Savage Worlds Rifts [IC]

GreenKarl

First Post
Spiting fire, the dragon hatchling Alenys burns both the vampires on the bald headed man, causing all of them to reel back in pain but only the female vampire is blow back off her feet and onto the ground and does not move!!!

Striding forward, Dawn’s psychic blade materialized in her hands and she shout out to her companions and her eyes challenged the bald headed man.

Deezy unloads onto the Vampire male and he howls in pain and appears to be badly burned but does not fall!!!

Varg calls up extra energy from the nexus point and shots a bolt of fire at the wizard over a hundred yards away. While the attack hit with a ball of fire, the elf strides out as if it touch him not at all!!

Then the bald man rolls out of his chair, leaps over the table and charges into Dawn. She attacks might well have connected a lesser man, but he moves with such uncanny speed that both her attacks miss. He laughs madly and starts swinging twin vibroblades at her. The cyber-knight is able to fend off the first two flashing blades, but the third catches her a deep cut into her left shoulder armor and bites flesh!!!

The vampire male shakes off his pain and racing forward he leaps up over the door frame and disappears from sight! The vampire female remains on the floor back behind the table, smoking slightly.

Then the elf wizard mutters some arcane words and disappears from sight!!!!

GM: Note that above I mentioned ranged. The table is 20” away. Dawn would have to use her Speed power AND run to make it to Killboy on her turn. But I am fine with her moving 8 and waiting for him and then her attacks go off first if he reaches her. Same thing with Deezy’s bolts and Alenys’s fire bolt, which have a range of 12/24/48, so she was at -2 penalty due to range (Alenys has notes on this also).

[sblock=Round 1]Alenys fire bolt roll is 11 which is enough to get the two vampires and Killboy (Killboy is actually -2 to all attacks against him bring it down to a 9 but still good enough). The Vampire lord is Shaken by the damage (toughness 10). While the Secondary Vampire (Toughness 9) takes a wound and goes down. Killboy is Shaken by the damage (Toughness 13). The Elf Wizard is 50” away so he is not affected.

Deezy’s attacks then hit with her first two attacks which would Wound the Master Vampire, hit with the Second which would wound him 3 more times, so he spends a Benny to soak, Soak roll: 1D12.OPEN(12) = [8] = 8
1D6.OPEN(6) = [1] = 1
, so he soaked two wounds and is still suffering from two wounds. The 3rd attack misses (a 3) and the four attack hits but does not meet his Toughness so he ignores that one.

Then Varg spends 2 ISP points to multiple the range of his fire bolts by x10 (as you are at a Ley Line Nexus) and also spend an extra to make it Mega-Damage (so he is down to 15 ISP). He is attacking the Elf Wizard without penalty at 50” away, attack and damage if he hits: 1D8.OPEN(8)+1 = [5]+1 = 6
1D6.OPEN(6) = [6, 5] = 11
4D6.OPEN(6) = [3, 1, 3, 4] = 11
, hit with a Raise, so Raise damage: 1D6.OPEN(6) = [1] = 1, so a total of 12 damage. At present the wizard has a Toughness of 27 (Greater Armor spell and his Mage Armor AND he gets +4 AP vs. Psychic damage attacks) so no damage.


Bad guys turn.
Killboy attempts to recover from being Shaken, Recover from Shaken: 1D8.OPEN(8)+2 = [4]+2 = 6
1D6.OPEN(6) = [2] = 2
, made it but not by enough to act this turn so spending his one Wild Die to instantly recover. He then uses his free activate Speed power, activate Speed power: 1D8.OPEN(8) = [6] = 6
1D6.OPEN(6) = [3] = 3
, made it. This gives him a Pace of 24 so he moves up to Dawn. Dawn’s attack rolls against him (note his Uncanny Reflexes give him a -2 to all attack rolls against him so you got a 2 and a 7 both missed (I forgot to write his Parry Score but it is 2 + ½ Fighting of d12 so an 8, along with the -2 to attacks against him). He then takes a free action to Losing It (Berserk; this gives him a +2 to his Attack and Damage Rolls but also a -2 to his Parry). He uses Quick Draw edge to draw both Vibroswords as a free action. He also uses his Split the Seconds Edge which allows him to make one extra attack a round at no penalties. I am assuming also that Dawn has her Cyberkinetic Combat so this cancels his bonus to hit with berserk. Attack and damage if it hits: 1D12.OPEN(12) = [2] = 2; 1D6.OPEN(6) = [1] = 1
2D10.OPEN(10) = [4, 3] +2 = 9
1D12.OPEN(12) = [6] = 6; 1D6.OPEN(6) = [2] = 2
2D10.OPEN(10) = [7, 1] +2 = 10
1D12.OPEN(12) = [8] = 8; 1D6.OPEN(6) = [1] = 1
2D10.OPEN(10) = [10, 5, 4] +2 = 21
, missed with the first two attacks hit with that last one (an 8 to hit her) for 21 damage and -4 AP. Dawn’s Toughness is 8 and her armor gives her +7 more so +3 so 21, that is a Hit and Two Wounds. She can Soak this roll with a Benny (Toughness). A four soaks one would but you would still be Shaken, a 8 soaks both wounds and you are not Shaken. Note also that Killboy's Parry is now a 6 but he still have the Uncanny Defense ability that is a -2 to all attacks (ranged and melee) rolls against him.

Then the Master Vampire first rolls to recover from being Shaken (+2 for being undead), Recover from Shaken: 1D10.OPEN(10)+2 = [3]+2 = 5
1D6.OPEN(6) = [4] = 4
, ugh. Ok he spends his last Benny to instantly recover. He is then going to run forward 16” (his pace) and leap up over the top of the door and disappears from sight (he is basically somewhere up above you inside the tower. If you want to see him you have to come in and look up.

