24 - The Temple of Corruption

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Ndreare
Savage Siri
Posts: 3643
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


The 99's Game Master Bennies 1, Mission: Investigate Corruption at Refuge Demon Prince of Corruption
Wounds: 5/8 (sorry was failing to update, until I just noticed while working on Nightbane)
Bennies: 0
Parry 11*[15 deflection] Toughness 39 (20) [45 (20) Protection]
Currently Active: Arcane Protection +4, Arcane Resistance +/-4, Greater deflection -4, Protection +6, Speed (Greater Quickness).

Nightbane Game Master Bennies 8, Murder a man at his place of business]

Init 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 (SWD only)[/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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Ndreare
Savage Siri
Posts: 3643
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 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


The 99's Game Master Bennies 1, Mission: Investigate Corruption at Refuge Demon Prince of Corruption
Wounds: 5/8 (sorry was failing to update, until I just noticed while working on Nightbane)
Bennies: 0
Parry 11*[15 deflection] Toughness 39 (20) [45 (20) Protection]
Currently Active: Arcane Protection +4, Arcane Resistance +/-4, Greater deflection -4, Protection +6, Speed (Greater Quickness).

Nightbane Game Master Bennies 8, Murder a man at his place of business]

Init 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 (SWD only)[/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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Fritz
Posts: 80
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: 3643
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


The 99's Game Master Bennies 1, Mission: Investigate Corruption at Refuge Demon Prince of Corruption
Wounds: 5/8 (sorry was failing to update, until I just noticed while working on Nightbane)
Bennies: 0
Parry 11*[15 deflection] Toughness 39 (20) [45 (20) Protection]
Currently Active: Arcane Protection +4, Arcane Resistance +/-4, Greater deflection -4, Protection +6, Speed (Greater Quickness).

Nightbane Game Master Bennies 8, Murder a man at his place of business]

Init 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 (SWD only)[/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: 69
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 0
+
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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Gridia Thorem
Posts: 71
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: 34/60
Bennies: 0/4
Wounds: 0/4
Fatigue: 0/2

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

Pace: 6 (48 flying [9 rounds]); Parry: 5 (+1 w/ Equipped Staff); Toughness 8 (6 mdc [9 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
Maggie
Posts: 97
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.
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Silver Patron
Posts: 174
Joined: Mon Aug 14, 2017 8:33 am
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
Image

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L.C.
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Silver Patron
Posts: 174
Joined: Mon Aug 14, 2017 8:33 am
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: 69
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 0
+
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
Posts: 202
Joined: Tue Aug 08, 2017 5:36 pm

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

User avatar
Maggie
Posts: 97
Joined: Tue Apr 23, 2019 8:50 am

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
Posts: 3643
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

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


The 99's Game Master Bennies 1, Mission: Investigate Corruption at Refuge Demon Prince of Corruption
Wounds: 5/8 (sorry was failing to update, until I just noticed while working on Nightbane)
Bennies: 0
Parry 11*[15 deflection] Toughness 39 (20) [45 (20) Protection]
Currently Active: Arcane Protection +4, Arcane Resistance +/-4, Greater deflection -4, Protection +6, Speed (Greater Quickness).

Nightbane Game Master Bennies 8, Murder a man at his place of business]

Init 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 (SWD only)[/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
Sir William Mahan
Posts: 202
Joined: Tue Aug 08, 2017 5:36 pm

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

User avatar
Ndreare
Savage Siri
Posts: 3643
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 » 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


The 99's Game Master Bennies 1, Mission: Investigate Corruption at Refuge Demon Prince of Corruption
Wounds: 5/8 (sorry was failing to update, until I just noticed while working on Nightbane)
Bennies: 0
Parry 11*[15 deflection] Toughness 39 (20) [45 (20) Protection]
Currently Active: Arcane Protection +4, Arcane Resistance +/-4, Greater deflection -4, Protection +6, Speed (Greater Quickness).

Nightbane Game Master Bennies 8, Murder a man at his place of business]

Init 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 (SWD only)[/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: 3643
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


The 99's Game Master Bennies 1, Mission: Investigate Corruption at Refuge Demon Prince of Corruption
Wounds: 5/8 (sorry was failing to update, until I just noticed while working on Nightbane)
Bennies: 0
Parry 11*[15 deflection] Toughness 39 (20) [45 (20) Protection]
Currently Active: Arcane Protection +4, Arcane Resistance +/-4, Greater deflection -4, Protection +6, Speed (Greater Quickness).

Nightbane Game Master Bennies 8, Murder a man at his place of business]

Init 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 (SWD only)[/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: 71
Joined: Wed Jul 24, 2019 10:30 am
Location: Lousiville, KY

Re: 24 - The Temple of Corruption

Post by Gridia Thorem » Thu Feb 13, 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: 34/60
Bennies: 0/4
Wounds: 0/4
Fatigue: 0/2

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

Pace: 6 (48 flying [9 rounds]); Parry: 5 (+1 w/ Equipped Staff); Toughness 8 (6 mdc [9 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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Re: 24 - The Temple of Corruption

Post by L.C. » Thu Feb 13, 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
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Re: 24 - The Temple of Corruption

Post by Ndreare » Fri Feb 14, 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


The 99's Game Master Bennies 1, Mission: Investigate Corruption at Refuge Demon Prince of Corruption
Wounds: 5/8 (sorry was failing to update, until I just noticed while working on Nightbane)
Bennies: 0
Parry 11*[15 deflection] Toughness 39 (20) [45 (20) Protection]
Currently Active: Arcane Protection +4, Arcane Resistance +/-4, Greater deflection -4, Protection +6, Speed (Greater Quickness).

Nightbane Game Master Bennies 8, Murder a man at his place of business]

Init 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 (SWD only)[/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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Re: 24 - The Temple of Corruption

Post by L.C. » Sun Feb 16, 2020 6:07 pm

L.C.
4 and 5 vs Incapacitation; -1 benny
Vigor Check for incapacitation #1 1d6 = 4: 4, 1d6 = 2: 2 = 4
Vigor Check for incapacitation #2 1d6 = 3: 3, 1d6 = 1: 1
Benny for reroll
Vigor Check for incapacitation #2 1d6 = 3: 3, 1d6 = 5: 5 = 5
Brison
Vigor 1d6 = 4: 4, 1d6 = 5: 5
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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Maggie
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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

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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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Sal
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Re: 24 - The Temple of Corruption

Post by Sal » Sat Feb 22, 2020 8:16 am

Create healing power, 22 PPE
Action 1: Create Healing Power: TW 1d12+4 -2MAP free reroll on every roll 1d12+2 = 14: 12 wild 1d6+2 = 8: 6 22PPE HEALING POWER
Cast healing power, LBT, heals 2 wounds +2 pace. roll was a 10.
Action 2: Activate healing power with a large burst template and the hurry +2 pace modifier. TW 1d12+4-2 MAP-2 mega heal, free reroll 1d12 = 7: 7 wild 1d6 = 6: 6 ace 1d6 = 4: 4 uses, 8 ppe.
Allies Roll to Unshake:
Ramon (fear): 1d8 = 8: 8
Shooting 1d8 = 4: 4, 4d6 = 12: 6, 1, 3, 2 ace 1d6 = 4: 4
Mike 1d10 = 10: 10
Sheilia 1d10 = 4: 4
  • 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
  • healing divice with 22 PPE (14/22)
  • LC, Shelia, Mike, maybe Grilda +2 wounds and +2 pace
Sal became rather robotic after seeing his allies suffer crippling blows. He moved 15 feet to Shelia's rear, and while cloaked in the shadows he built a wide burst nano bot magical TW device using nothing but guile, his wits and own personal store of nano bots. Interestingly these specific nano bots running through his veins were what made him the most unusual rattling Dr Bradford had ever created. A rattling capable of harnessing magical energies abet through mechanical devices was simply unheard of. Dr. Bradford never quite understood that the nano bots had merged with Sal's intrinsic positive energy turning not just their tiny selves but Sal himself into something new.

He comm'd the team, his voice short and stern, " Prepare for a wide burst nano injection. This will repair tissue and revitalize legs." Having fought a corrupted X'ictic queen he altered the magically infused nano bots to affect everyone under its effect friend and foe alike.

Perhaps spurned into action by Sal's short radio communice Ramon the cigar smoking cheese hating ratling near maggie hefts his TW rifle and fires a shot at the corrupted that survived @Sal's healing burst. 16AP2 TW rifle.

Mike and Sheilia gasp, regaining consciousness, re-ignite their psi blades as well as their armors. They nod to each other determined and resolute. Shelia muttered, "Stick close Sal... Mike form a wall for that Rattling. IF we make it through this it is because of him."

Note: I think Sheila, Mike, and LC get two wounds and +2 pace. I think many corrupted need to roll vs his healing of 10?
Bennies 0
+
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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Ndreare
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Re: 24 - The Temple of Corruption

Post by Ndreare » Sat Feb 22, 2020 8:50 am

OOC Comments
7 in template, 3 of those killed by Maggie, so 4 need to roll Spirit 1d8 versus 10
Spirit 1d8 = 2: 2
Spirit 1d8 = 1: 1
Spirit 1d8 = 8: 8
Spirit 1d8 = 6: 6

Ace 1d8+8 = 15: 7
As the healing power reaches out, the corrupted recoil from it as if struck by fire the remains on the ground, and even three of those still standing burst into flame leaving only the corpses of normal men and women on the ground.


Updated Map
Updated Map 2.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


The 99's Game Master Bennies 1, Mission: Investigate Corruption at Refuge Demon Prince of Corruption
Wounds: 5/8 (sorry was failing to update, until I just noticed while working on Nightbane)
Bennies: 0
Parry 11*[15 deflection] Toughness 39 (20) [45 (20) Protection]
Currently Active: Arcane Protection +4, Arcane Resistance +/-4, Greater deflection -4, Protection +6, Speed (Greater Quickness).

Nightbane Game Master Bennies 8, Murder a man at his place of business]

Init 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 (SWD only)[/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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Fritz
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Joined: Sat May 18, 2019 3:59 pm

Re: 24 - The Temple of Corruption

Post by Fritz » Sat Feb 22, 2020 4:06 pm

+1 Benny from Gridia's Joker (4 of 3 Bennies remaining)

Frustrated that the Gibb's slap and talking to had little effect on Fillmore, Fritz looks to where @Sir William Mahan is engaged with a corrupt. He thinks he can detect in the mess that is the corrupted, something maybe or once was human. He shakes his head. A sad state to be in for sure.

Moving from his position he takes up a place along the wall [Move only to W31]. He kneels on one knee against the wall to present himself as a smaller target and maybe gain some stability for next turn. The pillar blocking Mahan from his view proves ideal for Fritz to shoot his Heavy Ion Pistol at the corrupted at P46.

Shooting 6, Damage 33
Heavy Ion Pistol: +2
[*] Shooting (1d8) 1d8 = 3: 3
[*] Wild (1d6) 1d6 = 4: 4

Heavy Ion Pistol: +2
[*] Damage (3d8) 3d8 = 21: 8, 8, 5
[*] Aced Damage (2d8+21) 2d8+21 = 31: 6, 4
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

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Ndreare
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Re: 24 - The Temple of Corruption

Post by Ndreare » Sat Feb 22, 2020 5:20 pm

The powerful ion weapon in the hands of an expert easily takes down the last corrupt. Leaving only one visible on the field, and that remaining one injured and dazed.
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


The 99's Game Master Bennies 1, Mission: Investigate Corruption at Refuge Demon Prince of Corruption
Wounds: 5/8 (sorry was failing to update, until I just noticed while working on Nightbane)
Bennies: 0
Parry 11*[15 deflection] Toughness 39 (20) [45 (20) Protection]
Currently Active: Arcane Protection +4, Arcane Resistance +/-4, Greater deflection -4, Protection +6, Speed (Greater Quickness).

