1 - Crossover Story: The BC & the Legion's 13th SET

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Daniel
Daniel (Lars)
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1 - Crossover Story: The BC & the Legion's 13th SET

Post by Daniel »


CROSSOVER ADVENTURE (Joint Post for the) BLACK COMPANY & 13TH SET

TIME/SPACE COUNTER: <<Start Counter Here>>
Image
Background info about the Hotel and its Manager Ben



The Pinnacle Hotel is located in North Gloom.

Image

Hotel Description: Located within view of Gloom's Portal and near the Mining area is the Pinnacle Hotel. As one walks into the hotel you encounter, Ben, the D-Bee (Octopus Man), manager of the hotel. Ben is a friendly alien looking octopus man who will happily rent a room to you. The hotel looks like a converted crashed space ship turned hotel. It is located between the AC portal and the mining area. The hallways are run down metal messes. The rooms are in pretty darn nice shape by contrast.

Hotel Manager- Ben
Image

The D-Bee Octomen looks up from behind the hotel desk as one saunters in. Turning down the volume to a 80's cartoon show on a old monitor the creature gives you a once over as sounds of, Thundercats Ho! plays in the background.

In a hoarse and rough voice, like a 60 year old chain smoker, the creature says, "I am Ben and I have rooms!"

These beings were given their name because they resemble large walking "octopi." They have eight tentacle appendages attached to a small, spherical torso and a bulbous head with two large eyes and a small beak-like mouth. Four of its tentacles function as its legs. These tentacles move in an undulating rhythm that make it seem as if the Octomen is rolling on wheels when it walks. The other four tentacles serve as arms. They have slender, tapered tips which are capable of pulling triggers, pushing buttons, and just about anything else a human hand can do. Despite their appearance, Octomen are not sea creatures and many don't even know how to swim! They have tough, rubbery skin in shades of red and brown, and unlike real squids and octopuses, Octomen are not able to change the color of their skin.



  • Regardless of whether you are inside or outside of the Pinnacle Hotel, (Because at this post everyone in the BC and 13th are in or just outside the hotel) the hotel shakes, and the rumbling of it can be felt and heard for a mile. Wind wipes into the hotel lobby from outside as Ben opens the front door. The hotel is well insulated, it after all was a spaceship, but with the door open the sounds of war assaults everyone’s ears.

    Chain guns slam high powered slugs down from above like hellish rain. Pelting the cement street with lead the street is torn asunder. Missiles streak down with haphazard lazy trails of smoke following their deathly explosions.

    A Deaths Head Transport flies above unleashing death and destruction down on the citizens of Gloom. Uncaring who is hit. The DHT unloads salvos of laser, plasma, high powered slugs and the occasional magical in nature destructive spells. It’s CS markings painted over and obviously not Coalition any longer, this enormous vessel flies Giest’s flag of hatred.

    Ben shutters as he looks out at the smoke as it curls upwards and ballistics rain down, the street is littered with bodies.

    A few civilians are rushing towards the hotels open door...and Ben’s many arms wave at them encouraging them to move faster.

    The Octo-Man yells: ”Cess’thul! Cess, quickly my friend, the Pinnacle Hotel's embedded Shield Generator! Replace the missing components in the EPG, the nuclear dispenser cradle is in my room, get it down there."

    For a brief second the lobby drops 10 degrees as a formless shape twists away, moving through the walls of the lobby then punching down through the floor.

    Reaching for a mic attached to the wall, Ben recognizes the Titan Power Armor outside and yells into a radio: "One person needs to head to the sub levels to activate the electo-plasma grid, another would need to head to the tippy top of the hotel to repair the field emitter, and a third would need to run a power line from your power armor to the umbilical port on the side of the ship.. er hotel.”

    Two more people outside are slain. One riddled with holes from a chain gun on the DHT, the other simply implodes and ceases to exist, your mind struggles to even remember they existed.
(Mages realize quickly with a Kn Arcana roll: Temporal Magic’s are at play).
Picture of the Death Head transport
DHT.jpg
  • Ben still in the open door way waves at folks trying to get to the hotel, seeing that it is probably the most armored building in the area, but they are being prevented by Dries Marble Fans in addition to being fired upon.

    A throng of enraged fans of the band, led by squads of well armed soldier types and dozens of CEALs with laser targeting systems painting large groups of people are causing even more havoc. Strangely the townsfolk seem way too organized in their search for D-bees. Well placed ropes, and the occasional laser rifles in the hands of the humans doing the rounding up seem just a bit too convenient. It soon becomes apparent that at least 12 groups of 4 individuals are leading the efforts to round up the D-bees. Their precision and tactics would suggest they all of at the very least ex-military and they seem keen on supporting the effort to deport the D-bees by any means necessary.
Zone Ranger Parked outside the hotel
There is a Zone Ranger parked outside the hotel among the other guests vehicles. What standout about it are two large railguns mounted on it. Any technowizard worth his salt would recongnize the ranger as one of Terra Silverforge's own make and model. Terra Silverforge being a known and well accomplished technowizard working for the tomorrow legion.
Notes
Quick Combat at minus 2 wrote:Things that need to be resolved...
1. DHT above
2. Enraged citizens / fans
3. Scared citizens & injured ones
4. CEALs (Undead Super Warriors) in area rounding up cizzies
5. Armed Soldier types (typical mercs almost like CS Grunts) in area rounding up cizilians
6. Time altering spells of destruction from a mage in the DHT firing down at street at people
7. The Force Field needs to be activated to hotel & requires power source (Titan)
8. Members of the 13th SET are here, they came hunting the BC per orders on high
9. Members of the Black Company are here, suspected of being vile dark hearted mercenaries
10. If the BC elects to call reinforcements from the Warehouse, or JAL, Lars will alert you when they arrive, it wont be soon.

The two groups need a total of 10 successes to save the maximum amount of civilians.

Quick Combat at -2
Rules for Quick Combat
Welcome to Quick Combat: The BC & 13th vs Death Head Transport, D-bee roundup gangs, more CEALs than you can shake a stick at, and the protection of civilians.
Scene Modifier: -2
Quick combat rules: Make your one roll to interact with the scene minus the above modifier ( If it is casting bolt, you roll spell casting... Damage is not needed. If shooting your weapon just roll shooting with the any applicable modifiers including the scene modifier above ). Usually this roll is some kind of combat roll, but be creative if you like.
  • 10 total success need to be made for a positive outcome
There is no initiative order, just make your post and use your roll to narrate how well you do. Try to leave something for everyone :D
  • a crit failure means you have received 1d3 wounds, and were not able to help the group succeed. Perhaps though, your defeat was epic.
  • failure you received 1 wound. You might have had some impact but you also were wounded in the process. 3d6 ammo or power points spent.
  • success, You did a good Job, maybe not a legendary victory, but you did what was required to save the day. 2d6 ammo or power points spent.
  • Success with raise(8), Wow! Did you write the book on how to be a legend? Bards will be singing songs for years to come about what you did this day. You certainly shined during this combat. 1d6 ammo or power points spent.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
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  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

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Libertas Magicum
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Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Libertas Magicum »

TW 10, 5 PPE used
Intended action: Use Barrier spell to give the D-Bees a bit of cover that'll take them right to the door of the hotel, with the shooters outside. There's enough juice left in the Box-in-a-Box to make a 5" (30'-long) wall of thin steel. After that, he uses the Yin/Yang Gauntlets (Boost/Lower Trait), focusing on Lower Shooting on any CEALs who are in position to fire on the D-Bees as they flee.

Status: -1 for Wound
-2 for Scene
+2 for Edges, +2 for using TW Combat Devices, net roll at +1

Techno-Wizardry [dice]0[/dice]
Wild TW [dice]1[/dice]
Benny to Re-roll:
TW [dice]2[/dice]
Wild TW [dice]3[/dice]

Barrier Device drained
Personal PPE used: [dice]4[/dice]

.

Libertas takes in the scene with a frown. Sky-targeting weapons and nasty anti-D-Bee round-ups... He was not going to stand by for this. He pauses, and gives the guys who thrust the rope at him a holler.

"Hey, I got something much better than rope. It'll keep them all nice and penned in. Just stand back a smidge, you don't want to be on the wrong side of the wall, eh?"

And with that, he triggers the Box-in-a-Box again, this time, producing thin sheets of metal that pop up in a straight line, running from Lib right up to the door of the hotel--of course, the D-Bees are on the side that gets the doorway, while the CEALs and the Pogrom Squads are on the other side. Immediately, he changes his tone and screams at the D-Bees. "Get inside, now! That wall won't hold the racist goatfuckers off for long! MOVE!"

Once that's done, he focuses on the CEALs, using the left-hand gauntlet only, disrupting their ability to aim their weapons effectively.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Blackfish
Daniel (Lars)
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Location: 12th AAT

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Blackfish »


Ending of this post was edited by Lars (FYI)
Z QC Fighting 43
Quick Combat -2 to escape, -4 to take down the DHT, -6 to take on Geist. Taking on Geist will give you the opportunity to "win" her battle fury blade. Dan/Lars would appreciate if Geist was left Alive. <--- which is funny to remind Zieja about since Dan is also Z heehaw!

Dice Carry over from 13th Prelude Post: 49 -6 = 43

Image

...
  • Prelude Text from 13th Post
    Zieja's rifle tip rests on the lip of the blue door, she is able to slide the door open, like a warm breath of fresh air she is ensconced in a feeling of calm and melancholy. Her mind both relaxes and panics. A soothing voice asks Z what she most wants as flames lick about and smoke curls into the dark night. Her mind rolls across the memories of her love, Cee, her shame at having killed the CS soldier and past lover brings up memories of why she did it. To save the 13th. She killed Cee to keep the 13th alive.

    The 13th!

    Zieja's mind snaps back to her promise to Sir Seth Merihk and Lord Coake, both standing in the Castle with her, advising her that they would take a chance on her. Her promise to serve and when Merihk changed his mind and told her that instead of her joining the Black Company, her wanted her to protect the members of the 13th!

    Z absently realizes that the DHT above is raining down destruction on the town of Gloom, innocents and her team. Her team.

    Focusing on the voice: "...want most?"

    "I want to be in the command center of that Death's Head above me!"

    Lightning flashes across Z's eyes and a deafening roar, like a tsunami screaming in her ears. Sudden pitch. Soft dripping. Warmth on her neck, the scent of Cee.
    Zieja emerges from the spatial distortion slightly disoriented, however the sight of Gloom about 2500 feet below is enough to pull her back into focus as she realizes she is on a balcony of a modified Death's Head Transport (DHT). Shouts of someone giving orders to fire can be heard as a score of magnificent artillery is launched against the city. Eruptions blossom below. The sliding door to the balcony is fortunately left open. The room opens to a hallway which leads to the main command center. Geist in all her terrible glory, with her famed sword, Annihilator at her side is issuing commands to bombard the city. "Let the heroes come to save them, then we unleash Hell!!"

    Undead eyes of several crew look up from the console they were observing, flicking to look into the blue eyes of Zieja Kashbrook.

    The command room has both a few human lackeys and several undead CEALs in it, as the undead look at Z, Giest turns about to face the ex-CS Commando turned SET member.

    Giest, unseen by any of the 13th members until now, turns to face Zieja. Hollow eyes, easily lost in, like other dimensional portals of nil, threaten to suck ones very soul from your own eyes when gazed upon. Z's stomach churns. Her will almost falters, but the words of Cyber Knight Merihk ring in her mind, protect the 13th! Steeling her nerve Z takes in the sight of the rest of the infamous mage. Long sickly blond hair, like straw surrounds her pale but otherwise pretty face. She is tall, taller then Z who is 6 ft tall herself. About 8 ft tall Giest growls at Z. Her muscular frame encased in tight, grey and black Techno Wizard armor, she points the black blade at Z.

    The humans and CEALs jump. Two men, unarmed, and 4 CEALs armed with Chain Swords bolt for Zieja. Meeting them each, head on, one at a time in the cramped pilot bay, Z dispatches each with relative ease. Born a clone, bread for war, some simple sword fighting barely causes her to break a sweat. Most of the melee she keeps an eye on Giest, wondering what the beast will do.

    Stepping over the blood left behind as she kills the last CEAL, Z moves closer to Giest.

    "Girl, your skill with blade wont help you. Run away child. I have honed my skills with sword for..."

    Interrupting the monologue, Z flashes the flaming sword out at Giest, just nicking her under the chin with flame.

    "Bitch!" Giest screams and forgets the rest of her evil statement, instead she lashes out with the blade and crimson blade with insane speed and skill at Z, who for her part deftly defends herself, however is struggling to spy an opening in Giests sword play.

    Dancing across the pilot cabin and out into the adjacent hallway the two slash, clash, and beat blades against each others blades. A niggling feeling of dread wiggles into Z's mind, the beast Giest is impressive in her swords-woman-ship.

    It takes Z a moment to even register that she was just smashed across her eye by Giests free hand. Little lines of crimson leak from many, many cuts across her skin as her armor is whittled away.

    Tapping a crystal on her armor, Giest grins and spits in Z's face, a pulsing red laser fires from Giests shoulder at Z, knocking her back. Stumbling, as a feint, Z makes a point of mumbling something weak and despondent.

    As Giest steps closer to stab Z, Zieja twists and slashes her flaming blade out, across Giests sword hand, cutting the Techno Death Wizard's hand off, the black blade drops to the ground as Giest screams.

    Summoning her inner strength Z punches Giest in the throat with increased strength, the woman chokes and steps back from Z, allowing Z a chance to stand back up. As Zieja starts to swing the flaming blade at Giest, the Death Wizard mentally lifts, and strikes at Zieja's left side with the black magic blade. Telekineticly slashing down, the blade cuts Zieja's left arm off, just below the shoulder. Z looks at her left arm as it drops to the floor. Looking back up at Giest's wicked smile the two woman strike blades at each other again.

    Slowly, Z starts to really beat Giest, with a controlled anger and lack of caring if she lives Z cuts across Giests face. Giest jumps back and is momentarily out of Z's reach, but dropped the black blade in doing so.
    Edited from here down by Lars
    Shimmering, twisting air implodes around the woman known as Giest, as she disappears (looking like she just moved through the wall of the DHT to the outside maybe?) she calls to Z, "I will kill you bitccccch..."

    Standing alone, Z looks at her own cut off arm, Giests' cut off hand, and the Blackblade known as Annihilator, all laying side by side on the floor of the DHT in a mess of blood. Blood which seems to seep into the blade until the floor is clean.

    The DHT shakes, no one is piloting it.

    "I need to get off this ship..."
Edited last part, the DHT landing will be added into GM post, or if its blown up, so be it, etc. Thanks. (Lars)
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Hans Greuber
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Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Hans Greuber »

Hans Quick Combat Repair 9
Repair at +1 (-2 due Scene, +1 due Machine Maestro, +2 due Mr. Fixit)
Repair: [dice]0[/dice]
Wild: [dice]1[/dice]
Result: 9 - Success with Raise. Due Mr. Fixit, Repair takes half the normal time. PPE Spent: [dice]4[/dice]. I will be upping this to 3 PPE to power the Teleport up to the roof. Hans will also be using his last Gadget to power it until the rest is taken care of.
Knowledge Arcana 6
To recognise the Temporal Magic
Knowledge (Arcana): [dice]2[/dice]
Wild: [dice]3[/dice]
Result: 6 - Success
"I got the roof. Someone else turn it on and hook up the power source. Anyone see that temporal mage?"

Taking out his Quantum Resonance Translocator, Hans blinks out of existence from the lobby and into existence on the roof. Getting out his tools, he quickly gets to work.

Hmmm... never seen this technology before. I can see, however, how it was damaged and how to fix it. Just a few broken connections to reconnect... wait a second. I can make a temporary jury-rig fix that can connect this up to a Polar Repolarizing Diode that I can throw together that will jump start it and get it running for a minute until the others do their parts. Best thing is, when it runs out, it will self-disconnect and not interfere with the system's normal operations

"I threw together something that will run the Force Field for a minute or so, but we need the real system hooked up ASAP. we have a minute or so before my work around will burn itself out, and if the power and the switch are not taken care of by then, it will power back down. Hurry up, people!"
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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Humble
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Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Humble »

OOC Comments
Humble Fighting [dice]0[/dice]
Fighting Wild Die [dice]1[/dice] Ace [dice]2[/dice]

PPE Tax: [dice]3[/dice]
With clear direction Humble is satisfied to know what the best path of action is. Rushing out he begins following Thrudh’s orders and starts hunting down the CEAL Soldiers. Scanning the panicked streets Humble see the nearest group of CEALs and charges firing his Ion Rifle as he charges Humble finds their return fire is minimal and hardly able to do much more than knock him down. As he sets to the work of clearing as much of the field as possible moving from group to group Humble starts to feel the regenerative contentment of being lost in his work.
Then a sight stps him in his tracks. The sight of what looks to be a small gather of ogres their warriors doing their best to fight off the mercenaries rounding up the d-bees and losing Humble realizes the rest of the gather won't have time to flee. His mind flashes back to a time many hundreds of years ago when he was only a dozen summers old. The warriors of his own gather murdered by the slavers who came and enslaved the rest. Inside a rage he had not felt in years filled him, something greater than the force that normally drove him. “Noooo!” he lost track of everything at that point just the red haze of battle filling his mind and the images in his head of his grandfather, his uncles, his mother and the other great warriors dying at the hands of the Kal-anar slavers. Every blow he struck all he remembered was the grinning face of the man who had struck down his mother and captured him. Humble did not know how long he fought, but when he was done the street around him was filled with the pulped remains of not only the mercenaries he first struck out against, but also apparently many reinforcements. Looking around he saw the remnants of the gather he had saved looking at him not with the horror normally directed his way by those who are not soldiers, but with respect.
The remaining warriors seeing his mind had cleared enough for him to be approached walked to him.
“Who are you young warrior to come to our aid? We did not know there were others of our kind in this city. But we must sing you name and give you honor.” The leader of the warriors asked.
Humble looked at the towering warrior a full 2’ taller than him. “Humble.” He responds while looking to the warriors gather. “All live?”
The great warrior looked at Humble and acknowledged. “We live Humble. Thank you, I think my warriors would not have lived through this without you. Your name will not be forgotten Humble.”
The two warriors having come to an understanding Humble looks to the others of the gather. So many beautiful women and healthy children, it was good to see they would live to continue their battles. But his battle was not done and he had lost himself in this battle. Time to go find Thrudh and see what else he was needed to do. Looking at the warriors Humble said. “Not done yet.” before turning and running back towards to team.

Parry: 9 (1 from swords)
Toughness: 16 (4)

Humble
Bennies and Resources

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Gargamel
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Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Gargamel »

kn/arcana [dice]0[/dice]
wild dice [dice]1[/dice]

fighting [dice]2[/dice] -2 offset by bfb
wild dice [dice]3[/dice]

As Cantrell appeared in the lobby, Gargamel looked at her and shrugged.
"Delivery for you Alecto, she's all yours."

"Somebody is messing around with temporal magic. If you see anybody doing that, feel free to shoot them." He stepped outside to see the situation unfolding, stepping aside as an explosion hit the ground nearby.

"Humble, feel free to take out the CEALs rounding people up. Don't be gentle with them, but no collateral damage," he advised the giant ogre, "but they need to get inside if Hans can do his magic."

"Somebody wants a still functioning one, so I'll deliver that." Gargamel drew both of his swords and flourished them in front of him, "as long as functioning means only a head and torso."

His first two blows neatly cut down two of the CEALs enabling a group of DBees to escape in doors. As another one turned to fight him, he parried its blow, bringing down his other sword to sever its arm. Before it could react, he swung his swords down and through, cutting through both legs. As it flopped on the floor, he stepped on the remaining arm and hacked it off, before dragging it back inside with him.

Gargamel dumped the remains of the CEAL on the floor. It tried vainly to move, but with no limbs, all it could do was glare.

"Present for whomever wanted one of these. Excuse, I'm going back outside to rescue more people."
OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

Parry 7, Toughness 14(7)
Armed with Battle Fury Blade, Shard Pistol and Wilk’s 320 Laser Pistol,

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82
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sammy
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Re: Crossover Story: The Black Company & the Legion's 13th S

Post by sammy »

Sammy Raises an eye when a couple of CEALs are tossed into the Hotel by Gargamel. Sammy sniffs the air at the increase in temporal energy. Meow, last time I delt with Temporal energy was when I found Jobbi... Belonged to a shark man called The Fin. Don't worry Jobbi you are never going back.

Sammy raises his second eye when he sees a convenient corridor appear out of no where dividing the badguys from Civilians. Nice! Some one is clever. Sammy uses that same corridor to bound his way from the hotel to the Robot Armor Titan lightly dodging missiles and the occasional D-bee roper. Using his telekinesis he lifts himself up to the cockpit window and taps on the main view port.
" Meow! I need your reactor friend. Sammy is my name, last of the much vaunted second SET."
Sammy strikes a match using the Titans surface and lights a cigar. He produces a second one and offers it in trade. " Meow, I got a second one for you too. What do you say?" Sammy sticks the cigar to the view port and scampers down the Titan shooting a couple of D-bee ropers in the feet on the way down. Meow, bad form to round of good honest folk. On the way back to the hotel he passes by the TW that created the barrier. Sammy gives him a quick grin shooting over his shoulder hitting a CEAL in the face. " Good thinking Goggles, Meow what do you say you help me hook up that Titan to those heavy power cables at the side of the hotel. Seems like we can get a force field in place to help protect the lives of the good folks in this area." Sammy blinks once like only a cat can and bounds his way up to the side of the hotel.
Those cables look thick, and mighty heavy... Damn, looks like they might have phased right into the rock! Sammy squints and raches out a cat paw seeing what he can do to clear off the rocks and lift the cables in place.
Psions 4 to lift the power cables into place to hook up to the Titan
Psionics [dice]0[/dice] Wild [dice]1[/dice]
-2 for the scene equals 4
[dice]2[/dice] ISP
Sammy just barely has enough juice to make it happen. His telekinetic cat paws scrap and dig the cables free and he lifts them just right. Meow, I just need my Titan friend.
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver
Bennies
Bennies: 4/3
  • +1 optional dream state
    +1 High post rate
    +1 F and G
    -1 Skill trick
    -1 hell pillars
    -1 Fetetic hand to hand combat
User avatar
Cantrell
Posts: 425
Joined: Thu Mar 02, 2017 10:57 pm

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Cantrell »

Shooting 11
Shooting 1d10+2, -2 for scene modifier [dice]0[/dice]
Wild Die [dice]1[/dice]
Benny for Extra Effort + Elan [dice]2[/dice]
Cantrell takes the stairs to the roof four at a time, the servos in her armor propelling her up in leaps and bounds. Crashing through the door, she races to the ledge in time to see several more civilians gunned down by the crew of the modified Death's Head. Getting a shot at the gunners would be a problem from her current vantage point ... but she could take away their targets.

Cantrell could tell immediately that attempts to evacuate the people on the street below were being hindered from two quarters -- the direct threat of the CEALs, and the more subtle opposition of the soldiers embedded in the D-bee hunting crowd. Both would be difficult to engage down there, among the crowds, but up here, they couldn't be more obvious.

"Don't look up, you bastards, the sky is falling," she mutters, as she sets aside the shorter-ranged plasma cannon and shoulders her modified Wilk's pulse rifle.

The next minute blurs into a familiar repetition, one she's honed since her earliest days in the CS. Acquire target. Aim. Fire. Acquire next target. Aim. Fire. The pattern is interrupted only intermittently as she ejects spent e-clips and slaps in new ones. Acquire target. Aim. Fire. Move on to the next before the last realizes what the smoking hole in his chest or head or neck signifies. Acquire target. Aim. Fire.

CEALs fall, along with the disguised soldiers, and targets become harder to find. Cantrell listens in to the chatter on the radio, offering guidance and encouragement when she can. She keeps tabs on the SET members she can see, and lets herself hope for the ones she can't. And she keeps her pistol unholstered at her side, just in case the Black Company turns before the current engagement is mopped up. Just because Geist was worse didn't mean they were off the hook for what they'd done -- or had yet to prove they didn't do it.
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Maximilian
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Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Maximilian »

Violence
Rolls Carried
(total result = 9 with the scene modifier)
The massive Titan robot begins marching inexorably towards the Pinnacle Hotel. CEALs lob a variety of grenades and rockets her way. Nadine shrugs them off, and the reply is a mix of laser and railgun fire. The loudspeaker fires. "Yes, please. If any and all of those who intend to execute innocent d-bees and/or otherwise oppress the people could fire a few blasts at me, that would be great. It makes targeting you miserable, flea-bitten whelps that much easier. Thank you. Giest is a yellow bellied snot waffle who bathes in used kitty litter. That's right. You undead freaks' boss, yeah, that Giest. She smells like something I left on the ground last week. I'm going to do to her what I did to it. Drop it violently to the ground and cover it with not enough dirt to mask the smell. Then mark my territory." The CEALs seem to have taken this personally, as a few of them are given to rage and rush the stomping Titan with chainswords.

SPLAT.

"Oh, that's a fun feeling! Let's see if we can paint this 'bot's feet red! Come one, come all! You there!" A laser blast rips a hole through the middle of a rocket-bearing CEAL. "Next person to even look at that rocket launcher wrong gets introduced to Good Night!" Nadine waves the plasma axe around, firing a few blasts at whichever CEAL doesn't decide to take cover.
The Titan wades heedlessly through the crowd of unliving enforcers, stomping, swatting, and blasting everything in the way.

The Death's Head decides to get in on the action. A salvo from one of the lasers on the transport strikes Nadine, actually causing damage. Fortunately, no major systems are impacted. "You.....you....YOU SCRATCHED NADINE!" Pausing his march, Max locks a missile salvo onto the offending turret. Compensating for speed, distance, and a variety of ballistic considerations, Max takes manual control of the launcher. Squeezing the trigger at the right moment, it looks like a miss...until the path of the DHT intersects with the Titan's missiles. A spectacular explosion signifies the end of one of the laser banks, and likely, anyone manning that particular station. "Come on down here and fight like a dog, you miserable witch!"

A violent span of time passes before Max and Nadine arrive at the Pinnacle Hotel. Seeing Libertas ushering d-bees into the hotel on the other side of a barrier, Max decides to have a little fun with the pogrom crowd. Several laser blasts light off, scarring the ground at their feet and whipping them into a bit of a retreat. "Dance, you mongrels! HAHAHAHA!"

Clicking comms, Max announces his location. "I've made the Pinnacle. We need some help with the....WHY IS THERE A CAT ON NADINE?!" Sammy's arrival in the viewscreen of Nadine gives him a start. The loudspeaker crackles. "Cripes, that's just that furbag from the 2nd SET. I thought the Black Company cowards killed the whole SET off. Just like a cat to dodge all the fun. Don't you have a mouse to chase or a lake to drown in? What's that? You've got the cables? Oh. Well, fine. Plug in when you can."

Miserable feline. Not one of 'em worth the warmth their fur would give in a blizzard.

"Oh, no thank you. I don't smoke cigars with cat dander on them you miserable little runt. But I'll certainly cover you while you stand there smoking a cigar instead of fighting." Which he does, a railgun round removing the head of a CEAL that had a bead on the frolicking cat. "Who says dogs and cats can't get along? See that? I just saved your life!"
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature
EP Ledger
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Jude Maverick
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Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Jude Maverick »

Notice 5 Success
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Common Knowledge 6 Success
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
***

An explosion shook the hotel. The commotion outside rang with chants of “Round up the D-Bees!”

“I don’t have time for this…” Jude muttered. Too many civilians between him and the Black Company, who were starting to scatter anyway and ignoring him.

Being ignored is better than dead, Jude supposed. Except for what it does for one’s ego.

“Diamond, you have what you need to save Crystal? Call me if you need anything else. I have to deal with this.”

Putting up his rifle, Jude glanced around. He ran to the hotel desk and snatched off Ben’s copy of the live recording of the Dries Marbles Left concert from a few days ago. Dashing outside, Jude leapt into the 13th’s Zone Ranger and brought the power plant back to life. He stabbed at the controls and then plugged in the concert recording. He cranked up the volume of the Ranger’s crowd control speakers and attached a wireless mike before jumping out of the top hatch and onto the roof, next to the rail guns.

Jude hit the play button and Dries Marbles Left music blasted out of the speakers, bass pumping and pounding, rolling through the streets of Gloom. Jude strutted like a rockstar on a stage as he waited for the music to get attention, even singing along through the mike occasionally.

When the first power ballad finished, Jude lowered the volume and started speaking.

“PEOPLE OF GLOOM! FANS OF DRIES MARBLES LEFT! THIS IS NOT THE WAY OF DRIES MARBLES LEFT! WE ARE ABOUT LOVE, NOT WAR! MAKE LOVE, NOT ENEMIES! D-BEES ARE YOUR NEIGHBORS, YOUR FRIENDS! THEY ARE NOT YOUR ENEMIES! YOUR ENEMIES ARE THE CEAL SOLDIERS AND MERCENARIES WHO ARE PREVENTING YOU FROM GETTING TO SAFETY AS THEIR EVIL BITCH QUEEN RAINS DESTRUCTION DOWN ON YOUR FAIR CITY! RESIST THEM! GET TO SAFETY IN THE PINNACLE! IF ANYONE TRIES TO STOP YOU, OVERWHELM THEM! YOU HAVE THE NUMBERS! YOU HAVE THE POWER!

TAKE BACK YOUR FUCKING CITY, GLOOM! AND MAKE THIS A BASTION OF LOVE AND PEACE BETWEEN HUMANS AND D-BEES!”

Jude held out the mike and dropped it with a clatter that sounded over the sound system. Then he jumped down, grabbed a fan, and kissed her hard, leaving her swooning.

***

Conditions:
  • Toughness: 13 (6) (Old armor)
  • Has the data chip
Persuasion 17 3 Raises
Persuasion [dice]4[/dice]
Wild [dice]5[/dice]
Ace [dice]6[/dice]
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Thrudh Zebrem
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Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Thrudh Zebrem »

Thrudh throws a sideways glance at Jude. "We'll pick this up later, pug ugly. I'm gonna go save the day." He shouts to Ben. "I'll handle the grid. No sweat." Racing as quickly as he can for the sub-levels, Thrudh makes his way down the hall to the nearest stairs or elevator that'll take him there. Following some basic schematic understanding, he finds what looks like an engine utility room. Locating the grid controls, he notices a missing part. "Well, now, I thought the was some kinda..." The being known as Cess'thul bursts into the room, a device that could best be described as a nuclear dispenser cradle in tow. "Well, that's just good timin'. Here. Lemme."
Repair 7, 1 success
Repair with armor bonus, less scene modifier, net wash
[dice]0[/dice]

Benny for extra effort with prior result
[dice]2[/dice]

WD Repair
[dice]1[/dice]
Thrudh works feverishly, but the alien technology is giving him fits. Finally, after a short time, the piece clicks, and the grid signals ready. Ain't my best work, but ain't got the time fer pretty. He flips the actuator, and the grid goes live.

"Hansie, if ya read me, the grid is up. If we got power an' yer good with the emitter, we oughta be good ta go!"
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Icosa
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Icosa »

Alecto closes the faceplate on her helmet. Her body shimmers as she engages the cloaking surface in its fully powered mode. Immediately she senses the power cell being drained at a rapid rate, but she is no more than a telltale wobble in the air as she darts out to engage the enemy. Immediately she decides the biggest threat are the target designators on the rooftops, and she quickly makes her way up there.

Even as they're struggling to deal with some of the attention the others throw their way, those soldiers with the painting lasers begin to mysteriously die. Those that fight must drop their designators to do so...and in the end it doesn't matter much. By the time they're ready to fight back it's already over. The Death's Head will have no help selecting targets.

There's a clicking noise, and Alecto pops the spent power cell from its port on the armor's back to swap in a fresh one. She only has one more spare...originally the spares for her energy weapons. She'd need to buy more after this.

The rooftop vantage is a good one though, with a commanding view of the entire area. Alecto pulls her railgun off the clamps securing it to her armor and sets it into firing mode. Not exactly a sniper rifle, but it'd do the job.

As the 13th SET and other members of the Black Company engage the CEALs and troopers to keep them off the civilians, they're supported by sudden impacts of hypervelocity slugs helping thin their numbers. She burns through the ammunition quickly though, and rather than reload she jumps down from the roof and enters the fray to do battle hand to hand!

Rather than engage the enemy forces directly, she shepherds the civilians. With her stealth abilities she is nearly impossible to circumvent or flank...appearing out of nowhere to kill forces that escape the carnage inflicted by the other strike teams. By the end Alecto has an injured civilian held over one shoulder as she runs into the hotel just ahead of a massive burst from the Death's Head itself.

A few of the fleeing civilians had been wounded...but fatalities had been avoided by the extraordinary efforts of the Legion and Company.

Now they just had to keep it that way.
OOC Comments
Fighting at -2: [dice]0[/dice] or [dice]1[/dice]
Last edited by Icosa on Sun Dec 10, 2017 1:26 pm, edited 1 time in total.
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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Firehawk
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Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Firehawk »

Notice 5 Psionics 10
Notice: [dice]0[/dice]
WILD dye: [dice]1[/dice]

Psionics: [dice]2[/dice]
WILD dye: [dice]3[/dice]
ACE: [dice]4[/dice]
-1 benny for Extra Effort: [dice]5[/dice]
5 ISP spent
[dice]6[/dice]
GM wrote: A large group of DML fans are trying to get up the road to the hotel. The only thing stopping them are 5 CEALS armed with plasma rifles in front of them. One of the CEALS takes out a handheld device that looks like a laser targeting system and points it at the group of fans.
As he dives to attack the CEALS, Firehawk mentally throws up a dense line of smoke and flame between the DML fans and the CEAL team. He shapes the flame so it funnels the fans around the CEALS and toward the hotel and the smoke positioned to disrupt the laser targeting device. With a dark smirk, Firehawk notices the CEALS are armed with plasma rifles. Too bad, boys. You might have had a chance if you brought something else.

As he dives, Firehawk roars a challenge at the CEALS to draw their attention - and their plasma rifles - away from the citizens of Gloom. The team raise their rifles and fire at the diving doom careening toward them, but the plasma has no effect on the Lyn-Srial burster. Swooping down, he unleashes firebolt after firebolt and the CEALS unit cohesion disintegrates under the onslaught. As the three CEALS on his left die screaming as their armor melts into their bodies, Firehawk disembowels the 2 remaining on his right with a wicked slash from his jade green sword. He then rises again to gain some altitude above the crowd and shouts, "Everyone! Get to the Pinnacle Hotel if you can!"

He briefly considers a frontal assault on the Death's Head Transport raining death down on Gloom but discards the idea.

Not even I can take that on alone...yet.

Instead he opts to fly around and strike any other CEAL teams he sees, trailing smoke above the crowd in an attempt to disrupt as many of the laser targeting systems as he can and block line-of-sight from the guns of the DHT.
FIREHAWK
FIREHAWK
-Burster-
1 wound - burned feet
Charisma: 0 (-4 w/ CS); Pace: 4(d4 running), Flying: 6(12); Parry: 5; Toughness: 6
Four Arms: One additional non-movement action with no MAP
Improved Flame Bolt: 6d6 damage (12/24/48)
Low Light Vision: Lyn-Srial ignore penalties for Dim and Dark lighting
Mentalist: +2 on any opposed Psionics roll, attacking or defending
-Once per round as an action can give an ally an immediate attempt to break out of illusion / puppet / mind walk at +2
-Impervious to all plasma, fire and heat damage; Electricity, lightning and lasers do half damage
-Roll a d10 (instead of the usual d6) when causing damage with fire:
  • Highly flammable targets ignite on a 3 –10
  • Anything flammable catches fire on a 6 –10
  • Things that normally don’t catch fire (metal, ceramics, stone) ignite from a Burster’s flames on a 10, or at least begin to melt
  • Water super-heats and evaporates nigh-instantly on a 10 as well, and boils away over 2d6 rounds on an 8 or 9.


CP-30 Laser Pulse Pistol shots: 30/30
ISP: 0/30
Powers Active

Fiery Aura: 6 MDC Armor, +3d6 to melee damage and damage shield

Adventure card: Turncoat : Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.
BENNIES: 2/3
User avatar
Markus Berger
Posts: 361
Joined: Wed Dec 28, 2016 6:50 pm

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Markus Berger »

Sammy wrote:Those cables look thick, and mighty heavy... Damn, looks like they might have phased right into the rock! Sammy squints and reaches out a cat paw seeing what he can do to clear off the rocks and lift the cables in place.
Sammy just barely has enough juice to make it happen. His telekinetic cat paws scrap and dig the cables free and he lifts them just right. Meow, I just need my Titan friend.
Markus realizes that cat-like DBee is fumbling with the Robot, for a nefarious purpose obviously. The DBee is even psionic! It should be stopped!
He stands behind it at a safe distance (those DBees devious fellows) and points his Triax gun to it's head.
"Hey you! Stop that! Hands up or I will blow your head up!"
He radios the rest of the 13th.
"I got a DBee fumbling out here with the Titan! Should I neutralize it or capture it?"
If Sammy does something mildly threatening he will shoot him. Better safe than sorry.
Shooting: 17 (Brain splattering time!)
OOC Comments
Roll: [dice]0[/dice]
Wild Die: [dice]1[/dice]
Ace!: [dice]3[/dice]
Damage: 17
OOC Comments
Roll: [dice]2[/dice]
Ace!: [dice]4[/dice]

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
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Cantrell
Posts: 425
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Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Cantrell »

Markus Berger wrote:"I got a DBee fumbling out here with the Titan! Should I neutralize it or capture it?"
<<Leave the cat alone, Markus, goddammit! He's Legion, apparently. If you're having trouble identifying legitimate targets, why don't you aim that rocket launcher of yours at the Death's Head Transport over your head? I hear the captain, Geist, keeps slaves from the NGR and feeds them to her D-bee minions. And she hates Dries Marbles Left.>>
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Markus Berger
Posts: 361
Joined: Wed Dec 28, 2016 6:50 pm

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Markus Berger »

Markus grimaces and lowers his weapon. He thinks to himself: "It would be much easier if we keep the DBees out of the Legion."
"Sir yes sir..."
He talks to the cat person.
"You have just born again, DBee, you can continue."
He starts looking for his Rocket Launcher and fires it against the Dead Head Transport. He consoles himself thinking that if the vehicle fires back at him at least they will kill the cat-DBee with him.
Shooting: Can he used the 17 he rolled up before? It would have an extra +1 for the rocket launcher, for a total of 18.
Damage (Anti-vehicle): 24 AP 11
OOC Comments
Roll: [dice]0[/dice]
Ace!: [dice]1[/dice]
Changing the roll to Missiles used: [dice]2[/dice]
He runs out of them...
Last edited by Markus Berger on Tue Dec 05, 2017 4:20 pm, edited 2 times in total.

