruel reminder that he had been chosen to spill her blood once the group reached XY. Soldad looked at the underground river where Architect’s water warrior had formed. The ancient vampire pointed a crooked finger toward the water. Something beneath it ruffled the surface, as if a snake or coiled tentacle barely broke the surface. Then quietly he pointed to the cave ceiling.
His wizened voice quietly whispered, ”Something is in the water and a horde of vampires approach!”

The world then went red around the immortal pair as a series of rockets blew up around them. Soldad snarled as the flames and explosion whipped around them. From the bank a soldier in a Samson armor looked like he was aiming another rocket at the two. Something was odd, the armor had a sigil of XY on the forearm. The armor’s face plate lifted for a second, @Architect saw a mouth full of tendrils and fangs peer from it. Then the dragon blinked and the face was human. It shot a rocket hitting Architect in the stomach (2 wounds). Should the rocket damage Architect, something was in the explosive force something that prevented the dragon’s regenerating abilities.
Second Round
The Galleon lurched to one side, the bow was shredded and fire. Either side of the stern was also on fire as plasma grenades impacted near the rangers. The mast of the galleon seemed in bad shape and several rangers were trying to keep it from completely falling. On either bank more soldiers and Power armor arrived to reinforce the Hammer’s that had launched the mixed result surprise attack. Justin Hammers voice echoed in the cavern continuing his verbal taunting, ”Hansy... Hansy... This the end for you. Your cat here suggested I stick something up my ass. Hehehe, well maybe a few hundred Wild Vampires might do... If you make it Hansy, I am at the top of the spire waiting for you.” The spire he was talking about was no doubt at the end of the cavern where the ritual was taking place.

The soldiers on either side seemed prepared to fire, and a horrible snarl came from the ceiling as a horde of 100 wild vampires approached. The right hand submarine surfaced and enchsnced super soldier mercs started to climb up the side of the galleon. Fortunately the heroes acted split seconds before the enemy launched their assault.

Ok Players go first, no jokers. Followed by Hammers, Rangers, and wild vampires (if the dramatic task was not complete). This is still a regular combat just that now there are a couple of dramatic tasks as well. Fun times!

Stop the horde dramatic task: Players can engage the horde delaying their arrival or completely destroy them. Takes one full turn, make a combat skill roll at -2. Subtracted 2d6 or ammo depending on the skill used. If Fighting is chosen take a lvl of fatigue. 5 successes are needed to successfuly delay the horde for a round. 10 successes kills them all. Brody and Hans cannot participate.
  • Failure: 1 wound
  • Every success and raise 10 vampires are destroyed.
Maelstrom Maker dramatic task: Heroes can participate in this dramatic task as well. Make a combat skill roll at -2. Takes one full turn to participate and 2d6 ppts spent. If Fighting is chosen incur a level of fatigue. The maker has a glitter-boy in its grasp about to crunch it. After it is done with the GB it will take go after the wood galleon the forces of good are on.
5 success stops it from killing the GB, and 10 successes kills the creature. Architect, Brody, and Hans can participate.
  • Failure: 1 wound and entangled
  • Each success destroys a tentacle.
Badguy Stats:

Soldiers: Pace: 8; Parry: 7; Toughness: 14 (6), -1 hit from range
Samsons: Cha: −2; Pace: 8; Parry: 7; Toughness: 24 (12MDC), size 3
Super Trooper: working on it
Attachments
EBB869F3-2D82-4664-9759-DC2B8585E3FA.png
Maelstrom Maker
70344B3F-E545-41C8-A113-46370C0BF0D0.jpeg
Map
13th GM bennies GM Bennies
1/3
Vampire Kingdoms GM Bennies
6/7
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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Hans Greuber
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Location: The Black Company

Re: Lord of Hammer

Post by Hans Greuber » Thu Oct 10, 2019 7:21 am

Soak 11
Soaking the 2 Wounds from the Rocket (Vigor, +2 due Elan)
  • Vigor: 1d12+2 = 11: 9
    Wild: 1d8+2 = 3: 1
    Result: 11 - Success with Raise. Fully Soaked.
Agility 12
Agility (-2 due Difficulty, Agility -> d8 due Greater Quickness)
  • Agility: 1d8-2 = 6: 8
    • Ace: 1d8+6 = 12: 6
    Wild: 1d8-2 = 5: 7
    Result: 12 - Success with 2 Raises
Turn 1
Mass Healing due Mithril Band of Healing, drop his Quantum Resonance Re-Harmonizer back down to his harness, try to figure out how deep of water he has gotten himself into.
  • Mass Healing (+2 due Machine Maestro, -2 due Difficulty)
    • TW: 1d12 = 12: 12
      • Ace: 1d12+12 = 15: 3
      Wild: 1d8 = 1: 1
      Result: 15 - Success with Raise(s). All Friendly Targets within 24" heal 2 Wounds. Hans will include the GB in this. 6 PPE.
    Actual Depth: 2d6+4 = 10: 3, 3
    • Roll to Determine Guess of Depth
      • ??
Turn 2
Dramatic Task vs. Maelstorm Maker (TW at -2 due Difficulty, +2 due Machine Maestro), Shrinking it with his Mithril Band of Power
  • TW: 1d12 = 5: 5
    Wild: 1d8 = 7: 7
    • Extra Effort: 1d6+2 = 7: 5 (Elan)
    Result: 14 - Success with 2 Raises. PPE Spent: 2d6 = 8: 3, 5… so the Maelstorm Maker is 4 Sizes smaller?
Hans managed to avoid any significant damage from the missile blast as the explosion flung him a bit further than intended from the ship, before he fell into the water and started sinking.

Once below the waves, he was able to see the Maelstrom Maker as it attacked the Glitterboy.

I am not sure if that Glitterboy is one of Hammer's, but either way if we can get rid of the Maelstrom Maker, we will be better off... and I can deal with the Glitterboy as needed... maybe I will even be able to salvage the suit if I do it right. Let me see if I can figure out how deep the water is here... before I hit bottom. Priorities first. I must heal Gretta.

With that, Hans holds up his left hand and pours magical energy into his Mithril Band of Healing and a wave of faint green light goes out in all directions, healing all of Hans's allies nearby (2 Wounds Healed). After doing a quick calculation of the size of the Maelstrom Maker with the Glitterboy for a scale, Hans estimates that the water can't be too much deeper than 60 feet or so. At the rate he is sinking, he will soon be on the bottom.

Thinking of his limited options of what he can use underwater... with most of his Technomagical Gadgets and Gizmos not being able to work well in water, Hans points his right hand at the Maelstrom Maker and sends a bolt of red energy at it... shrinking it and making it less effective against the Glitterboy and more vulnerable to any attacks.
Last edited by Hans Greuber on Sat Oct 12, 2019 2:35 pm, edited 9 times in total.
Hans Greuber
Main Character: Merlaggon
PPE: 23 / 50
  • Band of Healing: 2 / 10
    Band of Power: 2 / 10
    Wings of Icharus: 10 / 10
    Dreamtime: 0 / 5
Active Powers:
Greater Armor
Greater Quickness
Intangibility (On Gretta)

Combat Edges:
Level Headed
OOC Comments
Arcane Machinist Gadgets Left: 7 /7
Created Gadgets:
None
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
[list][*]Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
[*]Exceptional Rapid Recharge (1 PPE per 5 Minutes)
[*]4 PPE per Hour to Charge
[*]Strength d12+2[/list]

Commonly Used Weapons:
  • "Satisfaction" (TW P-40 Particle Beam Cannon)
    • Damage: 3d8+5 AP6 MD.
    • Shots: 40/40
    • RoF: 1
    • Sound (Deafness) Trapping
    • +2 to Shooting
  • "Dreamtime" (TW Revolver)
    • Damage: 2d6+2 AP4
    • Shots: 6/6, Can Fan the Hammer
    • +2 to Shooting
    • Trapping (Temporal Thought; Smarts Roll on Hit or Fatigue)
    • Power - Slumber with Temporal Thought Trapping)
    • +1 Die Shooting
Bennies: 3 / 3
Base Amount
+2 for Hindrances (Loyal and Doesn't Swim)
+1 for RP
-1 to Soak Rocket
-1 for Extra Effort vs. Maelstorm Maker Dramatic Task
-1 for Extra Effort in Quick Combat vs. the Hammers


Toughness: 31 21 (21 11); Parry: 4; Pace: 9 7 / (5)

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Architect
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Re: Lord of Hammer

Post by Architect » Thu Oct 10, 2019 9:13 am

Soak 1 Wound
[*] Vigor (1d8) 1d8 = 3: 3
[*] Wild (1d6) 1d6 = 5: 5
Architect rolls with most of the incoming projectiles and missiles. One he absorbs and the following missile targets his weakened torso. He presses on.

The water elemental stands looking at the flames at the front of the ship. Architect motions, "The flames go no further. Protect the ship."

The elemental begins water whipping the flames nearest to it and stands guard against any that would cross the deck to the mast.

Architect looks down into the water where the Glitter Boy is currently tangled up with what Architect believes is a Kraken.

The next events happen in quick succession.

Archie grows several times his size

Metamorphosis
Size 7
His sized increased, he waves his forward most feet and summons forth a greater understanding of combat.

Boost Trait (Fighting) 1 die type (d6)
Wound -1
MAP -2
[*] Spellcasting (1d6) 1d6 = 4: 4
[*] Wild (1d6) 1d6 = 6: 6
[*] Aced! Wild (1d6+6) 1d6+6 = 9: 3

He looks back to Soldad, "Fight or die, Master. You must act or die like the wood of this ship."

Pressing the tattoo that resides along the inside of his body, a large two handed flaming kitana appears in Architect's middle two feet/hands/claws.

Activate Tattoo
TW Flaming Great Sword
Leaping over the side of the galleon, Architect directs his fall towards the Maelstrom Maker and engages it to free the Glitter Boy.

Attack the Kraken, Free the GB, Fighting 4
Wound -1
Scene Modifer -2
MAP -2
[*] Fighting (1d6) 1d6 = 6: 6
[*] Aced! Fighting (1d6+6) 1d6+6 = 9: 3
[*] Wild (1d6) 1d6 = 4: 4
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
Architect Awakened
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Ashlyn Alvarez
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Re: Lord of Hammer

Post by Ashlyn Alvarez » Fri Oct 11, 2019 1:47 am

Mysticism 9, if appropriate, can I get +2 for Champion and He Who Fights Monsters?
-2 difficulty
Mysticism 1d12-2 = 9: 11
Wild 1d8-2 = 4: 6
Zacatecas, Mexico/Underground river
Night
Round 2

Ashlyn’s eyes met those of Sir Lazerous and the vision sparked between them. Her eyes narrowed at the cyber-knight. “You are no knight,” she snarled. “You sacrificed innocents to the evil? I will make sure, when this is over, you pay for that,” the Magdalena vowed.

But they had worse things to worry about. They wouldn’t survive if they didn’t deal with these soliders -- or the vampires and sea monster now heading for the galleon.

“Beware!” Ashlyn yelled to the others. She turned her attention to the vampires on the ceiling, trusting her teammates and the rangers to protect her. Bright, glowing chains of silver roped to the ceiling, wrapping and entangling the vampires there.

***
Character Tracker
Deflection (-4 to hit; -5 from ranged from Dodge) 3r
Champion (+2 Damage, +2 Toughness)

Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
Danger Sense: Chance to notice an ambush.
PPE: 25/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 25/25
  • Telekinesis, Mind Reading, Puppet
Shield: 6/10 PPE
  • Deflection
Wand: 10/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 5/4
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).

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Sir Ndreare
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Re: Lord of Hammer

Post by Sir Ndreare » Fri Oct 11, 2019 6:15 am

OOC Comments
Spellcasting d12+5, -2 for scene
Spellcasting 1d12+3 = 4: 1
Wild 1d10+3 = 4: 1

PPE: 2d6 = 8: 3, 5
.
Ndreare sees the events turning and warns the others over the radio. "Something gargantuan in the water, and scores of vampires overhead." Whatever this horror was, could it be Mxla? Ndreare had to see to the immediate needs. "I will stall the vampires as much as possible. But we need to go on the offensive." Then with a rush Ndreare began releasing wave after wave of cosmic blasts, as they arch across each kills multiple vampires, but can it be enough to slow them? The vampires simply ceased being once struck with the powerful forge fuel power. As things slow Ndreare takes only the slightest second to scan round, looking for a moment, a clue, or a hint of what rides next on the waves of fate that have delivered these monsters to them.

But taking a moment to look around a battle field while often necessary was simply foolish here. One of Ndreare arching blast strafed across the top of the mast sending the crows nest plummeting down on top of him. As it feel, the vampire he was intending to kill road it down, slicing deep into his cosmic armor. Ndreare was knocked down from the combined assault, his ribs bruised and head shaken he throws the vampire away. the events of this battle where not going in his favor. Prone, his ribs still throbbing Ndreare looked as the rest of the battle continued. He needed to get up, he needed to help. He needed the Strength of The Forge...

