The Vanished (Part 3)

Locked
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

The Vanished (Part 3)

Post by Daniel »


Battle in the Hell Pillars Room (Quick Combat)
Hell Lords in Room
Image
Occupants of Room
  1. Wizard Woman
  2. Warrior Woman
  3. Demon Lord
  4. 12 Stone Golems (Note as you open door there are 4 in room standing guard by pillars, as soon as you breach the doorway more will leap up out of the lava on both sides of the room. The 12 are dripping lava as they attack you with bone whips and swords.
Map of Room
Image


Cade coughs again behind the mask and wheezes out: "Here." He reaches into an invisible space next to him and pulls out a old cardboard box. Dropping it a bunch of air filtration, oxygen masks spill out. "If you need em...to breath...inside next room is un...you can't <hack> you can't breath in there. More importantly no mire human can breath the air in there, its... it'll alter you. Some say powers, but, others say just evil..."

Standing outside the room one can hear sounds of something dying a horrible death. The sound fades and the doors easily push open when touched. Like two massive inviting well-oiled black metal and dark wood hatches they open to reveal the dim lighted room beyond. The lighting increases as one steps through the threshold of the doorway. Visibility increases but the sight is gruesome. Some animal like thing is dead on the floor, inside a bloody circle. Across the room are three figures, all looking at those entering. Two females and a red male monster. The moment one passes into the room a wave of sulfur can be almost felt as it assaults unprotected lungs. Even through body armor the hazy air makes it obvious there is a stink in the air here.

Lined on both sides of the dark stone room are two locations of lava and many Stone Golems. Wielding stone and bone magically enhanced melee weapons the golems rush towards the Vanished. Additionally the large red demon like monster unleashed a spell that sends a wave of soul wrenching pain and anguish outwards. Any who suffer from its waves are racked with the most saddening memories and painful images from their pasts. ROLL AGILITY TO AVOID THIS STRANGE WAVE. If fail you are at -2 to your QC roll in addition to below modifiers.

The warrior woman moves like a magically enhanced Juicer. Incredibly fast she utilizes her Mace to attack the intruders to her Masters ready room. Her screaming war cries are inhuman as human as she looks.

The Master stands up, she smiles and says: "Welcome to hell t'Fethic." She turns from solid to ghost like as she stands there smiling. Bolts of energy fire from her forehead as she casts them out at everyone. If struck by a bolt you roll a d54 to see what life altering result (mutation) occurs to your character. You decide if she gets a hit in on you. If so GM posts results after combat. Might be cool or bad or stupid depending on roll. I own these and they are what I'd be using.

In the room you are able to see 8 pillars that are stone like with odd symbols etched into each of them. Sammy for one has seen these before at Castle Refuge in the battle of the Outskirts. Like Ailbhe back in Gloom said, you need 4 of them. From the doorway, Cade does not enter the room but a few feet before he opens a small communications rift and calls out: "Drake? Are you there? We have the pillars, need help getting away!"

A voice can be heard: "You bloody dolt! Now?! I'm with the 1st SET trying to kill a beast from Hell!" *
Quick Combat Rules for this Scene
Savage Quick Combat
Useful for when the players are wading through masses of enemies before getting to the Big Bad Guy or just when you want to let the players shine.

Hell Pillar Room Scene Modifiers (Pick one):
6 Successes are needed collectively from the Party to win battle, if less than 6 are gotten, a new round of quick combat will be presented with increased difficulty. Etc.
  1. -4 from difficulty (these are Lords of Hell and are powerful) and environment (sulfuric ash laden room and oppressive heat)
  2. -6 challenging opponents etc and....you breath the toxic air in the room. If you do this role a d54 and I will give you results. Be warned it involves mutations to your Character. It is possible to breath air, roll d54 and decide you want to be hit by a bolt, roll another d54. It is also possible to not breath air and to not be hit by bolt.
Steps: the following is the Order of Operations for a Quick Combat.
  1. Scene Modifier
  2. Player Character Options (Resources Spent)
  3. Quick Combat Roll
  4. Describe outcome (Narrative)
1. Scene Modifier (if any): The scene modifier should be determined by the GM. This modifier takes into account all of the edges, numbers, superiority or inferiority of forces. (Typically -2 is the standard starting level.) SEE ABOVE -4 or -6.