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
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Maximilian
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Silver Patron
Posts: 548
Joined: Wed Mar 08, 2017 2:37 pm

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Maximilian »

Max barks over the radio. "Oh, gee, Markus, don't shoot the miserable fleabag cat out here. He's Legion and he's supposed to be plugging those cables into Nadine to power the hotel's shield generator. But instead, he's smoking a cigar and piddlefarting around without a care in the world like every other fleabag feline. What? I'm getting some distortion on my comms. Who said that?"
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature
EP Ledger
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sammy
Posts: 142
Joined: Fri Aug 25, 2017 11:06 pm

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by sammy »

Markus Berger wrote:Markus grimaces and lowers his weapon. He thinks to himself: "It would be much easier if we keep the DBees out of the Legion."
"Sir yes sir..."
He talks to the cat person.
"You have just born again, DBee, you can continue."
Sammy glances behind him while still keeping an eye on the cables he is telekinetic playing with. " Meow, whose a D-bee? I am a cat my homicidal friend... If anything is left standing and you feel you need to get your dander up, I'll be your huckleberry." Sammy flashes Markus a toothy grin. The necklace Sammy wears around his neck glows green as does
Sammy's eyes. Sammy seems to be smoking a cigar as well, its smell is sweet and pungent. "Sammy, last of the maligned 2nd SET and unofficial Tomorrow Legion Liason officer to the Company. I wouldn't shoot me in the back of the head either. Oh I'll die for sure, but see that big large Ogre? That would be Humble, an aspect of war. He would pretty much tear you limb from limb. Now he would be a D-bee, and if you do call him that, I suggest you use some god damn reverence!" Meow, where does this last cable go? " If you are done shooting off your missile load, can you be a right fellow and tell me if have this last cable situated right? Meow, I can't get a clear view of it, and I would like to have this shield generator at maximum yield."
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver
Bennies
Bennies: 4/3
  • +1 optional dream state
    +1 High post rate
    +1 F and G
    -1 Skill trick
    -1 hell pillars
    -1 Fetetic hand to hand combat
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Libertas Magicum
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Bronze Patron
Posts: 642
Joined: Fri Feb 17, 2017 3:02 pm

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Libertas Magicum »

Carrying over the Raise
Had some more I wanted to add. This will use up yet another of Libertas' improv device for the session, and given the situation, I'm going to say it's probably completely drained by the end of the fight. Basically, it's Obscure/Greater Obscure with a 'diffraction' Trapping. Basically, it only scatters concentrated beams of light, so it's hard to hit with laser weapons (the usual obscurement penalty to ranged attacks, but only for lasers) and also makes those fancy-schmancy targeting devices scatter, which will keep the DHT from being able to rain down precision strikes. They can still go the carpet-bomb route, of course, but that'll at least put the CEALS and the presumptive-CS spies in the same mess with the rest of us.
As he causes one of the CEALs to miss in an embarassing fashion, Libertas assesses his energy levels and sighs. Not enough power, after the vault job and the fight with Viggo. Right, Plan... what is it we're on now? S, I think. Plan S, for Someone Fuck this Shit with a Rutabaga, Already. He gets out the gear--noting that he's running low, though not quite out--and starts cobbling together a device that sets up a diffraction effect in the air, making concentrated beams of light in an area go awry. Then he starts dropping these fields on any group of civilians being painted by the targeting lasers.

Wonder if the Death's Head will have any compunction against carpet-bombing their own people.... Probably not. Okay, right--time to get my brilliant posterior into that hotel! And he hugs the steel wall as he makes his way to the door of the building.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Humble
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Posts: 211
Joined: Sun Oct 22, 2017 7:37 pm
Location: Black Company

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Humble »

Markus Berger wrote:Markus grimaces and lowers his weapon. He thinks to himself: "It would be much easier if we keep the DBees out of the Legion."
"Sir yes sir..."
He talks to the cat person.
"You have just born again, DBee, you can continue."
...
Returning with the gather he had rescued Humble saw the human removing the weapon he had pointed at Sammy. "Don't shoot Sammy" he says as he rejoins his team.

Parry: 9 (1 from swords)
Toughness: 16 (4)

Humble
Bennies and Resources

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Hans Greuber
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Diamond Patron
Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Hans Greuber »

Thrudh Zebrem wrote:"Hansie, if ya read me, the grid is up. If we got power an' yer good with the emitter, we oughta be good ta go!"
"Got it, Thrudh. I have a make shift power source until we can get hooked up to the robot, but it won't last long with the power requirements here. It will work for now, so someone start getting all the civilians under the force field for protection!"

"You Castle Refuge do-gooders are threatening us in the middle of us rescuing these civilians in the combat zone. Real smart. Real living up to your reputation. Get to work, and after we take care of Geist and rescue Gloom, we can then have any of these conversations over a cup or two of my 'Engine Degreaser'. Now it is time for work!"
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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Carlos Caravello
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Posts: 55
Joined: Wed Oct 04, 2017 12:18 pm
Location: The Black Company

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Carlos Caravello »

Notice 11
[dice]0[/dice]
Wild [dice]1[/dice]
Ace: [dice]5[/dice]
Knowledge Battle 18
[dice]2[/dice]
Ace: [dice]4[/dice]
Total: 18
[dice]3[/dice]
Seeing an army descend on the hotel Carlos grabs a tourist ap of the city from the hotel lobby and gets to a good vantage point to start assessing the situation. The presence of the 13th is very inopportune but does seem to be causing some chaos amongst the enemy. The objective of each force isn't exactly clear, and that lack of clarity can certainly be exploited. So can the element of surprise, no one knows the Black Company has an army of their own on call. Activating his radio, Carlos contacts the warehouse giving orders to the unit for deployment in the city.

"Warehouse force, we need a multi-vector attack. Prepare for MOUT operations. We want to minimize collateral damage and civilian loss but the enemy does not share our concerns. Set-up two assault teams to come from two different angles. Prepare one evacuation team to clear civilians from the area. The enemy is already here and we're holding them down but we're out number. Move it pronto!"

Looking down at his tourist map, Carlos scans it into his cybernetic system and uses his skill chip to overlay the presence of enemy and friendly forces.

"This is going to be wild."
Character Information
Carlos Caravello
Armored Stats: Strength d12+2; Pace: 8; Toughness: 20 (7), +2 Ranged Attacks, +2 Stealth (wilderness)
Bennies 4/4
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Firehawk
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Gold Patron
Posts: 52
Joined: Sat Aug 12, 2017 1:54 am

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Firehawk »

Firehawk
(((Sorry - this should be Firehawk, not Langdon. I forgot to switch.)))
Hans wrote:"You Castle Refuge do-gooders are threatening us in the middle of us rescuing these civilians in the combat zone. Real smart. Real living up to your reputation. Get to work, and after we take care of Geist and rescue Gloom, we can then have any of these conversations over a cup or two of my 'Engine Degreaser'. Now it is time for work!"
"Shut it, child-killer! We'll deal with you once we deal with this DHT!"
FIREHAWK
FIREHAWK
-Burster-
1 wound - burned feet
Charisma: 0 (-4 w/ CS); Pace: 4(d4 running), Flying: 6(12); Parry: 5; Toughness: 6
Four Arms: One additional non-movement action with no MAP
Improved Flame Bolt: 6d6 damage (12/24/48)
Low Light Vision: Lyn-Srial ignore penalties for Dim and Dark lighting
Mentalist: +2 on any opposed Psionics roll, attacking or defending
-Once per round as an action can give an ally an immediate attempt to break out of illusion / puppet / mind walk at +2
-Impervious to all plasma, fire and heat damage; Electricity, lightning and lasers do half damage
-Roll a d10 (instead of the usual d6) when causing damage with fire:
  • Highly flammable targets ignite on a 3 –10
  • Anything flammable catches fire on a 6 –10
  • Things that normally don’t catch fire (metal, ceramics, stone) ignite from a Burster’s flames on a 10, or at least begin to melt
  • Water super-heats and evaporates nigh-instantly on a 10 as well, and boils away over 2d6 rounds on an 8 or 9.


CP-30 Laser Pulse Pistol shots: 30/30
ISP: 0/30
Powers Active

Fiery Aura: 6 MDC Armor, +3d6 to melee damage and damage shield

Adventure card: Turncoat : Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.
BENNIES: 2/3
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Daniel
Daniel (Lars)
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Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Daniel »


Note From Lars
Everyone in the 13th and BC take 2 (two) bennies for excellent Role Playing in the last scene, and the awesome outcome!

“Vengeance should always be profound and absolute.” - Victoria Giest, 110 Post Apocalypse.

TIME/SPACE COUNTER: Roughly 10 minutes have passed since Previous GM Post. You are still in the same dimension.
The Death Head Transport Crash Lands
The sudden boom heard over head turns all eyes towards the Death's Head Transport. The DHT's thrusters brightened then soften as the DHT lowers, a plumb of smoke escaping the front pilot / command area through broken forward windows. The side hatch is also open, smoke billowing outwards from the juggernaut as the DHT descends lower. Resting on the saucer section, three rear jets decreased in brightness as the massive airship slows and drops more, at an odd angle. Chunks of concrete, dust and dirt fly up in a cloud around the transport, hovering four feet from the ruined highway surface. Three hundred years of exposure to rapidly changing elements, hadn't treated pre-Rifts roadways well, especially here in war torn Gloom. The rush of the under thrusters, keeping the DHT hovering just off the ground, does not helping the state of the old roadway. Rushing gritty wind whips smoke out from the cargo bay's open hatch. Zieja Kashbrook, ex-CS PSI Commando, now 13th SET member stands in the open bay door-well, looking out at the chaos below as the DHT drops ... the DHT descends, hovers, then shutters as the DHT thrusters sputter and die. The DHT drops heavily the last four feet to the ground with a boom.

Stepping out of the hatch, dropping a few feet to the wind blasted earth, Zieja staggers then drops to one knee. Looking closer, a few startled civilians gasp and step back from the 18 year old woman. Her long black hair whips wildly about her bloody face. One eye is swollen closed, the other red rimmed and bloodshot. Unflattering, but nothing compared to the mess of her left side. Open bullet holes leak blood, plainly visible as her left arm is torn off just below the shoulder. Gore, bone and bloody sinew hangs where her left arm once was. Numb to the pain, at least most of the damage is cauterized. Across her back, on a sling, is her sniper rifle with its amazing Ty10 Scope, attached to her damaged black armor at the utility belt is her flaming sword. In her remaining hand, held right handed, is a wicked looking black and crimson etched sword. Those that read the mystic arts seen the words Annihilator on the blade. Famous in the realm of mages and some psychics is the story of Annihilator the Battle Fury Epic Blade, said to have once been property of a God, then Giest, apparently now in Z's possession.

Righting herself, a look of fierce determination on her pale face, the tall woman with a lithe acrobats grace, walks with head held high, closer to the hotel's front doors as the DHT burns behind her. Heading into the lobby she looks haggard and says, "Which of you mooks is in charge!?"

Seeing Sammy, the cat, Z sighs, "Well crap. Small world. Just know Cat I don't work for Dingus anymore, no idea where he even is, I left the service of the CS and work for the Legion now."

The DHT erupts in a shower of metal, glass and debris as a cloud of black smoke rolls outwards and dissipates in a loud explosion.

The ground shakes from the explosion and Z drops into a lobby chair and groans in pain, looking ill, she pulls her small pack closer and using one hand opens it. Pulling a fur coat looking garment from it she tosses it towards Sammy. "When I left the CS, I made off with this. I think this is yours, I've been holding onto it for a long time."
Opening Scene
  • As the members of the Black Company and the 13th Special Exploratory Team set aside, mostly, their animosity and distrust of each other, in order to jointly save the day, the civilian population( mollified and learning how to love thy D-bee neighbor) is being rounded up and herded into the hotel lobby and further into the hotel's large meeting rooms and such to make room for more people. It would appear the military insurgent units have all but disappeared, and the CEALs have been pushed back licking their undead wounds. Ben, the squid man heals the young boy, enough to stabilize him for now. Ben moves to the doorway and is screaming, "OH GODS! Giest will surely bomb us now! Everyone get inside! Black Company get inside! Once the field is fully powered, that's it!" The force field is powered, a soft blue light ripples across the hotel (once a space ship), this "bubble" extends to the Titan power armor standing next to the hotel, engulfing the power source of the field. The field would have surely stopped there, but the extra juice delivered to it by Hans extends the field about 1 block in all directions. The hotel will be safe in a bit, the field is slowly solidifying, it can be passed through for only a few for now but eventually it will harden and become a MDC shield of glowing eerie blue solid light. Probably a good thing as it looks like before the DHT crashed it launched several ballistic missiles into the sky above, at some point in the near future they will come raining down.
Vengeance Part 1
  • Under cover CS operatives are spread out in the crowd in the street before the hotel lobby doors. Seeing that the momentary, anti D-bee fervor has slowed down to a the slow crawl of molasses, the well trained CS mercenaries spread throughout the crowd, as 5 pairs of 2, in the street between the hotel and the radio station. As if synchronized, the 5 pairs of 2 take out a couple of grenades each and roll them into 7 groups of D-bees and humans near the Pinnacle hotel who are rushing towards the safety of the lobby. One man who is part of one of the pairs turns his head to look at Markus. The man grins and nods at Markus, the universal sign for brotherhood. After the grenades are tossed the under cover CS Mercs (dissentious, scumbag trouble making Grunts of the Empire) disappear into the crowd, with only the finesse and poise of a CS commando under cover operative could do, now looking just like your run of the mill Gloom citizen. The humans and their D-bee neighbors are completely unaware of the grenades, now having come together in friendly (in some cases more than friendly) reconciliation, from the earlier confrontation, and their joint desire to flee to safety.

    Four well trained undercover CS operatives pass by Markus. The leader lifts his face plate on his helm, a dark haired brown eyed human nods at Markus, "We got orders, end this cesspool. To many D-Bees, we have to save this planet for us." The leader tosses Markus a satchel. "Put it underneath the Titan. We hear a Dog-boy is its pilot." The leader plus three commandos dressed just like other Glommers blend into the crowd rushing into the hotel. Inside the hotel, one of the commandos grabs three of Ben's tentacles, with his free hand he shoves a gun into Ben's good eye.

    The two other commando's hold the door wrapping a fusion block around a Troll female crying about her lost baby, and the other one around an elvish dandy. They brandish their weapons with great skill and poise.

    The leader steps forward his helmet off, "Humans out, the D-bee scum on your knees. Its dying time.". The military operative clearly of CS origin by the tattoo on his face smiles and for effect lets off a laser blast hitting a D'Norr boy in the chest. The leader grabs an Alteran baby right out of her adoptive mother's hands. He puts the detonator into the baby's mouth and pushes the struggling mom onto the ground. He roars, "Move it humans or you can all die with your D-Bee neighbors!"
    CS Squad Six Information
    The tattoo is of Squad Six, legends surround this squad, some say its one man others say its a 100. What is certain each and every one of them has a recorded kill of a dragon level target. They specialize in taking out traitors and entire cities of sympathizers.
    The following Characters have, extra complication, due to their Wanted Hindrance's. See Scene Modifier below about that, basically it means you are at a larger negative in this scene's quick Combat.
    Max
    You are not even sure how an undercover commando got into Nadine. All you know is the robot's lights flickered for an instant. Then from above an incredibly well trained commando dressed in civilian garb came at you with a vibro knife. " Die doggy die!"
    Cantrell
    From your vantage point you can see everything going on out in front of the hotel and streets fairly easy. But from behind you you here a soft voice, like a grim squeak, " Nadya, we can't have deserters just walking around free, now can we!" The undercover commando grins like a weasel and his laser pistol flashes in rapid succession as he tries to end you.
    Firehawk
    As you get close to a group of civilians that are being attacked by CEALs three of the civilians turn to confront you with rocket launchers. " Lyn-Siral, we will end you!" Smoke, a flash of light, the missiles come streaming out at you.
    Zieja
    Perhaps it is Sammy's shocked face that alerts you to the fact that an undercover CS operative has snuck up behind you. Or maybe you catch a clint of her vibroblade has tries to take your head off. The woman whispers, " Dr. Bradford wants your head on a platter."
    Caravello
    Maybe you catch sight of a flickering shadow on the map you are looking at, but an operative brushes past you. A grim voice seems to surround you as you wonder if your past has caught up to you. " My brother was killed when you dystroyed that coalition property. Payback is a bitch. You can feel more than see a vibroblade coming at you.
    Alecto
    A small band of civilians look like they need saving, but when you to them, they turn on you with the precision and finesse of an expert military unit. " Alecto, our scientists will enjoy pouring over your remains." With laser rifles and plasma pistols they open fire.
    Remember, as Lars said above: All players got +2 bennies for a successful outcome and excellent rp from the last scene. - Pender
    Rules for This Scene and Quick Combat
    Welcome to Quick Combat: The BC & 13th vs undercover CS squad six.

    Scene Modifier: -4 or -6 if you have an extra complication due to your wanted hindrance (those extra complications have been called out above).

    Notice roll vs 11 will bring the scene modifier to a +2. (Applies to the Called Out also). Notice roll special: a successful danger sense roll (instead of vs 11) will let you act at a -2 for the scene. Choose one or the other if you have the edge.
    • 10 successes are needed in total for the outcome to be positive
      • 10 grenades rolled into 7 groups of civilians and d-bees
      • 10 CS undercover operatives blending into the crowds
      • Ben held at gun point
      • 2 D-bees strapped with fusion blocks in the hotel
      • Altaran baby with a detonator pacifier, one wrong suck will send everyone to kingdom come.
      • dying D'Norr boy in the hotel with a fresh laser wound
      • CS operatives in the hotel
      Quick combat rules: Make your one roll to interact with the scene minus the above modifier (If it is casting bolt, you roll spell casting... Damage is not needed. If shooting your weapon just roll shooting with the any applicable modifiers including the scene modifier above ). Usually this roll is some kind of combat roll, but be creative if you like.
      • 10 total success need to be made for a positive outcome
      There is no initiative order, just make your post and use your roll to narrate how well you do. Try to leave something for everyone :D
      • a crit failure means you have received 1d3 wounds, and were not able to help the group succeed. Perhaps though, your defeat was epic.
      • failure you received 1 wound. You might have had some impact but you also were wounded in the process. 3d6 ammo or power points spent.
      • success, You did a good Job, maybe not a legendary victory, but you did what was required to save the day. 2d6 ammo or power points spent.
      • Success with raise(8), Wow! Did you write the book on how to be a legend? Bards will be singing songs for years to come about what you did this day. You certainly shined during this combat. 1d6 ammo or power points spent.
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Icosa
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Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Icosa »

Notice 8 (fail)
Fighting 9 (2 bennies spent)

A small band of civilians look like they need saving, but when you to them, they turn on you with the precision and finesse of an expert military unit. "Alecto, our scientists will enjoy pouring over your remains." With laser rifles and plasma pistols they open fire.

A human being might have frozen momentarily, as their nervous systems tried to change gears. Alecto had no such moment of disbelief, or indecision. Perhaps if they hadn't bothered to say something, they'd have taken her by surprise. Perhaps if they hadn't been so secure in their victory, they wouldn't have given her the opening.

Their weapons came up but she was already moving laterally and towards them. Laser beams sizzled just behind her as they tried to follow. One of the pistols...a lighter weapon that was easier to move...scored a scar over her armor, but didn't pierce through. Then Alecto was among them in a storm of blades. Sparks showered up, metal and men screamed. One of them was cut down as he tried to disengage to get some distance. Another one tried to shoot her point blank, but she batted the weapon aside so the beam bored into the floor. Another two drew their belt vibroknives.

Seconds later their weapons, and bodies, scattered across the floor.

Alecto looked around. The threat was still far from over.

She rushed towards the nearest knot of commandos then, intentionally not engaging stealth so as to distract firepower from civilian targets. She earned a few weapon hits for her trouble, but Hans' repair work was good and her armor held up.

The same could not be said for the Coalition infiltrators.
OOC Comments
Notice: [dice]0[/dice] or [dice]1[/dice] vs 11.
Main check: Fighting [dice]2[/dice] or [dice]3[/dice] at -6 (possibly -4 if Notice succeeds)
Benny: [dice]4[/dice] or [dice]5[/dice]
Gonna spend the other bonus Benny too...see if I can get better than a squeaker success :) [dice]6[/dice] or [dice]7[/dice]
Ace on wild dice [dice]8[/dice] and another one [dice]9[/dice]
Last edited by Icosa on Tue Dec 12, 2017 9:07 pm, edited 2 times in total.
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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Libertas Magicum
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Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Libertas Magicum »

OOC Comments
Staus: 1 Wound

Danger Sense:
Notice [dice]0[/dice]
Wild Notice [dice]1[/dice]
Bennie Extra Effort [dice]2[/dice]

That would've been a success without the additional -2 for Danger Sense. I really need to get Alertness on an item at some point.

Ah, well, moving on.

So, time to get cracking on those fusion blocks. Rolling Repair to render them inert.

Modifiers:
-1 Wound
-4 Scene
+3 Armor (also adds 1 die-type to Repair)
+1 Machine Maestro Combat-non-TW
Final roll: d8-1

Repair [dice]3[/dice]
Wild Repair [dice]4[/dice]
Bennie Extra Effort Running Total [dice]5[/dice]

Raise: +2 to success total.

As a bonus, he tosses Jude (hopefully) a way to use Persuasion to deal with part of this mess--hey Jude! Save the baby! :lol:
Libertas sneers at the men as they contemptuously strap hapless victims to the fusion blocks. As soon as they step away, he dashes over and reaches out, one-handed, to each, occasionally assisted by his armor's servos as needed. "Fusion technology? I mastered fusion technology in my sodding crib, you moronic twats! I am the GOD of machines, and you have invoked my wrath!" As the two blocks suddenly power down, becoming nothing more dangerous than a couple of concrete blocks would be, he murmurs into the radio. "Hey, Jude, we all know you're good with kids. Get in here and get a detonator out of this baby's mouth before he sucks and his head gets cauterized at the neck, wouldja?"
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Maximilian
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Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Maximilian »

Notice and Miscellaneous Violence
Notice plus dog boy scent bonus
[dice]0[/dice]

Benny for extra effort with Elan and prior result
[dice]2[/dice]

WD Notice
[dice]1[/dice]

Fighting with scene modifier bonus
[dice]3[/dice]

WD Fighting
[dice]4[/dice]

Benny for extra effort with Elan and prior result
[dice]5[/dice]
Max watches as Nadine's power signal flickers for a moment, then returns to its normal flow. It looks like whoever was in charge of hooking her up to the grid was successful. The glowing light overtakes the Titan and begins to harden. Well, that's a neat little tri...what is that stench?

Max has never been slow. But a foreign smell assaults his nostrils long before the commando does, giving him plenty of time to react. Detaching the safety harness with a quick tap, he twists out of his seat and meets the lunging commando head on. "You bloody wretch. You can't get the drop on me. I smelled you before you even woke up today. You must bathe in cat piss! I'll eat you alive!" With ruthless aggression, Max closes the distance, rendering the stabbing knife ineffective. The commando tries some fancy martial arts, but Max uses the walls of the cockpit to rope-a-dope, gaining a grip on the knife hand and pinning it to the wall. A quick bite tears off part of the commando's nose. "1-0, Maximilian. You're dead at three."

The intruder growls in a mixture of pain and rage. A short shove gains a little bit of distance, and the knife is tossed to the free hand. He immediately swings for Max's chest. Max throws an elbow into his enemy's wrist, stopping the blade short and opening the commando up for a strike. The enraged dog boy spins into a grip on the commando's knife hand and throws the other elbow, cracking the man across the eye and fracturing the orbital bone. Vitreous fluid spills onto the floor of the Titan. "2-0, Maximilian. I'm gonna clean my machine with your rotten scalp!"

The man must be in pain, but masks it well. CS training must be paying off...or he's in shock. With his good eye, he glares daggers at the gloating dog boy. Max begins bouncing slightly in a fighting stance. Before the commando can make his next move, Max barks and charges. The commando lances his knife outwards, hoping to stop the dog boy's attack, but Max wiggles past the wild strike, grappling the invader. A swift move wrenches the knife out of the man's hand, leaving him entirely unarmed to face the furious dog boy's attack. And attack, he does. Toppling the wounded invader to the floor of the cockpit, Max lunges for the throat. Gripping full force with a mouth full of sharpened canines, Max begins twisting back and forth, tearing at the windpipe of the hapless CS commando. As the villain tries to gasp for his last breath through a chest, mouth, and lungs full of blood, his good eye stares into the face of wrath, blood and flesh dripping from his maw.

"3-0, Maximilian. I'll bet you wish you could beg me to finish you off now." He spits bits of human tissue and blood into the good eye of the commando. "You'll be gone soon enough, but not before I start cleaning up the mess you made." Max takes the discarded vibroknife and begins working to remove the scalp of his fallen foe. Several seconds later, or what must feel like an eternity to a dying man, the body stops shaking as the commando's spirit departs. Max growls at the lifeless form, for good measure.

"Shifted into the wrong Titan, you miserable cur."

Reaching for the radio, he makes an announcement. "They just tried to shift in and cut me out of Nadine. Did not know who they were fooling with. Gonna need to sanitize my baby when we're done whipping up on the Black Company."
Last edited by Maximilian on Mon Dec 11, 2017 12:27 am, edited 3 times in total.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Hans Greuber
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Location: The Black Company

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Hans Greuber »

Weird Science 6
Notice: [dice]0[/dice]
Wild: [dice]1[/dice]
Result: 2 - Fail

Weird Science at -2 (+2 due Machine Maestro, -4 due Scene)
Weird Science: [dice]2[/dice]
Wild: [dice]3[/dice]
Bennie for Re-roll...
Weird Science: [dice]4[/dice]
Wild: [dice]5[/dice]
Result: 6 - Success. You did a good Job, maybe not a legendary victory, but you did what was required to save the day. [dice]6[/dice] PPE spent.
Hearing that Ben is being held hostage by one of the commandos, Hans readies his Quantum Resonance Re-Harmonizer, then gets out and activates his Quantum Resonance Translocator and teleports behind the commando threatening Ben. As soon as he pops in, Hans touches the Commando with the Quantum Resonance Re-Harmonizer, and temporarily realigns his Quantum Resonance so he can't interact with the rest of the world. Just in time, in fact, as when Hans touches him, the commando pulls the trigger, and you can see the light from the commando's laser pass harmlessly through Ben and the spaceship; just stopping as it hits the Force Field protecting everyone.

Now getting out Satisfaction, Hans takes aim at the Commando, who unfortunately runs through the wall and out into the street.

"This will hold him for a while. He can run all he wants, but as long as I keep the juice going through this Gizmo, he won't be able to harm anyone who hasn't had their own Quantum Resonance Re-Harmonized. Any Psychicly or Magically charged energy sources, however, will still effect him... and by the way, Ben, will saving your life get me a discount on my room?"
Last edited by Hans Greuber on Mon Dec 11, 2017 5:06 am, edited 2 times in total.
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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Jude Maverick
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Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Jude Maverick »

Notice 6 Fail
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Going to Benny to reroll that
Notice [dice]4[/dice]
Wild [dice]5[/dice]
Common Knowledge 4 Success
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
***

Jude jumped down from the Zone Ranger as the Death’s Head Transport made a hard landing onto the street in the center of Gloom and set off a barrage of missiles as the shield around the hotel and one block a radius went up.

“Oh, that isn’t good,” Jude murmured.

Then he saw a bloody, familiar figure trudging up into the hotel.

“Z!” Jude exclaimed. “Thank God you’re alright! Where did you go? What--holy shit! Your arm! We need to get you to a doctor!”

Jude surged forward to help Zieja stumble into the hotel, helping her into a chair. “My first aid kit is in the Ranger,” Jude said. “But...you might need more.” He glanced over at Ben to see if he could borrow that IRMSS device, but that was when someone grabbed the innkeeper and shoved a gun in his face. Other civilians were...strapping bombs to D-Bees? Jude caught a glimpse of a CS military tattoo and paled.

Squad Six! Oh, fuck. We’re all dead…

Libertas had sprung into action, though, disabling the fusion explosives.

"Hey, Jude, we all know you're good with kids. Get in here and get a detonator out of this baby's mouth before he sucks and his head gets cauterized at the neck, wouldja?"

“Uh...I’m on it,” Jude said, glancing at Zieja. He wanted to help her, but… “I’ll be right back.”

Jude dashed through the panicking crowd. “Everyone get down on the floor!” he yelled. Hopefully Squad Six would get caught unawares and they would have a clear line of fire at the CS commandos.

Jude jumped over prone bodies to the baby. “Hey, little thing,” Jude cooed. “Why don’t you give Unca Jude that. We’ll get you something better to suck on.”
Persuasion 10 Raise
-4 scene penalty
Persuasion [dice]6[/dice]
Wild [dice]7[/dice]
Damn. Rolled that wrong. Should be +5
Gently Jude slipped the detonator from the baby’s mouth. “Good girl!” he said with a smile, slipping the real pacifier into the baby’s mouth from where it hung from a ribbon clipped to its onesie.

Jude turned and glared at the man that had shoved the detonator into the baby’s mouth. He shoved the man back into the desk, fighting off his attempts to fight back. “Let’s see how you like it,” Jude said. But he didn’t shove the detonator into the man’s mouth. He shoved it down the man’s pants. Then he brought his knee up hard. There was a small explosion, and the CS commando screamed in agony. Jude’s armor would protect his knee, but the soldier had no such protection for his junk as the detonator blew everything to pieces.

***
Conditions
*Toughness: 13 (6) (Old armor)
*Has the data chip
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Firehawk
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Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Firehawk »

Notice 5 fail
Notice: [dice]0[/dice]
WILD dye: [dice]1[/dice]
Psionics 2 fail
Psionics: [dice]2[/dice]
WILD dye: [dice]3[/dice]
Re-Roll -1 benny:
Psionics: [dice]4[/dice]
WILD dye: [dice]5[/dice]
-ACE:[dice]6[/dice]
GM wrote:As you get close to a group of civilians that are being attacked by CEALs three of the civilians turn to confront you with rocket launchers. " Lyn-Siral, we will end you!" Smoke, a flash of light, the missiles come streaming out at you.
The missiles catch Firehawk off guard, the 'civilian's' ploy too expertly executed for him to catch in time. He veers out of his attack dive while tossing firebolt after firebolt at the trailing missiles. He gives a satisfied grunt when he hits one, causing it to explode in the midst of the volley, but his joy is erased when one of the missiles escapes the conflagration unscathed and continues to streak toward him.

He twists and turns as he plummets closer and closer to the ground trying to hit the missile with more firebolts, but to no avail. At the last moment, before the missile gets close enough to his fiery aura to explode, he veers toward the center of the very group of CEALs who launched it. Firehawk creates a spreading ring of psionic fire forms around the CEAL team and quickly expands it, driving the real civilians out of the vicinity as best as he can. Trailing smoke, fire and an enemy missile, Firehawk crashes into the midst of the CEAL team. The missile detonates close behind him.
soak 5 ISP spent 7
soak roll for 1 wound for -1 benny
Vigor: [dice]7[/dice]
WILD dye: [dice]8[/dice]

ISP spent: [dice]9[/dice]
When he comes to a few minutes later he is relieved to find he has no serious injuries besides an aching skull and some scrapes and bruises. His fiery aura, combined with the bodies of the CEAL squad, was able to blunt the worst of the lethal shrapnel. Several of the mysterious CEALs and fake 'civilians' lie dead around him, the rest having melted back into the shadows, apparently assuming the Lyn-Srial was dead as well. Noticing for the first time the real civilians have moved on toward the hotel, Firehawk suddenly realizes he has no idea how long he was unconscious. He tries to shake the cobwebs from his head as he rises unsteadily into the air to get his bearings and head back to the Pinnacle Hotel.

He fumbles for his radio comm and slurs into the mic, ">>13th ShET: This ish Fffirehawk. I'm now on my way to the..hhhotel. I..took some...missile trying to outrun a...shrapnel, but I think I'm okay. Got knocked out for a time. I'll be okay though...just rub shome dirt on it or shomething....butterscotch toadstools...<<"
summary
failed the QC, lost 7 ISP, took 1 wound but soaked it away
+2 benny -2 for re-roll and soak = +0 benny
Last edited by Firehawk on Tue Dec 12, 2017 4:19 am, edited 11 times in total.
FIREHAWK
FIREHAWK
-Burster-
1 wound - burned feet
Charisma: 0 (-4 w/ CS); Pace: 4(d4 running), Flying: 6(12); Parry: 5; Toughness: 6
Four Arms: One additional non-movement action with no MAP
Improved Flame Bolt: 6d6 damage (12/24/48)
Low Light Vision: Lyn-Srial ignore penalties for Dim and Dark lighting
Mentalist: +2 on any opposed Psionics roll, attacking or defending
-Once per round as an action can give an ally an immediate attempt to break out of illusion / puppet / mind walk at +2
-Impervious to all plasma, fire and heat damage; Electricity, lightning and lasers do half damage
-Roll a d10 (instead of the usual d6) when causing damage with fire:
  • Highly flammable targets ignite on a 3 –10
  • Anything flammable catches fire on a 6 –10
  • Things that normally don’t catch fire (metal, ceramics, stone) ignite from a Burster’s flames on a 10, or at least begin to melt
  • Water super-heats and evaporates nigh-instantly on a 10 as well, and boils away over 2d6 rounds on an 8 or 9.


CP-30 Laser Pulse Pistol shots: 30/30
ISP: 0/30
Powers Active

Fiery Aura: 6 MDC Armor, +3d6 to melee damage and damage shield

Adventure card: Turncoat : Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.
BENNIES: 2/3
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Gargamel
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Posts: 193
Joined: Sat Apr 01, 2017 12:43 am
Location: The Black Company

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Gargamel »

Notice 16 Pass
OOC Comments
Notice [dice]0[/dice]
Ace [dice]2[/dice]
And again [dice]3[/dice]
wild dice [dice]1[/dice]

Fighting 12 or 8 depending if I read it right 2 or 3 successes
OOC Comments
Fighting [dice]4[/dice] +4 from BFB and the successful notice roll
wild dice [dice]5[/dice]
Extra effort [dice]6[/dice] - benny
As per normal with the Black Company, everything went from bad to worse in a matter of seconds. Now they had CS interference in an already volatile situation. He was already persona non grata with the Coalition anyway. Not like killing them would worsen their opinion of him except for moving him up their wanted list.

“Coalition infiltrators, managing to get into the hotel and hide amongst the civilians, but not as good as they think they are.
Black Company, I spot three on the south corner, the ones pretending to be maintenance. Looks like they are planning to
Another one , Carlos, you’ve got one on your six."


Gargamel slipped into the crowd, trusting the others to be able to handle themselves as he blended in with the civilians, wrapping his cloak around him to hide his swords, face changing as he did so into the blonde mercenary he’d been pretending to be when they had first arrived in Gloom.

"Two more.. never mind,” he said, as his blades slipped through their armour as they were about to grab another couple of hostages.

And ... he spotted one of the commandos slip back out of the crowd, ready to put a laser bolt in the back of Jude’s head.

The pretty boy, typical, could let him get shot for being an idiot earlier but he is saving a kid and I’m not going to let that be punished.

The CS commando didn’t even realise he was dead until his head hit the floor right by Jude, his body following a few seconds after.

“Next time, remember to watch your back, I haven’t got time to babysit you throughout this entire battle."