Nightbane Game Master Bennies 8, Murder a man at his place of business]

Init 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 (SWD only)[/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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Ndreare
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Re: 24 - The Temple of Corruption

Post by Ndreare » Tue Feb 25, 2020 12:26 pm

The demons move with supernatural speed as they come storming around the corner, but instead of one demon prince, there are 4, each moving at comprehensible speeds as they race onto the battle field. The giant monster somehow shrunk down now only 30' tall they lay down a volley of spells on as demonic acid rains down on @Maggie. Each is covered in layers of boiling acid, dark flames and horrific smells that somehow overcome your environmental systems. Then a blow swings out, the creatures body proportions changing mid swing to nearly hit @Sir William Mahan from twenty foot away!

As the smaller corrupt from the city move into action they come out racing as well, but even with the supernatural speed only one of them manags to close on a member of the 99, hitting Fritz with a scrape barely enough to notice for the powerful cyborg. When second volley of bolts go hurling from the creature the acidic fire hits @Sal and @Gridia Thorem with an unbelievably painful spell draining their energy, slowing them, affecting their very lives. "Join my side and do everything in your power to kill The Tomorrow Legion in the room, serve me as faithfully as you know how." The words sink into Maggie as her very will and presence changes, shifts and her desires become to serve her new master.

Surveying the battle field it becomes obvious this was no trap for the demon, this was a grave prepared for The 99.



Maggie; hit a bunch and easily ignored, resist Puppet 12.

Sal to soak 21 AP 6 MD damage, with Lingering damage, Fatigue, Hindering

Gridia to soak 25 AP 6 MD damage, with Lingering damage, Fatigue, Hindering

Fritz to soak 10 AP 6 MD damage

Sir William evaded and parried each attack, he did not get within 2" of you so Counter Attack and First Strike not viable


Rolls and stuff for Rob
Spellcasting d12+2 (Summon Ally, Mirror Selves, Master)
Spellcasting 1d12+2 = 12: 10
Wild 1d10+2 = 11: 9

Protection all of us + Stealth
Spellcasting 1d12+1 = 2: 1 Confirm Crit 1d6 = 1: 1

Deflection all of Us
Spellcasting 1d12+1 = 12: 11

Ex Quickness all of Us + Haste (Raise running is max and has no penalty)
Spellcasting 1d12+1 = 12: 11

Ignore running penalty and gains maximum run die.

Hurl Fire Balls at Maggie 4d6 (5d6 w/raise) AP 6, Lingering damage, Fatigue, Hindering
Spellcasting 1d12+2 = 14: 12
Wild 1d10+2 = 11: 9

Spellcasting 1d12+1 = 7: 6
Spellcasting 1d12+1 = 3: 2
Spellcasting 1d12+1 = 13: 12

Raise 5d6 = 16: 4, 4, 2, 5, 1
Raise 5d6 = 22: 4, 3, 4, 5, 6 Ace 1d6 = 1: 1
Hit 4d6 = 11: 4, 2, 4, 1
Raise 5d6 = 16: 2, 5, 3, 1, 5

Puppet Maggie (At will ability for corruption)
OOC Comments
Corruption: The Demon Prince of corruption can use the Puppet ability at will. When used this way the duration is considered instant (effectively permanent). This Corruption is total control of the character overriding its own free will as the Corrupted being becomes only an extension of the Demon Prince. The target of such corruption receives a free break out roll at the end of the first day, week, year, decade, century, millennium. A target that has been corrupted and broken out, cannot be corrupted again.
Spellcasting 1d12+2 = 12: 10
Wild 1d10+2 = 7: 5

Fighting Sir William (-4 for scale)
Fighting 1d12-3 = 7: 10

Fighting Fritz (-4 for scale)
Fighting 1d12-3 = -2: 1

Blast on Sal 4d6 (5d6 w/raise) AP 6, Lingering damage, Fatigue, Hindering
Spellcasting 1d12+1 = 5: 4
Damage 4d6 = 15: 2, 6, 6, 1 AP 6 MD
Ace 2d6+15 = 21: 5, 1 AP 6

Blast on Gridia 4d6 (5d6 w/raise) AP 6, Lingering damage, Fatigue, Hindering
Spellcasting 1d12+1 = 5: 4
Damage 4d6 = 20: 6, 4, 4, 6
Ace 2d6+20 = 25: 3, 2 AP 6

Fighting on Fritz
Fighting 1d10 = 2: 2
Str+1d10 1d12+2 = 10: 8 + 1d10 = 2: 2 AP 6



Kill order Resistance roll
Spellcasting 1d12+2 = 5: 3
Wild 1d10+2 = 6: 4
UPDATED MAP
Capture.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


The 99's Game Master Bennies 1, Mission: Investigate Corruption at Refuge Demon Prince of Corruption
Wounds: 5/8 (sorry was failing to update, until I just noticed while working on Nightbane)
Bennies: 0
Parry 11*[15 deflection] Toughness 39 (20) [45 (20) Protection]
Currently Active: Arcane Protection +4, Arcane Resistance +/-4, Greater deflection -4, Protection +6, Speed (Greater Quickness).

Nightbane Game Master Bennies 8, Murder a man at his place of business]

Init 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 (SWD only)[/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
Maggie
Posts: 97
Joined: Tue Apr 23, 2019 8:50 am

Re: 24 - The Temple of Corruption

Post by Maggie » Tue Feb 25, 2020 1:16 pm

Spirit to Resist Puppet Fail, 5 Bennies Spent
Spirit 1d8 = 4: 4
Wild 1d6 = 2: 2

Reroll w/Elan 1d8+2 = 9: 7
Wild 1d6+2 = 4: 2

Re-reroll w/Elan 1d8+2 = 9: 7
Wild 1d6+2 = 6: 4

Re-re-reroll w/Elan 1d8+2 = 3: 1
Wild 1d6+2 = 7: 5

Re-re-re-reroll w/Elan 1d8+2 = 5: 3
Wild 1d6+2 = 5: 3

Last Benny... 1d8+2 = 5: 3
Wild 1d6+2 = 7: 5

Updating for boost Trait
1d10 = 4: 4
1d6 = 5: 5
Maggie feels the corruption begin to take hold. She digs deep, summoning every ounce of willpower in her to resist... but it is useless.

Her last thought before succumbing is Heather... I'm sorry...
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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Gridia Thorem
Posts: 71
Joined: Wed Jul 24, 2019 10:30 am
Location: Lousiville, KY

Re: 24 - The Temple of Corruption

Post by Gridia Thorem » Tue Feb 25, 2020 1:38 pm

Soaked Roll=25
Benny for Soak: -1
Vigor 1d12

Vigor 1d12 = 6: 6
Wild 1d6 = 1: 1

I don't like it, so we're going to benny again!

Last Benny!
Elan +2
Vigor 1d12+2 = 7: 5
Wild 1d6+2 = 6: 4

EP Benny 1!
Elan +2
Vigor 1d12+2 = 14: 12
Wild 1d6+2 = 5: 3

Vigor ACE 1d12+14 = 25: 11
Quick Stats
Race: Elf
Class: LLW

PPE: 34/60
Bennies: 0/4
Wounds: 0/4
Fatigue: 0/2

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

Pace: 6 (48 flying [9 rounds]); Parry: 5 (+1 w/ Equipped Staff); Toughness 8 (6 mdc [9 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: 97
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Re: 24 - The Temple of Corruption

Post by Maggie » Tue Feb 25, 2020 3:12 pm

Spirit 30 To Resist Order to Kill
Spirit 1d8 = 8: 8 + 1d8 = 8: 8 + 1d8 = 6: 6
Wild 1d6 = 1: 1


Maggie hears the kill order in her mind, but digs in her mental pylons and grits her teeth. She stands still and does nothing, which is a victory in itself.
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: 174
Joined: Mon Aug 14, 2017 8:33 am
Location: The 99s

Re: 24 - The Temple of Corruption

Post by L.C. » Tue Feb 25, 2020 9:38 pm

Brison

Brison watches L.C. go down in a daze, and finds he cannot move. He mentally yells at his body to obey. When his servos actually begin to whine as his arms move, he is a bit surprised himself. He aims for the monster directly in front of L.C. and the one remaining near Sir William (or Fritz if I can't get a bead). After he shoots, he moves into the air, near the top of the space. He calls out over the din. "Boss! Get it done, no time to be getting any rest. Got no time to be dying anyway, too many bad guys to take down!"
Fail to damage bad guy and spend Benny on L.C. to help him recover ISP
Big Whiff! Vs K37 Corrupt; Attack 1: 6 - Dmg: 10 (AP 0), Attack 2: 5 - Dmg: 12 (AP 0), Attack 3: 6 - Dmg: 14 (AP 0)
Shooting 1d10 = 4: 4, 1d10 = 1: 1, 1d10 = 4: 4, 1d6 = 3: 3
-2 (Autofire; ignored due to Rock and Roll), +2 (Widespread), -2 MAP (ignored due to STS)
1: 3d10 = 10: 1, 5, 4, 2: 3d10 = 12: 2, 5, 5, 3: 3d10 = 17: 9, 7, 1
Big Whiff! Vs R42 Corrupt; Attack 1: 10 - Dmg: 13 (AP 0), Attack 2: Crit Fail 1 (3); Dmg: 15 (AP 0), Attack 3: 5 - Dmg: 14 (AP 0)
Shooting 1d10 = 8: 8, 1d10 = 1: 1, 1d10 = 3: 3, 1d6 = 1: 1
-2 (Autofire; ignored due to Rock and Roll), +2 (Widespread), -2 MAP (ignored due to STS)
1: 3d10 = 11: 1, 6, 4+ 1d6 = 2: 2, 2: 3d10 = 15: 7, 6, 2, 3: 3d10 = 14: 9, 3, 2
Spend Benny to help L.C. Recover ISP)
L.C.
Image
L.C. feels the healing wash over him and he can't help but smile. And then he hears Brison, and feels the support in his voice. "Damn right. Let's get it done!" He throws negative psionic energy at the power overtaking Maggie, and then a large blast of it at the demon princes and the corrupt in front of him. Then, free of the Corrupt
Activate Exalted Expanded Presence Sense (with Raise); 13 to Dispel Maggie's Puppet; 7 vs Demon Prince with Exalted Dispel, Power, Hinder, and Fatigue Power Modifiers
Innate Action: Use Expanded Awareness
0 ISP (Detect Arcana) + 2 (Exalted Detect Arcana) + 2 (Presence Sense) = 4 ISP
Psionics: 1d12 = 10: 10, 1d6 = 3: 3
Spend Brison's Benny to recover 5 ISP

Action 1: Use Dispel on Maggie
13 vs Puppet on Maggie (Dispel 12)
1 (Dispel) + 4 ISP (Major Psionic: +2 to the roll) + 1 (Selective: no friendly powers) = 6 ISP
-2 different AB, -2 MAP, +1 PA, +2 (Major Psionic), -1 (Wound) = -2
Psionics: 1d12 = 2: 2, 1d6 = 6: 6+ 1d6 = 3: 3
Reroll: 1d12 = 10: 10, 1d6 = 4: 4 + 1d6 = 4: 4 (L.C.'s Conviction) = 14, -1 from modifiers = 12 vs 12

Spend Benny to recover 5 ISP

Action 2: Use Exalted Dispel on Corrupt and Demon Princes int he LBT on the map in front of L.C.
1 (Dispel) + 6 (LBT) + 1 (Power) + 1 (Hinder, -2 Pace) + 2 (1 Fatigue) + 4 (+2 to the roll; Major Psionic) = 15 ISP
-2 different AB, -2 MAP, +1 PA, +2 (Major Psionic), -1 (Wound) = -2
Psionics: 1d12 = 6: 6, 1d6 = 6: 6+ 1d6 = 3: 3 = 9-2= 7
Reroll: 1d12 = 6: 6, 1d6 = 4: 4
Benny Reroll 1d12 = 6: 6, 1d6 = 4: 4
Benny Reroll 1d12 = 6: 6, 1d6 = 5: 5
Benny Reroll (From Brison): 1d12 = 6: 6, 1d6 = 2: 2
Benny Reroll (from EP) 1d12 = 9: 9, 1d6 = 3: 3
Benny Reroll (from EP) 1d12 = 7: 7, 1d6 = 2: 2
Still In Effect: (round 3/5):
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)
Targets: L.C., Fritz, Filmore, Gridia, Sir William, Sal, Maggie, Steven, Brison, Reuben, Renee, Mike, Shiela
Mind Link goes 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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Sal
Posts: 69
Joined: Fri May 10, 2019 2:36 am

Re: 24 - The Temple of Corruption

Post by Sal » Wed Feb 26, 2020 9:24 pm

3 bennies, 1 wounds...
Sal vigor: 1d8 = 2: 2 Wild 1d6 = 3: 3 benny for a reroll 1d8+2 = 7: 5 wild 1d6+2 = 5: 3 3rd benny to reroll 1d8+2 = 6: 4 wild 1d6+2 = 7: 5
No grunts of pain, Sal cloaked in the shadows took the blast head on knowing it was not even close to being over. Maybe it was the lingering damage or the early onset of fatigue but Sal looked into his pocket. Only one benny left and I... He spat out some blood, I know who to give it too.

