Missing! Blood on the Water

Adventures and antics of the Joker's Jokers.
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Freemage
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Missing! Blood on the Water

Post by Freemage » Sat Aug 04, 2018 9:50 am

Sheriff Montrose meets you at the docks with a good-sized handcart. In it are the three (collapsed) rafts, three rope ladders, and three sets of diving gear: a fifteen-minute air tank, a human-sized mask and belt, an underwater spotlight, and even fins (again, human sized).

"If someone falls in, figure these are better than nothing for getting to 'em. The tanks have a universal hook-up that can be added to most FEP suits, instead of the usual mask, so if you're rescuing someone in sealed armor, you can plug a tank in to give 'em extra time. While you guys are gone, I'm gonna rouse the fishermen, see if I can get a flotilla put together. Might take til dawn, but if you're right that the abductees are out there, we'll need to bring 'em back somehow. There's one more thing--I get the impression you got the abbreviated version of that hulk's history. Fact is, it's been around for over a decade, just floating out there. I was just a little girl when it happened. Most of the fishermen avoid being right on the Ley Lines, especially at night, but old Captain Carter found that some of the fish would school near the Nexus. He could haul in a full hold in a single night, just by dropping his nets and bringing them up again. Furthermore, Carter--he was a Psi-stalker, you see--said the fish that schooled there had been imbued with just enough energy that they could sustain him without having to, ah, hunt, if you get my meaning."

As she talks, she helps get the rafts set up--put one on the dock, pop the seal on the attached canister, let it inflate to full size, assemble the four paddles, drop all the other gear in, set the raft in the water, help that crew step in, and repeat. The rafts bob low for a moment when their respective 'plus-sized' occupants get in, but none of them look in danger of dipping below the surface to let water in, especially on the calm waters of the lake.

"Well, one night, one of Carter's crew came swimming ashore, bleeding and bruised. He said the crew went nuts, the Captain worst of all, and they started killing each other. Ramone, the crewman, escaped only by jumping overboard. He was only twenty-five, but his hair had gone shock-white. By the time the sheriff (two before me) got out there with a posse, everyone was dead--except Carter, who was nowhere to be found. They got the bodies off and came back to shore. A few weeks later, a salvage crew went out there, stripped out most of the machinery that hadn't been destroyed in the brawl. They made a fair penny, but the rumor has it that within a month, every one of the salvagers was dead or crazy. Since then, no one goes near that hulk, or the Nexus."

She looks out across the dark waters to the boat, small at this distance. "I guess what I'm saying is, once you've rescued everyone from there and dealt with whoever's behind this, I'd take it as a personal favor if you could blast that boat to Hell where it belongs." Almost as an afterthought, she asks for SnackHappy's personal communicator, and transfers a file to it. "Basic layout of the boat's interior, from the salvager's report to my twice-predecessor. Not much, but at least you know the lay of the land. There's a hatch down to the big hold in the forecastle, and then stairs at the stern that go down to the lower storage areas. Good luck."
The Map
BloodOnWaterPCMap.jpg
And so you begin the dark trek to the cursed ship, rowing gently to not cause too much noise. It's not graceful--most of you have little comprehension of how a boat actually moves--but eventually you manage to figure it out, and the strong trio you have doing the rowing cause the rafts to practically glide across the dark waters. Henry takes point, flying just a bit ahead of the rafts, while Echo brings up the rear as a polar bear, ready to rescue anyone who falls in. Slowly, the hulking form of the dead ship looms larger in front of you.
Player Instructions
Fox should go ahead and make his Knowledge: Battle roll for Tactician for the upcoming fight.
Snackhappy needs to make a Stealth roll for the group when he climbs up the rope ladders: d4 -2 for Unskilled and -2 for Size. TN 4; you guys avoided any of the pitfalls that would've put guards on alert ahead of time. (BTW, because folks always ask: Boost Trait COULD help here, but it would have to be cast on both Fox and SnackHappy to make a difference. If you go that route, then whichever of them gets the worst result would roll, still at -2 for Size. But it would get rid of the Unskilled penalty, and could even get them both up to d6s with a Raise on regular Boost Trait, or a d10-2 if you hit both of them with Exalted AND got Raises for each.)
Growler needs to make rolls to Psionically teleport, and then a Stealth roll of his own, as he's doing so before the rest of the group gets on board.
Everyone should also make Notice rolls as you get onboard.
  • Success: You hear muffled voices from inside the ship's hold. Some sound very much like weeping or cries of pain.
  • Raise: One voice, slightly louder, says more clearly, "Hurry up and get ready. We only need a half-dozen more, and then we can begin. I don't want to miss another new moon."
Henry can make three rolls to tap the Ley Line for extra PPE for the coming fight. Just add those to your total.
Finally, anyone with K: Arcana should make a roll now. It won't have any effect immediately, but when certain facts come to light, there will be some additional intel, if you don't immediately figure it out as players.
GM Bennies (7th SET, Joker's Jokers): 5/8
OOC Comments
GMC Bennies:
  • Xavier 0/2 (TI 3; Int 1; PPE 29)
  • Synn 1/2
  • Lust 0/1 Burn: 2 Wounds: Incap
  • Wrath 0/1 Burn: 2 Wounds: Incap
  • Sloth 0/1 Burn: 1 Wounds: 1 IRS Used: 2
  • Pride: Dead
  • Avarice 0/1 Burn: 1 IRS Used: 1 Wounds: 2
  • Envy 0/1 Burn: 2 Wounds: Incap
  • Gluttony 0/1 Burn: 1 Wounds: Incap

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Calyx
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Re: Missing! Blood on the Water

Post by Calyx » Sat Aug 04, 2018 12:52 pm

Stealthy Happy and Notice
Boost Stealth on Snack Happy.
Boost die 1d8 = 5: 5, Wild die 1d6 = 2: 2.
Electricity - Jazz (Costs +1 Power Point to cast, but on a success add +2 to Pace and on a raise increase Agility one die type for the duration of the power)

Noticing things on the boat.
Notice die 1d6 = 4: 4, Wild die 1d6 = 2: 2.
Calyx looked over the gear that the sheriff had brought along, but mostly then focused on the rafts. He liked the water, but using some of his abilities while in the water could be very dangerous. So he focused on the details of one of the rafts, trying to take his mind off things until they were underway. He didn't realize it, but as they were gliding over the water towards the boat, he hummed very quietly to himself, a calming song - and at one point he very softly uttered, "...an' really bad eggs..."

As they got up to the boat, he looked at the rope ladders and then at his large 'boss'. After only a moment's hesitation, he slapped Snack Happy's shoulder and gave him a tilted look, speaking quietly in a strange 'accent'. "Be vewy vewy qwiet. Weh huntin' wabbits!" He put a finger to his lips in a shushing gesture even as psionically sent energy in to the grackletooth to try and enhance his ability to be stealthy. Electricity sparked in to the grackletooth and he felt a jolt of energy.

Then he began to climb.
Calyx Calder
Character Summary
Human Zapper

Active effects:
Wounds::

Parry: 6 (7 w/ vambraces); Toughness: 16(9)
Weapon in hand: Vibro-Blade Vambraces or Kolytik

Edges: AB Psionics, Danger Sense, Luck, Major Psionics, Quick, Rapid Recharge, Rich

Powers: Armor, Boost/Lower Trait, Deflection, Telekinesis
ISP: 21/30

Charisma: 0
Bennies: 1

Adventure Card:
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
Currently playing in: 7th Set Joker's Jokers

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Henry_Price
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Re: Missing! Blood on the Water

Post by Henry_Price » Sat Aug 04, 2018 1:29 pm

Henry shifts into his raven form. As the group departs, he flies several yards in front, occasionally gliding toward the ley line to suck up some of it's energy. When they get to the boat he lands on it, shifting back into human form. He waits patiently for someone to toss a rope ladder up, and then securely affixes it to the boat. When Fox makes his way on deck, Henry frowns. He leans over and whispers in Fox's ear "Too Loud! Here, let me help" He looks at Fox and whispers in a strange language. Suddenly, Fox is hyper aware of how loud he actually is, and knows exactly how to compensate for this. Henry nods, pulling the hood up on his Shadow Cloak, activating it. He puts up his hand as he hears voices and whispers "I hear someone, they might be coming."
OOC Comments
Drawing p.p.e.
Mysticism 1d4 = 1: 1
Wild Die 1d6 = 2: 2

Mysticism 1d6 = 2: 2
Wild Die 1d4 = 4: 4

Mysticism 1d6 = 3: 3
Wild Die 1d6 = 6: 6
Explode 1d6 = 3: 3

Total of 18, Current Balance is 38.
Cast Boost Stealth on Fox 4 pts, current total is 34
Mysticism 1d10 = 3: 3
Wild Die 1d6 = 4: 4
Notice 1d4+2 = 6: 4 (Alertness)
Explode 1d4 = 2: 2
Wild Die 1d6+2 = 4: 2

Activate Shadow Cloak 1 pt, current balance is 33
Mysticism 1d10 = 10: 10
Explode 1d10 = 10: 10
Explode 1d10 = 2: 2
Wild Die 1d6 = 3: 3
Danger sense
Wild Die
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.

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SnackHappy
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Re: Missing! Blood on the Water

Post by SnackHappy » Sat Aug 04, 2018 8:55 pm

OOC Comments
Sneaky 1d4-2 = -1: 1
Wild: 1d6-2 = 1: 3

Benny to Reroll:
Sneaky: 1d4-2 = 1: 3
Wild: 1d6-2 = 0: 2
"Dafuk! Did you just zapp me?" After realizing his outburst he quiets back down. "Jeez man, warn a brother before you zapp him."

Mildly irritated, Jacob continues up the ladder and reading his weapons.
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver
Skills: Notice d8, Repair d8 +2, Knowledge(Electronics) d6, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium RailGun (chest) | (Range 100/200/400, Damage 3d10+4, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • 2 × Mini-Missile Launchers (chest) | (Range 100/200/400, Damage 5d6, RoF 1, AP 6, 12 Shots, Mega Damage, SBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Ammo:
  • 59 mini-missiles
    450 railgun rounds
    80 shots for Flamethrower
Credits: 7,790

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Peace, Spill the Beans, Renown
Bennies: 2/3

Currently playing in: 7th Set Joker's Jokers

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Chok'lat
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Re: Missing! Blood on the Water

Post by Chok'lat » Sat Aug 04, 2018 10:21 pm

Notice
Notice (+2 for visual notice]
1d4 = 4: 4

Ace with prior (add 2 for visual)
1d4+4 = 5: 1

WD Notice (+2 for visual)
1d6 = 6: 6

Ace WD with prior (add 2 for visual)
1d6+6 = 7: 1
Chok'lat remains quiet as the rafts skim across the water, not even grunting with the effort of rowing. He's done enough violence under cover of stealth to know when to shut his mouth. Even as the group begins boarding the boat, you would struggle to hear him breathe. The unfortunate zapping of SnackHappy and his vociferous response makes Chok'lat cringe inside. Cray-Cray woulda' cut his tail off for that. Wonder if he grows it back like brodkil do?
Being assured that whatever it is here that has the people bound in the hold has heard the un-brodkil-like ruckus, he prepares for violence, pulling his vibrosword, Shield of Faith, and shiny new shotgun from their various holsters, sheaths, and slung positions. He whispers. "Looks like we gonna fight 'cause only Chok'lat is quiet."
Chok'lat
Chok'lat
Bennies: 4 (+1 interlude)
Current Status:
Wounds / Fatigue: 0 / 0
Active Effects: None
Parry: 12, 9 without shield
Toughness: 19 (6), +6 vs ranged
Weapon in Hand:
NG-L5 Laser Rifle: Range 25/50/100; Damage: 3d6; AP 1; ROF: 1; Shots: 20; Weight: 14 lbs; Notes: min Str d6, Semi Auto
Shield of Faith
Adventure Cards:
  • Seize the Day: The character acts as if he had drawn a Joker this combat round.
    Cutting in Line: Draw 3 initiative cards and keep the highest.
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Herra
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Re: Missing! Blood on the Water

Post by Herra » Sun Aug 05, 2018 2:38 am

Notice
Notice 1d6 = 4: 4
Wild 1d6 = 5: 5
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Growler
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Re: Missing! Blood on the Water

Post by Growler » Sun Aug 05, 2018 1:59 pm

Notice 15
Notice (+2 due Scent)
  • Notice: 1d8+2 = 10: 8
    • Ace: 1d8+10 = 15: 5
    Wild: 1d6+2 = 5: 3
    Result: 15
Teleport 11
Psionics (+2 for either 2 ISP (If on Ley Line), or 4 ISP)
  • Psionics: 1d8+2 = 10: 8
    • Ace: 1d8+10 = 11: 1
    Wild: 1d6+2 = 4: 2
    Result: 11 - Success with Raise. Teleport 15". 2 Dice of Stealth. 6 or 8 ISP.
Stealth 11
Stealth (+2 due Thief/Woodsman, +2 Dice Stealth)
  • Stealth: 1d12+3 = 11: 8
    Wild: 1d6+3 = 6: 3
    Result: 11 on Opposed Roll.
With a quick thought, Growler fades out from the raft and onto the Aft Castle and quickly occupies a shadow with his Magic Bow out and ready. With a quick sniff to the air and a look around, Growler takes in his surroundings.

In position Aft Castle. I believe I have a good vantage spot to cover you.
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 [11] (d10) ; Parry: 8; Toughness: 19 (8)
ISP: 2 / 10

Active Powers:
Quickness with Jazz (+2 Pace, +1d Agility)

Bennies: 0/3
  • -1 due Extra Effort on Missing! Day 1
  • +1 due SnackHappy Joker
  • -1 due Extra Effort to Locate Invisible Mage
  • -1 due Extra Effort to shoot Avarice
  • -4 to Re-Roll Damage to Door
  • +3 due to EP
  • -1 to reroll attack on Necromancer
OOC Comments
Skills
  • Notice: 1d8 (+2 with Scent; +2 for Traps)
  • Survival: 1d8 (+2 With Woodsman)
  • Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
  • Stealth 1d10 (+2 in Wilderness or Urban)
  • Fighting: 1d12
  • Shooting: 1d12
  • Knowledge (Arcana): 1d4
  • Psionics: 1d8
  • Intimidation: 1d6
  • Taunt: 1d6

Abilities
  • Exceptional Rapid Recharge (1 ISP/5 Minutes)
  • Slow Regeneration (Natural Healing Roll Each Day)
  • +4 vs. Fear, Mind Control, and Magic
  • +2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties

http://savagerifts.com/sr/ucp.php?i=pro ... =signature

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Henry_Price
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Re: Missing! Blood on the Water

Post by Henry_Price » Sun Aug 05, 2018 3:41 pm

Danger Sense Crit fail
Notice 1d4 = 1: 1 -2 for danger sense +2 for alertness
Wild Die 1d6 = 1: 1
Last edited by Henry_Price on Sun Aug 05, 2018 3:51 pm, edited 1 time in total.
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.

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Echo
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Re: Missing! Blood on the Water

Post by Echo » Sun Aug 05, 2018 3:43 pm

Reaching out with her power Echo wraps each of the team members in a field of silence, leaving the normal background sounds to keep from the unnatural nature of the silence from giving them away.
Danger Sense 11 (after penalties) success
1d12+3 -2 for Danger Sense modifier
Echo Notice Roll: 1d12+1 = 11: 10
Notice Wild Die: 1d6+1 = 3: 2
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d10+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+4, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.

Resource Tracking
GM Quick Reference

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PFC Fox Simmons
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Re: Missing! Blood on the Water

Post by PFC Fox Simmons » Sun Aug 05, 2018 4:55 pm

Fox nods to the Sheriff and takes his odd position in the raft and in his power armor. SAMAS power proves ideal and allows the raft to glide across the water after Fox figures out how to row and steer.

As they get close to the derelict ship, Fox goes for glide only and no rowing. Tieing the three rafts together he then has Growler and Henry take a rope ladder a piece and when aboard secure them for Snack, Herra, Chok'lat, Calyx, and Echo (if she needs it). Once in position and everyone is aboard, Fox makes the awkward climb in the SAMAS unless someone gives him the signal to use SAMAS's flight capabilities.

During the trip over Fox actually stops rowing and takes the uploaded file of the ship and sets his scanners and HUD to begin running diagnostics on approach.
K/Battle 6
  • K/Battle 6 1d8 = 6: 6
  • Wild K/Battle 1d6 = 1: 1
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision

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Freemage
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Re: Missing! Blood on the Water

Post by Freemage » Sun Aug 05, 2018 8:24 pm

Echo, Henry and Growler each get topside in their own fashion, first; then Herra and Calyx scale up the rope-ladders. Finally, the big three prepare to go up, while Henry and Calyx each enhance the stealthiness of Fox and SnackHappy, respectively.

Sadly, Jacob was not expecting the sudden jolt, and responds, loudly, at a moment when he's outside Echo's sound-dampening field. The doors to both the fore- and aft-castle burst open, spilling forth a total of half a dozen animated skeletons (4 from the front, 2 from the rear). They are armed with laser pistols and vibro-knives, and wearing Maverick armor likely looted from bandits, and as they emerge, they begin to take up position to repel the boarders.

Meanwhile, a great cacophony starts from below-decks. In addition to the voice some of you heard earlier shouting orders, and running boots, you also hear shouts--people crying out for help. "Save us! We're down here! Hurry! Off these psychos!"
OOC Comments
You're on a Ley Line. Henry can tap the Line as an action on any round where he doesn't do anything else, and Major Psionics uses the enhanced version.

Snack, Fox and Chok'lat are still on the ladders; climbing up manually will take three inches of movement. Alternately, Fox can fly straight up and only burn 1" of movement to clear the deck level.

Growler, having had time to set up, will have the Drop on round 1, since the skeletons are unaware he's in overwatch position. On the map, Growler's on top of the aft-castle, hence outlined in red.

