00.1 [2017] The 1st Adventure ... It started in a bar.

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Iron Tic
Posts: 73
Joined: Sat Mar 18, 2017 7:35 am

Re: The First Adventure ... It started in a bar.

Post by Iron Tic »

Notice [dice]0[/dice]
Wild [dice]1[/dice]

Bennie to soak the wound
Vigor [dice]9[/dice]
Wild [dice]2[/dice]

Tic grins at the skelebot that shot him. He dusts off the smoldering soot off his armor. I eat peices of metal like you for breakfast! Tic looks at the ensuing chaos of battle. Focus, Focus... He looks at Alecto and pumps his fist remembering what she said.
Alecto said secondary targets... Ok Gordon he was easy to grab his tension must have been eased. Iron Tic looks around for such a secondry target and a spot to secure Gordon. Coat hook will do nicely, and Maybe that Psi-stalker in the corner could ease a bit of my Tension. " The one called Alecto, I will find this secondary Target. Your Tension will be eased today!" Iron Tic heads to the wall near SB, and drops Gordon hanging by his collar on the wall hook.
"The one called Gordon, stay put or your tension will be blemished."
Iron Tic satisfied with how Gordon is secured [ or not secured] charges the psi-stalker Seric, sweeping his leg trying to knock him prone. He then slams both fists into his stomach crying out, " Ease My Tension!" Only his fists instead of hitting him go into the floor he tries to pull them out to re-load his meat hooks, but realizes they are wedged in tight! [Essentially he is shaken and prone]

Free Action
Drop Gordon on wall coat hook.

Actions against Seric= Push Maneuver (Opposed Rolls, knockdown effect " Leg Sweep", 1 fist punch, Split the seconds another fist punch) MAP=-2. Push gains a +2 to the roll when moving 3", unarmed defender adds +2 to fighting rolls, prone defenders subtract 2 from parry.
OOC Comments
Push vs Seric with knockdown effect, MAP -2 is offset by moving 3" for a +2
Str[dice]3[/dice]
Wild [dice]4[/dice]

1st Fist punch, MAP of -2 is cancelled by unarmed defender +2, Seric's parry maybe -2 from prone
Fighting [dice]5[/dice]
Wild [dice]6[/dice]

2nd fist punch via split the seconds, MAP of -2 is cancelled by unarmed defender +2, Seric's parry maybe -2 from prone
Fighting [dice]7[/dice]
Wild [dice]8[/dice]
Pace: 20 d12 running die; Parry: 8 ; Toughness: 20(6)
After 1st round: quick, -2 to hit
Combat edges: split the seconds(extra action no map, can be repeat action), battle hardened(+2 soak)
Current powers active: none.
Bennies: 1 spent:5
Red Bennie:1
OOC Comments
-Soak damage from skeleton underneath bar.
+1 Bennie for joker draw
-reroll on gaining gun from borg
+2 from joker draw
-damage reroll on cs commanderin nexus room
- fear extra effort
- nexus maw reroll
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Karchev
Posts: 72
Joined: Sun Feb 19, 2017 10:33 am

Re: The First Adventure ... It started in a bar.

Post by Karchev »

OOC Comments
Removed use of bennie - you ended up not being shot. You can edit your post if you wish, or keep the spell casting going...having Armor on wouldn't be a bad idea. Thanks ~ Lars



Karchev channels his magic inward. A field of darkness begins to form around him.

Cast Greater Armor
Spellcasting [dice]2[/dice]

Wild [dice]3[/dice]

[Raise puts the spell at +10 MDC to armor]
Karchev Ley Line Walker
Pace: 6; Parry: 5 Toughness: 5 +3 Armor = 8 (3) +10 MDC
Power Points: 49/60 (while on ley Line) Bennies: 1
• Knowledge (Arcana): D10
• Dragonese/Elven: D6
• Investigation: D6
• Fighting: D6
• Shooting: D6
• Stealth: D6
• Notice: D6
Iceblast Shotgun: Range: 12/24/48 - Damage: 1–3d6 - RoF: 1–2 - AP ~
NG-33: Range: 15/30/60 - Damage: 2d4+1 - RoF: 1 - AP: 2
CS Vibro-Sword - Str+d10 - AP4 Mega Damage
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Daniel
Daniel (Lars)
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Location: Former Alias (GM name) was Lars (2016-2022)

Re: The First Adventure ... It started in a bar.

Post by Daniel »

Round Three - Joker's Wild: All Players get a Bennie.

R3 Initiative Cards:
  • Iron Tic (Quick) - Joker
  • BAD GUYS (Mace, Seric, the Dead Borg, Skelebot & Gordon) - Ace Spades
  • Zed (Level Headed) - Ace Hearts
  • Aiden (Danger Sense) - King of Clubs
  • Alecto - Queen Spades
  • Karchev - Jack of Hearts
  • Thurdh (Quick) - Jack of Diamonds
  • Hans - Nine Hearts
  • Gargamel (Quick) - Seven Hearts

Plasma in stairwell does 9 more MDC damage to Mathias and stairwell (plasma still burns). That corner of the bar is blazing pretty good. So much so that the flames are spreading up stairs to top level.

New Map so you see rough location of everyone - three of you will be caught in blast zone - if Tic does not alter that event via his actions. Will you be Wounded or Shaken? If nothing else the whoosh of flames likely will be surprising.

https://db4sgowjqfwig.cloudfront.net/ca ... 1491845435
Another map: http://www.savagerifts.com/viewtopic.ph ... 6898#p6898

Will post more after Tic goes.
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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Iron Tic
Posts: 73
Joined: Sat Mar 18, 2017 7:35 am

Re: The First Adventure ... It started in a bar.

Post by Iron Tic »

Stuck! Arggh! Not good Tic, not good. Iron Tic looks at Seric on the ground underneath him and then looks at his meathooks stuck in the floor. " Its time for Undulation! The Tic flexes and eases his muscles along his arms and hands loosening the floor's hold on him. He takes one breath and rips his hands free of the floor showering Seric with wood and cement. Wait Run baby! Booby trap, damn the one named Alecto cannot be harmed! Oh no the one named Gargamel is in danger as well. Oh for the love of... the one called Aiden too! Tic rises carefully brushing some of the wood chips and cement dust off of Seric's head. He smiles at him and happily says as if petting a kitten, " Don't go anywhere, its time for Undulation!" He reaches over Seric and grabs hold of the doorknob meaning to pull the door off the frame, instead the knob itself is all that he rips. Got to move now Tic! Iron Tic rushes toward the borg dropping the knob into Seric's free hand.
" You might need this."

Tic tumbles over his compatriots knocking the borg a couple of meters away while at the same time ripping the big damn gun off the weapon's gimble. Tic yells, " For the one they call Hans!!! At the last second before the Borg blows, he turns away now facing his friends (moving to where he can provide the best protection). He uses his massive frame to block most of the blow. The big damn gun is clutched tight to his chest [possibly protecting it]. Right before the explosion he whispers, " For the one called Hans."
OOC Comments
unshake
Spirit [dice]0[/dice]
Wild [dice]1[/dice]
3 actions rip door, push borg with door sheild, split seconds rip borgs big gun away so it does not melt. Map -2, joker +2

Rip nearest door off hinges
Str [dice]2[/dice]
Wild [dice]3[/dice]

Push the borg away from his alliles+2 to push for moving 3 squares
Str[dice]4[/dice]
Wild[dice]5[/dice]

Rip big gun off of borg weapon gimble -4
Str [dice]6[/dice]
Wild[dice]7[/dice]
Bennie reroll
Str[dice]8[/dice]
Wild [dice]9[/dice]
Last edited by Iron Tic on Mon Apr 10, 2017 9:14 pm, edited 1 time in total.
Pace: 20 d12 running die; Parry: 8 ; Toughness: 20(6)
After 1st round: quick, -2 to hit
Combat edges: split the seconds(extra action no map, can be repeat action), battle hardened(+2 soak)
Current powers active: none.
Bennies: 1 spent:5
Red Bennie:1
OOC Comments
-Soak damage from skeleton underneath bar.
+1 Bennie for joker draw
-reroll on gaining gun from borg
+2 from joker draw
-damage reroll on cs commanderin nexus room
- fear extra effort
- nexus maw reroll
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Daniel
Daniel (Lars)
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Re: The First Adventure ... It started in a bar.

Post by Daniel »

Lars wrote:Iron Tic unshook, did not get the door, but pushed borg 1" while tearing away the big gun and Tic is hit for 8 points of damage. No issues there. This means that the explosion of the self destruct does not catch any of our heroes. Everyone is out of harms way! Tic rules!

The Borg blows up with much noise and lights. The floor below the burning hunk of dead metal is reviled. Stone, dirt and muck. At this location this is the lowest level. If there are lower floors they are elsewhere.

Gordon activates a Psi Power (OOC: Burrow) with an Electric Trapping (OOC: Imagine a Burster with Electric Powers). Crackling blue and white light envelopes the bar man turned spy and he become electricity himself. The electricity streaks out of the room and lowers into the floor/ground.

The remaining Skelebot fires its rifle at Zed. Stupid robot. Zed is still intangible. The shot will hit the far wall blasting apart wooden panels. Shooting: [dice]6856:0[/dice]. An excellent shot I won't bother rolling the ace for. Stupid robot.

The male Psi Stalker, Seric, looks at the door knob given him and looks in awe at the Juicer. Shaking his head the Stalker then drops the knob and fires his NG-E4 at Gargamel. Shooting: [dice]6856:2[/dice] & WD Shooting: [dice]6856:3[/dice] & Damage: [dice]6856:1[/dice]

Mace, lady Psi Stalker, moves to stand by the open door. On her way to stand by the open door she looks at the Juicer with a look of WTF. Mace fires her NG-E4 at Alecto. Shooting: [dice]6856:4[/dice] & WD Shooting: [dice]6856:5[/dice] & Damage: [dice]6856:6[/dice] likely due to her confusion in regard to the Juicer and Seric screaming at her to run she wasn't up to snuff and shot the wall instead of Alecto.

OOC Comments
So all that. Gargamel react to being shot. 18 Damage.


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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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Aiden
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Re: The First Adventure ... It started in a bar.

Post by Aiden »

Shifting closer to Tic as bits of The End rain off his armor, Aiden relieves Tic of the Particle beam rifle. He drops his Chain Greatsword at Tic's feet.

"Well done, Tic!"

Seeing Seric open fire on Gargamel, he pivots and opens fire on the psi - stalker.
OOC Comments
[dice]0[/dice] Shooting - +2 marksman, 4pts of penalty negated
[dice]1[/dice] Damage AP 6

Shooting Seric Toughness 20 (12) Aiming with Marksmanship for +2 (12 Hits with raise on damage)
1d12+2 = 12:
10

Wild Die Shooting Seric Toughness 20 (12) Aiming with Marksmanship for +2 (result of roll hit/miss/aced?)
1d6 = ?
?

Damage on Seric (Will be 3d8+5 and another 1d6 due to raise on damage from shoot so well and AP6)
3d8+5 = 18:
3, 7, 3
Raised Damage roll: 1d6 = ?

Total Damage to Seric is ? and 18 AP 6. So 1 Wound and he is Shaken.
Aiden Merrick
Bennies: 4; Parry: 5; Toughness: 27(16); Pace: 8; Charisma: -2
Weapon in Hand: CTT-P40 Particle Beam Cannon
Ammo: CTT-P40 38/40 (0); Mini Rail Gun 32/32 (3); NG-56 Light Ion Pistol 12/12 (3)

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Gargamel
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Re: The First Adventure ... It started in a bar.

Post by Gargamel »

Iron Tick suddenly appeared in front of him, protecting the three of them from the explosion.

"Thank you though I would have been fine." He told the Titan Juicer, completely convinced he would have been.

Suddenly, the blast from the NG-E4 struck him, plasma washing over him. His mystical shields flickered and the heat penetrated them slightly. Shaking off the impact, he felt a rage welling up inside him, a desire to cut all his enemies into tiny pieces and destroy them all. Fighting down the feeling, this was not the time. However, the person who shot him was going to dealt with.

He moved quickly over to them seeing them moving in slow motion, shard pistol firing ice bolts and sword slicing out three times.

OOC Comments
Gargamel got a raise on his quickness so he currently can't have less than 8 on his initiative.
18 damage makes Gargamel shaken

[dice]0[/dice] to soak or recover. Makes no difference and Gargamel is unaffected.

and part way through the post I realised Battle Fury blades give you berserk
[dice]1[/dice] smarts to resist going mental
free action to move preferably towards Seric if he is still up after Aiden shoots him
otherwise he will attack the skelebot
shooting
[dice]2[/dice]
wild dice [dice]3[/dice]
damage [dice]10[/dice]

[dice]11[/dice]
wild dice [dice]12[/dice]
[dice]13[/dice] if successful

fighting
[dice]4[/dice]
[dice]5[/dice]
[dice]6[/dice]
[dice]7[/dice]
[dice]8[/dice] improved frenzy
[dice]9[/dice]
ace [dice]14[/dice]
ace [dice]15[/dice]

hit 19 so raise on damage
[dice]16[/dice]
[dice]17[/dice]
ace [dice]18[/dice]
total of 22 damage. I suspect I just shish kebabed him

Hi there - Above was little confusing to me...Is this right?

Fighting vs Seric (Parry of 7) with Sword (MISS)
1d10 = 6:
6
Wild Die Fighting vs Seric (Parry of 7) with Sword (MISS)
1d6 = 5:
5

2nd Fighting vs Seric (Parry of 7) with Sword (HIT w Aced Die, roll another d10)
1d10 = 10:
10
2nd Wild Die Fighting vs Seric (Parry of 7) with Sword (Rolled a 6 so Aced Die, roll another d6)
1d6 = 6:
6

(2nd Attach hits Seric: ADD IN DAMAGE HERE)

3rd Fighting vs Seric (Parry of 7) with Sword (MISS)
1d10 = 1:
1
3rd Wild Die Fighting vs Seric (Parry of 7) with Sword (MISS)
1d6 = 4:
4

So you attack Seric three times with BFB Sword, hitting him for damage once...you were also shooting?
Between Gargamel & Aiden Seric drops dead. (Think he's got a self destruct?)
OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

Parry 7, Toughness 14(7)
Armed with Battle Fury Blade, Shard Pistol and Wilk’s 320 Laser Pistol,

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82
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Zed
Posts: 134
Joined: Sat Apr 01, 2017 12:02 pm

Re: The First Adventure ... It started in a bar.

Post by Zed »

Ignoring the bullets that pass right through her, Zed begins running - in an intangible sort of way - after Gordon, taking a shortcut literally through the psi-stalkers and the wall behind them.

"Someone get that fire under control! I'm going after Gordon!"

Conversion of the body into pure electrical energy to travel swiftly through conductors in the ground? Neat trick. Something to keep in mind if I need it... or I could nullify his magic and force him back to solid form. I wonder what would happen if he solidified in the ground? Or I could just shoot him.
OOC Comments
To be continued - I'll need to know what Zed sees in the stairwell to figure out what she does other than move.

Turn 1: Move north, Pace 8 should get to the stairwell if I've counted it right.
Actions TBD

Turn 2:
TBD
]
Zed, Human Techno-Wizard Alt of Lucretia
Bennies: 3/3 Parry: 5; Toughness: 16(8); Pace: 8; Charisma: +0
Weapon in hand: Vera (TW modified TX-50 Light Rail Gun)
Ammo:
  • Vera - 17/20 full bursts
    Josephine - 6/6 shots

10/20 PPE; 3/4 Arcane Machinist
Current Arcane Machinist Gizmos:
  • none

Active effects:
  • [1/3] Greater Boost TechnoWizardry (+4 steps to d12+3)
    [2/3] Exalted Quickness w/ +1 toughness from trapping
    [2/3] Greater Smite on Vera (+8 damage, ice/fatigue trapping)
    [3/3] Greater Boost Strength (+4 steps to d12+6)
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Karchev
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Re: The First Adventure ... It started in a bar.

Post by Karchev »

Karchev watches as the borg and male psi stalker and borg go down by sheer force of attacks from his fellow mercy. Knowing that at least one skelebot remains does not concern him. His focus is only on the female psi stalker. Taking out the one thing in the room that considers him food is his top agenda.

Karchev takes aim at Mace with his shotgun.

"No offense, but I don't plan on being anyone's snack today"

Karchev lets loose with both barrels
OOC Comments
Shooting attack 1 - [dice]0[/dice]

Wild [dice]1[/dice]

Shooting attack 2 - [dice]2[/dice]

Wild [dice]3[/dice]

Ace [dice]4[/dice]

(Movement halved as she is encased in ice due to shotgun's ability)


Shot 1 Damage - [dice]5[/dice]
Ace [dice]7[/dice]
Total = 11

Shot 2 Damage -,[dice]6[/dice]
[dice]8[/dice]
Total= 15
Ice begins to encase the psi stalker from the second blast.
Karchev Ley Line Walker
Pace: 6; Parry: 5 Toughness: 5 +3 Armor = 8 (3) +10 MDC
Power Points: 49/60 (while on ley Line) Bennies: 1
• Knowledge (Arcana): D10
• Dragonese/Elven: D6
• Investigation: D6
• Fighting: D6
• Shooting: D6
• Stealth: D6
• Notice: D6
Iceblast Shotgun: Range: 12/24/48 - Damage: 1–3d6 - RoF: 1–2 - AP ~
NG-33: Range: 15/30/60 - Damage: 2d4+1 - RoF: 1 - AP: 2
CS Vibro-Sword - Str+d10 - AP4 Mega Damage
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Thrudh Zebrem
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Re: The First Adventure ... It started in a bar.