The ratling shook his head trying to cast the power afflicting him off and onto Grilda. Because everyone knew demons loved candy. Still it could have been worse. If LC had not done his protecting thing, I might be oozing cheese.
Bennies 0
+
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
Ndreare
Savage Siri
Posts: 3643
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 24 - The Temple of Corruption

Post by Ndreare » Wed Feb 26, 2020 10:39 pm

OOC Comments
Resist Dispel on Puppet 13
Arcane Protection -4, Arcane Resistance -4 = target 5.
Spellcasting 1d12+2 = 4: 2
Wild 1d10 = 2: 2
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


The 99's Game Master Bennies 1, Mission: Investigate Corruption at Refuge Demon Prince of Corruption
Wounds: 5/8 (sorry was failing to update, until I just noticed while working on Nightbane)
Bennies: 0
Parry 11*[15 deflection] Toughness 39 (20) [45 (20) Protection]
Currently Active: Arcane Protection +4, Arcane Resistance +/-4, Greater deflection -4, Protection +6, Speed (Greater Quickness).

Nightbane Game Master Bennies 8, Murder a man at his place of business]

Init 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 (SWD only)[/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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Ndreare
Savage Siri
Posts: 3643
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 24 - The Temple of Corruption

Post by Ndreare » Wed Feb 26, 2020 10:46 pm

As the dark corrupting icher of the Demon's power works its way through Maggie, she finds it is all she can do to stand, the ability to fight against the creature competently taken away. When @L.C. releases his power disrupting the spells hold on @Maggie it burns away like water leaving only a sickly feeling in her bones as her head comes clear and she once again has control. @L.C. reaches out again to disrupt the spells wrapped around the towering demon prince itself only to find the deep corrupting fluid absorbs his power as if food, leaving the spells reinforced.

Initiative Turn 4
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
  • SWD Only, 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 = 21: 21
Gridia (ILH) 1d56 = 4: 4 or 1d56 = 37: 37 or 1d56 = 17: 17
Maggie 1d56 = 9: 9
Sir William 1d56 = 1: 1
Sal (LH) 1d56 = 48: 48 or 1d56 = 44: 44
Sir William (quick) 1d56 = 2: 2

Prince of Corruption 1d56 = 43: 43 or 1d56 = 32: 32

Maggie Opted to buy a Benny, rolled in google hangout and got a 44



@Maggie and @Sal may go. Sal you have hinder and fatigue on you. I will roll damage on the demons turn for the lingering.
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


The 99's Game Master Bennies 1, Mission: Investigate Corruption at Refuge Demon Prince of Corruption
Wounds: 5/8 (sorry was failing to update, until I just noticed while working on Nightbane)
Bennies: 0
Parry 11*[15 deflection] Toughness 39 (20) [45 (20) Protection]
Currently Active: Arcane Protection +4, Arcane Resistance +/-4, Greater deflection -4, Protection +6, Speed (Greater Quickness).

Nightbane Game Master Bennies 8, Murder a man at his place of business]

Init 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 (SWD only)[/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: 69
Joined: Fri May 10, 2019 2:36 am

Re: 24 - The Temple of Corruption

Post by Sal » Fri Feb 28, 2020 2:39 pm

OOC Comments
Sal two actions, -1 wound, -1 fatigue
Mega heal burst -2 1d12-2 = 4: 6 wild 1d6-2 = 3: 5 1 wound healed.

Second action mega bolt at two large demons on the right.
AP lvl 3 (if possible), mega damage 4d6 or 5d6, expert blaster makes it 10s and +2 AP per AP mod. 1st demon 1d12+1 = 12: 11 wild 1d6+1 = 2: 1
  • 5d10 = 24: 1, 5, 9, 8, 1
drop my last Benny to reroll 5d10 = 16: 2, 8, 3, 1, 2
2nd demon: 1d12+1 = 4: 3
  • Damage 4d10 = 16: 4, 1, 7, 4
Sal squeeze out some nano magic cheese wiz in a large circle with a nice sized radius while humming it’s raining cheese. Then he get’s down to business opening fire with his right water pistol magic cyber arm trying to take out two 30’ tall demon prince looking things. Still cloaked in the shadows he tries to move a bit out of the way (if he can 4” to the right not sure what hinder does).

Secretly he wonders what Willy Wanka will do because his cheese powers were failing at the moment. Perhaps now was the time to feed the demons some snicker bombs?
Bennies 0
+
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
Maggie
Posts: 97
Joined: Tue Apr 23, 2019 8:50 am

Re: 24 - The Temple of Corruption

Post by Maggie » Sat Feb 29, 2020 12:37 pm

Shooting 2 Raises, 1 Regular Hit
Shooting 1 1d10+2 = 10: 8 (+1 Marksman, +1 from Boom Gun, +2 from TM weapon chain, -4 from MAP, STS offsets 2 points of negatives = +2 total)
Wild 1d10+2 = 10: 8

Shooting 2 1d10+2 = 11: 9
Wild 1d6+2 = 4: 2

Shooting 3 1d10+2 = 5: 3
Wild 1d6+2 = 3: 1
Damage on First: 50 MD, AP 25; Damage on Second: 47 MD, AP 25; Damage on Third: 40 MD, AP 25; All Damage is Magical/Silver
Shot 1: 5d10+5 = 33: 9, 1, 2, 6, 10 + 1d10 = 7: 7 (Ace!) + 1d6 = 2: 2 (raise on Shooting) +6 (smite magic/silver) +2 Champion = 50 MD, AP 25

Shot 2: 5d10+5 = 38: 7, 8, 8, 3, 7 + 1d6 = 1: 1 (raise on Shooting) +6 (smite magic/silver) +2 (Champion) = 47 MD, AP 25

Shot 3: Shot 1: 5d10+5 = 32: 7, 3, 4, 9, 4 +6 (smite magic/silver) +2 (Champion) = 40 MD, AP 25
Insider her armor, Maggie shakes her head like a dog shaking off water. It was in my head! she practically screams.

Seeing the creatures, all duplicates of the hell prince they had come down here to slay, she wastes no time attempting to discern which bad guy was which; instead, she unloads the boom gun three times in rapid succession.

Meanwhile, Steven slips back out of the room and back into the main chamber, sticking to the ceiling as much as possible and keeping his eyes on the fight below.

Into her radio, Maggie calls, "Healing hurts it, right? Can't someone just magically heal the damn thing?!
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
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Joined: Tue Aug 08, 2017 12:55 pm
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Re: 24 - The Temple of Corruption

Post by Ndreare » Mon Mar 02, 2020 9:34 am

Bunch of Rolls
50 MD, AP 25 = 4 wounds
Soak 1d12+4 = 9: 5

47 MD, AP 25 = 4 wounds
Soak 1d12+4 = 5: 1
confirm crit Wild 1d6+4 = 5: 1

40 MD, AP 25 = 4 wounds
Soak 1d12+4 = 5: 1
confirm crit Wild 1d6+4 = 5: 1

Spirit versus Healing roll 4, -4 Arcane Resistance, -4 Arcane Protection, +8 Vulnerability
Spirit 1d12 = 3: 3
Wild 1d6 = 3: 3
Benny to reroll
Spirit 1d12 = 3: 3
Wild 1d6 = 6: 6

Fighting d12+1, Versus Maggie, Wild +2, Dug in +2, Wounds -2, Parry 9
Fighting 1d12+3 = 11: 8
Frenzy 1d12+3 = 13: 10

Fighting 1d12+3 = 12: 9
Frenzy 1d12+3 = 4: 1
3 Hits 1 Miss Str+d12+4+2 AP 12 MD

1) Damage 1d12+15 = 17: 2 + 1d12+6 = 18: 12 AP 12
Ace 1d12+35 = 38: 3
38 AP 12

2) Damage 1d12+15 = 26: 11 + 1d12+6 = 9: 3 AP 12
35 AP 12

3) Damage 1d12+15 = 26: 11 + 1d12+6 = 13: 7 AP 12
39 AP 12


Lingering Damage on Gridia 4d4 = 8: 2, 2, 1, 3

Lingering Damage on Sal 4d4 = 11: 3, 4, 1, 3
Ace 1d4+11 = 15: 4 Ace 1d4+15 = 17: 2



Greater Bolt Sal (Greater Bolt, Fatiguing, Hindering, Lingering Damage, AP 6)
Spellcasting 1d12+2 = 5: 3
Wild 1d10+2 = 4: 2
Damage 4d6 = 13: 4, 1, 4, 4


Greater Bolt Sir William (Greater Bolt, Fatiguing, Hindering, Lingering Damage, AP 6)
Spellcasting 1d12+2 = 4: 2
Wild 1d10+2 = 9: 7
Damage 4d6 = 10: 1, 2, 2, 5


Greater Bolt Fritz (Greater Bolt, Fatiguing, Hindering, Lingering Damage, AP 6)
Spellcasting 1d12+2 = 3: 1
Wild 1d10+2 = 6: 4
Damage 4d6 = 16: 5, 2, 6, 3 Ace 1d6+16 = 17: 1



.

The demons roar as the first one hit by Sal's healing power begins burning, then when Maggie lets loose she cripple the first one and blows a whole clean through the second and third demons sending their bodies flailing to the ground burning into nothing from Sal's healing cheese.

The rage that radiates off the two surviving demons is enough though as the one closest to Maggie closes on her and in a volley of blows lets loose. Cutting deep into her armor roaring incoherently. "None shall stand against us, we are eternal, this battle you risk your lives in, is nothing but a blink in the eye of eternity!"

The last of the remaining demon lets loose with a series of blasts, shooting those closest to him with hell fire. "Hahaha. This is a nice break, I do not often exert myself enough to move from my throne. I will enjoy killing you."



DAMAGE TO EVERYONE

Maggie 38 AP 12 MD
Maggie 35 AP 12 MD
Maggie 39 AP 12 MD
Gridia 8 MD
Sal 17 MD
Sal 13 AP 6 MD
Sir William 10 AP 6 MD
Fritz 17 AP 6 MD


EVERYONE MAY GO NOW EXCEPT MAGGIE AND SAL WHO ONLY NEED TO SOAK
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


The 99's Game Master Bennies 1, Mission: Investigate Corruption at Refuge Demon Prince of Corruption
Wounds: 5/8 (sorry was failing to update, until I just noticed while working on Nightbane)
Bennies: 0
Parry 11*[15 deflection] Toughness 39 (20) [45 (20) Protection]
Currently Active: Arcane Protection +4, Arcane Resistance +/-4, Greater deflection -4, Protection +6, Speed (Greater Quickness).

Nightbane Game Master Bennies 8, Murder a man at his place of business]

Init 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 (SWD only)[/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: 3643
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 » Mon Mar 02, 2020 10:37 am

Prince of Corruption = Size 6
Pace: 8*; Parry: 15*; Toughness: 45* (20)
  • * = enhanced by magic
    +10 damage from Champions
    -8 versus healing

    Currently Active: Arcane Protection +4, Arcane Resistance +/-4, Greater deflection -4, Protection +6, Speed (Greater Quickness).