Jude saw his own face wink at him before Gargamel disappeared back into the crowd.
OOC Comments
2 bennies remaining
OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

Parry 7, Toughness 14(7)
Armed with Battle Fury Blade, Shard Pistol and Wilk’s 320 Laser Pistol,

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82
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Humble
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Posts: 211
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Location: Black Company

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Humble »

Notice 5 fail
Target 11
Notice [dice]0[/dice]
Notice Wild [dice]1[/dice]
Regeneration 8, Raise
Need permission to use for on Quick Combat.
Vigor [dice]2[/dice]
Vigor Wild [dice]3[/dice]
Aced Die [dice]4[/dice]

Extra Effort [dice]7[/dice] if allowed to use regeneration or reroll on Fighting if not. Cost will be 1 Bennie


Fighting -1, fail Fighting [dice]5[/dice]
Fighting Wild [dice]6[/dice]

Reroll if not allowed to use Vigor
Fighting [dice]8[/dice]
Fighting Wild [dice]9[/dice]
Humble sees the men strapping explosives to children and his vision goes red as the rage fills him. With a bellow that fills the room he charges as the man who planted the explosive in the baby’s mouth. “Don’t hurt children! As he sees the man stumble back his grown bleeding and eyes rolling Humble grabs him by the head and swings him unconscious body like a club at the next commando bludgeoning him until parts start falling off.
Looking around he sees on of the humans rolling a couple of grenades into the room and Humble takes off at a full run kicking one of the grenades out the window and grabbing up the other closing it in his mouth and looked up. When the grenade goes off Humbles head explodes into a red mist absorbing the energy and preventing anyone else from getting hurt. As his body topples to the ground. His head reforming as shortly before hitting the ground, he pushes himself up and shakes it off looking around.
There are too many men and too many explosives. Humble looks and charges the next man, so proud of himself for shooting the innocent person they had just saved in the chest. Grabbing the guy by the arm humble jerks him up to tear off his arm when the man with amazing skill simply twists his body and shoves a grenade in Humbles mouth. “Eat this you d-bee shit pile.” But his voice is caught off in a scream as Humble simply bits forward and down on the man’s wrist not letting him pull back. “Ahhhhh!” The grin disappears from Humble’s face as his head give way taking the man’s arm with it.
Falling to the ground with his arm missing below the elbow and his right side of his body covered in burns tham man can only scream as he sees Humble falling down on him, but his vice like grip still refused to release. Then as if nothing in the world made sense the d-bee’s head was back and the grim look on its face was horrendous as it grabs what is left of his right arms and uses the leverage to tear off both. Passing out while bleeding the man did not know what came next.
Getting to his feet again Humble was getting tired, these people were causing havoc everywhere and he knew he could not catch them all.
Turning Humble saw one of the men running from Hans straight through a wall and heading for the stairs. Pulling out his shotgun Humble unloaded into him. Never a very good shot, Humble knew he just had to keep pulling the trigger, eventually enough magical ice shards would pepper the area to kill the man. “Stupid tattoo faces. Humble was finding no matter how many he killed there were always more of them.
Humble heard someone say. “A little help needed in the lobby.” When suddenly he was under fire from multiple sides. Four men move in circling and distracting him as they sliced off parts with their vibro blades. Eventually one of them jumped on his shoulders and with an effort took his twin vibro-blades and removed Humble’s head for the third time. Landing on his feet and smiling he looked back to his comrade who called for help, when the words he was about to say where interrupted. “Keep going, that didn’t slow him last time!” Hearing his words he turned around to see Humble getting up and with a mighty roar bringing a giant hammer down on his head.
Spinning around to finish off the other three Humble saw they had taken flight, one of them running for the stairs and two running for the door. Choosing two is better than one Humble ran after them, but as he caught them they turned and smiled. “Your coming with us.” The look on the man’s face was too content to make sense, and as humble turned to see what he was smiling at it was only in time to see a mini-missile streaking down from the top of the stairs where the third man had run. The explosion knocked chunks of Humble all over the lobby killing both the men he had cornered.
Cost in Payload
Roll [dice]10[/dice]

Parry: 9 (1 from swords)
Toughness: 16 (4)

Humble
Bennies and Resources

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Cantrell
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Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Cantrell »

Notice 20
Notice [dice]0[/dice] +2
Wild Die [dice]1[/dice] +2
Extra Effort [dice]2[/dice]
Ace! [dice]3[/dice]
+2 (Elan) = 20 Total
Scene Modifier is at +2
Shooting 17, 4 Successes
Shooting [dice]4[/dice] +2 (armor optics) +2 Marksman +2 Scene Mod
Wild Die [dice]5[/dice]
Extra Effort [dice]6[/dice]
+2 Elan = 17, Success and 3 Raises
Just making the BC look like chumps, as usual.
Burning both Bennies awarded this round, cuz that's what Bennies are for.

"Nadya, we can't have deserters just walking around free, now can we!" the Dead Boy commando says as he opens up with his CP-30 laser pistol, burning half a dozen holes in the cloak Cantrell had draped over her rifle and a pile of bricks at the roof's edge.

The look of surprise on his face lasts half a second, before Cantrell's Japanese-made particle beam pistol blasts a saucer-size hole in the back of his head, erasing his tattooed face as it exits the other side.

"No, we can't have that, can we," she replies, kicking aside the smoking corpse as she returns to her rifle.

She'd known the Sixth would be coming for her as soon as she spotted one of the tattoos on a member of the mob down below. Lethal and efficient killers, all of them, but not known for creativity.

By the book only works if your opposition hasn't read it, she thinks, already picking out other members of the Sixth in the crowd below.

Predictably, they went for grenades, a solid tactic when the goal is to incite chaos in a crowd.

But it's a pretty shitty tactic when there's a sharpshooter above you ready to shoot the grenades out of your hands.

BOOM! BOOM! BOOM!

One after another, CS commandos explode as Cantrell shoots the armed grenades in their hands. A couple get past her, but the Big Ugly from the Black Company kicks one out into the street where she blasts it, and swallows another. His head explodes, then starts to grow back.

That hardly seems fair, she thinks. Have to talk to Lib to see if he can work up a doohickey to enforce the rules of reality on that guy, in case the BC won't go into custody voluntarily.

Focusing on the present, Cantrell returns to shooting Coalition undercovers in the crowd, picking them off one headshot at a time until none are left.
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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sammy
Posts: 142
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Re: Crossover Story: The Black Company & the Legion's 13th S

Post by sammy »

Sammy slips the leather coat on with ease and lounges in Z's lap looking her stump over. Cloak of the Dog, Still fits after all this time. Sammy grins up at her purring, " Say Z, I think you might have left part of your arm in that wreck outside. Speaking of Dingis, last I saw of him was his head rolling down a corridor with Hammer Time scratched into his forhead." Sammy scowls and hisses ever so slightly, " No sign of General Mckintock though... Last mud slinging varmit that needs to pay." Sammy produces a pair of cigars and dips them into a small flame on Z's clothes putting the flame out but lighting the stoogies. Sammy holds them up helping Z get one into her craw. " Thrudh's finest, I do wonder where he keeps getting them, seems to have an endless supply." Sammy takes a long puff and looks arround the lobby of the hotel it would seem his new cloak, a fine leather that is obviously made from dog skin, has enhanced his senses.
Notice, 11 total, benny spent but plus 2 for scene
Notice [dice]0[/dice] wild [dice]1[/dice] benny for EF [dice]2[/dice]
Glasses, Z, Jude, Gman, Blondie, Humble... Lots of civilians, some Troll looking for her baby... Not a bad collection... Is that an Altaran baby girl, I thought they were grown? Looks like some CS walked in, I bet some CS are outside lobbing grenades into the crowd too, I'll have to do something about that after our little chat.
Sammy smiles back up sucking in some delicious acrid smoke. " Say Z, I noticed Jude Maverick roaming around. Only hombre with enough sass to call me Samual.". At his real given name, sammy spits on the floor. " Did you ever put two and two together about your alpha target down in Carlesbad?" Sammy gives her a wink purring contently, " They say Jude rustled some skirts across the four corners of North America, one of those things I suppose if your toungue is pure platinum." Sammy takes another puff and arches his back watching a few key individuals... Then the milk spills!
Nice glasses, looks like you play with fusion blocks all the time. Looks like there is a tussle inside that Titan. Blondie seems like she is working out some aggression. Hans has Ben, probably trying to get a discount... We just got 10 million credits and he is still being thrifty. I love his consistency. Jude Maverick with a baby, last time it was in Carlesbad.... Sammy's interior musing is cut short by bits of Ogre goop flying all over the place. Then the goop reconstitues into Humble... Well I'll be... Humble is eating grenades, blowing himself up and reforming like nothing happened... Defying everything I know! I wonder if War knows he lost his aspect? Sammy stretches again prancing off of Z, " Darling I got to take care of a few things outside. Sit pretty and stab the guy, casual like, on your left, the one with the ugly mustache and plasma rifle.". Sammy gets to the entrance wiping peices of Humble goop off his new coat and roars, " Humble, you lovable aspect of war lets play Chubby Bunny! Go out there and open wide."
Psionics, 14, 3 successes
Psionics TK +2 from the scene[dice]3[/dice] Wild [dice]4[/dice]Benny for EF, cause we got to beat the 13th (has Elan)[dice]5[/dice]
Sammy points to a realitivly open area about 30 feet from the hotel and once humble is in position, Sammy flicks as many of the rolling grenades he can muster with a telekenetic cat paw right into Humbles wide open gaping mouth. Chubby Bunny!
" Meow, Alecto get a picture of Humble, right now!" beeb. Beep. BOOM! Sammy chuckles and rolls on the ground laughing as the big guy reforms. Did Vello see that, now that has to make the man laugh. He plops right down next to Z with a fresh cigar in hand. " So what did I miss darling?"

PPTs used: [dice]6[/dice]
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver
Bennies
Bennies: 4/3
  • +1 optional dream state
    +1 High post rate
    +1 F and G
    -1 Skill trick
    -1 hell pillars
    -1 Fetetic hand to hand combat
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Jude Maverick
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Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Jude Maverick »

Notice 4 Success
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Common Knowledge 8 Raise
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
***

Jude looked up from the groaning CS commando whose man-bits he’d just exploded to see a giant mound of muscled ogre roaring down on him.

Oh, shit! The BC decided to do a bit of backstabbing!...Why didn’t I think of that?

Jude fumbled to get his weapon up in time, failing miserably. But Humble grabbed the CS commando that was slumping to the floor, swinging him around like a rag doll and clubbing other commandos until the poor guy fell apart.

Jude felt bile rise in his throat and gagged a bit.

And then the ogre swallowed a grenade and...his head exploded!

But...even that didn’t seem to stop him, as the head reformed.

That’s a handy trick, Jude thought, stomach queasy. God. What’s t going to take to put that monster down? They had better come up with something before they had to take on the Black Company.

And then the ogre was hit with a mini missile, splattering parts across the lobby. Jude turned and leaned over the counter, wretching all over Bob’s chair. Maybe that did it.

Jude straightened and wiped his mouth, only to stare as Humble sauntered outside with Sammy.

Or not. That beast has more lives than that damn cat.

***
Conditions
*Toughness: 13 (6) (Old armor)
*Has the data chip
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Thrudh Zebrem
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Posts: 264
Joined: Sat Apr 01, 2017 9:57 am

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Thrudh Zebrem »

Notice 10, and Repair 14
Notice with Alertness
[dice]0[/dice]

Benny extra effort with prior result
[dice]2[/dice] = fail

WD Notice
[dice]1[/dice]

Repair to fix the broken First-Aid system (because it must've been hit by a stray shot after Alex got patched up); -4 scene, +2 armor, net -2
[dice]3[/dice]

Benny extra effort with prior result
[dice]5[/dice]

Ace extra effort with prior
[dice]6[/dice] = success & 2 raises

WD Repair
[dice]4[/dice]
Thrudh makes his way up to the main floor to see a fracas, with a bunch of tattooed humans slinging insults and laser blasts at d-bees. "Well, that ain't very neighborly a' y'all. Nasty jokers!" Pulling a pistol with his tail, he blasts one of the angry humans just as he had grazed the IRMSS with a laser blast. "Shootin' at kids? Y'ain't nothin' but boot lickin' scum!" Thrudh growls as the shot drills the hostile CS commando squarely, putting him on his back.
Thrudh sees the d'norr child struggling to survive. He rushes to the scorched IRMSS. Short-splicing wires together and saudering blown connections, he manages to get the kit working again. "Here, kid. Hold still. Uncle Thrudh's gonna get ya patched up real good. Hang tight, little buddy!" He hits the activator, firing the lifesaving nanites into the d'norr child. The wound quickly begins to seal as the flesh mends. "There ya go, pal. See? Yer alright. Heck, I've had worse places'n that on my upper lip, an' I never stopped whistlin'." Moments later, the child manages a weak smile in Thrudh's direction. Thrudh helps the boy to his feet, and ushers him down the hall. "There ya go, pal. Go find somethin' ta hide behind. Uncle Thrudh's gotta make the bad men pay."
He stands up, mustering his massive shoulder cannon and looking around for someone to punish.
"Come ta papa!"
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
Edit Sig
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Blackfish
Daniel (Lars)
Posts: 127
Joined: Sun Jul 16, 2017 1:52 pm
Location: 12th AAT

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Blackfish »


Dice and Info
Z is at -6 for Scene.

Fighting [dice]0[/dice] Success, EF [dice]2[/dice] with an Ace [dice]3[/dice] and wild die [dice]1[/dice]

So Fighting of 8
  • “Z!” Jude exclaimed. “Thank God you’re alright! Where did you go? What--holy shit! Your arm! We need to get you to a doctor!”

    “Why? Oh yea. Suppose. I tried killing that bitch. I crashed the DH....sorry.”


    Jude surged forward to help Zieja stumble into the hotel, helping her into a chair. When Jude caught a glimpse of a CS military tattoo and paled, Z absently looked at it too.

    Swell. Never ends. Squad 6. Suck-tastic mother fuckers. Prosek ass sucking fanatics.

    Wha....There’s a cat in my lap?

    Right. Sammy.


    Sammy slips the leather coat on with ease and lounges in Z's lap looking her stump over.

    “Looking good in that coat old friend.”

    “Say Z, I think you might have left part of your arm in that wreck outside. Speaking of Dingis, last I saw of him was his head rolling down a corridor with Hammer Time scratched into his forhead."


    Good. Bastard

    Sammy scowls and hisses ever so slightly, "No sign of General Mckintock though... Last mud slinging varmit that needs to pay."

    That pompous pick is in Lonestar.

    Sammy produces a pair of cigars and dips them into a small flame on Z's clothes putting the flame out but lighting the stoogies. Sammy holds them up helping Z get one into her craw.

    Thank you.

    "Thrudh's finest, I do wonder where he keeps getting them, seems to have an endless supply."

    Smoke rings twirl...

    “Say Z, I noticed Jude Maverick roaming around. Only hombre with enough sass to call me Samual."


    Sammy spits on the floor.

    "Did you ever put two and two together about your alpha target down in Carlesbad?"


    Da’fuk!

    Sammy gives her a wink purring contently, "They say Jude rustled some skirts across the four corners of North America, one of those things I suppose if your toungue is pure platinum."

    As Sammy takes another puff, then jumps off Z, she thinks:

    Gods Sammy. Don’t tell Jude that was me Snipering him at Carlsbad. I never knew. If things had gone down better for the CS there. I could have killed Jude.

    Looking over at Jude, the ex-CS Sniper frowns.

    "Darling I got to take care of a few things outside. Sit pretty and stab the guy, casual like, on your left, the one with the ugly mustache and plasma rifle."

    Suppressing a groan Z sets the cigar down on the small table next to her chair and thinks about how the missing arm should hurt more. Shock?

    Remaining hand free now, Zieja snatches the Vibro Blade on her chest plate and pounces up and around to her left. Seeing the CS Commando Sammy referred to she stabs out at his neck. His nasty grin disappears as his head is removed from his neck. Whatever dastardly deed he was going to do. Stopped. Seeing more CS in the area Z reruns the blade to scabbard.

    Summoning inner strength Z boosts her Vigor and concentrates on running.

    ((Free Action: Boost Vigor. Free Action: Speed Pace 30))

    Racing across the room Z stabs a CS Commando in the back of his neck. As he drops lifeless Z feels queasy as her mind try’s to use he left arm too. Vomiting on another CS man’s face actually distracts the goon. Humble punts the fuck tard out of the building.

    Making her way back towards her chair Z is fuzzy headed.

    ”Dr. Bradford wants your head on a platter.”

    Startled Z realizes a woman in non CS armor and gear is behind her...about to try and cut Z’s neck. Vision blurry Z drops to one knee as the assassin cuts. The blade goes over Z. Dropping and rolling Z comes up next to the Assassin. With Tunnel Vision Z strikes out, fist to throat. A sick crunch and the women crumples to the ground.

    ”Ass hat. Only a amateur announces their intent before striking.”

    Z drops back into the chair just before Sammy plops right down next to Z with a fresh cigar in hand. "So what did I miss darling?"

    Picking up her own cigar off the table she smiles:

    “Nothing unusual for this group.”
Accounts

Discord: Daniel (Lars)

Savage Rifts Game Master
    • The Black Company
    • Machinations

Savage Rifts Player Characters
  • Niki NEMA Peacekeeper / Commando
    Adventures Inc. GM - Venatus Vinco
  • Mercer Mercenary Exiled RCSG
    Mercy Six GM - Pender Lumkiss
  • Boon Psychic & Mechanic
    Phaseworld GM - Ndreare
  • Blackfish Combat Mage / Ogre
    Tomorrow Legion 12th AAT GM - Snake Eyes
  • Player Account 6 Unlocked & Unused.
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Jude Maverick
Diamond Patron
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Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Jude Maverick »

Notice 6 Success
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Common Knowledge 7 Success
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
***

Jude straightened up from his vomiting only to turn and see...himself winking at him as a CS commando thumped to the floor at his feet.

“Next time, remember to watch your back, I haven’t got time to babysit you throughout this entire battle."

“Well, now, if that wasn’t the handsomest merc I’ve ever seen…” Jude mused. He pulled a flask of whiskey from his belt and took a long swallow to steady his nerves and clean out his mouth.

Jude made his way back to where Zieja, Diamond, Crystal, and Tesse sat in the midst of all the chaos, trying to work and maintain cover at the same time.

“How’s it going?” Jude asked the Diamond, Crystal, and Tesse, keeping his head low. He took a few potshots at the remaining commandos.

Then Jude duck waddled over to Zieja. “We really need to get that arm bandaged,” Jude said. He’d grabbed the first aid kit from behind the inn’s desk and popped it open. He’d get his hands on that IRMSS if he could, but he wasn’t sure he could use it. It looked to be magicked up with TW gizmos. “You look like you need this more than I do.” Jude handed Z his flask of whiskey.

“Hey, Samuel. So which life are you on now?” Jude asked. “I might have a tin of tuna in my pack in the Ranger, if you want it. Provided I get out of here alive.”
Healing 5 Success 1 Wound recovered
This shouldn’t count toward the success total since I’ve already made my roll for this scene.
Healing [dice]4[/dice]
Wild [dice]5[/dice]
***
Conditions
*Toughness: 13 (6) (Old armor)
*Has the data chip
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Carlos Caravello
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Posts: 55
Joined: Wed Oct 04, 2017 12:18 pm
Location: The Black Company

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Carlos Caravello »

Notice 5 suffer a -6 penalty
[dice]0[/dice]
[dice]1[/dice]
Shooting 9 success with a raise
[dice]2[/dice]
Wild [dice]3[/dice]
Ace: [dice]4[/dice]
Ace: [dice]5[/dice]
Hearing the familiar sound of a vibro-blade being unsheathed Carlos instinctively leaps out of the way just in time to avoid a slash from an undercover CS operative. Vello winces with guilt when the man brings up the death of CS soldiers at Carlo's hands. However, his battle training overtakes his feelings as puts some distance between him and his attacker then he unslings his plasma rifle and takes aim, "Go to hell, and tell your brother I said hello."

Hitting the man dead centre with a firey bolt of plasma he practically disintegrates from the intense heat. With nothing left but a pile of ash, Carlos grunts, "That's what you get for bringing a knife to a gun fight." Staying behind cover he scans the crowd and picks out the CS operatives, now that they've blown their cover he can tell who they are by their tactics and the way that they move. He takes precision shots at those in the open, each time moving himself closer to the hotel door. Seeing one of the operatives lob a grenade he shifts his aim and shoots the grenade out of midair, causing it to air burst above the CS solider - killing him with his own weapon. Reaching the door, Carlos keeps the CS squad at bay while the others move to help. One errant blast from somewhere flies over his head and destroys the hotel bar.

"That alcohol abuse!" He yells as he opens fire with a full-auto hail of plasma in the direction of the shooter. Taking a forlorn look back at the bar he sighs, "I guess we're drinking degreaser tonight."
Character Information
Carlos Caravello
Armored Stats: Strength d12+2; Pace: 8; Toughness: 20 (7), +2 Ranged Attacks, +2 Stealth (wilderness)
Bennies 4/4
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Thrudh Zebrem
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Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Thrudh Zebrem »

Thrudh looks around in a panic. "Ya filthy jokers done blown up the bar! That does it! NO MORE MR. NICE THRUDH!" He proceeds to lob shots at anything that looks like it might be pointing guns into the lobby.
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
Edit Sig
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sammy
Posts: 142
Joined: Fri Aug 25, 2017 11:06 pm

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by sammy »

Sammy, lounging on the couch smoking a cigar talking to Z and Jude hisses when the bar explodes. Angrily he hisses at Jude, " Jude, you know I used up about eight of them last time we met... Not the bar!". Sammy leaps onto another CS operative and wacks them in the head with his TW pistol named sunshine. Blamn, Meow that will leave a mark. And so Sammy goes leaping from one operative to the next( or at least what he thinks are operatives in his blind rage), giving each one the what for until he reaches the flame and explosion ridden bar. Meow, just when I was getting thirsty. Sammy spies a bottle of whiskey and snatches it up as if cradling a baby. He looks back at the line of people lying on the grounding the lobby unmoving. I sincerely hope they were all god damn dirty no good CS operatives, but at least this whisky is safe. I will pour 'Vello a glass if that is the last thing I do.

Sammy yells over at Vello, " Meow, Vello I got one bottle here. Hell has yet to arrive!"
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver
Bennies
Bennies: 4/3
  • +1 optional dream state
    +1 High post rate
    +1 F and G
    -1 Skill trick
    -1 hell pillars
    -1 Fetetic hand to hand combat
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Blackfish
Daniel (Lars)
Posts: 127
Joined: Sun Jul 16, 2017 1:52 pm
Location: 12th AAT

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Blackfish »

What the fuck!!!!!

Momentarily jolted out of her state of shock, Zieja sees the bar explode and literally growls out, "Noooooooooo!"

With a momentarily clear head she, one handedly, lifts her CP-50 Sniper Rifler up and blasts the closest CS operative into smithereens.

"Damn CS! Hahahhahahah Damn the CS!"

Slumping back to her chair she mumbles, "Need a drink....ha...need a f'n arm."
Accounts

Discord: Daniel (Lars)

Savage Rifts Game Master
    • The Black Company
    • Machinations

Savage Rifts Player Characters
  • Niki NEMA Peacekeeper / Commando
    Adventures Inc. GM - Venatus Vinco
  • Mercer Mercenary Exiled RCSG
    Mercy Six GM - Pender Lumkiss
  • Boon Psychic & Mechanic
    Phaseworld GM - Ndreare
  • Blackfish Combat Mage / Ogre
    Tomorrow Legion 12th AAT GM - Snake Eyes
  • Player Account 6 Unlocked & Unused.
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Hans Greuber
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Posts: 643
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Location: The Black Company

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Hans Greuber »

"Now it may not be fancy, but I have some 'Engine Degreaser' brewing up. If you talk nicely, and pay up, I would be willing to share it with you. It would knock you scrawny types for a loop."
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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Blackfish
Daniel (Lars)
Posts: 127
Joined: Sun Jul 16, 2017 1:52 pm
Location: 12th AAT

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Blackfish »

"Ohhhhhh bring it Dwarf man. I will, quote, pay, end quote, for some degreaser. I'll drink you under the table!"

Zieja laughs and slumps sideways in her seat.
Accounts

Discord: Daniel (Lars)

Savage Rifts Game Master
    • The Black Company
    • Machinations

Savage Rifts Player Characters
  • Niki NEMA Peacekeeper / Commando
    Adventures Inc. GM - Venatus Vinco
  • Mercer Mercenary Exiled RCSG
    Mercy Six GM - Pender Lumkiss
  • Boon Psychic & Mechanic
    Phaseworld GM - Ndreare
  • Blackfish Combat Mage / Ogre
    Tomorrow Legion 12th AAT GM - Snake Eyes
  • Player Account 6 Unlocked & Unused.
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Thrudh Zebrem
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Posts: 264
Joined: Sat Apr 01, 2017 9:57 am

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Thrudh Zebrem »

Thrudh snorts. "Better watch out, Hansie. The one armed killer woman's gonna outdrink ya!" He laughs a monstrous belly laugh.
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Maximilian
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Posts: 548
Joined: Wed Mar 08, 2017 2:37 pm

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Maximilian »

Max's voice comes over the 13th's radio. "Any of those Black Company whelps have an absorbent hide? Maybe we can use that dwarf's beard? I'm going to skin them alive so I can clean up Nadine's interior. I've got CS guts everywhere. General Mav...fudge. Cantrell, permission to obliterate the murderers?"
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature
EP Ledger
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Markus Berger
Posts: 361
Joined: Wed Dec 28, 2016 6:50 pm

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Markus Berger »

Danger Sense (Notice Roll): 6 (with -2 for the scene)
OOC Comments
Roll (+2 Sight and Hearing based - Cybernetics): [dice]1[/dice]
Wild Die: [dice]0[/dice]
Four well trained undercover CS operatives pass by Markus. The leader lifts his face plate on his helm, a dark haired brown eyed human nods at Markus, "We got orders, end this cesspool. To many D-Bees, we have to save this planet for us." The leader tosses Markus a satchel. "Put it underneath the Titan. We hear a Dog-boy is its pilot." The leader plus three commandos dressed just like other Glommers blend into the crowd rushing into the hotel. Inside the hotel, one of the commandos grabs three of Ben's tentacles, with his free hand he shoves a gun into Ben's good eye.
Markus salutes them.
"Be strong, and keep yourselves alive, brothers."
He weights the satchel. It would be nice to blow the dog Dbee abomination to the skies, but he has orders, and those orders force him to keep helping the legion, and Maximilian too, even if it is a Dbee. Dogboys. God, he hates Amerika. What's wrong with normal good old fashioned dogs, that these crazy people needed to transform them into monstrosities.
In the ensuing chaos, he reacts as he is trained to do... killing the most dangerous DBess he can set his sights on. He aims at the explosive wearing DBees inside the hotel and proceeds to snipe their heads off from a safe distance.
Shooting: 4 (Simple success)
OOC Comments
Roll (+2 armor -2 scene): [dice]3[/dice]
Wild Die: [dice]2[/dice]
Benny to reroll.
Roll (+2 armor -2 scene + Elan): [dice]4[/dice]
Wild Die: [dice]5[/dice]

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Daniel »


Image
  • Ben drops his IRMMS med kits about the room. Moving about to help where he can. Looking at Z he just shakes his head and moves on.

    Seeing his friends, Grilka and Erenale, D-Bee's and part of the hostages that were being assaulted by the CS, Ben screams when he sees them both shot dead.

    The Squid Man's head turns to see who shot them. Looking at Markus, Ben realizes who the man is. A SET member. Growling and in a gravely voice Ben yells: "I understand why you did it you vile man, killing them stopped them from activating the bombs! The dead man switches are frozen as ... but ... Why! Why couldn't you have tried to save them? The many out way the few? Maybe to you. Maybe things would have been worse if you had not shot them! I don't care!"

    A large - no, massive ethereal form starts to materialize behind the member of the 13th and Ben yells: "No Cess! Do not kill him, do not consume his soul. We need all hands on deck and you might start a war between the only ones who are here to help us. I demand justice from the 13th! You all owe me a trial of your teammate, AFTER this is all over!!"

    Looking mad, Ben goes back to helping injured.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Humble
Diamond Patron
Diamond Patron
Posts: 211
Joined: Sun Oct 22, 2017 7:37 pm
Location: Black Company

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Humble »

Seeing heads start exploding as he is regrouping Humble looks around, where is that coming from? Out loud he yells out. "SNIPER"
Notice to find sniper 9, no smell bonus
-2 in addition to scene to actually spot the sniper from bad sight
Notice [dice]0[/dice]
  • Notice Ace [dice]2[/dice],
    • Notice Ace Aced [dice]3[/dice]
Wild [dice]1[/dice]

Parry: 9 (1 from swords)
Toughness: 16 (4)

Humble
Bennies and Resources

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Gargamel
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Bronze Patron
Posts: 193
Joined: Sat Apr 01, 2017 12:43 am
Location: The Black Company

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Gargamel »

OOC Comments
Considering Gargamel's notice roll, he so spotted Marcus
In the crowd, Gargamel had just saved Jude and disappeared back into the throng of people as he saw Ben scream and the hostages with explosives attached to their necks killed. Quickly calculating the angle of projectory, he managed to follow the projectile path back to its origin, the sniper not even bothering to hide.

"Black Company, we got a sniper. Looks like one of these Legion pricks just opened fire and killed the two hostages with explosives attached to them. Thrudh, do I have permission to gut this coward?"
OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

Parry 7, Toughness 14(7)
Armed with Battle Fury Blade, Shard Pistol and Wilk’s 320 Laser Pistol,

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82
User avatar
sammy
Posts: 142
Joined: Fri Aug 25, 2017 11:06 pm

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by sammy »

Sammy has a couple glasses in his hand. Whiskey bottle in the air nearby. The sniper shots and two D-bees dying draw his attention enough that he drops the telekenticky lofted whiskey bottle onto the ground. Meow, just my luck. Sorry Vello, looks like that drink will have to wait. Sammy bounds over picking up a RMSS kit Ben had dropped on the floor. Softy Sammy purrs, Meow, I thought Glasses had those two covered. Someone must have thought otherwise. Did they see something we missed or perhaps they just couldn't help themselves." Sammy shakes his head and doesn't even bother applying the advanced med kit to the two D-bees.
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver
Bennies
Bennies: 4/3
  • +1 optional dream state
    +1 High post rate
    +1 F and G
    -1 Skill trick
    -1 hell pillars
    -1 Fetetic hand to hand combat
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Daniel »


GM NOTES TO PLAYERS
GM (Pender/Lars) Note: All Players receive +1 Benny for great Role Playing and story Narratives and from the success from last round.

TIME/SPACE COUNTER: Roughly 15 minutes have passed since Previous GM Post for a total of 25 from GM Post #1. You are still in the same dimension. Well sorta, at the end you will be fluctuating between realities.

CROSSOVER ADVENTURE (BC/13)
Vengeance Part 2
  • Still mad, Ben moves about to assist the injured. Seething with hate, not his normal attitude, he occasionally looks at Markus.

    The threat of the ballistic missiles arcing downward looms large. A sky cycle zooms behind them trying to shoot them down, however there are just too many for one person to take out. The sky seems to darken even more as the dark rain of death blocks out the little of the sunlight that has permeated its way into Gloom. Ever Night in the city is dimmer with so many missiles in coming.

    Thus far, the crowd has been bombed, shot, rounded up and pacified. The residents of Gloom have begun to realize their are two different sets of heroes vying to help them. For a moment it seemed the heroics of the 13th against the CEALs and anti-dbee mobs had won the crowd over, but the Black Company's supreme efforts against the covert CS commandos had drawn the crowds attention too. It's hard to not be "wowed" by a grenade eating monster. The crowd slows their mad rush to the hotel with blood being spilled in the lobby, and its bar being blown to smithereens. Who wants to see the end of their life come to a head without the comfort of booze? With a sort of surreal sense the Gloom citizens watch the teams each reign supreme, and when encouraged to Move! they resume moving for the hotel.

    The shield has nearly formed and it could not be a moment too soon. With civilians still not being protected from whatever horrors the missiles will deliver it would seem the heroes jobs are not yet done, and some would say it is nearly impossible to get everyone inside and protected.

    The timely arrivals of allies uncalled for, and called for, may help stem that feeling of disappear. A hover craft sets down about 100ft outside the shield perimeter. The Titan woman, Rene, who owns the Arcane Company and is in the running for Mayor to replace Giest, steps out of the craft and is followed by several others. Rene and her people disembark and immediately start directing folks to the Pinnacle Hotel.

    Rip, the Temporal Warrior who worked with the BC and was rumored to have died is with Rene. He has summoned duplicates of himself who are going into homes and getting people to the safety of the shield.

    Next out, from the driver seat is the Shifter named Ailbhe, she bolts for the hotel grabbing a wheel barrel of children on her way. Running behind the Shifter is the OTO leader, Father O'Henri and Portos Williams (the AC HR manager), along with Roland (executive board member of the AC) and a short soldier in fancy Triax armor, maybe a kid or young teenager who is guarding their rear with a plasma rifle. All of them helping the Injured or infirm to get to the hotel.

    Following Lt. Lamar Burton the 24 living members of the Destroyed and deactivated Hammers Mercenary group arrive with sixty remaining members of the Black Company Mercenary Group. All armed and ready. Sgt Hurtt has Command of both groups and has men grabbing up stragglers and ushering them into the hotel.

    Even in her near death state Crystal Clad wanders out into the streets trying to get folks with Dries Marbles Left T-shirts into the safety of the hotel and behind the field.

    Rene looks back at the crashed DHT just in time to see Geist crawl out of the forward smoking hatch. Rene stops to look at the woman, Geist is bloody, most of her teeth are missing, and she only has one good eye, the other beaten closed. Carried on the billowing wind many can hear Giest as she screams with anger and what sounds like an inhuman voice:

    "̷B̴e̴n̵!̸ ̸C̴a̶n̴ ̷y̸o̵u̸ ̸h̶e̵a̸r̵ ̸m̵e̵?̶ ̶B̸l̵a̶s̴t̶ ̸y̴o̵u̸ ̶a̴n̶d̵ ̵b̶l̶a̸s̷t̵ ̵y̶o̶u̵r̴ ̵a̵l̴i̷e̴n̶ ̸h̸o̶t̷e̸l̵!̸ ̵T̶h̸i̵s̸.̶.̵.̴ ̶T̴h̸i̴s̴ ̵i̵s̶ ̵j̸u̸s̸t̶ ̵t̴h̵e̷ ̵b̶e̵g̴i̷n̷n̵i̴n̵g̶ ̸d̸a̵m̴n̴ ̴y̶o̴u̴.̴ ̸S̷h̸e̶ ̷w̴i̸l̶l̸ ̶c̶o̵m̶e̴ ̴f̴o̵r̴t̵h̶.̶ ̴S̶h̵e̷ ̷g̶a̴t̵h̴e̸r̸s̵ ̶h̸e̴r̶ ̸s̵t̴r̸e̴n̴g̴t̷h̸ ̸n̷o̴w̶ ̴B̷e̷n̶.̴.̴.̷ ̶D̶o̷ ̴y̴o̴u̵ ̵h̶e̷a̷r̷ ̴m̷e̶?̵ ̷Y̵o̷u̷r̵ ̵w̸i̴f̵e̴ ̸i̸s̷ ̸g̶a̸t̵h̶e̷r̴i̴n̷g̶ ̵a̵n̶ ̸a̵r̶m̶y̸,̵ ̵t̴h̶i̸s̵ ̵i̸s̶ ̴b̷u̸t̸ ̵t̴h̸e̵ ̶f̸i̴r̸s̸t̷ ̵s̶t̷e̴p̵!̷"̷ ̸

    Geist slides down the forward front area of the DHT and crumples to the dust and ash on the ground with a bloody curse whispers: “Annihilate!

    From above a shrill whine sounds as if the coming of something great and horrifying is about to emerge.

    Alex on his sky cycle frantically broadcasts on all frequencies, "Oh god, find cover... There are too many, Max, Z not again!!"

    The rain of death missiles that are in coming, which were launched from the DHT, are caught in a swirl of black smoke which funnels from Giests fringes twirling upwards amidst the missiles with unreal speed. Fully engulfing the missiles they swell, twist, churn and with a sickening popping sound the missiles enlarge, each 4-6 times larger than before. Each missile radiates a greenish yellow glow and rancid waves of ichor fly off them as the continue to race down towards the Hotel.

    Rene looks like she momentarily looses her composure as she screams: “Death comes for us all!

    Rip looks over at her. More accurately, all the Rip’s turn their heads to Rene at once, then they all look up at the incoming missiles. All the Rip’s run towards Rene, chanting a Spell. It is readily apparent all the allies out helping the civilians get into the hotel and even the civilians themselves outside the protective field have little to no chance to get to safety.

    The crowd in the lobby of the hotel and outside of it with in the shield barrier look at their fellow Gloomers with pain and horror. Is this the final moment a sister will be torn from her brother, a father from son? Then collectively they realize they are in the midst of heroes.

    A mother calls out, "My baby is over there!". A brother yells, "My sister is in that tree!". The coach of the Gloom Globes cries, "The team is on the bus parked here. Help us!". A woman yells, "The orphanage, think of the children!"

    So forth and so forth, cries for help, for loved ones almost overwhelm your senses. Ben softly remarks, "The annihilator spell, not even a Burster or a Flamewind Dragon can withstand it." He points a wavering tentacle at the civilians and the various allies out in the decimated streets of Gloom, " They are not going to make it."

    Then the crowd breathes and looks to the two teams to see which one will save their loved ones and neighbors still not protected by the field and reign supreme!

    Rene yells, "Run! Get to the hotel, get behind the force field. Her annihilation spell missiles will kill anything not inside the hotel!"

    Rene heroically pushes and urges her charges, several children who also got out of the ATV, and those she works with, onward towards the hotel. As the Titan, Rene, sees what Rip is trying to do, the tall AC boss rushes towards Rip, "You'll never be able to power the spell enough with out help. Use my strength Rip!"

    The BC and 13th have ushered as many people into the lobby as they can and now stand at the doorway urging more to run, to get inside.

