WEST GLOOM (AC and Docks)

Post Reply
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

WEST GLOOM (AC and Docks)

Post by Daniel »

Image

West Gloom - The Arcane Company and Sky Docks

All posts should be labeled depending on where you are.

Code: Select all

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

Code: Select all

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

Code: Select all

[color=#40FF00]The Main Gate to Gloom[/color]
Heavily guarded by what look like the walking undead in body armor.

Code: Select all

[color=#40FF00]Rene's Office[/color]
Large office inside of the AC building. With a massive monitor on one wall showing the portal.
The AC Portal has its own thread: Portal
The Pinnacle Hotel is located between the West and North, and has its own thread: Hotel


EXAMPLE PLAYER CHARACTER POST:

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

EXAMPLE GM POST:

The Sky Docks
Everyone feels the ground shaking and hears an explosion. Undead Raptors race down the street.....
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: WEST GLOOM

Post by Daniel »

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

Rip is human. A mage and has a arcane aura, but dressed like a warrior. He looks at least 30 but likely under 35. He seems relaxed and also, ready to walk right into a fire fight.
OOC Comments
Check in here in the thread, once all 6 of you arrive I will have Rip take you inside to see Rene. Thanks.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Thrudh Zebrem
Silver Patron
Silver Patron
Posts: 264
Joined: Sat Apr 01, 2017 9:57 am

Re: BC: WEST GLOOM

Post by Thrudh Zebrem »

Thrudh makes his way to AC wing 4, fully enclosed in his armor. His CV-212 is slung over his shoulder, but still ready for action. Looking around as he approaches, he pipes up.
"You Rip?"
Notice
Notice w/ alertness
[dice]0[/dice]

Wild die notice w/ alertness
[dice]1[/dice]

Technical Difficulty
[dice]2[/dice] - Glitch; -1 to notice rolls
Thrudh curses under his breath and rips the helmet off of his Triax T-13. Gorram sensors on the fraz. Rotten stinkin' timing. Out here naked ta the world. HEY! LOOK AT THE BIG DUMB GRACKLE WHO'S WANTED BY THE TOMORROW LEGION! EASY HEADSHOT HERE!
"Rude a' me ta meet new people with a helmet on. I'm...Chudh. New here. I hear ya got work?"
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
Edit Sig
User avatar
Kasey
Posts: 42
Joined: Mon Jun 26, 2017 7:26 pm

Re: BC: WEST GLOOM

Post by Kasey »

The Arcane Company HQ
With Thrudh
OOC Comments
Notice [dice]0[/dice]
Wild [dice]1[/dice]
The bonus is from Alertness

Stealth to Blend in: [dice]2[/dice]
Wild [dice]3[/dice]
Kasey is enjoying her stroll with Thrudh. She adjusts her red cloak, and does her best to blend in by picking up some abandoned mining equipment. "Hey Thrudh what kind of armor is that you are wearing?" She brushes any grim or dirt off of her own suit, " Mine is a Kitani exosuit, High Lord Z'thork, the Muncher..." she chuckles slightly, " Or his Obeseness. Gave it to me for a job well done." She stops laughing and cocks her head, " I think it was a soup, mushrooms and some folks that resembled a walking talking cactus... That bastard seemed thrilled by the taste."

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

" The names Kasey, are you Rip? If so lets talk."
Parry:8, Toughness: 17(10), Pace:6, Cha:, 2/-2 Danger Sense
ISP: 15/20
  • Active powers
Combat Edges:
  • Improved First strike
  • Martial Arts
Skills
  • Notice: d8+2
  • Stealth d8
Note: She does not normally wear a helmet
Bennies
4 bennies
Adventure Card
Deadly Blow
User avatar
Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: BC: WEST GLOOM

Post by Icosa »

Notice [dice]0[/dice] or [dice]1[/dice] (+2 for visual)

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

She glances at Kasey and Thrudh; noting her mentioning the word 'Kittani' again as well as Thrudh's odd use of a pseudonym. She'd have to ask about the 'kittani' later, and temporarily redesignate Thrudh as 'Chudh' to avoid embarrassing him.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

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

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

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

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

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

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: BC: WEST GLOOM

Post by Daniel »

The Arcane Company HQ (Front Door to Wing 4: Outside, Inside and Underground)
Image
  • If asked what Rip looks like, most folks recall, medium build and height, brown hair and blue eyes, kinda just looked like a average white guy. The most interesting thing about Rip is his arcane aura (to those that can detect it since he is not hiding it right now) and his blue eyes. Most people just recall the eyes. He has a forgettable face otherwise. His jacket has a patch sewn onto it, which reads: Rip Borealis, AC Security. He comes off as friendly enough, like someone who has more important duties but would never think to be rude just because he is tasked with playing errand boy and gathering up a bunch of new recruits...

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

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

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

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

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

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

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

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

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

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

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

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

    "Ready to meet Rene?"

    Smiling Rip will knock on the door and a female voice can be heard saying to come in.
OOC Comments
I have more. But want to give you a chance to insert anything you may wish.

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

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

Thanks.

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

If you have any talk or action that you want to post other than you follow Rip, go ahead and do so.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Gargamel
Bronze Patron
Bronze Patron
Posts: 193
Joined: Sat Apr 01, 2017 12:43 am
Location: The Black Company

Re: BC: WEST GLOOM

Post by Gargamel »

Gargamel
notice [dice]0[/dice]
wild dice [dice]1[/dice]

He arrived staying as nondescript as possible and tagged onto the group
OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

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

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82
User avatar
Hans Greuber
Diamond Patron
Diamond Patron
Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: BC: WEST GLOOM

Post by Hans Greuber »

Notice: [dice]0[/dice]
Wild: [dice]1[/dice]

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

Having brought all of his gear with him, Hans made his way to the meeting with Rip. Before he left his room, Hans made a few Gadgets that may be needed with no notice.
OOC Comments
Healing Gadget: Weird Science: [dice]2[/dice]
Wild: [dice]3[/dice]
Result: 7 - Success. 15 PPE Healing Gadget

Teleport Gadget: Weird Science: [dice]4[/dice]
Wild: [dice]5[/dice]
Ace: [dice]6[/dice]
Result: 10 - Success with Raise. 20 PPE Teleport Gadget

Smite (Light - Sunlight): Weird Science: [dice]7[/dice]
Wild: [dice]8[/dice]
Result: 13 - Success with 2 Raises. 20 PPE Smite (Light - Sunlight) Gadget
"Ready to meet her. Don't worry... we will do better than the last 'FNGs' you sent."
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: BC: WEST GLOOM

Post by Daniel »


Rene's Office
  • Rip opens the door to the room beyond, steps in, and holds the door open for you all as you enter.

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

    Image

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

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

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

    Rip please take care of what needs to be handled. Questions? If not, be well."
OOC Comments
Feel free to post away here if you like.

My next post will be meeting at the Portal to go to Amarok IV to seek out what happened to the BAMF Mercs that went there.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Thrudh Zebrem
Silver Patron
Silver Patron
Posts: 264
Joined: Sat Apr 01, 2017 9:57 am

Re: BC: WEST GLOOM

Post by Thrudh Zebrem »

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

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

"Thank ya fer hirin' us on. I know they're tryin' ta smear the Black Company, but what ya heard ain't BC, and it ain't us. We'll get the job done right."
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
Edit Sig
User avatar
Kasey
Posts: 42
Joined: Mon Jun 26, 2017 7:26 pm

Re: BC: WEST GLOOM

Post by Kasey »

Notice [dice]0[/dice] Wild [dice]1[/dice] Ace [dice]2[/dice]

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

Kasey leans in and in a dry humorless voice says, " Just like I did not know what a fine cigar tasted like until moments ago, you will have to tell me who or what the frack is OTO?"
Parry:8, Toughness: 17(10), Pace:6, Cha:, 2/-2 Danger Sense
ISP: 15/20
  • Active powers
Combat Edges:
  • Improved First strike
  • Martial Arts
Skills
  • Notice: d8+2
  • Stealth d8
Note: She does not normally wear a helmet
Bennies
4 bennies
Adventure Card
Deadly Blow
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: BC: WEST GLOOM

Post by Daniel »

Rene smiles at Kasey, "I will do what I can for you, and let the Legion know your good deeds. In fact I'd love to have open communications and trade with the Legion. Something Giest forbids. As far as the OTO..." Rene looks at Rip.

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

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

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

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

Rene thanks you all again and will dismiss you till morning or answer more questions.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: BC: WEST GLOOM

Post by Icosa »

"Before we leave, Thrudh did ask about conditions on Amarok IV, and for any known information about the missing mercenaries there," says Aleco. "As these questions have not yet been addressed, I am re-iterating them. We will need to know how best to prepare."
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

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

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

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

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

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

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Thrudh Zebrem
Silver Patron
Silver Patron
Posts: 264
Joined: Sat Apr 01, 2017 9:57 am

Re: BC: WEST GLOOM

Post by Thrudh Zebrem »

Thrudh nods, and puffs...nervously, at his cigar. "An' ya mentioned...cold? Thrudh don't like the cold. Ain't gonna stop me, but I'll have ta check the enviro on my suit here. Hey, know any bursters lookin' fer work? I got a day's pay in it fer 'em if they're with us tomorrow."
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
Edit Sig
User avatar
Hans Greuber
Diamond Patron
Diamond Patron
Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: BC: WEST GLOOM

Post by Hans Greuber »

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

If helpful for knowledge of Amarok IV
Knowledge: Arcana: [dice]2[/dice]
OOPS: [dice]3[/dice] - IGNORE!
Wild: [dice]4[/dice]
Ace: [dice]5[/dice]
Result: 13 - Success with 2 Raises.
If it is needed, Thrudh, I can put together a toy that would allow you to be comfortable in your civies while sitting in ice water. Anyways, we should also see about getting together a nice fortified hidey-hole. It looks like we will be known to be together, and from there, members of the Black. I know I would feel safer to have a nice reinforced, armed, and booby-trapped hidey-hole to stay in while we are in town.
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
User avatar
Kasey
Posts: 42
Joined: Mon Jun 26, 2017 7:26 pm

Re: BC: WEST GLOOM

Post by Kasey »

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

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

She faces Rip, her body language seems to indicate screw us and I will rip your throat out.
Parry:8, Toughness: 17(10), Pace:6, Cha:, 2/-2 Danger Sense
ISP: 15/20
  • Active powers
Combat Edges:
  • Improved First strike
  • Martial Arts
Skills
  • Notice: d8+2
  • Stealth d8
Note: She does not normally wear a helmet
Bennies
4 bennies
Adventure Card
Deadly Blow
User avatar
Thrudh Zebrem
Silver Patron
Silver Patron
Posts: 264
Joined: Sat Apr 01, 2017 9:57 am

Re: BC: WEST GLOOM

Post by Thrudh Zebrem »

Thrudh nods at Hans. "Thanks, Hansie. The enviro in my armor might take care of it...but I might take ya up on it anyway. Warmer is better'n cooler."
He passes a beat as Kasey takes a drag off his cigar. Once back in hand, he takes another pull and continues nervously contemplating the thought of an ice world.
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
Edit Sig
User avatar
Gargamel
Bronze Patron
Bronze Patron
Posts: 193
Joined: Sat Apr 01, 2017 12:43 am
Location: The Black Company

Re: BC: WEST GLOOM

Post by Gargamel »

Rolls carried

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


"What are the mercenaries needed for on this over world?" he asked, trying to find out more information, "Is there some kind of specific threat the miners need protecting from?"
OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

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

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: BC: WEST GLOOM

Post by Daniel »

RENE's OFFICE

  • Rene sits back down at her desk.