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


The 99's Game Master Bennies 1, Mission: Investigate Corruption at Refuge Demon Prince of Corruption
Wounds: 5/8 (sorry was failing to update, until I just noticed while working on Nightbane)
Bennies: 0
Parry 11*[15 deflection] Toughness 39 (20) [45 (20) Protection]
Currently Active: Arcane Protection +4, Arcane Resistance +/-4, Greater deflection -4, Protection +6, Speed (Greater Quickness).

Nightbane Game Master Bennies 8, Murder a man at his place of business]

Init 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 (SWD only)[/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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Maggie
Posts: 97
Joined: Tue Apr 23, 2019 8:50 am

Re: 24 - The Temple of Corruption

Post by Maggie » Mon Mar 02, 2020 10:39 am

Maggie Soak Rolls
Soak first hit (1 wound): 1d10+2 = 3: 1 (includes Iron Jaw)
Wild 1d6+2 = 4: 2

Soak second hit (1 wound): 1d10+2 = 5: 3
Wild 1d6+2 = 6: 4

Soak third hit (2 wounds): 1d10+2 = 12: 10
Wild 1d6+2 = 8: 6
Maggie feels the heat as the demon's hellfire threatens to overwhelm the environmental controls on her Glitter Boy suit.

"Come on, you hunk of junk!" she yells at the legendary power armor, "Turn on the A/C, already!"

Just as she thinks the fire will be too much, the onslaught abruptly ends and the cooling system kicks into high gear.

Much better.
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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Sir William Mahan
Posts: 202
Joined: Tue Aug 08, 2017 5:36 pm

Re: 24 - The Temple of Corruption

Post by Sir William Mahan » Mon Mar 02, 2020 11:47 am

Attacks
Fighting Attack 1 1d12 = 8: 8 Frenzy 1d12 = 10: 10 Wild 1d6 = 4: 4
Fighting Attack 2 1d12 = 1: 1 Wild 1d6 = 5: 5
Fighting Attack 3 1d12 = 8: 8 Wild 1d6 = 3: 3
Sir William charges the demon before him, exultant at facing the source of evil that is corrupting his beloved castle. Gripping his psi-sword with both hands, he strikes with Hammer in the Forge three times, but fails to breach the demon's defenses. Gritting his teeth, he prepares for another round of attacks.
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

User avatar
Sal
Posts: 69
Joined: Fri May 10, 2019 2:36 am

Re: 24 - The Temple of Corruption

Post by Sal » Wed Mar 04, 2020 3:10 pm

Sal just takes the pain of the corrupted’s blast, his whiskers twitching. Blood pooled from his lips and dropped out behind his eye sockets. His allies near him groaned in pain, or in his combat mage rattling wanna bee’s case screamed. Ramon had always been a bit of a drama queen. At least Mike and Shelia, the two cyber knights, knew how to die with dignity: nice and quiet with a grimaced smile affixed to their face. Things had gone from bad to worse for this rattling technowizard. He muttered under his breath a series of vows only understood by those who knew him best, ”I bet you don’t even know how to contact the Portland Cheese Monger known as Selvalunga Tod you corrupted bastard.”

0 bennies, 2 wounds.
Bennies 0
+
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
L.C.
Silver Patron
Silver Patron
Posts: 174
Joined: Mon Aug 14, 2017 8:33 am
Location: The 99s

Re: 24 - The Temple of Corruption

Post by L.C. » Sun Mar 08, 2020 12:49 am

Image
L.C. let's loose with his railgun, shooting the one in front of him, as well as the demon in front of him and near Sir William, as the magically silvered railgun fire streams towards the targets.

Shooting 1d8 = 3: 3 (vs Demon Prince P38), 1d8 = 5: 5 (vs Corrupt K37), 1d8 = 2: 2 (vs Demon Prince P38), 1d6 = 1: 1
Shot 1: 2d12+4 = 14: 3, 7+6 (Silver)=20, AP 10: vs Demon Prince P38
Shot 2: 2d12+4 = 12: 7, 1+6 (Silver)=18, AP 10: vs Corrupt K37
Shot 3: 2d12+4 = 16: 4, 8+6 (Silver)=22, AP 10: vs Demon Prince P38

Still In Effect: (round 4/5):
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)
Targets: L.C., Fritz, Filmore, Gridia, Sir William, Sal, Maggie, Steven, Brison, Reuben, Renee, Mike, Shiela
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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L.C.
Silver Patron
Silver Patron
Posts: 174
Joined: Mon Aug 14, 2017 8:33 am
Location: The 99s

Re: 24 - The Temple of Corruption

Post by L.C. » Sun Mar 08, 2020 3:15 am

Image

Brison scoots around the wall, getting behind the big demon moving in toward him, and shoots a laser at it. Unfortunately, it isn't a particularly strong hit

Shooting 1d10 = 6: 6, 1d6 = 2: 2
Dmg: 4d6+4 = 14: 4, 3, 2, 1, AP 4, MD
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

User avatar
Gridia Thorem
Posts: 71
Joined: Wed Jul 24, 2019 10:30 am
Location: Lousiville, KY

Re: 24 - The Temple of Corruption

Post by Gridia Thorem » Sun Mar 08, 2020 10:08 am

Gridia sees the mayhem taking hold of companions and acts quickly. Flying to a spot he thinks will work, he looks at his bloodied friends. "Maybe this'll help your whiskers." he says, looking at @Sal
Move to I-31 & Mass Healing LBT=14
Healing: 3PPE Mass Healing in LBT: 3 PPE = 6 PPE

Spellcasting 1d12, +2 Healer edge, -2 Flat modifier for Mass Healing, Mass Healing ignores individual wound modifiers. = 1d12

Spellcasting 1d12 = 3: 3
Wild 1d6 = 6: 6

Wild ACE!
Wild 1d6+6 = 12: 6

Wild Double ACE!
Wild 1d6+12 = 14: 2
Gridia produces a glowing gumdrop, seemingly out of thin air. He tosses it up as though he intends to catch it with his mouth, but instead he lets it fall right behind him. As it lands, a burst of healing energy spreads in a large area, healing anything within it. Then, with the blink of an eye, Gridia flies off again, fearing more group oriented assaults from the enemy.
Finished Movement
Gridia moves to C51.
Quick Stats
Race: Elf
Class: LLW

PPE: 34/60
Bennies: 0/4
Wounds: 0/4
Fatigue: 0/2

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

Pace: 6 (48 flying [9 rounds]); Parry: 5 (+1 w/ Equipped Staff); Toughness 8 (6 mdc [9 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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Ndreare
Savage Siri
Posts: 3643
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 24 - The Temple of Corruption

Post by Ndreare » Sun Mar 08, 2020 3:27 pm

The healing power washes over @Gridia Thorem's allies. @Sal is brought back to full health as if the wounds never formed.
(No players have wounds now)

But as the spell settles on the Corrupt shaken by L.C.s attack the creature screams in pain, before collapsing as its soul is sucked into the demon nearest @Sir William Mahan. The Demon Prince standing closest to Maggie suddenly shakes and pops in a spray of black tar splashing everyone, its souls energy likewise being absorbed into the only remaining Prince. Roaring the demon does all he can to resist the spell assaulting him. The demon roars as the healing power rips through him.

OOC Comments
Spirit d12 versus 14. -8 Vulnerability, +8 arcane resistances
Spirit 1d12 = 1: 1

Spirit 1d12 = 1: 1
Wild 1d6 = 5: 5
Benny
Spirit 1d12 = 2: 2
Wild 1d6 = 5: 5
Benny 2
Spirit 1d12 = 4: 4
Wild 1d6 = 6: 6 Ace 1d6+6 = 9: 3
Template placement
Capture.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


The 99's Game Master Bennies 1, Mission: Investigate Corruption at Refuge Demon Prince of Corruption
Wounds: 5/8 (sorry was failing to update, until I just noticed while working on Nightbane)
Bennies: 0
Parry 11*[15 deflection] Toughness 39 (20) [45 (20) Protection]
Currently Active: Arcane Protection +4, Arcane Resistance +/-4, Greater deflection -4, Protection +6, Speed (Greater Quickness).

Nightbane Game Master Bennies 8, Murder a man at his place of business]

Init 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 (SWD only)[/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: 3643
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 24 - The Temple of Corruption

Post by Ndreare » Sun Mar 08, 2020 3:36 pm

Initiative Turn 5
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
  • SWD Only, 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 = 18: 18
@Gridia Thorem (ILH) 3d56 = 40: 3, 7, 30
@Maggie 1d56 = 40: 40
@L.C. & @Brison 1d56 = 30: 30
@Sal (LH) 2d56 = 90: 50, 40
@Sir William Mahan (quick) 1d56 = 9: 9

Prince of Corruption (LH) 1d56 = 4: 4 1d56 = 21: 21

Quick Reroll
@Sir William Mahan (quick) 1d56 = 41: 41

@Fritz used 4 bennies and 1 EP for a bonus bennie and managed to get a 41 in hangout.


ALL PLAYER MAY GO FIRST.
No narrative update for this time. See the Updated Maps and stats bellow.

Updated Map
Capture.JPG
Stats & Numbers
Prince of Corruption = Size 12
Pace: 8*; Parry: 15*; Toughness: 45* (20)
  • Currently 1 Wound
    * = enhanced by magic
    +10 damage from Champions
    -8 versus healing

    Currently Active: Arcane Protection +4, Arcane Resistance +/-4, Greater deflection -4, Protection +6, Speed (Greater Quickness).


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


The 99's Game Master Bennies 1, Mission: Investigate Corruption at Refuge Demon Prince of Corruption
Wounds: 5/8 (sorry was failing to update, until I just noticed while working on Nightbane)
Bennies: 0
Parry 11*[15 deflection] Toughness 39 (20) [45 (20) Protection]
Currently Active: Arcane Protection +4, Arcane Resistance +/-4, Greater deflection -4, Protection +6, Speed (Greater Quickness).

Nightbane Game Master Bennies 8, Murder a man at his place of business]

Init 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 (SWD only)[/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
Sir William Mahan
Posts: 202
Joined: Tue Aug 08, 2017 5:36 pm

Re: 24 - The Temple of Corruption

Post by Sir William Mahan » Mon Mar 09, 2020 11:26 am

Fighting - Wild Attack - Prince is Shaken with 5 wounds
Wild Attack 1 1d12 = 11: 11 Frenzy 1d12 = 10: 10 Wild 1d6 = 4: 4 Damage 2d8 = 14: 7, 7 + 2d10 = 9: 2, 7 +12 (10 for Champion, 2 for Wild Attack) = 35 AP20
Wild Attack 2 1d12 = 4: 4 Wild 1d6 = 2: 2 Damage 2d8 = 3: 1, 2 + 2d10 = 9: 3, 6 +12 (10 for Champion, 2 for Wild Attack) = 24 AP20
Wild Attack 3 1d12 = 7: 7 Wild 1d6 = 6: 6 Ace on Wild Die 1d6 = 4: 4 Damage 2d8 = 5: 1, 4 + 2d10 = 14: 9, 5 +12 (10 for Champion, 2 for Wild Attack) = 31 AP20


Infuriated by his inability to strike the demon prince, Sir William lashes out with the vicious Rage of the Brown Bear technique, slashing again and again at the infernal creature, carving deep gashes into the creature's flesh with his psi-sword.
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

User avatar
Maggie
Posts: 97
Joined: Tue Apr 23, 2019 8:50 am

Re: 24 - The Temple of Corruption

Post by Maggie » Mon Mar 09, 2020 8:06 pm

Shooting 14, Damage 73 MD (Magical), AP 25
Shooting 1d10+3 = 4: 1 (-4 for Headshot, 2 points offset by STS, 2 points offset by Marksman, +1 from Boom Gun, +2 from TM Weapon Edge chain)
Wild 1d6+3 = 4: 1

Whoops! Spending some EP to reroll that, because I love Mags and this is such a dramatically cool moment that it would be a shame to blast Sir William's head off right as he lays into the big bad (EP spend here: https://savagerifts.com/sr/viewtopic.php?f=257&t=4893)

Shooting 1d10+3 = 13: 10 + 1d10 = 1: 1 (Ace!)
Wild 1d6+3 = 7: 4

Damage: 5d10+27 = 63: 5, 4, 9, 8, 10 (includes +5 from boom gun damage, +6 from smite, +10 from weakness, +2 from champion, +4 from head shot) + 1d6 = 3: 3 (Shooting raise) + 1d10 = 7: 7 (Ace)
As @Sir William Mahan moves in against the demon prince, his psi-swords flashing almost too fast to track, Maggie lines up her shot. It's risky firing so close to an ally, she knows, but she also knows that if the creature somehow survives the Cyber-Knight's assault, she needs to put him down before he can cause any more damage.