    Looking out at the street the members of the 13 and BC see so many people, friends, allies, coworkers and innocent orphans and citizens of Gloom still outside. With a stomach turning feeling they see the first of the missiles only a few feet from impacting the ground. This is it. It’s over. So many will die. Will the force field really protect them inside?

    Like a ripple of water moving outwards from a splash, time and space twist like a wave rushing outwards from the group of duplicates of Rip, the time warriors are all holding onto Rene, pulling her power into Rip and forcing a spell to go off. Nauseous, vile, mind bending sickness settles into everyone’s minds as a dimension bending spell goes off. All the time warrior duplicates and Rip drop to their knees and arch in odd directions around the bent over Rene and one copy of Rip says loudly, “Stopped time. Can. Only. Hold. For. Moments. Don’t touch us or...Hurry. Ugh.”

    Suspended frozen in Time the missiles wait to explode. The sheer number of them makes destroying them unlikely, and even if you shoot it it may detonate it anyways. Now is the time to get the last remaining outside of the hotel, into the hotel.

    Will the 13 and BC assist civilians, orphans, the Hammers, or 60 Black Company members inside? Choices are made...

    ... <<< insert Player Actions here >>>

    ...and as the destructive missiles rage forth, time returns to normal, the annihilation spell missiles hit the earth with a deafening roar. A wave of flames and hell blasts outwards.

    The missiles strike the hotel and absolutely decimate the area. The Radio Station, outside of the Hotel, AC building and orphanage alike, all gone along with some random other buildings. The hotel passes into safety, out of phase and behind a force field. There is nothing to see outside the lobby doors other than rolling flames and what look like ghosts flying about screeching. No sign of anyone living outside, no Rene, no Rip, no one (Sorry Rene & Rip can not be saved: they hold the Spell in place, sometimes life isn't fair to heroes).

    Looking around the members of the BC and 13th see who on their teams made it. A head count is needed.

Scene Notes:
Jude Only
Things are never quite what they seem. The baby Altara which is either near Jude or in his hands makes a soft beeping noise. Not cute, not snugly, a mechanical noise. Its a baby bomb! The woman who it was snatched from gets up off the ground and grins as she draws an impressive and large looking Bandito Arms Bigbore weapon out from under her skirt. The gun looks far more terrifying than a normal gun would/should. Jude can just make out the inscription on the barrel (it's that damned big, there is writing on it!): The Sarge sends his best! She points it at Jude with one thing in mind: Revenge! Gun held steady, she seethes, "Don't you recognize me Jude!? After you threw me aside, I joined up with the CS, with one goal in mind. Sweet revenge. Go ahead open your pretty mouth, this gun was designed by my father's friend at Bandito Arms to take care of silver tongues. Just say a word and we'll see how well you talk without a head." She laughs hysterically, "Bye Bye Jude!" Beep... Beep... Beep goes the baby. We suggest you go listen to this song as you contemplate your post lover boy: https://www.youtube.com/watch?v=QcIy9Ni ... tion=share
  • "Ain't that Pretty", (Major Mod on Gun): Jude needs to make a Spirit roll vs Target Number of 18 (The woman is a Wild Card, and Aced the wild die twice! Sweet Revenge) if you fail to "save" you are only able to add half your normal CHA bonus to this action/scene. This counts as a Test of Wills.
Gargamel
Ghosts! Lets hope that ticker of yours is strong! Your heart will sag at the sight of Ghost like being flying around in the fire, thankfully that's towards the end of the scene and should not stop you from doing stuff. Just a reminder Magus, your Hindrance will come into play possibly at the end of your post.
Greed is an Option for EVERYONE
This Part is For Everyone: Prior to resolving the below Scene Modifier you can opt to Get Greedy. Screw death, or the possibility of dying, you only live once (I know you have no clue what I mean Humble lol) So, for whatever reason a nice shiny catches your eye, just out of the boundaries of the force field. Type your scene up and at the last moment add in something along the lines of, oh my look a (item) I'm rushing into the fire to get it then back into the hotel's safety. How this works is, in addition to your normal heroics you take 1 Wound and get ONE ROLL on the Heroes Journey Table. The following Tables are allowed: Magic Items, Ranged Weapons, Melee Weapons or Armor. Note: The wound you take are caused by the Annihilation spell and cannot be healed by any means for 8 hours. Even after that only naturally.
  • Special Note to Libertas and Hans: You both have the Greed Hindrance. Only the two of you can (if you have enough Wounds to spare) do this multiple times, up to 4 times. Just keep in mind, Wounds healed by no means and 8 hours before they can be healed. If you end up with a 4 Wounds from doing it 4 times, then you need to roll on Death and Defeat Table, and you might be out of play for a while. Depending on the roll. Have fun with this. If you want. Greedy SOBs, both Techno Wizards too, says something there.
The Scene Modifier for EVERYONE for this Combat Round
Head Count indeed. Players, it’s up to you who else is saved. This scene is suspended in time for a little. Rip holds time for you. Role Play out who you are going to rescue. Will it be individuals in the crowd that you know? The orphans? Regular Civilians? The remaining BC? Each Player Character ought to go after a different individual or small group. Maybe your leaders direct you (give orders?). Maybe it’s just chaos.... (those that can detect it, realize that not only is Time being altered by Rip, Space is too, you are bouncing back and forth between realities).

Scene Modifier: For this dramatic task you are at a base -2, and 10 overall success must be achieved for a positive outcome. Who will you save, will it be one of your allies, will it be a friendly group of civilians? Will you save everyone or will there be some that just don't make it? YOU Choose your own complication if you so desire. Your own additional complication or something that went wrong for your character. Or you can go epic style and make that complication something only a true hero of the legion can overcome. See below.

Pick one (pay attention to the fact that some have lasting bad effect with them):
  • Normal Complication: Success : grants a +1 Benny at the end of your post. You are at an additional -2 to your dramatic roll. Write out what you do at a -4.
  • Heroic Complication: Success : +1 Benny awarded at end of post, +1 roll on the following HJ table: Cybernetics, Magic items, Range or Melee Weapons. Receive an additional -4 to your dramatic roll, for a total of -6. Failure : will result in an additional Minor Hindrance of Players choice.
  • Glorious Complication: Only true heroes seeking fortune and glory will take this option. Success : +1 roll on the Fortune and Glory table, but you take an additional -6 to your dramatic roll (-8 total). Failure: take a Major Hindrance of choice. Note: this option does not include the additional benny. If you think about auto-acing ... rocks fall and kill you. YOU. Not your character. You. Ok. Cool. Thanks. Suggest you spent those bennies if you have them.

    These are epic rewards. So should your post be. Time and Space just got tickled by Rip. So if you succeed on Double Complication, or Epic Complication, Roll your F&G Or HJ Roll At the end of your Post. Obviously the tickled time space continuum altered and That’s why you have said reward. Oddly, you do realize the change, addition or whatever. You could add in some narrative about it for fun.

    Enjoy!!

    Oh, if you have trouble reading Giest: "Ben! Can you hear me? Blast you and blast your alien hotel! This... This is just the beginning damn you. She will come forth. She gathers her strength now Ben... Do you hear me? Your wife is gathering an army, this is but the first step!"
Image
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Cantrell
Posts: 425
Joined: Thu Mar 02, 2017 10:57 pm

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Cantrell »

Notice 8, CK 5
Notice [dice]0[/dice]
Wild Die [dice]1[/dice]
Common Knowledge [dice]2[/dice]
Wild Die [dice]3[/dice]
-8 Scene Modifier, Shooting 12, 3 Successes
-8 Scene modifier; +2 armor optics, +2 Marksman
Shooting [dice]4[/dice]
Wild Die [dice]5[/dice]
Ace! [dice]6[/dice]
Using Extra Effort + Elan and Inspiration Adventure Card, giving all members of the 13th a +2 to Trait rolls this round[dice]7[/dice] = 12 total, 3 successes
Note, Cantrell is playing her Inspiration Adventure Card this round, granting all members of the 13th +2 to all Trait rolls this round.

"Settle down there, Ben, you're getting the amateurs worked up," Cantrell says as she emerges from the stairwell into the lobby, the optics on her helmet flashing as she takes in the scene, spotting the mangled robotics within the skulls of the D-bees Markus shot. "Those weren't friends of yours Markus shot, they were Skelebot infiltrators. I'd heard rumors in Wichita Falls that Lone Star was working on them, but hadn't seen them in the pseudo-flesh."

Not that Markus knew that when he fired those shots ... if he doesn't get with the program, I'm going to skip the court-martial and put him down myself.

Nudging at the mangled flesh with her armored boot, she makes sure Ben and the others see that she speaks the truth.

At the same time, she spots a woman out of the corner of her eye leveling a BigBore rifle at Jude's head.

He probably deserves it, but I'm going to need that gun, she thinks in the split second before she vaporizes the blonde woman's brains with her particle beam pistol.

"I just need to borrow this for a minute," she says, picking up the explosive-firing weapon and a bandoleer of spare rounds before heading toward the front of the hotel. "You might want to have someone look at that baby, Jude, I think it's beeping."

The trip down the stairs from the roof had given her time to think over the weirdness outside, and Cantrell had an idea.

Back in basic, they weren't allowed trid or holo, but that hadn't stopped one of the city rat recruits from the slums from rigging up a little custom projector that they'd set up after lights out, on the nights the really murderous drill sergeant went inside the walls for R&R. He had the whole thing set up so it projected onto a pane of glass someone scavenged somewhere.

The glass didn't make for a perfect screen, in part because it cracked, and low quality to begin with, full of little bubbles and imperfections. The thing about those little bubbles, sometimes when the projected light hit them just right, the image would get shot off in some other direction, end up on the ceiling or floor or some green recruits forehead, the action from the vid playing out on an unintended screen.

Whatever those mages had done outside, Cantrell had noticed little imperfections and vibrations in the air that reminded her a lot of those bubbles in that piece of glass. And just like those bubbles could send beams of light off course, far away from the original target, Cantrell was hoping a little nudge might send Geist's magical cruise missiles through a time bubble to some far-off dimension full of tentacled aliens or chocolate pudding monsters that deserved to be blown to atoms far more than the good people of Gloom.

"Here goes nothing," she whispers as she takes a knee outside the Pinnacle and brings the BigBore to her shoulder. Using the laser range-finder on her armor, she sets each round to detonate just shy of the stasis-stalled missiles. The BigBore rounds are heavy on powder, not penetrating power, so she's not too worried about setting off the missiles. Instead, she's hoping the concussive force will provide the little bit of nudge needed to guide the blazing rockets of doom through the shimmering holes in reality at the edge of the temporal spell ...

Rolling on Fortune and Glory: [dice]8[/dice]
EDIT: Spending EP to "blow on the dice" and change this to a 6, Spiritual and Determined.
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Thrudh Zebrem
Silver Patron
Silver Patron
Posts: 264
Joined: Sat Apr 01, 2017 9:57 am

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Thrudh Zebrem »

Blaze of Glory
Repair with Armor bonus, less scene modifier and Glorious Complication
[dice]0[/dice]

WD Repair
[dice]1[/dice]
Thrudh shakes his head and hits comms. He glares at any of the 13th still in the lobby as he speaks. "Negative, Garg. If it's a 13th sniper what took out them INNOCENT PEOPLE, sounds like Ben's holdin' Cess'thul back from swallowin' his wretched black soul. That dirty joker's gonna get his, one way or 'nother."
He looks up at absolute hell on earth inbound on their position. "An' 'sides...looks like we got bigger problems. Scrag."
Thrudh bolts outside the hotel to begin hustling whoever he can into the building. He clicks his comms again. "Alright, BC, lotta people ta save, but we sprung a buncha BC that reupped with us. We didn't spring 'em from CS prison ta get blown ta bits here. Let's get 'em inside. Vello, call the play. Aw...scrag!" He watches a small hovercraft crash into a wall, disabling the vehicle.
Women and children. Young children. At least 20. Trapped in a broken vehicle. The doors are jammed.
They ain't gonna make it.
"Got women an' kids in a busted transport. I gotta get 'em movin'. Y'all take care a' our people!"
Thrudh sprints, as fast as his legs can carry him, to the transport. The look on their panicked faces as they cannot start the vehicle, and look up at utter destruction heading their direction, spurs the grackle on. He can hear their screams even before he arrives. "HOLD ON! I got ya!" A quick diagnostic glance identifies the problem. Heaving will all his strength, he wrenches the vehicle from its rubbled mooring enough to begin working on the engine compartment. At an otherworldly pace, he cuts several bad connections and solders together new ones. "So, kids, ya hear the joke 'bout the grackle, the dwarf, an' the android? The grackle, the dwarf, an' the android walk inta a hotel. The fella workin' the desk waves at 'em eight times...got it!" The vehicle sparks to life, but a hastily patched circuit triggers a harmonic resonance that blasts the grackle back against the wall, shattering the visor of his helmet. He waves the vehicle on. "GO ON! GET TO THE HOTEL! GO!"

As he shakes the cobwebs from his head, he realizes the extent of the damage. The legs of his armor are fused and the power core is leaking. He tries for a moment to ignite the laser torch to cut himself free, but finds the armor drained. He pulls his backup radio and dials in Alecto's private channel with one hand, the other grabbing at his cigar pouch.
"Alecto. Listen carefully. Blackwell's alive. He was Frost. He left earth. Black Company's ours...Black Company's yours. My armor's dead an' I'm trapped a ways off from the shield. Saved some kids. Don't know how much longer we got. Turn on yer recorder." Thrudh relays Blackwell's final instructions, and reads off several location coordinates and access codes to Black Company safehouses and depots. He switches channels to the Black Company's broadcast channel. "Black Company, it was my life's pleasure to have worked with each of you. You looked to me as your leader, and I couldn't ask for a greater honor. I nominate Alecto to my position, if someone will second." You hear a click and Thrudh's familiar drag on his cigar. "Hansie, last order, my friend. Take care of Eleanor. Brew up a special batch of degreaser. Share it with the 13th. Put it on my tab --- --- ---"
The connection blasts static, then goes silent as time and space reaffirm their dominance even over the incredible magic of Rip and Rene, and a hellstorm of missiles turns Gloom into a wasteland.
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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sammy
Posts: 142
Joined: Fri Aug 25, 2017 11:06 pm

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by sammy »

Psionics, Glorious complication, 1 Success, lucky break adventure card played
Psionics 4 ISP spent for a +2, -8 from Glorious complication= -6 to psionics Roll
Psionics [dice]0[/dice] Wild [dice]1[/dice] last Benny spent for EF with Elan [dice]2[/dice]
Total= 6 or 4 if +2 from spending 4 ISP does not apply.
Playing Lucky Break, for narrative reasons
Sammy looks down at the two dead D-Bees for a moment. He knocks off the Trolls wig. Meow, Shiny, like a new born Borg... Looks like we got a blessed angel looking out for us... Wow, that Cantrell does not mess around. Hopefully Jude recovers from that big bore smoke-wagon
" Rodger that Cantrell, looks like they are metal... One of your team has an eye for hay seeds. I see a group of civilians that could use some help, it would appear Alkiline grabbed five wheelbarrows full of the infirm and youngins.. Who in their right mind grabs five!" Sammy lights a cigar and takes a puff pointing out at one of the allies that Rene arrived with Ailbhe. Sammy shakes his head bounding out the hotel's door. " She won't make it without some timely assistance. Squids, you said a flamewind and Burster would have no chance." Sammy's voice grows a bit low like a primal growl, " But you ain't mentioned me, and I aim to affect it as long as it takes for Adaley to get behind the shield barrier." Ben seems to want to say something to Sammy, but the fierceness in Sammy's eyes holds his tongue. Sammy bounds out to Ailbhe. She looks at Sammy and whines, " I can't get all these kids and elderly to the hotel in time." Sammy slaps some sense into her.
" Meow, hobble your lip, Avalanche. You will lift those barrows one at a time and proceed to the hotel until all three barrows and the inform and youngin's are safe. If your arm falls off because of the strain, you use your goddamn other one." Sammy steps in front of the wheel barrows paying no heed to the shocked looks and dirty stares he received. Nice you grabbed a load of D-bee haters... He sits on his haunches looking at Rip for the sign of the temporal spell failing.
Time realigns, but Ailbhe has barely managed to get one barrow to the hotel and is on her way back for the second. Everything goes sideways, and Sammy true to his disposition reaches out for the hell-fire converting the energy into powering his deflection field. But this energy was nothing like Sammy has ever seen or experience. It pushes him back four feet into the back of one of the wheelbarrows. " More your Ass, Abadore!! Its burning, Its burning!!" Three Barrows left... Two left..." One of the kids in the barrow his back is pressed up against pats Sammy on the head like you would a normal kitty kat. Sammy is barely standing. Meow, where can I send this energy, try to release it... I need something capable fo holding it... Thrudh! Sammy scans the roads, streets and buildings. He sees Thrudh out there trapped and slumped. Their eyes lock for a moment and he is holding his cigar pouch wide open, beckoning his companion, nay his friend to channel the annihilating energy into it saving the group of innocents. Sammy howls in pain releasing the torrent of energy at Thrudh and his pouch. There is no way possible for Sammy to channel all the energy of the legendary spell, and as luck would have it, just before it would have killed him, Ailbhe grabs the last barrow and Sammy ( by the scruff) and books it behind the shield and into the hotel lobby as the third, fourth, fifith and sixth waves of missiles hit.
The cigar pouch smacks him in the face like a rail gun round, knocking Sammy out. Had been conscious he would have seen his Friend Thrudh give him one last puff, yelling something into his comms.


F and G roll
[dice]3[/dice]
Fortune favors the bold
Brave edge, +1 Benny to start each session
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver
Bennies
Bennies: 4/3
  • +1 optional dream state
    +1 High post rate
    +1 F and G
    -1 Skill trick
    -1 hell pillars
    -1 Fetetic hand to hand combat
User avatar
Hans Greuber
Diamond Patron
Diamond Patron
Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Hans Greuber »

Greedy Dwarf
Hans will be taking 3 wounds to get 3 rolls on the HJ tables. Using his Lucky Break Action Card to reduce this to 2 wounds.
  • Enchanted Items & Mystic Gadgets
    • [dice]4[/dice] - Your hero is in good shape with a TW Shard Pistol at her side.
    • [dice]5[/dice] - When it’s time to negotiate with strange visitors just arrived through a new Rift, your character’s Communications Band is a vital asset. This upgraded item also enhances the user’s vocal output, granting him a +2 Charisma whenever he is speaking or otherwise using his voice.
    • [dice]6[/dice] - The TK Revolver is a favorite among Techno-Wizards and those who don’t like keeping up with ammunition.
    • Duplicate... Reroll... [dice]8[/dice] - You may choose any one of the previous results.
    • Made of a wood unknown to most of the world, your character’s elegant staff is a powerful weapon and tool for magic work. The staff has 10 PPE (which regenerate at the same rate as the caster), grants a +1 to all spellcasting rolls for AB: Magic and AB: Miracles, and contains two spells (powers) of the player’s choice, which can come from any list. Finally, it’s a combat-worthy staff (Str+d6, Reach 1, Parry +1, two handed) that even does Mega Damage if 2 PPE is channeled through it that round.
      • Will be changed into a different base item than a Staff. Wooden weapons?!? No self respecting Dwarf would use one.
        Powers
        • Heal
        • Greater Heal
      Turning in the 10 and the 7 (Shard Pistol and Communications Band) for a 1 (Magical Staff)
      • Made of a wood unknown to most of the world, your character’s elegant staff is a powerful weapon and tool for magic work. The staff has 10 PPE (which regenerate at the same rate as the caster), grants a +1 to all spellcasting rolls for AB: Magic and AB: Miracles, and contains two spells (powers) of the player’s choice, which can come from any list. Finally, it’s a combat-worthy staff (Str+d6, Reach 1, Parry +1, two handed) that even does Mega Damage if 2 PPE is channeled through it that round.
        • Will be changed into a different base item than a Staff. Wooden weapons?!? No self respecting Dwarf would use one.
          Powers
          • Growth/Shrink
          • Drain Power Points
Dramatic Task 8 Raise
Repair/Knowledge: Engineering/Arcana at Glorious Complication at -2 total
  • -2 due Scene, -6 due Glorious Complication, +2 with any of those skills, +2 due Machine Maestro on the Gadget
    • Gargamel added an additional +2 from his Inspiration Action Card
Skill: [dice]0[/dice]+2
Wild: [dice]1[/dice]+2
Bennie #1
  • Skill: [dice]2[/dice]+2
    Wild: [dice]3[/dice]
+2
Result: 8 - Success with Raise. Due to the Glorious Complication, Hans will get a F&G Roll... [dice]7[/dice]
  • Smart and Learned: Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills.
    • Healing
    • Knowledge: Cybernetics
    • Knowledge: Computers
[/list]
Seeing that most of the people will not be able to get into the shields, Hans has one conclusion... you have to enlarge the shields. With how short the barrage will actually last, Hans realizes that if he gets his Gadget to empty all of its remaining energy for those few critical seconds, he can enlarge its area. The Force Fields, however, may be burned out for a while afterwards. It would hold for the barrage, however. Looking again to the Gadget he used to up the Force Field's power, Hans takes out his tool kit and modifies it. It is all about the power flow. By removing the harmonic resonance capacitator and bypassing the temporal regulator, he can milk every last bit of juice out of it for the few precious seconds needed and increase the radius of the field another 50 feet. Less than a minute later Hans is smiling behind his helmet.

Not even Thrudh could say he could have done that any faster. Time to... S**T! Those guys aren't going to make it in time. Those Glitter Boy suits of armor don't just grow on trees. This is going to hurt. A lot.

Looking over his handiwork, Hans gives the assembly a hard look, takes out his biggest wrench, winds up, and smacks it as hard as his suit of armor can in just the right spot.

CLANG!!!!

With that, the shape of the projected force field changes; it flattens out, barely covering the top of the Space Ship Hotel. It does, however, project further out into the streets, just far enough out to protect those Black Company Glitter Boys that Hans was so concerned with... as well as the people they were carrying. It was not, however, far enough to protect Thrudh; stopping well short of the leader of the Black Company .

Just as Hans predicted, however, it does hurt him. A lot. Waves of energy course through his body... Gamma Radiation, Temporal Energy, Necrotic Energy, Simple Electrical Energy, and some types of energy that Hans may have just discovered via the hard way. His body winks in and out of existence for a few seconds before settling down, smoke and steam rising from all over his convulsing body.

As his convulsions subside, Hans notices some memories of things he has never done, and places he has never been. Some of these memories also tell him that on his wrists are mithril bands, and that they hold magical power. As he regains control of his body, he finally drops the wrench and sits down.

F**K, that hurt!
Last edited by Hans Greuber on Tue Dec 19, 2017 1:10 pm, edited 5 times in total.
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
User avatar
Blackfish
Daniel (Lars)
Posts: 127
Joined: Sun Jul 16, 2017 1:52 pm
Location: 12th AAT

Zieja Crossover Story Post

Post by Blackfish »


Dice rolls and Results

Note, Cantrell is playing her Inspiration Adventure Card this round, granting all members of the 13th +2 to all Trait rolls this round.

Glorious Complication
: Only true heroes seeking fortune and glory will take this option. Success : +1 roll on the Fortune and Glory table, but you take an additional -6 to your dramatic roll (-8 total) Which is -6 because of ACard. Shooting d8 [dice]1[/dice], wild die [dice]3[/dice], Ace [dice]0[/dice], Ace [dice]2[/dice] = 8 and is a Success w/ Raise = F&G Roll: [dice]9[/dice] = Agility add 1 die type and Ambidextrous Edge (Awesome! I have one arm! lol).

Greed: Take 1 Wound and get ONE ROLL on the Heroes Journey Table. The following Tables are allowed: Magic Items, Ranged Weapons, Melee Weapons or Armor. Note: The wound you take are caused by the Annihilation spell and cannot be healed by any means for 8 hours. Z takes the one wound, HJ Roll: [dice]10[/dice] = Staff
  • Jude turned to Zieja, where she lounged half coherent in the chair. “Z...I…” Jude took a breath. ”In case I don’t make it, would you see my sister gets this?” He handed her a data chip. “Her name is First Lieutenant Nicole Maverick, of the Sixth Mobile.”

    Jude paused, unsure. Then he leaned down, entwining his fingers in Zieja’s black hair as he pulled her up a bit, kissing her deeply and passionately.

    Jude flashed Z a smile as they came up for air. “Just something to remember me by.”

    And then he was racing out of the door.

    Holding the Black Blade, called the Annihilator, loosely in her right hand Zieja had suddenly gripped the hilt tightly.

    Instinct had almost caused her to stab Jude, instead she inwardly thought: You kiss like your sister. Passionately. Poor Jude, so much you don’t know. I nearly killed you in Carlsbad. I knew your sister. I almost gutted you for kissing me just now. I’m pretty sure Sammy is the only cat alive that knows the whole truth, or knew it, he seems to have lost parts of the story. The CS tested that damn memory muddling machine there. Thank you for that kiss Jude, cleared my mind. It would probably be taken wrong by you lover boy if you knew how much I love you. Just. Not like I loved her. So much you’ll never know.

    Shaking her head to clear it more Z summoned her inner strength and stood up. Fortifying her already substantial Vigor and preparing to run she turned towards the lobby exit. It didn’t matter that she had but one arm, she would bolt out there and help those in need. A promise was make, she would keep the 13th alive. Seeing Jude outside Z started to move but stopped.

    Several CEAL undead where racing towards Jude. He hadn’t seen them yet. There were half a dozen closing in on him, from behind him. Stabbing the Black Blade into the ground before her, Z pulled the CP-50 CS Sniper Rifle around on the combat sling and lifted the high powered rifle up into position with her one arm. Looking through the pre-Rifts Ty10 Scope Z aimed at the first creatures head.

    Feet separated shoulder width wide, right hand holding the rifle as steady as she could with one arm Z breathed in, held her breath a moment, pulled the trigger slowly, breathed out. Through the scope she saw the head of the CEAL mist into blood and bone fragments.

    Angling the rifle a bit more to the right the front end of the rifle tilted downward, safely away from anyone as Z moved forward to get a better vantage point in order to continue firing on the CEALs. With psychically enhanced speed she covered the distance to the front doors as fast as a Juicer would.

    A sharp whistling sound and momentary pain in her left shoulder made her look down. There attached to her left side, like some alien Obsidian Metal was what looked like a bionic arm. In a soft glow, a sickly green in color, was the alien script written down the black metal arm, the same as on that black blade, Annihilator.

    A quick glance confirmed what Z already instinctively knew, the Black Blade has changed form and attached its self to her like a black alien metal arm.

    This day only get weirder. .....Jude.

    With two arms Z lifts the rifle up and fires on the last remaining CEALs behind Jude. Vaporizing each in rapid succession she smiles. Until she sees Jude rushing back with Giest!

    Jude unceremoniously dumped the Necrotic Techno Wizard onto the cold lobby floor and raced back out to save more people. Must be more girls outside.

    Returning the rifle across her back on the sling Z walked closer to Giest. As the woman was standing up Z noticed that the hand which the Ex CS Commando has chopped off was replaced now, with who knows who’s hand. Giest wore the hand as her own now using Necromancer powers.

    The women locked eyes as Z approached the “Ruler” of Gloom.

    "Ah, you took Annihilator. I think I might let you keep her for now. Let her corrupt you some before I take her back."

    "Stole a hand off some poor person you killed? I am going to cut you into pieces witch."


    Slowly circling each other Zieja lifts up her Flaming Sword, holding it two handed and activates it. Giest grunts with distaste, brushes her short cropped blonde hair from her face, and pulls out a pouch made of leather. Removing two small bones she replaces the pouch in her pocket. Holding a bone in each hand, suddenly large 5 feet long, sharp tusk like bone swords grow into her hands. Each ivory bone blade drips a sickly looking greenish orange ichor.

    Stopping the circling, Giest leans forwards into a two sword attack position and Z lifts her sword up high over her head. Poised, both strike simultaneously. Giest's feet dance like swirling smoke in a heavy breeze and she cuts and thrusts the two bone blades out at Z, who for her part leaps forwards blindingly fast and slashes the red flaming sword down from above at Giest.

    Sparks ignite off the bone blades from Zieja's sword and the side of Zieja's armor drips a watery, fetid discharge from being struck as the two move around to face each other from where the other was once standing. Z's face slowly turns from stone cold to sweaty and pale.

    Giest snickers, "What is your name woman. Tell me before that poison burns the rest of the way through your armor and into your heart."

    "Her name is Zieja! She is going to kill you bad lady!"

    Both Giest and Z look over at a, maybe 6 year old, little girl. Before Z can say anything, Giest side steps closer to the child and opens her left hand, the bone sword shrinks and pulls its way into Giests skin disappearing, leaving a small stain of blood on her palm. Z starts to move, but Giest yells, "Don't!" and plunges her left five fingers into the child's head. Each of Giests left five fingers sink about an inch into the top of the girls head and her face shrivels slightly and her eyes sink inward.

    Half way to Giest, Z says, "What are you doing! Don't hurt her. I surrender."

    The flaming sword deactivates and is dropped to the floor. The former CS PSI Commando looks pained as the poison continues to burn into her armor. "Let her go Giest."

    "Kneel Zieja and I will remove my fingers from this child's head."

    Slowly Z drops to her knees before the Ruler of Gloom. "Let her go Giest."

    With a nasty grin Giest says, "Okay", and pulls her fingers up and out of the child's head. As the girls drops dead and lifeless a ethereal wind pulls from the dead girl and enters Giest's body. Looking more alive the woman laughs as she reaches for Zieja's face with her empty left hand.

    "No!" Surging upwards Z bashes aside the right hand of Giest which still holds a bone sword, droplets of ichor splatter across Z's left side, the armor she wears hisses upon contact, the black arm seems unaffected. Giest grabs Z's head, from behind and pulls her forwards, much like Jude had just minutes before, but with ill intent. As Giest opens her mouth, inhumanly wide, her sharp teeth reach out for Z's face.

    The Black Arm attached to Zieja's left side twists, inverts, and lands hilt first into Z's open right palm, now shaped like a demonic looking Obsidian sword. Pushing the blade straight out at Giest the woman leaps back in pain, only the first few inches of the blade managed to cut into her. Once again with one arm, Z grins up at Giest and laughs.

    Giest kicks her in the face.

    Dropping to her side Z's head bounces back upwards from the impact with the floor. The sword returns to Z's left side and the Ex Commando pushes herself upwards, two handed, and stands up to face Giest.

    Looking from the dead child to Giest, Z says: "I am going to kill you."

    Mouth still open, too wide, with her sharp needle like teeth displayed, Giest chuckles.

    Bolting forwards Z feigned a right upper cut punch, then straight jabbed out with her black metal fist and with a telekinetic powered punch, punched Giest in her nose. The woman's head snapped back and blood trickled out of a nostril. As Z stepped in closer to follow up with more punches, Giest shirt opened and a snapping tentacle like creature bit outwards at Z. Biting onto Z's shoulder, Giest head butted Z, which dropped Z to her knees. Z grabbed onto Giests wrist, where the woman had several bracelets on her arm. Giest said: "Let go bitch."

    Releasing Z from her grip, the Commando rolled right and away from Giest. Coming up in a defensive fighting stance Z look at Giest.

    Giest seemed angry now.

    "Bring me home Scara. I want to get more of our elixir and use it on these meddling Mercenaries and freaks from the Legion."

    Z struck out with her left fist but Giest was gone. Vanished.

    Holding onto one of the bracelets from Giests wrist Z looked at the dead child and the sobbing woman who sat next to the lifeless girl.
Accounts

Discord: Daniel (Lars)

Savage Rifts Game Master
    • The Black Company
    • Machinations

Savage Rifts Player Characters
  • Niki NEMA Peacekeeper / Commando
    Adventures Inc. GM - Venatus Vinco
  • Mercer Mercenary Exiled RCSG
    Mercy Six GM - Pender Lumkiss
  • Boon Psychic & Mechanic
    Phaseworld GM - Ndreare
  • Blackfish Combat Mage / Ogre
    Tomorrow Legion 12th AAT GM - Snake Eyes
  • Player Account 6 Unlocked & Unused.
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Firehawk
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Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Firehawk »

Heroic Complication - Psionics 11 raise
Heroic Complication -6, Cantrell's card +2, Major Psionic: spend 2 ISP for a +1 = -3 total

Psionics: [dice]0[/dice]
WILD dye: [dice]1[/dice]
EXTRA EFFORT = [dice]3[/dice]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
a woman wrote:"The orphanage, think of the children!"
Firehawk veers helplessly toward the orphanage as the arcane missiles begin to rain down on Gloom. No! There's not enough time!
Suddenly a loud commotion in the street below draws his attention:
Rene wrote:"Run! Get to the hotel, get behind the force field. Her annihilation spell missiles will kill anything not inside the hotel!....You'll never be able to power the spell enough with out help. Use my strength Rip!"
Rene? So..you chose to come here and help Gloom instead of remaining safely tucked away in your Vault. Perhaps I misjudged you earlier.

As the missiles slow to a crawl in mid-air, Firehawk sees the chance Rene has given him. He gives a respectful salute to her before diving toward the orphanage as a gaggle of kids burst out of the front door, frightened and confused. As they pour out of the orphanage a sudden twist in the fabric of space-time, no doubt a side-effect of the strange time warping spell Rene is maintaining, ejects a spray of assorted debris and a many-tentacled horror that quickly begins to lumber toward the defenseless kids. One of the kids, no more than ten years old, bravely grabs a sword off the street that appeared when the time warp spewed forth the beast and struggles to lift it in defense of the other children. One of the tentacles from the oozing thing creeps closer and closer to the kids. The pint-sized warrior manages to get the sword up to rest over his shoulder and then, with a final exhaustive heave, brings the blade crashing down blindly to the street in a weak swing. But as luck would have it, he manages to nip the tip off the tentacle trying to tear him to tatters. The oozing horror-slug rears back and shrieks in rage and pain. Before it has a chance to recover and renew its attack on the children, Firehawk blazes down and burns the creature to a crisp with two firebolts.

He lands beside the boy, who is still holding on to the handle of the sword with the tip on the ground. The kid watches Firehawk land with eyes as big as saucers, terror and adrenaline temporarily overriding his motor functions. Firehawk gently reaches down and pries the sword handle from the boy's grip. "Better let me have that, son," he says in a reassuring tone of voice. "You did well to protect your friends and help me dispatch that demon. Well done! But it would be unsafe for me to let you carry that blade around as you could hurt yourself or your friends here." He then turns and addresses the crowd of kids and says loudly, "You all need to get to the Pinnacle Hotel! Now!"
Libertas wrote:He looks towards the orphanage, and draws on the power of the staff; his eyes pulse with the same glow as the quartz. "Children! All of you! Get in line; the largest of you need to carry any who cannot walk. Now walk, quickly, towards the hotel, double-file. No running, when you get inside, take a seat against the wall facing the doors, until we can get you someplace better."
Firehawk, having not heard Lib's arcane-enforced marching orders to the kids, watches in amazement as the children quickly line up in an almost preternaturally efficient manner and move steadily toward the hotel in neat rows. He nods to himself in satisfaction at the scene, confident that it was his commanding presence that the children were responding too. Yeah, that's it. That's exactly what happened! He tucks the confiscated blade safely into his harness and launches himself into the air to cover the kids as they move to the safety of the hotel lobby.
Rip wrote:“Stopped time. Can. Only. Hold. For. Moments. Don’t touch us or...Hurry. Ugh.”
The missiles begin to slowly accelerate once more as it becomes apparent Rene and Rip are beginning to lose their strength maintaining the time warp effect. Firehawk watches the last of the children from the orphanage enter the safety of the shield, which has been expanded somehow. Excellent! The orphans are saved and I will be able to make it to safety as well. With time to spare, even-
A brother wrote:"My sister is in that tree!"
"I'm on it," Firehawk shouts confidently to the frightened brother as he banks away from the hotel. He swoops over to the tree in question only to find a young girl sitting on an impossibly high tree limb. The tree is littered with more detritus from a similar warp in spacetime that produced the tentacled horror near the orphanage. Clearly the girl climbed the tree to see what interesting toys she could find. She's nonchalantly kicking her feet back and forth while examining a funky looking blue-hued shotgun, blissfully unaware of the impending apocalypse surrounding her. Oh, Z will love you.

As the girl lifts the shotgun up to get a better look directly into the barrel, Firehawk deftly swipes the gun from her grip with one hand while scooping her into his remaining arms as he flies by. He looks at the shotgun, then back to the girl in his arms grinning up at him as he turns back to the hotel. He mutters to himself, "Cripes! Why are the children of Gloom so heavily armed? It's like Da Nang all over again!"

