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 Chapter 1: The Meeting 
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Joined: Fri May 25, 2018 8:58 am
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Helga has requested that the group meet her at the Blue Stork, a once trendy steakhouse that now caters to the upper middle class population of Kingsdale. Once the party arrives, they are whisked away to a private room, where a small table awaits with a menu for each member. Once the party orders and eats (the meal is on her, pretty wide variety of food, even extra large grackletooth sized portions are available) she arrives. Helga is a tall attractive woman with mediterrantean features, large brown eyes and dark brown hair tied up in a neat bun. A waiter comes in with a glass and a bottle of wine and pours the dark red liquid into her glass. "Thank you Daniel," she says without looking at him and takes a small sip. She makes brief eye contact when speaking and has a clear authoritative tone. "Thank you for meeting with me ladies and gentlemen." She pulls a small electronic device out of her pocket and places it on the table. She shrugs. "White noise generator." "Shall we begin?"


OOC Comments
Any success on a notice roll will see that she has a tattoo on each wrist.
One is a slender blade (her left wrist) and the other has a heart with a stake through it (the right).
Knowledge Arcana roll will realize it's the Atlantean Marks of Heritage, a raise can tell you which clan she's from. Anyone with detect arcana active will be able to tell that she has a good amount of p.p.e.

_________________
GM Bennies 7/7
Wild Card Bennies ?


Sun Jul 01, 2018 11:50 am
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Joined: Fri Jun 29, 2018 8:21 pm
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Tim enters the establishment and does a discrete ocular assessment of the people within, looking for any Coalition agents. He sits down at the table with his back to the wall.

Tim finishes his well done hamburger with ketchup and gulps down his red wine, trying to pretend it tastes good.

"Good", he says with a slight smile and pushes his plate away before the conversation starts.

OOC Comments
Notice roll (room assessment): 1d4 (2), Wild die: 1d6 (3)
Notice roll (tattoos): 1d4 (3) Wild die: 1d6 (2)
Arcana roll: 1d10 (3) Wild die: 1d6 (6)

_________________
Tim Gates, Ley Line Walker
Tim Gates, Human, Ley Line Walker
Pace: 6; Parry: 5; Toughness: 8(3)
Combat-Relevant Edges & Abilities:
  • HJ Magic and Mysticism (18): Your hero gains +2 damage when using direct damage spells and TW weapons.
  • HJ Magic and Mysticism (17): All damage-dealing spells do Mega Damage, and ones which normally do Mega Damage gain +5 AP
  • Ley Line Walker Light Armor (TW): Breath mask and magical filter system that provides +4 to Vigor rolls against airborne toxins and diseases. The breathing system requires the wearer be magically or psionically active in order to function (though it costs no actual PPE or ISP).
Wounds: 0/3; Fatigue: 0/2; PPE: 05/15
Bennies: 3/3
Adventure Cards
  • Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.

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Sun Jul 01, 2018 10:34 pm
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Joined: Wed Jun 20, 2018 10:04 am
Posts: 16
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Detect Arcana, -1 Benny, -0 PPE; Notice
Enchanting: 1d12 (1)
Wild: 1d6 (2)
Benny to reroll backlash (Great start, lol)
Enchanting: 1d12 (12)
Wild: 1d6 (1)
Ace: 1d12+12 = 13 (1)

Notice: 1d8 (3)
Wild: 1d6 (3)

Professionally interested in Tim, Rika decides to leave with him for the meeting. She orders local cuisine, but it isn't to her tastes. She eats her fill and leaves the rest. She refuses the wine and waits for the meeting to begin in earnst.

When no one is looking, Rika runs Ki through the white tattoo on her face. It was created with a specially made ink which allows her to perceive the world as the Kami do when activated. The tattoo flares white briefly and fades back to normal.

Stoic wrote:
She makes brief eye contact when speaking and has a clear authoritative tone. "Thank you for meeting with me ladies and gentlemen." She pulls a small electronic device out of her pocket and places it on the table. She shrugs. "White noise generator." "Shall we begin?"

"Yes," Rika answers, "Why are we here? It is a strange place to be for one of my talents - and yours too I see. I am new to this land, but is this not the Coalition States? I have heard things."



Conditions
Kami Sight (Detect Arcana; Result: 13) for 3/3 Rounds

_________________
Tsuchiya Rika, M.A.R.S Rogue "Enchantress"
Rika, Human Exorcist
Pace: 6; Parry: 5(0) Toughness: 17(8)
Combat-Relevant Edges & Abilities:
    Arcane Resistance: +2 Armor vs damaging Magic/Psionics and +2 to Trait rolls to resist opposing powers (Friendly powers are at -2) (+3/-3 total from Patron Item)
    Battle Hardened: +2 to Soak rolls
    FEP: Fully sealed systems; Self-contained breathing; immunity to temperature extremes, radiation, vacuum, poisons, and disease; and other self-regulating life support systems)
    Master Exorcist: First raise on Spellcasting reduces PPE cost by 2, and by 1 per additional raise
Wounds: 0/3; Fatigue: 0/2; PPE: 13/15
Bennies: 2/3
Adventure Cards
  • 15: Sudden Death - Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
  • 17: Tale Teller - Your hero must tell a story of his group’s deeds to an audience of some sort (roleplay this) and make a Persuasion roll. If successful, the listeners become friendly and helpful to the entire party.
Edit Signature


Last edited by Tsuchiya Rika on Mon Jul 02, 2018 1:10 pm, edited 3 times in total.



Mon Jul 02, 2018 1:03 am
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Joined: Mon May 28, 2018 5:41 am
Posts: 15
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Notice 2
Notice 1d6 (2)
Wild 1d6 (1)


Common Knowledge 10
Smarts 1d6 (4)
Wild 1d6 (6)
Ace 1d6+6 = 10 (4)


***

The waiters as the Blue Stork brought Sig an extra sturdy stool with a one-limbed back support so a tail could fit comfortably. His stomach rumbled a bit. He was in a rather loud tropical shirt and cargo pants. He looked over the menu, licking his sharp teeth at the sight of the dino steaks. He barely looked at Helga as she put out the white noise generator, but puts down his fork and refills his beer from the pitcher as she starts the meeting.

“Good food. Thanks, sistah,” he said as he settled in to listen to their patron.

***

Conditions
Attributes: Agility d8, Smarts d6, Spirit d8 (+2 Fear), Strength d8 (Armor d12+2)(Max d12+2), Vigor d12 (Max d12+1)
Charisma: 2 (-4 CS); Pace: 8; Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Hindrances: Heroic, Greedy, Loyal, Overconfident
Edges: I Know a Guy, Brave (+2 Fear), Assassin (+2 damage vs unaware), Prehensile Tail (extra non-movement action, no MAP), Improved Arcane Resistance (+4 Armor vs. magic, +4 to resist magic), Improved Nerves of Steel (ignore 2 Wound modifiers), Battle Hardened (+2 Soak)
Bennies: 4/4
Adventure Card:
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.

_________________
Sig
[http://savagerifts.com/sr/viewtopic.php?f=41&t=2064]Sig[/url], Seasoned Grackletooth MARS Mercenary
Parry: 10 (-1 cover), Toughness: Melee: 20 (8)/Ranged: 22 (10)
Big Bore ammo: 8
Big Bore reloads 2 x 8 shots
Rifle Ammo: 60
Spare clips 2 x 60 shots
Ion Pistol ammo: 200
Plasma Grenades: 3
HE Grenades: 3
AP Grenades: 4
Frag Grenades: 2
Rocket: 2
AV Rocket: 2
Combat Edges:
    Block (Improved)
    Assassin
    Brave
    Arcane Resistance (Improved)
    Nerves of Steel (Improved)
    Battle Hardened
Bennies: 4/4
Adventure Cards:
Edit Signature
All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka, Heather Todd, Sig


Mon Jul 02, 2018 4:11 am
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Posts: 20
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OOC Comments
Notice 1d8 (8) Ace 1d8 (7)wild 1d8 (5)
Kn arcana: 1d8+2 = 9 (7) wild 1d6+2 = 6 (4)
Some subtle flute muisic to lighten the tense mood and give the diners something pleasant to listen to.
Agility 1d10 (6) wild 1d6 (5)

Ahh a couple of love birds out in the main lounge.Danny gives a couple an unexpected show with his flute to highen the mood and then heads to the private room still playing softly. He pauses in his flute playing when the noise generator goes to work. A True Atlantean with a code Red quantum flux level. Interesting... Why show off who you are here of all places.
Danny shoves a good amount of food into a plastic container. He smiles nodding to her, ” Yes thank you for the food. I am Danny. A right pleasure and these leftovers will do nicely for some of the hundry folks not able to make it into this estabilishment.” He rests his gracklepack easy in his tail, looking arround for the other shoe to drop.

_________________
Danny Stat Block
Attributes: Agility d10(3), Smarts d8(1 FG,1), Spirit d6(1), Strength d8(2 race), Vigor d12(1 Race, 1FG, 1MARS, 1 advance)
Charisma: 0 (-4 with CS); Pace: 10 d10; Parry:5; Toughness:20(7); Strain: 0
Skills of Note: Notice d8, shooting d10, fighting d6, stealth d8
Edges of note: quick, level headed, improved level headed, deadshot, champion, elan, marksman, tail(extra action)
Hindrences:Curious, Doubting Thomas, Vengful(minor), Heroic, Stuff ain’t made for me, Issues with the cold


Armor Tx-11
  • +2 ranged attacks
  • 1d12+2 str
  • enviormental protection
  • take 2 hours to recharge 96 hours of continuous use
  • +2 pace(factored in)
  • 7 armor 3 toughness(factored in)
  • It also has built-in mini-computers for basic functions; a communications system with a 10 mile range; public-address loudspeakers; a laser distancer; and a nightvision mode for vision.

