Loot

They're silent but deadly...
GM: Pender Lumkiss
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Pender Lumkiss
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Loot

Post by Pender Lumkiss »

Put any community gear, items, or loot below and I will add it here. If sell anything post here and I will delete it out. I will assume it is in your vehicle.
Libertas Magicum wrote:I'm creating an updated list, adding up everything still unclaimed, up to the latest Pender post. I'm also noting 'claimed' gear below that, as a reminder for anyone who hasn't put it on their sheet, yet. There are additional bits of loot that were never public knowledge (okay, Lib scored most of those) that I've not added to this list:


I believe this makes our total for group loot:
Note: All laser weapons come with two spare E-Clips of the appropriate size.
24 vibro swords
1 giant chain sword

18 NG-L5 rifles
1 Rocket Launcher (no ammo)
4 NG-E4 plasma ejector
2 Panzerfaust rocket launchers -single shot
  • Panzerfaust 12/24/48, 4d8 Ap 20 MBT , MD, snapfire good for 1 shot, 10lbs.
Claimed:

  • Jude
  • Enchanted Glaive Blade
  • JA-9 laser rifle
  • Vibro-Knife
  • Cantrell
  • Wilk's 457 Pulse Rifle with Vibro-Bayonet
  • Markus
  • Vehicular mini rail gun
  • Spare Vehicular Rocket
  • Max
  • CV-212 Rifle
  • CP-30 Laser Pulse Pistol
  • Vibro-Sword
  • JA-9 laser rifle
  • Giant Plasma Axe
    • Damage as Giant Chain Sword, plasma armor bypass, can shoot plasma bolts
  • Alex
    • CP-30 Laser Pulse Pistol, kept in combo lockbox on Nadine
  • Libertas
  • 2 Vibro-Knives
  • 2 Vibro-Swords
  • NG-33 Laser Pistol
  • Firehawk
  • CP-30 Laser Pulse Pistol
  • Zieja
  • 16 frag grenades.
  • CV-212 Rifle
  • New Style CS armor
  • Chain Greatsword
  • Bane
  • Iceblast Shotgun
  • 20K in gems
New items from the red vault job:
Field Team Six Bennies
3/6
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Markus Berger
Posts: 361
Joined: Wed Dec 28, 2016 6:50 pm

Re: Loot

Post by Markus Berger »

From the Bodkill:
7 vibro swords
1 giant chain sword
2 JA-9 laser rifles
1 vehicular mini rail gun
4 NG-E4 plasma ejector
2 Panzerfaust rocket launchers -single shot
Panzerfaust 12/24/48, 4d8 Ap 20 MBT , MD, snapfire good for 1 shot, 10lbs.
---
From the crazy guy's hut:
20k worth of gems

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
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Bane
Posts: 273
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Re: Loot

Post by Bane »

Ranged Weapon [dice]0[/dice] Any personal ranged weapon
Ranged Weapon [dice]1[/dice] with an embedded Vibro-Knife, bayonet style
Close Combat [dice]2[/dice] Chain Greatsword
Mystic Items [dice]3[/dice] Iceblast Shotgun
Last edited by Bane on Wed Jun 28, 2017 10:22 pm, edited 2 times in total.
OOC Comments
Bane


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

Alts: Logan Wright, CS Fightin' Joes
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Cantrell
Posts: 425
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Re: Loot

Post by Cantrell »

From Caleb's stash:

We seem mostly set on ranged weapons, so let's go two rolls on CCW, one on Ranged, and the one on Enchanted Items:

CCW [dice]0[/dice]
CCW [dice]1[/dice]
Ranged [dice]2[/dice]
Enchanted Items [dice]3[/dice]

EDIT: Nevermind, Bane rolled 2 minutes before I did ;)

For the Ranged Weapon of Choice, how about we go with either a Wilk's 457 Pulse Rifle? I think we're pretty well set on heavier options.
Last edited by Cantrell on Wed Jun 28, 2017 10:24 pm, edited 1 time in total.
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

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

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

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Cantrell
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Re: Loot

Post by Cantrell »

Also, we have 1 Sunburst Vehicular Missile for Nadine that we got from Carol.
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Bane
Posts: 273
Joined: Sat Feb 04, 2017 12:27 am

Re: Loot

Post by Bane »

Let's go with the Wilk's because it's going to have a Vibro-Knife bayonet
OOC Comments
Bane


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

Alts: Logan Wright, CS Fightin' Joes
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Jude Maverick
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Posts: 668
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Location: Chicago suburbs

Re: Loot

Post by Jude Maverick »

Jude has an enchanted glaive blade. No idea on the stats.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Pender Lumkiss
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Re: Loot

Post by Pender Lumkiss »

