1.1 Traveling to Gloom

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Daniel
Daniel (Lars)
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Location: Former Alias (GM name) was Lars (2016-2022)

1.1 Traveling to Gloom

Post by Daniel »


  • Traveling to Gloom; Encounter with the Shock Dog Raiders.
The dirt road from Castle Refuge to the town of Gloom, located in the Glimmer Valley, passes by the town of Paragould and the nearby Ley Line.

Paragould is a town in the far eastern part of Arkansas, located atop a famous geographic anomaly known as
Crowley’s Ridge is an unusual geological formation that rises above the Alluvial Plain of the Mississippi Embayment (Mississippi Alluvial Plain, or Delta). The ridge contrasts sharply with the surrounding flat table land of the Delta. In terms of formation, the ridge is generally thought to have once been an island between the Mississippi River and the Ohio River. It became a long and narrow hilly ridge after the rivers changed course millions of years ago. Prior to the change in course, the Mississippi River flowed along the west side of what is now Crowley’s Ridge, with the Ohio River meandering along the east side. The work of these major rivers and their subsequent shifting in course resulted in the formation of an erosional remnant that is now Crowley’s Ridge.

Crowley’s Ridge, completely surrounded by the Mississippi Alluvial Plain, is clearly visible because it rises some 250 feet above a relatively flat landscape. The ridge is capped by a deep layer of wind-deposited (loessial) soils, a fine-grained soil created millions of years ago as glaciers moved across the continent. Extensive areas, including the Mississippi Alluvial Plain and Crowley’s Ridge, were covered by windblown soil. Rivers and streams that continued to meander across the plain washed away the loessial material. On Crowley’s Ridge, however, the loess continued to collect, up to fifty feet in depth in some locations. Since loess is very easily eroded, steep slopes and deep valleys characterize much of Crowley’s Ridge.

One of the unique features of Crowley’s Ridge is its natural vegetation. Interestingly, many of the trees that make up the forest on Crowley’s Ridge are similar to those found in the western Appalachian Mountains. The ridge is covered with a lush mixed forest including oak and hickory and uncommon hardwood trees such as American beech, sugar maple, and the tuliptree or yellow poplar.


The region went through dramatic physical upheavals during the cataclysms of old, and there’s a lot of mining opportunity in the hills and other formations outside of the town, which is the key to its growth and survival.

Successes or better and you remember, know, or heard about:

The nexus point of ley lines that formed nearby means the area was bound to draw some kind of opportunistic practitioner of magic.

Enter Kaazak Garr, a Shifter and a worshiper of a demon-goddess he calls Ceyrana, Queen of Glory. He summoned a few demons from her realm, and worked to adjust the nexus into a permanent Rift she could use to flow forth from her realm and invade this world.

When Kaazak came to town, he immediately set about subjugating the populace, and hired a mercenary force called The Shock Dog Mercenaries to ensure the place remained under his command. That was earlier in the year. The Legion put an end to Kaazak and his demons. A small CoT team was left in Paragould to protect its citizens and the last of the mercenaries were driven off by the legion.

  • A Request for Help
Three Mk1 APC’s painted in forest camouflage are parked across the dirt roadway. The logo on their vehicle is not legion. It’s a vicious dog head surrounded by lightning. The road forks just past the APC’s. According to your map the northern fork heads to a mining town called Paragould. The western fork continues on towards Gloom. In the distance you can see a Ley Line that moves North South to the town (too far to get benefits from).

Just as you are coming within sight of the forest camo-APC’s an individual riding a old dirt bike as fast as they can bursts out of the tree line to the north of the road where you are. It’s followed by six smaller forest camo hovercycles that are quickly gaining on the dirt bike rider. The dirt bike rider sees you and turns towards you. The hovercycles chase the bike. The ATVs down the road don’t seem to have seen you yet.

Wearing either no armor or well hidden armor the woman rode with reckless abandon towards the BC.

Laser shots from the hovercycles fire at her and a rocket launched at her hits close enough to the dirt bike that it overturned and she flew through the air.

Mid air the woman shape changes into a large black wolf and hits the ground running towards the BC APC.

Blasts of laser strike out towards her and the BC APC from the distance. The three larger APCs are headed towards you and firing missiles.

The woman stops running and returned to human form. Aiming a bow at the approaching hovercycles she fires a bolt of energy at them.

Yelling back over her shoulder at the BC she screams: “Give us a hand? I’m security for Iron Horse Transportation and these damned raiders have captured our train and taken over the town!.”
  • Encounter with two objectives
Each Player rolls for either * Driving * or * Combat * and then can also do a support roll towards the other check.

Driving - Only 1 person can drive but can be assisted. The Driver who rolls Driving has a Scene modifier of -4 to the Driving roll. See Support Rolls below.
  • Crit Fail - The raiders are good. Your APC is damaged and you will have a dramatic task to fix it while being attacked.
  • Failure - Your APC is damaged with two wounds. You’ll need to spend a day to fix it. Everyone rolls Vigor at -2 to see if they have 1 fatigue.
  • Success - there are a lot of raiders but you zig zag and avoid damage to the APC.
  • Raise - you are awesome. Look at you Ace. No damage to APC and you gain a permanent +2 to driving this APC.
Combat - Everyone except the Driver does combat. Scene Modifier for this Combat roll is -4.
  • Crit Fail - player character rolls 1d4 injuries and ends up causing some issue so all other PCs must take one wound. If any one PC gets a critical failure we will go into a second round of combat due to reinforcements of the Shock Dogs arriving!
  • Failure - player character rolls 1d4-1 injuries, if one PC has a failure the final results are based on whoever got the highest.
  • Success - there might be more of them but you’re the Black Company! You destroy almost all of these raiders. A few escape back into the woods towards the town of Paragould.
  • Raise - you are awesome. You destroyed all of the Shock Dog Raiders and prevent any of them from calling reinforcements.
Support Rolls - Don’t forget to narrate how you are supporting, it’s more than just a roll.

Whoever is Driving makes their Driving roll but can also do one Support roll to help with combat. Driver can only do one support, pick someone to help, not everyone. This support roll is at -4.

Whoever is in combat makes their roll but can also roll a Support roll to help the driver drive. Any support to the driver (success or greater) adds a +1 to their driving roll. That’s a plus one per supporting player. Max one player can give is plus one but each player can try adding to the pluses. Potentially you could add a +6 to supporting the driver. This support roll is at a -2.
  • Details on the Opposition, Shock Dog Raiders
* Three Mk1 APCs with forward lasers and mini missiles. (700 ft away/ 213 meters).
* Six small desert fox hovercycles with forward lasers and mini missiles. (400 ft away/ 121 meters).
* Spell caster in the woods who orders 6 Brodkil to attack you (they are on TK wing boards). Spell caster can fire bolts also.
* Sniper in the woods. (1000 ft away/ 304 meters).



Alternatively you can ditch the woman and flee the area carrying on to Gloom. This will require a Successful Driving skill roll to get away.

One Player rolls Driving at -4 with no support. Everyone else too busy in combat trying to get the raiders to stop following you.
  • Crit Fail: APC is destroyed by the raiders and a Dramatic Task ensues to fight off the Shock Dogs and the APC is not repairable.
  • Failure and the APC breaks down with two wounds and a Dramatic Task ensues to fight off the Shock Dogs and get rolling again.
  • Success and vehicle takes one wound and you get away.
  • Raises: no wounds and you get away. Next post arrival at Gloom.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
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  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
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Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
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NPC Accounts
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Action Stan
Posts: 73
Joined: Wed Jun 10, 2020 3:06 pm

Re: 1.1 Traveling to Gloom

Post by Action Stan »

Driving Task
Modifiers: scene -4, Ace negate -2 in penalties, Cyber +2. Net 0
Driving d6!!: [4] = 4
Dr Wild d6!!: [4] = 4
When the woman appears and shots start coming Stan puts the hammer down. Weaving between missile blasts he gets the Blackmobile up near the mercs intended victim when he slams the brakes seeing Ducky drop. Throwing it in reverse he pulls a backward powerslide to place the ride between the attackers and a wave of fire. The missiles blast into the side of the mountaineer, rocking the massive AVT and bouncing Stan and Hans off several surfaces more solid than themselves, but Ducky and the mystery woman remain untouched by the fusillade of fire that nearly rained down on them.

