✣ 2.2 Traveling to Fissure

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Daniel
Daniel (Lars)
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✣ 2.2 Traveling to Fissure

Post by Daniel »


Setting out across the Rakis desert towards Fissure.

  • Day One

    As the five hundred set out, leaving the castle empty and behind them, they head towards the mining town of Fissure to capture Geist and take away her Rift Dominator.

    Travel is primarily on mounts. The Nomads ride both small one or two person mounts similar to Fury Beetles and large mounts looking like massive worms with flat backs. Many of the old Shock Dog, now Black Company mercs ride as passengers on the flat worms. Even the Glitter Boy power armor operated by Annalise spends most of the trip on a flat worm since the sand is difficult for the PA. There are a few tech based vehicles such as the BC APC Hans fixed.

    The trip across the desert will be slow and possibly dangerous. This is not Earth. It’s an alien desert planet under a red dwarf sun. The bizarre or dangerous encounters you may come across could be small issues or big problems.

    Traveling as such a large group does ward off many issues. But hit and run activity by Gangers or beasts could occur. The “train” or convoy of mounts and vehicles are spread out. The below is for the section in which your character is traveling. Day one travel is in the hot desert and you’ll need to make camp overnight. As hero’s and leaders the Black Company members also oversee the grand scheme of the trip.



INSTRUCTIONS

Pick 1 of the following actions.


Driving

Be it the APC or you’re on a mount. The Rakis desert is rough terrain. Roll driving (or Riding) at a -2. ONLY ONE PLAYER AS MAIN ROLL.

* Crit Fail - You’re doing it wrong. You hit sharp rocks in the sand or push the mount too hard. Either way. The APC is damaged or mount worn out and you will write a dramatic task to fix it or heal it while being attacked.

* Failure - you just are not proficient at sand driving and slow down the whole convoy. You make finding a camp for the night hard. The below survival roll is at a -2.

* Success - you make it to the camp with only minor problems. Everyone has a level of Fatigue during the night. Can be healed as normal. Or it’s gone in morning.

* Raise - you are awesome. You navigated the terrain with ease and made camp with no problem.


Finding a camp for the night

Only one person should roll this but can be assisted (see below). Since it is getting dark and you are in unfamiliar territory to find a suitable camp is a survival roll at -2. This can be offset with any appropriate equipment or powers OR if you narrate how you utilize the Nomads to pick a suitable camp. This roll might be affected by the driving roll above. ONLY ONE PLAYER AS MAIN ROLL.

* Crit Fail - You stumble into a expanse of sand pits and the “sarlac” like sand pit monsters that live in them. iYou take 2 wounds as they attack you. You will have a running combat to fight your way through the pits until you can get away from the area. You also burn through double ammo or PP getting out of the area.

* Failure - you can not find a good camp and everyone is forced to sleep in the ATV or on the mounts. There just is no safe area. Sand Wraiths are everywhere and they hit and run the convoy, you do not get any sleep and everyone takes 1 fatigue.

* Success - you find an ok camp but no water. You get some sleep but must use your own supplies.

* Raise - you are awesome. You find an hidden oasis. It is safe and you get some good sleep. There is also clean water here.


On the go combat

There are many small Scrimmages as your convoy travels during the day.

There is one big fight that brings the whole trip to a halt. A massive Worm of Taunt (ginormous sand worm) attacks the convoy looking for dinner: that being anything alive. Roll either a Fighting or Shooting or Magic/Psionics roll. As a group (the 8 of you) the amount of successful rolls will determine the following. Note. If you are the main Roller on Driving or Finding Camp you will not be rolling the combat roll. MULTIPLE PLAYERS CAN ROLL HERE.

* 0 to 3 Successes - One hundred of the Nomads perished in the attack. Everyone takes 1 Wound.

* 4 to 5 Successes - one hundred of the Nomads perish.

* 6 to 7 Successes - you beat the beast so hard it leaves in haste.

