3.2 Northern Exposure: Return and Improvements

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User avatar
KahlessNestor
Posts: 666
Joined: Thu Feb 15, 2018 4:02 am

3.2 Northern Exposure: Return and Improvements

Post by KahlessNestor »

Date: November 4, 109 PA
Mission: Day 12
Time: 1200
Weather: 10 degrees cooler than normal for season (cold); no wind; light snow
Location: Fort Hope
Ley Line: Yes
  • Very Large: Three-quarters of a mile wide, 2,000 feet tall, 75 miles long to the north
Scene modifiers:
  • Light: Bright
  • Visibility: Clear
Round 0

The weather turned colder as the Trailblazers headed south once more for home. By the time they reached Fort Hope around noon the next day, a light snow was falling, coating the ramshackle camp of earthworks and tents in a fine layer of white. There was the new medical building that you had ordered when you left, and the earthworks had been expanded as you requested.

The sentries on duty opened the gates for the Trailblazers and they drove the Cassowary inside. Lieutenant Winston, the bulldog dogboy commander of the fort, waited in front of the command tent, puffing on his cigars.

“Welcome back. How’d things go? You make friends with the Tundra Ranger?” he asked gruffly. “Gimme your reports, then get some chow. I’ve got some pay for you, too. Not much has happened here while you were gone.” He looked over the group. “Where’s the crazy chick?”
Instructions
Go ahead and write up the field report you give to Winston. Also determine what you want to do with the loot you brought back. You will have 2 days of downtime before the next mission to do the “Build” phase and determine how you want to improve Fort Hope.

Pay:
Thomas: 1350 credits
Ashley: 1260 credits
Ryder: 1680 credits
Barinthasheer: 1080 credits
Vik: 1680 credits
Q’omo: 660 credits (sign up bonus)





Loot
2 Magic Rings
19 refugees
Juicer Assassin Plate (+5 Armor, +3 Toughness) x 9 (Repair needed at -2)
JA-9 Laser Rifle (Range
30/60/120, 4d6 Damage, RoF 1, AP 3; Heavy Beam, ignores laser resistance, Multi-Optics Scope) x 9
WI-C6 "Chain Sword" (Str+3d4+3 Mega Damage, AP 4, raise adds d12 damage, Critical Failure hits the user) x 7
Vibro-Longsword (Str+d10 Mega Damage, AP 10) x 2
Ley Line Walker Medium Armor (+5 Armor, +2 Toughness, +4 vs Poison and Disease) x 2 (Repair needed -4)
TW Shard Pistol (Range 15/30/60, 3d4 Mega Damage, RoF 3, AP 4, 3RB, targets hit suffer lower Trait vs. Vigor, and with a raise Hinder) x 2
Laser Rifle (Range 24/48/96, Damage 4d6, RoF 1, AP 2) x 7
Vibro-Knife (Str+d6 Mega Damage, AP 6) x 7
Nazo’s gear: https://savagerifts.com/sr/viewtopic.ph ... 653#p61838
Combat Notes

Initiative:

Thomas
Ashley
Ryder (Danger Sense)
Barinthasheer
Vik
Q’omo
***
GM Notes
GM Bennies: 6/6
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
User avatar
Ryder
Posts: 155
Joined: Wed Aug 29, 2018 4:46 am

Re: 3.2 Northern Exposure: Return and Improvements

Post by Ryder »

Ryder, having swung out of the Cassowary's driver seat gives the commander a look cold enough to make it feel like they just jumped to mid-winter, and pulls the cigar out of his mouth, deliberately reaching out and putting the stub out on the shoulder-plate of the Dogboy's armor. "We'll get to that in a mo', Sir, but first you need to get 'the poncy wizard' and 'the hot chick' over to medical to get double-checked for any after-effects of prolonged magical sleep, an' 'the brat', 'the drunken Aussie' an' 'this old crook' need to get a site set out for a place of honor before the ground gets too frozen to dig. You see, Specialist Nazo is lyin' in state in the back of the Cassowary, having given her life upholding the honor of the Legion against a group of death cultists. In the meantime, you can interview all the folks who she died saving from becoming grist for a buncha Murder Wraiths... Sir."

Without waiting for either a reprimand or an apology, he goes about his business.

Later, his write-up is more of a bunch of notes:

Under the command of Specialist Thomas, the team successfully completed construction tasks, setting up relay station and dealing with inclement weather. Specialist Vic was the lynchpin of the installation efforts.

As we were wrapping up, we encountered a team of death cultists engaged in the ritual sacrifice of two local youths, along with a collection of prisoners they'd captured. We engaged, defeating them but losing Specialist Nazo in the process.

Attached are images taken of the cult leaders. We attempted to take them alive, as it's unusual for Lyn-Srial to be involved in such business, but they attempted to escape and we had to choose between letting them get away or closing off possible interrogation. As Field Commander Thomas had been temporarily rendered unconscious by the cultists' magic, I was the only one in the position to make the call. Also attached is a requisition for replacement grenades.
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3
User avatar
Thomas
Posts: 153
Joined: Fri Mar 30, 2018 1:24 pm

Re: 3.2 Northern Exposure: Return and Improvements

Post by Thomas »

Thomas accepts @Ryder's explanation of what happened as accurate and says nothing as he leaves. Nazo was crazy, but now that she is gone and having saved everyone, he wanted to honor her. He always got weird when it came to the emotional garbage, more able to manipulate others emotions than handle his own. So with what happened to Nazo, he was really feeling it.

Focusing to try and put it behind him he gives the fullest and most detailed report he can. Then he sets about touching base with his contacts and taking care of all the issues that where neglected the last couple weeks.

