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 OOC Black Company Chat Thread 
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Once everyone RP's getting a room and going to Ember's room I will toss up the next GM post.

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Sun Jul 09, 2017 3:42 pm
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Kasey wrote:
Lol. Sorry about bungling being all nonchalant, but crit failures are fun to rp. Yeah lets all head to embers room.


Whatever. I thought it was hilarious. An Altaran who fails repeatedly at spatial awareness? That's high comedy! You had a nasty string of just terrible rolls. At least they're not in the middle of combat getting everybody killed.

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Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
    Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
      Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
      Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
    Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
    Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
    Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
    Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
    Light Railgun
      Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
    Mini Missile Launcher
      Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Sun Jul 09, 2017 4:20 pm
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Thrudh Zebrem wrote:
Kasey wrote:
Lol. Sorry about bungling being all nonchalant, but crit failures are fun to rp. Yeah lets all head to embers room.

Whatever. <snip> You had a nasty string of just terrible rolls. At least they're not in the middle of combat getting everybody killed.

This. Bad rolls happen, and create opportunities of their own, which you capitalized on well.

My own post is in progress, it's a bit lengthy, because it has multiple parts. Hopefully some of it will be funny. It'll be up soon.

EDIT: post is up.

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Ember, Alakar MARS PCO Alt of Lucretia
Bennies: 5/4 Parry: 6; Toughness: 15(7) [MDC]; Pace: 9; Charisma: +3
Card(s): Payback Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
Weapon in hand: none
Ammo:
    Wilk's 447 (rifle) - 20/20 shots
    Wilk's 237 (pistol) - 16/16 shots
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Mon Jul 10, 2017 3:33 pm
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Guess this guy isn't exactly a dimwit. Stealth check in: failed. That's funny though.

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Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
    Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
      Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
      Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
    Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
    Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
    Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
    Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
    Light Railgun
      Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
    Mini Missile Launcher
      Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Mon Jul 10, 2017 6:43 pm
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Well, someone had to come up with a reasonable explanation for why a bunch of mercs checked in all at once, and we were probably seen coming from the Morose, so may as well tie that in too... and I mean, it's pretty much all truth - except for the slugheads, lamebrains, and being sick of you all, of course. ;)

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Ember, Alakar MARS PCO Alt of Lucretia
Bennies: 5/4 Parry: 6; Toughness: 15(7) [MDC]; Pace: 9; Charisma: +3
Card(s): Payback Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
Weapon in hand: none
Ammo:
    Wilk's 447 (rifle) - 20/20 shots
    Wilk's 237 (pistol) - 16/16 shots
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Mon Jul 10, 2017 8:25 pm
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All we have done so far is check in, but I am grinning at all your posts. I will have a GM post up ASAP, hopefully today.

Thanks!!

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Tue Jul 11, 2017 8:11 am
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Lars wrote:
Necrotic Flower Power Hippies


Image

Do you read Erfworld?

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Ember, Alakar MARS PCO Alt of Lucretia
Bennies: 5/4 Parry: 6; Toughness: 15(7) [MDC]; Pace: 9; Charisma: +3
Card(s): Payback Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
Weapon in hand: none
Ammo:
    Wilk's 447 (rifle) - 20/20 shots
    Wilk's 237 (pistol) - 16/16 shots
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Tue Jul 11, 2017 12:11 pm
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Ember wrote:
Lars wrote:
Necrotic Flower Power Hippies


Image

Do you read Erfworld?



Never heard of it. I'll check it out.

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Tue Jul 11, 2017 12:42 pm
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Once everyone is assembled in Ember's room, and settled, I will post next GM Post: basically a NPC showing up and moving the story along. We need some action! :)


Thanks!

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Wed Jul 12, 2017 9:10 am
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Aaand TD. Shazbot. Hope someone's watching Thrudh's back, because Thrudh is not currently operational.
Dummy.

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Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
    Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
      Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
      Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
    Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
    Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
    Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
    Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
    Light Railgun
      Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
    Mini Missile Launcher
      Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Sun Jul 16, 2017 10:08 pm
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Thrudh Zebrem wrote:
Aaand TD. Shazbot. Hope someone's watching Thrudh's back, because Thrudh is not currently operational.
Dummy.


Kasey's got you buddy!

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Parry:8, Toughness: 17(10), Pace:6, Cha:, 2/-2 Danger Sense
ISP: 15/20
  • Active powers
Combat Edges:
  • Improved First strike
  • Martial Arts
Skills
  • Notice: d8+2
  • Stealth d8
Note: She does not normally wear a helmet

Bennies
4 bennies


Adventure Card
Deadly Blow


Mon Jul 17, 2017 8:47 pm
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Sorry for the lack of posts. I've been really sick lately. I won't bore (or disgust) you with details.
Working on an IC post. In general my posting may be a bit slow for a while though.

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Ember, Alakar MARS PCO Alt of Lucretia
Bennies: 5/4 Parry: 6; Toughness: 15(7) [MDC]; Pace: 9; Charisma: +3
Card(s): Payback Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
Weapon in hand: none
Ammo:
    Wilk's 447 (rifle) - 20/20 shots
    Wilk's 237 (pistol) - 16/16 shots
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Wed Jul 19, 2017 9:59 am
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:)

feel better!

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Wed Jul 19, 2017 11:09 am
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Unfortunately things have taken a turn for the worse for me, exacerbated by my recent illness. Until things get straightened out, I'm not really going to be able to keep up with this. As much as I have enjoyed playing, I am going to have to withdraw for the time being. Hopefully I will be able to return sooner rather than later.

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Ember, Alakar MARS PCO Alt of Lucretia
Bennies: 5/4 Parry: 6; Toughness: 15(7) [MDC]; Pace: 9; Charisma: +3
Card(s): Payback Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
Weapon in hand: none
Ammo:
    Wilk's 447 (rifle) - 20/20 shots
    Wilk's 237 (pistol) - 16/16 shots
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Sun Jul 23, 2017 2:51 pm
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Ember (Dan) I am sorry you are not feeling well. The Black Company is open to you when you are able. I hope things get better!

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Sun Jul 23, 2017 4:30 pm
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you get better. That's the important thing


Sun Jul 23, 2017 11:08 pm
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Ooof, Ember, sorry to see you're having problems. I hope things get better for you soon! :(

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OOC Comments
Bennies: 2/5 Red Bennies: 0

Toughness: 20 (8 armor), Parry 9
Notice: 1d8 (+2 visual)

Player Name: SalmonMax
Google Handle: samminmax@gmail.com
Character Name: Alecto
Rank: Seasoned Experience: 32 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d10, Vigor d8
Charisma: +2; Pace: 6; Parry: 6 (9); Toughness: 11 (+1 in armor, and +8 armor)

Race Package:
Adaptable (2)
Construct (8)

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

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

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

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)

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

Gear
SFD Huntsman Armor (+3 armor mod)
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun

Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.


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

Credits: 11,500


Mon Jul 24, 2017 6:47 pm
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My responce post to Alecto got interrupted. Work. I'll have something up tomorrow. Thank you.

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Mon Jul 24, 2017 10:09 pm
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Hey Lars, is there a BC google hangout? I think you tried to get me to join and I screwed it up somehow.

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Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
    Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
      Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
      Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
    Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
    Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
    Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
    Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
    Light Railgun
      Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
    Mini Missile Launcher
      Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Tue Jul 25, 2017 9:14 pm
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Christian, I see you found your way to the light. :)


Man, things have been stupid busy at work, so I will try to get a post up today. Its already mostly written...

One way or another we will be in combat by the weekend!!! ;)


Need to finish meeting with Rene, explain away Ember, have you find out who is coming after you, and get off world for a side adventure and clue gathering....