You know the forecastle has a ladder going down belowdecks from the Sheriff's description. There's also a large cargo hatch in the middle of the deck, currently locked. Breaking the chain and opening the cargo hatch are two separate actions, one a Breaking Things attempt (Chain Toughness: 10, requires a slashing weapon, followed by either a straight lifting attempt (Strength check at -2) or another Breaking Things attempt (Hatch Toughness 12 MDC); alternately, someone could theoretically blast the hatch open, but anyone down below could be hit by shrapnel.
BloodOnWaterRoundOne.jpg
Initiative:
Tactician Card: 2D


Echo: On Hold
Growler (Q): On Hold

No One: AS

Chok'lat: AD

Skellingtons: QS

SnackHappy (Q, ILH): QD, 6H, 5S
Henry: JC
Herra: 9H
Calyx (Q): 6D

Other No One: 6C

Fox: 4H


Skeleton Stats: Parry: 6; Toughness: 11 (3)

Nothing to see here: 1d10 = 2: 2
Wild 1d6 = 6: 6
Nothing At All 1d6+6 = 8: 2
GM Bennies (7th SET, Joker's Jokers): 5/8
OOC Comments
GMC Bennies:
  • Xavier 0/2 (TI 3; Int 1; PPE 29)
  • Synn 1/2
  • Lust 0/1 Burn: 2 Wounds: Incap
  • Wrath 0/1 Burn: 2 Wounds: Incap
  • Sloth 0/1 Burn: 1 Wounds: 1 IRS Used: 2
  • Pride: Dead
  • Avarice 0/1 Burn: 1 IRS Used: 1 Wounds: 2
  • Envy 0/1 Burn: 2 Wounds: Incap
  • Gluttony 0/1 Burn: 1 Wounds: Incap

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Re: Missing! Blood on the Water

Post by Chok'lat » Sun Aug 05, 2018 9:07 pm

Violence against skellingtons is legitimate!
Moving up the ladder and in between Herra and the group of 4 skeletons (pace 8)

Shooting GAW Throwback at the group of 4 - ROF 3 (slugs)
Shot 1 - G3
1d12+5 = 15: 10

Damage with raise - G3 - 19
2d12+2 = 17: 4, 11
1d6 = 2: 2

Shot 2 - G4
1d12+5 = 9: 4

Damage with raise - G4 - 20
2d12+2 = 17: 10, 5
1d6 = 4: 4

Shot 3 - G5
1d12+5 = 9: 4

Damage with raise - G5 - 17
2d12+2 = 14: 4, 8
1d6 = 3: 3

WD Shot
1d6+5 = 9: 4

Agility trick on skeleton 4 (H3) - no MAP, +2 due to dirty/tricky fighter
1d12+2 = 11: 9

WD Agility trick
1d6+2 = 3: 1

Fighting with vibrosword on the last hapless skell skellington
1d10+2 = 6: 4

Damage - H3 - 18
1d12+2 = 9: 7
1d10 = 9: 9

WD Fighting
1d6+2 = 3: 1

Improved Frenzy - Fighting again for Good Measure (tm)
1d10+2 = 3: 1

WD Frenzy
1d6+2 = 5: 3
Chok'lat grins wickedly as enemies present themselves. Herra, however, is caught on the front line. Stealth abandoned, he shouts. "Look out! Chok'lat will save you!" True to his word, he springs off the ladder onto the deck, weaponry flying. He maneuvers himself between the skeletons and the mind melter. It's unfair, but Chok'lat isn't the type to fight fair. He lets off with a burst from his GAW shotgun at near point-blank range, pulverizing the chest cavities of 3 skeletons to dust.
A chunk of re-dead bone lands at his feet. He proceeds to kick the bone shard into the face of the last remaining skeleton at the forecastle, giving it something else to think about right before the frightening might of the brodkil is brought to bear. Chok'lat's vibrosword crushes the spine as it cuts through the skeleton's defenses. "HA! Chok'lat beat these four. Send me more! Chok'lat didn't even break a sweat yet!" He turns to Herra. "You okay?"
Chok'lat
Chok'lat
Bennies: 4 (+1 interlude)
Current Status:
Wounds / Fatigue: 0 / 0
Active Effects: None
Parry: 12, 9 without shield
Toughness: 19 (6), +6 vs ranged
Weapon in Hand:
NG-L5 Laser Rifle: Range 25/50/100; Damage: 3d6; AP 1; ROF: 1; Shots: 20; Weight: 14 lbs; Notes: min Str d6, Semi Auto
Shield of Faith
Adventure Cards:
  • Seize the Day: The character acts as if he had drawn a Joker this combat round.
    Cutting in Line: Draw 3 initiative cards and keep the highest.
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Herra
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Re: Missing! Blood on the Water

Post by Herra » Mon Aug 06, 2018 10:31 am

[Notice]
Notice 1d6 = 2: 2
Wild 1d6 = 6: 6[/ooc]

Cresting the ladder Herra watches as the demon leaps over the rail and cuts down four skeletons. Then, like a proud domesticated animal, looks to Herra for affection. Affection she does not give. Summoning her psi-blade she looks at Chok'lat as if she is contemplating using it on him. "My hero," is all she can manage to say with a flat tone only hinting at disdain rather than dripping it like normal.

Leaving the last two skeletons to the others she slice the chain on the cargo hatch with her psi-blade, cutting through the metal with ease. As the chain clinks to the deck she defers to someone with the strength to life the hatch, "Snack, could you please lift this up? Someone else pull up one of the ladders so we can lower it down to the hold."
Summon Psi-blade (Free Action) 9, raise
Psionics (smite) 1d10 = 9: 9
Wild 1d6 = 2: 2
Slice the chain on the hatch 16 damage, AP 6
Fighting 1d6 = 3: 3
Wild 1d6 = 5: 5

Damage 1d4-2 = 0: 2 2d8 = 12: 6, 6 AP 6 +4
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Growler
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Re: Missing! Blood on the Water

Post by Growler » Tue Aug 07, 2018 6:22 pm

Knowledge Arcana 3
Knowledge Arcana: 1d4 = 3: 3
Wild: 1d6 = 3: 3
Result: 3 - Fail
Rapid Fire at the Skeletons
Rapid Attack with the Shard Pistol at -2 (+4 due The Drop, -4 due Rapid Attack, -2 due MaP to draw the Shard Pistol)
  • Shooting: 1d12-2 = 10: 12
    • Ace: 1d12+10 = 17: 7
    Shooting: 1d12-2 = 6: 8
    Shooting: 1d12-2 = 5: 7
    Wild: 1d6-2 = 4: 6
    • Ace: 1d6+4 = 5: 1
    Result: 17 (Raise), 6 (Hit), 5 (Hit)
    • Damage: 2d8+1 = 9: 3, 5+6 (The Drop and Assassin)+ 1d6 = 1: 1 (Raise)=16AP1
    • 2d8+1 = 9: 1, 7+6 (The Drop and Assassin)=15AP1
    • 2d8+1 = 12: 8, 3+6 (The Drop and Assassin)+ 1d8 = 7: 7 (Ace)=25AP1
Seeing the Skeletons are not worth taking the time to shoot with his bow, Growler gets out his Shard Pistol and shoots at the remaining 2 skeletons, dropping both before the first one even fits the deck.

Top deck is clear. Request further instructions, Pack Leader SnackHappy.
Last edited by Growler on Wed Aug 08, 2018 5:11 am, edited 2 times in total.
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 [11] (d10) ; Parry: 8; Toughness: 19 (8)
ISP: 2 / 10

Active Powers:
Quickness with Jazz (+2 Pace, +1d Agility)

Bennies: 0/3
  • -1 due Extra Effort on Missing! Day 1
  • +1 due SnackHappy Joker
  • -1 due Extra Effort to Locate Invisible Mage
  • -1 due Extra Effort to shoot Avarice
  • -4 to Re-Roll Damage to Door
  • +3 due to EP
  • -1 to reroll attack on Necromancer
OOC Comments
Skills
  • Notice: 1d8 (+2 with Scent; +2 for Traps)
  • Survival: 1d8 (+2 With Woodsman)
  • Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
  • Stealth 1d10 (+2 in Wilderness or Urban)
  • Fighting: 1d12
  • Shooting: 1d12
  • Knowledge (Arcana): 1d4
  • Psionics: 1d8
  • Intimidation: 1d6
  • Taunt: 1d6

Abilities
  • Exceptional Rapid Recharge (1 ISP/5 Minutes)
  • Slow Regeneration (Natural Healing Roll Each Day)
  • +4 vs. Fear, Mind Control, and Magic
  • +2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties

http://savagerifts.com/sr/ucp.php?i=pro ... =signature

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Henry_Price
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Re: Missing! Blood on the Water

Post by Henry_Price » Tue Aug 07, 2018 6:42 pm

Draw P.P.E.
Mysticism 1d10 = 10: 10
Ace 1d10 = 8: 8
Wild Die 1d6 = 6: 6
Ace 1d6 = 5: 5
P.P.E. currently maxed out at 40
Seeing the skeletons hit the deck, Henry takes the chance to draw more energy from the ley line.
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.

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Freemage
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Re: Missing! Blood on the Water

Post by Freemage » Tue Aug 07, 2018 10:05 pm

As the Jokers get ready to let Fox take charge of opening the hatch, he is interrupted by two new figures emerging from the forecastle, apparently having come up the ladder, VERY swiftly. As they step out into the light of the Ley Line, you can clearly see their Juice Rigs. One spots Chok'lat and immediately rushes him, while a second sees Henry next to the hatch, and starts to work his way around the side of the hatch to get to him.
Agility 18 (Henry), 6 (Chok'lat)
The new arrivals are moving towards Chok'lat and Henry. Yes, they're Juicers, and yes, they're Wild Cards.

Since Calyx, Henry and Echo are all On Hold, all three can roll Agility to try to Interrupt the actions if you wish.

Henry's Juicer: Agility 1d10 = 10: 10 Running Total 1d10 = 8: 8
Wild Henry: 1d6 = 6: 6 Running Total 1d6 = 5: 5

Chok'lat's Juicer: 1d10 = 6: 6
Wild Chok'lat: 1d6 = 3: 3

Juicer (Wild Card) stats: Parry: 7; Toughness: 15 (6)
GM Bennies (7th SET, Joker's Jokers): 5/8
OOC Comments
GMC Bennies:
  • Xavier 0/2 (TI 3; Int 1; PPE 29)
  • Synn 1/2
  • Lust 0/1 Burn: 2 Wounds: Incap
  • Wrath 0/1 Burn: 2 Wounds: Incap
  • Sloth 0/1 Burn: 1 Wounds: 1 IRS Used: 2
  • Pride: Dead
  • Avarice 0/1 Burn: 1 IRS Used: 1 Wounds: 2
  • Envy 0/1 Burn: 2 Wounds: Incap
  • Gluttony 0/1 Burn: 1 Wounds: Incap

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Echo
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Re: Missing! Blood on the Water

Post by Echo » Wed Aug 08, 2018 6:29 am

Looking for anything out of the ordinary Echo hears the two Juicers coming and turning sees them. The arcane symbols on their chest look familiar to her. Has she been symbols like that before?
Agility 7, Acrana Success 4
.

Agility 1d6 = 5: 5 + Extra Effort 1d6+5 = 7: 2
Wild Die 1d6 = 5: 5

Knowledge (Arcana) 1d4 = 1: 1
Wild 1d6 = 3: 3 + Extra Effort 1d6+3 = 7: 4

.
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d10+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+4, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.

Resource Tracking
GM Quick Reference

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Calyx
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Re: Missing! Blood on the Water

Post by Calyx » Wed Aug 08, 2018 12:13 pm

Agility to Interrupt
Agility die 1d8 = 1: 1, Wild die 1d6 = 5: 5.
Calyx gave a nod of approval as the skeletons were dropped in very short order - he didn't even have time to kick on his electrical aura. He heard the voices pleading for help and glanced at Snack Happy or Fox to open the hatch. He wanted to get down there but his only option would be to try his electromagentism on it to open it. Then two blurs came out running at Henry and Chok'lat. The Brodkil could take care of himself so Calyx wasn't worried, but Henry...Calyx didn't know Henry that well and wasn't sure.
Calyx Calder
Character Summary
Human Zapper

Active effects:
Wounds::

Parry: 6 (7 w/ vambraces); Toughness: 16(9)
Weapon in hand: Vibro-Blade Vambraces or Kolytik

Edges: AB Psionics, Danger Sense, Luck, Major Psionics, Quick, Rapid Recharge, Rich

Powers: Armor, Boost/Lower Trait, Deflection, Telekinesis
ISP: 21/30

Charisma: 0
Bennies: 1

Adventure Card:
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
Currently playing in: 7th Set Joker's Jokers

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SnackHappy
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Re: Missing! Blood on the Water

Post by SnackHappy » Wed Aug 08, 2018 4:09 pm

Agility to Interrupt
Agility: 1d10 = 6: 6
Wild: 1d6 = 4: 4
Benny to EE: 1d6 = 6: 6
Ace: 1d6 = 2: 2
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver
Skills: Notice d8, Repair d8 +2, Knowledge(Electronics) d6, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium RailGun (chest) | (Range 100/200/400, Damage 3d10+4, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • 2 × Mini-Missile Launchers (chest) | (Range 100/200/400, Damage 5d6, RoF 1, AP 6, 12 Shots, Mega Damage, SBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Ammo:
  • 59 mini-missiles
    450 railgun rounds
    80 shots for Flamethrower
Credits: 7,790

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Peace, Spill the Beans, Renown
Bennies: 2/3

Currently playing in: 7th Set Joker's Jokers

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Freemage
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Re: Missing! Blood on the Water

Post by Freemage » Thu Aug 09, 2018 8:27 am

OOC Comments
Pride Fighting 1d10 = 2: 2
Pride Imp. Frenzy 1d10 = 2: 2
Wild Fighting 1d6 = 1: 1

... Spends his Bennie to re-roll

Pride Fighting 1d10 = 9: 9
Pride Imp. Frenzy 1d10 = 8: 8
Wild Fighting 1d6 = 5: 5

Two Raises, but first hit turned into a CritFail with NotToday Card played by Henry. CritFail causes both to miss, and Pride's Chainsword now has Technical Difficulties: 1d6 = 4: 4: -2 to attack rolls and damage.

The Juicer rushing Henry, labeled with the alchemical symbol for "Pride", is moving too quickly to be dissuaded by intervention. But the one closing in on Chok'lat ("Envy") has three separate Jokers interceding before she can reach her target. As Pride slashes at Henry, his swing is cut short by a piece of broken metal sticking up from the railing--good thing, too, as that shot was looking to be an eviscerating blow. Pride howls in rage and wrenches the chainsword free; it's not broken, but it is clearly not running as smoothly as before.
OOC Comments
Echo, Calyx and Snackhappy now all get to act, then Envy, then Fox.
GM Bennies (7th SET, Joker's Jokers): 5/8
OOC Comments
GMC Bennies:
  • Xavier 0/2 (TI 3; Int 1; PPE 29)
  • Synn 1/2
  • Lust 0/1 Burn: 2 Wounds: Incap
  • Wrath 0/1 Burn: 2 Wounds: Incap
  • Sloth 0/1 Burn: 1 Wounds: 1 IRS Used: 2
  • Pride: Dead
  • Avarice 0/1 Burn: 1 IRS Used: 1 Wounds: 2
  • Envy 0/1 Burn: 2 Wounds: Incap
  • Gluttony 0/1 Burn: 1 Wounds: Incap

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Echo
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Re: Missing! Blood on the Water

Post by Echo » Thu Aug 09, 2018 9:45 am

Echo sees the Juicer’s coming up, and instantly starts moving to intercept. But the Juicer is so fast she is unable to get to him before he attacks Henry.
Seeing she is simply too slow to stop the juicer from eviscerating Henry Echo charges going all out to stop the other juicer from getting to Chok'lat. Sometimes you have to put your own safety on the line and this is one of those times. Reaching out she ensnares the juicer is a static field causing his clothes to seize up on her binding her, even to the point of causing random muscle spasms and forcing her body to twitch in random ways, then with a roar filling the air she closes in get and swings at Envy her claws trying to slash the villian open and pin her to the ground so Chok’lat can save Henry.
Energy Control 11, Fighting X
Energy Control -2 to all trait rolls, -4 on a Raise
Spirit 1d10+2 = 3: 1
Wild Die 1d6+2 = 8: 6
ACE 1d6+8 = 11: 3

Bear Wild Attack +2 to Hit/ +2 Damage
Fighting 1d8+2 = 5: 3
Fighting Wild 1d6+2 = 7: 5
  • Damage if Success 1d12+4 = 9: 5 + 1d6 = 1: 1
    • If Raise 1d6 = 4: 4 Plus...
      Bear Hug: Bears don’t actually “hug” their victims, but they do attempt to use their weight to pin their prey and rend it with their claws and teeth. A bear that hits with a raise has pinned his foe. The opponent may only attempt to escape the “hug” on his action, which requires a raise on an opposed Strength roll.
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d10+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+4, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.

Resource Tracking
GM Quick Reference

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Freemage
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Re: Missing! Blood on the Water

Post by Freemage » Thu Aug 09, 2018 10:02 am

OOC Comments
First Strike 1d10 = 7: 7
Wild First Strike 1d6 = 4: 4
3 w/Energy Control. Spend a Bennie to Extra Effort: 1d6+3 = 9: 6 GODDAMMIT 1d6+9 = 12: 3
Raise
Damage, with Burn: 2d12+1 = 24: 12, 11 + 2d8+1 = 11: 3, 7, ACE Running Total 1d12+34 = 46: 12 GULP 1d12+46 = 57: 11 + Raise Damage 1d6+57 = 60: 3 AP 2
As Echo moves in on Envy to intercept, the Juicer brings her own chainsword up, blindingly fast. It comes up from underneath, the blade biting deep into the shapeshifted bear's flesh. It hurts, BADLY.
GM Bennies (7th SET, Joker's Jokers): 5/8
OOC Comments
GMC Bennies:
  • Xavier 0/2 (TI 3; Int 1; PPE 29)
  • Synn 1/2
  • Lust 0/1 Burn: 2 Wounds: Incap
  • Wrath 0/1 Burn: 2 Wounds: Incap
  • Sloth 0/1 Burn: 1 Wounds: 1 IRS Used: 2
  • Pride: Dead
  • Avarice 0/1 Burn: 1 IRS Used: 1 Wounds: 2
  • Envy 0/1 Burn: 2 Wounds: Incap
  • Gluttony 0/1 Burn: 1 Wounds: Incap

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Echo
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Re: Missing! Blood on the Water

Post by Echo » Thu Aug 09, 2018 2:01 pm

As the blow slides up Echo’s middle bisecting her, she tries desperately to close the wound behind the weapon, but the damage is so much and so fast her struggles only lead to failure.
OOC Comments
Incapacitation Table
Vigor 1d6-1 = 2: 3
Vigor Wild 1d6-1 = 2: 3


Death and Defeat 1d20 = 10: 10

Injury Table 2d6 = 7: 5, 2
Guts 1d6 = 2: 2


5-9 Guts: Your hero catches one
somewhere between the crotch and the chin. Roll 1d6:
1-2 Broken: Agility reduced a die type (minimum d4).



GM RULING
*Considers* I'm going to say roll, BUT--anything other than a Guts hit or Brain Damage is no effect.  Furthermore, the effects are actually temporary, and pass once you're fully healed of Wounds.
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d10+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+4, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.

Resource Tracking
GM Quick Reference

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SnackHappy
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Re: Missing! Blood on the Water

Post by SnackHappy » Thu Aug 09, 2018 4:24 pm

Fighting and Shooting
Cestus Swing vs. Pride
Fighting: 1d8 = 7: 7
Wild: 1d6 = 6: 6
Damage: 3d8 = 11: 5, 3, 3 = 11 AP4

Hammer Swing vs. Pride
Fighting: 1d8 = 8: 8 Ace: 1d8+8 = 9: 1
Wild: 1d6 = 3: 3
Damage: 1d8 = 5: 5 + 1d10 = 6: 6 + 3d6 = 11: 3, 4, 4 = 22

Plasma Shooting vs. Envy
Shooting: 1d12+2 = 12: 10
Wild: 1d6+2 = 7: 5
Damage: 3d10+4 = 18: 4, 2, 8 + 1d6 = 5: 5 = 23 Ignoring all but full cover.
Roll for ignition: 1d6 = 6: 6 We have burninating!
Coming up from below Snackhappy swings the cestus catching the on marked pride off guard. As the juicer attempts to recover from the blow, the big bore swings connecting to his chest with a loud BOOOOM! Not waiting to see how the one he just hit is feeling Snackhappy raises the plasma ejector at the one marked Envy covering him in the burning material igniting the juicer in burning flames.
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver
Skills: Notice d8, Repair d8 +2, Knowledge(Electronics) d6, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium RailGun (chest) | (Range 100/200/400, Damage 3d10+4, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • 2 × Mini-Missile Launchers (chest) | (Range 100/200/400, Damage 5d6, RoF 1, AP 6, 12 Shots, Mega Damage, SBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Ammo:
  • 59 mini-missiles
    450 railgun rounds
    80 shots for Flamethrower
Credits: 7,790

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Peace, Spill the Beans, Renown
Bennies: 2/3

Currently playing in: 7th Set Joker's Jokers

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Freemage
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Re: Missing! Blood on the Water

Post by Freemage » Thu Aug 09, 2018 6:22 pm

There's a satisfying 'crunch' as the hammer hits Envy's skull and the Big Bore round goes off--she's not dead, yet, but she's definitely staggered.

