24 - The Temple of Corruption

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Ndreare
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24 - The Temple of Corruption

Post by Ndreare »

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

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


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


Initiative, = Players go First
Players have Surprise Round So will go before Ace of Spades, unless enemy gets a joker (enemy did not get a joker).
Enemy initiative [dice:2wprsqx3]62906:0[/dice:2wprsqx3] or [dice:2wprsqx3]62906:1[/dice:2wprsqx3]
MAP, also on roll20.net
Instructions
This is the big one.
Sal's invisibility device is depleted and will end at the end of this turn.

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

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

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


Stats for Extras: https://savagerifts.com/sr/viewtopic.php?f=234&t=2645

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July 20, 2020 update
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July 20, 2020 update
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July 20, 2020 update
Mission: Up in The Air
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,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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

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Ndreare
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Re: 24 - The Temple of Corruption

Post by Ndreare »

Prince of Corruption = Size 12
Pace: 8; Parry: 15*; Toughness: 45 (20)
  • +10 damage from Champions
Corrupt
Pace: 8; Parry: 7; Toughness: 26 (12)
  • +6 damage from Champions

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July 20, 2020 update
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July 20, 2020 update
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July 20, 2020 update
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,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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: 24 - The Temple of Corruption

Post by Fritz »

Fritz Spirit vs Fear, 17 _
Scene Modifier: -4
[*] Spirit (1d12) [dice:2hi3dzxp]62914:0[/dice:2hi3dzxp]
[*] Aced! Spirit (1d12+12) [dice:2hi3dzxp]62914:2[/dice:2hi3dzxp]
[*] Wild (1d6) [dice:2hi3dzxp]62914:1[/dice:2hi3dzxp]
[*] Aced! Wild (1d6+6) [dice:2hi3dzxp]62914:3[/dice:2hi3dzxp]
[*] Super Aced! Wild (1d6+12) [dice:2hi3dzxp]62914:4[/dice:2hi3dzxp]
Fillmore Spirit vs Fear, -1 FAILED _
Scene Modifier: -4
[*] Spirit (1d6) [dice:2hi3dzxp]62914:5[/dice:2hi3dzxp]
[*] Wild (1d6) [dice:2hi3dzxp]62914:6[/dice:2hi3dzxp]
Fritz watches as Fillmore walks into the prison/temple complex and stops with a look of being lost. Fritz is unphased by it all. He has been through a lot in his time as an operative for the TLIO.

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

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

See Fritz Run
Start at F24

Pace: 8
[*] Run Die (1d6) [dice:2hi3dzxp]62914:7[/dice:2hi3dzxp]

Move: 12

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

Pace: 8
[*] Run Die (1d10) [dice:2hi3dzxp]62914:8[/dice:2hi3dzxp]

Move: 13

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

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Ndreare
Savage Siri
Posts: 4041
Joined: Tue Aug 08, 2017 12:55 pm
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Re: 24 - The Temple of Corruption

Post by Ndreare »

Fillmore is Distracted
[dice:1br2sbpm]62917:0[/dice:1br2sbpm]

Distracted: The hero is Distracted until the end of his next turn.
-2 to all trait rolls

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July 20, 2020 update
Mission: Up in The Air
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July 20, 2020 update
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Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
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July 20, 2020 update
Mission: Up in The Air
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,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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: 24 - The Temple of Corruption

Post by Sal »

Sal: [dice:5zb7t8kc]62919:0[/dice:5zb7t8kc] wild [dice:5zb7t8kc]62919:1[/dice:5zb7t8kc], conviction: [dice:5zb7t8kc]62919:5[/dice:5zb7t8kc]
Sheila [dice:5zb7t8kc]62919:2[/dice:5zb7t8kc] fear: [dice:5zb7t8kc]62919:6[/dice:5zb7t8kc]
Mike [dice:5zb7t8kc]62919:3[/dice:5zb7t8kc] fear [dice:5zb7t8kc]62919:7[/dice:5zb7t8kc]
Ramon: [dice:5zb7t8kc]62919:4[/dice:5zb7t8kc] fear [dice:5zb7t8kc]62919:8[/dice:5zb7t8kc]

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

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

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

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

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

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

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

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

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

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

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

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

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

Mike and Shelia chuckled admiring Sal’s conviction. Ramon seemed a bit more nervous...
Bennies 0
+
Sal at a glance
Attributes: Agility d8(2 race), Smarts d12(3, 1 advance), Spirit d8(2), Strength d4, Vigor d8(2 advances)
Pace: 8 d8 run die; Parry: 5; Toughness: 13(6)in armor ; PPE: 30
Skills of Note: Notice d8, stealth d8, thievery d6, common kn d6, TW d12+2
Combat Edges: Level Headed, Quick, and Elan
Powers: 30/12 PPE left, 2 out of 6 devices created
Has an Environmental Protection Device with 5ppts left
Spend 5 of his own PPE (Shadow Cloak with normal sight based invisibility -4, and Greater Boost to TW)
Everyone has environmental Protection Acid on them also gives them 4pts of damage reduction if they are attacked by acid!
Everyone also has +2 die types to shooting and a freereroll on every shooting action.

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

Re: 24 - The Temple of Corruption

Post by Gridia Thorem »

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

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

Spirit [dice:tlb9up7y]62921:0[/dice:tlb9up7y]
Wild [dice:tlb9up7y]62921:1[/dice:tlb9up7y]

Golden Benny add +4

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

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

Spirit [dice:tlb9up7y]62921:2[/dice:tlb9up7y]

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

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

Spirit[dice:tlb9up7y]62921:3[/dice:tlb9up7y]

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

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

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

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

Protection 5 PPE, Mega Modifier +3 PPE: Cost 8 PPE
Spellcasting[dice:tlb9up7y]62921:4[/dice:tlb9up7y]
Wild[dice:tlb9up7y]62921:5[/dice:tlb9up7y]

Fly 3 PPE, Mega Modifier +5 PPE: Cost 8 PPE
Spellcasting[dice:tlb9up7y]62921:6[/dice:tlb9up7y]
Wild[dice:tlb9up7y]62921:7[/dice:tlb9up7y]

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

Spellcasting[dice:tlb9up7y]62921:8[/dice:tlb9up7y]
Wild[dice:tlb9up7y]62921:9[/dice:tlb9up7y]

ACE!
Wild[dice:tlb9up7y]62921:10[/dice:tlb9up7y]
For a moment, Gridia bends his knees as though he's about to jump. Just as he begins to move, a familiar shell with a gelatinous behavior forms around him followed by several rings that seem to position themselves strategically along his frame. Then the jump happens and Gridia takes off, faster than the 99 have seen him move. Gridia flies to R70
Quick Stats
Race: Elf
Class: LLW

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

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

Pace: 6 (48 flying [9 rounds]); Parry: 5 (+1 w/ Equipped Staff); Toughness 8 (6 mdc [9 rounds]); Strain: 0
Active Powers
  • Swift Flight (fly at pace of 48)
    Greater Protection (+6 MDC)
Combat Edges
  • Power Surge
  • Elan; Luck
  • Tough As Nails
  • Improved Level Headed

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Maggie
Posts: 129
Joined: Tue Apr 23, 2019 8:50 am

Re: 24 - The Temple of Corruption

Post by Maggie »

Spirit Rolls: Hawke and Soldiers Fail, Maggie Gets Raise, Steven Succeeds, Conviction Spent
Hawke and co Spirit rolls: [dice:1jqt5f09]62926:0[/dice:1jqt5f09]

Maggie Spirit [dice:1jqt5f09]62926:1[/dice:1jqt5f09]
Wild [dice:1jqt5f09]62926:2[/dice:1jqt5f09] + [dice:1jqt5f09]62926:5[/dice:1jqt5f09]

Steven Spirit [dice:1jqt5f09]62926:3[/dice:1jqt5f09]
Wild [dice:1jqt5f09]62926:4[/dice:1jqt5f09]

Conviction: [dice:1jqt5f09]62926:6[/dice:1jqt5f09]


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

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

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

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

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

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

Into her radio, Maggie says, "I've got a shot on one of these buggers. 99's, get clear! Slapdash, standing by to fire."
Maggie on Hold
Maggie will go on hold until the team clears out of the sonic boom radius, and then she will shoot the one corrupted on which she has a shot.
Maggie and Steven
Maggie
Pace: 6, run d6 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

L.C.
Silver Patron
Silver Patron
Posts: 175
Joined: Mon Aug 14, 2017 8:33 am
Location: The 99s

Re: 24 - The Temple of Corruption

Post by L.C. »

L.C.
Image
6 vs Fear (success), Arcane Protection (+6 vs hostile arcane powers, -6 vs arcane damage; all are Shrouded (-1 to be hit, +1 to steath checks), and Hurried (+2 to Pace); See list of targets), Shot Demon Prince: 3 hits that are Shaken and 2 Wounds, 1 hit that is Shaken, 2 that hit but do nothing
Fear -4: [dice:103ilf9y]62958:0[/dice:103ilf9y], [dice:103ilf9y]62958:1[/dice:103ilf9y]+[dice:103ilf9y]62958:2[/dice:103ilf9y]
Move to J36
Innate: Psionic Null Void [Arcane Protection] Psionics [dice:103ilf9y]62958:3[/dice:103ilf9y], [dice:103ilf9y]1d6 [/dice:103ilf9y]+[dice:103ilf9y]62958:4[/dice:103ilf9y]+1 (suit), ISP: 19 = Base 1 + 2 (Exalted Arcane Protection) + 2 (Triple Range: 24") +1 (Shroud; -1 to hit, +1 to stealth) + 1 (Hurry; +2 pace) +12 (+1 per extra target; 12)
Success with arcane protection means hostile powers suffer a –4 penalty (– 6 with a raise) to affect this character. If the power causes harm, damage is also reduced a like amount. Arcane protection stacks with Arcane Resistance should the recipient have both!
Additional Targets: Fritz, Filmore, Gridia, Sir William, Sal, Maggie, Steven, Brison, Reuben, Renee, Mike, Shiela

Shooting with Railgun at Demon Prince (ROF 3): [dice:103ilf9y]62958:5[/dice:103ilf9y], [dice:103ilf9y]62958:6[/dice:103ilf9y], [dice:103ilf9y]62958:7[/dice:103ilf9y], [dice:103ilf9y]62958:8[/dice:103ilf9y]+[dice:103ilf9y]62958:13[/dice:103ilf9y] (+2 to hit from target's size 12, +2 from Vulnerable)
Hit 1 ( 10 ): [dice:103ilf9y]62958:14[/dice:103ilf9y]+[dice:103ilf9y]62958:15[/dice:103ilf9y]+14 (AP 10, MD, Silver) = 19 (Not Shaken)
Hit 2 ( 8 ): [dice:103ilf9y]62958:16[/dice:103ilf9y]+[dice:103ilf9y]62958:24[/dice:103ilf9y]+[dice:103ilf9y]62958:17[/dice:103ilf9y]+14 (AP 10, MD, Silver) = 46 (Shaken + 2 wounds)
Hit 3 ( 14 ): [dice:103ilf9y]62958:18[/dice:103ilf9y]+[dice:103ilf9y]62958:25[/dice:103ilf9y]+[dice:103ilf9y]62958:19[/dice:103ilf9y]+14 (AP 10, MD, Silver) = 36 (Shaken)
Second Shooting Attack at Demon Prince: (ROF 3): [dice:103ilf9y]62958:9[/dice:103ilf9y], [dice:103ilf9y]62958:10[/dice:103ilf9y], [dice:103ilf9y]62958:11[/dice:103ilf9y], [dice:103ilf9y]62958:12[/dice:103ilf9y]
Ignoring Unstable Platform and -2 from MAP
Hit 4 ( 11 ): [dice:103ilf9y]62958:20[/dice:103ilf9y]+[dice:103ilf9y]62958:21[/dice:103ilf9y]+[dice:103ilf9y]62958:26[/dice:103ilf9y]+[dice:103ilf9y]62958:28[/dice:103ilf9y]+14 (AP 10, MD, Silver)=44 (Shaken + 2 wounds)
Hit 5 ( 6 ): [dice:103ilf9y]62958:22[/dice:103ilf9y]+14 (AP 10, MD, Silver)=23 (Not Shaken)
Hit 6 ( 7 ): [dice:103ilf9y]62958:23[/dice:103ilf9y]+[dice:103ilf9y]62958:27[/dice:103ilf9y]+14 (AP 10, MD, Silver)=46 (Shaken + 2 wounds)
Damage: 2d12+14, AP: 10, Mega-Damage, Magical Silver
Sensor Targeting Suite (STS): Provides advanced communication (radio range 20-miles) and a full sensor suite with HUD (Heads Up Display) readouts incorporating chem ica l , 360 degree radar, thermal imaging , active nightvision, 50x magnification optics, and audio pickups that can catch whispers at 100 yards—grants +2 to Notice rolls and ignores Illumination penalties. Onboard targeting systems negate up to 2 points of Range, Multi-Action, and other penalties when Shooting its weapons and can be calibrated to prevent friendly fire.
Improved Stabilizer: A stabilizer reduces the Unstable Platform penalty to 0.
L.C.bravely walks forward to get line of sight, and concentrates his psychic senses on his companions, sheathing them in protective psychic energy, and then aims his railgun at the Demon. "For a brighter tomorrow, for the Legion!" His magically silvered railgun fire is accurate and hard hitting. 'Well that does it folks, I just said hello to a demon prince with my railgun. Let's see how this goes.' His mental voice washes into each of their minds.
L.C.
L.C. Psi-Nullifier Commando
Parry: 6 (7 in body armor), Toughness: Body Armor: 14(5) or PA: 21(10)
ISP: 40
Powers and Benny/Wound/ISP tracking
Andrew Brison
Andrew Brison, Former CS SAMAS Pilot
Parry: 6, Toughness: Armor: 12(6) or PA: 17(8)
Benny Tracking and Gear including War Chief SAMAS Power Armor
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L.C.
Silver Patron
Silver Patron
Posts: 175
Joined: Mon Aug 14, 2017 8:33 am
Location: The 99s

Re: 24 - The Temple of Corruption

Post by L.C. »

Brison
Image
Stunned: 3 vs Fear (Fail)
Fear -4: [dice:yt06ljux]62959:0[/dice:yt06ljux], [dice:yt06ljux]62959:1[/dice:yt06ljux], Benny: [dice:yt06ljux]62959:2[/dice:yt06ljux], [dice:yt06ljux]62959:3[/dice:yt06ljux]
Fear Table Roll: [dice:yt06ljux]62959:4[/dice:yt06ljux]+4 = 13
The Mark of Fear: The hero is Stunned and suffers some cosmetic physical alteration—a white streak forms in his hair, his eyes twitch constantly, or
some other minor physical alteration manifests.
Stunned characters:
• Are Distracted (and remain so as long as they’re Stunned)
• Fall prone (or to their knees, GM’s call)
• Can’t move or take any actions
• Don’t count toward the Gang Up bonus
• Are subject to the Drop

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

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Sal
Posts: 70
Joined: Fri May 10, 2019 2:36 am

Re: 24 - The Temple of Corruption

Post by Sal »

Sal goes to work saving the day...
OOC Comments
  • Innate Action: greater boost TW, [dice:vyb7vsm0]63027:0[/dice:vyb7vsm0] wild [dice:vyb7vsm0]63027:1[/dice:vyb7vsm0] benny to reroll with Elan, [dice:vyb7vsm0]63027:2[/dice:vyb7vsm0] wild [dice:vyb7vsm0]63027:3[/dice:vyb7vsm0]
  • Action 1 Greater Smite (magical silver, Maggie boom gun, LC gun, Big B gun): 6PPE, TW skill [dice:vyb7vsm0]63027:4[/dice:vyb7vsm0] wild [dice:vyb7vsm0]63027:5[/dice:vyb7vsm0]
  • Action 2 Great Boost Spirit device made of hope, gorilla dust, and an old cheese wiz canister, TW skill [dice:vyb7vsm0]63027:6[/dice:vyb7vsm0] wild [dice:vyb7vsm0]63027:7[/dice:vyb7vsm0] free reroll [dice:vyb7vsm0]63027:8[/dice:vyb7vsm0] wild [dice:vyb7vsm0]63027:9[/dice:vyb7vsm0]
  • Action 3 Mega Boost Spirit on all players and side kicks+Mike and Sheila if possible,TW skill [dice:vyb7vsm0]63027:10[/dice:vyb7vsm0] wild [dice:vyb7vsm0]63027:11[/dice:vyb7vsm0] free reroll [dice:vyb7vsm0]63027:12[/dice:vyb7vsm0] wild [dice:vyb7vsm0]63027:13[/dice:vyb7vsm0]
  • Free action, activate shadow cloak 3PPE and turn invisible then move toward the weird spider statue thing to the right hand side.
  • Sal gets: +2 die types TW, plus a free reroll on all TW trait rolls.
  • @Maggie, LC, Briton: +6 (greater smite, silver magical)
  • Creates a boost spirit device with 22 PPE (aspect twice?)
  • Everyone gets: +1 die to spirit, one free reroll once per turn.
  • Sal is invisible -4 version.

