20 - The Gate to Refuge

User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

20 - The Gate to Refuge

Post by Ndreare »

Overall it is a simple plan that will allow crossing into potentially hostile territory blind, while minimizing casualties. The ritual takes nearly an hour to complete as Julian and his friends work on it the visual distortions in the field as the rift finally opens and all that can be sensed coming from the opening is it blazing with a purple and green light making it impossible to see through to the other side. No discernible radio, visible, or audio information came come back through. Once the rift is open, they send you the signal to go through.

Sal, Sir William and Fritz move, each activating their devices before proceeding, as there is a hesitation for the count of 10 before the power armored team members go through taking up positions Maggie to the left, allowing Brison and L.C. to take the right. Finally Leethe drives the APC through the rift, the resistance from crushing trees on the other side is expected as the vehicle rolls through.

Initiative Turn 00 (Not really a Surprise)
Initiative in alphabetical order with players at the top, then in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
  • Quick rerolls 20 or less
  • Quickness with a Raise rerolls 28 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).


Sal [dice:2amc0hqj]55628:0[/dice:2amc0hqj]
Fritz [dice:2amc0hqj]55628:1[/dice:2amc0hqj]
Sir William Mahan [dice:2amc0hqj]55628:2[/dice:2amc0hqj] (I think I messed up, looks like the plan was Sir William was coming through after the PA pilots. Sorry)

L.C. & Brison [Not on scene will arrive on turn 01]
Maggie [Not on scene will arrive on turn 01]

Leethe [Not on scene will arrive on turn 02]

Stealth [dice:2amc0hqj]55628:3[/dice:2amc0hqj] Group [dice:2amc0hqj]55628:4[/dice:2amc0hqj] +2 cover = 7
Brodkil [dice:2amc0hqj]55628:5[/dice:2amc0hqj]
Mystery X [dice:2amc0hqj]55628:6[/dice:2amc0hqj]

Your extras will arrive when the APC arrives. At that point they will act on your own initiative cards

Turn 01 relative to True Invisibility from this link: viewtopic.php?f=129&p=55627&sid=7daa097 ... 2a7#p55600

Going through the gate each of the heroes had already known what must be done. Turning left or right as needed to get out of the way of the others they began looking around. It takes only moments for the heroes to see something is not right. They can clearly see through the rift at what is coming through, just as they can see the laser fire dissolving against the rift and not continuing through to the other side.

Scanning the area Sal can see a the heads and rifles of about a dozen Brodkil who look to be trying to sneak up on the rift. But it seems impossible, how could they have made it to this location so fast, the opening should have only given at most a minute or two of notice while the ritual was finalizing. Their selected points for sniping, they knew ahead of time of this deadend on the line and where waiting for certain. Nested in their hiding spots nearly 150 yards away, it is a perfect set up for ambush

Knowing Fritz is on the other side of the rift and the power armor is coming next Sal and Fritz must decide what to do.

Notes
The Brodkil are on Hold with a Joker

Fritz does not see them, but Sal does and he can tell Fritz where they are.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Sal
Posts: 70
Joined: Fri May 10, 2019 2:36 am

Re: 20 - The Gate to Refuge

Post by Sal »

Fritz dropped to the ground looking at his bag of tools, cheeses, and magic infused gems. His armor’s belt extended a handy wrench and so he went to work using skill, luck, and a bit of smoked Gouda to create a small marine layer of fog that would hopefully help his allies pass through unmolested. Lastly the ratling moved 5” to the right of the portal making sure enough room was made for the soon to be boom.

While he worked Sal whispered to Fritz, ” Over there, behind those rocks about 150 yards. I believe they are commonly called Brodkill.”
Create Darkness : TW [dice:1zfo11dx]55634:0[/dice:1zfo11dx]

Cast darkness in between the brodkill and the portal (maybe 5” away from the landing zone) TW: [dice:1zfo11dx]55634:1[/dice:1zfo11dx]
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
Fritz
Posts: 80
Joined: Sat May 18, 2019 3:59 pm

Re: 20 - The Gate to Refuge

Post by Fritz »

Fritz walks cautiously through the portal and as @Sal mentions non-friendlies Fritz pulls up just to the left side of the portal. Looking around he is more than uncertainwhat "brodkil" and much less what to do about them.

Fritz looks for some cover maybe even jumping back through to warn the others.
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: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: 20 - The Gate to Refuge

Post by Maggie »

Maggie breathes. 10 count, Mags. No big deal. Deep breaths.

The interior of the Glitter Boy armor is still a little alien to her. This still feels like Heather's armor, like Maggie is just borrowing it until Heather gets back and can hop back in, with Maggie sliding back into the Grease Monkey suit she had gotten so used to. The tech inside the Glitter Boy is ancient compared to the Grease Monkey, but ancient is so much better than anything they can make nowadays. And besides, the Grease Monkey is scrap now.

She flexes the fingers on her right hand, grasping the handle within the arm that she knows will deploy the Boom Gun currently resting along her armor's back. Just a slight twist at the correct angle and her right arm becomes the scariest damn weapon on the planet... but that won't happen yet. It can't.

Not for a count of ten.

@Sal and @Fritz disappeared from her sensors. Same with @Sir William Mahan. She knows the plan: they're going to check the other side, scout, establish a trailhead. Maggie and @L.C. are going to come in after, ready to rock anything on the other side, and then its holding the breach for the rest of their company to get through.

She understands it tactically. It's a good plan. She's a Psi-Ghost, for goodness sake; if anyone can appreciate stealth, it's her.

But she's also a Glitter Boy pilot now. She's the team's Heather, now, and Heather would've been fit to be tied if they'd tried to keep her from being the first through the rift. It's what made Heather Heather. Damn hero.

STEVEN's voice hums softly in her ear, not over the open comms, but just in her suit, "Three seconds left. Ready, Maggie?"

Another breath.

Okay. Let's go see what's become of my team. And if they've been hurt, I'm going to kill something, hard.

She flexes her fingers again, the power of the suit humming around her, and clears her mind.

Here we go, Heather, she thinks, and steps toward the breach.
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
User avatar
Fritz
Posts: 80
Joined: Sat May 18, 2019 3:59 pm

Re: 20 - The Gate to Refuge

Post by Fritz »

Fritz thinks about it for a minute more and decides for elevation as his vantage point and looks for a rise or a tree near to the left of the rift ... yeah rift is what the team called it. Seriously this magic stuff was how some refered to as 'out of his wheelhouse'. Anyway hopefully because he is invisible doesn't mean everything else is invisible as well.

He decides on something a little different and uses his senses to feel the vibrations in the ground. Being in a tree would not allow for that. @Maggie and the Sergeant @L.C. should be coming through shortly.

No movement in the ground but Fritz does switch over to the team's secured radio frequency. Grateful that he at least past security checks to have it, he flips on his shortwave comms and uses the emergency codewords on a cyclic repeater. "Pale Face to all Double Nines. Hot. I repeat. Hot. Bravo. Romeo. Oscar. Delta. Kilo. Indigo. Lima. Cheese Breath eyes on."

Team Freq, Radio, K/Electronics_
+3 Hero's Journey
[*] Electronics (1d8) [dice:2d35isqa]55669:0[/dice:2d35isqa]
[*] Wild (1d6) [dice:2d35isqa]55669:1[/dice:2d35isqa]
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
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: 20 - The Gate to Refuge

Post by Miles RAD Radoslav »

Stealth
[dice:1r72pswn]55830:0[/dice:1r72pswn] Wild [dice:1r72pswn]55830:1[/dice:1r72pswn]
Notice
[dice:1r72pswn]55830:2[/dice:1r72pswn] Wild [dice:1r72pswn]55830:3[/dice:1r72pswn] Benny on Notice [dice:1r72pswn]55830:4[/dice:1r72pswn] Wild [dice:1r72pswn]55830:5[/dice:1r72pswn]
Brodkil! Sir William reacts instantly to Fritz's message, shouldering invisibly past Maggie's Glitter Boy and moving through the portal as quietly as he can. As soon as he emerges, he moves to cover and looks quickly around to locate the enemy, but without much success.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 20 - The Gate to Refuge

Post by Ndreare »

Initiative Turn 01
Initiative in alphabetical order with players at the top, then in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
  • Quick rerolls 20 or less
  • Quickness with a Raise rerolls 28 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).


Sal (Level Headed) [dice:1qe6qnvb]55860:0[/dice:1qe6qnvb] roll for level headed [dice:1qe6qnvb]55860:27[/dice:1qe6qnvb]
Fritz [dice:1qe6qnvb]55860:1[/dice:1qe6qnvb]
Sir William Mahan (Quick) [dice:1qe6qnvb]55860:2[/dice:1qe6qnvb]

Maggie [dice:1qe6qnvb]55860:3[/dice:1qe6qnvb]
L.C. & Brison [dice:1qe6qnvb]55860:4[/dice:1qe6qnvb] (Must Hold until after Maggie, regardless of card)

Leethe [Not on scene will arrive on turn 02]

Stealth 7
Brodkil On Hold with Joker, Aim +2 negated by darkness -4/2
Mystery X On Hold

Your extras will arrive when the APC arrives. At that point they will act on your own initiative cards

Turn 2 relative to True Invisibility from this link: viewtopic.php?f=129&p=55627&sid=7daa097 ... 2a7#p55600


Should be included in every post: Snipers are 120" from rift on a cliff

Moving Forward @Maggie, @L.C. and Brison head through the rifts. But as Maggie steps through she is instantly washed in laser fire, the lasers however able to do little to nothing versus her armor. Even on the heavy settings the blasts wash over her. Knowing there is no way to alert the others coming behind her. The sudden wash of laser fire all focused in way spo bounces and reflects in every direction causing @Sir William Mahan to need to move further away or be hit inadvertently by ricochet.
Maggie special instruction
Make a Spirit roll -2 or instinct stops her from getting out of the way as L.C. and Brison rush into you from behind.
BEFORE POSTING YOUR ACTIONS PLEASE MAKE A NOTICE ROLL

Shooting +2 Joker
  • Shooting [dice:1qe6qnvb]55860:5[/dice:1qe6qnvb]
    Damage 3d6+4, +2 Jkr [dice:1qe6qnvb]55860:6[/dice:1qe6qnvb] Ace [dice:1qe6qnvb]55860:21[/dice:1qe6qnvb] MD
  • Shooting [dice:1qe6qnvb]55860:7[/dice:1qe6qnvb]
    Damage 3d6+4, +2 Jkr [dice:1qe6qnvb]55860:8[/dice:1qe6qnvb] Ace [dice:1qe6qnvb]55860:22[/dice:1qe6qnvb] MD
  • Shooting [dice:1qe6qnvb]55860:9[/dice:1qe6qnvb] Ace [dice:1qe6qnvb]55860:24[/dice:1qe6qnvb]
    Damage 3d6+4, +2 Jkr [dice:1qe6qnvb]55860:10[/dice:1qe6qnvb] Ace [dice:1qe6qnvb]55860:23[/dice:1qe6qnvb] Raise [dice:1qe6qnvb]55860:25[/dice:1qe6qnvb] MD
  • Shooting [dice:1qe6qnvb]55860:11[/dice:1qe6qnvb]
    Damage 3d6+4, +2 Jkr [dice:1qe6qnvb]55860:12[/dice:1qe6qnvb] MD
  • Shooting [dice:1qe6qnvb]55860:13[/dice:1qe6qnvb]
    Damage 3d6+4, +2 Jkr [dice:1qe6qnvb]55860:14[/dice:1qe6qnvb] MD
  • Shooting [dice:1qe6qnvb]55860:15[/dice:1qe6qnvb]
    Damage 3d6+4, +2 Jkr [dice:1qe6qnvb]55860:16[/dice:1qe6qnvb] MD
  • Shooting [dice:1qe6qnvb]55860:17[/dice:1qe6qnvb]
    Damage 3d6+4, +2 Jkr [dice:1qe6qnvb]55860:18[/dice:1qe6qnvb] MD
  • Shooting [dice:1qe6qnvb]55860:19[/dice:1qe6qnvb]
    Damage 3d6+4, +2 Jkr [dice:1qe6qnvb]55860:20[/dice:1qe6qnvb] Raise [dice:1qe6qnvb]55860:26[/dice:1qe6qnvb] MD

    .
Looking @Sir William Mahan can see the blasts coming from the hill top over 100 yards away. But more importantly he knows there must be a more local threat.
OOC Comments
You have a Joker and may act now or let the close in melee Brodkil act. You do not perceive them, and will not be able to until they have attacked.
L.C. and Brison come through to the spray of laser fire washing over Maggie, somehow no major shots hit them leaving them to cut right for a better view of the scene.
INSTRUCTIONS L.C. READ BEFORE ANY OTHER POST
BEFORE POSTING YOUR ACTIONS PLEASE MAKE A NOTICE ROLL FOR BOTH CHARACTERS
Sal and Fritz can see the hail of laser fire and realize if not for Sal's thinking of coming in under stealth that volley would have been on the two of you!


The darkness filling the environment makes it difficult to see anything. Anyone without optics suffers -4 to notice, those with optics suffer -2.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: 20 - The Gate to Refuge

Post by Miles RAD Radoslav »

As the lasers blast Maggie's armor, Sir William ducks further into cover. Sal said they were close. Where are they? He waits, poised, to spring into action as soon as these closer enemies appear.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
Leethe
Diamond Patron
Diamond Patron
Posts: 156
Joined: Mon Dec 04, 2017 8:29 pm

Re: 20 - The Gate to Refuge

Post by Leethe »

Leethe sits in the pilot seat of the APC, ready to roll. She didn't recieve Fritz's radio message. She calls out over the PA system, "All right boys, Get ready to roll. Our turn is coming up to go in."
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
Edit Signature
User avatar
Maggie
Posts: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: 20 - The Gate to Refuge

Post by Maggie »

Maggie Notice 3, Steven Notice 5
Maggie's Notice [dice:2hxkevbo]55879:0[/dice:2hxkevbo] +2 for Sensor Suite -2 for Scene Modifier
Wild [dice:2hxkevbo]55879:1[/dice:2hxkevbo]

STEVEN's Notice [dice:2hxkevbo]55879:2[/dice:2hxkevbo] +4 for Sensor Suite and his interface, -2 for Scene Modifier
Wild [dice:2hxkevbo]55879:3[/dice:2hxkevbo]
Spirit 7
Spirit [dice:2hxkevbo]55879:4[/dice:2hxkevbo]
Wild [dice:2hxkevbo]55879:5[/dice:2hxkevbo]
EE [dice:2hxkevbo]55879:6[/dice:2hxkevbo] +2 (Elan)
As Maggie pops through the Rift and the world is consumed by laser fire, she does her best to take in everything her sensors are displaying, but it’s too much information.

Fortunately, she has STEVEN. ”Maggie, 14 hostiles are cloaked here, at close range,” he tells her, highlighting the relevant area on her HUD and outlining the invisible enemies.

Into her radio, Maggie shouts, ”Ambush! We’ve got invisible enemies at close range. Repeat, melee targets in addition to long range targets! I count 14 hostiles. Can anyone knock out their cloaking? I’m switching to thermal vision.” She calls out the position of the brodkil, too, letting her team know where to shoot as best she can.

Steven Electronics to Switch to Thermal Vision 9
Steven Electronics [dice:2hxkevbo]55879:7[/dice:2hxkevbo]
Wild [dice:2hxkevbo]55879:8[/dice:2hxkevbo]
WIP: Waiting for more info on GM re position of brodkil for Maggie to take her action.
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
User avatar
Kaja Earthblooded
Silver Patron
Silver Patron
Posts: 205
Joined: Mon Aug 14, 2017 8:33 am
Location: Korvosa

Re: 20 - The Gate to Refuge

Post by Kaja Earthblooded »

LC Notice 10 (after penalties and all bonuses) and Brison Notice 5 (after all penalties and all bonuses) - both already take into account the -4 for invisible enemies.
LC Notice [dice:1js38olw]55886:0[/dice:1js38olw], [dice:1js38olw]55886:1[/dice:1js38olw] - See Aura (Detect Arcana; At-Will) +2 from Power Armor Sensors +[dice:1js38olw]55886:3[/dice:1js38olw] (EE) +2 (Elan) = 14 -4 (invisible enemy) = 10
Brison Notice [dice:1js38olw]55886:2[/dice:1js38olw] +2 from Power Armor Sensors = 9 -4 (invisible enemy) = 5
L.C. and Brison step through and bring their weapons to bear. Brison pipes up. "I think I see them Sergeant." L.C. replies. "Confirmed. Multiple Bogeys. Time to show these guys why it's a bad idea to fight power armor with laser rifles. Open up when you're clear of the rift Maggie. I'll work on making them visible. Brison, weapons free and airborne. Infantry keep your heads down until the APC is through, but intercept any close combatants going for the Glitterboy. Going Up."
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
Benny/Conviction/Wound/Fatigue/PP Tracking
Ludwig, Guard Boar
Image
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 20 - The Gate to Refuge

Post by Ndreare »

Important Game Mechanics
No attacks versus Sal, Fritz or Sir William based on invisibility.


