1.2 B — Attack on Paragould | Mine Rescue & Kill Hollis

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Lars
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1.2 B — Attack on Paragould | Mine Rescue & Kill Hollis

Post by Lars »


Participants who have said they are doing this: (Note I don’t care who does what that’s your choice).
  • Charon
  • Action Stan
  • And???
  • NPC Alan (not a combatant)
Objectives
1.) Free Townsfolk from the Mines.
2.) Free Crew from the Techno Wizard Train.
3.) Attack Shock Dog HQ and take down Hollis.
4.) Get Townsfolk out of town via the Train or Tunnels.

This team will be assisted by the young man named Alan who lives in Paragould. He was sent to seek help from the Legion. He found you. He knows a secret way into the mines where the townsfolk are being held prisoner and forced to mine. The dead are simply tossed into the silo.

After freeing the townsfolk you will escort them up to ground level and they’ll flee to the train.

You will then move on the Shock Dog HQ and take down Hollis.

Split up and do two objectives at same time:

After planning who will participate in what events, see this link, I will update this tread.


Whole Town
Whole Town

Mines Map
Mines Map
A = Hollis HQ Building
B = Mine Lift Building
C = Main Mine Entrance
D = Mine area and Townsfolk kept here
E = Mining tunnel deeper underground


HQ Map
HQ Map
A = Main Gate into town
B = warehousing area
C = Flying Patrol
D = Mine and Lift
E = Hollis HQ


In Mine
In Mine

HQ
HQ
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Re: 1.2 B — Attack on Paragould | Mine Rescue & Kill Hollis

Post by Lars »


The members of the Black Company split up and head for the back way into the mines to rescue the townsfolk, as the rest of your group head for the train to rescue the crew.

Your plan is to free the townsfolk and get them pointed towards the train to escape or have them flee as a whole out the secret exit of the mines. The mines are heavily guarded. You have to get there first. Afterwards your group is planning on assaulting the HQ and taking out Hollis. Alan has informed you that the silo near the HQ is where bodies of overworked townsfolk are being tossed in. Rumor is the bodies are later eaten by a demon that Hollis employes. Alan is unaware of a town graveyard saying he has only lived in Paragould for a year. He notes that the town is only around three years old, most townsfolk fled the fall of Tolkeen to settle here.

The young man, Alan, can show you the path to the secret exit he used to get out of the mine. The way to it is a mixture of lightly wooded flatland then rocky hills with sparse trees. While making your way to the disguised hatch, a hidden entryway into the mines from outside the town, several flying patrols are in the area.

There are two main roving groups, a group of tech-based flyers consisting of three Wild Weasel SAMAS units and two Sky King Hover “cycles”. The other flyers on patrol are two “young” dragons. Regardless of if you can “take ‘em” or not you know that if you are seen or go into battle before getting into the mines the Shock Dogs will be able to call for reinforcements. As there are still at least three hundred mercenaries in town, it’ll be better to not be seen.

The other issue is Alan is a lucky fellow since he managed to not set off any of the hidden traps or alarms set about the area. (Alan is a NPC Extra and is pretty useless other than he knows where the hatch is).

As a group you have two objectives to get to the secret hatch and get inside the mine.

Pick one person to roll a group Stealth Roll. Normal rules for supporting this roll. Due to the roving patrols this roll is made at a -2.

Pick one person to do a Notice or Occult roll to locate the traps and avoid security measures. Several are magical in nature. Due to the professional skills of the mercenaries this roll is at a -2.

Support Rolls
[Success grants the ally +1 to one skill total this round, and a raise adds +2. A Critical Failure on the support roll subtracts 2 from the lead’s total—sometimes extra hands just get in the way!]

Please narrate your story of getting to the hatch.

If the Stealth or Notice rolls are botched I’ll let you know what happens in the next GM post.

Successfully get to the hatch and I’ll tell you what you find in the mine etc in next GM post.

Edit: the Ley Line is too far to access yet. You’ll need to get into the mines before you are close enough to feel it.

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Edit Additional Notes from Discord Questions
  • You have time to prepare. If you want to cast Boost Trait or the like. Then start heading to your objective, that’s fine.
  • Visiting the Ley Line north or south of town, a safe distance away, is doable too if you want. Those headed to the mines will not be close enough to feel the line until they are inside the mines.
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Re: 1.2 B — Attack on Paragould | Mine Rescue & Kill Hollis

Post by Humble »

Relief remove fatigue Faith 1d8!! or Wild 1d6!!: [7]+[1] = 8
Support Stealth with Notice 1d4!! or Wild 1d6!!: [2]+[1] = 3
No bennies so sticking with the +0


Humble prepares for the raid with the others. The excitement showing as he becomes more alert and ready. Pulling together a trickle of power he washes away the bumps and bruises he experienced earlier as he waits for orders.

Once everything is figured out he follows the lead and does what is told, trying his best to be vigilante and watch for dangers. However more often than not it is the others who must point out the dangers to him as even at his most vigilant he has never been all that aware of his surroundings.
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Re: 1.2 B — Attack on Paragould | Mine Rescue & Kill Hollis

Post by Action Stan »

While he is tempted to send Clips with the other team to get footage of both prongs of the BCs attack on the Shock Dogs, he decides the simple minded drone would probably cause them more trouble than it was worth. He does grab a couple thermal blankets and hands them to Humble. "You got one hell of a heat sig there big guy, to keep their bike patrol from spotting you I think we'll have to cover you up a bit when they get near. Alan, keep us pointed in the right direction and I'll try to keep us hidden."
Stealth Task,
Modifiers: Scene -2
Stealth d8!!-2: [2]-2 = 0
Stealth Wild d6!!-2: [2]-2 = 0
Benny to reroll
Stealth Reroll d8!!-2: [5]-2 = 3
Wild Reroll d6!!-2: [10!!]-2 = 8
Clips rolls notice to support
Notice d8!!-2: [5]-2 = 3
The little drone manages to not give them away and Stan leads the mine team in with all the stealth befitting an elite strike force. It doesn't take his onboard systems long to get the timing down for the patrolling mercenaries routine. After that it's all gravy. Keeping overgrowth as much as possible and passing through the open areas when the flying squads were well away.
Action Stan
Pace: 6; Parry: 9; Toughness: 12 base/15(2) in body suit/23 (8) in body suit and armor; Strain: 2/16
Fatigue 0/3 Wounds 0/3
Bennies 0/3 1 Zombie Benny
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Re: 1.2 B — Attack on Paragould | Mine Rescue & Kill Hollis

Post by Charon »