2. Player Character Options: this will allow you the Player Character to have more control over the results of Quick Combat, Mass Combat or Quick Battle without having to use Bennies. You may use Bennies as normal.

Resources Spent: As a default your character spends 4 Power Points or 8 rounds. Before rolling declare if you would like to have your character risk more or expend more resources for a better chance of success. Note: you must have the resources to spend them.
  • -2: Conserve your energy - Believing it may be an easy battle you accept -2 to your roll in exchange for spending 1/2 (rounded down) the resources. However, your character receives a free soak roll versus any wounds taken from failure.
  • +0: In The Fight - Wanting to stay on top of things you fight like a professional. You roll without an additional modifier for the default resource cost.
  • +2: Serious Business - You do not play around and do what you have to in order to ensure victory, even when it requires risking yourself. You may double the resources spent, or accept 1 Fatigue or 1 Wound to gain a bonus of +2 to this roll.
  • +4: No Matter The Cost - When Battle comes you go all in, winning no matter the personal cost. You may triple the resources spent, or accept 2 Fatigue or 2 Wounds to gain a bonus of +4 to this roll.
3. Quick Combat Roll:
  • Critical Failure (-1): The hero is stopped by overwhelming numbers, an unfortunate tactical development, or bad fortune. He suffers 2 wounds. In addition he accidentally inhibits another players efforts reducing the number of successes for the group by 1. (The Hero may spend a Bennie as usual to make a Soak roll if desired.)
  • Failure (+0): The hero is stopped by overwhelming numbers, an unfortunate tactical development, or bad fortune. He suffers 1 Wound (The Hero may spend a Bennie as usual to make a Soak roll if desired.)
  • Success (+1): The hero fights well and adds +1 to success to his team’s efforts. He adds 1 success to his side’s battle. Though the dangers of the battle put him at risk of receiving a serious wound. Your hero must make a Vigor roll (no penalties), Failure he suffers a wound, on success he suffers no wound.
  • Raise (+2): The hero wreaks havoc, slaying enemy leaders and destroying important assets. He adds 2 successes to his side’s battle. Escaping the dangers of battle he finds himself uninjured. In addition you gain a Benny
  • Two or More Raises (+3): The warrior covers himself in glory! Many foes fall before him and his success inspires his allies to fight like demons. His efforts add +3 (or more) to his side’s successes and he emerges from the fight unscathed. The character may also reduce another player's Critical Failure result to a normal failure if he narrates how he interfered. In addition you gain a Benny, or things lined up well for you, your character was able to conserve resources more than expected, as a result regain half of the resources spent for this roll, if you don't take the bennie.
4. Narrative: You then do your best to narrate the result of your roll to make your character seem as awesome as possible.

For reference Savage Worlds Quick Combat in available on the Pinnacle Entertainment Web Site.


Refined in THIS conversation.
Card Deck
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
Henry
Daniel (Lars)
Posts: 168
Joined: Fri Apr 07, 2017 11:27 pm
Location: Coalition States

Re: The Vanished (Part 3)

Post by Henry »

Cade coughs and puts a hand to the mask he is wearing, sagging against the door frame he eyes the ghost like woman across the oppressively hot room.

<hack> <hack> <hack> <wheeeeeze>

Looking at the small open communications rift he gives a middle finger to the woman across the room and states to the individual whom he is communicating with: "Drake. Now. Future Brigade business. We have the Pillars for Gloom. If you don't help us <hack> all is lost. t'Fethic wins. Cira wins. Help us escape!"

Light headed and failing to recall his own warning, Cade removes his own mask ..... Cade chokes more as he breaths in the sulfuric hot air, his eyes burn red and they turn bloodshot immediately. Wiping sweat from his brow he groans and hunches over.

[dice]0[/dice] = 9C
Mutation
Image
"Hurry Drake!"

A bolt of genetic scrambling energy strikes Cade as he is hunched over, it spins him around and he lands on his backside groaning.

