Mission 8: Rescue Me!

User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Mission 8: Rescue Me!

Post by Venatus Vinco »

Alarm bells sound through the barracks interrupting the 1st SET as they on board new members, deal with the departure of old friends, and retool for their next assignment. A voice echoes through the room, although the castle has no PAS system there is some magical means that makes large scale communication possible, “First SET. Code Blue. Prepare for immediate action. This is not a drill!”

Regulars recognize Code Blue as the term for Legionaries in distress. Someone is in trouble and needs backup immediately. Grabbing their field gear and proceeding to their muster area the team sees an NG HC-2000 Hover Carrier, known colloquially as the Skybunker. The Skybunker is a heavily armed and armored flying hover craft that can transport a platoon of human sized troops at high speed over top of any terrain. The Legion only has a few Skybunkers, so whatever the mission is it obviously has priority.

Nearby, Rod’s Dragonwing is also prepped and ready to go. The flying robot is fast and can provide excellent close air support in case of a hot landing. Judging by the urgency of the flight crews they are certain expecting contact. A flight sergeant stands at the entry door signaling the team to get on board. As they strap in and don the intercom headphones the pilot gives them the situation report, “Sorry to interrupt your downtime guys but you’re the only SET in the castle at the moment. We’re heading into a nasty situation here. We sent a mercenary unit into the Coalition controlled region of Arkansas to scope out some heightened activity. Looks like they kicked over a hornets nest and are under heavy fire. Communications are being jammed but before we lost contact they said they found some big time intel that threatens the entire legion.” The pilot pauses a moment as he finishes off some last minute pre-flight tests, “So we’re going in hot against a large group of Coalition troops. Mostly Arkansas State boys supported by regular CS Army. WE get in, get the mercs, and get out.”

There is another pause, this time as the pilot hesitates, “There’s one more thing you should know. We hired these guys after they helped out during your big rumble in New Mexico. It’s the 3M company.”

With that the Skybunker lifts off and heads due south toward CS Arkansas.

Image
Interlude War Stories


As you rumble into a hot situation with the Coalition your mind drifts back to another time like this one...recount a story of going into battle and take a benny, You'll need it.
Additional Info
You can also query the pilot if you have any questions while inbound.
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
User avatar
Stormforge
Posts: 65
Joined: Sat Mar 23, 2019 8:11 pm

Re: Mission 8: Rescue Me!

Post by Stormforge »

Gryphus looked apprehensively at the steel death trap. No way I am getting in there. No way... A nudge from behind him and he felt his griffon nuzzle against him. ” Pilot, room for my griffon?” At least if he says no well there you go... I can’t leave my friend behind. His griffon nuzzled him again looking for food. It seemed least concerned about the death trap waiting to ferry the team into a hot zone.

@Venatus Vinco
Character Info
Charisma: 0; Pace: 6; Parry: 6; Toughness: 13(7); Strain: 0
Skills: Notice d6, stealth d4, Fighting d8, Mystisim d10+1
Weapon in hand: Enchanted Staff (Quickness and Teleport)
Combat Edges: None
Powers Active: none
Wounds: none
Fatigue: none
PPE: 20/20
Bennies
Bennies: 3/3
User avatar
Anarik Ebonlocke
Posts: 96
Joined: Thu Jul 12, 2018 12:57 am

Re: Mission 8: Rescue Me!

Post by Anarik Ebonlocke »

Castle Refuge
Afternoon
Round 0

Anarik stepped into the hanger, his robes flowing around him over his armor, the beautiful Ilse, in human form, at his side.

“There is plenty of room for your griffon,” Anarik said, looking at the space that could transport forty or so fully equipped Legionnaires. “Don’t dawdle or people may die. Remember, they helped save our butts in New Mexico.”

The shifter climbed aboard.

“You can sit with me, if you want,” Ilse told Gryphus with a sultry smile.
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:
User avatar
Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Mission 8: Rescue Me!

Post by Icosa »

Alecto steps onto the transport fully armored and repaired, and bristling with weapons, though she's left the plasma cannon she often totes around behind this time.

As she picks a seat and straps the harness around her shoulders and midsection, she asks, "What intel do we have on the Coalition forces they're up against? Also, where in Arkansas is this taking place?"

Privately she wondered what the Tomorrow Legion was doing sending only loosely-affiliated mercenaries deep into enemy territory like this. The only reason she could see was deniability...but denying them was clearly not something the Legion was prepared to do. Then again, as a former loosely-affiliated mercenary herself, she was aware that the Tomorrow Legion sometimes had deeper connections than were at first obvious.

Or maybe the intel that was being teased was just that valuable. Either way, they had their orders.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 8: Rescue Me!

Post by Venatus Vinco »

Alecto wrote: Thu Apr 18, 2019 11:16 am As she picks a seat and straps the harness around her shoulders and midsection, she asks, "What intel do we have on the Coalition forces they're up against? Also, where in Arkansas is this taking place?"
As new voice comes over the intercom, the tally light indicates she is the co-pilot. The pilot must be busy flying at the moment, "Location is just inside the Coalition Zone of Control on the southern edge of the ruins of Little Rock. Communications are being jammed but we know they are El Dorado State Forces supported by Regular Army. So expect a mix of old and new style equipment. Given 3M is a mechanized company of veteran fighters we anticipate at least a CS armored platoon. Large scale jamming also means air support is present."

Map of Area
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
User avatar
Sinder
Diamond Patron
Diamond Patron
Posts: 285
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 8: Rescue Me!

Post by Sinder »

Sinder gets his gear ready he ask the pilots about where they are landing or going to be dropped off, "What does the DZ, (Drop Zone) look like ? We have a couple of Animals and a robot horse. the horse we have tie downs got anything to keep the animals separated the most likely need a wall or a pen to help them.."

Sinder backs any extra gear on the robot horse.
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +2 from play, Quarter 3
Cards: Can be played at any time

5 Out of the Frying Pan
31 Flesh Wound EP
46 Renown EP Used Battle of Albuquerque


New Cards 4th quarter

3d52 = 99: 35, 30, 34

Seize the Day The character acts as if he had
drawn a Joker this combat round

Revelation Your hero finds all the information
available when doing research, or
realizes critical information when
confronting some obstacle such as
a monster’s weakness, the answer
to a riddle or cipher, etc.

Cutting In Line Draw 3 initiative cards and keep the highest.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

Guantlet of the Demon Slayer
Character must have Smite before using this blade. looks like a normal Knights Guantlet. but when player activates Smite on it various powers can come forth.
Major: Psi Blade Edge Strength and Spirit damage, AP 6, Smite +4 or with a raise +8 Damage and choose a trapping
Major: Florentine Edge (wield two weapons, adds+1to fighting roll-1 to thoose gang up.)
Major: Power Warriors Gift/ Greater Warriors Gift (4/8. Warriors edge one level lower or two at same level)
Major: Power Banish/Banish the Horde (3/6 One or Large Burst area)

Minor: +5 PP
Minor: +5 PP

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage
User avatar
Stormforge
Posts: 65
Joined: Sat Mar 23, 2019 8:11 pm

Re: Mission 8: Rescue Me!

Post by Stormforge »

Anarik Ebonlocke wrote: Thu Apr 18, 2019 12:19 am Castle Refuge
Afternoon
Round 0

Anarik stepped into the hanger, his robes flowing around him over his armor, the beautiful Ilse, in human form, at his side.

“There is plenty of room for your griffon,” Anarik said, looking at the space that could transport forty or so fully equipped Legionnaires. “Don’t dawdle or people may die. Remember, they helped save our butts in New Mexico.”

The shifter climbed aboard.

“You can sit with me, if you want,” Ilse told Gryphus with a sultry smile.
Well if the shifter is boarding...

Gryphus boarded with his arnsonal and coached his griffin aboard without further ado having his water wisp bring in a bag of cow just in case it was a long trip. He disliked the confines of pretty much any vehicle. 3 M sounds familiar... I think Zolo mentioned that in her journal. He glanced at the jounral flipping through a few pages until he sees the entry. Seems like she and Rod struck some kind of deal with them to operate arround the pueblo during the battle.

He tugged at his tunic which hid his rubber body armor. It was a tight fitting undergarment like a breathable laytex, he still was not actually sure how Rod had made it. After he sits down next to Ilse accepting her offer he quipped looking for more info on this 3M. He knew next to nothing about them, but he suspected someone might know them. It would be good to learn a bit about them in case they had to go to ground and were more difficult to find than suspected.

”Anyone know of these 3M mercenaries? What would they do if overwhelmed by the CS? If we looked on a map where would they likely head too?”
Character Info
Charisma: 0; Pace: 6; Parry: 6; Toughness: 13(7); Strain: 0
Skills: Notice d6, stealth d4, Fighting d8, Mystisim d10+1
Weapon in hand: Enchanted Staff (Quickness and Teleport)
Combat Edges: None
Powers Active: none
Wounds: none
Fatigue: none
PPE: 20/20
Bennies
Bennies: 3/3
User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 8: Rescue Me!

Post by Venatus Vinco »

Sinder wrote: Thu Apr 18, 2019 11:54 am Sinder gets his gear ready he ask the pilots about where they are landing or going to be dropped off, "What does the DZ, (Drop Zone) look like ? We have a couple of Animals and a robot horse. the horse we have tie downs got anything to keep the animals separated the most likely need a wall or a pen to help them.."

Sinder backs any extra gear on the robot horse.
"Drop Zone is unclear, last signal came from an old highway interchange outside of the ruins of Little Rock."

Map of Drop Zone
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
User avatar
Roderick Wolfram
Posts: 167
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 8: Rescue Me!

Post by Roderick Wolfram »

K/Electronics [dice:1ku1moo4]52327:0[/dice:1ku1moo4] | Scanning the DZ
Wild Die: [dice:1ku1moo4]52327:1[/dice:1ku1moo4]


Beta, doing maintenance on the Dragonwing warns Rod just a few seconds before the announcement calling the first to action.

Rod, we've been order to ready the Dragonwing for immediately lift off, Beta says.

Rod grabs the rest of his gear and heads out to the Dragonwing. When the pilot mentions they are to rescue a mercenary group, Rod utters, "Damn it."

Then when the pilot says it's the 3M, he grunts louder, "Damn it!" Who the heck is in charge that they get themselves in over their heads. Especially against some locals, even if they have some backing.

He turns to his team, "Irregulars, this, to my disappointment, is my old outfit, the Mechanized Mayhem Mercenaries. If these guys have gotten in trouble, it means it's bad. We need to stay frosty and be deliberate. The Coalition troops will have range on most of you, so stealth is your go to until you see the white skulls of the enemies helmets."

He puts on his own helmet, and adds, "When we deploy stay in pairs if all possible. Don't get caught alone, and don't leave anyone behind. Before we go in, I will make a high altitude, high speed pass to see what we've got on the ground."

He and Charlie climb up into the Dragonwing where Beta is sitting already at the left console. They buckle in. Rod tells command that they are ready for lift off. He waits for the Skybunker to get into the air then joins. As they slowly (for the Dragonwing) move towards the Arkansas border, he can't help but think back to when he was a member of 3M,
Memory wrote:Even six months after having joined 3M, Rod ended each day sitting somewhere in camp where he could see the Dragonwing. Any chance he saw it in action, he would pause and gaze in wonder as he saw it flash across the sky. Many times, rifle in hand following up behind the Jaegers, he'd lean against a rock or tree stump to watch the aerial acrobatics of the large robot. On the ground, un-moving, it looked like a strange awkward bird. But as soon as it was in the air, the robot moved with grace. He'd been offered to learn how to use one of the Raubiters, but he knew that while power armor had it's placed, he knew what the prize was, he wanted to be in the Dragonwing crew. One day, I'll get my chance, and I will show everyone what you can really do...
As they approach, Rod shakes off his reminiscence and points the Dragonwing upward and climbs to maximum altitude and then rockets over the area to reconnoiter. He takes a wide loop, trusting his speed to quickly lose anyone who attempts to follow.
Last edited by Roderick Wolfram on Fri Apr 19, 2019 2:15 pm, edited 1 time in total.
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense, Battle-Hardened*, Fearless*, Nerves of Steel*

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q1 2019 Adventure Cards
  • None Drawn Yet
User avatar
Stormforge
Posts: 65
Joined: Sat Mar 23, 2019 8:11 pm

Re: Mission 8: Rescue Me!

Post by Stormforge »

Gryphus Stormforge nods to Rod used to having his timely question ignored for folks in power. He just relaxes next to Anny’s hot succubus reminiscing on failed actions against the coalition, ” Brings me back to my dear friend Dunscon... No to be confused with his lunitic so called son currently in power. The CS was Nostro Dunscon’s greatest foe and imagined enemy. Off we go to do the same and like him nothing that really resembled a plan.” Gryphus paused looking the succubus over as his leaf rustler hopped up onto his shoulder like a little cat. ” I remember the day he struck out against the CS. Like a marshall of lightning his forces bombarded Chi-Town, superficial damage only. I tried to object to his foolhardy plan, but...” He shrugged frowning looking at the Pilot. The lack of details to this gungho mission is startling. ” The day after the CS killed everyone I knew...”

He smiles at the succubus thanking her for the conversation and stands staff in hand and hits the comms desiring to speak with the unknown voice in command, ” This is Gryphus Stormforge member of the 1st SET, I cannot alow us to land blindly or go into an area displaying so much force without further details. I reccomend with proceed with an air of caution and send in a small recon force to scout the area to confirm the wearabouts of these 3M heroes...” His eyes flash a spark of electricity giving the unknown person a chance to reply or perhaps even his comrades before he takes measures into his own hands.
Character Info
Charisma: 0; Pace: 6; Parry: 6; Toughness: 13(7); Strain: 0
Skills: Notice d6, stealth d4, Fighting d8, Mystisim d10+1
Weapon in hand: Enchanted Staff (Quickness and Teleport)
Combat Edges: None
Powers Active: none
Wounds: none
Fatigue: none
PPE: 20/20
Bennies
Bennies: 3/3
User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 8: Rescue Me!

Post by Venatus Vinco »

Stormforge wrote: Thu Apr 18, 2019 3:54 pm He smiles at the succubus thanking her for the conversation and stands staff in hand and hits the comms desiring to speak with the unknown voice in command, ” This is Gryphus Stormforge member of the 1st SET, I cannot alow us to land blindly or go into an area displaying so much force without further details. I reccomend with proceed with an air of caution and send in a small recon force to scout the area to confirm the wearabouts of these 3M heroes...” His eyes flash a spark of electricity giving the unknown person a chance to reply or perhaps even his comrades before he takes measures into his own hands.
"Uh sir, we are the small recon force. There's only seven of you."
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
User avatar
Stormforge
Posts: 65
Joined: Sat Mar 23, 2019 8:11 pm

Re: Mission 8: Rescue Me!

Post by Stormforge »

Venatus Vinco wrote: Thu Apr 18, 2019 5:30 pm
Stormforge wrote: Thu Apr 18, 2019 3:54 pm He smiles at the succubus thanking her for the conversation and stands staff in hand and hits the comms desiring to speak with the unknown voice in command, ” This is Gryphus Stormforge member of the 1st SET, I cannot alow us to land blindly or go into an area displaying so much force without further details. I reccomend with proceed with an air of caution and send in a small recon force to scout the area to confirm the wearabouts of these 3M heroes...” His eyes flash a spark of electricity giving the unknown person a chance to reply or perhaps even his comrades before he takes measures into his own hands.
"Uh sir, we are the small recon force. There's only seven of you."
Gryphus looks arround past the beauty of the succubus, ” Pilot, what is your name? What is the crew compliment of this vehicle? Seems like 40 of the legions bravest and third best could be on board ready to provide support. While the wind may rush to and fro it does so with an unseen purpose.”

Gryphus’ eyes flashed with a muted anger like a storm brewing. I’ll prepared are what we are, I’ll prepared will get you killed.
Character Info
Charisma: 0; Pace: 6; Parry: 6; Toughness: 13(7); Strain: 0
Skills: Notice d6, stealth d4, Fighting d8, Mystisim d10+1
Weapon in hand: Enchanted Staff (Quickness and Teleport)
Combat Edges: None
Powers Active: none
Wounds: none
Fatigue: none
PPE: 20/20
Bennies
Bennies: 3/3
User avatar
Stormforge
Posts: 65
Joined: Sat Mar 23, 2019 8:11 pm

Re: Mission 8: Rescue Me!

Post by Stormforge »

Gryphus thinks some more giving his head a second to wrap around two facts. One, the person who ordered them on this mission was Canadian and two, 3M was really in dire straights with critical info. Instead of waiting for an answer to his pervious comments Gryphus sternly says, ”Forget what I said before. Petal to the preverbal metal, spare no speed and I will try to make this craft go faster.”

Some times you must throw caution into the wind, after all being too cautious was how you let Prosek come to power.

Gryphus heads to the front of the craft and looks out the view port after strapping himself in. He focuses on the air in front of the craft making it more suitible for fast aircraft travel.
Character Info
Charisma: 0; Pace: 6; Parry: 6; Toughness: 13(7); Strain: 0
Skills: Notice d6, stealth d4, Fighting d8, Mystisim d10+1
Weapon in hand: Enchanted Staff (Quickness and Teleport)
Combat Edges: None
Powers Active: none
Wounds: none
Fatigue: none
PPE: 20/20
Bennies
Bennies: 3/3
User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 8: Rescue Me!

Post by Venatus Vinco »

Stormforge wrote: Thu Apr 18, 2019 5:39 pm ” Pilot, what is your name? What is the crew compliment of this vehicle? Seems like 40 of the legions bravest and third best could be on board ready to provide support. While the wind may rush to and fro it does so with an unseen purpose.”
"Passenger. My name is Colonel Harding, battalion commander for the legion's beleaugered air group." The voice clips into a smooth professionalism as it lists the capabilities of the aircraft, "The capacity of this vehicle is up to thirty-six tons, most of it being taken up by hauling your Mountaineer underneath. If we weren't hauling that we could probably load up a platoon of troops but even then we would also need room to bring back any evacuees.

The Colonel takes a minute to outline contingency planning, "If we need further back up we can Rift in a battalion, but only once we figure out where to direct them. I'm no expert but I understand that teleporting without knowing your destination isn't very wise. There's also the added risk that bringing too many troops into CS territory will set off war full scale conflict. So we do it SET-style for now."

"Any other demands?"
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
User avatar
Stormforge
Posts: 65
Joined: Sat Mar 23, 2019 8:11 pm

Re: Mission 8: Rescue Me!

Post by Stormforge »

Venatus Vinco wrote: Thu Apr 18, 2019 6:02 pm
Stormforge wrote: Thu Apr 18, 2019 5:39 pm ” Pilot, what is your name? What is the crew compliment of this vehicle? Seems like 40 of the legions bravest and third best could be on board ready to provide support. While the wind may rush to and fro it does so with an unseen purpose.”
"Passenger. My name is Colonel Harding, battalion commander for the legion's beleaugered air group." The voice clips into a smooth professionalism as it lists the capabilities of the aircraft, "The capacity of this vehicle is up to thirty-six tons, most of it being taken up by hauling your Mountaineer underneath. If we weren't hauling that we could probably load up a platoon of troops but even then we would also need room to bring back any evacuees.

The Colonel takes a minute to outline contingency planning, "If we need further back up we can Rift in a battalion, but only once we figure out where to direct them. I'm no expert but I understand that teleporting without knowing your destination isn't very wise. There's also the added risk that bringing too many troops into CS territory will set off war full scale conflict. So we do it SET-style for now."

"Any other demands?"
Gryphus stared into the eys of the Colonel. Belegured would be the word I would use to describe him. didn’t even hear by change of heart. ” My friend Zolo spoke well of a Colonel Harding of the Legion’s best and bravest air group. You’ll understand the briefing was next to non exisitant and to my perspective we were heading into a death sentence best case and trap worst case.”. The warlock paused and extended his hand, ” I am just getting back into the world to do right by a promise I made to her. You’ll forgive my initial concern and accept my hearfelt thanks? I am Gryphus Stormforge, lets step on it and I will do my best to aid in our timely arrival for air is my constant companion its whims are mine to command.”

Grpyhus reaches out to the air that surrounded the craft and concentrated hoping he could make it go faster.
Character Info
Charisma: 0; Pace: 6; Parry: 6; Toughness: 13(7); Strain: 0
Skills: Notice d6, stealth d4, Fighting d8, Mystisim d10+1
Weapon in hand: Enchanted Staff (Quickness and Teleport)
Combat Edges: None
Powers Active: none
Wounds: none
Fatigue: none
PPE: 20/20
Bennies
Bennies: 3/3
User avatar
Sinder
Diamond Patron
Diamond Patron
Posts: 285
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 8: Rescue Me!

Post by Sinder »

Sinder has Angel and Starfire Taken onboard the ship. he Keeps An Eye on Angel making sure he stays calm.
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +2 from play, Quarter 3
Cards: Can be played at any time

5 Out of the Frying Pan
31 Flesh Wound EP
46 Renown EP Used Battle of Albuquerque


New Cards 4th quarter

3d52 = 99: 35, 30, 34

Seize the Day The character acts as if he had
drawn a Joker this combat round

Revelation Your hero finds all the information
available when doing research, or
realizes critical information when
confronting some obstacle such as
a monster’s weakness, the answer
to a riddle or cipher, etc.

Cutting In Line Draw 3 initiative cards and keep the highest.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

Guantlet of the Demon Slayer
Character must have Smite before using this blade. looks like a normal Knights Guantlet. but when player activates Smite on it various powers can come forth.
Major: Psi Blade Edge Strength and Spirit damage, AP 6, Smite +4 or with a raise +8 Damage and choose a trapping
Major: Florentine Edge (wield two weapons, adds+1to fighting roll-1 to thoose gang up.)
Major: Power Warriors Gift/ Greater Warriors Gift (4/8. Warriors edge one level lower or two at same level)
Major: Power Banish/Banish the Horde (3/6 One or Large Burst area)

Minor: +5 PP
Minor: +5 PP

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage
User avatar
Anon
Posts: 114
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 8: Rescue Me!

Post by Anon »

After securing the Mountaineer, Anon sits mostly in silence while they rush toward a new conflict with the Coalition, lost in thought.

First demons. Now the Coalition. I just can’t get away from Tolkeen.

The hum of the engines is a comfort; engines are familiar, safe. And this time, he’s got allies he can rely on and more gear than just a rifle and a set of scavenged body armor. But he sees @Anarik Ebonlocke sitting with that succubus, and he remembers…

Anon wasn’t even officially there. The Federation, despite hating the Coalition, had been wishy-washy about its commitment to Tolkeen in the war, despite the obvious “enemy-of-my-enemy” thing. Still, where there was war, there was money to be made, and Stormspire’s weapons were in high demand among the defenders of Tolkeen. Whether they were officially allies or not, the fighters at Tolkeen were clients, and that was more important in the eyes of many.