* 8 or more Successes - you are awesome. You kick its butt so well a passing by group of Nomads sees the battle and after a short exchange with Craven the 100 Nomads join you on your quest, swelling your numbers to 600. It leaves in haste.

* 16 or more Successes - The Nomads explain that they don’t think any of them can remember one of these Flatback Sandworms ever being killed. 500 tons of hardened slithering death. There are several options available that one could do with a dead Flatback.

Edit: I’ll allow you to burn bennies to earn Successes if you really want to kill it. So you can sacrifice a bennie for a success.


Supporting the above actions

You can support one of the above actions (driving or find camp not the combat). Support rolls are at a -2. DURING THE DAY EVERY PLAYER CAN ATTEMPT TO DO AN ASSIST TO EITHER DRIVING OR FINDING CAMP.

Oh btw.

Is there a max that each person can Assist for on the Driving, or Camp Finding? Yes as per RaW +2 per person, +4 total.


You are still in a vast desert traveling to Fissure. Here is a sneak peak of the mining town of Fissure.
Fissure - Click to Enlarge Image
Fissure - Click to Enlarge Image
Geist — She’s a witch!
Geist — She’s a witch!
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
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Not Active
  • Hondo - Wild Psi Stalker
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Hans Greuber
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Re: 2.2 Traveling to Fissure

Post by Hans Greuber »

Repair to Assist Driver (+2 due Mr. Fixit, +4 due Armor, +1 due Machine Maestro, -2 due Difficulty... so +5)
  • Repair: 1d12!!+5!!: [7]+5 = 12
    Wild: 1d6!!+5!!: [17!!]+5 = 22
    Result: 22 - Success with Raise(s).

Chipmunks Fighting to assist Hans
  • Fighting: 1d12!!: [10] = 10
    Wild: 1d6!!: [2] = 2
    Result: 10 - Success with Raise. +2 to Hans's Roll
Gargamel Fighting to assist Hans
  • Fighting: 1d12!!: [8] = 8
    Result: 8 - Success with Raise. +2 to Hans's Roll
Hans Technowizardry (+1 due Fiat, +2 due Enchanted Ring, +4 due Golems' Assistance... so d12+7)
  • TW: d12!!+7!!: [10]+7 = 17
    Wild: d6!!+7!!: [22!!]+7 = 29
    Result: 29 - Success with 6 Raise(s). 7 Tokens?


Keeping the APC in top condition and calibrating the power output to be precisely how Action Stan wants it, Hans keeps himself very busy. During the numerous small attacks, Hans just lets his Golems deal with the threats. They are not worth his time. Once the Worm of Taunt comes out, however, Hans sends some more of his magically infused Nanites, speeding up their actions and making their clublike fists hit even harder.

The Worm of Taunt rears up with its mouth WIDE open... and in flies Gargamel. The Golem's nanites keep reforming it as quickly as the Worm's digestive system assaults its form. With its fists clubbing at anything that looks vulnerable and tearing at whatever it can grab, Gargamel tries to kill the Worm from the inside.
Last edited by Hans Greuber on Thu Feb 03, 2022 9:33 pm, edited 2 times in total.
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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Charon
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Re: 2.2 Traveling to Fissure

Post by Charon »

Survival Assist +1; Combat = 2 Tokens

Per Discord: Same with Flint. He can assist. Collectively the other zombies provide 1 also.

Notice to Support Survival
Notice 1d8!!+2: [7]+2 = 9
Wild Notice 1d6!!+2: [4]+2 = 6
Forgot the -2, so only a 7.

Spellcasting for Combat
Spellcasting 1d12!!+3: [6]+3 = 9
Wild Spellcasting 1d6!!+3: [2]+3 = 5

Forgot the Undead!
Zombies add +1 to Charon.
Flint Fighting 1d12!!: [1] = 1
Flint Wild Fighting 1d6!!: [5] = 5

As they hunt out a suitable camping spot, Charon once again assumes overwatch duty, taking to the skies and eliminating several spots that looked like potentially suitable points from the ground--from the air, she could make out telltale signs that these places were, for all their seeming shelter, actually being used by local fauna as ambush-spots.