Meanwhile, Pride is engulfed in the flames, his fancy Juicer Plate Armor lacking the environmental protection needed to keep plasma from leaking behind it--and apparently, the clothing he's wearing underneath is highly flammable, as he's turned into a living (and screaming) pillar of flames!
OOC Comments
Pride: 1 Wound
Envy: 3 Wounds and on fire. Ow.
Both are also Shaken.
GM Bennies (7th SET, Joker's Jokers): 5/8
OOC Comments
GMC Bennies:
  • Xavier 0/2 (TI 3; Int 1; PPE 29)
  • Synn 1/2
  • Lust 0/1 Burn: 2 Wounds: Incap
  • Wrath 0/1 Burn: 2 Wounds: Incap
  • Sloth 0/1 Burn: 1 Wounds: 1 IRS Used: 2
  • Pride: Dead
  • Avarice 0/1 Burn: 1 IRS Used: 1 Wounds: 2
  • Envy 0/1 Burn: 2 Wounds: Incap
  • Gluttony 0/1 Burn: 1 Wounds: Incap

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Calyx
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Re: Missing! Blood on the Water

Post by Calyx » Fri Aug 10, 2018 9:20 am

Shooting More Than Once
RoF 3. +2 from Helmet, +2 from Rifle, -2 Full-Auto. -2 Multiple Action.
Shooting die 1d6 = 3: 3, Shooting die 1d6 = 5: 5, Shooting die 1d6 = 2: 2, Wild die 1d6 = 1: 1.
Extra Effort (to apply to all of them) 1d6 = 5: 5.

Damage is 3d6+2, AP 2.
Pride 1 (Raise): 3d6 = 3: 1, 1, 1, Raise 1d6 = 5: 5
-Benny to reroll damage: 3d6 = 10: 5, 3, 2, Raise 1d6 = 6: 6, Ace 1d6 = 5: 5 = 23, AP 2.
Pride 2 (Raise): 3d6 = 11: 1, 5, 5, Raise 1d6 = 1: 1 = 14, AP 2.
Envy 1 (No Raise): 3d6 = 11: 2, 4, 5 = 13, AP 2.
For once, Calyx didn't kick on his electrical aura. He didn't fire a lightning bolt either. Instead, he pulled up the formerly-Coalition rifle and let loose a barrage of laser fire towards the two Juicers, focusing more on the one that was barely hurt. The smile on his face slowly faltered and then died, turning in to angry confusion, as at first it didn't look like his blasts seemed to do much. But then both seemed to show more signs of injury and he thought maybe he'd been able to do a bit more. "Meh. I like lightning better, but this isn't terrible."
Last edited by Calyx on Fri Aug 10, 2018 9:55 am, edited 3 times in total.
Calyx Calder
Character Summary
Human Zapper

Active effects:
Wounds::

Parry: 6 (7 w/ vambraces); Toughness: 16(9)
Weapon in hand: Vibro-Blade Vambraces or Kolytik

Edges: AB Psionics, Danger Sense, Luck, Major Psionics, Quick, Rapid Recharge, Rich

Powers: Armor, Boost/Lower Trait, Deflection, Telekinesis
ISP: 21/30

Charisma: 0
Bennies: 1

Adventure Card:
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
Currently playing in: 7th Set Joker's Jokers

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Freemage
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Re: Missing! Blood on the Water

Post by Freemage » Fri Aug 10, 2018 9:42 am

Calyx's shots aren't as powerful as his lightning bolt, it's true, but Pride, at least, was already on his last rope--the shot is enough to pitch him over the railing, a hiss of steam rising from his burning clothes as he submerges. Likewise, Envy, already spun round twice by Jacob's Hammer, gives a cry of pain as the shot lances her shoulder.
OOC Comments
15(6) Toughness becomes 13 (4) after the AP. Both of the targets were Shaken, and since they were already Shaken, that means you did another Wound to each. Pride's dead, Envy's at two wounds. Fox is up.
GM Bennies (7th SET, Joker's Jokers): 5/8
OOC Comments
GMC Bennies:
  • Xavier 0/2 (TI 3; Int 1; PPE 29)
  • Synn 1/2
  • Lust 0/1 Burn: 2 Wounds: Incap
  • Wrath 0/1 Burn: 2 Wounds: Incap
  • Sloth 0/1 Burn: 1 Wounds: 1 IRS Used: 2
  • Pride: Dead
  • Avarice 0/1 Burn: 1 IRS Used: 1 Wounds: 2
  • Envy 0/1 Burn: 2 Wounds: Incap
  • Gluttony 0/1 Burn: 1 Wounds: Incap

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PFC Fox Simmons
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Re: Missing! Blood on the Water

Post by PFC Fox Simmons » Tue Aug 14, 2018 9:19 pm

Jakob's clamouring up the side of the boat created enough noise that Fox was certain he could engage his hovers and reach the top deck. It was a shame that the moon was on the opposite side of the sky because the SAMAS silouhette was almost as terrifying as seeing them upclose.

Fox's position has him hovering above the deck about twenty feet. Perfect positioning to aid in almost any situation. The juicers look to be the most pressing matter at the moment. Envy had already knocked down Echo and his HUD was showing weak signs for her.

Swinging the huge railgun effortlessly into position, Fox flicked on the comms,

"Jokers all clear."

Fox sights in using the HUD and levels the railgun for a solid burst on the juicer identified as Envy.
Rail Gun Auto Fire 3 Round Burst
    • Edges
    • Ace: +2 to Piloting PAs, May spend Bennies to Soak. [Novice 2]
    • Combat Ace: Ignore MAP for Piloting and Shooting in same round. [Novice 3]
    • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA. [MARS PA Soldier]
    • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto. [Seasoned 2]
    • Shots Fired
    • Shooting 1 1d10 = 3: 3
    • Shooting 2 1d10 = 3: 3
    • Shooting 3 1d10 = 7: 7
    • Wild Auto Fire 1d6 = 4: 4
    • Damage Done
    • Damage 1 2d10+4 = 13: 2, 7 (AP 10)
    • Damage 2 2d10+4 = 6: 1, 1 (AP 10)
    • Damage 3 2d10+4 = 18: 4, 10 (AP 10)
Envy is a hot mess and Fox is glad he didn't injure Echo any further as he blacked out in anger and rage right as he squeezed the trigger.
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision

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SnackHappy
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Re: Missing! Blood on the Water

Post by SnackHappy » Wed Aug 15, 2018 8:46 pm

Agility
Agility: 1d10+2 = 11: 9
Wild: 1d6+2 = 6: 4
Badassary
Running to the edge and shooting. 13 to hit
Shooting: 1d12+2 = 13: 11
Wild: 1d6+2 = 7: 5
Hit with Raise: 3d10+6 = 31: 8, 10, 7 + 1d6 = 4: 4
Ace: 1d10 = 3: 3
Damage: 38
Jumping off the edge to smash. 16 to hit
Swing.
Fighting: 1d8 = 6: 6 Benny for EE: 1d6 = 6: 6 Ace: 1d6 = 4: 4
Wild: 1d6 = 2: 2
Hit with Raise: 1d8 = 8: 8 + 1d10 = 10: 10 + 4d6+2 = 21: 5, 6, 3, 5
Aces: 1d8 = 6: 6 + 1d10 = 7: 7 + 1d6 = 2: 2
Damage: 54
Cestus Sweep at the remains upon landing:
Fighting: 1d8 = 6: 6
Wild: 1d6 = 4: 4
Hit?: 3d8+2 = 13: 1, 4, 6
Damage: 13 AP4
Falling Damage: 1d6+1 = 4: 3
Seeing Chok'lat run up and deal with wrath and shoot another, Jacob decides to show the team he isn't only capable in his armor. He runs to the side and shoots Lust with a blast of plasma. Not waiting to see the effects he leaps off the ledge bringing the hammer down on her falling carcass. As he lands with a thunderous bang announcing his presence he sweeps with his tail clearing the nearby skeletons with ease. Screaming out "Who wants some?!"
Last edited by SnackHappy on Thu Aug 16, 2018 8:50 pm, edited 14 times in total.
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver
Skills: Notice d8, Repair d8 +2, Knowledge(Electronics) d6, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium RailGun (chest) | (Range 100/200/400, Damage 3d10+4, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • 2 × Mini-Missile Launchers (chest) | (Range 100/200/400, Damage 5d6, RoF 1, AP 6, 12 Shots, Mega Damage, SBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Ammo:
  • 59 mini-missiles
    450 railgun rounds
    80 shots for Flamethrower
Credits: 7,790

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Peace, Spill the Beans, Renown
Bennies: 2/3

Currently playing in: 7th Set Joker's Jokers

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Chok'lat
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Re: Missing! Blood on the Water

Post by Chok'lat » Wed Aug 15, 2018 10:47 pm

Agility
Agility to interrupt (presumably)
1d12 = 1: 1

WD Agility
1d6 = 3: 3

Benny to reroll, because, holy crap, with Elan
1d12+2 = 5: 3

WD Ag with elan
1d6+2 = 5: 3

Benny from Fox because he's cool and these rolls suck, with Elan
1d12+2 = 12: 10

WD Ag with Elan, take 2
1d6+2 = 6: 4
Fighting - 4 wounds to Wrath
Improved Frenzy - Wrath Lobotomy
1d10+2 = 12: 10

Damage with raise
1d12+2 = 10: 8
1d10 = 1: 1
1d6 = 3: 3

Benny reroll damage because huh?
1d12+2 = 7: 5
1d10 = 3: 3
1d6 = 3: 3

Now it's a matter of principle: Benny for additional reroll
1d12+2 = 14: 12
1d10 = 5: 5
1d6 = 5: 5
Ace d12 plus prior
1d12+24 = 27: 3

1d10+2 = 7: 5

Damage
1d12+2 = 7: 5
1d10 = 3: 3

Benny reroll damage
1d12+2 = 5: 3
1d10 = 10: 10

Ace with prior
1d10+15 = 19: 4

WD Fighting
1d6+2 = 5: 3
Shooting
ROF 3 GAW slug - AP 2
1d12+5 = 14: 9
1d12+5 = 10: 5
1d12+5 = 16: 11

Damage round 1 with raise 18
2d12+2 = 17: 5, 10
1d6 = 1: 1

Damage round 2 with raise 22
2d12+2 = 17: 4, 11
1d6 = 5: 5

Damage round 3 with raise 17
2d12+2 = 16: 10, 4
1d6 = 1: 1

WD
1d6+5 = 9: 4
Chok'lat takes one glance at Fox, who gives him a simple nod. He then rushes over to the ladder, where he greets Wrath. "Hey! Chok'lat got something for you!" With that, the brodkil jams his sword down onto the hapless juicer, severing many vital blood vessels and neural pathways in the head and neck area. Wrath would be REALLY angry to see what happened to him. Alas, his last sight was a grinning demon.
Lust received much the same treatment, though she somehow managed to survive several blasts from Chok'lat's laser rifle. "Why don't you die?! Chok'lat's gonna stomp you into bloodmud!" The demon growls, clearly enraged that this boygirl didn't cooperate and die.
Chok'lat
Chok'lat
Bennies: 4 (+1 interlude)
Current Status:
Wounds / Fatigue: 0 / 0
Active Effects: None
Parry: 12, 9 without shield
Toughness: 19 (6), +6 vs ranged
Weapon in Hand:
NG-L5 Laser Rifle: Range 25/50/100; Damage: 3d6; AP 1; ROF: 1; Shots: 20; Weight: 14 lbs; Notes: min Str d6, Semi Auto
Shield of Faith
Adventure Cards:
  • Seize the Day: The character acts as if he had drawn a Joker this combat round.
    Cutting in Line: Draw 3 initiative cards and keep the highest.
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Herra
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Re: Missing! Blood on the Water

Post by Herra » Thu Aug 16, 2018 7:47 am

Healing 6, success
Psionics 1d10-2 = 0: 2
Wild 1d6-2 = 2: 4

benny
1d10 = 8: 8
1d6 = 4: 4
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Freemage
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Re: Missing! Blood on the Water

Post by Freemage » Thu Aug 16, 2018 8:42 am

OOC Comments
Interrupt rolls:
Wrath Agility 1d10 = 4: 4
Wild Wrath 1d6 = 6: 6
Ace Wrath Running Total 1d6+6 = 10: 4

Lust Agility 1d10 = 6: 6
Wild Lust 1d6 = 3: 3


Synn 1d12 = 9: 9
Wild Synn 1d6 = 1: 1

Skellingtons (If Necessary):
Agility: 1d6 = 5: 5
Group Die: 1d6 = 3: 3

Wrath Soak 4 Wound Hit (0/1 Bennie):
Vigor 1d12+2 = 9: 7
Wild Vigor 1d6+2 = 4: 2
Second Shot Incaps Wrath.

Lust takes first shot (1 wound, no penalty from wounds)
Lust attempts to soak Second Shot
Vigor 1d12+2 = 14: 12
Wild Vigor 1d6+2 = 7: 5
(I could keep rolling, but no point--fully soaked shot 2).
Lust takes 1 Wound from Second Shot. 2 wounds, no bennies.
GM Bennies (7th SET, Joker's Jokers): 5/8
OOC Comments
GMC Bennies:
  • Xavier 0/2 (TI 3; Int 1; PPE 29)
  • Synn 1/2
  • Lust 0/1 Burn: 2 Wounds: Incap
  • Wrath 0/1 Burn: 2 Wounds: Incap
  • Sloth 0/1 Burn: 1 Wounds: 1 IRS Used: 2
  • Pride: Dead
  • Avarice 0/1 Burn: 1 IRS Used: 1 Wounds: 2
  • Envy 0/1 Burn: 2 Wounds: Incap
  • Gluttony 0/1 Burn: 1 Wounds: Incap

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Freemage
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Re: Missing! Blood on the Water

Post by Freemage » Fri Aug 17, 2018 7:36 pm

OOC Comments
Skellingtons: On Hold

SnackHappy (Q, ILH): RJ, JH, 7D (RED JOKER--Deck refreshes, all PCs get a Bennie!)
Chok'lat: KS

Synn/Seven Deadlies (Q): 3H KD

Fox: 10H
Echo: 9C
Herra: 8D

Xavier: 8S

Calyx (Q): 7H
Growler (Q): 7C
Henry: 2S
As Pride sinks into the watery grave, and Envy collapses to the ground, SnackHappy and Chok'lat both realize that more are coming up the ladder, and Echo is still down! Springing into action, Chok'lat rushes forward and strikes down "Wrath" as he comes up out of the hole, and then lights up "Lust", staggering... her? He's not quite sure on that point. Not that SnackHappy cares about it, either. He runs up next to Chok'lat, shooting his plasma ejector and roasting him... her... very well done. Realizing that there is more work to be done, he then leaps down into the dark hole, lashing out with the Tail Cestus, clobbering the swarm of skeletons standing at the base.

But there's no time to celebrate, as he quickly discovers he's stepped into something akin to hell on Earth.

It is pitch-black, other than the light from his own armor. But he has sensors and illumination to see more than perhaps he'd really want to. Along the walls are captives--the missing people, it would appear. They are dressed in rags or naked, hands shackled to the walls over their heads. Virtually all show signs of extensive physical abuse--bruises, seeping wounds, some discolored badly, indicating gangrene or other infections. A few manage to cheer as he lands on the fallen Lust, crushing the androgyne Juicer. More shout and plead warnings (one, a dwarf, bellows, "Look out! The leader just disappeared!"), or beg for help. Others... perhaps the majority, at this point--just seem to watch, hollow-eyed and expressionless.

But even before he can process all of that, Jacob finds himself beset by a trio of attackers. Two more symbol-adorned Juicers move in on him--the first a woman nearly as rotund as the Grackletooth; the second bearing a better quality of JA laser rifle than the rest of the group, and his Juicer Plate looking modified as well, actually integrated with his IMRSS. In addition, a creature of nightmares comes up--a Juicer, yes, but no longer among the living. The hollow eyes seem to blaze with an eternal hatred of the living. This figure's armor bears the seven symbols on the others' suits, in a circular arrangement, with a final symbol in the center.

Behind them, he can see yet another Juicer near the center of the hold; this one is languidly pointing his rifle towards the hatch above. Completing the horror-show, another assembly of Skeletons comes marching from the aft of the ship, laser pistols firing pulses of light at him, heedless of the risk to the Juicers standing next to him.

Avarice and Gluttony both manage to land solid, painful blows, but the mighty Grackletooth remains standing, weathering them, though not without cost. Then the Murder Wraith steps up and swings, but fails to connect. And while the lasers of the skeletons find their mark, they bounce harmlessly off Jacob's armor--at the end of the massive onslaught, Jacob is badly injured, but still upright.
OOC Comments
Okay, Jacob is Fearless because of the Tail Cestus, which means he does NOT roll a Fear check for the Murder Wraith, Synn. Anyone else who comes down here who is not also Fearless must do so, however; likewise, if the hatch is opened, everyone on deck should roll at that point.

The two Juicers are attacking at the same time to gain Gang-Up bonuses, but the Murder Wraith is holding back. +1 for both Avarice and Gluttony from Gang-Up. Each of them will spend a Burn on the damage for their first attack that hits with a Raise. (no raise, no burn on damage).

So, first the Juicers attack (SnackHappy Parry 8, Toughness 20 (9)):

Avarice Standard Imp. Frenzy Attack, +1 from Gang-up with Gluttony:
Avarice Fighting 1d10+1 = 4: 3
Avarice Imp. Frenzy 1d10+1 = 11: 10 Ace Running Total 1d10+11 = 12: 1
Avarice Wild Fighting 1d6+1 = 5: 4
1 Hit with Raise: Burn die added to damage: 2d8+2 = 17: 8, 7 + 2d12 = 10: 1, 9 + 1d6 = 6: 6
Ace running total 1d6+33 = 38: 5 AP 2 = 18 pts = 4 Wounds

Gluttony Imp. Frenzy Attack (+2 Hit, +2 Damage, -2 Parry this round):
Gluttony Fighting 1d10+1 = 8: 7
Gluttony Imp. Frenzy 1d10+1 = 11: 10 Ace 1d10+11 = 16: 5
Gluttony Wild Fighting 1d6+1 = 6: 5
Hit Damage: 1d12 = 9: 9 + 2d8 = 10: 3, 7 + 2 = 21 AP 2: Shaken
Raise Damage (Spend Burn): 2d12 = 12: 1, 11 + 2d8 = 10: 3, 7 + 1d6 = 2: 2 = 26 AP 2 = 2 Wounds

Next up: Synn (Murder Wraith):
Synn Fighting 1d12 = 3: 3
Synn Imp. Frenzy 1d12 = 4: 4
Wild Fighting 1d6 = 4: 4
Swing, Swing and Double-Miss!