[dice]2[/dice] = 3D
Mutation
Image
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

User avatar
sammy
Posts: 142
Joined: Fri Aug 25, 2017 11:06 pm

Re: The Vanished (Part 3)

Post by sammy »

Agility [dice]0[/dice]
Wild [dice]1[/dice]

Sammy crawls out of a small hole behind the demon lord. Sammy yawns as if he just woke up from a short nap. Meow, the air smells really foul in hear. Blah! Sammy eyes the demon and trenches out with his telekinetic ability ensorceling the demon's head. " Meow, its time to release these so called Hell Pillars into the hands of the black company and 13th set." The demon's head turns around and Sammy pours on the juice spinning the head off the body like one would unscrew a cork. But a bolt smacks him in the jaw and another in his right paw, and another and another and another... Sammy rolls down to the feet of the Demon Lord whom picks him up grinning. Augghh, what were those bolts??? Is that... This close to the demon lord's mug Sammy's eyes battered as they are seem to rise in recognition. Softly with no small amount of blood and silivia dripping from Sammy's battered lips he seethes, " I know you don't I?" The Demon lord laughs its howl filling the chamber. I saw an Apok do this once... Sort of... Sammy stretches out a claw waving it lengthwise from throat to crotch along the demon lords impeccable body. That should do it. Unexpectedly Sammy springs from the Demon Lord's grasp into the demon lord itself!! The lord cries out in horror clawing at his own stomach for Sammy has slipped where no cat had slipped before: Inside the Demon's tummy!!!!!
The Demon Lord snarls with no small amount of familiarity" Samuel..." The Demon Lord's snarling cry of Indignation is cut short as he telekinetic explodes as if ripped apart from the inside out.
Sammy licks a paw clean as any cat would do while sitting in a pile of demon guts. " Meow, I forgot to tell you I was going to take you out no matter the cost."
A howling whisper issues forth as the Demon Lord's amazing fit body peices vanish in smoke, " The cost will be paid Samuel... It will be paid in full!"
Sammy slumps to the ground as the places where the bolts hit him seem to be festering wounds. " I feel ill, I may be in need of a respite on Amarok IV... It sounds like that demon lord might return with a gift at some point... Did he look familiar to you Humble?"

No matter the cost, Psionics 9
... Triple ppts: 12 ppts used
Psionics
[dice]2[/dice]
wild[dice]3[/dice]
Woa, Benny to Reroll... Psionics [dice]4[/dice] Wild[dice]5[/dice] Ace [dice]6[/dice]
Benny gained, Benny lost.
Mutations 1
[dice]7[/dice]

Mutation 2
[dice]8[/dice]
Mutation 1
Image
Mutation 2
Image
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: The Vanished (Part 3)

Post by Jitters »

Notice 9
[dice]0[/dice]
Wild Die [dice]1[/dice] Ace!
Wild Die Ace [dice]8[/dice]
Common Knowledge 4
[dice]2[/dice]
Wild Die [dice]3[/dice]
Smarts 6
[dice]4[/dice]
Wild Die [dice]5[/dice] Ace!
Wild Die Ace [dice]9[/dice]
Agility 7
[dice]6[/dice]
Wild Die [dice]7[/dice]
Fighting 14
[dice]10[/dice]
Wild Die [dice]11[/dice]
-1 Benny Extra Effort [dice]12[/dice]
Scene Mods -4
Resource Spent: 12 ISP No Matter the Cost +4
Professional/Expert +2
Mutation Bolts [dice]13[/dice], [dice]14[/dice]
King of Spades
Blah
9 of Clubs Monkey Tail
Jude better not be trying to chase my tail...
The second that the door is opened, Jitters bolts inside spotting each and every Golem, even the ones hidden in the lava, and runs around the room like a dervish slicing and dicing them before they have a chance to react, causing them all to crumble to dust being blown into the wind that Jitters is creating as he runs past at 95.45 mph. "I've got the Golems, concentrate on the other three!" Jitters yells in an apparently warbling tone due to the Doppler effect he is causing, however his speech is slow enough to understand normally. As he runs, he sees bolts heading strait for Cantrell, so he leaps in front of her, taking two bolts to his torso which seemed to go right through the environmental seals on his armor, causing him to cry out "Gyaaaaaaaaaaaaaaaaah!" Despite the mildly painful muscle spasms that are happening in his chest and radiating outward, Jitters runs ever on, ducking under, leaping over, bobbing into and weaving around friend, foe, and pillars alike. As he passes Cade, he calls out "Tell him I will run through the portal to kill the demon if need be!"

