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 BC: WEST GLOOM (AC and Docks) 
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Location: The Black Company
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West Gloom - The Arcane Company and Sky Docks

All posts should be labeled depending on where you are.

Code:
[color=#40FF00]The Arcane Company HQ[/color]

A large green metal building where the Arcane Company works out of. Located directly next to the portal. A quick walk from the hotel.
Code:
[color=#40FF00]The Sky Docks[/color]

Located high above on the cliff walls. Either one takes the long walk up the stairs to them or is airlifted, there are a few airlift taxi's and most people have their own means of going from the ships dock to the ground.
Code:
[color=#40FF00]The Main Gate to Gloom[/color]

Heavily guarded by what look like the walking undead in body armor.
Code:
[color=#40FF00]Rene's Office[/color]

Large office inside of the AC building. With a massive monitor on one wall showing the portal.
The AC Portal has its own thread: Portal
The Pinnacle Hotel is located between the West and North, and has its own thread: Hotel


EXAMPLE PLAYER CHARACTER POST:

The Main Gate to Gloom
Ares sees the dozens of Guards on duty protecting the main entrance to the city. ....

EXAMPLE GM POST:

The Sky Docks
Everyone feels the ground shaking and hears an explosion. Undead Raptors race down the street.....

_________________
Lars - The Black Company

Accounts
Active Player Accounts: Silas 1st SET, Zieja 13th SET.
Old Player Accounts: Fell (Juicer), Seth (Cyber Knight), Oleksandr (Shifter), Jesse (Deadlands Harrowed Gunslinger), Roath (Ley Line Walker), Mercy (Crazie).

Black Company GM bennies for Q4: 6/6

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Wed Jul 05, 2017 5:20 pm
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Posts: 737
Location: The Black Company
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The Arcane Company HQ (Front Door to Wing 4)
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Standing outside the AC HQ building, under wing 4, is a man in combat armor and wearing TW goggles. He stands quietly waiting for the members of the BC to arrive. He will introduce himself as "Rip, I work for AC and my boss Rene asked me to escort you to her office. Apparently you are going to be offered a job. Please hold your questions until we are no longer outside. Let me know when you are ready. I was not told how many of you were coming." Rip offers a hand (handshake) to each of you as you arrive. As he shakes your hand he says, "Good to meet you I am sure."

Rip is human. A mage and has a arcane aura, but dressed like a warrior. He looks at least 30 but likely under 35. He seems relaxed and also, ready to walk right into a fire fight.

OOC Comments
Check in here in the thread, once all 6 of you arrive I will have Rip take you inside to see Rene. Thanks.

_________________
Lars - The Black Company

Accounts
Active Player Accounts: Silas 1st SET, Zieja 13th SET.
Old Player Accounts: Fell (Juicer), Seth (Cyber Knight), Oleksandr (Shifter), Jesse (Deadlands Harrowed Gunslinger), Roath (Ley Line Walker), Mercy (Crazie).

Black Company GM bennies for Q4: 6/6

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Sat Jul 15, 2017 11:37 am
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Thrudh makes his way to AC wing 4, fully enclosed in his armor. His CV-212 is slung over his shoulder, but still ready for action. Looking around as he approaches, he pipes up.
"You Rip?"

Notice
Notice w/ alertness
1d6+2 = 3 (1)

Wild die notice w/ alertness
1d6+2 = 3 (1)

Technical Difficulty
1d6 (2) - Glitch; -1 to notice rolls


Thrudh curses under his breath and rips the helmet off of his Triax T-13. Gorram sensors on the fraz. Rotten stinkin' timing. Out here naked ta the world. HEY! LOOK AT THE BIG DUMB GRACKLE WHO'S WANTED BY THE TOMORROW LEGION! EASY HEADSHOT HERE!
"Rude a' me ta meet new people with a helmet on. I'm...Chudh. New here. I hear ya got work?"

_________________
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker)
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, 37 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 10:07 pm
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Joined: Mon Jun 26, 2017 7:26 pm
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The Arcane Company HQ
With Thrudh
OOC Comments
Notice 1d8+2 = 7 (5)
Wild 1d6+2 = 6 (4)
The bonus is from Alertness

Stealth to Blend in: 1d8 (5)
Wild 1d6 (3)


Kasey is enjoying her stroll with Thrudh. She adjusts her red cloak, and does her best to blend in by picking up some abandoned mining equipment. "Hey Thrudh what kind of armor is that you are wearing?" She brushes any grim or dirt off of her own suit, " Mine is a Kitani exosuit, High Lord Z'thork, the Muncher..." she chuckles slightly, " Or his Obeseness. Gave it to me for a job well done." She stops laughing and cocks her head, " I think it was a soup, mushrooms and some folks that resembled a walking talking cactus... That bastard seemed thrilled by the taste."

Kasey pauses, looking up at the AC building and around the general area, letting Thrudh go in making the introduction. She is looking to see what if anyone is also looking at them. Why is he taking off his helmet? Who the Frak is Chudh. What just hit me in the face!" Kasey bends down picking up a small plate to Thrudh's sensor system and approaches Rip as well ( Assuming her Danger Sense does not go off).

" The names Kasey, are you Rip? If so lets talk."

_________________
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 8:45 pm
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Joined: Fri Mar 31, 2017 9:06 am
Posts: 331
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Notice 1d8 (2) or 1d6 (5) (+2 for visual)

"Hello, Rip," Alecto replies, shaking his hand when it's proffered. "I am ready as soon as we're all here."

She glances at Kasey and Thrudh; noting her mentioning the word 'Kittani' again as well as Thrudh's odd use of a pseudonym. She'd have to ask about the 'kittani' later, and temporarily redesignate Thrudh as 'Chudh' to avoid embarrassing him.

_________________
OOC Comments
Bennies: 5/5 Red Bennies: 0
Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.

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 Jul 18, 2017 8:23 am
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Joined: Thu Jan 19, 2017 9:13 am
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Location: The Black Company
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The Arcane Company HQ (Front Door to Wing 4: Outside, Inside and Underground)

Image

    If asked what Rip looks like, most folks recall, medium build and height, brown hair and blue eyes, kinda just looked like a average white guy. The most interesting thing about Rip is his arcane aura (to those that can detect it since he is not hiding it right now) and his blue eyes. Most people just recall the eyes. He has a forgettable face otherwise. His jacket has a patch sewn onto it, which reads: Rip Borealis, AC Security. He comes off as friendly enough, like someone who has more important duties but would never think to be rude just because he is tasked with playing errand boy and gathering up a bunch of new recruits...

    Rip shakes Chudh's hand, "Well yes I understand Rene, the boss, has work for you, I was caught off guard with the news. But I suppose it makes since with the recent loss of the last F'nG's, sorry...the last new guys."

    Nodding at Kasey it only takes Rip a bare second to realize what she is and he continues with a verbal welcome to her, "A pleasure, yes, I'm Rip. Welcome."

    As Alecto walks over Rip smirks, "Hello to you too. Ben was right, you are a lively looking lady. I believe it was a compliment, directed at you from Ben the old eight legged goon. He has an eye on him, and trustworthy to boot. Welcome."

    Looking past Thrudh, Kasey and Alecto at the others approaching Rip nods.

    "Right. Well, if you are the ones Rene has picked then I best get you all inside and briefed. Mission lift off is only 60 away. I'll need to get you injected and prepped and briefed in that time. Relax, you look worried, I'll explain more, just not out here where that witch Giest might overhear."

    Motioning to the six members of the BC to follow him, Rip heads inside the building. The reception room is well lit and bright. Fresh, clean, like a doctors office in the Golden Age of Man. A row of waiting room chairs lines one wall, a large screen transitioning images of different off world sights hangs on a wall, and a pretty young blue female sits at a receptionist desk. She nods and states "Welcome to the AC" in a sing song voice, understandable but obviously English is not her native language.

    Rip waves a hello to the woman, her desk name plate says, "Daisy, AC Reception Expert".

    Making his way to the far wall Rip holds open a door that leads into a hallway and ushers you all in.

    "Don't be shy, come on, answers await."

    Once everyone is in the short, dead end of a hallway, Rip pushes a panel on the wall and a door opens revealing a elevator.

    Stepping into the large elevator Rip waits for everyone to board. Pushing one of several buttons he leans back against the wall of the elevator and waits. You feel the elevator descending for several minutes. Rip will politely talk about how Daisy was found on a far off world, her low tech tribe of hunter gathers nearly wiped out by d-raiders. She is an amazingly intelligent being he states, saying she has worked here at the AC for years, way longer than he himself. Rip tells you that he joined the AC about a year ago when he was exploring a new, to him, world in the Anvil Galaxy and he saw a group of miners and security agents fighting a massive lava giant. Rip states he normally avoided others while jumping about the dimensions, safer alone, but as he watched the security guys get wiped out and the poor miners fleeing he was compelled to assist. So he did, afterwards he helped the miners activate the portal they were using to move rock and such back here. Rip had originally thought of collecting a reward and moving on, but states that Rene talked him into staying. Chuckling Rip says, "So I took on a new name... Rip Borealis... and stayed. For now anyway, this is a good gig. Rene really has her hands full trying to help the miners here in Gloom, with that witch Giest murdering people and claiming to be Lord of Gloom. I blame Rene for my staying, if I was smart I'd run before the inevitable war erupts here. Thing is, for the first time in forever I feel like I can do something good, to help, and it scares me, but I guess I am in this thing to the end. Ah, here we go, finally here." Finally the door opens revealing another short hallway.

    Stepping out of the elevator the mage known as Rip makes his way past row after row of computers. He tells you to be careful to not touch the computers as they are old, according to Rene. At the far end of the hallway Rip steps up to the one door and prepares to knock on it.

    "Ready to meet Rene?"

    Smiling Rip will knock on the door and a female voice can be heard saying to come in.

OOC Comments
I have more. But want to give you a chance to insert anything you may wish.

And I ran out of time and am headed to work.

I will post the part where you go in and meet Rene and get some answers to whats up soon.

Thanks.

I know I just dumped a lot of info and such, just trying to keep the story moving along.