Finally, the Skeleton Firing Squad. They're firing 3RB, so +2 to hit/damage, but then are at -1 due to cover, and also subject to Innocent Bystanders (on a 1, they hit one of Snack's three attackers):
Skeleton Shooting 1d6+1 = 3: 2 Miss
Skeleton Shooting 1d6+1 = 4: 3 Hit Damage 2d6+3 = 10: 2, 5 AP 2
Skeleton Shooting 1d6+1 = 4: 3 Hit Damage 2d6+3 = 7: 3, 1 AP 2
Skeleton Shooting 1d6+1 = 6: 5 Hit Damage 2d6+3 = 5: 1, 1 AP 2

No effect!

Important Stats:
Gluttony, Avarice & Sloth: Parry: 7; Toughness: 15 (6), -2 Uncanny Reflexes
Synn: Parry: 8; Toughness: 19 (6), -2 Uncanny Reflexes
Xavier: Who? Where? I see no Xavier....

.
Round 2 Map, post-SnackAttack
BloodOnWaterRoundTwo.jpg
GM Bennies (7th SET, Joker's Jokers): 5/8
OOC Comments
GMC Bennies:
  • Xavier 0/2 (TI 3; Int 1; PPE 29)
  • Synn 1/2
  • Lust 0/1 Burn: 2 Wounds: Incap
  • Wrath 0/1 Burn: 2 Wounds: Incap
  • Sloth 0/1 Burn: 1 Wounds: 1 IRS Used: 2
  • Pride: Dead
  • Avarice 0/1 Burn: 1 IRS Used: 1 Wounds: 2
  • Envy 0/1 Burn: 2 Wounds: Incap
  • Gluttony 0/1 Burn: 1 Wounds: Incap

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SnackHappy
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Re: Missing! Blood on the Water

Post by SnackHappy » Fri Aug 17, 2018 8:13 pm

OOC Comments
1st Benny to Soak the 4 Wound hit
Vigor: 1d8+2 = 9: 7
Wild: 1d6 = 4: 4
2nd Benny Reroll
Vigor: 1d8 = 8: 8 Ace: 1d8+8 = 13: 5 Forgot +2 from Joker
Wild: 1d6 = 4: 4

3rd Benny for 2 Wound hit
Vigor: 1d8+1 = 2: 1
Wild: 1d6+1 = 4: 3
4th Benny to unshake between hits.
Grinning as the juicers hit him, Jacob does his best to shrug off his wounds roaring in defiance. Confident the rest of his squad will soon rain death upon them.
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver
Skills: Notice d8, Repair d8 +2, Knowledge(Electronics) d6, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium RailGun (chest) | (Range 100/200/400, Damage 3d10+4, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • 2 × Mini-Missile Launchers (chest) | (Range 100/200/400, Damage 5d6, RoF 1, AP 6, 12 Shots, Mega Damage, SBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Ammo:
  • 59 mini-missiles
    450 railgun rounds
    80 shots for Flamethrower
Credits: 7,790

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Peace, Spill the Beans, Renown
Bennies: 2/3

Currently playing in: 7th Set Joker's Jokers

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PFC Fox Simmons
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Re: Missing! Blood on the Water

Post by PFC Fox Simmons » Mon Aug 20, 2018 8:34 pm

Fox's HUD lights up as Jakob engages one, then two, and three juicers in the hold. As Jakob takes hits, Fox's HUD registers the incoming fires and Fox realizes that Snack has his back against the proverbial wall.

Sound system filters on the team radio freq allow Fox to filter out the screams, moans, shouts, and the warning that someone of importance is missing.

"Calyx. Herra. Henry. Stay topside. Keep your other eyes open for a missing individual of your persuassion."

"Growler. I trust you to make use of your natural talents."

"Chok'lat. Brace yourself we are going down a floor."
Flight In, Piloting 6
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
    Ace: +2 to Piloting PAs, May spend Bennies to Soak.
    Combat Ace: Ignore MAP for Piloting and Shooting in same round.
    Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
    MAP: -2 Agility
  • Piloting 1d10+2 = 4: 2
  • Wild 1d6+2 = 6: 4
Fox levels down in flight and flies low and slow to Chok'lat. Grabbing Chok'lat under SAMAS's left arm, Fox levels flight and turns towards the hold.
Ripping the Hold, Strength 18
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
    MAP: -2 Strength
  • Strength 1d12+5 = 10: 5
  • Wild 1d6+5 = 11: 6
  • Aced Wild 1d6+11 = 17: 6
  • Super Aced Wild 1d6+17 = 18: 1
The hatch on the hold must be weakened because with SAMAS's right hand Fox grabs the lip and wads it up like a large tin foil ball. Holding it in one arm, Fox/SAMAS tosses it over the edge of the derelict after Pride. Noting to himself that Pride went before the Fall, Fox sees a sizeable splash and hears the crumpled hatch sink.

Focusing on the hold, Fox descends with Chok'lat and sees the skellingtons, the survivors, and finally registers the Murder Wraith.
Flight Down, Piloting 11
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
    Ace: +2 to Piloting PAs, May spend Bennies to Soak.
    Combat Ace: Ignore MAP for Piloting and Shooting in same round.
    Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
    MAP: -2 Agility
  • Piloting 1d10+2 = 11: 9
  • Wild 1d6+2 = 6: 4
Fear/Nausea Check, 4
  • Vigor 1d8 = 4: 4
  • Wild 1d6 = 4: 4
When SAMAS touches down on the deck below, Fox leans over and whispers to Chok'lat, "Go easy on them."

When Chok'lat looks at Fox with a quizzical look, Fox raises the blast shield on his helmet, and smiles a very big grin. The deck echoes with the high pitched screams that drown out almost everything else as Fox fires up SAMAS's rail gun.

"Hey Lucy you got some splainin to do!"
Positions
Chok'lat I4
Fox J4
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision

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Freemage
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Re: Missing! Blood on the Water

Post by Freemage » Tue Aug 21, 2018 7:53 am

OOC Comments
XS 1d10 = 5: 5
WXS 1d6 = 5: 5

XGD 1d10 = 6: 6
WXGD 1d6 = 3: 3

XOBB 1d10 = 3: 3
XWOBB 1d6 = 3: 3
EE 1d6+5 = 9: 4
D 6d6 = 28: 6, 6, 3, 4, 5, 4 Aces 2d6+28 = 36: 4, 4

XResEDA 1d10-2 = 5: 7
XWSC 1d6 = 3: 3
.
There's more than a little confusion as Fox lands--apparently a suit of flight-capable Power Armor giving a lift to a cybernetic demon was not something any of them had planned for. Many of the poor souls along the wall, of course, panic at the sight of a new horror, presumably here to steal them from the Necromancer's Death Cult just to make them all into stew. Others plead with the demon to make their ends quick. And a few actually seem to comprehend that this is definitely a rescue, and simply cheer. (It should be noted, though, that a large portion of them simply watch, resigned and uncaring. It's the sight of these broken, hopeless souls and the nightmarish conditions they have been held in that is, in many ways, the most demoralizing to the Jokers.)

Even as Fox and Chok'lat touch down in the hold, Fox is struck by a massive wave of dark energy. It seems to reach into the very essence of his being, attempting to warp it, and rip the very soul from his body.
Player Directions
Fox needs to Soak. He took a direct hit from a Soul Blast variant Onslaught. He doesn't get his Armor, but he does get half his Spirit added to Toughness. The Toughness boost from his Armor does apply, so he ends up with, I believe a net Toughness of 14 against the blast (Vigor d8, Spirit d8, Brawny, SAMAS: 4+2+4+1+3 = 14). The shot did a total of 36 Damage, so 22 = 5 Wounds.

Once that's done, we're in the bottom of the round: Henry, Calyx, Growler, Echo.

Until the next time Xavier's card comes up, people can make Notice -8 rolls to target him with attacks (if someone else that goes before you succeeds, you can hit the square with AoE effects, legitimately). Attackers can lower this penalty with Detect Arcana (-4) or Exalted Detect Arcana (No Penalty), IF they succeed at an Arcane Skill roll, Difficulty 7, first (the skill check is free, but if you actually have to cast the power first, that takes its usual action cost for your character). Note that direct attacks are at the same penalties as the Notice roll, for your character; AoE attacks are not affected by the penalty. In addition, direct attacks are also at a -2 Greater Deflection penalty.
GM Bennies (7th SET, Joker's Jokers): 5/8
OOC Comments
GMC Bennies:
  • Xavier 0/2 (TI 3; Int 1; PPE 29)
  • Synn 1/2
  • Lust 0/1 Burn: 2 Wounds: Incap
  • Wrath 0/1 Burn: 2 Wounds: Incap
  • Sloth 0/1 Burn: 1 Wounds: 1 IRS Used: 2
  • Pride: Dead
  • Avarice 0/1 Burn: 1 IRS Used: 1 Wounds: 2
  • Envy 0/1 Burn: 2 Wounds: Incap
  • Gluttony 0/1 Burn: 1 Wounds: Incap

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PFC Fox Simmons
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Re: Missing! Blood on the Water

Post by PFC Fox Simmons » Tue Aug 21, 2018 9:47 am

Fox has not even had seconds to get his feet planted on the deck when his soul is wracked in torment and pain.
Soul Rack, Vigor 13
  • Vigor 1d8 = 1: 1
  • Wild 1d6 = 5: 5
    Benny for Reroll (4 of 7 remaining)
  • Vigor 1d8 = 8: 8
  • Aced Vigor 1d8+8 = 13: 5
  • Wild 1d6 = 6: 6
  • Aced Wild 1d6+6 = 9: 3
FLASHBACK wrote:There was once when Fox was in the Senate Building on Coruscant that he had felt something like this. The pain was excruciating and it had nearly killed him and his three man escort for Senator Palpatine. Video footage later showed that it had only been the five of them in the Senator's Quarters, which could only mena that the Senator had done it. Fox had never been able to prove it though.
"Jokers. The mystery man is on deck below."

Fox goes to one knee trying to hold his chest but is hampered by the Power Armor. He is using the barrel of the railgun to keep himself from toppling over.
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision

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Calyx
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Re: Missing! Blood on the Water

Post by Calyx » Wed Aug 22, 2018 10:24 am

Calyx glanced at Echo as he made his way towards the hatch. "You gonna be okay?" He asked more out of politeness rather than any ability to help if she wasn't okay - he didn't have any healing powers or ability. Something to think about maybe.

He put away his rifle, ignoring Fox's 'orders' and jumped down in to the hold through the hatch, immediately rearing back a bit in shock. "Fuck! Skeletons??" He kicked on his electrical aura, though he wasn't sure if electricity - or, hell, even lasers - were very good against animated skeletons. "What the hell, man! We get the weirdest shit!"

He called out over the coms, "Fox! I didn't listen! I came in t'the hold! I made a bad decision an' I need t'take these skeletons down or it's game over, man! GAME OVER!" The soldier voice came back in his ear, and Calyx frowned incredulously. "Got it! Skeletons're vulnerable t'elect - are you kiddin' me??" But it was too late - the electrical energy was expanding outwards from him already.
Notice 5
Notice die 1d6 = 4: 4, Wild die 1d6 = 5: 5.
Vigor check 5
Vigor die 1d6 = 5: 5, Wild die 1d6 = 4: 4.
Electrical Aura 31 damage MBT
Electrical Aura (Medium Burst Template) - should hit skellingtons and sloth I think you said.
Damage 3d8 = 11: 3, 7, 1.

Eff that. Benny to reroll. 3d8 = 14: 6, 1, 7.

Fox Benny, which is more...cunning? 3d8 = 19: 8, 8, 3, Ace 2d8 = 12: 6, 6.
Calyx Calder
Character Summary
Human Zapper

Active effects:
Wounds::

Parry: 6 (7 w/ vambraces); Toughness: 16(9)
Weapon in hand: Vibro-Blade Vambraces or Kolytik

Edges: AB Psionics, Danger Sense, Luck, Major Psionics, Quick, Rapid Recharge, Rich

Powers: Armor, Boost/Lower Trait, Deflection, Telekinesis
ISP: 21/30

Charisma: 0
Bennies: 1

Adventure Card:
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
Currently playing in: 7th Set Joker's Jokers

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Growler
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Re: Missing! Blood on the Water

Post by Growler » Wed Aug 22, 2018 8:11 pm

Vigor 7
Vigor (+4 due ARES Fear Resist)
  • Vigor: 1d8+4 = 7: 3
    Wild: 1d6+4 = 7: 3
    Result: 7 - Success.
Psionics
Psionics for Succor on Echo (+3 for 3 Extra ISP - Total 4 ISP)
  • Psionics: 1d8+3 = 10: 7
    Wild: 1d6+3 = 5: 2
    Result: 10 - Success with Raise. Remove 2 Levels of Fatigue from Echo.
Notice 7, 9 Success. Invisible Mage Found
Notice at TN 7 (+2 due Scent)
  • Notice: 1d8+2 = 7: 5
    Wild: 1d6+2 = 3: 1
    Result: 7 - Success.
Notice at TN 8 (+2 due Scent)
  • Notice: 1d8+2 = 4: 2
    Wild: 1d6+2 = 5: 3
    Extra Effort: 1d6+2 = 4: 2 (Elan)
    Result: 9 - Success.
Moving up to Echo, Growler lays his hand on the... blob and concentrates.

"Pack is Pack. This will help you."

"I can smell the invisible mage. It is over there..." *Insert Invisible Mage's Position*


Looking over into the hold, Growler takes in the scene below.

"These Murder Wraith and Juicers are even worse than the Coalition...""
Last edited by Growler on Wed Aug 22, 2018 8:35 pm, edited 7 times in total.
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 [11] (d10) ; Parry: 8; Toughness: 19 (8)
ISP: 2 / 10

Active Powers:
Quickness with Jazz (+2 Pace, +1d Agility)

Bennies: 0/3
  • -1 due Extra Effort on Missing! Day 1
  • +1 due SnackHappy Joker
  • -1 due Extra Effort to Locate Invisible Mage
  • -1 due Extra Effort to shoot Avarice
  • -4 to Re-Roll Damage to Door
  • +3 due to EP
  • -1 to reroll attack on Necromancer
OOC Comments
Skills
  • Notice: 1d8 (+2 with Scent; +2 for Traps)
  • Survival: 1d8 (+2 With Woodsman)
  • Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
  • Stealth 1d10 (+2 in Wilderness or Urban)
  • Fighting: 1d12
  • Shooting: 1d12
  • Knowledge (Arcana): 1d4
  • Psionics: 1d8
  • Intimidation: 1d6
  • Taunt: 1d6

Abilities
  • Exceptional Rapid Recharge (1 ISP/5 Minutes)
  • Slow Regeneration (Natural Healing Roll Each Day)
  • +4 vs. Fear, Mind Control, and Magic
  • +2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties

http://savagerifts.com/sr/ucp.php?i=pro ... =signature

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Henry_Price
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Re: Missing! Blood on the Water

Post by Henry_Price » Wed Aug 22, 2018 8:11 pm

Vigor 5, Mysticism to Penetrate 8 (due to RFT auto ace benny) Notice of 8 vs TN 4, Boost/Lower Mysticism of 9, Dispel 11
Vigor 1d6 = 5: 5
Wild Die 1d6 = 2: 2

Mysticism 1d10 = 3: 3
Wild Die 1d6 = 4: 4

Benny to reroll
Mysticism 1d10 = 4: 4
Wild Die 1d6 = 4: 4

Second Benny to reroll
Mysticism 1d10 = 3: 3
Wild Die 1d6 = 3: 3

Third Benny (yikes)
Mysticism 1d10 = 3: 3
Wild Die 1d6 = 2: 2

Spent EP for Auto Ace of Mysticism, giving me a result of 8 which defeats the roll of the evil necromancer

Notice 1d4+2 = 4: 2
Wild Die 1d6+2 = 8: 6

MAP
Boost/Lower Mysticism (with Auto-Raise)
Mysticism 1d10-2 = 7: 9
Wild Die 1d6-2 = 0: 2

Dispel
Mysticism 1d12-1 = 6: 7
Wild Die 1d6-4 = 2: 6
Explode 1d6 = 3: 3
Extra Effort (From Steven) 1d6 = 5: 5
Henry stares down into the ship, stares as hard as he can. After what seems like forever, he sees, something. He looks upward and closes his eyes, whispering the sacred words. His head again looks into the abyss, dark eyes clearly fixating on a point. Any near him with the sight see something ripple, moving quickly from his body toward the spot he's looking at. He frowns as nothing happens.
Last edited by Henry_Price on Wed Aug 22, 2018 9:14 pm, edited 10 times in total.
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.

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Freemage
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Re: Missing! Blood on the Water

Post by Freemage » Wed Aug 22, 2018 8:22 pm

Sloth soak 2 wounds
Sloth Soak 4 Wounds 1d10 = 3: 3
Wild Vigor 1d6 = 3: 3
Burn 1d12 = 5: 5
-1 Benny, -1 Burn

Resist Dispel Invisibility 1d10 = 9: 9
Wild Spellcasting 1d6 = 1: 1
Extra Effort 1d6+11 = 14: 3

Resist Dispel Deflection 1d10 = 8: 8
Wild Spellcasting 1d6 = 1: 1
Calyx completely overcooks the skeletons, causing their bones to explode inside their armor, falling to the ground in an ungainly heap, and also leaves Sloth badly battered as the scent of ozone fills the hold. Meanwhile, both Growler and Henry are able to pinpoint the Necromancer's position, standing just behind the Juicer dubbed Gluttony (on the far side from Jacob, space F4). Henry, with his augmented vision, actually sees the vile man, wearing what seems to be a heavily modded suit of Triax armor. In a true perversion, Henry realizes it's the medic suit. Surrounding the suit, he can also see twisted, swirling forms of tormented souls, apparently ready to intercept blows directed at the Necromancer.

Henry's subsequent attempt to destroy the spells on the dark mage fails to render him visible to his companions, but it does manage to free the bound souls that the craven monster was using as a shield.

Growler decides to get Echo back in the game, eliminating the exhaustion she felt from being struck low just a moment ago. Her own resistance to pain means she can act freely, though perhaps still needing to be cautious until she manages to restore her substance from the Ley Line.
GM Bennies (7th SET, Joker's Jokers): 5/8
OOC Comments
GMC Bennies:
  • Xavier 0/2 (TI 3; Int 1; PPE 29)
  • Synn 1/2
  • Lust 0/1 Burn: 2 Wounds: Incap
  • Wrath 0/1 Burn: 2 Wounds: Incap
  • Sloth 0/1 Burn: 1 Wounds: 1 IRS Used: 2
  • Pride: Dead
  • Avarice 0/1 Burn: 1 IRS Used: 1 Wounds: 2
  • Envy 0/1 Burn: 2 Wounds: Incap
  • Gluttony 0/1 Burn: 1 Wounds: Incap

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Echo
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Re: Missing! Blood on the Water

Post by Echo » Thu Aug 23, 2018 7:34 am

Spirit to Unshake and Vigor to Heal
Spirit to Unshake 1d10+2 -2 wounds = 1d10
Spirit 1d10+0 = 9: 9
Wild 1d6 = 2: 2

Vigor Roll to Eat Vigor 1d6, -2 for wounds, -2 MAP
Vigor 1d6-2 = 4: 6 Ace 1d6+4 = 5: 1 (forgot the -2) Extra Effort 1d6+3 = 7: 4 +2 Healer Edge
Wild Die 1d6-2 = 0: 2
Notice 4, ACTUALLY SEES HIM!
d12+4 -1 Wounds, -8 True invisible = 1d12-5
Echo Notice Roll: 1d12-5 = 4: 9
Notice Wild Die: 1d6-5 = -4: 1
As soon as she is knocked unconscious from the blow Echo’s mind naturally begins to merge with the ambient PPE in the environment. Her psychic awareness reaching out all it finds is fear, true, raw, refined fear. Trapped her mind reals it cannot hide, but only experience the horror and terror within the psychic environment Echo struggles to maintain any kind of self awareness, but is unable.

