Re: 8.1 Moving through the crew!

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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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8.1 Moving through the crew!

Post by Ndreare » Fri Jan 03, 2020 3:25 pm

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

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

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

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

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


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

Intelligence and Information
You have decided to network and share information Death Otter has the Lead with support provided by whoever wants to using; Hacking, Notice, Persuasion, or Stealth. This will most likely be Ramson or Fiona. Luckily you have general heat signatures and conditions on everyone. Unfortunately someone is actively fighting your control of the ship!
Roll Hacking versus 7 ( 1d10+2 = 6: 4 Wild 1d6+2 = 7: 5)
  • Critical Failure: Things go upside down, The rest of the Crew is rolling at an additional -4 from the false intelligence and no crew member may gain more than 1 token each!
  • Failure: Things get rough, The rest of the Crew may gain more than 1 token each!
  • Success: Great Job, it was hard but you pulled through. The rest of the crew can get up to 2 tokens each and are rolling at +1.
  • Raise: Great Job, it was hard but you pulled through. The rest of the crew can get up to 3 tokens each and are rolling at +2!


Combat
Are you locking them into rooms, piling them into the cargo hold for spacing, or some other option? Well with the intelligence being provided you can do this. Lets get through these decks and find out where the officers are at.
Roll a Combat or Arcane skill of choice at -2. (Include an additional -2 in your roll and gain 1 benny for doing the right thing trying to save the lives of the crew.)
  • Critical Failure: Things go upside down, you take 1 fatigue that will not recover for 24 hours or on a raise with Relief. And 1d3 wounds (which may be soaked).
  • Failure: Things get rough, you take 1 fatigue that will not recover for 24 hours or on a raise with Relief. And 1 wound (which may be soaked).
  • Success: Great Job, it was hard but you pulled through. You gain 1 Token and you take 1 fatigue that will not recover for 24 hours (or on a raise with Relief) or 1 wounds (which may be soaked).
  • Raise: Astounding, it was hard but you pulled through. You gain 1 Token (2 if allowed by intelligence roll) and somehow come through the initial waves without bumps or bruises!
  • 2 Raises: Legendary, it was hard but you pulled through. You gain 1 Benny, up to 3 Tokens as allowed by intelligence roll and somehow come through the initial waves without bumps or bruises!
Benny Counter
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
Captain Durrack 0 (WG Improved Level Headed, Spirit, Strength, Fighting, & Athletics Ex boosted +1 DT, WG improved Counter Attack, Arcane Protection +/-4)
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
    +1 Joker again
    -3 Rerolls for a whole 1 card increase.
    -1 reroll not to fly away
Debrek 1 (Ex DA+Pres Sense rng x3, 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
    +1 Joker again
    -1 +5 PPE
    -1 Reroll damage on 3d12 Blast
Essense 2 (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
    +1 Joker again
    -2 New cards for Debrek
Power 3 (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
    +1 Joker again
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 1, Mission None

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
Death Otter
Posts: 90
Joined: Fri Oct 05, 2018 9:25 pm

Re: 8.1 Moving through the crew!

Post by Death Otter » Fri Jan 03, 2020 4:33 pm

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

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

The battle against the artificial intelligence was far more interesting.

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

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

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

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

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

Rolls: Psionics 18
Psionics 1d12: 12 or 1d6: 4
This is why she's the best: Ace 1d12: 6

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Sa’Maku
Posts: 89
Joined: Fri Oct 12, 2018 4:44 pm

Re: 8.1 Moving through the crew!

Post by Sa’Maku » Mon Jan 06, 2020 3:40 pm

Fighting 1d12-3 = 4: 7
Wild 1d6-3 = 0: 3

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

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

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

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

1 Token, 1 level of Fatigue.

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Ramson Gourdaine
Posts: 105
Joined: Thu Oct 18, 2018 10:59 am

Re: 8.1 Moving through the crew!

Post by Ramson Gourdaine » Mon Jan 06, 2020 5:49 pm

Ramson 8 (2 Tokens); Thissok 18 (3 tokens + benny)
Ramson
Fighting d10+2. DO assist +2, Scene Penalty -2
Fighting 1d10+2 = 12: 10
Wild Fighting 1d6+2 = 8: 6 ACE 1d6+8 = 9: 1


Thissok
Athletics d8, DO assist +2, Scene Penalty -2
Athletics 1d8: 8 ACE 1d8+8 = 16: 8 ACE 1d8+16 = 18: 2
Wild Athletics 1d6: 6 ACE 1d6+6 = 11: 5
Ramson finally presented with foes who aren't invulnerable to everything he can do, becomes a force of terror; his vibro-vambraces fill the corridors of the enemy vessel with a sound like a hundred snarling wolves. He emerges from around corners and lays into the enemy, the blades slicing into the bodies of the hapless crew. Throats slashed open, entrails spilled into the corridor--when the Remorseless crew claims this ship, clean-up is going to be nasty.

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

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






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Fiona Gladbrooke
Posts: 77
Joined: Mon Mar 11, 2019 8:51 pm

Re: 8.1 Moving through the crew!

Post by Fiona Gladbrooke » Mon Jan 06, 2020 6:25 pm

task 8
Modifiers: scene -2, DO bonus +2. Net 0. Fiona is obviously in combat mode for the fracass
Shooting 1d12: 2
Wild 1d6: 3
Benny to reroll
Shooting 1d12: 7
Wild 1d6: 4
Fiona sticks with Ramson thru the battle to the bridge. While guile was her preferred stock and trade the Empire had made sure her combat skills were also top notch. Relying mostly on her trusted NE custom pistol to mow down security officers who were so rude as to avoid melee with the wild simvan, she did have to draw steel once or twice. Feeding on the emotional energies of the battle she gets a bit carried away. While she'd normally counsel trying to spare and convert the crew she gets lost in the thrill of it all.
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 1/3
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Brokner Jacobi
Posts: 29
Joined: Fri Aug 16, 2019 6:58 pm

Re: 8.1 Moving through the crew!

Post by Brokner Jacobi » Sat Jan 11, 2020 8:33 pm

OOC Comments
Techno-Wizardry d12 - 1d12: 5 - to add teleport to his launcher
Techno-Smithy Wrench (HJ Staff) -
10 PPE (which regenerate at the same rate as the caster's),
grants a +1 Techno-Wizardy Rolls.
Wild - 1d6: 3


Shooting d8 - 1d8: 6
Wild - 1d6: 4
After the info from DO floods his systems, Brokner takes a swig from his ever present flask. ’Lets clean house!!” He again goes down on one knee and digs thru his bag. With a ”Huzzah!!, Brokner pulls out some more junk and, using his TW wrench, adds it to his grenade launcher. After a few seconds, Brokner regains his feet, picks up his pack. With his gear ready, Brokner uses his arm computer to chart his path. ”Okay, Gang. I am heading for the engine room, with a stop by any labs i see.” He takes a look around his crew as he speaks. ”If we need medical stuff, i can try to stop by the med labs as well and see what i can get?” Looking at his arm with a glance, Brokner heads off. ’Come on, Rust bucket, let ge…..” Shaking his head and giving a small chuckle, Brokner’s cheeks redden as he says ”oops. I am not used to him not being beside me.”


Brokner walks the hallways, using his arm computer as a GPS. Following the info from DO, Brokner avoids as many crew as he can. The ones he cant avoid, he fires a sleep grenade at them. His major goal is the engine room, but he will search and loot any engineering/mechanical/medical labs he may come across.

User avatar
Ndreare
Savage Siri
Posts: 3470
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 8.1 Moving through the crew!

Post by Ndreare » Fri Jan 17, 2020 3:23 pm

Total 9 tokens (1 success more and you would have had 1 less officer.)
Initiative, Debrek and Essence have Jokers, Players go 1st, then Baddies
Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
  • Quick rerolls 16 or less
  • Quickness with a Raise rerolls 24 or less
  • 53, 54, 55, 56 are considered Jokers
  • Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).

@Sa’Maku (Quick discard 16 or less) 1d56: 2 Reroll 16 or less 1d56: 1 Reroll again 1d56: 33
@Ramson Gourdaine 1d56: 32
  • Tactician
    1d56: 24
    1d56: 21
@Fiona Gladbrooke 1d56: 42
@Brokner Jacobi 1d56: 47
@Zarlo 1d56: 51


Durrack 1d56: 32
Angelus 1d56: 32
Debrek 1d56: 54 = Joker
Essence 1d56: 53 = Joker
Power 1d56: 40

Benny Counter
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
Captain Durrack 0 (WG Improved Level Headed, Spirit, Strength, Fighting, & Athletics Ex boosted +1 DT, WG improved Counter Attack, Arcane Protection +/-4)
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
    +1 Joker again
    -3 Rerolls for a whole 1 card increase.
    -1 reroll not to fly away
Debrek 1 (Ex DA+Pres Sense rng x3, 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
    +1 Joker again
    -1 +5 PPE
    -1 Reroll damage on 3d12 Blast
Essense 2 (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
    +1 Joker again
    -2 New cards for Debrek
Power 3 (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
    +1 Joker again
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 1, Mission None

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
Ndreare
Savage Siri
Posts: 3470
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 8.1 Moving through the crew!

Post by Ndreare » Fri Jan 17, 2020 6:05 pm

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

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

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

OOC Comments
Teleported to Safety...
Joker +2, MAP -2 = +0
Ex Deflection
Spellcasting 1d10: 4
Wild 1d6: 2
Ex Protection
Spellcasting 1d10: 6
Wild 1d6: 5


Ex Detect Arcana + Presence Sense
Weird Science 1d10+2 = 5: 3
Weird Science 1d6+2 = 5: 3
Ex Warrior's Gift self & brother
Weird Science 1d10+2 = 7: 5
Weird Science 1d6+2 = 8: 6 Ace 1d6+8 = 9: 1
MAP
Top of Turn 01.JPG
Players Turn
Benny Counter
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
Captain Durrack 0 (WG Improved Level Headed, Spirit, Strength, Fighting, & Athletics Ex boosted +1 DT, WG improved Counter Attack, Arcane Protection +/-4)
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
    +1 Joker again
    -3 Rerolls for a whole 1 card increase.
    -1 reroll not to fly away
Debrek 1 (Ex DA+Pres Sense rng x3, 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
    +1 Joker again
    -1 +5 PPE
    -1 Reroll damage on 3d12 Blast
Essense 2 (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
    +1 Joker again
    -2 New cards for Debrek
Power 3 (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
    +1 Joker again
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 1, Mission None

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: 105
Joined: Thu Oct 18, 2018 10:59 am

Re: 8.1 Moving through the crew!

Post by Ramson Gourdaine » Fri Jan 17, 2020 10:43 pm

OOC Comments

Boost Trait: Fighting on team (Modifiers: +2 Greater Boost, +6 Add. Targets, +4 to get +2 to roll; Total ISP 14)
Roll is at -4 due to Sa'Maku Arcane Resistance
Boost Fighting 1d8-2 = 3: 5
Wild Psionics 1d6-2 = 0: 2
Benny reroll
Boost Fighting 1d8-2 = 3: 5
Wild Psionics 1d6-2 = 2: 4
Benny Reroll
Boost Fighting 1d8-2 = 4: 6
Wild Psionics 1d6-2 = 3: 5
Success = Auto-Raise
All in group (including Ramson) gain +2 die-types Fighting, with a free Fighting reroll once per action.