Sliding back into his seat he checks on his co-pilot. "You ok Hans? Good, pop the cargo hatch so they can get Ducky in."

As the Altaran is loaded in a calm wrath settles in to the cyborg. Daxxon took his freinds once. These low rent scrubs were NOT going to take his new ones.
Action Stan
Pace: 6; Parry: 9; Toughness: 12 base/15(2) in body suit/23 (8) in body suit and armor; Strain: 2/16
Fatigue 0/3 Wounds 0/3
Bennies 2/3 1 Zombie Benny
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Hans Greuber
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Re: 1.1 Traveling to Gloom

Post by Hans Greuber »

Common Knowledge: 1d4!!: [11!!] = 11
Wild: 1d6!!: [1] = 1
Result: 11 - Success with Raise
Lars wrote: Sun Oct 24, 2021 12:18 pm
The nexus point of ley lines that formed nearby means the area was bound to draw some kind of opportunistic practitioner of magic.

Enter Kaazak Garr, a Shifter and a worshiper of a demon-goddess he calls Ceyrana, Queen of Glory. He summoned a few demons from her realm, and worked to adjust the nexus into a permanent Rift she could use to flow forth from her realm and invade this world.

When Kaazak came to town, he immediately set about subjugating the populace, and hired a mercenary force called The Shock Dog Mercenaries to ensure the place remained under his command. That was earlier in the year. The Legion put an end to Kaazak and his demons. A small CoT team was left in Paragould to protect its citizens and the last of the mercenaries were driven off by the legion.
Repair (+4 due Armor, +2 due Mr. Fixit, +1 due Machine Maestro, -2 due Difficulty... so +5)
  • Repair: 1d12!!+4!!: [9]+4 = 13 +1
    Wild: 1d6!!+4!!: [3]+4 = 7 +1
    Result: 14 - Success with 2 Raises. Assist +1 to Stan.
the power regulators, Hans was able to give Stan some more performance, though this is not something one would want to have running all the time or you wound burn something out.

"Stan, you should have an extra few horsepower to use for during this battle. Don't rely too much on it, though... I will be having to undo my work after the battle or something will burn out."

That being done, Hans programs a reprogrammable Nanite Hive to
TW (-4 due Difficulty)
  • TW: 1d12!!-4!!: [8]-4 = 4
    Wild: 1d6!!-4!!: [4]-4 = 0
    Result: 4 - Success
the hovercycles. With properly timed blasts, a few hovercycles are sent careening into the nearby trees and into fiery crashes.
Last edited by Hans Greuber on Tue Oct 26, 2021 7:43 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
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Charon
Posts: 55
Joined: Sun Aug 29, 2021 8:55 pm

Re: 1.1 Traveling to Gloom

Post by Charon »

Combat Raise, No Driving Support
Combat:
Spellcasting, Scene Penalty -4
Spellcasting 1d12!!-3: [3]-3 = 0
Wild Spellcasting 1d6!!-3: [4]-3 = 1
Benny That Crap
Spellcasting 1d12!!-3: [3]-3 = 0
Wild Spellcasting 1d6!!-3: [4]-3 = 1
Spending an EP for a Benny
Reroll Spellcasting 1d12!!-3: [9]-3 = 6
Reroll Wild Spellcasting 1d6!!-3: [11!!]-3 = 8
Raise, huzzah!


Support Driving:
Notice 1d8!!: [3] = 3
Wild Notice 1d6!!: [3] = 3
No Support
As the bandits make themselves known, Charon doesn't even ask what the group's response should be. She leaps from the vehicle, taking to the sky again to better assess the situation for their driver. However, doing so makes her a target of primacy for the Brodkil and their firebolt-wielding ally, leaving her unable to help Stan this time.

However, with a loud cry, she joins battle with the aerial demons readily. She starts by drawing extra power from the enemy spellcaster, weakening him and refilling her own reserves. She then turns this PPE to good use, enslaving two of the Brodkil and first having them attack the wizard, and then their own kin. Demons rarely resist the command to squabble amongst themselves... They desire killing, and rarely truly care who dies. Still, addressing the airborne threat takes up most of her time; by the point she's finished with them, the action below has completed, and she must exercise herself a bit to catch up.
Current Stats
Stat/block
Agility d4, Smarts d10, Spirit d8, Strength d6 (d12+1), Vigor d6
Pace: 8/d6; Flying Pace: 12/d6; Parry: 5; Toughness: 16(7); PPE: 15 (+10 Staff) (+24 Phylactery)
Athletics d4; Common Knowledge d4; Fighting d4; Intimidation d4; Language (American) d8; Notice d8
Occult d10; Persuasion d6; Repair d8; Spellcasting d12+1; Stealth d4
Hindrances: Minor Delusion, Can't Swim, Major Vengeful, Heroic, Major Wanted (Coalition), Major Enemy (Vampires, Evil Necro), Major D-Bee, Major Oath, Alien Physiology, Non-Standard Build, Spooky
Special abilities: 4 Arms (ignore 2 MAP); Low-Light Vision; Notice to see ghosts, ethereal, invisible; Natural Healing 2/day, may regenerate limbs; Re-Roll Social rolls w/Undead; +4 to resist Vampiric puppet
Weapons:
Bone Staff (Str+d6, 2 PPE for 5 rounds MD; Reach +1, Parry +1 [incl], Spellcasting +1 [incl])
Wilk's Classic (15/30/60; 3d6 AP 2; +1 Shooting)
Tommygun (12/24/48; 2d6+1 Silver; RoF 3)
TW Gladius Exoskeleton (+7A/+4T; Str d12+1/Pace +2 while Powered [incl]; 1 PPE/hr)
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Ducky
Posts: 131
Joined: Sun Oct 28, 2018 6:19 am

Re: 1.1 Traveling to Gloom

Post by Ducky »

Ducky ventured out on foot whilest @Charon took to the air with ease. Ducky could not help but be reminded of a time when she too could soar unabated through air and space. She called to the spirit of battle knowing she would need help to take out the large metal vehicles. @Humble “Humble, gag me with a spoon! Like that person totally needs our protection! Those vehicles are like so grody, take them to the max !”

As a former cosmo knight laser fire was rarely something she had to worry about. Armed with her cosmic sword she strode quickly with unbridled confidence to the woman’s side. “Like get behind me if you want to live.”
Had her extra dimensional friend Que been present he would have reminded her that her neigh energy invulnerability did not apply to missiles and sniper gun fire from a mega damage bolt action rifle. The bandits opened fire with missile and hot supersonic uranium depleted rounds from a sniper gun. Ducky dropped to one knee her stomach shredded. Blam! Her right arm was blown off! She smiled grimly loosing focus from the pain and shock. She was somehow comforted by the thought that somewhere in another dimensional the dweeb Emperor Dorian had been deprived of his ultimate prize. Then she fell to the ground her weapon clattered to the ground. She whispered a bit overly dramatic but faintly over the radio, “Like I wish you had told me more about death so I could like be more prepared to meet it….”

Fighting d12+2 1d12!!: [1] = 1 1d6!!: [1] = 1
Wounds: 1d4: [4] = 4
Incap roll: 1d8-3 1d8!!: [9!!] = 9 1d6!!: [1] = 1
Injury: 1d12!: [4] = 4

You took 4 Wounds. Go ahead and do a Soak roll.
Ducky Stat Block
Skills of note: Fighting d12, Notice d6+2
Edges of Note:

Melee damage with her sword: 1d12+2d10+5 AP2 MD
Bennies
2/3
-1 benny for reroll kn battle
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Wormy
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Re: 1.1 Traveling to Gloom

Post by Wormy »

Wormy is discussing the
Common Knowledge 1d4!: [4!, 2] = 6
Wild 1d6!: [6!, 6!, 3] = 15
by the Mighty One - details about some Shifter operating nearby and demons and a dark lord. It's all very interesting and pertinent information, but its immediately eclipsed by the approaching woman and her pursuers.

