00.2.5 [2017] The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

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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)

00.2.5 [2017] The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Daniel »


Arkansas: https://db4sgowjqfwig.cloudfront.net/ca ... 1495216485
As the two ships (The Sky Rider & the Goblin Marauder) travel across the sky, now far away from any Ley Lines, the lush forested ground below idly passes by. Rolling green jungle, forested hills, and a rushing blue river make the world seem mellifluous. In the distance the heroes can see a bridge across a deep ravine. With the sun lowering behind the hills, darkness spreads across the land. It is late.

Side View of Bridge: https://db4sgowjqfwig.cloudfront.net/ca ... 1489944300

Top View of Bridge: https://db4sgowjqfwig.cloudfront.net/ca ... 1489944376

Your current approach is bringing you towards the left wing and the Stone Sign. From a quarter mile away you can see the bridge. It looks like there may be a camp fire inside of the "pilot" area of the "plane".

The young girl is still sleeping, below deck, where she was placed.

The Cyber Knight also sleeps, fitfully.

The Marauder leads the attack, the Sky Rider close behind.
OOC Comments
Post your mini-lude and then I'll let you know what you encounter in your dynamic assault.
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 2: Fex Bridge)

Post by Iron Tic »

Iron Tic, sits in his cabin munching on the last of his delicious meat burgers. Well Tic, this is it. There is no going back from this. What are you going to do next? He finishes off the last one with a large gulp. " Well that was the last one..." He looks at his gimbled weapon and smiles. " Ok Lucas, are you ready to go?" He stands shouldering his gear and getting his gimble sorted out. He looks around clearly missing his vibro-sword. Not good Tic, not good... Iron Tic walks around the murader looking for something that could replace his vibro-sword.
Looking for a new weapon-Total 15
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Ace [dice]2[/dice]
Ace [dice]3[/dice]
Maybe he finds something!
Prior to the attack
Tic finds a nice length of rope and ties it to the main mast, holding it he brings it with him to the bow of the ship. There he stands at the edge, his weapons drawn, and Lucas attached to his hip. Tic is ready for war!
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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Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Thrudh Zebrem »

Thrudh speaks up. "Change a' plans. That big gun ain't somethin' we need poppin' off at us. Ember and Alecto, think you two can sneak up and either take it out or take it over? I'll sit back with Eleanor as ground assault. Let's get Hansie in the Marauder, another pilot in our boat, and divvy the rest a' ya between the boats. Marauder runs interference once the big gun is down, me 'n our boat come in blazin' once the fracas starts."
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Ember
Posts: 106
Joined: Thu May 04, 2017 1:24 pm

Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Ember »

"Yeah, I can do that - easy peasy."

She looks at the map, and points at a spot.

"Drop us off here, then circle back around front. It'll have to be by ground or they'll see the 'boat circling around."

She points at another area.

"See these hills? You should be able to park the sky ships out of sight there until we're ready."
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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Location: The Black Company

Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Gargamel »

Notice [dice]0[/dice]

Gargamel looked at the map

"I will be ready to fly in but not while the cannon is still active. That is a suicide run and likely to get a ship or two destroyed.

Gargamel landed the sky rider behind the hills to stay out of sight
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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Icosa
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Location: 1st SET

Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Icosa »

Alecto peers at the map and nods.

"A sound strategy. There is adequate natural cover for a stealth approach."
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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Location: Former Alias (GM name) was Lars (2016-2022)

Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Daniel »





















ASSAULT ON FEX BRIDGE AND THE CANNON TOWER





















The Black Company Mercenaries throw together a sound assault plan on the tower and bridge. The bridge being the location of the Last Transmission by the Legion Cargo Team, who were being escorted by the Second SET Traitors. Mission, recover Solid Oxide cargo and dispatch the 2nd is underway. Clues as to where the cargo is now and what the 2nd are up to might be found at the bridge. Additionally, the Mercs might be able to find someone here who knows how to locate the City of Gloom (were the 2nd are likely now). First things first, take out the Cannon on the Tower (its a three story pre rifts observatory converted to have a large cannon a top it). Then roll and fly in on the Bridge (Crashed Fed Ex Jet now used as a bridge). Third, assault and defend and investigate...

Image

The Stealth Team (Alecto, Ember) make their way across rocky ground and through dense woods they move into position. It is no simple hike through the woods. A quarter mile stroll takes them roughly 3 hours. In part to the treacherous ground they have to cover and partly due to three times along they way they were fortunate enough to spy simple traps. Avoiding the traps and staying undetected they approach to Cannon Tower. (See Map A) Both Alecto and Ember see the front door to the Cannon Tower from their hiding spot. There appears to be two guards standing out front of the doors. Both are Lizardmen of some kind. Wearing a mix of old looking tribal gear and and collected parts of sewn together new age armor. They both have a dagger and a high tech rifle.

GUARDS: (RS1 and RS2)
Image
MAP A:
Image
MAP B: Top Outside view of the Cannon Tower

Rapid Response Team: Thrudh (in Eleanor). The Grackletooth puffs on a cigar and waits for a radio call to respond. Eleanor hums and waits, hidden close to the dirt road that leads up to the wing bridge. When called Thrudh will be able to pull out of cover and concealment and be at the edge of the wing bridge in two rounds. Any closer right now and he would be visible to who ever is in the old Fed Ex Jet, with a campfire.

Decoy/Primary Assault Team: Gargamel, Hans, Karchev, and the Iron Tic aboard the two sky skiffs are also close by and hidden by the rocky terrain. They are positioned to be under cover and concealment and equal distance to both the Fed Ex Jet and the Cannon Tower depending where they should need to respond to. Awaiting a radio broadcast to respond they stand by, once they respond, they are one round away from the bridge or tower.

Sleeping Beauty(s): Sadie is still passed out on the Sky Rider, below deck, when Karchev last checked on her the Cyber Knight was flush, had a fever and was groaning softly. She appears healthy otherwise, but will not wake up. The Child with Demon Eyes appears worn out, she will wake groggily if pushed to, otherwise she sleeps fitfully. She does not appear sick, just tired.










































I await Alecto and Ember posting their next actions. Both of you please include a Notice Roll when you post. Thanks!

If attacking is part of your post, yes you have The Drop on the two visible Guards.

To summarize: There is someone in the FED EX Jet. There are Two Guards out front of the Door to Cannon Tower.

OOC Comments
As Thrudh is prone to saying, I love it when a plans comes together.
https://www.youtube.com/watch?v=FPQlXNH36mI
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 2: Fex Bridge)

Post by Ember »

Pointing through the woods at the lizard-y guards, Ember motions for Alecto to hold and be silent.
She draws the silvered vibroblade - better to be prepared just in case - and peers around, looking for additional guards, security cameras, watchers in windows, and so on.
It seems a pretty straightforward guard rotation... but no sense rushing in without full intel. That's a great way to get caught.
OOC Comments
Notice [dice]0[/dice]
Wild [dice]1[/dice]
7 +4 Visual, +2 Other = 11 Visual, 9 Other

Stealth [dice]2[/dice]
Wild [dice]3[/dice]
Ace! [dice]4[/dice]
6+3+2 Woodsman = 11
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 2: Fex Bridge)

Post by Icosa »

Alecto nodded, having seen the two sentries as well. She scans the treelines and elevated positions nearby as well though, reasoning that additional ranged coverage was likely. The area around the base was too congested to be safe with just two guards. Patrols in the jungle around the base were also likely, and she glanced around for any signs of such a thing as well.

Notice [dice]0[/dice]
Wild [dice]1[/dice]
+2 for visual perception, also has IR/UV/magnification, etc etc.

So 6 or 8 on perception.

Stealth [dice]2[/dice]
Wild [dice]3[/dice]
EXPRODE [dice]4[/dice]
NUCLEAR EXPRODE [dice]5[/dice]

Stealth, ah...17.

like a shadow...in the night...
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 2: Fex Bridge)

Post by Daniel »

Both Alecto and Ember carefully move into position. Looking around more they do not see any other Lizardmen, other than the two by the front door. However what they do see a human female hiding across from their point of view. The woman does not appear to have seen either Merc yet. The woman is holding a camera and crouching down in the bushes hiding.
OOC Comments
Updated MAP A see point 1 A on map.

Image
Your actions?
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
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Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Icosa »

Alecto comms Ember with a tightbeam transmission.

"I do not see further guards, but there is someone due north of our position just past the far side of the installation. She possesses a recording device, and markings on her armor suggest she is affiliated with a group called 'press.' Due to her concealment, I cannot tell if she is armed or not. If we wish our attack on the guards to be unobserved, we will be obliged to neutralize her first."
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 2: Fex Bridge)

Post by Ember »

Ember returns the message with a tightbeam on the same frequency. Her comms cybernetics were quite handy at times.

"Ug. The press. Such nosy busybodies. We should be able to stay out of her line of sight though - just stay to my right. Hey, how are you at climbing? I'm not so eager to burst through the front doors, but I bet we could climb up easy enough. See how the walls meet up? We should be able to brace against the sides there - should be easy as cake, and I've got climbing gear, too. Well, here we go. I'll take the left guard, you take the right. Get the left one too if I don't get him fast."

She bursts out of the foliage, vibroblade swinging...
OOC Comments
Free action move to M3.

Fighting [dice]0[/dice]
Wild [dice]1[/dice]
Using adventure card: Extra Effort [dice]2[/dice] (almost forgot I had that)
5+5 = 10 (14 with The Drop)

Damage [dice]3[/dice]+2+[dice]4[/dice] (raise [dice]5[/dice])
2+2+8 = 12 damage (16 with The Drop) AP 4
If the attack got a raise: 12+3 = 15 (19 with The Drop) AP 4
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 2: Fex Bridge)

Post by Daniel »

Ember moves on the Lizardman Guard on the Left. His Pace: 8, Parry: 8, Toughness: 18 (8). These guards are extras with identical stats. Ember hits, and does (19 with The Drop) AP 4 = This cuts the Guard down. Standing over the dead Guard Ember looks over at Alecto and the Right Guard and sees....
OOC Comments
Once Guards are dispatched if you are climbing roll climb skill....let me know what you are doing. Tell me the story. You go inside bottom floor or climb to top. Either way I will pick up as Gm once you go inside or get to top.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

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

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

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
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Icosa
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Joined: Fri Mar 31, 2017 9:06 am
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Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Icosa »

Alecto bursts from the bushes when Ember makes her move, and crosses the space between their hiding spot and the guards at a dead sprint. Her sword is drawn as she moves, and with the momentum of her run she drives it through the guard's helmet then wrenches it down. The weapon cleaves through armor, through flesh and bone, bisecting the unfortunate guard to the waist. Alecto quickly twists away from the resulting geyser of blood and shoves him so he 'points' away from the two as he falls.

She gives Ember a nod, then replies to her question via tightbeam. "I do not have expertise in free climbing, though if you have rope I could get up after you."

Attack: 11 to hit, 28 damage. AP 4.

[dice]0[/dice] to hit, for [dice]1[/dice]

Dear mother of god, two damage explosions.

[dice]2[/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
User avatar
Ember
Posts: 106
Joined: Thu May 04, 2017 1:24 pm

Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Ember »

Ember, pleased with her successful take-down turns just as Alecto strikes.

"Whoa." This being the first she has seen the other woman 'working' up close, she cannot help but verbalize it, though not loudly.
That's a pro, right there.

Gathering her senses, she transmits back by tightbeam.

"There's some rope and stuff in the pack they gave me."

She slides her standard issue NG-S2 from her back and pulls out the climbing gear. Stepping around the bloody pools, she slips between the architectural elements to the corner where the two circular walls meet.

"Yeah, this is a good spot for climbing. I'm no expert climber, but sometimes it's easier to get in from a second story, you know?"

Re-securing her pack, she sets about preparing for the climb.