Quick Combat Result: +3 successes for our side, +1 Benny for Jitters which counteracts the Benny I used for Extra Effort.





Mutation 1 and 2
Storm Touched = Take Minor disadvantage not Major.

Image

Image
Last edited by Jitters on Sat Feb 03, 2018 9:47 pm, edited 10 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
Cantrell
Posts: 425
Joined: Thu Mar 02, 2017 10:57 pm

Re: The Vanished (Part 3)

Post by Cantrell »

Notice 6, CK 7, Agility 10, Shooting 10
Notice [dice]0[/dice]
Wild Die [dice]1[/dice]

Common Knowledge [dice]2[/dice]
Wild Die [dice]3[/dice]

Agility [dice]4[/dice]
Wild Die [dice]5[/dice]

Quick Combat
Shooting 1d12+6; -4 scene mod
Shooting [dice]6[/dice]
Wild Die [dice]7[/dice]
Quick Combat Result: 10, Success with a Raise for +2 to our side, gains a Benny

Not trusting the filtration system after Cade's warning, Cantrell engages the independent air supply in her armor as the group barrels into the abyssal throne room. One look at the chemical composition of the sulfurous fumes and she's glad she did, even as she notices Libertas, Sammy and Humble all disengaging their own armor seals to gulp in the stuff.

<<Are out of your mind! Put your helmet back on Libertas!>> she yells as she dodges the wave of negative energy released by the big demon and then ducks out of the way of the ghostly rays coming out of the bitch queen's head.

She starts to ask someone to clear the stone golems on the perimeter, then catches sight of Jitters -- at least, she thinks the blur is Jitters -- as the golems start to fall like so many dominoes. Seeing Sammy clawing his way inside the big red nasty, she sets her sights on the two women.

As her finger wraps around the trigger of her plasma cannon, she focuses her mind on the enchanted red gauntlet she picked up weeks ago in Gloom. Bane had shown her how to activate it -- even that memory was hazy -- but she hadn't had a chance to try it out in actual combat.

Here goes nothing, she thinks, as runes on the gauntlet glow, channeling white-hot energy into the plasma cannon as squeezes the trigger.

The blast nearly knocks the armored devil-woman off her feet, the ball of plasma eating a hole in her armor that grows and smokes.

<<Target that, boys!>> she says, before turning her attention to the bitch on the throne. Another blast of ensorceled plasma burns an equally large hole in the hell-queen's enchanted robes, clearly pissing her off as the blasphemous raiment is destroyed.
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
Libertas Magicum
Bronze Patron
Bronze Patron
Posts: 642
Joined: Fri Feb 17, 2017 3:02 pm

Re: The Vanished (Part 3)

Post by Libertas Magicum »

OOC Comments
Notice [dice]0[/dice]
Wild Notice [dice]1[/dice]

Agility [dice]4[/dice]
Wild Agility [dice]5[/dice]
ACE Running total [dice]6[/dice]

Spending 4 PPE, taking a Wound (Serious Business).
Rolling TW: Modifiers are: +2 from Edges, +2 from Machine Maestro, +2 from Serious Business, +1 from Staff of Power, -1 from Fatigue, -2 from inhaling fumes, -4 base scene modifier, total: Flat roll
Techno-Wizardry [dice]2[/dice]
Wild TW [dice]3[/dice]

Raise on the roll.
.
It's a funny thing, having hearing that overlaps itself. Sometimes, you only get bits and pieces, and then have to string it together in your mind to fill in the blanks. So, for instance, Cade's speech comes through to Lib as, "breath...inside next room... it'll alter you. powers..." Maybe it was the influence of Hell; maybe it was Lib hearing what he wanted to hear; maybe it was just bad luck. Regardless, he opens the seal on his armor just as they enter, breathing the air deeply, but at least avoiding the angst wave that comes along with the gas.

