Re: 8.1 Moving through the crew!

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Ndreare
Savage Siri
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8.1 Moving through the crew!

Post by Ndreare »

Aboard the ship the former Crew of the Remorseless finds they have secured the area and feel as if perhaps they have gone unnoticed by those outside the cargo hold.

@Death Otter’s efforts to hack into the system and take control of it have proven to be quite efficient as the information pouring into her mind is more than she can easily sift through. Confirming quickly to @Sa`maku and the others that there is no sudden or alerted type movements.

The timing is tight, the Remorseless knows they need to arrest or kill the crew of the Peacemaker at least well enough to get the team in place to take out the officers in charge. But with so many and on such a large ship with multiple isolated systems it will be hard. @Death Otter can see the movements throughout the ship, but seems unable to identify who is who within those movements. Except that two of the bodies are close to 500 kilos the rest seem to be generally indistinct.

The most likely location for the top dogs in this fight will be the forward bridge on the upper deck or the officers lounge on the main deck. But getting there is going to take some effort.

The Remorseless are going to need a plan and they will need to decide on the way if they are murdering the pirate crew, or sparing them. Either way, they need to take action...


Quick Encounter Instructions
Instructions
I really do not want to grind our way through this ship. So we are going to do a dramatic task. The task will be handled like a heist with two components; Intelligence and Information, and Combat.
You need 7 tokens to make it to the bridge.
Every 3 additional tokens means one of the Officers was defeated on the way. The player with the highest roll (in order if more than one) can determine how they isolated or defeated the relevant officer on the way.

Intelligence and Information
You have decided to network and share information Death Otter has the Lead with support provided by whoever wants to using; Hacking, Notice, Persuasion, or Stealth. This will most likely be Ramson or Fiona. Luckily you have general heat signatures and conditions on everyone. Unfortunately someone is actively fighting your control of the ship!
Roll Hacking versus 7 ([dice:28hltsbq]61916:0[/dice:28hltsbq] Wild [dice:28hltsbq]61916:1[/dice:28hltsbq])
  • Critical Failure: Things go upside down, The rest of the Crew is rolling at an additional -4 from the false intelligence and no crew member may gain more than 1 token each!
  • Failure: Things get rough, The rest of the Crew may gain more than 1 token each!
  • Success: Great Job, it was hard but you pulled through. The rest of the crew can get up to 2 tokens each and are rolling at +1.
  • Raise: Great Job, it was hard but you pulled through. The rest of the crew can get up to 3 tokens each and are rolling at +2!


Combat
Are you locking them into rooms, piling them into the cargo hold for spacing, or some other option? Well with the intelligence being provided you can do this. Lets get through these decks and find out where the officers are at.
Roll a Combat or Arcane skill of choice at -2. (Include an additional -2 in your roll and gain 1 benny for doing the right thing trying to save the lives of the crew.)
  • Critical Failure: Things go upside down, you take 1 fatigue that will not recover for 24 hours or on a raise with Relief. And 1d3 wounds (which may be soaked).
  • Failure: Things get rough, you take 1 fatigue that will not recover for 24 hours or on a raise with Relief. And 1 wound (which may be soaked).
  • Success: Great Job, it was hard but you pulled through. You gain 1 Token and you take 1 fatigue that will not recover for 24 hours (or on a raise with Relief) or 1 wounds (which may be soaked).
  • Raise: Astounding, it was hard but you pulled through. You gain 1 Token (2 if allowed by intelligence roll) and somehow come through the initial waves without bumps or bruises!
  • 2 Raises: Legendary, it was hard but you pulled through. You gain 1 Benny, up to 3 Tokens as allowed by intelligence roll and somehow come through the initial waves without bumps or bruises!
  • 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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Death Otter
Posts: 155
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Re: 8.1 Moving through the crew!

Post by Death Otter »

It had been awhile since Otter had been on a really GOOD computer system. Remorseless wasn't bad, but those refurbed freighters skimped on electronics. Peacemaker had military specification systems, and while that meant it had some formidable defenses, it ALSO meant it had room for Death Otter to really spread her wings.

She surged through the ship's systems, rewriting access privileges as she went, leaving a wake of locked-out network nodes behind her. Her first target was the shipboard AI. Though there was someone doing network security, and whoever it was wasn't BAD per se, there was little a console jockey could do against someone who's consciousness was projected into the ship itself. In seconds the 'white-hat' hacker was shut away behind multiple layers of randomized security that cut off his access while his controls were bombarded with profane 'death otter' branded spam from multiple nodes she'd reconfigured on the fly to attack him, rendering his equipment nearly useless.

The battle against the artificial intelligence was far more interesting.

Here, Otter took advantage of the nature of an AI. Its mind consisted of discrete nodes, working in close unity. It was devlishly fast and quick to adapt, but she was able to surprise it by distracting it with a big release of malicious code as a feint, followed by isolating and cutting off one of its neural nodes from the others. This caused the whole mind to become one slightly dumber, slower mind, and one really dumb and slow mind that was effectively trapped. The AI immediately turned on that data-prison, giving Death Otter an opening to take advantage of its diminished state. As it freed its imprisoned node, Otter was able to quickly degrade the connections of three other nodes.

From there, it was a game of jabs, feints and finishing the job. Twenty seven nodes in all, each of them cut off from the others...powerful in their own right, but not designed to function individually. Containable, until she had a chance to dig into the base code and see what could be done.

With the net-spider and the artificial intelligence handled, Death Otter assumed full control of the ship's network. Her giggling voice came over the erstwhile crew of the Remorseless' comms.

"The ship's ours, guys. If you'd just handle a little pest control problem it has, I think we're good to go."

Information flooded everyone's data displays, showing deckplans, the locations of crewmembers, all annotated with notes. The home ground advantage, turned on its head.

Rolls: Psionics 18
Psionics [dice:120ifexn]61918:0[/dice:120ifexn] or [dice:120ifexn]61918:1[/dice:120ifexn]
This is why she's the best: Ace [dice:120ifexn]61918:2[/dice:120ifexn]
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Axel Krowe
Posts: 130
Joined: Fri Oct 12, 2018 4:44 pm

Re: 8.1 Moving through the crew!

Post by Axel Krowe »

Fighting [dice:2xhar3m5]62058:0[/dice:2xhar3m5]
Wild [dice:2xhar3m5]62058:1[/dice:2xhar3m5]

"Very well," Sa'Maku says grimly as he prepares for a boarding action. "Can you make the ship sound general quarters and secure the crew in their rooms?"

Regardless of the answer he heads into the fray, cautious not to permanent injure anyone and relying on his fists, feet, and fury to subdue the enemy.

Spotting the first gaggle of crew he bellows his orders, "Return to your quarters and you will not be harmed."

As soon as the stupidest in the group makes a move toward him, the big Seljuk beats him unconscious - but not before taking a few lucky blows.

1 Token, 1 level of Fatigue.
Axel Krowe, BAMF
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Ramson Gourdaine
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Joined: Thu Oct 18, 2018 10:59 am

Re: 8.1 Moving through the crew!

Post by Ramson Gourdaine »

Ramson 8 (2 Tokens); Thissok 18 (3 tokens + benny)
Ramson
Fighting d10+2. DO assist +2, Scene Penalty -2
Fighting [dice:3hvl01fu]62073:0[/dice:3hvl01fu]
Wild Fighting [dice:3hvl01fu]62073:1[/dice:3hvl01fu] ACE [dice:3hvl01fu]62073:4[/dice:3hvl01fu]


Thissok
Athletics d8, DO assist +2, Scene Penalty -2
Athletics [dice:3hvl01fu]62073:2[/dice:3hvl01fu] ACE [dice:3hvl01fu]62073:5[/dice:3hvl01fu] ACE [dice:3hvl01fu]62073:7[/dice:3hvl01fu]
Wild Athletics [dice:3hvl01fu]62073:3[/dice:3hvl01fu] ACE [dice:3hvl01fu]62073:6[/dice:3hvl01fu]
Ramson finally presented with foes who aren't invulnerable to everything he can do, becomes a force of terror; his vibro-vambraces fill the corridors of the enemy vessel with a sound like a hundred snarling wolves. He emerges from around corners and lays into the enemy, the blades slicing into the bodies of the hapless crew. Throats slashed open, entrails spilled into the corridor--when the Remorseless crew claims this ship, clean-up is going to be nasty.

For all the terror that he inflicts upon them, though, Thissok is in many ways worse; the serpent goes about in an insignificant garter snake form,slithering through the ventilation system and under furnishings, before emerging and assuming her full, natural form whenever one or two are isolated, killing them, and then reverting again, her victims to be found by their crewmates. Ramson is terrible, but he is a terror they can understand; Thissok is silent death, leaving behind crushed corpses with no trace to how they died.

Of course, time being of the essence, those crewmen who follow Sa'Maku's advice are actually spared--neither Ramson nor Thissok have the luxury of hunting prey smart enough to run.
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





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Fiona Gladbrooke
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Re: 8.1 Moving through the crew!

Post by Fiona Gladbrooke »

task 8
Modifiers: scene -2, DO bonus +2. Net 0. Fiona is obviously in combat mode for the fracass
Shooting [dice:3edeuv2u]62075:0[/dice:3edeuv2u]
Wild [dice:3edeuv2u]62075:1[/dice:3edeuv2u]
Benny to reroll
Shooting [dice:3edeuv2u]62075:2[/dice:3edeuv2u]
Wild [dice:3edeuv2u]62075:3[/dice:3edeuv2u]
Fiona sticks with Ramson thru the battle to the bridge. While guile was her preferred stock and trade the Empire had made sure her combat skills were also top notch. Relying mostly on her trusted NE custom pistol to mow down security officers who were so rude as to avoid melee with the wild simvan, she did have to draw steel once or twice. Feeding on the emotional energies of the battle she gets a bit carried away. While she'd normally counsel trying to spare and convert the crew she gets lost in the thrill of it all.
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
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Brokner Jacobi
Posts: 31
Joined: Fri Aug 16, 2019 6:58 pm

Re: 8.1 Moving through the crew!

Post by Brokner Jacobi »

OOC Comments
Techno-Wizardry d12 - [dice:3pteju5t]62328:0[/dice:3pteju5t] - to add teleport to his launcher
Techno-Smithy Wrench (HJ Staff) -
10 PPE (which regenerate at the same rate as the caster's),
grants a +1 Techno-Wizardy Rolls.
Wild - [dice:3pteju5t]62328:1[/dice:3pteju5t]


Shooting d8 - [dice:3pteju5t]62328:2[/dice:3pteju5t]
Wild - [dice:3pteju5t]62328:3[/dice:3pteju5t]
After the info from DO floods his systems, Brokner takes a swig from his ever present flask. ’Lets clean house!!” He again goes down on one knee and digs thru his bag. With a ”Huzzah!!, Brokner pulls out some more junk and, using his TW wrench, adds it to his grenade launcher. After a few seconds, Brokner regains his feet, picks up his pack. With his gear ready, Brokner uses his arm computer to chart his path. ”Okay, Gang. I am heading for the engine room, with a stop by any labs i see.” He takes a look around his crew as he speaks. ”If we need medical stuff, i can try to stop by the med labs as well and see what i can get?” Looking at his arm with a glance, Brokner heads off. ’Come on, Rust bucket, let ge…..” Shaking his head and giving a small chuckle, Brokner’s cheeks redden as he says ”oops. I am not used to him not being beside me.”


Brokner walks the hallways, using his arm computer as a GPS. Following the info from DO, Brokner avoids as many crew as he can. The ones he cant avoid, he fires a sleep grenade at them. His major goal is the engine room, but he will search and loot any engineering/mechanical/medical labs he may come across.
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 8.1 Moving through the crew!

Post by Ndreare »

Total 9 tokens (1 success more and you would have had 1 less officer.)
Initiative turn 01, Debrek and Essence have Jokers, Players go 1st, then Baddies
Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
  • Quick rerolls 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).

@Sa’Maku (Quick discard 16 or less) [dice:8lbln2f0]62462:0[/dice:8lbln2f0] Reroll 16 or less [dice:8lbln2f0]62462:12[/dice:8lbln2f0] Reroll again [dice:8lbln2f0]62462:13[/dice:8lbln2f0]
@Ramson Gourdaine [dice:8lbln2f0]62462:1[/dice:8lbln2f0]
  • Tactician
    [dice:8lbln2f0]62462:2[/dice:8lbln2f0]
    [dice:8lbln2f0]62462:3[/dice:8lbln2f0]
@Fiona Gladbrooke [dice:8lbln2f0]62462:4[/dice:8lbln2f0]
@Brokner Jacobi [dice:8lbln2f0]62462:5[/dice:8lbln2f0]
@Zarlo [dice:8lbln2f0]62462:6[/dice:8lbln2f0]


Durrack [dice:8lbln2f0]62462:7[/dice:8lbln2f0]
Angelus [dice:8lbln2f0]62462:8[/dice:8lbln2f0]
Debrek [dice:8lbln2f0]62462:9[/dice:8lbln2f0] = Joker
Essence [dice:8lbln2f0]62462:10[/dice:8lbln2f0] = Joker
Power [dice:8lbln2f0]62462:11[/dice:8lbln2f0]

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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

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

Re: 8.1 Moving through the crew!

Post by Ndreare »

With amazing efficiency the Remorseless move through the crew of the Peacemaker and find they easily outmatch the crew. Coming to the bridge the only place left the officers could be the Crew of The Remorseless slows and takes account having a moment of clear heads, they begin to position themselves.

However before they can act the doors to the bridge slide open and smiling at them is Debrek. "Well, how did you get on the ship? I suppose it does not matter. You must be the ones giving Essence so much trouble." Then he simply disappears from sight!

Essence hates being stuck in situations like this. It feels to much like a fare fight, and after all this time he and Power have avoided fare fights he had no plan to fight one now. As his body melts and he moves into the ceiling of the ship

OOC Comments
Teleported to Safety...
Joker +2, MAP -2 = +0
Ex Deflection
Spellcasting [dice:3dcq6uvm]62463:0[/dice:3dcq6uvm]
Wild [dice:3dcq6uvm]62463:1[/dice:3dcq6uvm]
Ex Protection
Spellcasting [dice:3dcq6uvm]62463:2[/dice:3dcq6uvm]
Wild [dice:3dcq6uvm]62463:3[/dice:3dcq6uvm]


Ex Detect Arcana + Presence Sense
Weird Science [dice:3dcq6uvm]62463:4[/dice:3dcq6uvm]
Weird Science [dice:3dcq6uvm]62463:5[/dice:3dcq6uvm]
Ex Warrior's Gift self & brother
Weird Science [dice:3dcq6uvm]62463:6[/dice:3dcq6uvm]
Weird Science [dice:3dcq6uvm]62463:7[/dice:3dcq6uvm] Ace [dice:3dcq6uvm]62463:8[/dice:3dcq6uvm]
MAP
Top of Turn 01.JPG
Players Turn
  • 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
Ramson Gourdaine
Posts: 110
Joined: Thu Oct 18, 2018 10:59 am

Re: 8.1 Moving through the crew!

Post by Ramson Gourdaine »

OOC Comments

Boost Trait: Fighting on team (Modifiers: +2 Greater Boost, +6 Add. Targets, +4 to get +2 to roll; Total ISP 14)
Roll is at -4 due to Sa'Maku Arcane Resistance
Boost Fighting [dice:3okjt6j6]62470:0[/dice:3okjt6j6]
Wild Psionics [dice:3okjt6j6]62470:1[/dice:3okjt6j6]
Benny reroll
Boost Fighting [dice:3okjt6j6]62470:2[/dice:3okjt6j6]
Wild Psionics [dice:3okjt6j6]62470:3[/dice:3okjt6j6]
Benny Reroll
Boost Fighting [dice:3okjt6j6]62470:4[/dice:3okjt6j6]
Wild Psionics [dice:3okjt6j6]62470:5[/dice:3okjt6j6]
Success = Auto-Raise
All in group (including Ramson) gain +2 die-types Fighting, with a free Fighting reroll once per action.

Final Stats:
Bennies: 1/3
ISP: 21/35

Thissok goes On Hold until later in the round, in order to take advantage of other character's actions.
As they prepare to assault the bridge, Ramson nods to his own crew. "Okay, folks, hit 'em hard, hit 'em smart, and keep your guards up." As he speaks, they experience a surge in skill, so even the least capable of them is now a master of the blade, while those with serious training are now gods of close-quarters combat.

"Take them."

Thissok, primed to strike, awaits the opening salvo of offensive magics the Coatl knows is likely to precede their assault.
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





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Stoic
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Re: 8.1 Moving through the crew!

Post by Stoic »

OOC Comments
Mega Stun (Auto raise) centered on Angelus (Vigor roll at -4)
Spellcasting [dice:l12zzri5]62477:0[/dice:l12zzri5]
Wild Die [dice:l12zzri5]62477:1[/dice:l12zzri5]
Benny
Spellcasting [dice:l12zzri5]62477:2[/dice:l12zzri5]
Wild Die [dice:l12zzri5]62477:3[/dice:l12zzri5]
Zarlo peeks around the corner, spotting Angelus. He whispers an arcane phrase and a bright blue flash explodes directly onto Angelus.
GM Bennies 9/9
Wild Card Bennies ?
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Ndreare
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Re: 8.1 Moving through the crew!

Post by Ndreare »

OOC Comments
Durrack [dice:uvlq7qcn]62479:0[/dice:uvlq7qcn]
Wild [dice:uvlq7qcn]62479:1[/dice:uvlq7qcn]

Angelus [dice:uvlq7qcn]62479:2[/dice:uvlq7qcn]
Wild [dice:uvlq7qcn]62479:3[/dice:uvlq7qcn]

Power [dice:uvlq7qcn]62479:4[/dice:uvlq7qcn]
Wild [dice:uvlq7qcn]62479:5[/dice:uvlq7qcn]
Benny reroll
Power [dice:uvlq7qcn]62479:6[/dice:uvlq7qcn]
Wild [dice:uvlq7qcn]62479:7[/dice:uvlq7qcn]
Benny reroll
Power [dice:uvlq7qcn]62479:8[/dice:uvlq7qcn]
Wild [dice:uvlq7qcn]62479:9[/dice:uvlq7qcn]
As the magic hits them it rolls off the giants. However the sound of a 3rd crew member still in the bridge can be heard moaning from the effect.
  • 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
Ramson Gourdaine
Posts: 110
Joined: Thu Oct 18, 2018 10:59 am

Re: 8.1 Moving through the crew!