"I'll go first. That way if someone finds us we won't both be unable to fight."
OOC Comments
Notice [dice]0[/dice]
Wild [dice]1[/dice]
+4 Visual /+2 Others
7 Visual, 5 Other senses (note: 360 degrees with sonar and radar from Expanded Detection Security Array)

Climb [dice]2[/dice]
Wild [dice]3[/dice]
+2 (Thief) +4 (modern climbing gear)
3+2+4 = 9, +/- other climbing mods (pg 24 of the SW Explorer Edition)
Success, possibly with raise
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
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Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Daniel »

Ember successful climbs up to the second story. From her vantage she can see into a darkened room beyond a closed glass window. Below she sees Alecto waiting. Securing the rope here is possible, if you get inside window. Success on a Notice Roll to get window open. Or if she (Ember) would like to go all the way up to top roof area that's an option too.

Both Alecto and Ember hear the woman with Press on her armor making her way closer to Alecto. She is surprisingly quiet but you do hear her coming.
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)
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NPC Accounts
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Ember
Posts: 106
Joined: Thu May 04, 2017 1:24 pm

Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Ember »

"Press incoming. Try not to kill her, but keep her quiet. Knock her out if you have to. I'll head to the roof and disable the cannon."

She continues climbing. When she reaches the top, she peeks over the edge to scope out the roof without being easily seen.
OOC Comments
Various rolls, in case they are needed.

Climb [dice]0[/dice]
Ace! [dice]8[/dice]
Wild [dice]1[/dice]
+2 (Thief) +4 (Climbing Gear)
4+2+2+4 = 12

Stealth [dice]2[/dice]
Wild [dice]3[/dice]
+2 (Thief or Woodsman)
4+2 = 6

Notice [dice]4[/dice]
Wild [dice]5[/dice]
+4 visual, +2 other (including 360 degree radar and sonar)
5 +4/+2 = 9 visual, 7 other

Common Knowledge (regarding the canon or anything else relevant)
Smarts [dice]6[/dice]
Wild [dice]7[/dice]
6 +/- any GM modifiers
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 2: Fex Bridge)

Post by Icosa »

Alecto frowned, but Ember was already on top while she herself was on the ground. It was reasonable that she be the one to dissuade the woman of 'press.'

She took a position near the corner and listened carefully, ready to pounce the moment the other woman was visible.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

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

Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Iron Tic »

Iron Tic holds steady at the bow of the air ship, with his rope in one hand and a impact hammer of goblin design in the other. That was some luck finding this satisfying hammer under the stairs. Rock on Tic! Having eaten the last of his delicious burgers he had little to occupy his attention except the mission at hand.
" Hans!" Tic Roared, " We need to get in there now! I can't stand this waiting game." The frustration of waiting was maddening to someone who had never waited for anything. Tic paces back and forth at superhuman speeds putting a small rut in the deck boards. Maybe I should just turn the wheel and take us in now... Tic you can't pilot! Argghh that would never stop a hero! Tic eyes the wheel of the airship for a moment or two.
He clicks the comms this time instead of roaring into the air, he firmly states, "Get us in Hans, its time for satisfaction!"

Tic crouches low with his gear at the ready, one hand firmly on an anchoring rope. He is ready to swing into action and deliver maximum 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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Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Daniel »

EMBER / ALECTO

Alecto sees the Press climbing up the wall like a spider and go up top out of her view.

The Press is located at a higher point than Ember even.

Three Lizardmen are up here. All armed with energy weapons. None see you yet.

Image

Next?


THURHD

As you stand by in your dear Eleanor you hear a knocking on the side of her. Located at the side door of Eleanor some or something is knocking on her metal door. Boom boom boom. Some of the bushes and trees on your right side sway a little. Whatcha do?


Gargamel, Hans, Karchev, and the Iron Tic aboard the two sky skiffs have heard nothing for a while. However located where you are you can see from your vantage point, 6 lizardmen with swords and energy guns chasing 2 human kids around 10 years old out of the bushes and onto the dirt path.
Actions?
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
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Icosa »

"Ember, lower a rope," Alecto whispered up urgently. "The press woman has climbed after you."
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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Thrudh Zebrem
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Posts: 264
Joined: Sat Apr 01, 2017 9:57 am

Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Thrudh Zebrem »

Thrudh starts at the sudden knocking. What the fraz?! Checking Eleanor's sensors, Thrudh readies his rifle and a silver knife in his tail.
Rolls
Notice with vehicle sensor suite
[dice]0[/dice]

Wild die notice
[dice]1[/dice]
Thrudh hits the Crazy Eight's coded channel, as quietly as a grackle can. Which one a' you jokers is knocking at the door?! Yer gonna wake the bad guys!

"We don't want none! Take it down the road, 'fore I tear a new hole in ya!"
Thrudh prepares to pop the hatch and greet whatever is on the other side.
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 2: Fex Bridge)

Post by Hans Greuber »

Notice: [dice]3[/dice]
Wild: [dice]4[/dice]
Result: 3.

Well, better deal with those guests as quick as possible.

Hans prepares his Chrono-accelerator and gives Tick a jolt with it.
OOC Comments
Starting PPE depletion: 5-[dice]2[/dice]=0 - Just finished fully replenishing after powering armor.

Casting Exalted Quickness on Tick
Tw: [dice]0[/dice]
Wild: [dice]1[/dice]
Result: 11. Success with Raise. 2 turns per round; 2 less MAP per turn, +1 Agility die, +2 Pace; Minimum 8 on initiative. Cost 9 PPE.
"There you go, Tick. Protect those children!"
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
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 2: Fex Bridge)

Post by Gargamel »

He saw the Lizardmen chasing the children. Sighing, he looked at Hans and Iron Tic

"Once more unto the breach as the bard would say." he winked at Hans before drawing both of his swords and jumped down from the Sky Rider

"I do not imagine that two small children are much of a threat to you. How about we dance instead?" He smiled at them as his swords swung out at them.
OOC Comments
ignore this one. see comments on the next one

Right hand - BFD [dice]0[/dice]
wild dice [dice]3[/dice]
[dice]4[/dice]AP 4

Left hand - Vibrosword [dice]2[/dice]
wild dice

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


Improved frenzy
[dice]7[/dice]

If a raise [dice]8[/dice]

OOC Comments
sorry, don't know what happened. but all my dice went screwy when I tried to add damage rolls in, overwriting everything
rerolling everything
spending first action to go down safely
activating battle fury blade
Now have quick, frenzy and beseark and +4 armour for 18(11)

BFB [dice]9[/dice]
wild dice [dice]10[/dice]
[dice]1[/dice] AP 4

Vibrosword
[dice]11[/dice]
wild dice [dice]12[/dice]
[dice]13[/dice]
[dice]14[/dice] AP 4
Exploding Ace [dice]18[/dice] 19 damage


Frenzy - BFB
[dice]15[/dice]
wild dice [dice]16[/dice]

[dice]17[/dice] AP 4
I am guessing that those should all hit
Last edited by Gargamel on Sat Jun 24, 2017 9:27 am, edited 6 times in total.
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
Ember
Posts: 106
Joined: Thu May 04, 2017 1:24 pm

Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Ember »

"She's what? Actually, that's a good thing. Just what I need, a distraction. There are three of those lizard things up here. When they go for her, I'll go for them... oh, the rope? Yeah, I suppose that's a good idea..."

Bracing herself against the walls of the alcove - her armor's exoskeleton doing most of the work - she lowers the rope to Alecto.
Thrudh Zebrem wrote:Which one a' you jokers is knocking at the door?! Yer gonna wake the bad guys!
What the hell is he on about? Isn't everyone else on the boats? Focus, Embralai. You've got enough to deal with in front of you.
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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Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Icosa »

Alecto grabs the rope and starts hauling herself up with surprising aplomb! Maybe it's just the pressure, or maybe there's a co-processor in her somewhere that 'remembers' how to climb even if her main CPU doesn't...but she gets up that wall in good time!

(OOC Dunno if a roll is needed for climbing a rope, but just in case!)

[dice]0[/dice]
[dice]1[/dice]

(Wild explode!)

[dice]2[/dice]

...this is just getting silly now. :)

[dice]3[/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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Iron Tic
Posts: 73
Joined: Sat Mar 18, 2017 7:35 am

Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Iron Tic »

With Hans using the chrono accelerator on the Iron Tic, the world around him slows to a crawl. Tic smiles at Hans and gives him a thumbs up. Tic cocks his head slightly seeing a small smudge on Han's armor. He wips out a cleaning cloth and in between the tocks of a clock buffs it right out. Always got to keep the main man Hans looking nice! "Right Hans, we got those kids. Don't get shot out of the sky! Its satisfaction time." With one last look at Hans Tic leaps off the skyship holding his archored rope tight and swinging onto the ground ready to pound some lizards.
Quickness
Quickness:2 less MAP per turn, +1 Agility die, +2 Pace; Minimum 8 on initiative.
Agility Swing, 1
Agility: [dice]0[/dice]
Wild [dice]1[/dice]
He rolls up on the ground letting the rope go and races to the Lizardmen chasing the human kids. He gives Gargamel a hi-five on the way yelling "you take the left I'll get the right!". As he approaches he nods to the kids with spears. He grins at them. " Don't worry guys the Black has your back. Lets get satisfaction."
Action 2 move and fighting attack, No map from quickness
Tic moves 22 paces into the throng of the lizards swinging wide and wild with his goblin impact hammer, focusing in on the ones on the right.

Fighting vs Lizardman #1: 9 to hit
Fighting:[dice]2[/dice]
Wild [dice]3[/dice]
Damage: Str+2d6: [dice]6[/dice] [dice]7[/dice]
Split the Seconds: Fighting vs Lizardman #2:
Fighting: [dice]4[/dice]
Wild: [dice]5[/dice]
Crit Failure!!!

Iron Tic looks at the goblin impact hammer after he strikes the first lizardman to no effect. Not good Tic, why did you not let Hans look it over? This thing might be broken. As if reading his thoughts, as he winds up for another strike, the hammer flies out going the other direction at the speed of a railgun round. Tic looks at the hammer literally falling apart in his hand. What just happened? Then he sees the lizardmen laughing, not at him but at one of the kids he was trying to protect. Sadly the hammer portion has barrelled straight through one of their legs. Oh no! Tic not good.
Iron Tic roars into the comms frantically calling for help, Hans! Hans! I hit a kid, oh no there is so much blood! Hans! Help me please!

Turn 2

Seeing the kid crumpled on the ground he tosses the useless impact hammer aside. Tic pushes one of the Lizardmen away trying to get to the kid to see if their is something he can do to help.
" Out of my way Lizard!"
Action 1, Push Lizard
STR: [dice]9[/dice]
Wild:[dice]8[/dice]
Tic rushes to the kids side, and pulls him close. "Quick Tic has you kid, I am so sorry..." Barely a whisper he says, " I was trying to be a hero." Tic looks down at the kid looking at his leg. Oh man Tic, this leg is barely even on...Son of a, I left my survival bag on the ship! There are some vines and leaves, a bit of cloth. Maybe with a bit of luck I can get this leg fixed.
Action 2 Heal the leg, no map from Quickness
Heal [dice]10[/dice]
Wild [dice]11[/dice] -2 from untrained, -2 for lack of tools
Tic cries out as he cannot get the kid's leg reattached. His hands are wet with blood and he looks around desperately for something to help him. The juice, maybe, just maybe. Quickly before the heart can beat, he detaches one of the tubes on the juicer rig and sprays the kid's leg with the chemicals while pushing the two halves of the leg together. Common, work, work!
Split the second action
Split the seconds and heal the leg with Juice, 5 a success!
Healing: [dice]12[/dice]
Wild [dice]13[/dice]
Burn: [dice]14[/dice]
The kid's leg rapidly heals.
Tic breathes a sigh of relief looking at Gargamel, and the approaching Lizard men. " I got you kid, Tic has you." Tic hits his comms while adjusting his juicer rig, the relief in his voice is evident." I got the kid, he's alright."
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 2: Fex Bridge)

Post by Daniel »

ALECTO & EMBER

Image

As Alecto stealthily and quickly reaches the top of the rope and stands next to Ember both of them hear a female voice on their short range comm:

"I have to wizard looking one in the cannon chair thing sighted. I can shoot it if you are ready. My silencer is attacked ladies."