If you have any talk or action that you want to post other than you follow Rip, go ahead and do so.

_________________
Lars - The Black Company

Accounts
Active Player Accounts: Silas 1st SET, Zieja 13th SET.
Old Player Accounts: Fell (Juicer), Seth (Cyber Knight), Oleksandr (Shifter), Jesse (Deadlands Harrowed Gunslinger), Roath (Ley Line Walker), Mercy (Crazie).

Black Company GM bennies for Q4: 6/6

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Tue Jul 18, 2017 10:11 am
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Joined: Sat Apr 01, 2017 12:43 am
Posts: 131
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Gargamel
notice 1d6 (1)
wild dice 1d6 (4)

He arrived staying as nondescript as possible and tagged onto the group

_________________
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 Jul 21, 2017 1:14 pm
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Posts: 305
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Notice: 1d6 (4)
Wild: 1d6 (3)

Hans has been strangely silent since the death of Iron Tick. He knew that the Juicer had sold decades of his life in pursuit of the ability to help people, but still thought that the big guy had at least a couple more years in him.

Having brought all of his gear with him, Hans made his way to the meeting with Rip. Before he left his room, Hans made a few Gadgets that may be needed with no notice.

OOC Comments
Healing Gadget: Weird Science: 1d12+2 = 7 (5)
Wild: 1d6+2 = 5 (3)
Result: 7 - Success. 15 PPE Healing Gadget

Teleport Gadget: Weird Science: 1d12 (1)
Wild: 1d6 (6)
Ace: 1d6+6 = 10 (4)
Result: 10 - Success with Raise. 20 PPE Teleport Gadget

Smite (Light - Sunlight): Weird Science: 1d12+2 = 13 (11)
Wild: 1d6+2 = 7 (5)
Result: 13 - Success with 2 Raises. 20 PPE Smite (Light - Sunlight) Gadget


"Ready to meet her. Don't worry... we will do better than the last 'FNGs' you sent."

_________________
Hans Greuber
Main Character: Merlaggon
PPE: 14 / 30
Active Powers:
None
OOC Comments
Arcane Machinist Gadgets Left: 2/6
Created Gadgets:
  • Group Mind Re-Integrator (Boost/Lower Trait with Temporal Thought Trapping) - 20 PPE-> 15 PPE-> 10 PPE
  • Biological Integrity Re-Integrator (Healing) - 20 PPE
  • Quantum Resonance Translocator (Teleport) - 20 PPE-> 15 PPE
  • Sub-Quantum Self Transitioner (Slumber with Temporal Thought Trapping) - 20 PPE
Adventure Cards
  • Lucky Break - Play this card to completely negate the damage from one attack.
  • Out of the Frying Pan - Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
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: 2 / 3
    -2 for Build Roll
    +1 for Carlos's Joker
    -1 for Sammy's Boost Trait


Toughness: 29 (21) / 19 (11) / 12 (5); Parry: 4; Pace: 9 / 7 / (5)

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viewtopic.php?f=42&t=380


Fri Jul 21, 2017 1:35 pm
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Location: The Black Company
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Rene's Office

    Rip opens the door to the room beyond, steps in, and holds the door open for you all as you enter.

    Sitting at a all glass desk, in a all glass chair, at the far end of the large white room, is Rene, a female Ley Line Walker and the owner of the Arcane Company. Older, not elder, she is dressed in greens and robes, over mostly hidden more conventional armor. Her only visible weapon a large sheathed sword that radiates the arcane.

    Image

    Standing up to greet you is the first time there is any indication that she is not exactly, human. Standing at 10 feet tall she is obviously not petite. Now the high ceiling make more sense. Other than the desk and chair, the room has what looks like one other exit behind her desk on the far wall, and one suspended large monitor on the wall with the door which you just entered. Moving around to stand in front of the glass desk she smiles and introduces herself:

    "I am Renefingafla Hræsvelgrdottir. Everyone calls me Rene. The Sky Knights tell me that you are willing to help out our town, thank you. It has been explained to me that if I want your help in ousting Giest and her evil undead CEALs then I am to put you in contact with the secretive OTO. Whom I have no idea on how to find, but my Security Man here Rip says he can help you with that. Additionally I am to allow you access to the Rosen-Mímir Bridge...the Rift portal outside. I was told that some members of a Merc outfit were lost on Amarok IV. I am unsure why they went there. Amarok IV is a cold mining world. We frequent it, Rip can take you there, in fact it is up for rotation tomorrow. We can have you on the ice world in the morning. So, you are hired to help get me elected as Mayor of Gloom, to do that Giest has to go. To do that you need to talk to the OTO. You want to search for missing Mercs, you may use my portal to do so. When it becomes time to fight Giest I can provide little help, or I would just attack her myself. My Security Forces have their hands full protecting our assets and employees both here and off world.

    I want Gloom to be restored to its days of glory and be run by an elected Mayor, well, after me, I'll be Mayor for four-ish years then hold an election. Anyone would be better than Giest and Scara and their undead police thugs. Giest has not outwardly made any threats to the AC but my spies say she has designs on the portal. Gloom deserves better, the miners work hard. I do not relish Gloom being over run and ruled by Giest, she was a horrible and vile warmonger in the Tolkeen Wars. I did my time in that war, fighting with ruthless men and women who were both evil Oathbreakers and gallant warriors, I don't want war in Gloom. Giest needs to be stopped. The Sky Knights think you can help with that, great! The knights have promised to erect a cloud city over Gloom to provide better housing for the miners too. A bright future is possible for us all, once Giest is gone. I was also informed that you have had some issues with your reputation. I think helping us here will go far in showing what kind of people you are. I will personally speak to my friend Serena at Castle Refuge on your behalf. Tell her the good you have done here. So, there you have it. You go seek out your Merc pals on Amarok IV in the morning, then once back find the OTO and afterwards take out Giest. Not easy, but I am assured by the Knights that you have the gusto to do it. I hope so, I am paying a pretty sum for this.

    Rip please take care of what needs to be handled. Questions? If not, be well."



OOC Comments
Feel free to post away here if you like.

My next post will be meeting at the Portal to go to Amarok IV to seek out what happened to the BAMF Mercs that went there.

_________________
Lars - The Black Company

Accounts
Active Player Accounts: Silas 1st SET, Zieja 13th SET.
Old Player Accounts: Fell (Juicer), Seth (Cyber Knight), Oleksandr (Shifter), Jesse (Deadlands Harrowed Gunslinger), Roath (Ley Line Walker), Mercy (Crazie).

Black Company GM bennies for Q4: 6/6

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Fri Jul 21, 2017 2:28 pm
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Posts: 234
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Thrudh's eyes open wide as Rene stands up to her full height, I've seen some stuff. But that's a large woman. He nods as she gives the rundown of what needs done. When she finishes, Thrudh speaks up, exhaling a lung full of cigar smoke as he does.
"Yer pardon, ma'am, but does anyone know what happened ta the mercs on Amarok IV? Vanished, frozen solid, spaced, gutted? Don't know if anyone has an idea, but we might as well know what we're facin' 'fore we go. If ya don't, ya don't. We go loaded up ta our gills anyway, but it don't hurt ta prepare special fer what we're lookin' at."

Thrudh glances at Rip, drags on his cigar, then shrugs and turns back to Rene. "Name's Thrudh, by the way. Tried a fake name with Rip. Probably didn't work. Just a little gunshy 'bout havin' a big price on my head, don't need ta go blabbin' it 'round. Sorry Rip. Ain't personal. Just tryin' ta keep my head 'tached and my face pretty."
He blows a smoke ring to punctuate.

"Thank ya fer hirin' us on. I know they're tryin' ta smear the Black Company, but what ya heard ain't BC, and it ain't us. We'll get the job done right."

_________________
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker)
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, 37 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 Jul 22, 2017 5:25 pm
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Notice 1d8+2 = 5 (3) Wild 1d6+2 = 8 (6) Ace 1d6 (3)

Kasey faces Rene intently listening for any signs of betrayal or hidden agenda. One woman's war monger is another's tyrant Her lips purse when she hears about putting in a good word with the tomorrow legion.
" I am all for making Gloom the city it once was, strengthening ties with the legion is perfect... I'll tell you this, your every day worker cannot hope to defend themselves against what lies out in the world. I will be the first to tell you I am clueless myself as to what might lie in the great beyond. But having a fair and just leader sometimes that is what it takes to keep people safe. If Giest created those monsters out of the 2nd SET I am on board with removing her. I don't care that we might be the legion's top priority, we all know we did nothing wrong, and no one messes with the Tomorrow Legion without the black company bringing the sword down on their throat."

Kasey leans in and in a dry humorless voice says, " Just like I did not know what a fine cigar tasted like until moments ago, you will have to tell me who or what the frack is OTO?"

_________________
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


Sat Jul 22, 2017 10:33 pm
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Posts: 737
Location: The Black Company
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Rene smiles at Kasey, "I will do what I can for you, and let the Legion know your good deeds. In fact I'd love to have open communications and trade with the Legion. Something Giest forbids. As far as the OTO..." Rene looks at Rip.

Rip scoffs, "Zealots. Religious fanatics. OTO stands for Ordo Templi Orientis, Orientas? Something like that. A Priest named Alex Crowley is leader of it. They are based out of a church in Gloom, over in the East, by the Monument to Ares and the Lake. I can take you there to talk to Father Crowley soon. I will send a message asking for an audience with him. the priests there are uppity and particular about having a appointment. Dreadfully annoying group of nut jobs. But they do seem to have Gloom's best interests in mind and they support Rene."

Rip turns to leave. Rene says, "The RMB will be locked onto Amarok IV at 6am."

Rip nods and says, "I'll be ready. I just returned with a Miner team from Siren Six, I need to go meditate and sleep the night away. See you all early at the gate."

Rip starts to head out (unless stopped with questions).

Rene thanks you all again and will dismiss you till morning or answer more questions.

_________________
Lars - The Black Company

Accounts
Active Player Accounts: Silas 1st SET, Zieja 13th SET.
Old Player Accounts: Fell (Juicer), Seth (Cyber Knight), Oleksandr (Shifter), Jesse (Deadlands Harrowed Gunslinger), Roath (Ley Line Walker), Mercy (Crazie).

