✣ 2.3 Mass Battle (Attack on Fissure)

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Daniel
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✣ 2.3 Mass Battle (Attack on Fissure)

Post by Daniel »


Two days of traveling across the hot arid Rakis desert and now your convoy arrives…

Army of the Black Company

Rakis Prime (Outside Fissure)
Camp Freedom (Mass Battle Preparation site)
111 P.A.
Morning


The Army of the Black Company (AotBC) arrives early morning roughly a mile from the main stone entrance to
Rakis: Fissure
Rakis: Fissure


Red sun, dark clouds, and swarms of large Sandgoyles, leathery bat-like almost gargoyle-like creatures fly lazily in circles over the impressive stone town and it dimensional pyramid. The Nomads point out that these flying creatures will dive bomb and attack any who approach the town.

Setting camp a few miles away from the town of Fissure the three tribes of Nomads lead by Craven, Kith and Sjambawk settle in and prepare for war. The combined forces of the Future Brigade, former Shock Dogs and Black Company set up camp too. Adjacent to the camp the gargantuan risen sand worm lays dormant waiting for instructions.

During the early morning hours another force is seen riding across the desert and to the camp. Your scouts report the group is comprised of off world Power Armor suits. About 50. This force stops a few hundred feet outside the camp and a lone, human looking female in dark armor disembarks from a Titan power armor suit and walks into camp. She ignores the Nomads that surround her and moves on into the main Leaders Tent where the core BC members have assembled.

Introducing herself as a member of the Titan Industry (Titan Robotics) from Earth she explains that she and her fellow Power Armor pilots were raided by strange half metal half flesh creatures. She and her crew attempted to follow the beasts after they raided her supplies. Her power Armor group ended up here on Rakis about a month ago. Word traveled about what your group was doing. Over the last few weeks of being stuck here in Rakis her band of armored mercenaries, have been accosted multiple times by Geist.

In exchange for transportation off Rakis and back to Earth she, Titan Industries Agent Valentine Smith and her 50 Power Armor crew will fight with you for free. (Adds 1 Token to your side).

Agent Smith tells you that her crew is comprised of about 100 individuals inside 50 armored units. She was in her way to deliver these suits to a kingdom in Colorado when attacked. Each suit is a Titan Tempest TR-93, dedicated anti-aircraft units that specialize in taking out helicopters, dragons and flying power armor. The Tempest have missiles a plenty and Agent Smith wants to get back to Earth.

Titans
Titans


The time has come to finalize the Mass Battle preparations.


Cederville
Titan Industry HQ
Earth
111 P.A.



Argent Goodson and Matthew Paskey stood over the Titan Industry head of security computer watching the video feed. Matthew turned the volume of his computer up.

“Here it comes. This next part Argent.”


… the Arkansas town of Newport came into view on the 85 inch monitor and showed a group of mercenaries working on defending the town. Fortifications being built. They looked up as a wave of cybernetic monsters (half flesh half metal) tore out of the woods and attacked. …

“Did I just see ‘Black Company’ written on the side of that APC?”

“Yes Argent, and you recognize those metal monsters right?”


Nodding the android, Argent, sighed.

“Modified KLS Corp undead cyborgs. Likely modified with magic.”


The other android, Matthew, nodded: “Yes. That’s my analysis too. Archie viewed this a few months ago. It seems that one of the members of this Black Company is utilizing our tech. So we can see what they see. Let me skip ahead to another feed that’s only a few days old.”

… the monitor scrambled then played footage of a briefing room. A black man was talking to the Black Company members. …

Argent sat down in Matthew’s chair and hit pause half way through a battle between the Army of the Black Company and a massive flatbacked sandworm.

“You say Archie and Hagan have been watching everything from these Black Company mercenaries? Okay. Well. We both know our creators have limited attention spans and don’t do anything without a reason.”


Matthew stood waiting while his boss sat in his chair thinking.

Argent looked at Matthew: “Is Agent Valentine Smith still operational? Okay. Good. Dispatch her to Rakis Prime and deliver her to the Black Company with a platoon of our Titan Power Armor units with pilots. Don’t waste, just used hired human pilots. This Geist needs to be removed from the field. Her KLS monsters destroyed. Heh, if these Black Company mercenaries end up being any good, well maybe we hire them to extract the zero machine.”

Matthew cocked his head some and gave a questioning look at Argent.

“Don’t worry about it. One thing at a time. Get Agent Smith on task.”



Instructions — (Rally the Troops)

This is the staging point for our Mass Battle.


Mass Battle

The Army of the Black Company vs. Geist and the town of Fissure
  • Force Bonus: The side with the most Force Tokens adds +1 for each point of difference. If the larger army has 10 tokens and the smaller one has 7, for example, the commander of the more powerful army adds +3.
  • Geist- 1000 Troops
    AotBC - 600 Troops (The Titans and the Risen Sandworm add 2 Tokens) 800
    12 vs 8
  • Tactical Advantage: Grant a +1 to +4 bonus for any special circumstances that might help that army, such as air superiority, fortifications, or other conditions not otherwise factored into the army’s strength.
  • Fissure is nestled in jagged mountain rock and has flying Sandgoyles (fortifications yes, air superiority was yes but taken away by Titans)
    AotBC has anti flyer power armor from Titan Robotics
    13 vs 8
  • Battle Plan: Add +1 to +4 if one side has a particularly effective or clever plan over the other.
  • Geist - Overconfident Ego Maniac (no bonus)
    AotBC has the Legion Strike Team Plan +1

    Now 13 vs 9, however you might be able to improve the odds…
Mass Battle
Geist & Fissure Black Company
13 Tokens9 Tokens



Rally the Troops
  • The town of Fissure and Geist have an advantage over your attacking army. In an effort to really shine, to show how damn big of heroes you are, before the Battle begins your side can attempt to gain 1 additional Token that would put you at 13:10. To earn this Token:

    Gather your Army of the Black Company and have a rousing speech.

    One Player Rolls Battle skill. (You guys pick who is doing that).

    Narrate your actions that you each do to whip the AotBC into a fired up and ready to kick butt army.

    Roll an appropriate skill…(very open to this, as long as it makes sense).

    After everyone rolls/posts “Rallying the Troops” as long as their are more successes than failures you earn 1Token.

    This is your rousing speech to part or all of the AotBC.

    You can address the entire army in this post or single out groups. Maybe you address just the Nomads etc.
Your goal is to go from 13:9 to 13:10 for the Mass Battle.



EDIT
  • Support Yourself
    • Spend a benny and you can roll an appropriate skill in support of yourself (The support roll skill is rolled at -1). This can grant up to a +2 bonus to your primary action/skill/attempt. This is a non combat and non arcane skill. This is essentially a free action.
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Humble
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Re: ✣ 2.3 Mass Battle Perpetuation (Attack on Fissure)

Post by Humble »

The soldiers gathered around him Humble brings them all in close. The mercenaries may have begun as bandits, but Humble had felt a bond growing with them throughout the journey. The challenge of the sandworm only one more thing to grow them closer. With the support of his titan like friend Nrahl Vard Humble believed they were forming a true soldiers brotherhood.