The Hammers, just like pretty much every other guild shop in Stormspire, worked their Techno-Wizards night and day to try and keep up with demand. Anon was an apprentice, but he was capable enough (and the Hammers couldn’t spare any of their more advanced members), so he was assigned to accompany deliveries to Tolkeen from time to time.

On his third such run, he arrived just after something the locals had begun to refer to as “Sorcerers’ Revenge.” Tolkeen had struck a crippling blow to the Coalition siege army at its borders, and thousands of fighters were streaming out of the city, declaring the war over. The war didn’t look over to Anon, though. The city was full of nightmares: roving packs of brodkil, massive darmonix, and other horrors that he didn’t have a name for. Many soldiers, especially the mercenaries, stayed at their posts, and the whole thing had the feel of someone trying to wake up from a bad dream.

Anon got stuck there in the city. The army tried to use the “end” of the war to negotiate a price reduction, but Anon wasn’t having it; he had strict orders on price from the Hammers, and he wasn’t authorized to breach them. “I’m just the delivery boy,” he told them time and again, but to no avail.

While he waited for his shop boss back in Stormspire and the local army purchasing agent to work through their issues, the unexpected happened: a new Coalition army appeared, striking the city from the direction of the Hivelands and devastating the infrastructure! Suddenly, the front lines moved to him, and Anon found himself fighting for his life alongside the regular troops.

And alongside the demons. He saw Tolkeen’s shifters unleash literal hell on the invaders, and he was as appalled by his allies as by his enemies.

Anon shakes his head, like a dog shaking off water, and comes back to the here and now. Focus. This time it’s different.

He gives another look at Anarik, sitting there next to a demon, and can’t help but wonder.

This is different, right? The Tomorrow Legion is supposed to be something different.
Benny to Stormforge
Anon will send his Benny for the interlude to @Stormforge as repayment for the Benny loaned in the workshop. Thanks again, Jon! @Venatus Vinco
Anon
Anon Smith a human Techno-Wizard
Character Sheet
User avatar
Stormforge
Posts: 65
Joined: Sat Mar 23, 2019 8:11 pm

Re: Mission 8: Rescue Me!

Post by Stormforge »

Gryphus fiddles with his warrior’s techno-wizard gauntlet. The buckle keeping it secured had come loose and it was clear that the warlock lacked the skill to tighten it up. He moves over to Anon during the ride to the hot zone and can’t help but see him staring at Anarik’s succubus. He speaks to @Anon with a soft voice resembling the pleasantness of a babbling brook. ”A fetching creature indeed. So many were released during Tolkeen’s war, demons that had no right to be summond brought forth and doomed their masters and victims alike.” He loosens the gauntlet showing it to Anon, ” I like to think that should it happen again we will know better. Could you please take a look at the gauntlet, it keeps coming loose.”
Character Info
Charisma: 0; Pace: 6; Parry: 6; Toughness: 13(7); Strain: 0
Skills: Notice d6, stealth d4, Fighting d8, Mystisim d10+1
Weapon in hand: Enchanted Staff (Quickness and Teleport)
Combat Edges: None
Powers Active: none
Wounds: none
Fatigue: none
PPE: 20/20
Bennies
Bennies: 3/3
User avatar
Anon
Posts: 114
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 8: Rescue Me!

Post by Anon »

Stormforge wrote: Fri Apr 19, 2019 7:59 am Gryphus fiddles with his warrior’s techno-wizard gauntlet. The buckle keeping it secured had come loose and it was clear that the warlock lacked the skill to tighten it up. He moves over to Anon during the ride to the hot zone and can’t help but see him staring at Anarik’s succubus. He speaks to @Anon with a soft voice resembling the pleasantness of a babbling brook. ”A fetching creature indeed. So many were released during Tolkeen’s war, demons that had no right to be summond brought forth and doomed their masters and victims alike.” He loosens the gauntlet showing it to Anon, ” I like to think that should it happen again we will know better. Could you please take a look at the gauntlet, it keeps coming loose.”
Anon is shaken from his recollections. ”Oh. Right. The gauntlet.” He takes the proffered gauntlet and begins to tinker with it.

Unconciously, in response to Gryphus' comment, he continues (in perhaps a bit too loud a voice), "Nothing fetching about her. I've seen what they can do. Tolkeen? I was there, at Tolkeen. I was there in the aftermath. We scrounged in the ruins while the city broke around us. In the end, we were running from our shifters' summons at least as often as from the Coalition kill squads, and I think we lost more people to the demons than to the dead boys."
Anon
Anon Smith a human Techno-Wizard
Character Sheet
User avatar
Stormforge
Posts: 65
Joined: Sat Mar 23, 2019 8:11 pm

Re: Mission 8: Rescue Me!

Post by Stormforge »

Dark times breed dark thoughts. Sometimes it is hard to forget what we all went through. Perhaps it is good that we never truly forget.

Gryphus grimaces and places a hand on @Anon’s shoulder trying not to disturb his tinkering but still letting the man know he is not alone in his burden. ” Those were dark days. The sky around Tolkeen was blotted by ash and soot. As you say both sides lost control.” The warlock’s eyes took a great sadness for moment replaced by small electric arcs. Determined his voice cracked like thunder, ”But never forget the good you are doing here. We will never ease our conscience but we can never stop trying.”
Character Info
Charisma: 0; Pace: 6; Parry: 6; Toughness: 13(7); Strain: 0
Skills: Notice d6, stealth d4, Fighting d8, Mystisim d10+1
Weapon in hand: Enchanted Staff (Quickness and Teleport)
Combat Edges: None
Powers Active: none
Wounds: none
Fatigue: none
PPE: 20/20
Bennies
Bennies: 3/3
User avatar
Anon
Posts: 114
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 8: Rescue Me!

Post by Anon »

Stormforge wrote: Fri Apr 19, 2019 9:26 am Determined his voice cracked like thunder, ”But never forget the good you are doing here. We will never ease our conscience but we can never stop trying.”
"My conscience? My conscience is clear." He tries to keep any scowl from his face, and tries not to look at @Anarik Ebonlocke when he says, "I've never let demons loose on people before."
Anon
Anon Smith a human Techno-Wizard
Character Sheet
User avatar
Stormforge
Posts: 65
Joined: Sat Mar 23, 2019 8:11 pm

Re: Mission 8: Rescue Me!

Post by Stormforge »

Anon wrote: Fri Apr 19, 2019 9:44 am
Stormforge wrote: Fri Apr 19, 2019 9:26 am Determined his voice cracked like thunder, ”But never forget the good you are doing here. We will never ease our conscience but we can never stop trying.”
"My conscience? My conscience is clear." He tries to keep any scowl from his face, and tries not to look at @Anarik Ebonlocke when he says, "I've never let demons loose on people before."
Gryphus catches the pointed look at the shifter. Guilt by association. That is why I feel like I failed in that moment. His time spent training baby dragons had made him look at his actions and come to grips with his inaction during the war. His time spent writing back and forth with Zolo had also given him some clarity in how he must rejoin the world as an active participant.

Gryphus softly continues his discussion with Anon looking at Anarik trying to help ease the TWs pain, ” I had a friend during the war, Dorokan. A powerful mage by any bar, true and noble as the bravest of cyberknights. He had a family, he had friends and I was proud to be counted among them. As the war wore on, the losses mounted on all sides. The greatest lost was seeing my friend delve deeper into dark magics in a desperate attempt to save his morals. Had I but spoke to him and lent him my own strength when the darkness of a doomed city fell upon him perhaps he would not have unleashed such horrors that still keep me awake at night.” He turns his electric gaze to Anon in an attempt to make his point clear, ” It was everyone’s fault not just those shifters. The war left none untouched.” He squeezes the TWs shoulder in a shared compadre of that horrific experience, ” The Tomorrow Legion’s mission of a brighter tomorrow rings deep within my soul. Perhaps I can never undo the calamity that the war brought, but working towards a better tomorrow seems best to remember the good that was before and that can be again.”
Zolo was right I should have joined long before now.
Character Info
Charisma: 0; Pace: 6; Parry: 6; Toughness: 13(7); Strain: 0
Skills: Notice d6, stealth d4, Fighting d8, Mystisim d10+1
Weapon in hand: Enchanted Staff (Quickness and Teleport)
Combat Edges: None
Powers Active: none
Wounds: none
Fatigue: none
PPE: 20/20
Bennies
Bennies: 3/3
User avatar
Sinder
Diamond Patron
Diamond Patron
Posts: 285
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 8: Rescue Me!

Post by Sinder »

Sinder sits down near his Hovercycle, Robot Horse and Angel. Can barely hears the deep purr of Angel over the engines. He starts thinking back past at early age with his Father and Mother leading a rescue mission.

“Mother and Father sat down with me as we were going to the site. Father said that these were the worst you know you have to move quickly and the odds are increasingly not in your favor. First there are no pre brief there are no boundaries. You are just going to get dumped into the middle of a hornet’s nest. Next you got to locate your target as the enemies start trying to take you out. We need to stop the jammers they have, the sword might help there. On your way to the target you fight you way hoping they are still alive. Once you get there you fight those hell bent on eliminating you as you are accessing your people’s wounds, you need to fix them and access the ability to move them. Then there is the problem of getting to a Load Zone while again they are trying to kill you. They are even more pissed off because what looks like a glorious victory for them is now a humiliation. Then the load zone some one has to secure the load zone as the sick and injured are moved out. Once they are out the rescuers can leave and of source there will be fighting.”

“This rarely turns out to be good. Lots of people are going to die let’s just hope it is the other guys.”

Sinder then turns to Ron and Anon and speaks up, “Ron, Anon, this might be a great test of that sword you created. Using the swords power of Telepathy, By the way I named it Sparkler.”
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +2 from play, Quarter 3
Cards: Can be played at any time

5 Out of the Frying Pan
31 Flesh Wound EP
46 Renown EP Used Battle of Albuquerque


New Cards 4th quarter

3d52 = 99: 35, 30, 34

Seize the Day The character acts as if he had
drawn a Joker this combat round

Revelation Your hero finds all the information
available when doing research, or
realizes critical information when
confronting some obstacle such as
a monster’s weakness, the answer
to a riddle or cipher, etc.

Cutting In Line Draw 3 initiative cards and keep the highest.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

Guantlet of the Demon Slayer
Character must have Smite before using this blade. looks like a normal Knights Guantlet. but when player activates Smite on it various powers can come forth.
Major: Psi Blade Edge Strength and Spirit damage, AP 6, Smite +4 or with a raise +8 Damage and choose a trapping
Major: Florentine Edge (wield two weapons, adds+1to fighting roll-1 to thoose gang up.)
Major: Power Warriors Gift/ Greater Warriors Gift (4/8. Warriors edge one level lower or two at same level)
Major: Power Banish/Banish the Horde (3/6 One or Large Burst area)

Minor: +5 PP
Minor: +5 PP

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage
User avatar
Anarik Ebonlocke
Posts: 96
Joined: Thu Jul 12, 2018 12:57 am

Re: Mission 8: Rescue Me!

Post by Anarik Ebonlocke »

Castle Refuge
Afternoon
Round 0

Anarik watched the new member of the team try and bully the pilot over the intercom. Who had put him in charge? That was just going to cause problems if he kept trying to throw his weight around.

Anarik wasn’t unaware of the slanted looks coming his and Ilse’s way. The gorgeous redhead, in human form to be more palatable to the ignoramuses like Gryphus and Anon, seemed uncaring as she filed her long, scarlet-painted nails.

Anarik smiled fondly. She was quite the woman, in bed or on the battlefield. Many times her seductive powers had saved his life in constant warring between the Alliance and the Horde, when some cunning rogue snuck up and left him bleeding on the ground in the Warsong Gulch, or on the battlefields of the Lost Isles and distant Argus. He was no dull-witted orc. He knew well enough not to trust her. But these Legionnaires were like many in the Alliance. They didn’t know the power that was held within the Void, the darkness from which the demons came. A power that could be harnessed and used against them to defend humanity and the world. The Coalition were blind to such power, but so was the Legion.
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:
User avatar
Stormforge
Posts: 65
Joined: Sat Mar 23, 2019 8:11 pm

Re: Mission 8: Rescue Me!

Post by Stormforge »

Gryphus finally sits down next to @Anarik Ebonlocke he looks a bit sweaty and pale. He tries to muster a smile at the shifter but really just fails. ”Ahh is it hot in here? Sorry about the whole thing with the pilot. I... I just have a problem with enclosed spaces.”

He tugs at his tunic while leaning forward against his staff. After blinking a few times he off handed asks, ” So a shifter eh? Ever done anything like this before?”
Character Info
Charisma: 0; Pace: 6; Parry: 6; Toughness: 13(7); Strain: 0
Skills: Notice d6, stealth d4, Fighting d8, Mystisim d10+1
Weapon in hand: Enchanted Staff (Quickness and Teleport)
Combat Edges: None
Powers Active: none
Wounds: none
Fatigue: none
PPE: 20/20
Bennies
Bennies: 3/3
User avatar
Merlaggon
Diamond Patron
Diamond Patron
Posts: 313
Joined: Fri Sep 23, 2016 2:13 pm

Re: Mission 8: Rescue Me!

Post by Merlaggon »

Thinking back along his relatively short life, Merlaggon could not help but think of the Coalition ambushing them on their way out of the Power Plant many, many months ago... the Enforcer and the troopers that had been waiting for them to come out of the depths of the Power Plant. His good friend, Qoat had teleported him to the feet of the Enforcer, and his claws had tore into the robot. Thankfully it was before its pilot was able to shoot its BIG guns at him and his friends. Now he had some BIG guns, and had a chance to kill those type of targets from a distance... all the better to protect his friends and any innocents that needed his help.

Enough woolgathering. Time for me to get into planning what we need to do to save those people.

Still in his cat-sized Dragon form, he had a couple of idea.

"Sinder, we can go out the door together and I can grow to full size and carry you down to the battlefield. I can also be a decoy at long range, shooting at them as they shoot at me... hopefully with Deflection on me at the time... distracting them from when you all get in close to deal with them."
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 0/3
  • [*]Base Amount
    -2 due Reroll on Hungry Helpers
    -1 due Extra Effort on Armor Power
ISP :20 / 10
PPE :38 /20
Active Psionic Powers: None
Active Magic Powers: Armor (+4 Armor due Raise, -1 to be hit by Ranged Weapons)
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 8
Toughness: Dragon Form - 47 (24) 43(20); Size +8
Toughness: Human Form - 15(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

http://savagerifts.com/sr/viewtopic.php?f=20&t=69
User avatar
Sinder
Diamond Patron
Diamond Patron
Posts: 285
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 8: Rescue Me!

Post by Sinder »

Sinder looks at the smaller version of Merl and states, "Merl that sounds like a good Idea. glad I thought of it." he gives a big smile back to Merl.
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +2 from play, Quarter 3
Cards: Can be played at any time

5 Out of the Frying Pan
31 Flesh Wound EP
46 Renown EP Used Battle of Albuquerque


New Cards 4th quarter

3d52 = 99: 35, 30, 34

Seize the Day The character acts as if he had
drawn a Joker this combat round

Revelation Your hero finds all the information
available when doing research, or
realizes critical information when
confronting some obstacle such as
a monster’s weakness, the answer
to a riddle or cipher, etc.

Cutting In Line Draw 3 initiative cards and keep the highest.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

Guantlet of the Demon Slayer
Character must have Smite before using this blade. looks like a normal Knights Guantlet. but when player activates Smite on it various powers can come forth.
Major: Psi Blade Edge Strength and Spirit damage, AP 6, Smite +4 or with a raise +8 Damage and choose a trapping
Major: Florentine Edge (wield two weapons, adds+1to fighting roll-1 to thoose gang up.)
Major: Power Warriors Gift/ Greater Warriors Gift (4/8. Warriors edge one level lower or two at same level)
Major: Power Banish/Banish the Horde (3/6 One or Large Burst area)

Minor: +5 PP
Minor: +5 PP

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage
User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 8: Rescue Me!

Post by Venatus Vinco »

Hot Landing
As the Skybunker zooms into position things start to get hot and complicated. The pilot comes over the internal communications system.

"We're nearing the landing zone. Looks like a CS armoured platoon has our people pinned down in a ruined building. The mercs were running a fast and light recon mission, so they don't have anything heavy to counter those robot vehicles. There's heavy jamming, probably to keep 3M from reporting whatever they found out. You won't be able to communicate with them or each other via radio once we touch down."

Rod can already hear static in the coms as he tries to follow the radio conversation from his Dragonwing. A map flashes up on the displays screens in the transport area.

"Get on the guns and let me know where you want to touch down and I'll try to get you in there. We gotta get those people out fast, I won't be able to out run any air support if it shows up on station."
Touchdown!
We will use a modified SWADE Quick Encounter for the landing. The pilot will make his roll at -8 (Piloting skill is d10+2) to touchdown safely. You can support him with any skill you think appropriate and can narrate up to a maximum of +4.
  • Critical Failure: The Skybunker gets hit hard and takes 1d4 wounds
    Success: Pilot and occupants land heavy and take one level of Fatigue from Bumps and Bruises
    Success with Raise: Touchdown! Miraculously the Skybunker gets down in position without a scratch.
Door Gunners: There are three door gunner harnesses with Light Rail Guns (2 side doors, 1 rear door) that you can use as you touch down allowing Shooting as a support roll.

Flyers: Anyone who wants to disembark in the air can do so but open themselves to ground fire meaning critical filures on their support rolls are subject to the wounds above.

Obviously, Rod is already in the air and is subject to the same conditions.

Once the Skybunker is in position we will enter tactical combat and deal some cards
Here Come the Cavalry!
The mission was a total shit show so far. The Captain was about to upload data to the client when the jamming started then a whole freaking armored platoon busted onto the scene. Cap went down in the first hit and the rest of the 3M Special Recon group made a hasty retreat with Deadboys sniffing up their ass the whole way.

With no where to run them the rest of the group prepares for a last Stand in the ruins of Arkansas. Just as the CS net closes in a single NG Skybunker barrels into the fray trying to make a hot landing. It's not CS and it's coming down fast but the LZ is hotter than a Chi-Town Brothel on Emperor's Day.

The remnants of the special recon group do their level best to get that flying junk heap down safely.
Welcome Back Dan
You can enter the fray here and use any skill to support the landing roll under the same conditions as the "flyers" above.
Map
  • Each Skelebot and Deadboy token represents a squad of 6
    Enforcer's and Skull Walkers are considered Wild Cards
    Each Terrain Hooper (3M operative) represents a group of 3
    1 Square is 1 inch
MAP
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
User avatar
Stormforge
Posts: 65
Joined: Sat Mar 23, 2019 8:11 pm

Re: Mission 8: Rescue Me!

Post by Stormforge »

Gryphus pets his griffon softly, ”Easy Girl. We have been through worse with less.” Long had the true atlantean let others do the heavy lifting in the world. Now was the time he showed just how great magic is.

He reaches out raising his staff high to the air spirits and elementals that are just outside normal existence and cajoles them to wrap the sky bunker in a protective layer of air able to buffet even the strongest of railgun Fire.
”Come spirits of air and leaf rustlers abroad. Give our sky-bunker your protection.”
Skill mysticism [dice:wq7orpe9]52801:0[/dice:wq7orpe9] wild [dice:wq7orpe9]52801:1[/dice:wq7orpe9]
Character Info
Charisma: 0; Pace: 6; Parry: 6; Toughness: 13(7); Strain: 0
Skills: Notice d6, stealth d4, Fighting d8, Mystisim d10+1
Weapon in hand: Enchanted Staff (Quickness and Teleport)
Combat Edges: None
Powers Active: none
Wounds: none
Fatigue: none
PPE: 20/20
Bennies
Bennies: 3/3
User avatar
Anon
Posts: 114
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 8: Rescue Me!

Post by Anon »

Piloting 8
Piloting [dice:210ej160]52802:0[/dice:210ej160]
Wild [dice:210ej160]52802:1[/dice:210ej160]
With incoming fire all around them, Anon rushes for the cockpit. He puts himself in the co-pilot's chair (firmly excusing the existing co-pilot, if there is one) and lends a hand. He can't do much about the incoming fire, but he can at least help the pilot keep things steady.
Anon
Anon Smith a human Techno-Wizard
Character Sheet
User avatar
Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Re: Mission 8: Rescue Me!

Post by Jackal »


Thank you for the welcome words VV. Glad to be back. Excited to play with y’all! - Dan (I played Fell as a PC, now I am Seric, Mercy & Lars)
Rolled a 9 to Assist Sky Bunker Pilot
Psionics d10
Using Mega Power of Bolt: Onslaught! Additionally no MaP to activate Deflection (auto raise) -6 to be hit.
[dice:u6u0bksr]52815:0[/dice:u6u0bksr]
[dice:u6u0bksr]52815:1[/dice:u6u0bksr]
Map Location of Seric

Image

If you don’t want to read long version skip down to part labeled: Now.

Seric background and prelude to this post
((Recanted later at Legion HQ))

Being backhanded across the mouth, hurts. Being backhanded across the mouth by a Coalition Military Specialist wearing Deadboy armor, well, it really hurts. Two CS Grunts held my arms behind me and were forcing me to kneel in the muddy banks of the Arkansas river where my lady friend, Vis, and I had been captured. Two more Grunts were holding Vis face down in the dirt as a Dog Boy circled around her, sniffing the magic on her no doubt.

“Try again D-Bee lover. What are you and the devil woman doing out here? No more rhino-shit about just passing through. This is CS territory and you look like you are in cahoots with 3M. Where are they set up, and what are you doing!”

I can’t say I don’t know who 3M is, they are a well know Merc outfit that has worked in the New West for a while now. Vis and I have spent a lot of time out west. I however was not part of this 3M organization, nor had I ever been, although this bastard CS Officer seemed to think I was one of their members, much to my annoyance.

I met Vis about five weeks ago and we had become traveling companions. I'd spent quite some time working in old Cali, fighting for the California Republic, keeping the Terraformers at bay, before heading east. I met Vis while traveling across old Nevada, then south across the Pecos Empire, from the Gulf of Mexico. Vis wanted to get away from the desert and we took the Mississippi River up to the Arkansas River, headed north, towards Little Rock. We were headed north on a river skiff, on our way towards the Ozark forest, to hunt down the Tomorrow Legion and my brother hopefully. I say hopefully because my sister took time out of her crazy busy life to hunt me down and tell me she had seen his death in a dream. my sister travels much faster than can, using Rifts and magic, part of me was pissed that she didn’t just go look in on Sevy.

Sis sees things, but I found it hard to believe my little brother Severin could be dead. Last I heard he was in Northern Gun killings Xiticix. I guess at some point he joined some Legion of do gooders. Well, who am I to talk. I did about the same thing with the CR in California. So, now, Vis and I were going to see if sis is right about Sevy. Fells do not die easily. As these CS jokers were about to witness. Muscles straining from being forced onto my knees my arms ached and my patience was nearly gone.

