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)

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

Post by Daniel »

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

THE BLUE ROOM

After almost a week of things settling down from the escapades beneath the Outside Inn Bar you receive a comm-link message to report to the "Blue Room", one of the briefing rooms aboard the Hover Train HQ.

Once you enter the briefing room, located just off the main bridge of the BC Hover Train, you see several sets of chairs and on the far wall from the doorway you just entered is a large monitor displaying a map.

Image

Standing in the room is a nerdy looking technician who alternates between pushing his glasses back onto his nose and turning dials on an electronics tablet. The monitor focuses until the map is crisp and clear. Turning to leave he is startled by your presence, nods and rushes out of the room saying:

"He will be here in a moment to brief you...and uh, your, your new teammates will be here soon too...uh and I was told to tell you the um, your ship-thing is almost ready to pick up with its new mods. I uh ... bye."

Zoom in on Map

As you all show up feel free to talk and have a seat. Look at the map. Speculate. Once everyone shows up (two characters in the works) we will roll.
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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Location: The Black Company

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

Post by Gargamel »

Gargamel entered the room and sat quietly waiting for the others.

"The Sky Rider will be more impressive than ever I'm sure."
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 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Daniel »

Image

Walking into the room, a short black man nods at Gargamel and makes his way to the front of the room. Looking at the map for a moment the man turns and faces the battle mage.

"Gargamel. Thank you for doing a great job beneath the ... bar. I appreciate your willingness to keep quiet about the ... chamber down there. I have a few excellent mages looking into it. I think we may have a great way of travel via Rift open to us. Anyway, my manners. I am Blackwell, good to finally meet you face to face. I have kept tabs on you and your team, impressive lot."

Moving to the far wall Blackwell leans back against the wall.

"I have a delicate situation, well, Castle Refuge has one. I am going to send you and the Eighth out to fix the issue. I'll explain once all nine of you are here. I hope the additions to the Sky Rider will be to your satisfaction."

Smiling the short man folds his arms across his chest after brushing some dust off his dress shirt.

"Hopefully the rest of your team will arrive soon. A few replacements were in order. A few of your team were interested in other avenues to help the BC. I'm mobilizing the HQ and headed towards Chi Town, so once I brief you all, we are out of here."
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

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

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

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

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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 into the room. It looks like Tic is loaded for war, his rifle is slung over his back, a pistol on his hip. His armor looks like a few new plates have been installed over the areas recently torn asunder. Also he has his vibro sword in hand ready to cut any traitors down. Seeing that Blackwell is there he sheathes the sword. Tic sort of blurts out,
" Sorry I could not do more for Mathius, his absence saddens me." Finding some amount of composure he hands Blackwell a credit chip, Well you said you could take out a death's head transport, 11,000 was the wager I beleive." Tic looks arround seeing Gargamel, he stands next to him looking at the map.
To Gargamel he whispers, " Its good to see you G-man, after what happened with the one called Gorden all I see are would be traitors."
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
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Re: The 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Thrudh Zebrem »

Thrudh strolls in as ordered. He nods to Gargamel and Tic, finds a seat in the back of the room (so as not to block anyone's view), pulls a cigar from his pocket...and stops short of lighting it.
"Boss, mind a cigar? Got one fer ya too, if ya want."
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 »

Alecto enters next and gives her squadmates an acknowledging nod. On seeing Blackwell she greets him with by saying, "Commander," and takes a seat towards the middle of the table.
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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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 makes his way in, new vibrosword attached to a scabbard on his back. The scabbard clearly has a CS logo on it, and Karchev jhasn't tried to remove or blemish it in any way.

"It is good to see you all. I had no idea the first day interview for a position was going to be so...extreme.

Karchev looks around the room and frowns.

"We seem to be missing a few comrades, are they well?
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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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 »

Image

Commander Blackwell nods at Thrudh, Alecto and Karchev as they walk in.

Leaning back against the wall still the Commander nods at Thrudh.

"Go ahead. Enjoy. Come by the HQ ... later Thrudh. Say. After this next mission. I have some Cubans from Cuba. Picked them up after a stint with the Army back in 1909... anyway. As far as the issue with Gordon. Thank you all for a job well done. I am going to miss Mathias Tic. Thank you for all the good work. All of you."

Setting the cred stick down in front of Iron Tic Blackwell continues, "Buy something you need. I have a ... dragons horde. I did kick that DHT's butt though. As far as your team. There will be a few changes. Two members are rotating out. Two in. Once we are all here I'll get into it."
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
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Silver Patron
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 nods, and his eyes perk up a bit. "I think I heard a' these Koobins. Boss, I'll take ya up on that. Sounds like a hell of a find."
He sparks his cigar and begins puffing away.
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
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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 squinted at Blackwell, but kept quiet until more of the team arrived, including it seemed one of the new arrivals.

"Why have some of our compatriots been replaced?" He asked bluntly
OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

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

Also Conrad

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

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

Post by Daniel »

Image

The Commander looks over at the Battle Mage:

"Thier requests. Not mine. Zed is now working on some TW projects in the Supply office. Aiden is deciding his new position. You all are on my Happy List. No one is in trouble. New members are recent additions, new hires, who seem like they will be of use on this team."
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
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 »

As Iron Tic sees Karchev enter the room he gives his friend a mighty hug. "Friend Karchev a mighty day to see one seeks satisfaction." Tic sets him down gently and walks over to Alecto and Thrudh. More friends, and no spies so far. Iron Tic hi-fives each of them in turn. " No more spies here, just friends and those whom satisifaction is important."

Tic sees the cred stick given back. He frowns. Ahh this money is no good. Blackwell is always wise, although often cryptic.
After some time thinking, Tic nods at Blackwell whispering, " No problem Chuck.". With a weighty fist Tic slams down on the cred stick smashing it to bits. He brushes the cred stick dust into a nearby waste bin. Grinning at Blackwell he laughs, " A deal is a deal, if its not good enough for you, its no good for me."
OOC Comments
Someone has the poverty hindrence
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 »

"You know, if you weren't going to use that I'm sure I could have found something to spend it on."
Not that money's been an issue for me since I stole that Enforcer.

"Ember, new recruit of Es-Oh-Gee Eight reporting for duty, SIR!"
She snaps a smart salute to Blackwell, though the corner of her mouth was twitching with barely suppressed laughter.

She flips one of the chairs around and sits on it backward, her arms resting on the back and her head resting on her arms.

"Yer map's out of date." She points at the spot marked 'Fort Smith'. "Are we headed to Newtown?"

Her normally chipper disposition fades.

"I was there, a few years back. Right at the start of the uprising. Not happy memories."
OOC Comments
Edited for a spelling error that was bothering me.
Last edited by Ember on Fri May 12, 2017 9:18 am, edited 1 time in total.
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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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 leaned forward in interest...

"Newtown? Isn't that CS controlled after the Juicer uprising?"
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
Karchev
Posts: 72
Joined: Sun Feb 19, 2017 10:33 am

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

Post by Karchev »

"Tic, I have found that it is good to see you. I can honestly say you are the one i like have to watch my back..." Or hide behind...whichever is required more at the time.
"It is good to see the rest of you as well."

Looking at Ember with a sly grin.

"And welcome to you, our new friend. Just be warned - my introduction to this group involved Psi Stalkers, Combat Cyborgs, Skelebots and a jackass who thought he was a light socket all shooting at me. I understand they refer to that as the morning warm up here. "

Reaching back he pulls on his new scabbard.

"But i did get this nice new sword as a result"
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 »

Thrudh watches Ember's entrance and theatrics. "Boss, don't think that's regulation seatin' position. Rook ain't read the Black Comp'ny manual on proper briefin' sittin' posture." He chuckles to himself, which ends up being not at all quiet or to himself, but he's definitely pleased with his joke. "Bet there's taters need peelin' or somethin'."
Thrudh is only halfway trying to stifle the fact that he thinks this is one of the funnier jokes he's told in awhile. Finally, the laughter gets the better of him. "HAHAHA! Hey, can we make 'er do pushups? HAHA!!" Thrudh's belly laughter fills the room, pausing only to draw off of his cigar.
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 »

Alecto glances at Thrudh, then Ember. She scoots a little closer to Thrudh and says quietly, "The company handbook and regulations do not mention chair position at briefings. There are some points of expected dress and demeanor that several of us are technically in violation of, but which I have been assured are not actively enforced."

She nods at him, satisfied that she was able to have been of assistance to him. Such exchanges formed the basis of mutual trust, or so she had observed, and been informed.
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 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Daniel »

Image

Blackwell looks around the room, smiling he says:

"Just one missing. Okay all, I have a specialist hired to go with you on this next mission, he will brief you."

Moving to the exit the Commander waves and says:

"Keep up the good work, Spider and Sadie will be here soon. He is not your leader, he is not your commander, he is a man who has been involved with the...objects that were taken. As I understand it. He will assist you as needed. I trust his input. Good luck!"

Blackwell leaves you to wait for you last new team member and the specialist called Spider.
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 »

Iron Tic rises after Blackwell leaves. He looks at Ember and Gargamel. Quietly he says shaking with raw fury, " Newtown? After what those soldiers did to my heros, did to me...". He takes the backs of a few nearby chairs and snaps them like twigs. He tosses the usless frames at the door.
Roaring as the insult takes hold, " Newtown! I loved my heroes, little Quicktic stood days on end getting beat by the coalition, a broken rib, I could barely see.". Tics meaty hand absently goes through a wall. " Not Newtown, Goddamn, not Newtown!"Oh I stood there sign in hand telling my heroes they were heroic enough. They did not need anymore. I Hate Newtown!". Iron Tic settles into a furious rythm punching holes in a beleaguered wall.
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 draws again on the cigar and leans down to Alecto. "Guess you didn't get the memo, Alecto. I heard it was 'cause Tic kept breakin' chairs instead a' sittin' in 'em. Easy, killer! Save it fer when it counts!" he says in Tic's direction. He turns back to Alecto. "Maybe ask boss or this Spider fer an updated copy. I'm sure it's in there somewhere." His laughter competes with Tic's battering of the walls for volume and intensity.
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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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 stood up and walked over to where Iron Tic was pummelling the wall, placing a gentle reassuring hand on his shoulder.

"This time," He spoke quietly, but compassionately, "you will have us with you and you know we have your back. If you need or want to tell us something, we're here."
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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Hans Greuber
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Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

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

Post by Hans Greuber »

Coming through the door is a Dwarf covered from head to toe in armor. It looks like a set of medieval plate mail. The T in the visor glows a deep red.