Weapon Gracklepack
KLS-RG-15X Manpack Electromagnetic Rail Gun (Patron Item)
Image
The brain child of the KLS corporation, this rail gun design is a miniaturized version of the RG-14 Electromagnetic Mass Driver. It's flexibility, efficiency, and relatively light weight make it the most potent man-portable, anti-armor & anti-demon weapon system ever produced. The only drawback is the delay in discharge as the capacitors spool up to release the hypersonic sabot payload. Several cases of these rifles have been released for field testing.
• Range: 125/250/500
• Damage: 3d10+5
• • In addition to other effects, characters wounded by this are at an additional -2 to heal their wounds due to the depleted uranium shell's innovative tearing design.
• AP: 15 (Goes through up to 12" of heavy steel plate)
• Rate of Fire: 1; Shooting is a full round action.
• Payload: Helical magazine containing 12 APDS rounds (Armor-Piercing Discarding Sabots)
Features:
• • Integrated laser targeting and advanced optics scope offsets two points of Range and/or Darkness penalties.
• Modifiers: Double the benefits of the Aim action.
• Weight: 20 lbs.
Helical magazines must be custom made by highly skilled weapons shops and have a base cost of 1000 credits each.
APDS rounds must be custom made by highly skilled weapons shops and have a base cost of 250 credits each.

Magic Heavenly Speaking Flute
A flute, often carved out of bamboo, bone or wood, with no obvious marks or signs to show it is special. Some Taoist and Shinto mystics create this item to facilitate communication with entities, ghosts and other spiritual beings. As such this item has many great powers but at its core it allows its user to potentially understand any language, especially those of the spiritual realm.
  • Base Item: Translator: functions as a universal translator allowing those that hold it to understand and speak the most common languages in North America, this magical flute operates with a d12+2 skill for most translation work. It can only operate with audio. Use the same process as for the cybernetic Language Translator to teach the system new languages.
  • Song of Heavenly Senses, Detect Arcana(Major)
    • Trappings: A heavenly song that sharpens the senses and reveals even supernatural evil within line of sight.
  • Song of Banishing, Banish (Major)
      Trappings: A haunting Song that is highly unpleasant to demons and evil spirits. If successfully banished the creatures will not come back while the flute is played as if under the fear power. Goodly creatures gain a level of arcane resistance against this power.
  • Song of Spiritual Comfort (Minorx2): A Musician finds playing the music peaceful and serene. +2 spirit.
  • PPE: 10, uses agility or notice as the quality of the song played affects the powers.


Mon Jul 02, 2018 1:10 pm
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Notice 9
Notice 1d4+4 = 7 (3)
Wild Notice 1d6+4 = 9 (5)


Lance arrives and smiles at Helga, introducing himself (and anyone who happened to arrive at the Blue Stork with him) with the usual fanfare. During the meal, he eats with an almost satirical focus on proper dining etiquette, carefully monitoring his posture, finger position and so on; it's clear he's running through his head a list of learned behaviors, and constantly checking himself against them--except when drinking the wine, which is a bit more awkward, as it involves lapping it up as much as tipping the glass.

He tilts his head a the white noise generator when she turns it on--he can just barely pick up on it, way at the upper range of his hearing, but it's not loud enough to bother him, more of a faint whine. He also notes her arm tattoos, but being utterly clueless about such things, just figures she's one of those folks that goes around inking their skin for whatever reason.

"Yes, let us speaketh of matters of duty."

_________________
Lance

OOC Comments
Dog-Boy Techno-Warrior
Charisma: 0 (but effectively +2); Parry: 7; Toughness: 14 (6) [Juicer Plate]
Fighting d12+6, Shooting d8, Riding d12+1, Notice d4+2 (+4 Scent/Vision), Repair d4, Tracking d6+4, Streetwise d6+2, Persuasion d6+2, Survival d4+4, K: Politics d8
Weapon in hand: Mining Drill Apparatus (aka Lance of Might)
Edges: Danger Sense, Beast Master, Nerves of Steel, Quick, Improvisational Fighter
Primary Attack: Drill, Fighting d12+5, Strength (d12) + 2d6 MD, AP 10
Ranged Attack: Shooting d8, Portable Rocket Launcher (5d6 AP 6 SBT) or JA-9 Variable Rifle (3d6+1 AP 3)
“Steed” (Heavy Warhorse with Cybernetics)
    Agility 6; Smarts d4 (A); Spirit d6; Strength d12+2; Vigor d10
  • Fighting d8; Notice d6
  • Pace 10/d10; Parry 6; Toughness 22 (12 MDC)
  • Size +3
  • Kick: Strength +2d6 MD

Q3 Adventure Cards:
Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


Mon Jul 02, 2018 1:22 pm
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Joined: Wed Jun 27, 2018 1:50 am
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Notice 2
Notice 1d8 (2)
Wild Notice 1d6 (2)


Arriving with Tim and Rika, Johnny takes a look around the Blue Stork. Not too shabby, could use some improvements, looks like a place Maxxx and I would’ve frequented back in the day. He sure did love his steaks. Johnny thinks laughing to himself.

After being lead to the private room, Johnny takes a seat next to Tim. After not ordering anything and passing on the wine, Johnny watches and waits till Helga arrives.

_________________
Johnny Jones, Psi-Operator
Johnny Jones, Human, Psi-Operator
Charisma: 2; Pace: 6; Parry: 2; Toughness: 5
Combat-Relevant Edges & Abilities:
  • Nerves of Steel: Ignore 1 point of wound penalties.
  • ED-5 “Plastic-Man” Light Security Armor: +4 Armor, no Strength Minimum.
  • Vibro-Knife: Str+d6 MD, AP 4

Wounds: 0/3; Fatigue: 0/2; ISP: 30/30
Bennies: 4/4
Adventure Cards
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.


Last edited by Johnny Jones on Thu Jul 05, 2018 6:48 pm, edited 9 times in total.



Thu Jul 05, 2018 6:33 pm
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Helga tilts her head as Rika activates the tattoo, then nods. "Actually, Kingsdale isn't a part of the Coalition, which is the problem. The city to the east of us, Whykin, is for all intents and purposes a Coalition puppet. They allow the Coalition to do whatever they wish and would bend over backward to appease them. We here in Kingsdale however, intend to stay an independent state. She takes a small sip of the wine. "We have spoken at length of this to your fellows in the Tomorrow Legion and they sent your group to us, for the purpose of helping maintain our independence. As of late tensions with the CS Missouri have been increasing. Some citizens have simply gone missing, never to be heard from again. We don't have any proof that the Coalition is at fault, but our leadership seems to think they are to blame. There have been some clashes with them and their Whykin puppets in the past, so it isn't completely unheard of. The instance, in particular, was the disappearance of one Gerald Lang. Gerald is a prominent businessman in the area, who used to work for the Coalition. The rumors swirling around say that they took him as revenge for leaving the Coalition, but again, these are just rumors, we have no confirmation of this. Incidentally, this is is where you step in." She smiles. "Your superiors in the Legion have been gracious to lend your groups support to Kingsdale. Officially you are just representatives of the Legion here to help improve relations. Unofficially, we were told that you will help us investigate these disappearances and perform espionage when needed. This establishment is owned by my husband and me. If you need to make contact call and make a reservation for seven under the name of Thomas Leggerio. I'm not sure if you are aware of this, but Kingsdale has a wireless communications network you can tap into with a computer. You can provide an I.D. account and I will reply to your message at that account. If you don't have the appropriate chips to access it, let me know and I will have a courier bring them to the warehouse where you are set up.

She frowns, a hint of sadness washing over here. There is one more thing. She reaches into her pants pocket and pulls out a memory card in its case. She sets it on the table. "One of our sources inside of CS Missouri forwarded this to us. I have to warn you, the contents are quite disturbing. This is another threat to the area which we would like you to investigate if you have the time or resources. A local group that calls themselves 'The Liberators' is carving a path of death and destruction through the state sparing no one. We have what we believe to be part of their command structure on video on that chip, and if you could provide us with any more information regarding their group we would be greatly appreciative. Now, if you'll excuse me, I must..."

Her words are interrupted by the sound of an enormous explosion. It isn't that close, but easily within a few blocks. Helga's eyes are wide in shock and she runs from the restaurant, with an Ion pistol somehow appearing in her hand as she exits.

OOC Comments
A simple notice roll will tell you which direction the explosion comes from, with a raise you can easily find the spot. Anyone wanting to chase after Helga can do so but need an agility roll to pop up out of their chair and reaction in time.
Jeffrey, please feel free to still post/common on the dinner/meeting or before it, just include what you do after it as well

_________________
GM Bennies 7/7
Wild Card Bennies ?


Thu Jul 05, 2018 6:34 pm
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Joined: Fri Jun 29, 2018 9:25 pm
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OOC Comments
Notice 1d4+2 = 5 (3)
Wild Notice 1d6+2 = 7 (5)
+2 for Scent/Hearing

Agility 1d10 (4)
Wild Agility 1d6 (4)

Riding 1d12+1 = 3 (2)
Wild Riding 1d6+1 = 7 (6)
.


Lance listens eagerly to the details, attentively noting all the pertinent bits. He's about to ask if they've used any magical means of tracking the missing people when the bomb goes off, interrupting him. His reaction is only a hair slower than hers, and he has an advantage--as he nears the door, he barks, once, and Steed comes galloping up from the nearest alleyway; Lance leaps up and will start riding swiftly in the direction of the explosion, nose sniffing to try to catch any useful information the wind might bear him. Whoever is closest behind him will get the offer of a ride, of course, in the form of a strong hand pulling them up behind him.