When the Company encounters the Worm of Taunt, she summons the spirits of the beast's victims to aid their defense, hindering and slowing the beast, while shielding anyone who is caught too close to the terrible creature. Flint has the zombies lay down devastating rain of laser fire, and the Mummy, facing no concerns about his own safety now, goes straight up to it and begins hacking away with the vibro-blade, sending ichor across the sands. He even dares it to swallow him, as he'll just cut his way back out again!
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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Kaulgrim
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Re: ✣ 2.2 Traveling to Fissure

Post by Kaulgrim »

Kaulgrim stands tall, towering above most others in the army. He takes full advantage of his height to gain a
Notice: 1d8!!+2: [7]+2 = 9
WD Notice: 1d6!!+2: [1]+2 = 3
+2 support Survival task
in the search for a suitable campsite. He is able to point out various dangers in several potential sites.

In combat against the Worm of Taunt, his prowess with the blade is on ready display. Augmented by magic, he delivers several
Fighting: 1d8!!: [7] = 7
WD Fighting: 1d6!!: [3] = 3
Benny Fighting with Elan: 1d8!!+2: [6]+2 = 8
WD Benny Fighting: 1d6!!+2: [5]+2 = 7
+2 tokens
against the foul creature. He roars with laughter as the awkward creature lashes and flails in vain trying to find what it is that stings it so viciously. "It would take a gods-sized spit to roast this thing, but flame is the best cure for that stench. How much salt do we have?!"
Kaulgrim
Kaulgrim
Pace: 6; Parry: 6
Toughness: 16 (5)
Pertinent Edges: Alertness, Brave, Strong Willed, Iron Will, Elan, Rapid Recharge (PPE)
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Action Stan
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Re: ✣ 2.2 Traveling to Fissure

Post by Action Stan »

Driving task
Modifiers: scene -2, support +2, cyber +2, Handling +1. Net +3
Driving d6!!+3: [3]+3 = 6
Driving Wild d6!!+3: [1]+3 = 4
Benny to reroll
Driving reroll d6!!+3: [3]+3 = 6
Driving Wild reroll d6!!+3: [4]+3 = 7
Stan takes the lead of the ground bound part of their convoy in the rebuilt Blackmobile. The days lighter skirmishes giving him lots of stock footage, the growing fleet of vehicles providing not just transport for the companies growing force, but also cameras from which to draw more footage. He keeps Clips inside with him, even under normal circumstrances the drones accident prone nature and poor sense of direction would make it a liability while en route. But Stan had noticed it was even more wonky than usual. Perhaps when things slowed down a few seconds he could have Hans or Tula check it out.

In the battle with the worm Stan concentrates on being bait, with a merc riding gunner he kites it around as much as he can trying to run it through cross fires or past the waiting blades of Humble and Ducky.
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 2/3 1 Zombie Benny
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Wormy
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Re: ✣ 2.2 Traveling to Fissure

Post by Wormy »

When the massive worm creature attacks, Wormy feels no kindred with it. He wriggles an arcane dance in Jim's bowl as the golem takes aim with its new missile launcher. When Jim pulls the trigger, Wormy begins to
Spellcasting: 13 (3 Tokens) (or 14 [3 Tokens] if supported by Jim)
Spellcasting 1d12!+4 (+1 Wand, +2 Small Spark, +1 Arcane Marksman): [5]+4 = 9
Wild 1d6!+4: [4]+4 = 8
Surely I can do better?
Spellcasting Benny 1d12!+4: [9]+4 = 13
Wild Beny 1d6!+4: [4]+4 = 8

Jim the Rocketeer
Shooting: 5 (1 Token) (or +1 to Support Wormy)
Fighting 1d6!+2: [3]+2 = 5 (*Shooting; +2 Enchanted Circlet)
.