Post by Thrudh Zebrem »

Thrudh notes that his companions have done away with most of the other nasties, leaving just one lone skelebot to dispense with. "Yer all mine, ya pile of parts. Have both barrels!
OOC Comments
Taking advantage of ROF with the CV-212. 3 shooting rolls and 1 wild die, using +2 from armor targeting system bonus, all at SB2. (please tell me if I'm screwing this up)

[dice]0[/dice]
[dice]1[/dice]
[dice]2[/dice]

Aced shooting die 2
[dice]6[/dice]

Aced shooting die 3
[dice]7[/dice]

Wild die
[dice]3[/dice]

Shooting with pistol, +2 for armor targeting system, at SB2

[dice]4[/dice]

Wild die
[dice]5[/dice]

Damage on SB2 from shot 1 with raise - 2 AP
[dice]8[/dice]
Damage on SB2 from shot 2 with raise - 2 AP
[dice]9[/dice]
Damage on SB2 from shot 3 with raise - 2 AP
[dice]10[/dice]

Damage on SB2 from pistol with raise - 2 AP
[dice]11[/dice]
The barrage of laser fire pelts the hapless skelebot, with one well placed shot severing several vital connections at the neck. The skelebot falls in a motionless scrap heap against the wall.
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Icosa
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Re: The First Adventure ... It started in a bar.

Post by Icosa »

Alecto notes the fall of the cyborg and his subsequent detonation impassively, then turns to favor the remaining psi stalker with a flat glare. Secondary targets; their armaments were more dangerous than the skelebot's. There was no theater to her attacks or movements; each strike was precisely calculated to avoid defenses and inflict maximum damage. The vibroblade that Hans had enchanted was a bar of solid light; the weapon that extended from her left arm was more conventional in appearance, but still chewed through armor and flesh with equal vigor.

When the psi-stalkers had fallen, she turned on the single remaining skeletal combat droid and finished her follow-through on its metal and composite hide.
OOC Comments
This boils down to 6 attacks split between Mace and the bot, for: 8 for 25, 4 for 14 (offhand), 15 for 21 (with raise), 10 for 18, 5 for 18 (offhand), 3 for 18.

Going to assume only the 8, 15, and 10 hit. So 25 damage, 21 damage, 18 damage...first on Mace, and when/if he falls, any remaining attacks go to the skelebot.

Full round of melee attacks, split between Mace and skelebot as needed: 1D12.OPEN(10)+2 = [6]+2 = 8
1D6.OPEN(6) = [3] = 3
1D12.OPEN(10)+2 = [2]+2 = 4
1D6.OPEN(6) = [2] = 2
1D12.OPEN(10)+2 = [11, 2]+2 = 15
1D6.OPEN(6) = [5] = 5
1D12.OPEN(10)+2 = [8]+2 = 10
1D6.OPEN(6) = [2] = 2
1D12.OPEN(10)+2 = [2]+2 = 4
1D6.OPEN(6) = [5] = 5
1D12.OPEN(10)+2 = [1]+2 = 3
1D6.OPEN(6) = [1] = 1


Full round of melee damage, split between Mace and skelebot as needed: 2D10 = [8, 9] = 17
2D10 = [8, 6] = 14
2D10 = [1, 8] = 9
2D10 = [4, 6] = 10
2D10 = [8, 10] = 18
2D10 = [2, 8] = 10


Raise: 1D6 = [4] = 4
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Hans Greuber
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Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: The First Adventure ... It started in a bar.

Post by Hans Greuber »

Enough about this magic talk. I can do this the old fashioned way just as easily.. .if not easier. All I need to do is cut a the right sized leak in the water supply in the right spot. Simple to do! Just have to get out the tools.
OOC Comments
Dropping Armor power, but maintaining Quickness

Turn 1
Planning
Knowledge (Engineering): [dice]0[/dice]
Wild: [dice]1[/dice]
Result: Success with Raise

Turn 2
Execution
Repair: [dice]2[/dice]
Wild: [dice]3[/dice]
Result: Success
"Careful down there... it will be getting wet!"
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
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: The First Adventure ... It started in a bar.

Post by Daniel »

OOC Comments
Looks like all the Wild Card CS baddies and Mundane 'bots are destroyed come the end of the round. Only Gordon is missing. Down below presumably. Zed is ahead of the rest of you and nearing where he may be. Think about your intentions as water starts flowing down on plasma flames. I'll have next round Init up asap. Good job to all taking out the CS.
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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Karchev
Posts: 72
Joined: Sun Feb 19, 2017 10:33 am

Re: The First Adventure ... It started in a bar.

Post by Karchev »

"It has been my experience that when one person goes after an adversary solo, that they tend to wind up dead. I will follow after Zed."

Looking towards the stairs.

"I'm not sure what good i could be with putting that out, other than being able to teleport everyone out of the basement back topside."
Karchev Ley Line Walker
Pace: 6; Parry: 5 Toughness: 5 +3 Armor = 8 (3) +10 MDC
Power Points: 49/60 (while on ley Line) Bennies: 1
• Knowledge (Arcana): D10
• Dragonese/Elven: D6
• Investigation: D6
• Fighting: D6
• Shooting: D6
• Stealth: D6
• Notice: D6
Iceblast Shotgun: Range: 12/24/48 - Damage: 1–3d6 - RoF: 1–2 - AP ~
NG-33: Range: 15/30/60 - Damage: 2d4+1 - RoF: 1 - AP: 2
CS Vibro-Sword - Str+d10 - AP4 Mega Damage
User avatar
Iron Tic
Posts: 73
Joined: Sat Mar 18, 2017 7:35 am

Re: The First Adventure ... It started in a bar.

Post by Iron Tic »

Iron Tic slaps Karchev on the back. He laughs heartily, " Friend Karchev, we will not leave anyone out of our Victory. The one called Gordon is full of surprises and the one who kisses women must not be abandoned.". Tic nods his consent to Karchev ready to be teleported. " Unleash your power!"
Pace: 20 d12 running die; Parry: 8 ; Toughness: 20(6)
After 1st round: quick, -2 to hit
Combat edges: split the seconds(extra action no map, can be repeat action), battle hardened(+2 soak)
Current powers active: none.
Bennies: 1 spent:5
Red Bennie:1
OOC Comments
-Soak damage from skeleton underneath bar.
+1 Bennie for joker draw
-reroll on gaining gun from borg
+2 from joker draw
-damage reroll on cs commanderin nexus room
- fear extra effort
- nexus maw reroll
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: The First Adventure ... It started in a bar.

Post by Daniel »

Zed wrote:Ignoring the bullets that pass right through her, Zed begins running - in an intangible sort of way - after Gordon, taking a shortcut literally through the psi-stalkers and the wall behind them.

"Someone get that fire under control! I'm going after Gordon!"

Conversion of the body into pure electrical energy to travel swiftly through conductors in the ground? Neat trick. Something to keep in mind if I need it... or I could nullify his magic and force him back to solid form. I wonder what would happen if he solidified in the ground? Or I could just shoot him.
OOC Comments
To be continued - I'll need to know what Zed sees in the stairwell to figure out what she does other than move.

Turn 1: Move north, Pace 8 should get to the stairwell if I've counted it right.
Actions TBD

Turn 2:
TBD

Zed pokes her head through the stairwell wall and looks into a room.

The lower (lowest?) level of the bar is a smaller room than those above.

It's damp, cool and the stone floor is slightly wet. A sheen of water lays on the stone floor. Foot prints are located by a grate in the flour which was lifted up to reveal a hole down.

A normal size human could drop down this hole. In the room are a multitude of barrels, crates and dressers. Only one crate is open. There is straw tossed about near the crate like something large was removed. The scent of electric currents is slowly disappearing.

From below a light shines upward into the hole making seeing what's below near impossible.

The room is packed full of crates and barrels.

Image
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

User avatar
Zed
Posts: 134
Joined: Sat Apr 01, 2017 12:02 pm

Re: The First Adventure ... It started in a bar.

Post by Zed »

Metal on stone - that grate probably leads to a sewer or storm drain.

She intangibly drifts through the metal grate, glad that the intangibility would protect her from any pleasant surprises - or unpleasant contents of the sewer, if that is indeed what it is.
OOC Comments
Editing in the Notice check. I'm bad at remembering that...
Notice [dice]0[/dice]
Wild [dice]1[/dice]

1 round remaining before quickness would need to be maintained.
2 rounds remaining of intangibility (cannot be maintained, gizmo was depleted)
Zed, Human Techno-Wizard Alt of Lucretia
Bennies: 3/3 Parry: 5; Toughness: 16(8); Pace: 8; Charisma: +0
Weapon in hand: Vera (TW modified TX-50 Light Rail Gun)
Ammo:
  • Vera - 17/20 full bursts
    Josephine - 6/6 shots

10/20 PPE; 3/4 Arcane Machinist
Current Arcane Machinist Gizmos:
  • none

Active effects:
  • [1/3] Greater Boost TechnoWizardry (+4 steps to d12+3)
    [2/3] Exalted Quickness w/ +1 toughness from trapping
    [2/3] Greater Smite on Vera (+8 damage, ice/fatigue trapping)
    [3/3] Greater Boost Strength (+4 steps to d12+6)
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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: The First Adventure ... It started in a bar.

Post by Daniel »

BELOW THE BAR

Zed, lowering herself into the tunnel (via metal grate and short tunnel down) can look into a underground room. The large room has lights strung about illuminating it. The floor is is mostly gone revealing a lower level. From her vantage point she can see the lowest level has a room and a hallway leading away. There is no sign of Gordon or any other living person below. One other thing you do Notice is that from here you can see what looks like a trap door that opens from the room above. The room with the metal grate. You realize it was not obvious from above but from here you see that there is some sort of larger door in the floor, hidden above, to get down here.


Image

Image

Above the rest of the team sees that Hans the Fireman has a lot of the fire doused and the flames are less but still present in the stairwell.
OOC Comments
Whats the plan?
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

User avatar
Zed
Posts: 134
Joined: Sat Apr 01, 2017 12:02 pm

Re: The First Adventure ... It started in a bar.

Post by Zed »

"Looks like there's some sort of subterranean structure down here; probably predates the Castle a fair bit. There's a small sub-basement with what looks like sewer grate, that leads down here. I'm not sure where Gordon went, but I can't cover the whole area myself. If any of you have tracking skills, we might be able to follow him. I'm not sure how stable the structure is down here, so watch your step. I haven't exactly been putting much weight on anything."

She drifts over to toward the hallway, but then steps through the wall into the room.
OOC Comments
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Nothing to see here folks. Not that Zed sees, anyway.

Checking for structural integrity - just passive observation, not a detailed study.
Knowledge(Engineering) [dice]2[/dice]
Ace [dice]4[/dice]
Wild [dice]3[/dice]
17+2 Scholar = 19

If the room is empty of threats Zed will wait for the others there.
Zed, Human Techno-Wizard Alt of Lucretia
Bennies: 3/3 Parry: 5; Toughness: 16(8); Pace: 8; Charisma: +0
Weapon in hand: Vera (TW modified TX-50 Light Rail Gun)
Ammo:
  • Vera - 17/20 full bursts
    Josephine - 6/6 shots

10/20 PPE; 3/4 Arcane Machinist
Current Arcane Machinist Gizmos:
  • none

Active effects:
  • [1/3] Greater Boost TechnoWizardry (+4 steps to d12+3)
    [2/3] Exalted Quickness w/ +1 toughness from trapping
    [2/3] Greater Smite on Vera (+8 damage, ice/fatigue trapping)
    [3/3] Greater Boost Strength (+4 steps to d12+6)
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Gargamel
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Posts: 193
Joined: Sat Apr 01, 2017 12:43 am
Location: The Black Company

Re: The First Adventure ... It started in a bar.

Post by Gargamel »

Notice

Code: Select all

[dice]1d6[/dice] forgot to put the 1 in front of the d
Gargamel pulled his sword out of Seric and let him drop to the ground, wiping the blade. Looking around, he noticed all their foes were defeating. Sighing at no more foes to fight, he hollered up to Hans.
"Hans, do you have the fire under control?"[/b]

Zed wrote:"Looks like there's some sort of subterranean structure down here; probably predates the Castle a fair bit. There's a small sub-basement with what looks like sewer grate, that leads down here. I'm not sure where Gordon went, but I can't cover the whole area myself. If any of you have tracking skills, we might be able to follow him. I'm not sure how stable the structure is down here, so watch your step. I haven't exactly been putting much weight on anything."


"Well, I have no tracking skills, but I am sure we will find him with my help."
he smiled at Zed, his face briefly changing to look like a Psi Stalker under the helmet, "Lay on Macduff."
OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

Parry 7, Toughness 14(7)
Armed with Battle Fury Blade, Shard Pistol and Wilk’s 320 Laser Pistol,

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82
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Icosa
Gold Patron
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: The First Adventure ... It started in a bar.

Post by Icosa »

Without ceremony, Alecto heads to the grate, yanks it up and off to expose the shaft leading down, and drops down through it.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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Hans Greuber
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Location: The Black Company

Re: The First Adventure ... It started in a bar.

Post by Hans Greuber »

"Time to head down, I guess..." With that, Hans shakes both Bean's and Milli's hands, grabs the mouthy civilian's gun, tells Bean, "Take care of these three yahoos. They should be out for almost a minute. I am calling for someone from the Black Company to pick them up and find out what they know, if anything."

"Black Company, this is Hans. There was a Coalition spy, Gordon, working at the bar. He killed Mathias. The rest of his confirmed accomplices are down. Will be giving chase. He seems to be a Psychic. There are three possible civilians put asleep at the bar. Bean will be watching them. Destroyed skelebot on main floor. Two destroyed skelebots, two psi-stalkers Mathias's remains, and the remains of a detonated cyborg in basement. Possible sabotage on stairs down, and there is a fire being watered on the stairs down."


With that, and maintaining his Quickness power for one more round, Hans will head down the way Iron Tick made downstairs. Once downstairs, he will pick up any of the psi-stalkers weapons that he can easily grab and make his way down, following the rest of the group when they are ready to leave.
OOC Comments
Note: Due to the Quickness still being up, Hans has 2 turns this round, and has a quickness of 7. He should have enough time with up to 2 actions per round without penalty to do all of the above. Shaking Milli's hand gives Hans 5 more PPE (YAY!!!)

Notice: [dice]0[/dice]
Wild: [dice]1[/dice]
Result: 5 - Success
Last edited by Hans Greuber on Thu Apr 13, 2017 5:43 pm, edited 1 time 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
User avatar
Karchev
Posts: 72
Joined: Sun Feb 19, 2017 10:33 am

Re: The First Adventure ... It started in a bar.

Post by Karchev »

"I'm not too keen on the idea of leaving Hans alone."

Karchev cups his hands of his mouth to amplify his voice.

"Hans, are you ok? Do you require assistance?"

Hans appears down the stairs

"Well then, never mind"

Karchev follows the rest of the team down the grate,
Last edited by Karchev on Thu Apr 13, 2017 5:23 pm, edited 1 time in total.
Karchev Ley Line Walker
Pace: 6; Parry: 5 Toughness: 5 +3 Armor = 8 (3) +10 MDC
Power Points: 49/60 (while on ley Line) Bennies: 1
• Knowledge (Arcana): D10
• Dragonese/Elven: D6
• Investigation: D6
• Fighting: D6
• Shooting: D6
• Stealth: D6
• Notice: D6
Iceblast Shotgun: Range: 12/24/48 - Damage: 1–3d6 - RoF: 1–2 - AP ~
NG-33: Range: 15/30/60 - Damage: 2d4+1 - RoF: 1 - AP: 2
CS Vibro-Sword - Str+d10 - AP4 Mega Damage
User avatar
Hans Greuber
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Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: The First Adventure ... It started in a bar.

Post by Hans Greuber »

Karchev wrote:"I'm not too keen on the idea of leaving Hans alone."

Karchev cups his hands of his mouth to amplify his voice.

"Hans, are you ok? Do you require assistance?"
"On my way down. Getting Bean to watch the three sleeping uglies until someone from the company can watch them. Also made a report in to HQ."
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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Thrudh Zebrem
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Posts: 264
Joined: Sat Apr 01, 2017 9:57 am

Re: The First Adventure ... It started in a bar.

Post by Thrudh Zebrem »

Thrudh does a quick search of the remaining area, pulling weapons from the hands of the defeated foes and depositing them in the hallway out of reach of any easy recovery should the dead rise. He swaps his own rifle with that of the downed skelebot in order to have a fuller e-clip, and shuffles back to the room with the grate. Laying eyes on the crates and barrels, he begins a thorough scan of the area for likely booby traps, det cord, or other explosive paraphernalia.
"Can't know for sure what these jokers were up to. Might as well be safe."
OOC Comments
Notice with alertness
[dice]0[/dice]
Wild die
[dice]1[/dice]
Knowledge: demolitions
[dice]2[/dice]
Wild die
[dice]3[/dice]
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Iron Tic
Posts: 73
Joined: Sat Mar 18, 2017 7:35 am

Re: The First Adventure ... It started in a bar.