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Wed Jul 26, 2017 8:12 am
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I won't be posting this weekend... our local gaming con is on this weekend

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Hans Greuber
Main Character: Merlaggon
PPE: 28 / 30
    Band of Healing: 9 / 10
    Band of Power: 9 / 10
Active Powers:
None
OOC Comments
Arcane Machinist Gadgets Left: 3/6
Created Gadgets:
    Photonic Weapon Inducer (Smite - Light - Sunlight - 20 PPE)
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. - USED
  • Extra Effort
      Play to add +1d6 to any trait roll. This roll may Ace.
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
  • Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
  • Exceptional Rapid Recharge (1 PPE per 5 Minutes)
  • 4 PPE per Hour to Charge
  • Strength d12+2

Weapon: "Satisfaction" (TW P-40 Particle Beam Cannon)
  • Damage: 3d8+5 AP6 MD.
  • Shots: 40/40
  • RoF: 1
  • Sound (Deafness) Trapping
  • +2 to Shooting

Bennies: 3 / 3
    +1 due Post Rate
    +1 due write up after Gloom Battle
    -2 due Part 1 Scara's Tower
    +1 due Results Part 1 Scara's Tower
    -1 for Stealth Extra Effort


Toughness: 19 (11) / 12 (5); Parry: 4; Pace: 7 / (5)

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Wed Jul 26, 2017 8:15 am
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Hans Greuber wrote:
I won't be posting this weekend... our local gaming con is on this weekend


Cool!

Next con for me is November in Sacramento...

This weekend my wife and I are traveling to Ashland OR. Meeting friends there. Board games and girl talk....so I will be playing games and ignoring the girl talk by posting here - lol :)

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Wed Jul 26, 2017 8:17 am
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sorry, not posted recently. Will get one up tomorrow

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http://savagerifts.com/viewtopic.php?f=42&t=344

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

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82


Wed Jul 26, 2017 12:20 pm
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Ok I have written the next Post but before I post it....

Where are you?

E11 is where Alecto sees the Cold Spot.

Rip is at I9......the Id Self he created is at G8.

Once you all post here in OOC: your locations, I will post the next post.

Thanks!


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Mon Jul 31, 2017 8:44 am
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NPC POST - Rip

Name: Rip

Location: I9
Active Spells: Id-Self (Greater Mirror Self) and can still use D-Shift two locations (Greater Legerdemain) for 2 more rounds.
Active Weapon: NE-50 Energy Rifle (CP-50 equivalent)
Current Parry: 8
Current Toughness: 18 (9)
Other details: Crouched low and advancing carefully. Note, my Id-Self Copy is located at G8.

Code:
[b]Name[/b]:

[b]Location[/b]:
[b]Active Spells[/b]:
[b]Active Weapon[/b]:
[b]Current Parry[/b]:
[b]Current Toughness[/b]:
[b]Other details[/b]:

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Mon Jul 31, 2017 8:53 am
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Name: Hans

Location: N2
Active Spells: Greater Armor (Armor), Greater Boost Trait (Shooting now d12)
Active Weapon: Satisfaction (P-40 Particle Beam Cannon)
Current Parry: 4
Current Toughness: 29 (21)
Other details: Standing braced to shoot Satisfaction

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Main Character: Merlaggon
PPE: 28 / 30
    Band of Healing: 9 / 10
    Band of Power: 9 / 10
Active Powers:
None
OOC Comments
Arcane Machinist Gadgets Left: 3/6
Created Gadgets:
    Photonic Weapon Inducer (Smite - Light - Sunlight - 20 PPE)
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. - USED
  • Extra Effort
      Play to add +1d6 to any trait roll. This roll may Ace.
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
  • Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
  • Exceptional Rapid Recharge (1 PPE per 5 Minutes)
  • 4 PPE per Hour to Charge
  • Strength d12+2

Weapon: "Satisfaction" (TW P-40 Particle Beam Cannon)
  • Damage: 3d8+5 AP6 MD.
  • Shots: 40/40
  • RoF: 1
  • Sound (Deafness) Trapping
  • +2 to Shooting

Bennies: 3 / 3
    +1 due Post Rate
    +1 due write up after Gloom Battle
    -2 due Part 1 Scara's Tower
    +1 due Results Part 1 Scara's Tower
    -1 for Stealth Extra Effort


Toughness: 19 (11) / 12 (5); Parry: 4; Pace: 7 / (5)

ucp.php?i=profile&mode=signature
viewtopic.php?f=42&t=380


Mon Jul 31, 2017 9:20 am
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Gargamel
J7 - Crouched, with rifle pointing at the door.

If possible, he will use master of magic and another PPE to be able to use greater darksight to see the invisible.



Name:

Location: J7
Active Spells: Greater Darksight
Active Weapon: NG-L5 Laser Rifle
Current Parry: 7
Current Toughness: 14 (7)
Other details: Crouched, with rifle pointing at the door.

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OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

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

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82


Mon Jul 31, 2017 11:24 am
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Map updated, just need Alecto, Kasey and Thrudh.

Ty.

Code:
[b]Name[/b]:

[b]Location[/b]:
[b]Active Spells[/b]:
[b]Active Weapon[/b]:
[b]Current Parry[/b]:
[b]Current Toughness[/b]:
[b]Other details[/b]:

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Mon Jul 31, 2017 11:57 am
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H5 for Kasey 20" off the ground. Has her tifle with grenade launcher(plasma grenades) drawn. Using invisibility.

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Parry:8, Toughness: 17(10), Pace:6, Cha:, 2/-2 Danger Sense
ISP: 15/20
  • Active powers
Combat Edges:
  • Improved First strike
  • Martial Arts
Skills
  • Notice: d8+2
  • Stealth d8
Note: She does not normally wear a helmet

Bennies
4 bennies


Adventure Card
Deadly Blow


Mon Jul 31, 2017 2:32 pm
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Name: Thrudh

Location: H10
Active Spells: None
Active Weapon: CV-212
Current Parry: 5
Current Toughness: 17 (6)
Other details: No cigar lit, Brave, Alertness, sensor suite in armor, and a bad attitude; forward aggressive stance, CV-212 pointed, in a firing position, at the front door

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


Mon Jul 31, 2017 8:07 pm
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Map Updated, just need Alecto's location.


Attachments:
OOC_MAP_PLACEMENT 1.png
OOC_MAP_PLACEMENT 1.png [ 1.41 MiB | Viewed 2767 times ]

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Tue Aug 01, 2017 12:26 am
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Alecto is at I7, where she has a line of fire down the house's gullet.

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OOC Comments
Bennies: 2/5 Red Bennies: 0

Toughness: 20 (8 armor), Parry 9
Notice: 1d8 (+2 visual)

Player Name: SalmonMax
Google Handle: samminmax@gmail.com
Character Name: Alecto
Rank: Seasoned Experience: 32 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d10, Vigor d8
Charisma: +2; Pace: 6; Parry: 6 (9); Toughness: 11 (+1 in armor, and +8 armor)

Race Package:
Adaptable (2)
Construct (8)

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

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

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

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)

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

Gear
SFD Huntsman Armor (+3 armor mod)
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun

Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.


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

Credits: 11,500


Tue Aug 01, 2017 6:24 am
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New Post

When you post your turn please add a Notice Roll. Thanks!

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Tue Aug 01, 2017 9:52 am
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The recent post on Amarok IV you all were offered a NE 45. This gun comes with 36 rounds and 6 rounds can be loaded at a time. Its a cylinder style gun like the old revolvers in the wild west. Just more NE awesome! See details on ammo below.

Naruni NE 45 Pistol stats:
Image

NE-45 "Heavy Magnum" Cartridge Revolver
Range: 10/20/40
Damage: 3d8
ROF: 1
AP: 4
Shots: 6
Rounds total: 6 (and you start with 30 more rounds) <-- these 36 are CI rounds*
Weight: 7 lbs.
Cost: 19,000 for the gun (free to you from Mags), each normal NE round is 60 credits to buy, but ultra rare, rounds can be made using spent casings for 90-100 credits each.
Notes: Mega-Damage, uses bullets, Min Str: d8, Intimidating Weapon, Revolver.