Maggie soak 4 Wounds, if still shaken Soak 1 wound, otherwise become shaken
Maggie Parry 6, Toughness 30 (18) *Maggie failed notice, but Steven made it, Steven can try and surge the systems reducing the Drop +4/+4 on Maggie to Surprise +2/+2.
6 Brodkil ganged up; Fighting d8, Gang up +4, Drop +2/+2 Wild Attack +2/+2, armed with vibro-sword (Str+d10, AP 4, Mega Damage)
  • Fighting [dice:1orzuwhy]55892:0[/dice:1orzuwhy] = Raise
    • Vibro sword Str+d10 Drop +2, Wild +2 AP 4 Mega Damage
      Damage: Str [dice:1orzuwhy]55892:12[/dice:1orzuwhy] Sword [dice:1orzuwhy]55892:13[/dice:1orzuwhy], Raise [dice:1orzuwhy]55892:14[/dice:1orzuwhy]
      Ace [dice:1orzuwhy]55892:37[/dice:1orzuwhy] Ace [dice:1orzuwhy]55892:38[/dice:1orzuwhy]
      Ace Aced [dice:1orzuwhy]55892:40[/dice:1orzuwhy] AP 4
      = 55 MD AP 4
  • Fighting [dice:1orzuwhy]55892:1[/dice:1orzuwhy] = Raise
    • Vibro sword Str+d10 Drop +2, Wild +2 AP 4 Mega Damage
      Damage: Str [dice:1orzuwhy]55892:15[/dice:1orzuwhy] Sword [dice:1orzuwhy]55892:16[/dice:1orzuwhy], Raise [dice:1orzuwhy]55892:17[/dice:1orzuwhy]
      = 19 MD AP 4
  • Fighting [dice:1orzuwhy]55892:2[/dice:1orzuwhy] = Raise
    • Vibro sword Str+d10 Drop +2, Wild +2 AP 4 Mega Damage
      Damage: Str [dice:1orzuwhy]55892:18[/dice:1orzuwhy] Sword [dice:1orzuwhy]55892:19[/dice:1orzuwhy], Raise [dice:1orzuwhy]55892:20[/dice:1orzuwhy] Ace [dice:1orzuwhy]55892:39[/dice:1orzuwhy]
      = 23 MD AP 4
  • Fighting [dice:1orzuwhy]55892:3[/dice:1orzuwhy] = Miss
  • Fighting [dice:1orzuwhy]55892:4[/dice:1orzuwhy] = Raise
    • Vibro sword Str+d10 Drop +2, Wild +2 AP 4 Mega Damage
      Damage: Str [dice:1orzuwhy]55892:21[/dice:1orzuwhy] Sword [dice:1orzuwhy]55892:22[/dice:1orzuwhy], Raise [dice:1orzuwhy]55892:23[/dice:1orzuwhy]
      = 15 MD AP 4
  • Fighting [dice:1orzuwhy]55892:5[/dice:1orzuwhy] = Raise
    • Vibro sword Str+d10 Drop +2, Wild +2 AP 4 Mega Damage
      Damage: Str [dice:1orzuwhy]55892:24[/dice:1orzuwhy] Sword [dice:1orzuwhy]55892:25[/dice:1orzuwhy], Raise [dice:1orzuwhy]55892:26[/dice:1orzuwhy]
      = 28 MD AP 4
L.C. becomes Shaken
L.C. Parry 6, Toughness 17 (10) *As L.C. and Brison made your notice rolls there will be no Drop bonus.
3 Brodkil ganged up; Fighting d8, Gang up +2, Wild Attack +2+2, armed with vibro-sword (Str+d10, AP 4, Mega Damage)
  • Fighting [dice:1orzuwhy]55892:6[/dice:1orzuwhy] = Hit
    • Vibro sword Str+d10 Wild +2 AP 4 Mega Damage
      Damage: Str [dice:1orzuwhy]55892:27[/dice:1orzuwhy] Sword [dice:1orzuwhy]55892:28[/dice:1orzuwhy]
      = 11 MD AP 4
  • Fighting [dice:1orzuwhy]55892:7[/dice:1orzuwhy] = Miss
  • Fighting [dice:1orzuwhy]55892:8[/dice:1orzuwhy] = Miss
Brison Soak 2 wounds
Brison Parry 6, Toughness 16 (8)
3 Brodkil ganged up; Fighting d8, Gang up +2, Wild Attack +2+2, armed with vibro-sword (Str+d10, AP 4, Mega Damage)
  • Fighting [dice:1orzuwhy]55892:9[/dice:1orzuwhy] = Raise = Hit
    • Vibro sword Str+d10 Wild +2 AP 4 Mega Damage
      Damage: Str [dice:1orzuwhy]55892:29[/dice:1orzuwhy] Sword [dice:1orzuwhy]55892:30[/dice:1orzuwhy], Raise [dice:1orzuwhy]55892:31[/dice:1orzuwhy]
      = 8 MD AP 4
  • Fighting [dice:1orzuwhy]55892:10[/dice:1orzuwhy] = Raise = Hit
    • Vibro sword Str+d10 Wild +2 AP 4 Mega Damage
      Damage: Str [dice:1orzuwhy]55892:32[/dice:1orzuwhy] Sword [dice:1orzuwhy]55892:33[/dice:1orzuwhy], Raise [dice:1orzuwhy]55892:34[/dice:1orzuwhy]
      = 16 MD AP 4
  • Fighting [dice:1orzuwhy]55892:11[/dice:1orzuwhy] = Hit = Hit
    • Vibro sword Str+d10 Wild +2 AP 4 Mega Damage
      Damage: Str [dice:1orzuwhy]55892:35[/dice:1orzuwhy] Sword [dice:1orzuwhy]55892:36[/dice:1orzuwhy]
      = 8 MD AP 4
Brodkil Combat Stats Parry: 6; Toughness: 11 (2)
The power armored soldiers see a blur of motion and movement as Brodkil come leaping down from the trees, their team outnumbered 4 to 1 by the creatures. Suddenly perceptible to all a blur of flashes and sparks against the powered armored soldiers revealing they are under attack!

The majority of the effort obviously focused on the Glitter boy leaving all three of the armors forced to defend them selves. One of the blades attacking the Glitter Boy manages against all odds to strike down on the neck joint as the brodkil attempts a death from above.



Everyone Else May Act.
Sir William, once the first attack lands on Maggie you can use your joker to interrupt and potentially prevent any other attack if you have a way to see invisible. If you do not have a way, you may roll notice -4 and attack at -4, if you have optics it becomes -2/-2.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Maggie
Posts: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: 20 - The Gate to Refuge

Post by Maggie »

Soak Rolls Failed, Three Wounds Taken, Benny Dropped to Remove Shaken
Vigor to Soak [dice:1mw8o2cf]55901:0[/dice:1mw8o2cf]
Wild [dice:1mw8o2cf]55901:1[/dice:1mw8o2cf]

Once more: [dice:1mw8o2cf]55901:2[/dice:1mw8o2cf]
Wild [dice:1mw8o2cf]55901:3[/dice:1mw8o2cf]

Okay, and drop a Benny so she's no longer Shaken after that
Per Table Rule, She Spent a Benny and So Cannot be Incapped. Ignore Everything From Here Down:
Okay, on to the Incapacitation Table
Vigor [dice:1mw8o2cf]55901:4[/dice:1mw8o2cf]
Wild [dice:1mw8o2cf]55901:5[/dice:1mw8o2cf]

Obviously, we're gonna re-roll that. Also, max wounds you can have is 3, so that should've been -3 to those rolls, not -4. Still, here we go.

Vigor [dice:1mw8o2cf]55901:6[/dice:1mw8o2cf] (-3 wound penalties partially offset by Elan)
Wild [dice:1mw8o2cf]55901:7[/dice:1mw8o2cf]

That could've gone better. Once more!
Vigor [dice:1mw8o2cf]55901:8[/dice:1mw8o2cf]
Wild [dice:1mw8o2cf]55901:9[/dice:1mw8o2cf]

I mean, really? Sheesh. Again!

Vigor [dice:1mw8o2cf]55901:10[/dice:1mw8o2cf]
Wild [dice:1mw8o2cf]55901:11[/dice:1mw8o2cf] + [dice:1mw8o2cf]55901:12[/dice:1mw8o2cf]
Finally! Success with a Raise!
-5 Bennies

Injury Table (injury goes away within 24 hours or when all wounds are healed): [dice:1mw8o2cf]55901:13[/dice:1mw8o2cf] Arm: Roll left or right arm randomly; it’s unusable like the One Arm Hindrance (though if the primary arm is affected, off-hand
penalties still apply to the other).
Arm: [dice:1mw8o2cf]55901:14[/dice:1mw8o2cf]= left arm
Spirit to Unshake After That Last Attack 6
Spirit [dice:1mw8o2cf]55901:15[/dice:1mw8o2cf] + [dice:1mw8o2cf]55901:17[/dice:1mw8o2cf]
Wild [dice:1mw8o2cf]55901:16[/dice:1mw8o2cf]
"Ow."

Fighting 12, 37 Mega Damage
Fighting [dice:1mw8o2cf]55901:18[/dice:1mw8o2cf] (Spent 1 EP for +4 to Trait roll, declared before rolling)
Wild [dice:1mw8o2cf]55901:19[/dice:1mw8o2cf]
Extra Effort for the raise: [dice:1mw8o2cf]55901:20[/dice:1mw8o2cf]

Damage Strength [dice:1mw8o2cf]55901:21[/dice:1mw8o2cf] (1 EP for +4 to Trait roll, declared before rolling) + [dice:1mw8o2cf]55901:22[/dice:1mw8o2cf] + [dice:1mw8o2cf]55901:23[/dice:1mw8o2cf] (raise on Fighting roll) + [dice:1mw8o2cf]55901:24[/dice:1mw8o2cf] (ace) + [dice:1mw8o2cf]55901:25[/dice:1mw8o2cf] (ace) = 37 Mega Damage
Okay, so this is what Heather was always going on about, she thinks. Not invincible.

She glares at the brodkil and snarls from within her armor. Her armor that now has a vibro-sword sized gash in it and is soaked in her own blood. With a quick burst of motion, almost too fast to track, she moves her hand from her armor's neck, where it had been fruitlessly grasping for the demon's sword arm, across the brodkil's face in a vicious backslap.

"Do you have any idea how much these things cost!!"
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
User avatar
Kaja Earthblooded
Silver Patron
Silver Patron
Posts: 205
Joined: Mon Aug 14, 2017 8:33 am
Location: Korvosa

Re: 20 - The Gate to Refuge

Post by Kaja Earthblooded »

Notice 5; K/Arcana 4; Spirit vs Shaken 3; Spend Benny to Unshake and Spend another to Soak 1 wound; *Brodkil 1* Hit w/Raise (13); Dmg: 23; AP: 10, Mega-Damage; *Brodkil 2* Hit w/Raise (20); Dmg: 19; AP: 10, Mega-Damage; *Brodkil 3* Hit w/Raise (9); Dmg: 24; AP: 10, Mega-Damage
Knowledge (Arcana) (Sp) [dice:3mxb8y1t]55907:0[/dice:3mxb8y1t], [dice:3mxb8y1t]55907:1[/dice:3mxb8y1t]
Spirit [dice:3mxb8y1t]55907:4[/dice:3mxb8y1t], [dice:3mxb8y1t]55907:5[/dice:3mxb8y1t]; Failed, Spent Benny to Unshake
Movement: Fly into air straight up
Benny to Soak [dice:3mxb8y1t]55907:13[/dice:3mxb8y1t], [dice:3mxb8y1t]55907:14[/dice:3mxb8y1t]+2 (Elan)
Shooting (ROF 3, one to each brodkil) [dice:3mxb8y1t]55907:2[/dice:3mxb8y1t],[dice:3mxb8y1t]55907:10[/dice:3mxb8y1t] , [dice:3mxb8y1t]55907:11[/dice:3mxb8y1t]+[dice:3mxb8y1t]55907:12[/dice:3mxb8y1t]=13, [dice:3mxb8y1t]55907:3[/dice:3mxb8y1t] +[dice:3mxb8y1t]55907:15[/dice:3mxb8y1t] +4 (EE with Golden Benny and Elan)
  • Onboard combat computers and targeting systems that offset up to −2 Shooting penalties.
    Stray Shots Strike Nothing: You have been known to stand in a crowded area and open full auto at a whole mess of bad guys. When the blood spray settles only the bad guys were hit, and hit hard. Innocent bystanders are never hit by your full auto attacks and what's more, every successful hit adds the rate of fire to its damage.
Brodkil 1 Dmg: [dice:3mxb8y1t]55907:16[/dice:3mxb8y1t]+4+[dice:3mxb8y1t]55907:17[/dice:3mxb8y1t] (raise) +3 from Stray Shots Strike Nothing; Dmg: 23; AP: 10, Mega-Damage
Brodkil 2 Dmg: [dice:3mxb8y1t]55907:18[/dice:3mxb8y1t]+4+[dice:3mxb8y1t]55907:19[/dice:3mxb8y1t] (raise) +3 from Stray Shots Strike Nothing; Dmg: 19; AP: 10, Mega-Damage
Brodkil 3 Dmg: [dice:3mxb8y1t]55907:20[/dice:3mxb8y1t]+4+[dice:3mxb8y1t]55907:21[/dice:3mxb8y1t] (raise) +3 from Stray Shots Strike Nothing; Dmg: 24; AP: 10, Mega-Damage

Notice: [dice:3mxb8y1t]55907:22[/dice:3mxb8y1t], [dice:3mxb8y1t]55907:23[/dice:3mxb8y1t] +2 (from optics)
L.C. finds himself in the tender embrace of 3 Brodkil and instantly remembers why he prefers FLYING power armor. Grunting at the impact, he rockets up. He briefly considers dispelling the invisibility, but decides it is largely unnecessary as the Brodkil drop their invisibility. He is pounded once again by one of them, but manages to get airborne. Once there he unloads a burst of shots from his C-40R. "This is why you don't rush a SAMAS morons! You're nicely grouped! Eat shrapnel!"




Notice 5; Soak 6 vs 2 Wounds, so at 1/3 wounds, Spirit 13 vs Shaken; Take 2 hits on escape; first takes him to 3/3 wounds; Soak enough of Second hit and remain at 3/3 wounds
Notice at top of turn [dice:3mxb8y1t]55907:28[/dice:3mxb8y1t], [dice:3mxb8y1t]55907:29[/dice:3mxb8y1t] +2 (Sensors) -1 Wound penalty=5
-1 Benny to Soak , [dice:3mxb8y1t]55907:24[/dice:3mxb8y1t],[dice:3mxb8y1t]55907:25[/dice:3mxb8y1t] +2 (elan)
Benny to Soak [dice:3mxb8y1t]55907:26[/dice:3mxb8y1t], [dice:3mxb8y1t]55907:27[/dice:3mxb8y1t] +2 (elan) -3 (wound penalty)
Spirit to Unshake [dice:3mxb8y1t]55907:6[/dice:3mxb8y1t], [dice:3mxb8y1t]55907:7[/dice:3mxb8y1t]+[dice:3mxb8y1t]55907:8[/dice:3mxb8y1t]+[dice:3mxb8y1t]55907:9[/dice:3mxb8y1t]
Brison is not having a good day. Going through a rift is not his favorite way to travel anyway. It's just not fun for the Coalition trained soldier. But that aside, being rushed by 3 brodkil in hand to hand is just not the way to go. He is battered, bruised, and bleeding on the inside of his power armor as he rockets up to relative safety. That's when he feels the healing energy hit him from the Rat. He doesn't get it, but as his wounds close and he's no longer ready to pass out, he'll take it. He takes up position over where the APC will come in, about 8" up and readies his rifle, ready to unleash lasers once his head stops ringing like a gong. "Uh Thanks for the....mix?"
Last edited by Kaja Earthblooded on Thu Jul 18, 2019 8:40 pm, edited 28 times in total.
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
Benny/Conviction/Wound/Fatigue/PP Tracking
Ludwig, Guard Boar
Image
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 20 - The Gate to Refuge

Post by Ndreare »

As L.C. and Brison break free of the demons they take the opportunity to attack again with their blades, slicing at the armor as best they can. But the blades of the demonic warriors are too strong as one of them slices into L.C.'s armor the other group manages to do major damage to Brison.

Free Attacks on L.C.; Takes 18 AP 4 damage, must soak 1 wound or be shaken again
Fighting d8, Joker +2
Fighting [dice:ircy59kv]55910:0[/dice:ircy59kv] = Hit
  • Damage: Str [dice:ircy59kv]55910:7[/dice:ircy59kv] + Vibro-blade [dice:ircy59kv]55910:8[/dice:ircy59kv] + Joker 2
Fighting [dice:ircy59kv]55910:1[/dice:ircy59kv] = Hit
  • Damage: Str [dice:ircy59kv]55910:9[/dice:ircy59kv] + Vibro-blade [dice:ircy59kv]55910:10[/dice:ircy59kv] + Joker 2
Fighting [dice:ircy59kv]55910:2[/dice:ircy59kv] = Miss
Free Attacks on Brison; 21 AP 4 Damage and 35 AP 4 damage, Best bet is take the first and soak the second, even a success will leave him at 3 wounds

Fighting d8, Joker +2
Fighting [dice:ircy59kv]55910:3[/dice:ircy59kv] Ace [dice:ircy59kv]55910:6[/dice:ircy59kv] = Raise
  • Damage: Str [dice:ircy59kv]55910:11[/dice:ircy59kv] + Vibro-blade [dice:ircy59kv]55910:12[/dice:ircy59kv] Raise [dice:ircy59kv]55910:13[/dice:ircy59kv] + Joker 2
    Ace [dice:ircy59kv]55910:18[/dice:ircy59kv]
Fighting [dice:ircy59kv]55910:4[/dice:ircy59kv] = Hit
  • Damage: Str [dice:ircy59kv]55910:14[/dice:ircy59kv] + Vibro-blade [dice:ircy59kv]55910:15[/dice:ircy59kv] + Joker 2
    Ace [dice:ircy59kv]55910:19[/dice:ircy59kv]
Fighting [dice:ircy59kv]55910:5[/dice:ircy59kv] = Hit
  • Damage: Str [dice:ircy59kv]55910:16[/dice:ircy59kv] + Vibro-blade [dice:ircy59kv]55910:17[/dice:ircy59kv] + Joker 2
    Ace [dice:ircy59kv]55910:20[/dice:ircy59kv]
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Sal
Posts: 70
Joined: Fri May 10, 2019 2:36 am

Re: 20 - The Gate to Refuge

Post by Sal »

A good 5” away from the kerfuffle at the rift and GB blood letting Sal found something curious in his pocket. Warm and stinky. Marty C the Weaton cheese monger is too kind. Nom Nom Nom. Ooo really smooth. Wow those brodkills are really ugly.... Nom Nom Nom. My arm sort of aches. Maybe Fritz could take a look. Oh nice second pocket. Hard and soft. Marty C you are my favorite. Nom Nom nom. Wow that Glitter boy got smacked... Nom Nom Nom... Well that’s it. Time to go to work, snack time over and all that... Do these heroes do snack time?”. Thankfully invisible, Sal’s blush, when he realized there was no snacking after coming through a rift into an ambush, was not really visible.