OOC Comments
Spotting to Support Stan
Notice 1d8!!+2: [2]+2 = 4
Wild Notice 1d6!!+2: [2]+2 = 4
+1 to Stan, so a success, but not particularly impressive.
Recovering her Auracles from Tula before they part ways, Charon decides that, like Humble, she will attempt to keep watch and make sure that Stan knows when the coast is clear. The goggles seem to make the difference, in the end, letting her give him a few pieces of advice. He probably didn't need it, really, but they manage to get through to the hatch, so that's the important thing.....
Current Stats
Stat/block
Agility d4, Smarts d10, Spirit d8, Strength d6 (d12+1), Vigor d6
Pace: 8/d6; Flying Pace: 12/d6; Parry: 5; Toughness: 16(7); PPE: 15 (+10 Staff) (+24 Phylactery)
Athletics d4; Common Knowledge d4; Fighting d4; Intimidation d4; Language (American) d8; Notice d8
Occult d10; Persuasion d6; Repair d8; Spellcasting d12+1; Stealth d4
Hindrances: Minor Delusion, Can't Swim, Major Vengeful, Heroic, Major Wanted (Coalition), Major Enemy (Vampires, Evil Necro), Major D-Bee, Major Oath, Alien Physiology, Non-Standard Build, Spooky
Special abilities: 4 Arms (ignore 2 MAP); Low-Light Vision; Notice to see ghosts, ethereal, invisible; Natural Healing 2/day, may regenerate limbs; Re-Roll Social rolls w/Undead; +4 to resist Vampiric puppet
Weapons:
Bone Staff (Str+d6, 2 PPE for 5 rounds MD; Reach +1, Parry +1 [incl], Spellcasting +1 [incl])
Wilk's Classic (15/30/60; 3d6 AP 2; +1 Shooting)
Tommygun (12/24/48; 2d6+1 Silver; RoF 3)
TW Gladius Exoskeleton (+7A/+4T; Str d12+1/Pace +2 while Powered [incl]; 1 PPE/hr)
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Re: 1.2 B — Attack on Paragould | Mine Rescue & Kill Hollis

Post by Lars »


  • At the Mines Secret Entry: Disguised as a Crypt
    • Charon
    • Humble
    • Stan
The plan: get past these Shock Dog mercs who obviously found the hidden entrance to the mines. Probably by hunting down the kid Alan who brought you here. Once you arrive Alan tells you that in the crypt (stairs leading down) is the way into the mines. Alan then runs away.

Charon: the answer is yes. It’s a small cemetery. 15 buried bodies.

Maps of the area. Consider the whole place heavily wooded. As you did well on your approach you start the round with the quick combat equivalent of the drop. (see below).

Shock Dogs (all seasoned or novice):
  1. Glitter Boy PA
  2. Ley Line Walker
  3. Headhunter on Motorcycle
  4. Juicer
  5. Crazie
B693B428-6DCB-44D0-B4D0-D4E33D3DCBD8.jpeg
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You can (with the “Drop”) enter combat or sneak by these 5 Mercs.

Option One Sneak Into Tunnel
This could be as simple as 3 stealth rolls. Or maybe you use another skill. Anything that makes narrative sense. Maybe you cause a distraction using risen dead to get tokens. Etc.
  • You need 5 tokens to do so or you give away your presence and are attacked.
  • The QC Drop means all your rolls this round are at +2!
  • If attacked because you failed, you (all) take one Wound this turn and we will go into combat next turn.
Option Two Fight You Way Into Tunnel
  • You need 6 tokens to win the battle against these mercenaries.
  • If you go this route, you are at +2 on all rolls from having the “drop” on them however the difficulty of the battle is -2. So even rolls.
Failure to get the needed amount of tokens means you failed at your sneaking by or failed to kill them all. Based on your token count, I’ll respond with next GM post. Your in the tunnel or your in combat etc.

Edit: PPE and ISP — don’t worry about it. You’ll regain the power points before next encounter.
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Re: 1.2 B — Attack on Paragould | Mine Rescue & Kill Hollis

Post by Charon »

OOC Comments
Bennies 0/3
PPE: 24/49
+2 Bennies for staying and fighting

Quick Combat:

Scene Penalty -2; +2 for The Drop. Net no change.
Spellcasting 1d12!!+1: [7]+1 = 8
Wild Spellcasting 1d6!!+1: [5]+1 = 6
Raise: 2 Tokens

Calling the Dead
Persuasion 1d6!!: [10!!] = 10
Wild Persuasion 1d6!!: [1] = 1
Raise: X Volunteers! (This affects the PPE cost, as noted below)

Raising the Troops (casting Zombie)
Spellcasting 1d12!!+1: [1]+1 = 2
Wild Spellcasting 1d6!!+1: [2]+1 = 3
Free Reroll:
Spellcasting 1d12!!+1: [2]+1 = 3
Wild Spellcasting 1d6!!+1: [5]+1 = 6
Success becomes Auto-Raise: Add one die-type to Shooting

PPE Cost: 15 (Armed, Armored, Mind Rider)+0 (Permanent)

Bennies 2/3
PPE: 9/49
Charon immediately pegs the Glitterboy (almost certainly stolen) as the major threat--not only is it capable of inflicting massive damage, but firing the Boom Gun will doubtless bring reinforcements and/or allow Hollis and his circle to entrench. Best to turn a liability into an asset. No true Glitterboy would turn on his comrades, but there is no honor among thieves, and discretion comes naturally to traitors and criminals....

Aloud, she cries out, "Shining Warrior, now is your time--subdue your companions, quietly, and you'll be able to reap their share of the loot!" The Ley Line Walker never knew what hit him--the sparkling fist just came down on his head with a massive crunch.

Once the element of surprise was spent, the fight became a little more difficult, but she was confident her allies would carry their share of the burden.

**************LATER***************

Charon spends a bit of PPE to speak with the dead in the crypt. Deceased of Paragould, hear me. Your city has been overrun by bandits of the most vile sort. Will you help us get your people to safety, and to cut the head off the snake responsible?"

As voices rise in the affirmative, their bodies rise as well, bursting from their tombs ready to fight. Her senses align with the first of them to agree, and she has them form up, rifles at the ready.
Paragould Zombie Stats
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d10
Skills: Athletics d4, Common Knowledge d4, Fighting d6, Intimidation d6, Notice d4, Shooting d8
Pace: 4; Parry: 5; Toughness: 14 (5)
Hindrances: Hesitant
Edges: Brute
Special Abilities:
Bite: Str+d4.
Gear: Decrepit Armor (+5 Armor), Laser Rifle (Range 24/48/96, Damage 4d6, RoF 1,
AP 2), Vibro-Knife (Str+d6 Mega Damage, AP 6).
Fearless: Mindless undead are immune to Fear and Intimidation.
Undead: +2 Toughness; +2 to recover from being Shaken; no additional
damage from Called Shots; doesn’t breathe; immune to Disease and Poison.
Weakness (Head): Called Shots to a zombie’s head do the usual +4 damage.
Current Stats
Stat/block
Agility d4, Smarts d10, Spirit d8, Strength d6 (d12+1), Vigor d6
Pace: 8/d6; Flying Pace: 12/d6; Parry: 5; Toughness: 16(7); PPE: 15 (+10 Staff) (+24 Phylactery)
Athletics d4; Common Knowledge d4; Fighting d4; Intimidation d4; Language (American) d8; Notice d8
Occult d10; Persuasion d6; Repair d8; Spellcasting d12+1; Stealth d4
Hindrances: Minor Delusion, Can't Swim, Major Vengeful, Heroic, Major Wanted (Coalition), Major Enemy (Vampires, Evil Necro), Major D-Bee, Major Oath, Alien Physiology, Non-Standard Build, Spooky
Special abilities: 4 Arms (ignore 2 MAP); Low-Light Vision; Notice to see ghosts, ethereal, invisible; Natural Healing 2/day, may regenerate limbs; Re-Roll Social rolls w/Undead; +4 to resist Vampiric puppet
Weapons:
Bone Staff (Str+d6, 2 PPE for 5 rounds MD; Reach +1, Parry +1 [incl], Spellcasting +1 [incl])
Wilk's Classic (15/30/60; 3d6 AP 2; +1 Shooting)
Tommygun (12/24/48; 2d6+1 Silver; RoF 3)
TW Gladius Exoskeleton (+7A/+4T; Str d12+1/Pace +2 while Powered [incl]; 1 PPE/hr)
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Re: 1.2 B — Attack on Paragould | Mine Rescue & Kill Hollis