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

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

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

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

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

Mike Psionics for deflection: [dice:vyb7vsm0]63027:14[/dice:vyb7vsm0]
Shelia Psionics for deflection: [dice:vyb7vsm0]63027:15[/dice:vyb7vsm0]
Bennies 0
+
Sal at a glance
Attributes: Agility d8(2 race), Smarts d12(3, 1 advance), Spirit d8(2), Strength d4, Vigor d8(2 advances)
Pace: 8 d8 run die; Parry: 5; Toughness: 13(6)in armor ; PPE: 30
Skills of Note: Notice d8, stealth d8, thievery d6, common kn d6, TW d12+2
Combat Edges: Level Headed, Quick, and Elan
Powers: 30/12 PPE left, 2 out of 6 devices created
Has an Environmental Protection Device with 5ppts left
Spend 5 of his own PPE (Shadow Cloak with normal sight based invisibility -4, and Greater Boost to TW)
Everyone has environmental Protection Acid on them also gives them 4pts of damage reduction if they are attacked by acid!
Everyone also has +2 die types to shooting and a freereroll on every shooting action.

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Sir William Mahan
Posts: 223
Joined: Tue Aug 08, 2017 5:36 pm

Re: 24 - The Temple of Corruption

Post by Sir William Mahan »

Fear Roll = 9
[dice:gjk99ity]63065:0[/dice:gjk99ity] Wild [dice:gjk99ity]63065:1[/dice:gjk99ity] Ace on Wild [dice:gjk99ity]63065:2[/dice:gjk99ity] Ace Again [dice:gjk99ity]63065:3[/dice:gjk99ity]
Psionics On
Speed with Exalted Quickness (6pp) [dice:gjk99ity]63065:4[/dice:gjk99ity] Wild [dice:gjk99ity]63065:5[/dice:gjk99ity]
Greater Deflection (5pp) [dice:gjk99ity]63065:6[/dice:gjk99ity] Wild [dice:gjk99ity]63065:7[/dice:gjk99ity] Benny [dice:gjk99ity]63065:8[/dice:gjk99ity] Wild [dice:gjk99ity]63065:9[/dice:gjk99ity] Ace on Wild [dice:gjk99ity]63065:10[/dice:gjk99ity]

Effects: Pace 16, -4 to be hit
Shooting
[dice:gjk99ity]63065:11[/dice:gjk99ity] [dice:gjk99ity]63065:12[/dice:gjk99ity]+1 for scope Damage [dice:gjk99ity]63065:13[/dice:gjk99ity] Ace on Damage Die [dice:gjk99ity]63065:14[/dice:gjk99ity]+2 for supernatural evil = 19 Mega damage AP4 on the corrupt at KK55
Sir William smiles. This is what he was born for. There is not even an instant of hesitation at the terrifying appearance of the demons as he leaps into action. "For the Castle!" he shouts trimphantly as a blaze of blue energy crackles over his armor. Almost faster than the eye can follow, he charges for the demons, unslinging his energy rifle and snapping off an over-powered shot at one of the Corrupt.
Sir William Mahan
Character Name: Sir William Mahan
Parry:9, Toughness: 20/14 MDC, -2 to hit vs tech
ISP: 25 /25
Wounds: 0
Fatigue: 1

Bennies: 4
  • 4 starting
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

User avatar
Maggie
Posts: 129
Joined: Tue Apr 23, 2019 8:50 am

Re: 24 - The Temple of Corruption

Post by Maggie »

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

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

Steven flies off and gets a good line of sight on the bad guys, radio’ing back to Maggie.
Notice to Support Maggie, +2
Notice [dice:37poxcob]63088:0[/dice:37poxcob]
Wild [dice:37poxcob]63088:1[/dice:37poxcob]


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

”Firing!!
Shooting 9 at first corrupted, 9 at second corrupted
Shooting at first corrupted [dice:37poxcob]63088:2[/dice:37poxcob] (+2 for TM weapon Edge chain, +1 from Boom Gun stats, -4 for MAP, offset 2 from sensors, offset 2 from Marksman, +2 from Steven’s support = +5)
Wild [dice:37poxcob]63088:3[/dice:37poxcob]

Shooting at second corrupted if she has LOS, otherwise shooting through the wall [dice:37poxcob]63088:4[/dice:37poxcob]
Wild [dice:37poxcob]63088:5[/dice:37poxcob]
First Corrupted takes 53 MD, AP 25 Magical Silver Damage; Second Corrupted takes 46 MD, AP 25 Magical Silver Damage
Damage from shot one: [dice:37poxcob]63088:6[/dice:37poxcob] + [dice:37poxcob]63088:7[/dice:37poxcob] (raise) +2 (Champion) +6 (greater smite from Sal, cast with a raise and a silver trapping) = 53 MD, AP 25

Damage from shot two: [dice:37poxcob]63088:8[/dice:37poxcob] + [dice:37poxcob]63088:10[/dice:37poxcob] (raise) + [dice:37poxcob]63088:9[/dice:37poxcob] (raise) +2 (Champion) +6 (greater smite from Sal, cast with a raise and a silver trapping) = 46, AP 25
Maggie and Steven
Maggie
Pace: 6, run d6 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: 4041
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 24 - The Temple of Corruption

Post by Ndreare »

OOC Comments
Regeneration BBEG [dice:2s8tl3kq]63107:0[/dice:2s8tl3kq]
Wild [dice:2s8tl3kq]63107:1[/dice:2s8tl3kq]

Recover From Shaken BBEG [dice:2s8tl3kq]63107:2[/dice:2s8tl3kq]
Wild [dice:2s8tl3kq]63107:3[/dice:2s8tl3kq]

Recover from Shaken Corrupted [dice:2s8tl3kq]63107:4[/dice:2s8tl3kq]

40 PPE, +40 PPE from killing of Corrupt, +40 PPE for killing of corrupt = 120 PPE
Speed, Exalted Quickness, Multiple Targets, Spellcasting d12+Master, Arcane Resistance -4, MAP -2 = 1d12-4, this was a mistake, he does not need it on himself, so no -4 for arcane resistance
Spellcasting [dice:2s8tl3kq]63107:5[/dice:2s8tl3kq]
Wild [dice:2s8tl3kq]63107:6[/dice:2s8tl3kq]

Summon Ally, Force Multiplication (+8 corrupted), Range x3, Spellcasting d12+Master, Ignore Map = d12+Master
Spellcasting [dice:2s8tl3kq]63107:7[/dice:2s8tl3kq]
Wild [dice:2s8tl3kq]63107:8[/dice:2s8tl3kq]

Arcane Protection, Multiple targets (all baddies), Range x3, Greater Arcane Protection, Spellcasting d12+Master, Arcane Resistance -4, Ignore Map = d12-2 (Master)
Spellcasting [dice:2s8tl3kq]63107:9[/dice:2s8tl3kq]
Wild [dice:2s8tl3kq]63107:10[/dice:2s8tl3kq]
Personal Benny reroll
Spellcasting [dice:2s8tl3kq]63107:11[/dice:2s8tl3kq]
Wild [dice:2s8tl3kq]63107:12[/dice:2s8tl3kq]
Sir William use first strike first, if he fails they miss
Corrupt form up behind Sir William attack only happens if First strike does not drop them.
Fighting d10, wild attack +2/+2 versus Parry 8 and -4 Deflection
Fighting 1 [dice:2s8tl3kq]63107:13[/dice:2s8tl3kq]
Fighting 2 [dice:2s8tl3kq]63107:14[/dice:2s8tl3kq]
Damage 1 (Str+d10 AP6) [dice:2s8tl3kq]63107:15[/dice:2s8tl3kq] + [dice:2s8tl3kq]63107:16[/dice:2s8tl3kq] + 2
Damage 2 (Str+d10 AP6) [dice:2s8tl3kq]63107:17[/dice:2s8tl3kq] + [dice:2s8tl3kq]63107:18[/dice:2s8tl3kq] + 2
L.C. is grappled needs to roll against a 9, 7, 11, 9, and 11
Five manifest around L.C. and immediately jump on him trying to pin him down and tear his armor off.
Grapple Athletics d10, Gang up +4
Athletics 1 [dice:2s8tl3kq]63107:19[/dice:2s8tl3kq] = 9
Athletics 1 [dice:2s8tl3kq]63107:20[/dice:2s8tl3kq] = 7
Athletics 1 [dice:2s8tl3kq]63107:21[/dice:2s8tl3kq] = 11
Athletics 1 [dice:2s8tl3kq]63107:22[/dice:2s8tl3kq] = 9
Athletics 1 [dice:2s8tl3kq]63107:23[/dice:2s8tl3kq] = 11
Mike gets hit for 23 AP 6 damage
Attacking Mike (Parry 10, Deflection -2 = need a 12)
Fighting d10, Wild Attack +2/+2
Fighting [dice:2s8tl3kq]63107:24[/dice:2s8tl3kq] Ace [dice:2s8tl3kq]63107:25[/dice:2s8tl3kq]
Raise Damage (Str+d10 AP6 + d6 raise) [dice:2s8tl3kq]63107:26[/dice:2s8tl3kq] + [dice:2s8tl3kq]63107:27[/dice:2s8tl3kq] + 2 + [dice:2s8tl3kq]63107:28[/dice:2s8tl3kq] Ace [dice:2s8tl3kq]63107:29[/dice:2s8tl3kq]
misses Sheila
Attacking Sheila (Parry 10, Deflection -2 = need a 12)
Fighting d10, Wild Attack +2/+2
Fighting [dice:2s8tl3kq]63107:30[/dice:2s8tl3kq]

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

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

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

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

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

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

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



Sir William roll first strike, and Pender roll Soak for Mike if he wants, then I will roll initiative for next turn
I cannot update the map from work (sorry)

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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
Sir William Mahan
Posts: 223
Joined: Tue Aug 08, 2017 5:36 pm

Re: 24 - The Temple of Corruption

Post by Sir William Mahan »

Fighting 5
[dice:grknxjw2]63148:1[/dice:grknxjw2] Wild [dice:grknxjw2]63148:0[/dice:grknxjw2]
Soak
[dice:grknxjw2]63148:2[/dice:grknxjw2] Wild [dice:grknxjw2]63148:3[/dice:grknxjw2] Ace on Wild [dice:grknxjw2]63148:4[/dice:grknxjw2]
Sir William spins as the Corrupted appear behind him, dropping his rifle and manifesting his cyber blades, but not fast enough. The Corrupted slam into him, knocking him off balance as he fights to recover a guard position.
Sir William Mahan
Character Name: Sir William Mahan
Parry:9, Toughness: 20/14 MDC, -2 to hit vs tech
ISP: 25 /25
Wounds: 0
Fatigue: 1

Bennies: 4
  • 4 starting
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

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Ndreare
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Re: 24 - The Temple of Corruption

Post by Ndreare »

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

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


Fritz [dice:2g4fbe6q]63153:0[/dice:2g4fbe6q]
Gridia (ILH) [dice:2g4fbe6q]63153:1[/dice:2g4fbe6q] or [dice:2g4fbe6q]63153:2[/dice:2g4fbe6q] or [dice:2g4fbe6q]63153:3[/dice:2g4fbe6q]
Maggie [dice:2g4fbe6q]63153:4[/dice:2g4fbe6q]
Sir William [dice:2g4fbe6q]63153:5[/dice:2g4fbe6q]
Sal (LH) [dice:2g4fbe6q]63153:6[/dice:2g4fbe6q] or [dice:2g4fbe6q]63153:7[/dice:2g4fbe6q]
Sir William (quick) [dice:2g4fbe6q]63153:8[/dice:2g4fbe6q]

Prince of Corruption [dice:2g4fbe6q]63153:9[/dice:2g4fbe6q] or [dice:2g4fbe6q]63153:10[/dice:2g4fbe6q]
Still need L.C. to roll versus Grapple.
L.C. is grappled needs to roll against a 9, 7, 11, 9, and 11

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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: 4041
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 24 - The Temple of Corruption

Post by Ndreare »

Updated map.
OOC Comments
updated map.JPG

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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: 24 - The Temple of Corruption

Post by Gridia Thorem »

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

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

Spellcasting[dice:2r2i71bn]63239:0[/dice:2r2i71bn]
Wild[dice:2r2i71bn]63239:1[/dice:2r2i71bn] Forgot -1 for Mike's wound, but still got it.

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

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

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

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

Pace: 6 (48 flying [9 rounds]); Parry: 5 (+1 w/ Equipped Staff); Toughness 8 (6 mdc [9 rounds]); Strain: 0
Active Powers
  • Swift Flight (fly at pace of 48)
    Greater Protection (+6 MDC)
Combat Edges
  • Power Surge
  • Elan; Luck
  • Tough As Nails
  • Improved Level Headed

L.C.
Silver Patron
Silver Patron
Posts: 175
Joined: Mon Aug 14, 2017 8:33 am
Location: The 99s

Re: 24 - The Temple of Corruption

Post by L.C. »

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

Athletics vs 9 [dice:3e2emku6]63298:0[/dice:3e2emku6], [dice:3e2emku6]63298:1[/dice:3e2emku6]
Athletics vs 7 [dice:3e2emku6]63298:2[/dice:3e2emku6], [dice:3e2emku6]63298:3[/dice:3e2emku6]
Athletics vs 11 [dice:3e2emku6]63298:4[/dice:3e2emku6], [dice:3e2emku6]63298:5[/dice:3e2emku6]
Athletics vs 9 [dice:3e2emku6]63298:6[/dice:3e2emku6], [dice:3e2emku6]63298:7[/dice:3e2emku6]+[dice:3e2emku6]63298:11[/dice:3e2emku6]
Athletics vs 11 [dice:3e2emku6]63298:8[/dice:3e2emku6]+[dice:3e2emku6]63298:10[/dice:3e2emku6], [dice:3e2emku6]63298:9[/dice:3e2emku6]
Note to GM: I will not resist the damage and will go down.
L.C.
L.C. Psi-Nullifier Commando
Parry: 6 (7 in body armor), Toughness: Body Armor: 14(5) or PA: 21(10)
ISP: 40
Powers and Benny/Wound/ISP tracking
Andrew Brison
Andrew Brison, Former CS SAMAS Pilot
Parry: 6, Toughness: Armor: 12(6) or PA: 17(8)
Benny Tracking and Gear including War Chief SAMAS Power Armor
Image

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Ndreare
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Re: 24 - The Temple of Corruption

Post by Ndreare »

Ton of rolls
Smite of Self and 7 other demons, AP +6, Heavy Weapon
Spellcasting d10, MAP -2, Quickness ignore -2 MAP = Spellcasting d10
Spell casting [dice:2md31zw4]63302:0[/dice:2md31zw4]

2 Continue to Hold L.C. , while 3 attack.
3 Attackers on L.C. Fighting d10, Ambi+Two Fisted, Gang up +2, Vulnerable +2, Wild Attack +2/+2 = Fighting 1d10+6 x2
Damage Str+d10 AP 6, + Smite +2 AP 6 MD, +2 Wild Attack = 1d12+2+1d10+4 AP 12 MD (Arcane Resistance applies)
Fighting [dice:2md31zw4]63302:1[/dice:2md31zw4]
Fighting [dice:2md31zw4]63302:2[/dice:2md31zw4]

Fighting [dice:2md31zw4]63302:3[/dice:2md31zw4]
Fighting [dice:2md31zw4]63302:4[/dice:2md31zw4]

Fighting [dice:2md31zw4]63302:5[/dice:2md31zw4]
Fighting [dice:2md31zw4]63302:6[/dice:2md31zw4]

Damage [dice:2md31zw4]63302:7[/dice:2md31zw4]+[dice:2md31zw4]63302:8[/dice:2md31zw4]+Raise[dice:2md31zw4]63302:9[/dice:2md31zw4] = 17 AP 12 MD
Damage [dice:2md31zw4]63302:10[/dice:2md31zw4]+[dice:2md31zw4]63302:11[/dice:2md31zw4] = 15 AP 12 MD

Damage [dice:2md31zw4]63302:12[/dice:2md31zw4]+[dice:2md31zw4]63302:13[/dice:2md31zw4]+Raise[dice:2md31zw4]63302:14[/dice:2md31zw4] = 20 AP 12 MD
Damage [dice:2md31zw4]63302:15[/dice:2md31zw4]+[dice:2md31zw4]63302:16[/dice:2md31zw4]+Raise[dice:2md31zw4]63302:17[/dice:2md31zw4] = 12 AP 12 MD

Damage [dice:2md31zw4]63302:18[/dice:2md31zw4]+[dice:2md31zw4]63302:19[/dice:2md31zw4]+Raise[dice:2md31zw4]63302:20[/dice:2md31zw4] Ace [dice:2md31zw4]63302:24[/dice:2md31zw4] = 28 AP 12 MD
Damage [dice:2md31zw4]63302:21[/dice:2md31zw4]+[dice:2md31zw4]63302:22[/dice:2md31zw4]+Raise[dice:2md31zw4]63302:23[/dice:2md31zw4] Ace [dice:2md31zw4]63302:25[/dice:2md31zw4] = 25 AP 12 MD