OOC Comments
Vigor to Soak
Vigor 1d8 = 5: 5
Wild 1d6 = 4: 4
Ndreare
Ndreare
Current Status
Parry: 9
Toughness: 22 (8)
Wounds: 0/3
Fatigue: 0/2
PPE: 27 of 35 base 20 without gear

Gear Charges:
  • Amulet of the Archmage: 0/5
  • Abrandis’ Honorblade PPE: 10/10
  • Night's Kiss PPE: 0/10
  • T.W.-B.A.G.: 5/5
  • Wilk's 237: 16/16 x2
  • Wilks 447: 20/20 x2



Current effects:
  • Armor Features Activated
    Deflection w/Raise = -6 to hit him
    Quickness w/ Raise = minimum card 8




Bennies: 6
  • +5 Quarterly Reset + Great Luck.
    +1 Benny for some outstanding RP!
    +1 From GM for Art of Maker.
    -1 For Vigor Roll to Soak critical failure wound.
    +1 Benny for choosing not to use second action after critical failure per Pender in Hangouts.
    -1 Benny, Agility to interrupt Hammers after everyone went on hold for chit chat.




Adventure Cards
Special GM removed, need interlude to obtain

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Brody Conrey
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Re: Lord of Hammer

Post by Brody Conrey » Sun Oct 13, 2019 11:51 am

Will use the card "Aced" to get the roll to go intangible to get away from the Juicers. I understand I am still Hurt?
As Brody goes intangible he exits the ship through the nearest wall. Wounded and tired. I call for help "I need help." "Crap I got to stop being a hero, this isn't good for my health"
Soak wounds 1 benny

Vigor
1d4 = 1: 1 +3, extra Effort 1d6 = 3: 3
Wild
1d6 = 6: 6 1d6 = 5: 5 total 14 success and 2 raises

Brody heads to the surface

Spirit 1d10 = 1: 1
Wild 1d6 = 4: 4
Brody Conrey
Brody's Sheet

viewtopic.php?f=74&t=2799
Brody Conrey,
OOC Comments
Psi Ghost from Psyscape.

Description: 6’ 2” Healthy, regular looking 19-year-old, athletic male. Blue Eyes, Blonde with a tint of red hair close cut. Wears CS armor, CA 7.
Stays in the background, (No he isn’t a front-line fighter, He is a thief.) Keeps Secrets. He is from Psyscape and will report back to them and also Elle the Owl at the Castle. He will gather extra funds, He is a thief but not from his team mates. Will gamble using his ability to read if the person is lying?

Conditions:
PP 35/35

Bennys: 3+1

Adventure Deck: 2019
Novice: 1d52 = 42: 42
Aced
Play instead of rolling to make a
trait test with a single automatic
raise.

EP Aventure Card
Power Points."Immediately recover all spent
1d54 = 36: 36


POWERS (has Mega powers of each due to Master Edge)
OOC Comments
ARMOR: Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round) Telepathy. GREATER ARMOR Power Points: 5 Range: Touch Duration: 3 (1/round) Success grants +5 M.D.C. Armor, a raise grants +10.

HAVOC:Rank: Seasoned Power Points: 2–4 Range: Smarts×2 Duration: Instan GREATER HAVOC Power Points: +2 Range: Smarts×3 Duration: Instant

SMITE: (has auto raise) Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round)
GREATER SMITE: Power Points: 4 Range: Touch Duration: 3 (1/round)

TELEKINESIS Rank: Seasoned Power Points: 5 Range: Smarts Duration: 3 (1/round) EXALTED TELEKINESIS Power Points: 10 Range: Smarts×2 Duration: 3 (1/round)

TELEPORT Rank: Seasoned Range Power Points: 3+: Special Duration: Instant GREATER TELEPORTPower Points: 5+ Range: Special Duration: Instant.

DETECT ARCANE at will:: Novice Power Points: 2 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) EXALTED DETECT/CONCEAL ARCANAPower Points: 4 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination
Ghosting as an action no PP.

• Psychic awareness leads many to the ability to sense the feelings of others. This empathy allows your psionic to determine the general emotional state of another being within Smarts range by making an opposed Spirit check. On a raise, she can tell if another character is lying or being evasive in a conversation
• He always gets a strange tingling in the back of her neck when things are about to go all pear-shaped. She’s seen enough trouble to know when it’s coming. Your character has the Danger Sense Edge.
ITEMS
OOC Comments
CA-7 Special Forces Heavy “Dead Boy” Body Armor:
+8 Armor.
+2 Toughness
Strength: no min
Environmental Protection: yes
Weight: 20 lbs
Weapons:
Vibroknives on the forearms (Str+d6, AP 4, Mega Damage)
Garrote wire connected to the left wrist (Str+d4, must follow successful Grapple with a raise).

NG-33 Laser Pistol
Range: 15/30/60
Damage: 2d4+1, AP 2
RoF: 1
Shots: 20
Weight: 4 lbs
Notes: Semi-Auto

Thieves Toolkit
Sword "Whisper"
Credits: 1300

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Penitent
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Re: Lord of Hammer

Post by Penitent » Wed Oct 16, 2019 12:21 pm

Faith 22, Fighting 9 = 7 successes vs vampires
Two rounds of actions vs. the vampires due to Quickness
Round 1: Using Faith, so d12, -2 scene modifier. His hallowed trappings gives supernatural enemies -2 to resist, so I'm applying that as a +2 to my roll.
Faith 1d12 = 4: 4
Wild 1d6 = 6: 6 = Ace! 1d6+6 = 10: 4Benny for Extra Effort +Elan 1d6+12 = 18: 6 = Ace! 1d6+18 = 22: 4 = 5 Successes
PPE used: 2d6 = 4: 2, 2

Round 2: Using Fighting, 1d12+3 with Fury's Fang, -2 scene modifier. He's got a ton of Edges that add to damage, etc. vs. vampires, but nothing else that directly to hit.
Fighting 1d12+1 = 3: 2
Wild 1d6+1 = 3: 2
Using Benny to reroll + Elan
Fighting 1d12+3 = 9: 6 = 2 Successes
Wild 1d6+3 = 5: 2
Take 1 level of Fatigue
Penitent stares across the black water at the armored soldier spouting threats. The man's bravado is transparently artificial -- Penitent can smell his fear like a stench, so strong it overpowers the chemical reek left by the ineffectual explosives.

"Your helm does not cover the quavering of your lips, and your terror betrays your sin," the apok shouts, fiery wings spreading behind him. "The wages of sin is death ... but your debt has not come due, just yet."

As much as he wants to bring redemption to the mortal enemies arrayed on the banks, Doc Reid's spectral whispering has alerted Penitent to a more immediate danger, one that can only be cleansed with steel and hellfire. Flapping his glowing wings, Penitent rises toward the vampires skulking among the stalactites above. With a prayer, he summons sheets of holy flame that surround the screeching bloodsuckers like a burial shroud, burning dozens to ash, before flying among them like a scourge, finishing off a score more with his glowing swords.
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 4/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)

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Kir Gloryspirit
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Re: Lord of Hammer

Post by Kir Gloryspirit » Sun Oct 20, 2019 4:28 pm

Fighting 13; 1 Fatigue
Fighting to Subdue the Vampire Horde
Fighting: 1d10-2 = -1: 1
Wild: 1d6-2 = 2: 4
Wild: 1d6-2 = -1: 1
Extra Effort: 1d6+4 = 10: 6 (+2 Elan) Ace: 1d6+10 = 13: 3
Warm flames blaze from Kir's battlestaff as the vampires descend unto the boat. He lashes out around him, sending Asnir's cleansing flames into their midst, delivered via his wooden battlestaff. He defeats a score of the vampires by the time his allies finish the rest off.

"We guard your backs, friends. Fear not these foes," Kir shouts at his allies as he watches over the battlefield, eager to jump in where he is needed next.

The mystic twirls his staff around him in a defensive stance, ready for anything.

The four large (power armor?) enemies and one small enemy on the east bank must roll Spirit vs 15 or be affected by Exalted Slow 1/3.
Kir has +10 MDC Armor and is at 20 (15) Toughness (1/3 Rounds remaining).
Kir has 2 Separate Turns per Round, ignores up to -2 points in MAP Penalties. (1/3 Rounds Remaining)
Kir has Mysticism d12+4 (+2 Staff, +2 Boost) (1/3 Rounds Remaining)
Kir is Defending.
Kir Gloryspirit, God-Touched Mystic of Asnir, God of War
Kir Gloryspirit, God-Touched Mystic
Charisma: 3; Pace: 6; Parry: 8(1); Toughness: 10(5)
Combat-Relevant Edges & Abilities:
  • Alertness: +2 to Notice
    Champion: Add +2 damage vs supernaturally evil creatures and +2 Toughness vs damage from supernaturally evil sources.
    Cosmic Confluence: 2 PPE to 1 ISP & Vice Versa (use immediately)
    Crapsack World: Roll an additional Wild die per Trait roll. Tripple 1's = roll a new char?
    Danger Sense: Notice -2 to know something is about to happen; On hold if success
    Even Stronger Willed: +2 Taunt/Intimidation, +2 Smarts/Spirit vs Tests of Will, +2 vs Fear/Puppet
Wounds: 0/3; Fatigue: 1/2
PPE: 8/25; PPE: 0/10; PPE: 10/15; ISP: 8/20
Bennies: 0/3; Sun Dogs: 2/4
Adventure Cards
Edit Signature
Kir Gloryspirit speaking/thinking
Asnir, god of war speaking (directly into the mind)
Asnir speaking through Kir Gloryspirit (both speaking simultaneously)

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Pender Lumkiss
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Re: Lord of Hammer

Post by Pender Lumkiss » Wed Oct 23, 2019 6:59 am

4 success against maker, 10 vs vampires. Hammers turn! Please wait...
13th GM bennies GM Bennies
1/3
Vampire Kingdoms GM Bennies
6/7
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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Pender Lumkiss
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Re: Lord of Hammer

Post by Pender Lumkiss » Sun Oct 27, 2019 11:24 am


Need a primer on the goal? Presumably it is about a mile a way through this water way.
Click in to Brody and Mercy OCC
Hans Fight's a Maker
Invalid dice code!@Hans Greuber [Underwater Sinking] you can almost feel your sister, Brody as well as a dozen rangers whisper silent thanks that you are the man who can heal! As for the Maelstrom Maker, as your bolt of energy strikes it you hear a psychic scream as it shrinks almost a third in size. Its slick thick tentacles writhe and nearly loose their grasp on the bronze colored glitter boy. Even 25 feet deep in the murky water the bastion suit of armor shines brightly. There is a brief comm... Static... The glitter boy struggled against the tentacles which drew it closer and closer to its razar sharp 1000 fanged maw.
Arcitech fights an old foe
@Architect find's Soldad looking at him strangely with a quizzical look at the dragon as he plunges into the water. Had Architect remained on the boat he would have seen Soldad pierced by shards of wood splintering from the main sail as it buckled and fell. But not before the ancient vampire pushed two of Reid's Rangers aside sparing them from a deadly fate.

In the murky water your dragon senses could feel a foe, born from Xy, yet not its servant. Something ancient drove the giant squid like beast. Something not spoken in the annuals of the celestial court since the defeat of Nxla. Those in the court warned against taking on such a beast of the sea without aid. Rumor was that one of the celestial, Aegis , once dared strike out alone against a Malestrom Maker and met its end inside its maw. Apparently they could pierce even the most toughest of hides. Lucky for you a cleaver dwarve shrunk it just enough for you to tangle with its tentacles unabated. True to its name a great whirlpool formed drawing you towards it deadly maw. Caught in the underwater gale Architect was shoved aside by the Glitterboy that had been caught in its tentacles! Architect could only watch as the armored hero was swiftly drawn about halfway into the mouth of the creature.
Ashlyn converses with her family
Sir Lazerous shielded his eyes from the bright silver ropes that the mystic @Ashlyn Alvarez cast forth. The knight’s breathing quickened and he muttered to no one in particular but something about his crazed eyes indicated he believed someone was hearing him, “My love what will we do with her?” The knight darted away as the mast of the galleon crashed down splintering but also separated him and the mystic... For now...

Then as if many voices called to her at once Ashlyn’s senses were assaulted by the voices of her dead family as if she was experiencing a waking dream.

Her father roared, ”Ashlyn! Look out they are coming through the window! Go chica hide in the bedroom! Listen to me go-“

Her mother wept, “No! Where are the knights? Ashlyn remember I will not let anything happen-“

A strange voice, not often hear, and yet entirely familiar came next, and Ashlyn knew it as her sisters soft tender whispering, “Sister... Its ok... You will see... Trust-“. The jumble of voices were followed by brief tense silence, screams of rangers, and a horrible creaking noise.
Ndreare finds the power cosmic hard to weild
@Ndreare not only did the crows nest come plummeting down, but the force of the blast cosmic sundered the main shaft already previously weakened a few seconds ago from your own clumsy tumble. Crash! Several Rangers which had approached to shore up the breaking mast dove in vain out of the way only to be pinned by the lengthy wood!

A ranger under the mast tried to cut his way out. He cried furious, ”Rangers! Free yourselves and prepare for boarders!” The ship rolled to one side and heaved the mast lurched onto his legs breaking them! “Ah! Help! Ah my legs! Stay clear of the mast!!!!” His story was not alone as more than half a dozen rangers were caught in this manner.
Brody finds his way in the wooden ship
@Brody Conrey found the water outside the submarine to be no fair weather friend. It was a swirling murk filled with violence. He could hear in his mind a powerful being pushing its self unto his own mind. No one can hear you intangible and unfortunately simple things like breathing are required, but as fate would have it the hull of the ship rolled and swept him into it. A slightly surprised burgeoning brodkill of good intent known as Karl looked up from the TW woman he was attending too as Brody, still intangible, had been swept up into hull. Karl pulled out a gem studded cell phone and snapped a picture of the psi ghost. He pointed to the TW moaning unconsciously and writhing on the ground next to him. The brodkill's voice was strained with concern, " Brody right? I hope you can help because something is inside her trying to get out!" Its sort of freaky... But the woman he is hunched over has a bit of mid-drift exposed and you can see something inside pushing up against the skin of the belly.
Penitent sees himself
@Penitent can feel the strength of the vampire's only growing as they are destroyed. It was as if some power not too far from here was growing. One vampire he killed with his blade seemed almost glad. It laughed as it turned to dust. Something in the foul creature's eyes seemed familiar. Penitent had seen the same look in a mirror countless times staring back at him. The vampire's he was killing were driven by a powerful source to essentially commit suicide against his blade.

