24 - The Temple of Corruption

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Ndreare
Savage Siri
Posts: 3470
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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24 - The Temple of Corruption

Post by Ndreare » Tue Feb 04, 2020 7:58 am

Demon Prince of Corruption
hardmix_creature_by_thiennh2.jpg
The descent into the prison grows more and more stressful as the presence of the corrupted can be sense. Four times on the way down the creatures had to be avoided knowing that killing one would alert the beings that lives through them. Once through the prison section the team finds a dark tunnel leading down towards the nexus under the castle. The smell of rotting flesh and what sounds like the screams of the suffering coming from the walls create and eerie environment even with your air filtration on and sound filtration running.

Sal’s invisibility device activated on the power armor personale allows them to move with relative quite, but still it is all the team can do to get in unnoticed. The heat washing against them and constant need for delay eventually drains the device of its power, but not before allowing the Heroes of Refuge to make it to the very heart of corruption. As the cave finally opens up into a Temple not unlike the one found in the orphanage the heroes know they have arrived...


EVERYONE ROLL FEAR -4
Arcane abilities are affected appropriately by the nexus.
PPE/ISP/WOUNDS/FATIGUE not gained in previous interlude are full
Nexus Points: When activated at a nexus point, triple the Range and Duration of psychic or magic powers. Attack powers deal +4 damage, and defensive powers gain +2 points of Toughness.


Initiative, = Players go First
Players have Surprise Round So will go before Ace of Spades, unless enemy gets a joker (enemy did not get a joker).
Enemy initiative 1d56 = 28: 28 or 1d56 = 1: 1
MAP, also on roll20.net
Instructions
This is the big one.
Sal's invisibility device is depleted and will end at the end of this turn.

If you can get to line of sight on a bad guy they are surprised and considered "Vulnerable: All attacks against target receives +2."

The Map is 42x42, distances can be measured in roll20.net where the grid overlay is easier to see.

Roll20 Link: https://app.roll20.net/join/2480773/6WOg4A


Stats for Extras: https://savagerifts.com/sr/viewtopic.php?f=234&t=2645
Benny Counter
Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok
Captain Durrack 0 (WG Improved Level Headed, Spirit, Strength, Fighting, & Athletics Ex boosted +1 DT, WG improved Counter Attack, Arcane Protection +/-4)
Parry: 7; Toughness: 22 (4) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Failed rerolls to bash Sam
    +1 Joker again
    -3 Rerolls for a whole 1 card increase.
    -1 reroll not to fly away
Debrek 1 (Ex DA+Pres Sense rng x3, Ex Protection +6 toughness, Ex Deflection -4, Ex Quickness, Force Mult x7)
Parry: 6; Toughness: 14 (6) / 20 (6) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Rerolls on Force Multiplication
    +1 Joker again
    -1 +5 PPE
    -1 Reroll damage on 3d12 Blast
Essense 2 (Ex Detect Arcana + Presence Sense, WG Improved Level Headed)
Parry: 5; Toughness: 15 (4)
  • 2 baseline Wild Card NPC
    -1 To Resist Hacking
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -2 New cards for Debrek
Power 3 (WG Improved Level Headed)
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Reroll Self Healing in turn 1
    +1 Joker again
Angelus 0, Murdered by Home Invaders
Parry: 7; Toughness: 26 (10) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -1 Resist Fear
    -3 Soak Sa'Maku's volley of blows. Took 3 wounds


Peacemaker Crew 41
  • 41 Baseline
    kills
[/list]
The 99's Game Master Bennies 9, Mission: Investigate Corruption at Refuge
  • +7 Players
    +2 Sidekicks

    Demon Prince of Corruption 2
    Parry 15 Toughness 45 (20)
    • 2 NPC Wild Card
Nightbane Game Master Bennies 1, Mission None

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

User avatar
Ndreare
Savage Siri
Posts: 3470
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 24 - The Temple of Corruption

Post by Ndreare » Tue Feb 04, 2020 11:36 am

Prince of Corruption = Size 12
Pace: 8; Parry: 15*; Toughness: 45 (20)
  • +10 damage from Champions
Corrupt
Pace: 8; Parry: 7; Toughness: 26 (12)
  • +6 damage from Champions
Benny Counter
Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok
Captain Durrack 0 (WG Improved Level Headed, Spirit, Strength, Fighting, & Athletics Ex boosted +1 DT, WG improved Counter Attack, Arcane Protection +/-4)
Parry: 7; Toughness: 22 (4) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Failed rerolls to bash Sam
    +1 Joker again
    -3 Rerolls for a whole 1 card increase.
    -1 reroll not to fly away
Debrek 1 (Ex DA+Pres Sense rng x3, Ex Protection +6 toughness, Ex Deflection -4, Ex Quickness, Force Mult x7)
Parry: 6; Toughness: 14 (6) / 20 (6) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Rerolls on Force Multiplication
    +1 Joker again
    -1 +5 PPE
    -1 Reroll damage on 3d12 Blast
Essense 2 (Ex Detect Arcana + Presence Sense, WG Improved Level Headed)
Parry: 5; Toughness: 15 (4)
  • 2 baseline Wild Card NPC
    -1 To Resist Hacking
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -2 New cards for Debrek
Power 3 (WG Improved Level Headed)
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Reroll Self Healing in turn 1
    +1 Joker again
Angelus 0, Murdered by Home Invaders
Parry: 7; Toughness: 26 (10) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -1 Resist Fear
    -3 Soak Sa'Maku's volley of blows. Took 3 wounds


Peacemaker Crew 41
  • 41 Baseline
    kills
[/list]
The 99's Game Master Bennies 9, Mission: Investigate Corruption at Refuge
  • +7 Players
    +2 Sidekicks

    Demon Prince of Corruption 2
    Parry 15 Toughness 45 (20)
    • 2 NPC Wild Card
Nightbane Game Master Bennies 1, Mission None

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

User avatar
Fritz
Posts: 67
Joined: Sat May 18, 2019 3:59 pm

Re: 24 - The Temple of Corruption

Post by Fritz » Tue Feb 04, 2020 1:03 pm

Fritz Spirit vs Fear, 17 _
Scene Modifier: -4
[*] Spirit (1d12) 1d12 = 12: 12
[*] Aced! Spirit (1d12+12) 1d12+12 = 21: 9
[*] Wild (1d6) 1d6 = 6: 6
[*] Aced! Wild (1d6+6) 1d6+6 = 12: 6
[*] Super Aced! Wild (1d6+12) 1d6+12 = 16: 4
Fillmore Spirit vs Fear, -1 FAILED _
Scene Modifier: -4
[*] Spirit (1d6) 1d6 = 3: 3
[*] Wild (1d6) 1d6 = 1: 1
Fritz watches as Fillmore walks into the prison/temple complex and stops with a look of being lost. Fritz is unphased by it all. He has been through a lot in his time as an operative for the TLIO.

He slaps the Borg in the back of the head, "Rule 33. Don't let the enemy see you sweat. Focus Fillmore."

The pair moves off at a very fast pace to take up a position of survellience and overwatch.

