8.0 Aboard the Peacemaker

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Ndreare
Savage Siri
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8.0 Aboard the Peacemaker

Post by Ndreare »

Arriving at Grandma’s the Crew is escorted to the center of the facility to a place that must be a couple hundred meters underground You can see Grandma in the distance upon entering the giant room standing next to a Shifter who is hard at work on the spell. But as you close in closer you can see the relative size between Grandma and the titan begins to twist as she is the same 5’ old lady she had always been. But the shifter is apparently a very tall titan standing near 10 meter in height on his own.

A wave of energy comes from the nexus he works on in several pulses as the Crew is led to the gate, the wash of magic over the Crew members is powerful. Before finally the rift bursts to life. The opening leads to what must be a garage of large cargo hold on the Peacemaker. Then the titan speaks in a voice so melodious as to sound elfin. “Move quickly, even at orbital speeds, it is hard to tether a gate to something so gravitationally small.”

As the group goes through the gate, just before it closes Grandma nods and says. “Until you return then. Watch out for the soul eaters.”






Surveying the area they have arrive, the former Crew of the Remorseless sees they are in a giant cargo hold, at least 50” larger than their own former hold. A couple of skimmers, and two interplanetary shuttles are in the room. The hum of an engine can be heard, but no people are seen as they gain their barings.

Looking around it seems no one has noticed their arrival. Could it be they have successfully been delivered unnoticed. With time to work and plan this open many options to the former Crew...

Instructions
Time for actions, the timer is counting away. Certain things will happen at certain time IRL. Action or hesitation will affect outcomes.


From here you on on board the ship in the primary hold. No-one has come to find you and there is no signs that someone knows you are here. This is your moment to shine people.

What do you do?



nothing to see here
Mysterious Roll [dice:wrlhkyvz]61086:0[/dice:wrlhkyvz]
Wild [dice:wrlhkyvz]61086:1[/dice:wrlhkyvz]
Map coming later.

ALL BENNIES AND RESOURCES RESET AT THIS POINT TO ALLOW FOR NEXT ADVENTURE.

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Sa’Maku
Posts: 98
Joined: Fri Oct 12, 2018 4:44 pm

Re: Sa'Maku (SWADE Wilderness Scout)

Post by Sa’Maku »

Notice 7
[dice:2fv6pk6u]61088:0[/dice:2fv6pk6u]
[dice:2fv6pk6u]61088:1[/dice:2fv6pk6u]
Sa'Maku makes a tactical assessment as soon as they appear in the hold. As quickly as he can he moves to cover and focuses his attention on entrances ready to mow down anything that comes through the door, "Otter. See if you can access their coms, Declan, and security feeds. We are blind now.

User avatar
Sa’Maku
Posts: 98
Joined: Fri Oct 12, 2018 4:44 pm

Re: 8.0 Aboard the Peacemaker

Post by Sa’Maku »

Notice 7
[dice:30tkq8ik]61088:0[/dice:30tkq8ik]
[dice:30tkq8ik]61088:1[/dice:30tkq8ik]
Sa'Maku makes a tactical assessment as soon as they appear in the hold. As quickly as he can he moves to cover and focuses his attention on entrances ready to mow down anything that comes through the door, "Otter. See if you can access their coms, deckplans, and security feeds. We are blind now.

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

Re: 8.0 Aboard the Peacemaker

Post by Brokner Jacobi »

Brokner

Techno-Wizardry d12 - [dice:1ze4kuwk]61134:0[/dice:1ze4kuwk]
Techno-Smithy Wrench (HJ Staff) -
10 PPE (which regenerate at the same rate as the caster's),
grants a +1 Techno-Wizardy Rolls.

Brokner lowers his goggles and steps through the portal. As soon as they are thru, he steps to the side with his ever-present launcher at the ready. Taking a few seconds, he activates the INFRAVISION mode on his armor, then casts detect arcana on his goggles as well, just to be sure. Finally, he pulls out his summon ally rod and kneels down. ’Cover me for a moment, if you would.” ’ That is usually Rust Bucket’s job.” He sets down his bag and digs around. He pulls out some junk and some wiring, then with a few fancy moves with his wrench, he adds the junk to his rod.