“Look Captain idiot pants, I told you! Visceral and I are just passing by, but if you don’t call off your mutt and boys from Vis and I, you will regret it.”

As you can imagine he laughed. Thus sealing his fate of course, not that he knew it yet. The mutt boy was growling at Vis harder and making me nervous. She would not harm them unless she had to. God I loved that about her. I for one wanted to start kicking ass but Vis had said let’s try this non violently.

Up to now I had restrained myself, for Vis, but when I saw the Grunt place some do-hicky thing around Vis’ throat, a anti magic device it turned out, I had enough. As Captain meat hands laughed I focused and his CP-50 rifle. It slipped up and off his back via telekinesis. As he started to notice the rifle, suspended in mid air, it spun to point at his dumb non helmet wearing jerk face. Adding an extra flair of smite full hate to the blast his laughter abruptly stopped.

Panicked Grunts and mutt, screaming in pain Vis, and cursing Seric erupted all at once.

”Y’jack kasses!”

Pulling away violently from the two soldiers grappling with me I kicked shins, spun and empty handed aimed.

My pointed finger aimed at the mutt I unleashed a trio of enraged bolts at him. My other hand mimed grabbing a Grunt and he lifted up and I mentally tossed him into the river. My snarling grin suddenly was accompanied by a chuckling laugh.

Another cry and my head turned to look at Vis. A CS Grunt was taking aim, again, to kick her in the head a second time. By the look of her bent neck there was no need, just fear and brutality, to kick her again. She was dead. Neck broken by armored foot.

My heart sank. My vision blurred. My rage exploded.

Dancing about, suspended in mid air, the CS Rifle blasted three round bursts at Deadboys and my fingers fired bolts of anger and death. Unloading the rifle and blasting away with empty but deadly hands the CS were caught off guard by me as I was “unarmed”.

Captain Slag face, four Grunts and a dead mutt later I dropped to my kneels again, this time voluntarily, as my sorrow and anger merged and slowly faded with each pounding of my fists into the river bank.

"I liked Vis..."

Some minutes later as my breath slowed I could hear the sounds of a power armor approaching from above. Glancing east I saw a SAMAS roaring towards me. Time to leave. Grabbing the still floating CP-50 I ran towards the water, slammed my helmet on and dived into the rushing murky waters. I'd make my way north in the water, under the water using my EBA suit I picked up in California and resurface later, at a hopefully safe location to regroup... with myself... and plan what was next.

I really liked Vis, stupid CS hate monger. I’d put the search for Severin off long enough to honor Vis. Vengeance and payback time.

((Recanted later at Legion HQ))

... hours later I purposely washed up on the shore, making my way back towards the area I had encountered the CS.

”Hot damn hell fire! The eff’n Deadboys have better armor and weapons nowadays.”

It had been at least eight, maybe ten years since I had encountered the CS but they were unmistakable with their black and white death motif.

Keeping an eye to the sky I thankfully never saw the SAMAS come back.

”I should be headed north to try and find that Castle Refuge but... damn it Vis, I’m talking to myself wishing you were here. I’ll get vengeance for you Vis.”


((Recanted later at Legion HQ))

30 minutes later:

Coming over the rise I hunched down behind some debris and took in the scene.

A few dead Mercs and a relatively in good shape hover cycle. Signs of a firefight earlier in the day. Quite now.

Making my way over to the hover cycle I took in the scene.

”CS took these guys out too. Damn boys. Sorry. Tell you what, you being dead an all I’ll take this cycle off your hands and git you some vengeance as payment.”

The mostly silent nuclear hum of the hover cycle engine fired up and I moved on, keeping low to the ground to not be a target.


((Recanted later at Legion HQ))

An hour later:

Setting the cycle down I remember whistling and cursing at the amount of CS troops that were engaging the 3M Mercs. Not at all a fair fight. I remember that about the CS too. Never were a fair bunch.

Thinking about how I could best hit the CS while they were distracted ... I saw them coming in hot from above.

”No way. Insane pilot. Dropping into that fray to extract those Mercs! Sheesh I could work with crazy people like that! Well damn. They are going to need a distraction to keep some of the CS fire power off them!”

Now (see above dice roll of a 9):

Seric dropped the landing gear of the cycle and set her down on the unstable ground, partly in the murky shallow water. After climbing up the pot holed and craggy concrete face, from his new vantage point, west of the CS forces and the holed up 3M Mercs, he had a great view of the airlift screaming down from the north-east. Sliding over to the ruble and concrete wall he knelt down and lifted the spyglass to his eye taking in the CS.

Adrenaline surging his grin grew at a crooked angle and he put away the spyglass and concentrated.

For the boys who gave me their hover cycle since they were dead. For those sorry sods just trying to stay hidden in the building. Especially for those nuts screaming down from above! For Vis.

As he reached deep to ensure the distance would be covered Seric pointed both hands out like guns at the Coalition forces. Blasting bolts of mental energy outward from his fingers the air rippled between him and the CS resulting in a concussion of blasts. Simultaneously the air around his body shimmered and shook causing his person to shift and vibrate at an insane speed blurring the sight of him.


Seric continued to blast bolts at the CS to pull their fire off the 3M Mercs and the damn foolhardy airlift pilot.



Vengeance.

For Vis.


User avatar
Anarik Ebonlocke
Posts: 96
Joined: Thu Jul 12, 2018 12:57 am

Re: Mission 8: Rescue Me!

Post by Anarik Ebonlocke »

Anarik Spellcasting 9; +2 support
Spellcasting [dice:3ohsngon]52888:0[/dice:3ohsngon]
Wild [dice:3ohsngon]52888:1[/dice:3ohsngon]
Ilserayne Spellcasting 1
Spellcasting [dice:3ohsngon]52888:2[/dice:3ohsngon]
Castle Refuge
Afternoon
Round 0

“Yes, a shifter,” Anarik said. “And yes, I have been in pitched battles before. I helped to defeat many a threat to Azeroth before coming to this world.”

Anarik heard the rail gun fire before the pilot announced they were entering a hot LZ. “Time to get to work, Ilse,” he told the beautiful redhead sitting beside him.

“Yes, Master,” Ilse said. She unbuckled and her form shifted. Her skin turned a light shade of red and she grew horns and wings. “I’ll handle the pilot.” She headed toward the cockpit to enhance the pilot’s abilities.

“Good girl,” Anarik said. He moved to the open sides of the SkyBunker. Others with better skills could man the rail guns. Anarik started to chant, raining down magic and demons on the Deadboys below.
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:
User avatar
Roderick Wolfram
Posts: 167
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 8: Rescue Me!

Post by Roderick Wolfram »

Rod listens absently to the chatter coming over the comms from those in the Skybunker, but doesn't comment on what's said.

After his fast pass, he relay's what he's seen. "We've got four heavy bots, skelbots, and a lot of infantry pinning 3M in damage building east of a canal. There's an overpass to the north, with a Skull Walker and Enforcer, the other pair is below on the roadway. Pilot, go for the south side of the building, you can hopefully use the building as partial cover vs the enemy on the overpass. Give'm hell Irregulars!"

Rod banks the Dragonwing lining up shots for Beta and Charlie Rod to fire the ion cannons at the ground troops and the medium lasers on the bots at the south of the map. Staying around 60 meters off the ground, so the Skybunker can attempt to land.

"3M!" Rod yells over the radio, "This is Wolfram. Who lead you into this sh$t show? Get ready to bug out."

The Dragonwing get's the CS troops attention and is raked with return fire. Bullets ping off the armor and the fuselage gains a few more burn marks from laser and plasma discharges, but Rod is able to keep control and the Dragonwing stays in the air.


Assist Roll:
Shooting [dice:b7advc66]52929:0[/dice:b7advc66]
Wild Die: [dice:b7advc66]52929:1[/dice:b7advc66]

Wounds: [dice:b7advc66]52929:2[/dice:b7advc66]

Spending a Benny to soak:

Piloting [dice:b7advc66]52929:3[/dice:b7advc66] (Includes +2 from Elan)
Wild Die: [dice:b7advc66]52929:4[/dice:b7advc66]

5 bennies remaining
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense, Battle-Hardened*, Fearless*, Nerves of Steel*

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q1 2019 Adventure Cards
  • None Drawn Yet
User avatar
Merlaggon
Diamond Patron
Diamond Patron
Posts: 313
Joined: Fri Sep 23, 2016 2:13 pm

Re: Mission 8: Rescue Me!

Post by Merlaggon »

Assist +2
Shooting (d8->d12+2 due TW Heavy Railgun)
  • Shooting: [dice:9dmb1c8p]52931:0[/dice:9dmb1c8p]
    Wild: [dice:9dmb1c8p]52931:1[/dice:9dmb1c8p]
    Result: 9 - Success with Raise.
Grabbing his heavy weapons, Merlaggon starts growing from his cat sized dragon.

"I will be flying as wingman and covering you. Good luck!"

With that, Merlaggon jumps out of the transport and takes a position behind and on the right side of the transport as it comes in hot. While not able to maintain the speed of the transport, Merlaggon is able to lay down some cover fire with his Heavy Railgun, forcing even the Robot Vehicles to be careful and not fully concentrate on the descending transport.

"I LOVE this Railgun!!! Bang-bang-bang-bang-bang!!!"

"Hey, I can hear all of you in my mind. I will try to keep those Robots vehicles occupied until you touch down, then I am heading for the nearest two."
Last edited by Merlaggon on Fri May 03, 2019 10:16 am, edited 5 times in total.
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 0/3
  • [*]Base Amount
    -2 due Reroll on Hungry Helpers
    -1 due Extra Effort on Armor Power
ISP :20 / 10
PPE :38 /20
Active Psionic Powers: None
Active Magic Powers: Armor (+4 Armor due Raise, -1 to be hit by Ranged Weapons)
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 8
Toughness: Dragon Form - 47 (24) 43(20); Size +8
Toughness: Human Form - 15(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

http://savagerifts.com/sr/viewtopic.php?f=20&t=69
User avatar
Sinder
Diamond Patron
Diamond Patron
Posts: 285
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 8: Rescue Me!

Post by Sinder »

WIPSinder goes For a Ride
Exalted Quickness (8PP from suit) and EXALTED TELEPATHY (4 PP From Sword can maintain up to
8 people)
Psionic [dice:38wpf72m]52947:0[/dice:38wpf72m] +2 (4 PP)
Wild [dice:38wpf72m]52947:1[/dice:38wpf72m]


Sinder is hooked into a side. He looks at the battle scene as it unfolds as the Bunker gets near. He brings up Quickness. The buzzing in the Radio set is irritating so he remembers his sword he activates the ability to establish Communications. switchboard, creating open communication for everyone connected. This last ability is somewhat taxing, imposing a −2 penalty on any other Trait rolls while she maintains it. Speaks to the team
"Sinder here we have communication via the mind so now we Have communications."

Sinder looks at the Battle down below. He is trying to think of the best way he can help,
“I can try to destroy large groups of their people but where?”

He hears Rod tell them about the Southside of the building he speaks to the group ,
“we need someone to take out the two bots in the south and the large groups of skelbot and men .”
Last edited by Sinder on Fri May 03, 2019 4:58 am, edited 2 times in total.
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +2 from play, Quarter 3
Cards: Can be played at any time

5 Out of the Frying Pan
31 Flesh Wound EP
46 Renown EP Used Battle of Albuquerque


New Cards 4th quarter

3d52 = 99: 35, 30, 34

Seize the Day The character acts as if he had
drawn a Joker this combat round

Revelation Your hero finds all the information
available when doing research, or
realizes critical information when
confronting some obstacle such as
a monster’s weakness, the answer
to a riddle or cipher, etc.

Cutting In Line Draw 3 initiative cards and keep the highest.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

Guantlet of the Demon Slayer
Character must have Smite before using this blade. looks like a normal Knights Guantlet. but when player activates Smite on it various powers can come forth.
Major: Psi Blade Edge Strength and Spirit damage, AP 6, Smite +4 or with a raise +8 Damage and choose a trapping
Major: Florentine Edge (wield two weapons, adds+1to fighting roll-1 to thoose gang up.)
Major: Power Warriors Gift/ Greater Warriors Gift (4/8. Warriors edge one level lower or two at same level)
Major: Power Banish/Banish the Horde (3/6 One or Large Burst area)

Minor: +5 PP
Minor: +5 PP

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage
User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 8: Rescue Me!

Post by Venatus Vinco »

Jamming
Reminder there is radio jamming in effect.
Piloting
Piloting [dice:23mx6nfi]52954:0[/dice:23mx6nfi]
Wild [dice:23mx6nfi]52954:1[/dice:23mx6nfi]
Ace [dice:23mx6nfi]52954:2[/dice:23mx6nfi]
Shooting
Shooting [dice:23mx6nfi]52954:3[/dice:23mx6nfi]
Wild [dice:23mx6nfi]52954:4[/dice:23mx6nfi]
Extra Effort [dice:23mx6nfi]52954:12[/dice:23mx6nfi]

Shooting [dice:23mx6nfi]52954:5[/dice:23mx6nfi]
Wild [dice:23mx6nfi]52954:6[/dice:23mx6nfi]
Ace [dice:23mx6nfi]52954:8[/dice:23mx6nfi]


Damage [dice:23mx6nfi]52954:7[/dice:23mx6nfi] Raise [dice:23mx6nfi]52954:13[/dice:23mx6nfi] AP 18
Damage [dice:23mx6nfi]52954:9[/dice:23mx6nfi] Raise [dice:23mx6nfi]52954:10[/dice:23mx6nfi] AP 18
Ace [dice:23mx6nfi]52954:11[/dice:23mx6nfi]

Joker +2
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
User avatar
Stormforge
Posts: 65
Joined: Sat Mar 23, 2019 8:11 pm

Re: Mission 8: Rescue Me!

Post by Stormforge »

Venatus Vinco wrote: Wed May 01, 2019 2:39 am
Jamming
Reminder there is radio jamming in effect.
Despite the Jamming and actions of the 1st Gryphus hums a few bars of his favorite lullaby as it comes to mind. ” They were one and for all. Heroes before the fall. Heroes come again, un looked for and unseen. Some heroes really mean and other’s really green. But they were heroes one and all, ready for a fall. Come once more to the floor, unending and ready for more. They were heroes one and all...”
Let them Jamm that. He looks at the leaf rustler elemental flittering near him and the water whisp making a puddle on the deck plating. ” Almost there!”
Character Info
Charisma: 0; Pace: 6; Parry: 6; Toughness: 13(7); Strain: 0
Skills: Notice d6, stealth d4, Fighting d8, Mystisim d10+1
Weapon in hand: Enchanted Staff (Quickness and Teleport)
Combat Edges: None
Powers Active: none
Wounds: none
Fatigue: none
PPE: 20/20
Bennies
Bennies: 3/3
User avatar
Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Mission 8: Rescue Me!

Post by Icosa »

Alecto muscles her way over to the port side door gun as the transport ship dips under cloud cover and the ground comes into view. Optics tuned to near-IR, she watches for the thermal blooms of weapon fire in the underbrush and under tree canopies. Wherever she spots those telltales, she swivels the rail-cannon around and hoses the area with hypervelocity slugs that tear through leaf and wood and armor and flesh with equal aplomb!

Rolls: Assistance (Shooting) 11
Shooting: [dice:3hrufnfn]52971:0[/dice:3hrufnfn] or [dice:3hrufnfn]52971:1[/dice:3hrufnfn]
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Re: Mission 8: Rescue Me!

Post by Jackal »

As the transport ship dips under cloud cover and the ground comes into view, door gunners hose the ground. Like death from on high, rail-cannons rain down death from above.

Seric groans to himself, please don't shoot me I am trying to pull their attention off you. The hell was I thinking. I'm going to get killed!
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 8: Rescue Me!

Post by Venatus Vinco »

Rough Landing
Conditions wrote:
  • Pre-Rifts Ruins: Lots of rubble and debris. Ground based movement is considered Difficult Ground (each inch of difficult ground is two inches for purposes of movement).
  • Jamming: Radio Communications are impossible to due heavy CS Jamming
At first the Coalition troops seems distracted by the pitch ground battle and the Skybunker might approach unnoticed. Unfortunately, that changes, especially as more air targets enter the fray: Rod’s Dragonwing, Gryphus on his Gryphon, and a mighty dragon definitely get their attention. Anti-air railgun fire begins to burst around the team buffeting the Skybunker and whizzing past those exposed in the air.

Many rounds seem to hit very unusual air currents, generated by Gryphus, and zip off at odd angles rather than striking the transport. But a few make it through rocking the occupants in their seats and sending the thing veering and lurching from the impacts. Feeling the ride start to get bumpy Anon plops himself into the co-pilot seat, which is currently occupied by a rather attractive red headed co-pilot who gives him a death stare. Yet, that is soon forgotten as Anon uses his amazing connection to machinery to level out the aircraft.

On the ground, fire erupts from a new angle hitting some of the CS troops in the back. This causes some temporary confusion in their lines, and gives a brief opening for the “sky team” to get closer to the ground without crashing. Of course, now the Coalition knows Seric’s position and is ready to return fire. Before then can, however, Anarik rains down brimstone and tiny gremlins that gum up their formations keeping the landing window open just that much longer.

Most of the Coalition ground vehicles focus their fire on the Dragonwing, and while that is good news for the team it’s bad news for Rod as he maneuvers through heavy fire, rounds bouncing off his armor and prevent him from doing much except being a bullet magnet. Then again, when fighting the 1st taking care of the the Dragonwing means you leave an opening for the actual dragon! Merlagoon opens fire with his railgun sending troops scurrying and forcing even the heavy walkers to back off a little.

The jamming makes team communications hard, but Sinder helps by creating a telepathic switchboard with himself as the operator. Not only are communications restored but they happen at the speed of thought and are one hundred percent secure. A true tactical advantage that lets the group coordinate their efforts. At the door, Aletco sweeps rail gun fire across the CS ranks keeping their heads down and preventing them from offering a more concentrated resistance.

With support from the 1st SET the pilot is able to break through the hail of CS fire and set down between the 3M mercenaries and the CS troops. The landing is not smooth as the pilot sets down fast and hard jostling everybody inside the transport (everyone in the Skybunker takes one level of Fatigue from Bumps and Bruises).

With the transport on the ground the 1st now finds themselves with the full attention of the Coalition!

Seeing a railgun wielding dragon one of the skull walkers gets a bead and opens fire with both heavy rail guns (33 MD, AP 18 and MD 31 AP 18).

Initiative
W2 BJ!
Anon AS
Gryphus AD
Seric (Quick) KD
Merlaggon (Quick) KC
E1 JS
Rod (Level Headed) JD, 10D
Sinder (Quickness redraw 8) JC
Anarik 10S
E2 10C
W1 9D
G1-G5 8H
S1-S4 8S
3M 6H
Alecto (Level Headed) 4S 5S
G6-G9 3D
S5-S8 3C
MAP
  • Each Skelebot and Deadboy token represents a squad of 6
    Enforcer's and Skull Walkers are considered Wild Cards
    Each Terrain Hooper (3M operative) represents a group of 3
    1 Square is 1 inch
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
User avatar
Stormforge
Posts: 65
Joined: Sat Mar 23, 2019 8:11 pm

Re: Mission 8: Rescue Me!

Post by Stormforge »

On the Ace of Diamonds the world sees Magic for what it truly is!
Gryphus’ actions and movement, and list of spells activated... Merlaggon has a the raise of greater quickness on him, and normal exalted smite +4 damage
Step 1: Ride his griffon over the sky bunker to Merlaggon ( 6 squares away)
Step 2: Activate his TW warriors gauntlet ( thanks Annon): 2ppe for 3 rounds ( gives bonus to str +2, elan, and a Bonus to climbing innate to the item:+2)
Step 3: Actions (three of them) -1 fatigue, -4 MAP, and +1 staff of HJ
  • Mega Quickness (Temporal Split- two Merlaggons form do their actions and then merge) on Merlaggon: [dice:un72ify1]53079:0[/dice:un72ify1] ace [dice:un72ify1]53079:6[/dice:un72ify1] wild [dice:un72ify1]53079:1[/dice:un72ify1]
    • In addition to the two complete turns the character gains with quickness, he may ignore up to two points of multi-action penalties on each of those turns.
    Mega Smite (Shatter Point- hits the weakness in the object better than normal): [dice:un72ify1]53079:2[/dice:un72ify1] wild [dice:un72ify1]53079:3[/dice:un72ify1]
    • The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage.
      The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc.
    Cushion of air on the front/south side of the Skybunker, [dice:un72ify1]53079:4[/dice:un72ify1] ace [dice:un72ify1]53079:7[/dice:un72ify1]wild [dice:un72ify1]53079:5[/dice:un72ify1]
    • Cushion of air: In the area the air warlocks elemental manipulation effects instead of making the area difficult on its inhabitants the warlock can protect the area with a cushion of air. This dampens any object’s destructive power traveling through the area so that it does 1/2 damage. This includes objects such as, railguns, boom guns, thrown trees, and normal bullets. Rockets and missles while slowed don’t normally have their damage affected but when appropriate might give a +2 to the agility roll to get out of the blast area.
Step 4 prone for cover and use the skybunker as a shield against the south side barrage
OOC Comments
The sterling man looks at Gryphus wagging a finger back and forth. So confidant compared to Gryphus’ meek downtrodden posture. Gryphus mumbles, ” If you do this... Don’t you see...”

The handsom man laughs his locks flowing like a setting sun, glinting in the light. The chamber the two were in rumbled with his laughter that hinted of a bit of malice. ”My friend, the Grand City cannot be brought low to those whom are ignorant and powerless.”

The younger eyed stormforge looked at his friend with sad eyes. But bit his tongue feeling helpless to change his friend’s mind.
No longer helpless today Nostro Dunscon. Today Magic shows how beautiful it can be!

The warlock true Atlantean spurs his griffon over the skybunker landing softly before Merlaggon. Forgetting any pretense of the hatchling’s age or Gryphus’ many dealing with his kind in the past the Stormforge speaks from his heart. ”Merlaggon we live in a world filled with dread and death. Magic can be a beacon to all who seek a brighter future. I lay my gifts upon ye in the hopes you can share them with the world!”

Gryphus touches the nose of the red dragon hatchling with his staff making Merlaggon almost seem to have a seperate distinct after image. Gryphus cries, ”Through sight and mind unseen I seek thi Temporal Split!”

With his other hand he reaches for the razor sharp maw of the hatchling with but a ginger finger he casts the teeth of the dragon over sharped with the mighty power of Shatter Point! ” Rock, metal, and earthen stone will know no barrier to your great tooth Merlaggon. Take the shatter point and do well. Go be a hero and show the world the glory and good of magic!”