Post by Ramson Gourdaine »

Fighting Test 8, resisted by Angelus' Smarts
Fighting test vs. Angelus, using Feint (Angelus resists with Smarts)
Feint [dice:3prv5vfr]62480:0[/dice:3prv5vfr]
Wild Fighting [dice:3prv5vfr]62480:1[/dice:3prv5vfr]
Benny reroll
Feint [dice:3prv5vfr]62480:2[/dice:3prv5vfr]
Wild Fighting [dice:3prv5vfr]62480:3[/dice:3prv5vfr]
Benny reroll because what the fuck
Feint [dice:3prv5vfr]62480:4[/dice:3prv5vfr]
Wild Fighting [dice:3prv5vfr]62480:5[/dice:3prv5vfr]
Ramson Benny Reroll
Feint [dice:3prv5vfr]62480:6[/dice:3prv5vfr]
Wild Fighting [dice:3prv5vfr]62480:7[/dice:3prv5vfr]
EP Benny
[dice:3prv5vfr]62480:8[/dice:3prv5vfr]
[dice:3prv5vfr]62480:9[/dice:3prv5vfr]
FINALLY.
Oh, wait, forgot Limited Metamorphosis is an action, so MAP -2 means a final total of 8.

Limited Metamorph to become a snake, take cover under the seats on the bridge.

Also, everyone on the Bridge needs to make a Fear check.

As soon as Zarlo's spell goes off, the wily Coatl surges forward, lunging at the terrifying figure in the center of the Bridge--only to transform into a garter snake and slither under the seats, the maneuver designed to throw Angelus off-balance. and leave a path clear for S
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





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Ndreare
Savage Siri
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Re: Mission Two: The Thief of Always

Post by Ndreare »

Angelus is Vulnerable and Shaken
Smarts [dice:sx7wazek]62487:0[/dice:sx7wazek]
Wild [dice:sx7wazek]62487:1[/dice:sx7wazek]
Benny
Smarts [dice:sx7wazek]62487:2[/dice:sx7wazek]
Wild [dice:sx7wazek]62487:3[/dice:sx7wazek]
Fear, both pass
Angelus
Fear [dice:sx7wazek]62487:4[/dice:sx7wazek]
Wild [dice:sx7wazek]62487:5[/dice:sx7wazek]

Power (Distracted -2)
Fear [dice:sx7wazek]62487:6[/dice:sx7wazek]
Wild [dice:sx7wazek]62487:7[/dice:sx7wazek]
  • 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
Axel Krowe
Posts: 130
Joined: Fri Oct 12, 2018 4:44 pm

Re: 8.1 Moving through the crew!

Post by Axel Krowe »

Intimidate 8
Intimidate [dice:2e11cehy]62502:0[/dice:2e11cehy]
Wild [dice:2e11cehy]62502:1[/dice:2e11cehy]

Reroll
[dice:2e11cehy]62502:2[/dice:2e11cehy]
[dice:2e11cehy]62502:3[/dice:2e11cehy]

Benny
Intimidate [dice:2e11cehy]62502:17[/dice:2e11cehy]
Wild [dice:2e11cehy]62502:18[/dice:2e11cehy]

Reroll
[dice:2e11cehy]62502:19[/dice:2e11cehy]
[dice:2e11cehy]62502:20[/dice:2e11cehy]
Ace [dice:2e11cehy]62502:21[/dice:2e11cehy]

Note: If I get a raise I'll spend the benny for the drop.
Fighting 22, 23, 33 AP 16
+4 from boost Trait/Vulnerable
-4 from Multi-action
Note: Reach 2", Opponent may not be able to counter attack/First Strike without reach 2 weapon

Fighting [dice:2e11cehy]62502:4[/dice:2e11cehy] [dice:2e11cehy]62502:5[/dice:2e11cehy]
Fighting [dice:2e11cehy]62502:6[/dice:2e11cehy] [dice:2e11cehy]62502:7[/dice:2e11cehy]
Fighting [dice:2e11cehy]62502:8[/dice:2e11cehy] [dice:2e11cehy]62502:9[/dice:2e11cehy]

Damage [dice:2e11cehy]62502:10[/dice:2e11cehy] [dice:2e11cehy]62502:11[/dice:2e11cehy] = 15 AP 16
Raise [dice:2e11cehy]62502:22[/dice:2e11cehy]

Damage [dice:2e11cehy]62502:12[/dice:2e11cehy] [dice:2e11cehy]62502:13[/dice:2e11cehy] = 14 AP 16
Raise [dice:2e11cehy]62502:23[/dice:2e11cehy]

Damage [dice:2e11cehy]62502:14[/dice:2e11cehy] [dice:2e11cehy]62502:15[/dice:2e11cehy] Ace [dice:2e11cehy]62502:16[/dice:2e11cehy] = 29 AP 16
Raise [dice:2e11cehy]62502:24[/dice:2e11cehy]
Close quarters battle is dangerous and thrilling. As Thissock slips by Angelus catching the demigod off guard Sa'Maku kicks in his anti-grav pack and zooms down the hallway toward the soul draining foe. As he flies the massive reptilian let's out a deep primal roar that would strike fear into lesser creatures, unfortunately the face plate diminishes some of the effect.

Keeping outside of Angela's reach Sa let's loose with a flurry of attacks to keep the heavy hitter busy for the others.
Axel Krowe, BAMF
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Ndreare
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Re: 8.1 Moving through the crew!

Post by Ndreare »

OOC Comments
For most opponents I would apply a -2 as he is a big MD cyborg. But I am not doing that for @Sa’Maku based on Sam being also a big BA warrior.
Spirit [dice:1fcvbdgr]62507:0[/dice:1fcvbdgr]
Wild [dice:1fcvbdgr]62507:1[/dice:1fcvbdgr]
soak rolls.JPG
Angelus staggers off balanced and reelling, the volley of blows knocking him back he is wounded.

(Took 3 wounds, used 3 bennies)
  • 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
Fiona Gladbrooke
Posts: 103
Joined: Mon Mar 11, 2019 8:51 pm

Re: 8.1 Moving through the crew!

Post by Fiona Gladbrooke »

With a laugh that is somehow both musical and sinister Fiona answers the pirates confusion. "How did we get here? Well who is both powerful enough to open a rift into a moving starship and knows this ship well enough to do so? Ponder that as we work on your officers. You do seem a bit slow so feel free to take your time." Moving out into hall a bit to better see the situation she notes the reeling bot. Sheathing her plasma pistol as it'd likely just bounce off the thing Fiona pulls her laser rifle and sets it to heavy pulse. Sighting down the hall she waits a moment then squeezes a shot past Sa"M.
shooting Angelius 25 MD AP5
Modifiers: Moved -2, heavy pulse +1, vulnerable target +2. Net +1 (actually 0, forgot optics and there's a cover pen of 2)
Shooting [dice:ua8votmb]62509:0[/dice:ua8votmb]
Wild [dice:ua8votmb]62509:1[/dice:ua8votmb]
Benny to reroll
Shooting [dice:ua8votmb]62509:2[/dice:ua8votmb]
Wild [dice:ua8votmb]62509:3[/dice:ua8votmb] Ace [dice:ua8votmb]62509:4[/dice:ua8votmb]
Benny to reroll
Shooting [dice:ua8votmb]62509:6[/dice:ua8votmb]
Wild [dice:ua8votmb]62509:7[/dice:ua8votmb]
Damage [dice:ua8votmb]62509:5[/dice:ua8votmb]
Last edited by Fiona Gladbrooke on Sat Jan 18, 2020 8:47 pm, edited 1 time in total.
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
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Ndreare
Savage Siri
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: 8.1 Moving through the crew!

Post by Ndreare »

Stumbling back from the blow Angelus' mind reals as he waves on his feet. Then falls to the ground groaning and unable to maintain the battle.
Rolls in Hangout
RTolled in hangout, but forgot the -2 for distracted. So he failed after two bennies and is out.

Incapacitation
Vigor [dice:1aj8g6ky]62510:0[/dice:1aj8g6ky]
Wild [dice:1aj8g6ky]62510:1[/dice:1aj8g6ky]
  • 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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Death Otter
Posts: 155
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Re: 8.1 Moving through the crew!

Post by Death Otter »

Death Otter hunkered down, taking aim with her laser rifle at the Machine Person near Durrack, hoping it was a softer target. Direct damage dealing wasn't her specialty, but this gun had gotten tricked out pretty nice. She takes the shot, painting a bright line of light through the bridge between herself and her target that wafted the faint scent of ozone.

Rolls: Shoot 5, 15 AP 6 mega damage to Machine Person on hit
Shotting: [dice:13rpfghw]62578:0[/dice:13rpfghw] or [dice:13rpfghw]62578:1[/dice:13rpfghw] using Heavy Beam option.
[dice:13rpfghw]62578:2[/dice:13rpfghw] AP 6 mega-damage to the Machine Person on a hit

I'll benny the damage... [dice:13rpfghw]62578:3[/dice:13rpfghw]
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Brokner Jacobi
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Re: 8.1 Moving through the crew!

Post by Brokner Jacobi »

OOC Comments
Techno-Wizardry d12 - [dice:3thdczv8]62597:0[/dice:3thdczv8] - create barrier gadget
Wild - [dice:3thdczv8]62597:1[/dice:3thdczv8]
Barrier / Stalwart walls (Using mega version)
MODS - Hardened
PPE: 5 total (from wrench)

Techno-Smithy Wrench (HJ Staff) -
10 PPE (which regenerate at the same rate as the caster's),
grants a +1 Techno-Wizardy Rolls.
Brokner watches as his crew deals some pain to the bad guys. Seeing Sa’Maku in the thick of it causes a flash of insight. Grabbing some wires from the wall and some junk form his pouch, Brokner does his thing and throws a wall in front of his melee oriented teammate.
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Ndreare
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Location: Skagit County, Washington
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Re: 8.1 Moving through the crew!

Post by Ndreare »

Power Recovery from Stunned
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.
Vigor d6 Distracted -2
Vigor [dice:10iug56t]62598:0[/dice:10iug56t]
Wild [dice:10iug56t]62598:1[/dice:10iug56t]
Ace [dice:10iug56t]62598:2[/dice:10iug56t]
Power Soak 19 AP 4 versus Toughness: 14 (6) MD = 2 wounds
Vigor d6, Distracted -2 = d6-2
Vigor [dice:10iug56t]62598:3[/dice:10iug56t]
Wild [dice:10iug56t]62598:4[/dice:10iug56t]

Failed takes 3 wounds
Healing
Weird Science d10+2
Weird Science [dice:10iug56t]62598:5[/dice:10iug56t]
Wild [dice:10iug56t]62598:6[/dice:10iug56t]
Benny to reroll
Weird Science [dice:10iug56t]62598:7[/dice:10iug56t]
Wild [dice:10iug56t]62598:8[/dice:10iug56t]
Benny to reroll
Weird Science [dice:10iug56t]62598:9[/dice:10iug56t]
Wild [dice:10iug56t]62598:10[/dice:10iug56t]
Bleeding Out
Vigor [dice:10iug56t]62598:11[/dice:10iug56t]
Wild [dice:10iug56t]62598:12[/dice:10iug56t]
Fighting 7 for 18 AP 6 to stab through cover Thissock (Not an Grapple) = 3 wounds
Fighting d10, Wild +2, Small Target -2
Fighting [dice:10iug56t]62598:13[/dice:10iug56t]
Wild [dice:10iug56t]62598:14[/dice:10iug56t]

Damage 2d12+4 AP 16, -10 for Chair = 2d12+4 AP 6 left
[dice:10iug56t]62598:15[/dice:10iug56t] AP 6
Power stumbles in pain from the blast somehow is able to adapt his body, closing his wounds up around themselves. He stumbles before melting into the ground under the chair and moving towards the wall out of sight. Angules bleeding on the ground somehow is not yet dead, th dark necromancy fueled TW monstrosity somehow clinging to life.

Durrack however draws out his giant sword and with a grunt stabs it down through the chair into Thissock, pinning her to the ground. Leaving him with his guard down as he mocks. "Hiding behind walls only works when I do not have your friends to kill slowing fools. Ready your greatest weapons so I can kill you while your friends watch."



Everyone (except Thissock) Make a Fear Check, then I will roll initiative
I will update Map and roll initiative after Fear and Soak Checks
  • 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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Ramson Gourdaine
Posts: 110
Joined: Thu Oct 18, 2018 10:59 am

Re: 8.1 Moving through the crew!

Post by Ramson Gourdaine »

Ramson Resist Fear 17, Thissok Soak 9
Ramson Resist Fear [dice:2t1y89a7]62601:0[/dice:2t1y89a7]
Wild Spirit [dice:2t1y89a7]62601:1[/dice:2t1y89a7]
Reroll Benny
[dice:2t1y89a7]62601:4[/dice:2t1y89a7]
[dice:2t1y89a7]62601:5[/dice:2t1y89a7]
Reroll Benny
[dice:2t1y89a7]62601:8[/dice:2t1y89a7]
[dice:2t1y89a7]62601:9[/dice:2t1y89a7] ACE [dice:2t1y89a7]62601:12[/dice:2t1y89a7] ACE [dice:2t1y89a7]62601:13[/dice:2t1y89a7]

Thissok Soak [dice:2t1y89a7]62601:2[/dice:2t1y89a7]
Wild Vigor [dice:2t1y89a7]62601:3[/dice:2t1y89a7]
Reroll Benny
[dice:2t1y89a7]62601:6[/dice:2t1y89a7]
[dice:2t1y89a7]62601:7[/dice:2t1y89a7]
Reroll Benny
[dice:2t1y89a7]62601:10[/dice:2t1y89a7]
[dice:2t1y89a7]62601:11[/dice:2t1y89a7]
1 Wound left, Shaken

Total bennies spent: 5 (Must be loaned through Common Bond or bought with EP)
Ramson shrugs off the terror Durrack inspires, while Thissok manages to twist to the side at the last moment, turning what would have been a critical blow into a painful cut.
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





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Stoic
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Re: 8.1 Moving through the crew!

Post by Stoic »

OOC Comments
Fear
Spirit [dice:2tva3l01]62602:0[/dice:2tva3l01]
Wild Die [dice:2tva3l01]62602:1[/dice:2tva3l01]
Ace [dice:2tva3l01]62602:2[/dice:2tva3l01]
GM Bennies 9/9
Wild Card Bennies ?
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Fiona Gladbrooke
Posts: 103
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Re: 8.1 Moving through the crew!

Post by Fiona Gladbrooke »

fear test 9
Spirit [dice:2o0v8986]62603:0[/dice:2o0v8986]
Wild [dice:2o0v8986]62603:1[/dice:2o0v8986]
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
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Axel Krowe
Posts: 130
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Re: 8.1 Moving through the crew!

Post by Axel Krowe »

Fear Check 13
Spirit [dice:1onyuj2m]62604:0[/dice:1onyuj2m]
Wild [dice:1onyuj2m]62604:1[/dice:1onyuj2m]

Mutter mutter - benny
Spirit [dice:1onyuj2m]62604:2[/dice:1onyuj2m] Ace [dice:1onyuj2m]62604:4[/dice:1onyuj2m]
Wild [dice:1onyuj2m]62604:3[/dice:1onyuj2m]
Axel Krowe, BAMF
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Brokner Jacobi
Posts: 31
Joined: Fri Aug 16, 2019 6:58 pm

Re: 8.1 Moving through the crew!

Post by Brokner Jacobi »

Fear Check
OOC Comments
Spirit [dice:1ao4zs4m]62610:0[/dice:1ao4zs4m]

Wild - [dice:1ao4zs4m]62610:1[/dice:1ao4zs4m]
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Death Otter
Posts: 155
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Re: 8.1 Moving through the crew!

Post by Death Otter »

The Fearful Otter

Rolls
Fear (Spirit): [dice:ai2no1nw]62653:0[/dice:ai2no1nw] or [dice:ai2no1nw]62653:1[/dice:ai2no1nw]
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Ndreare
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Re: 8.1 Moving through the crew!

Post by Ndreare »

TOP OF TURN 2

Ramson, Zarlo, and 1 Person of Ramson's choice will go before Essence & Power.
Initiative.
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).

Brokner Jacobi [dice:1400bf7u]62663:0[/dice:1400bf7u]

Death Otter [dice:1400bf7u]62663:1[/dice:1400bf7u]
Fiona Gladbrooke [dice:1400bf7u]62663:2[/dice:1400bf7u]
Ramson Gourdaine [dice:1400bf7u]62663:3[/dice:1400bf7u]
  • Tactician
    [dice:1400bf7u]62663:4[/dice:1400bf7u]
    [dice:1400bf7u]62663:5[/dice:1400bf7u]
Sa’Maku (Quick discard 16 or less) [dice:1400bf7u]62663:6[/dice:1400bf7u]
Zarlo [dice:1400bf7u]62663:7[/dice:1400bf7u]


Durrack [dice:1400bf7u]62663:8[/dice:1400bf7u]
Angelus [dice:1400bf7u]62663:9[/dice:1400bf7u]
Debrek [dice:1400bf7u]62663:10[/dice:1400bf7u]
Essence [dice:1400bf7u]62663:11[/dice:1400bf7u]
Power [dice:1400bf7u]62663:12[/dice:1400bf7u]



Bennie for new card to Brokner [dice:1400bf7u]62663:13[/dice:1400bf7u]

  • 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
Brokner Jacobi
Posts: 31
Joined: Fri Aug 16, 2019 6:58 pm

Re: 8.1 Moving through the crew!

Post by Brokner Jacobi »

OOC Comments
Techno wizardry - [dice:gfbgdvce]62667:0[/dice:gfbgdvce] - add havok to grenade
Mods: strong (strength rolls at -2)
Wild - [dice:gfbgdvce]62667:1[/dice:gfbgdvce]


Shooting - [dice:gfbgdvce]62667:2[/dice:gfbgdvce] - fire grenade into room
Wild - [dice:gfbgdvce]62667:3[/dice:gfbgdvce]

Benny reroll -
Shooting - [dice:gfbgdvce]62667:4[/dice:gfbgdvce]
Wild - [dice:gfbgdvce]62667:5[/dice:gfbgdvce]
Seeing that his barrier worked, Brokner beams then frowns. ”Now we cant attack. The wall is too big. Gotta fix that.” He uses his comms. ”Okay team. I am bringing down the barrier, then gonna fire a grenade in. Wait for my signal before going in. I will loosen ‘em up for you.”

Taking a quick moment, he attaches some junk to a grenade then uses his launcher to put it in the room in front of barrier. His goal is to have it land just before the barrier goes down. As he pulls the trigger he wills the barrier down. "At the boom, go!!" is all he says into comms
Last edited by Brokner Jacobi on Sat Jan 25, 2020 11:14 am, edited 1 time in total.
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Ndreare
Savage Siri
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 8.1 Moving through the crew!

Post by Ndreare »

The grenade lands exploding catching Durrack and Thissok in its chaotic storm. Distracting both titans and sending Durrack hurling back into the computers, his chair flying the opposite direction into the consol.