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

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

"Take them."

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






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Stoic
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Bronze Patron
Posts: 441
Joined: Fri May 25, 2018 8:58 am

Re: 8.1 Moving through the crew!

Post by Stoic » Sat Jan 18, 2020 7:03 am

OOC Comments
Mega Stun (Auto raise) centered on Angelus (Vigor roll at -4)
Spellcasting 1d10: 1
Wild Die 1d6: 2
Benny
Spellcasting 1d10: 5
Wild Die 1d6: 5
Zarlo peeks around the corner, spotting Angelus. He whispers an arcane phrase and a bright blue flash explodes directly onto Angelus.
GM Bennies 9/9
Wild Card Bennies ?

User avatar
Ndreare
Savage Siri
Posts: 3470
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 8.1 Moving through the crew!

Post by Ndreare » Sat Jan 18, 2020 7:43 am

OOC Comments
Durrack 1d12+2 = 11: 9
Wild 1d6+2 = 7: 5

Angelus 1d12-4 = 4: 8
Wild 1d6-4 = -1: 3

Power 1d6-4 = -2: 2
Wild 1d6-4 = 1: 5
Benny reroll
Power 1d6-4 = -1: 3
Wild 1d6-4 = 1: 5
Benny reroll
Power 1d6-4 = -1: 3
Wild 1d6-4 = -1: 3
As the magic hits them it rolls off the giants. However the sound of a 3rd crew member still in the bridge can be heard moaning from the effect.
Benny Counter
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
Captain Durrack 0 (WG Improved Level Headed, Spirit, Strength, Fighting, & Athletics Ex boosted +1 DT, WG improved Counter Attack, Arcane Protection +/-4)
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
    +1 Joker again
    -3 Rerolls for a whole 1 card increase.
    -1 reroll not to fly away
Debrek 1 (Ex DA+Pres Sense rng x3, 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
    +1 Joker again
    -1 +5 PPE
    -1 Reroll damage on 3d12 Blast
Essense 2 (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
    +1 Joker again
    -2 New cards for Debrek
Power 3 (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
    +1 Joker again
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 1, Mission None

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: 105
Joined: Thu Oct 18, 2018 10:59 am

Re: 8.1 Moving through the crew!

Post by Ramson Gourdaine » Sat Jan 18, 2020 8:15 am

Fighting Test 8, resisted by Angelus' Smarts
Fighting test vs. Angelus, using Feint (Angelus resists with Smarts)
Feint 1d12: 1
Wild Fighting 1d6: 2
Benny reroll
Feint 1d12: 4
Wild Fighting 1d6: 3
Benny reroll because what the fuck
Feint 1d12: 3
Wild Fighting 1d6: 1
Ramson Benny Reroll
Feint 1d12: 2
Wild Fighting 1d6: 1
EP Benny
1d12: 10
1d6: 5
FINALLY.
Oh, wait, forgot Limited Metamorphosis is an action, so MAP -2 means a final total of 8.

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

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

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






User avatar
Ndreare
Savage Siri
Posts: 3470
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Mission Two: The Thief of Always

Post by Ndreare » Sat Jan 18, 2020 9:07 am

Angelus is Vulnerable and Shaken
Smarts 1d6: 3
Wild 1d6: 2
Benny
Smarts 1d6: 4
Wild 1d6: 3
Fear, both pass
Angelus
Fear 1d6: 6
Wild 1d6: 4

Power (Distracted -2)
Fear 1d8-2 = 2: 4
Wild 1d6-2 = 4: 6
Benny Counter
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
Captain Durrack 0 (WG Improved Level Headed, Spirit, Strength, Fighting, & Athletics Ex boosted +1 DT, WG improved Counter Attack, Arcane Protection +/-4)
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
    +1 Joker again
    -3 Rerolls for a whole 1 card increase.
    -1 reroll not to fly away
Debrek 1 (Ex DA+Pres Sense rng x3, 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
    +1 Joker again
    -1 +5 PPE
    -1 Reroll damage on 3d12 Blast
Essense 2 (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
    +1 Joker again
    -2 New cards for Debrek
Power 3 (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
    +1 Joker again
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 1, Mission None

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
Sa’Maku
Posts: 89
Joined: Fri Oct 12, 2018 4:44 pm

Re: 8.1 Moving through the crew!

Post by Sa’Maku » Sat Jan 18, 2020 1:19 pm

Intimidate 8
Intimidate 1d8: 3
Wild 1d6: 1

Reroll
1d8: 1
1d6: 3

Benny
Intimidate 1d8: 7
Wild 1d6: 1

Reroll
1d8: 4
1d6: 6
Ace 1d6: 2

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

Fighting 1d12: 9 1d6: 2
Fighting 1d12: 10 1d6: 3
Fighting 1d12: 10 1d6: 2

Damage 1d12+2 = 11: 9 2d8: 2, 2 = 15 AP 16
Raise 1d6: 3

Damage 1d12+2 = 5: 3 2d8: 2, 7 = 14 AP 16
Raise 1d6: 5

Damage 1d12+2 = 14: 12 2d8: 5, 3 Ace 1d12: 9 = 29 AP 16
Raise 1d6: 1
Close quarters battle is dangerous and thrilling. As Thissock slips by Angelus catching the demigod off guard Sa'Maku kicks in his anti-grav pack and zooms down the hallway toward the soul draining foe. As he flies the massive reptilian let's out a deep primal roar that would strike fear into lesser creatures, unfortunately the face plate diminishes some of the effect.

Keeping outside of Angela's reach Sa let's loose with a flurry of attacks to keep the heavy hitter busy for the others.

User avatar
Ndreare
Savage Siri
Posts: 3470
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 8.1 Moving through the crew!

Post by Ndreare » Sat Jan 18, 2020 4:02 pm

OOC Comments
For most opponents I would apply a -2 as he is a big MD cyborg. But I am not doing that for @Sa’Maku based on Sam being also a big BA warrior.
Spirit 1d6: 1
Wild 1d6: 1
soak rolls.JPG
Angelus staggers off balanced and reelling, the volley of blows knocking him back he is wounded.

(Took 3 wounds, used 3 bennies)
Benny Counter
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
Captain Durrack 0 (WG Improved Level Headed, Spirit, Strength, Fighting, & Athletics Ex boosted +1 DT, WG improved Counter Attack, Arcane Protection +/-4)
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
    +1 Joker again
    -3 Rerolls for a whole 1 card increase.
    -1 reroll not to fly away
Debrek 1 (Ex DA+Pres Sense rng x3, 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
    +1 Joker again
    -1 +5 PPE
    -1 Reroll damage on 3d12 Blast
Essense 2 (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
    +1 Joker again
    -2 New cards for Debrek
Power 3 (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
    +1 Joker again
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 1, Mission None

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
Fiona Gladbrooke
Posts: 77
Joined: Mon Mar 11, 2019 8:51 pm

Re: 8.1 Moving through the crew!

Post by Fiona Gladbrooke » Sat Jan 18, 2020 6:49 pm

With a laugh that is somehow both musical and sinister Fiona answers the pirates confusion. "How did we get here? Well who is both powerful enough to open a rift into a moving starship and knows this ship well enough to do so? Ponder that as we work on your officers. You do seem a bit slow so feel free to take your time." Moving out into hall a bit to better see the situation she notes the reeling bot. Sheathing her plasma pistol as it'd likely just bounce off the thing Fiona pulls her laser rifle and sets it to heavy pulse. Sighting down the hall she waits a moment then squeezes a shot past Sa"M.
shooting Angelius 25 MD AP5
Modifiers: Moved -2, heavy pulse +1, vulnerable target +2. Net +1 (actually 0, forgot optics and there's a cover pen of 2)
Shooting 1d12: 9
Wild 1d6: 1
Benny to reroll
Shooting 1d12+1 = 8: 7
Wild 1d6+1 = 7: 6 Ace 1d6+7 = 8: 1
Benny to reroll
Shooting 1d12: 3
Wild 1d6: 1
Damage 5d6+4 = 25: 3, 5, 4, 4, 5
Last edited by Fiona Gladbrooke on Sat Jan 18, 2020 8:47 pm, edited 1 time in total.
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 1/3
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Ndreare
Savage Siri
Posts: 3470
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 8.1 Moving through the crew!

Post by Ndreare » Sat Jan 18, 2020 8:37 pm

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

Incapacitation
Vigor 1d12-5 = 5: 10
Wild 1d6-3 = 2: 5
Benny Counter
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
Captain Durrack 0 (WG Improved Level Headed, Spirit, Strength, Fighting, & Athletics Ex boosted +1 DT, WG improved Counter Attack, Arcane Protection +/-4)
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
    +1 Joker again
    -3 Rerolls for a whole 1 card increase.
    -1 reroll not to fly away
Debrek 1 (Ex DA+Pres Sense rng x3, 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
    +1 Joker again
    -1 +5 PPE
    -1 Reroll damage on 3d12 Blast
Essense 2 (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
    +1 Joker again
    -2 New cards for Debrek
Power 3 (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
    +1 Joker again
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 1, Mission None

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
Death Otter
Posts: 90
Joined: Fri Oct 05, 2018 9:25 pm

Re: 8.1 Moving through the crew!

Post by Death Otter » Tue Jan 21, 2020 7:18 pm

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

Rolls: Shoot 5, 15 AP 6 mega damage to Machine Person on hit
Shotting: 1d6+1 = 5: 4 or 1d6+1 = 2: 1 using Heavy Beam option.
4d6: 1, 3, 2, 2 AP 6 mega-damage to the Machine Person on a hit

I'll benny the damage... 4d6: 5, 3, 4, 3

User avatar
Brokner Jacobi
Posts: 29
Joined: Fri Aug 16, 2019 6:58 pm

Re: 8.1 Moving through the crew!

Post by Brokner Jacobi » Wed Jan 22, 2020 12:41 pm

OOC Comments
Techno-Wizardry d12 - 1d12: 8 - create barrier gadget
Wild - 1d6: 3
Barrier / Stalwart walls (Using mega version)
MODS - Hardened
PPE: 5 total (from wrench)

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

User avatar
Ndreare
Savage Siri
Posts: 3470
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 8.1 Moving through the crew!