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

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

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

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






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

During the Night

Knock, knock. You can use the screen on the door to show who is on the other side. You see Ember and an other man standing in the hallway. The other man is dressed like a "typical" shifter. Ember and this man have come to see you. After letting them in, Ember introduces Major Dorian Frost of the Black Company and the now defacto leader until Blackwell is found. Frost explains that he thinks about 90% of the BC were killed by the CS, but he thinks a few dozen, including Blackwell, were captured. Frost understands that your names were smeared and the BC is being chased by the Legion. In fact Frost says a SET team has been issued orders to hunt you down in Gloom. Frost says, do this mission for the Sky Knights, we need some serious friends in the days ahead. Frost needs a, as he phrases it, a mundane, a non mage to help him infiltrate a location to confirm the possibility of the place being the prison the BC are in. So he is taking Ember with him. Frost says that once they can confirm it, he will return for you all to help in a rescue mission. If things go well here, Rene and the Sky Knights might help in that. So carry on here. Frost opens a portal in your room and he and Ember step through it leaving you alone.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Thrudh Zebrem
Silver Patron
Silver Patron
Posts: 264
Joined: Sat Apr 01, 2017 9:57 am

Re: BC: WEST GLOOM

Post by Thrudh Zebrem »

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

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

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

Once everyone gathers, he closes the door and relays the late-night happenings. "Well, we're droppin' like flies. We lost Ember. She went with Frost ta check a rumor that Blackwell an' some other BC crew got locked up in a CS prison. He gets the info he needs, he's comin' back fer us ta spring 'em. They shifted right outta my room ta get gone, and in a hurry."
He's power smoking the cigar, burning noticeable lengths with each draw.
"Told me somethin' else. Legion ain't jokin' with this bounty. We got assigned a SET, orders ta take us out. Guess they're on their way right now. Gonna hit us in Gloom. Not sure when."
The cigar is disappearing rapidly.
"We gotta make friends with the sky knights, and big. We're gonna need a place ta lay low. Knights'll help with that. Gotta get that job done, an' yesterday. Might could help with springin' Blackwell, too, if we solve their problem."
He extinguishes the last nub of what remains of a very pungent cigar, and finishes his thought.
"Let's show 'em how the BC does it. Just quicker."
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
Edit Sig
User avatar
Hans Greuber
Diamond Patron
Diamond Patron
Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: BC: WEST GLOOM

Post by Hans Greuber »

"I do have a couple more questions about Amarok IV. How plentiful are the Ley Lines, and are there any near the Gate location or the mine? Are those Ice Draogens more susceptible to heat and flame attacks? How far is it from the Gate to the mine entrance, how open is the terrain between them, and if it is far do we provide our own vehicle, or will one be provided for us?"
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: BC: WEST GLOOM

Post by Daniel »

OOC Comments
answered in other post
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: BC: WEST GLOOM (AC and Docks)

Post by Daniel »

(((Time Lapse)))

All Posts here are after trip to Amarok IV
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: BC: WEST GLOOM (AC and Docks)

Post by Daniel »


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

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

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

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

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


Go see the Black Market LINK: http://savagerifts.com/sr/viewtopic.php?f=71&t=872


Go to your Hotel LINK: http://savagerifts.com/sr/viewtopic.php ... 741#p17588
 
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: BC: WEST GLOOM (AC and Docks)

Post by Daniel »

You can take care of the above post prior to the following morning post (this post). Once you go to hotel. Go to Black Market. Or whatever you do In Character- the following morning will be here ready for you to post.

The Following Morning

Image

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

She smiles at you as you approach:

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

Looking unhappy for a moment Ailbhe regains her composure.

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

Ailbhe points at a moderate size, open, Land Rover.
The Ride
Image
Ailbhe jumps into the driver seat and fires up the gas powered engine. Revving the engine she says, ”Let’s go!”

Once all five of you reply to this post I’ll move the story along. Thank you.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: BC: WEST GLOOM (AC and Docks)

Post by Icosa »

Alecto climbs in as well, taking shotgun seat.

"When the hostility between Giest and the Arcane Company is so open, why did Rip choose to move around the city alone?" Alecto asks. "Or has the situation escalated since we left for Anarok IV, and he was unaware?"
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

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

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

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

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

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

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: BC: WEST GLOOM (AC and Docks)

Post by Daniel »


Image

Ailbhe waits as you all assemble. Looking over at Alecto she says, "Rip was not a dolt. But things in Gloom have heated up. Tensions between Rene and Giest are escalating. Interesting the Black Company is also wanted by Giest. Don't fret I'm loyal Rene....to Gloom. Giest is a monster. So is her henchman bitch Scara. I'm supposed to drive you to the lake and to the church the OTO is at. Once we are all ready. We can go. As far as Rip, I hate that he died. Sucks. Thank the gods i am off this planet tonight. Rakis is my kind of world. Warm and snugly away from the crap going on here."
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Thrudh Zebrem
Silver Patron
Silver Patron
Posts: 264
Joined: Sat Apr 01, 2017 9:57 am

Re: BC: WEST GLOOM (AC and Docks)

Post by Thrudh Zebrem »

Thrudh puffs at his cigar as he takes a position in the rover. "Seen Rip do some weird stuff, even by magicky standards. I ain't buyin' he's dead yet."
He lets out a smoke ring. "Guess everybody wants the BC. They ain't gettin' none a' us though."
He glances at Alibhe. "Off planet? T'night? That's quick. Waitin' on us, leavin' us transport back from this place, or are we walkin'? Should I bring Eleanor? I ain't walkin'."
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
Edit Sig
User avatar
Hans Greuber
Diamond Patron
Diamond Patron
Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: BC: WEST GLOOM (AC and Docks)

Post by Hans Greuber »

"I am with Thrudh. I will only believe Rip is dead when I see his body. Until then, I will believe that slippery so-and-so somehow escaped at least mostly in one piece. Lead us to the OTO so we can talk to them, though, Ailbhe. Then we can see what plans they have made, and how we can fit best into them."
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: BC: WEST GLOOM (AC and Docks)

Post by Daniel »


Image

Nodding, Ailbhe smiles:
"I'll drive you to the OTO. Your vehicles might ... be recognized. We can go in mine. Yeah, Rakis is my preferred planet to work on. I like warm sunny days. Just waiting on your ... Gargamel right?"
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
sammy
Posts: 142
Joined: Fri Aug 25, 2017 11:06 pm

Re: BC: WEST GLOOM (AC and Docks)

Post by sammy »

Sammy jumps into the vehicle. He cocks an eye at the chick in black, " Meow, those are some horns. If you ever make your way out west, you would fit right in at Charlesbad...". After being filled in about Rip's apperent demise he yawns and arches his back. Little Lady, that is not how Rip will be going out... He'll turn up... Sounds like you knew him well." Sammy tightens the straps on the seat clearly ready to get rolling.
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver
Bennies
Bennies: 4/3
  • +1 optional dream state
    +1 High post rate
    +1 F and G
    -1 Skill trick
    -1 hell pillars
    -1 Fetetic hand to hand combat
User avatar
Thrudh Zebrem
Silver Patron
Silver Patron
Posts: 264
Joined: Sat Apr 01, 2017 9:57 am

Re: BC: WEST GLOOM (AC and Docks)

Post by Thrudh Zebrem »

Thrudh peaks an eyebrow at Alibhe, and takes another drag on his cigar. "I ain't seen Eleanor in ferever. Recognized? If they touch my girl, I'm gonna...well, scrag. Guess we'll take yers."
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
Edit Sig
User avatar
Hans Greuber
Diamond Patron
Diamond Patron
Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: BC: WEST GLOOM (AC and Docks)

Post by Hans Greuber »

Hans climbs into the back of the vehicle.

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

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: BC: WEST GLOOM (AC and Docks)

Post by Daniel »


Image

"Welcome aboard, just waiting on Gargamel to arrive. Then we shall go."
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
sammy
Posts: 142
Joined: Fri Aug 25, 2017 11:06 pm

Re: BC: WEST GLOOM (AC and Docks)

Post by sammy »

Sammy looks closely at Ailbhe sniffing arround her... He backs away perching next to Hans, " Sorry, I was just curious if you were Gargamel."
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver
Bennies
Bennies: 4/3
  • +1 optional dream state
    +1 High post rate
    +1 F and G
    -1 Skill trick
    -1 hell pillars
    -1 Fetetic hand to hand combat
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: BC: WEST GLOOM (AC and Docks)

Post by Daniel »

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

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

Going in truck to OTO will be the 6 of you BC (because I’m assuming you let Carlos join you) and Ailbhe.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Hans Greuber
Diamond Patron
Diamond Patron
Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: BC: WEST GLOOM (AC and Docks)

Post by Hans Greuber »

"Time to kick back while we wait for Gargamel and prepare a few Gadgets for use..."
Gadgets
4 in Total
  • Group Mind Re-Integrator (Boost/Lower Trait with Temporal Thought Trapping)
    • Weird Science: [dice]0[/dice]
      Wild: [dice]1[/dice]
      Result: 8 - Success with Raise. 20 PPE Gadget.
    Biological Integrity Re-Integrator (Healing)
    • Weird Science: [dice]2[/dice]
      Wild: [dice]3[/dice]
      Result: 10 - Success with Raise. 20 PPE Gadget.
    Quantum Resonance Translocator (Teleport)
    • Weird Science: [dice]4[/dice]
      Wild: [dice]5[/dice]
      Result: 11 - Success with Raise. 20 PPE Gadget.
    Sub-Quantum Self Transitioner (Slumber with Temporal Thought Trapping)
    • Weird Science: [dice]6[/dice]
      Wild: [dice]7[/dice]
      Result: 10 - Success with Raise. 20 PPE Gadget.
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
User avatar
Gargamel
Bronze Patron
Bronze Patron
Posts: 193
Joined: Sat Apr 01, 2017 12:43 am
Location: The Black Company