See Fritz Run
Start at F24

Pace: 8
[*] Run Die (1d6) 1d6 = 4: 4

Move: 12

End at R24
Fillmore follows Fritz's Lead
Start at G23

Pace: 8
[*] Run Die (1d10) 1d10 = 5: 5

Move: 13

End at T26
Last edited by Fritz on Tue Feb 04, 2020 5:33 pm, edited 6 times in total.
Fritz
Quick Stat _
Legendary Human MARS Intel Operative
Pace: 6 [8] / 1d6 || Parry: 7 || Toughness: 6 [10 /6] || Strain: 0
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Alertness
    Quickness
    Soldier
Relevant Edges:
  • Conditioned
    Field Intel
    Iron Jaw
    Strong Willed
Bennies: 3/3

User avatar
Ndreare
Savage Siri
Posts: 3470
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 24 - The Temple of Corruption

Post by Ndreare » Tue Feb 04, 2020 2:06 pm

Fillmore is Distracted
1d20+4 = 6: 2

Distracted: The hero is Distracted until the end of his next turn.
-2 to all trait rolls
Benny Counter
Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok
Captain Durrack 0 (WG Improved Level Headed, Spirit, Strength, Fighting, & Athletics Ex boosted +1 DT, WG improved Counter Attack, Arcane Protection +/-4)
Parry: 7; Toughness: 22 (4) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Failed rerolls to bash Sam
    +1 Joker again
    -3 Rerolls for a whole 1 card increase.
    -1 reroll not to fly away
Debrek 1 (Ex DA+Pres Sense rng x3, Ex Protection +6 toughness, Ex Deflection -4, Ex Quickness, Force Mult x7)
Parry: 6; Toughness: 14 (6) / 20 (6) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Rerolls on Force Multiplication
    +1 Joker again
    -1 +5 PPE
    -1 Reroll damage on 3d12 Blast
Essense 2 (Ex Detect Arcana + Presence Sense, WG Improved Level Headed)
Parry: 5; Toughness: 15 (4)
  • 2 baseline Wild Card NPC
    -1 To Resist Hacking
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -2 New cards for Debrek
Power 3 (WG Improved Level Headed)
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Reroll Self Healing in turn 1
    +1 Joker again
Angelus 0, Murdered by Home Invaders
Parry: 7; Toughness: 26 (10) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -1 Resist Fear
    -3 Soak Sa'Maku's volley of blows. Took 3 wounds


Peacemaker Crew 41
  • 41 Baseline
    kills
[/list]
The 99's Game Master Bennies 9, Mission: Investigate Corruption at Refuge
  • +7 Players
    +2 Sidekicks

    Demon Prince of Corruption 2
    Parry 15 Toughness 45 (20)
    • 2 NPC Wild Card
Nightbane Game Master Bennies 1, Mission None

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

User avatar
Sal
Posts: 63
Joined: Fri May 10, 2019 2:36 am

Re: 24 - The Temple of Corruption

Post by Sal » Tue Feb 04, 2020 2:44 pm

Sal: 1d8-4 = 3: 7 wild 1d6-4 = 0: 4, conviction: 1d6 = 4: 4
Sheila 1d8-4 = 0: 4 fear: 1d20+4 = 6: 2
Mike 1d8-4 = 0: 4 fear 1d20+4 = 15: 11
Ramon: 1d6-4 = -2: 2 fear 1d20+4 = 11: 7

Sal looked at his friends as they quietly approached. He wondered, not for the first time, why his two cyber knight friends and his rattling mage ally had followed him down into this decidedly god forsaken temple. A great dread filled him and his followers...
Yesterday
Mike scowled looking out the castle window. A soft hand touched his shoulder briefly. Shelia smiles letting her hand trickle across him back. Next to the pair was Ramon testing easy on a gurney. His surgery had been completed no more than two hours ago. He had a new texhnowizard cyber hand grafter where Mike had chopped it off.

Shelia Understood why Mike had wanted to be present when Ramon woke. Mike never said I am sorry, but at his heart he was still a good man. Mike scowled again furring his brow.

Shelia softly said, “What are you thinking about hon? Think it is time to leave?” The pair had not had a moment alone so hon came a bit as a shocker.

Mike smiled, ”Do you remember when Coake found us after the war? He came and met us at the Witchwell Inn outside Carlsbad...”

Shelia laughed, slight and contrite, “As I recall I only saw him leaving in a huff with a grey cloaked woman. Not much of a meeting.”

Mike shook his head slowly, “You were late... I had been sitting with him and his grey seer friend for about an hour until you arrived.”

Shelia’s eye brow raised as if to say oh really?

Mike continued, “Coake and the seer Stargazer wanted us to break into Lonestar and get...” Mike trembled for a moment... Get a Ratling from the CS clutches. They said he would save their Castle.”

Shelia gasped asking the question but knowing the answer, “Sal?”

Mike nodded and determined said, “Sorry Shelia. It was my fault then. We can’t leave. We cannot abandon him again.”

Shelia gripped his hand and whispered, “It’s ok Mike. We are here now, at the end. We will not leave him.”

The two hugged, and Ramon broke the siliwnce squeaking, “Who is Sal?”
The dread almost took Sal, but two metal gauntlets gripped his shoulders. Mine and Shelia were with him. Ramon... Well...

Sal bit his lip stepping forward. He whispered summoning the courage his friends had given him, “We have a job to do. There is no one else to do it. It’s on us... By god there better be the biggest block of Gouda at the end of this trek! For the love of Cheese!!!!”

Mike and Shelia chuckled admiring Sal’s conviction. Ramon seemed a bit more nervous...
Bennies 4/3, 1 conviction
+4 Bennies
+1 Benny for cool background story
-1 Benny for initiative draw[
-1 benny given to grilda
+1 Benny
+1 Conviction
Sal at a glance
Attributes: Agility d8(2 race), Smarts d12(3, 1 advance), Spirit d8(2), Strength d4, Vigor d8(2 advances)
Pace: 8 d8 run die; Parry: 5; Toughness: 13(6)in armor ; PPE: 30
Skills of Note: Notice d8, stealth d8, thievery d6, common kn d6, TW d12+2
Combat Edges: Level Headed, Quick, and Elan
Powers: 30/12 PPE left, 2 out of 6 devices created
Has an Environmental Protection Device with 5ppts left
Spend 5 of his own PPE (Shadow Cloak with normal sight based invisibility -4, and Greater Boost to TW)
Everyone has environmental Protection Acid on them also gives them 4pts of damage reduction if they are attacked by acid!
Everyone also has +2 die types to shooting and a freereroll on every shooting action.

User avatar
Gridia Thorem
Posts: 65
Joined: Wed Jul 24, 2019 10:30 am
Location: Lousiville, KY

Re: 24 - The Temple of Corruption

Post by Gridia Thorem » Tue Feb 04, 2020 4:04 pm

Fear Checks: Gridia =5; Harris = 4; Ruben= 5
Gridia

Spirit 1d8, scene -4 = 1d8-4

Spirit 1d8-4 = 1: 5
Wild 1d6-4 = -3: 1

Golden Benny add +4

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Harris

Spirit 1d6, scene -4 = 1d6-4

Spirit 1d6-4 = 0: 4

Golden Benny add +4
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ruben

Spirit 1d10, scene -4 = 1d10-4

Spirit 1d10-4 = 1: 5

Golden Benny add +4
Gridia sees the evil which needs to be to be removed from this plane, if not existence. But he notices the the appendages that reach out from the peculiar humanoid shape in the heart of the temple. He chuckles ever so slightly as he steels his nerves. Looking at Renee and Ruben, Gridia jests, "It's amazing that the cause of this problem is a creature that couldn't even decide on hands or tentacles." Gridia finishes with a smirk.

Renee looks at Gridia somewhat quizzically but returns the smile after re-evaluating the monster, saying "You might be right, it does look a little goofy. I bet it puts up a hell of a fight though! She stills herself as the excitement of the fight begins to take hold of her juicer tendencies.

Ruben on the other hand laughs immediately. Gridia gets the sense that he's spent some time with other walkers, so his awkwardness might have been expected.

