6.0 Filling The Emptiness

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Ndreare
Savage Siri
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6.0 Filling The Emptiness

Post by Ndreare » Mon Sep 09, 2019 10:24 am

Having had some downtime to enjoy the most important city in the Three Galaxies, the crew of the Remorseless has had more than a month of idle time around Center.

Looking from one job to another each feels empty and uninteresting to the Crew of the Remorseless. That is when the idea is pitched. No one quite remembers whose idea it was first. No one remembers how, but suddenly no one cared about the little boring jobs. Somewhere out there was The Peacebringer, and a little revenge would be a nice way to recover some of the honor lost in fleeing the previous encounter. Time to do some planning and figure out a way to find this dirt bag and make sure the Galaxy knows not to screw with the Crew of The Remorseless.

The first step is hunting down a ship is always gathering intelligence. Everyone in the crew has a part to play, be that sifting the galactic net for data, interviewing allies, questioning friends or providing security while yours friends look for intelligence in dangerous places. This is a chance to kick off the mission.




INSTRUCTIONS - PLEASE READ ALL
Time to Gather intelligence.
Write an interlude or Quick encounter styled effort while going. You have three primary resources and can join whichever team.

For this hybrid of Quick Encounter and Networking, you may only participate in 1 of the three tasks, as your character spends about a week doing your best to gather information.

YOUR SKILL MUST BE RELATED TO THE TASK. Ask for any stretches.


Galactic Networking roll at -2 - Up to 6 Tokens available, Success Grants 1 token, Raise Grants 2 tokens.
This information will help you find out about the current location of the Peace Bringer.
  • 0 to 2 = Failure, You gather little of interest, you have an idea. But you will have to work some other mission until more Intel is available.
    3 to 5 = Success, you will know the general sector to within a few systems. There is a potability they could know Chances are solid they will likewise know you are coming.
    6 = Critical Success, you not only know where they where last seen, you also catch a rumor of the planet they like to hangout on!
Military Contacts roll at -2 - Up to 6 Tokens available, Success Grants 1 token, Raise Grants 2 tokens.
This information will reveal game mechanics about the the new stats for the Peacebringer itself and the military profile of the ship/crew.
  • 0 to 2 = Failure, You gather little of interest, you have an idea, go ahead and make something up to share.
    3 to 5 = Success, you will know the general profile of the ship and make up of the crew.
    6 = Critical Success, I will give you a copy and paste of the ships stats as well as tell you how many of each Iconic Framework from Savage Foes in on board.
Underworld & Arcane Contacts roll at -2 - Up to 6 Tokens available, Success Grants 1 token, Raise Grants 2 tokens.
This information will reveal game mechanics about the the new stats for the Wild Card crew of the Peacebringer.
  • 0 to 2 = Failure, You gather little of interest, you have an idea, go ahead and make something up.
    3 to 5 = Success, Nice, you have just the right contact and will receive a 1 paragraph description of each of the Wild Card crew members. This even lets you know how many there are.
    6 = Critical Success, score! You get a 1 paragraph description as above, a long with their iconic Framework, most prevalent powers used, and a few hindrances some of them are known to have.
Benny Counter
Phase World - The Remorseless Game Master Bennies 6; Mission: Get Revenge on Durrack
  • +5 Players
    +1 Sidekicks
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
Captain Durrack 2 (WG Improved Level Headed, Spirit, Strength, Fighting, & Athletics Ex boosted +1 DT)
Parry: 7; Toughness: 22 (4) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Failed rerolls to bash Sam
Debrek 2 (Ex DA+Pres Sense, Ex Protection +6 toughness, Ex Deflection -4, Ex Quickness, Force Mult x7)
Parry: 6; Toughness: 14 (6) / 20 (6) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Rerolls on Force Multiplication
Essense 3 (Ex Detect Arcana + Presence Sense, WG Improved Level Headed)
Parry: 5; Toughness: 15 (4)
  • 2 baseline Wild Card NPC
    -1 To Resist Hacking
    +2 Jokers in turn 1 of Big Battle
Power 2 (WG Improved Level Headed)
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Reroll Self Healing in turn 1
Angelus 0, Murdered by Home Invaders
Parry: 7; Toughness: 26 (10) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -1 Resist Fear
    -3 Soak Sa'Maku's volley of blows. Took 3 wounds