Kn arcana [dice:3bn817uq]55908:0[/dice:3bn817uq] wild [dice:3bn817uq]55908:1[/dice:3bn817uq]

Sal’s intent: going on hold and waiting to see what the 99ths big dogs can do then mop up. He likes a tidy area free from poop.
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
Sal
Posts: 70
Joined: Fri May 10, 2019 2:36 am

Re: 20 - The Gate to Refuge

Post by Sal »

The poop was piling up faster than Sal could keep track of. Time for a little degreaser me thinks. The rattling rolling to one side stuffing the remaining cheese back in his pocket. He weaved invisible between the sweaty brodkill ducking under their blades trying to keep at least 5” from the metallic gang bang. From his pack he drew a few useful items. ” Members of the 99th snack time has just began, eat some cake! Uhhh mix.”
The List
03F94D4C-72CD-429C-8573-B031D5FE10F1.jpeg
He slapped them together with a blue glowing crystal and dusted the area with some Purple Cake cake mix.
Agility 13, make healing device 10, mass heal 2 wounds for folks near the GB roll of 8
Agility [dice:3ocmsotv]55911:5[/dice:3ocmsotv] ace [dice:3ocmsotv]55911:7[/dice:3ocmsotv]wild [dice:3ocmsotv]55911:6[/dice:3ocmsotv]
TW make a healing divice: [dice:3ocmsotv]55911:0[/dice:3ocmsotv] wild [dice:3ocmsotv]55911:1[/dice:3ocmsotv] ace [dice:3ocmsotv]55911:2[/dice:3ocmsotv]

Cast mass healing using the GB as the focal point(forgot the -2 from the mega power)... [dice:3ocmsotv]55911:3[/dice:3ocmsotv] wild [dice:3ocmsotv]55911:4[/dice:3ocmsotv]
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
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: 20 - The Gate to Refuge

Post by Miles RAD Radoslav »

Notice 7
Notice -4 [dice:f10jdgrz]55921:0[/dice:f10jdgrz] Wild [dice:f10jdgrz]55921:1[/dice:f10jdgrz] Ace on Wild [dice:f10jdgrz]55921:2[/dice:f10jdgrz] +2 for Joker
Psionics - Greater Deflection (free action) [dice:f10jdgrz]55921:3[/dice:f10jdgrz] Wild [dice:f10jdgrz]55921:4[/dice:f10jdgrz] Raise on wild [dice:f10jdgrz]55921:14[/dice:f10jdgrz] - Greater Deflection Active as a free action
Fighting 1 [dice:f10jdgrz]55921:5[/dice:f10jdgrz] Wild [dice:f10jdgrz]55921:6[/dice:f10jdgrz] -4 for invisible, +2 for Joker +2 for supernatural evil
Fighting 2 [dice:f10jdgrz]55921:7[/dice:f10jdgrz] Wild [dice:f10jdgrz]55921:8[/dice:f10jdgrz] -4 for invisible, +2 for Joker +2 for supernatural evil
Damage from first attack [dice:f10jdgrz]55921:9[/dice:f10jdgrz]+[dice:f10jdgrz]55921:10[/dice:f10jdgrz]+[dice:f10jdgrz]55921:11[/dice:f10jdgrz] (if a raise)
Damage from second attack [dice:f10jdgrz]55921:12[/dice:f10jdgrz]+[dice:f10jdgrz]55921:13[/dice:f10jdgrz]
Sensing the Brodkil attack on Maggie's Glitter Boy, Sir William leaps into action, intercepting one of the creatures' attacks with his psi swords, then slashing out in retaliation. Although the creatures are invisible, their evil calls out to Sir William's swords, and he carves deep into demonic flesh with his blades. Standing in front of the Glitter Boy, he spreads his blades to either side and calls out "Come and die, dark ones!"
Last edited by Miles RAD Radoslav on Fri Jul 19, 2019 12:28 pm, edited 2 times in total.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

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

Re: 20 - The Gate to Refuge

Post by Fritz »

Fritz could see. Being in a tree as he was. But the Brodkil had yet to reveal themselves.

Fritz decided to just observe. Looking down to the ground he realized that @Sal was not nearby. The rodent man certainly got around.

Support Sal with Engineering 6 _
Untrained -2
HJ Table +1
[*] K/Engineering (1d4) [dice:2t6tc3xe]55925:2[/dice:2t6tc3xe]
[*] Aced! K/Engineering (1d4+4) [dice:2t6tc3xe]55925:0[/dice:2t6tc3xe]
[*] Wild (1d6) [dice:2t6tc3xe]55925:1[/dice:2t6tc3xe]
Miracously Fritz understands at least enough to direct Sal where he could use his repair and healing skills on one of the Power Armors or Glitter Boy.
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: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: 20 - The Gate to Refuge

Post by Maggie »

It’s happening quickly. Maggie hears @Sal over the radio, just before a pleasamt warmth settles in her chest, and the bleeding staunches. Relief barrels its way to the front of her consciousness, and it dominates her thoughts for a moment or two. So, not dead yet.

Then @Sir William Mahan is there, glowing blades flashing like one of those chefs at the fancy restaurants where they do tricks with the food and then cook it on a big grill in front of you. What are those places called... hibachi! Wait, not the time, Maggie!

She watches Sir William work, and then tries to get her head right. More work to be done. Focus. Focus.
Maggie’s Mental State
Maggie’s a bit in shock after the sudden violence. No mechanical effect, really, but it’d be hard to shrug that off, even after a healing.
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 20 - The Gate to Refuge

Post by Ndreare »

Initiative Turn 02, turn 3 for True Invisibility & Darksight Powers
Initiative in alphabetical order with players at the top, then in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
  • Quick rerolls 20 or less
  • Quickness with a Raise rerolls 28 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 [dice:1vedp6ir]56006:0[/dice:1vedp6ir] (Player in control of Cyborg NPC)
Leethe [dice:1vedp6ir]56006:1[/dice:1vedp6ir]
L.C. & Brison [dice:1vedp6ir]56006:2[/dice:1vedp6ir] (Player in control of NPC Mystic)
Maggie [dice:1vedp6ir]56006:3[/dice:1vedp6ir] (Player in control of 5 soldier NPCs, they require names)
Sir William Mahan (Quick) [dice:1vedp6ir]56006:4[/dice:1vedp6ir]
Sal (Level Headed) [dice:1vedp6ir]56006:5[/dice:1vedp6ir] (Player in control of Fallen Knights, NPC)

There is an NPC Juicer, please one of you chose to control him.


Brodkil [dice:1vedp6ir]56006:6[/dice:1vedp6ir]
12 Snipers
7 Melee 12-5 killed by players
Mystery Was on hold Acting on 52


Turn 3 relative to True Invisibility and other powers from this link: viewtopic.php?f=129&p=55627&sid=7daa097 ... 2a7#p55600


Should be included in every post: Snipers are 120" from rift on a cliff
Their initial ambush over the Brodkil fade into sight, suddenly the size and power of these demons becomes evident! But as fear starts beginning its path, instead the sub-demons fall to the ground groveling for mercy.

The sight of the APC pulling through the rifts must have cowed the lot of them.

Instructions
No Fear check needed at this point as the horrendous monsters are on the ground groveling for mercy.

P.C.s go first you won the initiative.


  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: 20 - The Gate to Refuge

Post by Miles RAD Radoslav »

Shooting 5
Shooting [dice:2ygaiqio]56008:0[/dice:2ygaiqio] Wild [dice:2ygaiqio]56008:1[/dice:2ygaiqio] -4 Long Range +2 vs. Supernatural Evil
Damage [dice:2ygaiqio]56008:2[/dice:2ygaiqio]=12 AP 2
Ignoring the groveling Brodkil, Sir William races towards the snipers to close the range. Dismissing his psi-swords, he unslings his JA-11 and snaps off a shot at one of the snipers before dropping prone to avoid return fire.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
User avatar
Maggie
Posts: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: 20 - The Gate to Refuge

Post by Maggie »

It takes a second to process what’s going on, but @Sir William Mahan clearly doesn’t think this fight is over.

”Right. Time to kill things.”

Maggie deploys her pitons and fires up the jets on her Glitter Boy, taking a solid stance. She extends her right arm towards the distant enemies, the back of her now-demon blood spattered hand facing upwards, and makes a fist. Within the armor, she twists a particular handle just so, and the Boom Gun begins to move. It rotates sideways and then over her shoulder, swinging around and locking into place along the top of her arm, almost like she’s wearing it on her forearm. As if the most frightening weapon in the world were a mere accessory.

With Sir William clear, the area around Maggie is empty of friendlies, but she still says into her radio, ”Firing Boom Gun. Keep your distance, folks.”

Shooting 8, 32 MD AP 25 to MBT of Brodkil Snipers
Shooting [dice:3jjpq9fl]56074:0[/dice:3jjpq9fl] (MAP for digging in and firing in the same round offset by marksman)
Wild [dice:3jjpq9fl]56074:1[/dice:3jjpq9fl]

Reroll [dice:3jjpq9fl]56074:2[/dice:3jjpq9fl] (Elan factored in)
Wild [dice:3jjpq9fl]56074:3[/dice:3jjpq9fl]

Forgot to take into account that GB armor offsets 2 points of Shooting penalties, so the above is an 8

Damage [dice:3jjpq9fl]56074:4[/dice:3jjpq9fl] + [dice:3jjpq9fl]56074:5[/dice:3jjpq9fl] (raise damage) MD, AP 25 to a MBT
Even from within the suit’s formidable systems, Maggie feels the “boom” reverberate through her. She’s heard it from outside before, too, and she’s glad to be sealed away.

Belatedly, she says, ”Someone want to figure out what to do with the groveling demons over here? They, uh... they might be a little deaf.”

Targets Affected: 5
Targets affected: [dice:3jjpq9fl]56074:6[/dice:3jjpq9fl]
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 20 - The Gate to Refuge

Post by Ndreare »

The sonic boom rocks the hill side, deafening the brodkil close to Maggie and shaking the APC with a jarring force
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"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: 20 - The Gate to Refuge

Post by Fritz »

Cody Fillmore grabs the frame of the APC and as he is holding on, "I am grateful to not be on the receiving end of that Boom Gun. Real grateful."

Fillmore's grip on the APC hopefully does not interfere with its structural integrity.
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
Sal
Posts: 70
Joined: Fri May 10, 2019 2:36 am

Re: 20 - The Gate to Refuge

Post by Sal »

Mike and Shela two cyber knights that Sal had recruited in the Drink waltz arround the APC after coming through the rift. Boom guns and brodkill was nothing new to them. They had fought durimg the war for Tolkien and had experienced darker horrors that left them scarred.

Mike laughed as he caught sight of the brodkill trying to surrender, ” Well look at that Shelia! You remember Crest Valley and those troopers we met?”
Last time Mike and Shelia encounted some folks wanting to give up.
How could she forget the grizzly scene of Crest Valley... A gentle slope to the east of Tolkien about a five mile stretch. The pair had been protecting a group of shifters sent against some CS insurgents. It had been a peaceful lush green valley, that after the battle ran red. Shelia would never forget their commander, Victoria Geist’s words to them as they rounded up captured CS soldiers, ” Kill them. Kill them all, they would do the same to you.” It was war and prisoners were a liability waiting to happen. The two knights had heard what happened to a cyber knight on the southern front. Gave quarter to some CS soldiers after a battle only to his throat slit in the night after they broke the restraints.

Mike stabbed one through the head. Shelia muttered shocked as her own blade found the fleshy eye socket of the soldier nearest. ” No... No... No! No!” She screamed in protest as she killed soldier after soldier cowering in fear.
Mike flashed his psi sword in the brodkill’s face and drove it home... ” No Mike...” Sheila caught his arm as the blade passed within centimeters of the least demon’s eye. She was shaking, but said firmly, ” No Mike... That is not us, not anymore. Remember we fight for something. We’ll never be like the fucker Coake... But we will not be savage either. Its not our decision to make.”

Mike adjusted his blade and pulled it back even to Shelia’s face. He scowled and spat, ” This is war Sheila! Demon’s don’t surrender...” He struggled to try to stab the brodkill, but She shoved her blade into his with an electric crackle.

Her nerves had calmed and more forcefully she stated, ” It is not our decision to make Mike...”

”THEN WHO THE FUCK IS GOIMG TO MAKE THE CALL SHEILA?”

Mike’s roar caught her by surprised. She could not see sal anywhere and so pointed to @Sir William Mahan. ” Him... He is still a Cyber Knight. We follow his lead.”

Sal piqued up a good 20ft away munching invisibly on some hard aged chedder, ” Nom... Might I reccomend you two simply remove their weapons... If they resist chop their hands off? Bloody I am sure, but I am almost 83.5% sure the lost limbs will grow back.”

Sheila nodded to the invisible spector, and Mike chopped a brodkill’s hand off... He grinned darkly, ” What? Like the rat said he resisted.”

Sal for his part gulpped the cheese and radioed @Sir William Mahan ” Following you Sir william! I smell cheese!”

Mike and Shelia: Guard the Brodkill
Sal: run action after William. Pace 8, run [dice:2kdqet2i]56250:0[/dice:2kdqet2i]
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: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 20 - The Gate to Refuge

Post by Ndreare »

As the first brodkil's hands are cut off the remainder scream a great roar.

As one they spring back into action ready again to kill!


EVERYONE MAKE A FEAR CHECK,
Sal gains a benny, for a great interlude
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Maggie
Posts: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: 20 - The Gate to Refuge

Post by Maggie »

Fear Check 7
[dice:15c333th]56257:0[/dice:15c333th]
Wild [dice:15c333th]56257:1[/dice:15c333th]
EE [dice:15c333th]56257:2[/dice:15c333th]
The roaring brodkil startle Maggie at first, but she tamps down her initial fear and addresses the problem at hand. Well, they seem to have un-surrendered... and I'm dug in. Crap.

She notices that cyber-knight that @Sal had recruited holding a psi-sword over a brodkil with a missing hand, and it clicks.

"Oh, great," she mutters, almost inaudibly.

STEVEN responds in her earpiece, "Wait, why is this great? Oh! I see. Sarcasm, yes? Fascinating."
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
User avatar
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: 20 - The Gate to Refuge

Post by Miles RAD Radoslav »

Fear 8
[dice:7w5b0pw8]56259:0[/dice:7w5b0pw8] Wild [dice:7w5b0pw8]56259:1[/dice:7w5b0pw8]
Hearing the brodkil roar, Sir William looks over and sees Mike standing over the injured brodkil. Fool, he thinks. I suppose it is to be expected from a Fallen. Keying his radio, he barks, "All 99s in close combat - deal with those brodkil!" and prepares to re-engage in melee.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
User avatar
Sal
Posts: 70
Joined: Fri May 10, 2019 2:36 am

Re: 20 - The Gate to Refuge

Post by Sal »

Sal looked back as the Brodkill roared with a grimace. Ah... Perhaps I should not have told them to cut off hands...” He shook his head as others gave the rallying cry to engage them. There was little he could do as his course had been set to follow abet invisibility @Sir William Mahan.