There are three Lizardmen on the roof. One who is sitting at the cannon, and two others. All in MD armor and with MD weapons.

It is only a matter of time before they look your way. For now, you have the Drop.

NOTE: L1 L2 and L3 Pace: 8, Parry: 8, Toughness: 19 (9).
OOC Comments
More for everyone else on the way.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

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

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

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

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

Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Daniel »

HANS & KARCHEV

Image

Aboard the Skiffs. Hans watches as Tic and Gargamel jump down to the lizardmen and kids. Both the Techno Wizard and Ley Line Walker named Karchev hear a screaming (in pain) coming from the room that the Cyber Knight Sadie is in. Turning to look they two mages of the Black Company see a decrepit looking old woman in Sadie's armor stumble out onto deck. A second later it becomes obvious that it is Sadie, aged and haggard. Stumbling she steps forward and her leg cracks. Like dust on the wind she scatters into a million particles and blows away overboard leaving a empty husk of Cyber Knight armor to fall to the deck. A faint cry of wind eerily screams and fades.

The door to the young girls room opens and two persons step out of the room.

One is the young, little girl, older and looking to be around 16-18 years of age. The dark look in her eye is added to by her wicked grin.

Image

The other individual is a male who looks almost like he is a cross between a Elf and a Psi Stalker, his feral look is added to by hes scrathy voice which says, "Found you. Defilers of Dis. I reclaim our egg, my Necromancer Princess Ari, and I, the Hunter of Dis, will kill you now."

Image

INIT ORDER:
HANS
KARCHEV
DIS HUNTER NOTE: Pace: 18, Parry: 10, Toughness: 26 (6). WILD CARD and +4 Arcane Resistance
THE GIRL NOTE: Pace: 8, Parry: 8, Toughness: 18 (6). WILD CARD
OOC Comments
More for Thurd, Gargamel and Tic, on the way..........
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
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Daniel
Daniel (Lars)
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Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Daniel »

THURDH

The thumping on the door out side stops and you see the door to Eleanor opens (opened by he who is outside!).

Thurdh is quick to react to this as he sees a fellow Jin Roh on the other side of the doorway. The one outside mirrors Thrudh, in enjoying a cigar. The Grackletooth is dressed in a SAMAS power armor suit with the words 2ND SET on its wing. A noticeable difference between the two as they spy each other is, the fellow outside winks at Thrudh with a dead eye. He is obviously undead and the stench of that waifs inward at Thrudh. Chuckling the creature out side lifts his rail gun to fire at Thrudh.

Image

INIT ORDER
THRUDH
LOCK (the Grackle Tooth in SAMAS armor, an undead former member of the Second SET, who is about to shoot at Thrudh)
NOTE: LOCK Pace: 8 or fly 30, Parry: 6, Toughness: 17 (8). WILD CARD

OOC Comments
Gargamel and Tic, on the way.....
Agents of Titan Robotics Industries (AoT)
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• 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)
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Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Daniel »

GARGAMEL & IRON TIC

As Iron Tic holds the injured kids, Lizardmen swarm around him, and cackle and hoot war cries. Even though Gargamel has cut down a few lizardmen a few more run out of the bushes.

Gargamel, Tic and two kids find themselves surrounded by six lizardmen. The kid that Tic holds, thanks Tic in a odd dialect of English then touches a smattering of colors on his shoulder and shakes. Tic sees his healing job on the kids leg glow and heal the rest of the way. Wiping a tear of pain away the boy stands up and looks totally healthy now. The combined efforts of both heals has worked. The two boys touch their colorful (painted on?) skin and weapons appear in their hands. Swinging the clubs the boys nod at Gargamel and Tic and face off with the Lizardmen warriors. One boy lets out a cry of war and raises his club high. He then touches a painting on his chest and pounces with with inhuman (magical?) swiftness at a Lizardman striking it with the club. The lizardman's armor cracks. (MD on MD). The other boy touches a painting on his neck and a large blue, six feet tall, monstrous blue furred "teddy bear" wearing a orange life vest appears next to a Lizardman and slams its fluffy fists down onto the lizard. A sickening sound of the Lizardman's arm breaking can be heard.

The Boys
Image

The Lizardmen
Image

INIT ORDER
BOYS (they have both gone, bad rolls on GM part, hits both but low damage, damn dice)
TIC
GARGAMEL
LIZARDMEN (6) NOTE: Lizardmen Pace: 8, Parry: 8, Toughness: 19 (9). EXTRA'S NOT WILD CARDS

Image
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• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
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• CSC - Ozy “Oz”: Dragon

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Thrudh Zebrem
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Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Thrudh Zebrem »

Well, ain't this a kick in the bits. Thrudh blinks once at the monstrosity outside his door. "I didn't invite ya, but I can't let ya suffer. Die!...uh, again!"
Rolls
Shooting 1 with CV-212 - MD blast
[dice]0[/dice]

Wild die shooting
[dice]1[/dice]

Benny for extra effort
[dice]2[/dice]
total=6 (1 for extra effort? Really, Thrudh?)

Damage with CV-212
[dice]3[/dice]

One ace
[dice]4[/dice]

Shooting 2 - MD blast
[dice]5[/dice]

Wild die shooting 2
[dice]6[/dice]

Damage shot 2
[dice]9[/dice]

Shooting 3 - MD blast
[dice]7[/dice]

Ace
[dice]10[/dice]

Wild die shooting 3
[dice]8[/dice]

Damage shot 3 with raise
[dice]11[/dice]
18 with AP 4 = shaken and 1 wound

Stabbing with silver knife in tail
[dice]12[/dice]

Benny for extra effort
[dice]13[/dice]

Ace extra effort
[dice]14[/dice]
Total = 12 - hit with 1 raise

Damage with knife
[dice]15[/dice] + [dice]16[/dice] + [dice]17[/dice]
Brought a gorram knife to a bomb fight! Shat!
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Ember
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Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Ember »

Lars wrote:"I have to wizard looking one in the cannon chair thing sighted. I can shoot it if you are ready. My silencer is attacked ladies."
Ember responds on the same frequency.
"You first, we'll follow."
She motions Alecto toward the lizardman to the south - should the Press girl fail to eliminate the canoneer, Alecto is better equipped to take out two than Ember is.

She tenses, ready to spring upon the shot being taken, and on that cue leaps into action dashing toward the northern-most lizardman. Her vibrosword hacks into the creature artlessly but with brutal effectiveness. Unlike Alecto's earlier strike, while this one near-bisects the lizardman she is nowhere near graceful enough to avoid the resulting spray of blood and viscera. Thankfully her armor is environmentally sealed.

"Most exoskeletons go to ten. Mine goes to 11."
She states to no one in particular.
OOC Comments
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Ace! [dice]7[/dice]
11 +4/+2 visual/other = 15 Visual, 13 other senses (including sonar)

Free action move, attack L2
Fighting [dice]2[/dice]
Wild [dice]3[/dice]
4+4 (the drop) = 8 (just enough!)

Damage [dice]4[/dice]+2 (strength) +[dice]5[/dice] (vibrosword) +4 (the drop)+[dice]8[/dice] (Ace!)
Raise if needed [dice]6[/dice] (not needed, ignore)
12+2+7+4+11 = 36 AP 4, way more than enough
Ember, Alakar MARS PCO Alt of Lucretia
Bennies: 5/4 Parry: 6; Toughness: 15(7) [MDC]; Pace: 9; Charisma: +3
Card(s): Payback Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
Weapon in hand: none
Ammo:
  • Wilk's 447 (rifle) - 20/20 shots
    Wilk's 237 (pistol) - 16/16 shots
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Daniel
Daniel (Lars)
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Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Daniel »

Thrudh Zebrem wrote:Well, ain't this a kick in the bits. Thrudh blinks once at the monstrosity outside his door. "I didn't invite ya, but I can't let ya suffer. Die!...uh, again!"
Rolls
Shooting 1 with CV-212 - MD blast
[dice]12595:0[/dice]

Wild die shooting
[dice]12595:1[/dice]

Benny for extra effort
[dice]12595:2[/dice]
total=6 (1 for extra effort? Really, Thrudh?)

Damage with CV-212
[dice]12595:3[/dice]

One ace
[dice]12595:4[/dice]

Shooting 2 - MD blast
[dice]12595:5[/dice]

Wild die shooting 2
[dice]12595:6[/dice]

Damage shot 2
[dice]12595:9[/dice]

Shooting 3 - MD blast
[dice]12595:7[/dice]

Ace
[dice]12595:10[/dice]

Wild die shooting 3
[dice]12595:8[/dice]

Damage shot 3 with raise
[dice]12595:11[/dice]
18 with AP 4 = shaken and 1 wound

Stabbing with silver knife in tail
[dice]12595:12[/dice]

Benny for extra effort
[dice]12595:13[/dice]

Ace extra effort
[dice]12595:14[/dice]
Total = 12 - hit with 1 raise

Damage with knife
[dice]12595:15[/dice] + [dice]12595:16[/dice] + [dice]12595:17[/dice]
Brought a gorram knife to a bomb fight! Shat!

THURDH

Lock flinches just a tad when Thrudh fires at him.
GM bennie to Soak = Vigor Roll [dice]0[/dice]
Lock's turn is now used to make a Spirit Roll due to being Shaken and Woundx1. [dice]1[/dice]
Lock takes a step back, Shaken from the onslaught brought forth by Thrudh!
OOC Comments
Continue (next post) your combat Thrudh. Lock has Shaken and 1 Wound on him.
Agents of Titan Robotics Industries (AoT)
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Daniel
Daniel (Lars)
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Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Daniel »

OOC Comments
Ember wrote:
Lars wrote:"I have to wizard looking one in the cannon chair thing sighted. I can shoot it if you are ready. My silencer is attacked ladies."
Ember responds on the same frequency.
"You first, we'll follow."
She motions Alecto toward the lizardman to the south - should the Press girl fail to eliminate the canoneer, Alecto is better equipped to take out two than Ember is.

She tenses, ready to spring upon the shot being taken, and on that cue leaps into action dashing toward the northern-most lizardman. Her vibrosword hacks into the creature artlessly but with brutal effectiveness. Unlike Alecto's earlier strike, while this one near-bisects the lizardman she is nowhere near graceful enough to avoid the resulting spray of blood and viscera. Thankfully her armor is environmentally sealed.

"Most exoskeletons go to ten. Mine goes to 11."
She states to no one in particular.
OOC Comments
Notice [dice]12645:0[/dice]
Wild [dice]12645:1[/dice]
Ace! [dice]12645:7[/dice]
11 +4/+2 visual/other = 15 Visual, 13 other senses (including sonar)

Free action move, attack L2
Fighting [dice]12645:2[/dice]
Wild [dice]12645:3[/dice]
4+4 (the drop) = 8 (just enough!)

Damage [dice]12645:4[/dice]+2 (strength) +[dice]12645:5[/dice] (vibrosword) +4 (the drop)+[dice]12645:8[/dice] (Ace!)
Raise if needed [dice]12645:6[/dice] (not needed, ignore)
12+2+7+4+11 = 36 AP 4, way more than enough


ALECTO & EMBER

Ember kills the Lizardman swiftly and bloodily. As blood flies through the air a silent thwap is heard as Molly fires her Rifle with a Silencer on it. TO HIT: [dice]0[/dice] and Extra Effort (1/3 Molly bennies used) [dice]1[/dice] ACE [dice]2[/dice] AND DAMAGE [dice]3[/dice] and [dice]4[/dice] Which gets the Lizardmans attention but does not shake or harm him.

OOC Comments
Alecto you are up - two alive still!
Agents of Titan Robotics Industries (AoT)
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• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
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• CSC - Ozy “Oz”: Dragon

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Icosa
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Location: 1st SET

Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Icosa »

Alecto rushes in, blade drawn, to strike down the ones still drawing breath! Her vibrosword strikes true on the guard, impaling him low in the abdomen. She whirled around then, leaping up onto the platform with the cannon on it and ending with the heel of her palm pressed against the lizardman at the controls.

For a heartbeat their eyes met. Then a blade burst out of the lizardman's back with a spray of blood of viscera.