Post by Ndreare » Wed Jan 22, 2020 1:27 pm

Power Recovery from Stunned
Recovery: At the start of a Stunned character’s turn, he makes a Vigor roll. Success means he’s no longer Stunned but remains Distracted and is now Vulnerable (these fade at the end of his next turn). A raise on the Vigor roll removes all ill effects.
Vigor d6 Distracted -2
Vigor 1d6-2 = 4: 6
Wild 1d6-2 = 2: 4
Ace 1d6+4 = 8: 4
Power Soak 19 AP 4 versus Toughness: 14 (6) MD = 2 wounds
Vigor d6, Distracted -2 = d6-2
Vigor 1d6-2 = 3: 5
Wild 1d6-2 = -1: 1

Failed takes 3 wounds
Healing
Weird Science d10+2
Weird Science 1d10-3 = -1: 2
Wild 1d6-3 = -2: 1
Benny to reroll
Weird Science 1d10-3 = 3: 6
Wild 1d6-3 = -2: 1
Benny to reroll
Weird Science 1d10-3 = 6: 9
Wild 1d6-3 = -1: 2
Bleeding Out
Vigor 1d12-2 = 7: 9
Wild 1d6-2 = -1: 1
Fighting 7 for 18 AP 6 to stab through cover Thissock (Not an Grapple) = 3 wounds
Fighting d10, Wild +2, Small Target -2
Fighting 1d10: 7
Wild 1d6: 4

Damage 2d12+4 AP 16, -10 for Chair = 2d12+4 AP 6 left
2d12+4 = 18: 6, 8 AP 6
Power stumbles in pain from the blast somehow is able to adapt his body, closing his wounds up around themselves. He stumbles before melting into the ground under the chair and moving towards the wall out of sight. Angules bleeding on the ground somehow is not yet dead, th dark necromancy fueled TW monstrosity somehow clinging to life.

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



Everyone (except Thissock) Make a Fear Check, then I will roll initiative
I will update Map and roll initiative after Fear and Soak Checks
Benny Counter
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
Captain Durrack 0 (WG Improved Level Headed, Spirit, Strength, Fighting, & Athletics Ex boosted +1 DT, WG improved Counter Attack, Arcane Protection +/-4)
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
    +1 Joker again
    -3 Rerolls for a whole 1 card increase.
    -1 reroll not to fly away
Debrek 1 (Ex DA+Pres Sense rng x3, 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
    +1 Joker again
    -1 +5 PPE
    -1 Reroll damage on 3d12 Blast
Essense 2 (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
    +1 Joker again
    -2 New cards for Debrek
Power 3 (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
    +1 Joker again
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 1, Mission None

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: 105
Joined: Thu Oct 18, 2018 10:59 am

Re: 8.1 Moving through the crew!

Post by Ramson Gourdaine » Wed Jan 22, 2020 2:27 pm

Ramson Resist Fear 17, Thissok Soak 9
Ramson Resist Fear 1d10: 1
Wild Spirit 1d6: 2
Reroll Benny
1d10: 2
1d6: 3
Reroll Benny
1d10: 5
1d6: 6 ACE 1d6+6 = 12: 6 ACE 1d6+12 = 17: 5

Thissok Soak 1d10: 4
Wild Vigor 1d6: 2
Reroll Benny
1d10: 5
1d6: 4
Reroll Benny
1d10: 9
1d6: 3
1 Wound left, Shaken

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






User avatar
Stoic
Bronze Patron
Bronze Patron
Posts: 441
Joined: Fri May 25, 2018 8:58 am

Re: 8.1 Moving through the crew!

Post by Stoic » Wed Jan 22, 2020 2:30 pm

OOC Comments
Fear
Spirit 1d6: 5
Wild Die 1d6: 6
Ace 1d6: 2
GM Bennies 9/9
Wild Card Bennies ?

User avatar
Fiona Gladbrooke
Posts: 77
Joined: Mon Mar 11, 2019 8:51 pm

Re: 8.1 Moving through the crew!

Post by Fiona Gladbrooke » Wed Jan 22, 2020 2:42 pm

fear test 9
Spirit 1d10: 9
Wild 1d6: 3
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

User avatar
Sa’Maku
Posts: 89
Joined: Fri Oct 12, 2018 4:44 pm

Re: 8.1 Moving through the crew!

Post by Sa’Maku » Wed Jan 22, 2020 3:14 pm

Fear Check 13
Spirit 1d8: 1
Wild 1d6: 2

Mutter mutter - benny
Spirit 1d8: 8 Ace 1d8: 5
Wild 1d6: 5

User avatar
Brokner Jacobi
Posts: 29
Joined: Fri Aug 16, 2019 6:58 pm

Re: 8.1 Moving through the crew!

Post by Brokner Jacobi » Wed Jan 22, 2020 5:33 pm

Fear Check
OOC Comments
Spirit 1d6: 1

Wild - 1d6: 4

User avatar
Death Otter
Posts: 90
Joined: Fri Oct 05, 2018 9:25 pm

Re: 8.1 Moving through the crew!

Post by Death Otter » Thu Jan 23, 2020 10:18 pm

The Fearful Otter

Rolls
Fear (Spirit): 1d6: 4 or 1d6: 4

User avatar
Ndreare
Savage Siri
Posts: 3470
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 8.1 Moving through the crew!

Post by Ndreare » Fri Jan 24, 2020 12:50 pm

TOP OF TURN 2

Ramson, Zarlo, and 1 Person of Ramson's choice will go before Essence & Power.
Initiative.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
  • Quick rerolls 16 or less
  • Quickness with a Raise rerolls 24 or less
  • 53, 54, 55, 56 are considered Jokers
  • Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).

Brokner Jacobi 1d56: 33

Death Otter 1d56: 35
Fiona Gladbrooke 1d56: 16
Ramson Gourdaine 1d56: 46
  • Tactician
    1d56: 43
    1d56: 34
Sa’Maku (Quick discard 16 or less) 1d56: 26
Zarlo 1d56: 44


Durrack 1d56: 32
Angelus 1d56: 21
Debrek 1d56: 24
Essence 3d56: 43, 1, 19
Power 3d56: 43, 24, 25



Bennie for new card to Brokner 1d56: 48

Benny Counter
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
Captain Durrack 0 (WG Improved Level Headed, Spirit, Strength, Fighting, & Athletics Ex boosted +1 DT, WG improved Counter Attack, Arcane Protection +/-4)
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
    +1 Joker again
    -3 Rerolls for a whole 1 card increase.
    -1 reroll not to fly away
Debrek 1 (Ex DA+Pres Sense rng x3, 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
    +1 Joker again
    -1 +5 PPE
    -1 Reroll damage on 3d12 Blast
Essense 2 (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
    +1 Joker again
    -2 New cards for Debrek
Power 3 (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
    +1 Joker again
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 1, Mission None

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
Brokner Jacobi
Posts: 29
Joined: Fri Aug 16, 2019 6:58 pm

Re: 8.1 Moving through the crew!

Post by Brokner Jacobi » Fri Jan 24, 2020 3:02 pm

OOC Comments
Techno wizardry - 1d12: 4 - add havok to grenade
Mods: strong (strength rolls at -2)
Wild - 1d6: 1


Shooting - 1d10: 2 - fire grenade into room
Wild - 1d6: 3

Benny reroll -
Shooting - 1d8: 2
Wild - 1d6: 4
Seeing that his barrier worked, Brokner beams then frowns. ”Now we cant attack. The wall is too big. Gotta fix that.” He uses his comms. ”Okay team. I am bringing down the barrier, then gonna fire a grenade in. Wait for my signal before going in. I will loosen ‘em up for you.”

Taking a quick moment, he attaches some junk to a grenade then uses his launcher to put it in the room in front of barrier. His goal is to have it land just before the barrier goes down. As he pulls the trigger he wills the barrier down. "At the boom, go!!" is all he says into comms
Last edited by Brokner Jacobi on Sat Jan 25, 2020 11:14 am, edited 1 time in total.

User avatar
Ndreare
Savage Siri
Posts: 3470
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 8.1 Moving through the crew!

Post by Ndreare » Fri Jan 24, 2020 5:37 pm

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

OOC Comments
Strength d12+4, Distracted -2, Strong -2 =d12
Strength 1d12: 2
Wild 1d6: 3
Distance 2d6: 3, 1

Cabin 1d8: 7

Consul 1d8: 6

Captain's Chair 1d8: 2
Thissok is distracted and needs to roll Str-2 (-4 total)
Benny Counter
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
Captain Durrack 0 (WG Improved Level Headed, Spirit, Strength, Fighting, & Athletics Ex boosted +1 DT, WG improved Counter Attack, Arcane Protection +/-4)
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
    +1 Joker again
    -3 Rerolls for a whole 1 card increase.
    -1 reroll not to fly away
Debrek 1 (Ex DA+Pres Sense rng x3, 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
    +1 Joker again
    -1 +5 PPE
    -1 Reroll damage on 3d12 Blast
Essense 2 (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
    +1 Joker again
    -2 New cards for Debrek
Power 3 (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
    +1 Joker again
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 1, Mission None

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: 105
Joined: Thu Oct 18, 2018 10:59 am

Re: 8.1 Moving through the crew!

Post by Ramson Gourdaine » Sat Jan 25, 2020 9:14 am

OOC Comments
Thissok Unshake: -1 Wound, +1 Ramson Leadership
Unshake 1d6: 5
Wild Spirit 1d6: 4
Thissok body runs alongside Durack, head pointing towards Angelus

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






User avatar
Sa’Maku
Posts: 89
Joined: Fri Oct 12, 2018 4:44 pm

Re: 8.1 Moving through the crew!

Post by Sa’Maku » Sat Jan 25, 2020 9:48 am

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

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

Status: Vulnerable
Intimidate 2, meh
Intimidate 1d8: 1
Wild 1d6: 2
Fighting (Leaping Wild Attack) 10, success, 27 damage AP 16
Fighting 1d12: 8
Wild 1d6: 6
Ace 1d6: 1
+2 Wild/-2 Multi Action/Ignore 2 points of MaP
+6 damage (+2 wild attack, +4 Leaper)

Damage: 1d12+4 = 15: 11 2d8: 4, 2 +6
Fighting (regular) 11, raise, 21 damage AP 16
Fighting 1d12: 11
Wild 1d6: 3
-2 MaP/Ignore 2 points of MaP

Damage 2d8: 3, 4 1d12+4 = 6: 2 1d6: 6 Ace 1d6: 6 Ace 1d6: 2

User avatar
Ndreare
Savage Siri
Posts: 3470
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 8.1 Moving through the crew!

Post by Ndreare » Sat Jan 25, 2020 5:49 pm

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


Durrack, takes 1 wound.
Updated Map. I cannot turn off gm layer from tablet, so ptretend like you cannot see Essence, Power, or Debreck.
Screenshot_20200125-173141_Chrome.jpg
Benny Counter
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
Captain Durrack 0 (WG Improved Level Headed, Spirit, Strength, Fighting, & Athletics Ex boosted +1 DT, WG improved Counter Attack, Arcane Protection +/-4)
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
    +1 Joker again
    -3 Rerolls for a whole 1 card increase.
    -1 reroll not to fly away
Debrek 1 (Ex DA+Pres Sense rng x3, 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
    +1 Joker again
    -1 +5 PPE
    -1 Reroll damage on 3d12 Blast
Essense 2 (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
    +1 Joker again
    -2 New cards for Debrek
Power 3 (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
    +1 Joker again
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 1, Mission None

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
Stoic
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Bronze Patron
Posts: 441
Joined: Fri May 25, 2018 8:58 am

Re: 8.1 Moving through the crew!

