Savage Worlds Rifts [IC]


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GreenKarl

First Post
GM: sorry for the delay...


Alenys moved into the huge chamber and saw the vampire up on the wall hissing at her. She tried to strike him with fire but he moved out of the way too quickly for her. Then Dawn called on her powers to provide her some protection and she shock off the effects of the Crazy’s last attacks. Varg, drawing his chainsword and activating his fiery aura ran up to Dawn to face the maniac also. Dezzy’s goggles compensated for most of the wizard’s invisibility trick but he was at too great a range for her attacks to hit him!!!

Screaming and laughing like a madman, Killboy’s vibroswords wove around the two heroes in front of him, but Dawn’s power protector his time and all of his attacks failed miserably. The vampire on the wall tried to use some power against Alenys but whatever it was, it failed to have any affect against the hatchling. Then the wizard, still invisible, vanished and appeared behind the table about 40 yards away from Deezy. In his hand was a magical revolver that he fired at the techno-wizard but it missed…

GM: [sblock=Heroes Actions/Rolls]Alenys’s fire blast misses the Vampire as a 2 misses him.

Dawn made her Defection roll and is -4 to being hit.

For Deezy’s attacks, note that the Mage has Greater Invisibility so the base See Invisibility brings the penalty down to -2 and that you are 44” away from him that is a -4 for the range. Finally if you look at Lorethan’s stats you see he also has the Dodge feat so that is ranged attacks against him suffer an additional -1. So you are -7 to all your attacks, which mean that they all missed. You could have moved 6” closer if you wanted but again that is still 38” away. You need to get to within 24” to only suffer -2 from Range modifiers. If you want to re-roll any of them with a Benny point you may. You get your Skill roll and the 1d6 Wild Dice for this roll, but at -7. I will update if you chose to and if you succeed.

Varg draws his chainsword, moves forward 6” and then runs, Run die: 1D6 = [3] = 3, he needed to get a two so makes it up to where Dawn and Killboy are to be in melee. He also actives his Flaming Aura that gives up +6 Mega-Armor points. That’s all he does this round as he is at -4 (Drawing Weapon and Running). But this gives Dawn +1 Gang Up bonus against Killboy next round. [/sblock]

[sblock=Bad Guys Actions/Rolls]Killboy makes one attack against Dawn and second attack vs. Varg, rolling (+2 because of Berserker), then with Split the Second Edge he makes another melee attack vs. Dawn (no multi-action penalty for this) Three melee attack rolls: 1D12.OPEN(12)+2 = [9]+2 = 11
1D12.OPEN(12)+2 = [1]+2 = 3
1D12.OPEN(12)+2 = [3]+2 = 5
and then Wild dice (can replace any one roll above) Wild Dice roll: 1D6 = [4] = 4. Ok so first attack suffers -4 because of Dawn’s deflection so drops it to a 7, just below her Parry a miss! Second misses Varg and the 5-4 is a 1 vs. Dawn and also misses!!!

The Vampire master tries to use Puppet Power vs. Alenys: 1D12.OPEN(12) = [3] = 3
1D6.OPEN(6) = [3] = 3
, man he did not even get a 4 so he failed. Alenys does not need to make a roll to resist. Vampire Bride Fast Regeneration roll: 1D10.OPEN(10) = [3] = 3
1D6.OPEN(6) = [5] = 5
, she recovers but it takes her round to do so. She can act normal next round.

Then Magnus Lorethan casts a spell, Greater Teleport : 1D12.OPEN(12) = [8] = 8
1D6.OPEN(6) = [6, 5] = 11
, forgot the -2 for maintaining 2 other powers (Greater Armor and Invisibility) but he made the roll, with a Raise so he can teleport up to 30”. He is only going to teleport 24” to appear behind the table someone (giving him Medium cover -2 to be hit by ranged attacks or +2 AP vs. area attacks). He then shots at Deezy with his (-2 multiple action penalty but he does not suffer the multiple spell/power penalty which this round would be another -3, also -2 for range 20” to where Deezy is); Shooting at Deezy: 1D6.OPEN(6) = [4] = 4
1D6.OPEN(6) = [1] = 1
and he missed by a long shot. NOTE that he got his Wild Die again this round as he was making two different types of rolls, one to cast a spell and one to attack, in which case you get your Wild Die to bother rolls. If he also has to make a soak roll this round he would get it again.[/sblock]

Initiative Cards
Alenys – 2 of Clubs
Dawn – 7 of Clubs
Deezy – Jack of Clubs
Varg – Ace of Spades

Magnus Lorethan – Queen of Hearts
Killboy – King of Clubs
Vampires – 5 of Diamonds, 7 of Spades, 5 of Hearts

Heroes go first again!!! Heroes Actions!!

