04.0 A Royal Wreck

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Ndreare
Savage Siri
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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04.0 A Royal Wreck

Post by Ndreare »

As the Remorseless crew jumps into deep space and head off into superluminal shots it gives you a chance to unwind refresh and review what went right and what went wrong in the last mission. It is always a tactical advantage to see where you can sharpen your skills and one of the more satisfying moments was letting grudge know that you won't be ignored.

The alternate coordinates given once you realize the ship was one and the same with your new compatriot's expected protection detail allow you to get to the destroyer in a matter of hours instead of days hunting.

As you dropout of superluminal speeds it is time to hit the scanners and see what you can do to find the destroyer. Unfortunately what you expected to take much longer takes you only moments as the destroyer can be seen floating dead in space. Unresponsive to radio calls you're left with little choice but to approach. The evidence of a what must have been a space battle is everywhere and the debris floating around is at risk doing significant damage to the remorseless as you approach.

The eariness of the situation the otherwise formidable 500' long ship expected to be able to take on a dozen frigates like your own having already been incapacitated and left floating is concerning.



PLAYER INSTRUCTIONS
Interlude and brief RP time, what do you chat about, do you have any conversations, do you work on projects?
Let us know with an interlude and gain am extra benny that will carry into next Quarter if not spent.


Then arrive...

One and only one player make an electronics roll
Success: indicates there is activity still on a ship.
Additional information based on MoS.

If you choose to approach the ship?
One and only one player make a piloting roll at -2.
Fail: The Remorseless collides with something very large and unseen. Take 1d3 wounds, those on board also take 5d6 damage AP 6.
Success: The Remorseless collides with something large and unseen. Take 1 wound, those on board also take 3d6 damage AP 6.
Raise: You didn't see any debris that would cause you concern.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ramson Gourdaine
Posts: 110
Joined: Thu Oct 18, 2018 10:59 am

Re: 04.0 A Royal Wreck

Post by Ramson Gourdaine »

OOC Comments
Exalted Boost Piloting w/Major Psionics (8 ISP total to cast)
Psionics [dice:31lbtznt]54084:0[/dice:31lbtznt]
Wild Psi [dice:31lbtznt]54084:1[/dice:31lbtznt]
Raise = +4 DT to Rinoa's Piloting
27 ISP to maintain until they dock the ship.

Time in space gives Ramson time to get to know the new recruit, as well as more fully reconnect with Fiona, and at least make sure Lady A is doing alright (though he knows the Altaran well enough to give her LOTS of space when she's in her own head.

And, of course, it gives him an opportunity to show off his other passion--cooking. Even working with relatively cheap ingredients, he can come up with a meal that would set most planetary royalty's mouths watering. It's genuinely amazing what he can come up with by combining his meticulously assembled assortment of herbs and spices with basic MREs and other freeze-dried rations. He is also an expert when it comes to varying his dishes to accommodate both racial differences and personal tastes alike.

Fiona, of course, is familiar with this knack--surviving together in the jungle taught her what miracles the Simvan could work with a few native root-vegetables and Correscan Alligator meat. (The gators weren't native to the planet, but had been brought in as pets and, as happens so often, escaped into the wild and became a pest species.)

And the rest of the crew is probably quite used to getting exotic souffles and homemade Betelgeusen Beetle Juice mead (or whatever other concoctions they enjoy; DO is probably his biggest challenge, and even she has to admit that no one makes better Mac'n'cheese than the Captain--even if she'd never tell him that to his face).

But Rinoa, who most likely is used to the minimalist cooking found on most working ships, is probably going to be in for a surprise. The first few meals are tests by the Captain--he indulges in mild flavors, but making sure one is very dominant, judging her reactions for the basic building blocks of taste. Once he knows whether she's a spice queen or thinks that even a little Warlock Garlic is too much--a process that takes no more than a day-and-a-half--he crafts a dish precisely to her tastes. Just the right balances of flesh and plant, seasoning and texture, for her personal preferences.

Of course, then it's time to get back to business.

Ramson looks at the hulk floating in space, taking in the situation swiftly and coming to a decision almost as fast.

"Lady A, scan for anything and everything. I want to know if we've got survivors, unexploded floating mines, booby traps on the hulk, anything. Otter, give her a hand on the scan. Everyone else, get ready to play boarding party. Once the ladies have gotten what intel they can, we'll head over and pay a visit, and I'm gonna want all hands on for this one, so gear up."

*****scanning happens here*******

As the two tech-heads finish up their report, Ramson turns to Rinoa. "Welp, this is the time to show us your stuff. I'm gonna have you take us in. Don't worry, I've got a good feeling about this." The reptilian captain claps her on the shoulder as he speaks, and she can feel the power of his words eliminating any doubts she might've had.
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





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Lady Arsenal Boss
Posts: 12
Joined: Thu Apr 25, 2019 4:20 pm

Re: 04.0 A Royal Wreck

Post by Lady Arsenal Boss »

Lady A spent most of her time being blind and redoing all of the ship’s electronics during their journey. It had been some time for them to be replaced and so a smooth sailing flight was a great time for upgrades. She of course did it one system at a time painstakingly taking care to make sure a redundant system was in place before replacing the old and then slaving the processes to the new improved system. No need for someone to complain their isotonic chicken lick tasted like PD’s farts. The busy work kept her mind off of being away from power dump. He was really just a waste of space and pretty much the worst thing since Subway came out with the meatball sub. At least that was what she told her self while she cried herself asleep each night. She kept her blaster under her pillow just in case someone wanted to talk. It would be hard for them to talk missing their jaw. No talking, no special projects except for a secret one the captain’s snake gave her, just mind numbing general roaming.
Attributes: Agility d8( 1 race, 1 advance), Smarts d12(4), Spirit d6(1), Strength d6 ( 1 race), Vigor d6 ( 1 race)
Charisma: 2; Pace: 6; Parry: 4 ; Toughness: 14(7); Strain: 0, PPE:25/25

Bennies: 2/3
-1 electronics roll
Rinoa Crescent
Posts: 49
Joined: Tue Apr 09, 2019 7:47 am

Re: 04.0 A Royal Wreck

Post by Rinoa Crescent »

The brief summary.
Rinoa spends much of her time piloting the ship, or sleeping. When she has off time and is not sampling Ramson's cooking, she is found spending her time down maintaining her robot, Angelo.