*Note you start with 36 CI (Cold Iron) rounds on Amarok IV. These 36 rounds are Cold Iron Rounds (36 each is all there is right now, they are a newly made item). Damage stays the same when using a CI round, but it will, yes, harm the Spirit Demons on Amarok IV. Also as of right now there are no more regular rounds to have or buy from Mags. Over time and back on Earth these 36 rounds of CI can be used on normal foes too, you wont need CI again unless you stay on Amarok IV or return there.

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Tue Aug 15, 2017 9:34 am
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So FYI

After Hans and Alecto post, I will post more: The freezer door opening and that which is inside being dealt with.

After that will be the heading out to get truck back. Likely a combat with Volt since he is calling you out.

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Tue Aug 15, 2017 6:50 pm
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As a formality, Thrudh will have spent some time fixing his helmet from the TD before our departure to Amarok.

Repair
1d10+2 = 9 (7)

Wild die repair
1d6+2 = 8 (6)

Ace wild die with prior result added
1d6+8 = 10 (2)

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


Tue Aug 22, 2017 9:14 am
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cool



side note: I have written about half of next post. I keep getting interrupted IRL :)

Soon my pretties, soon, heheheheh

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Tue Aug 22, 2017 9:46 am
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So Alecto and Gargamel want to post, go for it....

Then we are off to fight Volt and get the Snow Truck back! So we can get off this ice planet.

By the way, no Black Company Characters should be part of the Mini Series Adventure in Outskirts, use your other characters or make a new one lol.

Bye Kasey RIP

Wonder what happened to her? Here you go OOC info.

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Fri Aug 25, 2017 9:59 pm
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I won't get chance so npc me please


Fri Aug 25, 2017 11:19 pm
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Corrigon wrote:
I won't get chance so npc me please

Copy, enjoy your time :)

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Sat Aug 26, 2017 1:00 am
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Corrigon wrote:
I won't get chance so npc me please


This mean Gargamel is out for the fight against Volt?

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Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
    Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
      Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
      Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
    Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
    Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
    Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
    Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
    Light Railgun
      Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
    Mini Missile Launcher
      Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Sat Aug 26, 2017 10:01 am
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G is my NPC until he returns. (Gone for weekend)

Lars posted for Gargamel.

Working on next GM post.....

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Sat Aug 26, 2017 12:01 pm
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The -1 trait penalty applies to Alecto as well?

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OOC Comments
Bennies: 2/5 Red Bennies: 0

Toughness: 20 (8 armor), Parry 9
Notice: 1d8 (+2 visual)

Player Name: SalmonMax
Google Handle: samminmax@gmail.com
Character Name: Alecto
Rank: Seasoned Experience: 32 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d10, Vigor d8
Charisma: +2; Pace: 6; Parry: 6 (9); Toughness: 11 (+1 in armor, and +8 armor)

Race Package:
Adaptable (2)
Construct (8)

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

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

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

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)

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

Gear
SFD Huntsman Armor (+3 armor mod)
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun

Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.


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

Credits: 11,500


Sat Aug 26, 2017 2:32 pm
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Alecto wrote:
The -1 trait penalty applies to Alecto as well?

Forgive me. I will post something in regard to that asap. Re-Reading Cold weather rules.

Thanks

EDIT



Cold Weather

Make a Vigor roll at -3
Wearing Furs and Full EBA add a +4

So example: Rip has a Vigor of 8 and is in Full EBA, roll a 1d8 +1 (Target Number 4).

Success = no penalties.
Fail = -1 to all Trait Rolls until able to Seek Shelter.

Thrudh is at a additional -4 (race) to roll so his Vigor -3.

Alecto has a +2 to her Vigor Roll (Target Number 4).

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Sat Aug 26, 2017 10:22 pm
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Sammy make sure you take your bennie for failing on Fear table. Nicely played.

You all tossed out posts in response to GM POST. Just letting Gargamel and Alecto finish up some sort of short quick combat narrative, then will summarize the action and move into second part of cave (ie. I will put up next GM Post).

Amarok IV might not have been a warm welcome for the BC however you did find out the 5 missing BAMF Mercs were yes here, and now deceased. You took out Volt and likely a necro who works for Giest. Afterwards we will head back to Gloom where you can assist in overthrowing Giest, as per the request of the Sky Knights and put Rene into power. I'll present more later, getting ahead of myself.

Thanks! I'll try to monitor when you two finish up and post more.

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Sat Sep 16, 2017 9:16 am
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Lars wrote:
Sammy make sure you take your bennie for failing on Fear table. Nicely played.

You all tossed out posts in response to GM POST. Just letting Gargamel and Alecto finish up some sort of short quick combat narrative, then will summarize the action and move into second part of cave (ie. I will put up next GM Post).

Amarok IV might not have been a warm welcome for the BC however you did find out the 5 missing BAMF Mercs were yes here, and now deceased. You took out Volt and likely a necro who works for Giest. Afterwards we will head back to Gloom where you can assist in overthrowing Giest, as per the request of the Sky Knights and put Rene into power. I'll present more later, getting ahead of myself.

Thanks! I'll try to monitor when you two finish up and post more.


Why would the sky knights want Giest overthrown? Rene and the OTO are a plague on the city of Gloom.

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Sat Sep 16, 2017 10:25 am
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Status Report

The Mission...

The Black Company is Wanted (Major) by the Legion currently. Someone has framed the BC for murdering children and the Second SET.

They have also been hired by the Lyn Siral Sky Knights to infiltrate the city of Gloom.

The Sky Knights have promised to help the BC clear their names. The ultimate goal of the Sky Knights is to make Gloom safer to live in. The Sky Cloud City they created has thousands of Tolkeen refugees living in it. The Cloud City is not permanent. A new home for the refugees is needed.

* Infiltrate Gloom, pose as Mercs for hire, and find out what happened to the BAMF members. Step one, contact a Rip Borealis of the AC Jumpers and seek out employment.

THE BAMF MEMBERS WERE FOUND DEAD ON AMAROK IV. ALSO VOLT WAS KILLED. RIP IS A HIGH RANKING MEMBER OF THE AC SECURITY. HE IS A GOOD CONTACT THAT CAN BE HELPFUL IN THE FUTURE. A LOW LEVEL NECROMANCER WAS ALSO KILLED ON AMAROK. THE NECROMANCER WAS A STUDENT OF SCARA.

* Make contact with a group called Ordo Templi Orientis, and help them stage a coup for power. Right now a vile Necromancer named Scara and her boss Giest a TW rule over Gloom. The OTO wants to put a woman named Rene into power. Rene is friendly with the Lyn Siral Sky Knights who want to help Rene bring fair work and wages to Gloom. Gloom was once a prosperous mining and magic town until Giest and her undead CEALs started ruling. Giest and her undead “police” force have caused a lot of death in Gloom.

GET BACK TO GLOOM. SEE WHATS BEEN GOING ON WHILE YOU WERE AWAY IN AMAROK IV. CONTACT THE OTO. SEE WHAT IT IS THE OTO HAS IN MIND TO STOP GIEST AND SCARA.

The idea of hiring the Five AC Mercs has been discussed.

New members might join the BC October 1st.

The final showdown between the BC and 13th might not happen by September 30, but be in the month of October. Both Pender and I don’t want to rush it. We want to let the story get us there and have fun on the way.

GM poll for Q3 up.

I will calculate Player Posts over next few days and get that posted.

Thank you.

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Thu Sep 21, 2017 11:38 am
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I briefly wondered what Edge to get, then I remembered Rock and Roll and suddenly I knew.

Yay!