OOC Comments
Strength d12+4, Distracted -2, Strong -2 =d12
Strength [dice:uqx824li]62670:0[/dice:uqx824li]
Wild [dice:uqx824li]62670:1[/dice:uqx824li]
Distance [dice:uqx824li]62670:2[/dice:uqx824li]

Cabin [dice:uqx824li]62670:3[/dice:uqx824li]

Consul [dice:uqx824li]62670:4[/dice:uqx824li]

Captain's Chair [dice:uqx824li]62670:5[/dice:uqx824li]
Thissok is distracted and needs to roll Str-2 (-4 total)
  • 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
Ramson Gourdaine
Posts: 110
Joined: Thu Oct 18, 2018 10:59 am

Re: 8.1 Moving through the crew!

Post by Ramson Gourdaine »

OOC Comments
Thissok Unshake: -1 Wound, +1 Ramson Leadership
Unshake [dice:xyu8bwir]62675:0[/dice:xyu8bwir]
Wild Spirit [dice:xyu8bwir]62675:1[/dice:xyu8bwir]
Thissok body runs alongside Durack, head pointing towards Angelus

Ramson will post later.
Thissok, perceiving both an opportunity and a threat, slithers out from under the captain's chair, assumes her natural form, then extends her neck, opening her jaws and simply biting Angelus' head, crushing it in her jaws.
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





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Axel Krowe
Posts: 130
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Re: 8.1 Moving through the crew!

Post by Axel Krowe »

As the barrier comes down Sa'Maku stands over the fallen body of Angelus and roars at Durrack, "You're next!"

Knowing Durrack could care less, Sa follows close behind Jackobi's grenade and backs up his promise with action. Leaping through he air he brings a two handed blow with his power halberd down on Durrack and continues with a flurry of vicious blows designed to inflict maximum damage, but leaving Sa slightly exposed.

Status: Vulnerable
Intimidate 2, meh
Intimidate [dice:2wt49p1t]62679:0[/dice:2wt49p1t]
Wild [dice:2wt49p1t]62679:1[/dice:2wt49p1t]
Fighting (Leaping Wild Attack) 10, success, 27 damage AP 16
Fighting [dice:2wt49p1t]62679:2[/dice:2wt49p1t]
Wild [dice:2wt49p1t]62679:3[/dice:2wt49p1t]
Ace [dice:2wt49p1t]62679:4[/dice:2wt49p1t]
+2 Wild/-2 Multi Action/Ignore 2 points of MaP
+6 damage (+2 wild attack, +4 Leaper)

Damage: [dice:2wt49p1t]62679:5[/dice:2wt49p1t] [dice:2wt49p1t]62679:6[/dice:2wt49p1t] +6
Fighting (regular) 11, raise, 21 damage AP 16
Fighting [dice:2wt49p1t]62679:7[/dice:2wt49p1t]
Wild [dice:2wt49p1t]62679:8[/dice:2wt49p1t]
-2 MaP/Ignore 2 points of MaP

Damage [dice:2wt49p1t]62679:9[/dice:2wt49p1t] [dice:2wt49p1t]62679:10[/dice:2wt49p1t] [dice:2wt49p1t]62679:11[/dice:2wt49p1t] Ace [dice:2wt49p1t]62679:12[/dice:2wt49p1t] Ace [dice:2wt49p1t]62679:13[/dice:2wt49p1t]
Axel Krowe, BAMF
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Ndreare
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Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: 8.1 Moving through the crew!

Post by Ndreare »

As the blows Land Sa'maku has the satisfaction of seeing a large wound open in Durracks chest from his first blow. But then feels the frustration of seeing his second blow while cutting nearly six cenimeters deep on the creature, seems to go completly unnoticed.
"Ha, I remember you rookie. Your the one that got framed for betraying your own men, then needed my help to get smuggled out. Maybe before I kill you I will tell you why." His mocking words towards Sa'Maku hitting on the most personal of affairs.


Durrack, takes 1 wound.
Updated Map. I cannot turn off gm layer from tablet, so ptretend like you cannot see Essence, Power, or Debreck.
Screenshot_20200125-173141_Chrome.jpg
  • 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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Stoic
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Re: 8.1 Moving through the crew!

Post by Stoic »

Zarlo rushes to the doorway, next to Death Otter. He spots Durrack and attempts to put him down.
Greater Slumber, 3 p.p.e.
Spellcasting [dice:28nav4y4]62687:0[/dice:28nav4y4]
Wild Die [dice:28nav4y4]62687:1[/dice:28nav4y4]
Something goes awry when he mutters the arcane words, it slips away from him and instantly gives him a crushing headache. In fact, he feels like going to sleep himself.
GM Bennies 9/9
Wild Card Bennies ?
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Ramson Gourdaine
Posts: 110
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Re: 8.1 Moving through the crew!

Post by Ramson Gourdaine »

OOC Comments
ISP: 21/35

Entangle (Modifiers: 2 base, Greater Entangle +4, Fatigue +2 = 8 ISP total)
Enervating Snare [dice:27h9n7uy]62716:0[/dice:27h9n7uy] ACE [dice:27h9n7uy]62716:2[/dice:27h9n7uy]
Wild Psionics [dice:27h9n7uy]62716:1[/dice:27h9n7uy]
Raise: Durack is Bound, and at -4 to escape; he is also Fatigued for as long as he's in the snare
ISP: 13 ISP remaining
Ramson calls out to the enemy captain, as he steps into the center of the bay with the escape pods. "It amuses me, Durack, to catch you in your lair. The best hunts always end this way." And with that, he reaches out telekinetically, wrapping Durack in bonds of force that leech the strength from his muscles. Then he simply steps back into the corner he'd been standing in, letting Sa'Maku have the glory of this moment.
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





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Ndreare
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Re: 8.1 Moving through the crew!

Post by Ndreare »

Optional
Anyone with Knowledge Occult may make a Knowledge Occult roll -4 if they would like on their next turn.

Reminder Setting rule for major NPCs is Heroes Never Die.
As Thissok bites down onto the abominations head she finds it it tough and the enchantments on the metal resist her efforts. Then suddenly it snaps free and gives way as a stream of energy begins venting out from it the head may have refused to crush, but the neck snapped free easily. The arcane power flowing faster and faster, flooding the room with foul necromantic power.

Essence, dispel Critical Failure
Weird Science [dice:1hlynnll]62731:0[/dice:1hlynnll]
Wild [dice:1hlynnll]62731:1[/dice:1hlynnll]
As the power embraces Durrack a smooth silvery drop appears from the wall and begins messing with the system. In an attempt to disrupt the arcane effects on Durrack. Somehow Durracks own incredible arcane resistance disrupts the machinery. Instead causing the device to feedback and explode burning the metallic thing as it flails about trying to recover before melding again into the machine around it.

Power, Warrior's Gift 11 on Durrack; Drain Spirit 2 die types on Thissok
Weird Science [dice:1hlynnll]62731:2[/dice:1hlynnll]
Wild [dice:1hlynnll]62731:3[/dice:1hlynnll]

Weird Science [dice:1hlynnll]62731:4[/dice:1hlynnll]
Wild [dice:1hlynnll]62731:5[/dice:1hlynnll]
Benny to reroll
Weird Science [dice:1hlynnll]62731:6[/dice:1hlynnll]
Wild [dice:1hlynnll]62731:7[/dice:1hlynnll]
Ace [dice:1hlynnll]62731:8[/dice:1hlynnll]
Dropping down from the ceiling opposite where he had left from Power reconfigures his tentacle ignoring the bonds on Durrack and shooting his head with some sort of data stream. Durrack instantly smiles as the effect somehow does break through his acrane warding and infuses him with the tactical talents to work. Then turning to the giant snake like being rending the head form Angelus, Power forms a mouth long enough to speak. "I have wanted to do that for so long." Then he hits the creature with a second beam of energy.


As the two machine people again move out of sight into the walls the effect of their power remains.



@Fiona Gladbrooke and @Death Otter It is your turn
  • 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
Savage Siri
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Joined: Tue Aug 08, 2017 12:55 pm
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Re: 8.1 Moving through the crew!

Post by Ndreare »

OOC Comments
Switch this order, summon then Ex Quickness, so Summon had -2

Ex Quickness on all allies Spellcasting d10, -2 MAP = d10-2
Spellcasting [dice:13vknvco]62741:0[/dice:13vknvco]
Wild [dice:13vknvco]62741:1[/dice:13vknvco]
Ace [dice:13vknvco]62741:2[/dice:13vknvco]
Ace [dice:13vknvco]62741:3[/dice:13vknvco]
Ace [dice:13vknvco]62741:4[/dice:13vknvco]

Force Multiplication Spellcasting (MAP -2) d10
Spellcasting [dice:13vknvco]62741:5[/dice:13vknvco]
Wild [dice:13vknvco]62741:6[/dice:13vknvco]
Benny to reroll
Spellcasting [dice:13vknvco]62741:7[/dice:13vknvco]
Wild [dice:13vknvco]62741:8[/dice:13vknvco]
Benny to reroll again
Spellcasting [dice:13vknvco]62741:9[/dice:13vknvco]
Wild [dice:13vknvco]62741:10[/dice:13vknvco]
Raise = Summoned allies are Resilient

Teleport into Hull = Innate & No roll

Athletics to resist Interrupt
Athletics [dice:13vknvco]62741:11[/dice:13vknvco]
Wild [dice:13vknvco]62741:12[/dice:13vknvco]

reroll
Athletics [dice:13vknvco]62741:13[/dice:13vknvco]
Wild [dice:13vknvco]62741:14[/dice:13vknvco]

Debrek suddenly splits, then splits again, and finally splits a third time until their are 8 of him standing on the hull of the ship. Then summoning his power he wraps each of them in a temporal field aligning their movements beyond the ability of mortal to achieve without true power. Then each of his duplicates calls on the power within themselves and...

Suddenly the bridge and corridors are flooded with what looks like battle mages, each looks to be made of stone like a 7' duplicate of Debrek. As they begin moving however they learn @Fiona Gladbrooke is faster...
  • 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
Death Otter
Posts: 155
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Re: 8.1 Moving through the crew!

Post by Death Otter »

Death Otter groans to herself as she realizes how the rest of this is going to go down. Hit and run. She can't blame them...with the heavies down and out, it's what makes sense to do. Still damn annoying.

And where to hit? Back ranks, of course. Which meant...her.

Greeeeeeeeat...

She turned and put her back to the wall, lifting her tricked-out laser rifle to her shoulder and moving her gaze side to side, waiting for a machine person or teleporter to appear and try to make life hard for her.

On Hold: Athletics 4
Athletics [dice:bu92v8dx]62746:0[/dice:bu92v8dx] or [dice:bu92v8dx]62746:1[/dice:bu92v8dx]
Gonna see if a benny will help here
[dice:bu92v8dx]62746:2[/dice:bu92v8dx] or [dice:bu92v8dx]62746:3[/dice:bu92v8dx]

Hahahaha...nope
User avatar
Fiona Gladbrooke
Posts: 103
Joined: Mon Mar 11, 2019 8:51 pm

Re: 8.1 Moving through the crew!

Post by Fiona Gladbrooke »

Seeing the situation in much the same way as Otter, Fiona bids her time, waiting to spring into action once one of them surfaces.
Athletics to interrupt 9
Athletics [dice:3ors99s8]62748:0[/dice:3ors99s8]
Wild [dice:3ors99s8]62748:1[/dice:3ors99s8]
Her unnatural reflexes prove their worth as she is ready when the elf teleports in with a caboodle of duplicates. Well that is a neat trick. Which one is the original I wonder. She reaches out mentally looking for the mind in command but with one directly in front of her she decides action is a better course of action. Dropping the pulse rifle, Fiona draws her vibro sword and lays into the elf clone before it can fully get its bearings.
Attack 8, 7MD AP6
Fighting [dice:3ors99s8]62748:2[/dice:3ors99s8]
Wild [dice:3ors99s8]62748:3[/dice:3ors99s8]
Damage [dice:3ors99s8]62748:4[/dice:3ors99s8] [dice:3ors99s8]62748:5[/dice:3ors99s8] (there should not be a -1 to the sword damage die)
Last edited by Fiona Gladbrooke on Mon Jan 27, 2020 3:04 pm, edited 4 times in total.
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
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Ndreare
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Re: 8.1 Moving through the crew!

Post by Ndreare »

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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

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

Re: 8.1 Moving through the crew!

Post by Ndreare »

A headache of rolls
D1 Spellcasting Exalted Quickness on Durrack [dice:3ercjq1x]62769:0[/dice:3ercjq1x] Confirm Crit Failure [dice:3ercjq1x]62769:3[/dice:3ercjq1x]
D1 Spellcasting Exalted Boost Strength on Durrack [dice:3ercjq1x]62769:1[/dice:3ercjq1x]
D1 Spellcasting Exalted Boost Fighting on Durrack [dice:3ercjq1x]62769:2[/dice:3ercjq1x]

D2 Spellcasting Exalted Quickness on Durrack [dice:3ercjq1x]62769:4[/dice:3ercjq1x] Confirm crit failure again [dice:3ercjq1x]62769:7[/dice:3ercjq1x]
D2 Spellcasting Exalted Boost Strength on Durrack [dice:3ercjq1x]62769:5[/dice:3ercjq1x]
D2 Spellcasting Exalted Boost Athletics on Durrack [dice:3ercjq1x]62769:6[/dice:3ercjq1x]

D3 Spellcasting Exalted Quickness on Durrack [dice:3ercjq1x]62769:8[/dice:3ercjq1x]
D3 Spellcasting Exalted Boost Strength on Durrack [dice:3ercjq1x]62769:9[/dice:3ercjq1x]
D3 Spellcasting Exalted Boost Spirit on Durrack [dice:3ercjq1x]62769:10[/dice:3ercjq1x]

D4 Spellcasting Ex Boost fighting on self and other clones [dice:3ercjq1x]62769:11[/dice:3ercjq1x] Ace [dice:3ercjq1x]62769:12[/dice:3ercjq1x]
D4 Fighting Against DO [dice:3ercjq1x]62769:13[/dice:3ercjq1x] Free reroll D4 Fighting Against DO [dice:3ercjq1x]62769:14[/dice:3ercjq1x] Ace [dice:3ercjq1x]62769:15[/dice:3ercjq1x]
Damage [dice:3ercjq1x]62769:16[/dice:3ercjq1x] + [dice:3ercjq1x]62769:17[/dice:3ercjq1x] + Raise [dice:3ercjq1x]62769:18[/dice:3ercjq1x] normal damage no AP
D4 Fighting Against DO [dice:3ercjq1x]62769:19[/dice:3ercjq1x]
Damage [dice:3ercjq1x]62769:20[/dice:3ercjq1x] + [dice:3ercjq1x]62769:21[/dice:3ercjq1x] normal damage no AP

D5 Spellcasting Ex Boost Spellcasting self and other Debrek's [dice:3ercjq1x]62769:22[/dice:3ercjq1x] Ace [dice:3ercjq1x]62769:23[/dice:3ercjq1x]
D5 Spellcasting Ex Dispel + Magic Items + Selective (9 PPE) [dice:3ercjq1x]62769:24[/dice:3ercjq1x] Free Reroll [dice:3ercjq1x]62769:25[/dice:3ercjq1x]
D5 Spellcasting Ex Dispel + Magic Items + selective (9 PPE) [dice:3ercjq1x]62769:26[/dice:3ercjq1x] Free Reroll [dice:3ercjq1x]62769:27[/dice:3ercjq1x] Free Reroll
Dispel all magic items are down, roll versus 7 and then a 10 for maintained powers (Psionic, TW and Fiona treat as 5 and 8 respectively)
Rank: Seasoned
Power Points: 1
Range: Smarts
Duration: Instant
Trappings: Waving hands, whispered words.
Dispel allows a hero to negate enemy powers. It has no effect on permanent enchantments or innate abilities such as a dragon’s breath or a banshee’s scream. Dispel affects arcane devices normally (see Arcane Devices, page 153).
Dispel can be used on a power already in effect or to counter an enemy power as it’s being used. The latter requires the countering mage to be on Hold and interrupt his foe’s action.
In either case, dispelling an opponent’s power is an opposed roll of arcane skills (with a −2 modifier if the rival’s power is of another type such as magic vs. miracles, psionics vs. weird science, etc.).
If the dispelling character wins, the targeted power ends immediately (or fails if it was countered with the usual results of failure).
With a raise, the recipient of the dispelled power is also Distracted.
MODIFIERS
„„POWER (+1): For +1 Power Points, dispel can disrupt enchanted devices for one round, or two with a raise. The difficulty to do so is −2 for permanently enchanted items such as found in most swords & sorcery campaigns, or −4 for divine or legendary relics.

„„EXALTED DISPEL (+2/+4/+6): For +2 Power Points dispel affects a Small Blast Template, and for +4 points the Blast Template becomes Medium, or Large for +6 Power Points. The caster makes one Arcane Skill roll and compares it to Arcane Skill rolls for the active powers within the Blast Template, negating those w here he w ins. T his affects all powers in the target area unless the Selective Power Modifier is also used.
D6 Spellcasting Exalted Sloth on Brokner, Ramson, Zarlo + Fiona [dice:3ercjq1x]62769:28[/dice:3ercjq1x]
D6 Spellcasting Exalted Drain Spirit on Brokner, Ramson, Zarlo + Fiona [dice:3ercjq1x]62769:29[/dice:3ercjq1x]
d6 Spellcasting Exalted Drain Techno Wizardry on Brokner, Ramson, Zarlo + Fiona [dice:3ercjq1x]62769:30[/dice:3ercjq1x]

D7 Spellcasting Exalted Drain Spirit on Brokner, Ramson, Zarlo + Fiona [dice:3ercjq1x]62769:31[/dice:3ercjq1x]
D7 Spellcasting Exalted Drain Psionics on Brokner, Ramson, Zarlo + Fiona [dice:3ercjq1x]62769:32[/dice:3ercjq1x]
D7 Spellcasting Exalted Drain Athletics on Brokner, Ramson, Zarlo + Fiona [dice:3ercjq1x]62769:33[/dice:3ercjq1x] Free reroll [dice:3ercjq1x]62769:34[/dice:3ercjq1x]
As the attack from Fiona rolls harmlessly off of the stone like Dubrek they begin moving in tandem, layering spell after spell onto Durrack. Then the one that landed next to Death otter lets loose with a volley of attacks that land uselessly on her, her armor resisting the blow.

However the four that landed in the escape pod corridor have more luck as they begin destroying the layers of spells and magic protecting the heroes, followed by layer after layer of curse as the temporal warriors magic assaults the users.

