00.1 [2017] The 1st Adventure ... It started in a bar.

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Zed
Posts: 134
Joined: Sat Apr 01, 2017 12:02 pm

Re: The First Adventure ... It started in a bar.

Post by Zed »

Zed grunts in pain as Gordon's electricity courses through her - thankfully, most of it was channeled through the grounding elements of her armor - always a good idea to build those in when you are essentially wearing an electrified cage that people like to shoot at, it prevents the entire battery from shorting through her body if the armor becomes damaged. Even still, enough arced through her that if she were not wearing a helmet her hair would likely be standing at attention from the residual charge.

Letting the invisibility magic that she had put on herself and Hans expire, she knows Gordon is too close to bring Vera to bear... she could switch to Josephine, but Vera was all primed to party.
BB, activate exoskeletal augmentation program 3, max output.

Feeding power into her augmentation unit, the exoskeleton units on her armor starts to grow, the armor panels over the myomer muscles fanning out or unfolding like origami.

"My turn."
She says, as she kicks Gordon in the side, hoping to put a little distance between them. Surprised by her own enhanced strength, Gordon flies across the room landing at the base of the rift.
Well, that's an opportunity not to be missed.

Circling around, she lines herself up.

"Go to Hell, Gordon."
She charges, aiming another kick at the CS operative-turned-barman, sending him flying far, far away.

Turning, she shoots magical ice shards at two of the remaining CS grunts.
Die, scum. For Tolkeen.
OOC Comments
Narrator note(moved into OOC by Zed): delelte my info here,,,, Gordon can see with Mega Dark Vision (explanation at end of adventure)

Damaged by two attacks, and have two bennies. No relevant Edges or abilities.

Spend Bennie to soak Sgt Yin's shot - removed dice since you did not need to do that - Sorry...

Spend Bennie to soak Gordon's bolt - 2 wounds
Vigor [dice]2[/dice]
Ace! [dice]4[/dice]
Wild [dice]3[/dice]
Huzzah! Success and a Raise; both Wounds soaked and Shaken removed.

Now for Zed's turn(s).

Turn 1:
2 actions and free action move, no MAP because of Exalted Quickness
Greater Boost Strength (+3 attribute, +2 Machine Maestro)
TechnoWizardry [dice]0[/dice]
Wild [dice]1[/dice]
8+3+2 = 13, Success with 2 raises , +4 die types to Strength (now 1d12+6)

Kick Gordon towards the rift: push/bash, opposed Str for 1" and +1" per raise (+6 attribute)
Strength [dice]5[/dice]
Wild [dice]6[/dice]
Seriously? no. Bennie reroll.
Strength [dice]7[/dice]
Wild [dice]8[/dice]
RNG hates me. :roll:
3+6 = 9, hopefully Gordon doesn't roll well, and that's a success, moving Gordon to C12. If he rolls as bad as I did and that's a raise, it would be to C13
9 vs. 1, success with TWO raises! Gordon "flies" to E14.

Zed will also free action move, though where to will depend on how successful that push was.
EDIT: she moves to A10, setting up for an extra-dimensional field goal.

Turn 2:
Free-action move (D13), push/bash Gordon, and shoot at CS in the hall. Exalted Quickness so no MAP.

Push (bash) Gordon (+6 attribute, +2 movement) uh... wow.
Strength [dice]9[/dice]
Ace! [dice]15[/dice]
Wild [dice]10[/dice]
Ace! [dice]16[/dice]
12+8+6+2 = 28. Go to Hell. Do not pass go. Do not collect 200cr.

Shooting - first two shots at Sgt Bohan, third at Cpl Freeman ('m assuming that Yin, Kain, and Addams are out of sight.)
+2 Machine Maestro, +2 Targeting Systems
Shooting 1 [dice]11[/dice] +4 = 13, hit with a raise
Shooting 2 [dice]12[/dice] +4 = 11, hit with a raise
Shooting 3 [dice]13[/dice] +4 = 7, hit

Wild [dice]14[/dice]

Damage against Sgt Bohan:
Shot 1: [dice]17[/dice] + ace [dice]22[/dice] + raise [dice]18[/dice] +4 +8 = 27 AP 4
Shot 2: [dice]19[/dice] + raise [dice]20[/dice] + ace [dice]23[/dice] +4 +8 = 35 AP 4
and two vigor tests at -2 to avoid fatigue levels.

Damage against Sgt Bohan:
Shot 3: [dice]21[/dice] + ace [dice]24[/dice] +4 +8 = 32 AP 4
and a vigor tests to avoid a fatigue level.