Standing, he activates the tube. A mist comes out of the tube and coalesces into 2 humanoid robots. "Go and keep watch on our area. Alert me if someone that is not this crew or summoned by this crew is seen or engaged by you. Recon only. Do not engage except in defense. Now Go!" Brokner replaces the tube on his vest and types on his arm computer. Looking at the others, "I got them on recon. What is the plan?"
Last edited by Brokner Jacobi on Mon Dec 09, 2019 6:52 pm, edited 1 time in total.

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Fiona Gladbrooke
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Re: 8.0 Aboard the Peacemaker

Post by Fiona Gladbrooke »

On seeing that they aren't in eminent danger Fiona changes the boost to her neurons from combat to inifiltration. Pulling her own field computer from it's sling she joins Otter in hacking the ships systems. Once again she concentrates on aiding the hacker, performing support and running interference so DO can get them in smooth and silent like.
Hacking to support DO 15 or 17 if opposed so +3 or 4 to DOs roll
Hacking [dice:9wt7rm53]61142:0[/dice:9wt7rm53] Ace [dice:9wt7rm53]61142:2[/dice:9wt7rm53]
Wild [dice:9wt7rm53]61142:1[/dice:9wt7rm53]
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand

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Death Otter
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Re: 8.0 Aboard the Peacemaker

Post by Death Otter »

Death Otter looked around skeptically, spotted the shuttles and other craft. Couldn't be sure this was the Peacemaker...but it was a ship.

And that first bit was a lie. She COULD be sure this was the Peacemaker.

It had been awhile since she cut loose with her SEED implant. As she focused on the feed from it, the ship came alive to her senses. From cold metal to warm electrical currents, warbling countless songs in languages she could almost understand. Just a moment of thought on her part would bring one of those conversations to her mind, laying it open to her will. Hundreds of systems, thousands of components, millions of connections. It was like standing the center of a vast brain.

Otter's breath quickened as the hardware in her own brain cycled up, accelerating much of her activity to a superhuman state. Magnetic fields unfurled from her skull like invisible wings, reaching out into the bulkheads, into the control panels...the fluctuations in it letting her feel the pulse of information throughout the vessel as if it was in her own mind. All the signals led somewhere, she knew. A central computer. That's what she needed.

She followed the data. Here, Fiona's assistance was useful. Her efforts at intrusion attracted the system's attention, distracting it from her own activities. The former agent was pretty good, Death Otter noted distantly. For someone who had to use her hands.

Rolls: Psionics 15 (17 if contested), 5 ISP spent
Establishing Mind Reading with the ship's computer, with Mind Walk mega-modifier. Psionics: [dice:1gh8up1l]61199:0[/dice:1gh8up1l] or [dice:1gh8up1l]61199:1[/dice:1gh8up1l]; a further +2 if this is contested (and contested roll is at -2, due to Mentalist).

Use better of previous roll or this one: [dice:1gh8up1l]61199:2[/dice:1gh8up1l] or [dice:1gh8up1l]61199:3[/dice:1gh8up1l]

Due to mindmelterness.

Final result is 15 (maybe 17)...if that succeeds she can ask the computer any number of questions, explore memories, etc etc. On a raise there is no realization of her intrusion by the system.

For starters, the information requested is:

1) What is the current configuration of the ship's deckplan, including maintenance and engineering access points?
2) What is the current location of each member of the ship's crew?
3) What security and intrusion countermeasures are currently in place on the ship to repel physical and digital attacks?
4) What is the nature of the ship's governing intelligence?
5) What credentials does the intelligence require in order to accept new owners?

