00.2 [2017] The 2nd Adventure ... Solid Oxide (Part 1: Getting There)

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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 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Daniel »

Sky Raiders - ROUND TWO UPDATE
  • Up Next (after you four post I'll throw up new Init if any badguys are alive still....)
  • 10 Spades = Karchev
  • 10 Hearts = Thrudh
  • 9 Hearts = Iron Tic
  • 6 Clubs = Alecto
Map Ship

Large Map of Area
Zoom in on where you are currently.

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

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

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

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

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Thrudh Zebrem
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Posts: 264
Joined: Sat Apr 01, 2017 9:57 am

Re: The 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Thrudh Zebrem »

Thrudh prepares to shove Bo over the rail....until Ember guns him down. Running the targeting system over the remaining foes, Thrudh lets off with another burst.
OOC Comments
Shooting CV-212 at Mo - +2 for targeting (unstable platform negated by Steady Hands)
[dice]0[/dice]

Wild die shooting at Mo
[dice]1[/dice]

Damage to Mo (no effect)
[dice]6[/dice]

Shooting CV-212 at Jo
[dice]2[/dice]

Ace Shooting
[dice]7[/dice]

Damage to Jo with raise
[dice]8[/dice]

One ace damage
[dice]10[/dice]

Total damage to Jo: 17 (2 AP, shaken, 1 wound/dead)

Wild die shooting at Jo
[dice]3[/dice]

Shooting CV-212 at Kas
[dice]4[/dice]

Damage to Kas with raise (2 AP, shaken, 1 wound/dead)
[dice]9[/dice]

Wild die shooting at Kas
[dice]5[/dice]

Shooting Wilk's 227 at Mo
[dice]11[/dice]

Damage to Mo with raise
[dice]15[/dice]

Wild die shooting at Mo
[dice]12[/dice]

Shooting 227 at Mo
[dice]13[/dice]

Damage to Mo with raise
[dice]16[/dice]

One die ace
[dice]17[/dice]

Total damage to Mo: 14 (2 AP, shaken)

Wild die shooting at Mo
[dice]14[/dice]
Thrudh bellows, as Kas and Jo fall to a barrage of laser fire, "Get some, ya gutter rats! Get some right here!" Mo takes a hard blast from the tail-wielded laser pistol, knocking him out of his senses for a moment. Thrudh's laughter howls into the air, almost a match for the now-silent saxophone.
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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Iron Tic
Posts: 73
Joined: Sat Mar 18, 2017 7:35 am

Re: The 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Iron Tic »

Bennie to soak +2 for battle hardened
Vigor [dice]0[/dice]
Wild [dice]1[/dice]

Iron Tic absorbs the shadowy bolt letting it pass through his body. He belches unexpectedly. Not very tasty Tic, not very tasty. He gives his team members a couple quick thumbs ups as they lay waste to the goblins. Woa! Nice shooting, very satisfying! Tic backs up to get a running start and moves around the barrier surrounding Fek grabs him and tries to throw the creature away from the barrier (throwing him G3 or G2 depending on the result)
"I'll try to take care of this other short fella."
Turn 1
Push maneuver on Fek to throw him away from Barrier and to G2 or G3. ( No multi penalty due to quickness)
STR +3 ( +1 for trait die, +2 for moving 3 squares)
[dice]2[/dice]
Wild [dice]3[/dice]

Fighting on Fek ( No multi penalty due to quickness)
[dice]4[/dice]
[dice]5[/dice]
Damage: 13 AP4
Str: [dice]6[/dice]
Vibro: [dice]7[/dice]
Push number 2 on Fek, tying to throw him to G2 or G3. No multipenaly due to Split the seconds
Str+1: [dice]8[/dice]
Wild: [dice]9[/dice]



Flek is a slippery little bastard and tough to boot. He dodges and weaves, scraps and pushes Tic meaty hands off him.
Common Tic, just one good hit with the vibro sword and you got him. Tic rears back going for the massive swing of his vibro sword, but something is wrong. He looks at his sword hand and realizes he is missing his vibro blade. His eyes scrunch in fury as he sees it clatter off the side of ship. Of all the Luck Tic! Wait, did that little Gobby call me big guy???
"Big guy? Did you just call me big guy you little runt!" Without wasting anymore time, Tic goes to work taking advantage of the Hans' spell. Sweeping the legs of the Fek, trying to knock him prone. Head shot! Then Tossing him over board if he can.

More to Follow
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 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Karchev »

Karchev eyes the Goblin Zo. Not wanting to waste his magic on a single target he raises his shotgun and pulls the trigger.
OOC Comments
First Barrel
Shooting [dice]0[/dice]
Wild [dice]1[/dice]
Damage [dice]2[/dice]

Second Barrel
Shooting [dice]3[/dice]
Wild [dice]4[/dice]
Damage [dice]5[/dice]

Looks like he will be absorbing that damage
Not being as skilled with his shotgun as he is with his magic, Karchev only manages to hit Zo squarely with one barrel. Zo is hardly phased by the attack, much to Karchev's chagrin.

"Well damn, looks like we have to do this the hard way."
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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Icosa
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: The 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Icosa »

Alecto rushes into the gap, charging across the ship and onto the hindcastle where Zo lurks. Her plasma rifle clatters to the deck and there's metalling 'shinks' as she draws her vibroblade, while the other blade scythes out from her left wrist to poke well beyond her hand.

The goblin barely has enough time to register this before she is upon him; a pitiless engine of blades and blood.