Re: BC: WEST GLOOM (AC and Docks)

Post by Gargamel »

Notice[dice]0[/dice]
wild dice [dice]1[/dice]

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

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

"Shall we leave then?" he smiled at everyone.
OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

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

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82
User avatar
Thrudh Zebrem
Silver Patron
Silver Patron
Posts: 264
Joined: Sat Apr 01, 2017 9:57 am

Re: BC: WEST GLOOM (AC and Docks)

Post by Thrudh Zebrem »

Thrudh chuckles at Gargamel's sudden reveal. He draws on his cigar and exhales. "He's good. Let's get it."
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
Edit Sig
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: BC: WEST GLOOM (AC and Docks)

Post by Daniel »

OOC Comments
Image
User avatar
Carlos Caravello
Bronze Patron
Bronze Patron
Posts: 55
Joined: Wed Oct 04, 2017 12:18 pm
Location: The Black Company

Re: BC: WEST GLOOM (AC and Docks)

Post by Carlos Caravello »

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

It's always good to know who to shoot at.
Character Information
Carlos Caravello
Armored Stats: Strength d12+2; Pace: 8; Toughness: 20 (7), +2 Ranged Attacks, +2 Stealth (wilderness)
Bennies 4/4
User avatar
Thrudh Zebrem
Silver Patron
Silver Patron
Posts: 264
Joined: Sat Apr 01, 2017 9:57 am

Re: BC: WEST GLOOM (AC and Docks)

Post by Thrudh Zebrem »

Thrudh grips the cigar in his teeth, taking up a position at the railgun. "Mission is meetin' a group lookin' ta take down the mayor, see if we can join forces. Bet it's an easy ride an' no tricks, just like all our other missions. That thing loaded, Vello?" He puffs on the cigar, a rather pungent one, and checks the state of the railgun.
"Ya prefer Vello? Carlos? Chopper? Ya don't seem the 'Mister Caravello if ya please' type." He spews another plume of pungent cigar smoke through his teeth.
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
Edit Sig
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: BC: WEST GLOOM (AC and Docks)

Post by Daniel »


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

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

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

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

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

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

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

    There are rapidly approaching headlights behind the Jeep.

The Ride
Image
The Road
Image
OOC Comments
  • What exactly is coming up from behind you is hard to tell. Several sets of headlights. Before I write more ... Roll a Notice Roll at -2, in your next post, in addition to your other actions, what if anything are you doing up to this point? Asking questions or preparation of spells etc. I’ll let you all post then based on your Notice Rolls I’ll post more. Ok, thanks!
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Thrudh Zebrem
Silver Patron
Silver Patron
Posts: 264
Joined: Sat Apr 01, 2017 9:57 am

Re: BC: WEST GLOOM (AC and Docks)

Post by Thrudh Zebrem »

Thrudh grumbles, letting a cloud of smoke slip through his clenched teeth. "Legion actually sent a crew fer us. Well, scrag. Gonna be harder ta make nice with the Legion if we have ta blast 'em ta bits. Maybe we can parley once we can prove we ain't the killers they're lookin' fer. I don't care ta earn a fake reputation fer real." He drags on the cigar again. "Still, Thrudh ain't goin' out like that. If I have ta burn 'em down and run Eleanor west 'til the road stops, I ain't livin' caged, an' I ain't cashin' it in yet."
Notice
Notice at -2, plus Alertness, net zero
[dice]0[/dice]

Wild die Notice
[dice]1[/dice]
Thrudh misses the obvious. "Lights where? What?" He flips his helmet down onto his head, dropping the cigar in his mouth to the floor of the jeep and readying the railgun for action.
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
Edit Sig
User avatar
Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: BC: WEST GLOOM (AC and Docks)

Post by Icosa »

Alecto frowned slightly at the news.

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

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

Notice: [dice]1[/dice] or [dice]0[/dice] (optic package gives light amplification and infrared vision)

(OOC - note; I missed the -2, but that still means she rolled a 7)
Last edited by Icosa on Tue Oct 10, 2017 1:38 pm, edited 1 time in total.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

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

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

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

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

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

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Gargamel
Bronze Patron
Bronze Patron
Posts: 193
Joined: Sat Apr 01, 2017 12:43 am
Location: The Black Company

Re: BC: WEST GLOOM (AC and Docks)

Post by Gargamel »

Notice [dice]0[/dice] -2
Wild dice [dice]1[/dice]-2

He readied one of his pistols just in case.
"Could be trouble, could be nothing. "
OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

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

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82
User avatar
sammy
Posts: 142
Joined: Fri Aug 25, 2017 11:06 pm

Re: BC: WEST GLOOM (AC and Docks)

Post by sammy »

Notice 5 with benny for extra effort
Notice [dice]0[/dice] wild [dice]1[/dice]
Extra Effort +Elan [dice]2[/dice]
Sammy swivels his head arround like only a cat can do. He draws his favored pistol and lets loose a shot of pure sunshine trying to hit a headlight. " No one follows us without a writ." Sammy's green crystal pendant glows and a targeting reticle hovers of the headlight. Thanks Jobbi! Best trapped faerie there ever was.
Sammy shooting 2 total
[dice]3[/dice] wild [dice]4[/dice]. Shooting 1d12 -2 for unstable platform, -2 medium range, -4 for small target, +2 for Jobbi's targeting
The shot just misses, "Meow, what could happen next!" Sammy grins at the rest of the BC, getting low in the seat for as much cover as it will give.
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver
Bennies
Bennies: 4/3
  • +1 optional dream state
    +1 High post rate
    +1 F and G
    -1 Skill trick
    -1 hell pillars
    -1 Fetetic hand to hand combat
User avatar
Hans Greuber
Diamond Patron
Diamond Patron
Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: BC: WEST GLOOM (AC and Docks)

Post by Hans Greuber »

Notice 2
Notice: [dice]0[/dice]
Wild: [dice]1[/dice]
Result: 2 - Fail
"I have a bad feeling about this... time to get ready."
OOC Comments
Hans is going to activate his Structural Integrity Field on his Armor (Greater Armor), use his Chrono-Accelerator (base Quickness) on himself, and his Alternate Self Re-Harmonization Interface (Second round due to Quickness, base Warrior's Gift for Steady Hands; d4 in Intimidation (Trapping))

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

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
User avatar
Thrudh Zebrem
Silver Patron
Silver Patron
Posts: 264
Joined: Sat Apr 01, 2017 9:57 am

Re: BC: WEST GLOOM (AC and Docks)

Post by Thrudh Zebrem »

Thrudh looks down at Sammy with a jolt. "We shootin' yet?! Whaddya see?! It ain't our contact, is it?! Whaddya see?!"
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
Edit Sig
User avatar
Carlos Caravello
Bronze Patron
Bronze Patron
Posts: 55
Joined: Wed Oct 04, 2017 12:18 pm
Location: The Black Company

Re: BC: WEST GLOOM (AC and Docks)

Post by Carlos Caravello »

Notice - Critical Failure
Armor has night vision, not sure if that negates any penalties.
Notice: [dice]0[/dice]
Wild: [dice]1[/dice]

Crap, doesn't matter
Squinting out into the darkness Vello can't see a damn thing about their potential pursuers. Popping down his visor he activates night vision, just as one of the pursuit vehicles flashes its headlights. The flare up on his visor causes temporarily blindness and he quickly flips the visor back up. Blinking and squinting he tries to get his nightvision back, but for the moment he can't see a damn thing.
Character Information
Carlos Caravello
Armored Stats: Strength d12+2; Pace: 8; Toughness: 20 (7), +2 Ranged Attacks, +2 Stealth (wilderness)
Bennies 4/4
User avatar
sammy
Posts: 142
Joined: Fri Aug 25, 2017 11:06 pm

Re: BC: WEST GLOOM (AC and Docks)

Post by sammy »

Thrudh Zebrem wrote:Thrudh looks down at Sammy with a jolt. "We shootin' yet?! Whaddya see?! It ain't our contact, is it?! Whaddya see?!"
Sammy looks up at the hulking Grackletooth. With his free paw he bats Thrudh's swishing tail playfully. " Meow, be a pal, and open fire on those headlight yonder. This is a car chase."
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver
Bennies
Bennies: 4/3
  • +1 optional dream state
    +1 High post rate
    +1 F and G
    -1 Skill trick
    -1 hell pillars
    -1 Fetetic hand to hand combat
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: BC: WEST GLOOM (AC and Docks)

Post by Daniel »


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

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

    The mercs following you all are preparing to open fire on you. At this time the only viable (range wise) enemies to fight are the drone and the ATV on the map. More are closing the distance but will be part of next round.
Ailbhe Driving 5
[dice]0[/dice] Driving skill d8 on Ailbhe ... to avoid shot from ATV big gun ... Speeds at 90 + === She has simple sucess roll and continues to drive wildly down the road, a large blast from the big gun behind you all misses, zaps past and hits the roadway.
Init Order and Details
Round One:
As a whole the Party did well with Notice Rolls, as a Party you see a incoming drone that looks like it is attacking you soon. You (Sammy) have already opened fire. As a Party you all can consider yourself (this next round) to have the "Drop" - its not the drop per-say its a bonus I FEEL like giving you for the round. So you are all at +4 on stuff this round. I am also saying for this first round you all go first, then the bad guys will go. However: Did your Character fail the above Notice Roll? Then you are at an additional -2 on trait rolls if doing something against the people chasing you. Moving platform etc applies here (-2 for unstable platform, -2 medium range). So a bunch of math - sorry. Alecto I am PMing you more info based on your Notice Roll.

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

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

Enemies as a whole = Last


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

Edit: For simplicity sake (for me) I am going with = consider the drone to be close, no distance penalties, the ATV is further away and has a "medium" range penalty. Ty.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: BC: WEST GLOOM (AC and Docks)

Post by Icosa »

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

"Hans. They're from the Hammers."

She then loosened her seat belt and got up on her knees on the seat cushion of the passenger side seat, then twisted around to face backwards. For a moment she paused, learning the rhythm of the vehicle's suspension...then she leaned forward and opened fire with the railgun, directing her shots first at the drone...intending to walk the bursts down to the ATV once it was destroyed.
OOC Comments
Total modifiers: +4 for 'drop', -2 for unstable platform. Any shots directed at the ATV will be at an additional -2 for range that can simply be deducted from the appropriate rolls. Thus I shall be rolling 1d10+4 to hit.