'We need to help her!' Wormy urges his friends through the mental connections he has gotten into a habit of keeping open, 'Look they almost got her! Wow, she must be tough.'

Wormy wiggles the "pick me up and lets go kick butt" signal to Jim, and the automaton gently places the zembahk in the bowl created for the little worm-like being.

The conflict is more of a slaugther than a fight. Wormy is well rested, and having just left the Mighty One's side, the little zembahk practically oozes power. As Jim exits the vehicle, a contingent of the enemy turn their weapons toward it like predators picking off the weak member of a herd.

Wormy
(-4 Scene, Ignore -2 Arcane Marksman, +1 Staff, +2 Small Spark) Spellcasting 1d12!+1: [12!, 9]+1 = 22
Wild 1d6!+1: [2]+1 = 3
between the enemy and himself and Jim - who springs forward with the tireless speed of an automaton. The explosions set off incoming missiles and disperses ammunition before it can reach them. Fortunately, the enemy can't see well enough through the ring of death to properly place a shot on the duo with energy weapons either.

Wormy doesn't even bother to pick targets. He just urges the golem forward. A deadly ring of explosive force extends twelve yards around Jim that Wormy and the automaton use to utterly destroy any enemy too brave or slow to run away.

He feels the shock and pain @Ducky experiences through their mental link, but he doesn't have time to stop and help her. He's too far away and is afraid approaching her now would risk stray fire causing further harm. He keeps checking on her and is prepared to help her immediately once its safe to do so.
Wormy, Zembahk Expert Blaster Mystic
Pace: 5(d4); Parry: 5(1); Toughness: 7
  • Uncanny Reflexes: -2 to be attacked and +2 to evasion when aware.
Combat-Relevant Edges & Abilities:
  • Arcane Marksman: If the caster doesn't move in a turn and activates no more than a single bolt or similar damage dealing power as her first action, she may add a +1 bonus to her Arcane Skill roll, or ignore up to 2 points of penalties from Called Shots, Cover, Scale, or Speed.
  • Bizarre Physiology: Zembahk physiology gives a −4 penalty to Healing checks. Compatible medical supplies/services cost quadruple listed price.
  • Champion: +2 damage vs. supernaturally evil creatures.
  • Cosmic Confluence: Freely convert between PPE and ISP for activating powers. These converted PP must be spent immediately.
  • Your hero can sense when something bad is about to happen. When rolling for Surprise (page 108), he adds +2 to his Notice roll to act in the first round. With a raise, he starts the encounter on Hold.
    In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives him a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes his Notice roll, the foe doesn’t get The Drop against him.
    : Notice roll at +2 to sense ambushes or similar events.
  • Low Light Vision: Ignore penalties for Dim or Dark illumination.
  • Spiritual Awareness: Wormy senses supernatural, evil, ethereal, and energy beings, and any beings using invisibility within line of sight with Notice (Alertness applies).
Wounds: 0/3; Fatigue: 0/2
PPE: 20/20; PPE: 10/10; ISP: 34/35
Bennies: 3/3(+1Z); Conviction: 1/1
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Humble
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Location: Black Company

Re: 1.1 Traveling to Gloom

Post by Humble »

Humble
Fighting 1d10!!-1 Or Wild 1d6!!-1: [5]-1+[4]-1 = 7

Support Common Knowledge 1d4!!-2 or 1d6!!-2: [3]-2+[3]-2 = 2


His conversation with Ducky about strange space travels interrupted Humble agrees when he heard them called in for aid. Bracing to leap into the fray Humbles stumbles as Ducky falls to a random blast.

Frustrated Humble stand over Ducky, protecting her fallen form from further assault hw funds he in unable to break away and destroy the bandits. Having her body he carefully placed her in the APC. "Watch, her, keep her safe. " he says, then chasing his efforts to protect both the vehicle and its passengers. His frustration at not being able to attack, and not being able to sort the apc grows as three bandit assult continues.

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

Humble
Bennies and Resources

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Tula
Posts: 35
Joined: Sat Aug 28, 2021 8:52 am

Re: 1.1 Traveling to Gloom

Post by Tula »

common knowledge 1d8: [6] = 6
Note: addressed in next post
Last edited by Tula on Sun Nov 07, 2021 8:59 pm, edited 2 times in total.
Tula Embersnow
Pace: 5; Parry: 5; Toughness: 13(5); Strain: 6
Fatigue 0/3 Wounds 0/3
Bennies 3/3

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Daniel
Daniel (Lars)
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Re: 1.1 Traveling to Gloom

Post by Daniel »


Iina casting Heal

1d8!!+1: [2]+1 = 3
1d6!!: [4] = 4
Iina bennie
1d8!!-1: [6]-1 = 5
1d6-2: [3]-2 = 1

Heals 1 wound







►► The Narrative…
  • Ducky Down!! Shock Dog Reinforcements Arrive!!
Action Stan, assisted by Hans, drives the APC expertly, there are a lot of raiders but Stan zig zags and avoid damage to the APC.

The members of the Black Company fight well, mostly, unfortunately Ducky is badly hurt as she shields the woman calling for help from missile blasts.

Ducky, stepping into the path of missiles blocks the damage the shape changing woman would have taken. Although Ducky is knocked down and now incapacitated from the enormous amount of damage, the woman who was knocked down from the blast stands back up on wobbly legs looking shell shocked and stumbles over to Ducky. The woman grabs the remains of Ducky’s blasted off arm and drops to shaken knees at Ducky’s side.

Humble starts to move Ducky towards the APC and the woman follows him.

The majority of the Shock Dog mercs look obliterated… then the company hears engines roaring. Several SAMAS power armors, followed by more hovercycles and mages in hover-boards arrive.

Then the ominous sound of shu-chink, chink. Servos wine. There at the far reaches of the forest two Glitter Boys open fire on the company.



►► The Mechanics…
  • Pick One Task or Encounter to participate in, not both.
    • Also, remember…
      Because Ducky Rollie’s a Crit Fail - player character rolls 1d4 injuries to herself and ends up causing some issue so all other PCs must take one wound. If any one PC gets a critical failure we will go into a second round of combat due to reinforcements of the Shock Dogs arriving! That’s were we are now in game.

The NPC healed 1 of your wounds. This has Stanilized your wounds, you are not bleeding out etc.

Ducky rolled 4 wound…

1) -1 penalty wound
2) -2 penalty wound
3) -3 penalty wound
4) Incapacitate wound <—- this wound has been Healed, Stabilized and you regain consciousness. Arm reattached.

1: Get taken to more than 3 Wounds. 2: Fail to Soak. 3: Roll Vigor vs. Incapacitation; Critfail = Roll Death & Defeat Table, Failure/Success/Raise roll on Injury Table, and on a Failure, also Bleeding Out. Note that this Vigor roll IS affected by the Wound Penalty. 4: If necessary, Roll on Death & Defeat, noting that virtually everything below 17 is a guaranteed Permanent Injury or just straight-up Death. <— you did all that so now you’re needing more heals.

Round / This Turn if healed enough you can participate. Probably in the Ducky Down rescue operations scene. You’re conscious now after the one heal, you don’t have to roll in a scene unless you wish to. You can just toss out a narrative. So either participating in a scene with lots of negatives from wounds and modifiers or just narrative. Participating could earn a token of roll well but participating and fail roll might cause you more injury.


