Scara's Tower Part 1: The Portal and Gaurdian

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Pender Lumkiss
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Scara's Tower Part 1: The Portal and Gaurdian

Post by Pender Lumkiss »

After preparing the following players can post here.
Caravello, Jude, Alecto, Markus, Samson, Hans, Zeija

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Re: Scara's Tower Part 1: The Portal and Gaurdian

Post by Pender Lumkiss »

The notes left by Jitters make it quiet easy to locate the back entrance to Scara's tower. It is hidden well in the woods, and cleverly gaurded by 2 forces of cybernetically enhanced arcane life forms, most human looking mercs. They are in a good position to laydown buckets of railgun fire in a cross setup action to anyone approaching the pit to hell stylized portal. That is unless you know where to find their railgun nests hidden in the trees. Jitters has taken careful note of where all of them are, and has given a detailed sketch of a trench he dug that lets a careful skilled squad of 7 or 8 neak up to their backsides. Just at the mouth of the hellish cave Jitters describes something that sounds like a furry Beetle that can spew forth magma or a bolt of blinding light. It is well hidden near the mouth and could have spelt doom for anyone approaching unawares. The only thing Jitters notes leave lacking are the precise whereabouts of two mystic knight commanders. Jitter's notes make mention of them performing random sweeps of the woods and seemingly in two places at once. For some reason Jitters surmises there must only be two, but could this be the ramblings of a crazy??

The assult team finds everything just as Jitters describes and are able to get into position behind the railgun nests, and even set up in an advantageous position near the cave gaurdian magma beetle. Thats when it almost goes side ways. The mystic knight commanders don't necessarily catch you by surprise but they do in a way spoil your own surprise.
As you approach hidden well by the trench Jitters dug, and with the CEAL rail gun nests in view you come accross two mystic knights speaking candidly about their employer.
" Why do we do this brother? We do it because Geist and Scara have paid the Morgoth brothers well. It is regrettable that our eldest brother could not be here. Dunscon has unleadshed the bulk of his army, even with that traitor Valmordo leading his resistance fighters against us Geist will have more than enough mystic knights, murder wraiths, and shamblers to wipe Gloom off the map..." The knight talking chuckles, " Those forces when combined with what lies through the portal we guard brother will be enough to shatter their hopes. The time for the federation will soon be here... We are but the heralds and trumpeters of doom... The techno aided undead army of Urukiah I believe they are called will prove a fantastic surprise. I heard Scara found a world called Middle Earth ripe with dead bodies for the picking." He stops talking suddenly as his brother puts up a hand and whispers while drawing his blade, " We are not alone!!" Purple bolts of hellfire fire from their eyes decimate the shrubbery that has concealed you!
Mystic Knight photos
IMG_0193.JPG
IMG_0194.JPG
Where you a ratag group of coalition grunts or lesser mortals you might have fled, however you are the best and brightest and dedicated one way or another to the ideals of the tomorrow legion. Its time to make these Ceals, mystic knights commanders, and twisted fury beetle pay for ever existing... Worried about them calling for backup? Just hit that little clicky device Jitters left in his field report and it will dampen radio communications in a 2-mile radius! You got this!
Jitters post with pictures of cave gaurdian, portal, and a brief glimpse to the otherside
Choose your complication
A few NPC allies are with you. While they are present and generally helpful in this case they do not contribute to the overall success. In fact if you dare they can even cause a hindrance.
  • Any Player can choose a below ally, or two, or all three and write how they muck it up and make life hard. Every player can choose any ally and they can be used multiple times. Woa, these guys just have the potential for making so much trouble.
    • 1 ally, they give an additional -2 take a benny for your trouble and saving their hides.
    • 2 allies are in trouble take an additional -4 penalty to the quick combat. Make a roll on gear related HJ table of choice. Failure on this gives 1 wound that cannot be soaked.
    • 3 allies need to saved, take a -6 to your quick combat action. You take 1d4 wounds at the end of your post that can be soaked ( have to spend a benny), and stumble upon the mystic knight commanders treasure horde: submit a item, enchanted, supertech, or TW of choice at a Vetran Crafter level.
    Allies:
    • Crystal Clad, daughter of Diamond Clad, and a fairly pale transulecent ghost of her former self. She tries to put on airs of being a great technowizard, but right now in her weakened state she barely has the strength to walk. Someone in the group (maybe you take turns) has her soul in a jar just in case the opportunity presents itself to safely return her soul to her body.
    • Tesse Lightbringer, once a mystic of holy devotion, now an undead cybernetically altered arcane life form under Geists and Scara's control. She has one thing on her mind, and it is to make all of you undead slaves like her. Currently she has been persuaded that that is exactly what you aim to do.
    • Herr Klaus, a small interesting creature. He has a goofy grin and a well polished and manufactured tomorrow legion uniform. He is a kobold from the NGR before it was NGR. He speaks with a thick German accent but his English is impeccable. He tends to stick with the members of the 13th especially Markus, but he does have the penchant to come up in unexpected places.
Allies Picture
Herr Klaus, wears a crisp uniform and well shined feet.
IMG_0196.JPG
IMG_0196.JPG (31.65 KiB) Viewed 13094 times
Crystal Clad not looking well
IMG_0195.JPG
IMG_0195.JPG (49.68 KiB) Viewed 13094 times
Tesse trying to recruit you to Geists team!
IMG_0197.JPG
IMG_0197.JPG (69.19 KiB) Viewed 13038 times
Welcome to Quick Combat: The Assault team vs CEAL railgun nests, mystic Knight commanders, and the twisted fury beetle.
Scene Modifier: -1( was -4, but Jitters spent the 3 weeks finding their weaknesses and scouting their positions)

Quick combat rules: Make your one combat 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 ). This roll needs to be some kind of combat related skill or action.

5 successes are needed for a favorable outcome. The more success the better the outcome, for example: 5 success' the combat takes 1 hour, 10 success 1/2 an hour, 15 successes 1d6 minutes, 20 success 1d6 rounds.