Here is the glaive, awaiting its approval in item valadation:
http://savagerifts.com/viewtopic.php?f=19&t=776#p12887
Field Team Six Bennies
3/6
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Cantrell
Posts: 425
Joined: Thu Mar 02, 2017 10:57 pm

Re: Loot

Post by Cantrell »

Does anyone care if Cantrell snags the Wilk's 457 with vibro-bayonet? My mouth's watering at the thought of some three-round bursts.
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

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

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

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Jude Maverick
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Re: Loot

Post by Jude Maverick »

Pender Lumkiss wrote:Here is the glaive, awaiting its approval in item valadation:
http://savagerifts.com/viewtopic.php?f=19&t=776#p12887
Cooool. So Libertas, what does Jude need to trade you to get that put on his rifle? Something juicy about Cantrell? ;)
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Freemage
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Joined: Thu May 11, 2017 7:09 am

Re: Loot

Post by Freemage »

Cantrell wrote:Does anyone care if Cantrell snags the Wilk's 457 with vibro-bayonet? My mouth's watering at the thought of some three-round bursts.
I think Markus got one of the other good guns; Max might want an upgrade for when he's out of the box, but really, Cantrell seems a good fit for the Wilk's. (And Max could always opt for a JA-9.)
Jude Maverick wrote:
Pender Lumkiss wrote:Here is the glaive, awaiting its approval in item valadation:
http://savagerifts.com/viewtopic.php?f=19&t=776#p12887
Cooool. So Libertas, what does Jude need to trade you to get that put on his rifle? Something juicy about Cantrell? ;)
Nah, I think we can consider it done once we're into actual downtime. But Jude needs to buy first round next time they are both in a bar.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

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

Post by Jude Maverick »

Freemage wrote:
Cantrell wrote:Does anyone care if Cantrell snags the Wilk's 457 with vibro-bayonet? My mouth's watering at the thought of some three-round bursts.
I think Markus got one of the other good guns; Max might want an upgrade for when he's out of the box, but really, Cantrell seems a good fit for the Wilk's. (And Max could always opt for a JA-9.)
Jude Maverick wrote:
Pender Lumkiss wrote:Here is the glaive, awaiting its approval in item valadation:
http://savagerifts.com/viewtopic.php?f=19&t=776#p12887
Cooool. So Libertas, what does Jude need to trade you to get that put on his rifle? Something juicy about Cantrell? ;)
Nah, I think we can consider it done once we're into actual downtime. But Jude needs to buy first round next time they are both in a bar.
Jude will definitely buy first round, and probably find you a nice girl to talk to, as well LOL
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Maximilian
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Re: Loot

Post by Maximilian »

Freemage wrote:
Cantrell wrote:Does anyone care if Cantrell snags the Wilk's 457 with vibro-bayonet? My mouth's watering at the thought of some three-round bursts.
I think Markus got one of the other good guns; Max might want an upgrade for when he's out of the box, but really, Cantrell seems a good fit for the Wilk's. (And Max could always opt for a JA-9.)
What's this nonsense about Max being out of the box? That ain't happening again!
Cantrell can have first pick since she's squishier than Max and Nadine are. Max is fine with the very last pick. JA-9 would do just fine if nobody else wants/needs it.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Maximilian
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Re: Loot

Post by Maximilian »

I'd like to get a hold of a vibro-sword too, just to have a real melee weapon if we're talking about out of the box. Does Markus' cycle have any open slots to take the vehicular railgun? Is the giant chainsword something Nadine can operate effectively, Pender? I'm not savvy on what options fit power armor vs. robot armor. Obviously, again, if someone else wants something I'm requesting, I'm happy to take a backseat. Nadine is loaded for bear anyway.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Lucretia
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Joined: Tue Dec 20, 2016 10:41 pm

Re: Loot

Post by Lucretia »

Maximilian wrote:Max is fine with the very last pick.
Lucretia doesn't use weapons and doesn't particularly care about money or material things in general... Max might pick last, but I don't think Lucretia's going to pick at all. :lol:

Though if Libertas wants to suggest that he could use some of the gems to improve her armor or create something else useful for her, she's not likely to say no. Of course, any TW crafting/upgrading would likely take too long to happen before the next part of the adventure, but it's something to keep in mind.
Lucretia Altara Cyber-Knight (appears human) Alt of Ember
9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
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Markus Berger
Posts: 361
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Re: Loot

Post by Markus Berger »

Cantrell wrote:Does anyone care if Cantrell snags the Wilk's 457 with vibro-bayonet? My mouth's watering at the thought of some three-round bursts.
Go for it!
Markus is more interested in the Railgun for his hover bike, and make good use of his Combat Ace edge.