Alecto yanked her arm free of the unfortunate lizardman; the integral blade retracting as she did. Then she jumped back down to the first target, eying the creature warily...unsure how badly it had been hurt by her 'run-by' attack.

[dice]0[/dice] or [dice]1[/dice] wild, for [dice]2[/dice] damage (4 AP) with drop on close one.

Gonna benny that damage: [dice]6[/dice]

Offhand [dice]3[/dice] or [dice]4[/dice] wild, for [dice]5[/dice] damage (4 AP) on the other 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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Location: Former Alias (GM name) was Lars (2016-2022)

Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Daniel »

ALECTO & EMBER

Image

As Alecto turns to look at her first target, eying the creature warily...unsure how badly it had been hurt by her 'run-by' attack, she hears Thawp. A red hole appears in the Lizardmans eye as it drops dead. The woman with "PRESS" stenciled on her armor deftly climbs down to the roof top to face Ember and Alecto.

"I can explain later in detail ladies. I work for Damien...for, RFL." A unsure expression appears on her face, "I am on your side, how about that."

Popping the magazine out of her rifle she loads two rounds into the mag to refresh its load. Looking up at the BC members she grins, "You're here to destroy the cannon I assume. Don't let me stop you."
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

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NPC Accounts
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Iron Tic
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Joined: Sat Mar 18, 2017 7:35 am

Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Iron Tic »

Lars wrote:GARGAMEL & IRON TIC

As Iron Tic holds the injured kids, Lizardmen swarm around him, and cackle and hoot war cries. Even though Gargamel has cut down a few lizardmen a few more run out of the bushes.

Gargamel, Tic and two kids find themselves surrounded by six lizardmen. The kid that Tic holds, thanks Tic in a odd dialect of English then touches a smattering of colors on his shoulder and shakes. Tic sees his healing job on the kids leg glow and heal the rest of the way. Wiping a tear of pain away the boy stands up and looks totally healthy now. The combined efforts of both heals has worked. The two boys touch their colorful (painted on?) skin and weapons appear in their hands. Swinging the clubs the boys nod at Gargamel and Tic and face off with the Lizardmen warriors. One boy lets out a cry of war and raises his club high. He then touches a painting on his chest and pounces with with inhuman (magical?) swiftness at a Lizardman striking it with the club. The lizardman's armor cracks. (MD on MD). The other boy touches a painting on his neck and a large blue, six feet tall, monstrous blue furred "teddy bear" wearing a orange life vest appears next to a Lizardman and slams its fluffy fists down onto the lizard. A sickening sound of the Lizardman's arm breaking can be heard.
Turn 1

That was close Tic... To close. Wow did that kid just jump in and try to get some satisfaction? Nodding back at the kid, Tic jumps into the fray with him. On the way to the action Iron Tic pauses next to Gargamel and takes the time to state the obvious, " G-man, lets team up with these brave kids and give these Lizardmen some legendary satisfaction!" Tic laughs and slaps Gargamel on the shoulder. " I'll knock them down, and you slice and dice them!" With the plan stated Tic leaps over Gargamel's head and bull rushes Liz2.
Push Liz2
Opposed STR rolls,
STR: [dice]0[/dice] (+1 STR, +2 for moving 3 squares)
WILD: [dice]1[/dice] (+2 for moving 3 squares)
Alright main man Hans this one is for you. Taking advantage of the quickness placed on him by Hans, Tic blurs over to Liz1, and screams at it trying to through it off its game, " Hans!!!!!!!!"
Intimidate test of wills vs spirit
Indimidate: [dice]2[/dice] No MAP due to quickness
Wild: [dice]3[/dice]
Then Tic in between the inhale and exhale sweeps the leg of the lizardman trying to knock him down.
Push knockdown Liz1
Opposed STR rolls
STR [dice]4[/dice]
Wild [dice]5[/dice]
Possibly a +2 for intimidate
Turn 2

Tic takes a quick swing of water and flexes his fist muscles hearing a satisfying Crack! Iron Tic calls out to Gargamel, " Looks like we got some more Lizardmen coming up the rear, I'll get some satisfaction from them."
Tic charges Liz 5 roaring like a wild beast picking the Lizard up and throwing him into Liz6.
Push on Liz5 to toss him into Liz6
Opposed STR Rolls
STR: [dice]6[/dice] (+1 str, +2 moving 3 squares)
WILD: [dice]7[/dice] (+2 moving 3 squares)
Tic then hops into the fray unleashing the juice delivering a solid punch to Liz5, and then faster than a heart beat a punch to Liz6
OOC Comments
Fighting vs Liz5: [dice]8[/dice] No MAP from quickness
Wild: [dice]9[/dice]

Red Benny Reroll: [dice]12[/dice]

Fighting vs Liz5 Total: 11 a hit: [dice]13[/dice] No MAP from quickness
Wild: [dice]14[/dice]

Burn to the roll: [dice]16[/dice]
Damage: [dice]18[/dice] +[dice]19[/dice]
Burn for damage: [dice]23[/dice]
Split the seconds
Fighting vs Liz6 Total 16, hit with a raise: [dice]10[/dice]
Wild: [dice]11[/dice]
Benny extra effort: [dice]15[/dice]
Burn to the hit roll: [dice]17[/dice]
Damage: [dice]20[/dice]+[dice]21[/dice]+[dice]22[/dice]
Burn for damage: [dice]24[/dice]
Tic enacts Blaze of Glory... Waiting on GM permission before posting.

I PM'd you. Post below as a new Post. Thank you. RIP Iron Tic!!
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
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Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Ember »

Lars wrote:"You're here to destroy the cannon I assume. Don't let me stop you."
"Destroy it?" Ember grins back. "That's a waste of a perfectly good cannon."

Pushing the corpse away from the controls, she runs her hands over them. Where she had been born, they had nothing like this - but Ember somehow had a knack for getting whatever she could get her hands on to work for her.

Once she has at least a rough idea of how the cannon operates, she radios the team.
"Objective secured. Ready for Phase 2."

"A..." she stops herself before using Alecto's name in full. "There's probably a door or access hatch around here somewhere. It might be a good idea to secure that - there might be more of those things downstairs."

She turns to the press lady.
"Ok, hon - let's start with the basics. What's your name?"
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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Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Gargamel »

Gargamel responded to Alecto.


"We are currently under attack. Phase 2 may have to wait a few moments."

He turned back to face the lizardmen twirling his swords
"now where we? Ah yes, i was about to kill most of you before you actually know what was going on.
OOC Comments
Turn 1[dice]0[/dice]
[dice]1[/dice]
[dice]2[/dice]

[dice]3[/dice]
[dice]4[/dice]
[dice]5[/dice]
[dice]6[/dice]

Frenzy[dice]7[/dice]
[dice]8[/dice]
[dice]9[/dice]
Turn 2
OOC Comments
[dice]10[/dice]
[dice]11[/dice]
[dice]12[/dice]

[dice]13[/dice]
[dice]14[/dice]
[dice]15[/dice]
[dice]16[/dice]

Frenzy
[dice]17[/dice]
[dice]18[/dice]
[dice]19[/dice]
OOC Comments
not sure of rhe effects of my attacks until iron tic has knocked down loads of them
You kill the remaining Lizardmen!
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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Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Hans Greuber »

I really need to install some weapons in this armor...

"You did not ask for permission to board!"

With that, Hans activates his armor's Structural Integrity Field, and pushes the Hunter of Dis off of the boat and right at Tick.
OOC Comments
Activate Greater Armor: [dice]0[/dice]
Wild: [dice]1[/dice]
Result: Success with Raise - +10 MDC Armor

Move up to and Push Hunter of Dis off of the Boat
Push (+2 due to moving 3+) - Spend a Patron Auto-Ace: [dice]2[/dice]
Wild: [dice]3[/dice]
Ace: [dice]4[/dice]
Result:23 on Opposed Strength Roll. Each Success and raise pushes target back 1 square.
I am having you win STR Push competition. See Tic's next Blaze Post. Thank you.
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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Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Thrudh Zebrem »

Thrudh moves quickly, knowing the advantage could be very short lived. Thrudh's tail drops the knife and goes for one of the spare e-clips in a belt pouch. As smooth a transition as you could imagine, the empty magazine is dropped to the floor an instant before the new magazine is slapped into the well. Charging the rifle, Thrudh zeroes in on his enemy. "Get ya 'nother taste, ya walkin' bag a' rot!"
Rolls
Shooting 3 RB with CV-212 - MD blast, +2 targeting system, +2 3RB
[dice]0[/dice]

Wild die shooting
[dice]1[/dice]

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

Post by Icosa »

"There's probably a door or access hatch around here somewhere. It might be a good idea to secure that - there might be more of those things downstairs."

Alecto nods at that, and scans the roof for some kind of access hatch or other point of exit from the structure. On finding one, she goes over to it and stands next to it, getting her plasma cannon out and holding it ready to fire down into the hatchway if it opens.

She also keeps half an eye on the 'press' woman. Just in case.
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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Location: Former Alias (GM name) was Lars (2016-2022)

Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Daniel »

THURDH

The Undead Grackltooth in SAMAS power armor shakes of Shaken, however has 2 Wounds. Unleashing the full force of the SAMAS Railgun Shooting [dice]0[/dice] Wild Die Shooting [dice]1[/dice] Hit No Raise.
Damage [dice]2[/dice] AP 6 vs Thrudh 17 (6) = Thrudh Shaken & 2 Wounds.
The Damned Grackletooth advances towards Thrudh. Behind the undead former SET member Thrudh sees a group of young kids sneaking up towards them.

Kids. Thrudh. Undead GT Init.
Ace of Hearts: Thrudh
8 of Spades: Kids
7 of Hearts: Undead
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
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Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Iron Tic »

Iron Tic Blaze of Glory
OOC Comments
Thanks Lars for helping me the flavor and formatting
Tic was breathing hard after wailing into the Lizardman's face. “Ok, Gargamel and boys, time for you to get your satisfaction.”

Uhh did Hans, the main man just say someone had boarded! Ak Tic not good, barely any juice left and you got to help your best friend.

Tic looks up and sees the Ley Line skiff floating high in the air, just in time to see a body was being chucked off the skiff, overboard and right down at him.

Over the Radio Tic cheers Hans on, Atta boy Hans, show that thing who the main man is.

Tic plants his feet and bends low, letting the juice flow, then springs up towards the falling body like a boom gun projectile.

Iron Tic yells, “Satisfaction!!!!!”

Hurtling through the air he catches the falling body by its snarling head, grasping it with the might that only a Titan Juicer could exert.

Time to let the rest of the Juice Burn!!

Tic screams trying to hold onto the Hunter of Dis' head, as Tic's momentum carries them both back on deck of the Skiff. With a crack Tic lands back aboard and cries out “Now Hans!”

With the Hunter of Dis' head held in his hand Tic thunder bumps Hans’ fist. The demons head pops like a water balloon.

Weary from the ordeal Tic looks at the scantily clad lady holding the skull staff.

Is that a skull?

Tic moves to take her out, but stumbles to one knee. He looks down at his stomach and sees a demonic looking blade sticking into it, he cranes his neck and sees the blades pointy end coming out his backside. The Hunter of Dis' blade.

Not good Tic, not good. Oh damn that woman is going to attack Hans!! Is that acidic blood spewing out from her fingertips???

Whatever strength Tic has left, he uses it, to jump in front of the acid blood blast that the wicked woman was casting at Hans. The force of the blast rips through his armor. The blast and his slippery blood soaked feet carry him overboard in a blink of an eye.

As Tic vanishes overboard he cries one last time, "For Hans!!”

When Hans rushes over to look over the edge of the ship he sees that, curiously, there was a rope Iron Tic could have grabbed onto where he went off. However instead of finding Tic dangling from it, Hans find the modified P-40 Particle Beam Cannon,
OOC Comments
3d8+5 +6AP, 10 round clip. STR 12 to use. Taken from the dead CS Heavy Cyborg named: The End. (gimble essentially negated the -2 snapfire penalty. The gimbal also negated the auto fire penalty.
tied to the end of the rope with the words:

Main Man Hans scratched into it with what must have been a blood soaked knife.