_________________
Lance

OOC Comments
Dog-Boy Techno-Warrior
Charisma: 0 (but effectively +2); Parry: 7; Toughness: 14 (6) [Juicer Plate]
Fighting d12+6, Shooting d8, Riding d12+1, Notice d4+2 (+4 Scent/Vision), Repair d4, Tracking d6+4, Streetwise d6+2, Persuasion d6+2, Survival d4+4, K: Politics d8
Weapon in hand: Mining Drill Apparatus (aka Lance of Might)
Edges: Danger Sense, Beast Master, Nerves of Steel, Quick, Improvisational Fighter
Primary Attack: Drill, Fighting d12+5, Strength (d12) + 2d6 MD, AP 10
Ranged Attack: Shooting d8, Portable Rocket Launcher (5d6 AP 6 SBT) or JA-9 Variable Rifle (3d6+1 AP 3)
“Steed” (Heavy Warhorse with Cybernetics)
    Agility 6; Smarts d4 (A); Spirit d6; Strength d12+2; Vigor d10
  • Fighting d8; Notice d6
  • Pace 10/d10; Parry 6; Toughness 22 (12 MDC)
  • Size +3
  • Kick: Strength +2d6 MD

Q3 Adventure Cards:
Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


Thu Jul 05, 2018 6:41 pm
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Joined: Fri Jun 29, 2018 8:21 pm
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Notice (3), Agility (7)
Notice: 1d4 (2), Wild Die: 1d6 (3)
Agility: 1d4 (4) (explode: 1d4 (3)), Wild Die: 1d6 (2)


Tim stands and walks over to the door and steps outside. He walks to the street and takes a look around wondering what the explosion was and seeing if the people out here know what is going on.

_________________
Tim Gates, Ley Line Walker
Tim Gates, Human, Ley Line Walker
Pace: 6; Parry: 5; Toughness: 8(3)
Combat-Relevant Edges & Abilities:
  • HJ Magic and Mysticism (18): Your hero gains +2 damage when using direct damage spells and TW weapons.
  • HJ Magic and Mysticism (17): All damage-dealing spells do Mega Damage, and ones which normally do Mega Damage gain +5 AP
  • Ley Line Walker Light Armor (TW): Breath mask and magical filter system that provides +4 to Vigor rolls against airborne toxins and diseases. The breathing system requires the wearer be magically or psionically active in order to function (though it costs no actual PPE or ISP).
Wounds: 0/3; Fatigue: 0/2; PPE: 05/15
Bennies: 3/3
Adventure Cards
  • Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.

Edit Signature


Thu Jul 05, 2018 7:17 pm
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Notice 7 or 5 with danger sense, agility 17
Notice with danger sense at -2 1d8 (7) wild 1d6 (5)
Agility 1d10 (8) ace 1d10 (9) wild 1d6 (2)

Helga... Helga... So predictable. When I woke up in the morning I knew you would tell us about the trouble with the CS. Unfounded rumors and conjection. Even the grusome bandits were not a surprise... Ahh yeah a bit of a tingle and allow me to get the door in 5, 4, 3, 2,1.” Danny might have been outside feeding the folks less fortunate because he opens the door for Helga,Lance, and Tim then follows them out shifting his gracklepack railgun into his hands and his flute to his tail.

Danny looks down the path towards the warehouse longingly. He mutters, ” Should have grabbed my fineries for this diner date.” He adjusts his tunic and trousers then taps Gates on the shoulder. Danny smiles showing his teeth, ” Say there uhh Bill was it, sorry maybe Tim. I am not sure we were ever introduced. The name is Danny, as you can see I am without armor but I got my nasty rifle, and bamboo flute. The noise came from that general area to the North, lets go get into trouble.”

After a quick scan of the roofline Danny laughs clearly joking with Tim, ” Don’t suppose you can wink us up to the top of that 5 story artists loft building. It would give us the right kind of view of the situation.” Danny chuckles clearly not believing and not knowing Tim Gates could do just that.

_________________
Danny Stat Block
Attributes: Agility d10(3), Smarts d8(1 FG,1), Spirit d6(1), Strength d8(2 race), Vigor d12(1 Race, 1FG, 1MARS, 1 advance)
Charisma: 0 (-4 with CS); Pace: 10 d10; Parry:5; Toughness:20(7); Strain: 0
Skills of Note: Notice d8, shooting d10, fighting d6, stealth d8
Edges of note: quick, level headed, improved level headed, deadshot, champion, elan, marksman, tail(extra action)
Hindrences:Curious, Doubting Thomas, Vengful(minor), Heroic, Stuff ain’t made for me, Issues with the cold


Armor Tx-11
  • +2 ranged attacks
  • 1d12+2 str
  • enviormental protection
  • take 2 hours to recharge 96 hours of continuous use
  • +2 pace(factored in)
  • 7 armor 3 toughness(factored in)
  • It also has built-in mini-computers for basic functions; a communications system with a 10 mile range; public-address loudspeakers; a laser distancer; and a nightvision mode for vision.

Weapon Gracklepack
KLS-RG-15X Manpack Electromagnetic Rail Gun (Patron Item)
Image
The brain child of the KLS corporation, this rail gun design is a miniaturized version of the RG-14 Electromagnetic Mass Driver. It's flexibility, efficiency, and relatively light weight make it the most potent man-portable, anti-armor & anti-demon weapon system ever produced. The only drawback is the delay in discharge as the capacitors spool up to release the hypersonic sabot payload. Several cases of these rifles have been released for field testing.
• Range: 125/250/500
• Damage: 3d10+5
• • In addition to other effects, characters wounded by this are at an additional -2 to heal their wounds due to the depleted uranium shell's innovative tearing design.
• AP: 15 (Goes through up to 12" of heavy steel plate)
• Rate of Fire: 1; Shooting is a full round action.
• Payload: Helical magazine containing 12 APDS rounds (Armor-Piercing Discarding Sabots)
Features:
• • Integrated laser targeting and advanced optics scope offsets two points of Range and/or Darkness penalties.
• Modifiers: Double the benefits of the Aim action.
• Weight: 20 lbs.
Helical magazines must be custom made by highly skilled weapons shops and have a base cost of 1000 credits each.
APDS rounds must be custom made by highly skilled weapons shops and have a base cost of 250 credits each.

Magic Heavenly Speaking Flute
A flute, often carved out of bamboo, bone or wood, with no obvious marks or signs to show it is special. Some Taoist and Shinto mystics create this item to facilitate communication with entities, ghosts and other spiritual beings. As such this item has many great powers but at its core it allows its user to potentially understand any language, especially those of the spiritual realm.
  • Base Item: Translator: functions as a universal translator allowing those that hold it to understand and speak the most common languages in North America, this magical flute operates with a d12+2 skill for most translation work. It can only operate with audio. Use the same process as for the cybernetic Language Translator to teach the system new languages.
  • Song of Heavenly Senses, Detect Arcana(Major)
    • Trappings: A heavenly song that sharpens the senses and reveals even supernatural evil within line of sight.
  • Song of Banishing, Banish (Major)
      Trappings: A haunting Song that is highly unpleasant to demons and evil spirits. If successfully banished the creatures will not come back while the flute is played as if under the fear power. Goodly creatures gain a level of arcane resistance against this power.
  • Song of Spiritual Comfort (Minorx2): A Musician finds playing the music peaceful and serene. +2 spirit.
  • PPE: 10, uses agility or notice as the quality of the song played affects the powers.


Thu Jul 05, 2018 8:18 pm
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“The hell was that! Where's everyone going, are we really going out there? Oh well.” And the fun begins Johnny thinks as he gets up looking at the table. “Yoink” Johnny takes the memory card and white noise maker putting them into his pack and exits the Blue Stork.

Johnny walks up to Tim and looks around.

Notice 1
Notice 1d8 (1)
Wild Notice 1d6 (1)

“Yo, what's the plan?” Johnny asks.

_________________
Johnny Jones, Psi-Operator
Johnny Jones, Human, Psi-Operator
Charisma: 2; Pace: 6; Parry: 2; Toughness: 5
Combat-Relevant Edges & Abilities:
  • Nerves of Steel: Ignore 1 point of wound penalties.
  • ED-5 “Plastic-Man” Light Security Armor: +4 Armor, no Strength Minimum.
  • Vibro-Knife: Str+d6 MD, AP 4

Wounds: 0/3; Fatigue: 0/2; ISP: 30/30
Bennies: 4/4
Adventure Cards
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.


Thu Jul 05, 2018 9:10 pm
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Posts: 23
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Tim looks to the building that Danny was pointing at and nods. He turns to Johnny and replies, "Want to go up there?"

Tim then cuts in on the team radio channel. "Anyone want to teleport up to the top of that loft building over there? Stand close if you do."

Tim casts Greater Teleport on whoever decided to step close and they quickly fade out with a vertical distortion similar to what you would see on one of those antique pre-rifts television sets and then reappear on top of the building.

Greater Teleport: Spellcasting (5)
Spellcasting: 1d10 (4), Wild Die: 1d6 (5)

TELEPORT–GREATER TELEPORT
Power Points: 5+
Range: Special
Duration: Instant
Greater teleport extends the Ranges to 20” (40 yards) per 5 PPE or ISP spent, or 30” (60 yards) with a raise. The caster can carry up to five others without having to risk Fatigue. Each additional person he carries beyond those five imposes an automatic Fatigue level, as per the core teleport power.

_________________
Tim Gates, Ley Line Walker
Tim Gates, Human, Ley Line Walker
Pace: 6; Parry: 5; Toughness: 8(3)
Combat-Relevant Edges & Abilities:
  • HJ Magic and Mysticism (18): Your hero gains +2 damage when using direct damage spells and TW weapons.
  • HJ Magic and Mysticism (17): All damage-dealing spells do Mega Damage, and ones which normally do Mega Damage gain +5 AP
  • Ley Line Walker Light Armor (TW): Breath mask and magical filter system that provides +4 to Vigor rolls against airborne toxins and diseases. The breathing system requires the wearer be magically or psionically active in order to function (though it costs no actual PPE or ISP).
Wounds: 0/3; Fatigue: 0/2; PPE: 05/15
Bennies: 3/3
Adventure Cards
  • Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.