*After scanning stuff happens*

Rinoa looks back over her shoulder, "Sure thing, Captain."
Piloting 10
Challenge -2
Ace +2
Boost from Ransom +4 DT
Base d12
Total d12+4
Piloting [dice:2rs4nt5l]54102:1[/dice:2rs4nt5l]
Wild [dice:2rs4nt5l]54102:0[/dice:2rs4nt5l]
Rinoa pilots the ships around any large and unseen objects like they weren't even there.
Last edited by Rinoa Crescent on Mon Jun 03, 2019 12:50 pm, edited 1 time in total.
Status Tracker
Rinoa Cresent

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP: 20 / 10
Bennies: 2 / 3
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d6
Pace: d6 ; Parry: 8 ; Toughness: 9 (4)

Skill of Note: Shooting d12+2 (Wild Die d10)
  • Ace: Add +2 to Pilot, Drive and Boating Skills
  • Combat Ace: May use 1 extra weapon system before MAP penalties.
  • AB: Psionic (with Master and Major Psionic)
  • Elan: +2 when using a benny
    • Boost/Lower Trait (PPE: 2)
    • Clairvoyance
    • Telepathy
    • Professional, Expert, Master in Shooting.
Angelo (Kittani Transformable Robot Fighter)
Robot Armor Notes
  • (*): Numbers in () are while telemechanics is active, these are replacement, not additive.
  • (**): 6 AP from ballistic weapons except rail guns are negated.
Attributes: Strength d12+3
Pace: 20(2d6 MAP) ; Parry: 9(10*) ; Toughness: 21 (8**)
Melee Skill: Fighting d12
Soak Skill: Piloting d12+2(4*)
Weapon System skill: Shooting d12+2 (Wild Die d10)
Other Bonuses
  • Sensors: +2 on Notice Checks
    Targeting System: offset -2 shooting penalties
  • Always considered armed
  • Cannot use Combat Edges in Robot Armor
Weapon Systems
  • 2 x Pulse Cannons (Fixed Vehicle Medium Ion Weapon)
    • Range: 40/80/160
    • Damage: 4d8
    • ROF: 1
    • AP: 4
    • Shots: Unlimited
    • Note: MBT
  • 2 x Mini-Missile Launchers
    • Range: 100/200/400
    • Damage: 5d6
    • ROF: 1
    • AP: 6
    • Shots: 12
  • Dual Linked Light Laser Turret (head mounted)
    • Range: 150/300/600
    • Damage: 2d10+2
    • ROF: 1
    • AP: 5
    • Shots: unlimited
    • Notes: +1 to Hit due to Linked
  • Forearm Energy Blade (2)
    • Range: Melee
    • Damage: STR + d12+1
    • AP: 4
    • Notes: Mega Damage, Built into each forearm.
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 04.0 A Royal Wreck

Post by Ndreare »

As Rinoa looks at the strange cockpit chair she is set back for more than a minute. Possibly this is a joke of some kind or an illusion? But when she touches it she can tell, no this is the real thing. What kind of crew does that, what is this thing? As she turns her head she can see non of the others are looking at her as if a funny prank has been played.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Death Otter
Posts: 155
Joined: Fri Oct 05, 2018 9:25 pm

Re: 04.0 A Royal Wreck

Post by Death Otter »

Interlude
Space travel isn't for everyone. The ones that can't handle it aren't usually the ones who are afraid of the dangers though. The risks are too well known. Those who'd be afraid just stay away. No, it's the ones who come looking for danger, and finding that it mostly consists of just sitting around on your ass waiting to get anywhere.

That was especially the enemy of someone like Death Otter, who'd hacked her brain's dial to 11, then twisted it off and thrown it into the nearest convenient sun. When you processed data in femtoseconds, a few days doing nothing felt like a literal eternity.

She was never doing 'nothing.' That was her workaround. Most of her best virus work was done on these long pauses, for example. She had several isolated systems set up with the latest updates of popular operating systems, which she then gleefully threw code at in attempts to make them brick. She had lead-scoring personas on most of the popular mass-multiplay games as well. She even did some 'legit' programming work.

And of course, she had a ton of snazzy gear she had to take care of. Otter was doing just that, in fact, when Kharis strolled down to the cargo hold and spotted her doing some spot-work on her body armor. One of the few times she wasn't actually IN it.

Otter grunted in half-hearted greeting as he came over, then looked up at him when he asked, "You seem to have a gadget for everything and anything. Where'd you learn all that?"

You know what? Why not?

Death Otter waved at a spot where a couple of old shipping containers were pushed up against the wall. When Kharis sat down, she began.

"The tee ell dee arr is that I taught myself. When you have the entire metanet inside your skull, you'd be surprised how easy that can be. The slightly longer answer is that I picked a few things up back before I went galactic. I'm from some godsforsaken dimensional backwater planet...you haven't heard of it, and you're better off that way."

She wagged a hand vaguely at that. "My dad and sister were really...like...nucking futbags about tech though. Scavenger types, kinda. Refurbish, repair, rebuild...blah blah blah. Now me...I mostly just liked the computers. Neither of them could code worth a damn. They knew machines like instinctively..." Otter filled the term with derision, "...but CODE can't just be instinct. You have to know math, and LOGIC and how to get to point D from A, passing through B and C, but stopping before E. NOT their strong suit."

Otter chuckled and shook her head, returning to her work on the suit as she continued.

"There was a thing, a dimensional instability. Sparked by a big war, I think...never really knew, don't really care. I found myself on Phase World. No clue what happened to everyone else. They didn't come across with me. At first I didn't know how to get back. Later, I just didn't want to. Center's everything I wanted but never knew how bad until I got there."

"I got some work done, owed money for it, so I did some jobs...got some more work done, and so on. Most of the 'gadgets' I have now that you're so impressed by I got either as a reward for services rendered..." She patted her laser rifle. "...or as spoils of private and very lucrative retrieval operations. Didn't design it myself or anything, but I know enough to keep it working. Which comes in handy when you'd rather the original owner not find out from a maintenance tech who has his shit now."

"So. To answer your question more directly...I anticipate my needs, and get gadgets to meet those needs, however I have to. A combination of innate awesome, massive upgrades to my central nervous system, and a long and illustrious career of associating with scumbags who know their business. And grit. And moxie. Annnnnd done now."

Otter closed up the access panel on the suit and dusted it off. "Gonna get back into my skin now. Stay freaky, freako," she said amiably to Kharis, and headed out towards her cabin to get dressed.
Death Otter's more of a hacker than an ops specialist, but you pick a few things up slapping computers together...and of course, it's pretty hard to go wrong when you can mentally interface with the ship's systems. While Arsenal runs the main scan, Otter multitasks a small battalion of other scans...verifying and double-verifying incoming data in close to real time, to help weed out false positives and other sensor ghosts or shadows that might otherwise be tricky or time consuming to figure out.

Electronics Support: 9 (success and raise)
Electronics [dice:314lk3ge]54172:0[/dice:314lk3ge] or [dice:314lk3ge]54172:1[/dice:314lk3ge]
Last edited by Death Otter on Sat Jun 08, 2019 5:53 pm, edited 1 time in total.
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Lady Arsenal Boss
Posts: 12
Joined: Thu Apr 25, 2019 4:20 pm

Re: 04.0 A Royal Wreck

Post by Lady Arsenal Boss »

With DO pretty much doing the hefty lifting Lady A stumbled onto the bridge just in time to hit the little button to play the findings over the PA system.
Kn Electronics 12
Kn Electronics [dice:2fv7perv]54173:0[/dice:2fv7perv] wild[dice:2fv7perv]54173:1[/dice:2fv7perv] benny extra effort [dice:2fv7perv]54173:2[/dice:2fv7perv]
Attributes: Agility d8( 1 race, 1 advance), Smarts d12(4), Spirit d6(1), Strength d6 ( 1 race), Vigor d6 ( 1 race)
Charisma: 2; Pace: 6; Parry: 4 ; Toughness: 14(7); Strain: 0, PPE:25/25

Bennies: 2/3
-1 electronics roll
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Skanni
Posts: 108
Joined: Wed Mar 13, 2019 4:57 pm

Re: 04.0 A Royal Wreck

Post by Skanni »

With a little bit of downtime, Kharis does what comes naturally: he spars, with whomever is willing. He starts with @Sa’Maku, given their history, and asks, "So, this rock creature we defeated in "paradise." Tell me of him. How did he harm your honor?"