Far below the lifeless body of the Titan Juicer known as the Iron Tic lays burned out and finished.

Close by, the dead Lizardmen are forgotten by the two young tattooed boys as they come sit by the mighty giant of a Juicer.

Looking up at Gargamel one boy says, "Tell is about this giant hero who came to save us. What was his name. How did he find 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
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Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Daniel »

REST IN PEACE IRON TIC

The Necromancer young girl, turned young lady, screeches and pouts due to her blast of acidic blood being blocked. Hans is not hit by the stuff but he sees that it has burnt its way through the ship to drip down to the earth below.

Demon Eyes girl jumps off the edge of the skiff. Her decent slowed by magic she lands next to the deceased Tic. Slapping her hand down on the dead Juicer's chest she cackles.

Gargamel sees the lifeless body of Tic and the evil girl leaning over it. The two boys with spears gather to either side of him.

Hans and Karchev hear the wailing Ooohoohohohh sound coming from the room Sadie was in. Then some knocking about in the room.

Gargamel. Hans. Karchev. Necromancer Girl Init.

When you take your turn please add in a Notice Roll, thanks.

Ace of Hearts: Gargamel
King of Spades: Necromancer NOTE: Pace: 8, Parry: 8, Toughness: 18 (6). WILD CARD
Jack of Clubs: Hans
9 of Spades: Karchev
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

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

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

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

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Thrudh Zebrem
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Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Thrudh Zebrem »

Gorrammit! Joker is bloody tough!
Soak
Benny to soak - with Battle Hardened, +2
[dice]0[/dice]

Ace soak
[dice]2[/dice]

Total = 21 - free and clear

Wild die soak
[dice]1[/dice]
Thrudh shakes off the impact of the railgun round and repeats his deft magazine change. Tail reaching for the 2nd of 3 spare magazines, the spent e-clip falls free of the rifle, ready to receive the fresh power source. "Nobody puts the fraz on ol' Thrudh Zebrem! Go down, ya flop-jawed carcass!"
Shooting
Shooting, 3RB MD, +2 targeting, +2 3RB
[dice]3[/dice]

Wild die shooting
[dice]4[/dice]

Benny for extra effort
[dice]5[/dice]

Damage with raise, AP 2
[dice]6[/dice]
Edit: omitted +2 damage from 3RB = 20 - shaken and +1 wound
Thrudh's voice bursts from the radio, the struggle of combat apparent in his growl. Phase 2's gonna have ta wait til I clear out this gorram livin' dead Grackle SAMAS pilot what came knockin' at my door! Hang on!
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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Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Daniel »

THURDH

(A GM Bennie was used in creation of this Post*)

As Thrudh yells across his radio he sees the six human kids, all 6 to 8 years old, dressed in little and painted with war paint , sporting Vibro spears, rush out of the woods behind the undead SET member named Lock. Thurdh catches a movement, a strange floating metal ball hovers over them. As the kids get to about 6 feet behind Lock an explosion erupts from below the kids. All six are blown to bits. The metal ball zooms away.

Undead Lock shakes of Thrudh's last attack*, however has 2 previous Wounds. Lock grins devilishly in regard to his booby trap.

Unleashing the full force of the SAMAS Railgun again at Thrudh Shooting [dice]0[/dice] Wild Die Shooting [dice]1[/dice] Hit.

Damage [dice]3[/dice] AP 6 vs Thrudh 17 (6) = Shaken + 1 Wound

The Damned Grackletooth advances towards Thrudh more. Now at the open hatch which is covered in kids blood.
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• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
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• CSC - Ozy “Oz”: Dragon

My Accounts:
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Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Daniel »

ALECTO & EMBER

There is indeed an open hatch that leads down into the building. The sounds of fighting filter up to you. It sounds like young human voices screeching war cries and louder Lizardmen yelling.

Molly quickly introduces herself, "Molly." She lifts her camera and points it at the open hatch, pointing at it, and walks towards it.

"We can talk more later ladies of the black, right now it sounds like there are kids down there in a fire fight. Whats the plan?"

Right Now No Init Needed. You Both can do whatever next. When you do act, please add a Notice Roll in. More details for Alecto and Ember once you post.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

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

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

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

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Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Icosa »

Alecto considered Molly, then looked at Ember.

"I can move in to assess the situation while you commandeer the cannon," she suggested. "It does leave you without support though."
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

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

Post by Gargamel »

Notice [dice]0[/dice]
wild dice [dice]1[/dice]
Iron Tic wrote:Far below the lifeless body of the Titan Juicer known as the Iron Tic lays burned out and finished.

Close by, the dead Lizardmen are forgotten by the two young tattooed boys as they come sit by the mighty giant of a Juicer.

Looking up at Gargamel one boy says, "Tell is about this giant hero who came to save us. What was his name. How did he find satisfaction?"
Gargamel twirled his swords around as he danced through the Lizardmen, each blow finding its mark and hacking them down.

Even with time slowed down by his spell, he only just saw Iron Tic return to the Sky Rider but he saw his fall protecting Hans and defeating the demon.

"That was Iron Tic, warrior, protector and friend. I will tell you stories later about his heroism." he told the children.
Lars wrote: Demon Eyes girl jumps off the edge of the skiff. Her decent slowed by magic she lands next to the deceased Tic. Slapping her hand down on the dead Juicer's chest she cackles.

Gargamel sees the lifeless body of Tic and the evil girl leaning over it. The two boys with spears gather to either side of him.
"Remove your hand from my friend before I remove it for you!" Gargamel glared at her. She had come down from the Sky Rider, which meant Hans and Karchev were in danger. He had to deal with her quickly.
OOC Comments
turn 1
BFB [dice]2[/dice]
wild dice [dice]3[/dice]
[dice]4[/dice]

Vibrosword [dice]5[/dice]
wild dice [dice]6[/dice]
[dice]7[/dice]
[dice]8[/dice]

Frenzy
BFB [dice]9[/dice]
wild dice [dice]10[/dice]
Ace [dice]22[/dice]
[dice]11[/dice]

Turn 2
BFB [dice]12[/dice]
wild dice [dice]13[/dice]
[dice]14[/dice]

Vibrosword [dice]15[/dice]
wild dice [dice]16[/dice]
[dice]17[/dice]
ace [dice]23[/dice]
[dice]18[/dice]
ace [dice]25[/dice]
total 23 damage AP 4
Benny for extra effort [dice]27[/dice] total 28


Frenzy
BFB [dice]19[/dice]
wild dice [dice]20[/dice]
[dice]21[/dice]
[dice]24[/dice]
ace [dice]26[/dice]
total 27 damage AP 4
Benny for extra effort [dice]28[/dice] total 31
Quickness
PPE 8 remaining
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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Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Ember »

Thrudh Zebrem wrote:Phase 2's gonna have ta wait til I clear out this gorram livin' dead Grackle SAMAS pilot what came knockin' at my door! Hang on!
Lars wrote:Molly quickly introduces herself, "Molly." She lifts her camera and points it at the open hatch, pointing at it, and walks towards it.

"We can talk more later ladies of the black, right now it sounds like there are kids down there in a fire fight. Whats the plan?"
Alecto wrote:"I can move in to assess the situation while you commandeer the cannon," she suggested. "It does leave you without support though."
"Kids first, cannon second. Sounds like phase 2 is gonna be delayed anyhow. I just hope the plan hasn't gone totally pear-shaped."

She makes her way to the hatch and peeks through, while also observing Molly.
All-round sensors come in handy yet again. Best bit of tech I've had installed.
OOC Comments
Notice [dice]0[/dice]
Wild [dice]1[/dice]
5 +4/+2 = 9 (vision), 7 (other)
Note: If relevant, no penalties from Dim or Dark lighting (low light vision from Race).
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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Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Daniel »

Alecto & Ember move closer to the hatch. Keeping an eye on the woman Molly too. Covering each other and staying alert they see that down below, in the room of beer the hatch, a fight is occurring between a bunch of young kids dressed in near nothing with Vibro Spears verse a throng of Lizardmen.

Molly flickers and becomes intangible. Smiling she points at two hovering metal balls, above you all, as she steps down into the hatch.

Nearly instantaneously after she drops down an explosion erupts in the room below. Flames and ash blow upward through the hatch. As the smoke clears Alecto & Ember can see all below are dead. The two metal balls scream away.

Looking down there is no sign of Molly. Just read Lizardmen and kids.
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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  • Vi - Space Pirate - Stars Without Numbers
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  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
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  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

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Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Daniel »

Gargamel advances on the Necromancer girl and unleashes a volley of stabs, cuts and slashes with Vibro Sword and his Fury Blade. The girl is literally cut to ribbons and falls dead on top of Tic. Gargamel notices a odd metal ball about the size of a baseball hovering over him and the two dead. A moment later it zooms off away from him.
OOC Comments
S W W W
S W W W W
First save...
Vigor [dice]0[/dice] 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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Icosa
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Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Icosa »

Alecto shakes her head slowly, and after a moment to listen for further activity she drops down through the hatch...attempting to be quiet in her landing, and immediately ducking low and taking cover alongside a wall.

For a moment she surveyed the ruins of the former combatants, and inspected the floor under the hatch.

Ember received a communication then. "Thermal effects and debris scattering are consistent with multiple microfusion devices being detonated simultaneously. Blast center coincides with where Molly had been at the time of the explosion. There is evidence that she utilized a phase transition effect to escape the effects of the blast. This means she is likely still alive, and may have motivation to eliminate witnesses." A pause. "We should stay together. Countering her will require us to see her before she can repeat this manuever near us."
OOC Comments
7 Stealth, 9 Notice (or 11 if the roll is for vision)

Stealth [dice]0[/dice] or [dice]1[/dice] wild.

Children ain't the only thing exploding down here: [dice]2[/dice]

Also Notice: [dice]3[/dice] or [dice]4[/dice] wild (+2 for vision).

Yep, there's a lot of exploding going on: [dice]5[/dice].
GM
You get impression that Molly used her Intangible Power to leave via walk or floor, to go down more. There is no sounds of life in here anymore.
Last edited by Icosa on Wed Jun 28, 2017 4:13 pm, edited 2 times in total.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

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

Post by Hans Greuber »

OOC Comments
Notice: [dice]0[/dice]
Wild: [dice]1[/dice]
Ace: [dice]2[/dice]
Result: 9 - Success with Raise.

Knowledge: Arcana to Identify what he sees... and if it can be hurt by the Particle Cannon
[dice]3[/dice]
Ace: [dice]4[/dice]
Wild: [dice]5[/dice]
Ace: [dice]6[/dice]
Result: 22 - Success with 4 Raises.
Tick. You Brave, Loyal, Silly Juicer. Gonna miss you... S**t. Who else is down there? I REALLY need to set up some security for this barge. Is that another Ley Line skid heading our way?!? What a day. Priorities first...

Another large Ley Line skid inbound from the West. Details unknown.

Hans will drag up the Particle Cannon, walk over to the Cannon, ready to shoot whatever he sees with it.
OOC Comments
Shooting (+1/-2 MaP/+4 Drop= +3 Total)
Auto-Ace: Shooting: [dice]7[/dice]
Wild: [dice]8[/dice]
Result: 10 - Success with Raise.
Damage: [dice]9[/dice] AP6
Aces: [dice]10[/dice]
Raise: [dice]11[/dice]
Result: 38 AP6.
I HATE Necromancers.

"Here is some Satisfaction! Stupid undead."