Gridia collects himself. "Alright you two, let's focus. This trip was creepy enough without big ugly over there. Prepare yourselves for the fight of your life, and for the refuge we need in this world."
Greater Protection=7; Swift Flight=11
Spellcasting 1d12, Multiaction Penalty -2 = 1d12-2

Protection 5 PPE, Mega Modifier +3 PPE: Cost 8 PPE
Spellcasting 1d12-2 = 3: 5
Wild 1d6-2 = -1: 1

Fly 3 PPE, Mega Modifier +5 PPE: Cost 8 PPE
Spellcasting 1d12-2 = 7: 9
Wild 1d6-2 = -1: 1

Benny for Protection
Elan +2 = 1d12 -2 +2 = 1d12

Spellcasting 1d12 = 11: 11
Wild 1d6 = 6: 6

ACE!
Wild 1d6+6 = 10: 4
For a moment, Gridia bends his knees as though he's about to jump. Just as he begins to move, a familiar shell with a gelatinous behavior forms around him followed by several rings that seem to position themselves strategically along his frame. Then the jump happens and Gridia takes off, faster than the 99 have seen him move. Gridia flies to R70
Quick Stats
Race: Elf
Class: LLW

PPE: 51/60
Bennies: 2/4
Wounds: 0/4
Fatigue: 0/2

Attributes: A d6; Sm d12; Sp d8; St d4; V d12

Pace: 6 (48 flying [14 rounds]); Parry: 5 (+1 w/ Equipped Staff); Toughness 8 (6 mdc [14 rounds]); Strain: 0
Active Powers
  • Swift Flight (fly at pace of 48)
    Greater Protection (+6 MDC)
Combat Edges
  • Power Surge
  • Elan; Luck
  • Tough As Nails
  • Improved Level Headed

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Maggie
Posts: 88
Joined: Tue Apr 23, 2019 8:50 am

Re: 24 - The Temple of Corruption

Post by Maggie » Tue Feb 04, 2020 7:37 pm

Spirit Rolls: Hawke and Soldiers Fail, Maggie Gets Raise, Steven Succeeds, Conviction Spent
Hawke and co Spirit rolls: 5d6 = 16: 1, 3, 4, 4, 4

Maggie Spirit 1d8 = 6: 6
Wild 1d6 = 6: 6 + 1d6 = 5: 5

Steven Spirit 1d8 = 6: 6
Wild 1d6 = 3: 3

Conviction: 1d6 = 2: 2


Maggie sees what everyone else sees, but all she can think about is Heather.

This is it, isn't it? This is the thing that ultimately killed her. Maggie is not, by nature, a vengeful person, but she will not abide this creature's continued existence.

Steven, for his part, lets out a most undignified "squeak!" and flies to Maggie's side, looking like he might want to fly even farther.

And Col. Hawke and his men, well, veterans they may be, but they see the temple and begin practically stumbling over themselves to get away.

"No! Wait!" Maggie calls. "We can do this! Leave the big one to us! You're not here for him, and he won't even have time to focus on you! He'll be too busy with me!"

Her shout, full of bravado though it is, does little to slow the flight of Col. Hawke, but it does seem to bolster Steven, whose hovering levels out.

Into her radio, Maggie says, "I've got a shot on one of these buggers. 99's, get clear! Slapdash, standing by to fire."
Maggie on Hold
Maggie will go on hold until the team clears out of the sonic boom radius, and then she will shoot the one corrupted on which she has a shot.
Maggie and Steven
Maggie
Pace: 6, run d6 | GB Pace 14, run d8; Parry: 9 w/Boom Gun equipped, 7 otherwise; Toughness: 43(25) MDC in Glitter Boy w/LLW Light Armor Vigor bonus, 13(5) in LLW Light Armor
Edges/Notes: When dug-in with GB armor, attacks are +2 against her; she has First Strike

Steven
Pace: 48 (120 MPH); Parry: 5; Toughness: 7(4); Strain: 0; Size: -2
Applicable Edges: Dodge (-2 to ranged attacks made against him; stacks with -2 for Scale)
Character Sheet

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L.C.
Silver Patron
Silver Patron
Posts: 168
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Location: The 99s

Re: 24 - The Temple of Corruption

Post by L.C. » Thu Feb 06, 2020 4:18 am

L.C.
Image
6 vs Fear (success), Arcane Protection (+6 vs hostile arcane powers, -6 vs arcane damage; all are Shrouded (-1 to be hit, +1 to steath checks), and Hurried (+2 to Pace); See list of targets), Shot Demon Prince: 3 hits that are Shaken and 2 Wounds, 1 hit that is Shaken, 2 that hit but do nothing
Fear -4: 1d8 = 2: 2, 1d6 = 6: 6+ 1d6 = 4: 4
Move to J36
Innate: Psionic Null Void [Arcane Protection] Psionics 1d12 = 8: 8, 1d6 = 6: 6+ 1d6 = 4: 4+1 (suit), ISP: 19 = Base 1 + 2 (Exalted Arcane Protection) + 2 (Triple Range: 24") +1 (Shroud; -1 to hit, +1 to stealth) + 1 (Hurry; +2 pace) +12 (+1 per extra target; 12)
Success with arcane protection means hostile powers suffer a –4 penalty (– 6 with a raise) to affect this character. If the power causes harm, damage is also reduced a like amount. Arcane protection stacks with Arcane Resistance should the recipient have both!
Additional Targets: Fritz, Filmore, Gridia, Sir William, Sal, Maggie, Steven, Brison, Reuben, Renee, Mike, Shiela

Shooting with Railgun at Demon Prince (ROF 3): 1d8 = 6: 6, 1d8 = 4: 4, 1d8 = 2: 2, 1d6 = 6: 6+ 1d6 = 4: 4 (+2 to hit from target's size 12, +2 from Vulnerable)
Hit 1 ( 10 ): 2d12 = 3: 1, 2+ 1d6 = 2: 2+14 (AP 10, MD, Silver) = 19 (Not Shaken)
Hit 2 ( 8 ): 2d12 = 22: 12, 10+ 1d12 = 10: 10+ 1d6 = 2: 2+14 (AP 10, MD, Silver) = 46 (Shaken + 2 wounds)
Hit 3 ( 14 ): 2d12 = 14: 2, 12+ 1d12 = 7: 7+ 1d6 = 5: 5+14 (AP 10, MD, Silver) = 36 (Shaken)
Second Shooting Attack at Demon Prince: (ROF 3): 1d8 = 7: 7, 1d8 = 2: 2, 1d8 = 2: 2, 1d6 = 3: 3
Ignoring Unstable Platform and -2 from MAP
Hit 4 ( 11 ): 2d12 = 14: 5, 9+ 1d6 = 6: 6+ 1d6 = 6: 6+ 1d6 = 4: 4+14 (AP 10, MD, Silver)=44 (Shaken + 2 wounds)
Hit 5 ( 6 ): 2d12 = 9: 4, 5+14 (AP 10, MD, Silver)=23 (Not Shaken)
Hit 6 ( 7 ): 2d12 = 22: 10, 12+ 1d12 = 10: 10+14 (AP 10, MD, Silver)=46 (Shaken + 2 wounds)
Damage: 2d12+14, AP: 10, Mega-Damage, Magical Silver
Sensor Targeting Suite (STS): Provides advanced communication (radio range 20-miles) and a full sensor suite with HUD (Heads Up Display) readouts incorporating chem ica l , 360 degree radar, thermal imaging , active nightvision, 50x magnification optics, and audio pickups that can catch whispers at 100 yards—grants +2 to Notice rolls and ignores Illumination penalties. Onboard targeting systems negate up to 2 points of Range, Multi-Action, and other penalties when Shooting its weapons and can be calibrated to prevent friendly fire.
Improved Stabilizer: A stabilizer reduces the Unstable Platform penalty to 0.
L.C.bravely walks forward to get line of sight, and concentrates his psychic senses on his companions, sheathing them in protective psychic energy, and then aims his railgun at the Demon. "For a brighter tomorrow, for the Legion!" His magically silvered railgun fire is accurate and hard hitting. 'Well that does it folks, I just said hello to a demon prince with my railgun. Let's see how this goes.' His mental voice washes into each of their minds.
L.C.
L.C. Psi-Nullifier Commando
Parry: 6 (7 in body armor), Toughness: Body Armor: 14(5) or PA: 21(10)
ISP: 40
Powers and Benny/Wound/ISP tracking
Andrew Brison
Andrew Brison, Former CS SAMAS Pilot
Parry: 6, Toughness: Armor: 12(6) or PA: 17(8)
Benny Tracking and Gear including War Chief SAMAS Power Armor
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L.C.
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Location: The 99s