Black Company GM bennies for Q4: 6/6

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Sun Jul 23, 2017 10:51 am
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Posts: 331
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"Before we leave, Thrudh did ask about conditions on Amarok IV, and for any known information about the missing mercenaries there," says Aleco. "As these questions have not yet been addressed, I am re-iterating them. We will need to know how best to prepare."

_________________
OOC Comments
Bennies: 5/5 Red Bennies: 0
Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.

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 6:52 pm
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Joined: Sat Apr 01, 2017 9:57 am
Posts: 234
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Thrudh nods, and puffs...nervously, at his cigar. "An' ya mentioned...cold? Thrudh don't like the cold. Ain't gonna stop me, but I'll have ta check the enviro on my suit here. Hey, know any bursters lookin' fer work? I got a day's pay in it fer 'em if they're with us tomorrow."

_________________
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker)
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, 37 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 24, 2017 9:51 pm
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Joined: Fri Mar 31, 2017 2:28 pm
Posts: 305
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OOC Comments
Notice: 1d6 (4)
Wild: 1d6 (5)

If helpful for knowledge of Amarok IV
Knowledge: Arcana: 1d12+2 = 13 (11)
OOPS: 1d12+2 = 14 (12) - IGNORE!
Wild: 1d6+2 = 8 (6)
Ace: 1d6+8 = 13 (5)
Result: 13 - Success with 2 Raises.


If it is needed, Thrudh, I can put together a toy that would allow you to be comfortable in your civies while sitting in ice water. Anyways, we should also see about getting together a nice fortified hidey-hole. It looks like we will be known to be together, and from there, members of the Black. I know I would feel safer to have a nice reinforced, armed, and booby-trapped hidey-hole to stay in while we are in town.

_________________
Hans Greuber
Main Character: Merlaggon
PPE: 14 / 30
Active Powers:
None
OOC Comments
Arcane Machinist Gadgets Left: 2/6
Created Gadgets:
  • Group Mind Re-Integrator (Boost/Lower Trait with Temporal Thought Trapping) - 20 PPE-> 15 PPE-> 10 PPE
  • Biological Integrity Re-Integrator (Healing) - 20 PPE
  • Quantum Resonance Translocator (Teleport) - 20 PPE-> 15 PPE
  • Sub-Quantum Self Transitioner (Slumber with Temporal Thought Trapping) - 20 PPE
Adventure Cards
  • Lucky Break - Play this card to completely negate the damage from one attack.
  • Out of the Frying Pan - Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
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: 2 / 3
    -2 for Build Roll
    +1 for Carlos's Joker
    -1 for Sammy's Boost Trait


Toughness: 29 (21) / 19 (11) / 12 (5); Parry: 4; Pace: 9 / 7 / (5)

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Tue Jul 25, 2017 8:38 pm
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Posts: 43
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Kasey looks to rip when Rene leaves. Kasey stifles a shudder. Something about her... Will she lead Gloom or be its bane?
Kasey nods her head as the others ask questions and suggest solutions. She borrows Thrudh's cigar giving it a puff.
" Yeah Rip, so what gives about this Amarok? Snow flurries and blizzards all arround? Do we need to get Thrudh some furs?". Kasey paces back and forth unable to contain her apprehension for going off world.

Quietly with a fair amount of distain in her voice she opens up, " Look I have been off workd once, the interdimentional spice market. Lots of fun flavors, none of them humane. It was dicey to say the least in terms of getting home. Rip, tell me its a cake walk to get us back here? Also who is a good contact on Amarok?"

She faces Rip, her body language seems to indicate screw us and I will rip your throat out.

_________________
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


Wed Jul 26, 2017 8:19 am
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Joined: Sat Apr 01, 2017 9:57 am
Posts: 234
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Thrudh nods at Hans. "Thanks, Hansie. The enviro in my armor might take care of it...but I might take ya up on it anyway. Warmer is better'n cooler."
He passes a beat as Kasey takes a drag off his cigar. Once back in hand, he takes another pull and continues nervously contemplating the thought of an ice world.

_________________
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker)
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, 37 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


Wed Jul 26, 2017 7:50 pm
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Posts: 131
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Rolls carried

Gargamel sat quietly. He wasn't normally this quiet, but this entire situation bothered him. Blackwell hadn't briefed them on this mission particularly, so he wondered what else was going on. Nothing had been simple since he'd joined the Black Company; he couldn't go back Dweomer because of the bounty, so here he was, stuck in the middle with clowns to left and jokers to the right.


"What are the mercenaries needed for on this over world?" he asked, trying to find out more information, "Is there some kind of specific threat the miners need protecting from?"

_________________
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


Thu Jul 27, 2017 2:26 am
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Posts: 737
Location: The Black Company
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RENE's OFFICE


    Rene sits back down at her desk.

    Rip stops in the door way. He turns back to face the Black Company members. Looking at them he says:

    "Ice Draogens. Yeah, I said draogen, not dragon. Draogen are worse. Born large, ice in their veins. Cunning hunters but not with a human intelligence. Mostly they stay away from the two mining bases we have on Amarok IV. They eat ice and rocks and the occasional explorer who violates their home.

    Otherwise, indigenous life is sparse. Nothing armed mercs can't handle.

    The issue, the reason we have Security Teams, Jumpers, go along with the mining teams is dimensional raiders. Rene calls them damn greedy dimensional scum bags, but I used to be one, so I'll just call them d-raiders. Naruni Enterprises has recently been sending mercs out more frequently to raid worlds in the Anvil Galaxy - which is where Amarok IV is. Actually, most of AC's off world mining sites are in the Anvil Galaxy. So NE Repo Bots, NE goons, and other d-raiders are often lurking about. The last rotation to Amarok IV the BAMF team that came here to help Rene Hale with her coup went to Amarok IV with the other Security leader, Tom Jones. Jones and the BAMF fellows were escorting a mining team when they caught sight of something and went after it. They were not heard from again. I was picking Jumpers to take with me, but you are here now. You guys can come with me. Hmm, yes. It is cold. Average temperature is 30 degrees Fahrenheit. At least by the bases, parts of the planet are damn right well under zero. Stay hydrated, I have furs you can wear over the armor you have. But it'll still be cold. Come on, I'll walk you to supply, get you gear, then you can go back to teh Hotel and rest till morning."









Strangle Happenings in Thrudhs Room
Whatever happens during the night, which is nothing generated by me, I am fine with it being morning and you are at the portal ready to Jump, at around 2am Thrudh hears a knocking at his door. Thrudh, in an effort to expedite things, here is what happens:

During the Night

Knock, knock. You can use the screen on the door to show who is on the other side. You see Ember and an other man standing in the hallway. The other man is dressed like a "typical" shifter. Ember and this man have come to see you. After letting them in, Ember introduces Major Dorian Frost of the Black Company and the now defacto leader until Blackwell is found. Frost explains that he thinks about 90% of the BC were killed by the CS, but he thinks a few dozen, including Blackwell, were captured. Frost understands that your names were smeared and the BC is being chased by the Legion. In fact Frost says a SET team has been issued orders to hunt you down in Gloom. Frost says, do this mission for the Sky Knights, we need some serious friends in the days ahead. Frost needs a, as he phrases it, a mundane, a non mage to help him infiltrate a location to confirm the possibility of the place being the prison the BC are in. So he is taking Ember with him. Frost says that once they can confirm it, he will return for you all to help in a rescue mission. If things go well here, Rene and the Sky Knights might help in that. So carry on here. Frost opens a portal in your room and he and Ember step through it leaving you alone.

_________________
Lars - The Black Company

Accounts
Active Player Accounts: Silas 1st SET, Zieja 13th SET.
Old Player Accounts: Fell (Juicer), Seth (Cyber Knight), Oleksandr (Shifter), Jesse (Deadlands Harrowed Gunslinger), Roath (Ley Line Walker), Mercy (Crazie).

Black Company GM bennies for Q4: 6/6

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Thu Jul 27, 2017 9:09 am
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Thrudh shrugs at the mention of draogen. "Ain't nothin' we can't handle. Furs...those sound smart. Load me up on those." Satisfied that he's going to be freezing his tail off, he takes the last drag off of the stump of a cigar in his hand and heads back to the hotel.

-------------------------------------------------------------------------------------------------------------------------------------------------------

In the morning before breakfast, Thrudh hits the BC only radio channel. "Pre jump huddle in my room 'fore we hit the gate. ASAP."

Once everyone gathers, he closes the door and relays the late-night happenings. "Well, we're droppin' like flies. We lost Ember. She went with Frost ta check a rumor that Blackwell an' some other BC crew got locked up in a CS prison. He gets the info he needs, he's comin' back fer us ta spring 'em. They shifted right outta my room ta get gone, and in a hurry."
He's power smoking the cigar, burning noticeable lengths with each draw.
"Told me somethin' else. Legion ain't jokin' with this bounty. We got assigned a SET, orders ta take us out. Guess they're on their way right now. Gonna hit us in Gloom. Not sure when."
The cigar is disappearing rapidly.
"We gotta make friends with the sky knights, and big. We're gonna need a place ta lay low. Knights'll help with that. Gotta get that job done, an' yesterday. Might could help with springin' Blackwell, too, if we solve their problem."
He extinguishes the last nub of what remains of a very pungent cigar, and finishes his thought.
"Let's show 'em how the BC does it. Just quicker."

_________________
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker)
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, 37 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


Thu Jul 27, 2017 10:35 am
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Joined: Fri Mar 31, 2017 2:28 pm
Posts: 305
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"I do have a couple more questions about Amarok IV. How plentiful are the Ley Lines, and are there any near the Gate location or the mine? Are those Ice Draogens more susceptible to heat and flame attacks? How far is it from the Gate to the mine entrance, how open is the terrain between them, and if it is far do we provide our own vehicle, or will one be provided for us?"