Peacemaker Crew 41
  • 41 Baseline
    kills
[/list]
The 99's Game Master Bennies 9, Mission: Investigate Corruption at Refuge
  • +7 Players
    +2 Sidekicks

    Demon Prince of Corruption 2
    Parry 15 Toughness 45 (20)
    • 2 NPC Wild Card
Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset

Initiative Copy and Paste

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[/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]

Dynamic Backlash Table
  • 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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Kharis
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Re: 6.0 Filling The Emptiness

Post by Kharis » Mon Sep 09, 2019 10:47 am

Persuasion for Military Contacts: 8: +2 Success Tokens
Persuasion 1d6-1 = 5: 6 + 1d6: 3 (-2 scene modifier partially offset by +1 from Attractive)
Wild 1d6-1 = 0: 1
Kharis begins his information gathering in the traditional way: buying alcohol for soldiers. It’s easy enough to find the bars that cater to the soldiers stationed in the area, and it’s no accident that the local merc companies tend to congregate in the same area (if not the same establishments).

Drinks turn to feats of fortitude and soldierly prowess (see, drinking games and darts) which turn into invitations to meet at the range. A less-than-stellar showing with the rifles turns into to some sparring challenges, one thing leads to another, and Kharis and the local soldiers find themselves brawling for beers in a training gym near the bar.

Nose bloodied and knuckles bruised, Kharis swaps war stories with an older merc (who has a surprisingly good right hook), when the man mentions having worked security at the docking yard when the Peacebringer was last there.

”The Peacemaker, you say? Anything special about her?” Kharis prompts, and then waits to see what his new friend has to say.
Kharis
Kharis
Pace: 6; Parry: 10 w/Silverspike (8 otherwise) | 13 w/Silverspike and shield; Toughness: 19(8), +4 more vs. Ranged w/shield; Strain: 0; Size: +1
Kharis Character Sheet

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Death Otter
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Re: 6.0 Filling The Emptiness

Post by Death Otter » Fri Sep 13, 2019 9:26 am

Death Otter swam in oceans of data, with a dexterity and ease that called her namesake readily to mind. The Galaxies were networked, glistening strands of pulsed microwaves, tachyons, and quantum-entangled information transfer hubs. This was her playground.

Of course, as much as she loved digging up dirt herself, much of the grunt work was handled by software agents; bundles of code she carved from electronic ether and sent merrily on their way. They spread at the speed of light, leaping from node to node, city to city, planet to planet, each bearing a battery of search filters and malicious packets that would infest other computers and force them to devote clock cycles to producing yet more.

In this way, in an astonishingly short timeframe, she could get some modicum of eyes on anywhere throughout the Three Galaxies that had any kind of net access. Every message, e-mail, advertisement, purchase, social media update...scrutinized for a limited set of key words or phrases. All of it leading to an answer for just one question:

Where is the Peacebringer?

Rolls: Hacking 9
Hacking (including Telemechanics bonus) 1d10: 9 or 1d6: 1

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Sa’Maku
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Re: 6.0 Filling The Emptiness

Post by Sa’Maku » Sat Sep 14, 2019 8:04 am

Underworld Contacts (Intimidation) 7, success
Intimidation 1d8+2 = 7: 5
Wild 1d6+2 = 6: 4
Busting Heads +2
One thing about being a wanted being, rightly or wrongly, is you know where the other bad guys hang out. Cruising through Centre, Sa'Maku makes his way to the seediest spaceports and docks of the massive city. A few would be bandits eye him warily, but a flash of his teeth sends most of them heading the other way. Finally, in the bowels of the market levels, he finds the White Dwarf cantina. A white dwarf is mostly just stellar remnant, the junk left over from a dead star. It is also an apt description of the people who frequent the past - space junk. It is an even more apt description of the proprietor, an albino Anvil dwarf. Word is he say something in the avoid that scared him so bad he lost all colouration in his skin. Others say he spent so long in the starless expanse he turned white from lack of light. It was probably just bad genetics, but it makes for a good story.

