Rigor Rictus' Savage Rifts

Game Master LastNameOnEarth

The futile efforts of a small few to protect a small swatch of land and its peoples from being crushed between supernatural monsters, fascist regimes, and extra dimensional terrors.

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Male Human Glitter Boy; Parry=7 (-2 size), (-2 when dug in); Toughness=32(18); Pace=10 (run d10); Charisma+2; Bennies=3; Wounds=0; Fatigue=0

Boomer targets the dragon, wondering why the other factions are attacking each other and not working together to eliminate the common threat :

Shooting & Wild: 1d12 + 3 ⇒ (5) + 3 = 81d6 + 3 ⇒ (6) + 3 = 9 = 9, a Raise (so no need to re-roll the d6)

Damage: 4d12 + 6 + 1d6 ⇒ (3, 1, 4, 2) + 6 + (2) = 18

Phooey! Spending a Benny to re-roll...

Damage: 4d12 + 6 + 1d6 ⇒ (3, 9, 3, 9) + 6 + (1) = 31

Since 29 Shook the dragon, he should have 1 Wound now...

2 Bennies left


M Human Hyperion Juicer| Bennies 3/3| Wounds 0| Burn 7, Reflexes (-2 to be Hit) Agl d12 Smt d6 Spt d6 Str d8 Vgr d10|| Pace 20 (d10) Parry 9 Tough 15 (5) |
Skills:
. Athletics d8, Common Knowledge d6, Fighting d12, Language (American) d8, Notice d6, Persuade d4, Research d4, Shoot d12, Stealth d4, Survival d8

Jace grunts as the blast hits him. Missed that one. He turns to face the Merc, grinning as smoke pours from the wound.

Soak: 1d8 ⇒ 11d6 ⇒ 1
No soak, 2/3 Bennies, 2 Wounds


A killer GM with a killer smile.

Tumbler: What Ace said, but with one exceptuon: each action beyond the first typically causes a cumulative -2 called a Multi-action penalty. This penalty applies to all the actions taken that round, even the first, usually unpenalized one. However, your extra set of arms gives you one extra non-movement action per round that inflicts no penalty. You can still do more than one extra action if you like, but then the penalty applies. You still get an extra action for free, but a third would make all actions at -2, a forth all actions at -4, etc. Also, the rules don't allow you to repeat the same action in the same round, so you couldn't shoot your Rail gun twice for instance. If you had two railguns, you could fire each one once. If you had four swords, one in each hand, you could use each one once. You get the picture.

Boomer, you do realize that the Dragon is on your side right? That previous patrol has been fighting and dying to protect her from the mercs. Seems kind of rude to undo all that work...

Jace: Being first in has its drawbacks; you were also hit by the dude in the hide armour with a chain greatsword. Did You want to try and soak that one? It'll be another two wounds and you'll be incapacitated if you don't.

Hyperkinetic: No issues with your description, save one; the girl is not conscious. When you look down at her you can see through her flesh, as if it is partially ghosted out. Only her bones appear solid, and they are quite visible through her body. She feels solid, but does not appear to be breathing.[/B]


The young man begins looking around for a safe place in the middle of the fight, settling on a spot away from the violence. In a burst of speed, he is suddenly there, setting her down and then turning and doing his best 'shouting with the voice of authority', he shouts "PLEASE, CEASE YOUR FIGHTING! A MASTER SKURGE IS COMING, AND IT WILL TAKE ALL OF OUR EFFORTS TO DEFEAT IT!"

It's clear from his speech that he assumes you all know what he is talking aobut.

Persuasion | Wild Die: 1d4 - 2 ⇒ (4) - 2 = 21d6 - 2 ⇒ (5) - 2 = 3
Ace!: 1d4 ⇒ 3 That's at least a success!


M Human Hyperion Juicer| Bennies 3/3| Wounds 0| Burn 7, Reflexes (-2 to be Hit) Agl d12 Smt d6 Spt d6 Str d8 Vgr d10|| Pace 20 (d10) Parry 9 Tough 15 (5) |
Skills:
. Athletics d8, Common Knowledge d6, Fighting d12, Language (American) d8, Notice d6, Persuade d4, Research d4, Shoot d12, Stealth d4, Survival d8

Must have missed that part when I was trying to quickly get a post in yesterday, I will certainly try to soak that too...