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 Note the below wounds are non soak-able.
  • 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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Carlos Caravello
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Re: Scara's Tower Part 1: The Portal and Gaurdian

Post by Carlos Caravello »

3 complications 1 success
Knowledge Battle [dice]0[/dice]
Wild [dice]1[/dice]
Benny
[dice]2[/dice]
[dice]3[/dice]
Ace [dice]4[/dice]

Ammo [dice]5[/dice]

Wounds [dice]6[/dice]
"Gunner!" Carlos yells too late as the CEAL gunners get the drop on the group. As he is about to dive into the trench for cover, Carlos sees Tesse Lightbringer waking toward the enemy and calling out to them, "We are heard as recruits for my lord's army. I have brought more fighters with me."

Unsure what to do, Vello analyzes the data from his head's up display, the combat database chip overlaying all manner of information on to the battle field. Quickly, he rallies the troops: "Standard weapons, rain down fire on those rail gun. Magic types hit those knights."

Following his own orders, Carlos walks a burst of plasma fire into the CEAL position and darts out to haul Tesse back into the trench. As he does a rail gun round catches him in the leg. The high velocity slug penetrating his advanced exoskeleton armor. Wincing he finally gets a hold of her and drags her kicking and screaming into cover.

Her thrashing shakes loose his utility belt causing Crystal Clad's soul container to go rolling across the ground. As his system adds it into the battle computations Vello just groans, "You have got to be kidding me."

Seeing his mates working the knights he gives the order to grab the jar. "Okay, I'll lay down more plasma, someone grab the container!"

Popping his head up Carlos catches another flurry of rail gun fire before sending a return volley of hot plasma. Staggering back he stares in disbelief as Herr Klaus creeps toward the would jar, "Not you, freaking idiot!"

Leaping from the trench Caravello ducks fire and scopes up the little gnome in one arm. Fortunately, Klaus has the jar in his hands Unfortunately, there's a Mystic Knight standing right there. With a gnome in one hand, Carlos reflexively shields himself with the opposite arm. The blow from the Knight's sword is searing, cutting right through his armored gauntlet and biting into flesh. Desperately, Carlos shoulder checks the knight sending him stumbling back - leaving an opening for someone else to finish him off.

Hobbling, Gnome under this arm, Carlos half slides/half falls into the trench.

"Okay firing lines are clear, let 'em have it!" Then collapses in a heap, fumbles for his flask and takes a good long drink. As the liquor rushes through his body Carlos smiles, stands and fires more plasma at the CEAL gunners, "Damn this is fun!"
Soak 17 all 4 wounds soaked
Vigor [dice]7[/dice]
Ace [dice]9[/dice]
Wild [dice]8[/dice]
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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Blackfish
Daniel (Lars)
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Re: Scara's Tower Part 1: The Portal and Gaurdian

Post by Blackfish »


Rolls
Skill [dice]1[/dice]
Success and a Raise on QC Skill (Shooting)
WD [dice]3[/dice]
Ace WD [dice]2[/dice]
Ace WD [dice]6[/dice]
-7 Modifier
Wounds [dice]0[/dice] = Wound, Wound, Wound
Use Bennie to get rid of Shaken. (1d10+2)
[dice]4[/dice]
[dice]5[/dice]
[dice]7[/dice]
10 = WW gone. Still has one Wound.
Soaked but still has 1 Wounds.
  • (Active Powers: Invisibility and Smite)



    Crystal Clad, a fairly pale translucent ghost of her former self, seems to be having a hard time staying out of the line of fire from enemies. At one point Zieja rushes to her right, still invisible and stands in front of Crystal as several rounds strike Z instead of Crystal. “Stay down!”

    Tesse Lightbringer, once a mystic of holy devotion, now an undead CEAL, nearly steps onto a buried mine. Z reaches out and grabs the undead woman and shoves her hard to safety. Remaining unseen Z calls out the location of a mine field to the other via radio.

    Herr Klaus, a small goofy grinning creature in a well-polished and manufactured tomorrow legion uniform seems intent on staying close to Markus, like brothers or lovers. As the little fellow rushes across the ground to keep up with his fellow German, Klass is struck by a vibro-net. Z, happening to be nearby the little guy, pulls the netting off him, her invisible fingers are cut and her hands hurt. Armor doesn’t quite stop all the damage. Afterwards she gently kicks Klas towards Markus, ”Hurry.”

    Zieja moves closer to their objective, rifle out and firing on anything that moves that isn’t BC or 13th!

    Along the way she stumbles over a dead guy in some kind of knightly armor, annoyed by almost falling down, Z lifts his bag and claims it. Spoils of war. Might be explosives or ammo, might need it.

    Grimacing with pain she carries on, following her CP-50 Rifle. Bam. Bam. Bam. Concentrating fire on the Mystic Knights.


Z had 1 Wound at end of this.
Last edited by Blackfish on Wed Jan 10, 2018 8:26 pm, edited 1 time in total.
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Hans Greuber
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Re: Scara's Tower Part 1: The Portal and Gaurdian

Post by Hans Greuber »

Weird Science 2 Successes 0 Complications
No Complications
Weird Science (+2 due Machine Maestro, -1 due Scenario)
Weird Science: [dice]0[/dice]
Wild: [dice]1[/dice]
  • Re-Roll
    Weird Sciene: [dice]2[/dice]
    Wild: [dice]3[/dice]
    Re-Reroll (+2 due Elan)
    Weird Science: [dice]4[/dice]
    Wild: [dice]5[/dice]
Result: 11 - Success with Raise.
  • 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.
    • Net PPE Spent: [dice]6[/dice]
"Those Mystic Knights are immune to non-magical energy, and resistant to magical energy. Good old fashioned smashing works best on them. Alecto, your swords should prove effective as they are."

Looking at the enemies before them, Hans realizes he can best help by neutralizing the Mystic Knights while the others chop them all down. Using his Chrono-Accelerator on both himself and Alecto, Hans then concentrates on his Mithril Band of Power, drawing their Psychic Potential Energy out of them. Hans's right gauntlet glows with a purple light and beams of the same purple light strike each of the Mystic Knights, quickly depleting their inner reserves and forcing them to close with Alecto, where she can deal with them. Looks like Herr, Crystal and Tess are causing most everyone else to get hurt in the battle while protecting them. Good thing that the others are properly taking care of them, so he can concentrate on the Mystic Knights.