He will at least make the offer to anyone else who wants to practice. With @Ramson Gourdaine, he asks, "The snake. That has to be an interesting story, no?"

With @Death Otter, "You seem to have a gadget for everything and anything. Where'd you learn all that?"

To @Rinoa Crescent, "You were stranded by your former team? I have been there. Do we need seek them out? You can certainly count on the crew, if that's the case."

To @Fiona Gladbrooke, "You can become anyone, can you? Do you take on their more martial aspects when you do? Or is it appearance only?"

And, finally, to @Lady Arsenal Boss, "Sparring can be a good way to work out aggression. We needn't talk, if you don't want to talk. But I can listen, if you'd like. Either way, you're welcome to come and take swings at me until you feel better, if you want to."


*****after scanning happens*******


As the Remorseless approaches the stranded ship, Kharis readies himself, slipping his helm on and securing Silverspike in its scabbard. Boarding party, I can do. The rest of the team does what they do best, and at least I can do this.
Skanni, Half-Elf Psionicist
Parry: 5; Toughness: 8 (2); Notes: Outsider, Heroic, PTSD, Brave
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Axel Krowe
Posts: 130
Joined: Fri Oct 12, 2018 4:44 pm

Re: 04.0 A Royal Wreck

Post by Axel Krowe »

Kharis wrote: Sun Jun 02, 2019 11:59 am "So, this rock creature we defeated in "paradise." Tell me of him. How did he harm your honor?"
Sa'Maku grunts loudly at the mention of Grudge and his crew, "Like many on board the Nemesis has crossed my path before. As you know I have not always been forced to fight for money. In the Consortium Marines I fought for my people, and for our values, high things than credits for sure." While Sa certainly believes in higher values his time "on the other side" has left him wondering if the Consortium shared those values or only paid them lip service. Shaking the thoughts for now he continues his tale, "Our expeditionary fleet was tasked with entering the pirate expanse and recovering some stolen Consortium technology. What specifically we were after was not known to me. Only leading our team of Seljuk Force Recon Marines. We conducted many raids against bases buried in asteroids or derelict space stations reducing pirate activity in the are a great deal but never finding our goal."

The big lizard's face darkens into a scowl as he recalls what happened next, "Acting on good intelligence we assaulted a pirate base believed to have our cargo. As usual, my team was first in. The thing Rude was ther and the crew of the Nemesis was taking the prize! We fought, but on an asteroid the rock man was too powerful. My team was lost and the Nemesis escaped but not before changing the sensor logs to make it appear I had been working with them! Soon a money trial followed and I found myself under investigation. I left the stockade shamefully but pursue the Nemesis to clear my name, or return home to face certain death."

Sa shrugs at his ordeal, "Perhaps it is a decision that I seek honor here among thieves."

--

When it comes time to form a boarding party Sa'Maku smiles and Don's his marine combat armor and fits his new net gun into his rifle sling. Capturing a few people, rather than killing, could prove valuable.
Axel Krowe, BAMF
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: 04.0 A Royal Wreck

Post by Ndreare »

Nominating Nimbus and Thissok to stay aboard the ship and protect it from hostilities. The remainder join the boarding party.

Boarding the Mekakur ship the crew finds the hallways are huge and roomy. Whatever this race is they must be gigantic. Lady Arsenal finds her sonar completely shut down from the lack of an atmosphere, forced to rely on her other heightened senses and the vibrations in the ships hull, the suit compensating with alternate data inputs allows her to perceive some details, but nothing like what she is used to. The rest of the crew struggles with the adaption to zero G as everyone except Sa’Maku has so little training in the environment.

Once the crew touches down on the decking and begin exploring they find that navigating the large open and unobstructed paths is relatively easy. The ships reading of so much movement makes it hard to identify the exact location of the Mekakur however a little effort and navigation can bring you there. The entire process taking only a quarter of an hour.

Obviously on guard and defensive after the attack the Mekakur however do not look happy to see you as the giant elemental like beings stand around with mini rail guns ready waiting to access your intentions. Suddenly a rumble and vibration in the ground happens as emotions touch your mind. Fiona and Rinoa recognize they are speaking Trade 2. Unfortunately you realize no one in your group speaks Trade 2 and in the vacuum of space no other language will do.

INSTRUCTIONS
Everyone except Sa’Maku, all your trait rolls are at -2 as you are distracted from the EVA activities.

You notice the stone giants are unaffected by the lack of atmosphere.

Everyone make a notice roll (also at -2).

Lady A, without an atmosphere your notice will be at -4. You receive a benny for your hindrance coming into play as she is restrained in the vacuum and this ship does not have 3d interactive readouts for you to read like your own ship.

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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Lady Arsenal Boss
Posts: 12
Joined: Thu Apr 25, 2019 4:20 pm

Re: 04.0 A Royal Wreck

Post by Lady Arsenal Boss »

Notice [dice:8ht67r35]54260:0[/dice:8ht67r35] wild [dice:8ht67r35]54260:1[/dice:8ht67r35]

TW create a Nanite self sealing stembolt room, barrier +2 expert, +4 out of combat -2 EVA[dice:8ht67r35]54260:2[/dice:8ht67r35] wild [dice:8ht67r35]54260:3[/dice:8ht67r35]

Activate NSSSR [dice:8ht67r35]54260:4[/dice:8ht67r35] wild [dice:8ht67r35]54260:5[/dice:8ht67r35]

Lady Arsenal Boss breathed easy being cocooned in her Naruni Light Power Armor. It was her first time out in it and the improvised flight system seemed to work as well as could be excepted. Even though her native radar was hampered by the vaccine of space essentially creating a storm out of nothing the fine tune armor sensors compensated enough.

Not speaking whatever rumble jumble the rock men spoke she did what she did best and made a room out of nothing but nanites and a little wishful thinking.
Attributes: Agility d8( 1 race, 1 advance), Smarts d12(4), Spirit d6(1), Strength d6 ( 1 race), Vigor d6 ( 1 race)
Charisma: 2; Pace: 6; Parry: 4 ; Toughness: 14(7); Strain: 0, PPE:25/25

Bennies: 2/3
-1 electronics roll
User avatar
Axel Krowe
Posts: 130
Joined: Fri Oct 12, 2018 4:44 pm

Re: 04.0 A Royal Wreck

Post by Axel Krowe »

Notice 4
Notice [dice:35ih2fc2]54262:0[/dice:35ih2fc2]
Wild [dice:35ih2fc2]54262:1[/dice:35ih2fc2]
Notes: +2 to visual notice checks, negates -2 scene penalty
Seeing the giant guards Sa'Maku steps in front of his group letting his weapon drop by his his side on its sling he raises his hand in what he hopes is a universal gesture of non-violence. If things do go sideways the big mercenary tries to position his massive bulk in such a way that he will take the brunt of any initial onslaught, giving his team mates time to find cover.
Axel Krowe, BAMF
User avatar
Fiona Gladbrooke
Posts: 103
Joined: Mon Mar 11, 2019 8:51 pm

Re: 04.0 A Royal Wreck

Post by Fiona Gladbrooke »

Time in Transite
Kharis wrote: Sun Jun 02, 2019 11:59 am
To Fiona Gladbrooke, "You can become anyone, can you? Do you take on their more martial aspects when you do? Or is it appearance only?"
"I don't mimic someone's skills, or even their personality. Just appearance and voice. I can empathically get an idea of how someone might expect the being I mimic to behave. I have learned to give a neuro-muscular boost to skills and activities that may enhance a disguise. For example, while I am rather well trained in fighting I am not Sa'm or your league, so to imitate him in a combat situation, anyone who has seen him fight would know it false. With it I could probably compete with one of you were it not a serious engagement. She raises her unactivated blade. "Shall we see?"