1.) Ducky Down rescue operations (scene modifiers-2) Need 3 Tokens: You can spend your Characters turn helping to save Ducky if you like. This will prevent you from helping in the fighting against the Shock Dogs. Getting to her, getting to safety and healing. Because this is not just healing, it’s a combat happening all around you as you try saving Ducky: both healing needs to be done as per normal AND rescue tokens are needed.
  • 3 rescue tokens are needed. To earn a token get a success on your skill roll. If you get a raise you get a second token. Multiple raises do not get you more than the two possible from your roll. All those participating in the rescue can earn tokens, including those doing healing. Less than 3 tokens (having only 2 or less) results in anyone participating in the rescue taking 1 wounds. We won’t know if you take wounds till the end of posting and will address it in the next post. Not Ducky though, no additional wounds will be taken this round if she doesn’t participate in scene. But if she does participate and fail might end up with more injuries.
2.) Fight the Shock Dog mercs (scene modifiers-2) Need 4 Tokens: You can spend your Characters turn letting others do the rescue as you battle a new wave of Shock Dog mercenaries who have arrived on the scene. These merc reinforcements include:
• 4 SAMAS power armors
• Two Ley Line Walkers on TW Flying boards
• Three more hovercycles with missiles
• two Glitter Boy PA

  • These reinforcements arrive and attack! Fighting them and trying to keep the rescue operation people safe you battle it out. Make one skill roll. Successes get you 1 combat token. A raise or better gets you two tokens. 4 tokens are needed to blast the reinforcements to dust and win. Three or less and everyone who participates in combat takes 1 wounds and we will move into another round after this one where more reinforcements arrive. We won’t know if you have wounds until end of everyone posting and will address it in the next post. Additionally, the APC will be immobilized from damage if the 4 tokens are not gotten. Say one thing for the Shock Dogs, say they are as ruthless as they are proficient at killing.

►► The NPC …
  • NPC ACTION
Iina (EE-Na) — Navajo | Dine (di-nay) “the people” Spirit Warrior and security on the TW Iron Horse Ley Line Train: NPC action this round, she Casts: Healing on Ducky (INSERT ROLLS HERE, SHE IS A WILD CARD). Faith d8+1 [Results = 5, so 1 wound removed by Iina]


Healing Skill
  • The Healing skill is used to remove Wounds. Each attempt requires 10 minutes per wound level of the patient. Subtract 1 from Healing rolls without a basic First Aid kit or similar supplies.
  • A success removes one Wound, and a raise removes two. Failure means no Wounds are removed. A Critical Failure increases the victim’s Wound level by one.
  • Bleeding Out: The Healing skill can also be used to stabilize someone who’s Bleeding Out (page 95). Each attempt is an action, and if successful the victim is stabilized.
  • Incapacitation: Healing at least one Wound on an Incapacitated patient removes that state (and restores consciousness if he was knocked out).
Healing Power
  • Healing removes Wounds less than an hour old. A success removes one Wound, and a raise removes two. The power may be cast additional times to remove additional Wounds within that hour and as long as the healer has enough Power Points.
  • The power can heal a permanent Crippling Injury (see Incapacitation, page 95). This requires an hour of preparation and only one casting is permitted per injury. If it fails, this caster cannot heal that particular injury (but someone else may try). If successful, the subject is Exhausted for 24 hours.



  • Iina gains 1 Token for the Party for Rescuing Ducky Scene
  • Iina (Wild Card NPC) bennies left 2/3
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
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  • Hondo - Wild Psi Stalker
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Humble
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Location: Black Company

Re: 1.1 Traveling to Gloom

Post by Humble »

Humble sees the reinforcements coming and fills with rage. He knows this is the way of war, but he liked Ducky, stepping over the others as they come to help her he lifts his hands high as his swords again are summoned to them. "Come and Die!" He roars at the incoming Shock Dogs.

His body still enhanced with the technowizards magic, the giant warrior races forward running at speeds the pilots of the SAMAS could not possibly expected.
Fighting 1d10!! or Wild 1d6!! modifiers -2 for scene and +3 for Humbles skills and gear: [1]+[1] = 2


The SAMAS had nothing to do but panic as the giant closed on them so fast they could do nothing but rely on fear and muscle memory. Releasing volley after volley the SAMAS center their volleys on the warrior the explosions knocking him to hit feat and causing him to stumble, as he is left buried under several foot of rubble.

Digging himself out off the rubble, Humble shakes his head confused. "That was a lot of rockets..." He mumbles to himself.

Critical Failure 1d4 wounds for Humble: [3] = 3
Soak 1d12!! or 1d6!! With +4 from Vigor: [10]+[5] = 15

Total 14 for Soaking all wounds.



  • Fight the Shock Dogs Combat Tokens = 0

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

Humble
Bennies and Resources

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Charon
Posts: 55
Joined: Sun Aug 29, 2021 8:55 pm

Re: 1.1 Traveling to Gloom

Post by Charon »

1 Combat Token
Current Stats:
Bennies 0/3
PPE: 24/49
1 Wound

Lyn-Srial Natural Healing
Vigor 1d6!!-1: [2]-1 = 1
Wild Vigor1d6!!-1: [14!!]-1 = 13
Wound Healed

Spellcasting roll for Combat Task
Scene Penalty -2
Spellcasting 1d12!!-1: [2]-1 = 1
Wild Spellcasting 1d6!!-1: [4]-1 = 3

As long as I've been hemmorhaging EP this week....
Spellcasting 1d12!!-1: [3]-1 = 2
Wild Spellcasting 1d6!!-1: [2]-1 = 1
Screw it, one more time
Spellcasting 1d12!!-1: [8]-1 = 7
Wild Spellcasting 1d6!!-1: [2]-1 = 1
That'll have to do.
Charon once again chooses to engage the enemy spellcasters, even as her wounds from the first wave of battle heal up. Though she acquits herself well, going two-to-one in the skies with the Ley Line Walkers does make it a tougher fight. She sics the last remaining Puppeted Brodkil on one of the Ley Line Walkers, and engages the other herself; after an arduous fight, both of the enemies have fallen to their deaths (taking the Brodkil with them).
Current Stats
Stat/block
Agility d4, Smarts d10, Spirit d8, Strength d6 (d12+1), Vigor d6
Pace: 8/d6; Flying Pace: 12/d6; Parry: 5; Toughness: 16(7); PPE: 15 (+10 Staff) (+24 Phylactery)
Athletics d4; Common Knowledge d4; Fighting d4; Intimidation d4; Language (American) d8; Notice d8
Occult d10; Persuasion d6; Repair d8; Spellcasting d12+1; Stealth d4
Hindrances: Minor Delusion, Can't Swim, Major Vengeful, Heroic, Major Wanted (Coalition), Major Enemy (Vampires, Evil Necro), Major D-Bee, Major Oath, Alien Physiology, Non-Standard Build, Spooky
Special abilities: 4 Arms (ignore 2 MAP); Low-Light Vision; Notice to see ghosts, ethereal, invisible; Natural Healing 2/day, may regenerate limbs; Re-Roll Social rolls w/Undead; +4 to resist Vampiric puppet
Weapons:
Bone Staff (Str+d6, 2 PPE for 5 rounds MD; Reach +1, Parry +1 [incl], Spellcasting +1 [incl])
Wilk's Classic (15/30/60; 3d6 AP 2; +1 Shooting)
Tommygun (12/24/48; 2d6+1 Silver; RoF 3)
TW Gladius Exoskeleton (+7A/+4T; Str d12+1/Pace +2 while Powered [incl]; 1 PPE/hr)
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Hans Greuber
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Re: 1.1 Traveling to Gloom

Post by Hans Greuber »

TW (-2 due Difficulty, -1 due Wound)
  • TW: 1d12!!-2!!: [9]-2 = 7 -1
    Wild: 1d6!!-2!!: [3]-2 = 1 -1
    Result: 6 - Success. 1 Token.

Regeneration (-1 due Wound)
  • Vigor: 1d12!!+1!!: [7]+1 = 8
    Result: 8 - Regenerate the Wound.
Fighting (-2 due Difficulty)
  • Fighting: 1d10!!-2!!: [4]-2 = 2
    Result: 2 - Fail. No Tokens.