Re: 24 - The Temple of Corruption

Post by L.C. » Thu Feb 06, 2020 4:19 am

Brison
Image
Stunned: 3 vs Fear (Fail)
Fear -4: 1d8 = 7: 7, 1d6 = 2: 2, Benny: 1d8 = 3: 3, 1d6 = 5: 5
Fear Table Roll: 1d20 = 9: 9+4 = 13
The Mark of Fear: The hero is Stunned and suffers some cosmetic physical alteration—a white streak forms in his hair, his eyes twitch constantly, or
some other minor physical alteration manifests.
Stunned characters:
• Are Distracted (and remain so as long as they’re Stunned)
• Fall prone (or to their knees, GM’s call)
• Can’t move or take any actions
• Don’t count toward the Gang Up bonus
• Are subject to the Drop

Recovery: Recovery: At the start of a Stunned character’s turn, he makes a Vigor roll. Success means he’s no longer Stunned but remains Distracted and is now Vulnerable (these fade at the end of his next turn). A raise on the Vigor roll removes all ill effects.
Standing there in light power armor, standing as he is with the heroes of the 99th, nothing could have prepared Brison for this. Later he would realize he'd gained a white streak in his hair. In that moment, it felt like his scalp tried to run away. He understood it though. Stunned as he is, he can do little about it. As the cold wash of L.C.'s negative psionic energy washes over him protectively, there is a flash of concern and the protective side of L.C.'s cold fury at the monstrous foe before them, Brison wonders at the psionic abilities given to the commando by virtue of trauma, and used to protect not just humanity, but everyone here fighting for the Tomorrow Legion, and yes, even all of earth. Unable to do much else, he is stuck with his thoughts.
L.C.
L.C. Psi-Nullifier Commando
Parry: 6 (7 in body armor), Toughness: Body Armor: 14(5) or PA: 21(10)
ISP: 40
Powers and Benny/Wound/ISP tracking
Andrew Brison
Andrew Brison, Former CS SAMAS Pilot
Parry: 6, Toughness: Armor: 12(6) or PA: 17(8)
Benny Tracking and Gear including War Chief SAMAS Power Armor
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Sal
Posts: 63
Joined: Fri May 10, 2019 2:36 am

Re: 24 - The Temple of Corruption

Post by Sal » Sat Feb 08, 2020 6:11 pm

Sal goes to work saving the day...
OOC Comments
  • Innate Action: greater boost TW, 1d12 = 1: 1 wild 1d6+2 = 4: 2 benny to reroll with Elan, 1d12+4 = 12: 8 wild 1d6+4 = 6: 2
  • Action 1 Greater Smite (magical silver, Maggie boom gun, LC gun, Big B gun): 6PPE, TW skill 1d12 = 12: 12 wild 1d6 = 3: 3
  • Action 2 Great Boost Spirit device made of hope, gorilla dust, and an old cheese wiz canister, TW skill 1d12 = 2: 2 wild 1d6 = 2: 2 free reroll 1d12 = 8: 8 wild 1d6 = 5: 5
  • Action 3 Mega Boost Spirit on all players and side kicks+Mike and Sheila if possible,TW skill 1d12 = 3: 3 wild 1d6 = 5: 5 free reroll 1d12 = 4: 4 wild 1d6 = 1: 1
  • Free action, activate shadow cloak 3PPE and turn invisible then move toward the weird spider statue thing to the right hand side.
  • Sal gets: +2 die types TW, plus a free reroll on all TW trait rolls.
  • @Maggie, LC, Briton: +6 (greater smite, silver magical)
  • Creates a boost spirit device with 22 PPE (aspect twice?)
  • Everyone gets: +1 die to spirit, one free reroll once per turn.
  • Sal is invisible -4 version.

Mike and Shelia looked around comforted that Sal’s conviction had given them the courage needed not just to run away. Mike smiled catching Briton’s change of hair color. Underneath his own helm was a streak of white. The fallen knight made a move to go forward along the right hand wall but Shelia tugged his sleeve.

She whispered literally astounded, “Look at Sal...”

Mike turned fully prepared to be unimpressed but his jaw fell a good 10 centimeters. He too took to a short whisper describing their techno wizard ally for both friend and foe alike, ”He... His body is arcing with some kind of arcane power. I thought only Momo’s had techno wizard cybernetics.” For a moment he paused waiting to see what Sal would do next, “His hands... I can’t even see them, they are a blur. He is making something. An old cheese wiz canister from LC, a vial labeled gorilla dust, and a small box... Hope?” The grim cyber knight shook his head as a fine mist spread from ally to ally bolstering their will to continue.

Shelia stifled a laugh as the dread of this place abated some, “I don’t think Sal will ever be able to surp- He vanished!”

Mike grabbed her hand as the two moved deeper in sticking to what cover they might find on the right hand wall, “Let him do his... We will make a stand here, the kind Coake never had the guts too make.” Mike wills a protective field around his body and both knights' psi sword spring too life.

Mike Psionics for deflection: 1d8 = 5: 5
Shelia Psionics for deflection: 1d8 = 3: 3
Bennies 4/3, 1 conviction
+4 Bennies
+1 Benny for cool background story
-1 Benny for initiative draw[
-1 benny given to grilda
+1 Benny
+1 Conviction
Sal at a glance
Attributes: Agility d8(2 race), Smarts d12(3, 1 advance), Spirit d8(2), Strength d4, Vigor d8(2 advances)
Pace: 8 d8 run die; Parry: 5; Toughness: 13(6)in armor ; PPE: 30
Skills of Note: Notice d8, stealth d8, thievery d6, common kn d6, TW d12+2
Combat Edges: Level Headed, Quick, and Elan
Powers: 30/12 PPE left, 2 out of 6 devices created
Has an Environmental Protection Device with 5ppts left
Spend 5 of his own PPE (Shadow Cloak with normal sight based invisibility -4, and Greater Boost to TW)
Everyone has environmental Protection Acid on them also gives them 4pts of damage reduction if they are attacked by acid!
Everyone also has +2 die types to shooting and a freereroll on every shooting action.

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Sir William Mahan
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Re: 24 - The Temple of Corruption

Post by Sir William Mahan » Mon Feb 10, 2020 8:08 am

Fear Roll = 9
1d10 = 6: 6 Wild 1d6 = 6: 6 Ace on Wild 1d6 = 6: 6 Ace Again 1d6 = 1: 1
Psionics On
Speed with Exalted Quickness (6pp) 1d10 = 7: 7 Wild 1d6 = 4: 4
Greater Deflection (5pp) 1d10 = 3: 3 Wild 1d6 = 3: 3 Benny 1d10 = 5: 5 Wild 1d6 = 6: 6 Ace on Wild 1d6 = 1: 1

Effects: Pace 16, -4 to be hit
Shooting
1d8 = 1: 1 1d6 = 4: 4+1 for scope Damage 3d6 = 12: 5, 1, 6 Ace on Damage Die 1d6 = 5: 5+2 for supernatural evil = 19 Mega damage AP4 on the corrupt at KK55
Sir William smiles. This is what he was born for. There is not even an instant of hesitation at the terrifying appearance of the demons as he leaps into action. "For the Castle!" he shouts trimphantly as a blaze of blue energy crackles over his armor. Almost faster than the eye can follow, he charges for the demons, unslinging his energy rifle and snapping off an over-powered shot at one of the Corrupt.
Sir William Mahan
Character Name: Sir William Mahan
Parry:8, Toughness: 14(8), -2 to hit vs tech
ISP: 5 /20
  • Speed: Double pace
  • Deflection: -2 to hit ranged and melee
  • Quickness: Act twice
  • Healing: Remove 1 wound
Bennies: 1
  • 4 starting
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

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Maggie
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Re: 24 - The Temple of Corruption

Post by Maggie » Mon Feb 10, 2020 3:44 pm

Once the team is clear, Maggie and Steven go to work.

”Steven, go get a look. Keep an eye on the nearest corrupted and give me coordinates.”