“Hans reporting in. Sorry it took me so long. I was busy assembling this beauty and lost track of the time. Was just starting to put it on when the call came out, and decided to finish before heading here. Almost as powerful as a suit of Power Armor. It’s a suit of Dwarven Technosmith H-1 Combat Armor. When I activate its structural integrity field, it is at least as tough as most ‘borgs. It should keep me out of harm’s way while our heavy hitters do the heavy hitting.
Tick, calm down, please. Look what I brought you. I fixed up a gimbal for your Particle Cannon and set up an external power source, since unlike the ‘borg, you can’t power it. Be careful with the cannon, though. Replacement parts will be hard for us to get our hands on.
If anyone wants a minor upgrade or two, I might be able to squeeze them in either before we set off, or reroute. We will just need to pick up the parts before we leave our supply chain.”


With that, Hans sits down in an open chair, and takes off his helmet. The T in the visor continues to glow the deep red.
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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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 glowers at Thrudh, but is truly taken aback when Iron Tic starts smashing the wall.
What the hell kind of outfit have I gotten myself into?

Snapping out if her shock, she stands and walks over to the giant quickflex and puts her arms around him as best she can.

"I don't like Newtown either."
OOC Comments
My interlude would fit neatly into the conversation here... it's almost like I planned it.
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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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, for her part, deemed the cost of acting to attempt to subdue the Iron Tic to outweigh the potential cost of inaction. He wasn't threatening anyone, and the damage he was causing to the room could be repaired. Disciplinary actions and the costs of those repairs were not within her given responsibilities.

When Ember went to him though, she got to her feet, prepared to intervene should the Tic's rage turn against her.
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 »

Right as things are really getting good:

Sadie

Spider

A Beefy looking broad shouldered guy with tattoos makes his way into the room. Following him is a lithe woman with short black hair wearing light Cyber Knight armor.

Stopping by the door the man let's the woman pass him. Looking at Ember and Tic hugging he raises an eyebrow.

Making her way to the front of the room the attractive woman stands in front of the large monitor briefly. Turning to face you she moves hair from her face and nods. You recognize her as an Officer of the Black Company. Rumor is she is Blackwell's right hand woman. Rumor is she also is close with Lord Coake. Several Mercs have stated that for being so young she sure has done well....

"My name is Sadie Noire. You will call me Captain Noire when at HQ. In the field Sadie is fine. This..." she points at the tattooed man standing by the door "...is Spider. He recently joined a SET team in the Legion. He is a linguist so I asked him to study some text. He will not be going with you. However I'd like him to translate this text for you before he runs off to do Legion work."

The screen behind Sadie changes to display a canister with alien looking script on it.

Spider steps closer to the screen, looks at it then says:

"Like I said. It says, Property of Naruni Enterprises. Caution. Explosive. Solid Oxide. HI3S457. That's all it says. We done?"

Sadie hands Spider a cred stick.

Spider turns to leave (and does so unless someone stops him).

Sadie clears her throat.

"Take a seat. Listen up. Once I transfer some data off my PC to this large screen I'll be briefing you further...I'm not sure if your other new team member will be here soon or meeting us later."

Sadie pulls a small PC out of her backpack and plugs it into the large monitor.
OOC Comments
Your new "boss". Let's see if she lives longer than Mathias.

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

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

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

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

User avatar
Icosa
Gold Patron
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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 »

"Spider," says Alecto as the grizzled man is on his way out, "What language is that warning written in?"

She assumed Sadie knew, but preferred not to leave it to chance that she would include it in the briefing. It was the kind of detail that officers may not believe soldiers needed to know.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

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

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

Post by Hans Greuber »

OOC Comments
Knowledge: Engineering - [dice]0[/dice]
Wild: [dice]1[/dice]
Result: 5 - Success
"Hmmm... Naruni Enterprises... They are a major weapons supplier. DB's. Looks like their script. The Hammers occasionally got some of their product. Solid oxide, that sounds like something Northern Gun has been using occasionally instead of nuclear power. Nice stuff, the NG version, but if Naruni Enterprises makes some, you KNOW it will EASILY surpass NG's in every way. If we could reverse engineer it, we would be in the credits. Neruni are known for taking precautions against that, however, and I don't want to think of what they'd do with such a volatile substance for the trap."
Last edited by Hans Greuber on Mon May 15, 2017 4:36 pm, edited 2 times in total.
Hans Greuber

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

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

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

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
User avatar
Thrudh Zebrem
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Silver Patron
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 listens to the translation, and racks his brain for mention of this kind of explosive.
OOC Comments
Knowledge: demolitions
[dice]0[/dice]

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

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

Post by Daniel »

Image

Spider stops when Alecto asks her question.

Turning to face her from the doorway he says:

"A dialect of Uteni. Likely from the UWW system. It. It's not from Earth. Nor your galaxy here. Among the Naruni it's rare. Can't recall why. But. It's not exactly straight Uteni. Anyway. Alien for sure. I've never really like those NE bastards. Nice gear. Bad manners. Oh. Side note. The canister you have in that picture. On the screen it looks big. Like a football big. But the tiny numbers on it would make me think it's about 3 inches long. I could be wrong but, looks that way. That's a crappy pic. I've never seen a Solid OX canister smaller than a football. Ones for vehicles areas B I G. I'm not a mechanic. But I know a little. Flying a Hover cycle and such. That thing doesn't look like a bomb to me. Fuel."

Sadie coughs.

"Thank you Spider. I will brief you all momentarily."

Spider shrugs and leaves.
OOC Comments
Image
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 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Thrudh Zebrem »

Thrudh snorts, draws on his cigar, and blows out with a huff. He mutters, almost to himself. "Bet that's a ton a' fun in a boomer."
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
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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 stops his rage and gives Ember, and Gargamel a huge hug. He looks at Ember with a deep sadness. " Little Quicktic was their too. Beaten for trying to stop my heroes. Lucas was a hero. A damn hero... I do not know you, but I can tell something smolders deep within, you are no spy. You are Iron Tic's friend." Tic clasps Gargamel on the shoulder and nods his head in thanks.

When Hans brings in the cannon. Tic loads it up on himself immediatly expecting war. " Hans I cannot thank you enough. I thought it impossible, but here you are giving me satisfaction.". Tic looks at Ember and very humbly and with much respect asks her, " I have seen others name a weapon of such caliber, could a name of Lucas provide you satisfaction?"

Tic barely says anything through the briefing. Those closest to him probably think he has an itchy trigger finger. These two, are coalition spies. Tic you can only trust your friends and blackwell. Spider and Sadie are traitors, don't let your gaurd down.
During the breifing Tics internal ramblings spill out and he blurts, " Traitor!!". He looks like he is ready to lunge at Whomever is speaking. But he regains controll, and eases back a bit warily looking for the other shoe to drop.
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
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 listens to the conversations, along with the commentary that follows. Knowing that this is not his area of expertise he doesn't have anything of value to add to the knowledge of the conversation.
OOC Comments
Knowledge (general) test
Smarts [dice]0[/dice]
Wild [dice]1[/dice]
"Ok, stupid question time." Karchev says as he raises a hand.

"While I think I know why this would be important from a utility purpose, why does it matter to us?
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
Hans Greuber
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Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

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

Post by Hans Greuber »

"Thrudh, how about after the briefing you go to supply to get the hardware for... making the engine degreaser, and I go and get the biological for it. Between the two of us, we should be able to easily set it up."
OOC Comments
To get a good mash together for the "engine degreaser"
Knowledge: Science: [dice]0[/dice]
Wild: [dice]1[/dice]
Result: Success. I assume that should be good enough to make some decent "Engine Degreaser" biological...

To set up the still: [dice]2[/dice]
Wild: [dice]3[/dice]
Result: Success. That should be good enough to set up a functioning still in the Mountaineer.
Showing Thrudh a hand drawn diagram and list on a bar napkin, "These are the plans for the still, and here is the parts list for it."
Hans Greuber

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

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

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

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

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

Post by Daniel »

The Blue Room

Image

As the female Cyber Knight finished connecting her PCC tablet to the large monitor she sighed and muttered, "Never will be any good at computers."

Touching the tablet changed the view on the monitor back to the map of the surrounding area around Castle Refuge. Marked in red was a blip that read: Last Transmission.

Sadie brushed her black hair back, took a deep breath and addressed the SOG 8 Team.

"The ins and outs of why theses Solid OX canisters and their alien creators is probably interesting to several of you. Mathias read me each of your bios the night before his death. He, told me there were some super heroes and super smart new members that he was going to be working with. However. Fact is. As cool as these things might be to techies. What we have is a rescue mission. Apparently a Legion SET team was escorting a convoy that included these SoX things. The convoy came under attack. Our job is to rescue the SET and get the cargo back. Simple enough. Step one is getting to the Last Transmission site. I understand you have two vehicles, personal vehicles, that Blackwell just upgraded for free. I was told that the Sky Rider could strap the Mk2 under it and haul the APC. Blackwell is taking the Hover Train and everyone other than us to Northern Gun. We are to head to the last transmission. Rescue. And retrieve cargo. Last resort, destroy cargo."

Taking a moment Sadie sits down on the edge of a table.

"Listen. Mathias was a good friend. Talking about him brought emotions back. Sorry. I don't know what's up with Solid OX. I just know we got orders. I suggest we fly down the Ley Line. Then head west to the last transmission site. Gather ... clues. The last transmission was garbled but mentioned a General Lizardo. So we have that. Legion Intel says a former NGR soldier named Zelma Giestvolker has a small Merc team in the area and 'runs' a town called Gloom. Not friendly with the Legion. And that's what I know. Oh. And. Giestvolker has killed a lot of Legion members over the last year. From what I hear."

Setting the tablet down Sadie steps closer to Iron Tic:

"My brother. Older than me by, 10 years, was converted in Newtown. I don't know your whole story but I know I miss my brother."

Standing back at the front of the room Sadie says: "Questions? I'll try to answer. We need to leave tonight. Blackwell is itching to get to Northern Gun. Something's up. Something above my pay grade. Ready?"
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 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Thrudh Zebrem »

Thrudh nods as the briefing concludes. "I was born ready. Let's get it, Crazy Eight."
He takes the napkin from Hans, puffs his cigar, and says "Good call, Hans. I'll grab this junk and meet ya at Eleanor."
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Hans Greuber
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Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

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

Post by Hans Greuber »

"Time to grab some spuds and the only culture I ever have. Then quick back to my bunk for my tools, a few empty flasks, and my gun and I will be ready to roll."

