Hell & Gone: Epilogue

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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Hell & Gone: Epilogue

Post by Freemage »

The old woman finishes her zombie off, then looks up at the SET. She kowtows--kneeling, head to the mucky ground of the cave entrance--and begins to speak without looking up. Fortunately, Echo actually understands her--the dialect of her tribe's language is apparently not part of the standard translator kits. "Greetings, Knights of the Coming Dawn. I thank you for ridding me of this fiend. It forced me to use the World-Tear here to call upon creatures who would fight for its amusement and sustenance. Had I not complied, it had the power to defile the graves of my ancestors in this cave, corrupting their spirits and releasing them angry into the world."

She now rises, and goes deeper into the cave, motioning you all to follow. "While I hoped you would be able to defeat the monster, I fear that not all of your number were as fortunate." She motions, indicating two matching biers, upon which lay the bodies of Artemeisia and Roath. "Their sacrifice was not entirely in vain. Killing them made the beast overconfident, too sure in its abilities--that is why it chose to engage you all so directly. Had it maintained its usual course, it might have picked you off one by one as it had the chance, all the while forcing me to re-open the World Tear and bring in even greater horrors to wear you down. Know that I have performed the rites necessary to grant them their spirits the peace of this place, as honored members of the tribe."

She turns, facing you. "My weakness has led to the deaths of many, and if you choose to slay me for it, I cannot find fault. I ask only that you let me send word, now that I am able, to the village outside this valley, that they may send a replacement Keeper, and once word is set, that I be permitted to send the fire-spirits to their home, to rest--they have been sorely used during this ordeal. Or, if you prefer, I can open the World-Tear again, and send you home. Of course, from what I have learned of the other humans I brought here--" She nods at Fox at this point, "--I assume they would rather leave freely of their own power. After the rest of you have departed, this one can go back to his companions and travel home with them." The notion that Fox might wish to stay with the "Knights of the Coming Day" never occurred to her, apparently.

She sits, cross-legged, awaiting the judgement of the group.
OOC Comments
Some things that can be determined by questioning/examination/divinations/really good guessing:

She's telling the truth. The Neuron Beast found her here, and took advantage of a special Trapping it has on its Telekinesis (Defilement) that would've corrupted the ancestral spirits here.

The valley has a unique property--one who controls the Nexus (who must be a member of the tribe) can project Rifts anyplace in the triangle formed by the Ley Lines. So she was ordered to summon targets in places that they would come into conflict with others, rather than near the Nexus proper.

First she summoned the Thornhead Demon, who killed the lumberjacks over the course of a month. Then she summoned the CS troops (she was ordered to "Bring someone who will hate the Demon"). Then you guys ("Bring someone who has cause to hate both sides.") As you turned around and made peace with the CS, the Beast was planning on forcing her to summon something really foul and magical next to replace the Thornhead.

Her spell list is NOT the sort of thing one can use to defeat a Neuron Beast. Divination, Environmental Adaptation, Environmental Control, Shifter-style Summon Ally--but she's only a Novice, and it kept her from building PPE except when it needed her to manipulate the Rift. The Rift-manipulation was an NPC special ability, tied ONLY to this particular Rift, and done with Rituals, same as the binding of the fire elementals. She's currently slightly malnourished--the beast frequently would use the Defiling Touch to make the food stores unwholesome as punishment.

She advises against taking too much of the dead SET members' gear. "A token, to remember them, would be fine. But their possessions should be buried with their bodies, to ensure a peaceful rest."

You can safely take Roath's Communication Band, and/or one of Arte's Chain Longswords, and there won't be any issues. Any more than that might have... consequences. (Though a Greedy character who sneaks in and does so gets a Benny.) Roath's sword is a standard Flaming Sword for anyone who hasn't bought it as a Signature Item--essentially, the extra power is tied to the former user's soul, unless you get it transferred over.

Finally, assuming Fox explains he wants to go with this group, she'll accommodate that desire. You will all need to come up with a story to explain what happened to Fox--he'll be expected to radio in, soon. If no story is given, it'll be some level of Wanted as an acquired Hindrance for him.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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PFC Fox Simmons
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Re: Hell & Gone: Epilogue

Post by PFC Fox Simmons »

Fox settles the SAMAS to the ground near the mouth of the cave. Powering the flight controls down, just leaves life support systems functional. Lowering the railgun to the inactive position, Fox flips on external vocals for the suit.