Post by Iron Tic »

Hans Greuber wrote:
Karchev wrote:"I'm not too keen on the idea of leaving Hans alone."

Karchev cups his hands of his mouth to amplify his voice.

"Hans, are you ok? Do you require assistance?"
"On my way down. Getting Bean to watch the three sleeping uglies until someone from the company can watch them. Also made a report in to HQ."
" ahhh yes there is the one called Hans. I saved you a large gun...". Iron Tic sees the bodies of Mathius, Mace, and Seric. Tic shakes his head sadly. When my satisfaction calls I forget my word to my brother. Tic gathers the three bodies on his massive sholdiers. " I made a promise that I must keep. Please Hans mark your way so I can follow. I must see that these bodies have their satisfaction." With haste Tic takes the bodies to the BC hover train.
" The one called Corvus, I have need of you!"
Pace: 20 d12 running die; Parry: 8 ; Toughness: 20(6)
After 1st round: quick, -2 to hit
Combat edges: split the seconds(extra action no map, can be repeat action), battle hardened(+2 soak)
Current powers active: none.
Bennies: 1 spent:5
Red Bennie:1
OOC Comments
-Soak damage from skeleton underneath bar.
+1 Bennie for joker draw
-reroll on gaining gun from borg
+2 from joker draw
-damage reroll on cs commanderin nexus room
- fear extra effort
- nexus maw reroll
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Aiden
Posts: 28
Joined: Sat Mar 11, 2017 5:34 pm

Re: The First Adventure ... It started in a bar.

Post by Aiden »

Seeing that all combatants have been dealt with, Aiden reclaims his sword and makes his way downstairs with the rest of the group ; glancing down to the man sized hole.

"Going to have to widen that; what do you see, Zed?"

While waiting for a response, he turns his attention to the Particle Beam Rifle. Scanning the Rifle, his Targeting Optics calibrate to the new weapon.
OOC Comments
One round spent calibrating to the new rifle, +2 to shooting from Targeting Optics
Aiden Merrick
Bennies: 4; Parry: 5; Toughness: 27(16); Pace: 8; Charisma: -2
Weapon in Hand: CTT-P40 Particle Beam Cannon
Ammo: CTT-P40 38/40 (0); Mini Rail Gun 32/32 (3); NG-56 Light Ion Pistol 12/12 (3)

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Gargamel
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Posts: 193
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Location: The Black Company

Re: The First Adventure ... It started in a bar.

Post by Gargamel »

Notice [dice]0[/dice]
Wild Dice [dice]1[/dice]

Gargamel maintained his quickness spell, going uptstairs and picking up his survival pack before he joined the rest of the team.

"Anybody part bloodhound?" he asked, looking down the hole, "or do we just guess which way to go?"

"Whilst it would make for part of a fine tale if we were to leap down and chase down the spy down, perhaps we should just use this," he said, pulling out 30 metres of rope from his pack.
OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

Parry 7, Toughness 14(7)
Armed with Battle Fury Blade, Shard Pistol and Wilk’s 320 Laser Pistol,

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82
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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: The First Adventure ... It started in a bar.

Post by Daniel »

Now that both Alecto and Zed are "in the bottom area" you both see the rubble, old tunnel system, and new hallway. The room Zed is in is as old as the original tunnel system. There appears to be only one way to go from here, other than into the room. Alecto from down here you can see a large elevator that is under the room you were just in. More of an open lift than elevator.

Zed locating a light switch is simple for this room, it glows. The lighting and all the contents of the room are new additions.
  • Iron Tic ran the dead bodies across the street to the Med Bay. Tic then runs back to the bar. He will be able to follow you and catch up if you wait a tad for him. On your run back tic you will see a Legion Fire Truck coming.
  • Everyone's comms crackles after Hans radios the HQ: "Command copies, this is Jane. I will pass that info onto the Commander. I...Mathias...later. Okay, I will advise Blackwell. You should probably continue your search and radio in when you learn more. I will also send a team your direction as soon as I can assemble one!"
  • Any search of the room with the grate will show the room is full of bar/restaurant related stuff. The only odd thing was the open crate that is now empty. Looks like it might have held a suit of armor. Anyone large is going to have a hard time fitting in the grate opening. Another way down?
  • Located in the room down below where Zed is waiting and Alecto can make her way into: Boxes & crates. A wooden table. A Tablet on the table. Looking at the table you can see it has many photos of the Outskirts of the Castle. There are pictures of several CS troops traveling across Missouri towards Castle Refuge. You recognize Mace, Seric, The end, Gorgon and Private Frost. Private Frost joined the Black Company about the same time you did!

    There is even a picture of Gordon in CS armor.
    CS - Gordon with beard
    Tablet 1
    Lifting up the tablet the screen changes.
    Tablet 2
    Located in the crates and boxes are three disassembled Skelebots. Mining equipment. 60 red cylinders with nobs (gas?). If so, note the cylinders are empty. Empty boxes that used to house explosives and similar munitions.
  • The hallway leads away from here, in the direction of the Castle. The faint hum of equipment can be heard distantly. Looking down the hallway you will see it ends at a hole/pit in the ground at the far end.
OOC Comments
Comprise your plan of action and we will proceed. Splitting the party? Waiting till all regroup. That'll take maybe 10 minutes. What is plan for getting you all down? Etc :)
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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Icosa
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: The First Adventure ... It started in a bar.

Post by Icosa »

Zed, in the sub-basement, hears a metallic clang as the grate from the floor at the top hits the ground. A moment later, Alecto follows suit.

She hits hard, with both feet, immediately flexing her legs to use up the energy of the impact and catching herself with one fist as she sinks down. Even so, the concrete cracks a little under her...Alecto weighs more than her size would indicate. She looks up and scans the room, then gets to her feet.

Her mouth never moves, but on the Company communications channel her voice reports, "Zed's report confirmed. No initial sign of target. Commencing thermal scan."

On seeing the tablet, Alecto paused long enough to take its contents in, then added another transmission, to her squad only, "New intelligence. There is another enemy operative in the Black Company. Private Frost. I have located an elevator and am sending it up to facilitate regrouping."

The room was still clad in false-color imaging of blues and greens as she searched for places in the room that were unnaturally hot...reasoning that someone radiating energy the way Gordon had been would certainly have heated the environment as he fled. As she continued to search, Alecto went to the lift controls and attempted to operate them.

[dice]0[/dice] or [dice]1[/dice] to land.

[dice]2[/dice] or [dice]3[/dice] Notice to attempt to track via heat signature.

GM Note: Possible heat from electricity leads into the new looking hallway, the faint signature dissipates as you notice it.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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Zed
Posts: 134
Joined: Sat Apr 01, 2017 12:02 pm

Re: The First Adventure ... It started in a bar.

Post by Zed »

Zed winces at the noise of Alecto's arrival.
Well, at least I've got backup now.

"Copy LT. Advise notifying Castle Refuge of imminent subterranean assault, with possible explosives and/or chemical weapons use. Evacuation not, I repeat, not recommended. Enemy communications located indicating a planned coordinated assault by CS air and probable ground forces on quote 'beta site'. No indication of where that beta site might be, but evac of the castle could open the door to a massacre."
And the CS does love a massacre. Last thing I want to see is another Tolkeen.

Swtching to the team frequency so as not to interfere with higher priority comms, she adds:
"Aiden, there's mining equipment and empty gas canisters in addition to communications and personal effects. Hans! I need you down here ASAP to help ID this gas. Alecto has activated a lift which should be on the way up."
OOC Comments
Zed's armor has a night vision mode, so no light switch necessary.
Knowledge Science to understand any labels or markings on the gas canisters.
Kn(Sci) [dice]0[/dice]
Wild [dice]1[/dice]
Chemistry never was her strong suit.
GM Note: Lt. Jane (Hover Train Pilot) acknowledges your report with a shaky voice, likely wishing he was not the currant Officer In Charge on watch. Jane tells you that he will pass that info onto Blackwell and sound a general alarm both with the BC and the Legion.
Zed, Human Techno-Wizard Alt of Lucretia
Bennies: 3/3 Parry: 5; Toughness: 16(8); Pace: 8; Charisma: +0
Weapon in hand: Vera (TW modified TX-50 Light Rail Gun)
Ammo:
  • Vera - 17/20 full bursts
    Josephine - 6/6 shots

10/20 PPE; 3/4 Arcane Machinist
Current Arcane Machinist Gizmos:
  • none

Active effects:
  • [1/3] Greater Boost TechnoWizardry (+4 steps to d12+3)
    [2/3] Exalted Quickness w/ +1 toughness from trapping
    [2/3] Greater Smite on Vera (+8 damage, ice/fatigue trapping)
    [3/3] Greater Boost Strength (+4 steps to d12+6)
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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: The First Adventure ... It started in a bar.

Post by Daniel »

GM Update:

Once Alecto activates the elevator it will lift up into the room above allowing for the other party members to use it to go down below.

CS engineering made its presence very well concealed in the room above, but now that you've seen it you will be able to freely use it.
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

User avatar
Icosa
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: The First Adventure ... It started in a bar.

Post by Icosa »

"I have a thermal signature," Alecto reports. "Through a hallway that appears to be newer construction than the surroundings. I am in pursuit."

She pulls her plasma cannon from the clamps that hold it on her back, pulling it up and over her left shoulder. Her blades were put away before she ever dropped down, of course.

Thus armed, Alecto headed down that hallway at a brisk pace, hoping to 'catch up' to the point where the heat trail could again be detected by her sensors.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Hans Greuber
Diamond Patron
Diamond Patron
Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: The First Adventure ... It started in a bar.

Post by Hans Greuber »

Zed wrote:"Aiden, there's mining equipment and empty gas canisters in addition to communications and personal effects. Hans! I need you down here ASAP to help ID this gas. Alecto has activated a lift which should be on the way up."
"I don't have those overlong legs that you humans have. I am on my way, and will be there as soon as possible.
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
User avatar
Iron Tic
Posts: 73
Joined: Sat Mar 18, 2017 7:35 am

Re: The First Adventure ... It started in a bar.

Post by Iron Tic »

Hans Greuber wrote:
Zed wrote:"Aiden, there's mining equipment and empty gas canisters in addition to communications and personal effects. Hans! I need you down here ASAP to help ID this gas. Alecto has activated a lift which should be on the way up."
"I don't have those overlong legs that you humans have. I am on my way, and will be there as soon as possible.
Iron Tic comes back into the Bar, races past Hans heading to the lift. Not really sure how to operate it, he awaits for his dimunitive friend's arrival, and will enter with Hans. Not good Tic, not good. Should never have let Gordon go. As the lift decends Iron Tic laughs suddenly, "Tic watch you, you watch Tic." Tics armored faceplate goes green as he engages his night vision mode.
Pace: 20 d12 running die; Parry: 8 ; Toughness: 20(6)
After 1st round: quick, -2 to hit
Combat edges: split the seconds(extra action no map, can be repeat action), battle hardened(+2 soak)
Current powers active: none.
Bennies: 1 spent:5
Red Bennie:1
OOC Comments
-Soak damage from skeleton underneath bar.
+1 Bennie for joker draw
-reroll on gaining gun from borg
+2 from joker draw
-damage reroll on cs commanderin nexus room
- fear extra effort
- nexus maw reroll
User avatar
Aiden
Posts: 28
Joined: Sat Mar 11, 2017 5:34 pm

Re: The First Adventure ... It started in a bar.

Post by Aiden »

Zed wrote: Swtching to the team frequency so as not to interfere with higher priority comms, she adds:
"Aiden, there's mining equipment and empty gas canisters in addition to communications and personal effects. Hans! I need you down here ASAP to help ID this gas. Alecto has activated a lift which should be on the way up."
"Copy that, we're on our way down. Any sign of Gordon or other hostiles?"

Once the lift arrives Aiden steps on, moving to make room for Thrudh, Hans, and Tic. Once everyone's arrived he slaps the down button and switches over to Thermal on his optics. Can't let Gordon escape, I owe him for Matthias...
Aiden Merrick
Bennies: 4; Parry: 5; Toughness: 27(16); Pace: 8; Charisma: -2
Weapon in Hand: CTT-P40 Particle Beam Cannon
Ammo: CTT-P40 38/40 (0); Mini Rail Gun 32/32 (3); NG-56 Light Ion Pistol 12/12 (3)

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Karchev
Posts: 72
Joined: Sun Feb 19, 2017 10:33 am

Re: The First Adventure ... It started in a bar.

Post by Karchev »

Aiden wrote:
Zed wrote: Swtching to the team frequency so as not to interfere with higher priority comms, she adds:
"Aiden, there's mining equipment and empty gas canisters in addition to communications and personal effects. Hans! I need you down here ASAP to help ID this gas. Alecto has activated a lift which should be on the way up."
"Copy that, we're on our way down. Any sign of Gordon or other hostiles?"

Once the lift arrives Aiden steps on, moving to make room for Thrudh, Hans, and Tic. Once everyone's arrived he slaps the down button and switches over to Thermal on his optics. Can't let Gordon escape, I owe him for Matthias...
Karchev quickly jumps on to the lift before it heads down.

"I always forget I am not made for front line fighting. I'm still smarting from that skelebot's attack, so I think i will just keep between you fine people.

Karchev reloads the shotgun, holsters it and then draws out his sidearm
OOC Comments
Spend 1 PPto reload shotgun
"I do have to wonder what other fun surprises Gordon will have waiting for us."
Karchev Ley Line Walker
Pace: 6; Parry: 5 Toughness: 5 +3 Armor = 8 (3) +10 MDC
Power Points: 49/60 (while on ley Line) Bennies: 1
• Knowledge (Arcana): D10
• Dragonese/Elven: D6
• Investigation: D6
• Fighting: D6
• Shooting: D6
• Stealth: D6
• Notice: D6
Iceblast Shotgun: Range: 12/24/48 - Damage: 1–3d6 - RoF: 1–2 - AP ~
NG-33: Range: 15/30/60 - Damage: 2d4+1 - RoF: 1 - AP: 2
CS Vibro-Sword - Str+d10 - AP4 Mega Damage
User avatar
Karchev
Posts: 72
Joined: Sun Feb 19, 2017 10:33 am

Re: The First Adventure ... It started in a bar.

Post by Karchev »

Karchev wrote:
Aiden wrote:
Zed wrote: Swtching to the team frequency so as not to interfere with higher priority comms, she adds:
"Aiden, there's mining equipment and empty gas canisters in addition to communications and personal effects. Hans! I need you down here ASAP to help ID this gas. Alecto has activated a lift which should be on the way up."
"Copy that, we're on our way down. Any sign of Gordon or other hostiles?"

Once the lift arrives Aiden steps on, moving to make room for Thrudh, Hans, and Tic. Once everyone's arrived he slaps the down button and switches over to Thermal on his optics. Can't let Gordon escape, I owe him for Matthias...
Karchev quickly jumps on to the lift before it heads down.

"I always forget I am not made for front line fighting. I'm still smarting from that skelebot's attack, so I think i will just keep between you fine people.

Karchev reloads the shotgun, holsters it and then draws out his sidearm
OOC Comments
Spend 1 PPto reload shotgun
Karchev looks around at his more organic companions.

"Does anyone require healing before we continue?"
Karchev Ley Line Walker
Pace: 6; Parry: 5 Toughness: 5 +3 Armor = 8 (3) +10 MDC
Power Points: 49/60 (while on ley Line) Bennies: 1
• Knowledge (Arcana): D10
• Dragonese/Elven: D6
• Investigation: D6
• Fighting: D6
• Shooting: D6
• Stealth: D6
• Notice: D6
Iceblast Shotgun: Range: 12/24/48 - Damage: 1–3d6 - RoF: 1–2 - AP ~
NG-33: Range: 15/30/60 - Damage: 2d4+1 - RoF: 1 - AP: 2
CS Vibro-Sword - Str+d10 - AP4 Mega Damage
User avatar
Zed
Posts: 134
Joined: Sat Apr 01, 2017 12:02 pm

Re: The First Adventure ... It started in a bar.

Post by Zed »

Alecto wrote:"I have a thermal signature," Alecto reports. "Through a hallway that appears to be newer construction than the surroundings. I am in pursuit."

She pulls her plasma cannon from the clamps that hold it on her back, pulling it up and over her left shoulder. Her blades were put away before she ever dropped down, of course.

Thus armed, Alecto headed down that hallway at a brisk pace, hoping to 'catch up' to the point where the heat trail could again be detected by her sensors.
"You take lead then, I've got your back."

Readying Vera, Zed follows Alecto, keeping watch for traps, surveillance, or anything else.
OOC Comments
Notice [dice]0[/dice]
Wild [dice]1[/dice]

I'm assuming that by now the quickness and intangibilty have worn off, so will update my sig to match.
Zed, Human Techno-Wizard Alt of Lucretia
Bennies: 3/3 Parry: 5; Toughness: 16(8); Pace: 8; Charisma: +0
Weapon in hand: Vera (TW modified TX-50 Light Rail Gun)
Ammo:
  • Vera - 17/20 full bursts
    Josephine - 6/6 shots

10/20 PPE; 3/4 Arcane Machinist
Current Arcane Machinist Gizmos:
  • none

Active effects:
  • [1/3] Greater Boost TechnoWizardry (+4 steps to d12+3)
    [2/3] Exalted Quickness w/ +1 toughness from trapping
    [2/3] Greater Smite on Vera (+8 damage, ice/fatigue trapping)
    [3/3] Greater Boost Strength (+4 steps to d12+6)
Click here to edit your signature
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Thrudh Zebrem
Silver Patron
Silver Patron
Posts: 264
Joined: Sat Apr 01, 2017 9:57 am

Re: The First Adventure ... It started in a bar.