Aside from sparing with Kharis, Fiona engages her new crewmates when possible to try and get to know them better, subtleing stearing the conversations to subjects the other person is passionate about.

WIP
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
User avatar
Ramson Gourdaine
Posts: 110
Joined: Thu Oct 18, 2018 10:59 am

Re: 04.0 A Royal Wreck

Post by Ramson Gourdaine »

He will at least make the offer to anyone else who wants to practice. With Ramson Gourdaine, he asks, "The snake. That has to be an interesting story, no?"
As they square off, Ramson nods. "Callatolloq. That's where I found her. Most of the planet is covered in jungles, and there's not much there by way of settlements. Instead, the whole place is dotted with stone ruins, covered in vines and other foliage. Nobody knows who built them, or why, but they were fun to explore. While I was going through one, looking for a rare luminescent fungus for a recipe I had in mind, I came across Thissok. Our eyes met, and we engaged in a test of wills. In due course, I won, and she agreed to become my companion--something I'd been missing for a long time without even realizing it. Since then, she's gotten me out of several scrapes."

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

Ramson activates his psionic life support to augment the protection of the suit before going aboard the hulk, and stays atop his hoverboard, cruising at a gentle pace so as to be able to either speed up or stop at need. However, when they meet the rock-men, he stops and does as Sa'Maku, trusting the big lug's instincts.

Then Lady A steps in magnificently and allows for ease of communication by letting air fill the space. He nods to her. "Good work, Lady Arsenal. @Fiona Gladbrooke, see if you can find out what happened here, please. If these good folks are in need of a lift, we can certainly help them out, though if they have a specific destination in mind, we might need them to be a bit patient. Dunno how long Lady A's seals will last, though, so feel free to suggest moving the conversation to someplace more hospitable, including on our ship if they're amenable."
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





User avatar
Ndreare
Savage Siri
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 04.0 A Royal Wreck

Post by Ndreare »

As the atmosphere is created and the sound of your conversation reaches them the Mekakur seems to see you are not here for spoils. The larger of them already at the fore says. "I must apologize, we are not normally so hostile. However we worried for our young and when we heard movement we thought maybe you where more of the team that incapacitated our ship." Looking to identify who is the spokesman of your group he finishes. "Yes, we could use help with some repairs. The ship may not be salvaged but the engine could return us to our space."


OOC Comments
Those that made the notice roll can see they are deliberately trying to hide one of their members from you. A little taller and thinner than the others, he otherwise looks the same from head to toe to the rest of them.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Fiona Gladbrooke
Posts: 103
Joined: Mon Mar 11, 2019 8:51 pm

Re: 04.0 A Royal Wreck

Post by Fiona Gladbrooke »

Fiona is her usual cheerful self as she gears up for EVA. "This is something I've never done before, will these protect us well if things get heated?" Looking over the suit as she slips it on engenders a slight scowl. "Hmm, nevermind. I can tell they probably won't. So lets hope any survivors are feeling like asking questions first since being in a shot up wreak is sure to have them on edge." Not knowing how things might shake out the changeling boosts her combat abilities before sliding out the airlock just to be safe. She also sets up a group mindlink with anyone willing. ((Unless someone says otherwise I'm assuming everyone's in)) As they make the trip over and into the derelict she runs over what she knows of the species in her head to prepare for interacting with them and realizes she really doesn't know much about them at all. Insular rock people being about it.
CK on Mekekurians
CK [dice:18sfn7mm]54329:0[/dice:18sfn7mm]
Wild [dice:18sfn7mm]54329:1[/dice:18sfn7mm]
RFT wrote: Thu Jun 06, 2019 7:27 am As the atmosphere is created and the sound of your conversation reaches them the Mekakur seems to see you are not here for spoils. The larger of them already at the fore says. "I must apologize, we are not normally so hostile. However we worried for our young and when we heard movement we thought maybe you where more of the team that incapacitated our ship." Looking to identify who is the spokesman of your group he finishes. "Yes, we could use help with some repairs. The ship may not be salvaged but the engine could return us to our space."
Notice 0
Notice [dice:18sfn7mm]54329:5[/dice:18sfn7mm]
Wild [dice:18sfn7mm]54329:2[/dice:18sfn7mm]
Smarts to link Sa'Maku in the link, nope
Smarts [dice:18sfn7mm]54329:3[/dice:18sfn7mm]
Wild [dice:18sfn7mm]54329:4[/dice:18sfn7mm]
Floating somewhat clumsily about the room Fiona eventually manages to orient herself to the spokes-being of the survivors and switching her mental boosts to her social skills the ex-spy pours on the charm. "Don't worry yourself about it, seeing how your last set of guests behaved your caution is very understandable. Perhaps we should discuss details of the aid you need in a more stable environment. While we're not the types to prey on the helpless we are business people, so is there somewhere still safely envirosealed nearby we could move to to discuss your needs and adequate recompense? If not any representatives you might like to send are welcome aboard our ship. Unless you've any emergency needs to address first that is."
Persuasion to improve disposition 9
Modifiers; zero g noob -2, Fi persuasion bonus' +8, net +6
Persuasion [dice:18sfn7mm]54329:6[/dice:18sfn7mm]
Wild [dice:18sfn7mm]54329:7[/dice:18sfn7mm]
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 04.0 A Royal Wreck

Post by Ndreare »

Cautiously looking at the others the huge rock man communicates in a deep elemental tongue of rumbles and telepathics combined. While they must be assuming it is a private conversation Fi can clearly understand them. It is to difficult to make out who individually is saying what, but the nature of the conversation is clear.
"Do not go with them Marshal, I think they are the same as the ones who took apart the ship."

"We should ask them if they are the ones that took the ship apart. They look a little different."

"No, asking will do nothing. They lie by speaking words different from their thoughts."

"We cannot risk the Prince. If they chose combat now he could be harmed."

"Yes, we should agree that one of us goes with them."


Then the conversation breaks down as a dozen of them each volunteer to go in place of the Prince before they finally settle down. The one who was speaking to you earlier steps forwards. "I will join you on your ship. This will allow us to speak together and come to agreement."

As the team moves back to the Remorseless you can see the Mekakur seems interested in the ship itself. Touching the wall of the ship before he steps in and closing his eyes, it is as if he was having some sort of brief conversation.