Letting Merlaggon to go bring magic into its rightful place umong the hearts and minds of the coalition Gryphus drops down using the skybunker as cover from the southern side CS forces. He also mutters soft words to the spirits of the air asking them to shield the sky bunker from rock, rail, and anything that flies through the air! And listen they did. A great gust of air swirled around the bunker giving it and those inside a protective cushion of air.
Character Info
Charisma: 0; Pace: 6; Parry: 6; Toughness: 13(7); Strain: 0
Skills: Notice d6, stealth d4, Fighting d8, Mystisim d10+1
Weapon in hand: Enchanted Staff (Quickness and Teleport)
Combat Edges: None
Powers Active: none
Wounds: none
Fatigue: none
PPE: 20/20
Bennies
Bennies: 3/3
User avatar
Roderick Wolfram
Posts: 167
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 8: Rescue Me!

Post by Roderick Wolfram »

Standing on twin pillars of fire, the Dragonwing hovers near the Skybunker. With communication being jammed, Rod can only hope that 3M realizes that the sight of the Dragonwing means it is time to go and they waste no time in getting their injured into the Skybunker.

With Sinder's mental touch in his mind, Rod orders, Have someone get 3M's attention and lay down suppressible fire while they get their wounded on board. Seeing Merlaggon go Dragon on the Enforcer near them both, Rod decides to take out the large robots to the south.

I am targeting the south Walker (W2). Beta and Charlie are going after the south Enforcer (E2), then the skelebots (S5 and S6) near the Enforcer (E2).

The weapon arms shift down and focus on Enforcer (E2), twin beams of light stab down at it. Then they depress a bit more and saturate the ground with charged particles to take out two groups of Skelebots (S5 and S6). A panel on the Dragonwing's chest slides open, and a plume of smoke billows out as a missile bursts forth and flies toward the Walker W2.


Rod
Dice
Piloting [dice:upezt24l]53083:0[/dice:upezt24l]
Wild Die: [dice:upezt24l]53083:1[/dice:upezt24l]

Shooting Medium Missile at Walker (W1): [dice:upezt24l]53083:2[/dice:upezt24l]
Wild Die: [dice:upezt24l]53083:3[/dice:upezt24l]
Damage: [dice:upezt24l]53083:4[/dice:upezt24l] AP15 Raise + 2 Aces Damage: [dice:upezt24l]53083:13[/dice:upezt24l]
Total: 39 AP 15

Beta Rod

Shooting Left Medium Laser Cannon at Enforcer (E2): [dice:upezt24l]53083:5[/dice:upezt24l]
Damage: [dice:upezt24l]53083:6[/dice:upezt24l] AP10, Raise Damage: [dice:upezt24l]53083:14[/dice:upezt24l]
Total: 19 AP 10


Shooting Left Light Ion Cannon at S5: [dice:upezt24l]53083:7[/dice:upezt24l]
Damage: [dice:upezt24l]53083:8[/dice:upezt24l] AP4 SBT, Raise Damage: [dice:upezt24l]53083:15[/dice:upezt24l], Ace 1: [dice:upezt24l]53083:16[/dice:upezt24l]
Total: 25 AP4 SBT

Charlie Rod

Shooting Left Medium Laser Cannon at Enforcer (E2): [dice:upezt24l]53083:9[/dice:upezt24l]
Damage: [dice:upezt24l]53083:10[/dice:upezt24l] AP10, Ace: [dice:upezt24l]53083:17[/dice:upezt24l]
Total: 24 AP 10

Shooting Left Light Ion Cannon at S6: [dice:upezt24l]53083:11[/dice:upezt24l]
Damage: [dice:upezt24l]53083:12[/dice:upezt24l] AP4 SBT, Raise Damage: [dice:upezt24l]53083:18[/dice:upezt24l]
Total: 11 AP 4 SBT
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense, Battle-Hardened*, Fearless*, Nerves of Steel*

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q1 2019 Adventure Cards
  • None Drawn Yet
User avatar
Merlaggon
Diamond Patron
Diamond Patron
Posts: 313
Joined: Fri Sep 23, 2016 2:13 pm

Re: Mission 8: Rescue Me!

Post by Merlaggon »

Shot Twice - 2 Wounds.
*Playing Lucky Break Adventure Card to deal with the first Hit.*
Second Hit 3 Wounds (31AP18)
  • Soak (+2 due Elan)
    • Vigor: [dice:s0s77dqc]53085:0[/dice:s0s77dqc]
      Wild: [dice:s0s77dqc]53085:1[/dice:s0s77dqc]
      • Reroll
        • Vigor: [dice:s0s77dqc]53085:2[/dice:s0s77dqc]
          Wild: [dice:s0s77dqc]53085:3[/dice:s0s77dqc]
          • Re-Reroll
            • Vigor: [dice:s0s77dqc]53085:4[/dice:s0s77dqc]
              Wild: [dice:s0s77dqc]53085:5[/dice:s0s77dqc]
      Result: 7 - 1 Soaked. 2 Wounds Left and Shaken
Regeneration and Shaken Recovery - All Healed and Recovered
Vs. Shaken (+2 due Fast Regeneration, -2 due Wounds)
  • Spirit: [dice:s0s77dqc]53085:6[/dice:s0s77dqc]
    Wild: [dice:s0s77dqc]53085:7[/dice:s0s77dqc]
    Result: 7 - Success. No Longer Shaken
Regeneration (-2 due Wounds, +2 due Fast Healer)
  • Vigor: [dice:s0s77dqc]53085:8[/dice:s0s77dqc]
    Wild: [dice:s0s77dqc]53085:9[/dice:s0s77dqc]
    • Ace: [dice:s0s77dqc]53085:10[/dice:s0s77dqc]
      Re-Ace: [dice:s0s77dqc]53085:11[/dice:s0s77dqc]
      Re-Re-Ace: [dice:s0s77dqc]53085:12[/dice:s0s77dqc]
    Result: 21 - Success with Raise(s). Regenerate 2 Wounds. Now Unharmed.
Turn 1 - Northern Skull Walker takes 4, 2, 2 Wounds, Merlaggon Vigor -> d10
Stay Still and Shoot at Northern Skullwalker and Boosting his Vigor(3 Shots, Rock and Roll)
  • Shooting (d8-> d12+2 due TW Heavy Railgun, no Penalty for Auto Fire due Rock and Roll, no MaP due Greater Quickness, Size Penalties Cancel)
    • Shooting: [dice:s0s77dqc]53085:13[/dice:s0s77dqc]
      • Ace: [dice:s0s77dqc]53085:17[/dice:s0s77dqc]
      Shooting: [dice:s0s77dqc]53085:14[/dice:s0s77dqc]
      Shooting: [dice:s0s77dqc]53085:15[/dice:s0s77dqc]
      Wild: [dice:s0s77dqc]53085:16[/dice:s0s77dqc]
      • Ace: [dice:s0s77dqc]53085:18[/dice:s0s77dqc]
      Result: 20, 12, 13. 3 Hits all with Raises.
      • Damage
        • [dice:s0s77dqc]53085:19[/dice:s0s77dqc] + [dice:s0s77dqc]53085:20[/dice:s0s77dqc] (Raise) + [dice:s0s77dqc]53085:25[/dice:s0s77dqc] (Aces) =38 AP18 = 4 Wounds
        • [dice:s0s77dqc]53085:21[/dice:s0s77dqc] + [dice:s0s77dqc]53085:22[/dice:s0s77dqc] (Raise) + [dice:s0s77dqc]53085:26[/dice:s0s77dqc] (Ace) =29 AP18 = 2 Wounds
        • [dice:s0s77dqc]53085:23[/dice:s0s77dqc] + [dice:s0s77dqc]53085:24[/dice:s0s77dqc] (Raise) =30 AP18 = 2 Wounds
    Psionics (No MaP due Greater Quickness)
    • Psionics: [dice:s0s77dqc]53085:27[/dice:s0s77dqc]
      • Ace: [dice:s0s77dqc]53085:29[/dice:s0s77dqc]
      Wild: [dice:s0s77dqc]53085:28[/dice:s0s77dqc]
      Result: 7 - Success. +1 Die to Merlaggon's Vigor (->d10). 2 ISP
Turn 2 - Shooting 2 Wounds, 2 Wounds, 1 Wound; Bite 4 Wounds
Shooting at the Northern Enforcer, flying up to it, and Biting it (Wild Attack)
  • Shooting Heavy Railgun with Full Automatic (d8->d12+2 due TW Railgun, -2 due Snapfire, -2 due Full Automatic, no MaP due Greater Quickness)
    • Shooting: [dice:s0s77dqc]53085:35[/dice:s0s77dqc]
      Shooting: [dice:s0s77dqc]53085:30[/dice:s0s77dqc]
      Shooting: [dice:s0s77dqc]53085:31[/dice:s0s77dqc]
      Wild: [dice:s0s77dqc]53085:32[/dice:s0s77dqc]
      Result: 9, 5, 7 - Hit with Raise, Hit, Hit.
      • Damage
        • [dice:s0s77dqc]53085:36[/dice:s0s77dqc] + [dice:s0s77dqc]53085:37[/dice:s0s77dqc] (Raise) = 27 AP18 - 2 Wounds
        • [dice:s0s77dqc]53085:38[/dice:s0s77dqc] AP18 = 25AP18 - 2 Wounds
        • [dice:s0s77dqc]53085:39[/dice:s0s77dqc] AP18 = 23AP18 - 1 Wound
    Fighting (+2 due Shapeshifter's Claw, +2 to Hit due Wild Attack, no MaP due Shapeshifter's Claw)
    • Fighting: [dice:s0s77dqc]53085:33[/dice:s0s77dqc]
      Wild: [dice:s0s77dqc]53085:34[/dice:s0s77dqc]
      Result: 10 - Hit with Raise.
      • Damage: [dice:s0s77dqc]53085:40[/dice:s0s77dqc] + [dice:s0s77dqc]53085:42[/dice:s0s77dqc] (Claws) + [dice:s0s77dqc]53085:43[/dice:s0s77dqc] (Ace) + [dice:s0s77dqc]53085:41[/dice:s0s77dqc] (Raise) + 6 (Greater Smite and Wild Attack) = 46AP4 - 4 Wounds.

OWWWW!!!!

Boy do those Railguns hurt! I am glad I was only really hit by the one!


Glad that his flesh heals almost as fast as Cory's magic could mend him, Merlaggon paused a moment as Gryphus used his magic to bolster him before letting loose with his favorite toy, his Heavy Railgun. One of his split selves just plants himself as he sends streams of death towards the Skull Walker that had hit him, as the other shoots on the wing as he flies at the nearby Enforcer, damaging it before tearing into it with teeth that crack the armored plating of the Giant Robot Armor with just a touch before his massive jaws tear into it, almost tearing it in two.

"That helped, Gryphus, but Cory and her Blessings would have helped EVEN MORE if she was here to help me. Time for us to rescue th3 3M Mercenaries."

Next, I think I go after the remaining Robot Armors... if there will be any left.
Last edited by Merlaggon on Mon May 06, 2019 6:15 pm, edited 9 times in total.
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 0/3
  • [*]Base Amount
    -2 due Reroll on Hungry Helpers
    -1 due Extra Effort on Armor Power
ISP :20 / 10
PPE :38 /20
Active Psionic Powers: None
Active Magic Powers: Armor (+4 Armor due Raise, -1 to be hit by Ranged Weapons)
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 8
Toughness: Dragon Form - 47 (24) 43(20); Size +8
Toughness: Human Form - 15(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

http://savagerifts.com/sr/viewtopic.php?f=20&t=69
User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 8: Rescue Me!

Post by Venatus Vinco »

What Should Have Been
Shooting
Pilot
Shooting [dice:uch5bec4]53089:0[/dice:uch5bec4]
Wild [dice:uch5bec4]53089:1[/dice:uch5bec4]
Critical Fail
Technical Difficulties [dice:uch5bec4]53089:8[/dice:uch5bec4] (-4 to all Trait rolls for this weapon)

Shooting [dice:uch5bec4]53089:2[/dice:uch5bec4]
Wild [dice:uch5bec4]53089:3[/dice:uch5bec4]
Miss

Co-Pilot
Shooting [dice:uch5bec4]53089:4[/dice:uch5bec4]
Wild [dice:uch5bec4]53089:5[/dice:uch5bec4]
Ace [dice:uch5bec4]53089:9[/dice:uch5bec4]

Shooting [dice:uch5bec4]53089:6[/dice:uch5bec4]
Wild [dice:uch5bec4]53089:7[/dice:uch5bec4]

Two More Hits
[dice:uch5bec4]53089:10[/dice:uch5bec4]
[dice:uch5bec4]53089:11[/dice:uch5bec4]

E1 Piloting [dice:uch5bec4]53089:12[/dice:uch5bec4] [dice:uch5bec4]53089:13[/dice:uch5bec4] +2 Ace = No Out of Control
Damage Report
W1 - wrecked
W2 - wrecked
E1 - fine
E2 - fine
S5 - Incapacitated (all 6)
S6 - Unharmed
Soaks
Piloting [dice:uch5bec4]53089:14[/dice:uch5bec4]
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
User avatar
Sinder
Diamond Patron
Diamond Patron
Posts: 285
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 8: Rescue Me!

Post by Sinder »

"I didn't start the Fire, it was always burning"

Sinder uses Greater Boost to help His chances with Psi
Psi [dice:269cn9i7]53093:0[/dice:269cn9i7] +2 Extra Effort [dice:269cn9i7]53093:2[/dice:269cn9i7] -4 total 9

Wild Dice [dice:269cn9i7]53093:1[/dice:269cn9i7]

Sinder calls out Angel and Starfire, "Starfire go up and see if any of the men need to be carried down, protect them. Angel stay near me and protect." Sinder uses the sides of the Sky Bunker for cover as he lays down Firebolts on the groupings of men and Skelbots. he is also hoping that seeing so much fire power the CS troops will back off.

Sinder lays down hell on the CS forces
Fire Bolt Edge Burst large, Rapid Fire +4 AP -4 total used for Firebolt 2PP large Burst 2PP for +4AP=4PPx3=12 PP

Bolt 1 G 6,7,8
Psi [dice:269cn9i7]53093:9[/dice:269cn9i7] +1 For dice +2 (+4 ISP) large Burst (+2 ISP) -4= Total:8 Success +1
Wild Dice [dice:269cn9i7]53093:3[/dice:269cn9i7]
Damage [dice:269cn9i7]53093:4[/dice:269cn9i7] extra Damage [dice:269cn9i7]53093:15[/dice:269cn9i7] Total Damage: 18+4AP
Everything Burns [dice:269cn9i7]53093:19[/dice:269cn9i7]

Bolt 2 S 6,7,8
Psi [dice:269cn9i7]53093:16[/dice:269cn9i7] +1 For dice +2 (+4 ISP) large Burst (+2 ISP) use the Wild Dice -4= Total: 16
Wild Dice [dice:269cn9i7]53093:5[/dice:269cn9i7] Aced + [dice:269cn9i7]53093:11[/dice:269cn9i7] Aced [dice:269cn9i7]53093:12[/dice:269cn9i7] Aced [dice:269cn9i7]53093:18[/dice:269cn9i7]
Damage [dice:269cn9i7]53093:6[/dice:269cn9i7] extra Damage [dice:269cn9i7]53093:13[/dice:269cn9i7] Aced [dice:269cn9i7]53093:14[/dice:269cn9i7] Total Damage: 37+4AP
Everything Burns [dice:269cn9i7]53093:20[/dice:269cn9i7]

Bolt 3 G3, S1,2
Psi [dice:269cn9i7]53093:10[/dice:269cn9i7] +1 For dice +2 (+4 ISP) large Burst (+2 ISP) -4= Total: 7
Wild Dice [dice:269cn9i7]53093:7[/dice:269cn9i7]
Damage [dice:269cn9i7]53093:8[/dice:269cn9i7]
spend Benny to reroll damage
[dice:269cn9i7]53093:17[/dice:269cn9i7] Total Damage: 19+4 AP
Everything Burns [dice:269cn9i7]53093:21[/dice:269cn9i7]
Last edited by Sinder on Sat May 04, 2019 8:46 am, edited 4 times in total.
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +2 from play, Quarter 3
Cards: Can be played at any time

5 Out of the Frying Pan
31 Flesh Wound EP
46 Renown EP Used Battle of Albuquerque


New Cards 4th quarter

3d52 = 99: 35, 30, 34

Seize the Day The character acts as if he had
drawn a Joker this combat round

Revelation Your hero finds all the information
available when doing research, or
realizes critical information when
confronting some obstacle such as
a monster’s weakness, the answer
to a riddle or cipher, etc.

Cutting In Line Draw 3 initiative cards and keep the highest.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

Guantlet of the Demon Slayer
Character must have Smite before using this blade. looks like a normal Knights Guantlet. but when player activates Smite on it various powers can come forth.
Major: Psi Blade Edge Strength and Spirit damage, AP 6, Smite +4 or with a raise +8 Damage and choose a trapping
Major: Florentine Edge (wield two weapons, adds+1to fighting roll-1 to thoose gang up.)
Major: Power Warriors Gift/ Greater Warriors Gift (4/8. Warriors edge one level lower or two at same level)
Major: Power Banish/Banish the Horde (3/6 One or Large Burst area)

Minor: +5 PP
Minor: +5 PP

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage
User avatar
Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Re: Mission 8: Rescue Me!

Post by Jackal »


Active Powers wrote:
  • Deflection: Duration: 3 (1/round) power is in second round, -6 to be hit.
  • Power Points spent on TK this round: 10
TK
NOTE: I might have misunderstood this, so VV feel free to call me on it. I understand a large tree to do MD. I think I did math below right.
No MaP: Exalted telekinesis (Spirit d8 = d12+2) . - - Large Tree to hit Skelebot d12+2 plus d12+3 MD.
[dice:27yl9iu3]53115:4[/dice:27yl9iu3] +2
[dice:27yl9iu3]53115:3[/dice:27yl9iu3] +3 = 24 MD to Skeleys

TK Psionics roll to activate power [dice:27yl9iu3]53115:0[/dice:27yl9iu3]
wd [dice:27yl9iu3]53115:1[/dice:27yl9iu3]

Roll to hit?
Map
Image


Seric sees the Legion ship land and nods, nicely done pilot. For a moment Seric is surprised by the appearance of a dragon, hot damn. When the CS concentrates fire on the Legion members Seric points at a large tree ahead of him and rips it up and out of the earth swinging if towards the Skelebots (S4) closest to him. After tossing the tree Seric will turn to climb back down to his hover cycle below.
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
User avatar
Anon
Posts: 114
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 8: Rescue Me!

Post by Anon »

Anon releases the cables to the 1st SET’s now very heavily modified Mountaineer just in time to keep it from being crushed in the landing. Having hopped so quickly into the co-pilot’s seat, he had neglected to buckle himself in properly, and found himself thrown halfway out of his seat and up against something rather hard. ”Ow,” he says eloquently.

Giving the co-pilot a quick check to be sure she’s okay and an apologetic smile, Anon runs for the Mountaineer.

I’m getting our ground game going. Flyers, I need you to call out where we’ve got men pinned down who need a lift or light fire support, and I’ll go pick ‘em up.

He slides behind the wheel, starts her up, and feels the magical energy flow through her.

”Okay, Bernadette,” he says, ”let’s show ‘em what you can do.”
Current condition: 1 level of Fatigue
Bumps and bruises from a hard landing.
Anon
Anon Smith a human Techno-Wizard
Character Sheet
User avatar
Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Mission 8: Rescue Me!

Post by Icosa »

From the open door of the Skybunker Alecto can see the first wave of attacks land on the Coalition troops to devastating effect. The wounded dragon unleashes his wrath on giant robots, while whole squads of infantry are engulfed in flame burning hotter than stellar plasma. She spots an immediate problem though. One unit of Coalition Deadboys were spared destruction, far on the south flank of the defending positions. The friendly forces taking cover from attacks from the west would be exposed to that unit.

She deactivated the railgun and slid it aside.

This is Alecto, she reported over the telepathic link, unsure if it would communicate her identity and therefore treating it exactly as she would a radio broadcast, I'm going after surviving enemy forces on the south flank. Do not bombard.

The armored android leapt from the Skybunker then, triggering her jetpack in freefall to rocket towards the troops.

It took only seconds to cross the hundred feet or so separating them, activating the magic in her enchanted blade as she went to accelerate her movements. Alecto landed among the ill-fated Coalition troops and with terrifying speed and precision began to methodically exterminate them...giving a field test to her new implanted blade in the process!

Attacking G9, Rolls
Quickness from Jitterbug: [dice:1i3wt8uz]53138:0[/dice:1i3wt8uz] or [dice:1i3wt8uz]53138:1[/dice:1i3wt8uz]
Move to G9, land in the center of the formation and attack using Improved Sweep with Quiescence:
Fighting: [dice:1i3wt8uz]53138:2[/dice:1i3wt8uz] or [dice:1i3wt8uz]53138:3[/dice:1i3wt8uz] Vital attack (-4 to hit, +4 damage)
Damage on hit: [dice:1i3wt8uz]53138:4[/dice:1i3wt8uz] + [dice:1i3wt8uz]53138:5[/dice:1i3wt8uz] AP 4 MD
Raise damage (if troop parry is 7 or less): [dice:1i3wt8uz]53138:14[/dice:1i3wt8uz]
Any troops hit by attack must roll Vigor or be Stunned.

If anyone moves into melee range with her (and are thus spared the Sweep), First Strike: [dice:1i3wt8uz]53138:6[/dice:1i3wt8uz] or [dice:1i3wt8uz]53138:7[/dice:1i3wt8uz] Vital attack (-4 to hit, +4 damage), for [dice:1i3wt8uz]53138:8[/dice:1i3wt8uz] + [dice:1i3wt8uz]53138:9[/dice:1i3wt8uz] AP 4 MD

If anyone attacks her in melee and misses a Parry of 12, Counterattack: [dice:1i3wt8uz]53138:10[/dice:1i3wt8uz] or [dice:1i3wt8uz]53138:11[/dice:1i3wt8uz], for [dice:1i3wt8uz]53138:12[/dice:1i3wt8uz] + [dice:1i3wt8uz]53138:13[/dice:1i3wt8uz] AP 4 MD
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Anarik Ebonlocke
Posts: 96
Joined: Thu Jul 12, 2018 12:57 am

Re: Mission 8: Rescue Me!