"Are we going to be issued any spare parts for either of the vehicles or any of the weapons? I assume we will be getting dossiers on the SET and further specs on the cargo. Assuming we take your suggested route, how many miles to the last known location?"
OOC Comments
Common Knowledge: General Lizardo: [dice]0[/dice]
Wild: [dice]1[/dice]
Result: -9 - Fail

Common Knowledge: Zelma Giestvolker: [dice]2[/dice]
Wild: [dice]3[/dice]
Result: 9 - Success with Raise

Common Knowledge: Gloom: [dice]4[/dice]
Wild: [dice]5[/dice]
Result: 7 - Success
"Heard of Zelma. Sound like she is even worse than the Hammers, and that is saying a lot. She took over the town of Gloom and made it her own private cesspool. They say that the only reason she got her own band of mercenaries is that nobody would hire her into their company. She gathered as many of the most disgusting and black hearted SoB's as she could. They are slavers, and I wouldn't be surprised if she dealt with the Splugorth."

With that, Hans puts on his helmet and stands up awaiting his answers.
Hans Greuber

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

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

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

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

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

Post by Daniel »

"Are we going to be issued any spare parts for either of the vehicles or any of the weapons? I assume we will be getting dossiers on the SET and further specs on the cargo. Assuming we take your suggested route, how many miles to the last known location?"


Image

Sadie digs through her backpack saying she has a list of the SET members.

"Spare parts? I'm not Zane, beats me. I was led to believe you were ready to roll. The two vehicles modified, and loaded with weapons. If not go do that quick. We need to get off the train and on our way. We can go any route you want. I figured you had a Ley Line Boat and you'd want to take a Line as far as possible. Up to you all. Frankly, I was about to jump in a hover cycle and go find the SET team but Lo..the Boss said to head there with you guys. All I was told about the cargo is it consisted of weapons, parts and a LOT of these alien Solid Ox things. I was told don't come back with out the Oxide things, or make sure they are destroyed. Personally, I am interested in why the Legion does not rescue their own SET team, I think they are ... scared of something in the area. No idea what."

Sadie returns to looking in her bag.
OOC Comments
http://www.savagerifts.com/viewforum.php?f=56 both vehicle details, their ammo is listed

Frizzel frack, I don't know who is a member of the SET - I will figure out what SET # and who is a member today. lol
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

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

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

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

User avatar
Gargamel
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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 »

"This seems suspicious to me that the Legion won't go themselves, but here we are." Gargamel sighed

Of course, I wonder if Blackwell has some connection to the region
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 »

OOC Comments
Knowledge Engineering [dice]0[/dice]
Ace! [dice]6[/dice]
Wild [dice]1[/dice]

Common Knowledge (Geography) [dice]2[/dice]
Ace! [dice]7[/dice]
Wild [dice]3[/dice]
+2 (HJ)

Common Knowledge (People) [dice]4[/dice]
Wild [dice]5[/dice]
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 snorts. "Spare parts? Eleanor don't break down."
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 »

Alecto gets to her feet.

"I will wait at the Sky Boat," she announces, and heads on out of the briefing room.
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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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 steps back from Tic and gives Thrudh and Hans a thumbs-up gesture.
"Degreaser is important. Should never go on a long trip without it."

Taking a close look at the map, she points at a certain point along one of the leylines.
"This would be a good spot to leave the leyline. It's not the closest point to our destination, but the terrain will make for faster travel in the Mark II."
OOC Comments
Sorry got called away for child-sitting duties mid-post.
Ember wrote:Knowledge Engineering [dice]9687:0[/dice]
Ace! [dice]9687:6[/dice]
Wild [dice]9687:1[/dice]

Common Knowledge (Geography) [dice]9687:2[/dice]
Ace! [dice]9687:7[/dice]
Wild [dice]9687:3[/dice]
+2 (HJ)

Common Knowledge (People) [dice]9687:4[/dice]
Wild [dice]9687:5[/dice]
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
Click here to edit your signature
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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 »

Alecto wrote:Alecto gets to her feet.

"I will wait at the Sky Boat," she announces, and heads on out of the briefing room.
Sadie smiles. "We all should go. I can bring all the data I have with us on this PCC. We need to roll. Fly. Whatever."

Image

Sadie nods at Gargamel.

"I think Blackwell is worried about reprisal from the CS. He just destroyed them. I think he feels that BC being near Castle right now is bad idea. I think he's taking a small contract in Michigan area. Taking whole HQ as a show of force and he knows the CS will see him in Michigan. Meet you outside. "



Regroup at Sky Rider


Standing outside the Hover Train the Crazie Eight and Sadie Noire see the Sky Rider hovering out front Logan's garage. A set of straps hang down from under the Sky boat. If you plan on attacking the Mk2 to the underside of the boat the crew at Logun's is ready to demonstrate how.

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

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

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

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

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

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

Post by Hans Greuber »

After a quick trip to the kitchen to pick up some potatoes, corn, and other important ingredients, Hans drops by his bunk and picks up the rest of his gear, including his old armor.

"Never know when having this around might come in handy."

With all of his supplies for the trip ready, Hans goes to the garage to help with the loading of Eleanor under the Sky Rider.

"If we get into a firefight, the sky boat is way too fragile. On the other hand, Eleanor only seats 10, so almost no room for any SET members. That means we need both. We can unload her when we get close to the last point, and keep a minimum crew on the boat while Eleanor goes in. Dibs on the First Mate's cabin."
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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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 »

"What he said,"Gargamel's face briefly turned into Hans
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
Icosa
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Gold Patron
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 tilted her head as she saw Gargamel's face change, then she reached out to touch his cheek with a fingertip.

"I would like a cabin as well."
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 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Daniel »

As the Crazie Eight stand outside the Sky Rider preparing to leave Sadie hands Karchev a hand written Letter and tells him to share or show it to the whole group. When you read, or are read, the letter, it says:
Letter
Confidential; Destroy After Reading.


The Second SET has been a long standing and well decorated team with the Legion. They have been a shining example of the very fundamentals of a Special Team. Other Teams seek to mirror the Seconds tenacity and compassion. The Second were escorting a cargo of alien technology. A power source of epic output in a small container. I have been told that just one of these small alien Solid Oxide power sources can charge a Glitter Boy for twenty years. The cargo contained thousands of these power sources. A village could have electricity for a decade off one! Now the cargo and Second are missing. Only a few clues left behind.

The Legion as a whole has not been advised, outside a few high ranking officers and myself, anything about the Second missing. If they knew, SET members would rally and charge after the Second to rescue them.

What they would find I am afraid would be detrimental to Legion moral. I do not have 100 percent confirmation on my suspicions, however I fear that a rescue attempt would find something worse than the Second dead. I will explain in a moment.

In my years fighting many wars I have repeatably seen, it is not numbers or strength that bring the victories in war. No, it is when one side goes against the enemy with the gods' gift of a stronger morale that their adversaries, as a rule, cannot withstand them.

Right now the Legion needs a strong moral. We are the under dogs in a war. The Coalition States knows where we are. Their recent efforts against us show that. Commander Blackwell is moving the BC HQ Train into non Legion areas to cast the CS eyes towards him and not the Castle.

The Federation has sent many messages lately as to their demands that the Castle surrender or perish by their magic might. There are a few particular Federation Governors that will need to be taken care of sooner than later.

More war is coming for the Legion before we can find peace. As such we need to keep our moral bolstered. My suspicions are that the Second SET is not dead. Not captured. But in fact Traitors. A close associate of mine has been able to scry some unsettling information. The Second SET appears to have thrown in with a vile Merc named Giestvolker and her partner, a Necromancer. Not all of the SET were Traitors. Three led the eight into a trap. My seer saw that several of the Second were turned into Wraiths. Giestvolker is cruel. This unknown Necromancer, she is the darkest soul my Seer says she has ever encountered.

You are headed into the gates of Hell I am afraid. But, Blackwell has assured me that you will prevail. The eight members of Second must be slain. The cargo recovered or destroyed. The entire thing must be quiet and never mentioned. Giestvolker and the Necromancer must be killed. If possible the city of Gloom burnt down. The slaves freed.

I requested Blackwell send my trusted student and ally to assist you. Lady Sadie Noire is both a friend and already a member of the BC.

The Second:

Karl Volt - Juicer
Lock - Grackle Tooth Wilderness Scout
Kylore - Young Dragon
Hogan - Ley Line Walker
Sammy - Psionic
Tessa - Mystic
Lucas - Cyborg
Justice - Cyber Knight
Happy - Crazie

Thank you


(The Letter is unsigned)
GM Comments
Do your thing all. Pack up. Head out. Tell me what going on. My next post should be after you are all flying off to do the mission. Between Castle and the Nexus.

https://db4sgowjqfwig.cloudfront.net/ca ... 1493573928
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
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 stands on her tiptoes to read over Karchev's shoulder.

"Oh dang. That's gotta suck."

She looks around at the others.

"What, cabins? I want one. Wait, how long is this trip? Whe flies that boat anyhow? I can help out, I'm an excellent pilot."
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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User avatar
Hans Greuber
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Location: The Black Company

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

Post by Hans Greuber »

"Ember, you might be a good pilot, but in order to pilot something like the Sky Rider takes developing your Potential Psychic Energy, or your Inner Strength just to be able to use the controls. Myself, Gargamel, Sadie, and Karchev all have that sort of training. The P-Beam Cannon also takes the same sort of training. The Missile Launcher, however, has standard controls. When it is time to use Eleanor, it also has standard controls."

With that, Hans climbs aboard with a few of large sacks over his shoulders, and the rest of his gear in order to get ready for the trip.

"If we have to share cabins, Thrudh and I can share. That way we can set up our... equipment... and a workshop in it."
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 shakes his head. As soon as the group has finished the letter, he reaches for it and takes a full draw off his cigar. "That's a whole ton a' ugly. Gonna need big guns. Maybe Zane got some stuff can booby a trap." He holds the letter to his cigar, igniting the covert missive and watching it burn. "I'm headin' there now. See what I can score. Then we're on the road."
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 »

Alecto looks at Hans abruptly. His talking about how the Sky Ship worked made her realize something disquieting.