Soak: 1d8 ⇒ 61d6 ⇒ 4
1/3 Bennies, 3 Wounds, Shaken


Male Human Glitter Boy; Parry=7 (-2 size), (-2 when dug in); Toughness=32(18); Pace=10 (run d10); Charisma+2; Bennies=3; Wounds=0; Fatigue=0

Rigor - the second attack on Jace only Shook him, and a Shaken while Shaken only inflicts *one* Wound, not two.
Jace, you could have spent your Bennie to immediately remove the Shaken from the first attack, so the second attack would leave you Shaken (with 2 Wounds), or you could keep your above Soak on the two-Wound attack and spend *another* Bennie to immediately and automatically remove the Shaken from the second attack, leaving you with 1 Wound.

Sorry, I am totally lost in all the action that's going on, can I ret-con my attack on the dragon to someone else in the field? If so, do I keep my old rolls or make new ones?


A killer GM with a killer smile.

Sure, feel free to change your attack to another target, and just keep the same rolls.

As for Jace, that second attack did 15 damage, with an AP 2 weapon. Vs. his toughness 13(6), his toughness would drop to 11 from the AP, making it a success by 4. I believe that is one wound, plus shaken. Since he was already shaken, it would cause 2 wounds.

You are right about using the benny to get rid of the first Shaken though. He could use a benny after the first attack, in which case the second would just cause Shaken and one wound. The second Soak roll would reduce that to just shaken. After both attacks he'd have 2 wounds and be Shaken, but have 0 bennies remaining.

Of course, I have not been running Savage Worlds all that long, so if I've made mistakes, I'm happy to learn what they are so I don't make the same errors again.


There's also sometimes consequences for rolling Snake Eyes (1 on die, 1 on Wild die) on a roll, but only when "dramatically appropriate", which may very well not apply here.


Male Human Glitter Boy; Parry=7 (-2 size), (-2 when dug in); Toughness=32(18); Pace=10 (run d10); Charisma+2; Bennies=3; Wounds=0; Fatigue=0

Rigor - the "Shaken while Shaken causes a Wound" rule confuses a lot of people, but Clint explains it HERE in a nice little table. A character that gets hit with a Raise (+4-7 over TN) while Shaken only takes 1 Wound. The rule is really "if ONLY Shaken, while already Shaken, causes 1 Wound".
Now that Jace was hit with a Wound on the second attack, I'm not going to go into all the permutations he could have done with Bennies and Soak rolls. His original Soak reduced the 2 Wound attack to one Wound, and the second attack caused another Wound, leaving him at 2 Wounds, or he Soaked the second attack, removing it entirely, leaving him at 2 Wounds.


Male Human Glitter Boy; Parry=7 (-2 size), (-2 when dug in); Toughness=32(18); Pace=10 (run d10); Charisma+2; Bennies=3; Wounds=0; Fatigue=0

Ret-con : since the 2 guys in the machine gun nest actually did something to the dragon, Boomer targets their entire nest with his Boom Gun (Damage=31, AP 25, MBT). If the nest is bigger than a MBT, he'll target the gun itself and hope the shrapnel will take care of the guys.


M Human Hyperion Juicer| Bennies 3/3| Wounds 0| Burn 7, Reflexes (-2 to be Hit) Agl d12 Smt d6 Spt d6 Str d8 Vgr d10|| Pace 20 (d10) Parry 9 Tough 15 (5) |
Skills:
. Athletics d8, Common Knowledge d6, Fighting d12, Language (American) d8, Notice d6, Persuade d4, Research d4, Shoot d12, Stealth d4, Survival d8

I don't think I soaked the first one at all with that snakeeyes. That said, saving that last Benny in case I already need to spend the rest of my burn to go all out instead of die right away...


A killer GM with a killer smile.

I'm travelling all this week, so I may only be able to update sporadically.


Male Human Glitter Boy; Parry=7 (-2 size), (-2 when dug in); Toughness=32(18); Pace=10 (run d10); Charisma+2; Bennies=3; Wounds=0; Fatigue=0

Jace - sorry, I completely missed your first snake-eyes Soak roll. So you Soaked the one Wound on the second attack, and should be at two Wounds.