Drawing upon the last of the energy in the Reprogrammable Nanite Hive, Hans sends pulses of magical energy to mess up one of the glitterboy suits so badly that it would be lucky to be able to hit the ground at its own feet. Meanwhile Gargamel flies straight at one of the SAMAS and tries to grab it to drag it into a crash, but the pilot is able to extricate itself from the Golem before they crash into the ground.
Hans Greuber

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

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

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

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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Ducky
Posts: 131
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Re: 1.1 Traveling to Gloom

Post by Ducky »

Ducky groaned, “Gag me with a spoon, who shoots that many rockets?” Her body ached, and head felt like a Kreghor had slugged her something awful. Her left arm being shot off didn’t help matters either. She rolled to one side grabbing her cosmic blade with her one hand. Time to save myself.
2 rescue tokens
Fighting 1d12!!: [5] = 5 wild 1d6!!: [1] = 1 benny 1d12!!: [11] = 11 1d6!!: [4] = 4
-3 wounds, -2 scene, +2 from expert edge, rolled 11= 8
After what seemed like days of swinging her sword and cutting down another shock dog there was no end in sight. Soon the piles of bodies almost formed a macabre prison. Humble had his own problems, Hans and Charon had their own fight. Was it weird that Charon did not share more about his experience in the castle? She shook her head and stepped over a few bodies swinging her blade against more shock dogs that had come to replace their fallen comrades.
Ducky dropped to one knee as a rocket exploded near her. “Tula, Stan… Like Help…” It was hard for her to ask for help from strangers…. The last time she had asked for help, her best friend a brilliant technowizard by any standard had put her in an air lock and spaced her. She awoke months later compelled into his service…. But damn if she did not need it now. Hopefully she got their names right.
Ducky Stat Block
Skills of note: Fighting d12, Notice d6+2
Edges of Note:

Melee damage with her sword: 1d12+2d10+5 AP2 MD
Bennies
2/3
-1 benny for reroll kn battle
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Action Stan
Posts: 73
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Re: 1.1 Traveling to Gloom

Post by Action Stan »

Task: Combat 9
Shooting d10!!+2: [7]+2 = 9
Shooting Wild d6!!+2: [2]+2 = 4
When the stranger heals Ducky and the fallen cosmo-knight (whatever that is) leaps back into the fray instead of the back of the Blackmobile Stan isn't exactly surprised. Popping back into gear he unconciously starts play a "soundtrack" to the scene as his swerves around weapon fire and unloads bursts of rail rounds into the circling hoverbike to keep them off his team as much as possible. Because of the cyber-linkup to the vehicle Stans absent minded "singing in his head" instead plays the actual song file over the Blackmobile's speaker system. Heavy driving guitars playing a pre cataclysm song blares over the battlefield.

"I've been around for a million years. No matter how hard you try, you can't fuck with this!"

When Ducky calls for help he spins back around to her, "Hop in D and take a sec to breathe, been a busy day."
Action Stan
Pace: 6; Parry: 9; Toughness: 12 base/15(2) in body suit/23 (8) in body suit and armor; Strain: 2/16
Fatigue 0/3 Wounds 0/3
Bennies 2/3 1 Zombie Benny
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Daniel
Daniel (Lars)
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Re: 1.1 Traveling to Gloom

Post by Daniel »

FYI
Rescue Tokens 3/3 Success. You save Ducky.

Combat Tokens 4/4 Successes. At end of turn you’ll destroy the Shock Dogs.

Wormy and Tula still need to post.

Monday morning (day 9) I’ll be posting my next GM post.

Either the Shock Dogs will call for reinforcements or be destroyed.
Agents of Titan Robotics Industries (AoT)
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• 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

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Wormy
Posts: 33
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Re: 1.1 Traveling to Gloom

Post by Wormy »

Wormy is not happy. He is not happy at all. His friend is almost dead, and the bad guys are all but beaten. Then they come back for more! The Mighty Bay's disciple thinks he is being tough enough on them, but Wormy now knows he is wrong.

Wormy

Spellcasting: Critical Failure, +2 Wounds, -1 Benny
Same roll as last round, but +1 wound cancels out the +1 to roll.
Spellcasting 1d12!: [1] = 1
Spellcasting 1d6!: [1] = 1

Wounds 1d4!: [3] = 3
Soak if Applicable: Success and no Raises
-1 Wound.
Vigor 1d6!-1: [3]-1 = 2
Wild 1d6!-1: [5]-1 = 4
into his barrier of explosions, and although the physics of it all make no sense, they cascade outwards from him across the battlefield. The explosions flow through armor and obstacles, ignoring his allies, and...

Wormy goes extremely still while he waits for his vision to clear. Did he forget to include his allies energy signatures in his casting? He feels the first explosion touch one of his friends and panics. He sucks as much of the energy back into himself as he can in an attempt to dampen the damage - but he all but destroys himself in the attempt.
Wormy, Zembahk Expert Blaster Mystic
Pace: 5(d4); Parry: 5(1); Toughness: 7
  • Uncanny Reflexes: -2 to be attacked and +2 to evasion when aware.
Combat-Relevant Edges & Abilities:
  • Arcane Marksman: If the caster doesn't move in a turn and activates no more than a single bolt or similar damage dealing power as her first action, she may add a +1 bonus to her Arcane Skill roll, or ignore up to 2 points of penalties from Called Shots, Cover, Scale, or Speed.
  • Bizarre Physiology: Zembahk physiology gives a −4 penalty to Healing checks. Compatible medical supplies/services cost quadruple listed price.
  • Champion: +2 damage vs. supernaturally evil creatures.
  • Cosmic Confluence: Freely convert between PPE and ISP for activating powers. These converted PP must be spent immediately.
  • Your hero can sense when something bad is about to happen. When rolling for Surprise (page 108), he adds +2 to his Notice roll to act in the first round. With a raise, he starts the encounter on Hold.
    In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives him a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes his Notice roll, the foe doesn’t get The Drop against him.
    : Notice roll at +2 to sense ambushes or similar events.
  • Low Light Vision: Ignore penalties for Dim or Dark illumination.
  • Spiritual Awareness: Wormy senses supernatural, evil, ethereal, and energy beings, and any beings using invisibility within line of sight with Notice (Alertness applies).
Wounds: 0/3; Fatigue: 0/2
PPE: 20/20; PPE: 10/10; ISP: 34/35
Bennies: 3/3(+1Z); Conviction: 1/1
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Tula
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Re: 1.1 Traveling to Gloom

Post by Tula »


piloting 1d8-1: [7]-1 = 6
wild 1d8!!-1: [11!!]-1 = 10


Tula had been ranging pretty far over the trees and away from the AVT when the rest of the team encountered the Iron Horse Transportation woman. Her heart sank as the calls for help, both mental and over the comms crackled through her brain. She recognized The Shock Dog Mercenaries by their descriptions alone. Tula had worked for a few mercenary groups and the shit these guys did, and who they were working with… well that sort of reputation got around.

Growling with frustration,Tula wheeled the hoverbike around and punched the accelerator as fast as it would go. She was still too far away, damnit. Well.. Too far away to help, but not too far away to avoid being shot at as she rocketed over the sniper's hiding place. She felt the shots ricochet off her bike and armor with one sharp pain in her right butt cheek. Damn Dwarven thick thighs! She began evasive actions, like she should have done at the start, doing all she could to stay on target and yet make it difficult to aim a shot at her.

As she came to where the trees opened up for the road, Tula let loose a barrage of cover shots from her hover bike guns in the direction of the Shock Dogs just as she heard Ducky’s plea for help. Stan had already positioned the AVT and got the door open by the time Tula spun her bike around to flank @Ducky and the woman that had gotten them into this mess. Tula had one leg over when she pulled up to a stop and slid off. Wasting no time, Tula scooped Ducky up and used the bulk to push Iina ahead of her into the waiting vehicle. Once the woman was inside, Tula practically threw Ducky into the Blackmobile. Her short stature meant she didn’t get her in any further than the first couple steps, but it was far enough to yank the hatch closed behind them all.

”We’re in, Stan. Try not to hit my bike!” Tula called from her knees on the floor beside Ducky. Then she turned her attention to her injured teammate. She spoke in a softer voice while she looked over Ducky’s wounds. ”Sorry I’m late, a sheòid. It looks like you were having a lot of fun without me.”
Tula Embersnow
Pace: 5; Parry: 5; Toughness: 13(5); Strain: 6
Fatigue 0/3 Wounds 0/3
Bennies 3/3

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Daniel
Daniel (Lars)
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Re: 1.1 Traveling to Gloom

Post by Daniel »





  • ►► Damn. That sucked. But. You won.
Wormy is hurt. Humble is disgruntled.