Post by Stoic » Sat Jan 25, 2020 6:43 pm

Zarlo rushes to the doorway, next to Death Otter. He spots Durrack and attempts to put him down.
Greater Slumber, 3 p.p.e.
Spellcasting 1d10: 1
Wild Die 1d6: 1
Something goes awry when he mutters the arcane words, it slips away from him and instantly gives him a crushing headache. In fact, he feels like going to sleep himself.
GM Bennies 9/9
Wild Card Bennies ?

User avatar
Ramson Gourdaine
Posts: 105
Joined: Thu Oct 18, 2018 10:59 am

Re: 8.1 Moving through the crew!

Post by Ramson Gourdaine » Sun Jan 26, 2020 7:50 pm

OOC Comments
ISP: 21/35

Entangle (Modifiers: 2 base, Greater Entangle +4, Fatigue +2 = 8 ISP total)
Enervating Snare 1d10+2 = 12: 10 ACE 1d10+12 = 15: 3
Wild Psionics 1d6+2 = 3: 1
Raise: Durack is Bound, and at -4 to escape; he is also Fatigued for as long as he's in the snare
ISP: 13 ISP remaining
Ramson calls out to the enemy captain, as he steps into the center of the bay with the escape pods. "It amuses me, Durack, to catch you in your lair. The best hunts always end this way." And with that, he reaches out telekinetically, wrapping Durack in bonds of force that leech the strength from his muscles. Then he simply steps back into the corner he'd been standing in, letting Sa'Maku have the glory of this moment.
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1






User avatar
Ndreare
Savage Siri
Posts: 3470
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: 8.1 Moving through the crew!

Post by Ndreare » Mon Jan 27, 2020 7:50 am

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

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

Essence, dispel Critical Failure
Weird Science 1d10+2 = 3: 1
Wild 1d6+2 = 3: 1
As the power embraces Durrack a smooth silvery drop appears from the wall and begins messing with the system. In an attempt to disrupt the arcane effects on Durrack. Somehow Durracks own incredible arcane resistance disrupts the machinery. Instead causing the device to feedback and explode burning the metallic thing as it flails about trying to recover before melding again into the machine around it.

Power, Warrior's Gift 11 on Durrack; Drain Spirit 2 die types on Thissok
Weird Science 1d10+2 = 11: 9
Wild 1d6+2 = 5: 3

Weird Science 1d10+2 = 3: 1
Wild 1d6+2 = 4: 2
Benny to reroll
Weird Science 1d10+2 = 12: 10
Wild 1d6+2 = 8: 6
Ace 1d10+12 = 13: 1
Dropping down from the ceiling opposite where he had left from Power reconfigures his tentacle ignoring the bonds on Durrack and shooting his head with some sort of data stream. Durrack instantly smiles as the effect somehow does break through his acrane warding and infuses him with the tactical talents to work. Then turning to the giant snake like being rending the head form Angelus, Power forms a mouth long enough to speak. "I have wanted to do that for so long." Then he hits the creature with a second beam of energy.


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



@Fiona Gladbrooke and @Death Otter It is your turn
Benny Counter
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
Captain Durrack 0 (WG Improved Level Headed, Spirit, Strength, Fighting, & Athletics Ex boosted +1 DT, WG improved Counter Attack, Arcane Protection +/-4)
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
    +1 Joker again
    -3 Rerolls for a whole 1 card increase.
    -1 reroll not to fly away
Debrek 1 (Ex DA+Pres Sense rng x3, 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
    +1 Joker again
    -1 +5 PPE
    -1 Reroll damage on 3d12 Blast
Essense 2 (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
    +1 Joker again
    -2 New cards for Debrek
Power 3 (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
    +1 Joker again
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 1, Mission None

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
Ndreare
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Posts: 3470
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: 8.1 Moving through the crew!

Post by Ndreare » Mon Jan 27, 2020 10:21 am

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

Ex Quickness on all allies Spellcasting d10, -2 MAP = d10-2
Spellcasting 1d10: 6
Wild 1d6: 6
Ace 1d6+6 = 12: 6
Ace 1d6+12 = 18: 6
Ace 1d6+18 = 23: 5

Force Multiplication Spellcasting (MAP -2) d10
Spellcasting 1d10: 5
Wild 1d6: 4
Benny to reroll
Spellcasting 1d10: 2
Wild 1d6: 3
Benny to reroll again
Spellcasting 1d10: 8
Wild 1d6: 5
Raise = Summoned allies are Resilient

Teleport into Hull = Innate & No roll

Athletics to resist Interrupt
Athletics 1d10: 2
Wild 1d6: 3

reroll
Athletics 1d10: 8
Wild 1d6: 2

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

Suddenly the bridge and corridors are flooded with what looks like battle mages, each looks to be made of stone like a 7' duplicate of Debrek. As they begin moving however they learn @Fiona Gladbrooke is faster...
Benny Counter
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
Captain Durrack 0 (WG Improved Level Headed, Spirit, Strength, Fighting, & Athletics Ex boosted +1 DT, WG improved Counter Attack, Arcane Protection +/-4)
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
    +1 Joker again
    -3 Rerolls for a whole 1 card increase.
    -1 reroll not to fly away
Debrek 1 (Ex DA+Pres Sense rng x3, 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
    +1 Joker again
    -1 +5 PPE
    -1 Reroll damage on 3d12 Blast
Essense 2 (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
    +1 Joker again
    -2 New cards for Debrek
Power 3 (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
    +1 Joker again
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 1, Mission None

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
Death Otter
Posts: 90
Joined: Fri Oct 05, 2018 9:25 pm

Re: 8.1 Moving through the crew!

Post by Death Otter » Mon Jan 27, 2020 1:26 pm

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

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

Greeeeeeeeat...

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

On Hold: Athletics 4
Athletics 1d4: 2 or 1d6: 4
Gonna see if a benny will help here
1d4: 2 or 1d6: 4

Hahahaha...nope

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Fiona Gladbrooke
Posts: 77
Joined: Mon Mar 11, 2019 8:51 pm

Re: 8.1 Moving through the crew!

Post by Fiona Gladbrooke » Mon Jan 27, 2020 2:13 pm

Seeing the situation in much the same way as Otter, Fiona bids her time, waiting to spring into action once one of them surfaces.
Athletics to interrupt 9
Athletics 1d6: 2
Wild 1d6: 1
Her unnatural reflexes prove their worth as she is ready when the elf teleports in with a caboodle of duplicates. Well that is a neat trick. Which one is the original I wonder. She reaches out mentally looking for the mind in command but with one directly in front of her she decides action is a better course of action. Dropping the pulse rifle, Fiona draws her vibro sword and lays into the elf clone before it can fully get its bearings.
Attack 8, 7MD AP6
Fighting 1d12: 8
Wild 1d6: 1
Damage 1d6-1 = 1: 2 1d8-1 = 5: 6 (there should not be a -1 to the sword damage die)
Last edited by Fiona Gladbrooke on Mon Jan 27, 2020 3:04 pm, edited 4 times in total.
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 1/3
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Ndreare
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Joined: Tue Aug 08, 2017 12:55 pm
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Re: 8.1 Moving through the crew!

Post by Ndreare » Mon Jan 27, 2020 2:55 pm

Updated Map
OOC Comments
Capture.JPG
Benny Counter
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
Captain Durrack 0 (WG Improved Level Headed, Spirit, Strength, Fighting, & Athletics Ex boosted +1 DT, WG improved Counter Attack, Arcane Protection +/-4)
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
    +1 Joker again
    -3 Rerolls for a whole 1 card increase.
    -1 reroll not to fly away
Debrek 1 (Ex DA+Pres Sense rng x3, 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
    +1 Joker again
    -1 +5 PPE
    -1 Reroll damage on 3d12 Blast
Essense 2 (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
    +1 Joker again
    -2 New cards for Debrek
Power 3 (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
    +1 Joker again
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 1, Mission None

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
Ndreare
Savage Siri
Posts: 3470
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 8.1 Moving through the crew!

Post by Ndreare » Tue Jan 28, 2020 7:54 am

A headache of rolls
D1 Spellcasting Exalted Quickness on Durrack 1d8: 1 Confirm Crit Failure 1d6: 1
D1 Spellcasting Exalted Boost Strength on Durrack 1d8: 3
D1 Spellcasting Exalted Boost Fighting on Durrack 1d8: 7

D2 Spellcasting Exalted Quickness on Durrack 1d8: 1 Confirm crit failure again 1d6: 5
D2 Spellcasting Exalted Boost Strength on Durrack 1d8: 3
D2 Spellcasting Exalted Boost Athletics on Durrack 1d8: 4

D3 Spellcasting Exalted Quickness on Durrack 1d8: 3
D3 Spellcasting Exalted Boost Strength on Durrack 1d8: 6
D3 Spellcasting Exalted Boost Spirit on Durrack 1d8: 5

D4 Spellcasting Ex Boost fighting on self and other clones 1d8: 8 Ace 1d8+8 = 13: 5
D4 Fighting Against DO 1d10: 3 Free reroll D4 Fighting Against DO 1d10: 10 Ace 1d10+10 = 19: 9
Damage 1d8: 7 + 1d12: 7 + Raise 1d6: 1 normal damage no AP
D4 Fighting Against DO 1d10: 6
Damage 1d8: 4 + 1d12: 2 normal damage no AP

D5 Spellcasting Ex Boost Spellcasting self and other Debrek's 1d8: 8 Ace 1d8+8 = 9: 1
D5 Spellcasting Ex Dispel + Magic Items + Selective (9 PPE) 1d12: 7 Free Reroll 1d12: 6
D5 Spellcasting Ex Dispel + Magic Items + selective (9 PPE) 1d12: 10 Free Reroll 1d12: 2 Free Reroll
Dispel all magic items are down, roll versus 7 and then a 10 for maintained powers (Psionic, TW and Fiona treat as 5 and 8 respectively)
Rank: Seasoned
Power Points: 1
Range: Smarts
Duration: Instant
Trappings: Waving hands, whispered words.
Dispel allows a hero to negate enemy powers. It has no effect on permanent enchantments or innate abilities such as a dragon’s breath or a banshee’s scream. Dispel affects arcane devices normally (see Arcane Devices, page 153).
Dispel can be used on a power already in effect or to counter an enemy power as it’s being used. The latter requires the countering mage to be on Hold and interrupt his foe’s action.
In either case, dispelling an opponent’s power is an opposed roll of arcane skills (with a −2 modifier if the rival’s power is of another type such as magic vs. miracles, psionics vs. weird science, etc.).
If the dispelling character wins, the targeted power ends immediately (or fails if it was countered with the usual results of failure).
With a raise, the recipient of the dispelled power is also Distracted.
MODIFIERS
„„POWER (+1): For +1 Power Points, dispel can disrupt enchanted devices for one round, or two with a raise. The difficulty to do so is −2 for permanently enchanted items such as found in most swords & sorcery campaigns, or −4 for divine or legendary relics.