"Hans. Is there a source of electrical power on the ship?"
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

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

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

Post by Hans Greuber »

Alecto wrote:Alecto looks at Hans abruptly. His talking about how the Sky Ship worked made her realize something disquieting.

"Hans. Is there a source of electrical power on the ship?"
"Not per se, but we can run a line up from Eleanor, the Mountaineer, or I can probably rig something up to hook in on the boat..."
OOC Comments
For such a hookup... a Build Roll? Lowest of Weird Science, Knowledge Engineering, and Knowledge Arcane.
[dice]0[/dice]
Ace: [dice]2[/dice]
Wild: [dice]1[/dice]
Result: 17 - Success with 3 Raises. That should do.

I am assuming someone with an AB will have to be with her to keep it going... just like a TW weapon.

if this is not good, I will have Hans use his last Gadget up to make something that will run off of the ley line, or something like that.
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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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 considers, then points out, "I can simply stay in the Mountaineer if need be. A cabin is not essential."
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

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

Alecto wrote:Alecto tilted her head as she saw Gargamel's face change, then she reached out to touch his cheek with a fingertip.

"I would like a cabin as well."
Gargamel changed his face to look like Alecto, a big grin on his face. As it changed, she could feel the skin and bones moving.
OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

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

Also Conrad

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

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

Post by Daniel »

GM INFO FOR PLAYERS
Original Briefing Room Map, on Sadie's hand held device for reference.

Out of Character Map of Arkansas, might he off a little on some locations, but close enough.

Zoom in on area you are going to, has spoilers, so remember its Out of Character map.

Your route of travel?

You are headed to the Last Transmission spot on the map. I assume you will fly down big LL and then take minor LL then have to leave the LL to cross over to the Last Trans-spot. Once there I will tell you what you encounter at the Last Trans-spot. You all feel free to RP and post in character more. Loading up. The trip along the Ley Line. What ever. I may have an encounter for you before you reach the Last Trans-spot ... we will see. Or maybe the encounter will be at your destination. Okay Post away. More later. Thanks. ~ Lars
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
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 reads the letter 3 times, just to make sure he understands its implications. He keeps it secure, but lets everyone know its contents.

" I would prefer to go via the Mountaineer to be most effective in case we hit trouble. However I am more than willing to go by which ever transport you think is best. I would also prefer to stay as close to that ley line as possible, for obvious reasons"
OOC Comments
Thinking about what a Necro can do
Knowledge: Arcana [dice]0[/dice]
Wild [dice]1[/dice]
Ace [dice]2[/dice]
"Does anyone have any silver, specifically silver weapons or ammo? That sort of thing may come in handy for you more technical in nature."
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
Hans Greuber
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Posts: 643
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

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

Post by Hans Greuber »

"I don't have any silver, but I can throw together a Gadget, if necessary, to temporarily transmute the atomic structure of projectiles or weapons to silver, or even give an energy beam the same resonance as silver and get the same effect against any lycanthropes. I can also add a Photonic Resonance instead, and have there be some Sunlight."

"Just like you, I would also like to remain by the Ley Line, though I think I need to be closer than you in order to benefit from it. From a purely tactical point, Eleanor, the Mountaineer with its total of 10 on board would seem to be the better fit for this mission, now that we have the updated information. The only benefits from Sky Boat are increased speed and more storage and carrying capacity, though at the cost of being in a more fragile vehicle. I think Eleanor is the better choice for this mission."

OOC Comments
Is a guess of about 200 miles, following the ley lines as much as we can, about right for the trip to the Last Point of Contact? Also, the standard overland speed of (1/2 for difficult terrain and 8x for 8 hrs travelled per day with top speed of 50 (for the mountaineer's top speed) for 200 miles per day overland travel (SWD p97)
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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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 runs her fingers through her hair.

"It seems like time is a factor here. If the 'boat can haul the Moun-, er, Eleanor, that's the best option. It would be much faster. If it makes you feel better, I'll ride in the- I mean, Eleanor, with Alecto we can work the guns if needed."
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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Hans Greuber
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Re: The 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Hans Greuber »

"I am not that sure it would be faster. The Sky Boat is not the fastest of vessels, but it does fly along the ley line. The Mountaineer, Eleanor, has a faster top speed, but is a ground vehicle. Without knowing the terrain better, the two seem pretty well matched for how long it will take. The main difference is that the Sky Boat has more space for people and gear. Bringing the Sky Boat along means that either we bring it into combat situations, or have to leave it sufficiently back that we won't be able to keep an eye on it."

"My vote is to keep the Sky Boat here and drive there in Eleanor, the Mountaineer."
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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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 shakes her head.

"You may not know the terrain, but I did spend some time in that area, and as a guide no less. The terrain? It's bad. Take a look at that map again. The ley lines get us up and over the mountains. Let me tell you - there's no easy way through there, not for something as big as a mountaineer. We'd add days to the travel time, looking for a way through. It's going to be bad enough when we go to ground as it is. Finding a hollow or something along the ley line to hide the 'boat in shouldn't be too hard."
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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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 catches Sadie, " For your brother and all my heroes we will succeed."

Iron Tic bords the sky boat trucking in all his weapons, and a plate piled high of tasty food from the nearby pub. After seeing ember do it, he takes his helmet off and runs his hand through his short hair. No satisfaction there, perhaps I need more hair.". He begins his search for a room or cabin capable of holding his mighty girth. Assuming he finds such a room he sits down going over his gear and munching on food.
" ok Tic, time to get serious. You got a town to save, bad guys to kill, missing folks to find. You got a team supporting you... Are Sadie and Ember spies? Shit Tic, you had no idea Gordon was...". His ramblings cease as he finds a meaty burger to munch on while he inspects his load out.
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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Icosa
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Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

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

Post by Icosa »

"I agree with Ember," says Alecto. "They are likely to expect an attack. The less time they have to prepare, the better our probability of success is. It also reduces the chance that information will find its way to other SETs, or other complicating events will take place."

"I suggest we use the Sky Ship's expanded cargo space to bring equipment and materials that will be useful in concealing its location while we drive to the target location."

After a moment, she added, "I do not have silver weaponry. It would seem to be an unsuitable material for making a bladed weapon, but if such a thing exists I would be interested in acquiring one."
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)
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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 »

Karchev wrote:"Does anyone have any silver, specifically silver weapons or ammo? That sort of thing may come in handy for you more technical in nature."
Sadie glances at the Line Walker. "Silver? Oh. yes, for our tech only crew members. I know that Zane has a box of silver bullets and knives. They are in the Vampire Hunter Box in storage. If people are going to grab a silver knife, sword or bullets you best hurry. The BC Train is pulling out ASAP. Run. Otherwise, lets finish loading up and go. So sounds like we are going to attach the ...er Eleanor to the under side of the Sky Rider and then either board the Mk2 or Boat. Lift off and head toward the Ley Line. Right?"

Tossing her backpack aboard the Sky Rider Sadie climbs aboard herself and leans against the railing ready to go.

In the distance you can hear the Hover Train powering up in preparation for heading to the Great Lakes area.

OOC Comments
If you go to Supply (fast!) Zane will give a Silver Knife or Sword to any one that asks - free. Non MD weapon. Just silver plated "anti-vampire" weapons. Zane says he has one .357 (six shots) with 6 silver bullets. That's it! Free to whoever, the rest of his Vampy stuff is being used by the 6th SOG in Mexico right now.
OOC Comments
What do you do? What do you see? You are getting on a sky boat, flying along a ley line and headed towards the last transmission spot. Until I post an encounter, whats going on?

Example:

Sadie spends most of her time on the trip worrying about what the SOG might encounter. Additionally the Cyber Knight of the 2nd SET was a friend of hers, romantically once, her thoughts drift back to those days. Leaning against the railing she keeps an eye out for dangers as the ship fly's majestically trough the blue and white crackling energies of the ley. She feels its power and looks down at the ground far below. This is fun, even if it is serious.

Sadie attempts to chat with Iron Tic as she can, if he will allow her to. For some reason the big lumbering brute reminds me of the brother I never had.

Occasionally Sadie pulls a faded old picture out of her backpack and glances at it. I will not fail.
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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Ember
Posts: 106
Joined: Thu May 04, 2017 1:24 pm

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

Post by Ember »

"I'll head over to see Zane, then I'll load up into Eleanor. It wouldn''t be the first time I've been hauled in 'cargo'." She flashes a smile, then quickly departs for supply.
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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Icosa
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Location: 1st SET

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

Post by Icosa »

Alecto nods.

"I will as well," she says, and heads out after Ember.
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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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 runs off to grab a silver knife and then heads into the skyship.
OOC Comments
Karchev finds a comfortable place in the ship and unpacks his main backpack. He reviews his few meager tomes and personally diaries, scanning them for his notes in preparation for the upcoming fight.
Aboard the ship

I know you all are experienced, but i am not sure how many of you have actually been in a magic battle. i would be happy to share any information you may need to help in the upcoming fight.
OOC Comments
Teaching what may be pertinent for fighting magic users
Knowledge Arcana [dice]0[/dice]
Wild [dice]1[/dice]

I am a VERY BAD TEACHER!
Karchev fumbles over his words trying to explain what comes to him easily. In the end he confuses those who listen to him more than he helps them.
Last edited by Karchev on Mon May 22, 2017 8:01 am, edited 2 times in total.
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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Hans Greuber
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Location: The Black Company

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

Post by Hans Greuber »

Hans will be spending as much time as he can get away from piloting the Sky Rider in his workshop on board the Sky Rider.

He will first get his still onboard Eleanor producing "Degreaser", then will get working on the tent/generator combination he got from Zane. While on the Ley Line, he will pull in as much PPE as he can (I assume he will start any encounter at his full Ley Line 50 PPE. He will also keep his Technosmith H-1 Combat Armor on and fully charged.

"If you need me to pilot, I can, but I would much prefer working in my workshop."
OOC Comments
Conversion: Build: [dice]0[/dice]
Ace: [dice]3[/dice]
Wild: [dice]1[/dice]
Result: 16. Success with 3 Raises. This is enough for a free minor upgrade. It will be the Electricity Trapping.

Time: [dice]2[/dice] Hours

When there is time, he will do the next Minor Upgrade
Build: [dice]4[/dice]
Wild: [dice]5[/dice]
Result: 7 - Success.

Time: [dice]6[/dice] Hours

Total Work: 30 Hours.