Edit Signature


Last edited by Tim Gates on Fri Jul 06, 2018 2:00 pm, edited 1 time in total.



Thu Jul 05, 2018 10:45 pm
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Notice 13, Agility 8
Notice: 1d8 (8) (Detect Arcana: Enchanting 13)
Ace: 1d8+8 = 13 (5)
Wild: 1d6 (4)

Agility: 1d6 (6)
Ace: 1d6+6 = 7 (1)
Wild: 1d6 (6)
Ace: 1d6+6 = 8 (2)
Rika pays close attention to Helga's briefing up until the explosion interrupts the meeting. She hops out of her chair quickly and follows a step behind Helga towards the location. She heard which direction it came from clearly, and looking in that direction she faintly sees debris in the air. Rika points it out to Helga and shouts over the commotion, "There! The disturbance seems to be in that direction, Helga."

Helga is the team's contact in Kingsdale, and she seems determined to get to the scene. Rika is loathe to allow her to run off on her own, but luckily Rika hears her team right behind her, so she feels comfortable jumping into the fray. As Lance runs out, calls his horse and mounts it, Rika holds her hand up in the air towards them as the pair close in rapidly behind her. Rika hops on with Lance's helping hand, and she points him in the same direction as Helga saying, "The disturbance must be in that direction, Lance. Quickly, before Helga puts herself in danger!"

Stealth 5
Stealth 1d6 (1)
Wild 1d6 (5)
Rika readies her wand but attempts to conceal it between herself and Lance.



Conditions
Kami Sight (Detect Arcana; Result: 13) for 2/3 Rounds
Unarmored: Tougness 6(0)

_________________
Tsuchiya Rika, M.A.R.S Rogue "Enchantress"
Rika, Human Exorcist
Pace: 6; Parry: 5(0) Toughness: 17(8)
Combat-Relevant Edges & Abilities:
    Arcane Resistance: +2 Armor vs damaging Magic/Psionics and +2 to Trait rolls to resist opposing powers (Friendly powers are at -2) (+3/-3 total from Patron Item)
    Battle Hardened: +2 to Soak rolls
    FEP: Fully sealed systems; Self-contained breathing; immunity to temperature extremes, radiation, vacuum, poisons, and disease; and other self-regulating life support systems)
    Master Exorcist: First raise on Spellcasting reduces PPE cost by 2, and by 1 per additional raise
Wounds: 0/3; Fatigue: 0/2; PPE: 13/15
Bennies: 2/3
Adventure Cards
  • 15: Sudden Death - Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
  • 17: Tale Teller - Your hero must tell a story of his group’s deeds to an audience of some sort (roleplay this) and make a Persuasion roll. If successful, the listeners become friendly and helpful to the entire party.
Edit Signature


Thu Jul 05, 2018 11:11 pm
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Tim Gates wrote:
Tim looks to the building that Danny was pointing at and nods. He turns to Johnny and replies, "Want to go up there?"


“Good idea, we can get a better vantage point from up there and see what's going on.” Walking up to Tim, Johnny points towards the south. “I think the explosion definitely came from that direction.” Pointing in the totally opposite direction that everybody is running and were the explosion actually came from. “I'm with you, let's do this.” Johnny says reaching his hand out to Tim to be teleported.

_________________
Johnny Jones, Psi-Operator
Johnny Jones, Human, Psi-Operator
Charisma: 2; Pace: 6; Parry: 2; Toughness: 5
Combat-Relevant Edges & Abilities:
  • Nerves of Steel: Ignore 1 point of wound penalties.
  • ED-5 “Plastic-Man” Light Security Armor: +4 Armor, no Strength Minimum.
  • Vibro-Knife: Str+d6 MD, AP 4

Wounds: 0/3; Fatigue: 0/2; ISP: 30/30
Bennies: 4/4
Adventure Cards
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.


Sun Jul 08, 2018 9:40 am
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Johnny Jones wrote:
“I'm with you, let's do this.” Johnny says reaching his hand out to Tim to be teleported.


Tim nods and slaps five Johnny's outstretched hand and gives him the future's thumbs up as they all fade out and their surroundings dissolve around them and change to that of the rooftop.

"Let's see what's going on." Tim says as he pats Johnny on the back and points him in the right direction of the explosion.

Tim takes out his infared distancing binoculars and scans the area near the explosion, looking for details.

Notice Roll (3)
Notice: 1d4 (1), Wild Die: 1d6 (3)

_________________
Tim Gates, Ley Line Walker
Tim Gates, Human, Ley Line Walker
Pace: 6; Parry: 5; Toughness: 8(3)
Combat-Relevant Edges & Abilities:
  • HJ Magic and Mysticism (18): Your hero gains +2 damage when using direct damage spells and TW weapons.
  • HJ Magic and Mysticism (17): All damage-dealing spells do Mega Damage, and ones which normally do Mega Damage gain +5 AP
  • Ley Line Walker Light Armor (TW): Breath mask and magical filter system that provides +4 to Vigor rolls against airborne toxins and diseases. The breathing system requires the wearer be magically or psionically active in order to function (though it costs no actual PPE or ISP).
Wounds: 0/3; Fatigue: 0/2; PPE: 05/15
Bennies: 3/3
Adventure Cards
  • Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.

Edit Signature


Sun Jul 08, 2018 2:03 pm
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Notice 9
Notice 1d6 (3)
Wild 1d6 (6)
Ace 1d6+6 = 9 (3)


Common Knowledge 5
Smarts 1d6 (5)
Wild 1d6 (2)


***

Agility 2
Agility 1d8 (2)
Wild 1d6 (1)


Sig listened to Helga’s directives. They matched with what they’d been told by the Legion. Offer whatever aid necessary.

“Seems to me your Whykin problems might be cleared up. Word is they just up and disappeared. The whole chummin’ city!”

When the explosion erupted somewhere outside, Sig was a bit too slow, munching on a steak. Helga was out the door before he was even up out of his seat.

“Bloody Monday, what was that?” Sig asked as his tail pulled the ion pistol from the back of his pants. He checked the loadout. Full e-clip and one frag grenade in the integrated grenade launcher. Great. Time to head virtually naked into battle.

Munching on a steak, Sig saunters over to join the others as they teleport up onto the roof.

***

Conditions
Current Toughness: 10
Attributes: Agility d8, Smarts d6, Spirit d8 (+2 Fear), Strength d8 (Armor d12+2)(Max d12+2), Vigor d12 (Max d12+1)
Charisma: 2 (-4 CS); Pace: 8; Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Hindrances: Heroic, Greedy, Loyal, Overconfident
Edges: I Know a Guy, Brave (+2 Fear), Assassin (+2 damage vs unaware), Prehensile Tail (extra non-movement action, no MAP), Improved Arcane Resistance (+4 Armor vs. magic, +4 to resist magic), Improved Nerves of Steel (ignore 2 Wound modifiers), Battle Hardened (+2 Soak)
Bennies: 5/4
Adventure Card:
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.

_________________
Sig
[http://savagerifts.com/sr/viewtopic.php?f=41&t=2064]Sig[/url], Seasoned Grackletooth MARS Mercenary
Parry: 10 (-1 cover), Toughness: Melee: 20 (8)/Ranged: 22 (10)
Big Bore ammo: 8
Big Bore reloads 2 x 8 shots
Rifle Ammo: 60
Spare clips 2 x 60 shots
Ion Pistol ammo: 200
Plasma Grenades: 3
HE Grenades: 3
AP Grenades: 4
Frag Grenades: 2
Rocket: 2
AV Rocket: 2
Combat Edges:
    Block (Improved)
    Assassin
    Brave
    Arcane Resistance (Improved)
    Nerves of Steel (Improved)
    Battle Hardened
Bennies: 4/4
Adventure Cards:
Edit Signature
All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka, Heather Todd, Sig


Mon Jul 09, 2018 4:21 am
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Those on the Rooftop:

For those of you who haven't teleported before, it's abrupt and a bit unsettling. One moment you're standing on the ground, the next you're on the roof of a tall building, mere feet from the ledge. Your attention is drawn to a large fire burning on the ground about two and a half blocks away. You hear sirens in the distance increasing in volume as they get closer to the blast area.

OOC Comments
Notice Roll at a -5 penalty (-1 due to dim lighting, -4 due to extreme distance. Naturally, if you have something that would offset either of these penalties, factor that in. Danny using his sniper rifle for example would only have a penalty due to the lighting assuming his scope doesn't have infared. If you have any specific questions as to how a scope might affect this penalty, please ask on Hang Outs/PM/In this thread in OOC tags)


On the horse:

As the steed charges ahead, you hear sirens in the distance. You can't see the explosion due to the buildings, but get a general idea of where it's at due to people fleeing the area. As Lance and Rika head into danger, bystanders do double takes at the massive mastiff on his mount and his petite passenger.

OOC Comments
You quickly move past Helga if so desired. If you offer to put her on the horse Helga will gladly accept (assuming the horse is big enough of course). If you don't or if the horse isn't large enough, she will continue to run toward the explosion Due to traffic (if you go down the street) or pedestrians (if you go down the sidewalk) make a riding roll at a -2 to avoid hitting anything/anyone)

_________________
GM Bennies 7/7
Wild Card Bennies ?


Mon Jul 09, 2018 7:11 pm
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Riding 7, Notice 5/7
Picking up Helga. Sticking to the road. Adding an additional penalty equal to the additional riders, because that makes sense. Total penalty: -4

Riding 1d12-3 = 7 (10)
Wild Riding 1d6-3 = -1 (2)

Notice 1d4+2 = 4 (2)
Wild Notice 1d6+2 = 5 (3)
7 for Scent/Vision



Steed is a massive and powerful beast, and can easily take the two riders, though it's a bit crowded. So yes, seeing that they are coming up to Helga, Lance pulls her up in front of him, and spurs the trusty mount onward.