The eerie voice of Doc Reid whispered as if next to him, " Can you see them Apok? The vampire's are merely slowing you down. More are coming... Something down this watery tunnel has called them forth, but not to kill you, but merely delay you... There close-" The voice of the vampire hunter was silenced as the main mast on the ship came crashing down replaced by cries for help for half a dozen rangers.
Kir talks to Evil
@Kir Gloryspirit saw the vampire' burn and turn to dust. They seemed to want this fate, hardly attempting to avoid the blasts. It was a strange feeling watching a vile enemy wantonly seek their death. The 100 strong horde just came head long with out tactics or regard for their survival. Completely different from the mercs that had the ship surrounded. One vampire in particular seemed familiar, a ranger Kir had helped lead out of the ranger's strong hold so many weeks ago. It died with a smile on its face.

Then Ansir----No something darker had replaced Asnir. The voice flooded the mystic's mind, " I AM THE DEATH NEARING FREEDOM. THOSE THAT HOPED TO CONTAIN ME HAVE FAILED. MY RELEASE IS AT HAND. TURN BACK NOW MYSTIC AND I WILL GRANT THOSE YOU TRAVEL WITH SAFE HAVEN."
The ship's main mast fell on several rangers and despite Architect's efforts to put out the bow fire, earlier plasma grenade and rocket blasts have scoured the deck in fire and flame. Something impacts the hull on the left side causing the ship to roll and tilt on its axis spinning it slowly like a top.

A ranger with sandy blonde hair, most had called him Tomlin nearly went over the railing but an ancient wizened hand of the master vampire Soldad caught his arm pulling him back up. Soldad was pierced three times by wooden shards but thankfully none in the heart. Perhaps for one of the first moments in human vampire history the two smiled at each other. But it was brief, as something else hit the wooden ship! An explosion ripped through the center of the hull. Down in the hold, Karl yelled, " The ship! It's filling with water!! I got Brody down here and I need help with Audrey!!!" The deck its self started to split in two.

Underwater, the sub on the far left side launched two torpedos striking the galleon. The Maelstrom Maker while shrunken ripped off the arm of the glitterboy with his deadly sharp fang filled maw. Its tentacled wiggled many damaged. The water darkened and then it was gone speeding away carrying the boom gun in its mouth! The glitter boy seemly now torn in half was sinking to the far bottom. Over the radio a desperate call from the operator within singled her finality as what could only be water rushing into the suit quickly drowned her voice, " Mercy? Ughhh... Sorry Mercy... Gggggur..."

Topside, the vampire's for now were gone. But the heroes could not help but think more would be forth coming. The Sampson Power Armors were joined by a Super Trooper Power Armor. The merc soldier on either side lifted rockets, railguns, or grenade launchers ready to fire again. But they paused for half a moment. The taunting voice of Han Gruber's most dangerous enemy came over the radio and was broadcast from the loud speakers of half a dozen of the PAs. " Hansy... Hansy... You remember that cat from the 2nd set... Meow, was his name Sammy? How would you like me to kill him? Or what about that Psi Jock?" The voice chuckled with the laughter of someone who was proud of themselves, " Hehe, its amazing what happens when you swear a blood oath to an Elder God no? They give you little things like... Say your name elf..."

Yodhe's strained voice echoes, "Yodhe, Don't give-" Thud!

"What about your name sister?"


The magdalena, sister Penelope's weak voice whispered, "Trust... Don-"

The taunting voice came back, " What do you think we have been feeding these vampire's Hansy and friends... The resolute heroes eh? Look at this one, finally woke up..."

Ever proud, a voice Hans had not heard in many years. His father, "Hans... Don-"

Justin came back on, eerie and similar to how Kir spoke. It was as if two voices were with in. One human and one something far worse, " Why does everyone say Don't, and is there someone named Brody looking for love? There are more up here, many more. After all we have 25 vampire's that need to feed. Now heroes, this is how we get this done. Everyone come on deck, Hansy come out of the water... Throw down your weapons. Masks included, Apok... The four juicers that just hopped on deck with gather them..." Four juicers larger and tougher looking than your normal juicer climb aboard on the left side. It seems they might be the mega kind.
"My people have boats, they will have you board them and bring you to me. Lord Ruthvan wishes it so. Especially the body of that sweet darling Technowizard being looked after by the brodkill..."
A second passed letting the words of the Justin Hammer sink in. The dual magnified voice of the enemy came back, " Or I have my men open fire. Maybe they do not kill you all, doubtful they even kill any of the so called Resolute Heroes but I count 20 rangers and one little dwarven child... Besides the boat you are is sinking... Hehe."
After a heartbeat, almost as if an after thought, the voice comes back on decidedly what ever other power was inside Justin Hammer "Architect if you try anything... The court you so masterfully designed will be the next thing I destroy after yourself."

The men on either side well equipped had their weapons bristled and aimed at the boat. The boat is seemed was indeed heading into the deep as it continued to flood and split apart. Erin Tarin's most famous chapter in her Vampire Kingdom book included the responses and actions to Justin Hammer's threat.



Ok a lot to unpack. In an effort to not give you a wall of text. I tried to wrap up your actions of last round in your occs but together they tell a story of their own. Then gave you a bit of narrative which you can all more or less see and hear. Essentially this is how the end of the round ends. The Hammers all go on hold. So if you decide to do anything other than throw down your weapons and masks make an agility roll and we will move to the next round of combat. Basically do you surrender?
  • If you try to conceal anything small like a laser pistol or dagger, make a stealth check at -4, TN 4
To be clear this is the end of the round so no actions. Next round if it comes I will treat everyone on hold (hence the ask for agility rolls if you wish to continue in this fashion). So the question is do you surrender?

I also think this is a fine time to RP maybe over the radio, with each other or Justin Hammer. I will try to respond quickly to any RP things made of NPCs

Note: The above two choices are what is being presented by Hammer. I am open to other choices and will move the story along in that direction. Like say for example Architect contacts Hammer directly and intimidates or persuades him. That will move the story presumably into some kind of social conflict depending on what everyone else is doing.
Or maybe the plan is drop the weapons and see if the hammers shoot you, and if they don’t get into the boats.

The reality is is/was there turn so they could shoot you anyways. While it is a seemingly impossible situation, I suggest thinking about alternatives.

If it helps make a common kn roll or politics at -4 and you will know since Justin Hammer took over the hammers they have never betrayed a contract and are fairly honorable. Seems weird they would ally themselves with vampires.
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1/7

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Hans Greuber
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Re: Lord of Hammer

Post by Hans Greuber » Sun Oct 27, 2019 2:43 pm

*On Private Channel Set up when Hans joined up*"Don't trust him. Hammer's Hammers has been well known for tossing any agreement whenever they became inconvenient to them... or just because they changed their mind. My guess is that if we surrender, they will disarm us, kill us, and then kill all the prisoners that they no longer needed... unless they want to make me suffer by watching them kill my friends first, in which case they will just change the order. I have a plan to keep the ship afloat... we just need to deal with the Hammers. Gretel, you will be protected for a few more seconds. Please do what you can to protect yourself. If your armor is Environmentally Sealed, it might be best to jump into the water like I have. I have scared off the Maelstrom Maker that was down here. Mercy, there is a badly wounded and damaged Glitterboy down here that has called out to you. I will see what I can do to save them, but it may be tight."

*On Open Channel*"Justin Hammer, what assurances do we have that you and your Elder God will not just kill us all out of hand after we surrender... and as I am sure your submarine driving friends can tell you, I am sinking. It is going to take me a few minutes to get out of the water, even if I were to agree."
Hans Greuber
Main Character: Merlaggon
PPE: 23 / 50
  • Band of Healing: 2 / 10
    Band of Power: 2 / 10
    Wings of Icharus: 10 / 10
    Dreamtime: 0 / 5
Active Powers:
Greater Armor
Greater Quickness
Intangibility (On Gretta)

Combat Edges:
Level Headed
OOC Comments
Arcane Machinist Gadgets Left: 7 /7
Created Gadgets:
None
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
[list][*]Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
[*]Exceptional Rapid Recharge (1 PPE per 5 Minutes)
[*]4 PPE per Hour to Charge
[*]Strength d12+2[/list]

Commonly Used Weapons:
  • "Satisfaction" (TW P-40 Particle Beam Cannon)
    • Damage: 3d8+5 AP6 MD.
    • Shots: 40/40
    • RoF: 1
    • Sound (Deafness) Trapping
    • +2 to Shooting
  • "Dreamtime" (TW Revolver)
    • Damage: 2d6+2 AP4
    • Shots: 6/6, Can Fan the Hammer
    • +2 to Shooting
    • Trapping (Temporal Thought; Smarts Roll on Hit or Fatigue)
    • Power - Slumber with Temporal Thought Trapping)
    • +1 Die Shooting
Bennies: 3 / 3
Base Amount
+2 for Hindrances (Loyal and Doesn't Swim)
+1 for RP
-1 to Soak Rocket
-1 for Extra Effort vs. Maelstorm Maker Dramatic Task
-1 for Extra Effort in Quick Combat vs. the Hammers


Toughness: 31 21 (21 11); Parry: 4; Pace: 9 7 / (5)

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Pender Lumkiss
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Re: Lord of Hammer

Post by Pender Lumkiss » Sun Oct 27, 2019 3:10 pm

Just Hammer’s voice responds with that errie dual voice thing over the open radio, “Assurances? I will not kill you or the allies the elder god has deposited with me if you surrender...”. He chuckled, “If you need to save your pathetic barge or glitter boy down below I can be generous. What say you?”
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Architect
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Re: Lord of Hammer

Post by Architect » Sun Oct 27, 2019 4:33 pm

Pender Lumkiss wrote:
Sun Oct 27, 2019 3:10 pm
Just Hammer’s voice responds with that errie dual voice thing over the open radio, “Assurances? I will not kill you or the allies the elder god has deposited with me if you surrender...”. He chuckled, “If you need to save your pathetic barge or glitter boy down below I can be generous. What say you?”
A voice booms from the water, "I say you are full of feeces."

"The Elder God is weak, which is why he is not here himself. And you have sold you and the souls of your men to Xy. You will certainly not be leaving this conflict."

"I would be even more concerned about teaching your men to look behind them and see the vampires that wait the word of Ruthvan to take you all down. You are caught in a triple cross. Too many deals and contracts you can't keep."

"You need the Resolute. And you needed them yesterday."

Persuassion 3 _
Untrained: -2
[*] Persuassion (1d4) 1d4 = 3: 3
[*] Wild (1d6) 1d6 = 5: 5
Architect makes an effort to grab the sinking Glitterboy and if possible haul it out of the water with him.
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
Architect Awakened
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Pender Lumkiss
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Re: Lord of Hammer

Post by Pender Lumkiss » Tue Oct 29, 2019 6:16 am

@Architect’s words fall upon the droves of hammers on the left and right banks. They are mercs but most of them would call vampires the enemies. On the right side a group of soldiers whisper amongst themselves just barely audible as the water reflects their voice for all to hear.

“What do you think Savin? Sounded like that dragon fella... Vampires and now taking on the whole team?”

A squeaky voice responds, “I know... It was one thing revenge against Hans. But we have heard how these Resolute heroes aim to kill all the vampires.”

A third voice cuts in quieting the two quickly, “Stow it you two, Justin has never led us wrong since he took over. His word is his bond. As soon as the heroes give up we take their weapons into holding and put the heroes on our boats. Mr. Hammer is just a mile away atop that god awful tower. Who knows what those vampires are doing there? It ain’t our place to ask. So stow it.”
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Ashlyn Alvarez
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Re: Lord of Hammer

Post by Ashlyn Alvarez » Wed Oct 30, 2019 7:06 pm

Persuasion 9
Persuasion 1d10 = 9: 9
Wild 1d8 = 6: 6
Zacatecas, Mexico/Underground river
Night
Round 2

Ashlyn shook her head, the voices of her family, memories of the night they were killed, distracting her. No! She couldn’t let anyone else die!

“We surrender!” Ashlyn called out, dropping the few weapons she possessed. “Release the hostages and let us save who we can! Or you will face not only our wrath, but the wrath of the Magdalenas and their allies in the Tomorrow Legion. If you think we are dangerous, wait until you face Jude Maverick of the 13th!”

***
Character Tracker
Deflection (-4 to hit; -5 from ranged from Dodge) 2r
Champion (+2 Damage, +2 Toughness)

Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
Danger Sense: Chance to notice an ambush.
PPE: 25/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 25/25
  • Telekinesis, Mind Reading, Puppet
Shield: 6/10 PPE
  • Deflection
Wand: 10/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 5/4
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).

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Penitent
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Re: Lord of Hammer

Post by Penitent » Thu Oct 31, 2019 8:13 am

Penitent wants nothing more than to run to the hold to check on Audrey, but doing so now would only bring death to her and the others. He steels himself, reminded of his purpose, and turns toward the mercenaries across the water just as Ashlyn capitulates.