Once everyone is in the ship and assembled the giant Mekakurian squats down so as not to loom over everyone. "What has brought you to our ship? We would like access to your communications system and are willing to trade for access."
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ramson Gourdaine
Posts: 110
Joined: Thu Oct 18, 2018 10:59 am

Re: 04.0 A Royal Wreck

Post by Ramson Gourdaine »

Once aboard the ship, Ramson nods to their guest. He takes a seat, with Thissok pulling up around his feet and resting her head in his lap. He motions for Fi to begin the negotiations. He'll speak openly when needed, to clarify parts of their objectives, having no problem being up front about their goal, but lets her do the actual talking. (Of course, Thissok translates their entire conversation for him, so Fi doesn't need to actually relay any of the details to him, but he doesn't let anyone know about that.)
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





User avatar
Death Otter
Posts: 155
Joined: Fri Oct 05, 2018 9:25 pm

Re: 04.0 A Royal Wreck

Post by Death Otter »

Inuiting that her unique social skills probably aren't called for here, Death Otter manages to stay quiet by distracting herself with other things. However she catches that moment when the Mekakur seems like its 'communing' with the ship somehow and frowns to herself. Mentally accessing electronic systems is kind of her thing, and so was NICHE PROTECTION, BABY. If anyone was going to screw around with the Remorseless, it was HER.

She extends her senses to the ship, and starts hunting for signs that the big lug is exerting influence.

Rolls
Belated Notice [dice:3sxjh9gf]54382:0[/dice:3sxjh9gf] or [dice:3sxjh9gf]54382:1[/dice:3sxjh9gf] She didn't see!

Computers, to make sure we don't get hacked. [dice:3sxjh9gf]54382:2[/dice:3sxjh9gf] or [dice:3sxjh9gf]54382:3[/dice:3sxjh9gf]
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 04.0 A Royal Wreck

Post by Ndreare »

Running diagnostics and looking through the ship DO does not see any sign of tampering. Even Sovereign confirms telling you. "I recieved no communication from the Mekakur Commander. But I will watch him carefully if you believe he is a risk and earn before he acts."
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Skanni
Posts: 108
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Re: 04.0 A Royal Wreck

Post by Skanni »

Notice 6
Notice [dice:2ykdgrav]54387:0[/dice:2ykdgrav] (-2 for EVA, -1 for FTL sickness)
Wild [dice:2ykdgrav]54387:1[/dice:2ykdgrav] + [dice:2ykdgrav]54387:2[/dice:2ykdgrav] (Ace)
Over the mind-link, Kharis sends Anyone else notice they're trying to hide the tall, thinner one from us? Doesn't seem like the "young" they were talking about, does it?

Kharis is relieved when the conversation returns to the Remorseless; between his (near constant) headaches and his unfamiliarity working without at least artificial gravity in place, he's becoming more and more aware of just how much he has to learn about being a space-based warrior. Things were simpler before.

He watches the proceedings with interest, but takes his cue from @Ramson Gourdaine, giving @Fiona Gladbrooke room to lead the conversation. He does chime in when appropriate to ask about the damage to their ship. "Were you boarded by the ones who did this to your vessel?"
Skanni, Half-Elf Psionicist
Parry: 5; Toughness: 8 (2); Notes: Outsider, Heroic, PTSD, Brave
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Fiona Gladbrooke
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Re: 04.0 A Royal Wreck

Post by Fiona Gladbrooke »

RFT wrote: Fri Jun 07, 2019 8:58 am Once everyone is in the ship and assembled the giant Mekakurian squats down so as not to loom over everyone. "What has brought you to our ship? We would like access to your communications system and are willing to trade for access."
Tempering her normal forceful cheeriness to match the aliens tone and social mores she settles on her approach and engages. Speaking with the cultured accent and commanding tone of an Altess she address the commander. "What brings us here is your prince agreed to deliver a package and due to.. unfortunate circumstances... has failed to do so. We are here to complete the delivery. So if the box is still aboard your vessel than it will suffice as payment for any aid you require. If it is not than information on your attackers and possibly other inducements will be needed as the captain feels necessary."
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
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Ndreare
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Re: 04.0 A Royal Wreck

Post by Ndreare »

OOC Comments
Electronics [dice:3m34gb6s]54403:0[/dice:3m34gb6s]
Repair [dice:3m34gb6s]54403:1[/dice:3m34gb6s]
Fiona Gladbrooke wrote: Sun Jun 09, 2019 8:22 pm Tempering her normal forceful cheeriness to match the aliens tone and social mores she settles on her approach and engages. Speaking with the cultured accent and commanding tone of an Altess she address the commander. "What brings us here is your prince agreed to deliver a package and due to.. unfortunate circumstances... has failed to do so. We are here to complete the delivery. So if the box is still aboard your vessel than it will suffice as payment for any aid you require. If it is not than information on your attackers and possibly other inducements will be needed as the captain feels necessary."
The commander listens to Fiona his head cocks weirdly when she uses her natural powers and changes. Then surprised that you know The Prince is on the ship. "I cannot speak for The Prince. We where following the mission he set us on when suddenly we where perused. We have had three attempts to board out ship fail since leaving the planet two weeks ago. but one of them did sabotage our Rift Drive keeping us from getting far away. The worst attack however succeeded and has left us in this state as somehow a single hit from some sort of temporal spell unmade much of the command section of out ship.

"I do not know of this box, and do not know that if we had it we would surrender it to you. Those would be decisions for The Prince, assuming he knows of what you speak."
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
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Re: 04.0 A Royal Wreck

Post by Lady Arsenal Boss »

Lady A dressed in her Naruni Light Power Armor perked up at the mention of something requiring a skill not lften asked for. ” I can repair, most stuff... Let feel around a sec and get my bearings... Ah yeah smells like someone trashed the ship, but while Fi might be the smooth talker and get you to sell your left rock to us for cheap, I’ll fix what I can for free. Happy to do my part.”

Lady A jets over to the Remorsless grabbed her tools plus supplies and scurried back in time to recharge the nano walls and set about doing what she does best. Save the fucking day because she was The Boss.
Repair 21
Repair [dice:3m23p3fw]54406:0[/dice:3m23p3fw] ace [dice:3m23p3fw]54406:2[/dice:3m23p3fw]wild [dice:3m23p3fw]54406:1[/dice:3m23p3fw]
Attributes: Agility d8( 1 race, 1 advance), Smarts d12(4), Spirit d6(1), Strength d6 ( 1 race), Vigor d6 ( 1 race)
Charisma: 2; Pace: 6; Parry: 4 ; Toughness: 14(7); Strain: 0, PPE:25/25

Bennies: 2/3
-1 electronics roll
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Ndreare
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Re: 04.0 A Royal Wreck

Post by Ndreare »

As Lady A examines the ship through her special 3D interface unit she is astonished to see the ship looks like large portions where simply dissembled in place as opposed to actually blasted off. Who ever or what ever did that does not matter as much as the fact that the entire ship could be salvaged for very little cost or resources.

She considers with a team of 30 or 40 competent men in as little as a month the entire ship would be as good as new. Finding the communications array components she realizes almost every part can be found. Unfortunately she will need to take a few parts from the Remorseless parts lockers. But really only 13,000 TGC component will be virtually free repair costs for a interstellar communications array.

OOC Comments
The actual repair will only take [dice:27f50rwe]54413:0[/dice:27f50rwe] hours because of your ridiculous huge roll I am cutting down the time for Severe Failure.

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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Axel Krowe
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Re: 04.0 A Royal Wreck

Post by Axel Krowe »

Somewhat confused by the fluid situation, Sa'Maku remains quiet and keeps a wary eye on their new guests. While they are understandably skittish, they also appear to be holding back. There is more to this situation than they are revealing. He is sure of it. However, he has no evidence to back up his suspicions. Instead, he falls back to the ways and customs of his people: offer aid to those in need.