Post by Thrudh Zebrem »

Thrudh hustles to the lift. "Nothing worth looking at up here. But gas...sounds like fixins for a booby trap. Hit it, Aiden!"
Thrudh, taking the moment, holsters his pistol, slings the rifle over his shoulder, and removes the helmet of his T-13. Removing a cigar from a case kept in a separate holster, Thrudh bites off the cap of the cigar, spits the nub onto the floor of the lift, and lights the tuck with the laser torch in his armor. "Gotta have a good stogie after a fight like that. And before another one." He draws deeply from the cigar. The lit end glows an almost otherworldly red, blazing like a small dragon's fire, then subsiding as Thrudh releases his draw and lets out a long, smooth stream of smoke. Satisfied, and recognizing their trip to the bottom is almost over, he extinguishes and stuffs the cigar back into its case. Donning his helmet again and readying his armament, he shakes his head side to side, wiggles his limbs, and steels himself for the task ahead.
"Let's get this joker and make 'im pay for puttin' the fraz on Mathias."
OOC Comments
Notice for the area at the bottom of the lift, with particular attention to the gas cylinders and possible IED/booby traps
[dice]0[/dice]

Wild die
[dice]1[/dice]

Demolitions for assessment of possible explosive devices
[dice]2[/dice]

Wild die
[dice]3[/dice]
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
Edit Sig
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Gargamel
Bronze Patron
Bronze Patron
Posts: 193
Joined: Sat Apr 01, 2017 12:43 am
Location: The Black Company

Re: The First Adventure ... It started in a bar.

Post by Gargamel »

Gargamel had started to unravel the rope through the hole, when the lift appeared, having tied it to something secure nearby.

"Well, that makes it easier to get down, but just in case," he let the other end of the rope drop down to the floor below.

At that, he put his pack to one side and went over to the lift as it descended to the floor below.

"Kinda worrying how they managed to do this under everybody's noses. I guess security will be getting their butts kicked for this."
OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

Parry 7, Toughness 14(7)
Armed with Battle Fury Blade, Shard Pistol and Wilk’s 320 Laser Pistol,

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: The First Adventure ... It started in a bar.

Post by Daniel »

Alecto and Zed race ahead. Moving into the newly built tunnel (presumably by the CS) they make it to the end of the hallway. Looking down into the "pit" they see that it leads down into a older stone hall. From here it is hard to see what may be down in the hall. One important thing that both notice: to cross through the pit (downward tunnel) into the next tunnel system means moving through what looks like a shimmering layer of mystic energy. Some sort of barrier, however if one were to kick a foot across the tunnel floor and knock dust or pebbles into the pit you see it fall effortlessly through the barrier.

Zed and Alecto are you jumping in? Climbing down? Waiting for the party to show up? Gordon's heat sig ends here. Likely he went down. However the "barrier" prevents seeing it any longer.

Everyone else is off the lift and unless you say otherwise (like you decide to split up and go in the room Zed was in earlier) you are all at the beginning of the newly built hallway. About 40 Paces away from Alecto and Zed.

What are we doing next fearless friends?

MAP ONE IS A TOP VIEW OF THE NEWLY BUILT HALLWAY (I assume Zed and Alecto are at location 40 & everyone else at location 1):

Image

MAP TWO IS JUST A SIZE COMPARISON AND HELPFUL AID SHOWING WHAT YOU ARE DOING (does not show where ppl are):

Image

OOC Comments
Jane, the pilot of the Hover Train and acting OIC for the Black Company right now radios to the team that a Sgt. Silas is on his way with a security detail to assist. Jane says, "Don't wait. They will catch up. Be careful. Silas is coming."
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

User avatar
Zed
Posts: 134
Joined: Sat Apr 01, 2017 12:02 pm

Re: The First Adventure ... It started in a bar.

Post by Zed »

Zed puts a hand on Alecto's shoulder, gesturing for her to stop, pointing to the mystic energy.
Pulling her stealth suit out of her pack, she hands it to Alecto and mimes putting it on, then turns her attention back to the energy, trying to figure out what it might be.
OOC Comments
General notice:
Notice [dice]0[/dice]
Wild [dice]1[/dice]
3; Ooh, pretty mystic energy.

Identify the energy (+2 scholar):
Knowledge(Arcana) [dice]2[/dice]
Wild [dice]3[/dice]
7+2 = 9; Interesting mystic energy.
Zed, Human Techno-Wizard Alt of Lucretia
Bennies: 3/3 Parry: 5; Toughness: 16(8); Pace: 8; Charisma: +0
Weapon in hand: Vera (TW modified TX-50 Light Rail Gun)
Ammo:
  • Vera - 17/20 full bursts
    Josephine - 6/6 shots

10/20 PPE; 3/4 Arcane Machinist
Current Arcane Machinist Gizmos:
  • none

Active effects:
  • [1/3] Greater Boost TechnoWizardry (+4 steps to d12+3)
    [2/3] Exalted Quickness w/ +1 toughness from trapping
    [2/3] Greater Smite on Vera (+8 damage, ice/fatigue trapping)
    [3/3] Greater Boost Strength (+4 steps to d12+6)
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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: The First Adventure ... It started in a bar.

Post by Hans Greuber »

"I am going as fast as my legs can take me. NO, Iron Tick, DON"T PICK ME UP!! I will be there soon enough"
OOC Comments
Hans will be running, and having a QUICK look around to look for any traps or deadfalls.
Notice: [dice]0[/dice]
Wild: [dice]1[/dice]
Total: 3 - Fail

Run: [dice]2[/dice]
Total Movement: 11

If required, Knowledge: Engineering: [dice]3[/dice]
Wild: [dice]4[/dice]
Result: 6 - Success
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
User avatar
Aiden
Posts: 28
Joined: Sat Mar 11, 2017 5:34 pm

Re: The First Adventure ... It started in a bar.

Post by Aiden »

Aiden steps off the lift; scanning the area as he switches between thermal and night vision, looking for anything of interest. Turning to the others, "Zed and Alecto can't be that far ahead... we'd best catch up".

He readies his rifle and begins running down the hallway; continuing to scan as he runs.
OOC Comments
[dice]0[/dice] Notice
[dice]1[/dice] wild
Aiden Merrick
Bennies: 4; Parry: 5; Toughness: 27(16); Pace: 8; Charisma: -2
Weapon in Hand: CTT-P40 Particle Beam Cannon
Ammo: CTT-P40 38/40 (0); Mini Rail Gun 32/32 (3); NG-56 Light Ion Pistol 12/12 (3)

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Karchev
Posts: 72
Joined: Sun Feb 19, 2017 10:33 am

Re: The First Adventure ... It started in a bar.

Post by Karchev »

Karchev steps off the lift and opens himself up to any mystical energies that may be present down here.
OOC Comments
Notice [dice]0[/dice]

Wild [dice]1[/dice]
"Lead the way Aiden, I'll keep any eye open for any mystical energies that may lead to a nasty surprise"
Karchev Ley Line Walker
Pace: 6; Parry: 5 Toughness: 5 +3 Armor = 8 (3) +10 MDC
Power Points: 49/60 (while on ley Line) Bennies: 1
• Knowledge (Arcana): D10
• Dragonese/Elven: D6
• Investigation: D6
• Fighting: D6
• Shooting: D6
• Stealth: D6
• Notice: D6
Iceblast Shotgun: Range: 12/24/48 - Damage: 1–3d6 - RoF: 1–2 - AP ~
NG-33: Range: 15/30/60 - Damage: 2d4+1 - RoF: 1 - AP: 2
CS Vibro-Sword - Str+d10 - AP4 Mega Damage
User avatar
Iron Tic
Posts: 73
Joined: Sat Mar 18, 2017 7:35 am

Re: The First Adventure ... It started in a bar.

Post by Iron Tic »

Notice [dice]0[/dice]
Wild [dice]1[/dice]
At Hans urging Iron Tic zooms ahead running full bore trying to make up lost time in getting to Zed and Alecto's position. He pats the dwarve gently on the top of his head as he runs by at inhuman speeds. Just as he passes the crates he almost forgets that Zed asked for one with gas canisters. Don't worry the one called Zed, Tic has your back too.. In the space between seconds he deftly scoops up a large crate [hopefully full of empty gas canisters] and continues running full charge ahead. He clicks his comm unit "Tic reporting in, I have your satisfaction."

Action:Run to Zed with a crate of empty gas canisters. Used split the seconds to pick up said crate.
Run die [dice]2[/dice]
Total pace=24
Pace: 20 d12 running die; Parry: 8 ; Toughness: 20(6)
After 1st round: quick, -2 to hit
Combat edges: split the seconds(extra action no map, can be repeat action), battle hardened(+2 soak)
Current powers active: none.
Bennies: 1 spent:5
Red Bennie:1
OOC Comments
-Soak damage from skeleton underneath bar.
+1 Bennie for joker draw
-reroll on gaining gun from borg
+2 from joker draw
-damage reroll on cs commanderin nexus room
- fear extra effort
- nexus maw reroll
User avatar
Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: The First Adventure ... It started in a bar.

Post by Icosa »

Alecto is given pause by the field of energy blocking the drop before her. It doesn't seem to block physical progress through it, but its properties are unknown. Also, it seems to have a dampening effect on thermal radiation. The heat trail she'd been following descended into the pit, but on thermographic view the barrier was a black hole, allowing nothing through.

"I cannot identify the barrier," she said aloud to Zed. "Do you know what it is?"
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: The First Adventure ... It started in a bar.

Post by Daniel »

OOC Comments
Zed wrote: General notice:
Notice [dice]7248:0[/dice]
Wild [dice]7248:1[/dice]
3; Ooh, pretty mystic energy.

Identify the energy (+2 scholar):
Knowledge(Arcana) [dice]7248:2[/dice]
Wild [dice]7248:3[/dice]
7+2 = 9; Interesting mystic energy.

GM Note: Its a spell / magic in nature. Maybe ask the Line Walker if he can MEGA DETECT ARCANA for more info?
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

User avatar
Thrudh Zebrem
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Posts: 264
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Re: The First Adventure ... It started in a bar.

Post by Thrudh Zebrem »

Thrudh takes a quick scan of the lift landing area, and paying close attention to where he might place traps, he follows Aiden and Karchev down the hallway. He checks the safeties on both his pistol and his fresh rifle, and continues to keep pace with his teammates. "If we need to collapse this tunnel, I got some ideas on how to do that. We just need some stuff that makes BOOM."
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
Edit Sig
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Zed
Posts: 134
Joined: Sat Apr 01, 2017 12:02 pm

Re: The First Adventure ... It started in a bar.

Post by Zed »

After gesturing for Alecto to be a bit quieter, she whispers a response to the other woman's question.

"Well, it's definitely magical in nature, but beyond that I'm not sure. I could build an an analysis machine, or we could just risk it. Or we can wait for the other mages to catch up, they might be able to learn more. They should be here soon enough."

She glances over her shoulder and sees Iron Tic barreling down the hall.

"Oh crap, I don't know if he's going to stop."

She tries to gesture to Tic to slow down and be quiet... but with that crate she's not even sure he can see her properly.
Zed, Human Techno-Wizard Alt of Lucretia
Bennies: 3/3 Parry: 5; Toughness: 16(8); Pace: 8; Charisma: +0
Weapon in hand: Vera (TW modified TX-50 Light Rail Gun)
Ammo:
  • Vera - 17/20 full bursts
    Josephine - 6/6 shots

10/20 PPE; 3/4 Arcane Machinist
Current Arcane Machinist Gizmos:
  • none

Active effects:
  • [1/3] Greater Boost TechnoWizardry (+4 steps to d12+3)
    [2/3] Exalted Quickness w/ +1 toughness from trapping
    [2/3] Greater Smite on Vera (+8 damage, ice/fatigue trapping)
    [3/3] Greater Boost Strength (+4 steps to d12+6)
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Karchev
Posts: 72
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Re: The First Adventure ... It started in a bar.

Post by Karchev »

This is Karchev, we are following right behind Tic and should be catching up soon. Be warned I am sensing magic energies fairly strongly down here.

Karchev picks up his pace and moves as quickly as it is safe
Karchev Ley Line Walker
Pace: 6; Parry: 5 Toughness: 5 +3 Armor = 8 (3) +10 MDC
Power Points: 49/60 (while on ley Line) Bennies: 1
• Knowledge (Arcana): D10
• Dragonese/Elven: D6
• Investigation: D6
• Fighting: D6
• Shooting: D6
• Stealth: D6
• Notice: D6
Iceblast Shotgun: Range: 12/24/48 - Damage: 1–3d6 - RoF: 1–2 - AP ~
NG-33: Range: 15/30/60 - Damage: 2d4+1 - RoF: 1 - AP: 2
CS Vibro-Sword - Str+d10 - AP4 Mega Damage
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Gargamel
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Posts: 193
Joined: Sat Apr 01, 2017 12:43 am
Location: The Black Company

Re: The First Adventure ... It started in a bar.

Post by Gargamel »

Gargamel followed the others out of the lift and nonchalantly walked after them, whistling quietly to himself whilst holding his sword over his shoulders.
OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

Parry 7, Toughness 14(7)
Armed with Battle Fury Blade, Shard Pistol and Wilk’s 320 Laser Pistol,

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82
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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: The First Adventure ... It started in a bar.

Post by Daniel »

The Mystic Mystery

Karchev will recognize this barrier as a Spell of Legend: The Barrier of Anubis. A combination of spells including: barrier, conceal arcana and several other spells. Not something a CS soldier would know how to cast, let alone most mages. Until now Karchev likely figured it was a rumor - not a real spell, but this sure feels like the legendary spell. If it is - it was cast long ago and some how still active. The spell prevents detecting things such as: people, rifts, lines of power, when on the wrong side of the barrier. Passing through will allow a mage to sense all that is there. It is almost like taking a location and putting it into a void, where it just isn't detectable.

Into the Pit

Passing down into the pit, into the lower hallway reveals a long stone hallway. Everyone magical in nature suddenly feels the distant aura of a ley line. Close. Though not close enough for anyone to siphon from as of yet.

The moment the Ley Line Walker, Karchev, goes through the barrier he can sense a ley line, normally something that he can do within 10 miles, the fact that he only now can detect it, this close confirms something about the Legendary Spell. Karchev can tell the two intersecting lines run to other farther off nexus points. Karchev can also sense a nearby Rifts just down the hallway.

Image

The hallway looks like it once ended here, under the pit. The actual access to this hallway is visible down the way from your location. A heavily locked and barricaded door. It does not look like it has been opened in many many years.

Any attempt to open the barricaded door will be futile with out a lot of prep and planning. No CS were using it anyway. The hallway you are now in, leads down to a room. The room is emitting a blueish white shifting light. Every Mage in the party knows that both a ley line and a nexus/rift is in that room. You will soon be close enough to pull from the nexus. Making your way to the end of the hallway will put you at the passage that leads into the room (actually it is a small nexus chamber). A Common knowledge Roll will let one know that there is a Large Nexus Chamber under the Castle. A Comm. Kn. roll -2 will let one know that there has not been any publicly spoken of smaller Nexus Chamber.

Standing at the passage - none of you are quite yet close enough to draw power from the line/rift. Prior to entering, Your intentions?
OOC Comments
Click to see your progress so far....the crappy map.

Click to see a OOC preview of the Small Nexus Chamber

Click to see another empty map of SNC with details

Proximity to Ley Line / Rift

If a caster is within her Spirit × 2 (game inches) of a ley line, she may take an action to roll her arcane skill; the result equals the number of PPE she can draw and add to her pool. As well, so long as she remains within Spirit × 2 of a ley line, her maximum PPE is twice her normal amount.

When a caster goes outside of her range to draw from the ley line, her PPE maximum slowly shrinks back down to its normal size, losing one PPE per hour (unless she uses up the excess energy on actual powers or other needs). This works the same for Ley Line Walkers, though the Range is Spirit × 3 and their maximums actually go up to three times normal size. Drawing on a ley line for power is a free action for Ley Line Walkers, as well.

The one advantage psionics do gain from Ley Lines is more focus for their power, so long as they are Major Psionics. The effects for spending ISP on enhancing skill rolls while on a ley line are doubled (effectively 1 ISP per +1, up to +4), while Range enhancements are doubled as well (1 ISP for ×4 Range, 2 ISP for ×20 Range).


Once you all tell me whats up in regard to entering the Nexus Chamber I will post the next POST AND MAP.
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

User avatar
Icosa
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: The First Adventure ... It started in a bar.

Post by Icosa »

"I have not re-acquired the heat trail," Alecto reported quietly as the team passed through the barrier spell. She drapes the stealth poncho over herself and cinches the hood around her head leaving just her eyes clear. A moment later the material activated, reproducing an image of her surroundings from each angle, making her seamlessly blend in.

"I will investigate the dimensional anomaly. He may have used it to flee."

Hunching down a bit, she proceeds forward towards the eerie flickering white-on-blue light of the rift in the chamber ahead, plasma rifle at the ready under her poncho.