"Ma'am, I have no intention of returning with those I came here with. If the Legion won't let me travel with them, could I hide myself in your village or maybe another cave near here?"

"The Coalition will becoming to investigate in the morning. Not sure it is entirely safe for you to remain here, ma'am."

"Maybe we could temporarily seal the cave. With all these corpse laying around here it should not be that hard to sell a collapse. The Legion could hold out on its departure until the CS had cleared out and left."
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision
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Echo
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Posts: 218
Joined: Tue May 23, 2017 7:43 pm

Re: Hell & Gone: Epilogue

Post by Echo »

Persuasion 14
Per GM Request added a persuasion roll.
Persuasion [dice]0[/dice]
  • Ace [dice]2[/dice]
Persuasion Wild [dice]1[/dice]
Echo works translating for everyone so we all have the same big picture of events. "Thank you mam, we are sorry you were forced into this beings service. Having been forced to serve the will of evil beings is never pleasant.
"We have many responsibilities back home, and I would appreciate that ride. But I think it is best if you hide from those other forces unless we get some sort of commitment from them. They may not be so pleasant. "

Hearing Fox's statement Echo looks to him and the others. "I can radio in and tell them a story that he died, Fox you will have to turn off any tracking or other data on you. We will need to have some more heavy weapons rapport to make the transmission ending be in line with the sounds of battle to increase believably."
"How does the following sound for our transmission" Then without missing a beat in Snackhappy's voice she continues. "We got some news, both good and bad. We were able to find the demon causing all of this trouble and eliminate him. But unfortunately that SAM pilot was sucked into some kind of a miniature Rift it tried to escape through. He was still shooting at it as he went through and managed to set off some missiles on it as he passed. He was a great man to have kept fighting to the end like that. I am sorry. You should be able to leave the valley now, but it is a long trip south. I think it is best if we part ways for the safety of my men and it will allow your men to have some ease." Changing back to her normal voice she says. "If that works for you I can make the transmission?"

OOC Comments
If you guys like the plan, Echo has enough Persuasion + Charisma to get the TN 4 Freemage declared.
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


GM Quick Reference
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PFC Fox Simmons
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Re: Hell & Gone: Epilogue

Post by PFC Fox Simmons »

Fox is shocked but nods approval. "Ma'am, anything out that direction?" Fox points out the mouth of the cave. "We need a location that can handle the arti and impact fire, without destroying the natural eco system."

"Still a few missiles in the tubes here and a couple of screaming railgun shots should add to the dynamics of the story."
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Hell & Gone: Epilogue

Post by Freemage »

Fox suspects he'll have to completely power down--meaning he'll need to ride in the truck, probably with the armor off--to ensure absolute tracking/radio silence.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Zakkael
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Posts: 186
Joined: Fri Jun 09, 2017 11:25 pm
Location: Castle Refuge

Re: Hell & Gone: Epilogue

Post by Zakkael »

Zakkael breathes a sigh of relief as Phlyx is vanquished, well and truly. "Thanks be to the Light, who has guided us safely to our foe, and stood proof against all its foul machinations. We rest comfortably in our refuge, and give thanks that the Light smote the cheek of our foe, and has broken the teeth of the unholy."

He listens to Echo's translation of the woman's speech. Following into the cave, his eyes find the lifeless bodies of Artemeisia and Roath. He bows his head. "Merciful Light of Heaven, take these brave souls in through the gate and grant them rest. They fought selflessly to save lives they knew nothing of, for the promise of a brighter tomorrow. There is no greater love than to lay down your life for your friend. We who remain are grateful for their valiant sacrifice. Amen."

He listens as the woman explains her part in the ordeal. He stares into her eyes. "Woman, the truth is revealed to the Angel of Justice, without fail. No falsehood withstands my stare. Stand and face your judgment."

A short stretch of time passes, as Zakkael stares, unblinking, into the woman's eyes.