Sig updates:
-2 bennies +1 (per PM) = 1 bennie remaining
PPE: 14-4 = 10 remaining.
18-1 = 17 full bursts on Vera remaining.
All effects tick down
Both Invisibility removed
Add Greater Boost Strength (to 12+6)
Last edited by Zed on Wed Apr 26, 2017 3:57 pm, edited 5 times in total.
Zed, Human Techno-Wizard Alt of Lucretia
Bennies: 3/3 Parry: 5; Toughness: 16(8); Pace: 8; Charisma: +0
Weapon in hand: Vera (TW modified TX-50 Light Rail Gun)
Ammo:
  • Vera - 17/20 full bursts
    Josephine - 6/6 shots

10/20 PPE; 3/4 Arcane Machinist
Current Arcane Machinist Gizmos:
  • none

Active effects:
  • [1/3] Greater Boost TechnoWizardry (+4 steps to d12+3)
    [2/3] Exalted Quickness w/ +1 toughness from trapping
    [2/3] Greater Smite on Vera (+8 damage, ice/fatigue trapping)
    [3/3] Greater Boost Strength (+4 steps to d12+6)
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Icosa
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Re: The First Adventure ... It started in a bar.

Post by Icosa »

Alecto drew back a bit from the Rift as its interior lit up with hellish roiling flames. The howl from her pack generated a quickly-populated list of possible culprits. She concluded it was very likely coming from the scroll however, as it had appeared to have supernatural properties and was a new addition to her possessions.

The Black Company had been tasked with throwing it into a volcano, if her recall was not corrupted.

This rift phenomenon struck her as being very similar to a volcanic caldera in terms of its destructive potential, given that it currently was consumed with destruction from whatever had been in those explosive crates.

Acting with all the speed her inhuman nature afforded her, she reached back to her pack and produced the scroll, then pitched it into the maelstrom of fire that writhed on the other side of the rift, universes away.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

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

Re: The First Adventure ... It started in a bar.

Post by Gargamel »

Gargamel slightly oblivious to the chaos in the main chamber wandered around to the crater intent on flanking Gordon just in time to see Zed knocking Gordon into the rift.

"Let's hope that there is a just reward for your base treachery there," He spoke mostly to himself.

Noticing that there were more people around the corner that he could see, he decided to take them out enmass.

Preparing a spell, he threw a fireball at the remaining CS troops.
OOC Comments
[dice]0[/dice]
Mega version of blast for 8 PPE
[dice]1[/dice] with 2AP
MBT
Benny for extra effort
[dice]2[/dice] total 20 damage with 2ap
Positioned to hit them but not us
OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

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

Also Conrad

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

Re: The First Adventure ... It started in a bar.

Post by Daniel »

SMALL NEXUS CHAMBER - ROUND THREE QUICK COMBAT

STORY

With all the seen bombs tossed into the open Rift the BC Agents did not know about the few left over bombs in the south west room, a crater is blown into that portion of the room. Blood, stone and dust explodes across the room. The stone chamber ceiling looks a little dangerous and may cave, now or eventually. At some point some combat engineer is going to need to reinforce, brace, the damaged area, after the lingering radiation and poison is removed. Alecto swiftly pushed and tossed bombs in the Rift, with Iron Tic moving even more in, resulting in a very bad situation being avoided. The Agents all moved about and fought with the CS. Disinterested in taking any more from Gordon, Zed gives him a magically strengthened swift kick. The bar man tumbles through the angry Rift. "Mother F..."

The Open Rift pulses with the explosion. (wounder how those on the other side feel about the bombs...new enemies for the future?) Just as the Rift pulses and shifts a large satchel flies into the Nexus Chamber, from the Rift. As the Rift alters to a new location, stranding Gordon in the last location it leaves one bag on the stone floor. The view through the Rift is now a red desert like world. The satchel is a dark blood red canvas. Whatever is inside it is larger than a human head.

The Nexus Maw Scroll that Alecto was holding onto and subsequently threw into the Rift flips upward and spins in a wild, crazy, rapid circle, hovering about the Rift instead of falling into it. Almost like it has Deflection Cast upon it, the scroll vibrates and shimmers as the ever increasing screeching wine and hellish sound tears out of it. A sense of dread and fear emanates out of the scroll. (Everyone in SNC must make a Fear Check TN4 and -4 to the roll. Fear Check = Spirit Roll, so if your Spirit is d6, Roll 1d6 -4, if fail you roll a d20+4 for Fear Table). Hardened warriors you may be, but this sound, this vibration, causes your insides to rumble angrily and your heart to quicken and your ears to hurt.

Of the remaining CS in the chamber: Lt. Maddox clutches his chest and drops to the floor groaning, blood seeping from ears and eyes, mouth open in a silent scream, joints all at odd angles and clumps of hair scattered across the floor. The rest of the CS are dead from Gargamel's explosion. So that settles that: all CS dead or gone. The worst of the bombing stopped. (After Adventure Post with OOC details to follow).

