8.0 Aboard the Peacemaker

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Ndreare
Savage Siri
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
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8.0 Aboard the Peacemaker

Post by Ndreare » Wed Dec 04, 2019 3:28 pm

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 1d10+4 = 11: 7
Wild 1d6+4 = 8: 4
Map coming later.
Benny Counter
The 99's Game Master Bennies 0, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel
    -2 Queen soak rolls versus Sal's healing
    -1 Queen soaks 2 wounds from boom gun

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
    +1 Triessa fire bolt at hound
    +1 Signal damage on big AOE return
    +1 Peter Grenade Damage 2
    +1 Triessa blast at hound masters
    -4 Soak rolls versus Hound Masters and Great Hound
    +2 Peter to Disarm Hound Master
    -4 Failed to Resist Test from Triessa
    -1 Soak hit from Peter, i guess not using Bennies was not attractive to players
    -3 Failed Soak rolls versus 4 wounds from Triessa's lucky blast.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0


Phase World - The Remorseless Game Master Bennies 8; Mission: Get Revenge on Durrack
  • +8 Players
    +2 Sidekicks
    -2 Benny for Special Ritual & Extra Effect
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[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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Sa’Maku
Posts: 79
Joined: Fri Oct 12, 2018 4:44 pm

Re: 8.0 Aboard the Peacemaker

Post by Sa’Maku » Wed Dec 04, 2019 4:38 pm

Notice 7
Invalid dice code!
Invalid dice code!
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.

User avatar
Brokner Jacobi
Posts: 22
Joined: Fri Aug 16, 2019 6:58 pm

Re: 8.0 Aboard the Peacemaker

Post by Brokner Jacobi » Thu Dec 05, 2019 5:29 pm

Brokner

Techno-Wizardry d12 - 1d12: 8
Techno-Smithy Wrench (HJ Staff) -
10 PPE (which regenerate at the same rate as the caster's),
grants a +1 Techno-Wizardy Rolls.


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...


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. (cast invisibility with summon ally rod as focus))

OOC -
Arcane Machinist (IF): Create gadgets up to half Smarts die per session as an action.
McGyver (N1): Quickly create improvised devices from scraps.
Techno-Smithy Wrench (HJ Staff) - 10 PPE (which regenerate at the same rate as the caster's), grants a +1 Techno-Wizardy Rolls.

Can i use the PPE frpom the wrench to activate the added power of invisibility

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Fiona Gladbrooke
Posts: 67
Joined: Mon Mar 11, 2019 8:51 pm

Re: 8.0 Aboard the Peacemaker

Post by Fiona Gladbrooke » Thu Dec 05, 2019 8:20 pm

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 1d10: 10 Ace 1d10+10 = 15: 5
Wild 1d6: 1
Fiona Quick stats
[viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10/15 (11)/21 (12). +1 Coat, +4 (0) armored clothes or + 10 (1) Morphic Armor
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
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