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Bennies: 2/5 Red Bennies: 0

Toughness: 20 (8 armor), Parry 9
Notice: 1d8 (+2 visual)

Player Name: SalmonMax
Google Handle: samminmax@gmail.com
Character Name: Alecto
Rank: Seasoned Experience: 32 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d10, Vigor d8
Charisma: +2; Pace: 6; Parry: 6 (9); Toughness: 11 (+1 in armor, and +8 armor)

Race Package:
Adaptable (2)
Construct (8)

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

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

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

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)

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

Gear
SFD Huntsman Armor (+3 armor mod)
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun

Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.


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

Credits: 11,500


Tue Sep 26, 2017 8:25 pm
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I am debating new power or extra PPE

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http://savagerifts.com/viewtopic.php?f=42&t=344

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

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82


Wed Sep 27, 2017 12:41 am
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You all can go roll for Q4 Adventure Cards.

The Story:

Thread: ASHLANDS. This is you going to Black Market. Pre-Carlos (VV). Buy. Sell. Or don’t. You can always return later. Alone or as group.

Thread: AC and Docks. This is everyone gathering in preparation to go talk to the OTO. It’s the morning after the Ashland’s Market trip, AND after your Interludes.

Once you fin your Interlude, go to Black Market if you want and meet the following morning out front the AC building we will move along. Just waiting for Gargamel to arrive at AC building. Also. Carlos can approach the team and introduced himself. Now. Hurtt met Carlos the night before and suggested Carlos come see you in the morning. Then we are off to see the OTO. Overthrow Giest and clear your names!

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Thu Oct 05, 2017 10:53 am
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How much experience have we earned so far?

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http://savagerifts.com/viewtopic.php?f=42&t=344

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

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82


Sat Oct 07, 2017 8:17 am
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Gargamel wrote:
How much experience have we earned so far?


So on your character sheet it says: Rank: Seasoned Experience: 38 let me do the math...
You Should start with 25 XP as MARS
Q2 XP you earned 7 XP
Q3 XP you earned 6 XP
So you are at 25+13 = 38.....so you have earned 2 advances, and have 3 XP left over =

Rank: Seasoned
Experience: 38
Advances Left: 0 (3 XP unused)


so see below....

Gargamel Advances
• Initial Advances: (From Hindrances): +1 step Smarts, Master of Magic
• Cybernetic Modifications: N/A
• Novice 1 Advance: Spirit+1 step +5 PbP
• Novice 2 Advance: Fighting D10 MARS 20 XP = 4 Advances
• Novice 3 Advance: New Power MARS 20 XP = 4 Advances
• Seasoned 1 Advance: Vigour +1 step MARS 20 XP = 4 Advances
• Seasoned 2 Advance: Rapid Recharge MARS 20 XP = 4 Advances
• Seasoned 3 Advance: Pilot 2 step advance to D8 Q2 Advance 25 xp to 30 xp
• Seasoned 4 Advance: Stealth 2 step advance to D8 Q3 Advance 30 xp to 35 xp
• Veteran 1 Advance:
• Veteran 2 Advance:
• Veteran 3 Advance:
• Veteran 4 Advance:

This should be right.

If G added Stealth last Quarter he took an Advance early. If not and he added it just now at end of Q3, he is on track where he should be.

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Sat Oct 07, 2017 9:12 am
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No, that's about right. Just added the advance and recalculated the experience, but wasn't sure.

Cheers

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http://savagerifts.com/viewtopic.php?f=42&t=344

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

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82


Sat Oct 07, 2017 9:35 am
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Hmm. As members of the Black Company, do we have any intel or data on the Legion SETs? Who's on them and so on?

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Bennies: 2/5 Red Bennies: 0

Toughness: 20 (8 armor), Parry 9
Notice: 1d8 (+2 visual)

Player Name: SalmonMax
Google Handle: samminmax@gmail.com
Character Name: Alecto
Rank: Seasoned Experience: 32 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d10, Vigor d8
Charisma: +2; Pace: 6; Parry: 6 (9); Toughness: 11 (+1 in armor, and +8 armor)

Race Package:
Adaptable (2)
Construct (8)

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

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

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

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)

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

Gear
SFD Huntsman Armor (+3 armor mod)
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun

Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.


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

Credits: 11,500


Tue Oct 10, 2017 11:41 am
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Why yes you do have some old intelligence on that....

    The Quiet One’s: Undercover and Infiltration Ops Team
  • Team Leader: Lucretia - Altara Warrior Woman Cyberknight
  • Olek - Male Human Shifter/Summoner
  • Kesslan - Male Dog Boy Burster
  • Cantrell - Female Human Mercenary Soldier
  • Markus – Male Cybernetic Techno Warrior
  • Bane – D’Norr Male Ley Line Walker
  • Libertas – Male Human Techno Wizard
  • Maximilian - Male Dog Boy Titan PA


... last you heard that was the 13th SET.

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Tue Oct 10, 2017 11:53 am
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Thankya, sir!

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Bennies: 2/5 Red Bennies: 0

Toughness: 20 (8 armor), Parry 9
Notice: 1d8 (+2 visual)

Player Name: SalmonMax
Google Handle: samminmax@gmail.com
Character Name: Alecto
Rank: Seasoned Experience: 32 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d10, Vigor d8
Charisma: +2; Pace: 6; Parry: 6 (9); Toughness: 11 (+1 in armor, and +8 armor)

Race Package:
Adaptable (2)
Construct (8)

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

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

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

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)

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

Gear
SFD Huntsman Armor (+3 armor mod)
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun

Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.


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

Credits: 11,500


Tue Oct 10, 2017 12:01 pm
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Hello, I am hoping to join soon.

Are there any essentials I should be reading first, or will everything I need to know be conveyed in RP.

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Mon Oct 23, 2017 1:37 pm
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RFT wrote:
Hello, I am hoping to join soon.

Are there any essentials I should be reading first, or will everything I need to know be conveyed in RP.



Hangouts

https://hangouts.google.com/group/Yfz5wdrcUXyRa7p92

Y’all feel free to fill him in. I will at some point too. We will get you in ASAP.

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Mon Oct 23, 2017 2:11 pm
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Wow. Humble is a beast. Now we just need Sammy to get in his head and go full Hodor. Can't puppet a puppet, right?

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Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
    Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
      Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
      Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
    Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
    Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
    Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
    Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
    Light Railgun
      Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
    Mini Missile Launcher
      Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Tue Oct 24, 2017 10:44 am
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I am waiting to see how Humble will be after he is equipped by Hans...

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Hans Greuber
Main Character: Merlaggon
PPE: 28 / 30
    Band of Healing: 9 / 10
    Band of Power: 9 / 10
Active Powers:
None
OOC Comments
Arcane Machinist Gadgets Left: 3/6
Created Gadgets:
    Photonic Weapon Inducer (Smite - Light - Sunlight - 20 PPE)
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. - USED
  • Extra Effort
      Play to add +1d6 to any trait roll. This roll may Ace.
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
  • Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
  • Exceptional Rapid Recharge (1 PPE per 5 Minutes)
  • 4 PPE per Hour to Charge
  • Strength d12+2

Weapon: "Satisfaction" (TW P-40 Particle Beam Cannon)
  • Damage: 3d8+5 AP6 MD.
  • Shots: 40/40
  • RoF: 1
  • Sound (Deafness) Trapping
  • +2 to Shooting

Bennies: 3 / 3
    +1 due Post Rate
    +1 due write up after Gloom Battle
    -2 due Part 1 Scara's Tower
    +1 due Results Part 1 Scara's Tower
    -1 for Stealth Extra Effort


Toughness: 19 (11) / 12 (5); Parry: 4; Pace: 7 / (5)

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Tue Oct 24, 2017 10:46 am
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Thrudh Zebrem wrote:
Wow. Humble is a beast. Now we just need Sammy to get in his head and go full Hodor. Can't puppet a puppet, right?