His stare softens, and he smiles. "I see no deceit in you. Moreover, I see that you hold true to your charge as caretaker of this place. There is no sin in acquiescing to violent compulsion to perform such a deed. Verily, even had you refused, perhaps even a more grave danger would have been released in the angered spirits of your ancestors. What mortal can know the repercussions of such a horrendous choice of evils? I find no fault with this course of action. Yea, even Heaven has guided these events, has it not? Of all those you could have drawn through the World Tear, as you call it, you took us, we who had the power to end this foul creature's evil deeds by the grace and power of the Light of Heaven. Though we have lost two of our dear friends...it appears we have redeemed one who would previously have been a foe." He glances at Fox.
"The Light knows the plans held for us all, to give us a hope and a future. But, alas, it appears my dear companion is having trouble keeping up with my musings." He smiles at Echo, and pauses to take a breath (seemingly, the first in some time).
Lifting his staff towards the woman, Zakkael continues. "The Angel of Justice finds you not guilty of the acts of destruction at the compulsion of a truly vile creature. Those sins are added to its account, for which it will pay a heavy price, indeed. Go, woman, and be at peace, with the blessing of the Light upon you."
He nods to the rest of his companions. "I believe our travels will be as safe going home as they were for the trip here, though I hope our arrival in Dugginsville will not be as eventful as our appearance here."
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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Peta Chante
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Re: Hell & Gone: Epilogue

Post by Peta Chante »

Regarding Fox, Herra is a little leery but feels if they leave via portal then it matters little what story they spin to the Coalition. However, Echo's little drama seemed reasonable enough. Like Zakkael, Herra also sense no ill intent from the woman but still errs on the side of caution. When the keeper of the flame opens her portal Herra takes a brief moment to step through to the other side in astral form. Once she confirms their destination she uses the duration of her time to scry the Coalition forces, might as well ensure Commander Mitchell is convinced of our hoax

"The woman is true to her word. The portal will return us to Dugginsville. We will make much better time than the Coalition."
Psionics 22 - success
Psionics [dice]0[/dice]
Ace: [dice]2[/dice]
Ace: [dice]3[/dice]
Wild [dice]1[/dice]
+ to add sounds to spy on Commander Mitchell
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
Edit Signature
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PFC Fox Simmons
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Posts: 156
Joined: Wed Nov 08, 2017 5:53 am

Re: Hell & Gone: Epilogue

Post by PFC Fox Simmons »

Knowing what he knows f the SAMAS suit, Fox thinks a ride in the truck will not hurt him, if he takes the suit off. Fox looks to the rest of the Legionairres, "While the SAMAS suit is intact, it creates a complete circuit for the radio transponder. If you will allow me to dissassemble the suit we could even shield it to prevent location."

Taking to the air Fox in the SAMAS fly for 30 minutes on recon directly away from the cave mouth.
On the Other Side
  • Notice 11
  • Notice [dice]0[/dice]
  • Ace Notice [dice]5[/dice]
  • Wild Notice[dice]1[/dice]
  • Investigation - Crit Fail
  • Investigation [dice]2[/dice]
  • Wild Invest[dice]3[/dice]
  • Common Knowledge 6
  • Common Knowledge [dice]4[/dice]
  • Wild CK [dice]6[/dice]
30 minutes on the return and Fox lands, quite certain he has found the information for a tactical egress of the Coalition and the means to stage a temporary cave in. Some piece of information is eluding him and he is not quite sure what or who it is.
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision
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SnackHappy
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Posts: 191
Joined: Fri May 26, 2017 8:20 am

Re: Hell & Gone: Epilogue

Post by SnackHappy »

Stepping down from Sasha Jacob walks to their dead comrades and bows his head for several moments before acknowledging anything else going on in the room. Jacob pulls some coins from his pocket and places them in each of their eyes. Afterwards Jacob turns around to address everyone in the room.

"Zakk, perhaps your lord of light has some funerary rights we can perform for our fallen. These fire spirits might be able to aid with a pyre of sorts if need be."

"Echo, that communication seems fine by me."

"Fox, if you require assistance I am more than willing to assist with disabling any tracking they have in your system. You should also be ready to steal your resolve as we head back to the legion. I am sure many will protest a CS troop trying to join."

"I will be more than ready to get back after our friends get the burial they deserve. Given the chance I would do the same for any of you."
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers
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PFC Fox Simmons
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Posts: 156
Joined: Wed Nov 08, 2017 5:53 am

Re: Hell & Gone: Epilogue

Post by PFC Fox Simmons »

Catching Snackhappy's comms about debugging the SAMAS, Fox radio's back, "I have a good idea of where to start. Would appreciate the help. No sense in ruining a good suit of power armor."