Ducky is a mess.

Heals?

The rest of you are surprised. The shear determination the Shock Dog Mercenaries put into fighting you was… let’s just say they kicked some ass until they didn’t.

Obliterated. The Mercs were not able to call for reinforcements. But. Damn that hurt. The Black Company members ALL need to roll a Spirit Roll. No modifiers. Failure you are at 1 Fatigue. Crit Fail and you’re at 2 “Fatigue”, as in Exhausted.

FATIGUED: The victim subtracts 1 from all Trait rolls. If he takes another level of Fatigue, he’s Exhausted.
„EXHAUSTED: The victim subtracts 2 from all Trait rolls. If he takes another level of Fatigue, he’s Incapacitated.

The Fatigue lasts 4 hours. If Exhausted it’s 8 hours until you’re okay. 4 at Exhausted and 4 at Fatigued.

Relief (Power) can heal.

Success or better and you’re good.

The smoking remains of the Shock Dog Mercs is basically a slagged charred wreckage (no salvage value due to the amount of damage).

The security guard Iina tells you there are a lot more of the mercs in town.

It looks like you have a few minutes of calm to talk, heal, and decide on a course of action.

  • ►► Paragould and the Iron Horse TW Train
The Black Company and the security guard Iina have pulled back from the crossroads near Paragould and are recovering. The Shock Dog mercenaries have patrols roaming all over the area.

Paragould is overrun by Shock Dog mercenaries. Iina has asked you all to help the town and her fellow Iron Horse train crew. She tells you that there are hundreds of mercenaries in town. Her train crew are being held on the train and townies are in the mine. The Shock Dogs are run by a man named Hollis. Iina says that he runs things with an iron fist and many of his troops don’t like him, but he pays well. Iina tells you that if you cannot help her she will head to the Colorado Baronies where her employers are based and see if they’ll help. They’re going to want their train back for sure. However, she believes the train crew will be dead by morning.

The Black Company can either
1.) leave for Gloom
2.) stealthily infiltrate the town and access the TW train and mines
3.) go into Paragould in force. Vastly out numbered.

Iina says the Black Company might not be able to take down Hollis and his mercs but could free the train so it can escape. The train also could take the townies on it so they wouldn’t have to stay as slaves.

Iina informs you that the train security forces are being held in the train. If freed they can help fight the Shock Dogs.

The townsfolk are being force to work the mines and live in them too. The homes in town are occupied by mercs now. Only a few townsfolk are allowed to stay above ground to work cafes, diners, stores, the rest are in the mine. Hollis has his mages studying the TW train to learn how to use it.

Hollis, the Headhunter Techno Warrior In charge of the Shock Dogs was originally hired by the Shifter Kaazak to round up citizens for sacrifice and to keep the town of Paragould under his and Kaazak‘s control while the Shifter worked on summoning his Master.

Thankfully the Legion sent the Tomorrow Legion: 6th Arcane Anomaly Team (AAT) The Few. The Proud. The Arcane. The Goblin Corps. These fellows promptly sent Kaazak fleeing across the Megaverse and booted the Shock Dogs out of town.

A Legion Community Outreach Team was sent to protect Paragould. However, just like Newport, the CoT returned to Castle Refuge when it was under attack and are now missing.

Once Hollis realized the Legion was missing he committed his entire Mercenary Company to occupying Paragould as his new home base. It was a extra bonus that when he rolled into town he captured a TW Ley Line Train.

Roughly half of the Shock Dogs are Magic users. Having a base/town/ley line under his control in addition to revenge against the Legion led Hollis to taking Paragould.

Hollis has set up command in a bunker by the main mines. The people of Paragould are enslaved and work the mines. The Shock Dogs plan on expanding and taking over more of the region. However have not had time yet to do so. They are not even aware of the castle missing yet.

The question for the Black Company is:
  • Do you continue to Gloom and chase down Geist, this isn’t your problem?
  • Do you frontal attack Paragould?
  • Do you sneak into Paragould and free the townsfolk and liberate the TW train crew, so they can all escape?
  • Do you have another idea in mind?
There are pro/cons to each path. Please role play among yourselves to determine what you are doing.
(You can use discord too, if you do, maybe summarize the results of that conversation here in character. Thank you)

Everyone’s post will be RP and healing up etc. unless you took the Fatigue which takes 24 hours to recover from. Decide on a course of action. Role play. It’s late, say around 8pm in game. You have 7 hours (3am) before more Shock Dogs realize there is an issue, and find you. Will you take off or head in? Iina will try to get you to go in. But. If you say no. She will head for Colorado.

Note:
OOC Comments
FYI

Big Damn Heroes deserve Bennies

1.)

If you decide as a group to stay and help Iina rescue train and town, you each earn a1d4-1 in bennies. 1 being lowest.
Result: 1d4-1: [3]-1 = 2

So stay and get 2 …

2.)

If you take off for Gloom you each get 1 bennie for great RP and posts.

… or take off and get 1.



Once Everyone posts once with their desire on where we go I’ll drop next GM post. I’m prepared to go either direction.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
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  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
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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
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Ducky
Posts: 131
Joined: Sun Oct 28, 2018 6:19 am

Re: 1.1 Traveling to Gloom

Post by Ducky »

Spirit d8: 1d8!!: [7] = 7 wild 1d6!!: [4] = 4

Ducky’s senses warmly caressed those who had carried her back from the brink. For the briefiest of moments she thought she saw the true form of Tula and Stan. A blessing from the forge. Ducky’s injuries were anything but a blessing. Her face was cracked with a piece of shrapnel lodged in her cheek, her right arm was a stump at the shoulder with pieces of jagged bone sticking out burned and bloodied. Her stomach had a large gash in it leaking blood. Did she wish she was back in the 3G, flying in the lap of luxury on her star cruiser? Maybe. But someone here needed help.

She quietly responded to the plea of Lina with the words of the cosmic forge itself, “ So I used to be a being that could roam the galaxy at will and save those from harm. Now I am like a shadow of once was…. Though still I Dare to tread where others fear to go and where justice is most sorely needed.” She paused wincing from the pain of her injuries, “So like if there is some secret way into Paragould I would like to take that. We could like get the train, and get your people out on it.” . With her good arm she drove her blade into the ground leaning on it for support. Not particulary looking at any of the other black company members she called to them all, “So like what say you all? Will we protect the lives and liberties of the innocent?”

3 wounds
0 fatigue
Missing right arm.
Ducky Stat Block
Skills of note: Fighting d12, Notice d6+2
Edges of Note:

Melee damage with her sword: 1d12+2d10+5 AP2 MD
Bennies
2/3
-1 benny for reroll kn battle
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Charon
Posts: 55
Joined: Sun Aug 29, 2021 8:55 pm

Re: 1.1 Traveling to Gloom

Post by Charon »

No Fatigue
Fatigue Resist
Spirit 1d6!!: [2] = 2
Wild Spirit 1d6!!: [5] = 5
Success--she's fine.
Charon considers both Lina's plea and Ducky's arguments. Finally, she voices her own opinions. "I concur that a stealthy approach into town would be best. And gathering as many of the innocents upon the train to make a hasty retreat is likely a good idea. But I do not think it will be enough, in itself, to deprive them of the train and the townsfolk. We can be sure that, if they have not done so already, the Dogs are attempting to contact their former leader, this Kaazak, and let him resume his own efforts. Even if that is not in the cards, they clearly desire dominion over this territory--an ambition that will only be surged once they learn the truth of what has happened at Castle Refuge. We must, at the very least, eliminate their current leadership--Hollis, and as many of his senior mages as we can."