_________________
Hans Greuber
Main Character: Merlaggon
PPE: 14 / 30
Active Powers:
None
OOC Comments
Arcane Machinist Gadgets Left: 2/6
Created Gadgets:
  • Group Mind Re-Integrator (Boost/Lower Trait with Temporal Thought Trapping) - 20 PPE-> 15 PPE-> 10 PPE
  • Biological Integrity Re-Integrator (Healing) - 20 PPE
  • Quantum Resonance Translocator (Teleport) - 20 PPE-> 15 PPE
  • Sub-Quantum Self Transitioner (Slumber with Temporal Thought Trapping) - 20 PPE
Adventure Cards
  • Lucky Break - Play this card to completely negate the damage from one attack.
  • Out of the Frying Pan - Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
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: 2 / 3
    -2 for Build Roll
    +1 for Carlos's Joker
    -1 for Sammy's Boost Trait


Toughness: 29 (21) / 19 (11) / 12 (5); Parry: 4; Pace: 9 / 7 / (5)

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Fri Jul 28, 2017 11:10 am
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Posts: 737
Location: The Black Company
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answered in other post

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Fri Jul 28, 2017 3:23 pm
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(((Time Lapse)))

All Posts here are after trip to Amarok IV

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Fri Aug 25, 2017 11:49 am
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    Stepping through the portal you experience a familiar uncomfortable zap of electricity crawling across your bodies. A little creepy feeling and unlike normal magic natured Rifts. Well worth it though, you step from the biting cold of Amarok IV to the warm, yet perpetually dark, city of Gloom.

    Tossing aside the warm jackets and snow “proof” gear you warm up quickly. The even 74 degree temperature of Gloom is a welcome feeling after freezing for so long. Rip nods at you all telling you he will go report to Rene and talk to you the following day. For now he says, go see that Black Market if you want, and get a nice night of sleep in your hotel rooms. Heading off to the AC building Rip leaves.

    Sgt. Hurtt thanks you all on behalf of his squad. Hurtt informs you that the other members of the Mercs will be taking the night off to go see friends and family. Hurtt however says he has no ties here in Gloom and is willing to show you the way to the local Black Market “store”.

    If / when you are finished for the night, you can head back to the Hotel. To head to the Black Market store to sell stuff and buy things head out with Hurtt.

    Come morning you will all be regrouping with Rip at the AC building. From there you will get details on how to go see the OTO.
 
For now RP at Hotel and Black Market.


Go see the Black Market LINK: viewtopic.php?f=71&t=872


Go to your Hotel LINK: viewtopic.php?f=71&t=773&p=19741#p17588
 

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Old Player Accounts: Fell (Juicer), Seth (Cyber Knight), Oleksandr (Shifter), Jesse (Deadlands Harrowed Gunslinger), Roath (Ley Line Walker), Mercy (Crazie).

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Tue Sep 26, 2017 11:04 am
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You can take care of the above post prior to the following morning post (this post). Once you go to hotel. Go to Black Market. Or whatever you do In Character- the following morning will be here ready for you to post.



The Following Morning

Image

Returning to the AC building the following morning you are met outside by a women dressed in black and white high tech armor. She carries a vibro sword and energy pistol on her person. Mostly human looking, she is very obviously not. Her D-Bee face has lavender eyes and many horns. The black lines on her white face may be natural, tattoo or makeup.

She smiles at you as you approach:

”Ailbhe Conners. (Pronounced Al-veya). Nice to meet you Black Company. Rene has reassigned me to accompany you in contacting the OTO.”

Looking unhappy for a moment Ailbhe regains her composure.

”Rip was murdered last night. At his favorite restaurant. Cops... well the CEALs said it was an accident and no sign of murder. But. It was. The AC has been under attack on many fronts. Viggo even.... never mind. Look. Rene is spooked. She was involved in some combat herself recently- I think it spooked her. I used to work with Rip on his Jumper Team. I then ran my own team for a while. Now I do... other stuff. Such as show you boys how to contact the OTO. Rene has high hopes the OTO will join her cause and fight Giest. Well let’s go shall we... I’ve got other things to do. Headed off world later.”

Ailbhe points at a moderate size, open, Land Rover.

The Ride
Image

Ailbhe jumps into the driver seat and fires up the gas powered engine. Revving the engine she says, ”Let’s go!”

Once all five of you reply to this post I’ll move the story along. Thank you.

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Active Player Accounts: Silas 1st SET, Zieja 13th SET.
Old Player Accounts: Fell (Juicer), Seth (Cyber Knight), Oleksandr (Shifter), Jesse (Deadlands Harrowed Gunslinger), Roath (Ley Line Walker), Mercy (Crazie).

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Thu Sep 28, 2017 11:43 am
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Alecto climbs in as well, taking shotgun seat.

"When the hostility between Giest and the Arcane Company is so open, why did Rip choose to move around the city alone?" Alecto asks. "Or has the situation escalated since we left for Anarok IV, and he was unaware?"

_________________
OOC Comments
Bennies: 5/5 Red Bennies: 0
Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.

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


Thu Sep 28, 2017 2:42 pm
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Ailbhe waits as you all assemble. Looking over at Alecto she says, "Rip was not a dolt. But things in Gloom have heated up. Tensions between Rene and Giest are escalating. Interesting the Black Company is also wanted by Giest. Don't fret I'm loyal Rene....to Gloom. Giest is a monster. So is her henchman bitch Scara. I'm supposed to drive you to the lake and to the church the OTO is at. Once we are all ready. We can go. As far as Rip, I hate that he died. Sucks. Thank the gods i am off this planet tonight. Rakis is my kind of world. Warm and snugly away from the crap going on here."

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Lars - The Black Company

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Active Player Accounts: Silas 1st SET, Zieja 13th SET.
Old Player Accounts: Fell (Juicer), Seth (Cyber Knight), Oleksandr (Shifter), Jesse (Deadlands Harrowed Gunslinger), Roath (Ley Line Walker), Mercy (Crazie).

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Fri Sep 29, 2017 11:01 am
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Thrudh puffs at his cigar as he takes a position in the rover. "Seen Rip do some weird stuff, even by magicky standards. I ain't buyin' he's dead yet."
He lets out a smoke ring. "Guess everybody wants the BC. They ain't gettin' none a' us though."
He glances at Alibhe. "Off planet? T'night? That's quick. Waitin' on us, leavin' us transport back from this place, or are we walkin'? Should I bring Eleanor? I ain't walkin'."

_________________
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker)
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, 37 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 Sep 30, 2017 12:47 am
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"I am with Thrudh. I will only believe Rip is dead when I see his body. Until then, I will believe that slippery so-and-so somehow escaped at least mostly in one piece. Lead us to the OTO so we can talk to them, though, Ailbhe. Then we can see what plans they have made, and how we can fit best into them."

_________________
Hans Greuber
Main Character: Merlaggon
PPE: 14 / 30
Active Powers:
None
OOC Comments
Arcane Machinist Gadgets Left: 2/6
Created Gadgets:
  • Group Mind Re-Integrator (Boost/Lower Trait with Temporal Thought Trapping) - 20 PPE-> 15 PPE-> 10 PPE
  • Biological Integrity Re-Integrator (Healing) - 20 PPE
  • Quantum Resonance Translocator (Teleport) - 20 PPE-> 15 PPE
  • Sub-Quantum Self Transitioner (Slumber with Temporal Thought Trapping) - 20 PPE
Adventure Cards
  • Lucky Break - Play this card to completely negate the damage from one attack.
  • Out of the Frying Pan - Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
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: 2 / 3
    -2 for Build Roll
    +1 for Carlos's Joker
    -1 for Sammy's Boost Trait


Toughness: 29 (21) / 19 (11) / 12 (5); Parry: 4; Pace: 9 / 7 / (5)

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Sat Sep 30, 2017 2:40 am
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Image

Nodding, Ailbhe smiles:
"I'll drive you to the OTO. Your vehicles might ... be recognized. We can go in mine. Yeah, Rakis is my preferred planet to work on. I like warm sunny days. Just waiting on your ... Gargamel right?"

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Lars - The Black Company

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Active Player Accounts: Silas 1st SET, Zieja 13th SET.
Old Player Accounts: Fell (Juicer), Seth (Cyber Knight), Oleksandr (Shifter), Jesse (Deadlands Harrowed Gunslinger), Roath (Ley Line Walker), Mercy (Crazie).

Black Company GM bennies for Q4: 6/6

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Sat Sep 30, 2017 9:37 am
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Sammy jumps into the vehicle. He cocks an eye at the chick in black, " Meow, those are some horns. If you ever make your way out west, you would fit right in at Charlesbad...". After being filled in about Rip's apperent demise he yawns and arches his back. Little Lady, that is not how Rip will be going out... He'll turn up... Sounds like you knew him well." Sammy tightens the straps on the seat clearly ready to get rolling.

_________________
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver


OOC Comments
Bennies: 3/3
[list]
-1 notice check
-1 TK
+1 interlude
+1 Joker


Tue Oct 03, 2017 7:11 pm
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Thrudh peaks an eyebrow at Alibhe, and takes another drag on his cigar. "I ain't seen Eleanor in ferever. Recognized? If they touch my girl, I'm gonna...well, scrag. Guess we'll take yers."

_________________
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker)
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, 37 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 03, 2017 9:58 pm
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Hans climbs into the back of the vehicle.

"Sorry I am late. I had some work to do. Satisfaction took a little more care than I had planned on. Lets roll."

_________________
Hans Greuber
Main Character: Merlaggon
PPE: 14 / 30
Active Powers:
None
OOC Comments
Arcane Machinist Gadgets Left: 2/6
Created Gadgets:
  • Group Mind Re-Integrator (Boost/Lower Trait with Temporal Thought Trapping) - 20 PPE-> 15 PPE-> 10 PPE
  • Biological Integrity Re-Integrator (Healing) - 20 PPE
  • Quantum Resonance Translocator (Teleport) - 20 PPE-> 15 PPE
  • Sub-Quantum Self Transitioner (Slumber with Temporal Thought Trapping) - 20 PPE
Adventure Cards
  • Lucky Break - Play this card to completely negate the damage from one attack.
  • Out of the Frying Pan - Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
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: 2 / 3
    -2 for Build Roll
    +1 for Carlos's Joker
    -1 for Sammy's Boost Trait


Toughness: 29 (21) / 19 (11) / 12 (5); Parry: 4; Pace: 9 / 7 / (5)

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Tue Oct 03, 2017 10:44 pm
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"Welcome aboard, just waiting on Gargamel to arrive. Then we shall go."