„„EXALTED DISPEL (+2/+4/+6): For +2 Power Points dispel affects a Small Blast Template, and for +4 points the Blast Template becomes Medium, or Large for +6 Power Points. The caster makes one Arcane Skill roll and compares it to Arcane Skill rolls for the active powers within the Blast Template, negating those w here he w ins. T his affects all powers in the target area unless the Selective Power Modifier is also used.
D6 Spellcasting Exalted Sloth on Brokner, Ramson, Zarlo + Fiona 1d12: 8
D6 Spellcasting Exalted Drain Spirit on Brokner, Ramson, Zarlo + Fiona 1d12: 11
d6 Spellcasting Exalted Drain Techno Wizardry on Brokner, Ramson, Zarlo + Fiona 1d12: 9

D7 Spellcasting Exalted Drain Spirit on Brokner, Ramson, Zarlo + Fiona 1d12: 5
D7 Spellcasting Exalted Drain Psionics on Brokner, Ramson, Zarlo + Fiona 1d12: 9
D7 Spellcasting Exalted Drain Athletics on Brokner, Ramson, Zarlo + Fiona 1d12: 3 Free reroll 1d12: 3
As the attack from Fiona rolls harmlessly off of the stone like Dubrek they begin moving in tandem, layering spell after spell onto Durrack. Then the one that landed next to Death otter lets loose with a volley of attacks that land uselessly on her, her armor resisting the blow.

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

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

Thissock = No Effects

Death Otter = take 14 damage

Fiona = Complex read ooc tag
OOC Comments
Perform the following actions in the following order
  • Resist Dispel 5 = Separate roll for each active power (Your switchable slot counts as a single power for this)
  • Resist Dispel 8 = Separate roll for each active power (Your switchable slot counts as a single power for this)
    All your Arcane, TW, or enchanted gear stops working
  • You are affected by Ex Sloth pace is half, movement counts as action cannot run
  • Resist Ex Drain Spirit 11
  • Resist Ex Drain Spirit 5
Ramson = Complex read ooc tag
OOC Comments
Perform the following actions in the following order
  • Resist Dispel 5 = Separate roll for each active power
  • Resist Dispel 8 = Separate roll for each active power
    All your Arcane, TW, or enchanted gear stops working
  • You are affected by Ex Sloth pace is half, movement counts as action cannot run
  • Resist Ex Drain Spirit 11
  • Resist Ex Drain Spirit 5
  • Resist Ex Drain Psionics 9 = NA for Fiona
Brokner = Complex read ooc tag
OOC Comments
Perform the following actions in the following order
  • Resist Dispel 5 = Separate roll for each active power
  • Resist Dispel 8 = Separate roll for each active power
    All your Arcane, TW, or enchanted gear stops working
  • You are affected by Ex Sloth pace is half, movement counts as action cannot run
  • Resist Ex Drain Spirit 11
  • Resist Ex Drain techno Wizardry 9 = NA for Fiona
  • Resist Ex Drain Spirit 5
Zarlo = Complex read ooc tag
OOC Comments
Perform the following actions in the following order
  • Resist Dispel 5 = Separate roll for each active power
  • Resist Dispel 8 = Separate roll for each active power
    All your Arcane, TW, or enchanted gear stops working
  • You are affected by Ex Sloth pace is half, movement counts as action cannot run
  • Resist Ex Drain Spirit 11
  • Resist Ex Drain Spirit 5
  • Resist Ex Drain Psionics 9 = NA for Fiona
Benny Counter
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
Captain Durrack 0 (WG Improved Level Headed, Spirit, Strength, Fighting, & Athletics Ex boosted +1 DT, WG improved Counter Attack, Arcane Protection +/-4)
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
    +1 Joker again
    -3 Rerolls for a whole 1 card increase.
    -1 reroll not to fly away
Debrek 1 (Ex DA+Pres Sense rng x3, 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
    +1 Joker again
    -1 +5 PPE
    -1 Reroll damage on 3d12 Blast
Essense 2 (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
    +1 Joker again
    -2 New cards for Debrek
Power 3 (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
    +1 Joker again
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 1, Mission None

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
Ndreare
Savage Siri
Posts: 3470
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 8.1 Moving through the crew!

Post by Ndreare » Tue Jan 28, 2020 10:07 am

OOC Comments
Durrack's turn
Bio Regeneration d12+2, Distracted -2
Vigor 1d12: 5
Wild 1d6: 5

Ex Quickness = ignore MAP
Break Out of Entangle Strength d12+5, -2 Using Strength -2 Distracted, Free reroll = d12+1 (until i hear otherwise ruling the +4 resistance does not apply.)
Strength 1d12+1 = 6: 5
Wild 1d6+1 = 6: 5
Reroll
Strength 1d12+1 = 13: 12
Wild 1d6+1 = 4: 3
Ace 1d12+13 = 14: 1

Grab @Sa’Maku Athletics d8 free reroll
Athletics 1d8: 7
Wild 1d6: 4
Reroll
Athletics 1d8: 3
Wild 1d6: 1

Bash @Sa’Maku Fighting d12 free reroll
Fighting 1d12: 2
Wild 1d6: 5
Reroll
Fighting 1d12: 3
Wild 1d6: 3
Personal Benny to Reroll
Fighting 1d12: 6
Wild 1d6: 3
2nd Personal Benny to Reroll
Fighting 1d12: 4
Wild 1d6: 2
Durrack shakes his head clear and flexes his muscles against the bonds snapping them is a burst of visible blueish energy. "Ha, no one can hold Durrack. I am the strongest one there is." Then pointing to @Sa’Maku. "You are pretty strong. A good fight, I will enjoy crushing you."

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

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

DEATH OTTERS TURN, LOTS OF RESISTANCE ROLLS AND STUFF
Benny Counter
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
Captain Durrack 0 (WG Improved Level Headed, Spirit, Strength, Fighting, & Athletics Ex boosted +1 DT, WG improved Counter Attack, Arcane Protection +/-4)
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
    +1 Joker again
    -3 Rerolls for a whole 1 card increase.
    -1 reroll not to fly away
Debrek 1 (Ex DA+Pres Sense rng x3, 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
    +1 Joker again
    -1 +5 PPE
    -1 Reroll damage on 3d12 Blast
Essense 2 (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
    +1 Joker again
    -2 New cards for Debrek
Power 3 (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
    +1 Joker again
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 1, Mission None

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
Sa’Maku
Posts: 89
Joined: Fri Oct 12, 2018 4:44 pm

Re: 8.1 Moving through the crew!

Post by Sa’Maku » Tue Jan 28, 2020 12:05 pm

Grapple (Strength) 12, success with a Raise
Strength 1d12+4 = 8: 4
Wild 1d6: 6
Ace 1d6: 2
Total: 8 + 4 = 12
As Durrack tries to grab hold Sa'Maku simply slaps the brute's hands away, "True strength is in honour. Of which you have none." Thenwith preternatural quickness the big reptile takes advantage with a slash from his halberd.
Counterattack 11 (raise), 25 AP 16 MDC (1 wound)
Fighting 1d12: 11 (raise vs. 7)
Wild 1d6: 3

Damage: 1d12+4 = 16: 12 2d8: 2, 2 1d6: 4 Ace 1d12: 1

User avatar
Ramson Gourdaine
Posts: 105
Joined: Thu Oct 18, 2018 10:59 am

Re: 8.1 Moving through the crew!

Post by Ramson Gourdaine » Tue Jan 28, 2020 4:05 pm

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

Active Powers to Resist Dispel (TN 5, then 8):
Boost Fighting
Psionics 1d10: 1
Wild Psionics 1d6: 1
Well, that settles that.

Entangle
Psionics 1d10: 4
Wild Psi 1d6: 1

Moot point, Durrack broke free anyway.

Need to Resist:
Sloth 8
Spirit 1d10: 2
Wild Spirit 1d6: 5
Greater Slothed = Pace 1, No Run

Drain Spirit 11
Spirit 1d10: 10 ACE 1d10+10 = 15: 5
Wild Spirit 1d6: 1
Resisted

Drain Spirit 5
Spirit 1d10: 1
Wild Spirit 1d6: 5
Resisted

Drain Psionics 9
Spirit 1d10: 7
Wild Spirit 1d6: 1
Greater Drained: Psionics Die drops to d6-2
As the swarm of effects slams over Ramson, he feels his boost to the party severed--immediately before he suddenly becomes aware that his armor is now more of a prison, practically pinning him down without any power, especially as time starts to dilate around him. What's worse, his own psychic power is also undercut, making even the most rudimentary effects a longshot to manifest.
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1






User avatar
Fiona Gladbrooke
Posts: 77
Joined: Mon Mar 11, 2019 8:51 pm

Re: 8.1 Moving through the crew!

Post by Fiona Gladbrooke » Wed Jan 29, 2020 2:30 pm

@Fiona Gladbrooke post here
Fiona = Complex read ooc tag
OOC Comments
Perform the following actions in the following order
  • Resist Dispel 5 = Separate roll for each active power (Your switchable slot counts as a single power for this)
  • Resist Dispel 8 = Separate roll for each active power (Your switchable slot counts as a single power for this)
    All your Arcane, TW, or enchanted gear stops working
  • You are affected by Ex Sloth pace is half, movement counts as action cannot run
  • Resist Ex Drain Spirit 11
  • Resist Ex Drain Spirit 5
vs dispel 5
[*]Telepathy, Switchboard. Spirit 1d10: 3 Wild 1d6: 2
[*]Mindreading Spirit 1d10: 1 Wild 1d6: 5
[*]Chameleon, Voice Spirit 1d10: 6 Wild 1d6: 1
[*]Speak Languages, Read Languages Spirit 1d10: 1 Wild 1d6: 5
[*]Super Smarts 3 lvls Spirit 1d10: 8 Wild 1d6: 4
[*]Super Spirit 2 lvls Spirit 1d10: 10 Wild 1d6: 3
[*]Super Agility 1 lvl Spirit 1d10: 3 Wild 1d6: 32 pts
[*]Toughness 5 lvls Spirit 1d10: 10 Wild 1d6: 4
[*]Immunity to Poison and Disease Spirit 1d10: 7 Wild 1d6: 5
[*]Heightened Senses, Low Light Vison 1 pt, Perception 1, Super hearing 1, Super Sight 1, Spirit 1d10: 5 Wild 1d6: 5
[*]Super Skill 8 lvls 8 pts, Switchable x2 4pts, Spirit 1d10: 9 Wild 1d6: 5
Armor spirit 1d10: 8 Wild 1d6: 4
vs dispel 8
[*]Telepathy, Switchboard. Spirit 1d10: 6 Wild 1d6: 3
[*]Mindreading Spirit 1d10: 10 Wild 1d6: 2
[*]Chameleon, Voice Spirit 1d10: 4 Wild 1d6: 4
[*]Speak Languages, Read Languages Spirit 1d10: 2 Wild 1d6: 2
[*]Super Smarts 3 lvls Spirit 1d10: 2 Wild 1d6: 2
[*]Super Spirit 2 lvls Spirit 1d10: 3 Wild 1d6: 1
[*]Super Agility 1 lvl Spirit 1d10: 10 Wild 1d6: 32 pts
[*]Toughness 5 lvls Spirit 1d10: 2 Wild 1d6: 4
[*]Immunity to Poison and Disease Spirit 1d10: 5 Wild 1d6: 6
[*]Heightened Senses, Low Light Vison 1 pt, Perception 1, Super hearing 1, Super Sight 1, Spirit 1d10: 1 Wild 1d6: 2
[*]Super Skill 8 lvls 8 pts, Switchable x2 4pts, Spirit 1d10: 6 Wild 1d6: 6 Ace 1d6+6 = 12: 6
Armor spirit 1d10: 3 Wild 1d6: 3
vs drain spirit 11. 8 -1 dt and -2 to spirit rolls
Spirit 1d10: 8
Wild 1d6: 3
vs drain spirit 5. 6 Passed
Forgot +2 from strong willed Spirit 1d8-2 = 4: 6
Wild 1d6-2 = 0: 2
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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Brokner Jacobi
Posts: 29
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Re: 8.1 Moving through the crew!