Figuring that Sasha could hold the shoulder mounted rocket launcher, should they need the armaments to sell the story, Fox leaves the Rocket Launcher as the last item to be loaded into the truck.
Aint No HAM Radio Here
  • Repair 7
  • Repair [dice]0[/dice] (+2 for Core Electronics Package)
  • Wild Repair [dice]1[/dice] (+2 for Core Electronics Package)
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision
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SnackHappy
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Re: Hell & Gone: Epilogue

Post by SnackHappy »

OOC Comments
Repair: [dice]0[/dice]
Wild: [dice]1[/dice]
SnackHappy begins going over and trying to pull out any form of tracker from Fox's Samas.
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers
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Freemage
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Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Hell & Gone: Epilogue

Post by Freemage »

SnackHappy and Fox are confident that they've killed all the tracking devices on the disabled SAMAS armor. And the CS Commander seems to have accepted your version of events, including the death and destruction of the SAMAS. He thanks you for all of your assistance, and agrees that it is probably best for the two groups to make their own ways home, now. He does mention that he will mention the Legion as a non-hostile entity in his reports up the CS chain of command, and says that he will begin moving south with his forces, probably cutting east in hopes of encountering friendly troops from Free Quebec for a resupply.

The funeral biers are burned, and in the smoke, the more sensitive among you make out the forms of your fallen comrades, as they were in life, before the wind dissipates the images. The woman, who has finally gotten around to introducing herself as Thanadelthur, explains that their spirits will be honored here for as long as the tribe exists, and so long as the site is undisturbed, they will be honored among the ancestors even after that.

Then she has you all get into your vehicles, relying on Echo to translate the instructions, having explained that she will only be able to maintain the gate large enough for the ATV and the Gunwolf for a brief period. She sits cross-legged before a fire (much smaller than the circle binding the elementals you original found), and begins to chant and hum. The Ley Lines pulse, and a Rift opens, almost gently, before you. Through the Rift, you can see the town of Dugginsville, outside of which you can see a parked Speedster Hovercycle with a Legion banner attached to the tail, and, very unusually, a sidecar. Thanadelthur motions for you all to go through, quickly.

Even before you finish passing through, the Rift is starting to close, quickly, and shuts completely only a couple seconds after you are fully on the other side. As you reorient yourselves, the familiar (to all but Fox) forms of Chief Ossana Wilde and Corporal Montcrief emerge from the small town's meeting-house. Wilde is, of course, carrying a lit cigar stub (you've never actually seen her with a fresh cigar, leading to a joke among the Legionnaires that she buys stubs in bulk); in deference to the needs of field work her glass of whiskey has been replaced with a more suitable hip-flask. The violet-skinned Montcrief is fast-walking along behind her, white hair billowing in the gentle autumn breeze as he starts sorting through his stack of papers.

As she gets close to you, Ossana thrusts out her cigar, spraying ash on the ground. "Ah, good, you're back. I want a full report, NOW! Montcrief, take it all down!" The ever-unflappable adjutant is clearly ahead of her, with pen and forms ready and waiting.
OOC Comments
Okay, I mainly need to know if anything is NOT being relayed to Ossana. I can't think of any reason why you wouldn't actually give a full report on this one, but hey, if you want to keep secrets, that's your call. No rolls needed, in any case.

.


After the report, she motions to Montcrief. "Right. You know the drill. Names of the fallen on plaques, put up wherever we're currently honoring them." He nods, silently, and makes a couple of notes as Ossana continues. "Specialist SnackHappy, you've acquitted yourself well enough. You're now Specialist, First Class, and official field commander. Condolences and congratulations. Your next pay will reflect your new rank. Now, as for you...." She turns to Fox. "You wouldn't be our first Coalition defector. You also wouldn't be the first Coalition spy to try to infiltrate our ranks by pretending to defect. So, I'm going to have you have a nice chat with one of our psychics, if you don't mind, and assuming you pass with flying colors, you'll be inducted as Specialist Second Class Fox Simmons, assigned to the 7th SET. Welcome to the Jokers."