(Zo hit for 9 damage,18 damage and 25 damage, all at AP 4...if that doesn't do it, not sure what will :))

Turn
Attack [dice]0[/dice]
Offhand [dice]1[/dice]

Damage
[dice]4[/dice] MD with 4AP
With raise [dice]5[/dice] plus [dice]6[/dice]

Quickness turn
Attack [dice]2[/dice]
Offhand [dice]3[/dice]

Damage
With raise [dice]7[/dice] plus [dice]8[/dice]
Acing [dice]9[/dice]
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

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

Post by Daniel »

Sky Raiders - ROUND THREE

STORY EDITED !!! on June 3rd 2017

Mo Flek. Not a strange spell incantation, the last two living Goblin Sky Pirates. With the combined efforts of the SOG 8 only two Goblins remain. Mo is wielding sword and hand cannon. Flek, the Goblin Captain is toting a TW Flame Thrower and preparing mental powers. Knowing they are out classed Flek is angry as a bee in hell but unwilling to surrender to puny humans.

In active combat the Heroes face Sky Pirate Goblins who might loose but are damned if they will give up.

As combat continues everyone hears a escalating scream. Quiet at first, it increases in pitch and volume as time passes. The scream sounds like it is coming from the pack next to Hans, by the pilot compartment. As Hans looks down at the leather pack he sees it wiggling and thrashing about. Just what the hell is going on in that backpack is unknown as of yet.


INIT ORDER
  • "Initiative Block" = (IB)

    IB1 (Post First in whatever order, 3 days to post and then you are considered to be On Hold):
  • Ace Hearts = Karchev
  • King Spades = Thurdh
  • King Hearts = Iron Tic
  • Queen Hearts = Ember
  • IB2 (Posts in whatever order after IB1 post):
  • Jack Spades = Goblins (Mo & Flek) & Sadie
  • Jack Hearts = Alecto
  • 9 Spades = Hans
  • 9 Diamonds = Gargamel

Large Map of Area
Zoom in on where you are currently.

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

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

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

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

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Iron Tic
Posts: 73
Joined: Sat Mar 18, 2017 7:35 am

Re: The 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Iron Tic »

Last Turn of Quickness
Notice [dice]0[/dice]
Wild [dice]1[/dice]

Iron Tic, standing next to Flek ( G4 ), cracks his knuckles and neck. " Ok runt time to get some satisfaction." Iron Tic stands tall over him and beats his chest in a rythmic fashion. Clang! Clang! Right in the Goblin's face he screams. " Intimidation!!!!". After screaming Tic stops the rythmic beating. I hope runt is wearing his brown pants. Tic reaches out and tosses Flek with a hip throw trying to get the Gobblin off the ship ( at least to G2 or G3). Then like a blur Tic backs up getting himself in a runners take off position and flings himself at Flek feet first trying to push him the last bit off the ship.
Turn 1
Intimidation test of wills vs spirit, Push/Throw goblin to G3 or G2 ( raise), possible second kick/push on Flek to get him off the ship. Quickness allows first two actions no MAP, split the seconds takes care of the third.

Total: 7
Intimidate on Flek [dice]2[/dice]
Wild [dice]3[/dice]

Throw Flek to G3 or G2 ( raise) opposed str: Total 9
STR [dice]4[/dice]
Wild [dice]5[/dice]
Possible +2 if intimidate is successful

One more kick/push (opposed STR) to get Flek off the ship: Total 7
STR [dice]6[/dice] ( G1, +1 str, +2 for moving 3 squares)
Wild [dice]7[/dice]
Wild die gets a +2.
As Tic comes to a sliding halt grabbing some rigging to assist him, he waves good-bye to Flek as he goes over board... Tic the gun, Hans will kill you if you let that fall... Quicker than a heartbeat, Iron Tic pulls on the rigging getting some slack, and leaps after the falling Gobblin Captain, doing the heroic thing... I can't let that gun go to waste!
Turn 2
Leap off the ship hanging onto some rope with one hand, disarming the gun from Flek's grip with the other, and grab the weapon in mid air.

time the leap:
Agility [dice]8[/dice]
Wild [dice]9[/dice]
Ace [dice]10[/dice]

Disarm the gun( -2 for called shot, +2 vs unarmed defender): 13 ( Hit with a raise)
Fighting [dice]11[/dice]
Wild [dice]12[/dice]
Red Bennie for extra effort
[dice]13[/dice]
[dice]14[/dice]
Ace 1d4 [dice]15[/dice]

Damage for disarm vs str of gobblin. Total 12
str [dice]16[/dice]
Martial [dice]17[/dice]
Wild [dice]18[/dice]

Grab the tw flamethrower with the action provided by split the seconds.
With the gun safely in his hands Tic looks up ready to climb his way back to the top of the deck.
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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Ember
Posts: 106
Joined: Thu May 04, 2017 1:24 pm

Re: The 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Ember »

"Yahaa!" Ember half yells, half laughs as Tic pushes the goblin off the ship.
She shoots at the closest remaining goblin, but despite her recent successes, the beam of focused light might as well be a flashlight now for all it does to her target.
Maybe this thing is defective, it's so inconsistent. Maybe the rifle will be better.


As she is putting the pistol and vibrosword in their respective holders, out of the corner of her eye she sees Tic dive off the goblin ship.
"What are you doing?" She screams.

She leaps across to the other ship like some sort of grasshopper, grabs the line that Tic is dangling from, and heaves as hard as she can. The servos of the exoskeleton built into her armor whine under the strain, the immense force on the rope actually pulling her about a foot closer to the edge... but she manages to hold on, and starts hauling up the juicer, one (short) armlength at a time.
OOC Comments
Standard Notice (+4 visual, +2 other)
Notice [dice]0[/dice]
Ace! [dice]8[/dice]
Wild [dice]1[/dice]
Ace! [dice]9[/dice]
8+3 + [4/2] = 15 visual, 13 other.

Round 2 of Exalted Haste.

Turn 1: Shoot at Kas (double tap), put away weapons
Shooting at Kas (+2 armor mod, +1 DT)
Shooting [dice]2[/dice]
Wild [dice]3[/dice]
3+3 = 6, success

Damage on Kas (2d6+2 base, +1 double tap)
[dice]10[/dice]
7 damage, even with AP 4, does nothing.