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Lars - The Black Company

Accounts
Active Player Accounts: Silas 1st SET, Zieja 13th SET.
Old Player Accounts: Fell (Juicer), Seth (Cyber Knight), Oleksandr (Shifter), Jesse (Deadlands Harrowed Gunslinger), Roath (Ley Line Walker), Mercy (Crazie).

Black Company GM bennies for Q4: 6/6

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Wed Oct 04, 2017 12:17 pm
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Sammy looks closely at Ailbhe sniffing arround her... He backs away perching next to Hans, " Sorry, I was just curious if you were Gargamel."

_________________
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver


OOC Comments
Bennies: 3/3
[list]
-1 notice check
-1 TK
+1 interlude
+1 Joker


Wed Oct 04, 2017 8:14 pm
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OOC Comments
Note: Ailbhe is here with Vehicle. Sammy here. Alecto here. Hans here. Thrudh here. Waiting on Gargamel. Sgt Hurtt arrived. None of the other Mercs are coming though. Hurtt has them doing stuff inside the AC building. If asked he’ll say, repair to armor and getting their stuff reloaded etc. So. Hurtt is here and he tells you all about meeting Carlos. He invited Carlos to come meet you all. Now. So when Carlos arrives you know he is coming and that Hurtt likes him. Obviously Hurtt is not your boss but he is trying to help.

Also Hurtt has repair to do too. So. Once you are all assembled here:

Going in truck to OTO will be the 6 of you BC (because I’m assuming you let Carlos join you) and Ailbhe.

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Lars - The Black Company

Accounts
Active Player Accounts: Silas 1st SET, Zieja 13th SET.
Old Player Accounts: Fell (Juicer), Seth (Cyber Knight), Oleksandr (Shifter), Jesse (Deadlands Harrowed Gunslinger), Roath (Ley Line Walker), Mercy (Crazie).

Black Company GM bennies for Q4: 6/6

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Thu Oct 05, 2017 11:37 am
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"Time to kick back while we wait for Gargamel and prepare a few Gadgets for use..."

Gadgets
4 in Total
    Group Mind Re-Integrator (Boost/Lower Trait with Temporal Thought Trapping)
      Weird Science: 1d12+4 = 8 (4)
      Wild: 1d6+4 = 6 (2)
      Result: 8 - Success with Raise. 20 PPE Gadget.
    Biological Integrity Re-Integrator (Healing)
      Weird Science: 1d12+4 = 10 (6)
      Wild: 1d6+4 = 9 (5)
      Result: 10 - Success with Raise. 20 PPE Gadget.
    Quantum Resonance Translocator (Teleport)
      Weird Science: 1d12+2 = 11 (9)
      Wild: 1d6+2 = 6 (4)
      Result: 11 - Success with Raise. 20 PPE Gadget.
    Sub-Quantum Self Transitioner (Slumber with Temporal Thought Trapping)
      Weird Science: 1d12+2 = 10 (8)
      Wild: 1d6+2 = 3 (1)
      Result: 10 - Success with Raise. 20 PPE Gadget.

_________________
Hans Greuber
Main Character: Merlaggon
PPE: 14 / 30
Active Powers:
None
OOC Comments
Arcane Machinist Gadgets Left: 2/6
Created Gadgets:
  • Group Mind Re-Integrator (Boost/Lower Trait with Temporal Thought Trapping) - 20 PPE-> 15 PPE-> 10 PPE
  • Biological Integrity Re-Integrator (Healing) - 20 PPE
  • Quantum Resonance Translocator (Teleport) - 20 PPE-> 15 PPE
  • Sub-Quantum Self Transitioner (Slumber with Temporal Thought Trapping) - 20 PPE
Adventure Cards
  • Lucky Break - Play this card to completely negate the damage from one attack.
  • Out of the Frying Pan - Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
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: 2 / 3
    -2 for Build Roll
    +1 for Carlos's Joker
    -1 for Sammy's Boost Trait


Toughness: 29 (21) / 19 (11) / 12 (5); Parry: 4; Pace: 9 / 7 / (5)

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Thu Oct 05, 2017 4:08 pm
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Notice 1d6 (3)
wild dice 1d6 (5)

A nondescript beggar hung around near the docks, discreetly keeping an eye on the area as the rest of the Black Company arrive. Hearing Rip had been killed, Gargamel kept watch for a little bit just in case of trouble.

As there was no sign of any trouble, Gargamel shed the grotty robes he's acquired and joined the group.

"Shall we leave then?" he smiled at everyone.

_________________
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 Oct 06, 2017 4:42 am
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Thrudh chuckles at Gargamel's sudden reveal. He draws on his cigar and exhales. "He's good. Let's get it."

_________________
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker)
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, 37 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


Fri Oct 06, 2017 3:58 pm
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Image


Mon Oct 09, 2017 12:07 pm
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Reporting as order Carlos takes in the rest of the Black Company, Pretty rag tag bunch, I be each one of them could level a city but suck at holding the line in Tolkeen. Big damn heroes. Keeping his opinions to himself he looks at their ride, taking up a seat in the back that offers a good firing line he shrugs, "So guys, what exactly is the mission here?"

It's always good to know who to shoot at.

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


Mon Oct 09, 2017 1:16 pm
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Thrudh grips the cigar in his teeth, taking up a position at the railgun. "Mission is meetin' a group lookin' ta take down the mayor, see if we can join forces. Bet it's an easy ride an' no tricks, just like all our other missions. That thing loaded, Vello?" He puffs on the cigar, a rather pungent one, and checks the state of the railgun.
"Ya prefer Vello? Carlos? Chopper? Ya don't seem the 'Mister Caravello if ya please' type." He spews another plume of pungent cigar smoke through his teeth.

_________________
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker)
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, 37 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 Oct 09, 2017 2:55 pm
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Location: The Black Company
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Image Agent Ailbhe Conners: OWS Rakis

    Once all the members of the Black Company have entered the vehicle the Arcane Company Agent brushes some hair from her face and she cranks the ignition key on. Shifting the old retrofitted WW2 grey jeep into gear, Ailbhe stomps on the accelerator and turns towards the right tearing off towards a roadway located nearby. For being an old clunker and hundreds of years old the big Jeep rockets out across the worn and torn old roadway.

    The city of Gloom is located in a canyon surrounded by eternal mist and fog, seemingly natural fog, which casts the city below into an eternal night. The headlights of the Jeep bounce across the road as Ailbhe yells to be heard:

    ”I was contacted by Rene at AC HQ, she came into contact with some Tomorrow Legion types who are in town. She didn’t tell me the details but just FYI I guess this 13th SET is sorta bad ass and gunning for the evil BC. Anyways, it’s about a 20 minute drive to the west side and the Lake. Across from the Lake is an old Church that the OTO works in. I guess the Order has been preparing to do a frontal attack on Giest’s Tower above the city. I noticed most of the Sky Pirates have left town on raids, a lot of Mercs are “busy” doing stuff away, and people know something is coming. Giest has been squeezing everyone too hard. Her CEAL Monsters frightens people too. That Necromancer, Scara, is insane.”

    As she drives you all see that you are passing a rundown building on your right, and are approaching the turn off to leave Gloom and the Black Market tents are up on your left.

    Screaming down the roadway the Jeep bounces and its driver flips on the high beams to see better into the darkness ahead.

    A few moments later Ailbhe curses loudly, ”Son of a ... “

    As she continues driving she pushes harder on the accelerator and glances at the driver side door mirror.

    There are rapidly approaching headlights behind the Jeep.


The Ride
Image
The Road
Image
OOC Comments
    What exactly is coming up from behind you is hard to tell. Several sets of headlights. Before I write more ... Roll a Notice Roll at -2, in your next post, in addition to your other actions, what if anything are you doing up to this point? Asking questions or preparation of spells etc. I’ll let you all post then based on your Notice Rolls I’ll post more. Ok, thanks!

_________________
Lars - The Black Company

Accounts
Active Player Accounts: Silas 1st SET, Zieja 13th SET.
Old Player Accounts: Fell (Juicer), Seth (Cyber Knight), Oleksandr (Shifter), Jesse (Deadlands Harrowed Gunslinger), Roath (Ley Line Walker), Mercy (Crazie).

Black Company GM bennies for Q4: 6/6

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GM Quick Reference


Mon Oct 09, 2017 8:07 pm
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Thrudh grumbles, letting a cloud of smoke slip through his clenched teeth. "Legion actually sent a crew fer us. Well, scrag. Gonna be harder ta make nice with the Legion if we have ta blast 'em ta bits. Maybe we can parley once we can prove we ain't the killers they're lookin' fer. I don't care ta earn a fake reputation fer real." He drags on the cigar again. "Still, Thrudh ain't goin' out like that. If I have ta burn 'em down and run Eleanor west 'til the road stops, I ain't livin' caged, an' I ain't cashin' it in yet."
Notice
Notice at -2, plus Alertness, net zero
1d6 (1)

Wild die Notice
1d6 (2)

Thrudh misses the obvious. "Lights where? What?" He flips his helmet down onto his head, dropping the cigar in his mouth to the floor of the jeep and readying the railgun for action.

_________________
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker)
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, 37 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 Oct 10, 2017 10:11 am
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Alecto frowned slightly at the news.

"The 13th SET has a cyberknight in it," she says with some disapproval. "That could be problematic. I suggest avoiding open hostilities unless they offer no alternative. They may prove willing to listen to our side of the story."

At the warning she twisted around in the seat to look behind their car...

Notice: 1d8+2 = 9 (7) or 1d6+2 = 3 (1) (optic package gives light amplification and infrared vision)

(OOC - note; I missed the -2, but that still means she rolled a 7)

_________________
OOC Comments
Bennies: 5/5 Red Bennies: 0
Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.

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


Last edited by Alecto on Tue Oct 10, 2017 1:38 pm, edited 1 time in total.