After the fight and he does an internal check, Hans realizes that he almost replenished himself of all the energy he used during the battle by drawing upon the Mystic Knights almost as batteries.
Last edited by Hans Greuber on Fri Jan 12, 2018 3:22 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
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Samson Malach
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Re: Scara's Tower Part 1: The Portal and Gaurdian

Post by Samson Malach »

Psi-Ops - 2 successes
Psionics, taking full 3 complications
[dice]0[/dice]

Benny for extra effort with Elan and prior result; net +1
[dice]3[/dice]

Ace EE with prior
[dice]4[/dice]

WD Psionics
[dice]1[/dice]

Wounds taken
[dice]2[/dice]

Benny to soak with Elan
[dice]5[/dice]

WD Soak with Elan
[dice]6[/dice]

Power Points Spent:
[dice]7[/dice]
Samson reacts quickly to Vello's alert, dropping to the ground to avoid the railgun fire. Crystal Clad, weakened as she is, barely acknowledges that she heard the shout, and hardly reacts at all to take cover. Samson scrambles to his feet and dives on top of her. He most assuredly saved her life, but one of the railgun rounds caught him in the side as he dragged her down, ripping him open and searing the flesh it passed through. He's a tough customer, but the pain is excruciating, and he yells out. "Mercy, lady, stay down! What the hell are you even doing here?!" She weakly tries answering, but Samson doesn't stay around long enough to hear it. Pushing the pain to the back of his mind, he's back up, following orders, lobbing some standard fire at the railgun positions. Remembering his first encounter with the CEALs, he reaches out with his mind to the occupants of one railgun nest. Before them appears a cadre of warring angels, armed with massive swords of holy fire and shouting threats and promises of hell and damnation for the undead. One railgun nest goes silent, at least for now, as the occupants quake in terror, some of them bailing out of the nest as quickly as they can move.

If that works, let's try another trick. He locates the mind of the lead gunner of another nest. A mental shout to redirect fire points it at another nest, and the CEAL gunner obliges, slightly confused as to where the command came from. As the redirected rounds launch towards their ally's position, Samson spots Tesse moving up the hill, dragging Herr Klaus with her! "Someone tell me again why we're letting one of those things live?!" Mustering his strength, he focuses his mind on his legs, spurring them to far beyond normal speed. In a flash, he's sprinting up the hill at a pace that would make a juicer envious. Before Tesse and Klaus can make it to the enemy lines, Samson grabs them both by the scruff of the neck and yanks backwards, sending them both tumbling down the hill. "Not now, crazy! We'll surrender to your overlords AFTER we kill the guards out front!" He begins his sprint back down the hill, but not before another burst of railgun rounds clips his leg, ripping it open at the thigh and sending him careening down the slope.

Finally, he comes to a gentle stop at the bottom of the hill, bashing his head against a rock and splitting his forehead open. He weakly crawls back into the trench to leave the next phase of the fight to those who aren't trying to bleed their precious blood into the ground. He sighs. "I'll be back in the fight in a second, commander. I just need to catch my breath. Walk it off. You know. I'll be right as rain in no time flat. I've always been a quick healer."
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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Re: Scara's Tower Part 1: The Portal and Gaurdian

Post by Jude Maverick »

Notice 3 Failure
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Common Knowledge 20 4 Raises
Smarts [dice]2[/dice]
Ace [dice]6[/dice]
Wild [dice]3[/dice]
Ace [dice]7[/dice]
***

“God damn it!” Jude yelled at Caravello as he fumbled Crystal’s soul jar. “Be careful with that thing!”

They managed to retrieve it, and Jude saw Crystal crawling her way toward the jar.

Something tumbled down into the trench next to Crystal. Her eyes widened in surprise.

“Grenade!” Jude screamed. He dove and snatched up the grenade, whipping it out of the trench and back toward the rail gun nest. He grabbed Crystal and shoved her down, rolling on top of her. The grenade exploded, and Jude felt shrapnel rip into the back of his armor. He grunted in pain.

Jude spotted Tesse working her way around the railgun nests toward the gate. She walked confidently, upright.

“Tesse! Get down!” Jude sprinted after the CEAL, tackling her out of the way as a gout of magma from the giant beetle blasted at where they had been. Jude felt heat searing his legs and cursed.

“Fall back!” Jude ordered Tesse. He looked up to find himself watching Klaus scramble up the side of one of the rail gun nests.

“Scheisse,” Jude cursed as one of the gunners pulled a sidearm and aimed it at the little kobold’s face. Jude brought up his rifle and blew the man’s head off.

Charging the hill, Jude stabbed the gunner with his glaive.

“This nest is cleared!” Jude called to the others.

Looking around, Jude spotted the soldier’s comm. He smiled and picked it up. He clicked off the radio jammer to let them hear, and then keyed it up so they would overhear him as he keyed up his own comms.

“13th SET, flank to the right! Black Company left! 32, I want you up the middle. Dragons, get in the air and rain down that fire. I want this entire forest slagged! Glitterboys, unload those boom guns. Sending you coordinates for the enemy positions.”

Then Jude spoke into the enemy radio. “You are surrounded. Soon our heavy artillery will make this location unfit for any living thing to survive. You have five minutes to surrender, or the entire might of the Tomorrow Legion will come down upon you!”

Jude clicked on the radio jammer again. Let them consider that.

Grabbing the rail gun, Jude whirled it around and let loose a long burse of fire at the next nest.

***
Conditions
Mission Objectives
1. Get ring from Scara’s Tower
2. Fix the soul jar and free Crystal’s soul (something in Scara’s library)
Intimidation 22 4 Raises
-1 Scene modifier, -6 complication
Intimidation [dice]4[/dice]
Wild [dice]5[/dice]
Extra Effort + Elan [dice]8[/dice]
Ace [dice]9[/dice]
Ace [dice]10[/dice]
Wounds 4
[dice]11[/dice]
Soak 7 Success Remove 1 Wound
Elan +2
Vigor [dice]12[/dice]
Wild [dice]13[/dice]
Can't Extra Effort [dice]14[/dice]
Ammo 3
[dice]15[/dice]
Last edited by Jude Maverick on Fri Jan 12, 2018 2:08 am, edited 4 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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Icosa
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Re: Scara's Tower Part 1: The Portal and Gaurdian

Post by Icosa »

There wasn't much need for poetry in this situation, and Alecto gave it none. Clad in her jet black armor, she swept across one of the gun nests like a scythe across a field of grain. Her fighting style was brutal and efficient, her movements short and quick and inhumanly precise as she stabbed and slashed with none of the flourishes or wasted energy commonplace to other warriors.