As he gets wracked with pain from the mutation, he leaves himself wide open for the woman's bolt, also taking a hit from that. He glares at her through the goggles and the haze. "Damn, that hurts you ox-fellating pissmonger!" His gaze narrows, and he gets an almost wicked smile across his features. "You know what the trouble with being Top Bitch in Hell is? Betrayal." The tip of his staff flares with purple-black-green energy, as do his eyes, and instantly, so do the eyes of the warrior-woman. "Destroy your Mistress and assume her place on the Throne, as is your right."

The woman immediately turns and strikes at the sorceress, perhaps not killing her, but certainly occupying them both in a way that will make things easier for everyone else. During the battle, he maintains the control while using his new tattoo to keep from drying up his PPE pool. He'd feel more triumphant if it didn't feel like his lungs weren't trying to crawl out of his mouth.
OOC Comments
Mutation (Gas) [dice]7[/dice]
Mutation (Bolt) [dice]8[/dice]
And a Wound.
Mutation 1
Image
Mutation 2
Image
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.
User avatar
Maximilian
Silver Patron
Silver Patron
Posts: 548
Joined: Wed Mar 08, 2017 2:37 pm

Re: The Vanished (Part 3)

Post by Maximilian »

Maximilian
Agility to avoid wave
[dice]0[/dice]

WD Agility
[dice]1[/dice]

Shooting: -4 for scene, +4 for No Matter the Cost = 0
[dice]4[/dice]

WD Shooting
[dice]5[/dice]

Benny for extra effort with Elan and prior
[dice]9[/dice]

Ace EE with prior
[dice]10[/dice]
Maximilian doesn't hesitate to accept a gas mask. "Not taking any chances in here. Place already reeks." He steps through the door and immediately starts blasting away at stone golems, picking off the scant few that Jitters might have missed. He is distracted by violence and misses the casting of sickening bolts, and only barely manages to watch as Alex dives into the path of the one intended for Max.
Cantrell's fancy new glove opens up a hole in the armor of the devil woman, and Max seizes the opportunity. He acknowledges Cantrell's orders with a massive mega damage blast from his rifle, aimed straight for the gap. "On it, Top Dog!" The blast tears into the fiend, bowling her to the ground like a punch from a giant. He takes one last mega damage shot, impacting the sorceress on the throne. "I'm gonna rip your throat out and feed it to you! You're dead! DEAD!" Rifle empty, he slings it to his back and draws his twin vibro-swords, rushing forward to finish off the unholy triad up close and personal, growling and barking the whole way.
Bizarro Alex
Agility to avoid wave - Failed
[dice]2[/dice]

WD Agility
[dice]3[/dice]

Psionics: -4 for scene, -2 for evil wave, +4 for No Matter the Cost = -2
[dice]6[/dice]

WD Psionics
[dice]7[/dice]

Taking Mutating Bolt
[dice]8[/dice]

Vigor to avoid wound
[dice]11[/dice]

WD Vigor
[dice]12[/dice]
Alex follows Max's lead and accepts a gas mask. "I'm with you, Max. This place stinks to unholy hell. Well, that's probably where we are anyway."
Despite only one eye being functional, Alex gains a better grasp on the tactical situation. While Max lays in with laser fire, Alex notices the wicked sorceress throw bolts of evil their way. Max has no idea it's coming. Alex shouts "MAX!" and dives into the path of the bolt, taking the impact full in the back. He is instantly wracked with pain as his body changes. Reaching one hand to his face, he glares his one good eye at the evil sorceress and taps his tattoo. She instantly grasps for her eyes as her vision is stolen from her. For good measure, Alex summons blasts of lightning to further punctuate his distaste for this evil triad, giving them a shocking realization of imminent defeat.
Three lumps of fat begin to form and grow on Alex's back. His armor pulls taut, clearly not designed for such a sudden and localized weight gain. "Aaah....Max...what the hell is happening to me?!" He finally loosens the top part of his armor to allow the growths to reach their full size. He will not like how he looks in the mirror, if he ever gets to look at one again.
Alex Mutation
Image
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
Gargamel
Bronze Patron
Bronze Patron
Posts: 193
Joined: Sat Apr 01, 2017 12:43 am
Location: The Black Company

Re: The Vanished (Part 3)

Post by Gargamel »

Gargamel


He deftly avoided the wave

"Come on, he shouted, "not the first demon I've killed. Probably your kin who had this," he charged at the one on the throne slicing and dicing as he went, his reflexes sped up from a spell.