As the missiles hurtle towards the enemy, nothing seems amiss. When they strike the creature, however, the effect is far from mundane. The explosion is tinged with white, and sparkling shrapnel flies outward. Beyond that, it affects a much larger area than is to be expected of the missile.

Truly a master of explosions, Wormy blesses each warhead in a way which heightens the effect of each missile rather than interfering with or superseding the mundane effect. The gigantic worm screeches as it is pounded with the combined might of man and the divine.
Wormy, Zembahk Expert Blaster Mystic
Pace: 5(d4); Parry: 5(1); Toughness: 7
  • Uncanny Reflexes: -2 to be attacked and +2 to evasion when aware.
Combat-Relevant Edges & Abilities:
  • Arcane Marksman: If the caster doesn't move in a turn and activates no more than a single bolt or similar damage dealing power as her first action, she may add a +1 bonus to her Arcane Skill roll, or ignore up to 2 points of penalties from Called Shots, Cover, Scale, or Speed.
  • Bizarre Physiology: Zembahk physiology gives a −4 penalty to Healing checks. Compatible medical supplies/services cost quadruple listed price.
  • Champion: +2 damage vs. supernaturally evil creatures.
  • Cosmic Confluence: Freely convert between PPE and ISP for activating powers. These converted PP must be spent immediately.
  • Your hero can sense when something bad is about to happen. When rolling for Surprise (page 108), he adds +2 to his Notice roll to act in the first round. With a raise, he starts the encounter on Hold.
    In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives him a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes his Notice roll, the foe doesn’t get The Drop against him.
    : Notice roll at +2 to sense ambushes or similar events.
  • Low Light Vision: Ignore penalties for Dim or Dark illumination.
  • Spiritual Awareness: Wormy senses supernatural, evil, ethereal, and energy beings, and any beings using invisibility within line of sight with Notice (Alertness applies).
Wounds: 0/3; Fatigue: 0/2
PPE: 20/20; PPE: 10/10; ISP: 34/35
Bennies: 3/3(+1Z); Conviction: 1/1
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Ducky
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Re: ✣ 2.2 Traveling to Fissure

Post by Ducky »

Gag me with a spoon…. How does the sand get in there? One arm, relatively rested ducky sighed feeling better for the first time in a while. If she had eyes she would have rolled them when the sand worm decided to die. Ducky flew into combat watching the essance of war’s back. Her gleaming blade of cosmic might bit deep.
During the fight her attention wandered wondering if this was the beginning or end. Does it even matter?

Fighting 1d12: [10] = 10
Ducky Stat Block
Skills of note: Fighting d12, Notice d6+2
Edges of Note:

Melee damage with her sword: 1d12+2d10+5 AP2 MD
Bennies
2/3
-1 benny for reroll kn battle
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Tula
Posts: 35
Joined: Sat Aug 28, 2021 8:52 am

Re: ✣ 2.2 Traveling to Fissure

Post by Tula »

Campsite success and raise
Scene -2, Assists +3, Survival knife +1, Total +2
survival 1d8+2: [4]+2 = 6
wild 1d6+2: [6]+2 = 8
ace 1d6!!: [2] = 2 8+2=10
Raise - you are awesome. You find an hidden oasis. It is safe and you get some good sleep. There is also clean water here.
Tula, having spent most of the last month learning some of the ins and outs of this new terrain, spends the first day of the trip ranging ahead of the main column of warriors, scouting for likely water sources. Between the input from her teammates and the accumulated knowledge of her new nomad friends, her scouting group is able to find a small oasis hidden in the dunes, not too far out of the way from their path to Fissure. Not everyone will be sleeping in the sweet smelling grass, but there's enough water to fill everyone's canteens.