As the troops naturally congregate for the down time to listen and share stories of battles. Humble shared with them the many battles he had been in, some recent, and others hundreds of years ago. As Humble joined them Sgt Remerez was just finishing a story of once being on a team sent to bait a dragon. The story focused on how his team’s role was to provide distracting cover fire as bait with mini-missiles wherever the dragon turned up. This let the vehicles get into position to shoot where they knew the dragon would be. “Hit and run is not always easy. The thing had a teleport power to simply disappear from in front of us, and reappear behind us. Not like a wizard, there was no warning words, or gestures. It would simply disappear. So one time this thing appeared behind us and let out some sort of noxious cloud. Half our team, well pretty much everyone not in expensive armor, was choking on the ground. Then it leaned in and devoured Lt Adams. As you would guess the whole team was ready to break at that point. But that was when the robots came through. You see we thought it was the end of us. At this point we had forgotten the plan as a whole.
“But the Colonal did not forget the plan. When the UAR-1’s rail guns removed that dragon’s head it showered in a rain of blood and gore like nothing ever before. We dined on the creature’s flesh that night. I never was sure if it was right to eat something intelligent. But no one argued at the time after all the deaths it had caused in Middleton, the town that hired us.
“Commanders use soldiers as bait a lot of the time. But when you go in thinking you are bait and this will be your last fight. The second chance at life after being saved sticks with you.” He finishes, no point in mentioning the guys who never seemed right after that. Or mentioning Davison who became known from then on as Marbles. Poor guy could not even drink a glass of water on his own, he was so shell shocked from the battle.

Sitting down Humble smiled. “Do not worry, when we move against the enemy tomorrow, you men will be the ones dealing out the heavy damage. I will be going in as the ‘bait’.”
As he takes a large drink from the cask he was using as a cup he adds. “Everything they have will be targeted on me and the worm Charon brought with us. You men will have better odds than any soldier on the field. After all, what army would allow us to run rampant over their walls and into their defenses? No, they will not allow that, they will focus their heavy weapons on me, and take me out. That will let you get in some shots.”

As Humble finishing talking the men start nodding a bit, looking back and forth from each other obviously confused what he was talking about. Still none of them wanted to argue with him or upset the giant. But it was obvious to all but Humble himself that none of them had a clue what he was trying to say. As Humble walked off to find more to eat the men let out an audible sigh.


Edit adding Persuasion 1d4!! or Wild 1d6!!: [1]+[1] = 2
Last edited by Humble on Thu Feb 17, 2022 9:45 am, edited 2 times in total.

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

Humble
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Re: ✣ 2.3 Mass Battle Perpetuation (Attack on Fissure)

Post by Action Stan »

Persuasion

Persuasion d6!!+1: [5]+1 = 6
Persuasion Wild d6!!+1!!: [3]+1 = 4

Benny for self support, Electronics
Electronics d6!!+1: [1]+1 = 2
Electronics Wild d6!!+1: [3]+1 = 4
Before the murmuring can get too far Stan steps up. "Tomorrow will be challenging, that's a fact jack, But as we ponder and fret, fantasize and plan let us keep in mind what we have endured to get here." With that intro L arge screen deploys and a video begins to be projected on it while the speakers of the Blackmoble pump out the sound.

The song, a starts with gentle, if ominous guitars and the screen shows the sun rising over Fissure. When the music speeds up the visuals change to footage of the Black company finding the castle and fighting the attackers, then the nightly battles with the creatures as well as the growing bond with the nomads. It continues with the armies journey towards the stronghold of their enemy and the battles they fought on the way. It closes with another shot of their targets location. a dark feminine shadow lurking behind it despite the rising suns light.

"That's just a trailer but I have enough for a whole movie and we've yet to shoot the finale, Let's bring this Parable home!"
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
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Re: ✣ 2.3 Mass Battle Perpetuation (Attack on Fissure)

Post by Kaulgrim »

Speeches have their place. Exercises, too. But effectiveness in combat oftentimes depends on the tools available. Taking a large contingent of the nomads aside, Kaulgrim calls them to order. "I'll have none die because of poor attention to your arms and armor." The giant paces the columns and rows of the nomads,
Notice: 1d8!!+2: [1]+2 = 3
WD Notice: 1d6!!+2: [9!!]+2 = 11
of the troops. At various times he sends the troops to recharge their weapons or e-clips. He sends others to @Hans Greuber to have gaps in their armor mended. "Fall in battle to a superior foe? So be it. Such is the way of battle and the soldier's lot. Slain because you pay no mind to your equipment? You are a liability to your brothers and sisters and an impeachment on your family's honor." His eyes catch the stares of each of the fighters in front of him. "I see NO honorless cowards here. I see creatures of violence bent on victory. Arm yourselves as such! ARM YOURSELVES FOR VICTORY AND BLOODSHED! We will feast on their marrow tonight! Let the blood of their hearts adorn our jaws!" The content of his speech is off-putting, but it is masterfully delivered and serves to rouse the troops, nearly inspiring them all to take up cannibalism. Three shouts go up as Kaulgrim throws all four fists into the air. "TO BATTLE!"
Kaulgrim
Kaulgrim
Pace: 6; Parry: 6
Toughness: 16 (5)
Pertinent Edges: Alertness, Brave, Strong Willed, Iron Will, Elan, Rapid Recharge (PPE)
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Re: ✣ 2.3 Mass Battle Perpetuation (Attack on Fissure)

Post by Hans Greuber »

Dealing with the numerous troops @Kaulgrim sent to him for weapon and armor repairs, Hans is very busy. While only about one in ten people need some work done, that still left about sixty troops in need of Hans's services in getting their gear up to top operating condition. Doing the work that would take a team of four technicians about the same amount of time as the Dwarf, Hans still has enough time to set up a
Electronics (+1 due Machine Maestro)
  • Electronics: 1d12!!+1!!: [9]+1 = 10
    Wild: 1d6!!+1!!: [1]+1 = 2
    Result: 10 - Success with Raise.
, with each group of combatants on their own channels and only the officers have access to all of the frequencies... with the Black Company officers having their own private channel. Setting up nice easy buttons for @Humble for ease of use, Hans was satisfied with his work.

It is weird that the new Power Armor crew doesn't want for me to even touch their new armor... odds are after the battle there will be a few that I could study quick enough to figure out whatever proprietary tech they are trying to keep to themselves, even if we are wildly successful in this upcoming battle. If it is more... costly... there will be plenty for me to look over.
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
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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
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      Wounds: 0
    Theodore
    • Fatigue: 0
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Re: ✣ 2.3 Mass Battle Perpetuation (Attack on Fissure)

Post by Charon »

OOC Comments
Persuasion 1d8!!: [4] = 4
Wild Persuasion 1d6!!: [1] = 1
Benny to reroll with Elan
Elan Persuasion 1d8!!+2: [4]+2 = 6
Wild Persuasion 1d6!!+2: [3]+2 = 5
Benny to reroll with Elan
Elan Persuasion 1d8!!+2: [5]+2 = 7
Wild Persuasion 1d6!!+2: [1]+2 = 3
Benny to Self-Support w/Occult
Occult 1d10!!: [8] = 8
Wild Occult 1d6!!: [10!!] = 10
Forgot the -1, but that's still a 9, for a Support Raise.
+2 gives an 8 Persuasion total, for a Raise on the inspiration roll.
Charon calls to those who have donned the leather strap marking their willingness to engage in the Second Fight.

"My friends! Today, we battle for the fate of many worlds. You have volunteered to fight not once, but twice if necessary, and your courage and dedication are a testament to your people. Rest assured, no one will be happier than I if not a single one of those leather thongs is used, but for those which are, I tell you now that once this is over, I will personally usher your souls across the Shimmering Sands to the Great Oasis, while our enemies will be condemned to wander the Bone Powder Wasteland for eternity!"

She had spent much of the last month learning the Nomads' beliefs about the afterlife; naturally, desert imagery played a big part. The unworthy would be cast to the Bone Sands, whereas the most worthy would enjoy the delights of the Great Oasis. Interestingly, both men and women would be granted harems in the Oasis, consisting of souls not quite deserving of the highest honors, but also above the sort of miscreant cast to wander the White Dunes. From her understanding, there was a mild sectarian disagreement about whether the darishi (the souls placed into harem-duty) would eventually be able to earn their freedom and even a harem of their own in the Oasis, but the disagreement was more of an academic debate than a religious schism.