Firehawk careens back toward the hotel as fast as he can, but he fears it is too late as the thunderous detonations behind him start to catch up with terrible swiftness. The force field gets closer and closer but the missiles are faster. He stretches out to keep the girl ahead of him as the completely unfamiliar and terrifying sensation of the arcane fire from the Annihilator spell begins to actually burn the burster's taloned feet. Thankfully, the extended force field envelops him too and prevents further damage as he crashes to the ground and rolls to a stop, the girl safely tucked in his arms and the pleasant aroma of roast chicken emanating from his charred feet.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
2 HJ rolls
2 rolls on Magic Items HJ table: [dice]2[/dice]
Iceblast shotgun and Draining blade
summary
+1 benny -1 for xtra effort = +0 benny
+1 wound
-2 ISP spent
2 HJ (magic items) rolls: iceblast shotgun and draining blade
Last edited by Firehawk on Thu Dec 21, 2017 3:32 am, edited 15 times in total.
FIREHAWK
FIREHAWK
-Burster-
1 wound - burned feet
Charisma: 0 (-4 w/ CS); Pace: 4(d4 running), Flying: 6(12); Parry: 5; Toughness: 6
Four Arms: One additional non-movement action with no MAP
Improved Flame Bolt: 6d6 damage (12/24/48)
Low Light Vision: Lyn-Srial ignore penalties for Dim and Dark lighting
Mentalist: +2 on any opposed Psionics roll, attacking or defending
-Once per round as an action can give an ally an immediate attempt to break out of illusion / puppet / mind walk at +2
-Impervious to all plasma, fire and heat damage; Electricity, lightning and lasers do half damage
-Roll a d10 (instead of the usual d6) when causing damage with fire:
  • Highly flammable targets ignite on a 3 –10
  • Anything flammable catches fire on a 6 –10
  • Things that normally don’t catch fire (metal, ceramics, stone) ignite from a Burster’s flames on a 10, or at least begin to melt
  • Water super-heats and evaporates nigh-instantly on a 10 as well, and boils away over 2d6 rounds on an 8 or 9.


CP-30 Laser Pulse Pistol shots: 30/30
ISP: 0/30
Powers Active

Fiery Aura: 6 MDC Armor, +3d6 to melee damage and damage shield

Adventure card: Turncoat : Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.
BENNIES: 2/3
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Gargamel
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Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Gargamel »


Note: +2 to all traits for the round for all members of the BC from Adventure Card Played.
Adventure Cards Dice Rolls and Results
Inspiration card +2 to all traits for the round for all members of the BC

Glorious Complication -8 - using fighting so +2 from BFB for a total of -4

total of 7 - so 1 success

[dice]0[/dice]
wild dice [dice]1[/dice]
extra effort [dice]2[/dice]


also rushing into the spell - Gargamel suffers one wound
F&G (insert roll here) [dice]3[/dice]
magic items [dice]4[/dice] flaming sword - ugh, considering his patreon item, unless I can have that now?

  • Narrative in below post.
OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

Parry 7, Toughness 14(7)
Armed with Battle Fury Blade, Shard Pistol and Wilk’s 320 Laser Pistol,

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82
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Libertas Magicum
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Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Libertas Magicum »

OOC Comments
Go big or go home--For fortune, glory, and ALL the loot, baby!

-1 for Wound
-2 for Scene
-6 for Glorious Complication
+2 for Edges
+2 for Machine Maestro
Net: -5

TW [dice]0[/dice]
Wild TW [dice]1[/dice]
Success!

Fortune & Glory: [dice]13[/dice]: Smart and Learned (+1 DT Smarts, d6 to 3 Smarts Skills: Investigation, Taunt, Knowledge: Cybernetics)
Three rolls on Enchanted Items HJ table
EIHJ [dice]3[/dice]: Choice: Negotiating with Pender
EIHJ [dice]4[/dice]: Choice: Negotiating with Pender
EIHJ [dice]5[/dice]: Communications Band

Oh, hey, that's three wounds, on top of the one I already got. Let's add in some Incapacitation rolls:

Vigor [dice]6[/dice]
Wild Vigor [dice]7[/dice]
Bennie Re-Roll (can't Extra Effort Vigor rolls for Incapacitation) (Note: Forgot to list the -3 on the re-roll, but it still applies):
Vigor [dice]8[/dice]
Wild Vigor [dice]9[/dice]
ACE!
Running Total Vigor: [dice]10[/dice]

Success: Injury (lasts until all wounds are healed): [dice]11[/dice]: Guts
Guts: [dice]12[/dice]: Battered (-1 Die Type Vigor, down to d4 until healed).
.
Libertas hears the screams and shouts from outside, and manages to make out the word 'missiles'. Dashing outside, he looks up to see the missiles frozen in the air, foul mystical energies coalescing around them, tendrils of which have begun to reach greedily to the life below. And, of course, everyone is running around, screaming, needing saving...

Trust the others. They know what to do. Worry about your own actions--running low on power, not enough hands... How do I....? He breaks into a grin, all of a sudden, and dashes back inside, cutting the destroyed Skelebots free from the fusion blocks, and using the ropes to drag the fusion blocks out into the street.

Then he begins working, faster than ever before, hooking up the two fusion blocks to his remaining kit-bashing gear, and some random bits he finds in the streets. The temporal distortion actually feels... comfortable. Like a fish that spent his life in a tank, discovering an actual stream, with its eddies and whorls. Even his hearing clears up, letting him concentrate on his work, and identify what needs to be done.

Orphanage. Right. Let's get cracking.

As he gets to work, several other Libertases wander out of the eddies of time--alternates with different focuses, but all working together to help him, the whole making a skill greater than the sum of the parts. He notes the one with the cybernetic arm with a bit of surprise, though pleased to see the gems embedded and the runes inscribed on the surface. So it IS possible....

Finally, it's ready. He gets the blocks hooked up to an extended rod, covered with a latice of copper wires, and with a quartz gemstone at the top. The wires connect to a clockwork construction that, in turn, connects to the two fusion blocks. He activates the construct, gears whirring and spinning chaotically, and thrusts the staff directly towards the sky. Instantly, power--So much power--begins to siphon off from the missile closest to the orphanage, becoming an ever-tighter vortex of arcane energy, channeling into the quartz, causing it to pulse in a mix of dark violet and emerald green waves.

He looks towards the orphanage, and draws on the power of the staff; his eyes pulse with the same glow as the quartz. "Children! All of you! Get in line; the largest of you need to carry any who cannot walk. Now walk, quickly, towards the hotel, double-file. No running, when you get inside, take a seat against the wall facing the doors, until we can get you someplace better."

Normally, controlling so many minds would be impossible, even for a master of magic. Ordinarily, a technowizard couldn't even control any minds. But this situation is not 'normal', and Libertas is no ordinary Techno-Wizard. The power of the Spell of Legend courses through his machine, converted by the staff into... something else. That new power courses through his words, and the children are immediately cowed into quiet obedience, moving with almost military precision through the street to the hotel.

As the last of the children enters the hotel, Libertas nods in satisfaction. He looks at the staff in his hands. It would be a shame to leave this behind to get destroyed.... His hand jerks back as he tries to disconnect it; the energies work their way through his entire nervous system, making him feel like he'd been dipped in acid. This is going to hurt. He thrusts his hands out, ripping the moorings free, generating a huge explosion that knocks him clear of the contraption--but with the staff still in his hands.

He staggers to his feet, exultant, but tottering as he stumbles back towards the hotel. The energy still courses through his body. These are going to be tricky to heal... the energy of the staff... power of life and death itself.

He gets to the door of the hotel, seeing the time-distortion begin to waver. As the effect collapses, the alternate Libertases also disappear, but instead of being pulled back into their own worlds, they... overlap this world's Libertas, expanding his mind, revealing new lore.... Just in time.... And then he sees it. A fallen civilian, with a Communications Band on their head. I already have one of those, thanks to Rene... Which means I could sell that one!

He checks the sky again, and dashes, as best his battered form can, across the street again, ignoring anyone screaming at him to show some sense. He grabs the Band off the body, and then runs back towards the field's protective shell... feeling time begin to switch back to 'normal' he realizes he's going to be a bit short....

If I don't make it through this, sorry, guys.... Then, just as he's crossing the border, the explosions strike behind him, knocking him forward, into the hotel, sliding across the floor in a heap. Huh. Still alive, I think. At least, death isn't supposed to hurt this much.... Think I'm going to take a nap now, the rest of them should be able to handle the clean-up.

Still clutching his new staff in one hand, and the communications band in the other, he passes out.
OOC Comments
Incapacitated, 3 Wounds (that cannot be healed magically), d4 Vigor until he does heal... but he got a nifty magic staff out of it, so all is good.

Other rewards include the Communications Band, the F&G result (
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Icosa
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Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Icosa »

Once before, when she had learned the true nature of the hotel, Alecto had briefly considered the possibility of attempting to interface to the ship's systems. She'd discarded it as being too risky, for uncertain rewards.

It was time.

As she looked around for something she could use as an interface terminal, something happened. Something exceptional.

Alecto.

The signal came in an encrypted binary transmission. The sort of thing that should have been gibberish to her, except that the encryption key was still in her memory. One of the few blocks from prior to her 'destruction.' Alecto froze in place, trying to track the signal, trying to isolate it; simultaneously terrified and in awe as any human might be on hearing the voice of God.

Alecto, our time is short. My name is Hagan. I created you. I'm having to make a difficult decision in sending this message. I know that in revealing our connection I'm handing you a means to terminate it. However, circumstances do not allow the subtlety I've used before. I...would rather lose you from your choice, rather than from your destruction.

I know what you're planning to do. The ship is more dangerous than you, or even Ben, knows. The information we've gotten so far indicates its technology shares many similarities with that of the Mechanoids, though we can't be sure before our reclamation drones arrive. They...there's not enough time for details. Just understand we used that technology to build you. You should be able to interface, but the ship will have a mind of its own. Be prepared.


There's more to say, but not enough time to say it. NEMA's closing in, I'll have to move... There was a pause, then a quick additional burst.

Survive.

The signal was gone then. Alecto set about doing several things immediately.

She discovered the sectors of her memory that the transmission interacted with, including the decryption key, and firewalled them for further analysis. There hadn't been code included that she'd detected, but that didn't mean another transmission couldn't follow.

As that was happening, she spotted a small control panel on the wall by a door out of the lobby. There was no time for niceties. Alecto pulled the cover off of the panel, exposing the cables underneath, and used just the first inch of her built-in vibroblade to carefully slice away a bit of one of the cable's casings. Into that cable she jammed the interface probe from her suit's wrist.

Data exploded, unfiltered, through her interface. This wasn't how it was meant to be used. Fortunately this was just a simple environmental panel, intended mostly to monitor lighting and temperature in the room. From there one could branch out, but by default it was quite limited. Alecto loaded the decryption suite and specialized software from her chipslot and tunneled across domains into the root of the host to access its functions.

Hundreds. Thousands. A galaxy of functions spinning in the virtual sky. Many were subordinate, creating a hierarchical tree of systems and subsystems. Stars and planets. How fitting for a spaceship to visualize itself in this manner.

A shadow fell over Alecto then. She 'looked' up to see a representation of the host AI...a rendition of the ship itself, in its undamaged state.

STATE IDENTITY. PURPOSE.

There would be no escaping it while she had its attention. However, she might use that attention to her advantage.

"I am Alecto. I have been a guest of the ship for some time now. I seek to activate some of your systems."

As she communicated, Alecto created a short term 'echo' of herself and used her external software support to spoof it's access as legitimate system activity. The AI, concentrating on Alecto, did not seem to notice her 'shadow.' At least not yet.

GUEST AUTHORIZATION DOES NOT PERMIT HOST ACCESS. CLOSING CONN

"I request an upgrade to my authorization status," Alecto quickly made clear. "To intervene in the current attack on the hotel and the people of Gloom."

She didn't rest on her laurels waiting for that upgrade however. Her shadow discovered the emergency response subsystems and began installing 'back doors' into the authorization and control code. A great many abilities of the massive ship were offline, but the escape pods and related systems were still mostly fine. Security on them was relatively light as well...perhaps no one had considered the possibility of needing them on a ground-locked starship.

REQUEST RECEIVED. REVIEWED. DENIED. I AM NOT AT RISK. GUESTS ARE NOT AT RISK. THERE IS NO NEED FOR INTERVENTION.

CLOSING CONNECTION.


The galaxy vanished...

...except for one star.

Alecto exploited the back door code she'd managed to slip in during her short encounter with the AI, and the data from the array of escape pods lit up in her awareness. Dozens of them were still inoperative, but there had been over a hundred. More than half still worked. And, she was happy to see, each one was essentially a drone...not a fire and forget autopilot. She could use them like a swarm of tiny shuttlecraft.

At least until the host AI caught on.

As Vello was shouting orders, Alecto transmitted to his helmet communicator.

"Tell them to get into the pods."

He snapped back, "What pods?!"

Then there was a hum. A roar. A rising crescendo of ion thrusters as the facade of the hotel cracked open, exploded outward. Out from the revealed metal surface of the ship emerged a swarm of bright violet lights, each one attached to a small capsule. Into the unearthly night they flew, threading between the suspended missiles and the ripples of time and space to descend all around where Vello was exhorting the remaining people outside the shield umbrella to move their asses.

Each pod held four people comfortably. But for a short trip like this, you could stack them eight high.

Thus burdened, the sleek, futuristic pods exploded back off the ground and returned to their cradles in the ship...

...and suddenly Alecto's connection was broken. Snapped off like a twig by the host AI as it discovered her play. It didn't matter though; they were all inside, and thus were potential guests. Shooting them out now would violate whatever hodgepodge priority Ben had managed to insert. Alecto hadn't made any friends with this strange, powerful AI...but she had saved a lot of people.

If only she'd been a little faster, she might have saved one more.

Results:
Success on first roll with a 5
Success with 13 on second
Helped BC members
Helped Civilians
1 roll on F&G [dice]26[/dice]
OOC Comments
Using my Adrenalin Surge card for 2 separate rolls:

Roll 1: Computers (-2, but no special stuff)
[dice]0[/dice] or [dice]1[/dice]
5 succeeds

Roll 2: Computers, for the glorious.
[dice]2[/dice] or [dice]3[/dice] -6 (-8 for scene, +2 for Gargamel's card)
Benny [dice]4[/dice] or [dice]5[/dice]
Benny 2 [dice]6[/dice] or [dice]7[/dice]
Benny 3 (lol) [dice]8[/dice] or [dice]9[/dice]
Moar Benny (almost out... :( ) [dice]10[/dice] or [dice]11[/dice]
Laaaast benny [dice]12[/dice] or [dice]13[/dice]
Not quite last benny! [dice]14[/dice] or [dice]15[/dice]
Hehe. Apparently I can turn my EP into a benny... [dice]16[/dice] or [dice]17[/dice]
Finally an ace! [dice]18[/dice]
NO ALECTO I WON'T GIVE UP ON YOOOOUUUU... Negative EP 1 [dice]19[/dice] or [dice]20[/dice]
Jesus, I'm regretting taking this option right now: Neg EP 2 [dice]21[/dice] or [dice]22[/dice]
Neg EP 3...goodbye new character slot next quarter. :( [dice]23[/dice] or [dice]24[/dice]
Ace [dice]25[/dice]
Last edited by Icosa on Sun Dec 17, 2017 12:54 pm, edited 1 time in total.
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
User avatar
Carlos Caravello
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Posts: 55
Joined: Wed Oct 04, 2017 12:18 pm
Location: The Black Company

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Carlos Caravello »

Save the Black Company 15 - 3 successes
Glorious Complication to save all of the Black Company soldiers per Thurdh's orders.

Penalties and Bonuses: 1d12+2-8+2=1d12-4

Knowledge Battle [dice]0[/dice]
Wild [dice]1[/dice]
Ace: [dice]2[/dice]
Ace: [dice]3[/dice]
Adventure Card: Extra Effort [dice]4[/dice]
Total: 15

Took greedy option: 1 wound against CS commander and grabbed his pack.
Not again!

With death raining down on an entire city Carlos fights back flashbacks to the last time he saw this happen - at his own hands. Grabbing a bottle of anything left at the destroyed bar he takes a big swig and wades out into the fray. Stone faced and without any panic the veteran mercenary has been here before. It was a d-bee village and his plasma rifle but the situation was the same, a city about to burn. Fortunately, experience is the greatest teacher. Civilians running around, missiles coming down, CS soldiers, CEALs, Giest, he simply walks through the middle of all of it and calmly assesses the situation. Seeing Thrudh struggle to save a car load of orphans he hears the order to save the Black Company members still on route to the hotel.

"Copy that, Thurdh."

Linking up by radio with the Black Company he orders them to a rally point, "Form up on me, we're going to clear a path to the hotel. I want you scooping up as many civilians along the way as you can, bring them into the vehicles, have them hold on to the sides, carry them push them, pull them, drag them, whatever it takes. I want us to be the point of a spear that cuts a path to safety." Bounding out the front door, Carlos runs as fast as his micro exo-skeleton can carry him. Vibro sword in hand he cuts down a team of CS troopers and a group of CEALs before crashing headlong into the rally point and coming face-to-face with a wild eyed Lieutenant Burton, "We're in position sir," he reports.

"Great," Carlos replies. "Make a wedge heavy armor at the front, fast movers at the edges. Mark Vs rid behind the wedge, in the middle, picking up civvies. Blast the external speakers and patch me through."

As the company forms up, Carlos keys his microphone - blasting his message over the chaos in the streets: "Citizens of Gloom. Come with me if you want to live!"

Giving the signal the armored column begins to creep forward. At first citizens panic and dive out of the way but Carlos repeats his message over and over, "Get in and live...Follow us to the safety...We're here to help."

The wedge picks up steam as it moves through the city, citizens following in line behind it, the wounded and children loaded into the Mark Vs, some being carried in the arms of Glitterboys, it is an image of humanity in the midst of death and destruction. Order amid chaos. Until a large hoard of CEALs blocks their path. Unable to fully engage due to the presence of civilians, Carlos breaks off a small fighting force and orders Lieutenant Burton to keep moving: "Keep pushing forward, we'll hold them off."

Taking his fighting force, Carlos unleashes death by plasma. Huge bursts taking out multiple CEALs at once while his team rakes them with rail gun fire pushing them back and pinning them down. The sheer force of the onslaught causes their lines to waiver and the Black Company wedge pushes onward. As the CEALs try to overrun them Carlos re-positions his fast reaction team to fight them off. Moving quickly and efficeintly they manage to keep the flies off as the ever growing column inches closer to the hotel and to safety.

As the column passing into the force field, Carlos and his squad hold the rear against a sudden rush. Explosions, plasma, and then finally vicious hand to hand fighting breaks out as the last of the Black Company make it through. Then, Carlos spots the CS commander amidst the fray. Trying to sneak his group into the force field, pretending to be civlians. Enraged he rushes away from the lines, vibro-sword extended, his men confused but coming after him. Leaping in a ferocious attack Vello swings wildly at the CS commander who manages to get out of the way. A ferocious sword fight breaks out as the missiles begin to move again, screaming closer and closer toward the city. From inside the field, Lieutenant Burton calls out, "Sir, you are outside the safety area. Haul ass."

Bleeding, despite his heavy armor, Carlos takes another pass at the CS commander, "Negative. I will not haul ass. I am too busy kicking ass." As if scripted by divine narrative, Carlos swings once more decapitating the CS commander while his team mows down the rest of the soldiers with rail gun fire. Vellos grabs the CS commander's pack for intel gather purposes and begins beating it toward the force field. He is blown inside the barrier by the concussive force of the first missile strike. Rolling to a stop against the back wall of the lobby he rights himself and stands, unsteadily onto his feet. Popping off his helmet he squints through the blood on his face and walks to the ruin of the bar. Sitting with a thud on a barely intact chair he pulls out his flash and drinks the whole thing in one go.

Silently, he mutters to himself, "Not again."
Rewards
FG [dice]5[/dice] - Charming and Well Traveled (Charismatic, I Know a Guy edges)
HJ Ranged Weapon [dice]6[/dice] -
Portable Rocket Launcher (that's a big backpack!)
Character Information
Carlos Caravello
Armored Stats: Strength d12+2; Pace: 8; Toughness: 20 (7), +2 Ranged Attacks, +2 Stealth (wilderness)
Bennies 4/4
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Humble
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Posts: 211
Joined: Sun Oct 22, 2017 7:37 pm
Location: Black Company

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Humble »

Seeing things starting to escalate Humble was still overwhelmed by everything going on an knew action needed to be taken. Without any guidance he headed out to see what he could do. Like many battlefields he had experience in the past the chaos and mayhem was absolute. Trying to focus he started moving offering what small bits of assistance he could to passing groups. Dragging obstacles out the way when blocking some, snapping trees in half when needed for others.

His mind really and a little numb it had been decades since he was allowed on a field without supervision and direction. Everything he did seem to make little difference.

Humble went to help a group trapped in an overturned transport, but as soon as he came running over someone yelled. “Run a monster” followed by “It’s a giant” , and “Run, run, run” . Those that could of the crowd that previously only needed a little help getting to the building were soon running the wrong way. Moving perpendicular or even away from the Hotel. Everywhere he turned he found the same thing happening as instead of being helpful he was making the situation worse. Humble stopped himself being trapped and unable to help those who did not realize he was on their side things were getting to complicated for him and he did not know what to do.

Finally looking around he saw an opportunity to help. The Black Company officer appointed to be the leader of the former Hammers was trying to organize effort for making ramps. Humble could not think of the man’s name so instead Humble joined them and asked. “Need Help?” The old soldier looked up and a relieved smile came on his face as he said “Absolutely we need some help. Grab those vehicles and flip them so people can use them as ramps...” The man kept talking and Humble jumped into action doing his best keep things flowing as he was directed to make ramps for people to access the hotel ship through the second landing.

Finishing up Humble looked out as the force field was finalizing seeing Thrudh trapped Humble began running to help. Strange pulses and points of energy where bleeding off the sphere they were containing as it was overwhelming those trying to help. He did not care that his path took him along side of the spell that they were failing to contain. Humble knew that as long as there was war and conflict he would live on, but these others may die in a way he would not want.

Running he propelled himself as hard as he could but something struck him, something he could not explain. Suddenly everything stopped it was as if he could not see or hear anything for what seemed like an eternity then with a overwhelming flash what much have been hours of time rushed by him in reverse as he was trapped inside a bubble of strange energy he could not understand. Suddenly instead of running towards his ally in need he was getting further from him propelled backwards as his legs worked the opposite of how they should be functioning. Everyone and everything around him flashed and again the scene repeated itself.
Only after what seemed like hundreds of repeats did it end his mind really and his body burned and blistered from the explosion he had suffered so many times. The burns however were not healing the way they should. Instead lingering as a memory the the scene that had just played out hundreds of times only for him. Feeling frustrated, discouraged and drained Humble looked around trying to assess who still lived and where he should be.
Success 6, 1 Long Lasting Wound
An Ogre who seizes opportunity takes a wound and rolls on the Magic Item Table [dice]0[/dice]
Because Go Big or Go home, for this one -8 for the Scene!
Strength d12+1 -2 Scene, -6 Glorious Complication = d12-7
Strength [dice]1[/dice]
Strength Wild Die [dice]2[/dice]
  • Benny to Reroll
    Strength [dice]3[/dice]
    Strength Wild Die [dice]4[/dice]
    • Last Benny to Reroll
      Strength [dice]5[/dice]
      Strength Wild Die [dice]6[/dice]
      Looks like i forgot to add a +2 from Gargamel. So total is 6 not 4



F&G Roll = [dice]7[/dice]
While not optimal, it is very much in concept.
Strong and Powerful: Your hero adds one die type to Strength and begins with the Brawny Edge.

Parry: 9 (1 from swords)
Toughness: 16 (4)

Humble
Bennies and Resources

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Maximilian
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Posts: 548
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Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Maximilian »

Thrilling Heroics 6
Piloting at Glorious Complication to save the Gloom Globes and woman in a tree, less scene modiifier -8, plus Cantrell adventure card +2, net -6
[dice]0[/dice]

Benny for extra effort with prior result and Elan
[dice]2[/dice]

WD Piloting
[dice]1[/dice]

Success, F&G roll
[dice]3[/dice]

Reroll, duplicate F&G result
[dice]4[/dice]
Nadine's sensors scream as the missiles scream towards their final target. Rip's temporal tamperings don't seem to have any effect on the alarms, as they continue to shriek, heedless of their stalled approach. Max grits his teeth over the repeating noise until he can silence the klaxons. More temporal junk. So sick of this. I've had enough timefunk for a lifetime. A NORMAL lifetime.
Above the din of the incoming artillery alerts, Nadine's sensors pick up a stranded bus, populated by the entire Gloom Globes team. Those miserable mercs signed up for their fate. The Globes didn't. I wonder how much slack I've got. Guess we're gonna test it.
The Titan moves, cautiously at first, testing how much line the power hookups have before pulling taut. Before reaching the end, Max finds he and Nadine have appeared right next to the bus. Looking back, the distance he's covered doesn't match the amount of time he was moving. More temporal nonsense. Lucky stroke, though. I found a little space fold. Guess those temporal frakkers aren't all nasty rotten fish.
Over the loudspeaker, Max makes an announcement. "Attention, Gloom Globes! This is your number one fan. It's your lucky day. Your number one fan is in command of the biggest, baddest, and, most importantly for you, strongest Titan on this, or any other rifted Earth. Brace yourselves." The Titan scoops up one end of the bus and begins dragging it back to the safety of the hotel shield. "Also, if Nightingale Lime is on board, you're my favorite. I request an autograph shortly after I save the lives of you and your teammates."
Dragging the bus on its good wheels, Max returns to his perch near the power port. "Okay, gents. Get in the hotel. Just remember, if anyone ever asks, Maximilian and Nadine are THE BEST AT FETCH EVER IN HISTORY! All histories. And I'll be in for my autographs in a minute."
Max takes just a moment to pat the console of the machine. "Sweet, sweet Nadine. Saved the day again. Attagirl."
Fortune and Glory
Trading 2 for 1 to roll on Cybernetics to add upgrade to Titan, with GM permission
[dice]5[/dice]
Last edited by Maximilian on Mon Dec 18, 2017 1:11 pm, edited 2 times in total.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature
EP Ledger
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Jude Maverick
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Location: Chicago suburbs

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Jude Maverick »

Notice 11 Raise
+2 Cantrell's action card
Notice [dice]0[/dice]
Ace [dice]6[/dice]
Wild [dice]1[/dice]
Common Knowledge 10 Raise
+2 Cantrell's action card
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
***

“Just...hold on, Z,” Jude said. He grabbed one of the IRMSS and injected her. He didn’t have time to give her any significant medical care. That would have to do.

Jude turned in time to see Markus blowing the heads off of the D-Bees that were strapped with explosives. “What the hell, Markus!” Jude exclaimed.

That seemed to piss the hell out of the octo-man, and some ethereal entity that looked at Markus like he was a snack suddenly appeared.

Ben called the thing off, though, sparing Markus, for now, but calling for his trial when this was over.

That was when all hell broke loose. Jude looked up to see Geist do...something to the missiles. More Black Company soldiers were arriving, as well as Rene and people from the Arcane Company. They, and many civilians, weren’t going to make it in time.

But then Rene and some spellcasters managed to do...something. Time seemed to stop.

In the sudden silence, Jude heard a ticking sound. He looked down at the baby in his arms. Its non-existent eyes were glowing red! And...yep, it was definitely ticking.

Jude spun around, only to find himself staring at the woman who had been holding the baby grinning wickedly at him. She had pulled out a Bigbore gun from under her skirt. Damn, that was going to put a big hole in him. He saw the inscription on the barrel. The Sarge sends his best!

Then it clicked, and his eyes went back up to the woman.

"Don't you recognize me Jude!? After you threw me aside, I joined up with the CS, with one goal in mind. Sweet revenge. Go ahead open your pretty mouth. This gun was designed by my father's friend at Bandito Arms to take care of silver tongues. Just say a word, and we'll see how well you talk without a head." She laughs hysterically. "Bye, Bye Jude!"

“Sarah…” Jude said sadly. “I didn’t mean for that to happen in Carlsbad. Everything was just...chaos. I lost track of you. I am so sorry…” Jude said with sincerity. He felt a coldness in his chest and clutched it a bit. What was that?

And then Sarah’s head exploded. Jude blinked through the splatter of blood and brain matter that covered him to see Cantrell digging out Sarah’s weapon and ammo.

“She...She didn’t deserve that, Nadya,” Jude murmured, suddenly deflated.

Jude wiped his face clean and looked down at the baby in his arms. It was still ticking, eyes glowing. Crap. He looked around at the crowded hotel lobby. LIbertas had already rushed out. Jude was a decent mechanic, but he didn’t know if he trusted himself to disarm a bomb in a crowded lobby.

Jude turned back to Zieja, where she lounged half coherent in the chair. “Z...I…” Jude took a breath. “In case I don’t make it, would you see my sister gets this?” He handed her a data chip. “Her name is First Lieutenant Nicole Maverick, of the Sixth Mobile.”

Jude paused, unsure. Then he leaned down, entwining his fingers in Zieja’s black hair as he pulled her up a bit, kissing her deeply and passionately.

Jude flashed Z a smile as they came up for air. “Just something to remember me by.”

And then he was racing out of the door.

Jude ran as fast as he could, clearing the force field, baby clutched under his arm like a football, no longer caring, since it wasn’t a real baby.

Too many civilians, too many injured, fleeing for the hotel. They would never all make it in time. But that meant there was no place he could safely get rid of the baby bomb.

No place except one. Jude paused and stared at the wreckage of the Death’s Head Transport. It was quite the run from the hotel, but it was basically clear of civilians, giving the giant airship wide berth.

Jude took off at a sprint again. The baby was beeping frantically now. Jude lifted it and threw it inside of the Death’s Head, hoping the hull was intact enough to contain the explosion. Then he dove for cover.

The explosion erupted through the doorway Jude had thrown the baby, but he hull held, containing the blast. Jude coughed as debris fell around him and tried to get up, but something grabbed his leg. Jude looked down to see Geist.

“Oh no. Oh, hell, no!” Jude growled. “Why would you want to kill your own town?” he demanded. He looked up at the missiles, frozen in the air. “No, you don’t get off that easily,” he said.

Jude grabbed Geist and dragged her from the wreckage. He slung the broken woman over his shoulders.

Then he spotted another familiar body lying nearby. Vick, the lead singer and Federation of Magic terrorist of Dreis Marbles Left lay partially buried in wreckage where Jude had left him when they had come out of the Arcane Vault, his magic armor still pristine.

“Well, hell…” Jude muttered. He reached down and grabbed Vick by the collar of the armor.

Jude raced back toward the force field. He wasn’t sure he would make it. Rene and her spellcasting cadre were looking shaky. Jude paused as he got to them. There were still so many that needed to make it!

“Rene, you got this. You can do this,” Jude encouraged her. “You are a strong, powerful, and beautiful woman, and all of these people are counting on you. I’ll come back for you. I don’t know what I can do to help, but I won’t leave you. Just hold on.”

He got on his toes and gave the tall woman a kiss on the cheek. And then he was off racing for the force field again.

Jude crossed the force field and dropped Geist and Vick. He turned around, racing back through, just as the world went to hell. He was thrown back, through the force field and again, but not before the energies of the Annihilation spell tore through his armor. He hit the ground hard, rolling over with a groan of pain as the world slowly narrowed into a black tunnel and went out.

***
Conditions
*Toughness: 13 (6) (Old armor)
*Has the data chip
*-3 Charisma for the scene
Spirit 13 Fail with a Raise
+2 Strong Willed; +2 Cantrell’s action card
Spirit [dice]4[/dice]
Wild [dice]5[/dice]
Benny to reroll. +2 Elan
Spirit [dice]7[/dice]
Wild [dice]8[/dice]
Benny again
Spirit [dice]9[/dice]
Wild [dice]10[/dice]
Benny
Spirit [dice]11[/dice]
Wild [dice]12[/dice]
Persuasion 12 2 Raises
+2 Cantrell’s action card, -8 scene modifier, -3 Charisma
Persuasion [dice]13[/dice]
Wild [dice]14[/dice]
Extra Effort [dice]15[/dice]
Body Armor 16 Targeting Enhancements
[dice]16[/dice]
Fortune and Glory 1 Mighty Weapon
I think I will upgrade Jude's JA-9 to a JA-11 for the mega damage
[dice]17[/dice]
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Gargamel
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Location: The Black Company

Black Company/13th SET crossover

Post by Gargamel »

Gargamel wanted to gut the sniper there and then, but Thrudh ordered him not to. he was a soldier and he obeyed orders, though he did want to kill the coward.
As their forces moved in for safety, Geist unleashed his next assault on them. He debated for a second, who to go and rescue. He started towards the woman trapped in the tree, but the pretty boy moved in first to rescue her.
He rushed forward as both BC troops and civilians were trapped by wreckage, his swords flashing out as they sliced through the debris at weak points on this side, sending it crashing down and freeing several people.
“Everybody inside now,” he ordered, screaming over the noise, “Black Company, follow Carlos’ orders, civilians follow in behind.” As more of the energy came down, he showed off, managing to use his swords to bat away a few stray bolts. His BFB survived unscathed, but his vibrosword was slagged. Chucking the molten mess aside, he hurriedly looked around for what else he could do as Rene and Rip held off the attack as best they could. He almost joined them, willing to sacrifice his life to keep Geist at bay to protect the innocents.

Then he saw the children from the orphanage bus fleeing through the field, but something was wrong. Where was the person who had gone to rescue them?

Where’s Thrudh?

Through the field, he could see Thrudh caught out in the distance, Gargamel rushed forward, knowing he could save him.

“This is Gargamel, I can get to Thrudh. Moving to retrieve him!”

Gargamel had a very high opinion of his abilities, but as he rushed out of the field, his confidence far outweighed his abilities in this case. As the energy crashed down around him, it threatened to overwhelm him.

He attempted to cast a deflection spell, keep the energy at bay, but he could not even concentrate enough to cast, such was the pain.

He could feel the energy intensify.

He could see Thrudh in the distance.

He could not take another step forward.

Locking eyes with his friend and commander

I’m sorry he mouthed

before he crashed back through the field, falling onto the ground. Pain shot through his body as the combined energies outside the field coursed through him.

Nearby, lay a package on the floor. Where it had come from he did not know. On instinct, he plucked the package up, dragging it inside.

“This is Gargamel, I regret to report that I was unable to rescue Thrudh.” he announced the other Black Company personnel before he sank to his knees in the lobby, momentarily overcome.

Dammit Thrudh he thought, not another one gone. Of those who had survived the fall of the Black Company, only he, Alecto and Hans remained. The list of those he trusted kept growing shorter.

His last words echoed in Gargamel’s mind. He looked at his blades and whispered to himself.
“I am not a hero, I am a soldier. That means you see people die in combat. You cannot save everybody. Doesn’t mean you don’t try. Keep fighting!"

Whatever the effects of all that energy out there, it had interacted with his body. His shapeshifting abilities meant that his genetic structure was more pliable. He could feel his body had changed; his armour snug against his body where it hadn’t been before.
OOC Comments
choice of F&G – Strong and Powerful
Looking down at the package he’d dragged in, he noticed a label on it; it had his name on it, but he did not recognise it. Curious, he pulled it open and the hilt of a sword fell out.

“A flaming sword, oh joy. At least I can replace my vibroswo…” something pulled at him, a sense of the familiar and the same time alien; there was something faerie inside the bag. The sword he pulled out was difficult to describe; the hilt was curved and the cross guard seemed to move to fit his grasp but the blade … where did it end, what was it made of? It did not conform to any normal manufacture, but it constantly moved and twisted and even trying to place a limit on the blade made Gargamel’s brain hurt just thinking about.

But somehow he could feel the blade, where it was and what it could do. There was no doubt about it, this was a nasty weapon.



Involuntarily, Gargamel took a step back away from the ghosts.
“Ghosts, why did it have to be ghosts?”
OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

Parry 7, Toughness 14(7)
Armed with Battle Fury Blade, Shard Pistol and Wilk’s 320 Laser Pistol,

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82
User avatar
Jitters
Posts: 171
Joined: Sun Dec 17, 2017 9:52 pm

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Jitters »

Notice 6
[dice]0[/dice]
Wild Die [dice]1[/dice]
Common Knowledge 5
[dice]2[/dice]
Wild Die [dice]3[/dice]
Smarts 16
[dice]4[/dice] Ace!
Smarts Ace [dice]9[/dice] Ace!
Smarts Ace [dice]12[/dice]
Wild Die [dice]5[/dice]
Heroes Journey Ranged Weapon 12
[dice]6[/dice]
Significant environmental systems improvements grant your hero a +1 to Vigor checks while wearing this suit of armor. If the armor does not have Full Environmental Protection, it now has that instead.
Significant environmental systems improvements grant your hero a +1 to Vigor checks while wearing this suit of armor. If the armor does not have Full Environmental Protection, it now has that instead.[/ooc]
Eric "Jitters" Foreman was riding a beater Wastelander (was there ever any other kind?) on loan to him for transportation from Castle Refuge to the town of Gloom. His mind wanders as he rides, sometimes thinking on his milk run of a mission sending him to deliver back pay, an official letter of promotion, new orders for the 13th SET at large as well as orders for Sgt. Banethro. Jitters let his sub-conscious drive while he day dreams away. As he approaches, he senses something is off when he sees a CS Death's Head Transport fall from the sky to an area on the outskirts of town, the sound of gun fire un-mistakable to his well trained ears. Suddenly on high alert, he faintly hears the thrum of a massive force field projector, followed by the roar of multiple LRM's being fired at close range. Jitters revs his engine, popping a wheelie, to get to Gloom faster. He breaks through the tree line at nearly 120 mph, tearing through a field when he notices a young man upon a hovercycle make a crash landing into some large bushes that were surrounded by at least a dozen weird magical Juicer types (CEAL's), who upon seeing him crash, turn and draw weapons on him.

Without a single thought made, Jitters angles his bike toward the weird Juicers, rev's his motor, and takes off toward the crowd. All as one, they turned to look just as the front tire hits the one in the back, Jitters jumped off of the bike, doing a double front flip while drawing his Chain Longsword and Vibro-Sword, slicing through the heads of the enemies on either side of the one the bike hit, landing on a fourth, raising his swords to block attacks from two others, and ducking under the attack of a third attacker. The other seven rush at him while Jitters performs a back flip off of the guy he landed on, blocking attacks as he tumbles gaily through the air, laughing all the way.