Result: Base Item: Tent
Big enough for a Large person plus reasonable gear
4 Armor
Generator
Can charge an e-clip in 1 hr with supervision
Heater and Fan
Weight: 40 lbs.
Comes with a Backpack Carrying Case.
Value: 1000 credits

Conversion to TW
Minor: Trapping – Electricity
So it can still be used as an electrical generator.
Minor: 5 PPE Internal Storage
Recharges 1 PPE per 30 minutes on Ley Line
1 PPE per Hour to Power
Must be turned on by someone with a AB, but once on, anyone can use the electrical power generated.

Total Value: 11100 Credits.
Last edited by Hans Greuber on Tue May 23, 2017 2:36 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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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 climbs aboard Eleanor with her newest acquisition and her previously acquired armor and basic weaponry. She wasn't really used to the armor yet, she had only bought it when she decided to sign up with the Black Company. She had always been adept at avoiding fights - either sneaking around or talking her way out of them - but in her experience, mercs tended to be a bit more willing to start swapping laser fire, so top-notch protection was called for. Money had never been much of an issue for Ember - she excelled at sniffing out rather lucrative opportunities and having the skills to pull them off - so she sweet-talked an NG rep into a good deal on a suit of custom modded Gladius armor.

"Ember here." She said through her cybernetic radio. "Loaded into Eleanor and ready to go for a ride."

She runs through some checks on the engine and weaponry to familiarize herself with the controls, should it be needed.
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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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 wasn't far behind, taking one of the gunner seats a few minutes after Ember boarded.

"Alecto here. I am in position."

She looked over at Ember and asked, "What did Zane want in exchange for the weapon you purchased? He offered to allow me to 'share' in the price, even though he had no additional weapon to sell. I suspect he may have been joking, but I need more information to be sure."
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Thrudh Zebrem
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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 returns, tucking his new silver knife into a sheath situated on his armor. He does a walk around Eleanor, eyeballing tire pressure, glancing through wheel wells, and checking suspension bits. His hand strays to the body of the vehicle, running his fingers over the armored shell and whispering to himself. "Sleek 'n smooth. Ready ta roll. Atta girl, Eleanor. You get ta fly today, but no worries. You'll get to run soon." He stows his gear in its normal spot behind the seat, straps his weaponry in, and takes his place in the driver's seat. Prepping for takeoff, he starts the engine on the Mountaineer and rolls to the designated pickup area where the sky boat is to latch on. He lets the engine idle for a bit, re-acclimating himself to the driver's seat, rolls a window down, and proceeds to blow a chimney's worth of cigar smoke out the window, along with some new music he found in the bar. "Let's get movin'!"

https://www.youtube.com/watch?v=iaUzIQfjqt4

During the trip, Thrudh mostly checks diagnostics and tinkers around Eleanor, making sure all bolts are tightened and everything secured. He plays various tunes, essentially all themed to driving far and fast. A new one comes up in the music mix, and he gives a diatribe about the essence of life and freedom.

https://www.youtube.com/watch?v=62_0ZHhOo58

At various points, he checks on the still that he and Hans assembled. Samples are taken and tested for taste. "That's good dwarven drink right there." He ponders the task ahead and the obvious dangers. Mostly...he smokes cigars and runs his mouth to whoever happens to be nearby, and watches the sensor displays.
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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Gargamel
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Posts: 193
Joined: Sat Apr 01, 2017 12:43 am
Location: The Black Company

posts for games

Post by Gargamel »

Notice [dice]0[/dice]
wild dice [dice]1[/dice]
Ace [dice]2[/dice]
total 10

Gargamel didn't need any more gear. He could hurt and take on anything that could be thrown at them.

“We are taking the Sky Rider. We need the speed and I am not leaving my pride and joy here.” Gargamel strode up the ramp, “I’m the only one who can get us there in time, so buckle up."

Settling into the pilot's seat on his pride and joy the Sky Rider, he lifted them into the air, powering the vessel from his own PPE reserves long enough to settle on the leyline and get underway to their destination. He took it slow and carefully to minimise the impact on those in the ATV and to hide his limited piloting skills.

Karchev and he had hidden the bag in his quarters ready to involve Hans. Right now it seemed not to be a threat but somebody had thrown it through the rift and it had survived the demon rampage. That made it dangerous and he wasn't going to just leave it lying around.

During the journey, he kept quiet (which was unusual for him) and kept the ship on course, ready for an attack.
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
Karchev
Posts: 72
Joined: Sun Feb 19, 2017 10:33 am

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

Post by Karchev »

Meanwhile Karchev continues to give the worst explanation of magic...perhaps of all time
OOC Comments
In case you missed my previous post, see my miserable Arcana rolls above
"So magic is like, uh...I mean magic users are like. Wait, is magic user an insensitive name we give to people who clearly are very separate and unique people? What i mean to say is Magical Americans, much like their otherlands counterparts are like a box of chocolates. But that excludes those from other dimensions that cast magic too. Maybe cast is the wrong term because not all people actually cast. Perhaps invoke magic is the better term....however some people just do magic. I don't mean in a sexual manner, i mean they just know how to cast, er evoke innately. I hope you don't mind me using the term people, what i mean to say is magically capable beings from all space time and dimensions.

Well time is kind of a "relative" term"
Karchev uses air quotes when he says relative.

"It is my understanding the pre-cataclysmic people of Earth did not have magic. But i suppose the excludes Atlanteans who clearly do have magic and are from Earth..or at least that is what many people believe. So like some Earth people had magic, then it went away and then it came back......
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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Hans Greuber
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Location: The Black Company

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

Post by Hans Greuber »

OOC Comments
Knowledge (Arcana) to properly explain things.
Knowledge: [dice]0[/dice]
Wild: [dice]1[/dice]
Result: 6. Success. Good enough.
"Karchev, your explanation is making things worse. Anyone who works as a mercenary nowadays knows at least the basics on how to deal with magic users and psychics. Don't treat them like they are idiots. One thing to remember... kill the magic user or psychics first. They tend to be glass cannons... able to dish out a lot more mayhem than they are able to take. That is why I am glad I found myself this new armor. If anyone has any questions, just ask me."
Hans Greuber

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

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

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

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
User avatar
Karchev
Posts: 72
Joined: Sun Feb 19, 2017 10:33 am

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

Post by Karchev »

Hans Greuber wrote:
OOC Comments
Knowledge (Arcana) to properly explain things.
Knowledge: [dice]10217:0[/dice]
Wild: [dice]10217:1[/dice]
Result: 6. Success. Good enough.
"Karchev, your explanation is making things worse. Anyone who works as a mercenary nowadays knows at least the basics on how to deal with magic users and psychics. Don't treat them like they are idiots. One thing to remember... kill the magic user or psychics first. They tend to be glass cannons... able to dish out a lot more mayhem than they are able to take. That is why I am glad I found myself this new armor. If anyone has any questions, just ask me."
Karchev pauses hus ramblings for a moment.

"Don't discount that they will be able to cast a powerful armor spell on themselves AND they will be next to a ley line!"
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 around with his face full of meat burgers. He is wielding his vibro-blade in one hand and his other is resting on Lucus "Did someone say something about killing?" Tic frowns, " Truthfully I don't really like it. I get very little satisfaction. Few people deserve it, and what if Tic makes a mistake, you can't mulligan death." He shakes his head taking a bite out of a burger produced from apparently thin air. Man this burger tastes great!
" I think the Tomorrow Legion has a policy against not offering our enemies to surrender." Tic leans against a rail looking up at the sky, eating another burger!
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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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 »

Across a Darkening Sky
  • As the day closes, about half way to the destination, the mercenaries of the Black Company have spent the day traveling across Arkansas, along the Ley Line. A line that often reaches upwards of a mile high. As they approach the distant, just visible, Clarksdale Nexus, Gargamel can see shapes forming on the Ley Line approaching them. Possibly other Line Skiffs.

    Soaring aloft in the crackling silent mystic energies the Sky Rider zooms along silently like a minor bird of prey carrying its catch beneath it. Those in the Mk2 are softly carried along under the TW ship. If not for the occasional glance out a window those in the Mk2 might forget they are soaring along suspended below Gargamel's skiff.

    Closing in on the shapes, still quite distant, Gargamel is eventually able to see that they are two large Ley Line Skiffs. Although the Battle Magus has time to inform the crew that they can expect company, there is little time to decide what to do about it due to the superior speed of the two ships.

    Swooping wide the two ships bank and come adjacent to either side of the Sky Rider. Gargamel can see that these two ships appear to be less than friendly. They are each flying a red flag with blue stars on it. The ships soar along on either side of the Sky Rider. The names of each ship are painted on the TW Skiffs plain as day, one reads: The Nil, the other says: The Marauder.

    Aligning themselves to either side of the Sky Rider the Nil appears to be crewed by several human and D-Bee ruffians. The Marauder in contrast is piloted and crewed by pure evil looking Goblins!

    The respective captains of each sky ship look like they just ordered the attack!

    A human sporting a pirates outfit and two flaming swords yells out: "For Giest!"

    A red skinned Goblin sporting a flame thrower looking gun hoots and howlers.

    Those on the Mk2 will have to spend their turn climbing up a rope latter to the Sky Rider if they wish to join the ensuing battle.

    The Sky Pirates are attacking!