The avian head cocks at Lina. "I assume the Dogs have already killed many of your townsmen. Tell me, do you think their spirits would be willing to let their bodies rise up to drive out these invaders? If so, it might help if we could get access to the corpses; I'm sure that barbarous fiends such as these have not been careful about burial rites."
Current Stats
Stat/block
Agility d4, Smarts d10, Spirit d8, Strength d6 (d12+1), Vigor d6
Pace: 8/d6; Flying Pace: 12/d6; Parry: 5; Toughness: 16(7); PPE: 15 (+10 Staff) (+24 Phylactery)
Athletics d4; Common Knowledge d4; Fighting d4; Intimidation d4; Language (American) d8; Notice d8
Occult d10; Persuasion d6; Repair d8; Spellcasting d12+1; Stealth d4
Hindrances: Minor Delusion, Can't Swim, Major Vengeful, Heroic, Major Wanted (Coalition), Major Enemy (Vampires, Evil Necro), Major D-Bee, Major Oath, Alien Physiology, Non-Standard Build, Spooky
Special abilities: 4 Arms (ignore 2 MAP); Low-Light Vision; Notice to see ghosts, ethereal, invisible; Natural Healing 2/day, may regenerate limbs; Re-Roll Social rolls w/Undead; +4 to resist Vampiric puppet
Weapons:
Bone Staff (Str+d6, 2 PPE for 5 rounds MD; Reach +1, Parry +1 [incl], Spellcasting +1 [incl])
Wilk's Classic (15/30/60; 3d6 AP 2; +1 Shooting)
Tommygun (12/24/48; 2d6+1 Silver; RoF 3)
TW Gladius Exoskeleton (+7A/+4T; Str d12+1/Pace +2 while Powered [incl]; 1 PPE/hr)
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Tula
Posts: 35
Joined: Sat Aug 28, 2021 8:52 am

Re: 1.1 Traveling to Gloom

Post by Tula »

spirit 1d6!!: [5] = 5
wild 1d6!!: [2] = 2
Tula Embersnow
Pace: 5; Parry: 5; Toughness: 13(5); Strain: 6
Fatigue 0/3 Wounds 0/3
Bennies 3/3

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Hans Greuber
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Location: The Black Company

Re: 1.1 Traveling to Gloom

Post by Hans Greuber »

Using his Healing Gadget (-1 due Wound, -2 due Difficulty -> -3) Aoe Large Blast Template (+3 PPE)
  • TW: 1d12!!-3!!: [4]-3 = 1
    Wild: 1d6!!-3!!: [5]-3 = 2
    Result: 2 - Fail. 1 PPE used.

    Retry
    • Using his Healing Gadget (-1 due Wound, -2 due Difficulty -> -3) Aoe Large Blast Template (+3 PPE)
      TW: 1d12!!-3!!: [10]-3 = 7
      Wild: 1d6!!-3!!: [4]-3 = 1
      Result: 7 - Heal 1 Wound in LBT.
Total 7 PPE Used.

Spirit: 1d4!!: [3] = 3
Wild: 1d6!!: [5] = 5
Result: 5 - Success. No Fatigue.


Giving his head a shake after the long and BRUTAL battle.

I am not used to being in the action. From what I have heard, my alternate reality version who used to live on this planet used to thrive in the thick of battle, but I prefer to use my Golems and help others fight. Now to get the important things hammered out...

"Iina, if we were to go into the town and recover your multi-million credit, before even adding in the cargo, train how much would be our pay? Would there also be a bonus for each of your personnel that we get out of there alive? I don't expect you to pay for the locals to be rescued, but your own people are a different matter."

"Now guys, If we do go help Iina, I think we should Teleport, Burrow, or something similar directly to Hollis and cut the head off of the snake. He is not well loved by his people, and we should be able to take advantage of it. We also may be able to recruit some of his crew after we take care of him. We are a powerful team, but there aren't enough of us here to do everything. If we can recruit some of them and also get some of their equipment, it will REALLY help us grow the Black Company. We CAN fill the ranks with more and more Golems and whoever @Charon can recruit to help us, but having living, breathing recruits is a better idea. Thoughts?!?"
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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Action Stan
Posts: 73
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Re: 1.1 Traveling to Gloom

Post by Action Stan »

No doctor, Stan leaves the care of Ducky to those with the mojo to handle it. Instead he gets the scoop on who the rescuee was and what was the situation, making sure Clips is in position and actually filming. He chuckles @Hans Greuber attempting for pay off the bat and steps in with a winning smile. "Sorry, Hans gets a bit immediate in his thinking about the expenses and such of our operation. Of course we'll help your people and the townsfolk. And as luck would have it we know a town nearby where you can recoup afterwards. Maybe if things there go well it may make a nice stop for your Technowizard train and a good place to sell such mystic goods and supplies as you carry. Of course after we help y'all if your able to return the favor we will be much obliged." On the emphasized words Stan glances at Hans.

"I'm also in for some kind of covert strike to free the train and hit em from inside and agree with Charron about the threat they pose to the region. A region we have just set down some roots in I might add. The Legion folks seemed like they were acting like the sheriff in these parts. They're gone though and if we want what's ours to be safe and them that support and are supported by us to be safe, well we gotta step up to the call of Action and Do the Right Thing."

After a suitable dramatic pause he adds, "But yeah a plan on how the deuce we get in there would be great. I know two things about how you mysticy types work: Fuck and All."
Action Stan
Pace: 6; Parry: 9; Toughness: 12 base/15(2) in body suit/23 (8) in body suit and armor; Strain: 2/16
Fatigue 0/3 Wounds 0/3
Bennies 2/3 1 Zombie Benny
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Humble
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Posts: 211
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Location: Black Company

Re: 1.1 Traveling to Gloom

Post by Humble »

Gathering up the spare bits from the field Humble returns and hears the story. Anger building in him.

Humble does not even think on it for a moment. "We will free your friends. And if we can kill these slavers" the word coming out with a special hatred he rarely expresses.

Spirit 1d10!! or 1d6!! +2 to highest: [8]+[2] = 10

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

Humble
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Wormy
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Re: 1.1 Traveling to Gloom

Post by Wormy »

Post held in case Wormy desires to post.
Wormy, Zembahk Expert Blaster Mystic
Pace: 5(d4); Parry: 5(1); Toughness: 7
  • Uncanny Reflexes: -2 to be attacked and +2 to evasion when aware.
Combat-Relevant Edges & Abilities:
  • Arcane Marksman: If the caster doesn't move in a turn and activates no more than a single bolt or similar damage dealing power as her first action, she may add a +1 bonus to her Arcane Skill roll, or ignore up to 2 points of penalties from Called Shots, Cover, Scale, or Speed.
  • Bizarre Physiology: Zembahk physiology gives a −4 penalty to Healing checks. Compatible medical supplies/services cost quadruple listed price.
  • Champion: +2 damage vs. supernaturally evil creatures.
  • Cosmic Confluence: Freely convert between PPE and ISP for activating powers. These converted PP must be spent immediately.
  • Your hero can sense when something bad is about to happen. When rolling for Surprise (page 108), he adds +2 to his Notice roll to act in the first round. With a raise, he starts the encounter on Hold.
    In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives him a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes his Notice roll, the foe doesn’t get The Drop against him.
    : Notice roll at +2 to sense ambushes or similar events.
  • Low Light Vision: Ignore penalties for Dim or Dark illumination.
  • Spiritual Awareness: Wormy senses supernatural, evil, ethereal, and energy beings, and any beings using invisibility within line of sight with Notice (Alertness applies).
Wounds: 0/3; Fatigue: 0/2
PPE: 20/20; PPE: 10/10; ISP: 34/35
Bennies: 3/3(+1Z); Conviction: 1/1
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Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: 1.1 Traveling to Gloom

Post by Daniel »


  • The Black Company vs The Shock Dog Mercenaries

►► Maps of Paragould

Whole Town Map
WT
WT
  • Paragould is a mining town. Townsfolk consist of roughly two hundred souls, 75% D-Bee, 25% human. There are roughly 300 Shock Dog Mercenaries in town, on patrol, flying over and holding the town hostage. The SD Leader, Hollis, plans on sending parts of his small army out into surrounding areas soon. The TW Train Crew are being held prisoner in the rear of the train. The majority of the townsfolk are housed inside and down in the mining pit.
Ley Line TW Train and Depot Map
Train
Train
  • A = Front of TW Train
  • B — D Train cars
  • E = Rear car of train where crew is held
  • F = Flying Patrol
  • G = Depot Building
  • H = Dirt area leads to gate into town
Mining Pit and Hollis HQ Map
Above mine
Above mine
  • A = Main Gate into town
  • B = warehousing area
  • C = Flying Patrol
  • D = Mine and Lift
  • E = Hollis HQ
The Mine
Under mine
Under mine
  • A = Hollis HQ Building
  • B = Mine Lift Building
  • C = Main Mine Entrance
  • D = Mine area and Townsfolk kept here
  • E = Mining tunnel deeper underground


►► Planning the Assault on Paragould (Simple Version at end of post)

Iina the Spirit Warrior and security guard from the train can guide you to where the crew are being held. She is willing to fight with you in this endeavor. She says that once the crew are free the train conductor, Captain Oliver Zahn a Line Walker, is the guy to talk to about “rewards” and “pay” for helping the crew escape with the train.

