City of Gloom Part 4: Dance with a Shark

Adventures of the 13th SET
Post Reply
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

City of Gloom Part 4: Dance with a Shark

Post by Pender Lumkiss »

She pats Jude on the shoulder, " Well done, a man of many talents... After seeing the last image of Z's dream she leans in to Jude, " Some times the device enhances dormant emotions." After Z wakes up non worse than wear Rene looks at the 13th, especially Cantrell and Firehawk. She glances at the body of the would be assasin on the floor.

She grabs the ritual dagger and bends down near the man's face, " I know you don't I assasin?" Vick does his best to spit in her face but his bonds are too tight and firehawk's grip too strong for it to matter. " I recognize your blade... Jade, smacks of acid... Scheele's Triumph. Your armor seems to allow you to project your charisma to allow you to go unnoticed. I have heard of that as well. I have also heard of a group of assasins that are dedicated to protecting this world from dimentional beings. Humanities Lantern yes?". Vick just stares at her his eyes are full of hatred and rage. Rene lifts him and holds his neck over the half full basin. She in a way mockingly continues, " Dedicated to bringing back the light of humanity to all corners of the globe. You are the bastion of human kind, the last light when all others are snuffed out." She grows grim drawing the dagger to his throat, " Well... I heard your group ran afoul of the Grim Reaper cult, are you all that is left? Are you the last protector of humanities virtue?" Rene gives firehawk and Cantrell one last look. Her eyes show no pleasure, and are full of sadness. Rene also casts a glance at Markus, fleetingly it was but perhaps she was making sure he wasn't pulling a gun on her. In one smooth motion she slits the assasins throat filling the basin full.

Warrily she sits back down at her desk, " The young boy will be returned to life, and I will see to his care personally...Williams from HR has much to answer for..." She glances at the monitor showing Nadine, Viggo, the Juicer quick gaurds, and the Industrial drill... It is almost in place. She gets up moving to the door, " I have to prepare to bring the two back to life. It appears the right door will be your choice... Feel free to take the assasin's body and equipment through the door, I have enough magical items in the back as it is. Your goggles has fully repaired the doors, please take your leave before I change my mind."
Max
Just before Max enters the door, Rene grabs your arm. " I can see plainly you care for the Robot, and the individual inside as if family. Family is important. There will be a moment in the doors vortex where you, for an instant, can see the cockpit of your robot... It is dangerous, and could lead to death, or even the destruction of your robot... You can will yourself out of the vortex at the presice moment you see the image. If successful you will be inside ready for battle, unsuccessful part of you may materialize in the robot itself. Utterly fail, you will most likely die. Good luck."
Bane
To Bane, she slips a small but brightly colored gem into his hand. " Viggo is a monster, betrayed me, he killed a friend of yours... Temporal wizards are tricky, and capable of going back and forward in time. Take this crystal and touch him with it... Touch the real Viggo, any temporal duplicates will disapear and it will anchor him to this place in space and time."
Whichever door chosen, right for Nadine, Alex, and Viggo or left for the BC. The effect is the same, a swirl of energy surrounds you, space and time seem to have no boundaries. You catch fleeting moments of images to fast to recall. The a bright flash erupts all arround you. Memories and thoughts are exchanged at a subconcious level.
After the last of the 13th go through the door Rene tosses a brightly glowing crystal in after them... The haunting laughter of Viggo the fin follows them through.
Exiting the red vault doors
It appears 8 hours have passed, even though only seconds really have. PPe and isp regenerate, any natural healing rolls once per day occur.
  • Max: since Rene told you to expect it, you do have a chance to exit early and pop out into Nadine. Spirit roll-2. Fail, and you will gain a major hindrence that represents the loss of a limb, or even eye. Crit fail, and you can roll on the death and defeat table to see what happens.
please state which door you will be going through. Roll a d4 and give an interlude with the result as a focus. Then it is time for Combat!
► Rewards: After a player completes her tale, award her a Benny or an Adventure Card. If you the Player want a bennie say so at end of your interlude, or if instead you want a Adventure Card roll a 1d54 to get one. Thanks!

Interludes: In most heroic tales, characters engage in small talk that reveals something about their past or further develops their personality. Such “Interludes” are rare in role playing games where we focus primarily on action and the next encounter. The system below formalizes these scenes and rewards players for role playing their character and revealing their backstory to the rest of the group.
  • Player Roll a d4

    1.) Clubs—Tragedy: Describe a tale of tragedy or misfortune from your hero’s past, featuring one of his Hindrances if possible. If the teller has a dark secret of some kind, hint strongly at it, drop clues, or otherwise give the rest of the group a glimpse into your hero’s dark side during your narrative.

    2.) Spades—Victory: Tell the group about a great victory or personal triumph in your adventurer’s past. How did it affect him afterward? Was there a reward?

    3.) Hearts—Love: Speak fondly of the character’s greatest love—lost, found, or waiting on him back home. What is her name? Where does she live? Why is the traveler not with her now?

    4.) Diamonds—Desire: Tell a tale about something your hero wants (or already has). It might be a material possession, recognition, a political goal, or even a trip he wishes to take to some amazing destination.
Field Team Six Bennies
3/6
User avatar
Maximilian
Silver Patron
Silver Patron
Posts: 548
Joined: Wed Mar 08, 2017 2:37 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Maximilian »

Interlude roll
interlude die: [dice]0[/dice] -- for the benny
Spirit 16
I'll be exiting early, meaning, precisely on time and ensconced comfortably in Nadine's pilot's chair. Let's dance.
Spirit roll, -2
[dice]1[/dice]

Benny for extra effort with Elan and prior result
[dice]3[/dice]

Ace extra effort with prior result
[dice]4[/dice]

Wild die Spirit -2
[dice]2[/dice]
Max's focus was laser precise. The cut to the assassin's throat was mere justice. The blood was on Rene's hands, anyway, literally. The right of the victor in a struggle to the death.
The important thing was that Titan. That Titan contains a kid whose life was in Max's hands. That Titan is the desperately needed edge in a throwdown for ages out of time, if what Lib and Rene says about this carp is true. That Titan was the result of the pinnacle of Max's achievement in life. Owned free and clear. It was a sign, a signal, to her, if she was still out there. And the letter she wrote before her last job was in a hidden compartment below the console.

He nods to Rene. "Got it. Viggo's in for a surprise." He takes a last glance at the blood gushing from the assassin's neck, the chaos of this office, and his teammates. He unslings the custom rifle he took from the security vault and hefts it over to Cantrell. "One more pickup, Top Dog. I won't need it where I'm going. Assign it where you want it. I'm through the door. See you on the other side." He takes a moment to shake Cantrell's hand. He walks over to Zieja and gives her a brief hug. "I'm gonna go warm Nadine up for you. Once we clear that mess up, your seat will be waiting."
He turns and heads through the door to Viggo, Nadine, Alex, and the letter.

She had a particular attachment to physical things. More than data and bits and bytes on a tablet. More than words glowing on a screen. She always left notes, handwritten with actual ink on actual paper. It seemed out of place in a high tech environment, where she could simply think what she wanted to say and it would pop into his head. He never thought to save them. She wrote them all the time.

The last one was different. Max always wondered if she knew she wasn't coming back. The letter read like it. She didn't outright say it, but the feeling was there. "Only time can separate us." Yeah, time and distance and death and - "I hold you in my dreams." Yeah, but what about the waking world - "Nothing in the waking world can keep us apart forever."

It's like she's reading my mind even before I think. Amazing. I'm a lucky, lucky dog. But why the letter? She can just tell me later.

Or can she?

She did tell me later. In advance. She must have known. She can see me coming from a week away. She had to have known what she was getting in to.

Did she?

But why? If she knew, why did she go? Why wouldn't she have put that in the letter, since she was busy pouring her heart out in ink.

Didn't she?

FOCUS! The pilot's chair has to be coming up. Nadine, Alex, I'm on my way. Sweet Nadine...

His life flashed before his eyes. Everything. Fleeting memories of being smuggled out of that facility. His first spin in a bot. Oh, the first time he saw her. The pups they planned. The letter.

The letter.

THE LETTER! She DID tell me! Why didn't I ever think of it?! There must be a code in the letter, or invisible ink, or something! I just have to get back to...

The cockpit flashed before his eyes, and was gone. "NNNNOOOO!" Like Rene said, a brief moment, and then gone. But his will, his essence, his entire life force was bent on getting into that cockpit. Back into that chair. Back to read that letter again.

The cockpit returned to his vision, but it was real this time. His timing was perfect. The first view had jolted him out of his meandering thoughts and back to the reality. His spirit was already leaping forward out of the vortex when the moment arrived. He stepped out of this strange vortex of reality and into the familiar cockpit of his beloved Titan, Nadine.

But I saw it flash, then leave. I wonder...Alex! He straps himself into the seat and looks quickly at the co-pilot's chair.........
Last edited by Maximilian on Thu Oct 19, 2017 10:55 pm, edited 1 time in total.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • 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.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature
EP Ledger
User avatar
Jude Maverick
Diamond Patron
Diamond Patron
Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: City of Gloom Part 4: Dance with a Shark

Post by Jude Maverick »

Notice 3 Fail
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Common Knowledge 4 Success
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
***

Dormant emotions? Jude glanced over to Zieja again. That was...intriguing.

Jude winced as Rene slit the assassin’s throat. It was brutal and effective. At least it was quick, and would bring some good if it brought back the kid.

Or was Jude just rationalizing?

Jude grabbed the assassin’s body by the collar of his armor and dragged him along with them. He moved to the right door, following Max and the others to go confront Vigo the Fin and save Alex and Nadine.

Lights swirled, and there was a bright flash…

***

The lights swirled above Jude as he spun the beautiful brunette around the dance floor. What was her name? Mindy. The daughter of a lower level functionary, but someone still placed higher than Jude, someone who could be a potential benefactor.

And Jude needed a patron to remain at court. He could afford to schmooze with a beautiful daughter while he kept his eye out for a greater prize.

The music ended and Mindy laughed. Jude smiled and brushed back a lock of her hair. “I am going to steal a kiss now,” he told her.

“Are you?” she asked coyly at the young functionary.

Jude just smiled and leaned in.

Then he froze, his eyes staring beyond her.

Mindy frowned. “Jude?” When he didn’t respond, she turned her head and huffed.

A tall, broad man in a Navy uniform had entered. He was big, and seemed fit enough, though his white hair, moustache, and mutton chop sideburns showed his age nearer to seventy. He was hale and hearty, though, and his chest was covered in decorations.

But that wasn’t who Jude was staring at. At the old officer’s side was a woman of exquisite beauty. Red-gold ringlets of silken hair glistened in the lights of the dance floor, framing a face of pale, flawless skin, emerald eyes, and full, red lips. She shape of her face was perfection itself. Her gown was of a shimmering scarlet silk that matched her hair, the bodice enticing, provocative, but not showing too much, an emerald on a gold chain nestled between those perfect, creamy pale breasts, the dress hugging the curve of her body down the full skirt, flaring at her trim hips, slits all the way up the sides of the skirt, revealing long, lean legs ending in elegant stiletto heels.

“Jude!” Mindy gave him a slap.

Jude blinked, rubbing his cheek and glaring at her. “What was that for?” he snapped at her.

“For staring at that French hussy!”

“French?” Jude asked, his eyes instinctively going to the woman again. She was talking with the old man, quiet, demure.

The music started again, and Mindy tugged Jude to her.

“Sorry, love,” Jude apologized, disentangling from his partner. “Why don’t you go...powder your nose,” he said, leaving her alone on the dance floor.

Mindy stamped her foot in disgust and anger. Her heel snapped, sending her tumbling to the dance floor.

Jude didn’t even notice. He followed the man he now knew was Governor-General Alphonse Beauregard into the room off the ballroom where tables for friendly gaming had been set. The return of the retired admiral from Baton Rouge and head of the Coalition Navy to Chicago to take up a position on the Emperor’s War Council had been the talk of the court for months. This was his first public appearance. So who was the exquisite angel in his retinue?

Jude scanned the tables in the gambling suite. He saw the Governor-General taking a seat at one, the woman taking a seat on the couch behind him, and other functionaries standing nearby. Jude hurried over, grabbing the mint julep from a tray held by the imperial servant on his way to bring the Governor-General his favorite drink. When the young man protested, Jude hip-checked him into another table, forcing him to have to deal with irate courtiers with spilled chips and cards.

“Governor-General! Welcome to Chi-Town!” Jude said, putting the man’s drink down with a flourish. “I believe mint julep is your prefered cocktail.”

Alphonse harrumphed. He picked up the drink and sipped it, then raised a bushy white eyebrow and looked up at the young man.

“May I?” Jude asked, gesturing to an empty chair at the table.

“Do you have the stakes?” one man asked.

“And what are the stakes?”

Jude paled only slightly at the answer. He looked past the Governor-General to the beautiful woman on the couch. She had pulled out a small book. She could read? Amazing! Jude’s estimation for the woman rose.

“I have the stake,” Jude assured them, pulling out a credstick. It held his entire savings, all the credits he had ever owned in his life. It would just make the amount.

The Governor-General gestured to the seat.

“Thank you, sir!” Jude slid into the seat with the group of much older men, and one older woman. He flashed her his most winning smile. Her lips curled up a bit in amusement.

Someone put a glass of scotch at Jude’s elbow. He sipped it. Exquisite. Certainly better than anything he could afford in his life.

“Game is seven card Lonestar Hold ‘Em,” the man to Jude’s left said, shuffling the card. “Gentlemen’s rules.”

Jude nodded, focusing himself. It was difficult, though, with the red beauty over the Governor-General’s shoulder.

The cards, the credits, and the scotch flowed freely. Jude didn’t decently. These men weren’t the professionals that Jude was. He almost didn’t have to look at his hole cards to read their bluffs. He didn’t even need to cheat. But it wouldn’t do to fleece one of the most powerful men in the Coalition.

The deck came around to Jude again. He showed off his remarkable card shuffling skills. “Governor-General, would care to make this even more interesting?”

The bushy white eyebrow went up again. “How do ya mean, Mr. Maverick?”

“Please, call me Jude,” the young man said with that winning smile. He cut open one of the fine cigars on the table and lit it before handing it to the Governor-General. “I find myself in need of a position at court. You have just arrived, and likely will need someone who knows their way around. I think we can have a mutually beneficial arrangement.”

The Governor-General’s blue eyes narrowed. “How old are you, young man? Eighteen?”

“Nineteen, sir,” Jude said confidently. “Graduated in the top ten in my cadet class, sir.”

“And why are you in the bureaucratic corps and not the military?”

Jude never lost a beat. “I couldn’t do the pull ups, sir.”

Laughter echoed around the table, and even Beauregard’s moustache lifted a bit.

“But fear not, sir! My parents have done right by the Coalition. My sister looks to be graduating top of her class in the military cadets. She is aiming to be a SAMAS pilot.” Jude started dealing the cards, just between them. “Alas, someone needs to push the papers, sir. I suffer the slings and arrows of outrageous paper cuts in the service of our great Coalition and the campaign against the noxious D-Bees that infect this planet.”

“It is more likely that Mr. Maverick's reputation among the eligible ladies of court had something to do with his lack of position,” the woman at the table said.

One of the men laughed. “So more a situation of getting into bed with the wrong people?”

More guffaws of laughter.

“I will admit I have a weakness for the fairer sex,” Jude countered smoothly. “But behind every powerful man, is a powerful woman who aids him.” His eyes flicked to the woman in scarlet, and her lips actually turned up slightly in a smile.

Elated, Jude flashed a smile to the woman at the table, causing the matron to flush and call for drinks.

Alphonse harrumphed again and peeked at his hole cards.

Jude smiled, and his eyes darted over the Governor-General’s shoulder to the lady in red. Her book was in her lap, and she seemed to be paying attention with interest. Jude raised an eyebrow. That was unexpected. This whole time she had been engrossed in her book, seemingly bored with the goings on of old men at cards.

“I bet five thousand.”

Jude swallowed a bit. He needed to focus. This might be the most important game of his life. If he failed here, he risked getting banished to the outer reaches of Coalition power to languish in obscurity. So he made a bold play.

“I won’t look at my cards.”

Alphonse harrumphed and lifted his bushy eyebrows. “Excuse me.”

“I think I can beat you without knowing what my hole cards are.” Jude stacked his two unseen cards and slid them across the table. “Perhaps your...assistant can hold them?”

Beauregard glanced over at the lady in red. She lifted a perfect, red eyebrow and studied Jude. Then she leaned forward to retrieve the cards.

Jude tried not to stare at her decolletage. This close, he could see the small smattering of cute freckles that dusted across the pale skin of her nose and breasts.

The Governor-General chuckled and looked at his hole cards again, and then studied the cards on the table. “It is still your bet, young suh.”

Jude swallowed. “All in,” he said. He tossed back the last of his scotch. He might as well go into obscurity destitute and creditless.

“Those are some serious stakes, suh.”

“That just shows how serious I am, sir.”

“Bold. I like boldness.”

“I know, sir.”

Another arched, bushy brow.

“Like I said, I know the court, movers, shakers, ins and outs, what gets people to do what you want, buttons to push, levers to pull, and favors to trade. I just need the proper patron to utilize my gifts.”

Beauregard pulled a credstick out of his vest pocket and tossed it on the table. “And how do you expect to beat me without knowing your cards?”

“I just have to know you don’t have anything,” Jude said with a grin. “And I don’t think you do.”

Beauregard’s eyes narrowed. He reached out and slowly flipped his cards. “Jacks and Eights.”

Jude nodded, his fingers tapping a staccato out on the table. He looked up as the scarlet woman rose. She leaned over, flipping the first card.

“King of Diamonds. Possible royal flush, ya lucky bastard.” Beauregard chuckled. “But only if ya can score the Queen.”

Jude smiled, his heart racing. “Don’t worry, sir. I never have a problem with the ladies.”

Alphonse nodded to the scarlet woman. She turned over the last card. A Queen!

“Of Hearts!” the Governor-General laughed, slapping the table. “So close, lad!”

Jude nodded. He stood up and tugged his jacket straight. “Thank you for your consideration, sir.” Jude extended his hand, and Beauregard shook it with a mighty grip.

Jude leaned over and picked up the Queen of Hearts. “As I said, I never have a problem getting the ladies.” He smiled, his eyes darting to the woman in scarlet as he tucked the Queen carefully into his breast pocket before turning and walking away. He kept his shoulders straight. He wouldn’t show just how defeated he was.

“I will take ‘im.” A delicate, accented voice cut through the chatter of stuffy aristocracy.

Jude’s step slowed until he stopped, turning around. He met the emerald eyes of the scarlet woman as she stared directly at him.

“What?” Beauregard harrumphed.

“I will take ‘im. On my staff.” Her eyes pulled away from Jude, and he felt as if the sun had gone out. “‘e eez right. I am new to zhe court. I do not know eets ways. I weesh ‘im to advise me.”

Beauregard looked between them and shrugged his broad shoulders. “Do what you wish,” he said, sitting down again.

The woman nodded. She walked toward Jude with a sharp clip. He drank in every sinuous movement of her body, the shimmer of the dress over her curves. He felt as if his knees would no longer support him, but would only bend so he could kneel before this goddess in worship.

“Michelle Saint-Germaine,” the woman said, holding out her hand, encased in scarlet silk.

Jude blinked, staring at her, tongue stumbling for words.

She lifted a delicate red eyebrow.

Jude swallowed and took the hand, bending over it, kissing it. “It is my honor.”

She smiled, pleased. “Come. We retire for evening. I grow bored.”

Jude stared as Michelle Saint-Germaine turned sharply for the door. Several of the functionaries behind the Governor-General came off the wall and fell in behind her. Jude hurried after, falling into line with them, very conscious of every movement of Michelle in that dress. Jude didn’t think he ever touched the floor the entire trip back to the Governor-General’s quarters.

***

Jude’s steps weren’t so light as he stumbled out into the darkened air of Gloom. He staggered, falling to his knees. His face was wet. Why was his face wet? He reached up, touching tears on his cheeks.

“Michelle…” he murmured.

***

Conditions:
Interlude roll 3 Hearts
[dice]4[/dice]
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • 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.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
User avatar
Firehawk
Gold Patron
Gold Patron
Posts: 52
Joined: Sat Aug 12, 2017 1:54 am

Re: City of Gloom Part 4: Dance with a Shark

Post by Firehawk »

Notice 5
Notice: [dice]1[/dice]
WILD dye: [dice]2[/dice]
Rene wrote:In one smooth motion she slits the assasins throat filling the basin full.
"Oh," Firehawk's eyes widen slightly as Vick's blood fills the bowl to the brim. "Well, I was volunteering my own blood for the boy but, uh, that'll work too. I guess."
Rene wrote:" The young boy will be returned to life, and I will see to his care personally...Williams from HR has much to answer for..."
Firehawk squawks in anger as he shakes a fist in defiance and declares, "A pox on your ancestors, Williams from HR!"

He then expels thoughts of the now dead assassin from his mind as he slowly waddles toward the door, examining the jade green blade he had retrieved from the floor.
What did Rene call it? Scheel's Triumph? Who is this Scheel, I wonder...? He gives the sword a few practice swings before securing its sheathe to the back of the bandolier wrapped across his bare chest. Good balance. If this weapon was used to commit dirty deeds by this dastardly Humanity's Lantern outfit, it is only right that I use it now so that it can atone for its dark past by helping me cut a swath through the wickedness of this world!
Remembering the acid hiss from the blade during the skirmish and assuming it must be a magic or TW weapon, Firehawk probes the blade tentatively with his psychic senses to gauge its power and how much of his mental energy will be required to use it effectively.

Once he feels he has a fair estimation of its abilities he will mentally empower his swordfighting skills and activate a dense smokescreen. He then flies through the door before as many of his squadmates as he can to draw fire from the enemy and so his smoke trail will give them some cover when emerging on the other side to engage Viggo and his minions.
Psionics 11
Greater Deflection w/ smokscreen trapping and Exalted trait boost: Fighting, cost: 9 ISP
Raise= -6 for enemies to hit and +4 dye types to Fighting skill
Psionics: [dice]3[/dice]
WILD dye: [dice]4[/dice]
Interlude roll 4 desire
+1 benny
[dice]0[/dice]
As he steps through the doorgate and into glorious battle his mind drifts briefly to his inner desire for the boy he had killed to live again, whole and free.

Rene said sometimes the blood donor of a resurrection can leave an impression...or a taint...on the soul of the one being revived.
Hrrm...I should have insisted she use my blood and not that of the assassin, but I was too caught up in the moment....she had already sliced him open like a fish before I could even object.
Blast! Well, hopefully the boy is revived whole and without the taint of a human supremacist assassin heavy metal frontman. From Germany.