Turn 2: Leap across, pull up Tic

Leap Str for extra distance (+2 attribute)
[dice]4[/dice]
Wild [dice]5[/dice]
8+, Success (raises don't matter)

Haul up Tic (+2 attribute)
Strength [dice]6[/dice]
Wild [dice]7[/dice]
3+2 = 5, Success
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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Thrudh Zebrem
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Posts: 264
Joined: Sat Apr 01, 2017 9:57 am

Re: The 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Thrudh Zebrem »

Thrudh lights off another burst from his rifle, aiming for the death blow on Mo.
OOC Comments
Shooting CV-212 at Mo with targeting system
[dice]0[/dice]

Wild die shooting
[dice]1[/dice]

Shot #2
[dice]2[/dice]

Wild die shooting
[dice]3[/dice]

Shot #3
[dice]4[/dice]

Wild die shooting
[dice]5[/dice]

Damage from shot #1 with raise
[dice]6[/dice]

Damage shot #2 with raise
[dice]7[/dice]

2 aces
[dice]9[/dice]

Total damage on Mo: 22 - Mo dead

Damage shot #3 with raise
[dice]8[/dice]
Thrudh watches the last goblin fall dead. "What in bloody rifted hell is that screamin'?!"
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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Daniel
Daniel (Lars)
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Re: The 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Daniel »

As the last Goblin dies two things become evident.

First, everyone hears a escalating screaming sound. Fingernails on chalkboard. Shrill. The scream sounds like it is coming from Gargamel's pack, next to Hans, by the pilot compartment. As Hans looks down at the leather pack he sees it wiggling and thrashing about with something larger than a dog but smaller than a man in it. The bag tears and a disheveled looking young girl about 8-10 years old stands up. The scream stops. No cloths on, her young body is hidden behind super long red hair. She looks normal enough if not exhausted. Oh but as she speaks, "Siv hak garvol sol?" Her forked tongue is seen for a moment and her eyes blink like a reptile.

Second, the Goblin Skiff is rapidly being left behind as Gargamel's Sky Rider continues forward on the Ley Line. Anyone on the Goblin ship might wish to make a quick retreat to their ship. Unless a TW, Mage or Psychic is on the Goblin ship, it's about to be left behind.

Additionally Sadie looks unwell. She wobbly is able to stand but she looks like her head is in pain.
OOC Comments
No need for initiative at this point I think. Combat is over. Probably. Go ahead and post what you are doing next.
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:
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  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
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  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

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Karchev
Posts: 72
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Re: The 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Karchev »

Karchev watches as the last of the goblins is dispatched. He sighs with weary resignation. I really need to work on my shooting skills, but when is there time while i am trying to master my magical craft he thinks. He looks around at his companions and notices Sadie looks to be in pain. Karchev rushes over to Sadie and knees down next to here.

" Are you hurt? Do you require any healing?"

Karchev looks her over for any sign of injury.
OOC Comments
Notice [dice]0[/dice]
Wild [dice]1[/dice]

He also pumps a PP into his shotgun to recharge it.
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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Thrudh Zebrem
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Re: The 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Thrudh Zebrem »

Thrudh shakes his head, trying to force out the sound of the scream...until a child bursts from the pack.
"What the skrag is goin' on? Where'd she come from? What's she jibberin' about?" Thrudh turns to face the new, and strange, arrival. His finger indexes on the trigger guard of the rifle as he brings it to a low ready position. The pistol in his tail moves to the holster. Slowly and as nonchalantly as possible, his tail wraps around the handle of the silver knife, pulling it quietly from its sheath, but remaining hidden behind him.
"Anyone know what she said? Hans, can you whip up a translator? Gotta know what she's sayin' if she's tryin' ta cast some hocus pocus on us."
OOC Comments
General notice with alertness
[dice]0[/dice]

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

Post by Daniel »

Sadie holds onto Karchev as he assists her.

Throwing up all over the floor of Gargamel's ship Karchev is reminded of Mage College and holding the girls hair.

Sadie drops to her knees and doubles over. She looks sweaty and dizzy.

"What the hell..." she gasps.

Across the ship the child looks over at Sadie with a look of disgust on her face and says, "Sid Kad Vosx?"
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
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  • Erin Tarn - NPC
  • James T - NPC
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Icosa
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: The 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Icosa »

Alecto puts her swords away and turns around to see what's happening on deck. Simultaneously the drama with Ember and the Iron Tic is playing out on the other ship that's falling rapidly behind. The distance seems too far to jump...and even if it was possible it wouldn't be possible to jump back in time.

All she can do is watch.
Last edited by Icosa on Tue Jun 06, 2017 3:41 pm, edited 2 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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Hans Greuber
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Location: The Black Company

Re: The 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Hans Greuber »

"Gargamel, I will handle the language barrier. You talk to her. I will also be slowing down to the Marauder so Tick and the others can grab anything worth it from the ship, and then come back aboard."

Time to whip up a Universal Translator
OOC Comments
Hans is keeping his Quickness active.

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

Turn 1: Create a Universal Translator (Speak Languages Gadget) and slow down to stay beside the Marauder.
Weird Science: [dice]2[/dice]
Wild: [dice]3[/dice]
Result: 6 - Success. Speak Languages Gadget with 12 PPE.
Piloting: [dice]4[/dice]
Wild: [dice]5[/dice]
Result: Botch, but still a 5 result. I HOPE the roll wasn't actually needed...
If it was needed: [dice]10[/dice] - Glitch. -1 to Rolls and to Repair. [dice]11[/dice]x5 Minutes to Repair (Hans can do it in half the time).