Post by Brokner Jacobi » Wed Jan 29, 2020 2:31 pm

OOC Comments
@Brokner Jacobi post here
Brokner = Complex read ooc tag
Perform the following actions in the following order - DONE
  • Resist Dispel 5 = Separate roll for each active power - none active
  • Resist Dispel 8 = Separate roll for each active power - none active
  • All your Arcane, TW, or enchanted gear stops working - duration: 2 rds
  • You are affected by Ex Sloth pace is half, movement counts as action cannot run
  • Resist Ex Drain Spirit 11 - 1d12: 7 / wild: 1d6: 2
  • Resist Ex Drain techno Wizardry 9 - 1d12: 7 / wild: 1d6: 6
  • Resist Ex Drain Spirit 5 - - 1d12: 12 / wild: 1d6: 2
Edit - Reroll
Techno - Wizardry 1d12: 2
Wild - 1d6: 6
Ace - 1d6+6 = 7: 1
Last edited by Brokner Jacobi on Wed Feb 05, 2020 10:34 am, edited 5 times in total.

Zarlo
Posts: 3
Joined: Mon Oct 21, 2019 7:58 pm

Re: 8.1 Moving through the crew!

Post by Zarlo » Wed Jan 29, 2020 2:31 pm

@Zarlo post here
Zarlo = Complex read ooc tag
OOC Comments
Perform the following actions in the following order
  • Resist Dispel 5 = Separate roll for each active power
    N/A
  • Resist Dispel 8 = Separate roll for each active power
    Spellcasting 1d10: 5
    Wild Die 1d6: 2
    All your Arcane, TW, or enchanted gear stops working
  • You are affected by Ex Sloth pace is half, movement counts as action cannot run
  • Resist Ex Drain Spirit 11
    Spellcasting 1d10: 1
    Wild Die 1d6: 2
  • Resist Ex Drain Spirit 5
    Spellcasting 1d10: 10
    Wild Die 1d6: 5
  • Resist Ex Drain Psionics 9 = NA for Fiona

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Stoic
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Re: 8.1 Moving through the crew!

Post by Stoic » Wed Jan 29, 2020 2:32 pm

Brokner reroll to resist Drain Techno Wizardry
Spirit 1d12: 9
Wild 1d6: 3
GM Bennies 9/9
Wild Card Bennies ?

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Ndreare
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Re: 8.1 Moving through the crew!

Post by Ndreare » Thu Jan 30, 2020 2:31 pm

Initiative
OOC Comments
Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
  • Quick rerolls 16 or less
  • Quickness with a Raise rerolls 24 or less
  • 53, 54, 55, 56 are considered Jokers
  • Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).


Brokner 1d56: 38
Death Otter 1d56: 22
Fiona 1d56: 47
Ramson/Thissok 1d56: 32
Sa'Maku (Quick) 1d56: 50
Zarlo 1d56: 29
Do not forget

Debrek 1d56: 55
Durrack 3d56: 25, 26, 36
Essence 1d56: 40 1d56: 28 1d56: 52
Power 1d56: 15 1d56: 1 1d56: 29

Durrack Benny for redraw 1d56: 36
Durrack Benny for redraw 1d56: 23
Durrack Benny for redraw 1d56: 37


Forgot Improved Tact
1d56: 41
1d56: 49
Initiative order
  1. Debrek 55
  2. Essence 52
    .
  3. Sa'Maku 50
  4. Zarlo 29 49
  5. Fiona 47
  6. Death Otter 22 41
  7. Brokner 38
    .
  8. Durrack 37
    .
  9. Ramson 32
    .
  10. Power 29
@Freemage in hangout: "Okay, put Death Otter at 41 and Zarlo at 49. That means the only one after Durrack is Ramson/Thissok."
Benny Counter
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
Captain Durrack 0 (WG Improved Level Headed, Spirit, Strength, Fighting, & Athletics Ex boosted +1 DT, WG improved Counter Attack, Arcane Protection +/-4)
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
    +1 Joker again
    -3 Rerolls for a whole 1 card increase.
    -1 reroll not to fly away
Debrek 1 (Ex DA+Pres Sense rng x3, 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
    +1 Joker again
    -1 +5 PPE
    -1 Reroll damage on 3d12 Blast
Essense 2 (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
    +1 Joker again
    -2 New cards for Debrek
Power 3 (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
    +1 Joker again
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 1, Mission None

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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Ndreare
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Posts: 3470
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Re: 8.1 Moving through the crew!

Post by Ndreare » Fri Jan 31, 2020 8:25 am

OOC Comments
Debrek = Staying on hold

Debrek's clones

Teleport = No roll, innate
Group Roll Ex Drain PPE (Spellcasting d8 + Ex Boost Trait, mistake no need to short forgot the new ones do not get PPE reduced by half = 1d12 + free reroll, should not have -2)
Spellcasting 1d12-2 = 3: 5
Group Die 1d6-2 = -1: 1
Free Reroll
Spellcasting 1d12-2 = 7: 9
Group 1d6-2 = 3: 5
Drain (each success) 2d6: 2, 2

Lets Try again. No MAP because of Quickness
Spellcasting 1d12: 6
Group 1d6: 1
Free Reroll
Spellcasting 1d12: 1
Group 1d6: 2
Shift reroll
Spellcasting 1d12: 6
Group 1d6: 4
Drain (each success) 2d6: 2, 5

Last try
Spellcasting 1d12: 4
Group 1d6: 4
Free Reroll
Spellcasting 1d12: 5
Group 1d6: 5
Shift reroll
Spellcasting 1d12: 11
Group 1d6: 6
Drain (each success) 2d6: 1, 3
Benny (each success) 2d6: 2, 5
Essence

Warrior's Gift on Durrack 1d10+2 = 10: 8
Wild 1d6+2 = 4: 2


Arcane Resistance + Hurry on Durrack, and selfs 1d10+2 = 12: 10
Wild 1d6+2 = 6: 4
Ace 1d10+12 = 21: 9

Forgot Build roll 1d10+2 = 3: 1
Wild 1d6+2 = 5: 3



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

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


Everyone Except Ramson can go.
Benny Counter
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
Captain Durrack 0 (WG Improved Level Headed, Spirit, Strength, Fighting, & Athletics Ex boosted +1 DT, WG improved Counter Attack, Arcane Protection +/-4)
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
    +1 Joker again
    -3 Rerolls for a whole 1 card increase.
    -1 reroll not to fly away
Debrek 1 (Ex DA+Pres Sense rng x3, 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
    +1 Joker again
    -1 +5 PPE
    -1 Reroll damage on 3d12 Blast
Essense 2 (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
    +1 Joker again
    -2 New cards for Debrek
Power 3 (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
    +1 Joker again
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 1, Mission None

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
Brokner Jacobi
Posts: 29
Joined: Fri Aug 16, 2019 6:58 pm

Re: 8.1 Moving through the crew!

Post by Brokner Jacobi » Sat Feb 01, 2020 7:01 pm

Lots of rolls + GM EDIT: moved because was posted out of order
Techno wizardry - 1d12: 10 - create quickness gadget
Wild - 1d6: 5
_Added recipients (+1 per crew member)
Brokner watches as his crew goes thru the opposition like butter. ”We need to speed this up.” He hits his comms ”I got a plan. I am gonna whip up a gizmo to boost our speed. Maybe then we can end this and go home?” He keeps his eyes on the fighting as he turns his head to speak over his shoulder.

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

User avatar
Ndreare
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Posts: 3470
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Re: 8.1 Moving through the crew!

Post by Ndreare » Sun Feb 02, 2020 9:37 am

Brokner Jacobi wrote:
Sat Feb 01, 2020 7:01 pm
Lots of rolls + GM EDIT: moved because was posted out of order
Techno wizardry - Original post: 1d12: 10 - create quickness gadget
Wild - Original post: 1d6: 5
_Added recipients (+1 per crew member)
Brokner watches as his crew goes thru the opposition like butter. ”We need to speed this up.” He hits his comms ”I got a plan. I am gonna whip up a gizmo to boost our speed. Maybe then we can end this and go home?” He keeps his eyes on the fighting as he turns his head to speak over his shoulder.

”Rust Bucket? Hand me the spann….” He looks over his shoulder quickly. ”Damn. I forgot. Guess this one is on me.” Brokner then ducks down behind some cover and opens his pack. With a grunt, he starts digging thru it. As he finds a piece he can use, he attaches it to the mess in his hands. After a few seconds, he has a canister with gems and chips attached to it, all held on by wires and small sodder points. ”If this is right, i should be able to fire it from my launcher to a spot above the crew .”
Shift the Arcane - rolls
Shift the Arcane versus @Brokner Jacobi as he activates the Quickness effect.
Spellcasting 1d12: 5
Wild 1d6: 6 Ace 1d6+6 = 12: 6 Ace 1d6+12 = 15: 3
Chose not to use Free Reroll


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


None of the Remorseless Crew benefits from the Quickness and Speed spell!
Moved in post order to after Brokner, but before @Death Otter and @@Sa’Maku
Benny Counter
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
Captain Durrack 0 (WG Improved Level Headed, Spirit, Strength, Fighting, & Athletics Ex boosted +1 DT, WG improved Counter Attack, Arcane Protection +/-4)
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
    +1 Joker again
    -3 Rerolls for a whole 1 card increase.
    -1 reroll not to fly away
Debrek 1 (Ex DA+Pres Sense rng x3, 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
    +1 Joker again
    -1 +5 PPE
    -1 Reroll damage on 3d12 Blast
Essense 2 (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
    +1 Joker again
    -2 New cards for Debrek
Power 3 (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
    +1 Joker again
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 1, Mission None

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
Death Otter
Posts: 90
Joined: Fri Oct 05, 2018 9:25 pm

Re: Re: 8.1 Moving through the crew!

Post by Death Otter » Mon Feb 03, 2020 6:34 pm

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

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

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

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

Buuuuuuuuut...