As you are all discussing options a young man, 16-18ish pops out of the tree line and sees you all. After talking to him, Alan Moore, you learn that he knows a secret way out of / into the mines. He was sent by those in the mines to seek help from Castle Refuge. Alan is a novice 1 operator. No armor. No weapons. Can show the way but not a combatant.

The Basic Plan is to sneak into Paragould and rescue the crew of the TW Iron Horse Ley Line Train, to rescue the enslaved townsfolk and to kill Hollis and as many of his top lieutenants as possible. Escape the town with townsfolk on the train. This leaves hundreds of mercs in town with no leadership and it’s anyones guess what they’ll do once Hollis is dead.

Objectives
1.) Free Townsfolk from the Mines.
2.) Free Crew from the Techno Wizard Train.
3.) Attack Shock Dog HQ and take down Hollis.
4.) Get Townsfolk out of town via the Train or Tunnels. (Refer to Narrative for details).

If you split the party you can simultaneously hit two objectives at once. See below.

Granted each objective might be hard with smaller groups.

To do this you each need to roll a Stealth roll to get to the first objective unnoticed. This roll is at a -2. You can expend power points on whatever preparation you want as long as you have the power points. Such as casting a spell to help you stealth. (Ie burrow, invisibility etc).

Note: because different spells (burrow, invisibility etc) afford different bonuses etc let’s simplify it. Cast the spell that you think will help you with your Stealth roll. Success +2 to your Stealth roll. Raise +4 to the Stealth roll. Fail and no bonus. Crit fail and -2 more to Stealth roll.

You are not doing quick combat or encounter. So track used power points. Once you do get to the train or mines (anywhere in the town) you can attempt to syphon power points from the adjacent Ley line.

So do all four objectives as a group:
1.) -2 to Stealth roll
2.) -4 to Stealth roll
3.) -6 to Stealth roll
4.) -6 to Stealth roll

Split up and do two objectives at same time:
1.) -2 to Stealth roll
And simultaneously doing 2.) -2 to Stealth roll
3.) -4 to Stealth roll
And simultaneously doing 4.) -4 to Stealth roll

If anyone fails a stealth roll at any point you all are at an additional -2 to next consecutive rolls for stealth. If in a different party from fail roll it doesn’t affect your group.

Basically we are going to be doing four things. One at a time. In one group or in two groups. If you fail a stealth roll you get attacked. If not you make it to your objective. Once you get to said objective there likely will be a combat there.

Decide on your plan. Then we can go.

• Out of Character viewtopic.php?f=371&t=6656&p=77868#p77868
• In Character here in this thread.
• Or use Discord.

Once you decide post below your first stealth roll with narrative.

Want the simple version?
Split up or go as all 8? (Counting Iina, not counting Alan).
Pick where you’re going first. As one group or two groups. Roll Stealth roll at -2 to get there.
Successful stealth there, cool then I’ll put up next GM post(s) of what’s up where you went. Anyone in you group(s) fail the stealth roll, then you enter a combat on way there.


Don’t forget your two bennies each for staying and going into Paragould as big damn heroes.

Train/Evac: Ducky, Hans; Town/Hollis: Charon. Just keeping track of who's declared what. (In theory, we can swap after Town/Train are done, but the Town folks will be right on top of Hollis, while the Train folks will be in the best position for evac, I think.) - Per Discord
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
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  • Hagen Lonovich - NPC

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Humble
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Re: 1.1 Traveling to Gloom

Post by Humble »

As discussions begin of who should do what Humble focused on listening and trying to understand what his role would be. "I will go where needed. But I like the idea of stopping the train forever. Maybe rip it apart and destroy the tracks it is laid on." He was not an overly analytical person, so he knew the others would be better able to explain how he could help the most. All Humble cared about was that he was going to get to free some slaves and kill some slavers.



I would like to go for the base. Humble would do good going into the base and is not affected by gasses or other risks that come up in confined spaces.


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

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Charon
Posts: 55
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Re: 1.1 Traveling to Gloom

Post by Charon »

Humble wrote: Sat Nov 20, 2021 5:23 pm As discussions begin of who should do what Humble focused on listening and trying to understand what his role would be. "I will go where needed. But I like the idea of stopping the train forever. Maybe rip it apart and destroy the tracks it is laid on." He was not an overly analytical person, so he knew the others would be better able to explain how he could help the most. All Humble cared about was that he was going to get to free some slaves and kill some slavers.



I would like to go for the base. Humble would do good going into the base and is not affected by gasses or other risks that come up in confined spaces.

Charon hears @Humble's notion, and speaks up. "I believe Hans would rather acquire the train and use it to usher the civilians to safety, than destroy the machine. Honestly, I was rather hoping you would come with myself--after we get as many townsfolk clear as possible, I intend to send Hollis and as many of his inner circle as we can across the River Styx once and for all. Your might would definitely be useful in such a battle."
Current Stats
Stat/block
Agility d4, Smarts d10, Spirit d8, Strength d6 (d12+1), Vigor d6
Pace: 8/d6; Flying Pace: 12/d6; Parry: 5; Toughness: 16(7); PPE: 15 (+10 Staff) (+24 Phylactery)
Athletics d4; Common Knowledge d4; Fighting d4; Intimidation d4; Language (American) d8; Notice d8
Occult d10; Persuasion d6; Repair d8; Spellcasting d12+1; Stealth d4
Hindrances: Minor Delusion, Can't Swim, Major Vengeful, Heroic, Major Wanted (Coalition), Major Enemy (Vampires, Evil Necro), Major D-Bee, Major Oath, Alien Physiology, Non-Standard Build, Spooky
Special abilities: 4 Arms (ignore 2 MAP); Low-Light Vision; Notice to see ghosts, ethereal, invisible; Natural Healing 2/day, may regenerate limbs; Re-Roll Social rolls w/Undead; +4 to resist Vampiric puppet
Weapons:
Bone Staff (Str+d6, 2 PPE for 5 rounds MD; Reach +1, Parry +1 [incl], Spellcasting +1 [incl])
Wilk's Classic (15/30/60; 3d6 AP 2; +1 Shooting)
Tommygun (12/24/48; 2d6+1 Silver; RoF 3)
TW Gladius Exoskeleton (+7A/+4T; Str d12+1/Pace +2 while Powered [incl]; 1 PPE/hr)
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Humble
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Re: 1.1 Traveling to Gloom

Post by Humble »

Charon wrote: Sun Nov 21, 2021 8:39 pm
Charon hears Humble's notion, and speaks up. "I believe Hans would rather acquire the train and use it to usher the civilians to safety, than destroy the machine. Honestly, I was rather hoping you would come with myself--after we get as many townsfolk clear as possible, I intend to send Hollis and as many of his inner circle as we can across the River Styx once and for all. Your might would definitely be useful in such a battle."
Humble nods in general agreement with one correction to the plan. "I will defer to your plan, but we should kill him instead of sending him away on a river." Pleased at his little joke.

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

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Tula
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Re: 1.1 Traveling to Gloom

Post by Tula »

Tula checks her guns and repair kit as she turns toward Ducky.
"Shall we go save the train people from Hans 'rescuing' their scrap metal?"
Tula Embersnow
Pace: 5; Parry: 5; Toughness: 13(5); Strain: 6
Fatigue 0/3 Wounds 0/3
Bennies 3/3

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