Sa'Maku bends low through the door, grumbling slightly about the place being built for a dwarf, then scans the room. This is not your lively smugglers cantina from popular fiction. The people here are more dreary, more desperate, and more cut throat. The big Seljuk gives a nod to the dwarf orders a drink, slides a credit stick across the bar, and says one word "Peacebringer".

The dwarf checks the amount of the stick, poors a drink, and casts his red eyes toward a table of pirates near the back, "They've run with Durack before."

Nodding, Sa'Maku picks up his drink and points at the credstick, "That should cover the damage."

Pounding back the strong brew in a single swallow Sa'Maku stretches his neck muscles, cracks his knuckles, and walks to the pirate table. Most of them look up apprehensively and Sa smiles, exposing all his sharp rows of teeth, "What can you gentleman tell me about the Peacebringer?"

One of them foolishly goes for his gun, only to find Sa is not only big but lightning fast. The Seljuk snaps out his arm backhanding the man knocking him twenty five feet across the bar. Then all hell breaks loose as everyone scrambles for weapons or tries to flee. A few short moments later, semi-conscious pirates are strewn through the bar with Sa'Maku holding the last of them up on the ground by his throat.

Relaxing his grip Sa listens intently as the pirate breathlessly tells what he knows about the crew of the Peacebringer.

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Brokner Jacobi
Posts: 27
Joined: Fri Aug 16, 2019 6:58 pm

Re: 6.0 Filling The Emptiness

Post by Brokner Jacobi » Mon Sep 16, 2019 7:22 pm

Talking to Magic Mechanics Techno wizardry 1d12: 5

Wild roll 1d6: 4


Brokner decides to try his luck at getting some intel. He summons Rust Bucket ands heads into town. ”Maybe i can ask to guys at the shops in town. I know of a few TW mechanics as well as some low ranking mage types. Lets go see what we can dig up.’ Wishing he owned a vehicle of some kind, he starts to walk to where he gets his tw parts.

As he enters the shop, he looks around. ’Hello?” Hearing nothing, he moves to the counter. ”Rust Bucket, scan for anyone alive.” *Beep Beep Whistle Chirp Whistle* ”What do you mean you cant do that? Fine, fly around and keep watch. Something at right.” Rust bucket flies off, and Brokner looks around the shop.

*Beep Chirp Chirp Beep* Rust Bucket comes flying back in a rush. Brokner pokes his head up from behind the desk he is rifling through. ’What's up? Blaster marks? Blood smears leading down? Let's go!” They rush to follow the trail of an obviously wounded being. Ending the search in the basement, The duo find the shop keep, elbow deep in a machine of some sort.

The poor sod is covered in blood, with open wounds on his face and hands. ’What happened?” Brokner runs into the room with his TW grenade launcher at the ready. Rust Bucket comes following waving a blaster. Seeing the shopkeep, Brokner lowers his weapon. ”Umm sir?” The shopkeep turns and sees them standing there. ”My apologies. I was testing this device when it malfunctioned and had a magic backlash. I will be fine in a few days. What was it you needed? I may not be able to use my hands yet, but i got a mind and a mouth to tell secrets with.”

Brokner removes his jacket and rolls up his sleeves. "Whatcha need old timer?" He does as asked, listening to gossip, advice, and some actual intel while he works.
Last edited by Brokner Jacobi on Sat Sep 21, 2019 5:17 am, edited 1 time in total.

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Fiona Gladbrooke
Posts: 73
Joined: Mon Mar 11, 2019 8:51 pm

Re: 6.0 Filling The Emptiness

Post by Fiona Gladbrooke » Tue Sep 17, 2019 8:35 pm

Galactic Networking (persuasion)
Modifiers: Scene -2, Attractive +2, Streetwise +2. Net +2
Persuasion 1d12+2 = 5: 3
Wild 1d6+2 = 7: 5
Charismatic reroll
Persuasion 1d12+2 = 13: 11
Wild 1d6+2 = 8: 6 Ace 1d6+8 = 10: 2
After the enemy captain being forewarned of her presence Fiona decided to set up some new cover identities to work from. It was something she did every couple of years anyway and being with a new crew the change was long overdue. Liquidating the old IDs covered most of the overhead and the rest was quickly made back as she got them situated and established. Working a variety of small info jobs and making, or remaking contacts for them.