He sends a silent prayer into the ether that the boy is healed without the dark taint of Vick's soul.

So help me, if I have to come back here and kill that kid again I will not be pleased! What a hassle!
Last edited by Firehawk on Fri Oct 20, 2017 6:35 pm, edited 1 time in total.
FIREHAWK
FIREHAWK
-Burster-
1 wound - burned feet
Charisma: 0 (-4 w/ CS); Pace: 4(d4 running), Flying: 6(12); Parry: 5; Toughness: 6
Four Arms: One additional non-movement action with no MAP
Improved Flame Bolt: 6d6 damage (12/24/48)
Low Light Vision: Lyn-Srial ignore penalties for Dim and Dark lighting
Mentalist: +2 on any opposed Psionics roll, attacking or defending
-Once per round as an action can give an ally an immediate attempt to break out of illusion / puppet / mind walk at +2
-Impervious to all plasma, fire and heat damage; Electricity, lightning and lasers do half damage
-Roll a d10 (instead of the usual d6) when causing damage with fire:
  • Highly flammable targets ignite on a 3 –10
  • Anything flammable catches fire on a 6 –10
  • Things that normally don’t catch fire (metal, ceramics, stone) ignite from a Burster’s flames on a 10, or at least begin to melt
  • Water super-heats and evaporates nigh-instantly on a 10 as well, and boils away over 2d6 rounds on an 8 or 9.


CP-30 Laser Pulse Pistol shots: 30/30
ISP: 0/30
Powers Active

Fiery Aura: 6 MDC Armor, +3d6 to melee damage and damage shield

Adventure card: 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.
BENNIES: 2/3
User avatar
Blackfish
Daniel (Lars)
Posts: 127
Joined: Sun Jul 16, 2017 1:52 pm
Location: 12th AAT

Re: City of Gloom Part 4: Dance with a Shark

Post by Blackfish »


Roll 2 Victory
[dice]0[/dice]

Spades—Victory: Tell the group about a great victory or personal triumph in your adventurer’s past. How did it affect him afterward? Was there a reward?
EXITING THE ROOM
  • Following the others out of the right door Z reflects, "How'd that saying go? Something about judging a book by its cover...."
INTERLUDE

  • Silently making her way across the open field near Greenville, deep in Federation lands, Zieja and seven other Lone Star CS Commandos escorted their mission closer to their objective.

    Looking to her right Z glanced at the man they were assisting infiltrate the Federation lands. His code name was Dr. Asimov.

    Arquebus, the Dog Boy assigned to the Commando Team, had informed Z that the CS spy going by Asimov was in fact a real Mage. This had the Dog Boy on edge but she had explained to him that those in power knew what they were doing. She hoped.

    For her part, Lt. Zieja Kashbrook had heard rumors of a cabal of Mages who were pro CS, called the Vanguard. Z wondered if this Dr. Asimov was one such pro CS Mage. It seemed likely, especially after her commanding officer had told her to keep her team of Commandos under control around the guy and not to talk to him unless they had to. The very idea of a Vanguard was incredibly unlikely everyone had argued, but Z wondered.

    The fact that the mission was coded Black Ops just made the whole idea seem more real. Crazy. CS Mages.

    Z was psionic, as was most of her Commando Team, but that was different. Still Z tried to keep in mind that not all who looked like good guys were, this meant that some who looked like bad guys must not be.

    Shrugging the thoughts off she checked the positions of each team member.

    Asimov walked quietly on towards Greenville using magic to be silent. Arquebus at his side, along with Sgt. Conner's the CS Commando medic. The rest were spread out. Silent and ready. Making it here had been actually pretty easy. Her team was as good at silent infiltration as they were at actual combat. She was impressed that both the SAMAS wearing Commandos with her had managed to be silent. They were only about 300 feet from the edge of their destination now.

    Her front man lifted his hand up, closed-fist, signaling to halt. They all stopped and hunkered down. Z moved forward to the forward Commando. Via hand signals he explained to her that a sentry was close by.

    Nodding Z motioned for the Front Man to hold. She slipped closer to the town and guard. The sentry turned out to be a boy, maybe 16, and he looked more scared to be on duty than dangerous. Returning to her team she directed them around the boy and into town.

    Gathered in a barn the eight Commandos and Dr. Asimov spoke briefly.

    "I have it from here Lt. Kashbrook. You all can go. I commend you on your teams actions. Taking out those Shifters yesterday was amazing, some tactics you used I will not forget. Tonight's infiltration went off with out a hitch. I ma not free to set up my operation here. Thank you."

    Zieja nodded at the man and looked around her. The other Commandos were all facing outwards and away, watching her 6.

    Quietly, she asked: "Are you Vanguard?" Immediately she regretted asking, it might get her, or her team, in trouble.

    Dr. Asimov grinned, "Ahh your ears have been listening to all the scuttlebutt, our day will return, we will be excepted back into the arms of our coalition States, yes, yes I am. I hope that when the day comes you will recall my work here. This undercover operation will see an end to many non CS enemies. Good bye."

    The Vanguard Mage left the barn and Zieja's Commandos left Greenville.

    A successful operation.
Accounts

Discord: Daniel (Lars)

Savage Rifts Game Master
    • The Black Company
    • Machinations

Savage Rifts Player Characters
  • Niki NEMA Peacekeeper / Commando
    Adventures Inc. GM - Venatus Vinco
  • Mercer Mercenary Exiled RCSG
    Mercy Six GM - Pender Lumkiss
  • Boon Psychic & Mechanic
    Phaseworld GM - Ndreare
  • Blackfish Combat Mage / Ogre
    Tomorrow Legion 12th AAT GM - Snake Eyes
  • Player Account 6 Unlocked & Unused.
User avatar
Markus Berger
Posts: 361
Joined: Wed Dec 28, 2016 6:50 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Markus Berger »

Markus stands in front of Rene, before departing, with a growling voice and cold eyes.
"He wasn't the last defender of humanity. There are many of us, and we will reclaim this planet. Just wait."
He will follow the others to finish the fight.
Interlude Roll: [dice]0[/dice] - Desire
While the travels towards the upcoming battle, Markus, thinking in the new Triax gun he just got, recalls her homeland.
The green valleys, filled with clean air and running water. The mountains, tall and clean. The small towns, pretty and welcoming. The industrial might of the Triax factories. The order and power of the NGR army. His family, his friends, his country.
A place of peace, of beauty, of safety.
That is the dream. That is what he fights for.
The earth. The humanity.
To get rid of all the trash that rain down this beautiful world from the rifts. To get rid of magics, demons, dbees, and all of those who support them.
He is clear. He will lay his life down for the others. He will lay anyone's life for it. It is worth it. Someday all the earth will be back to what it was. All of his planet will be cleansed, recovered, healed. Like the NGR.
Even america. Even the Tomorrow Legion.
OOC Comments
For a benny.

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: 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.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
User avatar
Cantrell
Posts: 425
Joined: Thu Mar 02, 2017 10:57 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Cantrell »

[dice]0[/dice]=Love
Taking the Bennie



Cantrell gives Rene a long, penetrating stare before moving to the door.

"I'll be checking up on the boy," she says, then steps through the left portal, following her crew to Nadine and the final confrontation with the slippery Viggo the Fin.

**********

In an eye-blink she's enveloped by swirling mist and little else, seemingly unmoored in space and time. She hears Viggo's laugh, and is unsure if this is some temporal magic of his or something caused by the bauble Rene tossed in after them.

Before she has time to plot a next move, the mist gives way to darkness and the overwhelming smell of a campfire. Stars emerge from above and she feels the warmth of the fire on her face, her vision clearing gradually as she hears Max's voice in her ears ...

" ... And that's when I told him what I'd done with the barrel of yeti piss we'd collected from the research lab!" the dog boy says, dropping the punch line with a wink.

Laughter bubbles up from around the campfire. Straight-faced Bane starts to choke, his pink face growing dark purple before Zieja reaches over to pound him on the back. The devil-man coughs violently for a moment before letting out a surprised belch -- which sets Libertas giggling so hard he nearly rolls into the fire.

This was weeks ago, on the road from Silver Bluff to Gloom, just before we met those cheerleaders ... she thinks, knowing already the words that will emerge from her mouth ...

"Alright, all of you, settle down before someone ends up roasted. I don't think Lib has enough charges in that healing doo-hickey for all of you, and I don't need that stink following us to Gloom ..."

**********

The mist returns and Cantrell knows somehow the scene has shifted. This time the team is in a bar somewhere ...

It's the Outside Inn, she thinks, recognizing the dim interior of the pub outside Castle Refuge. The place is familiar but then she notices Firehawk looming near the jukebox, mug in hand as Jude tells a tale that has Zieja scowling.

I've never been there with either of them, she thinks, realizing that the scene, if it's a real one, must be in the future.

"I'm not questioning anyone's romantic preferences, but I saw what I saw," Jude says, holding his hands up in the air.

Clearly a few drinks in, Firehawk nods enthusiastically and chimes in: "It's true, I saw it, too, on the screen, while Zieja was unconscious. She sat up and grabbed him by the head-feathers and pulled him in, beakless mouth to beakless mouth. It was quite disgusting ..."

**********

Again the mist returns, fading just as quickly. It is dark again and Cantrell's nose is filled with the stench of ionized air and cordite. Light blooms as something explodes just on the other side of the trench where she's lying.

"You know boss lady, I'm starting to regret calling that cyborg a trash compactor," Jude says beside her. His playful tone does a poor job of masking the pain he's in -- even in the dark, she can tell he's bleeding steadily from the wound in his side, and his left arm is mangled badly enough he may need a replacement when they get out of this. If they get out of this.

There's another explosion and one of Libertas's robots comes flying into the trench, collapsing into a jumble of gears and metal rods that dissolve into the ether. Farther down the trench, Markus yells obscenities and lobs a grenade over the side of the trench.

"Scheissesser! Go back to the unholy dimensions you came from. This place is for humans!" he shouts, firing bursts of laser-fire over his shoulder.

Cantrell's radio crackles, and Max's voice comes through, almost a whine.

<<We're pinned down out here, Top Dog. Libertas and Bane are both wounded and I haven't seen Z since that last explosion. Firehawk took some shrapnel and went down somewhere on the left flank ... I'm giving it all I've got, but I don't know if that's going to be enough!>>

"I may have to let you lead the charge on this one, boss lady. Let you get a couple of kills in," Jude says, his grin still in place even as his voice weakens to a whisper. His breathing is ragged, but he levers himself up on his good arm before pulling a handful of grenades from a pocket. "Not sure I remember which is the smoke and which is the plasma, but I'll figure it out before I throw."

Cantrell puts a hand on his shoulder, suddenly wishing there wasn't so much armor between the two of them as she gives him a gentle pat.

"It's alright Jude. I'll go save the girl ... and the rest of the family. You just stay here and keep Markus from committing genocide. And keep your eyes off my ass long enough to give me some covering fire, okay?"

Tears cloud her eyes as she checks the clip on her rifle, then rises to a crouch. Muscles flex and pistons fire and she's over the wall, charging into darkness, the faces of her team flashing past as the mist closes in ...
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
User avatar
Libertas Magicum
Bronze Patron
Bronze Patron
Posts: 642
Joined: Fri Feb 17, 2017 3:02 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Libertas Magicum »

Pender Lumkiss wrote:
She grabs the ritual dagger and bends down near the man's face, " I know you don't I assasin?" Vick does his best to spit in her face but his bonds are too tight and firehawk's grip too strong for it to matter. " I recognize your blade... Jade, smacks of acid... Scheele's Triumph. Your armor seems to allow you to project your charisma to allow you to go unnoticed. I have heard of that as well. I have also heard of a group of assasins that are dedicated to protecting this world from dimentional beings. Humanities Lantern yes?". Vick just stares at her his eyes are full of hatred and rage. Rene lifts him and holds his neck over the half full basin. She in a way mockingly continues, " Dedicated to bringing back the light of humanity to all corners of the globe. You are the bastion of human kind, the last light when all others are snuffed out." She grows grim drawing the dagger to his throat, " Well... I heard your group ran afoul of the Grim Reaper cult, are you all that is left? Are you the last protector of humanities virtue?" Rene gives firehawk and Cantrell one last look. Her eyes show no pleasure, and are full of sadness. Rene also casts a glance at Markus, fleetingly it was but perhaps she was making sure he wasn't pulling a gun on her. In one smooth motion she slits the assasins throat filling the basin full.
Well, that was efficient. Two problems, one stroke.

Warrily she sits back down at her desk, " The young boy will be returned to life, and I will see to his care personally...Williams from HR has much to answer for..." She glances at the monitor showing Nadine, Viggo, the Juicer quick gaurds, and the Industrial drill... It is almost in place. She gets up moving to the door, " I have to prepare to bring the two back to life. It appears the right door will be your choice... Feel free to take the assasin's body and equipment through the door, I have enough magical items in the back as it is. Your goggles has fully repaired the doors, please take your leave before I change my mind."[/quote]

Lib somehow manages to keep from smirking when she mentions the magical items in the back. Of course, the fact that he just watched her dispassionately slit a man's throat might have something to do with it.


Exiting the red vault doors
It appears 8 hours have passed, even though only seconds really have. PPe and isp regenerate, any natural healing rolls once per day occur.

please state which door you will be going through. Roll a d4 and give an interlude with the result as a focus. Then it is time for Combat!
Woo-hoo! Fully charged and ready to rumble!

Interlude roll [dice]0[/dice]

Tragedy again, huh....

Took a moment to compile all my interludes; I don't want to create a Jokeresque multiple-choice backstory.

This one's for the benny.
Libertas steps through the doorway to Viggo and Nadine. Seriously, what was Bane thinking, walking away from something as valuable as Nadine? And the kid's gonna have real potential down the line.

Walking through the tunnel of light is... surprisingly comfortable for Lib--the temporal distortion that turns an instant into 8 hours and back again feels natural to the Presci--it's how time is in his kind's native dimension, after all. So this is what a fish feels like if you grow it in a tank and then let it loose in the ocean. Amazing... It's... home.

Of course, less comfortable are the visions that begin to flow through his mind; instances of times gone by, even possible futures. He ignores them--the past is a distraction, and the future is not yet written.

And then one catches his eye, and he steps towards it almost instinctively. Poppa...

******

5 years old and full of mischief, young Libertas bounded out of bed. It was Crafter's Day, a holiday in Stormspire where even the poorest and least-skilled families cobble together some hand-crafted toy for their children. Lib had been dropping hints all week that a hand-drawn toy car would be just fine. He knew they didn't have much money, after all--certainly not enough to afford some sort of techno-wizardry gadget.

He entered the living room of the small apartment he and his parents shared, looking around frantically for the gift he was sure would be there. He looked, and looked, but there was no box to be seen... gradually, his joy dimmed, becoming disappointment. No box. No gift. Sure, his parents weren't genius craftspeople, but he knew his mother could whittle, his father could hold a screwdriver.

Wait. Where were his parent? Shouldn't they be here, even if the gift wasn't? He looked around again, into the tiny kitchen, where he found a note. Come outside, Silly Goose it read.

Blinking in confusion, now, he went to the door, and looked out... and was amazed. His parents were there, standing next to the most beautiful hand-tooled pedal car ever to be brought to life. Oh, sure, from an adult perspective, it was crude and ungainly--one of the wheels was still a bit rough, and the sanding had missed several spots on the side. But to Lib's joy-filled gaze, no riding vehicle could be finer. He ran forward, practically dancing in excitement. "Poppa! Momma! How'd you do this?"

Beaming with pride and joy, his father answered. "Well, I borrowed a little something from a friend, made me and your mother both much better carvers. And he lent me the cash for the lumber, too--no cheap pressboard for this beauty, we carved the body out of an actual oak log!"

Libertas hugged them both so hard that a few tears leaked out of his eyes, then he jumped in and began to drive it around the block. As he zoomed off, pedaling with all his might, his mother (now well out of earshot of the boy) turned to his father, saying, "You never did tell me who this friend is..."

The older Presci just shook his head. "Don't worry, we won't owe him a dime. Just have to do a bit of work at his club for a few nights."

Her eyes narrowed. "His club... You don't mean that horrid Louie Bagnose--" He cut her off with a raised hand.

"Relax, Love, it'll just be a few weeks' work."

She snorted, unimpressed. "You mean a few weeks' cheating. What's he got you doing, signaling the house players at the poker tables so they know who's bluffing?"

He has the grace to look a bit embarrassed. "Well, actually, I'm going to BE the house player, on the down-low. All my winnings go to pay off Louie; if I make enough to pay the full amount, then I keep a percentage off the top after that. We might even have enough left over to buy you that new dress you've been wanting."

_______

Libertas' father lay in the gutter in front of their home, his arm severed at the elbow, life's blood pouring down the drain. His wife held him, tightly, as the boy sat on the ground, stunned and sobbing. She asked, "What happened?"

"One... One of the players... Big guy, he... he knew.... He could tell I could see time differently. He must've followed me out of the club... caught me a block away. H--he bit my arm off." He looked to Lib. "I... I'm sorry, boy. Sorry I was poor, sorry we never had enough money...."

This was too much for Lib; he threw himself at his father, trying to hold him together with pure willpower. "No! No, Poppa, no!"

As the neighbors came out to see what the commotion was about, one of them pulled the boy away to see if there was anything to be done, but it was far too late--too much blood loss by then. But because of this, only his mother was close enough to hear the dying man's last words.
Of course, in the vision, Libertas gets to see all the parts he missed, hear it all, too

"Damn you, you filthy shark... you could've just taken back the money..... Damn you, Viggo..."


**************

Libertas emerges from the door-tunnel, eyes burning with tears and a hate so raw it could burn diamonds, his Puzzle-Box already in hand....
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    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.
User avatar
Markus Berger
Posts: 361
Joined: Wed Dec 28, 2016 6:50 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Markus Berger »

Cantrell wrote:There's another explosion and one of Libertas's robots comes flying into the trench, collapsing into a jumble of gears and metal rods that dissolve into the ether. Farther down the trench, Markus yells obscenities and lobs a grenade over the side of the trench.
"Scheissesser! Go back to the unholy dimensions you came from. This place is for humans!" he shouts, firing bursts of laser-fire over his shoulder.
...
"It's alright Jude. I'll go save the girl ... and the rest of the family. You just stay here and keep Markus from committing genocide. And keep your eyes off my ass long enough to give me some covering fire, okay?"
OOC Comments
Cantrell has Markus figured out! You have my blessing to post for me if / when I am unavailable! :D

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: 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.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
User avatar
Bane
Posts: 273
Joined: Sat Feb 04, 2017 12:27 am

Re: City of Gloom Part 4: Dance with a Shark

Post by Bane »

Notice 4
[dice]0[/dice]
Wild Die [dice]1[/dice]
Common Knowledge 11
[dice]2[/dice]
Wild Die [dice]3[/dice]
Wild Die Ace [dice]4[/dice]
With the discussion so heavily one sided in favor of going after Viggo first, Bane breathes a sigh of relief and frustration at the same time. Given the teams attachment to Alex, Max's slightly weaker attachment to Nadine, and knowledge that Bane knew but was not at liberty to discuss, partially because he didn't know what that information meant, he wasn't very surprised by the team's decision, but he still felt that he needed to highlight the options best that he could. He thought back on the prophecy one more time he was given right before he left Dweomer.

Fog swirled as Bane closed the door of the small shotgun style house where the Oracle lived. Candles burned low, casting an eerie glow about the room. A small crystal orb sat upon a small stand on a round table with three legs, made from a dark wood. The etchings and carvings on the legs give an evil leer at all in the room. A short old woman sat cross-legged on top of a stool at the table, seemingly in a trance. "Come in, child. Take a seat." she said in a raspy breath.

Bane took a seat opposite of her. He was about to say something when she sharply raises a bony hand to quiet him. Her eyes rolled back in her head as she began to speak. "You are about to embark upon a journey of knowledge, but will soon find yourself caught up in events with far wider ranging implications. Your former mentor shall be revealed in the light as great black leathery wings flap about and vengeance shall be stopped. A frame of black will be made and your direction shall be changed. A city of despair and misery awaits your arrival. You will have the opportunity to lift the despair, but not as yourself, if only for a little while for it is not to last. The relief you provide will be taken and innocents will be blamed, orchestrated by an old foe. But caution take ware, for he will not be the master of the evil designs he weaves, but rather it's servant. If you do not have the power of the black, the titan child will perish. Seek out the spire of broken stars for knowledge of an ancient weapon." After she stopped speaking, her head slumped against her chest. Bane sat there quietly for several moments, eventually trying to get her attention, but to no avail. He left the small house more confused than when he went in.


Bane comes out of his reverie after a moment. He palms the gem that Rene slips him and nods his head, speaking low to her "With pleasure." Bane follows the rest of the team through the doorway, feeling disoriented for a moment as it feels as if he stepped outside of space and time, but feeling fully refreshed as he exits the door.

(I will take the Bennie for my int interlude)
OOC Comments
Bane


Armor: Ley Line Walker Light Armor (3 Armor, +4 to Vigor rolls vs. airborne toxins/diseases)
Toughness: 8 (3)
Weapon: TK Revolver (Range 12/24/48, Damage 2d6+2, RoF 1, AP 4, Shots 6, Wt. 4, Notes: Revolver, can "fan the hammer". (Rapid Attack)
PPE: 12/20
Bennies: 1

Alts: Logan Wright, CS Fightin' Joes
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Pender Lumkiss »

Max inside Nadine
Max sees the co-pilot chair a bit of a mess. It seems the straps were pulled out in a loose knot. The lock box under the chair is wide open. Laser blasts marr the near consol and back of the chair. The controls of the titan seem locked down, and to anyone but Max it might have provided an additional hurdle to getting the mighty Titan going. The Titan is rocked by some kind of blast... No damage but something is out there.
Jude outside and under the Titan
Jude looks up his face not only wet from his tears, but from some kind of fluid leaking from the Titan’s leg. The Titan is more or less upright, just leaning awkwardly against a building. There is more than enough room for a dimensional vagabond such as Jude to be essentially underneath its mighty girth. His entrance was anything but subtle and a couple of these juicer quick like gloom keepers of the so called peace look up and snarl and start shouting that an interloper has arrived. Jude recognizes at least one of them, Tesse of the 2nd set. Last Jude saw of her she was a radiant creature, one of the few true beauties in the world. Some on rifts earth say that Jude’s charm is supernatural and Tesse could give him a run for his money. Something has changed about her, her skin is a muted grey and cybernetic tubes go in and out of her body. Anyone with a nose for the arcane picks it up from all the peacekeepers as they are similar in nature. She seems to remember Jude as well, she seeths at his arrival, “ Jude! CEALs take him!” Her arms stretch wide pulling on the strings of fate as she prepares to cast a spell…. Perhaps even the last spell Jude ever sees. A couple of the CEALs near the drill in the middle of the street seem to begin to draw their railguns. The Viggo ontop the drill laughs. He is wearing some kind of modified exoskeleton armor. But he seems to be directing the drill operator to finish off the Titan.
Firehawk soul combat
As firehawk calls out the “pox” on Williams a brilliant flash of energy leaves the burner’s body and is sucked into the basin…. Rene murmurs surprised, “ A pox indeed, such passion… Know that both of the people brought back will in some manner be tied to Porthos Williams.”
Firehawk feels that in this dimensional limbo his mind and body are inevitably drawn back the basin in Rene’s office. In a way he can see the spirits of all that offered their blood. Many of his party are noble and true and their light does shine in the bowl. But it is dwarfed by the specter of Vick, his malice, hatred, and blood thirsty nature threatens to destroy any goodness. Firehawk has a moment where he can engage the dark looming shadow of hatred.
There are two hindrances you can destroy. Bloodthirsty and vengeful major, make a spirit roll with a -2 per hindrance you wish to destroy. Failure you take 1 wound, crit failure 1d3 wounds. You take these wounds with you into the battle.
The 13th, minus Max and Jude, portals into an alleyway you can hear Viggo in the middle of the street atop the drill urging on the driver to break the legs of the Titan.
Drill Viggo in armor
IMG_0150.JPG
A female voice out in the street yells for Jude’s blood urging several CEALs to kill him! Several of these Juicer like CEALs are out in the street blocking off the area from the general populace and keeping civilians back from the Titan. Several of the civilians the CEALs are keeping back seem to be wearing Dries Marbles Left t-shirts.