The struggle would have been easy if not for two things. The powerful mystic knights that towered over the other warriors, each armed with a different weapon that burned with fell enchantments...and the fact that there were essentially civilians embedded in the squad who refused to keep their heads down and stay out of trouble.

And trouble came. Alecto kept half an eye on those three just to make sure the others could keep them more or less out of harm's way while she focused on eliminating the gun emplacements.

Abruptly she became aware one of the knights was bearing down on her, apparently rather fed up with the bodies she was littering the ground with. He moved with startling speed, despite his size and the bulk of his armor, and fell upon her with savage blows she was only barely able to turn aside with both her blades. They sparred for several seconds, and Alecto was unable to get off the defensive. He was just too fast! The best she could do was keep up with his attacks, but that left her no openings to counterattack. And the survivors were already starting to get their act together and get their railgun set up again.

That's when Alecto caught a glimpse of ANOTHER knight sneakily cutting around to an undefended flank, clearly angling to get at Crystal and perhaps the gnome. In fact, from her estimates, he might be able to get in to all of them. His armor leaked a black effulgence that seemed to make him hard to see.

She'd never intercept him though, while tangled up with this fast one. And no one else was near enough to stop him. Whatever he was using to cloud notice had let him get too close!

So Alecto feinted, then spun around and ran for the dark knight. Her own opponent though was a canny one, and the half-second her ruse bought her wasn't enough. From behind Alecto he brought his sword down and across, chopping away a chunk of her helmet and carving off a broad section of skin from her cheek while sending her sprawling to one side. The mystic knight followed her as she fell, with the jittery nightmare speed of a spider.

Alecto rolled over and the knight found his nose pressed against the barrel aperture of a plasma rifle. A deep bass rumble choked from within the black iron of his helmet. He had nothing to fear from mortal weapons such as that.

Which was, perhaps, why he was so surprised when a vibroblade jammed into his abdomen and began sawing its way up. Then he realized. When was a gun not a weapon? When it was a smokescreen. The plasma ejector was such a big weapon that with it being held point blank, he couldn't see what else she was doing. A moment's distraction, a moment's overconfidence, was all it took.

There was no time to waste on self-congratulations though. Alecto tumbled away from the fallen knight and sprinted to catch up to the dark-clad warrior. It was too late though, he was already preparing to throw some kind of magic javelin or spear. Alecto activated her cloaking field so he couldn't change his mind, and leapt between that terrifying armored spectre and Crystal, where she stood thinking she was hidden while the others kept her and her jar safe.

The spear took Alecto where her heart would have been, piercing through the reinforced plates of her armor and sinking into her chest. She landed on her knees, propping herself up with her left arm as she took hold of the spear's haft with her right. Her field of vision shrank, then wobbled. She felt random microsurges in her arms and legs, making her twitch slightly. She didn't feel 'pain' in a human sense, but the constant updates from her damaged components was perhaps something similar in the grand scheme of things.

The dark knight drew his sword and came at her. Slowed as she was, Alecto could only throw herself to the side, causing the knight to curse and force himself to a fast stop so he could whirl again and face Alecto. When that knight saw the sparks of light from the ragged hole torn into her by the spear when she yanked it out, and the glimpse of metal under the skin and armor, he realized why the assassin's draught in the blade had spared her. With a roar, he came at her again, sword ready to gut her.

Alecto stood still this time, making no effort to parry the blade. The horrible creature laughed as it felt the shock of impact in his blade. Mechanical 'borg' or juicy human, it thought, all it had to do now was cut her in half and this would be over.

Then it felt a sting. Low down, in the joint of the arm that held his sword. Alecto had grabbed his wrist, forcing his sword to stay impaled in her body...and jabbed the spear into the thinner armor protecting the inside of his elbow.

Numbness. A feeling of weight. His arm didn't work anymore.

No!

The mystic knight snarled and tried to throw Alecto away, but his body was already weakening under the enchanted venom in the spear. Alecto seemed virtually unaffected by the several grievous wounds she'd taken...though of course she knew differently. For now though, she could continue to operate. She blocked his throw, swung him around, and as he dug into his belt for some potion or something she stabbed down with her vibrosword and pinned him down to the ground with it.

It was a funny thing, the mystic knight had time to think. A cyberknight could have healed himself in time.

Then Alecto brought her left arm, blade extended, up...and down. A brutal, efficient motion.

When she picked herself up off the ground, she left her vibrosword there, nailing the mystic knight to the spot he'd died at. The battle was already winding down...the whole ordeal playing out over mere minutes of sheer chaos. Alecto made her way back to where the fast knight had fallen, fighting the random twitches that ran down her spine and legs as she went.

The knight's sword lay on the ground next to his broken body. Alecto picked it up and looked it over. She suspected she wouldn't be able to make its functions work properly, based on earlier conversations with Hans...but it was still a sword. An enchanted one. It would be useful if there were 'murder-wraiths' along with CEAL's in Scara's tower.

It would do. With a spasming hand she yanked its scabbard from the knight's belt and slipped the weapon into it as she went to regroup with the others and see what condition the squad was in before proceeding.