She looks over at the Big Boss, specifically looking at the disassembled SAMAS. "Now, those fancy duds of yours are quite nice, but they are a potential problem in the field. I'm given to understand that, even though the Cee-Ess has been upgrading, they still take a whatchacallit..." Montcrief interjects, seamlessly, "--proprietary attitude--" Ossana takes the moment to take a swig from the flask and presses on, "--towards these devices. So, then, you got a choice. Either you can trade it in for a different suit of Power Armor--we can fix you up with anything short of a Glitterboy--or you and your new team can head on down to the motor pool and see if you can make that thing unrecognizeable but still functional. Your choice, but you'll want to do a good job of it if you want to keep that suit without getting the SET taken in the first time you meet a patrol. Even with the disguise, I recommend you come up with a decent story about how you bought it on the black market, just in case someone sees through the customization. Now, all of you get back in the truck and the 'wolf, and head on back to Castle Refuge; if you press on through the night, you'll get there by mid-morning. I'll take the shortcut across the lake. You got three days to get your affairs in order before your next briefing."[/b] She pauses, briefly, then goes on. "Oh, and good news. This assignment won't be a milk run, I don't think."

And with that, she jumps on the hovercycle, as Motcrief gets in the sidecar, tucking his paperwork into a compartment therein, and they head of with a much louder roar than most Speedsters give.
OOC Comments
Okay, folks, well done! You survived and triumphed! And no loose ends this time! Well, other than Fox's unit ever learning about him surviving. But other than that, you're all good.

Everyone gets paid, per the list here, 1 week's pay: http://savagerifts.com/sr/viewtopic.php ... 139#p14139

Disguising the SAMAS is a Repair roll at -2. It can be done cooperatively. Again, SnackHappy is the probable best choice for lead, with anyone with Repair being able to contribute to the cooperative roll. On a Success, the armor will pass casual glances. On a Raise, it would require a successful Investigation roll with a close inspection to tell the original nature of the armor. On a Failure, you just remove the obvious ornamentation and rank insignia, but it's still very clearly a SAMAS unit, meaning you'll need to fast-talk any Coalition patrols you encounter with a decent yarn about the black market. On a CritFail, not only do you not hide its nature, but you also have to roll on Technical Difficulties--and if it's a Serious problem or worse, you'll be going into the field like that. (A Minor problem, you get to roll once to fix in the shop before heading out.)
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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PFC Fox Simmons
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Re: Hell & Gone: Epilogue

Post by PFC Fox Simmons »

At the mention of a Glitterboy, Fox actually laughs outloud. "No offense but Glitters are slow and I prefer my mobility."

"I have some rough sketches and some modification ideas. Some of them will take some time others should be fairly cosmetic and easily manageable."

"First thing that should be done is to scour the white skull and the unit id off the suit. Sandblast the black off. Rough up the surface for texture. Prime it. Three or four coats of base coat red should do. Then this color scheme should work."

"Please just call me Fox."
Color Me Interested
  • Repair 8, Success, Raise
  • Repair [dice]0[/dice] (-2 Situational Assist, )
  • Wild Repair [dice]1[/dice]
  • Aced Wild [dice]2[/dice]
Attachments
Fox Layout 2.jpg
Fox Layout 1.jpg
Fox Layout 1.jpg (27.3 KiB) Viewed 14804 times
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision
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SnackHappy
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Joined: Fri May 26, 2017 8:20 am

Re: Hell & Gone: Epilogue

Post by SnackHappy »

Jacob provides a full report detailing everything. Then spends his off hours working on Sasha and Fox's mods to make the SAMAS look more Fox like.
"Those mods sound doable. Let's see what we can do."
OOC Comments
He got a raise so took off the -2.
Repair: [dice]0[/dice] Ace: [dice]2[/dice]
Wild: [dice]1[/dice]
Last edited by SnackHappy on Mon Dec 04, 2017 9:11 am, edited 1 time in total.
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers
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Echo
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Re: Hell & Gone: Epilogue

Post by Echo »

Echo adopts the demeanor of a dead hard professional soldier, complies and gives a full report including as an attachment and additional details she may have observed, but did not consider relevant for intelligence assets to evaluate. In the remainder of the down time as they are preparing for the 'not a milk run' she will go over all her equipment make sure it is in good order and if she finds anything out of the ordinary or tracking devices bring them to SnackHappy's attention.

Once all of the business is taken care of she will go and socialize for a while and get a chance to observe more people in action.
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


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Zakkael
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Location: Castle Refuge

Re: Hell & Gone: Epilogue

Post by Zakkael »

Zakkael bows as Wilde and Montcrief approach. "Chief Wilde, a pleasure to see you! Sadly, our number has diminished slightly. Two of our friends have given their lives in battle against great evil." He recounts fully the deeds of the departed, as well as a full accounting of the trip to Dugginsville.

