2.0 [Q1-2022] Black Company on Rakis INTERLUDES

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2.0 [Q1-2022] Black Company on Rakis INTERLUDES

Post by Daniel »


2.0 [Q1-2022] Black Company on Rakis INTERLUDES

The Interlude reward is Conviction which carries over between quarters also.



After reading this
please post your Interludes here.

Please write an Interlude about what your character has been doing for the past month. You all arrive at Castle Refuge a month ago.

Include an interaction with someone from either the Future Brigade, the townsfolk, former Shock Dog, or a Rakis Nomad. You may use one of my NPC’s from this post and expand upon who they are or come up with your own NPC from one of the groups.

As far as Craven, he’s a Rakis Nomad (Basically a Shadow Combat Mage type of guy, born and raised on Rakis) who I plan on NPCing and using for the trip from Castle Refuge to Fissure.

Try and have fun with it, any made up NPC’s will definitely become canon in our game (the PLV*) and reappear in our story.

*Pender Lars Verse

Your reward for the Interlude is earning Conviction.

Hans

Q: The TW Train salvageable or repairable?

A: salvage per rules but results end up being cut by a third due to the good stuff being gutted already.

FROM DISCORD [Base 200 million cost of TW Train. After all your rolls to salvage remember to cut 1/3 of results due to prior salvage]

Q: The APC?

A: two options… either same as above or the Nomads are willing to give you a nuclear engine (which you suspect might have originally been in this APC) so Repair roll -4 to get it fully operational again.



Charon

Q: What the deal is with Flint?

A: a successful spellcasting or skill that makes sense reveals that it appears to be a combination of the parallel universe fabric of reality being different than the one in earth and the device used to d-port him here to Rakis. Probably a lot because of the device Geist has. She is the expert on raising the dead (fused with machine). Returning to earth should not have consequences to him.

Q: If it really does apply to all the Paragould Zombies to one degree or another, or it's primarily a thing that happens when they interact with him.

A: the rest of the zombies seems regular except a bit more chatty. Over time they seem to be reverting to just normal zombies. A successful skill roll will reveal that Flint is not degrading - either from force or will (in life he was a great fighter and strong willed). Hard to tell.

Q: If making him a Mummy would disrupt the higher self-awareness and intelligence.

A: a successful Spellcasting roll reveals that it seems like as long as Flint is willing, he is, “upgrading” him to Mummy will not change his Smarts and self-awareness. He will become a self aware, independent thinking mummy who is not tied to you or needing your PPE. He will not take Hindrance Mute but will keep the vow (to help the townsfolk of Paragould and by extension Newport).
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Hans Greuber
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Re: 2.0 [Q1-2022] Black Company on Rakis INTERLUDES

Post by Hans Greuber »

Gargamel Assisting with Notice
  • Notice: 1d8!!: [2] = 2
    Result: 2 - No Help.
Hans Repair (+4 due Armor, +2 due Mr. Fixit... so +6... +2 due Machine Maestro so +8)
  • Repair: 1d12!!+6!!: [22!!]+6 = 28 +2
    Wild: 1d6!!+6!!: [4]+6 = 10 +2
    Result: 30- 30% of Value (1/3 of 200,000,000)... so 20,000,000 Credits, half TW parts, half Tech parts

Gargamel Assisting with Notice
  • Notice: 1d8!!: [3] = 3
    Result: 3 - No Help.
Hans Repair (+4 due Armor, +2 due Mr. Fixit, -4 due Difficulty... so +2)
  • Repair: 1d12!!=2!!: [10] = 10 +2 = 12
    Wild: 1d6!!+2!!: [3]+2 = 5
    Result: 12 - Success with Raise(s). APC repaired in half normal time.


Those Nomads think they stripped this train? They haven't seen anything yet.