"I will assist Lady A with the repairs. I know little of repair but am good for manual labor."

While not an engineer the ex-marine known how to seal off bulk heads and do other basic work. He follows directions given to him by Lady A. He also uses his time repairing the ship to look at for clues to what else might be going on.
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Re: 04.0 A Royal Wreck

Post by Ndreare »

Lady Arsenal and Sa'Maku are able to make short work of the communications system. With the aid of the soldiers arms and labor Lady believes the job will take only a couple hours. Heck, he has the convenient muscle to do a lot of stuff Power Dump used to be able to help her with. The team work brings back memories for her of days gone buy. The silent an efficient work is something both the warrior and the technosmith can appreciate.
Lady A and Sam read
Sa’Maku can make a Strength roll -2 on a success he reduced the time from 4 hours to 2 hours.

Death Otter and Rinoa Crescent work in the background monitoring the systems and watching for trouble.
DO and RC read
Rinoa you never posted in this cycle, so I am assuming you are performing generally helpful stuff.

Each of you can Make and Electronics roll
Rinoa you have a d4 so you are supporting. Each success and raise provides +1 to Death Otters roll

As Kharis and Ramson listen in they finds the creature willing and open to engage in Fiona’s conversation. When she mentions The Prince he declares he cannot speak for him. But he does say. “Perhaps The Prince can speak to you of this. If you leave your weapons here, I will take you to speak with him.” The offer is perfect and seems to be something that could only possibly advance the plans of the team.

It takes about 5 minutes to get re-geared and head out to see The Prince. The walk through the ship as you head there is only takes another five minutes. With the new knowledge of how they communicate Fiona is able to speak telepathically with them in the vacuum of their ship.

As Fiona walks in she can ‘read’ the message as the large commander tells his Prince. ‘This Altess wishes to speak to you of the box the aliens came for who destroyed the ship.’ The Prince communicates back his willingness to talk and soon Fiona finds herself allowed into the circle of a score of large Malakur surrounding their Prince.

In her mind the words are clear and communicated in Trade 6 a Language she knows well. ‘What would you like to know?’
Kharis, Ramson, & Fiona read
Include any actions you would like here. For some reason they will not allow Kharis to go with them to see the prince, but so long as he is unarmed they will allow Ramson to go as well.

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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Axel Krowe
Posts: 130
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Re: 04.0 A Royal Wreck

Post by Axel Krowe »

Strength
Strength [dice:3j9qstzv]54650:0[/dice:3j9qstzv]
Wild [dice:3j9qstzv]54650:1[/dice:3j9qstzv]
Lugging and tugging is no problem for Sa'Maku. In fact, he finds the simplicity of manual labour somewhat freeing. However, Sa is no mechanic and when Lady A asks his assistance to wrench a seized fastener his strength shears the thing right off!

Alarms sound and lights flash as various instruments chirp warnings. Holding the flimsy, broken piece in his hand Sa'Maku is stunned.

"I presume that was not supposed to happen."
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Ramson Gourdaine
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Re: 04.0 A Royal Wreck

Post by Ramson Gourdaine »

OOC Comments
Life Support for two targets, 5 ISP
Life Support [dice:2zzsbp1u]54671:0[/dice:2zzsbp1u]
Wild Psionics [dice:2zzsbp1u]54671:1[/dice:2zzsbp1u]
Ramson touches Thissok's head, and the two of them are surrounded by a faint shimmering of light, almost imperceptible to the naked eye. This done, both Simvan and Serpent are able to traverse back to the derelict ship--and thus, Thissok is able to translate for the Captain as the negotiations continue. The pair stay back, slightly to Fiona's rear, letting the negotiator do her thing.
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





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Ndreare
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Re: 04.0 A Royal Wreck

Post by Ndreare »

Sa’Maku wrote: Mon Jun 17, 2019 6:48 pm
Strength
Strength [dice:3ourkrre]54650:0[/dice:3ourkrre]
Wild [dice:3ourkrre]54650:1[/dice:3ourkrre]
Lugging and tugging is no problem for Sa'Maku. In fact, he finds the simplicity of manual labour somewhat freeing. However, Sa is no mechanic and when Lady A asks his assistance to wrench a seized fastener his strength shears the thing right off!

Alarms sound and lights flash as various instruments chirp warnings. Holding the flimsy, broken piece in his hand Sa'Maku is stunned.

"I presume that was not supposed to happen."
The alarms are obvious to Lady Arsenal. He broke the dimensional defuser. You could replace it if needed, but no way to repair it. This will take at least another 2 hours. Now the simple 4 hour repair will be an all day job.

OOC Comments
So does Lady A accept crap happens, or does she blame Sa? How does she respond when things do not go her way?
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Skanni
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Re: 04.0 A Royal Wreck

Post by Skanni »

When Kharis hears that he is not invited, he lets out a haughty sounding “hoomph.” ”I’ve given my word that I will offer no violence to you or your prince, warrior. Is this universe so poor that the promise of a Helka Ohtar is worth so little?”

Stubborn
He’s got the Stubborn Hindrance as a racial trait (“Aloof”), so he can’t let this go without complaint.
Skanni, Half-Elf Psionicist
Parry: 5; Toughness: 8 (2); Notes: Outsider, Heroic, PTSD, Brave
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Death Otter
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Re: 04.0 A Royal Wreck

Post by Death Otter »

Death Otter kicked back in the Remorseless, hovering bands of instrument readings scrolling around her head, at least in augmented-reality. Images from various cameras and sensors popped up in little windows. And of course, data streamed into her mind from a battalion of sentinel computer programs, each monitoring different critical systems.

"Hey. Rin. How do you think these guys a-make-a the baby?" she asked, glancing at the pilot. "I'm betting they just smash into each other until they fly apart, then another one...like a third party...puts them back together again, and they make the baby out of the extra bits that don't seem to fit back in."

Rolls: Electronics 9
Electronics [dice:3fqpncqu]54767:0[/dice:3fqpncqu] or [dice:3fqpncqu]54767:1[/dice:3fqpncqu]; if Interface applies to this, another +4
Ace [dice:3fqpncqu]54767:2[/dice:3fqpncqu]
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Fiona Gladbrooke
Posts: 103
Joined: Mon Mar 11, 2019 8:51 pm

Re: 04.0 A Royal Wreck

Post by Fiona Gladbrooke »

RFT wrote: Mon Jun 17, 2019 4:54 pm
It takes about 5 minutes to get re-geared and head out to see The Prince. The walk through the ship as you head there is only takes another five minutes. With the new knowledge of how they communicate Fiona is able to speak telepathically with them in the vacuum of their ship.

As Fiona walks in she can ‘read’ the message as the large commander tells his Prince. ‘This Altess wishes to speak to you of the box the aliens came for who destroyed the ship.’ The Prince communicates back his willingness to talk and soon Fiona finds herself allowed into the circle of a score of large Malakur surrounding their Prince.

In her mind the words are clear and communicated in Trade 6 a Language she knows well. ‘What would you like to know?’