Post by Anarik Ebonlocke »

True Invisibility 11
-2 MAP, -1 Fatigue
Spellcasting [dice:1tjwhb3t]53242:0[/dice:1tjwhb3t]
Wild [dice:1tjwhb3t]53242:1[/dice:1tjwhb3t]
Ace [dice:1tjwhb3t]53242:2[/dice:1tjwhb3t]
Ace [dice:1tjwhb3t]53242:3[/dice:1tjwhb3t]
Force Multiplication 4
-2 MAP, -1 Fatigue
Spellcasting [dice:1tjwhb3t]53242:4[/dice:1tjwhb3t]
Wild [dice:1tjwhb3t]53242:5[/dice:1tjwhb3t]
Benny to reroll
Spellcasting [dice:1tjwhb3t]53242:6[/dice:1tjwhb3t]
Wild [dice:1tjwhb3t]53242:7[/dice:1tjwhb3t]
Benny to reroll
Spellcasting [dice:1tjwhb3t]53242:8[/dice:1tjwhb3t]
Wild [dice:1tjwhb3t]53242:9[/dice:1tjwhb3t]
Benny to reroll
Spellcasting [dice:1tjwhb3t]53242:10[/dice:1tjwhb3t]
Wild [dice:1tjwhb3t]53242:11[/dice:1tjwhb3t]
Ilserayne Boost Vigor 4
-1 Fatigue
Spellcasting [dice:1tjwhb3t]53242:12[/dice:1tjwhb3t]

Castle Refuge
Afternoon
Round 0

Anarik grunted as he picked himself up off the deck, his entire body aching from the near crash landing. “You fly about as well as a damn goblin,” he muttered to the pilot.

Already Anaric was casting from near the open side door, first to make himself safe, and he disappeared from sight.

Anarik continued casting. “Ilserayne, I am summoning voidwalkers to help hold the bridge. Aid them,” he instructed his succubus.

Two Voidwalkers appeared about halfway to the double bridgehead, then moved toward the bridges. Ilserayne flew low along the ground toward them.

Ilserayne cast her own spell, increasing her hardiness.
Fear
Demons cause Fear checks. Up to VV if the three demons cause the team Fear checks, though they are likely used to it.
***

Anarik: True Invisibility (-8 to Notice and attack) (3r)
Anarick and Ilserayne: -1 Fatigue (Bumps and Bruises) - needs 24 hours
Ilserayne: Vigor d12; Toughness: 11 (3) (3r)
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:
User avatar
Merlaggon
Diamond Patron
Diamond Patron
Posts: 313
Joined: Fri Sep 23, 2016 2:13 pm

Re: Mission 8: Rescue Me!

Post by Merlaggon »

Countterattack
Fighting (+2 due Wild Attack, +2 due Shapeshifter's Claw)
  • Fighting: [dice:wapf9czu]53269:0[/dice:wapf9czu]
    Wild: [dice:wapf9czu]53269:1[/dice:wapf9czu]
Result: 7 - Hit
  • Damage: [dice:wapf9czu]53269:2[/dice:wapf9czu] + [dice:wapf9czu]53269:3[/dice:wapf9czu] + 6 (Greater Smite and Wild Attack) = 32 AP4 - Shaken
Surprised the Enforcer in front of him survived the railgun blasts and his vicious bite, Merlaggon is almost caught off-guard as it withdraws. He is, however, able to strike back with enough force to set it back in its metal heels as it withdraws.
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 0/3
  • [*]Base Amount
    -2 due Reroll on Hungry Helpers
    -1 due Extra Effort on Armor Power
ISP :20 / 10
PPE :38 /20
Active Psionic Powers: None
Active Magic Powers: Armor (+4 Armor due Raise, -1 to be hit by Ranged Weapons)
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 8
Toughness: Dragon Form - 47 (24) 43(20); Size +8
Toughness: Human Form - 15(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

http://savagerifts.com/sr/viewtopic.php?f=20&t=69
User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 8: Rescue Me!

Post by Venatus Vinco »

E1 Shooting

Pilot
Rail Gun [dice:w3uv33mn]53271:0[/dice:w3uv33mn]
[dice:w3uv33mn]53271:1[/dice:w3uv33mn]
[dice:w3uv33mn]53271:2[/dice:w3uv33mn]
Wild [dice:w3uv33mn]53271:3[/dice:w3uv33mn]
1 hit
damage [dice:w3uv33mn]53271:6[/dice:w3uv33mn] AP 18

Gunner
Missile [dice:w3uv33mn]53271:4[/dice:w3uv33mn]
Wild [dice:w3uv33mn]53271:5[/dice:w3uv33mn]
Hit
[dice:w3uv33mn]53271:7[/dice:w3uv33mn] Aces [dice:w3uv33mn]53271:8[/dice:w3uv33mn]
33 Ap 15
E2 Shooting
Pilot
Rail Gun [dice:w3uv33mn]53271:9[/dice:w3uv33mn]
[dice:w3uv33mn]53271:15[/dice:w3uv33mn]
[dice:w3uv33mn]53271:16[/dice:w3uv33mn] Ace [dice:w3uv33mn]53271:17[/dice:w3uv33mn]
Wild [dice:w3uv33mn]53271:10[/dice:w3uv33mn]
Damage: [dice:w3uv33mn]53271:18[/dice:w3uv33mn]
Damage: [dice:w3uv33mn]53271:19[/dice:w3uv33mn]

Gunner
Missile [dice:w3uv33mn]53271:11[/dice:w3uv33mn]
Wild [dice:w3uv33mn]53271:12[/dice:w3uv33mn]
Damage [dice:w3uv33mn]53271:13[/dice:w3uv33mn] Ace [dice:w3uv33mn]53271:14[/dice:w3uv33mn]
Total 27 Ap 15
Skybunker
out of Control [dice:w3uv33mn]53271:20[/dice:w3uv33mn]
S4
Shooting (lasers) [dice:w3uv33mn]53271:21[/dice:w3uv33mn] (all at -2) Aces [dice:w3uv33mn]53271:23[/dice:w3uv33mn]
Two hits with a raise
[dice:w3uv33mn]53271:24[/dice:w3uv33mn]
[dice:w3uv33mn]53271:25[/dice:w3uv33mn] Aces [dice:w3uv33mn]53271:26[/dice:w3uv33mn]
grenades [dice:w3uv33mn]53271:22[/dice:w3uv33mn] Damage [dice:w3uv33mn]53271:27[/dice:w3uv33mn] MD
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 8: Rescue Me!

Post by Venatus Vinco »

Battle of Little Rock
Conditions wrote:
  • Pre-Rifts Ruins: Lots of rubble and debris. Ground based movement is considered Difficult Ground (each inch of difficult ground is two inches for purposes of movement).
  • Jamming: Radio Communications are impossible to due heavy CS Jamming
  • Air Support: 6 CS S7 “Talon” Bombers on long range radar will be in missile range in two rounds
With the transport on the ground the 1st now finds themselves with the full attention of the Coalition!

Seeing a railgun wielding dragon one of the skull walkers gets a bead and opens fire with both heavy rail guns hitting hard, but miraculously Merlaggo shrugs off the blow.

Moving quickly, Anon decouples the Mountaineer and jumps aboard moving close to the building where 3M is holed up ready to pick-up any survivors. Meanwhile, Gryphus takes a few moments to animate Merlaggon with elemental power, allowing the dragon to move like the wind and smash like a tidal wave.

From his position at the rear of the troops Seric uproots and old gnarled tree with his mind and uses it like a club to smash the lead skelebot in a column moving down a ramp. The tree connects with a solid “thwack” smashing the robots armored exterior and sending it flying hundreds of feet away. It lands hard, it’s head coming loose and rolling a few additional feet away from its body (group S4 down to 5 skelebots).

Merlaggon, animated by magical force, opens fire with his railgun causing the Enforcer to stagger from the blows. Sparks fly as the giant robot is rocked backward but it manages to keep its footing. Unfortunately, the dragon charges and takes a giant bit, creating a smoking hole in the Enforcer’s chest. Knowing he cannot go toe-to-toe with a dragon the pilot backpedals, giving Merlaggon another snap causing him to stumble slightly but remains unhurt.

Recovering his feet, the pilot opens fire with the rail gun as the he walks backward (benny to unshake) to make space while the co-pilot ais and fires an anti-personnel missile. Fortunately, for Merlaggon the Enforcer is heavily damaged and the rail gun - while spewing a lot of fire - is poorly sighted (1 hit, 25, AP 18). Despite the damage to their system, the gunner is a true professional and hits home with his missile (33, AP 15).

Screeching in form on high Rod and all his adjuncts open fire from the Dragonwing. His missile strike is particularly deadly blowing up a Skull Walker before it even has a chance to act. His heavy lasers scorch the armor on the second Enforcer but the big robot is able to withstand the onslaught. Some nearby ground troops are not so lucky as the medium ion cannon catches them unawares. Fortunately, for the second group they manage to get under cover and get out of the away of the blast (S5 incapacitated).

Ordering his companions to render assistance Sinder takes it upon himself to burn out some infantry with devastating effect, leaving a smoking crater where human lives once stood. (FYI: You’re supposed to roll damage separately for each group of Extras, but it’s fine for this scene)

Deciding discretion is the better part of valour Anarik turns invisible, then calls forth two demons to do his dirty work. The demons move menacingly toward the nearest soldiers, causing a shudder of indecision to tremor down their lines. They are joined by Anarik’s succubus companion, making for a strange - but fearful - sight.

With the infantry in front of her decimated and the Skull Walker nearby already a hulking wreck the second Enforcer pilot tries to deal with the Dragonwing. The gunner returns fire with a missile of his own while the pilot swings the rail gun to bear on the source of the heavy fire bursts coming from near the Skybunker. The missile lock is good, striking the Dragonwing and detonating on target (27 AP 15) while the rail gun rounds pepper the Skybunker and the surrounding ground causing the hover vehicle to list to one side before the pilot rights it a dozen yards from its original position, jostling everyone who isn’t strapped down (Skybunker takes 2 wounds).

Seeing their numbers decimate the ground troops begin to pull back in a disciplined and orderly retreat. The troopers nearest the bridge begin to pull back beneath the overpass (G4, G5) while laying down heavy fire toward Anarik’s demons. Their heavy laser assault rifles let loose an unholy amount of fire (12 troops firing at ROF 3) but while it is disciplined they are still firing on the move. Lots of shots hit home, killing one of the Voidwalkers but the second and Succubus manage to avoid the brunt of it.

The two exposed groups of Skelebots on the ramp split up. One heads north to cover the infantry withdrawal away from the dragon on their flanks while the other group continues to the bottom of the ramp to deal with Seric and his giant tree club. Four of them open fire with lasers while the fifth launchers grenades. Seric sees a giant hail of fire come his way and manages to stay away from most of it but a couple of blasts hit home just as the grenade clinks at his feet and explodes! (Lasers - 2 Hits: 9 AP 2 & 23 AP 2, Grenade: 12 MD, LBT, MD)

From cover of the abandoned building 3M prepares to bug out, opening fire on the last group of skelebots taking out a large number of them with accurate, disciplined fire. The wounded members of the platoon are holed up inside the building but start helping each other toward the Mountaineer. One of them, wearing some sort of NCO patch gives Anon a sitrep, ”This is the mop up force, part of a bigger group that captured the Captain and some others and carted them off. If we leave, we’re leaving the Captain behind. If we stay we have to fight this lot, and three times as many more.”

Rockerting south behind Sinder’s fireball, Alecto cuts into an isolated squad of infantry, securing the entire flank, leaving only a mod of skelebots in the centre and two Enforcers to tangle with.

Commanded by their human masters the last platoon of Skelebots charges the bridge with a massive hail of fire from laser rifles and grenades (18 Skelebots, ROF 3 Lasers) pushing back Anarik’s demons and threatening to overwhelm the Skybunker just as the first of the evacuees begins to arrive.

While the Coalition appears to be withdrawing, leaving the skelebots to cover their retreat, they do not appear to be just rolling over. Beta and Charlie bring Rod’s attention to the long range radar, a tight squadron of six flying targets is approaching a supersonic speed. IFF quickly verifys them as Talon bombers, normally they operate in stealth mode they are obviously coming in highly visibly as a show of force. Each one is capable of launching heaving missiles and dropping air bursting high explosive munitions. They are also capable dogfighters combatants posing a credible threat to the dragonwing even in flight mode.
Initiative
Alecto (Level Headed) J! 10S
S5-S8 AC
Anon KS
Merlaggon (Quick) QS (5S, 2D, 3S, 3D)
Sinder (Quickness redraw 8) QC
Anarik 10H
E2 9S
Rod (Level Headed) 9H, 9D
Gryphus 8S
Seric (Quick) 8D
3M 6C
E1 5D
S1-S4 5H
MAP
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
User avatar
Anarik Ebonlocke
Posts: 96
Joined: Thu Jul 12, 2018 12:57 am

Re: Mission 8: Rescue Me!

Post by Anarik Ebonlocke »

Corruption roll from last round 12
Anarik Spirit [dice:1weq1plz]53288:0[/dice:1weq1plz]
Ace [dice:1weq1plz]53288:3[/dice:1weq1plz]
Wild [dice:1weq1plz]53288:1[/dice:1weq1plz]
Voidwalker Spirit [dice:1weq1plz]53288:2[/dice:1weq1plz]
Voidwalker Fighting 3
Fighting [dice:1weq1plz]53288:4[/dice:1weq1plz]
Ilserayne Boost Vigor on Voidwalker 3
-1 Fatigue
Spellcasting [dice:1weq1plz]53288:5[/dice:1weq1plz]
Greater Fear on G4 and G5 7; -2 penalty on the Fear check
-1 Fatigue
Spellcasting [dice:1weq1plz]53288:6[/dice:1weq1plz]
Wild [dice:1weq1plz]53288:7[/dice:1weq1plz]
Castle Refuge
Afternoon
Round 0

The Voidwalker moved up to engage the skelebots on the bridge, slashing with his claws.

Ilserayne moved behind a tree for cover. She started casting again, enhancing the toughness of the Voidwalker, though the pulled shoulder she’d suffered in the rough landing caused the spell to fail.

Anarik decided to help the Coalition’s retreat along. He murmured the magical incantation, and suddenly fear rose up in the hearts of the Deadboys across the canal.

***

Anarik: True Invisibility (-8 to Notice and attack) (2r)
Force Multiplication (1 VW left)(49r)
Anarick and Ilserayne: -1 Fatigue (Bumps and Bruises) - needs 24 hours
Ilserayne: Vigor d12; Toughness: 11 (3) (2r)
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:
User avatar
Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Re: Mission 8: Rescue Me!

Post by Jackal »


Seric is going after one of the Enforcers (E2).
Active Powers wrote:
  • Deflection: Duration: 3 (1/round) power is in third round, -6 to be hit.
  • 1 bennie used to Soak this round
  • PP to cast smite and onslaught = 8 PP used.
Soak
Wearing Body Armor: 16 (6) and -6 to be hit (Deflection)


Seric sees a giant hail of fire come his way and manages to stay away from most of it but a couple of blasts hit home just as the grenade clinks at his feet and explodes! (Lasers - 2 Hits: 9 AP 2 & 23 AP 2, Grenade: 12 MD, LBT, MD)

Wearing Full EBA MD Armor (Medium CK) Soak Roll (use a bennie) Vigor d10 Battle Hardened +2

[dice:1cn73q8x]53303:0[/dice:1cn73q8x] = rolls a 9 total to Soak


Seric casts a single icy, Smite enhanced, Onslaught Bolt doing 38 Mega Damage at E2 CS Enforcer
Pis Onslaught [dice:1cn73q8x]53303:1[/dice:1cn73q8x]
[dice:1cn73q8x]53303:2[/dice:1cn73q8x] [dice:1cn73q8x]53303:3[/dice:1cn73q8x]

Psi Smite (no MaP) [dice:1cn73q8x]53303:4[/dice:1cn73q8x] [dice:1cn73q8x]53303:5[/dice:1cn73q8x] adding 8 MD to bolt


As the battle continues, Seric keeps an eye, both on the CS and the Legion and Mercs, still not knowing who they are (nor does he know of any incoming additional CS). It was solely the brave flying of the pilot and the tenacity of the recuse team that swayed him to intervene and attack the CS troops. After bashing a Skelebot with the tree he grinned - until the CS opened fire on him and he had to dodge about and was thankful once again for armor. Who threw that grenade? Jerks.

The Enforcer (E2) stands tall near Seric and is firing at the Mercs and rescuers.

Pointing his right hand out, empty, and in the form of a pistol, Seric concentrates and aims.

Bam! - a metal blast rips across the distance between him and the Enforcer. A rippling heat-wave like bolt tears into the Enforcer (38 MD).

"Take that bub."
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
User avatar
Merlaggon
Diamond Patron
Diamond Patron
Posts: 313
Joined: Fri Sep 23, 2016 2:13 pm

Re: Mission 8: Rescue Me!

Post by Merlaggon »

Soaking. Shaken and 1 Wound Taken
Hit 1 - 1 Wound - Rob's Bennie (+2 due Elan)
  • Vigor: [dice:390ij0ui]53318:0[/dice:390ij0ui]
    Wild: [dice:390ij0ui]53318:1[/dice:390ij0ui]
    Result: 8 - Success. Soaked.
Hit 2 - 3 Wounds - EP Bennie (+2 due Elan)
  • Vigor: [dice:390ij0ui]53318:2[/dice:390ij0ui]
    • Ace: [dice:390ij0ui]53318:4[/dice:390ij0ui]
    Wild: [dice:390ij0ui]53318:3[/dice:390ij0ui]
    Result: 11 - Success with Raise. Soaked 2/3 Wounds.
OWWWW!!! It is MUCH better to be holding the Heavy Railguns than having them pointed at you.
Start of Round QS - Not Shaken, Still 1 Wound
Recovery from Shaken (-1 due Wound, +2 due Fast Regeneration)
  • Spirit: [dice:390ij0ui]53318:5[/dice:390ij0ui]
    Wild: [dice:390ij0ui]53318:6[/dice:390ij0ui]
    Result: 5 - Success
Regeneration (-1 due Fast Regeneration, +2 due Fast Healer)
  • Vigor: [dice:390ij0ui]53318:7[/dice:390ij0ui]
    Wild: [dice:390ij0ui]53318:8[/dice:390ij0ui]
    Result: 3 - Fail
Turn 1
Stand and shoot at the Northern Enforcer and Intimidate the Southern Enforcer
  • Shooting (d8==>d12+2 due TW Railgun, -1 due Wound, no Rapid Fire Penalty due Railgun, no MaP due Greater Quickness, no Size Penalty/Bonus... so d12+1)
    • Shooting
      • [dice:390ij0ui]53318:9[/dice:390ij0ui]
      • [dice:390ij0ui]53318:10[/dice:390ij0ui]
      • [dice:390ij0ui]53318:11[/dice:390ij0ui]
      Wild: [dice:390ij0ui]53318:12[/dice:390ij0ui]
      Result: 8, 5, 6 - Raise, Hit, Hit.
      • Damage:
        • [dice:390ij0ui]53318:16[/dice:390ij0ui] + [dice:390ij0ui]53318:17[/dice:390ij0ui] (Raise) = 28AP18 - 3 Wounds
        • [dice:390ij0ui]53318:18[/dice:390ij0ui] = 16AP18 - No Effect
        • [dice:390ij0ui]53318:19[/dice:390ij0ui] = 26AP18 - 3 Wounds
    Intimidate (-1 due Wound, +2 due Strong Willed, no MaP due Greater Quickness... so d6+1)
    • Intimidate: [dice:390ij0ui]53318:13[/dice:390ij0ui]
      Wild: [dice:390ij0ui]53318:14[/dice:390ij0ui]
      • Ace: [dice:390ij0ui]53318:15[/dice:390ij0ui]
      Result: 8 on Opposed Roll
Turn 2
Stand and shoot at the Southern Enforcer's guns and Intimidate the Southern Enforcer
  • Shooting (d8==>d12+2 due TW Railgun, -1 due Wound, -2 due Called Shot Weapon (2xRailgun, 1xMissile), no Rapid Fire Penalty due Railgun, no MaP due Greater Quickness, no Size Penalty/Bonus... so d12-1)
    • Shooting
      • [dice:390ij0ui]53318:20[/dice:390ij0ui]
      • [dice:390ij0ui]53318:21[/dice:390ij0ui]
      • [dice:390ij0ui]53318:22[/dice:390ij0ui]
      Wild: [dice:390ij0ui]53318:23[/dice:390ij0ui]
      • Ace: [dice:390ij0ui]53318:25[/dice:390ij0ui]
      Result: 6, 9, 10 - Hit, Raise, Raise
      • Damage
        • On Railgun
          • [dice:390ij0ui]53318:27[/dice:390ij0ui] = 30 AP18 - 3 Wounds
          • [dice:390ij0ui]53318:28[/dice:390ij0ui] + [dice:390ij0ui]53318:32[/dice:390ij0ui] (Ace) + [dice:390ij0ui]53318:33[/dice:390ij0ui] (Re-Ace)+ [dice:390ij0ui]53318:29[/dice:390ij0ui] (Raise) = 48 AP18 - 7 Wounds
        On Missile Launcher
        • [dice:390ij0ui]53318:30[/dice:390ij0ui] + [dice:390ij0ui]53318:31[/dice:390ij0ui] (Raise) = 16 AP18 - No Effect
    Intimidate (+2 due Strong Willed, -1 due Wound, No MaP due Greater Quickness
    • Intimidate: [dice:390ij0ui]53318:24[/dice:390ij0ui]
      Wild: [dice:390ij0ui]53318:26[/dice:390ij0ui]
      Result: 5 On Opposed Roll

Gryphus's splitting spell on Merlaggon somehow seemed to protect him from most of the Railgun and Missile fire, but he was still bleeding when the smoke all cleared, and wasn't able to heal the gashes in his body.

Giving his head a shake, Merlaggon braces himself and unleashes death and destruction upon the Enforcer that had hurt him.

Giving it a second for thought, Merlaggon realizes that Cory would have preferred him to spare the humans in these robots if possible instead of blowing them up. His other self turns towards the unhurt Enforcer and aims instead at its weapons. While the Enforcer's Railgun blows up, its missile Launcher is unscratched.

In chorus from his two selves..."We have decided that we will not just blow you up, robot pilot. If I had aimed for a kill shot instead of just your weapons, you would be molten slagg. Instead I have given you a choice. If you shoot anymore at me, my friends, or those we have come to rescue, I will blow you up. If you decide to withdraw with your human friends, I will not attack either you or them. the choice is yours. Choose wisely."
Last edited by Merlaggon on Tue May 14, 2019 6:44 pm, edited 14 times in total.
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 0/3
  • [*]Base Amount
    -2 due Reroll on Hungry Helpers
    -1 due Extra Effort on Armor Power
ISP :20 / 10
PPE :38 /20
Active Psionic Powers: None
Active Magic Powers: Armor (+4 Armor due Raise, -1 to be hit by Ranged Weapons)
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 8
Toughness: Dragon Form - 47 (24) 43(20); Size +8
Toughness: Human Form - 15(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

http://savagerifts.com/sr/viewtopic.php?f=20&t=69
User avatar
Sinder
Diamond Patron
Diamond Patron
Posts: 285
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 8: Rescue Me!