She had a hunch that giving them assurances that, just as she had on Earth, she would guide the souls of her willing servants to final rest in their version of Heaven would bring them solace, courage, and determination, and in this, she was not disappointed. A cry took up, "Kalen dareshi-malen! Inole frehan partello!"--"Most beautiful dareshi, prepare yourself! Tonight I shall arrive in a state of thirst!"
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)
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Re: ✣ 2.3 Mass Battle Perpetuation (Attack on Fissure)

Post by Ducky »

Something in the sand. Gargoyles probably.

Not a stranger to the thrum of war Ducky smiled. She had become accustomed to only one arm and had stopped nursing it like an injured bird. The last war she had fought had of course been by the Emperor’s side. She had commanded horde’s of golem like creatures created through His mad genius. Madlo IV. Thousands perished under the iron heel of our war machine. Thousands more were needlessly sacrificed and for what? Sadistic pleasure? Just because we could?”

Ducky’s inner musings were cut short by action Stan. Gag me with a spoon. Thank the forge I cannot see.” After the painful show was over, and the others had their say. Ducky raised her sword letting the light of the forge herald their coming. “So like stay close, Troopers guard like the flank. Nomads like forge the spear of our Triumph! Today we like get off this dirt ball, and…” If she had eyes they would have rolled, “to another dirt ball, but better.? She raised her voice for all to hear, letting her connection with the cosmic forge enhance it, ” Earthers, do you want to live forever!?”
Battle roll 17 without any other mods
Battle: 1d8!: [4] = 4 1d6!: [1] = 1 benny reroll 1d8!!: [15!!] = 15 1d6!!: [3] = 3 +2 scholar
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
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-1 benny for reroll kn battle
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Re: ✣ 2.3 Mass Battle Perpetuation (Attack on Fissure)

Post by Tula »

Tula has spent the last month running with a crew of young nomads trained by Craven. (Interlude in progress) During that time they exchanged training and discovered a chemical compound, native to Rakis that can be made into small explosive devices. Tula had already had a small stock pile of ingredients gathered when they set out for the Fissure, but after the new tribes of Nomads joined their forces, she sent her young friends out among them to gather more fiery bearberry and tengu heartstone. As the army finally makes camp, Tula and her crew of new friends make their own small campfire and quickly set up an assembly line to render and mix the explosive compound.

When Charon rolls in the giant sand worm zombie, Tula and her crew pounce on the ready supply of worm scale and have to be physically restrained from picking the poor creature bald. Using the scales as housing pieces, the assembly line slowly morphs from alchemy to construction of sapper charges. Nomads from the new tribes, intrigued by the requests for ingredients, make a point to stop by to see their use. Some of these nomads are pressed into service making devices. As they work, Tula explains how the explosives should be handled, how they are triggered and where they should be set. She tries her best to describe the types of creatures they are likely to face, knowing that the fear inspired by the abominations will be the biggest hurdle for her young warriors.

---------
Spicy Home Cooking
Mr Fix It +2
Repair roll to create and set demolition charges from common ingredients
Repair 1d10!!+2: [6]+2 = 8
wild 1d6!!+2: [1]+2 = 3
-- Setting Explosives:[/b] When setting a charge or booby trap, a raise adds an extra die of the explosive’s damage die type once detonated (in addition to the usual +1d6).
--Mr. Fix It : The mechanic adds +2 to Repair rolls. With a raise, he halves the time normally required to fix something. This means if a particular Repair job says a raise repairs it in half the time, a Mr. Fix It can finish the job in one-quarter the time with a raise.
Success with 1 raise.
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
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Re: ✣ 2.3 Mass Battle Perpetuation (Attack on Fissure)

Post by Daniel »


Your goal was to go from 13:9 to 13:10 for the Mass Battle. You definitely have more successes than failures, so as per the instructions you collectively earn 1 Token.

For the Mass Battle the new Token Ratio is:

13 Geist & City of Fissure vs 10 AotBC

Mass Battle
Geist & Fissure Black Company
13 Tokens10 Tokens


The Basics: Each side has a number of “Force Tokens” equal to its relative strength and size. Commanders roll their Battle skill each turn. The winner reduces his rival’s
force until one side or the other breaks.

So now Geist's Battle Roll is a +3 not +4 since you added Token to you side!
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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Re: ✣ 2.3 Mass Battle (Attack on Fissure)

Post by Daniel »


ROUND ONE MASS BATTLE


Not every rally speech wiped troops into a frenzy, ready to go up against the larger army of Geist. However, enough well spoken and heartfelt words were spoken that overall the AotBC is motivated and ready. Geist might have the larger army, entrenched in the fortified city of Fissure, but the Nomads, The Black Company Mercenaries and the Mechanized troops combined are ready to step up to the plate and fight with every fiber of their being. The AotBC also knows that part of the Battle Plan is to secretly infiltrate the city from within. Lord Coake and a cadre of heroes are on their way.

Many speeches from the core members of the Black Company and the overwhelming confidence that exudes from Ducky as she oversees the battle preparation has lent to better odds for the Black Company.

Every Player Character in Round One will roll an appropriate skill to support the Commander (one of you). See rules below. After everyone rolls a supporting roll the Commander will roll the Battle Skill roll and add the bonuses. I will then post a post where Geist rolls her Battle roll and narrate the outcome of Round One. So whoever is Commander will be the last one to post on you side, before I then post my opposing roll.

Mass Battle

The Army of the Black Company vs Geist and the city of Fissure


Round One

As the AotBC advances the short mile distance from their staging point to the rocky entrance way of the city of Fissure the roar of the enemy can be heard. Unnerving roars might frighten a lesser group of rallied warriors, but not the AotBC. Knowing that the battle must be fought across the wide stone walkway, wide enough for the undead worm and a mass of Nomads to cross at once, then battle down fortified walls and infiltrate the city which has a thousand undead cybernetic monsters, fight with Geist, these things do not cause fear to the heroes.

Its the sudden miasma that waifs up out of the rocky ground like a green poison that causes some to be in fear for their lives.

YOUR FIRST ROLL: The heroes make a Fear check (a Spirit roll as a free action) when they first move through the unnatural magical miasma. Success means a character manages to overcome the situation and carry on. A failed Fear check means the unfortunate soul faces the consequences below, depending on whether the source of fear was grotesque or terrifying in nature (in this case I am using the Nausea part of Fear Checks).

NAUSEA: If the scene was grotesque or horrific, such as a grisly discovery or learning a secret “Man Was Not Meant to Know” or particularly egregious to the senses (magic poisonous miasma) if the Spirit roll is a failure, the character is Shaken and Fatigued (for this round of the Mass Battle that just means that you still carry on and do the rest of the round but all rolls from here on are at a -2 in addition to any other negatives to follow.) Critical Failure means the victim must roll on the Fear Table as well.

YOUR SECOND ROLL: Will be either a Battle Roll (only one of you, the "commander" of the army will make this roll with some bonuses, explained in a moment, OR you will make a Assist Roll, explained in a moment).

Commander of the AotBC: Next comes opposed Battle rolls by the rival commanders (you vs Geist...her roll will be in the next GM post and I will narrate the outcome of this first round). Add the modifier of +1 to the AotBC Battle Roll. Additionally, every PC who gets a success to assist can add a +1 or with a Raise a +2 to the Commanders Battle Roll. Note Geist had a few (four main ones that will be assisting her roll) Lieutenants that will lend her bonuses to her roll too. Plus her larger army and more Tokens put her roll at a +3.