Image



Image
OOC Comments
Human Capt. Image

Goblin Capt. Image
Init:

Round One

Karchev = Jack of Hearts
Gargamel = 10 Spades
Hans = 9 Hearts
Sadie = 7 Hearts
Enemies as a whole = 6 Spades

EVEN IF YOU ARE NOT IN THE INIT ORDER, please feel free to describe (post) your reactions. After this turn anyone who goes topside to the Sky Rider will be in on next turns Init Order.
OOC Comments
Note I will do my best to keep up. I am in San Francisco till Sunday at a Con!
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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Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

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

Post by Hans Greuber »

9H

Time to get the Reinforcements.
"Coming over to Eleanor to get you guys. See ya in the cockpit."
Hans will chrono-accelerate himself, and translocate himself down to Eleanor.
OOC Comments
Turn 1: 2 Actions. Activate his Chrono-Accelerator (Exalted Quickness) on himself and Activate his Quantum Resonance Translocator (Teleport) to land inside the cockpit of Eleanor.
Exalted Quickness: [dice]0[/dice]
Wild: [dice]1[/dice]
Result: 8 - Success with Raise. Cost 9 PPE. Second Turn, -2 MaP, Minimum 8 Initiative, +2 Pace, +1 Agility Die
Teleport: [dice]2[/dice]
Wild: [dice]3[/dice]
Result: 5 - Success. Cost 3 PPE per 10 Map Inches (20 Yards). That should be enough to get into the cockpit of Eleanor.
"Ready for the express ride up? Hurry up, we don't have all day. Tick, This should help with your Satisfaction."
Hans will translocate everyone who wants to go up to the Sky Boat, activate his structural integrity field, and chrono-accelerate Tick.
OOC Comments
Turn 2: Activate his Quantum Resonance Translocator (Greater Teleport) and bring everyone onboard Eleanor who wants up onto the Sky Boat up, Activate the Structural Integrity Field (Exalted Armor; Free Action), and activate his Chrono-Accelerator (Exalted Quickness) on Tick.
Greater Teleport: [dice]4[/dice]
Wild: [dice]5[/dice]
Result: 6 - Success. Costs 5 PPE per 20 Map Inches (40 Yards). That will be enough to put them back on the deck.
Exalted Armor: [dice]6[/dice]
Wild: [dice]7[/dice]
Result: 8 - Success with Raise. Costs 6 PPE. +10 MDC Armor.
Exalted Quickness: [dice]8[/dice]
Wild: [dice]9[/dice]
Result:13 - Success with Raise. Cost 9 PPE. Tick Gains: Second Turn, -2 MaP, Minimum 8 Initiative, +2 Pace, +1 Agility Die
"Go get them, Tick!"
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
Joined: Sat Apr 01, 2017 9:57 am

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

Post by Thrudh Zebrem »

Thrudh checks the sensor array. "Frappin' sky pirates. Ain't got an angle with Eleanor's guns!"
He takes immediate note of Hans' sudden arrival. Grabbing his rifle and rocket launcher, Thrudh prepares for the teleport trip up to the sky rider. "Time ta play."
He readies his CV-212, straps the rocket launcher to his back, and pulls his pistol with his tail.
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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Location: 1st SET

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

Post by Icosa »

"They will attempt to board," Alecto reports, after taking a moment to project likely strategies. "Kill as many as possible before they can close the gap."

She stands up and swings her plasma cannon around into her arms.

The spell's effect warps and shrieks around them, in eerie harmony with the charging driver coils in the cannon.

A moment later the mercenary appears on deck, bedecked in drab Huntsman armor, looking thoroughly normal next to the technowizard in enchanted power armor, and the titanic, looming figure of the Iron Tic.

Even so, a plasma cannon was nothing to scoff at in a battle between flimsy wooden ships.
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
Ember
Posts: 106
Joined: Thu May 04, 2017 1:24 pm

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

Post by Ember »

Alecto wrote:She looked over at Ember and asked, "What did Zane want in exchange for the weapon you purchased? He offered to allow me to 'share' in the price, even though he had no additional weapon to sell. I suspect he may have been joking, but I need more information to be sure."
Ember laughs, a real deep and throaty belly laugh.

"What he wanted was to get in my pants. What he asked for was a date. What he'll be getting... well, I haven't decided yet. He set the terms, but then let me walk off with it without agreeing. 'Caveat venditor', as they say. I'm thinking maybe I should stand him up, teach him to be a little more careful. I dunno, though, I mean, we're all part of the Black Company. I'm not used to this whole 'organization' thing."

She looks askance at Alecto.

"He wanted you to join in, hmm? Men, so greedy."

"Sky Pirates?! Cool! I mean, not for us right now of course. Boarding? Yeah, that sounds bad. Beam me up, Scotty!"
OOC Comments
Oops! Missed Alecto's question before, sorry.
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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Icosa
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Re: The 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Icosa »

(OOC - Just finishing off the brief conversation they had prior to the alarm being raised :))

Alecto frowned slightly at Ember's answer. She had served in a mercenary unit before; she was no innocent dove when it came to humanoid mating etiquette. That said, the permutations of the act and its social consequences were very complex.

"So you purchased the weapon with a promise to meet him and assess him as a sexual partner, but have not promised sexual activity with him even though you're aware that is his ultimate goal in meeting you. I believe I understand your dilemma. Should you agree, you subject yourself to social stigma associated with those who barter sexual services for material wealth and gain. Should you turn him down, you risk antagonizing him and limiting your access to future equipment through him."

She paused, considering, then added, "I hope the weapon is worth it."

Then the call came down...an attack was incoming!

====
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 »

Updated Round One (Was not expecting everyone to get top side so quick)

Karchev = Jack of Hearts
Tic = Jack Diamonds
Gargamel = 10 Spades
Ember = 10 Hearts
Thrudh = 10 Diamonds
Alecto = 9 Spades
Hans = 9 Hearts
Sadie = 7 Hearts
Enemies as a whole = 6 Spades


Updated Map with Grid:

Image
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: posts for games

Post by Gargamel »

Gargamel

"I don't mean to alarm anybody," he spoke calmly into the comlink, "but we are under attack. Might be an idea to get up here before I take them all out myself.

As the team appeared on the deck, he smiled

"That's was quick

Summoning mystical forces to cast a spell, the enemy ships bumped into the Sky Rider, almost disrupting his concentration. Annoyed, he pulled out his shard pistol and shot one of the boarders.
OOC Comments
[dice]0[/dice] Spellcasting to cast quickness
[dice]1[/dice]
ace [dice]2[/dice]

shooting [dice]3[/dice]
wild dice [dice]4[/dice]
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 sees the skiffs coming. Not wanting to repeat the mistakes of the past he bolsters his defenses.
OOC Comments
Drawing on Ley Lines

Range [dice]3[/dice]
Wild [dice]0[/dice]

Power point totals: 60

Casting Armor
Cost 5 pp.
Arcane [dice]1[/dice]
Wild [dice]2[/dice]
+10 MDC
Karchev is surrounded by darkness that covers him like armor

Prepare yourselves my friends, we have uninvited guests. Time to teach them manners.

Karchev takes out his shotgun but also readies a arcane blast.
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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Silver Patron
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 takes a quick look around to get his bearings, and then heads to the broadsides with The Nil, taking up a position between Gargamel and their foes. (F-13) He bellows defiantly at the pirates. "Come get some, ya flyin' filth!"
Taking aim, he lets off a full burst at the pirates.
OOC Comments
Shooting CV-212 at 20 (G-16)
[dice]0[/dice]
Ace shooting
[dice]10[/dice]

Damage with raise at 20
[dice]12[/dice]
One ace
[dice]17[/dice]

Total: 21

Shaken with 2 wounds

Wild die at 20
[dice]1[/dice]

Shooting CV-212 at 21
[dice]2[/dice]

Wild die at 21
[dice]3[/dice]
Ace wild die
[dice]11[/dice]

Damage at 21 with raise
[dice]13[/dice]

Shaken with 1 wound

Shooting CV-212 at 22 (Savage)
[dice]4[/dice]

Damage at 22 (Savage)
[dice]14[/dice]
One ace
[dice]18[/dice]

Total: 19

Shaken with 1 wound if his toughness is the same

Wild die at 22
[dice]5[/dice]

Shooting Wilk's 227 at 24
[dice]6[/dice]

Damage at 24
[dice]15[/dice]

Wild die at 24
[dice]7[/dice]

Shooting Wilk's 227 at 22 (Savage)
[dice]8[/dice]

Damage at 22
[dice]16[/dice]

Wild die at 22
[dice]9[/dice]
[dice]0[/dice]
[dice]3[/dice]
[dice]4[/dice]
[dice]6[/dice]
[dice]8[/dice]
[dice]10[/dice]
[dice]11[/dice]
Last edited by Thrudh Zebrem on Sat May 27, 2017 9:21 am, edited 1 time in total.
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 »

Anyone could be the next Gordon... I better keep an eye on the one they call Ember. I got Lucas with me and my vibro, Tic is ready.
Iron Tic was lounging some what uncomfortably in the Mk2 chatting it up with Hans and Ember. " So I am still a bit fuzzy on all this magic doing. Does it bring you satisfaction?" Tic takes a big bite of a meat burger while he listens for the response. Unfortunately it never comes as Hans Teleports everyone to the top deck as the call for aid was given. Tic looks at Hans reading the dwarve's thoughts. He gives a silent nod waiting for Hans to do what Hans does best. " Give me good satisfaction Hans."

Thus imbued the world passes by one slow Tic Tock at a time. Tic buffs out Han's armor briefly taking care of a piece of burger that accidentally got spattered onto it. Got to keep you looking like the man Hans.

Tic romps over to the "Nil", looking at the bow and stern of the ship. "Tic is heading starboard seeking satisfaction along the bow." Tic heads to the bow, grinning as he pushes pirates overboard and carving a couple up.
Turn 1 Actions
Action: move over to the Nil, and start knocking over board 16, 13 and carving up 14
Push on 16 ( +1 str mod, +2 moving 3", no MAP due to exalted quickness)
STR+3
[dice]0[/dice]
Wild +2
[dice]1[/dice]

Fighting with Vibro Sword on 14 (+2 unarmed defender, no MAP due to exalted quickness)
[dice]2[/dice]
Wild [dice]3[/dice]
Hit per GM
Damage AP4: 12
[dice]4[/dice]
[dice]5[/dice]

Push on 13 ( +1 str mod, +2 moving 3", no MAP due to Split the seconds)
STR [dice]6[/dice]
Wild [dice]7[/dice]
Second action
Second Action with Exalted Quickness, carve up 12, push over board 15, 17, end turn behind mast on O17 for cover
Fighting on 12 (+2 for unarmed defender, no MAP due to exalted quickness)
[dice]8[/dice]
Wild: [dice]9[/dice]
Wild ACE: [dice]10[/dice]
Damage AP4: 16
STR: [dice]11[/dice]
Wild: [dice]12[/dice]
raise: [dice]13[/dice]

Push 15 overboard ( +1 str mod, +2 moving 3", no MAP due to exalted quickness)
STR: [dice]14[/dice]
Wild [dice]15[/dice]

Push 17 overboard ( +1 str mod, +2 moving 3", no MAP due to split the seconds)
STR: [dice]16[/dice]
Wild [dice]17[/dice]
Wild Ace: [dice]18[/dice]
After the Melee, Tic heads to crouch behind a nearby Mast seeking cover against the eventual retribution.
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 »

"Goblins! Goblin Pirates! Goblin Skypirates!"

She moves toward The Marauder, toggling on the targeting mod in her helmet.