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
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Cantrell
Posts: 425
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Re: Loot

Post by Cantrell »

Okay, consider the Wilk's 457 claimed then. Adding it to my sheet.
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

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

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

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Jude Maverick
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Location: Chicago suburbs

Re: Loot

Post by Jude Maverick »

Maximilian wrote:I'd like to get a hold of a vibro-sword too, just to have a real melee weapon if we're talking about out of the box. Does Markus' cycle have any open slots to take the vehicular railgun? Is the giant chainsword something Nadine can operate effectively, Pender? I'm not savvy on what options fit power armor vs. robot armor. Obviously, again, if someone else wants something I'm requesting, I'm happy to take a backseat. Nadine is loaded for bear anyway.
Once Jude gets the glaive put on his his rifle, Max could probably have his vibro-sword.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Maximilian
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Re: Loot

Post by Maximilian »

Jude Maverick wrote:Once Jude gets the glaive put on his his rifle, Max could probably have his vibro-sword.
Nah. Jude can keep his. We've got 7 spares. I imagine unless Lucretia wants two of the new ones we picked up, we should have space for pretty much everyone to snag one.
That in mind, I'll go ahead and add one to my sheet unless there are objections.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Maximilian
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Re: Loot

Post by Maximilian »

Also, if there are absolutely no other takers for a JA-9, I'm willing to accept one.
:lol:
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Libertas Magicum
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Re: Loot

Post by Libertas Magicum »

I'm creating an updated list, adding up everything still unclaimed, up to the latest Pender post. I'm also noting 'claimed' gear below that, as a reminder for anyone who hasn't put it on their sheet, yet. There are additional bits of loot that were never public knowledge (okay, Lib scored most of those) that I've not added to this list:


I believe this makes our total for group loot:
Note: All laser weapons come with two spare E-Clips of the appropriate size.
24 vibro swords
1 giant chain sword

18 NG-L5 rifles
1 Rocket Launcher (no ammo)
4 NG-E4 plasma ejector
2 Panzerfaust rocket launchers -single shot
  • Panzerfaust 12/24/48, 4d8 Ap 20 MBT , MD, snapfire good for 1 shot, 10lbs.


Claimed:

  • Jude
  • Enchanted Glaive Blade
  • JA-9 laser rifle
  • Vibro-Knife
  • Cantrell
  • Wilk's 457 Pulse Rifle with Vibro-Bayonet
  • Markus
  • Vehicular mini rail gun
  • Spare Vehicular Rocket
  • Max
  • CV-212 Rifle
  • CP-30 Laser Pulse Pistol
  • Vibro-Sword
  • JA-9 laser rifle
  • Giant Plasma Axe
    • Damage as Giant Chain Sword, plasma armor bypass, can shoot plasma bolts
  • Alex
    • CP-30 Laser Pulse Pistol, kept in combo lockbox on Nadine
  • Libertas
  • 2 Vibro-Knives
  • 2 Vibro-Swords
  • NG-33 Laser Pistol
  • Firehawk
  • CP-30 Laser Pulse Pistol
  • Zieja
  • 16 frag grenades.
  • CV-212 Rifle
  • New Style CS armor
  • Chain Greatsword
  • Bane
  • Iceblast Shotgun
  • 20K in gems
Last edited by Libertas Magicum on Fri Aug 18, 2017 11:55 am, edited 7 times in total.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Maximilian
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Re: Loot

Post by Maximilian »

I shot the sunburst at Jazzel, if I recall.
Edit: Adding another vibrosword to Max's loadout. Ambidextrous.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Blackfish
Daniel (Lars)
Posts: 127
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Location: 12th AAT

Re: Loot

Post by Blackfish »

You have a left over Great Chainsaw here some place a girl can purchase for a smile?

I can donate grenades for it?

(Its possible you've looted more than the Black Company has lol!)
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Discord: Daniel (Lars)

Savage Rifts Game Master
    • The Black Company
    • Machinations

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

Post by Libertas Magicum »

Okay, I edited the list to reflect both of your comments/requests:
Zieja wrote:You have a left over Great Chainsaw here some place a girl can purchase for a smile?

I can donate grenades for it?

(Its possible you've looted more than the Black Company has lol!)
Maximilian wrote:I shot the sunburst at Jazzel, if I recall.
Edit: Adding another vibrosword to Max's loadout. Ambidextrous.
Bane really needs to channel his inner materialist a bit more--he hasn't claimed anything, yet.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Bane
Posts: 273
Joined: Sat Feb 04, 2017 12:27 am

Re: Loot

Post by Bane »

I'll take the gems and Iceblast Shotgun
OOC Comments
Bane


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

Alts: Logan Wright, CS Fightin' Joes
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Pender Lumkiss
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Re: Loot

Post by Pender Lumkiss »

Bane wrote:I'll take the gems and Iceblast Shotgun
I got something special in the works for Bane too.
Field Team Six Bennies
3/6
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Pender Lumkiss
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Re: Loot

Post by Pender Lumkiss »

Here is the Axe for Maximillian. Special shout out to Libertas/Freemage and RFT for helping me with the design on it.