(Stealth! [dice]0[/dice] or [dice]1[/dice] wild.)
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Karchev
Posts: 72
Joined: Sun Feb 19, 2017 10:33 am

Re: The First Adventure ... It started in a bar.

Post by Karchev »

Karchev approaches the barrier and pauses.

"No....Nooooo. This isn't possible. You've got to be kidding me..."

Karchev reaches into his pack for his notebook. He flips between pages for a moment before finally stopping. He reads the text then closes his eyes. He snaps them open mere moments later.

Team this is Karchev. We have an interesting situation here. This barrier shouldn't be possible. I have only read about it in old texts, and even those made it seem like more of an idea rather than reality. Unless I am mistaken this is the Legendary Barrier of Anubis. There are also two ley lines down here, and I sense a rift is close by. My guess is they may be powering the spell itself.

Karchev makes his way closer to the ley line, drawn to it. He feels the need to draw deeply from it.
OOC Comments
When he gets close enough:
Draw PPE - Arcane [dice]0[/dice]

Wild [dice]1[/dice]
Karchev Ley Line Walker
Pace: 6; Parry: 5 Toughness: 5 +3 Armor = 8 (3) +10 MDC
Power Points: 49/60 (while on ley Line) Bennies: 1
• Knowledge (Arcana): D10
• Dragonese/Elven: D6
• Investigation: D6
• Fighting: D6
• Shooting: D6
• Stealth: D6
• Notice: D6
Iceblast Shotgun: Range: 12/24/48 - Damage: 1–3d6 - RoF: 1–2 - AP ~
NG-33: Range: 15/30/60 - Damage: 2d4+1 - RoF: 1 - AP: 2
CS Vibro-Sword - Str+d10 - AP4 Mega Damage
User avatar
Hans Greuber
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Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: The First Adventure ... It started in a bar.

Post by Hans Greuber »

Karchev wrote:Team this is Karchev. We have an interesting situation here. This barrier shouldn't be possible. I have only read about it in old texts, and even those made it seem like more of an idea rather than reality. Unless I am mistaken this is the Legendary Barrier of Anubis. There are also two ley lines down here, and I sense a rift is close by. My guess is they may be powering the spell itself.
What is Karchev talking about... the "Barrier of Anubis... hmmmm... nope... doesn't ring any bells..."
OOC Comments
Knowledge: Arcane: [dice]0[/dice]
Wild: [dice]1[/dice]
Result: 6 - Success no Raise
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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Iron Tic
Posts: 73
Joined: Sat Mar 18, 2017 7:35 am

Re: The First Adventure ... It started in a bar.

Post by Iron Tic »

Iron Tic skids to halt just before barreling into Zed. Tic jovially says, "The one called Zed, your satisfaction is at hand.". Tic sets the large crate filled with empty gas canistors down at Zed's feet. When Tic sees Alecto put on the stealth suit, Tic nods at her and Zed in comprehension. Stealth mode Tic, stealth mode just like that time in Tolkeen. Ahh started in stealth mode but ended in fist mode.. Tic holds up a finger to his face plate (universal sign for stealth mode). Tic also cracks his knuckles getting ready for fist mode. After Alecto goes through Tic gracefully leaps through the barrier as well landing in full stealth mode.
Over the comms Tic whispers making sure he is very conscious of staying in stealth mode, The one called Alecto If you scout ahead Tic will remain 60ft behind you. Tic will watch your rear.

Action: Stay 10" behind Alecto in stealth mode, watching out for any attackers that may surprise her.
OOC Comments
Stealth [dice]0[/dice]
Wild [dice]1[/dice]
Total:3

Notice [dice]2[/dice]
Wild [dice]3[/dice]
Ace [dice]4[/dice]
Total:10
Pace: 20 d12 running die; Parry: 8 ; Toughness: 20(6)
After 1st round: quick, -2 to hit
Combat edges: split the seconds(extra action no map, can be repeat action), battle hardened(+2 soak)
Current powers active: none.
Bennies: 1 spent:5
Red Bennie:1
OOC Comments
-Soak damage from skeleton underneath bar.
+1 Bennie for joker draw
-reroll on gaining gun from borg
+2 from joker draw
-damage reroll on cs commanderin nexus room
- fear extra effort
- nexus maw reroll
User avatar
Zed
Posts: 134
Joined: Sat Apr 01, 2017 12:02 pm

Re: The First Adventure ... It started in a bar.

Post by Zed »

Zed whispers into her radio.
"Karchev, wait - we could be facing anything in there. Hans and I will go in invisible, which will let us charge up off the ley-line and maybe get a sense of what's going on in there. Whoever set up this barrier wasn't messing around, and we shouldn't either. The rest of you give us a minute or so before you follow - that should be plenty of time."

Walking to Hans, she pulls a furled-up cloth from her pack. Unrolling it, it turns out to be cloak of charcoal grey. twirling it around her shoulders and pinning it on, she reaches out and puts her hand on Hans' upper arm.

Whispering still, she says to him:
"You might find it hard to be heard when this is active, so make sure to use your radio. It won't last long if I can't get close to the ley-line, so as soon as as it's done I'm going to head in as fast as possible."
OOC Comments
EDIT: Forgot the basic Notice rolls
Notice [dice]5[/dice]
Wild [dice]6[/dice]

Activate Null Cloak to cast True Invisibility on Zed and Hans... 20 PPE(!)
+4 for Machine Maestro, -2 for running.
TechnoWizardry [dice]0[/dice]
Wild [dice]1[/dice]

Oh for crying out loud.... bennie to reroll, I'm not wasting 20 PPE on a malfunction.

TechnoWizardry [dice]3[/dice]
Wild [dice]4[/dice]
10+2 = 12, 2+ raises
That's more like it. No raise effect, so I'm not going to bother with rolling the ace, 2 non-functional raises are sufficient.

Running [dice]2[/dice]
Max! 8+6 = 14" covered this round.
Zed, Human Techno-Wizard Alt of Lucretia
Bennies: 3/3 Parry: 5; Toughness: 16(8); Pace: 8; Charisma: +0
Weapon in hand: Vera (TW modified TX-50 Light Rail Gun)
Ammo:
  • Vera - 17/20 full bursts
    Josephine - 6/6 shots

10/20 PPE; 3/4 Arcane Machinist
Current Arcane Machinist Gizmos:
  • none

Active effects:
  • [1/3] Greater Boost TechnoWizardry (+4 steps to d12+3)
    [2/3] Exalted Quickness w/ +1 toughness from trapping
    [2/3] Greater Smite on Vera (+8 damage, ice/fatigue trapping)
    [3/3] Greater Boost Strength (+4 steps to d12+6)
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Hans Greuber
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Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: The First Adventure ... It started in a bar.

Post by Hans Greuber »

Well, if I need to hurry, there is one easy way to do it. With that, Hans pulls out his Chrono Accelerator, activating it just before he runs down the hallway towards the ley line.
OOC Comments
Activate Quickness Power:
TW: [dice]0[/dice]
Wild: [dice]1[/dice]
Result: +2 Pace (7); +1 Die Agility (d8); Second Turn per Round; Minimum of 8 on Initiative

Run: [dice]2[/dice]
Result: Moves 11 towards the ley line. When he gets within 8 of the ley line, he will stop (He can pull from the ley line at that point.)

Notice: [dice]3[/dice]
Wild: [dice]4[/dice]
Result: 5

Second Turn:
Run: [dice]5[/dice]
Result: Move 13 towards the ley line

If I get to the turn in the passage, and in range of the ley line, I will draw upon its power... or at least try to.
TW: [dice]6[/dice]
Wild: [dice]7[/dice]
Result: 0 - No PPE drawn from the ley line
Last edited by Hans Greuber on Tue Apr 18, 2017 2:57 pm, edited 3 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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Gargamel
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Posts: 193
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Location: The Black Company

Re: The First Adventure ... It started in a bar.

Post by Gargamel »

"Interesting," Gargamel looked at the field, "who would have expected this from the CS. I wonder if they have been using their fabled Black Vault."

K Arcana [dice]0[/dice]
[dice]1[/dice] wild dice
OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

Parry 7, Toughness 14(7)
Armed with Battle Fury Blade, Shard Pistol and Wilk’s 320 Laser Pistol,

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82
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Aiden
Posts: 28
Joined: Sat Mar 11, 2017 5:34 pm

Re: The First Adventure ... It started in a bar.

Post by Aiden »

Approaching the group alongside Karchev; Aiden levels his rifle at the barrier. "This isn't the work of CS forces. They must have dug through, connecting to this barrier..."

Watching as Alecto makes her way through the barrier, and Tic's attempt at stealthily following. "not sure how long we'll go unnoticed."
Aiden Merrick
Bennies: 4; Parry: 5; Toughness: 27(16); Pace: 8; Charisma: -2
Weapon in Hand: CTT-P40 Particle Beam Cannon
Ammo: CTT-P40 38/40 (0); Mini Rail Gun 32/32 (3); NG-56 Light Ion Pistol 12/12 (3)

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Thrudh Zebrem
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Posts: 264
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Re: The First Adventure ... It started in a bar.

Post by Thrudh Zebrem »

Thrudh grunts at Tic's masterful attempt at stealth. "Yeah, quiet as a thunderin' titmouse. They'll never see us comin'." He shakes his head. "Maybe we might oughta just go in guns blazin', burn down whatever's on the other side. Element of surprise 'n all that."
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Karchev
Posts: 72
Joined: Sun Feb 19, 2017 10:33 am

Re: The First Adventure ... It started in a bar.

Post by Karchev »

"If stealth is the best option for determining what we walking into, then please allow me to go first. If whatever is down there is also of the mystic ways I am the only one who has a chance of going undetected...unless your gadgets can also make you completely invisible to both technology and magical means of detection.

I have the ability to makes it impossible for anyone using most means of scrying or other detection to find me; this including divination and clairvoyance. "

OOC Comments
Karchev has the means to go True Invisibile
Karchev Ley Line Walker
Pace: 6; Parry: 5 Toughness: 5 +3 Armor = 8 (3) +10 MDC
Power Points: 49/60 (while on ley Line) Bennies: 1
• Knowledge (Arcana): D10
• Dragonese/Elven: D6
• Investigation: D6
• Fighting: D6
• Shooting: D6
• Stealth: D6
• Notice: D6
Iceblast Shotgun: Range: 12/24/48 - Damage: 1–3d6 - RoF: 1–2 - AP ~
NG-33: Range: 15/30/60 - Damage: 2d4+1 - RoF: 1 - AP: 2
CS Vibro-Sword - Str+d10 - AP4 Mega Damage
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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: The First Adventure ... It started in a bar.

Post by Daniel »

As the Party advances down the hallway towards the Small Nexus Chamber...a crackly radio transmission comes in:

"SOG 8, Silas, I was advised by Jane that you have encountered hostiles under the Outside Inn bar. I just stepped in the front door. This place looks crazier than that time in Syria ha! Okay I assume you are down the f-ing burned stairs. I am on my way, my security team is not, I reassigned them, apparently a CS Death Head Transport is inbound on radar. God knows whats up with that but if you have CS down here take them out, I'll be down soon, do not wait for me. I'm not the fastest dude out of my Glitter Boy. Over."
OOC Comments
So. As asked in the OOC Thread: You are all in hallway, just outside the Chamber, some of you see CS soldiers, whats next?
http://www.savagerifts.com/viewtopic.ph ... =200#p7486
Image
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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Thrudh Zebrem
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Posts: 264
Joined: Sat Apr 01, 2017 9:57 am

Re: The First Adventure ... It started in a bar.

Post by Thrudh Zebrem »

Thrudh sighs. "Death's Head? That ain't good. Alright. Time ta make the boom. Let's get it, Black Company." Thrudh begins moving at full pace down the hallway after Iron Tic, rifle and pistol at the ready.
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Icosa
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: The First Adventure ... It started in a bar.

Post by Icosa »

Alecto paused, then silently relayed to the team's channel; "I see two armed soldiers in coalition armor; sidearm and rifle. They are covering the entrance but do not appear to have seen Zed, Hans or I."

"I am continuing into the room to gather more information."

Keeping low and moving slowly to try and avoid the guards' sightlines, Alecto attempted to move up to the first intersection where it looked like she might be able to move into the rift's room properly.

Stealth, if needed: [dice]0[/dice] or [dice]1[/dice] wild.

Perception: [dice]2[/dice] or [dice]3[/dice] wild.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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Gargamel
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Posts: 193
Joined: Sat Apr 01, 2017 12:43 am
Location: The Black Company

Re: The First Adventure ... It started in a bar.

Post by Gargamel »

Gargamel moved after Iron Tic, weapons at the ready.

"We should be able to finish them off easily enough."
OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

Parry 7, Toughness 14(7)
Armed with Battle Fury Blade, Shard Pistol and Wilk’s 320 Laser Pistol,

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82
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Karchev
Posts: 72
Joined: Sun Feb 19, 2017 10:33 am

Re: The First Adventure ... It started in a bar.

Post by Karchev »

"Regardless whether there is something hidden in that room waiting to attack us or we engage the CS, I'll be much more useful with a little ley charge up."
OOC Comments
Casting True Invisibility
Arcane casting [dice]0[/dice]

Wild [dice]1[/dice]
Karchev is covered in what looks like a tornado of utter darkness then completely disappears
Karchev Ley Line Walker
Pace: 6; Parry: 5 Toughness: 5 +3 Armor = 8 (3) +10 MDC
Power Points: 49/60 (while on ley Line) Bennies: 1
• Knowledge (Arcana): D10
• Dragonese/Elven: D6
• Investigation: D6
• Fighting: D6
• Shooting: D6
• Stealth: D6
• Notice: D6
Iceblast Shotgun: Range: 12/24/48 - Damage: 1–3d6 - RoF: 1–2 - AP ~
NG-33: Range: 15/30/60 - Damage: 2d4+1 - RoF: 1 - AP: 2
CS Vibro-Sword - Str+d10 - AP4 Mega Damage
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: The First Adventure ... It started in a bar.

Post by Daniel »

The CS soldiers are aware you are in the area, however as of yet have not pin pointed where each of you is. Alecto stealthily makes her way down the passage and can peek around the corner to see more troops. As you proceed you can hear across your radios background chatter which sounds like a battle ensuing above ground somewhere. Bits and pieces can be heard, "CS DHT engaged, SAMAS stiffing the camp, return fire..."
OOC Comments
Shall I toss out Initiative Cards? Sounds like some of you are of a mind to charge in. Or is the party sneaking about more? Either way with the CS aware you are coming, both from Amplified Cyborg ears and the fact that Gordon warned them, things are boiling to a head! Below is an updated map of what can be seen and where everyone is.

Image
OOC Comments
Commander Blackwell fighting the CS DHT
Image
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

User avatar
Iron Tic
Posts: 73
Joined: Sat Mar 18, 2017 7:35 am

Re: The First Adventure ... It started in a bar.

Post by Iron Tic »

Iron Tic pauses hunkering down close to the floor just about prone, almost like a catcher ready to catch a grenade and toss it back out. Did Alecto just say people were in the room?... I hear them now too. Ok Tic, think, we have a few people invisible, what where to my friend Karchev go! Maybe they can suprise the enemy! He comms the group his voice an excited whisper. " This is Iron Tic to the ones that are Invisibles, we hold for 9 seconds. 10...9...8 " Tic's body is tingling as he tenses for some enjoyable Melee. Got to stay low when you come in, go prone, locate an enemy and smash.
OOC Comments
Held Action: Start a countdown [I know he said 9, but he starts at 10] giving the invisibles 1 round to do whatever, and initiate the suprise round. Then he comes leaping in going prone of course. But really he is waiting for a grenade to come flying into the corridor so he can toss it back.
Pace: 20 d12 running die; Parry: 8 ; Toughness: 20(6)
After 1st round: quick, -2 to hit
Combat edges: split the seconds(extra action no map, can be repeat action), battle hardened(+2 soak)
Current powers active: none.
Bennies: 1 spent:5
Red Bennie:1
OOC Comments
-Soak damage from skeleton underneath bar.
+1 Bennie for joker draw
-reroll on gaining gun from borg
+2 from joker draw
-damage reroll on cs commanderin nexus room
- fear extra effort
- nexus maw reroll
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: The First Adventure ... It started in a bar.

Post by Daniel »

From farther down the hallway behind you, you all hear a faint hollering. "Ahhhhhhhhhhhhhhhhhhhhhh!" Sounding like it is coming from the rubble and large room directly under the lift.

Across the comm you hear: "hhhhhhh! I'm down the lift SOG 8! I'm coming - give them CS boys hell!"

Obviously Silas is coming full bore towards your location.
GM Comments
The four SOG 8 Agents who are invisible or hidden by tech or magic may move and take a turn with the Drop. That's +4 to hit and to damage or to succeed on a roll.

So you Four BC Agents that are Invisible, go.

Afterwards I'll post the results of what you did - remember to keep your currant Toughness etc updated in Sig's. Ty. Also will post Initiative ...

Depending on where you move to... you'll see more Map. So I am posting this map...

Image

Awwww the CS have names now... families, kids... lol
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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Hans Greuber
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Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: The First Adventure ... It started in a bar.

Post by Hans Greuber »

Lars wrote:From farther down the hallway behind you, you all hear a faint hollering. "Ahhhhhhhhhhhhhhhhhhhhhh!" Sounding like it is coming from the rubble and large room directly under the lift.

Across the comm you hear: "hhhhhhh! I'm down the lift SOG 8! I'm coming - give them CS boys hell!"