GAME MECHANIC EFFECTS READ CAREFULLY
Sa'Maku = Roll versus Athletics 7 as seen in Durrack's post

Thissock = No Effects

Death Otter = take 14 damage

Fiona = Complex read ooc tag
OOC Comments
Perform the following actions in the following order
  • Resist Dispel 5 = Separate roll for each active power (Your switchable slot counts as a single power for this)
  • Resist Dispel 8 = Separate roll for each active power (Your switchable slot counts as a single power for this)
    All your Arcane, TW, or enchanted gear stops working
  • You are affected by Ex Sloth pace is half, movement counts as action cannot run
  • Resist Ex Drain Spirit 11
  • Resist Ex Drain Spirit 5
Ramson = Complex read ooc tag
OOC Comments
Perform the following actions in the following order
  • Resist Dispel 5 = Separate roll for each active power
  • Resist Dispel 8 = Separate roll for each active power
    All your Arcane, TW, or enchanted gear stops working
  • You are affected by Ex Sloth pace is half, movement counts as action cannot run
  • Resist Ex Drain Spirit 11
  • Resist Ex Drain Spirit 5
  • Resist Ex Drain Psionics 9 = NA for Fiona
Brokner = Complex read ooc tag
OOC Comments
Perform the following actions in the following order
  • Resist Dispel 5 = Separate roll for each active power
  • Resist Dispel 8 = Separate roll for each active power
    All your Arcane, TW, or enchanted gear stops working
  • You are affected by Ex Sloth pace is half, movement counts as action cannot run
  • Resist Ex Drain Spirit 11
  • Resist Ex Drain techno Wizardry 9 = NA for Fiona
  • Resist Ex Drain Spirit 5
Zarlo = Complex read ooc tag
OOC Comments
Perform the following actions in the following order
  • Resist Dispel 5 = Separate roll for each active power
  • Resist Dispel 8 = Separate roll for each active power
    All your Arcane, TW, or enchanted gear stops working
  • You are affected by Ex Sloth pace is half, movement counts as action cannot run
  • Resist Ex Drain Spirit 11
  • Resist Ex Drain Spirit 5
  • Resist Ex Drain Psionics 9 = NA for Fiona
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

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

Re: 8.1 Moving through the crew!

Post by Ndreare »

OOC Comments
Durrack's turn
Bio Regeneration d12+2, Distracted -2
Vigor [dice:31l3hs0o]62770:0[/dice:31l3hs0o]
Wild [dice:31l3hs0o]62770:1[/dice:31l3hs0o]

Ex Quickness = ignore MAP
Break Out of Entangle Strength d12+5, -2 Using Strength -2 Distracted, Free reroll = d12+1 (until i hear otherwise ruling the +4 resistance does not apply.)
Strength [dice:31l3hs0o]62770:2[/dice:31l3hs0o]
Wild [dice:31l3hs0o]62770:3[/dice:31l3hs0o]
Reroll
Strength [dice:31l3hs0o]62770:4[/dice:31l3hs0o]
Wild [dice:31l3hs0o]62770:5[/dice:31l3hs0o]
Ace [dice:31l3hs0o]62770:6[/dice:31l3hs0o]

Grab @Sa’Maku Athletics d8 free reroll
Athletics [dice:31l3hs0o]62770:7[/dice:31l3hs0o]
Wild [dice:31l3hs0o]62770:8[/dice:31l3hs0o]
Reroll
Athletics [dice:31l3hs0o]62770:9[/dice:31l3hs0o]
Wild [dice:31l3hs0o]62770:10[/dice:31l3hs0o]

Bash @Sa’Maku Fighting d12 free reroll
Fighting [dice:31l3hs0o]62770:11[/dice:31l3hs0o]
Wild [dice:31l3hs0o]62770:12[/dice:31l3hs0o]
Reroll
Fighting [dice:31l3hs0o]62770:13[/dice:31l3hs0o]
Wild [dice:31l3hs0o]62770:14[/dice:31l3hs0o]
Personal Benny to Reroll
Fighting [dice:31l3hs0o]62770:15[/dice:31l3hs0o]
Wild [dice:31l3hs0o]62770:16[/dice:31l3hs0o]
2nd Personal Benny to Reroll
Fighting [dice:31l3hs0o]62770:17[/dice:31l3hs0o]
Wild [dice:31l3hs0o]62770:18[/dice:31l3hs0o]
Durrack shakes his head clear and flexes his muscles against the bonds snapping them is a burst of visible blueish energy. "Ha, no one can hold Durrack. I am the strongest one there is." Then pointing to @Sa’Maku. "You are pretty strong. A good fight, I will enjoy crushing you."

Then reaching out he grabs @Sa’Maku spinning him and pinning him with one arm, and smashing down on him with his other. But @Sa’Maku is too tough and is able to move so the blows glance off his body inflicting no serious wounds.

Sa’Maku only
Sam needs to roll versus Athletics for Grapple.

DEATH OTTERS TURN, LOTS OF RESISTANCE ROLLS AND STUFF
  • 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
Axel Krowe
Posts: 130
Joined: Fri Oct 12, 2018 4:44 pm

Re: 8.1 Moving through the crew!

Post by Axel Krowe »

Grapple (Strength) 12, success with a Raise
Strength [dice:3oeslfy8]62772:0[/dice:3oeslfy8]
Wild [dice:3oeslfy8]62772:1[/dice:3oeslfy8]
Ace [dice:3oeslfy8]62772:2[/dice:3oeslfy8]
Total: 8 + 4 = 12
As Durrack tries to grab hold Sa'Maku simply slaps the brute's hands away, "True strength is in honour. Of which you have none." Thenwith preternatural quickness the big reptile takes advantage with a slash from his halberd.
Counterattack 11 (raise), 25 AP 16 MDC (1 wound)
Fighting [dice:3oeslfy8]62772:3[/dice:3oeslfy8] (raise vs. 7)
Wild [dice:3oeslfy8]62772:4[/dice:3oeslfy8]

Damage: [dice:3oeslfy8]62772:5[/dice:3oeslfy8] [dice:3oeslfy8]62772:6[/dice:3oeslfy8] [dice:3oeslfy8]62772:7[/dice:3oeslfy8] Ace [dice:3oeslfy8]62772:8[/dice:3oeslfy8]
Axel Krowe, BAMF
User avatar
Ramson Gourdaine
Posts: 110
Joined: Thu Oct 18, 2018 10:59 am

Re: 8.1 Moving through the crew!

Post by Ramson Gourdaine »

OOC Comments
ISP 13
Item Shut-Down Effects:
Toughness 14 (4)
Encumbered (Pace 4, Run 1d6-2, -2 to all Agility linked skills)

Active Powers to Resist Dispel (TN 5, then 8):
Boost Fighting
Psionics [dice:3pflv7ia]62780:0[/dice:3pflv7ia]
Wild Psionics [dice:3pflv7ia]62780:1[/dice:3pflv7ia]
Well, that settles that.

Entangle
Psionics [dice:3pflv7ia]62780:2[/dice:3pflv7ia]
Wild Psi [dice:3pflv7ia]62780:3[/dice:3pflv7ia]

Moot point, Durrack broke free anyway.

Need to Resist:
Sloth 8
Spirit [dice:3pflv7ia]62780:4[/dice:3pflv7ia]
Wild Spirit [dice:3pflv7ia]62780:5[/dice:3pflv7ia]
Greater Slothed = Pace 1, No Run

Drain Spirit 11
Spirit [dice:3pflv7ia]62780:8[/dice:3pflv7ia] ACE [dice:3pflv7ia]62780:6[/dice:3pflv7ia]
Wild Spirit [dice:3pflv7ia]62780:7[/dice:3pflv7ia]
Resisted

Drain Spirit 5
Spirit [dice:3pflv7ia]62780:9[/dice:3pflv7ia]
Wild Spirit [dice:3pflv7ia]62780:10[/dice:3pflv7ia]
Resisted

Drain Psionics 9
Spirit [dice:3pflv7ia]62780:11[/dice:3pflv7ia]
Wild Spirit [dice:3pflv7ia]62780:12[/dice:3pflv7ia]
Greater Drained: Psionics Die drops to d6-2
As the swarm of effects slams over Ramson, he feels his boost to the party severed--immediately before he suddenly becomes aware that his armor is now more of a prison, practically pinning him down without any power, especially as time starts to dilate around him. What's worse, his own psychic power is also undercut, making even the most rudimentary effects a longshot to manifest.
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





User avatar
Fiona Gladbrooke
Posts: 103
Joined: Mon Mar 11, 2019 8:51 pm

Re: 8.1 Moving through the crew!

Post by Fiona Gladbrooke »

@Fiona Gladbrooke post here
Fiona = Complex read ooc tag
OOC Comments
Perform the following actions in the following order
  • Resist Dispel 5 = Separate roll for each active power (Your switchable slot counts as a single power for this)
  • Resist Dispel 8 = Separate roll for each active power (Your switchable slot counts as a single power for this)
    All your Arcane, TW, or enchanted gear stops working
  • You are affected by Ex Sloth pace is half, movement counts as action cannot run
  • Resist Ex Drain Spirit 11
  • Resist Ex Drain Spirit 5
vs dispel 5
[*]Telepathy, Switchboard. Spirit [dice:2n2jnze0]62793:0[/dice:2n2jnze0] Wild [dice:2n2jnze0]62793:1[/dice:2n2jnze0]
[*]Mindreading Spirit [dice:2n2jnze0]62793:2[/dice:2n2jnze0] Wild [dice:2n2jnze0]62793:3[/dice:2n2jnze0]
[*]Chameleon, Voice Spirit [dice:2n2jnze0]62793:4[/dice:2n2jnze0] Wild [dice:2n2jnze0]62793:5[/dice:2n2jnze0]
[*]Speak Languages, Read Languages Spirit [dice:2n2jnze0]62793:6[/dice:2n2jnze0] Wild [dice:2n2jnze0]62793:7[/dice:2n2jnze0]
[*]Super Smarts 3 lvls Spirit [dice:2n2jnze0]62793:8[/dice:2n2jnze0] Wild [dice:2n2jnze0]62793:9[/dice:2n2jnze0]
[*]Super Spirit 2 lvls Spirit [dice:2n2jnze0]62793:10[/dice:2n2jnze0] Wild [dice:2n2jnze0]62793:11[/dice:2n2jnze0]
[*]Super Agility 1 lvl Spirit [dice:2n2jnze0]62793:12[/dice:2n2jnze0] Wild [dice:2n2jnze0]62793:13[/dice:2n2jnze0]2 pts
[*]Toughness 5 lvls Spirit [dice:2n2jnze0]62793:14[/dice:2n2jnze0] Wild [dice:2n2jnze0]62793:15[/dice:2n2jnze0]
[*]Immunity to Poison and Disease Spirit [dice:2n2jnze0]62793:16[/dice:2n2jnze0] Wild [dice:2n2jnze0]62793:17[/dice:2n2jnze0]
[*]Heightened Senses, Low Light Vison 1 pt, Perception 1, Super hearing 1, Super Sight 1, Spirit [dice:2n2jnze0]62793:18[/dice:2n2jnze0] Wild [dice:2n2jnze0]62793:19[/dice:2n2jnze0]
[*]Super Skill 8 lvls 8 pts, Switchable x2 4pts, Spirit [dice:2n2jnze0]62793:20[/dice:2n2jnze0] Wild [dice:2n2jnze0]62793:21[/dice:2n2jnze0]
Armor spirit [dice:2n2jnze0]62793:47[/dice:2n2jnze0] Wild [dice:2n2jnze0]62793:48[/dice:2n2jnze0]
vs dispel 8
[*]Telepathy, Switchboard. Spirit [dice:2n2jnze0]62793:22[/dice:2n2jnze0] Wild [dice:2n2jnze0]62793:23[/dice:2n2jnze0]
[*]Mindreading Spirit [dice:2n2jnze0]62793:24[/dice:2n2jnze0] Wild [dice:2n2jnze0]62793:25[/dice:2n2jnze0]
[*]Chameleon, Voice Spirit [dice:2n2jnze0]62793:26[/dice:2n2jnze0] Wild [dice:2n2jnze0]62793:27[/dice:2n2jnze0]
[*]Speak Languages, Read Languages Spirit [dice:2n2jnze0]62793:28[/dice:2n2jnze0] Wild [dice:2n2jnze0]62793:29[/dice:2n2jnze0]
[*]Super Smarts 3 lvls Spirit [dice:2n2jnze0]62793:30[/dice:2n2jnze0] Wild [dice:2n2jnze0]62793:31[/dice:2n2jnze0]
[*]Super Spirit 2 lvls Spirit [dice:2n2jnze0]62793:32[/dice:2n2jnze0] Wild [dice:2n2jnze0]62793:33[/dice:2n2jnze0]
[*]Super Agility 1 lvl Spirit [dice:2n2jnze0]62793:34[/dice:2n2jnze0] Wild [dice:2n2jnze0]62793:35[/dice:2n2jnze0]2 pts
[*]Toughness 5 lvls Spirit [dice:2n2jnze0]62793:36[/dice:2n2jnze0] Wild [dice:2n2jnze0]62793:37[/dice:2n2jnze0]
[*]Immunity to Poison and Disease Spirit [dice:2n2jnze0]62793:38[/dice:2n2jnze0] Wild [dice:2n2jnze0]62793:39[/dice:2n2jnze0]
[*]Heightened Senses, Low Light Vison 1 pt, Perception 1, Super hearing 1, Super Sight 1, Spirit [dice:2n2jnze0]62793:40[/dice:2n2jnze0] Wild [dice:2n2jnze0]62793:41[/dice:2n2jnze0]
[*]Super Skill 8 lvls 8 pts, Switchable x2 4pts, Spirit [dice:2n2jnze0]62793:42[/dice:2n2jnze0] Wild [dice:2n2jnze0]62793:43[/dice:2n2jnze0] Ace [dice:2n2jnze0]62793:44[/dice:2n2jnze0]
Armor spirit [dice:2n2jnze0]62793:49[/dice:2n2jnze0] Wild [dice:2n2jnze0]62793:50[/dice:2n2jnze0]
vs drain spirit 11. 8 -1 dt and -2 to spirit rolls
Spirit [dice:2n2jnze0]62793:45[/dice:2n2jnze0]
Wild [dice:2n2jnze0]62793:46[/dice:2n2jnze0]
vs drain spirit 5. 6 Passed
Forgot +2 from strong willed Spirit [dice:2n2jnze0]62793:51[/dice:2n2jnze0]
Wild [dice:2n2jnze0]62793:52[/dice:2n2jnze0]
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
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Brokner Jacobi
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Re: 8.1 Moving through the crew!

Post by Brokner Jacobi »

OOC Comments
@Brokner Jacobi post here
Brokner = Complex read ooc tag
Perform the following actions in the following order - DONE
  • Resist Dispel 5 = Separate roll for each active power - none active
  • Resist Dispel 8 = Separate roll for each active power - none active
  • All your Arcane, TW, or enchanted gear stops working - duration: 2 rds
  • You are affected by Ex Sloth pace is half, movement counts as action cannot run
  • Resist Ex Drain Spirit 11 - [dice:2tcsthvh]62794:0[/dice:2tcsthvh] / wild: [dice:2tcsthvh]62794:1[/dice:2tcsthvh]
  • Resist Ex Drain techno Wizardry 9 - [dice:2tcsthvh]62794:2[/dice:2tcsthvh] / wild: [dice:2tcsthvh]62794:3[/dice:2tcsthvh]
  • Resist Ex Drain Spirit 5 - - [dice:2tcsthvh]62794:4[/dice:2tcsthvh] / wild: [dice:2tcsthvh]62794:5[/dice:2tcsthvh]
Edit - Reroll
Techno - Wizardry [dice:2tcsthvh]62794:6[/dice:2tcsthvh]
Wild - [dice:2tcsthvh]62794:7[/dice:2tcsthvh]
Ace - [dice:2tcsthvh]62794:8[/dice:2tcsthvh]
Last edited by Brokner Jacobi on Wed Feb 05, 2020 10:34 am, edited 5 times in total.
Zarlo
Posts: 3
Joined: Mon Oct 21, 2019 7:58 pm

Re: 8.1 Moving through the crew!

Post by Zarlo »

@Zarlo post here
Zarlo = Complex read ooc tag
OOC Comments
Perform the following actions in the following order
  • Resist Dispel 5 = Separate roll for each active power
    N/A
  • Resist Dispel 8 = Separate roll for each active power
    Spellcasting [dice:22i8iqpv]62795:0[/dice:22i8iqpv]
    Wild Die [dice:22i8iqpv]62795:1[/dice:22i8iqpv]
    All your Arcane, TW, or enchanted gear stops working
  • You are affected by Ex Sloth pace is half, movement counts as action cannot run
  • Resist Ex Drain Spirit 11
    Spellcasting [dice:22i8iqpv]62795:2[/dice:22i8iqpv]
    Wild Die [dice:22i8iqpv]62795:3[/dice:22i8iqpv]
  • Resist Ex Drain Spirit 5
    Spellcasting [dice:22i8iqpv]62795:4[/dice:22i8iqpv]
    Wild Die [dice:22i8iqpv]62795:5[/dice:22i8iqpv]
  • Resist Ex Drain Psionics 9 = NA for Fiona
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Stoic
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Re: 8.1 Moving through the crew!

Post by Stoic »

Brokner reroll to resist Drain Techno Wizardry
Spirit [dice:1ssbjc8m]62813:0[/dice:1ssbjc8m]
Wild [dice:1ssbjc8m]62813:1[/dice:1ssbjc8m]
GM Bennies 9/9
Wild Card Bennies ?
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Ndreare
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Re: 8.1 Moving through the crew!

Post by Ndreare »

Initiative turn 02
OOC Comments
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).


Brokner [dice:1xzhqeyg]62796:0[/dice:1xzhqeyg]
Death Otter [dice:1xzhqeyg]62796:1[/dice:1xzhqeyg]
Fiona [dice:1xzhqeyg]62796:2[/dice:1xzhqeyg]
Ramson/Thissok [dice:1xzhqeyg]62796:3[/dice:1xzhqeyg]
Sa'Maku (Quick) [dice:1xzhqeyg]62796:4[/dice:1xzhqeyg]
Zarlo [dice:1xzhqeyg]62796:5[/dice:1xzhqeyg]
Do not forget

Debrek [dice:1xzhqeyg]62796:6[/dice:1xzhqeyg]
Durrack [dice:1xzhqeyg]62796:7[/dice:1xzhqeyg]
Essence [dice:1xzhqeyg]62796:8[/dice:1xzhqeyg] [dice:1xzhqeyg]62796:9[/dice:1xzhqeyg] [dice:1xzhqeyg]62796:10[/dice:1xzhqeyg]
Power [dice:1xzhqeyg]62796:11[/dice:1xzhqeyg] [dice:1xzhqeyg]62796:12[/dice:1xzhqeyg] [dice:1xzhqeyg]62796:13[/dice:1xzhqeyg]

Durrack Benny for redraw [dice:1xzhqeyg]62796:14[/dice:1xzhqeyg]
Durrack Benny for redraw [dice:1xzhqeyg]62796:15[/dice:1xzhqeyg]
Durrack Benny for redraw [dice:1xzhqeyg]62796:16[/dice:1xzhqeyg]


Forgot Improved Tact
[dice:1xzhqeyg]62796:17[/dice:1xzhqeyg]
[dice:1xzhqeyg]62796:18[/dice:1xzhqeyg]
Initiative order
  1. Debrek 55
  2. Essence 52
    .
  3. Sa'Maku 50
  4. Zarlo 29 49
  5. Fiona 47
  6. Death Otter 22 41
  7. Brokner 38
    .
  8. Durrack 37
    .
  9. Ramson 32
    .
  10. Power 29
@Freemage in hangout: "Okay, put Death Otter at 41 and Zarlo at 49. That means the only one after Durrack is Ramson/Thissok."
  • 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: Re: 8.1 Moving through the crew!