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

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

Rolls, 1 benny spent
Notice (at -4): 1d4+2 = 6: 4 or 1d6+2 = 7: 5
Ace: 1d4: 4
Ace: 1d4: 3

Psionics (at -4) 1d12-4 = -1: 3 or 1d6-4 = 1: 5
Mind melter reroll: 1d12-4 = -1: 3 or 1d6-4 = 0: 4
Benny: 1d12-4 = 6: 10 or 1d6-4 = 1: 5
Last edited by Death Otter on Thu Feb 06, 2020 6:03 pm, edited 3 times in total.

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Sa’Maku
Posts: 89
Joined: Fri Oct 12, 2018 4:44 pm

Re: Re: 8.1 Moving through the crew!

Post by Sa’Maku » Mon Feb 03, 2020 6:35 pm

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

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

"Yippee ki-yay, pirate scum."

Break Window, 33 damage (Success), Push 18
1) Hold for Brokner to seal the bridge
2) Ready Weapon, free action. Assuming I am 2" from Durrack and not in his melee range.
3) Shooting ROF 3 to break the window
Shooting (Rock & Roll) 1d12: 5 1d12: 6 1d12: 8 Wild 1d6: 6
Damage 3d12+3 = 23: 10, 5, 5 3d12+3 = 23: 1, 12, 7 3d12+3 = 25: 3, 12, 7
Benny 3d12+3 = 33: 12, 6, 12
4) Push Durrack and drive him out into space.
Intimidate 1d8: 1 Wild 1d6: 3
No MaP due to Racial Ability
Push (Strength) 1d12+4 = 7: 3 Wild 1d6: 5
Benny 1d12+4 = 14: 10 Wild 1d6: 2 (Golden) +4 =18
Benny 1d12+4 = 14: 10 Wild 1d6+4 = 7: 3
Benny 1d12+4 = 10: 6 Wild 1d6+4 = 10: 6 Ace 1d6: 4

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Ndreare
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Re: Re: 8.1 Moving through the crew!

Post by Ndreare » Wed Feb 05, 2020 9:18 am

OOC Comments
Strength 1d12+5 = 8: 3
Wild 1d6+5 = 7: 2
free reroll
Strength 1d12+5 = 12: 7
Wild 1d6+5 = 8: 3
Benny 1 reroll
Strength 1d12+5 = 15: 10
Wild 1d6+5 = 6: 1
Benny 2 reroll
Strength 1d12+5 = 6: 1
Wild 1d6+5 = 6: 1
GM Reaction Post goes here.

As @Sa’Maku blows out the glass steel on the bridge exposing everyone to the harshness of space the atmosphere quickly siphons out. His effort to intimidate @Durrack do nothing but makes the creature laugh. Pointing at @Sa’Maku. "Ha, you think to intimidate me, I was seasoned before you where recruited pup, i have broken tougher recruits than you with..." His words suddenly interrupted as without regard for his soliloquies Sam puts all his heart into shoving him up into the vacuum of space. Durrack goes spinning, his eyes wide as he is left in free spin with nothing to grab onto.
Benny Counter
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
Captain Durrack 0 (WG Improved Level Headed, Spirit, Strength, Fighting, & Athletics Ex boosted +1 DT, WG improved Counter Attack, Arcane Protection +/-4)
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
    +1 Joker again
    -3 Rerolls for a whole 1 card increase.
    -1 reroll not to fly away
Debrek 1 (Ex DA+Pres Sense rng x3, 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
    +1 Joker again
    -1 +5 PPE
    -1 Reroll damage on 3d12 Blast
Essense 2 (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
    +1 Joker again
    -2 New cards for Debrek
Power 3 (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
    +1 Joker again
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 1, Mission None

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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Fiona Gladbrooke
Posts: 77
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Re: Re: 8.1 Moving through the crew!

Post by Fiona Gladbrooke » Wed Feb 05, 2020 9:42 pm

Bracing herself in the hallway when the explosive decompression hits, it's all Fiona can do to hold her position for a second. But she gets a grip and readies for the elf or one of the machine people to return.
agility to interrupt 2
Agility 1d10: 2
Wild 1d6: 2
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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Stoic
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Posts: 441
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Re: Re: 8.1 Moving through the crew!

Post by Stoic » Thu Feb 06, 2020 11:54 am

Dispel=18
Exalted Dispel 4 p.p.e. (Brings current total to 12 p.p.e.)
Spellcasting 1d10: 7 (Forgot -1 mod due to fatigue)
Wild Die 1d6: 1

Benny to reroll
Spellcasting 1d10-1 = 9: 10
Ace 1d10: 9
Wild Die 1d6-1 = 5: 6
Ace 1d6: 4
Zarlo grimaces, and again attempts to cast a spell. This time, it's a spell of undoing, As the words come from him you can feel the magical energy dissipate.
GM Bennies 9/9
Wild Card Bennies ?

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Ndreare
Savage Siri
Posts: 3470
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Re: 8.1 Moving through the crew!

Post by Ndreare » Thu Feb 06, 2020 12:13 pm

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

D6s Spellcasting Exalted Sloth
  • Spellcasting 1d12: 9
    Free Reroll 1d12: 5

D6s Spellcasting Exalted Drain Spirit
  • Spellcasting 1d12: 1
    Free Reroll 1d12: 4
d6s Spellcasting Exalted Drain Techno Wizardry
  • Spellcasting 1d12: 2
    Free Reroll 1d12: 2
D7s Spellcasting Exalted Drain Spirit
  • Spellcasting 1d12: 11
    Free Reroll 1d12: 11
D7s Spellcasting Exalted Drain Psionics
  • Spellcasting 1d12: 7
    Free Reroll 1d12: 5
D7s Spellcasting Exalted Drain Athletics
  • Spellcasting 1d12: 7
    Free Reroll 1d12: 11


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



After this no negative effects remain on you guys
Benny Counter
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
Captain Durrack 0 (WG Improved Level Headed, Spirit, Strength, Fighting, & Athletics Ex boosted +1 DT, WG improved Counter Attack, Arcane Protection +/-4)
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
    +1 Joker again
    -3 Rerolls for a whole 1 card increase.
    -1 reroll not to fly away
Debrek 1 (Ex DA+Pres Sense rng x3, 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
    +1 Joker again
    -1 +5 PPE
    -1 Reroll damage on 3d12 Blast
Essense 2 (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
    +1 Joker again
    -2 New cards for Debrek
Power 3 (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
    +1 Joker again
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 1, Mission None

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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Ndreare
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Posts: 3470
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Re: 8.1 Moving through the crew!

Post by Ndreare » Thu Feb 06, 2020 12:23 pm

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

OOC Comments
OOC Comments
Many Baddies go here
Interrupt versus 2
Athletics 1d8: 6
Wild 1d6: 1
OOC Comments
TW 1d10: 5 (forgot +2, this is a 7, not that it matters)
Wild 1d6: 5

TW 1d10+2 = 6: 4
Wild Wild 1d6+2 = 7: 5

TW 1d10+2 = 8: 6
Wild 1d6+2 = 5: 3

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


OOC Comments
Benny for PPE (Free)

Teleport (Free Innate)

Soliloquies (free)

Grab Weapon (Action)

Teleport (Action)

Drop in front of Durack (free)

Bolt 3d6 (3) + Master Blaster (+4), Onslaught (+2, RoF 2), Armor Piercing 6 (+3), Range x3 (+2) (Action)
Spellcasting d10. Greater Boost d12+1 free reroll, Joker +2, Ex Quick ignore MAP, +2 versus Thissok (size), -4 versus Sam
Spellcasting 1d12+3 = 8: 5
Spellcasting 1d12+3 = 6: 3
Wild 1d6+3 = 4: 1
GBT Reroll
Spellcasting 1d12+3 = 11: 8 Vesus Thissok so +2
Spellcasting 1d12+3 = 15: 12 Versus Sa'm so -4
Wild 1d6+3 = 6: 3
Ace 1d12+11 = 23: 12 No point in more rolling

Damage 3d12: 10, 5, 4 Raise 1d6: 1 AP 6 versus Thissok

Damage 3d12: 1, 7, 2 Raise 1d6: 3 AP 6 versus Sa'Maku
2nd Benny this post!
Damage 3d12: 9, 5, 2 Raise 1d6: 1 AP 6 versus Sa'Maku
As the two recover they look up to see Durrack holding grenades in his hands he hurls them with all his strength down into the ship, then reaching over his should he readies the rail-gun strapped to his back, now aimed down at the bridge. Followed immediately by rail-gun fire across the bridge targeting Sa'Maku and Thissok! The burst in the vacuum of space with neither gravity nor force field to keep Durrack in place sends him spinning further away from the ship as he is grabbed by the gravity of the planet beneath and begins plummeting to his doom...

Grenade 1 shakes, grenade 2 wounds, Sa'maku takes 3 wounds, Sa'Maku takes 1 wound
Cook
Smarts 1d8: 6
Wild 1d6: 6

Athletics d10, GBT d12 (1 free reroll), Range -2
Armor Piercing Grenades (Range 5/10/20, 3d8 Mega Damage, AP 16, SBT)
Athletics 1d12: 3
Wild 1d6: 4
Free Reroll
Athletics 1d12-1 = 11: 12
Wild 1d6-1 = 0: 1
Ace 1d12+11 = 13: 2

Damage 3d8: 6, 5, 1 Raise 1d6: 5 AP 16


Athletics d10, GBT d12 (1 free reroll), Range -2
Armor Piercing Grenades (Range 5/10/20, 3d8 Mega Damage, AP 16, SBT)
Athletics 1d12-1 = 9: 10
Wild 1d6-1 = 4: 5
Athletics 1d12-1 = 8: 9
Wild 1d6-1 = 2: 3

Damage 3d8: 2, 6, 7 Raise 1d6: 5 AP 16


Shooting d6, -2 Auto fire, Unstable Platform -1
NG-303 Mini Rail Gun (Range 30/60/120, 2d10+2 Mega Damage, RoF 3, AP 6)
Shooting 1d6-3 = -1: 2
Shooting 1d6-3 = -2: 1
Shooting 1d6-3 = -1: 2
Wild 1d6-3 = 3: 6
Ace 1d6+3 = 7: 4

Shooting 1d6-3 = -2: 1
Shooting 1d6-3 = 3: 6
Shooting 1d6-3 = 3: 6
Wild 1d6-3 = 2: 5
Ace 1d6+3 = 8: 5
Ace 1d6+3 = 7: 4

Damage 2d10+2 = 12: 7, 3 Raise 1d6: 1 AP 6
Benny reroll
Damage 2d10+2 = 19: 9, 8 Raise 1d6: 6 AP 6
Ace 1d6+25 = 27: 2 AP 6

Damage 2d10+2 = 19: 8, 9 AP 6

Mechanic Reference in case of counter attack:
Debrek is floating in space ~25" from ship
Durrack is falling towards ice planet about 20" from ship floating away at 20" per turn (based on 3" push, plus recoil from RG).
Benny Counter
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
Captain Durrack 0 (WG Improved Level Headed, Spirit, Strength, Fighting, & Athletics Ex boosted +1 DT, WG improved Counter Attack, Arcane Protection +/-4)
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
    +1 Joker again
    -3 Rerolls for a whole 1 card increase.
    -1 reroll not to fly away
Debrek 1 (Ex DA+Pres Sense rng x3, 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
    +1 Joker again
    -1 +5 PPE
    -1 Reroll damage on 3d12 Blast
Essense 2 (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
    +1 Joker again
    -2 New cards for Debrek
Power 3 (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
    +1 Joker again
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 1, Mission None

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
Sa’Maku
Posts: 89
Joined: Fri Oct 12, 2018 4:44 pm

Re: Re: 8.1 Moving through the crew!