Hans obliterates the undead body of Sadie, the former Cyber Knight.
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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Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Thrudh Zebrem »

Thrudh growls as the kids are blown to kingdom come, and as the railgun impacts again. "Yer killin' KIDS, ya bloodless limp-tailed COWARD!"
Soak
Benny to soak - Battle Hardened, +2
[dice]0[/dice]

Wild die soak
[dice]1[/dice]
Thrudh's rage at the slaughter of children overcomes the solid blast of the railgun, and he prepares his mag dump dance one last time.
"I got a real problem here! Status on that cannon?! Request fire mission, my coordinates! Drop it right outside Eleanor's door on my mark!
Magazines switched out, Thrudh fires off his last burst out of the CV-212.
Shooting
Shooting 3 RB MD blast
[dice]2[/dice]

Wild die shooting
[dice]3[/dice]

Damage CV-212 +2 3RB
[dice]4[/dice]

Benny to reroll damage
[dice]5[/dice]

One Ace
[dice]6[/dice]
Total = 21 - shaken, +1 wound
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 2: Fex Bridge)

Post by Icosa »

Alecto transmits to Ember, "No further activity detected down here. I'll come back up to cover you while you man the cannon."
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 2: Fex Bridge)

Post by Ember »

Ember can feel the tears streaming down her cheeks, pooling at her neck where her helmet connected to her armor. It was all so senseless. They were just kids.

"R-roger." She chokes the word out.

Going back to the cannon, she inputs the coordinates.
"R-ready to fire on your mark, Thrudh. Jus' t-tell me there aren' any kids in the blast zone."
I hope my crying isn't too obvious. Some hard-boiled merc I am.
OOC Comments
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Ace! [dice]4[/dice]
6+3 +[4/2] = 13 visual, 11 other

Going to roll in advance to keep things rolling. She doesn't fire until Thrudh tells her too, of course.
Shooting [dice]2[/dice]
Wild [dice]3[/dice]
6 +2 (targeting mod) = 8, success unless there are more than -4 in penalties
OOC Comments
No Penalties to fire. You're good to go.
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
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Location: 1st SET

Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Icosa »

While Ember works, Alecto climbs back up out of the hatch, closes it and hunkers down on top of it to make sure no one can just pop straight out. She brings her plasma ejector to bear and looks around constantly, covering as wide an overwatch as she can.

Simultaneously she notes Ember's emotional distress. This isn't an appropriate moment to ask about it, but she resolves to do so at the next opportunity.

The flying metal balls accompanying Molly also occupy a few clock cycles. Drones of that size flying with apparent reactionless thrust bespoke advanced technology. They hadn't seemed armed, though Alecto hadn't gotten a very good look. More recording devices, perhaps?

Strange.
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 2: Fex Bridge)

Post by Thrudh Zebrem »

Thrudh growls back over the radio. "Not anymore. Kids got blasted to red smears by a shiny metal ball! Stand by!"
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
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Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Icosa »

"Something similar happened here. Did you see a woman with the word 'press' on her armor?" Alecto asks over the radio channel.
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 2: Fex Bridge)

Post by Daniel »

OOC Comments
This weekend bennies, Adventure Cards, Red Bull bennies, etc all reset.

I mention it because some things like:
Adventure card: Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.
Might want to be played. The above card, Thrudh has.

Also, this weekend, I will be posting everyone's XP / EP / etc with notes....I also will post a Poll, its the rate my GM Poll.

Okay! Back to our regularly scheduled combat!!!!!! Go Team!

Ember: No Penalties to fire. You're good to go when Thrudh says go.
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Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Thrudh Zebrem »

OOC Comments
Playing my adventure card now. I'm betting I'll need it.
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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Thrudh Zebrem
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Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Thrudh Zebrem »

Thrudh growls back, clearly strained by the intense combat. "No press, just livin' dead member a' 2nd SET! DIE YOU ROTTEN TOOTHED SON OF A"
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Daniel
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Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Daniel »

The undead Grackle in SAMAS armor pushes forwards as chunks of kids land all around behind him. Dirt and debris scatters, some landing in the hatchway. Stepping forward the former SET member Lock curls his right foot talons onto the hatch and the creature lets out a fearsome screech. Tilting its head down to look at Thrudh with dead eyes it growls. The thing looks poised to climb into the APC and continue fighting.
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
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Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Ember »

Thrudh Zebrem wrote:Thrudh growls back over the radio. "Not anymore. Kids got blasted to red smears by a shiny metal ball! Stand by!"
The tears continue to stream, and Ember doesn't even respond to the radio. She's ready on the trigger, waiting. Mourning dead children is one thing, letting a teammate die as a result? That's something else altogether.
Ember, Alakar MARS PCO Alt of Lucretia
Bennies: 5/4 Parry: 6; Toughness: 15(7) [MDC]; Pace: 9; Charisma: +3
Card(s): Payback Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
Weapon in hand: none
Ammo:
  • Wilk's 447 (rifle) - 20/20 shots
    Wilk's 237 (pistol) - 16/16 shots
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Thrudh Zebrem
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Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Thrudh Zebrem »

Thrudh bellows at the creature as he steps his foot into the sanctity of Thrudh's beloved Eleanor. "GET OUTTA MY BABY!" Beside himself with rage, Thrudh throws his empty rifle at the monster's face and leaps at the beast.
Ultra Heroic Rolls
Agility trick - throwing rifle to distract w/ +2 adventure card
[dice]0[/dice]

Wild die agility trick
[dice]1[/dice]

Fighting roll to grapple - -2 MAP, +2 Adventure card
[dice]2[/dice]

Wild die fighting
[dice]3[/dice]

Repair roll to hotwire and activate SAMAS flight capability for short burst backwards into the open - -2 MAP, +2 adventure card, +2 repair w/ Triax T-13, net +2
[dice]4[/dice]

Wild die repair
[dice]5[/dice]

Ace wild die
[dice]6[/dice]
Thrudh latches onto the creature in the SAMAS suit with all his strength, wrapping the abomination in a flurry of arms, legs, and whipping tail. Thrudh activates the robot arm of the Triax T-13, the laser torch cutting into the cover of the flight control circuitry. Thrudh works with amazing speed and uncharacteristic good luck, all while struggling to keep his grip on the fallen SET member. The robot arm of the mechanic armor finds the cluster its searching for. Fusing the thrust conduit to the directional controls, the SAMAS thrusters fire a short, heavy reverse blast, propelling the monstrosity backwards a short distance into the open, hitting the ground hard. Thrudh releases his grip as the jets fire, landing with a heavy thump outside the door of the mountaineer.
Thrudh's urgent voice lights up the radio. "Fire now! NOW NOW NOW!"
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Daniel
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Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Daniel »

Ember takes aim. Fires. The large cannon cracks the air with a mighty resounding boom.

The building the cannon is build on shakes. A sonic boom erupts outward. A large slug screams across the distance and impacts the undead Grackle.

The slug tears the creature in half, its two sections spinning away in different directions.

As the boom echoes outward the Black Company members look around and see no new threats. No more Lizardmen. No more kids. There is however the large Skiff that Hans spied closing in on the area.

A transmission crackles across each members radio:

"What in the blue blazes is going on down there? This is Captain Gaiter aboard the BAMF Battle Airship Morose. I am inbound to your 20 with a few of your friends, assuming you folks down there are the remaining Black Company members. Uh, a Kasey, Otto and Cricket are with us. Hold fire please. Don't even point that thing at me....which one is she?...Lieutenant Ember. My gunner has you sighted, but like I say young lady we are not here to fight you. Inbound and will land adjacent the building. Stand by."

The large skiff approaches. It looks to be about the size of a CS DHT. Unless interfered with it will land where it's captain stated.
OOC Comments
Next GM Post will have more information. For now: decided your reaction to the inbound ship. Yes you do recognize the names mentioned as BC members. Also what you wish to do in regards to the missing Molly and or searching the rest of building is up to you. Is there more 2nd SET around? You were hired to kill them since they are undead. Is the shipment of Solid Oxide around 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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Thrudh Zebrem
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Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Thrudh Zebrem »

Thrudh breathes a very welcome sigh of relief. "Good shootin'. 'at nasty undead grackle limp-tail is scragged. Bet I can fix the SAMAS suit though."
Thrudh looks around, scanning the area for other threats. Of particular interest is where that shiny ball booby trap might've come from, and if there are any others lying in wait.
OOC Comments
Notice
[dice]0[/dice]

Wild die notice
[dice]1[/dice]
Assuming no other threats are detected, he collects his empty rifle and sets about trying to remove the carcass from the SAMAS suit, assuming it's even remotely repairable.
Thrudh scans the scene of the carnage and shakes his head at the shredded children. "Monster. Killin' kids. Should'a stopped 'em sooner. Gorrammit, Thrudh."
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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Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Daniel »

THE BLACK COMPANY UPDATE

Greetings! See the below topics. Read up on your fate, vote on the GM, go check out your new XP and EP, feel free to over time work on the Interlude. update your characters with your new XP, and once you do please PM me what you spent your XP on, thanks. Once you decide on your fate, I will get active on Posting again. So the sooner everyone takes care of the business below, the sooner I will have our first new GM post up to start playing more! (Note as stated else where Red Bennies are set to zero, I will award some out, after we start up the game again). If I forgot anything please let me know.

  • After you read the Post: Fate of the Black please feel free to continue RP here for now. The Morose lands, Kasey and others drive out of the Morose Sky Ship in a Mark V. The three BC members, Kasey, Ares and Otto get out of the Mark V and make contact with the rest of you. RP.
  • Please vote in the GM Poll.
  • Woot! Go check out your Second Quarter XP and EP awards!
  • Remember the Interlude gets you a free bennie or Adventure card to use during Q3. It also helps earn you XP for the quarter.
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 2: Fex Bridge)

Post by Gargamel »

Notice [dice]0[/dice]
Wild Dice [dice]1[/dice]

Faster than she could react to, Gargamel’s twin blades tore through her defences, her staff unable to fend off all the blows and she collapsed to the ground before she could finish whatever spell she was casting on Iron Tic.

Gargamel surveyed the carnage around him, most of which he had admittedly committed, but even so everything seemed quiet. He relaxed his spell and the battle fury blade to conserve his energy reserves.

Kicking a chunk of the witch that had landed on Tic’s chest, Gargamel knelt down in the mud quickly, causing it to splatter up his armour. He didn’t have much medical training, but even then, it was obvious that the Mega Juicer was no more, his once giant body shrivelled up inside his armour.

“Rest in peace that you didn’t find in life,” Gargamel whispered, reaching over to close Iron Tic’s eyes before he activated his comlink and called the rest of the team. He had dealt with this threat, but the two demons did not resemble any of the 2nd SET. He’d heard some chatter over the comlink and explosions, but had they completed their objectives or was there more combat to expect?

“Everyone check in? Iron Tic is dead, repeat Iron Tic is dead. We engaged lizardmen hostiles and some demons, which have all been eliminated. We rescued two children but what’s your sit-rep? Are there any more hostiles?”

As he waited for responses, He turned to face the children to find out what was going on. They had weapons and magical abilities, so they were obviously not helpless, but this entire situation was weird.

“You kids alright? What are you doing here and why are you having to fight these lizardmen?”
OOC Comments
Knowledge arcana to recognise the tattoos
[dice]2[/dice]
ace [dice]3[/dice]
total 10
As the new skiff arrived and broadcast their message that they were BC.

“Well, reinforcements are always welcome, but why are you here? Blackwell ordered this mission on the QT.”
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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Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Daniel »

Gargamel: “You kids alright? What are you doing here and why are you having to fight these lizardmen?”

The battle mage has a moment to look at the two boy after combat. They are carrying vibro tipped spears and covered in tattoos. As he asks the boys if they are alright one touches a tattoo on his chest, it looks like water color or crayon like, childish drawing, of a heart. The moment it is touched by the boy his cuts heal. The other boy speaks, "Thanks you mister. Our clan lives here, in these woods. The liz-zards have been our enemies for many years, ever since they became aggressive. No one knows why them did. I think your people killed the majority of the liz-zards. In my mind I saw my brothers be blown up in the boomer building." The boy looks sad.

The other, younger boy says: "If you destroy or get rid o the kanun on top ov the boomer build'n the zards won't stay here I bet. Tommy lets go. I wana go back to our place."

The two boys run off into the dense woods.
OOC Comments
Knowledge arcana to recognize the tattoos: they are magic! You have seen them before on adult Atlantean warriors.

As the new skiff arrived and broadcast their message that they were BC. Gargamel: “Well, reinforcements are always welcome, but why are you here? Blackwell ordered this mission on the QT.”