The seconds passing outside are experienced as an eternity in the psychic landscape as she spells that bind her identity begin breaking down, the terror preventing her from isolating her own self identity.

Suddenly within she feels warmth as her body is invigorated from the fatigue and exhaustion she had been suffering. Pulling herself together Echo tries to clear her head and looks for who this invisible creature is, paying special attention to her psychic awareness.

Moving over so that she can see the invisible assailant working unopposed on the battlefield Echo reaches out releases an aura of such horrible fear and terror it can overwhelm the soul and causes the foe and her allies near by to explode in lightning consuming their body and revealing them to the others.
Energy Control 10 to hit & 17 Damage, and Terror (Fear check at -2)
Energy Control
Terror for all enemies Fear -2

Spirit d10+2, -1 wounds, -2 MAP
Spirit 1d10-1 = 5: 6
Wild Spirit 1d6-1 = 5: 6 Ace 1d6+5 = 10: 5

Damage 3d6 = 7: 4, 1, 2
- Reroll Damage 3d6 = 13: 2, 6, 5 Ace 1d6+13 = 17: 4
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d10+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+4, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.

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Freemage
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Re: Missing! Blood on the Water

Post by Freemage » Thu Aug 23, 2018 9:27 am

OOC Comments
Fear Checks:
Xavier (Brave) 1d10 = 7: 7
Wild Spirit 1d6 = 5: 5

Avarice Spirit 1d6-2 = 3: 5
Wild Spirit 1d6-2 = 4: 6

Gluttony Spirit 1d6-2 = 4: 6
Wild Spirit 1d6-2 = 2: 4

Sloth Spirit 1d6-2 = -1: 1
Wild Spirit 1d6-2 = 4: 6

Synn Laughs at Fear

Avarice, Gluttony and Synn are all Shaken by the lightning attack, and remain so as Round 3 begins.

Villain Stats:
Avarice: Parry: 7; Toughness: 15 (6); Uncanny Reflexes -2, Shaken
Gluttony: Parry: 7; Toughness: 17 (6); Uncanny Reflexes -2, Shaken
Sloth: Parry: 7; Toughness: 15 (6); Uncanny Reflexes -2; 2 Wounds, Shaken
Synn: Parry: 8; Toughness: 19 (6); Uncanny Reflexes -2; Shaken; Can only be Shaken by anything other than arcane magic
Xavier: Parry: 5; Toughness: 18 (11); True Invisibility (If Located, may attack at -8 [no detection], -4 [Detect Arcana], No Penalty [Exalted Detect Arcana])
Skeletons: Smouldering heaps of splintered bone inside Maverick Body Armor.

Initiative
SnackHappy (Q, ILH): 2C, 8C, AH
Fox: AD

Xavier: KC Located, but still invisible; all direct attacks suffer a -8 Penalty (if no Detection), -4 (with Detect Arcana), or no Penalty (with Exalted Detect Arcana).

Herra: QH

Synn/Seven Deadlies (Q): 5H JS

Echo: 7H
Growler (Q): 6H
Calyx (Q): 6D
Henry: 3S
Chok'lat: 3H
Da Map, Round 3, Corrected!
BloodOnWaterRound3.jpg
GM Bennies (7th SET, Joker's Jokers): 5/8
OOC Comments
GMC Bennies:
  • Xavier 0/2 (TI 3; Int 1; PPE 29)
  • Synn 1/2
  • Lust 0/1 Burn: 2 Wounds: Incap
  • Wrath 0/1 Burn: 2 Wounds: Incap
  • Sloth 0/1 Burn: 1 Wounds: 1 IRS Used: 2
  • Pride: Dead
  • Avarice 0/1 Burn: 1 IRS Used: 1 Wounds: 2
  • Envy 0/1 Burn: 2 Wounds: Incap
  • Gluttony 0/1 Burn: 1 Wounds: Incap

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PFC Fox Simmons
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Re: Missing! Blood on the Water

Post by PFC Fox Simmons » Thu Aug 23, 2018 10:12 pm

"Snack. Chok'lat. You have back up. Ice that caster for me. I am taking Pokey up top."

Fox switches from hover to flight mode, flashes his vents at the Visible Three, grateful that fire and heat do little for the demon, and turns toward Sloth.

Switching to the PA system on SAMAS, "Come on Stinky. Let's see if you are any good for target practice."
Grappling (Fighting 14)
  • Fighting 1d8 = 8: 8
  • Aced Fighting 1d8+8 = 9: 1
  • Wild 1d6 = 5: 5
    Benny for Extra Effort (3 of 7)
  • Extra Effort 1d6 = 1: 1
    Adventure Card: Extra Effort
  • Extra Effort 1d6 = 4: 4
Flying in close with SAMAS, Fox goes toe to toe with the Murder Wraith.

Why would anyone ever aspire to be this?

Having grappled the Murder Wraith, Fox throws on his PA system, "Damn, man don't you bathe. You stink worse than sweaty wet feet in combat boots for five days."
Soak
  • Vigor 1d8 = 5: 5
  • Wild 1d6 = 1: 1
The struggle is real and the Murder Wraith connects a solid hit and Fox is grateful for the Power Armor that allows him to take the hits and keep on fighting.

Fox has a firm hold of the Murder Wraith and hovers left and then out of the hold and up into the early morning air. "You need a bath. So into the drink you go."

Flying away from the derelict, Fox heads SAMAS out towards the deeper waters of the lake, maxing out his move and elevation as much as possible, before releasing the Murder Wraith.
Soren's Comments
Okay, Move-and-Grapple is a weird gap in the rules. So I'm going to have to make this up on the fly.

If Fox is grabbing, flying as fast as he can away from the boat and dropping all in one round, I'm going to rule that he gets his flight speed, and with no Piloting rolls can get about 10" away from the side of the ship. If he makes a Piloting roll, he can turn at a sharper angle as soon as he gets out of the hold, and so can get about 15". Piloting at -2 means he can make a VERY sharp turn, and ends up about 20" away. [More]

At the end of the flight, then, he would drop the guy. The MW gets a Strength check to try to hold on (we'll use the 14 to be the base for that).
Piloting 7
  • -2 Sharp Turn
    +2 Piloting with ACE
  • Piloting 1d10 = 7: 7
  • Wild 1d6 = 5: 5
Shake Off, Strength 14
  • Strength 1d12+5 = 11: 6
  • Wild 1d6 = 6: 6
  • Aced Wild 1d6+6 = 9: 3 (+5)
Last edited by PFC Fox Simmons on Sun Aug 26, 2018 7:46 pm, edited 7 times in total.
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision

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Freemage
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Re: Missing! Blood on the Water

Post by Freemage » Thu Aug 23, 2018 10:49 pm

OOC Comments
Spend Benny to Unshake

First Strike 1d12 = 10: 10
Wild Fighting 1d6 = 1: 1
Raise Damage 1d10 = 5: 5 + 1d12+4 = 11: 7 + 1d6 = 6: 6
ACE running total 1d6+22 = 25: 3 25 AP 4 = 1 Wound to Fox

Resist Grapple 1d12 = 5: 5
Wild Fighting 1d6 = 3: 3

,
GM Bennies (7th SET, Joker's Jokers): 5/8
OOC Comments
GMC Bennies:
  • Xavier 0/2 (TI 3; Int 1; PPE 29)
  • Synn 1/2
  • Lust 0/1 Burn: 2 Wounds: Incap
  • Wrath 0/1 Burn: 2 Wounds: Incap
  • Sloth 0/1 Burn: 1 Wounds: 1 IRS Used: 2
  • Pride: Dead
  • Avarice 0/1 Burn: 1 IRS Used: 1 Wounds: 2
  • Envy 0/1 Burn: 2 Wounds: Incap
  • Gluttony 0/1 Burn: 1 Wounds: Incap

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SnackHappy
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Re: Missing! Blood on the Water

Post by SnackHappy » Fri Aug 24, 2018 10:33 am

OOC Comments
Cestus Sweep(-2 for Reflexes): 1d8-2 = 0: 2
Wild: 1d6-2 = 0: 2

Hammer Smash vs Gluttony: 1d8-2 = 3: 5
Wild: 1d6-2 = 0: 2

Shooting vs Gluttony: 1d12 = 2: 2
Wild: 1d6 = 2: 2
Facing off head to head against 3 juicers was more than one typically prepares for. Jacob did the best he could to keep the enemy focused on him. Each time he swung the juicers would block for themselves or for one another. He couldn't get through their defenses. All he hoped was his distraction bought enough time for the rest of the team to get in place and finish them off.
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver
Skills: Notice d8, Repair d8 +2, Knowledge(Electronics) d6, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium RailGun (chest) | (Range 100/200/400, Damage 3d10+4, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • 2 × Mini-Missile Launchers (chest) | (Range 100/200/400, Damage 5d6, RoF 1, AP 6, 12 Shots, Mega Damage, SBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Ammo:
  • 59 mini-missiles
    450 railgun rounds
    80 shots for Flamethrower
Credits: 7,790

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Peace, Spill the Beans, Renown
Bennies: 2/3

Currently playing in: 7th Set Joker's Jokers

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Freemage
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Re: Missing! Blood on the Water

Post by Freemage » Fri Aug 24, 2018 12:16 pm

OOC Comments
Rolls:

2 Spellcasting rolls, -2 MAP.

(MBT: Sloth, Chok'lat, Calyx [Immune because electricity], Echo)
Xavier Greater Slumber 1d10-2 = 8: 10 ACE 1d10+8 = 16: 8
Xavier Wild Spellcasting 1d6-2 = 3: 5
Technically, that should be 2 higher, because Necromancers and slumber go together like Cyber-Knights and stuffiness.
Raise: Spirit to resist at -4 to all in effect

Xavier Intangibility 1d10-2 = 4: 6
Xavier Wild Intangibility 1d6-2 = 2: 4

9 PPE spent

Sloth Spirit 1d6-4 = 2: 6 Ace 1d6+2 = 8: 6 Ace 1d6+8 = 14: 6 Ace 1d6+14 = 19: 5
Sloth Wild Spirit 1d6-4 = -2: 2
Huh. Who'd'a guessed?

True Invis: 3
Intangibility: 1

Echo and Chok'lat must both roll Spirit -4 or fall asleep. Failure means you're prone, and that you drop whatever weapon you have out (if any). Since it's Greater Slumber, anyone who fails needs to be physically jarred awake (this counts as a normal action by the person doing the waking-up). Finally, if you do fall asleep and are awakened, you have to roll Vigor or be at -2 Parry until your next action, due to violent muscle spasms.
Henry can see the Necromancer making some gestures, and suddenly, two of the Jokers feel their muscles and joints locking up in agony, threatening to knock them out completely. (Calyx also feels the surge of energy, but to him, it's nothing more than a tickle, easily countered by his own mastery of electrical energy.) To make matters worse, the Necromancer then slips through the floor into the lower hold, out of Echo's energy field.


*********
OOC Comments
Synn Strength 1d12+4 = 6: 2
Wild Strength 1d6+4 = 9: 5
Meanwhile, over the lake, Synn the Murder Wraith, very surprised to find himself there, now attempts to NOT be tossed into the water. Unfortunately for him, the SAMAS proves stronger than his supernatural strength, and into the dark waters he goes, skipping a few times across the surface. Of course, having gunned it so heavily to get out here, Fox is going to have to re-orient himself to get back.
OOC Comments
Okay, SAMAS maneuverability is a bit dodgy, but I'm going to adapt the vehicle movement rules for this.

Option 1: For your next two rounds (Round 4 and 5), you make a Piloting roll at no modifier; on the third turn (Round 6), you'll be back above the boat and able to act.

Option 2: Next action (Round 4), you can make a Bootlegger Reverse (Piloting-4). on the following round (Round 5) you'll be back and able to act.

Just so you know, this is me assuming the SAMAS is a bit more maneuverable than a normal vehicle--under a strict reading of the rules, Option 1 would be a full four turns, and option 2 would be 3 turns.
GM Bennies (7th SET, Joker's Jokers): 5/8
OOC Comments
GMC Bennies:
  • Xavier 0/2 (TI 3; Int 1; PPE 29)
  • Synn 1/2
  • Lust 0/1 Burn: 2 Wounds: Incap
  • Wrath 0/1 Burn: 2 Wounds: Incap
  • Sloth 0/1 Burn: 1 Wounds: 1 IRS Used: 2
  • Pride: Dead
  • Avarice 0/1 Burn: 1 IRS Used: 1 Wounds: 2
  • Envy 0/1 Burn: 2 Wounds: Incap
  • Gluttony 0/1 Burn: 1 Wounds: Incap

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Echo
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Re: Missing! Blood on the Water

Post by Echo » Fri Aug 24, 2018 12:51 pm

As the shock of the spell washes over her Echo refuses to succumb again.
OOC Comments
Spirit 1d10-2 = -1: 1
Wild 1d6-2 = 4: 6 Ace 1d6+4 = 8: 4
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d10+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+4, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.

Resource Tracking
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Chok'lat
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Re: Missing! Blood on the Water

Post by Chok'lat » Fri Aug 24, 2018 8:26 pm

Resistance
Spirit -4 vs. Slumber
1d8-4 = 3: 7

Benny for EE with prior and Elan
1d6+5 = 9: 4

WD Spirit
1d6-4 = 0: 4

Vigor vs. Nasty
1d10 = 2: 2

WD Vigor
1d6 = 4: 4
Chok'lat's muscles tighten, threatening to drive him from consciousness. "HEY! Cray Cray play that game. Chok'lat woke up without a nose. NOT DOIN' THAT AGAIN!" With a burst of resolve, he shakes off the effect of the spell, then growls at the remaining enemies. "CHOK'LAT'S GONNA RIP YOU APART!"
Chok'lat
Chok'lat
Bennies: 4 (+1 interlude)
Current Status:
Wounds / Fatigue: 0 / 0
Active Effects: None
Parry: 12, 9 without shield
Toughness: 19 (6), +6 vs ranged
Weapon in Hand:
NG-L5 Laser Rifle: Range 25/50/100; Damage: 3d6; AP 1; ROF: 1; Shots: 20; Weight: 14 lbs; Notes: min Str d6, Semi Auto
Shield of Faith
Adventure Cards:
  • Seize the Day: The character acts as if he had drawn a Joker this combat round.
    Cutting in Line: Draw 3 initiative cards and keep the highest.
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Herra
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Re: Missing! Blood on the Water

Post by Herra » Sun Aug 26, 2018 6:24 pm

Exalted Detect Arcana (Free Action), 6
Psionics 1d10 = 6: 6
Wild 1d6 = 5: 5
ISP 2
With orders to stay topside, Herra peers into the hold with her precinct senses. Seeing the depravity, she quickly scans for the invisible foe. As he darts to the lower level, she instead turns her attention onto the captives. Turning her mind to their wounds she begins to accelerate their bodies' natural healing. While she cannot assist with ailments live starvation and exhaustion she does manage to heal those most critically wounded.
Mass Healing 12
Psionics 1d10 = 5: 5
Wild 1d6 = 3: 3
Extra Effort: 1d6+2 = 7: 5 (Elan)
ISP 6 (Range: 16". Will spend extra to get all Prisoners in Range if needed. Can go up to x20 Range with Major Psi on a ley line)
"We are the Tomorrow Legion. We will clear the area and evacuate you as soon as it is safe. Remain strong."
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Freemage
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Re: Missing! Blood on the Water

Post by Freemage » Mon Aug 27, 2018 8:58 am

OOC Comments
Gluttony and Avarice both Wild Attack SnackHappy, using Imp. Frenzy (+2 Wild Attack, +1 from Gang-up, -2 to both their Parry). Snackhappy's Parry is 8. Toughness after AP 2 on all attacks is 18.
Gluttony Fighting 1d10+2 = 12: 10 ACE 1d10+12 = 16: 4 Raise Damage 1d12 = 7: 7 + 2d8+2 = 7: 4, 1 + 1d6 = 2: 2 TOTAL: 16 AP 2
Benny to Re-roll Damage: 1d12 = 4: 4 + 2d8+2 = 16: 6, 8 + 1d6 = 3: 3: ACE Running Total: 1d8+23 = 24: 1 Total 24 AP 2 = 1 Wound
Gluttony Imp. Frenzy 1d10+2 = 5: 3 Actually a 6 because I fail at typing, but still a miss.
Gluttony Wild Fighting 1d6+2 = 3: 1

Avarice Fighting 1d10+2 = 8: 6 Hit 1d12 = 2: 2 + 2d8+2 = 15: 6, 7 TOTAL: 17 AP 2 NO EFFECT
Avarice Imp. Frenzy 1d10+2 = 8: 6 Hit 1d12 = 9: 9 + 2d8+2 = 10: 1, 7 TOTAL: 19 AP 2 SHAKEN
Avarice Wild Fighting 1d6+2 = 5: 3

If Snack soaks Gluttony's attack, then he is only Shaken by Avarice's; if he fails to soak and remains Shaken, then he'll take a second wound from Avarice.

Sloth activates his IRS (Vigor +2, then +2 for Fast Healer, No Wound Penalties):
Vigor 1d12+4 = 9: 5
Wild Vigor 1d6+4 = 8: 4
2 Wounds Healed, fresh as a daisy.

Firing laser rifle at the Brodkil screaming bloody vengeance:
Shooting 1d10 = 7: 7 Hit Damage: 3d6+1 = 10: 2, 3, 4 AP 3 THAT TICKLES
Wild Shooting 1d6 = 4: 4
Move to square T3

Bottom of the round (though folks might want to wait until Snack's rolled his Soak roll to see if he needs help or not:
Echo: 7H
Growler (Q): 6H
Calyx (Q): 6D
Henry: 3S
Chok'lat: 3H
Herra's rejuvenating power stimulates mild healing across the hostages, fixing infected wounds, healing bruises, and so forth. They are still all utterly drained, but they definitely have an improvement to morale, except for some of the worst cases, who continue to just languish there.

Avarice and Gluttony continue to try to tag-team Snackhappy, each landing blows, though well within the Grackletooth's ability to shake off (probably).

Sloth, meanwhile, decides that a cybernetic demon screaming bloody vengeance is something to be addressed. And after he sees how his laser rifle barely tickles the Brodkil, he decides to opt for the better part of valor, heading towards the aft of the ship at speed, getting just to the edge of the stairs going to the lower hold.
GM Bennies (7th SET, Joker's Jokers): 5/8
OOC Comments
GMC Bennies:
  • Xavier 0/2 (TI 3; Int 1; PPE 29)
  • Synn 1/2
  • Lust 0/1 Burn: 2 Wounds: Incap
  • Wrath 0/1 Burn: 2 Wounds: Incap
  • Sloth 0/1 Burn: 1 Wounds: 1 IRS Used: 2
  • Pride: Dead
  • Avarice 0/1 Burn: 1 IRS Used: 1 Wounds: 2
  • Envy 0/1 Burn: 2 Wounds: Incap
  • Gluttony 0/1 Burn: 1 Wounds: Incap

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Henry_Price
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Re: Missing! Blood on the Water

Post by Henry_Price » Mon Aug 27, 2018 11:16 am

OOC Comments
MAP
Clairvoyance 1d4-4 = 0: 4
Wild Die 1d6-4 = 2: 6
ExaltedDispel 1d4-4 = 0: 4
Wild Die 1d6-4 = -1: 3
Extra Effort Clairvoyance 1d6 = 1: 1
Notice 1d4-4 = -3: 1
Wild Die 1d6-4 = -2: 2
Resist Dispel 1d12+3 = 15: 12
Explode 1d12 = 9: 9
Anyone who bothers to look at Henry during the melee notices that his eyes briefly cloud then after he digs deeper to apply his will, turn a flat black color as he reaches out with his extra sight. His face is a blank mask as his projected senses desperately attempt to pierce the magical effect to no avail. A frown appears on his face as he casts dispel, willing to risk it even if it cancels out his own extra sensory perception. "It's so dark", he mutters, mostly to himself.
Last edited by Henry_Price on Mon Aug 27, 2018 7:00 pm, edited 1 time in total.
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.