M Human Hyperion Juicer| Bennies 3/3| Wounds 0| Burn 7, Reflexes (-2 to be Hit) Agl d12 Smt d6 Spt d6 Str d8 Vgr d10|| Pace 20 (d10) Parry 9 Tough 15 (5) |
Skills:
. Athletics d8, Common Knowledge d6, Fighting d12, Language (American) d8, Notice d6, Persuade d4, Research d4, Shoot d12, Stealth d4, Survival d8

Okay, so then I should be 1/3 Bennies, 2 Wounds, and Shaken then.


A killer GM with a killer smile.

Ok, with that settled, I will try to move us on. As I said earlier, I am on vacation, with limited access to resources. I didn't even bring a computer as I was leaving the country and border crossings have been randomly confiscating electronics more and more lately.

As I'm on a phone, I'll probably be making a bunch of short posts instead.


A killer GM with a killer smile.

Boomer targets the machine gun nest with his boom gun, taking an extra moment to make sure his shot will inflict maximum spread over the foxhole. The impact kicks up a massive amount of dirt and dust. Though it is difficult to tell, there is no movement within the cloud of debris, and it is unlikely either gunner survived.


A killer GM with a killer smile.

Hyperkinetic:
A Skurge of Vampires is a reference to one of my favourite book series, The Dresden Files. A Skurge is the name used for a group of Vampires, much like a Murder of Crows or a Tower of Giraffes.
Androva: 1d54 ⇒ 5 =3 Clubs
Arsenio: 1d53 ⇒ 14 =5 Hearts
Arsenio Quick: 1d52 ⇒ 6 =3 Hearts
Arsenio Quick: 1d51 ⇒ 39 =Jack Of Diamonds
Ace: 1d50 ⇒ 35 =Ace Diamonds
Hyperkinetic: 1d49 ⇒ 13 =5 Spades
K8: 1d48 ⇒ 16 =6 Spades
Jace: 1d47 ⇒ 24 =9 Clubs
Therun: 1d46 ⇒ 25 =9 Hearts
Thumper: 1d45 ⇒ 27 = 10 Diamonds
 
Dragon: 1d44 ⇒ 6 =3 Spades
Mercs: 1d43 ⇒ 11 =5 Diamonds
Hide Armour: 1d42 ⇒ 17 =7 Spades
Master Vampire; Imp Level Headed: 1d41 ⇒ 121d40 ⇒ 341d39 ⇒ 27 =6 Diamonds; King of Clubs, Ace of Hearts

Group 1: Ace, Arsenio, Thumper, Jace, and Therun.
Group 2: Dragon Hide
Group 3: K8 and Hyperkinetic
Group 4: Mercs
Group 5: Androva and the Dragon

Group 1 is up. Don't worry about the Vampire. Whatever he does on his turn, other than the ravings of the teenager in a spandex suit, you have seen no indication a vampire is present.


TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5

Thumper is about to follow Arsenio command, then there was the flash of light, I have to get a closer look at that.

”I have a better plan boss man”

He flips open the access panel, ’Holly Moley!, this thing needs a good cleaning’ he shoos the gremlins scurrying across the wiring. Ok, crossfeed the O2 scrubbers with the AC, then inject the…

Arcane Machinist::
Crafting a gadget to create a smoke screen around the Zone Ranger (cast Obscure). Then activating it.

Arcane Machinist-MultiAction: 1d10 - 2 ⇒ (10) - 2 = 81d6 - 2 ⇒ (6) - 2 = 4

Aces all around: 1d10 ⇒ 51d6 ⇒ 3

Arcane Machinist total=13 That us 2 raises, Gadget has 17PPE the spell will sustain itself for 18 rounds


M Human Hyperion Juicer| Bennies 3/3| Wounds 0| Burn 7, Reflexes (-2 to be Hit) Agl d12 Smt d6 Spt d6 Str d8 Vgr d10|| Pace 20 (d10) Parry 9 Tough 15 (5) |
Skills:
. Athletics d8, Common Knowledge d6, Fighting d12, Language (American) d8, Notice d6, Persuade d4, Research d4, Shoot d12, Stealth d4, Survival d8

Shaken?: 1d6 - 2 ⇒ (6) - 2 = 41d6 - 2 ⇒ (6) - 2 = 4
Aces: 1d6 ⇒ 21d6 ⇒ 5
Total 9

Jace turned to the sword wielder and tightened his grip on his blade. He may have been fast, but Jace knew he was faster and he wasn't going down without a real fight. The blood of the mage fresh on the edge of his blade, he twirled it as he made a step in and then shifted behind the brute and brought his sword in a low slash. Unfortunately the brute saw through it and was able to easily deflect his attack...