Tue Oct 10, 2017 12:04 pm
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Notice 1d6 (4) -2
Wild dice 1d6 (2)-2

He readied one of his pistols just in case.
"Could be trouble, could be nothing. "

_________________
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


Tue Oct 10, 2017 12:39 pm
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Notice 5 with benny for extra effort
Notice 1d6-2 = 2 (4) wild 1d6-2 = 1 (3)
Extra Effort +Elan 1d6+2 = 3 (1)


Sammy swivels his head arround like only a cat can do. He draws his favored pistol and lets loose a shot of pure sunshine trying to hit a headlight. " No one follows us without a writ." Sammy's green crystal pendant glows and a targeting reticle hovers of the headlight. Thanks Jobbi! Best trapped faerie there ever was.

Sammy shooting 2 total
1d12-6 = 2 (8) wild 1d6-6 = -1 (5). Shooting 1d12 -2 for unstable platform, -2 medium range, -4 for small target, +2 for Jobbi's targeting


The shot just misses, "Meow, what could happen next!" Sammy grins at the rest of the BC, getting low in the seat for as much cover as it will give.

_________________
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver


OOC Comments
Bennies: 3/3
[list]
-1 notice check
-1 TK
+1 interlude
+1 Joker


Tue Oct 10, 2017 1:35 pm
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Notice 2
Notice: 1d6-2 = 2 (4)
Wild: 1d6-2 = 2 (4)
Result: 2 - Fail
"I have a bad feeling about this... time to get ready."

OOC Comments
Hans is going to activate his Structural Integrity Field on his Armor (Greater Armor), use his Chrono-Accelerator (base Quickness) on himself, and his Alternate Self Re-Harmonization Interface (Second round due to Quickness, base Warrior's Gift for Steady Hands; d4 in Intimidation (Trapping))

Turn 1:
  • Greater Armor:
    TW: 1d12+4 = 5 (1)
    Wild: 1d6+4 = 8 (4)
    Result: 8 - Success with Raise. +10 MDC Armor. 6 PPE
  • Quickness:
    TW: 1d12+4 = 7 (3)
    Wild: 1d6+4 = 6 (2)
    Result: 7 - Success. Auto-Raise. 2 Turns per Round. +1 Agility Die, =2 to Pace. 5 PPE
Turn 2:
  • Warrior's Gift (Steady Hands and d4 in Intimidation)
    TW: 1d12+4 = 7 (3)
    Wild: 1d6+4 = 6 (2)
    Result: 7 - Success. Steady Hands and d4 in Intimidation. 5 PPE

_________________
Hans Greuber
Main Character: Merlaggon
PPE: 14 / 30
Active Powers:
None
OOC Comments
Arcane Machinist Gadgets Left: 2/6
Created Gadgets:
  • Group Mind Re-Integrator (Boost/Lower Trait with Temporal Thought Trapping) - 20 PPE-> 15 PPE-> 10 PPE
  • Biological Integrity Re-Integrator (Healing) - 20 PPE
  • Quantum Resonance Translocator (Teleport) - 20 PPE-> 15 PPE
  • Sub-Quantum Self Transitioner (Slumber with Temporal Thought Trapping) - 20 PPE
Adventure Cards
  • Lucky Break - Play this card to completely negate the damage from one attack.
  • Out of the Frying Pan - Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
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: 2 / 3
    -2 for Build Roll
    +1 for Carlos's Joker
    -1 for Sammy's Boost Trait


Toughness: 29 (21) / 19 (11) / 12 (5); Parry: 4; Pace: 9 / 7 / (5)

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viewtopic.php?f=42&t=380


Tue Oct 10, 2017 3:42 pm
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Thrudh looks down at Sammy with a jolt. "We shootin' yet?! Whaddya see?! It ain't our contact, is it?! Whaddya see?!"

_________________
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker)
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, 37 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 Oct 10, 2017 4:12 pm
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Notice - Critical Failure
Armor has night vision, not sure if that negates any penalties.
Notice: 1d6-2 = -1 (1)
Wild: 1d6-2 = -1 (1)

Crap, doesn't matter


Squinting out into the darkness Vello can't see a damn thing about their potential pursuers. Popping down his visor he activates night vision, just as one of the pursuit vehicles flashes its headlights. The flare up on his visor causes temporarily blindness and he quickly flips the visor back up. Blinking and squinting he tries to get his nightvision back, but for the moment he can't see a damn thing.

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


Wed Oct 11, 2017 6:15 am
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Thrudh Zebrem wrote:
Thrudh looks down at Sammy with a jolt. "We shootin' yet?! Whaddya see?! It ain't our contact, is it?! Whaddya see?!"


Sammy looks up at the hulking Grackletooth. With his free paw he bats Thrudh's swishing tail playfully. " Meow, be a pal, and open fire on those headlight yonder. This is a car chase."

_________________
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver


OOC Comments
Bennies: 3/3
[list]
-1 notice check
-1 TK
+1 interlude
+1 Joker


Wed Oct 11, 2017 6:50 am
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Location: The Black Company
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Roadway Map with Grid
Image

    Indeed, as Sammy has said, this is a car chase, which becomes evident quickly. Ailbhe continues to rattle off a stream of curses and accelerate the Jeep more. Whizzing past the side rood that leads to the Black Market, past the intersection to leave Gloom, and further towards the east and the lake. Beyond the lake is the area with the Church of OTO. As you guys race off down the roadway in the darkness you are traveling through a gloomy dust bowl area and past destroyed ruins. This is the area that Giest cast the Annihilation Spell on killing hundreds and leveling the area. You've seen destruction like this, you live in the post war dark ages of the rifts. This desolation is just - fresher. A testament to Giest's power and evil. Erie ghost-like apparitions can often be seen in the distance, in the ruins. As the Jeep tears down the roadway, wind rushes as you are in an open top Jeep with now windshield. Likely why Ailbhe is wearing goggles.

    More immediate is the fact that half a dozen vehicles are careening across the ruff pavement behind you, towards you, catching up to you. The closest to reveal its self is a large ATV. Those that can see (Succeeded on previous Notice Roll) can tell there are four mercs in the vehicle. A driver and two armed passengers, and a third passenger manning the mounted gun on the ATV.

    The mercs following you all are preparing to open fire on you. At this time the only viable (range wise) enemies to fight are the drone and the ATV on the map. More are closing the distance but will be part of next round.

Ailbhe Driving 5
Invalid dice code! Driving skill d8 on Ailbhe ... to avoid shot from ATV big gun ... Speeds at 90 + === She has simple sucess roll and continues to drive wildly down the road, a large blast from the big gun behind you all misses, zaps past and hits the roadway.
Init Order and Details
Round One:
As a whole the Party did well with Notice Rolls, as a Party you see a incoming drone that looks like it is attacking you soon. You (Sammy) have already opened fire. As a Party you all can consider yourself (this next round) to have the "Drop" - its not the drop per-say its a bonus I FEEL like giving you for the round. So you are all at +4 on stuff this round. I am also saying for this first round you all go first, then the bad guys will go. However: Did your Character fail the above Notice Roll? Then you are at an additional -2 on trait rolls if doing something against the people chasing you. Moving platform etc applies here (-2 for unstable platform, -2 medium range). So a bunch of math - sorry. Alecto I am PMing you more info based on your Notice Roll.

So as mentioned above, INIT ORDER:
The 6 of you then bad guys. To do that I am laying out Init cards for order of you all, and not giving a card to bad guy group. They are last as they catch up to you.

Alecto = Jack of Hearts
Sammy = Jack Diamonds
Gargamel = 9 Spades
Hans = 9 Hearts
Thrudh = 8 Spades
Carlos = 8 Hearts

Enemies as a whole = Last


Grid on Map is flexible since you are all moving. Its a rough gauge. Car Chase Rules in Real Life are fun as heck, and easier then here in PbP. IRL our chase scenes are fast and dynamic, with cards and dice flying all over :)
As far as where you are in the Jeep, don't care, 1-7, when you post if it matters add in the detail, ie, From the front seat I lean out around the others in the back and fire my Red Rider at the bad guys....hoping to shoot someones eyes out.

Edit: For simplicity sake (for me) I am going with = consider the drone to be close, no distance penalties, the ATV is further away and has a "medium" range penalty. Ty.

_________________
Lars - The Black Company

Accounts
Active Player Accounts: Silas 1st SET, Zieja 13th SET.
Old Player Accounts: Fell (Juicer), Seth (Cyber Knight), Oleksandr (Shifter), Jesse (Deadlands Harrowed Gunslinger), Roath (Ley Line Walker), Mercy (Crazie).

Black Company GM bennies for Q4: 6/6

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Wed Oct 11, 2017 11:35 am
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Alecto stared into the dark for a long moment as her optics adjusted to the difficult conditions of darkness with bright lights shining out of it. Reviewing footage captured by her eye-cams revealed certain details though, and she unlocked her railgun rifle and extended its barrels.

"Hans. They're from the Hammers."

She then loosened her seat belt and got up on her knees on the seat cushion of the passenger side seat, then twisted around to face backwards. For a moment she paused, learning the rhythm of the vehicle's suspension...then she leaned forward and opened fire with the railgun, directing her shots first at the drone...intending to walk the bursts down to the ATV once it was destroyed.

OOC Comments
Total modifiers: +4 for 'drop', -2 for unstable platform. Any shots directed at the ATV will be at an additional -2 for range that can simply be deducted from the appropriate rolls. Thus I shall be rolling 1d10+4 to hit.