The radio station is across street about 25” from the ally most of the 13th are in. Scampering out the front door is the wide eyed Alex wielding a laser pistol in one hand and holding the hand of the person that may or may not have spent time in Cantrell's sound booth. Alex hits a button near the door and the screens on the outside of the radio station turn on with a raven haired beauty who seems to be saying something but the sound must be properly hooked up as nothing is come out. He pushes his charge to the ground as a hail of railgun fire comes through the doorway behind them. The front area of the Radio Station falls apart and amidst the dust and debris Alex and his “friend” disappear from view.

In the alleyway you see a biker sprawled on the ground with his cycle humming nearby[up to the players what kind it is]. Part of the bikers jacket seems very brittle and is in the middle of disintegrating. From behind you a familiar laugh bellows, “Well now, escaped the red vault did we. I don't suppose you killed that thorn in my side?” Viggo the fin eyes all of you from about 10” away. He has a business suit on but a shimmering field surrounds his body.
Business Viggo
IMG_0105.JPG
IMG_0105.JPG (24.03 KiB) Viewed 35279 times
He sighs, “This moment has been weighing on my mind for sometime now. Your involvement in my city will create such trouble for me. Tell you what, just leave… Those black company folks you are trying to meetup with, leave now, and I will give you a time and place outside this city that will work better for al for your inevitable encounter.” Viggo is flanked by two of these cybernetically and mystically enhanced juicer like creatures. One of them is wearing a cyber knights heavy armor. A common knowledge check would easily reveal the armor’s sigils and crests would make it belong to knight Justice of the 2nd set.
If there was any wonder as to whom was wearing the armor it is dispelled when the knight speaks his voice distorted some, but clearly that of Knight Justice, “ They must join us!”
Viggo chuckles, “ Yes of course. A deal is a deal.” He tosses out a small object and it lands just before Bane, “ Your partners’. I have seen a future where I am in irons back at Deowmeter. That is not going to happen.” His eyes raise looking towards the top of the radio station. For a brief moment a creature appears and disappears. It looked like it was Viggo but space and time had distorted his features in an unnatural way. As quickly as the Viggo atop the radio station appeared he disappeared as he fires a bolt of magical energy hitting the Titan squarely in the chest.
Alleyway Viggo swears, “ I was never a fan of the 4th dimension, too much strain on the body. But it would seem we are all here.” His hands seem to reach into other dimensions pulling magical energies from realities unknown in preparation for a spell. He smirks as he sees Libertas, “ This spell is a real redhead killer.” Justice and the other augmented juicer like individual begin to move towards the group.
4th dimention viggo
IMG_0149.JPG
Combat data
Drill Viggo 20” away from group in Alleyway, 8” from Jude and Max. Toughness: 17(7), Parry:5
Drill CEALs (5 plus Tesse) are same as above. Tesse: toughness 14(4), Parry: 7, -2 to be hit from range. Drill Ceals: 13(4), parry:7, -2 to be hit from range, wielding railguns and vibroswords

10” from 13th Alleyway Viggo: toughness: 14(6) AP has no effect, parry:5
10” from 13th Alley Ceal(1 plus Justice): 13(4), parry:7, -2 to be hit from range
10” from 13thAlley Justice, toughness: 21(8), parry:11, -4 to hit from range

25” from everyone Radio station rooftop Viggo: toughness 12(4), invisible(-4 to notice or hit), intangible

Also somewhere near the entrance of the radio station might be the person who shot at Alex.
Recap
So we have a large street, on one side is the titan, in the middle is drill viggo, tesse from the 2nd set, and 5 juicer like beings. Then on the other side is the radio station where Alex and someone he was trying to help disappeared under rubble as the entrance was shot up. To the north of the street are civilians being cordoned off by city peacekeepers. To the south is the alleyway you all appeared into. A viggo along with Justice of the 2nd set, and a juicer like being are also in the alleyway but 10” behind you.
Initiative
Players go first, as you post that is how your actions occur.
  • Double Joker: Libertas and Jude both got Jokers. +2 bennies for all.
Sorry about the wait, you guys are up. Please read the OCCs especially the combat data. +2 bennies for the double jokers(Jude and Libertas).
Field Team Six Bennies
3/6
User avatar
Firehawk
Gold Patron
Gold Patron
Posts: 52
Joined: Sat Aug 12, 2017 1:54 am

Re: City of Gloom Part 4: Dance with a Shark

Post by Firehawk »

Soul Battle 12-4 8, raise
Spirit: [dice]0[/dice]
WILD dye: [dice]1[/dice]
Extra Effort: [dice]2[/dice]
ACE: [dice]3[/dice]
Rene wrote:“ A pox indeed, such passion… Know that both of the people brought back will in some manner be tied to Porthos Williams.”
As he enters the dimensional flux Firehawk's senses are suddenly drawn back to the vault, his psychic awareness sensing the dread taint of Vick's dark soul gathering immense strength.
NO! It is as I feared - Vick's soul is too strong for the boy and the worm from HR to withstand. They will be corrupted by his rotten taint! His stinky, rotten taint!

Firehawk grits his teeth and strains mightily against the momentum of the dimensional door to turn his essence back around to aid the vulnerable resurrected spirits. Finally his spirit breaks free as his soul banks on wings of molten light to careen back to the vault. He plunges deep into the abyss of Vick's own soul as the ritual reaches its peak only to expand in a sudden, violent nova of pure creamy goodness that banishes the evil influence and prevents it from interfering with Rene's ritual.
Notice 13, Common Knowledge 5
Notice: [dice]4[/dice]
WILD dye: [dice]5[/dice]
ACE: [dice]8[/dice]
2nd ACE: [dice]9[/dice]
Common Knowledge: [dice]6[/dice]
WILD dye: [dice]7[/dice]
Grt. Deflection 8 raise
Greater Deflection (attackers -4 to hit, -6 w/raise; 4ISP, +1 ISP to leave a smokescreen in his wake)
Psionics: [dice]10[/dice]
WILD dye: [dice]11[/dice]
ACE: [dice]12[/dice]
As his spirit coalesces back into himself, Firehawk feels his mind and body refreshed and whole, as if he just woke from a good night's sleep. As he rockets back into the 'real' world on wings of fire he engages a psychic smokescreen to give his squadmates some cover for when they too emerge from the space-between-spaces.
<<"I'll lay some smoke down for the rest of you and draw as much fire as I can so you can get to cover. To battle!">>
Out of the corners of his eyes he notices the members of 2nd SET.
2nd SET? I thought they were MIA..
He sets that mystery aside for now and angles up at full speed toward the radio station rooftop, searching for the source of the powerful bolt that rocked the Titan.
Summary
Action 1: Ignite Fiery Aura (3 ISP) +6 MDC armor
Action 2: Greater Deflection (5 ISP) raise = -6 to be hit, smokescreen left in his wake for as long as he maintains the power
Move: Fly up in the direction of the radio station rooftop where the bolt came from
-8 total ISP
-1 benny for Extra Effort, +2 bennies for double jokers = +1 benny
Last edited by Firehawk on Fri Nov 03, 2017 9:23 am, edited 8 times in total.
FIREHAWK
FIREHAWK
-Burster-
1 wound - burned feet
Charisma: 0 (-4 w/ CS); Pace: 4(d4 running), Flying: 6(12); Parry: 5; Toughness: 6
Four Arms: One additional non-movement action with no MAP
Improved Flame Bolt: 6d6 damage (12/24/48)
Low Light Vision: Lyn-Srial ignore penalties for Dim and Dark lighting
Mentalist: +2 on any opposed Psionics roll, attacking or defending
-Once per round as an action can give an ally an immediate attempt to break out of illusion / puppet / mind walk at +2
-Impervious to all plasma, fire and heat damage; Electricity, lightning and lasers do half damage
-Roll a d10 (instead of the usual d6) when causing damage with fire:
  • Highly flammable targets ignite on a 3 –10
  • Anything flammable catches fire on a 6 –10
  • Things that normally don’t catch fire (metal, ceramics, stone) ignite from a Burster’s flames on a 10, or at least begin to melt
  • Water super-heats and evaporates nigh-instantly on a 10 as well, and boils away over 2d6 rounds on an 8 or 9.


CP-30 Laser Pulse Pistol shots: 30/30
ISP: 0/30
Powers Active

Fiery Aura: 6 MDC Armor, +3d6 to melee damage and damage shield

Adventure card: 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.
BENNIES: 2/3
User avatar
Libertas Magicum
Bronze Patron
Bronze Patron
Posts: 642
Joined: Fri Feb 17, 2017 3:02 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Libertas Magicum »

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

Okay, I made some errors. Keeping the original rolls, but re-calculating a few bits:

MAP: Using Puzzle-box, drawing gear, Arcane Machinist: -4 to all actions
Joker: +2 to all actions
Machine Maestro: +2 to both Puzzle Box and Arcane Machinist actions
Pro/Expert: +2 to Puzzle-box and Arcane Machinist
Wound: -1 to all Actions
Net modifiers to TW rolls: +1

Toybox Explosion (8 PPE to summon 3 Seasoned Experienced Soldiers [Stats below]): [dice]2[/dice] Raise, adds Hardy to the 'bots
Wild Toybox Explosion [dice]3[/dice]

Arcane Machinist (Darksight): [dice]4[/dice]
Wild AM: [dice]5[/dice]
Ace Wild AM includes prior [dice]6[/dice] Raise, 15 PPE in Darksight Device

Seasoned Spray-n-Pray Bots (3):
Experienced Soldier (with additional Rank)
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Notice d8, Shooting d10, Stealth d6
Charisma: —; Pace: 6; Parry: 6; Toughness: 11 (4)
Vibro-Knife: Str+d6 MD, AP 4
TX-30 Ion Pulse Rifle: 12/24/48, 1-3d8, RoF 3, 50 Shots, +2 Shooting, Semi-Auto, 3RB
Edges: Rock and Roll (no recoil penalty if still), Trademark Weapon TX-30 (+1 Shooting), Improved Trademark Weapon TX-30 (+2 Shooting total)
Hardy: Second Shaken result does not cause a Wound
Total effect: +4 Shooting, +6 Shooting/+2 Damage for 3RB

Three Bots shooting at Suit Viggo, Called Shot to the Vitals in a 3RB:
-4 Called Shot
+2 3RB
+2 Shotgun Rules
+2 Trademark Weapon
Net: +2 to hit
Damage: +2 3RB, +4 Vitals Shot = Total +6 Damage

Bot 1 [dice]7[/dice] Raise: +1d6 damage
Damage Viggo: [dice]11[/dice] + [dice]12[/dice] Damage Total 17: Shakes, no Wound
IGNORE THISBenny to Re-Roll Damage [dice]16[/dice] + [dice]17[/dice]
IGNORE THISBenny to Re-Roll Damage [dice]18[/dice] + [dice]19[/dice]
IGNORE THISAce on last Re-Roll, adds prior: [dice]20[/dice]
Bot 2 [dice]8[/dice]: Innocent Bystander Miss: Even targets Justice, Odd hits CEAL Bodyguard [dice]10[/dice] (CEAL, no Called Shot Damage, suffers -2 from deflection, misses)
IGNORE THISDamage CEAL Bodyguard: [dice]13[/dice]
IGNORE THISAce Damage, adds Prior: [dice]21[/dice]
Bot 3 [dice]9[/dice] Raise: +1d6 damage
Damage Viggo: [dice]14[/dice] + [dice]15[/dice] Total Damage: 20

Grand Result:
CEAL Bodyguard Missed Due to Deflection
Viggo hit twice: First for 17 Damage (Shaken), then for 20 Damage (1 Wound)
Initially, Lib has eyes only for the suit-wearing shark standing in the alleyway; even the two cyber-goons seem to hold no interest for him. He twists the Puzzle-box, savagely, and several orbs pop out, one after the other; they roll to a few yards in front of the trio, unfolding into clockwork soldiers, leveling their Ion rifles at the shark-man. In a voice that sounds nothing like his own, Lib snarls instructions to them. "Gut the fish, but leave the head intact--I got plans for the teeth."

Then he drops the cube, pulling out some spare parts and begins cobbling together something for the rest of the fight, even as the ion guns begin to fill the air of the alleyway with the scent of ozone. As he does so, he speaks to Cantrell. "Boss, clear the scum off of Nadine. I'll get you eyes on the twisted guy in a moment. Bane, you might want to power up Cantrell's weapon, soon as you can."

As two shots strike Viggo directly in the tender bits, and a third is deflected by the CEAL bodyguard, Lib allows himself a small smile.
OOC Comments
Final Note: Dropping Karma Thief to steal one of Viggo's Bennies.
Last edited by Libertas Magicum on Fri Nov 03, 2017 10:36 am, edited 2 times in total.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    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.
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Pender Lumkiss »

Viggo soaking 1 wound from Libs bot
GM benny to soak 1 wound [dice]0[/dice]
Viggo snears at the bot as it narrowly misses him and smiles at the red head technowizard. Is it Libertas' imagination or did that shark mouth Papa
Field Team Six Bennies
3/6
User avatar
Maximilian
Silver Patron
Silver Patron
Posts: 548
Joined: Wed Mar 08, 2017 2:37 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Maximilian »

Max takes stock of the situation in the cockpit. Good boy. Looks like he got her shut down enough to stop them from stealing her. The situation outside the cockpit was less appealing. They're trying to sever the legs of the Titan, and attempting to blast her apart while they do it.

Not today, fish.

Max runs a targeting check through the system, still not taking any action. Gonna be real funny when the Titan standing in front of them takes 'em by surprise. They'll never see it coming!
Nadine Attacks
Shooting - mini missiles at drill operators, -2 for size, +2 for targeting systems, -2 to hit juicers
[dice]0[/dice]

WD Shooting
[dice]1[/dice]

Mini missile damage, SBT
[dice]4[/dice]

Ace 2 dice
[dice]6[/dice]

Ace 1 die
[dice]11[/dice]

Missile targeting
[dice]13[/dice]

Move 8" to melee with Drill Viggo
Fighting with Good Night, -2 matter of size
[dice]2[/dice]

Extra effort fighting with Elan and prior
[dice]5[/dice]

Ace extra effort with prior
[dice]7[/dice]

Good Night damage to Viggo with raise
[dice]8[/dice]
[dice]9[/dice]
[dice]10[/dice]

Ace d6 with prior total
[dice]12[/dice]

WD Fighting
[dice]3[/dice]
NOW! Nadine lurches to life. A mini missile launches at the CEALs operating the drill, and the hulking robot lunges at this iteration of Viggo. A single violent swipe with Good Night strikes this Viggo with terrible force. Over the loudspeaker, Max announces to the crowd of onlookers, cordoned off by several CEALs: "The CEALs assassinated Vick from Drei Marbles Left! They cut his head off right in front of the rest of the band! They're monsters! DREI! DREI! DREI! DREI!"
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • 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.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature
EP Ledger
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Pender Lumkiss »

3 CEAL juicers dive for cover mini missile 1 and 3 dead, drill momentarily stops
3 CEAL juicer like humanoids dive for cover, -2 for the drill driver
[dice]0[/dice]
[dice]1[/dice]
[dice]2[/dice]
Drill Vigo dive for cover vs mini missile success
[dice]3[/dice] wild [dice]4[/dice]
Drill Viggo vigor to soak
1 WC benny spent for drill viggo to soak vs 2 wounds [dice]5[/dice] wild [dice]6[/dice]
Two of cybernecally and arcane enhanced beings jump off the drill in time to dodge the mini missile. The driver of the drill not so lucky. The drill also seems barely functional and grinds to halt as the driver perishes. Drill Viggo snarls and vanishes only to reapear outside the blast radius of the missile. His eyes widen as Nadine's plasma axe comes barreling down. The crowd of folks at the top of the street start shouting at the commotion.
(Drill viggo took two wounds, and 1 of the 5 CEALs is dead. Tesse is also still up and kicking)
Viggo looks out at the crowd momentarily distracted by their response to Dreis! He slips on some of Nadines fluid and sprawles to the ground.
Field Team Six Bennies
3/6
User avatar
Jude Maverick
Diamond Patron
Diamond Patron
Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: City of Gloom Part 4: Dance with a Shark

Post by Jude Maverick »

Notice 5 Success
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Common Knowledge 9 Raise
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
Ace [dice]4[/dice]
***

Jude looked up as something dripped on his shoulder, seeing Nadine standing over him. Ugh. I’m getting peed on by a giant robot, he thought to himself.

“Max, Nadine is leaking,” Jude reported.

Then his attention was grabbed by someone calling his name. He blinked and turned to stare into a familiar face, one that had been reported murdered by the Black Company!

“Tesse?” Jude said, surprised. But the Tesse he knew had been a radiant beauty, as charming as he, as fond of the chase. They had danced around, thrusting and parrying with coy words several times, drawing close before dancing away. Oh, there was attraction, and Jude figured both of them knew eventually they would come together, but they were having too much fun with the dance, the banter, the light and teasing touches. But then she had been sent out on assignment, a lingering kiss of promise her last act.

And now she was some...juicer abomination, with grey skin and cybernetic tubing.

“What did those BC bastards do to you, Tesse?” Jude growled. He didn’t know where the rest of the team was. He wasn’t sure where the rest of the team had exited the portal from the Red Vault, but he heard a hail of railgun fire come from somewhere behind him. Nadine was starting to move, so Max or Alex must be up there.

But Jude didn’t have time to consider where his team was. Tesse was casting a spell.

“Oh, no you don’t! You don’t want to do this, Tesse. Remember me!” he urged. Jude charged at Tesse all out, slamming into her and trying to wrap up her arms to spoil her spell as he grappled her. An explosion happening way too close washed over them as Jude struggled with Tesse.

***

Conditions:
  • Joker: +2 all Trait and damage rolls
  • Toughness: 13 (6) (Old armor)
Run 5
Run die [dice]5[/dice]
Needed a 2 to cover the 8", so great!
Grapple 11
Jude is trying to grapple with Tesse. He’s going for subdual. This is an opposed Fighting roll.
MAP -2
Joker +2
Fighting [dice]6[/dice]
Wild [dice]7[/dice]
Extra Effort [dice]8[/dice]
Elan +2
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • 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.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Pender Lumkiss »

OOC Comments
Ceal Tesse fighting roll vs Jude: fighting [dice]0[/dice]
Tesse screams at Jude as he gets the best of her, " This will not be like last time Maverick! Argghhh!"
Field Team Six Bennies
3/6
User avatar
Markus Berger
Posts: 361
Joined: Wed Dec 28, 2016 6:50 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Markus Berger »

Markus frowns at the multiple creatures that Viggo is now.
"You renounced to what it means to be human. You are now a creature to be disposed of. I will be happy to do it."
He points the Triax R44 pistol to the Viggo in the alleyway's head, exhales, and shoots him.
Shooting: 10 (Sucess and Raise)
OOC Comments
Roll (+2 Marksman): [dice]0[/dice]
Wild die: [dice]1[/dice]
Ace!: [dice]2[/dice]
Damage: 22
OOC Comments
Roll: [dice]3[/dice]
Ace!: [dice]4[/dice]
Markus let a gleaming smile out, feeling the warm and humming of the R44 after shooting, as if he was holding a yawning baby.
He remembers what it felt to be a German soldier, fighting in Germany, with German weapons, against demonic inhuman enemies.
For a couple seconds, he feels right at home.

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: 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.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Pender Lumkiss »

Ally Viggo soak vs 2 wounds
[dice]0[/dice] wild [dice]1[/dice]Ace [dice]3[/dice]
Markus' shot takes Viggo's top fin off. The sharkman howls in pain. Alleyway Viggo grimaces and pulls out a handkerchief dabbing the blood on his fine suit.
Field Team Six Bennies
3/6
User avatar
Markus Berger
Posts: 361
Joined: Wed Dec 28, 2016 6:50 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Markus Berger »

Markus keeps smiling.
"You look better now. You will look even better without your head."

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: 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.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
User avatar
Jude Maverick
Diamond Patron
Diamond Patron
Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: City of Gloom Part 4: Dance with a Shark

Post by Jude Maverick »

Notice 4 Success
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Common Knowledge 9 Raise
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
***

Jude grunted as he struggled with Tesse. “You didn’t have fun last time?” Jude quipped, slipping the grapple into a choke hold, trying to keep control of the altered 2nd SET member.
OOC Comments
Not a real turn, just setting up where he’s going next round. Is there a way to do nonlethal damage in Savage Rifts?
***

Conditions:
Joker: +2 all Trait and damage rolls
Toughness: 13 (6) (Old armor)
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • 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.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
User avatar
Firehawk
Gold Patron
Gold Patron
Posts: 52
Joined: Sat Aug 12, 2017 1:54 am

Re: City of Gloom Part 4: Dance with a Shark

Post by Firehawk »

As he flies towards the rooftop, Firehawk catches Jude's struggle with Tesse of the 2nd SET out of the corner of his eye.

What is wrong with them? Why do they fight us?...Of course! They must be under the control of a powerful mind melter or demon...maybe even Charlie himself!

Firehawk flips over on his back and looks down at Jude and Tesse struggling in the alley. With a sharp mental command, warm spectral flames fly forth from his eyes to wrap themselves around Tesse, enveloping her but not hot enough to burn.