Fear [dice:55n2uibw]56265:0[/dice:55n2uibw]
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: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: 20 - The Gate to Refuge

Post by Maggie »

Fear Checks for Various Extras
Soldiers
  • Col. Hawk Spirit: [dice:1zb6ct4f]56276:0[/dice:1zb6ct4f]
  • Dove Spirit: [dice:1zb6ct4f]56276:1[/dice:1zb6ct4f]
  • Crow Spirit: [dice:1zb6ct4f]56276:2[/dice:1zb6ct4f]
  • Jay Spirit: [dice:1zb6ct4f]56276:3[/dice:1zb6ct4f]
  • Robin Spirit [dice:1zb6ct4f]56276:5[/dice:1zb6ct4f]
Juicer PSC Harris Spirit: [dice:1zb6ct4f]56276:4[/dice:1zb6ct4f]
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Leethe
Diamond Patron
Diamond Patron
Posts: 156
Joined: Mon Dec 04, 2017 8:29 pm

Re: 20 - The Gate to Refuge

Post by Leethe »

In the driver seat of the APC, Leethe looks to assess the situation. She had been cut off from communications as everyone had gone through. The firing of the boomgun sends a reverberating shock wave through the APC. Everything seem to be going good. Then the demons scream and everything just goes...
Fear Check 6
Spirit [dice:236o8so4]56309:0[/dice:236o8so4]
Wild [dice:236o8so4]56309:1[/dice:236o8so4]
Leethe manages to keep her fears in check however. "Get those guns manned. This isn't over yet. We knew it wasn't going to be easy." She says over the PA system."
Leadership Edges
Command
  • Command is the ability to give clear instructions to surrounding allies and enforce your hero’s will upon them. This makes your character’s compatriots more willing to fight on despite their wounds, and so adds +1 to their Spirit rolls to recover from being Shaken.
Command Presence
  • A booming voice, effective commands, natural charisma, or simple training results in a much more effective combat element. At the center of that element is the officer in command. A hero with this Edge has a “command radius” of 10” instead of the usual 5”.
Fervor
  • A simple phrase uttered by a great leader can sometimes have momentous results. A leader with this ability can inspire his men to bloody fervor by yelling a motto, slogan, or other inspirational words. Those in the command radius add +1 to their Fighting damage rolls.
Hold the Line!
  • This Edge strengthens the will of the men under the hero’s command. The troops add +1 to their Toughness.
Inspire
  • Leaders with exceptional reputations and experience in battle inspire the soldiers around them. They add +2 to Spirit rolls when recovering from being Shaken (this includes the original +1 bonus for the Command Edge).
Table Rules
Command Edges work as normal within 5" and 10" respectively, but also gain the following.
If you have effective communication and observation, you can use Command Edges on Spirit/2 people.
If you have Command Presence this increases to Spirit in people.

Leethe has Spirit d10
Extra under her command are
  • +2 to spirit roll to recover from being shaken
  • +1 to Fighting Damage Rolls
  • +1 to Toughness
Over the radio. "What's the sitcon?"
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
Edit Signature
User avatar
Kaja Earthblooded
Silver Patron
Silver Patron
Posts: 205
Joined: Mon Aug 14, 2017 8:33 am
Location: Korvosa

Re: 20 - The Gate to Refuge

Post by Kaja Earthblooded »

Fear Check: LC - 9
[dice:1cij14xo]56488:0[/dice:1cij14xo], [dice:1cij14xo]56488:1[/dice:1cij14xo]+[dice:1cij14xo]56488:4[/dice:1cij14xo] (EE, -1 Benny) +2 (Elan)
Pre-mission, LC had done his due diligence with all the new folks. "Alright, I'm Sergeant Charles, and the 99th is my squad. We are not an adventuring band, we are Tomorrow Legion Legionnaires. I expect you to behave with a sense of decorum on the battlefield. Sir William is my second in command, and if Leethe gives you an order, I suggest you listen unless Sir William or myself say otherwise. You'll probably live longer." He points them both out. He also rattles off a frequency. He motions to his radio. "That's our frequency. Get an earbud for your radio, put it in, and turn your radio to that frequency." He repeats the frequency for those who didn't listen the first time, and a few more times until everyone confirms they have it. "Legionnaires are heroes, or should be anyway. If you need a guidepost on how I want you to act, use that. We're not tyrants, we're not soldiers blindly following orders that tell us to hurt innocents. We act with regard for the greatest good. We keep company with cyber-knights because we share their goal - safety for those daring enough to want to be free from the terrors of war. And that is why we are heading now, in force, to Castle Refuge. Our heart is being taken and we will not stand for it. So hop to it and make us all proud!"

Of course he could not have forseen what he sees the fallen Cyber-Knight do. He cannot even call out a "No!" over the radio before the deed is done. His voice is filled with righteous anger. Of course he does, but it's too late. "Damn it, stop attacking prisoners! Well I guess they aren't prisoners anymore. You heard Sir William and Leethe! Take them down, but no more attacking anyone who surrenders after this! Consider that a standing order!" He feels not dread at the roars of the brodkil, but rather hopelessness at the situation. Brodkil are undeniably evil, but stooping to their level is just wrong. It's not what a hero is supposed to do, and damn it, that was what he signed on for with the Legion. To do something heroic for people who need it done. He prepares to fire his railgun to help end the resistance, but he doesn't like it.

Fear Check: Brison - 4; Persuasion 13 (holy exploding d4 Batman!)
[dice:1cij14xo]56488:2[/dice:1cij14xo], [dice:1cij14xo]56488:3[/dice:1cij14xo]
Persuasion [dice:1cij14xo]56488:5[/dice:1cij14xo], [dice:1cij14xo]56488:6[/dice:1cij14xo] + [dice:1cij14xo]56488:7[/dice:1cij14xo] (wrong die) +[dice:1cij14xo]56488:8[/dice:1cij14xo] + [dice:1cij14xo]56488:9[/dice:1cij14xo] +[dice:1cij14xo]56488:10[/dice:1cij14xo]= 13
This will take the place of his next action.
Having just escaped certain death at the hands of the brodkil, Brison is not feeling especially charitable towards them. But after hearing the frustration in LC's voice, he almost can't believe his own ears as he yells down in a commanding, but persuasive voice over his PA's loudspeaker - amplified to be heard over everything but a boom-gun. "Hey brodkil morons, Stay down and throw away your weapons if you don't want to die! You don't have to die!"
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
Benny/Conviction/Wound/Fatigue/PP Tracking
Ludwig, Guard Boar
Image
User avatar
Maggie
Posts: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: 20 - The Gate to Refuge

Post by Maggie »

Dove Shooting Hit With Raise for 40 MD AP 10, Jay Miss
Dove Shooting [dice:2rb79obc]56515:0[/dice:2rb79obc] + [dice:2rb79obc]56515:2[/dice:2rb79obc]
Jay Shooting [dice:2rb79obc]56515:1[/dice:2rb79obc]

I don't even know what modifiers are in play, here, but the first one is definitely a hit and I can't imagine the second is anything other than a miss.

Dual-Linked Medium Laser Damage: [dice:2rb79obc]56515:3[/dice:2rb79obc] + [dice:2rb79obc]56515:4[/dice:2rb79obc] (raise) +[dice:2rb79obc]56515:5[/dice:2rb79obc] (Ace) =
As the brodkil's fearsome cries reach them, most of Hawk's Rangers freeze up, including the Colonel himself. Dove and Jay, however, are unfazed; they hadn't been there the last time the Rangers had run into these monsters...

Each of Dove and Jay run for one of the side-mounted turrets (Jay has to pull Crow out of the way to get to his) and start firing.

Jay's shot goes wide, but Dove's aim is spot on, and she mists one of the bad guys. "Take that, ugly."
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 20 - The Gate to Refuge

Post by Ndreare »

Initiative Turn 03, turn 4 for True Invisibility & Darksight Powers ARE THEY BEING MAINTAINED
Initiative in alphabetical order with players at the top, then in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
  • Quick rerolls 20 or less
  • Quickness with a Raise rerolls 28 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 [dice:13f63xes]56547:0[/dice:13f63xes] (Player in control of Cyborg NPC)
Leethe [dice:13f63xes]56547:1[/dice:13f63xes]
L.C. & Brison [dice:13f63xes]56547:2[/dice:13f63xes] (Player in control of NPC Mystic)
Maggie [dice:13f63xes]56547:3[/dice:13f63xes] (Player in control of 5 soldier NPCs, they require names)
Sir William Mahan (Quick) [dice:13f63xes]56547:4[/dice:13f63xes]
Sal (Level Headed) [dice:13f63xes]56547:5[/dice:13f63xes] (Player in control of Fallen Knights, NPC)

There is an NPC Juicer, please one of you chose to control him.


6 Melee Brodkil [dice:13f63xes]56547:6[/dice:13f63xes]
- 1 without hands is effectively incapacitated.
6 Snipers Brodkil [dice:13f63xes]56547:7[/dice:13f63xes]
Mystery [dice:13f63xes]56547:8[/dice:13f63xes]


Turn 4 relative to True Invisibility and other powers from this link ARE THEY BEING MAINTAINED?: viewtopic.php?f=129&p=55627&sid=7daa097 ... 2a7#p55600


Should be included in every post: Snipers are 120" from rift on a cliff
Sir William Closed 16" and is still 104" from Cliff
The horror of fighting Brodkil is nothing new for many of The 99's crew, however some of the others appear shaken by the experience. Col. Hawk runs to the doors ensuring they are secure, as pvt. Robin begins panicking trying to escape. The two are twisted in some sort of fear induced irrationality as hawk works to secure the APC and Robin works to escape it and run.

@Leethe's efforts to remain calm are working, however the APC has little room to maneuver and no way to get up on top of the cliff the brodkil are shooting from. She must decide to stay put and take over the main gun or to reposition and let the others continue shooting.

@Sir William Mahan charges snapping off a shot that misses the hunkered down Brodkil, when suddenly a ear wracking book fills the forest as @Maggie in the Glitter Boy destroys a 6' wide swath of hill side, it exploding as shrapnel and direct fire sly several of the brodkil on it.

@Fritz, grateful for not being in the blast area realizes he is still in danger as the understanding that his concealment will not last forever sinks in. Watching as @L.C. and Brison sweep into the air surveying the risk an opportunities.

But things go side ways when a subtle comment from @Sal leads to the former knights cutting off the hands of one of the brodkil. The remainder jumping into action was enough to inflame the adrenaline of war and the team is once again in the heat of it...

INSTRUCTIONS

@Fritz please post, EVERYONE ELSE WAIT, BAD GUYS WILL GO FIRST
As always if you do not post in 2 days I will assume you are on hold and post for you.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"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: 20 - The Gate to Refuge

Post by Fritz »

Fear Check (Fritz) 13 _
[*] Spirit (1d8) [dice:bh1rindz]56653:0[/dice:bh1rindz]
[*] Aced! Spirit (1d8+8) [dice:bh1rindz]56653:2[/dice:bh1rindz]
[*] Wild (1d6) [dice:bh1rindz]56653:1[/dice:bh1rindz]
Fear Check (Fillmore) 4 _
[*] Spirit (1d6) [dice:bh1rindz]56653:5[/dice:bh1rindz]
[*] Wild (1d6) [dice:bh1rindz]56653:4[/dice:bh1rindz]

The diminishing shockwave reaches Fritz and he looks down at the tree he is hiding in and sees the tree tip not sway in the rippling waves towards the ground. As the branches touch the ground Fritz deftly leaps clear of his fallen vantage point and looks for a spot to either secure himself or call shots for his team mates.

Notice 9 _
[*] Notice (1d10) [dice:bh1rindz]56653:3[/dice:bh1rindz]
[*] Wild (1d6) [dice:bh1rindz]56653:6[/dice:bh1rindz]
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: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 20 - The Gate to Refuge

Post by Ndreare »

You can ignore this if you want
Notice d10 (Exalted Detect Arcana ignore True Invis Penalty
Notice [dice:3iillbwy]56692:0[/dice:3iillbwy]
Wild Notice [dice:3iillbwy]56692:1[/dice:3iillbwy]
  • Personal Benny
    Extra Effort [dice:3iillbwy]56692:2[/dice:3iillbwy]
Exalted Dispel on @Sal
Spellcasting [dice:3iillbwy]56692:3[/dice:3iillbwy]
Wild [dice:3iillbwy]56692:4[/dice:3iillbwy]

Exalted Puppet on @Maggie
Spellcasting [dice:3iillbwy]56692:5[/dice:3iillbwy]
Wild [dice:3iillbwy]56692:6[/dice:3iillbwy] Ace [dice:3iillbwy]56692:7[/dice:3iillbwy] Ace [dice:3iillbwy]56692:8[/dice:3iillbwy]

@Maggie will receive a free breakout for this command versus a
Spellcasting [dice:3iillbwy]56692:9[/dice:3iillbwy]
Wild [dice:3iillbwy]56692:10[/dice:3iillbwy]
  • Personal Benny to Reroll
    Spellcasting [dice:3iillbwy]56692:11[/dice:3iillbwy]
    Wild [dice:3iillbwy]56692:12[/dice:3iillbwy]
    • GM Bennie to Reroll
      Spellcasting [dice:3iillbwy]56692:13[/dice:3iillbwy]
      Wild [dice:3iillbwy]56692:14[/dice:3iillbwy]
      2nd GM Benny to Reroll
      Spellcasting [dice:3iillbwy]56692:15[/dice:3iillbwy]
      Wild [dice:3iillbwy]56692:16[/dice:3iillbwy]
      • Last time 3rd GM benny to reroll
        Spellcasting [dice:3iillbwy]56692:17[/dice:3iillbwy]
        Wild [dice:3iillbwy]56692:18[/dice:3iillbwy]
Mysterious
Roll [dice:3iillbwy]56692:19[/dice:3iillbwy]
Wild Roll [dice:3iillbwy]56692:20[/dice:3iillbwy]


Sir William and 2 turns away from melee and cannot be attacked

Leethe and those in the vehicle cannot be attacked

Sal moved away from Melee and cannot be attacked

Brodkil Fighting d8
Wild Attack on Fritz d8+2
Fighting [dice:3iillbwy]56692:21[/dice:3iillbwy]
Fighting [dice:3iillbwy]56692:22[/dice:3iillbwy] Ace [dice:3iillbwy]56692:33[/dice:3iillbwy]
  • Damage Str [dice:3iillbwy]56692:35[/dice:3iillbwy] d10 [dice:3iillbwy]56692:36[/dice:3iillbwy] Raise [dice:3iillbwy]56692:37[/dice:3iillbwy] +2 Wild
    Ace [dice:3iillbwy]56692:42[/dice:3iillbwy]
Wild attack on Fillmore d8+2
Fighting [dice:3iillbwy]56692:23[/dice:3iillbwy]
  • Damage Str [dice:3iillbwy]56692:38[/dice:3iillbwy] d10 [dice:3iillbwy]56692:39[/dice:3iillbwy] +2 Wild
Fighting [dice:3iillbwy]56692:24[/dice:3iillbwy]
Fighting [dice:3iillbwy]56692:25[/dice:3iillbwy]
  • Damage Str [dice:3iillbwy]56692:40[/dice:3iillbwy] d10 [dice:3iillbwy]56692:41[/dice:3iillbwy] +2 Wild
    Ace [dice:3iillbwy]56692:43[/dice:3iillbwy]
Fighting [dice:3iillbwy]56692:26[/dice:3iillbwy]


Shooting at L.C. & Brison
Shooting d8, Aim unavailable, targeting optics ignores -2 penalty
L.C. Shooting [dice:3iillbwy]56692:27[/dice:3iillbwy]
  • Damage [dice:3iillbwy]56692:44[/dice:3iillbwy]
    Ace [dice:3iillbwy]56692:49[/dice:3iillbwy]
L.C. Shooting [dice:3iillbwy]56692:28[/dice:3iillbwy]
  • Damage [dice:3iillbwy]56692:45[/dice:3iillbwy]
L.C. Shooting [dice:3iillbwy]56692:29[/dice:3iillbwy]
  • Damage [dice:3iillbwy]56692:46[/dice:3iillbwy]
Brison Shooting [dice:3iillbwy]56692:30[/dice:3iillbwy]
  • Damage [dice:3iillbwy]56692:47[/dice:3iillbwy]
Brison Shooting [dice:3iillbwy]56692:31[/dice:3iillbwy] Ace [dice:3iillbwy]56692:34[/dice:3iillbwy]
  • Damage [dice:3iillbwy]56692:48[/dice:3iillbwy]
    Ace [dice:3iillbwy]56692:50[/dice:3iillbwy]
Brison Shooting [dice:3iillbwy]56692:32[/dice:3iillbwy]


As the battle stands focused on the brodkil and their rage suddenly a dark cloud of of crystals snaps into place around @Sal the shards spinning and bursting through him in a series of implosions and explosions completely disrupt all arcane energies around him. Leaving @Sal to try and maintain his concentration. The disruptive results leave @Sir William Mahan, @Fritz and @Sal exposed as the invisibility collapses.
the whole team visible and exposed.
Sal
All enchanted gear and items stop working for 1d4 minutes. In addition your Pace is reduced by 2 until the end of your next turn.

Your personal powers you may make a Spirit roll versus a 9 to keep them working (selected powers from your Weird Science Edge)
Then is a strangely unexplained way a darkness forms around @Maggie, all sunlight and healthy energy is pulled away, leaving a chilling greenish black aura around the Glitter Boy. In her mind @Maggie hears a voice impossible to resist. 'Destroy that vehicle with your boom gun, and kill those power armor pilots.' The compulsion, the urge is so powerful...
Maggie, L.C., Brison
L.C. and Brison must both make yet another Fear test from the magic's trapping. L.C. because of his background will only fail on a critical failure.

@Maggie must make a Spirit roll to resist Puppet of 15. If she fails the command to kill allies gives an immediate breakout roll versus a 11.
The whole team now visible the remainder of the Brodkil begin their killng spree, Vibro Swords going to work. Spinning around one of them slashes at @Fritz as a second comes from behind him with a slash running the length of his back. Filmore likewise finds himself being surounded as the Brodkil in their rage attack him. But the blows land and scrap harmlessly along his cyborg heavy armor. Leaving him uninjured.
Fritz, soak from 4 wounds
You take 31 mega damage AP 4 from a vibro blade.
The setting rule limits to a maximum of 4 wounds from a single blow, so soak from 4 wounds.
@Sir William Mahan sees the turn of the battle and has a hard choice to make, go back and help his friends, or continue run for the snipers nest. Unfortunately having already run nearly 40 yards he is too far away from the battle for the brodkil to have attacked him.