Since she was busy scouting and finding water, she missed out on the great sandworm fight... and is frankly disappointed.
Tula Embersnow
Pace: 5; Parry: 5; Toughness: 13(5); Strain: 6
Fatigue 0/3 Wounds 0/3
Bennies 3/3

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Humble
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Re: ✣ 2.2 Traveling to Fissure

Post by Humble »

Humble enjoys the trip through the sand. The sun and heat had no effect on him, but his mind enjoyed the comradery of being around other soldiers. The thing was an amazing opportunity to learn from the soldiers and to teach them what he knew. Ways to preserve the body, to prepare yourself for foreseen dangers and to prepare for battle.

Humble did his best to help the drive and keep things clear for @Stan, whenever a vehicle got stuck he would simply lift it up and move it to a better location. Setting up camp he would do the chores expected of him and help in whatever way @Tula needed. Likewise at night he always did his best to keep watch with the others. He knew he was not the most alert party member, so he was always sure to have others on watch with him.

When the sand worm attacked Humble was initially distracted in conversation with Nrahl Vard about one of the battles recorded in his holo pad. Then suddenly @Kaulgrim jumped into action and Nrahl Vard was only a moment behind. Humble wasted no time himself, while not as fast as the warriors he was on the job. Ignore the massed laser fire from @Charon's men the explosions from @Wormy's rockets Humble was beginning to think this giant worm was indestructible. But each blast did a little more to it. Buy the time @Hans's golems leaped into action found he was side by side with Ducky, as she moved like the wind protecting his back and calling out warnings when he was not paying attention to an attack or roll the worm was about to comit.

Together the team moved like a well coordinated force, nothing, not even a worm as big as a building could stand against them, his blades slicing chunks off of the creature each bigger than a man, on their own would be nothing, but combined with the efforts of the others made small work in less than 10 minutes the worm was down.

It was only after the fight that Humble began to consider. "@Wormy will you grow this large?"


Combat on the Go = 9 Raise
Humble is supporting the driving and camp making narativly, but I am not rolling as they already have maximum support.

Fighting with bonded blades 1d12!! or 1d6!! +3 to highest: [6]+[1] = 7
Benny, may as well try for a double raise Fighting with bonded blades 1d12!! or 1d6!! +3 to highest: [6]+[2] = 8

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

Humble
Bennies and Resources

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Daniel
Daniel (Lars)
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Re: ✣ 2.2 Traveling to Fissure

Post by Daniel »


Traveling across the Rakis desert to Fissure.

A great campsite is located and traveling across the sand goes well.

The epic battle vs the Flatback Sandworm is a story that undoubtedly will be told for generations. The Nomads explain that they don’t think any of them can remember one of these Flatback Sandworms ever being killed. 500 tons of hardened slithering death. There are several options available that one could do with a dead Flatback.

It apparently is Charon’s opinion that raising the ginormous creature as a zombie is the best option. (Feel free to discuss this and write about it in you next post Charon. This will add 1 Token to your side in the upcoming Mass Battle).

  • Day Two

    As the five hundred set out, leaving the castle empty and behind them, they head towards the mining town of Fissure to capture Geist and take away her Rift Dominator.

    Travel is primarily on mounts. The Nomads ride both small one or two person mounts similar to Fury Beetles and large mounts looking like massive worms with flat backs. Many of the old Shock Dog, now Black Company mercs ride as passengers on the flat worms. Even the Glitter Boy power armor operated by Annalise spends most of the trip on a flat worm since the sand is difficult for the PA. There are a few tech based vehicles such as the BC APC Hans fixed.

    The trip across the desert will be slow and possibly dangerous. This is not Earth. It’s an alien desert planet under a red dwarf sun. The bizarre or dangerous encounters you may come across could be small issues or big problems.