Turn 2: Use the Universal Translator and Draw upon the Ley Line to Recharge.
Mass Understanding: [dice]6[/dice]
Wild: [dice]7[/dice]
Result: 9. Success with Raise. All within (Spiritx2 = 8) can understand each other. Due to the Raise, I CAN have us all hear the speech in a certain Dialect (But understand it), but I don't think it is worth it.
Ley Line: [dice]8[/dice]
Wild: [dice]9[/dice]
Result: 11 - +11 PPE.
CLANG!!!!!!

"Don't worry, Gargamel, I am sure I can bang that out in just a few minutes, and it will be as good as new. We REALLY need to see about upgrading the controls on this thing."

Awaiting some GM input.
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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Iron Tic
Posts: 73
Joined: Sat Mar 18, 2017 7:35 am

Re: The 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Iron Tic »

Maybe she is not a traitor, Gordon also helped me, and he was a traitor... Iron Tic looks up at Ember pullimg him up, he hesitates for a noticable second, and thn reaches out accepting Ember's help to get up onto the deck of the murader.
Well I guess that was the last gobblin... Wait whose flying this boat? Not good Tic, not good...
"We gotta move Ember, now!" Iron Tic hosts Ember over his shoulder as if holding a barrel, in his other he has the Tw flame thrower. With a burst of speed he rushes toward the quickly accelerating sky rider...No problem!. At the edge he leaps really with no hope other than his indomabadble overconfidance to make it onto the deck of the other ship. Nope, not going to make it...At least Ember will. he throws Ember off his shoulder just getting her on the deck. Suddenly the ship breaks hard giving Tic the chance he needs. He crashes through a large observation windows comes up rolling to his feet. Aww man, that was G-mans favorite window.. Noticing no one else was arround, he sweeps the glass up into a pile in the corner of the room.
Tic comes back up to the top deck, holding out the prized TW flame thrower for Hans. " Your the man Hans, I got something here for you."
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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Gargamel
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Posts: 193
Joined: Sat Apr 01, 2017 12:43 am
Location: The Black Company

Re: posts for games

Post by Gargamel »

Gargamel

As the Sky Rider crashed into the Marauder, Gargamel growled and turned around just as the strange child appeared.

"Hans, what are you doing?" he screamed at the Techno Wizard.

"And where did..." as it dawned on him where the child had come from, "oh this isn't good. No wonder they threw it through a portal."
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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Karchev
Posts: 72
Joined: Sun Feb 19, 2017 10:33 am

Re: The 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Karchev »

Karchev is indeed reminded of Mage College. Still and forever in the friend zone he thinks and smiles inwardly. He helps get Sadie more comfortable when he finally sees and computes there is a child on the deck. Confused doesn't begin to explain how he feels right now, and then the flicking tongue really sends a jolt through him.
OOC Comments
Karchev is going to try and seevif he can tell what she is.
Knowledge Arcana [dice]0[/dice]
Wild [dice]1[/dice]
Ace [dice]4[/dice]
"Maybe we don't need that. looking at the translator.

(In Elven/Dragonese)
"Well hello, who might you be?"
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
User avatar
Ember
Posts: 106
Joined: Thu May 04, 2017 1:24 pm

Re: The 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Ember »

"Whoa, Tic, no-ooo-whoa!"

Ember is taken completely by surprise by the large man's treating her like a sack of potatoes, and goes flying through the air, landing on the deck of the Sky Rider and rolling to a stop, looking up at the... child?

Well, that's new.

"Gargamel, why were you keeping a young child in your pack? You know what, never mind, I don't think I want to hear the answer to that."

She ducks into a cabin and comes out with a sheet, wrapping it around the young, naked child.

"Are you ok? Did the bad man hurt you?"
OOC Comments
Notice [dice]0[/dice]
Wild [dice]1[/dice]
6 +4(vis),+2(other) = 10 (visual), 8 (other)

Something something language!
JoAT [dice]2[/dice]
Wild [dice]3[/dice]
2 - Not a clue.

Reassure the girl & get her to trust Ember
Persuasion [dice]4[/dice]
Wild [dice]5[/dice]
4 +3 (charisma) = 7
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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Daniel
Daniel (Lars)
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Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: The 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Daniel »





















U P D A T E





















Karchev assists Sadie to a sitting position, leaning her against the side of the ship since she looks to have passed out. Turning towards the newly arrived child the Line Walker talks to her in Dragonese. Before the child has a chance to do anything else the Sky Rider jolts with a jarring bump as the Dwarven Pilot attempts to fly and build a translator at the same time (don't build and drive?). No damage is done to the Sky Rider but all her occupants had that brief moment of oh snap. The unwell Cyber Knight slides from leaning against the ship to tipped over on her side from the turbulence. Maintaining control of the sky ship Hans tosses the line powered translator onto the deck. The Goblin ship veered off and away some from the impact, it also slows rapidly, now behind the Sky Rider. Ember arrives via air mail to the top side of the ship as Iron Tic crashes his way up from below deck. Both lucky to have made it back to the Sky Rider before the Marauder was left behind. Now standing on deck, Thrudh, Alecto, Hans, Gargamel, Tic and Karchev watch as Ember provides the young girl a blanket to cover herself.

The child blinks a few reptilian like blinks as Ember helps her, then she hisses in translated Demongogian to English: "Where am I absconders? What world is this? Where is ..." pausing in her long line of questions she bares her sharp teeth in the direction of Karchev, who is standing at the front most location of the Sky Rider. The child points towards the Line Walker and when she speaks it becomes evident that she is pointing at something behind the Mage. "Dis Hunters will flay your soul green goblie if you harm the Dragon Speaker! Nay, I will flay you." With blinding speed the bedraggled looking goblin named Jazz, who just climbed top side from below, is pulled through the air so fast tears smear out his eyes and fly like painful droplets in his wake. Nearly instantly the goblin is held in the grasp of the child's open hand. Briefly, a cracking sound later the goblin drops dead. Looking at Karchev the girl says, "You are safe Dragon Speaker. I am ƧΛFΛ of Dis and will not allow harm to your kind."