Steven flies off and gets a good line of sight on the bad guys, radio’ing back to Maggie.
Notice to Support Maggie, +2
Notice 1d8+4 = 7: 3
Wild 1d6+4 = 8: 4


Maggie digs in and equips her boom gun, the massive weapon swiveling off her back and over her shoulder surprisingly gracefully.

”Firing!!
Shooting 9 at first corrupted, 9 at second corrupted
Shooting at first corrupted 1d10+5 = 7: 2 (+2 for TM weapon Edge chain, +1 from Boom Gun stats, -4 for MAP, offset 2 from sensors, offset 2 from Marksman, +2 from Steven’s support = +5)
Wild 1d6+5 = 9: 4

Shooting at second corrupted if she has LOS, otherwise shooting through the wall 1d10+5 = 9: 4
Wild 1d6+5 = 7: 2
First Corrupted takes 53 MD, AP 25 Magical Silver Damage; Second Corrupted takes 46 MD, AP 25 Magical Silver Damage
Damage from shot one: 5d10+5 = 41: 8, 7, 9, 3, 9 + 1d6 = 4: 4 (raise) +2 (Champion) +6 (greater smite from Sal, cast with a raise and a silver trapping) = 53 MD, AP 25

Damage from shot two: 5d10+5 = 31: 3, 10, 3, 7, 3 + 1d10 = 5: 5 (raise) + 1d6 = 2: 2 (raise) +2 (Champion) +6 (greater smite from Sal, cast with a raise and a silver trapping) = 46, AP 25
Maggie and Steven
Maggie
Pace: 6, run d6 | GB Pace 14, run d8; Parry: 9 w/Boom Gun equipped, 7 otherwise; Toughness: 43(25) MDC in Glitter Boy w/LLW Light Armor Vigor bonus, 13(5) in LLW Light Armor
Edges/Notes: When dug-in with GB armor, attacks are +2 against her; she has First Strike

Steven
Pace: 48 (120 MPH); Parry: 5; Toughness: 7(4); Strain: 0; Size: -2
Applicable Edges: Dodge (-2 to ranged attacks made against him; stacks with -2 for Scale)
Character Sheet

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Ndreare
Savage Siri
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: 24 - The Temple of Corruption

Post by Ndreare » Tue Feb 11, 2020 8:07 am

OOC Comments
Regeneration BBEG 1d12+4 = 14: 10
Wild 1d6+4 = 6: 2

Recover From Shaken BBEG 1d12+2 = 7: 5
Wild 1d6+2 = 3: 1

Recover from Shaken Corrupted 1d8 = 5: 5

40 PPE, +40 PPE from killing of Corrupt, +40 PPE for killing of corrupt = 120 PPE
Speed, Exalted Quickness, Multiple Targets, Spellcasting d12+Master, Arcane Resistance -4, MAP -2 = 1d12-4, this was a mistake, he does not need it on himself, so no -4 for arcane resistance
Spellcasting 1d12-4 = 4: 8
Wild 1d10-4 = 3: 7

Summon Ally, Force Multiplication (+8 corrupted), Range x3, Spellcasting d12+Master, Ignore Map = d12+Master
Spellcasting 1d12+2 = 14: 12
Wild 1d10+2 = 12: 10

Arcane Protection, Multiple targets (all baddies), Range x3, Greater Arcane Protection, Spellcasting d12+Master, Arcane Resistance -4, Ignore Map = d12-2 (Master)
Spellcasting 1d12-2 = 3: 5
Wild 1d10-2 = 1: 3
Personal Benny reroll
Spellcasting 1d12-2 = 3: 5
Wild 1d10-2 = 6: 8
Sir William use first strike first, if he fails they miss
Corrupt form up behind Sir William attack only happens if First strike does not drop them.
Fighting d10, wild attack +2/+2 versus Parry 8 and -4 Deflection
Fighting 1 1d10+2 = 9: 7
Fighting 2 1d10+2 = 11: 9
Damage 1 (Str+d10 AP6) 1d12+2 = 8: 6 + 1d10 = 1: 1 + 2
Damage 2 (Str+d10 AP6) 1d12+2 = 8: 6 + 1d10 = 1: 1 + 2
L.C. is grappled needs to roll against a 9, 7, 11, 9, and 11
Five manifest around L.C. and immediately jump on him trying to pin him down and tear his armor off.
Grapple Athletics d10, Gang up +4
Athletics 1 1d10 = 5: 5 = 9
Athletics 1 1d10 = 2: 2 = 7
Athletics 1 1d10 = 7: 7 = 11
Athletics 1 1d10 = 5: 5 = 9
Athletics 1 1d10 = 7: 7 = 11
Mike gets hit for 23 AP 6 damage
Attacking Mike (Parry 10, Deflection -2 = need a 12)
Fighting d10, Wild Attack +2/+2
Fighting 1d10+2 = 12: 10 Ace 1d10+12 = 16: 4
Raise Damage (Str+d10 AP6 + d6 raise) 1d12+2 = 5: 3 + 1d10 = 5: 5 + 2 + 1d6 = 6: 6 Ace 1d6+18 = 23: 5
misses Sheila
Attacking Sheila (Parry 10, Deflection -2 = need a 12)
Fighting d10, Wild Attack +2/+2
Fighting 1d10 = 4: 4

As the 99 come in to the chamber they set out and many begin attacking instantly. as Fritz and Fillmore begin charging Fritz finds himself alone, Fillmore stumbles and has trouble keeping up having apparently not been able to keep going in force.

Immediately behind them Sal, charges forward moving into the chamber and getting a LoS of the corrupted and the very source of corruption itself. Mike and Sheila move forward forming a defensive wall in front of Sal moving towards the enemy. Sal gets to work augmenting the team with as many enchantments as possible, amplifying the minds of all the heroes on the mission.

Gridia moving with a speed hard to follow in such narrow confines races away, finding a safe place out of sight of the Demon Prince. When suddenly the room is filled with an earth shaking Boom, Boom! as part of the cave wall are blown away and two of the corrupt simply explode into black mists. Maggie's received telemetry from Steven allowing her to fire not only at the corrupt in her line of sight, but through the cave wall at a second corrupt.

L.C. moving in, finds he is able to get line of sight on the Demon Prince for a moment and immediately lets loose with him rail gun. The assault so focused it manages to puncture the creature skin in multiple places. Turning for Brison's aid, however he sees his team mate and friend has fallen back the fear preventing him from coming in as he is shaken to his core.

Sir William charges forward his strength will and desire to destroy the evil surging as he suddenly moves with supernatural force, his body bursts with a near invisible psionic aura protecting him.

Suddenly the wounds torn open in the Demon Gods flesh seal up as if he had never been harmed. Laughing and roaring the Demon speaks, his voice like pain, and fever rolling through the bones of all who hear, the words clearly spoken in an abomination of a language somehow understood by all. "In my temple, you bring your pathetic weapon to my temple. I watched your battle with my brother, but do not think i will be as foolish or weak as him. There will be no escape, you are hear now and none of you shall be allowed to live.

"For this action I am at this moment giving orders. Your bright heart above is in open battle with one another. Their lives lost as a payment for this foolishness."
Then suddenly the corrupted in the room multiply as 8 new corrupt peel up from the ground, and drop down from the ceiling. Each forming and attacking the cyber-knights as they charge into the battle. But a large amount more than half of the new demons form around L.C. the warrior who had dared share pain with their master, pulling him down into the earth with them, they five corrupt, now so intertwined with L.C. as if to be virtually one being. Then all of the corrupted disappear from sight as they sprint away.