Kittani Giant Plasma Axe A.K.A "Good Night"
How it got its name, Easter egg for the 13th
A large Brodkill, possibly twice as big as a normal one came into Harry's Emporium in the dimensional market place. The brodkill looks around for a while until his eye settles on a two things. A pair of cheerleader pop-poms and a giant robo sized plasma axe.
Seeing the customer settle on a possible decision Harry a Kittani of exceptional charm and grace bows deeply showing the brodkill a modicum of respect.
Harry vigorously chimes, " Ahh yes Poms and an Axe, a difficult choice, but perhaps there is a way for you to get both... Friend?"
The brodkill looks down at Harry, " I am Neckbone..." Neckbone points to the poms and the axe, " This and that is what I will purchase."
Harry stares up at him perhaps examining his mighty neckbone, " Ahh yes of course you are... Well we can get you the Axe, and bring you the cheerful leaders, I know where they dwell, we can bring them to you for a good night." Neckbone lifts the Axe off its mighty holder with skill and dexterity one might have not thought he possessed.
Neckbone whispers, " Yes I sleep well with Good Night."
The weapon has scratched as if by finger nail into its side, Good Night. It was found next to the body of the now headless Brodkill Neckbone
  • Type of Item: A robot or giant sized Plasma Axe that can also shoot plasma. Like all technological energy powered weapons, it can be plugged into a cyborg, PA, or RA for unlimited shots. Without this source it can still have a limited amount of shots via an e-clip.
  • Melee: STR+ 2d10, MD, parry -1, 2 hands for size 3 or less, Plasma
  • Embedded Plasma Ejector: Range: 6/12/24, Shots: 10, RoF: 3, Damage: 2d6, plasma and heat ( Vigor -2 or suffer a level of fatigue)
    • By using up 2 shots, damage increases to 3d6
    • By using up 4 shots damage increases to 6d6 and can only be fired in a single shot mode.
  • Trait: Fighting or Shooting
  • Trappings: The giant plasma Axe looks like a long pole but when with a curved spout at the end. When the activation switch is flipped a giant fiery plasma axe head forms ready to burn just about anyone to a crisp . The user can flip a selector switch to choose between the Axe mode or a plasma heat bolt mode.
Code

Code: Select all

[b]Kittani Giant Plasma Axe[/b] A.K.A "Good Night"
[ooc= How it got its name, Easter egg for the 13th]A large Brodkill, possibly twice as big as a normal one came into Harry's Emporium in the dimensional market place.  The brodkill looks around for a while until his eye settles on a two things.  A pair of cheerleader pop-poms and a giant robo sized plasma axe.
Seeing the customer settle on a possible decision Harry a Kittani of exceptional charm and grace bows deeply showing the brodkill a modicum of respect. 
Harry vigorously chimes, [b]" Ahh yes Poms and an Axe, a difficult choice, but perhaps there is a way for you to get both...  Friend?"[/b]
The brodkill looks down at Harry, [b]" I am Neckbone..."[/b]  Neckbone points to the poms and the axe, [b]" This and that is what I will purchase."[/b]
Harry stares up at him perhaps examining his mighty neckbone, [b]" Ahh yes of course you are...  Well we can get you the Axe, and bring you the cheerful leaders, I know where they dwell, we can bring them to you for a good night."[/b]  Neckbone lifts the Axe off its mighty holder with skill and dexterity one might have not thought he possessed. 
Neckbone whispers, [b]" Yes I sleep well with Good Night."[/b][/ooc]
The weapon has scratched as if by finger nail into its side, [i]Good Night[/i].  It was found next to the body of the now headless Brodkill Neckbone

[list]
[*][b]Type of Item[/b]: A robot or giant sized Plasma Axe that can also shoot plasma.  Like all technological energy powered weapons, it can be plugged into a cyborg, PA, or RA for unlimited shots.  Without this source it can still have a limited amount of shots via an e-clip.
[*][b]Melee:[/b]  STR+ 2d10, MD, parry -1, 2 hands for size 3 or less, Plasma
[*][b]Embedded Plasma Ejector[/b]: Range: 6/12/24, Shots: 10, RoF: 3, Damage: 2d6, plasma and heat ( Vigor -2 or suffer a level of fatigue)
[list][*]By using up 2 shots, damage increases to 3d6
[*]By using up 4 shots damage increases to 6d6 and can only be fired in a single shot mode.[/list]
[*][b]Trait[/b]: Fighting or Shooting
[*][b]Trappings:[/b] The giant plasma Axe looks like a long pole but when with a curved spout at the end.  When the activation switch is flipped a giant fiery plasma axe head forms ready to burn just about anyone to a crisp . The user can flip a selector switch to choose between the Axe mode or a plasma heat bolt mode.[/list]
Field Team Six Bennies
3/6
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Markus Berger
Posts: 361
Joined: Wed Dec 28, 2016 6:50 pm

Re: Loot

Post by Markus Berger »

If no one else want it, Markus can use the vehicular missile. The launcher can be sold, as Markus already has his.