"Tesse! Listen to me! Let my flames help burn you free from the influence of whoever is making you fight us! Come back to us, Tesse!"

OOC Comments
I don't think it will matter here, but she would get a roll to break mind control w/ a +2 bonus. Firehawk can do this once per turn if within range (Smarts)
Also added +1 benny
FIREHAWK
FIREHAWK
-Burster-
1 wound - burned feet
Charisma: 0 (-4 w/ CS); Pace: 4(d4 running), Flying: 6(12); Parry: 5; Toughness: 6
Four Arms: One additional non-movement action with no MAP
Improved Flame Bolt: 6d6 damage (12/24/48)
Low Light Vision: Lyn-Srial ignore penalties for Dim and Dark lighting
Mentalist: +2 on any opposed Psionics roll, attacking or defending
-Once per round as an action can give an ally an immediate attempt to break out of illusion / puppet / mind walk at +2
-Impervious to all plasma, fire and heat damage; Electricity, lightning and lasers do half damage
-Roll a d10 (instead of the usual d6) when causing damage with fire:
  • Highly flammable targets ignite on a 3 –10
  • Anything flammable catches fire on a 6 –10
  • Things that normally don’t catch fire (metal, ceramics, stone) ignite from a Burster’s flames on a 10, or at least begin to melt
  • Water super-heats and evaporates nigh-instantly on a 10 as well, and boils away over 2d6 rounds on an 8 or 9.


CP-30 Laser Pulse Pistol shots: 30/30
ISP: 0/30
Powers Active

Fiery Aura: 6 MDC Armor, +3d6 to melee damage and damage shield

Adventure card: 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.
BENNIES: 2/3
User avatar
Bane
Posts: 273
Joined: Sat Feb 04, 2017 12:27 am

Re: City of Gloom Part 4: Dance with a Shark

Post by Bane »

Notice 4
[dice]0[/dice]
Wild Die [dice]1[/dice]
-1
Bennie Reroll

Notice [dice]13[/dice]
Wild Die [dice]14[/dice]
Common Knowledge 4
[dice]2[/dice]
Wild Die [dice]3[/dice]
Knowledge Arcana 6
[dice]4[/dice]
Wild Die [dice]5[/dice]
The first thing that Bane does upon entering the alley is reach over to Cantrell's rifle and infuse it with Anti-Temporal energy.
Spellcasting Exalted Smite 6
[dice]6[/dice]
Wild Die [dice]7[/dice]

-1 Bennie for Reroll

Spellcasting [dice]9[/dice]
Wild Die [dice]10[/dice]
Seeing multiple Viggo's, Bane knew he needed examine mystical energies of each to figure out which one is Viggo Prime (i.e. the original Viggo).
Spellcasting Exalted Detect Arcana 9
[dice]8[/dice]
Wild Die [dice]11[/dice]Ace!
Wild Die Ace [dice]12[/dice]
OOC Comments
Bane


Armor: Ley Line Walker Light Armor (3 Armor, +4 to Vigor rolls vs. airborne toxins/diseases)
Toughness: 8 (3)
Weapon: TK Revolver (Range 12/24/48, Damage 2d6+2, RoF 1, AP 4, Shots 6, Wt. 4, Notes: Revolver, can "fan the hammer". (Rapid Attack)
PPE: 12/20
Bennies: 1

Alts: Logan Wright, CS Fightin' Joes
User avatar
Cantrell
Posts: 425
Joined: Thu Mar 02, 2017 10:57 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Cantrell »

Notice 10, CK 9
Notice [dice]0[/dice]+2
Wild Die [dice]1[/dice]+2
Extra Effort & Elan [dice]5[/dice]+7 = 10

Common Knowledge [dice]2[/dice]
Ace [dice]4[/dice] = 9
Wild Die [dice]3[/dice]
Stepping out of the portal, Cantrell immediately assesses the situation and starts formulating plans. So many Viggos, even after those they killed at the Red Vault, meant the fish must be using magic to pull duplicates of himself from other whens.

Ignoring other threats for the moment, she brings her plasma ejector to her shoulder.

<<Got something that kills temporally-active bottom feeders, Bane?>> she asks, grinning as the second in command reaches over her shoulder and slaps the plasma rifle with a glowing palm. The barrel glows an icy blue that seems to flicker and flash strangely.

"Much obliged, Banethro. Now which of these bastards is the Original Recipe? I want to make him Extra Crispy>>

Scanning the field, Bane barks a negative as he IDs each of the visible Viggos as a visitor. Cursing, Cantrell glances across the street to the record store, where Alex cowers with his charge ... And another, railgun-wielding Viggo emerges from the smoke.

<<There you are, you grinning bastard>> Cantrell says as she lines up her shot and fires a ball of time-skipping plasma straight into the shark's maw.
Shooting 6
Called Shot to the Head (-4), w/ Marksman (+2) and suit optics (+2) [dice]6[/dice]
Wild Die [dice]7[/dice]
Extra Effort + Elan [dice]8[/dice]+2
Total to hit: 6 Successful Headshot

Damage: [dice]9[/dice]
Catch fire on 1: [dice]10[/dice]
26 damage = Shaken and 2 wounds; Or, if his armor is not sealed/FEV (or my Headshot found a kink) Shaken and 4 wounds. Either way he also needs to make a Vigor check or be Fatigued.

Two Bennies (from the Joker) used.
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Pender Lumkiss »

7 total vs 3 wounds leaves Viggo prime shaken and two wounds
Viggo prime benny to soak 3 wounds ( lets be honest a temporal sharkman is going to take extra damage from anti time and plasma)as he is wearing a Sealed armor.
Vigor [dice]0[/dice] wild [dice]1[/dice] +2 from Elan
Viggo Prime howls as the anti time fire strikes him in the head threatening to crack his specially designed helmet. The blast spins him around and he drops to one knee. The side of his face warps and twists as it anti-temporal effects realign his cartilage structures in an unpleasant fashion.
and he is fatigued, this does not bode well for everyones favorite temporal shark wizard
Vigor vs fatigue [dice]2[/dice] wild [dice]3[/dice]]
Field Team Six Bennies
3/6
User avatar
Jude Maverick
Diamond Patron
Diamond Patron
Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: City of Gloom Part 4: Dance with a Shark

Post by Jude Maverick »

Notice 2 Fail
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Common Knowledge 14 2 Raises
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
Ace [dice]6[/dice]
Ace [dice]7[/dice]
***
OOC Comments
This is for on Tesse’s turn to maintain the grapple. Should still get the Joker bonus (two joker bonuses for two jokers? +4?) since it’s the same round.
Jude struggled with Tesse to keep his hold on the former Second SET member.


***

Conditions:
  • Joker: +4? all Trait and damage rolls
  • Toughness: 13 (6) (Old armor)
Grapple 8 opposed roll Str or Agi
Agility [dice]4[/dice]
Wild [dice]5[/dice]
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • 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.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
User avatar
Blackfish
Daniel (Lars)
Posts: 127
Joined: Sun Jul 16, 2017 1:52 pm
Location: 12th AAT

Re: City of Gloom Part 4: Dance with a Shark

Post by Blackfish »


3 Bennies spent in order to hit Justice. No Damage done to him but caused Shaken. Maybe.
Dirty Fighter and Trick 24
Agility based Dirty Fighter/Tricks.
1d8+2 add 1d6 from EF add +4 from Dirty Fighter Edge
[dice]0[/dice], ACE [dice]2[/dice] + [dice]1[/dice], ACE [dice]3[/dice]+ 4

1 Bennie used so far.

Justice is = -2 parry and shaken ( so parry is a 9)
Fighting 11
[dice]7[/dice] and
Wild die [dice]8[/dice]

Bennie reroll: (wrong order but net result spent 2 bennies on reroll)

[dice]4[/dice] Fighting
[dice]5[/dice] WD

Bennie reroll:

[dice]6[/dice] Fighting
[dice]9[/dice] WD

DAMAGE TIME

Insert here:
Flaming Sword (TW)
Damage: Str(d10) +d10

So... [dice]10[/dice] AP4

14 MD AP 4 won’t hurt him but he was Shaken from Tricky Trick maneuver.

.

Zieja unclips her Flaming Sword from her belt. Doesnt look that badass to me. Gunna kick your ass Justice Boy. Almost casual like Z walks over to Justice and suddenly pounces... in an acrobatic flash she jumps, spins and twirls through the air, her free hand tosses a e-clip at Justice, hitting him in the face, as her sword hand cuts wickedly out...with every fiber of her strength she slams the Flaming Sword at Justice.

Seeing the undead Cyberknight is not injured at all from her efforts Z considers switching weapons. This is bad.

Z steps back from the Monster and wishes she had just shot the knight. She had hit him with all her might, in his chest with her sword, to no real avail. The implications of just how powerful the undead Justice was, was sinking into her mind. Time to go invisible or something. The undead Cyberknight did not look happy with her.
Accounts

Discord: Daniel (Lars)

Savage Rifts Game Master
    • The Black Company
    • Machinations

Savage Rifts Player Characters
  • Niki NEMA Peacekeeper / Commando
    Adventures Inc. GM - Venatus Vinco
  • Mercer Mercenary Exiled RCSG
    Mercy Six GM - Pender Lumkiss
  • Boon Psychic & Mechanic
    Phaseworld GM - Ndreare
  • Blackfish Combat Mage / Ogre
    Tomorrow Legion 12th AAT GM - Snake Eyes
  • Player Account 6 Unlocked & Unused.
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Pender Lumkiss »

in the alleyway
  • Alley Ceal vs spraybots, moves unnaturally fast and wild attacks sweeping the area where the bots are possibly hitting [dice]0[/dice]of them target is 6: fighting +2 unnatmed defender +2 wild attack, -2 sweep[dice]1[/dice]ace [dice]2[/dice] damage vibro sword: [dice]3[/dice] [dice]4[/dice]
    • result: all 3 bots hit for no damage
  • Undead Cybernetically arcane enhanced justice(quick draw, battle hardened, elan): spirit to unshake[dice]5[/dice] gm benny for exta effort [dice]6[/dice], psionic boost trait spirit: psionics [dice]7[/dice] fighting vs Z wild attack [dice]8[/dice]with his dark glowing ck blade damage [dice]11[/dice] [dice]12[/dice]
    • result: unshake, spirit d12, fighting total of 13(hit), 22AP 6(2 wounds to Z)
  • Alley Viggo: spell casting [dice]9[/dice] wild [dice]10[/dice] markus, bane, cantrell, Libertas, 6 ppts spent
    • Spatial Entanglement (Entangle)
      Power Points: +2
      Range: Smarts × 2
      Duration: Special
      A Temporal Wizard can cause floors, walls, ceilings to rise up and ensnare and entrap opponents. On a success targets are fully entangled. A raise means attempts to escape are made at −4. Once broken free the upheaval creates a -2 penalty for uneven terrain.
    Result: Markus, Cantrell, Bane, Libertas must make agility rolls vs a 7 or are fully entangled, 3 or lower -4 to escape
In the allyway:
The CEAL bandit swiftly makes his way into Libertas' bots and with wild abandon throws itself at them swipimg his vibro sword accross them all to little effect other than sparks and arcs. Knight Justic pulls back his dark glowing blade and with no small amount of sadness whispers to Z, " If our places were reversed I would be where you are. My master calls me into this act." When he says master his eyes glance toward the horizon and not to Viggo. He thrusts his psi-sword blade with reserve and care into Z's gut.
Viggo snarls at th shots his suit now singed and slightly bloody. He drops his hankercheif and reaches into space and and time making the ground porous and swallowing several members of the 13th( Bane, Libertas, Markus, Cantrell). Very calm he says Smirkimg at Libertas, "This will sink your spirits... I'll let Tim finish you off... Tim take out glasses first... I guess I got a thing for red heads.". From the middle of the street comes Tim, another cybernetically enhanced arcane lifeform, bandit. He is grinning at Libertas as he pulls out his vibrosword and even though he moves like a juicer he can't quiet get to the tw and stops 15ft short of the alleyway group.
4-d roof to Viggo creature
casting 1 3d6 bolt 7ppe. [dice]13[/dice] wild [dice]14[/dice] at Max... damage ignores armor [dice]15[/dice] ace [dice]16[/dice]
  • Phase Bolt (Bolt)
    Power Points: 5
    Range: Touch
    Duration: 3 (1/round)
    Damage is unchanged but the bolt ignores armor! Not effective against force fields or the armor power.
Result, 7 to cast, 19 damage ignores armor, still nothing vs the Titan.
From the top of the radio station:
The Titan's alarm systems go off a split second before a bolt of temporal magic bypasses all the armor but not Nadine's innate toughness. The readouts dysplay, Temporal Anomaly detected, recommended action raise forcefields. But of course Nadine has no force fields. The creature remains invisible and even if Max had an inkling of where the creature was it would be nigh impossible to strike given his current situation.
4 D write up
4D Transformation (Shape Change)
Power Points: +4
Range: Self
Duration: 1 minute (1/minute)
Transform into a fourth dimensional sub-being. The transformation is extremely disorienting and the caster must make a Vigor check at -2 or suffer 2 levels of fatigue after the power expires. Critical failure on the Vigor check results in a warped perspective on the world - the mage permanently gains the Quirk hindrance for no further benefit. To create a 4D Sub Being simply apply the following abilities to the form taken.
Out of Phase: The being has no form in this dimension. They cannot be harmed by physical attacks, and cannot even be seen unless they desire to be. 4D Creatures are affected by magical items, weapons, and powers but have a level of arcane resistance (+2). These being can “pop” into this dimension long enough to take a single action (such as an attack) and immediately phase back out again as a free action at will. An opponent can hit the being while solid by being on Hold and interrupting its action. Having no physical form means 4D beings suffer no additional damage from called shots, do not suffer from disease or poison, and Wild Cards never suffer from Wound Modifiers.
Nigh Omniscient:Nothing escapes their sight. Walls, invisibility, time distortions, even this thing called distance cannot stop them from noticing the world around them. They also have +4 notice, and can make a notice roll to see someone under true invisibility at no penalties
At the drill
2 ceals open fire at firehawk with their tx-50 light rail guns. Both have rock and roll. Rate of fire 3 shooting d8 target is a 10 [dice]18[/dice]1 ace [dice]17[/dice] damage [dice]19[/dice]
  • Result: hit Firehawk once, but no damage.
One Ceal runs to the Alleyway to finish off anyone bound by the spatial entangle. Needs a 4 on the run die to make it. [dice]20[/dice] well next turn it is...
  • Result: 1 CEAL runs from the drill to the alleyway but can't quiet make it. He draws his vibrosword and next round will porform finishing moves on any bound victims
CEAL Tesse: currently grappled, break free [dice]21[/dice]
  • result still grappled.
Drill Viggo ( 1 benny left): casting ID Self(puppet) on max[dice]22[/dice] wild [dice]23[/dice] last benny spent on ef [dice]24[/dice]
  • ID Self (Puppet)
    Power Points: 6
    Range: Smarts × 2
    Duration: Special
    Rather than mentally control another person, the master of temporal magic can glimpse all possible versions of a person from alternate timelines and impose that personality on the target. Good heroes may be replaced by their evil alternates, Strong Willed may become docile, Heroic heroes turn cowards, the Bloodthirsty become Pacifists, or other flips of personality as determined by the GM. The caster doesn’t control the person, just changes their personality. Duration is one minute (1/per minute). With a raise, Duration is extended to 5 minutes (1/5 minutes), and with two raises, it becomes 10 minutes (1/10 minutes).

    Any time a target’s new personality tries to do something so irrevocably and completely against his nature, he gains a new roll to break control. Violating a higher calling or completly going against a major hindrence would be two such examples. A success enables him to resist the action, doing nothing
    instead. A raise means he’s completely free of the power.
    • Result: Max must beat an 8 (this shark has killer instinct) usimg his spirit or become replaced by an evil alternate(player still remains in control, just operates under a 180 degree flip of hindrences and rps accordingly)
At the drill:
2 of the 3 remaining CEALs open fire at the soaring fire hawk with their railguns. One burst hits but the rounds are incinerated by firehwaks molten personality. The third CEAL, apperently named Tim, rushes to the Alley hoping to dispatch a member of the 13th. He gives a gurggled cry, " I just wanted to see Dries play! I just wanted to see them play! I could not get in!".
Tesse struggles against Jude, she seems stronger than she looks but Jude has had enough practise that her attempts to slip his hold fail, she seethes, " Master Scara and Giest need more soldiers for their war! Jude you can be like me!" The tubes, cyber arm and cybernetic wigets sticking out from her might make Jude think twice. She used to be such a radiant creature but now...
Tesse
IMG_0152.JPG
Drill Viggo clutch his face and side from Max's giant plasma axe attack. He has a huge burn mark accross his armor. " What would you do if you looked in the mirror and the mirror smiled?" With a pained chuckle he opens a Titan sized portal through space and time behind max. An alternate dimention Nadine's arm reaches through trying to pull the 13ths Max through. Should Max fail in resisting he will be replace by an evil alternate!
Inside the the radio station near the busted up front area. The smoke, dust, and rubble clear. Alex has his charge in tow. He seems wide eyed and scared but he seems determined to get to a control box. He pushes the person into a small ditch. From inside a sharks raspy voice yells at him, " Come back here boy. You have been a nuisance since that mind melter got inside you. Give me back that chip you stole and stay put so I can gut you." Alex puts something small into his weird looking cobbled gun and shoots it near jude. Ping! something small like a data storage device hits the ground near Jude's leg. Jude can make the words BC scratched into it. The boy then makes a mad dash along the outside wall to a control box underneath one of the huge screens displaying a pretty woman fairly emotiontionless talking... of course no sound is piping through the outside speakers until...

Just as Alex gets to the control box a fury of railgun fire pierces through the wall (coming from the inside going out) ripping it apart like tissue as well as Alex's left leg. The young boy cries out in pain and in a last gasp inches his way to the control box connecting two leads before succumbing to the pain.

The boys efforts are not wasted as the sound kicks on but pops and crackles as the woman speaks making it for now alomst impossible to understand her. Viggo the Fin, the prime, steps out of the ruined door way railgun in hand. His face is distorted, aged both to a younger and older self. " That is enough! I don't care that Giest wants these jokers. Viggo take the boy to Scara, they can turn him into one of them." Viggo Prime gestures to a CEAL. "He has caused enough trouble." The last Viggo comes up behind him, decidedly female and shark like. She scowls at Viggo clearly annoyed and dismayed by his actions. She of course gives Jude a customery smirk and hustles to Alex, and she lifts Alex with great care. Then she and Alex disapear with a flash within a hole in space and time.
Female Viggo the Fin
Best I can do guys
IMG_0153.JPG
Bane exalted Detect Arcana
You are able to see all the spells, and just make out the location of the 4-d being, but even with knowing its general location you are still -4 to hit it, unless using an area attack. You realize it has some kind of spatial distortion effect surrounding it. Not 100% familiar with the magic, but you can surmise a failed ranged attack might be redirected hitting the attacker or another ally.
Combat data, where you will find distance, parry, toughness for bad guys
Drill Viggo 20” away from group in Alleyway, 8” from and next to Jude and Max. Toughness: 17(7), Parry:5 ( justed use Mirror Image Temporal puppet) 2 wounds

At the drill grappled with Jude Tesse(Max is nearby) everyone else about 20" (firehawk is flying up to the top of the station): toughness 14(4), Parry: 7, -2 to be hit from range.
Drill Ceals 2 left: 13(4), parry:7, -2 to be hit from range, wielding railguns and vibroswords: same distance as above

10” from 13th Alleyway Viggo: toughness: 14(6) AP has no effect, parry:5 (Z is nearby)
3” from 13th Alley Ceal: 13(4), parry:5( used wild attack), -2 to be hit from range engaged with Libertas' bots
10” from 13thAlley Justice, toughness: 21(8), parry:9(wild attack), -4 to hit from range (adjacent to Z)
3" from 13th coming from the drill, CEAL Tim is coming to finish Libertas. Parry 7, toughness 13(4), -2 to be hit from range

25” from everyone Radio station rooftop Viggo: toughness 12(4), invisible(-4 to notice or hit), intangible (Firehawk is in the vacinity)

Viggo Prime at the entrance of the station 25" away from the 13th, 5" from Everyone near the drill ( jude and max). Toughness: 17(7), Parry:5 2 wounds

Alex is no longer in the area. I swear there are no more Viggos.
Resolve the following first, Bane, Cantrell, Libertas, Markus, Max, Z
Bane, Cantrell, Libertas, Markus you must all beat a 7 with an agility roll or become bound and fully enangled. Then during your turn you can attampt to escape str or agility roll (if you got a 3 or lower you are at -4 to escape). Until you escape you cannot use skills linked to str or agility. I would even go so far as to say it is impossible to reach a stored item. Breaking free takes an action.

Z you took 2 wounds, make sure you unshake if you are unable to soak all wounds.

Max- make a spirit roll and you need to beat an 8 or you will need to rp the reverse max. You still got all your equipment and RA, if you want the plasma axe reverse max to be cold damage that is cool. Maybe the RA has a different name, and Alex is Alexia. Yu are still in full control and rping a reverse you will earn you a benny. If your reverse you would kill say Cantrell make another spirit roll to break free.
This is how the current round ends. The new round begins with the crowd starting to chant Drie Drie Drie, to the dismay of the security gaurds trying to rein them in. The crowd seems to be swelling and someone in it turns on a speaker system. This round the 13th goes first again( using the hi-card initiative system pg 72 under large groups and you can thank Libertas if you can free him) and the electonica of Dries Marbles Left smash hit No Bennys Left floods the battle field. Your actions happen in the order of how you post. Those that have already rolled to resist or soak, keep the rolls but post again. Have fun and roll well. Hit me up in hangouts for any questions.
Benny opertunity
During your turn, throw down a line from the smash hit No Benny's left. Do this and get a benny :D
Field Team Six Bennies
3/6
User avatar
Libertas Magicum
Bronze Patron
Bronze Patron
Posts: 642
Joined: Fri Feb 17, 2017 3:02 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Libertas Magicum »

OOC Comments
Agility w/Dodge [dice]0[/dice]
Wild Agility [dice]1[/dice]
Crap.

Bennie Re-Roll [dice]2[/dice]
Wild Re-Roll [dice]3[/dice]

Again: [dice]4[/dice]
Wild Again [dice]5[/dice]

Third Bennie's the Charm? [dice]6[/dice]
Wild third Bennie [dice]7[/dice]
Libertas attempts to get free of the shifting material, but it's just a little too mcuh for him. Snarling, he continues working on his kit-bashing.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    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.
User avatar
Blackfish
Daniel (Lars)
Posts: 127
Joined: Sun Jul 16, 2017 1:52 pm
Location: 12th AAT

Re: City of Gloom Part 4: Dance with a Shark

Post by Blackfish »

Soaking
Justice hits Z for 22AP 6 (2 wounds to Z)

Spend a Bennie to Soak; Vigor roll, 1d10+2; here we go: [dice]0[/dice]

So Z had 2 wounds and was shaken right? Now she has 1 wound and is Shaken?