Obviously Silas is coming full bore towards your location.
S**t. Time to hurry things up. and take some down before they can do anything effective.
OOC Comments
Turn 1:
1) Draw upon the Ley Line [dice]3[/dice]
Wild: [dice]0[/dice]
Result: 7 - +7 PPE
2) Use Armor Gadget for Greater Armor: [dice]1[/dice]
Wild: [dice]2[/dice]
Result: 11 - +10 MDC Armor

Turn 2:
1) Draw Upon the Ley Line: [dice]4[/dice]
Wild: [dice]5[/dice]
Result: +2 PPE
2) Use Slumber Gadget on the 2 CS down the passageway (O6 and N4) for Exalted Slumber: [dice]6[/dice]
Ace: [dice]8[/dice]
Wild: [dice]7[/dice]
Ace: [dice]9[/dice]
Result: 18 - Success plus Raise. Spirit save (4) at -4 or fall into DEEP sleep. It takes a person a full round of ACTIVE waking the target up to actually wake them up
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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Zed
Posts: 134
Joined: Sat Apr 01, 2017 12:02 pm

Re: The First Adventure ... It started in a bar.

Post by Zed »

'Nine'... 'ten'? Is he confused or is he going to open up on 'one'? Well, I'm not going to risk finding out the hard way.
Zed slips around the corner, headed directly towards the trio of soldiers, but cuts to the north as the room opens, approaching the rift while simultaneously drawing power into herself.

What a lovely feeling. Reminds me of Millie. Focus Sasha, focus. you're about to be in the middle of a fire fight.

"Zed here." Her voice sounded a bit weird, as the sound did not reflect back to her own ears, and she only heard it as it passed through her own skull. Luckily her comms mic was between her mouth and the dampening field, so she knew it would come across properly to her team. "I'm now directly in front of the rift. One additional bogie around the corner."

BB - Activate enhancement program #1: TCTW full corpus.
It only took a thought - and all of the power she had drawn from the ley line - to activate her Brain Booster. Suddenly, it was like she had every book or paper ever published in the TW college in Tolkeen, a transcript of every lecture and debate, all curated by someone intimately familiar with her own way of thinking - namely, herself. When she had developed her Brain booster, naturally the first augmentation program she created was of course one that could help her in her own projects.
OOC Comments
Notice [dice]0[/dice]
Wild [dice]1[/dice]

Free action move to I10 (8 pace: 3 south, 3 west, 2 northwest).

1st Action: Draw PPE from the Ley Line
TechnoWizardry [dice]2[/dice]
Wild [dice]3[/dice]
Benny for Extra Effort [dice]4[/dice]
5-2+1 = 4

2nd action: Greater boost Trait (TechnoWizardry) (4 PPE)
TechnoWizardry [dice]5[/dice]
Ace [dice]7[/dice]
Wild [dice]6[/dice]
10+1-2 = 9, Success with a raise; +4 die types to TechnoWizardry (now 1d12+3)

Net PPE gain, 0
Zed, Human Techno-Wizard Alt of Lucretia
Bennies: 3/3 Parry: 5; Toughness: 16(8); Pace: 8; Charisma: +0
Weapon in hand: Vera (TW modified TX-50 Light Rail Gun)
Ammo:
  • Vera - 17/20 full bursts
    Josephine - 6/6 shots

10/20 PPE; 3/4 Arcane Machinist
Current Arcane Machinist Gizmos:
  • none

Active effects:
  • [1/3] Greater Boost TechnoWizardry (+4 steps to d12+3)
    [2/3] Exalted Quickness w/ +1 toughness from trapping
    [2/3] Greater Smite on Vera (+8 damage, ice/fatigue trapping)
    [3/3] Greater Boost Strength (+4 steps to d12+6)
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Icosa
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: The First Adventure ... It started in a bar.

Post by Icosa »

"Engaging multiple targets," Alecto reported over the comms. The air rippled in front of the three Coalition soldiers guarding the branch hallway...and then it sprouted knives and started trying to kill them. The shrill whine of vibroblades cut through the ominous thudding footfalls of the Iron Tic's inexorable approach, only an instant before the weapons themselves began cutting through body armor and flesh.

No longer juiced up by Hans' magic, Alecto still managed to erupt into a frenzy of attacks, taking advantage of the camouflage to strike before they could react, or flinch. Sitting targets, requiring just a little finesse to reach into and touch the quivering meat that made their blood flow, or their thoughts work.

(Main hand and off hand vibroweapon attacks, using called shots to target head/vitals. Attack penalty is offset by The Drop. Add +4 to rolled damage, as I only included the +4 from Drop in my rolls.)
[dice]0[/dice] or [dice]1[/dice], for [dice]2[/dice] MD, with 4AP
[dice]3[/dice] or [dice]4[/dice], for [dice]5[/dice] MD, with 4AP

2nd Attack damage Raises: [dice]12[/dice]

Striking at Sgt Zinn first, until he goes down, then PFC Landers.
No spells currently in effect on Alecto; stats as in sig.

Note - These are rolls from extra attacks I made in error in a previous version of the post. I discarded them and replaced the extra attacks with called shots on the two attacks I'm actually entitled to.

[dice]6[/dice]
[dice]7[/dice]
[dice]8[/dice]
[dice]9[/dice]
[dice]10[/dice]
[dice]11[/dice]
Last edited by Icosa on Fri Apr 21, 2017 6:15 am, edited 3 times in total.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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Gargamel
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Location: The Black Company

Re: The First Adventure ... It started in a bar.

Post by Gargamel »

Notice [dice]0[/dice]
wild dice [dice]1[/dice]

"Let's get moving," Gargamel smiled, moving through the barrier at speed, trying to draw power from the leyline. Gonna need this soon he thought, don't want to miss out on the action.
OOC Comments
Can draw power from 16" with D8 spirit.

[dice]2[/dice]

Run[dice]3[/dice]
OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

Parry 7, Toughness 14(7)
Armed with Battle Fury Blade, Shard Pistol and Wilk’s 320 Laser Pistol,

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82
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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: The First Adventure ... It started in a bar.

Post by Daniel »

RESULTS OF THE DROP

After the four invisible Agents of the Black Company take their "Drop Turn" the CS soldiers all become agitated like angry bees. Cpl Tyvok (O6) and Master Sgt. Long (N4) drop like sacks of potatoes, passed out and poor Johnny Tyvok snores deeply. Somewhere across the room Cpl. Dawson groans I hate being Johnny's roommate he snores so damn loud!.

The Ley Line Walker, Karchev sneaks through the CS to stand by the alter, unknown to each other yet, the Techno Wizard Zed also moves through the CS soldiers. Together they stand invisible adjacent to a stone step that leads up to a CS Officer. Lt. Maddox looks pissed as he sees a trooper go down under a hail of blades. Aletco slices and dices the father of two, Sgt. Zinn until the man falls dead in a pool of his own blood.

Karchev and Zed also note the biggest damn diamond they have ever seen mounted into the stone step glowing and radiating magic energy. The diamond looks as old as the Chamber, not a new addition. Several languages are written / etched / into the stone around the diamond, in English it says: Anubis Gate.

Tic, Aiden, Gargamel and Thrudh are in the hallway, ready to come into the chamber. Tic crouched low and ready to stop any grenades that happen his way. He is ever the ready fellow.


Initiative Cards for Entry into the Small Nexus Chamber

Round One - Joker(s) drawn (everyone gets 2 bennies - deck reshuffled)

R1 Initiative Cards:
  • By the way, I mentioned I use a 4 Joker deck....if I missed any mods to your init let me know, ty
  • Alecto - First Joker (+2 on all rolls)
  • Iron Tic (Quick) - Second Joker (+2 on all rolls)
  • BAD GUYS - Third Joker (+2 on all rolls)
  • Thurdh (Quick) - Ace of Hearts
  • Karchev - King Diamonds
  • Hans - Queen Diamonds
  • Zed (Level Headed) - 10 Diamonds
  • Aiden (Danger Sense) - 9 Diamonds
  • Gargamel (Quick) - 9 Clubs
NEW MAP FOR START OF ROUND ONE: R1

OOC Note to Players: All CS are Extras yes, except for Gordon and Lt. Maddox, they are Wild Cards.

I will post the CS actions/attacks ASAP since they also have a Joker.
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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Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: The First Adventure ... It started in a bar.

Post by Daniel »

CS JOKER R1

Seeing their comrade in arms torn to pieces the other Coalition Soldiers scream profanities and growl angrily.

Cpl. Dawson (K13) fires his Rifle at Alecto hitting her. (hit) Damage: 20

PFC Landers (J10) likely soiled his combat armor when Alecto suddenly shredded Zinn, unleashing a 3RB from his Pistol at her he hits her three times with hatred burning in his eyes. (hit) Damage: 21 with AP2 ...you are their only visible target so far BTW)

Lt. Maddox screams, "Put that assassin down! Kill the #$^%#$!" His stance is guarded and he has his back to the stone wall behind him. (Hold Action, to attack, run or defend later in R1).

OOC I spent 4 GM bennies in / on this post.
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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Hans Greuber
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Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: The First Adventure ... It started in a bar.

Post by Hans Greuber »

Queen of Diamonds

"Tick. Wait up. I have some magic to do on you. Chrono-Acceleration and Alternate Self Reharmonization. Will only take a couple seconds."
OOC Comments
Turn 1
  • Draw upon the Ley Line: [dice]0[/dice]
    Wild: [dice]1[/dice]
    Result: +4 PPE
  • Cast Exalted Quickness on Iron Tick: [dice]2[/dice]
    Wild: [dice]6[/dice]
    Ace: [dice]8[/dice]
    Result: Success with Raise. 2 Turns/Round. -2 MAP on actions during each turn. +2 Pace. +1 Agility Die. Minimum of 8 on Init Card.
Turn 2
  • Draw Upon Ley Line: [dice]3[/dice]
    Wild: [dice]4[/dice]
    Ace: [dice]9[/dice]
    Ace: [dice]10[/dice]
    Result: +13 PPE (I forgot to only add 4 instead of 6 from the first ace)
  • Cast Warrior's Gift on Tick - Improved Frenzy: [dice]7[/dice]
    Wild: [dice]5[/dice]
    Result: Success. Iron Tick gains the Improved Frenzy Edge.
    Improved frenzied fighters make fast and furious melee attacks, sacrificing finesse for raw speed. This allows them to make an extra Fighting attack per round. This attack must be taken at the same time as another Fighting attack though it may target any two foes adjacent to the hero (Wild Cards roll two Fighting dice and one Wild Die).
    A character armed with two weapons still only makes one extra attack
    .
"There, Tick. Time for some Satisfaction!!!"
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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Thrudh Zebrem
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Posts: 264
Joined: Sat Apr 01, 2017 9:57 am

Re: The First Adventure ... It started in a bar.

Post by Thrudh Zebrem »

Thrudh tenses briefly, then springs into action. He barrels around the corner, getting clear of his comrades. Taking up a position behind Alecto (K5) he lets off a 2 round pulse from his 227 pistol at PFC Landers (J10) and a 3 round burst from his CV-212 at Cpl. Dawson (K13). "GET SOME!
OOC Comments
Shooting die 1 w/ pistol at J10; +2 for targeting system
[dice]0[/dice]

Shooting die 2 at J10
[dice]1[/dice]

Wild die at J10
[dice]2[/dice]

Damage to J10 shooting die 1 with raise (AP2)
[dice]7[/dice]
Plus 1 ace:
[dice]12[/dice]
Total: 18

Damage to J10 shooting die 2 (AP2)
[dice]8[/dice]
Plus 1 ace:
[dice]13[/dice]
Total: 10

Shooting die 1 with CV-212 at K13; +2 for targeting system
[dice]3[/dice]

Shooting die 2 at K13
[dice]4[/dice]

Shooting die 3 at K13
[dice]5[/dice]

Wild die at K13
[dice]6[/dice]

Damage to K13 shooting die 1 with raise (AP2, MD)
[dice]9[/dice]
Total: 8

Damage to K13 shooting die 3 with raise (AP2, MD)
[dice]10[/dice]
Plus 3 aces:
[dice]14[/dice]
Total: 33

Damage to K13 w/ wild die (AP2, MD)
[dice]11[/dice]
Plus 1 ace:
[dice]15[/dice]
Total: 22
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Zed
Posts: 134
Joined: Sat Apr 01, 2017 12:02 pm

Re: The First Adventure ... It started in a bar.

Post by Zed »

It's probably a good thing that Zed is invisible, to hide the face she makes as the pure unadulterated arcane power flows into her.
I wonder if that's what it would feel like to... damn it Zed! Get your head out of the gutter and into the fight!
She is definitely glad that the invisibility hides her furious blush.

The fight was moving quickly. Well, that's okay, Zed can move quickly too, now that she's flush - so to speak - with energy.
She toggles her Efficiency Maximizer to it's maximum setting, and as the world slows down around her (relatively speaking), she allows herself another short pull of ley-line energy and dials her MD device to an ice setting.

"Alright Vera baby, that guy's looking a bit hot under the collar. Let's cool him down a bit, shall we?"

She fires, but instead of a railgun's normal metal shards, tiny slivers of magically hardened ice fly at super-sonic speeds at her target. Perhaps the strangest thing is that the normally rather loud railgun is completely dampened by the effects of her null-cloak invisibility, leaving only the sibilant sound of the ice-flechettes shredding air, armor, and flesh.

"Good work Vera my love. Let's not stick around for retaliatory fire... and maybe see what else is down here."

She moves north past the open hallway before taking cover around the corner.
OOC Comments
Notice [dice]0[/dice]
Wild [dice]1[/dice]

Draw From Leyline, +3 attribute, -2 MAP
TechnoWizardry [dice]2[/dice]
Ace! [dice]6[/dice]
Wild [dice]3[/dice]
12+11+3-2 = 24 PPE gained. Current max is 40 because of Leyline.

Activate Efficiency Maximizer (Exalted Quickness, 9 PPE), +3 attribute, +2 Machine Maestro, -2 MAP
TechnoWizardry [dice]4[/dice]
Wild [dice]5[/dice]
Yeah, bennie time. That's the 3rd malfunction I've rolled. >.<
TechnoWizardry [dice]7[/dice]
Wild [dice]8[/dice]
4+3+2-2 = 7. Success

Net PPE Gain: 24-9 = 15

2nd turn

3 actions, less 1 level of MAP from Exalted Quickness; then free action move north to B10, looking down the hall before taking cover behind the corner.
Draw from Leyline, +3 Attribute, -2 MAP
TechnoWizardry [dice]9[/dice]
Wild [dice]10[/dice]
2+3-2 = 3
Another <redacted> 1 on a TW roll. At least this one isn't on a gizmo so there's no Malfunction.

Activate MD Device (Greater Smite, Ice Fatigue trapping; 4 PPE) on Vera, +3 Attribute, +2 Machine Maestro, -2 MAP
TechnoWizardry [dice]11[/dice]
Wild [dice]12[/dice]
Ace [dice]17[/dice]
Ace 2 [dice]18[/dice]
6+6+3+3+2-2 = 18, Success with Raise, Vera now has +8 damage and Ice/Fatigue trapping

Shoot the guy on the stairs (Lt Maddox, I believe), +2 Targeting Systems, +2 Machine Maestro, -2 MAP
Shooting [dice]13[/dice] +2+2-2 = 10, success w/raise
Shooting [dice]14[/dice] +2+2-2 = 7, success
Shooting [dice]15[/dice] +2+2-2 = 8, success w/raise
Wild [dice]16[/dice]

Damage 1: [dice]19[/dice] + (ace)[dice]24[/dice] + [dice]20[/dice] +4+8 = 28, AP 4; must make a vigor test at -2 or take fatigue
Damage 2: [dice]21[/dice] +4+8 = 20, AP 4; must make a vigor test or take fatigue
Damage 3: [dice]22[/dice] + (ace)[dice]25[/dice] + [dice]23[/dice] +4+8, AP 4 = 32, AP 4; must make a vigor test at -2 or take fatigue

I'm not sure if those attacks should have had The Drop or not (he's aware of danger in general, but not Zed), but if they did it would be another 4 damage each, and Shot 2 would have gotten a raise for another d6 (and -2 on the vigor to avoid fatigue). Looking at those damage rolls it probably won't matter... he's going to be a bit messed up.

Turn 2 Net PPE change: +3-4 = -1;
Net PPE change for the round: +15-1 = +14
Last edited by Zed on Sat Apr 22, 2017 5:21 am, edited 2 times in total.
Zed, Human Techno-Wizard Alt of Lucretia
Bennies: 3/3 Parry: 5; Toughness: 16(8); Pace: 8; Charisma: +0
Weapon in hand: Vera (TW modified TX-50 Light Rail Gun)
Ammo:
  • Vera - 17/20 full bursts
    Josephine - 6/6 shots

10/20 PPE; 3/4 Arcane Machinist
Current Arcane Machinist Gizmos:
  • none

Active effects:
  • [1/3] Greater Boost TechnoWizardry (+4 steps to d12+3)
    [2/3] Exalted Quickness w/ +1 toughness from trapping
    [2/3] Greater Smite on Vera (+8 damage, ice/fatigue trapping)
    [3/3] Greater Boost Strength (+4 steps to d12+6)
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Gargamel
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Re: The First Adventure ... It started in a bar.