Holding the blanket tighter around herself ƧΛFΛ looks mortally tired, drops to her knees and mutters...
"T̢o̞͝ ̝̗̗̮̘̥̕i̸͍̙̹͎̠n̰͍͙͈͍v̷̥͍͕̦̮̰o̹k̜̣̝e̘͍̙̝̟ th͕̕e͚͙̤ ̘͈̘h̼͢i͎̠͇͢v̲̰̘̞̱͎̰͢e̷̱̱͈̳̮-̣m̡͙̺͉̖in̸͈̘̮͈̤̱̟d̦̩͈̖̞̪ ͕̺̘̫ṛ̖̮̺e̶̲͙̗ͅp̡r̢͍̣̻̩̪ḛ̞͡s͇͍̩̮e҉̗̹̬n͓̹̦͞t̶͎͈̘̯ͅͅḭ͘n̖̮̲͍̬̗͟g̼̫̯͔ ͇c̭͚̫͟ͅh̖̦̗͕͓͓̺̕a͍̟̜ͅo̶̱͈͙̫̥̝ͅs̵̻.̱̮̭
͉I̼̮͇n͖͕̗̹͉̩̺v͕͍̩͕͉͟o͖̹̤̩̤k̩̪͚̬͖͝i̵̬͈̭̜͓ͅͅn͈̰̳̼̬g̩̳͉̰ ̭th̳̹̝̞̱͞ͅę̝̮ ̳͝f̘̜̙͔͇e̯͚̕e̞̬̼͠l͙̰ḭ̤̗n̸͇̠̩g̺̤͓̜̠͓ ̪͓͇o̸̘͚͕͎f̵̫͔͍̞̟͓ ͕͍͍͟c̼̜͈h̗͈̟̮͖̻͜a̛̯̫o̰̗̖̩̫͓s̰̹̙̮͢.
̥͡ͅW̢i͓̖͓͉̥̕t̗̝̠͉̩̘̣h̟̰ ͔̯͖̰o̻͙u̦̬̳͜t̡̝͚͚ ̴͚̲͙͈̦̰ͅo̰̩r͍͉de͎r̭͕͖͙̱̲̫.̝̟͚̭
͏͚̗̼Th̟͈̖͕͈̜͝e ͉̜̹̟̰͚hi͇͎̞̯͠v̤̮͖̟̪e̺͚-̟̟̹͎͞m̺͎̩̞͙͙̕i̵̬̩̖n͝d̵͎̙̯ ̵̥͔̜̮̮͔o̶̥̥̤̥̱ͅf̨̙͔̖̺̝̪̼ c̪̜̪͉̤̙h͇̦͇͙ͅa̲͠o̦̣̪s̷̥̘̼͙̺̱.̛ ̟̻A̩͈̟̮̥͉̞z̝̦͓̣̘͢o̸̟̘͖̜t͚̭̱̦̞̦͡.͈̱͎
̡̥̦̤̫̫̣D̡̪͇ͅi͏͈̣͍s̛̜̯̱̪̖̝̫ ̮̙̺͘H̱̮͉͟u̴͎̦͓̣̼n̦̘̻̳̦͕͝t̬̻̕e̻͍r̴ f͠l̝͟ḁ̖͓͉y͈̗͖̰̝̲͡ ҉͇̭̤̱a̡l̞͍̺̲̝̰̭l̩̮̥̝͈̲
Azot find me."

With that she lays down next to the dead goblin and appears to be sleeping.

Jazz, his broken neck and his backpack, lay on the ships deck. Any searching of the now-dead-mage-musician-goblin will net two items of interest. First is a hand drawn map: Here. Second is a hand written note, in English, which looks like it was written and given to Jazz, it states:

The AGA and Giest Directs your ship and that of Capt. Savage to scout from the Fex Bridge to the Local Ley Line and see where the Legion are. You will follow orders from Karl Volt, a Ex-Legion Juicer if you value your employment with the AGA. Bring Volt and his crew and cargo to Gloom. Other Gloom Riders will also be searching. Photo of Volt. Volt advised me that he would meet the AGA at the Fex Bridge. You should know where that is Jazz, but just in case, it is here: 34.207097, -94.227591. ` Scaria

OOC Comments
The coordinates are same as the Last Transmission. Note, you should be able to located the coordinates leading to the Bridge. There are NO coordinates to Gloom, you'll need more clues to find the place, should you want to . To get to the location will mean leaving the Ley Line in around an hour, then 3-4 hours of flight. At this point it is roughly 6pm. Sun goes down roughly around 8pm.

Sadie does not wake up from her addled sweaty illness other than to groan or moan a little now and again.

The Child will sleep through anything for a few hours.

Your mission, to recover the cargo, kill the 2nd SET....Your plan?
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
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Icosa
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Location: 1st SET

Re: The 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Icosa »

Watching the girl warily, Alecto does open the goblin's satchel and retrieves the items within. She scans the note and map, then offers them to the next person who seems interested.

"I'm not familiar with the terms 'AGA' 'Geist' 'Gloom' 'Dis Hunter,' in this context." She paused, and added, "I do not think I can offer analysis of these events."
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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Hans Greuber
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Location: The Black Company

Re: The 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Hans Greuber »

Dis and Azot.... have I heard of them before? That girl's reptilian traits... let me think...
OOC Comments
Knowledge (Arcana): [dice]0[/dice]
Wild: [dice]1[/dice]
Result: 6 - Success.
"Azot is a Demon Lord from the dimension of Dis. The girl... well, she seems to be a normal-ish resident of the sort of dimension Dis is. We will have to look after the girl. In order to survive in Dis, she had to be ruthless and tough. Karachev, this translator can only work for an hour... two at max. Either someone will have to learn how to speak Demongogian or learn how to do cast a sort of translator spell. Gargamel, now if ya didn't want me to fly this boat, why did ya tell me to 'Take the Wheel'? I am sure there are some nice valuables on the Marauder... the letter indicates that the Goblin captain was the boss."