EDIT: I DID NOT SEE THIS TILL AFTER POSTING BTW
Please wait more occ coming, as well as a player recap, narative and new initiative.
Accounts

Discord: Daniel (Lars)

Savage Rifts Game Master
    • The Black Company
    • Machinations

Savage Rifts Player Characters
  • Niki NEMA Peacekeeper / Commando
    Adventures Inc. GM - Venatus Vinco
  • Mercer Mercenary Exiled RCSG
    Mercy Six GM - Pender Lumkiss
  • Boon Psychic & Mechanic
    Phaseworld GM - Ndreare
  • Blackfish Combat Mage / Ogre
    Tomorrow Legion 12th AAT GM - Snake Eyes
  • Player Account 6 Unlocked & Unused.
User avatar
Markus Berger
Posts: 361
Joined: Wed Dec 28, 2016 6:50 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Markus Berger »

Agility: 19 - I ain't' afraid of no spell!
OOC Comments
Roll: [dice]0[/dice]
Wild die: [dice]1[/dice]
Ace!: [dice]2[/dice]
Markus lets the servos of his Triax-made armor hum and carry him outside of the reach of the floor, walls, and items trying to entangle him.
He has never felt prouder of his homeland's technology prowess.

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: 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.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
User avatar
Bane
Posts: 273
Joined: Sat Feb 04, 2017 12:27 am

Re: City of Gloom Part 4: Dance with a Shark

Post by Bane »

Notice 9
[dice]0[/dice]
Wild Die [dice]1[/dice]
Common Knowledge 8
[dice]2[/dice]
Wild Die [dice]3[/dice]
Agility 9
[dice]4[/dice]
Wild Die [dice]5[/dice]
Bane only gets split second's warning while analyzing mystical signatures what was about to happen and through great effort, he was able to jump outside of the area of effect.
OOC Comments
Bane


Armor: Ley Line Walker Light Armor (3 Armor, +4 to Vigor rolls vs. airborne toxins/diseases)
Toughness: 8 (3)
Weapon: TK Revolver (Range 12/24/48, Damage 2d6+2, RoF 1, AP 4, Shots 6, Wt. 4, Notes: Revolver, can "fan the hammer". (Rapid Attack)
PPE: 12/20
Bennies: 1

Alts: Logan Wright, CS Fightin' Joes
User avatar
Maximilian
Silver Patron
Silver Patron
Posts: 548
Joined: Wed Mar 08, 2017 2:37 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Maximilian »

Spirit
Spirit to resist temporal Puppet
[dice]0[/dice]

Benny extra effort with Elan and prior result
[dice]2[/dice]

WD Spirit
[dice]1[/dice]
Max looks around at the chaos and battle around him. Feeling immediately overwhelmed, he begins to panic. "C-c-c-commander Maverick?! What's happening? W-w-why are you out there? I don't know what to do!!" The sensors scream in his ears, warning him of incoming fire and multiple assessed targets, as well as missiles locked on multiple Viggos. "Uh, commander! It looks like we're surrounded! They're shooting at me! What are your orders?! Please tell me what to do!"

The panic and violence reaches a fever pitch. No way! They're on their own. I'm not staying around here to die! "Commander Maverick called retreat! RUN AWAY!" The massive Titan turns away from the chanting crowds, the sounds of railgun fire, and the violence in the alley, and runs at maximum pace away from the conflict.
Spirit again
Spirit due to antithetical actions
[dice]3[/dice]

WD Spirit
[dice]4[/dice]
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • 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.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature
EP Ledger
User avatar
Libertas Magicum
Bronze Patron
Bronze Patron
Posts: 642
Joined: Fri Feb 17, 2017 3:02 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Libertas Magicum »

OOC Comments
Actions:
Activate Exalted Darksight, targeting himself, Bane, Cantrell, and Markus.
Build Barrier Device (Steel Barrier)
Activate Barrier Device

3 Actions, MAP -4
Wound: -1
Edges/Machine Maestro: +4
Net -1 to all three actions.

Activate Exalted Darksight: [dice]0[/dice]
ACE; [dice]9[/dice]
Wild ED: [dice]1[/dice]
ACE: [dice]10[/dice]

Build Barrier Device: [dice]2[/dice]
ACE: [dice]11[/dice]
Wild Build: [dice]3[/dice]

Activate Stalwart Walls (x5"): [dice]4[/dice]
Wild Stalwart Walls: [dice]5[/dice]

Bots: Same as last round--3RBs against Viggo, targeting the Vitals. +6 to hit, -4 for called shot, +2 Damage
SprayBot 1 [dice]6[/dice] Hit
Damage Viggo: [dice]12[/dice]
17 Damage: Shaken

SprayBot 2 [dice]7[/dice] Raise
Damage Viggo: [dice]13[/dice]
22 Damage: 2 Wounds

SprayBot 3 [dice]8[/dice] Hit
Damage Viggo: [dice]14[/dice]
ACE: [dice]15[/dice]
27 Damage: 3 Wounds

4-target Exalted Darksight cost that device 8 PPE out of 15
5-Wall Stalwart Barrier cost that device 10 PPE out of 15

The Barriers around Libertas are Toughness 22 (12)

The Bots have one more round left, during which they will attempt to engage Drill Viggo.

Song lyric for a Bennie.
Parts in hand, Libertas finishes crafting the small pen-like device and uses it to bathe those allies nearest him with a violet beam that causes their eyes to glow in the same hue--those allies, and himself, are now able to perceive all the Viggos just fine.

He immediately begins working on the next device as he sees the CEALS coming for him; if he had more time, he would just phase out, but pressed like this, all he can manage is to create another unfolding wonder, using the same clockwork tech as his Puzzle-Box--only this time, as it triggers, the box forms around him--four sides and a roof, completely ensconcing him in a metallic shell.

Meanwhile, the bots simply continue on their last command--shooting the shark-man in the suit in his netherbits. This time, the hail of ionized particles strikes from three angles, gutting the fish most efficiently. The bots look around and, seeing their primary target dead, but another shark-man in the street, identify Drill-Viggo as their next target.

From within the metal box, Lib's voice can be faintly heard, singing; it comes over the radios, too.... "Then Benny the Gambler lost his last bet; don'cha know there's no Bennies left!"
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    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.
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Pender Lumkiss »

soak 2 wounds from first bit attack, crit fail ouch, one dead Viggo, seems like entangle persists until characters get out.
Alley Viggo: GM benny to soak 2 wounds [dice]0[/dice] Wild [dice]1[/dice]
Not
Pelted with ion shot after ion shot Alley way viggo is spun round and round. Blood and burn marks speckle his face and suit. As he falls a well used carving knife falls out of the suit's breast pocket. On the side of the handel it reads Magicum. The base of the handel pops off as it hits the ground revealing an old skeleton key.
Field Team Six Bennies
3/6
User avatar
Jude Maverick
Diamond Patron
Diamond Patron
Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: City of Gloom Part 4: Dance with a Shark

Post by Jude Maverick »

Notice 14 2 Raises
Notice [dice]0[/dice]
Ace [dice]7[/dice]
Wild [dice]1[/dice]
Common Knowledge 9 Raise
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
***

Jude and Tessa struggled beneath Nadine.

"Master Scara and Geist need more soldiers for their war! Jude you can be like me!" Tessa choked out.

“What war? Where are they? I might be convinced, but not if you all keep struggling!” Jude lied.

Jude worked her into a chokehold, trying to knock her out. “But it looks like you have No Benny’s Left, Tesse, and your luck has run out, like a die rolled off the table,” Jude quoted the Dries Marbles Left song.

Then Max was yelling in Jude’s comm.

Commander Maverick? What was he talking about? Jude thought with concern. His concern grew when Nadine...started running down the street away from the battle!

“Max! I did not call for a retreat!” Jude yelled back over the comms. “Get your tin plated ass back here and shoot some shark men!”

***

Conditions:
  • Toughness: 13 (6) (Old armor)
Maintain Grapple 6
Agility [dice]4[/dice]
Wild [dice]5[/dice]
Nonlethal damage 1
Strength [dice]6[/dice]
Persuasion 16 3 Raises
-4 Grapple, -4 BS
Persuasion [dice]8[/dice]
Wild [dice]9[/dice]
Ace [dice]10[/dice]
Ace [dice]11[/dice]
Last edited by Jude Maverick on Sun Nov 12, 2017 8:00 am, edited 4 times in total.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • 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.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
User avatar
Bane
Posts: 273
Joined: Sat Feb 04, 2017 12:27 am

Re: City of Gloom Part 4: Dance with a Shark

Post by Bane »

Notice 9-Common Knowledge 8-Agility 9
Previous rolls carried over
Bane tries to make sense of all the different Viggos around him but is having a difficult time of it until Libertas casts Exalted Darksight on everyone nearby with his sensor module that he just whipped up, allowing Bane to identify the rail gun toting Viggo stalking out of the Radio Station as the one that belongs to this timeline and all of the others as alternates.

He sees Alex take a round through his leg and he cries out starting to run to him, clutching the Bee Well Stinger wand of Libertas' that he still had on him, but before Bane could even clear 10 feet, another Viggo grabbed Alex and disappeared. And then Max started walking Nadine away, saying something about Commander Maverick, but Bane barely even noticed as he began to stalk toward the rail gun toting Viggo, activating the ring that Elrond had made for him, his body erupting in a display of brilliant white and yellow light and flames which made it hard to look at him, and casting his Dwarven Smith's Armor (Greater Armor) on himself. He began to sing some lyrics to the song "No Bennies Left"


The stakes, they have never been higher
And Bennie ain't never been much of a liar
The chips in front of him told him he was effed
He pressed his luck too much and now there's No Bennies Left!

Spellcasting Exalted Deflection 16
Spells Active Penalty: -2
MAP: -2
EP Bonus: +4
[dice]0[/dice]
Wild Die [dice]1[/dice]Ace!
Wild Die Ace [dice]4[/dice]Ace!
Wild Die Ace [dice]6[/dice]
Spellcasting Greater Armor 13
Spells Active Penalty: -2
MAP: -2
EP Bonus: +4
[dice]2[/dice]
Wild Die [dice]3[/dice]
-1 Bennie Extra Effort [dice]5[/dice]Ace!
Extra Effort Ace [dice]7[/dice]
Current Conditions:
Exalted Detect Arcana
Darksight
Exalted Deflection -4 to attack rolls made against Bane
Greater Armor 10 MDC Armor (making his Toughness right now 15 (10)
Moved Pace 6" towards Viggo Prime
OOC Comments
Bane


Armor: Ley Line Walker Light Armor (3 Armor, +4 to Vigor rolls vs. airborne toxins/diseases)
Toughness: 8 (3)
Weapon: TK Revolver (Range 12/24/48, Damage 2d6+2, RoF 1, AP 4, Shots 6, Wt. 4, Notes: Revolver, can "fan the hammer". (Rapid Attack)
PPE: 12/20
Bennies: 1

Alts: Logan Wright, CS Fightin' Joes
User avatar
Firehawk
Gold Patron
Gold Patron
Posts: 52
Joined: Sat Aug 12, 2017 1:54 am

Re: City of Gloom Part 4: Dance with a Shark

Post by Firehawk »

notice 6
Notice: [dice]0[/dice]
WILD dye: [dice]1[/dice]
psionics 9, psionics 10
Flaming Heat Shockwave - Greater Stun (-4 ISP)
Targets within LBT must make Vigor rolls at -2, -4 if a raise; roll of 1 or less Incapacitates target.
Psionics: [dice]2[/dice]
Extra Effort: [dice]6[/dice]
WILD dye: [dice]3[/dice]

Flaming Heat Shockwave - Greater Stun (-4 ISP)
Targets within LBT must make Vigor rolls at -2, -4 if a raise; roll of 1 or less Incapacitates target.
Psionics: [dice]4[/dice]
Extra Effort: [dice]7[/dice]
WILD dye: [dice]5[/dice]
Another bolt from the rooftop shot out toward Nadine as Firehawk arrowed in, looking in vain for the source. Finally, in equal parts fury and frustration, he unleashes two stunning flame shockwaves in the general direction of the stealthy Viggo, trying to overlap their area of effect to catch the hidden sharkman in their blast. As the Dres Marbles Left music starts up, Firehawk unconsciously starts singing along to himself as the battle rages around him.

~Say, Olga and Dietrich, have you seen them yet
But they're so shaken out, No Bennies left
Oh but they're crazie and they're juiced up
A Bennie'd be really keen
She's got nuclear boots, a ghillie suit
How 'bout you load another magazine
No Bennies left~


Smarts 13
Smarts: [dice]8[/dice] +2 = 11
[dice]9[/dice]
ACE: [dice]10[/dice]
2nd ACE: [dice]11[/dice]
After laying down two good flaming shockwaves, Firehawk reaches out with every sense he possesses to locate the dastardly Viggo.




summary
fly 12'' toward rooftop
Action 1: Flaming Heat Shockwave - Greater Stun (-4 ISP)
Action 2: Flaming Heat Shockwave - Greater Stun (-4 ISP)
Trying to cover as much area as I can where I think the bolts are coming from
-2 bennies for xtra effort, +1 for singing (to the tune of Benny and the Jets, ofc) = -1 benny
FIREHAWK
FIREHAWK
-Burster-
1 wound - burned feet
Charisma: 0 (-4 w/ CS); Pace: 4(d4 running), Flying: 6(12); Parry: 5; Toughness: 6
Four Arms: One additional non-movement action with no MAP
Improved Flame Bolt: 6d6 damage (12/24/48)
Low Light Vision: Lyn-Srial ignore penalties for Dim and Dark lighting
Mentalist: +2 on any opposed Psionics roll, attacking or defending
-Once per round as an action can give an ally an immediate attempt to break out of illusion / puppet / mind walk at +2
-Impervious to all plasma, fire and heat damage; Electricity, lightning and lasers do half damage
-Roll a d10 (instead of the usual d6) when causing damage with fire:
  • Highly flammable targets ignite on a 3 –10
  • Anything flammable catches fire on a 6 –10
  • Things that normally don’t catch fire (metal, ceramics, stone) ignite from a Burster’s flames on a 10, or at least begin to melt
  • Water super-heats and evaporates nigh-instantly on a 10 as well, and boils away over 2d6 rounds on an 8 or 9.


CP-30 Laser Pulse Pistol shots: 30/30
ISP: 0/30
Powers Active

Fiery Aura: 6 MDC Armor, +3d6 to melee damage and damage shield

Adventure card: 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.
BENNIES: 2/3
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Pender Lumkiss »

4-d Viggo vs two Greater stuns from firehawk, minor phobia burners and shaken
VD viggo vs Firehawk 2 greater confusion
Vigor roll at -4 from successes, and +2 for 4d aecane resistance, -4 for fire vs shark [dice]0[/dice] wild [dice]1[/dice] Ace [dice]4[/dice]
2nd greater confusion [dice]2[/dice] wild [dice]3[/dice] benny for ef [dice]5[/dice]
Fear effect: spirit -4 from trapping [dice]6[/dice] wild [dice]7[/dice] ace [dice]10[/dice]
Fear effect number 2 [dice]8[/dice] wild [dice]9[/dice] 1d20+4 roll on fear table [dice]11[/dice] Gain's minor phobia burners
Smarts to maintain vs a shaken. [dice]12[/dice] wild [dice]13[/dice]
A howl echoes from the roof of the station. The crowd murmers in awe at the pyrotechnics. Firehawk can hear a nearby voice of viggo distroted due to his transformation. But the fear in it is evident, " No get away from me, get away from me you Burner!"
Field Team Six Bennies
3/6
User avatar
Blackfish
Daniel (Lars)
Posts: 127
Joined: Sun Jul 16, 2017 1:52 pm
Location: 12th AAT

Re: City of Gloom Part 4: Dance with a Shark

Post by Blackfish »


OOC Comments
  • Explain how hard she was hit, soaked 1 took 1. ABOVE POST WAS SOAKING ROLL
  • Iron Jaw Edge for getting rid of Shaken. Roll 1d10+2 -1 from Wound. Succeeded.
  • Roll Psionics for "casting" Smite on her Flaming Sword to up Damage and Holy Trapping. 1d8 -1 Wound. FAIL Bennie to try again: Succeeded.
  • Roll Psionics for "casting" Boost Trait on self (free action) to boost Strength for more damage. 1d8 -1 Wound. FAIL Bennie to try again: Succeeded.
  • Dirty Fighter / tricky do something to physically distract Justice to get his Parry of 9 down to a 7 hopefully & maybe Shake him.
  • Dirty Fighter 1d8+2 -1 Wound. FAIL Bennie to try again: Succeeded.
  • Roll Fighting with Sword 1d12 - 1 Wound +1 from Adventure card: 1d12 --> Succeeded with RAISE.
  • Roll Damage ....IF ANY: Justice, toughness: 21(8) his PARRY DOWN TO 7 now!

    Holy Damage and +4 from Smite
    +1d6 damage from RAISE to hit
    STR is now: d12+2 in her armor =
    1d12+2+4+1d6+1d10 total.


    bennies used 3 but earned one for "song"
    also used: Adventure Card 1.) In the Zone, Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.

  • As the damned creature once loved and known as Sir Justice of the 2nd SET brushed aside her hit, then retaliated with a massive blow back at her, Zieja actually felt concern. Damn it this undead Cyber Knight is tough! Come on Z!

    Then the blow hit her, she turned her body to partially absorb and deflect the blow, but it still connected. It still hurt like hell, she was going to be bruised for sure. [dice]0[/dice]. Z shakes herself and turns around in a complete circle and refaces the damned knight.

    You damned creep, how about I hit you with some blessed love! Summoning up mental willpower she focuses on her Flaming Sword. [dice]1[/dice]. Come on damn it! (bennie used) [dice]6[/dice], It takes more effort than she thought to use this newly acquired psi ability but she does manage to enhance the sword with blessed power.

    Zieja then (free action) summons her own physical strength to booster her damage output. [dice]2[/dice]. Grinding her teeth she puts more effort into it. (bennie used) [dice]10[/dice] Grrrrrrrrrrr Yes!

    Deftly moving about, her feet dancing about and her sword swooshing about, flames crackling Z reaches out with her free hand and tries to smack the undead knight on his face to distract him as she continues to flash her blade about, good old dirty fighting [dice]3[/dice].

    Justice simply bats her hand aside and looks disappointed in his pathetic opponent. "Dumb girl. I am going to beat you to death."

    Z winces at the putrid smell of the undead knights breath, they are close, blades dancing and ... Z leans in, kissing the damned jerk. (bennie used) [dice]5[/dice]. Biting the cold dead cyberknights lip as she moves passed him, she spits in his face.

    Justice is distracted by either the "kiss" or phlegm. Z laughs even as she knows this fight may not go well. The undead knight hits way harder than she does. We will see about that!

    Slamming the blessed flaming sword down at Justice....the blade strikes down directly onto his clavicle and lances down from his neck to chest as Zieja screams: "Die!" (Fighting Roll) (Adventure Card used)[dice]4[/dice] and Wild die [dice]7[/dice].

    Its hard to not think about the concert, Z worries she may not ever get to play again. This damned knight is one tough jackass. You are going down Justice, even if I don't make it!

    The words to a Drie song fills her mind:

    • Late in the fight,
      Things I thought I put behind me,
      Haunt my mind,
      I know there's no escape now,
      Once it sets its eyes on you,
      Those demons want to get you,
      But I won't run,
      I'll stand my ground,
      I won't give in,
      Even with No Bennies left,
      I got to face it,
      Won't close my eyes,
      If I don't make it,
      Someone else will Shake my enemies,
      Down,
      This Earth is my ground!
    Zieja hits/damage: 1d12 +2 +4+ 1d6 +1d10 --> [dice]8[/dice], [dice]9[/dice], [dice]11[/dice] = 18+6= 24 MD AP 4 for either a Shaken + Wound on Justice or if he failed his roll vs Dirty Fighter that's Shaken + Wound + Wound.

Conditions
Zieja has 1 Wound.
11/20 PP
Accounts

Discord: Daniel (Lars)

Savage Rifts Game Master
    • The Black Company
    • Machinations

Savage Rifts Player Characters
  • Niki NEMA Peacekeeper / Commando
    Adventures Inc. GM - Venatus Vinco
  • Mercer Mercenary Exiled RCSG
    Mercy Six GM - Pender Lumkiss
  • Boon Psychic & Mechanic
    Phaseworld GM - Ndreare
  • Blackfish Combat Mage / Ogre
    Tomorrow Legion 12th AAT GM - Snake Eyes
  • Player Account 6 Unlocked & Unused.
User avatar
Cantrell
Posts: 425
Joined: Thu Mar 02, 2017 10:57 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Cantrell »

Notice 9, CK 7, Agility 22
Notice [dice]0[/dice]+2
Wild Die [dice]1[/dice]+2
Ace [dice]6[/dice]

Common Knowledge [dice]2[/dice]
Wild Die [dice]3[/dice]

Agility [dice]4[/dice]
Wild Die [dice]5[/dice]
Bennie for Extra Effort [dice]12[/dice]
Ace! plus previous [dice]13[/dice]
Ace! plus previous [dice]14[/dice]
Cantrell flinched as spells flashing with temporal glitches exploded left and right. She cursed as Max was replaced with some sort of cowardly chihuahua and stomped off, screaming about Commander Maverick. And she cursed again as the undead-juicer-whatever wth the dark sword tried to take out Z's appendix.

She was almost out of expletives when the temporal gunk exploded around her feet, but luckily Lib's magic bots vaporized the Viggo that had cast it a split second later, even as a servo-assisted jump took her out of the way of the nasty stuff. She didn't shift much, just hummed a tune to herself as she sighted in original Viggo again -- he'd just shot Alex, and he was gonna get his.

Benny'd live or he'd die, he didn't know which, that fickle old Fate, she could sure be a bitch.
But he knew he'd keep playing, even blind, dumb and deaf. Cause a gambler's keeps gamblin', til there's no Bennies left.