Post by Ndreare »

OOC Comments
Debrek = Staying on hold

Debrek's clones

Teleport = No roll, innate
Group Roll Ex Drain PPE (Spellcasting d8 + Ex Boost Trait, mistake no need to short forgot the new ones do not get PPE reduced by half = 1d12 + free reroll, should not have -2)
Spellcasting [dice:a1zwopur]62814:0[/dice:a1zwopur]
Group Die [dice:a1zwopur]62814:1[/dice:a1zwopur]
Free Reroll
Spellcasting [dice:a1zwopur]62814:2[/dice:a1zwopur]
Group [dice:a1zwopur]62814:3[/dice:a1zwopur]
Drain (each success) [dice:a1zwopur]62814:4[/dice:a1zwopur]

Lets Try again. No MAP because of Quickness
Spellcasting [dice:a1zwopur]62814:5[/dice:a1zwopur]
Group [dice:a1zwopur]62814:6[/dice:a1zwopur]
Free Reroll
Spellcasting [dice:a1zwopur]62814:7[/dice:a1zwopur]
Group [dice:a1zwopur]62814:8[/dice:a1zwopur]
Shift reroll
Spellcasting [dice:a1zwopur]62814:14[/dice:a1zwopur]
Group [dice:a1zwopur]62814:15[/dice:a1zwopur]
Drain (each success) [dice:a1zwopur]62814:9[/dice:a1zwopur]

Last try
Spellcasting [dice:a1zwopur]62814:10[/dice:a1zwopur]
Group [dice:a1zwopur]62814:11[/dice:a1zwopur]
Free Reroll
Spellcasting [dice:a1zwopur]62814:12[/dice:a1zwopur]
Group [dice:a1zwopur]62814:13[/dice:a1zwopur]
Shift reroll
Spellcasting [dice:a1zwopur]62814:16[/dice:a1zwopur]
Group [dice:a1zwopur]62814:17[/dice:a1zwopur]
Drain (each success) [dice:a1zwopur]62814:18[/dice:a1zwopur]
Benny (each success) [dice:a1zwopur]62814:19[/dice:a1zwopur]
Essence

Warrior's Gift on Durrack [dice:a1zwopur]62814:20[/dice:a1zwopur]
Wild [dice:a1zwopur]62814:21[/dice:a1zwopur]


Arcane Resistance + Hurry on Durrack, and selfs [dice:a1zwopur]62814:22[/dice:a1zwopur]
Wild [dice:a1zwopur]62814:23[/dice:a1zwopur]
Ace [dice:a1zwopur]62814:24[/dice:a1zwopur]

Forgot Build roll [dice:a1zwopur]62814:25[/dice:a1zwopur]
Wild [dice:a1zwopur]62814:26[/dice:a1zwopur]



The legion of Debreks look conflicted for a moment then suddenly all disappear. Leaving the team shaken and in chaos from the volley of spells layered over them so thickly.

Suddenly Sa'Maku sees Durrack get hit by a volley of beams to his head, each one making the darkness around him grow as he grows his power. The fearsome look on his face seems to be something that does not so well fit the beings Sa'Maku so easily countered moments before.


Everyone Except Ramson can go.
  • 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
Brokner Jacobi
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Re: 8.1 Moving through the crew!

Post by Brokner Jacobi »

Lots of rolls + GM EDIT: moved because was posted out of order
Techno wizardry - [dice:27zx25z8]62761:0[/dice:27zx25z8] - create quickness gadget
Wild - [dice:27zx25z8]62761:1[/dice:27zx25z8]
_Added recipients (+1 per crew member)
Brokner watches as his crew goes thru the opposition like butter. ”We need to speed this up.” He hits his comms ”I got a plan. I am gonna whip up a gizmo to boost our speed. Maybe then we can end this and go home?” He keeps his eyes on the fighting as he turns his head to speak over his shoulder.

”Rust Bucket? Hand me the spann….” He looks over his shoulder quickly. ”Damn. I forgot. Guess this one is on me.” Brokner then ducks down behind some cover and opens his pack. With a grunt, he starts digging thru it. As he finds a piece he can use, he attaches it to the mess in his hands. After a few seconds, he has a canister with gems and chips attached to it, all held on by wires and small sodder points. ”If this is right, i should be able to fire it from my launcher to a spot above the crew .”
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Ndreare
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Re: Re: 8.1 Moving through the crew!

Post by Ndreare »

Brokner Jacobi wrote: Sat Feb 01, 2020 7:01 pm
Lots of rolls + GM EDIT: moved because was posted out of order
Techno wizardry - [dice:avakt6ee]62761:0[/dice:avakt6ee] - create quickness gadget
Wild - [dice:avakt6ee]62761:1[/dice:avakt6ee]
_Added recipients (+1 per crew member)
Brokner watches as his crew goes thru the opposition like butter. ”We need to speed this up.” He hits his comms ”I got a plan. I am gonna whip up a gizmo to boost our speed. Maybe then we can end this and go home?” He keeps his eyes on the fighting as he turns his head to speak over his shoulder.

”Rust Bucket? Hand me the spann….” He looks over his shoulder quickly. ”Damn. I forgot. Guess this one is on me.” Brokner then ducks down behind some cover and opens his pack. With a grunt, he starts digging thru it. As he finds a piece he can use, he attaches it to the mess in his hands. After a few seconds, he has a canister with gems and chips attached to it, all held on by wires and small sodder points. ”If this is right, i should be able to fire it from my launcher to a spot above the crew .”
Shift the Arcane - rolls
Shift the Arcane versus @Brokner Jacobi as he activates the Quickness effect.
Spellcasting [dice:avakt6ee]62930:0[/dice:avakt6ee]
Wild [dice:avakt6ee]62930:1[/dice:avakt6ee] Ace [dice:avakt6ee]62930:2[/dice:avakt6ee] Ace [dice:avakt6ee]62930:3[/dice:avakt6ee]
Chose not to use Free Reroll


Player resistance roll placed here by mistake: https://savagerifts.com/sr/viewtopic.ph ... 930#p62794
As the spell reaches out from @Brokner Jacobi's device the speed amplifying force starts to settle down on the heroes when suddenly the force is ripped away. As it re-calibrates and chooses new targets to benefit from the effects of the spell.


None of the Remorseless Crew benefits from the Quickness and Speed spell!
Moved in post order to after Brokner, but before @Death Otter and @@Sa’Maku
  • 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
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Re: Re: 8.1 Moving through the crew!

Post by Death Otter »

Otter, her attention split, realized in the nick of time what the others were fixing to do, and was immediately beset by a dilemma.

In the back of her head, the ship's computer was flashing a series of alerts; most of them relatively trivial about weapons discharge within the habitable space, disruptions in the hull and minor systems, blah blah blah. But one of them was actually a warning about the hangar doors being activated. A quick scan of the feed from the sensors in the hangar confirmed that the shuttle had been piloted out of the Peacemaker...probably by one of those machine people, or maybe the teleporting mage...and was attempting to fly away. It was, however, held in at the moment by the ship's force field.

So. Lowering the force field, as requested, would allow whoever was in the shuttle to escape.

Death Otter didn't think the shuttle had weapons to threaten the Peacemaker, but she did figure anyone who limped away from this fight would be tomorrow's problem. And she and her crew had proved how big a problem could get if it had plenty of time to prep, and the element of surprise.

Buuuuuuuuut...

Eh. This would be more fun. Besides, Durrack didn't seem to be a problem with a solution OTHER than 'shoot him into space.' They'd have to track the shuttle down later. She was no expert on ship design, but it didn't seem likely a landing craft had access to powerful FTL drives necessary to traverse interstellar space. They'd probably hope to get away somewhere in-system and hide.

So she yelled, "Vacuum in the hole!" and closed the door to the bridge on command. Then she executed the complicated series of workarounds she'd improvised to exert control over the magically-contaminated systems of the Peacemaker, and shut off the force field around the ship's hull.

Rolls, 1 benny spent
Notice (at -4): [dice:3cvpanjj]62895:0[/dice:3cvpanjj] or [dice:3cvpanjj]62895:1[/dice:3cvpanjj]
Ace: [dice:3cvpanjj]62895:2[/dice:3cvpanjj]
Ace: [dice:3cvpanjj]62895:3[/dice:3cvpanjj]

Psionics (at -4) [dice:3cvpanjj]62895:4[/dice:3cvpanjj] or [dice:3cvpanjj]62895:5[/dice:3cvpanjj]
Mind melter reroll: [dice:3cvpanjj]62895:6[/dice:3cvpanjj] or [dice:3cvpanjj]62895:7[/dice:3cvpanjj]
Benny: [dice:3cvpanjj]62895:8[/dice:3cvpanjj] or [dice:3cvpanjj]62895:9[/dice:3cvpanjj]
Last edited by Death Otter on Thu Feb 06, 2020 6:03 pm, edited 3 times in total.
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Axel Krowe
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Re: Re: 8.1 Moving through the crew!

Post by Axel Krowe »

Sensing something has just shifted the balance of the battle Sa'Maku readies himself by locking his boots to the deck, pulls his massive rail gun over his shoulder, and speaks into the team-only communicator "We must end this we are losing our momentum. Secure the bridge and prepare for a hull breach."

Then, he depresses the trigger and rakes the viewing window behind Durrack. Once gives way Sa'Maku pushes Durrack as hard as he can, driving the pirate captain out into the vacuum of space.

"Yippee ki-yay, pirate scum."

Break Window, 33 damage (Success), Push 18
1) Hold for Brokner to seal the bridge
2) Ready Weapon, free action. Assuming I am 2" from Durrack and not in his melee range.
3) Shooting ROF 3 to break the window
Shooting (Rock & Roll) [dice:2by3d1jh]62893:0[/dice:2by3d1jh] [dice:2by3d1jh]62893:1[/dice:2by3d1jh] [dice:2by3d1jh]62893:2[/dice:2by3d1jh] Wild [dice:2by3d1jh]62893:3[/dice:2by3d1jh]
Damage [dice:2by3d1jh]62893:4[/dice:2by3d1jh] [dice:2by3d1jh]62893:5[/dice:2by3d1jh] [dice:2by3d1jh]62893:6[/dice:2by3d1jh]
Benny [dice:2by3d1jh]62893:7[/dice:2by3d1jh]
4) Push Durrack and drive him out into space.
Intimidate [dice:2by3d1jh]62893:8[/dice:2by3d1jh] Wild [dice:2by3d1jh]62893:9[/dice:2by3d1jh]
No MaP due to Racial Ability
Push (Strength) [dice:2by3d1jh]62893:10[/dice:2by3d1jh] Wild [dice:2by3d1jh]62893:11[/dice:2by3d1jh]
Benny [dice:2by3d1jh]62893:12[/dice:2by3d1jh] Wild [dice:2by3d1jh]62893:13[/dice:2by3d1jh] (Golden) +4 =18
Benny [dice:2by3d1jh]62893:14[/dice:2by3d1jh] Wild [dice:2by3d1jh]62893:15[/dice:2by3d1jh]
Benny [dice:2by3d1jh]62893:16[/dice:2by3d1jh] Wild [dice:2by3d1jh]62893:17[/dice:2by3d1jh] Ace [dice:2by3d1jh]62893:18[/dice:2by3d1jh]
Axel Krowe, BAMF
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Ndreare
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Re: 8.1 Moving through the crew!

Post by Ndreare »

OOC Comments
Strength [dice:gc45mnn7]62929:0[/dice:gc45mnn7]
Wild [dice:gc45mnn7]62929:1[/dice:gc45mnn7]
free reroll
Strength [dice:gc45mnn7]62929:2[/dice:gc45mnn7]
Wild [dice:gc45mnn7]62929:3[/dice:gc45mnn7]
Benny 1 reroll
Strength [dice:gc45mnn7]62929:4[/dice:gc45mnn7]
Wild [dice:gc45mnn7]62929:5[/dice:gc45mnn7]
Benny 2 reroll
Strength [dice:gc45mnn7]62929:6[/dice:gc45mnn7]
Wild [dice:gc45mnn7]62929:7[/dice:gc45mnn7]
GM Reaction Post goes here.

As @Sa’Maku blows out the glass steel on the bridge exposing everyone to the harshness of space the atmosphere quickly siphons out. His effort to intimidate @Durrack do nothing but makes the creature laugh. Pointing at @Sa’Maku. "Ha, you think to intimidate me, I was seasoned before you where recruited pup, i have broken tougher recruits than you with..." His words suddenly interrupted as without regard for his soliloquies Sam puts all his heart into shoving him up into the vacuum of space. Durrack goes spinning, his eyes wide as he is left in free spin with nothing to grab onto.
  • 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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Fiona Gladbrooke
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Re: Re: 8.1 Moving through the crew!

Post by Fiona Gladbrooke »

Bracing herself in the hallway when the explosive decompression hits, it's all Fiona can do to hold her position for a second. But she gets a grip and readies for the elf or one of the machine people to return.
agility to interrupt 2
Agility[dice:33chs2e3]62951:0[/dice:33chs2e3]
Wild [dice:33chs2e3]62951:1[/dice:33chs2e3]
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
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Stoic
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Re: Re: 8.1 Moving through the crew!

Post by Stoic »

Dispel=18
Exalted Dispel 4 p.p.e. (Brings current total to 12 p.p.e.)
Spellcasting [dice:21y0a2x6]62967:0[/dice:21y0a2x6] (Forgot -1 mod due to fatigue)
Wild Die [dice:21y0a2x6]62967:1[/dice:21y0a2x6]

Benny to reroll
Spellcasting [dice:21y0a2x6]62967:2[/dice:21y0a2x6]
Ace [dice:21y0a2x6]62967:4[/dice:21y0a2x6]
Wild Die [dice:21y0a2x6]62967:3[/dice:21y0a2x6]
Ace [dice:21y0a2x6]62967:5[/dice:21y0a2x6]
Zarlo grimaces, and again attempts to cast a spell. This time, it's a spell of undoing, As the words come from him you can feel the magical energy dissipate.
GM Bennies 9/9
Wild Card Bennies ?
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Ndreare
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Re: Re: 8.1 Moving through the crew!

Post by Ndreare »

Resistance rolls versus target 18, all failed and not worth benny to hope for a 18

D6s Spellcasting Exalted Sloth
  • Spellcasting [dice:xwpi2srq]62968:0[/dice:xwpi2srq]
    Free Reroll [dice:xwpi2srq]62968:1[/dice:xwpi2srq]

D6s Spellcasting Exalted Drain Spirit
  • Spellcasting [dice:xwpi2srq]62968:2[/dice:xwpi2srq]
    Free Reroll [dice:xwpi2srq]62968:3[/dice:xwpi2srq]
d6s Spellcasting Exalted Drain Techno Wizardry
  • Spellcasting [dice:xwpi2srq]62968:4[/dice:xwpi2srq]
    Free Reroll [dice:xwpi2srq]62968:5[/dice:xwpi2srq]
D7s Spellcasting Exalted Drain Spirit
  • Spellcasting [dice:xwpi2srq]62968:6[/dice:xwpi2srq]
    Free Reroll [dice:xwpi2srq]62968:7[/dice:xwpi2srq]
D7s Spellcasting Exalted Drain Psionics
  • Spellcasting [dice:xwpi2srq]62968:8[/dice:xwpi2srq]
    Free Reroll [dice:xwpi2srq]62968:9[/dice:xwpi2srq]
D7s Spellcasting Exalted Drain Athletics
  • Spellcasting [dice:xwpi2srq]62968:10[/dice:xwpi2srq]
    Free Reroll [dice:xwpi2srq]62968:11[/dice:xwpi2srq]


The invaders suddenly find the binds around them lifted as they can again move and breath freely. The arcane and temporal drains on them broken by whatever spell @Zarlo performed.



After this no negative effects remain on you guys
  • 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
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Re: 8.1 Moving through the crew!

Post by Ndreare »

Power moves in the background performing actions unknown and unperceived by the Remorseless Raiders...

OOC Comments
OOC Comments
Many Baddies go here
Interrupt versus 2
Athletics [dice:1x1tphy9]62969:0[/dice:1x1tphy9]
Wild [dice:1x1tphy9]62969:1[/dice:1x1tphy9]
OOC Comments
TW [dice:1x1tphy9]62969:2[/dice:1x1tphy9] (forgot +2, this is a 7, not that it matters)
Wild [dice:1x1tphy9]62969:3[/dice:1x1tphy9]

TW [dice:1x1tphy9]62969:4[/dice:1x1tphy9]
Wild Wild [dice:1x1tphy9]62969:5[/dice:1x1tphy9]

TW [dice:1x1tphy9]62969:6[/dice:1x1tphy9]
Wild [dice:1x1tphy9]62969:7[/dice:1x1tphy9]

The bridge goes absolutly quite for a moment as Thissok is disoriented for a brief moment from the vacuum before reasserting herself. Sa'Maku looks down to the sound of Debrek standing in front of him. "Why don't you drop that thing, grab your weapon and lets have a real fight?" As @Sa’Maku drops his weapon, Debrek suddenly moves, kicking it back in the air with his foot before it even hits the ground. The weapon grabbed by his left hand only an instant before Sa'Maku's halberd sweeps through the space previously occupied by the deceitful elf. Looking around Sa'Maku wonders where he went when suddenly a blue ripple in the air arcs down from the vacuum of space hitting Sa'maku in the chest and ripping open it floods the bridge with pure and raw temporal chaos Sa'Maku and Thissok in crippling pain.