So everyone else, not the Commander: Player characters can dramatically affect the results of the battle. Before their commander makes his or her Battle roll, each player who wants to enter the fray describes what she’s doing and makes a Support roll with whatever skill they feels is most appropriate. This roll might be effected by what you roll on the Fear Check, additionally, it is made at a difficulty modifier of -2. (Don’t forget that enemy champions can add to the rival commander’s Battle roll as well!)

Success grants the commander +1 to his Battle roll but the hero takes Fatigue from Bumps & Bruises for her efforts. This will add up over the rounds. With a raise, she emerges unharmed and rolls on the Battle Effects table. She may choose to use the result rolled or give her commander the usual +2 bonus instead.

Battle Effects Table -- Roll a 2d6:
2
Inspire: The warrior battles valiantly, inspiring the troops and urging them to fight on despite their injuries. Her side immediately recovers one Force Token.
3–4
Terrorize: The fighter’s fury terrorizes her foes. The enemy commander subtracts 2 from his Spirit roll if forced to test morale this round.
5–9
Valor: The warrior’s Support adds +2 to the commander’s Battle roll as usual.
10–11
Slaughter: The foe reels at the champion’s onslaught. Subtract 2 from the enemy commander’s Battle total.
12
An Army of One: Tales will be told and songs sung of the warrior’s epic feats this day. The enemy army loses a Force Token immediately (this doesn’t subtract from his Battle roll but does cause a morale check even if he wins).

Failure means the warrior fought bravely. She takes a Wound but doesn’t add to the commander’s Battle roll.

A Critical Failure means the hero rolls on the Battle Effects table but also suffers d4 + 1 Wounds!

Ammo & Power Points
If it’s important to track, each round a hero enters the fray and uses his Shooting or an arcane skill he expends some of his ammunition or Power Points. Arcane types use 3d6 Power Points each round of battle. Characters with ranged weapons fire at their weapon’s standard Rate of Fire, 2d6 times.

So: Fear Check -- Assist roll or the Commander Battle roll.

Then narrate your actions... describe what you are doing in the battle. This is round one so the most you will accomplish is getting in Fissure. You will not make it into her Dimensional Pyramid, nor underground to the mines, but can access other areas if you roll well.
Fissure Map
Fissure Map
Fissure -- Rakis Prime -- Geist HQ and AC Portal.jpg (119.24 KiB) Viewed 7658 times
Edit: from Discord

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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
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  • Jackal - IC (Neural Intelligence) - 7th SET
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Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
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Hans Greuber
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Re: ✣ 2.3 Mass Battle (Attack on Fissure)

Post by Hans Greuber »

Spirit: 1d6!!: [11!!] = 11
Wild: 1d6!!: [1] = 1
Result: 11 - Success with Raise. No Effect.

Making Relief Gadget (+1 due Fiat, +2 due Iron Ring... so 1d12+3)
  • TW: 1d12!!+3!!: [6]+3 = 9
    Wild: 1d6!!+3!!: [1]+3 = 4
    Result: 9 - Success with Raise. Relief Gadget with 17 PPE.

TW (-2 due Scene, +2 due Iron Ring, +1 due GM Fiat... so d12+1)
  • TW: 1d12!!+1!!: [8]+1 = 9
    Wild: 1d6!!+1!!: [4]+1 = 5
    Result: 9 - Success with Raise. Cost 3d6 PPE-> Using 1 Gadget to pay the cost.
    • Battle Effects: 2d6: [5, 3] = 8
      • Valor: The warrior’s Support adds +2 to the commander’s Battle roll as usual.

Golems Fighting (-4 due scene)
  • Fighting: 1d10!!-4!!: [8]-4 = 4 +2
    Wild: 1d6!!-4!!: [4]-4 = 0 +2
    Result: 6 - Success. +1 to Mass Combat Result


As the wave of magical pollution breaks over them, Hans gives his head a quick shake and gets on to the work. Just in case someone else cannot throw the miasma as well as he did, Hans quickly programs a nanite hive to help others recover.

"Time for us to get to work."

Sending Gargamel, Hewey, Dewey, and Louis straight at the mass of CAEL's, Hans knew that the Golems would be able to slow down the assault; holding the center of the line of the main mass so the rest would be able to wield their destructive power against the CAEL. Sending magical nanites to augment his Golems, they are able to more than stand toe to toe against individual CAEL's, but the sheer mass of the attackers start to wear down the Golems' own nanite empowered clay as bit by bit the clay is separated enough form their bodies that they start to slow down in their movements.
Last edited by Hans Greuber on Fri Feb 25, 2022 11:17 pm, edited 7 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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Action Stan
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Re: ✣ 2.3 Mass Battle (Attack on Fissure)

Post by Action Stan »

Fear
Spirit d8!!: [6] = 6
Spirit Wild d6!!: [10!!] = 10
shooting to support
Modifiers: half raise +1, cyber +2, Sharpshooter +1, HJ mod trademark wep +1. Net +5
Shooting d10!!+5: [9]+5 = 14
Shooting Wild d6!!+5: [5]+5 = 10
Battle Effects 2d6: [3, 1] = 4
Ammo used 2d6: [4, 3] = 7

Working as outrider and spotter for his fire team gives Stan the chance to get a bead on some of the monster's tactics and hierarchy, he pipes the intel back to Ducky. After directing the long range firepower of the AotBC to clear the way to the bridge brute force bombardment becomes less than advisable. They kinda needed the bridge. The walls however were less important. The boom gun echoed through the din, pounding the front gate as rockets and energy weapons scorched anything that dared move on the walls.

Out on his acquired bike Stan had left the Blackmobile in other hands. The truck was a beast and a ton of fun to drive but nothing beat being out on a bike for perspective and just getting in the mix your self. He did leave Clips behind on his charger. Last he needed was for the little doofus to get snagged by a demon bird thing. Between the mercs recruits with their own 'ware and the Titan folks he should have a ton of footage to sift through. He starts to plan how he'll need a base timeline of events then he can just timestamp hop the different feeds for perspective and nearly drives right into an ambush squad of CEALs. He pulls into a powerslide, stopping 10 yards or so in front of them.

Drawing his P-beam as he slides, Stan unleashes a trio of shots as soon as the bike rocks to a stop. Three shots, three drop. the remaining three fire wild as they try to close the distance, but he peels off before they quite reach him. Three more cross body, one hand shots leave just one left. A big one. With a massive, now mildly scorched, helmet. And a missile launcher arm.

A MISSILE LAUNCHER ARM!! he digests as smoke, fire, and a not small missile erupt from the barrel. He pulls the bike into a normally dangerous careen down a dune at the last second. The missile blows the top of the dune off, showering the Man of Action in sand as he pulls out of a slide at the bottom. Before he can plan his next move he hears the roar of some kind of rockets behind him. Looking back he sees the oversized thing shakily hurtling into the air and towards him.

Jump Jets Too? But this time his instincts are not dulled by amazement and as the beast sights in a shot Stan does so as well. Betting the missile was less armored than this fellows head he holds ground and takes his shot. It's a gamble he wins, enhanced senses coupled with reflex and targeting 'ware let him loose the shot a tiny fraction of a second after the missiles initial booster is fired, hitting it before it even leaves the barrel. The explosion detonates the beasts remaining ammo, turning the hulking unliving weapon into chunky salsa.
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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Kaulgrim
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Re: ✣ 2.3 Mass Battle (Attack on Fissure)

Post by Kaulgrim »

Kaulgrim wades into the dread fog, but the magic of fear is a
Spirit with Brave: 1d8!!+2: [7]+2 = 9
WD Spirit: 1d6!!+2: [8!!]+2 = 10
to one as versed in magic as he. Undaunted in the slightest, he calls out a battle cry and charges headlong into battle, heedless of danger. With a mage staff in two hands acting as a shield and his Kittani plasma axe in the other two hands, he begins laying waste to the enemy. The size of the weapons at his disposal, coupled with his own height, mean that even the strongest foes cannot seem to lay so much as a wayward breath on him.