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


1 Attackers on Sheila and 1 on Mike Fighting d10, Ambi+Two Fisted, Vulnerable +2 (for mike who is still prone), Wild Attack +2/+2 = Fighting 1d10+2 (or +4) x2
Damage Str+d10 AP 6, + Smite +2 AP 6 MD, +2 Wild Attack = 1d12+2+1d10+4 AP 12 MD (Arcane Resistance applies)
Mike Fighting [dice:2md31zw4]63302:26[/dice:2md31zw4]
Mike Fighting [dice:2md31zw4]63302:27[/dice:2md31zw4] + Ace [dice:2md31zw4]63302:28[/dice:2md31zw4]
Damage [dice:2md31zw4]63302:29[/dice:2md31zw4]+[dice:2md31zw4]63302:30[/dice:2md31zw4]+Raise[dice:2md31zw4]63302:31[/dice:2md31zw4] AP 12 MD (Arcane Resistance applies)

Sheila Fighting [dice:2md31zw4]63302:32[/dice:2md31zw4]
Sheila Fighting [dice:2md31zw4]63302:33[/dice:2md31zw4]
Damage [dice:2md31zw4]63302:34[/dice:2md31zw4]+[dice:2md31zw4]63302:35[/dice:2md31zw4] AP 12 MD (Arcane Resistance applies)




1 Attackers on Sir William Fighting d10, Ambi+Two Fisted, Wild Attack +2/+2 = Fighting 1d10+2 x2
Damage Str+d10 AP 6, + Smite +2 AP 6 MD, +2 Wild Attack = 1d12+2+1d10+4 AP 12 MD (Arcane Resistance applies)
Sir William Fighting [dice:2md31zw4]63302:36[/dice:2md31zw4] = miss from deflection
Sir William Fighting [dice:2md31zw4]63302:37[/dice:2md31zw4] = miss from deflection


Other Corrupted moved full distance + [dice:2md31zw4]63302:38[/dice:2md31zw4] run to closer location


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

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

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





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

Big Bad Evil Guy is on Hold


Prince of Corruption = Size 6 now
Pace: 8; Parry: 15*; Toughness: 45 (20)
  • +10 damage from Champions
Corrupt
Pace: 8; Parry: 7; Toughness: 26 (12)
  • +6 damage from Champions

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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

L.C.
Silver Patron
Silver Patron
Posts: 175
Joined: Mon Aug 14, 2017 8:33 am
Location: The 99s

Re: 24 - The Temple of Corruption

Post by L.C. »

L.C.
4 and 5 vs Incapacitation; -1 benny
Vigor Check for incapacitation #1 [dice:32kfd8m6]63303:2[/dice:32kfd8m6], [dice:32kfd8m6]63303:3[/dice:32kfd8m6] = 4
Vigor Check for incapacitation #2 [dice:32kfd8m6]63303:4[/dice:32kfd8m6], [dice:32kfd8m6]63303:5[/dice:32kfd8m6]
Benny for reroll
Vigor Check for incapacitation #2 [dice:32kfd8m6]63303:6[/dice:32kfd8m6], [dice:32kfd8m6]63303:7[/dice:32kfd8m6] = 5
Brison
Vigor [dice:32kfd8m6]63303:0[/dice:32kfd8m6], [dice:32kfd8m6]63303:1[/dice:32kfd8m6]
L.C.
L.C. Psi-Nullifier Commando
Parry: 6 (7 in body armor), Toughness: Body Armor: 14(5) or PA: 21(10)
ISP: 40
Powers and Benny/Wound/ISP tracking
Andrew Brison
Andrew Brison, Former CS SAMAS Pilot
Parry: 6, Toughness: Armor: 12(6) or PA: 17(8)
Benny Tracking and Gear including War Chief SAMAS Power Armor
Image

User avatar
Maggie
Posts: 129
Joined: Tue Apr 23, 2019 8:50 am

Re: 24 - The Temple of Corruption

Post by Maggie »

Shot 1 Hit for 33 MD AP 25 Magical Silver Damage, Shot 2 Raise for 79 MD AP 25 Magical Silver Damage, Shot 3 Hit for 28 MD AP 25 Magical Silver Damage
Shooting 1 [dice:3nn2bxuo]63337:0[/dice:3nn2bxuo] (+1 from Boom Gun, +2 from TM Weapon Edge Tree, -4 for MAP, Offset 2 points of penalties from STS, +1 from Marksman = +2 total)
Wild [dice:3nn2bxuo]63337:1[/dice:3nn2bxuo]

Shooting 2 [dice:3nn2bxuo]63337:2[/dice:3nn2bxuo]
Wild [dice:3nn2bxuo]63337:3[/dice:3nn2bxuo]

Shooting 3 [dice:3nn2bxuo]63337:4[/dice:3nn2bxuo]
Wild [dice:3nn2bxuo]63337:5[/dice:3nn2bxuo]

Damage for shot 1: [dice:3nn2bxuo]63337:6[/dice:3nn2bxuo] (includes smite bonus) MD AP 25

Damage for shot 2: [dice:3nn2bxuo]63337:7[/dice:3nn2bxuo] (includes smite bonus) + [dice:3nn2bxuo]63337:8[/dice:3nn2bxuo] (Shooting raise) +[dice:3nn2bxuo]63337:10[/dice:3nn2bxuo] (aces) + [dice:3nn2bxuo]63337:11[/dice:3nn2bxuo] (another ace) MD AP 25

Damage for shot 3: [dice:3nn2bxuo]63337:9[/dice:3nn2bxuo] (includes smite bonus) MD AP 25
Maggie sees L.C. get swarmed, and she immediately brings the boom gun up. She's not quick enough to save him, but she's sure not going to let those creatures tear at him.

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

To Steven, she says, "Go see where that giant demon went, but stay close to the ceiling and don't expose yourself. Be careful.
Stealth for Steven 9, He is Size -2, too
Stealth [dice:3nn2bxuo]63337:12[/dice:3nn2bxuo]
Wild [dice:3nn2bxuo]63337:13[/dice:3nn2bxuo]
NOTE: Steven's size (-2) would come into play on an opposed stealth roll, if needed.

Reroll [dice:3nn2bxuo]63337:14[/dice:3nn2bxuo]
Wild [dice:3nn2bxuo]63337:15[/dice:3nn2bxuo] + [dice:3nn2bxuo]63337:16[/dice:3nn2bxuo]
Steven finds the main chamber empty and the massive doors closed, but changes his shape enough to slide soundlessly through the "cracks" between the gargantuan door and the ceiling. He hovers there silently in the corner, observing the room's occupants but not making any noise.
Maggie and Steven
Maggie
Pace: 6, run d6 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
Sir William Mahan
Posts: 223
Joined: Tue Aug 08, 2017 5:36 pm

Re: 24 - The Temple of Corruption

Post by Sir William Mahan »

Fighting
[dice:3awfl9b5]63361:0[/dice:3awfl9b5] Frenzy [dice:3awfl9b5]63361:1[/dice:3awfl9b5] Wild [dice:3awfl9b5]63361:2[/dice:3awfl9b5]
Attack 2: [dice:3awfl9b5]63361:3[/dice:3awfl9b5] Wild [dice:3awfl9b5]63361:4[/dice:3awfl9b5] Damage [dice:3awfl9b5]63361:5[/dice:3awfl9b5] + [dice:3awfl9b5]63361:6[/dice:3awfl9b5] +2 = 12 damage AP20
Attack 3: [dice:3awfl9b5]63361:7[/dice:3awfl9b5] Wild [dice:3awfl9b5]63361:8[/dice:3awfl9b5] Damage [dice:3awfl9b5]63361:9[/dice:3awfl9b5]+[dice:3awfl9b5]63361:10[/dice:3awfl9b5]+2 = 15 damage AP20
Distracted by the destruction around LC, Sir William attempts the Panther Leaping over a Branch form but fails to connect with the Corrupted. I must do better than this! The Castle depends on it! he thinks desperately. He pivots into Whirlpool at Night, slashing the creature again, this time more solidly, slashing deep into the creature's heart. As it falls, he sprints back to LC, charging the creatures surrounding his SAMAS armor.
Sir William Mahan
Character Name: Sir William Mahan
Parry:9, Toughness: 20/14 MDC, -2 to hit vs tech
ISP: 25 /25
Wounds: 0
Fatigue: 1

Bennies: 4
  • 4 starting
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

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

Re: 24 - The Temple of Corruption

Post by Sal »

Create healing power, 22 PPE
Action 1: Create Healing Power: TW 1d12+4 -2MAP free reroll on every roll [dice:rvthgjjv]63539:0[/dice:rvthgjjv] wild [dice:rvthgjjv]63539:1[/dice:rvthgjjv] 22PPE HEALING POWER
Cast healing power, LBT, heals 2 wounds +2 pace. roll was a 10.
Action 2: Activate healing power with a large burst template and the hurry +2 pace modifier. TW 1d12+4-2 MAP-2 mega heal, free reroll [dice:rvthgjjv]63539:2[/dice:rvthgjjv] wild [dice:rvthgjjv]63539:3[/dice:rvthgjjv] ace [dice:rvthgjjv]63539:4[/dice:rvthgjjv] uses, 8 ppe.
Allies Roll to Unshake:
Ramon (fear): [dice:rvthgjjv]63539:5[/dice:rvthgjjv]
Shooting [dice:rvthgjjv]63539:8[/dice:rvthgjjv], [dice:rvthgjjv]63539:9[/dice:rvthgjjv] ace [dice:rvthgjjv]63539:10[/dice:rvthgjjv]
Mike [dice:rvthgjjv]63539:6[/dice:rvthgjjv]
Sheilia [dice:rvthgjjv]63539:7[/dice:rvthgjjv]
  • Sal gets: +2 die types TW, plus a free reroll on all TW trait rolls.
  • @Maggie, LC, Briton: +6 (greater smite, silver magical)
  • Creates a boost spirit device with 22 PPE (aspect twice?)
  • Everyone gets: +1 die to spirit, one free reroll once per turn.
  • Sal is invisible -4
  • healing divice with 22 PPE (14/22)
  • LC, Shelia, Mike, maybe Grilda +2 wounds and +2 pace
Sal became rather robotic after seeing his allies suffer crippling blows. He moved 15 feet to Shelia's rear, and while cloaked in the shadows he built a wide burst nano bot magical TW device using nothing but guile, his wits and own personal store of nano bots. Interestingly these specific nano bots running through his veins were what made him the most unusual rattling Dr Bradford had ever created. A rattling capable of harnessing magical energies abet through mechanical devices was simply unheard of. Dr. Bradford never quite understood that the nano bots had merged with Sal's intrinsic positive energy turning not just their tiny selves but Sal himself into something new.

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

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

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

Note: I think Sheila, Mike, and LC get two wounds and +2 pace. I think many corrupted need to roll vs his healing of 10?
Bennies 0
+
Sal at a glance
Attributes: Agility d8(2 race), Smarts d12(3, 1 advance), Spirit d8(2), Strength d4, Vigor d8(2 advances)
Pace: 8 d8 run die; Parry: 5; Toughness: 13(6)in armor ; PPE: 30
Skills of Note: Notice d8, stealth d8, thievery d6, common kn d6, TW d12+2
Combat Edges: Level Headed, Quick, and Elan
Powers: 30/12 PPE left, 2 out of 6 devices created
Has an Environmental Protection Device with 5ppts left
Spend 5 of his own PPE (Shadow Cloak with normal sight based invisibility -4, and Greater Boost to TW)
Everyone has environmental Protection Acid on them also gives them 4pts of damage reduction if they are attacked by acid!
Everyone also has +2 die types to shooting and a freereroll on every shooting action.

User avatar
Ndreare
Savage Siri
Posts: 4041
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 24 - The Temple of Corruption

Post by Ndreare »

OOC Comments
7 in template, 3 of those killed by Maggie, so 4 need to roll Spirit 1d8 versus 10
Spirit [dice:22x6intc]63541:0[/dice:22x6intc]
Spirit [dice:22x6intc]63541:1[/dice:22x6intc]
Spirit [dice:22x6intc]63541:2[/dice:22x6intc]
Spirit [dice:22x6intc]63541:3[/dice:22x6intc]

Ace [dice:22x6intc]63541:4[/dice:22x6intc]
As the healing power reaches out, the corrupted recoil from it as if struck by fire the remains on the ground, and even three of those still standing burst into flame leaving only the corpses of normal men and women on the ground.


Updated Map
Updated Map 2.JPG

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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: 24 - The Temple of Corruption

Post by Fritz »

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

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

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

Shooting 6, Damage 33
Heavy Ion Pistol: +2
[*] Shooting (1d8) [dice:2utvltm6]63556:0[/dice:2utvltm6]
[*] Wild (1d6) [dice:2utvltm6]63556:1[/dice:2utvltm6]

Heavy Ion Pistol: +2
[*] Damage (3d8) [dice:2utvltm6]63556:2[/dice:2utvltm6]
[*] Aced Damage (2d8+21) [dice:2utvltm6]63556:3[/dice:2utvltm6]
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: 4041
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 24 - The Temple of Corruption

Post by Ndreare »

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

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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: 4041
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 24 - The Temple of Corruption

Post by Ndreare »

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

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

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



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

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

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

Fritz to soak 10 AP 6 MD damage

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


Rolls and stuff for Rob
Spellcasting d12+2 (Summon Ally, Mirror Selves, Master)
Spellcasting [dice:2d3pqdyr]63682:0[/dice:2d3pqdyr]
Wild [dice:2d3pqdyr]63682:1[/dice:2d3pqdyr]

Protection all of us + Stealth
Spellcasting [dice:2d3pqdyr]63682:2[/dice:2d3pqdyr] Confirm Crit [dice:2d3pqdyr]63682:3[/dice:2d3pqdyr]

Deflection all of Us
Spellcasting [dice:2d3pqdyr]63682:4[/dice:2d3pqdyr]

Ex Quickness all of Us + Haste (Raise running is max and has no penalty)
Spellcasting [dice:2d3pqdyr]63682:5[/dice:2d3pqdyr]

Ignore running penalty and gains maximum run die.

Hurl Fire Balls at Maggie 4d6 (5d6 w/raise) AP 6, Lingering damage, Fatigue, Hindering
Spellcasting [dice:2d3pqdyr]63682:6[/dice:2d3pqdyr]
Wild [dice:2d3pqdyr]63682:7[/dice:2d3pqdyr]

Spellcasting [dice:2d3pqdyr]63682:8[/dice:2d3pqdyr]
Spellcasting [dice:2d3pqdyr]63682:9[/dice:2d3pqdyr]
Spellcasting [dice:2d3pqdyr]63682:10[/dice:2d3pqdyr]

Raise [dice:2d3pqdyr]63682:11[/dice:2d3pqdyr]
Raise [dice:2d3pqdyr]63682:12[/dice:2d3pqdyr] Ace [dice:2d3pqdyr]63682:15[/dice:2d3pqdyr]
Hit [dice:2d3pqdyr]63682:13[/dice:2d3pqdyr]
Raise [dice:2d3pqdyr]63682:14[/dice:2d3pqdyr]

Puppet Maggie (At will ability for corruption)
OOC Comments
Corruption: The Demon Prince of corruption can use the Puppet ability at will. When used this way the duration is considered instant (effectively permanent). This Corruption is total control of the character overriding its own free will as the Corrupted being becomes only an extension of the Demon Prince. The target of such corruption receives a free break out roll at the end of the first day, week, year, decade, century, millennium. A target that has been corrupted and broken out, cannot be corrupted again.
Spellcasting [dice:2d3pqdyr]63682:16[/dice:2d3pqdyr]
Wild [dice:2d3pqdyr]63682:17[/dice:2d3pqdyr]

Fighting Sir William (-4 for scale)
Fighting [dice:2d3pqdyr]63682:18[/dice:2d3pqdyr]

Fighting Fritz (-4 for scale)
Fighting [dice:2d3pqdyr]63682:19[/dice:2d3pqdyr]

Blast on Sal 4d6 (5d6 w/raise) AP 6, Lingering damage, Fatigue, Hindering
Spellcasting [dice:2d3pqdyr]63682:20[/dice:2d3pqdyr]
Damage [dice:2d3pqdyr]63682:23[/dice:2d3pqdyr] AP 6 MD
Ace [dice:2d3pqdyr]63682:25[/dice:2d3pqdyr] AP 6

Blast on Gridia 4d6 (5d6 w/raise) AP 6, Lingering damage, Fatigue, Hindering
Spellcasting [dice:2d3pqdyr]63682:21[/dice:2d3pqdyr]
Damage [dice:2d3pqdyr]63682:24[/dice:2d3pqdyr]
Ace [dice:2d3pqdyr]63682:26[/dice:2d3pqdyr] AP 6

Fighting on Fritz
Fighting [dice:2d3pqdyr]63682:22[/dice:2d3pqdyr]
Str+1d10 [dice:2d3pqdyr]63682:27[/dice:2d3pqdyr] + [dice:2d3pqdyr]63682:28[/dice:2d3pqdyr] AP 6



Kill order Resistance roll
Spellcasting [dice:2d3pqdyr]63682:29[/dice:2d3pqdyr]
Wild [dice:2d3pqdyr]63682:30[/dice:2d3pqdyr]
UPDATED MAP
Capture.JPG

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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: 129
Joined: Tue Apr 23, 2019 8:50 am

Re: 24 - The Temple of Corruption

Post by Maggie »

Spirit to Resist Puppet Fail, 5 Bennies Spent
Spirit [dice:2967l178]63685:0[/dice:2967l178]
Wild [dice:2967l178]63685:1[/dice:2967l178]

Reroll w/Elan [dice:2967l178]63685:2[/dice:2967l178]
Wild [dice:2967l178]63685:3[/dice:2967l178]

Re-reroll w/Elan [dice:2967l178]63685:4[/dice:2967l178]
Wild [dice:2967l178]63685:5[/dice:2967l178]

Re-re-reroll w/Elan [dice:2967l178]63685:6[/dice:2967l178]
Wild [dice:2967l178]63685:7[/dice:2967l178]

Re-re-re-reroll w/Elan [dice:2967l178]63685:8[/dice:2967l178]
Wild [dice:2967l178]63685:9[/dice:2967l178]

Last Benny... [dice:2967l178]63685:10[/dice:2967l178]
Wild [dice:2967l178]63685:11[/dice:2967l178]

Updating for boost Trait
[dice:2967l178]63685:12[/dice:2967l178]
[dice:2967l178]63685:13[/dice:2967l178]
Maggie feels the corruption begin to take hold. She digs deep, summoning every ounce of willpower in her to resist... but it is useless.