OOC Comments
Benny for PPE (Free)

Teleport (Free Innate)

Soliloquies (free)

Grab Weapon (Action)

Teleport (Action)

Drop in front of Durack (free)

Bolt 3d6 (3) + Master Blaster (+4), Onslaught (+2, RoF 2), Armor Piercing 6 (+3), Range x3 (+2) (Action)
Spellcasting d10. Greater Boost d12+1 free reroll, Joker +2, Ex Quick ignore MAP, +2 versus Thissok (size), -4 versus Sam
Spellcasting [dice:1x1tphy9]62969:8[/dice:1x1tphy9]
Spellcasting [dice:1x1tphy9]62969:9[/dice:1x1tphy9]
Wild [dice:1x1tphy9]62969:10[/dice:1x1tphy9]
GBT Reroll
Spellcasting [dice:1x1tphy9]62969:11[/dice:1x1tphy9] Vesus Thissok so +2
Spellcasting [dice:1x1tphy9]62969:12[/dice:1x1tphy9] Versus Sa'm so -4
Wild [dice:1x1tphy9]62969:13[/dice:1x1tphy9]
Ace [dice:1x1tphy9]62969:14[/dice:1x1tphy9] No point in more rolling

Damage [dice:1x1tphy9]62969:15[/dice:1x1tphy9] Raise [dice:1x1tphy9]62969:16[/dice:1x1tphy9] AP 6 versus Thissok

Damage [dice:1x1tphy9]62969:17[/dice:1x1tphy9] Raise [dice:1x1tphy9]62969:18[/dice:1x1tphy9] AP 6 versus Sa'Maku
2nd Benny this post!
Damage [dice:1x1tphy9]62969:19[/dice:1x1tphy9] Raise [dice:1x1tphy9]62969:20[/dice:1x1tphy9] AP 6 versus Sa'Maku
As the two recover they look up to see Durrack holding grenades in his hands he hurls them with all his strength down into the ship, then reaching over his should he readies the rail-gun strapped to his back, now aimed down at the bridge. Followed immediately by rail-gun fire across the bridge targeting Sa'Maku and Thissok! The burst in the vacuum of space with neither gravity nor force field to keep Durrack in place sends him spinning further away from the ship as he is grabbed by the gravity of the planet beneath and begins plummeting to his doom...

Grenade 1 shakes, grenade 2 wounds, Sa'maku takes 3 wounds, Sa'Maku takes 1 wound
Cook
Smarts [dice:1x1tphy9]62969:21[/dice:1x1tphy9]
Wild [dice:1x1tphy9]62969:22[/dice:1x1tphy9]

Athletics d10, GBT d12 (1 free reroll), Range -2
Armor Piercing Grenades (Range 5/10/20, 3d8 Mega Damage, AP 16, SBT)
Athletics [dice:1x1tphy9]62969:23[/dice:1x1tphy9]
Wild [dice:1x1tphy9]62969:24[/dice:1x1tphy9]
Free Reroll
Athletics [dice:1x1tphy9]62969:25[/dice:1x1tphy9]
Wild [dice:1x1tphy9]62969:26[/dice:1x1tphy9]
Ace [dice:1x1tphy9]62969:27[/dice:1x1tphy9]

Damage [dice:1x1tphy9]62969:28[/dice:1x1tphy9] Raise [dice:1x1tphy9]62969:29[/dice:1x1tphy9] AP 16


Athletics d10, GBT d12 (1 free reroll), Range -2
Armor Piercing Grenades (Range 5/10/20, 3d8 Mega Damage, AP 16, SBT)
Athletics [dice:1x1tphy9]62969:30[/dice:1x1tphy9]
Wild [dice:1x1tphy9]62969:31[/dice:1x1tphy9]
Athletics [dice:1x1tphy9]62969:32[/dice:1x1tphy9]
Wild [dice:1x1tphy9]62969:33[/dice:1x1tphy9]

Damage [dice:1x1tphy9]62969:34[/dice:1x1tphy9] Raise [dice:1x1tphy9]62969:35[/dice:1x1tphy9] AP 16


Shooting d6, -2 Auto fire, Unstable Platform -1
NG-303 Mini Rail Gun (Range 30/60/120, 2d10+2 Mega Damage, RoF 3, AP 6)
Shooting [dice:1x1tphy9]62969:36[/dice:1x1tphy9]
Shooting [dice:1x1tphy9]62969:37[/dice:1x1tphy9]
Shooting [dice:1x1tphy9]62969:38[/dice:1x1tphy9]
Wild [dice:1x1tphy9]62969:39[/dice:1x1tphy9]
Ace [dice:1x1tphy9]62969:40[/dice:1x1tphy9]

Shooting [dice:1x1tphy9]62969:41[/dice:1x1tphy9]
Shooting [dice:1x1tphy9]62969:42[/dice:1x1tphy9]
Shooting [dice:1x1tphy9]62969:43[/dice:1x1tphy9]
Wild [dice:1x1tphy9]62969:44[/dice:1x1tphy9]
Ace [dice:1x1tphy9]62969:45[/dice:1x1tphy9]
Ace [dice:1x1tphy9]62969:46[/dice:1x1tphy9]

Damage [dice:1x1tphy9]62969:47[/dice:1x1tphy9] Raise [dice:1x1tphy9]62969:48[/dice:1x1tphy9] AP 6
Benny reroll
Damage [dice:1x1tphy9]62969:49[/dice:1x1tphy9] Raise [dice:1x1tphy9]62969:50[/dice:1x1tphy9] AP 6
Ace [dice:1x1tphy9]62969:51[/dice:1x1tphy9] AP 6

Damage [dice:1x1tphy9]62969:52[/dice:1x1tphy9] AP 6

Mechanic Reference in case of counter attack:
Debrek is floating in space ~25" from ship
Durrack is falling towards ice planet about 20" from ship floating away at 20" per turn (based on 3" push, plus recoil from RG).
  • 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
Axel Krowe
Posts: 130
Joined: Fri Oct 12, 2018 4:44 pm

Re: Re: 8.1 Moving through the crew!

Post by Axel Krowe »

lots of rolls
Athletics 9
Athletics [dice:2p9cgzgh]62975:0[/dice:2p9cgzgh]
Wild [dice:2p9cgzgh]62975:1[/dice:2p9cgzgh]

Benny (from snappy one liner last round)
Athletics [dice:2p9cgzgh]62975:2[/dice:2p9cgzgh]
Ace [dice:2p9cgzgh]62975:4[/dice:2p9cgzgh]
Wild [dice:2p9cgzgh]62975:3[/dice:2p9cgzgh]
Counterattack 5, miss.
Fighting [dice:2p9cgzgh]62975:5[/dice:2p9cgzgh]
Wild [dice:2p9cgzgh]62975:6[/dice:2p9cgzgh]
+1 benny for hindrance used for soaking the 3 wound injury, roll made at -1 from previous wound
Vigor [dice:2p9cgzgh]62975:7[/dice:2p9cgzgh] Wild [dice:2p9cgzgh]62975:8[/dice:2p9cgzgh]

Incapacitation [dice:2p9cgzgh]62975:9[/dice:2p9cgzgh] WIld [dice:2p9cgzgh]62975:10[/dice:2p9cgzgh]

Injury Table [dice:2p9cgzgh]62975:11[/dice:2p9cgzgh] = 7
Guts [dice:2p9cgzgh]62975:12[/dice:2p9cgzgh]
Permanent Injury Agility reduced a die type (minimum d4).
Axel Krowe, BAMF
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Axel Krowe
Posts: 130
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Re: Re: 8.1 Moving through the crew!

Post by Axel Krowe »

Sa'Mkau growls when Debrek disappears with his rail gun, "You have no..." Sudden grenade flashes followed by incoming rail gun fire interrupts Sa's speech and tears through his armor.

"...Honor," he gasps as large globular drops of blood float around him. He has a monetary flash of anger. He won the day, fought the right way, avenged his enemies. This is not how songs and stories end. Then again, reality rarely makes good poetry.

Instead, he clings to the one constant in the universe. The one thing any being can control. To act with honor when no one else does. As, he floats helplessly on the bridge he clicks his radio.

"The bridge is clear. Duty is done."
Axel Krowe, BAMF
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Ramson Gourdaine
Posts: 110
Joined: Thu Oct 18, 2018 10:59 am

Re: 8.1 Moving through the crew!

Post by Ramson Gourdaine »

OOC Comments
Thissok: Activate Sa'Maku's IMRSS, Activate Mind Link with crew (except Sa'Maku), Fly through the open window to get closer to Debrek
Activate IMRSS (Action, no roll for me, but IMRSS then rolls d8+2 to heal Sa'Maku):
IMRSS Healing [dice:1uaaf6or]63125:0[/dice:1uaaf6or] Heals 1 Wound

Mind Link (1 ISP, +4 Additional Targets; 5 ISP total)
Psionics [dice:1uaaf6or]63125:1[/dice:1uaaf6or]
Wild Psionics [dice:1uaaf6or]63125:2[/dice:1uaaf6or] ACE [dice:1uaaf6or]63125:3[/dice:1uaaf6or]
Success! She can now communicate with all the crew.

Moves 12" towards Debrek, 13" remain between them.

Ramson: Go On Hold
Thissok, seeing the mighty warrior drop from the railgun fire, slithers over to him and uses her tongue to activate Sa'Maku's IMRSS. As the nanites start to staunch his bleeding, at least, she then looks back at the rest of the crew in the corridor, and they hear her sibilant psychic voice in their minds. "I shall attempt to engage the Elven Wizard. One of you must attend to Sa'Maku; his armor is leaking oxygen."

With that, the winged serpent glides out through the shattered glass and into the void of space, making a bee-line for Debrek.

Ramson, still entombed in his non-functioning armor, opts to wait for an opportunity to do something more useful. That said, he does speak briefly over his radio. "Sa'Maku, I'm the Captain; I'll tell you when your duty is 'done', and it ain't today!"
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





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Fiona Gladbrooke
Posts: 103
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Re: Re: 8.1 Moving through the crew!

Post by Fiona Gladbrooke »

With the door closed Fiona breathes deeply for a second then concentrates on reactivating her mental powers. Once her telepathy is back up she reaches out to the rest of the crew and establishes a communication web.

"OK we have secure communications again. How are we going to get Sa'm inside and lure that damned elf in here with him?"
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
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Ndreare
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: 8.1 Moving through the crew!

Post by Ndreare »

Initiative turn 03

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 (SWD only)
  • 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).


Brokner [dice:1f2757ms]63161:0[/dice:1f2757ms]
Death Otter [dice:1f2757ms]63161:1[/dice:1f2757ms]
Fiona [dice:1f2757ms]63161:2[/dice:1f2757ms]
Ramson On Hold
  • Tactician [dice:1f2757ms]63161:3[/dice:1f2757ms] and [dice:1f2757ms]63161:4[/dice:1f2757ms]
Thissok [dice:1f2757ms]63161:5[/dice:1f2757ms]
Sa'Maku (Quick) [dice:1f2757ms]63161:6[/dice:1f2757ms]
Zarlo [dice:1f2757ms]63161:7[/dice:1f2757ms]


Debrek (Quickness raise) [dice:1f2757ms]63161:8[/dice:1f2757ms]
Durrack (Quickness raise) [dice:1f2757ms]63161:9[/dice:1f2757ms] or [dice:1f2757ms]63161:10[/dice:1f2757ms] or [dice:1f2757ms]63161:11[/dice:1f2757ms]
Essence (Quickness raise) [dice:1f2757ms]63161:12[/dice:1f2757ms] or [dice:1f2757ms]63161:13[/dice:1f2757ms] or [dice:1f2757ms]63161:14[/dice:1f2757ms]
Power (Quickness raise) [dice:1f2757ms]63161:15[/dice:1f2757ms] or [dice:1f2757ms]63161:16[/dice:1f2757ms] or [dice:1f2757ms]63161:17[/dice:1f2757ms]

Debrek GM Benny for New Card [dice:1f2757ms]63161:18[/dice:1f2757ms]
Debrek 2nd Benny (from Essence) for New Card [dice:1f2757ms]63161:19[/dice:1f2757ms]
Debrek 3rd Benny (from Essence) for New Card [dice:1f2757ms]63161:20[/dice:1f2757ms]

Sa'Maku quick [dice:1f2757ms]63161:21[/dice:1f2757ms]

Suddenly the escape pod corridor is flooded as seven versions of Debrek pop into existence all ready to strike and layer down spells over the remorseless, again frustrating and weakening them...

@Ramson Gourdaine may want to interrupt. I will wait to finish this...
  • 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
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Re: 8.1 Moving through the crew!

Post by Freemage »

OOC Comments
Athletics [dice:qqjxmp49]63185:0[/dice:qqjxmp49]
Wild Athletics [dice:qqjxmp49]63185:1[/dice:qqjxmp49] ACE [dice:qqjxmp49]63185:2[/dice:qqjxmp49] ACE [dice:qqjxmp49]63185:3[/dice:qqjxmp49]
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Ndreare
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Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Re: 8.1 Moving through the crew!

Post by Ndreare »

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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ramson Gourdaine
Posts: 110
Joined: Thu Oct 18, 2018 10:59 am

Re: 8.1 Moving through the crew!

Post by Ramson Gourdaine »

OOC Comments
Spend Benny for +5 ISP: 18 ISP remaining (This is paid for by DO, via Common Bond).
Entangle: Base 2, +3 LBT, +4 Greater, Fatigue +2, Selective +1, Major Psi +4
Total cost: 16
Targeting entire area, using Selective to bypass Remorseless Crew
Psionics [dice:26ei3p38]63188:0[/dice:26ei3p38]
Wild Psionic [dice:26ei3p38]63188:1[/dice:26ei3p38] ACE [dice:26ei3p38]63188:2[/dice:26ei3p38]
Snare.jpg
All targets are Bound, leaving them Distracted & Vulnerable. Hardness is 10.
Roll to break free is either Athletics or Strength.
Athletics is at -4 for Greater Entangle and -1 for Fatigue (-5 total)
Strength is at an additional -2, per the rules on SWADE 98, for a total of -7.
Ramson smiles evilly as the half-dozen-plus-one Debreks appear. "I think I've had enough of all of you!" With a vicious psychic twist, all seven of the summoned clones find themselves snared as tightly as any prey captured in a jungle net-snare, held in place by bands of telekinetic force rather than rope.

"Take them, people."
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





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

Re: Re: 8.1 Moving through the crew!

Post by Ndreare »

Temporary Ruling on pretty iffy rule
Until we get an official answer I have decided to rule the actions still need to occur in order. This means being bound prevented them from doing their dispels and sword slashes.
As the septet finds themselves wrapped in a field of binding energy they twist and turn for the slightest of moments before frustration over comes them and they teleport away.


Outside the ship Thissok sees her target's eye widen at her approach. Then suddenly disappear from sight, reforming somewhere out of sight leaving her alone in the vacuum of space disoriented as she turns to survey. A small ship can be seen moving away, likely some of the crew members escaping behind the Remorseless hoping not to be caught up in such a battle.

OOC Comments
Spellcasting [dice:nxlpn1ls]63209:0[/dice:nxlpn1ls]
Wild [dice:nxlpn1ls]63209:1[/dice:nxlpn1ls]
[dice:nxlpn1ls]63209:2[/dice:nxlpn1ls]
Spellcasting [dice:nxlpn1ls]63209:3[/dice:nxlpn1ls]
Wild [dice:nxlpn1ls]63209:4[/dice:nxlpn1ls] Ace does not matter
[dice:nxlpn1ls]63209:5[/dice:nxlpn1ls]

-7+12 = +5 total 7 PPE

All players except Ramson may go.
I will try and move all the various Debreks to the battery as soon as I can.
Updated map
Remorseless map.png
Remorseless map.png (186.42 KiB) Viewed 39224 times
  • 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
Ramson Gourdaine
Posts: 110
Joined: Thu Oct 18, 2018 10:59 am

Re: 8.1 Moving through the crew!

Post by Ramson Gourdaine »

OOC Comments
Since she moved 12" before, she can only move back to Sa'Maku now, though she can start the journey back to the shuttle bay by 'running':

Run [dice:3kw1kj8r]63223:0[/dice:3kw1kj8r]
So, assuming Sa'Maku understands what she's up to, they'll move 1" towards the breach after she grabs him.
Thissok, seeing her prey disappear, flies back into the bridge and slithers around him, hopefully covering the hole in his armor long enough to keep him breathing. She then makes to lift him up, intending to fly him around to one of the shuttle bays. @Death Otter, in her head, hears Thissok's sibiiant psychic speech.

Pleassse, do asssissst usss... I will convey him to the ssshhhuttle bay of your choiccce so that he may come inssside onccce again.....
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





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Axel Krowe
Posts: 130
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Re: Re: 8.1 Moving through the crew!

Post by Axel Krowe »

The warm serene jungle envelopes Sa'Maku as he takes in a deep breath. The humid air filling his lungs, full of moisture and earthiness. Nothing like the dry, acrid, air of space ships and combat suits. The smells of home. of Gemni II. Basking in the moment, he feels a gentle tickle, and tingling throughout his body. Suddenly his eyes snap open and pain from his wounds flash through his body. Thissock is licking his armor.

Looking at the space snake he makes a half shrug, "Not the worse face I have woken up to. At least you're not a human."

Grunting with pain again he hits his nannite dispenser for another dose to repair internal injuries.
IRMSS, 8 - 2 more wounds healed.
Healing [dice:3qnk772f]63224:0[/dice:3qnk772f]
"I am back in limited service. What is the priority?"
Axel Krowe, BAMF
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Ramson Gourdaine
Posts: 110
Joined: Thu Oct 18, 2018 10:59 am

Re: Re: 8.1 Moving through the crew!

Post by Ramson Gourdaine »

Ramson gets on the comm. @"Sa’Maku, the priority is to get your backside back into the main ship--Thissok says you're leaking atmo, and we don't have an airlock out of the bridge, so you'll have to take the scenic route."
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





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Fiona Gladbrooke
Posts: 103
Joined: Mon Mar 11, 2019 8:51 pm

Re: 8.1 Moving through the crew!

Post by Fiona Gladbrooke »

The elf and his copies once again slip away before Fiona can get an attack off. Cursing under her breath she readies herself for the next assault and reaches out over the mental network. "We really need to put an end to this little game. I suggest we figure out where he's popping off to and we sprint down there after the next wave.
on hold 5
Agility [dice:2k4wcbai]63388:0[/dice:2k4wcbai]
Wild [dice:2k4wcbai]63388:1[/dice:2k4wcbai]
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
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Death Otter
Posts: 155
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Re: Re: 8.1 Moving through the crew!

Post by Death Otter »

"How the HELL do you hiss telepathically?" Death Otter demanded irritably of Thissok. "Why? Is it like, a branding thing with you? You're talking...WITH YOUR BRAIN. You aren't using your tongue! You don't have to hiss!"

She blinked to the feeds she was getting from the compliant ship's computer for a moment, then said, "Okay. I'm opening one of the escape pod hatches. Starboard side. You'll see it. Big...round hatch in the side of the ship, that's open."

Then aloud, Otter said, "Annnnd, we need some BEEF in engineering. That mage asshole is teleporting down there to the magic energy battery and recharging every time he does this. We're going to be drowning in...HIMS...if we let him keep it up. Or, if no one can get down there, let me know."

Otter grinned.

"Cuz I have a really, really bad idea that I should definitely not do, but would be HILARIOUS if I had to do it."
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Re: 8.1 Moving through the crew!