Burst 1
[dice]0[/dice] or [dice]1[/dice]
[dice]2[/dice] damage, AP 4. I'm including the +4 'drop' on this, but if it doesn't apply just subtract 4 from the final damage results.
Final: 7 to hit for 19 damage, AP 4

Burst 2
[dice]3[/dice] or [dice]4[/dice]
[dice]5[/dice] damage
Raise: [dice]9[/dice]
Final 11 to hit for 23 damage, AP 4

Burst 3
[dice]6[/dice] or [dice]7[/dice]
[dice]8[/dice] damage
Raise: [dice]10[/dice]
Ace raise: [dice]11[/dice]
Final 10 to hit for 25 damage, AP 4
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

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

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

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

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

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

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Thrudh Zebrem
Silver Patron
Silver Patron
Posts: 264
Joined: Sat Apr 01, 2017 9:57 am

Re: BC: WEST GLOOM (AC and Docks)

Post by Thrudh Zebrem »

Thrudh nods at Sammy. "With pleasure." Finding the lights of the ATV to be a reasonable target focus, he lights off a blast from the particle beam cannon.
Shooting - 5
Shooting with +4 from Drop, -2 from range, -2 from failed notice; Steady Hands negates moving vehicle penalty
[dice]0[/dice]

Damage: [dice]2[/dice] AP 6, MD

Wild die Shooting
[dice]1[/dice]
"An' take one a' these, ya filthy jokers!"
Throwing - 8
Throwing frag grenade, same bonuses
[dice]3[/dice]

Wild die Throwing
[dice]4[/dice]

Ace wild die with prior result
[dice]5[/dice]

Damage for frag grenade, LBT, MD, with raise
[dice]6[/dice]

2 ace damage dice with prior result
[dice]7[/dice]

1 ace damage with prior result
[dice]8[/dice]

1 ace damage with prior result
[dice]9[/dice]
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
Edit Sig
User avatar
Gargamel
Bronze Patron
Bronze Patron
Posts: 193
Joined: Sat Apr 01, 2017 12:43 am
Location: The Black Company

Re: BC: WEST GLOOM (AC and Docks)

Post by Gargamel »

Gargamel looked at Sammy, obviously annoyed.
“Well, if they weren’t hostile beforehand,” he growled, drawing out his other pistol, “you know, this is why people keep shooting at us.” Summoning his mental energies, he directed his spell on the vehicle they were in by touching it and suddenly there were three jeeps zipping around making it very difficult to hit them.

ooc
Casting greater deflection on the vehicle, making it harder to hit with ranged weapons
Spellcasting [dice]0[/dice]
benny for extra effort [dice]1[/dice]
PPE 4
total 8 so a raise which means -6 to hit the jeep
OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

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

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82
User avatar
Hans Greuber
Diamond Patron
Diamond Patron
Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: BC: WEST GLOOM (AC and Docks)

Post by Hans Greuber »

Boost Trait and Shooting or Aiming
Turn 1:
  • Greater Boost Trait (Driving) on Ailbhe and giving a d4 in Knowledge (Geography):
    TW: [dice]0[/dice]
    Wild: [dice]1[/dice]
    Result: 7 - Success. +2 Dice to Driving, d4 in Knowledge (Geography). Cost 5 PPE. He should now have a d12 in Driving.
After using his Group Mind Re-Integrator on their driver, Ailbhe, Hans will shoot at the targets in the following priority... the ATV, then the drone. If neither is remaining, he will instead spend some time aiming at the largest vehicle that will be joining the chase next turn...

Turn 2: Shooting Satisfaction at +4 (or +6) (-2 from Notice Roll, +2 from Satisfaction, +2 from Machine Maestro, +4 from the Drop, Possible -2 for Medium Range)
  • Shooting: [dice]2[/dice]
    Wild: [dice]3[/dice]
    Result: 6 - Success. Hit. (if vs. Drone, 8 - Hit with Raise.) Damage: [dice]4[/dice] AP6 MD (Additional [dice]5[/dice] if vs. drone)
Watching everyone quickly react to the drone and the ATV pursuing them, Hans takes a few long seconds to assess the threat remaining from their targets. The rest are way too far away to deal with. First to help Ailbhe with the driving, then deal with the threats from the Hammers. After using his Group Mind Re-Integrator on Ailbhe, Hans turns to the back and sights along Satisfaction (and shoots if there is a viable target in range).

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

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
User avatar
sammy
Posts: 142
Joined: Fri Aug 25, 2017 11:06 pm

Re: BC: WEST GLOOM (AC and Docks)

Post by sammy »

Sammy cocks an eye at Gargmel. Winds is wipping arround him, but his green cystal pendant is glowing keeping his fur perfectly in place. " I doubt I am the reason trouble as arrived our door. Seems just getting out of bed brings a hex like a fly to honey... To be clear the black company is the honey in this example.". Sammy spies one of the wrecks on the shoulder of the road. " I might follow your lead shifter, a bit more iron might stave off some of the bigger guns our enemies might bring to bear." Sammy flicks a paw, as if playing with an imaginary ball of yarn. But if you were to look at his eyes, they are glowing green as he draws on his inner strength to move a nearby wreck or at least a good chunk of it up behind the vehicle the group Is in, as if using it as very large sheild to help protect his new found allies. The wreck, trembles, but Sammy puts in the extra effort and finnally the wreck flies up behind their vehicle.
Exalted Telekinesis, total 9, 1000lbs
Activate exalted telekinisis, Psionics +4 scene mod, -2 unstable platform, total 9[dice]0[/dice] [dice]1[/dice] extra effort [dice]2[/dice] Sammy can lift 1000lbs and uses it as a very large sheild, or barrier the enemies must shoot through to hit the group.
ISP
Isp, 20/30
Conditional action
Conditional action, if the drone or nearby ATV are not dystroyed he will do the above action after all allies have gone.
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver
Bennies
Bennies: 4/3
  • +1 optional dream state
    +1 High post rate
    +1 F and G
    -1 Skill trick
    -1 hell pillars
    -1 Fetetic hand to hand combat
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: BC: WEST GLOOM (AC and Docks)

Post by Daniel »

OOC Comments
Held spot.

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

Sorry I was not available yesterday.
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: BC: WEST GLOOM (AC and Docks)

Post by Daniel »


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

So:
  1. Carlos
  2. Gargamel
  3. Hans
  4. Bad Guys
  5. Sammy
  6. Thrudh
  7. Alecto
Ailbhe Driving Skill Check d12 [dice]0[/dice].
As Ailbhe continues to drive the Jeep with reckless abandon you are still racing across broken pavement and headed east towards the lake.

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

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

As Ailbhe drives she calls out, ”I see movement ahead! Something invisible!”
OOC Comments
TW Sone Rangers x2
Zone Ranger ATV: Size 6, Acc/TS 10/50, Toughness 32 (18), Crew 1+6, Remaining Mods 4

Merc 1-5 Toughness 17 (6) Tech Soldiers
Merc 6-7 Toughness 22 (8) LLW Grimes and Burster Nigel
User avatar
Carlos Caravello
Bronze Patron
Bronze Patron
Posts: 55
Joined: Wed Oct 04, 2017 12:18 pm
Location: The Black Company

Re: BC: WEST GLOOM (AC and Docks)

Post by Carlos Caravello »

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

"Firing for effect!"
Shooting 8 - raise - 29 Mega Damage ignores armor if not fully environmental
Shooting [dice]0[/dice] +2 =10
Wild: [dice]1[/dice]
Notes: +2 shooting if user doesn't move, +2 joker, -2 unstable platform penalty.

Damage: [dice]2[/dice]
Raise: [dice]3[/dice]
Bennie
[dice]4[/dice]
Raise: [dice]5[/dice]
Joker: +2
Damage: 14

On more bennie for fun!
Damage: [dice]6[/dice]
Raise: [dice]7[/dice]
Aces: [dice]8[/dice]
Joker: +2
Total: 29
Plasma ignores armor unless it is fully environmental.

Ammo used: 7
Character Information
Carlos Caravello
Armored Stats: Strength d12+2; Pace: 8; Toughness: 20 (7), +2 Ranged Attacks, +2 Stealth (wilderness)
Bennies 4/4
User avatar
Hans Greuber
Diamond Patron
Diamond Patron
Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: BC: WEST GLOOM (AC and Docks)

Post by Hans Greuber »

"Not the first time you have said that, Nigel. Lets talk in person, shall we?"
First Turn
Hans will be Boosting Sammy's Spirit (Greater Boost Trait; Trapping will give a d4 to his Driving), and then Teleporting (Greater Teleport) over to the remaining Zone Ranger with Alecto and Gargamel.
  • Greater Boost Spirit: [dice]0[/dice]
    Wild: [dice]1[/dice]
    Extra Effort: [dice]4[/dice]
    Result: 12 - Success with 2 Raises. Sammy's Spirit goes up 4 Dice, and he gets a d4 in Driving. Costs 5 PPE
  • Greater Teleport: [dice]2[/dice]
    Wild: [dice]3[/dice]
    Result: 10 - Success and Raise. Hans, Gargamel, and Alecto Teleport into the nearest Zone Ranger (The one with the Burster). Costs 5 PPE.
Second Turn Delayed Until After Alecto
Last edited by Hans Greuber on Wed Oct 18, 2017 5:39 pm, edited 1 time in total.
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
User avatar
Gargamel
Bronze Patron
Bronze Patron
Posts: 193
Joined: Sat Apr 01, 2017 12:43 am
Location: The Black Company

Re: BC: WEST GLOOM (AC and Docks)

Post by Gargamel »

Shooting [dice]0[/dice]
Wild dice [dice]5[/dice]

[dice]6[/dice]

Fighting [dice]1[/dice]
Wild dice [dice]2[/dice]
[dice]7[/dice]
Exploding dice [dice]9[/dice]
21 damage with AP 2

Activate battle fury blade
[dice]3[/dice]
Wild dice [dice]4[/dice]
[dice]8[/dice]
Exploding [dice]10[/dice]
30 damage with AP2
All hit
OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

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

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: BC: WEST GLOOM (AC and Docks)

Post by Daniel »


One Zone Ranger careens off the roadway and rolls over in a blast of plasma.
OOC Comments
(29 Mega Damage ignores armor if not fully environmental = all are dead).
Alecto, Hans and Gargamel stand on the remaining Zone Ranger, which is now covered in blood and gore. The remaining alive and unharmed Merc in the vehicle slams the brakes on.
OOC Comments
(Those on the Zone Ranger: Prior to your next actions in this Round make a Agility Roll - Alecto/Hans - at -2 if you fail your action/attack is at a -2 from the sudden stop).
The Burster groans in pain and flames erupt around him. All on the vehicle are covered in flames.
OOC Comments
(Damage is: [dice]0[/dice] = 15 Mega Damage to each, Alecto, Hans and Garg who are in the "blast" zone).
The driver, one Nester Longstride, a Hammers Merc through and through, screams curses at Hans and Alecto for being traitors and jumps out of the vehicle and runs towards some debris and boulders ... on his way out he dropped his bandolier of grenades after activating them. Running away from the flaming vehicle Nester dives for cover.
OOC Comments
(Grenade damages: Three Grenades go off, each damage should be dealt with individually: ONE [dice]1[/dice] = 14 MD AP 8, TWO [dice]2[/dice] = 12 MD AP 8, and finally THREE [dice]3[/dice] = INSERT ACED ROLL [dice]4[/dice], 19 MD AP8).
With the Zone Ranger stopped, engulfed in flames from the Burster and then exploding grenades - what do you do? Soak, fight etc to finish up this Round.