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Ramson Gourdaine
Posts: 110
Joined: Thu Oct 18, 2018 10:59 am

Re: 8.0 Aboard the Peacemaker

Post by Ramson Gourdaine »

Ramson Exalted Darksight Notice 9, Thissok Detect Arcana Notice 4
Ramson:
Darksight (Exalted +2, Limitation Self Only -1)
ISP Cost: 4
Psionics [dice:3i4o0bg5]61212:0[/dice:3i4o0bg5]
Wild Psi [dice:3i4o0bg5]61212:1[/dice:3i4o0bg5]
Success: Ignore Illumination penalties, see invisible

Notice [dice:3i4o0bg5]61212:2[/dice:3i4o0bg5]
Wild Notice [dice:3i4o0bg5]61212:3[/dice:3i4o0bg5]

Thissok:
Innate Detect Arcana (Limitation Self/Aspect = 0 ISP,)
Psionics [dice:3i4o0bg5]61212:4[/dice:3i4o0bg5]
Wild Psi [dice:3i4o0bg5]61212:5[/dice:3i4o0bg5] ACE [dice:3i4o0bg5]61212:6[/dice:3i4o0bg5]

Notice [dice:3i4o0bg5]61212:7[/dice:3i4o0bg5]
Wild Notice [dice:3i4o0bg5]61212:8[/dice:3i4o0bg5]
Lacking an imminent threat, and seeing his Crew go into action with an efficiency that makes him proud, Ramson simply activates the magical sensors on his armor, making sure he can see into the darkest recesses of the hold, and, in the process, also attempt to locate any cloaked individuals.

Thissok, meanwhile, also opens her own vision, expanding it to perceive magical auras, watching for both scrying and unseen foes, as she stretches her shimmering wings and flies around the hold.
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1






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Ndreare
Savage Siri
Posts: 3748
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 8.0 Aboard the Peacemaker

Post by Ndreare »

With very little delay the former crew of the Remorseless gets to work. @Sa’Maku begins looking around the ship. Obviously much larger than the Remorseless the ship appears to be well maintained for such as old ship. Apparently pirating is profitable enough to keep the ship in great condition. @Brokner Jacobi readies his trusted tool to be used as a weapon if necessary. His eyes adjusting well to the arcane enhancement on them. Then preparing for some helpers he starts building them. Ready to send them off as soon as they are needed. @Fiona Gladbrooke and @Death Otter set about the hard work of hacking the computers hoping for some success. The ships AI defending the ship is defeated, but the propulsion weapons and shields all seem to be to alien in nature to interact with through hacking. @Ramson Gourdaine and @Thissok set to work on examining the ship with arcane senses. @Kharis and @Zarlo move near the door to be in better position in Case anyone comes through while Death Otter works.

When suddenly there is a sound that nearly makes them jump out of their pants. (Spirit+2 roll or you where startled and shaken for 6 seconds.) The back of the shuttle they are standing next to opens as a crew member slinks out smiling. He turns back looking into the ship and gives a wink and a nod. Turning away, he sees the former Remorseless Crew and only nods, nonchalantly followed by an imaginary pistol motion. As he walks on towards the ship as if nothing out of the ordinary were going on.

From inside the shuttle you can hear some light chuckling, as a near featureless woman gathers up her stuff. But once her eyes spot the first of the crew, it is obvious she, unlike her light headed partner knows something is up!


Interface
Interface [dice:3c61scr9]61277:0[/dice:3c61scr9]
Wild [dice:3c61scr9]61277:1[/dice:3c61scr9]
or
Interface [dice:3c61scr9]61277:2[/dice:3c61scr9]
Wild [dice:3c61scr9]61277:3[/dice:3c61scr9]

Benny
Interface [dice:3c61scr9]61277:4[/dice:3c61scr9]
Wild [dice:3c61scr9]61277:5[/dice:3c61scr9] Ace [dice:3c61scr9]61277:6[/dice:3c61scr9]

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Ramson Gourdaine
Posts: 110
Joined: Thu Oct 18, 2018 10:59 am

Re: 8.0 Aboard the Peacemaker

Post by Ramson Gourdaine »

Intimidate 19
Step up so both are within a Med Blast Template
Use Rabble Rouser to get Intimidate on both of them.
Intimidate [dice:1kf0yzpy]61295:0[/dice:1kf0yzpy]
Wild Intimidate [dice:1kf0yzpy]61295:1[/dice:1kf0yzpy] ACE [dice:1kf0yzpy]61295:2[/dice:1kf0yzpy] ACE [dice:1kf0yzpy]61295:3[/dice:1kf0yzpy]
Ramson steps forward as the two spot them. He speaks clearly, if not particularly loudly, as he points the business end of his Ion Rifle in their direction. "Right. Congratulations. Folks early to the party get a special door-prize--you get to have the chance to survive to see another day, if you're smart enough to lay down your weapons and let us stash you someplace to stay out of the coming contretemps. It's really the most sensible thing to do, after all, your comms will have been disabled before I finish this sentence."