Now to slow this boat down CAREFULLY so we can match the Marauder for a quick inspection of their hold...
OOC Comments
Pilot: [dice]2[/dice]
Wild: [dice]3[/dice]
Result: 7 - Success.
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 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Thrudh Zebrem »

Thrudh jumps back, slightly startled by the raw arcane power on display. As the goblin is snapped and tossed about like a rag doll, Thrudh breaks into a grin. "What the....hey, I like this girl! Can we keep her?" Thrudh pulls off his helmet, slings his rifle over his shoulder, and reaches for his cigar case. "Think she likes cigars?" He fires the end of his cigar and takes a big draw. He starts to head over to her, but watches her fall asleep instead.
"Ah, I'll offer next time."
Thrudh takes a look at the map. "Safe entry. They ain't figured on us. Hey, wheel us back around. Let's grab one a' their ships. We can go in lookin' like them, pull their guard down, and then come in behind guns blazin'."
Thrudh finishes his cigar, dons his helmet, and takes up a defensive position, standing guard over the little girl.
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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Ember
Posts: 106
Joined: Thu May 04, 2017 1:24 pm

Re: The 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Ember »

Ember is somewhat taken aback, not so much the magic, she's seen a lot of weird stuff, but rather by the calm violence of it.
I had a rough childhood, but I didn't kill anyone until 15 or so - and that was an accident, not that he didn't deserve it. For her to be so calm about it, like it were a

Then Thrudh tries to offer her a cigar.
"No! Bad Thrudh! No cigars for little girls!"

Turning to Hans, she says "I'm good at learning stuff, I'll do it."

She thinks for a moment.
"If I were in charge of a secret base expecting attack, I'd have some sort of ID signal, like a knowing the password to get into a gang hideout or a backroom gambling den. Without that, blast any approaching ship out of the sky. Not to mention that we don't know where this camp is. Volt is one of our targets, we need to go take him out. Of course, Volt is expecting a skyship, too."

She picks the sleeping girl up, and carries her into the cabin, setting her on the bed.
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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Karchev
Posts: 72
Joined: Sun Feb 19, 2017 10:33 am

Re: The 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Karchev »

Lars wrote:



















U P D A T E





















Karchev assists Sadie to a sitting position, leaning her against the side of the ship since she looks to have passed out. Turning towards the newly arrived child the Line Walker talks to her in Dragonese. Before the child has a chance to do anything else the Sky Rider jolts with a jarring bump as the Dwarven Pilot attempts to fly and build a translator at the same time (don't build and drive?). No damage is done to the Sky Rider but all her occupants had that brief moment of oh snap. The unwell Cyber Knight slides from leaning against the ship to tipped over on her side from the turbulence. Maintaining control of the sky ship Hans tosses the line powered translator onto the deck. The Goblin ship veered off and away some from the impact, it also slows rapidly, now behind the Sky Rider. Ember arrives via air mail to the top side of the ship as Iron Tic crashes his way up from below deck. Both lucky to have made it back to the Sky Rider before the Marauder was left behind. Now standing on deck, Thrudh, Alecto, Hans, Gargamel, Tic and Karchev watch as Ember provides the young girl a blanket to cover herself.

The child blinks a few reptilian like blinks as Ember helps her, then she hisses in translated Demongogian to English: "Where am I absconders? What world is this? Where is ..." pausing in her long line of questions she bares her sharp teeth in the direction of Karchev, who is standing at the front most location of the Sky Rider. The child points towards the Line Walker and when she speaks it becomes evident that she is pointing at something behind the Mage. "Dis Hunters will flay your soul green goblie if you harm the Dragon Speaker! Nay, I will flay you." With blinding speed the bedraggled looking goblin named Jazz, who just climbed top side from below, is pulled through the air so fast tears smear out his eyes and fly like painful droplets in his wake. Nearly instantly the goblin is held in the grasp of the child's open hand. Briefly, a cracking sound later the goblin drops dead. Looking at Karchev the girl says, "You are safe Dragon Speaker. I am ƧΛFΛ of Dis and will not allow harm to your kind."