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Freemage
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Re: Missing! Blood on the Water

Post by Freemage » Mon Aug 27, 2018 1:51 pm

OOC Comments
Xavier Invisibility Resist 1d10 = 8: 8
Wild Spellcasting 1d6 = 2: 2

Xavier Intangibility Resist 1d10 = 2: 2
Wild Spellcasting 1d6 = 6: 6 ACE 1d6+6 = 8: 2

Xavier Ritual Resist 1d10+4 = 13: 9
Wild Spellcasting 1d6+4 = 9: 5

Xavier EDA 1d10 = 4: 4
Wild Spellcasting 1d6 = 5: 5

Xavier GCA 1d10 = 7: 7
Wild Spellcasting 1d6 = 3: 3

Henry projects his senses below-decks, and, like Herra before him, finds his perceptions occluded by some foul, mystical force. He peers through his expanded senses fruitlessly, then decides to take a more direct approach to the problem, firing off anti-magic burst at point-blank to his sensor--which he manages to keep up and running, despite the power he hurls at and through it. And he's pretty certain something does fall, though it's hard to tell much. He knows one thing, though--the occluding ritual effect is still running strong.
GM Bennies (7th SET, Joker's Jokers): 5/8
OOC Comments
GMC Bennies:
  • Xavier 0/2 (TI 3; Int 1; PPE 29)
  • Synn 1/2
  • Lust 0/1 Burn: 2 Wounds: Incap
  • Wrath 0/1 Burn: 2 Wounds: Incap
  • Sloth 0/1 Burn: 1 Wounds: 1 IRS Used: 2
  • Pride: Dead
  • Avarice 0/1 Burn: 1 IRS Used: 1 Wounds: 2
  • Envy 0/1 Burn: 2 Wounds: Incap
  • Gluttony 0/1 Burn: 1 Wounds: Incap

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Echo
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Re: Missing! Blood on the Water

Post by Echo » Wed Aug 29, 2018 9:42 am

Another wash of healing power flows over Echo and the invigoration feels great. Until seeing Snackhappy surrounded by enemies Echo does not hesitate. With her mind focused on the task at hand she releases Splinter to help and the two of them concentrate a conflagration of shocking electricity and burning flames on the juicers.

Energy Trick -4 to Juicers rolls, Fiery Burns raise foe 11 damage
Splinter Uses Energy Control for Trick to add -2/-4 to the Juicers rolls
Spirit 1d10+2
Spirit 1d10+2 = 11: 9

Echo uses energy control to burn the juicers to ash Spirit d10+2 -2 for MAP
Spirit 1d10 = 7: 7
Wild Die 1d6 = 6: 6 Ace 1d6+6 = 12: 6 Ace Aced 1d6+12 = 15: 3

Damage 3d6 = 7: 1, 5, 1
  • Last benny to reroll damage
    Damage 3d6 = 4: 1, 2, 1
    • Benny from Foxx to reroll damage
      Damage 3d6 = 11: 2, 5, 4
.
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d10+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+4, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.

Resource Tracking
GM Quick Reference

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SnackHappy
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Re: Missing! Blood on the Water

Post by SnackHappy » Wed Aug 29, 2018 11:04 am

OOC Comments
Benny to Soak from he who has most I can borrow one from.
Vigor: 1d8 = 5: 5
Wild: 1d6 = 1: 1
Jacob takes the hit and again embraces the pain. Doing his best to not show any signs of weakness to these juicers.
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver
Skills: Notice d8, Repair d8 +2, Knowledge(Electronics) d6, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium RailGun (chest) | (Range 100/200/400, Damage 3d10+4, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • 2 × Mini-Missile Launchers (chest) | (Range 100/200/400, Damage 5d6, RoF 1, AP 6, 12 Shots, Mega Damage, SBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Ammo:
  • 59 mini-missiles
    450 railgun rounds
    80 shots for Flamethrower
Credits: 7,790

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Peace, Spill the Beans, Renown
Bennies: 2/3

Currently playing in: 7th Set Joker's Jokers

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PFC Fox Simmons
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Re: Missing! Blood on the Water

Post by PFC Fox Simmons » Wed Aug 29, 2018 12:23 pm

Bennies
Currently 1 of 6 (After Echo and Snackhappy)
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision

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Chok'lat
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Re: Missing! Blood on the Water

Post by Chok'lat » Wed Aug 29, 2018 3:56 pm

Extreme Violence
Shooting Avarice & Gluttony - GAW slugs
Shot 1 - hit with raise - Gluttony
1d12+5 = 11: 6

Damage with raise - Gluttony (AP 2) 20 vs net toughness 15 = 1 wound and shaken
2d12+2 = 15: 10, 3
1d6 = 5: 5

Shot 2 - hit with raise - Avarice
1d12+5 = 14: 9

Damage with raise - Avarice (AP 2) 18 vs net toughness 13 = 1 wound and shaken
2d12+2 = 14: 1, 11
1d6 = 4: 4

Shot 3 - hit - Gluttony
1d12+5 = 8: 3

Damage - Gluttony 16 vs net toughness 15 = shaken (+1 wound)
2d12+2 = 16: 11, 3

WD Shot
1d6+5 = 7: 2

Approaching to Melee
Improved Frenzy on Avarice & Gluttony
Swing 1 - Gluttony (replace with WD)
1d10+2 = 5: 3

Swing 2 - Avarice
1d10+2 = 11: 9

Hit with vibrosword 12 AP 4 vs net toughness 11 (Shaken, +1 wound)
1d12+2 = 4: 2
1d10 = 8: 8

WD Swing - Gluttony
1d6+2 = 7: 5
Chok'lat growls at the gang surrounding his friend SnackHappy. "LEAVE MY BOSS ALONE!" He lets off a burst with his shotgun, pummeling both of the remaining juicers fully, the slugs tearing into their flesh. He follows it up with a screaming charge, his vibrosword flitting about in a mad dash to tear the fiends away from his ally. The slashes, while backed with the full weight and power of a pissed off demon, manage very little, though one swipe does catch Avarice hard enough to notice. "Chok'lat's gonna make you drain!"
Chok'lat
Chok'lat
Bennies: 4 (+1 interlude)
Current Status:
Wounds / Fatigue: 0 / 0
Active Effects: None
Parry: 12, 9 without shield
Toughness: 19 (6), +6 vs ranged
Weapon in Hand:
NG-L5 Laser Rifle: Range 25/50/100; Damage: 3d6; AP 1; ROF: 1; Shots: 20; Weight: 14 lbs; Notes: min Str d6, Semi Auto
Shield of Faith
Adventure Cards:
  • Seize the Day: The character acts as if he had drawn a Joker this combat round.
    Cutting in Line: Draw 3 initiative cards and keep the highest.
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Calyx
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Re: Missing! Blood on the Water

Post by Calyx » Wed Aug 29, 2018 9:35 pm

Calyx's body gave a small involuntary shudder as magic washed over him to no effect. The electrical aura around stuttered and folded back down to just envelop his own body once more. His eyes slowly tracked the one juicer who started trying to run away. He shook his head. "Safety first! No runnin' onboard with weapons in hand. That's how accidents happen."

He let loose a bolt of lightning at the fleeing Juicer, figuring SnackHappy and Chok'lat could handle their own with Echo's help.
Lightning on Sloth
Psionics (+2 to hit, -2 for Uncanny Reflexes)
Psionics die 1d8 = 1: 1, Wild die 1d6 = 3: 3.

Benny for re-roll, not gonna have a 1 on the psi-die.
Psionics die 1d8 = 3: 3, Wild die 1d6 = 6: 6. Ace 1d6 = 1: 1 = 7 total.

Damage (+4 AP for 2 ISP) 4d6 = 8: 2, 3, 1, 2 = lame.
Benny for reroll 4d6 = 8: 2, 2, 2, 2 = shit total.
Calyx Calder
Character Summary
Human Zapper

Active effects:
Wounds::

Parry: 6 (7 w/ vambraces); Toughness: 16(9)
Weapon in hand: Vibro-Blade Vambraces or Kolytik

Edges: AB Psionics, Danger Sense, Luck, Major Psionics, Quick, Rapid Recharge, Rich

Powers: Armor, Boost/Lower Trait, Deflection, Telekinesis
ISP: 21/30

Charisma: 0
Bennies: 1

Adventure Card:
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
Currently playing in: 7th Set Joker's Jokers

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Freemage
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Re: Missing! Blood on the Water

Post by Freemage » Thu Aug 30, 2018 3:09 pm

OOC Comments
Avarice spends benny to Soak:
Vigor 1d12+1 = 3: 2
Wild Soak 1d6+1 = 6: 5
-4; forgot to add in the effect of the energy field. So yeah, her life sucks, too.

Gluttony has no Bennies.

Avarice is Shaken and has two Wounds. Ignore the mistaken First Strike roll below.
Gluttony is Shaken and has two Wounds.
Sloth is unaffected by Calyx's attack.


Avarice First Strike 1d10 = 4: 4
Wild Fighting 1d6 = 2: 2
Swing and a miss!

Chok'lat's burst of violence has great effect on the two Juicers. Gluttony just was rocked by first the gunshot and then the sword blow, and is now suffering from laser burns to the face and a gaping wound in that immense gut. Avarice was similarly battered, though she clearly made an attempt to withstand her own laser-blast; it seemed like something malfunctioned in her armor as a result of Echo's energy field.

Calyx's lightning bolt looked solid, but the metal of the ship must have interfered, drawing off too much of the juice to leave enough to affect Sloth.
OOC Comments
On a Notice roll (which can, if you want, wait until your next post), either SnackHappy or Chok'lat can spot the fact that when Avarice soaked the laser-shot, chemicals from her rig actually pumped THROUGH tubes and pipes on her Juicer Plate--almost like it's not standard-issue, anymore than her laser-rifle is. You guys REALLY want to score some loot from these folks.
GM Bennies (7th SET, Joker's Jokers): 5/8
OOC Comments
GMC Bennies:
  • Xavier 0/2 (TI 3; Int 1; PPE 29)
  • Synn 1/2
  • Lust 0/1 Burn: 2 Wounds: Incap
  • Wrath 0/1 Burn: 2 Wounds: Incap
  • Sloth 0/1 Burn: 1 Wounds: 1 IRS Used: 2
  • Pride: Dead
  • Avarice 0/1 Burn: 1 IRS Used: 1 Wounds: 2
  • Envy 0/1 Burn: 2 Wounds: Incap
  • Gluttony 0/1 Burn: 1 Wounds: Incap

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Growler
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Re: Missing! Blood on the Water

Post by Growler » Thu Aug 30, 2018 5:22 pm

12AP4 MDC - Avarice Shaken
Turn 1 - Quickness (+2 due Major Psionics (+2 ISP Spent so 7 Total) and move down the Stirs into the hold (12 Pace)
  • Psionics: 1d8+2 = 7: 5
    Wild: 1d6+2 = 6: 4
    Result: 7 - Success. 2 Turns per Round.
Turn 2: - Put away the Shard Pistol and shoot his bow at Avarice with (-2 due Uncanny Reflexes, +1 due Bow, -2 due MaP)
  • Shooting: 1d12-3 = 3: 6
    Wild: 1d6-3 = 2: 5
    • Extra Effort: 1d6+2 = 5: 3
    Result: 8 - Hit with Raise.
    • Damage: 2d10 = 6: 1, 5+ 1d6 = 3: 3 (Raise) AP4
      • Blood and Guts Bennie Re-Roll: 2d10 = 8: 5, 3+ 1d6 = 4: 4 (Raise) AP4
Quick as thought itself, Growler boosts himself mentally and makes his way down into the hold, where he takes makes a shot at Avarice, grazing the Juicer with the bolt of magical energy from his bow.

"Packmaster SnackHappy, I have moved down a level and have engaged one of the Juicers. I shot 'em, but it appears to still be a threat."
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 [11] (d10) ; Parry: 8; Toughness: 19 (8)
ISP: 2 / 10

Active Powers:
Quickness with Jazz (+2 Pace, +1d Agility)

Bennies: 0/3
  • -1 due Extra Effort on Missing! Day 1
  • +1 due SnackHappy Joker
  • -1 due Extra Effort to Locate Invisible Mage
  • -1 due Extra Effort to shoot Avarice
  • -4 to Re-Roll Damage to Door
  • +3 due to EP
  • -1 to reroll attack on Necromancer
OOC Comments
Skills
  • Notice: 1d8 (+2 with Scent; +2 for Traps)
  • Survival: 1d8 (+2 With Woodsman)
  • Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
  • Stealth 1d10 (+2 in Wilderness or Urban)
  • Fighting: 1d12
  • Shooting: 1d12
  • Knowledge (Arcana): 1d4
  • Psionics: 1d8
  • Intimidation: 1d6
  • Taunt: 1d6

Abilities
  • Exceptional Rapid Recharge (1 ISP/5 Minutes)
  • Slow Regeneration (Natural Healing Roll Each Day)
  • +4 vs. Fear, Mind Control, and Magic
  • +2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties

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Freemage
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Re: Missing! Blood on the Water

Post by Freemage » Thu Aug 30, 2018 7:35 pm

OOC Comments
Round 4 Initiative
Start of Round Status Report:
Avarice: 3 Wounds, Shaken
Gluttony: 2 Wounds, Shaken
Sloth: Unharmed, -1 IRS Use
Synn: Swimmin'
Xavier: Intangible, Lowest Deck (Not shown on Map)

Initiative:

Calyx (Q): QD

Synn/Seven Deadlies (Q): JS

Herra: JH
Chok'lat: 9H
Growler (Q): 8C
Henry: 6H
Echo: 6C
SnackHappy (Q, ILH): 4S, 5S, 4D, 3S, 9C

Xavier: 3H

Fox: 2S
Round Four Map
BloodOnWaterRound4.jpg
GM Bennies (7th SET, Joker's Jokers): 5/8
OOC Comments
GMC Bennies:
  • Xavier 0/2 (TI 3; Int 1; PPE 29)
  • Synn 1/2
  • Lust 0/1 Burn: 2 Wounds: Incap
  • Wrath 0/1 Burn: 2 Wounds: Incap
  • Sloth 0/1 Burn: 1 Wounds: 1 IRS Used: 2
  • Pride: Dead
  • Avarice 0/1 Burn: 1 IRS Used: 1 Wounds: 2
  • Envy 0/1 Burn: 2 Wounds: Incap
  • Gluttony 0/1 Burn: 1 Wounds: Incap

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Re: Missing! Blood on the Water

Post by Calyx » Fri Aug 31, 2018 7:07 am

Calyx calmly walked closer to the two juicers at hand even as he flicked another, more powerful-looking, lightning bolt at the fleeing juicer. "A little jumpstart for your engine, yah?" He glanced at Chok'lat and gave a small apologetic smile and shrug. "Know what happens t'a Brodkil standin' too close t'Juicers in a lightnin' storm? Same thing that happens t'everyone else. Sorry not sorry!" But then field fizzled and everyone looked like it didn't hurt. He hung his head. "Which is NOTHIN' apparently, damnit!"
Rolls and Info
Activating Electrical Aura wide field again as well as blasting Sloth one last time.

Lightning Bolt on Sloth.
-2 MAP, -2 Uncanny Reflexes; +2 from Helmet, +4 from 4 ISP. Also add 8 AP for 2 ISP.
Psionics die 1d8 = 4: 4, Wild die 1d6 = 5: 5 = 7 to hit.
Damage 4d6 = 19: 4, 4, 6, 5, Ace 1d8 = 2: 2 = 21, AP 8.

Electrical Aura (damage on the end of his turn).
Damage 3d8 = 8: 3, 1, 4 = 8.
Calyx Calder
Character Summary
Human Zapper

Active effects:
Wounds::

Parry: 6 (7 w/ vambraces); Toughness: 16(9)
Weapon in hand: Vibro-Blade Vambraces or Kolytik

Edges: AB Psionics, Danger Sense, Luck, Major Psionics, Quick, Rapid Recharge, Rich

Powers: Armor, Boost/Lower Trait, Deflection, Telekinesis
ISP: 21/30

Charisma: 0
Bennies: 1

Adventure Card:
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
Currently playing in: 7th Set Joker's Jokers

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Freemage
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Re: Missing! Blood on the Water

Post by Freemage » Fri Aug 31, 2018 7:37 am

OOC Comments
Sloth:

Sloth IRS: 1d10+2 = 6: 4
Wild Vigor: 1d6+2 = 3: 1
Forgot +2 for IRS. Total 8.
Heal 2 Wounds, still has 1 Wounds going down the steps.

Rolling to Unshake for Gluttony and Avarice. If either fails, I will spend a GM Benny to unshake them:
Gluttony Unshake 1d6-4 = -1: 3
Wild Gluttony Unshake 1d6-4 = -1: 3

Avarice Unshake 1d6-4 = 1: 5
Wild Avarice Unshake 1d6-4 = 0: 4
-2 GM Bennies to unshake them both.

For the next bit, the following stats may be important:
Gluttony: Parry: 5; Toughness: 16 (6), Uncanny Reflexes -2
Avarice: Parry: 7; Toughness: 15 (6), Uncanny Reflexes -2
Laser Rifle as an Improvised Weapon, in Calyx's hands: -1 to Fighting, total damage 2d6+3d8

Gluttony Wild Attack Frenzies on Chok'lat, then moves to C3, before using IRS to try to heal once out of the field. Chok'lat Parry 12 because of Shield.

Gluttony Fighting 1d10+2 = 6: 4
Wild Fighting 1d6+2 = 5: 3
Miss!
Chok'lat will get a Free Strikes as Gluttony withdraws; in addition, Calyx can get a Free Strike if he uses his laser rifle as an Improvised Weapon (-1 to Fighting, and his Parry drops by 1 until his next action). If they Shake him but leave him alive (ie, either a Shaken result or a single Wound), I will spend a GM benny to unshake, then continue with the withdraw movement to C3. If the Free Strikes kill him or just miss, then I will keep the benny. I will only spend a benny to unshake once, so if both hits shake him, then he's done.
Gluttony IRS: 1d10 = 8: 8
Wild Vigor 1d6 = 3: 3
Forgot +2 for IRS: 10 total
Gluttony will heal two wounds if Chok'lat doesn't take him down with the Free Strike.