Thissok Notice 7
Per the subsequent instruction from Rob, just folding it in here:
Notice [dice:1kf0yzpy]61295:4[/dice:1kf0yzpy]
Wild Notice [dice:1kf0yzpy]61295:5[/dice:1kf0yzpy] ACE [dice:1kf0yzpy]61295:6[/dice:1kf0yzpy]
Typo--total is 7, not 8.
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1






User avatar
Ndreare
Savage Siri
Posts: 3748
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 8.0 Aboard the Peacemaker

Post by Ndreare »

Ramson Gourdaine wrote:
Thu Dec 12, 2019 9:09 pm
Intimidate 19
Step up so both are within a Med Blast Template
Use Rabble Rouser to get Intimidate on both of them.
Intimidate [dice:hmylqend]61295:0[/dice:hmylqend]
Wild Intimidate [dice:hmylqend]61295:1[/dice:hmylqend] ACE [dice:hmylqend]61295:2[/dice:hmylqend] ACE [dice:hmylqend]61295:3[/dice:hmylqend]
Ramson steps forward as the two spot them. He speaks clearly, if not particularly loudly, as he points the business end of his Ion Rifle in their direction. "Right. Congratulations. Folks early to the party get a special door-prize--you get to have the chance to survive to see another day, if you're smart enough to lay down your weapons and let us stash you someplace to stay out of the coming contretemps. It's really the most sensible thing to do, after all, your comms will have been disabled before I finish this sentence."
@Ramson Gourdaine's efforts are a complete success as he finds the two two lovers completely compliant and doing as requested and cooperate. The woman being a little braver than the man seems to recover first and says with a clear and level voice. "Sharia or the twins will already know you are hear.

"You may want to brace yourselves because guards are going to arrive in this room."
Her words are not hostile so much as mater of a fact warnings as she looks around the group. Neither of the two of them resist being tied up and secured.

Fiona Gladbrooke only
@Fiona Gladbrooke you may roll a Notice roll. Do not add any power or equipment modifiers. However edges and alertness do apply.
Thissok only
@Thissok You may roll a Notice roll or Psionics, whichever is higher.

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Ramson Gourdaine
Posts: 110
Joined: Thu Oct 18, 2018 10:59 am

Re: 8.0 Aboard the Peacemaker

Post by Ramson Gourdaine »

Thissok flies down to Ramson and murmurs to him briefly. He blinks, pauses, and speaks. "When you secure them, make sure they are kept separate--we don't want them conferring on how to escape." He then motions Fiona over, as well. He speaks to her very softly. "Thissok says the woman's aura resembles your own, very strongly. I'm thinking you might want to have a private chat with her."
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1






User avatar
Fiona Gladbrooke
Posts: 90
Joined: Mon Mar 11, 2019 8:51 pm

Re: 8.0 Aboard the Peacemaker

Post by Fiona Gladbrooke »

Ramson Gourdaine wrote:
Mon Dec 16, 2019 11:11 am
Thissok flies down to Ramson and murmurs to him briefly. He blinks, pauses, and speaks. "When you secure them, make sure they are kept separate--we don't want them conferring on how to escape." He then motions Fiona over, as well. He speaks to her very softly. "Thissok says the woman's aura resembles your own, very strongly. I'm thinking you might want to have a private chat with her."
"Really? How very interesting." She approaches her fellow changeling, when she knows the woman is looking at her she shifts to her native form and back but does not make the minor tweaks to appeal to the eye of her audience a changeling would make when dealing with others. Not doing so is being an indication amoung her kind of a serious straight forwardness to the conversation. Then she smiles and reaches out telepathically. While I am very much interested in from whom you received your enhancements, it is immaterial to our current situation. You being in here with us blows your cover pretty well as I doubt they'll believe you're not connected to me. So, sharing what you have on the crew and any plans to counter them with us is really a matter of survival. If we win the ship I promise you'll be freed to return to whomever you work for."
Persuasion 9
Modifiers: Item bonus +2. Net +2
Persuasion [dice:11fq6bto]61363:0[/dice:11fq6bto]
Wild [dice:11fq6bto]61363:1[/dice:11fq6bto]