Not going directly at the location of the target at first she danced around the subject in her various guises across the megacity, gathering tidbits about who they ran with and bought supplies from. Even the most vile scum had cohorts, facilitators, and bolt holes. Fiona set out to find leads on theirs and was not disappointed at her results.
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: 1/3
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Ramson Gourdaine
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Re: 6.0 Filling The Emptiness

Post by Ramson Gourdaine » Fri Sep 20, 2019 9:17 pm

Intimidation 6, Underworld & Arcane Contacts
Intimidation 1d8+3 = 6: 3
Wild Intimidate 1d6+3 = 6: 3

Benny reroll
Intimidation 1d8+3 = 4: 1
Wild intimidate 1d6+3 = 4: 1

CritFail. Of course.
Malicia Gunnercourt, master chef and owner of Elcalort Provelle Morrette (rough translation: Universal Garlic Love), the newest and grandest restaurant in Central, looked over the dining floor at the elite who had gathered for the soft opening with grim satisfaction; among the hoi polloi of the city, the struggle to obtain invitations to this event had reached epic proportions--politicking, bribery, blackmail had all been employed, and there were rumors of an actual assassination attempt, though most considered that to be unlikely.

A soft voice, thick with menace, interrupted her reverie. "Hello, Malicia. Delightful place you've made here. And the best part is, those poseurs down there don't even know you've snowed them. 'All the varieties of garlic in the Three Galaxies'. An intriguing marketing trick, I admit, but I looked over the menu; you've barely got a third of them available. Certainly no Drangooran blue garlic, for instance. Wonder what Clevinger, over at table 4, would say to his millions of fans on Tooter if he learned you were a fraud."

Malicia bristled, but maintained her poise. "What do you want, Ramson?"

"That's what I've always admired about you, Malicia. Straight to the point. Very well, then. I know more than just that little fact. I know how you funded this little operation. Providing supplies to wanted felons can be so very rewarding, can't it--especially when the command staff of the ships are in need of more exotic foodstuffs?"

The restauranteur stiffened even further. "What. Do. You. Want?"

He smiled, showing all of his teeth. "The list of ingredients you prepared for the command crew of the Peacebringer. That'll tell me everything I need to know about what I'm dealing with. Not just races, but planets of origin. Should be enough intel for my people to be able to find out the rest."

Malicia silently pulled out a pen, and scribbled several lines on a napkin, sliding it over to him when she was done. "Take it, and get out."

He looked it over, nodded, and then, as a sign of good faith, he held it over the candle on the table they were standing next to, letting it burn away, eliminating all evidence of her betrayal of her clients. "Get out? I was never here." He stepped back, and ducked out through the kitchen. No reason to make a fuss.

As soon as he was gone, Malicia allowed herself a small, grim chuckle. "Threaten me in my own place, will you, Ramson?" The list she gave him was not merely useless--if he tried to extrapolate too much from it, he'd walk into whatever he was planning with the crew of the Peacebringer completely unprepared.
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1






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Stoic
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Bronze Patron
Posts: 435
Joined: Fri May 25, 2018 8:58 am

Re: 6.0 Filling The Emptiness

Post by Stoic » Tue Sep 24, 2019 11:06 am

OOC Comments
Persuasion 1d6: 3
Wild Die 1d6: 4

Benny to reroll
Persuasion 1d6: 4
Wild Die 1d6: 2

One more Benny
Persuasion 1d6: 1
Wild Die 1d6: 6
Ace 1d6: 5
GM Bennies 9/9
Wild Card Bennies ?