Sir William roll first strike, and Pender roll Soak for Mike if he wants, then I will roll initiative for next turn
I cannot update the map from work (sorry)
Benny Counter
Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok
Captain Durrack 0 (WG Improved Level Headed, Spirit, Strength, Fighting, & Athletics Ex boosted +1 DT, WG improved Counter Attack, Arcane Protection +/-4)
Parry: 7; Toughness: 22 (4) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Failed rerolls to bash Sam
    +1 Joker again
    -3 Rerolls for a whole 1 card increase.
    -1 reroll not to fly away
Debrek 1 (Ex DA+Pres Sense rng x3, Ex Protection +6 toughness, Ex Deflection -4, Ex Quickness, Force Mult x7)
Parry: 6; Toughness: 14 (6) / 20 (6) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Rerolls on Force Multiplication
    +1 Joker again
    -1 +5 PPE
    -1 Reroll damage on 3d12 Blast
Essense 2 (Ex Detect Arcana + Presence Sense, WG Improved Level Headed)
Parry: 5; Toughness: 15 (4)
  • 2 baseline Wild Card NPC
    -1 To Resist Hacking
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -2 New cards for Debrek
Power 3 (WG Improved Level Headed)
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Reroll Self Healing in turn 1
    +1 Joker again
Angelus 0, Murdered by Home Invaders
Parry: 7; Toughness: 26 (10) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -1 Resist Fear
    -3 Soak Sa'Maku's volley of blows. Took 3 wounds


Peacemaker Crew 41
  • 41 Baseline
    kills
[/list]
The 99's Game Master Bennies 9, Mission: Investigate Corruption at Refuge
  • +7 Players
    +2 Sidekicks

    Demon Prince of Corruption 2
    Parry 15 Toughness 45 (20)
    • 2 NPC Wild Card
Nightbane Game Master Bennies 1, Mission None

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

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Sir William Mahan
Posts: 197
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Re: 24 - The Temple of Corruption

Post by Sir William Mahan » Wed Feb 12, 2020 12:04 pm

Fighting 5
1d12 = 3: 3 Wild 1d6 = 5: 5
Soak
1d6 = 6: 6 Wild 1d6 = 3: 3 Ace on Wild 1d6 = 5: 5
Sir William spins as the Corrupted appear behind him, dropping his rifle and manifesting his cyber blades, but not fast enough. The Corrupted slam into him, knocking him off balance as he fights to recover a guard position.
Sir William Mahan
Character Name: Sir William Mahan
Parry:8, Toughness: 14(8), -2 to hit vs tech
ISP: 5 /20
  • Speed: Double pace
  • Deflection: -2 to hit ranged and melee
  • Quickness: Act twice
  • Healing: Remove 1 wound
Bennies: 1
  • 4 starting
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

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Ndreare
Savage Siri
Posts: 3470
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 24 - The Temple of Corruption

Post by Ndreare » Wed Feb 12, 2020 1:21 pm

Turn 2, Gridia has joker, everyone gets a benny. Then BBEG, then all other players and their characters
Initiative = Waiting on Pender for answer before rolling

Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
  • Quick rerolls 16 or less
  • Quickness with a Raise rerolls 24 or less
  • 53, 54, 55, 56 are considered Jokers
  • Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).


Fritz 1d56 = 23: 23
Gridia (ILH) 1d56 = 10: 10 or 1d56 = 51: 51 or 1d56 = 56: 56
Maggie 1d56 = 33: 33
Sir William 1d56 = 28: 28
Sal (LH) 1d56 = 7: 7 or 1d56 = 2: 2
Sir William (quick) 1d56 = 17: 17

Prince of Corruption 1d56 = 43: 43 or 1d56 = 40: 40
Still need L.C. to roll versus Grapple.
L.C. is grappled needs to roll against a 9, 7, 11, 9, and 11
Benny Counter
Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok
Captain Durrack 0 (WG Improved Level Headed, Spirit, Strength, Fighting, & Athletics Ex boosted +1 DT, WG improved Counter Attack, Arcane Protection +/-4)
Parry: 7; Toughness: 22 (4) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Failed rerolls to bash Sam
    +1 Joker again
    -3 Rerolls for a whole 1 card increase.
    -1 reroll not to fly away
Debrek 1 (Ex DA+Pres Sense rng x3, Ex Protection +6 toughness, Ex Deflection -4, Ex Quickness, Force Mult x7)
Parry: 6; Toughness: 14 (6) / 20 (6) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Rerolls on Force Multiplication
    +1 Joker again
    -1 +5 PPE
    -1 Reroll damage on 3d12 Blast
Essense 2 (Ex Detect Arcana + Presence Sense, WG Improved Level Headed)
Parry: 5; Toughness: 15 (4)
  • 2 baseline Wild Card NPC
    -1 To Resist Hacking
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -2 New cards for Debrek
Power 3 (WG Improved Level Headed)
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Reroll Self Healing in turn 1
    +1 Joker again
Angelus 0, Murdered by Home Invaders
Parry: 7; Toughness: 26 (10) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -1 Resist Fear
    -3 Soak Sa'Maku's volley of blows. Took 3 wounds


Peacemaker Crew 41
  • 41 Baseline
    kills
[/list]
The 99's Game Master Bennies 9, Mission: Investigate Corruption at Refuge
  • +7 Players
    +2 Sidekicks

    Demon Prince of Corruption 2
    Parry 15 Toughness 45 (20)
    • 2 NPC Wild Card
Nightbane Game Master Bennies 1, Mission None

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

User avatar
Ndreare
Savage Siri
Posts: 3470
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 24 - The Temple of Corruption

Post by Ndreare » Wed Feb 12, 2020 9:46 pm

Updated map.
OOC Comments
updated map.JPG
Benny Counter
Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok
Captain Durrack 0 (WG Improved Level Headed, Spirit, Strength, Fighting, & Athletics Ex boosted +1 DT, WG improved Counter Attack, Arcane Protection +/-4)
Parry: 7; Toughness: 22 (4) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Failed rerolls to bash Sam
    +1 Joker again
    -3 Rerolls for a whole 1 card increase.
    -1 reroll not to fly away
Debrek 1 (Ex DA+Pres Sense rng x3, Ex Protection +6 toughness, Ex Deflection -4, Ex Quickness, Force Mult x7)
Parry: 6; Toughness: 14 (6) / 20 (6) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Rerolls on Force Multiplication
    +1 Joker again
    -1 +5 PPE
    -1 Reroll damage on 3d12 Blast
Essense 2 (Ex Detect Arcana + Presence Sense, WG Improved Level Headed)
Parry: 5; Toughness: 15 (4)
  • 2 baseline Wild Card NPC
    -1 To Resist Hacking
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -2 New cards for Debrek
Power 3 (WG Improved Level Headed)
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Reroll Self Healing in turn 1
    +1 Joker again
Angelus 0, Murdered by Home Invaders
Parry: 7; Toughness: 26 (10) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -1 Resist Fear
    -3 Soak Sa'Maku's volley of blows. Took 3 wounds


Peacemaker Crew 41
  • 41 Baseline
    kills
[/list]
The 99's Game Master Bennies 9, Mission: Investigate Corruption at Refuge
  • +7 Players
    +2 Sidekicks

    Demon Prince of Corruption 2
    Parry 15 Toughness 45 (20)
    • 2 NPC Wild Card
Nightbane Game Master Bennies 1, Mission None

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

User avatar
Gridia Thorem
Posts: 65
Joined: Wed Jul 24, 2019 10:30 am
Location: Lousiville, KY

Re: 24 - The Temple of Corruption

Post by Gridia Thorem » Sat Feb 15, 2020 8:13 am

Gridia sees a group of the creatures amass and swarm sarge and the two Cyber-Knights. The one called Mike reacts to an incoming attack on Shiela and takes the blow instead. It doesn't appear fatal, but Gridia can clearly see the pain on Mike's face and the blood that now stains the ground.

Gridia knows the path he must take in this fight. His flight and speed can be a great tool for his companions, so he takes off toward the embattled soldiers. Reaching Mike, Gridia reaches over his wound and begins to mend his wound.
Healing= 5
Healing Spell: Spellcasting 1d12; Joker +2; 1d12+2

Spellcasting 1d12+2 = 3: 1
Wild 1d6+2 = 6: 4 Forgot -1 for Mike's wound, but still got it.