I believe a saw a Puppet versus Puppet ruling on the forums that it would be a contested roll between the two puppeteers and the target would only resist the victor.


PS: Yes he is a beast.

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Tue Oct 24, 2017 11:36 am
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Hans Greuber wrote:
I am waiting to see how Humble will be after he is equipped by Hans...

That is when he will level up from Humble to Nothumble. It is like video game god mode...

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  • -1 Extra Effort by Gargoylite to break free of Grapple rolled a 10

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Tue Oct 24, 2017 11:37 am
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remember the vehicle the rest of the group is in has deflection maintained on it for -6 to hit it.

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http://savagerifts.com/viewtopic.php?f=42&t=344

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

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82


Tue Oct 24, 2017 2:15 pm
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Gargamel wrote:
remember the vehicle the rest of the group is in has deflection maintained on it for -6 to hit it.


Good deal. Also. The newest post:

http://savagerifts.com/sr/viewtopic.php?f=71&t=868#p22346

You guys are slaughtering it already.

Results so far:

Glitter Boy 2 decapitated.
GB3 engaged with Humble.
GB1 was tricked by Humble.
Sammy holds the smoking ATV up and verbally taunts a oily dirty GB.
Borg Dead. Mage Dead.



No GM Bennies used. Saving those for epic ending of the quarter lol

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Wed Oct 25, 2017 1:05 pm
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Post like this are why we need a like button.

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Humble
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d12+1, Vigor d12+2
Charisma: -2; Pace: 7; Parry: 9* (Normal Sized attackers receive +1 to hit Humble); Toughness: 20 (4)
Skills of Note:

  • Fighting d12 (8)
  • Stubbornness (re-trapping of Faith) d6 (3)
  • Throwing d6 (2)

Edges
  • Dirty Fighter Edge (HJ):
  • Arcane Background Miracles (HJ): Begins with Boost Trait & Warrior's Gift (His faith is one of War, Humble cannot disobey a superior in martial structures or turn away from a reasonable challenge)
  • Invulnerability (Iconic): Humble is invulnerable to Fear and Death. Regenerating instantly even from burning, beheading and dismemberment.
  • Fast Regeneration (Iconic): May make a Natural Recovery roll every turn at Vigor +2 (d12+4 normally)
  • Behemoth (Novice 1): Size 3, +2 to Grappling & Push rolls


RESOURCE TRACKING HERE


Wed Oct 25, 2017 1:17 pm
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So FYI
I have not read any of the responses to the thread:

viewtopic.php?f=71&t=871#p23231

I will once VV has a chance to post for Carlos.

I also have a new QC (ty Rob) that I will use in future. For now its as is and unlimited Successes are possible.

Okay see ya soon, I'll check back later.

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Fri Nov 10, 2017 1:12 pm
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Lars wrote:
For now its as is and unlimited Successes are possible.



Awesomeness!

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Humble
Humble
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d12+1, Vigor d12+2
Charisma: -2; Pace: 7; Parry: 9* (Normal Sized attackers receive +1 to hit Humble); Toughness: 20 (4)
Skills of Note:

  • Fighting d12 (8)
  • Stubbornness (re-trapping of Faith) d6 (3)
  • Throwing d6 (2)

Edges
  • Dirty Fighter Edge (HJ):
  • Arcane Background Miracles (HJ): Begins with Boost Trait & Warrior's Gift (His faith is one of War, Humble cannot disobey a superior in martial structures or turn away from a reasonable challenge)
  • Invulnerability (Iconic): Humble is invulnerable to Fear and Death. Regenerating instantly even from burning, beheading and dismemberment.
  • Fast Regeneration (Iconic): May make a Natural Recovery roll every turn at Vigor +2 (d12+4 normally)
  • Behemoth (Novice 1): Size 3, +2 to Grappling & Push rolls


RESOURCE TRACKING HERE


Fri Nov 10, 2017 2:08 pm
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    State of affairs....

    You have been visited by Major Helena (JAL) and offered 200 Juicers for the battle against Giest.

    The OTO is rushing to clean up the Lake area, they will be heading to battle Giest (was going to be in the morning, but after the attack on the Lake they are holding off a day). The OTO can field approximately 200 warriors (mostly foot soldiers, a few psychics).

    The remaining 14 Hammers in Gloom are willing to join you, or just leave if you don't want them.

    In order to take out Giest you will need to get past Scara (Necromaner in a Tower above Gloom) and get into Giests office (separate building above Gloom). Giest is protected by an army of the dead (thousands, no joke, the CEALs). By the way, that's part of why OTO needs a day, the dead from battle at cathedral, left dead bodies that need to be blessed, then incinerated so they are not brought back as CEALs.

    The Arcane Company and it's boss, Rene, who hired you to take down Giest can field about 200 soldiers (150 Grunts/Security Officers and 50 Ley Line Walkers).

    That's about an army of 600. All under the Black Company's command, to fight the might of Giest, Scara and their undead. Sounds great right?

    Out of Character you are 600 vs. 2500 ...

    Oh, and the 13th SET. They are under orders to take you out.

    Pender says 1 or 2 weeks IRL and the 13th will be ready to "confront" you ...

    So over the next 1 or 2 weeks IRL (a day or two in game) I will present more story and such to you to keep the BC occupied until we can encounter the 13th. After that encounter will be the "Mass Battle" against Giest. (Assuming you live lol, there is a interesting twist coming up in game after the two groups meet, and who knows depending on how things go a Mass Battle might not happen. Something else might.....who knows...well I do).

    So for now, you can post away as you like at the Lake, where you are having a little party with Lt Burton and the remaining Hammers.

    You can (within reason) restock and resupply ammo etc in NE shop thanks to Helena.

    Go check out the Warehouse, see whats there. Thrudh, that SAMAS you have from ages ago...using the spare parts in the warehouse you can finish fixing it in a few hours in game.

    What you all do from time at Lake to visiting NE to arriving at Warehouse and then spending a few hours there is up to you. Say 5 hours pass before the next GM post (coming). My next GM post will take place at the Warehouse. Because I assume for simplicity sake that at some point you all will be there, its late and you'll all be thinking about heading back to the hotel to sleep. Prior to leaving warehouse and heading to hotel Something will Happen (my GM Post to come) you know I've got a god damned evil reason to be holding onto my 7 GM bennies hahahhahaha.

    So... questions?

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Sun Nov 19, 2017 7:15 am
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What spare weapons are there from the battle with the Hammers and CEALs? If we're going into fighting an army, we could do with maybe outfitting some of the residents to help out, even up the numbers a bit.

What intel does the OTO have on the heavy armament and airforce of the CEALs? A commando raid to remove some of that capability would be useful.

Looks like Carlos is in command of the battle unless we have somebody else with a higher Knowledge battle

We need a plan to even things up further

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OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

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

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82


Sun Nov 19, 2017 7:28 am
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Do CEALs still require juicer drugs to function? I know they're undead so they don't need traditional lines of supply, but if they have stockpiles of juicer drugs that they need that'd be a good target for sabotage.

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Bennies: 2/5 Red Bennies: 0

Toughness: 20 (8 armor), Parry 9
Notice: 1d8 (+2 visual)

Player Name: SalmonMax
Google Handle: samminmax@gmail.com
Character Name: Alecto
Rank: Seasoned Experience: 32 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d10, Vigor d8
Charisma: +2; Pace: 6; Parry: 6 (9); Toughness: 11 (+1 in armor, and +8 armor)

Race Package:
Adaptable (2)
Construct (8)

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

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

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

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)

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

Gear
SFD Huntsman Armor (+3 armor mod)
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun

Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.


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

Credits: 11,500


Sun Nov 19, 2017 8:10 am
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Alecto wrote:
Do CEALs still require juicer drugs to function? I know they're undead so they don't need traditional lines of supply, but if they have stockpiles of juicer drugs that they need that'd be a good target for sabotage.