"Hey goblins! I'm gonna steal your ship! Haha! Pirate the pirates!"

She draws her vibrosword and her pistol and aims at a goblin.
The laser beam connects, but does little more than leave a mark on the goblin's armor.

I think I need a bigger gun.
OOC Comments
Notice [dice]0[/dice]
Wild [dice]1[/dice]
+2 general, +4 visual = 6 (general) or 8 (visual)

Move to G9

Draw two weapons
Agility [dice]2[/dice]
Wild [dice]3[/dice]
-2 MAP, -2 (no quickdraw)
8 - 4 = 4, success (ace, but raises don't matter)

Shoot at a goblin (if the draw succeeds)
Shooting [dice]4[/dice]
Wild [dice]5[/dice]
Bennie Extra Effort (with Elan) [dice]6[/dice]
2 +4 +2(armor mod) -2 MAP = 6, success

Damage [dice]7[/dice], AP 4 vs Toughness 15(8); no effect.
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
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Re: The 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Daniel »

Thus far:

Thrudh shoots 18, 20, and 21. They as Extras are incapacitated/or dead.
Gargamel shoots 24, who is now Incapacitated/or dead.
Tic kills/incapacitated 14, 12, ... poor 16, 13, 15 and dear gods 17 all plummet to their deaths.

The remaining human Sky Pirates look concerned. They'll take their turn soon. At least Alecto still needs to go right? Karchev you activated armor but are you doing anything combat too?

The Goblin Sky Pirates are agitated and fueled by anger now. They will attack also soon. Making sure you all have your turn first.

#24 is weilding two flaming swords! He is the captain. He bellows in anger.
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
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  • Hagen Lonovich - NPC

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

Post by Icosa »

Alecto's attention is immediately drawn to the goblin with the flaming swords. She hefts the plasma cannon around, leans into it, and pulls the trigger past the safety catch.

There's a clack as the firing aperture opens, revealing the seething maelstrom of blindingly hot ionized gasses within the magnetic bottle in the ignition chamber. The impulse coils hum malevolently, and then the air between Alecto and the goblin seems to catch flame! A sharp eye might notice the guide laser firing first, creating an ionized channel to help guide the plasma to its target...but you'd have to be very quick indeed.

Attack result: 10 to hit, 17 damage vs least armored part, and he's on fire.

[dice]0[/dice] attack or [dice]1[/dice] wild for [dice]2[/dice] MD plasma damage. Affects least-armored portion of target. 1 in 6 [dice]3[/dice] chance to ignite for 1d10/turn fire damage.

Wild Dice aces! [dice]5[/dice]

If the attack Raises, here's the bonus damage roll: [dice]4[/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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Karchev
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Re: The 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Karchev »

With his shimmering dark armor covering his body, Karchev once again summons his magic to his hands. Looking at his opponents across the skiff, he eyes 4 of the closest to him. Karchev sends 4 bolts of dark magic into those four separate foes.
OOC Comments
Cost 8 PPE

Targeting enemies 1-4

Target 1
Spellcasting [dice]0[/dice]
Wild [dice]1[/dice]
Damage [dice]2[/dice]
Wild [dice]3[/dice]

Target 2
Spellcasting [dice]4[/dice]
Wild [dice]5[/dice]
Damage [dice]6[/dice]
Wild [dice]7[/dice]
Ace [dice]16[/dice]

Target 3
Spellcasting [dice]8[/dice]
Wild [dice]9[/dice]
Damage [dice]10[/dice]
Wild [dice]11[/dice]

Target 4
Spellcasting [dice]12[/dice]
Wild [dice]13[/dice]
Damage [dice]14[/dice]
Wild [dice]15[/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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Daniel
Daniel (Lars)
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Re: The 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Daniel »

The Anti-Marauder

The Pirate Ship, The Nill is devoid of Pirates! The only person standing on the ship now that the burning pirate ran off the edge and all the others were blasted into the aether is our Iron Tic! Once the Nil is emptied of her pilot and crew the ship reacts to the lack of crew in a very noticeable way.

It turns off.
OOC Comments
Tic Roll a Notice Roll:

Fail = when your next turn comes you are either left behind on the floating, but still floating ship, if you don't try to get back to your ship...

or if you decide to get back to your ship you are at a -2 Trait Roll of Agility to get off the ship and back onto Gargamel's Sky Rider due to the rapidly slowing bad guy ship.

OR Success = if you want to not be left behind, roll a Agility Roll, with no minus to get back on the Sky Rider.


As the entire crew of the Nil is annihilated by the heroes, shot, stabbed or just as likely thrown to their death...I suppose those few are still alive - until their parachutist-less bodies plummet to the ground makes them explode on impact, the Nil rapidly slows down, yet it remains, still afloat, with in the Ley Line.

The Goblins can be heard from across the way, most seem angry, several seem to be angry but still able to laugh at the non Goblin pirates being so quickly dispatched.


The Sky Pirate Goblin Crew: Flek's Frakkers

The Captain of the Marauder, Flek, stands next to the ships steering wheel, the helm, and lifts his flaming gun up to ignite a cigar as he croaks out a few works in disdain towards the Nil and her lack of pirates.

The eleven goblin pirates all chuckle at whatever Flek said in Goblin. The 11 consist of:
  • Five (5) who look like they are carrying vibro blades and hand cannons. Parry 7 Toughness 15 (8)
    These Five are: Zo, Ro, Bo, Mo and Jo.
    Image
  • Four (4) who look like they are holding vibro blades and may be spell casters or psychics. Parry 7 Toughness 15 (8)
    These Four are: Kas, Vas, Gas and Nas.
    Image
  • One is Jazz (OOC Mage); Parry 7 Toughness 21 (6) {{{Also -- Greenish Magic Barrier adds 10 Armor}}} who looks like he has a vibro knife, hand cannon of some kind and who has just pulled out a instrument and is playing the loudest and most rotten music possible! (OOC his goblin friends are inspired +2 all Trait Rolls, and any Player Character to be within a LBT of Jazz is at -2 to all Trait Rolls).
    Image
  • One is Flek, the Captain of the Marauder. (OOC: Burster) Parry 7 Toughness 19 (8) {{{Also -- Flaming Fire Barrier adds 10 Armor}}} Flek
With the Nil "out of the picture" the Goblins take their round one actions and attacks.


(New Map - Round One - Goblins Go! )

Image


Round One, Goblins Go!
  • Swiftly jumping across to the Sky Rider the little goblin named Zo shoots a hand cannon at Karchev. (Hit & Damage 8 MD)
  • Swiftly jumping across to the Sky Rider the little goblin named Ro stabs at Sadie. (Hit & Damage 9 MD)
  • Bo jumps across also and shoots a hand cannon at Thrudh. (Hit & Damage 12 MD)
  • Mo shoots a hand cannon at Sadie. (Hit & Damage 4 MD)
  • Jo shoots a hand cannon at Alecto. (Hit & Damage 11 MD)
  • Kas spins a twirling dark blackish purple bolt of energy at Ember. (Hit & Damage 20 MD) SHAKEN, WOUND.
  • Flek puffs on his cigar, yells, "Get that short Mage", as fire bolts fly out at Hans. (Hit & Damage 12 MD, 16 MD, and 11 MD)
  • Vas spins a twirling dark blackish purple bolt of energy at Hans. (Hit & Damage 22 MD)
  • Gas spins a twirling dark blackish purple bolt of energy at Hans. (Hit & Damage 21 MD)
  • Nas spins a twirling dark blackish purple bolt of energy at Gargamel, and yells, "Die Pilot!" (Hit & Damage 24 MD) SHAKEN, WOUND, WOUND.
OOC Comments


Gargamel and Ember.

You both need to react to the incoming damage done to you. Go ahead and Post. I will try to wait to Post Round Two until you do Post. Thanks.

“At the beginning of their action, a Shaken character makes a Spirit roll to recover. On a failure, he remains Shaken. On a success, the character removes their Shaken condition and may take their action normally.”

Spirit Roll is on your turn. Vigor Roll (Soaking) is done once per attack upon you, each time costs a bennie. Also a bennie to remove Shaken can be done any time.





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

Post by Gargamel »

SHAKEN STILL
vigour roll 1 benny oddly enough
[dice]0[/dice]
ace
[dice]1[/dice]
shaken only
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
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Re: The 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Ember »

Soak
Success
Benny to soak, +2 Elan, -2 Jazz (not sure quite how big a LBT is, but probably in Jazz's AoE)
Vigor [dice]0[/dice]
Wild [dice]1[/dice]
1 Success, prevents 1 wound and not shaken
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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Iron Tic
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Re: The 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Iron Tic »

OOC Comments
Notice ship is empty and slowing [dice]0[/dice]
Wild [dice]1[/dice]
Fortunately Tic sees the ships drifting apart. He grabs onto a nearby length of rope, leaps over the nil using it as a fulcrum to swing himself under arround, and onto the Murader filled with goblins. As he goes over the edge of the Nil, he glaces back making sure the rope is tied to the mast. It is time for satisfaction.
Total 20 to swing onto the murader
Agility Roll [dice]2[/dice]
Wild [dice]3[/dice]
Burn [dice]4[/dice]
Burn Ace [dice]5[/dice]
Tic leaps straight off the starboard side letting out about 100ft of rope, he then grips it tight pulling it taunt. His swimg is yanked down beneath the ships and then using the nil as a fulcrum his momentum carries him back up towards the bottom of the three ships, he lets out a bit more rop to ensure his swing carries him up onto the deck on the maurader. With a thud he lands cracking some deck boards (I3). He flourishes his vobro sword, waving at Hans.

With a roar he yells trying to draw the goblins attention, " Tic needs some satisfaction!"
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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Daniel
Daniel (Lars)
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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

STORY

With astonishing reaction time, the heroes dispatched ... an entire ship of Sky Pirates! The Goblin crew seem amped up by Jazz and his astonishing music. Anyone who might get w/n 3 Pace (LBT) of Jazz is at -2 to all Rolls! The Goblins hoot and holler with excitement after their attacks on the heroes. They look fearless and ready to carry on with the attack.

As Tic hangs below the Marauder the Nil is left behind promptly. But whats this? The mighty Tic seizes the day and Burns like only a Juicer can, jumping overboard he swings around to land deftly on the Goblin Ship!

The Ley Line Goblin Sky Pirates Raid presses on against our heroes! Some forwards towards the Sky Rider, a few now turning to see who just boarded them from "behind". The "music" of Jazz can almost been seen in a nauseating wave as he plays on.