With the assistance of Gargamel, Hans was able to get to work stripping the Train of any parts of value. Even after what the Nomads has previously removed, Hans was able to gather about 20 million credits credits worth of salvage. Giving the Nomads a million credits leaving 19 million worth of salvage for their help, Hans was easily able to have them cheerfully haul anything of value from the now properly stripped hull. It hadn't even taken Hans a week to finish. The Nomads were so happy with that the haul that they brought Hans a suspiciously familiar nuclear engine that he was a perfect fit for their Black Company APC. After a quick install and once over, Hans was able to get it running in just over a day and with the Nomads pulling trailers full of salvage, just a week after starting the work on the train, they were able to haul everything to the castle.


"If you know of any more sites that you already consider salvaged, I can give it also a nice once over and we can split whatever I get out of it."

After a discussion with the other assistant managers of the Black Company and Humble, Hans gets a bunch of Nomads to help him and any other Company members go to New Troker with their load of tech parts, some of the Technowizard parts, and their shopping lists. While there, Hans finds an Enchanter's shop and commissions a
Minor Enchanted Item for Jim
  • m: +1 to Shooting
    m: +1 to Shooting
Base cost: 10k... so paying 15k
and some
Assuming we all agree on at least Hans's proposed 1/7 of the 25% (678,571), Hans commissions:
  • 4 Base Hearts
    • Minors: 2x 5 PPE; Major: Summon Ally... Base 60k; Paying 100k
    2 Improved Hearts
    • Minor: 5 PPE; Major: 10 PPE, Summon Ally... Base: 100k; Paying 150k
with his share plus the 50k that Wormy owes him... Hans will pick up
8x2500 credits = 20000
credits of Golem Summoning Materials and leaving 30,000 credits after all 3 weeks, assuming Hans's proposed split of Enchanting Materials

Once they get back from the shopping trip, Hans gets an invitation from their Shaman, Desert Mouse. In Desert Mouse's tent, Hans and him have a conversation about possible salvage sites and salvage splits, as well as trading services of Enchanted items in exchange for Technowizard items. In exchange for knowledge of the salvage sites, labor, transportation, and security for these sites that were previously considered worthless, the Nomads will get half of the salvage.

Repair to Salvage from the Nomads' wrecks
  • Gargamel
    • Athletics to Assist Hans
      • Athletics: 1d6!!: [5] = 5
        Result: 5 - Success. +1 to Hans's roll
    Hans
    • Repair (+4 due Armor, +2 due Mr. Fixit, +1 due Gargamel... so +7... +1 due Machine Maestro so +8)
      • Repair: 1d12!!+7!!: [8]+7 = 15 +1
        Wild: 1d6!!+7!!: [2]+7 = 9 +1
        Result: 16 - Successful! Salvage is 16% of whatever is the base amount of the value. Half goes to the Nomads.

Repair to Salvage from the Nomads' wrecks
  • Gargamel
    • Athletics to Assist Hans
      • Athletics: 1d6!!: [3] = 3
        Result: 3 - Fail. No Assistance.
    Hans
    • Repair (+4 due Armor, +2 due Mr. Fixit... so +6... +1 due Machine Maestro so +7))
      • Repair: 1d12!!+6!!: [3]+6 = 9 +1
        Wild: 1d6!!+6!!: [1]+6 = 7 +1
        Result: 10 - Success?!? Salvage is 10% of whatever is the base amount of the value. Half goes to the Nomads.
Total Black Company share from weeks 2 and 3 salvage is... 2 million credits.


Impressed with their share of the salvage from what they thought was a totally ransacked wreck, the Nomads spend the next two weeks bringing him and Gargamel to wreck after wreck that they had previously ransacked... hoping that Hans would find them riches... and he did. Hans did not find as much valuable salvage as he had on the train, but since the Nomads' share was now half of what was found, their share would be larger. While they were out, Hans also got them to bring 8 tonnes of clay that he would later make into Golem bodies.