Charismatic reroll
Persuasion [dice:11fq6bto]61363:2[/dice:11fq6bto]
Wild [dice:11fq6bto]61363:3[/dice:11fq6bto]
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand

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Sa’Maku
Posts: 98
Joined: Fri Oct 12, 2018 4:44 pm

Re: 8.0 Aboard the Peacemaker

Post by Sa’Maku »

With the two crewmen secured Sa'Maku prepares himself for the imminent arrival of any guards. Chewing through people with a rail gun is not a wise tactical decision inside a space vessel. Too much potential for disaster. Instead he unsheathes his power halberd and stands ready near the most obvious entrances - fully reocognizing that the guards may teleport in.

"Otter. Do we have confirmation that security has been alerted?"

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Ndreare
Savage Siri
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: 8.0 Aboard the Peacemaker

Post by Ndreare »

Fiona Gladbrooke wrote:
Mon Dec 16, 2019 1:13 pm
"Really? How very interesting." She approaches her fellow changeling, when she knows the woman is looking at her she shifts to her native form and back but does not make the minor tweaks to appeal to the eye of her audience a changeling would make when dealing with others. Not doing so is being an indication amoung her kind of a serious straight forwardness to the conversation. Then she smiles and reaches out telepathically. While I am very much interested in from whom you received your enhancements, it is immaterial to our current situation. You being in here with us blows your cover pretty well as I doubt they'll believe you're not connected to me. So, sharing what you have on the crew and any plans to counter them with us is really a matter of survival. If we win the ship I promise you'll be freed to return to whomever you work for."

The woman shakes her head. "I will never betray Durrak, he would torture me after killing your invasion crew." And spits on the ground at Fiona's feet. The pleasurer reaches out with her mind however and the words communicated via the natural telepathy of her people is very different. 'I have not had much of a chance to gain intelligence. I only joined the crew in their recent recruitment efforts to get revenge on some other pirates that recently insulted him. My guess is your team would be the Remorseless?' Then she begins sending information to Fiona of what she can share, how much she has learned of the crew and the floor plans. The amount of information is significant, but nothing of immediate tactical value the Remorseless does not already have. Finally the words finish in her head. 'I hope that will suffice to assure my release back on the moon should your team live.' While her words coming out verbally say. "No, I know who my new master is, and I would never betray him."

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Ndreare
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Joined: Tue Aug 08, 2017 12:55 pm
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Re: 8.0 Aboard the Peacemaker

Post by Ndreare »

Answers for Death Otter
Death Otter wrote:
Mon Dec 09, 2019 12:07 am
1) What is the current configuration of the ship's deckplan, including maintenance and engineering access points?
2) What is the current location of each member of the ship's crew?
3) What security and intrusion countermeasures are currently in place on the ship to repel physical and digital attacks?
4) What is the nature of the ship's governing intelligence?
5) What credentials does the intelligence require in order to accept new owners?
1) See map. https://app.roll20.net/join/4074144/r3UmzQ
2) The ships internals show you the general location of many crew members through heat sources and other radiations throughout the ship. (I will update roll20 with potential locations very soon, expect it done by Midnight December 19th, 2019 PST).
3) The ship has an advanced Level IV security system (meaning some systems are completely isolated for security), combined with three AIs actively working on the systems. Luckily none of them have identified your presence and none of them are actively working against you.
4) Peacemaker is an advanced CCW military AI that appears to have been stolen from a CCW Destroyer. It has up to date military protocols and seems to be in high function. Including a Level IV security protocols.
5) You are uncertain, while disabling it would be easy. Taking it over/reassigning it completely would likely require a major rewrite. The system was obviously set up by an expert of skill levels like unto your own.