A radio transmission from HQ starts but is cut off, all you heard is: "...make sure you..." before it is lost.

Silas, from the Black Company Security team runs into the room and hits the "wall" of Fear and tumbles to the ground, rolling down the stairs and lays face first in his own vomit. (Unconscious or dead).

After your initial reaction to the scroll - and its waves of terror - you each see the scroll erupt into a million shreds of paper...

Instantly the Nexus Maw within the scroll flickers into and out of existence.

Suddenly its form snaps into this realm!

Determine your individual results from the Fear Check......and then react (No Init, Quick Combat): You see the Nexus Maw become solid and need to react to this large, spidery like creature that roars with triumph and anger and then proceeds to attack. Spitting acid bolts and kicking out with its many legs - the Nexus Maw attacks.

MAP

Quick Combat

Final Nexus Maw Demon (NMD) Quick Combat Scene

With the arrival of the NMD it attacks immediately. For this combat we will use QC Rules: No cards are dealt in Quick Combat. Instead, the Game Master sets the scene, then each player chooses the primary skill he wants to use and how he plans to use it. The skill should generally be a combat ability such as Fighting, Shooting, Spellcasting, or the like, but anything is allowed that makes sense and fits the action described. Players type out a narrative on what they are doing during the combat. Remember to add in how things went with your Fear Check!!!


The CS are all down. A satchels lay on the stone floor. Silas is down and out, incapacitated in some manner so no help is coming from him. This Nexus Maw is a Tough and Mad SOB. So write out your narrative on what happened to you with Fear Check and then on you are doing, then roll your primary skill.


Results
The Game Master then interprets and narrates the results, allowing for each character’s intended plan and her player’s input. “Failure” may not mean the hero actually failed in her desired plans, by the way—it may simply mean she took some damage or is affected in some other negative way.

So your post will look like this:

Rolls:
  • Fear Check pg. 98 of SW Deluxe (TN4 and -4 to the roll. Fear Check = Spirit Roll, so if your Spirit is d6, Roll 1d6 -4, if fail you roll a d20+4 for Fear Table)
  • If fail, Fear Table, d20+4. Sometimes a failure is pretty epic and gives bonuses lol
  • Primary Skill Roll (shooting, spell, etc)

    Write Narrative of results and actions. So you likely will post rolls then go back into the post and Edit in narrative.



The narrative need not be a novel but more than a few sentences would be cool. Afterwards I will do a synopsis of your posts and then post a After Adventure Post with some Rewards and details!

I have Adventure Two ready to go once we do a tad bit of housekeeping!
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

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

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

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

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Hans Greuber
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Location: The Black Company

Re: The First Adventure ... It started in a bar.

Post by Hans Greuber »

I saw this thing before in my mind. I knew this was a possibility. Time to overclock EVERYONE ASAP!!!

"Yo, Ugly. You look a bit smaller in person. Tell me... can you go fast?

With that, Hans makes his rounds to all the direct combatants... both charging their weapons with an energy some would describe as holy, and accelerating most of them to Juicer speeds... and Tick to a blur.
OOC Comments
Hans uses one of my Patronage Auto-Aces for the fear check... using his d8 Vitality because of being a Dwarf.
Fear Check: [dice]0[/dice]
Ace: [dice]4[/dice]
Wild: [dice]1[/dice]

Hans quickly puts both Exalted Smite (Holy) from his Gadget, and Exalted Quickness on all of the direct combatants... starting with Tick, then Alecto, Aiden, and Thrudh. I expect the Smite Gadget to be emptied during this battle, but he will be drawing on the Ley Line to power everything else. Holy against what seems to be a Demon... sounds like a good idea to me.

TW: [dice]2[/dice]
Wild: [dice]3[/dice]
Result: 13 - Success with 2 Raises
Last edited by Hans Greuber on Thu Apr 27, 2017 10:20 pm, edited 1 time in total.
Hans Greuber

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

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

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

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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Thrudh Zebrem
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Posts: 264
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Re: The First Adventure ... It started in a bar.