Rolls
OOC Comments
Taking -6 for supercool item.
Fighting [dice]0[/dice] or [dice]1[/dice]
Benny, with Elan
Fighting [dice]2[/dice] or [dice]3[/dice]
Both ace: Fighting [dice]4[/dice] or [dice]5[/dice]
Total result: 11 2 successes
Wounds [dice]6[/dice]
Soaking wounds, with Elan (uses benny)
[dice]7[/dice] or [dice]8[/dice]
Gonna try a reroll
[dice]11[/dice] or [dice]12[/dice]
And again
[dice]13[/dice] or [dice]14[/dice]
Total Soak: 11

These rolls are null and void due to soaks not being Extra Effortable:
Extra Effort [dice]9[/dice]
Ace [dice]10[/dice]
And these because Alecto's Vigor is 1d8, not 1d10...sigh :)...NURP...because I rerolled to correct the mistake, but had been told not to while I wasn't looking...
[dice]15[/dice] or [dice]16[/dice]
[dice]17[/dice] or [dice]18[/dice]
Last edited by Icosa on Fri Jan 12, 2018 11:25 pm, edited 5 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
User avatar
Markus Berger
Posts: 361
Joined: Wed Dec 28, 2016 6:50 pm

Re: Scara's Tower Part 1: The Portal and Gaurdian

Post by Markus Berger »

OOC Comments
2 complications.
Markus tries to use suppressing to kill as many CEALS as possible, laying covering fire for the others. He winces at seeing Herr Klaus getting into so much trouble, and finishes having to lay extra covering fire for him. He also has to control himself from taking Tesse Lightbringer away from her misery, and not blowing her brains out in the heat of combat.
Shooting: 6 (simple success)
OOC Comments
Roll (+2 Calibrated +2 Armor -1 Scene -4 complications): [dice]0[/dice]
Wild Die: [dice]1[/dice]
OOC Comments
Ranged Weapons Table Roll: [dice]2[/dice]
Sweet! Let me see...
What about:
Throwing grenades is fine, but shooting them in rapid succession is better. Your
hero loves his WI-GL20 Automatic Grenade Launcher, which comes with a full
load of his choice of grenades.
He would get some nice Plasma Grenades, if possible.
OOC Comments
Ammo spent: [dice]3[/dice]
After the combat, Markus goes to make sure Herr Klaus is still in one piece.
"Can you get hurt? Die? If they blow your legs off, do you regrow them or remain even smaller than now forever?"
You can't really say if Markus is joking, worried or just being mean.

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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Pender Lumkiss
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Re: Scara's Tower Part 1: The Portal and Gaurdian

Post by Pender Lumkiss »


[dice]0[/dice]
+1 benny for saving the allies!!

Ceals and Mystic Knights lay dead at the feet of the heroes. The team is scattered apart each member doing maximum damage. Most members of the assult team are a bit wounded but better off than their foes. Several members find a treasure here or there and stoop to pick it up adding it to their impressive arsenal. Your allies hug and nod giving thanks for being rescued!

Tesse seems confused at why she was not allowed to approach the mystic commanders, " You are here to become like me. Jude you once, very recently asked where I disappeared to and why I came back. Scara summoned me back to her after the bombs went off. She spent time fixing me, repairing my arm. She and her daughters picked bodies throughout the battle field that were well suited and prepared for the transformation. I came back because you and your friends deserve that same benefit. To be finally free!"

Crystal seems almost too tired to move, she is slumped. Her Jar seemed scuffed and the patch Diamond clad had put on it preventing the eternal essence from leaking out is wearing thin.

Herr Klaus, nods sharply at those who gave their bodies to protect his. His thick German accent rolls off his tongue, but his English is impeccable. " You have my thanks. If anyone requires... Ack! He looks down at his feet, dirty and filthy... He forgets his words and works on shinning them back to ship shape and Bristol fashion.

Just down the way from the battle lies the portal and the resting portal guardian, the twisted fury beetle. It would seem to anyone paying attention the beetles rhythmic breathing is connected to the portal itself. You can hear its breathing and see a glow erupt from presumably the portal and as the breathing softens the glow diminishes. As you get close within reach of the beetle itself, it is clear that as it draws in breath the portal sharpens into focus revealing a dark realm beyond. But then as it exhales the portal seems to grow dim almost non existent. It makes attacking and killing the creature problematic. The good thing is the creature seems to be resting and not troubling anyone. It has a strange TW device on the top of its head and every once in a while one of its legs jitters out killing a field mouse almost as if it can sense the vibrations in the ground.

The rocky crag down to the portal and guardian is precariously steep and dangerous filled with sharp rock with jagged razor like edges. It is a winding series of rock and lava pools and only the last 10feet has a direct line of sight to the portal. But by that point the cave guardian could easily smash you to bits or disintegrate you with his solar flare... Or so Jitter's field report would have you believe.

There is just enough room and tree/rocky cover that an intrepid group could sneak past not making a sound and sight unseen dashing into the portal. The decision will need to be made swiftly as their is no time to dwell!

From behind the assault team sounds of 60 murder wraiths charging through the Forrest with their 6 necromancer masters riding velocity-raptors ( Think cyborg raptor) at their heals drawing near. Either stand and fight a new enemy or sneak (climb) past the cave guardian the choice is yours.
Murder Wraiths
Murder Wraith.jpg
The choice is yours, 1 minute has past
Option 1
State if your are going past the cave guardian with a stealth or climb roll at -2. Make the roll at -2 and tell us what it looks like while you also share an equally precarious story with a fellow comrade. The inclusion of the story during this heightened climb down and stealth past the guardian will yearn you +1xp that can be immediately added to your character. Make sure you account for wound penalties
To be clear in the narrative you can flavor how you approach the portal and cave gaurdian however you like. It is just that at a critical moment a climb or stealth roll is required at -2. You are describing this moment and your approach. Plus if you want the extra xp, share a story about a similar high tension situation.
  • 5 total success need to be made by the group. Each 5 successes above the initial 5 will come with a small bonus.
  • failure results in a wound.
  • Crit failure results in a wound and minus 1d4 successes
Option 2
Turn to face the charging murder wraiths! Let me know you are doing this and I will make a map and draw cards. Good thing is, you would have a round to prepare for their arrival. Bad thing, there are 60 of them barring down on you, plus 6 necromancers.
Benny Opertunity
Find some music or a video that would let the group know what 60 charging murder wraiths and 6 necros riding velocity raptors sounds or looks like.
Field Team Six Bennies
3/6
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Hans Greuber
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Re: Scara's Tower Part 1: The Portal and Gaurdian

Post by Hans Greuber »

Adventure Card
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. Stealth now at d6 for the Session.
Stealth 9
Stealth: [dice]0[/dice]-2
Wild: [dice]1[/dice]-2
Extra Effort: [dice]2[/dice] (Elan)
Result: 9 - Success with Raise
With the Murder Wraiths, Necromancers, and Velocity-Raptors on their way, the only smart thing to do was make their way to the portal. Looking down towards the portal, Hans mind just clicks, and he remembers being one of his alternate selves skills... one who was a scout for his clan. Keeping to the shadows, Hans almost seems to disappear into the rocks as he makes his way down to the Beetle and the Portal.