Agility [dice]2[/dice]

No matter the cost - so evens up the roll
Gargamel is wearing environmentally sealed armour, so no need to roll
[dice]0[/dice]
[dice]1[/dice]

benny for extra effort [dice]3[/dice]

Total 9 for success and 1 raise +2
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
Humble
Diamond Patron
Diamond Patron
Posts: 211
Joined: Sun Oct 22, 2017 7:37 pm
Location: Black Company

Re: The Vanished (Part 3)

Post by Humble »


  • Humble stomps about crushing Golems as he can and thrashing a few across the room towards the raised seat (throne) area.


GM Comments
Post by Drust, Humble is on Vacation this week.

He can modify this post as he wishes later.

Unsure if Humble wants to be struck by wave or breath the air.

If he is hit: [dice]0[/dice]

If he breathes air: [dice]1[/dice]
Mutations if wanted
ImageImage

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

Humble
Bennies and Resources

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: The Vanished (Part 3)

Post by Daniel »

Image
  • Silence descends across the room momentarily after the combat has raged. Ash falls lightly from the ceiling and the lava boils. The moment is broken by Cade:

    “Drake? What happened? You alive? We need that exit gate? Now. Caesar and his Shadows are almost to us. Oh come on, answer me, I have been through this too many times to fail now. Side note guys, wow, farthest we have made it yet. Thank you.”

    Groaning Cade is laying on his back by the entrance to the room. Raising his right hand up weakly, his fingers look twisted and and in pain as he maintains the open communication rift. "Drake?"

    The rubble from the golems is scattered about and the two female enemies and their demon are gone. Erased from sight after the battle. Sulfur and ash make to room look dusky and dank.

    Suddenly the center of the room erupts in brilliant blue white light and a dark cave is seen in the center of the opening portal. Dark, but also with some natural true sunlight too. A fresh breeze of clean air blows into the dank hellish room.

    Cade points at the portal with his broken hand.

    “Hurry. Grab four pillars from this room and get them through that portal........oh! Don't touch the pillars with your bare skin while we are in this room!”


Large stone pillars, each one no single normal human could lift unaided, need to be placed at the edge of the open Gateway and rolled through. In order to do this you need 8 total success rolls, which end up being your teams combined efforts to move these incredibly heavy pillars to the edge where they can be rolled into the open gateway. So maybe you roll Strength because you physically pick them up, or Psionics because you use Telekinesis to lift them, or Smarts because you add to the plan on how to move them, or what ever skill you deem applicable. Note each pillars weighs 1000 pounds. Physically touching them (only while in this room, not later) causes 2d12 Mega Damage.... I mean skin on rock, gloves will protect you etc.

Players: Post your posts on how you go about picking up the four pillars and move them to the edge of the open gateway. Example: I use Smarts [dice]here[/dice] and get 1 success to add to the groups total, narrative on how you went about it and then post you are ready to collectively roll the pillars out of room and into the cave beyond..... then I step through.

Players: After that I will post next GM post of your arrival in the cave.

Notes: 8 successes for moving all four pillars. The open Gateway is to a Nexus, thus PPE can be drawn from it.

After (or simultaneously IRL) when you post here in this thread go post HERE! This is where you roll the pillars to and who and what you see on the other side. Read the following OOC Comment for details:
OOC Comments
Alright! Out of Hell and into a mess! Falling rocks crash down in the cave as you arrive. Bits and parts of a massive beast crash about. Read VV's GM post for details. Then start posting your arrival!

Example: Bob jumps through portal into cave and smiles, then cringes as rocks blast around him [dice]here -2[/dice] = narrate what happens next. After that you can interact with the other Player Characters who are in the cave and right outside it (a cross over in a cross over?!) Wow.