Her last thought before succumbing is Heather... I'm sorry...
Maggie and Steven
Maggie
Pace: 6, run d6 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: 24 - The Temple of Corruption

Post by Gridia Thorem »

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

Vigor[dice:359i1mzw]63686:0[/dice:359i1mzw]
Wild[dice:359i1mzw]63686:1[/dice:359i1mzw]

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

Last Benny!
Elan +2
Vigor[dice:359i1mzw]63686:2[/dice:359i1mzw]
Wild[dice:359i1mzw]63686:3[/dice:359i1mzw]

EP Benny 1!
Elan +2
Vigor[dice:359i1mzw]63686:4[/dice:359i1mzw]
Wild[dice:359i1mzw]63686:5[/dice:359i1mzw]

Vigor ACE[dice:359i1mzw]63686:6[/dice:359i1mzw]
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: 129
Joined: Tue Apr 23, 2019 8:50 am

Re: 24 - The Temple of Corruption

Post by Maggie »

Spirit 30 To Resist Order to Kill
Spirit [dice:1a12patl]63690:0[/dice:1a12patl] + [dice:1a12patl]63690:2[/dice:1a12patl] + [dice:1a12patl]63690:3[/dice:1a12patl]
Wild [dice:1a12patl]63690:1[/dice:1a12patl]


Maggie hears the kill order in her mind, but digs in her mental pylons and grits her teeth. She stands still and does nothing, which is a victory in itself.
Maggie and Steven
Maggie
Pace: 6, run d6 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

L.C.
Silver Patron
Silver Patron
Posts: 175
Joined: Mon Aug 14, 2017 8:33 am
Location: The 99s

Re: 24 - The Temple of Corruption

Post by L.C. »

Brison

Brison watches L.C. go down in a daze, and finds he cannot move. He mentally yells at his body to obey. When his servos actually begin to whine as his arms move, he is a bit surprised himself. He aims for the monster directly in front of L.C. and the one remaining near Sir William (or Fritz if I can't get a bead). After he shoots, he moves into the air, near the top of the space. He calls out over the din. "Boss! Get it done, no time to be getting any rest. Got no time to be dying anyway, too many bad guys to take down!"
Fail to damage bad guy and spend Benny on L.C. to help him recover ISP
Big Whiff! Vs K37 Corrupt; Attack 1: 6 - Dmg: 10 (AP 0), Attack 2: 5 - Dmg: 12 (AP 0), Attack 3: 6 - Dmg: 14 (AP 0)
Shooting [dice:3fn71w3t]63696:0[/dice:3fn71w3t], [dice:3fn71w3t]63696:1[/dice:3fn71w3t], [dice:3fn71w3t]63696:2[/dice:3fn71w3t], [dice:3fn71w3t]63696:3[/dice:3fn71w3t]
-2 (Autofire; ignored due to Rock and Roll), +2 (Widespread), -2 MAP (ignored due to STS)
1: [dice:3fn71w3t]63696:8[/dice:3fn71w3t], 2: [dice:3fn71w3t]63696:9[/dice:3fn71w3t], 3: [dice:3fn71w3t]63696:10[/dice:3fn71w3t]
Big Whiff! Vs R42 Corrupt; Attack 1: 10 - Dmg: 13 (AP 0), Attack 2: Crit Fail 1 (3); Dmg: 15 (AP 0), Attack 3: 5 - Dmg: 14 (AP 0)
Shooting [dice:3fn71w3t]63696:4[/dice:3fn71w3t], [dice:3fn71w3t]63696:5[/dice:3fn71w3t], [dice:3fn71w3t]63696:6[/dice:3fn71w3t], [dice:3fn71w3t]63696:7[/dice:3fn71w3t]
-2 (Autofire; ignored due to Rock and Roll), +2 (Widespread), -2 MAP (ignored due to STS)
1: [dice:3fn71w3t]63696:11[/dice:3fn71w3t]+[dice:3fn71w3t]63696:12[/dice:3fn71w3t], 2: [dice:3fn71w3t]63696:13[/dice:3fn71w3t], 3: [dice:3fn71w3t]63696:14[/dice:3fn71w3t]
Spend Benny to help L.C. Recover ISP)
L.C.
Image
L.C. feels the healing wash over him and he can't help but smile. And then he hears Brison, and feels the support in his voice. "Damn right. Let's get it done!" He throws negative psionic energy at the power overtaking Maggie, and then a large blast of it at the demon princes and the corrupt in front of him. Then, free of the Corrupt
Activate Exalted Expanded Presence Sense (with Raise); 13 to Dispel Maggie's Puppet; 7 vs Demon Prince with Exalted Dispel, Power, Hinder, and Fatigue Power Modifiers
Innate Action: Use Expanded Awareness
0 ISP (Detect Arcana) + 2 (Exalted Detect Arcana) + 2 (Presence Sense) = 4 ISP
Psionics: [dice:3fn71w3t]63696:26[/dice:3fn71w3t], [dice:3fn71w3t]63696:27[/dice:3fn71w3t]
Spend Brison's Benny to recover 5 ISP

Action 1: Use Dispel on Maggie
13 vs Puppet on Maggie (Dispel 12)
1 (Dispel) + 4 ISP (Major Psionic: +2 to the roll) + 1 (Selective: no friendly powers) = 6 ISP
-2 different AB, -2 MAP, +1 PA, +2 (Major Psionic), -1 (Wound) = -2
Psionics: [dice:3fn71w3t]63696:15[/dice:3fn71w3t], [dice:3fn71w3t]63696:16[/dice:3fn71w3t]+[dice:3fn71w3t]63696:19[/dice:3fn71w3t]
Reroll: [dice:3fn71w3t]63696:23[/dice:3fn71w3t], [dice:3fn71w3t]63696:21[/dice:3fn71w3t] + [dice:3fn71w3t]63696:25[/dice:3fn71w3t] (L.C.'s Conviction) = 14, -1 from modifiers = 12 vs 12

Spend Benny to recover 5 ISP

Action 2: Use Exalted Dispel on Corrupt and Demon Princes int he LBT on the map in front of L.C.
1 (Dispel) + 6 (LBT) + 1 (Power) + 1 (Hinder, -2 Pace) + 2 (1 Fatigue) + 4 (+2 to the roll; Major Psionic) = 15 ISP
-2 different AB, -2 MAP, +1 PA, +2 (Major Psionic), -1 (Wound) = -2
Psionics: [dice:3fn71w3t]63696:17[/dice:3fn71w3t], [dice:3fn71w3t]63696:18[/dice:3fn71w3t]+[dice:3fn71w3t]63696:20[/dice:3fn71w3t] = 9-2= 7
Reroll: [dice:3fn71w3t]63696:24[/dice:3fn71w3t], [dice:3fn71w3t]63696:22[/dice:3fn71w3t]
Benny Reroll [dice:3fn71w3t]63696:28[/dice:3fn71w3t], [dice:3fn71w3t]63696:29[/dice:3fn71w3t]
Benny Reroll [dice:3fn71w3t]63696:30[/dice:3fn71w3t], [dice:3fn71w3t]63696:31[/dice:3fn71w3t]
Benny Reroll (From Brison): [dice:3fn71w3t]63696:32[/dice:3fn71w3t], [dice:3fn71w3t]63696:33[/dice:3fn71w3t]
Benny Reroll (from EP) [dice:3fn71w3t]63696:34[/dice:3fn71w3t], [dice:3fn71w3t]63696:35[/dice:3fn71w3t]
Benny Reroll (from EP) [dice:3fn71w3t]63696:36[/dice:3fn71w3t], [dice:3fn71w3t]63696:37[/dice:3fn71w3t]
Still In Effect: (round 3/5):
Arcane Protection (+6 vs hostile arcane powers, -6 vs arcane damage; all are Shrouded (-1 to be hit, +1 to steath checks), and Hurried (+2 to Pace)
Targets: L.C., Fritz, Filmore, Gridia, Sir William, Sal, Maggie, Steven, Brison, Reuben, Renee, Mike, Shiela
Mind Link goes down
L.C.
L.C. Psi-Nullifier Commando
Parry: 6 (7 in body armor), Toughness: Body Armor: 14(5) or PA: 21(10)
ISP: 40
Powers and Benny/Wound/ISP tracking
Andrew Brison
Andrew Brison, Former CS SAMAS Pilot
Parry: 6, Toughness: Armor: 12(6) or PA: 17(8)
Benny Tracking and Gear including War Chief SAMAS Power Armor
Image

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

Re: 24 - The Temple of Corruption

Post by Sal »

3 bennies, 1 wounds...
Sal vigor: [dice:2o1rn2iw]63708:0[/dice:2o1rn2iw] Wild [dice:2o1rn2iw]63708:1[/dice:2o1rn2iw] benny for a reroll [dice:2o1rn2iw]63708:2[/dice:2o1rn2iw] wild [dice:2o1rn2iw]63708:3[/dice:2o1rn2iw] 3rd benny to reroll [dice:2o1rn2iw]63708:4[/dice:2o1rn2iw] wild [dice:2o1rn2iw]63708:5[/dice:2o1rn2iw]
No grunts of pain, Sal cloaked in the shadows took the blast head on knowing it was not even close to being over. Maybe it was the lingering damage or the early onset of fatigue but Sal looked into his pocket. Only one benny left and I... He spat out some blood, I know who to give it too.

The ratling shook his head trying to cast the power afflicting him off and onto Grilda. Because everyone knew demons loved candy. Still it could have been worse. If LC had not done his protecting thing, I might be oozing cheese.
Bennies 0
+
Sal at a glance
Attributes: Agility d8(2 race), Smarts d12(3, 1 advance), Spirit d8(2), Strength d4, Vigor d8(2 advances)
Pace: 8 d8 run die; Parry: 5; Toughness: 13(6)in armor ; PPE: 30
Skills of Note: Notice d8, stealth d8, thievery d6, common kn d6, TW d12+2
Combat Edges: Level Headed, Quick, and Elan
Powers: 30/12 PPE left, 2 out of 6 devices created
Has an Environmental Protection Device with 5ppts left
Spend 5 of his own PPE (Shadow Cloak with normal sight based invisibility -4, and Greater Boost to TW)
Everyone has environmental Protection Acid on them also gives them 4pts of damage reduction if they are attacked by acid!
Everyone also has +2 die types to shooting and a freereroll on every shooting action.

User avatar
Ndreare
Savage Siri
Posts: 4041
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 24 - The Temple of Corruption

Post by Ndreare »

OOC Comments
Resist Dispel on Puppet 13
Arcane Protection -4, Arcane Resistance -4 = target 5.
Spellcasting [dice:76lnsy2n]63712:0[/dice:76lnsy2n]
Wild [dice:76lnsy2n]63712:1[/dice:76lnsy2n]

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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: 4041
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 24 - The Temple of Corruption

Post by Ndreare »

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

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


Fritz [dice:2jblg7l4]63713:0[/dice:2jblg7l4]
Gridia (ILH) [dice:2jblg7l4]63713:1[/dice:2jblg7l4] or [dice:2jblg7l4]63713:2[/dice:2jblg7l4] or [dice:2jblg7l4]63713:3[/dice:2jblg7l4]
Maggie [dice:2jblg7l4]63713:4[/dice:2jblg7l4]
Sir William [dice:2jblg7l4]63713:5[/dice:2jblg7l4]
Sal (LH) [dice:2jblg7l4]63713:6[/dice:2jblg7l4] or [dice:2jblg7l4]63713:7[/dice:2jblg7l4]
Sir William (quick) [dice:2jblg7l4]63713:8[/dice:2jblg7l4]

Prince of Corruption [dice:2jblg7l4]63713:9[/dice:2jblg7l4] or [dice:2jblg7l4]63713:10[/dice:2jblg7l4]

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



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

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July 20, 2020 update
Mission: Up in The Air
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July 20, 2020 update
Mission: Up in The Air
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Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
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,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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: 24 - The Temple of Corruption

Post by Sal »

OOC Comments
Sal two actions, -1 wound, -1 fatigue
Mega heal burst -2 [dice:3dg3an7i]63753:0[/dice:3dg3an7i] wild [dice:3dg3an7i]63753:1[/dice:3dg3an7i] 1 wound healed.

Second action mega bolt at two large demons on the right.
AP lvl 3 (if possible), mega damage 4d6 or 5d6, expert blaster makes it 10s and +2 AP per AP mod. 1st demon [dice:3dg3an7i]63753:2[/dice:3dg3an7i] wild [dice:3dg3an7i]63753:3[/dice:3dg3an7i]
  • [dice:3dg3an7i]63753:5[/dice:3dg3an7i]
drop my last Benny to reroll [dice:3dg3an7i]63753:7[/dice:3dg3an7i]
2nd demon: [dice:3dg3an7i]63753:4[/dice:3dg3an7i]
  • Damage [dice:3dg3an7i]63753:6[/dice:3dg3an7i]
Sal squeeze out some nano magic cheese wiz in a large circle with a nice sized radius while humming it’s raining cheese. Then he get’s down to business opening fire with his right water pistol magic cyber arm trying to take out two 30’ tall demon prince looking things. Still cloaked in the shadows he tries to move a bit out of the way (if he can 4” to the right not sure what hinder does).

Secretly he wonders what Willy Wanka will do because his cheese powers were failing at the moment. Perhaps now was the time to feed the demons some snicker bombs?
Bennies 0
+
Sal at a glance
Attributes: Agility d8(2 race), Smarts d12(3, 1 advance), Spirit d8(2), Strength d4, Vigor d8(2 advances)
Pace: 8 d8 run die; Parry: 5; Toughness: 13(6)in armor ; PPE: 30
Skills of Note: Notice d8, stealth d8, thievery d6, common kn d6, TW d12+2
Combat Edges: Level Headed, Quick, and Elan
Powers: 30/12 PPE left, 2 out of 6 devices created
Has an Environmental Protection Device with 5ppts left
Spend 5 of his own PPE (Shadow Cloak with normal sight based invisibility -4, and Greater Boost to TW)
Everyone has environmental Protection Acid on them also gives them 4pts of damage reduction if they are attacked by acid!
Everyone also has +2 die types to shooting and a freereroll on every shooting action.

User avatar
Maggie
Posts: 129
Joined: Tue Apr 23, 2019 8:50 am

Re: 24 - The Temple of Corruption

Post by Maggie »

Shooting 2 Raises, 1 Regular Hit
Shooting 1 [dice:3krbi5t7]63788:0[/dice:3krbi5t7] (+1 Marksman, +1 from Boom Gun, +2 from TM weapon chain, -4 from MAP, STS offsets 2 points of negatives = +2 total)
Wild [dice:3krbi5t7]63788:1[/dice:3krbi5t7]

Shooting 2 [dice:3krbi5t7]63788:2[/dice:3krbi5t7]
Wild [dice:3krbi5t7]63788:3[/dice:3krbi5t7]

Shooting 3 [dice:3krbi5t7]63788:4[/dice:3krbi5t7]
Wild [dice:3krbi5t7]63788:5[/dice:3krbi5t7]
Damage on First: 50 MD, AP 25; Damage on Second: 47 MD, AP 25; Damage on Third: 40 MD, AP 25; All Damage is Magical/Silver
Shot 1: [dice:3krbi5t7]63788:6[/dice:3krbi5t7] + [dice:3krbi5t7]63788:11[/dice:3krbi5t7] (Ace!) + [dice:3krbi5t7]63788:7[/dice:3krbi5t7] (raise on Shooting) +6 (smite magic/silver) +2 Champion = 50 MD, AP 25

Shot 2: [dice:3krbi5t7]63788:8[/dice:3krbi5t7] + [dice:3krbi5t7]63788:9[/dice:3krbi5t7] (raise on Shooting) +6 (smite magic/silver) +2 (Champion) = 47 MD, AP 25

Shot 3: Shot 1: [dice:3krbi5t7]63788:10[/dice:3krbi5t7] +6 (smite magic/silver) +2 (Champion) = 40 MD, AP 25
Insider her armor, Maggie shakes her head like a dog shaking off water. It was in my head! she practically screams.

