Legends Needed (Two Teams) - May 2, 2020

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Ndreare
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Legends Needed (Two Teams) - May 2, 2020

Post by Ndreare »

Every Hero has a tale. Yours has been told and your chance for retirement came. But now, the legion has a mission that will be too dangerous to send just any veteran squad on. The earth has been secretly invaded by Demon Princes, be of such power that they are elemental forces.

The first of these demon princes was discovered in Weaton, only 100 miles from old Tolkeen. The demon was the raw embodiment of unhealthy desire, unfilled hunger, and starvation. The scene in the temple where he chose to manifest his avatar was horrendous but The 99th COT confronted him there killing his avatar and banishing the demon from this world for another 100 years. Sadly, he 99 lost three good people in this effort. But the lives saved were more than enough for those lost heroes to say it was worth the price.

The second demon the 99 learned about had infested Castle Refuge itself, corrupting the souls of many people and using us as pawns to spread misery. Many of our missions of mercy tainted by selecting reckless heroes who cared not for the people they protected, making things worse. This demon was a manifestation of disease, plague and corruption. The 99 discovered the way to its Temple and at great personal loss, including the lives of eight men were able to defeat the demon in his seat of power. This task was especially formidable considering we, the very commanders they reported too were also affected.

There are two more of these demon gods out there sowing chaos and misery wherever they go. Now we have recovered and our intelligence has been hard at work. We found one of the other demons, his name translates as Strife, War, or sometimes Destruction. He has come to this world at the lead of a host of killing machines called the Mechanoids. Each of these beings is gifted with power like a mind melter, they ride in giant robot bodies, and some have the ability to shut down technology like a Cyber-knight. They have been annihilating everything in their path.

The second demon's name translates as death, deception or perhaps change itself. We believe he has risen in the southwest and is using the mass of undead vampires as a shield to hide his presence. We have read rumors of his ability to control magic at a level that would make Dunscon seem amateurish, other rumors of vampires somehow overcoming their normal vulnerabilities, or shifters, necromancer and even Liches working at its direction.

This is a mission even an army could not complete. We need a team of Legends to get past their lines and destroy the demon that pulls them to this world and gives them the added force of their power. Only then : can they be fought and defeated.

Rifts Legends
This will be a mini series, you are being recruited for only one mission -Destroy the Demon Prince of War and Destroy the Prince of Death. Expected run time is 6 months to a year (maybe longer if things get inertia I did not expect).

This adventure takes place as you accept the special assignment and will be sent into the field to find a way through or around the Mechanoid invasion force.

Character creation;
This is a chance to pull an old character from retirement, remake them in SWADE and see how things go.
If your character had less than 16 Advances bring them up to 16 (20 if MARS).
Gain 2 additional Hero's Journey rolls over those listed for your Iconic Framework.
Start with 200,000 credits of additional gear.
When remaking your character no rolls are required during creation.

Seats (This is a continuation of the 99, and those players seats are reserved for them until they pass) This will be two teams of 4-8 players each:
  1. SEE BELLOW

Table Rules and Expectations;
  • Playing pretty close to RAW, but not using Conviction.
  • Death happens, we are not using the Blaze of glory or Death and Defeat rules. This means your character could really die if defeated.
  • We are using the following "Table Rules" below.
  • No psychopaths, if you have Vengeance, Blood Lust, or other type hindrances your character would not be recruited for this mission. They need people as resistant as possible to corruption.
  • Action heavy, this is not really a good mission for a major pacifist.
  • This game will lean heavily on Dramatic Tasks and Quick encounters. Do not expect very many tactical combats.
  • GM post every other Friday on my Friday off from work.
Starting Gear
Your character will be issued the standard starting gear for your iconic framework, and an additional 200K in requisition authority.
Each character will also be issued an Amulet of Arcane Protection.
Patron Gear, EP expenditures and Signature items are allowed.


Amulet of Arcane Protection
These amulet where commissioned to help with high risk missions where opponents are known to have access to excessive arcane power. They only work while work around the neck and in direct contact with you skin. They can be doffed or donned in 1d6 actions if the character is wearing a helmet with their armor, or 1 action without a helmet. A character in power armor would need to exit the armor to doff or don the amulets. Unfortunately the amulets will not work for full conversion borgs, or automatons.
Mechanics: Wearer gains arcane protection (at +4 as if cast with a raise) while worn. See the power in Savage Worlds Adventure Edition for details.


OOC Comments
@Pursuit
@High Command
@Sir William Mahan
@Gridia Thorem
@Pender Lumkiss
@Sgt 86Delta


The first session on May 2, 2020 will be after 9 months of off scene time and will open with a interlude of what you all were doing during those 9 months and how the legion found you.
So now would be a good time to think about that, and you will be better able to express your opening scene.

As a GM I expect major scenes to be posted every other week when I get my 3 day weekends. Minor post will generally be littered in the mix just as player posts.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Ndreare
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Re: Legends Needed - May 2, 2020

Post by Ndreare »

PG-13
  • Much like Pinnacle Games I like to keep the games generally PG-13.