Trick: 1d12 + 2 - 2 ⇒ (2) + 2 - 2 = 21d6 + 2 - 2 ⇒ (2) + 2 - 2 = 2
Fighting, Burn: 1d12 + 1d10 - 2 ⇒ (2) + (2) - 2 = 21d6 - 2 ⇒ (3) - 2 = 1


Male Human Glitter Boy; Parry=7 (-2 size), (-2 when dug in); Toughness=32(18); Pace=10 (run d10); Charisma+2; Bennies=3; Wounds=0; Fatigue=0

Boomer targets the Sampson armor (he *did* fire on us, right?) :

Shooting & Wild: 1d12 + 3 ⇒ (5) + 3 = 81d6 + 3 ⇒ (4) + 3 = 7 = 8, a Raise

Damage: 4d12 + 6 + 1d6 ⇒ (5, 3, 3, 3) + 6 + (1) = 21 (AP 25, MBT)


GM:

Oh, I'm well aware, but I wasn't sure if you were using the term from there or somewhere else.


Male Psi-Stalker

Seeing his shots having no affect on the Borg, Therun turned his attention to finding another target. Seeing Jace having issues with the big man wielding the Great Chainsword he ran in that direction, drawing his sword as he went.

Am i right that I wouldn’t get there until next round?


Parry: 4| Toughness: 3 (6)|Bennies: 0/3|Pace: 6: Charisma: 0|Wounds: 1/4|Fatigue: 0/4|ISP: 20/30| Quick Edge|Flame: On

Arsenio books it to somewhere he can take cover a little closer to the action, so he can get better shots on his targets.

Moving 12" to behind some other rock or something I can take cover behind. This should put me within 12" of the enemy.

Close enough now to take proper aim, Arsenio fires off three more bolts of orange flame from his finger at the 'Borg.

Psionics 1: 1d8 ⇒ 8

Psionics 2: 1d8 ⇒ 3

Psionics 3: 1d8 ⇒ 3

Wild: 1d6 ⇒ 4

Ace! Psionics 1: 1d8 ⇒ 4

And I'll use that Wild 4 to replace Psionics 2, for two hits (one with a Raise).

Damage 1: 4d6 + 1d6 ⇒ (4, 5, 6, 5) + (4) = 24

Damage 2: 4d6 ⇒ (2, 5, 3, 4) = 14

Ace! Damage 1: 1d6 ⇒ 4

28 damage on the first hit, 14 damage on the second (Mega Damage).

Everything Burns: 1d10 ⇒ 6


A killer GM with a killer smile.

Thumper's contraption works like a charm, and starts belching out thick opaque smoke. It swiftly starts filling in the entire area, obscuring the Zone Ranger, the rocks it is sheltered behind, and a dozen paces beyond in all directions, just for good measure.


A killer GM with a killer smile.

Jace's strikes with the blade are put aside with childish ease. The quick impression is that he may be as good a swordsman as you, or maybe even better. If you couldn't see the distinct lack of a Bio-Comp unit on his chest, you'd swear is was a Juicer.

Using a point of burn on the very first encounter? That's dedication. Unless you're seeing Jace as a live fast, die young type of character...


A killer GM with a killer smile.

For Boomer and Arsenio, I don't have the stats for your respective opponents right now, I'm boarding a flight (or waiting too). Going from memory, I think the result will be that the Sampson Armour is fine (that was an unusually low roll for a Boom gun), but I think that is a success against the Borg. Hopefully, I'll be somewhere I can access my books by later tonight or tomorrow.


A killer GM with a killer smile.

The Boom-gun's distinctive blast sounds out over the battlefield and a massive cloud of shrapnel tears into the Sampson Armour. While it is not obliterated, as is not uncommon against a Boom gun, the suit is torn and rent. In the wake of the impact, it slumps to the ground.

The burst of fire that takes the Borg however, seems to stun him, and leaving his optical sensors recalibrating in the wake of the bright flash, but he does not appear significantly damaged. *Shaken*

Looks like I had my estimation backwards. In both cases I think because of AP. I was forgetting to consider it for the Sampson, and assuming there would be at least a little AP vs. the Borg. Arsenio, don't forget that you can add AP 2 for an ISP, or AP 4 for 2. Against armoured targets 4 points may mean an extra wound, or a wound where none is otherwise inflicted (like here).