Taking the Bennie

"But the way plasma cooks, there ain't gonna be any Viggo left," she mutters, pulling the trigger.
29 Damage to Viggo Prime equals 3 Wounds
Shooting, -4 headshot, +2 Marksman, +2 armor optics [dice]7[/dice]
Wild Die [dice]8[/dice]
Ace [dice]9[/dice] = 9, hit with a raise
Damage = [dice]10[/dice]+[dice]11[/dice]+8 = 29 and ignores no-sealed armor.
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
User avatar
Maximilian
Silver Patron
Silver Patron
Posts: 548
Joined: Wed Mar 08, 2017 2:37 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Maximilian »

Max shouts over the loudspeaker. "That band is the worst thing ever! Come on!
My world for another try, but there's no bennies left
Go back to do it again, but there's no bennies left
Could've had it all, but I ran out of luck, and there's no bennies left.
Who came up with that crap?! Sorry, Commander Maverick. I'm outta here!"

The Titan keeps running down the street.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • 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.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature
EP Ledger
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Pender Lumkiss »

justice agility vs 5 from Z, and soak 2 wounds
[dice]0[/dice]
Benny to soak 2 wounds battle hardened [dice]1[/dice]
Justice smiles as the flame cuts through his heavy armor. " You got skill girl I will give you that. Your ratag band may have killed some of these sharkmen, but Giest and scara demand your sacrifice. Our alliance with the sharks only go so far." Even though Justice's skin is smoldering he does not even pay it any heed.
Viggo Prime is toast
incinerated by Cantrell assuming she makes it out of the entangle. It appears it remains until the character breaks free in this case the solid earth that swallowed you up.
A pile of ash and a clattering of a rail gun plus 8 well portioned shark steaks are all that is left. Drill Viggo looks back at Viggo Prime's pile, he looks a bit worried. " Justice! Wipe them out."
Field Team Six Bennies
3/6
User avatar
Markus Berger
Posts: 361
Joined: Wed Dec 28, 2016 6:50 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Markus Berger »

Markus flinches at seeing the Titan robot run away. He calls on the radio...
"The mutant animal has shown his true colors and has run away! That's why we don't use animals in the NGR army!"
He looks around trying to find a new target, now that the alley Viggo is down.
OOC Comments
So... who can he attack? Drill Viggo?

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: 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.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
User avatar
Markus Berger
Posts: 361
Joined: Wed Dec 28, 2016 6:50 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Markus Berger »

Markus tries to help Libertas, shooting the "Justice" CEAL in the head with his Triax gun.
"Let's show these Americans what a good German gun, in German hands, can do."
He aims for the head, and squeeze the trigger.
Shooting: 13 (forgot the +2 elan in the second roll)
OOC Comments
Roll (+2 armor, +2 marksman): [dice]0[/dice]
Wild Die: [dice]1[/dice]
Using a benny to reroll : [dice]2[/dice]
Wild Die: [dice]3[/dice]
Damage: [dice]4[/dice]
Bennie to reroll damage
Damage (+4 headshot): [dice]5[/dice]
Ace!: [dice]6[/dice]
Final Damage: 18
---
The head of the CEAL disappear in a light red mist, while the body stands there, motionless, without realizing it's missing a the head off its top.
Markus, behind his cyclops armor mask, smiles contentedly. The precision of the gun, the elegance in the firing mechanism. That is why the body will stand there until somebody takes the time to push it down.
"That is the NGR for you!" - he thinks while he prepares to keep covering Libertas.
In his brain, the chemical reactions are really similar to those he would have experienced with a passionate kiss.

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: 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.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
User avatar
Bane
Posts: 273
Joined: Sat Feb 04, 2017 12:27 am

Re: City of Gloom Part 4: Dance with a Shark

Post by Bane »

Knowledge Arcana 5
[dice]4[/dice]
Wild Die [dice]5[/dice]
-4 As per Google Hangouts conversation.
+4 from EP expenditure.

Unneeded
[dice]0[/dice]
Wild Die [dice]1[/dice] Ace!
Wild Die Ace [dice]2[/dice] Ace!
Wild Die Ace 2 [dice]3[/dice]
So intent Bane was upon his expected battle with Viggo Prime that he never noticed Cantrell switching targets. It wasn't until Viggo Prime became roasted Prime Ribs that he even noticed she changed targets and started racking his brain as to whether or not the gem would still work on his ashes.
OOC Comments
Bane


Armor: Ley Line Walker Light Armor (3 Armor, +4 to Vigor rolls vs. airborne toxins/diseases)
Toughness: 8 (3)
Weapon: TK Revolver (Range 12/24/48, Damage 2d6+2, RoF 1, AP 4, Shots 6, Wt. 4, Notes: Revolver, can "fan the hammer". (Rapid Attack)
PPE: 12/20
Bennies: 1

Alts: Logan Wright, CS Fightin' Joes
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Pender Lumkiss »

Large Outside Screen Finally works, and a transmission from an allyBad guys turn
The sound for the large screen monitor kicks in and while the sound is clear as day it does appear a bit jumbled as it cuts in and out with some distortions. You can hear and see the following.
As good as it gets for hearing and seeing what Alecto said
Alecto wrote:" Giest invited a band of musicians to perform a concert. The money from this concert was to be donated, in full, to the orphanage. This is what----(Distortion)."

Alecto paused then, allowing time to process. Then she started playing the footage from a group of people (grackletooth, drawf, cat, the woman on the screen) fight with a CEAL enhanced juicer unmistkably Volt. As she continued to speak, her calm methodical voice playing over the images.

"The money---( distortion). This crime...an insult to the generosity of the people of Gloom, and a vicious act against suffering children, demanded justice. You were told that the theft was the doing of a group of mercenaries."

"---(Distortion) lied to."


The image froze on an image of.

"This man, named Volt, ---(Distortion). The Tomorrow Legion and went rogue in exchange for the 'gifts' of necromancy---(Distortion). It was all a lie, all along."

As she spoke on, the playback resumed. Volt was consumed in fire and bullets, holding onto a semblance of life long after his body should have fallen to pieces. It showed Volt finally fall. And a gauntleted hand reached down to open his pouch and produced the credit chip. On screen, a readout displayed the stored amount of cash coded onto it. As the speech continued, more footage played showing helmets being removed, showing the undead faces of the CEALs and Volt himself.

"The Black Company has returned the money to the orphanage, but this is not over. Something is still wrong in Gloom, and now you can clearly see what."

"(Distortion). Help is coming to Gloom."
The control box beneath the screen arcs and sparks clearly damaged by the rail gun fire that dropped Alex and the screen and sound die. The woman matches the face and Name of Alecto, one of the members of the black company. The crowd being held back by Ceals murmurs at this news.
13th Comm channel
Over the 13ths comms you here a familiar voice of Diamond Clad but something is clearly interfering with the transmission. Diamond Clad sounds anxious with some panic in his voice, "Chshh... Is this thing on Crystal?... Blast, move the transmigration rod to the left.... Cssshhh... No your other left, yes if Libertas was here he would have finished by now... Chhhsshh... No not an insult, a fact....Cshhhh....Temporal Interference?" The brief transmission from an old friend or ally goes dead.


There is no sign of Alex or the other the female Viggo that grabbed him. The crowd that had gathered has to put their murmuring on hold and they start scattering as the Titan comes barrelling away from the battle unexpectedly.
13th comm Channel
The 13ths comms buzz again although this time Diamond Clad is coming through loud and clear, " Libertas, come in Libertas. Bane are you there? I have secured information regarding undoing the magic that binds Crystal's soul... But in doing so, I am afraid the jar was cracked, there is not much time. We need one of those CEAL peace keepers Giest employs. I have reason to believe these cybernetically enhance arcane life forms are made with death magic of the same kind that trapped Crystals Soul... Fluid in their bodies may be key to undoing the spell...Blast where is all that Temporal energy coming from?... Cshhh..." The second transmission goes dead.
Love or Just a good Salesman and a freaking skyship!
Believing there maybe an opportunity Tesse calls to Drill Viggo, " Stop this at once Viggo. This one, Jude Maverick. From the sounds of their robot armor pilot he is their commander. I believe he speaks for them." She squirms round facing Jude. She seethes as if trying to smile, " He has interest in joinning us. In joining Giest. The leader of the 2nd SET Karl Volt also expressed interest in the power and forced the change on all of us. I will take them to Giest and Scara." While still grappled, Tesse has stopped struggling believing her mission fulfilled. She yells at the 3 CEALs to hold position and they halt lowering their weapons.

Drill Viggo looks at her with a mixture of animosity and Undead Mystic say what? " You have to be kidding woman! Fraking undead. Frak! You wish to deal with these brigand fools on your own then you just do that. I have my own plans to fulfill." Drill Viggo, his chest plate cut wide from Max's previous blows, breathes heavy summoning his last bit energy and casts one last Temporal Spell.
Casting Temporal Magic
Spellcasting [dice]0[/dice] [dice]1[/dice] GM benny for EF: [dice]2[/dice]
Old Friend (Beast Friend)
Power Points: 10
Range: Touch
Duration: 30 minutes
Temporal wizards and warriors traverse the Megaverse and have lots of contacts and connections (lots of enemies too). This temporal power allows them to bring one old contact into the present for a short period of time. On a success, the ally appears but won’t do anything too risky to help. On a raise, the contact is willing to leak sensitive information, but stops short of outright betrayal. Two or more raises means the wizard has pushed the right buttons and can count on serious help. The Connection will risk serious consequences to help out.
A large hole in time and space opens up, large enough for TW sky ship to travel through. There seems to be a flurry on deck of this mighty vessel, a rope ladder is lowered down to Drill Viggo whom grabs hold. TW mini gun bullets spray the area where Bane, Libertas, Markus, Cantrell, and Z are at.
Supressive Fire at B, C, L, M, and Z
2 seperate Suppressive fire from a professional crew with rock and roll and steady hands(there are enough people firing to cover both areas twice over).
1st bane [dice]3[/dice] ace [dice]5[/dice] hit with raise
2nd bane [dice]4[/dice]
3rd C, L, M [dice]6[/dice] hit
4th. C, L, M [dice]7[/dice] hit
5th Z [dice]8[/dice]
6th Z [dice]9[/dice] Ace [dice]10[/dice] hit with raise
  • Results:
  • Bane spirit roll, failure means shaken, on a 1 on the spirit die take [dice]11[/dice]MD ap2
  • C, L, M spirit roll, failure means shaken, on a 1 on the spirit die take [dice]12[/dice] MD AP2
  • C, L, M spirit roll, failure means shaken, on a 1 on the spirit die take [dice]13[/dice] MD AP2
  • Z spirit roll, failure means shaken, on a 1 on the spirit die take [dice]14[/dice] MD AP2
  • Special note this kind of shaken can cause a wound.
The flying ship is an exquisite ship, with an angular mast flying its colors. From the mast a glow of energy surrounds the ship. Presumably some kind of magical armor field. It has six tk mini guns on each size, and a p-cannon(tri-barrel) both fore and aft. There are probbly about 30 or so folks on deck. With Viggo grabbed on and supresive fire laid down. The Ship starts to lift and head back into the still opened portal( Players have 1 round before it leaves and is is about 10" off the ground)
OOC Comments
IMG_0154.JPG
Kn History or Politics
History or Politics would tell you that the ship's colors or flag is an old Style of Dweomer... It has not been flown in over 100 years... It might even be a precursor to the current Dweomer flag...
Bane
Bane has seen such a flag once before. In his old master's study. A flashback to a far off time, when Bane had just barely started...
Elrond Hub's voice, "I do like a bit of elven wine pupil. Oh the flag?" Elrond's voice becomes low as if he was ashamed about something. "It is a reminder of how foolish youth can be." He pauses glancing at his young student Bane, "I used to captain of a great sky ship did you know that? I have made many acquaintances during my long life some good and true... Others I am afraid not so much... The flag is a reminder to be weary." The grandfather clock chimes and Elrond looks to his chess board nearby, " If you can excuse me Bane, I have my chess game to attend too. My opponent is both cunning and wise, seemingly of endless patience. Perhaps today I will learn his name... "
No love loss for a Burner
Drawing Firehawk's attention from the air ship is the roar of fear from the invisible 4-D beast. Sinder can feel the subtle change in pressure as it hops back into normal reality and tries to open a subspace rift over Firehawk's head.
Spellcasting
unshake [dice]15[/dice] [dice]16[/dice]
Spellcasting[dice]17[/dice] Wild [dice]18[/dice] GM Benny EF [dice]19[/dice]Why the -2? Because he is fraking afraid of Firehawk
Spatial Displacement Wave or Mini-Rift (Burst)
Power Points: 4
Range: Cone Template
Duration: Instant
Essentially a mini-Rift that bends space and time in an attempt to tear victims apart. Agility vs Spellcasting to get out of the way. Those failing the roll become grappled by the spatial forces. The spatial rift has a Strength of 2d10. On a raise the caster can apply grapple Strength damage immediately (including bonus raise damage). This power does Mega Damage.
  • Result: Firehwak needs to make an agility check and beat a 5, other wise he is grappled. Str or Agility check on his turn vs a [dice]20[/dice]. If he rolls a 1 on his initial agility check he takes [dice]21[/dice] Ace [dice]22[/dice] Raise damage [dice]23[/dice]
MD crushing damage
The Rift is a torrent of energy drawing and pulling Firehawk towards it in a I am going to break you kind of way. Firehawk can see crushed radio antennae as the beast tries to make its way off the backside of the radio station away from the battle... Oh and their are some Dreis Marbles fans coming around to the back hoping to get a better view of the action! They may get crushed by a 4-D beast, or he may go through them... Next Round will tell.
13th comm channel
Diamond Clad's voice comes back on worried and strained, " Please meet us at the Pinnacle Hotel and hurry! We are with----" A horrible noise erupts over the comms almost deafening everyone... Frantically before anyone can loose their hearing Diamond comes back on cutting through the interference" What is that? A wear-shark lady... Fraking Lady Viggo!!? That kid is bleeding all over the place!!" +1 benny if you go deaf for the rest of the scene.

Recap for Players
  • Drill Viggo is trying to escape via a summoned Air Ship.
  • 4-D beast Viggo is trying to escape down the backside of the radio station away from the battle their may or may not be some fans in its path.
  • Bane, Z must make 1 spirit roll to not become shaken, and if shaken another spirit roll to unshake at the start of your turn.
  • Cantrell, Libertas, and Markus must make 2 separate spirit rolls or become shaken. If you fail both spirit rolls you take a wound and are shaken. On your turn you can roll spirit again to unshake if shaken.
  • Firehawk- Agility and you need to beat a 5 or you start your turn grappled. If you roll a 1 on the grapple contest you take 19MD. To break free of the grapple on your turn you need a 3 on a str or agility check.
  • Tesse has given up on Jude's grapple, kill her or don't it is up to you. The other CEALs have also stood down. Don't forget about the data stick Alex shot at Jude's feet.
  • 55 seconds before 13th Max comes back from his bizzaro world adventure
.
Combat data, toughness, Parry
  • Drill Viggo 20” away from group in Alleyway, 8” from and next to Jude and Max. Toughness: 17(7), Parry:5 ( just used Old Friend, and is progress of making an escape which will occur on his next turn) 2 wounds
  • At the drill grappled with Jude Tesse(Max is running away) everyone else about 20" (firehawk is flying up to the top of the station): toughness 14(4), Parry: 7, -2 to be hit from range.
    Drill Ceals 2 left: 13(4), parry:7, -2 to be hit from range, wielding railguns and vibroswords: same distance as above
    All three are standing down and no longer fighting the 13th.
  • 25” from everyone Radio station rooftop Viggo: toughness 12(4), invisible(-4 to notice or hit), intangible (Firehawk is in the vicinity but the creature is moving away down the backside and possibly into some fans... Really only Firehawk is in a position to do anything about it, it would have -4 cover from everyone else.)
Final Thoughts
  • Alley Way/Buisiness Viggo clearly recognized in some way Libertas and Bane, in fact he threw something that Bane's partner used to own onto the ground near bane in the beggining of combat. He also dropped a carving knife that may have belonged to Libs father.
  • The crystal that Bane has will work as established by his kn arcana roll, and it will work against Viggo's at the current scene...
End of Round
You got to be bleeping me, players go again as it seems like the 13th was well constructed for the hi-card draw initiative. You guys go first, post your actions and they occur as they are posted.
Field Team Six Bennies
3/6
User avatar
Maximilian
Silver Patron
Silver Patron
Posts: 548
Joined: Wed Mar 08, 2017 2:37 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Maximilian »

The Titan stops and turns slowly. "Sorry, C-c-commander Maverick! It's a little overwhelming...shooting sharkmen, yes s-s-sir!" Taking aim at the skyship upon which Drill Viggo has decided to make his escape, Bizarro Max launches a full volley of artillery at the boat.
Shooting
Shooting medium missiles at the skyship
[dice]0[/dice]

WD Shooting
[dice]1[/dice]

Medium missile damage to skyship
[dice]6[/dice]

3 dice ace
[dice]9[/dice]

1 die ace
[dice]15[/dice]

Railgun fire at drill Viggo and p beam cannon placements
To hit Viggo
[dice]2[/dice]

Ace with prior
[dice]7[/dice]

Damage with raise to Viggo
[dice]10[/dice]
Raise
[dice]11[/dice]

Benny to reroll damage vs. Viggo
[dice]16[/dice]
[dice]17[/dice]

Total: 22 AP 14

To hit P beam 1
[dice]3[/dice]

Damage to p-beam 1
[dice]12[/dice]

To hit p beam 2
[dice]4[/dice]

Ace plus prior
[dice]8[/dice]

Damage with raise to p beam 2
[dice]13[/dice]
Raise
[dice]14[/dice]

Ace raise die
[dice]18[/dice]

[dice]5[/dice]
The missile impact the skyship, and the railgun rounds find their marks. "Did I do good, commander?"
The missile strikes the hull with a direct hit, blasting a massive hole in the wall of the ship and launching some of the crew into the air. Secondary explosions and railgun rounds obliterate the p beam cannons, blasting several more crew members onto the deck of the boat. The whole massive craft immediately lurches forward, sinking rapidly towards the earth. One railgun round manages to catch drill Viggo squarely, blasting him through the side. His last vision as he lies, face up and bleeding on the ground, is the sky ship he summoned pitching forward to land squarely on top of him. As the ship impacts, the rear half splinters from the rest of the wreck and lands with a great crash on the ground.
"Commander, is that what you wanted? Please don't tell me we wanted that boat in one piece. Ugh..."
Last edited by Maximilian on Fri Nov 17, 2017 10:04 pm, edited 2 times in total.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • 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.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature
EP Ledger
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Pender Lumkiss »

9 wounds pilot tries to soak, soaks 1
Pilot hasAce and Elan, battle hardened (per max) spends a wc benny to soak [dice]0[/dice] wild [dice]1[/dice]
Pilot or loose control
[dice]2[/dice] [dice]3[/dice]
As the skyship goes down, Bane cannot help but have a sinkining feeling in his stomach. In fact with his exalted detect he can see an etheral line from himself shoot out into the downed skycraft. Someone or something is tied to his essence and that connection is getting weaker.
Field Team Six Bennies
3/6
User avatar
Cantrell
Posts: 425
Joined: Thu Mar 02, 2017 10:57 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Cantrell »

Notice 7, CK 3, Passed both Spirit tests
Notice [dice]0[/dice]+2
Wild Die [dice]1[/dice]+2

Common Knowledge [dice]2[/dice]
Wild Die [dice]3[/dice]

Spirit 1 vs. Shaken [dice]4[/dice]
Wild Die [dice]5[/dice]

Spirit 2 vs. Shaken [dice]6[/dice]
Wild Die [dice]7[/dice]
Ace [dice]8[/dice]
Cantrell watches as the Black Company's spy-bot reads some sort of recorded statement. It's mostly unintelligible, but appears to be an attempt to shift blame for the mercenaries' atrocities to other parties.

"Frakkin' propaganda," she mutters, then ducks as a magic airship appears above and starts raining down suppressing fire. Moving calmly to cover, Cantrell surveys the battlefield and is about to begin barking orders when not-Max in not-Nadine suddenly reappears and blasts the vessel out of the sky, barbecuing Drill-Viggo at the same time.

<<Well, I'll be damned>> she says, her comm still open. <<Looks like one thing Viggo summoned killed Viggo and another thing he summoned. Serves the bastard right. Now, everybody kill the rest of these undead juicer things so we can go save Crystal and then get the hell out of this stupid town! And Bane, go grab some shark teeth and see if you can make that doohickey work. I'd feel better if the she-shark that snatched Alex ceased existing except in my nightmares.>>

Orders issued, she swings her plasma rifle up again and incinerates the nearest CEAL, trying to leave a limb or two uncooked enough to serve as a component for whatever mojo Diamond Clad was planning.
1 Wound on a CEAL most likely
Shooting, +2 Marksman, +2 armor mod, -2 dodge [dice]9[/dice]+2 =10, hit with a Raise
Wild Die [dice]10[/dice]+2
Damage: [dice]11[/dice]+[dice]12[/dice]+4 =13 damage = 1 wound if not wearing FEP armor, shaken if it is.
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
User avatar
Libertas Magicum
Bronze Patron
Bronze Patron
Posts: 642
Joined: Fri Feb 17, 2017 3:02 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Libertas Magicum »

OOC Comments
Spirit [dice]0[/dice]
Wild Spirit [dice]1[/dice]

Spirit [dice]2[/dice]
Wild Spirit [dice]3[/dice]

Bennie to Soak the Wound:
Vigor w/Wound [dice]7[/dice]
Wild Soak [dice]8[/dice]

Bot 1 Spirit [dice]4[/dice]
Bot 2 Spirit [dice]5[/dice]
Bot 3 Spirit [dice]6[/dice]

Bot 1 Unshake [dice]9[/dice]
Bot 3 Unshake [dice]10[/dice]

Well... fuckballs.

Wounded by being Shaken twice. For the CritFail, taking the Epic Fail of dropping his gear into the entangle (meaning he will NOT be device-ing his way out of this--and at -2 from Wounds, he probably needs some assistance, once his box goes away).

Wound is then Soaked, removing Shaken. So he'll at least be able to act. And the Bots either never shook, or unshook immediately on their action.

Agility (2 Wounds, Greater Entangle) [dice]11[/dice]
Wild Agility [dice]12[/dice]

Bots do Headshots to the active CEALs, same as prior round but -2 for Range means flat rolls.
SprayBot 1 [dice]13[/dice]
Damage CEAL [dice]16[/dice]
SprayBot 1 [dice]14[/dice]
Damage CEAL [dice]17[/dice]
SprayBot 1 [dice]15[/dice]
Damage CEAL [dice]18[/dice]

Both ungrappled CEALs shaken.
.

Inside the box, illuminated only by his armor's lamp, Libertas considers his options, and grimaces. Either try to wriggle out of the rocks, or... Right. Might as well try to make this useful for more than just this fight. I'm starting to run low on parts.