PS Burster blown up and dead.

Driver Merc now 5” away and under (2 pts) cover.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: BC: WEST GLOOM (AC and Docks)

Post by Icosa »

Alecto has time to look down at the grenades and compare several courses of action. There's too many to grab and try to throw away. She's not close enough to an exit to get out. So she dropped and covered her vital areas with her arms.

And then the world was noise and fire and smoke.

She survived. Systems returned diagnostics as she got to her feet. Minor injuries from fragments that had pierced a joint on her armored suit. An internal fluid leak from overpressure that was already being repaired. She'd been lucky.

The eruptor-class pyrokinetic wasn't so lucky. That left only one threat.

As Hans wedged his armored frame into the driver's seat, Alecto said, "I will return momentarily," and made her way to the hatch. Her feet made scrapey thuds when she dropped out. There was only one place he might be hiding, and Alecto moved around behind that outcropping at a steady, unhurried pace. She could hear the vehicle behind her starting to move.

The railgun Alecto let drop on its holding strap. She drew her vibrosword as the driver came into view. He was familiar. She remembered him from the Hammers. A loud, boisterous man, fond of terrible jokes that seemed to evoke laughter from the others more from how inept they were rather than any real humor. Alecto had asked him about it once and he'd said, 'Jokes make people laugh. Who cares why?' The insight had been valuable.

She wished they had sent someone else.

"Why'd you do it?" the driver asked as she game into view. He hadn't seen that armor before, but the outline and the sword made it pretty clear to him who she was. "Why'd you have to go bad on us?" His hand dipped to his sidearm as he talked, playing for time.

Alecto replied, "Staying with the Hammers was counter to the goals and priorities I set for myself, once I had sufficient information to set them. None of what has followed was necessary. The Hammers have spent far more in materials and manpower attempting to retaliate than they lost when Hans and I left."

The driver let his head rock back a little. "Never leave a man behind, right?"

His hand came up, pistol gripped tightly as he brought to bear on the black, unreflective visor of Alecto's helmet... She moved, a little. Not enough to throw off his aim.

...he couldn't pull the trigger though. When he tried, nothing happened. Then he realized why. That hand seemed to be missing. The pain was just starting to sink through the shock when Alecto put her hand over his forehead, resting it there like he was an old friend.

A blade extended from her palm, through a port built into the armor and then through his skull and the softer things within. Almost immediately it retracted again.

"Never leave a man behind," she repeated quietly...then turned and ran after the Zone Ranger to catch up.
OOC Comments
Agility [dice]0[/dice] or [dice]1[/dice].

Spending a benny to negate the Shaken from the first 'nade that exceeded 13 toughness.
Soak for the 3rd [dice]2[/dice] or [dice]3[/dice]

Attacks (narration is just the flavor flave)
[dice]4[/dice] or [dice]5[/dice] for [dice]6[/dice] plus [dice]7[/dice] AP 4
Ace on wild [dice]12[/dice]
Raise on damage [dice]15[/dice]

And another one
[dice]8[/dice] or [dice]9[/dice] for [dice]10[/dice] plus [dice]11[/dice] AP 4
Bah...lousy roll...benny I guess.
[dice]13[/dice] or [dice]14[/dice] And turns out the 4 would have hit after all. That'll teach me to bennie before I get a rules answer. Hah! Ah well.

Also, mysterious Notice roll!
[dice]16[/dice] or [dice]17[/dice] If vision does not apply, subtract 2.
Last edited by Icosa on Tue Oct 24, 2017 3:04 pm, edited 5 times in total.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

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

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

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

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

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

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Hans Greuber
Diamond Patron
Diamond Patron
Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: BC: WEST GLOOM (AC and Docks)

Post by Hans Greuber »

Agility 4
Agility (-2 for Difficulty, +2 for Machine Maestro)
Agility: [dice]0[/dice]
Wild: [dice]1[/dice]
Result: 4 - Success. No Penalties
Hans stows Satisfaction, sits in the remains of the driver's seat, and floors it.

"Lets roll."

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

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
User avatar
Thrudh Zebrem
Silver Patron
Silver Patron
Posts: 264
Joined: Sat Apr 01, 2017 9:57 am

Re: BC: WEST GLOOM (AC and Docks)

Post by Thrudh Zebrem »

Thrudh watches the massive pyrotechnics behind him. Seeing the driver of one of the rangers roll out, he covers the escapee until cover is found. "I got no good shot on the guy just jumped out. He ain't a threat now, I'm guessin'. What's this 'bout an invisible somethin'er'other? I got fire fer whatever it is." Thrudh cranks the big gun around until it's pointing forward. His finger hovers over the trigger, but he holds off firing until his target is clear.
Notice
Notice with Alertness - GM apply penalties as appropriate
[dice]0[/dice]

Wild die Notice
[dice]1[/dice]
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
Edit Sig
User avatar
Gargamel
Bronze Patron
Bronze Patron
Posts: 193
Joined: Sat Apr 01, 2017 12:43 am
Location: The Black Company

Re: BC: WEST GLOOM (AC and Docks)

Post by Gargamel »

Explosions went off left right and centre, but his armour and shield managed to prevent a lot of the damage, but he still managed to end up wounded.
OOC Comments
Agility roll [dice]0[/dice]

Current toughness 18(11)
soaked burster damage completely

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

bennie to soak grenade 2 [dice]1[/dice] soaked
bennie to soak grenade 3 [dice]2[/dice] 2 wounds for Gargamel
Wild dice [dice]4[/dice]
smart roll [dice]3[/dice] to avoid going beseark - passed thankfully
OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

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

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82
User avatar
Carlos Caravello
Bronze Patron
Bronze Patron
Posts: 55
Joined: Wed Oct 04, 2017 12:18 pm
Location: The Black Company

Re: BC: WEST GLOOM (AC and Docks)

Post by Carlos Caravello »

Seeing the first Zone Ranger gutted with flames, Carlos let's out a satisfied grunt. The look on his face indicates a mixture of surprise and satisfaction.

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

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

"I need a drink, maybe we can make a new one called 'The Flaming Merc'."
Character Information
Carlos Caravello
Armored Stats: Strength d12+2; Pace: 8; Toughness: 20 (7), +2 Ranged Attacks, +2 Stealth (wilderness)
Bennies 4/4
User avatar
Thrudh Zebrem
Silver Patron
Silver Patron
Posts: 264
Joined: Sat Apr 01, 2017 9:57 am

Re: BC: WEST GLOOM (AC and Docks)

Post by Thrudh Zebrem »

Thrudh chuckles at Carlos. "I bet Hansie and I can brew up a new batch. Make it flammable. Wait'll ya meet Eleanor."
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
Edit Sig
User avatar
sammy
Posts: 142
Joined: Fri Aug 25, 2017 11:06 pm

Re: BC: WEST GLOOM (AC and Docks)

Post by sammy »

Sammy grins as Hans touches him lifting his spirit. Meow ain't that a sight, like a colt running eild over the red desert. Sammy gives 'Vello a smirk, " Just like Charlesbad you gun toting son lf a gun." The wind warps arround Sammy's ever protective armor like field extending from his green crystal amulate. He can't help but give a grin at all the carnage, " Keep a look out in front of us, Aldore said something was in front... That smoking hulk of a ATV you made might do just the trick..." Sammy's tail twitches near Ailbhe, " Hope you can drive blind Albadore..."
Sammy reaches out a paw to the smoking burnt TW vehicle, and uses his telekentic strength to rip its smoking hull on fire and flings it out in front of the jeep he was in. Hopefully he would hit whatever thing was in front and if not he was betting on the smoke revealing the general location of whatever it was.
Thoughts on the mechanics of his actions
Best I can tell, ast round Sammy activated his greater TK power with a raise letting him lift the max load using spirit. So I think it would be a tk spirit roll for lifting the burnt tw vehicle, then move it out in front of Ailbhe's jeep, and throw it a head either hitting the invisible obstacle or at least using the smoke to make it a bit more visible in terms of where it is. So multiple actions...
Oh an yes he has trouble remembering her name. He called Alecto partner much of the time. He does almost remember carvello, but calls him Vello. Does a cat ever really know your name?
Action results TK strength check 20, and can lift 10 tons, throwing result a 4 and Benny spent
TK spirit roll [dice]0[/dice] Ace [dice]4[/dice]Wild [dice]1[/dice]
Throw [dice]2[/dice] wild [dice]3[/dice] extra effort [dice]5[/dice]
-2 multiaction penalty is factored in
Well ain't that pretty. Like a thick stream of maple surup, all over crispy bacon and well burnt.. Sammy lets out a gleeful Meow! And waves an imaginary hat that he must have lost at point. " I love chases! You got to wonder how this one turns out!"
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver
Bennies
Bennies: 4/3
  • +1 optional dream state
    +1 High post rate
    +1 F and G
    -1 Skill trick
    -1 hell pillars
    -1 Fetetic hand to hand combat
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: BC: WEST GLOOM (AC and Docks)

Post by Daniel »


  • Hammer's Revenge

    The Chase continues. Ailbhe drives the Jeep slower so that Hans can catch up in the newly acquired ATV. As you drive further away from the mess you have made, in the Ashlands, Ailbhe suddenly slams on the brakes to the Jeep she is driving. Close behind the Jeep is the ATV Hans is driving.
    Darkness prior to Sammy tossing ATV
    .

    Image

    .
    As you wonder just what is ahead a flare erupts in the darkness high above illuminating the beaten old roadway.
    Roadway after Sammy tosses vehicle and a magical flare erupts above
    .

    Image

    .
    Ailbhe curses, and starts muttering a chant, possibly a spell, maybe just a prayer. She has abandoned the idea of driving the Jeep, instead she stands up and throws her arms into the air and finishes her spell casting. A ripple shatters the air next to her and a massive Ogre is pulled across the Dimensions and stands next to her.

    Ailbhe points at the Glitter Boys and members of the Mercenary group call the Hammers.

    ”They are the bad guys. Please. Kill them Humble.”

    The Hammer's are ALL dug in and ready to fire, fight and cast away at you, the traitors they have wanted for quite a while now.
    INIT
    .