Post by Sinder »

WIP

Sinder sees the first attack went well for them he knows he has to follow up, because he can’t guarantee that the CS won’t try to make a comeback. “Got to destroy as much as possible.” To Ron he says, “Are we asking for the men to surrender?”

Sinder still using the Bunker as cover plans his attack. With this in mind Sinder decides to light up the skelbots close to him and any grouping he can.

Sinder concentrates on the CS Skelbots on the small bridge and the one further out.

Action 1
Fire bolts Large Burst and Rapid fire
To S-4
Psi
[dice:2f2mi6n5]53344:0[/dice:2f2mi6n5] total = 8-1 fatigue= 7
Damage
[dice:2f2mi6n5]53344:1[/dice:2f2mi6n5] Aced dice [dice:2f2mi6n5]53344:7[/dice:2f2mi6n5] total =31
Everything Burns [dice:2f2mi6n5]53344:14[/dice:2f2mi6n5]

To S-7,8
Psi
[dice:2f2mi6n5]53344:2[/dice:2f2mi6n5] total = 9-1 fatigue= 8 , +1 Raise
Damage
[dice:2f2mi6n5]53344:3[/dice:2f2mi6n5] Aced dice [dice:2f2mi6n5]53344:8[/dice:2f2mi6n5] total = 35
Damage
[dice:2f2mi6n5]53344:4[/dice:2f2mi6n5] Aced dice [dice:2f2mi6n5]53344:9[/dice:2f2mi6n5] total =34
Everything Burns [dice:2f2mi6n5]53344:15[/dice:2f2mi6n5]

To S-6
Psi total
[dice:2f2mi6n5]53344:5[/dice:2f2mi6n5] extra Effort [dice:2f2mi6n5]53344:10[/dice:2f2mi6n5] total using Wild Dice= 11-1 fatigue= 10 +1 Raise
Damage
[dice:2f2mi6n5]53344:6[/dice:2f2mi6n5] raise [dice:2f2mi6n5]53344:13[/dice:2f2mi6n5] total =19

Wild Dice [dice:2f2mi6n5]53344:11[/dice:2f2mi6n5] Aced [dice:2f2mi6n5]53344:12[/dice:2f2mi6n5]
Everything Burns [dice:2f2mi6n5]53344:16[/dice:2f2mi6n5]

Action 2
As an action, he can create environmental effects that impose a −2 to Trait rolls (−4 with a raise). For any Trait rolls, use the Psionics skill. None of these effects cost ISP. on S-6 the 30 foot Radius is -2 for them to shoot through.
Psi [dice:2f2mi6n5]53344:17[/dice:2f2mi6n5]
Wild Dice [dice:2f2mi6n5]53344:18[/dice:2f2mi6n5]
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +2 from play, Quarter 3
Cards: Can be played at any time

5 Out of the Frying Pan
31 Flesh Wound EP
46 Renown EP Used Battle of Albuquerque


New Cards 4th quarter

3d52 = 99: 35, 30, 34

Seize the Day The character acts as if he had
drawn a Joker this combat round

Revelation Your hero finds all the information
available when doing research, or
realizes critical information when
confronting some obstacle such as
a monster’s weakness, the answer
to a riddle or cipher, etc.

Cutting In Line Draw 3 initiative cards and keep the highest.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

Guantlet of the Demon Slayer
Character must have Smite before using this blade. looks like a normal Knights Guantlet. but when player activates Smite on it various powers can come forth.
Major: Psi Blade Edge Strength and Spirit damage, AP 6, Smite +4 or with a raise +8 Damage and choose a trapping
Major: Florentine Edge (wield two weapons, adds+1to fighting roll-1 to thoose gang up.)
Major: Power Warriors Gift/ Greater Warriors Gift (4/8. Warriors edge one level lower or two at same level)
Major: Power Banish/Banish the Horde (3/6 One or Large Burst area)

Minor: +5 PP
Minor: +5 PP

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage
User avatar
Stormforge
Posts: 65
Joined: Sat Mar 23, 2019 8:11 pm

Re: Mission 8: Rescue Me!

Post by Stormforge »

Gryphus just ignores Merlaggon hoping the child knows what he is doing. No one has asked him to be his nurse maid so might as well stop now. Dragon will have to clean up his own mess. Still Gryphus hoped Merlaggon would show the CA the bright side of magic and not just the carnage it could bring. ” Treat them well Dragon.”

Gryphus riding his griffin heads over to Anon’s APC while maintaining his cushion of air over the skybunker. Hopefully that will keep the vehicle up for a bit longer. Once there he mildly suggests through a forceful yell over the sounds of battle, ” I f this is everyone from the 3M, it’s time for you guys to big out. Get to the bunker and tell the pilot to take off. Anon, I’ll ride with you. My control over the elements may come in handy. Is there room for my griffin?”

Move: To Anon
Action: Maintain cushion of air over sky bunker. 1/2 damage from projectile weapons. Talk to Anon and 3 M
Character Info
Charisma: 0; Pace: 6; Parry: 6; Toughness: 13(7); Strain: 0
Skills: Notice d6, stealth d4, Fighting d8, Mystisim d10+1
Weapon in hand: Enchanted Staff (Quickness and Teleport)
Combat Edges: None
Powers Active: none
Wounds: none
Fatigue: none
PPE: 20/20
Bennies
Bennies: 3/3
User avatar
Roderick Wolfram
Posts: 167
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 8: Rescue Me!

Post by Roderick Wolfram »

The Soak
Give a benny to Merlaggon (4 remaining).

Spending a benny (3 remaining) to soak missile strike (27 AP 15). Dragonwing Armor: 35(17). Final Damage: 7: 1 wound

Piloting: [dice:23wxjqpr]53502:0[/dice:23wxjqpr] (Includes +2 from Elan)
Wild Die: [dice:23wxjqpr]53502:1[/dice:23wxjqpr]
It's grim satisfaction that Rod feels as the Walker crashes to the ground when the alarm goes off that a missile is incoming. Rod reacts instantly, moving both up and forward towards the southern Enforcer. The short distance (for a missile) and the Dragonwing's own movement, confuses the targeting system of the missile causing it to flash past the robot, detonating on a structure behind it.

I need to know the actions of the Enforcer to determine the actual action this round.
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense, Battle-Hardened*, Fearless*, Nerves of Steel*

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q1 2019 Adventure Cards
  • None Drawn Yet
User avatar
Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Mission 8: Rescue Me!

Post by Icosa »

Alecto engages her armor's chameleon system and advances towards the skelebots on the bridge. On finding a good firing position she stops and takes advantage of the magic flowing around her that seems to slow time down to swap her swords out for the multibarreled rail-minigun hooked on the side of her jetpack. The barrels spin up and emit a long, buzzing whine as she methodically hoses down the Coalition robots that hold the southern edge of the bridge. The constant stream of tungsten-jacketed cobalt rounds intended not to cut them down, but rather to force them to focus on self-defense rather than firing on the team currently being loaded into the Skybunker.

Meanwhile she sent to the telepathic network, "We need a way to keep the incoming air assets from destroying the transport. Can it be made invisible?"

Rolls
Turn invisible and move 8 squares NW from current location.
Quickness turn: Suppressing Fire on S7 and S8
Shooting [dice:1jl5jylh]53537:0[/dice:1jl5jylh] or [dice:1jl5jylh]53537:1[/dice:1jl5jylh]
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Anon
Posts: 114
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 8: Rescue Me!

Post by Anon »

Stormforge wrote: Tue May 14, 2019 8:45 am
Gryphus riding his griffin heads over to Anon’s APC while maintaining his cushion of air over the skybunker. Hopefully that will keep the vehicle up for a bit longer. Once there he mildly suggests through a forceful yell over the sounds of battle, ” I f this is everyone from the 3M, it’s time for you guys to big out. Get to the bunker and tell the pilot to take off. Anon, I’ll ride with you. My control over the elements may come in handy. Is there room for my griffin?”

Move: To Anon
Action: Maintain cushion of air over sky bunker. 1/2 damage from projectile weapons. Talk to Anon and 3 M
Anon shakes his head. ”With those birds inbound, we need to evac the bunker, too, or do what @Alecto suggests and make it invisible. We’ll never get it off the ground in time.” He looks at the griffon, a truly majestic creature, and then meaningfully at the haul of mercs. ”Maybe? It’d be a, ah, tight fit.”

To the psi-link, he sends, @Anarik Ebonlocke, can you make the sky bunker invisible? @Roderick Wolfram, our survivors say the CS has their captain. Are we pursuing?

Anon moves the Mountaineer to the best cover he can while he communicates with the team.
On Hold
Waiting for this to turn into a dramatic task. 🙂
Anon
Anon Smith a human Techno-Wizard
Character Sheet
User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 8: Rescue Me!

Post by Venatus Vinco »

Retreat is a Tactically Viable Option
Conditions wrote:
  • Pre-Rifts Ruins: Lots of rubble and debris. Ground based movement is considered Difficult Ground (each inch of difficult ground is two inches for purposes of movement).
  • Jamming: Radio Communications are impossible to due heavy CS Jamming
  • Air Support: 6 CS S7 “Talon” Bombers are circling above!
Alecto lays down some suppression fire, slowing down S7 and S8 as they try to move across the bridge. However, group S6 is undaunted as three of them gang-up on the Voidwalker while another three surround the Skybunker activating their forearm vibro-blades and attempting to board! Unfortunately for them, Sinder is in the Skybunker and melts all of them to slag.

Keeping the Mountaineer out of the line of fire, Anon quickly begins to problem solve their new circumstances as the threat of CS bombardment looms overhead.

Raking the remaining Enforcer with his rail gun Merlaggon manages to strip away all of its weapons and delivers an ultimatum. Which the pilot appears to heed as he begins to back away to, keeping himself between the 1st SET and any remaining human troops.

Anarik adds to the panic erupting in the Coalition lines by striking fear into the hearts of the already retreating soldiers. Overcome with dread they simply run away at full speed, losing any semblance of orderly retreat.

With the Enforcer backing off, Rod watches warily while keeping tabs on the incoming bombers which will be in a position to strike within a few seconds!

Gryphus meets up with Anon as they try to move the survivors to the Skybunker. However, they are putting up a stink about leaving without their Captain. ”The Captain has the intel that got us into this mess in the first place,” one of them objects. ”If they keep him, then we all wasted our efforts.” Not everyone agrees with the vocal noncom, however, as the wounded and more mercenary among the group hustle into the Mountaineer for evacuation.

Seric sees the Enforcer retreating and blasts it in the back with a massive fireball, sending the already damaged unit reeling. The pilot barely manages to keep control but the robot begins to spew smoke and lists to the right as it walks like a giant drunken sailor. The last group of Skelebots sees the source of the fireball and sends a hail of fire toward Seric but his deflection power sends the lasers careening off in a dozen different directions.

Hgh above the group the bombers are circling and just waiting for the slowed Enforcer to clear the blast area before dropping massive ordinance. The squad of six breaks into pairs and selects targets. Rod can hear his sensors screaming as two attempt to get a missile lock on him. If two are targeting the Skybunker that likely means two are targeting the dragon!

Dramatic Task: Evacuate without Getting Bombed Into the Stone Age

We will use SWADE style. It sounds like the plan in OOC is to turn the Skybunker invisible and get out. The Skelebots need to be kept at bay and the bombers need to be distracted before launching their payload.

Three rounds: 24 tokens needed (3 successes per player), each token represents a rescued survivor!

Make the Skybunker Invisible: 10 Tokens
Skills: Techno-Wizardy, Spellcasting, or Miracles all rolled at -2.

Keep the Skelebots at Bay: 5 tokens
Skills: Fighting, Shooting, Arcane Skill (any) at -2

Deal with the Bombers: 5 tokens
Skills: Shooting, Piloting at -4

Load the Evacuees: 4 Tokens
Skills: Healing, Persuasion, Intimidation at -2

Everyone gets a card each round. You can tackle any set of tokens in any order by rolling the required skill or by assisting someone else (maximum support roll is +4). Narrate the Results.

A Club means a complication, making the roll an additional -2.

Seric JS
Rod 10H
Sinder 7S
Anon 7H
Alecto 7D
Merlaggon 5C (Complication)
Anarik 4H
Gryphus 2C (Complication)

Oh Captain, My Captain
The Captain with the intel needs rescuing. The group can decide how you want to end your narration to set that up: Do you see the Skybunker off and stay behind to mount a rescue? Or, do you leave and go back to the Castle and marshal the resources for a bigger operation? Or, I guess you can just say "screw him" and leave with no plans to go back. Far be it from me to rail road anyone.
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
User avatar
Stormforge
Posts: 65
Joined: Sat Mar 23, 2019 8:11 pm

Re: Mission 8: Rescue Me!

Post by Stormforge »

Gryphus looks at the non com and blinks surprised. We need the captain most of all. He puta a hand on the non coms shoulder and frowns feeling the mans pain. ”Look... I left a bunch of people once and I do not look to do that again. You help get the rest of the 3M on board and I promise we’ll take you when we rescue the captain.”
Persuasion 9
Persuasion [dice:3n8cjo3o]53662:0[/dice:3n8cjo3o] wild [dice:3n8cjo3o]53662:1[/dice:3n8cjo3o] reroll [dice:3n8cjo3o]53662:2[/dice:3n8cjo3o] ace [dice:3n8cjo3o]53662:6[/dice:3n8cjo3o]wild [dice:3n8cjo3o]53662:3[/dice:3n8cjo3o] last benny for some reroll... [dice:3n8cjo3o]53662:4[/dice:3n8cjo3o] wild [dice:3n8cjo3o]53662:5[/dice:3n8cjo3o]
Unsure if the non com or would help Gryphus asks Anon again, ” Hey Anon what do you think about packing everyone in and going to get their captain?”
Character Info
Charisma: 0; Pace: 6; Parry: 6; Toughness: 13(7); Strain: 0
Skills: Notice d6, stealth d4, Fighting d8, Mystisim d10+1
Weapon in hand: Enchanted Staff (Quickness and Teleport)
Combat Edges: None
Powers Active: none
Wounds: none
Fatigue: none
PPE: 20/20
Bennies
Bennies: 3/3
User avatar
Anon
Posts: 114
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 8: Rescue Me!

Post by Anon »

Stormforge wrote: Sun May 19, 2019 8:25 am
Unsure if the non com or would help Gryphus asks Anon again, ” Hey Anon what do you think about packing everyone in and going to get their captain?”
Anon says, ”I’m game if our fearless leader is. Maybe we can evac the wounded first, if we can survive the incoming bombers. Let’s go, you louts!
TW 9 to Support Gryphus, so +2 to His Roll
Techno-Wizardry [dice:20ots1vb]53668:0[/dice:20ots1vb] (MM cancels -2 penalty)
Wild [dice:20ots1vb]53668:1[/dice:20ots1vb]
Anon punches a button to activate his suit’s radio and channels in some PPE, activating its built-in telepathic signal and connecting the minds of the nearest 3M survivors directly with his own and with Gryphus! The din of the battle outside can’t interfere with Gryphon’s message now, and Anon hopes that will be enough to get the men moving.
Anon
Anon Smith a human Techno-Wizard
Character Sheet
User avatar
Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Re: Mission 8: Rescue Me!

Post by Jackal »

Psionics 8 vs Skelebots, Success and 1 Raise
Keep the Skelebots at Bay, Skills: Fighting, Shooting, Arcane Skill (any) at -2. Using Arcane skill Psionics d10

[dice:1rsg1crb]53670:0[/dice:1rsg1crb]
EF [dice:1rsg1crb]53670:1[/dice:1rsg1crb]
Wild [dice:1rsg1crb]53670:2[/dice:1rsg1crb]
Result is an 8, Success and 1 Raise on Psionics.

Narrative to follow: Psi Powers used from above roll in narrative.

Seeing the Legionaries evacuating the 3M Mercs in the distance Seric nods. Smart. They’re going to need a distraction and the Skelebots need dealing with. Looking up the Slinger sees incoming CS bombers. Oh, damn.

Jumping on the Hover Cycle, Seric lifts it upwards and hovers in place, to get a good view of the Skelebots while also keeping the incoming bombers in his peripheral vision. First 'bots then I'll go after the bombers.

The CP-50 hovers over his shoulder, held upright by telekinesis, and it fires down at the Skelebots, as the Slinger also unleashes bolts of energy from his finger tips, raining down an onslaught of smite enhanced destruction on the Skelebots.

Take that. Seriously hoping these Legion guys and gals are the good guys. But Hell, these CS boys killed Vis. So that.
Below Post wrote:Sinder gets next to Seric and speaks, "You need a lift?"

Seeing the Burster flying closer, Seric keeps an eye on the man while blasting away at Skelebots.

Sitting on his Hover Cycle, Seric nods at Sinder who then asks the Slinger: "You need a lift?"

Continuing to hold the former CS rifle in the air telekineticly Seric fires it mentally and points "finger guns" at the CS shooting mental blasts: "I reckon I will tag along with you guys for now if that's cool. Got no special love for these Cee Ess boys as they killed my friend earlier today."
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
User avatar
Sinder
Diamond Patron
Diamond Patron
Posts: 285
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 8: Rescue Me!

Post by Sinder »

WIP
Sinder gets on the Hover Bike as the 3D teams gets on the Bunker. He plans on helping clear the Skelbots from the Bunker Path.
Success and a Raise +2 Keep the Skelebots at Bay:
OOC]
PsIonic +2 ISP for +2
[dice:1whinlav]53672:0[/dice:1whinlav] +2-2
Wild Dice
[dice:1whinlav]53672:1[/dice:1whinlav][/OOC]

"Angel With Me!" Sinder yells as he takes to the air. He sees one lone #D member away from the rest of the group Firing off Fire Balls and he heads to see if he needs any help.

Hearing the thoughts of the others to try to make the Bunker invisible he sends a message. "Anon, Gryphus, If you or the men have smoke grenades use them to cover up the bunker before you leave. Make them think that you are still there."

Sinder gets next to Seric and speaks, "You need a left ?" Jack will allow Seric to get on board. Angel, the Flaming Flying Tiger keeps a watch over head.

When Sinder sees groupings of SkelBots he flame bolts them to make sure the way is clear for all.
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +2 from play, Quarter 3
Cards: Can be played at any time

5 Out of the Frying Pan
31 Flesh Wound EP
46 Renown EP Used Battle of Albuquerque


New Cards 4th quarter

3d52 = 99: 35, 30, 34

Seize the Day The character acts as if he had
drawn a Joker this combat round

Revelation Your hero finds all the information
available when doing research, or
realizes critical information when
confronting some obstacle such as
a monster’s weakness, the answer
to a riddle or cipher, etc.

Cutting In Line Draw 3 initiative cards and keep the highest.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

Guantlet of the Demon Slayer
Character must have Smite before using this blade. looks like a normal Knights Guantlet. but when player activates Smite on it various powers can come forth.
Major: Psi Blade Edge Strength and Spirit damage, AP 6, Smite +4 or with a raise +8 Damage and choose a trapping
Major: Florentine Edge (wield two weapons, adds+1to fighting roll-1 to thoose gang up.)
Major: Power Warriors Gift/ Greater Warriors Gift (4/8. Warriors edge one level lower or two at same level)
Major: Power Banish/Banish the Horde (3/6 One or Large Burst area)

Minor: +5 PP
Minor: +5 PP

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage
User avatar
Roderick Wolfram
Posts: 167
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 8: Rescue Me!

Post by Roderick Wolfram »

Hovering over the building, Rod watches with with a critical eye at the precise targeting of the team's dragon with the rail gun, picking off pieces of the Enforcers weaponry. That's some good work there, I will have to make sure to compliment Merlaggon once this is over. Flattering a dragon is always good policy. With the enemy troops pulling back, Rod can focus his attention on the incoming wing of Talon bombers.

Over their telepathic link, Rod commands, Secure the troops and ensure their escape. If the opportunity arises to go rescue 3M's commander, we will take it, but he may prefer his treatment by the Coalition to the dressing down I'd give for leaving his men this exposed.

Ordering Beta and Charlie Rods to secure for high gee acceleration, the weapon limbs lock in forward firing position and the arms move in close to the fuselage. The Dragonwing let's loose four huge jets of fire as it rockets upward to the incoming fast movers.

Beta and Charlie use the laser and ion cannons to cause the bombers to break formation, then once the few seconds of time pass when they were head on, Rod uses the Dragonwing's superior agility to reverse direction and now the hunters are the hunted. The air howls as the Dragonwing chases down one aircraft then another.

Deal with the Bombers: 13, Success +2 Raises!
Piloting: [dice:nxop8fgg]53675:0[/dice:nxop8fgg] (+4 w/Ace and w/Chip -4 Scene Modifer)
Wild Die: [dice:nxop8fgg]53675:1[/dice:nxop8fgg]
Spending a benny for extra effort: [dice:nxop8fgg]53675:2[/dice:nxop8fgg]

2 bennies remaining +1 benny for posting before Monday: 3
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense, Battle-Hardened*, Fearless*, Nerves of Steel*

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q1 2019 Adventure Cards
  • None Drawn Yet
User avatar
Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Mission 8: Rescue Me!

Post by Icosa »

As the skelebots were engulfed in flames and laser fire, Alecto looked to the sky. Radar was one of the few senses she lacked...or at least the longer-ranged radar useful in this scenario...but even visual tracking was sufficient to spot the distant wedge shapes of the impatiently circling Coalition fighter-bombers. Any second now this whole area would be alive with plasma erupting from saturation munitions.

She fired her jetpack again, launching herself back to the Skybunker and taking the door cannon that faced the circling planes most closely. It wasn't perfect, but with some effort she managed to get the gun to aim upwards enough. The little guide that would have prevented it could be repaired later. Firing a railcannon in that position wasn't exactly comfortable...she had to nearly squat to sight up along the barrel...but it was a lot better than taking missiles to the face would be.

Rolls: Shooting 4
Taking on bombers with door-gun.
Shooting [dice:12ozh8c7]53678:0[/dice:12ozh8c7] or [dice:12ozh8c7]53678:1[/dice:12ozh8c7]
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Merlaggon
Diamond Patron
Diamond Patron
Posts: 313
Joined: Fri Sep 23, 2016 2:13 pm

Re: Mission 8: Rescue Me!

