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

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


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

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Thrudh Zebrem character sheet
Thrudh
Bennies: 0 (+2 from jokers, +1 from end of adventure, -2 for 2 extra effort attacks, -1 soak, -1 extra effort attack, -1 soak, -1 reroll damage, +1 from Lars, +1 rip on Rip, -1 extra effort throwing, -1 failed extra effort spirit roll)
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: CV-212 VLF Laser Rifle
    Range 30/60/120
    Damage: 3d6+2 (MD with 10 shot usage) AP 2
    ROF 3, shots 30
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
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Adventure card: Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round. IN EFFECT
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


Sun Jul 09, 2017 4:20 pm
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Thrudh Zebrem wrote:
Kasey wrote:
Lol. Sorry about bungling being all nonchalant, but crit failures are fun to rp. Yeah lets all head to embers room.

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

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

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

EDIT: post is up.

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

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Thrudh Zebrem character sheet
Thrudh
Bennies: 0 (+2 from jokers, +1 from end of adventure, -2 for 2 extra effort attacks, -1 soak, -1 extra effort attack, -1 soak, -1 reroll damage, +1 from Lars, +1 rip on Rip, -1 extra effort throwing, -1 failed extra effort spirit roll)
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: CV-212 VLF Laser Rifle
    Range 30/60/120
    Damage: 3d6+2 (MD with 10 shot usage) AP 2
    ROF 3, shots 30
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
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Adventure card: Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round. IN EFFECT
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


Mon Jul 10, 2017 6:43 pm
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Well, someone had to come up with a reasonable explanation for why a bunch of mercs checked in all at once, and we were probably seen coming from the Morose, so may as well tie that in too... and I mean, it's pretty much all truth - except for the slugheads, lamebrains, and being sick of you all, of course. ;)

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

Thanks!!

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


Image

Do you read Erfworld?

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


Image

Do you read Erfworld?



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

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


Thanks!

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

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Thrudh Zebrem character sheet
Thrudh
Bennies: 0 (+2 from jokers, +1 from end of adventure, -2 for 2 extra effort attacks, -1 soak, -1 extra effort attack, -1 soak, -1 reroll damage, +1 from Lars, +1 rip on Rip, -1 extra effort throwing, -1 failed extra effort spirit roll)
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: CV-212 VLF Laser Rifle
    Range 30/60/120
    Damage: 3d6+2 (MD with 10 shot usage) AP 2
    ROF 3, shots 30
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
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Adventure card: Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round. IN EFFECT
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


Sun Jul 16, 2017 10:08 pm
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Thrudh Zebrem wrote:
Aaand TD. Shazbot. Hope someone's watching Thrudh's back, because Thrudh is not currently operational.
Dummy.


Kasey's got you buddy!

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

Bennies
4 bennies


Adventure Card
Deadly Blow


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

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

feel better!

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

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

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


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

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Bennies: 3/4 Red Bennies: 0
Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.

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


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

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

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Thrudh Zebrem character sheet
Thrudh
Bennies: 0 (+2 from jokers, +1 from end of adventure, -2 for 2 extra effort attacks, -1 soak, -1 extra effort attack, -1 soak, -1 reroll damage, +1 from Lars, +1 rip on Rip, -1 extra effort throwing, -1 failed extra effort spirit roll)
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: CV-212 VLF Laser Rifle
    Range 30/60/120
    Damage: 3d6+2 (MD with 10 shot usage) AP 2
    ROF 3, shots 30
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
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Adventure card: Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round. IN EFFECT
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


Tue Jul 25, 2017 9:14 pm
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Christian, I see you found your way to the light. :)


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

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


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

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

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Hans Greuber
Main Character: Merlaggon
PPE: 30 / 30
Active Powers:
None
OOC Comments
Arcane Machinist Gadgets Left: 2/6
Created Gadgets:
  • Quantum Resonance Translocator (Teleport) - 20 PPE
  • Biological Integrity Re-Integrator (Healing) - 15 PPE
  • Photonic Weapon Inducer (Smite - Light (Sunlight)) - 15 PPE
  • Group Mind Re-Integrator (Boost Trait) - 16 PPE

Adventure Cards
  • Lucky Break - Play this card to completely negate the damage from one attack.
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
  • Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
  • Exceptional Rapid Recharge (1 PPE per 5 Minutes)
  • 4 PPE per Hour to Charge
  • Strength d12+2

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

Bennies: 0

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

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


Cool!

Next con for me is November in Sacramento...

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

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

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

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

Also Conrad

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


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

Where are you?

E11 is where Alecto sees the Cold Spot.

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

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

Thanks!


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

Name: Rip

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

Code:
[b]Name[/b]:

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

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

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

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Hans Greuber
Main Character: Merlaggon
PPE: 30 / 30
Active Powers:
None
OOC Comments
Arcane Machinist Gadgets Left: 2/6
Created Gadgets:
  • Quantum Resonance Translocator (Teleport) - 20 PPE
  • Biological Integrity Re-Integrator (Healing) - 15 PPE
  • Photonic Weapon Inducer (Smite - Light (Sunlight)) - 15 PPE
  • Group Mind Re-Integrator (Boost Trait) - 16 PPE

Adventure Cards
  • Lucky Break - Play this card to completely negate the damage from one attack.
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
  • Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
  • Exceptional Rapid Recharge (1 PPE per 5 Minutes)
  • 4 PPE per Hour to Charge
  • Strength d12+2

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

Bennies: 0

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

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

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



Name:

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

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

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

Also Conrad

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


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

Ty.

Code:
[b]Name[/b]:

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

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

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

Bennies
4 bennies


Adventure Card
Deadly Blow


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

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

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Thrudh Zebrem character sheet
Thrudh
Bennies: 0 (+2 from jokers, +1 from end of adventure, -2 for 2 extra effort attacks, -1 soak, -1 extra effort attack, -1 soak, -1 reroll damage, +1 from Lars, +1 rip on Rip, -1 extra effort throwing, -1 failed extra effort spirit roll)
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: CV-212 VLF Laser Rifle
    Range 30/60/120
    Damage: 3d6+2 (MD with 10 shot usage) AP 2
    ROF 3, shots 30
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
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Adventure card: Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round. IN EFFECT
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


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


Attachments:
OOC_MAP_PLACEMENT 1.png
OOC_MAP_PLACEMENT 1.png [ 1.41 MiB | Viewed 356 times ]

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

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Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.

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


Tue Aug 01, 2017 6:24 am
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New Post

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

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

Naruni NE 45 Pistol stats:
Image

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

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

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Tue Aug 15, 2017 9:34 am
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Location: The Black Company
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So FYI

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

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

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Tue Aug 15, 2017 6:50 pm
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