Two Game Ideas

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Which one do you want to play in?

Rifts: Siege on Tolkeen
4
67%
Children of Loki
2
33%
 
Total votes: 6

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Venatus Vinco
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Two Game Ideas

Post by Venatus Vinco »

Post tis on Discord:

Two game ideas, I can only do one. 6-9 sessions. Fridays or Saturdays most likely (although Wednesday is an option).
  • Rifts: Siege on Tolkeen: Follow a group of cyberknights and their allies who aligned with Tolkeen from the start of the war and face hard decisions as Tolkeen grows in their use of dark forces.
  • Children of Loki: Continuation of a story arc started in my first 9 Worlds Norse Cyberpunk setting. If the group is new we may play an expanded version of the first adventure.
Any takers? Vote. Post interest. Discuss.

VV
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High Command
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Re: Two Game Ideas

Post by High Command »

Weds or Saturday would be options for me, and you don't include both in the options :P
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Stoic
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Re: Two Game Ideas

Post by Stoic »

Wednesdays or Saturdays would most likely work for me as well.
GM Bennies 9/9
Wild Card Bennies ?
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Icosa
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Re: Two Game Ideas

Post by Icosa »

Interest. Wednesdays or Fridays will work. Voted. :)
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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Radecliffe
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Re: Two Game Ideas

Post by Radecliffe »

Either day works for me.
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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Jesse (Graunk)
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Re: Two Game Ideas

Post by Jesse (Graunk) »

OMG... a Weds game could re incarnate my ability to actually play a game again!!! weekends have been destroyed for me. pleeeeease can i play too? i want Rifts with my side of party wipe...
Graunk- Orc Vampire Slayer
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Venatus Vinco
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Re: Two Game Ideas

Post by Venatus Vinco »

Dawn of Tomorrow
A Savage Rifts Campaign During the Siege on Tolkeen
“Few events affected North America as profoundly as the Coalition’s siege on Tolkeen. For many years, Tolkeen was considered a potential threat due to the nation’s proximity to the Coalition’s borders. The freethinking people of Tolkeen embraced magic and welcomed D-Bees, two things directly opposed the Coalition’s ideals.” — Savage Rifts GM Handbook, 21
In this game the heroes join Tolkeen in the fight against the Coalition. Characters will begin at Novice and advance through the various stages of the war and have to decide what to do after the events of the Sorcerer's Revenge. Any Iconic Framework is available, except for vampires.

This campaign will have three phases of approximately one year each:
  • 107 PA, The Cyberknight schism. The players join the fight.
  • 108 PA, Sorcerer's Revenge. Tolkeen wins a great victory, but at what cost?
  • 109 PA, Dawn of Tomorrow. What future will the heroes choose for themselves and for North America?
War Stories: Each new phase opens with an Interlude and players will receive Advances to represent their actions during the war.

Spoils of War: Heroes will receive a unique item or benefit after each phase to represent something acquired during the “off screen” fighting.

“Historical” Fiction: The events of the war will unfold as written in the books. The heroes will influence events and create their own dramas on the local level in a similar way as war movies focus on the untold stories of small units during the conflict.

Open Ending: After the Sorcerer’s Revenge the group will have to reevaluate their position on the war and choose a path forward. I will seed some ideas but nothing is pre-scripted here.

Platform: FoundryVTT
Time: Wednesdays, 8 PM EST. Start Date TBD.
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Didn't have a signature but wanted the 1 EP for using OOC tags!
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High Command
The Savage Inquisition
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Re: Two Game Ideas

Post by High Command »

Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Tribe of One
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Re: Two Game Ideas

Post by Tribe of One »

I'm Filthy Rich for Gideon's 4th advance: 2 rolls on the cybernetics table
1d20: [10] = 10
1d20: [6] = 6

Gonna 2-for-1 the results to get Hand-to-Hand Reaction Wiring. He then has enough cash to buy a second level of Wired Reflexes, as well, maxing out his Strain.
GM Bennies: 7/7
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