"NO! You may speak for yourself, nun, but I will not surrender an inch of this deck until it burns beneath me and the waters boil away as the flames of hell consume the world," he says, practically spitting as he turns his attention on the soldiers surrounding the Resolute.

"You have all become slaves to darkness, fighting and dying here while your master kisses the bloody hands of the earth-demons and sips at their leavings. What do you think they will do with your corpses, fools? They will feast on your black souls and use your flesh as vessels for more of their kind, until the world is overrun and the children of your children are nothing but cattle, cursing your memory.

"I will not submit to such a fate. I will fight the earth-demons and their thralls until nothing remains of me but dust. Should you stand in my way, you call upon your own doom. You will beg for death before I am done, and will receive nothing so sweet as mercy. Repent now, and seek salvation at our sides. To do otherwise is to place your own head beneath the executioner's axe."


Intimidate 12
Intimidate 1d8+2 = 5: 3
Wild 1d6+2 = 7: 5

Benny for Extra Effort + Elan 1d6+9 = 13: 4

EDIT: Forgot I had a -1 for Fatigue so total is 12
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 4/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)

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Sir Ndreare
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Re: Lord of Hammer

Post by Sir Ndreare » Thu Oct 31, 2019 9:23 am

Penitent wrote:
Thu Oct 31, 2019 8:13 am
"You have all become slaves to darkness, fighting and dying here while your master kisses the bloody hands of the earth-demons and sips at their leavings. What do you think they will do with your corpses, fools? They will feast on your black souls and use your flesh as vessels for more of their kind, until the world is overrun and the children of your children are nothing but cattle, cursing your memory.

"I will not submit to such a fate. I will fight the earth-demons and their thralls until nothing remains of me but dust. Should you stand in my way, you call upon your own doom. You will beg for death before I am done, and will receive nothing so sweet as mercy. Repent now, and seek salvation at our sides. To do otherwise is to place your own head beneath the executioner's axe."
Ndreare listens to the words of the dark warrior, a slight nod of agreement. He wishes to offer support to the warrior but can only say such over the radio as his body is distracted pulling the mast off the pinned rangers. "Quickly, pull them free."

Once the men are free, Sir Ndreare says aloud so all can hear he says. "Well spoken @Penitent, though our lives may be lost we are here to destroy evil, not surrender to it."

OOC Comments
Strength 1d12+1 = 7: 6
Wild 1d6+1 = 5: 4

Ndreare
Ndreare
Current Status
Parry: 9
Toughness: 22 (8)
Wounds: 0/3
Fatigue: 0/2
PPE: 27 of 35 base 20 without gear

Gear Charges:
  • Amulet of the Archmage: 0/5
  • Abrandis’ Honorblade PPE: 10/10
  • Night's Kiss PPE: 0/10
  • T.W.-B.A.G.: 5/5
  • Wilk's 237: 16/16 x2
  • Wilks 447: 20/20 x2



Current effects:
  • Armor Features Activated
    Deflection w/Raise = -6 to hit him
    Quickness w/ Raise = minimum card 8




Bennies: 6
  • +5 Quarterly Reset + Great Luck.
    +1 Benny for some outstanding RP!
    +1 From GM for Art of Maker.
    -1 For Vigor Roll to Soak critical failure wound.
    +1 Benny for choosing not to use second action after critical failure per Pender in Hangouts.
    -1 Benny, Agility to interrupt Hammers after everyone went on hold for chit chat.




Adventure Cards
Special GM removed, need interlude to obtain

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Brody Conrey
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Re: Lord of Hammer

Post by Brody Conrey » Thu Oct 31, 2019 3:08 pm

" Brody right? I hope you can help because something is inside her trying to get out!" Its sort of freaky... But the woman he is hunched over has a bit of mid-drift exposed and you can see something inside pushing up against the skin of the belly.
Brody starts going solid vaguely aware of what is going on, "i'm a doctor? no they thought I was a hero, , Doesn't anyone remember I'm a thief . "
Brody looks at the broadkil, "We don't surrender. Brody puts up his armor (Greater Armor) and then looks questioning at the belly, "Bad Sushi? "
Psi 1d10 = 5: 5 +2+2
Wild Dice 1d6 = 6: 6 ace 1d6 = 5: 5

Brody bulls out a the holy sword and looks at the Brodkil, "I am going to take this thing out before it kills them both ."

Brody become a Doctor
Brody cuts slowly into the skin trying to free this thing from the lady, sword guide me calling on the AI for help
Notice 1d8 = 3: 3 +4
Wild Dice
1d6 = 3: 3

Once ope Brody grabe the thing using TK
PSI 1d10 = 7: 7 +2
Brody Conrey
Brody's Sheet

viewtopic.php?f=74&t=2799
Brody Conrey,
OOC Comments
Psi Ghost from Psyscape.

Description: 6’ 2” Healthy, regular looking 19-year-old, athletic male. Blue Eyes, Blonde with a tint of red hair close cut. Wears CS armor, CA 7.
Stays in the background, (No he isn’t a front-line fighter, He is a thief.) Keeps Secrets. He is from Psyscape and will report back to them and also Elle the Owl at the Castle. He will gather extra funds, He is a thief but not from his team mates. Will gamble using his ability to read if the person is lying?

Conditions:
PP 35/35

Bennys: 3+1

Adventure Deck: 2019
Novice: 1d52 = 42: 42
Aced
Play instead of rolling to make a
trait test with a single automatic
raise.

EP Aventure Card
Power Points."Immediately recover all spent
1d54 = 36: 36


POWERS (has Mega powers of each due to Master Edge)
OOC Comments
ARMOR: Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round) Telepathy. GREATER ARMOR Power Points: 5 Range: Touch Duration: 3 (1/round) Success grants +5 M.D.C. Armor, a raise grants +10.

HAVOC:Rank: Seasoned Power Points: 2–4 Range: Smarts×2 Duration: Instan GREATER HAVOC Power Points: +2 Range: Smarts×3 Duration: Instant

SMITE: (has auto raise) Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round)
GREATER SMITE: Power Points: 4 Range: Touch Duration: 3 (1/round)

TELEKINESIS Rank: Seasoned Power Points: 5 Range: Smarts Duration: 3 (1/round) EXALTED TELEKINESIS Power Points: 10 Range: Smarts×2 Duration: 3 (1/round)

TELEPORT Rank: Seasoned Range Power Points: 3+: Special Duration: Instant GREATER TELEPORTPower Points: 5+ Range: Special Duration: Instant.

DETECT ARCANE at will:: Novice Power Points: 2 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) EXALTED DETECT/CONCEAL ARCANAPower Points: 4 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination
Ghosting as an action no PP.

• Psychic awareness leads many to the ability to sense the feelings of others. This empathy allows your psionic to determine the general emotional state of another being within Smarts range by making an opposed Spirit check. On a raise, she can tell if another character is lying or being evasive in a conversation
• He always gets a strange tingling in the back of her neck when things are about to go all pear-shaped. She’s seen enough trouble to know when it’s coming. Your character has the Danger Sense Edge.
ITEMS
OOC Comments
CA-7 Special Forces Heavy “Dead Boy” Body Armor:
+8 Armor.
+2 Toughness
Strength: no min
Environmental Protection: yes
Weight: 20 lbs
Weapons:
Vibroknives on the forearms (Str+d6, AP 4, Mega Damage)
Garrote wire connected to the left wrist (Str+d4, must follow successful Grapple with a raise).

NG-33 Laser Pistol
Range: 15/30/60
Damage: 2d4+1, AP 2
RoF: 1
Shots: 20
Weight: 4 lbs
Notes: Semi-Auto

Thieves Toolkit
Sword "Whisper"
Credits: 1300

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Re: Lord of Hammer

Post by Architect » Thu Oct 31, 2019 3:41 pm

Architect continues to struggle against the weight of the now limp Glitter Boy/Girl. If it continues to be a loosing battle to bring the GB to shore, he will attempt to remove the pilot. Which ever shore is closest is the one he heads towards.
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
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Re: Lord of Hammer

Post by Pender Lumkiss » Thu Oct 31, 2019 5:08 pm

Words win

Along the banks, both sides, a soft murmur grew. A few men on the left hand side quietly coughed in a vain attempt to carry ona conversation that despite their hushed volumes carried over the water.

A hushed exclamation, “We should shut up that Magdalena. Hehe look at the guy in the gleaming armor get those trapped rangers out from neath the main sail... Hehe, its like that play I saw in Merc town. A total comedy of errors. Oh shit did she say she knows Jude..? What do you think Red, she serious.”

The armored merc near brushed her red hair that flowed beneath he helm while keeping a rocket launcher aimed at the wooden vessel, “Dom, you can hear it in her tone. Yeah she knows the baddest special ops team arround.”

The male voice squeaked concerned, “Oh my god... If Mr. Hammer tells folks we killed them all and their allies we are dead! I hear Jude can talk someone into killing themselves, and Cantrell... Fuck they say she can shoot the nuts off a queen bee. Oh and their technowizard... I hear he is better than Hans. What are we going to do?”

The woman shook her red hair, “Fuck... The way Justin is going on... I think it is fair to say he will blab us killing these heroes... Where is the death dealer? Where the fuck is Parsons He can straighten this shit out...”

Moments later the super trooper on the far right hand side bank at the edge of the fire light of the burning galleon stepped forward its helm drawing back exposing a face of one of the most famous or infamous black market enforcers (retired of course): The moniker death dealer was an apt one for a man who only had a last name: Parsons.
His loud speaker issued a warning to the soldiers on both banks, “Hold until I give the signal...”

A pair of long motorized boats started approaching the wooden galleon, maybe about 30” away. Parson’s it seemed commed the Resolute Heroes on their own secure channel, ”I got to take you up to Hammer and the rest of the vampire lords.” He said the word vampires with a fair amount of distain, ” Hammer... Fucker lost his mind maybe, possibly being played by that vamp Lord Ruthvan... Something ain’t right. I am not a vampire slave or servant. But I still got to walk you up to them. Thats my contract. Hammer can see into the men’s body cams so I got to do what I have to. You might know me, I am Parsons... Death Dealer Parsons. Twenty five years with the black market and I never broke my word or not followed through on a Job. Lay down your weapons, let us so called capture you, and I’ll make sure you get to Hammer and Ruthvan to finish this. You got my word.”
Parson’s eye raises slightly when the enlarge hans emerges along with Architect putting the lifeless and damage glitterboy on one of the banks.
Underwater
The Glitterboy is not too hard to get, but it would seem only the bottom haf was recoverable. The maw of the Maelstrom Maker had torn through much of it. The driver was unmoving, eyes wide and lifeless as if looking at something far far away. Her bronze hair swayed in the current. Anyone who had ever visited the sleepy town of Silverbluff would recognize the dead woman as Jessica Bronze. There was no sign of mercy.
The hold
Dr. Brody’s sword cut into Audry’s belly. The brodkill Karl took a reflexive step forward, but stopped when whatever it was burst out against the wound. A thick black sludge erupted from The wound. The TW’ds eyes open wide, solid white. She mouthed unable to find her voice, Penitent! The sludge pooled into the hold and splattered onto Audry’s body. It floated on top of the water, after the intial moments the wounds stopped gushing the sludge and just bled normally. Then Brody had it! Using his TK he drew the black oil like substance it into a very large ball. The brodkill looked at it as the TK held ball pulsed, and it looked like a hand formed for a moment, “What is that?”
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Re: Lord of Hammer

Post by Architect » Thu Oct 31, 2019 7:01 pm

Pender Lumkiss wrote:
Thu Oct 31, 2019 5:08 pm

The Glitterboy is not too hard to get, but it would seem only the bottom haf was recoverable. The maw of the Maelstrom Maker had torn through much of it. The driver was unmoving, eyes wide and lifeless as if looking at something far far away. Her bronze hair swayed in the current. Anyone who had ever visited the sleepy town of Silverbluff would recognize the dead woman as Jessica Bronze. There was no sign of mercy.
Architect held the body of the dead human woman in a set of his arms as he pulled the lower section of the Glitter Boy from the water. Turning it over, he emptied the legs out of the encroaching water as the envirnmental seals had been breached by the Maelstrom Maker.

Emptied, Architect fused the legs together and then reconfigured the pressure seals to inflate. The Glitter Boy raft was built, Architect collected pieces and chunks of wood from the ship floating past. Soon Archie had a sizeable pyre of wood. He placed Jessica Bronze's body upon it and then lit the wood with a passing plasma flaming plank.

Satisfied with the honors, Architect set the floating funeral pyre down in the underground stream and let go. Bowing his head momentarily, he let go and pushed it away at the same time.

He turned back to the scene behind him.

Bronze Pyre.jpg
Balder on His Pyre.gif
Balder on His Pyre.gif (38.45 KiB) Viewed 877 times
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
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Re: Lord of Hammer

Post by Brody Conrey » Fri Nov 01, 2019 4:15 am

Agility roll=9
OOC Comments
1d8 = 1: 1
Wild Dice
1d6 = 6: 6 1d6 = 3: 3
His mind snaps back and he remembers mommy laying there. "Make sure Mommy is Ok. I don't have my medical gear, I left it in my other suit. Duct tape should do fine for now."

Brody looks at the Mother, Audry, “Should we give the child a name? Maybe gender neutral? You mention someone, is there a Father? Uh, we might want to send him a card about his new child. Oh were you planning on Uh nursing or is there something different this type needs? Not Judging, mind you.

Brody looks up at the ceiling. “What Penny? No, I’m not being nosey. I just don’t know what I should do next? Oh, Spank the bottom! Thanks Penny." He starts heading over to Audry then stops. “Oh, the child! We just saw a hand I didn’t see a bottom.”