Post by Merlaggon »

Regeneration 8
Fast Regeneration (+2 due Fast Healer, -1 due Wound, Vigor -> d10 (Boost)… so d10+1)
  • Vigor: [dice:3rlz91ey]53685:1[/dice:3rlz91ey]
    Wild: [dice:3rlz91ey]53685:0[/dice:3rlz91ey]
    • Ace: [dice:3rlz91ey]53685:2[/dice:3rlz91ey]
    Result: 8 - Success with Raise. Remaining Wound Healed
Deal with the Bombers 4
Shooting (d8-> d12+2 (TW Railgun), -4 due Scene, -2 due Complications... so d12-4)
Shooting: [dice:3rlz91ey]53685:3[/dice:3rlz91ey]
Wild: [dice:3rlz91ey]53685:4[/dice:3rlz91ey]
Result: 4 - Success.
With his natural healing abilities closing the last of the gaping wounds from the missiles and railgun fire, Merlaggon sets himself and opens fire on the circling Coalition Fighter-Bombers. Hoping yelling will work since the radio frequencies are still jammed... "HURRY UP GUYS! I AM NOT SURE HOW LONG OUR FIRE WILL KEEP THEM BACK ONCE THEIR TROOPS LEAVE THE AREA"
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 0/3
  • [*]Base Amount
    -2 due Reroll on Hungry Helpers
    -1 due Extra Effort on Armor Power
ISP :20 / 10
PPE :38 /20
Active Psionic Powers: None
Active Magic Powers: Armor (+4 Armor due Raise, -1 to be hit by Ranged Weapons)
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 8
Toughness: Dragon Form - 47 (24) 43(20); Size +8
Toughness: Human Form - 15(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

http://savagerifts.com/sr/viewtopic.php?f=20&t=69
User avatar
Anarik Ebonlocke
Posts: 96
Joined: Thu Jul 12, 2018 12:57 am

Re: Mission 8: Rescue Me!

Post by Anarik Ebonlocke »

Ilserayne Spellcasting Support Roll for Anarik 4; +1 Support
-1 Bumps and Bruises
Spellcasting [dice:naxt3b77]53794:0[/dice:naxt3b77]
Spellcasting 9; 2 tokens
-2 difficulty; +1 Support, -1 Bumps and Bruises
Spellcasting [dice:naxt3b77]53794:1[/dice:naxt3b77]
Wild [dice:naxt3b77]53794:2[/dice:naxt3b77]
Ace [dice:naxt3b77]53794:3[/dice:naxt3b77]
Castle Refuge
Afternoon
Round 0

“I can make the Bunker invisible, but it isn’t going to help if that damn Mountaineer isn’t on board. Or the dragon. Or the dragonwing,” Anarik sent back to Anon. “And it will probably tap me out. I could use some help. Ilserayne, fall back to the bunker. Let the voidwalker handle the skelebots!”

Ilserayne acknowledged the order and flew back. She would be a good battery if Anarik needed more power. This was the trouble with fighting the Coalition. None of them had magic they could drain!

Anarik focused, Ilserayne’s hand on his shoulder as she focused her power into him.

***

Anarik: True Invisibility (-8 to Notice and attack) (1r)
Force Multiplication (1 VW left)(48r)
Anarick and Ilserayne: -1 Fatigue (Bumps and Bruises) - needs 24 hours
Ilserayne: Vigor d12; Toughness: 11 (3) (2r)
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:
User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 8: Rescue Me!

Post by Venatus Vinco »

Evacuate!
Conditions wrote:
  • Pre-Rifts Ruins: Lots of rubble and debris. Ground based movement is considered Difficult Ground (each inch of difficult ground is two inches for purposes of movement).
  • Jamming: Radio Communications are impossible to due heavy CS Jamming
  • Air Support: 6 CS S7 “Talon” Bombers are circling around for another pass!
Dramatic Task wrote:
  • Make the Skybunker Invisible: 2/10 Tokens
    Skills: Techno-Wizardy, Spellcasting, Mysticism, or Miracles all rolled at -2.

    Keep the Skelebots at Bay: 4/5 tokens
    Skills: Fighting, Shooting, Arcane Skill (any) at -2

    Deal with the Bombers: 5/5 tokens
    Skills: Shooting, Piloting at -4

    Load the Evacuees: 2/4 Tokens
    Skills: Healing, Persuasion, Intimidation at -2

    Total: 13/24 Tokens

    Everyone gets a card each round. You can tackle any set of tokens in any order by rolling the required skill or by assisting someone else (maximum support roll is +4). Narrate the Results.
Gryphus and Anon begin to wrangle the survivors, at first they appear reticent but the two wizards mange to coax enough of them along that the herd mentality takes over. The few hold outs are glad to hear a plan is formulating for their Captain but continue to drag their feet looking for more assurances while those who get moving still require a lof of assistance (2/4 Evacuee Tokens).

Seric and Sinder lay down a psychic onslaught on the Skelebots keeping the remains of robotic killers well away from the Skybunker. They also manage a quick conversation to include Seric in their evacuation plans (4/5 Skelebot Tokens)

Rod, Alecto, and Merlaggon fill the air with laser and rail gun fire forcing the bombers to alter their route and circle around for another pass, hopefully buying the team enough time to get the last stragglers on board the Skybunker (5/5 Bomber Tokens).

While the others deal with the tactical threats Anarik and Ilserayne begin a ritual to obscure the Skybunker from the bombers. It’s a powerful incantation that requires a lot of concentration and mystical power. They demon wizard and his succubus get it going but such a powerful ritual will take time (2/10 Invisibility Tokens)

Meanwhile, the Enforcer and CS human troops use the time to pull further back retreating to fight another day - and to get out of the blast radius of their bombers!
Cards

Alecto Joker! (+2 to roll)
Sinder Joker! (+2 to roll)
Gryphus AS
Anon 10C (complication)
Anarik 5H
Seric 8S
Rod 3C (complication)
Merlaggon 2H
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
User avatar
Stormforge
Posts: 65
Joined: Sat Mar 23, 2019 8:11 pm

Re: Mission 8: Rescue Me!

Post by Stormforge »

Task: skybunker

Gryph nods at the men hopping aboard. It was hard to abandon your leader no matter the circumstance. He turns his attention to the skybunker itself calling upon the air elementals to obscure it from sight and make it invisible. ”Air cannot be seen and neither shall you.” An elemental floats in to help make the left fusalage invisible. Gryph pets his griffon keeping an eye out for the bombers silently thanking the elemental being.

Mystism: -2+1 [dice:1qqdjohn]53836:0[/dice:1qqdjohn] wild [dice:1qqdjohn]53836:1[/dice:1qqdjohn]
Character Info
Charisma: 0; Pace: 6; Parry: 6; Toughness: 13(7); Strain: 0
Skills: Notice d6, stealth d4, Fighting d8, Mystisim d10+1
Weapon in hand: Enchanted Staff (Quickness and Teleport)
Combat Edges: None
Powers Active: none
Wounds: none
Fatigue: none
PPE: 20/20
Bennies
Bennies: 3/3
User avatar
Sinder
Diamond Patron
Diamond Patron
Posts: 285
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 8: Rescue Me!

Post by Sinder »

Sinder support of the Invisibility
Sinder will call forth A fire Elemental to create Smoke over the Bunker He wiii have it burn tires and also include metal parts to confuse radar


Multiples
Psi
[dice:1o10327l]53876:0[/dice:1o10327l] Ace [dice:1o10327l]1d10 [/dice:1o10327l]+2 +2 =16
Wild
[dice:1o10327l]53876:1[/dice:1o10327l]

"Angel and Starfire follow us under the overpass."
Last edited by Sinder on Sat May 25, 2019 12:59 pm, edited 1 time in total.
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +2 from play, Quarter 3
Cards: Can be played at any time

5 Out of the Frying Pan
31 Flesh Wound EP
46 Renown EP Used Battle of Albuquerque


New Cards 4th quarter

3d52 = 99: 35, 30, 34

Seize the Day The character acts as if he had
drawn a Joker this combat round

Revelation Your hero finds all the information
available when doing research, or
realizes critical information when
confronting some obstacle such as
a monster’s weakness, the answer
to a riddle or cipher, etc.

Cutting In Line Draw 3 initiative cards and keep the highest.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

Guantlet of the Demon Slayer
Character must have Smite before using this blade. looks like a normal Knights Guantlet. but when player activates Smite on it various powers can come forth.
Major: Psi Blade Edge Strength and Spirit damage, AP 6, Smite +4 or with a raise +8 Damage and choose a trapping
Major: Florentine Edge (wield two weapons, adds+1to fighting roll-1 to thoose gang up.)
Major: Power Warriors Gift/ Greater Warriors Gift (4/8. Warriors edge one level lower or two at same level)
Major: Power Banish/Banish the Horde (3/6 One or Large Burst area)

Minor: +5 PP
Minor: +5 PP

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage
User avatar
Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Mission 8: Rescue Me!

Post by Icosa »

Alecto turns the door gun on the skelebots, focusing more on keeping them from returning fire than on wanton carnage. Bursts of railgun fire stab out each time the withdrawing robots start presenting any kind of massed resistance, forcing them to scatter or be destroyed!

(Dealing with skelebots!)
Rolls: Shooting 7
Shooting at +2 from Joker [dice:lodmsnlh]53881:0[/dice:lodmsnlh] or [dice:lodmsnlh]53881:1[/dice:lodmsnlh]
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Roderick Wolfram
Posts: 167
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 8: Rescue Me!

Post by Roderick Wolfram »

Load the Evacuees - Nada!
Persuasion [dice:2xk3lz3w]53884:0[/dice:2xk3lz3w] (-2 for scene, -2 for club/complication)
Wild Die: [dice:2xk3lz3w]53884:1[/dice:2xk3lz3w]
With the bombers chased off for the next few seconds, Rod flies back into position over the Skybunker. He and his two automotons watch the monitors to make sure no sneak attacks occur while they complete the rescue. The weapon arms unlock and begin tracking and firing on the fleeing coalition troops, not attempt to hit, but to keep their attention on running away. Seeing that 3M is still flagging on getting on board, he boosts the loudspeakers to 11, "Get to the Bunka! 3M! We are leaving!" He zooms his cameras on the Terrain Hoppers as they start moving and looks at the insignia painted on the chests: A white eagle with a demon in it's talons. Where Is Hauptmann Heidi Schmidt? Damn C.S. jamming!

Over the mental link, Rod says, Team on the ground, ask the 3M troops where Hauptmann Schmidt is, I don't see her on the field.
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense, Battle-Hardened*, Fearless*, Nerves of Steel*

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q1 2019 Adventure Cards
  • None Drawn Yet
User avatar
Merlaggon
Diamond Patron
Diamond Patron
Posts: 313
Joined: Fri Sep 23, 2016 2:13 pm

Re: Mission 8: Rescue Me!

Post by Merlaggon »

Invisibility 2
Spellcasting (-2 due Scene)
  • Spellcasting: [dice:j0i5y273]53885:0[/dice:j0i5y273]
    Wild: [dice:j0i5y273]53885:1[/dice:j0i5y273]
    Resutl: 2 - Fail

"Now that we have made those bombers think twice, I can help you with the Magic!"

With that, Merlaggon turns his attention to the magic the others are weaving around the Skybunker.

This seems simple enough. It should be EASY to help them with it.

It wasn't nearly as easy as Merlaggon thought. While managing not to actually interfere, Merlaggon is not able to meaningful contribute at all to the effort to conceal the Skybunker.
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 0/3
  • [*]Base Amount
    -2 due Reroll on Hungry Helpers
    -1 due Extra Effort on Armor Power
ISP :20 / 10
PPE :38 /20
Active Psionic Powers: None
Active Magic Powers: Armor (+4 Armor due Raise, -1 to be hit by Ranged Weapons)
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 8
Toughness: Dragon Form - 47 (24) 43(20); Size +8
Toughness: Human Form - 15(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

http://savagerifts.com/sr/viewtopic.php?f=20&t=69
User avatar
Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Re: Mission 8: Rescue Me!

Post by Jackal »

Seric is psychic and doesn’t dabble in the dangerous arts of magic. However ...

Rolls
Psionics [dice:27el366x]53911:0[/dice:27el366x]
[dice:27el366x]53911:1[/dice:27el366x]

I’ll help do invisibility but as a distraction tactic. I guess. Assist by keeping CS away from casters.
Nodding at the Burster, Seric rockets his hover cycle towards the Skybunker.

“I might need a ride after this!”

As the Psi Slinger roars past the CS near the Skybunker he points left handed at them unleashing a blast at them.

”Hey! Suckers! Damned haters! Eat this!”

Blasts bolt down and Seric try’s to keep eyes on him instead of the Skybunker.
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
User avatar
Anon
Posts: 114
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 8: Rescue Me!

Post by Anon »

TW, 4 Successes
Techno-Wizardry [dice:we8ksluy]53915:0[/dice:we8ksluy] (MM offsets penalty, +4 from Sinder, +4 from EP)
Wild [dice:we8ksluy]53915:1[/dice:we8ksluy] + [dice:we8ksluy]53915:2[/dice:we8ksluy]
Adding +4 for 1 EP
Anon speeds over to the Skybunker, the Mountaineer’s impressive off-roading systems easily compensating for the rough terrain.

He sees what @Anarik Ebonlocke is doing and says, ”Okay, yeah. Let’s do this.” Grabbing some materials from the back of the Mountaineer, Anon rushes around to the hood and one of the Armor of Ithan discs attached to the body of the Mountaineer.

He whispers, ”This won’t hurt, I promise,” and then starts rigging wiring up to the disc.

To the team, he thinks, Okay, I’m going to try using the Mointaineer’s PPE engine to supercharge the field we usually use for protection and switch it to concealment... Probably.

Anon hops back behind the wheel and gives it gas, grinning like an idiot when the energy begins to spread and mix with the other spells already cast.

Okay! I didn’t die!
Anon
Anon Smith a human Techno-Wizard
Character Sheet
User avatar
Anarik Ebonlocke
Posts: 96
Joined: Thu Jul 12, 2018 12:57 am

Re: Mission 8: Rescue Me!

Post by Anarik Ebonlocke »

Ilserayne Spellcasting support roll 0
-2 difficulty
Spellcasting [dice:j0o3funz]54028:0[/dice:j0o3funz]
Spellcasting 6; 1 success
-2 difficulty
Spellcasting [dice:j0o3funz]54028:1[/dice:j0o3funz]
Wild [dice:j0o3funz]54028:2[/dice:j0o3funz]
Ace [dice:j0o3funz]54028:3[/dice:j0o3funz]
Castle Refuge
Afternoon
Round 0

Stop distracting me! Anarik thought over the link. The strain of the ritual to turn the sky bunker invisible was evident on his face. Ilserayne wiped sweat from his forehead, still focusing herself on giving him power.

***

Anarik: True Invisibility (-8 to Notice and attack) (-1r)
Anarick and Ilserayne: -1 Fatigue (Bumps and Bruises) - needs 24 hours
Ilserayne: Vigor d12; Toughness: 11 (3) (1r)
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:
User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 8: Rescue Me!

Post by Venatus Vinco »

Evacuate!
Conditions wrote:
  • Pre-Rifts Ruins: Lots of rubble and debris. Ground based movement is considered Difficult Ground (each inch of difficult ground is two inches for purposes of movement).
  • Jamming: Radio Communications are impossible to due heavy CS Jamming
[*]Air Support: 6 CS S7 “Talon” Bombers are circling
Dramatic Task wrote: Last Round
  • Make the Skybunker Invisible: 8/12 Tokens
    Skills: Techno-Wizardy, Spellcasting, Mysticism, or Miracles all rolled at -2.

    Keep the Skelebots at Bay: 5/5 tokens
    Skills: Fighting, Shooting, Arcane Skill (any) at -2

    Deal with the Bombers: 5/5 tokens
    Skills: Shooting, Piloting at -4

    Load the Evacuees: 2/5 Tokens
    Skills: Healing, Persuasion, Intimidation at -2

    Total: 20/27 Tokens

    Everyone gets a card each round. You can tackle any set of tokens in any order by rolling the required skill or by assisting someone else (maximum support roll is +4). Narrate the Results.
With the bombers forced to circle back the team has a short moment to focus on getting the Skybunker loaded, hidden, and moved. Gryphus lends the power of his air elementals to the invisibility massive invisibility spell for the transport. Not to be outdone, Sinder summons a fire elemental to provide a massive smokescreen to their operation make giving the team cover to work under and providing a mask for their eventual escape. Using the cover, Anon is able to work up an magic amplifier device by cannibalizing his Mountaineer. The power surge gives the budding spell a lot of juicer, enough to cover the Mountaineer and the Skybunker. Meanwhile, Merlaggon tries his best to help with the ritual. Normally any magical endeavour is assisted by the mystical might of a dragon, but the plucky Merlaggon only manages to get underfoot of the grown-up magic users. With help, and not so much help, from others Anarik works to shape the spell, trying to ignore the chatter on the mental link and getting down to business.

The remaining Skelebots soon find themselves on the wrong end of Alecto’s rail gun. She expertly picks off the remaining automatons while the rest of the CS ground troops continue to retreat out of range. Seric makes sure they don’t double back by offering some parting fire to lick their heels as they run. High above, Rod tries to get 3M moving but ground interference and other conditions make it less than effective. If anything he gets them moving the wrong way (failure on a Complication makes things worse, +1 token required). However, he does get a mental message to the team about Hauptmann Schmidt, confirming she is indeed the captured Captain.
Cards

Sinder AH
Alecto KH
Seric KS
Gryphus KD
Merlaggon QC (complication)
Anon 6C (complication)
Anarik 5S
Rod 3C (complication)
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
User avatar
Stormforge
Posts: 65
Joined: Sat Mar 23, 2019 8:11 pm

Re: Mission 8: Rescue Me!

Post by Stormforge »

Gryphus talks to the rest of 3M’s scout force about how if they all get aboard the skybunker they will not be abandoning the good Captain Schmidt, but instead allowing the first SET to go rescue him or her if they would be so kind to point the direction taken.

This is how he did it:
Persuasion 7
Persuation: [dice:h3p9l879]54035:0[/dice:h3p9l879] wild [dice:h3p9l879]54035:1[/dice:h3p9l879] Extra Effort quick post: [dice:h3p9l879]54035:2[/dice:h3p9l879] Elan through a TW item: Total 7
On his griffon stead shinning in what light might be had from the skybunker waiting to be loaded, he strode to the undecided masses, Clip, clop,clip, clop on the griffon’s back. With the air projecting his voice forward he said, ” Now is the time to get on board. We will not be leaving your Captain Schmidt in the hands of the coalition. Point out which way the CS forces took him or her, and the Tomorrow Legion’s 1st will go and retrieve your captain.”
Character Info
Charisma: 0; Pace: 6; Parry: 6; Toughness: 13(7); Strain: 0
Skills: Notice d6, stealth d4, Fighting d8, Mystisim d10+1
Weapon in hand: Enchanted Staff (Quickness and Teleport)
Combat Edges: None
Powers Active: none
Wounds: none
Fatigue: none
PPE: 20/20
Bennies
Bennies: 3/3
User avatar
Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Re: Mission 8: Rescue Me!

Post by Jackal »


Assist Stormforge with Persuading 10
Assists Master Stormforge in persuading the 3M to get on board and get gone (maximum support roll is +4).
using bennie for EF. Persuade d4-2 add EF 1d6

[dice:wawhgvef]54043:1[/dice:wawhgvef] Ace [dice:wawhgvef]54043:3[/dice:wawhgvef] -2 = 5 plus Extra Effort [dice:wawhgvef]54043:2[/dice:wawhgvef] = 10 to Assist Persuading.
Wild die [dice:wawhgvef]54043:4[/dice:wawhgvef]

Lowering the hover cycle Seric soars downward to see if the Legion is about ready to boogie. Clip, clop, clip, clop, the mage strode on the griffon’s back and said, ”Now is the time to get on board. We will not be leaving your Captain Schmidt in the hands of the coalition..........”

Seric was impressed...

Hovering adjacent to the Gryffin rider he nodded and tipped his stetson at the mage as his powerful oration continued. As the mage finished speaking Seric offered: "I will go with these Legionnaires, your Captain will be rescued. Hurry up and get onboard the lift! Every second you dally puts more time and distance between us and your Captain. The sooner we go, the sooner we can get your leader back. Move it people, your lackadaisical attitude will get friends killed. That's it, this way, slow is smooth, smooth is fast, on you go."
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
User avatar
Roderick Wolfram
Posts: 167
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 8: Rescue Me!

Post by Roderick Wolfram »

Assist with Load the Evacuees 12 (+3 to Assist)
Shooting [dice:24nm03jy]54055:0[/dice:24nm03jy] (Normally 1d12+3 -2 Scene, -2 Complication)
Wild Die [dice:24nm03jy]54055:1[/dice:24nm03jy]
Spend a Benny for Extra Effort: [dice:24nm03jy]54055:2[/dice:24nm03jy], Ace 1: [dice:24nm03jy]54055:3[/dice:24nm03jy]
Bennies: 3 + 1 for quick posting last round, -1 for extra effort this round: 3 remaining
Total: 12 (+3 Assist)
"Crap, whomever Schmidt recruited has a terrible sense of direction. With this radio jamming in place, I can't yell at them, so I am just going to have to fire a blast to convince them to go the other way," Rod says to his two automatons. The twin weapon arms fire ahead of the 3M squad to convince them to head west towards the Skybunker, instead of east towards more CS troops.
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense, Battle-Hardened*, Fearless*, Nerves of Steel*

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q1 2019 Adventure Cards
  • None Drawn Yet
User avatar
Stormforge
Posts: 65
Joined: Sat Mar 23, 2019 8:11 pm

Re: Mission 8: Rescue Me!

Post by Stormforge »

Gryphus eye’s Serric warily. The news this storm crow brought was well known even to those resting comfortably in Lazlo. Still though the man was more useful than the Seric he had heard about whom did deeds of Ill repute in Charlesbad. Perhaps, the cat was wrong or this is another Seric that bares his likeness and name. This one before me strikes me as one who has a heart of a warrior and noble bearing yet to be discovered. Was he not moments ago looking for a lost love?

All Gryphus said was, ” Thanks Seric... Yes you are known to me and we have met briefly once before.”

@Seric
Character Info
Charisma: 0; Pace: 6; Parry: 6; Toughness: 13(7); Strain: 0
Skills: Notice d6, stealth d4, Fighting d8, Mystisim d10+1
Weapon in hand: Enchanted Staff (Quickness and Teleport)
Combat Edges: None
Powers Active: none
Wounds: none
Fatigue: none
PPE: 20/20
Bennies
Bennies: 3/3
User avatar
Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Re: Mission 8: Rescue Me!

Post by Jackal »

Gryphus said, ”Thanks Seric... Yes you are known to me and we have met briefly once before.”

Still pointing at the transport Seric yells encouraging at the 3M to get aboard as he sits on the hover cycle.

Eyes locking on the mage riding a Griffin realizations hits like a bolt of anger, pain and loss.

Vis. I told you. Now the CS have killed you and the first group of people I come across out here know me, my past. Crap. I might have to fight my way out of here. This is why I left after Charlesbad and went west to the terraformed west coast. By Tarns tight arse is that Cat still alive?! Sir Sayeen and the Oathbreaker?!