She keeps the barrel high, aiming for the head, and fires a single, devastating shot, sniper style.
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: 3643
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 24 - The Temple of Corruption

Post by Ndreare » Tue Mar 10, 2020 7:27 am

4 bennies
45 (20) - 35 AP20 = 10 - Arcane Protection 4 = 6 = 1 wound
  • Benny 1 Soak Roll
    Vigor 1d12+2 = 7: 5
    Wild 1d6+2 = 8: 6
45 (20) - 24 AP20 = -1 - Arcane Protection 4 = -5 = 0 wounds
45 (20) - 31 AP20 = 6 - Arcane Protection 4 = 2 = Shaken (or 1 wound if soaked)

45 (20) - 73 AP 25 = 48 - Arcane Protection 4 = 44 = 4 wounds
  • Benny 2 Soak Roll
    Vigor 1d12+2 = 9: 7
    Wild 1d6+2 = 4: 2
    Benny 3 Soak Roll
    Vigor 1d12+2 = 5: 3
    Wild 1d6+2 = 6: 4
    Benny 4 Soak Roll
    Vigor 1d12+2 = 13: 11
    Wild 1d6+2 = 5: 3
As the Corruption is assaulted by the heroes he stumbles, really from the attacks of the champions. Hi rage growing as the danger to himself becomes tangible. Refusing to give up his place on this world the creature roars. When suddenly the blow from the Glitter Boy nearly knocks him over leaving a bleeding gaping wound. Somehow these mortals have overcome his natural regeneration, looking down at the Glitter Boy the demon glares. "You will die this day mortal!"


Stats & Numbers
No counter attacks on Sir William Mahen as no hits missed.


Prince of Corruption = Size 12
Pace: 8*; Parry: 15*; Toughness: 45* (20)
  • Currently 2 Wounds
    * = enhanced by magic
    +10 damage from Champions
    -8 versus healing

    Currently Active: Arcane Protection +4, Arcane Resistance +/-4, Greater deflection -4, Protection +6, Speed (Greater Quickness).


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


The 99's Game Master Bennies 1, Mission: Investigate Corruption at Refuge Demon Prince of Corruption
Wounds: 5/8 (sorry was failing to update, until I just noticed while working on Nightbane)
Bennies: 0
Parry 11*[15 deflection] Toughness 39 (20) [45 (20) Protection]
Currently Active: Arcane Protection +4, Arcane Resistance +/-4, Greater deflection -4, Protection +6, Speed (Greater Quickness).

Nightbane Game Master Bennies 8, Murder a man at his place of business]

Init 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 (SWD only)[/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: 80
Joined: Sat May 18, 2019 3:59 pm

Re: 24 - The Temple of Corruption

Post by Fritz » Tue Mar 10, 2020 10:59 am

Fritz had watched as a power eminated from the demon and then washed over him in a series of waves. Not afraid to die, he had yet for a moment panicked as what ever the demon had issued forth, burned his skin beneath his armor and even penetrated his ... soul?

Paralyzed though he was and fearful that he would suffocate, an equally welcoming power soothed and brought hope. Not certain who had sent that his way, Fritz reminded himself to express gratitude later, after they were clear of danger.

Fritz opened his eyes and realized that he was staring at a corrupted. His visual recognition software in the armor and his own memory brought a realization, that the mishapen form in front of him was the field intel officer responsible for command affairs at the Castle. Somewhere in the face, he detected a look of pleading, then the look was gone and the anger of the demon presented itself in the corrupted before him.

As the grim task was settling into his mind, his comms chirped. "Doc. Fillmore. Not sure what has gone on. Lost track of time. I am re-entering the chamber."

"Fillmore. Mow down whatever target is close to your position and make sure that none of the others in that entryway are likely to get hit from any further attacks."

Fillmore moves to I13

Fillmore Rail Gun on Corruption
ROF 3
Shot 1, 1, Miss
[*] Shooting 1 (1d10) 1d10 = 1: 1
Shot 2, 13, Hit
[*] Shooting 2 (1d10) 1d10 = 10: 10
[*] Aced! Shooting 2 (1d10+10) 1d10+10 = 13: 3
Shot 3, 16, Hit
[*] Shooting 3 (1d10) 1d10 = 10: 10
[*] Aced! Shooting 3 (1d10+10) 1d10+10 = 16: 6
DISREGARD
Wild, 17, Hit][*] Wild (1d6) 1d6 = 6: 6
[*] Aced! Wild (1d6+6) 1d6+6 = 12: 6
[*] Super Aced! Wild (1d6+12) 1d6+12 = 17: 5
Shot 2, 16 MD, AP 6
Mini Rail Gun +2
[*] Bonus (1d6) 1d6 = 3: 3
[*] Damage (2d10) 2d10 = 11: 8, 3

Shot 3, 19 MD, AP 6
Mini Rail Gun +2
[*] Bonus (1d6) 1d6 = 2: 2
[*] Damage (2d10) 2d10 = 15: 9, 6

DISREGARD
Wild for Shot 1, 32 MD, AP 6
Mini Rail Gun +2
[*] Bonus (1d6) 1d6 = 6: 6
[*] Aced! Bonus (1d6+6) 1d6+6 = 10: 4
[*] Damage (2d10) 2d10 = 14: 5, 9
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
Gridia Thorem
Posts: 71
Joined: Wed Jul 24, 2019 10:30 am
Location: Lousiville, KY

Re: 24 - The Temple of Corruption

Post by Gridia Thorem » Tue Mar 10, 2020 4:05 pm

Gridia sees an opening and makes his move, warning his comrades, "I'm going in! Watch your fire!"

Gridia flies down and hovers just above the Prince's head (Grid P38).
First Strike Soak=13
First Strike: 25 AP 12

Benny 1:
Vigor 1d12

Vigor 1d12 = 12: 12
Wild 1d6 = 3: 3

Vigor ACE!
Vigor 1d12+12 = 13: 1

Benny Soak Reroll:
Vigor 1d12, Elan +2

Vigor 1d12+2 = 8: 6
Wild 1d6+2 = 6: 4

Benny Soak Reroll: The Sequel
Vigor 1d12, Elan +2

Vigor 1d12+2 = 9: 7
WIld 1d6+2 = 4: 2
"You might feel a little pinch!" he says as he smacks the prince square in the forehead, or what Gridia assumes is the forehead. As his hand makes contact...
Healing=23
Healing -3 PPE

Spellcasting 1d12, Healer Edge +2 = 1d12+2

Spellcasting 1d12+2 = 14: 12
Wild 1d6+2 = 8: 6

Spellcasting ACE!
Spellcasting 1d12+14 = 24: 10
...his hand slides across the brow, just as it slid over the wounds of the CK Mike moments earlier. Gridia's healing powers begin to wash over the prince as he maneuvers to his flank. (Gridia ends his movement at Q39)
Last edited by Gridia Thorem on Tue Mar 10, 2020 4:33 pm, edited 8 times in total.
Quick Stats
Race: Elf
Class: LLW

PPE: 34/60
Bennies: 0/4
Wounds: 0/4
Fatigue: 0/2

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

Pace: 6 (48 flying [9 rounds]); Parry: 5 (+1 w/ Equipped Staff); Toughness 8 (6 mdc [9 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
Ndreare
Savage Siri
Posts: 3643
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 24 - The Temple of Corruption

Post by Ndreare » Tue Mar 10, 2020 4:14 pm

OOC Comments
1st Benny to First Strike on Gridia
First Strike 1d12+2 = 3: 1
Wild 1d6+2 = 6: 4
Str+d12+4 Mega Damage, AP 12
1d12+15 = 19: 4 + 1d12+4 = 6: 2 AP 12

Spirit to resist 24. Vulnerability -8 versus healing, Arcane Protection +4, Arcane Resistance +4 = Spirit d12
Spirit 1d12 = 5: 5
Wild 1d6 = 6: 6 Ace 1d6+6 = 8: 2

2nd Benny to Soak
Vigor 1d12+2 = 8: 6
Wild 1d6+2 = 5: 3
The demon reals from the pain of the spell assaulting him. The cleansing effects of healing causing his shape to flux and roll as it randomly adjust to maintain an earthly form. "I will hunt your family through time mortal, non of your offspring will know mercy."

stats and stuff
Prince of Corruption = Size 12
Pace: 8*; Parry: 15*; Toughness: 45* (20)
  • Currently 4 Wounds
    * = enhanced by magic
    +10 damage from Champions
    -8 versus healing

    Currently Active: Arcane Protection +4, Arcane Resistance +/-4, Greater deflection -4, Protection +6, Speed (Greater Quickness).


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


The 99's Game Master Bennies 1, Mission: Investigate Corruption at Refuge Demon Prince of Corruption
Wounds: 5/8 (sorry was failing to update, until I just noticed while working on Nightbane)
Bennies: 0
Parry 11*[15 deflection] Toughness 39 (20) [45 (20) Protection]
Currently Active: Arcane Protection +4, Arcane Resistance +/-4, Greater deflection -4, Protection +6, Speed (Greater Quickness).

Nightbane Game Master Bennies 8, Murder a man at his place of business]

Init 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 (SWD only)[/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
L.C.
Silver Patron
Silver Patron
Posts: 174
Joined: Mon Aug 14, 2017 8:33 am
Location: The 99s

Re: 24 - The Temple of Corruption

Post by L.C. » Fri Mar 13, 2020 12:51 pm

L.C.
Image
With the one in front of him finally down, L.C. kicks to the side and flies upwards, getting a better angle. The C-40R barks three times, each on a different corrupt and the demon itself. Two shots fire in with great precision.


Shoot Corrupt (Y41): 10 to hit; 24, AP 10, Demon Prince: 4 to hit; 24, AP 10, Corrupt (AA47): 6 to hit; 11, Ap 10
Shooting vs Corrupt (Y41), Demon Prince, Corrupt (AA47)
1d8 = 1: 1, 1d8 = 4: 4, 1d8 = 6: 6, 1d6 = 6: 6+ 1d6 = 4: 4
2d12 = 14: 2, 12+ 1d12 = 1: 1+4+ 1d6 = 3: 3+6 (smite)= 24 (AP 10)
2d12 = 13: 12, 1+ 1d12 = 5: 5+4+6 (smite)=24 (AP 10)
2d12 = 5: 1, 4+4+6 (smite)=11 (AP 10)
-1 ISP to maintain Arcane Protection
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

User avatar
L.C.
Silver Patron
Silver Patron
Posts: 174
Joined: Mon Aug 14, 2017 8:33 am
Location: The 99s

Re: 24 - The Temple of Corruption

Post by L.C. » Fri Mar 13, 2020 1:27 pm

Brison
Image
Brison switches to Heavy beam mode and puts a steady beam of laser energy into the monster, not sure he's doing anything at all.
Shooting vs Demon Prince, 18, AP 4, MD
Shooting 1d10 = 7: 7, 1d6 = 4: 4 +1 from Multi-optic scope
Heavy beam vs Demon Prince: 4d6+4 = 16: 4, 2, 4, 2+ 1d6 = 2: 2 (raise), AP 4, Mega Damage, Snap Fire
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

User avatar
Fritz
Posts: 80
Joined: Sat May 18, 2019 3:59 pm

Re: 24 - The Temple of Corruption

Post by Fritz » Fri Mar 13, 2020 3:25 pm

The Demon Prince makes an inaudible sound or cry, from @Maggie's attacks and draws the attention of the Corrupted facing Fritz (W31). Fritz had recognized the Corrupted as an Agent named Ashcroft.