Naturally, he does not wish to trample pedestrians (not up to Code, as it were), so he sticks to the roads and maneuvers Steed deftly through the traffic jam, at one point jumping over a low-riding hovercycle to continue on with no contact. It's possible that, at the apex of the leap, there was a doggy howl of triumph.

_________________
Lance

OOC Comments
Dog-Boy Techno-Warrior
Charisma: 0 (but effectively +2); Parry: 7; Toughness: 14 (6) [Juicer Plate]
Fighting d12+6, Shooting d8, Riding d12+1, Notice d4+2 (+4 Scent/Vision), Repair d4, Tracking d6+4, Streetwise d6+2, Persuasion d6+2, Survival d4+4, K: Politics d8
Weapon in hand: Mining Drill Apparatus (aka Lance of Might)
Edges: Danger Sense, Beast Master, Nerves of Steel, Quick, Improvisational Fighter
Primary Attack: Drill, Fighting d12+5, Strength (d12) + 2d6 MD, AP 10
Ranged Attack: Shooting d8, Portable Rocket Launcher (5d6 AP 6 SBT) or JA-9 Variable Rifle (3d6+1 AP 3)
“Steed” (Heavy Warhorse with Cybernetics)
    Agility 6; Smarts d4 (A); Spirit d6; Strength d12+2; Vigor d10
  • Fighting d8; Notice d6
  • Pace 10/d10; Parry 6; Toughness 22 (12 MDC)
  • Size +3
  • Kick: Strength +2d6 MD

Q3 Adventure Cards:
Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


Mon Jul 09, 2018 7:35 pm
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Tim puts away his binoculars as they aren't much use, and takes a look at the area near the explosion for any general information, he also looks to see what kind of building it is that exploded.

"We probably need to get a lot closer to see anything guys."

_________________
Tim Gates, Ley Line Walker
Tim Gates, Human, Ley Line Walker
Pace: 6; Parry: 5; Toughness: 8(3)
Combat-Relevant Edges & Abilities:
  • HJ Magic and Mysticism (18): Your hero gains +2 damage when using direct damage spells and TW weapons.
  • HJ Magic and Mysticism (17): All damage-dealing spells do Mega Damage, and ones which normally do Mega Damage gain +5 AP
  • Ley Line Walker Light Armor (TW): Breath mask and magical filter system that provides +4 to Vigor rolls against airborne toxins and diseases. The breathing system requires the wearer be magically or psionically active in order to function (though it costs no actual PPE or ISP).
Wounds: 0/3; Fatigue: 0/2; PPE: 05/15
Bennies: 3/3
Adventure Cards
  • Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.

Edit Signature


Mon Jul 09, 2018 7:37 pm
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Tim Gates wrote:
Tim puts away his binoculars as they aren't much use, and takes a look at the area near the explosion for any general information, he also looks to see what kind of building it is that exploded.

"We probably need to get a lot closer to see anything guys."


Doubting Thomas in check, and Notice 8
KnArcana: 1d8+2 = 9 (7) wild 1d6+2 = 4 (2)
Notice with scope(ignore the -1) 1d8-1 = 2 (3) Wild 1d6-1 = 4 (5)Benny EF with Elan 1d6+2 = 3 (1)


Danny is neither shocked nor appalled at being teleported. Once arrived the level headed Grackltooth smiles at Tim, ” Thanks Gates, quantum zone repositioning, very nice and very handy. Tell me have you had any break throughs on over coming the physical and mental rigours from teleporting too many people at once?”

While waiting for an answer Danny moves his big frame behind the frame of the pop out shaft leading to the lower levels of the building and accidentally knocking over an artists easel with the skyline of Kingsdale in pastel. Damn, Sorry about that... Maybe the wind knocked it down and not a big 500 pound grackle who is not used to human sized rooftops.

Danny grimaces and sets his gracklepack rail gun along the edge of the exterior door frame. He looks through the scope while quietly addressing Tim’s concerns, ” Gates, this is the perfect spot for me. From what I can tell it probably is a carbomb, some kind of police vehicle by its charred markings. I see bodies on the ground... It might be a bit of a bad gamble, but get in there and save some lives. I’ll get your back from here.”
Bad Gamble
Gamble 1d8 (3) wild 1d6 (2)
Operation Tiny Mighty Mouse. During the Tolkeen war mercs got paid well. You got paid even better if you ran a clean ship tight and right under the command of Tolkeen’s best and brightest general: Geist. One of my missions for her ended in a doozy. Out side Tolkeen in the early days of the war there was a little farming town of Klorox. It was built next to a large billboard sign by the same name. A tall clock tower was in the town’s center and I loved it up there. Perfect place to see everything from miles around. Including the truck the CS sent burning into the north side granary. It was a perfect plan really, we were all heroes through and through not yet tempered by the ravages of war. With the building on fire and a truck endangering the lives of the civis my team went in underarmed with first aid kits and fire extinguishers. I could not see the CS hiding in the burning truck thanks to the billowing black smoke, and by the time the smoke cleared it was too late. My entire team was wiped out while I was sitting in an old cracked bell tower. A bad gamble...

_________________
Danny Stat Block
Attributes: Agility d10(3), Smarts d8(1 FG,1), Spirit d6(1), Strength d8(2 race), Vigor d12(1 Race, 1FG, 1MARS, 1 advance)
Charisma: 0 (-4 with CS); Pace: 10 d10; Parry:5; Toughness:20(7); Strain: 0
Skills of Note: Notice d8, shooting d10, fighting d6, stealth d8
Edges of note: quick, level headed, improved level headed, deadshot, champion, elan, marksman, tail(extra action)
Hindrences:Curious, Doubting Thomas, Vengful(minor), Heroic, Stuff ain’t made for me, Issues with the cold


Armor Tx-11
  • +2 ranged attacks
  • 1d12+2 str
  • enviormental protection
  • take 2 hours to recharge 96 hours of continuous use
  • +2 pace(factored in)
  • 7 armor 3 toughness(factored in)
  • It also has built-in mini-computers for basic functions; a communications system with a 10 mile range; public-address loudspeakers; a laser distancer; and a nightvision mode for vision.

Weapon Gracklepack
KLS-RG-15X Manpack Electromagnetic Rail Gun (Patron Item)
Image
The brain child of the KLS corporation, this rail gun design is a miniaturized version of the RG-14 Electromagnetic Mass Driver. It's flexibility, efficiency, and relatively light weight make it the most potent man-portable, anti-armor & anti-demon weapon system ever produced. The only drawback is the delay in discharge as the capacitors spool up to release the hypersonic sabot payload. Several cases of these rifles have been released for field testing.
• Range: 125/250/500
• Damage: 3d10+5
• • In addition to other effects, characters wounded by this are at an additional -2 to heal their wounds due to the depleted uranium shell's innovative tearing design.
• AP: 15 (Goes through up to 12" of heavy steel plate)
• Rate of Fire: 1; Shooting is a full round action.
• Payload: Helical magazine containing 12 APDS rounds (Armor-Piercing Discarding Sabots)
Features:
• • Integrated laser targeting and advanced optics scope offsets two points of Range and/or Darkness penalties.
• Modifiers: Double the benefits of the Aim action.
• Weight: 20 lbs.
Helical magazines must be custom made by highly skilled weapons shops and have a base cost of 1000 credits each.
APDS rounds must be custom made by highly skilled weapons shops and have a base cost of 250 credits each.

Magic Heavenly Speaking Flute
A flute, often carved out of bamboo, bone or wood, with no obvious marks or signs to show it is special. Some Taoist and Shinto mystics create this item to facilitate communication with entities, ghosts and other spiritual beings. As such this item has many great powers but at its core it allows its user to potentially understand any language, especially those of the spiritual realm.
  • Base Item: Translator: functions as a universal translator allowing those that hold it to understand and speak the most common languages in North America, this magical flute operates with a d12+2 skill for most translation work. It can only operate with audio. Use the same process as for the cybernetic Language Translator to teach the system new languages.
  • Song of Heavenly Senses, Detect Arcana(Major)
    • Trappings: A heavenly song that sharpens the senses and reveals even supernatural evil within line of sight.
  • Song of Banishing, Banish (Major)
      Trappings: A haunting Song that is highly unpleasant to demons and evil spirits. If successfully banished the creatures will not come back while the flute is played as if under the fear power. Goodly creatures gain a level of arcane resistance against this power.
  • Song of Spiritual Comfort (Minorx2): A Musician finds playing the music peaceful and serene. +2 spirit.
  • PPE: 10, uses agility or notice as the quality of the song played affects the powers.


Tue Jul 10, 2018 6:59 am
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Notice 0
Notice 1d8-5 = 0 (5)
Wild 1d6-5 = -1 (4)


Having teleported many times with Tim to narrowly escape Coalition patrols, Johnny is used to the rush. Ah, what a rush. That feeling never gets old.

“Car bomb? That’s not good. Well, I can’t see shit up here! Hey Timmy, we gonna teleport again? Want to scan for a safe location to port to with your binos?”

“Never thought I’d be running toward the police. Oh well, always a first.” Johnny laughs as he waits for Tim to find a location and teleport.