Brody looks at Audry, “Please forgive me this is my first delivery. Are you going to have more? I think I got the hang of this.”
He looks to the ceiling , “Why are you laughing Penny?”
Last edited by Brody Conrey on Tue Nov 05, 2019 5:41 am, edited 5 times in total.
Brody Conrey
Brody's Sheet

viewtopic.php?f=74&t=2799
Brody Conrey,
OOC Comments
Psi Ghost from Psyscape.

Description: 6’ 2” Healthy, regular looking 19-year-old, athletic male. Blue Eyes, Blonde with a tint of red hair close cut. Wears CS armor, CA 7.
Stays in the background, (No he isn’t a front-line fighter, He is a thief.) Keeps Secrets. He is from Psyscape and will report back to them and also Elle the Owl at the Castle. He will gather extra funds, He is a thief but not from his team mates. Will gamble using his ability to read if the person is lying?

Conditions:
PP 35/35

Bennys: 3+1

Adventure Deck: 2019
Novice: 1d52 = 42: 42
Aced
Play instead of rolling to make a
trait test with a single automatic
raise.

EP Aventure Card
Power Points."Immediately recover all spent
1d54 = 36: 36


POWERS (has Mega powers of each due to Master Edge)
OOC Comments
ARMOR: Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round) Telepathy. GREATER ARMOR Power Points: 5 Range: Touch Duration: 3 (1/round) Success grants +5 M.D.C. Armor, a raise grants +10.

HAVOC:Rank: Seasoned Power Points: 2–4 Range: Smarts×2 Duration: Instan GREATER HAVOC Power Points: +2 Range: Smarts×3 Duration: Instant

SMITE: (has auto raise) Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round)
GREATER SMITE: Power Points: 4 Range: Touch Duration: 3 (1/round)

TELEKINESIS Rank: Seasoned Power Points: 5 Range: Smarts Duration: 3 (1/round) EXALTED TELEKINESIS Power Points: 10 Range: Smarts×2 Duration: 3 (1/round)

TELEPORT Rank: Seasoned Range Power Points: 3+: Special Duration: Instant GREATER TELEPORTPower Points: 5+ Range: Special Duration: Instant.

DETECT ARCANE at will:: Novice Power Points: 2 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) EXALTED DETECT/CONCEAL ARCANAPower Points: 4 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination
Ghosting as an action no PP.

• Psychic awareness leads many to the ability to sense the feelings of others. This empathy allows your psionic to determine the general emotional state of another being within Smarts range by making an opposed Spirit check. On a raise, she can tell if another character is lying or being evasive in a conversation
• He always gets a strange tingling in the back of her neck when things are about to go all pear-shaped. She’s seen enough trouble to know when it’s coming. Your character has the Danger Sense Edge.
ITEMS
OOC Comments
CA-7 Special Forces Heavy “Dead Boy” Body Armor:
+8 Armor.
+2 Toughness
Strength: no min
Environmental Protection: yes
Weight: 20 lbs
Weapons:
Vibroknives on the forearms (Str+d6, AP 4, Mega Damage)
Garrote wire connected to the left wrist (Str+d4, must follow successful Grapple with a raise).

NG-33 Laser Pistol
Range: 15/30/60
Damage: 2d4+1, AP 2
RoF: 1
Shots: 20
Weight: 4 lbs
Notes: Semi-Auto

Thieves Toolkit
Sword "Whisper"
Credits: 1300

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Re: Lord of Hammer

Post by Hans Greuber » Fri Nov 01, 2019 3:44 pm

Growth 12 to Size +8
Growth (+2 due Machine Maestro, 16 PPE for Size +8)
    • Note: Spending 1 EP for Power Efficiency so 8 PPE
  • TW: 1d12+2 = 9: 7
    Wild: 1d8+2 = 10: 8
    • Ace: 1d8+10 = 12: 2
    Result: 12 - Success with Raise(s)
Agility 22
Agility (D8 due Quickness)
  • Agility: 1d8 = 4: 4
    Wild: 1d8 = 8: 8
    • Ace: 1d8+8 = 16: 8
      • Re-Ace: 1d8+16 = 22: 6
    Result: 22 on Opposed Rolls to Interrupt
Reaching his now giant hands under the sinking ship, Hans has an offer for the Hammers.
Persuasion 17
Persuasion: 1d6 = 3: 3
Wild: 1d8+2 = 10: 8
  • Ace: 1d8+10 = 17: 7
Result: 17 - Success with 3 Raises
"Now guys, we could go on fighting here... we destroy lots of your equipment... you kill a lot of the people we are trying to save... everyone loses. I have a different proposal. I have for you two... I say again two MILLION credit credsticks that I will give you if you just let me and our friends go unharmed. What say you... do we have a deal?"
Last edited by Hans Greuber on Sat Nov 02, 2019 8:40 am, edited 2 times in total.
Hans Greuber
Main Character: Merlaggon
PPE: 23 / 50
  • Band of Healing: 2 / 10
    Band of Power: 2 / 10
    Wings of Icharus: 10 / 10
    Dreamtime: 0 / 5
Active Powers:
Greater Armor
Greater Quickness
Intangibility (On Gretta)

Combat Edges:
Level Headed
OOC Comments
Arcane Machinist Gadgets Left: 7 /7
Created Gadgets:
None
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
[list][*]Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
[*]Exceptional Rapid Recharge (1 PPE per 5 Minutes)
[*]4 PPE per Hour to Charge
[*]Strength d12+2[/list]

Commonly Used Weapons:
  • "Satisfaction" (TW P-40 Particle Beam Cannon)
    • Damage: 3d8+5 AP6 MD.
    • Shots: 40/40
    • RoF: 1
    • Sound (Deafness) Trapping
    • +2 to Shooting
  • "Dreamtime" (TW Revolver)
    • Damage: 2d6+2 AP4
    • Shots: 6/6, Can Fan the Hammer
    • +2 to Shooting
    • Trapping (Temporal Thought; Smarts Roll on Hit or Fatigue)
    • Power - Slumber with Temporal Thought Trapping)
    • +1 Die Shooting
Bennies: 3 / 3
Base Amount
+2 for Hindrances (Loyal and Doesn't Swim)
+1 for RP
-1 to Soak Rocket
-1 for Extra Effort vs. Maelstorm Maker Dramatic Task
-1 for Extra Effort in Quick Combat vs. the Hammers


Toughness: 31 21 (21 11); Parry: 4; Pace: 9 7 / (5)

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Re: Lord of Hammer

Post by Pender Lumkiss » Fri Nov 01, 2019 10:54 pm

Parson’s seemed to have taken charge or at least was the senior Merc on the scene. He cocked his weapon and leveled his fusion rockets at the growing giant Hans. He shook his head and almost too loudly yelled, “ No deal Dwarf! Men if they don’t lay down their weapons in five seconds let it the fury fly!”

Quickly his voice came over the heroes radio frequency, ” What are you doing Hans? Hammer is watching! We walk, Hammer kills your friends... Your father... Two million credits I’ll help you when the time comes, but I got to fulfill my contact and take you to him. I don’t want to have innocent blood on my hands, the folks Justin has captured have no part in this, and well if I can take out a few master vampires along the way just as good. I’ll take your money Hans but only after you surrender. Whats it going to be big guy? Yes or no.”
In the hold
Audry is unresopnsive her eyes finally closing, and chest rising and falling slowly. Karl looked at the large blob of black goop and then looked at Brody. “A name? You got a sense of humor Brody.”

The goop pulsed and pulled straining the psi ghosts telekinetic hold. Brody had to wonder just how long he could hold it.

Where is justin? Not here. This water way leads to a tower of sorts, and atop this tower is presumably Justin, vampires, and your allies.
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Re: Lord of Hammer

Post by Hans Greuber » Sat Nov 02, 2019 8:34 am

"Alright. I will surrender up my two pistols and my Sonic Cannon. The first half of your payment is in my left boot just inside the top at the back. When we are done, you will get the other half. If every one of the hostages gets out alive, I will double the payment. After this, I will have another job for you... to help us rescue my Ogre friend. If you betray us, I will make sure you are the first one I take down... even if I myself go down."

"Guys, I think this is our best plan. If we approach without 'surrendering', they will have more than enough time to kill all of the hostages, as well as those around us. Just surrender your obvious weapons. If they go for more, that will be a sign that we are being betrayed."


"Fine... fine... fine... just let me rescue those in the boat. My hands will be full of both boat pieces until they all are safe, then I will hand over my weapons."

With that, Hans carefully lifts up the boat, allowing those trapped in the hold to escape onto the deck.
Hans Greuber
Main Character: Merlaggon
PPE: 23 / 50
  • Band of Healing: 2 / 10
    Band of Power: 2 / 10
    Wings of Icharus: 10 / 10
    Dreamtime: 0 / 5
Active Powers:
Greater Armor
Greater Quickness
Intangibility (On Gretta)

Combat Edges:
Level Headed
OOC Comments
Arcane Machinist Gadgets Left: 7 /7
Created Gadgets:
None
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
[list][*]Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
[*]Exceptional Rapid Recharge (1 PPE per 5 Minutes)
[*]4 PPE per Hour to Charge
[*]Strength d12+2[/list]

Commonly Used Weapons:
  • "Satisfaction" (TW P-40 Particle Beam Cannon)
    • Damage: 3d8+5 AP6 MD.
    • Shots: 40/40
    • RoF: 1
    • Sound (Deafness) Trapping
    • +2 to Shooting
  • "Dreamtime" (TW Revolver)
    • Damage: 2d6+2 AP4
    • Shots: 6/6, Can Fan the Hammer
    • +2 to Shooting
    • Trapping (Temporal Thought; Smarts Roll on Hit or Fatigue)
    • Power - Slumber with Temporal Thought Trapping)
    • +1 Die Shooting
Bennies: 3 / 3
Base Amount
+2 for Hindrances (Loyal and Doesn't Swim)
+1 for RP
-1 to Soak Rocket
-1 for Extra Effort vs. Maelstorm Maker Dramatic Task
-1 for Extra Effort in Quick Combat vs. the Hammers


Toughness: 31 21 (21 11); Parry: 4; Pace: 9 7 / (5)

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Re: Lord of Hammer

Post by Architect » Sat Nov 02, 2019 3:28 pm

Parsons. Parsons. Death Dealer Parsons.

OOC Comments
[*] Common Knowledge (1d10) 1d10 = 5: 5
[*] Wild (1d6) 1d6 = 3: 3
His flaming longsword had disappeared when he had retrieved the body of the Glitter Girl, Jessica Bronze. Architect was unarmed as he walked onto the shore and looked at the mercs in their little robot suits and let his metamorphosis drop and he returned to his normal size.
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
Architect Awakened
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Kir Gloryspirit
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Re: Lord of Hammer

Post by Kir Gloryspirit » Sun Nov 03, 2019 10:32 am

Agility 9, Persuasion 13; -1 Benny
Agility: 1d6 = 2: 2
Wild: 1d6 = 6: 6 Ace: 1d6+6 = 9: 3

Persuasion: 1d8+3 = 5: 2 (+2 Charismatic, +1 Holy Aura)
Wild: 1d6+3 = 7: 4
EE: 1d6+9 = 13: 4 (+2 Elan)
Kir scowls at the monstrous voice, "We are not intimidated. Asnir lives on inside of us. Even if you have subdued his celestial form, He will rise again. Silence your gibbering."

Kir removes his NG-33 laser pistol and throws it to the deck.

He smiles graciously and speaks to Parsons, "So, you will take us directly to the leaders of our enemies? We will come with you. We are unwell, however, and would ask that we be allowed to lean upon our walking staff for support. We're sure that wouldn't be a problem. After all, you are very well armed individuals and we're but a single man."
Kir Gloryspirit, God-Touched Mystic of Asnir, God of War
Kir Gloryspirit, God-Touched Mystic
Charisma: 3; Pace: 6; Parry: 8(1); Toughness: 10(5)
Combat-Relevant Edges & Abilities:
  • Alertness: +2 to Notice
    Champion: Add +2 damage vs supernaturally evil creatures and +2 Toughness vs damage from supernaturally evil sources.
    Cosmic Confluence: 2 PPE to 1 ISP & Vice Versa (use immediately)
    Crapsack World: Roll an additional Wild die per Trait roll. Tripple 1's = roll a new char?
    Danger Sense: Notice -2 to know something is about to happen; On hold if success
    Even Stronger Willed: +2 Taunt/Intimidation, +2 Smarts/Spirit vs Tests of Will, +2 vs Fear/Puppet
Wounds: 0/3; Fatigue: 1/2
PPE: 8/25; PPE: 0/10; PPE: 10/15; ISP: 8/20
Bennies: 0/3; Sun Dogs: 2/4
Adventure Cards
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Kir Gloryspirit speaking/thinking
Asnir, god of war speaking (directly into the mind)
Asnir speaking through Kir Gloryspirit (both speaking simultaneously)

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Sir Ndreare
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Re: Lord of Hammer

Post by Sir Ndreare » Mon Nov 04, 2019 8:08 am

Without an acceptable option Ndreare tenses, things must be as they are. But surrendering to those who knowingly serve evil is not an option anymore.