Everyone roll Agility-2 to avoid being crushed by falling rocks, inadvertently slashed by its flailing trunk and tail, or even pinned under the monster itself. No one is safe. Failure results in 1d12+2d6+12 Mega Damage. Narrate the results for a benny.
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
Libertas Magicum
Bronze Patron
Bronze Patron
Posts: 642
Joined: Fri Feb 17, 2017 3:02 pm

Re: The Vanished (Part 3)

Post by Libertas Magicum »

OOC Comments
Fatigue, 1 Wound
Edges, Machine Maestro
Techno-Wizardry [dice]0[/dice]
Wild Techno-Wizardry [dice]1[/dice]

Raise!

Casting Force Multiplication to get a dozen Experienced Soldier constructs, they are armored so should be able to carry one pillar as a group.
Libertas smiles. This'll be fairly straightforward.

"I can get us a small army of worker-bots ready to roll out, Boss," he says to Cantrell. "They should be able heft at least one of them by themselves."

He pulls out the puzzle-cube, and begins twisting, getting it into just the right alignment. First drawing on the power of the Nexus, he then channels the excess energy into the cube, and finishes the final twist, and metal begins spinning out, forming clockwork automatons--not merely one or two, but a full dozen of them, ready to roll out. Once in place, the bots simply work as a group to heft the pillar and march it straight through the Nexus on Cantrell's command.
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.
User avatar
Maximilian
Silver Patron
Silver Patron
Posts: 548
Joined: Wed Mar 08, 2017 2:37 pm

Re: The Vanished (Part 3)

Post by Maximilian »

Maximilian
Strength for moving stuff
[dice]0[/dice]

WD Strength
[dice]1[/dice]

Damage from skin to stone - Shaken, no wounds
[dice]8[/dice]
Max slings his weapons and moves to begin tipping one of the pillars, along with Alex. "Alright. Alex, let's see if we can tip this thing over. You push. I'll see if I can slow the...wait, I'm losing girp. WAAIT! AAAAAAAAAARGH!" While he tried to heed Cade's warning, the pillar reacted almost with a mind of its own, catching him in a way that shifted his armor aside. The skin on his arms reacted immediately, burning him and knocking him back away from the pillar. "MOTHER SCRATCH! That hurts!"
Bizarro Alex - success and raise
Strength for moving stuff
[dice]2[/dice]

Ace with prior
[dice]6[/dice]

WD Strength
[dice]3[/dice]

Ace WD with prior
[dice]7[/dice]
Alex moves to help Max with one of the pillars. He gets a good push, better than he expected, and manages to get one of the pillars tipped to its side. Max catches the worst of the attempt and ends up with a burn on his arms for the trouble. "Hey, dummy, the guy said don't let it touch your skin! Are you okay?" Max growls at him a little bit. "Come on. Quit acting like a puppy. Walk it off." He helps Max to his feet, then prepares to roll their pillar through the portal.
Last edited by Maximilian on Thu Feb 08, 2018 11:46 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
User avatar
Jitters
Posts: 171
Joined: Sun Dec 17, 2017 9:52 pm

Re: The Vanished (Part 3)

Post by Jitters »

Notice 13
[dice]0[/dice]
Wild Die [dice]1[/dice] Ace!
Wild Die Ace [dice]6[/dice]
Common Knowledge 6
[dice]2[/dice]
Wild Die [dice]3[/dice]
Smarts 7
[dice]4[/dice]
Wild Die [dice]5[/dice]
Jitters keeps running around the room for several more seconds after the battle has been won when he realizes that there was nothing left to kill. He actually noticed immediately that the battle was over, but he was still having too much fun running in circles, feeling the most free that he's felt in a while. When he could feel the powers he had activated were about to become a strain on is mental reserves, he let them fade away as he slowed down, stumbling all over the place like a drunken sailor. "Whoa guys, why is the the room spinning? You spin my head right round, right round..." Jitters begins to sing at the end before he shakes his head clear. When the portal opens, Jitters can more keenly feel the mystical forces at work and uses the power of the nexus on the other side of the open portal to help him focus his own impressive psychic abilities.
Psionics Boost Strength 13
[dice]7[/dice]
Wild Die [dice]8[/dice] Ace!
Wild Die Ace [dice]9[/dice]
Using one of the demon's entrails, Jitters wraps it around the top and then pulls the Hell Pillar over.
Strength 17
[dice]10[/dice]
Wild Die [dice]11[/dice]
-1 Benny Extra Effort [dice]12[/dice] Ace!
Extra Effort Ace [dice]13[/dice]
Jitters easily lifts the pillar he just knocked down over his head and says to Humble "Hey big guy, can ya do this?" as he walks it over to the portal where he carefully slides it through, then goes back to lend a hand to who ever else needs it. After all the pillars are through, Jitters goes too.
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
sammy
Posts: 142
Joined: Fri Aug 25, 2017 11:06 pm