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
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Libertas Magicum
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Re: Loot

Post by Libertas Magicum »

Since the Ranger is already kitted up nicely, yeah, that makes sense. Edits made to list.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Markus Berger
Posts: 361
Joined: Wed Dec 28, 2016 6:50 pm

Re: Loot

Post by Markus Berger »

Thanks

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
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Jude Maverick
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Posts: 668
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Location: Chicago suburbs

Re: Loot

Post by Jude Maverick »

Is the JA-9 better than the Wilks Jude has currently? I think the plasma ejectors are too heavy for him, otherwise they're better? Just wondering if I need to upgrade.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Zakkael
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Re: Loot

Post by Zakkael »

JA-9 has better damage, better AP, better capacity, and scopes to offset 2 points of range/darkness penalties. Upgrade.
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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Jude Maverick
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Re: Loot

Post by Jude Maverick »

Zakkael wrote:JA-9 has better damage, better AP, better capacity, and scopes to offset 2 points of range/darkness penalties. Upgrade.
Will do!

Do we assume 2 spare clips come with it? Or just the clips we have?

Question: All armor offsets 2 points of light penalties. Does this stack with the scope? So do I offset 4 points of light penalties and 2 points of range?
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Jude Maverick
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Re: Loot

Post by Jude Maverick »

I will donate Jude's vibrosword and Wilks 447 laser rifle to the pile.

If anyone finds me a vibroknife, I will take that. Gibbs' Rule #9 and all that.

Or should I save those for personal sale when we get to Gloom?
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Freemage
Savage Senior
Posts: 1927
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Re: Loot

Post by Freemage »

Jude Maverick wrote:
Zakkael wrote:JA-9 has better damage, better AP, better capacity, and scopes to offset 2 points of range/darkness penalties. Upgrade.
Will do!

Do we assume 2 spare clips come with it? Or just the clips we have?

Question: All armor offsets 2 points of light penalties. Does this stack with the scope? So do I offset 4 points of light penalties and 2 points of range?
The scope's modifier is total (not 2 of each). So you could offset up to 4 points of illumination, or 2 points of Range and 2 points of illumination, but if you had 4 points of Range penalty, only the scope would kick in, and you'd still have 2 left. Likewise, if you had 4 points of Illumination penalty, and 4 points of Range (total -8), you'd only offset a total of 4 of those, for a net total of -4.


Clips question will need to be addressed by Pender.

Lib can free up one of the Vibro-Knives for Jude, in exchange for the sword; Jude should probably keep the Wilk's for personal trade.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

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

Post by Jude Maverick »

I feel Jude is getting the short end of the trade here :D But here's a vibrosword for the vibroknife. And I'll sell the Wilks in Gloom then for the creds.

Do the Wilks clips work in the JA? I still had 2 spare clips and most of the one in it yet. I didn't know if clips were interchangeable.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Jude Maverick
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Re: Loot

Post by Jude Maverick »

Also, would Lib mind if Jude borrowed his toolkit for a bit to rig up a simple homing beacon so the CS can find the graves and bring their people home? Maybe he can salvage something from the CS armor for the rig.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Pender Lumkiss
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Re: Loot

Post by Pender Lumkiss »

yeah made 2 clips per weapon recovered.
Field Team Six Bennies
3/6
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Cantrell
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Re: Loot

Post by Cantrell »

Can someone remind me what model and what mods were on the rifle Max looted from the security station before we entered the Red Vault?

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

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

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

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Pender Lumkiss
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Re: Loot

Post by Pender Lumkiss »

Libertas Magicum wrote:I'm creating an updated list, adding up everything still unclaimed, up to the latest Pender post. I'm also noting 'claimed' gear below that, as a reminder for anyone who hasn't put it on their sheet, yet. There are additional bits of loot that were never public knowledge (okay, Lib scored most of those) that I've not added to this list:


I believe this makes our total for group loot:
Note: All laser weapons come with two spare E-Clips of the appropriate size.
24 vibro swords
1 giant chain sword

18 NG-L5 rifles
1 Rocket Launcher (no ammo)
4 NG-E4 plasma ejector
2 Panzerfaust rocket launchers -single shot
  • Panzerfaust 12/24/48, 4d8 Ap 20 MBT , MD, snapfire good for 1 shot, 10lbs.
Claimed:

  • Jude
  • Enchanted Glaive Blade
  • JA-9 laser rifle
  • Vibro-Knife
  • Cantrell
  • Wilk's 457 Pulse Rifle with Vibro-Bayonet
  • Markus
  • Vehicular mini rail gun
  • Spare Vehicular Rocket
  • Max
  • CV-212 Rifle
  • CP-30 Laser Pulse Pistol
  • Vibro-Sword
  • JA-9 laser rifle
  • Giant Plasma Axe
    • Damage as Giant Chain Sword, plasma armor bypass, can shoot plasma bolts
  • Alex
    • CP-30 Laser Pulse Pistol, kept in combo lockbox on Nadine
  • Libertas
  • 2 Vibro-Knives
  • 2 Vibro-Swords
  • NG-33 Laser Pistol
  • Firehawk
  • CP-30 Laser Pulse Pistol
  • Zieja
  • 16 frag grenades.
  • CV-212 Rifle
  • New Style CS armor
  • Chain Greatsword
  • Bane
  • Iceblast Shotgun
  • 20K in gems
New items from the red vault job:
Field Team Six Bennies
3/6
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Blackfish
Daniel (Lars)
Posts: 127
Joined: Sun Jul 16, 2017 1:52 pm
Location: 12th AAT

Re: Loot

Post by Blackfish »

Scope.

No one want? I’ll be your Sniper if you like.
Accounts

Discord: Daniel (Lars)

Savage Rifts Game Master
    • The Black Company
    • Machinations

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

Post by Maximilian »

Zieja wrote:Scope.

No one want? I’ll be your Sniper if you like.
I'm sorry. Were you not already our sniper? I thought that was assumed.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Blackfish
Daniel (Lars)
Posts: 127
Joined: Sun Jul 16, 2017 1:52 pm
Location: 12th AAT

Re: Loot

Post by Blackfish »

8-)

Just being polite. Didn’t want to be presumptuous.
Accounts

Discord: Daniel (Lars)

Savage Rifts Game Master
    • The Black Company
    • Machinations

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

Post by Maximilian »

This is the 13th. Presume away. And, for goodness' sake, stop being polite!
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Freemage
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Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Loot

Post by Freemage »

So, this is the current loot list. I'm also noting 'claimed' gear below that, as a reminder for anyone who hasn't put it on their sheet, yet. There are additional bits of loot that were never public knowledge (okay, Lib scored most of those) that I've not added to this list. Note--I'm so very assuming that Jude gets the Charisma-based Stealth boosting armor. Items in Red still need final stat-blocks:


I believe this makes our total for group loot:
Note: All laser weapons come with two spare E-Clips of the appropriate size.
24 vibro swords
1 giant chain sword
18 NG-L5 rifles
1 Rocket Launcher (no ammo)
4 NG-E4 plasma ejector
2 Panzerfaust rocket launchers -single shot
  • Panzerfaust 12/24/48, 4d8 Ap 20 MBT , MD, snapfire good for 1 shot, 10lbs
NG-LG6 rifle w/ grenade launcher with an additional +4 AP to the gun


Claimed:

  • Max
  • CV-212 Rifle
  • CP-30 Laser Pulse Pistol
  • Vibro-Sword
  • JA-9 laser rifle
  • "Good Night", Kittani Giant Plasma Axe
    • Damage as Giant Chain Sword, plasma armor bypass, can shoot plasma bolts
  • Alex
    • CP-30 Laser Pulse Pistol, kept in combo lockbox on Nadine
  • Libertas
  • 2 Shadow Cloaks
  • Communication Band
  • 2 Vibro-Knives
  • 2 Vibro-Swords
  • NG-33 Laser Pistol
  • Firehawk
  • Schellee's Triumph: Acidic Blade, well balanced
  • CP-30 Laser Pulse Pistol
  • Bane
  • Iceblast Shotgun
  • 20K in gems
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Tribe of One
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Joined: Wed Aug 30, 2017 9:28 am

Re: Loot

Post by Tribe of One »

Cantrell has the modified T-26.
GM Bennies: 7/7
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Freemage
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Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Loot

Post by Freemage »

Tribe of One wrote:Cantrell has the modified T-26.
Correction made.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

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

Post by Pender Lumkiss »

Here is the link to the glaive Jude has on his rifle Galant Glaive of Heroism
Field Team Six Bennies
3/6
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Loot

Post by Freemage »

Pender Lumkiss wrote:Here is the link to the glaive Jude has on his rifle Galant Glaive of Heroism
Added the link in the loot list. Do we have one for the stats on Nadine's Plasma Axe? (Sure, it's Max's, technically, but Nadine's the one swinging it. :P )
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