Post by Thrudh Zebrem »

As the hideous demon blinks into this reality, Thrudh bellows out "WHAT THE SKRAG IS THAT?!"
OOC Comments
Spirit roll against fear - brave edge negates 2 pts penalty
[dice]0[/dice]

Ace spirit roll
[dice]2[/dice]

Wild die spirit vs. fear w/ brave
[dice]1[/dice]
Thrudh roars with a burst of confidence, "Commere, ya filthy bug! Getcha a pull of what ol' Thrudh's got for ya!" Unfazed by the terrifying creature's presence, Thrudh edges closer to guarantee a straight shot. He drops his CV-212 to the ground, deciding instead that this creature needed a face full of rocket blast. Unslinging his portable rocket launcher, Thrudh zeroes in and lets fly!
OOC Comments
Shooting roll with targeting system
[dice]3[/dice]

Wild die shooting w/ targeting
[dice]4[/dice]

Ace wild die
[dice]5[/dice]
Total shooting result = 13

Damage roll with raise (if needed)
[dice]6[/dice]

One ace damage die
[dice]7[/dice]
Total damage result = 27
"Suck on that, ugly!"
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Icosa
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Re: The First Adventure ... It started in a bar.

Post by Icosa »

The appearance of the enormous monster triggered an immediate reassessment in Alecto, as hardcoded subroutines kicked in.
A supernatural entity, nature unknown, abilities unknown, defenses and vulnerabilities unknown. Threat level Omega. Prioritize unit survival.

A route through the sublevel to the elevator was plotted, along with estimates of how long the other Company members would delay the entity before it could safely pursue. Longer term plans began to materialize...the acquisition of gear, supplies, and a safe route to other refuges. Everything she would need to flee.

Alecto didn't move though. Her programming was clear. She was to preserve herself. Whatever her purpose might be, she could not fulfill it if she were destroyed. Yet she didn't move. She lifted her chin to track the beast's towering form up to its head, and the vibroblade in her left arm scythed out. Her eyes closed as she focused inward.

The war in her brain was mercifully swift. Debugging code and tracking routines screeched Error! Error! Critical failure in 74 modules! Priority override in progress!

Emergency activity required. Disengage safety lockouts.

Error! Error! Critical failure in...

Isolate error tracking subsystems.

Alecto opened her eyes, her mind finally at peace with her decision, even if she'd had to essentially hack it to make that happen. At a fundamental level, she was not sure why fighting this seemed so important to her. Important enough to override her own programmed self-preservation responses and disengage the mechanisms that tempered her strength to keep her from damaging herself. For some reason, she 'felt' intensely that destroying this monster was more important than her own existence.

Was this just another program, or something else? Why did it feel familiar, somehow?

She darted sideways as a rocket impacted on it, then ran clockwise around the demon until she was roughly interposed between it and her team...and then she pushed in, slashing and spinning, clipping through its tentacular limbs to both keep them away from the others and try to clear a path for herself to the core of it at the center...the place she could find, and end, its heart.

Spirit -2 (Alecto has Bravery) [dice]0[/dice] or [dice]1[/dice] wild.

If fail: Fear [dice]2[/dice]
Bravery subtracts it turns out, which means she rolled a 4, which is Adrenaline Surge! +2 to trait rolls and damage!

Fighting! [dice]3[/dice] or [dice]4[/dice] (agh, I added 4 to fighting by mistake! Should be 2, I think. Will benny that. Terrible rolls.)

[dice]5[/dice] or [dice]6[/dice]

Current effects: Exalted Quickness and Exalted Smite

(Unsure if I just make ONE fighting roll to narratively determine this scene, or one per attack? Also unclear on if damage rolls are needed.)

GM
Just One Roll, no damage needed.
Last edited by Icosa on Thu Apr 27, 2017 4:28 pm, edited 3 times in total.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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Zed
Posts: 134
Joined: Sat Apr 01, 2017 12:02 pm

Re: The First Adventure ... It started in a bar.

Post by Zed »

What the hell is that? Some kind of demon, probably. No big deal. I saw worse in Tolkeen. Fought alongside worse in Tolkeen.
She briefly considered trying to push it back through the rift like she did with Gordon... but that sucker is big.
With my luck it would drag me through, too. Or worse.

Some fights are easy.
Some fights are tough.
Some fights you can barely walk away from.

This was one of those last kind.

Zed had been trained as a marksman, a sniper of sorts, though it's an odd sniper that uses a railgun. Still, long range high powered weapons, precise shots.
"Boom, headshot", or "One hit one kill", or "If you know I'm there you're already dead".

This however, was the exact wrong kind of situation. By happenstance - or rather, as a result of her quite satisfying extraplanar field goal - she was right next to the creature when it appeared. Almost under it. Zed tried to step back, to get some distance to bring Vera to bear, but the creature was too fast, had too many limbs. She ducked under one just to be hit by another. She heard more than felt her armor crack, but her arm breaking? that she felt. The pain dulling her senses, Zed drew her trusty pistol Josephine, but with Alecto weaving in and out in front of her, and Zed trying to aim with her off-hand, and her vision blurring - was that from the injury, or was something wrong with her armor? - she didn't dare pull the trigger.

"Next time, Jo." she said, then passed out.