    Block One Goes Post in any order.
    1. Albihe (went/Summoned Humble)
    2. Thrudh - Was on Hold
    3. Humble - Joker
    4. Sammy - Ace Spades
    5. Carlos - Queen of Hearts // If you wish to roll Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle, you may do so. Although everyone's cards were pretty good. Let me know.
    Block Two Goes
    1. Enemy’s as a whole - 10 Spades
    Block Three Goes Post in any order after above.
    1. Hans - 9 Hearts
    2. Gargamel - 8 Spades
    3. Alecto - 8 Clubs

      Note Deck reshuffled due to Joker. Alsoup to now I have used a IRL deck with 4 Jokers. I might switch to online cards like everyone else, with 2 Jokers.....will let you know. Ty.
    .
    BAD GUYS
    .



    Glitter Boys
    GB1
    GB2 >> Parry 7, Toughness 32 (26)
    GB3

    Mage
    H4 >> Parry 5, Toughness 20 (15)

    Cyborg
    HBorg3 >> Parry 7, Toughness 24 (8)

    Soldiers
    H1 (Juicer & Has Cover) >> Parry 7, Toughness 20 (10)
    H2 (Has Cover) >> Parry 7, Toughness 15 (4)

    H5
    H6 >> Parry 7, Toughness 17 (9)
    H7
    H8

    Hammers ATV
    Older Mark1 ATV modded, no weapons: >> Toughness 18 (8)
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Humble
Diamond Patron
Diamond Patron
Posts: 211
Joined: Sun Oct 22, 2017 7:37 pm
Location: Black Company

Re: BC: WEST GLOOM (AC and Docks)

Post by Humble »

The battle was a little boring, these strange black armored men with skulls on their chest attacking Humble were dying too quickly and he was feeling disappointed. The way they tiny men yelled and issued orders you would have thought they were tougher. But no, now they were running off as if he had an army with him. Shrugging Humble turned to walk away when he heard a familiar voice in his head with an invitation to another battle...
********************** Arriving on the scene Humble feels himself pulled through and as he arrive he finds he is behind one of the giant glittering sentinels that shot him last week standing with two others and many other allies. Now this is a battle!
The compulsion he feels in his head telling him these are the enemies coming from his friend is something he has no desire to resist.
With a powerful “ROAR” humble fills himself with the power needed to stop these machine. The surge of battle clarity that fills him allows him to instantly move into action kicking a large chunk of concrete into the face of the farthest Glitter Boy, and slapping his blade up on the backside of the the head of the closest Glitter Boy Humble moves to the side and swings with all his might to remove the head of the distracted Sentinel as it looks the other way. Racing for the next Glitter Boy, Humble is surprised to see the results of his previous swing grunting he thinks to himself how impressive these things are and lets out a bellow of joy. “Come on, let’s do this.” Never does it occur to him that he may be outmatched.
OOC Comments
Humble has Arrogant and Overconfident he thinks he can take them and will automatically take on the toughest enemy he sees. In this case the Glitter Boys.
Stubbornness to Activate Exalted Warrior’s Gift - Tricky Fighter (Agility), & Tricky Fighter (Smarts) -9 PPE
  • Stubbornness [dice]0[/dice] Free Action Joker give +2
    Stubbornness Wild Die [dice]1[/dice] Free Action Joker give +2
Smarts Trick on GB1 Rocks kicked in his Face = 7
  • Smarts [dice]2[/dice] Free Action Joker give +2, Dirty Fighter gives +2
    Smarts Wild Die [dice]3[/dice] Free Action Joker give +2, Dirty Fighter gives +2
Agility Trick on GB2 Smacked in the back of the head = 8
  • Agility [dice]4[/dice] Free Action Joker give +2, Dirty Fighter gives +2
    Agility Wild Die [dice]5[/dice] Free Action Joker give +2, Dirty Fighter gives +2
    Extra Effort on Agility Truck to Ensure Decapitation [dice]19[/dice]
Fighting Attack on GB2 = 13 to hit
  • Fighting [dice]6[/dice] Aced = + [dice]8[/dice] Joker give +2, Dug in gives +2, Called Shot for Head -4, Wild Attack +2, parry may be dropped by 2
    Fighting Wild Die [dice]7[/dice] Joker give +2, Dug in gives +2, Called Shot for Head -4, Wild Attack +2, parry may be dropped by 2
End of Turn he moves behind GB3
Flame Sword Damage 29 AP4, if he failed to roll a 4 on Agility test he takes a would and is decapitated, which is an awesome opening
  • Damage [dice]9[/dice] Str + [dice]10[/dice] Sword + 2 Joker +4 Called Shot + 2 Wild +[dice]11[/dice] Raise AP4


Benny to Reroll
  • Damage [dice]12[/dice] Str + [dice]13[/dice] Sword + 2 Joker +4 Called Shot + 2 Wild +[dice]14[/dice] Raise AP4
=

Second Benny, one last try.
  • Damage [dice]15[/dice] Str + [dice]16[/dice] Sword + 2 Joker +4 Called Shot + 2 Wild +[dice]17[/dice] Raise AP4
Raise Aced [dice]18[/dice] = 29 Damage
Signature not set up yet. But used...
3 Bennie's
9 OF 10 PPE

Parry: 9 (1 from swords)
Toughness: 16 (4)

Humble
Bennies and Resources

User avatar
sammy
Posts: 142
Joined: Fri Aug 25, 2017 11:06 pm

Re: BC: WEST GLOOM (AC and Docks)

Post by sammy »

Meow! What a sexy avatar of war! Sammy wipes his eyes after the sudden stop to the carchase.
" Avalanche did you just summon ole Humble?". Sammy chuckles, " Last time I saw that cad he was burried alive in the caverns over at Charlesbad... Still the sexy beast as ever." Sammy cocks his head smirking at Alhbe, " Only aspect of war I have ever seen give Coake a run for his money." Seeing the GBs Sammy frowns hopping out of the Jeep, placing it between him and the glittery soldiers. Sammy gives the GBs a quizzical look as Humble went after them. As ever the warrior that hombre is! Sammy for a second reaches deep into his inner reserve, past the normal inner strength and right into his emboldened spirit.
Soul drain 6 ppts, success
Soul drain 6 ppts: Spirit 1d12+2-6 [dice]0[/dice] [dice]1[/dice]
Emboldened mostly by Hans' jolt to his spirit, Sammy smiles at the Hammers, " Have you ever danced in the pale moon light?"
Sammy uses his new reserves plus a bit of his own and turns his every movement into two, at the same time allowing his body to better absorb energy attacks. " Draw! You rust buckets!"
Exalted Quickness, ignore 2pts of MAP, 1 extra card, redraw on an 8 or less
Exalted Quickness -2 for MAP 3 isp( 9-6 from soul drain) from HJ always get the raise effect
Psionics [dice]2[/dice] wild [dice]3[/dice]
Benny for reroll +2 from Elan: [dice]4[/dice] wild [dice]5[/dice]
Exalted deflection -6 to be hit, 2pts of armor vs energy attacks cold can act as a dispel
Exalted Deflection, would be a -2 but now he ignores 2 pts of MAP! 5isp
[dice]6[/dice] wild [dice]7[/dice] Benny for extra effort [dice]8[/dice]
Sammy winces as his strength taken from him but with some extra effort he manages to keep his concentration, and become a lightning quick and hard to hit cool cat. Sammy bounds arround behind the jeep tossing out verbal harpoons! " Meow, I ain't even going to go heels to get the drop on dubs like the hammers!"
OOC Comments
Maintain greater TK:1pt isp
Before anyone can react he bats a paw at the big hammers ATV, wrestling it off the ground and inbetween the line of sight of 2 standing glitterboys if he can just so that if they fire they get hit hit with their own blast! If successful it just sits their twirling arround suspended in mid air just daring a GB! Meow I recognize that suit, fraking Haus " Cool" Angeles, not very cool if memory serves
" Skin that smoke wagon Haus! See what happenes when you throw down with the black! Come after us and you get the black Twitter!" Sammy flicks his nail out, and the oil cap on the vehicle dumps its refuse onto Haus' glitter boy. Sammy cackles and purrs. He gives a side look at 'Vello that speaks volumes and then scratches his nose. Bring the big gun out Partner!
Exalted TK opposed spirit roll vs Sammys 12
Exalted Telekinisis maintaining with a raise 10tons, best I can figure out is Sammy makes an opposed spirit roll vs what if any driver to lift the APC
Spirit [dice]9[/dice] wild [dice]10[/dice] Benny to reroll [dice]11[/dice] [dice]12[/dice]
OOC Comments
Maintain greater tk: 1pt
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver
Bennies
Bennies: 4/3
  • +1 optional dream state
    +1 High post rate
    +1 F and G
    -1 Skill trick
    -1 hell pillars
    -1 Fetetic hand to hand combat
User avatar
Thrudh Zebrem
Silver Patron
Silver Patron
Posts: 264
Joined: Sat Apr 01, 2017 9:57 am

Re: BC: WEST GLOOM (AC and Docks)

Post by Thrudh Zebrem »

The jeep screeches to a halt and a monstrous ogre steps through a rip in reality. "Well, ain't that somethin'." He watches the ogre tear into one of the glitter boys and chase a second one. "That joker's all amped up, ain't he? Well, y'ain't doin' it on yer own, pal. Let ol' Thrudh get a piece."
Shooting
Shooting with targeting at Borg
[dice]0[/dice]

Wild die Shooting
[dice]1[/dice]

Damage with cannon and raise, if appropriate
[dice]4[/dice] AP 6, MD
Raise: [dice]5[/dice]
Ace damage die plus prior result
[dice]7[/dice]
Total result = 25, 27 if raise counts, 6 AP, should result in shaken & 1 wound, or 2 wounds with raise damage
Throwing
Throwing armor piercing grenade at Borg and Mage - tail action
[dice]2[/dice]

Wild die throwing
[dice]3[/dice]

AP grenade damage
[dice]6[/dice] AP 8, MD
Benny to reroll damage
[dice]8[/dice] = 20, AP 8, should result in 2 wounds on mage, 1 wound on borg
OOC Comments
conditional on there being no negatives for Thrudh to shoot and/or throw at the borg and mage, due to Sammy's spinning car trick
Thrudh's initial burst catches the borg full in the chest, ripping into the armor and striking some fairly important systems. "Get some, ya walkin' scrapheap! I'm gonna turn yer carcass inta spare parts an' bolt ya onto my ride! I'll use yer skull fer an ashtray, tin can!"
The grenade lands just a moment after the first shot at the borg. The shrapnel digs into the cyborg and the nearby mage. The borg is leaking lubricant rather profusely. The mage's armor doesn't fare any better, and he, too, sprouts a leak of some similarly vital fluids. "Good move, usin' the borg fer cover, ya dunce! Ain't nobody gonna hit that chucklehead with explosives! Hansie, ya used ta run with this group a' scholars? Scrag! Ain't a bucket a' brains in the bunch!" Thrudh's belly laughter competes at volume with the rest of the sounds of the firefight.
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
Edit Sig
User avatar
Carlos Caravello
Bronze Patron
Bronze Patron
Posts: 55
Joined: Wed Oct 04, 2017 12:18 pm
Location: The Black Company

Re: BC: WEST GLOOM (AC and Docks)

Post by Carlos Caravello »

Holy hell, Glitterboys!