Post by Gargamel »

Gargamel rushed forward to the unconscious CS soldiers, drawing power from the nexus as he did so.
"Let's get moving," Gargamel smiled, moving through the barrier at speed, trying to draw power from the leyline. Gonna need this soon he thought, don't want to miss out on the action.
OOC Comments
details are above just before the initiative post
He regains 5 PPE as there is a MAP for him running and makes it to P3 as he intends to sweep around and hit them in the flank.

http://www.savagerifts.com/viewtopic.ph ... =100#p7600
OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

Parry 7, Toughness 14(7)
Armed with Battle Fury Blade, Shard Pistol and Wilk’s 320 Laser Pistol,

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82
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Karchev
Posts: 72
Joined: Sun Feb 19, 2017 10:33 am

Re: The First Adventure ... It started in a bar.

Post by Karchev »

Karchev takes a point blank shot at Lt Maddox's weapon
OOC Comments
Shot 1
[dice]0[/dice]
Wild [dice]1[/dice]

Damage [dice]2[/dice]

Shot 2
[dice]3[/dice]
Wild [dice]4[/dice]

Damage [dice]5[/dice]
With this action Karchev's invisibility spell is broken

With a sound of rage in his voice
"We need him alive, he has a lot to answer for!"
Karchev Ley Line Walker
Pace: 6; Parry: 5 Toughness: 5 +3 Armor = 8 (3) +10 MDC
Power Points: 49/60 (while on ley Line) Bennies: 1
• Knowledge (Arcana): D10
• Dragonese/Elven: D6
• Investigation: D6
• Fighting: D6
• Shooting: D6
• Stealth: D6
• Notice: D6
Iceblast Shotgun: Range: 12/24/48 - Damage: 1–3d6 - RoF: 1–2 - AP ~
NG-33: Range: 15/30/60 - Damage: 2d4+1 - RoF: 1 - AP: 2
CS Vibro-Sword - Str+d10 - AP4 Mega Damage
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Zed
Posts: 134
Joined: Sat Apr 01, 2017 12:02 pm

Re: The First Adventure ... It started in a bar.

Post by Zed »

Zed keys her radio and reports the presence of the additional foes she saw.
"At least two more in a room on the north side of the rift chamber. Haven't seen Gordon yet, so he might be in there."
Zed, Human Techno-Wizard Alt of Lucretia
Bennies: 3/3 Parry: 5; Toughness: 16(8); Pace: 8; Charisma: +0
Weapon in hand: Vera (TW modified TX-50 Light Rail Gun)
Ammo:
  • Vera - 17/20 full bursts
    Josephine - 6/6 shots

10/20 PPE; 3/4 Arcane Machinist
Current Arcane Machinist Gizmos:
  • none

Active effects:
  • [1/3] Greater Boost TechnoWizardry (+4 steps to d12+3)
    [2/3] Exalted Quickness w/ +1 toughness from trapping
    [2/3] Greater Smite on Vera (+8 damage, ice/fatigue trapping)
    [3/3] Greater Boost Strength (+4 steps to d12+6)
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Iron Tic
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Re: The First Adventure ... It started in a bar.

Post by Iron Tic »

Notice [dice]8[/dice]
Wild [dice]0[/dice]
Chrono what? Alternate something or other... In Hans Tic trusts. Why has everyone stopped moving? Indeed with being magically juiced by hans Tic reached the hights of Juicer-dome a few heroic or legendary juicers ever reach. Tic walks causually into the frey of battle, seemingly an iron giant caught outside of time. He sees Thrud about to take aim at J10. Tic nods his head.You get him buddy! Karchev wants to take the commander alive. Tic can bring that sasisfaction. Over the comms you hear a faint tune being hummed by the Iron Tic. Tic can't get no satisfaction...
OOC Comments
Actions:. MAP from 1 &2 canceled by exalted quickness, [Acting Right after Zed]
1) push knock down commander
2) indimidate commander
3) Frenzy punch commander in the head non leathal damage 2 attacks ( 2 fighting rolls, 1 wild die)( split the seconds)
Tic comes bounding down the stairs unteathered to time with his agility and pace increased to even more awesome levels.
When he reaches the cs guy at J10 blasted by Thrudh Tic bends low gathering some dust particles and writes in the air with them Thurdh wins. "Tic tries, Tic tries, Tic tries...". Then on the helmet of K13 Tic writes with his last remaining dust, a smiley face and above it Alecto.
"Tic can't get no, can't get no...". He bounds down the last remaining steps hi-fiving Zed and Karchev in an awkward space-time slow mo way. He sort of raises one hand for each of them, slaps it, then puts the hand back.

"That what Tic say, I can't get no Satisfaction!"
Tic focuses and goes to work on the commander. Tic starts with something simple a roundhouse kick designed smack the commander into the wall knocking him to the ground. Once on the ground Tic holds the Commander's throat roaring "Satisfy Me!!". Then Tic unleashes a frezy of wild punches to the Man's head hopefully knocking him unconscious.
OOC Comments
Action 1: Push to knockdown commander: +2 for joker, +2 for moving more than 3 squares. Opposed Str roll( No MAP due to exalted quickness)
Str [dice]1[/dice]
Wild [dice]2[/dice]

Action 2: Indimidate commander( test of wills intimidate vs target spirit): +2 joker( no map due to exalted quickness)
Intimidate [dice]3[/dice]
Wild [dice]4[/dice]
May have an additional +2 circumstance bous gm call

Action 3: . Wild attack(+2 to hit and damage), nonleathal damage, head shot(-4 hit +4 damage, nets out to a 0 from wild attack and joker bonus)
Improved frenzy, two attacks ( 2 fighting rolls, 1 wild die)
Fighting [dice]5[/dice]
Ace [dice]9[/dice]
Fighting [dice]6[/dice]
Wild [dice]7[/dice]
Totals:14, 7
All rolls may be at a +2 if intimidate was successful
Target may be prone (parry -2)

Damage from hit with 14( +3 str, +2 brawler, +4 head, +2 wild attack, +2 joker)Non leathal
Str [dice]10[/dice]
Martial [dice]11[/dice]
If a raise add in [dice]12[/dice]
Bennie to reroll damage
Str [dice]13[/dice]
Martial [dice]14[/dice]
Aced [dice]16[/dice]
If raise [dice]15[/dice]
Damage:23 or 27 with raise

Damage from hit of 7( assuming it hits) Non leathal
Str [dice]17[/dice]
Martial [dice]18[/dice]
If raise is applicable [dice]19[/dice]
Damage: 24 or 28 with raise on hit
Will post other Turn soon. But he will be going into the room zed saw 2 soldiers in.
Second Turn
Seeing the commander bloody and bruised from the beating Tic gets off him, turns to Karchev" He's all yours friend". Man that CS commander can take a beating! Ok where to next Tic? Zed said something about more soldiers in the room to the North.. Iron Tic sets his sights on that small space, and rushes in yelling " No satisfaction here for the coalition!
He sees gordon in the corner, " You should have stayed on the coat hook friend.". Tic sighs, Looks like he has some friends.
Actions: 3 actions, no map due to split seconds and exalted quickness
1) push prone sgt Bohan:+2 moving 3 square, +2 joker
2) step between yin and kain punching each one using improved frenzy.
3) moved arround Freeman avoiding blue fire field, and grapple gordon
OOC Comments
Action 1: Push Bohan prone opposed str rolls
Str [dice]20[/dice]
Wild [dice]21[/dice]

Action 2:Stepping between Yin and Kain he uses improved frenzy to attack both.
Fighting on Yin [dice]22[/dice] +2 for joker, +2 for unarmed defender
Fighting on Kain [dice]23[/dice] +2 for joker, -2 for cover
Wild [dice]24[/dice] +2 if needed for yin, -2 for kain.
Bennie for extra effort
Extra effort[dice]28[/dice]
Result 7 to hit kain, 10 to hit Yin
Damage vs Yin
Str [dice]29[/dice]
Martial [dice]30[/dice]
Raise [dice]31[/dice]

Damage vs Kain
Str [dice]32[/dice]
Martial [dice]33[/dice]
Action 3: Move arround Freeman and grapple gordon opposed fighting
Fighting [dice]25[/dice]
Wild [dice]26[/dice]
Ace [dice]27[/dice]
Grapple of an 11.
Pace: 20 d12 running die; Parry: 8 ; Toughness: 20(6)
After 1st round: quick, -2 to hit
Combat edges: split the seconds(extra action no map, can be repeat action), battle hardened(+2 soak)
Current powers active: none.
Bennies: 1 spent:5
Red Bennie:1
OOC Comments
-Soak damage from skeleton underneath bar.
+1 Bennie for joker draw
-reroll on gaining gun from borg
+2 from joker draw
-damage reroll on cs commanderin nexus room
- fear extra effort
- nexus maw reroll
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Icosa
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Re: The First Adventure ... It started in a bar.

Post by Icosa »

A hail of laser fire erupts from the panicked Coalition troopers, much of which is absorbed by Alecto's armor. The more powerful rifle blast punches through in her midsection though, and a lucky hit from the pistol sizzles through a thinner spot in her upper arm. She never flinches though, barely even pauses to assess damage before continuing on her rampage!

[dice]0[/dice] or [dice]1[/dice] to hit, for [dice]2[/dice]
[dice]3[/dice] or [dice]4[/dice] to hit, for [dice]5[/dice]

Targeting vitals again, at net -2 to attack due to the +2 bonus from Joker. AP is 4.
Attacking any Coalition trooper still standing by the time Alecto takes her action, starting with Corporal, then the PFC, and finally the Lt, as the casualties dictate.

The 10 might be a raise; if so here's the damage [dice]6[/dice]. If not, disregard.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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Aiden
Posts: 28
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Re: The First Adventure ... It started in a bar.

Post by Aiden »

Following behind Thrudh and Karchev, Aiden enters the room during the flurry of gunfire and magic. Targeting data streams across his vision as he attempts to draw a bead on each CS soldier in the room; but is denied the shot as each target drops to the ground, dealt with. They're certainly efficient...

Seeing the blur that is Tic dart through the room and around back, he runs to back him up. "Following Tic!"
OOC Comments
Running [dice]0[/dice]
Wild [dice]1[/dice]
Aiden Merrick
Bennies: 4; Parry: 5; Toughness: 27(16); Pace: 8; Charisma: -2
Weapon in Hand: CTT-P40 Particle Beam Cannon
Ammo: CTT-P40 38/40 (0); Mini Rail Gun 32/32 (3); NG-56 Light Ion Pistol 12/12 (3)

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Daniel
Daniel (Lars)
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Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: The First Adventure ... It started in a bar.

Post by Daniel »

The Drop Round (Invisible Players have the drop)...
Round One (Open combat with the CS)...
...and now, Round Two:

SMALL NEXUS CHAMBER - ROUND TWO

STORY

With incredible speed the Agents of the Black Company slice, cut, bash and blast their way through the CS soldiers located in the Small Nexus Chamber (The Anubis Gate). Pelted by ice, laser, bullets and fists the CS are torn apart. Lt. Maddox, deft as he may be, finds himself sprawled out across the cold stone floor. Head bursting with pain and lips bloody. Blinking and groaning he still lives, although quite possibly wishes he didn't. The Lt.'s rifle is busted and scattered across the room. Groaning with severe pain he slowly works on pushing himself upward, a testament to his personal strength and will power. Beaten and bruised as he is, the CS leader calls out, "Activate the bomb Gordon!"

The Open Rift pulses with life, both feeding the BC Magic Agents with additional power to draw upon and remaining open to a hot world, heat from a wicked church presses into the chamber and the cool air of the Anubis Gate room presses back. The brightness of the rift and nexus keeps the room illuminated and cast in blues and white. Located adjacent to the north east corner of the room - inches from the Rift - are dozens of boxes with warning signs and words: Caution High Explosive. Danger. CS RAD #1345.

Those of the BC Agents who are in the northern portion of the chamber can see the room wraps around back towards the the hallway, to the east where you came in, although these rooms are separated by a stone wall. The rooms in the north east are occupied by Coalition soldiers. Several point CS pistols out towards the Rift area. Armed with Pistol and Vibro blades these men and women look both scared and determined (training and dedication meets, my commander just ordered a bomb detonated in the room I am in).

The titanic quick-flex alien juicer Iron Tic blasts his way into the room full of CS soldiers. Shouldering, pushing, smashing and punching his way through them like a bowling ball from hell the Tic rolls right up to the one that will give him satisfaction. Reaching out with his cleavers the Tic grabs onto Gordon, and holds him tight. Once again being grappled into a uncomfortable hold by the Tic, Gordon sighs and does not fight back. The CS barman spy simple says, "Sorry Iron Tic." The spy pushes a button on the electronic mobile device he was holding and tosses the device down onto the desk before him. "I wish we could have met under different circumstances Tic. I have really grown to enjoy the bar job, very relaxing compared to hunting mutants under Chi Town or drug dealers in the lower levels of the city state." Gordon whispers, "You will want your friends out of the Rift room."

Once any of the rest of the BC are in a position to see into the far room, occupied by the CS, you can see there are six soldiers of the Empire there. The far rear of the room is where ISS Agent Gordon is, just partially visible through a electrified crackling field of blue energy (some sort of barrier). Tic is currently holding the ISS Agent. The other five CS warriors for humanity are ready to rock and roll, weapons aimed and ready for their final stand against - you. Well other than Sgt. Bohan who was knocked prone, by Tic, and is standing up with a look of anger on his face.

Please note the "new" Initiative Block system. Thanks!

INIT ORDER
  • "Initiative Block" = (IB)

    IB1 (Post First in whatever order, 3 days to post and then you are considered to be On Hold):
  • Karchev - Ace of Spades
  • Iron Tic (Quick) - Queen Clubs
  • Alecto - Jack Spades
  • Hans - Jack of Hearts
  • IB2 (Post after IB1):
  • BAD GUYS (Only Gordon knows Martial Arts and only he is a Wild Card) - 10 Diamonds
  • Gordon --> Parry: 7 Toughness: 22 (16) + Deflection means -4 to hit. Weapons are PSI.
  • All other CS --> Parry: 6 Toughness: 17 (9). Weapons can be seen on the map.
  • IB3 (Posts in whatever order after IB1 & IB2 post):
  • Thurdh (Quick) - 9 Hearts
  • Aiden (Danger Sense) - 9 Diamonds
  • Gargamel (Quick) - 8 Hearts
  • Zed (Level Headed) - 6 Diamonds
MAPS (If any, go here):

SNC-Round Two-New Map
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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Karchev
Posts: 72
Joined: Sun Feb 19, 2017 10:33 am

Re: The First Adventure ... It started in a bar.

Post by Karchev »

Karchev grabs a hold of Lt Maddox

"Whoever wants a fast trip back topside, come close now."
Karchev Ley Line Walker
Pace: 6; Parry: 5 Toughness: 5 +3 Armor = 8 (3) +10 MDC
Power Points: 49/60 (while on ley Line) Bennies: 1
• Knowledge (Arcana): D10
• Dragonese/Elven: D6
• Investigation: D6
• Fighting: D6
• Shooting: D6
• Stealth: D6
• Notice: D6
Iceblast Shotgun: Range: 12/24/48 - Damage: 1–3d6 - RoF: 1–2 - AP ~
NG-33: Range: 15/30/60 - Damage: 2d4+1 - RoF: 1 - AP: 2
CS Vibro-Sword - Str+d10 - AP4 Mega Damage
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Hans Greuber
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Location: The Black Company

Re: The First Adventure ... It started in a bar.

Post by Hans Greuber »

Init: JH - Block 1
Karchev wrote:"Whoever wants a fast trip back topside, come close now."
"Don't forget the two I left sleeping at the end of the passageway, Karchev. I will be seeing what I can do about defusing the bomb. First, we need some info on what exactly we have set up here. Can you tell me a bit about that device over there and the Rift?"
OOC Comments
Turn 1: Move 7 towards the pile of explosives, draw upon the Ley Line, and re-cast Quickness as Exalted Quickness.
  • Draw Upon Ley Line: [dice]0[/dice]
    Wild: [dice]1[/dice]
    Result: +6 PPE

    Cast Exalted Quickness: [dice]2[/dice]
    Wild: [dice]3[/dice]
  • Result: Success with Auto-Raise. 2 Turns per Round; -2 MaP each Turn; +1 Agility Die; Minimum of 8 on Initiative; +2 Pace
Turn 2: Draw upon Ley Line, Cast Intangible, walk into the explosives, and look around while thinking about how best to diffuse/mitigate the explosion and how the explosion may interact with the forces needed to control the Rift, and about the device with the Diamond.
  • Draw upon Ley Line: [dice]4[/dice]
    Wild: [dice]5[/dice]
    Result: +3 PPE

    Cast Intangible: [dice]6[/dice]
    Ace: [dice]16[/dice]
    Wild: [dice]7[/dice]
    Result: Success with 4 Raises - Hans is Intangible. I just wanted to see how high the number would go. Raises have no effect.