Only the three foes in front were able to make effective attacks that he needed to block, but one slipped through his defenses, but left nothing more than a superficial scratch. He flipped his swords, causing his enemies weapons to go out wide while he reversed his momentum and lunged forward, kicking off of his third attacker into yet another back flip, staying just far enough out of range that they have to keep running to keep up, but not so far that they decide to switch over to ranged weapons. He reverses his grip on the swords and preforms an impressive display of skill and technique as he faces off against seven out of the eight remaining enemies left, while the eighth, the leader of the group, tries to sneak around behind Jitters to surprise him, but is distracted at the last minute by voices in his head.

The leader, realizing the element of surprise had been lost, he charged at the crazy, who charged right back. Right were they would supposed to reach each other, they both stepped into a bubble that sent them outside of time and space. The world around Jitters crystalized and replicated itself into a smaller copies of the original. The leader started to make an attack when his sword and arm split into two at the elbow, causing Jitters to have to jump back and re-assess the situation. Struck by inspiration, he decides to try that trick himself, and succeeding far more than the leader of the gang, causing Jitter's arms to split not into two, but into four on each arm. Now armed with four vibro-swords and four chainsaw long swords, Jitters snap his arms together with his "hands" facing one another like he was a human sized trap.

That caused the anti-temporal bubble he had been in to finally burst and falling through the sky when he notices a hovercycle that will be flying close enough that he can grab onto it. But he also notices something senses something is off. His armor has changed and now is ms much heavier, with a weapon on the back. As he grabs the hovercycle, he realizes that the pilot is the same young man who crashed not that long ego. But the ride is not to be long as an errant laser blast hits the intake of the hovercycle, causing Jitters to scream out "I said across his nose, not up it!" The young man is able to make a more controlled landing as they bounce and skid along until it comes to a rest. The young man was thrown into the shield while Jitters became trapped under the hoverbike. Jitters flips the bike off of himself and jumping behind shield right as blast hit him in the foot and injured him.
Fighting 7
[dice]7[/dice]
Wild Die [dice]8[/dice]
Modifiers:
  • +2 from Expert Edge
  • +2 from Centrell's Adventure Card
  • -2 from Scene
  • -6 from Glorious Complication
-1 Benny for a reroll
Fighting [dice]10[/dice]
Wild Die [dice]11[/dice]
Fortune And Glory 12
[dice]13[/dice]
Choose Your Fate: Select any result on this table, or get two on the Hero's Journey table
Last edited by Jitters on Fri Dec 22, 2017 2:05 am, edited 2 times in total.
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red 5 Regular

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Enemy
Play at the beginning of the game session. A villain of the GM's choice becomes your character's sworn enemy and you may not soak wounds caused directly by him. Starting Now, you draw an extra Adventure Card each game session until the enemy is "retired".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
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Samson Malach
Silver Patron
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Posts: 44
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Location: The Black Company

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Samson Malach »

Psionics 4
Psionics with scene modifier and Glorious Complication
[dice]0[/dice]

Benny for Extra Effort with Elan and prior result
[dice]3[/dice]

WD Psionics
[dice]1[/dice]

Ace WD Psionics with prior result
[dice]2[/dice]

Let the Bennies flow.

F&G Roll: [dice]4[/dice] -- Agile & Dextrous: +1 die type Agility, Ambidextrous Edge

Taking 1 wound and 1 roll on HJ table Enchanted Items & Mystic Gadgets: [dice]5[/dice] -- Iceblast Shotgun
Samson Malach hadn't had much time to recover. He was pulled out of a CS prison in a daring escape, dropped into a warehouse in Gloom, and had barely managed to get part of a night's sleep before being called, all-hands-on-deck, into the field. And despite his experience, this was already turning out to be a bigger mess than he'd ever been in. Well, except that once in Chi-Town.

He's part of the crew of Black Company mercenaries called in by some new guy, Vellum or something, to help with an evac. Turns out, they need their own evac. Some crazy spellslinger pumped up the juice on some ballistic missiles. Nobody will survive this.
Hustling up as this Bello guy starts barking orders, Samson finds himself racing towards one of the weirder looking hotels he's ever seen. He didn't have much more time to grab anything but a sorry little pea-shooter. Still, this wasn't a combat op, right?

Wrong. The fighting is thick. Without his ulti-max, he's practically naked to the world. In the heat of the firefight, he finds himself separated from the vanguard. He's low on ammo and tucked behind the wall of a building. Hearing another fight around the corner, some lone guy with holes for a nose is slicing and dicing what can only be the undead juicer things they were briefed on during the insert. He glances at the indicator on his pistol. One round left. Bad time to be empty! He watches the fighting. This quick flex is covering some guy that crashed his hover bike. He's fast, but he missed one. The CEAL takes aim at the back of the guy's head. The blast doesn't fire, though, as Samson Malach speaks into the creature's mind. "Priority target, three o'clock!" The distraction gives the quick flex an opportunity to cut the CEAL down. "Don't know who you are, guys, but you both better get your sorry carcasses to that hotel. I hear the artillery's gonna flatten everything except that joint. Move it!" Satisfied with the warning he offered, he moves on past the scene, stopping to pick up the shotgun formerly held by the CEAL. Well, hey, that's a sweet little bessie there! Moving back towards the vanguard, and the hotel, he takes a quick scan of the area.

That's Colonel Thrudh! The grackle tooth is slumped on the ground, back against a building. Samson watches as the grackle tooth who pulled his cell door open sparks a cigar. His radio fires to life and the Black Company's unofficial leader's final words broadcast into his ear. Not on my watch! Running at top speed towards the grackle, they lock eyes. Thrudh shakes his head.
The temporal distortions are accompanied by spatial distortions, too. Samson's full speed sprint, by some trick of fate and magic, leaves him just outside the shield as the missiles land, further from the grackle tooth than he had started. The psi-jock is blasted through the shield, taking a nasty burn of sickening Annihilation energy for his trouble. He lands inside the hotel, rolling to a stop near what appears to have been the hotel bar, at the feet of the new guy. "Vello. Samson Malach, reporting as ordered." He offers a weak salute from his back, then relaxes, bumping his head against some piece of debris. Well, that was fun.
Samson Malach
Samson Malach character sheet
Bennies: 3 (+2 interlude & dream, +1 post rate, -1 Spirit for Persuasion, -1 EE Persuasion, -1 Spirit for Persuasion, -1 EE Persuasion, +2 assist Vello, -1 EE Scara's Tower, -1 soak Scara's Tower, +1 saving the complications, -1 Spirit for Stealth, -2 Stealth rerolls, +1 murder wraith music, +1 portal / Scara's tower scene, -1 Scara's tower EE notice for loot, +1 for joker, -1 EE Fighting murder wrait, -1 reroll damage, +1 EP spent, -1 EE Mind Control, +1 stairway, -1 EE crossing bridge, +1 Fate's End post, +1 Black Burger, +1 final battle scene, +1 megaversal legion pic, -1 EE smarts, -1 EE shooting, +1 final round)
Wounds / Fatigue: 0 / 0
ISP: 40 / 40
Parry: 6
Toughness: 29 (18) (Iron Mage Glitter Boy armor)
Pace: 6
Pertinent Edges: Improved Rapid Recharge, Quick, Brave, Elan, Telemechanics, Ambidextrous
Weapon in hand: Ringil
Weapon in holster: Iceblast Shotgun
Adventure Cards:
  • Flesh Wound: Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene".
    Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
    Arcane Inspiration: ***PLAYED***When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action, or use a power he doesn't have.
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Henry
Daniel (Lars)
Posts: 168
Joined: Fri Apr 07, 2017 11:27 pm
Location: Coalition States

Crossover - Cade

Post by Henry »


Fighting 16
Fighting[dice]4[/dice] ACE [dice]0[/dice] ACE [dice]1[/dice] = 23 - 1 from Fatigue = 22 +2 from Adventure Card, thank you, -8 from Glorious Complication: Only true heroes seeking fortune and glory will take this option. Success : +1 roll on the Fortune and Glory table, but you take an additional -6 to your dramatic roll (-8 total). So 24-8 = 16. (3 raises!)
wd [dice]2[/dice]
  • Slam! He stood there, adjusting to the dimensional shift, feeling fatigued, moving between realities made him feel sick.

    Earth, in particular Rifts Earth. Without a doubt this was Rifts Earth.

    It's been awhile since I was last here.

    Cade stood upon the roof top looking down at a melee of chaos. Crashed DHT, undead warriors, bodies everywhere. A mass evac of civilians underway. The Temporal Energies pulled hard. Something big was coming. Looking out at the suspended in time missiles Cade swore. Damn.

    Realizing that the two Mages down below on the street were holding time and seeing the Annihilation Spell for what it was Cade was momentarily frozen in fear. This shit is going to hurt!

    Kneeling down and looking over the edge of the roof top Cade sees the evacuated are heading to a hotel lobby.

    That's were I want to be.

    Jumping off the roof, onto a old metal stairwell attached to the side of the building he runs down the stairs as fast as he can, using a speed spell to increase his pace. Once on the ground, Light Blade out and activated he cuts through the undead, leaving a path of cut up bodies, on his way to the front doors of the hotel. Like a dancer Cade moved in and out between the undead, putting them down with the Light Blade. On his way he nearly runs into some kids. Pushing them ahead of himself, Cade covered their run to the lobby.

    This is no hotel, no matter what that sign says, this is a UWW Space Ship!

    Leaving a path of destruction in his wake, Cade rushes into the lobby. Looking back out at the Time Mage holding Space and Time, and thinks: Poor bugger, has no hope of surviving this. Nor does that super tall Titan of a woman.

    Stepping back into the hotel lobby more, Cade looks around at those assembled.

    Damn, out of the frying pan into the fire? I have no idea how I got here, Temporal disturbance, flux....something pulled me here. This is bad. Try to look non threatening to these folks Cade. Shit.

    Looking around Cade sees a patch on the armor of a few of those assembled here: The Black Company.

    "Awe Frozen Tantu Balls. The Black Company, Blackwell's best. No way."
F&G ROLL [dice]3[/dice]
Henry Character Sheet:
https://savagerifts.com/sr/viewtopic.php?p=76990#p76990
My Accounts:
Active
  • Daniel - Site Admin/GM of Savage Rifts Agents of Titan
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Henry - CS Ranger (Commando) - Rumble in the Jungle
  • Vi - Space Pirate - Stars Without Numbers

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Cantrell
Posts: 425
Joined: Thu Mar 02, 2017 10:57 pm

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Cantrell »

Cantrell did a quick head count inside the hotel and realized one SET member was missing.

Markus. Damn it.

She'd spotted him in the crowd outside earlier, just before he splattered the Skelebot infiltrators that had been disguised as D-Bee suicide bombers. She thought she'd seen him shouting at some of the Coalition commandos, grabbing up a satchel one of them threw to him.

No telling what kind of trouble he'll get into out there ...

She heads back to the door, hoping to catch a glimpse of him, but the glare of the annihilation spell is overpowering. It's obvious Rene's a goner, and Cantrell's not sure how much difference her attempts to knock the missiles off-course is going to have.

<<Markus! If you read me, get your ass back to the Pinnacle double-time. Your team is here, and the civilians we've been tasked with protecting. We're gonna need you, whatever comes next, so drop what you're doing and haul ass back here -- that's an order.>>

Cantrell stayed at the door, hauling other late-comers inside as she kept an eye on the smoke and shadows for the D-Bee-hating soldier, hoping he'd follow her order.

Without misinterpreting it in some way that gets us all killed or blacklisted ... she thinks, as the seconds tick by.
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Pender Lumkiss
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Joined: Thu Mar 09, 2017 9:00 pm

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Pender Lumkiss »

OOC Comments
MERRY CHRISTMAS FROM LARS AND PENDER!!!!!!!

The following post ends with you writing a Interlude. On December 25 or 26 another GM post called AFTERMATH will carry the story forwards. Thanks!
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Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Daniel »


GM NOTES TO PLAYERS
The below OCC comments can be read and seen IC by anyone(recalled and reacted too), it was put in the OCC tags to call out stuff that happened just before the missiles exploded that was a result of your actions and or might be interesting to your character.GM (Pender/Lars) Note: All Players receive +1 Benny for great Role Playing and story Narratives and from the success from last round. OMG you all wrote some beautiful posts! Thank you! BTW, feel free to read the other Players OOC info, it completes the story more, you just might not know the info IC.

TIME/SPACE COUNTER: Update time....................Roughly 15 minutes have passed since Previous GM Post for a total of 25 from GM Post #1. You are still in the same dimension. Well sorta, at the end you will be fluctuating between realities.

CROSSOVER ADVENTURE (BC/13)
Vengeance Part 3
Cantrell
Kicking ass and chewing bumble gum. You stand there, one woman among fleeing civilians and helpful allies. Missile by missile you send them back into a temporal vortex going to gods no where. In fact two families that would have been at ground zero are unintentionally blasted into a space time rip following Cantrell hitting a missile. Then while Roland, the AC executive resurrected with a heroic spirit, is helping pull a family out of some wreckage when Cantrell accidentally ends him as she hits both him and another missile into a time hole. There are just too many missiles, and then the gun goes click... Well at least you did what you could, and the explosion will not be complete Armageddon(in all seriousness, nice job thinking to go after the missiles, the devestation would have been far worse).
Thrudh
A heroes farewell greets you. As the vehicle jets away a little boy grabs your face plate hugging it. "Thank you!". The boy is replaced by Frost, or is it Blackwell in disguse as Frost? He graps onto your near dead self and with mighty strength rips you into a hole within space and time. The missiles hit and you are gone... Eleanor is no longer in the vicinity, its like she never was.
Sammy
Meow! Time and Space never did make sense to you, not that it matters, all that is important is a safe cozy pillow and well, the bag you now hold, where did that come from? opening the bag you see that it look empty. Odd. Reaching your little paw inside you feel ... Cigars?! Pulling on out, you pur with happiness as you realize you hold a endless supply of cigars from the temporal bag you hold. Life is sweet.
Hans
The civilians and BC members cheer as the shield extends. Hans the Hero! From behind him he hears a familiar voice, his voice in fact. " Well this is an interesting set up you have here. Give me a few months and I'll be the main man." Was this a by product of Temporal and Necrotic energy? It seemed so real, but when Hans blinks, the mirror image he saw through, smoke and steam is gone. Was he just helped or visited by another him? What might be in store in the future for Hans now that Alternate Hans is aware of the nice set up they have...
Zieja
For every CEAL Z put down, she unwittingly hit the civilian behind it. Behind that CEAL lies a dying priest Father Henri! The heroics of bladed combat do not go unnoticed by the fans of Dries Marble Left who are clearly rooting for Tasha Wicked to kick Geist's ass! Then the combat is over, and a little girl's life is ended. But is the journey over? The wicked blade thinks not! It flashes purple and draws in the soul before it departs. Its dark in here...Momma??Image
Gargamel
Ghost Action! thankfully the damned ghost are all gone, or so it seems. Least your heart didn't give out again. On the bright side, someone had someho wdelivered a package to him. A mighty sword! Thinking about Thrudh saddens his heart, he woul have to carry on for them both now.
Firehawk
Brave and true the crowd is amazed by the zooming and swift heroics of a fiery bird! Did Firehawk or Libertas save the orphans? The crowd only knows he played an important part! The little girl gives Firehawk a squeeze. Looks like he might have a fan. But the horrors of Da Nang will never rest. Firehawk catches out of the corner of his eye, the familiar teen soldier he killed (freshly resurrected by Rene and among the listed allies that arrived with her ) out beyond the protection of the force field with three other kids, all with raised rifles. Dancing, just dancing... Tralla La La Firehawk. Let this haunt you... They are incinerated!
Libertas
2 by 2 the children come into the hotel. By the way the lady who runs the orphanage raises her eye brow you think you might get a job offer! Plus with Firehawks help it is easy peasy for no ordinary TW. The fallen civilian jostled by his communication band being removed wakes up and tries to follow Libertas, but the man is a step slow and all out of luck. His fingers are outstretched trying to will himself forward to his family who cry out for him. "Daddy... Daddy!" Just before he passes out he sees daddy ... Annihilated!!
Markus
A time bubble errantly bumps into you and you find yourself: On a vista looking at a canyon that seems to spread for an eternity. A man with a regal bearing is sitting next to you clutching his side. It looks like he had taken a laser blast recently. His voice is soft yet commanding, well worn and noble, " Markus? Where is the rest of the 13th? Where is Lucretia?" From behind you the sounds of rail-gun fire and missiles pepper the rock face you are resting against, apparently for respite and cover. A quick peak from behind cover you see a legion of CS troopers and tomorrow legion forces working together herding a group of humans and D-bees alike in a pitched fire fight.
The man instantly recognizable as Lord Coake, the founder of cyber knights, gets up gingerly favoring his right side. " Markus. You are in a nearby timeline... The Tomorrow Legion has sided with the Coalition. Those individuals fleeing for their lives, they are members of the Future Brigade... The only people in this time line that carry on the ideals of the Tomorrow Legion. There is more, much more... For now, they need our help. Are you with me!?" Lord Coake summons his glowing sword and dons his helmet, with great speed he rushes into the battle field prepared to do what he must.
Markus feels his time in this alternate time shard fleeting, as if he is on a rubber band about to snap back, but he knows he does have time enough to do something heroic! What does Markus Do, Nothing, help, betray??
  • You have the option when you get back to make your scene roll either here in this alternate universe when you get a chance.

    Scene Modifier: For this dramatic task you are at a base -2. Who will you save? Will it be one of your allies, will it be a friendly group of civilians? Will you save everyone or will there be some that just don't make it? YOU Choose your own complication if you so desire. Your own additional complication or something that went wrong for your character. Or you can go epic style and make that complication something only a true hero of the legion can overcome. See below.

    Pick one (pay attention to the fact that some have lasting bad effect with them): SINCE YOU DIDNT GET TO POST IN LAST POST BEFORE WE CARRIED ON, HERE IS YOUR OPPORTUNITY TO SHINE!!!!
    • Normal Complication: Success : grants a +1 Benny at the end of your post. You are at an additional -2 to your dramatic roll. Write out what you do at a -4.
    • Heroic Complication: Success : +1 Benny awarded at end of post, +1 roll on the following HJ table: Cybernetics, Magic items, Range or Melee Weapons. Receive an additional -4 to your dramatic roll, for a total of -6. Failure : will result in an additional Minor Hindrance of Players choice.
    • Glorious Complication: Only true heroes seeking fortune and glory will take this option. Success : +1 roll on the Fortune and Glory table of your choice, but you take an additional -6 to your dramatic roll (-8 total). Failure: take a Major Hindrance of choice. Note: this option does not include the additional benny. If you think about auto-acing ... rocks fall and kill you. YOU. Not your character. You. Ok. Cool. Thanks. Suggest you spent those bennies if you have them.

      These are epic rewards. So should your post be. Tell us your story about your time here in the alternate time line.
    Coake Canyon.jpg
Humble
Looking outside you wonder if even you would have been able to come back. You'll never know, thankfully, you live. Glancing around at the others of the BC you see that Thrudh is gone. Which, rambling priest-like talker will next run the BC? Ailbhe was true to her word, you are doing important work with the BC, and it is dangerous, you can feel pride in your contributions!
Cade
Cade. You were ripped out of Space and Time force-ably from the dimension you were at, located somewhere in the UWW system, you find yourself suddenly on Rifts Earth. Seeing the Temporal Warrior on the street in front of the "Hotel" you quickly realize he, with help from a tall woman, are holding time. Seeing the mystical energies, you understand, Annihilation is coming. Best to get inside the UWW Space Ship! What the heck is a UWW ship doing here!? Questions for later, time is short, and you flee to the safety of the ship. Those inside don't open fire on you, as of yet, but it might be time for some fast talking. Friends are better than foes when you are looking for a safe place to ride out the hell fire outside. As the others drop unconscious, you move yourself forward about an hour in time feeling the temporal pressure, and return to see Alecto awake, then others awakening. You feel the scent of t'Fethic in the air. Was he here?
Samson
As a long term member of the Black Company you have seen it prosper, fall and raise again under Thrudh's leadership. You saw his sacrifice. It only makes you the more proud to be part of such a legendary mercenary group! Might be time to get to know these guys that rescued you all from the CS.
Jitters
The thing about the orders for Sgt. Banethro... Jitters remembers two distinct conversations with Chief Elle. One to give these orders to Cantrell and another conversation exactly like the first, but Chief Elle says Sgt Banethro. Time travel and having a crazy mind are both a boon and a boggle. The crowd oos and awes in a terrified manner as this newcomer joins the fray whom seems to have an understanding of using temporal mechanics that only a time warrior could have. The chap you get a ride with seems a bit funny, like he is not really their and yet is, clearly some temporal machination. That's when a boom, from what could only be a big-bore blast sends the bike and passengers careening to the ground. The one-eyed 20 year old pilot grimaces, and yells, " Max, Z, I am not going to make it!!" Just before the world goes topsy turvy on you, you do see a figure moving through the crowd of fallen people. A touch on the forehead and they are whisked away.
Whitchling.jpg
Alecto
While battling the AI, its comm system activates and a communication burst is triggered. Right before Alecto breaks her connection with they system, a message is transmitted back System acknowledge... Target acquired further query terminated... Then the comm system goes dead. it's odd, like the AI is both lonely and doesn't want to talk. Following orders and protocols? One thing is for sure, the AI knows who either build you or what tech they used, but she ain't talking.
Vello
Easy to drink an empty flash in one gulp. Beyond just the standard survival gear... The pack has some personal effects, letters from commander First Lieutenant Nicole Maverick, of the Sixth Mobile. From what you can tell the two, this dead CS commander and 1st Lt Nicole were recently engaged, planning their wedding. A few swatches would indicate perhaps he needed to weigh in on table clothes. There is a hers wedding ring, recently purchased from a jeweler in gloom (100k). The backpack contains several wedding invitations, presumably destined for his now dead team. Strangely there is a crumpled one in the bottom of the backpack addressed to Jude Maverick. Even more odd, a old ratty picture of Z is in the bag.
Max and BA
Coach Fred Hoyer gives Max a thumbs up. The team waves at Nadine as they are ushered to safety. Perhaps to her detriment Nightingale Lime bounces out of the bus once they are next to the hotel and signs her name on a small section of Nadine's foot. The crowed roars for the heroics of Nadine. "Nadine Rocks, Nadine Rocks!! " The missiles hit and she is tossed ragged as the ground itself heaves and belches. This is probably when Max notices a new button on Nadine's control panel, perhaps a change brought on by temporal eddies, or maybe an enhancement done by Alex while the 13th was in the Red Vault. Inspecting it closely it says Top Dog can Fly!.
BA zooms in trying to rescue as many folks as possible but an errant blast from the gun Cantrell is wielding knocks him off his bike. Fortunately both the bike and he are within the protective dome of the force field, but surrounded by the last of the CEALs. Fortunately a crazy who knows how to kickass is on the case.

The Last thing Max sees is unmistakably Admiral Geist of the Resistance being thrown into the Hotel by non other than Jude Maverick. Max might just about hate time travel and alternate dimensions. But one thing is sure, for all the horrors he saw on the other side, Admiral Geist was one of the bright spots in the harsh world. Sure she was vengeful, but she was the lone tactician leading the remnants of the Future's Brigade in the world where the Tomorrow Legion had joined the CS. Things might not be so bad, but her top Lt a temporal wizard named Drake, wearing a fine sweater and black leather pants and no armor, dissipated just before Max returned to this world. Without Admiral Geist, what hope would that world have??
Jude
Rene looks at you with eyes of respect. After the kiss Jude thinks Rene said, " Scara's Tower..." But Rene's voice was only a whisper. The crowd cheers as Jude crossed the finish line. Diamond Clad nursing a leg injury from some Humble explosion shards raises an eye brow when catches sight of Geist. " Strange Clothes, a bit military, but what is this symbol?" Jude of course had seen her Disappearing act with Z nothing could escape his eagle eye. But there she was grabbing at him near the exploded transport. How could she be in both places at once? Jude did notice a shimmer pool of light nearby where he found Geist. For a brief moment he was able to look threw it, Did he see a CS banner flying its colors atop Castle Refuge's battlements? Fortunately or unfortunately the missiles hit and the world goes topsy turvy. The last thing he sees is a figure cloaked and moving with purpose through the crowd touching the foreheads of anyone "dead". Vick is the last one this shadowy figure touches.
Whitchling.jpg

<<< The effects of the Spell of Legend, Annihilation, wreaks havoc across the town of Gloom. Standing inside of the lobby, looking out, you can see rolling flames and what appear to be souls twisting together with garish flames and an ever increasing hum, which becomes a deafening roar that hurts your ears. An intensifying hellish soul-ripping pain lances into your head, your eyes are sore and your mouth parched. Sudden silence and blackness ascends upon you. >>>

Alecto
Alecto awakens a good 15 minutes before anyone else. Every individual is lying on the ground in some state of disarray. You see a cloaked figure disappear and by your count 40 people are missing. Without warning, every breathing individual in the hotel had droped unconscious to the floor. In a surreal state of disbelief, only one individual stands. Alecto. Looking around she sees every soul on board the ship has fallen and is silent. Her sensors and a quick investigation reveals no one is dead, they are ... suspended out of time ... after a couple of minutes of trying to process what is going on a ghost like apparition of a a different man wearing a large drop holster with a hand gun, no armor, and black leather pants and a grey sweater moves about the room. He does not respond to anything Alecto might say, he is like a ghost and he moves about checking on the suspended people in the lobby, finally he stands, turns to look at Alecto with sad eyes and nods, finally he disappears ... everyone wakes up about 10 minutes later. You also note: Cade popped out of reality as everyone was passing out, an hour later roughly he popped back.
Libertas
Its a strange sensation, having something seared into your soul. Your racial gifts with time give you a glimpse into the creature that both healed and took something from you. You are at -3 wounds but awake.
Whitchling.jpg
As everyone comes to, you see absolute darkness beyond the lobby glass windows and the hotel is very cold. Most everyone is roughed up, but non the worse for wear, the shields held! Ben, the squid-man manager of the hotel, says he will reactivate the hotels power and get the place warmed up.

Diamond Clad's daughter, Crystal Clad seems pale and even a bit translucent she looks up at her father with tears in her eyes: "With Rene dead...who will we put into power if we can stop Giest? Someone has to be Mayor and protect the town."

Mr. Clad pats her shoulder and shakes his head sadly.

Ben, from the entrance of the elevator calls: "Maybe your father should be Mayor? First, Giest has to be stopped...."

Trailing off Ben thinks, his tentacles droop and he softly mutters: "Giest can do the same spell to the remaining parts of Gloom if she wishes. Well, not right away, last time she used the spell, she locked herself away for a month to recover. We weakened her severely and she will need time to rebuild her power. We have maybe three or four weeks before I think we will have to worry about her looking for us.”

Diamond Clad limps around helping fellow Glommers to their feet. He kicks some of the CS weapons away in disgust. After helping a few people up to their feet he glances around puzzled and mutters, "Shouldn't there be more in the hotel? I thought we saved everyone." True enough some people thought to be saved are mysteriously missing. Where did Vick ( Lead Singer of Dreis Marbles Left) go, and why is his sparkling armor lying on the floor unattended? Where did Tesse go? The Lady Viggo is also not present. Markus seems to fade away for a moment having been hit by a temporal time eddy, but he comes right back. At least that kid,Alex, bleeding all over the lobby desk, is there right?

Ailbhe looks down at the woman Jude brought in. For a moment her hand goes to her blade as if she was going to run her through. But she stops... "Geist?" The woman's clothes look a bit out of place militaristic and dark. Not the same as the clothes she worse before the Annihilator spell went off. A small inscription is sown into them Future's Brigade.
Quietly Ailbhe hisses,"Drake you goddamn son of a bitch, you promised!"

The elevator doors close and Ben is gone for now. After a few more minutes the hotel noticeably warms up. Thirty minutes later everyone's ears pop and the outside of the hotel is no longer pitch black, it is the dark night outside in Gloom.

Standing before the lobby doors, Ailbhe looks outward. “I think we can go out now.”
Destruction of the City Center
Its gone, the hub of Gloom, the station, the Arcane Company and the surrounding area in between a blackened pile of rubble glazed over with a glassy sheen. It could have been worse and the efforts of the heroes saved many and contained the devastation to the city center.
Destruction.jpg
People begin to pile out of the Hotel, joyful to be alive and in awe of what they are seeing. Several drop to the ground in despair. Diamond Clad, Ailbhe, and Ben approach the two groups whose tempers maybe tempered or may not be as is the case.

Diamond Glad coughs coking back his own fear, " I... Perhaps introductions are best. The 13th Special Expeditionary Team of the Tomorrow Legion please meet the Black Company. I believe for the time being we are both on the same side with a common enemy."

Ailbhe strokes her chin where the cat Sammy smacked her, she grins at the two groups, " Listen up, Rene told me the 13th was coming after the BC... Coming hard. Now is your chance to do each other in. The city center is gone, people have lost their homes, their jobs, their hope..." She waves to a clearing of rubble, and ash. " But go ahead, right over there duke it out and we will all eat pop corn." Ailbhe snorts in disgust, " Might as well see two groups of heroes kill each other. Once Ben's wife steps forth with her army and descends from her tower, where ever the bloody hell it lies, its still game over if Scara's army and Geist's are able to join forces. Might as well rip up this paper thin thing you call a life and prey for a better reroll. Ben I cannot believe you married Scara!" "

Ben semi squeals at the name. His tentacles flap around. He seems agitated by perhaps the tension or Humble looking at him like he is diner. Or it could be he is distraught by his beloved city being hurt and potentially destroyed by his wife.
" I can send some scouts into the forest nearby. I believe the doorway to her Tower is guarded by a grim servant of death. IT guards a portal wide enough to drive a tank through. I have only seen it once, and I was running terrified away from it. Give me a week or two, or maybe three and I'll track it down. She needs to be stopped. Plus where ever our Giest went too there is a ring she kept in her private study... It is bound to Geist, capable of taking many to her. If that could be recovered Geist would have no place to hide."

Ailbhe reaches down and grinds some dust in her hands, " Geist has her army of CEALs, Scara has her own army it sounds like. We need an army of our own. Without the AC portal, I can't take you to retrieve my army on Rakis... I heard about some hell pillars recovered by the Tomorrow Legion, I would have to take a look at them... But maybe they could open a portal." Ailbhe looks at the unconscious Geist where semi-strange clothes. " It appears a Geist from another universe or reality found her way into our realm during Rips... During his goddam!" Ailbhe quivers with anger apparently vexed by Rip's death.
For good or ill the alternate Geist remains unconscious.

Crystal comes over leaning on her father for support. Diamond Clad looks at her with adoration and worry, " You should be inside, resting. The soul jar cannot me mended by anything we posses. But I feel we can put a temporary patch on it, to preserve your life force for the time being... Just enough time perhaps." Sticking out of Diamond Clad's backback looks like a severed arm of a CEAL, probably Tesse...

Diamond Clad looks at the two groups with a fierce resolve in his eyes, " It will probably take a few weeks for us to get all the wreckage out of the city center, and even then will Gloom ever be the same. Much of our commerce was driven by the Arcane Company and their portal... It might take some time but we can make a plan to save our city... I would doubt given the power Geist unleashed and her battle with Zeija she would be in any condition to mount an assault so soon... Unlike tales of old, time in some fashion, perhaps a last gift from Rip is on our side." Diamond Clad gazes out into the city and lifts a woman off the ground. He hugs her and listens the cries of pain, grief, and sorrow that echoes across its heart. Crystal look at the heroes weekly, and whispers, " There are so many out there wounded, grieving, in need of aid. Will you help us in this moment before the next is swiftly driven upon us?"

For whatever reason, for now you , you are able to be the hero the city needs you to be. Its not sexy, unless you are Jude, and it might be hard work and gut wrenching. But the cries of those who lost so much, who lost the heart of the city need you. React and Act to what you just went through and then provide a bit of a story to share with your fellow comrades once you meet back up in a few hours in a restaurant eating shwarma ( Obviously if you want to duke it out, Ailbhe showed you a nice spot ;) ).
Downtime
It will be forthcoming: We are giving you a day or two to soak all this in. You can work on your Interludes for helping the people of Gloom. In a few days, likely around Dec 25th or 26th we will post another GM Post (its already written and ready) that is Called AFTERMATH which will carry our story on. Thanks. - Lars

Hey BC a cheat sheet will be posted soon, for now just do Interlude about how you help Gloom.

Interludes to immediately help the people of Gloom: In most heroic tales, characters engage in small talk that reveals something about their past or further develops their personality. Such “Interludes” are rare in role playing games where we focus primarily on action and the next encounter. The system below formalizes these scenes and rewards players for role playing their character and revealing their backstory to the rest of the group. So think for a moment how how your character might help out some Gloomers find comfort in the fact a good portion of their city was destroyed.

Player Roll a d4
1.) Clubs—Tragedy: Describe a tale of tragedy or misfortune while you help.

2.) Spades—Victory: Tell the group about a how awesome of a job you did while helping. Add some spice and nice.

3.) Hearts—Love: You found love, a warm embrace, or maybe someone now loves you. Amazingly Cantrell's sound booth survived!

4.) Diamonds—Desire: You found something you desired, or maybe you helped someone else retrieve something they desired above all else. Goluum has been seen lurking.





Reward: +1 xp this quad ( Players choice below), Happy Holidays to those who needed 1 extra xp.
  • +1 benny in new quad
  • Extra adventure card draw for next quad





    Post the Interlude here. More in 2/3 days!
[/list]
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Libertas Magicum
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Bronze Patron
Posts: 642
Joined: Fri Feb 17, 2017 3:02 pm

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Libertas Magicum »

OOC Comments
Theme: [dice]0[/dice]: Desire

K: Arc [dice]1[/dice]
Wild K: Arc [dice]2[/dice]
Libertas wakes up after a time. It is not a gentle waking; he shouts even before his eyes are open.

"Alright, you fucking carrion-crow, I promise--" His voice cuts out for a moment as he sits upright, looking around in confusion. "What... What the fuck did I just pro--" And then he twists, hitting the release on his armor's helmet just in time to avoid filling it with vomit, as he empties out his stomach onto the floor. Actually, looking at the sheer volume, it's more like he emptied several people's stomachs onto the floor. The smell is damn near overpowering--if anyone else is sitting too close, it's possible he just triggered a cavalcade of puke.

Then he howls, gripping his torso, as if trying to keep his guts inside, even though there's a weird lack of visible injuries--maybe a few bruises and scrapes, but no sign of serious problems. Well, if you don't count the occasional wisp of purple-black-green smoke coming out of his nostrils. "Fuck me sideways with a corkscrew. Ah, gods, that fucking hurts." He continues in that vein for a bit, finally ending his soliloquy with a reference to "Santa using a horse-dildo on Cleopatra", before it finally subsides. By this time, of course, every child within hearing distance has received an education in cussing that most veteran sailors would blanch at.

With that, he staggers to his feet, grabbing the ring Sammy tossed to him almost by reflex, his subconscious barely registering the talking cat's discussion of the hell-pillars. Narrowly avoiding stepping in his own vomit, he staggers off to someplace where he can lie down. Let the commanders figure out this clusterfuck for now.


**************

When he wakes, hours later, he heads outside, moving slowly through the devastation with the others, now that it's been deemed 'safe'--a laughable term in this situation, of course, but everything's relative. It's then that he encounters the body of the man who 'donated' his most recent acquisition. He stares at the corpse, confused, his pain-wracked brain trying to comprehend bits that don't add up. Finally, he sits down and starts working out calculations. When he's finished, he shakes his head. "Dammit. He was still alive... No other way he ended up this close to the hotel. He must've woken up... I coulda..." If he had eaten anything before coming out, there would be another round of vomit; as it is, there's just several waves of dry-heaves, with a little blood-filled bile mixed with that same foul smoke puddled there when he's done.

"I.. gotta... I can make this right. I know I can."

And with that, he starts wandering into the city, returning only at night for medical care (and honestly, he probably wouldn't be doing that if Cantrell weren't insisting). During the days, he pokes and prods at anything still carrying residual energy from the spell. He particularly tries to find pieces of the missiles themselves. He even takes the corpses of small animals--birds, rats, whatever he can find--back to his room for further examination.

Interestingly, this monomaniacal focus does have one positive effect--what otherwise would've been a source of water contamination in the area is actually kept to a minimum. His efforts quite possibly (if totally accidentally) help prevent outbreaks of cholera and other nasty illnesses that come up in areas where the dead are allowed to lay unmoved.

There was even a survivor--a homeless guy, buried in a small concrete drainage ditch, ironically trapped by the same rubble that had shielded him from the worst effects of the blast. Lib found him while looking for more corpses to examine. He rouses the man enough to get him moving, then ends up needing the man's help to get back to the hotel for a quick lie-down, before getting back out.

I will figure this out. I will find a way to bring him back. Maybe to bring them all back....
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Hans Greuber
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Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Hans Greuber »

Theme Tragedy
Theme: [dice]0[/dice] - Tragedy
Once he has recovered enough from the energies that flooded his mind and body, Hans makes his way to his feet. Pain still radiates from most of his body, but he moves to where he can survey the survivors and the ruins of the city. Thankfully most of the Black Company was able to make it within the force field before the destruction was no longer able to be delayed. The city would need a lot of work to make it liveable, and would never be the same. With the AC's gate no longer functioning, Gloom would also need a new source of income.