As he makes his way down the rocky path, he can't help but think of his time with the Hammers, and when they had been forced to retreat through a deep ravine. The opposing force had feigned weakness and drew in the Hammers until they counterattacked with a couple of dug in Glitterboys that had been covered up by of all things, an insulated tarp. When they had thrown off the tarps, that had been the signal for the rest to begin the counterattack, and a large volley of missiles had decimated the Hammers and forced the retreat. The opposing forces were mainly emplaced defences, and the best way to deal with them was to get out of range. They ended up losing over half of their vehicles that day, and most of the rest were in dire need of repair. Hans couldn't help but hope that today would go better than that day with the hammers.

Coming around a corner, Hans was able to stop just in time before revealing himself to the Beetle. Hans waited for the signal that everyone else to be ready before breaking into a run across the opening to the gate, trusting that it would take a few seconds from when it noticed him to when it would be able to react with either its bulk or the Solar Flare.
Last edited by Hans Greuber on Sun Jan 14, 2018 8:54 pm, edited 4 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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Carlos Caravello
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Re: Scara's Tower Part 1: The Portal and Gaurdian

Post by Carlos Caravello »

Murder Wraiths

The idea of them makes Vello shudder. Anything that can just shrug off plasma - and rail guns, and lasers, and ions, and even frigging dentures - was not cool in Carlos' books. Not cool at all.

For him there is no question of what to do next: get the he'll out of there.

Shrugging he begins to creep along past the guardian.
Stealth 9
Stealth [dice]0[/dice]
Ace [dice]2[/dice]
Extra Effort [dice]3[/dice]
Wild [dice]1[/dice]
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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Blackfish
Daniel (Lars)
Posts: 127
Joined: Sun Jul 16, 2017 1:52 pm
Location: 12th AAT

Re: Scara's Tower Part 1: The Portal and Gaurdian

Post by Blackfish »

Stealth Success No Raises
Stealth [dice]0[/dice] +2 and -3.
WD [dice]1[/dice] Ace [dice]2[/dice] -3 (Scene and Wound)
= 4 Success, no Raise.

Zieja, watched the others as they prepared to ascend towards the portal. Still invisible she made her way down carefully. It was not an easy climb and staying sneaky was hard, even invisible as she was, but with a lot of care she made it down. Sneaking past a resting demon made her recall the time she and Giest were in the Forrest of Grey. A rotten world where tall slim demons ruled. The two had been on patrol with half a dozen others of the Future Brigade, and making their way closer to a possible Hell Pit being constructed on the world. Without warning a massive amount of demon skeeter bats had descended upon them, the Shifter in the group had tried to gate everyone to safety. Mid spell his head was torn from shoulders, on Z and Giest and one other had been teleported to "safety". As it turned out that was a month of travel, being chased by tall slim demons until they could access a dolmen and beg the Warden to portal them home.
Chased
Zieja & Giest in the Forrest of Grey, chased by tall slim demons, look close you'll see the two that almost got Z and Giest sneaking up from behind:
Image
Once Z reaches the bottom she waits for the rest to arrive. Crouched down and also keeping an eye on the resting guardian. This might be the suck, but better than the horde of Wraiths coming! Z had 1 Wound at end of this (from the previous post)
Last edited by Blackfish on Mon Jan 15, 2018 11:07 am, edited 1 time in total.
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Savage Rifts Player Characters
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    Mercy Six GM - Pender Lumkiss
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    Phaseworld GM - Ndreare
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Samson Malach
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Re: Scara's Tower Part 1: The Portal and Gaurdian

Post by Samson Malach »

Stealth 8
Spending benny to use Spirit in place of Stealth
Stealth -2 for scene, -3 for wounds, +2 for Elan
[dice]0[/dice]

WD Stealth
[dice]1[/dice]

Benny for reroll
[dice]2[/dice]

WD Stealth reroll
[dice]3[/dice]

Last benny for reroll
[dice]4[/dice]

WD Stealth 2nd reroll
[dice]5[/dice]

Ace WD Stealth with prior
[dice]6[/dice]
Samson looks back at the massive horde of murder wraiths and other miscellaneous horrors, enough to make a sane person go mad with fear. It sounds roughly like this.
Good thing I'm not sane.
Samson closes his eyes just for a moment and focuses within himself. Despite being wounded and leaking some fairly vital fluids from places that shouldn't leak, he musters his spirit and begins dragging himself along the path to sneak around the side of the gate guardian. Passing by what looks like it might've been a communal area for the mystic knights, he spies an abnormal glistening from under a rock. Short detour. What's it gonna hurt? His eyes settle on a sword that is clearly not normal.
ice sword.jpg
ice sword.jpg (4.62 KiB) Viewed 12945 times
Come to papa!
He picks up the sword and draws it from the scabbard just enough to see the blade, glittering like ice. He quickly sheaths the blade and returns to his dangerous path.
"This is almost as bad as the escape from that CS muckity muck's place. We were being hunted by dogboy patrols, a SAMAS squad, and headed straight for a skull walker. You'd think the walker was the worst choice, but I don't think they expected us to head right for it." He shakes his head. "Well, we didn't. We ducked into a hedge and hopped through a window. I don't know who leaves their house unoccupied with a window open in that part of town, but the place was huge, and we had enough cover in the house to bypass the walker completely." He shrugs. "Yeah. This is worse. At least I could've negotiated with the CS, maybe they only would've executed me. Murder wraiths don't seem the type to negotiate, or to kill you quickly. Or promise not to bring you back as an unholy abomination." Realizing they're getting close to the beast, he decides to shut his mouth and live to blab another day.
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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Icosa
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Re: Scara's Tower Part 1: The Portal and Gaurdian

Post by Icosa »

Damaged. It had been some time since Alecto had suffered damage severe enough to impede her functioning. It wasn't TOO bad, not yet. Nothing her self-repair systems couldn't patch up in a day or two, or Hans in considerably less time, but compensating for the mis-timing gyroscope demanded constant attention on her part.