OOC Comments
Fear -4
Spirit [dice]0[/dice]
Wild [dice]1[/dice]
Ace! [dice]2[/dice]
11-4 = 7, oh, some kind of demon. No big deal.

Quick Combat, Shooting at +4 (+2 Machine Maestro, +2 Armor targeting system)
Shooting [dice]3[/dice]
Wild [dice]4[/dice]

Er actually, reading the Quick Combat PDF, standard modifiers don't apply, just the special ones in there... making this 2: Fail
Last edited by Zed on Thu Apr 27, 2017 9:14 pm, edited 1 time in total.
Zed, Human Techno-Wizard Alt of Lucretia
Bennies: 3/3 Parry: 5; Toughness: 16(8); Pace: 8; Charisma: +0
Weapon in hand: Vera (TW modified TX-50 Light Rail Gun)
Ammo:
  • Vera - 17/20 full bursts
    Josephine - 6/6 shots

10/20 PPE; 3/4 Arcane Machinist
Current Arcane Machinist Gizmos:
  • none

Active effects:
  • [1/3] Greater Boost TechnoWizardry (+4 steps to d12+3)
    [2/3] Exalted Quickness w/ +1 toughness from trapping
    [2/3] Greater Smite on Vera (+8 damage, ice/fatigue trapping)
    [3/3] Greater Boost Strength (+4 steps to d12+6)
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Iron Tic
Posts: 73
Joined: Sat Mar 18, 2017 7:35 am

Re: The First Adventure ... It started in a bar.

Post by Iron Tic »

Fear check:
spirit [dice]0[/dice]
Wild [dice]1[/dice]
Burn die [dice]2[/dice]
Bennie for extra effort [dice]3[/dice]
4 total, whew!
Quick combat:
Fighting [dice]4[/dice]
Wild [dice]5[/dice]
Bennie for reroll
Fighting [dice]6[/dice]
Wild [dice]7[/dice]

When the beast comes forth, Tic screams terrified, like he was a 12 year old boy, " You... You killed my Mother!!". For a moment he looks like he is going to bolt, but instead he summons for the Juice within, letting its drug induced ephoria burn away his fear. Now filled with rage he howls, " You will pay! Tic demands Satisfaction!" With his fists full of holy smite Iron Tic rushes missing once, then twice. Tic lines up a double fisted haymaker, only to have it interrupted by the beast as one of its legs graps Tic and pulls him onto the ground. Tic cries out, " I am not satisfied!" While Tic struggles to get up the beast snaps his legs out tearing into Tics guts! Quick-Flex goo and blood go spraying everywhere. Like a watermelon crushed with a huge hammer. Not good Tic, not good. Got to find some duct tap and cearan wrap to hold all that in.. Another leg lashes out at Tic sending him tumbling backwards. The creature hits his shoulder, and face Clank, clank you damn beast. Seeing its attacks innefective it just goes back to the guts unspooling the intestine as Tic cries out in pain. Just breathe Tic, breathe... was that vital?. Tic turned his head just so catching sight of Zed lying on the floor. It go you too? Arrgghhh!. With Tic's entrails hanging loose he squirms and bats aside a few legs rolling over and planting himself over Zed still prone but on his knees and forearms. The creature digs into his back pulling out peices of his spine. More Quick-flex fluids go flying, Tic just smiles a bloody smile looking down at Zed. I got you friend, Aggrhhh, Tic has you.. Tic using his mighty frame just stays there prone protecting Zed and taking a beating.
Pace: 20 d12 running die; Parry: 8 ; Toughness: 20(6)
After 1st round: quick, -2 to hit
Combat edges: split the seconds(extra action no map, can be repeat action), battle hardened(+2 soak)
Current powers active: none.
Bennies: 1 spent:5
Red Bennie:1
OOC Comments
-Soak damage from skeleton underneath bar.
+1 Bennie for joker draw
-reroll on gaining gun from borg
+2 from joker draw
-damage reroll on cs commanderin nexus room
- fear extra effort
- nexus maw reroll
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Karchev
Posts: 72
Joined: Sun Feb 19, 2017 10:33 am

Re: The First Adventure ... It started in a bar.

Post by Karchev »

OOC Comments
Spirit [dice]0[/dice]
Wild [dice]1[/dice]
Ace [dice]2[/dice]
Karchev watches as the beast emerges from the Rift with a sense of awe and dread. He feels a wave of fear envelope the room and he closes his eyes. As the fear seeps into his soul he is transported back in time, to when he was a slave to magic beings. He remembers cowering in fear of them. He remembers the beatings, the maiming, the slaves who were made examples of in brutal and sadistic ways. A tear rolls down his face and he just wants to run and hide.