Post by Action Stan »

Task roll 12, 3 successes
Modifiers: Scene -2, Drop +2, Calibrated +2, Wilks pistol +2, Sharpshooter +1
Shooting d10!!+5: [6]+5 = 11
Shooting Wild d6!!+5: [1]+5 = 6
Clips Notice to support d8!!: [7] = 7
On reaching the secret entrance it quickly becomes clear the guards can't be left to come in behind them once things get crazy inside the mines. The team spreads out and then moves in for the kill with Charon opening things up with her magics. Stan steps into the clearing as the mindbent glitterpunk strikes down his only hope for freedom.

Coming up behind the crazy and juicer he loudly asks, "Hey kids, wanna see a dead body?" as they turn to him he draws his trusty Wilks and puts neat holes through the center of each of their foreheads. With the nearest foes down his eyes drift natrurally towards the biggest threat, a mistake in fact but Clips catches sight of the headhunter about to draw on the Man of Action and "heroically" beeps a warning.

Stan spins and casually shoots his fellow headhunters gun from the mans hand. Then he pointedly looks behind the man at the charging @Humble "I'd worry more about him hoss."
Action Stan
Pace: 6; Parry: 9; Toughness: 12 base/15(2) in body suit/23 (8) in body suit and armor; Strain: 2/16
Fatigue 0/3 Wounds 0/3
Bennies 0/3 1 Zombie Benny
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Re: 1.2 B — Attack on Paragould | Mine Rescue & Kill Hollis

Post by Humble »

As the team splits up to take out the individuals Humble is assigned the man on the hoverbike. The speed provided by the braclet Hans gave him was enough for Humble to easily close in before the mercenary could react. With a deft swing of Mercy the man's head pops, more than falls as even a razor sharp blade is not enough to reduce the force of the giant artifact.

As soon as the man falls Humble reaches out with his other hand and grabs the bike, looking around he sees the battle was over before it begun. The enemy having no chance to launch a counterattack.

Fighting 1d12!! or Wild 1d6!! +3 to highest from skill and sword: [3]+[2] = 5

Benny that Fighting 1d12!! or Wild 1d6!! +3 to highest from skill and sword: [9]+[4] = 13 Total 9+3 = 12

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Re: 1.2 B — Attack on Paragould | Mine Rescue & Kill Hollis

Post by Lars »


At the Mines Secret Entry (Cemetery)
Charon
Humble
Stan

Fight Your Way Into Tunnel
You need 6 tokens to win the battle against these mercenaries.
Results: 8 Tokens!

Spoilers!! If you are not Charon, Stan or Humble the events in this post are spoilers for what’s happening. I don’t mind if the rest of you read it. Just remember this is OOC info. Thank you. -Dan

The crypt entrance leads down into the earth. Standing at the opening the psychopomp Charon, the hulking mass of muscle Humble, and the larger than life mercenary Action Stan gather and can see only a few feet down before the tunnel is just darkness. Clips hovers adjacent Stan flickering on and off its front light.

Ten undead zombies linger in the area looking forlorn and a little out of place until one quietly says:

”Brainsssss..”

The zombie smiles a death grin and the other nine zombies look amused. Another of the undead says:

“Death becomes you Flint. You weren’t that funny when you were alive.”

The brawny looking undead named Flint says:

”Ha. Ha.”

Turning to look at Charon the one called Flint says:

”You said the town was in danger? How can we help?”

Three zombies take a few steps down the tunnel Looking deeper into it as the rest of the undead move to stand by Charon

A resounding boom is heard in the distance. A deafening explosion ripples closer to the cemetery from the direction of the town.

From this distance the Ley Line was almost unseen. The cemetery and secret entrance to the mines being outside of the reach and effect of the line of magic. However now as the mercenaries and undead look that way, they see a massive Rift opening and growing in size. In mere seconds the distance between the town and cemetery are covered by one massive opening in the dimensional fabric of reality. A wave of energy crashes through you all.

Anyone who has power points (AB) has them filled instantly—almost to fast, forcibly fast—causing a level of fatigue (maybe… roll and see):

Anyone who has an AB needs to roll a Spirit Roll. Raise: Full Power Points and 2d6 extra for an hour
Success: Full Power Points
Failure: Full Power Points and 1 Fatigue
Critical Failure: Full Power Points and 2 “Fatigue”

The intensity of the opening Rift is breathtaking and the roaring suddenly ends. Surrounded in silence everything has a blue tint to it.

Then the vertigo… the ground seems to disappear and what looks like a absent void starts to engulf everyone.

Absolute darkness.

Weightlessness.

Thump. Landing in sand you can hear the sounds of your companions groaning and muttering.

You’re momentarily blinded by the brilliance of the sun.

Looking around you see three of the zombies are in various stages of being partly buried in the ground. Two managed with help get unburied. One looses two legs when others try to pull it out of the ground. You realize it’s legs were materialisticly fuzed with the ground.

Charon, Stan and Humble might feel really glad they were not partly underground and had the possibility of being fuzed into the ground.

Clips bounces off Action Stan suddenly falling out of the sky. After a moment the little bugger seems fine.

Scratching his rotted skull the zombie Flint mutters:

“Wonder if the townsfolk in the mine are buried underground and how many are still alive. Anyone got a shovel?”

Clips flys outward and returns. It then relays a message to the man of action:

Infrared readings show heat signatures under the sand. Body sized. Lots.

It appears that you are standing in a vast desert, under a brilliant red sun, warm and surrounded by sand. You are in a kind of valley, what exactly is out there is unknown however you can be sure of a few things…

You’re not on earth anymore. The Rift has dropped you on a habitable planet but the sky looks wrong (more on the environment latter).