Fighting: 1d8!!: [2] = 2
WD Fighting: 1d6!!: [11!!] = 11
as many CEALs as foolishly remain within reach of him. Heads, limbs, and whole bodies are cloven in two. "Oh come now! Is this the best your 'army' has to offer? You hadn't even the decency to leave their flesh uncorrupted. How in the blazes of the Underworld am I supposed to feast on machinery?! BAH! There's at least one among you who draws breath into mortal lungs. Those I'll season with spice from Kessel and salt from the Earth's Dead Sea. @Tula has discovered a berry here that would make a fine chutney. A light sear over a raging fire of Sosarian Yew...COME, you coward! I hunger!"
+2 to Commander's roll
Battle Effects: 2d6: [6, 1] = 7
Kaulgrim
Kaulgrim
Pace: 6; Parry: 6
Toughness: 16 (5)
Pertinent Edges: Alertness, Brave, Strong Willed, Iron Will, Elan, Rapid Recharge (PPE)
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Charon
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Re: ✣ 2.3 Mass Battle (Attack on Fissure)

Post by Charon »

Charon: -2 to enemy commander; Flint: +2 to our Lead
Starting Stats:
Charon: 2/3 Bennies; 40/55 PPE
Flint: 2/2 Bennies

Fear 1d10!!: [1] = 1
Wild Spirit 1d6!!: [2] = 2
Sigh.
Benny to Reroll w/ Elan
Fear 1d10!!+2: [3]+2 = 5
Wild Spirit 1d6!!+2: [9!!]+2 = 11
No Nausea

Support Roll for Mass Battle:
Charon (Spellcasting)
Spellcasting 1d12!!+1: [3]+1 = 4
Wild Spellcasting 1d6!!+1: [1]+1 = 2
Benny for Re-roll w/ Elan
Spellcasting 1d12!!+3: [8]+3 = 11
Wild Spellcasting 1d6!!+3: [5]+3 = 8
Raise!
Battle Table 2d6: [5, 6] = 11 = Slaughter: The foe reels at the champion’s onslaught. Subtract 2 from the enemy commander’s Battle total.
Let's go with that one.
PPE Spent 3d6: [1, 4, 4] = 9

Flint
Flint Athletics 1d10!!-1: [11!!]-1 = 10
Wild Athletics 1d6!!-1: [14!!]-1 = 13
Raise!
Battle Table 2d6: [5, 1] = 6 : Valor: The warrior’s Support adds +2 to the commander’s Battle roll as usual.
Ammo (Grenades) 3d6: [3, 3, 1] = 7

Final Stats:
Charon: 0/3 Bennies; 31/55 PPE
Flint: 2/2 Bennies
Just before they arrive, Flint pulls aside Charon to murmur a suggestion. She blinks, then laughs, then nods a bit in understanding. He goes off to give instructions to the Grim Legion, and preparations are made.

Given the size of the horde, it's no surprise that, as they reach the edge and the miasma rises, none of the living troops realize that the Flint and the Zombies aren't moving among them. Charon is there, of course, flying low overhead, and the giant undead worm trundles along the bridge, by common consent taking the lead and providing cover for the Nomads coming up behind it and alongside, space permitting.

As they press through the defenders on the bridge, Charon lays down one curse after another; the defenders of Fissure find themselves plagued by angry spirits. Some of these are disappointed ancestors, chiding their erstwhile descendants for bad life choices, while others are the spirits of late, hate-filled enemies, come to distract and mock their killers at a most inopportune time.

It's only once the invaders make it to the outer wall, and the great worm rears up, that the Mummy's contribution to the battle-plan is made evident to all--the worm effectively vomits Flint and the Grim Legion upon the top of the wall. The defenders suddenly find themselves occupied by nearly a dozen undead warriors, heavily armed and armored, and ready to engage in close-quarters combat. Flint has one more surprise, though--he begins lobbing grenades along the length of the wall's parapets, disrupting their ability to concentrate fire on the living Nomads amassed on the bridge, and seeking to force their way in.
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: ✣ 2.3 Mass Battle (Attack on Fissure)

Post by Humble »

Unafraid, Critical Failure, Humble has 3 wounds, Enemy is Terrorized

Fear Check 1d8!! or Wild 1d6!! With +2 to the highest.: [5]+[5] = 10

Battle Roll Fighting with P??nos and Eleos 1d12!! or Wild 1d6!! With +3 to Highest Difficulty -2 Total +1: [6]+[4] = 10

Benny Battle Roll Fighting with P??nos and Eleos 1d12!! or Wild 1d6!! With +3 to Highest Difficulty -2 Total +1: [5]+[2] = 7

Last Benny Battle Roll Fighting with Panos and Eleos 1d12!! or Wild 1d6!! With +3 to Highest Difficulty -2 Total +1: [1]+[1] = 2

Wounds 1d4+1: [4]+1 = 5

Battle Table 2d6: [3, 1] = 4 : Terrorize: The fighter’s fury terrorizes her foes. The enemy commander subtracts 2 from his Spirit roll if forced to test morale this round.

Triggers Bio Regeneration
Once per Day may make a Vigor roll for healing 1d12!! or Wild 1d6!! with +4 total mod.: [4]+[1] = 5 = Total 8 recovers 2 wounds
Narrative coming weekend of Feb 25th

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

Humble
Bennies and Resources

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Daniel
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Re: ✣ 2.3 Mass Battle (Attack on Fissure)

Post by Daniel »


Opposing Battle Rolls… for Round One!

Geist Battle d8+2 +6
Ducky Battle d8+2 +9
Note: these are after pluses and negatives to you each.

As GM I’ll roll Geist here. Battle 1d8!!+8: [3]+8 = 11 WD 1d6!!: [5] = 5
Awe. GM bennies 7/7 so I’ll use one. Now 6/7. I’ll only bennie once.
Bennie 1d8!!+8: [4]+8 = 12 Bennie WD 1d6!!: [1] = 1
Pffft. Okay. Geist results is a 12.


Then Ducky can post now.

@Pender Lumkiss go ahead and roll your Battle skill and write your narrative. Afterwards I’ll post a update to the Mass Battle and start Round Two.
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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Tula
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Re: ✣ 2.3 Mass Battle (Attack on Fissure)

Post by Tula »

Round One Fear check

Brave edge +2
Spirit Fear 1d6!!+2: [2]+2 = 4
Wild spirit 1d6!!+2: [1]+2 = 3


Support by setting explosives as a Demolistionist

Mr Fix It edge +2, Tool kit +1, total +3
Repair 1d10!!+3: [6]+3 = 9
Wild 1d6!!+3: [5]+3 = 8


Battle Table 2d6: [4, 6] = 10
Slaughter: The foe reels at the champion’s onslaught. Subtract 2 from the enemy commander’s Battle total.

Tula isn't phased by the miasma that rises. She calls firm, simple commands down the line to her nomad allies, encouraging them not to succumb to the horrors. They all scatter in a seemingly random configuration, but in reality they are following the contours of the land and spreading a net of explosives across their claimed section of the battlefield. Special, higher tech devices among the net are detonated by Tula when the enemy's forces would be most effected. These explosions in turn trigger less technological but more volatile explosives housed in the worm scale. Thus the net crashes like waves across the their quadrant of the battlefield, disrupting movement, creating chaos and shrapnel.
Tula Embersnow
Pace: 5; Parry: 5; Toughness: 13(5); Strain: 6
Fatigue 0/3 Wounds 0/3
Bennies 3/3

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Re: ✣ 2.3 Mass Battle (Attack on Fissure)

Post by Ducky »

It seemed the team was rocking and rolling. No stranger to the ebb and flow of battle Ducky made sure reports were verbally said to her. “Damit Nomad Z like I am not an Earther! Don’t hand me a damn report! So like by the forge, say it to me.” She cracked a smile they could do this! Suddenly she felt a twinge across her spine as if a great many people somewhere distant all cried out and then were brutally silenced. What the forge was going on? It lasted for a moment so she shook her head clearing it and focusing on the battle.