Even so, she managed to put her feet right, keep low and out of sightlines, and didn't even have to discharge any power from her suit to do it. The climb was much easier with her exo-armor, simply by virtue of it making her body seem proportionately lighter by boosting her available strength. She did take a longer route, that was an easier climb at the cost of being harder to sneak through. Alecto had more confidence in her stealth abilities than her rock-climbing. The suit could use its 'gecko-pads' of course, but that consumed energy that she wanted to conserve at the moment.

There was no telling what awaited them in the Tower proper.

Rolls
OOC Comments
Stealth [dice]0[/dice] or [dice]1[/dice]
Ace [dice]2[/dice]
Video: There can be only one. https://www.youtube.com/watch?v=YdXQJS3Yv0Y
Last edited by Icosa on Fri Jan 19, 2018 6:13 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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Markus Berger
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Re: Scara's Tower Part 1: The Portal and Gaurdian

Post by Markus Berger »

OOC Comments
+1 Benny added. Does he get the grenade launcher and grenades?
Markus sees the others run to escape the wraiths and shares them insight into their opportunities if attacking them.
Thanking the engineers of Triax for his armor, grabs Herr Klaus by the collar and carries him to the stone wall.
"Keep quiet now, and hold tight, Herr Klaus. We will try to avoid combat this time, as those abominations charging on us are too many for us."
He makes use of his new jump jets to get a head start of the climb, and then moves as quietly as possible the rest of the way, praying Klass keeps his mouth shut.
On the radio, to the cybernetically enhanced members of his new team, he starts talking, so no sound comes out from anyone, keeping the stealth on.
"A couple years ago, on the Fichtelgebirge mountains we were tasked to find and destroy a Gargoyle nest. Some platoons did so by charging right ahead and getting ambushed by those damn DBees, but my squad leader lead us over some narrow passes, too narrow for whose horrible brutes, so we arrived to their rearguard unmolested and undetected. Fun times! Anywya, one of us lost his footing and fell a long distance to his death, He was brave, and didn't make a sound on his way down. So remember, if you fall, keep quiet so the enemy is not alerted."
You hear a nice chuckle from him. German gallows humor.
Stealth Check: 5 (Simple success)
OOC Comments
Roll: [dice]0[/dice]
Wild Die: [dice]1[/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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Jude Maverick
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Re: Scara's Tower Part 1: The Portal and Gaurdian

Post by Jude Maverick »

Notice 4 Success
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Common Knowledge 5 Success
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
***

Jude looked shocked at Tesse’s explanation of where she had been. “She’s doing this to others? Right now?” He frowned. They needed to stop it.

“Thank you, Tesse,” Jude said, putting a hand on her arm. “We were just concerned for your safety. Those CEALs and mystic knights didn’t seem about to let anyone through. They were shooting at you as much as at us,” he pointed out to her. “I am concerned Scara may not have your best interests at heart.”

The group moved on toward the steep descent to the portal. Jude groaned, seeing the rocky descent pockmarked by lava pools and the sleeping guardian below. Now that the adrenaline of combat had worn off, his injuries were becoming...insistent. He clutched a smooth, black, round stone in his hand, marked with silver healing runes. He’d found it fallen from one of the mystic knights. No time right now to try and figure out how it worked, though, as he heard the screams of dozens of murder wraiths hot on their trail.

Jude slipped the stone into the pocket of his combat webbing and started down. Don’t think of the fall, he told himself. Just like the time the general nearly caught you with Michelle…

***

“Oh...Jude...oui! Do not stop!” Michelle’s voice was breathy as her naked body arched beneath Jude’s talented tongue, her long, delicate fingers clawing through his dirty blonde hair.

Jude had no intention of stopping. No, he would continue all night, if he could. He rolled his eyes up, looking along the beautiful Quebecois’ pale body gleaming in the moonlight, flushed with desire.

There was a thud at the door, and some muttered cursing in a thick New Orleans draw.

“Sacre bleu! Zhe general!” Michelle exclaimed, clutching at her silk sheets.

Jude cursed, hearing the sound of a key fumbling in the lock. He darted out of bed.

“Out! Out! Oh, Jude!” Michelle said with dismay, shoving Jude’s clothes under the bed.

No time to dress. Jude darted out onto the balcony and came up short. The wind was cool, even in the enclosed, environmentally controlled arcology of Chi-Town. He quietly closed the doors of the balcony, peering between the curtains as the old general stumbled into his wife’s bedroom.

Clearly he’d had his usual five too many glasses of bourbon.

“Ah, mah dear. Mah lovely wife…” Governor-General Alphonse Beauregard, Chief of the Imperial Navy and top military advisor to Emperor Prosek murmured, his speech slurred.

“Mon dieu, General. Eet eez late!” Michelle protested this imposition of husbandly responsibilities. “I ‘ave…’eadache.”

Beauregard laughed. “Ah’m sure Ah have a pill for that, mah dear,” he said, fumbling in the pocket of his robe. He pulled out a bottle of blue pills. “No, not those. But I will need those,” he said, popping one into his mouth and grinning lecherously at the gorgeous redhead that was young enough to be his granddaughter.

Jude rolled his eyes. Of all the nights the old man had to actually take an interest in his young wife! Jude didn’t want to stay around to watch this. It was too painful. His chest ached as he heard the strangled grunting of the rutting general, and tears stung his eyes, not brought on by the chilly wind.

Jude looked down from the balcony. It was quite the drop to the next level of the city. He could stay here all night and listen to the love of his life be with another man, or he could brave the treacherous climb.

Perhaps he would slip, and this heartbreak would be over. Would Michelle care? Yes, she would. She loved him. She had said so.

Naked and shivering, Jude threw a leg over the balcony and started to clamber his way slowly down.