Just as he's about to start tweaking the gear to make a device capable of carrying him out of the box, when suddenly he finds his box is transformed into a kettle-drum. Jerking suddenly, he not only cracks his skull against the box's interior, but he drops the parts--only to watch, dazed and unable to intervene, as the still-shifting ground encapsules it. His voice, weak and dazed, comes over the radio. "Boss, I think I'm gonna be in here a bit... you guys got everything out there? Bots, if there are no shark-men still there, deal with the undead attackers. Use headshots, sometimes those work better."

Of course, he has no idea yet that he's not hearing constant yammering, but rather, that his time-distorted hearing has kicked into overdrive due to all the temporal magic, and with that last burst from Diamond Clad, he's just completely overloaded. So of course, he won't actually hear anyone tell him the coast is clear, once it finally is.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    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.
User avatar
Maximilian
Silver Patron
Silver Patron
Posts: 548
Joined: Wed Mar 08, 2017 2:37 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Maximilian »

Max chimes in over the radio. "Oh, come on, Libertine! Who do you have trapped in there this time? Did Zieja finally make her move? We're in a firefight, you two, and I just blew up a great big boat! Put some clothes on and come see! Haha! Is that a good joke, Commander Maverick?"
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • 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.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature
EP Ledger
User avatar
Jude Maverick
Diamond Patron
Diamond Patron
Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: City of Gloom Part 4: Dance with a Shark

Post by Jude Maverick »

Notice 5
Notice [dice]5[/dice]
Wild [dice]6[/dice]
Common Knowledge 3
Smarts [dice]7[/dice]
Wild [dice]8[/dice]
***

Jude looked over with confusion at the beautiful brunette on the screen as her words started coming through. That was...odd. What did it mean? He would have to ruminate more on that later, as more chatter came over his comms, this time from Diamond Clad. He’d figured out how to free Crystal’s soul!

Jude used his jaw to click his helmet mic. “We’ll get what you need, Crystal,” he promised.

Tesse was ceasing her struggling, seemingly taken in by Jude’s words.

“Volt did what?” Jude asked Tesse. “You might have to explain this all to me. So I can, you know, convince my team,” he lied. Black Company had murdered the Second SET…hadn’t they?

At least her CEALs had lowered their weapons. But Viggo seemed unconvinced as he cast another spell and a huge portal opened, pulling through a flying skyship! Was that a flag of Dweomer? But it was at least a hundred years old.

Viggo was making a run for it. Jude scooped up the data chip Alex had shot toward him. They were going to need to look at that.

As the ship opened fire on the rest of his team, Jude dragged Tesse for cover under the large drill. “Explain to me just what is going on in this town,” he told Tesse. “If we’re going to do this, we’re going to need something from you. A sign of good faith. A friend needs help, and we think your...blood, or whatever is running through you now, will help. Can we get a sample?”

Jude winced as his hearing was nearly knocked out before his comm cut out. “Everyone, Pinnacle Hotel! Alex and the Clads are there! Can we withdraw?” Jude looked to Tesse. He was about to ask if she and her CEALs were willing to help, but Cantrell was ordering them eliminated.

Jude looked up as Nadine turned and opened up fully on the skyship. “Oh, damn…” Jude murmured. “That was just fine, Max,” Jude reassured the dogboy. “Treats for you tonight,” he said with a smile. “We can see what we can salvage from the ship later. Right now we have to save Alex.”

Jude glanced around at the battlefield. He wasn’t going to be able to get Libertas out of his shell, or help Firehawk with...whatever invisible thing was on the roof of the radio station. The CEALs were likely so much rotting meat soon. If he wanted Tesse out...somewhat alive, he was going to have to do something.

“Okay, you and me, Tesse. We’re going to the Pinnacle after Alex,” Jude said, pulling her to her feet.

Jude clicked his mic. “I’m heading to the hotel, Boss,” he told Cantrell. “Feel free to wrap up the party without me.” He had to save Crystal and Alex...and Tesse, if he could.
OOC Comments
As much as I’d like that benny, Jude has plenty, and I kind of need him to hear LOL

How far away from the Pinnacle are we?
***

Conditions:
  • Toughness: 13 (6) (Old armor)
  • Has the data chip
Persuasion 18 3 Raises
Persuasion [dice]0[/dice]
Wild [dice]1[/dice]
Ace [dice]4[/dice]
Politics 5 Success
Politics [dice]2[/dice]
Wild [dice]3[/dice]
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • 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.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
User avatar
Firehawk
Gold Patron
Gold Patron
Posts: 52
Joined: Sat Aug 12, 2017 1:54 am

Re: City of Gloom Part 4: Dance with a Shark

Post by Firehawk »

Agility 14
Agility: [dice]0[/dice]
WILD: [dice]1[/dice]
EXTRA EFFORT: [dice]2[/dice]
ACE: [dice]3[/dice]
Notice 5
Notice: [dice]4[/dice]
WILD dye: [dice]5[/dice]
Firehawk rises up and over the rooftop searching for the sniveling shark when a sudden distortion in the air above him raises the hackles on his neck. He twists and dives artfully toward the rooftop to avoid the crushing distortion when a nearby sound of a crowd reaches his ears.
GM wrote:Oh and their are some Dreis Marbles fans coming around to the back hoping to get a better view of the action! They may get crushed by a 4-D beast, or he may go through them... Next Round will tell.
"Stay back, I beseech you! This is not a game!" Firehawk yells at the gathering crowd. Instinctively he creates a dense field of flame around the retreating Viggo, burning it hot enough to drive away the DML fans before they get hurt and to sap the shark clone of his vitality as he also launches a firebolt in the general direction of the 4-D menace.
Psionics 10 Psionics 15 Firebolt Damage 20 MD
Fire Mastery: Over a Large Burst Template centered anywhere within 12", the Burster can create, control, and eliminate fire. He can create minor fire and heat effects (or douse flames) as a free action with no roll. As an action, he can create environmental effects that impose a −2 to Trait rolls (−4 with a raise). For any Trait rolls, use the Psionics skill. None of these effects cost ISP.
Psionics - Fire Mastery: [dice]6[/dice]
WILD dye: [dice]7[/dice]

Imp. Flame Bolt
Psionics: [dice]8[/dice]
EXTRA EFFORT: [dice]14[/dice]
WILD dye: [dice]9[/dice]

Damage: [dice]10[/dice]
ACE: [dice]13[/dice]
Raise Bonus: [dice]11[/dice]
WILD:[dice]12[/dice]
GM wrote:" Please meet us at the Pinnacle Hotel and hurry! We are with----" A horrible noise erupts over the comms almost deafening everyone... Frantically before anyone can loose their hearing Diamond comes back on cutting through the interference" What is that? A wear-shark lady... Fraking Lady Viggo!!? That kid is bleeding all over the place!!"
Before he can check on the status of Viggo, Firehawk's radio shrieks unmercifully into his ears. "Arrgh!" Firehawk groans and tears his headphones off as the feedback temporarily deafens him.
summary
Move toward Viggo/ Dodge distortion field
Action 1: Fire Mastery: Over a Large Burst Template centered anywhere within 12", the Burster can create, control, and eliminate fire. He can create minor fire and heat effects (or douse flames) as a free action with no roll. As an action, he can create environmental effects that impose a −2 to Trait rolls (−4 with a raise). For any Trait rolls, use the Psionics skill.
Action 2: Imp. Fire Bolt at Viggo

ISP cost = 0
-2 bennies for XTRA EFFORT, +1 for deafness = -1 benny
Last edited by Firehawk on Sun Nov 19, 2017 5:10 am, edited 4 times in total.
FIREHAWK
FIREHAWK
-Burster-
1 wound - burned feet
Charisma: 0 (-4 w/ CS); Pace: 4(d4 running), Flying: 6(12); Parry: 5; Toughness: 6
Four Arms: One additional non-movement action with no MAP
Improved Flame Bolt: 6d6 damage (12/24/48)
Low Light Vision: Lyn-Srial ignore penalties for Dim and Dark lighting
Mentalist: +2 on any opposed Psionics roll, attacking or defending
-Once per round as an action can give an ally an immediate attempt to break out of illusion / puppet / mind walk at +2
-Impervious to all plasma, fire and heat damage; Electricity, lightning and lasers do half damage
-Roll a d10 (instead of the usual d6) when causing damage with fire:
  • Highly flammable targets ignite on a 3 –10
  • Anything flammable catches fire on a 6 –10
  • Things that normally don’t catch fire (metal, ceramics, stone) ignite from a Burster’s flames on a 10, or at least begin to melt
  • Water super-heats and evaporates nigh-instantly on a 10 as well, and boils away over 2d6 rounds on an 8 or 9.


CP-30 Laser Pulse Pistol shots: 30/30
ISP: 0/30
Powers Active

Fiery Aura: 6 MDC Armor, +3d6 to melee damage and damage shield

Adventure card: 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.
BENNIES: 2/3
User avatar
Maximilian
Silver Patron
Silver Patron
Posts: 548
Joined: Wed Mar 08, 2017 2:37 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Maximilian »

Max barked. "Save Alex?! Did he crash again?! I don't read him on my scanners. What is going on?! What do I do now, Commander? Want me to come pick you up?"
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • 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.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature
EP Ledger
User avatar
Blackfish
Daniel (Lars)
Posts: 127
Joined: Sun Jul 16, 2017 1:52 pm
Location: 12th AAT

Re: City of Gloom Part 4: Dance with a Shark

Post by Blackfish »


Spirit Rolls
Z must make 1 spirit roll to not become shaken, and if shaken another spirit roll to unshake at the start of your turn.

At end of turn Spirit Roll
[dice]0[/dice], wild die [dice]1[/dice]

Failed above so: Spirit Roll at start of new turn -1
[dice]2[/dice], wild die [dice]3[/dice]

Success
Under fire from the enemy and dancing about Z tries to avoid being hit by the rain of bullets. Rolling across the ally and coming up against the wall she steadies her mind and body. Boot camp was like this, deafening explosions and live ammo flying.

Drill Viggo is trying to escape via a summoned Air Ship! Frowning and trying to not think about how crazy everything has been Zieja lifts her rifle, looks through the Ty10 scope at Viggo and fires a grenade at him.
Shooting 9 Damage 19 AP8
Shooting [dice]4[/dice], wd [dice]5[/dice] -- Damage: [dice]6[/dice] +2 + [dice]7[/dice] = 19 AP: 8
Take that you bastahhhhhhouch! Z flinches from the blast of radio static that screeches in her ear.
Accounts

Discord: Daniel (Lars)

Savage Rifts Game Master
    • The Black Company
    • Machinations

Savage Rifts Player Characters
  • Niki NEMA Peacekeeper / Commando
    Adventures Inc. GM - Venatus Vinco
  • Mercer Mercenary Exiled RCSG
    Mercy Six GM - Pender Lumkiss
  • Boon Psychic & Mechanic
    Phaseworld GM - Ndreare
  • Blackfish Combat Mage / Ogre
    Tomorrow Legion 12th AAT GM - Snake Eyes
  • Player Account 6 Unlocked & Unused.
User avatar
Firehawk
Gold Patron
Gold Patron
Posts: 52
Joined: Sat Aug 12, 2017 1:54 am

Re: City of Gloom Part 4: Dance with a Shark

Post by Firehawk »

notice 5
Notice: [dice]0[/dice]
WILD dye: [dice]1[/dice]
Firehawk shakes his head to and fro trying to rid himself of the high pitched ringing in his ears, the only thing he can hear at the moment. As he does so, he walks over and examines the charred remains of the Viggo, who took a firebolt to the bunghole as he was running away, and searches it for weapons. Can't leave anything dangerous for this crowd to find, even if they are Dres Marbles Left fans.

Before extinguishing the flames around himself and the Viggo, Firehawk turns and announces to the crowd in an over-loud voice due to his deafness, "LISTEN TO ME, FRIENDS! THIS IS WHAT HAPPENS WHEN YOU CHOOSE TO LEAD A LIFE OF CRIME AND GENERAL DOUCHEBAGGERY!" With that he kicks the still smoldering corpse over the edge of the roof. A large smoke ring puffs out from the dead sharkman's burnt turd cutter upon impact with the ground below "MARK MY WORDS, IF ANY OF YOU MAKE THE BAD DECISIONS HE MADE IN LIFE THEN I WILL RETURN AND MAKE SURE YOU, TOO, WILL SLEEP WITH THE FISHES! SO STAY IN SCHOOL, LISTEN TO YOUR ELDERS, AND EAT YOUR VITAMINS!"

With that stern warning, Firehawk extinguishes all the flames in the area with a mental command and launches himself into the air on wings of fire. What did that member of the Clad clan say before raping my ears with that damnable feeback? Something about the Pinnacle Hotel, maybe? Firehawk returns the headset to his ears but still is having trouble hearing anything beyond his own thoughts. He transmits a message, again at an inappropriately high volume, as he arcs up into the air, "<<FELLOW MEMBERS OF THE 13TH, THIS IS FIREHAWK! THE ROOFTOP VIGGO IS DEAD AND I AM NOW HEADING TO THE PINNACLE HOTEL UNLESS YOU NEED HELP ELSEWHERE!>>" Firehawk listens intently to the comm but as far as he can tell there is zero response.

Very well, they must have the rest of the battle under control. "TO THE PINNACLE HOTEL!" he shouts to no one in particular as he flies off.
FIREHAWK
FIREHAWK
-Burster-
1 wound - burned feet
Charisma: 0 (-4 w/ CS); Pace: 4(d4 running), Flying: 6(12); Parry: 5; Toughness: 6
Four Arms: One additional non-movement action with no MAP
Improved Flame Bolt: 6d6 damage (12/24/48)
Low Light Vision: Lyn-Srial ignore penalties for Dim and Dark lighting
Mentalist: +2 on any opposed Psionics roll, attacking or defending
-Once per round as an action can give an ally an immediate attempt to break out of illusion / puppet / mind walk at +2
-Impervious to all plasma, fire and heat damage; Electricity, lightning and lasers do half damage
-Roll a d10 (instead of the usual d6) when causing damage with fire:
  • Highly flammable targets ignite on a 3 –10
  • Anything flammable catches fire on a 6 –10
  • Things that normally don’t catch fire (metal, ceramics, stone) ignite from a Burster’s flames on a 10, or at least begin to melt
  • Water super-heats and evaporates nigh-instantly on a 10 as well, and boils away over 2d6 rounds on an 8 or 9.


CP-30 Laser Pulse Pistol shots: 30/30
ISP: 0/30
Powers Active

Fiery Aura: 6 MDC Armor, +3d6 to melee damage and damage shield

Adventure card: 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.
BENNIES: 2/3
User avatar
Jude Maverick
Diamond Patron
Diamond Patron
Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: City of Gloom Part 4: Dance with a Shark

Post by Jude Maverick »

Notice 9 Raise
Notice [dice]0[/dice]
Ace [dice]4[/dice]
Wild [dice]1[/dice]
Common Knowledge 5 Success
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
***

Jude wasn’t sure what was wrong with Max. He would figure it out later. He could use the ride, but he didn’t want to take away from the team if he was needed.

“Negative, Max,” Jude said. “Stand guard here. Make sure all the enemies are down or surrendered. Do whatever Cantrell tells you,” he instructs the dog boy.

Jude looked back to Tesse. “Let’s go,” he told her. He needed her blood or...fluids or whatever. He started to jog off in the direction of the Pinnacle hotel.

***

Conditions:
  • Toughness: 13 (6) (Old armor)
  • Has the data chip
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • 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.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
User avatar
Maximilian
Silver Patron
Silver Patron
Posts: 548
Joined: Wed Mar 08, 2017 2:37 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Maximilian »

Max pauses at the alley near the wreck of the ship. "Cantrell? But..." Max's voice lowers to a whisper, as if she wasn't on the comm channel. "You never let her be in charge. She's loony." He coughs and returns to his normal volume. "Acknowledged and complied, Commander Maverick!"
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • 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.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature
EP Ledger
User avatar
Blackfish
Daniel (Lars)
Posts: 127
Joined: Sun Jul 16, 2017 1:52 pm
Location: 12th AAT

Re: City of Gloom Part 4: Dance with a Shark

Post by Blackfish »


OOC Comments
Finished above post finally.
Zieja moves to stand by Max still rubbing her ears, "What was that? My radio tried to kill me I think. Gods my head hurts." Wobbly Z grabs Max's arm for support, shakes herself and says, "Oh sorry." and Lets go.

"Now what? That last hit kinda jolted me."

Rifle at a low ready Z looks about...

...I so badly want to get my new guitar and run off with a circus or something...
Accounts

Discord: Daniel (Lars)

Savage Rifts Game Master
    • The Black Company
    • Machinations

Savage Rifts Player Characters
  • Niki NEMA Peacekeeper / Commando
    Adventures Inc. GM - Venatus Vinco
  • Mercer Mercenary Exiled RCSG
    Mercy Six GM - Pender Lumkiss
  • Boon Psychic & Mechanic
    Phaseworld GM - Ndreare
  • Blackfish Combat Mage / Ogre
    Tomorrow Legion 12th AAT GM - Snake Eyes
  • Player Account 6 Unlocked & Unused.
User avatar
Markus Berger
Posts: 361
Joined: Wed Dec 28, 2016 6:50 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Markus Berger »

Vigor Rolls: 5 and 4, both successes
OOC Comments
Roll 1: [dice]0[/dice]
Wild Die: [dice]1[/dice]
Roll 2: [dice]2[/dice]
Wild Die: [dice]3[/dice]
Out of the corner of his eye, Markus sees what must be the elf skyship captain, buried underneath the wreckage of his skyship... The nasty elf seems to be breathing short breaths and struggling in vain to get out from beneath the downed-boat, surely ready to unleash some magiks against the human townspeople. That is about 20" away.
Markus approaches, raising his gun ready to take him out for good.
Notice Roll: 4
OOC Comments
Roll: [dice]4[/dice]
Wild Die: [dice]5[/dice]
Somehow the elf seems familiar, so Markus approaches to get a better look of him.
"Stay down, DBee, or I will finish you!"
He is ready to kill him if the elf makes any sudden moves.
---
He knows this DBee. At Silver Bluff. He seemed to know Bane fairly well, and was of course tapped into the magiks. Last he knew the Elf, Elrond and the old GB pilot were headed to some magic town to deliver a message.
"I hope you don't owe Bane anything, as you will be unable to pay him."
Remorseless, he shoots the prone elf.
Shooting: 5
OOC Comments
Roll: [dice]6[/dice]
Wild Die: [dice]7[/dice]
Damage: [dice]8[/dice]
Without looking back he moves towards a cyber bike he saw around. Time to take the air and look for other enemies to take care of.

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: 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.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Pender Lumkiss »

The link Bane can see that ties his very being to the person or thing in the wrecked ship is inevitably cut. Bane experiences only something he has heard of whispered barely even a rumor. It becomes hard for Bane to walk, as if his very being was unraveling, he seems to wink in and out of existance. Something bad, very bad happened when Markus pulled the trigger.
Bane, please include these rolls in your next post, you can also have a benny
Temporal Inexistance:
The hero starts to never exist. He becomes Incapacitated and must make a Vigor roll at –2. If successful, he's Shaken and can't attempt to recover for 1d4 rounds. If he fails, he ceases to exist in 2d6 rounds. An arcane skill roll at –4 saves the victim's life, but he remains Incapacitated. Other more creative solutions can be had to save the persons life
Field Team Six Bennies
3/6
User avatar
Markus Berger
Posts: 361
Joined: Wed Dec 28, 2016 6:50 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Markus Berger »

OOC Comments
Markus would say "Two birds with one stone!"! Sorry Bane :S

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: 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.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
User avatar
Bane
Posts: 273
Joined: Sat Feb 04, 2017 12:27 am

Re: City of Gloom Part 4: Dance with a Shark

Post by Bane »

Notice 6
[dice]0[/dice]
Wild Die [dice]1[/dice]
Common Knowledge 8
[dice]2[/dice]
Wild Die [dice]3[/dice]
Ace
Wild Die Ace [dice]6[/dice]
Vigor 2
[dice]4[/dice]
Wild Die[dice]5[/dice]
Bane saw the airship, recognizing the banner as an older one from Dweomer as it plummeted to Earth. He could feel the his thread of destiny connected to someone else's, although he couldn't determine exactly where or to whom. He was getting ready to hurry up and get to Viggo Prime's remains when out of the corner of his eye, he notices Markus shoot the skyship captain who looked like Elrond. As he captain is shot, he feels his thread of destiny severed and he begins to dissipate into nothing. The captain didn't just look like Elrond, it WAS Elrond! "NNNOOOOO!!!" Bane cries out in horror.

[dice]10[/dice]

Despite everything going on, Bane still knew he had to touch the gem to Viggo Prime's remains to have a chance of saving Alex, but wasn't entirely sure if it could affect Lady Viggo given that she was not in the immediate area, but none the less, Bane infused the gem with a little bit of extra energy and throws it with all his might at Viggo Prime's remains, hitting them dead center.

As he twisted his body to throw the gem, with his other hand, he casts Sun Bolt at Markus but at the last moment changes his aim to the bike that Markus was on, even in death he couldn't his fellow teammate despite the fact he just killed his mentor in cold blood.
Spellcasting Sunbolt 6 Damage 22 MD
[dice]7[/dice]
Wild Die[dice]8[/dice]
Damage [dice]9[/dice]
As the gem dissipates, Lady Viggo and Alex reappear where they last had been, the female shark unsure about what just happened.
Last edited by Bane on Fri Nov 24, 2017 8:31 pm, edited 2 times in total.
OOC Comments
Bane


Armor: Ley Line Walker Light Armor (3 Armor, +4 to Vigor rolls vs. airborne toxins/diseases)
Toughness: 8 (3)
Weapon: TK Revolver (Range 12/24/48, Damage 2d6+2, RoF 1, AP 4, Shots 6, Wt. 4, Notes: Revolver, can "fan the hammer". (Rapid Attack)
PPE: 12/20
Bennies: 1

Alts: Logan Wright, CS Fightin' Joes
User avatar
Cantrell
Posts: 425
Joined: Thu Mar 02, 2017 10:57 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Cantrell »

Cantrell is still looking for CEALs to shoot when she hears the report of Markus' gun. She turns to see what's happening just as Bane cries out. She sees him fling the gem, then cast a bolt of dazzling energy at Markus! -- no, at the bike Markus was riding.

Is everyone losing their god damn minds? she thinks.

Then Bane starts to do a slow fade, and suddenly She-Viggo and Alex are rifted back in!

<<Max, get Libertas out of that damn box RIGHT NOW!>> she screams in to the comm as she runs to the she-shark and Alex.