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

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

Into her radio, Maggie calls, "Healing hurts it, right? Can't someone just magically heal the damn thing?!
Maggie and Steven
Maggie
Pace: 6, run d6 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
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 24 - The Temple of Corruption

Post by Ndreare »

Bunch of Rolls
50 MD, AP 25 = 4 wounds
Soak [dice:y1t12x6j]63845:0[/dice:y1t12x6j]

47 MD, AP 25 = 4 wounds
Soak [dice:y1t12x6j]63845:1[/dice:y1t12x6j]
confirm crit Wild [dice:y1t12x6j]63845:4[/dice:y1t12x6j]

40 MD, AP 25 = 4 wounds
Soak [dice:y1t12x6j]63845:2[/dice:y1t12x6j]
confirm crit Wild [dice:y1t12x6j]63845:3[/dice:y1t12x6j]

Spirit versus Healing roll 4, -4 Arcane Resistance, -4 Arcane Protection, +8 Vulnerability
Spirit [dice:y1t12x6j]63845:5[/dice:y1t12x6j]
Wild [dice:y1t12x6j]63845:6[/dice:y1t12x6j]
Benny to reroll
Spirit [dice:y1t12x6j]63845:7[/dice:y1t12x6j]
Wild [dice:y1t12x6j]63845:8[/dice:y1t12x6j]

Fighting d12+1, Versus Maggie, Wild +2, Dug in +2, Wounds -2, Parry 9
Fighting [dice:y1t12x6j]63845:9[/dice:y1t12x6j]
Frenzy [dice:y1t12x6j]63845:10[/dice:y1t12x6j]

Fighting [dice:y1t12x6j]63845:11[/dice:y1t12x6j]
Frenzy [dice:y1t12x6j]63845:12[/dice:y1t12x6j]
3 Hits 1 Miss Str+d12+4+2 AP 12 MD

1) Damage [dice:y1t12x6j]63845:13[/dice:y1t12x6j] + [dice:y1t12x6j]63845:14[/dice:y1t12x6j] AP 12
Ace [dice:y1t12x6j]63845:19[/dice:y1t12x6j]
38 AP 12

2) Damage [dice:y1t12x6j]63845:15[/dice:y1t12x6j] + [dice:y1t12x6j]63845:16[/dice:y1t12x6j] AP 12
35 AP 12

3) Damage [dice:y1t12x6j]63845:17[/dice:y1t12x6j] + [dice:y1t12x6j]63845:18[/dice:y1t12x6j] AP 12
39 AP 12


Lingering Damage on Gridia [dice:y1t12x6j]63845:20[/dice:y1t12x6j]

Lingering Damage on Sal[dice:y1t12x6j]63845:21[/dice:y1t12x6j]
Ace [dice:y1t12x6j]63845:22[/dice:y1t12x6j] Ace [dice:y1t12x6j]63845:23[/dice:y1t12x6j]



Greater Bolt Sal (Greater Bolt, Fatiguing, Hindering, Lingering Damage, AP 6)
Spellcasting [dice:y1t12x6j]63845:24[/dice:y1t12x6j]
Wild [dice:y1t12x6j]63845:25[/dice:y1t12x6j]
Damage [dice:y1t12x6j]63845:30[/dice:y1t12x6j]


Greater Bolt Sir William (Greater Bolt, Fatiguing, Hindering, Lingering Damage, AP 6)
Spellcasting [dice:y1t12x6j]63845:26[/dice:y1t12x6j]
Wild [dice:y1t12x6j]63845:27[/dice:y1t12x6j]
Damage [dice:y1t12x6j]63845:31[/dice:y1t12x6j]


Greater Bolt Fritz (Greater Bolt, Fatiguing, Hindering, Lingering Damage, AP 6)
Spellcasting [dice:y1t12x6j]63845:28[/dice:y1t12x6j]
Wild [dice:y1t12x6j]63845:29[/dice:y1t12x6j]
Damage [dice:y1t12x6j]63845:32[/dice:y1t12x6j] Ace [dice:y1t12x6j]63845:33[/dice:y1t12x6j]



.

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

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

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



DAMAGE TO EVERYONE

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


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

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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: 4041
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 24 - The Temple of Corruption

Post by Ndreare »

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

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


Corrupt
Pace: 8; Parry: 7; Toughness: 26 (12)
  • +6 damage from Champions

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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: 129
Joined: Tue Apr 23, 2019 8:50 am

Re: 24 - The Temple of Corruption

Post by Maggie »

Maggie Soak Rolls
Soak first hit (1 wound): [dice:of2rzqgx]63847:0[/dice:of2rzqgx] (includes Iron Jaw)
Wild [dice:of2rzqgx]63847:1[/dice:of2rzqgx]

Soak second hit (1 wound): [dice:of2rzqgx]63847:2[/dice:of2rzqgx]
Wild [dice:of2rzqgx]63847:3[/dice:of2rzqgx]

Soak third hit (2 wounds): [dice:of2rzqgx]63847:4[/dice:of2rzqgx]
Wild [dice:of2rzqgx]63847:5[/dice:of2rzqgx]
Maggie feels the heat as the demon's hellfire threatens to overwhelm the environmental controls on her Glitter Boy suit.

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

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

Much better.
Maggie and Steven
Maggie
Pace: 6, run d6 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
Sir William Mahan
Posts: 223
Joined: Tue Aug 08, 2017 5:36 pm

Re: 24 - The Temple of Corruption

Post by Sir William Mahan »

Attacks
Fighting Attack 1 [dice:38klmpmj]63855:0[/dice:38klmpmj] Frenzy [dice:38klmpmj]63855:1[/dice:38klmpmj] Wild [dice:38klmpmj]63855:2[/dice:38klmpmj]
Fighting Attack 2 [dice:38klmpmj]63855:3[/dice:38klmpmj] Wild [dice:38klmpmj]63855:4[/dice:38klmpmj]
Fighting Attack 3 [dice:38klmpmj]63855:5[/dice:38klmpmj] Wild [dice:38klmpmj]63855:6[/dice:38klmpmj]
Sir William charges the demon before him, exultant at facing the source of evil that is corrupting his beloved castle. Gripping his psi-sword with both hands, he strikes with Hammer in the Forge three times, but fails to breach the demon's defenses. Gritting his teeth, he prepares for another round of attacks.
Sir William Mahan
Character Name: Sir William Mahan
Parry:9, Toughness: 20/14 MDC, -2 to hit vs tech
ISP: 25 /25
Wounds: 0
Fatigue: 1

Bennies: 4
  • 4 starting
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

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

Re: 24 - The Temple of Corruption

Post by Sal »

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

0 bennies, 2 wounds.
Bennies 0
+
Sal at a glance
Attributes: Agility d8(2 race), Smarts d12(3, 1 advance), Spirit d8(2), Strength d4, Vigor d8(2 advances)
Pace: 8 d8 run die; Parry: 5; Toughness: 13(6)in armor ; PPE: 30
Skills of Note: Notice d8, stealth d8, thievery d6, common kn d6, TW d12+2
Combat Edges: Level Headed, Quick, and Elan
Powers: 30/12 PPE left, 2 out of 6 devices created
Has an Environmental Protection Device with 5ppts left
Spend 5 of his own PPE (Shadow Cloak with normal sight based invisibility -4, and Greater Boost to TW)
Everyone has environmental Protection Acid on them also gives them 4pts of damage reduction if they are attacked by acid!
Everyone also has +2 die types to shooting and a freereroll on every shooting action.

L.C.
Silver Patron
Silver Patron
Posts: 175
Joined: Mon Aug 14, 2017 8:33 am
Location: The 99s

Re: 24 - The Temple of Corruption

Post by L.C. »

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

Shooting [dice:33yni0p9]64120:0[/dice:33yni0p9] (vs Demon Prince P38), [dice:33yni0p9]64120:1[/dice:33yni0p9] (vs Corrupt K37), [dice:33yni0p9]64120:2[/dice:33yni0p9] (vs Demon Prince P38), [dice:33yni0p9]64120:3[/dice:33yni0p9]
Shot 1: [dice:33yni0p9]64120:6[/dice:33yni0p9]+6 (Silver)=20, AP 10: vs Demon Prince P38
Shot 2: [dice:33yni0p9]64120:4[/dice:33yni0p9]+6 (Silver)=18, AP 10: vs Corrupt K37
Shot 3: [dice:33yni0p9]64120:5[/dice:33yni0p9]+6 (Silver)=22, AP 10: vs Demon Prince P38

Still In Effect: (round 4/5):
Arcane Protection (+6 vs hostile arcane powers, -6 vs arcane damage; all are Shrouded (-1 to be hit, +1 to steath checks), and Hurried (+2 to Pace)
Targets: L.C., Fritz, Filmore, Gridia, Sir William, Sal, Maggie, Steven, Brison, Reuben, Renee, Mike, Shiela
L.C.
L.C. Psi-Nullifier Commando
Parry: 6 (7 in body armor), Toughness: Body Armor: 14(5) or PA: 21(10)
ISP: 40
Powers and Benny/Wound/ISP tracking
Andrew Brison
Andrew Brison, Former CS SAMAS Pilot
Parry: 6, Toughness: Armor: 12(6) or PA: 17(8)
Benny Tracking and Gear including War Chief SAMAS Power Armor
Image

L.C.
Silver Patron
Silver Patron
Posts: 175
Joined: Mon Aug 14, 2017 8:33 am
Location: The 99s

Re: 24 - The Temple of Corruption

Post by L.C. »

Image

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

Shooting [dice:19peeqry]64126:0[/dice:19peeqry], [dice:19peeqry]64126:1[/dice:19peeqry]
Dmg: [dice:19peeqry]64126:2[/dice:19peeqry], AP 4, MD
L.C.
L.C. Psi-Nullifier Commando
Parry: 6 (7 in body armor), Toughness: Body Armor: 14(5) or PA: 21(10)
ISP: 40
Powers and Benny/Wound/ISP tracking
Andrew Brison
Andrew Brison, Former CS SAMAS Pilot
Parry: 6, Toughness: Armor: 12(6) or PA: 17(8)
Benny Tracking and Gear including War Chief SAMAS Power Armor
Image

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

Re: 24 - The Temple of Corruption

Post by Gridia Thorem »

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

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

Spellcasting[dice:1namtuuk]64133:0[/dice:1namtuuk]
Wild[dice:1namtuuk]64133:1[/dice:1namtuuk]

Wild ACE!
Wild[dice:1namtuuk]64133:2[/dice:1namtuuk]

Wild Double ACE!
Wild[dice:1namtuuk]64133:3[/dice:1namtuuk]
Gridia produces a glowing gumdrop, seemingly out of thin air. He tosses it up as though he intends to catch it with his mouth, but instead he lets it fall right behind him. As it lands, a burst of healing energy spreads in a large area, healing anything within it. Then, with the blink of an eye, Gridia flies off again, fearing more group oriented assaults from the enemy.
Finished Movement
Gridia moves to C51.
Quick Stats
Race: Elf
Class: LLW

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

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

Pace: 6 (48 flying [9 rounds]); Parry: 5 (+1 w/ Equipped Staff); Toughness 8 (6 mdc [9 rounds]); Strain: 0
Active Powers
  • Swift Flight (fly at pace of 48)
    Greater Protection (+6 MDC)
Combat Edges
  • Power Surge
  • Elan; Luck
  • Tough As Nails
  • Improved Level Headed

User avatar
Ndreare
Savage Siri
Posts: 4041
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 24 - The Temple of Corruption

Post by Ndreare »

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

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

OOC Comments
Spirit d12 versus 14. -8 Vulnerability, +8 arcane resistances
Spirit [dice:z0k46r0q]64142:0[/dice:z0k46r0q]

Spirit [dice:z0k46r0q]64142:1[/dice:z0k46r0q]
Wild [dice:z0k46r0q]64142:2[/dice:z0k46r0q]
Benny
Spirit [dice:z0k46r0q]64142:3[/dice:z0k46r0q]
Wild [dice:z0k46r0q]64142:4[/dice:z0k46r0q]
Benny 2
Spirit [dice:z0k46r0q]64142:5[/dice:z0k46r0q]
Wild [dice:z0k46r0q]64142:6[/dice:z0k46r0q] Ace [dice:z0k46r0q]64142:7[/dice:z0k46r0q]
Template placement
Capture.JPG

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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: 4041
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 24 - The Temple of Corruption

Post by Ndreare »

Initiative Turn 5
Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
  • Quick rerolls 16 or less
  • SWD Only, Quickness with a Raise rerolls 24 or less
  • 53, 54, 55, 56 are considered Jokers
  • Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).


@Fritz [dice:m589uwym]64143:0[/dice:m589uwym]
@Gridia Thorem (ILH) [dice:m589uwym]64143:1[/dice:m589uwym]
@Maggie [dice:m589uwym]64143:2[/dice:m589uwym]
@L.C. & @Brison [dice:m589uwym]64143:3[/dice:m589uwym]
@Sal (LH) [dice:m589uwym]64143:4[/dice:m589uwym]
@Sir William Mahan (quick) [dice:m589uwym]64143:5[/dice:m589uwym]

Prince of Corruption (LH) [dice:m589uwym]64143:6[/dice:m589uwym] [dice:m589uwym]64143:7[/dice:m589uwym]

Quick Reroll
@Sir William Mahan (quick) [dice:m589uwym]64143:8[/dice:m589uwym]

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


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

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

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


Corrupt
Pace: 8; Parry: 7; Toughness: 26 (12)
  • +6 damage from Champions

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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
Sir William Mahan
Posts: 223
Joined: Tue Aug 08, 2017 5:36 pm

Re: 24 - The Temple of Corruption

Post by Sir William Mahan »

Fighting - Wild Attack - Prince is Shaken with 5 wounds
Wild Attack 1 [dice:3n1ish9k]64170:0[/dice:3n1ish9k] Frenzy [dice:3n1ish9k]64170:1[/dice:3n1ish9k] Wild [dice:3n1ish9k]64170:2[/dice:3n1ish9k] Damage [dice:3n1ish9k]64170:8[/dice:3n1ish9k] + [dice:3n1ish9k]64170:9[/dice:3n1ish9k] +12 (10 for Champion, 2 for Wild Attack) = 35 AP20
Wild Attack 2 [dice:3n1ish9k]64170:3[/dice:3n1ish9k] Wild [dice:3n1ish9k]64170:4[/dice:3n1ish9k] Damage [dice:3n1ish9k]64170:10[/dice:3n1ish9k] + [dice:3n1ish9k]64170:11[/dice:3n1ish9k] +12 (10 for Champion, 2 for Wild Attack) = 24 AP20
Wild Attack 3 [dice:3n1ish9k]64170:5[/dice:3n1ish9k] Wild [dice:3n1ish9k]64170:6[/dice:3n1ish9k] Ace on Wild Die [dice:3n1ish9k]64170:7[/dice:3n1ish9k] Damage [dice:3n1ish9k]64170:12[/dice:3n1ish9k] + [dice:3n1ish9k]64170:13[/dice:3n1ish9k] +12 (10 for Champion, 2 for Wild Attack) = 31 AP20


Infuriated by his inability to strike the demon prince, Sir William lashes out with the vicious Rage of the Brown Bear technique, slashing again and again at the infernal creature, carving deep gashes into the creature's flesh with his psi-sword.
Sir William Mahan
Character Name: Sir William Mahan
Parry:9, Toughness: 20/14 MDC, -2 to hit vs tech
ISP: 25 /25
Wounds: 0
Fatigue: 1

Bennies: 4
  • 4 starting
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

User avatar
Maggie
Posts: 129
Joined: Tue Apr 23, 2019 8:50 am

Re: 24 - The Temple of Corruption

Post by Maggie »

Shooting 14, Damage 73 MD (Magical), AP 25
Shooting [dice:n71vy3ql]64187:0[/dice:n71vy3ql] (-4 for Headshot, 2 points offset by STS, 2 points offset by Marksman, +1 from Boom Gun, +2 from TM Weapon Edge chain)
Wild [dice:n71vy3ql]64187:1[/dice:n71vy3ql]

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

Shooting [dice:n71vy3ql]64187:2[/dice:n71vy3ql] + [dice:n71vy3ql]64187:4[/dice:n71vy3ql] (Ace!)
Wild [dice:n71vy3ql]64187:3[/dice:n71vy3ql]

Damage: [dice:n71vy3ql]64187:5[/dice:n71vy3ql] (includes +5 from boom gun damage, +6 from smite, +10 from weakness, +2 from champion, +4 from head shot) + [dice:n71vy3ql]64187:6[/dice:n71vy3ql] (Shooting raise) + [dice:n71vy3ql]64187:7[/dice:n71vy3ql] (Ace)
As @Sir William Mahan moves in against the demon prince, his psi-swords flashing almost too fast to track, Maggie lines up her shot. It's risky firing so close to an ally, she knows, but she also knows that if the creature somehow survives the Cyber-Knight's assault, she needs to put him down before he can cause any more damage.

