Corsario's Savage World Rifts (Inactive)

Game Master Corsario

The Tomorrow Legion
Now it is August, 109 PA. The ashes of Tolkeen still smolder, the Coalition struggles to rebuild its forces and expand its influence, and the Federation of Magic’s leaders plot and scheme for their own run at domination.
Untold numbers of other factions do the same, both on the continent and around the globe. Still, millions struggle just to survive and build something out of the destruction and anarchy of the world.
For your first mission as a team the leaders of Castle Refuge asked you to reach the city of Granite (build on the place of the old St. Cloud), 60 miles northwest of the ruins of Tolkeen, so you can help with the evacuation of refugees from the siege.


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Almost there...

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First gameplay post is on!


Sorry for the late response! I forgot to check this last few days and of course THAT's when the game comes up!

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No problem

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Sorry for the delay, catching up...


Maybe a temporary hiatus is in order?

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Maybe... let me see if I can get things moving.


The issue with combat is just how initiative is rolled. It's usually a card draw, but I'm sure there's alternative means of doing so.


Roll d20 + Agility die to get a number from 2-32. Ties are resolved by the following:

Agility die trumps, so if one person gets a 10 on the d20 and a 6 on the agility die, that beats someone who gets a 12 on the d20 and a 4 on the agility die.
After that,

Wild cards beat regulars.
PCs beat NPCs.
If two PCs are tied, roll a d6: 1-3, the player on the left edges out, 4-6, player on the right.
Rolling a 20 on the d20 indicates a joker.

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Just for your information.
I think I will skip the initiative rolling, most of the time.
- We will use group initiative
- You can set the order of your actions as you see fit
- Normally I will decide, based on actions and perceptions, which group goes goes first


Fair enough


Bennies: 4 | Parry: 8 (Tecnhological Weapons suffer -2) | Toughness: 6/8 w Cyber-Armor Shell | Armour: 6 | Wounds: 0 | ISP: 17/20

Sounds good.


It might be time to mark this game as inactive.


Male Outsider (native) Gamer 15 / DM 7 / Author 4

yep

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Sorry for the delay. I still want to run it, but work has been very demanding lately, and haven't finish to grab the hold of the rules.
Help me here:
- So the people without MDC weapons can't affect the SAMAS coalition soldiers'
- The Glitter Boy actually obliterated one of the SAMAS?


Bennies: 4 | Parry: 8 (Tecnhological Weapons suffer -2) | Toughness: 6/8 w Cyber-Armor Shell | Armour: 6 | Wounds: 0 | ISP: 17/20

I'm still here, and keen to keep going when you have the time Corsario.

Corsario wrote:

Sorry for the delay. I still want to run it, but work has been very demanding lately, and haven't finish to grab the hold of the rules.

Help me here:
- So the people without MDC weapons can't affect the SAMAS coalition soldiers'

Looks like it. If they have MDC armour you need a weapon that does MDC damage to hurt them. That's ok though. We've got a Glitterboy :P We can always shoot at the hover bike riders.

Corsario wrote:


- The Glitter Boy actually obliterated one of the SAMAS?

I'm not sure what the Samas's toughness is but it looks like for every 4 points the boom guns damage exceeded it by, a wound would be caused.

Applying Damage

The damage of an attack is compared to the victim’s Toughness just like a Trait roll (though it isn’t one so you can’t spend a Benny on it). With a success, the victim is Shaken. For each raise over his Toughness he suffers a wound as well, as shown below:
• Success: The character is Shaken. If he was already Shaken, he suffers a wound and remains Shaken. To cause a wound, the latter Shaken result must come from a physical attack of some kind—not a Test of Wills or other maneuver.
• Raise: The character suffers a wound for every raise on the damage roll, and is Shaken. (When wounds are caused, it doesn’t matter if the victim was already Shaken beforehand.)


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To be fair, I have no idea if I obliterated it, but my experiences with Savage Worlds tells me that yes, with that much damage I completely wrecked its face.


Male Human M.A.R.S.

The GM does get a stack of Bennies, however, and can spend one to soak damage (by which I mean it could make a vigor roll and reduce wounds by each success and raise).

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Need to check on that... damn that is complex...


Bennies: 4 | Parry: 8 (Tecnhological Weapons suffer -2) | Toughness: 6/8 w Cyber-Armor Shell | Armour: 6 | Wounds: 0 | ISP: 17/20

I've hidden this campaign from my campaigns page. Please PM me if it starts up again.

-Kip84

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Sorry for the delay, lots of work. I will restart ASAP.


Male Simvan Mind Melter; Wounds 0, Bennies 3/3; Parry 7, RATN 6, Toughness 13(8); Heal d4, Intim d6, Notice d6, Shooting d8, Psionics d12; 70 ISP

Corsario, if you're having problems GM'ing SW combat, let's talk. I've GM'd several SW PbP games in the past...

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Right now I got some work issues. Need time. Sorry. Let me get back to you on the weekend.

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I am sorry. I am swamped with work, with no end in sight.
I have to end the campaign.
Good games everyone.
If somebody wants to take over, please do.

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