Taking a moment to look over the room in a disdainful manner she eventually address' the prince in the abrupt tone one might expect of an Altess noble on a distasteful errand. "You were given a box to deliver to an Altess Dynasty destroyer. That did not happen. I am here for it." She leaves it at that. Sometimes less is more.
Persuasion 11
Persuasion(+2 from a HJ roll) [dice:25vo3wr6]54914:0[/dice:25vo3wr6] Bennie to EE [dice:25vo3wr6]54914:2[/dice:25vo3wr6]
Wild [dice:25vo3wr6]54914:1[/dice:25vo3wr6]
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
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Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
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Lady Arsenal Boss
Posts: 12
Joined: Thu Apr 25, 2019 4:20 pm

Re: 04.0 A Royal Wreck

Post by Lady Arsenal Boss »

Sa’Maku wrote: Mon Jun 17, 2019 6:48 pm
Strength
Strength [dice:3jzmc07o]54650:0[/dice:3jzmc07o]
Wild [dice:3jzmc07o]54650:1[/dice:3jzmc07o]
Lugging and tugging is no problem for Sa'Maku. In fact, he finds the simplicity of manual labour somewhat freeing. However, Sa is no mechanic and when Lady A asks his assistance to wrench a seized fastener his strength shears the thing right off!

Alarms sound and lights flash as various instruments chirp warnings. Holding the flimsy, broken piece in his hand Sa'Maku is stunned.

"I presume that was not supposed to happen."
Lady A smiled at S’am. Truthfully I’ll miss him. But I got what I needed from this crew. Time to go back to my Power Dump. She shrugged and clicked a communicator twice, ” I’ll miss you big guy. Don’t worry that you broke something, I sort of needed it to happen. See you in the space lanes.”

Lady A shimmers and teleports out.

Hung in here best I could. But time to leave. Good luck.
Attributes: Agility d8( 1 race, 1 advance), Smarts d12(4), Spirit d6(1), Strength d6 ( 1 race), Vigor d6 ( 1 race)
Charisma: 2; Pace: 6; Parry: 4 ; Toughness: 14(7); Strain: 0, PPE:25/25

Bennies: 2/3
-1 electronics roll
User avatar
Axel Krowe
Posts: 130
Joined: Fri Oct 12, 2018 4:44 pm

Re: 04.0 A Royal Wreck

Post by Axel Krowe »

As Lady A disappears leaving Sa'Maku holding the - whatever the hell it was - amidst alarms and klaxons the noble Seljuk frowns. Leaving in the midst of a crisis such as this. May the Splugorth recapture her. Gaining his composure the former marine radios for assistance, "Lady A has disappeared and the ships repairs appear to have taken a turn for the worse. Please advise."
Axel Krowe, BAMF
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 04.0 A Royal Wreck

Post by Ndreare »

OOC Comments
Spirit d8 (he may be a mystic, but he is young)
Spirit [dice:2i7436eu]55057:0[/dice:2i7436eu]
Wild [dice:2i7436eu]55057:1[/dice:2i7436eu]
The Prince apologizes. "I am sorry, I could not deliver the box. The crew that attacked our ship took it. They defeated our ship easily, then once they found the box left without causing more harm."

"They made it obvious what they where here for, there wear only a dozen of so of them, but our way is not to fight when it can be avoided. So Once they searched and found where we had hidden the black box they were able to take it."


Then moving around and reaching behind him he pulls out a small white cooler with the red and green circles on it universally recognized as medical waste. "However, from how it was told to us the scans inside are far more important than the box they where in. So before they boarded I went to my safe and switched out the the contents of the black box and placed the scans in this specimen container." Handing the container over to the team he shakes his head sadly. "I am sorry I was not able to deliver them, but fixing this ship will take many years without help."
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Skanni
Posts: 108
Joined: Wed Mar 13, 2019 4:57 pm

Re: 04.0 A Royal Wreck

Post by Skanni »

Sa’Maku wrote: Thu Jun 27, 2019 5:07 pm As Lady A disappears leaving Sa'Maku holding the - whatever the hell it was - amidst alarms and klaxons the noble Seljuk frowns. Leaving in the midst of a crisis such as this. May the Splugorth recapture her. Gaining his composure the former marine radios for assistance, "Lady A has disappeared and the ships repairs appear to have taken a turn for the worse. Please advise."
Back into his radio, Kharis responds, "Disappeared... how? As in, she left, too?" He ponders a moment. No doubt to go and rejoin her... companion? @@Sa’Maku, what kind of crew did you bring me on?
Skanni, Half-Elf Psionicist
Parry: 5; Toughness: 8 (2); Notes: Outsider, Heroic, PTSD, Brave
Character Sheet
Resource Tracker
Rinoa Crescent
Posts: 49
Joined: Tue Apr 09, 2019 7:47 am

Re: 04.0 A Royal Wreck

Post by Rinoa Crescent »

GM notes
RFT wrote: Mon Jun 17, 2019 4:54 pm
Death Otter and Rinoa Crescent work in the background monitoring the systems and watching for trouble.
DO and RC read
Rinoa you never posted in this cycle, so I am assuming you are performing generally helpful stuff.

Each of you can Make and Electronics roll
Rinoa you have a d4 so you are supporting. Each success and raise provides +1 to Death Otters roll
Rinoa had ultimately stayed back on the ship during the mission to monitor things. She wasn't comfortable to go in due to her previous contract with the Mekakur.
Electronic 7
Electronic [dice:38r092h2]55228:0[/dice:38r092h2]
Wild [dice:38r092h2]55228:1[/dice:38r092h2]
Extra Effort [dice:38r092h2]55228:2[/dice:38r092h2]
"Hey. Rin. How do you think these guys a-make-a the baby?" she asked, glancing at the pilot. "I'm betting they just smash into each other until they fly apart, then another one...like a third party...puts them back together again, and they make the baby out of the extra bits that don't seem to fit back in."
"I never really thought about how other races make babies." She looks back over at Death Otter, "What brings this up?"
Status Tracker
Rinoa Cresent

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP: 20 / 10
Bennies: 2 / 3
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d6
Pace: d6 ; Parry: 8 ; Toughness: 9 (4)

Skill of Note: Shooting d12+2 (Wild Die d10)
  • Ace: Add +2 to Pilot, Drive and Boating Skills
  • Combat Ace: May use 1 extra weapon system before MAP penalties.
  • AB: Psionic (with Master and Major Psionic)
  • Elan: +2 when using a benny
    • Boost/Lower Trait (PPE: 2)
    • Clairvoyance
    • Telepathy
    • Professional, Expert, Master in Shooting.
Angelo (Kittani Transformable Robot Fighter)
Robot Armor Notes
  • (*): Numbers in () are while telemechanics is active, these are replacement, not additive.
  • (**): 6 AP from ballistic weapons except rail guns are negated.
Attributes: Strength d12+3
Pace: 20(2d6 MAP) ; Parry: 9(10*) ; Toughness: 21 (8**)
Melee Skill: Fighting d12
Soak Skill: Piloting d12+2(4*)
Weapon System skill: Shooting d12+2 (Wild Die d10)
Other Bonuses
  • Sensors: +2 on Notice Checks
    Targeting System: offset -2 shooting penalties
  • Always considered armed
  • Cannot use Combat Edges in Robot Armor
Weapon Systems
  • 2 x Pulse Cannons (Fixed Vehicle Medium Ion Weapon)
    • Range: 40/80/160
    • Damage: 4d8
    • ROF: 1
    • AP: 4
    • Shots: Unlimited
    • Note: MBT
  • 2 x Mini-Missile Launchers
    • Range: 100/200/400
    • Damage: 5d6
    • ROF: 1
    • AP: 6
    • Shots: 12
  • Dual Linked Light Laser Turret (head mounted)
    • Range: 150/300/600
    • Damage: 2d10+2
    • ROF: 1
    • AP: 5
    • Shots: unlimited
    • Notes: +1 to Hit due to Linked
  • Forearm Energy Blade (2)
    • Range: Melee
    • Damage: STR + d12+1
    • AP: 4
    • Notes: Mega Damage, Built into each forearm.
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Fiona Gladbrooke
Posts: 103
Joined: Mon Mar 11, 2019 8:51 pm