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Ndreare
Savage Siri
Posts: 3748
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 8.0 Aboard the Peacemaker

Post by Ndreare »

Peacemaker Stats
The Peacemaker
Large Starship: Size 12, Acc/TS 40/500, Handling 0, Toughness 35 (8), Crew 8/50, Cost Stolen, Remaining Mods -3! (That is right, somehow Grandma managed to fit more than the normal limit of upgrades on this bad boy.)
Notes: AI (glitch), AMCM, Galactic Sensor Suite, Hanger, Shields (120 - regenerates 12/round), Stealth System, Targeting System, TW Rift Drive x1 (1LY/hour).
Weapons:
  • 1× Phase Cannons (Use Medium Laser, but add infinite armor piercing)
  • 1x Medium Laser
  • Super Heavy Laser (Fixed)
  • 2× Torpedo Tubes with 5 Heavy Torpedoes (Forward Fixed)
https://www.drivethrurpg.com/images/606/207487.jpg

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Fiona Gladbrooke
Posts: 90
Joined: Mon Mar 11, 2019 8:51 pm

Re: 8.0 Aboard the Peacemaker

Post by Fiona Gladbrooke »

"Very well, keep your secrets." Playing along with the woman's ruse Fi shakes her head sadly and turns back to the crew. While she does so she reaches out with her mind to create a mental com net among the boarding crew.

"Well darlings here is what she actually told me. Nothing new but it does confirm the info Granny gave us on them. I don't see a psi on their leadership so this should be a safe way for us to talk, especially if we get split up. I know some of you mat not be the most comfortable with this and I am sorry for any discomfort."