Words escape the Psi Slinger for a moment.

”Grythus. I. I and my. I was. I was attacked by these CS goons. I am offering to help. If you’ll have my help. Charlesbad was a long time ago Master Stormforge. I’m not that man anymore. Believe me or don’t. Kill me or don’t. I won’t fight you or your friends in the Legion. I leave my fate to you. Is Sammy, no, I don’t want to know right now, we gotta get these mercs out of here. Kill me afterwards or talk to me then.”

Taking his eyes off Grythus was hard but Seric did it.

”Let’s go! Move it!”



@Stormforge
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
User avatar
Stormforge
Posts: 65
Joined: Sat Mar 23, 2019 8:11 pm

Re: Mission 8: Rescue Me!

Post by Stormforge »

Seric wrote: Wed May 29, 2019 6:30 pm
Gryphus said, ”Thanks Seric... Yes you are known to me and we have met briefly once before.”

Still pointing at the transport Seric yells encouraging at the 3M to get aboard as he sits on the hover cycle.

Eyes locking on the mage riding a Griffin realizations hits like a bolt of anger, pain and loss.

Vis. I told you. Now the CS have killed you and the first group of people I come across out here know me, my past. Crap. I might have to fight my way out of here. This is why I left after Charlesbad and went west to the terraformed west coast. By Tarns tight arse is that Cat still alive?! Sir Sayeen and the Oathbreaker?!

Words escape the Psi Slinger for a moment.

”Grythus. I. I and my. I was. I was attacked by these CS goons. I am offering to help. If you’ll have my help. Charlesbad was a long time ago Master Stormforge. I’m not that man anymore. Believe me or don’t. Kill me or don’t. I won’t fight you or your friends in the Legion. I leave my fate to you. Is Sammy, no, I don’t want to know right now, we gotta get these mercs out of here. Kill me afterwards or talk to me then.”

Taking his eyes off Grythus was hard but Seric did it.

”Let’s go! Move it!”



@Stormforge
There were somethings that could wait, if Gryphus had been a vengful cat ready to take the world on at the drop of a pin Seric would have been worm food. But as it was Gryphus had only heard of the deeds and was more inclined to judge the man by his actions now and not something done or not done a lifetime ago. Gryphus understood the man’s frustration and little bit of his pain. He too had a moment in which he failed... Failed those he loved. ”If the wind blows and the seas rise tomorrow and the next day, your death will not be my hand. Like a mountain yonder I judge you by your actions now. Be at ease...” Gryphus’ eyes twinkled slightly with electric energy, ” As I said you were only known to me.”
Character Info
Charisma: 0; Pace: 6; Parry: 6; Toughness: 13(7); Strain: 0
Skills: Notice d6, stealth d4, Fighting d8, Mystisim d10+1
Weapon in hand: Enchanted Staff (Quickness and Teleport)
Combat Edges: None
Powers Active: none
Wounds: none
Fatigue: none
PPE: 20/20
Bennies
Bennies: 3/3
User avatar
Anarik Ebonlocke
Posts: 96
Joined: Thu Jul 12, 2018 12:57 am

Re: Mission 8: Rescue Me!

Post by Anarik Ebonlocke »

Ilserayne Spellcasting Support 2
-2 difficulty, -1 Fatigue
Spellcasting [dice:qrfnbusp]54108:0[/dice:qrfnbusp]
Spellcasting 4; +1 Token
-2 difficulty, -1 Fatigue
Spellcasting [dice:qrfnbusp]54108:1[/dice:qrfnbusp]
Wild [dice:qrfnbusp]54108:2[/dice:qrfnbusp]
Castle Refuge
Afternoon
Round 0

“I’ll kill you right now if you don’t shut up,” Anarik snarled at Seric, the intense concentration making the veins in his temples throb dangerously as he struggled to contain and direct the magic of the ritual to mask the Skybunker.

Ilserayne cooed soothingly in his ear, offering him more back as he worked.

***

Anarick and Ilserayne: -1 Fatigue (Bumps and Bruises) - needs 24 hours
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:
User avatar
Sinder
Diamond Patron
Diamond Patron
Posts: 285
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 8: Rescue Me!

Post by Sinder »

Sinder tries to help the Mages again He informs the Fire Elemental continue to increase the smoke and to move some of the wrecks close to the Bunker so that it looks like the bunker is there and debris will fly away when the CS strikes the target area.
Sinder tries to greater boost his abilities of Psionic and Merl’s Spell Casting
total 14 Success and 2 Raises Support +3
OOC Comments
Psionc
[dice:1uo745iu]54135:0[/dice:1uo745iu] +2 for (4 ISP) -2 for the Difficulties, -1 Fatigue, +4 -Twist of Fate: To add +4 to any Trait or Skill Roll (must be declared before rolling) Extra Effort [dice:1uo745iu]54135:2[/dice:1uo745iu] total 14 Success and 2 Raises
Wild dice
[dice:1uo745iu]54135:1[/dice:1uo745iu]
Sinder calms Merl down and says "Try carefully envision what you want to do then think it through and let it come out of you naturally. "
Sinder knows that combat is a tough place to use magic it isn't easy when you're new to it . "I know I was new to using my power and Dad had to give me advice. That is right, Dad If you can hear me we need help turning a sky bunker invisible , rescue mission and we are trying to get it out of danger." Iknow a guy?
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +2 from play, Quarter 3
Cards: Can be played at any time

5 Out of the Frying Pan
31 Flesh Wound EP
46 Renown EP Used Battle of Albuquerque


New Cards 4th quarter

3d52 = 99: 35, 30, 34

Seize the Day The character acts as if he had
drawn a Joker this combat round

Revelation Your hero finds all the information
available when doing research, or
realizes critical information when
confronting some obstacle such as
a monster’s weakness, the answer
to a riddle or cipher, etc.

Cutting In Line Draw 3 initiative cards and keep the highest.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

Guantlet of the Demon Slayer
Character must have Smite before using this blade. looks like a normal Knights Guantlet. but when player activates Smite on it various powers can come forth.
Major: Psi Blade Edge Strength and Spirit damage, AP 6, Smite +4 or with a raise +8 Damage and choose a trapping
Major: Florentine Edge (wield two weapons, adds+1to fighting roll-1 to thoose gang up.)
Major: Power Warriors Gift/ Greater Warriors Gift (4/8. Warriors edge one level lower or two at same level)
Major: Power Banish/Banish the Horde (3/6 One or Large Burst area)

Minor: +5 PP
Minor: +5 PP

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage
User avatar
Anon
Posts: 114
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 8: Rescue Me!

Post by Anon »

Techno Wizardry 13, 3 Success Tokens
TW [dice:2g0q6n3h]54189:0[/dice:2g0q6n3h] (MM cancels out -2 from scene penalty, so it’s just the -2 from the complication)
Wild [dice:2g0q6n3h]54189:1[/dice:2g0q6n3h]
EE [dice:2g0q6n3h]54189:2[/dice:2g0q6n3h]
+3 from Alecto


Everything is going great, except that the Mountaineer keeps trying to blow up.

"Hey!" Anon yells at the vehicle. "I am doing this for you, you ungrateful sandbag of a motorhouse!" None of that really makes sense, even to Anon, but it felt like the right thing to say. So, he said it, and then he whacks the engine repeatedly with a wrench until the right part jars loose.

The flow of PPE from the ritual is way, way more than the engine was designed to handle, so he has to do something to release some of the pressure without completely breaking the circuit...

He runs around to the rear of the vehicle, slides underneath it in a quick, clean motion, and gives his new glass breakers a trial run in improvised magic. "Here we go!" he yells, as he channels their energy through his hands and cuts through the muffler, letting a shockingly huge plume of blue tinged exhaust shoot out the rear of the vehicle. Some of it (well, let's be fair, a lot of it) catches Anon, launching him out from underneath the Mountaineer like a stone kicked up by the wheels... but it works! The Mountaineer still vibrates with the effort, but the cycle holds steady, and Anon gets to wait to see if the bombers will explode him instead of his beloved ride.
Anon
Anon Smith a human Techno-Wizard
Character Sheet
User avatar
Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Mission 8: Rescue Me!

Post by Icosa »

Alecto watches the evacuation process for a moment, then goes to where the mages are working diligently on cloaking the skybunker with magic to protect it from the bombers circling overhead. She knew little to nothing of magic, but she did have something that might be of help.

With a swift movement she drew her runesword and laid the flat of it on the shoulder of the ritual leader.

"We need to work faster," she said, and invoked the blade's power...slowing the world down to a crawl for them, and giving them more time to work...

Rolls: Spirit 12 to support invisibility, 1 benny spent
Spirit to use runesword to support invisibility [dice:1u01vs6s]54192:0[/dice:1u01vs6s] or [dice:1u01vs6s]54192:1[/dice:1u01vs6s]
Gonna benny for EE on that [dice:1u01vs6s]54192:2[/dice:1u01vs6s]
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Merlaggon
Diamond Patron
Diamond Patron
Posts: 313
Joined: Fri Sep 23, 2016 2:13 pm

Re: Mission 8: Rescue Me!

Post by Merlaggon »

Spellcasting 10
Spellcasting to help with the Invisibility (-2 due Scene, -2 due Complications, +3 due Sinder's Assistance)
  • Spellcasting: [dice:hizj0890]54220:0[/dice:hizj0890]+3
    • Ace: [dice:hizj0890]54220:2[/dice:hizj0890]+3
    Wild: [dice:hizj0890]54220:1[/dice:hizj0890]+3
    • Ace: [dice:hizj0890]54220:3[/dice:hizj0890]+3
    Result: 10 - Success
What would Cory think if I let those Coalition Goons shoot up the Sky Bunker?!?

Merlaggon draws upon the reservoir of knowledge of magic his mother had psionically instilled in him. At first he was distracted by Sinder's Fire Elementals almost tickling him, but eventually Merlaggon was able to tap into his inner magic stores and mesh his energy flow with the others as the Sky Bunker started to wink out of sight.
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 0/3
  • [*]Base Amount
    -2 due Reroll on Hungry Helpers
    -1 due Extra Effort on Armor Power
ISP :20 / 10
PPE :38 /20
Active Psionic Powers: None
Active Magic Powers: Armor (+4 Armor due Raise, -1 to be hit by Ranged Weapons)
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 8
Toughness: Dragon Form - 47 (24) 43(20); Size +8
Toughness: Human Form - 15(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

http://savagerifts.com/sr/viewtopic.php?f=20&t=69
User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Mission 8: Rescue Me!

Post by Venatus Vinco »

Evacuate!
Conditions wrote:
  • Pre-Rifts Ruins: Lots of rubble and debris. Ground based movement is considered Difficult Ground (each inch of difficult ground is two inches for purposes of movement).
  • Jamming: Radio Communications are impossible to due heavy CS Jamming
  • Air Support: 6 CS S7 “Talon” Bombers are circling
Dramatic Task wrote:
  • Make the Skybunker Invisible: 12/12 Tokens
    Skills: Techno-Wizardy, Spellcasting, Mysticism, or Miracles all rolled at -2.

    Keep the Skelebots at Bay: 5/5 tokens
    Skills: Fighting, Shooting, Arcane Skill (any) at -2

    Deal with the Bombers: 5/5 tokens
    Skills: Shooting, Piloting at -4

    Load the Evacuees: 5/5 Tokens
    Skills: Healing, Persuasion, Intimidation at -2

    Total: 27/27 Tokens!!

    Everyone gets a card each round. You can tackle any set of tokens in any order by rolling the required skill or by assisting someone else (maximum support roll is +4). Narrate the Results.
Once Gryphus promises to rescue the Captain the evacuees become more compliant and start hustling toward the transport. Seric lends a hand by reinforcing Gryphus’ promise and Rod motivates the troops with a little friendly fire! With the promise of rescue and a near death experience it doesn’t take long to finally get everyone on board.

High in the sky the CS Talons complete their wide turn and head back in on an attack trajectory.

Snapping at his team mates while he fights to maintain concentration, Anarik holds the spell together but is in need of a lot more power to pull it off. If the chattering noise of telepathy in his head wasn’t enough the roar of jet engines closing in at supersonic speeds is also very distracting.

With the Mountaineer shuddering and shaking from a mystic power overload, Anon blows off a little magical steam and levels out the pressure on the spell. Nearby Sinder encourages the young dragon and psionically boosts Merlaggon’s spellcasting ability. Emboldened by the Burster Merlaggon brings his supernatural might to bear on the ritual and the Skybunker begins to blink of of existence. When Alecto finally pushes the power of her sword into the spell the hovercraft disappears with hardly a flash.

Above the scream of incoming missiles drowns out any triumph at the spell. Everyone scrambles on board, crowding in next to the evacuees as the Colonel lifts off, completely hidden from the Coalition sensors. The Skybunker is rocked and buffeted by the shockwaves from the missile impacts but narrowly avoids being at the centre of the crater they leave behind.

As the Skybunker heads north toward Castle Refuge the remaining non-com from the 3M evacuees tells the story of Hauptmann Heidi Schmidt, ”We were doing recon as per the mission. Guess there was some heavy Deadhead activity in the area and the legion wanted to use mercs to increase deniability. So we go in light, Terrain Hoppers rather than big assault vehicles, turns out that was a mistake. We’re moving through the ruins when we come across a big damn armored platoon. We start a fighting retreat while the Captain orders circles back to hit their rear. She takes out a command vehicle and seizes a bunch of data but reinforcements are hot on our heels. She stashed the data in the ruins but was captured before she could tell us where. Whatever she found was big because the guys chasing us were serious operators. You took out the mop-up force but the main element were real pros. I thought Arkansas didn’t have much of an Army. These guys fought like vets out of Chi-Town.”
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
User avatar
Stormforge
Posts: 65
Joined: Sat Mar 23, 2019 8:11 pm

Re: Mission 8: Rescue Me!

Post by Stormforge »

Common kn where is the captain being held 11, Kn history more info on ruins 11
Common kn where is the captain being held now? [dice:fxmqnb6v]54273:0[/dice:fxmqnb6v] ace [dice:fxmqnb6v]54273:4[/dice:fxmqnb6v]wild [dice:fxmqnb6v]54273:1[/dice:fxmqnb6v]
What are these ruins: [dice:fxmqnb6v]54273:2[/dice:fxmqnb6v] wild [dice:fxmqnb6v]54273:3[/dice:fxmqnb6v]ace [dice:fxmqnb6v]54273:5[/dice:fxmqnb6v]
After Gryphus listened once to the tale of captain schmidt he asked the non com that was adament they rescue him to tell it again, ” I never got your name. I am Gryphus Stormforge... I, we will rescue the captain, but please tell me how she got captured. Details are important. Smells, sounds, any thing odd.” If the tale was told a second time Gryphus lays out his map of North America dotted with notes about places he had travelled too.

He muttered, ”Where... Where... Would they take such a person? Probably transport them out... A facility of some kind with the resources to make people talk. And those ruins... What were they a ruins of I wonder.”
Character Info
Charisma: 0; Pace: 6; Parry: 6; Toughness: 13(7); Strain: 0
Skills: Notice d6, stealth d4, Fighting d8, Mystisim d10+1
Weapon in hand: Enchanted Staff (Quickness and Teleport)
Combat Edges: None
Powers Active: none
Wounds: none
Fatigue: none
PPE: 20/20
Bennies
Bennies: 3/3
User avatar
Anon
Posts: 114
Joined: Mon May 14, 2018 6:36 pm

Re: Mission 8: Rescue Me!

Post by Anon »

Like Chi-Town veterans, huh? Anon takes a moment to mull over what the 3M merc said, comparing what he'd just seen with what he recalled from the Tolkeen war. I know he said we just hit the cleanup crew, but even so, wouldn't the Coalition send good troops out to back up their best?

He mulls silently while @Stormforge engages the 3M folks in conversation to get more clues.

Common Knowledge 4
Common Knowledge (Smarts) [dice:xijzel6o]54277:0[/dice:xijzel6o]
Wild [dice:xijzel6o]54277:1[/dice:xijzel6o]
Anon
Anon Smith a human Techno-Wizard
Character Sheet
User avatar
Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Re: Mission 8: Rescue Me!

Post by Jackal »

Standing in the Skybunker, Seric listens to the military ones issue orders.

The Psi Slinger glances at the others.

The road to redemption I suppose.

”Let me know how I can help.”
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
User avatar
Sinder
Diamond Patron
Diamond Patron
Posts: 285
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 8: Rescue Me!

Post by Sinder »

Sinder Flies the hover craft in and parks it. He then settles everyone in and walks his FFF, Flaming Flying Feline, over to the corner (non Flaming at this time,) to the corner along with Starfire, the robot horse. He then goes over to the the others .

He listens to the description on where they might have taken the Capt.
” Let me know how I can help.”
Eventually heads over to the one on the outside hammering the troops. He then speaks up, “Hi, ya did good shooting out there.” He offers his hand and says, “My name is Sinder we are the 1st SET. We should take one of you guys with us just so the Captain knows we are the good guys.”
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +2 from play, Quarter 3
Cards: Can be played at any time

5 Out of the Frying Pan
31 Flesh Wound EP
46 Renown EP Used Battle of Albuquerque


New Cards 4th quarter

3d52 = 99: 35, 30, 34

Seize the Day The character acts as if he had
drawn a Joker this combat round

Revelation Your hero finds all the information
available when doing research, or
realizes critical information when
confronting some obstacle such as
a monster’s weakness, the answer
to a riddle or cipher, etc.

Cutting In Line Draw 3 initiative cards and keep the highest.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

Guantlet of the Demon Slayer
Character must have Smite before using this blade. looks like a normal Knights Guantlet. but when player activates Smite on it various powers can come forth.
Major: Psi Blade Edge Strength and Spirit damage, AP 6, Smite +4 or with a raise +8 Damage and choose a trapping
Major: Florentine Edge (wield two weapons, adds+1to fighting roll-1 to thoose gang up.)
Major: Power Warriors Gift/ Greater Warriors Gift (4/8. Warriors edge one level lower or two at same level)
Major: Power Banish/Banish the Horde (3/6 One or Large Burst area)

Minor: +5 PP
Minor: +5 PP

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage
User avatar
Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Mission 8: Rescue Me!

Post by Icosa »

"We'll also need copies of any area recon you've done," Alecto adds. "Anything that will let us move quickly and quietly through this region. If you have intel on Coalition structures or vehicles, that would be useful in trying to determine where they'd be keeping a captive."
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Merlaggon
Diamond Patron
Diamond Patron
Posts: 313
Joined: Fri Sep 23, 2016 2:13 pm

Re: Mission 8: Rescue Me!

Post by Merlaggon »

"I am not good at coming up with plans, so what are we doing next?!? All I know is we should decide quickly before those bombers come back... possibly with reinforcements."
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 0/3
  • [*]Base Amount
    -2 due Reroll on Hungry Helpers
    -1 due Extra Effort on Armor Power
ISP :20 / 10
PPE :38 /20
Active Psionic Powers: None
Active Magic Powers: Armor (+4 Armor due Raise, -1 to be hit by Ranged Weapons)
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 8
Toughness: Dragon Form - 47 (24) 43(20); Size +8
Toughness: Human Form - 15(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

http://savagerifts.com/sr/viewtopic.php?f=20&t=69
User avatar
Sinder
Diamond Patron
Diamond Patron
Posts: 285
Joined: Sun Jan 29, 2017 1:17 pm
Location: San Antonio

Re: Mission 8: Rescue Me!

Post by Sinder »

When it is brought up about going after them Sind speaks up "The first thing we have to do is locate the forces out here."

Sinder goes over his mental connection, "Commander Ron, any sensors picking up a group of CS types out there? Besides the ones we sent packing? They might be heading away from where we were. But more likely they are sticking close by because they have to recover something."
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +2 from play, Quarter 3
Cards: Can be played at any time

5 Out of the Frying Pan
31 Flesh Wound EP
46 Renown EP Used Battle of Albuquerque


New Cards 4th quarter

3d52 = 99: 35, 30, 34

Seize the Day The character acts as if he had
drawn a Joker this combat round

Revelation Your hero finds all the information
available when doing research, or
realizes critical information when
confronting some obstacle such as
a monster’s weakness, the answer
to a riddle or cipher, etc.

Cutting In Line Draw 3 initiative cards and keep the highest.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

Guantlet of the Demon Slayer
Character must have Smite before using this blade. looks like a normal Knights Guantlet. but when player activates Smite on it various powers can come forth.
Major: Psi Blade Edge Strength and Spirit damage, AP 6, Smite +4 or with a raise +8 Damage and choose a trapping
Major: Florentine Edge (wield two weapons, adds+1to fighting roll-1 to thoose gang up.)
Major: Power Warriors Gift/ Greater Warriors Gift (4/8. Warriors edge one level lower or two at same level)
Major: Power Banish/Banish the Horde (3/6 One or Large Burst area)

Minor: +5 PP
Minor: +5 PP

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage
User avatar
Anarik Ebonlocke
Posts: 96
Joined: Thu Jul 12, 2018 12:57 am

Re: Mission 8: Rescue Me!

Post by Anarik Ebonlocke »

Castle Refuge
Afternoon
Round 0

With the ritual completed and the Sky Bunker invisible, Anarik slumped back into Ilserayne’s arms, unconscious from the strain. She cooed and wiped the sweat-soaked dark hair from his forehead as they flew off, cradling him.

Anarik started to rouse as they landed and started discussing how to locate the captain of the mercenary company and retrieve the data.

***

Anarick and Ilserayne: -1 Fatigue (Bumps and Bruises) - needs 24 hours
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:
Party Loot
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:
User avatar
Roderick Wolfram
Posts: 167
Joined: Wed Feb 28, 2018 10:42 am

Re: Mission 8: Rescue Me!

Post by Roderick Wolfram »

K/Electronics [dice:17n9c4b9]54507:0[/dice:17n9c4b9] | Track Fleeing CS forces or Crack CS encryption to learn where Hauptmann Schmidt is/going.
Wild Die: [dice:17n9c4b9]54507:1[/dice:17n9c4b9]

Sinder wrote: Tue Jun 11, 2019 12:14 pmSinder goes over his mental connection, "Commander Ron, any sensors picking up a group of CS types out there? Besides the ones we sent packing? They might be heading away from where we were. But more likely they are sticking close by because they have to recover something."
It's Rod, not Ron, ah well those psychic types are typically a bit mental. Good idea, Sinder, continue debriefing Schmidt's troops, once we drop them off and resupply we need to move with all speed. Rod then proceeds to uses the various sensors on the Dragonwing to identify the probable location of Hauptmann Schmidt.
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense, Battle-Hardened*, Fearless*, Nerves of Steel*

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q1 2019 Adventure Cards
  • None Drawn Yet
Post Reply

Return to “1st SET Adventures”