The townsfolk and mercenaries who were in the mine are still underground. There are dozens of humanoid heat signatures under the sand. Less by the minute as they are all buried alive. You get the impression the cave/mine/tunnel did not get Rifted. Just the people.

In fact there are 80 townsfolk alive under the ground (for now) and 20 mercenaries. Telling them apart isn’t possible until dug out.

Player Options

Walk away. Explore. Leaving them all to die.

Or

Get them out!

Narrate how you do that and how you handle the mercenaries.

You can each make a roll to get along with the mercenaries [Persuasion or Intimidation at -2. Need a total of 4 Successes between the 3 if you to prevent going into combat with them after everyone is dug up. They’ll help unbury people but without the 4 Successes they will turn on you after everyone is saved. If you get 4 successes we will later (later turn) figure out how things go. Join you. Go their own way etc).

You can each all make a roll to go about saving the buried [Pick a skill or deed etc and roll. You are not going to be able to save everyone probably. We’ll see. Each success saves 10 people. That means to save all 100 buried you need 10 Successes.

Power Points expended are based on what you cast. Note. There is no presence of a Ley Line or Rift anywhere nearby.

You feel strangely detached from the risen. These risen seem different now. After being Rifted. It’s just a niggling feeling at the moment. They’re all very concerned about rescuing the townsfolk but you notice several seem to take initiative and seem more intelligent then you’d expect.


There is a chance you might vaguely recall this place. Almost like in a past incarnation. Give me a Spirit Roll at -2. If you succeed I’ll give you info.


Stan. Clips seems a little off. Like. More off. Distracted. He can race about and “point” out heat signatures… but Clips also seems distracted. If you roll a successful Repair roll I’ll tell you why.


Wooooooooooooormy
No sign of Wormy. He must have gone with the others to the TW Train. Hmmm. Or maybe he’ll pop up out of the sand. I wonder.
Edit.
Notes from Discord
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Re: 1.2 B — Attack on Paragould | Mine Rescue & Kill Hollis

Post by Humble »

12, "I remember this place"
Spirit Roll to Recall 1d8!! or 1d6!! +2 Item and -2 mod cancel each other: [12!!]+[1] = 13 = "I know this place..."
My strength returns
Spirit Roll to Power Point Refill 1d8!! or 1d6!! +2 to highest: [1]+[4] = 5 = "My strength returns..."
20, for five raises 50 people saved
This is worh the EP for Humble to save as many as possible. viewtopic.php?f=256&t=6681
Athletics Save The People 1d12!! or 1d6!! with +2 to highest: [7]+[4] = 11
Benny, if not for them, then when! Athletics Save The People 1d12!! or 1d6!! with +2 to highest: [2]+[4] = 6

EP (see link) Athletics Save The People 1d12!! or 1d6!! with +2 to highest: [5]+[3] = 8
EP (see link) Athletics Save The People 1d12!! or 1d6!! with +2 to highest: [9]+[5] = 14
3rd EP (see link) Athletics Save The People 1d12!! or 1d6!! with +2 to highest: [18!!]+[5] = 23
= "This sand it falls back as fast as I move it..." 4 raises for 50 people saved
Intimidation 4, Success
Intimidation (Humble is more focused on saving lives that scaring them) 1d4!! or Wild 1d6!! with -2 to highest: [5!!]+[4] = 9
Per GM fiat awarded +1 based on Humble's performance above.
Stumbling to his feet as Humble regains his orientation he looks around. "I know this place." He mumbles to himself as his mind clears. He looks around the familiarity sinking in.

As the bodies under the sand are identified as alive Humble knows little more than his own strength to move the sand. Angling his feet and pushing himself down a bit he begins with giant sweeps of his arms moving the sand as if splashing waves in a pool. The massive muscles of the giant unresisted by the sand it flies from him by the ton. Each clap of his thunderous hands displacing yards of sand.

Humble is not picky as he find them and moves on to the next. Anyone living he pulls out and sets aside, those who look to have the strength he command. "Help dig, or get out of the way." His firm words made his intentions clear, but it was obvious to the mercenaries he did not have it in his heart to kill them. The mercenaries where not a threat to Humble as they moved aside so he did not plan to kill them unless they became a threat. But still he maintained awareness of them to ensure they did not become a threat to others.



Note From Lars


What Humble recalls:

Humble joined the original Black Company after they had just returned from a mission off world. To a frozen ice planet. Called Amarok IV. @Hans Greuber talked about it with Humble at some point. It was where the BC killed all of the Second Set (they were traitors and undead things much like what you fought in Newport).

Hans talked about how he, and a bunch of the first members (Thrudh Zebrem, Kasey - who died on the ice planet, Sammy a intelligent cat, Gargamel - not the golem Hans has… but a Warrior mage who died in Gloom saving the city, and Alecto) all worked with the AC.

The AC: Arcane Company, are a mining company that was once owned by Victoria Geist in Gloom. The Black Company was promised free access to use of the AC dimensional gates. The gates were tech based. Not magic.

Hans talked about several of the worlds the AC had access to and how he would love to visit several of them. Hans had no desire to return to Amarok but mentioned several others that sounded interesting to the dwarf.

One was Rakis.

Rakis is a desert-like arid hot Dwarf Planet: a celestial body resembling a small planet but lacking certain technical criteria that are required for it to be classed as such.

The entire moon sized planet is desert, its main attraction, an oasis, is the Dimensional Trade City: New Troker. Much like a smaller Splynn or Worldgate.

The Main mining site, Fissure, is a hellish hot hole, that nets more credits than any other mining site owned by the AC.

The Wastelands are full of D-Beings and gangers. If one is willing to put up with occasional gangers, Rakis is a great gateway world, visiting New Troker, which is a dimensional city.

Hans said visiting the mines and the d-city were on his bucket list.

Humble knows that you are on Rakis. He also knows that Giest is affiliated with the city of New Troker in some way.

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Re: 1.2 B — Attack on Paragould | Mine Rescue & Kill Hollis

Post by Charon »

Full PPE, 40 rescued, Intimidation Raise
Starting Stats:
Bennies 2/3
PPE: 9/49

Spirit 1d6!!: [2] = 2
Wild Spirit 1d6!!: [7!!] = 7
Success: PPE Tank Goes to Full.