But then he remembers the power he possesses. He visualizes the magic he uses, the power of life and death at this finger tips. The guns holsters on his body are nothing compared to the weapon that he is himself. A fire stirs in his soul and erupts like a volcano. He begins to summon the ppe he has absorbed, a darkness swirling around his body


"In the words of a great wizard of legend....YOU SHALL NOT PASS!"

Karchev raises his arms, ready to unleash his most powerful magic.
OOC Comments
Karchev casts Greater Blast
Spellcasting [dice]4[/dice]
Wild [dice]3[/dice]

Damage [dice]5[/dice]
Wild [dice]6[/dice]
Karchev Ley Line Walker
Pace: 6; Parry: 5 Toughness: 5 +3 Armor = 8 (3) +10 MDC
Power Points: 49/60 (while on ley Line) Bennies: 1
• Knowledge (Arcana): D10
• Dragonese/Elven: D6
• Investigation: D6
• Fighting: D6
• Shooting: D6
• Stealth: D6
• Notice: D6
Iceblast Shotgun: Range: 12/24/48 - Damage: 1–3d6 - RoF: 1–2 - AP ~
NG-33: Range: 15/30/60 - Damage: 2d4+1 - RoF: 1 - AP: 2
CS Vibro-Sword - Str+d10 - AP4 Mega Damage
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Gargamel
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Posts: 193
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Location: The Black Company

Re: The First Adventure ... It started in a bar.

Post by Gargamel »

As the Maw coalesced, the wave of fear spread out and hitherto unknown heart defect of Gargamel's kicked in as he collapsed to the floor.


[dice]0[/dice]
[dice]1[/dice]
[dice]2[/dice] extra effort so fail

[dice]3[/dice] ah, I believe that is new character territory

[dice]4[/dice]

i give up
OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

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

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82
User avatar
Aiden
Posts: 28
Joined: Sat Mar 11, 2017 5:34 pm

Re: The First Adventure ... It started in a bar.

Post by Aiden »

OOC Comments
Spirit [dice]3[/dice]
Wild [dice]4[/dice]
[dice]0[/dice]

Spirit to recover from shaken
[dice]1[/dice]
Wild [dice]2[/dice]
Bennie spent
The creature that sprang from the scroll was everything that his commanders had warned him; CS propaganda made flesh. The waves of terror staggered Aiden; cyber limbs shaking as he tightened his grip on the scavenged rifle. No, this is what I was trained for... I may not have wanted this, but I'm built for this!

Gathering his courage, he quickly scans the battlefield. Spotting Tic's flayed form stooped over Zed he quickly moves to place a cybernetic wall between them and the beast, dodging strikes from flailing legs to make his way over.
OOC Comments
Shooting [dice]6[/dice]
[dice]5[/dice]
His armor creaking from numerous tentacle strikes, Aiden weathers the onslaught and unleashes a particle blast at the monster. Looking over his shoulder at Tic and Zed, Aiden unloads his rifle at the monster. "Stay down!"
Aiden Merrick
Bennies: 4; Parry: 5; Toughness: 27(16); Pace: 8; Charisma: -2
Weapon in Hand: CTT-P40 Particle Beam Cannon
Ammo: CTT-P40 38/40 (0); Mini Rail Gun 32/32 (3); NG-56 Light Ion Pistol 12/12 (3)

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

Re: The First Adventure ... It started in a bar.

Post by Daniel »

OOC & Behind the Scenes of the First Adventure

Expanded upon GM notes....The idea

Gordon - CS ISS Spy and NET SET Zapper

Image

"Give me details and a location on the Castle!"

Image

"You will tell me everything you know!"