    Traveling as such a large group does ward off many issues. But hit and run activity my Gangers or beasts could occur. The “train” or convoy of mounts and vehicles are spread out. The below is for the section in which your character is traveling. Day one travel is in the hot desert and you’ll need to make camp overnight. As hero’s and leaders the Black Company members also oversee the grand scheme of the trip.


    Yesterday the group was joined by an additional 100 Nomads on their mounts. (Also adds 1Token). Sjambawk (pronounced Jambalk) lead these hundred and as is was, happened to be another cousin of Craven. They had been impressed by the fight with the massive worm and have no love for Geist. Kith, Craven and Sjambawk and their hundreds of Nomads were pledged to the company.

    Now the 600 souls who made up the Army of the Black Company were closing in on the mining town and stronghold of Fissure. Victoria Geist was the target and taking away her Rift Dominator the plan.

    The Nomad scouts stated that it would be another hot days travel, a long night and then later tomorrow the convoy would be outside Fissure.

    Fissure is surrounded by the Razor Mountains. There is plenty of stealthy approaches to the town. More on that when you’re closer (tomorrow in game).



INSTRUCTIONS

Once more: Another day in the desert.


The day passes, followed by night. Both present their own challenges. Most of the day is spent under an angry red sun that only desires to melt your brain and burn your eyes. By nightfall you are well into the rocky base of talk jagged mountains. The nights air chills drastically. Twin fiery orange full moons cast strange shadows.


In an effort to not overtax anyone this post will be an easy one. Our Legion Strike Team is active at the same time back on Earth. As the Black Company finishes traveling to Fissure the LST will be gathering in Newport and then headed to Gloom. We know 7/8 players in that team. Once Tula gets a chance to join it we’ll be on our way there too.

  • A Great Tale of Heroes
For a Zombie Bennie (bennies that don’t go away when sessions reset — they’re undead and don’t go away) — Post an “interlude”, let’s call it a quick tale, describing some challenge the convoy had to overcome during the day or night. Tell us how your character was important in the success of the event.

This can be a wild tale of a slaughter of large leathery skelter bats attacking the convoy (just an example) or some strange alien phenomenon that poisons or evaporated the water and now you need to dig for more (again just an example).

It can even just be a conversation of some importance that took place.

Basically you are describing day/night two. Come tomorrow in game you’ll arrive at the outskirts of Fissure.


After this the next post will be a Prep Post for the Mass Battle. Then the Mass Battle.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

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Ducky
Posts: 131
Joined: Sun Oct 28, 2018 6:19 am

Re: ✣ 2.2 Traveling to Fissure

Post by Ducky »

On the desert planet far flung across the stars. He found me, he founds us.

Ducky trudged through the sand knowing in her heart something had been altered on this planet. The sun above drowned in shade for a brief minute as something large and unnervingly close to the planet eclipsed its path. Ducky rubbed her stump with her good arm still missing having two hands for simple things like eating. She pipped up tired of running from the inevitable. “So like, my ex… boy” She shook her head, “My ex employer, is like a total barf bag.” The wind kicked up blowing sand everywhere. She raised her voice over the comms, “He ruled an empire spanning three galaxies. When I left him he swore he would find me.” Her voice changed into her attempt at a deeper, thoughtful manly voice edged with a certain vengence. Semi mocking she tried her best to mimic the Emporer’s “You are the right hand of my empire, my motivation for more…. No matter where in time or space I shall find thee.”

She pointed to the ridge line ahead and resumed her normal voice, “He like is waiting for us there.”. She gripped her blade in hand summoning it’s bright cosmic light for her own force of will. “He like has come to this dimension to get me. He will like not be alone, and I cannot like beat his forces back alone either.”