Holding the blanket tighter around herself ƧΛFΛ looks mortally tired, drops to her knees and mutters...
"T̢o̞͝ ̝̗̗̮̘̥̕i̸͍̙̹͎̠n̰͍͙͈͍v̷̥͍͕̦̮̰o̹k̜̣̝e̘͍̙̝̟ th͕̕e͚͙̤ ̘͈̘h̼͢i͎̠͇͢v̲̰̘̞̱͎̰͢e̷̱̱͈̳̮-̣m̡͙̺͉̖in̸͈̘̮͈̤̱̟d̦̩͈̖̞̪ ͕̺̘̫ṛ̖̮̺e̶̲͙̗ͅp̡r̢͍̣̻̩̪ḛ̞͡s͇͍̩̮e҉̗̹̬n͓̹̦͞t̶͎͈̘̯ͅͅḭ͘n̖̮̲͍̬̗͟g̼̫̯͔ ͇c̭͚̫͟ͅh̖̦̗͕͓͓̺̕a͍̟̜ͅo̶̱͈͙̫̥̝ͅs̵̻.̱̮̭
͉I̼̮͇n͖͕̗̹͉̩̺v͕͍̩͕͉͟o͖̹̤̩̤k̩̪͚̬͖͝i̵̬͈̭̜͓ͅͅn͈̰̳̼̬g̩̳͉̰ ̭th̳̹̝̞̱͞ͅę̝̮ ̳͝f̘̜̙͔͇e̯͚̕e̞̬̼͠l͙̰ḭ̤̗n̸͇̠̩g̺̤͓̜̠͓ ̪͓͇o̸̘͚͕͎f̵̫͔͍̞̟͓ ͕͍͍͟c̼̜͈h̗͈̟̮͖̻͜a̛̯̫o̰̗̖̩̫͓s̰̹̙̮͢.
̥͡ͅW̢i͓̖͓͉̥̕t̗̝̠͉̩̘̣h̟̰ ͔̯͖̰o̻͙u̦̬̳͜t̡̝͚͚ ̴͚̲͙͈̦̰ͅo̰̩r͍͉de͎r̭͕͖͙̱̲̫.̝̟͚̭
͏͚̗̼Th̟͈̖͕͈̜͝e ͉̜̹̟̰͚hi͇͎̞̯͠v̤̮͖̟̪e̺͚-̟̟̹͎͞m̺͎̩̞͙͙̕i̵̬̩̖n͝d̵͎̙̯ ̵̥͔̜̮̮͔o̶̥̥̤̥̱ͅf̨̙͔̖̺̝̪̼ c̪̜̪͉̤̙h͇̦͇͙ͅa̲͠o̦̣̪s̷̥̘̼͙̺̱.̛ ̟̻A̩͈̟̮̥͉̞z̝̦͓̣̘͢o̸̟̘͖̜t͚̭̱̦̞̦͡.͈̱͎
̡̥̦̤̫̫̣D̡̪͇ͅi͏͈̣͍s̛̜̯̱̪̖̝̫ ̮̙̺͘H̱̮͉͟u̴͎̦͓̣̼n̦̘̻̳̦͕͝t̬̻̕e̻͍r̴ f͠l̝͟ḁ̖͓͉y͈̗͖̰̝̲͡ ҉͇̭̤̱a̡l̞͍̺̲̝̰̭l̩̮̥̝͈̲
Azot find me."

With that she lays down next to the dead goblin and appears to be sleeping.

Jazz, his broken neck and his backpack, lay on the ships deck. Any searching of the now-dead-mage-musician-goblin will net two items of interest. First is a hand drawn map: Here. Second is a hand written note, in English, which looks like it was written and given to Jazz, it states:

The AGA and Giest Directs your ship and that of Capt. Savage to scout from the Fex Bridge to the Local Ley Line and see where the Legion are. You will follow orders from Karl Volt, a Ex-Legion Juicer if you value your employment with the AGA. Bring Volt and his crew and cargo to Gloom. Other Gloom Riders will also be searching. Photo of Volt. Volt advised me that he would meet the AGA at the Fex Bridge. You should know where that is Jazz, but just in case, it is here: 34.207097, -94.227591. ` Scaria
Karchev, mouth still open, can only stare in awe as he watches the young child in action. He blinks a few times before regaining some of his senses.

(Still in Dragonese)
"Um, ugh...thank you.".

Allow me to ensure our knight is tucked away safely.
With that Karchev helps Sadie below deck and takes her to a room to lie down. Not much later he joins up with the rest of the team to talk strategy.

"Sooooo Juicers are beyond my realm of expertise, as is military tactics. You all tell me what you need me to do and where I need to be, and I'll be there!"
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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Thrudh Zebrem
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Posts: 264
Joined: Sat Apr 01, 2017 9:57 am

Re: The 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Thrudh Zebrem »

"Hey, you don't know what kinda stuff she likes. She ain't yer average little girl." Thrudh watches Ember carry the girl to the cabin. "She could like cigars."
Thrudh glances around, taking stock of the situation. "I still think it's worth a try ta ride their boat in. Get 'em lookin' the other way, then the rest of us come crashin' through. Sneakin' ain't my favorite tactic."
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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Hans Greuber
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Location: The Black Company

Re: The 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Hans Greuber »

As Hans pulls the Sky Rider up to the Marauder for the second time, he makes a safe and suitable approach.

This is more like it. I hope there is enough onboard to make it worth the effort. I have to remember to bang out the dent I put in the starboard primary stabilizer before Gargamel yells too much.

"Here we go. Tie us together, and we can secure whatever is onboard, as well as think on if we want to use the Marauder here as a Trojan Horse to get into Gloom later. Before we go into Gloom, we first have to find it. I am thinking that Karl Volt guy should know where we can find Gloom, and since the coordinates to meet up with him are very close if not at the last known spot for our mission, I think we should tow the Marauder behind the Sky Boat, with one suitable pilot onboard. We can always have the Marauder in front doing the towing if we think it will bring in Mr. Volt closer without any problems."

"Karchev, here is the translator. If you keep it just down to the two of you, it should last just over another hour and a half. Use it sparingly, unless you think she can understand instead of just recognise Dragonese."

OOC Comments
The Speak Languages Gadget has 10 PPE. It still has most of its current Mass Understanding casting active (Duration is 10 minutes)

For when we get the time (Takes 5 minutes)
Repair: [dice]0[/dice]
Wild: [dice]1[/dice]
Result: 9 - Success with Raise.
Last edited by Hans Greuber on Fri Jun 09, 2017 2:20 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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Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: The 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Daniel »





















OOC Comments
Feel free to carry on with your RP here. Once you are ready, following the coordinates of the last transmission will lead you to a bridge: Part Two.




















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

Re: The 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Gargamel »

Gargamel looked at Hans

"I wanted you to fly the Sky Rider, not crash it into things. If you need to do other things, I will take back the wheel, but stop trying to do multiple things at the same time. That is a recipe for disaster as my old teacher used to say."


Gargamel turned back to the rest of the team

"And I like how I'm to blame for all this Ember, considering the egg I am now guessing it was she hatched out of came through the rift most of this team shoved Gordon through that you lot completely ignored for grabbing guns. She is our responsibility. Karchev and I were the only ones who even cared enough to try and find anything about what came through."