She keeps the barrel high, aiming for the head, and fires a single, devastating shot, sniper style.
Maggie and Steven
Maggie
Pace: 6, run d6 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: 4041
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 24 - The Temple of Corruption

Post by Ndreare »

4 bennies
45 (20) - 35 AP20 = 10 - Arcane Protection 4 = 6 = 1 wound
  • Benny 1 Soak Roll
    Vigor [dice:3gf8kta1]64194:0[/dice:3gf8kta1]
    Wild [dice:3gf8kta1]64194:1[/dice:3gf8kta1]
45 (20) - 24 AP20 = -1 - Arcane Protection 4 = -5 = 0 wounds
45 (20) - 31 AP20 = 6 - Arcane Protection 4 = 2 = Shaken (or 1 wound if soaked)

45 (20) - 73 AP 25 = 48 - Arcane Protection 4 = 44 = 4 wounds
  • Benny 2 Soak Roll
    Vigor [dice:3gf8kta1]64194:2[/dice:3gf8kta1]
    Wild [dice:3gf8kta1]64194:3[/dice:3gf8kta1]
    Benny 3 Soak Roll
    Vigor [dice:3gf8kta1]64194:4[/dice:3gf8kta1]
    Wild [dice:3gf8kta1]64194:5[/dice:3gf8kta1]
    Benny 4 Soak Roll
    Vigor [dice:3gf8kta1]64194:6[/dice:3gf8kta1]
    Wild [dice:3gf8kta1]64194:7[/dice:3gf8kta1]
As the Corruption is assaulted by the heroes he stumbles, really from the attacks of the champions. Hi rage growing as the danger to himself becomes tangible. Refusing to give up his place on this world the creature roars. When suddenly the blow from the Glitter Boy nearly knocks him over leaving a bleeding gaping wound. Somehow these mortals have overcome his natural regeneration, looking down at the Glitter Boy the demon glares. "You will die this day mortal!"


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


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

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


Corrupt
Pace: 8; Parry: 7; Toughness: 26 (12)
  • +6 damage from Champions

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
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July 20, 2020 update
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Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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: 24 - The Temple of Corruption

Post by Fritz »

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

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

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

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

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

Fillmore moves to I13

Fillmore Rail Gun on Corruption
ROF 3
Shot 1, 1, Miss
[*] Shooting 1 (1d10) [dice:wkw6tff7]64197:0[/dice:wkw6tff7]
Shot 2, 13, Hit
[*] Shooting 2 (1d10) [dice:wkw6tff7]64197:1[/dice:wkw6tff7]
[*] Aced! Shooting 2 (1d10+10) [dice:wkw6tff7]64197:4[/dice:wkw6tff7]
Shot 3, 16, Hit
[*] Shooting 3 (1d10) [dice:wkw6tff7]64197:2[/dice:wkw6tff7]
[*] Aced! Shooting 3 (1d10+10) [dice:wkw6tff7]64197:5[/dice:wkw6tff7]
DISREGARD
Wild, 17, Hit][*] Wild (1d6) [dice:wkw6tff7]64197:3[/dice:wkw6tff7]
[*] Aced! Wild (1d6+6) [dice:wkw6tff7]64197:6[/dice:wkw6tff7]
[*] Super Aced! Wild (1d6+12) [dice:wkw6tff7]64197:7[/dice:wkw6tff7]
Shot 2, 16 MD, AP 6
Mini Rail Gun +2
[*] Bonus (1d6) [dice:wkw6tff7]64197:8[/dice:wkw6tff7]
[*] Damage (2d10) [dice:wkw6tff7]64197:9[/dice:wkw6tff7]

Shot 3, 19 MD, AP 6
Mini Rail Gun +2
[*] Bonus (1d6) [dice:wkw6tff7]64197:10[/dice:wkw6tff7]
[*] Damage (2d10) [dice:wkw6tff7]64197:11[/dice:wkw6tff7]

DISREGARD
Wild for Shot 1, 32 MD, AP 6
Mini Rail Gun +2
[*] Bonus (1d6) [dice:wkw6tff7]64197:12[/dice:wkw6tff7]
[*] Aced! Bonus (1d6+6) [dice:wkw6tff7]64197:14[/dice:wkw6tff7]
[*] Damage (2d10) [dice:wkw6tff7]64197:13[/dice:wkw6tff7]
Fritz
Quick Stat _
Legendary Human MARS Intel Operative
Pace: 6 [8] / 1d6 || Parry: 7 || Toughness: 6 [10 /6] || Strain: 0
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Alertness
    Quickness
    Soldier
Relevant Edges:
  • Conditioned
    Field Intel
    Iron Jaw
    Strong Willed
Bennies: 3/3

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

Re: 24 - The Temple of Corruption

Post by Gridia Thorem »

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

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

Benny 1:
Vigor 1d12

Vigor[dice:9rsco29g]64201:3[/dice:9rsco29g]
Wild[dice:9rsco29g]64201:4[/dice:9rsco29g]

Vigor ACE!
Vigor[dice:9rsco29g]64201:5[/dice:9rsco29g]

Benny Soak Reroll:
Vigor 1d12, Elan +2

Vigor[dice:9rsco29g]64201:6[/dice:9rsco29g]
Wild[dice:9rsco29g]64201:7[/dice:9rsco29g]

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

Vigor[dice:9rsco29g]64201:8[/dice:9rsco29g]
WIld[dice:9rsco29g]64201:9[/dice:9rsco29g]
"You might feel a little pinch!" he says as he smacks the prince square in the forehead, or what Gridia assumes is the forehead. As his hand makes contact...
Healing=23
Healing -3 PPE

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

Spellcasting[dice:9rsco29g]64201:0[/dice:9rsco29g]
Wild[dice:9rsco29g]64201:1[/dice:9rsco29g]

Spellcasting ACE!
Spellcasting[dice:9rsco29g]64201:2[/dice:9rsco29g]
...his hand slides across the brow, just as it slid over the wounds of the CK Mike moments earlier. Gridia's healing powers begin to wash over the prince as he maneuvers to his flank. (Gridia ends his movement at Q39)
Last edited by Gridia Thorem on Tue Mar 10, 2020 4:33 pm, edited 8 times in total.
Quick Stats
Race: Elf
Class: LLW

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

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

Pace: 6 (48 flying [9 rounds]); Parry: 5 (+1 w/ Equipped Staff); Toughness 8 (6 mdc [9 rounds]); Strain: 0
Active Powers
  • Swift Flight (fly at pace of 48)
    Greater Protection (+6 MDC)
Combat Edges
  • Power Surge
  • Elan; Luck
  • Tough As Nails
  • Improved Level Headed

User avatar
Ndreare
Savage Siri
Posts: 4041
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 24 - The Temple of Corruption

Post by Ndreare »

OOC Comments
1st Benny to First Strike on Gridia
First Strike [dice:1519opsd]64202:0[/dice:1519opsd]
Wild [dice:1519opsd]64202:1[/dice:1519opsd]
Str+d12+4 Mega Damage, AP 12
[dice:1519opsd]64202:2[/dice:1519opsd] + [dice:1519opsd]64202:3[/dice:1519opsd] AP 12

Spirit to resist 24. Vulnerability -8 versus healing, Arcane Protection +4, Arcane Resistance +4 = Spirit d12
Spirit [dice:1519opsd]64202:4[/dice:1519opsd]
Wild [dice:1519opsd]64202:5[/dice:1519opsd] Ace [dice:1519opsd]64202:6[/dice:1519opsd]

2nd Benny to Soak
Vigor [dice:1519opsd]64202:7[/dice:1519opsd]
Wild [dice:1519opsd]64202:8[/dice:1519opsd]
The demon reals from the pain of the spell assaulting him. The cleansing effects of healing causing his shape to flux and roll as it randomly adjust to maintain an earthly form. "I will hunt your family through time mortal, non of your offspring will know mercy."

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

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


Corrupt
Pace: 8; Parry: 7; Toughness: 26 (12)
  • +6 damage from Champions

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
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Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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

L.C.
Silver Patron
Silver Patron
Posts: 175
Joined: Mon Aug 14, 2017 8:33 am
Location: The 99s

Re: 24 - The Temple of Corruption

Post by L.C. »

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


Shoot Corrupt (Y41): 10 to hit; 24, AP 10, Demon Prince: 4 to hit; 24, AP 10, Corrupt (AA47): 6 to hit; 11, Ap 10
Shooting vs Corrupt (Y41), Demon Prince, Corrupt (AA47)
[dice:2ddw1jiv]64270:0[/dice:2ddw1jiv], [dice:2ddw1jiv]64270:1[/dice:2ddw1jiv], [dice:2ddw1jiv]64270:2[/dice:2ddw1jiv], [dice:2ddw1jiv]64270:3[/dice:2ddw1jiv]+[dice:2ddw1jiv]64270:4[/dice:2ddw1jiv]
[dice:2ddw1jiv]64270:5[/dice:2ddw1jiv]+[dice:2ddw1jiv]64270:9[/dice:2ddw1jiv]+4+[dice:2ddw1jiv]64270:6[/dice:2ddw1jiv]+6 (smite)= 24 (AP 10)
[dice:2ddw1jiv]64270:7[/dice:2ddw1jiv]+[dice:2ddw1jiv]64270:10[/dice:2ddw1jiv]+4+6 (smite)=24 (AP 10)
[dice:2ddw1jiv]64270:8[/dice:2ddw1jiv]+4+6 (smite)=11 (AP 10)
-1 ISP to maintain Arcane Protection
L.C.
L.C. Psi-Nullifier Commando
Parry: 6 (7 in body armor), Toughness: Body Armor: 14(5) or PA: 21(10)
ISP: 40
Powers and Benny/Wound/ISP tracking
Andrew Brison
Andrew Brison, Former CS SAMAS Pilot
Parry: 6, Toughness: Armor: 12(6) or PA: 17(8)
Benny Tracking and Gear including War Chief SAMAS Power Armor
Image

L.C.
Silver Patron
Silver Patron
Posts: 175
Joined: Mon Aug 14, 2017 8:33 am
Location: The 99s

Re: 24 - The Temple of Corruption

Post by L.C. »

Brison
Image
Brison switches to Heavy beam mode and puts a steady beam of laser energy into the monster, not sure he's doing anything at all.
Shooting vs Demon Prince, 18, AP 4, MD
Shooting [dice:3157ebvk]64271:0[/dice:3157ebvk], [dice:3157ebvk]64271:1[/dice:3157ebvk] +1 from Multi-optic scope
Heavy beam vs Demon Prince: [dice:3157ebvk]64271:2[/dice:3157ebvk]+[dice:3157ebvk]64271:3[/dice:3157ebvk] (raise), AP 4, Mega Damage, Snap Fire
L.C.
L.C. Psi-Nullifier Commando
Parry: 6 (7 in body armor), Toughness: Body Armor: 14(5) or PA: 21(10)
ISP: 40
Powers and Benny/Wound/ISP tracking
Andrew Brison
Andrew Brison, Former CS SAMAS Pilot
Parry: 6, Toughness: Armor: 12(6) or PA: 17(8)
Benny Tracking and Gear including War Chief SAMAS Power Armor
Image

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

Re: 24 - The Temple of Corruption

Post by Fritz »

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

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

Hindrance: Code of Honor

Grapple the Corrupted Ashcroft, Athletics 10 vs Corrupted Athletics
[*] Athletics (1d10) [dice:1nivwxl8]64274:0[/dice:1nivwxl8]
[*] Wild (1d6) [dice:1nivwxl8]64274:1[/dice:1nivwxl8]

Benny to Reroll (0 of 0 remaining)

[*] Athletics (1d10) [dice:1nivwxl8]64274:8[/dice:1nivwxl8]
[*] Wild (1d6) [dice:1nivwxl8]64274:9[/dice:1nivwxl8]

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

[*] Fighting (1d10) [dice:1nivwxl8]64274:2[/dice:1nivwxl8]
[*] Wild (1d6) [dice:1nivwxl8]64274:3[/dice:1nivwxl8]
[*] Aced! Wild (1d6+6) [dice:1nivwxl8]64274:4[/dice:1nivwxl8]

[*] Fighting Damage Strength (1d8) [dice:1nivwxl8]64274:5[/dice:1nivwxl8]
[*] Fighting Damage (1d6) [dice:1nivwxl8]64274:6[/dice:1nivwxl8]
[*] Bonus Damage (1d6) [dice:1nivwxl8]64274:7[/dice:1nivwxl8]

Benny to Reroll Damage (0 of 0 remaining)

[*] Fighting Damage Strength (1d8) [dice:1nivwxl8]64274:10[/dice:1nivwxl8]
[*] Fighting Damage (1d6) [dice:1nivwxl8]64274:11[/dice:1nivwxl8]
[*] Aced! Fighting Damage (1d6+6) [dice:1nivwxl8]64274:13[/dice:1nivwxl8]
[*] Bonus Damage (1d6) [dice:1nivwxl8]64274:12[/dice:1nivwxl8]
[*] Aced! Bonus Damage (1d6+6) [dice:1nivwxl8]64274:14[/dice:1nivwxl8]
Last edited by Fritz on Thu Apr 02, 2020 5:12 pm, edited 1 time in total.
Fritz
Quick Stat _
Legendary Human MARS Intel Operative
Pace: 6 [8] / 1d6 || Parry: 7 || Toughness: 6 [10 /6] || Strain: 0
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Alertness
    Quickness
    Soldier
Relevant Edges:
  • Conditioned
    Field Intel
    Iron Jaw
    Strong Willed
Bennies: 3/3

User avatar
Ndreare
Savage Siri
Posts: 4041
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 24 - The Temple of Corruption

Post by Ndreare »

OOC Comments
Unshake (Spirit, no wound penalty for four wounds, +2 for Demonic Undead racial ability)
Spirit [dice:9r9fum84]64317:0[/dice:9r9fum84]
Wild [dice:9r9fum84]64317:1[/dice:9r9fum84]
The Demon Prince moves away from @Sir William Mahan. Please make a free attack against him as he breaks contact from you.

@Gridia Thorem you can free attack

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

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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: 24 - The Temple of Corruption

Post by Gridia Thorem »

Fighting=4
Fighting 1d8

Fighting[dice:14qq3tk4]64337:0[/dice:14qq3tk4]
Wild[dice:14qq3tk4]64337:1[/dice:14qq3tk4]
Swinging at the back of the Prince's head, Gridia hopes a non-magical assault will be enough to topple the giant in front of him. Unfortunately Gridia forgot he was hurt from the attacks against him. He winces and lightly chokes on his cinnamon candy as the Prince moves in on his other attackers.
Quick Stats
Race: Elf
Class: LLW

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

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

Pace: 6 (48 flying [9 rounds]); Parry: 5 (+1 w/ Equipped Staff); Toughness 8 (6 mdc [9 rounds]); Strain: 0
Active Powers
  • Swift Flight (fly at pace of 48)
    Greater Protection (+6 MDC)
Combat Edges
  • Power Surge
  • Elan; Luck
  • Tough As Nails
  • Improved Level Headed

User avatar
Sir William Mahan
Posts: 223
Joined: Tue Aug 08, 2017 5:36 pm

Re: 24 - The Temple of Corruption

Post by Sir William Mahan »

Fighting
[dice:2k84cwlh]64369:0[/dice:2k84cwlh] Wild [dice:2k84cwlh]64369:1[/dice:2k84cwlh]+6 Size modifier
As the demon shifts towards Maggie's Glitter Boy, Sir William slashes with Rushing Cataract, but fails to connect.
Sir William Mahan
Character Name: Sir William Mahan
Parry:9, Toughness: 20/14 MDC, -2 to hit vs tech
ISP: 25 /25
Wounds: 0
Fatigue: 1

Bennies: 4
  • 4 starting
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

User avatar
Ndreare
Savage Siri
Posts: 4041
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 24 - The Temple of Corruption

Post by Ndreare »

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


Maggie takes 4 wounds twice in a row, Ruben takes 4 wounds twice in a row, Fillmore is corrupted with a 13
Improved Frenzy, Fighting d12+2, Master Edge, Wild Attack +2, Ignores MAP
Parry 9 Dug in = Target 7 for Acid Damage Str+d12+4 Mega Damage, AP 12
Maggie
Fighting [dice:37hdca34]64410:0[/dice:37hdca34]
Fighting [dice:37hdca34]64410:1[/dice:37hdca34] = Raise
Wild [dice:37hdca34]64410:2[/dice:37hdca34] = Raise
Damage (1) = [dice:37hdca34]64410:8[/dice:37hdca34] + [dice:37hdca34]64410:9[/dice:37hdca34] +4 +2 + [dice:37hdca34]64410:10[/dice:37hdca34] + AP 12
Ace [dice:37hdca34]64410:14[/dice:37hdca34] AP 12
Damage (2) = [dice:37hdca34]64410:11[/dice:37hdca34] + [dice:37hdca34]64410:12[/dice:37hdca34] +4 +2 + [dice:37hdca34]64410:13[/dice:37hdca34] + AP 12
Ace [dice:37hdca34]64410:15[/dice:37hdca34] AP 12