At the end of the 2 weeks the Hans and the Nomads go back to New Troker to sell their new salvage and pick up the materials Hans ordered two weeks ago. While they are there, Hans hears a LOUD BOOM! Sending Gargamel in to investigate, Hans discovers another merchant, one that specializes in Missiles. After a quick talk with the vendor, Hans grabs up a Golem sized Light Missile Launcher and, knowing @Wormy's love of Boom, 32 AP Missiles to use in it. Looking across the street, Hans also sees a Giant Vibrosword that would go perfectly for Jim.

"I wish I had the credits to outfit my Golems too, but that will have to wait until I get some more credits. That was fun, but now I need to work on a few items this next week"

Crafting Minor Enchanted Item (2x +1 to Techno-Wizardry); 1d4: [2] = 2 Days
  • Crafting (Build Roll -2... so d12+4)
    • Build: 1d12+4!!: [9]+4 = 13
      Wild: 1d6!!+4!!: [2]+4 = 6
      Result: 13 - Success with Raise.
      • Cost 10k worth of Enchanting Materials, Crafted Enchanted Iron Pinky Ring (+2 to TW) in 2 Days
Crafting Minor Enchanted Item (2x 5 PPE Mana Battery); 1d4: [1] = 1 Days
  • Crafting (Build Roll -2... so d12+4)
    • Build: 1d12!!+4!!: [10]+4 = 14
      Wild: 1d6!!+4!!: [3]+4 = 7
      Result: 14 - Success with Raise(s)
      • Cost 10k worth of Enchanting Materials, Crafted Enchanted Silver Ring (10 PPE) in 1 Day
Crafting Minor Enchanted Item (2x 5 PPE Mana Battery); 1d4: [2] = 2 Days
  • Crafting (Build Roll -2... so d12+4)
    • Build: 1d12!!+4!!: [6]+4 = 10
      Wild: 1d6!!+4!!: [1]+4 = 5
      Result: 10 - Success with Raise
      • Cost 10k worth of Enchanting Materials, Crafted Enchanted Silver Ring (10 PPE) in 2 Days
30k of 50k of Enchanting Crafting Materials spent.

Crafting 6 Golems
  • Golem 1
    • TW: 1d12!!+3!!: [20!!]+3 = 23
      Wild: 1d6!!+3!!: [5]+3 = 8
      Result: 23 - Success with Raise(s). Auto-Raise. Golem has +1 Wound.
    Golem 2
    • TW: 1d12!!+3!!: [11]+3 = 14
      Wild: 1d6!!+3!!: [10!!]+3 = 13
      Result: 14 - Success with Raise(s). Auto-Raise. Golem has +1 Wound.
    Golem 3
    • TW: 1d12!!+3!!: [8]+3 = 11
      Wild: 1d6!!+3!!: [5]+3 = 8
      Result: 11 - Success with Raise(s). Auto-Raise. Golem has +1 Wound.
    Golem 4
    • TW: 1d12!!+3!!: [11]+3 = 14
      Wild: 1d6!!+3!!: [3]+3 = 6
      Result: 14 - Success with Raise(s). Auto-Raise. Golem has +1 Wound.
    Golem 5
    • TW: 1d12!!+3!!: [4]+3 = 7
      Wild: 1d6!!+3!!: [7!!]+3 = 10
      Result: 10 - Success with Raise(s). Auto-Raise. Golem has +1 Wound.
    Golem 6
    • TW: 1d12!!+3!!: [2]+3 = 5
      Wild: 1d6!!+3!!: [5]+3 = 8
      Result: 8 - Success with Raise(s). Auto-Raise. Golem has +1 Wound.


Spending the next 5 days in the forge room that he found deep in the castle, Hans is able to craft one Iron ring and two Silver rings and imbue them with some magical nanites. Slowly coaxing magical energy into the nanites, he is able to have the Iron ring emit a field that will partially stabilize the magical field around a Techno-Wizard and allow them to better control their magic. The other two he funnels the magical energy into them as fast as he can... cycle after cycle of energy funneled into the two rings. After days of this treatment into the specially prepared rings, are turned into a sort of battery, that will be able to store magical energy, and even directly feed off of the energy of a ley line to charge themselves.
Charon wrote: Thu Jan 20, 2022 9:31 pm
Finally, she asks @Hans Greuber if he would be able to enhance her armor, giving her a bit more
She can afford two minor upgrades for her armor, looking for +2 to Vigor rolls if you've time for that.