Rescue Folks:
Spellcasting (Divination 5PPE, Communion +1)
Spellcasting 1d12!!+1: [3]+1 = 4
Wild Spellcasting 1d6+11: [1]+11 = 12
3 Tokens, before Zombies

Zombie Group 1
Zombie G1 Athletics 1d4!!: [2] = 2
Zombie Group Die 1d6!!: [4] = 4
Success = 1 Token

Zombie Group 2
Zombie G2 Athletics 1d4!!: [2] = 2
Zombie Group Die 1d6!!: [3] = 3
Fail = 0 Tokens

Get along--or else!
Intimidation 1d4!!-2: [2]-2 = 0
Wild Intimidation 1d6!!-2: [2]-2 = 0
Benny
Intimidation 1d4!!-2: [2]-2 = 0
Wild Intimidation 1d6!!-2: [11!!]-2 = 9
Raise!
Zombie Support for Intimidation (forgot to include -2 on rolls; both groups failed Support, but no Critfails):
Zombie G1 Intimidation 1d6!!: [5] = 5
Zombie G1 Wild Intimidation 1d6!!: [3] = 3
Zombie G2 Intimidation 1d6!!: [2] = 2
Zombie G2 Wild Intimidation 1d6!!: [2] = 2

Final Stats:
Bennies 1/3
PPE: 43/49
Charon notes the unusual intelligence and self-awareness of the zombies as soon as they start to speak. However, as the group is almost immediately shuffled off to another world of sun and sand. As the situation becomes evident, Charon and the Zombies act. Realizing that this is a triage situation, she attunes herself to the dead, asking which of the buried villagers is closest to Death (and thus, in greater need of immediate rescue). Sorting the buried this way means that Humble and the Zombies are better able to be directed "Dig here, next", bringing out the young, elderly and infirm before those more able to hold their breath.

The zombies do work to dig their living comrades up, though the lack of proper tools means they struggle to pull them up with their bare hands. Still, they manage to get a good number out quickly.

As the mercenaries are brought out with the villagers, the zombies attempt to spook them into behaving; while their almost-human natures keep them from being as terrifying as they might, one look at Charon, eyes gone black, speaking in an odd double-voice as she directs further extraction efforts, more than makes up for it, keeping the mercenaries in line (the presence of the recently deceased Shock Dogs probably doesn't hurt, either).
Current Stats
Stat/block
Agility d4, Smarts d10, Spirit d8, Strength d6 (d12+1), Vigor d6
Pace: 8/d6; Flying Pace: 12/d6; Parry: 5; Toughness: 16(7); PPE: 15 (+10 Staff) (+24 Phylactery)
Athletics d4; Common Knowledge d4; Fighting d4; Intimidation d4; Language (American) d8; Notice d8
Occult d10; Persuasion d6; Repair d8; Spellcasting d12+1; Stealth d4
Hindrances: Minor Delusion, Can't Swim, Major Vengeful, Heroic, Major Wanted (Coalition), Major Enemy (Vampires, Evil Necro), Major D-Bee, Major Oath, Alien Physiology, Non-Standard Build, Spooky
Special abilities: 4 Arms (ignore 2 MAP); Low-Light Vision; Notice to see ghosts, ethereal, invisible; Natural Healing 2/day, may regenerate limbs; Re-Roll Social rolls w/Undead; +4 to resist Vampiric puppet
Weapons:
Bone Staff (Str+d6, 2 PPE for 5 rounds MD; Reach +1, Parry +1 [incl], Spellcasting +1 [incl])
Wilk's Classic (15/30/60; 3d6 AP 2; +1 Shooting)
Tommygun (12/24/48; 2d6+1 Silver; RoF 3)
TW Gladius Exoskeleton (+7A/+4T; Str d12+1/Pace +2 while Powered [incl]; 1 PPE/hr)
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Re: 1.2 B — Attack on Paragould | Mine Rescue & Kill Hollis

Post by Action Stan »

The world shifts under the teams feet and sideways leaving them in some strange desert. The normally upbeat Stan briefly panics at the unexpected change in local.

"What the McGuffin Fuck was that?!!" Concerns that he and his new friends had walked into a reboot of his last adventure came crashing down on him and he was literally about to sink to his knees in horror when his enhanced eyes pick up the struggling figures buried in the sand.

"Oh... crap." The need to Do The Right Thing overcomes his personal terrors, and he directs Clips to likewise begin scanning the ground from above, he then relays the information to the diggers keeping then from missing any wayward loners.
Battle for task
Clips, Notice for support d8!!: [2] = 2
Battle d6!!: [9!!] = 9
Battle Wild d6!!: [1] = 1
Persuasion on Mercs, 6 one success
Modifiers; Scene -4.
Clips Athletics to support d8!!: [13!!] = 13
Stan Modifiers:Scene -4, Famous +1, Support from Clips +2. Net -1
Persuasion d6!!-1: [5]-1 = 4
Persuasion Wild d6!!-1: [4]-1 = 3
Oops scene pen is -2. Benny to reroll
Persuasion Reroll d6!!+1: [3]+1 = 4
Wild Reroll d6!!+1: [1]+1 = 2
After everyone is miraculously saved by the team Stan notices the merc guards among the lost looking a bit... squirrely. And while he knows neither he, nor the townsfolk are like to trust the former slavers, a fight breaking out would do no one any favors so he opts for a sales pitch. He gives Clips a radio burst of instructions and the little drone begins to glide dramatically around the Shock Dogs then pans to the Black Co.

Stan steps forward and smiles "Hi. We're the Black Company and I'm Action Stan. We were infiltrating your mine to free these folks and. Well. Probably kill most of you but...." He holds his hands up and motions at the desert around them. "Shit got weird. So now you got two choices: be smart and have a redemption arc. Help us get these folks home. Or we go back to us killing you all, as to our credentials on that..." He points dramatically to the dead guards.

"They never got to take a shot. And now we have zombies. Ones who might have some issues with how you've treated their kin." He rests a hand on his famous heavy custom revolver, Harry, and asks "So, how's your cameo reel gonna play out?"
Action Stan
Pace: 6; Parry: 9; Toughness: 12 base/15(2) in body suit/23 (8) in body suit and armor; Strain: 2/16
Fatigue 0/3 Wounds 0/3
Bennies 0/3 1 Zombie Benny
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Re: 1.2 B — Attack on Paragould | Mine Rescue & Kill Hollis

Post by Lars »


The Desert —— Charon, Stan, Humble

Charon and the zombies, Stan and Clips, and Humble take to the task like expert excavators.

They save all hundred beings that were buried under the sand.

80 townsfolk of Paragould and 20 Shock Dog mercenaries are rescued.

The 20 mercenaries quickly decide to join forces with the Black Company.

As the day settles and night approaches it becomes apparent that the arid hot desert day will be changing into a very cold dark night.

People are hungry and tired. The mercenaries are open to ideas.

The 103 of you, along with a few zombies and Clips are exposed in the vast desert sands.

Shelter. Water. Food. All are needed. None are available here in the sand.

It’s time to move.

One of the zombies tells Charon that it looks like there is roughly three hours before the sun drops. Probably four to five hours before the townsfolk suffer the cold and start dropping.

Definitely time to move.

Charon, Stan, and Humble:

You saved everyone — now it’s time to keep them alive. You have three hours till dark. If you are going to get everyone across the sandy desert and find shelter, food and water you need to make some rolls.

Pick how you’re helping.
[ the difficulty modifier in this is a -2 ]
Example: Roll Survival skill
Example: Cast spell
Etc

Then Narrate (RP) your experience.