_________________
Johnny Jones, Psi-Operator
Johnny Jones, Human, Psi-Operator
Charisma: 2; Pace: 6; Parry: 2; Toughness: 5
Combat-Relevant Edges & Abilities:
  • Nerves of Steel: Ignore 1 point of wound penalties.
  • ED-5 “Plastic-Man” Light Security Armor: +4 Armor, no Strength Minimum.
  • Vibro-Knife: Str+d6 MD, AP 4

Wounds: 0/3; Fatigue: 0/2; ISP: 30/30
Bennies: 4/4
Adventure Cards
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.


Tue Jul 10, 2018 12:56 pm
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On the rooftop:


OOC Comments
A notice roll reveals that the burning object is a vehicle
A raise will let you see that it's a police car, and that there are two bodies laying near it on the ground



Horsing around:

The steed charges through the busy street, the extra passenger making things a bit awkwardly balanced. A lot of the vehicles heading toward Lance and company have stopped, gawking at the threesome on their mechanical mount.

OOC Comments
Another ride roll, only the -2 for carrying two passengers though as most of the vehicles are avoiding you intentionally.

_________________
GM Bennies 7/7
Wild Card Bennies ?


Wed Jul 11, 2018 7:20 pm
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Notice 7/9, Riding 18
Notice 1d4+2 = 6 (4) ACE Running Total 1d4+6 = 7 (1)
Wild Notice 1d6+2 = 4 (2)
+2 for Sight/Scent

Riding 1d12+1 = 3 (2)
Wild Riding 1d6+1 = 7 (6) ACE Running Total 1d6+7 = 13 (6) ACE 1d6+13 = 18 (5)
.


Lance, seeing the traffic part, spurs the horse onward, Steed running at a full gallop, now, coming to a stop almost on a dime as they reach the heart of the commotion.

_________________
Lance

OOC Comments
Dog-Boy Techno-Warrior
Charisma: 0 (but effectively +2); Parry: 7; Toughness: 14 (6) [Juicer Plate]
Fighting d12+6, Shooting d8, Riding d12+1, Notice d4+2 (+4 Scent/Vision), Repair d4, Tracking d6+4, Streetwise d6+2, Persuasion d6+2, Survival d4+4, K: Politics d8
Weapon in hand: Mining Drill Apparatus (aka Lance of Might)
Edges: Danger Sense, Beast Master, Nerves of Steel, Quick, Improvisational Fighter
Primary Attack: Drill, Fighting d12+5, Strength (d12) + 2d6 MD, AP 10
Ranged Attack: Shooting d8, Portable Rocket Launcher (5d6 AP 6 SBT) or JA-9 Variable Rifle (3d6+1 AP 3)
“Steed” (Heavy Warhorse with Cybernetics)
    Agility 6; Smarts d4 (A); Spirit d6; Strength d12+2; Vigor d10
  • Fighting d8; Notice d6
  • Pace 10/d10; Parry 6; Toughness 22 (12 MDC)
  • Size +3
  • Kick: Strength +2d6 MD

Q3 Adventure Cards:
Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


Wed Jul 11, 2018 10:11 pm
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Joined: Mon May 28, 2018 5:41 am
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Notice 5
Notice 1d6 (5)
Wild 1d6 (4)


Common Knowledge 5
Smarts 1d6 (5)
Wild 1d6 (1)


***

Sig belched as his stomach lurched from the teleport. “Remind me not to do that again…” he grunted, tossing the bone from his steak over the ledge as he stared out at the large fire in the street two and a half blocks away.

Notice 0
-1 dim, -4 distance
Notice 1d6-5 = 0 (5)
Wild 1d6-5 = -3 (2)


“From what I can tell it probably is a car bomb, some kind of police vehicle by its charred markings. I see bodies on the ground. It might be a bit of a bad gamble, but get in there and save some lives. I’ll get your back from here.,” Danny reported.

“Darnation,” Sig said. He gave his stomach a hit with his fist to force out another belch so he wouldn’t lose his dinner on another teleport.

“Let’s go be big damn heroes, then.”

***

Conditions
Sig Character Sheet
Current Toughness: 10
Current Parry: 10
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Bennies: 5/4
Adventure Card:
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.

_________________
Sig
[http://savagerifts.com/sr/viewtopic.php?f=41&t=2064]Sig[/url], Seasoned Grackletooth MARS Mercenary
Parry: 10 (-1 cover), Toughness: Melee: 20 (8)/Ranged: 22 (10)
Big Bore ammo: 8
Big Bore reloads 2 x 8 shots
Rifle Ammo: 60
Spare clips 2 x 60 shots
Ion Pistol ammo: 200
Plasma Grenades: 3
HE Grenades: 3
AP Grenades: 4
Frag Grenades: 2
Rocket: 2
AV Rocket: 2
Combat Edges:
    Block (Improved)
    Assassin
    Brave
    Arcane Resistance (Improved)
    Nerves of Steel (Improved)
    Battle Hardened
Bennies: 4/4
Adventure Cards:
Edit Signature
All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka, Heather Todd, Sig


Fri Jul 13, 2018 4:54 am
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Joined: Fri Jun 29, 2018 9:25 pm
Posts: 17
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OOC Comments
Notice 1d4+4 = 7 (3)
Wild Notice 1d6+4 = 8 (4)


Lance brings Steed to a fast stop and lifts Helga off and down to the ground while letting Rika slip off behind, before he dismounts, looking around and trying to assess the situation. He points. "There!" He immediately moves towards the two unconscious figures on the ground. "I am no healer--do either of you know first aid?"

Meanwhile, he tries to sort out the flood of information coming from his senses. If this was a car bomb, someone brought it here, then left....

_________________
Lance

OOC Comments
Dog-Boy Techno-Warrior
Charisma: 0 (but effectively +2); Parry: 7; Toughness: 14 (6) [Juicer Plate]
Fighting d12+6, Shooting d8, Riding d12+1, Notice d4+2 (+4 Scent/Vision), Repair d4, Tracking d6+4, Streetwise d6+2, Persuasion d6+2, Survival d4+4, K: Politics d8
Weapon in hand: Mining Drill Apparatus (aka Lance of Might)
Edges: Danger Sense, Beast Master, Nerves of Steel, Quick, Improvisational Fighter
Primary Attack: Drill, Fighting d12+5, Strength (d12) + 2d6 MD, AP 10
Ranged Attack: Shooting d8, Portable Rocket Launcher (5d6 AP 6 SBT) or JA-9 Variable Rifle (3d6+1 AP 3)
“Steed” (Heavy Warhorse with Cybernetics)
    Agility 6; Smarts d4 (A); Spirit d6; Strength d12+2; Vigor d10
  • Fighting d8; Notice d6
  • Pace 10/d10; Parry 6; Toughness 22 (12 MDC)
  • Size +3
  • Kick: Strength +2d6 MD

Q3 Adventure Cards:
Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


Fri Jul 13, 2018 5:34 am
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Joined: Fri Jun 29, 2018 8:21 pm
Posts: 23
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Tim looks around trying to find a better vantage point.

"We should move in closer and see if we can help. I can get us down, but not any closer, we'll have to hoof it on foot or take the vehicle. Do you guys want to stay up here for the elevated position?" Tim says as he pulls out his baoding balls.

_________________
Tim Gates, Ley Line Walker
Tim Gates, Human, Ley Line Walker
Pace: 6; Parry: 5; Toughness: 8(3)
Combat-Relevant Edges & Abilities:
  • HJ Magic and Mysticism (18): Your hero gains +2 damage when using direct damage spells and TW weapons.
  • HJ Magic and Mysticism (17): All damage-dealing spells do Mega Damage, and ones which normally do Mega Damage gain +5 AP
  • Ley Line Walker Light Armor (TW): Breath mask and magical filter system that provides +4 to Vigor rolls against airborne toxins and diseases. The breathing system requires the wearer be magically or psionically active in order to function (though it costs no actual PPE or ISP).
Wounds: 0/3; Fatigue: 0/2; PPE: 05/15
Bennies: 3/3
Adventure Cards
  • Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.

Edit Signature


Fri Jul 13, 2018 9:20 pm
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Joined: Fri May 25, 2018 8:58 am
Posts: 23
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Rooftop:

Options:

There is a fire escape on the side of the building. It looks sturdy and will probably be able to support Sig's weight.

There are a number of shorter buildings between you and the scene of the explosion to which you can teleport.

You can teleport directly to ground level. You are still closer than you initially were as Tim teleported up and toward at the same time (spent 10 p.p.e.). You have seen cabs in the city, but you can also just walk which would only take a couple of minutes at the most.

Anything but directly teleporting will make your group arrive later than Lance and Rika, but not by much. Feel free to just describe how you get there and go into your actions. The time delay won't matter unless Lance Rika or Danny want to do something specific before you arrive.

Lance and Rika:

As you approach the scene of the blast the heat from the still burning car is intense. The two bodies are mangled and look to be beyond anything other than Greater Healing. Lance sniffs the air and picks up a strange scent. He can't quite place it, but gets a brief sensation of nostalgia, it makes him think of rocks for some reason. Helga quickly takes control of the scene telling bystanders to stay back. He runs over to the bodies but just shakes her head as their condition is pretty obvious. She looks around, desperate for clues.

Danny:
Danny tracks Lance and Rike through the streets as they approach. His keen eyes aided by the powerful scope notice a piece of shrapnel on the sidewalk that is particularly interesting. It appears to be the remains of a fusion block.

_________________
GM Bennies 7/7
Wild Card Bennies ?


Sat Jul 14, 2018 11:16 am
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Joined: Fri Jun 29, 2018 9:25 pm
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Tracking 10
Scent and wilderness package bonus countering/countered by smoke and crowds
Tracking 1d6 (3)
Wild Tracking 1d6 (6) ACE running total 1d6+6 = 10 (4)


Lance cocks his head at the strange scent, then dips his nose forward to try and get a firmer grasp of it. Cybernetic implants flare up, heightening his abilities to a level no human could even comprehend. After a moment's effort, he barks out, "This way! I have the trail!" and begins to follow it before time and chaos can further occlude the scent, whistling for Steed to follow behind him.