Upon their return to Castle Refuge, Zakkael, as always, spends a great deal of time in prayer as well as the infirmary. On one of his customary walks around the castle, he stops into one of the soup kitchens. He takes time to serve some meals, and leaves his customary donation half his week's pay, 165 credits. "Bring all the tithes into the storehouse, that there may be food in this house. Will not the Light open the windows of Heaven, then, and pour out such blessing that there isn't room enough to receive it?" Smiling and sharing his faith, Zakkael's downtime is spent exclusively in this manner.
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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Calyx
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Re: Hell & Gone: Epilogue

Post by Calyx »

Calyx wasn't sure what to make of the old woman at first, but the more she talked, the more he thought she was maybe alright. Just a person stuck in a bad situation, who maybe should have made different choices. Not like he was one to talk or point fingers, however. The others seemed to see the old woman was telling the truth. He let the others talk and ramble on, and discuss how to bring the Coalition SAMAS pilot with them. He wasn't completely sold on Fox but it wasn't his call, and everyone deserved a second chance in his opinion. Goodbyes were said, bodies were burned.

When the time came to rift away, he climbed back in to the ATV and buckled up. He was fairly quiet, thinking over in his mind how close he'd come to dying, shooting an old woman for no reason, and whatever else. It had been a hell of a trip. And they were met by the Chief and Corporal. He shook his head and let SnackHappy deliver the report. And they got paid as well.

I wasn't much, but apparently it was a living and they had saved some people, even though they were CS who sooner shoot them then help in the future likely. Such was the way of Rifts Earth.
Calyx Calder
Character Summary
Human Zapper

Active effects: Deflection (-3 to be hit).
Wounds::

Parry: 6 (7 w/ vambraces); Toughness: 16(9)
Weapon in hand: Vibro-Blade Vambraces or Kolytik

Edges: AB Psionics, Danger Sense, Luck, Major Psionics, Quick, Rapid Recharge, Rich

Powers: Armor, Boost/Lower Trait, Deflection, Telekinesis
ISP: 26/30

Charisma: 0
Bennies: 3

Memento (Two-Face's Decision)
  • Once per Session, can be used to alleviate a level of Fatigue.
Adventure Card:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Lucky Break: Play this card to completely negate the damage from one attack.
Currently playing in: 7th Set Joker's Jokers
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PFC Fox Simmons
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Re: Hell & Gone: Epilogue

Post by PFC Fox Simmons »

Fox wass glad that he could get through the battery of tests and back to working on the SAMAS.

Working with Snackhappy was good. The CS were real specific about who cleaned or repaired their equipment. Fox had only been able to go over the SAMAS entirely once before the group had returned to Castle Refuge.

Speaking of Refuge, Fox remembers discussions with grunts about the very exisyence of this place. CS rumors downplayed what the Castle really was. Boy if James and Conrad could see him now.
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision
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Growler
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Re: Hell & Gone: Epilogue

Post by Growler »

"Chief Wilde, Specialist Second Class Growler reporting in."

With that, Growler then reports fully and as clearly as possible the happenings on the mission. When done, he waits to be dismissed before heading to his bunk to sleep for most of a day after being up for almost 48 hours.

During the downtime, he will be out hunting. Any animals he catches will be field butchered, and left at the Castle for distribution to needy families in the area, minus a choice morsel or two for Growler.
Growler
Main Character: Tiny Tim
Alternate Characters: Hans Greuber, Berk
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 15 (6)
ISP: 40 / 40
PP: 15 / 15

Active Powers:
None

Bennies: 2/3
Base Amount
-1 due Reroll on Navigation Roll
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Peta Chante
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Re: Hell & Gone: Epilogue

Post by Peta Chante »

Notice
[dice]0[/dice]
Wild [dice]1[/dice]
Driving through the night is not a problem for Herra, her inner strength allowing her to will herself awake for a few more hours. However, after arriving at Castle Refuge she takes the time needed to replenish her internal reserves. She spends most of her first day eating, meditating, and staying warm. On the second day she takes her geode and credits to the local techno-wizard.