Burst 1
1d10+4 = 5 (1) or 1d6+4 = 7 (3)
2d10+8 = 19 (9, 2) damage, AP 4. I'm including the +4 'drop' on this, but if it doesn't apply just subtract 4 from the final damage results.
Final: 7 to hit for 19 damage, AP 4

Burst 2
1d10+4 = 11 (7) or 1d6+4 = 7 (3)
2d10+8 = 18 (5, 5) damage
Raise: 1d6 (5)
Final 11 to hit for 23 damage, AP 4

Burst 3
1d10+4 = 10 (6) or 1d6+4 = 6 (2)
2d10+8 = 15 (6, 1) damage
Raise: 1d6 (6)
Ace raise: 1d6 (4)
Final 10 to hit for 25 damage, AP 4

_________________
OOC Comments
Bennies: 5/5 Red Bennies: 0
Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.

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


Wed Oct 11, 2017 7:48 pm
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Posts: 234
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Thrudh nods at Sammy. "With pleasure." Finding the lights of the ATV to be a reasonable target focus, he lights off a blast from the particle beam cannon.
Shooting - 5
Shooting with +4 from Drop, -2 from range, -2 from failed notice; Steady Hands negates moving vehicle penalty
1d8 (5)

Damage: 3d8+5 = 14 (3, 3, 3) AP 6, MD

Wild die Shooting
1d6 (1)

"An' take one a' these, ya filthy jokers!"
Throwing - 8
Throwing frag grenade, same bonuses
1d4 (1)

Wild die Throwing
1d6 (6)

Ace wild die with prior result
1d6+6 = 8 (2)

Damage for frag grenade, LBT, MD, with raise
4d6 (2, 6, 6, 5)

2 ace damage dice with prior result
2d6+19 = 28 (6, 3)

1 ace damage with prior result
1d6+28 = 34 (6)

1 ace damage with prior result
1d6+34 = 35 (1)

_________________
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker)
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, 37 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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Wed Oct 11, 2017 10:05 pm
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Gargamel looked at Sammy, obviously annoyed.
“Well, if they weren’t hostile beforehand,” he growled, drawing out his other pistol, “you know, this is why people keep shooting at us.” Summoning his mental energies, he directed his spell on the vehicle they were in by touching it and suddenly there were three jeeps zipping around making it very difficult to hit them.

ooc
Casting greater deflection on the vehicle, making it harder to hit with ranged weapons
Spellcasting 1d8 (3)
benny for extra effort 1d6 (5)
PPE 4
total 8 so a raise which means -6 to hit the jeep

_________________
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


Thu Oct 12, 2017 10:44 am
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Boost Trait and Shooting or Aiming
Turn 1:
    Greater Boost Trait (Driving) on Ailbhe and giving a d4 in Knowledge (Geography):
    TW: 1d12+2 = 7 (5)
    Wild: 1d6+2 = 7 (5)
    Result: 7 - Success. +2 Dice to Driving, d4 in Knowledge (Geography). Cost 5 PPE. He should now have a d12 in Driving.

After using his Group Mind Re-Integrator on their driver, Ailbhe, Hans will shoot at the targets in the following priority... the ATV, then the drone. If neither is remaining, he will instead spend some time aiming at the largest vehicle that will be joining the chase next turn...

Turn 2: Shooting Satisfaction at +4 (or +6) (-2 from Notice Roll, +2 from Satisfaction, +2 from Machine Maestro, +4 from the Drop, Possible -2 for Medium Range)
    Shooting: 1d6+4 = 6 (2)
    Wild: 1d6+4 = 5 (1)
    Result: 6 - Success. Hit. (if vs. Drone, 8 - Hit with Raise.) Damage: 3d8+5 = 23 (5, 7, 6) AP6 MD (Additional 1d6 (2) if vs. drone)


Watching everyone quickly react to the drone and the ATV pursuing them, Hans takes a few long seconds to assess the threat remaining from their targets. The rest are way too far away to deal with. First to help Ailbhe with the driving, then deal with the threats from the Hammers. After using his Group Mind Re-Integrator on Ailbhe, Hans turns to the back and sights along Satisfaction (and shoots if there is a viable target in range).

"Watch out for any big Robots like Titans. The Hammers have been known to field them."

_________________
Hans Greuber
Main Character: Merlaggon
PPE: 14 / 30
Active Powers:
None
OOC Comments
Arcane Machinist Gadgets Left: 2/6
Created Gadgets:
  • Group Mind Re-Integrator (Boost/Lower Trait with Temporal Thought Trapping) - 20 PPE-> 15 PPE-> 10 PPE
  • Biological Integrity Re-Integrator (Healing) - 20 PPE
  • Quantum Resonance Translocator (Teleport) - 20 PPE-> 15 PPE
  • Sub-Quantum Self Transitioner (Slumber with Temporal Thought Trapping) - 20 PPE
Adventure Cards
  • Lucky Break - Play this card to completely negate the damage from one attack.
  • Out of the Frying Pan - Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
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: 2 / 3
    -2 for Build Roll
    +1 for Carlos's Joker
    -1 for Sammy's Boost Trait


Toughness: 29 (21) / 19 (11) / 12 (5); Parry: 4; Pace: 9 / 7 / (5)

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Thu Oct 12, 2017 2:32 pm
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Sammy cocks an eye at Gargmel. Winds is wipping arround him, but his green cystal pendant is glowing keeping his fur perfectly in place. " I doubt I am the reason trouble as arrived our door. Seems just getting out of bed brings a hex like a fly to honey... To be clear the black company is the honey in this example.". Sammy spies one of the wrecks on the shoulder of the road. " I might follow your lead shifter, a bit more iron might stave off some of the bigger guns our enemies might bring to bear." Sammy flicks a paw, as if playing with an imaginary ball of yarn. But if you were to look at his eyes, they are glowing green as he draws on his inner strength to move a nearby wreck or at least a good chunk of it up behind the vehicle the group Is in, as if using it as very large sheild to help protect his new found allies. The wreck, trembles, but Sammy puts in the extra effort and finnally the wreck flies up behind their vehicle.
Exalted Telekinesis, total 9, 1000lbs
Activate exalted telekinisis, Psionics +4 scene mod, -2 unstable platform, total 9 1d12+2 = 7 (5) 1d6+2 = 7 (5) extra effort 1d6 (2) Sammy can lift 1000lbs and uses it as a very large sheild, or barrier the enemies must shoot through to hit the group.


ISP
Isp, 20/30


Conditional action
Conditional action, if the drone or nearby ATV are not dystroyed he will do the above action after all allies have gone.

_________________
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver


OOC Comments
Bennies: 3/3
[list]
-1 notice check
-1 TK
+1 interlude
+1 Joker


Thu Oct 12, 2017 8:51 pm
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Posts: 737
Location: The Black Company
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OOC Comments
Held spot.

If Carlos wants to insert a post here. Feel free. Thing is, bad guys destroyed and there is a tiny pause as more get closer.

Sorry I was not available yesterday.


Fri Oct 13, 2017 8:53 am
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Hammer Time!

Map
Image

Round Two -- (High Speed Chase: -2 for unstable platform unless you have powers/edges to negate that).
OOC Comments
INITIATIVE ORDER
Carlos: Joker (bennies)
Sammy: 10 Diamond
Alecto: 8 Diamond
Gargamel: Ace Hearts
Hans: King Spades
Thrudh: 9 Spades
Enemy’s as a whole: Queen of Spades

So:
  1. Carlos
  2. Gargamel
  3. Hans
  4. Bad Guys
  5. Sammy
  6. Thrudh
  7. Alecto

Ailbhe Driving Skill Check d12 1d12 (4).


As Ailbhe continues to drive the Jeep with reckless abandon you are still racing across broken pavement and headed east towards the lake.

Alecto blows the drone to shreds as Gargamel protects the company by making the vehicle waver and shimmer. Hans magically enhances Ailbhe’s driving skill and fires the big gun named Satisfaction at the ATV chasing them. A nicely place toss of a grenade by Thrudh obliterates the front end of the ATV. The enemy driver tries to maintain control which is immediately lost when Sammy tossed a ball of yarn ... a wrecked old vehicle from the side of the road at the ATV. Tumbling out of control the ATV is left behind.

Ailbhe swerves around a destroyed vehicle ahead and a little bit later two more ATVs catch up to the Jeep. These two vehicles are occupied by more Mercenary Hammers. The Hammers have rifles pointed at you and fire ball ready to toss. A loudspeaker is blaring, “You are Dead Hans!”

As Ailbhe drives she calls out, ”I see movement ahead! Something invisible!”

OOC Comments
TW Sone Rangers x2
Zone Ranger ATV: Size 6, Acc/TS 10/50, Toughness 32 (18), Crew 1+6, Remaining Mods 4

Merc 1-5 Toughness 17 (6) Tech Soldiers
Merc 6-7 Toughness 22 (8) LLW Grimes and Burster Nigel


Fri Oct 13, 2017 8:56 am
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Finally getting his optics fixed Carlos swings to face the threat in front, seeing a big gaggle of mercenaries he smiles slightly, Time for a real field test. Flipping a selector switch on his rifle he jacks the anti infantry plasma claymore up to max. Seeing one guy holding a fireball he rolls his eyes, Plasma probably won't work on him. Targeting the second vehicle he fires a huge blast of plasma.

"Firing for effect!"

Shooting 8 - raise - 29 Mega Damage ignores armor if not fully environmental
Shooting 1d10 (8) +2 =10
Wild: 1d6 (4)
Notes: +2 shooting if user doesn't move, +2 joker, -2 unstable platform penalty.

Damage: 3d6 (5, 1, 4)
Raise: 1d6 (1)
Bennie
3d6 (4, 4, 3)
Raise: 1d6 (1)
Joker: +2
Damage: 14

On more bennie for fun!
Damage: 3d6 (6, 3, 2)
Raise: 1d6 (6)
Aces: 2d6 (5, 5)
Joker: +2
Total: 29
Plasma ignores armor unless it is fully environmental.

Ammo used: 7

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


Fri Oct 13, 2017 4:37 pm
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"Not the first time you have said that, Nigel. Lets talk in person, shall we?"

First Turn
Hans will be Boosting Sammy's Spirit (Greater Boost Trait; Trapping will give a d4 to his Driving), and then Teleporting (Greater Teleport) over to the remaining Zone Ranger with Alecto and Gargamel.
  • Greater Boost Spirit: 1d12 (7)
    Wild: 1d6 (4)
    Extra Effort: 1d6 (5)
    Result: 12 - Success with 2 Raises. Sammy's Spirit goes up 4 Dice, and he gets a d4 in Driving. Costs 5 PPE
  • Greater Teleport: 1d12 (10)
    Wild: 1d6 (5)
    Result: 10 - Success and Raise. Hans, Gargamel, and Alecto Teleport into the nearest Zone Ranger (The one with the Burster). Costs 5 PPE.