Ruben
Fighting [dice:37hdca34]64410:3[/dice:37hdca34]
Fighting [dice:37hdca34]64410:4[/dice:37hdca34]
Wild [dice:37hdca34]64410:5[/dice:37hdca34]
Damage (1) = [dice:37hdca34]64410:16[/dice:37hdca34] + [dice:37hdca34]64410:17[/dice:37hdca34] +4 +2 + [dice:37hdca34]64410:18[/dice:37hdca34] + AP 12
Damage (2) = [dice:37hdca34]64410:19[/dice:37hdca34] + [dice:37hdca34]64410:20[/dice:37hdca34] +4 +2 + [dice:37hdca34]64410:21[/dice:37hdca34] + AP 12

Spellcasting [dice:37hdca34]64410:6[/dice:37hdca34]
Wild [dice:37hdca34]64410:7[/dice:37hdca34]
Corruption
: The Demon Prince of corruption can use the Mind Control ability at will. When used this way the duration is considered instant (effectively permanent). This Corruption is total control of the character overriding its own free will as the Corrupted being becomes only an extension of the Demon Prince. The target of such corruption receives a free break out roll at the end of the first day, week, year, decade, century, millennium. A target that has been corrupted and broken out, cannot be corrupted again.
Updated Map
Capture.JPG

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Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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: 129
Joined: Tue Apr 23, 2019 8:50 am

Re: 24 - The Temple of Corruption

Post by Maggie »

Maggie Soaks 2 Wounds from the First Hit and 2 from the Second, But is Still Incapped
Vigor for first Soak [dice:3w27s21t]64412:0[/dice:3w27s21t]
Wild [dice:3w27s21t]64412:1[/dice:3w27s21t]


Vigor for second [dice:3w27s21t]64412:2[/dice:3w27s21t] (-2 from Wounds cancels out Iron Jaw)
Wild [dice:3w27s21t]64412:3[/dice:3w27s21t] + [dice:3w27s21t]64412:4[/dice:3w27s21t]
Vigor 8 on Incap Roll, Guts Injury, Str Reduced, Success vs Bleeding Out
vigor for incap [dice:3w27s21t]64412:5[/dice:3w27s21t]
Wild [dice:3w27s21t]64412:6[/dice:3w27s21t] + [dice:3w27s21t]64412:7[/dice:3w27s21t]
Roll on injury table. Effect goes away in 24 hours or when wounds are healed, whichever is earlier.

Injury table: [dice:3w27s21t]64412:8[/dice:3w27s21t]
Guts [dice:3w27s21t]64412:9[/dice:3w27s21t]
Strength reduced a die type

Vigor roll for bleeding out [dice:3w27s21t]64412:10[/dice:3w27s21t]
Wild [dice:3w27s21t]64412:11[/dice:3w27s21t]

Maggie goes down hard, but is miraculously somehow still alive. She is unable to make a pithy comment, however, and instead falls backwards as she and her armor are torn out of the ground by the demon’s assault and knocked prone.
Maggie and Steven
Maggie
Pace: 6, run d6 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: 24 - The Temple of Corruption

Post by Fritz »

Fillmore's Spirit d6 to resist corruption

Spirit (1d6) [dice:3l8nee7a]64414:0[/dice:3l8nee7a]

Fillmore succombs to Demon Princesses' Corruption. (FYI - I realize the weaknesses of a FC Borg and this is one of them.)
Fritz
Quick Stat _
Legendary Human MARS Intel Operative
Pace: 6 [8] / 1d6 || Parry: 7 || Toughness: 6 [10 /6] || Strain: 0
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Alertness
    Quickness
    Soldier
Relevant Edges:
  • Conditioned
    Field Intel
    Iron Jaw
    Strong Willed
Bennies: 3/3

User avatar
Ndreare
Savage Siri
Posts: 4041
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 24 - The Temple of Corruption

Post by Ndreare »

Fritz takes 19 AP 6 Mega Damage
Spirit Unshake [dice:joq6vynq]64446:0[/dice:joq6vynq]

Attacking Sir William
Fighting [dice:joq6vynq]64446:1[/dice:joq6vynq] = Miss
Fighting [dice:joq6vynq]64446:2[/dice:joq6vynq] = Miss

Fighting [dice:joq6vynq]64446:3[/dice:joq6vynq] = Miss
Fighting [dice:joq6vynq]64446:4[/dice:joq6vynq] = Miss

Attacking Fritz
Fighting [dice:joq6vynq]64446:5[/dice:joq6vynq] = Miss
Fighting [dice:joq6vynq]64446:6[/dice:joq6vynq] = Hit 1

Strike through, forgot Fritz disabled one in his post.
Fighting [dice:joq6vynq]64446:7[/dice:joq6vynq] = Hit 2
Fighting [dice:joq6vynq]64446:8[/dice:joq6vynq] = Hit 3


Hit 1 Damage [dice:joq6vynq]64446:9[/dice:joq6vynq] + [dice:joq6vynq]64446:10[/dice:joq6vynq] AP 6
19 AP 6 Mega damage

Hit 2 Damage [dice:joq6vynq]64446:11[/dice:joq6vynq] + [dice:joq6vynq]64446:12[/dice:joq6vynq] AP 6
14 AP 6 Mega damage

Hit 3 Damage [dice:joq6vynq]64446:13[/dice:joq6vynq] + [dice:joq6vynq]64446:14[/dice:joq6vynq] AP 6
22 AP 6 Mega damage


Resist Athletics [dice:joq6vynq]64446:15[/dice:joq6vynq]

Break Free [dice:joq6vynq]64446:16[/dice:joq6vynq]
Sir William and Maggie lay into the demon with their combined incredible destructive abilities leaving him gravely wounded from the assault. But unwilling and unable to give up the demon roars and leaving him minions to finish off Sir William lunges for Maggie. The rapid flurry of blows fells the chrome guardian leaving her on the ground wounded and bleeding.

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

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

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

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

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Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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: 24 - The Temple of Corruption

Post by Sal »

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

TW burst healing: [dice:1or5s19m]64469:0[/dice:1or5s19m] wild [dice:1or5s19m]64469:1[/dice:1or5s19m] TD [dice:1or5s19m]64469:4[/dice:1or5s19m]

TW burst healing [dice:1or5s19m]64469:2[/dice:1or5s19m] ace [dice:1or5s19m]64469:5[/dice:1or5s19m] ace [dice:1or5s19m]64469:6[/dice:1or5s19m]wild [dice:1or5s19m]64469:3[/dice:1or5s19m]
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: 4041
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 24 - The Temple of Corruption

Post by Ndreare »

Demon Prince takes 1 wound, currently at 5 wounds
32 Healing, Vulnerability +8, Arcane Resistance -4, Arcane Protection -4 = Target 32
Spirit [dice:3dljdb42]64597:0[/dice:3dljdb42]
Wild [dice:3dljdb42]64597:1[/dice:3dljdb42]
Waiting for soak rolls

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Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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: 24 - The Temple of Corruption

Post by Fritz »

Vigor to Soak
[*] Vigor (1d8) [dice:2ah3u3au]64635:0[/dice:2ah3u3au]
[*] Wild (1d6) [dice:2ah3u3au]64635:1[/dice:2ah3u3au]
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: 4041
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: 24 - The Temple of Corruption

Post by Ndreare »

TURN 06

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


Fritz [dice:1b54tlhc]64679:0[/dice:1b54tlhc]
Gridia (ILH) [dice:1b54tlhc]64679:1[/dice:1b54tlhc] or [dice:1b54tlhc]64679:2[/dice:1b54tlhc] or [dice:1b54tlhc]64679:3[/dice:1b54tlhc]
Maggie [dice:1b54tlhc]64679:4[/dice:1b54tlhc]
Sir William [dice:1b54tlhc]64679:5[/dice:1b54tlhc]
Sal (LH) [dice:1b54tlhc]64679:6[/dice:1b54tlhc] or [dice:1b54tlhc]64679:7[/dice:1b54tlhc]
Sir William (quick) [dice:1b54tlhc]64679:8[/dice:1b54tlhc]

Prince of Corruption [dice:1b54tlhc]64679:9[/dice:1b54tlhc] or [dice:1b54tlhc]64679:10[/dice:1b54tlhc]

L.C./Brisson missing from order [dice:1b54tlhc]64679:11[/dice:1b54tlhc]

Gridia benny new card [dice:1b54tlhc]64679:12[/dice:1b54tlhc]

L.C./Brisson benny new card [dice:1b54tlhc]64679:13[/dice:1b54tlhc]
Sir William Goes First.
Then the demons.
Then all other players

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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
Sir William Mahan
Posts: 223
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Re: 24 - The Temple of Corruption

Post by Sir William Mahan »

Lots of Rolls
Fighting Attack on Corrupt 1 [dice:2n78u9nt]64695:0[/dice:2n78u9nt] Wild [dice:2n78u9nt]64695:1[/dice:2n78u9nt] Damage [dice:2n78u9nt]64695:2[/dice:2n78u9nt]+[dice:2n78u9nt]64695:3[/dice:2n78u9nt] +6 AP10
Fighting Attack on Corrupt 2 [dice:2n78u9nt]64695:4[/dice:2n78u9nt] Wild [dice:2n78u9nt]64695:5[/dice:2n78u9nt] Damage [dice:2n78u9nt]64695:6[/dice:2n78u9nt]+[dice:2n78u9nt]64695:7[/dice:2n78u9nt] +6 =29 AP10
Second Fighting Attack on Corrupt 1 [dice:2n78u9nt]64695:12[/dice:2n78u9nt] Ace on Fighting [dice:2n78u9nt]64695:16[/dice:2n78u9nt]Wild [dice:2n78u9nt]64695:13[/dice:2n78u9nt] Damage [dice:2n78u9nt]64695:14[/dice:2n78u9nt]+[dice:2n78u9nt]64695:15[/dice:2n78u9nt]+ [dice:2n78u9nt]64695:17[/dice:2n78u9nt]+6 = 31 AP 20
Fighting Attack on Demon Prince [dice:2n78u9nt]64695:18[/dice:2n78u9nt] Wild [dice:2n78u9nt]64695:19[/dice:2n78u9nt] Damage [dice:2n78u9nt]64695:20[/dice:2n78u9nt]+[dice:2n78u9nt]64695:21[/dice:2n78u9nt]+10 AP 20
Enraged by seeing Maggie fall, Sir William splits his psi-sword and lashes out at each of the Corrupt near him with Reaping Grain. One falls immediately to his blade, head severed, but the other dodges, and he merges his sword again and strikes with Sunrise over Hills. The second Corrupt steps in to attack and is sliced cleanly in two from crotch to crown as Sir William sprints for the Demon Prince. "For the Castle!" he shouts triumphantly, leaping into Windblown Leaves and spinning a diagonal cut onto the creature, but the Prince swats his blade aside.
Sir William Mahan
Character Name: Sir William Mahan
Parry:9, Toughness: 20/14 MDC, -2 to hit vs tech
ISP: 25 /25
Wounds: 0
Fatigue: 1

Bennies: 4
  • 4 starting
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

User avatar
Ndreare
Savage Siri
Posts: 4041
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 24 - The Temple of Corruption

Post by Ndreare »

The demons adjacent to @Fritz attack, doing their best to down the cyborg so they can get the others down. The Demon Adjacent to him turns and concentrates as demonic intonations come from its mouth a wave of demon energy surges around @Maggie and @Sal. Suddenly Maggie burst into burning black and red flames, as the acid like force seeps into their being. But as the spell begins to form the heroes easily resist its effects.
OOC Comments
Fighting d10, Wild +2, Frenzy
Fighting [dice:3av0ravw]64698:0[/dice:3av0ravw] = Hit
Fighting [dice:3av0ravw]64698:1[/dice:3av0ravw] = Miss
Damage [dice:3av0ravw]64698:2[/dice:3av0ravw] + [dice:3av0ravw]64698:3[/dice:3av0ravw] + 2 AP 6

Stun, Area MBT, Fatigue, Hinder, Glow, Range x3
Spellcasting [dice:3av0ravw]64698:4[/dice:3av0ravw]
The demon Prince surrounded on all sides by the Champions he has failed repeatedly to kill Roars, without the option to flee and fight another day, it is all he can do to try and kill as many of these as possible before he falls. Giving up this world for 100 years could be too long, others will claim it by then and it could b a thousand until he can manifest in power. The rage of the demon, the frustration is enough he strikes out, repeated blows on @Maggie and @Sir William Mahan, one blow even landing on @Sal.

Maggie, Sir William, and Sal have wounds to soak
Maggie Soak 32 AP 12, then 41 AP 12
@Maggie
Fighting d12+2, Wild +2, Frenzy, Dug in +2 = Parry 9
Fighting [dice:3av0ravw]64698:5[/dice:3av0ravw] = Raise
Fighting [dice:3av0ravw]64698:6[/dice:3av0ravw] = Raise
Wild [dice:3av0ravw]64698:7[/dice:3av0ravw] (should have been d10, my mistake)
Damage (1) [dice:3av0ravw]64698:8[/dice:3av0ravw] + [dice:3av0ravw]64698:9[/dice:3av0ravw] + Raise [dice:3av0ravw]64698:10[/dice:3av0ravw] 32 AP 12

Damage (2) [dice:3av0ravw]64698:11[/dice:3av0ravw] + [dice:3av0ravw]64698:12[/dice:3av0ravw] + Raise [dice:3av0ravw]64698:13[/dice:3av0ravw] 41 AP 12
Sir William, soak 38 AP 12 (your Golden Benny from Christmas could auto soak these 4 wounds), then soak 4 wounds from 39 AP 12
@Sir William Mahan
Fighting d12+2, Wild +2, Frenzy, Deflection -2 = Parry 8
Fighting [dice:3av0ravw]64698:14[/dice:3av0ravw] = Raise
Fighting [dice:3av0ravw]64698:15[/dice:3av0ravw] = Hit
Wild [dice:3av0ravw]64698:16[/dice:3av0ravw]
Damage (1) [dice:3av0ravw]64698:17[/dice:3av0ravw] + [dice:3av0ravw]64698:18[/dice:3av0ravw] + Raise [dice:3av0ravw]64698:19[/dice:3av0ravw]

Damage (2) [dice:3av0ravw]64698:20[/dice:3av0ravw] + [dice:3av0ravw]64698:21[/dice:3av0ravw]
Sal takes 42 AP 12 for 4 wounds, I suggest soaking, maybe use conviction
@Sal
Fighting d12+2, Wild +2 (no frenzy), Deflection -4 = Parry 5
Fighting [dice:3av0ravw]64698:22[/dice:3av0ravw] = raise
Wild [dice:3av0ravw]64698:23[/dice:3av0ravw]
Damage [dice:3av0ravw]64698:24[/dice:3av0ravw] + [dice:3av0ravw]64698:25[/dice:3av0ravw] + Raise [dice:3av0ravw]64698:26[/dice:3av0ravw]
The demon speaks again. His voice like flowing thunder, and the pain of a migraine in your heads. "I will not be defeated by mortals to foolish to plan. This is my home, my domain and I will drag you to hell with me. Perhaps 10,000 years of hell will teach you respect!"







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

All players other than Sir William may act now.



UPDATED MAP
OOC Comments
Bottom of Turn 6 Map.JPG

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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
Sir William Mahan
Posts: 223
Joined: Tue Aug 08, 2017 5:36 pm

Re: 24 - The Temple of Corruption

Post by Sir William Mahan »

Soaks
One soak via Golden Benny. Second soak roll - [dice:1oaf6nis]64704:0[/dice:1oaf6nis] Wild [dice:1oaf6nis]64704:1[/dice:1oaf6nis] - one wound soaked
As the demon prince lashes out in fury, Sir William barely manages to interpose his blade against one attack, only for another to slide past his guard and smash into his ribs. Feeling bones crack under the onslaught, Sir William raises his sword with a defiant grin.
Sir William Mahan
Character Name: Sir William Mahan
Parry:9, Toughness: 20/14 MDC, -2 to hit vs tech
ISP: 25 /25
Wounds: 0
Fatigue: 1

Bennies: 4
  • 4 starting
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

User avatar
Maggie
Posts: 129
Joined: Tue Apr 23, 2019 8:50 am

Re: 24 - The Temple of Corruption

Post by Maggie »

Raise on Vigor for Incap
Vigor [dice:3j7ajx5e]64717:0[/dice:3j7ajx5e]
Wild [dice:3j7ajx5e]64717:1[/dice:3j7ajx5e]

Reroll

[dice:3j7ajx5e]64717:2[/dice:3j7ajx5e] (includes elan)
[dice:3j7ajx5e]64717:3[/dice:3j7ajx5e]

Benny: https://savagerifts.com/sr/viewtopic.php?t=4863
Injury to Guts, -1 Str
Injuries [dice:3j7ajx5e]64717:4[/dice:3j7ajx5e]
8 Guts
[dice:3j7ajx5e]64717:5[/dice:3j7ajx5e]
-1 die type to str
No sooner does Maggie return to consciousness than the demon sends her back on her way.