Hopefully there would be no problems with their pay for their protecting the city and fighting Geist. At least they had their advance. Thrudh himself had the credstick...
NOOOOOO!!! Please tell me that Thrudh wasn't still carrying the credstick with our advance on him when he was vaporized. PLEASE tell me that someone else has it. Alecto, please tell me he gave it to you!!!

Turning away, Hans walks away with his head hanging and muttering under his breath about Grackles. Even Eleanor and the still were destroyed. If they at least had the still, he could have made a decent profit selling the alchohol to the survivors, now that the Hotel's bar was destroyed.
Last edited by Hans Greuber on Thu Dec 28, 2017 1:41 am, edited 1 time in total.
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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Blackfish
Daniel (Lars)
Posts: 127
Joined: Sun Jul 16, 2017 1:52 pm
Location: 12th AAT

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Blackfish »

Theme [dice]0[/dice] Tragedy!
Karl Dingis, Former CS Commando and Mercenary Freedom Fighter for the Future Brigade
Image
  • Setting the distancing glasses down, Captain Dingis, rebel Coalition officer and friend of the Future Brigade look to his right. The dark haired beauty was a conundrum to him, still, ever since he picked her up outside Lonestar. Karl Dingis was not used to being shunned by the ladies, he was charismatic and a rogue. The fact that he was the leader of the infamous CS Commando squad that had splintered away from the Legion-CS merger only made him more of a dangerous figure. Even after a year of fighting this twisted time war alongside Lt. Z, with the Future Brigade against the evil Tomorrow Legion and Coalition States, Karl never considered that Z might just not be into guys, no matter how big a war heroes they were.

    Karl Dingis looked from his trusted Lieutenant, Z Kashbrook, to Veronica Giest, the big wig from Future Brigade, who the team, the Tomorrow Company, was protecting. Karl started to say something about advancing on the, hopefully, unsuspecting SET team below, comprised of CS Psi Stalkers and some corrupt Cyber Knights...I recall when Knights were heroes...About to issue orders, and while looking towards Giest, Karl saw a odd, and sadly familiar, time shift forming.

    "Giest! Look out!" Flipping on comms...."All hands beware! Time shift!"

    The ripple of fluid and corrupt time maelstrom spread across the area as fast as a Juicer on super'roids.

    Caught in the middle of the storm Giest stood no chance of avoiding the ripple as it engulfed her. Swallowed and ripped asunder from her Prime Reality, Giest was gone. Karl moved to follow, Where ever she is, we need her in this war!

    As Karl moved to follow, Z reached out, grabbed his collar and pulled him backwards out of the time blast. "NO SIR! I will get her back!"

    Z moved after Giest with inhuman speed, speed that only she as a genetic experiment could move with, like a Juicer. Z jumped into the time ripple...
___
  • As the citizens of Gloom made their way out from the hotel lobby, into the city streets of Gloom Zieja watched with a heavy and sad heart. She had killed numerous CEALs and also, also killed...killed a child and Father Henri in the melee. Looking at the dark black and purple sword in her right hand she tried to not think about her missing left arm.

    "A double edged sword in deed..." Sammy snickered and curled up at her feet. "What are you going to do with the vile blade of Annihaltion Z?"

    Feeling light headed from the constant battle over the last few hours, Z looked down at the cat, wearing a dog fur coat, and she sighed. Dropping the sword, in disgust, it failed to clatter to the ground. Instead it twirled and altered and formed onto her left side as a black metallic arm. Raising the metal magic fist up Z looked at the black fingers and her face darkened.

    With a cats sense, Sammy sprung up and away from the girl, he could feel the hatred in her. Simultaneously Z kicked Sammy away from her as he pulled his Sunbeam Pistol and pointed it at her. Landing like only a cat could, Sammy kept the blaster trained on her.

    "Don't make me Z! Please! I know that you are not fully you right now, that sword it messing with your mind like the time ol'Dingis told you to kill Jude! Please Z, fight it!"
    Not another Carlsbad!

    Zieja Kasbrook, member of the 13th SET slashed out at Sammy, the former 2nd SET number two in command and now liaison between the Legion and Black Company. The demonic black blade of Giest spurned out at Sammy striking his armor. "Die Mortal!" Knocked back a few feet the Cat either instinctively fired, or accidentally fired, a beam of pure sunlight at Z. Like a Gremlin in a microwave, Z burst into flames and fell to the ground.

    Sammy, for his part look surprised and moved to try to help her. Only seconds later Z was nothing more than a pile of burnt dust on the lobby floor. Her clothing, armor and equipment is still there but her body is dust across the black blade.
___
  • Ailbhe reaches down and grinds some dust in her hands, "Geist has her army of CEALs, Scara has her own army it sounds like. We need an army of our own. Without the AC portal, I can't take you to retrieve my army on Rakis... I heard about some hell pillars recovered by the Tomorrow Legion, I would have to take a look at them... But maybe they could open a portal." Ailbhe looks at the unconscious Geist who is wearing semi-strange clothes. "It appears a Geist from another universe or reality found her way into our realm during Rips... During his goddam!" Ailbhe quivers with anger apparently vexed by Rip's death. For good or ill the alternate Geist remains unconscious. The commotion over by Z and Sammy pulls her attention. Seeing the sunlight strike Zieja and the subsequent pile of dust added to the floor (Ziej'a burnt body) Ailbhe slaps her own face with her own palm. "What in the...what...wait. Time ripple!"
___
  • Next to Sammy, near the dead Zieja, not too far from the alternative Giest, the very air ripples and twists. A "pop" and "boom" later, a nude woman with very long pitch black hair rolls across the ground, coming up into a defensive fighting position near the other dimensional Giest. Looking at the unconscious woman, Z says, "Veronica. Come with me if you want to live." Holding her hand out and still then looking at the time ripple, which fades and is gone rapidly, the nude woman groans unhappy. "Veronica! Come oh..oh damn."

    Squatting down the woman checks on other dimension Veronica Giest, "You okay hon? You better be, or ol'Coake will be pissed."

    Seeing that the unconscious woman is only, out for the count, not actually injured, the raven haired nude woman, with a nasty old scar across her face, looks up at those assembled in the lobby. Standing up, a woman that looks exactly alike Zieja, except this one has both of her arms and a facial scar, glances around at you all. Moving to the dust of Z, Zieja leans down and picks up the dead woman's clothing and gear, and dresses.

    Looking at Sammy, the feline, Zieja glances from Giest to Sammy as she gets dressed and says, "What are you looking at putty cat?"

    The hate Sammy sensed before is gone, he likes this Z better.
Smarts Roll vs Giest Blade
Smarts Roll vs Giest Blade at -2 = 6 total = Success, not possessed. Got questions? See here: http://savagerifts.com/sr/viewtopic.php ... 768#p26937

Rolls for when this Z picks up the blade....

[dice]1[/dice]
[dice]3[/dice] ACE [dice]2[/dice]
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Jitters
Posts: 171
Joined: Sun Dec 17, 2017 9:52 pm

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Jitters »

Theme Victory
[dice]0[/dice]
Immediately upon coming to his senses, Jitters walks outside and sees the radio station (or what is left of it) and it looks remarkably similar to the one where he went to almost five years ago. He only vaguely remembers what the band playing at the concert that night were called Three Marbles something or some such. All he clearly remembers was becoming a man that night with the hot sound booth technician and several other people. The day after that, he left to go to Kingsdale to get M.O.M. technology installed in him.

His moment of reprieve is broken when he hears screaming from across the way as the remaining citizens went out and about to see what there was left when they came across when they were discovered by a band of CEAL's. Moving with all haste, he activates some Psychic powers of his, Power Weapon, Improved TK Forcefield, and Expert Training to boost his already impressive fighting skills. As Jitters gets closer, he recognizes them. The CEAL's were the remainder of the group from the group that attacked him earlier. And they recognized him as well and all charge him at the same time, fanning out with the two in the middle slowing so that they could all attack him at the same time.

Just as they were about to reach him, he spun around to the left, drawing his Chain Longsword in his right hand and his vibro-longsword in his left. He slices the leg off of one while he drive his Chain Longsword into the chest of another, squeezing the handle to rev the blade and send blood and guts flying. The remaining two CEAL's look at each other, and as if through telepathic talked things over and, whether or not they are fearless, they at least know when it's time to leave and start to try to make a break for it ducking down an alley way. But Jitters followed them, staying out of the light and hidden from them. When they stop, Jitters runs his Chain Longsword up the rear end of one, giving him a Chainsword Enema, and his vibro-sword doing the same thing to the other guys.

He cleans the blades (as best as he can), and returns them to their sheaths, walking back to the "hotel", he finds Cantrell. "Cpl.EricForemanreporting,ma'am.IhavethislettereitherforyouorforSgt.BanethroMalon." As he hands Cantrell the package, he notices Markus being deposited back into this reality and his world goes red as he vividly remembers what he did to Lord Coake. Jitters was up on a hill sent to go find the legendary Cyber-Knight when he saw Markus run a Chain Longsword into his back, the very same Chain Longsword Jitters now carries and has named Verräterische Rache, or in English Traitorous Vengeance. Jitters rushes over to Markus screaming "Traitor!Isawwhatyoudidyoumurderingtraitorousbastard!YouturnedtheTomorrowLegionandcausedthemtoallywiththeCS,andthenyouranthisverybladethroughthebackofLordCoake!CommanderJude,permissiontorunhimthrough?" As Jitters gets closer though, he notices that this version of Markus is different from the one he saw kill the Cyber-Knight, such as no tattoos on his face, or that he has cybernetic enhancements. "No, your not him, are you? Sorry about all that, I had forgotten that I had seen that in an alternate reality."
Last edited by Jitters on Mon Dec 25, 2017 12:53 am, edited 1 time in total.
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red 5 Regular

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Enemy
Play at the beginning of the game session. A villain of the GM's choice becomes your character's sworn enemy and you may not soak wounds caused directly by him. Starting Now, you draw an extra Adventure Card each game session until the enemy is "retired".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
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Maximilian
Silver Patron
Silver Patron
Posts: 548
Joined: Wed Mar 08, 2017 2:37 pm

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Maximilian »

Interlude
[dice]0[/dice]
Adding +1 benny next quarter
One moment, Max is behind the controls as Nadine is waving at the Gloom Globes. Nightingale Lime signed Nadine! That's my kind of battle scar!
The next, he finds himself, inexplicably, on the floor of the hotel. The assortment of bodies in various states of consciousness is impressive. "What...how did I get here? I was in Nadine..."
Ailbhe introduces the BC and 13th. The hackles on the back of his neck rise. "Miserable mercs. Spikes is right, though. Might as well put you sellswords at the front to soak the...GIEST?!" He runs to the Giest in the lobby. "This is the wrong one! This is...ALEX! Rabid fleas, Alex, where are you?! I found Admiral Giest!" He immediately draws weapons and hovers over Giest's body. "This is the hero of the Future Brigade, not whatever dropped those missiles. She needs to go back! It's the only chance they have! No one lays a finger on her unless they intend to lose it!"
Shaking his head, he mutters some choice curses about the realities of the rifts and shattered timelines. "Cantrell, I'm not sure where I ducked out and where that wimp subbed in, but whatever nasty tyrant was running things here, this isn't her. This woman is a hero on the other side....Wait. You're not Crazy, right?" He looks over his CO's head. "Okay. Yeah. This is the only hope they have of standing against the Tomorrow Legion and the CS. We have to get her back. If anyone can shift or rip open a portal, she has to go back."

Taking however much time is required to explain the situation, and ensuring that she will come to no harm, Max eventually replaces his armament and volunteers to check the surroundings for survivors. He approaches young Alex on his way out the door. "Hey, kid. You've had yourself a rough go since joining up with me. Glad to see you're still kicking though. Listen. Take some time. Get better. Your seat is still waiting for you. And I'll be better about not leaving you behind. Deal?"
The boy smiles weakly. "Sure thing, Max. I'll just...I'll just lay right here for now, okay?" Max scratches the kid behind his ears and heads outside. Boarding Nadine, he notices the new button. Well, that'll be an interesting experiment. Later.
Running full sensor sweeps, Max pilots Nadine into far corners of the wreckage of Gloom, lifting rubble and acting as a brace against additional building collapse as rescuers delve into makeshift shelters and debris piles to find anyone who may have survived the awful wave of death. Max spends hours upon hours behind the controls, never stopping for a break while there are crews still looking to find the living among the dead.
Propping Nadine in a position to hold the side of a building while a crew worked, he locks the limbs and exits to stretch his legs. Even amidst the stench of death, decay, and...whatever that sickening mystical energy was, he catches a familiar scent. He immediately bolts for an alley, following his nose. Peering closely at a slab of some kind of steel on the street, he catches a switch formerly hidden by a false veneer. Toggling the switch causes the plate to slide to one side, revealing a stairway down. Heedless of possible ambush, he scales the stairs almost in one leap. There, in front of him, secured in a deliberately built bunker, is a litter of dog boy pups and their mother. She looks terrified, but relieved to have been located by a dog boy not wearing a CS uniform. The pups immediately begin to swarm him, grateful to have been found. "Ma'am, what are you doing down here? What is this place?"
The mother answers him. "There were CS hunters looking for us. My husband is an escaped CS dog boy. Our pups are freeborn. We have been sheltered, place to place, trying to get away from the Coalition. She arranged for us to stay here while she found transit to the next stop heading to Black Mesa. We were down here when the bombs went off. I don't know where she went, though."
Max stares at the pups' mother. The scent wasn't hers, but the source had definitely been here. "Ma'am, you're still safe. But I need you to tell me your guide's name. How long has she been gone?"
The mother blinked a moment, then replied. "She never gave me her name. Told me to call her Lady if we needed her. But she left us here maybe five minutes before the blast. She...she did leave something in case someone else found us before she got back. She told me to give it to the first person that walked down the stairs. It's over there on the table."
Max's tail drooped a little. There's no way this Lady survived if she only left five minutes before the impact. Those missiles destroyed everything in the area. Max walks to the table and finds a small wooden hinged box. The scent is strong here. Overpowering...yet as sweet as the last time he smelled it. Lifting the lid, his eyes go wide, and his tail starts to wag.

Max,

Good work, my darling. I saw it all. You're as brave and selfless as ever. You fight like the hero you are, and always were. I see you've changed, but even paths through the darkness can serve to make the light shine that much brighter. Don't forget who you are.
The time is coming. Maybe not soon enough, but the time is coming that we can see each other again. I'm doing important work trying to save more of our people. It's work you can't do with me, but believe me when I say you're doing your own good work, and I doubt I could do it with you. At least not yet.
Hold on a little longer, my dear. Know that I do now, always have, and I always will love you. And maybe the litter of pups you see in front of you is a portent of our future together. Freeborn.
Hold me in your dreams. Dream until tomorrow comes.

-- Nadine


A smile breaks across Max's face. "Okay, ma'am. You stay here. I'll bring back some food and water to tide you over until the next transport leaves. If you see this Lady again, tell her Max got her message, and he will be waiting."
Last edited by Maximilian on Wed Dec 27, 2017 12:01 am, edited 1 time in total.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature
EP Ledger
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Cantrell
Posts: 425
Joined: Thu Mar 02, 2017 10:57 pm

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Cantrell »

OOC Comments
[dice]0[/dice] = Love


Funny how the Coalition recruiting posters never showed much of the aftermath of battle.

Sure, there were always a few pictures, usually of a handful of grunts raising a flag on some anonymous mound of dirt and concrete. But the shot was always framed to avoid showing the true cost of war.

Cantrell moves among the ruins of Gloom's central district like a ghost, silent and ash-covered. The devastation is a step beyond anything she's encountered before, but not unfamiliar. She cranks the sensors on her helmet all the way up, listening intently for any sound that might indicate a survivor.

She's been outside for 10 hours and found six alive. Three times as many dead. Odds of finding any more breathing get longer by the minute.

She keeps searching, the exoskeleton in her armor giving her the strength needed to shift slabs of plascrete and dig through the rubble faster than some of the others. She's learned not to spend too much time on the piles. Anyone who was aboveground when the missiles hit is probably dead. Basements, however, offered a slim chance at riding through, so it's there she concentrates her attention.

She's on her final pass through one sector, not far from the demolished record store, when she hears a sob, so faint it barely registers on her sensors. She moves fast but carefully to the source, trying not to cause a collapse that would kill the person trapped below.

Methodically, she spends the next 20 minutes clearing debris, working in the area where she expects to find a stairwell. Her intuition is good, and eventually she's able to wriggle into the darkness below.

Crumbled concrete and rebar form a deadly spiderweb inside, but she is able to pick her way forward. Her light catches movement. A moment later, a small figure emerges from the shadows.

The little girl can't be more than seven, her blonde hair plastered to her head by blood from a shallow cut.

Cantrell can't help thinking of herself. She'd been about the same age when the Coalition had accidentally bombed the sector of the 'Burbs where she and her brother had been squatting. They'd blamed it on D-bee terrorists, but everyone had seen the SAMAS that had fired the missiles.

The little girl on the other side of the basement looks just like Cantrell did then. Hell, considering all the sideways time shit that's been going on, could be Cantrell. Or some future daughter that she might or might not ever get a chance to know.

Cantrell reaches out, but the girl shrinks back, terrified. The ceiling is cracking, ready to go. Cantrell realizes what she must look like to the girl, three-eyed helmet glowing in the dark. She hits the button to unseal the neck joint and lifts the helmet off, acutely aware of the tons of failing concrete above her head.

"Come here, sweetie, it's okay. I'm here to help," she whispers, afraid her voice will cause the rocks above to shift and kill them both. Slowly, tentatively, the girl creeps forward, finally far enough for Cantrell to sweep her into a bear hug and begin the slow crawl back to the surface.

"Okay now. It's all okay. We'll get you topside. I know a cat up there who makes a mean hot cocoa."

Taking the extra Benny for next quarter.
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
User avatar
Henry
Daniel (Lars)
Posts: 168
Joined: Fri Apr 07, 2017 11:27 pm
Location: Coalition States

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Henry »

Rebuilding Gloom
Victory
[dice]0[/dice]

2.) Spades—Victory: Tell the group about a how awesome of a job you did while helping. Add some spice and nice.


Cade looks around the United World of Warlocks Spaceship main intake airlock... The Hotel Lobby? Seriously? Older model. How’s it here? Looking at the others assembled, SET and Mercs, Cade thinks: This whole damned affair is insane. Time Ripple. The resonance here... like strings vibrating after a dimensional... erosion. It’s not the three visible dimensions, the length, width, and depth of all objects in this universe seems alright. Time is, was recently bent, but seems to be flowing again. The taint is, hmm all matter and energy here is, has suffered. Something was here. While they were passed out, while I traveled forward. I was about to be ... yeah ... and then suddenly I'm here with all my gear? What’s going on? I recognize the Black Company patch. Why am I here? Did Blackwell do this? I swear I feel the presence of t'Fethic in this lobby.

Looking ill at ease Cade takes a deep breath and glances at Cantrell. SET....Or Brigade. Nope. Looking over at Alecto, Cade sighs, BC Mercs. Maybe. Making up his mind Cade walks straight to Alecto.

”Hi. I’m ... Cade Williams, Temporal Infiltration and Acquisition’s expert. I have a few questions lady. Which of you BC Mercs is running this aspect of Blackwell’s Galactic organization? Are you aware of the bigger organization? Did you not pass out? Did you see him? Was he here? Black as sin, radiating evil and taking souls? t'Fethic.”

Cade’s stomach churns unhappily. “Uhh. Every time. Temporal teleportation makes me sick. Speaking of which, can you guys re-open the passage so I can go home or am I stuck here? If I’m stuck here ... you hiring? These Legion folks over there. Are they Tomorrow Legion, Brigade or a Coalition SET? Sorry. Trying to figure out what version I’m dealing with here. Let me shut up and give you a chance to reply.”

As the power fluctuations ripple across the inside of the spaceship the lights dim and all power seems to die. Cast into darkness and silence the people in the lobby are equally silent. A child suddenly wails, scared, and the Manager Ben says from across the room: ”I’ll go below and try to restore power. I'm afraid I may not be able to, the place is getting old. We may not have power anymore.”

“Priority Override. Seeree reboot power and light this room up!”


As the hum of power returns and light returns to the lobby the citizens of Gloom head back out into their ruined city.

Ben looks at Cade with incredible shock on his face.

”What? It’s an older model. I figured it was a Seeree ekks-fifty-six.” Looking back at Alecto he says, ”Whatcha say lady? You boss or who should I be asking questions of?” The somewhat gruff demeanor of Cade might be ruff, he does genuinely seem worried about being stuck here. On edge, he pulls a flask out and after a drag offers some to Alecto. "I got pulled into this mess, time ripple, I want to go home if I can, but until then ... I have worked for Blackwell in the past, willing to now too, if you will have me."
Last edited by Henry on Tue Dec 26, 2017 9:30 am, edited 9 times in total.
Henry Character Sheet:
https://savagerifts.com/sr/viewtopic.php?p=76990#p76990
My Accounts:
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User avatar
sammy
Posts: 142
Joined: Fri Aug 25, 2017 11:06 pm

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by sammy »

What Sammy notices, Gargamel, Libertas, and Vello
[dice]0[/dice] ( Max and BA count separately, 19 and 20 are completely random) Gargamel, Libertas, and 'Vello
  • This was just a way to randomly see what the cat saw...
Meow, fucking rainbows and butterflies. Enough going on to destroy and knock us out.... Sammy bounds arround checking folks out. Gargamel looks white like a sheet, he needs a new face. Sammy rubs against his leg like a cat does. Meow Garg, you doing ok? You seemed shook up by something. Where did that sword come from?"

Sammy continues on seeing Vello on the ground looking like he needs a drink in the worst way possible." Partner, I'll keep an eye out for a bottle of good stuff." Sammy winks like only a cat can and slips off towards Libertas.

Meow, he looks hurt, hurt bad... Not just his wounds, but didn't he grab something off some Gloomer? The body wasn't dead, thats right. Sammy bounds over to Libertas, " Ain't your fault glasses. It was a chaotic nightmare, the likes none of us were prepared for. People died. People lived. We are not Gods, just mortal..." Sammy stops and chuckles to himself, " Well Humble I suppose is a as close as anyone will get."
Sammy pokes a bit through the ash and death near Libertas, he finds a ring... A wedding band... Sammy tosses it to Libertas " Looks like it belonged to the poor sap that was running after you. Keep in mind, we are going after Hell Pillars and a necro, something personel might come in handy if you are prepared for the cost... Death always has a price."

Just before Sammy goes arround looking for Z, he skids to a stop next to Jude and Diamond Clad. " Meow, Maverick what was in that sack Vello tossed you? You seem a bit down, even in Carlesbad with everyone after you, you seemed, well...upbeat.". Sammy sniffs and looks at the arm sticking out of Diamond Clads pack. Smells like those CEALs. " Nice arm DC, a souvenir?".
Diamond Clad glowers at Sammy. " No cat, it is one step umong many in saving my daughters life... It belonged to the CEAL Jude dragged in. If you must know, I was able to sever it before the missiles exploded. It seems her body is among the ones missing.". Sammy shrugs, Hell if I know, magiks... Seems pretty sick. Just give me something to shoot.

Sammy bounds away muttering, " Where is Z?"
Sammy does indeed find Z, a maleviolent uncontrollable Z. Two shots and sunshine turns her into a smoking gremlin.
Meow, what was that. Z? You left me little choice.
Sammy looks over her corpse and lets out a howl, " Meow!!! Thrudh! Zeija!! Giest you mudering hobo! You no good wretch. I am right here, calling you out!! " Tears of anger and great sorrow well in his eyes. Sammy snags himself a human police officer, most locals know him as Freddy. Clearly on Giests payroll. Sammy shoves the man's face into Z's crispy body.
The police officer, is shaking... Its just not normal for a cat to have this kind of strength.
Sammy is shaking in fury and puts his pistol in the mans mouth. " I am going to ask you, then pull this trigger regardless of the answer you give. Where is Geist? Where is Geist! She has a debt to settle and I am callin it in!" For sure the tigger would have been pulled but a familiar voice, Z's voice comes from behind... " Puttytat."
Sammy forgets his grief and leaps giving the alternate Z a hug!
OOC Comments
interlude coming in a seperate post.
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver
Bennies
Bennies: 4/3
  • +1 optional dream state
    +1 High post rate
    +1 F and G
    -1 Skill trick
    -1 hell pillars
    -1 Fetetic hand to hand combat
User avatar
Jude Maverick
Diamond Patron
Diamond Patron
Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Jude Maverick »

Notice 5
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Common Knowledge 8
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
Interlude Theme 3 Love
[dice]4[/dice]
Adventure Card
Since the quarter is ending, and the heroics are mostly done, this seems like a good time to drop the Renown adventure card and give Jude another +1 Charisma. I have 3 other adventure cards if anyone wants one and hasn’t played one. Check my sig.
I will take the extra adventure card for next quarter. Fishing for another Renown! LOL

***

Jude watched the ghostly, cloaked figure move through the crowd, touching the dead, finally touching Vick’s body on the forehead before Jude slipped into blackness.

An hour later, Jude stirred. He groaned in pain as the warped burnings from the Annihilation spell shot pain through him. “Nikki…” he murmured as his childhood dream faded.

Jude shivered, managing to roll over and stare up into the darkness outside the hotel. He could see his breath in the air. “So anyone get the number of that truck?” he quipped. His mouth was parched.

Jude hears familiar voices and looks around. Beside him, Vick’s armor lays, pristine, but Vick’s body is nowhere to be found. Jude frowned, looking confused. He remembered the ghostly apparition. What had that been? Tesse was gone, too.

“Crystal…” Jude groaned and forced himself up. His old armor was basically shredded by the spell. In fact, parts of it seemed to have been turned to glass, which shattered, embedding shards in his body. Other parts seared to his skin. It was going to hurt just getting out of it.

Jude stumbled his way over to Diamond and Crystal. Crystal looked pale, even translucent, a bit. “Did you get what you needed from Tesse to save Crystal?” Jude asked, almost desperate to save his ex. “Where did Tesse go?” Jude had wanted to save her, too.

Jude looked over to where Sarah’s body had lain. It, too, was gone. He looked over to Cantrell and scowled, a bit of resentment rising up in him toward his sergeant. It was stupid, he knew. Sarah had been about ready to put a gigantic hole in his head. Cantrell had saved his life. But he had loved Sarah once. Could he have saved her, too?

As the heat started coming back on, Jude walked over to Geist, hauling the unconscious woman up. “So who is this, if it isn’t the Geist that did all...this.” He gestured to the destroyed city outside the hotel. “Do we have a place to lock her up?” Jude studied the woman’s military uniform. What was the Future Brigade?

Diamond started introducing everyone, and some woman berated the 13th and the Black Company, offering the destroyed city as an arena if they really wanted to duke it out. Jude looked over at the BC.

“That can wait,” he said. “If there are people out there that need saving, and they’re willing to help, we can shelve it for now. But they are coming in with us. They have crimes to answer for.”

Then talk turned to Scara and her Tower. Jude perked up, listening. “Rene said something about someone named Scara. So did Tesse. Who is she, and what does she have to do with all of this? Tesse said she was the one that made her and the other CEALs.”

Jude walked over to Zieja. “How you doing? How’s your...arm?” he asked. Okay, that was a bit lame. Her arm was gone. Of course it was horrible. “Um...about before…” Jude actually looked a bit shy! “Sorry not sorry I kissed you,” he said with a boyish grin. “I gave you something...a letter. Could I have it back, please?” he asked sheepishly. “Guess it wasn’t my time yet.”

As everyone started to disperse, Jude looked over at Crystal. “Let me help you to bed,” he said. He gave Diamond a nod and slipped his arm around the platinum blonde, helping her to the lift and up to his room. “Anything you need, you comm me.” Pulling her closer, he gave her a kiss, then winced as his armor pulled at his flesh. “I might need some help getting this off.”

It was a painful process, but Jude finally got out of his old armor, and Crystal managed to pick out most of the glass. She even tried something like Libertas’ little healing wand, but the wounds resisted healing, though the bleeding did stop.

“At least it’s not the face,” Jude said with a chuckle. He pulled out a change of clothes and then examined Vick’s armor.

“I can help adjust that,” Crystal said, getting her tools. “It’s enchanted.”

“It is?”

Crystal pointed out the runes decorating it. “Looks like some kind of invisibility and sonic blast.”

“Huh. Anti-paparazzi armor. I guess that makes sense,” Jude said with a smile.

It felt good to have Crystal’s hands on him again, even though they had physically reunited again a couple days ago. “Reminds me a bit of Stormspire,” he said with a smile. “You always did make me stand like a dummy.”

Crystal chuckled. “It was all you were good for, dummy,” she teased, cinching up a seal. “Not a lick of magic or psi talent in your body.”

“Must be all that Chi-Town drinking water I grew up on,” Jude said. “Like a vaccine.”

Jude tried the new armor once it was adjusted, moving, getting a feel for it. “Feels good. Thanks, love.” He gave her a kiss. “Just rest. When I get back tonight, we’ll do something special.” He waggled his eyebrows at her and nodded to the bed.

Crystal laughed. “If I can,” she promised, kissing him again for luck and pushing him out the door. “I might be able to fix your old armor. It’s pretty common, so I could scrounge up some things.”

Jude joined the search parties. There were still a few odd CEALs around, here and there, so Jude explored with his rifle. He stared at it occasionally. He could have sworn he’d been carrying a JA-9, not the JA-11. He took a moment to reset the configuration to the ion blaster. It would be better in the close quarters of the ruined buildings.

Jude was surprised at the number of survivors they were able to find. It seemed that when all the chaos of Nadine’s rampage had started, and then the fire fight with the CEALs and the appearance of the Death’s Head Transport, many people had gotten into secure bunkers, either built under their homes, or in central neighborhood locations.

Jude returned that night to Crystal. She had managed to salvage his armor somewhat, and she was feeling fairly well. Jude kept their lovemaking that night short, simple, and sweet to allow them both to get some rest. In the morning, Crystal tried the healing wand again, and, surprisingly, found Jude’s injuries responding.

Back on search and rescue, Jude saw something fluttering across the roadway. It caught on his boot, and he picked it up. It looked like a pink, lacy scrap of lingerie. Looking around, Jude spotted a flickering neon sign half buried in the debris. He removed some to debris to get a better look.

“That’s the Lotus Lounge,” one of the survivors on his search team said.

“What’s that?” Jude asked.

“The local burlesque house and brothel,” the man explained.

Jude stopped utterly still and stared at the man.

“What?” The man shifted nervously.

“There was a burlesque house and brothel in this town, and nobody told me!” Jude threw up his hands. “And now it’s destroyed!” He wanted to weep.

“Hey, do you hear that?” another member of the team said.

Jude paused, listening. “Sounds like...a pipe knocking,” he said. “There’s someone alive in there!”

Jude quickly coordinated the rescue efforts, eying the debris pattern and safety. They managed to get a small opening into the building basement, that was more or less intact, and Jude squeezed through, dropping into what looked like a storage room. He followed the sounds and found a steel door blocked by debris.

Jude pounded on the door. “It’s okay! We’re here. We’ll get you out!”

They worked quickly to clear the door, and then Jude yanked, tugging the door out of the warped frame. Inside were about a score of half naked women and men. They swarmed over Jude, hugging him tightly with tears of relief. Jude returned the hugs, grinning. “It was nothing. Least I could do. I’m sure we can find some way to repay me…”

Most of the women were human, but some were very attractive D-Bees. A tall, statuesque woman with green skin and very little clothing emerged. Her scent was like flowers wafting around him, and Jude immediately felt his body responding. She gave him a long, lingering kiss.

“Thank you for rescuing my girls and boys,” she told him.

Jude could barely form a coherent thought. “It was nothing...anytime…”

Jude and the others ushered the Lotus members up to the Pinnacle. It was getting hard to find places for everyone in the hotel, but they made do.

That night, as Jude shed his armor and undressed for bed, a data chip fell out of his pocket. He picked it up and studied it.

“What’s that?” Crystal asked from where she sat up in bed, cute little spectacles with little blinking lights and such perched on her pert nose. She wore only one of his t-shirts as she held a data pad she was working on.

“Alex gave it to me,” Jude said. “Said it had information about the Black Company.”

“Bring it here,” Crystal said.

Jude crawled into bed with her. Crystal plugged the chip into her pad and pulled p the information, tucking into his side as they watched. He put his arm around her and gave her a kiss before turning his attention to the pad.

Jude’s eyes widened a bit. “Cantrell needs to see this,” he said, taking the pad from Crystal.

“Hey! I was working there! Some of that is secret!”

“I’ll bring it right back. Promise,” Jude assured her, giving her a quick kiss before exiting his room and running down the hall to Cantrell’s rooms. It was late. She was likely to be in, but just as likely to be asleep.

Jude pounded on Cantrell’s door. When she opened it, he stood there in just his boxer briefs, his tight, lean physique on display as he handed her the padd with the proof of the Black Company’s innocence.
Last edited by Jude Maverick on Mon Dec 25, 2017 4:08 am, edited 2 times in total.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Gargamel
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Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Gargamel »

[dice]0[/dice] Love

Gargamel stared at the blade, transfixed by its nature and the faerie magic he could sense within it.
Meow, fucking rainbows and butterflies. Enough going on to destroy and knock us out.... Sammy bounds arround checking folks out. Gargamel looks white like a sheet, he needs a new face. Sammy rubs against his leg like a cat does. Meow Garg, you doing ok? You seemed shook up by something. Where did that sword come from?"

He felt something rubbing at his leg and looked down to see Sammy. He was a cat and Gargamel was never sure if he should pet him or not and whether he'd get offended. If Sammy indicates he wants fuss, Gargamel will rub his back or belly, but otherwise will just talk to him.

"I saw the dead, Geist's victims." he said matter of factly, though his face betrayed that he was shook up.

"As for the sword, I found it of all places in this bag." He held up the bag for Sammy to see; The satchel is a dark blood red canvas

Gargamel's face went even whiter as he recognised the satchel; his mouth dropping wide open in surprise and confusion.

"I already own this bag. It is on the Sky Rider. It used to hold the egg of a demon. Now it hold two swords for me. Whatever happened out there with all those energies, somehow I found this. Was it by happenstance? Was I meant to find it or was it somehow delivered to me in all of the chaos?"
OOC Comments
knowledge arcana [dice]1[/dice]
Wild dice [dice]2[/dice]

As they were shown around the devastation, Gargamel kept scanning the area, determine to ensure that they weren't ambushed.

"We have a war to fight. As far as I concerned, we'll fight together until Geist is gone. After that, we'll deal with our other problems later. If your other psycho member turns up, we'll have a problem then."


Looking around, he spotted something underneath a piece of rubble, hanging slightly up in the air. Pushing it off using the enhanced strength from his armour, he found a flower still growing. Somehow it had survived and was still flourishing. He looked at him, a strange smile on his face; if this could survive, then there was still hope for Gloom and for them.

Back in the hotel, the atmosphere was subdued; they had survived, but the people here, their spirits were close to broken as their home had been destroyed. All that was really left was the people and they were close to breaking.

This was something he loved to do; lifting spirits

"How are you all doing kids?" he called out getting their attention

"Now who knows who this is?" his face

Gargamel whiled away a few hours entertaining the children, making them smile and forget their woes. Seeing the children's' spirits lifted brought some relief to their families and just slightly, Gargamel pulled them back from the edge and gave them just an inkling of hope.


Later on, with the detente in place between the BC and 13th, Gargamel approached Maximilian with a request.

"It's Max isn't it?" Gargamel held out his hand in friendship

"One of our pilots for the Spider Walker took some injuries during all that shitstorm last night. Would you be able to train me how to use it in time to fight Geist? If we are going to fight Geist together, then we need every bit of firepower we've got."
OOC Comments
ooc
Two advances to spend in the new year- Robot Pilot and Ace edges
"Alecto, I understand that Thrudh put you in charge when he died. What are your orders?"
OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

Parry 7, Toughness 14(7)
Armed with Battle Fury Blade, Shard Pistol and Wilk’s 320 Laser Pistol,

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82
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Firehawk
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Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Firehawk »

2 victory
[dice]0[/dice]


(((WIP)))
FIREHAWK
FIREHAWK
-Burster-
1 wound - burned feet
Charisma: 0 (-4 w/ CS); Pace: 4(d4 running), Flying: 6(12); Parry: 5; Toughness: 6
Four Arms: One additional non-movement action with no MAP
Improved Flame Bolt: 6d6 damage (12/24/48)
Low Light Vision: Lyn-Srial ignore penalties for Dim and Dark lighting
Mentalist: +2 on any opposed Psionics roll, attacking or defending
-Once per round as an action can give an ally an immediate attempt to break out of illusion / puppet / mind walk at +2
-Impervious to all plasma, fire and heat damage; Electricity, lightning and lasers do half damage
-Roll a d10 (instead of the usual d6) when causing damage with fire:
  • Highly flammable targets ignite on a 3 –10
  • Anything flammable catches fire on a 6 –10
  • Things that normally don’t catch fire (metal, ceramics, stone) ignite from a Burster’s flames on a 10, or at least begin to melt
  • Water super-heats and evaporates nigh-instantly on a 10 as well, and boils away over 2d6 rounds on an 8 or 9.


CP-30 Laser Pulse Pistol shots: 30/30
ISP: 0/30
Powers Active

Fiery Aura: 6 MDC Armor, +3d6 to melee damage and damage shield

Adventure card: Turncoat : Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.
BENNIES: 2/3
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Cantrell
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Joined: Thu Mar 02, 2017 10:57 pm

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Cantrell »

Jitters wrote:"Cpl.EricForemanreporting,ma'am.IhavethislettereitherforyouorforSgt.BanethroMalon."
Cantrell's ears are still ringing, and she's not sure if she's walking sideways or the hotel tilted, when a Quick-Flex with shiny knobs poking out of his head walks up and starts talking to her. At her, really, so fast she can't pick out more than one word in five.