As the Large Sky Battle Ship, the Morose, lands and a Mark V drives out onto the path by the Cannon Building the APC comes to a halt.

A female (KASEY) and a male Dog Boy exit the vehicle.

The large wolf like dog boy, growls: "I am Sgt. Ares of BC Command Ops. This mission is top secret, needs to remain that way. No one, per Lord Coake's orders is to let on that the 2nd SET betrayed the Legion. I for one will stand by those orders. Look Bro, a lot has happened. As of now, we, the BC are majorly wanted by the Legion as traitors." Taking a breath the dog boy looks around at those assembled. "Lets group up, all of us, here by the Mark V, and Kasey and I can explain further."
OOC Comments
Add Hindrance Wanted Major by Legion to your character sheets.
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
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Location: 1st SET

Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Icosa »

Alecto replied by radio to Gargamel's query.

"Cannon secured. There was only light resistance. The lizardmen on site were distracted by what appeared to be tattooed human children. All of the combatants were destroyed by a woman calling herself Molly, using fusion explosives. I believe Molly survived using a phasing effect. Ember and I will meet up shortly."

She went to Ember and put a hand on her shoulder to get her attention.

"Are you prepared to go?"
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 2: Fex Bridge)

Post by Thrudh Zebrem »

They got the Tic?! GORRAMMIT!
Thrudh growls in anger. "Tic?! NO!" He shakes his head. Should'a kept 'im with me. I could'a taken care of 'im.
Thrudh gets back on the radio. "All quiet here. Bunch a' dead kids, ripped up undead grackle, and a pissed off Thrudh. Should I bring Eleanor in?"

Assuming a positive response, Thrudh will load up whatever parts of the SAMAS are salvageable and drive to the meeting point next to the cannon. He disembarks to pay his respects to the Iron Tic.
"Rest in peace, Tic. Ya got yer satisfaction now."
Thrudh turns to the new arrivals. "What the ricky tick is all this? Wanted?"
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
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Ember
Posts: 106
Joined: Thu May 04, 2017 1:24 pm

Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Ember »

Ember nods to Alecto.

"Yeah, let's go. They got Tic, too. So much death. I mean, I've seen death before, but it's been a while since I've seen a kid die, and so many at once... it's just not right."

She glances over at the hatch leading into the building.

"I'm gonna go down the way we came up."

Later, at the Mark V, she seems to have calmed down a bit.

"We had two jobs. One was to secure the S-O-X. We've done that. The other was to take out traitors and revenants of the 2nd. Well, we've started on that but it's not done yet. If the sky knights want to hire us to go where we were going to anyhow, I say why not. Two - uh - birds with one stone. So to speak. Maybe we can get them to take the SOX to the TL for us, too."

She runs a hand through her hair, smoothing out some of the helmet-head.

"More importantly, we got set up. Whoever did this knew we were coming here, and knew that Blackwell was going up north. That much information... either there was an epic level hack or it was an inside job. Seriously though, that's twice we've gotten burned by insiders. Sounds like someone in security isn't doing their job too well. anyhow, that's who we should really be gunning for. That Molly girl, she said she worked for uh... i think she said Damien? Yeah, that's it, I read a weird book with the same name once. Anyway, she said she worked for something else, too. 'Rofl' or something like that."
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 2: Fex Bridge)

Post by Icosa »

"R F L," corrects Alecto. "I can transmit logs of our encounter. She claimed to be on our side, and offered to explain in detail later. This was immediately before descending into the building and detonating her explosives. She was armed with a single-shot, high caliber rifle but required two rounds to make a kill even at relatively short range for such a weapon. She also possessed a personal recording device, and was accompanied by two drones with a silvery spherical configuration. No apparent mode of propulsion or external devices."

She called up her memory of the incident, starting from her first sighting of Molly hiding in the bushes, and compressed it into a file consisting of video and audio footage suitable for transmission to her teammates.

"Molly departed immediately after the explosives detonated, and her drones flew away without her. I suggest we make all effort to retain physical evidence of what happened here. Including the remains of the SAMAS pilot."
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 2: Fex Bridge)

Post by Thrudh Zebrem »

"Whole thing stinks." Thrudh observes, as the new cigar burns. "I know we're the dirty laundry crew fer the Legion, but I ain't okay with havin' a price on my head fer someone else's funny business. Thrudh don't take backstabbin' light."

The cigar smoke wafts into the trees.

"Near as I can figure, we need pay and safe harbor. Sky knights got both. Might be we could figure who's pullin' what strings if we head ta where we're goin' anyway. But rack it if I'm lettin' the SOX outta my hands til' I know who's gettin' it and why. If it's headin' ta the Legion, and they want it, they better know who sent it so we can clear our names. If it's more string pullin' and it's gonna put a hurt on 'em, we better keep it til' we can figure a better delivery spot."

Thrudh nods at Alecto. "Yer right, Alecto. I'll run back down and grab the bits a' that dead undead. Maybe send Garg with me ta keep cover. But I ain't carryin' that filth in my Eleanor. I'll strap it ta the roof, but it ain't ridin' with me."

Thrudh glances at the lifeless body of the Iron Tic. "S'pose we oughta bury him. Ain't lettin' him rot out in the open. That ain't the satisfaction he deserved."
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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Kasey
Posts: 42
Joined: Mon Jun 26, 2017 7:26 pm

Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Kasey »

Lars wrote:Ember takes aim. Fires. The large cannon cracks the air with a mighty resounding boom.

The building the cannon is build on shakes. A sonic boom erupts outward. A large slug screams across the distance and impacts the undead Grackle.

The slug tears the creature in half, its two sections spinning away in different directions.

As the boom echoes outward the Black Company members look around and see no new threats. No more Lizardmen. No more kids. There is however the large Skiff that Hans spied closing in on the area.

A transmission crackles across each members radio:

"What in the blue blazes is going on down there? This is Captain Gaiter aboard the BAMF Battle Airship Morose. I am inbound to your 20 with a few of your friends, assuming you folks down there are the remaining Black Company members. Uh, a Kasey, Otto and Cricket are with us. Hold fire please. Don't even point that thing at me....which one is she?...Lieutenant Ember. My gunner has you sighted, but like I say young lady we are not here to fight you. Inbound and will land adjacent the building. Stand by."

The large skiff approaches. It looks to be about the size of a CS DHT. Unless interfered with it will land where it's captain stated.
OOC Comments
Next GM Post will have more information. For now: decided your reaction to the inbound ship. Yes you do recognize the names mentioned as BC members. Also what you wish to do in regards to the missing Molly and or searching the rest of building is up to you. Is there more 2nd SET around? You were hired to kill them since they are undead. Is the shipment of Solid Oxide around here?
Location: Aboard the Morose
Disposition: Free bird
Helmet: off

Kasey does not blink for a second, she doesn't have eyes. Her tattoos along her face and forehead ripple with tention. I hope they are ok, they are all that is left. Don't worry baby your Freebird is on her way! Kasey grabs the comms, anxsiously she says, " This is Kasey of what is left of Black Company. How are you? Anyone hurt?". Common capatain get us there already!
Parry:8, Toughness: 17(10), Pace:6, Cha:, 2/-2 Danger Sense
ISP: 15/20
  • Active powers
Combat Edges:
  • Improved First strike
  • Martial Arts
Skills
  • Notice: d8+2
  • Stealth d8
Note: She does not normally wear a helmet
Bennies
4 bennies
Adventure Card
Deadly Blow
User avatar
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 2: Fex Bridge)

Post by Icosa »

"Kasey," came Alecto's reply, "This is Alecto, also of the Black Company. We have accomplished our objectives with one casualty. Survivors are uninjured. We are proceeding to your landing site for debriefing and extraction."
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
Kasey
Posts: 42
Joined: Mon Jun 26, 2017 7:26 pm

Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Kasey »

Alecto wrote:"Kasey," came Alecto's reply, "This is Alecto, also of the Black Company. We have accomplished our objectives with one casualty. Survivors are uninjured. We are proceeding to your landing site for debriefing and extraction."
Location: Aboard the Morose
Disposition: Free bird of Concern
Helmet: off

Alecto, great thats one... Is my Flame alive? Copy that Alecto... Is ummm... Dammit! We will land shortly. If we do not touch down I will set her down myself.
Parry:8, Toughness: 17(10), Pace:6, Cha:, 2/-2 Danger Sense
ISP: 15/20
  • Active powers
Combat Edges:
  • Improved First strike
  • Martial Arts
Skills
  • Notice: d8+2
  • Stealth d8
Note: She does not normally wear a helmet
Bennies
4 bennies
Adventure Card
Deadly Blow
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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 2: Fex Bridge)

Post by Daniel »

Image

The Morose lands. The Mark V drives out onto the path by the Cannon Building, and comes to a halt.

Kasey and Ares are in Mark V and get out.

The large wolf like dog boy, growls: "Gather up folks so we can get sorted!"

Looking over at Tic, Ares' voice softens some, "Can I help with the fallen? Though I never met him, he one of us. I wish to help if that is okay? Afterwards we can plan."
OOC Comments
THINGS TO DO? THAT YOU GUYS MENTIONED:
Bury Tic. (You guys feel free to post a burial here, one or all of you)
Spend a few days getting cannon into the Morose. (Quick RP and rolls - go for it)
Search for kids and check on them. (You want to, one or all, or some, go find them. RP it out - in essence I am okay with what ever...I don't really plan on using the kids more. There are about 20 left, they live in woods close by, Tommy is chief, he's 10 years old. They used to have a elder but he died and all parents too. They came to Rifts from a dying world but adults all died in the trip, because they landed in Liz-zard territories. They will be fine here, open to going to Castle or maybe just staying here and later going to Castle. Depending on how it goes in Gloom maybe there. You RP it: great. Thanks. ...and yes Tommy is Chief, and Finn is the 8 year old who knows how to do tribal magic tattoos.
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 2: Fex Bridge)

Post by Hans Greuber »

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

"We need to give Tick a proper burial or funeral pyre. Out here with all the animals, I think the pyre is more appropriate. We can even put the remains of the Hunter of Dis at his feet, as befits a warrior. I will start on it, but I welcome any help."

With that, Hans starts gathering firewood for a warrior's funeral pyre, as well as any remains of the Hunter of Dis. Of course, Hans will take anything of note off of the Hunter of Dis before putting it at Tick's feet on the pyre.
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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Kasey
Posts: 42
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Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Kasey »

Hans Greuber wrote:Notice: [dice]13538:0[/dice]
Wild: [dice]13538:1[/dice]

"We need to give Tick a proper burial or funeral pyre. Out here with all the animals, I think the pyre is more appropriate. We can even put the remains of the Hunter of Dis at his feet, as befits a warrior. I will start on it, but I welcome any help."

With that, Hans starts gathering firewood for a warrior's funeral pyre, as well as any remains of the Hunter of Dis. Of course, Hans will take anything of note off of the Hunter of Dis before putting it at Tick's feet on the pyre.
Location: On the ground, near SOG 8
Disposition: Free bird of Anger
Helmet: off

Kasey rushes over to Hans, almost gives him a hug, but awkwardly refrains. Her voice filled with a fair about of concern " Good to see you well Hans... I would love to help you with that pyre. " She tilts her head just so staring at Hans with no eyes. " Something seem different about you. New Armor?" Kasey moves around gathering wood, not necessarily the right kind either.

Once finished she looks at the 8th. She calls over to them, " Hey folks, I got some bad news..." Kasey sits on a rock her face is fairly grim. " We lost the Black... There was a navel job Blackwell was interested in. It turned out to be a damn trap. Everyone... Everyone got put through the meat grinder, and is some salty admiral's nap time snack." She grits her teeth almost seething, " Bastards... Someone is also tarnishing our name. When we got back from Kingsdale on a special run for Blackwell we came to find out the Black company is no longer welcome... Major Frost said we are all wanted roasted or toasted, by the legion... 1 million credits per head on a spike."
Parry:8, Toughness: 17(10), Pace:6, Cha:, 2/-2 Danger Sense
ISP: 15/20
  • Active powers
Combat Edges:
  • Improved First strike
  • Martial Arts
Skills
  • Notice: d8+2
  • Stealth d8
Note: She does not normally wear a helmet
Bennies
4 bennies
Adventure Card
Deadly Blow
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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 2: Fex Bridge)

Post by Icosa »

Alecto frowned at that.