Agility 21, -1 Benny
Agility 1d10 = 6: 6
Wild Die 1d6 = 2: 2

Benny to Reroll
Agility 1d10+2 = 12: 10 Ace 1d10+12 = 21: 9
Wild 1d6+2 = 8: 6 Ace 1d6+8 = 14: 6 Ace Aced 1d6+14 = 15: 1
Ndreare
Ndreare
Current Status
Parry: 9
Toughness: 22 (8)
Wounds: 0/3
Fatigue: 0/2
PPE: 27 of 35 base 20 without gear

Gear Charges:
  • Amulet of the Archmage: 0/5
  • Abrandis’ Honorblade PPE: 10/10
  • Night's Kiss PPE: 0/10
  • T.W.-B.A.G.: 5/5
  • Wilk's 237: 16/16 x2
  • Wilks 447: 20/20 x2



Current effects:
  • Armor Features Activated
    Deflection w/Raise = -6 to hit him
    Quickness w/ Raise = minimum card 8




Bennies: 6
  • +5 Quarterly Reset + Great Luck.
    +1 Benny for some outstanding RP!
    +1 From GM for Art of Maker.
    -1 For Vigor Roll to Soak critical failure wound.
    +1 Benny for choosing not to use second action after critical failure per Pender in Hangouts.
    -1 Benny, Agility to interrupt Hammers after everyone went on hold for chit chat.




Adventure Cards
Special GM removed, need interlude to obtain

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Pender Lumkiss
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Re: Lord of Hammer

Post by Pender Lumkiss » Mon Nov 04, 2019 8:23 am

Everyone needs an agility roll. @Penitent, @Architect @Brody Conrey @Ashlyn Alvarez

+1 Benny to tribe for a suggestion of quick combat.
13th GM bennies GM Bennies
1/3
Vampire Kingdoms GM Bennies
6/7
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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Penitent
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Re: Lord of Hammer

Post by Penitent » Mon Nov 04, 2019 8:47 am

Penitent shakes his head sorrowfully as the cowardly demands of the doomed sellswords are relayed by Hans.

"These blades have been drawn and will not be set down until they have drunk their fill of the blood of the damned," he says. "I am not opposed to peace, or even subterfuge when it provides a chance to strike a killing blow. But to lay down arms as we approach the rotten heart of our foe would betray all that we stand for and all we have achieved. You dark masters will die at our hands. If you wish to throw yourselves upon our blades, you may, but your deaths will serve no more purpose than spittle upon an already-greased wheel. Leave now and live. Persist and find only swift oblivion."

Agility 9
Agility 1d8 = 2: 2
Wild 1d6 = 5: 5
Use the Benny from above for Extra Effort + Elan: 1d6+7 = 9: 2
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 4/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)

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Pender Lumkiss
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Re: Lord of Hammer

Post by Pender Lumkiss » Wed Nov 06, 2019 9:26 am

There is a breathless moment where the mercy think the Resolute Heroes have surrendered. Parson’s tells the hammer’s gathered on either side, ”Gather up the weapons and load them in one of the boats.”

Sidling up to the breaking wooden Galleon a few sleek looking boats drifted up to Han’s index finger. One of the juicers on the deck of the galleon pointed to the boats. He had sandy blonde hair and a wild look in his blue eyes, he whispered to those near covering the mic on a camera on his shoulder,”Go ahead get in. Parson’s filled us in. We’ll get you to Justin, Lord Ruthven and their little ritual... Boy will they be surprised. Hehe.”

Parson’s commed the heroes figuring words that were spoken where just words and the action of the few meant the heroes were on board. He engaged his rockets bringing him near Penitent. ”You made the right call. Let’s get you aboard, rescue your allies and stop Justin Hammer. They are about a mile or so down the waterway. The men and women here are at your disposal.” He reaches out a hand to shake Penitent’s...

Then from the bow of the ship a crazy ass cyber knight Sir Lazerous cried perhaps spurned onward by words of virtue, ”We’ll never surrender!! We are the Reid’s Rangers and Resolute Heroes! Never surrender!” He lunges toward the juicer and a few rangers follow suit reclaiming their laser weapons and open fire.

Heroes have the drop. Make a combat or spellcasting roll at +4,TN 4. We will settle this via quick combat.
Fighting, take a wound (soakable) or fatigue level
Shooting: 2d6 pts of ammo
Spell casting: 2d6 ppts spent

Every success and raise results in one dead Hammer soldier. You need a raise to take out a PA. There are 25 total soldiers with about 7 of that number in a PA. Highest roll will be invited to a future gm post that details the last moments of death dealer Parson’s and his death. For ever success less than 25, 1 wound will be dealt to either the heroes or their most trusted allies.

To be clear your weapons are near enough to reclaim and use.
13th GM bennies GM Bennies
1/3
Vampire Kingdoms GM Bennies
6/7
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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Sir Ndreare
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Re: Lord of Hammer

Post by Sir Ndreare » Wed Nov 06, 2019 10:06 am

Reaching with his off hand Ndreares draws out power from Night's Kiss, then channeling that power he accelerates himself moving at pace in those moments between time, his mighty weapon begins spinning and whirling as he channels more energy from his amulet into charging the weapon with the fury of the forge.

No man, woman, or armor could stand against him as his spells fueled him. He was Justice incarnate come down from above to strike down those who side with the darkness, who danced into the masses of desolation. The harder he fought, the more who fell, the brighter his armor glowed as the Forge perched him.

Quick Combat 19
PPE 2d6 = 5: 2, 3
Spellcasting 1d12+9 = 19: 10
Wild 1d10+9 = 16: 7
Ndreare
Ndreare
Current Status
Parry: 9
Toughness: 22 (8)
Wounds: 0/3
Fatigue: 0/2
PPE: 27 of 35 base 20 without gear

Gear Charges:
  • Amulet of the Archmage: 0/5
  • Abrandis’ Honorblade PPE: 10/10
  • Night's Kiss PPE: 0/10
  • T.W.-B.A.G.: 5/5
  • Wilk's 237: 16/16 x2
  • Wilks 447: 20/20 x2



Current effects:
  • Armor Features Activated
    Deflection w/Raise = -6 to hit him
    Quickness w/ Raise = minimum card 8




Bennies: 6
  • +5 Quarterly Reset + Great Luck.
    +1 Benny for some outstanding RP!
    +1 From GM for Art of Maker.
    -1 For Vigor Roll to Soak critical failure wound.
    +1 Benny for choosing not to use second action after critical failure per Pender in Hangouts.
    -1 Benny, Agility to interrupt Hammers after everyone went on hold for chit chat.




Adventure Cards
Special GM removed, need interlude to obtain

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Penitent
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Re: Lord of Hammer

Post by Penitent » Wed Nov 06, 2019 11:16 am

Fighting 20, Soaks the Wound
Fighting is 1d12+3, -1 for Fatigue, +4 Scene modifier
Fighting 1d12+6 = 17: 11
Wild 1d6+6 = 9: 3
Benny for Extra Effort + Elan 1d6+19 = 20: 1

Takes a Wound, spends a Benny to Soak
Vigor 1d12-1 = 8: 9
Wild 1d6-1 = 5: 6
"You were given a chance to surrender," Penitent says as Parson sticks out his hand -- which Penitent promptly removes with a swift slice of Fury's Fang. As Parson gapes in shock, the apok brings his other sword, Durendel, around in a sweeping blow that slices through the muscles and tendons just above the man's knees, causing the mercenary to collapse to the ground in pain.

"Don't make me regret this mercy," Penitent says, stabbing his blade through the back of each of Parson's knees just to be sure.

As battle erupts all around, the apok strides forward, maiming and mutilating when he can, killing when he must. Taking on several of the men in powered armor, he manages to disable the machines' power cores with surgical precision, leaving the men trapped in armored caskets suddenly gone dark.

"It is a sad day when mortals must spill the blood of other mortals who refuse to forsake the darkness," he says. "But such has always been the way of man. As darkness takes you, know that we will carry forward the light to burn away the rotten fruit of your transgressions."
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 4/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)

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Hans Greuber
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Re: Lord of Hammer

Post by Hans Greuber » Wed Nov 06, 2019 5:03 pm

TW 23
Tw (+4 due Scene, +2 due Machine Maestro)
TW: 1d12+6 = 14: 8
Wild: 1d8+6 = 13: 7
Extra Effort: 1d6+2 = 8: 6
Ace: 1d6+8 = 9: 1
Result: 23 - Success with 4 Raises. PPE Used: 2d6 = 8: 6, 2
STUPID, STUPID, STUPID Fanatics!!! I always hate working with Fanatics. If it wasn't for needing their help rescuing Pa, my sister, and my friends, I would be tempted to leave them to deal with this themselves. Since Parsons was keeping his word, I will still pay them the 2 million Credits... plus I may have to repair their damaged equipment at the end of this and give them another million or two as blood money.

Looking at the weapons he surrendered, Hans draws upon what is left from his Chrono-Accelerator's effects and lunges as fast as the eye can follow and picks up Dreamtime. Looking for the heaviest concentrations of the most dangerous enemies, Hans lets loose with two blasts of trans-dimensional energies that sends the targets on a mental journey through their alternate selves.

I hope Parsons will understand... and that STUPID FANATIC, Penitent will owe ME a couple million credits for this debacle.
Last edited by Hans Greuber on Sat Nov 09, 2019 3:44 pm, edited 2 times in total.
Hans Greuber
Main Character: Merlaggon
PPE: 23 / 50
  • Band of Healing: 2 / 10
    Band of Power: 2 / 10
    Wings of Icharus: 10 / 10
    Dreamtime: 0 / 5
Active Powers:
Greater Armor
Greater Quickness
Intangibility (On Gretta)

Combat Edges:
Level Headed
OOC Comments
Arcane Machinist Gadgets Left: 7 /7
Created Gadgets:
None
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
[list][*]Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
[*]Exceptional Rapid Recharge (1 PPE per 5 Minutes)
[*]4 PPE per Hour to Charge
[*]Strength d12+2[/list]

Commonly Used Weapons:
  • "Satisfaction" (TW P-40 Particle Beam Cannon)
    • Damage: 3d8+5 AP6 MD.
    • Shots: 40/40
    • RoF: 1
    • Sound (Deafness) Trapping
    • +2 to Shooting
  • "Dreamtime" (TW Revolver)
    • Damage: 2d6+2 AP4
    • Shots: 6/6, Can Fan the Hammer
    • +2 to Shooting
    • Trapping (Temporal Thought; Smarts Roll on Hit or Fatigue)
    • Power - Slumber with Temporal Thought Trapping)
    • +1 Die Shooting
Bennies: 3 / 3
Base Amount
+2 for Hindrances (Loyal and Doesn't Swim)
+1 for RP
-1 to Soak Rocket
-1 for Extra Effort vs. Maelstorm Maker Dramatic Task
-1 for Extra Effort in Quick Combat vs. the Hammers


Toughness: 31 21 (21 11); Parry: 4; Pace: 9 7 / (5)

http://savagerifts.com/sr/ucp.php?i=pro ... =signature
https://savagerifts.com/sr/viewtopic.php?f=151&t=2216

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Brody Conrey
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Re: Lord of Hammer

Post by Brody Conrey » Wed Nov 06, 2019 8:31 pm

PSi 18
OOC Comments
1d10 = 4: 4 +2 +4 ISP +4 Scene Modifier Extra Effort 1d6 = 4: 4

Wild Dice
1d6 = 2: 2
GREATER HAVOC (MEGA POWER) Power Points: +2 Range: Smarts×3 Duration: Instant Greater havoc enhances the penalties to resist to −2, or −4 with a raise. Furthermore, targets are knocked back a total of 3d6" and automatically Shaken, regardless of hitting an object.
For double the Power Points, havoc affects a Large Burst Template.
2d6 = 10: 6, 4 ISP
Don't know if this will help:
Fatal Flaw: You spend countless hours analyzing enemy tactics and are a master of understanding the subtle Nuances of the high tech world. If someone needs to make sure a hi tech competitor goes down in a blazing inferno they know to call you first. As an action and makes a smarts roll, any piece of hi-tech within your Smarts range suffers a technical difficult. This might be due to careful planning or skillful luck. You can also spend a benny to extend this range to the long range of a weapon readied. You also reduce an enemies tokens in a mass battle by 2.

Brody is feeling very protective of his charge and the newly arrived child ? He lets loose Havoc at a large group of the enemies, he hopes to blast a big group so the others as they rush in will find easy especially when they are knocked down and stunned.
Brody Conrey
Brody's Sheet

viewtopic.php?f=74&t=2799
Brody Conrey,
OOC Comments
Psi Ghost from Psyscape.

Description: 6’ 2” Healthy, regular looking 19-year-old, athletic male. Blue Eyes, Blonde with a tint of red hair close cut. Wears CS armor, CA 7.
Stays in the background, (No he isn’t a front-line fighter, He is a thief.) Keeps Secrets. He is from Psyscape and will report back to them and also Elle the Owl at the Castle. He will gather extra funds, He is a thief but not from his team mates. Will gamble using his ability to read if the person is lying?

Conditions:
PP 35/35

Bennys: 3+1

Adventure Deck: 2019
Novice: 1d52 = 42: 42
Aced
Play instead of rolling to make a
trait test with a single automatic
raise.

EP Aventure Card
Power Points."Immediately recover all spent
1d54 = 36: 36


POWERS (has Mega powers of each due to Master Edge)
OOC Comments
ARMOR: Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round) Telepathy. GREATER ARMOR Power Points: 5 Range: Touch Duration: 3 (1/round) Success grants +5 M.D.C. Armor, a raise grants +10.