"I require some improvements to my armor. I have an item of some value to trade," she holds out the geode, "As well as credits." She thinks carefully about what she needs, "While I cannot afford much, my main priorities are survivability. Especially in close fighting."
OOC Comments
Looking for some minor mods, maybe +2 to armor and another that could be useful (another +2 armor or something the TW might suggest). I have the geode plus just under 5,000 credits.
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Freemage
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Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Hell & Gone: Epilogue

Post by Freemage »

The TW in the Legion's shop, a young woman named Celeste, nods as she looks over Herra's kit. "Sure, I think we can fix you up. You got a few choices, here. I can fix you up with just lots of hardening spells--keep it nice and locked down. Or, I can do some of those, blended with some personal bio-systems, or I could even give you an environmental enhancement. Won't seal the suit entirely, but it'd be able to specialize it for one particular effect--so it'll radiate cold or heat, but not both, of course."
OOC Comments
Choices are as follows:
+4 Armor

+2 Armor
+1 Toughness

+2 Armor
Heat Aura Trapping (Automatically resist environmental cold effects; +2 Armor/Resistance vs. Cold-trapping Powers and mundane ice/frost weapons)

+2 Armor
Frost Aura Trapping (Automatically resist environmental heat effects; +2 Armor/Resistance vs. Heat-trapping Powers and mundane fire weapons)

Both Trappings add +1 ISP to the cost of charging the armor for an hour. In addition, both Trappings are stand out to infra-vision or thermal scanners: +2 to Notice rolls for such systems when rolling against Herra's stealth.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Peta Chante
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Re: Hell & Gone: Epilogue

Post by Peta Chante »

Nodding at her options Terra opts for dramatic effect over protection, "I like the frost aura. I belive it will be useful but also make for dramatic effect when needed."
Translation
It's the coolest
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Echo
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Re: Hell & Gone: Epilogue

Post by Echo »

Visiting the supply depot Echo asks around until she can find the right person. "I was hoping i could get my armor done up with some sort of camouflage system? Not a TW system or anything like that. I can't access that stuff. But enough pattern break to give me an edge when in the field."
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


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Freemage
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Re: Hell & Gone: Epilogue

Post by Freemage »

Herra is readily provided with the Coolest Armor Ever. After some discussion, the workers explain they'll need to outsource the job: "Enchanters and guys who know ultra-tech are a bit harder to find than Techno-Wizards, 'round these parts. Still, we know a guy in Lazlo who can do the work, if we transfer him the funds. What we'd do is tell him the model of armor you have, he'll get a similar one and juice it up, then ship it here--we'll trade it out for yours, then. It won't be cheap, of course--we'll need the funds up-front." After a moment fiddling with a pencil and notepad, he slides the pad across with a number at the bottom:
OOC Comments
All charges assume that Enchanting takes the maximum amount of time you could get if using Techno-Wizardry, and then based pricing on this list, including the double-the-cost rate for conversions (to cover possible loss of materials, etc, due to bad rolls): http://savagerifts.com/sr/viewtopic.php?f=6&t=1660
Since this is all Minor work, it only requires a Novice to perform.
Converting a Triax T-12 to an Enchanted Armor: 13000 Cr (Conversion) + 3600 Cr (Time)
Adding +1 Stealth: 10000 Cr (Minor Upgrade) + 1200 Cr (Time)

Assuming you want to get +2 Stealth, that'll be a grand total of 39,000 CR
In addition, there's a 1000 Cr. 'shipping fee' that includes insurance against loss in transit (they'll do it without the fee, but then I roll a d6, and on a 6, the armor gets intercepted by Bandits, the Black Market, a CS patrol or even a particularly unscrupulous --no refund).

And yes, with all this shipping and such, you'd pay the fee now, then when you get back from your current assignment you'd be able to trade your existing armor for the enchanted kit.

Note that adding Major Upgrades in the future would require you to actually send this particular suit BACK to Lazlo for enhancement, complete with shipping charges and time without the armor--and in that case, you'd have to either rent a loaner suit, or use another suit salvaged in the interim in order to not be completely unarmored while waiting for this one to come back.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Echo
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Re: Hell & Gone: Epilogue

Post by Echo »

Hearing the estimated cost Echo thanks the person at the counter and tells him she will be back later once her funds improve a bit.
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


GM Quick Reference
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PFC Fox Simmons
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Re: Hell & Gone: Epilogue

Post by PFC Fox Simmons »

The Psyches had been thorough and quick which meant that Fox was able to tinker with the SAMAS while Snackhappy worked the finer details.

Defecting CS Soldiers are rare. Ones that live to tell about, well Fox had never heard of any that had lived to tell about. Consider that CS propaganda at its best.

Not really checking to see if Happy was paying attention, Fox begin to lay some of his own life out and hopefully ease the tensions of the team's in field leader.