@L.C. and Brison find themselves under concentrated laser fire as the enemy snipers unload on them. Most of the blasts glance harmlessly off the heavy armor the two pilots wear. However not all of them do as both pilots find a well placed shot is enough to force maneuvers. Turning to see they are frustrated to find this time after firing the snipers have swung out of sight from counter fire using the giant stone outcroppings as cover for whatever they are doing next.
L.C. and Brison
L.C. took a blast for 16 AP 4 laser damage
The other hits where too low to hurt

Brison took a blasts for 15 AP 4 laser damage
The other hits where too low to hurt


Initiative Turn 03, turn 4 for True Invisibility is gone
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Sal
Posts: 70
Joined: Fri May 10, 2019 2:36 am

Re: 20 - The Gate to Refuge

Post by Sal »

water blaster 30AP5 MD, star fire cannon 19AP5 MD MBT
Sal resist mega dispel for his personal powers: [dice:348trjr9]56710:0[/dice:348trjr9] wild [dice:348trjr9]56710:1[/dice:348trjr9]
So -8, but MM gets me +2, sal skill is d12+2, arcane marksman +2
Action 1: craft detect/conceal [dice:348trjr9]56710:2[/dice:348trjr9] wild [dice:348trjr9]56710:3[/dice:348trjr9] benny for EF with elan [dice:348trjr9]56710:12[/dice:348trjr9]
Action 2: activate detect/conceal [dice:348trjr9]56710:4[/dice:348trjr9] wild [dice:348trjr9]56710:5[/dice:348trjr9] benny with EF [dice:348trjr9]56710:13[/dice:348trjr9]
Action3: mega bolt vs large [dice:348trjr9]56710:6[/dice:348trjr9] wild [dice:348trjr9]56710:7[/dice:348trjr9] benny with Elan for EE [dice:348trjr9]56710:16[/dice:348trjr9] benny to reroll [dice:348trjr9]56710:24[/dice:348trjr9] benny to reroll [dice:348trjr9]56710:25[/dice:348trjr9] ace [dice:348trjr9]56710:26[/dice:348trjr9]
Damage: [dice:348trjr9]56710:20[/dice:348trjr9] AP5, MD ace: [dice:348trjr9]56710:21[/dice:348trjr9]
Action4: mega blast [dice:348trjr9]56710:11[/dice:348trjr9] wild [dice:348trjr9]56710:8[/dice:348trjr9] benny to reroll [dice:348trjr9]56710:22[/dice:348trjr9] raise [dice:348trjr9]56710:23[/dice:348trjr9]
Damage: [dice:348trjr9]56710:18[/dice:348trjr9] plus [dice:348trjr9]56710:19[/dice:348trjr9] AP5, MD
Action 5: intangible [dice:348trjr9]56710:9[/dice:348trjr9] wild [dice:348trjr9]56710:10[/dice:348trjr9] benny for extra effort with elan [dice:348trjr9]56710:17[/dice:348trjr9]
Notice: [dice:348trjr9]56710:14[/dice:348trjr9] wild [dice:348trjr9]56710:15[/dice:348trjr9]
Sal grunted, whistled a jaunty tune crafting some x ray raybands, smirked, tapped his cyber arm and it transformed into a starfire man cannon with an underbarrel water blaster. He held his arm stead and unloaded both barrels. Then for good measure he swirched his belt to phase field and moved 5” towards some cover.

-2 bennies left.
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: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 20 - The Gate to Refuge

Post by Ndreare »

Soak Roll success, costs 1 benny
30 AP 5 damage versus Toughness 30 (17) Mega damage - includes spells = 1 wound

GM benny to Soak wound
Vigor [dice:1dbhzpzi]56719:0[/dice:1dbhzpzi]
Wild [dice:1dbhzpzi]56719:1[/dice:1dbhzpzi]

19 AP 5 will have no effect on Hexlulk
Seeing Hexlulk the Neuron Beast sends another chill through @Sal's bones. He has read of such creatures like horrors from the unknown, but never before faced one.


(By GM fiat as you already made two fear checks, there will not now roll for this one.)
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Maggie
Posts: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: 20 - The Gate to Refuge

Post by Maggie »

Spirit Failure to Resist Puppet, Failure to Break Free
Spirit to resist [dice:w2lb5bfh]56721:0[/dice:w2lb5bfh]
Wild [dice:w2lb5bfh]56721:1[/dice:w2lb5bfh]

Spirit to resist command to kill
[dice:w2lb5bfh]56721:2[/dice:w2lb5bfh]
Wild [dice:w2lb5bfh]56721:3[/dice:w2lb5bfh]
EE [dice:w2lb5bfh]56721:4[/dice:w2lb5bfh]
Maggie tries to shake off whatever weird voice is talking to her, but can’t seem to help herself.

She pulls up her pitons and rotates, setting her feet and leveling the Boom Gun at the APC and taking a solid stance.

She prepares to dig back in, but can’t activate the pitons again so soon after retracting them. It will take her a moment before she can safely fire again.
Steven Smarts 8 To Realize Something is Amiss
Steven Smarts to Realize Something’s Wrong [dice:w2lb5bfh]56721:5[/dice:w2lb5bfh]
Wild [dice:w2lb5bfh]56721:6[/dice:w2lb5bfh] + [dice:w2lb5bfh]56721:7[/dice:w2lb5bfh]
In her ear, Steven says, ”Um, Maggie? Aren’t those humans on our side? Maggie? Maggie?!

On the open channel, he says, ”Attention, Tomorrow Legion sentients! Maggie seems to be acting odd.”
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
User avatar
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: 20 - The Gate to Refuge

Post by Miles RAD Radoslav »

Psionics and Attacks
Psionics for Greater Speed 7 - Pace 24 [dice:22dbpjkh]56757:0[/dice:22dbpjkh] [dice:22dbpjkh]56757:1[/dice:22dbpjkh]
Psionics for Exalted Quickness 5 [dice:22dbpjkh]56757:2[/dice:22dbpjkh] [dice:22dbpjkh]56757:3[/dice:22dbpjkh]
Psi-Sword attack 1 Fighting 16 [dice:22dbpjkh]56757:4[/dice:22dbpjkh] Wild [dice:22dbpjkh]56757:5[/dice:22dbpjkh] Ace on Fighting [dice:22dbpjkh]56757:8[/dice:22dbpjkh]
Psi-Sword attack 2 Fighting 10 [dice:22dbpjkh]56757:6[/dice:22dbpjkh] Wild [dice:22dbpjkh]56757:7[/dice:22dbpjkh] Ace on Wild[dice:22dbpjkh]56757:9[/dice:22dbpjkh]
Damage from First Attack 14 or 16 with Raise, AP4[dice:22dbpjkh]56757:10[/dice:22dbpjkh] + [dice:22dbpjkh]56757:11[/dice:22dbpjkh] Raise [dice:22dbpjkh]56757:12[/dice:22dbpjkh]
Damage from Second Attack 15 or 17 with Raise, AP4 [dice:22dbpjkh]56757:13[/dice:22dbpjkh] + [dice:22dbpjkh]56757:14[/dice:22dbpjkh] Raise [dice:22dbpjkh]56757:15[/dice:22dbpjkh]
Seeing chaos erupt behind him, Sir William whirls around. Crackling blue energy surrounds him as his psionic powers accelerate his body to superhuman speed. He turns and sprints back to the melee, leaping into battle with his psi-swords extended. Each blade strikes home against a different brodkil, carving deep gashes into their armor. "For the Legion!" he shouts, a fierce smile of battle-glee on his face.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 20 - The Gate to Refuge

Post by Ndreare »

The two brodkil fall dead, their supernatural toughness nothing when put against the righteous power of the knight.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"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: 20 - The Gate to Refuge

Post by Fritz »

Fritz Soaking

Vigor to Soak 6 _
[*] Vigor (1d10) [dice:2d6qtov0]56896:0[/dice:2d6qtov0]
[*] Wild (1d6) [dice:2d6qtov0]56896:1[/dice:2d6qtov0]
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
Kaja Earthblooded
Silver Patron
Silver Patron
Posts: 205
Joined: Mon Aug 14, 2017 8:33 am
Location: Korvosa

Re: 20 - The Gate to Refuge

Post by Kaja Earthblooded »

LC vs Fear 7, Unshake 7; Shooting Missile 4 (16, AP 6 MD); Shooting Railgun 3; Suit offsets up to −2 Shooting penalties
L.C. vs Fear [dice:34gk717z]56947:0[/dice:34gk717z], [dice:34gk717z]56947:1[/dice:34gk717z]
LC vs Shaken [dice:34gk717z]56947:2[/dice:34gk717z], [dice:34gk717z]56947:3[/dice:34gk717z]
Suit offsets up to −2 Shooting penalties.
Shooting [dice:34gk717z]56947:11[/dice:34gk717z], [dice:34gk717z]56947:12[/dice:34gk717z]+1 (TW SAMAS)-2 MAP=4
Shooting [dice:34gk717z]56947:13[/dice:34gk717z] (wrong die) [dice:34gk717z]56947:15[/dice:34gk717z], [dice:34gk717z]56947:14[/dice:34gk717z] +1 (TW SAMAS) -2 MAP = 3
Damage (HE): [dice:34gk717z]56947:16[/dice:34gk717z], AP 6, Mega Damage, SBT
The unmistakable feel of magic gives L.C. a shiver. And then he feels the impact of their shots, but makes his way past the pain. He then hears the AI's warning. He flies close and calls out to her. "Mags stick with me! Fight it!" He unleashes a missile at the snipers and then follows up with railgun fire. The second goes wide. He then jinks upwards, trying to keep himself with the rock between himself and the snipers. He'd make their cover work for him, assuming they survived the missile strike.
Brison vs Fear 7, Unshake 23, Persuasion 13
Brison vs Fear [dice:34gk717z]56947:4[/dice:34gk717z], [dice:34gk717z]56947:5[/dice:34gk717z]+[dice:34gk717z]56947:8[/dice:34gk717z]
Brison vs Shaken [dice:34gk717z]56947:6[/dice:34gk717z]+[dice:34gk717z]56947:9[/dice:34gk717z]+[dice:34gk717z]56947:10[/dice:34gk717z], [dice:34gk717z]56947:7[/dice:34gk717z]
Persuasion [dice:34gk717z]56488:5[/dice:34gk717z], [dice:34gk717z]56488:6[/dice:34gk717z] + [dice:34gk717z]56488:7[/dice:34gk717z] (wrong die) +[dice:34gk717z]56488:8[/dice:34gk717z] + [dice:34gk717z]56488:9[/dice:34gk717z] +[dice:34gk717z]56488:10[/dice:34gk717z]= 13
Having just escaped certain death at the hands of the brodkil, Brison is not feeling especially charitable towards them. But after hearing the frustration in LC's voice, he almost can't believe his own ears as he yells down in a commanding, but persuasive voice over his PA's loudspeaker - amplified to be heard over everything but a boom-gun. "Hey brodkil morons, Stay down and throw away your weapons if you don't want to die! You don't have to die!" Like L.C. though, he decides cover is the better part of valor and gets cover from the sniper by keeping on the other side of it from the snipers.
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
Benny/Conviction/Wound/Fatigue/PP Tracking
Ludwig, Guard Boar
Image
Leethe
Diamond Patron
Diamond Patron
Posts: 156
Joined: Mon Dec 04, 2017 8:29 pm

Re: 20 - The Gate to Refuge

Post by Leethe »

Leethe calls out in the APC. "The APC is safe. But if you go outside you will let them in and then you won't be safe." Leethe knows she doesn't have the skills to use the weapons effectively. She tries to reassure those inside to come to their senses as she works on repositioning the APC to a better location.
Leadership Edges
Command
  • Command is the ability to give clear instructions to surrounding allies and enforce your hero’s will upon them. This makes your character’s compatriots more willing to fight on despite their wounds, and so adds +1 to their Spirit rolls to recover from being Shaken.
Command Presence
  • A booming voice, effective commands, natural charisma, or simple training results in a much more effective combat element. At the center of that element is the officer in command. A hero with this Edge has a “command radius” of 10” instead of the usual 5”.
Fervor
  • A simple phrase uttered by a great leader can sometimes have momentous results. A leader with this ability can inspire his men to bloody fervor by yelling a motto, slogan, or other inspirational words. Those in the command radius add +1 to their Fighting damage rolls.
Hold the Line!
  • This Edge strengthens the will of the men under the hero’s command. The troops add +1 to their Toughness.
Inspire
  • Leaders with exceptional reputations and experience in battle inspire the soldiers around them. They add +2 to Spirit rolls when recovering from being Shaken (this includes the original +1 bonus for the Command Edge).
Table Rules
Command Edges work as normal within 5" and 10" respectively, but also gain the following.
If you have effective communication and observation, you can use Command Edges on Spirit/2 people.
If you have Command Presence this increases to Spirit in people.

Leethe has Spirit d10
Extra under her command are
  • +2 to spirit roll to recover from being shaken
  • +1 to Fighting Damage Rolls
  • +1 to Toughness
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
Edit Signature
User avatar
Sal
Posts: 70
Joined: Fri May 10, 2019 2:36 am

Re: 20 - The Gate to Refuge

Post by Sal »

Shelia Fear: [dice:itwpxnw6]56951:0[/dice:itwpxnw6]
Mike fear: [dice:itwpxnw6]56951:1[/dice:itwpxnw6]

Mike and Shelia’s eyes go wide as the brodkill roar forward. The pair had seen alot during the war for Tolkien, and up till now had avoided combating the supernatural. The din of combat and the bulbous red faces of the Brodkill brought it all back.
Tale’s of the Tolkien War, Camp Sorcia
Commander Victoria Geist’s blue steely gaze held the cyber knights. Her lios pursed for a moment before she continued, ” We have children in the combat zone here, here and here.” She pointed on a map. ”I need someone to go in and escort them out of the villages to this rally point here.” She pointed again to the map and a mountainous region. ” Forward recon shows the CS are gearing up to hit them hard, so time is of the essence. Get the kids and families to camp Sorcia.”


Mike grinned as he tugged on his cybernight’s armor plating adjusting it a bit. ” Yeah we can do that.”
Shelia grabbed her rifle that had been propped up to the side and nodded as well, ” Sounds like a Milk run.”

Twelve hours latter the pair had about 100 kids and their families, all in told 250 souls making their way through a series of crackly hills pot marked with granite boulders. Mike was a bit out of breath and looked over at Sheilia as he helped a kid make his way through the rocky path, ” Up you go Gil, just over that rise and we will be at the camp. Get you out of harms way.”

After a bit more they made it to a clearimg surrounded by tall boulders each with a strange etching or mark. Sheilia glanced at Mike, ”I don’t like it... Where are the tents? Where are the supplies? W-“

A low chanting filled the air cutting her off, out of the corner of her eye she saw a robed figure on one of the boulders, and then another, and another. The boulders surrounded the large group, and now on top each boulder so was a hooded figure dressed in black.

Mike yelled at them, ” Where are the supplies? We got wounded, the kids are tired!” Suddenly all the kids hit the ground writhing in pain as the chanting rose in pitch. The boulders gave off an errie red light, and then stopped. The kids rose, not as them selves but as red bulbous monsters and ripped their parents limb from limb with nothing but a howl, and cackle.
Mike yelled, ”Its like Sorica all over Shelia!”

Shelia grabbed he shoulder, ” Drop the fucking stump Mike... We... Fuck this. Too many! Lets get out of here!”

The two knights fled seeking shelter against the Brodkill onslaught and their own deepest nightmare.
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: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 20 - The Gate to Refuge

Post by Ndreare »

WHIP
Initiative Turn 04
Initiative in alphabetical order with players at the top, then in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
  • Quick rerolls 20 or less
  • Quickness with a Raise rerolls 28 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 [dice:1h0yy8c4]57006:0[/dice:1h0yy8c4] (Player in control of Cyborg NPC)
Leethe [dice:1h0yy8c4]57006:1[/dice:1h0yy8c4]
L.C. & Brison [dice:1h0yy8c4]57006:2[/dice:1h0yy8c4] (Player in control of NPC Mystic)
Maggie [dice:1h0yy8c4]57006:3[/dice:1h0yy8c4] (Player in control of 5 soldier NPCs, they require names)
Sir William Mahan (Quick) [dice:1h0yy8c4]57006:4[/dice:1h0yy8c4]
Sal (Level Headed) [dice:1h0yy8c4]57006:5[/dice:1h0yy8c4] or [dice:1h0yy8c4]57006:14[/dice:1h0yy8c4] (Player in control of Fallen Knights, NPC)

There is an NPC Juicer, please one of you chose to control him.


3 Melee Brodkil [dice:1h0yy8c4]57006:6[/dice:1h0yy8c4]
- 1 without hands is effectively incapacitated.
6 Snipers Brodkil [dice:1h0yy8c4]57006:7[/dice:1h0yy8c4]
Mystery [dice:1h0yy8c4]57006:8[/dice:1h0yy8c4]


Turn 4 relative to True Invisibility and other powers from this link ARE THEY BEING MAINTAINED?: viewtopic.php?f=129&p=55627&sid=7daa097 ... 2a7#p55600


Should be included in every post: Snipers are 120" from rift on a cliff
Sir William Closed returned to group
The battle takes a turn for the worse as suddenly @Maggie turns the glitter boy on the team. The giant killing machine adjusting to to destroy the team member is teriffying to behold.

@Sal's water blaster and star fire cannon easily eliminate two of the remaining brodkil. Leaving only 3 brodkil alive two of which are mowed down in short order as @Sir William Mahan comes in and eliminates two more. The threat represented ois then completly eliminated as @L.C. finishes off the last of the monsters.