    Looking Around, I see 4 possible rolls needed.
    Notice: [dice]8[/dice]
    Wild: [dice]9[/dice]
    Result: 4 - Success No Raise

    Common Knowledge: [dice]10[/dice]
    Wild: [dice]11[/dice]
    Result: 7 - Success, No Raise

    Knowledge: Engineering: [dice]12[/dice]
    Wild: [dice]13[/dice]
    Result: 11 - Success, 1 Raise

    Knowledge: Arcana: [dice]14[/dice]
    Wild: [dice]15[/dice]
    Extra Effort: [dice]17[/dice]
    Extra Effort Ace: [dice]18[/dice]
    Result: 13 - Success, 2 Raises
"Command, Hans reporting. Coalition targets have seemed to activate a CS RAD #1345 explosive bomb timer. I am going Out of Phase to figure out what I can about the device and how to defuse or mitigate its effects. Seems to be a Rift with some sort of magical device here too. A few Coalition Soldiers are still up, and some down but stable. Could blow any second. Recommend all non-essentials leave the immediate area."

"Guys, the bomb could go off any second. Looks like it may be a dirty Bomb that will irradiate the area. Initial blast area is the whole room with a little leakage. If someone could erect a magical Barrier, it could help protect the room... more so if it is a water Barrier to better absorb the radiation."
Last edited by Hans Greuber on Mon Apr 24, 2017 7:03 pm, edited 12 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
User avatar
Karchev
Posts: 72
Joined: Sun Feb 19, 2017 10:33 am

Re: The First Adventure ... It started in a bar.

Post by Karchev »

Hans Greuber wrote:
Karchev wrote:"Whoever wants a fast trip back topside, come close now."
"Don't forget the two I left sleeping at the end of the passageway, Karchev. I will be seeing what I can do about defusing the bomb. First, we need some info on what exactly we have set up here."
"I won't leave anyone behind that I don't have to. I trust you know what you are doing, I'll just be ready for a quick exit should it be necessary"

Looking directly at Maddox and sticks the muzzle of his shotgun under his chin.

"I suggest you mind your manners. You see, I'm the nice one of this merry band. My friends however - they would love to see how many holes they can put in you before you bleed out."

OOC Comments
Karchev pumps a PP into the shotgun
Karchev looks back at the rift and shutters visibly.

"By the maker I am going to have nightmares for a while!"
Karchev Ley Line Walker
Pace: 6; Parry: 5 Toughness: 5 +3 Armor = 8 (3) +10 MDC
Power Points: 49/60 (while on ley Line) Bennies: 1
• Knowledge (Arcana): D10
• Dragonese/Elven: D6
• Investigation: D6
• Fighting: D6
• Shooting: D6
• Stealth: D6
• Notice: D6
Iceblast Shotgun: Range: 12/24/48 - Damage: 1–3d6 - RoF: 1–2 - AP ~
NG-33: Range: 15/30/60 - Damage: 2d4+1 - RoF: 1 - AP: 2
CS Vibro-Sword - Str+d10 - AP4 Mega Damage
User avatar
Thrudh Zebrem
Silver Patron
Silver Patron
Posts: 264
Joined: Sat Apr 01, 2017 9:57 am

Re: The First Adventure ... It started in a bar.

Post by Thrudh Zebrem »

Thrudh listens to the statement about the explosive device. Thinking quickly, he probes his memory for any experience with CS RAD #1345s.
OOC Comments
Knowledge: demolitions
[dice]0[/dice]

Wild die
[dice]1[/dice]
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
Edit Sig
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Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: The First Adventure ... It started in a bar.

Post by Icosa »

The situation was not optimal. There were many questions to ask; a great deal of data that needed to be collected before a suitable course of action could be evaluated. But there was no time. The Coalition forces had communicated an intent to detonate the explosives around the room. Gordon, the target, had triggered a device that was plausibly intended to signal the explosives to go off. The possibility of deception existed, but in this case the consequences of inaction appeared to exceed the consequences of acting without sufficient data.

So Alecto charged across the chamber, diverting her course juuuuust enough to miss the rift that seethed in the middle of it, and attempted to knock as many of the crates into that rift as she could by essentially running into the pile towards it!

Agility [dice]0[/dice] or [dice]1[/dice] wild.
Strength [dice]2[/dice] or [dice]3[/dice] wild.
Body Check Random Integer [dice]4[/dice]

Gonna Benny that strength check: [dice]5[/dice] or [dice]6[/dice] wild.

Benny Count is now 3
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Karchev
Posts: 72
Joined: Sun Feb 19, 2017 10:33 am

Re: The First Adventure ... It started in a bar.

Post by Karchev »

"Everyone needs to stay away from that Rift. I don't know who opened it, but I do know what is on the other side. That is NOT a place any of us want to go."

Karchev takes a brief glance at his team, especially Tic.

"Well most of us wouldn't want to go there."

Command, this is Karchev. I have an officer at gunpoint and can teleport us out of here. What do you want me to do with him?
Karchev Ley Line Walker
Pace: 6; Parry: 5 Toughness: 5 +3 Armor = 8 (3) +10 MDC
Power Points: 49/60 (while on ley Line) Bennies: 1
• Knowledge (Arcana): D10
• Dragonese/Elven: D6
• Investigation: D6
• Fighting: D6
• Shooting: D6
• Stealth: D6
• Notice: D6
Iceblast Shotgun: Range: 12/24/48 - Damage: 1–3d6 - RoF: 1–2 - AP ~
NG-33: Range: 15/30/60 - Damage: 2d4+1 - RoF: 1 - AP: 2
CS Vibro-Sword - Str+d10 - AP4 Mega Damage
User avatar
Iron Tic
Posts: 73
Joined: Sat Mar 18, 2017 7:35 am

Re: The First Adventure ... It started in a bar.

Post by Iron Tic »

Notice [dice]0[/dice]
Wild [dice]1[/dice]
Why are they so angry, so willing to die?. Tic whispers back to Gordon, "I can't let any of you die today, not here."
Such hatred in their eyes, like I am a monster. A monster, a monster! Tic is no monster!. To the CS soldiers he bitterly says, " So is that it then, Iron Tic the monster deserves to die?". Tick shakes His his furiously, " I may be down here, but my heart is up there trying to make the world safe for everyone. What about the 3 kids in wycliff, or the father and son starving in the north? That small human villiage, Tic stopped crocodile monster. But Iron Tic is no Monster. You say that when you leave here and go back to your loved ones, you Say Iron Tic is no monster!!!" . Iron Tic sets gordon as a farmer would a plow ready to part dirt, so Tic uses Gordon to part the CS. "Now move, Tic has some saving to do!". Iron Tic charges plowing through the CS With his Gordon shaped plow [ hoping his deflection feild moves the cs aside] grabbing the explosive in the room as he leaves.

Tic drops off Gordon at Zed's feet [B11]. " This time the one called Gordon will stay put, yes?". Tic then zooms to the commander and grabs the explosive by him, the moves to the rift dropping the two in. Tic then pushes himself and runs trying to grab the last two explosives Alecto was unable to knock into the rift, and dump them in to the rift for her. " Tic has your back Alecto!"
OOC Comments
- Just. Let me know if the above is possible and how many actions and what rolls Tic needs to make
- Tic if possible he would like to put his second turn on hold.


Run [dice]2[/dice]
Pace: 20 d12 running die; Parry: 8 ; Toughness: 20(6)
After 1st round: quick, -2 to hit
Combat edges: split the seconds(extra action no map, can be repeat action), battle hardened(+2 soak)
Current powers active: none.
Bennies: 1 spent:5
Red Bennie:1
OOC Comments
-Soak damage from skeleton underneath bar.
+1 Bennie for joker draw
-reroll on gaining gun from borg
+2 from joker draw
-damage reroll on cs commanderin nexus room
- fear extra effort
- nexus maw reroll
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: The First Adventure ... It started in a bar.

Post by Daniel »

IB2 (Post after IB1):

Alecto & Tic manage to toss all known crates of explosives into the open Rift. A feat unto itself and simply amazing. Gordon lands on his butt after the wild ride with Tic. Sgt Bohan who just stood up is knocked back down. The CS Special Forces soldiers open fire on those they can see.
  • You may wish to Soak...
  • Sgt. Bohan, busy standing up. Again.
  • Master Sgt. Adams has no clear shot yet.
  • Lt. Maddox flinches from the explosion. Holds his hands up.
  • Yin leans forward; steps forward a little then fires two fisted at Zed. Zed's Toughness 16 (8) = SHAKEN. WOUND.
  • Kain fires at Alecto. Alecto's Toughness 20 (8): SHAKEN.
  • Freeman fires at Tic. Tic's Toughness 20 (6): SHAKEN.
  • Gordon unleashes three electric bolts which fly out at three of the BC Agents:

    Bolt One (Zed): SHAKEN WOUND WOUND. Assuming prior Shaken & Wound are resolved.

    Bolt Two (Karchev): SHAKEN WOUND WOUND.

    Bolt Three (Aiden): SHAKEN.

    Note: Karchev' Toughness 8 (3): & Aiden's Toughness 27 (16):
As the last of the known explosives is dumped into the rift, the rift warps momentarily and glows a dangerous reddish blue. An explosion is heard simultaneously through the rift and in the bottom left corner of the nexus Chamber. The main explosion is contained across the dimensions. The secondary Boom blasts stone and dirt across the main room as a pit 2 feet deep is created and the stone roof directly over the explosion crumbles some. A faint cloud of reddish gas lingers in the bottom left corner. Stagnet it slowly drops to what's left of the the floor.

After the dust settles a screaming high pitched sound like a mixture of fog horn and sonic boom erupts from Alecto's pack. It intensifies with time.


Image

IB3 Post thank you.
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

User avatar
Aiden
Posts: 28
Joined: Sat Mar 11, 2017 5:34 pm

Re: The First Adventure ... It started in a bar.

Post by Aiden »

OOC Comments
1 Bennie spent to recover from shaken
Electricity arcs across Aiden's armour; static momentarily obscuring his optics before his hardened circuitry compensated for the voltage. Turning to face Gordon, he levels his particle rifle at the traitor. His targeting data systems adjusting his aim, before dropping a targeting reticle over Gordon's head. "That's enough from you, Traitor!"

Grimacing under his armoured faceplate, he squeezes off a shot.
OOC Comments
Shooting for Gordon's head (+4 dmg/-4 hit); -4 hit negated by 2 levels Range Data Systems; +2 to hit from Targeting Optics, +2 to hit from Marksman.
[dice]0[/dice]
Damage - 3d8 +5 (+4 headshot)
[dice]1[/dice]
Raise
[dice]2[/dice]

Spending Bennie on re-roll to damage
[dice]3[/dice]
28 dmg total
Aiden Merrick
Bennies: 4; Parry: 5; Toughness: 27(16); Pace: 8; Charisma: -2
Weapon in Hand: CTT-P40 Particle Beam Cannon
Ammo: CTT-P40 38/40 (0); Mini Rail Gun 32/32 (3); NG-56 Light Ion Pistol 12/12 (3)

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Thrudh Zebrem
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Posts: 264
Joined: Sat Apr 01, 2017 9:57 am

Re: The First Adventure ... It started in a bar.

Post by Thrudh Zebrem »

Thrudh ducks as the blast goes off in the corner, then resumes his movement. "Got a trap went boom over here! It's a nuke primer! They're tryin' to trigger somethin' else. Keep yer eyes peeled!" He runs a scan on anything in his line of sight that might be additional explosive material as he rounds the corner towards the sounds of laser fire.
OOC Comments
Notice roll for additional destructive or catalytic material w/ alertness
[dice]0[/dice]

Wild die notice
[dice]1[/dice]

(Let me know if an additional demolitions roll will be needed to assess my findings, or if I'm already on the right track with my first knowledge roll to identify what I find)

Running to make the corner where my mates have been shot
[dice]2[/dice]

Assuming Thrudh runs far enough to have line of sight, he's letting off with both barrels.

Shooting CV-212 at Sgt. Bohan (C6), shot 1; -2 MAP, +2 targeting system
[dice]3[/dice]

Damage for shot 1 on Bohan, AP 2
[dice]10[/dice]

Shooting CV-212 at Sgt. Bohan, shot 2:
[dice]4[/dice]

Shooting CV-212 at Sgt. Bohan, shot 3:
[dice]5[/dice]

Damage for shot 3 on Bohan, AP 2
[dice]11[/dice]

Shooting CV-212 at Sgt. Bohan, Wild die
[dice]6[/dice]

Damage for wild die on Bohan, AP 2
[dice]12[/dice]

One Ace for damage to Bohan
[dice]14[/dice]

Total damage result for wild die shot = 21

Shooting Wilk's 227 at Pvt. Yin (D6), shot 1; -2 MAP, +2 targeting system
[dice]7[/dice]

Shooting 227 at Pvt Yin, shot 2
[dice]8[/dice]

Damage for shot 2 at Pvt Yin, AP 2
[dice]13[/dice]

Shooting 227 at Pvt Yin, Wild die
[dice]9[/dice]
GM
Not much more to tell - you recognize the Primer. The stuff that exploded did so in south west corner. Red mist settling is poisonous to breath. But it's settling in the corner as heavy particles. As long as you don't touch it you'll be okay. Likely there is raduation in the corner too. Will need to be cleaned up at some point in the future. If anyone wants to return here safely. AND yes you can get close enough to fire at the 2 CS.
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Karchev
Posts: 72
Joined: Sun Feb 19, 2017 10:33 am

Re: The First Adventure ... It started in a bar.

Post by Karchev »

Not paying attention to Gordon, Karchev notices too late that a bolt of energy is coming right at him.
OOC Comments
Spending Benny to soak
Vigor [dice]0[/dice]
Wild [dice]1[/dice]

1 wound soaked
Karchev fails to avoid some of the damage and the scent of burned flesh fills the air. Staggering slightly he begins casting a spell that has nice again covers him in Armor of darkness
OOC Comments
Cast Greater Armor
Arcane [dice]2[/dice]
Wild [dice]3[/dice]
+10 MDC armor on the raise
GM
You Soak 1 Wound, leaving 1 Wound and Shaken.

Options:
1.) Spend bennie to re-roll the Soak and try again hoping for a better result.
2.)Do a Spirit Roll (cost nothing just has to be done on your turn) to try and get rid of Shaken TN4 (wont help with the Wounds but will allow you to do free actions).
3.)Keep your results and spend a bennie to automatically get rid of Shaken (costs another bennie but that's what they are for).

See: Combat Info

:)

OOC Comments
Statistically speaking my best option is to spend one more Benny to remove shaken - so that is what I do.
Last edited by Karchev on Wed Apr 26, 2017 8:52 am, edited 1 time in total.
Karchev Ley Line Walker
Pace: 6; Parry: 5 Toughness: 5 +3 Armor = 8 (3) +10 MDC
Power Points: 49/60 (while on ley Line) Bennies: 1
• Knowledge (Arcana): D10
• Dragonese/Elven: D6
• Investigation: D6
• Fighting: D6
• Shooting: D6
• Stealth: D6
• Notice: D6
Iceblast Shotgun: Range: 12/24/48 - Damage: 1–3d6 - RoF: 1–2 - AP ~
NG-33: Range: 15/30/60 - Damage: 2d4+1 - RoF: 1 - AP: 2
CS Vibro-Sword - Str+d10 - AP4 Mega Damage
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Iron Tic
Posts: 73
Joined: Sat Mar 18, 2017 7:35 am

Re: The First Adventure ... It started in a bar.

Post by Iron Tic »

Spirit to unshake [dice]0[/dice]
Wild [dice]1[/dice]

After all that they shoot Tic? I just saved all their lives! Tic stops his feet and looks nervously at Alecto's shreiking pack. But seeing Alecto warn him off Tic rushes private Yin. " The monster is coming to get his satisfaction!". He tries to knock her down, then yells in her face, "Who is the Monster, yum yum, Soldiers taste so good!", [dice]2[/dice][turns out cs taste really good]hopefully yin is sufficiently indimidated that he can punch her twice in the head knocking her out.

Actions 3:
1) Push knockdown opposed str
2) indimidate test of wills
3) punch head twice( split the seconds and frenzy)
OOC Comments
Action 1: Push Yin for knockdown effect
Str [dice]3[/dice] modifiers: +2 for moving 3 spaces
Wild [dice]4[/dice]

Action 2: Test of wills vs Yin Intimidate vs spirit
Indimidate [dice]5[/dice]
Wild [dice]6[/dice]

Action 3: Non leathal headshots to Yin using wild attack. Modifiers: +2 unarmed defender, +2 wild attack -4 head, Yin's parry is -2 if prone.
Attack 1:
Fighting [dice]7[/dice]

Attack 2:
Fighting [dice]8[/dice]
Wild [dice]9[/dice]
Both hit assuming Yin is either indimidated or knocked prone
Damage 1: modifiers +4 head, +2 wild, +2 brawler, +3 str: +11
Str [dice]10[/dice]
Mart [dice]11[/dice]
:22 should shake and a wound to yin
Damage 2
Str [dice]12[/dice]
Mart [dice]13[/dice]
After possibly knocking Yin out, Tic move back behind the wall at E8 crouching low trying to make himself a smaller target. [Hopefully he has some cover against their retaliation]
Pace: 20 d12 running die; Parry: 8 ; Toughness: 20(6)
After 1st round: quick, -2 to hit
Combat edges: split the seconds(extra action no map, can be repeat action), battle hardened(+2 soak)
Current powers active: none.
Bennies: 1 spent:5
Red Bennie:1
OOC Comments
-Soak damage from skeleton underneath bar.
+1 Bennie for joker draw
-reroll on gaining gun from borg
+2 from joker draw
-damage reroll on cs commanderin nexus room
- fear extra effort
- nexus maw reroll
Locked

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