Results:

5 or more successes, in two hours you locate all three needs. I’ll explain in next GM post. All three (shelter, food, water) are all located in one location.

4 successes, in three hours you locate all three needs. I’ll explain in next GM post. All three (shelter, food, water) are all located in one location. However, everyone takes 1 Fatigue.

3 successes, in three hours you locate all three needs. I’ll explain in next GM post. All three (shelter, food, water) are all located in one location. However, everyone takes 2 Fatigue.

2 successes, in four hours you locate all three needs. I’ll explain in next GM post. All three (shelter, food, water) are all located in one location. However, everyone takes 2 Fatigue and half the townsfolk are at 3 Fatigue requiring others to carry them.

1 or less success… four hours later the 20 mercenaries flee, leaving you behind. The townsfolk are all to fatigued to move. Next GM post will provide the full grim details.

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Savage Rifts Player Characters
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Re: 1.2 B — Attack on Paragould | Mine Rescue & Kill Hollis

Post by Humble »

Humble explains to @Charon and @Action Stan what he knows of this place. "I know this place..." He begins as he shares with them his experience seeing and hearing of it from the previous Company records.
Note From Lars


What Humble recalls:

Humble joined the original Black Company after they had just returned from a mission off world. To a frozen ice planet. Called Amarok IV. @Hans Greuber talked about it with Humble at some point. It was where the BC killed all of the Second Set (they were traitors and undead things much like what you fought in Newport).

Hans talked about how he, and a bunch of the first members (Thrudh Zebrem, Kasey - who died on the ice planet, Sammy a intelligent cat, Gargamel - not the golem Hans has… but a Warrior mage who died in Gloom saving the city, and Alecto) all worked with the AC.

The AC: Arcane Company, are a mining company that was once owned by Victoria Geist in Gloom. The Black Company was promised free access to use of the AC dimensional gates. The gates were tech based. Not magic.

Hans talked about several of the worlds the AC had access to and how he would love to visit several of them. Hans had no desire to return to Amarok but mentioned several others that sounded interesting to the dwarf.

One was Rakis.

Rakis is a desert-like arid hot Dwarf Planet: a celestial body resembling a small planet but lacking certain technical criteria that are required for it to be classed as such.

The entire moon sized planet is desert, its main attraction, an oasis, is the Dimensional Trade City: New Troker. Much like a smaller Splynn or Worldgate.

The Main mining site, Fissure, is a hellish hot hole, that nets more credits than any other mining site owned by the AC.

The Wastelands are full of D-Beings and gangers. If one is willing to put up with occasional gangers, Rakis is a great gateway world, visiting New Troker, which is a dimensional city.

Hans said visiting the mines and the d-city were on his bucket list.

Humble knows that you are on Rakis. He also knows that Giest is affiliated with the city of New Troker in some way.




Once they are under way Humble quickly begins encouraging the stronger ones to step forward and help the weaker. "While we travel together we are family. No one gets forgotten. If you brother falls, pick him up so he may rest, if your sister falls, carry her while her strength comes back." Rather than waste time intimidating people or trying to persuade them, he instead focuses on the nature of their conflict. "Our enemy here is the desert. And we all must work together to defeat her."

Humble's sharing his strength with those who did not have enough strength of their own.

Using Faith to represent sharing Relief with team.
Faith (Relief) 1d8!! or Wild 1d6!! with -2 to highest.: [1]+[5] = 6
Benny Faith (Relief) 1d8!! or Wild 1d6!! with -2 to highest.: [7]+[2] = 9
PPE Cost 3d6: [5, 4, 2] = 11
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Charon
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Re: 1.2 B — Attack on Paragould | Mine Rescue & Kill Hollis

Post by Charon »

OOC Comments
Starting Stats:
Bennies 1/3
PPE: 43/49

Using Repair to turn clothing and misc gear into parasols, etc, to help shield people from the heat before sundown, then to make sure everyone stays warm during the earliest part of the night.
Repair 1d10!!+3: [3]+3 = 6
Wild Repair 1d6!!+3: [10!!]+3 = 13
3 Tokens

Flint will lead the other Zombies in helping to carry people so they don't need to wear themselves out--all rolling Athletics, with the two 'normal' Zombie groups Supporting Flint.
Zombie Group 1 Athletics 1d4!!: [1] = 1
ZG1 Group Wild Athletics 1d6!!: [4] = 4
+1 To Flint

Zombie Group 2 Athletics 1d4!!: [5!!] = 5
ZG2 Group Wild Athletics 1d6!!: [16!!] = 16
+4 to Flint

Flint Athletics 1d6!!: [15!!] = 15
Flint Wild Athletics 1d6!!: [15!!] = 15
Net 4 Tokens with Support
Charon looks up. It's clear the sun is going to be their enemy in the next few hours, until it sets. She sets to work immediately, pulling out her scrimshaw toolkit. Clothing, bits of metal from some of the dead men's gear, and a few odds and ends from her own NG-S2, and she's managed to stitch together several parasols and other mobile shades. She makes sure to allow for the cloth to be reused, later, when the sun goes down and the night air chills the way it only can in the desert. She also creates a few makeshift litters (the tent and sleeping bag from the NG-S2 serve admirably for that purpose), for those individuals who cannot make the trek unaided.

Meanwhile, Flint takes some initiative of his own, disturbing and fascinating Charon's composure in equal measure. The most unusual of the Paragould Zombies, he takes the lead in organizing the others, arranging for some to carry the shade-casting devices, while others are employed to carry the litters. The Paragould dead prove untiring and unflagging in their efforts, making their former neighbors travel in something that could almost be considered comfort.

Charon studies Flint during this time, pondering both possible causes for his... Condition? No, that sounds disparaging, and I'm not sure this is a negative, just yet. Let's think of it as his state of being, for the time., and also for possible ways to make use of it. She fingers the superfluous set of TW goggles she acquired. These might be more useful to us than I first suspected. I wonder if Hans could extract some suitable gems from within and repurpose them....
Current Stats
Stat/block
Agility d4, Smarts d10, Spirit d8, Strength d6 (d12+1), Vigor d6
Pace: 8/d6; Flying Pace: 12/d6; Parry: 5; Toughness: 16(7); PPE: 15 (+10 Staff) (+24 Phylactery)
Athletics d4; Common Knowledge d4; Fighting d4; Intimidation d4; Language (American) d8; Notice d8
Occult d10; Persuasion d6; Repair d8; Spellcasting d12+1; Stealth d4
Hindrances: Minor Delusion, Can't Swim, Major Vengeful, Heroic, Major Wanted (Coalition), Major Enemy (Vampires, Evil Necro), Major D-Bee, Major Oath, Alien Physiology, Non-Standard Build, Spooky
Special abilities: 4 Arms (ignore 2 MAP); Low-Light Vision; Notice to see ghosts, ethereal, invisible; Natural Healing 2/day, may regenerate limbs; Re-Roll Social rolls w/Undead; +4 to resist Vampiric puppet
Weapons:
Bone Staff (Str+d6, 2 PPE for 5 rounds MD; Reach +1, Parry +1 [incl], Spellcasting +1 [incl])
Wilk's Classic (15/30/60; 3d6 AP 2; +1 Shooting)
Tommygun (12/24/48; 2d6+1 Silver; RoF 3)
TW Gladius Exoskeleton (+7A/+4T; Str d12+1/Pace +2 while Powered [incl]; 1 PPE/hr)
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Re: 1.2 B — Attack on Paragould | Mine Rescue & Kill Hollis