Info Dump
Ndreare wrote:
Wed Dec 11, 2019 3:33 pm
Peacemaker Crew
Crew of The Peacemaker
Durrack
OOC Comments
(A former Invincible Guardsman. Upon retirement Durrack found life could be a lot easier if he used his limitless strength and stamina to bully others into doing his work.) - Highly Magic resistant, with the strength and endurance of a dragon. If you fight him and rely on strength you will lose. (Golem from A&M + Head Hunter s base)
Attributes: Agility d6, Smarts d8, Spirit d10, Strength d12+4, Vigor d12+2
Skills: Athletics d6, Common Knowledge d6, Fighting d10, Intimidation d8, Notice d8, Persuasion d4, Shooting d6, Stealth d8
Pace: 6; Parry: 7; Toughness: 22 (4)
Hindrances: Special
Gear: NG-303 Mini Rail Gun (Range 30/60/120, 2d10+2 Mega Damage, RoF 3, AP 6), Vibro-Greatsword (Str+d12 Mega Damage, AP 12), 2 ×Armor Piercing Grenades (Range 5/10/20, 3d8 Mega Damage, AP 16, SBT).
Special Abilities:
Almost Indestructible: Durrack gains +4 MDC Armor and +4 Toughness from his genetic engineering. In addition he is Unstoppable. Even if blown up or chopped to bits, Durrack regenerates completely within 2d6+12 hours.
Bash: Str+d6, AP6, Mega Damage.
Construct: Durrack’s special genetic engineering have made him a tireless machine. He is +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage; doesn’t breathe, immune to Disease, Poison, and Radiation.
Fast Regeneration: Durrack make a natural healing roll every round.
Fear: Durrack causes Fear checks when encountered.
Fearless: Immune to most Fear effects and Intimidation.
Hardy: Does not suffer a Wound from being Shaken twice.
Size 1 (Normal): Durrack stands 9 feet tall and weigh 1,000 pounds.
Warded: Durrack engineering included powerful arcane wards which makes him invulnerable to banish, dispel, and most arcane mind control effects like illusion, puppet, slumber, stun, etc. They gain +4 to rolls to resist other magical effects.
Angelus
OOC Comments
(A TW- version of a Naruni repo bot. His Soul Cannon is devastating to witness) - I designed his frame myself and even enchanted it. He is a killer with no equal. With the strength, endurance and offensive ability of a cyborg, but the Spirit and mind of Priest of Darkness, Angelus retains the powers he had in life as a high priest of darkness and still offers his god sacrifices. I think he is the one who will give you the most challenge. If you can defeat Angelus you will likely win the day, if not, well not everyone can expect to live in a battle against demi-gods. (Cyborg & Mystic as base)
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+2, Vigor d12
Skills: Athletics d8, Common Knowledge d6, Fighting d10, Intimidation d8, Notice d6, Persuasion d6, Repair d6, Shooting d10
Pace: 8; Parry: 7; Toughness: 26 (10)
Hindrances: Greedy (Minor), Overconfident, Stubborn
Edges: Arcane Background (Miracles), Fleet-Footed, Frenzy (Imp), Iron Jaw, Rock and Roll!, Steady Hands, Sweep
Gear: Cyborg MI-B2 Medium Infantry Plate (+4 MDC Armor, +4 Toughness, −2 to all Agility-linked non-combat skill rolls), NG-303 Mini Rail Gun (Range 30/60/120, 2d10+2 Mega Damage, RoF 3, AP 6), Vibro-Greatsword (Str+d12 Mega Damage, AP 12), 2 ×Armor Piercing Grenades (Range 5/10/20, 3d8 Mega Damage, AP 16, SBT), tool kit.
Cybernetic Systems: Adrenal (+2 vs Shaken), Audio (+2 hearing-based Notice), Core Electronics (+2 to linked Common Knowledge, Electronics, Hacking, Research, and Repair checks), Optics (+2 sight-based Notice, ignore Illumination penalties), Targeting Eye (+2 Shooting).
Powers (Miracles): Arcane protection, bolt*, boost/lower Trait, dispel, entangle, healing, light/darkness, smite, sound/silence. PPE: Infinite.
* Soul Blast (+3): A direct damage power (such as bolt, blast, or burst) may be more effective against targets with natural, body, or power armor. +3 Power Points grants the power AP 15. The AP provided by Soul Blast does not affect vehicles, constructs, or targets inside vehicles (including robot vehicles). This modifier is considered an upgrade of the Armor Piercing Power Modifier (which cannot be used in combination with Soul Blast), and stacks with abilities like the Blaster Edges.
Special Abilities:
All Those Moving Parts: Cyborgs must be Repaired instead of Healed.
Harder than Steel: Cyborg construction provides +6 MDC Armor, +3 Toughness.
High-performance Legs: Cyborgs have +2 Pace and d10 run die.
Inhuman Appearance: Cyborgs suffer −1 to Persuasion.
Loss of Dexterity: Cyborgs aren’t designed for delicate or common use non-combat Agility checks are at −2.
Malfunctions: Cyborgs are subject to the Technical Difficulties rules (Tomorrow Legion Player’s Guide).
More Machine: +2 to recover from Shaken; Ignore 1 Wound level; self contained breathing; immune to Disease and Poison.
Size 1 (Normal): Combat Cyborgs are big and heavy.
Unarmed Combat: Combat Cyborgs deal Str+d4 Mega Damage in unarmed combat and are considered armed.