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Ndreare
Savage Siri
Posts: 3407
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
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Re: 6.0 Filling The Emptiness

Post by Ndreare » Thu Sep 26, 2019 1:01 pm

OOC Comments
Notes
Looking at things it looks like this is what we have.
  1. Galactic = 4 (0 bennies used) = Success (you will know the general sector to within a few systems. There is a potability they could know Chances are solid they will likewise know you are coming.)
    +2 Death Otter
    +2 Fiona
  2. Military = 2 (0 bennies used) = Failure (Sorry Pursuit you did great, but without a second team member to help we did not make this one.)
    +2 Kharis
  3. Underworld = 3 (0 bennies used) = Success (Nice, you have just the right contact and will receive a 1 paragraph description of each of the Wild Card crew members. This even lets you know how many there are.)
    +1 Sam
    +1 Brokner
    -1 Ramson
    +2 Stoic
Rinoa never posted
I will assume Rinoa and Mike are not in until her player returns.
@Kharis is able to enjoy some some with his new temporary friend. But when stories turn to the Peacemaker they become real interesting. The conversation goes on for hours into the night. However once he gets back and his head clears Kharis realizes the pirate ship this guy was talking about could not have been the Peacemaker they fought. The description of the vessel was a much smaller runner than the full sized Corsair that harried the Remorseless out of the asteroid field a few weeks back. As Kharis comes to the realization the ship he was hunting is called the Peacebringer, not the Peacemaker. Unfortunately, try as he might Kharis was not able to find others who had even so much as heard about the thing. It was like the ship was to small and unimportant for locals on Phase World to even care.

Meanwhile @Death Otter finds her efforts far more interesting. Looking for information on the Peacebringer she score across a load of interesting data, most of it random wiki entries she was unable to stop reading for two days. But once she got her head centered she was able to get back on track. An alert on her laptop started letting her know some interesting stuff had come up. Sure most of her bugs got stopped by firewalls and security features. But there is always the guy who breaks the rules and downloads that mysterious file.

When one of those guys is none other than a former crew member of the Peacebringer she can see his emails also include a second invitation. It seems Durack is planning something exciting as he is offering to bring the guy back on at twice his previous pay. Whatever the big score is they say it will only be for a few days. The location indicated is simply. “Come meet us at Grandma’s, we will be there until the crew is full. First come first serve, but with your special skills we are willing to wait.”

@Fiona Gladbrooke’s effort are partially rewarded as she does luck out and learn of the locations of the Peacebringer in a manor. Or more likely she hears of a few systems they enjoy recruiting from. Seems the Peacebringer has a bit of an obsession with an area of space known as the Inner Dark. A Lawless region never claimed by any empire for more than a brief period of time. And a soft spot for techno wizards to boot. When combining that information with Death Otters the two are able to find a Techno Wizard who works in the system of Peral 5 known as Grandma. Supposedly she runs a large scale pirating operation and many ships solicit the services offered by her men, or is it women? How hard is it to find a renowned Techno Wizard when you already know the system she lives in?

Hitting heads and asking questions is the kind of thing @Sa’Maku is really good at. So when he has the opportunity to approach a table full of tiny humanoids and ask some questions he is not surprised when they start answering. Afterall, following the first demonstration none of them are willing to go for their weapons again.

“We did not work for Durack directly. We were hired as boarders. We worked for Angelus he liked to hire cybered up people like us for boarding crews because it was easier to stay ahead of the competition. But we left that stuff. They were mean, and evil.”

Taking a drink one of the other guys looks into his glass. “Angelus was a Naruni repobot or something. But they bought him and he got upgraded somehow. I mean you are not even supposed to be able to do that to Naruni stuff but...”

“When he says upgraded he mean big time. He still looks like a repobot but he is bigger, and tougher. And he has all kinds of TW enhancements he carries. The thing is he uses it for like torture and stuff. He has this thing on his shoulder that can drain your soul from you as it kills you, and he takes special pleasure in using it on mages. That guy is bad news man, stay away from him.” Shaking his head the guys get up to leave. “Worst part is they wont even care we told you. He has a reputation, and he like it to get known.”

@Brokner Jacobi finds his conversation interesting. Turns out a little bit of effort helping and a lot of listening can help a guy learn so much others would just ignore. As the conversation wonders it eventually turns to chatting randomly about strange stuff when conversation turns towards pirates and the Peacebringer Jocobi is surprised by what he hears. “I actually know this crew your talking about. Sure nough one of em come in here needin help wit fixing some broken toys.