Avarice will withdraw to O4. This provokes a Free Strike from SnackHappy (which can be either the Tail Cestus or the Hammer, as he prefers) AND from Chok'lat, AND, again, from Calyx (again, using the rifle as an Improvised Weapon). Again, if the Free Strikes only Shake her, or miss entirely, then I will Spend a GM Benny to unshake. If the Free Strike kills her (only need to score 1 Wound to Incap her) I keep the Benny. I will only spend 1 Benny this way, so multiple Shake attacks will suffice to stop her. If she gets to O4 alive, she will use IRS, drop her sword and Quick-Draw her Laser Rifle, firing it at Jacob.
Avarice IRS 1d12+1 = 2: 1
Wild Vigor 1d6+1 = 5: 4
Forgot +2 for IRS: 7 total
Avarice Heals 1 Wound
Avarice Shooting 1d10 = 5: 5
Wild Shooting 1d10 = 1: 1
Hit Damage 3d6 = 6: 3, 2, 1 AP 2
GM Bennies (7th SET, Joker's Jokers): 5/8
OOC Comments
GMC Bennies:
  • Xavier 0/2 (TI 3; Int 1; PPE 29)
  • Synn 1/2
  • Lust 0/1 Burn: 2 Wounds: Incap
  • Wrath 0/1 Burn: 2 Wounds: Incap
  • Sloth 0/1 Burn: 1 Wounds: 1 IRS Used: 2
  • Pride: Dead
  • Avarice 0/1 Burn: 1 IRS Used: 1 Wounds: 2
  • Envy 0/1 Burn: 2 Wounds: Incap
  • Gluttony 0/1 Burn: 1 Wounds: Incap

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SnackHappy
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Re: Missing! Blood on the Water

Post by SnackHappy » Fri Aug 31, 2018 9:48 am

OOC Comments
Hammer swing.
Fighting: 1d8-2 = -1: 1
Wild: 1d6-2 = 3: 5[/ooc

Not one to let the Juicer walk away Jacob swings his hammer, totally missing Avarice. "Grr...Sasha wouldn't have let me down so," he cursed under his breath at the situation.
Last edited by SnackHappy on Fri Aug 31, 2018 11:32 am, edited 1 time in total.
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver
Skills: Notice d8, Repair d8 +2, Knowledge(Electronics) d6, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium RailGun (chest) | (Range 100/200/400, Damage 3d10+4, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • 2 × Mini-Missile Launchers (chest) | (Range 100/200/400, Damage 5d6, RoF 1, AP 6, 12 Shots, Mega Damage, SBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Ammo:
  • 59 mini-missiles
    450 railgun rounds
    80 shots for Flamethrower
Credits: 7,790

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Peace, Spill the Beans, Renown
Bennies: 2/3

Currently playing in: 7th Set Joker's Jokers

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Chok'lat
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Re: Missing! Blood on the Water

Post by Chok'lat » Fri Aug 31, 2018 10:37 am

Free Swings
Free Swing at Gluttony
1d10+2 = 4: 2

WD Gluttony
1d6+2 = 6: 4

EP Benny for EE with prior and Elan
1d6+8 = 9: 1

Damage on Gluttony
1d12+2 = 13: 11
1d10 = 10: 10
Ace d10 with total prior
1d10+23 = 25: 2

Free Swing at Avarice
1d10+2 = 6: 4

EP Benny for EE with prior and Elan
1d6+8 = 12: 4

Damage on Avarice
1d12+2 = 7: 5
1d10 = 6: 6

WD Avarice
1d6+2 = 4: 2
Chok'lat reacts with lightning speed (incidental boost from Calyx?) as the two juicers make their attempts to run. "HEY! Where you goin'?! Chok'lat ain't done with you yet!" And he's not, either. Gluttony gets the worst of it, running squarely into Chok'lat's front swing. The vibrosword cuts a variety of vital organs and blood vessels, and the deadly sin hits the floor hard. The backswing catches Avarice, though not nearly as heavily. Still, it's enough of a shot to give the juicer pause. He gives Calyx a look of exuberance. "Hey! Nice little jolt! That woke Chok'lat up!" The demon appears more amped up than before.
Chok'lat
Chok'lat
Bennies: 4 (+1 interlude)
Current Status:
Wounds / Fatigue: 0 / 0
Active Effects: None
Parry: 12, 9 without shield
Toughness: 19 (6), +6 vs ranged
Weapon in Hand:
NG-L5 Laser Rifle: Range 25/50/100; Damage: 3d6; AP 1; ROF: 1; Shots: 20; Weight: 14 lbs; Notes: min Str d6, Semi Auto
Shield of Faith
Adventure Cards:
  • Seize the Day: The character acts as if he had drawn a Joker this combat round.
    Cutting in Line: Draw 3 initiative cards and keep the highest.
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Re: Missing! Blood on the Water

Post by Calyx » Fri Aug 31, 2018 10:50 am

Calyx saw that both of the juicers in melee with him were trying to get away, get out of the area. His eyes narrowed. "Hey batta, batta, batta! Suh-WING, batta, batta!" He swung out with his rifle twice, electricity dancing around him. Of course, the first swing went wide - but what did you expect with someone swinging a rifle around like a club.
Free Strikes
-2 to Parry until next turn.

Free Strike on Gluttony (Attack Modifiers: -1 Improvised Weapon, -2 Uncanny Reflexes).
Fighting die 1d8 = 4: 4, Wild die 1d6 = 2: 2.

Free Strike on Avarice (Attack Modifiers: -1 Improvised Weapon, -2 Uncanny Reflexes).
Fighting die 1d8 = 3: 3, Wild die 1d6 = 5: 5.
Benny for Extra Effort 1d6 = 2: 2.
Calyx Calder
Character Summary
Human Zapper

Active effects:
Wounds::

Parry: 6 (7 w/ vambraces); Toughness: 16(9)
Weapon in hand: Vibro-Blade Vambraces or Kolytik

Edges: AB Psionics, Danger Sense, Luck, Major Psionics, Quick, Rapid Recharge, Rich

Powers: Armor, Boost/Lower Trait, Deflection, Telekinesis
ISP: 21/30

Charisma: 0
Bennies: 1

Adventure Card:
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
Currently playing in: 7th Set Joker's Jokers

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Freemage
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Re: Missing! Blood on the Water

Post by Freemage » Fri Aug 31, 2018 1:44 pm

The Juicers, confronted by a definitely superior force, attempt to scatter in an effort to live long enough to do some damage of their own. The effort is less successful than they might have hoped. Sloth's blast is completely ineffectual, and while he's able to recover some of the damage Calyx inflicted on him, he still seems to decide that retreating down to the basement is a good idea; those closest to the stairs can hear a metal door opening on the level below.

Avarice manages to survive the attacks on her as she flees, but her own attempt to shoot Chok'lat is also a dismal failure. Even after firing up the IRS, she still looks badly beaten--a solid blow will likely finish her off.

Gluttony falls victim to Chok'lat's vicious strike, failing to get out of the energy field, and thus never firing off his IRS to recover from the injuries. He falls to the floor, still as stone.

Meanwhile, many of the Jokers find their footing and are able to go.
OOC Comments
Okay, so now it's 'Everyone But Fox'. And actually, Fox can go as well--Xavier's actions this round aren't likely to become evident to you all, unless Henry manages to pierce the remote-sense Occlusion ritual.

Herra's jump/fall Damage; 2d6 = 9: 4, 5

Later Notice roll vs. Growler Stealth:
Notice 1d6 = 6: 6 ACE 1d6+6 = 9: 3
Wild Notice 1d6 = 3: 3
GM Bennies (7th SET, Joker's Jokers): 5/8
OOC Comments
GMC Bennies:
  • Xavier 0/2 (TI 3; Int 1; PPE 29)
  • Synn 1/2
  • Lust 0/1 Burn: 2 Wounds: Incap
  • Wrath 0/1 Burn: 2 Wounds: Incap
  • Sloth 0/1 Burn: 1 Wounds: 1 IRS Used: 2
  • Pride: Dead
  • Avarice 0/1 Burn: 1 IRS Used: 1 Wounds: 2
  • Envy 0/1 Burn: 2 Wounds: Incap
  • Gluttony 0/1 Burn: 1 Wounds: Incap

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Re: Missing! Blood on the Water

Post by Chok'lat » Fri Aug 31, 2018 2:06 pm

Chok'lat actions
Moving close enough to get max damage from buckshot
Switching to buckshot tube in GAW, firing 3RB (offsets action to switch tubes, +2 from buckshot)
Shooting Avarice (-2 reflexes, -2 MAP, +2 buckshot, +2 3RB)
1d12+5 = 15: 10

hit with raise
3d8+4 = 22: 8, 4, 6
1d6 = 4: 4
One ace with prior
1d8+26 = 30: 4

WD Shooting
1d6+5 = 10: 5

Charging and hitting Avarice (-2 for uncanny reflexes) - missed
1d10 = 1: 1

WD Fighting
1d6 = 4: 4
Chok'lat howls in anger. "Hey! Chok'lat said he ain't done with you! COME BACK HERE!" He rotates the tube in his shotgun, bringing up a full load of buckshot. He proceeds to dump a burst into the wounded juicer, turning her torso into a bucket of pulp. Not content with the ranged death blow, he charges the rest of the way to take a swipe at Avarice's buckshot-riddled body. "NOW Chok'lat's done with you!" He raises his weaponry in triumph. "We got the bad guys! See how good Chok'lat did?"
Chok'lat
Chok'lat
Bennies: 4 (+1 interlude)
Current Status:
Wounds / Fatigue: 0 / 0
Active Effects: None
Parry: 12, 9 without shield
Toughness: 19 (6), +6 vs ranged
Weapon in Hand:
NG-L5 Laser Rifle: Range 25/50/100; Damage: 3d6; AP 1; ROF: 1; Shots: 20; Weight: 14 lbs; Notes: min Str d6, Semi Auto
Shield of Faith
Adventure Cards:
  • Seize the Day: The character acts as if he had drawn a Joker this combat round.
    Cutting in Line: Draw 3 initiative cards and keep the highest.
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Re: Missing! Blood on the Water

Post by Herra » Sun Sep 02, 2018 10:36 am

"It is time to get to the bottom of things." The size and scope of the pun seems lost on the Serran as she fearlessly leaps into the hold (falling damage, if so, use healing as a free action if needed to keep moving) and moves with purpose toward the top of the stairs, cutting down any juicer who stands her way. If one happens to run under the hold as she is making her leap, she definitely goes "death from above" on his ass.
Fighting 8, 18, AP 6
Fighting 1d6 = 4: 4
Wild 1d6 = 5: 5
Extra Effort: 1d6 = 3: 3

Damage 1d4-2 = 1: 3 + 2d8 = 4: 1, 3
Last Benny! 1d4-2 = 1: 3 2d8 = 13: 6, 7 +4 (smite)
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Echo
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Re: Missing! Blood on the Water

Post by Echo » Mon Sep 03, 2018 6:57 am

Notice 7, ignores all concealment
+4 in most forms, +12 when in bird forms
Echo Notice Roll: 1d12 = 2: 2
Notice Wild Die: 1d6 = 3: 3
Seeing the danger of her allies running down through the one and only hole into the lower deck of the ship. Looking at Splinter Echo nods, then reaching out with her nature she merges part of her psyche with the steel of the hull and pulls. Steel is normally very difficult for her, but she understands how important it is here. Unfortunately this steel was far stronger than she could manipulate and resisted her effort. Then altering her shape to that of a cheetah she jumps down and moves towards the stairs leading down to the lower deck.

Seeing no hole appear Splinter likewise takes on the form of a cheetah jumping down and heading for the stairs Sloth went down, stopping adjacent to Echo she floods the area of the stair well and below with waves of lightning hoping it will not only hit Sloth, but any potential enemies under the stairs as well.

Rolls and Mechanics, Echo and Splinter move to 2" from sloth (or 8" whichever is less) and Splinter gets a raise for -4 to all rolls if either of them are within a MBT of the hole opened down there.
As per breaking things I am assuming the steel of the interior deck is a Toughness 10. As interior is not armored. The desired hole is specifically dead center just in case. Vetoed, by GM ruling interior is MD materials.

Spirit d10+2 with -2 for MAP.
Target Parry 2 Target Toughness 10 (No raise possible, dice cannot explode)
Spirit 1d10+2 = 8: 6
Wild 1d6+2 = 5: 3

Damage 1d12+2 = 11: 9

Splinter Spirit to use Electricity Trick
Spirit 1d10+2 = 11: 9

.
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d10+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+4, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.

Resource Tracking
GM Quick Reference

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Re: Missing! Blood on the Water

Post by Henry_Price » Mon Sep 03, 2018 10:29 pm

Henry's curiousity gets the better of him. I NEED to know what's in there! He collapses into raven form causing a few peanuts to spill from his over stuffed pockets, and again tries to penetrate the mystical blackness, this time with his sharper avian eyes as he flies forward.

A scratchy voice penetrates the cool night air "He's in the bow, and he's got a key, caw caw caw!"
Notice 8
1d12-2 = 8: 10
Wild Die 1d6-6 = -5: 1
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.

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Growler
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Re: Missing! Blood on the Water

Post by Growler » Fri Sep 07, 2018 1:07 pm

Turn 1
Move down after Sloth
Running: 1d10 = 3: 3

Total 16" Movement
Turn 2
Continue moving after Sloth, but stealthily, and surveying the area
Stealth (+2 due Thief)
  • Stealth: 1d10+2 = 11: 9
    Wild: 1d6+2 = 6: 4
    Result: 11
Notice (Possible +2 due Scent)
  • Notice: 1d8 = 4: 4
    Wild: 1d6 = 1: 1
    Result: 4 (6 with scent)
13" Movement for total of 29" this round
Loping after Sloth, Growler makes up a lot of ground before slowing up before the last corner and stealthily making his way deeper into the hold of the ship, readying his bow.

"Heading after Sloth, Packleader Snackhappy. I will relay any information I can find out about their numbers and placement down here."
OOC Comments
Turn 2/3 of Quickness
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 [11] (d10) ; Parry: 8; Toughness: 19 (8)
ISP: 2 / 10

Active Powers:
Quickness with Jazz (+2 Pace, +1d Agility)

Bennies: 0/3
  • -1 due Extra Effort on Missing! Day 1
  • +1 due SnackHappy Joker
  • -1 due Extra Effort to Locate Invisible Mage
  • -1 due Extra Effort to shoot Avarice
  • -4 to Re-Roll Damage to Door
  • +3 due to EP
  • -1 to reroll attack on Necromancer
OOC Comments
Skills
  • Notice: 1d8 (+2 with Scent; +2 for Traps)
  • Survival: 1d8 (+2 With Woodsman)
  • Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
  • Stealth 1d10 (+2 in Wilderness or Urban)
  • Fighting: 1d12
  • Shooting: 1d12
  • Knowledge (Arcana): 1d4
  • Psionics: 1d8
  • Intimidation: 1d6
  • Taunt: 1d6

Abilities
  • Exceptional Rapid Recharge (1 ISP/5 Minutes)
  • Slow Regeneration (Natural Healing Roll Each Day)
  • +4 vs. Fear, Mind Control, and Magic
  • +2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties

http://savagerifts.com/sr/ucp.php?i=pro ... =signature

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Freemage
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Re: Missing! Blood on the Water

Post by Freemage » Fri Sep 07, 2018 6:09 pm

Growler passes by Henry on his way down the stairs, ultimately creeping forward through the two doors at the base of the steps--neither one was shut behind Sloth. In the largest of the lower deck rooms, which is almost completely dark, he sees the form of Sloth, silhouetted against the faint light coming underneath the door to the foremost cabin--presumably the one the raven was talking about. He's reaching for the door, but has not yet opened it.

Oh, also, the big dark room that he's creeping through? There's apparently a huge carved obsidian sarcophagus in the middle of it... that's what he's hiding behind as he creeps up on the Juicer. But it smells just like you'd expect volcanic stone to smell, so nothing unordinary about it, other than all the creepy skull and evil motifs in the surface of the thing.
Deck C positions
Growler is on Deck C (the lowest one), space M5. Yes, he's diagonally adjacent to the sarcophagus, looking over it to see Sloth. I'm sure it's nothing to worry about. It doesn't even smell magical, after all.

Sloth is in space H3, not quite at the door yet, but apparently going there.

For further edification, Henry's Clarivoyance point is at F4, and Xavier is at B3.

Fox is up next.
GM Bennies (7th SET, Joker's Jokers): 5/8
OOC Comments
GMC Bennies:
  • Xavier 0/2 (TI 3; Int 1; PPE 29)
  • Synn 1/2
  • Lust 0/1 Burn: 2 Wounds: Incap
  • Wrath 0/1 Burn: 2 Wounds: Incap
  • Sloth 0/1 Burn: 1 Wounds: 1 IRS Used: 2
  • Pride: Dead
  • Avarice 0/1 Burn: 1 IRS Used: 1 Wounds: 2
  • Envy 0/1 Burn: 2 Wounds: Incap
  • Gluttony 0/1 Burn: 1 Wounds: Incap

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Re: Missing! Blood on the Water

Post by PFC Fox Simmons » Sat Sep 08, 2018 1:46 pm

Having taxed SAMAS by hauling the BCU (Big, Creepy, and Ugly) into the drink for a bath. Fox flips on his external PA as turns a 360. "Do yourself a favor Smelly. Learn to use soap."

Taking his time getting back Fox hovers back on 1/4 power attempting to make it to the top deck of the ship and find out the status of the rest of the team.

Toggling comms from external to team freq, "This is Fox. Status for those able to respond."
Piloting
  • Piloting 8
  • Piloting 1d10 = 8: 8
  • Wild 1d6 = 3: 3
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision

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Freemage
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Re: Missing! Blood on the Water

Post by Freemage » Sun Sep 09, 2018 12:09 pm

Fox manages to perform the difficult switchback maneuver effortlessly, and is heading back to the boat. Meanwhile, the Jokers are beginning to close in on the last remaining villains. Growler has come upon something in the hold, something very suspicious, but he may need to wait to investigate it, as the Juicer, Sloth is in the same room with him right now, and Xavier the Necromancer is in his cabin at the prow, getting something out of a cabinet, from what Henry could see.
Round 5 Map, Initiative, Instructions
Chok'lat got a Black Joker, so gets +2 to all actions this turn, and everyone gets a benny--yay! Unfortunately, he's still pretty far from getting into the action on the deck below. A run die of 4 or greater would get him into a position to shoot at Sloth, but that would also suffer a -2 cover penalty, as well as the MAP for running and shooting in the same round. Of course, if someone can hit him with Speed or Quickness (he would have to hold until whoever the caster is to be able to pull this off), that could change things considerably.

Chok'lat, Henry and Jacob are up first, then the bad guys. I need Henry to make a Notice roll at -4 at the start of his action, and you may want to wait for what that reveals before continuing.

Note that Fox will get back to the ship at the end of his action this round, and will be able to land anywhere on the top deck, or in any of the four squares of the hatch on the deck below.

Initiative:

Chok'lat: BJ
Henry: AC
SnackHappy (Q, ILH): 3C, KS, KH

Xavier: QS
Synn/Seven Deadlies: 4H, QD


Growler (Q): 2D, 4C, 10S
Herra: 10H
Fox: 10C
Echo: 8D
Calyx (Q): 7D
BloodOnWaterRound5.jpg
GM Bennies (7th SET, Joker's Jokers): 5/8
OOC Comments
GMC Bennies:
  • Xavier 0/2 (TI 3; Int 1; PPE 29)
  • Synn 1/2
  • Lust 0/1 Burn: 2 Wounds: Incap
  • Wrath 0/1 Burn: 2 Wounds: Incap
  • Sloth 0/1 Burn: 1 Wounds: 1 IRS Used: 2
  • Pride: Dead
  • Avarice 0/1 Burn: 1 IRS Used: 1 Wounds: 2
  • Envy 0/1 Burn: 2 Wounds: Incap
  • Gluttony 0/1 Burn: 1 Wounds: Incap

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Henry_Price
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Re: Missing! Blood on the Water

Post by Henry_Price » Sun Sep 09, 2018 3:26 pm

Notice 18
Notice 1d12 = 12: 12
Explode 1d12 = 6: 6
Wild Die 1d6 = 5: 5
Henry's sharp raven eyes focus on what the Necromancer is doing.