It hit Ducky as she listened to reports coming in about the battle. She knew Geist! It had been during her service as battle commander for Emperor Dorian. The free peoples of Klovian Prime has resisted all atempts to conquer their world. Giest had been the name they chanted mocking her and the Emperor. Everything sounded so familiar, it was like she was listening to a replay of an old battle. Ducky laughed out loud, “Earthers are like so simple. They still put on their pants on one leg at a time.” Ducky knew how to put her pants on both legs at the same time and that as her friend Que would have said was all that mattered.

Battle 18
1d8+2 1d8!!: [7] = 7 1d6!!: [5] = 5
Fear 12
Brave: 1d8+2 1d8!!: [4] = 4 wild 1d6!!: [10!!] = 10
Ducky Stat Block
Skills of note: Fighting d12, Notice d6+2
Edges of Note:

Melee damage with her sword: 1d12+2d10+5 AP2 MD
Bennies
2/3
-1 benny for reroll kn battle
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Daniel
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Re: ✣ 2.3 Mass Battle (Attack on Fissure)

Post by Daniel »



Geist Morale roll from loss of one or more (lost 4) force tokens. Roll is at -4 from loss of four tokens, however +2 from army made mostly of undead.

Geist’s Spirit d8

Spirit 1d8-2: [4]-2 = 2 WD 1d6-2: [5]-2 = 3

Failure means the commander loses control of his force. The army is defeated but conducts an orderly retreat. Critical Failure means they flee the field in a reckless rout. They may be scattered temporarily or permanently, ridden down by the enemy, or captured as the GM decides.

Aftermath

When one side routs, retreats, or runs out of Force Tokens, the battle ends. If it’s important to determine the fate of named Extras or other nonplayer characters, use the Aftermath & Extras rules on page 96.

Aftermath & Extras
If it’s important to know what happens to Extras who were Incapacitated during a fight, make a Vigor roll for each. Those who succeed survive and must be cared for, taken prisoner, or released. This can present interesting challenges for your heroes in the aftermath of savage combat!

Flint mummy
Zombies grim legion
Golems
Wormy (and Jim)
Nomads
Titan Power Armor
Valentine
Glitter Boy
Giant risen worm
Sgt Remerez
Tula’s demolition nomads
Scara Time Mage
Geist herself
Geist’s top lieutenant
Her lesser lieutenants
6d6!!: [1, 4, 2, 4, 1, 4] = 16
6d12!!+2: [11, 4, 9, 2, 35!!, 5]+2 = 68
3d8!!: [6, 1, 4] = 11
2d10!!: [8, 1] = 9





Mass Battle -- The AotBC vs Geist and Fissure -- Aftermath
  • The battle raged for only two hours. To some it felt like a life time. To others a blink of an eye. Many souls were ushered to the Shimmering Sands of the Great Oasis, while even more were condemned to wander the Bone Powder Wasteland for eternity.

    Under an ever darkening red sun swarms of large
    leathery bat-like almost gargoyle-like creatures
    fly angrily in circles over the impressive stone town and it’s dimensional pyramid. Nearly all of the Sandgoyles have been shot out of the sky by the anti-aircraft power armor units that the Agent of Titan Robotics has with her. Valentine, the leader of the Titan crew is alive and not too worse off after the battle. Of her 50 power armor units, 30 remain. The 20 that were destroyed in the battle blown into debris beyond repair or salvage. For when each was destroyed it erupted into a massive bomb, often taking out more of the enemies. The last Sandgoyles alive fly away and do not return. As animal intelligence beasts they will hold no grudge, but will not fly over this area again.

    The massive stone bridge across to the front stone gateway to Fissure is coated in bodies and blood. After vomiting the Grim crew at the gates of Fissure the risen worm was one of the major targets of the enemy. As it smashed against the fortifications finally a group of CEALs brought the beast down. Three fourths of the worm were blown off the bridge and lay in splattered chunks at the bottom of the ravine hundreds of feet below the carnage on the bridge. The mummy Flint sports several new holes in his torso but stands still. Ready to fight more if needed. Unfortunately the rest of the Grim Legion of zombies were all utterly destroyed as they valiantly fought.

    Somewhere along the line your friend Wormy and the golem he rode, Jim, while blasting away at the walls of Fissure, all in the name of the great Bay, took some very heavy fire. Wormy lives, smokey and sandy, but alive as Jim was brought down and blown into particles of sand by a demonic looking horned demon of hell that was one of Geist's lieutenants. AS Jim's iron heart was melted and destroyed by the demon the great risen sand worm got one last crushing attack in and crushed the demon who's remains are nowhere to be found (upon death it returns to hell).

    Of the other Golems sent to battle, three are intact and three lay in ruin, rubble, their heart remain though.

    The Glitter Boy that Action Stan ordered to concentrate fire on the gates remains alive, the suit intact but she is down to fifteen shots left as her boom guns glows red and hisses from constant firing.

    Humble is saddened to learn that the man he spoke with earlier, Sgt Remerez, was one of the mercenaries that died in the battle, reports state he and several others were crushed by boulders dropped by Sandgoyles as they heroically charged Fissure.

    Tula’s demolition nomads, managed to stay alive. Minor injuries easily healed as they set off demolitions across the battlefield hampering and destroying the enemy.

    Over all, the Black Company on Rakis consisted of:
    6 Ley Line Walkers who were once from the TW train. 4 are left alive.
    94 former Shock Dog mercs, of which 66 remain alive.
    the core 7 BC members (you all) who are all alive.
    The 30 Future Brigade members allied to the BC, of which none are still alive. This means that every known member of the FB in the megaverse are now gone/dead.

    The Nomads who joined you:
    Craven (alive) and his nomads lost 30 souls.
    Kith (dead - his nomads will join Craven now) and his nomads lost 40 souls.
    Sjambawk (alive) and his nomads lost 10 souls.

    1000 CEALs... they are cut down to the very last one. None remain. It took its toll obviously, so many dead.

    All of Geist's lesser lieutenants were cut down, her top lieutenant a D'Norr Devilman named Vos Seric was cornered by Kith and his nomads. Vos killed Kith but then opened a portal for himself and fled Rakis. Vos is a Shifter. Likely to be a thorn in your side someday.

    Another female was seen presumably hitchhiking on the portal and fleeing. Reports are still coming in but it sounds like she was a mage named Scara.

    Who and what danger this Scara may present is unknown to the majority of the BC. Only Hans and Humble might recall her. Success on a Smarts roll and you do. She was an ally of Geist in Gloom. A Time Mage. Otherwise maybe at some point in the future it'll become known, either learning the hard way or possibly the Legends and Lord Coake might tell you...

    After all at some point soon the BC will be meeting the Legends of the Legion who along with Lord Coake come to help. On that topic, you learn that a lot of the lost were due to a force field that was surrounding the city of Fissure. As one tried to pass through it they were disintegrated. It was Lord Coake and his Legends that brought the field down allowing the AotBC to enter Fissure.

    OOC There will be a post where you can interact with them soon. A BC and Legends RP chat spot to exchange information etc. This will be posted as soon as you guys finish your Attack on Rakis posts.