PPE -3, +10 from Joker (Edge Power Surge): Net +7
The Cyber-Knight feels a hand brush over his wound. And as soon as he notices that Gridia is there, his wound is gone.
"Like any self respecting doctor, I'd offer you some candy, but in this environment it might be a choking hazard..." Gridia says to Mike as he ignores his own advice and tosses a cinnamon candy into his mouth. "Eyes front now, I'll be back if you need some more!" And the Elf flies off.
Notes
Gridia moves to F38.
Heals Mike's wound.
Gridia moves to S23.

Gridia would not have moved in melee range of any of the corrupted. By my count it would take him 38ish hexes to accomplish this (speed 48 with swift flight)
Quick Stats
Race: Elf
Class: LLW

PPE: 51/60
Bennies: 2/4
Wounds: 0/4
Fatigue: 0/2

Attributes: A d6; Sm d12; Sp d8; St d4; V d12

Pace: 6 (48 flying [14 rounds]); Parry: 5 (+1 w/ Equipped Staff); Toughness 8 (6 mdc [14 rounds]); Strain: 0
Active Powers
  • Swift Flight (fly at pace of 48)
    Greater Protection (+6 MDC)
Combat Edges
  • Power Surge
  • Elan; Luck
  • Tough As Nails
  • Improved Level Headed

User avatar
L.C.
Silver Patron
Silver Patron
Posts: 168
Joined: Mon Aug 14, 2017 8:33 am
Location: The 99s

Re: 24 - The Temple of Corruption

Post by L.C. » Sun Feb 16, 2020 4:03 pm

L.C. resists only the 4th corrupt, unable to shake the others
L.C. is grappled needs to roll against a 9, 7, 11, 9, and 11

Athletics vs 9 1d6 = 4: 4, 1d6 = 3: 3
Athletics vs 7 1d6 = 3: 3, 1d6 = 4: 4
Athletics vs 11 1d6 = 1: 1, 1d6 = 2: 2
Athletics vs 9 1d6 = 3: 3, 1d6 = 6: 6+ 1d6 = 3: 3
Athletics vs 11 1d6 = 6: 6+ 1d6 = 2: 2, 1d6 = 5: 5
Note to GM: I will not resist the damage and will go down.
L.C.
L.C. Psi-Nullifier Commando
Parry: 6 (7 in body armor), Toughness: Body Armor: 14(5) or PA: 21(10)
ISP: 40
Powers and Benny/Wound/ISP tracking
Andrew Brison
Andrew Brison, Former CS SAMAS Pilot
Parry: 6, Toughness: Armor: 12(6) or PA: 17(8)
Benny Tracking and Gear including War Chief SAMAS Power Armor
Image

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Ndreare
Savage Siri
Posts: 3470
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 24 - The Temple of Corruption

Post by Ndreare » Sun Feb 16, 2020 5:16 pm

Ton of rolls
Smite of Self and 7 other demons, AP +6, Heavy Weapon
Spellcasting d10, MAP -2, Quickness ignore -2 MAP = Spellcasting d10
Spell casting 1d10 = 5: 5

2 Continue to Hold L.C. , while 3 attack.
3 Attackers on L.C. Fighting d10, Ambi+Two Fisted, Gang up +2, Vulnerable +2, Wild Attack +2/+2 = Fighting 1d10+6 x2
Damage Str+d10 AP 6, + Smite +2 AP 6 MD, +2 Wild Attack = 1d12+2+1d10+4 AP 12 MD (Arcane Resistance applies)
Fighting 1d10+6 = 11: 5
Fighting 1d10+6 = 8: 2

Fighting 1d10+6 = 13: 7
Fighting 1d10+6 = 12: 6

Fighting 1d10+6 = 10: 4
Fighting 1d10+6 = 15: 9

Damage 1d12+2 = 9: 7+ 1d10+4 = 5: 1+Raise 1d6 = 3: 3 = 17 AP 12 MD
Damage 1d12+2 = 5: 3+ 1d10+4 = 10: 6 = 15 AP 12 MD

Damage 1d12+2 = 7: 5+ 1d10+4 = 10: 6+Raise 1d6 = 3: 3 = 20 AP 12 MD
Damage 1d12+2 = 4: 2+ 1d10+4 = 5: 1+Raise 1d6 = 3: 3 = 12 AP 12 MD

Damage 1d12+2 = 3: 1+ 1d10+4 = 14: 10+Raise 1d6 = 3: 3 Ace 1d10+20 = 28: 8 = 28 AP 12 MD
Damage 1d12+2 = 5: 3+ 1d10+4 = 13: 9+Raise 1d6 = 6: 6 Ace 1d6+24 = 25: 1 = 25 AP 12 MD

L.C. Takes: 17, 15, 20, 12, 28, and 25 all AP 12 MD attacks. (Arcane Resistance applies)


1 Attackers on Sheila and 1 on Mike Fighting d10, Ambi+Two Fisted, Vulnerable +2 (for mike who is still prone), Wild Attack +2/+2 = Fighting 1d10+2 (or +4) x2
Damage Str+d10 AP 6, + Smite +2 AP 6 MD, +2 Wild Attack = 1d12+2+1d10+4 AP 12 MD (Arcane Resistance applies)
Mike Fighting 1d10+4 = 6: 2
Mike Fighting 1d10+4 = 14: 10 + Ace 1d10+14 = 20: 6
Damage 1d12+2 = 12: 10+ 1d10+4 = 11: 7+Raise 1d6 = 1: 1 AP 12 MD (Arcane Resistance applies)

Sheila Fighting 1d10+2 = 10: 8
Sheila Fighting 1d10+2 = 6: 4
Damage 1d12+2 = 9: 7+ 1d10+4 = 14: 10 AP 12 MD (Arcane Resistance applies)




1 Attackers on Sir William Fighting d10, Ambi+Two Fisted, Wild Attack +2/+2 = Fighting 1d10+2 x2
Damage Str+d10 AP 6, + Smite +2 AP 6 MD, +2 Wild Attack = 1d12+2+1d10+4 AP 12 MD (Arcane Resistance applies)
Sir William Fighting 1d10+2 = 4: 2 = miss from deflection
Sir William Fighting 1d10+2 = 8: 6 = miss from deflection


Other Corrupted moved full distance + 1d8 = 4: 4 run to closer location


Demon Prince is on Hold for Line of Sight, or opportunity.

The corrupted demons continue their unrestrained assault putting everything they have into killing those party members who possess the ability to hurt their master. Focusing primarily on @L.C., the one who already has wounded him so badly they tear into the SAMAS, rending huge hole in the armor, breaching the air tight seals and leaving blood dripping from the various wounds. One wing broken nearly in half the supernatural strength of the monsters combined with their unholy curse bringing it down.
L.C. Takes: 17, 15, 20, 12, 28, and 25 all AP 12 MD attacks. (Arcane Resistance applies)

Mike and Shiella likewise take heavy blows bringing them down, but somehow @Sir William Mahan avoid any severe blows the psionic force field around him deflecting the attacks away from him.
Mike Takes: 24, Sheila takes 23 both AP 12 MD attacks. (Arcane Resistance applies)