@Leethe prepares the APC ensuring the crew where ready for action as the conflict of the only foe seen is their own ally @Maggie! @Fritz is at the brink of turning loose when suddenly the battle field seems to have gone quite. The eerie sound of a silence broken only by the boiling sound of lasers cutting into the earth.

As the group looks around they can no longer see any enemy brodkil still active. Only @Maggie still seems a threat.

OOC Comments
Spellcasting [dice:1h0yy8c4]57006:9[/dice:1h0yy8c4]
Wild [dice:1h0yy8c4]57006:10[/dice:1h0yy8c4]

Stealth d6, -4 size, +4 cover = d6
Stealth [dice:1h0yy8c4]57006:11[/dice:1h0yy8c4] + [dice:1h0yy8c4]57006:13[/dice:1h0yy8c4]
Wild [dice:1h0yy8c4]57006:12[/dice:1h0yy8c4]
INSTRUCTIONS
The Neuron Beast has acted, and cannot be perceived on the battle field.

All players may act except Maggie. Maggie will act on Wednesday, at which point I will consider everyone else on hold.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
Leethe
Diamond Patron
Diamond Patron
Posts: 156
Joined: Mon Dec 04, 2017 8:29 pm

Re: 20 - The Gate to Refuge

Post by Leethe »

Telepathy 18
Psionics [dice:1aj55x09]57032:0[/dice:1aj55x09]
Wild [dice:1aj55x09]57032:1[/dice:1aj55x09]
Spent 5 EP to allow crit failure reroll.
screenshot
ep 8-12-2019.png
Benny to Reroll
Elan +2
Psionics [dice:1aj55x09]57032:2[/dice:1aj55x09]
Ace [dice:1aj55x09]57032:4[/dice:1aj55x09]
Wild [dice:1aj55x09]57032:3[/dice:1aj55x09]
Leethe reaches out with her telepathy and telemechanics to interface with Maggie's Glitter Boy's electronic control system.
GM
Leethe's intent is to try to do what she can to disable or hinder the operation of the Glittery Boy.
Please provide me with the roll I need to make.

Telemachics gives me +4
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
Edit Signature
User avatar
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: 20 - The Gate to Refuge

Post by Miles RAD Radoslav »

Intimidation 5
[dice:3sgf0br4]57080:0[/dice:3sgf0br4] Wild [dice:3sgf0br4]57080:1[/dice:3sgf0br4]
Sir William leaps between Maggie's Glitter Boy and the APC, blocking her line of fire. "Maggie! Disarm your boom gun and stand down, or I will be forced to dismantle that Glitter Boy around you!" he shouts, hoping that the effect of his swift destruction of the brodkil will lead her to take him seriously. If she doesn't... he readies himself to attack.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
User avatar
Sal
Posts: 70
Joined: Fri May 10, 2019 2:36 am

Re: 20 - The Gate to Refuge

Post by Sal »

Benny dropped, for a slight expansion of the rules...

Sal scampered through the terrain still intangible and coasted to a stop in front of the glitterboy. He mouthed something still unable to affect the physical realm, then removed his intangibility belt becoming solid. With a quick few modifications he hooked the belt arround the GBs right ankle. He grimaced looking backmat the APC and up at Maggie’s cockpit. ” If it may please you, I have modified this belt to bring you into a realm just outside our own... I realize the nuron beast is affecting you at the moment and I lack any means to undo the effect for about two minutes.” Sal hit the go button in an attempt to bring the glitterboy even if for a second out of phase!

Intangibility TW 13 total: [dice:2xfos0zl]57095:0[/dice:2xfos0zl] wild [dice:2xfos0zl]57095:1[/dice:2xfos0zl] extra effort [dice:2xfos0zl]57095:2[/dice:2xfos0zl]
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: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 20 - The Gate to Refuge

Post by Ndreare »

@Maggie please make a roll versus intimidation 5. Per SWD you receive +2 for Biggest Gun.

@Maggie please make a Fighting versus a 8 to prevent the bracelet being locked on your ankle. (Treating this like a modified grapple as their is little precedence for using intangible on an unwilling target.)
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Maggie
Posts: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: 20 - The Gate to Refuge

Post by Maggie »

Spirit vs Intimidation 7
Spirit [dice:3w514rj7]57103:0[/dice:3w514rj7]
Wild [dice:3w514rj7]57103:1[/dice:3w514rj7]
Fighting Failure
Fighting [dice:3w514rj7]57103:2[/dice:3w514rj7]
Wild [dice:3w514rj7]57103:3[/dice:3w514rj7]


Mind controlled though she may be, Maggie is unafraid of Sir William, grisly display or no; it’s hard to intimidate a Glitter Boy pilot.

She tries to avoid whatever it is @Sal is up to, but lumbers instead of dodges and he manages to get something on the leg of her armor.
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
User avatar
Maggie
Posts: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: 20 - The Gate to Refuge

Post by Maggie »

Maggie feels the Glitter Boy around her begin to ghost and she understands immediately what @Sal has done. Clever, she thinks to herself.

Using her own ability to ghost, she forces herself to resist the intangibility, falling to the ground as her power armor becomes insubstantial around her.

More than one way to do this. She turns herself intangible, moving for the APC and ghosting right through the hull.

Once inside, she drops her intangibility, un-slings her TK sub gun, and lets loose with a burst of telekinetic bolts at the dash and controls.
Shooting 9, Damage 15, AP 2 (or 20, AP 2 if Raises and Aces Count Against the Controls)
Shooting: [dice:9526hffz]57181:0[/dice:9526hffz] (boost Trait raises Shooting to d12+1, 3RB adds +2, -4 Multi-Action Penalty for taking 3 actions (ghosting, readying a weapon, then shooting)
Wild [dice:9526hffz]57181:1[/dice:9526hffz] + [dice:9526hffz]57181:2[/dice:9526hffz]

Damage: [dice:9526hffz]57181:3[/dice:9526hffz] (weapon damage + 3RB) + [dice:9526hffz]57181:4[/dice:9526hffz] (raise damage from Shooting, if applicable) + [dice:9526hffz]57181:5[/dice:9526hffz] (ace, if applicable) AP 2
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 20 - The Gate to Refuge

Post by Ndreare »

OOC Comments
Secondary Effects? [dice:28lgx4g8]57194:0[/dice:28lgx4g8]
The control panel sparks, and catches fire as electrical paths are formed that were never intended to. The vehicle jerks forward swerving uncontrolled.

In the cockpit Leethe and the copilot are startled as the flashes wash up against them.


@Leethe please make a piloting -4 roll to safely stop the APC. Failure results in a collision at maximum acceleration +1 inches


@Everyone onboard, except Leethe please make Agility -2 or be knocked prone and shaken.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
Leethe
Diamond Patron
Diamond Patron
Posts: 156
Joined: Mon Dec 04, 2017 8:29 pm

Re: 20 - The Gate to Refuge

Post by Leethe »

Pilot 11 or Driving 13
Not sure which skill

Driving [dice:2ix9xxo1]57200:0[/dice:2ix9xxo1]
or
Pilot [dice:2ix9xxo1]57200:1[/dice:2ix9xxo1]

Wild [dice:2ix9xxo1]57200:2[/dice:2ix9xxo1]

Trait test at -4
Ace is +2 to eiiher skill in SWD

either way failure with -2, so spend benny for Extra Effort
Elan adds +2
Extra Effort [dice:2ix9xxo1]57200:3[/dice:2ix9xxo1]
EE Ace [dice:2ix9xxo1]57200:4[/dice:2ix9xxo1]
Leethe brings the vehicle to a stop after the control take a hit using her expert skills as an operator.
Last edited by Leethe on Mon Aug 19, 2019 1:19 pm, edited 1 time in total.
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
Edit Signature
User avatar
Sal
Posts: 70
Joined: Fri May 10, 2019 2:36 am

Re: 20 - The Gate to Refuge

Post by Sal »

Shelia [dice:3lh5ov4c]57201:0[/dice:3lh5ov4c]
Mike [dice:3lh5ov4c]57201:1[/dice:3lh5ov4c]

Fear... Its not so ething we were supposed to feel. We were supposed to be the best of humanity, literal beacons of goodness. Tolkien and its fall showed just how much me we lost. Now is the time to get it back.

Shelia slid to a halt a moment after Mike did. She glanced at her partner both in life and battle, and nodded once. She grunted relying on her combat intuition to further protect her, ” We never can forget the war Mike, or what we did. But we need to stop running from it.”

Psionics deflection: [dice:3lh5ov4c]57201:2[/dice:3lh5ov4c] (Shelia is at a -2 to hit)

It wasn’t war or Tolkien that had me scared, it was the thought of loosing you that rode me to the brink. I know even in death we will be together. Lets get back into the fight.

Mike rolled to a halt coming up with his psi sword blazing like a white light of hope. ” You got it babe. Those legionaries need us. You pop the APC and take out the psi ghost. I’ll get the rat into the glitterboy.” The wind itself propelled the knight to Sal’s intangible side.

Psionics speed: [dice:3lh5ov4c]57201:3[/dice:3lh5ov4c] Mike’s pace is doubled.

Action recap: Sheilia activate deflection, Mike Psionics, both moved back to the group. Sheila heading to the apc, Mike to Sal.
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: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: 20 - The Gate to Refuge

Post by Maggie »

Rollin' For Extras
3 scared Rangers:
  • [dice:1mw7cowq]57204:0[/dice:1mw7cowq]
  • [dice:1mw7cowq]57204:1[/dice:1mw7cowq]
  • [dice:1mw7cowq]57204:2[/dice:1mw7cowq]
Scared Juicer: [dice:1mw7cowq]57204:3[/dice:1mw7cowq]

Agility:5 Rangers
  • [dice:1mw7cowq]57204:4[/dice:1mw7cowq]
  • [dice:1mw7cowq]57204:5[/dice:1mw7cowq]
  • [dice:1mw7cowq]57204:6[/dice:1mw7cowq]
  • [dice:1mw7cowq]57204:7[/dice:1mw7cowq]
  • [dice:1mw7cowq]57204:8[/dice:1mw7cowq]
Juicer Agility: [dice:1mw7cowq]57204:9[/dice:1mw7cowq]

Mystic Agility: [dice:1mw7cowq]57204:10[/dice:1mw7cowq] [/dice]
Rollin for Maggie
Agility [dice:1mw7cowq]57204:11[/dice:1mw7cowq]
Wild [dice:1mw7cowq]57204:12[/dice:1mw7cowq]
As @Leethe gets the APC under control, the rest of its occupants (Maggie included) find themselves thrown to the ground. Maggie is pretty sure it's one of Dove's legs that's draped across her chest, but she can't be sure, twisted up as she is.

"Shoulda seen that coming," she mumbles under her breath.

All APC occupants other than Leethe are Prone and Shaken. One Ranger continues to be Panicked.
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: 20 - The Gate to Refuge

Post by Pender Lumkiss »

LC dispel: [dice:12j1unwk]57266:0[/dice:12j1unwk] wild [dice:12j1unwk]57266:1[/dice:12j1unwk]
+2 for 4 ISP.

LC lands atop the APC but far enough from the GB to not interfere with the CKs or Sal’s risky gamble. He mumbles something to the audience, ”I am not a nega psychic, I am a god damn hero of humanity and a psi nullifier. Make sure you play savage rifts at www.savagerifts.com Then he dispels any magic effects in the APC.
Field Team Six Bennies
3/6
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 20 - The Gate to Refuge

Post by Ndreare »

Resist Dispel
Psionics d12
Psionics [dice:35amxdq8]57323:0[/dice:35amxdq8]
Wild [dice:35amxdq8]57323:1[/dice:35amxdq8]
Extra Effort versus Target 9 [dice:35amxdq8]57323:4[/dice:35amxdq8] Ace [dice:35amxdq8]57323:5[/dice:35amxdq8]


Spirit d12
Fear [dice:35amxdq8]57323:2[/dice:35amxdq8]
Wild [dice:35amxdq8]57323:3[/dice:35amxdq8]
As L.C.s power reaches out to disrupt the mental bond locked onto Maggie, he finds the lock is too powerful for him to snap without more effort.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 20 - The Gate to Refuge

Post by Ndreare »

Initiative Turn 05, Maggie lost initiative, she may post on Thursday, her arcane is shutdown
Initiative in alphabetical order with players at the top, then in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
  • Quick rerolls 20 or less
  • Quickness with a Raise rerolls 28 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 [dice:3ji1apv5]57324:0[/dice:3ji1apv5] (Player in control of Cyborg NPC)
Leethe [dice:3ji1apv5]57324:1[/dice:3ji1apv5]
L.C. & Brison [dice:3ji1apv5]57324:2[/dice:3ji1apv5] (Player in control of NPC Mystic)
Maggie [dice:3ji1apv5]57324:3[/dice:3ji1apv5] (Player in control of 5 soldier NPCs, they require names)
Sir William Mahan (Quick) [dice:3ji1apv5]57324:4[/dice:3ji1apv5] Reroll [dice:3ji1apv5]57324:7[/dice:3ji1apv5]
Sal (Level Headed) [dice:3ji1apv5]57324:5[/dice:3ji1apv5] or [dice:3ji1apv5]57324:6[/dice:3ji1apv5] (Player in control of Fallen Knights, NPC)

There is an NPC Juicer, please one of you chose to control him.


Should be included in every post: Snipers are 120" from rift on a cliff.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Sal
Posts: 70
Joined: Fri May 10, 2019 2:36 am

Re: 20 - The Gate to Refuge

Post by Sal »

Rolls ect
Sal agility: [dice:3v6wu1xo]57368:0[/dice:3v6wu1xo] wild [dice:3v6wu1xo]57368:1[/dice:3v6wu1xo] benny for EE [dice:3v6wu1xo]57368:5[/dice:3v6wu1xo]
Knight agility [dice:3v6wu1xo]57368:2[/dice:3v6wu1xo] benny for extra effort [dice:3v6wu1xo]57368:6[/dice:3v6wu1xo]
Sal notice [dice:3v6wu1xo]57368:3[/dice:3v6wu1xo] wild [dice:3v6wu1xo]57368:4[/dice:3v6wu1xo] ace [dice:3v6wu1xo]57368:7[/dice:3v6wu1xo]
Shooting [dice:3v6wu1xo]57368:8[/dice:3v6wu1xo] wild [dice:3v6wu1xo]57368:9[/dice:3v6wu1xo] ace [dice:3v6wu1xo]57368:10[/dice:3v6wu1xo]
Damage: [dice:3v6wu1xo]57368:11[/dice:3v6wu1xo] last benny [dice:3v6wu1xo]57368:12[/dice:3v6wu1xo]
Sal gulped... Afraid... I can’t I am no hero.
How Sal got his heroic Hindrence
He was back in a cage beneath the Lone Star complex. A CS major was poking him with an electric prod. A needle nose doctor stood next to the CS officer with a clip board.

The CS major sneered zapping Sal again. The man’s peppered hair seemed to stand on end with each zap. His voice was stern, and Sal had heared it many times before: Major Wolfe. ” What about the Ratling eh?” Zap!

The doctor looked down at the clip board before dryly responding, ” In what way sir? We have subjected the mutant abomination to energies of a leyline dozen’s of times over. There has been little change.”

The major withdrew the cattle prod turning to the doctor. He pulled out a fine smelling cigar and lit it, ”Mmm. No I was not talking about your tests. What of his character, and will? Has he been broken yet?”

The doctor looked through his notes and nodded, ” Yes durimg the 2nd year of its creation we had a successful delta wave transformation.”

The major grinned clearly pleased, ” Good. We have had some dealings with a group of rabble rousers of late. It is time to send in an asset.” He chuckled poking Sal with the zapper again, ” Get this one prepped, we have an escape attempt to orchestrate...” The major bent down looking into Sal’s watery dazed eyes. ” Its time to let you go be a hero.”
Now its time for me to be a hero. Only caught in panic for a split second, something inside him snapped too and the TW went into a flurry of action. He nodded briefly to his CK ally Mark and passed into the glitterboy suit. Moments later Marc drove his blade into the intangibility generator strapped to the GB leg ending the affect with sal inside the suit.

Sal had never fired a boom gun or any kind of gun for that matter, ever. But he listened to the suit, connected to the suits AI on a primordial level. His hands instictivly were guided to the firing control. Now he just needed a target. His hastily made arcane spectacles were still opperational and he looked out the suit’s view port searching for the Thorn Head. Gotcha...

Sal muttered, ” I am without a doubt a hero, if it pleases you demon die horribly.”

Boom!!!
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
Fritz
Posts: 80
Joined: Sat May 18, 2019 3:59 pm

Re: 20 - The Gate to Refuge

Post by Fritz »

Fritz is startled by the relative calm. Even the noises from inside the APC are quickly swallowed up in the stillnes.

He could not see the Glitter Boy or maybe he could and it was fading in and out and shimmering. Hopefully Maggie is all right.

Still cautious he moves forward of his position searching for remnants of these "Brodkil". Time to better understand his surroundings and these new enemies. It was a shame that he could not negotiate with them before they rushed to their deaths.