Post by Action Stan »

Clips, notice to assist
Clips Notice d8-2!!: [5]-2 = 3
Survival to find supplies and shelter
Survival d6!!-2: [3]-2 = 1
Survival Wild d6!!-2: [3]-2 = 1
Benny to reroll
Survival Reroll d6!!-2: [5]-2 = 3
Wild Reroll d6!!-2: [4]-2 = 2
2nd benny to reroll
Survival Reroll 2 d6!!-2: [2]-2 = 0
Survival Wild Reroll 2 d6!!-2: [3]-2 = 1
Humbles description of the place does little for Stan's frayed nerves. Sucked into a n evil wanna be goddess' personal dimension.. not liking this at all... But Stan does his best to keep his concerns from being apparent, especially to the townsfolk. He asks around among them hoping for someone to pilot the GB that wasn't a Shockdog. But where Hans would see dollar signs Stan was looking at up gunning the dimensional refugees. Both to keep the mercs in line and for if/when the team encountered hostiles in this strange world. He also gathers the weapons and any useful gear from the mercs that were guarding the entrance and he arms any townsfolk that seem able and copetant with them. He commandeers the bike, at least for a while so he can outride at the groups flanks. While doing so he looks for any signs of water, shelter or civilization but keeping close to the group so he can support any attempt at insurrection leaves little ground to search.
Action Stan
Pace: 6; Parry: 9; Toughness: 12 base/15(2) in body suit/23 (8) in body suit and armor; Strain: 2/16
Fatigue 0/3 Wounds 0/3
Bennies 0/3 1 Zombie Benny
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Re: 1.2 B — Attack on Paragould | Mine Rescue & Kill Hollis

Post by Lars »


Charon (and zombies), Stan (and Clips), Humble, 80 townsfolk of Paragould and 20 Shock Dog mercenaries make their way across the desert as the sun slowly sets. As they travel they come across the Black Company APC sitting empty devoid of loot and rusted, and damaged to a point of no use. In fact the engine and power source are missing from the vehicle. The only real way they recognize the APC is the faded paint job on the side saying: Black Company Salvage.

After about two hours trek on foot, the wounded being carried by the undead, the hundred plus souls of the townsfolk and the mercenaries crest a sand dune and see a large castle cast in the setting sun.

There is no doubt, this is Castle Refuge. Dimensionally plucked from Arkansas and dropped here on the planet Rakis. Two things are evident. One, the castle is occupied, and there is a flag flying over the castle that looks like a golden anvil on a black background and a 'FB' in red on the anvil. Two, the occupants are fighting what look like hybrid mutations of large centipede/scorpion monsters.

Castle Refuge on Rakis.png

Image

Flag.jpg
Flag.jpg (7.56 KiB) Viewed 365 times


Seeing the battle, the undead zombies turn and look at Charon. Flint says, "Whatcha think?"

The former Shock Dog mercs mirror the undead's question with their uncertain looks at Stan, Charon and Humble.

Another thing of note, there feels like a Ley Line runs underground nearby and goes under the castle. It is close enough to utilize. It operates exactly like a Ley Line does on Earth but is subterranean.

Looking down at Castle Refuge for a few moments, you can see there are roughly a dozen defenders in the castle, they look like a mix of tech-based warriors and some mages. They do not look like Legion members, each wearing the patch of the golden anvil on their armor or robes. Their weapons and armor look very high tech.

There looks like two dozen of the mutant monsters, its hard to tell as the creatures waver and fade in and out of view, like wraiths. They spit green acid and snap sharp pincers at the defenders.

As you stand on the sand dune taking it all in you notice several of the defenders have seen you. They give worried looks at you all and continue to fight the monsters.

Four of the beasts break through the castle front doors (which were previously damaged) and skitter into the castle.

A few of the monsters outside still look like they are aware of your presence and a few turn to face you.

Options: You can either join the battle and help the defenders fight the Sand Wraith (mutant monster centipede scorpion things) or flee.

Flee? Make a Skill roll and describe how it helps you flee and stay out of sight of the monsters.

Stay and fight? Join in the battle to stop the Sand Wraith...

Quick Combat

6 Successes needed from your group to kill all the monsters. Modifier is -2 due to the difficultly of killing the Sand Wraiths. Fire does not harm them and neither do lasers. Everything else does normal damage. Less than six successes and we go into a second round of combat with "consequences".

You each can use one group to assist you.

Example: Charon does his roll and adds an assist from the zombies. Stan does his roll and gets an assist from Clips. Humble does his roll and gets an assist from the Shock Dog mercs. The townsfolk are of no real use in this battle.

Power Points = you are on a Ley Line so don't worry about it.
Rounds spent = 2d6

Roll, and narrate away!

EDIT: SAND WRAITHS ARE SIZE +1


After this encounter the next GM post will be you all reuniting as one group and be the start of a new quarter! Oh, and remember to use or hang onto the Christmas Zombie Bennie (it carries over between quarters if not used).
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Re: 1.2 B — Attack on Paragould | Mine Rescue & Kill Hollis

Post by Action Stan »

Clips Notice to support
Notice d8!!-2: [5]-2 = 3
Shooting for task 12, 3 tokens
Modifiers: scene -2, calibrated weapons +2, Sharp Shooter edge +1, size +2. Net +3
Shooting d10!!+3: [6]+3 = 9
Shooting Wild d6!!+3: [3]+3 = 6
Benny to reroll
Shooting Reroll d10!!+3: [5]+3 = 8
Shooting Wild Reroll d6!!+3: [9!!]+3 = 12
Ammo used 2d6: [6, 2] = 8
Losing another couple months to rifts is an unsettling addition to the weird ass shit cake he's found himself in, but Stan tries not to let it divert from the task at hand. These folks needed saving from this desert and a way found home so that was his focus. Coming over the dune to find A: the castle and that B: it was under attack was actually a huge relief. So much of the world the Paragons had sent him to was beyond him. Magic, rifts, psionics, despite their presence in many of the Parable felt odd and unfamiliar to him. But he did understand battle. Action call to him and like his huge friend Humble, there was no hesitation.