Hmmm... just enough time left before we go to
Build Roll to add +1 to Vigor rolls to Charon's Armor
  • Build Roll (-1 due Difficulty so d12+5)
    • Build: 1d12+5: [6]+5 = 11
      Wild: 1d6+5: [5]+5 = 10
      Result: 11 - Success with Raise. Can add a second Minor Upgrade... +1 to Vigor Rolls. Total New Upgrades... 2x +1 to Vigor Rolls. Cost 10,000 Credits of TW Parts
Charon's armor
Last edited by Hans Greuber on Thu Jan 27, 2022 7:20 pm, edited 30 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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Ducky
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Re: 2.0 [Q1-2022] Black Company on Rakis INTERLUDES

Post by Ducky »

Interlude
Ducky’s past in service of Emperor Dorian
Ducky sneared at the destutute representitive of the kgregor empire sniviling on the group before the emperor’s feet. The Emporer laughed as the kreghor cried for mercy. Dorian chortled, “Ducky, have I introduced you to my executioner, Gleba? Part of the vaunted Future Brigade.”
Ducky pursed her lips. It was the middle of the night at the Castle, and not surprisingly she found it difficult to sleep. She was lying in bed wondering if she cut her ears off if it would drown the howl of the air conditioning. She rubbed the stump of her arm, the mettle prothetic had been a nice gesture by the nomads but when she was worthy the forge would see it fully restored. Speaking of nomads she rolled away from the nomad next to her softly snoring. She smiled wirey at him, Tired himself out talking about the Fissure I guess. The howl from the air conditioning brought her focus back. She grabbed her clothes from the floor and got dressed. She called her sword and armor to her fully forging her cosmic self then walked out of the room letting Craven have his beauty sleep.

She walked down the hallway muttering to herself. It had been a long month. She had spent the last month slinking in the shadows one armed in New Troker trying to get close enough to stab Ashcrythen in its good eye. “Like common girl, that dweeb won’t be long for this world or another. Like all I need is one more chance.” Her last chance had at least brought her face to face with Ashcrythen. She cursed under breath, “But then some future brigader crap bags ported me out before I could kill the dweeb.”

She scraped her sword along the castle walls. The noise it made was quiet compared the roaring air conditioner. She seethed, “Meddling Future Brigaders.” The future brigade was not completely unkown to Ducky. What she did know of them left a sinking feeling in her stomach, “Future Brigade, Ashcrythen the butcher of Phaseworld… All here…. All…. No…. Common girl, they cannot be the same ones that helped Dorian to power.” Despite her trying to separate the differences between her universe from this one she still seemed uncomfortable around these future brigadiers. It was hard for her to trust them given who they worked for where she came from.
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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Charon
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Re: 2.0 [Q1-2022] Black Company on Rakis INTERLUDES

Post by Charon »

OOC Comments
Flinty Investigations
Occult 1d10!!: [7] = 7
Wild Occult 1d6!!: [2] = 2
I Want My Mummy
Spellcasting 1d12!!+3: [7]+3 = 10
Wild Spellcasting 1d6!!+3: [5]+3 = 8
Making Mummy
Spellcasting 1d12!!+3: [4]+3 = 7
Wild Spellcasting 1d6!!+3: [4]+3 = 7
Power Stone
Major Item Creation
"Lowest Skill" = Repair, 1d10+3
Ley Line/Nexus +1
-4 Modifier
Repair 1d10!!: [24!!] = 24
Wild Spellcasting 1d6!!: [1] = 1
Raise = Two Major, Two Minor Upgrades:
5 PPE Internal Storage
5 PPE Internal Storage
Zombie Power
Environmental Protection (Fire Only, Self Only, 1 PPE/hr, Activated with roll of Spirit+1)
Having satisfied herself on the particulars of Flint's condition, and with his blessing, she sets to work on his mummification. Draping his body with the rags soaked in the chemicals and spices she has accumulated over the years. The grisly ritual is a raging success, as is her later use of some of the components Hans has salvaged to create an amulet to sustain Flint's enhanced form. So successful, in fact, that she's able to imbue it with extra power, granting him additional speed on the battlefield, and generally more athletic prowess, reasoning that a nimble and swift mummy is likely to catch many off-guard.