Image
  • Mathias orders everyone to the bar to meet with a Cyber Knight named: Sir Merikh. The BC is hired to take the scroll and destroy it. Mathias has it in mind to head towards Yellowstone National Park, volcanic activity there, and destroy the scroll. However when Mathias arrives (last) to bar he will recognize Gordon as a CS NETSET Zapper (Mathias is former CS himself). GM NOTE: Never make it to Yellowstone. Have Nexus Maw activate at open Rift.
  • Gordon and his team infiltrated the Legion territories. They set up shop in the bar. Gordon was working on a way to get inside the Castle. He had designs on murdering people in the castle with gas and explosives. He just got a call from the castle saying he could come get a security badge to have access to Castle, for food and drink deliveries. He never got to go do that before things went south. The idea in a nutshell, CS gas in Castle, big bomb under it. The CS found the small Nexus Chamber while tunneling under the Castle. No one, not Elle of Owls, not Lord Coake, no one knows that a small Nexus Chamber is connected to the Large Nexus Chamber. This means when mission is over THE BLACK COMPANY is going to "buy" the Outside Inn Bar and Grill and keep the doors open as front! Bar topside, access to a Nexus and Rift below. The BC will staff their own Security here. SOG 8 sworn to silence on the fact that there is a Small Nexus Chamber. Possibly in future SOG 8 might use the Rift. The Anubis Gate Rift is constantly open and at this time there is no known way to close it, it just shifts locations etc. BC Will study it more......
  • Mathias recognized Gordon as CS, being prior CS himself. RIP Mathias. BC Agents chase him and other CS down below the bar. BC and CS fight. Gordon flees down deeper under bar.
  • Gordon is a CS Zapper. He used Burrow to escape you. He only has PSI powers.
  • The BC Agents head down. The mystic barrier is not cast by the CS, it was there already. The CS dug through it to get into the Small Nexus Chamber which has a always open and active Rift which cycles where it is open too. While tunneling the CS ran across it. Decided that since it was below castle they would set off bombs here. To collapse the castle and maybe cause extra havoc with the open rift.
  • The CS plan is to do a air raid on the Castle, and at same time either release gas into Castle (can't do that now) AND to blow up the Small Nexus Chamber with explosives. The hope being to make the Rift tear open and cause damage to the Castle from below.
  • If the CS had been able to they would have set a timer on bomb in chamber, left and let the air raid and gas in Castle do its damage.
  • Because of BC Agents, the CS are trapped in Chamber....this just became a suicide bombing they figure. No gas was ever delivered. The air raid is still going to happen. Although the BC Mercs are aware of it coming and may be able to intercede it before the Deaths Head Transport can go a raid on Castle. In end the BC top side do stop the CS from air raiding Castle.
  • The CS Hockey Puck Barrier Device is a PSINET created device. Uses PSI to activate the Barrier Power. Very similar to TW but not. The idea came from the Psyscape Book (PSI NET SECTION). Additionally a PSINET device in Gordon's armor allowed him Greater Dark Vision.

Blackwell attacks CS DHT

Image

Blackwell and BC outside confront the DHT. The CS air raid is stopped.

BC SOG 8 take on the CS in Chamber. Win. CS still blow some explosives. Rift implodes and then the Nexus Maw Scrolls rip open the rift and it confronts the BC. Fight. Done. Return to base. Start next mission.

In the end the eight members of the BC fought a difficult battle against the demonic nexus maw. Its terrifying screeches unsettled the team at various degrees. A greater demon was defeated however several members of the team were injured! Medical assistance needed!

Zed - Tic - Gargamel - and Silas are rushed back topside to the Med Bay in the BC HQ. Continue story here.


What now? Head to Med Bay and Post there. Get your party fixed up. Either Karchev can do Mass Healing (at +2 in Med Bay) or Doc Corvus can do medical attention to everyone. Once you are all in Med Bay I as GM can continue story there....

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

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

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

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

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

Re: The First Adventure ... It started in a bar.

Post by Daniel »

At the end of the First Adventure.

XP and EP are awarded Quarterly.

Right now, Every Player rolls a d4. (Do so here in this thread after this post).

1 or 2 = Normal Bennie
3 = Normal Bennie and add one to Group Bennies*
4 = Red Bennie**

The Group needs to pick one Player to log Group Bennies.

* Group Bennies. These are spent by the holder of the Group Bennies. Can be spent on any Player. Or NPC. The Group must all okay the use (discuss in OOC Thread). To start out the Group has earned 1 Group Bennie. Plus more if anyone rolled a 3 from above roll.

** Red Bennie: This Bennie works exactly like a Normal Bennie AND it provides a bonus 1d4 (and can ace) to any Trait roll or Damage roll when used. Please make sure you are logging your bennies in your Sig file. If you have normal bennies and a red bennie it'll look like this: Bennies 3 (Red Bennies: 1)

Note: At the end of this First Adventure every Player is Promoted from Private to the rank of Corporal (Agent 3). With Mathias dead and Silas injured and technically he is a Security Operative for HQ, who on your team is "in charge" is coming. It sounds like once we sort things in Med Bay a few Players may switch up characters. After that we will all meet in the HQ Lounge and continue. Thanks!


Lastly, Every one of you is paid 10,000 credits as a bonus. To keep your mouth closed about the Anubis Chamber below the bar and for stopping the CS threat! See you in Med Bay...
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

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

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

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

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Karchev
Posts: 72
Joined: Sun Feb 19, 2017 10:33 am

Re: The First Adventure ... It started in a bar.