Stan quickly found the laser on the bike to be ineffective against the beasts armored hide, but they did attract their attention. Moving along dune tops, Stan lays into the monsters with a one-two combination of lasers to draw attention then when the beast popped its head up to look for the shots source he follows up with a p-beam to the face. Keeping back and on the move, Stan tries to funnel any that try to come at him into the immovable blender that is Humble.
Action Stan
Pace: 6; Parry: 9; Toughness: 12 base/15(2) in body suit/23 (8) in body suit and armor; Strain: 2/16
Fatigue 0/3 Wounds 0/3
Bennies 0/3 1 Zombie Benny
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Re: 1.2 B — Attack on Paragould | Mine Rescue & Kill Hollis

Post by Charon »

1 Token
Starting Stats:
Bennies 1/3
PPE: 43/49
+1 Zombie Bennie

-2 Scene Penalty applied to all rolls.

Base Zombie Stats (includes boost from Master Necromancer and Auto-Raise):
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12, Vigor d12
Skills: Athletics d6, Common Knowledge d6, Fighting d10, Intimidation d8, Notice d6, Shooting d8
Pace: 4; Parry: 7; Toughness: 15 (5)
Hindrances: Hesitant
Edges: Brute
Gear: Decrepit Armor (+5 Armor)
Laser Rifle (Range 24/48/96, Damage 4d6, RoF 1, AP 2),
Vibro-Knife (Str+d6 Mega Damage, AP 6).
Special Abilities:
„ Bite: Str+d4.
„ Fearless: Mindless undead are immune to Fear and Intimidation.
„ Undead: +2 Toughness; +2 to recover from being Shaken; no additional
damage from Called Shots; doesn’t breathe; immune to Disease and Poison.
„ Weakness (Head): Called Shots to a zombie’s head do the usual +4 damage.

Zombie Group 1 Supporting Flint
ZGA Shooting 1d8!!-2: [7]-2 = 5
ZGA Wild Shooting 1d6!!-2: [5]-2 = 3

Zombie Group 2 Supporting Flint
ZGB Shooting 1d8!!-2: [3]-2 = 1
ZGB Wild Shooting 1d6!!-2: [4]-2 = 2

Flint gets a +1 from Support.
Flint Supporting Charon
Flint Shooting 1d8!!-1: [5]-1 = 4
Flint Wild Shooting 1d6!!-1: [4]-1 = 3

Flint gives Charon a +1 Support
Charon attacks the Sandwraiths with Spellcasting
Spellcasting (+1 Staff, +1 Support, -2 Scene, straight roll):

Spellcasting 1d12!!: [7] = 7
Wild Spellcasting 1d6!!: [3] = 3
Free Reroll:
Spellcasting 1d12!!: [5] = 5
Wild Spellcasting 1d6!!: [1] = 1
Benny to Re-roll:
Spellcasting 1d12!!: [3] = 3
Wild Spellcasting 1d6!!: [4] = 4

And that's that. 1 Token.

Final Stats:
Bennies 0/3
Zombie Bennie: 1
PPE: 43/49
Charon considers Flint's question. "We should definitely aid them--there may be some answers about what is going on in the Castle, or perhaps these new occupants will be able to assist us in return. However, I cannot leave the civilians here undefended. So while my associates and I engage the creatures more directly, you and your companions should make a firing line from up here, picking off targets of opportunity. The townsfolk can thus stay behind you all." After all, the reason he's helping us is to help the townsfolk; it will do no good to send the zombies against the monsters if some of them manage to flank us.
Current Stats
Stat/block
Agility d4, Smarts d10, Spirit d8, Strength d6 (d12+1), Vigor d6
Pace: 8/d6; Flying Pace: 12/d6; Parry: 5; Toughness: 16(7); PPE: 15 (+10 Staff) (+24 Phylactery)
Athletics d4; Common Knowledge d4; Fighting d4; Intimidation d4; Language (American) d8; Notice d8
Occult d10; Persuasion d6; Repair d8; Spellcasting d12+1; Stealth d4
Hindrances: Minor Delusion, Can't Swim, Major Vengeful, Heroic, Major Wanted (Coalition), Major Enemy (Vampires, Evil Necro), Major D-Bee, Major Oath, Alien Physiology, Non-Standard Build, Spooky
Special abilities: 4 Arms (ignore 2 MAP); Low-Light Vision; Notice to see ghosts, ethereal, invisible; Natural Healing 2/day, may regenerate limbs; Re-Roll Social rolls w/Undead; +4 to resist Vampiric puppet
Weapons:
Bone Staff (Str+d6, 2 PPE for 5 rounds MD; Reach +1, Parry +1 [incl], Spellcasting +1 [incl])
Wilk's Classic (15/30/60; 3d6 AP 2; +1 Shooting)
Tommygun (12/24/48; 2d6+1 Silver; RoF 3)
TW Gladius Exoskeleton (+7A/+4T; Str d12+1/Pace +2 while Powered [incl]; 1 PPE/hr)
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Humble
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Re: 1.2 B — Attack on Paragould | Mine Rescue & Kill Hollis

Post by Humble »

Dogs Supporting Humble with Shotting 1d8!! or Group Die 1d6!!: [7]+[3] = 10 For a +1
Humble Fighting 1d12!! or Wild 1d6!! (Skill +2, Mercy and Pain +1, Support +1, scene -2 total +2): [11]+[2] = 13
Total 13+2 for Size = 15


Humble sees the monsters attacking and without thinking begins to move forward to help the defenders. But a small moment of wisdom comes over him as he realizes the others could help and he would be able to live. Turning to the Shok Dogs leader he says. "Hide behind those rocks and shoot as many of them as you can."

Then summoning forth his blades Humble moves forward as if a force of nature, the giant creatures having little chance to resist his attacks as he spins into them his body instantly healing from the pincers and stings that come in easily overcoming the poisons with his own resilience. The fight is not a graceful one, there is no flow or dance. The movement forward instead feeling like the slow rolling of a landslide unstoppable as everything in its way is destroyed.

Several times, perhaps dozens, Humble is hit by the weapons fire from his allies, but does not notice as he wrestles with and destroys the strange monsters. As the battle concludes Humble looks around confused the enemies are gone then looking to the Future Brigade defenders wondering how they arrived here. "Future Brigade? We are looking for our friends." Describing the others, with an emphasis on Hans he finishes. "Have you seen them?"
Lars
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Location: GAMEMASTER

Re: 1.2 B — Attack on Paragould | Mine Rescue & Kill Hollis

Post by Lars »


Well done!

6 Successes needed from your group to kill all the monsters. Modifier is -2 due to the difficultly of killing the Sand Wraiths. Fire does not harm them and neither do lasers. Everything else does normal damage. Less than six successes and we go into a second round of combat with "consequences".

You out did yourselfs and Rock. Next GM post ASAP.
Savage Rifts Game Master
  • The Black Company — GM
  • Lost Jungles (Coalition States) — AGM
  • Lars
    Discord: Daniel (Lars)
Savage Rifts Player Characters
  • Setrakian Dragon Juicer
    Lost Jungles (Federation of Magic) GM - Technospawn
  • Blackfish Combat Mage / Ogre
    Tomorrow Legion 12th AAT GM - Snake Eyes
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