ALL PLAYERS EXCEPT GRIDIA MAY GO NOW, A MASS HEALING WOULD POTENTIALLY SAVE A LIFE OR 3

Big Bad Evil Guy is on Hold


Prince of Corruption = Size 6 now
Pace: 8; Parry: 15*; Toughness: 45 (20)
  • +10 damage from Champions
Corrupt
Pace: 8; Parry: 7; Toughness: 26 (12)
  • +6 damage from Champions
Benny Counter
Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok
Captain Durrack 0 (WG Improved Level Headed, Spirit, Strength, Fighting, & Athletics Ex boosted +1 DT, WG improved Counter Attack, Arcane Protection +/-4)
Parry: 7; Toughness: 22 (4) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Failed rerolls to bash Sam
    +1 Joker again
    -3 Rerolls for a whole 1 card increase.
    -1 reroll not to fly away
Debrek 1 (Ex DA+Pres Sense rng x3, Ex Protection +6 toughness, Ex Deflection -4, Ex Quickness, Force Mult x7)
Parry: 6; Toughness: 14 (6) / 20 (6) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Rerolls on Force Multiplication
    +1 Joker again
    -1 +5 PPE
    -1 Reroll damage on 3d12 Blast
Essense 2 (Ex Detect Arcana + Presence Sense, WG Improved Level Headed)
Parry: 5; Toughness: 15 (4)
  • 2 baseline Wild Card NPC
    -1 To Resist Hacking
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -2 New cards for Debrek
Power 3 (WG Improved Level Headed)
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Reroll Self Healing in turn 1
    +1 Joker again
Angelus 0, Murdered by Home Invaders
Parry: 7; Toughness: 26 (10) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -1 Resist Fear
    -3 Soak Sa'Maku's volley of blows. Took 3 wounds


Peacemaker Crew 41
  • 41 Baseline
    kills
[/list]
The 99's Game Master Bennies 9, Mission: Investigate Corruption at Refuge
  • +7 Players
    +2 Sidekicks

    Demon Prince of Corruption 2
    Parry 15 Toughness 45 (20)
    • 2 NPC Wild Card
Nightbane Game Master Bennies 1, Mission None

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

User avatar
High Command
The Savage Inquisition
Posts: 1721
Joined: Sun Jun 12, 2016 6:10 am

Re: 24 - The Temple of Corruption

Post by High Command » Sun Feb 16, 2020 6:07 pm

Brison
Vigor 1d6 = 4: 4, 1d6 = 5: 5

User avatar
Maggie
Posts: 88
Joined: Tue Apr 23, 2019 8:50 am

Re: 24 - The Temple of Corruption

Post by Maggie » Mon Feb 17, 2020 12:59 pm

Shot 1 Hit for 33 MD AP 25 Magical Silver Damage, Shot 2 Raise for 79 MD AP 25 Magical Silver Damage, Shot 3 Hit for 28 MD AP 25 Magical Silver Damage
Shooting 1 1d10+2 = 4: 2 (+1 from Boom Gun, +2 from TM Weapon Edge Tree, -4 for MAP, Offset 2 points of penalties from STS, +1 from Marksman = +2 total)
Wild 1d6+2 = 5: 3

Shooting 2 1d10+2 = 12: 10
Wild 1d6+2 = 5: 3

Shooting 3 1d10+2 = 5: 3
Wild 1d6+2 = 4: 2

Damage for shot 1: 5d10+11 = 33: 4, 3, 9, 3, 3 (includes smite bonus) MD AP 25

Damage for shot 2: 5d10+11 = 51: 9, 10, 10, 3, 8 (includes smite bonus) + 1d6 = 4: 4 (Shooting raise) + 2d10 = 19: 9, 10 (aces) + 1d10 = 5: 5 (another ace) MD AP 25

Damage for shot 3: 5d10+11 = 28: 1, 2, 2, 8, 4 (includes smite bonus) MD AP 25
Maggie sees L.C. get swarmed, and she immediately brings the boom gun up. She's not quick enough to save him, but she's sure not going to let those creatures tear at him.

"Two-Names!! she practically screams into the radio at @L.C. as she squeezes off one, two, three enormous blasts from the boom gun! The entire cavern rocks with the percussive force of it, and the corrupted disintegrate into so much bloody mist.

To Steven, she says, "Go see where that giant demon went, but stay close to the ceiling and don't expose yourself. Be careful.
Stealth for Steven 9, He is Size -2, too
Stealth 1d8 = 2: 2
Wild 1d6 = 5: 5
NOTE: Steven's size (-2) would come into play on an opposed stealth roll, if needed.

Reroll 1d8 = 5: 5
Wild 1d6 = 6: 6 + 1d6 = 3: 3
Steven finds the main chamber empty and the massive doors closed, but changes his shape enough to slide soundlessly through the "cracks" between the gargantuan door and the ceiling. He hovers there silently in the corner, observing the room's occupants but not making any noise.
Maggie and Steven
Maggie
Pace: 6, run d6 | GB Pace 14, run d8; Parry: 9 w/Boom Gun equipped, 7 otherwise; Toughness: 43(25) MDC in Glitter Boy w/LLW Light Armor Vigor bonus, 13(5) in LLW Light Armor
Edges/Notes: When dug-in with GB armor, attacks are +2 against her; she has First Strike

Steven
Pace: 48 (120 MPH); Parry: 5; Toughness: 7(4); Strain: 0; Size: -2
Applicable Edges: Dodge (-2 to ranged attacks made against him; stacks with -2 for Scale)
Character Sheet

User avatar
Ndreare
Savage Siri
Posts: 3470
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 24 - The Temple of Corruption

Post by Ndreare » Mon Feb 17, 2020 1:33 pm

GM note: All three are very dead.
Benny Counter
Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok
Captain Durrack 0 (WG Improved Level Headed, Spirit, Strength, Fighting, & Athletics Ex boosted +1 DT, WG improved Counter Attack, Arcane Protection +/-4)
Parry: 7; Toughness: 22 (4) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Failed rerolls to bash Sam
    +1 Joker again
    -3 Rerolls for a whole 1 card increase.
    -1 reroll not to fly away
Debrek 1 (Ex DA+Pres Sense rng x3, Ex Protection +6 toughness, Ex Deflection -4, Ex Quickness, Force Mult x7)
Parry: 6; Toughness: 14 (6) / 20 (6) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Rerolls on Force Multiplication
    +1 Joker again
    -1 +5 PPE
    -1 Reroll damage on 3d12 Blast
Essense 2 (Ex Detect Arcana + Presence Sense, WG Improved Level Headed)
Parry: 5; Toughness: 15 (4)
  • 2 baseline Wild Card NPC
    -1 To Resist Hacking
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -2 New cards for Debrek
Power 3 (WG Improved Level Headed)
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Reroll Self Healing in turn 1
    +1 Joker again
Angelus 0, Murdered by Home Invaders
Parry: 7; Toughness: 26 (10) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -1 Resist Fear
    -3 Soak Sa'Maku's volley of blows. Took 3 wounds


Peacemaker Crew 41
  • 41 Baseline
    kills
[/list]
The 99's Game Master Bennies 9, Mission: Investigate Corruption at Refuge
  • +7 Players
    +2 Sidekicks

    Demon Prince of Corruption 2
    Parry 15 Toughness 45 (20)
    • 2 NPC Wild Card
Nightbane Game Master Bennies 1, Mission None

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

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Sir William Mahan
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Re: 24 - The Temple of Corruption

Post by Sir William Mahan » Tue Feb 18, 2020 7:43 am

Fighting
1d12 = 3: 3 Frenzy 1d12 = 5: 5 Wild 1d6 = 2: 2
Attack 2: 1d12 = 7: 7 Wild 1d6 = 2: 2 Damage 2d8 = 3: 1, 2 + 2d10 = 7: 1, 6 +2 = 12 damage AP20
Attack 3: 1d12 = 9: 9 Wild 1d6 = 2: 2 Damage 2d8 = 8: 6, 2+ 2d10 = 5: 2, 3+2 = 15 damage AP20
Distracted by the destruction around LC, Sir William attempts the Panther Leaping over a Branch form but fails to connect with the Corrupted. I must do better than this! The Castle depends on it! he thinks desperately. He pivots into Whirlpool at Night, slashing the creature again, this time more solidly, slashing deep into the creature's heart. As it falls, he sprints back to LC, charging the creatures surrounding his SAMAS armor.
Sir William Mahan
Character Name: Sir William Mahan
Parry:8, Toughness: 14(8), -2 to hit vs tech
ISP: 5 /20
  • Speed: Double pace
  • Deflection: -2 to hit ranged and melee
  • Quickness: Act twice
  • Healing: Remove 1 wound
Bennies: 1
  • 4 starting
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

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