I'll be honest, wasn't expecting him to have over 20 toughness. Rifts will take some getting used to.


A killer GM with a killer smile.

Ya, big guns and big armour tends to be the name of the game. In my home group, sometimes we end up counting AP as MORE valuable than raw damage because everything in rifts carries such a large Armour value. It is probably not too much of a spoiler to tell you the default Borg from the 'Foes' book has Toughness 24(12); you've probably worked with enough borgs (and are presently commanding one) to know that generality.


A killer GM with a killer smile.

Therun, yes, it would likely take you a round to get there, unless you got very luck on a Run die. Regular movement has no effect on your attack unless you use a Run action, in which case it just counts as one action, inflicting the usual -2 Multi-Action Penalty. So, you could shoot at a target, then move; or move and then shoot, or shoot with a -2 and then run, or run then shoot or attack with a sword at -2, etc.

The big guy in the spiked hides grins like a devil as he winds up for another strike, slashing hard at Jace.
1d12 ⇒ 121d6 ⇒ 6
1d12 ⇒ 31d6 ⇒ 5
Best Total: 12 + 3 = 15

Ouch, that looks like a hit with a raise... Parry 9, with a -2 to hit... ya, one raise.

Damage: 1d12 + 2 + 2d10 + 1d6 ⇒ (7) + 2 + (10, 5) + (5) = 29
Ace on d10: 1d10 ⇒ 3
Damage Total - AP 2: 29 + 3 = 32
AP 2 will mean Jace has an 11 Toughness, which would mean 5 additional wounds. You'll need to roll an awesome soak to avoid incapacitation, and then rolls to avoid death if that fails.

Sorry; I was not trying to kill anyone in the initial fight...

K8 and Hyperkinetic are up.


"Borg, what is your designation and point of origin? What is your mission here? And would you like to surrender?"

K8 doesn't wait for replies, but continues attacking.

Shooting: 1d10 ⇒ 6
Wild Card: 1d6 ⇒ 4
Fighting: 1d10 ⇒ 9
Wild Card: 1d6 ⇒ 4

I'm not sure whether I can attack with the rail gun at close range while also fighting with the chain sword.

Mini Rail gun damage: 2d8 + 4 ⇒ (5, 1) + 4 = 10

Chain Greatsword damage: 1d12 + 2d10 ⇒ (5) + (5, 9) = 19


A killer GM with a killer smile.

No, you can't. The general rule is that nothing larger than a handgun can be used in melee combat. If you choose to use your railgun though, it does have a rate of fire of 4. That allows you to basically declare you are firing full auto and make 4 Shooting Attack rolls. Because of recoil, each roll is made at -2. You only get one wild die foe the entire attack though, but it can replace any of the other four attacks if it is a better result. Each one that scores a success (usually a 4 or more) rolls damage as a hit. If you beat a target's target number by 4 or more (an 8 in this case) hits with a raise, increasing the damage inflicted by a d6.


The oddly-dressed young man continues to shout something in what sounds like American. "Please, listen, we don't have much time!"

Persuasion | Wild Die: 1d4 - 2 ⇒ (4) - 2 = 21d6 - 2 ⇒ (6) - 2 = 4
Ace!: 1d6 ⇒ 5 Well, that's a raise!


Male Human Glitter Boy; Parry=7 (-2 size), (-2 when dug in); Toughness=32(18); Pace=10 (run d10); Charisma+2; Bennies=3; Wounds=0; Fatigue=0

Jace, with 1 Bennie left, I'd suggest you *not* try to Soak 5 Wounds (which would require an *incredible* number of Aces!), but rather roll Vigor for Incapacitation (don't forget the -3 from your Wounds), and use your last Benny to re-roll it if you don't like the first result. All you need is a 4 (ok, a 7 on the dice) to stay in the game.