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

Post by Pender Lumkiss »

Freemage wrote:
Pender Lumkiss wrote:Here is the link to the glaive Jude has on his rifle Galant Glaive of Heroism
Added the link in the loot list. Do we have one for the stats on Nadine's Plasma Axe? (Sure, it's Max's, technically, but Nadine's the one swinging it. :P )
giant plasm axe
Field Team Six Bennies
3/6
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Pender Lumkiss
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Re: Loot

Post by Pender Lumkiss »

Pender Lumkiss wrote:Triax R44 Prototype Pistol(Not site approved, only for the 13th)
German engineering at its best. This pistol packs a punch similiar to a railgun in a simgle shot. Some call it the eliminator, others call it the terminator, even some dwarves call it Dwalin's bane. With a well timed shot, you can take off someone's head, or rip their vitals apart pretty much guaranteeing a quick death.
  • Type of Item: A sleek pistol, with an oversized chamber fitted with unique rail gun rounds. Base item is a tx-50 light rail gun, 30/60/120, 2d8+2, 35lbs to 9lbs, d8 str min to no str min, ap 4, rate of fire 1, autofire "kickback". ( 1/2 range for 1/2 weight, rate of fire 1)
  • Augmentations (Minor, Minor, Major):
    • weight reduction x2( 2 minors): German parts, and superior,engineering, have taken a gun far too heavy for a normal person to use have crafted a true thing of beauty- 9lbs, no str min.
    • Deaths Head(1-3 Major): a head or vital shot with this gun in which a shaken or better occurs, requires a vigor roll, and on a failure it deals a mortal blow that will kill in 2d6 rounds(Healing roll minus wound modifiers to stanch the mortal wound), on a success 1 wound and exhaustion, a raise on the vigor roll is just exhaustion. Note this will kill an extra unless they get a raise, but anyone immune to called shots, or has no added effect for head or vital shots is immune.
  • P.P.E.: none, clip of 20 shots
  • Trait: Shooting
  • Complications: Tech difficulties, and Prototype: -4 streetwise to find the right ammo, or -4 repair to convert rail gun ammo for use.
  • Trappings: A sweet looking gun, that kicks just like a rail gun, and meant to end someone.
    IMG_0109.JPG

Code: Select all

[b]Triax R44 Prototype Pistol(Not site approved)[/b]
German engineering at its best.  This pistol packs a punch similiar to a railgun in a simgle shot.  Some call it the eliminator, others call it the terminator, even some dwarves call it Dwalin's bane.  With a well timed shot, you can take off someone's head, or rip their vitals apart pretty much guaranteeing a quick death.
[list]
[*][b]Type of Item[/b]: A sleek pistol, with an oversized chamber fitted with unique rail gun rounds.  Base item is a tx-50 light rail gun, 30/60/120, 2d8+2, 35lbs to 9lbs, d8 str min to no str min, ap 4, rate of fire 1, autofire "kickback". ( 1/2 range for 1/2 weight, rate of fire 1)
[*][b]Augmentations [/b][i](Minor, Minor, Major)[/i]: 
[list][*]weight reduction x2( 2 minors): German parts, and superior,engineering, have taken a gun far too heavy for a normal person to use have crafted a true thing of beauty- 9lbs, no str min.
[*]Deaths Head(1-3 Major): a head or vital shot with this gun in which a shaken or better occurs, requires a vigor roll, and on a failure it deals a mortal blow that will kill in 2d6 rounds(Healing roll minus wound modifiers to stanch the mortal wound), on a success 1 wound and exhaustion, a raise on the vigor roll is just exhaustion.  Note this will kill an extra unless they get a raise, but anyone immune to called shots, or has no added effect for head or vital shots is immune.[/list]
[*][b]P.P.E.[/b]: none, clip of 20 shots 
[*][b]Trait[/b]: Shooting
[*]Complications: Tech difficulties, and Prototype: -4 streetwise to find the right ammo, or -4 repair to convert rail gun ammo for use.
[*][b]Trappings:[/b] A sweet looking gun, that kicks just like a rail gun, and meant to end someone.  [attachment=1]IMG_0109.JPG[/attachment][/list]
Field Team Six Bennies
3/6
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Markus Berger
Posts: 361
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Re: Loot

Post by Markus Berger »

I love the GUN!

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
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Jude Maverick
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Re: Loot

Post by Jude Maverick »

For Jude's armor, is it any different than what he's wearing at the moment, besides the power? (And do I need AB to use it?). If you're still building it (for Jude), note that Jude has d4 Strength. The only reason he can wear his current armor is because he got an HJ roll on the Body Armor table reducing the weight requirement.