Good idea, but no they don't need drugs. They are not exactly juicers....they are a sick mixture of technology and magic. All internal stuff in their bodies.

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Sun Nov 19, 2017 8:17 am
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Gargamel wrote:
What spare weapons are there from the battle with the Hammers and CEALs? If we're going into fighting an army, we could do with maybe outfitting some of the residents to help out, even up the numbers a bit.

40 E-Rifles and 20 E-Pistols

What intel does the OTO have on the heavy armament and airforce of the CEALs?

They have no air force, however Giest has TW missiles

A commando raid to remove some of that capability would be useful.

To get missiles, need into Giest's office in her building. OTO says they are working on getting the pass code to open her door before battle

Looks like Carlos is in command of the battle unless we have somebody else with a higher Knowledge battle

As you all wish

We need a plan to even things up further

Yeeees

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Sun Nov 19, 2017 8:20 am
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I assume that she will have her office protected from Intangibility and Teleport, if able. We could have Hans and Alecto go and pick the lock. Boost Trait can really facilitate that...

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Hans Greuber
Main Character: Merlaggon
PPE: 28 / 30
    Band of Healing: 9 / 10
    Band of Power: 9 / 10
Active Powers:
None
OOC Comments
Arcane Machinist Gadgets Left: 3/6
Created Gadgets:
    Photonic Weapon Inducer (Smite - Light - Sunlight - 20 PPE)
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. - USED
  • Extra Effort
      Play to add +1d6 to any trait roll. This roll may Ace.
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
  • Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
  • Exceptional Rapid Recharge (1 PPE per 5 Minutes)
  • 4 PPE per Hour to Charge
  • Strength d12+2

Weapon: "Satisfaction" (TW P-40 Particle Beam Cannon)
  • Damage: 3d8+5 AP6 MD.
  • Shots: 40/40
  • RoF: 1
  • Sound (Deafness) Trapping
  • +2 to Shooting

Bennies: 3 / 3
    +1 due Post Rate
    +1 due write up after Gloom Battle
    -2 due Part 1 Scara's Tower
    +1 due Results Part 1 Scara's Tower
    -1 for Stealth Extra Effort


Toughness: 19 (11) / 12 (5); Parry: 4; Pace: 7 / (5)

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Sun Nov 19, 2017 8:22 am
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Hans Greuber wrote:
I assume that she will have her office protected from Intangibility and Teleport, if able. We could have Hans and Alecto go and pick the lock. Boost Trait can really facilitate that...


OTO rep will tell you rumors of Giest's security being insane. Paranoid woman for sure.....

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Sun Nov 19, 2017 8:24 am
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I suspect Giest has some mechanism to ensure loyalty from the CEALs. Someone that paranoid wouldn't want to rely on just 'they like me.'

Do the bodies of the CEALs we killed reveal any clues in that line? Failsafe mechanisms like killswitches? Magical compulsion?

_________________
OOC Comments
Bennies: 2/5 Red Bennies: 0

Toughness: 20 (8 armor), Parry 9
Notice: 1d8 (+2 visual)

Player Name: SalmonMax
Google Handle: samminmax@gmail.com
Character Name: Alecto
Rank: Seasoned Experience: 32 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d10, Vigor d8
Charisma: +2; Pace: 6; Parry: 6 (9); Toughness: 11 (+1 in armor, and +8 armor)

Race Package:
Adaptable (2)
Construct (8)

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

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

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

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)

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

Gear
SFD Huntsman Armor (+3 armor mod)
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun

Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.


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

Credits: 11,500


Sun Nov 19, 2017 8:42 am
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Alecto wrote:
I suspect Giest has some mechanism to ensure loyalty from the CEALs. Someone that paranoid wouldn't want to rely on just 'they like me.'

Do the bodies of the CEALs we killed reveal any clues in that line? Failsafe mechanisms like killswitches? Magical compulsion?


Part of process, not publicized when offering the CEAL process, is not only do you come back undead, tougher and more powerful - it f's your brain up. Makes you kinda subservient. The spell used by Scara and Giest to create CEALs has magical means of making converts loyal to them.

Magical compulsion - sounds right.

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Sun Nov 19, 2017 8:53 am
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Hmm. Wonder if that can be interfered with. Even if only temporarily...a kind of counter-influence of some kind.

Not Alecto's area of expertise, but something to consider...

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OOC Comments
Bennies: 2/5 Red Bennies: 0

Toughness: 20 (8 armor), Parry 9
Notice: 1d8 (+2 visual)

Player Name: SalmonMax
Google Handle: samminmax@gmail.com
Character Name: Alecto
Rank: Seasoned Experience: 32 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d10, Vigor d8
Charisma: +2; Pace: 6; Parry: 6 (9); Toughness: 11 (+1 in armor, and +8 armor)

Race Package:
Adaptable (2)
Construct (8)

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

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

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

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)

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

Gear
SFD Huntsman Armor (+3 armor mod)
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun

Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.


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

Credits: 11,500


Sun Nov 19, 2017 9:04 am
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Alecto wrote:
Hmm. Wonder if that can be interfered with. Even if only temporarily...a kind of counter-influence of some kind.

Not Alecto's area of expertise, but something to consider...


Does this seem like something Hans could work on? He did study Volt and the other CEALS. Would the Adventure Card Hans used to counter Soul Viper death screams help? I have enough EP to buy that card for Hans to use again

_________________
Hans Greuber
Main Character: Merlaggon
PPE: 28 / 30
    Band of Healing: 9 / 10
    Band of Power: 9 / 10
Active Powers:
None
OOC Comments
Arcane Machinist Gadgets Left: 3/6
Created Gadgets:
    Photonic Weapon Inducer (Smite - Light - Sunlight - 20 PPE)
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. - USED
  • Extra Effort
      Play to add +1d6 to any trait roll. This roll may Ace.
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
  • Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
  • Exceptional Rapid Recharge (1 PPE per 5 Minutes)
  • 4 PPE per Hour to Charge
  • Strength d12+2

Weapon: "Satisfaction" (TW P-40 Particle Beam Cannon)
  • Damage: 3d8+5 AP6 MD.
  • Shots: 40/40
  • RoF: 1
  • Sound (Deafness) Trapping
  • +2 to Shooting

Bennies: 3 / 3
    +1 due Post Rate
    +1 due write up after Gloom Battle
    -2 due Part 1 Scara's Tower
    +1 due Results Part 1 Scara's Tower
    -1 for Stealth Extra Effort


Toughness: 19 (11) / 12 (5); Parry: 4; Pace: 7 / (5)

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Sun Nov 19, 2017 9:14 am
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Maybe a "Dispel" power could mess up the CEALs as it would counter the magics in their body?

Carlos would be fine to lead if called upon.

I like the idea of some Commando raids or dramatic tasks between now and the mass battle to help us even things up.

Carlos

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Character Information
Carlos Caravello
Armored Stats: Strength d12+2; Pace: 8; Toughness: 20 (7), +2 Ranged Attacks, +2 Stealth (wilderness)
Bennies 4/4


Sun Nov 19, 2017 9:15 am
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Hans Greuber wrote:
Alecto wrote:
Hmm. Wonder if that can be interfered with. Even if only temporarily...a kind of counter-influence of some kind.

Not Alecto's area of expertise, but something to consider...


Does this seem like something Hans could work on? He did study Volt and the other CEALS. Would the Adventure Card Hans used to counter Soul Viper death screams help? I have enough EP to buy that card for Hans to use again



Hans you know that it must be a majorly big alter or vat or lab that they are made in. Rumors say its in Scara's tower above Gloom. The CEALs are supernatural in nature (dispel) but there are a lot of them....