Darinthalus Marinitalon Sar’Debrek
OOC Comments
(An Asgardian High Elf, and Battle Mage) - With the speed and quickness of an elven demi-god and the powers of a battle mage. Darint is dangerous, his has the ability to summon shadows of himself at will that are nearly as dangerous as he himself. Like all elves, as physically fast as he is, his body is relatively fragile compared to your own brute. (Combat Mage & Shifter base)
Attributes: Agility d12, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Athletics d10, Common Knowledge d6, Fighting d10, Healing d4, Intimidation d8, Occult d8, Notice d8, Shooting d8, Spellcasting d10, Stealth d6, Survival d4
Pace: 6; Parry: 6; Toughness: 14 (6)
Hindrances: Loyal, Overconfident, Vow (Serve lord or community, Minor)
Edges: Arcane Background (Magic), Blaster (Master), Channeling, Extraction (imp), First Strike (imp), Master of Magic, Wizard
Powers: bolt, deflection, dispel, protection, smite. PPE: 20
Gear: Rod of Elders (30 PPE Battery), TW Combat Mage Heavy EBA (+6 Armor, +2 Toughness, +2 Strength die type, darksight, farsight), TK Machine Gun (Range 30/60/120, Damage 4d6, RoF 4, AP 3, Reload 2, 5 PPE to reload), TW Flaming Sword (Str+d12 Mega Damage, AP 6, It Burns), 2 × frag grenades (Range 5/10/20, 5d6 Mega Damage, LBT).
Special Abilities:
Demi-God: Asguardian elves are immortal demi-gods and cannot be easily defeated. They benefit from the Heroes Never Die setting rule. Trapped as last minute escapes, teleportations or other trappings.
Dimensional Teleport: Debrek can Dimensional Teleport at will. This allows him to use the teleport power in combat as an innate ability, without rolling, in addition he always benefits from the raise effect. Teleporting further distances costs him 25 PPE and Fatigues him until he can rest for an hour.
Essense & Power
OOC Comments
(Machine People Power Armor Pilots) - The Machine people are a mysterious race of living robots. They have the ability to merge with technology and provide devices with unlimited energy and to pilot vehicles, or operate vehicles at a level that cannot be matched except by the most powerful of phaton juicers and technopaths. I think you may find your morbid pets powers highly effective in neutralizing them. (Techno Wizards & Fiat base)
Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d6, Electronics d12+2, Fighting d6, Hacking d12+2, Notice d8, Occult d10, Piloting d6, Repair d10, Science d10, Shooting d8, Weird Science d10+2
Pace: 6; Parry: 5; Toughness: 10 (4)
Hindrances: Curious, Stubborn, Quirk
Edges: Arcane Background (weird Science), Gadgeteer, McGyver, Mr. Fix It
Powers: Boost/lower Trait, detect/conceal arcana, protection, sloth/speed, warrior's gift. PPE: 20
Gear: Adventure Survival Light Armor (+4 Armor, +1 Toughness, +2 vs all Hazards), TK Revolver (Range 12/24/48, Damage 3d6, RoF 1, AP 3), Field Repair Kit and devices.
Special Abilities:
Body Adaption: Machine people are able to alter their shape and appearance at will, so long as their mass remains close to the same. They ignore all hit locations and wound modifiers. In addition they are Mega Damage beings with +3 Toughness and +6 Armor.
Machine Adaption: Half its Smarts die per session, as an action, the Machine Person can produces a Gadget replicating any power available to Weird Science (and Power Modifiers available to the creator); with a Weird Science TW skill check at −2 per Rank the power is above her own. TW Gadgets have their own PPE pool equal to half their creator’s; with a raise the device gains +5 PPE. Once the PPE is used up it ceases to function.
Machine Link: A Techno-Wizard can interface with machines by touch; +2 to Common Knowledge, Electronics, Hacking, Research, Repair, and Thievery. With TW gear, the bonus is +1. He can't control intelligent machines, cybernetics, vehicles, or weapons.
The General Crew
OOC Comments
Bandits for base.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d4, Common Knowledge d4, Electronics d6, Gambling d4, Fighting d6, Intimidation d4, Notice d4, Persuasion d4, Piloting d6, Shooting d6, Stealth d4, Taunt d4
Pace: 6; Parry: 5; Toughness: 11 (5)
Hindrances: Greedy (Minor), Habit (Minor), Quirk
Edges: Scavenger*
Gear: Piecemeal Salvaged Armor (+5 Armor, +1 Toughness), Ancient Assault Rifle (Range 24/48/96, Damage 2d8+1, RoF 3, AP 2, 3RB), spiked club/bat (Str+d6, AP 1), 1× stick of MD dynamite (Range 3/6/12, 3d8 Mega Damage, LBT, +1” blast radius and +3 damage per extra stick), 2 extra assault rifle magazines.
Special Abilities:
Trained for This: Each Pirate has the relevant or needed edge for their job and d6 in the required skill.
  • The Engineers are all mages (See from Fantasy Companion and earn triple shares)
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand

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