HAVOC:Rank: Seasoned Power Points: 2–4 Range: Smarts×2 Duration: Instan GREATER HAVOC Power Points: +2 Range: Smarts×3 Duration: Instant

SMITE: (has auto raise) Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round)
GREATER SMITE: Power Points: 4 Range: Touch Duration: 3 (1/round)

TELEKINESIS Rank: Seasoned Power Points: 5 Range: Smarts Duration: 3 (1/round) EXALTED TELEKINESIS Power Points: 10 Range: Smarts×2 Duration: 3 (1/round)

TELEPORT Rank: Seasoned Range Power Points: 3+: Special Duration: Instant GREATER TELEPORTPower Points: 5+ Range: Special Duration: Instant.

DETECT ARCANE at will:: Novice Power Points: 2 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) EXALTED DETECT/CONCEAL ARCANAPower Points: 4 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination
Ghosting as an action no PP.

• Psychic awareness leads many to the ability to sense the feelings of others. This empathy allows your psionic to determine the general emotional state of another being within Smarts range by making an opposed Spirit check. On a raise, she can tell if another character is lying or being evasive in a conversation
• He always gets a strange tingling in the back of her neck when things are about to go all pear-shaped. She’s seen enough trouble to know when it’s coming. Your character has the Danger Sense Edge.
ITEMS
OOC Comments
CA-7 Special Forces Heavy “Dead Boy” Body Armor:
+8 Armor.
+2 Toughness
Strength: no min
Environmental Protection: yes
Weight: 20 lbs
Weapons:
Vibroknives on the forearms (Str+d6, AP 4, Mega Damage)
Garrote wire connected to the left wrist (Str+d4, must follow successful Grapple with a raise).

NG-33 Laser Pistol
Range: 15/30/60
Damage: 2d4+1, AP 2
RoF: 1
Shots: 20
Weight: 4 lbs
Notes: Semi-Auto

Thieves Toolkit
Sword "Whisper"
Credits: 1300

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Ashlyn Alvarez
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Re: Lord of Hammer

Post by Ashlyn Alvarez » Thu Nov 07, 2019 5:32 am

Agility 2
Agility 1d4 = 1: 1
Wild 1d8 = 2: 2
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).

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Ashlyn Alvarez
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Re: Lord of Hammer

Post by Ashlyn Alvarez » Thu Nov 07, 2019 5:42 am

Mysticism/Psionics 13
+4 Drop
Skill 1d12 = 7: 7
Wild 1d8 = 4: 4
Benny to EE 1d6+7 = 9: 2
Points spent 6
-1 for Wizard
2d6-1 = 6: 1, 6
Zacatecas, Mexico/Underground river
Night
Round 2

“Acknowledged,” Ashlyn spoke quietly to Parsons, though it didn’t look like Penitent or Ndreare were going to go quietly. Damn them! They were going to get people killed!

And then Lord Lazerous and some of the rangers attacked. “No!” Ashlyn shouted. “Think of the hostages! You bloodthirsty bastards!”

Ashlyn flew into a fury, but not to kill. She didn’t harm mortals if she could. She disarmed or incapacitated the mercenaries — or sought to prevent her companions from killing.
OOC Comments
Hindrance: Code of Honor - she’s fighting AGAINST the Resolute as much as she is fighting the Hammers and Parsons. If possible, she will try and save Parsons.
***
Character Tracker
Deflection (-4 to hit; -5 from ranged from Dodge) 2r
Champion (+2 Damage, +2 Toughness)

Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
Danger Sense: Chance to notice an ambush.
PPE: 22/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 22/25
  • Telekinesis, Mind Reading, Puppet
Shield: 6/10 PPE
  • Deflection
Wand: 10/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 4/4
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).

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Re: Lord of Hammer

Post by Architect » Fri Nov 08, 2019 7:45 am

OOC Comments
[*] Agility (1d6) 1d6 = 1: 1
[*] Wild (1d6) 1d6 = 4: 4
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
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Re: Lord of Hammer

Post by Kir Gloryspirit » Mon Nov 11, 2019 4:34 pm

Mysticism 18; -5 PP, -1 Benny
Mysticism: 1d8+5 = 6: 1 (-1 Fatigue, +2 Staff, +4 Scene)
Wild: 1d6+5 = 11: 6 Ace: 1d6+11 = 14: 3
EE: 1d6+16 = 18: 2 (+2 Elan)
Wild: 1d6+5 = 8: 3
PP: 2d6 = 5: 3, 2
Kir scowled at the resolute as many scurried into battle. Why would they not take the opportunity to strike at the heart of the enemy? Reasons no longer mattered, only actions, so the mystic took up his staff and aided his friends. Mystic energies surged through the battlefield as Kir healed friends, hindered enemies and otherwise supported the Resolute Heroes. He would not take part in the slaughter of Parsons who had offered options and an olive branch, though.
Kir Gloryspirit, God-Touched Mystic of Asnir, God of War
Kir Gloryspirit, God-Touched Mystic
Charisma: 3; Pace: 6; Parry: 8(1); Toughness: 10(5)
Combat-Relevant Edges & Abilities:
  • Alertness: +2 to Notice
    Champion: Add +2 damage vs supernaturally evil creatures and +2 Toughness vs damage from supernaturally evil sources.
    Cosmic Confluence: 2 PPE to 1 ISP & Vice Versa (use immediately)
    Crapsack World: Roll an additional Wild die per Trait roll. Tripple 1's = roll a new char?
    Danger Sense: Notice -2 to know something is about to happen; On hold if success
    Even Stronger Willed: +2 Taunt/Intimidation, +2 Smarts/Spirit vs Tests of Will, +2 vs Fear/Puppet
Wounds: 0/3; Fatigue: 1/2
PPE: 8/25; PPE: 0/10; PPE: 10/15; ISP: 8/20
Bennies: 0/3; Sun Dogs: 2/4
Adventure Cards
Edit Signature
Kir Gloryspirit speaking/thinking
Asnir, god of war speaking (directly into the mind)
Asnir speaking through Kir Gloryspirit (both speaking simultaneously)

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Re: Lord of Hammer

Post by Pender Lumkiss » Fri Nov 15, 2019 12:58 pm

As the heroes surprised the cadre of mercenaries known as the Hammers a strange cacophony of voices chanting in unison rose from down the underground waterway. It started low barely audible slow and rising and falling with a hypnotic cadence. By the time Parson’s found himself on the ground prone and looking up at Hans with his hand gushing silver speckled blood the chanting had risen to a drowning thunder.

Then it stopped, injured Hammers groaned on both sides of the bank, and a couple in the water submerged for their final sleep. The crackling pyre Architect had set for the fallen glitter boy and the burning wooden ship Hans held together provided enough light for everyone to see the scene.

Rangers on the boat seemed unharmed for the moment barely hanging on to parts of the wooden ship not yet on fire. Karl emerged from the hold with Audry. It seemed a black blob no bigger than a beach ball followed behind them telekeneticly suspended by Brody. Audry was clutching her stomach, and Karl was doing his best to console her.

The brodkil’s voice was low and hushed, “That thing is yours and Pappa’s? Oh goody I get a brother... A sister?”

Audry sobbed looking at the blob encased in a TK field. Her voice was filled with anger...“What the hell! No sign of my boys! Now this... This thing!!” She turned from the black amorphous blob sobbing into Karl’s shoulder.

Sir Lazerous looked at the two. His self proclaimed crown was bloody from the afair. His psi blade shimmered brightly reflecting off his cyber knight armor. He kicked the face of a hammer breaking it with a sickening crunch, “Fucking mercs. Just about as low as you can get. Nice job everyone... Someone put that Parsons douche bag out of his misery and lets go kill some vampires and this Justin Hammer .” He pointed his blade down the tunnel toward a glowing light of a tall spire maybe about a mile away. “Lets get there and end this shit. No mercy for fuckers that make the mistake of siding with vampires. If it’s good for the Apok and Knight... It’s good for me.” He grinned and drove his psi blade through the neck of a helpless hammer.

Despite Sir Lazerous’ status within the ranks of Feid’s Rangers. The dozen or so rangers did not immediately take up arms and head down the passage. They as a group looked at the two mystics wondering, not for the first time, if they should try to save any of the injured Mercs.

Near Hans, Parsons’ eyes narrowed in hatred. His arm oozed silver like blood. His face had a distinct silver sheen. His voice was a seething whisper, uncontrolled as he gasped nearly dead from his wounds, “I’ll always remember the name Hans... He cannot be trusted. He must die.”

Hans saw a glimpse of the future, a remanent from his crono accelerator. He saw a woman with purple hair, a wild smile, and a long leather jacket, appear next to Parsons. No doubt a shifter. Then in that glimpse of the future the two teleported away to only gods know where. With that glimpse forward into time Hans had a chance to prevent a new enemy from rising... A powerful enemy with connections to the black market.

Besides all that, the way was eerily Silent and clear. Two long motor boats, ex cs style, were moored near by. The taunting voice of Justin Hammer was unexpectedly missing, and the light at the base of a spire at the end of the water way beckoned. There was about a mile, either boating or walking to be had. Would these heroes have the fortitude to see their journey to the end? Would they brave the final fight against Lord Ruthvan and his master vampire cadre? What were the results of the ritual they accomplished? What happened to all the allies? What was Justin Hammer’s deal (was he possessed by Xy?). All this and more to be answered next GM post.
If it suits your delectable fancy please Figure out what you want to do next and we will do it. RP as you will and I will look for key phrases depicting movement (hopefully to wards the end of this underground water way).

As always I will do my best to let you know how the world and NPCs react to your words and actions. Cheers...
13th GM bennies GM Bennies
1/3
Vampire Kingdoms GM Bennies
6/7
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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Re: Lord of Hammer

Post by Architect » Fri Nov 15, 2019 6:56 pm

Architect boarded the ship again (as a young boy - his first mastered form) and checked on the Vampire King, Soldad and on Hans' Sister, Greta. In someways he understood the Resolutes position in others he sided with the remaining Rangers. Their current situation was certainly a mixed bag of good and evil.

Looking over the condition of the wooden vessel, "We really should get a move on. This raft won't go much further than the island tower ahead."

If he can manage it, he will fly with both Greta and Soldad to the island.
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
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Re: Lord of Hammer

Post by Pender Lumkiss » Fri Nov 15, 2019 9:27 pm

Architect wrote:
Fri Nov 15, 2019 6:56 pm
Architect boarded the ship again (as a young boy - his first mastered form) and checked on the Vampire King, Soldad and on Hans' Sister, Greta. In someways he understood the Resolutes position in others he sided with the remaining Rangers. Their current situation was certainly a mixed bag of good and evil.

Looking over the condition of the wooden vessel, "We really should get a move on. This raft won't go much further than the island tower ahead."

If he can manage it, he will fly with both Greta and Soldad to the island.
Soldad grunts pulling out shards of wood from his chest. He was himself kneeling near Greta. During the engagement with the Hammers he had put his body before the young dwarves. Gretta was trying to put on a brave face. She had barely spoken to Hans and simply climbed into Architect’s hands. Her silence was almost as if she was trying to distance herself from her brother to prevent him some unknown heart ache.

Soldad looked at the Chang Ku and then to Gretta. He whispered, “ The time draws near...”
13th GM bennies GM Bennies
1/3
Vampire Kingdoms GM Bennies
6/7
Legends of the Black Bennies
2/2
77th GM bennies
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Re: Lord of Hammer

Post by Architect » Fri Nov 15, 2019 10:42 pm

Pender Lumkiss wrote:
Fri Nov 15, 2019 9:27 pm
Architect wrote:
Fri Nov 15, 2019 6:56 pm
Architect boarded the ship again (as a young boy - his first mastered form) and checked on the Vampire King, Soldad and on Hans' Sister, Greta. In someways he understood the Resolutes position in others he sided with the remaining Rangers. Their current situation was certainly a mixed bag of good and evil.

Looking over the condition of the wooden vessel, "We really should get a move on. This raft won't go much further than the island tower ahead."

If he can manage it, he will fly with both Greta and Soldad to the island.
Soldad grunts pulling out shards of wood from his chest. He was himself kneeling near Greta. During the engagement with the Hammers he had put his body before the young dwarves. Gretta was trying to put on a brave face. She had barely spoken to Hans and simply climbed into Architect’s hands. Her silence was almost as if she was trying to distance herself from her brother to prevent him some unknown heart ache.

Soldad looked at the Chang Ku and then to Gretta. He whispered, “ The time draws near...”
Architect nods to Soldad. Nothing more needed to be said.

Archtect carefully removes the wood splinters, being especially sensitive to Soldad's responses, hopefully giving the first Vampire time to close his own wounds.
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
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Re: Lord of Hammer

Post by Hans Greuber » Sun Nov 17, 2019 1:29 am

Pender Lumkiss wrote:
Fri Nov 15, 2019 12:58 pm
Sir Lazerous looked at the two. His self proclaimed crown was bloody from the afair. His psi blade shimmered brightly reflecting off his cyber knight armor. He kicked the face of a hammer breaking it with a sickening crunch, “Fucking mercs. Just about as low as you can get. Nice job everyone... Someone put that Parsons douche bag out of his misery and lets go kill some vampires and this Justin Hammer .” He pointed his blade down the tunnel toward a glowing light of a tall spire maybe about a mile away. “Lets get there and end this shit. No mercy for fuckers that make the mistake of siding with vampires. If it’s good for the Apok and Knight... It’s good for me.” He grinned and drove his psi blade through the neck of a helpless hammer.

Near Hans, Parsons’ eyes narrowed in hatred. His arm oozed silver like blood. His face had a distinct silver sheen. His voice was a seething whisper, uncontrolled as he gasped nearly dead from his wounds, “I’ll always remember the name Hans... He cannot be trusted. He must die.”