Post by Ndreare »

The move around the ship to the air lock was short and easy, with Death Otter opening and closing them allowing the two back into the ship they are once again in the safe company of their allies.


Thissok and Sa'Maku are now officially in the escape pod corridor with everyone else.

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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

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

Re: 8.1 Moving through the crew!

Post by Ndreare »

There is a sudden violent lurch to the ship nearly knocking everyone down.


INSTRUCTION: Everyone make Agility -2 roll or be knocked prone and shaken. Then take you actions for the round.


ASSUMING RAMSON GIVES THE 32 TO THISSOK ALL PLAYERS MAY GO BEFORE DEBREK



Initiative turn 04

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 (SWD only)
  • 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).

  1. Brokner = Hold
  2. Death Otter = Hold
  3. Fiona = Hold
  4. Ramson [dice:sa818k2e]63630:0[/dice:sa818k2e]
    • Tactician [dice:sa818k2e]63630:1[/dice:sa818k2e] and [dice:sa818k2e]63630:2[/dice:sa818k2e]
  5. Sa'Maku (Quick) [dice:sa818k2e]63630:3[/dice:sa818k2e]
  6. Thissok [dice:sa818k2e]63630:4[/dice:sa818k2e]
  7. Zarlo = Hold
Debrek [dice:sa818k2e]63630:5[/dice:sa818k2e]
  • 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
Axel Krowe
Posts: 130
Joined: Fri Oct 12, 2018 4:44 pm

Re: Re: 8.1 Moving through the crew!

Post by Axel Krowe »

Agility [dice:28aijg5f]63633:0[/dice:28aijg5f]
Wild [dice:28aijg5f]63633:1[/dice:28aijg5f]

Failed: Prone and Shaken
Axel Krowe, BAMF
User avatar
Ramson Gourdaine
Posts: 110
Joined: Thu Oct 18, 2018 10:59 am

Re: 8.1 Moving through the crew!

Post by Ramson Gourdaine »

Ramson Prone/Shaken, Thissok fine
Ramson [dice:x6s15imj]63660:0[/dice:x6s15imj]
Wild Agility [dice:x6s15imj]63660:1[/dice:x6s15imj]

Thissok [dice:x6s15imj]63660:2[/dice:x6s15imj]
Wild Agility [dice:x6s15imj]63660:3[/dice:x6s15imj] ACE [dice:x6s15imj]63660:4[/dice:x6s15imj]
As the ship lurches, Ramson is knocked down by the sudden movement, but Thissok merely rolls her coils to adapt.
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





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Death Otter
Posts: 155
Joined: Fri Oct 05, 2018 9:25 pm

Re: Re: 8.1 Moving through the crew!

Post by Death Otter »

"Gah!" Otter took a tumble, but strugged back to her feet. At least she wasn't the only one!

As she got back up, Death Otter frowned and looked away from the fracas in the corridor as the ship's computer sent urgent, frantic little pings into her brain through the connection she'd forged. It took a second to nail down the problem. And then another problem to see what problem had enabled the first problem. And that was a problem.

"Hey GUYS!" she shouted, and then suddenly transitioned into 'mellifluous flight steward' voice. "If you look out the starboard viewport, you'll have a great view of the local moon as it gets closer and closer to us. Because we're GETTING PUSHED INTO IT!" She pointed at the bulkhead. "One of them, probably that one you blew out into the vacuum, is shoving the ship towards the moon! Which normally wouldn't work because it's a GIANT SPACESHIP except they ALSO drained the main power supply and the engines are offline."

"So we need enough of you to get to engineering to take out those teleporters, refill the power supply at least enough to get some thrust...and then also go outside and take care of whoever's pushing us...or else we'll be sightseeing that moon from REAL CLOSE."

She coughed. "I'll assist in a...supervisory capacity."

Rolls: Otter takes a tumble, but bennies to unshake; Electronics 6 (2 bennies spent, total)
Prone: [dice:1xk7nr8b]63678:0[/dice:1xk7nr8b] or [dice:1xk7nr8b]63678:1[/dice:1xk7nr8b]
Bargle. Well, I'll benny to unshake, I guess. Seems better than spending it to reroll, hehe.

Electronics to find out what happened: [dice:1xk7nr8b]63678:2[/dice:1xk7nr8b] or [dice:1xk7nr8b]63678:3[/dice:1xk7nr8b]
Reroll! [dice:1xk7nr8b]63678:4[/dice:1xk7nr8b] or [dice:1xk7nr8b]63678:5[/dice:1xk7nr8b]
Ace [dice:1xk7nr8b]63678:6[/dice:1xk7nr8b]


GM EDIT
Your awareness of the sensors tells you whoever is on the outside is forcing the ship into the moon.
Even worse the PPE battery is now competently drained and all the ships TW systems are shutting down.

Generally a free fall onto a moon is bad.
Last edited by Death Otter on Sat Feb 29, 2020 5:13 pm, edited 2 times in total.
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Fiona Gladbrooke
Posts: 103
Joined: Mon Mar 11, 2019 8:51 pm

Re: 8.1 Moving through the crew!

Post by Fiona Gladbrooke »

Agility test for turbulence
Agility [dice:cu3zz5ig]63754:0[/dice:cu3zz5ig] Ace (note the overlooked penalty is factored into the Ace roll)
Wild [dice:cu3zz5ig]63754:1[/dice:cu3zz5ig]
The Peace Bringer lurches violently sending most of the team tumbling about the hall, but Fiona maintains her balance by shifting weight down into her legs then momentarily. "What the hells was that?" Then seeing much of the crew sprawling and dazed by the sudden turbulence she moves over to Ramson to guard her friend while he shakes it off. Seeing Otter down but not disoriented her next concern is Sa'M. "I've got Ramson, Thissok, if that elven bastard try to finish Sa'M make him regret it."
New on hold, if applicable
Agility
Wild [dice:cu3zz5ig]63754:2[/dice:cu3zz5ig]
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
User avatar
Brokner Jacobi
Posts: 31
Joined: Fri Aug 16, 2019 6:58 pm

Re: Re: 8.1 Moving through the crew!

Post by Brokner Jacobi »

Declare Actions
Jackobi (TW Skill d12+1)
1. Build teleport gadget:
  • Techno-Wizardy [dice:h2a7vvrn]63800:0[/dice:h2a7vvrn] Wild [dice:h2a7vvrn]63800:1[/dice:h2a7vvrn]
  • benny [dice:h2a7vvrn]63800:2[/dice:h2a7vvrn] Wild [dice:h2a7vvrn]63800:3[/dice:h2a7vvrn]
  • benny (will spend EP if Brokner has no bennies left) [dice:h2a7vvrn]63800:4[/dice:h2a7vvrn] Wild [dice:h2a7vvrn]63800:5[/dice:h2a7vvrn]
  • sigh...benny (will spend EP if Brokner has no bennies left) [dice:h2a7vvrn]63800:6[/dice:h2a7vvrn] [dice:h2a7vvrn]63800:7[/dice:h2a7vvrn].
    Success (barely)
2. Activate teleport gadget (Ransom to bridge)
  • TW [dice:h2a7vvrn]63800:8[/dice:h2a7vvrn] Wild [dice:h2a7vvrn]63800:9[/dice:h2a7vvrn].

(-4 from map) Success.

3. Activate teleport gadget to get everyone else to battery room
  • TW [dice:h2a7vvrn]63800:10[/dice:h2a7vvrn] Wild [dice:h2a7vvrn]63800:11[/dice:h2a7vvrn]. Success (need a raise).
  • EP Benny [dice:h2a7vvrn]63800:12[/dice:h2a7vvrn] [dice:h2a7vvrn]63800:13[/dice:h2a7vvrn]
  • EP Benny [dice:h2a7vvrn]63800:14[/dice:h2a7vvrn] [dice:h2a7vvrn]63800:15[/dice:h2a7vvrn] Ace [dice:h2a7vvrn]63800:16[/dice:h2a7vvrn]
Grumbling and fumbling with his devices Jakobi utters a strong of Dwarven oaths before finally just hitting his quantum accelerator with his wrench. Suddenly the stout engineer looks like a blur as his hands assemble parts at warp speed. Looking up he chomps on his cigar, "Okay here we go. Bossman to the bridge, big guy stay here and cover the nerd. Rest of us let's finish this."

Pressing the start button on his quantum entanglement device he moves Fiona, Thissock, Zarlo and himelf to the battery room while zipping Ransom to the bridge - leaving Sa'Maku and Death Otter standing awkwardly in the empty hallway.
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Ramson Gourdaine
Posts: 110
Joined: Thu Oct 18, 2018 10:59 am

Re: Re: 8.1 Moving through the crew!

Post by Ramson Gourdaine »

Unshake, Piloting Raise
Unshake [dice:1fo1bhpo]63806:0[/dice:1fo1bhpo]
Wild Spirit [dice:1fo1bhpo]63806:1[/dice:1fo1bhpo]
Unshake

Piloting [dice:1fo1bhpo]63806:2[/dice:1fo1bhpo]
Wild Piloting [dice:1fo1bhpo]63806:3[/dice:1fo1bhpo] ACE [dice:1fo1bhpo]63806:4[/dice:1fo1bhpo]


Ramson waves to @Fiona Gladbrooke. "Go with the others; I'll be fine in a moment. @Brokner Jacobi, do it!"

As soon as he materializes in the bridge, the Simvan starts going over the controls, seeing what systems are still online with auxilliary power, and seeing if any of those could be used to fight their descent. He also sees if the weapons systems are online--be a shame to reward the folks who left the party early by letting them actually get away.
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





User avatar
Fiona Gladbrooke
Posts: 103
Joined: Mon Mar 11, 2019 8:51 pm

Re: Re: 8.1 Moving through the crew!

Post by Fiona Gladbrooke »

She nods acknowledgement to Ramson and proposes an idea to those going to the engine room telepathically. I should be able to identify which is the real one so we don't waste time with the duplicates, sound good everyone?
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
User avatar
Ramson Gourdaine
Posts: 110
Joined: Thu Oct 18, 2018 10:59 am

Re: 8.1 Moving through the crew!

Post by Ramson Gourdaine »

Thissok nods, replying telepathically as well. Sssoundsss like a plan... I will ssstrike on your direction....

On Hold Athletics 4 for Thissok
On Hold [dice:1j9ofkww]63836:0[/dice:1j9ofkww]
Wild Athletics [dice:1j9ofkww]63836:1[/dice:1j9ofkww]
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





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

Re: Re: 8.1 Moving through the crew!

Post by Ndreare »

Engine Room
In the engine room Kalaetheryan and Zilaetheryan watch as Ishiasha's brother constantly disappears and reappears draining you of the last of your energy. They have taken so much it is to the point of pain as a cracks start forming in the prison. They smile at one another as they all pull grenades from their chest and trigger them in unison...

Then returning to finish the job...

@Zil and @Kalaetheryan you have no psychic energy, no inner strength and are sorely bruised and battered, but the cracks int the crystal are enough you can try to escape.

Cracked Crystal: Parry 2, Hardness 16 (4)



Teleported to Bridge & Battery as planned
Shift the Arcane versus a 6 [dice:1gyj3w47]63853:0[/dice:1gyj3w47]
Group (effective Wild) [dice:1gyj3w47]63853:1[/dice:1gyj3w47]
Free Reroll the Arcane versus a 6 (Forgot their boost of 2 dt)
Shift the Arcane [dice:1gyj3w47]63853:2[/dice:1gyj3w47]
Group (effective Wild) [dice:1gyj3w47]63853:3[/dice:1gyj3w47] Ace [dice:1gyj3w47]63853:4[/dice:1gyj3w47]
The crew of the Remorseless disappears from the deck, reappearing in the battery room to see the Debrek's arrayed around the room being attacked by two large dragons.

As Ramson sits at the controls he finds all weapons and propulsion off line. Only the most basic lights and internal systems are still functioning. The gauge showing the PPE battery has not only been drained, but that it is somehow damaged. The red alarm one of the only locations on the control consul not destroyed from grenades, thrashing dragons, and rail gun fire in the cramped bridge.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

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

Re: 8.1 Moving through the crew!

Post by Ndreare »

Updated maps for those without roll20
The Bridge
bridge.JPG
The Engine Room
Engine Room.JPG
Engine Room.JPG (44.07 KiB) Viewed 38477 times
  • 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
Zilaetheryan
Posts: 28
Joined: Wed Feb 26, 2020 6:38 pm

Re: Re: 8.1 Moving through the crew!

Post by Zilaetheryan »

Rolls
Fighting roll one: [dice:2g3if98m]63854:0[/dice:2g3if98m] (1 level of Fatigue offsets +1 from martial artist)
Wild [dice:2g3if98m]63854:1[/dice:2g3if98m]

Fighting roll with off hand: [dice:2g3if98m]63854:2[/dice:2g3if98m]
Wild [dice:2g3if98m]63854:3[/dice:2g3if98m]

Damage roll one: [dice:2g3if98m]63854:4[/dice:2g3if98m] (Strength -1 for Fatigue) + [dice:2g3if98m]63854:5[/dice:2g3if98m] (claws, improved by martial artist and brawler) AP 10 (6 for Size, +4 for Royal Frilled Dragon) = 18 MD, AP 10

Damage roll two: [dice:2g3if98m]63854:6[/dice:2g3if98m] (Strength -1 for Fatigue) + [dice:2g3if98m]63854:7[/dice:2g3if98m] (claws, improved by martial artist and brawler) AP 10 (6 for Size, +4 for Royal Frilled Dragon) = 24 MD, AP 10

PTSD roll: Spirit [dice:2g3if98m]63854:8[/dice:2g3if98m]
Wild [dice:2g3if98m]63854:9[/dice:2g3if98m]
Seeing the cracks begin to form, Zil wastes no time, lashing out immediately with his claws. Though his first blow is feeble by his standards, it is more than sufficient to pierce through the crystal wall of their prison, and the second rips the crystal asunder, sending bits flying around the room.

"FREEDOM!" Zil roars, filling the room with the sound of his fury.

@Kalaetheryan! @Malaetheryan! Move, brothers! The barrier is broken, and we are free! Let us tear this ship from the cosmos and slaughter those who dared hold us for so long!
Zilaetheryan
Humanoid Form Pace: 6; Parry: 7, 9 w/FIWS; Toughness: 22(11)
Dragon Form Pace: 6; Flight Pace: 18; Parry: 7; Toughness: 38(18) MDC; Size: 6
Notes: Causes Fear checks (in dragon form); Resistant to fire and cold (-4) (in dragon form); Enemies (human supremacists)
Zil
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Kalaetheryan
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Re: Re: 8.1 Moving through the crew!

Post by Kalaetheryan »

Tail Lash
Athletics
[dice:39bxgh64]63859:0[/dice:39bxgh64]
Ace with prior
[dice:39bxgh64]63859:2[/dice:39bxgh64]

WD Athletics
[dice:39bxgh64]63859:1[/dice:39bxgh64]

Damage if it hits
[dice:39bxgh64]63859:3[/dice:39bxgh64]
[dice:39bxgh64]63859:4[/dice:39bxgh64]
Raise if they shank the evade
[dice:39bxgh64]63859:5[/dice:39bxgh64]
Ace Raise
[dice:39bxgh64]63859:6[/dice:39bxgh64]
@Zil Brother, 'ware the outside! It is just as likely Ishiasha's brother is waiting for... Zil proceeds to shatter the prison that had held them for so long. "...us. Or, we can do it your way. So let it be! Let us disembowel our captors, and strap their still-breathing corpses to the hull! I'll see them suffer for what they've done!" Kal shouts, tasting the free air, and finding the familiar taste of poison in his mouth. "I'll smite the lot of them!" Wisps of purple smoke issue from his nostrils. He spies several versions of Debrek. With a snarl, he spins to thrash as many of the foul tormentor's doubles as he can reach.
Kalaetheryan
Kalaetheryan
Current Status Post
Parry: 5; Toughness 42 (22)
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Axel Krowe
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Re: Re: 8.1 Moving through the crew!

Post by Axel Krowe »

As everyone disappears from sight Sa'Maku gives a broad shouldered shrug. The others could handle the clones at this point, now the rest of the crew needed to be contained. Using the ship's com system he puts out a general announcement, "This is Sa'Maku of the Remorseless. Your Captain is in freefall down a gravity well. Angelus has been decapitated and the remainder of your officers have fled, sending this ship on a crash course with something. I think it demonstrates how little regard they have for you. We are not like them. We take big jobs with big paydays and we share the wealth around. We're not thieves, we fight with honor, but we don't lose. Help us right this ship and you can join in on the fun or be let off at the next major world no questions asked...or we all fall to our doom. Your new Captain is on the bridge and will be issuing orders shortly."

Cutting the connection, Sa'Maku radios Ransom, "The crew is ready for your orders."

Persuasion [dice:bdx13a06]63869:0[/dice:bdx13a06]
Wild [dice:bdx13a06]63869:1[/dice:bdx13a06]
Axel Krowe, BAMF
User avatar
Fiona Gladbrooke
Posts: 103
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Re: 8.1 Moving through the crew!

Post by Fiona Gladbrooke »

Fiona appears into the chaos of the engine room still in her natural form. That of an androgenous pale white humanoid with few distinguishing features wear an older style of TGE scout armor. Noticing such an annoyed look crosses her face and her form shifts to her usual form, before she comments on the scrum they unexpectedly dropped into. "Well, this place is just full of surprises." She then surveys the Debbreks with a stern look and a sweep of telepathy.
Spirit test to ID real one
Spirit [dice:xz8tk05t]63873:0[/dice:xz8tk05t]
Wild [dice:xz8tk05t]63873:1[/dice:xz8tk05t]
But the Number of minds combined with the psychic "background count" from the torments heaped on the now freed prisoners makes it hard for her to tune in to the source mind. "I can't get a fix on which is real guys, too much noise. I guess just kill all the Debbreks."
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
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Ramson Gourdaine
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Re: 8.1 Moving through the crew!

Post by Ramson Gourdaine »

Ramson runs his hands over the controls of the ship. Simvan learn to commune with beasts, not machines.

I am no ordinary Simvan.

His armor's radio picks up Sa'Maku's message to the defeated crew.

Always the honorable one. Couldn't ask for a better First Mate. Or a better Crew.

Power slowly starts to come into the controls. Slowly, too slowly.

He closes his eyes, and remembers.

Remembers an adolescent Simvan, staring into the eyes of the Rhino-Buffalo, as he suborned it to his will. The trick was not to be master and slave, but to become one with the beast, to erase the boundaries between the two, until the animal and the Simvan were as one, aligned in purpose; then there was no need to issue a command at all, but simply to need, and that need would be shared.

That is what I need to do, here.

He knows others are capable of this feat. But Death Otter is tied up controlling most of the ship's other systems. This is going to require focus.

And sometimes, to rule a beast, one must feed it.