Along the ridge lay Emperor Dorian Fallstaff’s Captain’s of Death and Destruction. If ever there was a match for the vaunted black company surely it would be the one set by the most ruthless Emperor the three galaxies had ever known.
Attachments
Viggo
Viggo
Sir Saurgard the Deathknight
Sir Saurgard the Deathknight
Medusa
Medusa
Xantar Chance
Xantar Chance
E2F8ACE4-4666-424E-868A-1E5F510D9105.jpeg (42.48 KiB) Viewed 4030 times
Calibax
Calibax
Vix the Shade Serpent
Vix the Shade Serpent
Gool Boom
Gool Boom
Keath the Death Doctor
Keath the Death Doctor
Ducky Stat Block
Skills of note: Fighting d12, Notice d6+2
Edges of Note:

Melee damage with her sword: 1d12+2d10+5 AP2 MD
Bennies
2/3
-1 benny for reroll kn battle
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Action Stan
Posts: 73
Joined: Wed Jun 10, 2020 3:06 pm

Re: ✣ 2.2 Traveling to Fissure

Post by Action Stan »

Surveying the forces sent to capture Ducky from the companies multiple vehicle Stan sets to laying out a map of the local terrain the he forwards to Tula and Humbles, or his assistant aanyway.
Ducky wrote: Sun Feb 06, 2022 12:02 pm
Ducky trudged through the sand knowing in her heart something had been altered on this planet. The sun above drowned in shade for a brief minute as something large and unnervingly close to the planet eclipsed its path. Ducky rubbed her stump with her good arm still missing having two hands for simple things like eating. She pipped up tired of running from the inevitable. “So like, my ex… boy” She shook her head, “My ex employer, is like a total barf bag.” The wind kicked up blowing sand everywhere. She raised her voice over the comms, “He ruled an empire spanning three galaxies. When I left him he swore he would find me.” Her voice changed into her attempt at a deeper, thoughtful manly voice edged with a certain vengence. Semi mocking she tried her best to mimic the Emporer’s “You are the right hand of my empire, my motivation for more…. No matter where in time or space I shall find thee.”

She pointed to the ridge line ahead and resumed her normal voice, “He like is waiting for us there.”. She gripped her blade in hand summoning it’s bright cosmic light for her own force of will. “He like has come to this dimension to get me. He will like not be alone, and I cannot like beat his forces back alone either.”

Along the ridge lay Emperor Dorian Fallstaff’s Captain’s of Death and Destruction. If ever there was a match for the vaunted black company surely it would be the one set by the most ruthless Emperor the three galaxies had ever known.
"Ducky, I think I speak for the shareholders when I say you don't have to. Also, for a pan-galactic Emperor, his tactics are lacking. Only one big gun?? I do think we'll decline his invite to fight him up there though."

Getting on coms to @Humble and @Tula they work out the strategy among the Companies divisions. "Let me know where you want them and my team will steer them there." After the details are worked Stan signals the fireteam. "Ok fireteam, lets show the spacecase what real firepower looks like. Annalise, if you will." The Texan GB pilot sights in on the one Ducky identified as Gool, Harming the giant gunner but more importantly shreding his gun, the fusald of missles that follows putting the down and triggering the rest of the bounty hunters to try and charge.
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 2/3 1 Zombie Benny
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Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: ✣ 2.2 Traveling to Fissure

Post by Daniel »


RL gets busy. I get it. I waited around 10 day but have posted the next GM post. If you desire to post here you may. Otherwise head here: viewtopic.php?f=370&t=6787
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
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  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
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NPC Accounts
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Charon
Posts: 55
Joined: Sun Aug 29, 2021 8:55 pm

Re: ✣ 2.2 Traveling to Fissure

Post by Charon »

OOC Comments
Waking the Worm 1d12!!+3: [7]+3 = 10
Wild Spellcasting 1d6!!+3: [4]+3 = 7
Raise. Doesn't really matter since this is mostly for Mass Battle purposes, but note that it actually does now have +2DT Fighting, and +1 DT to all other Skills as well as Strength and Vigor (with appropriate increases to melee damage and Toughness), but loses any Edges.