Hans saw a glimpse of the future, a remanent from his crono accelerator. He saw a woman with purple hair, a wild smile, and a long leather jacket, appear next to Parsons. No doubt a shifter. Then in that glimpse of the future the two teleported away to only gods know where. With that glimpse forward into time Hans had a chance to prevent a new enemy from rising... A powerful enemy with connections to the black market.
Looking at 'Sir Lazerous', Hans winces as he attacks the helpless Hammers.

"I have served as a mercenary... even having served with the Hammers themselves before I saw their true nature. That nature, however, has been that of greedy and dishonorable men. This serving of the Vampires and XY is new, and enforced by their leader that they WERE about to help us deal with before PENITENT betrayed the truce and deal. If YOU decide to kill those that we have spared, I will make you regret it. As long as they do not work against us, they are under MY protection."

With that, Hans sends white Healing light out to all those Hammers within range that he can. Once he is done, Hans starts taking out six credsticks that he had secreted around his body.
OOC Comments
Mass Healing
  • TW: 1d12+2 = 8: 6
    Wild: 1d8+2 = 7: 5
    Result: 8 - All of Hans's Allies and any of the Hammers within 24" of Hans Heal 2 Wounds. 6 PPE.
"Parsons, I have failed you. Take these six credsticks of one million credits each. Use them for the payment I promised you, repair costs, and blood money for the casualties. If you are somehow still willing to help us, I have millions more that I can get my hands on to pay for your services. If you are not interested, as long as you do not work against us, you and your men may leave. What is your answer?"
Hans Greuber
Main Character: Merlaggon
PPE: 23 / 50
  • Band of Healing: 2 / 10
    Band of Power: 2 / 10
    Wings of Icharus: 10 / 10
    Dreamtime: 0 / 5
Active Powers:
Greater Armor
Greater Quickness
Intangibility (On Gretta)

Combat Edges:
Level Headed
OOC Comments
Arcane Machinist Gadgets Left: 7 /7
Created Gadgets:
None
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
[list][*]Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
[*]Exceptional Rapid Recharge (1 PPE per 5 Minutes)
[*]4 PPE per Hour to Charge
[*]Strength d12+2[/list]

Commonly Used Weapons:
  • "Satisfaction" (TW P-40 Particle Beam Cannon)
    • Damage: 3d8+5 AP6 MD.
    • Shots: 40/40
    • RoF: 1
    • Sound (Deafness) Trapping
    • +2 to Shooting
  • "Dreamtime" (TW Revolver)
    • Damage: 2d6+2 AP4
    • Shots: 6/6, Can Fan the Hammer
    • +2 to Shooting
    • Trapping (Temporal Thought; Smarts Roll on Hit or Fatigue)
    • Power - Slumber with Temporal Thought Trapping)
    • +1 Die Shooting
Bennies: 3 / 3
Base Amount
+2 for Hindrances (Loyal and Doesn't Swim)
+1 for RP
-1 to Soak Rocket
-1 for Extra Effort vs. Maelstorm Maker Dramatic Task
-1 for Extra Effort in Quick Combat vs. the Hammers


Toughness: 31 21 (21 11); Parry: 4; Pace: 9 7 / (5)

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Re: Lord of Hammer

Post by Pender Lumkiss » Sun Nov 17, 2019 9:16 am

Sir lazerous looked at Hans with eyes of pain sprinkled with tears. Clearly he had lost someone dear to him. He drove his psi blade into another Hammers neck with a sizzling sickening lurch. He yelled, “ You are wrong dwarve. These traitors chose the wrong side. They killed her as much as vampires did. It’s like Penitent says, they had their chance to surrender.” His psi blade goes into another Hammer’s head that hans healed despite the plea for mercy.

Meanwhile Parson’s and his unexpected lady friend, the shifter Glittersparkles look at Hans offer. For a moment Parson’s takes the credits and then lets them fall where they may. He seethes untempered by money, “You are a dead dwarve Hans. No matter where you go I will find you and kill you for this...” With a flash of light and magical theatrics the two disappear to parts unknown.

Please comtinue RP and setting the direction. Looks like Architect is heading to the spire at the end of the waterway.
13th GM bennies GM Bennies
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Vampire Kingdoms GM Bennies
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Legends of the Black Bennies
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Re: Lord of Hammer

Post by Architect » Sun Nov 17, 2019 9:42 am

Pender Lumkiss wrote:
Sun Nov 17, 2019 9:16 am
Sir lazerous looked at Hans with eyes of pain sprinkled with tears. Clearly he had lost someone dear to him. He drove his psi blade into another Hammers neck with a sizzling sickening lurch. He yelled, “ You are wrong dwarve. These traitors chose the wrong side. They killed her as much as vampires did. It’s like Penitent says, they had their chance to surrender.” His psi blade goes into another Hammer’s head that hans healed despite the plea for mercy.

Meanwhile Parson’s and his unexpected lady friend, the shifter Glittersparkles look at Hans offer. For a moment Parson’s takes the credits and then lets them fall where they may. He seethes untempered by money, “You are a dead dwarve Hans. No matter where you go I will find you and kill you for this...” With a flash of light and magical theatrics the two disappear to parts unknown.

Please comtinue RP and setting the direction. Looks like Architect is heading to the spire at the end of the waterway.
Note to Parsons _
A psychic message:
Parsons and Lady Glittersparkles, I apologize that our meeting was less than cordial and inviting.

If the future permits our paths crossing, I would welcome the chance to learn of you and yours, and your place in this world.

Sinceely, Architect of the Celestial Court.
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
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Re: Lord of Hammer

Post by Brody Conrey » Sun Nov 17, 2019 10:50 am

Brody is wondering how long he will have to Babysit the "Bob the Blob". he looks to the Brodkil and Audrey, "Excuse me Audrey, Hmm, do I need to be the Doctor and the Babysitter. I mean do you have like a baby Carrier?" Not sure they make a tupperware big enough for this one., "or any idea of how to care for your child? Not Judging you know, I just know I don't know how to take care of the infant " I don't think I would be helpful to a human child, unless I was with the girl and we had time to think all of this?".

They say having a little kid around is a Chick Magnet, I don't think they were knew what they were talking about .

"I Have to go Help Arch, Greta and Hans . Hey Arch wait for me." Brody will follow Arch with baby Bob if need be.
Brody Conrey
Brody's Sheet

viewtopic.php?f=74&t=2799
Brody Conrey,
OOC Comments
Psi Ghost from Psyscape.

Description: 6’ 2” Healthy, regular looking 19-year-old, athletic male. Blue Eyes, Blonde with a tint of red hair close cut. Wears CS armor, CA 7.
Stays in the background, (No he isn’t a front-line fighter, He is a thief.) Keeps Secrets. He is from Psyscape and will report back to them and also Elle the Owl at the Castle. He will gather extra funds, He is a thief but not from his team mates. Will gamble using his ability to read if the person is lying?

Conditions:
PP 35/35

Bennys: 3+1

Adventure Deck: 2019
Novice: 1d52 = 42: 42
Aced
Play instead of rolling to make a
trait test with a single automatic
raise.

EP Aventure Card
Power Points."Immediately recover all spent
1d54 = 36: 36


POWERS (has Mega powers of each due to Master Edge)
OOC Comments
ARMOR: Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round) Telepathy. GREATER ARMOR Power Points: 5 Range: Touch Duration: 3 (1/round) Success grants +5 M.D.C. Armor, a raise grants +10.

HAVOC:Rank: Seasoned Power Points: 2–4 Range: Smarts×2 Duration: Instan GREATER HAVOC Power Points: +2 Range: Smarts×3 Duration: Instant

SMITE: (has auto raise) Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round)
GREATER SMITE: Power Points: 4 Range: Touch Duration: 3 (1/round)

TELEKINESIS Rank: Seasoned Power Points: 5 Range: Smarts Duration: 3 (1/round) EXALTED TELEKINESIS Power Points: 10 Range: Smarts×2 Duration: 3 (1/round)

TELEPORT Rank: Seasoned Range Power Points: 3+: Special Duration: Instant GREATER TELEPORTPower Points: 5+ Range: Special Duration: Instant.

DETECT ARCANE at will:: Novice Power Points: 2 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) EXALTED DETECT/CONCEAL ARCANAPower Points: 4 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination
Ghosting as an action no PP.

• Psychic awareness leads many to the ability to sense the feelings of others. This empathy allows your psionic to determine the general emotional state of another being within Smarts range by making an opposed Spirit check. On a raise, she can tell if another character is lying or being evasive in a conversation
• He always gets a strange tingling in the back of her neck when things are about to go all pear-shaped. She’s seen enough trouble to know when it’s coming. Your character has the Danger Sense Edge.
ITEMS
OOC Comments
CA-7 Special Forces Heavy “Dead Boy” Body Armor:
+8 Armor.
+2 Toughness
Strength: no min
Environmental Protection: yes
Weight: 20 lbs
Weapons:
Vibroknives on the forearms (Str+d6, AP 4, Mega Damage)
Garrote wire connected to the left wrist (Str+d4, must follow successful Grapple with a raise).

NG-33 Laser Pistol
Range: 15/30/60
Damage: 2d4+1, AP 2
RoF: 1
Shots: 20
Weight: 4 lbs
Notes: Semi-Auto

Thieves Toolkit
Sword "Whisper"
Credits: 1300

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Sir Ndreare
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Posts: 147
Joined: Wed Nov 08, 2017 2:38 pm

Re: Lord of Hammer

Post by Sir Ndreare » Mon Nov 18, 2019 9:35 am

Sir Ndreare watches the conflict between Hans and Sir Lazerous as the two operations are out of alignment. "This torture is not acceptable. Sir Lazerous you will need to stop now." The to @Hans Greuber he says. "We need to agree as a team what to do. This kind of conflict so close to our goal could divide us and undermine that ambition.

And those conversations need to happen between us separated from the betrayers of hope, not in front of them."
Ndreare
Ndreare
Current Status
Parry: 9
Toughness: 22 (8)
Wounds: 0/3
Fatigue: 0/2
PPE: 27 of 35 base 20 without gear

Gear Charges:
  • Amulet of the Archmage: 0/5
  • Abrandis’ Honorblade PPE: 10/10
  • Night's Kiss PPE: 0/10
  • T.W.-B.A.G.: 5/5
  • Wilk's 237: 16/16 x2
  • Wilks 447: 20/20 x2



Current effects:
  • Armor Features Activated
    Deflection w/Raise = -6 to hit him
    Quickness w/ Raise = minimum card 8




Bennies: 6
  • +5 Quarterly Reset + Great Luck.
    +1 Benny for some outstanding RP!
    +1 From GM for Art of Maker.
    -1 For Vigor Roll to Soak critical failure wound.
    +1 Benny for choosing not to use second action after critical failure per Pender in Hangouts.
    -1 Benny, Agility to interrupt Hammers after everyone went on hold for chit chat.




Adventure Cards
Special GM removed, need interlude to obtain

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Ashlyn Alvarez
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Posts: 257
Joined: Sat Jul 01, 2017 5:16 am

Re: Lord of Hammer

Post by Ashlyn Alvarez » Tue Nov 19, 2019 5:21 am

Zacatecas, Mexico/Underground river
Night
Round 2

“Stop!” Ashlyn shouted as Sir Lazerous. She shot out her hand and wrapped him in silvery bands of celestial silver. “The killing is done!” the Magdalena snarled. She turned to Parsons. “I am so sorry. Let me offer what healing I can.”

When Parsons had left, vowing eternal enmity on Hans, Ashlyn sighed. She started going around and healing what Hammers she could find. She was the last one out of the cavern as they headed down the river for the final confrontation.

***
Character Tracker
Deflection (-4 to hit; -5 from ranged from Dodge) 2r
Champion (+2 Damage, +2 Toughness)

Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
Danger Sense: Chance to notice an ambush.
PPE: 22/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 22/25
  • Telekinesis, Mind Reading, Puppet
Shield: 6/10 PPE
  • Deflection
Wand: 10/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 4/4
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).

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Penitent
Posts: 186
Joined: Thu Jun 29, 2017 9:32 pm

Re: Lord of Hammer

Post by Penitent » Tue Nov 19, 2019 4:25 pm

Hans Greuber wrote:
Sun Nov 17, 2019 1:29 am
"This serving of the Vampires and XY is new, and enforced by their leader that they WERE about to help us deal with before PENITENT betrayed the truce and deal. If YOU decide to kill those that we have spared, I will make you regret it. As long as they do not work against us, they are under MY protection."
Penitent turns on the dwarf, genuine curiosity in his voice.

"Is your brain as small as the rest of you, dwarf? I agreed to no truce. Any deal you made was in your own addled mind. I am not responsible for these suicidal fools, who appear to have placed themselves in our way only because of some vendetta between you and his Hammer knave. How your feud got mixed up in our greater purpose, I do not know. But the Resolute are here to put an end to these demons, not give them money."

Penitent makes a point of wiping off his bloodied blades before sheathing them. He continues, but does not raise his voice.

"As for those I spared, heal them or leave them be -- their deaths serve no purpose. But should you, little dwarf, continue to undermine our purpose here, you will regret it very much."

Not waiting for a response, he searches out Karl and Audrey, rushing to the wounded techno-wizard when he sees she's been injured.

"Priestess, stop wasting your energies on the damned and come heal her!" he calls, eyeing the black blob with suspicion.

"What is this thing the ghost has caught? Is it a piece of that shadow that attacked Audrey?"

Once Audrey's wounds are tended, but not before, Penitent heads for the boats.
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 4/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)

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