"And you, don't so much as shiver, or you're gonna be the guest of honor at a fish fry," Cantrell says, pressing the barrel of her plasma rifle against Lady Viggo's head.
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
User avatar
Markus Berger
Posts: 361
Joined: Wed Dec 28, 2016 6:50 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Markus Berger »

Markus sees the bike explode just before he reaches it.
OOC Comments
He was going for it, not on it yet.
He turns, weapon ready, to fire against whoever destroyed the bike, and sees Bane disappearing.
"What in the seven hells!"
He calls on the radio to the others.
"Bane is escaping! I think he was working with the enemy!"
He keeps his weapon trained, ready to shoot Bane if he appears again.
OOC Comments
RIP Bane...

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: 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.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Pender Lumkiss »

The crowd panics when the skyship explodes, and some of the more observant Dries Marble fans notice Markus off an elf whom is struggling underneath the reckage. The crowd both starts to run and also chant " End the elves, end the elves." Some how the mob gathers some rope and starts to chase down any nearby elves, which there are at least ten "fans" in the crowd that are now running for their lives.

Bane's final act does indeed bring the lady Viggo and the bloddied Alex back. The 8 year old's cries almost drown out Cantrell's ultimatum. But the lady viggo stares at Cantrel and then gazes back at viggo primes body. Her eyes glow with an errie incandecance. She looks down the barrel with a sense of finality. In what can only be described as a kind ocean roll, as her voice melodically goes up and down, " You have vanquished all other Viggos, and did something heroic to the body of the prime Viggo... My life will end shortly whether or not you pull the trigger. But I cannot stand while this madness harms such an innocent boy. Your temporal wizard drew me back, us back, at a most unfortunate time. The propietor of the Pinnicle hotel is a well occomplished surgeon. For six seconds we were there, two technowizards were as well fiddling with some kind of radio looking device, I am àfraid ..." She pauces and glances up at the now dead large screen. " That woman, that was speaking, she was there as well along with a few others...Stopping Viggo was always in the best interest of this city. I worked with Rene to develop a crystal of sorts..." Forcefully she pleads, " You must allow me to go back if we have any hope to save this boy."
Jude
Jude finds racing through a crowd of people scared out of their minds and hunting down elves a difficult to navigate.
  • A smarts roll at-2 will need to be made to gain any progress toward the Pinnacle Hotel

Jude senses from Tesse a general uneasiness.
Firehawk
Clying through the air, you avoid the panicking crowds, however several CEALs with rocket launchers and rail guns open fire. Use quick combat at -2 to resolve. Just make a trait roll at -2. Crit Failure 1d3 wounds, failure 1 wound, success you defeat the challange, raise you are legendary. Use the trait roll and the above guidlines to help narate how firehawk overcomes the challange.
Libertas
Libertas Is still trapped in road, it will take Max at a str -4 check to retrieve him.
Max
Max, feel free to end the puppet when ever you feel dramatically appropriate.
Markus
As the crowd disperses into their elven hunting rage, you see a mother and daughter crouched behind a few well placed crates or dumpsters in the alley. They are both clearly elfs hiding for their lives.
Cantrell
The shark lady is at your mercy, should you give her permission to save the boy she will vansih througha hole is space time and take Alex as well. It is clear without medical attention he will die soon.
Zeija
Through your scope you carch a glimmer near Drill Viggos grenaded and missiled body, the wreckage of the skyship obscures what exactly it is, but using your scope you see some kind of shimmering blue closet standing near where drill viggo's body was...
Jitters
When you are ready to come in, I was thinking you are a messenger from Castle Refuge. The castle was able to show the concert of ages and Cheif Elle sent you to see if the 13th Could play a community outreach gig in Dweometer. If you have other ideas let me know... I had a wacky thought for a completely different introduction. Jitters might have been part of the skyship crew, but that would put Jitters at 100 years ago, so that might not work. Pm me with any other thoughts.
Combat is over, do what you will at the scene, but please give some indication if you might be headed to the hotel. I have Jude and Firehawk on their way so far. It would be nice to get everyone over there.
Field Team Six Bennies
3/6
User avatar
Maximilian
Silver Patron
Silver Patron
Posts: 548
Joined: Wed Mar 08, 2017 2:37 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Maximilian »

Nobody can see Max roll his eyes at Cantrell's order. Whatever, dipsy doodle. All Libertas does is get in the box. Why did Commander Maverick put you in charge again? Max steers Nadine over to the mixed cocoon of metal shell and temporal envelope and reaches down to pop the top off, much like the cap on a bottle of beer. "Sure thing, craz....uh, Cantrell."
Strength
Titan strength -4
[dice]0[/dice]

Ace strength with prior
[dice]2[/dice]

WD Strength
[dice]1[/dice]
The massive robot armor skillfully peels the lid off, even managing not to crush Libertas's melon while doing it. The loudspeaker fires up. "Hey, Lib, there you...what are you wearing? You're in there alone? Wearing armor?" Max catches a glimpse of the viewscreen, seeing Lady Viggo and the bloody Alex. "You. What are you doing he------"

The loudspeaker cuts off at the same instant a familiar rip in time opens. The massive Titan and pilot are stretched like bubblegum, pulled from one end to the other, until they disappear, drawn through the rip. Simultaneously, another Titan appears in its place at a full run, plasma axe pointed ready to fire a bolt, accompanied by a hover cycle at full throttle screaming past. The comms open up mid-transmission at maximum volume. "----eak right and give 'em both barrels, Alex! COVER THAT FLANK! FIRE! FI---what in every single bloody rifted hell happened to that kill squad?! Alex! Target assessment now! Where in this steaming pile of shih tzu are we?! Hold your fire!" The hover cycle peels off to the right of the Titan, but no shots are fired.

An unfamiliar voice comes over the same comm channel. "Colonel, we have multiple unknown contacts. Our squad is gone, but sensors read several heavily armed individuals all over the area. I...uh...Colonel, I don't know where we are. I've never seen this place. Recommend hostile evac until we re-establish contact with General Maverick."

The Titan armor, scored by laser blasts and some impacts, possibly from railgun fire or even another robot, moves steadily back to the alley and points every armament at the remaining members of the 13th, including the freshly freed Libertas, Cantrell, and a wounded Zieja.

The loudspeaker blares down at them. "I'll...be...damned."
The comms fire back up. "Belay that evac. Reconvene." The magnum cycle begins to circle back around.
The loudspeaker again. "Cantrell? Is that...YOU? Libertas...Zieja! You're hurt! Wait...Is this Gloom?!?"
Last edited by Maximilian on Sat Nov 25, 2017 12:54 am, edited 1 time in total.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • 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.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature
EP Ledger
User avatar
Jude Maverick
Diamond Patron
Diamond Patron
Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: City of Gloom Part 4: Dance with a Shark

Post by Jude Maverick »

Notice 4 Success
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Common Knowledge 3 Fail
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
***

Still clutching Tesse’s hand, Jude senses an uneasiness from the altered Second SET member. “I promised you I wouldn’t hurt you, Tesse,” Jude tried to reassure the woman. “We will just need a bit of your...blood to help save someone’s soul.”

Jude turned back to push them through the crowd, but it was getting agitated for some reason, scared. Someone picked up a chant. “End the elves! End the elves!”

What the hell? Jude wondered, pulling Tesse close to him so he didn’t lose her, his eyes darting this way and that to find an opening in the crowd so they could make progress toward the Pinnacle Hotel. “This way!” Jude told Tesse, pulling her toward an opening. They ducked under some construction scaffolding that left a short tunnel in front of a building facade and emerged within sight of the hotel.

***

Conditions:
  • Toughness: 13 (6) (Old armor)
  • Has the data chip
Crowd navigation 5 Success
Smarts [dice]4[/dice]
Wild [dice]5[/dice]
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • 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.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
User avatar
Firehawk
Gold Patron
Gold Patron
Posts: 52
Joined: Sat Aug 12, 2017 1:54 am

Re: City of Gloom Part 4: Dance with a Shark

Post by Firehawk »

Notice 4
Notice: [dice]0[/dice]
WILD dye: [dice]1[/dice]
Psionics 8
Psionics: [dice]2[/dice]
WILD dye: [dice]3[/dice]
EXTRA EFFORT: [dice]4[/dice]
As he orients himself toward the Pinnacle Hotel, Firehawk lets his smoke deflector power run its course and expire. The billowing smoke rapidly disperses to smoky tendrils, letting his bright Fiery Aura shine through. The battle seems to be over, or at least in the mop-up stage. Better to conserve my energy in case there is some problem at this hotel. Yep, I'm sure there will be absolutely no repercussions for -

His thoughts are cut off as a squad of previously unseen CEALS open up with a hail of rocket and rail-gun fire from an alleyway between the burster and the Pinnacle. A fold of his wings and a sudden dive toward the ground help him evade the railguns and a well placed firebolt triggers the missile volley before it gets too close too matter. As he streaks toward the ground, Firehawk pulls up at the last minute and races along at head level, his strange green sword making short work of the CEAL team who are too shocked to offer much resistance in the tight confines of the alley.

"<<FIREHAWK TO 13TH SET! BE CAREFUL AROUND THE ALLEYS! CEAL TEAMS ARE USING THEM TO LAUNCH AMBUSHES!>>"
FIREHAWK
FIREHAWK
-Burster-
1 wound - burned feet
Charisma: 0 (-4 w/ CS); Pace: 4(d4 running), Flying: 6(12); Parry: 5; Toughness: 6
Four Arms: One additional non-movement action with no MAP
Improved Flame Bolt: 6d6 damage (12/24/48)
Low Light Vision: Lyn-Srial ignore penalties for Dim and Dark lighting
Mentalist: +2 on any opposed Psionics roll, attacking or defending
-Once per round as an action can give an ally an immediate attempt to break out of illusion / puppet / mind walk at +2
-Impervious to all plasma, fire and heat damage; Electricity, lightning and lasers do half damage
-Roll a d10 (instead of the usual d6) when causing damage with fire:
  • Highly flammable targets ignite on a 3 –10
  • Anything flammable catches fire on a 6 –10
  • Things that normally don’t catch fire (metal, ceramics, stone) ignite from a Burster’s flames on a 10, or at least begin to melt
  • Water super-heats and evaporates nigh-instantly on a 10 as well, and boils away over 2d6 rounds on an 8 or 9.


CP-30 Laser Pulse Pistol shots: 30/30
ISP: 0/30
Powers Active

Fiery Aura: 6 MDC Armor, +3d6 to melee damage and damage shield

Adventure card: 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.
BENNIES: 2/3
User avatar
Blackfish
Daniel (Lars)
Posts: 127
Joined: Sun Jul 16, 2017 1:52 pm
Location: 12th AAT

Re: City of Gloom Part 4: Dance with a Shark

Post by Blackfish »


  • Looking around the area, through her scope Zieja catches a glimmer, near Drill Viggos' grenaded and missiled body, the wreckage of the sky-ship obscures what exactly it is, but using her scope Z sees some kind of shimmering blue closet standing near where drill Viggo's body was...

    Walking over, careful around the wreckage, Z kicks debris out of her way until she can uncover the blue closet. Poking at it with the tip of her rifle she investigates it.
Notice Roll 13
Notice Roll [dice]0[/dice], wd [dice]1[/dice], Aced roll add [dice]2[/dice], lord...Aced roll add [dice]3[/dice]
Accounts

Discord: Daniel (Lars)

Savage Rifts Game Master
    • The Black Company
    • Machinations

Savage Rifts Player Characters
  • Niki NEMA Peacekeeper / Commando
    Adventures Inc. GM - Venatus Vinco
  • Mercer Mercenary Exiled RCSG
    Mercy Six GM - Pender Lumkiss
  • Boon Psychic & Mechanic
    Phaseworld GM - Ndreare
  • Blackfish Combat Mage / Ogre
    Tomorrow Legion 12th AAT GM - Snake Eyes
  • Player Account 6 Unlocked & Unused.
User avatar
Cantrell
Posts: 425
Joined: Thu Mar 02, 2017 10:57 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Cantrell »

Cantrell's gaze shifts between the wounded Alex and the she-shark, uncertainty tearing at her guts. The boy was two breaths away from dead, but could she trust anything with Viggo's DNA in its flesh?

"Okay, here's the deal: You can take the kid and get him healed -- but you have to take me, too. Capiche?"

Without waiting for a reply she flips on her comms.

<<Markus, I don't know who you iced,
but we are not inciting genocide today. Get this crowd to stop lynching elves right goddamn now. That's a frakking order. Z, you've got my permission to kill anyone who does not comply, SET members included.>>

<<Libertas, try to figure out what the hell just happened to Bane. And Max, I don't know what the hell is going on with you, but get it together and either run crowd control or get over to the Pinnacle hotel before Jude causes another international incident or marries an undead juicer.>>

<<I'll see you all on the flip side.>>
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
User avatar
Libertas Magicum
Bronze Patron
Bronze Patron
Posts: 642
Joined: Fri Feb 17, 2017 3:02 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Libertas Magicum »

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

Know (Arcana) [dice]2[/dice]
Wild K(A) [dice]3[/dice]

Re: Lib's behavior right now--he's 'deaf', which I've trapped as his normal asynchronous hearing kicking into overdrive. The sounds of the scene are now being played in his ears like a children's round song. Only instead of Row, Row, Row Your Boat, he's hearing everything from the screams of the crowd to the radio chatter to the explosions like the same movie soundtrack being played on a dozen different sound-systems, but all offset by about 2 seconds. He might occasionally make out some sound that's louder than everything else, but mostly it's just cacophony--even his own voice gets played back to him constantly, which is why he's having trouble talking.

.
Lib waves his thanks to Max for plucking him out of the ground, even as the clockwork soldiers collapse-melt into puddles of liquid metal that then evaporate. He looks around in confusion, trying to get his bearings--and notably, does not answer Max's questions, nor respond to any of the radio chatter.

He tries to speak, but seems to have difficulty getting more than one or two words out before confusion overtakes him and he stops--after a couple tries, he just snarls and shakes his head, shutting off the radio with a savage motion. Then gives a vague motion that Max MIGHT comprehend as "I can't hear jack-shit." At least that's one source of noise I won't have... goddamn, I need some earplugs.

Instead, he goes over to where Suit-Viggo's body lays, and bends over, picking up the knife the shark-man dropped, before tucking it into a pouch with reverence. Then, shaking his head because of all the damned noise, he starts a fairly grisly procedure, not caring who is watching--one by one, using the laser in his armor and his own tools, he starts removing the teeth from the ion-gutted temporal wizard. As each bloody trophy gets extracted, it's placed in another of the myriad pouches on his suit.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    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.
User avatar
Maximilian
Silver Patron
Silver Patron
Posts: 548
Joined: Wed Mar 08, 2017 2:37 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Maximilian »

Max nods. "Copy that, corporal."
Turning towards the crowd, Max's voice growls over the loudspeaker. "Attention, people of Gloom! The elves are not your enemy. The CEALs are. Cease and desist the violence immediately or I will stop you!" The Titan turns towards the crowds and trains weapons on any CEALs or hostile mob members.
Intimidation
Unskilled Intimidation with bonus - net zero bonus
[dice]0[/dice]

WD Intimidation
[dice]1[/dice]

Ace WD Intimidation with prior
[dice]2[/dice]
The magnum cycle circles back around and comes to a hovering stop just behind Nadine. The pilot calls down to the crew in the alley. "Need help? That one is bleeding...Zieja? But your trackers aren't reading on my sensors. What the hell is going on?! Colonel, where are we?!"
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • 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.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature
EP Ledger
User avatar
Firehawk
Gold Patron
Gold Patron
Posts: 52
Joined: Sat Aug 12, 2017 1:54 am

Re: City of Gloom Part 4: Dance with a Shark

Post by Firehawk »

Notice 3
Notice: [dice]0[/dice]
WILD dye: [dice]1[/dice]
When Firehawk sees the crowd attacking the elves, all thoughts of the Pinnacle Hotel flee his mind. What madness is this?
He flies back and forth over the crowd using flaming pyrotechnics and an oddly over-loud stream of proselytizing to try and shock the crowd into breaking their genocidal frenzy and dispersing. Any time he sees an elf being hung he streaks over and cuts the rope with his blade.

EDIT:
Intimidate 2 fail
Intimidate dye: [dice]2[/dice]
WILD dye: [dice]3[/dice]
Last edited by Firehawk on Mon Nov 27, 2017 5:58 pm, edited 2 times in total.
FIREHAWK
FIREHAWK
-Burster-
1 wound - burned feet
Charisma: 0 (-4 w/ CS); Pace: 4(d4 running), Flying: 6(12); Parry: 5; Toughness: 6
Four Arms: One additional non-movement action with no MAP
Improved Flame Bolt: 6d6 damage (12/24/48)
Low Light Vision: Lyn-Srial ignore penalties for Dim and Dark lighting
Mentalist: +2 on any opposed Psionics roll, attacking or defending
-Once per round as an action can give an ally an immediate attempt to break out of illusion / puppet / mind walk at +2
-Impervious to all plasma, fire and heat damage; Electricity, lightning and lasers do half damage
-Roll a d10 (instead of the usual d6) when causing damage with fire:
  • Highly flammable targets ignite on a 3 –10
  • Anything flammable catches fire on a 6 –10
  • Things that normally don’t catch fire (metal, ceramics, stone) ignite from a Burster’s flames on a 10, or at least begin to melt
  • Water super-heats and evaporates nigh-instantly on a 10 as well, and boils away over 2d6 rounds on an 8 or 9.


CP-30 Laser Pulse Pistol shots: 30/30
ISP: 0/30
Powers Active

Fiery Aura: 6 MDC Armor, +3d6 to melee damage and damage shield

Adventure card: 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.
BENNIES: 2/3
User avatar
Markus Berger
Posts: 361
Joined: Wed Dec 28, 2016 6:50 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Markus Berger »

Markus growls at his officer orders but acknowledges anyway.
"Sir yes sir!"
He uses his loudspeakers on the crowd, using his German "charms" on the crowd control.
"Citizens, use of force to prevent a lynching against the DBees has been authorized. Disperse immediately! DBees, move over here to be round up and examined, NOW! If you don't comply you risk being attacked!"
To make his point clear he moves towards the woman and child hidden and orders them to move towards the middle of the square.
"You two! Move right now! Go!"
He WILL follow orders and prevent, to the best of his abilities, damage to the DBees. And the "NGR" way of doing it is to round them up, so they are in the same place and easy to protect (both them and the general population). And in the NGR that would be followed by deportation, but Markus fear that won't happen here. Too bad.

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: 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.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
User avatar
Maximilian
Silver Patron
Silver Patron
Posts: 548
Joined: Wed Mar 08, 2017 2:37 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Maximilian »

Alex blinks a moment at the scene of vaguely familiar faces with different souls behind them, shakes his head, and returns to the task at hand. Seeing Max and Markus attempt to quell the anti-elf riot, he hatches his own plan.
Puppet
Notice to find a lead rabble-rouser
[dice]0[/dice]

WD Notice
[dice]1[/dice]

Psionics - Puppet with Mentalist
[dice]2[/dice]

WD Puppet
[dice]3[/dice]

Puppet's Persuasion
[dice]4[/dice]
He scans the crowd of hostile humans and picks one he thinks might be able to make the case. Giving the one-eyed thousand yard stare, the man catches a glimpse of the eye of Alex...and maybe he thinks he sees the eye under the eyepatch? The rioter turns and shouts to his friends. "Hey...uh, I think the huge robot is right. They're just elves. They ain't worth dying for. C'mon guys. Let's just go home." Unfortunately, Alex managed to pick one of the least persuasive members of the mob, and he is swiftly, and almost without hesitation, ignored. The failure gives Alex an instant headache, and he clenches his jaw in pain, grasping at his head. The trip through that rift in time must have had an effect on his normally flawless psionic abilities. Argh...that works every time! What's wrong with me?!
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • 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.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature
EP Ledger
User avatar
Markus Berger
Posts: 361
Joined: Wed Dec 28, 2016 6:50 pm

Re: City of Gloom Part 4: Dance with a Shark

Post by Markus Berger »

Markus stands in front of the crowd.
"Citizens! Back home, in the New German Republic, we know how to deal with the DBees. This has to be done in order! In the NGR we gather all the DBees, for their protection as much as our protection, and then we make sure we separate the dangerous ones and deal with them accordingly. The innocent ones are escorted to a safe zone, away, so they can make their lives in peace, in whatever way they choose. But if you attack them here and now, without control, the evil ones can slip away, and the innocent ones will suffer, and the survivors become a liability in the future. Let us do our job! Help us round up the DBees. If you see them, let us know, but don't engage or attack them. Remember, they can be dangerous! Let us do the hard work!"
He uses the Tale Teller adventure card on them.
Tale Teller: Your hero must tell a story of his group’s deeds to an audience of some sort (roleplay this) and make a Persuasion roll. If successful, the listeners become friendly and helpful to the entire party.

Persuation: 17... the pogrom of DBees can proceed in order now! ;)
OOC Comments
Roll: [dice]0[/dice]
Wild Die: [dice]1[/dice]
Ace!: [dice]2[/dice]
Ace!: [dice]3[/dice]

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: 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.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
User avatar
Blackfish
Daniel (Lars)
Posts: 127
Joined: Sun Jul 16, 2017 1:52 pm
Location: 12th AAT

Re: City of Gloom Part 4: Dance with a Shark

Post by Blackfish »


  • Rifle tip taps the shimmering blue door that lays off center in the debris. The world quiets for Zieja. Sounds cease to exist. Her blue eyes lock onto the door. It feels like a magnet pulling her closer. Not forceful but like the caress of a lover. Words formulate in her mind.

    What do you most desire dear?

    In her minds eye Z thinks about her lost love, Cee, who Z herself killed to help save the 13th and now misses. Somehow Z knows that no matter what she asks for, it’ll come true. Power. Women. Wealth.

    How about self worth she thinks. The world is on fire around me. A stolen and repurposed DHT is killing innocent all around me. I will not fail the 13th again.

    Zieja pulls the door open and steps into it.

    The door. Zieja. And much of the flame kissed debris around the door disappears.

    Gone.
OOC Comments
GMs talked. Z is gone missing for a while. An Interlude will be written and you’ll learn what she went to do later.
Accounts

Discord: Daniel (Lars)

Savage Rifts Game Master
    • The Black Company
    • Machinations

Savage Rifts Player Characters
  • Niki NEMA Peacekeeper / Commando
    Adventures Inc. GM - Venatus Vinco
  • Mercer Mercenary Exiled RCSG
    Mercy Six GM - Pender Lumkiss
  • Boon Psychic & Mechanic
    Phaseworld GM - Ndreare
  • Blackfish Combat Mage / Ogre
    Tomorrow Legion 12th AAT GM - Snake Eyes
  • Player Account 6 Unlocked & Unused.
Post Reply

Return to “13th SET Adventure Forum”