“Guy was en elf, big, near as 7’ tall and skinny asa bean pole. He has some kind of acid damage all over his gear, some of it down right burned through everything. Said that he en some friends were in the aea and their smith was murdered. So they needed ta get their toys fixed and prepare some revenge. Conversation went on for a while as he shopped and this old elf ended up sharing his friend was a fellow dwarf. Well i decided to take back the junk I was gonna sell him and gave him the good stuff instead. I don’t nermly like dem elves, but he was avenging a brother. So I passed on sending im out wit gear would break on im.”
Smashing his knuckle as he turned a wrench the old guy appears to not even notice the blood coming. “Funny thing, I was nosy and uses my lences on da elf. Well he looked like some sort of demi-god, he was so fused with magic, it was as if he were an asgardian. Whoever that battle mage was gettin, well I imagine hes dead now.”

@Ramson Gordain get back to the ship and sits down ready to start putting together his list of items and see what can be discerned. When suddenly it hits him. These items are all items for the uncouth, for those who eat their own. Not high quality people who eat great warrior, but scavengers who eat whatever trash is in front of them. This was a message for Ramson, but not a message about his targets, this was a message about Ramson.

@Zarlo needed this opportunity to show his ability to help the crew. He knows he is one of the best, but it was time to show the rest of the crew, after all they need to know as well. Asking around Center can be hard and especially troublesome, but when you know how to be careful and have the skills needed you can get things done. Having taken notes on all he had learned of the crew Zarlo shares them with the others.

Essence and Power are two machine person twins. Made of living nanites their race has a talent for machines and electronics like no other. Apparently the two of them have a fetish for advanced power armor and have the skills to tweak the armor and get needed improvements out of them on the fly. Rumors say the two of them are both some of the cruelest of beings enjoying pain inducing effects over killing, they have some of the highest recruitment rates when sent on their own, because they do not usually kill their targets. Afterall why kill them when you can make them suffer.

Instructions
Open RP for a couple days so I can compose the next scene. Ask questions of each other, or of me and I can answer what else you know.

Looks like you got information on everyone except Durrack himself, which is okay because you already know about Durrack.
Benny Counter
Phase World - The Remorseless Game Master Bennies 6; Mission: Get Revenge on Durrack
  • +5 Players
    +1 Sidekicks
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
Captain Durrack 2 (WG Improved Level Headed, Spirit, Strength, Fighting, & Athletics Ex boosted +1 DT)
Parry: 7; Toughness: 22 (4) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Failed rerolls to bash Sam
Debrek 2 (Ex DA+Pres Sense, Ex Protection +6 toughness, Ex Deflection -4, Ex Quickness, Force Mult x7)
Parry: 6; Toughness: 14 (6) / 20 (6) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Rerolls on Force Multiplication
Essense 3 (Ex Detect Arcana + Presence Sense, WG Improved Level Headed)
Parry: 5; Toughness: 15 (4)
  • 2 baseline Wild Card NPC
    -1 To Resist Hacking
    +2 Jokers in turn 1 of Big Battle
Power 2 (WG Improved Level Headed)
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Reroll Self Healing in turn 1
Angelus 0, Murdered by Home Invaders
Parry: 7; Toughness: 26 (10) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -1 Resist Fear
    -3 Soak Sa'Maku's volley of blows. Took 3 wounds


Peacemaker Crew 41
  • 41 Baseline
    kills
[/list]
The 99's Game Master Bennies 9, Mission: Investigate Corruption at Refuge
  • +7 Players
    +2 Sidekicks

    Demon Prince of Corruption 2
    Parry 15 Toughness 45 (20)
    • 2 NPC Wild Card
Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset

Initiative Copy and Paste

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[/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]

Dynamic Backlash Table
  • 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
Kharis
Posts: 64
Joined: Wed Mar 13, 2019 4:57 pm

Re: 6.0 Filling The Emptiness

Post by Kharis » Thu Sep 26, 2019 3:49 pm

Kharis nurses a hot something-or-another beverage that @Ramson Gourdaine recommended for hangovers and plops himself down in a chair.