    There is one more very important detail that the core members of the Black Company must deal with first.

    Victoria Geist.

    As the battle ends you are surprised how quiet it becomes. Every moan of pain can be heard. Healers (mostly Nomad Shaman) set out across the sand healing those injured.

    The "top" leader of the Nomads, Craven calls you each over to talk.

    Standing outside the main entrance to the Dimensional Pyramid, Craven ushers you inside as he talks to you. You have a moment to see that the entire city of Fissure is stone and sand. The pyramid is made of a similar stone, but you realize that it definitely is not native to Rakis. This is the pyramid that was the main headquarters of the Future Brigade. Stolen by Geist using her Rift Dominator it was placed here in Fissure much like Castle Refuge was dumped in the desert of Rakis.

    Now there is no Future Brigade and Fissure is open to the taking. Craven excitedly tells you that his Nomads are already talking about taking up residence here in Fissure, to mine and have a home. They have no interest in the pyramid and simply wish to settle -- not all, but a majority. Over time Craven says that more Nomads will come here too, to mine and have a safe fortified home.

    As you walk the halls of the pyramid you are seeing the designs of millennia ago, this is a Atlantean Dimensional Pyramid that can be used to teleport across the Megaverse.

    Even though the force field generator might never be fixable the rest of the pyramid is in good condition. The banners and flags of the Brigade still fly, Geist never cared to bother removing them.

    Geist.

    Craven tells you that he and some fellow Nomads managed to capture Geist. That is where he is taking you now. The Nomad leads you deeper into the ancient pyramid and you walk past dozens of dead Nomads.

    The Command Center of the D-Pyramid

    Twenty heavily armed and fierce looking Nomad warriors stand in the command room surrounding Victoria Geist. The dead in the room were dragged outside and there is one Nomad in particular who looks like she is concentrating on "holding" Geist captive via magic. Craven introduces Justice to you. Justice does not acknowledge you as she is busy, tendrils of black inky magic ripple out of her gloved fingers and hold Geist in place.

    Justice - Nomad Shadow Mage
    Justice - Nomad Shadow Mage


    AS you all enter the Command room Geist grows, "Of course! You bitch Lail. I had wondered. I felt I recognized your command style, I just had thought you were dead. You should be dead! I spent so much time digging into that nasty Juicer's mind to push him into killing you. You should be dead! Damn you all. I don't know how you brought down the force field but whoever did that will suffer! I will get out of this stupid nomads grasp and escape, you'll all suffer for this!"

    Geist growls again and seems to be fighting magic with magic, thus far to no avail.



    PLAYER INSTRUCTIONS

    1. Being this close to Victoria Geist causes an uneasiness, it is like a force of invisible pain radiates outward from being near her. Make a Vigor roll. Failure = -1 all rolls for 24 hours. Crit Failure = -2 all rolls for 24 hours. Success or Raises means you are not put at a disadvantage by her aura.

    2. Please post a post that covers the walk from outside, your reactions to this post, and what you are doing here in the command room. As a group you must decide how you plan on going about things. This is a planning post, and RP. I (Lars) will respond to any questions you ask Geist etc as fast as possible. Thanks.


    Victoria Geist on Rakis Prime
    Victoria Geist on Rakis Prime
    VG her evilness.jpeg (60.84 KiB) Viewed 7388 times


    Fissure post Mass Battle
    Fissure post Mass Battle
    Note: The only really noticeable change is the force field is down for the count, yes we can discuss maybe rebuilding it at some point, and the other thing is the tech-based portal that leads only between here and Gloom is destroyed. Anything that gets within 6 feet of it is sucked into a temporal hole. A fence is being built around it for now by the Shock Dogs and Nomads.

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Re: ✣ 2.3 Mass Battle (Attack on Fissure)

Post by Hans Greuber »

Vigor: 1d6!!: [5] = 5
Wild: 1d6!!: [13!!] = 13
Result: 13 - Success with Raise(s)

Smarts: 1d12!!: [3] = 3
Wild: 1d6!!: [5] = 5
Result: 5 - Success.


The aura of uneasiness from Geist's presence just rolls over Hans and leaves him as unaffected as the very stone. Not having heard of Vos, Hans is not able to help with him... but Scara he knew. She was an ally of Geist in Gloom... a Time Mage. Even with avoiding paradoxes, there was A LOT that a Time Mage could mess with. A quick glance over the corpses of the CAEL tells him that they will need to be harvested soon if at all due to the heat. After too much time connected to the rotting flesh, the delicate parts will be fouled. He will have to prioritize what he will work on to maximize salvage. As much as he would like to get to work immediately to see what he can gather, however, there is other more important things that need to be taken care of... what the heck... there is ALWAYS enough time to get some more salvage (See viewtopic.php?p=79641#p79641).

...speaking of which, Hans soon finds himself in Geist's presence.

"I know you and your Time Mage, Scara have messed with my past. I know from interpreting my dreams and my later studies that you changed the situation of me leaving my family to, instead of joining the Hammers, I joined the Anvil, changing my whole life since. I guess you thought I was that much of a threat... well... looks like I still am."
Last edited by Hans Greuber on Sat Mar 19, 2022 1:46 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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Re: ✣ 2.3 Mass Battle (Attack on Fissure)

Post by Ducky »

Ducky sighed inwardly wondering when she might be able to talk privately to Craven. The last time the two had a private moment there had not been much talking. She nearly tripped half a dozen times over all the CEAL’s. “Gag me with a spoon.” One CEAL somehow peeked her curiosity. As if guided by the forge she drew her blade and cut a CEAL arm off. Strange that the forge would choose such a replacement.

Hurriedly as the walked she closed to the greedy dwarve most called Hans. She held up the severed arm of the CEAL and gestured to her missing one. “So like Hansy, can you do something here with this arm? The forge told me this would be my new one.” Hopefully the Earther could do something to attach it.

Once in the room with Geist her cosmic senses felt a wave of anguish emanate from the foul one called Geist. By her senses she could feel something akin to the spirit of pain come from the woman. But the forge granted her repreve and she stepped ever closer. Geist’s growth took Ducky aback. She drew her blade ready to cut her back down to a more manageable size. “So like here is the deal barf bag, stop growing and tell us who this Lail is?” Her blade pointed at Giest ready to strike if she did not comply.

Vigor d8 1d8!!: [6] = 6 1d6!!: [2] = 2
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
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Re: ✣ 2.3 Mass Battle (Attack on Fissure)

Post by Kaulgrim »

Kaulgrim switches his vibro-halberd off, favoring to feel the unpowered blade slide from his final foe's chest. "Pity your flesh is corrupted. I am still hungry."
The giant doesn't bother to clean the blade. He walks into the pyramid, last of the CEAL's unnatural ichor still dripping. Finally, he arrives in the room with Geist. She spits her vile and protest against them, but is clearly powerless...for now. Kaulgrim is
Vigor: 1d10!!: [8] = 8
WD Vigor: 1d6!!: [4] = 4
by this woman. Instead, he chooses to lean down to face her. "Force field? Is that the peasant magic we encountered just before slaughtering your 'army' to the man? I brought it down with barely a thought, and I invite you to try your hand at me." He sniffs at her. "Something tells me your liver would taste best raw. And fresh. Shall we find out? I'm sure I could extract it and have the first bite before you expire." He switches his vibro-halberd on as if to confirm his intent.
Satisfied with his threat, he turns to the rest of the Company. "So where is this device we seek?"
Kaulgrim
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Toughness: 16 (5)
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Re: ✣ 2.3 Mass Battle (Attack on Fissure)

Post by Daniel »


The waves of nausea lessen as Geist settles. After Ducky asks her, Who is Lail?