***

Not exactly the most pleasant memory, Jude thought to himself as his hands gripped the stones. At least I’m not freezing my balls off this time. In fact, he was sweating a bit in his armor, both from the exertion, and the fact that he had to skirt around small pools of lava.

Jude eyed the next handhold over. It was pretty far. He tried to spot the others, but the battle had spread them all out too far, and the haze from the lava made things difficult to see. He looked down. That was a mistake.

The rock face spun a bit for Jude, and he clung tightly, closing his eyes. Stupid!

Forcing himself to continue, Jude swung his body a bit, looking to get momentum. Then he reached and released. His fingers grabbed the handhold.

And then slipped.

No! No! No! Jude’s thoughts raced. He remembered Markus’ story about the man who fell, but never cried out and revealed the position of his compatriots. Jude’s arms spread out and he stared up at the dark sky as gravity asserted itself.

Michelle…

Jude’s body hit a rocky outcrop hard. He grunted as he bounced, hitting several more on the way down. Something inside of him cracked, sending agonizing pain through his guts. Finally he slid to a stop in a scrabble of scree at the bottom of the cliff. They sky above him was hazy through tears and pain, slowly slipping toward blackness.

I guess this is my life, Jude thought. I guess I die alone.

***
Conditions
-3 Wounds
Healing Stone 15/15 PPE
Mission Objectives
1. Get ring from Scara’s Tower
2. Fix the soul jar and free Crystal’s soul (something in Scara’s library)
Climbing 2 Failure, Wound, Incapacitated
-2 scene modifier, -3 Wounds
Climbing [dice]4[/dice]
Wild [dice]5[/dice]
Benny to reroll
Climbing [dice]6[/dice]
Wild [dice]7[/dice]
Forgot Elan +2, but still no good. Benny again.
Climbing [dice]8[/dice]
Wild [dice]9[/dice]
Benny again with Elan
Climbing [dice]10[/dice]
Wild [dice]11[/dice]
Last Benny, with Elan
Climbing [dice]12[/dice]
Wild [dice]13[/dice]
Incapacitation 4 Success
Hard to Kill
Vigor [dice]14[/dice]
Wild [dice]15[/dice]
Injury 6 Broken guts. Agility reduced a die type
Goes away when all wounds are healed.
[dice]16[/dice]
[dice]17[/dice]
Now that I think about it, is that Wound from the failure soakable? If so:
Soak 5 Success
-3 Wounds
Vigor [dice]18[/dice]
Wild [dice]19[/dice]
And there's the Ace I was fishing for all night...
[dice]20[/dice]
So if I can soak it, then Jude is still walking wounded. If not, then he's out.
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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Markus Berger
Posts: 361
Joined: Wed Dec 28, 2016 6:50 pm

Re: Scara's Tower Part 1: The Portal and Gaurdian

Post by Markus Berger »

Markus sees Jude fall and winces. If he is unable to climb, he will have to go down for him.
"Be strong brother! You can do it!" - He wishes his fellow human some strength.

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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Jude Maverick
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Re: Scara's Tower Part 1: The Portal and Gaurdian

Post by Jude Maverick »

Notice 6 Success
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Common Knowledge 8 Raise
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
***

Jude groaned, pushing aside his injuries and rolling over, pulling himself up. God, he hurt like a bitch!

“Well, that’s one way to get past the most difficult part of a climb,” Jude coughed. Blood spattered over his visor. Damn. “Wouldn’t recommend it, though.”

Jude staggered the rest of the way down to the rendezvous near the portal.

***
Conditions
-3 Wounds
Healing Stone 15/15 PPE
Mission Objectives
1. Get ring from Scara’s Tower
2. Fix the soul jar and free Crystal’s soul (something in Scara’s library)
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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Jude Maverick
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Re: Scara's Tower Part 1: The Portal and Gaurdian

Post by Jude Maverick »

Notice 9 Raise
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Ace [dice]4[/dice]
Common Knowledge 14 2 Raises
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
Ace [dice]5[/dice]
Ace [dice]6[/dice]
***
OOC Comments
So I realized you have to have a Benny to soak Wounds, and I spent all my bennies fishing for an Ace on the climbing roll. (Really, I should have gotten something via probability!). So no Benny to soak. And I don’t have EP to buy a benny. Which means Jude is down with a gut wound.
Jude caught up with the others. He yanked open his helmet and spit up more blood.

“Yeah, no, ‘m okay,” he muttered, clutching his ribs. Then he pitched forward onto his face.

“‘kay...mebbe not…”

***
Conditions
Incapacitated: Cannot move or take actions
-4 Wounds
Broken Guts: Agility reduced a die type to d6
Healing Stone 15/15 PPE
Mission Objectives
1. Get ring from Scara’s Tower
2. Fix the soul jar and free Crystal’s soul (something in Scara’s library)
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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Hans Greuber
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Re: Scara's Tower Part 1: The Portal and Gaurdian

Post by Hans Greuber »

Jude Maverick wrote:Jude caught up with the others. He yanked open his helmet and spit up more blood.

“Yeah, no, ‘m okay,” he muttered, clutching his ribs. Then he pitched forward onto his face.

“‘kay...mebbe not…”
"You SET members do not seem built all that tough. I can carry Jude here. It will ensure he is close enough when I do the Mass Healing. Let me know when we are ready to move."
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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Icosa
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Re: Scara's Tower Part 1: The Portal and Gaurdian

Post by Icosa »

Alecto paused in mid-motion as she'd started to stoop over to pick him up. What Hans was saying did make sense. And it would be hard for her to fight with his weight over her shoulder.

"Agreed. You take him."

It never occurred to her that Jude might prefer watching her robotic hinder to Hans' dwarfly assets...such things were not of tactical significance.
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
Markus Berger
Posts: 361
Joined: Wed Dec 28, 2016 6:50 pm

Re: Scara's Tower Part 1: The Portal and Gaurdian

Post by Markus Berger »

Markus passes a small flask of liquor to Jude.
"Hold on, brother! Be strong. We won't leave you behind."

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
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: Scara's Tower Part 1: The Portal and Gaurdian

Post by Pender Lumkiss »

Field Team Six Bennies
3/6
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