Following the battle with the Wurm, there's really only one thought on Charon's mind--namely, how to best put the beast to use. She begins the terrifying ritual, channeling energy into the massive corpse of the beast. "It's interesting, really," she explains, if anyone asks. "People are usually reluctant but persuadable about coming back. Normal animals are almost impossible, unless, like Chauncey, they have loyalty to a person who is also returning. But mindless beasts like this--the ones who exist solely as bundle of instincts, are actually easier than people. The drive that keeps something like this doing what it does for as long as it lives means that it can be easily coaxed into wanting to continue doing it."

As the ritual is completed, the great form burrows back under the sands, though as the Army of the Black Company marches, they can feel the occasional rumble through their feet.

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

Charon sees the assembled horde of nightmares and nods to Ducky. "You make interesting enemies, don't you? Well, so be it." She called to her latest boon-companion, and the ridge shuddered and quaked under the forces assembled on the ridge, sending rocks tumbling to the sands below. Even as they began to react, the ground burst open, and the great metal frame of the eldritch-clockwork-dragon thing was rent asunder as the worm's maw bit it cleanly in half.

As the others laid down heavy fire under Stan's command, Charon took to the sky and made certain that Ducky would never have to worry about this particular ex-... employer coming after her again. Any who tried to flee was pinpointed for the Company's shooters and made short work of.
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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Hans Greuber
Diamond Patron
Diamond Patron
Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: ✣ 2.2 Traveling to Fissure

Post by Hans Greuber »

"@Charon, please try to use that worm responsibly... there isn't much salvage to gather after it is done with whatever is its target."

With that, Hans gets his Golems to comb through whatever these so called 'Captain’s of Death and Destruction' has as gear after they have been either torn, hacked, or shot apart by the Black Company and its allies.

Somebody at least has to be thinking of the bottom line and getting salvage to keep the company going.
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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Humble
Diamond Patron
Diamond Patron
Posts: 211
Joined: Sun Oct 22, 2017 7:37 pm
Location: Black Company

Re: ✣ 2.2 Traveling to Fissure

Post by Humble »

Humble hears the tale from @Ducky and wonder out loud. "If he loves you, shouldn't he come to you and show you his own strength? This harassing you with minions seems like a cowards way."
Action Stan wrote: Sun Feb 13, 2022 11:46 am Getting on coms to @Humble and @Tula they work out the strategy among the Companies divisions. "Let me know where you want them and my team will steer them there." After the details are worked Stan signals the fireteam. "Ok fireteam, lets show the spacecase what real firepower looks like. Annalise, if you will." The Texan GB pilot sights in on the one Ducky identified as Gool, Harming the giant gunner but more importantly shreding his gun, the fusald of missles that follows putting the down and triggering the rest of the bounty hunters to try and charge.
Humble follows the instructions as they move in. Being sure to communicate as much as possible with Action Stan. Unfortunately he finds it hard to do all three things, fighting the bad guys while trying to preserve their armor, and communicate with Stan was beginning to be a bit much.

When the battle was done told them all. "I need to know what is most important. stopping the enemy, preserving salvage, or talking to Stan? To many things makes it hard to do any of them right." He asks.

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

Humble
Bennies and Resources

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Ducky
Posts: 131
Joined: Sun Oct 28, 2018 6:19 am

Re: ✣ 2.2 Traveling to Fissure

Post by Ducky »

Ducky breathed a sigh of relief. Not today Emperor Dorian. She flashed the members of the black company victory sign in honor of their solidarity and her silent thanks. Her good arm outstretched with two fingers forming a V.

Of course sticking next to the avatar of war she replied to his perhaps rhetorical comment, “So like always talk to Stan, he seems pretty rad when not making videos.”
Ducky Stat Block
Skills of note: Fighting d12, Notice d6+2
Edges of Note:

Melee damage with her sword: 1d12+2d10+5 AP2 MD
Bennies
2/3
-1 benny for reroll kn battle
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