_________________
Lance

OOC Comments
Dog-Boy Techno-Warrior
Charisma: 0 (but effectively +2); Parry: 7; Toughness: 14 (6) [Juicer Plate]
Fighting d12+6, Shooting d8, Riding d12+1, Notice d4+2 (+4 Scent/Vision), Repair d4, Tracking d6+4, Streetwise d6+2, Persuasion d6+2, Survival d4+4, K: Politics d8
Weapon in hand: Mining Drill Apparatus (aka Lance of Might)
Edges: Danger Sense, Beast Master, Nerves of Steel, Quick, Improvisational Fighter
Primary Attack: Drill, Fighting d12+5, Strength (d12) + 2d6 MD, AP 10
Ranged Attack: Shooting d8, Portable Rocket Launcher (5d6 AP 6 SBT) or JA-9 Variable Rifle (3d6+1 AP 3)
“Steed” (Heavy Warhorse with Cybernetics)
    Agility 6; Smarts d4 (A); Spirit d6; Strength d12+2; Vigor d10
  • Fighting d8; Notice d6
  • Pace 10/d10; Parry 6; Toughness 22 (12 MDC)
  • Size +3
  • Kick: Strength +2d6 MD

Q3 Adventure Cards:
Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


Sat Jul 14, 2018 4:27 pm
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Posts: 16
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Notice 3, Detect Arcana: Backlash & -2 PPE, K/Engineering 8
Enchanting: 1d12 (1)
Wild: 1d6 (4)
Backlash Random Suit Generator: 1 spades, 2 hearts, 3 diamonds, 4 clubs
Backlash: 1d4 (1): Spades - The gizmo activates but does the reverse of its intent. An invisibility belt makes the caster glow brightly, a weapon fires at a random target, and so on. If a reverse effect makes no sense, treat it as a Major Malfunction instead.
Major Malfunction - The device breaks down. The gadgeteer may not use it again until it’s repaired, which requires a Repair roll and 2d6 hours of work.

Notice: 1d8 (3)
Wild: 1d6 (2)
Knowledge (Engineering): 1d8+2 = 8 (6)
Wild: 1d6+2 = 3 (1)
Rika holds on tightly to Lance as his mount gallops towards their destination. As they arrive and she dismounts Lance's trusty steed, Rika bows slightly and praises him, "You are a very skilled horseman, Lance. Thank you for accommodating Helga and myself. That jump in particular was thrilling, but I would not want to experience such a thing again."

At the scene of the explosion, Rika pushes her ki into her facial tattoo once more just in case there is residual magical traces remaining. However, as she does it backfires. Rika directs her Ki into her tattoo, but she's so focused on the scene that she accidentally overloads the tattoo. It glows much more brightly than usual during activation and heats up, actually leaving the outside edges of the tattoo pinkish from minor burning! The glow fades quickly as usual, but the tattoo is utterly useless now and little more than pretty ink for the time being.

Rika gasps and rubs her face. Then she apologizes to Lance, "I have erred, Lance. I will not be able to detect arcane effects until I can make some magical ink and repair my tattoo. This may be a mundane explosion, however, so allow me a moment to search the scene. I will allow you to take point after my examination."

_________________
Tsuchiya Rika, M.A.R.S Rogue "Enchantress"
Rika, Human Exorcist
Pace: 6; Parry: 5(0) Toughness: 17(8)
Combat-Relevant Edges & Abilities:
    Arcane Resistance: +2 Armor vs damaging Magic/Psionics and +2 to Trait rolls to resist opposing powers (Friendly powers are at -2) (+3/-3 total from Patron Item)
    Battle Hardened: +2 to Soak rolls
    FEP: Fully sealed systems; Self-contained breathing; immunity to temperature extremes, radiation, vacuum, poisons, and disease; and other self-regulating life support systems)
    Master Exorcist: First raise on Spellcasting reduces PPE cost by 2, and by 1 per additional raise
Wounds: 0/3; Fatigue: 0/2; PPE: 13/15
Bennies: 2/3
Adventure Cards
  • 15: Sudden Death - Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
  • 17: Tale Teller - Your hero must tell a story of his group’s deeds to an audience of some sort (roleplay this) and make a Persuasion roll. If successful, the listeners become friendly and helpful to the entire party.
Edit Signature


Last edited by Tsuchiya Rika on Tue Jul 17, 2018 5:34 pm, edited 1 time in total.



Sat Jul 14, 2018 9:34 pm
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Joined: Mon May 28, 2018 5:41 am
Posts: 15
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Notice 3
Notice 1d6 (3)
Wild 1d6 (3)


Common Knowledge 4
Smarts 1d6 (4)
Wild 1d6 (2)


***

“Go on without me,” Sig told Tim. “Me an’ magic don’t always agree, and I wouldn’t wanna mess up yer trip. I’ll find me own way, brah.”

With that, the large grackle heads down the rickety fire escape. He jogs back to the car. They might need their gear that is stowed there. Squeezing behind the wheel, Sig drives to the scene of the explosion, hunched over and extremely uncomfortable, but it isn’t like he is having to do any extreme driving.

Pulling up on the scene of the exploded police car, Sig squeezes out of the team vehicle again and goes to the back, opening it up.

“Wadda we got, sistahs?” Sig asked, peeling off his loud tropical shirt. He really wouldn’t want that ruined under his armor. He looked at Rika. “Ouch, sistah! Wot happened ta yer face?”

Sig pulled off his boots and grabbed up the heavy boots of his armor, stepping into them. They hissed and sealed into place around his large, clawed feet as he reached for the next piece and surveyed the scene, his tail grabbing up a second piece.

***

Conditions
Sig Character Sheet
Current Toughness: 10
Current Parry: 10
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Bennies: 5/4
Adventure Card:
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.

_________________
Sig
[http://savagerifts.com/sr/viewtopic.php?f=41&t=2064]Sig[/url], Seasoned Grackletooth MARS Mercenary
Parry: 10 (-1 cover), Toughness: Melee: 20 (8)/Ranged: 22 (10)
Big Bore ammo: 8
Big Bore reloads 2 x 8 shots
Rifle Ammo: 60
Spare clips 2 x 60 shots
Ion Pistol ammo: 200
Plasma Grenades: 3
HE Grenades: 3
AP Grenades: 4
Frag Grenades: 2
Rocket: 2
AV Rocket: 2
Combat Edges:
    Block (Improved)
    Assassin
    Brave
    Arcane Resistance (Improved)
    Nerves of Steel (Improved)
    Battle Hardened
Bennies: 4/4
Adventure Cards:
Edit Signature
All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka, Heather Todd, Sig


Mon Jul 16, 2018 3:03 am
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Lance picks up on the scent easily. It's everywhere. It's on the burning wreckage, the downed offices, it's scattered about on all the pieces of shrapnel that have been blown about. And then his sharp senses get a really strong hint of it, coming from a trash can on the nearest corner that a small crowd of spectators has crowded around.


Danny watches the scene through his scope, his reptilian eye aided by the strong magnification. He watches Lance perk up and sniff about and then, he gets one of those bad feelings he gets from time to time in the pit of his stomach.

Helga simply stands there watching the COT. She winces as Rika's face almost explodes but mostly looks as if she is waiting to find someone to tell what to do. The sirens get louder, the police response less than five minutes away.

At this point, Sig (and presumably Johnny and Tim) shows (show) up in the group vehicle, hopping out and suiting up.

Rika, in spite of nearly blowing her face off, quickly determines that a bomb was used to blow the car up, but the majority of the damage was done by the fuel tank of the vehicle itself. As to how it was triggered, it could be any number of various methods including a timer, a radio signal, or even a ball bearing set to loosen itself at a random moment triggering the detonation.

_________________
GM Bennies 7/7
Wild Card Bennies ?


Mon Jul 16, 2018 7:03 pm
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” Goddamn hair on my neck is standing all stiff again. Master Vaeda Blaek would say the universe is speaking to me... Maybe he was right, but my gut says things are about to go stumpy for Lance...”
The big Grackletooth at 12 feet tall and 420lbs holds his 8ft long gracklepack rifle with practised ease aiming for the right spot. ” Wind neglibale, streetlamp illuminating the area for now, distance accounted for... It’s goin to be tricky but I got to get Lance to stop and think.” He eyes his larger than life blue lensed scope and breathes easy pulling the trigger.

Shooting 11 on lamp post
Shooting with aim ( doubled by the gracklepack weapon) +4, -2 limb call shot, -2 tricky shot, distance accounted for by his scope. 1d10 (2) wild 1d6 (2) benny for Elan 1d6+2 = 8 (6) ace 1d6 (1)


Crack thunder shoots out from the artists building 150” away nailing the lamp post causing it to crash onto the trash can in concern. Danny smiles and whispers from far away, ” Easy Lance, just saying hi and helping in my own way. Take your time with that can. Fusion blocks are all around.”

OOC Comments
no radio, 2 bennies down

_________________
Danny Stat Block
Attributes: Agility d10(3), Smarts d8(1 FG,1), Spirit d6(1), Strength d8(2 race), Vigor d12(1 Race, 1FG, 1MARS, 1 advance)
Charisma: 0 (-4 with CS); Pace: 10 d10; Parry:5; Toughness:20(7); Strain: 0
Skills of Note: Notice d8, shooting d10, fighting d6, stealth d8
Edges of note: quick, level headed, improved level headed, deadshot, champion, elan, marksman, tail(extra action)
Hindrences:Curious, Doubting Thomas, Vengful(minor), Heroic, Stuff ain’t made for me, Issues with the cold


Armor Tx-11
  • +2 ranged attacks
  • 1d12+2 str
  • enviormental protection
  • take 2 hours to recharge 96 hours of continuous use
  • +2 pace(factored in)
  • 7 armor 3 toughness(factored in)
  • It also has built-in mini-computers for basic functions; a communications system with a 10 mile range; public-address loudspeakers; a laser distancer; and a nightvision mode for vision.