”Anyone have any luck? I can tell you all about a nice little sloop that very much is not our target, but that’s about it.”
Kharis
Kharis
Pace: 6; Parry: 10 w/Silverspike (8 otherwise) | 13 w/Silverspike and shield; Toughness: 19(8), +4 more vs. Ranged w/shield; Strain: 0; Size: +1
Kharis Character Sheet

User avatar
Sa’Maku
Posts: 85
Joined: Fri Oct 12, 2018 4:44 pm

Re: 6.0 Filling The Emptiness

Post by Sa’Maku » Fri Sep 27, 2019 4:24 pm

The news of a powerful new type of Repobot is unwelcome indeed. After hear the group's information, and taking it the the grain of disodium chloride requisite for all pirate tales he changes from menacing to merry, "Thank you for your cooperation. I will purchase you a round of drinks for your trouble." As the crew imbibed their drinks, Sa'Maku slipped out making sure none followed him to extract revenge or left quickly to squeal on him to Durack.

Having done his best the big Seljuk heads back to the ship to see Kharis looking as if he lost a battle with a barrel of ale.

"One of the crew, Angelus, is rumored to be a repobot who can steal souls. Many were convinced of this fact. It is unclear if he is a fixer for Durack or one of his officers. Nonetheless, it is a name to follow. And if the rumors are true, a memorable persona."

Sa'Maku turns up his nose as he catches a whiff of Kharis' drink and shakes his head muttering about the tastes of the warm blooded.

User avatar
Kharis
Posts: 64
Joined: Wed Mar 13, 2019 4:57 pm

Re: 6.0 Filling The Emptiness

Post by Kharis » Sun Sep 29, 2019 6:03 am

Sa’Maku wrote:
Fri Sep 27, 2019 4:24 pm

"One of the crew, Angelus, is rumored to be a repobot who can steal souls. Many were convinced of this fact. It is unclear if he is a fixer for Durack or one of his officers. Nonetheless, it is a name to follow. And if the rumors are true, a memorable persona."

Sa'Maku turns up his nose as he catches a whiff of Kharis' drink and shakes his head muttering about the tastes of the warm blooded.
“A bot that steals souls? That has to be hyperbole, right? How would that even work?”
Kharis
Kharis
Pace: 6; Parry: 10 w/Silverspike (8 otherwise) | 13 w/Silverspike and shield; Toughness: 19(8), +4 more vs. Ranged w/shield; Strain: 0; Size: +1
Kharis Character Sheet

User avatar
Sa’Maku
Posts: 85
Joined: Fri Oct 12, 2018 4:44 pm

Re: 6.0 Filling The Emptiness

Post by Sa’Maku » Sun Sep 29, 2019 10:25 am

Kharis wrote:
Sun Sep 29, 2019 6:03 am
“A bot that steals souls? That has to be hyperbole, right? How would that even work?”
"You are asking the wrong reptile my friend. I was trained to battle magic not understand it. Yet, the United World of Warlocks is known for blending magic and machines and the Rift cannon the Peacebringer used against us suggests they have some contacts there. It is possible stealing souls is the fancy of spacers, but we may do well to be prepared."

User avatar
Ramson Gourdaine
Posts: 101
Joined: Thu Oct 18, 2018 10:59 am

Re: 6.0 Filling The Emptiness

Post by Ramson Gourdaine » Tue Oct 01, 2019 7:18 pm

Ramson snarls a bit. "Not only do I have nothing, but I'm going to have to mend some bridges--but that'll come later. Hopefully, the rest of you did better."
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: 73
Joined: Mon Mar 11, 2019 8:51 pm

Re: 6.0 Filling The Emptiness

Post by Fiona Gladbrooke » Wed Oct 02, 2019 6:54 pm

With a radiant smile Fiona assures Ramson they had. "Death Otter and I have a good idea where he will be for a little while, who else may be around, and a vague idea of why. He uses the services of a TW called Grandmother who runs a pirate operation as well as selling her creations out of the Peral 5 system. He will be there readying his ship there for some big job."