"I was born and raised on a watery planet known as Kamino. It was the fifth planet in the Kamino Star System."

"My earliest memories are of eating and training with my brothers. All two hundred thousand of them. We were or are still clones."

"The Kaminoans were masters of replication. My brothers and I were genetically engineered and trained to be soldiers. To be warriors."

"My training was a bit different. Maybe it was my personality or my ability to grasp the finer details of a subject. But I became a leader of my brethren."

"When our engineering and training were complete, we left Kamino and followed Republic Generals and Commanders across the Galaxy for several years. The Galactic Republics' Army."

"I was sent to the Republic Capital World of Coruscant as the Commander of the Coruscant Guard. Had two hundred of my brothers under my command."
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision
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Re: Hell & Gone: Epilogue

Post by Echo »

Hearing Fox's story Echo gets a confused look for a moment.
"So how did you end up running with the Coalition? They tend to shoot everything not originally from earth."
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


GM Quick Reference
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PFC Fox Simmons
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Posts: 156
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Re: Hell & Gone: Epilogue

Post by PFC Fox Simmons »

Not realizing that Echo was there, Fox leans out over the SAMAS. "They could not prove I wasn't from Earth. I look human enough. Outside of my "wild fantasies", their shrinks called them, they could not prove I wasn't from Earth. Of course being found during a CS Raiding and Recruiting Mission probably helped to sell the story that I was a local."

Pulling himself back into the SAMAS, Fox continues fidgetting with the wiring to the stabilizers.

"When I arrived on Earth, I was in my Laminate Combat Armor and had a Heavy Blaster Rifle. After spying on the locals for a day or two, I decided to bury my armor and weapons and approach the settlement on foot as wandering escapee."

"I actually waited out a few more days before leaving my hideout. The terrain was fairly rough where i was and I slipped down, rolled in some rocks, got some new bruises to go with the old and wound up at the feet of settlement's head authority."
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision
User avatar
Calyx
Diamond Patron
Diamond Patron
Posts: 112
Joined: Thu Sep 07, 2017 7:43 am

Re: Hell & Gone: Epilogue

Post by Calyx »

Something about what Fox was saying. Something tickled the back of his mind. It sounded...familiar almost. Not completely. Just little bits of it sounded like something Calyx had read or seen before or something. But he couldn't quite put his finger on it. Like having a word you want to say being on the tip of your tongue but can't quite remember it. He frowned a bit but nodded and took it in stride. Maybe it would come to him later on. For the moment, he just listened and nodded occasionally. It was a strange story to be sure, and he wasn't sure if Fox was telling the truth, making it up or just plain flat-out crazy. Of course, just about anything was possible in this messed up crazy world!
Calyx Calder
Character Summary
Human Zapper

Active effects: Deflection (-3 to be hit).
Wounds::

Parry: 6 (7 w/ vambraces); Toughness: 16(9)
Weapon in hand: Vibro-Blade Vambraces or Kolytik

Edges: AB Psionics, Danger Sense, Luck, Major Psionics, Quick, Rapid Recharge, Rich

Powers: Armor, Boost/Lower Trait, Deflection, Telekinesis
ISP: 26/30

Charisma: 0
Bennies: 3

Memento (Two-Face's Decision)
  • Once per Session, can be used to alleviate a level of Fatigue.
Adventure Card:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Lucky Break: Play this card to completely negate the damage from one attack.
Currently playing in: 7th Set Joker's Jokers
User avatar
PFC Fox Simmons
Silver Patron
Silver Patron
Posts: 156
Joined: Wed Nov 08, 2017 5:53 am

Re: Hell & Gone: Epilogue

Post by PFC Fox Simmons »

Fox climbs out of the SAMAS. "This suit needs a name. The Mandolorian was a figure from my galaxy's past. Mando for short. That sounds appropriate."

Over the spot where the SAMAS unit designation used to be, he applies a black and silver decal "MANDO".

Fox pauses while making a final check to make sure the decal is secured. Information regarding the genetic donor is clasified. Further actions to follow this subject will lead to unit decomission. Fox snaps back to the present. Looking over the SAMAS's surface, he notes the minute chips and dings.

It had taken a great deal of work to locate the information he had wanted. One Bounty Hunter, a Mandolorian named Jengo Fett, had been commissioned to offer genetic material as well as the necessary military training for all clones.
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision
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