Vampire Bride tries to
Regeneration vs. fire damage: 1D10.OPEN(10) = [1] = 1
1D6.OPEN(6) = [2] = 2
, she is still out.

Then the Elf Mage Casting a spell: 1D12.OPEN(12) = [12, 3] = 15
1D6.OPEN(6) = [3] = 3
, with a raise successfully casts True Invisibility (he is -8 to hit if you have an idea where he is) and he moves his Pace of 6”. He now has 65 PPE points left. [/sblock]

Initiative Cards
Alenys – 4 of Diamonds
Dawn – 10 of Spades
Deezy – Ace of Diamonds
Varg – 3 of Clubs

Elf Wizard – 7 of Diamonds
Killboy – 9 of Spades
Vampires (with Improved Level Headed) – 4 of Hearts, 8 of Diamonds, 2 of Hearts.

Heroes go first, Actions?!?!?!
Dawn needs to make a Soak or a Spirits roll to recover from Shaken.
 

log in or register to remove this ad

KahlessNestor

Adventurer
30bo0ba.jpg

Outside St. Louis/Mississippi River
PA 109 (May 13)/3 hours past sunset
Round 2


Alenysurathe growls as one of the vampires goes down and the other scrambles off up the wall. Dawn rushed inside to engage the bald human, and the elf...disappeared!


Alenys pushed into the room and looked up, looking to find the vampire. Marcus was likely upstairs, and the vampire might be trying to get to him.


[sblock=OOC]If Alenys can see the vampire, she will attack him. Otherwise she will activate her flaming scales.[/sblock]


[sblock=Actions]
Move: 6” into the building.
Action: Shooting fire bolt at vampire: 1D6.OPEN(6)-2 = [4]-2 = 2http://roll.coyotecode.net/lookup.php?rollid=143631
1D6.OPEN(6)-2 = [4]-2 = 2

Fire bolt mega damage: 4D6.OPEN(6) = [3, 1, 4, 6, 1] = 15
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
[sblock=OOC]If Alenys can see the vampire, she will attack him. Otherwise she will activate her flaming scales.[/sblock]

[sblock=Actions]
Move: 6” into the building.
Action: Shooting fire bolt at vampire: 1D6.OPEN(6)-2 = [4]-2 = 2
1D6.OPEN(6)-2 = [4]-2 = 2

Fire bolt mega damage: 4D6.OPEN(6) = [3, 1, 4, 6, 1] = 15
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]

GM: Moving into the room allows you to see the vampire. He is about 4" (8yards) up on the wall above you
 

CharlotteOz

Explorer
OOC: Dawn soak roll.: 1D6.OPEN(6) = [4] = 4
1D6.OPEN(6) = [5] = 5


So that soaks one of them.
Dawn Spirit check to recover from Shaken.: 1D8.OPEN(8) = [7] = 7
1D6.OPEN(6) = [3] = 3



Made it, but can only make free actions on this turn.

So: Dawn will use her free action to use her Deflection power to summon a telekinetic shield to protect her while she recovers.

Dawn psionics check to activate a telekinetic shield.: 1D6.OPEN(6)-1 = [6, 4]-1 = 9
1D6.OPEN(6)-1 = [4]-1 = 3


Made it with a raise, so for the next three rounds attacks at -4 to hit Dawn.




Dawn staggered back from the hit, able to deflect two of them but not expecting the third. Blood seeped out of a cut in her shoulder.

She was able to focus long enough to divert her energies inward, summoning a shimmering telekinetic field to protect her. Then she raised her swords again, attempting to deflect the berserker's assault.
 





Shayuri

First Post
(OOC - Agh! Yep! Thanks! Sorry everyone, got caught up in a series of things and managed to space out completely on this)

"Sneaky sneaky," giggled Deezy as the mage winked out of sight. Well...MOST sight. She reached up to a dial on the goggles fitted over her eyes and there was a clacking noise as strange violet-shaded lenses snapped down over the front of its apertures. Immediately Deezy saw the room not as a pattern of light, varied in intensity and wavelength...but as a field of potential psychic energy; its ebbs and flows painting wild torrents of color across otherwise drab and dead walls and furnishings. In this mode, all things magic stood out, plain as day.

Including the invisibility spell cloaking the mage. Oh, the MAGE was invisible, but the SPELL was right there, hovering around his body, highlighting him quite clearly.

She switched modes on the omniblaster to save the solar radiation reagents, and opened fire, letting bolt after bolt of magical force rip through the room at the mage!

(The attacks come out to 9, 6, 4, 7, for 11, 16, 22, and 14 damage respectively. Spending 1 PPE for the goggles and 8 on the blast. This is my personal PPE, not the sunlight blast gadget's. If that 4 misses him, I may benny it if that's ok. I'd really like the 22 damage blast to hit. :) Also, let me know if any of these rolls are raises, and I'll add on the needed damage rolls.)

[sblock=The Rollz]Attacking Mage! Onslaught!: 1D10.OPEN(10) = [9] = 9
1D6.OPEN(6) = [1] = 1

More onslaught!: 1D10.OPEN(10) = [6] = 6
1D6.OPEN(6) = [5] = 5
1D10.OPEN(10) = [4] = 4
1D6.OPEN(6) = [1] = 1
1D10.OPEN(10) = [7] = 7
1D6.OPEN(6) = [5] = 5


Onslaught damage: 3D6.OPEN(6) = [5, 2, 4] = 11
3D6.OPEN(6) = [1, 4, 6, 5] = 16
3D6.OPEN(6) = [5, 6, 6, 1, 4] = 22
3D6.OPEN(6) = [3, 6, 4, 1] = 14
[/sblock]
 


Remove ads

Top