Notice/Search 9 _
[*] Notice (1d10) [dice:4hwupxmr]57426:0[/dice:4hwupxmr]
[*] Wild (1d6) [dice:4hwupxmr]57426:1[/dice:4hwupxmr]
Investigation of Findings 5 _
Investigator +2
MAP -2
[*] Investigation (1d8) [dice:4hwupxmr]57426:2[/dice:4hwupxmr]
[*] Wild (1d6) [dice:4hwupxmr]57426:3[/dice:4hwupxmr]
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: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 20 - The Gate to Refuge

Post by Ndreare »

Hexlulk Takes 3 wounds, All powers collapse, Sal and the Juicer are both shaken from the blast and being knocked back
Soak Vigor d10
Vigor [dice:3medscxs]57371:0[/dice:3medscxs]
Wild [dice:3medscxs]57371:1[/dice:3medscxs]


Disruption Spellcasting d12, Wounds 3
Spellcasting [dice:3medscxs]57371:2[/dice:3medscxs]
Wild [dice:3medscxs]57371:3[/dice:3medscxs]

Disruption Psionics d12, Wounds 3
Psionics [dice:3medscxs]57371:4[/dice:3medscxs]
Wild [dice:3medscxs]57371:5[/dice:3medscxs]


I guess this also means I need to roll his initiative cards. [dice:3medscxs]57371:6[/dice:3medscxs]
So he will go after Fritz.

As Sal fires the boom gun there is an equal and opposite reaction as the Glitter Boy is hurled backwards the couple yards and smashes into a tree on the other side of where the APC was only moments ago. Sal is shaken and rocked from the experience, there was too much room in this machine fore his small form and now the pain and shock sinks in he tries to clear his head. But perhaps there is some small satisfaction as a certainty comes to him. He definitely hit that creature center mass...


Across the battle field the Neuron Beasts Hexlulk is rattled. Trying to clear its head the creature's alien form and nature is not enough to disguise the extreme pain it must be in and the damage inflicted on it.

The thing continues to fly away as fast as possible, but its mind is not fully with it as it struggles to clear its head. Leaving the trail of its passing clear to all.

Hexlulk is shaken, it is 40" away from the group after finishing its full move away from the party.
Spirit d12, Wounds -3
Unshake [dice:3medscxs]57371:7[/dice:3medscxs]
Wild [dice:3medscxs]57371:8[/dice:3medscxs]

INSTRUCTIONS: Everyone (Except Sal and Fritz) May go, Maggie is free of puppet, but most of you and the extras are shaken.

Hexlulk is shaken and messed up
Size 5 (+2 to your attacks, I was doing +4 earlier by mistake)
Cover Heavy -4 to your attacks)
Parry 6
Toughness 25 (12) - his Ex Armor spell collapsed.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: 20 - The Gate to Refuge

Post by Miles RAD Radoslav »

Shooting 3
Shooting [dice:6ilak8vt]57482:0[/dice:6ilak8vt] Wild [dice:6ilak8vt]57482:1[/dice:6ilak8vt] -2 for drawing the rifle, -4 for heavy cover, +2 for size
Seeing the Neuron Beast, Sir William immediately understands what has been happening. Ignoring the snipers, he sprints with supernatural speed after the beast, releasing his psi-swords and unslinging his energy rifle as he runs. He snaps off a shot with the rifle, narrowly missing the beast, and continues his pursuit, hoping to reach it with his blades.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
User avatar
Maggie
Posts: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: 20 - The Gate to Refuge

Post by Maggie »

Spirit Success to Unshake
Spirit [dice:2oawpqgr]57500:0[/dice:2oawpqgr]
Wild [dice:2oawpqgr]57500:1[/dice:2oawpqgr]


Maggie comes back with a start, the sticky blackness of the neuron beast’s touch on her mind sliding off and leaving her to herself again.

”I’m gonna kill that thing!” she exclaims, just as she hears a boom gun, her boom gun, firing.

”Steven! Is that you firing?”

Steven’s voice comes through immediately. ”Oh, good! You’re back! No, the rat friend you picked up in town was shooting. I think he hit the beast, too!

Rat friend? Wait, does he mean @Sal?

Hurriedly, she says, ”Steven, I want you to help him with the controls until I get there, you hear me? Give him a hand.”

With that, Maggie stands up, surveys the damage, and swears. On the general channel, she says, ”Sorry about that, guys. I’m me again, so please no one murder me.”

With that, she goes intangible and heads back outside towards her Glitter Boy.

From the speakers within the suit, Sal heard a cheery, automated voice say, ”Hello, there. I am Steven, I’m Maggie’s AI, and she’s asked me to help you out with the suit. Just let me know what you’d like to do, and I can help you pilot it.”
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
User avatar
Maggie
Posts: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: 20 - The Gate to Refuge

Post by Maggie »

Brison Notice 6
Notice [dice:3mfhqhxf]57562:0[/dice:3mfhqhxf]
Wild [dice:3mfhqhxf]57562:1[/dice:3mfhqhxf]
Brison sees the creature, already staggered by the boom gun, making its retreat.

”Oh no you don’t,” he mutters to himself, flying closer and getting a good angle on the beast.

He lets fly with a shoulder mounted mini-missile, watching the weapon arc towards the creature that had attacked them.
Shooting 7, 25 MD AP 6 Damage to SBT
Shooting [dice:3mfhqhxf]57562:2[/dice:3mfhqhxf]
Wild [dice:3mfhqhxf]57562:3[/dice:3mfhqhxf]

Damage [dice:3mfhqhxf]57562:4[/dice:3mfhqhxf] + [dice:3mfhqhxf]57562:5[/dice:3mfhqhxf] MD AP 6
Brison watches with some satisfaction as the missile hits home. At the same time, the rail gun atop the APC begins to bark, tearing up the ground around the remains of the enemy corpse. The port ion cannon turret fires, too, for all the good it will do.

The creature tried to set an ambush, and then tried to control one of their own. The 99 responded appropriately: with overwhelming firepower. His CS instructors would’ve been proud.
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 20 - The Gate to Refuge

Post by Ndreare »

The creature downed begins bubbling and breaking apart. Its otherworldly nature so alien to this place that it cannot remain without the will of the demon maintaining it.

The silence of the battle field, is only interrupted by the slight harmonic buzzing of the ley line rippling through the Heroes. Doing a sweeping survey of the area Brison (controlled by any player) spots what appears to be a line walker flying towards the Nexus. While he does not appear to be threatening, Line Walkers are most dangerous near ley lines.

As the rest of the The 99 COT work on securing the site and evaluating the damage it does not look good. The APC has taken severe damage from the attack leveraged against the inside able to bypass the armor and do direct damage the result is catastrophic.
Instructions
Lets all get to know each other. I will have a new GM post up once things slow down or next Monday (the 2nd of September)
@Gridia Thorem you are the line walker coming in. You may RP in this scene, you are returning to Castle Refuge after being out for about 6 weeks.
Everyone else you are in open RP. Someone can have Brison radio and you all can interact.

@Fritz you gain a benny for your Hindrance coming into play

WE ARE OFFICIALLY GOING TO SWADE PLAY-TEST 2 (THE CURRENT ONE AS OF TODAY'S TIME STAMP
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Maggie
Posts: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: 20 - The Gate to Refuge

Post by Maggie »

From his vantage point above the battle, Brison sees what can only be a Ley Line Walker zipping along the line towards Castle Refuge.

"Team, this is Brison, Heads up, we've got a Ley Line Walker incoming along the line. He's coming from the opposite direction of the Castle. Please advise."
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
User avatar
Gridia Thorem
Posts: 73
Joined: Wed Jul 24, 2019 10:30 am
Location: Lousiville, KY

Re: 20 - The Gate to Refuge

Post by Gridia Thorem »

"I'm pretty sure there's a Glitter Boy next to that Rift. Explains the commotion. Maybe I should check this out for Castle Refuge.", Gridia says to himself.

He pulls out his binoculars to get a closer look at the Glitter Boy. No doubt the destruction was caused by the pilot. Maybe not entirely, now that he's seeing additional heavy armored individuals and an APC.

Fair bit of damage to the area and those still standing from the looks of it. Are those cyber knights as well? I wonder what came out of that Rift that caused this much trouble. Better reach out on the radio.

Gridia turns his radio to the standard Legion frequency, "Corporal Thorem reaching out to the Glitter Boy and their companions. Are you receiving me?"
Last edited by Gridia Thorem on Mon Aug 26, 2019 10:04 am, edited 2 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
Sal
Posts: 70
Joined: Fri May 10, 2019 2:36 am

Re: 20 - The Gate to Refuge

Post by Sal »

Theorem???? Is it a trap? Maybe not... Is he talking to me?
Sal looked around the cockpit of the GB. While it was unfamiliar something inside it instinctively guided his had to the radio control Turing it on, ”This is Sal... Umm I am inside the GB which is a bit of story, if it pleases you and it would please me, don’t shoot.”
I am not exactly the GB pilot. How do I get out of this thing...
”Woa!” Sal was ejected out like a bad cold. He landed in a heap next to Mike and Sheila his wayward cyberknights.

Mike still had a brodkill hand bloody and wet in his right hand so used his left to lift the rattling up.

Shelia dusted Sal’s threadbare cloak off trying in vein to make him a bit presentable. She grinned, ”That was something Sal. Real heroic and all.”

Sal looked up knowing it was just the beginning. Something about the castle just did not sit right with him. He nodded to his two allies and let the leyline refuel his psychic reserves.

His nose twitched as he asked, ”Everyone ok? Which way to the village that needs protecting?”

—-Drawing on a ley line to restore his PPE.
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
Gridia Thorem
Posts: 73
Joined: Wed Jul 24, 2019 10:30 am
Location: Lousiville, KY

Re: 20 - The Gate to Refuge

Post by Gridia Thorem »

Well that was an interesting response...

Confirmed Sal, no shooting is necessary. As it appears whatever threat there was has been dispatched, I will come down to you, please hold your fire. I will provide assistance unless otherwise advised.

Gridia begins to descend toward the group, but only at a moderate speed as to not give this group any reason to be threatened.
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: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: 20 - The Gate to Refuge

Post by Maggie »

Maggie apologizes to @Sal. "Sorry, Sal. The suit's assistive removal feature is calibrated for someone a bit heavier than you; didn't mean to throw you out on your tail."

Maggie sees the walker descending and unconsciously grips her sub-gun a little tighter. It had been a mage who had done in her last group, after all, and she didn't fancy taking any chances with this one.

"Hail, there, Corporal. You're free to come in and land, but please make no hostile movements until we've checked your bonifides. We've been burned by supposed Legionnaires before."

Once @Gridia Thorem lands, Maggie will advise him, "also best to stay off the Legion general channel. Things aren't exactly right at Refuge these days. Okay, let's do our little call and answer dance." She gives him the verbal passcodes that a Legionnaire in the field would be expected to know, and, awaits his response.

Once his identity is verified, she asks, "Where are you coming from, Corporal? Not exactly friendly territory right about now."
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
User avatar
Gridia Thorem
Posts: 73
Joined: Wed Jul 24, 2019 10:30 am
Location: Lousiville, KY

Re: 20 - The Gate to Refuge

Post by Gridia Thorem »

Gridia replies to @Maggie, "Roger that ma'am.

As Gridia lands, he surveys the aftermath.

A visibly shaken human girl approaches me. She gives me a enigmatic warning about Castle Refuge and then says, "When the the shadows cover the land, and justice falls."

As if instinctively, I respond, "The legion will answer the innocents' call."

What's she mean by not exactly right?

After sharing introductions with Maggie, "You're welcome to call me "Grid" if you'd like. I've been investigating a disturbance several hundred miles East of here, well past the Magic Zone. You might not believe me if I told you. I hardly believe it myself, and I saw the aftermath. I was headed in to report when the unmistakable crack of a boom gun caught my attention, and of course that glint of metal stands out." Gridia motions toward the Glitter Boy.
OOC Comments
If my direction of travel doesn't work, I can fix this.
Looking around, Gridia wonders if these legionnaires could use assistance.

"Are any of your group in need of healing? I'd be glad to have a look."
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
Sal
Posts: 70
Joined: Fri May 10, 2019 2:36 am

Re: 20 - The Gate to Refuge

Post by Sal »

A pair of cyberknights walked up brushing off bits and goop from no doubt dead brodkill. A small ratling was scampering in between them. The male knight grinned at the offer of healing. He waved holding the hand of some poor brodkill. His voice had a hard edge to it, like he had seen the rigours of war more than most. His knightly crest had been burned off as was the knight next to him. ”Someone say there was healing? I took a hard hit from a scary ugly that could use stitchin’”

The female fallen knight next to him chuckled, ” Common Mike, let the new guy heal real heroes. I’ll massage it out later. Keep a close eye on Sal, can’t let our secret weapon come to harm.” She affectionately ruffled the ratling’s head who stepped forward also waving at @Gridia Thorem. He had a hodge podge armor that had glowing crystals on it like it was rolled in them, cracked goggles, and a threadbare cloak. His arm seemed to be a mechanical one.

Sal’s diction would be characterized as coalition english. If you heard him speak without seeing him you might have thought he was someone from the upper echelon of the fortress city Chitown. He might be a lonestar creation, they were rumored to have made many mutant animal creations. To Grid he said, ”Regional appropriate greeting, my name if it pleases you to learn is Sal. I believe we spoke however briefly on the radio.”

Never passing up an opertunity to pay omage to a true hero, he nodded to @Maggie, ” It is ok, the suit explained it to me prior to ejecting me. It was just more forceful like you said. I am so very glad that you, Maggie, are back to your old self.”

Mike: fallen CK (extra)
Sheila: fallen CK (extra)
Sal:TW ratling.
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
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: 20 - The Gate to Refuge

Post by Miles RAD Radoslav »

Sir William walks back to the group, releasing all of his powers. He is young, but with a sense of great determination on his face - and not a hint of humor. His armor has seen better days - scarred and burnt, it has nevertheless been maintained as best the conditions in the field would allow. He gives Mike a hard stare before turning to the newcomer. "Greetings, mage Gridia. I am Sir William Mahan, cyber knight and corporal of the Legion. We have reason to believe that dark forces are engaged in a plot to subvert the Legion and turn its good works to evil. We would welcome your aid in foiling this scheme."
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
User avatar
Gridia Thorem
Posts: 73
Joined: Wed Jul 24, 2019 10:30 am
Location: Lousiville, KY

Re: 20 - The Gate to Refuge

Post by Gridia Thorem »

Gridia brushes off the banter from Mike and his female counterpart as nothing more than a jest as he replies to Sal, "Interesting that someone of your size was able to pilot such a machine. Impressive if I may say so. Might I offer you some candy?" Gridia produces a bag of hardened sweets, with sticks attached to them, from his jacket, popping one into his mouth almost instantly.

Sir William approached me next. He's the Cyber Knight I saw before.

Gridia hurriedly puts his bag of suckers away and brushes down the front of his three-quarter length jacket to appear more presentable. The purple sheen of the glossy textile are shimmering slightly in the energies of the ley line as he extends his hand to @Sir William Mahan. "Shir, -ahem- exshcuse me please?" Gridia removes his sucker with his other hand. "Sir William, It'd be an honor to join you. Are you the leader of this outfit?"
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: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 20 - The Gate to Refuge

Post by Ndreare »

The two large power armor units walk over. One a heavily modified SAMUS suit outfitted with what are obviously Techno wizard enhancements and painted the Blue and White colors of the Legion. The other suit a lighter model not so easily recognized. "I am Sargent Charles. Everyone calls me @L.C.. We are the 99th COT and as @Sir William Mahan mentioned we are here on a short furlough from our normal position up north.

"The contamination of the ley lines past this nexus meant this was as far as our Line Walker in Wheaton could send us. I feel like this welcome home call was not a simple coincidence."
As you interact with the 99s leader there is an offsetting aura about him, as your arcane vision reveals he is subtly disrupting the psychic energies of the ley line around him.

More subtly L.C. examines @Gridia Thorem intently with his mind melters aura reading power.

OOC Comments
@High Command, with you out I will need to NPC your character until you return. My plan will be for him and Brison to get 'infected' by the corruptor until you can return. Your return will be justified by your Nega Psychic powers destroying the supernatural infection.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Maggie
Posts: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: 20 - The Gate to Refuge

Post by Maggie »

Maggie watches the newcomer, @Gridia Thorem, warily. She doesn’t have a problem with mages, she doesn’t, but even so. Best to be safe.

”If you’re up for it, we probably have a heck of a scrape in front of us. Can’t imagine anyone will say ‘no’ to a willing hand.”

She heads over to the Glitter Boy to inspect the damage in the wake of the battle, and whispers to Steven, ”keep an eye on him, just in case.”
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
User avatar
Gridia Thorem
Posts: 73
Joined: Wed Jul 24, 2019 10:30 am
Location: Lousiville, KY

Re: 20 - The Gate to Refuge

Post by Gridia Thorem »

Gridia continues to inquire about this startling news about the ley network. "This is troubling news. What do you know about this contamination?." His question is directed at @L.C. As he listens to what information is offered up, Gridia begins to examine the energies of all who are present. He knows something will come of the Technowizard rodent, Sal, and the Cyberknights. What other entities make up this outfit? And is this Sargent's energy the only thing that's peculiar here?
Detect Arcana
I'd like to get the general idea of arcane make-up of this group. Particularly if anything is out of the ordinary.
As he comes to look at @Maggie, Gridia offers a word of encouragement, "Well, I find it fortuitous that I've come across the 99th COT. Had I not, I might have headed into more trouble than I could handle myself. It's a bit troublesome though, this contamination..." Gridia trails off.