Command Edges
Command Edges work as normal, but also gain the following.
  • If you have effective communication and observation, you can use Command Edges on Spirit/2 people.
    If you have Command Presence this increases to Spirit in people.

Sidekicks
Side kicks do not benefit from born a hero, and can pick one of two options;
  • Side Kicks will have 8 advances (1/2 of earned advances from when selected) and no HJ rolls. (Intelligent Constructs are built with 2 less points).
    or
  • The same number of advances as the character (from when selected) with no Iconic Framework.

Size Isn't Everything, But its Still Something
  • Characters with appropriate trappings may use powers on Power Armor, Robots, and Vehicles. Doing so requires spending an additional amount of PPE equal to the Size of the target to activate and maintain the power. Example; Trying to turn a Size 3 power armor invisible can be done by paying an additional +3 Power Points to activate, then when maintenance comes up paying 1+3 = 4 Power Points to maintain. Generally (but not in all cases) Size will be applied as a bonus to the defenders roll to resist power as well.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Ndreare
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Re: Legends Needed (Two Teams) - May 2, 2020

Post by Ndreare »

Does anyone have a team preference between the two enemies presented? I have placed the 3 players that have already expressed a preference.

Versus War: will face unrivaled technological power
  1. @Cantrell a sentient construct
  2. @Rolani a Shemarrian Renegade
  3. @Architect a Chang Ku dragon hatchling
  4. @Stoic an undetermined
Versus Death: will face unrivaled arcane power
  1. @Sir William Mahan team Lead
  2. @Shiela a Fallen knight turned PA pilot
  3. @Lars Mega Juicer named Dred.
  4. @Maggie - Psi-Ghost Glitter Boy
  5. @Gridia Thorem - Human... Line Walker
  6. @Krysesia - Atlantean Shifter


PS: Deleted all the closed posts and resolved questions for clarity, so this reads cleaner.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: Legends Needed (Two Teams) - May 2, 2020

Post by Pursuit »

I’d prefer to face off with Death and the Vamps.
Curse of the Crimson Throne GM Bennies: 3/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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Location: Lousiville, KY

Re: Legends Needed (Two Teams) - May 2, 2020

Post by Gridia Thorem »

It sounds like a proper challenge for Gridia to fight with the magic powerhouse of Death and his vamps. So he'll head southwest.
Quick Stats
Race: Elf
Class: LLW

PPE: 34/60
Bennies: 0/4
Wounds: 0/4
Fatigue: 0/2

Attributes: A d6; Sm d12; Sp d8; St d4; V d12

Pace: 6 (48 flying [9 rounds]); Parry: 5 (+1 w/ Equipped Staff); Toughness 8 (6 mdc [9 rounds]); Strain: 0
Active Powers
  • Swift Flight (fly at pace of 48)
    Greater Protection (+6 MDC)
Combat Edges
  • Power Surge
  • Elan; Luck
  • Tough As Nails
  • Improved Level Headed
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High Command
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Re: Legends Needed (Two Teams) - May 2, 2020

Post by High Command »

Huh, well I wanted Krys for the Death team, since she is by concept a vampire Hunter, but I'll work it out

Edit: Per Rob's okay, I'm claiming Slot 6 for Death
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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Re: Legends Needed (Two Teams) - May 2, 2020

Post by Rolani »

Rolani does not understand or trust Magic. She does understand battle a bit and is a great fighter. Her choice is to go to War.
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Re: Legends Needed (Two Teams) - May 2, 2020

Post by Architect »

Architect is the bane of demons. Defender of humanity. Lover of technology.

He continues to hunt for the abducted lost members of the Celestial Court.


War it is.
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
Architect Awakened
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AwkTech -
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Stoic
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Re: Legends Needed (Two Teams) - May 2, 2020

Post by Stoic »

My character would like to take the War option
GM Bennies 9/9
Wild Card Bennies ?
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Re: Legends Needed (Two Teams) - May 2, 2020

Post by Ndreare »

Hey Everyone,
I was going to post an opening interlude scene today, but realized I only have 3 finished characters.

I will be delaying the Interlude opening until Tuesday hoping to get some finished characters for review.

Please post a link to your ready for review character here.

Each player that helps review 2 characters (not their own), with less than 2 other reviewers will begin with Conviction. We will be using the RAW conviction rules.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
Atlatl Jones
Posts: 1
Joined: Sun May 10, 2020 12:10 pm

Re: Legends Needed (Two Teams) - May 2, 2020

Post by Atlatl Jones »

Is this still open to new players?
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Re: Legends Needed (Two Teams) - May 2, 2020

Post by Ndreare »

Atlatl Jones wrote: Tue May 12, 2020 6:37 am Is this still open to new players?
Yes, welcome to the boards. You would be on the War team with Cantrell, Rolani, Architect and possibly Stoic.

Do you have a character in mind, and do you understand this will be a shorter run (about 6 months to a year) game where you will make a legendary character? (Preferably based off a long loved character you played in another game for the nostalgia, but not mandatory.)

We already have the interlude introductions post up and I am planning on posting the first adventure post on Friday where the mission briefing will be delivered and the characters will find out which team they are in.