So positions of everyone
Alenys in 4” inside past the door. The vampire on the wall is 4” away from her on the wall
Dawn and Varg are 8” inside past the door facing Killboy (they each get +1 gang up bonus against him next roll with melee attacks)
Deezy is still outside the door so 4” from Alenys, 8” from Dawn and Varg, and 20” from the table (this means attacks against Magnus are at -5 (-2 for his Greater Invisibility, -2 for Medium Range and -1 from his Dodge edge.)
 

CharlotteOz

Explorer
Having recovered from the shock of being hit, Dawn refocuses, and tries a different tactic.

"Nice swords," she says.

OOC: Dawn is going to attempt dual disarms! Two attacks targeting Killboy's arms...

Dawn attack rolls.: 1D10.OPEN(10)+1-1 = [4]+1-1 = 4
1D10.OPEN(10)+1-1 = [9]+1-1 = 9


Applying wild die to the lesser roll: Dawn Wild die: 1D6.OPEN(6) = [1] = 1


So that's a 2 and a 7, respectively (-2 to hit hands.)

Rolling for the one that hit: Dawn psi-sword damage roll.: 1D6.OPEN(6)+2D8.OPEN(8) = [1]+[4, 3] = 8


If that hits, I believe he has to roll Strength against that or get disarmed.
 

KahlessNestor

Adventurer
30bo0ba.jpg

Outside St. Louis/Mississippi River
PA 109 (May 13)/3 hours past sunset
Round 3


Alenysturathe spotted the vampire on the wall. “I don’t think so!” the young dragon growled. She didn’t want him getting away to get Marcus, so, using her wings, she leapt up at the wall, snatching at him.


[sblock=Actions]
Move: Fly up to male vampire
Action: Grapple attempt: opposed Fighting roll: 1D6.OPEN(6)-2 = [1]-2 = -1http://roll.coyotecode.net/lookup.php?rollid=144931
1D6.OPEN(6)-2 = [6, 2]-2 = 6

Conditions:
Recharge:
Bennies: 3/3
Hours Left for Human: 4/6 Reset: 0/6 hours
Flaming Scales: 6/6 rounds Reset 0/10m 3d6 fire MD
[/sblock]


[sblock=Alenysturathe Mini-stats]
Alenysturathe Character Sheet


Parry: 5
Toughness (Dragon): 28 (+16 MDC)
Toughness (Human): 9 (+8 MDC)
Wounds: 0
Slow Regeneration: Make a natural healing roll once per day.


PPE: 10/10
ISP: 10/10
[/sblock]

 

GreenKarl

First Post
GM: Just as a note there @KehlessNestor, for your Dragon Hatchling, any time you make a Melee attack roll you can Wild Swing, which grants you +2 to hit and +2 damage at a cost of -2 to your Parry. With her toughness most things are NOT going to hurt her and its a good way for her to compensate for the -2 to her attack rolls because of her size...
 




KahlessNestor

Adventurer
30bo0ba.jpg

Outside St. Louis/Mississippi River
PA 109 (May 13)/3 hours past sunset
Round 3


Even as she grabbed at the vampire, Alenysturathe activated her flaming scales.


Flaming scales damage field: 3D6.OPEN(6) = [4, 1, 5] = 10


[sblock=Actions]
Move:
Action:
Conditions:
Recharge:
Bennies: 3/3
Hours Left for Human: 4/6 Reset: 0/6 hours
Flaming Scales: 6/6 rounds Reset 0/10m 3d6 fire MD
[/sblock]


[sblock=Alenysturathe Mini-stats]
Alenysturathe Character Sheet


Parry: 5
Toughness (Dragon): 28 (+16 MDC)
Toughness (Human): 9 (+8 MDC)
Wounds: 0
Slow Regeneration: Make a natural healing roll once per day.


PPE: 10/10
ISP: 10/10
[/sblock]

 


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