Introductions and recruitment was a thing that was needed so Thomas also makes sure that Winston meets the new men.
Thomas (Rob T) status and conditions
Bennies 1

-1 Fatigue
PPE
Staff: 10/10
Personal: 20/20*
Bran and Lana Bind the Summons Frost Pixies
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
„ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.
User avatar
Vik
Posts: 187
Joined: Sat Mar 03, 2018 7:07 pm

Re: 3.2 Northern Exposure: Return and Improvements

Post by Vik »

”Went and stuck your knob in the Queen’s tea-time tart, y’did there, Sir Winston. Sensitive subject, what was dear ‘ol Naz, now what the barmy bird’s gone warbling beyond the Yellow Brick Road. Maybe fetch some biscuits, or like engage in a bit of bonus pay, on account of the emotional distresses wif what we’ve all been afflicted,” Vik says, giving the canine captain a decidedly insubordinate clap on the shoulder.

”Now, if you’ll ‘scuse me, I’m gonna sod right off to find Charlize and have a bit of a romp what’s overdue by a brace of blue baubles, if you catch my meaning.”
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 2/3 + 2/2
Adventure Cards:

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6 (1d12+1), Vigor d6 +2
Pace: 6 (8) (1d6); Parry: 5 (9); Toughness: 17 (8) MDC or 21 (12) with amulet
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d8+2, Persuasion d6, Common Knowledge d4
Edges and Abilities of Note: Adept + Auto-Raise for boost trait, Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (six times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to Common Knowledge, Electronics, Hacking, Research, Repair and Thievery rolls when interfacing with electronics and machines, +2 with preexisting TW and arcane devices); Master of Magic.
PPE: 5/20
Active Effects: No MAP, double Pace and Running, no running penalty; +1d Shooting and one free reroll/round; Imp. Take Em Down and Imp. Signature Weapon (railgun); +4 damage to cannon, +6 damage to railgun
User avatar
Q’omo
Posts: 16
Joined: Thu Jan 02, 2020 12:56 pm

Re: 3.2 Northern Exposure: Return and Improvements

Post by Q’omo »

Q’omo popped his head in and stood silently. He did not have anything to report. So he checked his weapons and techno wizard cyber for any battle damage.
Q’omo Stats and Edges
Attributes: Agility d10(2pts Race, 1pt IF), Smarts d10(3)-1, Spirit d10(2, 1 advance), Strength d10(3pts IF), Vigor d8(1pt IF, 1 advance)
Pace: 8 d8; Parry: 8(+1 from race) ; Toughness: 21(11) (½ Vigor+2 plus armor); Strain: 0

Combat Edges of Note: Quick, First Strike
Qomo Active Powers
None at the moment
Q’omo Bennys
3 Bennies
User avatar
Barinthasheer
Bronze Patron
Bronze Patron
Posts: 127
Joined: Fri Sep 14, 2018 9:56 pm

Re: 3.2 Northern Exposure: Return and Improvements

Post by Barinthasheer »

A bit unsure about why his friends are mad at their commander he still stands in solidarity with them. Shooting Winston an exaggerated glare "Yeah, and I will be in.. well I can just.. " Seeing Q'omo standing there somewhat lost he hatches a response, "I will just show Mr. Q'omo around. Angrily."

The dragon, in his boy form, then walks up to Q'omo "I will show you the base Mr. Q'omo but we have to be angry so try to stomp your feet a bit more and squint your eyes. You do not talk ever do you? Is your voice broke? I can mind talk with you if you want, I know how to do that. Oh yeah, I am supposed to be showing you around, that is the barracks, where people sleep."
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 50 (30)/10 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/5; Fatigue: 0/2; ISP/PPE: ISP 13/20; PPE 9/10
Bennies: 1/3
Adventure Cards


  • Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand[/ooc]
User avatar
Q’omo
Posts: 16
Joined: Thu Jan 02, 2020 12:56 pm

Re: 3.2 Northern Exposure: Return and Improvements

Post by Q’omo »

The warrior looked down at the boy. Such a young thing really. He nodded once hiding his eagerness to uncover the many secrets of the fort.
Q’omo Stats and Edges
Attributes: Agility d10(2pts Race, 1pt IF), Smarts d10(3)-1, Spirit d10(2, 1 advance), Strength d10(3pts IF), Vigor d8(1pt IF, 1 advance)
Pace: 8 d8; Parry: 8(+1 from race) ; Toughness: 21(11) (½ Vigor+2 plus armor); Strain: 0

Combat Edges of Note: Quick, First Strike
Qomo Active Powers
None at the moment
Q’omo Bennys
3 Bennies
User avatar
Ashley Logan
Posts: 131
Joined: Tue Mar 06, 2018 3:55 pm

Re: 3.2 Northern Exposure: Return and Improvements

Post by Ashley Logan »

Ashley took a deep breath at Winston's request, and said, "Yes, sir."

"Everything was going fine. The relay was good, it was secure. That crazy bastard Vic came through there. I don't know...he never seems to know where he is or what he's saying, but he knows tech. Anyway, we stumbled over a bunch of mages about to kill some locals for...I don't know, mage stuff. They had a bunch of the locals in cages. Probably meant to kill them all."

Another deep breath. "So we went in to stop them. It didn't go great. They had these...magic juicers or something? I don't know. I was doing area suppression, but I ate a spell and went down. We lost Nazo in the furball. I don't know the details though."

Her eyes were a little wet as she spoke, but she kept it together.

It wasn't until later, when she went to go talk to Daniel, that she let the tears out.

"I just feel like I could have saved her," she confessed. "I don't really KNOW that, but I feel like we had that fight up until Thomas and me went down, and then Nazo sacrificed herself to take up the slack."
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