She also seems put off by the idea of a repobot with magic parts. "Yeah, how would that even work? I can't use TW gear and I'm alive, ya know biologically. But let's not over focus on the details, an enhanced repobot of any sort will be nasty."
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: 1/3
Edit Signature

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Ndreare
Savage Siri
Posts: 3407
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
Contact:

Re: 6.0 Filling The Emptiness

Post by Ndreare » Mon Oct 07, 2019 12:53 pm

Having shared what they will, the crew of the Remorseless knows the next step is heading for the Peral system. The trip should only take about two weeks on the Remorseless, giving the crew plenty of time to catch up and finish any loose projects while on the way.

OOC Comments
4d6: 1, 2, 5, 6 days
Looks like we only have 4 players posting, but it has been almost two weeks so I am working on the other post now.

Feel free to continue posting here for RP stuff.

You have 2 weeks of additional down time if it matters.
Benny Counter
Phase World - The Remorseless Game Master Bennies 6; Mission: Get Revenge on Durrack
  • +5 Players
    +1 Sidekicks
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
Captain Durrack 2 (WG Improved Level Headed, Spirit, Strength, Fighting, & Athletics Ex boosted +1 DT)
Parry: 7; Toughness: 22 (4) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Failed rerolls to bash Sam
Debrek 2 (Ex DA+Pres Sense, Ex Protection +6 toughness, Ex Deflection -4, Ex Quickness, Force Mult x7)
Parry: 6; Toughness: 14 (6) / 20 (6) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Rerolls on Force Multiplication
Essense 3 (Ex Detect Arcana + Presence Sense, WG Improved Level Headed)
Parry: 5; Toughness: 15 (4)
  • 2 baseline Wild Card NPC
    -1 To Resist Hacking
    +2 Jokers in turn 1 of Big Battle
Power 2 (WG Improved Level Headed)
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -2 Reroll Self Healing in turn 1
Angelus 0, Murdered by Home Invaders
Parry: 7; Toughness: 26 (10) MDC
  • 2 baseline Wild Card NPC
    Reset
    +2 Jokers in turn 1 of Big Battle
    -1 Resist Fear
    -3 Soak Sa'Maku's volley of blows. Took 3 wounds


Peacemaker Crew 41
  • 41 Baseline
    kills
[/list]
The 99's Game Master Bennies 9, Mission: Investigate Corruption at Refuge
  • +7 Players
    +2 Sidekicks

    Demon Prince of Corruption 2
    Parry 15 Toughness 45 (20)
    • 2 NPC Wild Card
Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset

Initiative Copy and Paste

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[/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]

Dynamic Backlash Table
  • 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: 101
Joined: Thu Oct 18, 2018 10:59 am

Re: 6.0 Filling The Emptiness

Post by Ramson Gourdaine » Mon Oct 07, 2019 3:12 pm

Ramson considers. "Do we have any Intel about this Grandmother? Bearding her in her own den isn't likely to let us use threats or force, and even if we managed it, she'd probably just send out the alarm to the enemy. We should see if she might be willing to sell out a client, or if we'll need to get sneaky to try to access her files. And of course, selling out can have lots of meanings--maybe see if there's something she wants--or doesn't want, even-- that money can't buy directly.
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
Kharis
Posts: 64
Joined: Wed Mar 13, 2019 4:57 pm

Re: 6.0 Filling The Emptiness

Post by Kharis » Mon Oct 07, 2019 6:37 pm

Ramson Gourdaine wrote:
Mon Oct 07, 2019 3:12 pm
Ramson considers. "Do we have any Intel about this Grandmother? Bearding her in her own den isn't likely to let us use threats or force, and even if we managed it, she'd probably just send out the alarm to the enemy. We should see if she might be willing to sell out a client, or if we'll need to get sneaky to try to access her files. And of course, selling out can have lots of meanings--maybe see if there's something she wants--or doesn't want, even-- that money can't buy directly.
Kharis nods along. "Yeah, that stands to reason. There are plenty of things that can't be bought with money, but if she wants something else, maybe we can get it for her? Maybe she has a job to do or a score to settle?"
Kharis
Kharis
Pace: 6; Parry: 10 w/Silverspike (8 otherwise) | 13 w/Silverspike and shield; Toughness: 19(8), +4 more vs. Ranged w/shield; Strain: 0; Size: +1
Kharis Character Sheet

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