Weapon Gracklepack
KLS-RG-15X Manpack Electromagnetic Rail Gun (Patron Item)
Image
The brain child of the KLS corporation, this rail gun design is a miniaturized version of the RG-14 Electromagnetic Mass Driver. It's flexibility, efficiency, and relatively light weight make it the most potent man-portable, anti-armor & anti-demon weapon system ever produced. The only drawback is the delay in discharge as the capacitors spool up to release the hypersonic sabot payload. Several cases of these rifles have been released for field testing.
• Range: 125/250/500
• Damage: 3d10+5
• • In addition to other effects, characters wounded by this are at an additional -2 to heal their wounds due to the depleted uranium shell's innovative tearing design.
• AP: 15 (Goes through up to 12" of heavy steel plate)
• Rate of Fire: 1; Shooting is a full round action.
• Payload: Helical magazine containing 12 APDS rounds (Armor-Piercing Discarding Sabots)
Features:
• • Integrated laser targeting and advanced optics scope offsets two points of Range and/or Darkness penalties.
• Modifiers: Double the benefits of the Aim action.
• Weight: 20 lbs.
Helical magazines must be custom made by highly skilled weapons shops and have a base cost of 1000 credits each.
APDS rounds must be custom made by highly skilled weapons shops and have a base cost of 250 credits each.

Magic Heavenly Speaking Flute
A flute, often carved out of bamboo, bone or wood, with no obvious marks or signs to show it is special. Some Taoist and Shinto mystics create this item to facilitate communication with entities, ghosts and other spiritual beings. As such this item has many great powers but at its core it allows its user to potentially understand any language, especially those of the spiritual realm.
  • Base Item: Translator: functions as a universal translator allowing those that hold it to understand and speak the most common languages in North America, this magical flute operates with a d12+2 skill for most translation work. It can only operate with audio. Use the same process as for the cybernetic Language Translator to teach the system new languages.
  • Song of Heavenly Senses, Detect Arcana(Major)
    • Trappings: A heavenly song that sharpens the senses and reveals even supernatural evil within line of sight.
  • Song of Banishing, Banish (Major)
      Trappings: A haunting Song that is highly unpleasant to demons and evil spirits. If successfully banished the creatures will not come back while the flute is played as if under the fear power. Goodly creatures gain a level of arcane resistance against this power.
  • Song of Spiritual Comfort (Minorx2): A Musician finds playing the music peaceful and serene. +2 spirit.
  • PPE: 10, uses agility or notice as the quality of the song played affects the powers.


Mon Jul 16, 2018 7:31 pm
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OOC Comments
Danger Sense: +2 from EDS, -2 for Danger Sense roll:
Notice 1d4 (2)
Wild Notice 1d6 (2)
+2 if Scent helps


He pulls up just a bit short as a vague, half-formed memory begins to bubble to the surface. Danger... there's something in there that could-- Then the shot rings out. He leaps back with a yelp as the lamppost falls forward, then whips his head around. Seeing the Grackletooth up on the building with the gun, he realizes what happened, and gives a thumbs-up. "EVERYONE!" He bellows as loud as he can. "BACK AWAY FROM THAT CAN! IT MAY HAVE MORE EXPLOSIVES!"

_________________
Lance

OOC Comments
Dog-Boy Techno-Warrior
Charisma: 0 (but effectively +2); Parry: 7; Toughness: 14 (6) [Juicer Plate]
Fighting d12+6, Shooting d8, Riding d12+1, Notice d4+2 (+4 Scent/Vision), Repair d4, Tracking d6+4, Streetwise d6+2, Persuasion d6+2, Survival d4+4, K: Politics d8
Weapon in hand: Mining Drill Apparatus (aka Lance of Might)
Edges: Danger Sense, Beast Master, Nerves of Steel, Quick, Improvisational Fighter
Primary Attack: Drill, Fighting d12+5, Strength (d12) + 2d6 MD, AP 10
Ranged Attack: Shooting d8, Portable Rocket Launcher (5d6 AP 6 SBT) or JA-9 Variable Rifle (3d6+1 AP 3)
“Steed” (Heavy Warhorse with Cybernetics)
    Agility 6; Smarts d4 (A); Spirit d6; Strength d12+2; Vigor d10
  • Fighting d8; Notice d6
  • Pace 10/d10; Parry 6; Toughness 22 (12 MDC)
  • Size +3
  • Kick: Strength +2d6 MD

Q3 Adventure Cards:
Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


Mon Jul 16, 2018 7:33 pm
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Posts: 13
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“Probably should save your energy Tim, in case we need it for later. We can take the fire escape down.” Johnny watches Sig climb down the fire escape without it collapsing. “Wow, he actually made it. My turn, see you down there.” Johnny tells Tim. After Sig finishes climbing down, Johnny follows and heads toward the vehicle. “SHOTGUN.” Johnny yells as he jumps in the passenger seat. “Tim should be right behind me.” Johnny tells Sig.

_________________
Johnny Jones, Psi-Operator
Johnny Jones, Human, Psi-Operator
Charisma: 2; Pace: 6; Parry: 2; Toughness: 5
Combat-Relevant Edges & Abilities:
  • Nerves of Steel: Ignore 1 point of wound penalties.
  • ED-5 “Plastic-Man” Light Security Armor: +4 Armor, no Strength Minimum.
  • Vibro-Knife: Str+d6 MD, AP 4

Wounds: 0/3; Fatigue: 0/2; ISP: 30/30
Bennies: 4/4
Adventure Cards
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.


Tue Jul 17, 2018 2:14 pm
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Notice 17, K/Engineering 9
Notice: 1d8 (4)
Wild: 1d6 (6); Ace 1d6+6 = 12 (6); Ace: 1d6+12 = 17 (5)

K/Engineering: 1d8+2 = 9 (7)
Wild: 1d6 (2)
Rika hears the warning about the bomb and shouts, "Everyone stay clam, but back away from the trash can quickly! Approximately 250 feet should be adequate to avoid immediate death or dismemberment, but please evacuate the area!"

She also backs away from the trashcan and makes sure that others do the same, and she attempts to keep any newcomers well away from it as well.

Rika contacts her team via the comms and asks, "Is anyone capable of safely disarming this device? A powerful barrier would be helpful to contain the blast or force it in the safest direction. I would not wish to risk Tim, but teleporting it could be useful. Does anyone else have any ideas? I am not trained in explosive devices - but I am somewhat familiar with them."

_________________
Tsuchiya Rika, M.A.R.S Rogue "Enchantress"
Rika, Human Exorcist
Pace: 6; Parry: 5(0) Toughness: 17(8)
Combat-Relevant Edges & Abilities:
    Arcane Resistance: +2 Armor vs damaging Magic/Psionics and +2 to Trait rolls to resist opposing powers (Friendly powers are at -2) (+3/-3 total from Patron Item)
    Battle Hardened: +2 to Soak rolls
    FEP: Fully sealed systems; Self-contained breathing; immunity to temperature extremes, radiation, vacuum, poisons, and disease; and other self-regulating life support systems)
    Master Exorcist: First raise on Spellcasting reduces PPE cost by 2, and by 1 per additional raise
Wounds: 0/3; Fatigue: 0/2; PPE: 13/15
Bennies: 2/3
Adventure Cards
  • 15: Sudden Death - Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
  • 17: Tale Teller - Your hero must tell a story of his group’s deeds to an audience of some sort (roleplay this) and make a Persuasion roll. If successful, the listeners become friendly and helpful to the entire party.
Edit Signature


Tue Jul 17, 2018 5:35 pm
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As Lance turns his attention to the garbage can a bright flash comes from a lamp post behind it. The lamp post falls down, smashing the can almost entirely flat, provoking a few screams from the already rattled crowd. A second later a supersonic crack is heard, only picked up by those with the sharpest of ears.

Helga quickly takes over after hearing Rika's words

"Everybody move! Get out of the area immediately!"

The crowd quickly starts to dissipate, as the wail of sirens gets even closer.

Helga turns to the group "Can any of you dismantle it?"

_________________
GM Bennies 7/7
Wild Card Bennies ?


Tue Jul 17, 2018 6:48 pm
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Joined: Fri Jun 29, 2018 8:21 pm
Posts: 23
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Johnny Jones wrote:
“SHOTGUN.” Johnny yells as he jumps in the passenger seat. “Tim should be right behind me.” Johnny tells Sig.


Tim follows both Sig and Johnny down the fire escape. Luckily he isn't afraid of heights, that would be almost as dumb as being afraid of bugs.

Tim tries to jump into the middle front seat until he sees how much room Sig is taking up, "Damn, I'll just sit in the back." he says as he gets in the back and helps pass everyone their gear.

_________________
Tim Gates, Ley Line Walker
Tim Gates, Human, Ley Line Walker
Pace: 6; Parry: 5; Toughness: 8(3)
Combat-Relevant Edges & Abilities:
  • HJ Magic and Mysticism (18): Your hero gains +2 damage when using direct damage spells and TW weapons.
  • HJ Magic and Mysticism (17): All damage-dealing spells do Mega Damage, and ones which normally do Mega Damage gain +5 AP
  • Ley Line Walker Light Armor (TW): Breath mask and magical filter system that provides +4 to Vigor rolls against airborne toxins and diseases. The breathing system requires the wearer be magically or psionically active in order to function (though it costs no actual PPE or ISP).
Wounds: 0/3; Fatigue: 0/2; PPE: 05/15
Bennies: 3/3
Adventure Cards
  • Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.

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Thu Jul 19, 2018 12:30 pm
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