M Human Hyperion Juicer| Bennies 3/3| Wounds 0| Burn 7, Reflexes (-2 to be Hit) Agl d12 Smt d6 Spt d6 Str d8 Vgr d10|| Pace 20 (d10) Parry 9 Tough 15 (5) |
Skills:
. Athletics d8, Common Knowledge d6, Fighting d12, Language (American) d8, Notice d6, Persuade d4, Research d4, Shoot d12, Stealth d4, Survival d8
Atlas "Ace" Boomer wrote:
Jace, with 1 Bennie left, I'd suggest you *not* try to Soak 5 Wounds (which would require an *incredible* number of Aces!), but rather roll Vigor for Incapacitation (don't forget the -3 from your Wounds), and use your last Benny to re-roll it if you don't like the first result. All you need is a 4 (ok, a 7 on the dice) to stay in the game.

Agreed, which is what Jace will do.

Incapacitated: 1d8 - 3 ⇒ (1) - 3 = -21d6 - 3 ⇒ (1) - 3 = -2
Seriously? Last Benny to Reroll: 1d8 - 3 ⇒ (3) - 3 = 01d6 - 3 ⇒ (5) - 3 = 2
Wound: 2d6 ⇒ (2, 1) = 3
Arm Gone.. Bleeding Out..

Jace made a mental note to remember this man he was fighting. He was far more skilled and easily defeated him in swordplay. Not an easy feat. The man's blade almost moved in slow motion, Jace's heightened reflexes helpless as he watched the weapon slice through his arm vambrace and into the flesh of his sword arm. His chemical anesthetic boosters couldn't keep up and he fell into unconsciousness clutching the stump of his arm...


A killer GM with a killer smile.

Don't want to hold everything up to wait for K8 to revise his action, so i will let it go this round, and just take the actions as posted.

K8 keeps pressing the attack against the Borg, engaging up into hand to hand. His attacks from his Rail-gun and his sword land, but both fail to pierce the heavy armour plating.

The oddly dressed teen that showed up is shouting something frantically, trying to get people's attention, all the while holding what appears to be a petite woman in his arms. He does not appear to be wearing any sort of combat appropriate gear or weapons, and does not appear to be with the mercenaries. While his voice is being entirely drowned out by rail-gun fire and explosions, the intensity of his mannerisms and facial expressions seem to be indicating he has something he feels is very important to say.

Jace is attacked by the Hide Armoured fellow with that massive buzzing sword. The large man continues to move with that unreal speed and grace, and his blade moves inside the guard of Jace's blade, taking a limb off right near the shoulder. Blood sprays an impressive distance from the remaining stump, which the juicer vainly tries to stem with his remaining arm. Unsurprisingly, he goes down in a heap, his face going slack and his eyes rolling up as he succumbs to the not insignificant amount of blood loss. Observes with any medical training would be able to guess that while the wound itself is not a fatal one, it will certainly be a mortal wound. With the quantity of blood continuing to flow out, any normal person would probably only have moments to live. With a Juicer, it's anybody's guess.

Merc's actions coming up.


A killer GM with a killer smile.

Mercs:

The man in the ruined dune buggy is seen to look about frantically, taking in the position of the Glitterboy and the other reinforcements from the Tomorrow Legion, and then jumps down from the buggy. He grabs a stack of gear, and then runs for cover, disappearing from the sight of the reinforcements.

Borg's Shaken Roll: 1d6 + 2 ⇒ (2) + 2 = 4
The Borg actually looks a bit surprised to find K8 as close to him as he is, and grateful for his armour plating. In response to the close presence of the other Borg, he swings his railgun back behind him, and draws forth his own chain greatsword.

The lone standing merc, the one that just so recently took a pot shot at Jace, stands up from his cover position where he was hiding from the dragon, and starts firing some cover fire, as he falls back towards better cover. With Jace down, Arsenio behind cover, and K8 unlikely to be susceptible to his small arms' fire, he focuses his fire on Therun.

Attack at Therun; RoF 3: 1d8 ⇒ 81d8 ⇒ 71d8 ⇒ 2
Ace: 1d8 ⇒ 2
One hit with a raise, one normal hit, one miss.

Damage, hit 1, AP 2, Raise, Ace: 3d6 + 1 + 1d6 + 1d6 ⇒ (6, 3, 5) + 1 + (4) + (1) = 20
Damage, hit 2, AP 2: 3d6 + 1 ⇒ (3, 4, 1) + 1 = 9
Therun doesn't have his Toughness total calculated, but with Huntsman, I'm thinking it would be 12(5). That would mean two wounds from the first, and no effect from the second. Let me know if you choose to soak.

After laying down his fire, he also moves back, moving back behind the rock in order to take cover from the advancing reinforcements, and in particular, from that Glitterboy.