She also spends a bit of time outfitting Flint and the Zombies with better gear--a few grenades, laser rifles and vibro-swords, along with some basic Body Armor equipped with armored cloaks. Flint receives the same gear, making him harder to spot when he's walking among the zombies. While this won't necessarily be a big help in the immediate future, she does also keep an eye on the fact that the long-term plan seems to be settling in Newton and using both Flint and the Grim Legion as protectors.

Finally, she asks @Hans Greuber if he would be able to enhance her armor, giving her a bit more
She can afford two minor upgrades for her armor, looking for +2 to Vigor rolls if you've time for that.

Updated Paragould Zombies
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d12
Skills: Athletics d6, Common Knowledge d6, Fighting d8, Intimidation d8, Notice d6, Shooting d8
Pace: 4; Parry: 5; Toughness: 20 (7)
Hindrances: Hesitant
Edges: Brute
Gear: Huntsman Armor (+5 Armor, +2 Toughness)
Armored Cloak (+2 Armor, +1 Toughness)
L-20 Laser Rifle (Range 24/48/96, Damage 4d6, RoF 3, AP 2, 40 Shots)
Vibro-Longsword (Str+d10 Mega Damage, AP 10)
4 High Explosive Grenades (5/10/20, 3d10, AP 4, MBT)
4 Frag Grenades (5/10/20, 5d6, LBT)
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
Total cost to outfit them as above: 710K
Mummy Flint
Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12+1, Vigor d12+2
Skills: Athletics d10+1, Common Knowledge d6, Fighting d12, Intimidation d10, Notice d10, Persuasion d6, Shooting d8, Stealth d10, Survival d8
Pace: 8/d8; Parry: 7; Toughness: 27 (11)
Hindrances: Ruthless (Minor), Vow (Major—Protect Paragould), Ugly (Major, -2 Persuasion)
Gear:
Huntsman Armor (+5 Armor, +2 Toughness)
Armored Cloak (+2 Armor, +1 Toughness)
L-20 Laser Rifle (Range 24/48/96, Damage 4d6, RoF 3, AP 2, 40 Shots)
Vibro-Longsword (Str+d10 Mega Damage, AP 10)
4 High Explosive Grenades (5/10/20, 3d10, AP 4, MBT)
4 Frag Grenades (5/10/20, 5d6, LBT)
Animation Amulet (2 Major, 2 Minor: Gives Flint perpetual self-animation [takes 1@ Major/Minor], as well as the Fleet-Footed Edge and +1 to Athletics rolls)
Special Abilities:
„ Arcane Wrappings: The resin impregnated linen wrappings of a mummy provide it +4 Armor and +2 Toughness
„ Bite/Claw: Str+d6 Mega Damage
„ Fear (−2): Cause Fear checks at −2 when encountered
„ Fear only Fire: Mummies are immune to most Fear effects and Intimidation, except for large fires which cause Fear (bonfires or larger).
Mummies instinctively avoid or circumnavigate trenches of fire, flamethrowers, burning structures, etc
„ Invulnerable: Mummies can only be Shaken by most attacks, including arcane and Mega Damage, which punch holes into the undead husk
only to instantly regenerate
„ Hardy: Does not suffer a Wound from being Shaken twice.
„ Undead: These ambulatory corpses gain +2 Toughness and Called Shots
do no extra damage. They gain +2 to recover from being Shaken, don’t
breathe and are immune to Cold, Disease, Heat, Poison, and Radiation.
„ Warded: The ancient and powerful magics that create mummies make
them invulnerable to banish, dispel, and most arcane mind control effects
like illusion, puppet, slumber, stun, etc. They gain +4 to resist other magical
effects.
„ Weakness (Fire): Mummies can only be harmed by fire, plasma,
and explosive based attacks, which deal +4 damage; Wounds from
such attacks cannot be healed or regenerated.
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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Wormy
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Re: 2.0 [Q1-2022] Black Company on Rakis INTERLUDES