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Sun Nov 19, 2017 9:21 am
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Going to post a "raid" option for you all to do today. A side story. It's written... but don't want to rush you all.

For now....


Where do you post?

The Lake. Decide what you are doing with the Hammers.

NE Shop. If you need to do shopping etc. Either all or a few can go here. Your call.

At some point after you all are at Lake and maybe at NE shop, you all will swing by Warehouse. So you can post there too.

My next post is ready, I'll be posting it in the warehouse area. Today.

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Sun Nov 19, 2017 9:22 am
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Lars wrote:
Hans Greuber wrote:
Alecto wrote:
Hmm. Wonder if that can be interfered with. Even if only temporarily...a kind of counter-influence of some kind.

Not Alecto's area of expertise, but something to consider...


Does this seem like something Hans could work on? He did study Volt and the other CEALS. Would the Adventure Card Hans used to counter Soul Viper death screams help? I have enough EP to buy that card for Hans to use again



Hans you know that it must be a majorly big alter or vat or lab that they are made in. Rumors say its in Scara's tower above Gloom. The CEALs are supernatural in nature (dispel) but there are a lot of them....


That is what Mass Dispel is for... once you get them clumped together.

_________________
Hans Greuber
Main Character: Merlaggon
PPE: 28 / 30
    Band of Healing: 9 / 10
    Band of Power: 9 / 10
Active Powers:
None
OOC Comments
Arcane Machinist Gadgets Left: 3/6
Created Gadgets:
    Photonic Weapon Inducer (Smite - Light - Sunlight - 20 PPE)
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. - USED
  • Extra Effort
      Play to add +1d6 to any trait roll. This roll may Ace.
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
  • Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
  • Exceptional Rapid Recharge (1 PPE per 5 Minutes)
  • 4 PPE per Hour to Charge
  • Strength d12+2

Weapon: "Satisfaction" (TW P-40 Particle Beam Cannon)
  • Damage: 3d8+5 AP6 MD.
  • Shots: 40/40
  • RoF: 1
  • Sound (Deafness) Trapping
  • +2 to Shooting

Bennies: 3 / 3
    +1 due Post Rate
    +1 due write up after Gloom Battle
    -2 due Part 1 Scara's Tower
    +1 due Results Part 1 Scara's Tower
    -1 for Stealth Extra Effort


Toughness: 19 (11) / 12 (5); Parry: 4; Pace: 7 / (5)

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Sun Nov 19, 2017 9:59 am
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    Was messing around with maps....

    Image

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Sun Nov 19, 2017 10:43 am
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Thrudh will be happy to fix up that SAMAS suit. I'm assuming that We don't want to take Eleanor into the fight, right?
Some raids on Giest's supplies and forces are a good idea. I'm down.
Thrudh has zero problem with hiring surrendered Hammers, for what its worth. A couple extra bodies or guns to put between us and them doesn't hurt. If their company is scrubbed, they'll be looking for a job. Don't have to pay dead mercs either.

_________________
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
    Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
      Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
      Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
    Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
    Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
    Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
    Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
    Light Railgun
      Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
    Mini Missile Launcher
      Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Sun Nov 19, 2017 10:46 am
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Where is Garnet Town based on that map? Just wondering as i might want to borrow the map


Sun Nov 19, 2017 11:46 am
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Sammy does not have a problwm with people surrendering, just the manner with which Burton surrendered rubs him the way. But it is ok, if that is direction the BC wants to move in.

_________________
13th GM bennies GM Bennies
3/8
-1 for libertas to take some wounds.
-1 benny to soak for alleyway Viggo
-1 benny for justice to unshake
-1 benny to for Alley Viggo to soak
-1 benny for drill viggo summon an old friend
Ally Viggo 0/2
Drill Viggo 0/2
4th dimension Viggo 0/2
Prime Viggo 0/2


Vampire Kingdoms GM Bennies
5/8
-1 to soak for Morgoth
-1 give to Devek
-1 unshake Morgoth
Morgoth 0/2


Sun Nov 19, 2017 5:51 pm
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Pender Lumkiss wrote:
Sammy does not have a problwm with people surrendering, just the manner with which Burton surrendered rubs him the way. But it is ok, if that is direction the BC wants to move in.


The only reason Hans is so open to their defection is due to the Hammers' use of Brain Bombs to enforce loyalty.

_________________
Hans Greuber
Main Character: Merlaggon
PPE: 28 / 30
    Band of Healing: 9 / 10
    Band of Power: 9 / 10
Active Powers:
None
OOC Comments
Arcane Machinist Gadgets Left: 3/6
Created Gadgets:
    Photonic Weapon Inducer (Smite - Light - Sunlight - 20 PPE)
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. - USED
  • Extra Effort
      Play to add +1d6 to any trait roll. This roll may Ace.
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
  • Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
  • Exceptional Rapid Recharge (1 PPE per 5 Minutes)
  • 4 PPE per Hour to Charge
  • Strength d12+2

Weapon: "Satisfaction" (TW P-40 Particle Beam Cannon)
  • Damage: 3d8+5 AP6 MD.
  • Shots: 40/40
  • RoF: 1
  • Sound (Deafness) Trapping
  • +2 to Shooting

Bennies: 3 / 3
    +1 due Post Rate
    +1 due write up after Gloom Battle
    -2 due Part 1 Scara's Tower
    +1 due Results Part 1 Scara's Tower
    -1 for Stealth Extra Effort


Toughness: 19 (11) / 12 (5); Parry: 4; Pace: 7 / (5)

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Sun Nov 19, 2017 6:57 pm
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Alecto does advise, and will conduct if necessary, background checks on the Hammer mercs though before they're admitted.

I realize there's no centralized resource for this, which means checks take time and probably aren't comprehensive, but if we have people who are guilty of warcrimes and/or are wanted by states we want good relations with (ie - people wanted by the Coalition we're probably okay with in general; people wanted by Lazlo maybe not so much) it'd be good to know that before they get dug in.

_________________
OOC Comments
Bennies: 2/5 Red Bennies: 0

Toughness: 20 (8 armor), Parry 9
Notice: 1d8 (+2 visual)

Player Name: SalmonMax
Google Handle: samminmax@gmail.com
Character Name: Alecto
Rank: Seasoned Experience: 32 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d10, Vigor d8
Charisma: +2; Pace: 6; Parry: 6 (9); Toughness: 11 (+1 in armor, and +8 armor)

Race Package:
Adaptable (2)
Construct (8)

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

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

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

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)

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

Gear
SFD Huntsman Armor (+3 armor mod)
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun

Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.


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

Credits: 11,500


Sun Nov 19, 2017 8:19 pm
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Hans Greuber wrote:
Pender Lumkiss wrote:
Sammy does not have a problwm with people surrendering, just the manner with which Burton surrendered rubs him the way. But it is ok, if that is direction the BC wants to move in.


The only reason Hans is so open to their defection is due to the Hammers' use of Brain Bombs to enforce loyalty.


If they had said oh god thank god Hammer put brain bombs in us. Sammy would be more friendly to them.

_________________
13th GM bennies GM Bennies
3/8
-1 for libertas to take some wounds.
-1 benny to soak for alleyway Viggo
-1 benny for justice to unshake
-1 benny to for Alley Viggo to soak
-1 benny for drill viggo summon an old friend
Ally Viggo 0/2
Drill Viggo 0/2
4th dimension Viggo 0/2
Prime Viggo 0/2


Vampire Kingdoms GM Bennies
5/8
-1 to soak for Morgoth
-1 give to Devek
-1 unshake Morgoth
Morgoth 0/2


Sun Nov 19, 2017 11:22 pm
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Alecto wrote:
but if we have people who are guilty of warcrimes and/or are wanted by states we want good relations with (ie - people wanted by the Coalition we're probably okay with in general; people wanted by Lazlo maybe not so much) it'd be good to know that before they get dug in.