Androva is up. From her point of view, she can see each of the four remaining mercs (the Borg, the Hide Armoured dude, the merc that was on the buggy, and the merc near the dragon.)


Female Human Ag d8 Sm d6 Sp d8 St d6 Vi d8 || Pace 8 Parry 7 Tough 6 (12) Cha 0/+2
Skills:
Fighting d12, Healing d8, Intimidation d10, Knowledge (Electronics) d8, Psionics d6, Repair d6, Shooting d8, Streetwise d6, Throwing d4

I think that I had my Toughness calculated wrong. It should be 2 plus 3 (half Vigor) plus 6 for armor, and plus 1 embedded Toughness (armor). Corrected (was 7).

Androva pops up from behind the rocks and takes a quick shot at the lone merc near the dragon with her laser rifle. After taking the shot, she ducks back down into cover.

Shooting: 1d8 ⇒ 4 (don't know the range) Wild: 1d6 ⇒ 2 Damage: 3d6 ⇒ (1, 4, 6) = 11


A killer GM with a killer smile.

Androva sees her laser connect with her target, and even sees her target begin to react before she ducks down. However, whether he's dead or injured is unclear, as the moment she ducks down, the target is out of everyone's view.

(PS: An NG-L5 Laser Rifle does 3d6+2, not 3d6)

Dragon's Shaken Roll: 1d12 + 1d12 ⇒ (12) + (7) = 19

The dragon rolls itself to its feet and swings its head, looking for a target. Presumably it finds one, as it breathes out a fireball at something visible from its point of view.

Fireball: 1d10 ⇒ 9
Damage: 4d6 + 1d6 ⇒ (1, 5, 1, 4) + (4) = 15

New Round

Androva: 1d38 ⇒ 32 = King of Diamonds
Arsenio: 1d37 ⇒ 26 = Ace of Spades
Ace: 1d36 ⇒ 2 = 2 Diamonds
Hyperkinetic: 1d35 ⇒ 30 = King of Hearts
K842: 1d34 ⇒ 5 = 4 Clubs
Jace: 1d33 ⇒ 1 = 2 Clubs
Therun: 1d32 ⇒ 30 = Queen of Diamonds
Thumper: 1d31 ⇒ 25 = Joker!

Dragon: 1d30 ⇒ 2 = 2 of Spades
Mercs: 1d29 ⇒ 4 = 4 Hearts
Hide Armour: 1d28 ⇒ 20 = Ace of Clubs
Master Vampire; Imp Level Headed: 1d27 ⇒ 61d26 ⇒ 241d25 ⇒ 25 = 6 Clubs; Queen of Clubs; Queen of Spades.

Order:
Group 1: Thumper, whenever he wants to jump in; drawing a Joker makes you +2 for all actions and damage this round.
Group 2: Arsenio
Group 3: Hide Armour
Group 4: Hyperkinetic, Androva, and Therun
Group 5: Vampire Lord and Mercs
Group 6: K842, Ace, Dragon, and Jace.

Thumper and Arsenio are up.


TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5

Thumper hops out of the Zone Ranger grabbing his gear bag, He clears the smoke screen just as Jace goes down in a torrent of blood. Any thought of seeing leaves his head and he sprints toward the downed Juicer. His hat flying off as he runs.

"I don't know what that thing is but if someone can please draw it away from Jace that could be aces."

As he runs he activates his Phase Cloak, taking him slightly out if the local Time-Space.

Sprint: 1d6 ⇒ 5

Techno-Wizardry: 1d10 ⇒ 71d6 ⇒ 1 Success!! Intangibility


Male Human Glitter Boy; Parry=7 (-2 size), (-2 when dug in); Toughness=32(18); Pace=10 (run d10); Charisma+2; Bennies=3; Wounds=0; Fatigue=0

Since we don't know the status of the guy that Androva shot, I'd just like to point out that one of her damage dice Aced - that could make a significant difference!

Also, Thumper, running is an Action, so for future reference, your Techno-Wizardry was at a -2, which fortunately didn't affect anything this time.


TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5

The Joker should have offset the running, but I guess I should show my math


A killer GM with a killer smile.

Good points. Waiting on Arsenio to post before proceeding.