Re: The Vanished (Part 3)

Post by sammy »

Meow, don't touch them indeed. Last time I saw these beauties I was driving a bull dozer! Sammy draws on his inner strength and extends a single claw using his telekinesis to add the groups efforts.
" Meow goggles, worker bots, nice and clever, I can use a bit of spit and vapors to help them along."
14, adds 3
Psionics [dice]0[/dice] Ace [dice]2[/dice]wild [dice]1[/dice]
Ooo, careful there worker bot, I gotcha... Meow, damn that is some really nice lifting. I got to wonder if Goggles names his worker bots? Sammy twitches and looks around. Something is not right, Cade and Drake... Who are these guys? What did he mean this far?
Max's troubles draw his attention back to the task at hand.
Sammy surprising even himself cries out in concern for his doggy counter part. " Max!!! Don't touch those pillars!!" Well, dammit... Dog touched the pillars. Sammy tries to help Max and his one eyed friend with a little TK juice. There we go, doggy... Damn I need a smoke. Sammy pulls out a cigar from his Thrudh pouch. He lights it from the smoldering husk from the demon lord. Thrudh I wish you were here man. I never told you how much I appriciated the rescue from Amrok IV. I would have frozen to death in my quest for revenge. He takes a deep draw, and blows out a billow of smoke before jumping in after a few pillars. This pillars for you!
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
Gargamel
Bronze Patron
Bronze Patron
Posts: 193
Joined: Sat Apr 01, 2017 12:43 am
Location: The Black Company

Re: The Vanished (Part 3)

Post by Gargamel »

Seeing that the others had the pillars well in hand, "Don't want to touch those. Let the psychics get those moving."

"I'll go first, make sure there is nothing to threaten us on the other side." he said as he leapt through the portal
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
Cantrell
Posts: 425
Joined: Thu Mar 02, 2017 10:57 pm

Re: The Vanished (Part 3)

Post by Cantrell »

Cantrell starts to issue orders -- or at least warn everyone, again, not to touch the pillars directly -- but she's too slow. In the latter case, Max has already grabbed a pillar and been stung for the effort, and in the former, Libertas, Alex, Sammy and Jitters appear to have things well in hand, shifting four of the pillars toward the portal in no time at all.

"Well, uh, keep on keeping up the good work, uh, guys. And let's get the hell out of here," she says, leaping through the portal as part of the vanguard ...
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
Humble
Diamond Patron
Diamond Patron
Posts: 211
Joined: Sun Oct 22, 2017 7:37 pm
Location: Black Company

Re: The Vanished (Part 3)

Post by Humble »

Looking around Humble hears Cade's warning of not touching the pillars and is saddened, they can't be that heavy, this is the perfect opportunity to shin using his own great strength. Humble sees Max get zapped and wonders if it could be that bad, but by then everyone else has rolled the pillars out through the open portal.
Focusing his attention on Sammy he asks the question most on his mind as he watches everyone else. "Where Battle Brothers going?"

When Sammy winks at him with a smile, concentrating on his own actions of mentally moving the pillars, Humble shrugs. Anywhere is better than here, his friends aren't safe here.

Humble follows the others into the portal.



GM Note
GM Posted/Humble on vacation.

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

Humble
Bennies and Resources

Locked

Return to “Hunt for Hell Pillars”