The Raven calls out in his scratchy voice.

"Watch out, he's reanimating the Juicers!"
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.

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Freemage
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Re: Missing! Blood on the Water

Post by Freemage » Sun Sep 09, 2018 6:07 pm

Actually, it's his real eyes that spot something, as the necromancer is still fiddling with the latch downstairs. A dark aura begins to settle around the fallen Juicers... and Avarice's body even starts to twitch!
Juicer Locations
Okay, Juicers who are starting to twitch are at Deck A, G4 (Envy), Deck B, E3/E4 (Lust, Wrath, Avarice and Gluttony).
GM Bennies (7th SET, Joker's Jokers): 5/8
OOC Comments
GMC Bennies:
  • Xavier 0/2 (TI 3; Int 1; PPE 29)
  • Synn 1/2
  • Lust 0/1 Burn: 2 Wounds: Incap
  • Wrath 0/1 Burn: 2 Wounds: Incap
  • Sloth 0/1 Burn: 1 Wounds: 1 IRS Used: 2
  • Pride: Dead
  • Avarice 0/1 Burn: 1 IRS Used: 1 Wounds: 2
  • Envy 0/1 Burn: 2 Wounds: Incap
  • Gluttony 0/1 Burn: 1 Wounds: Incap

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Henry_Price
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Re: Missing! Blood on the Water

Post by Henry_Price » Sun Sep 09, 2018 6:35 pm

Psionics 22
1d12+3 = 13: 10 (-2 penalty for raven form, still a raise)
Wild Die 1d6 = 4: 4
Psionics 1d8 = 5: 5
Extra effort 1d6 = 6: 6
Explode 1d6 = 6: 6
Explode 1d6 = 5: 5
Henry flies quickly, briefly landing on Chok'Lat's shoulder, just long enough to affect him with Speed. Chok'Lat feels a surge of energy, suddenly he feels like he's the next Usain Bolt
"Run fat boy, Run!" The scratchy voice shrieks, like nails on a chalkboard.
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.

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Re: Missing! Blood on the Water

Post by Chok'lat » Sun Sep 09, 2018 11:06 pm

This is Chok'lat on Speed. Any questions?
Lots of movement (2x pace = 16)
Run (no MAP due to raise on Speed)
1d8 = 4: 4

Shooting 3RB buckshot at Sloth as Chok'lat passes by
1d12+9 = 10: 1

WD Shooting
1d6+9 = 13: 4

Buckshot damage with raise and Joker (mistakenly omitted +2 from 3RB - total damage = 20)
3d8+4 = 17: 5, 5, 3
1d6 = 1: 1

Bursting through the door?
Notice to figure out Xavier might be back there
1d4+4 = 7: 3

WD Notice
1d6+4 = 7: 3

Trying to burst through the door at Xavier
Agility Trick with Joker, Dirty Fighter (Tricky Fighter, no MAP)
1d12+4 = 5: 1

WD Agility Trick
1d6+4 = 8: 4

Improved Frenzy with Joker
Slice 1:
1d10+4 = 10: 6

Slice 2:
1d10+4 = 12: 8

Damage Slice 2 (raise can be added when target is determined / Agility trick is resolved) with Joker
1d12+4 = 10: 6
1d10 = 2: 2

WD Slice
1d6+4 = 10: 6

Ace WD Slice with prior
1d6+10 = 13: 3

Damage WD Slice (raise can be added, etc.)
1d12+4 = 12: 8
1d10 = 6: 6
Chok'lat, amped up by the psionic encouragement of the raven mystic, doesn't even stop to think about the hardly veiled insult about his girth. He shouts as he sprints for the stairs, "CHOK'LAT AIN'T FAT!" He blows past the rest of his crew, taking the stairs downwards in a single leap and not even breaking pace as he hits the floor of the bottom deck. As he runs, he shouts to Growler. "HEY! Look out. Chok'lat got the lazy one!" As he rounds the sarcophagus, he lets loose with a withering barrage of buckshot, blasting Sloth into the next world. For good measure, he swipes his vibrosword at the juicer's neck, hewing it quite cleanly and knocking the head back towards the stairs, all before the body of Sloth can hit the ground. "Who's next?! HOW MANY?! Chok'lat's got more for everybody!"
Chok'lat
Chok'lat
Bennies: 4 (+1 interlude)
Current Status:
Wounds / Fatigue: 0 / 0
Active Effects: None
Parry: 12, 9 without shield
Toughness: 19 (6), +6 vs ranged
Weapon in Hand:
NG-L5 Laser Rifle: Range 25/50/100; Damage: 3d6; AP 1; ROF: 1; Shots: 20; Weight: 14 lbs; Notes: min Str d6, Semi Auto
Shield of Faith
Adventure Cards:
  • Seize the Day: The character acts as if he had drawn a Joker this combat round.
    Cutting in Line: Draw 3 initiative cards and keep the highest.
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SnackHappy
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Re: Missing! Blood on the Water

Post by SnackHappy » Thu Sep 13, 2018 9:06 pm

OOC Comments
Cestus Sweep:
Fighting: 1d8+2 = 3: 1
Wild: 1d6+2 = 4: 2
Damage: 3d8 = 10: 6, 2, 2 AP4
Damage: 3d8 = 13: 8, 2, 3 AP4 Ace: 1d8 = 4: 4
Damage: 3d8 = 14: 5, 7, 2 AP4
Damage: 3d8 = 16: 3, 8, 5 AP4 Ace: 1d8 = 8: 8 Ace: 1d8 = 4: 4

Benny to reroll my garbage.
Fighting: 1d8+2 = 4: 2
Wild: 1d6+2 = 4: 2

Hammer Swing:
Fighting: 1d8+2 = 3: 1
Wild: 1d6+2 = 4: 2
Damage: 1d8 = 7: 7 + 1d10 = 10: 10 + 3d6 = 12: 3, 5, 4 Ace: 1d10 = 2: 2

Shooting another for good measure.
Shooting: 1d12+2 = 3: 1
Wild: 1d6+2 = 5: 3
Seeing the twitching juicers in front of him, Jacob smiles as he puts his cestus to good use. He swings missing the mark on all of the juicers and furiously swings the hammer missing yet again. Cursing he tries to shoot one and misses again.
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver
Skills: Notice d8, Repair d8 +2, Knowledge(Electronics) d6, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium RailGun (chest) | (Range 100/200/400, Damage 3d10+4, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • 2 × Mini-Missile Launchers (chest) | (Range 100/200/400, Damage 5d6, RoF 1, AP 6, 12 Shots, Mega Damage, SBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Ammo:
  • 59 mini-missiles
    450 railgun rounds
    80 shots for Flamethrower
Credits: 7,790

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Peace, Spill the Beans, Renown
Bennies: 2/3

Currently playing in: 7th Set Joker's Jokers

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Freemage
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Re: Missing! Blood on the Water

Post by Freemage » Fri Sep 14, 2018 6:35 pm

OOC Comments
Notice 1d6-4 = 1: 5
Wild Notice 1d6-4 = -3: 1

Hurry, hurry 1d4 = 4: 4

As Henry continues to observe, Xavier reaches into the chest, and with considerable effort, pulls out a HUGE tome. It's easily two feet tall, over a foot wide, and several inches thick, and Henry's pretty sure it's bound in human skin. He begins putting it into a backpack, as quickly as he can--which is apparently not very fast.

Growler can tell the door to the cabin is fairly sturdy, and probably locked.
OOC Comments
The door has a Toughness of 16 (6) and requires Mega-Damage to actually break. It requires a slashing or bashing weapon to break. An area effect, MD-capable spell (Blast or Burst) would be able to get through the door with enough damage; Bolt isn't going to break enough of it.

Lockpicking can also work, but suffers a -2 penalty due to being a high-quality lock, and requires suitable tools (if you have some sort of toolkit that isn't actual lockpicks, that's an additional -2 penalty).
.
GM Bennies (7th SET, Joker's Jokers): 5/8
OOC Comments
GMC Bennies:
  • Xavier 0/2 (TI 3; Int 1; PPE 29)
  • Synn 1/2
  • Lust 0/1 Burn: 2 Wounds: Incap
  • Wrath 0/1 Burn: 2 Wounds: Incap
  • Sloth 0/1 Burn: 1 Wounds: 1 IRS Used: 2
  • Pride: Dead
  • Avarice 0/1 Burn: 1 IRS Used: 1 Wounds: 2
  • Envy 0/1 Burn: 2 Wounds: Incap
  • Gluttony 0/1 Burn: 1 Wounds: Incap

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Herra
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Re: Missing! Blood on the Water

Post by Herra » Sun Sep 16, 2018 8:31 am

Notice
Notice 1d6 = 6: 6
Ace 1d6 = 5: 5
Wild 1d6 = 6: 6
Ace 1d6 = 1: 1
Before heading down the stairs Herra lets he blade expire and draws her TK Rifle. The quarters will be close, but she learned from fighting the Xiticix that close in fighting against more nimble foes can be devastating. Carefully, she descends the stairs and takes up a firing position at the bottom. She uses the magic in her warrior's armor to see into the darkness.
Psionics to Activate Darksight
, 4Psionics 1d10-2 = 3: 5 MaP
Wild 1d6-2 = 1: 3 MaP
Sigh extra effort 1d6 = 1: 1

Man.
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Growler
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Re: Missing! Blood on the Water

Post by Growler » Sun Sep 16, 2018 10:46 am

Drawing his Flaming Sword, Growler ignites it and leans into it as he cuts through the metal door and looks inside.
Notice 6 (8 Scent)
Notice (Possible +2 due Scent)
Notice: 1d8 = 6: 6
Wild: 1d6 = 3: 3
Result: 6 (8)
Turn 1
Draw his Flaming Sword and cut down the door
Damage to Door (d12+2 Strength, d10AP4 MDC Flaming Sword
  • Damage: 1d12+2 = 6: 4 + 1d10 = 4: 4 = 10AP4
    Bennie Reroll: 1d12+2 = 8: 6 + 1d10 = 3: 3 = 11AP4
    • Bennie Re-Reroll: 1d12+2 = 7: 5 + 1d10 = 1: 1 = 8AP4
      • EP Bennie Re-Re-Reroll: 1d12+2 = 6: 4 + 1d10 = 4: 4 = 10 AP4
        • EP Bennie Re-Re-Re-Roll: 1d12+2 = 12: 10 + 1d10 = 10: 10 = 20AP4
Turn 2
Putting away the Flaming Sword and Shoot the Necromancer (-2 MaP)
  • Shooting (-2 MaP, +1 due Bow)
    • Shooting: 1d12-1 = 1: 2
      Wild: 1d6-1 = 0: 1
      • EP Bennie to Reroll
        • Shooting: 1d12-1 = 7: 8+2 (Elan)
          Wild: 1d6-1 = 5: 6 +2 (Elan)
      Result: 9 - Hit with Raise?
      • Damage: 2d10 = 11: 9, 2 + 1d6 = 4: 4 (Raise) = 11 (15 with Raise) AP4
Seeing the Necromancer in the room he just revealed, Growler puts away his Flaming sword, takes a steadying breath, and shoots the probable cause of all the village's problems dead center.

"Door to the Necromancer now open. Found the Necromancer. Took the shot."
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 [11] (d10) ; Parry: 8; Toughness: 19 (8)
ISP: 2 / 10

Active Powers:
Quickness with Jazz (+2 Pace, +1d Agility)

Bennies: 0/3
  • -1 due Extra Effort on Missing! Day 1
  • +1 due SnackHappy Joker
  • -1 due Extra Effort to Locate Invisible Mage
  • -1 due Extra Effort to shoot Avarice
  • -4 to Re-Roll Damage to Door
  • +3 due to EP
  • -1 to reroll attack on Necromancer
OOC Comments
Skills
  • Notice: 1d8 (+2 with Scent; +2 for Traps)
  • Survival: 1d8 (+2 With Woodsman)
  • Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
  • Stealth 1d10 (+2 in Wilderness or Urban)
  • Fighting: 1d12
  • Shooting: 1d12
  • Knowledge (Arcana): 1d4
  • Psionics: 1d8
  • Intimidation: 1d6
  • Taunt: 1d6

Abilities
  • Exceptional Rapid Recharge (1 ISP/5 Minutes)
  • Slow Regeneration (Natural Healing Roll Each Day)
  • +4 vs. Fear, Mind Control, and Magic
  • +2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties

http://savagerifts.com/sr/ucp.php?i=pro ... =signature

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PFC Fox Simmons
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Re: Missing! Blood on the Water

Post by PFC Fox Simmons » Sun Sep 16, 2018 7:44 pm

Fox notices movement as Envy begins to stir and rise from the top deck. Not wasting time, he flips targeting from his railgun over to the grenade launcher and slots the plasma grenades in to the launch tube. Nearing the deck, Fox sights in and lets two plasma grenades fly towards Envy.
Piloting 10
  • Edges
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak. [Novice 2]
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round. [Novice 3]
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA. [MARS PA Soldier]
  • Piloting
  • Wild
Shooting13, Grenade 1 - 16 MDC, AP 2, Grenade 2 - 16 MDC, AP 2
  • Edges
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak. [Novice 2]
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round. [Novice 3]
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA. [MARS PA Soldier]
  • Plasma Plasma (2)
  • Shooting (+2)
  • Wild Shooting
  • Aced Wild
  • Damage 1 (+1)
  • Aced Damage 1
  • Damage 2 (+1)
    AP 0+2, MDC, Small BT
[/list]
Thoom! Thoom!

Fox follows the grenades in as they center in on Envy and he revs the thrusters and excelerate his fly by to fan the flames.

(Approach on G4 (Envy) from the South West. From I2 to I4, Fox makes a 180 degree turn. His move ends with him either at the hatch or going down it.)
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision

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Calyx
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Re: Missing! Blood on the Water

Post by Calyx » Sun Sep 16, 2018 9:50 pm

Calyx looked horrified and startled when the juicer 'corpses' started to move. "Oh shit there's-" He didn't get any farther as Snack Happy attempted to put them back down again - and did so with extreme prejudice!! He flashed Snack Happy a quick thumbs up, "Good job, 'boss'!" Then he turned and took off running to go down where the others were going.

He didn't quite make it to the stairwell as he took off running. Part of the reason for that was that he took a glance back over his shoulder - JUST making sure the dead Juicers weren't getting back up again this time.
Running
Running die .

I think that gets him to like...T2 on the mid-deck. Sigh. Ah well.
Calyx Calder
Character Summary
Human Zapper

Active effects:
Wounds::

Parry: 6 (7 w/ vambraces); Toughness: 16(9)
Weapon in hand: Vibro-Blade Vambraces or Kolytik

Edges: AB Psionics, Danger Sense, Luck, Major Psionics, Quick, Rapid Recharge, Rich

Powers: Armor, Boost/Lower Trait, Deflection, Telekinesis
ISP: 21/30

Charisma: 0
Bennies: 1

Adventure Card:
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
Currently playing in: 7th Set Joker's Jokers

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Echo
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Re: Missing! Blood on the Water

Post by Echo » Fri Sep 21, 2018 4:58 am

Echo and Splinter dash towards Xavier as fast as they can hopping to interfere with his plans as much as possible. But navigating the tight confines of the vessel is difficult even for a pair of cheetahs and they find them selves unable to gain line of sight on the Necromancer.

OOC Comments
Echo Running 1d10 = 7: 7
GM permission to Benny a Reroll
1d10 = 1: 1

Splinter Running 1d10 = 1: 1
Frustrated at her inability to close the distance both Echo and Splinter create small bubbles of damaging high intensity eddy current magnetic fields around themselves.

OOC Comments
Filling only a SBT and sparingly not hurting ourselves.

2d6 damage to those who enter.
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d10+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+4, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.

Resource Tracking
GM Quick Reference

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Freemage
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Re: Missing! Blood on the Water

Post by Freemage » Fri Sep 21, 2018 9:10 pm

Round 6 Initiative:
OOC Comments
Round 6 Initiative:
Calyx (Q): BJ--Bennies for everyone!
Fox: AS
Growler (Q): AD
Echo: QC
Henry: JH

Xavier: JC

SnackHappy (Q, ILH): 9H, 5H, 4D
Chok'lat: 7H
Herra: 2D
.
Round 6 Start Map
OOC Comments
BloodOnWaterRound6.jpg
The majority of the SET has made their way downstairs, though some still remain mid-deck, where the prisoners, now that their captors are gone, begin to plead to be released from their shackles--at least, those who have the mental wherewithal to communicate at all do. Some are definitely far, far beyond that state, continuing to stare off into eternity--or perhaps oblivion would be a better way to describe their gaze.

Growler, just inside the room, is the only one (at the moment) to have direct line of sight on Xavier, still struggling to get the foul tome into its case; Chok'lat can see the shadow cast by the lights in the cabin, though, and has a fair idea of where their quarry is standing, and Echo has much the same view. Henry, of course, is also able to see what's happening, relaying it to the others in his raven's croak.

A surge of energy bursts through Calyx, and it occurs to Henry that getting him into position to make use of it might not be a bad idea....

NOTES:
OOC Comments
Calyx got a Joker. Bennies all around, and he gets +2 to his actions.

Which means that Henry, who still acts before Xavier, might want to drop a Speed effect on the Zapper--Pace 12, without running, would get Calyx to L2, which is precisely where line of sight happens (Echo fell short by one square, sadly).

In addition to those two, Fox, Growler and Echo also get to go before Xavier, so it really is time to light him up. Echo may want to let Growler go first, to see where the Bad Dog is gonna move to so she can do the energy field thing without affecting him.

Fox is pretty far from the action at this point--up to you if he's going to try running down, or helping civilians. Ditto Snackhappy. Note that flying down is NOT possible--too many sharp turns. Simple move (Pace 10") would get him to the lower half of the stairway, at which point he could run with a d8 to see how much closer he can get. (It might be more efficient to go On Hold and see if the others finish off Xavier, which will end this combat.)

GM Bennies (7th SET, Joker's Jokers): 5/8
OOC Comments
GMC Bennies:
  • Xavier 0/2 (TI 3; Int 1; PPE 29)
  • Synn 1/2
  • Lust 0/1 Burn: 2 Wounds: Incap
  • Wrath 0/1 Burn: 2 Wounds: Incap
  • Sloth 0/1 Burn: 1 Wounds: 1 IRS Used: 2
  • Pride: Dead
  • Avarice 0/1 Burn: 1 IRS Used: 1 Wounds: 2
  • Envy 0/1 Burn: 2 Wounds: Incap
  • Gluttony 0/1 Burn: 1 Wounds: Incap

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Henry_Price
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Re: Missing! Blood on the Water

Post by Henry_Price » Fri Sep 21, 2018 9:20 pm

Psionics 5
Psionics 1d8 = 5: 5
Wild Die 1d6 = 5: 5

Current total: 24/40 ppe 18/20 i.s.p.
As he did earlier with Chok'Lat, Henry briefly lands on Calyx's shoulder. He feels a jolt of energy, his legs suddenly just begging to run.
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.

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