Male Human Glitter Boy; Parry=7 (-2 size), (-2 when dug in); Toughness=32(18); Pace=10 (run d10); Charisma+2; Bennies=3; Wounds=0; Fatigue=0

Sorry, I forgot about the Joker!


Parry: 4| Toughness: 3 (6)|Bennies: 0/3|Pace: 6: Charisma: 0|Wounds: 1/4|Fatigue: 0/4|ISP: 20/30| Quick Edge|Flame: On

Arsenio watches the swordsmage casually dispatch a Juicer in single combat and moves him up three notches on his threat assessment.

I didn't even know it was POSSIBLE for a normal person to outmatch a Juicer like that...

He takes aim and pumps a bit of extra energy into his flames, the bolts shrinking to a small point but flaring to white hot, air rippling in anticipation of the conflagration.

2 ISP for AP 4.

Psionics 1: 1d8 ⇒ 4

Psionics 2: 1d8 ⇒ 1

Psionics 3: 1d8 ⇒ 3

Wild: 1d6 ⇒ 1

Spending that extra Benny to re-roll Psionics 2.

Psi 2r: 1d8 ⇒ 4

Good enough.

Damage: 4d6 ⇒ (2, 4, 2, 2) = 10

Damage: 4d6 ⇒ (1, 2, 5, 1) = 9

...

The flames, unfortunately, fade to bright orange again by the time they get there. But perhaps human flesh will be less resilient than an armored 'Borg...

Everything Burns: 1d10 ⇒ 9

Well, if he takes damage he's on fire at least.


A killer GM with a killer smile.

Arsenio, when you spend a benny, you get to reroll all dice associated with the action. That means you can reroll the other three dice as well (wild die included). There is no risk of getting lower, as you are allowed to take the better of the two sets of rolls.

Check out the Deluxe Edition, pg 63 for details.


Parry: 4| Toughness: 3 (6)|Bennies: 0/3|Pace: 6: Charisma: 0|Wounds: 1/4|Fatigue: 0/4|ISP: 20/30| Quick Edge|Flame: On

Really? Wow. I assumed it was just the one die. I've never used an automatic weapon in this game before.

Psionics 1: 1d8 ⇒ 3

Psionics 3: 1d8 ⇒ 3

Wild: 1d6 ⇒ 5

Cool. The Wild die replaces Psi 3, making a third hit.

Damage: 4d6 ⇒ (1, 3, 5, 4) = 13


A killer GM with a killer smile.

Now, the others can correct me if they disagree, but I think the downside of being able to reroll the whole set is that you have to choose one set or the other. So, you can take the first set of 4, 1, 3, 1, or the second of 3, 4, 3, 5. You can spend a benny to reroll the whole set again if you wish, but I believe the second is the best, but still with only two successes.


Nothing changes then, either way? I'll save the Benny for now.


A killer GM with a killer smile.

Something did change on the previous set: the first had only one success, while the second had two. However...

The firebolts speed along directly at the man in the hide armour, most of them seemingly on target. However, the man reacts with inhuman speed, somehow appearing to anticipate the blasts. By the time they reach him, is no longer quite where he was, and the blasts skim by, one by less than a fingerwidth of his body.

He looks back at Arsenio, a smug smile on his face. However, the smile falters as he seems to take in just how many of his squad are actually still with him. In just as instant, the smile distorts into a look of rage.

He bolts sideways, leaving Jace's bleeding form behind him and charging at K842. He takes a large, full bodied swing at the Borg's sword arm, hacking more like a madman now, all power and no grace.

Disarm; Wild Attack: 1d12 + 1 + 2 - 4 ⇒ (11) + 1 + 2 - 4 = 10
Hit with a Raise

Damage: AP 2: 1d12 + 2 + 2d10 + 2 + 1d6 ⇒ (11) + 2 + (8, 1) + 2 + (4) = 28
K842 takes one wound, and must make a strength roll exceeding the damage of the attack, or be disarmed.

K8's Strength Check: 1d12 + 2 ⇒ (7) + 2 = 91d6 ⇒ 1
A decent roll, but youre going to have a hard time beating a 28 no matter how many times you roll, so I'd probably save your Bennies there. However, if you wish, you can spend a Benny to get a chance to Soak (resist or ignore) the wound inflicted. If you choose to do so, roll your Vigor and a wild die. Each success and raise reduces the wounds received by 1, so you would only need a 4 here. Bennies reset at the beginning of each story arc.

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