Looking along the ley line toward Castle Refuge, Gridia puts his sucker back into his mouth as he grips his staff firmly. He lets his senses wander down the ley network to assess its situation.
Ley Line Sense
@RFT I spy with my little eye...... anything your overlordness deems worthy.
Last edited by Gridia Thorem on Wed Aug 28, 2019 5:09 am, edited 2 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
Sal
Posts: 70
Joined: Fri May 10, 2019 2:36 am

Re: 20 - The Gate to Refuge

Post by Sal »

Is this guy detecting me? Hmmm I do like candy. Sal accepts the candy while his two fallen CK allies look arround for some more brodkill to aid. Sal is sucking on something pink, ”Mmm.. Pretell what is this thing? You said candy? I am more prone to a fine gouda or soft stinky bree, but this I must confess is quite the bedfellow.”

Sal bows deeply, he must be a technowizard given his magical armor, cloak, and goggles. Plus the bag of doodads is a clear give away. ”I think this respite has replenished by energy more than enough. I must remember a promise to Maggie once made cannot be forgotten. It has been well met purveyor of Candy! I head off to my charges, the town needs my aid! For the legion!” Sal’s cyber arm transforms into a technowizard sunfire blaster and he begins to run off towards the town in an effort to better secure it. Mike and Sheila, more than double the height of Sal, shake their heads and run after the rather strange rantling technowizard.
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: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: 20 - The Gate to Refuge

Post by Maggie »

Sal wrote: Tue Aug 27, 2019 8:21 pm
Sal bows deeply, he must be a technowizard given his magical armor, cloak, and goggles. Plus the bag of doodads is a clear give away. ”I think this respite has replenished by energy more than enough. I must remember a promise to Maggie once made cannot be forgotten. It has been well met purveyor of Candy! I head off to my charges, the town needs my aid! For the legion!” Sal’s cyber arm transforms into a technowizard sunfire blaster and he begins to run off towards the town in an effort to better secure it. Mike and Sheila, more than double the height of Sal, shake their heads and run after the rather strange rantling technowizard.
Maggie calls after Sal, ”Wait! Sal! Uh... little help fixing the APC?” she calls a bit sheepishly, clearly a little embarrassed at her role in wrecking it.
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
User avatar
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: 20 - The Gate to Refuge

Post by Miles RAD Radoslav »

"The sergeant here is our leader," Sir William replies. He walks over to Mike and pulls him aside. In an intense whisper, he says, "The next time I see you harm a foe who has surrendered, I will put you in the ground. Understood?" Without waiting for a reply, he stalks over to the newcomer and stands nearby, observing the conversation.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
User avatar
Maggie
Posts: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: 20 - The Gate to Refuge

Post by Maggie »

Maggie puts her hand on @Sir William Mahan's shoulder. "Easy there, big guy. What happened doesn't make me feel any better than it does you, but you have to keep in mind your own nature, not theirs. I know I don't know you that well, but from what I do know, threats do not become you. We'll keep an eye out, and we'll protect, because that's what we do. We'll keep there from being a next time."
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 20 - The Gate to Refuge

Post by Ndreare »

OOC Comments
@Gridia Thorem using Exalted detect arcana you gain full awareness of the Arcane Abilities of the team. Feel free to look them up, because they are diverse.

In addition, you notice corruption mentioned in the ley line!
Any use of the ley line for enhanced recovery of PPE or for rituals will risk "corruption". Once a character gains 3 corruption they are effectively dead and become an NPC.

Worst of all L.C. somehow has a taint of this corruption. He will not feel well and can sense it himself once you point it out.



@Sir William Mahan please make an intimidation roll versus a
[dice:37jru9fh]57668:0[/dice:37jru9fh]. You get +2, as your skills are so powerful.


@EVERYONE, the requirements to fix the APC cannot be found in the field. For now field repairs by making the following 3 rolls will allow it to operate at -4. Each roll will take two hours (one hour on a raise), and the lead person must be declared before any rolls.
Repair [Allows basic piloting at -4]
Electronics -2 [Allows improvising access to sensors at -4]
Repair -2 [Allows improvising access to Weapons at -4, requires sensors fixed first. ]
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: 20 - The Gate to Refuge

Post by Miles RAD Radoslav »

Intimidation 6
[dice:2zxd4wgx]57670:0[/dice:2zxd4wgx] Wild [dice:2zxd4wgx]57670:1[/dice:2zxd4wgx] +2
Sir William sighs. "I suppose you are right about threats. But the honor of the Order is important to me. Cyber knights have power, not just psychic, but in people's minds. Like the Legion, we are a symbol of hope. Tolkeen... tarnished that symbol, and it cuts me to the bone to see it tarnished more." He gives Mike another look - the fallen knight seems to flinch at his gaze - then shakes himself. "We have more important things to worry about. Castle Refuge is in danger, and it must be saved."
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
User avatar
Gridia Thorem
Posts: 73
Joined: Wed Jul 24, 2019 10:30 am
Location: Lousiville, KY

Re: 20 - The Gate to Refuge

Post by Gridia Thorem »

Returning his focus back to the 99th, specifically @L.C., Gridia removes his sucker and speaks quietly, more out of concern then discretion, "Sargent, I see the corruption in the ley network as you mentioned. I thank you for that warning. But I should be frank, I sense the same corruption within you. If half of what you've told me is true, I urge you to look inward. You'll see it as well.".

Gridia watches L.C. very intently as he's not sure what this corruption is fully capable of, nor does he know how L.C. will react.
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
Sal
Posts: 70
Joined: Fri May 10, 2019 2:36 am

Re: 20 - The Gate to Refuge

Post by Sal »

After the admonishing in private Mike grabs hold of Sal. He seethes, ”Easy Sal... Easy... The town is a bit far to go scampering along. Maybe give your heroic self some time to look at the trashed APC.” It was clear he thought differently about brodkill being prisnors and finally threw down the bloody demonic stump he had been holding on to.

Shelia shook her head. Neither of them had worked with @Sir William Mahan before but she felt he deserved to know they were trying. As an aside she spoke low and to the powerful knight ”William, we are not worthy of your ideals, but we are trying to find some semblance of them. Its no excuse but the war on Tolkien took its toll on us. We were forced between making choices with the devil and his right hand. After a couple of years they looked all the same. I’ll hate to admit it...” Her voice was quivering with raw emotion, ”But Coake was right, war is no place for a cyber knight. It is no place for just, and virtuous values. We... couldn’t cut it.” Tears welled up in her eyes, ” I love the lug... Love makes you do crazy things ya know? I can’t loose him...” Her voice was barely a whisper, ”If you kill him... Please... please kill me too.”

While the knights were doing their thing Sal hopped up into the APC still sucking on a pink lolipop, ”Mmmm... Not bree but this is tasty.” He poped open his tool box and went to work fixing the drive train so the machine could move again.

Repair [dice:1xsh9rpu]57673:0[/dice:1xsh9rpu] wild [dice:1xsh9rpu]57673:1[/dice:1xsh9rpu]
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: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 20 - The Gate to Refuge

Post by Ndreare »

@L.C. reflects within himself using the supreme self awareness only a Mind Melter can possess. Seeing how well the corruption is hidden from him, and how he even lost the ability to sense it in the Ley Line without significant effort he thinks for only a moment before making a judgement. "Corporal @Sir William Mahan, you need to take command of the team. I should be sedated and placed in the brig. We cannot risk I do as @Maggie's last team did."

Once the order is given L.C. places the armor in its bay, and steps out. Though uncomfortable with the idea of what must be done. Brison had spent enough time as a Coalition Soldier to understand the dangers and grabs the medical kit. "Looks like about enough to keep you under for a week. But someone will have to stay with you."

The two of them have a brief conversation about contingencies on what to do if L.C. awakens and how to handle things when the sedation drugs run out.

As Sal goes to work on the control panels and repairing the damage caused to the drive train he finds himself occupied for an hour or so. When the work is done the effort is a success and the APC will at least drive again, though it will be difficult (Piloting/Driving rolls are now possible, but they are made at -4).

Notes
As a reminder to everyone:
  • The Spur from this nexus leading to Refuge is corrupted.
  • You will have ~20 miles travel through wilderness.
  • Any use of the Ley Line will require a Spirit roll or suffer corruption.
    This roll cannot be reroll, even with a golden Benny.
  • Your mission is to investigate the source of this corruption.
  • You can access the Nexus and the other 3 spurs running off to other places before leaving if needed.
  • This corruption is the same type as from the orphanage and from hell. Although instead of empty desire (Hunger/Famine), this is the corruption of anger, fear, jealousy, and rage (War/Strife).
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Gridia Thorem
Posts: 73
Joined: Wed Jul 24, 2019 10:30 am
Location: Lousiville, KY

Re: 20 - The Gate to Refuge

Post by Gridia Thorem »

Gridia finds an outcropping of rock to sit on, popping another sucker into his mouth. "Oh, butterscotch!" he says mostly to himself. He starts to think about what he saw out East.

Glad that situation appears dormant at least. Really would like to get to Refuge to see what's going on. Even worse, I need to figure out what's wrong with the ley network here. If it spreads, it could be disastrous.

He continues with his thoughts for a while before making up his mind. He watches the people around L.C.

Waiting for the situation to calm down enough to approach @Sir William Mahan. "Sir William, as the acting leader of this unit, I will formally request that I be allowed to join the 99th COT. I wish to aid your unit with finding and eliminating the threat to Castle Refuge. I'll request that this assignment be maintained at the very least until a time when the Refuge has been returned to a semblance of normalcy. Though, this corruption may interfere with my abilities, I will guarantee I surpass any needs or expectations you will require of me."
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: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: 20 - The Gate to Refuge

Post by Maggie »

Repair 7, +1 to Sal’s Roll
Repair [dice:3kfwyz3q]57697:0[/dice:3kfwyz3q]
Wild [dice:3kfwyz3q]57697:1[/dice:3kfwyz3q]


Maggie digs in to help @Sal, pulling her tool kit out of the leather messenger bag she always keeps slung over her shoulder.

She doesn’t try to make small talk, and is glad for the chance to just try and fix something for a change.
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
User avatar
Sal
Posts: 70
Joined: Fri May 10, 2019 2:36 am

Re: 20 - The Gate to Refuge

Post by Sal »

Surprisingly perhaps Sal showed no ill will toward Maggie...
Sal is part of the mind control club
The voice was dark as it was menacing. The CS major, Wolfe muttered to the bald psi stalker next to him with a nod, ”Do it... Make him put his hands into the device.”

The psi stalker mind melter looked at Sal who was shivering drenched with cold water. He had not been allowed to sleep for days and three bright spot lights dangled above him. An arcane box was on the table, clearly technowizard in design with copper tubing and glowing crystals. The top of the box was enshrined with one of the lord of Magic’s sigils within a tune of learning.

Sal felt something rip into his mind. A happy voice issued a command he had to obey, Open the box pretty pretty please, hehe...

Compelled Sal thrust his hands onto it opening it. That action forever changed him, sending him on the path to where he was today.
Sal merely squeaked if he need a hydrospnner or a ratchet leaving the talking to those with more purpose. He understood magic and how such a power utterly was a violation. Talking could wait.
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
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: 20 - The Gate to Refuge

Post by Miles RAD Radoslav »

Sir William put his head down for a moment. Command. I am not ready - but there is no better choice. "Right. Mage Gridia, welcome to the 99s. First step is reconnaissance. Who has any stealth technology or magic available?"
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
User avatar
Sal
Posts: 70
Joined: Fri May 10, 2019 2:36 am

Re: 20 - The Gate to Refuge

Post by Sal »

Sir William Mahan wrote: Thu Aug 29, 2019 4:50 am Sir William put his head down for a moment. Command. I am not ready - but there is no better choice. "Right. Mage Gridia, welcome to the 99s. First step is reconnaissance. Who has any stealth technology or magic available?"
Sal poked his head out of the drive train finally finished. Not only had he finished a pink lollipop gifted to him by the purveyor ok all things sweet, he had been drawing on the nexus a little at a time and was ready for action. ”Sir William, if it pleases you, I am ready and full of magic. I have three stealth belts with enough latent magical energy to make three people invisible for 25 seconds. If it is dark enough I too can turn invisible for a lengthy duration. I have honed my ability to pass unseen or unheard during my growth and caging in the Lonestar facilities, and my predilection for heroics would force me to volunteer for whatever you have in mind.” Sal speech was not full of squeaks but instead reminicient of english taught in chi-town. He pulled out some soft chedder cheese and munched on it a bit.
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: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: 20 - The Gate to Refuge

Post by Maggie »

Sal wrote: Thu Aug 29, 2019 5:09 am
Sir William Mahan wrote: Thu Aug 29, 2019 4:50 am Sir William put his head down for a moment. Command. I am not ready - but there is no better choice. "Right. Mage Gridia, welcome to the 99s. First step is reconnaissance. Who has any stealth technology or magic available?"
Sal poked his head out of the drive train finally finished. Not only had he finished a pink lollipop gifted to him by the purveyor ok all things sweet, he had been drawing on the nexus a little at a time and was ready for action. ”Sir William, if it pleases you, I am ready and full of magic. I have three stealth belts with enough latent magical energy to make three people invisible for 25 seconds. If it is dark enough I too can turn invisible for a lengthy duration. I have honed my ability to pass unseen or unheard during my growth and caging in the Lonestar facilities, and my predilection for heroics would force me to volunteer for whatever you have in mind.” Sal speech was not full of squeaks but instead reminicient of english taught in chi-town. He pulled out some soft chedder cheese and munched on it a bit.
Maggie sighs, wiping some grease off her face, and chimes in, "I can go, too. I'm good at not being seen when I don't want to be, and I can stay invisible pretty much indefinitely. But if I go, it pretty much has to be on foot; for obvious reasons, the Glitter Boy suit doesn't do so great with stealth."

Though she is loathe to leave her suit behind, Steven can operate it in her absence, and stealth is what a Psi-Ghost does, after all.
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
User avatar
Sal
Posts: 70
Joined: Fri May 10, 2019 2:36 am

Re: 20 - The Gate to Refuge

Post by Sal »

Sal spat out some cheese at @Maggie’s offer to scout as well. The shock for someone to leave sucha glorious suit was near unfathomable. He glanced at the suit wondering if Maggie would ever let him have another go. Do you guys have jackets? He had a bad feeling about not having the GB at the ready, and sure the AI could do stuff... I should probably come clean too.

Sal twitched for a moment before explaining how he lied, ”Sorry, I lied to you all. I... I didn’t mean anything by it, just forgot a sallient detail or two. I can’t draw on a leyline to refuel the energy spent, but if you give me an hour rest I will be ready to go.”

He glanced back at the APC, should I try to fix the rest of it? ”Something happened to almost all the control panels. Was there some kind of high energy surge? It might take me a few more hours to fix the rest, and I still would need to rest an hour.” @Maggie @Leethe @Sir William Mahan
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: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 20 - The Gate to Refuge

Post by Ndreare »

Answers to Questions in Hangout
This is a little map to explain what I am thinking (should have considered doing this first).
You came down the major ley line from Wheaton. Only the spur (small branch) that runs off to Castle Refuge is corrupted, I made it orange to make it easier to identify. The rest seem good to use for now.
Untitled.jpg
Untitled.jpg (46.77 KiB) Viewed 35788 times
(I will try to avoid using rural terms like spur, spoke and trunk for roads and ley lines in the future, but no promises.)

You are currently at the nexus of those two major lines, the Rift opened at Noon, so the current time is about 1 PM when fixing the drive system is compelted.

Yes, the new shadow cloak works for 3 PPE for 1 hour, a Spirit or Arcane skill roll is still needed to activate it.
The other devices only grant access to powers, they do not get the special combination of long running powers, with minimal cost, and a bunch of limitations.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 20 - The Gate to Refuge

Post by Ndreare »

PS: Also consider, whoever goes on a scouting mission or stands sentry duty will not be able to help in the repairs if you all chose to perform any more repairs.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"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: 20 - The Gate to Refuge

Post by Fritz »

Fritz has managed to evade combat by sheer luck and is busy in the field checking on remains of the now deceased brodkil.

"Interesting."

"Most Fascinating."

"This bears further investigation. Sample preserved."

Completely oblivious to the other events he continues coming through the remains. His radio is turned off, whether by sheer chance or a freak accident accompanying the panic on the battlefield.

No idea how grateful I am for the shooting to stop.
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
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: 20 - The Gate to Refuge

Post by Miles RAD Radoslav »

Sir William looks around. "Right. Maggie - you're on reconnaissance. I'll back you up with my hoverbike at short range in case you get into hot water. Sal, you're more needed repairing the APC. Leethe as well. The rest of you, give us a perimeter around the camp and dig in - we don't know who else might be headed this way." He gestures at Maggie to head out first towards the Castle.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
User avatar
Maggie
Posts: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: 20 - The Gate to Refuge

Post by Maggie »

Sir William Mahan wrote: Tue Sep 03, 2019 5:15 am Sir William looks around. "Right. Maggie - you're on reconnaissance. I'll back you up with my hoverbike at short range in case you get into hot water. Sal, you're more needed repairing the APC. Leethe as well. The rest of you, give us a perimeter around the camp and dig in - we don't know who else might be headed this way." He gestures at Maggie to head out first towards the Castle.
Taking her cue from the Cyber-Knight, Maggie gives a nod, tells Steven "Keep the car running," and promptly turns invisible. To @Sir William Mahan, her blurred outline says "I'll radio back at regular intervals to check in while you follow behind at a distance. If it turns hot, I'll need a quick pick-up."

She adjusts her sub-gun and starts moving, keeping quiet and to shadows as much as possible to hide her passage.

Back at camp, Steven pilots the Glitter Boy armor, keeping his sensors active to detect any potential incoming threats in Maggie's absence.


@RFT This is all role play at the moment, but please let me know if you'd like me to make some rolls for Maggie's scouting.
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Post Reply

Return to “The 99 Adventure Forum”