Seeing his team, and some giant demon new comer, keep the Glitterboys off balance Carlos nods, Unprofessional but capable. That's good.

Spying soldiers on their flanks he grimaces, it was a smart move to put the heavies front on to stop their progress and let the infantry pick them off from cover. Of course, they probably weren't counting on a plasma claymore device.

Brining his rifle to bear he walks a rapid fire pulse across their position.

"Engaging targets right. Moving away from ATV to prevent bunch up for those boom guns."

After firing, Carlos moves toward their position and gets under cover to avoid return fire (or close into melee range if distance is short enough, Pace: 8).
Shooting 9-12-8 all raises assuming no cover modifiers. Damage 15-19-29 MDC. No armor applies unless fully environmental
ROF: 3
Targets: H5-H7
[dice]0[/dice]
[dice]1[/dice]

[dice]2[/dice]
Ace: [dice]7[/dice]
Total: 12

Wild: [dice]3[/dice]
Ace: [dice]8[/dice]
Total: 8

Notes: Not sure if there is a cover modifier for the mercs but I have no auto fire penalty Rock and Roll and my armor adds +2 to ranged attacks.

Damage
[dice]4[/dice]
raise: [dice]10[/dice]
Burn: [dice]15[/dice]
[dice]5[/dice]
Raise: [dice]9[/dice]
Burn: [dice]16[/dice]

Original:
[dice]6[/dice]
Raise: [dice]11[/dice]

Spend a benny
[dice]12[/dice]
Raise: [dice]13[/dice]
Ace [dice]14[/dice]
Burn: [dice]17[/dice]

No armor unless fully environmental
Character Information
Carlos Caravello
Armored Stats: Strength d12+2; Pace: 8; Toughness: 20 (7), +2 Ranged Attacks, +2 Stealth (wilderness)
Bennies 4/4
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: BC: WEST GLOOM (AC and Docks)

Post by Daniel »

IB2

With a vast mount of curses and yelling, the Hammers Mercenaries are dropping like flies. The surviving Mercenaries open fire on the Black Company.
  • H1 (Juicer & Has Cover) Shoots at Carlos [dice]0[/dice] / [dice]1[/dice]
  • H2 (Has Cover) Shoots at Hans [dice]2[/dice] / [dice]3[/dice]
  • H8 Shoots at Humble [dice]4[/dice] / [dice]5[/dice]
  • GB3 must melee - pylons up and move away from Humble 8" (south on map)
IB3 Goes.
OOC Comments
Please note If a NPC didn't go its because they are stunned into inaction for now.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Humble
Diamond Patron
Diamond Patron
Posts: 211
Joined: Sun Oct 22, 2017 7:37 pm
Location: Black Company

Re: BC: WEST GLOOM (AC and Docks)

Post by Humble »

Humble finds it unsurprising the giant sentinel would flee from him talking a final swing at it hoping to stop it's departure.
Unfortunately he is unable to get enough leverage behind the attack to damage the Glitter Boy in a meaningful way.


OOC Comments
Free Attack for Leaving Engagement
Fighting [dice]0[/dice] +2 for Joker (not allowed other maneuvers on free attack)
Wild Fighting [dice]1[/dice]

Damage [dice]2[/dice] Str + [dice]3[/dice] weapon + 2 Joker. Total 17 AP 4 damage.

.

Parry: 9 (1 from swords)
Toughness: 16 (4)

Humble
Bennies and Resources

User avatar
Hans Greuber
Diamond Patron
Diamond Patron
Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: BC: WEST GLOOM (AC and Docks)

Post by Hans Greuber »

OOC Comments
Hans will be paying for his Greater Armor (1 PPE), and Maintaining his Quickness (2 PPE). He will be dropping the Warrior's Gift that was used on himself. There is the last turn on Ailbhe's Boost to his Driving, and the second turn of the Boost Spirit on Sammy.
Hans gets out of the Zone Ranger after stopping it. He is still moving at blinding speed.

"I will take care of the Glitter Boy that ran away from the Ogre, and if I am lucky, maybe even the second Glitter Boy. With some luck, we may be able to get one or maybe both of the suits relatively undamaged, the pilots out cold."

"I told you not to piss off an Engineer."
Turn 1
Turn 1: Hans will move next to the left back wheel of the Jeep and use his Sub-Quantum Self Transitioner (Slumber with Temporal Thought Trapping), a MBT centered on GB3
  • Move 9 spaces to the Left Rear Wheel of the Jeep
  • Cast Greater Slumber centered on GB3 (+2 from Machine Maestro, -2 for Maintaining Quickness)
    • Weird Science: [dice]0[/dice]
      Ace: [dice]2[/dice]
      Re-Ace: [dice]3[/dice]
      Wild: [dice]1[/dice]
    • Result: 27 - Success with Raise(s). GB 3 and any within a 4" diameter centered on him must make a Smarts Roll or suffer Fatigue. In Addition, they must make a Spirit Roll at -4 or be Magically Asleep for 1 Minute. It takes a Full Round of Active Effort to wake them up. Costs 4 PPE.
Turn 2
Turn 2: Hans will walk towards GB3. If GB3 stops moving (Is put to sleep), Hans use his Sub-Quantum Self Transitioner (Slumber with Temporal Thought Trapping) on GB1. If he has reason to believe GB3 is still awake, he will use it on him instead.
  • Walk towards GB3.
  • Cast Greater Slumber centered on GB3 or GB1 (+2 from Machine Maestro, -2 for Maintaining Quickness)
    • Weird Science: [dice]4[/dice]
      Wild: [dice]5[/dice]
      Extra Effort: [dice]6[/dice]
    • Result: 10 - Success with Raise. Target GB and any within a 4" diameter centered on him must make a Smarts Roll or suffer Fatigue. In Addition, they must make a Spirit Roll at -4 or be Magically Asleep for 1 Minute. It takes a Full Round of Active Effort to wake them up. Costs 4 PPE.
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
User avatar
Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: BC: WEST GLOOM (AC and Docks)

Post by Icosa »

Next out of the Ranger is Alecto. She pulls her railgun out with her and levels it at the Juicer and his buddy taking cover near the glitterboys. She takes care to get some distance between herself, Hans, and the Ranger, so that a blast won't be able to hit them all at once.

Without preamble, and nary an action-hero quip to be found, she levels the magnetic cannon at them and proceeds to shred their cover and them, indiscriminately.
OOC Comments
Shooting! I didn't account for cover, but with that factored in I think only the middle shot was a raise. Firing at H1 first, then H2 with any shots remaining once H1 is down. All damage is AP 4.
[dice]0[/dice] for [dice]1[/dice]
[dice]2[/dice] for [dice]3[/dice]
Raise damage [dice]7[/dice]
[dice]4[/dice] for [dice]5[/dice]
Wild [dice]6[/dice]
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

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

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

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

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

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

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Gargamel
Bronze Patron
Bronze Patron
Posts: 193
Joined: Sat Apr 01, 2017 12:43 am
Location: The Black Company

Re: BC: WEST GLOOM (AC and Docks)

Post by Gargamel »

Rolls carried

Gargamel staggered out of the Zone Ranger , clutching his side from his injuries to survey the scene.

"Glitter boys, juicers, mercs and a random ogre from Shaintar, because why not." Gargamel noted, amused at how crazy the situation had become, "these Hammers really don't like you two, still, attack my people and I will end you."

Looking at what was left, he settled on who was the strongest opponent.

"Glitter boy, why are you running away like a coward, come here and face me like a man!" he screamed at GB3, whilst popping off a few shots at the juicer who happened to be in range from his shard pistol.
OOC Comments
Deflection -6 (round 3) and battle fury blade (round 2) still ongoing. no maintenance required.

Knowledge arcane[dice]0[/dice]
wild dice [dice]1[/dice]
ace [dice]4[/dice]
and again[dice]8[/dice]

I always forget the shard pistol has 3 round burst on it :oops: benny for extra effort [dice]13[/dice] which negates the -2 to hit him
Shooting [dice]2[/dice]
[dice]5[/dice]
[dice]6[/dice]
Wild dice [dice]3[/dice]
ace on wild dice [dice]7[/dice]

3 hits, one with a raise, each with lower vigour as well - opposed spirit vs my shooting roll - success lowers vigour by a step, raise by 2 steps
[dice]9[/dice] Ace [dice]14[/dice] 20 AP 1
[dice]10[/dice] ace [dice]15[/dice] 19 AP 1
[dice]11[/dice] and raise damage [dice]12[/dice] Ace [dice]16[/dice] 18 AP 1
which I think makes it shaken on first hit, wounded on attack 2 and possibly 2nd wound on attack 3 or worse depending
and yes, overconfident, you have to love it. Not a complication if its not getting Gargamel into trouble
OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

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

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: BC: WEST GLOOM (AC and Docks)

Post by Daniel »

OOC Comments
GB3 Smarts [dice]0[/dice]
Spirit [dice]1[/dice]

GB1 Smarts [dice]2[/dice]
Spirit [dice]3[/dice]



.
GB3 toppled over.
Next GB1 toppled over.
H1, H2 are cut down by Alecto and Gargamel.

H8 (the remaining Hammers Merc) throws his rifle down and yells, ”Jon Hammer was right about you! I’ll trade Information for my life! I know how Jon is planning on killing you. Damn you Dwarf and you r r r ugh.”

H8 drops dead.



Ailbhe informs you she had nothing to do with the killing of H8. She does introduce Humble to the group, thanking him also. She tells the Ogre she needs some time to recoup before she can open a return portal. (Shifter)

Feel free to discuss your intentions as far as loot. Say hi to Humble. My next GM Post will be in a different Thread: Your arrival at the OTO Cathedral.

Your following posts here can be IC or OOC. (Prefer IC).
Do your thing. Then afterwards head to OTO. That post will be up ASAP. Thank you.