Fritz uses the momentary distraction to holster the weapon (Free Action), grapple the Corrupted Ashcroft (Athletics), and render him unconscious (Fighting).

Hindrance: Code of Honor

Grapple the Corrupted Ashcroft, Athletics 10 vs Corrupted Athletics
[*] Athletics (1d10) 1d10 = 3: 3
[*] Wild (1d6) 1d6 = 2: 2

Benny to Reroll (0 of 0 remaining)

[*] Athletics (1d10) 1d10 = 6: 6
[*] Wild (1d6) 1d6 = 2: 2

Golden Benny for +4 to Athletics (0 of 0 remaining)
Subdue the Corrupted Ashcroft, Fighting 15 vs Corrupted Parry 7, Damage 22
Dirty Fighter +2 Fighting
Tricky Fighter: Ignore MAP
Martial Artist +1 Fighting, Str+d4
Martial Warrior +2 Fighting, Str + d6

[*] Fighting (1d10) 1d10 = 6: 6
[*] Wild (1d6) 1d6 = 6: 6
[*] Aced! Wild (1d6+6) 1d6+6 = 10: 4

[*] Fighting Damage Strength (1d8) 1d8 = 4: 4
[*] Fighting Damage (1d6) 1d6 = 2: 2
[*] Bonus Damage (1d6) 1d6 = 1: 1

Benny to Reroll Damage (0 of 0 remaining)

[*] Fighting Damage Strength (1d8) 1d8 = 7: 7
[*] Fighting Damage (1d6) 1d6 = 6: 6
[*] Aced! Fighting Damage (1d6+6) 1d6+6 = 8: 2
[*] Bonus Damage (1d6) 1d6 = 6: 6
[*] Aced! Bonus Damage (1d6+6) 1d6+6 = 7: 1
Last edited by Fritz on Thu Apr 02, 2020 5:12 pm, edited 1 time 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: 3643
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 24 - The Temple of Corruption

Post by Ndreare » Sat Mar 14, 2020 5:08 pm

OOC Comments
Unshake (Spirit, no wound penalty for four wounds, +2 for Demonic Undead racial ability)
Spirit 1d12+2 = 13: 11
Wild 1d6+2 = 6: 4
The Demon Prince moves away from @Sir William Mahan. Please make a free attack against him as he breaks contact from you.

@Gridia Thorem you can free attack

The Demon Prince will finish his turn after Sir William posts.
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


The 99's Game Master Bennies 1, Mission: Investigate Corruption at Refuge Demon Prince of Corruption
Wounds: 5/8 (sorry was failing to update, until I just noticed while working on Nightbane)
Bennies: 0
Parry 11*[15 deflection] Toughness 39 (20) [45 (20) Protection]
Currently Active: Arcane Protection +4, Arcane Resistance +/-4, Greater deflection -4, Protection +6, Speed (Greater Quickness).

Nightbane Game Master Bennies 8, Murder a man at his place of business]

Init 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 (SWD only)[/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: 71
Joined: Wed Jul 24, 2019 10:30 am
Location: Lousiville, KY

Re: 24 - The Temple of Corruption

Post by Gridia Thorem » Sun Mar 15, 2020 6:43 am

Fighting=4
Fighting 1d8

Fighting 1d8 = 3: 3
Wild 1d6 = 4: 4
Swinging at the back of the Prince's head, Gridia hopes a non-magical assault will be enough to topple the giant in front of him. Unfortunately Gridia forgot he was hurt from the attacks against him. He winces and lightly chokes on his cinnamon candy as the Prince moves in on his other attackers.
Quick Stats
Race: Elf
Class: LLW

PPE: 34/60
Bennies: 0/4
Wounds: 0/4
Fatigue: 0/2

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

Pace: 6 (48 flying [9 rounds]); Parry: 5 (+1 w/ Equipped Staff); Toughness 8 (6 mdc [9 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
Sir William Mahan
Posts: 202
Joined: Tue Aug 08, 2017 5:36 pm

Re: 24 - The Temple of Corruption

Post by Sir William Mahan » Mon Mar 16, 2020 6:46 am

Fighting
1d12 = 6: 6 Wild 1d6 = 1: 1+6 Size modifier
As the demon shifts towards Maggie's Glitter Boy, Sir William slashes with Rushing Cataract, but fails to connect.
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

User avatar
Ndreare
Savage Siri
Posts: 3643
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 24 - The Temple of Corruption

Post by Ndreare » Wed Mar 18, 2020 6:42 am

The great demon lets out a growl, so low if rattles the whole cave and all within. Charging down on Maggie, once inside her guard the demon pushes aside her boom gun so casually, as if all the strength of her robot where nothing. He slashes out with his giant weapon, the enchantments burning away at her armor his blade swinging as with what must be a casual flick of the blade he slices deep into Ruben. He eyes lock on Fillmore. "You are mine, serve me in every-way and kill their cyber-knights as efficiently as you can."


Maggie takes 4 wounds twice in a row, Ruben takes 4 wounds twice in a row, Fillmore is corrupted with a 13
Improved Frenzy, Fighting d12+2, Master Edge, Wild Attack +2, Ignores MAP
Parry 9 Dug in = Target 7 for Acid Damage Str+d12+4 Mega Damage, AP 12
Maggie
Fighting 1d12+4 = 10: 6
Fighting 1d12+4 = 12: 8 = Raise
Wild 1d10+4 = 11: 7 = Raise
Damage (1) = 1d12+15 = 27: 12 + 1d12+4 = 13: 9 +4 +2 + 1d6 = 4: 4 + AP 12
Ace 1d12+50 = 52: 2 AP 12
Damage (2) = 1d12+15 = 24: 9 + 1d12+4 = 9: 5 +4 +2 + 1d6 = 6: 6 + AP 12
Ace 1d6+45 = 47: 2 AP 12

Ruben
Fighting 1d12+4 = 7: 3
Fighting 1d12+4 = 6: 2
Wild 1d10+4 = 9: 5
Damage (1) = 1d12+15 = 20: 5 + 1d12+4 = 10: 6 +4 +2 + 1d6 = 5: 5 + AP 12
Damage (2) = 1d12+15 = 26: 11 + 1d12+4 = 14: 10 +4 +2 + 1d6 = 5: 5 + AP 12

Spellcasting 1d12+2 = 13: 11
Wild 1d10+2 = 9: 7
Corruption
: The Demon Prince of corruption can use the Mind Control ability at will. When used this way the duration is considered instant (effectively permanent). This Corruption is total control of the character overriding its own free will as the Corrupted being becomes only an extension of the Demon Prince. The target of such corruption receives a free break out roll at the end of the first day, week, year, decade, century, millennium. A target that has been corrupted and broken out, cannot be corrupted again.
Updated Map
Capture.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


The 99's Game Master Bennies 1, Mission: Investigate Corruption at Refuge Demon Prince of Corruption
Wounds: 5/8 (sorry was failing to update, until I just noticed while working on Nightbane)
Bennies: 0
Parry 11*[15 deflection] Toughness 39 (20) [45 (20) Protection]
Currently Active: Arcane Protection +4, Arcane Resistance +/-4, Greater deflection -4, Protection +6, Speed (Greater Quickness).

Nightbane Game Master Bennies 8, Murder a man at his place of business]

Init 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 (SWD only)[/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
Maggie
Posts: 97
Joined: Tue Apr 23, 2019 8:50 am

Re: 24 - The Temple of Corruption

Post by Maggie » Wed Mar 18, 2020 8:46 am

Maggie Soaks 2 Wounds from the First Hit and 2 from the Second, But is Still Incapped
Vigor for first Soak 1d10+2 = 10: 8
Wild 1d6+2 = 7: 5


Vigor for second 1d10 = 1: 1 (-2 from Wounds cancels out Iron Jaw)
Wild 1d6 = 6: 6 + 1d6 = 4: 4
Vigor 8 on Incap Roll, Guts Injury, Str Reduced, Success vs Bleeding Out
vigor for incap 1d10-3 = 3: 6
Wild 1d6-3 = 3: 6 + 1d6 = 5: 5
Roll on injury table. Effect goes away in 24 hours or when wounds are healed, whichever is earlier.

Injury table: 2d6 = 6: 2, 4
Guts 1d6 = 5: 5
Strength reduced a die type

Vigor roll for bleeding out 1d10-3 = 6: 9
Wild 1d6-3 = 1: 4

Maggie goes down hard, but is miraculously somehow still alive. She is unable to make a pithy comment, however, and instead falls backwards as she and her armor are torn out of the ground by the demon’s assault and knocked prone.
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
Fritz
Posts: 80
Joined: Sat May 18, 2019 3:59 pm

Re: 24 - The Temple of Corruption

Post by Fritz » Wed Mar 18, 2020 9:04 am

Fillmore's Spirit d6 to resist corruption

Spirit (1d6) 1d6 = 3: 3

Fillmore succombs to Demon Princesses' Corruption. (FYI - I realize the weaknesses of a FC Borg and this is one of them.)
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: 3643
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 24 - The Temple of Corruption

Post by Ndreare » Fri Mar 20, 2020 7:50 am

Fritz takes 19 AP 6 Mega Damage
Spirit Unshake 1d8 = 8: 8

Attacking Sir William
Fighting 1d10 = 1: 1 = Miss
Fighting 1d10 = 7: 7 = Miss

Fighting 1d10 = 3: 3 = Miss
Fighting 1d10 = 3: 3 = Miss

Attacking Fritz
Fighting 1d10 = 2: 2 = Miss
Fighting 1d10 = 7: 7 = Hit 1

Strike through, forgot Fritz disabled one in his post.
Fighting 1d10 = 8: 8 = Hit 2
Fighting 1d10 = 8: 8 = Hit 3


Hit 1 Damage 1d12+2 = 11: 9 + 1d10 = 8: 8 AP 6
19 AP 6 Mega damage

Hit 2 Damage 1d12+2 = 10: 8 + 1d10 = 4: 4 AP 6
14 AP 6 Mega damage

Hit 3 Damage 1d12+2 = 13: 11 + 1d10 = 9: 9 AP 6
22 AP 6 Mega damage


Resist Athletics 1d12+2 = 7: 5

Break Free 1d12 = 5: 5
Sir William and Maggie lay into the demon with their combined incredible destructive abilities leaving him gravely wounded from the assault. But unwilling and unable to give up the demon roars and leaving him minions to finish off Sir William lunges for Maggie. The rapid flurry of blows fells the chrome guardian leaving her on the ground wounded and bleeding.

The corrupted fighting Fritz is easily restrained for a moment, but his attacks are unable to hurt Ashcroft as the creature struggles to break his grip and free itself. A second second corrupted runs up and takes advantage of the vulnerable Fritz and lays into him wounding the cyborg.

Meanwhile Sir William finds he is surrounded by two corrupted who managed to run up on him. Letting loose with a frenzied assault they are unable to penetrate the knights defenses.

Gridia's healing spell sinks into the demon inciting his rage as the demon prince is again wounded. Followed by an more traditional assault as rail gun fire bursts into the demon from L.C. and Brison.

Sal prepares mentally waiting for the perfect opportunity to use his skills.
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


The 99's Game Master Bennies 1, Mission: Investigate Corruption at Refuge Demon Prince of Corruption
Wounds: 5/8 (sorry was failing to update, until I just noticed while working on Nightbane)
Bennies: 0
Parry 11*[15 deflection] Toughness 39 (20) [45 (20) Protection]
Currently Active: Arcane Protection +4, Arcane Resistance +/-4, Greater deflection -4, Protection +6, Speed (Greater Quickness).

Nightbane Game Master Bennies 8, Murder a man at his place of business]

Init 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 (SWD only)[/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: 69
Joined: Fri May 10, 2019 2:36 am

Re: 24 - The Temple of Corruption

Post by Sal » Sat Mar 21, 2020 9:18 am

Sal looked up at the Chocolateer with a simple no grilled nod. Now was not the time for careless antics. Something took over the usual quixotic rattling, something with drive and military precision. He comm’d the group with his plan for healing any who were wounded, ” Two healing bombs coming up... I am going to make sure I catch Maggie in at least one of them... I’ll try to get any demons as well they seem to react like those corrupted Xictic.””