Post by Karchev »

OOC Comments
[dice]0[/dice]
Karchev Ley Line Walker
Pace: 6; Parry: 5 Toughness: 5 +3 Armor = 8 (3) +10 MDC
Power Points: 49/60 (while on ley Line) Bennies: 1
• Knowledge (Arcana): D10
• Dragonese/Elven: D6
• Investigation: D6
• Fighting: D6
• Shooting: D6
• Stealth: D6
• Notice: D6
Iceblast Shotgun: Range: 12/24/48 - Damage: 1–3d6 - RoF: 1–2 - AP ~
NG-33: Range: 15/30/60 - Damage: 2d4+1 - RoF: 1 - AP: 2
CS Vibro-Sword - Str+d10 - AP4 Mega Damage
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Gargamel
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Location: The Black Company

Re: The First Adventure ... It started in a bar.

Post by Gargamel »

[dice]0[/dice]


so who will be holding the group bennies
OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

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

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82
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Zed
Posts: 134
Joined: Sat Apr 01, 2017 12:02 pm

Re: The 1st Adventure ... It started in a bar.

Post by Zed »

Benny roll - [dice]0[/dice]

+1 Bennie and +1 Group Bennie.
Zed, Human Techno-Wizard Alt of Lucretia
Bennies: 3/3 Parry: 5; Toughness: 16(8); Pace: 8; Charisma: +0
Weapon in hand: Vera (TW modified TX-50 Light Rail Gun)
Ammo:
  • Vera - 17/20 full bursts
    Josephine - 6/6 shots

10/20 PPE; 3/4 Arcane Machinist
Current Arcane Machinist Gizmos:
  • none

Active effects:
  • [1/3] Greater Boost TechnoWizardry (+4 steps to d12+3)
    [2/3] Exalted Quickness w/ +1 toughness from trapping
    [2/3] Greater Smite on Vera (+8 damage, ice/fatigue trapping)
    [3/3] Greater Boost Strength (+4 steps to d12+6)
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Hans Greuber
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Location: The Black Company

Re: The 1st Adventure ... It started in a bar.

Post by Hans Greuber »

[dice]0[/dice]

+1 RED Bennie
Hans Greuber

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

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

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

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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Aiden
Posts: 28
Joined: Sat Mar 11, 2017 5:34 pm

Re: The 1st Adventure ... It started in a bar.

Post by Aiden »

[dice]0[/dice]
1 Personal Bennie
1 Group Bennie
Aiden Merrick
Bennies: 4; Parry: 5; Toughness: 27(16); Pace: 8; Charisma: -2
Weapon in Hand: CTT-P40 Particle Beam Cannon
Ammo: CTT-P40 38/40 (0); Mini Rail Gun 32/32 (3); NG-56 Light Ion Pistol 12/12 (3)

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

Re: The 1st Adventure ... It started in a bar.

Post by Icosa »

[dice]0[/dice]

Oh my. Red Benny gives Alecto wings.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

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

Re: The 1st Adventure ... It started in a bar.

Post by Daniel »

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

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

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

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

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

Re: The 1st Adventure ... It started in a bar.

Post by Thrudh Zebrem »

OOC Comments
[dice]0[/dice]
+1 me and +1 group benny

Thrudh is staying put.
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
Edit Sig
User avatar
Iron Tic
Posts: 73
Joined: Sat Mar 18, 2017 7:35 am

Re: The 1st Adventure ... It started in a bar.

Post by Iron Tic »

Bennie [dice]0[/dice]

Red bull bennie.
Pace: 20 d12 running die; Parry: 8 ; Toughness: 20(6)
After 1st round: quick, -2 to hit
Combat edges: split the seconds(extra action no map, can be repeat action), battle hardened(+2 soak)
Current powers active: none.
Bennies: 1 spent:5
Red Bennie:1
OOC Comments
-Soak damage from skeleton underneath bar.
+1 Bennie for joker draw
-reroll on gaining gun from borg
+2 from joker draw
-damage reroll on cs commanderin nexus room
- fear extra effort
- nexus maw reroll
User avatar
Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: The 1st Adventure ... It started in a bar.

Post by Icosa »

Woo hoo! Red Benny Bros! High five!
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Iron Tic
Posts: 73
Joined: Sat Mar 18, 2017 7:35 am

Re: The 1st Adventure ... It started in a bar.

Post by Iron Tic »

Alecto wrote:Woo hoo! Red Benny Bros! High five!
Hi five! Yeah looking forward to this.
Pace: 20 d12 running die; Parry: 8 ; Toughness: 20(6)
After 1st round: quick, -2 to hit
Combat edges: split the seconds(extra action no map, can be repeat action), battle hardened(+2 soak)
Current powers active: none.
Bennies: 1 spent:5
Red Bennie:1
OOC Comments
-Soak damage from skeleton underneath bar.
+1 Bennie for joker draw
-reroll on gaining gun from borg
+2 from joker draw
-damage reroll on cs commanderin nexus room
- fear extra effort
- nexus maw reroll
Locked

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