She doesn’t even have a chance to speak before the darkness takes her again.
Maggie and Steven
Maggie
Pace: 6, run d6 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: 4041
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 24 - The Temple of Corruption

Post by Ndreare »

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

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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: 24 - The Temple of Corruption

Post by Gridia Thorem »

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

Spellcasting[dice:39wqnz8s]64972:0[/dice:39wqnz8s]
Wild[dice:39wqnz8s]64972:1[/dice:39wqnz8s]

Spellcasting Ace![dice:39wqnz8s]64972:2[/dice:39wqnz8s]
Another emerald gumdrop lands at Gridia's feet. A surge of healing energies flow out from it as soon as it hits the floor of the temple. All caught within it feel the effects immediately. Gridia hopes it's enough to keep the 99 on this plane longer than the prince, but he's never been up against a foe like this.

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

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

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

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

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

Pace: 6 (48 flying [9 rounds]); Parry: 5 (+1 w/ Equipped Staff); Toughness 8 (6 mdc [9 rounds]); Strain: 0
Active Powers
  • Swift Flight (fly at pace of 48)
    Greater Protection (+6 MDC)
Combat Edges
  • Power Surge
  • Elan; Luck
  • Tough As Nails
  • Improved Level Headed

User avatar
Maggie
Posts: 129
Joined: Tue Apr 23, 2019 8:50 am

Re: 24 - The Temple of Corruption

Post by Maggie »

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

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

"Right. Fighting. Got it."
I Can Haz Actions?
@Ndreare, can Maggie take any actions, here? All she has done so far this round is get incapacitated and then woken back up.
Maggie and Steven
Maggie
Pace: 6, run d6 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: 24 - The Temple of Corruption

Post by Fritz »

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

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

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

[*] Fighting (1d10) [dice:3iavsntx]65022:0[/dice:3iavsntx]
[*] Wild (1d6) [dice:3iavsntx]65022:1[/dice:3iavsntx]

[*] Strength Damage (1d10) [dice:3iavsntx]65022:5[/dice:3iavsntx]
[*] Hands/Feet Damage (1d6) [dice:3iavsntx]65022:6[/dice:3iavsntx]

Benny for Reroll (1 of 3 remaining)

[*] Strength Damage (1d10) [dice:3iavsntx]65022:9[/dice:3iavsntx]
[*] Hands/Feet Damage (1d6) [dice:3iavsntx]65022:10[/dice:3iavsntx]
[*] Aced! Hands/Feet Damage (1d6+6) [dice:3iavsntx]65022:13[/dice:3iavsntx]
[*] Super Aced! Hands/Feet Damage (1d6+12) [dice:3iavsntx]65022:14[/dice:3iavsntx]
As the second corrupted leans in for an attack, Fritz leans his weight forward on Ashcroft and to the right. Ashcroft begins to spin. The turn is quick and just enough leverage and angle that Fritz is able to land a double footed kick to the second corrupted, before replanting his feet on the ground and leveraging himself to continue choking Ashcroft.

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

[*] Fighting (1d10) [dice:3iavsntx]65022:2[/dice:3iavsntx]
[*] Wild (1d6) [dice:3iavsntx]65022:3[/dice:3iavsntx]
[*] Aced! Wild (1d6+6) [dice:3iavsntx]65022:4[/dice:3iavsntx]

[*] Strength Damage (1d10) [dice:3iavsntx]65022:7[/dice:3iavsntx]
[*] Hands/Feet Damage (1d6) [dice:3iavsntx]65022:8[/dice:3iavsntx]

Benny for Reroll (0 of 3 remaining)

[*] Strength Damage (1d10) [dice:3iavsntx]65022:11[/dice:3iavsntx]
[*] Hands/Feet Damage (1d6) [dice:3iavsntx]65022:12[/dice:3iavsntx]
Fritz's kicks prove to be nothing more than a love tap to the second Corrupted.
Fritz
Quick Stat _
Legendary Human MARS Intel Operative
Pace: 6 [8] / 1d6 || Parry: 7 || Toughness: 6 [10 /6] || Strain: 0
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Alertness
    Quickness
    Soldier
Relevant Edges:
  • Conditioned
    Field Intel
    Iron Jaw
    Strong Willed
Bennies: 3/3

User avatar
Maggie
Posts: 129
Joined: Tue Apr 23, 2019 8:50 am

Re: 24 - The Temple of Corruption

Post by Maggie »

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

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

Steven replies, "Roger that."

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

And then, in the voice of the demon, Steven booms "You fool! Can you not see beyond your own nose! How could you have fallen for the trap of these inferior beings?! How could you not have known better than this? Can you feel the shame burning through you?"
Test by Steven, TN 7
Persuasion [dice:3hhyxl9c]65123:0[/dice:3hhyxl9c]
Wild [dice:3hhyxl9c]65123:1[/dice:3hhyxl9c]

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

Advanced Vocal Unit. The Construct can fully communicate through the sounds made by most other races and can even speak at sound levels audible only to bats, Dog Boys, Combat Cyborgs, and other beings capable of hearing frequencies above or below the normal human range. It can imitate a wide variety of races and sounds. Even suspicious opponents are −4 on Notice checks to discover the artificial nature of the audio. This system also grants +2 on rolls to imitate specific voices (must have heard target’s vocalizations)
Hopefully, the demon is distracted and Maggie will be able to take advantage of his distraction to lay into him with a haymaker.
Fighting 20, Damage 35
Fighting [dice:3hhyxl9c]65123:2[/dice:3hhyxl9c] (-1 from Wound offset by +1 from Martial Artist, +2 for Wild Attack)
Wild [dice:3hhyxl9c]65123:3[/dice:3hhyxl9c]

Benny to reroll Fighting [dice:3hhyxl9c]65123:4[/dice:3hhyxl9c] + [dice:3hhyxl9c]65123:6[/dice:3hhyxl9c] (ace) (wild attack and Elan)
Wild [dice:3hhyxl9c]65123:5[/dice:3hhyxl9c]

Damage: [dice:3hhyxl9c]65123:7[/dice:3hhyxl9c] (Str) + [dice:3hhyxl9c]65123:8[/dice:3hhyxl9c] (melee damage) + [dice:3hhyxl9c]65123:9[/dice:3hhyxl9c] (raise) + [dice:3hhyxl9c]65123:10[/dice:3hhyxl9c] (ace!) +10 (Champion) + 2 (Wild Attack)

Benny to reroll
[dice:3hhyxl9c]65123:11[/dice:3hhyxl9c] (Str) + [dice:3hhyxl9c]65123:12[/dice:3hhyxl9c] (fist) + [dice:3hhyxl9c]65123:13[/dice:3hhyxl9c] (raise on Fighting) +10 (Champion) +2 (Wild Attack)
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: 24 - The Temple of Corruption

Post by Sal »

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

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

Shelia Sal's only companion left alive shielded her eyes from the explosion. Her lips bit back the tears as she realized their was nothing left of Sal except for an old tired can of cheese wiz. She stood with her psi blade in hand to stare down the demon lord whose skin peeled back releasing the souls held captured within.
Bennies 0
+
Sal at a glance
Attributes: Agility d8(2 race), Smarts d12(3, 1 advance), Spirit d8(2), Strength d4, Vigor d8(2 advances)
Pace: 8 d8 run die; Parry: 5; Toughness: 13(6)in armor ; PPE: 30
Skills of Note: Notice d8, stealth d8, thievery d6, common kn d6, TW d12+2
Combat Edges: Level Headed, Quick, and Elan
Powers: 30/12 PPE left, 2 out of 6 devices created
Has an Environmental Protection Device with 5ppts left
Spend 5 of his own PPE (Shadow Cloak with normal sight based invisibility -4, and Greater Boost to TW)
Everyone has environmental Protection Acid on them also gives them 4pts of damage reduction if they are attacked by acid!
Everyone also has +2 die types to shooting and a freereroll on every shooting action.

User avatar
Ndreare
Savage Siri
Posts: 4041
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 24 - The Temple of Corruption

Post by Ndreare »

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

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

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

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

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

But now you are again at risk!

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

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

Include this in your story.

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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: 24 - The Temple of Corruption

Post by Fritz »

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

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

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

"Fillmore. Fillmore."

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

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

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

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

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

Hoping that Sal has moved further south of the room, Fritz waits for no response and grabs both former Corrupted and turns tail for the south to find the exit big enough to move a Behemoth.
Fritz
Quick Stat _
Legendary Human MARS Intel Operative
Pace: 6 [8] / 1d6 || Parry: 7 || Toughness: 6 [10 /6] || Strain: 0
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Alertness
    Quickness
    Soldier
Relevant Edges:
  • Conditioned
    Field Intel
    Iron Jaw
    Strong Willed
Bennies: 3/3

User avatar
Sir William Mahan
Posts: 223
Joined: Tue Aug 08, 2017 5:36 pm

Re: 24 - The Temple of Corruption

Post by Sir William Mahan »

Pushing himself to the limits of his Cyber-Knight speed, Sir William dashes around the room, dodging the Demon Prince's vitriol and collecting anyone he can save. It's done. The Castle is saved. I have fulfilled my destiny.
Sir William Mahan
Character Name: Sir William Mahan
Parry:9, Toughness: 20/14 MDC, -2 to hit vs tech
ISP: 25 /25
Wounds: 0
Fatigue: 1

Bennies: 4
  • 4 starting
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

User avatar
Maggie
Posts: 129
Joined: Tue Apr 23, 2019 8:50 am

Re: 24 - The Temple of Corruption

Post by Maggie »

Maggie ghosts right through the body of her Glitter Boy armor. "Steven, take the car!" she calls to her drone companion, who promptly flies over, pops the “hatch,” and settles into the legendary armor.

Using the device Sal had given her earlier, Maggie teleports away, grabbing survivors and pulling them back from the corrosive liquid. “Stay clear,” she warns her comrades as she pops in and out of space to get people away.

For his part, Steven pilots the Glitter Boy armor out of the chamber, carrying teammates if needed.

When she emerges from the mess of destruction, she finds Refuge in shambles. Fully a third of the inhabitants of the castle are unconscious (or so semi-conscious as to be basically useless), including seemingly all of the Legion’s leadership.

“Aw, crap,” she mutters. “I’m not cut out for this stuff.” Okay, someone has to help lead these people; in the absence of orders, lead, right?

“Alright!” Maggie calls, doing her best to organize the panicked personnel. “I'm ‘Slapdash,’ and some of you at least know me. I’m the Glitter Boy pilot in the 99th, and formerly of the 14th. I know you’re freaking out right now, but stow that. The main crisis is over, people; this is just the aftermath, and we’re all going to be fine. I need assistance setting up beds in the med bay and getting these unconscious people somewhere they won’t be tripped over or stepped on. So organize yourselves and fall in over here for assignments.”

Seeing a passing Burster, she calls out, “Hey! You’re on fire detail. Grab four Legionnaires and make sure nothing blows up in this chaos.”

To a Cyber-Knight, “Grab a squad and go lock down the armory. Nobody in, or out until this mess is over.”

She can’t find a damn Techno-Wizard - the best one she knew was now just so much mist in a cavern underneath the castle - but she does find an Operator. “Congratulations,” Maggie says, “You’ve been promoted. The garage, repair bays, and parking fields are all now your responsibility. You’re going to need at least four more people who are familiar with the setup down there, so go gather them up. Take Col. Hawke and his Rangers, here, and get me an inventory. We need to know if anything was damaged or stolen, and we need to know if anyone was hurt when everyone dropped unconscious. I need updates every half an hour.” She gives the wide-eyed operator her radio frequency and sends her on her way.

“Steven, I need you monitoring all frequencies. Find me someone other than me to be in charge, please. Otherwise, point me to where I’m needed.”

This is what Heather would do, isn’t it? she thinks. Or is this just what I would do now? After all this time, maybe that damn suit and its damn legacy are starting to rub off on her. Am I a… good person, now?

Just to be on the safe side, she pockets something from the armory when no one is looking. Better not risk becoming too good all at once.
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: 24 - The Temple of Corruption

Post by Sal »

Sal was dead. He died in a burst of molten heaven bespoke cheese. He did not go out like a sucker or with a raspberry sucker in hand. Mike was dead, his demonic infested wounds had liquified his mind. Sal’s combat mage ally had died simply of fright. But Shelia... Shelia the downtrodden fallen cyber knight remained. She scrawled on the floor with her blade: Coke this is a Joke. Satisfied she walked out but not before saying a few partying words in Sal’s honor...

“I can safely say, that to know him... Was to love him. And to love him was to know him. Those that knew him, loved him, while those who did not know him, loved him from afar.” She smirked and nodded walking out. The reports of what exactly happened were often confusing and in accurate. But here is how it went down for reals. She punched lord Coke in the face, grabbed two barrels of ale, a hover bike, and rode off into the sunset looking for trouble.
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.

L.C.
Silver Patron
Silver Patron
Posts: 175
Joined: Mon Aug 14, 2017 8:33 am
Location: The 99s

Re: 24 - The Temple of Corruption

Post by L.C. »

Brison is with the others, helping evacuate people and he settles into help the cyber-knight Maggie sent secure the armory. He shields her from view as she grabs something, patting her on the shoulder as she exits

L.C. is frustrated. To Fritz's question about retreating, he quips back, "If I need to tell you to run from goo that's trying to eat you, you need to work on your threat analysis." There is a bit of levity in his voice though, just a small amount. It sombers as he speaks again. "Sal is done. He saved the lot of us." L.C. tries to recover his remains, but doesn't risk his life to do so - just injury. All in all he makes sure everyone runs.

L.C. moves with purpose, linking in anyone with enough rank to his suit's radio and linking with Maggie's suit as well. From there he begins coordinating survivors, organizing the treatment of those unconscious, and securing the castle against any outside threats. In the days ahead he spends almost all of his energy looking after others, inspiring and intimidating those in need of it. Any sign of corruption is dealt with, and every level is searched - every crevice. As leaders recover fully, he cedes control to them. At no point, however, does he stop. He can't stop. He won't stop. In crisis mode he can't think about his abject failure, can't measure his own efforts against those of his teammates, and can't agonize over what was done wrong or who was lost. He ensures there is a memorial for all the lost and that Sal's sacrifice is known to anyone who will listen.

People would say that he was everywhere until things died down. And then he was gone - said to be taking a bit of time to himself. Brison would leave a day later, once he found out his mentor was gone - to find him before he did something stupid.
L.C.
L.C. Psi-Nullifier Commando
Parry: 6 (7 in body armor), Toughness: Body Armor: 14(5) or PA: 21(10)
ISP: 40
Powers and Benny/Wound/ISP tracking
Andrew Brison
Andrew Brison, Former CS SAMAS Pilot
Parry: 6, Toughness: Armor: 12(6) or PA: 17(8)
Benny Tracking and Gear including War Chief SAMAS Power Armor
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User avatar
Gridia Thorem
Posts: 73
Joined: Wed Jul 24, 2019 10:30 am
Location: Lousiville, KY

Re: 24 - The Temple of Corruption

Post by Gridia Thorem »

Gridia's eyes had to readjust from the blast that ended the demon. When he could finally make out what had happened, the others were already reacting. Some had begun rescue attempts while others were only capable of freeing themselves from the harm that surrounded them. Even still, Gridia reacted without thinking. Flying over to the area where Sal made his last stand. Staring at the spot in disbelief and awe. So little a person caused this?

"Unbelievable..."

Muttering over the comms pierced Gridia's thoughts catching his attention. He begins assisting with the evac as best he can. Once the 99 have escaped the would be tomb, Gridia takes only a moment to breathe. Noticing the corruption has left the ley network around him, Gridia returns to his post. Over the coming weeks of repair and the Refuge's attempt to return to normalcy, the elf took up the task of monitoring the energies and surroundings of Castle Refuge. It took some time, but his watchful gaze eventually turned outward more often than toward the castle. Soon Gridia felt he could trust those at his back again even though the thoughts of the corruption still lingered in his.

After some time, Gridia stopped receiving praise from passersby in Refuge as often. The ley walker was not accustomed to so much attention at Refuge. It took some time to stop reminding people it was Sal who saved them. Now it's usually just residents and far fewer legionnaires. Though he was glad to see that so many who had left did return, Gridia felt the need to return home. He had needed some rest and he was running low on sweets. Granted a minor reprieve from his duties, he did just that. Gridia knew it would be short live. When he signed up with the 99th, it likely meant that demon was not the last. Gridia will forever remember Sal's sacrifice and strive to prevent the need for such in the future.
Quick Stats
Race: Elf
Class: LLW

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

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

Pace: 6 (48 flying [9 rounds]); Parry: 5 (+1 w/ Equipped Staff); Toughness 8 (6 mdc [9 rounds]); Strain: 0
Active Powers
  • Swift Flight (fly at pace of 48)
    Greater Protection (+6 MDC)
Combat Edges
  • Power Surge
  • Elan; Luck
  • Tough As Nails
  • Improved Level Headed

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