Post by Wormy »

Wormy opens his eye and looks around and only sees sand in every direction. The last thing he remembers is nearly exploding his team mates and passing out from the shock of stopping it. In a moment of panic, wormy considers whether or not he exploded the entire world.

Then he feels the power of the ley line thrumming under him and checks his mystic senses. It only takes him a moment to realize that at some point he was transported somewhere else. He startles when the earth moves beneath him, but it just turns out to be Jim unearthing himself now that Wormy was awake.

Before long, he encounters some sort of nomadic tribe retreating from another group with vehicles and heavy weapons. Turning the gifts of the Mighty One against the weak is a terrible sin, so the little zembahk motions for Jim to charge forward to defend the nomads. Wormy reaches out to their minds to let them know he is a friend.

The nomad's enemies weren't prepared for the extra firepower Wormy represented and beat a quick retreat. The nomads were wary of the strange wormlike creature at first. When he offered to join them in their journies, the nomads begrudgingly accept the offer. The nomads would warm to him quickly.

So the weeks passed. Peaceful nights around the campfire regaling the nomads with the parables of the Mighty One, healing their injured and raising their spirits. Long journeys by day, often leaving twisted scraps of ganger vehicles too brave to stay away from the now notorious nomad group.

Roughly a month later, the nomads made the journey to the former Castle Refuge where Wormy was exstatic to meat up with the allies and friends he thought were lost to him.
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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Humble
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Posts: 211
Joined: Sun Oct 22, 2017 7:37 pm
Location: Black Company

Re: 2.0 [Q1-2022] Black Company on Rakis INTERLUDES

Post by Humble »

Living many lifetimes as a brute and a foot soldier Humble was surprised when the others called him Commander. Then learning there is another Humble out there with the drive and intellect to become a leader shook him. Why had he never considered learning more, why had he been satisfied with being only a brute?

No longer, Humble would improve himself, he had more drive than most men and knew if he worked at it he could learn things. He had the smarts in him, he just needed to do the work. During their time with the soldiers Humble took every opportunity not only to train with them and help them learn from his skills, but to also be trained by them and learn their skills.

So many of the elements of tactics and strategy were familiar to him. Things he had heard or seen a thousand times but no thought of before. Getting himself a holo pad he began reading. At first it was all he could do to read half an hour at a time before he needed physical work to clear his head. But being tireless and not needing sleep had its advantages, giving him much more time to study than others would have expected while still being able to help the others should they call on him.

Developing a good friendship with one of the soldiers a fellow giant, named Nrahl Vard, Humble found that the warriors mind was sharp and he enjoyed teaching someone who was willing to work hard. The two enjoyed working with each other so much that Nrahl even promised to eat Humbles heart and liver should he die. Saying "It would take many nights, but I would not dishonor you by letting you go to waste." The warrior was nearly as tall as Humble and had a strength nearly equal to a suit of power armor.

Humble enjoyed training with someone who could occasionally hurt him. While he needed to heal, Humble knew that only through pain and work could he grow. On the other hand, when prepared for battle the giant did well and Humble did not need to worry about harming him to badly for the giants own psionic talents to regenerate from. The two were a matched pair and soon became battle buddies.

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

Humble
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