Re: 04.0 A Royal Wreck

Post by Fiona Gladbrooke »

RFT wrote: Fri Jun 28, 2019 6:27 am
OOC Comments
Spirit d8 (he may be a mystic, but he is young)
Spirit [dice:lddcecpz]55057:0[/dice:lddcecpz]
Wild [dice:lddcecpz]55057:1[/dice:lddcecpz]
The Prince apologizes. "I am sorry, I could not deliver the box. The crew that attacked our ship took it. They defeated our ship easily, then once they found the box left without causing more harm."

"They made it obvious what they where here for, there wear only a dozen of so of them, but our way is not to fight when it can be avoided. So Once they searched and found where we had hidden the black box they were able to take it."


Then moving around and reaching behind him he pulls out a small white cooler with the red and green circles on it universally recognized as medical waste. "However, from how it was told to us the scans inside are far more important than the box they where in. So before they boarded I went to my safe and switched out the the contents of the black box and placed the scans in this specimen container." Handing the container over to the team he shakes his head sadly. "I am sorry I was not able to deliver them, but fixing this ship will take many years without help."
With a peremptory air she takes the case. "Hmm, yes I can see why. Rather inadequate security for one of stature. As to repairs, it seems the mercenary who worked as the ships mechanic has... disappeared. So this crews ability to assist in that regard is limited. I've no doubt they will allow you to use their comms to call for assistance however. There are several systems nearby that are not complete savages." It did seem strange that Lady A had vanished. Was this something she did often? Either way this was not the time to discuss it, best to get the payload back to the ship and let Ramson sort things out. "I will inform Altorio that his faith in you was not completely misplaced. your security may be... lacking... but at least your were clever." Turning to Ramson, "Unless you have questions for them Captain I would like to return to your vessel."
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
User avatar
Death Otter
Posts: 155
Joined: Fri Oct 05, 2018 9:25 pm

Re: 04.0 A Royal Wreck

Post by Death Otter »

Otter glanced at Rin, honestly confused by the question.

"Because PORN, obviously. You can't sell porn to people if you don't know how they DO IT, right? I gots ta know if 'igneous kink' is a thing, or if I'm wasting bandwidth on that. Is the 'assembler' a third gender, or just an assistant? Do they get their rocks off too? HOLY SHIT, 'get rocks off,' I'm a fucking genius. Wait."

She pulled another holoscreen over and started tapping notes.

"Silicate Sex in Space. Rutting Rocks. Mineralbation? Eh, reaching. Oh hey, I got your feed, lets see where that fits in..."

Interrupting herself in mid-thought, Otter added the data from Rin's work to her own, and recalculated...even as her other hand continued typing out ideas for Mekakur porn titles.
User avatar
Ramson Gourdaine
Posts: 110
Joined: Thu Oct 18, 2018 10:59 am

Re: 04.0 A Royal Wreck

Post by Ramson Gourdaine »

Ramson nods to Fi. "Since Lady Arsenal has departed, and we're lacking real repair options, I am thinking we could allow these good folk to ride along with us to one of those not-totally-savage worlds. Let them off there, at least, and they can then make arrangements for a salvage/repair job from there, or they could even just decide to arrange transportation to their homeworld, and leave the ship scuttled if that makes more sense for them."
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1





Rinoa Crescent
Posts: 49
Joined: Tue Apr 09, 2019 7:47 am

Re: 04.0 A Royal Wreck

Post by Rinoa Crescent »

Rinoa gets a weird look on her face as Otter mentions the word, porn. "I guess... I never... really... thought... about that subject." She blushes a bit at the thought. "I've just been to busy with fighting for freedom and running to worry about..." then she says the final world, "sex." It's like time stops and the word echos and echos in her mind. She has thoughts of Squall, images of him. Then she shakes her head to come to her senses, "nooo, I'm done with that bastard."
Status Tracker
Rinoa Cresent

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP: 20 / 10
Bennies: 2 / 3
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d6
Pace: d6 ; Parry: 8 ; Toughness: 9 (4)

Skill of Note: Shooting d12+2 (Wild Die d10)
  • Ace: Add +2 to Pilot, Drive and Boating Skills
  • Combat Ace: May use 1 extra weapon system before MAP penalties.
  • AB: Psionic (with Master and Major Psionic)
  • Elan: +2 when using a benny
    • Boost/Lower Trait (PPE: 2)
    • Clairvoyance
    • Telepathy
    • Professional, Expert, Master in Shooting.
Angelo (Kittani Transformable Robot Fighter)
Robot Armor Notes
  • (*): Numbers in () are while telemechanics is active, these are replacement, not additive.
  • (**): 6 AP from ballistic weapons except rail guns are negated.
Attributes: Strength d12+3
Pace: 20(2d6 MAP) ; Parry: 9(10*) ; Toughness: 21 (8**)
Melee Skill: Fighting d12
Soak Skill: Piloting d12+2(4*)
Weapon System skill: Shooting d12+2 (Wild Die d10)
Other Bonuses
  • Sensors: +2 on Notice Checks
    Targeting System: offset -2 shooting penalties
  • Always considered armed
  • Cannot use Combat Edges in Robot Armor
Weapon Systems
  • 2 x Pulse Cannons (Fixed Vehicle Medium Ion Weapon)
    • Range: 40/80/160
    • Damage: 4d8
    • ROF: 1
    • AP: 4
    • Shots: Unlimited
    • Note: MBT
  • 2 x Mini-Missile Launchers
    • Range: 100/200/400
    • Damage: 5d6
    • ROF: 1
    • AP: 6
    • Shots: 12
  • Dual Linked Light Laser Turret (head mounted)
    • Range: 150/300/600
    • Damage: 2d10+2
    • ROF: 1
    • AP: 5
    • Shots: unlimited
    • Notes: +1 to Hit due to Linked
  • Forearm Energy Blade (2)
    • Range: Melee
    • Damage: STR + d12+1
    • AP: 4
    • Notes: Mega Damage, Built into each forearm.
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User avatar
Death Otter
Posts: 155
Joined: Fri Oct 05, 2018 9:25 pm

Re: 04.0 A Royal Wreck

Post by Death Otter »

Death Otter lifted her eyebrows at Rin's confession.

"That is somehow both adorable and horrifying. I'm gonna call you...adorifying. You're adorifying, Rin. Anyway, as much as I am ITCHING to mine that deep vein of trauma we just uncovered, we should probably focus on getting a crap-ton of money and everything first."
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