TW burst healing: 1d12 = 1: 1 wild 1d6 = 1: 1 TD 1d6 = 5: 5

TW burst healing 1d12 = 12: 12 ace 1d12 = 12: 12 ace 1d12 = 10: 10wild 1d6 = 5: 5
Bennies 0
+
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
Ndreare
Savage Siri
Posts: 3643
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 24 - The Temple of Corruption

Post by Ndreare » Wed Mar 25, 2020 9:31 pm

Demon Prince takes 1 wound, currently at 5 wounds
32 Healing, Vulnerability +8, Arcane Resistance -4, Arcane Protection -4 = Target 32
Spirit 1d12 = 5: 5
Wild 1d6 = 1: 1
Waiting for soak 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


The 99's Game Master Bennies 1, Mission: Investigate Corruption at Refuge Demon Prince of Corruption
Wounds: 5/8 (sorry was failing to update, until I just noticed while working on Nightbane)
Bennies: 0
Parry 11*[15 deflection] Toughness 39 (20) [45 (20) Protection]
Currently Active: Arcane Protection +4, Arcane Resistance +/-4, Greater deflection -4, Protection +6, Speed (Greater Quickness).

Nightbane Game Master Bennies 8, Murder a man at his place of business]

Init 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 (SWD only)[/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: 80
Joined: Sat May 18, 2019 3:59 pm

Re: 24 - The Temple of Corruption

Post by Fritz » Thu Mar 26, 2020 7:52 pm

Vigor to Soak
[*] Vigor (1d8) 1d8 = 6: 6
[*] Wild (1d6) 1d6 = 1: 1
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: 3643
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 24 - The Temple of Corruption

Post by Ndreare » Fri Mar 27, 2020 5:04 pm

TURN 06

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 = 42: 42
Gridia (ILH) 1d56 = 25: 25 or 1d56 = 21: 21 or 1d56 = 22: 22
Maggie 1d56 = 5: 5
Sir William 1d56 = 28: 28
Sal (LH) 1d56 = 4: 4 or 1d56 = 39: 39
Sir William (quick) 1d56 = 52: 52

Prince of Corruption 1d56 = 37: 37 or 1d56 = 48: 48

L.C./Brisson missing from order 1d56 = 36: 36

Gridia benny new card 1d56 = 30: 30

L.C./Brisson benny new card 1d56 = 40: 40
Sir William Goes First.
Then the demons.
Then all other players
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


The 99's Game Master Bennies 1, Mission: Investigate Corruption at Refuge Demon Prince of Corruption
Wounds: 5/8 (sorry was failing to update, until I just noticed while working on Nightbane)
Bennies: 0
Parry 11*[15 deflection] Toughness 39 (20) [45 (20) Protection]
Currently Active: Arcane Protection +4, Arcane Resistance +/-4, Greater deflection -4, Protection +6, Speed (Greater Quickness).

Nightbane Game Master Bennies 8, Murder a man at his place of business]

Init 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 (SWD only)[/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
Sir William Mahan
Posts: 202
Joined: Tue Aug 08, 2017 5:36 pm

Re: 24 - The Temple of Corruption

Post by Sir William Mahan » Sat Mar 28, 2020 5:59 am

Lots of Rolls
Fighting Attack on Corrupt 1 1d12 = 1: 1 Wild 1d6 = 3: 3 Damage 2d8 = 14: 7, 7+ 2d10 = 3: 2, 1 +6 AP10
Fighting Attack on Corrupt 2 1d12 = 9: 9 Wild 1d6 = 2: 2 Damage 2d8 = 6: 1, 5+ 2d10 = 17: 8, 9 +6 =29 AP10
Second Fighting Attack on Corrupt 1 1d12 = 12: 12 Ace on Fighting 1d12 = 8: 8Wild 1d6 = 5: 5 Damage 2d10 = 13: 8, 5+ 2d8 = 10: 7, 3+ 1d6 = 2: 2+6 = 31 AP 20
Fighting Attack on Demon Prince 1d12 = 6: 6 Wild 1d6 = 4: 4 Damage 2d8 = 7: 4, 3+ 2d10 = 7: 1, 6+10 AP 20
Enraged by seeing Maggie fall, Sir William splits his psi-sword and lashes out at each of the Corrupt near him with Reaping Grain. One falls immediately to his blade, head severed, but the other dodges, and he merges his sword again and strikes with Sunrise over Hills. The second Corrupt steps in to attack and is sliced cleanly in two from crotch to crown as Sir William sprints for the Demon Prince. "For the Castle!" he shouts triumphantly, leaping into Windblown Leaves and spinning a diagonal cut onto the creature, but the Prince swats his blade aside.
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

User avatar
Ndreare
Savage Siri
Posts: 3643
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 24 - The Temple of Corruption

Post by Ndreare » Sat Mar 28, 2020 8:10 am

The demons adjacent to @Fritz attack, doing their best to down the cyborg so they can get the others down. The Demon Adjacent to him turns and concentrates as demonic intonations come from its mouth a wave of demon energy surges around @Maggie and @Sal. Suddenly Maggie burst into burning black and red flames, as the acid like force seeps into their being. But as the spell begins to form the heroes easily resist its effects.
OOC Comments
Fighting d10, Wild +2, Frenzy
Fighting 1d10 = 8: 8 = Hit
Fighting 1d10 = 5: 5 = Miss
Damage 1d12 = 11: 11 + 1d10 = 8: 8 + 2 AP 6

Stun, Area MBT, Fatigue, Hinder, Glow, Range x3
Spellcasting 1d10 = 2: 2
The demon Prince surrounded on all sides by the Champions he has failed repeatedly to kill Roars, without the option to flee and fight another day, it is all he can do to try and kill as many of these as possible before he falls. Giving up this world for 100 years could be too long, others will claim it by then and it could b a thousand until he can manifest in power. The rage of the demon, the frustration is enough he strikes out, repeated blows on @Maggie and @Sir William Mahan, one blow even landing on @Sal.

Maggie, Sir William, and Sal have wounds to soak
Maggie Soak 32 AP 12, then 41 AP 12
@Maggie
Fighting d12+2, Wild +2, Frenzy, Dug in +2 = Parry 9
Fighting 1d12+6 = 16: 10 = Raise
Fighting 1d12+6 = 13: 7 = Raise
Wild 1d6+6 = 7: 1 (should have been d10, my mistake)
Damage (1) 1d12+15 = 17: 2 + 1d12+4 = 11: 7 + Raise 1d6 = 4: 4 32 AP 12

Damage (2) 1d12+15 = 22: 7 + 1d12+4 = 14: 10 + Raise 1d6 = 5: 5 41 AP 12
Sir William, soak 38 AP 12 (your Golden Benny from Christmas could auto soak these 4 wounds), then soak 4 wounds from 39 AP 12
@Sir William Mahan
Fighting d12+2, Wild +2, Frenzy, Deflection -2 = Parry 8
Fighting 1d12+2 = 12: 10 = Raise
Fighting 1d12+2 = 10: 8 = Hit
Wild 1d10+2 = 7: 5
Damage (1) 1d12+15 = 27: 12 + 1d12+4 = 10: 6 + Raise 1d6 = 1: 1

Damage (2) 1d12+15 = 25: 10 + 1d12+4 = 14: 10
Sal takes 42 AP 12 for 4 wounds, I suggest soaking, maybe use conviction
@Sal
Fighting d12+2, Wild +2 (no frenzy), Deflection -4 = Parry 5
Fighting 1d12 = 9: 9 = raise
Wild 1d10 = 1: 1
Damage 1d12+15 = 24: 9 + 1d12+4 = 15: 11 + Raise 1d6 = 4: 4
The demon speaks again. His voice like flowing thunder, and the pain of a migraine in your heads. "I will not be defeated by mortals to foolish to plan. This is my home, my domain and I will drag you to hell with me. Perhaps 10,000 years of hell will teach you respect!"







@Maggie needs to soak two very wounding blows
@Sir William Mahan needs to soak two very wounding blows (Remember your Golden Benny can auto soak all wounds from one of those.)
@Sal needs to soak one very wounding blow.

All players other than Sir William may act now.



UPDATED MAP
OOC Comments
Bottom of Turn 6 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


The 99's Game Master Bennies 1, Mission: Investigate Corruption at Refuge Demon Prince of Corruption
Wounds: 5/8 (sorry was failing to update, until I just noticed while working on Nightbane)
Bennies: 0
Parry 11*[15 deflection] Toughness 39 (20) [45 (20) Protection]
Currently Active: Arcane Protection +4, Arcane Resistance +/-4, Greater deflection -4, Protection +6, Speed (Greater Quickness).

Nightbane Game Master Bennies 8, Murder a man at his place of business]

Init 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 (SWD only)[/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
Sir William Mahan
Posts: 202
Joined: Tue Aug 08, 2017 5:36 pm

Re: 24 - The Temple of Corruption

Post by Sir William Mahan » Sat Mar 28, 2020 12:01 pm

Soaks
One soak via Golden Benny. Second soak roll - 1d6 = 5: 5 Wild 1d6 = 2: 2 - one wound soaked
As the demon prince lashes out in fury, Sir William barely manages to interpose his blade against one attack, only for another to slide past his guard and smash into his ribs. Feeling bones crack under the onslaught, Sir William raises his sword with a defiant grin.
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

User avatar
Maggie
Posts: 97
Joined: Tue Apr 23, 2019 8:50 am

Re: 24 - The Temple of Corruption

Post by Maggie » Sat Mar 28, 2020 5:37 pm

Raise on Vigor for Incap
Vigor 1d10-3 = 0: 3
Wild 1d6-3 = 2: 5

Reroll

1d10-1 = 9: 10 (includes elan)
1d6-1 = 1: 2

Benny: https://savagerifts.com/sr/viewtopic.php?t=4863
Injury to Guts, -1 Str
Injuries 2d6 = 8: 5, 3
8 Guts
1d6 = 5: 5
-1 die type to str
No sooner does Maggie return to consciousness than the demon sends her back on her way.

She doesn’t even have a chance to speak before the darkness takes her again.
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: 3643
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 24 - The Temple of Corruption

Post by Ndreare » Sun Mar 29, 2020 8:19 pm

Results
Maggie = 3 wounds and incapacitated
Sal = Yet to be determined, waiting to soak 4 wounds
Sir William Mahan = 3 wounds and standing
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


The 99's Game Master Bennies 1, Mission: Investigate Corruption at Refuge Demon Prince of Corruption
Wounds: 5/8 (sorry was failing to update, until I just noticed while working on Nightbane)
Bennies: 0
Parry 11*[15 deflection] Toughness 39 (20) [45 (20) Protection]
Currently Active: Arcane Protection +4, Arcane Resistance +/-4, Greater deflection -4, Protection +6, Speed (Greater Quickness).

Nightbane Game Master Bennies 8, Murder a man at his place of business]

Init 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 (SWD only)[/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: 71
Joined: Wed Jul 24, 2019 10:30 am
Location: Lousiville, KY

Re: 24 - The Temple of Corruption

Post by Gridia Thorem » Thu Apr 02, 2020 5:02 am

Gridia flies in to assist his friends. His growing concern for those closest to the demon god blinding him to the pain from his wounds. As soon as he reaches @Maggie, the elf attempts to mend everyone he can.
Healing LBT=21
PPE - Healing -3, Mega Modifier -3 for LBT = -6 PPE
Spellcasting 1d12, +2(Healing Edge), -2(Mass Healing) = 1d12

Spellcasting 1d12 = 12: 12
Wild 1d6 = 2: 2

Spellcasting Ace! 1d12+12 = 21: 9
Another emerald gumdrop lands at Gridia's feet. A surge of healing energies flow out from it as soon as it hits the floor of the temple. All caught within it feel the effects immediately. Gridia hopes it's enough to keep the 99 on this plane longer than the prince, but he's never been up against a foe like this.

"I hope that helped. Now let's end this fool!"