Post by Sa’Maku » Thu Feb 06, 2020 4:05 pm

lots of rolls
Athletics 9
Athletics 1d8: 6
Wild 1d6: 1

Benny (from snappy one liner last round)
Athletics 1d8: 8
Ace 1d8: 1
Wild 1d6: 2
Counterattack 5, miss.
Fighting 1d12: 2
Wild 1d6: 5
+1 benny for hindrance used for soaking the 3 wound injury, roll made at -1 from previous wound
Vigor 1d10-1 = 1: 2 Wild 1d6: 3

Incapacitation 1d10-3 = 2: 5 WIld 1d6-3 = 2: 5

Injury Table 2d6: 6, 1 = 7
Guts 1d6: 1
Permanent Injury Agility reduced a die type (minimum d4).

User avatar
Sa’Maku
Posts: 89
Joined: Fri Oct 12, 2018 4:44 pm

Re: Re: 8.1 Moving through the crew!

Post by Sa’Maku » Sat Feb 08, 2020 6:36 am

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

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

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

"The bridge is clear. Duty is done."

User avatar
Ramson Gourdaine
Posts: 105
Joined: Thu Oct 18, 2018 10:59 am

Re: 8.1 Moving through the crew!

Post by Ramson Gourdaine » Tue Feb 11, 2020 1:56 pm

OOC Comments
Thissok: Activate Sa'Maku's IMRSS, Activate Mind Link with crew (except Sa'Maku), Fly through the open window to get closer to Debrek
Activate IMRSS (Action, no roll for me, but IMRSS then rolls d8+2 to heal Sa'Maku):
IMRSS Healing 1d8+2 = 7: 5 Heals 1 Wound

Mind Link (1 ISP, +4 Additional Targets; 5 ISP total)
Psionics 1d6-2 = 1: 3
Wild Psionics 1d6-2 = 4: 6 ACE 1d6+2 = 5: 3
Success! She can now communicate with all the crew.

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

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

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

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






User avatar
Fiona Gladbrooke
Posts: 77
Joined: Mon Mar 11, 2019 8:51 pm

Re: Re: 8.1 Moving through the crew!

Post by Fiona Gladbrooke » Wed Feb 12, 2020 4:01 pm

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

"OK we have secure communications again. How are we going to get Sa'm inside and lure that damned elf in here with him?"
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 1/3
Edit Signature

User avatar
Ndreare
Savage Siri
Posts: 3470
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 8.1 Moving through the crew!

Post by Ndreare » Wed Feb 12, 2020 4:34 pm

Initiative

I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
  • Quick rerolls 16 or less
  • Quickness with a Raise rerolls 24 or less (SWD only)
  • 53, 54, 55, 56 are considered Jokers
  • Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).


Brokner 1d56: 13
Death Otter 1d56: 29
Fiona 1d56: 5
Ramson On Hold
  • Tactician 1d56: 16 and 1d56: 10
Thissok 1d56: 27
Sa'Maku (Quick) 1d56: 15
Zarlo 1d56: 9


Debrek (Quickness raise) 1d56: 4
Durrack (Quickness raise) 1d56: 49 or 1d56: 20 or 1d56: 36
Essence (Quickness raise) 1d56: 21 or 1d56: 37 or 1d56: 20
Power (Quickness raise) 1d56: 22 or 1d56: 12 or 1d56: 3

Debrek GM Benny for New Card 1d56: 7
Debrek 2nd Benny (from Essence) for New Card 1d56: 43
Debrek 3rd Benny (from Essence) for New Card 1d56: 43

Sa'Maku quick 1d56: 42

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

@Ramson Gourdaine may want to interrupt. I will wait to finish this...
Benny Counter
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
Captain Durrack 0 (WG Improved Level Headed, Spirit, Strength, Fighting, & Athletics Ex boosted +1 DT, WG improved Counter Attack, Arcane Protection +/-4)
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
    +1 Joker again
    -3 Rerolls for a whole 1 card increase.
    -1 reroll not to fly away
Debrek 1 (Ex DA+Pres Sense rng x3, 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
    +1 Joker again
    -1 +5 PPE
    -1 Reroll damage on 3d12 Blast
Essense 2 (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
    +1 Joker again
    -2 New cards for Debrek
Power 3 (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
    +1 Joker again
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 1, Mission None

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
Freemage
Savage Senior
Posts: 1771
Joined: Thu May 11, 2017 7:09 am

Re: Re: 8.1 Moving through the crew!

Post by Freemage » Thu Feb 13, 2020 3:05 pm

OOC Comments
Athletics 1d6: 4
Wild Athletics 1d6: 6 ACE 1d6+6 = 12: 6 ACE 1d6+12 = 17: 5
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
PCs
Sir Blurre, 18th COT/New West
Gaspard Gillead, 12th AAT/Dirty Dozen
Ryder, 101st COT/Trailblazers
Serival Drumm, 24th COT
Ophelia Monk, Field Team 6
Hexx, Rising Stars SPC
Ramson Gourdaine, Phase World/Relentless
Jaenelle, Beyond the Wall


Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
.

User avatar
Ndreare
Savage Siri
Posts: 3470
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Re: 8.1 Moving through the crew!

Post by Ndreare » Thu Feb 13, 2020 3:11 pm

Rolled in hang out with @Ramson Gourdaine's player and got a 3. Ramson goes first.
Benny Counter
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
Captain Durrack 0 (WG Improved Level Headed, Spirit, Strength, Fighting, & Athletics Ex boosted +1 DT, WG improved Counter Attack, Arcane Protection +/-4)
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
    +1 Joker again
    -3 Rerolls for a whole 1 card increase.
    -1 reroll not to fly away
Debrek 1 (Ex DA+Pres Sense rng x3, 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
    +1 Joker again
    -1 +5 PPE
    -1 Reroll damage on 3d12 Blast
Essense 2 (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
    +1 Joker again
    -2 New cards for Debrek
Power 3 (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
    +1 Joker again
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 1, Mission None

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: 105
Joined: Thu Oct 18, 2018 10:59 am

Re: 8.1 Moving through the crew!

Post by Ramson Gourdaine » Thu Feb 13, 2020 5:34 pm

OOC Comments
Spend Benny for +5 ISP: 18 ISP remaining (This is paid for by DO, via Common Bond).
Entangle: Base 2, +3 LBT, +4 Greater, Fatigue +2, Selective +1, Major Psi +4
Total cost: 16
Targeting entire area, using Selective to bypass Remorseless Crew
Psionics 1d8+2 = 5: 3
Wild Psionic 1d6+2 = 8: 6 ACE 1d6+8 = 9: 1
Snare.jpg
All targets are Bound, leaving them Distracted & Vulnerable. Hardness is 10.
Roll to break free is either Athletics or Strength.
Athletics is at -4 for Greater Entangle and -1 for Fatigue (-5 total)
Strength is at an additional -2, per the rules on SWADE 98, for a total of -7.
Ramson smiles evilly as the half-dozen-plus-one Debreks appear. "I think I've had enough of all of you!" With a vicious psychic twist, all seven of the summoned clones find themselves snared as tightly as any prey captured in a jungle net-snare, held in place by bands of telekinetic force rather than rope.

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






User avatar
Ndreare
Savage Siri
Posts: 3470
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Re: 8.1 Moving through the crew!

Post by Ndreare » Fri Feb 14, 2020 12:49 pm

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


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

OOC Comments
Spellcasting 1d12+1 = 4: 3
Wild 1d6+1 = 5: 4
2d6: 4, 6
Spellcasting 1d12+1 = 8: 7
Wild 1d6+1 = 7: 6 Ace does not matter
2d6: 1, 1

-7+12 = +5 total 7 PPE

All players except Ramson may go.
I will try and move all the various Debreks to the battery as soon as I can.
Updated map
Remorseless map.png
Remorseless map.png (186.42 KiB) Viewed 270 times
Benny Counter
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
Captain Durrack 0 (WG Improved Level Headed, Spirit, Strength, Fighting, & Athletics Ex boosted +1 DT, WG improved Counter Attack, Arcane Protection +/-4)
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
    +1 Joker again
    -3 Rerolls for a whole 1 card increase.
    -1 reroll not to fly away
Debrek 1 (Ex DA+Pres Sense rng x3, 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
    +1 Joker again
    -1 +5 PPE
    -1 Reroll damage on 3d12 Blast
Essense 2 (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
    +1 Joker again
    -2 New cards for Debrek
Power 3 (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
    +1 Joker again
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 1, Mission None

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: 105
Joined: Thu Oct 18, 2018 10:59 am

Re: 8.1 Moving through the crew!

Post by Ramson Gourdaine » Fri Feb 14, 2020 7:21 pm

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

Run 1d6: 1
So, assuming Sa'Maku understands what she's up to, they'll move 1" towards the breach after she grabs him.
Thissok, seeing her prey disappear, flies back into the bridge and slithers around him, hopefully covering the hole in his armor long enough to keep him breathing. She then makes to lift him up, intending to fly him around to one of the shuttle bays. @Death Otter, in her head, hears Thissok's sibiiant psychic speech.

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






User avatar
Sa’Maku
Posts: 89
Joined: Fri Oct 12, 2018 4:44 pm

Re: Re: 8.1 Moving through the crew!

Post by Sa’Maku » Fri Feb 14, 2020 7:25 pm

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

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

Grunting with pain again he hits his nannite dispenser for another dose to repair internal injuries.
IRMSS, 8 - 2 more wounds healed.
Healing 1d8+2 = 8: 6
"I am back in limited service. What is the priority?"

User avatar
Ramson Gourdaine
Posts: 105
Joined: Thu Oct 18, 2018 10:59 am

Re: Re: 8.1 Moving through the crew!

Post by Ramson Gourdaine » Fri Feb 14, 2020 9:07 pm

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






User avatar
Fiona Gladbrooke
Posts: 77
Joined: Mon Mar 11, 2019 8:51 pm

Re: 8.1 Moving through the crew!

Post by Fiona Gladbrooke » Tue Feb 18, 2020 8:01 pm

The elf and his copies once again slip away before Fiona can get an attack off. Cursing under her breath she readies herself for the next assault and reaches out over the mental network. "We really need to put an end to this little game. I suggest we figure out where he's popping off to and we sprint down there after the next wave.
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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