"That is an extreme reaction to a situation that can only have arisen very recently. It is my understanding that the Tomorrow Legion places value on due process of law. This is not consistent with condemning us without any charges or opportunity to defend ourselves."

She looked at the other. "Molly, and the drones accompanying her, may have been gathering footage for use in this...though the timing is suspect. According to Kasey, we already have bounties. What point would there be in continuing gathering evidence to falsify against us?"
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 2: Fex Bridge)

Post by Ember »

"For someone skilled enough, that could have been practically a live feed, maybe as little as a 10 or 30 second delay."

Ember's voice is flat, almost emotionless. This ordeal and the news of the Black Company has clearly taken a toll on her.

"The Legion brass though, they should know the truth. They were the ones that sent us here, right? Maybe it's just the rank and file don't know... and maybe the bounties aren't real either. It's an old trick - spread the rumor of a high price on someone's head, and a bounty hunter will off 'em just in case, if given half an opportunity."

She shakes her head, ruefully.

"As for the SOX... if we have it delivered then at worst we look like we are trying to cover for our guilt. If we don't get it to them... then at worst we get accused of stealing it for ourselves, and look all the more guilty."
Ember, Alakar MARS PCO Alt of Lucretia
Bennies: 5/4 Parry: 6; Toughness: 15(7) [MDC]; Pace: 9; Charisma: +3
Card(s): Payback Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
Weapon in hand: none
Ammo:
  • Wilk's 447 (rifle) - 20/20 shots
    Wilk's 237 (pistol) - 16/16 shots
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Daniel
Daniel (Lars)
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Location: Former Alias (GM name) was Lars (2016-2022)

Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Daniel »

Image

Ares listens and assists were he can. Not one to dwell on the past or sorrows he hears Ember and says:

"I bet Cap'n Gaiter would deviler the cargo for you after taking us to Gloom. If you want LT."
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

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

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

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

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Gargamel
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Location: The Black Company

Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Gargamel »

As Kasey explained the situation, Gargamel gave an exasperated sigh.

“A million credit bounty each. Well, that’s going to bring a lot of bounty hunters out of the woodwork,” Gargamel’s face transforms to resemble Dengar from Empire Strikes Back for a few seconds before resuming its normal shape, “this does mean we may end up having to fight some of their SETs if we don’t clear our names and quickly.”

“Ember if I might make a few suggestions to the team;” he turned to look at their commanding officer

“Tic definitely deserves a funeral pyre as Hans suggests. We say goodbye to him and considering we just took out a couple of necromancer types, I am of the belief that we ensure that they can’t use his body for their heinous magic. The Lizardmen I say we just burn. I’m sure the kids don’t want their bodies lying around stinking up the place.”

“Alecto, I am going to find the children with magical tattoos from earlier. If you could help me record their evidence that we didn’t do this and we can convince them to move somewhere safer, maybe up to Castle Refuge. We will also need to put together all of our evidence so far. Doubt it will be enough to exonerate us, but we certainly need to start stockpiling it. We won’t be able to shoot our way out of this one."

“Hans, as I am sure that you intend to strip this place bare, what is the likelihood we could fit that cannon to one of the ships?”

"That note we received before starting all of this was related to the City of Gloom. Looks like they have pre-emptively gone after us before we are sent after them and we still have members of the 2nd SET to deal with. This lady with the press insignia I would suspect works for them. She knows certainly what most of us look like and any security forces would have our pictures from these somewhat flatteringly priced bounties. So we will have to change how we look; not exactly a problem for me, but we may have to be smart about this."


“Kasey, who knows we have the Mark V and this ship? The lower profile we keep as we investigate the better. Plus, if we can drop these kids off close to a safe location that would also be helpful.”

“Thrudh, could you modify a set of armour to match the Press lady’s?”
OOC Comments
Is any of the Witch’s gear still intact like say her staff?
sorry for the wall of speech
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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Thrudh Zebrem
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Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Thrudh Zebrem »

Thrudh nods at Gargamel. "Yeah, I bet I can rig somethin' up."
Thrudh sets about assisting Hans with the pyre. "We ain't lettin' the Tic get used by whatever turned that other grackle. Burn 'em."
As he gathers wood, the cigar smoke hanging over him like a cloud, he muses further. "Ya know, the Legion has money, but ta throw so much at a small squad of mercs as a bounty? Don't seem right either. Why waste what they got on killin' scapegoats when they need it fer more important things? Alecto's right, too. They tried and convicted us without even telllin' us we were on trial. I guess military court might move different, but the whole thing stinks."
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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Kasey
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Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Kasey »

Gargamel wrote:As Kasey explained the situation, Gargamel gave an exasperated sigh.

“A million credit bounty each. Well, that’s going to bring a lot of bounty hunters out of the woodwork,” Gargamel’s face transforms to resemble Dengar from Empire Strikes Back for a few seconds before resuming its normal shape, “this does mean we may end up having to fight some of their SETs if we don’t clear our names and quickly.”

“Kasey, who knows we have the Mark V and this ship? The lower profile we keep as we investigate the better. Plus, if we can drop these kids off close to a safe location that would also be helpful.”
Kasey faces Gargamel, " Did your face change shape? I once cooked something that could do that..." Kasey laughs surprising herself, " Tasted different to everyone... Not the best of times." She tosses another log onto the pyre.

Her voice has a hard edge to it, " I would be willing to bet, the legion will send the best teams after us. Those maniacs, Fell's Follies. Joker's Jokers, The Losers, The quiet ones, the 32nd, the nameless, shit they could even send those vampire hunting specialists after us... Maybe for fun they could even throw in the murder hobos. I would bet the CS might even send Chicago company after us. The perfect jambalaya, extra spicy with enough baby meat!" Kasey spits on the ground in clear frustration.
" Damn Gargamel, only Spider I think knows about the repainted Mark V... He's just a bartender, loose lips and all, probably everyone knows what it looks like. The Morose..." Kasey shakes her head vigerously.
" No way anyone knows about them, we were careful heading to find you, and a good ways away when they picked us up. Two things I know about Lyn Sirals. One they are on the up and up...." Her voice lowers as if remembering a time long ago, " Two, the highlord says they taste like chicken." Gritting her teeth she pushes past the memory.
" They actually could use our help infiltrating Gloom."
Parry:8, Toughness: 17(10), Pace:6, Cha:, 2/-2 Danger Sense
ISP: 15/20
  • Active powers
Combat Edges:
  • Improved First strike
  • Martial Arts
Skills
  • Notice: d8+2
  • Stealth d8
Note: She does not normally wear a helmet
Bennies
4 bennies
Adventure Card
Deadly Blow
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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 2: Fex Bridge)

Post by Icosa »

Alecto gives Kasey a puzzled look.

"Are you implying that the Tomorrow Legion would collaborate with the Coalition States? All my information is clear that the two organizations are deadly enemies, including our recent encounter with a Coalition infiltrator and saboteur near Castle Refuge itself."
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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Kasey
Posts: 42
Joined: Mon Jun 26, 2017 7:26 pm

Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Kasey »

Alecto wrote:Alecto gives Kasey a puzzled look.

"Are you implying that the Tomorrow Legion would collaborate with the Coalition States? All my information is clear that the two organizations are deadly enemies, including our recent encounter with a Coalition infiltrator and saboteur near Castle Refuge itself."
Kasey faces Alecto, " We are standing on the coast of terror looking at out doom coming straight at us with the force of a hurricane... And we are all out of Erta ribs. For one million creds everyone is coming after us."
Parry:8, Toughness: 17(10), Pace:6, Cha:, 2/-2 Danger Sense
ISP: 15/20
  • Active powers
Combat Edges:
  • Improved First strike
  • Martial Arts
Skills
  • Notice: d8+2
  • Stealth d8
Note: She does not normally wear a helmet
Bennies
4 bennies
Adventure Card
Deadly Blow
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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 2: Fex Bridge)

Post by Daniel »

Image

Captain Gaiter wobbles, yes wobbles like any good drunken sailor does, out of the converted DHT, the Morose. Listening to the members of the Black Company talk he rubs his red nose.

"Ya neeed a paint job or sumthin, my apey copilot Chuckles iza faybulous Tek-know-visard. He can paint ya pretty stolen CS APeeCee for ya. Looks 'ere ladies and gents, you 'elp me figa ought what 'appened to ma fellow BAMF an I vill help yoo in anyz way I can eh."

Saluting the pyre Gaiter looks serious for a moment then somber.

Gaiter: http://www.savagerifts.com/viewtopic.ph ... 264#p13264
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)
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Kasey
Posts: 42
Joined: Mon Jun 26, 2017 7:26 pm

Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Kasey »

Kasey digs at the ground with her heel and looks at the remaining members of black company an the swaying captain. " I am not sure what you said there captain Gaiters. But heading to gloom seems like the best place to go. Perhaps uncovering what happened to these BAMF individuals will bring light to what happened to the second SET and who is behind smearing the good names of the black company."
Parry:8, Toughness: 17(10), Pace:6, Cha:, 2/-2 Danger Sense
ISP: 15/20
  • Active powers
Combat Edges:
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  • Martial Arts
Skills
  • Notice: d8+2
  • Stealth d8
Note: She does not normally wear a helmet
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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 2: Fex Bridge)

Post by Daniel »

Image

Ares the wolf dog boy thanks Gaiter for his offer. The ship captain wobbles back towards his ship.

After a few moments Ares turns and faces the group.

"Okay so... now that we paid respect to Iron Tic...Gargamel you and some of the group are headed out to located the kids? Hans and who ever are going to steal a big o'cannon? I for one am happy to have my feet on the ground, flying stresses me out. I can get the Techno Wizard on the Morose to paint the Mark V vehicle whatever color or pattern you guys think is good? Dark camouflage? Sky blue? Whatever. I don't think we will be using it or any vehicles in Gloom. The vehicles we can store in the Morose. Then after all that we get back on board, fly to Gloom and take care of business? Sound right?"
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

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

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

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
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Gargamel
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Joined: Sat Apr 01, 2017 12:43 am
Location: The Black Company

Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Gargamel »

Notice [dice]0[/dice]
wild dice [dice]1[/dice]

Gargamel picked up his gear, ready to head into the woods, but he turned to Ares and Gaiter before he left.

"Depending on our route, I am about to convince those children to leave here and we need to drop them off somewhere safe. There was some scuttlebutt about Garnet Town before we left. If we drop them off there, that should keep us safe and still provide them somewhere safe to go."
OOC Comments
Gargamel's interlude deals with convincing the children. I am presuming Alecto joins him.
A few hours later, Gargamel and Alecto returned, a host of armed and tattooed young children following behind.

"Lets go!"
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
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Re: The 2nd Adventure ... Solid Oxide (Part 2: Fex Bridge)

Post by Daniel »


A few days later, the Morose hovers over the grassy ground by the cannon building, having recently returned from Garnet Town*

Over the last few minutes Hans, Thurdh and Chuckles finalize the loading of the large Cannon off the building and into the Morose Battle Airship. The exact plans for what to do with the massive cannon undecided still, the BC at least has the cannon in their hands.

As the BC members and the BAMF members all get into the Morose they hear the ship captain on the loud speaker: "Next sto..hic..op is teh city of Glooom. We will arrive in teh early morning. Once there I'll buy docking access and you all c...hic...an get to business. Bay doors now closing. Prepare for flight!"

The crew, the Mercenaries and the Morose head west towards Gloom. Next stop: The Mercenary City of Gloom!

Gloom Gazetteer

Story Continued here.






















*the 3rd SET Garnet Town under Corrigon's GMing now has the Tattoo Kids. Enjoy!
(The Tattooed Kids were dropped off there, any desire to RP any of that can be done in your Interludes areas.
Any RPing that is done on the trip to Gloom can be done below if you wish, my next Post IC will be in a new Thread.)















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