Second Turn Delayed Until After Alecto

_________________
Hans Greuber
Main Character: Merlaggon
PPE: 14 / 30
Active Powers:
None
OOC Comments
Arcane Machinist Gadgets Left: 2/6
Created Gadgets:
  • Group Mind Re-Integrator (Boost/Lower Trait with Temporal Thought Trapping) - 20 PPE-> 15 PPE-> 10 PPE
  • Biological Integrity Re-Integrator (Healing) - 20 PPE
  • Quantum Resonance Translocator (Teleport) - 20 PPE-> 15 PPE
  • Sub-Quantum Self Transitioner (Slumber with Temporal Thought Trapping) - 20 PPE
Adventure Cards
  • Lucky Break - Play this card to completely negate the damage from one attack.
  • Out of the Frying Pan - Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
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: 2 / 3
    -2 for Build Roll
    +1 for Carlos's Joker
    -1 for Sammy's Boost Trait


Toughness: 29 (21) / 19 (11) / 12 (5); Parry: 4; Pace: 9 / 7 / (5)

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Last edited by Hans Greuber on Wed Oct 18, 2017 5:39 pm, edited 1 time in total.



Sat Oct 14, 2017 10:23 am
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Shooting 1d8+2 = 3 (1)
Wild dice 1d6+2 = 4 (2)

2d8 (2, 6)

Fighting 1d10+2 = 6 (4)
Wild dice 1d6+2 = 6 (4)
3d8 (4, 8, 2)
Exploding dice 1d8 (7)
21 damage with AP 2

Activate battle fury blade
1d10+2 = 7 (5)
Wild dice 1d6+2 = 5 (3)
3d8 (8, 5, 8)
Exploding 2d8 (6, 3)
30 damage with AP2
All hit

_________________
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 Oct 15, 2017 12:14 pm
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One Zone Ranger careens off the roadway and rolls over in a blast of plasma.
OOC Comments
(29 Mega Damage ignores armor if not fully environmental = all are dead).

Alecto, Hans and Gargamel stand on the remaining Zone Ranger, which is now covered in blood and gore. The remaining alive and unharmed Merc in the vehicle slams the brakes on.
OOC Comments
(Those on the Zone Ranger: Prior to your next actions in this Round make a Agility Roll - Alecto/Hans - at -2 if you fail your action/attack is at a -2 from the sudden stop).
The Burster groans in pain and flames erupt around him. All on the vehicle are covered in flames.
OOC Comments
(Damage is: 3d8 (7, 3, 5) = 15 Mega Damage to each, Alecto, Hans and Garg who are in the "blast" zone).

The driver, one Nester Longstride, a Hammers Merc through and through, screams curses at Hans and Alecto for being traitors and jumps out of the vehicle and runs towards some debris and boulders ... on his way out he dropped his bandolier of grenades after activating them. Running away from the flaming vehicle Nester dives for cover.
OOC Comments
(Grenade damages: Three Grenades go off, each damage should be dealt with individually: ONE 3d8 (4, 4, 6) = 14 MD AP 8, TWO 3d8 (1, 6, 5) = 12 MD AP 8, and finally THREE 3d8 (2, 8, 5) = INSERT ACED ROLL 1d8 (4), 19 MD AP8).

With the Zone Ranger stopped, engulfed in flames from the Burster and then exploding grenades - what do you do? Soak, fight etc to finish up this Round.

PS Burster blown up and dead.

Driver Merc now 5” away and under (2 pts) cover.

_________________
Lars - The Black Company

Accounts
Active Player Accounts: Silas 1st SET, Zieja 13th SET.
Old Player Accounts: Fell (Juicer), Seth (Cyber Knight), Oleksandr (Shifter), Jesse (Deadlands Harrowed Gunslinger), Roath (Ley Line Walker), Mercy (Crazie).

Black Company GM bennies for Q4: 6/6

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Fri Oct 20, 2017 7:29 am
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Posts: 331
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Alecto does things and it involves rolling dice. (placeholder)

OOC Comments
Agility 1d10-2 = 2 (4) or 1d6-2 = 0 (2).

Spending 2 bennies to negate the Shaken from the first two 'nades.
Soak for the 3rd 1d8 (4) or 1d6 (1)

_________________
OOC Comments
Bennies: 5/5 Red Bennies: 0
Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.

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


Fri Oct 20, 2017 8:50 am
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Agility 4
Agility (-2 for Difficulty, +2 for Machine Maestro)
Agility: 1d8 (4)
Wild: 1d6 (4)
Result: 4 - Success. No Penalties


Hans stows Satisfaction, sits in the remains of the driver's seat, and floors it.

"Lets roll."

"The second Zone Ranger is ours now, though a little roughed up. I will be catching up as much as I can. You slowing down a bit might be useful. It will take me a bit to get up to speed."

_________________
Hans Greuber
Main Character: Merlaggon
PPE: 14 / 30
Active Powers:
None
OOC Comments
Arcane Machinist Gadgets Left: 2/6
Created Gadgets:
  • Group Mind Re-Integrator (Boost/Lower Trait with Temporal Thought Trapping) - 20 PPE-> 15 PPE-> 10 PPE
  • Biological Integrity Re-Integrator (Healing) - 20 PPE
  • Quantum Resonance Translocator (Teleport) - 20 PPE-> 15 PPE
  • Sub-Quantum Self Transitioner (Slumber with Temporal Thought Trapping) - 20 PPE
Adventure Cards
  • Lucky Break - Play this card to completely negate the damage from one attack.
  • Out of the Frying Pan - Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
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: 2 / 3
    -2 for Build Roll
    +1 for Carlos's Joker
    -1 for Sammy's Boost Trait


Toughness: 29 (21) / 19 (11) / 12 (5); Parry: 4; Pace: 9 / 7 / (5)

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Fri Oct 20, 2017 9:39 am
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Thrudh watches the massive pyrotechnics behind him. Seeing the driver of one of the rangers roll out, he covers the escapee until cover is found. "I got no good shot on the guy just jumped out. He ain't a threat now, I'm guessin'. What's this 'bout an invisible somethin'er'other? I got fire fer whatever it is." Thrudh cranks the big gun around until it's pointing forward. His finger hovers over the trigger, but he holds off firing until his target is clear.
Notice
Notice with Alertness - GM apply penalties as appropriate
1d6+2 = 5 (3)

Wild die Notice
1d6+2 = 7 (5)

_________________
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker)
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, 37 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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Fri Oct 20, 2017 9:51 am
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Posts: 131
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Explosions went off left right and centre, but his armour and shield managed to prevent a lot of the damage, but he still managed to end up wounded.

OOC Comments
Agility roll 1d8 (5)

Current toughness 18(11)
soaked burster damage completely

grenade damage 10 after AP
1 14 AP8 shaken
2 12 AP8 1 wound
3 19 AP8 2 wounds

bennie to soak grenade 2 1d8 (5) soaked
bennie to soak grenade 3 1d8 (2) 2 wounds for Gargamel
Wild dice 1d6 (1)
smart roll 1d8 (4) to avoid going beseark - passed thankfully

_________________
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


Sat Oct 21, 2017 7:09 am
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Posts: 15
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Seeing the first Zone Ranger gutted with flames, Carlos let's out a satisfied grunt. The look on his face indicates a mixture of surprise and satisfaction.

That worked. The boys at CMT would love to see the damage assessment on that.

Realizing he won't be sharing data any time soon he feels a little despondent.

"I need a drink, maybe we can make a new one called 'The Flaming Merc'."

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


Sat Oct 21, 2017 10:12 am
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Thrudh chuckles at Carlos. "I bet Hansie and I can brew up a new batch. Make it flammable. Wait'll ya meet Eleanor."

_________________
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker)
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, 37 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 Oct 21, 2017 12:11 pm
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Sammy grins as Hans touches him lifting his spirit. Meow ain't that a sight, like a colt running eild over the red desert. Sammy gives 'Vello a smirk, " Just like Charlesbad you gun toting son lf a gun." The wind warps arround Sammy's ever protective armor like field extending from his green crystal amulate. He can't help but give a grin at all the carnage, " Keep a look out in front of us, Aldore said something was in front... That smoking hulk of a ATV you made might do just the trick..." Sammy's tail twitches near Ailbhe, " Hope you can drive blind Albadore..."
Sammy reaches out a paw to the smoking burnt TW vehicle, and uses his telekentic strength to rip its smoking hull on fire and flings it out in front of the jeep he was in. Hopefully he would hit whatever thing was in front and if not he was betting on the smoke revealing the general location of whatever it was.

Thoughts on the mechanics of his actions
Best I can tell, ast round Sammy activated his greater TK power with a raise letting him lift the max load using spirit. So I think it would be a tk spirit roll for lifting the burnt tw vehicle, then move it out in front of Ailbhe's jeep, and throw it a head either hitting the invisible obstacle or at least using the smoke to make it a bit more visible in terms of where it is. So multiple actions...
Oh an yes he has trouble remembering her name. He called Alecto partner much of the time. He does almost remember carvello, but calls him Vello. Does a cat ever really know your name?


Action results TK strength check 20, and can lift 10 tons, throwing result a 4 and Benny spent
TK spirit roll 1d12+4 = 16 (12) Ace 1d12 (4)Wild 1d6+4 = 6 (2)
Throw 1d4-4 = -1 (3) wild 1d6-4 = -2 (2) extra effort 1d6+2 = 5 (3)
-2 multiaction penalty is factored in


Well ain't that pretty. Like a thick stream of maple surup, all over crispy bacon and well burnt.. Sammy lets out a gleeful Meow! And waves an imaginary hat that he must have lost at point. " I love chases! You got to wonder how this one turns out!"

_________________
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver


OOC Comments
Bennies: 3/3
[list]
-1 notice check
-1 TK
+1 interlude
+1 Joker


Sat Oct 21, 2017 9:57 pm
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