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 Spades = Hans
  • King Clubs = Ember
  • Queen spades = Goblins (they will be attacking you all) & Sadie (will attack one of them)
  • Queen Hearts (Shaken) = Gargamel
  • IB2 (Posts in whatever order after IB1 post):
  • 10 Spades = Karchev
  • 10 Hearts = Thrudh
  • 9 Hearts = Iron Tic
  • 6 Clubs = Alecto
Image

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

Remember, if you move locations please let me know where to. Thanks!

Jazz
https://youtu.be/qc7PT8aCYYI
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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Re: The 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Hans Greuber »

Notice: [dice]0[/dice]
Wild: [dice]1[/dice]
Ace Wild: [dice]10[/dice]
Re-Ace Wild: [dice]13[/dice]
Result: 13

Gotta protect Gargamel a bit… then overclock another couple combatants.
OOC Comments
Turn 1: Hans will use his Heisenbergian Recertainifying Resonance Solidifier on Gargamel, chrono-accelerate Ember, and move over to H11
Action 1: Armor on Gargamel
Armor: [dice]2[/dice]
Wild: [dice]3[/dice]
Result: 11 - Success with Raise. +4 Armor.
Action 2: Exalted Quickness on Ember
Quickness: [dice]4[/dice]
Wild: [dice]5[/dice]
Ace Wild: [dice]11[/dice]
Result: 13 - Success with Raise - Second Turn, -2 MaP, Minimum 8 Initiative, +2 Pace, +1 Agility Die
“Shut up with that g*dd**n yowling! It is worse than a dying Ogre! Nap time for you! Alecto, Ember... your turn... have fun!”
OOC Comments
Turn 2: Hans will chrono-accelerate Alecto, move back up next to Gargamel, and use his Subharmonic Slumber Inducer on Vas, Gas, Jazz, and Flek.
Action 1: Action 2: Exalted Quickness on Alecto
Quickness: [dice]6[/dice]
Wild: [dice]7[/dice]
Result: 5 - Success with Auto-Raise - Second Turn, -2 MaP, Minimum 8 Initiative, +2 Pace, +1 Agility Die
Move to F9 to give Gargamel some cover
Action 2: Greater Slumber (MBT 4 Inch Diameter) on Vas, Gas, Jazz, and Flek.
Slumber: [dice]8[/dice]
Wild: [dice]9[/dice]
Ace Wild: [dice]12[/dice]
Result: 13 - Success with Raise(s) - All 4 Must make a Spirit Roll at -4 (Before their bonus) or fall asleep for 1 minute. In order to be awakened, it takes a FULL ROUND of active effort for each sleeper.
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)
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Re: The 2nd Adventure ... Solid Oxide (Part 1: Getting There

Post by Daniel »

With Hans casting Slumber on the four Goblins:

Jazz halts in his tunes for a split second to give the stink eye to the dwarf. Jazz then continues to play unfazed.

Flek grumbles and yells profanities at Hans as he jumps up and down, also unfazed.

Both Gas, and Vas drop to their knees. Slip forwards and tumble off the airship. Dropping to their deaths while asleep.
OOC Comments
Ember up. Then NPCs.
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
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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 »

"Holy expletive, Batman!" Ember shouts when she feels Hans' magic take hold.
Okay, okay, I can do this. I'm a merc now, what kinda merc don't know how to fight? I wish I had a grenade. Well, you don't have a grenade, so work with what you've got. Maybe some psychological warfare. Let's see... that 'music' is clearly supposed to unnerve us, so insulting it is likely to just encourage him... so maybe if I seem to enjoy it...

Ember starts... well, 'dancing' wouldn't be quite the right word, but it's probably a bit closer than 'convulsing', though some might thing it is the latter more than the former.
"Oh yeah, Sax-man! Sax me up! Play that horn! Louder, louder, more, more, more!"
In her wild, er, movements, Ember steps back a bit, shielding Gargamel with her body. If he goes down, the whole ship might go down...

Without waiting to see whether or not her efforts have had an effect, she levels her pistol at the sax-goblin and squeezes off a couple of shots, trying to knock the instrument from the ugly little thing's hands.

She then turns her Attention to the goblin that jumped onto their boat, giving him some of the same treatment.
"Hey shortstuff, I'm a better dancer than you, huh?"
That one's probably true, actually. She thinks, as she fires two shots at the goblin.
OOC Comments
Notice [dice]0[/dice]
Wild [dice]1[/dice]
6 +4 visual, +2 other = 10 visual, 8 other

Turn 1: "Dance" to F10, Taunt Jazz, Shoot at Jazz (double-tap, disarm); MAP offset by Ex. Quickness
Action 1: Taunt Jazz (opposed by Smarts)
Taunt [dice]2[/dice] (untrained smarts, but Jack of all Trades)
Wild [dice]3[/dice]
4 (opposed by smarts, so probably fails; if not the shooting is at +2.

Action 2: Shoot at Jazz [total modifier, -1: +2(targeting enhancement) +1(double tap) -2(disarm) -2(unstable platform); net +1 if the taunt succeeds]
Shooting [dice]4[/dice]
Wild [dice]5[/dice]
4 -1 or +1 = 3 or 5
IF the taunt fails, I'll spend a benny for extra effort (with Elan):
[dice]6[/dice]
Ace! [dice]7[/dice]
So, either total of 5 (taunt succeeded) or 14 (taunt failed, benny spent, 2 raises)

Damage (+1 for double tap), and Jazz must also make a Strength roll against the damage amount, failure means he drops the sax.
[dice]8[/dice]
Double Ace! [dice]10[/dice][dice]11[/dice]
Quadra Ace! [dice]12[/dice][dice]13[/dice]
If the benny was spent, raise damage: [dice]9[/dice]
So...
If the taunt succeeded, 31 damage (AP 4)
If the taunt failed, 36 damage (AP 4)
I think that kills him... if not, I think I lasered off his arms and that's why he drops the sax. :o


Turn 2: Taunt Bo. Shoot Bo (double tap, but no disarm). Still no MAP.
Action 1: Taunt Bo
Taunt [dice]14[/dice] (untrained smarts, but Jack of all Trades)
Ace! [dice]18[/dice]
Wild [dice]15[/dice]
4+2 = 6, opposed by Smarts.

Action 2: Shoot Bo (net mod +1, or +3 if the taunt succeeds)
Shooting [dice]16[/dice]
Ace! [dice]19[/dice]
Wild [dice]17[/dice]
16 or 18, either way a hit with raise.

Damage to Bo (+1 double tap, +1d6 raise):
[dice]20[/dice]
Triple Ace! [dice]21[/dice]
Quadra Ace! [dice]22[/dice] (once again denied the penta)
31 damage.

I think that's 2 dead gobs, for the price of 4 shots of my pistol and (probably) a benny.
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)
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 »

Although her taunting failed to unnerve the goblin, Jazz is still blown over board in an eruption of guck and blood as his saxophone flies up in the air and drops to the deck of the goblin sky pirate ship. Jazz gone now, the sax lays silent. Several of the goblins grumble at the lack of tunes. Bo's mutterings are cut short by his death. Shot up the little green guy tumbles off the Sky Rider.


Sadie slashes her crackling blue-white Psi Sword out at the goblin named Ro. The two briefly exchange jabs and slashes, the Cyber Knight quickly dispatches the goblin. Just as Sadie cuts down the green pirate she steps back from the dead creature then crys out. Her blade disappears and she drops to her knees holding her head. Moaning in pain she mutters, "Sayeen...no."

The rest of the goblins attack.

Zo shoots at Karchev, an energy blast from the hand cannon strikes the Line Walker doing [dice]0[/dice]. Ace Damage add [dice]3[/dice]. Total = 17 MD. UNFAZED.

Mo shoots his cannon at the Cyber Inight seeing she is distracted. He hits doing [dice]1[/dice]. UNFAZED.

Kas spins around upset at the lack of music. A shadowy bolt of energy strikes out of his little green hand at Iron Tic. The bolt hits doing [dice]2[/dice]. Ace Damages. Add [dice]4[/dice]. Total = 25 MD. SHAKEN, WOUND.

Flek, flames circling in a wild mad dance all around him as he fuels hate and destruction into his fire bolt screams, "Get that damn dwarf! He's ruining everything!" Flek starts moving like he is on crack, Juicer fast. (Hans will recognize the effect: Quickness) A fiery bolt rips out of his red forehead as he pulls the trigger on his flamethrower looking Weapon. Enraged and enhanced the bolt of concentrated fire flies at Hans connecting with the dwarf in a smoky impact. [dice]5[/dice]. With a jittery speed the little red goblin mentality projects a second bolt of fire at his new mortal enemy Hans. [dice]6[/dice]. Ace Damages. [dice]7[/dice]. Total = 27 MD. UNFAZED. UNFAZED.

Nas, dances around madly pointing at Flek and giggling.
OOC Comments
Will any Goblins live to see round three?!
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)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
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  • James T - NPC
  • Hagen Lonovich - NPC

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Gargamel
Bronze Patron
Bronze Patron
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 »

"Take the wheel Hans, I have got these."

He released the wheel, shooting Nas with his shard pistol as he pulled his C-18 pistol from its holster. Little sod shot him so he was getting it back. With Nas down, he opened up on Flex and one of the others. He wasn't used to the Coalition pistol and having now used it was considering losing it. His Shard pistol struck their leader but was unable to hurt him.

"Time to switch to the blade" He said to himself.

OOC Comments
Wait, as had been pointed out, not actually shaken as I absorbed the wounds

minor action to draw pistol
[dice]0[/dice] shooting with shard pistol at Nas
wild dice [dice]11[/dice]
[dice]13[/dice]
[dice]14[/dice]
ace[dice]16[/dice] 17 damage AP 1
[dice]15[/dice]

2nd actions from Quickness
[dice]1[/dice] c-18
[dice]12[/dice]

[dice]2[/dice] Shard Pistol
one hit on Flex with shard pistol with 3 round burst
extra effort to raise that[dice]9[/dice][dice]10[/dice]


[dice]3[/dice]
[dice]4[/dice]
ace damage[dice]6[/dice]
and again [dice]7[/dice]
raise damage [dice]8[/dice] 25 damage with 1 ap so not enough to hurt him but 15 total for reduce vigour to resist
[dice]5[/dice]
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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