Savage Worlds Rifts [OOC]


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Oh, Magnus! I thought you said Marcus. The TW we were rescuing.

But yeah, if the mage had a gun like that, I'll totally take it!

It's not as powerful as the omniblaster, but it's a lot more efficient in terms of damage/PPE.
 

Marcus has a Shard Pistol which is better (2d8+2 damage and it has the Lower Trait on it so that you also get to try and lower their stats when you hit)... but Magnus had...

Light Blade (TW; Damage Str+d6+2 Mega-Damage, AP-3, Wt. 1lbs, creates sunlight in Small Burst Template; looks like a silver and plastic tube until activated, 1PP; free action to activate), TK Revolver (Range 12/24/48, Damage 2d6+2, ROF 1, AP-4, Shots 6, Wt. 4lbs. can “fan the hammer; 2PP to reload; free action to reload), Eyepatch of Gorth (Magic; cancel One-Eye Hindrance; for 1PP per round, access speak language power and +1 to Persuasion and Streetwise; 0lb), Psionic Mind Shield Ring (TW; +4 to resist Psionic Powers and +4 AP vs damaging psionic powers; 3PP an hour to activate; 1lb), Shadow Cloak (TW; when active +2 to Stealth, access to fear and invisibility powers; 1PP per hour to active; 1lb)
 

So as part of the adventure almost over (you still have to get the refugees back to Fort Refuge and there might be adventure there) it is the end of Session 3 which means everyone is going to get a Raise and re-set their Bennies (Deezy resets here Gadget ability also). For Alenys, this means she can take her 3 Hindrance AND then spend them as if at character creation (so she is getting 1 raise and 2 others that she can use to Raise attributes or take Edges that are above Novice, just like at character creation).

Woohoo! Now I'm a REAL boy!

Errr...girl.

Errr...dragon...

:D
 

Marcus has a Shard Pistol which is better (2d8+2 damage and it has the Lower Trait on it so that you also get to try and lower their stats when you hit)... but Magnus had...

Light Blade (TW; Damage Str+d6+2 Mega-Damage, AP-3, Wt. 1lbs, creates sunlight in Small Burst Template; looks like a silver and plastic tube until activated, 1PP; free action to activate), TK Revolver (Range 12/24/48, Damage 2d6+2, ROF 1, AP-4, Shots 6, Wt. 4lbs. can “fan the hammer; 2PP to reload; free action to reload), Eyepatch of Gorth (Magic; cancel One-Eye Hindrance; for 1PP per round, access speak language power and +1 to Persuasion and Streetwise; 0lb), Psionic Mind Shield Ring (TW; +4 to resist Psionic Powers and +4 AP vs damaging psionic powers; 3PP an hour to activate; 1lb), Shadow Cloak (TW; when active +2 to Stealth, access to fear and invisibility powers; 1PP per hour to active; 1lb)

That's a lot of loot LOL Anything Deezy doesn't want, Alenys can use LOL I didn't use her magic much this time around. Might have been worth wasting a round to bump my Traits since I can't hit worth crap!

If Dawn ever wants a bump, let me know. Alenys mostly has buffing magic.
 

Of that stuff, Deez would probably be mostly interested in the revolver.

I feel like the Light Blade might be good for Dawn...feels appropriate for her...but if she doesn't want it, Deez could take a melee weapon.

Other than that, I've got no claim. Eyepatches and mind shields and shadow cloaks aren't too super interesting for her.
 

I took the Loyal (Minor) Hindrance.

So Hindrances: Clueless (Major), Phobia (Minor): Water, and Loyal (Minor) = 4 character creation points.

So with those I used 2 points to raise Agility to d8 and two points to raise Spirit to d8.

For my new Advancement, I raised Fighting and Shooting to d8. Now maybe I can hit something...

And that should be it.
 



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