"Put her in my cabin."


He took back the controls of the Sky Rider as Hans went to work, currently ignoring the rest of the team.
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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Ember
Posts: 106
Joined: Thu May 04, 2017 1:24 pm

Re: The 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Ember »

Ember pokes her head out of her cabin.

"I have no idea what you are talking about Gargamel," she says. "All I know is that she came out of your bag... and she's clearly too old to have just hatched from a normal egg. No offense, but I took care of my brother when he was her age - or at least the age she seems to be - I think It'd be better if I keep an eye on her."

She returns to the cabin and closes the door.
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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Thrudh Zebrem
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Re: The 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Thrudh Zebrem »

Thrudh unbuttons his helmet again, pulls a new cigar, lights it, and draws deep. "Garg, ain't nobody blamin' nothin' on nobody. Dragons hatch big as this ship as babies. No way ta tell if that's how her kind comes. But I ain't mad. She took a shine to ya, and that came in real handy just now. Now, whatever Hansie broke, I can fix. I'll patch ya up soon as we get back ta Refuge."
Thrudh takes another deep draw off the new cigar. "Now, whaddy'all say 'bout pilotin' one a' their boats in 'head of ours? Run a decoy? Best ta take the one weren't filled with goblins, if we can. Maybe have Hans whip up somethin' fer disguisin' the crew what don't look human. Drop Eleanor outside the scan radius, then Garg and me come in guns blazin' once the decoy flies past. Howzzat fer a plan?"
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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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: The 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Icosa »

"Vague," opines Alecto. "Who will be on which ship? How long will the decoy ship attempt subterfuge before the second ship attacks? What is the preplanned signal to use if the timeline needs to be advanced due to unforeseen circumstances?"

She glances at the door Ember had poked her head out of, then adds, "The child is a creature of magic. Is there not a magical means to determine its nature?"
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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Thrudh Zebrem
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Posts: 264
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Re: The 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Thrudh Zebrem »

Thrudh snorts and shakes his head. "Details, Alecto. Ya hash out a plan first, then fiddle with details. Aw, fine. Hans and Tic on the first ship. Garg, you, and Karchev on Garg's, and me'n Ember in Eleanor. I'm open ta suggestion fer who goes where though. Not sure who best ta pilot their boat."
He slows his breathing, savoring the next draw of the cigar. "First boat draws their attention. Hansie an' Tic fire off a few blasts once their cover's blown. They start takin' fire, Hansie ports 'em outta there. That's when th' rest of us open up. If it goes sideways sooner'n planned, we'll hear it."
He finishes, and exhales the rest of the saved up cigar smoke. "I love it when a plan comes t'gether."
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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Karchev
Posts: 72
Joined: Sun Feb 19, 2017 10:33 am

Re: The 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Karchev »

Karchev inwardly shudders as he thinks about what was on the other side of the Rift.

"Maybe it is best no one else poked too hard into what was in the Rift, the sanity of this team could have been compromised." As for what to do with her now, I think those with a understanding of magical knowledge should be the ones who look after her. However I admit i have no idea how to take care of a child."
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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Iron Tic
Posts: 73
Joined: Sat Mar 18, 2017 7:35 am

Re: The 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Iron Tic »

Iron Tic comes out of hisd cabin with a few tasty burgers in his hands. He munches on one listening to the conversation with half an ear. Might not be a bad idea to have ember keep an eye on the new arrival... That way if trouble starts we know where both are.
Tic passes out a few of the delicious burgers to his comrades. " Here ya go friends. Ember should be the one to watch this child." He keeps his voice low, " I don't know Ember, but I thought I knew Gordon... If we can keep all the unknowns in one place, lets do it." Didn't she try to save your life a moment ago, Tic! " Look she saved my life, thats a benny in her corner, if she takes care of the kid, that's another." Tic munches on a burger for a second and speaks at a normal volume musing about the burgers, " Man these burgers are delicious, one of my favorite ways to achieve satisfaction." He wipes his mouth and reaches for another. " I am not too sure what is going to happen, but if there are bad guys that need to be put down lets do it. I only have about nine months left on the TicTock clock." Less if you keep going at this rate. He shuffles uncomfortably clearing exaggerating, " So let do it like Thrudh said, have Hans, myself, and Alecto on the murader. G-man, Karchev, Ember and Thrudh on the Sky Captain here. Team Murader comes in hot, Hans does what the main man does, we engage in some fisty cuffs, Sky Captain comes rocketing in behind laying down the thunder... Less than 15 seconds its all over." Yeah we are dead or they are... Not Heroic... Tic chews on his burger mulling his plan over while he checks his gear... " Damn, lost my vibro!"
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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Thrudh Zebrem
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Posts: 264
Joined: Sat Apr 01, 2017 9:57 am

Re: The 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Thrudh Zebrem »

Thrudh looks over at Karchev, and offers: "Takin' care a' kids is easy. If she needs a cigar, I got ya covered."
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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Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: The 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Daniel »





















OOC Comments
  • So it sounds like you guys are planning on a dynamic strike on the Fex Bridge?

    Approach in both Ley Line Skiffs. The Marauder in the lead, Hans, Tic and Alecto aboard it.

    The Sky Rider following with Gargamel, Karchev Thrudh, & Ember aboard it.

    Both Sadie and the girl will be on the Sky Rider but neither will be awake for the assault.

    So fly on in fast and furious to the bridge and fight whatever there is to fight?

    Sound right?

    If so, once all 7 of you post a post here: Part Two describing your feelings or thoughts or actions to prep for the assault, I will describe in my post what you encounter as you zoom in to the bridge.

    Your post can be short, long, whichever.

    The ride there will be a few hours.

    Thanks!




















Agents of Titan Robotics Industries (AoT)
The Agents (Players)
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