If this all still sounds like the right game for you then in the Savage Rifts Discord I am Rob Towell (Ndreare) and you can send me a PM and we can get you assigned.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Xavier Crow
Posts: 10
Joined: Sun Sep 06, 2020 1:59 pm
Location: Casper, WY

Re: Legends Needed (Two Teams) - May 2, 2020

Post by Xavier Crow »

Here is the link to my character for review. I was wanting to join the team going against war.

https://savagerifts.com/sr/viewtopic.ph ... 493#p70493
XC stands there silently while firing up his two chain swords in two arms, and his other two arms pull out a flamethrower.

Attributes: Agility d12, Smarts d8, Spirit d6, Strength d12+5, Vigor d12
Skills: Athletics d10, Battle d6, Common Knowledge d4+2, Electronics d4+2, Fighting d12+2, Language (English (American)) d8, Notice d8+2, Persuasion d4-1, Repair d10+2, Shooting d12, Stealth d4
Pace: 10; Running Die: d8; Parry: 9; Toughness: 28 (11 M.D.C.); Size: Normal (1)
Strain: -6/6; Wounds: 4
Hindrances: Delusional, Non Standard Build, Shamed, Wanted
Edges: Beyond The Limit (Over confident), Brute, Danger Sense, First Strike, Fleet-Footed, Giant Killer, Improved First Strike, Improved Frenzy, Tough as Nails, Trademark Weapon (Bandit 5500 Flechette ), Trademark Weapon (WI-C6 “Chain Sword” Chain Weapon), Trademark Weapon (WI-C6 “Chain Sword” Chain Weapon), Upgrade, Upgrade, Upgrade, Upgradeable
Armor: Cyborg HI-B3 Heavy Infantry Plate (Armor 5)
Weapons: CyberFist (Range Melee, Damage Str+d4, M.D.C.), 10x Armor Piercing Grenade (Range 6/12/24, Damage 3d8, ROF 1, AP 16, M.D.C.), Bandit 5500 Flechette "Shredder" (Range 24/48/96, Damage 5d6, ROF 1, +1 to Hit, M.D.C., +1 Parry), 5x Fragmentation Grenade (Range 6/12/24, Damage 5d6, ROF 1), NG-56 Light Ion Pistol (Range 10/20/40, Damage 1-3d8, ROF 1), Survival Knife (Range Melee, Damage Str+d4), "Rip" Chain Weapon (Range Melee, Damage Str+3d4+3, AP 4, +1 to Hit, M.D.C., +1 Parry), "Tear" Chain Weapon (Range Melee, Damage Str+3d4+3, AP 4, +1 to Hit, M.D.C., +1 Parry), WI-FT1 Plasma Flamethrower (Range Cone, Damage 3d12+3, ROF 1, M.D.C.)
Gear: NG-S2 Survival Pack, 2x Pistol E-Clip, 28x Rail Gun Ammo Reload (each burst), Repair Kit, Field
Language: English (American) (native, d8)
Current Wealth: 1,850 cr

Special Abilities
  • Cyborg Armor: -5 to all Agility-linked non-combat skill rolls and Pace
  • More Machine: ’Borgs add +2 to recover from Shaken and Stunned, ignore one level of Wound modifiers, and possess the Internal Life Support cybernetic enhancement: they have an internal air supply and other systems that make him immune to disease, drowning, as well as poison and grants +4 to resist cold, heat, and radiation; see Hazards in Savage Worlds. Combat Cyborgs only require a fifth of the nutrition of a fully organic person.
  • Heavy: Combat Cyborgs are extra- heavy making it difficult to operate Power Armor and vehicles (including Robot Vehicles) not built for them. Unless noted otherwise, Body Armor and Power Armor must be reinforced, doubling purchase and repair costs. Operating a vehicle not refitted for them is done at a −2 to all Trait checks, including firing vehicular weapons.
  • My favorite rail gun: spending a benny to reroll Shredder's trait rolls add +2 to total

Cyberware
  • Leg Upgrades: Each upgrade grants +2 Pace and +1" Jumping distances.
  • Booster Jets: Miniature rockets—Jump +4” horizontal, +2” vertical.
  • Jet Pack: Grants increased Jumping and Flight
  • Hand-to-Hand Reaction Wiring: Grants +2 to all Fighting checks and +1 Parry
  • Targeting Eye: Grants +2 to all Shooting rolls for weapons once calibrated (each weapon takes a full round)
  • Expanded Detection and Security Array: 360 degree radar, sonar, and motion detectors grant +2 Notice
  • Adrenal System: +2 to recover from Shaken or Stunned.
  • Audio Package: Gain +2 to hearing-based Notice checks or to resist audio-based attacks. Hear the hyper-sonic and subsonic ranges.
  • Core Electronics Package: A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar.
  • Internal Life Support: Immune to disease, drowning, and poison, +4 to resist the Hazards of Cold, Heat, and Radiation.
  • Optics Package: Ignore Illumination Penalties, grants +2 to all sight- based Notice checks and versus blinding flashes and effects.
  • Extra Set of Arms: Ignore 2 points of Multi-Action penalties each turn; does not stack with Additional Action.

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