Gridia, realizing he's no match for the physical might of the demon, flies to a relative safer distance.
OOC Comments
Gridia moved to F28
Gridia cast Mass Healing in an LBT from F28. Should hit @Sal, @Maggie, @Sir William, and the prince.
Gridia moved to C37

Map updated for movement. I'll let @Ndreare add the LBT. Don't want to obfuscate too much.
Last edited by Gridia Thorem on Fri Apr 03, 2020 11:44 am, edited 1 time in total.
Quick Stats
Race: Elf
Class: LLW

PPE: 34/60
Bennies: 0/4
Wounds: 0/4
Fatigue: 0/2

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

Pace: 6 (48 flying [9 rounds]); Parry: 5 (+1 w/ Equipped Staff); Toughness 8 (6 mdc [9 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
Maggie
Posts: 97
Joined: Tue Apr 23, 2019 8:50 am

Re: 24 - The Temple of Corruption

Post by Maggie » Thu Apr 02, 2020 2:04 pm

"Ow." Maggie mumbles. "Wait, am I on the ground?"

She tries to reach for her head to give it a shake, only to discover that she is still wearing her power armor, and it all starts to come back to her.

"Right. Fighting. Got it."
I Can Haz Actions?
@Ndreare, can Maggie take any actions, here? All she has done so far this round is get incapacitated and then woken back up.
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
Fritz
Posts: 80
Joined: Sat May 18, 2019 3:59 pm

Re: 24 - The Temple of Corruption

Post by Fritz » Thu Apr 02, 2020 5:05 pm

It wasn't that he was superhuman or anything, but his adreneline was pumping and the blow landed by the other corrupted was ill-timed. Fritz continues to handle Ashcroft, trying to get the corrupted to submit. He really does not want to kill him.

Fritz throws an armbar around Ashcroft's neck and locks into place. Maybe he will pass out, instead of me having to resort to killing him. Fritz can feel the weight of vibro-blade through the padding on his right leg.

Subdue the Corrupted Ashcroft, Fighting 11 vs Corrupted Parry 7, Damage 20
Nonlethal Damage
Dirty Fighter +2 Fighting
Tricky Fighter: Ignore MAP
Martial Artist +1 Fighting, Str+d4
Martial Warrior +2 Fighting, Str + d6

[*] Fighting (1d10) 1d10 = 6: 6
[*] Wild (1d6) 1d6 = 4: 4

[*] Strength Damage (1d10) 1d10 = 2: 2
[*] Hands/Feet Damage (1d6) 1d6 = 2: 2

Benny for Reroll (1 of 3 remaining)

[*] Strength Damage (1d10) 1d10 = 3: 3
[*] Hands/Feet Damage (1d6) 1d6 = 6: 6
[*] Aced! Hands/Feet Damage (1d6+6) 1d6+6 = 12: 6
[*] Super Aced! Hands/Feet Damage (1d6+12) 1d6+12 = 17: 5
As the second corrupted leans in for an attack, Fritz leans his weight forward on Ashcroft and to the right. Ashcroft begins to spin. The turn is quick and just enough leverage and angle that Fritz is able to land a double footed kick to the second corrupted, before replanting his feet on the ground and leveraging himself to continue choking Ashcroft.

Assault the 2nd Corrupted, Fighting 14 vs Corrupted Parry 7, Damage 9
Dirty Fighter +2 Fighting
Tricky Fighter: Ignore MAP
Martial Artist +1 Fighting, Str+d4
Martial Warrior +2 Fighting, Str + d6

[*] Fighting (1d10) 1d10 = 9: 9
[*] Wild (1d6) 1d6 = 6: 6
[*] Aced! Wild (1d6+6) 1d6+6 = 9: 3

[*] Strength Damage (1d10) 1d10 = 6: 6
[*] Hands/Feet Damage (1d6) 1d6 = 1: 1

Benny for Reroll (0 of 3 remaining)

[*] Strength Damage (1d10) 1d10 = 5: 5
[*] Hands/Feet Damage (1d6) 1d6 = 4: 4
Fritz's kicks prove to be nothing more than a love tap to the second Corrupted.
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
Maggie
Posts: 97
Joined: Tue Apr 23, 2019 8:50 am

Re: 24 - The Temple of Corruption

Post by Maggie » Sat Apr 04, 2020 6:14 pm

Maggie stands up, wobbly. but fortunately her stabilizers keep her upright.

"Steven, I need a distraction," she says, sliding her Boom Gun back to its "standby" position over her shoulder and bringing her fists up. "I'm gonna deck this guy."

Steven replies, "Roger that."

Steven flies back into the main chamber, but stays up near the ceiling so as to be difficult to see and to be well out of reach of even the lengthy reach of the demon prince.

And then, in the voice of the demon, Steven booms "You fool! Can you not see beyond your own nose! How could you have fallen for the trap of these inferior beings?! How could you not have known better than this? Can you feel the shame burning through you?"
Test by Steven, TN 7
Persuasion 1d4+2 = 3: 1
Wild 1d6+2 = 7: 5

Target to be Distracted if failed, Distracted and Shaken if failed with a raise

Advanced Vocal Unit. The Construct can fully communicate through the sounds made by most other races and can even speak at sound levels audible only to bats, Dog Boys, Combat Cyborgs, and other beings capable of hearing frequencies above or below the normal human range. It can imitate a wide variety of races and sounds. Even suspicious opponents are −4 on Notice checks to discover the artificial nature of the audio. This system also grants +2 on rolls to imitate specific voices (must have heard target’s vocalizations)
Hopefully, the demon is distracted and Maggie will be able to take advantage of his distraction to lay into him with a haymaker.
Fighting 20, Damage 35
Fighting 1d10+2 = 6: 4 (-1 from Wound offset by +1 from Martial Artist, +2 for Wild Attack)
Wild 1d6+2 = 7: 5

Benny to reroll Fighting 1d10+4 = 14: 10 + 1d10 = 6: 6 (ace) (wild attack and Elan)
Wild 1d6+4 = 10: 6

Damage: 1d12+5 = 10: 5 (Str) + 1d6 = 2: 2 (melee damage) + 1d6 = 6: 6 (raise) + 1d6 = 5: 5 (ace!) +10 (Champion) + 2 (Wild Attack)

Benny to reroll
1d12+5 = 7: 2 (Str) + 1d6 = 5: 5 (fist) + 1d6 = 3: 3 (raise on Fighting) +10 (Champion) +2 (Wild Attack)
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
Sal
Posts: 69
Joined: Fri May 10, 2019 2:36 am

Re: 24 - The Temple of Corruption

Post by Sal » Wed Apr 08, 2020 7:01 pm

Crouched in his cloak of shadows the laughable ratling considered the following in rapid succession. I wonder if I'll get a chance to fire Maggie's boom gun. I need to tell Fritz thank you for getting me out of the lab. L.C. should probably get his old can of cheese wiz back. Sir William... I just need to tell him that I look up to him. Wonka will soon understand that cheese always wins.

But the demon lord changed all that... Sal looked down through the shadows and saw his leg dangling splintered off his bone. His mouth had a strange taste to it. He whispered splattering out blood, " I think he got me..." His body disappeared as one of his technowizard teleporting grenades consumed his body. Moments later he appeared mid air above the greater demon. His arm felt strange and a warm orange glow was emanating from it. Looks like the nova arm is about to go... Cheesy. He laughed as a huge explosion tore through his arm into the rest of his body. "Looks like I got you." The explosion continued and bathed the demon in its nova like force.

Shelia Sal's only companion left alive shielded her eyes from the explosion. Her lips bit back the tears as she realized their was nothing left of Sal except for an old tired can of cheese wiz. She stood with her psi blade in hand to stare down the demon lord whose skin peeled back releasing the souls held captured within.
Bennies 0
+
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
Ndreare
Savage Siri
Posts: 3643
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 24 - The Temple of Corruption

Post by Ndreare » Thu Apr 09, 2020 9:37 pm

The demon rocks on his feet, wounded and unstable. With each sway of his body the remainder of the corrupted likewise sway as if their power was linked to his own.

The continued assaults of the 99 adding up, as each blow and spell begins building to overwhelming the demon. But the demon grabs on solidly, refusing to end, refusing to give in to the mortals. When Sal takes the next step, his body broken, unable to muster the strength to escape he does what a true hero would do and teleports next to the demons head. The great explosion is too much, as the demons body begins flailing, spraying acidic and corrupting spray everywhere.

As the last of the spells and the explosion destroy the link he had to this plain Pestilence, the Prince of Corruption, Sickness, The Lord of Misery, Disease, the lord of weakness is undone. There is nothing left the demon can do as his coil falls, the constantly shifting nature breaking apart into a giant acid pool. In a fleeting moment of agony an arm reaches from the acid, not one but thousands of arms reaching, trying to grasp the thousands of souls that are escaping from him. The demons form melts and boils as pure chaos, disease, and corruption sprays forth, filling the room with boiling blood infectious as it concentrates all the pestilence of thousands of worlds flowing into the chamber.

The foul liquid can instantly be identified for what it is as it begins to eat through everything it touches. The first drops touching Rubin’s corpses eats through his armor in seconds. The next spray causes the heroes to be forced to dodge from it. This moment as the demon dies it is all on the line for the heroes, they must escape or die the most horrible of deaths as the infection moves with strange awareness for them...

Instructions
This is it, you have won the day and defeated Pestilence the Demon Prince of Disease and Corruption. Two of the four great demons, Famine/Hunger and Pestilence/Disease have fallen at the hands of The 99.

But now you are again at risk!

Narrate you escape from the room, any contact with the liquid is certain death as even the glitter boy armor melts instantly under the concentrated effect.
  • If you are ready to let your character go, he succumbs describe how he goes and who he saves. Usually the chaos kills within a dozen seconds as his skin boils and insides liquefy.
  • If you are keeping your character for the next game “The Legends” then write an epilogue. Please write up your character’s epilogue, how does he escape, where does he go. As you make it to the castle above half of the castle is unconscious. The corruption controlling them incapacitated.

For those that make it to the top, nearly 1 in 3 members of Refuge are unconscious, including everyone with arcane power, people are worried and panicked moving about to see what can be done to help.

Include this in your story.
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


The 99's Game Master Bennies 1, Mission: Investigate Corruption at Refuge Demon Prince of Corruption
Wounds: 5/8 (sorry was failing to update, until I just noticed while working on Nightbane)
Bennies: 0
Parry 11*[15 deflection] Toughness 39 (20) [45 (20) Protection]
Currently Active: Arcane Protection +4, Arcane Resistance +/-4, Greater deflection -4, Protection +6, Speed (Greater Quickness).

Nightbane Game Master Bennies 8, Murder a man at his place of business]

Init 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 (SWD only)[/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: 80
Joined: Sat May 18, 2019 3:59 pm

Re: 24 - The Temple of Corruption

Post by Fritz » Thu Apr 09, 2020 10:37 pm

The figure of Ashcroft slumps in Fritz's arms which catches Fritz off guard. The other Corrupted, likewise slumps and nearly buries Fritz.

The sounds of the Demon Prince leaving the Earthly plane, causes Fritz to panick as he himself cannot see the events unfolding. Pushing his way out from underneath the former Corrupted, he struggles to regain his feet.

On his feet he assess the situation and notices that Fillmore has regained himself.

"Fillmore. Fillmore."

Fillmore looks Fritz's way, "We need to clear this room. Gather those on yourside and help everyone you can out. Then secure the entrance and make sure no one ascends to this location. Utilize Priority Code Zulu Indigo Papa One Seven."

Looking to his end of the room, @High Command "LC, I know this is your command but we need to move asap."

"We should have an exit south of us that should allow us to enter the second level of the Castle Refuge."

Taking the pause from LC to mean concern, "Yes the Power Armors and even the Glitter Girl @Maggie can make it."

Scanning those in the mix, he looks for little @Sal. "Anyone got eyes on Sal?"

Hoping that Sal has moved further south of the room, Fritz waits for no response and grabs both former Corrupted and turns tail for the south to find the exit big enough to move a Behemoth.
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

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