Using the last of his personal ISP, he renders himself proof against the Void, and then opens his armor's faceplate. He leaves the vambraces unpowered as he brings the blades up to his cheeks.

Small droplets of blood float in the air, and he allows them to contact his open palms, before smearing the blood on the control panel.

The ship has a body, a mind, a heart. It is a beast, and I am a Simvan. It may be a stranger beast than any in my tribe ever saw, but then, I have gone further than any of them ever did. Even those who first went to the Rift-world only went between two planets. Mother, Father; I have hunted across dozens of worlds, and it has been good.

His psyche begins to reach out to the ship's living heart, setting it to time with his own. Down below, the engines start to thrum and pulse to life. As they power up, and the ship begins to edge back from the brink of death, he can feel his own heart begin to slow.

Time for the Captain's Speech.

His voice comes over the comms and the ships systems both, and also through the psychic links that have been forged by Thissok and Fi.

"To all personnel on this ship. This is Ramson Gourdaine, captain of the crew of the Remorseless. Do not worry about that moon we're headed to; this ship is has no intention of letting anyone down that badly. She's a good vessel, and deserves a better commander than the coward who fled her defense. Sadly, I fear I shall not see her glory still to come, but I know it will be grand, as the new Remorseless."

The chill of space begins to seep in around the edges of his environmental protection. Get to the important bits; stop being maudlin.

"Sa'Maku, you are my most trusted lieutenant, and I trust you one last time, to continue in that role. You are always reliable, always stable in a crisis. Fi, Brokner, Zarlo; I expect great things from each of you; do not disappoint me. And to those of you who wisely choose to accept the offer Sa'Maku made; you couldn't join a better crew than this one."

One more.

"That leaves Death Otter. Other than Sa'Maku, you are the longest standing member of the crew, and where he brings stability and loyalty, you provide drive and vision; those traits will be needed as you all blaze a new path, and thus my final order to you all. All hail Captain Death Otter. Sa'Maku--if she balks, tell her she can step down after she beats you in an arm-wrestling match. Captain, my first suggestion is that you find a professional gunner--some of the crew are good, but it's the one thing we lack."

Darkness began to seep in around his vision. He spared a few last, private thoughts with Thissok, and then issued his true, final command, to the ship itself. There is no need for me to order you; this is what you want to do. So FLY!

And with that, the engines kick into full power, ship's systems and life support come fully back online, and the ship launches itself out of the orbit of the moon, heading to new vistas.

OOC Comments
Ramson's out--Blaze of Glory to bypass the whole, "How do we get the ship moving again" thing. Thissok will finish out this fight, then probably head off on her own.

I'm NOT out. Just need to solidify a new concept.
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





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Death Otter
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Re: Re: 8.1 Moving through the crew!

Post by Death Otter »

Death Otter found herself in the corridor, alone with Sa'Maku as the battle abruptly moved to the engine room. She hadn't been teleported, but that didn't mean she was out of the fight!

Over the team comms she said, "Everyone close your eyes for a second in three...two...one...NOW!"

Then, using her mental link to the ship's computers, she instructed the emergency decontamination protocols in engineering to conduct a diagnostic test run. One that she'd hurriedly cobbled together herself. The compartment was flooded with rapid pulses of bright white light and baked to temperatures calculated to sterilize bacteria and denature contaminants. The heat wasn't a problem for the suited clones...but the lights were not only incredibly bright, but flickering at a rate that messed with the nervous system. If they were vulnerable, maybe seizures.

Otter was never that lucky though. More likely it would just be SUPER annoying and distracting, and make it hard to see and focus for a few seconds.

"Go get 'em guys."

Rolls
Contest of Electronics to try to distract/shake them, per usual rules.
[dice:1ll5izdp]63971:0[/dice:1ll5izdp] or [dice:1ll5izdp]63971:1[/dice:1ll5izdp]
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Re: 8.1 Moving through the crew!

Post by Ndreare »

OOC Comments
OOC Comments
Dragon tail swipe = [dice:16a5dtoo]63980:0[/dice:16a5dtoo] affected
Evade Dragon tail swipe [dice:16a5dtoo]63980:1[/dice:16a5dtoo]
OOC Comments
Resist Telepathy (Group Roll)
Spirit 1d10, Arcane Protection +4
Spirit [dice:16a5dtoo]63980:2[/dice:16a5dtoo]
Wild [dice:16a5dtoo]63980:3[/dice:16a5dtoo]
OOC Comments
Test from DO
Smarts roll [dice:16a5dtoo]63980:4[/dice:16a5dtoo]
As the dragons look around they do see Ishiasha's brother and manage to lash out with a tail slap at on of them. But something is missing, something is not right here. When suddenly a wide array of others show up and begin attacking the various Debrek's. They lose track f what is wrong for a moment before they realize one f their siblings is still trapped inside the crystal!

Springing from the crystal s the dragons form they they lash out, knocking one of the brothers against the wall, overwhelming the spell creating him, the Debrek pops like a bubble from the force exerted by the dragon. As Fiona reaches out with her mind she finds herself unable to penetrate the minds of the summoned warriors.

One of the clones was staring up at the dragon over head when the flashing lights causes him to stumble back shaken and distracted from the changing environment.

OOC Comments
Reminder the dragons are out of PPE, & ISP and are exhausted
  • 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
Axel Krowe
Posts: 130
Joined: Fri Oct 12, 2018 4:44 pm

Re: Re: 8.1 Moving through the crew!

Post by Axel Krowe »

Hearing Ransom's last words causes Sa'Maku to bellow with rage. While dying to save ones friends is an honorable death, it seems pointless given that the ship is taken, the crew pacified, and the Remorseless team so thoroughly in control. The big Seljuk bangs on the door to the bridge, his massive strength unable to penetrate the heavy environmental seal, but he keeps pounding nonetheless.

Finally, he simply hisses into the rad, "Ship is secure and holding fast. Ransom is no more."
Axel Krowe, BAMF
User avatar
Malaetheryan
Posts: 21
Joined: Sun Mar 08, 2020 2:14 am

Re: Re: 8.1 Moving through the crew!

Post by Malaetheryan »

OOC Comments
Athletics to tail-swipe:
-2 for Exhausted, +2 for Vulnerable
Athletics [dice:3biez275]64261:0[/dice:3biez275]
Wild Athletics [dice:3biez275]64261:1[/dice:3biez275]
Miss

Malaetheryan slithers out behind his brothers, after a belayed period. "My Brothers... we are reunited at last!" He looks around, then, seeing both of his brothers, the strangers he suspects might have helped their liberation--and the brother of the damnable Ishiasha, or rather several Debreks all at once!

Lacking the reserves to attack in his usual magical fashion, he roars in rage and lashes his tail at one of the remaining Debrek-clones--specifically, the one who seems dazed by the lighting malfunction, but apparently his own weakness from the crystal's draining properties prevents him from being able to take advantage of even that distraction.
Malaethryan
Seasoned Celestial Dragon Hatchling
OOC Comments
Agility d6, Smarts d12, Spirit d6, Strength d12+3, Vigor d10
Pace: 6"/Fly 12"; Parry: 4; Toughness: Dragon: 36 (18)/Oni: 21 (7); Size: Dragon: 6 (+2)/Oni 1 (0)
Skills:
Athletics d4; Common Knowledge d4; Notice d6; Persuasion d4; Stealth d4; Psionics d8; Spellcasting d10; Fighting d4; Occult d8
Edges:
AB: Magic/Psionics, Master of Magic, Dragon Psychic Master, Adept, Concentration, Twin Soul
Hindrances: Tongue-tied, Thin-Skinned, Loyal, Curious, Major Outsider
Natural Weapons/Attacks (Dragon Form):
Claws: Str+3d4 MD, AP 10
Bite: Str+3d4 MD, AP 6, Reach 1
Gear (Oni Form):
Juicer Titan Plate Heavy Armor Multi-Optics Helm, +1 Shooting, +2 Notice, Integrated Naruni Medium Force Field
TX-30 Ion Pulse Rifle: Range: 20/40/80; Damage: 1–3d10; RoF: 3; Shots: 50
Notes: Heavy Pulse (+1 Shooting/+3 Damage, 3 Shots); Shotgun Rules (+2 to hit)
Auracles of Spineas: +2 Visual Notice, farsight, darksight, exalted detect arcana
Powers:
Psionic (Adept): boost Trait (Auto-Raise); mind link; speak language; speed
Magic: dispel, growth/shrink, elemental manipulation, puppet, stun
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Re: 8.1 Moving through the crew!

Post by Ndreare »

Suddenly the last remaining Debreck pops, as the spell holding him in this world collapses. Looking around the crew no longer has foes to fight, and the evidence of them is even missing.

The three giant dragons filling the room are now occupying a very tight place with the former crew of the remorseless. Drained of power, weak, and uncomfortable the two forces have an opportunity to interact with each other. There are so many tasks that need addressed. Distribution of responsibilities needs to happen and repairs needed are far to extensive to be performed in the field.

Someone needs to assess all the damage as the obvious sabotage from the Debrecks, their dropping of grenades inside the ship, and whatever other surprises may have been left behind.

Instructions - read all carefully

Please Role Play getting to know each other and take liberties with the crew interactions. I will prepare the next mission/adventure post for this weekend, but this will stay open as open RP.

You may roll one of the following to assess the totality of the damage.
Repair -4
Arcane Skill -2
Techno Wizardry +0
6 Tokens needed, only 1 round

Crit failure removes a token
Success grants 1 token
Raise grants 2 tokens

.
  • 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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Fiona Gladbrooke
Posts: 103
Joined: Mon Mar 11, 2019 8:51 pm

Re: 8.1 Moving through the crew!

Post by Fiona Gladbrooke »

The clones pop out of existence leaving no Debrecks behind. "Well, shit." The normally more cultured woman curses. With the immediate threat out of sight the death of Ramson hits her for a second but she does her best to set it aside for now, too much to deal with still. Looking over the engine rooms extensive damage she gives her new Captain a status report. "Otter the duplicates are gone but the real one is nowhere to be seen. They really messed things up down here. Also apparently they had a few dragons trapped who are now free and not to happy with their captors. I'll see how friendly they are to us." She lowers her weapons and approaches the brothers, her stance and body language shifting subtly to one more open and friendly.

<In draconic> "Gentlemen, my name is Fiona and as I am sure you have deduced we are not with the elf. Quite the opposite in fact. He is the last remnant of the officers aboard this ship. It is under new management and I assure you had we known you were so imprisoned we would have freed you ourselves."
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
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Brokner Jacobi
Posts: 31
Joined: Fri Aug 16, 2019 6:58 pm

Re: Re: 8.1 Moving through the crew!

Post by Brokner Jacobi »

Seeing three identical dragons pop out of a crystal is almost enough to distract Jackobi's attention from the limitless PPE generator in the enginer room, almost.

"Odin's balls!" He exclaims as he runs up to the machine after ensuring the dragons weren't going to consume him. Lighting up a cigar he starts looking over the whole thing, poking at panels, tapping on screens and otherwise ignoring his crew mates while he tries to figure out what the hell this ship was all about.

Techno-Wizardy [dice:26gszs1e]64279:2[/dice:26gszs1e]
Wild [dice:26gszs1e]64279:3[/dice:26gszs1e]
Support: +4 = Raise
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Axel Krowe
Posts: 130
Joined: Fri Oct 12, 2018 4:44 pm

Re: Re: 8.1 Moving through the crew!

Post by Axel Krowe »

In the hallway near the bridge Sa'Maku looks at Death Otther. "You're the boss for now. We need to get this bucket of bolts to port and figure out how we're going to pay for repairs, and a crew."

Looking down at a computer terminal Sa tries to bring up a crew lists to find out if any of the ship's engineers are still aboard, "I'll try to find an engineer to help."

Electronics to search crew database (Support) [dice:1tyw14yd]64280:0[/dice:1tyw14yd] Wild [dice:1tyw14yd]64280:1[/dice:1tyw14yd] Ace [dice:1tyw14yd]64280:2[/dice:1tyw14yd] = 8 (+2 if no penalty, +1 if -4 applies)

Spotting a likely candidate Sa'Maku gets on the intercom, "Engineer Salstrom. This is the XO, report to the battery room to assist Mr. Jackobi."
Axel Krowe, BAMF
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Death Otter
Posts: 155
Joined: Fri Oct 05, 2018 9:25 pm

Re: Re: 8.1 Moving through the crew!

Post by Death Otter »

Death Otter blew an annoyed breath into her helmet and started heading down to engineering. As she went she patched herself into the shipwide intercom.

"Ladies and gentlemen. In case you missed the memo...and the gunfire from the bridge...you're under new management. So anyone who knows how to maintain the engine systems of the ship, head to engineering now. Alternatively, you can hit the moon with the rest of us. FYI, escape pod access is blocked as of now. Free promotion or something to the first engineering crewman at engineering. Hit it, people!"


She then ransacked the computer for manuals, documentation, self-repair...anything that might be useful, all the while marinating in the irony of knowing that for the first time in, like, forever, she could actually USE her dad or Dee. Goddamnit.

Rolls: Repair 5
Gonna try repair
[dice:jm0t4ntj]64286:0[/dice:jm0t4ntj] or [dice:jm0t4ntj]64286:1[/dice:jm0t4ntj] this is including the +2 from Telemechanics
Oh wait, that's an ace
[dice:jm0t4ntj]64286:6[/dice:jm0t4ntj]

OKAY NONE OF THIS HAPPENED I AM LITERALLY BLIND
Benny, I s'pose... [dice:jm0t4ntj]64286:2[/dice:jm0t4ntj] or [dice:jm0t4ntj]64286:3[/dice:jm0t4ntj]
Bleh...
[dice:jm0t4ntj]64286:4[/dice:jm0t4ntj] or [dice:jm0t4ntj]64286:5[/dice:jm0t4ntj]

Oh wait, I can support with any skill...well...I think literally everyone is supporting anyway, so we're probably at the cap.
Last edited by Death Otter on Fri Mar 13, 2020 7:40 pm, edited 5 times in total.
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Kalaetheryan
Posts: 47
Joined: Thu Feb 27, 2020 9:16 am

Re: Re: 8.1 Moving through the crew!

Post by Kalaetheryan »

Kal's eyes scan across the new, unfamiliar faces. As no remaining Debrek clones are there to cloud his judgment, he thinks through their current situation. He looks down at the human-looking woman in front of them. A bold specimen, clearly, to stroll up to three obviously angry dragons. Her command of the draconic language gives him pause, though no outward evidence is seen on his face. Obviously, she expects her knowledge of their language to curry favor with them.
In their current state, she is not wrong.
"Brothers, if you are in the same exhausted state I find myself in, then a violent overthrow of the leadership of this craft is unwise. Further, destroying the people who, apparently, are responsible for our release seems...rash. They are the enemy of our hated foe. I suggest caution, but let us cooperate as far as it does us no harm and allows us time to recover."
He nods towards the woman and replies, also in draconic. "While our plan of escape was complete and about to be executed, still, we are grateful for your expediting of our release. Though a thousand years can pass us by as if it were merely a blink of the eye, even a moment in captivity is a moment too long." He stands to full height, stretching out his arms and wings to their greatest extent. "Ah...that's better." His eyes fall again to Fiona. "Tell me of this craft and your new ownership of it. Tell me, also, of your disagreement with the elf and his kin. Lastly, tell me, if you would, that you intend to pursue Debrek and Ishiasha until the end of the stars, that we might repay their...hospitality." He sighs a little and shakes his head. "Manners, Kal. Tell me your name, my dear?"
Kalaetheryan
Kalaetheryan
Current Status Post
Parry: 5; Toughness 42 (22)
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Malaetheryan
Posts: 21
Joined: Sun Mar 08, 2020 2:14 am

Re: 8.1 Moving through the crew!

Post by Malaetheryan »

Notice 9, +2 to Support
Support Repair roll with Notice
Exhausted -2; Magic Specs +2
Notice [dice:12vbgjih]64299:0[/dice:12vbgjih] ACE [dice:12vbgjih]64299:2[/dice:12vbgjih]
Wild Notice [dice:12vbgjih]64299:1[/dice:12vbgjih] ACE [dice:12vbgjih]64299:3[/dice:12vbgjih]

Mal clears his throat. "As my brother says, thank you for the assistance. Brothers, it sounds as if we are not yet completely out of danger; I shall go and see what assistance I may provide."

He starts by moving through the ship, stumbling across a locker of salvaged gear, presumably from the prior crew's criminal operations. It had been repaired and cleaned, but not yet sold off, apparently. Rooting through it, he found some useful bits for both himself and the other two. Brothers, I have found some gear that we will able to use in our alternate forms. I have it all with me, and will distribute yours to each of you when we meet back up.

He takes a moment to shift into his Oni form, and then don the gear he'd selected for himself--a suit of body armor sized sufficient for his frame, an ion rifle that would serve for offense if he needed to get into a fight before his magical reserves recovered, and a set of magical spectacles that would serve well when searching the rest of the ship for sabotage. The discovered loot includes a set of three credsticks, one for each of them, chosen pretty much at random.

Realizing that the spectacles will be useful for his current task, he remains in his Oni form while canvassing the ship for signs of damage in general, and sabotage in particular. He tests the radio on the armor, and finding it to be functional, calls in suspected danger-points as he locates them.
Malaethryan
Seasoned Celestial Dragon Hatchling
OOC Comments
Agility d6, Smarts d12, Spirit d6, Strength d12+3, Vigor d10
Pace: 6"/Fly 12"; Parry: 4; Toughness: Dragon: 36 (18)/Oni: 21 (7); Size: Dragon: 6 (+2)/Oni 1 (0)
Skills:
Athletics d4; Common Knowledge d4; Notice d6; Persuasion d4; Stealth d4; Psionics d8; Spellcasting d10; Fighting d4; Occult d8
Edges:
AB: Magic/Psionics, Master of Magic, Dragon Psychic Master, Adept, Concentration, Twin Soul
Hindrances: Tongue-tied, Thin-Skinned, Loyal, Curious, Major Outsider
Natural Weapons/Attacks (Dragon Form):
Claws: Str+3d4 MD, AP 10
Bite: Str+3d4 MD, AP 6, Reach 1
Gear (Oni Form):
Juicer Titan Plate Heavy Armor Multi-Optics Helm, +1 Shooting, +2 Notice, Integrated Naruni Medium Force Field
TX-30 Ion Pulse Rifle: Range: 20/40/80; Damage: 1–3d10; RoF: 3; Shots: 50
Notes: Heavy Pulse (+1 Shooting/+3 Damage, 3 Shots); Shotgun Rules (+2 to hit)
Auracles of Spineas: +2 Visual Notice, farsight, darksight, exalted detect arcana
Powers:
Psionic (Adept): boost Trait (Auto-Raise); mind link; speak language; speed
Magic: dispel, growth/shrink, elemental manipulation, puppet, stun
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