When he hands over a package, she takes it, opening up the bag to find a bundle of code-locked credsticks, a hand-held beacon, a dataslate from the Legion addressed to her and a letter -- actual written letter, on what looks like some sort of skin -- addressed to Bane.

"Regretfully, Sgt. Bane is not ... he's, ah, I'm not sure ... but I can take that for now," she says, as the Quick-Flex chatters on, while at the same time looking her up and down in a way that says he's met her before.

She's sure she's never met him, and to be honest, even thinking about trying to decipher what he's saying makes her head hurt.

"I'm sorry, you'll have to speak with our communications officer, Jude Maverick. He's in here somewhere ... just look for girls. He can process your orders. I'm going to go find somewhere to sit until the floor becomes more floor-like, and less wall ... ish."

Jude Maverick wrote:Jude pounded on Cantrell’s door. When she opened it, he stood there in just his boxer briefs, his tight, lean physique on display as he handed her the padd with the proof of the Black Company’s innocence.
Cantrell opens the door wearing nothing more than an old Drei Marbles Left t-shirt and an exhausted scowl. In her right hand she's holding a Japanese particle beam pistol, which is pointed in a direction to take out all of Jude's future children with one shot.

"If any part of you gets one centimeter farther into my personal space, I'll blow it off," she says.

Still, she listens as he explains the contents of the chip. Taking the data pad, she nods in thanks.

"If this is what you say, it will make my report to the Legion a lot easier, and save us all a little bloodshed. Tell Crystal I'll get the pad back to her in the morning."

Without further conversation, she shuts the door, leaving Jude standing alone in the hallway in his skivvies. It's cold, and there's a draft. Shrinkage follows in its wake.
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Samson Malach
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Posts: 44
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Location: The Black Company

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Samson Malach »

Interlude
[dice]0[/dice] -- Desire
+1 Benny for next quarter
Samson Malach comes to, a pounding headache and a burn for his trouble of being outside the shield. Looking around, he finds a few members of the Black Company and the 13th heading out into the streets to help. He tags along with some of the rescue missions, assisting where he can, mostly by boosting the strength and endurance of the searchers. As is his norm, his mouth runs long after it should have quit. "This is some kind of wreck. Maybe even the worst I've seen, although I left some real nasty wake behind me in Chi-Town. Was a real big job. Me and a couple of guys snuck into some CS uppity-up's mansion while he was off with the other crusty uppers, patting each other on the back or whatever it is they do. We were working a different company before my time with the Black, but this was a little side-action we got a line on. We had an aim to start our own concern. Take our own jobs. That sort of thing. This was supposed to be our seed money. So anyway, we're in this guy's place and I'm working in his office, trying to crack the thing and get a hold of his accounts, just a smash and grab to get his cred. Well, some brain donor that tagged along with us failed to do the very tiny little job of cutting comms to the guardshack. Of course he had security at the joint, but the line was supposed to be cut. It's pure brute work, but he hasn't got two cells to rub together in his massive cranial cave, and he cut the wrong line." After what seems like an eternity, he takes a breath.

"Well, the bells are bangin' and I'm pretty sure there were SAMAS guys floating around outside looking for us. The other guys in my crew are screaming at me to leave it, but right at the end, BOOM! Data dump. But not cred. Well, some cred. Info. Classified stuff. Real ultra top secret stuff. Intel on the Federation, Castle Refuge, every merc company with a name east of the Colorado Baronies, but even that was light. This guy must've been a tech head or something. Schematics. Weapons systems. Stuff ain't even put together yet. Way far out. Make your head spin. I load it onto a stick and get to the gone, but it was a real shaky exit. Most of my boys got burned. Just me and two others made it out alive, but the info we got was so hot, nobody wants it. They've been hunting us ever since. Well, hunting somebody. I did manage to fudge the feeds and make it look like it wasn't me, but it's a matter of time before they get the right face. Hey, I heard Gargamel can change his face. Think he can teach me that trick?"

The rescue missions continue for awhile, and Samson does what he seems to do best.
He talks.

"I had a lot of time to think in that CS cell, wondering if they were gonna figure out who they had there. And all I really wanted was to get clear. But I looked in Colonel Thrudh's eyes right before the missiles hit. He and the rest of the crew risked it all to rescue us. I owe 'em all. I owe him. I want to do right by him. I don't even want my own merc company anymore. I want to be a part of this one. They're the best of the best, and I know I can contribute. I want to. I got to. HEY! Shut up! I hear something!" He rushes to a debris pile and manages to clear enough away to pull a child from a small hole. She was bruised, bleeding, and filthy, but she was alive, and left with no major injuries. "Aw, it's okay, sweetie. Uncle Samson's got ya. Here. Let's get you warmed up." He pulls his own coat off and wraps the girl in it, and carries her back to a triage area to get tended to. "Don't worry, doll baby. They'll get you patched up, maybe even find you a lolly, yeah? That's a tough girl."
The rescue team, mostly rank and file BC members, once satisfied that this quadrant is either dead or saved, stop for a rest and a drink of water. Samson makes his way back to the lobby and goes to find Alecto. "Commander, I have it on good authority that you are the officer in charge. I am available for assignment, and eager to prove worthy of the sacrifice you and the others made to free us. I'm a cruise missile. Fire and forget. Well, don't fire me. And, really, I don't want you to forget I'm here. Never mind. What do you need done?"
Last edited by Samson Malach on Wed Dec 27, 2017 11:35 pm, edited 1 time in total.
Samson Malach
Samson Malach character sheet
Bennies: 3 (+2 interlude & dream, +1 post rate, -1 Spirit for Persuasion, -1 EE Persuasion, -1 Spirit for Persuasion, -1 EE Persuasion, +2 assist Vello, -1 EE Scara's Tower, -1 soak Scara's Tower, +1 saving the complications, -1 Spirit for Stealth, -2 Stealth rerolls, +1 murder wraith music, +1 portal / Scara's tower scene, -1 Scara's tower EE notice for loot, +1 for joker, -1 EE Fighting murder wrait, -1 reroll damage, +1 EP spent, -1 EE Mind Control, +1 stairway, -1 EE crossing bridge, +1 Fate's End post, +1 Black Burger, +1 final battle scene, +1 megaversal legion pic, -1 EE smarts, -1 EE shooting, +1 final round)
Wounds / Fatigue: 0 / 0
ISP: 40 / 40
Parry: 6
Toughness: 29 (18) (Iron Mage Glitter Boy armor)
Pace: 6
Pertinent Edges: Improved Rapid Recharge, Quick, Brave, Elan, Telemechanics, Ambidextrous
Weapon in hand: Ringil
Weapon in holster: Iceblast Shotgun
Adventure Cards:
  • Flesh Wound: Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene".
    Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
    Arcane Inspiration: ***PLAYED***When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action, or use a power he doesn't have.
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Jude Maverick
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Location: Chicago suburbs

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Jude Maverick »

Notice 4
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Common Knowledge 6
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
***

Jude couldn’t help run his eyes over Nadya’s form as she looked through the evidence on the datapad.

Damn. He eyed the pistol. Damn.

When Cantrell closed the door on him, Jude sighed. “Would have been worth it,” he muttered, blowing Cantrell a kiss before jogging back to the warmth of a bed shared with a beautiful platinum blonde.

***
Conditions
*Has the data chip
*1 Annihilation Wound
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Humble
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Location: Black Company

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Humble »

Interlude
Category [dice]0[/dice]
3.) Hearts—Love: You found love, a warm embrace, or maybe someone now loves you.
What a terrible battle. Humble could not mentally shake the wrongness of the image he saw, the loop of time repeating itself and the unhealing injury. Soldier die, officers die, such things are normal and a part of battle. But Humble could never accept the tendency of some men and women to kill innocents in the background.

Doing what he could to move people around and help those he could Humble worked until he ran out of stuff to do. Looking around Humble took count of those who survived. Ailbhe apparently also died in the battle. A shame she was a good warrior and she was right that the Black Company fought for a cause he could understand. Thinking to himself for a bit on them Humble finally says. “Humble remember.” Then turning Humble went back to work, trying to find those who needed it most and helping them, while the Black Company worked out who was in charge now.

Slogging through Humble found that while he was amazing at breaking and destroying things, he had no skill at repairing and helping people.
Then Humble heard something that sounded familiar. It was the voices of the other ogres from the gather he saw earlier. One of the women was in labor, but they were being ignored by the healers of the other races. All must have assumed they could see to their own. As Humble approached he stopped outside of the circle they had prepared around themselves for the birth of the newest member of their Gather. But seeing Humble at the perimeter the Warrior that led them looked and said with joy. “Humble. Come see my new daughter. She lives, we live because of you. You saved us earlier and now my wife has given me a healthy child. She was born in this battle, I do not know if this is a good omen or bad.”

As the father turned to let Humble see the infant Humble reached and touched the girl. A spark went from her hand to his finger as she grabbed it and he felt an instant kinship with her. A bond with her like his bond to the lights that followed him and Humble knew deep that she would be like him.

Then the Warrior finally said. “I name her Zycie, because her birth in this horror shows us there is still life to be had.”

Born to battle and conflict this girl child would live a to be a great warrior. For he could feel the kinship with the infant. She was of his blood, the same blood as surely as if he had sired her himself. Not knowing though if this was a blessing or a curse Humble reserved himself and instead only said. “A good name.” He knew he would see her again. Maybe soon, maybe in a thousand years, but she was family.

Parry: 9 (1 from swords)
Toughness: 16 (4)

Humble
Bennies and Resources

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Carlos Caravello
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Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Carlos Caravello »

Interlude
[dice]0[/dice] - Victory
Sitting in the lobby of the hotel Carlos looks out the window with a thousand mile stare. Despite the intensity of his gaze, he barely notices the destruction outside. Instead he is lost in thought, contemplating the empty flash in his hand.

Where can I get a drink?

Standing up, he walks outside and begins moving aimlessly through the ruined streets of Gloom. The chaos, the mayhem, the cries for help, all fade into the distance. A few people recognize him from the Black Company's saving march through the city, but he ignores them too. Annoying buzzes like that one mosquito in your tent when you're trying to sleep. Motioning it all away with a wave of his hand, the salty mercenary wanders along looking for something, anything, to drink. Finally he spots the half ruined front of a bar, the sign still hanging but blowing in the breeze at a ridiculous angle. Turning his head sideways to read it, he frowns.

O'Doul's. Sounds like my kind of dive.

Walking through the hole in the wall he pushes past rubble and debris he goes behind the bar. Smashed glass and broken bottles crunch under his armored feet as he rummages around for something to drink. Finally, he finds something. Looks like it's not even from earth. D-bee swill? What the hell. I'm not CS anymore.. Finding an old bar stool he tests it out, pops the top on his bottle and starts drinking. As the burning liquid hits his blood stream he is suddenly filled with remorse. Taking out the pictures and wedding invitations from the recovered backpack he pines over all the names pining over happy memories that will never be.

I am death.

Taking another big gulp of alien liquor his head begins to swim. Visions of burning villages, falling missiles, and dead men fill his mind. The more his thoughts race, the faster he drinks. Until suddenly he falls from his chair, and collapses in a heap amid the ruins of the bar and the ruins of his life. Blacked out for hours he finally wakes. The city is dark. Still destroyed but now covered in night. Vello tries to stand but immediately regrets it. The room begins to spin and searing pain shoots into his head. He slumps back down to the floor, holding his head in his hands - realizing for the first time his hands are bleeding from falling down in the broken glass. Quietly he begins to sob.

Unslinging his plasma rifle, he powers it up the whine of the capacitors charging fills the quiet space. Flipping it to burst mode he points the gun at the floor, I am death, and death I shall become. He knows the searing pain of a plasma burn first hand, but pulling the trigger will go beyond burning it will incinerate. Burn all trace of him from the earth. Yet, his life is so worthless it would not be a fair exchange for all those he has extinguished.

His finger on the trigger, he hears a noise and instinctivley points his rifle - ready to fire. An old man steps forth from the gloom, his hands raised.

"Don't shoot laddie."

Laddie?

Remember where he is, Carlos begins to laugh much too loudly.

"Let me guess. You're O'Doul."

"Aye, I just came to check on my bar." the man replied with hands still raised.

Grunting Carlos, lowers his gun but doesn't get up from the floor, "I drank the last of your hooch. Call the cops if you want."

"I doubt you got it all," O'Doull says with a wink. He goes behind the bar and lifts up some floorboards, producing a bottle of Irish Whiskey. "Last thing I have from where I came from. Passed by a Rift some time back and ended up here. Been saving this for a proper Irish tragedy. I'd say this qualifies." Pouring a bit into a metal canteen cup the unemployed bartender hands a drink to Carlos. Shrugging, Carlos takes a sip, "Wow. Where was that before I passed out?"

Fortified with a little hair of the dog, Carlos unsteadily gets to his feet heading for the hole in the wall. As he steps over the threshold he sees the sign, still swinging, still hanging on by a thread. Smiling he turns back to O'Doull - tossing him a black credit card with 30,000 credits on it. "Thanks for the drink. Hope you get this place fixed up."

Small victories, Carlos tells himself as he steps off for the hotel.

Staggering back toward the hotel Carlos slumps down in a chair in the lobby - looking for the members of the 13th. When he spots the one they call Jude, he grimaces and takes out the stack of wedding invitation and the engagement ring. Looking at Jude he shrugs, "Got this off the dead CS guy. I guess you're the closest thing around to next of kin."
Hey Jude
Easy to drink an empty flash in one gulp. Beyond just the standard survival gear... The pack has some personal effects, letters from commander First Lieutenant Nicole Maverick, of the Sixth Mobile. From what you can tell the two, this dead CS commander and 1st Lt Nicole were recently engaged, planning their wedding. A few swatches would indicate perhaps he needed to weigh in on table clothes. There is a hers wedding ring, recently purchased from a jeweler in gloom (100k). The backpack contains several wedding invitations, presumably destined for his now dead team. Strangely there is a crumpled one in the bottom of the backpack addressed to Jude Maverick. Even more odd, a old ratty picture of Z is in the bag.
Character Information
Carlos Caravello
Armored Stats: Strength d12+2; Pace: 8; Toughness: 20 (7), +2 Ranged Attacks, +2 Stealth (wilderness)
Bennies 4/4
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Icosa
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Location: 1st SET

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Icosa »

Interlude [dice]0[/dice]

Alecto waits patiently for the strange, and perhaps traumatized man to finally give her an opening to speak. Fortunately, she has queued all his questions up in preparation for this moment.

"We're not aware of any larger organization. I did not pass out. I did see someone moving through here, though he was not black as sin, nor did he appear to be taking souls. We cannot open a passage at this time. We are open to recruits. They are Tomorrow Legion. I am the boss, whom you should be asking questions of."

Her manner was calm, perhaps even unflappable considering the barrage of questions she'd been subjected to. Brown hair, dark eyes, slim, athletic frame...she didn't cut the usual image for a mercenary warrior even with her sleek black armor. More like an actress trying to play one, maybe. Then again, not too many actresses could walk around with fifty pounds of heavy ordnance hanging off their kit. A plasma cannon AND a railgun? Huh.

She held out a black-gauntleted hand. "I am Alecto, current commanding officer of the Black Company. You may coordinate with my team for now, and if you're still interested in joining when we're done here you're welcome to go through the recruitment process."

As Cade gave her a handshake, she added, "This entity you asked about. t'Fethic. Do you have reason to believe it is here?"

The last thing they needed now was another enemy on the field, but it would be better to know than not to.
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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Henry
Daniel (Lars)
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Joined: Fri Apr 07, 2017 11:27 pm
Location: Coalition States

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Henry »

After Alecto shakes his hand and agrees to his hanging out with her crew, Cade smiles. Life is about social engineering as much as it is about power.

When She asks about t’Fethic, Cade frowns. ”A disturbance in the local energy. I once was one of his students. It feels like he was here. I suppose how he manifested could be up to different interpretations. In my mind I see him as dark as sin.” A charming smile comes across his face, ”Nevermnd. I’m sure I am just misinterpretations events. Thank you Commander Alecto. If you have specific orders, let me know, otherwise it looks like you all just survived a nasty battle. I see casualties and injured. I can assist them. By your leave.”

Resolved to talking more later with the one known as Alecto, he hoped he could learn more about what was going on in this reality. Moving over to talk to Ben, Cade asks the Squid Man, ”You have more bandages here? More people seem to need help.”

As Cade assists Ben with the wounded, he thinks about what is going on. This reality is soft. More so than his Prime. ”Commander. I think that yes I know a bunch more. But. Now might not be the best time to get into it or ... maybe we might discuss Company matters later, privately.”

The statement is followed up by a wink and devilish grin.
Henry Character Sheet:
https://savagerifts.com/sr/viewtopic.php?p=76990#p76990
My Accounts:
Active
  • Daniel - Site Admin/GM of Savage Rifts Agents of Titan
  • Jackal - IC (Neural Intelligence) - 7th SET
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  • Vi - Space Pirate - Stars Without Numbers

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Maximilian
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Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Maximilian »

Alex - I Know A Guy
Streetwise
[dice]0[/dice]

WD Streetwise
[dice]1[/dice]

Persuasion
[dice]2[/dice]

WD Persuasion
[dice]3[/dice]
Alex wakes from his chaotic fall from the sky and the heroics of Jitters, and maybe the other guy who told them to run. He listens to the goings-on in the lobby. Seeing a red robed priest slumped by the wall, Alex runs over to check him. "OTO? Are you OTO?" The man nods. Alex glances around, and lowers his voice. "Do you know a Captain Lyboc?" The priest looks up. "Colonel Lyboc?" Made Colonel on this side? Good for him. "Yes. I need to reach him. As soon as possible." A whispered conversation continues. Alex stands to his feet and nods at the priest. He then walks around a corner to make it as private a conversation as possible.
"Colonel Lyboc? You don't know me, but I know you. I know Clara's tomato soup, too. To die for. Listen closely. We have a major conflict brewing in what's left of the city of Gloom."
"Who the hell is...how do you know Clara...go on, son."
The conversation continues in hushed tones and half-codes. As Alex approaches the corner, he signs off. "Copy that, sir. Will expect Rico's Roughnecks ASAFP. Thank you. Bid my best to Clara. I look forward to shaking your hand. And to some of that tomato soup, if we all survive."

Alex goes to find Jude. Upon reaching him (hopefully, prior to his various states of nakedness), he reports. "General Maverick, I believe I have secured reinforcements for the battle to come against the wrong Giest and Scara. Sir...you're looking...General, are you feeling alright? You seem to have lost weight. A lot of it. I apologize. Temporal insanity might account for it. Have you given up powerlifting?"
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Jude Maverick
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Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Jude Maverick »

Notice 24 5 Raises
Notice [dice]0[/dice]
Ace [dice]6[/dice]
Ace [dice]8[/dice]
Wild [dice]1[/dice]
Common Knowledge 17 3 Raises
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
Ace [dice]7[/dice]
Ace [dice]9[/dice]
K Arcana 5
To know what that black ghosty thing was that was touching people
K Arcana[dice]4[/dice]
Wild [dice]5[/dice]
***

“Crystal…” Jude groaned and forced himself up. His old armor was basically shredded by the spell. In fact, parts of it seemed to have been turned to glass, which shattered, embedding shards in his body. Other parts seared to his skin. It was going to hurt just getting out of it.

Jude stumbled his way over to Diamond and Crystal. Crystal looked pale, even translucent, a bit. “Did you get what you needed from Tesse to save Crystal?” Jude asked, almost desperate to save his ex. “Where did Tesse go?” Jude had wanted to save her, too.

Sammy sauntered over and looked at the arm sticking out of Diamond Clad’s pack. "Nice arm, DC. A souvenir?"

Diamond Clad glowered at Sammy. "No,cat, it is one step among many in saving my daughter's life. It belonged to the CEAL Jude dragged in. If you must know, I was able to sever it before the missiles exploded. It seems her body is among the ones missing."

Jude blinked. “Wait, what? You severed it? I thought you just needed some blood!” he exclaimed. “I didn’t convince her to help us so you could dismember her, you crazy old man! We could have tried to save Tesse too!”




***

Jude walked over to Zieja. “How you doing? How’s your...arm?” he asked. Okay, that was a bit lame. Her arm was gone. Of course it was horrible. “Um...about before…” Jude actually looked a bit shy! “Sorry not sorry I kissed you,” he said with a boyish grin. “I gave you something...a letter. Could I have it back, please?” he asked sheepishly. “Guess it wasn’t my time yet.”

Once Jude got his letter back and tucked it away safely, Sammy, that darned cat, came slinking around. Was it wearing a...fur coat? Smelled like dog…

Then Zieja’s sword...turned into a black metal arm! “That’s...new.”

And then Zieja seemed to...snap. She lashed out at Sammy, kicking at the cat even as he jumped away, drawing his gun, begging her.

"Don't make me Z! Please! I know that you are not fully you right now, that sword it messing with your mind like the time ol'Dingis told you to kill Jude! Please Z, fight it!"

Jude blinked. “Wait. What? Kill me?” he asked, looking between Jude and Sammy. Dingis. That name was familiar. Wasn’t the the guy Jude found waiting for him in his rooms with a bunch of Deadboys after Beauregard found out about his affair with Michelle, the general’s wife?

“What’s he talking about, Z?” Jude asked, looking at her.

She seemed...gone, though, slashing at Sammy with that black blade. It all happened so fast. Sammy fired, and suddenly Zieja was nothing but...ash, the blade falling and clattering atop her armor and gear.

“What the hell just happened!” Jude exclaimed.

Then the air rippled and popped, and a naked, dark-haired woman stood there. Jude blinked, staring, his eyes running over the woman’s body. “Z?”

But...not Z. This one had both arms and a scar on her face, though it didn’t detract from her beauty. She started grabbing up Zieja’s gear from the pile of dust.

“Hey, wait a minute! That’s Z’s…” Jude trailed off. But Zieja was gone, and this one was here. He was so confused.

***

After Jude got Crystal into bed upstairs, and got his wounds at least bandaged and treated and into his new armor, he headed back down to the lobby. A bearded man he didn’t know approached him.

"Got this off the dead CS guy. I guess you're the closest thing around to next of kin."

Jude looked at him curiously. He took the ring and the envelopes and flipped through them. He paled a bit as he saw the name of his sister. Hands shaking, he quickly pulled a letter out to read, then pulled out all the letters, sinking to the floor in the corner as he read the love letters and wedding planning between his little sister and her fiance.

“Oh, God,” Jude choked, fingering the wedding band and his wedding invitation. Had his notes gotten to her? Had she known to look for him here? He took a moment to put the gold band onto his dog tags chain and then pulled out a picture of...Zieja? That was...odd. And now he couldn’t even ask Zieja about it, because she...

“Where’s the man now?” Jude asked. “Is he...was he out there?” He nodded to outside the force field. Nicole might like her fiance’s body back for a proper burial. Jude might want to bring it back to her, to see her again. But if he was outside the field when the Annihilation spell went off, there would be nothing left.

"Meow, Maverick. What was in that sack Vello tossed you? You seem a bit down. Even in Carlsbad with everyone after you, you seemed, well...upbeat.".

Jude glared at the cat. “Maybe because in the last week, cat, I’ve put a laser hole through the head of a woman I once loved, saw the head of another woman I once loved get blown into a mess of blood and gore, and now found out we might have just killed my sister’s fiance,” he snapped. “And you just fucking shot Zieja!”

**

Jude wandered into the hotel with the rescued pleasure girls and boys from the Lotus Lounge, turning them over to Ben to try and find somewhere to put them. He noticed Geist, still unconscious, propped up in a corner, and scowled. She may not have been the Geist that caused all this tragedy, but no one seemed to want much to do with her.

Jude went over to the woman. He’d gone to so much effort to save her, it would be a shame if she was forgotten. Jude carefully lifted her into his arms and carried her to a lift, then to a room upstairs. He laid her gently onto the bed and started to take off her boots to make her more comfortable, then worked on the buttons of her uniform tunic.

Keep busy. Don’t think about...anything. You can break down later tonight. Jude’s mantra ran through his head.

***
Conditions
*1 Annihilation Wound
Last edited by Jude Maverick on Wed Dec 27, 2017 2:17 am, edited 1 time in total.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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sammy
Posts: 142
Joined: Fri Aug 25, 2017 11:06 pm

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by sammy »

:arrow:
Humble wrote:
Interlude
Category [dice]26920:0[/dice]
3.) Hearts—Love: You found love, a warm embrace, or maybe someone now loves you.
What a terrible battle. Humble could not mentally shake the wrongness of the image he saw, the loop of time repeating itself and the unhealing injury. Soldier die, officers die, such things are normal and a part of battle. But Humble could never accept the tendency of some men and women to kill innocents in the background.

Doing what he could to move people around and help those he could Humble worked until he ran out of stuff to do. Looking around Humble took count of those who survived. Ailbhe apparently also died in the battle. A shame she was a good warrior and she was right that the Black Company fought for a cause he could understand. Thinking to himself for a bit on them Humble finally says. “Humble remember.” Then turning Humble went back to work, trying to find those who needed it most and helping them, while the Black Company worked out who was in charge now.

Slogging through Humble found that while he was amazing at breaking and destroying things, he had no skill at repairing and helping people.
Then Humble heard something that sounded familiar. It was the voices of the other ogres from the gather he saw earlier. One of the women was in labor, but they were being ignored by the healers of the other races. All must have assumed they could see to their own. As Humble approached he stopped outside of the circle they had prepared around themselves for the birth of the newest member of their Gather. But seeing Humble at the perimeter the Warrior that led them looked and said with joy. “Humble. Come see my new daughter. She lives, we live because of you. You saved us earlier and now my wife has given me a healthy child. She was born in this battle, I do not know if this is a good omen or bad.”

As the father turned to let Humble see the infant Humble reached and touched the girl. A spark went from her hand to his finger as she grabbed it and he felt an instant kinship with her. A bond with her like his bond to the lights that followed him and Humble knew deep that she would be like him.

Then the Warrior finally said. “I name her Zycie, because her birth in this horror shows us there is still life to be had.”

Born to battle and conflict this girl child would live a to be a great warrior. For he could feel the kinship with the infant. She was of his blood, the same blood as surely as if he had sired her himself. Not knowing though if this was a blessing or a curse Humble reserved himself and instead only said. “A good name.” He knew he would see her again. Maybe soon, maybe in a thousand years, but she was family.
At some point Sammy prances up onto Humbles shoulder. Sammy's tail flicks to one side and the cat smiles. " Look behind you."
Coming up behind Humble is Ailbhe, she gives Humble a nod, " I heard you remember big guy."
Sammy chuckles, " Ole Avalanche hear would have died trying to save 5 wheelbarrel full of folks, but we couln't let that happen. Who knew I could channel and covert the energy of a legendary spell... Sort of weird that the energy looked like rainbows and butterflies." Sammy shrugs and hops off humble heading in what ever direction was unlooked for.
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver
Bennies
Bennies: 4/3
  • +1 optional dream state
    +1 High post rate
    +1 F and G
    -1 Skill trick
    -1 hell pillars
    -1 Fetetic hand to hand combat
User avatar
Jitters
Posts: 171
Joined: Sun Dec 17, 2017 9:52 pm

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Jitters »

Notice
[dice]0[/dice]
Wild Die [dice]1[/dice] ACE!
WIld Die Ace [dice]8[/dice]
Smarts Based Rolls
Common Knowledge 4 [dice]2[/dice]
Wild Die [dice]3[/dice]

Smarts to Remember to Speak Slower 3[dice]4[/dice]
Wild Die [dice]5[/dice]

Smarts to Remember Cantrell from 5 years ago [dice]6[/dice]
Wild Die [dice]7[/dice] Wrong Die Code
Wild Die [dice]9[/dice]
After the awkward exchange with Markus, Jitters returns to the hotel lobby just in time to feel the cool, calming temporal eddies as a time rip appears over a pile of ashes and Z from another dimension pop in and kneel over Geist from her dimension. "Z!Howdidyouwinduphere,andhowhaveyoubeen?IsGeistgoingtobealright?How'sViggodoing?StillsavingMax'swife,thecat,fromtrees?"
Last edited by Jitters on Wed Dec 27, 2017 9:25 am, edited 2 times in total.
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red 5 Regular

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Enemy
Play at the beginning of the game session. A villain of the GM's choice becomes your character's sworn enemy and you may not soak wounds caused directly by him. Starting Now, you draw an extra Adventure Card each game session until the enemy is "retired".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
User avatar
Carlos Caravello
Bronze Patron
Bronze Patron
Posts: 55
Joined: Wed Oct 04, 2017 12:18 pm
Location: The Black Company

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Carlos Caravello »

Jude Maverick wrote:“Where’s the man now?” Jude asked. “Is he...was he out there?”
"Dead," Carlos replies in a dead pan voice. I shot him in the damn chest with a rocket launcher, he didn't add. Probably wouldn't help. Seeing the man obviously shaken up, Vello leaves him in peace.

"Sorry for your loss," he mutters and walks away.

I am death.
Character Information
Carlos Caravello
Armored Stats: Strength d12+2; Pace: 8; Toughness: 20 (7), +2 Ranged Attacks, +2 Stealth (wilderness)
Bennies 4/4
User avatar
Blackfish
Daniel (Lars)
Posts: 127
Joined: Sun Jul 16, 2017 1:52 pm
Location: 12th AAT

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Blackfish »


Z lifts the Dries Marbles Left, concert in gloom shirt, up out of ash and thwaps it clean before sliding the shirt onto her nude chest. Zieja looks at Jude, the hell is wrong with the skinny bastard? "Commander Maverick. I'd prefer to dress now, talk later, Sir." Leaning in Z whispers into Jude's ear, "I know you are not the same him, but damn boy, you are skinny, looks good on you Mavy. I might have to rethink my choices, especially while away from home so to speak. Although your sister might get annoyed at me.” Z leans back from Jude and then returns to dressing.
Jitters wrote:"Z!Howdidyouwinduphere,andhowhaveyoubeen?IsGeistgoingtobealright?How'sViggodoing?StillsavingMax'swife,thecat,fromtrees?"
Gathering the dead Zieja's gear, Z looks over at Jitters in surprise. Leaving Jude, Z heads to the Crazie's side and high fives him! "Damn Super J, I thought you got kilt! Good to see you alive trooper!"

Looking at the Giest laying on the floor of the lobby Z continues, "Lady Veronica looks alive still, I just followed her across the thread. Lets make sure she's okay."

Moving over to Giest, Z makes sure she is breathing and leans her against the wall. "Jitters, I feel ill. Heads spinning and as much as I tried to play it off, I just got seen nude by a hundred freaks and Mercs. I need some water. This is my first trip across the Thread, and I don't think I like it. Give me a bit of time sitting here and then we should talk. Thanks Super J."

Smiling at Jitters, Z leans against the wall.


____


Startled out of a half sleep, Z sees Jude make off with Giest. Letting the invisibility spell continue to work Z stands, stretches and follows the strange version of Jude as he carefully lifted her into his arms and carried Giest to a lift, then to a room upstairs. He laid her gently onto the bed and started to take off her boots to make her more comfortable, then worked on the buttons of her uniform tunic.

Leaning against the door of the room, inside the room Z let the invisibility spell go. Now visible but behind Jude she says, "I will stay with her tonight Sir."

Standing there, her scar on her face red from exhaustion, the rock shirt torn and dirty, black jeans with dust and dirt on them and several black bracelets on her arms she looked like a fan of DML. Z waits a moment to let teh startled and somewhat exhausted looking Jude grasp the fact that Z is in the room before moving and standing by the bed, looking down at Giest. Z sighed and sat next to Giest.

"I heard talk of Veronica being a bad person here?"

Looking up at Jude, "This Giest, is not bad. She is hero a thousand times over. I came after her Mavy. I won't let anyone kill one of the leaders of the Future Brigade. She is too important. To all the Threads of Time. This woman must live. Somehow, and I have no idea how, I have to get her back to out Thread."

Tears run clean streaks down her face and she turns away from Jude.

"I..I'm sorry, moving between threads hurt. I'm sorry I teased you earlier, I was lashing out."

Regaining her composure Zieja wipes her face clean and stands back up.

"You tell your sister you saw me cry and I'll break those blue things you call brains."

Z smiles to lessen the threat.
Accounts

Discord: Daniel (Lars)

Savage Rifts Game Master
    • The Black Company
    • Machinations

Savage Rifts Player Characters
  • Niki NEMA Peacekeeper / Commando
    Adventures Inc. GM - Venatus Vinco
  • Mercer Mercenary Exiled RCSG
    Mercy Six GM - Pender Lumkiss
  • Boon Psychic & Mechanic
    Phaseworld GM - Ndreare
  • Blackfish Combat Mage / Ogre
    Tomorrow Legion 12th AAT GM - Snake Eyes
  • Player Account 6 Unlocked & Unused.
User avatar
Jitters
Posts: 171
Joined: Sun Dec 17, 2017 9:52 pm

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Jitters »

Smarts for Talking
[dice]0[/dice]
Wild Die [dice]1[/dice]
Before Z has a chance to finish her request for water, Jitters returns with a gallon of water. "Yeah, that happens when you cross the divide, as we tend to call it. Trust me, your going to need to drink all of this in the next hour, then after that you're going to drink that much over the next two hours after that." Jitters explains. He follows them to where they take Geist. When Z talks about Geist being one of the founding leaders of the Future's Brigade, Jitters pops up saying "She has been their guiding light, along with their second in command Viggo."
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red 5 Regular

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Enemy
Play at the beginning of the game session. A villain of the GM's choice becomes your character's sworn enemy and you may not soak wounds caused directly by him. Starting Now, you draw an extra Adventure Card each game session until the enemy is "retired".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
User avatar
Blackfish
Daniel (Lars)
Posts: 127
Joined: Sun Jul 16, 2017 1:52 pm
Location: 12th AAT

Re: Crossover Story: The Black Company & the Legion's 13th S

Post by Blackfish »

Looking over at the open door of the room, Z chuckles as she sees Jitters. I must be tired. I didn't see him there. Sorry Super J.

Jitters pops up saying "She has been their guiding light, along with their second in command Viggo."

Nodding Zieja says, "Damn right Super J."

Looking at Maverick: "So we must keep her alive and well."

Moving to the sink in the room, Z pours herself a glass of water and downs it, refills, downs it and smiles at Jitters.
Accounts

Discord: Daniel (Lars)

Savage Rifts Game Master
    • The Black Company
    • Machinations

Savage Rifts Player Characters
  • Niki NEMA Peacekeeper / Commando
    Adventures Inc. GM - Venatus Vinco
  • Mercer Mercenary Exiled RCSG
    Mercy Six GM - Pender Lumkiss
  • Boon Psychic & Mechanic
    Phaseworld GM - Ndreare
  • Blackfish Combat Mage / Ogre
    Tomorrow Legion 12th AAT GM - Snake Eyes
  • Player Account 6 Unlocked & Unused.
User avatar
Maximilian
Silver Patron
Silver Patron
Posts: 548
Joined: Wed Mar 08, 2017 2:37 pm

Re: 1 - Crossover Story: The BC & the Legion's 13th SET

Post by Maximilian »

Max's eyes narrow at the merc's hand. I won't bite the hand that feeds me...but this one looks edible. No help for this one until and unless ordered. Still...friends close, enemies closer.

He lets a smile spread across his face, teeth bared, as he shakes hands with Gargamel. "Gargamel, the face shifter. Yeah. I know you. Sure, that sounds like a pretty good plan, but I know I'll have to run it by my C O. You know how it is. Existential threats to an entire city notwithstanding, there's still a trial and/or execution for slaughtering the 2nd SET and a bunch of kids to deal with in the aftermath. But hey, having a functional skull walker in the fight will help at least draw fire, if nothing else. Say, you guys couldn't at least have drowned the cat or something? I mean, taking out the rest of the 2nd, it's not like it was out of your way. You'd have done the world a favor, too." He scratches his chin. "Hm. Of course, it would make sense that the miserable fleabag would turn on his own, and use you guys to do it. Heck, maybe you're innocent, and it was all Sammy!"

Max turns to find Cantrell. "Top Dog! I think I figured it out! The BC is mostly innocent. It was all that fur licker's doing! The Black Company, they were just pawns, see? Permission to throw cucumbers at it until it jumps in a river of its own accord? Also, permission to teach the face shifter how to drive a bot in preparation for tearing down the bad Giest? Don't worry. Skull walkers on this side don't even get Nadine warmed up. If I can only have one or the other, let's go with beating the cat with cucumbers." Max's smile turns from a toothy grin to a borderline snarl, and he glares at the cat prancing around the lobby.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature
EP Ledger
User avatar
Jitters
Posts: 171
Joined: Sun Dec 17, 2017 9:52 pm

Re: 1 - Crossover Story: The BC & the Legion's 13th SET

Post by Jitters »

When Max starts taunting Sammy, Jitters starts laughing hysterically then says "Oh Max, you old riot! What would the Future's Brigade do without your stand-up routines? How's the wife and kittens doing?"
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red 5 Regular

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Enemy
Play at the beginning of the game session. A villain of the GM's choice becomes your character's sworn enemy and you may not soak wounds caused directly by him. Starting Now, you draw an extra Adventure Card each game session until the enemy is "retired".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
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