From this contact...not counting the previous spoils.
3 GB suits. (1 damaged)
Hammers ATV: Older Mark1 ATV modded, no weapons: >> Toughness 18 (8)
Salvage Body Armor, 3 suits of Peacekeeper.
6 TX-5 pistols
3 TX-26 Pistols
5 L-20 Rifles
Credit cards:
100,000 GB1
20,000 GB2
180,000 GB3
50,000 Merc
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Humble
Diamond Patron
Diamond Patron
Posts: 211
Joined: Sun Oct 22, 2017 7:37 pm
Location: Black Company

Re: BC: WEST GLOOM (AC and Docks)

Post by Humble »

Humble looks around, kicks the decapitated glitter boy with his foot before picking it up to look inside. Turning to the group when Ailbhe mentions his name he nods and speaks. The voice that comes from him sounds like boulders rolling down a mountainside. “Last time they at least shot me with those guns a few times while I chased them. These ones just ran. Hummm, maybe they were smarter, if not faster?” Looking around to the others he says. “Are all your battles like this? It is good to have such powerful enemies it means you are powerful enough to matter.
“Do any of you know how to open these without breaking it?
"What names should I be call you?”
Then dropping the armor he was dragging on the ground next to them he seems unbothered by the blood pouring out on the ground at his feet as introductions are made.

Once things are calmer Humble moves over and starts separating the valuable metal parts of the cyborgs. “We can sell these parts to human doctors.”

Parry: 9 (1 from swords)
Toughness: 16 (4)

Humble
Bennies and Resources

User avatar
Thrudh Zebrem
Silver Patron
Silver Patron
Posts: 264
Joined: Sat Apr 01, 2017 9:57 am

Re: BC: WEST GLOOM (AC and Docks)

Post by Thrudh Zebrem »

Thrudh scans one last time for enemies. Assured that there is nobody out there who would pick a fight with this group right now, he relaxes at the cannon, cracks his helmet open, and puts a cigar to his mouth. Lighting it with the finger laser from his armor, he drags deep, and lets out a steady stream of a particularly bold smelling smoke. "Them Hammers ain't all that bright, but suicide chips? Ain't no amount a' money on rifted Earth worth it ta' have that kinda hardware installed."
He gives Humble a once-over and snorts. "Yer a big'n." He dismounts the jeep and continues to size up the new addition. "I ain't dumb. Glad yer pointin' at our enemies an' not at us. Name's Thrudh. Black Company driver and wrench, though I ain't a bad shot when it comes to gunplay. Thanks fer not completely destroyin' this haul." He looks around at the unspoiled aftermath of the glitter boys. "Say, Hansie, I got me a wild idea. These glitter boys ain't built fer me...but I bet, 'tween you, me, and three suits worth a' parts, we might could custom fit one. Whaddya think? Stick ol' Thrudh behind one a' them boom guns? It's a step up from that ol' SAMAS I pulled that dead grackle out of." Thrudh grins a wide, toothy grin and blows out a massive cloud of cigar smoke. "That'll give whatever we're up against a second thought 'bout crossin' the Black." His belly laugh echoes in the night.
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
Edit Sig
User avatar
Carlos Caravello
Bronze Patron
Bronze Patron
Posts: 55
Joined: Wed Oct 04, 2017 12:18 pm
Location: The Black Company

Re: BC: WEST GLOOM (AC and Docks)

Post by Carlos Caravello »

As the battle ends, Carlos begins to survey the battle scene. The huge simple minded giant carelessly traipsing across the battlefield makes him wince. He watches with a mix of respect and revulsion as they quickly pick over the "salvage", also called human remains, like vultures.

So, this is my new life. Picking bones with d-bees.

Resigning himself to his fate the new Merc moves to conduct a damage assessment of his rifle. It really did a number on those guys. Grimly, he investigates the body of the man who surrendered.

"If this guy was killed remotely, how did they know he surrendered? They may be monitoring our movements remotely."
Character Information
Carlos Caravello
Armored Stats: Strength d12+2; Pace: 8; Toughness: 20 (7), +2 Ranged Attacks, +2 Stealth (wilderness)
Bennies 4/4
User avatar
Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: BC: WEST GLOOM (AC and Docks)

Post by Icosa »

"Yes," Alecto said. "It may even have been the purpose of this ambush. Assessing our tactics and capabilities. We should assume the next attack will be better tailored to our strengths and weaknesses."

She paused, then added, "I suggest we do not give them an opportunity to mount a follow-up. Once we have fulfilled our obligation here, we should locate and counterattack the Hammers."
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

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

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

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

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

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

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Hans Greuber
Diamond Patron
Diamond Patron
Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: BC: WEST GLOOM (AC and Docks)

Post by Hans Greuber »

"Good work, Carlos. Impressive work. Humble, glad you are on our side. Thrudh, I would prefer to keep the 2 intact suits as is, with the third being there for spare parts... unless it is also easily repairable. The level of engineering and modifying the Glitter Boy Armor to fit you and your tail... eventually we MAY be able to, but we can easily equip you with a different set of Power Armor for the cost of even the damaged set of Glitter Boy Armor. You also still have that set of SAMAS that you took a few weeks ago that you can wear. Now lets load all this in our new Zone Ranger and get on the road. We heading back quickly to stash it, or are we continuing on to the meeting immediately?"
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
User avatar
Thrudh Zebrem
Silver Patron
Silver Patron
Posts: 264
Joined: Sat Apr 01, 2017 9:57 am

Re: BC: WEST GLOOM (AC and Docks)

Post by Thrudh Zebrem »

Thrudh drags on the cigar as Carlos and Alecto make their observations. "Yer right, Carlos. They must be listenin' ta everything we say. Scumbags. Who kills their own like that?" Thrudh's voice ticks up several notches of volume. "Them Hammers...they scare me. Ol' Thrudh is scared. That does it, Black Company. We're outta here. Abandon everything. The Hammers are after us. Alecto, yer wrong. We ain't goin' after the Hammers. They're too darn tough. We need ta run. Beat feet, right now. Put it in the wind an' hit the road."

He grins, blows out a smoke ring, and winks. He whispers, poorly, to Carlos and Alecto. "Ya think they were listenin' that time?"

Thrudh ambles over to Hans. "Yeah, I reckon yer right. Two or three suits is better'n one, if we can get pilots. Still...big ol' shiny Thrudh. Nah, I'm fine with that SAMAS. Just gotta put it back together. I'll back the APC up, you pull the ranger up, we'll get loaded and head straight fer the meetin'. Don't wanna be too late fer this." He examines the Mark I to ensure there are no hidden surprises and moves it into position to load.
Notice
Notice for booby traps w/ Alertness
[dice]0[/dice]

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

2nd Ace
[dice]4[/dice]

WD Notice
[dice]1[/dice]

Ace WD with prior result
[dice]3[/dice]
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
Edit Sig
User avatar
Gargamel
Bronze Patron
Bronze Patron
Posts: 193
Joined: Sat Apr 01, 2017 12:43 am
Location: The Black Company

Re: BC: WEST GLOOM (AC and Docks)

Post by Gargamel »

notice [dice]0[/dice]
wild dice [dice]1[/dice]
ace [dice]2[/dice]
total 9

Gargamel ignored the salvage being collected, concentrating on making sure there were no other suprises coming their way.

"Right now, we have given these Hammers a black eye. No group would be happy to lose three Glitter Boys in one engagement. If we must, pack it up and lets get out of here."

He looked Humble up and down

"And could somebody tell me where the Shaintar Ogre came from?"
OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

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

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82
User avatar
Humble
Diamond Patron
Diamond Patron
Posts: 211
Joined: Sun Oct 22, 2017 7:37 pm
Location: Black Company

Re: BC: WEST GLOOM (AC and Docks)

Post by Humble »

Humble looks at the man yelling to see if he is a threat and realizes he is maybe just hard of hearing. Thinking for a moment in what Ailbhe called the place he had last seen her he speaks up loudly so the man can hear him. “Illinois.”

Parry: 9 (1 from swords)
Toughness: 16 (4)

Humble
Bennies and Resources

User avatar
Gargamel
Bronze Patron
Bronze Patron
Posts: 193
Joined: Sat Apr 01, 2017 12:43 am
Location: The Black Company

Re: BC: WEST GLOOM (AC and Docks)

Post by Gargamel »

Rolls carried

"Not originally I would say," Gargamel smiled, dropping his Coalition pistol into the pile and picking up one of the TX-26 Pistols. "This will be more effective."
OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

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

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: BC: WEST GLOOM (AC and Docks)

Post by Daniel »


Image Agent Ailbhe Conners: Other World Security (OWS) Rakis I Security Commander

Chuckling the Shifter named Ailbhe says, "Humble and I know each other from way back. He's very handy at being a warrior. Gather the gear quickly, I know some boys and a girl or two who would love to sign on with a Merc Group that had Glitter Boys to operate. Part of the long term plan as I understand it is to group up with the OTO and form a large army. I have a army on Rakis. They will join us eventually in taking out Giest. I'm sure a few of my army would love to join you if you are rebuilding."

Ailbhe shrugs.

"All for later. Let me know when you are ready to roll. When we get to the OTO we just need to convince them that we are serious bad assery and worth joining forces with."

Ail gets into the Jeep and waits...

Onto the Meeting.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Humble
Diamond Patron
Diamond Patron
Posts: 211
Joined: Sun Oct 22, 2017 7:37 pm
Location: Black Company

Re: BC: WEST GLOOM (AC and Docks)

Post by Humble »

Gargamel wrote:Rolls carried

"Not originally I would say," Gargamel smiled, dropping his Coalition pistol into the pile and picking up one of the TX-26 Pistols. "This will be more effective."

Still talking louder than normal to accommodate the strange man’s hearing Humble says. “My gather was sold to Sadrick to fight.” Then looking around at all the work that still needs don while he is sitting her chattering like a priest he harrumphs at himself and goes back to work.
OOC Comments
You are right that he was originally from Shaintar. But he is not a big fan of elaboration.

Parry: 9 (1 from swords)
Toughness: 16 (4)

Humble
Bennies and Resources

User avatar
sammy
Posts: 142
Joined: Fri Aug 25, 2017 11:06 pm

Re: BC: WEST GLOOM (AC and Docks)

Post by sammy »

Sweat pours from Sammy face as he finally drops the weight of the vehicle. Meow that was one heavy ball.. Sammy bounds over to the others. He looks at Ailbhe, " Meow, Ackbar that was some slick driving. Could have used you out in Charlesbad." Sammy licks his paw digging out a sharp piece of rock that had gotten lodged. Sammy cannot help but smile at Han's child enthusasim over the spoils.
" I don't got anything to say that contradicts anything ya'll already said. Its nice to see the mighty black company making a comeback." Sammy gives a snif as he passes Humble, " Good to see you on our side Mr. Humble." How did he escape those caverns? Sammy bounds over to the jeep ready to go.
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver
Bennies
Bennies: 4/3
  • +1 optional dream state
    +1 High post rate
    +1 F and G
    -1 Skill trick
    -1 hell pillars
    -1 Fetetic hand to hand combat
Post Reply

Return to “The City of Gloom”