Uhhhhh.....existing members get grandfathered out of this requirement right?

Carlos

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Character Information
Carlos Caravello
Armored Stats: Strength d12+2; Pace: 8; Toughness: 20 (7), +2 Ranged Attacks, +2 Stealth (wilderness)
Bennies 4/4


Mon Nov 20, 2017 6:26 am
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lol...we can work that out, sure. :)

_________________
OOC Comments
Bennies: 2/5 Red Bennies: 0

Toughness: 20 (8 armor), Parry 9
Notice: 1d8 (+2 visual)

Player Name: SalmonMax
Google Handle: samminmax@gmail.com
Character Name: Alecto
Rank: Seasoned Experience: 32 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d10, Vigor d8
Charisma: +2; Pace: 6; Parry: 6 (9); Toughness: 11 (+1 in armor, and +8 armor)

Race Package:
Adaptable (2)
Construct (8)

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

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

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

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)

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

Gear
SFD Huntsman Armor (+3 armor mod)
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun

Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.


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

Credits: 11,500


Mon Nov 20, 2017 2:06 pm
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Carlos Caravello wrote:
Alecto wrote:
but if we have people who are guilty of warcrimes and/or are wanted by states we want good relations with (ie - people wanted by the Coalition we're probably okay with in general; people wanted by Lazlo maybe not so much) it'd be good to know that before they get dug in.


Uhhhhh.....existing members get grandfathered out of this requirement right?

Carlos


Well, it was nice knowing Carlos.

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Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
    Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
      Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
      Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
    Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
    Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
    Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
    Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
    Light Railgun
      Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
    Mini Missile Launcher
      Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Mon Nov 20, 2017 3:14 pm
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Black Company Members
(Alecto, Carlos, Gargamel, Hans, Humble, Sammy, and Thrudh)

If you feel alright with it, PM me privately:

Character Name:
Real Name:
Mailing Address:


I will mail you a "Xmas" present (that probably wont get to you before the 24th) via snail mail.

It will be Rifts related.

Additionally, IF I do print up the BC bennies I'll put one of those into the package.


` Lars

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Thu Nov 30, 2017 1:59 pm
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A thought for later after we get out of this mess, as we are now in charge of the Black Company, we should divvy up responsibilities

Thrudh - in overall charge
Hans - Quartermaster
Alecto - Infiltration
Gargamel - magic division
Sammy - TL Liaison
Carlos - drill sergeant and field commander
Humble - Vanguard

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OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

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

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82


Fri Dec 15, 2017 4:12 pm
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Gargamel wrote:
A thought for later after we get out of this mess, as we are now in charge of the Black Company, we should divvy up responsibilities

Thrudh - in overall charge
Hans - Quartermaster
Alecto - Infiltration
Gargamel - magic division
Sammy - TL Liaison
Carlos - drill sergeant and field commander
Humble - Vanguard


Gargamel should also be our negotiator, for getting the best contracts and for selling any salvage we decide not to keep.

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Hans Greuber
Main Character: Merlaggon
PPE: 28 / 30
    Band of Healing: 9 / 10
    Band of Power: 9 / 10
Active Powers:
None
OOC Comments
Arcane Machinist Gadgets Left: 3/6
Created Gadgets:
    Photonic Weapon Inducer (Smite - Light - Sunlight - 20 PPE)
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. - USED
  • Extra Effort
      Play to add +1d6 to any trait roll. This roll may Ace.
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
  • Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
  • Exceptional Rapid Recharge (1 PPE per 5 Minutes)
  • 4 PPE per Hour to Charge
  • Strength d12+2

Weapon: "Satisfaction" (TW P-40 Particle Beam Cannon)
  • Damage: 3d8+5 AP6 MD.
  • Shots: 40/40
  • RoF: 1
  • Sound (Deafness) Trapping
  • +2 to Shooting

Bennies: 3 / 3
    +1 due Post Rate
    +1 due write up after Gloom Battle
    -2 due Part 1 Scara's Tower
    +1 due Results Part 1 Scara's Tower
    -1 for Stealth Extra Effort


Toughness: 19 (11) / 12 (5); Parry: 4; Pace: 7 / (5)

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viewtopic.php?f=42&t=380


Fri Dec 15, 2017 4:18 pm
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And Samson is gonna be...a baaaaad maaaan...

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Samson Malach
Samson Malach character sheet
Bennies: 1 (+2 interlude & dream, +1 post rate, -1 Spirit for Persuasion, -1 EE Persuasion, -1 Spirit for Persuasion, -1 EE Persuasion, +2 assist Vello, -1 EE Scara's Tower, -1 soak Scara's Tower, +1 saving the complications, -1 Spirit for Stealth, -2 Stealth rerolls, +1 murder wraith music)
Wounds / Fatigue: 3 / 0
Parry: 6
Toughness: 11(5) (Huntsman Lightweight armor)
Pace: 6
Pertinent Edges: Improved Rapid Recharge, Quick, Brave, Elan, Telemechanics, Ambidextrous
Weapon in hand: Iceblast Shotgun
Weapon in holster: pending
Adventure Cards:
    Flesh Wound: Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene".
    Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
    Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action, or use a power he doesn't have.

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Tue Dec 19, 2017 2:32 pm
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I’ll be mailing Xmas gifts (just a little something) today or tomorrow. Don’t except them before Xmas. I took too long to mail them for that. Plus. I’m doing cheapest mail, and some of ya are out of the USA.




Welcome Samson. We will get him added into story ASAP. Basically he is one of the Mercs you saved from the CS prison.

FYI There was talk of him driving one of the unused GB armors.

Instead the Personal Concept Character starts with no Power Armor, and likely will end up driving a Personal Concept Armor called a Iron Mage Power Armor. Eventually, and after it makes sense Narratively.

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Tue Dec 19, 2017 2:40 pm
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viewtopic.php?f=70&t=1759&p=26221#p26221

XP and EP for 4th Quarter of 2017.


Also, boxed up everyone's stuff, mailing in morning. Just need Gargamel's address if he wants something.

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Tue Dec 19, 2017 7:34 pm
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Egad, a Telemechanic. Could be interesting.

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OOC Comments
Bennies: 2/5 Red Bennies: 0

Toughness: 20 (8 armor), Parry 9
Notice: 1d8 (+2 visual)

Player Name: SalmonMax
Google Handle: samminmax@gmail.com
Character Name: Alecto
Rank: Seasoned Experience: 32 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d10, Vigor d8
Charisma: +2; Pace: 6; Parry: 6 (9); Toughness: 11 (+1 in armor, and +8 armor)

Race Package:
Adaptable (2)
Construct (8)

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

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

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

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)

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

Gear
SFD Huntsman Armor (+3 armor mod)
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun

Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.


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

Credits: 11,500


Tue Dec 19, 2017 11:31 pm
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Alecto wrote:
Egad, a Telemechanic. Could be interesting.


Is it love?

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Samson Malach
Samson Malach character sheet
Bennies: 1 (+2 interlude & dream, +1 post rate, -1 Spirit for Persuasion, -1 EE Persuasion, -1 Spirit for Persuasion, -1 EE Persuasion, +2 assist Vello, -1 EE Scara's Tower, -1 soak Scara's Tower, +1 saving the complications, -1 Spirit for Stealth, -2 Stealth rerolls, +1 murder wraith music)
Wounds / Fatigue: 3 / 0
Parry: 6
Toughness: 11(5) (Huntsman Lightweight armor)
Pace: 6
Pertinent Edges: Improved Rapid Recharge, Quick, Brave, Elan, Telemechanics, Ambidextrous
Weapon in hand: Iceblast Shotgun
Weapon in holster: pending
Adventure Cards:
    Flesh Wound: Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene".
    Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
    Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action, or use a power he doesn't have.

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Wed Dec 20, 2017 12:32 am
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