Also, one item we have not on the list is the Ultima Robot Armor Barbie. What it is/does, we don't know yet. Lib might need to take a look at it.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Pender Lumkiss
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Re: Loot

Post by Pender Lumkiss »

Jude Maverick wrote:For Jude's armor, is it any different than what he's wearing at the moment, besides the power? (And do I need AB to use it?). If you're still building it (for Jude), note that Jude has d4 Strength. The only reason he can wear his current armor is because he got an HJ roll on the Body Armor table reducing the weight requirement.

Also, one item we have not on the list is the Ultima Robot Armor Barbie. What it is/does, we don't know yet. Lib might need to take a look at it.
Yes the armor is specifically designed for high cha character, no ab needed. It should have no str requirements.

What do you think the ultimax doll does?
Field Team Six Bennies
3/6
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Bane
Posts: 273
Joined: Sat Feb 04, 2017 12:27 am

Re: Loot

Post by Bane »

Ultimax Voodoo doll!
OOC Comments
Bane


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

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

Re: Loot

Post by Cantrell »

Well, first of all, it's not a doll, it's an Action Figure.
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

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

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

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Loot

Post by Freemage »

So, this is the current loot list. I'm also noting 'claimed' gear below that, as a reminder for anyone who hasn't put it on their sheet, yet. There are additional bits of loot that were never public knowledge (okay, Lib scored most of those) that I've not added to this list. Note--I'm so very assuming that Jude gets the Charisma-based Stealth boosting armor. Items in Red still need final stat-blocks:


I believe this makes our total for group loot:
Note: All laser weapons come with two spare E-Clips of the appropriate size.
24 vibro swords
1 giant chain sword
18 NG-L5 rifles
1 Rocket Launcher (no ammo)
4 NG-E4 plasma ejector
2 Panzerfaust rocket launchers -single shot
  • Panzerfaust 12/24/48, 4d8 Ap 20 MBT , MD, snapfire good for 1 shot, 10lbs
NG-LG6 rifle w/ grenade launcher with an additional +4 AP to the gun
Ultimax Robot Armor Barbie

Claimed:

  • Max
  • CV-212 Rifle
  • CP-30 Laser Pulse Pistol
  • Vibro-Sword
  • JA-9 laser rifle
  • "Good Night", Kittani Giant Plasma Axe
    • Damage as Giant Chain Sword, plasma armor bypass, can shoot plasma bolts
  • Alex
    • CP-30 Laser Pulse Pistol, kept in combo lockbox on Nadine
  • Libertas
  • 2 Shadow Cloaks
  • Communication Band
  • 2 Vibro-Knives
  • 2 Vibro-Swords
  • NG-33 Laser Pistol
  • Firehawk
  • Schellee's Triumph: Acidic Blade, well balanced
  • CP-30 Laser Pulse Pistol
  • Bane
  • Iceblast Shotgun
  • 20K in gems
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

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

Post by Maximilian »

Respectfully, Max would like to claim the modified NG-LG6 with the extra 4 AP.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature
EP Ledger
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Loot

Post by Freemage »

So, this is the current loot list. I'm also noting 'claimed' gear below that, as a reminder for anyone who hasn't put it on their sheet, yet. There are additional bits of loot that were never public knowledge (okay, Lib scored most of those) that I've not added to this list.


I believe this makes our total for group loot:
Note: All laser weapons come with two spare E-Clips of the appropriate size.
24 vibro swords
1 giant chain sword
18 NG-L5 rifles
1 Rocket Launcher (no ammo)
4 NG-E4 plasma ejector
2 Panzerfaust rocket launchers -single shot
  • Panzerfaust 12/24/48, 4d8 Ap 20 MBT , MD, snapfire good for 1 shot, 10lbs


Claimed:

  • Cantrell
  • Wilk's 457 Pulse Rifle with Vibro-Bayonet
  • Red Gauntlet picked up from a fire golem
  • TX-26 P-Beam pistol additional +1 damage and +2 AP to normal stats
  • Max
  • CV-212 Rifle
  • CP-30 Laser Pulse Pistol
  • Vibro-Sword
  • JA-9 laser rifle
  • NG-LG6 rifle w/ grenade launcher with an additional +4 AP to the gun
  • "Good Night", Kittani Giant Plasma Axe
    • Damage as Giant Chain Sword, plasma armor bypass, can shoot plasma bolts
  • Libertas
  • 2 Shadow Cloaks
  • Communication Band
  • 2 Vibro-Knives
  • 2 Vibro-Swords
  • NG-33 Laser Pistol
  • Jitters
  • Nada
  • Flint
  • Nothing
  • Zan
  • Naught
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Jude Maverick
Diamond Patron
Diamond Patron
Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: Loot

Post by Jude Maverick »

Jude also claims the TW Ultimax Robot Armor Barbie. :)
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Loot

Post by Freemage »

Done!
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

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