Giest takes a deep breath and then blows loose hair away from her eyes. Looking at Ducky with fiery blue eyes the woman smirks: “Lail Gabbersleaf. Tormented soul. My daughter. I sense her nearby. She and others along with that damn Lord of Knights snuck in using the portal from Gloom. You owe her your lives. If it wasn’t for them you’d have all died trying to access the force field.”

When Kaulgrim demands to know where the Rift Dominator device is she laughs.

“I’m sorry. Do. Do you actually think you’ve won? No young man. It is coming and you will die.”

Possibly a bad omen the Shadow Mage using her magics groans and strains to keep the witch held.

Victoria Geist laughs again.
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Re: ✣ 2.3 Mass Battle (Attack on Fissure)

Post by Hans Greuber »

Ducky wrote: Sat Mar 05, 2022 8:25 pm Ducky sighed inwardly wondering when she might be able to talk privately to Craven. The last time the two had a private moment there had not been much talking. She nearly tripped half a dozen times over all the CEAL’s. “Gag me with a spoon.” One CEAL somehow peeked her curiosity. As if guided by the forge she drew her blade and cut a CEAL arm off. Strange that the forge would choose such a replacement.

Hurriedly as the walked she closed to the greedy dwarve most called Hans. She held up the severed arm of the CEAL and gestured to her missing one. “So like Hansy, can you do something here with this arm? The forge told me this would be my new one.” Hopefully the Earther could do something to attach it.
"I will make a
TW (+2 due Enchanted Iron Pinky Ring, +1 due Fiat... so +3)
TW: 1d12!!+3!!: [6]+3 = 9
Wild: 1d6!!+3!!: [3]+3 = 6
Result: 9 - Success with Raise. Healing Gadget with 17 PPE.
. It will normally not have enough energy for the Nanites to fix your arm, but I think I can
Healing Power with Crippling Injuries Modifier (23 total PPE needed... so spending a Bennie
  • TW... d12... +1 due Fiat bonus, additional +2 due Iron Ring
    • TW: 1d12!!+3!!: [11]+3 = 14
      Wild: 1d6!!+3!!: [5]+3 = 8
      Result: 14 - Success with Raise(s).
it to give it enough power... now @Ducky do you want to regrow your arm, or do you want that... spare part... attached? Either way, this will take about an hour, and you will be mostly out of it for about a day unless we use more magic on you. Well, best to be prepared... I will use more nanites to
Using Relief Gadget to remove Fatigue (TW +3... see above)
  • TW: 1d12!!+3!!: [3]+3 = 6
    Wild: 1d6!!+3!!: [4]+3 = 7
    Result: 7 - Success. 1 level of Fatigue removed... 1 left. 1 PP.
Second Use (d12+3... see above)
  • TW: 1d12!!+3!!: [5]+3 = 8
    Wild: 1d6!!+3!!: [4]+3 = 7
    Result: 8 - Success with Raise. No Fatigue Remaining. 1 PPE.
you after we take care of that arm."

Now to take care of
Using the Relief Gadget on Gargamel (d12+3)
  • TW: 1d12!!+3!!: [9]+3 = 12
    Wild: 1d6!!+3!!: [1]+3 = 4
    Result: 12 - Success with Raise(s). Fatigue removed from Gargamel. 1 PPE.
Last edited by Hans Greuber on Sat Mar 19, 2022 1:41 pm, edited 6 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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Re: ✣ 2.3 Mass Battle (Attack on Fissure)

Post by Action Stan »

Vigor
Vigor d12!!+1: [10]+1 = 11
Vigor Wild d6!!: [5] = 5
Rolling through the town in the aftermath to the Nomads summons Stan is mostly pleased with the way the battle went. For all their differences and their lack of familiarity with one another the Black Company really pulled of a big win here. The AotBC took a surprisingly small number a casualties, aside from the extinction of the Future Brigade.

When they come to Geist her aura has no effect on him and he lets others do the talking until the witch seems to be breaking free. "Well, if the thing we're looking for is coming to us..." He draws Harry, his prototype heavy revolver and pops its mammoth cylinder open and removes a shell, sliding it into a spot in his bandolier. "Then we really don't need you around anymore..." Pulling a different slug from the belt, one with a small radiation symbol etched on it, he puts it into the pistol. "Do we?" And he snaps the cylinder back into place with a deft flick of his wrist.

"Depleted Uranium, I hear they're great for dragons and the like. Got em for your boss, but I figure I can spare one for a half assed wanna be goddess." Raising the weapon he looks around at his companions. "Unless someone's got a better idea. But I don't think we have a lot of time."
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Re: ✣ 2.3 Mass Battle (Attack on Fissure)

Post by Daniel »


If Hans is attaching an arm to Ducky you can do that here.

Otherwise or after that. The story continues here:

viewtopic.php?p=79487#p79487
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Re: ✣ 2.3 Mass Battle (Attack on Fissure)

Post by Daniel »


Per Discord:

Stan post your shot here. I’ll post afterwards the results.

I’ll also then update the next post.

The Rakis Shadow Mage Nomad collapses from the wave of PPE flooding into the room, her shadowy tendrils collapsing and releasing Geist. Stan sees Victoria start to fade from view.
Agents of Titan Robotics Industries (AoT)
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Re: ✣ 2.3 Mass Battle (Attack on Fissure)

Post by Action Stan »

The noise and shaking of the pyramid as it is once again spirited away is punctuated but a massive bang as Stan reflexively fired at their captive.

BOOM
Modifiers: called shot to head -4. sharpshooter to negate called shot +4, cyber +2, gun +1, skill has a native +1. Net +4
Shooting d10!!+4: [9]+4 = 13
Shooting Wild d6!!+4: [3]+4 = 7
Damage: Ramjet Slugs 2d12!! 1d6!!: [2, 20!!]+[5] = 27 +4 from called Shot. Total 31 AP4
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Re: ✣ 2.3 Mass Battle (Attack on Fissure)

Post by Daniel »

OOC Comments
4 Wounds possibly. GM Bennie to Soak.

Geist Vigor check, 1d6!!: [2] = 2 wd 1d6!!: [1] = 1

After rolling damage but before applying wounds, a character may spend a Benny to make a “Soak” roll. This is a Vigor check, with each success and raise reducing the number of Wounds suffered from that attack by one.

If the character Soaks all of the Wounds from an attack, he removes his Shaken condition too (even from a previous source). Don’t count the Wound modifiers he’s about to suffer when making this roll — that hasn’t happened yet.

Characters can’t Soak more than once per attack, but may spend Bennies as usual to reroll the Vigor check if they aren’t satisfied with the results.

Shaken: A character can also spend a Benny to immediately eliminate a Shaken condition. This can be done at any time.

NOTE: I as GM only have 1 bennie left for the quarter now. I’m not spending a second bennie on this.

Injury Table: 1d20: [19] = 19

Not Today: Roll for an Injury, which goes away when all Wounds are healed. Though he still has his Wounds, the hero remains in the fight. He stabilizes and becomes Shaken.

Victoria Geist is Shaken. Has -4 to rolls from taking 4 Wounds.
Results are written into this post: viewtopic.php?p=79487#p79487
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Humble
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Re: ✣ 2.3 Mass Battle (Attack on Fissure)

Post by Humble »

After getting hit pretty hard in the battle Humble finds the travel through the building to catch up with the others interesting. So many features, and so many things it all seemed familiar, like a holovid scene before he found that events where repeating themselves.

As he makes it to the central chamber where the team had gathered he sees Geist getting up shocked from something. Inside a little surprised at the whole situation. "Why is she still alive?" He asks not realizing the effort @Action Stan had already begun taking to remedy the situation.


new lower Vigor 1d10!! or Wild 1d6!!: [5]+[2] = 7

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

Humble
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